Labyrinths & Liontaurs
Contents

Notes

Spell Lists

  • There are four spell lists in Labyrinths & Liontaurs: Arcane | Divine | Inherent | Natural

  • No spell appears on more than one list.

  • Arcane Spells


    Zero-Level Arcane Spells

    1. Acid Splash (conjuration) — Orb deals acid damage. (combat cantrip)

    2. Battle Ward (abjuration) — Gives subject an armor bonus. (combat cantrip)

    3. Confusion I (enchantment) — One creature is confused for 1 round. (combat cantrip)

    4. Detect Magic (divination) — Detects spells and magic items within 60 ft. (exploration cantrip)

    5. Disrupt Undead (necromancy) — Deals damage to one undead. (combat cantrip)

    6. Ghost Sound (illusion) — Figment sounds. (interaction cantrip)

    7. Lullaby (enchantment) — Makes subject tired. (interaction cantrip)

    8. Mage Hand (transmutation) — 5-pound telekinesis. (interaction cantrip)

    9. Mage Lights (evocation) — Creates magical lights. (exploration cantrip)

    10. Message (transmutation) — Whisper conversation at distance. (interaction cantrip)

    11. Open/Close (transmutation) — Opens or closes small or light things. (exploration cantrip)

    12. Penumbra (evocation) — Shrouds a creature in shadow. (exploration cantrip)

    13. Prestidigitation (universal) — Performs minor tricks. (interaction cantrip)

    14. Ray of Frost (evocation) — Ray deals cold damage. (combat cantrip)

    15. Read Magic (divination) — Read scrolls and spellbooks. (exp;oration cantrip)

    16. Sift (divination) — See area as though examining it. (exploration cantrip)

    17. Touch of Illness (necromancy) — Touch attack makes target queasy. (combat cantrip)

    18. Ventriloquism (illusion) — Throws voice. (interaction cantrip)


    First-Level Arcane Spells

    1. Animate Rope (transmutation) — Makes a rope move at your command.

    2. Appraise Person (divination) — Gives information about a person.

    3. Arcane Marking (universal) — Inscribes writing or runes on an object or creature (visible or invisible).

    4. Cause Fear (necromancy) — A creature of 5 HD or less flees for 1d4 rounds.

    5. Color Spray (illusion) — Knocks unconscious, blinds, and/or stuns weak creatures.

    6. Comprehend Languages (divination) — You understand all languages.

    7. Detect Secret Doors (divination) — Reveals hidden doors within 60 ft.

    8. Disguise Self (illusion) — Changes your appearance.

    9. Erase (transmutation) — Mundane or magical writing vanishes.

    10. Feather Fall (transmutation) — Objects or creatures fall slowly.

    11. Floating Disk (evocation) — Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.

    12. Grease (conjuration) — Makes 10-ft. square or one object slippery.

    13. Hold Portal (abjuration) — Holds door shut.

    14. Hypnotism (enchantment) — Fascinates creatures.

    15. Jump (transmutation) — Subject gets bonus on Jump checks.

    16. Mage Armor (conjuration) — Gives subject +4 armor bonus.

    17. Magic Map (divination) — Enchants a parchment to draw a map of what you see.

    18. Magic Missile (evocation) — 1d4+1 damage; +1 missile per two levels (max 5).

    19. Misdirection (illusion) — Misleads divinations for one creature or object.

    20. Mount (conjuration) — Summons riding horse for 2 hours/level.

    21. Obscure Object (abjuration) — Masks object against scrying.

    22. Phantom Trap (illusion) — Makes item seem trapped.

    23. Ray Of Enfeeblement (necromancy) — Ray causes 1d6 Str penalty + 1 per 2 levels.

    24. Shield (abjuration) — Invisible disc gives +4 to AC, blocks magic missiles.

    25. Shocking Grasp (evocation) — Touch delivers 1d6/level electricity damage (max 5d6).

    26. Sleep (enchantment) — Puts creatures into magical slumber.

    27. Solid Note (conjuration) — Creates tangible music note.

    28. Unseen Servant (conjuration) — Invisible force obeys your commands.


    Second-Level Arcane Spells

    1. Alarm (abjuration) — Wards an area for 2 hours/level.

    2. Anonymous Interaction (enchantment) — Creatures forget details about you and conversations with you.

    3. Arcane Protection (abjuration) — This spell wards a creature from certain mental attacks.

    4. Beguiling Gift (enchantment) — Subject immediately accepts an offered.

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

    6. Charm Person (enchantment) — Makes one person your friend.

    7. Chill Touch (necromancy) — One touch/level deals 1d6 damage and possibly 1 Str damage.

    8. Create Pit (conjuration) — Creates an extradimensional pit.

    9. Elemental Touch (evocation) — Gain energy damage touch attack.

    10. Enlarge Person (transmutation) — Humanoid creature doubles in size.

    11. Expeditious Retreat (transmutation) — Your base land speed increases by 30 ft.

    12. False Life I (necromancy) — Gain 1d10 temporary hp + 1/level (max +10).

    13. Icicle Dagger (conjuration) — Masterwork ice dagger deals +1 cold damage.

    14. Identify (divination) — Gives +10 bonus to identify magic items.

    15. Improved Concentration (universal) — Enhance your concentration checks.

    16. Magic Aura (illusion) — Alters object’s magic aura.

    17. Magic Mouth (illusion) — Objects speaks once when triggered.

    18. Magic Weapon I (transmutation) — Weapon gains +1 bonus.

    19. Recall Lessons (divination) — You gain an insight bonus on a knowledge check.

    20. Reduce Person (transmutation) — Humanoid creature halves in size.

    21. Restful Sleep (necromancy) — Gain more hit points while sleeping.

    22. Silent Image (illusion) — Creates minor illusion of your design.

    23. Snowball (evocation) — 1d4 damage per two level, 5-ft. radius.

    24. Summon Monster I (conjuration) — Summons alternate-dimension creature to fight for you.

    25. Touch of Idiocy (enchantment) — Subject takes 1d6 penalty to Int, Wis, and Cha.

    26. True Strike (divination) — +20 on your next attack roll.

    27. Youthful Appearance (transmutation) — Target appears younger.


    Third-Level Arcane Spells

    1. Alter Self (transmutation) — Assume form of a Small or Medium humanoid.

    2. Arcane Lock (abjuration) — Magically locks a portal or chest.

    3. Blur (illusion) — Attacks miss subject 20% of the time.

    4. Darkvision (transmutation) — See 60 ft. in total darkness.

    5. Detect Thoughts (divination) — Allows “listening” to surface thoughts.

    6. Detect Undead (necromancy) — Reveals information on nearby undead.

    7. Disguise Other (illusion) — As disguise self, but affects you or another.

    8. Flaming Sphere (evocation) — Rolling ball of fire deals 3d6 fire damage.

    9. Ghoul Touch (necromancy) — Paralyzes one subject, which exudes stench that makes those nearby sickened.

    10. Glitterdust (conjuration) — Blinds creatures, outlines invisible creatures.

    11. Hideous Laughter (enchantment) — Subject loses actions for 1 round/ level.

    12. Hypnotic Pattern (illusion) — Fascinates (2d4 + level) HD of creatures.

    13. Knock (transmutation) — Opens locked or magically sealed door.

    14. Minor Image (illusion) — As silent image, plus some sound.

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

    16. Nondetection (abjuration) — Hides subject from divination, scrying.

    17. Protection From Arrows (abjuration) — Subject gains DR 10/magic against ranged attacks.

    18. Retrieve Item (conjuration) — You call a specific nonliving item directly to your hand from a nearby location.

    19. Rope Trick (conjuration) — As many as eight creatures hide in extradimensional space.

    20. Scare (necromancy) — Frightens creature of less than 6 HD.

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

    22. See Invisibility (divination) — Reveals invisible creatures or objects.

    23. Shatter (evocation) — Sonic vibration damages objects or crystalline creatures.

    24. Spell Penetration (universal) — Enhance your spell penetration checks.

    25. Steadfast (enchantment) — Gives bonus against mental attacks.

    26. Web (conjuration) — Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.


    Fourth-Level Arcane Spells

    1. Acid Arrow (conjuration) — Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.

    2. Burrow (transmutation) — Gives a creature a burrow speed.

    3. Call to Surrender (enchantment) — One wounded person surrenders.

    4. Clairaudience/Clairvoyance (divination) — Hear or see at a distance for 1 min./level.

    5. Command Undead (necromancy) — Undead creature obeys your commands.

    6. Continual Flame (evocation) — Makes a permanent, heatless light.

    7. Freeze Water (evocation) — You freeze all the water within a 5 ft cube.

    8. Ghostly Disguise (illusion) — You look like a ghost of yourself.

    9. Illusory Script (illusion) — Only select creatures can read text.

    10. Invisibility I (illusion) — Subject is invisible for 1 min./level or until it attacks.

    11. Levitate (transmutation) — Subject moves up and down at your direction.

    12. Locate Object (divination) — Senses direction toward object (specific or type).

    13. Pyrotechnics (transmutation) — Turns fire into blinding light or choking smoke.

    14. Rage (enchantment) — Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

    15. Rune of Warding (abjuration) — Guard a portal with magical runes.

    16. Scroll Booster (universal) — Trigger a scroll with your own caster level.

    17. Secret Page (transmutation) — Changes one page to hide its real content.

    18. Sepia Snake Sigil (conjuration) — Creates a snake-shaped text symbol that immobilizes reader.

    19. Share Memory (divination) — Share one memory with the target.

    20. Shield Ally (abjuration) — Invisible disc gives shield bonus to AC.

    21. Spectral Hand (necromancy) — Creates disembodied glowing hand to deliver touch attacks.

    22. Summon Monster II (conjuration) — Summons alternate-dimension creature to fight for you.

    23. Tongues (divination) — Speak and understand any language.

    24. Verbal Hiccup (enchantment) — Forces target to say a particular word at random moments.

    25. Whispering Wind (transmutation) — Sends a short message 1 mile/level.


    Fifth-Level Arcane Spells

    1. Animate Skeleton (necromancy) — Creates an undead skeleton.

    2. Beast Shape I (transmutation) — You take the form and some of the powers of a Small or Medium animal.

    3. Blindness/Deafness (necromancy) — Makes subject blind or deaf.

    4. Create Treasure Map (divination) — Creates treasure map out of a creature’s corpse.

    5. Dispel Magic I (universal) — Cancels one magical spell or effect.

    6. Displacement (illusion) — Attacks miss subject 50% of the time.

    7. Explosive Runes (abjuration) — Deals 6d6 damage when read.

    8. Flame Arrow (transmutation) — Arrows deal +1d6 fire damage.

    9. Gaseous Form (transmutation) — Subject becomes insubstantial and can fly slowly.

    10. Hidden Speech (divination) — Gain +10 on Bluff to send secret messages.

    11. Hold Monster (enchantment) — Paralyzes one monster.

    12. Invisibility Sphere (illusion) — Makes everyone within 10 feet invisible.

    13. Lightning Bolt (evocation) — Electricity deals 1d6/level damage.

    14. Magic Weapon II (transmutation) — Weapon gains +1 bonus/four levels (max +5).

    15. Major Image (illusion) — As silent image, plus sound, smell, and thermal effects.

    16. Phantom Steed (conjuration) — Magic horse appears for 1 hour/level.

    17. Ray of Exhaustion (necromancy) — Ray makes subject exhausted.

    18. Rune of Durability (abjuration) — Strengthen an object.

    19. Shrink Item (transmutation) — Object shrinks to one-sixteenth size.

    20. Spiked Pit (conjuration) — As create pit, but filled with spikes.

    21. Stinking Cloud (conjuration) — Nauseating vapors, 1 round/level.

    22. Strangling Hair (transmutation) — Your hair animates and grapples.

    23. Suggestion (enchantment) — Compels subject to follow stated course of action.

    24. Tiny Hut (evocation) — Creates shelter for 10 creatures.


    Sixth-Level Arcane Spells

    1. Arcane Protection Circle (abjuration) — As the arcane protection spells, but 10-ft. radius and 10 min./level.

    2. Arcane Sight (divination) — Magical auras become visible to you.

    3. Blink (transmutation) — You randomly vanish and reappear for 1 round/level.

    4. Collaborative Thaumaturgy (universal) — Help a friend co-cast a spell.

    5. Creation I (conjuration) — Creates one cloth or wood object.

    6. Deep Slumber (enchantment) — Puts 10 HD of creatures to sleep.

    7. Dimension Door (conjuration) — Teleports you a short distance.

    8. Fireball (evocation) — 1d6 damage per level, 20-ft. radius.

    9. Fly (transmutation) — Subject flies at speed of 60 ft.

    10. Force Ray (evocation) — Fire a force ray 1/round for 1 round/level. Ray inflicts 1d8+1/2levels.

    11. Forewarning (divination) — Know the results of a roll before you roll it.

    12. Glibness (enchantment) — You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.

    13. Hallucinatory Terrain (illusion) — Makes one type of terrain appear like another (field as forest, or the like).

    14. Halt Undead (necromancy) — Immobilizes undead for 1 round/level.

    15. Haste (transmutation) — One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.

    16. Illusory Wall (illusion) — Wall, floor, or ceiling looks real, but anything can pass through.

    17. Remove Curse (abjuration) — Frees object or person from curse.

    18. Sculpt Sound (transmutation) — Creates new sounds or changes existing ones into new sounds.

    19. Secure Shelter (conjuration) — Creates sturdy cottage.

    20. Shadow Projection (necromancy) — Temporarily become a shadow.

    21. Slow (transmutation) — One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.

    22. Summon Monster III (conjuration) — Summons alternate-dimension creature to fight for you.

    23. Vampiric Touch (necromancy) — Touch deals 1d6 damage/2 levels; caster gains damage as temporary hp.


    Seventh-Level Arcane Spells

    1. Acid Pit (conjuration) — Creates a pit with a layer of acid on the bottom.

    2. Beast Shape II (transmutation) — You take the form and some of the powers of a Tiny or Large animal.

    3. Black Tentacles (conjuration) — Tentacles grapple all creatures within a 20-ft. spread.

    4. Calcific Touch (transmutation) — Touch attack slows target, 1d4 Dex damage.

    5. Confusion II (enchantment) — Subjects behave oddly for 1 round/level.

    6. Crushing Despair (enchantment) — Subjects take –2 on attack rolls, damage rolls, saves, and checks.

    7. Deathless (necromancy) — Prevents death from hit point damage.

    8. Detect Scrying (divination) — Alerts you to magical eavesdropping.

    9. Enlarge People (transmutation) — 1 humanoid creature/level doubles in size.

    10. Fear (necromancy) — Subjects within cone flee for 1 round/level.

    11. Fire Shield (evocation) — Creatures attacking you take fire damage; you're protected from heat or cold.

    12. Invisibility II (illusion) — As invisibility I, but subject can attack and stay invisible.

    13. Perfect Image (illusion) — As silent image, plus speech, sound, smell, tactile, and thermal effects.

    14. Rainbow Pattern (illusion) — Lights fascinate 24 HD of creatures.

    15. Reduce People (transmutation) — As reduce person, but affects 1 humanoid creature/level.

    16. Ride The Waves (transmutation) — Target can breathe water and swim.

    17. Scrying (divination) — Spies on subject from a distance.

    18. Slot Drain I (universal) — Target loses a 6th-level prepared spell or spell slot.

    19. Solid Fog (conjuration) — Blocks vision and slows movement.

    20. Twilight Knife (evocation) — Floating knife attacks with you.

    21. Wall Of Ice (abjuration) — Ice plane creates wall or hemisphere creates dome.

    22. Ward Shield (abjuration) — Enchant a shield to give spell resistance.


    Eighth-Level Arcane Spells

    1. Arcane Eye (divination) — Invisible floating eye moves 30 ft./round.

    2. Break Enchantment (abjuration) — Frees subjects from enchantments, transmutations, and curses.

    3. Charm Monster (enchantment) — Makes monster believe it is your ally.

    4. Creation II (conjuration) — As creation I, plus stone and metal.

    5. Dream (illusion) — Sends message to anyone sleeping.

    6. Elemental Body I (transmutation) — Turns you into a Small elemental.

    7. Enervation (necromancy) — Subject gains 1d4 negative levels.

    8. Fabricate (transmutation) — Transforms raw materials into finished items.

    9. False Life II (necromancy) — Gain 2d10 + 1 point per caster level (maximum +20).

    10. False Vision (illusion) — Fools scrying with an illusion.

    11. Globe of Lesser Invulnerability (abjuration) — Stops 1st- through 3rd-level spell effects.

    12. Good Hope (enchantment) — Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

    13. Hungry Pit (conjuration) — As create pit, but dealing 4d6 damage to those in it as it closes.

    14. Locate Creature (divination) — Indicates direction to known creature.

    15. Mage's Lucubration (universal) — Trade a higher level spell slot for several lower ones.

    16. Overland Flight (transmutation) — You fly at a speed of 40 ft. and can hustle over long distances.

    17. Resilient Sphere (evocation) — Force globe protects but traps one subject.

    18. Shadow Conjuration I (illusion) — Mimics conjuration below 8th level, but only 20% real.

    19. Shout I (evocation) — Deafens all within cone and deals 5d6 sonic damage.

    20. Summon Monster IV (conjuration) — Summons alternate-dimension creature to fight for you.

    21. Vermin Shape I (transmutation) — Take the form and some of the powers of a Small or Medium vermin.


    Ninth-Level Arcane Spells

    1. Baleful Polymorph (transmutation) — Transforms subject into harmless animal.

    2. Beast Shape III (transmutation) — You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.

    3. Cloudkill (conjuration) — Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.

    4. Contact Other Plane (divination) — Lets you ask question of extraplanar entity.

    5. Feeblemind (enchantment) — Subject's Int and Cha drop to 1.

    6. Fire Snake (evocation) — Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.

    7. Mirage Arcana (illusion) — As hallucinatory terrain, plus structures.

    8. Modify Memory (enchantment) — Changes 5 minutes of subject's memories.

    9. Phantasmal Killer (illusion) — Fearsome illusion kills subject or deals 3d6 damage.

    10. Phantasmal Web (illusion) — Catches subjects in illusory web.

    11. Plant Shape I (transmutation) — Turns you into a Small or Medium plant.

    12. Protection from Theft (abjuration) — Alarms and traps your possessions against theft.

    13. Prying Eyes (divination) — 1d4 + 1/level floating eyes scout for you.

    14. Secret Chest (conjuration) — Hides expensive chest on Ethereal Plane; you retrieve it at will.

    15. Seeming (illusion) — Changes appearance of one person per two levels.

    16. Soul Link (universal) — Makes spells last indefinitely.

    17. Spotlight (evocation) — Creates a cone of normal light.

    18. Suspend Extraordinary Abilities (abjuration) — Stops extraordinary abilities.

    19. Telekinesis (transmutation) — Moves object, attacks creature, or hurls object or creature.

    20. Teleport I (conjuration) — Instantly transports you as far as 100 miles per level.


    Tenth-Level Arcane Spells

    1. Cleromancy (divination) — Cast bones to predict the future.

    2. Dominate Person (enchantment) — Controls humanoid telepathically.

    3. Elemental Body II (transmutation) — Turns you into a Medium elemental.

    4. Force Hammer (evocation) — You strike a blow at an onject in an attempt to break it.

    5. Interposing Hand (evocation) — Hand provides cover against 1 opponent.

    6. Mage's Private Sanctum (abjuration) — Prevents anyone from viewing or scrying an area for 24 hours.

    7. Magic Jar (necromancy) — Enables possession of another creature.

    8. Mind Fog (enchantment) — Subjects in fog get –10 to Wis and Will checks.

    9. Nightmare (illusion) — Sends vision dealing 1d10 damage, fatigue.

    10. Persistent Image (illusion) — As major image, but no concentration required.

    11. Planar Binding I (conjuration) — Traps extraplanar creature of 6 HD or less until it performs a task.

    12. Polymorph I (transmutation) — Gives one willing subject a new form.

    13. Shadow Evocation I (illusion) — Mimics evocation of lower than 9th level, but only 20% real.

    14. Slot Drain II (universal) — Target loses a 9th-level spell slot.

    15. Summon Monster V (conjuration) — Summons alternate-dimension creature to fight for you.

    16. Telepathic Bond (divination) — Link lets allies communicate.

    17. Vermin Shape II (transmutation) — As vermin shape, but Tiny or Large.

    18. Wall Of Force (abjuration) — Wall is immune to damage.

    19. Waves of Fatigue (necromancy) — Several targets become fatigued.


    Eleventh-Level Arcane Spells

    1. Antimagic Field (universal) — Negates magic within 10 ft.

    2. Beast Shape IV (transmutation) — You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.

    3. Circle Of Clarity (abjuration) — Emanation hampers illusions and stealth.

    4. Cloak of Dreams (enchantment) — Living creatures within 5 ft. fall asleep.

    5. Cone of Cold (evocation) — 1d6/level cold damage.

    6. Contingency (evocation) — Sets trigger condition for another spell.

    7. Disintegrate (transmutation) — Reduces one creature or object to dust.

    8. Fluid Form (transmutation) — Gain DR 10/slashing, increases reach 10 ft.,.

    9. Legend Lore (divination) — Lets you learn tales about a person, place, or thing.

    10. Mage's Faithful Hound (abjuration) — Phantom dog can guard a location and attack intruders.

    11. Mislead (illusion) — Turns you invisible and creates illusory double.

    12. Plant Shape II (transmutation) — Turns you into a Large plant creature.

    13. Shadow Walk (illusion) — Step into shadow to travel rapidly.

    14. Suggestions (enchantment) — As suggestion, affects subject/level.

    15. Symbol of Pain (necromancy) — Triggered rune wracks nearby creatures with pain.

    16. Veil (illusion) — Changes appearance of group of creatures.

    17. Wall of Iron (abjuration) — 30 hp/four levels; can topple onto foes.

    18. Zone of Silence (abjuration) — Keeps eavesdroppers from overhearing you.


    Twelfth-Level Arcane Spells

    1. Acid Fog (conjuration) — Fog deals acid damage.

    2. Charm Many People (enchantment) — As charm person, but all within 30 ft.

    3. Dispel Magic II (universal) — Works as dispel magic I, but can affect multiple targets.

    4. Elemental Body III (transmutation) — Turns you into a Large elemental.

    5. Eyebite (necromancy) — Target becomes panicked, sickened, and/or comatose.

    6. Flesh to Stone (transmutation) — Turns subject creature into statue.

    7. Forceful Hand (evocation) — Hand pushes creatures away.

    8. Form of the Dragon I (transmutation) — Turns you into a Medium dragon.

    9. Freezing Sphere (evocation) — Freezes water or deals cold damage.

    10. Guards and Wards (abjuration) — Myriad of magic effects protect area.

    11. Permanent Image (illusion) — Permanent illusion, includes sight, sound, smell, and thermal effects.

    12. Programmed Image (illusion) — As major image, plus triggered by event.

    13. Shout II (evocation) — Devastating yell deals 10d6 sonic damage; stuns creatures.

    14. Song of Discord (enchantment) — Forces targets to attack each other.

    15. Stone to Flesh (transmutation) — Restores petrified creature.

    16. Summon Monster VI (conjuration) — Summons alternate-dimension creature to fight for you.

    17. True Seeing (divination) — Lets you see all things as they really are.


    Thirteenth-Level Arcane Spells

    1. Analyze Dweomer (divination) — Reveals magical aspects of subject.

    2. Chain Lightning (evocation) — 1d6/level damage and 1 secondary bolt/level.

    3. Control Undead (necromancy) — Undead don't attack you while under your command.

    4. Create Pocket Realm (conjuration) — Create your own pocket realm.

    5. Ethereal Jaunt (transmutation) — You become ethereal for 1 round/level.

    6. Globe Of Invulnerability (universal) — As globe of lesser invulnerability, plus 4th-level spell effects.

    7. Invisibility for All (illusion) — As invisibility I, but affects all in range.

    8. Phase Door (conjuration) — Creates an invisible passage through a barrier.

    9. Planar Binding II (conjuration) — As planar binding I, but up to 13 HD.

    10. Plant Shape III (transmutation) — Turns you into a Huge plant.

    11. Polymorph II (transmutation) — Gives one willing subject a new, more powerful form.

    12. Power Word Blind (enchantment) — Blinds creature with 200 hp or less.

    13. Shadow Conjuration II (illusion) — As shadow conjuration I, but up to 12th level and 60% real.

    14. Statue (transmutation) — Subject can become a statue at will.

    15. Symbol of Fear (necromancy) — Triggered rune panics nearby creatures.

    16. Undeath Ward (abjuration) — Create a pale silver barrier that repels undead.


    Fourteenth-Level Arcane Spells

    1. Symbol of Stunning (enchantment) — Triggered rune stuns nearby creatures.

    2. Summon Monster VII (conjuration) — Summons alternate-dimension creature to fight for you.

    3. Spell Turning (universal) — Reflect 1d4+6 spell levels back at caster.

    4. Sequester (abjuration) — Subject is invisible to sight and scrying; renders creature comatose.

    5. Scrying II (divination) — As scrying I, but faster and longer.

    6. Reverse Gravity (transmutation) — Objects and creatures fall upward.

    7. Project Image (illusion) — Illusory double can talk and cast spells.

    8. Instant Summons (conjuration) — Prepared object appears in your hand.

    9. Hold Monsters (enchantment) — As hold monster, but all within 30 ft.

    10. Grasping Hand (evocation) — Hand provides cover, pushes, or grapples.

    11. Form of the Dragon II (transmutation) — Turns you into a Large dragon.

    12. Forcecage (evocation) — Cube or cage of force imprisons all inside.

    13. Elemental Body IV (transmutation) — Turns you into a Huge elemental.

    14. Confusion III (enchantment) — Subject suffers continuous confusion.

    15. Circle Of Death (necromancy) — Kills 1d4/level HD of creatures.


    Fifteenth-Level Arcane Spells

    1. Arcane Instinct (divination) — As arcane sight, but also reveals magic effects on creatures and objects.

    2. Binding (enchantment) — Utilizes a range of techniques to imprison a creature.

    3. Finger Of Death (necromancy) — Deals 10 damage/level to one subject.

    4. Fly for All (transmutation) — One creature/level gains ability to fly.

    5. Giant Form I (transmutation) — Turns you into a Large giant.

    6. Mage's Sword (evocation) — Floating magic blade strikes opponents.

    7. Planar Binding III (conjuration) — As planar binding I, but up to 18 HD.

    8. Power Word Stun (enchantment) — Stuns creature with 150 hp or less.

    9. Prismatic Spray (evocation) — Beams hit subjects with variety of effects.

    10. Protection from Spells (abjuration) — Confers +8 resistance bonus.

    11. Scintillating Pattern (illusion) — Twisting colors confuse, stun, or render unconscious.

    12. Slot Drain III (universal) — Target loses a 14th-level spell slot.

    13. Teleport II (conjuration) — As teleport I, but no range limit and no off-target arrival.

    14. Waves of Exhaustion (necromancy) — Several targets become exhausted.


    Sixteenth-Level Arcane Spells

    1. Barrier of Suppression (universal) — Creates barrier that disables magic.

    2. Charm Many Monsters (enchantment) — As charm monster, but all within 30 ft.

    3. Clenched Fist (evocation) — Large hand provides cover, pushes, or attacks your foes.

    4. Demand (enchantment) — As sending, plus you can send suggestion.

    5. Form of the Dragon III (transmutation) — Turns you into a Huge dragon.

    6. Horrid Wilting (necromancy) — Deals 1d6/level damage within 30 ft.

    7. Ice Body (transmutation) — Your body becomes living ice.

    8. Mind Blank (abjuration) — Subject is protected from mental/emotional magic and scrying.

    9. Simulacrum (illusion) — Creates partially real double of a creature.

    10. Summon Monster VIII (conjuration) — Summons alternate-dimension creature to fight for you.

    11. Sympathetic Vibration (evocation) — Deals 2d10 damage/round to freestanding structure.

    12. Telekinetic Sphere (evocation) — As resilient sphere, but you move the sphere telekinetically.

    13. Vision (divination) — As legend lore, but quicker.


    Seventeenth-Level Arcane Spells

    1. Antipathy (enchantment) — Object or location affected by spell repels certain creatures.

    2. Clone (necromancy) — Duplicate awakens when original dies.

    3. Delayed Blast Fireball (evocation) — 1d6/level fire damage; you can postpone blast for up to 5 rounds.

    4. Etherealness (transmutation) — Travel to Ethereal Plane with companions.

    5. Giant Form II (transmutation) — Turns you into a Huge giant.

    6. Incendiary Cloud (conjuration) — Cloud deals 6d6 fire damage/round.

    7. Limited Wish (universal) — Alters reality (within limits).

    8. Maze (conjuration) — Traps subject in extradimensional maze.

    9. Moment of Prescience (divination) — You gain +1/level insight bonus on single attack roll, check, or save.

    10. Prismatic Wall (abjuration) — Wall's colors have a variety of effects.

    11. Shadow Evocation II (illusion) — As shadow evocation I, but up to 7th level and 60% real.

    12. Sympathy (enchantment) — Object or location attracts certain creatures.


    Eighteenth-Level Arcane Spells

    1. Dominate Monster (enchantment) — As dominate person, but any creature.

    2. Freedom (abjuration) — Releases creature from imprisonment.

    3. Mage's Disjunction (universal) — Dispels magic, disenchants magic items.

    4. Polar Ray (evocation) — Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.

    5. Polymorph Any Object (transmutation) — Changes a subject into anything else.

    6. Prying Eyes of Truth (divination) — As prying eyes, but eyes have true seeing.

    7. Ride the Lightning (evocation) — Transform into electricity.

    8. Screen (illusion) — Illusion hides area from vision and scrying.

    9. Summon Monster IX (conjuration) — Summons alternate-dimension creature to fight for you.

    10. Symbol of Death (necromancy) — Triggered rune kills nearby creatures.

    11. Temporal Stasis (transmutation) — Puts subject into suspended animation.


    Nineteenth-Level Arcane Spells

    1. Crushing Hand (evocation) — Large hand provides cover, pushes, or crushes your foes.

    2. Imprisonment (abjuration) — Entombs subject beneath the earth.

    3. Iron Body (transmutation) — Your body becomes living iron.

    4. Irresistible Dance (enchantment) — Forces subject to dance.

    5. Retrocognition (divination) — Gain historical knowledge of past events in a location.

    6. Shadow Conjuration III (illusion) — As shadow conjuration II, but up to 17th level and 80% real.

    7. Shapechange (transmutation) — Transforms you into certain creatures, and you can change forms once per round.

    8. Symbol Of Dispelling (universal) — Triggered rune dispels magic.

    9. Trap the Soul (conjuration) — Imprisons subject within gem.

    10. Wail of the Banshee (necromancy) — Deals 10 damage/level to 1 creature/level.


    Twentieth-Level Arcane Spells

    1. Energy Drain (necromancy) — Subject gains 2d4 negative levels.

    2. Meteor Swarm (evocation) — Four exploding spheres each deal 6d6 fire damage.

    3. Power Word Kill (enchantment) — Kills one creature with 100 hp or less.

    4. Prediction of Failure (divination) — Target is permanently shaken and sickened, and may gain a spellblight.

    5. Prismatic Sphere (abjuration) — As prismatic wall, but surrounds on all sides.

    6. Teleportation Circle (conjuration) — Teleports creatures inside circle.

    7. Time Stop (transmutation) — You act freely for 1d4+1 rounds.

    8. Weird (illusion) — As phantasmal killer, but affects all within 30 ft.

    9. Wish (universal) — As limited wish, but with fewer limits.


    Divine Spells


    Zero-Level Divine Spells

    1. Bleed (necromancy) — Damage a living creature that has -1 or fewer hit points. (combat cantrip)

    2. Daze Person (enchantment) — Person loses next action. (combat cantrip)

    3. Detect Aura (divination) — Reveals auras of selected alignment. (interaction cantrip)

    4. Guidance (divination) — Grants a +1 sacred bonus on one skill check. (exploration cantrip)

    5. Mending (transmutation) — Makes minor repairs on an object. (interaction cantrip)

    6. Purify (transmutation) — Purifies an area within 10 ft. (exploration cantrip)

    7. Sacred Light (evocation) — Object shines like a torch. (exploration cantrip)

    8. Stabilize (conjuration) — Cause a dying creature to stabilize. (interaction cantrip)

    9. Virtue (transmutation) — Subject gains 1d4 temporary hit points. (combat cantrip)


    First-Level Divine Spells

    1. Align Weapon (transmutation) — Weapon becomes good, evil, lawful, or chaotic.

    2. Bane (enchantment) — Enemies take –1 on attack rolls and saves vs. fear.

    3. Bless (enchantment) — Allies gain +1 on attack rolls and saves against fear.

    4. Command (enchantment) — One subject obeys a command for 1 round.

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

    6. Divine Favor (evocation) — You gain +1 per three levels on attack and damage rolls.

    7. Dream Feast (conjuration) — Feed one person per two levels in a dream.

    8. Gift of the Liontaurs (conjuration) — bonus on survival, jump, and spot checks.

    9. Hide from Undead (abjuration) — Undead can't perceive one subject/level.

    10. Inflict Light Wound (necromancy) — Touch deals 1d8 damage +1/level (max +5).

    11. Remove Fear (abjuration) — Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

    12. Sanctuary (abjuration) — Opponents can't attack you, and you can't attack.


    Second-Level Divine Spells

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

    2. Bless Water (transmutation) — Makes holy water.

    3. Compel Confession (enchantment) — A defeated foe answers questions in exchange for life.

    4. Curse Water (necromancy) — Makes water unholy.

    5. Divine Protection (abjuration) — Plus 2 to AC, plus additional protection against selected alignment.

    6. Doom (necromancy) — One subject takes –2 on attack rolls, damage rolls, saves, and checks.

    7. Elemental Speech (divination) — Enables you to speak to elementals and some creatures.

    8. Find Traps (divination) — Notice traps as a rogue does.

    9. Heroic Fortune (evocation) — Grants a creature 1 lionheart point.

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

    11. Shield Of Faith (abjuration) — Aura grants +2 or higher deflection bonus.

    12. Undetectable Alignment (abjuration) — Conceals alignment for 24 hours.


    Third-Level Divine Spells

    1. Calm Emotions (enchantment) — Calms creatures, negating emotion effects.

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

    3. Darkness (evocation) — 20-ft. radius of supernatural shadow.

    4. Delay Poison (conjuration) — Stops poison from harming target for 1 hour/level.

    5. Enthrall (enchantment) — Captivates all within 100 ft. + 10 ft./level.

    6. Hold Person (enchantment) — Paralyzes one person for 1 round/level.

    7. Inflict Moderate Wound (necromancy) — Touch attack, 2d8 damage +1/level (max +10).

    8. Make Whole (transmutation) — Repairs an object.

    9. Shield Other (abjuration) — You take half of subject’s damage.

    10. Spiritual Weapon (evocation) — Magic weapon attacks on its own.

    11. Status (divination) — Monitors condition, position of allies.

    12. Zone of Truth (enchantment) — Subjects within range cannot lie.


    Fourth-Level Divine Spells

    1. Augury (divination) — Learns whether an action will be good or bad.

    2. Consecrate (evocation) — Fills area with positive energy, weakening undead.

    3. Daze Monster (enchantment) — Living creature of 6 HD or less loses next action.

    4. Death Knell (necromancy) — Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.

    5. Desecrate (evocation) — Fills area with negative energy; aids undead.

    6. Ghostbane Dirge (transmutation) — Incorporeal creature takes half damage from nonmagical weapons.

    7. Imbue with Aura (universal) — Target emulates your divine aura.

    8. Remove Paralysis (conjuration) — Frees creatures from paralysis or slow effect.

    9. Restoration I (conjuration) — Dispels magical ability penalty or repairs 1d4 ability damage.

    10. Silence (illusion) — Negates sound in 20-ft. radius.

    11. Sound Burst (evocation) — Deals 1d8 sonic damage and may stun subjects.

    12. Weapon of Awe (transmutation) — Weapon gets +2 on damage rolls.


    Fifth-Level Divine Spells

    1. Animate Dead (necromancy) — Creates undead skeletons and zombies.

    2. Create Food and Water (conjuration) — Feeds three humans (or one horse)/level.

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

    4. Gentle Repose (necromancy) — Preserves one corpse.

    5. Glyph Of Warding (abjuration) — Inscription harms those who pass it.

    6. Helping Hand (evocation) — Ghostly hand leads subject to you.

    7. Inflict Serious Wound (necromancy) — Touch attack, 3d8 damage +1/level (max +15).

    8. Invisibility Purge (evocation) — Dispels invisibility within 5 ft./level.

    9. Remove Blindness/Deafness (conjuration) — Cures normal or magical blindness or deafness.

    10. Remove Disease (conjuration) — Cures all diseases affecting subject.

    11. Speak with Dead (necromancy) — Corpse answers one question/two levels.

    12. Water Walk (transmutation) — Subject treads on water as if solid.


    Sixth-Level Divine Spells

    1. Archon's Aura (evocation) — Aura penalizes enemy attacks and AC.

    2. Bestow Curse I (necromancy) — –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.

    3. Compel Change of Heart (enchantment) — A defeated foe changes alignment in exchange for life.

    4. Daylight (evocation) — 60-ft. radius of bright light.

    5. Deeper Darkness (evocation) — Object sheds shadows in 60-ft. radius.

    6. Divine Protection Circle (abjuration) — As the divine protection spell, but 10-ft. radius and 10 min./level.

    7. Geas (enchantment) — Commands subject of 7 HD or less.

    8. Magic Vestment (transmutation) — Armor or shield gains +1 enhancement per four levels.

    9. Prayer (enchantment) — Allies get +1 bonus on most rolls, enemies –1 penalty.

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


    Seventh-Level Divine Spells

    1. Cure Critical Wounds (conjuration) — Cures 4d8 damage + 1/level (max +20).

    2. Daze People (enchantment) — As daze person, but affecting multiple creatures.

    3. Dimensional Anchor (abjuration) — Bars extradimensional movement.

    4. Dismissal (abjuration) — Forces a creature to return to native plane.

    5. Divination (divination) — Provides useful advice for specific proposed actions.

    6. Freedom of Movement (abjuration) — Subject moves normally despite impediments to restrict movement.

    7. Inflict Critical Wound (necromancy) — Touch attack, 4d8 damage + 1/level (max +20).

    8. Neutralize Poison (conjuration) — Immunizes subject against poison, detoxifies venom in or on subject.

    9. Planar Ally I (conjuration) — Exchange services with a 6 HD extraplanar creature.

    10. Sending (evocation) — Delivers short message anywhere, instantly.


    Eighth-Level Divine Spells

    1. Air Walk (transmutation) — Subject treads on air as if solid (climb or descend at 45-degree angle).

    2. Chaos Hammer (evocation) — Harms and slows lawful creatures (1d8 damage/2 levels).

    3. Death Ward (necromancy) — Grants bonuses against death spells and negative energy.

    4. Discern Lies (divination) — Reveals deliberate falsehoods.

    5. Divine Power (universal) — You gain attack bonuses and 1 hp/level.

    6. Holy Smite (evocation) — Harms and possibly blinds evil creatures (1d8 damage/2 levels).

    7. Order's Wrath (evocation) — Harms and dazes chaotic creatures (1d8 damage/2 levels).

    8. Planar Adaptation (transmutation) — Resist harmful effects of other plane.

    9. Restoration II (conjuration) — Restores level and ability score drains.

    10. Unholy Blight (evocation) — Harms and sickens good creatures (1d8 damage/2 levels).


    Ninth-Level Divine Spells

    1. Animate Objects (transmutation) — Objects attack your foes.

    2. Atonement (abjuration) — Removes burden of misdeeds from subject.

    3. Breath Of Life (conjuration) — Cures 5d8 damage + 1/level and restores life to recently slain creatures.

    4. Cleanse (evocation) — As heal, but only cures 4d8 damage +1/level (max +25).

    5. Commune (divination) — Deity answers one yes-or-no question/level.

    6. Dispel Aura (abjuration) — +4 bonus against attacks by outsiders.

    7. Flame Strike (evocation) — Smites foes with divine fire (1d6/level damage).

    8. Mark of Justice (necromancy) — Designates action that triggers curse on subject.

    9. Spell Immunity I (abjuration) — Gives complete immunity to specific spells under 9th level.

    10. Temple of Sanctuary (conjuration) — Door leads to extradimensional temple.


    Tenth-Level Divine Spells

    1. Command Many (enchantment) — As command, but affects one subject/level.

    2. Cure Many Light Wounds (conjuration) — Cures 1d8 damage + 1/level, affects 1 subject/level.

    3. Disrupting Weapon (transmutation) — Melee weapon destroys undead.

    4. Hallow (evocation) — Designates location as sacred.

    5. Inflict Many Light Wounds (necromancy) — Deals 1d8 damage + 1/level, affects 1 subject/level.

    6. Plane Shift (conjuration) — As many as 8 subjects travel to another plane.

    7. Raise Dead (conjuration) — Restores life to subject who died as long as one day/level ago.

    8. Slay Living (necromancy) — Touch attack deals 12d6 +1 per level.

    9. Spell Resistance (abjuration) — Subject gains SR 12 + level.

    10. Symbol of Sleep (enchantment) — Triggered rune puts nearby creatures into catatonic slumber.


    Eleventh-Level Divine Spells

    1. Astral Projection I (necromancy) — Limited astral travel.

    2. Bestow Curse II (necromancy) — As a ranged bestow curse I, but harder to remove.

    3. Conversion (universal) — You convert a creature to your alignment.

    4. Glyph of Greater Warding (abjuration) — As glyph of warding, but up to 10d8 damage or 6th-level spell.

    5. Harm (necromancy) — Deals 10 points/level damage to target.

    6. Heal (conjuration) — Cures 10 points/level damage, all diseases and mental conditions.

    7. Heroic Fortunes (evocation) — Give friends lionheart points.

    8. Word of Recall (conjuration) — Teleports you back to designated place.


    Twelfth-Level Divine Spells

    1. Cure Many Moderate Wounds (conjuration) — Cures 2d8 damage + 1/level, affects 1 subject/level.

    2. Heroes' Feast (conjuration) — Food for one creature/level cures and grants combat bonuses.

    3. Inflict Moderate Wounds (necromancy) — Deals 2d8 damage + 1/level, affects 1 subject/level.

    4. Planar Adaptations (transmutation) — As planar adaptation, but affects multiple creatures.

    5. Planar Ally II (conjuration) — As planar ally I, but up to 12 HD.

    6. Quest (enchantment) — As geas, but affects any creature.

    7. Symbol of Persuasion (enchantment) — Triggered rune charms nearby creatures.

    8. Wind Walk (transmutation) — You and your allies turn vaporous and travel fast.


    Thirteenth-Level Divine Spells

    1. Banishment (abjuration) — Banishes 2 HD/level of extraplanar creatures.

    2. Blade Barrier (evocation) — Wall of blades deals 1d6/level damage.

    3. Create Undead (necromancy) — Create ghasts, ghouls, mohrgs, or mummies.

    4. Forbiddance (abjuration) — Blocks planar travel, damages creatures of different alignment.

    5. Hold People (enchantment) — As hold person, but all within 30 ft.

    6. Regenerate (conjuration) — Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).

    7. Teleport Object (conjuration) — As teleport, but affects a touched object.

    8. Undeath to Death (necromancy) — Destroys 1d4 HD/level undead (max. 20d4).


    Fourteenth-Level Divine Spells

    1. Blasphemy (evocation) — Kills, paralyzes, weakens, or dazes nonevil subjects.

    2. Cure Many Serious Wounds (conjuration) — Cures 3d8 damage + 1/level, affects 1 subject/level.

    3. Dictum (evocation) — Kills, paralyzes, staggers, or deafens nonlawful targets.

    4. Find the Path (divination) — Shows most direct way to a location.

    5. Holy Word (evocation) — Kills, paralyzes, blinds, or deafens nongood subjects.

    6. Inflict Many Serious Wounds (necromancy) — Deals 3d8 damage + 1/level, affects 1 subject/level.

    7. Symbol Of Weakness (necromancy) — Triggered rune weakens nearby creatures.

    8. Word Of Chaos (evocation) — Kills, confuses, stuns, or deafens nonchaotic subjects.


    Fifteenth-Level Divine Spells

    1. Destruction (necromancy) — Kills subject and destroys remains.

    2. Dimensional Lock (abjuration) — Teleportation and interplanar travel blocked for 1 day/level.

    3. Grace of the Paladin (transmutation) — Target gains paladin abilities for 1 round/level.

    4. Lost Legacy (enchantment) — Makes target unpopular.

    5. Memory Of Function (transmutation) — Complete repair for objects and constructs.

    6. Refuge (conjuration) — Alters item to transport its possessor to you.

    7. Repulsion (abjuration) — Creatures can’t approach you.

    8. Restoration III (conjuration) — As restoration II, plus restores all levels and ability scores.


    Sixteenth-Level Divine Spells

    1. Archon's Trumpet (evocation) — Paralyzes those affected.

    2. Bestow Curse II (necromancy) — Bestows a more dire curse.

    3. Cure Many Critical Wounds (conjuration) — Cures 4d8 damage + 1/level for many creatures.

    4. Discern Location (divination) — Reveals exact location of creature or object.

    5. Inflict Critical Wounds (necromancy) — Deals 4d8 damage + 1/level, affects 1 subject/level.

    6. Resurrection (conjuration) — Fully restore dead subject.

    7. Symbol of Insanity (enchantment) — Triggered rune renders nearby creatures insane.


    Seventeenth-Level Divine Spells

    1. Cloak of Chaos (abjuration) — +4 to AC, +4 resistance, and SR 25 against lawful spells.

    2. Cursed Earth (necromancy) — Plants die, living creatures catch diseases, or dead creatures rise as zombies.

    3. Holy Aura (abjuration) — +4 to AC, +4 resistance, and SR 25 against evil spells.

    4. Planar Ally III (conjuration) — As planar ally I, but up to 18 HD.

    5. Shield of Law (abjuration) — +4 to AC, +4 resistance, and SR 25 against chaotic spells.

    6. Unholy Aura (abjuration) — +4 to AC, +4 resistance, and SR 25 against good spells.


    Eighteenth-Level Divine Spells

    1. Create Greater Undead (necromancy) — Create shadows, wraiths, spectres, or devourers.

    2. Daze All (enchantment) — All creatures lose next action.

    3. Heal All (conjuration) — As heal, but affects 1 subject/level.

    4. Hymn Of Peace (abjuration) — Create a magical music that inhibits violence.

    5. Spell Immunity II (abjuration) — As spell immunity, but up to 8th-level spells.


    Nineteenth-Level Divine Spells

    1. Astral Projection II (necromancy) — Projects you and others onto Astral Plane.

    2. Implosion (evocation) — Inflict 10 damage/level to one creature/round.

    3. Soul Bind (necromancy) — Traps newly dead soul to prevent resurrection.

    4. Storm Of Vengeance (conjuration) — Storm rains acid, lightning, and hail.


    Twentieth-Level Divine Spells

    1. Gate (conjuration) — Connects two planes for travel or summoning.

    2. Miracle (universal) — Requests a deity's intercession.

    3. True Resurrection (conjuration) — As resurrection, plus remains aren't needed.


    Inherent Spells


    First-Level Inherent Spells

    1. Perceive Cues (divination) — Grants a bonus to Spot and Sense Motive for 1 min./level.

    2. Sounding Horn (evocation) — Create horn calls heard miles away.

    3. Special Defense (transmutation) — Increase your armor class for one round.

    4. Special Move (transmutation) — Become faster for one round.

    5. Special Punch (transmutation) — Make an extra unarmed attack.


    Second-Level Inherent Spells

    1. Firebelly (abjuration) — A stiff drink puts a fire on your belly.

    2. Hunting Sense (divination) — Bonus on Spot and Survival checks to locate and track a target.

    3. Special Jump (transmutation) — Jump higher for one round.

    4. Sure Hit (enchantment) — Gain a +1 per level morale bonus (max +5) to confirm one critical threat.

    5. Walk It Off (conjuration) — Recover your health.


    Third-Level Inherent Spells

    1. Blistering Invective (evocation) — Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.

    2. Effortless Armor (transmutation) — Armor you wear no longer slows your speed.

    3. Lionhearted I (enchantment) — Gives +2 on attack rolls, saves, skill checks.

    4. Special Action I (transmutation) — Act in the blink of an eye to gain a free move action.

    5. Special Damage (evocation) — Do extra damage for one successful attack.


    Fourth-Level Inherent Spells

    1. Friendly Stance (divination) — Grants a bonus to Diplomacy checks for 10 min./level.

    2. Rally (enchantment) — Remove fear and boost allies.

    3. Special Attack (transmutation) — Increase your attack bonus for one round.

    4. Strike Through (transmutation) — Ignore damage reduction.

    5. Warning Horn (evocation) — Your horn calls scares enemies.


    Fifth-Level Inherent Spells

    1. Heart-To-Heart Chat (universal) — Your speech inspires a change of heart.

    2. Keen Edge (transmutation) — Doubles normal weapon's threat range.

    3. New Senses (transmutation) — Gain a new sense.

    4. Special Action II (transmutation) — Act in the blink of an eye to gain a free standard action.


    Sixth-Level Inherent Spells

    1. Intimidating Glare (necromancy) — Curse a foe with a nasty look.

    2. Special Maneuver (transmutation) — No AoO for a combat maneuver.

    3. Sure Hits (enchantment) — Gain a +1 per level morale bonus (max +10) to confirm one critical threat per caster level.

    4. Terrain Insight (divination) — You gain sudden insight about how to use the terrain.


    Seventh-Level Inherent Spells

    1. Poker Face (abjuration) — Immunity to divinations.

    2. Special Action III (transmutation) — Act in the blink of an eye to gain a free full action.

    3. Tactical Formation (abjuration) — This spell increases the effectiveness of a group's formation in battle.

    4. Take It On The Chin (transmutation) — You shrug off damage as it comes, gaining damage resistance.


    Eighth-Level Inherent Spells

    1. Battle Trance (enchantment) — You enter a state of intense battle focus.

    2. Lionhearted II (enchantment) — Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

    3. Marching Horn (transmutation) — Your musical instrument inspires marchers.

    4. Special Concealment (transmutation) — Act in the blink of an eye to hide.


    Ninth-Level Inherent Spells

    1. Aura of Intimidation (transmutation) — Enemies near you are shaken.

    2. Creature Insight (divination) — You gain sudden insight against foes.

    3. Special Hand (transmutation) — Act in the blink of an eye to succeed at a sleight of hand or disable device check.


    Tenth-Level Inherent Spells

    1. Danger Sense (divination) — You gain +1/level insight bonus on initiative checks.

    2. Jericho Horn (evocation) — Your horn call fells walls.

    3. Ultimate Cuss (transmutation) — Target is damaged, staggered, and stunned.


    Eleventh-Level Inherent Spells

    1. Aura of Disarmament (transmutation) — Enemies near you are pressured to disarm.

    2. Battleform I (transmutation) — You gain combat bonuses.

    3. Sweat It Out I (conjuration) — You sweat out diseases and poisons.


    Twelfth-Level Inherent Spells

    1. Deep Pockets (conjuration) — Your pockets become extradimensional spaces.

    2. Reveal Flaws (divination) — You see the flaw in a foe's armor.

    3. Spit In Yer Eye (transmutation) — Blind and sicken foes.


    Thirteenth-Level Inherent Spells

    1. Aura of Delay (transmutation) — Enemies near you are pressured to slow down.

    2. Lionhearted III (enchantment) — Gives allies +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.


    Fourteenth-Level Inherent Spells

    1. Casualty Report (divination) — You track the status of willing creatures, even out of line of sight.

    2. Sweat It Out II (conjuration) — You and your allies sweat out diseases and poisons.


    Fifteenth-Level Inherent Spells

    1. Aura of Paralysis (transmutation) — Enemies near you are pressured to be still.

    2. Battleform II (transmutation) — Up to three people gain combat bonuses.


    Natural Spells


    Zero-Level Natural Spells

    1. Breeze (evocation) — Creates a breeze. (interaction cantrip)

    2. Detect Animals or Plants (divination) — Detects animals or plants. (exploration cantrip)

    3. Detect Poison (divination) — Detects poison in a creature or object. (exploration cantrip)

    4. Flare (evocation) — Dazzles one creature. (combat cantrip)

    5. Moonlight (evocation) — The area around you is illuminated by moonlight. (exploration cantrip)

    6. Personal Stormcloud (conjuration) — A little stormcloud soaks a target. (interaction cantrip)

    7. Resistance (abjuration) — Subject gains +1 on saving throws. (interaction cantrip)

    8. Spark (evocation) — Ignites flammable objects, burns creatures. (combat cantrip)

    9. Vigor (transmutation) — Boosts target's damage. (combat cantrip)


    First-Level Natural Spells

    1. Alter Winds (transmutation) — Increase/decrease strength of natural winds.

    2. Animal Trance (enchantment) — Fascinates 1d6 HD per caster level of animals.

    3. Call Animal (enchantment) — Makes an animal come to you.

    4. Calm Animals (enchantment) — Calms 2d4 + level HD of animals.

    5. Detect Aberration (divination) — Reveals presence of aberrations.

    6. Endure Elements (abjuration) — Exist comfortably in hot or cold regions.

    7. Entangle (transmutation) — Plants entangle everyone in 40-ft. radius.

    8. Flare Burst (evocation) — As flare, but on all creatures within 10 ft.

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

    10. Hide from Animals (abjuration) — Animals can’t perceive one subject/level.

    11. Hydraulic Push (evocation) — Wave of water bull rushes an enemy.

    12. Know Direction (divination) — You discern north.

    13. Negate Aroma (transmutation) — Subject cannot be tracked by scent.

    14. Nereid's Grace (abjuration) — Add your Chr bonus to armor class wearing no armor.

    15. Obscuring Mist (conjuration) — Fog surrounds you.

    16. Pass without Trace (transmutation) — One subject/level leaves no tracks.

    17. Produce Flame (evocation) — 1d6 damage + 1/level, touch or thrown.

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

    19. Speak with Animals (divination) — You can communicate with animals.

    20. Summon Nature's Ally I (conjuration) — Summons alternate-dimension creature to fight for you.


    Second-Level Natural Spells

    1. Animal Messenger (enchantment) — Sends a Tiny animal to a specific place.

    2. Ant Haul (transmutation) — Triples carrying capacity of a creature.

    3. Aspect of the Falcon (transmutation) — Gives bonuses on Spot and ranged attacks.

    4. Aspect of the Nightingale (transmutation) — Your voice becomes clear and pleasant.

    5. Burning Disarm (transmutation) — Heat an object in an enemy's grasp.

    6. Charm Animal (enchantment) — Makes one animal your friend.

    7. Detect Snares and Pits (divination) — Reveals natural or primitive traps.

    8. Expeditious Excavation (transmutation) — Moves 5-ft. cubes of earth.

    9. Faerie Fire (evocation) — Outlines subjects with light, canceling blur, concealment, and the like.

    10. Feather Step (transmutation) — Subject ignores adverse movement effects in difficult terrain.

    11. Forest Friend (abjuration) — Plants in a forested area become helpful instead of hindering you and your allies.

    12. Frostbite (transmutation) — Target takes cold damage and is fatigued.

    13. Keen Senses (transmutation) — Gain +2 Spot and low-light vision.

    14. Longstrider (transmutation) — Your speed increases by 10 ft.

    15. Magic Fang (transmutation) — One natural weapon of subject creature gets +1 on attack and damage rolls.

    16. Magic Stone (transmutation) — Stones gain +1 on attack, deal 1d4 +1 damage.

    17. Touch of the Sea (transmutation) — Swim speed becomes 30 ft.

    18. Tripvine (transmutation) — You animate a rope or vine to trip a creature.

    19. Web Shelter (conjuration) — Create a comfortable shelter made of webbing.


    Third-Level Natural Spells

    1. Barkskin (transmutation) — Grants +2 (or higher) enhancement to natural armor.

    2. Bear's Endurance (transmutation) — Subject gains +4 to Con for 1 min./level.

    3. Bull's Strength (transmutation) — Subject gains +4 to Str for 1 min./level.

    4. Cat's Grace (transmutation) — Subject gains +4 to Dex for 1 min./level.

    5. Chill Metal (transmutation) — Cold metal damages those who touch it.

    6. Deadeye's Lore (divination) — Gain a +4 bonus on Survival and move full speed while tracking.

    7. Glide (transmutation) — No fall damage, move 60 ft./round while falling.

    8. Heat Metal (transmutation) — Makes metal so hot it damages those who touch it.

    9. Reduce Animal (transmutation) — Shrinks one willing animal.

    10. Residual Tracking (divination) — Tell creature's appearance by footprint.

    11. Scent Trail (transmutation) — Leave trail for allies to follow.

    12. Soften Earth and Stone (transmutation) — Turns stone to clay, or dirt to sand or mud.

    13. Spider Climb (transmutation) — Grants ability to walk on walls and ceilings.

    14. Summon Nature's Ally II (conjuration) — Summons alternate-dimension creature to fight for you.

    15. Tree Shape (transmutation) — You look exactly like a tree for 1 hour/level.

    16. Warp Wood (transmutation) — Bends wood.

    17. Whispering Lore (divination) — You gain knowledge from the land itself.

    18. Wood Shape (transmutation) — Reshapes wooden objects to suit you.


    Fourth-Level Natural Spells

    1. Aspect of the Bear (transmutation) — +2 AC and combat maneuver rolls.

    2. Climbing Beanstalk (conjuration) — Create a beanstalk that is easy to climb.

    3. Eagle Eye (divination) — Creates a magical sensor high above you.

    4. Eagle's Splendor (transmutation) — Subject gains +4 to Cha for 1 min./level.

    5. Fire Trap (abjuration) — Opened object deals 1d4 + 1/level damage.

    6. Flame Blade (evocation) — Touch attack deals 1d8 + 1/two levels damage.

    7. Fog Cloud (conjuration) — Fog obscures vision.

    8. Fox's Cunning (transmutation) — Subject gains +4 to Int for 1 min./level.

    9. Gust Of Wind (evocation) — Blows away or knocks down smaller creatures.

    10. Harvest Season (abjuration) — You make a plant produce food.

    11. Hold Animal (enchantment) — Paralyzes one animal for 1 round/level.

    12. Nature's Paths (divination) — Find the path through nature.

    13. Owl's Wisdom (transmutation) — Subject gains +4 to Wis for 1 min./level.

    14. Speak with Plants (divination) — You can talk to plants and plant creatures.

    15. Stone Call (conjuration) — 2d6 damage to all creatures in area.

    16. Summon Swarm (conjuration) — Summons swarm of bats, rats, or spiders.

    17. Tireless Pursuit (transmutation) — Ignore fatigue while hustling.


    Fifth-Level Natural Spells

    1. Blessing of the Mole (transmutation) — 1 ally/level gains darkvision and a +2 Stealth bonus.

    2. Call Lightning (evocation) — Calls down lightning bolts (3d6 per bolt) from sky.

    3. Companion Mind Link (enchantment) — You can talk with your animal companion, and can handle it with supernatural ease.

    4. Hide Campsite (illusion) — Hides all traces of your campsite.

    5. Hunter's Friend (transmutation) — Share a class ability with your companion.

    6. Magic Fangs (transmutation) — All natural weapons gets + 1/four levels (max +5).

    7. Meld into Stone (transmutation) — You and your gear merge with stone.

    8. Nap Stack (necromancy) — Subjects only need 2 hours for a night’s sleep, and can sleep even longer for more benefits.

    9. Protection from Energy (abjuration) — Absorb 12 points/level of damage from one kind of energy.

    10. Quench (transmutation) — Extinguishes fires.

    11. Sleet Storm (conjuration) — Hampers vision and movement.

    12. Spike Growth (transmutation) — Creatures in area take 1d4 damage, may be slowed.

    13. Stone Shape (transmutation) — Sculpts stone into any shape.

    14. Summon Nature's Ally III (conjuration) — Summons alternate-dimension creature to fight for you.

    15. Water Breathing (transmutation) — Subjects can breathe underwater.

    16. Wind Wall (evocation) — Deflects arrows, smaller creatures, and gases.


    Sixth-Level Natural Spells

    1. Ape Walk (transmutation) — Climb like a primate.

    2. Cloak of Winds (abjuration) — Creates screen of strong wind around you.

    3. Contagion (necromancy) — Infects subject with chosen disease.

    4. Diminish Plants (transmutation) — Reduces size or blights the growth of normal plants.

    5. Dominate Animal (enchantment) — One animal obeys your silent mental commands and orders.

    6. Heatstroke (evocation) — Fire a ray of heat.

    7. Lily Pad Stride (transmutation) — Walk across water on moving lily pads.

    8. Make Lost (enchantment) — Make enemies get lost and forget their way.

    9. Plant Growth (transmutation) — Grows vegetation, improves crops.

    10. Poison (necromancy) — Touch deals 1d3 Con damage 1/round for 6 rounds.

    11. Predict Weather (divination) — You can predict the weather.

    12. Snare (transmutation) — Creates a magic booby trap.


    Seventh-Level Natural Spells

    1. Antiplant Shell (abjuration) — Keeps animated plants at bay.

    2. Bloodhound (transmutation) — Gives caster the scent special ability.

    3. Chameleon Stride (illusion) — Gives a +4 bonus on Stealth checks and concealment.

    4. Command Plants (transmutation) — Sways the actions of plant creatures.

    5. Grove of Respite (conjuration) — Creates trees and a small spring.

    6. Ice Storm (evocation) — Hail deals 5d6 damage in cylinder 40 ft. across.

    7. Nature's Exile (transmutation) — Gives subject –10 on Survival checks.

    8. Reincarnate (transmutation) — Brings dead subject back in a random body.

    9. Repel Vermin (abjuration) — Insects, spiders, and other vermin stay 10 ft. away.

    10. Share Senses (divination) — See/hear/smell what a friendly animal is sensing.

    11. Summon Nature's Ally IV (conjuration) — Summons alternate-dimension creature to fight for you.


    Eighth-Level Natural Spells

    1. Aspect of the Stag (transmutation) — +2 AC against attacks of opportunity.

    2. Blight (necromancy) — Withers one plant or deals 1d6/level damage to plant creature.

    3. Cape Of Wasps (conjuration) — Wasp swarm defends or carries you.

    4. Control Water (transmutation) — Raises or lowers bodies of water.

    5. Entice Lesser Fey (conjuration) — Entice service from a fey of 6 Hit Dice or fewer.

    6. Feather Steps (transmutation) — As feather step, but multiple creatures.

    7. Giant Vermin (transmutation) — Turns centipedes, scorpions, or spiders into giant vermin.

    8. Heavy Water (transmutation) — Make water into difficult terrain for swimmers.

    9. Rusting Grasp (transmutation) — Your touch corrodes iron and alloys.

    10. Sea Stallion (transmutation) — Your steed can breathe water and swim while you are riding.

    11. Wall Of Fire (abjuration) — Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.


    Ninth-Level Natural Spells

    1. Animal Growth (transmutation) — One animal doubles in size.

    2. Awaken (transmutation) — Animal or tree gains human intellect.

    3. Commune with Nature (divination) — Learn about terrain for 1 mile/level.

    4. Control Winds (transmutation) — Changes wind direction and speed.

    5. Elemental Aura (evocation) — Creates an aura of energy around you.

    6. Insect Plague (conjuration) — Wasp swarms attack creatures.

    7. Raise Animal (conjuration) — As raise dead, but on an animal.

    8. Strong Jaw (transmutation) — Natural attacks damage as two sizes bigger.

    9. Summon Nature's Ally V (conjuration) — Summons alternate-dimension creature to fight for you.

    10. Wall Of Thorns (conjuration) — Thorns damage anyone who tries to pass.


    Tenth-Level Natural Spells

    1. Aspect of the Wolf (transmutation) — Subject gains +4 Str and Dex, and +2 bonus on trip attacks.

    2. Call Lightning Storm (evocation) — As call lightning, but 5d6 damage per bolt.

    3. Geyser (conjuration) — Creates a geyser of boiling water.

    4. Longmover (transmutation) — As longstrider, plus the speeds of other movement modes increase.

    5. Spike Stones (transmutation) — Creatures in area take 1d8 damage, may also be slowed.

    6. Stoneskin (abjuration) — Grants DR 10/adamantine.

    7. Tireless Pursuers (transmutation) — Ignore fatigue while hustling for you and others.

    8. Transmute Mud to Rock (transmutation) — Transforms two 10-ft. cubes per level.

    9. Transmute Rock to Mud (transmutation) — Transforms two 10-ft. cubes per level.

    10. Tree Stride (conjuration) — Step from one tree to another far away.


    Eleventh-Level Natural Spells

    1. Antilife Shell (abjuration) — 10-ft.-radius field hedges out living creatures.

    2. Bear's Endurance for Many (transmutation) — As bear’s endurance, affects 1 subject/level.

    3. Blessing of the Salamander (transmutation) — Subject gets fast healing 2, fire resistance 10, and +2 to its CMD.

    4. Bull's Strength for Many (transmutation) — As bull’s strength, affects 1 subject/level.

    5. Cat's Grace for Many (transmutation) — As cat’s grace, affects 1 subject/level.

    6. Move Earth (transmutation) — Digs trenches and builds hills.

    7. Spellstaff (transmutation) — Stores one spell in wooden quarterstaff.

    8. Stone Tell (divination) — Talk to natural or worked stone.

    9. Summon Nature's Ally VI (conjuration) — Summons alternate-dimension creature to fight for you.


    Twelfth-Level Natural Spells

    1. Eagle Aerie (conjuration) — Summon 1 giant eagle/3 levels.

    2. Eagle's Splendors (transmutation) — As eagle’s splendor, affects 1 subject/level.

    3. Fire Seeds (conjuration) — Acorns and berries become grenades and bombs.

    4. Fox's Cunnings (transmutation) — As fox’s cunning, affects 1 subject/level.

    5. Nature's Call (universal) — A touched helpless creature becomes devoted to nature.

    6. Owl's Wisdoms (transmutation) — As owl’s wisdom, affects 1 subject/level.

    7. Transport via Plants (conjuration) — Move instantly from one plant to another of the same kind.

    8. Wall Of Stone (conjuration) — Creates a stone wall that can be shaped.


    Thirteenth-Level Natural Spells

    1. Changestaff (transmutation) — Your staff becomes a treant on command.

    2. Control Weather (transmutation) — Changes weather in local area.

    3. Ironwood (transmutation) — Magic wood is as strong as steel.

    4. Liveoak (transmutation) — Oak becomes treant guardian.

    5. Repel Wood (transmutation) — Pushes away wooden objects.

    6. Summon Nature's Ally VII (conjuration) — Summons alternate-dimension creature to fight for you.


    Fourteenth-Level Natural Spells

    1. Animate Plants (transmutation) — One or more plants animate and fight for you.

    2. Dedicated Hunt (transmutation) — You and an animal pal are boosted for better hunting.

    3. Entice Fey (conjuration) — Entice service from a fey of 12 Hit Dice or fewer.

    4. Rampart (conjuration) — Creates 5-ft.-thick, 10-ft.-high earthen barrier.

    5. Transmute Metal to Wood (transmutation) — Metal within 40 ft. becomes wood.


    Fifteenth-Level Natural Spells

    1. Creeping Doom (conjuration) — Swarms of centipedes attack at your command.

    2. Fire Storm (evocation) — Deals 1d6/level fire damage.

    3. Summon Nature's Ally VIII (conjuration) — Summons alternate-dimension creature to fight for you.

    4. Sunbeam (evocation) — Beam blinds and deals 4d6 damage.

    5. Vortex (evocation) — Creates a whirlpool in water.


    Sixteenth-Level Natural Spells

    1. Control Plants (transmutation) — Controls actions of one or more plant creatures.

    2. Sunburst (evocation) — Blinds all within 10 ft., deals 6d6 damage.

    3. Tectonic Communion (divination) — Acts as improved Commune with Nature.

    4. Whirlwind (evocation) — Cyclone deals damage and can pick up creatures.


    Seventeenth-Level Natural Spells

    1. Animal Shapes (transmutation) — One ally/level polymorphs into chosen animal.

    2. Euphoric Tranquility (enchantment) — Makes a single creature peaceful and friendly.

    3. Repel Metal or Stone (abjuration) — Pushes away metal and stone.

    4. Summon Nature's Ally IX (conjuration) — Summons alternate-dimension creature to fight for you.


    Eighteenth-Level Natural Spells

    1. Cyclic Reincarnation (transmutation) — Reincarnate a creature dead up toi a year.

    2. Earthquake (evocation) — Intense tremor shakes 80-ft. radius.

    3. Wall of Lava (abjuration) — Wall damages foes that try to enter, periodically launches lava at nearby targets.

    4. Foresight (divination) — “Sixth sense” warns of impending danger.


    Nineteenth-Level Natural Spells

    1. Shambler (conjuration) — Creates 1d4+2 shambling mounds to fight for you.

    2. Summon Nature's Ally X (conjuration) — Summons multiple elementals.


    Twentieth-Level Natural Spells

    1. Entice Greater Fey (conjuration) — Entice service from a fey of 18 Hit Dice or fewer.

    2. Tsunami (conjuration) — Huge wave damages and sweeps up all in its path.