Character Sheet

Throne Trinity

The Color Fiend
Make sure you read the rules before making a character. Also some characters might be able to have a familiar. If your character uses any form of magic, is a druid or ranger you are eligible for a familiar.  


Character Sheet:


Appearance Image:


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Name:


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Extra appearance (Short written description):


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Past (2 paragraph minimum):


Personal belongings and various items (Everyone starts with a bag of holding just for convenience sake):


Weapons:


Abilities and Powers (if applicable, look below for the normal list of D&D spells. If you have a particular idea for some spells you can do that too):


Likes and Dislikes:


Personal Strengths:


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Dreams:


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The Following is a list of spells by class. Don't see your class? PM me! You can pick a handful of these or make your own. Please read the following notes.



These are from the pathfinder d&d book but I've edited them to make a little more sense to what we are doing. As you progress through this RP you will gain more spells and the ones you have will grow stronger. If none of these (or if only a few) really interest you then make your own or pick some from this list and make your own. Once you pick out your spells I'll give you a more thorough run down of how they work if need be. Pick a handful of the lower level spells and a couple higher levels. 





If you are a magic caster than pick or make spells appropriate to your class. If you are not a magic caster but are a species that has magic in their veins (such as elves, teiflings, sylphs etc.) than you have something called racial magic. These are a few spells that you can learn just because of the race you are. If you want to make these up go ahead or if you want them from the book then just ask me and I'll tell you what the racial spells are. 


Final note; A lot of the following spells have similar effects. Just think if it's higher level than it's better. The farther in the RP your character makes it the stronger they get and that means stronger spells. 


Bard Spells



0-Level Bard Spells



Dancing Lights: Creates torches or other lights.


Daze: Humanoid creature of lesser strength are unable to act.


Detect Magic: Detects spells and magic items within 60 ft.


Flare: Creates a flash of light that may blind a creature for a short time.


Ghost Sound: Create figment sounds.


Know Direction: You discern north. It's like a GPS but in your brain.


Light: Make an object shine like a torch.


Lullaby: A song that can possibly make a subject fall asleep.


Mage Hand: Makes an invisible arcane hand that can lift 5-pound telekinesis.


Mending: Makes minor repairs on an object.


Message: Whisper conversation at distance.


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


Prestidigitation: Performs minor tricks.


Read Magic: Read scrolls and spellbooks with magic writings.


Resistance: Subject becomes slightly more resistant to magical effects.


Summon Instrument: Summons one musical instrument.


1st-Level Bard Spells



Alarm: Wards that once triggered alert the caster.


Animate Rope: Makes a rope move at your command.


Cause Fear: One creature of lesser strength flees for 1 minute before returning.


Charm Person: Makes one person your friend with magical persuasion.


Comprehend Languages: You understand all languages.


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


Cure Light Wounds: Cures minor wounds. 


Detect Secret Doors: Reveals hidden doors within 60 ft.


Disguise Self: Changes your appearance but not physical shape..


Erase: Mundane or magical writing vanishes.


Expeditious Retreat: Base running speed increases. 


Feather Fall: Objects or creatures fall slowly, much like a feather.


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


Hideous Laughter: Gain the ability to create magically projected laughter that frightens subject. 


Hypnotism: Fascinates lesser creatures with hypnotic tactics. 


Identify: Makes it easier to identify magic items.


Magic Aura: Alters object's magic aura.


Magic MouthM: Objects speaks once when triggered.


Obscure Object: Masks object against scrying.


Remove Fear: Gets rid of any fear or fear based effects that have been given to a subject.


Silent Image: Creates minor illusion of your design.


Sleep: Puts lesser creatures into magical slumber.


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


Undetectable Alignment: Conceals alignment for 24 hours.


Unseen Servant: Invisible force obeys your commands.


Ventriloquism: Throws voice for 1 min.


2nd-Level Bard Spells



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


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


Animal Trance: Fascinates weak animals.


Blindness/Deafness: Throw Arcana at a subject that makes subject blind or deaf.


Blur: Your body becomes an intense blur that is difficult to hit. 


Calm Emotions: Calms creatures, negating emotion effects.


Cure Moderate Wounds: Magically heals moderate wounds. 


Darkness: Creates 20-ft. radius of supernatural shadow.


Daze Monster: Living creature of similar strength or less loses next action.


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


Detect Thoughts: Allows "listening" to surface level thoughts.


Enthrall: Captivates all within 100 ft. 


Glitterdust: Creates a cloud of sparkling pink "dust". Blinds creatures, outlines invisible creatures.


Heroism: Gives a boost to strength of subject, makes them feel very courages. 


Hold Person: Paralyzes one humanoid for 1 minute.


Hypnotic Pattern: Creates stoner imagery that fascinates one subject.


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


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


Minor Image: As silent image, plus some sound.


Mirror Image: Creates decoy duplicates of you.


Misdirection: Misleads divinations for one creature or object.


Pyrotechnics: Turns fire into blinding light or choking smoke.


Rage: Make subject subject stronger but less wise with their actions.


Scare: Panics creatures of lesser strength.


Shatter: Create sonic vibrations amplified by magic. Damages objects or crystalline creatures.


Silence: Negates sound in 20-ft. radius.


Sound Burst: Create a a blast of Arcane sonic energy that does minor damage but also may stun a subject.


Suggestion: Compels subject to follow stated course of action.


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


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


Tongues: Speak and understand any language.


Whispering Wind: Sends a short message 1 mile.


3rd-Level Bard Spells



Blink: You suddenly become a spastic glitch, were you are becomes hard to decipher as your image bounces about.


Charm Monster: Makes monster believe it is your ally.


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


Confusion: Subjects behave oddly for 1 round/level.


Crushing Despair: Makes the subject become depressed and have less will to act..


Cure Serious Wounds: Magically heal any serious wounds of a subject.


Daylight: Create a 60-ft. radius of bright light.


Deep Slumber: Puts a creature of equal or lesser strength to sleep.


Dispel Magic: Cancels one magical spell or effect.


Displacement: Causes the subject to undergo the effects of both the spell blink and blur. 


Fear: Subjects within specific area become fearful of the caster.


Gaseous Form: Subject becomes insubstantial and can fly slowly.


Geas, Lesser: Commands subject of lesser strength.


Glibness: You become an expert bluffer, and your lies can escape magical discernment.


Haste: One creature moves faster, receives magical strength and reflexes. 


Illusory ScriptM: Create text only select creatures can read.


Invisibility Sphere: Makes everyone within 10 feet invisible.


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


Phantom Steed: Magic horse appears for 1 hour.


Remove Curse: Frees object or person from curse.


ScryingF: Spies on subject from a distance.


Sculpt Sound: Creates new sounds or changes existing ones into new sounds.


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


See Invisibility: Reveals invisible creatures or objects.


Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.


Slow: Significantly slow down a subject.


Speak with Animals: You can communicate with animals.


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


Tiny Hut: Creates shelter for 10 creatures out of surrounding materials.


4th-Level Bard Spells



Break Enchantment: Frees subjects from enchantments, transmutations, and curses.


Cure Critical Wounds: Cure subject of any lethal or life threatening wounds.


Detect Scrying: Alerts you to magical eavesdropping.


Dimension Door: Create a portal that teleports you a short distance.


Dominate Person: Controls humanoid telepathically.


Freedom of Movement: Subject moves normally despite impediments to restrict movement.


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


Hold Monster: As hold person, but any creature.


Invisibility, Greater: As invisibilitybut subject can attack and stay invisible.


Legend LoreMF: Lets you learn tales about a person, place, or thing magically.


Locate Creature: Indicates direction to known creature. Useful for hunting encountered creatures.


Modify Memory: Changes 5 minutes of subject's memories.


Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.


Rainbow Pattern:Create lights that fascinate creatures.


Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.


Secure Shelter: Creates sturdy cottage out of surrounding materials.


Shadow Conjuration: Mimics conjuration with less strength.


Shout: Deafens all within certain area and sends a shock wave of pain to subjects.


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


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


Zone of Silence: Keeps eavesdroppers from overhearing you.


5th-Level Bard Spells



Cure Light Wounds, Mass: Magically heal light wounds of multiple subjects.


Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.


Dream: Sends message to anyone sleeping.


False VisionM: Fools scrying with an illusion.


Heroism, Greater: Like heroism but with immunity to status ailments.


Mind Fog: Subjects thoughts become delude and confusing. Makes it hard to think straight..


Mirage Arcana: As hallucinatory terrainplus structures.


Mislead: Turns you invisible and creates illusory double.


Nightmare: Sends vision dealing painful damage and fatigue.


Persistent Image: As major image, but no concentration required.


Seeming: Changes appearance of one person. Can be more depending on the strength of the spell.


Shadow Evocation: Mimics evocation with less strength.


Shadow Walk: Step into shadow to travel rapidly.


Song of Discord: Forces targets to attack each.


Suggestion, Mass: As suggestionaffects multiple subjects level.


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


6th-Level Bard Spells



Analyze DweomerF: Reveals magical aspects of subject.


Animate Objects: Instill objects with artificial life to attack your foes.


Charm Monster, Mass: As charm monsterbut all within 30 ft.


Cure Moderate Wounds, Mass: As cure moderate wounds, but for multiple subjects.


Eyebite: Target becomes panickedsickened, and/or comatose.


Find the Path: Shows most direct way to a location.


Geas/Quest: As lesser geas, but affects any creature.


Heroes' Feast: Food for one group of creatures, cures and grants combat bonuses.


Irresistible Dance: Forces subject to dance.


Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.


Programmed ImageM: As major image, plus triggered by event.


Project ImageM: Illusory double can talk and cast spells.


Scrying, Greater: As scrying, but faster and longer.


Shout, Greater: Devastating yell deals sonic damage; stuns creatures.


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


Sympathetic Vibration: Deals major to freestanding structure.


Veil: 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 of pure water.


Detect Magic: Detects spells and magic items within 60 ft.


Detect Poison: Detects poison in one creature or object.


Guidance: A holy force guides you as you attack.


Light: Object shines like a torch.


Mending: Makes minor repairs on an object.


Purify Food and Drink: Purifies 1 cu./ft. of food or water.


Read Magic: Read scrolls and spellbooks.


Resistance: Subject gains resistance to status ailments.


Stabilize: Cause a dying creature to stabilize.


Virtue: Subject feels a boost of energy.


1st-Level Cleric Spells



Bane: Enemies find it harder to hit their targets.


Bless: Allies find it easier to hit their targets.


Bless WaterM: Makes holy water.


Cause Fear: One creature of lesser strength flees for 1min.


Command: One subject obeys selected command for 1min.


Comprehend Languages: You understand all spoken and written languages.


Cure Light Wounds: Magically heals light wounds.


Curse WaterM: 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 divine strength on attacks. 


Doom: Make one subject see their doom, they fall into an existential crisis.


Endure Elements: Exist comfortably in hot or cold regions.


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


Hide from Undead: Undead can't perceive one subject.


Inflict Light Wounds: Touching a subject deals light wounds.


Magic Stone: Conjure three magical stones, each can be hurled at a subject. Think of tri-attack from the Pokemon games.


Magic Weapon: Weapon gains Arcane aura and added power.


Obscuring Mist: Fog surrounds you.


Protection from Chaos/Evil/Good/Law:  Additional protection against selected alignment.


Remove Fear: Suppresses magically induced fear.


Sanctuary: Create and Arcane sanctuary opponents can't attack you, and you can't attack.


Shield of Faith: Creates a magical aura that protects you partially against physical attacks.


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


2nd-Level Cleric Spells



Aid: Divine aid guides your attacks.


Align Weapon: Weapon becomes good, evil, lawful, or chaotic.


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


Calm Emotions: Calms creatures, negating emotion effects.


ConsecrateM: Fills area with positive energy, weakening undead.


Cure Moderate Wounds: Magically heal moderate wounds of a subject.


Darkness: 20-ft. radius of supernatural shadow.


Death Knell: Kills dying creature; gain whatever life force they had left.


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


DesecrateM: Fills area with negative energy, making undead stronger.


Enthrall: Captivates all within 100 ft. by some magical means.


Find Traps: Notice traps as a rogue does.


Gentle Repose: Preserves one corpse.


Hold Person: Paralyzes one humanoid for 1 minute.


Inflict Moderate Wounds: Touch attack, that i successful instantly creates moderate wounds on the subject.


Make Whole: Repairs an object.


Remove Paralysis: Frees creatures from paralysis or slow effect.


Resist Energy: Ignores magical damage of specified energy type (electric, cold, fire, necrotic etc.).


Restoration, Lesser: Dispels magical ability penalty.


Shatter: Creates magical sonic vibration damages objects or crystalline creatures.


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


Silence: Negates sound in 20-ft. radius.


Sound Burst: Creates painful sonic energy, may stun subject.


Spiritual Weapon: Magic weapon crafted by caster that attacks on its own.


Status: Monitors condition, position of allies.


Summon Monster II: Summons 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 DeadM: Creates undead skeletons and zombies.


Bestow Curse: Subject becomes significantly weaker with both magic use, attacks and defending against magic.


Blindness/Deafness: Makes subject blinded or deafened.


Contagion: Infects subject with chosen disease.


Continual FlameM: Makes a permanent, heatless light.


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


Cure Serious Wounds: Magically heal any serious wounds of a subject.


Daylight: Create 60-ft. radius of bright light.


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


Dispel Magic: Cancels one magical spell or effect.


Glyph of WardingM: Inscription harms those who pass it.


Helping Hand: Conjure ghostly hand that leads subject to you.


Inflict Serious Wounds: Touch attack, deals serious wounds.


Invisibility Purge: Dispels invisibility within 5 ft.


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.


Magic Vestment: Armor or shield gains magical aura that helps protect.


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


Obscure Object: Masks object against scrying.


Prayer: Divine magic fills a subject with determination.


Protection from Energy: Absorb most damage from one kind of magical energy.


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


Remove Curse: Frees object or person from curse.


Remove Disease: Cures all diseases affecting subject.


Searing Light: Ray of holy light fired at a subject.


Speak with Dead: Corpse answers one question.


Stone Shape: Sculpts stone into any shape.


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


Water Breathing: Subjects can breathe underwater.


Water Walk: Subject treads on water as if solid.


Wind Wall: Creates a wall of wind that deflects arrows, smaller creatures, and gases.


4th-Level Cleric Spells



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


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


Control Water: Raises or lowers bodies of water.


Cure Critical Wounds: Magically heals critical wounds of a subject.


Death Ward: Helps users be saved from death spells and negative energy.


Dimensional Anchor: Bars extradimensional movement.


Discern Lies: Reveals deliberate falsehoods.


Dismissal: Forces a creature to return to native plane.


DivinationM: Provides useful advice for specific proposed actions.


Divine Power: User becomes filled with divine power to help in combat.


Freedom of Movement: Subject moves normally despite impediments to movement.


Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin that in turn help you with a task before reversion.


Holy Smite: Harms and possibly blinds evil creatures.


Imbue with Spell Ability: Transfer spells to subject.


Inflict Critical Wounds: Touch attack that magically inflicts critical wounds onto subject.


Magic Weapon, Greater: As magic weapon, but with greater strength.


Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.


Order's Wrath: Harms and dazes chaotic creatures.


Planar Ally, LesserM: Exchange services with a lesser extraplanar creature.


Poison: Touch a subject poisons them.


Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.


RestorationM: Restores subject to a better health condition.


Sending: Delivers short message anywhere, instantly.


Spell Immunity: Subject is immune to one spell per 4 levels.


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


Tongues: Speak and understand any language.


Unholy Blight: Harms and sickens creatures.


5th-Level Cleric Spells



AtonementFM: Removes burden of misdeeds from subject and reverses magical alignment change.


Break Enchantment: Frees subjects from enchantments, transmutations, and curses.


Breath of Life: Cures minor damage and restores life to recently slain creatures.


Command, Greater: As commandbut affects multiple subjects.


CommuneM: Deity answers one yes-or-no question.


Cure Light Wounds, Mass: Cures light wounds, affects multiple subjects.


Dispel Chaos/Evil/Good/Law: banish entity of certain alignment.


Disrupting Weapon: Melee weapon destroys undead.


Flame Strike: Smites foes with divine fire.


HallowM: Designates location as holy.


Inflict Light Wounds, Mass: Deals light wounds, affects multiple subjects.


Insect Plague: Wasp swarms attack creatures.


Mark of Justice: Designates action that triggers curse on subject.


Plane ShiftF: As many as 8 subjects travel to another plane.


Raise DeadM: Restores life to subject who died as long as one day ago.


Righteous Might: Your size increases, and you gain magical strength.


ScryingF: Spies on subject from a distance.


Slay Living: Touch attack deals major damage to a living creature.


Spell Resistance: Subject gains magical resistance to spells.


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


Symbol of PainM: Triggered rune wracks nearby creatures with pain.


Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.


True SeeingM: Lets you see all things as they really are.


UnhallowM: Designates location as unholy.


Wall of Stone: Creates a stone wall that can be shaped.


6th-Level Cleric Spells



Animate Objects: Objects attack your foes.


Antilife Shell: 10-ft.-radius field hedges out living creatures.


Banishment: Banishes lesser extraplanar creatures.


Blade Barrier: Creates a wall of blades.


Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.


Cure Moderate Wounds, Mass: Heals moderate wounds, affects multiple subjects.


Dispel Magic, Greater: As dispel magic, but with multiple targets.


Find the Path: Shows most direct way to a location.


ForbiddanceM: Blocks planar travel, damages creatures of different alignment.


Geas/Quest: As lesser geas, but affects any creature.


Glyph of Warding, GreaterM: As glyph of warding, but with greater strength.


Harm: Deals damage to target. Strength of damage dealt is determined by strength of caster.


Heal: Cures moderate damage, all diseases and mental conditions.


Heroes' Feast: Creates a feast for a group that grants magical combat bonuses.


Inflict Moderate Wounds, Mass: Inflict moderate wounds, affects multiple subjects.


Planar AllyM: As lesser planar allybut summons stronger entities.


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


Symbol of FearM: Triggered rune panics nearby creatures.


Symbol of PersuasionM: Triggered rune charms nearby creatures.


Undeath to DeathM: Sends subjects with undeath back to death.


Wind Walk: You and your allies turn vaporous and travel fast. Think nightcrawler from X-Men


Word of Recall: Teleports you back to designated place.


7th-Level Cleric Spells



Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.


Control Weather: Changes weather in local area.


Cure Serious Wounds, Mass: Cures serious wounds, affects multiple subjects.


DestructionF: Kills subject and destroys remains.


Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.


Ethereal Jaunt: You become ethereal for 1 minute.


Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.


Inflict Serious Wounds, Mass: Inflict serious damage to multiple subjects.


RefugeM: Alters item to transport its possessor to you.


Regenerate: Subject's severed limbs grow back if done in time.


Repulsion: Creatures can't approach you.


Restoration, GreaterM: As restorationplus greater strength.


ResurrectionM: Fully restore dead subject.


Scrying, Greater: As scrying, but faster and longer.


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


Symbol of StunningM: Triggered rune stuns nearby creatures.


Symbol of WeaknessM: Triggered rune weakens nearby creatures.


Word of Chaos: Kills, confusesstuns, or deafens nonchaotic subjects.


8th-Level Cleric Spells



Antimagic Field: Negates magic within 10 ft.


Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.


Cure Critical Wounds, Mass: Heals critical wounds but for multiple subjects.


Dimensional Lock: Teleportation and interplanar travel blocked for 1 day.


Discern Location: Reveals exact location of creature or object.


Earthquake: Intense tremor shakes 80-ft. radius.


Fire Storm: Creates a small tornado of fire for a short time.


Holy AuraF: Become resistant to evil spells.


Inflict Critical Wounds, Mass: Inflict critical wounds, on multiple subjects.


Planar Ally, GreaterM: As lesser planar allybut summons greater ally.


Shield of LawF: Creates a shield of magic that protects against chaotic attacks.


Spell Immunity, Greater: As spell immunitybut with stronger spells.


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


Symbol of DeathM: Triggered rune kills nearby creatures.


Symbol of InsanityM: Triggered rune renders nearby creatures insane.


Unholy AuraF: Creates a magical aura that protects against good attacks.


9th-Level Cleric Spells



Astral ProjectionM: Projects you and others onto Astral Plane.


Energy Drain: Subject feels void of energy and weak.


Etherealness: Travel to Ethereal Plane with companions.


GateM: Connects two planes for travel or summoning.


Heal, Mass: As heal, but affects multiple subjects.


Implosion: An invisible force begins crushing a subject.


MiracleM: Requests a deity's intercession.


Soul BindF: Traps newly dead soul to prevent resurrection.


Storm of Vengeance: Creates storm that rains acid, lightning, and hail.


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


True ResurrectionM: As resurrection, plus remains aren't needed.


Druid Spells



0-Level Druid Spells (Orisons)



Create Water: Creates 2 gallons.


Detect Magic: Detects spells and magic items within 60 ft.


Detect Poison: Detects poison in one creature or object.


Flare: Creates a flash flight that dazzles a subject.


Guidance: Divine energy helps you attack a subject.


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. of food or water.


Read Magic: Read scrolls and spellbooks.


Resistance: Subject becomes more resistant.


Stabilize: Cause a dying creature to stabilize.


Virtue: Subject gains temporary health.


1st-Level Druid Spells



Calm Animals: Calms animals.


Charm Animal: Makes one animal your friend.


Cure Light Wounds: Cures minor wounds. 


Detect Animals or Plants: Detects kinds of animals or plants.


Detect Snares and Pits: Reveals natural or primitive traps.


Endure Elements: Exist comfortably in hot or cold regions.


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


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


Goodberry: Creates a handful of magic berries that heal minor wounds.


Hide from Animals: Animals can't perceive multiple subjects.


Jump: Subject gets bonus on Acrobatics checks.


Longstrider: Your speed increases.


Magic Fang: One natural weapon (claws, fangs, stinger, etc.) of subject creature gets a magical aura that enhances its deadliness. 


Magic Stone: Creates three magical stones that can be tossed.


Obscuring Mist: Fog surrounds you, making it harder to see things.


Pass without Trace: Multiple subjects leave no trace.


Produce Flame: Create flame that can be thrown or spread.


Shillelagh: Cudgel or quarterstaff becomes is blessed with the powers of nature for 1minute.


Speak with Animals: You can communicate with animals.


Summon Nature's Ally I: Summons natural creature to fight.


2nd-Level Druid Spells



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


Animal Trance: Fascinates lesser animals with something.


Barkskin: Makes armor tougher.


Chill Metal: Magically cool metal to frosting conditions.


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


Fire TrapM: Rig a container with a magical fire trap. When opened fire shoots out.


Flame Blade: Conjure a flaming "blade".


Flaming Sphere: Conjure a sphere of fire that can be rolled at foes.


Fog Cloud: Create thick fog that obscures vision.


Gust of Wind: 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 minute.


Reduce Animal: Shrinks one willing animal.


Resist Energy:Ignores magical damage of specified energy type (electric, cold, fire, necrotic etc.).


Restoration, Lesser: Dispels magical ability penalty.


Soften Earth and Stone: 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: Summons natural creature to fight.


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


Tree Shape: You look exactly like a tree for 1 hour.


Warp Wood: Bends wood.


Wood Shape: Reshapes wooden objects to suit you.


3rd-Level Druid Spells



Call Lightning: Calls down lightning bolts from sky.


Contagion: Infects subject with chosen disease.


Cure Moderate Wounds: Magically heals moderate wounds. 


Daylight: 60-ft. radius of bright light.


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


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


Magic Fang, Greater: One natural weapon gets a magical aura that boosts it lethality.


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


Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.


Plant Growth: Grows vegetation, improves crops.


Poison: Touch deals poisons a subject.


Protection from Energy: Absorbs moderate amounts of a certain magical energy.


Quench: Extinguishes fires.


Remove Disease: Cures all diseases affecting subject.


Sleet Storm: Hampers vision and movement with a magical storm of ice.


Snare: Creates a magic booby trap.


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


Spike Growth: Covers a surface in hand sized thorns.


Stone Shape: Sculpts stone into any shape.


Summon Nature's Ally III: Summons natural creature to fight.


Water Breathing: Subjects can breathe underwater.


Wind Wall: Create a wall of high velocity wind to deflects arrows, smaller creatures, and gases.


4th-Level Druid Spells



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


Antiplant Shell: Keeps animated plants at bay.


Blight: Withers one plant or begins to with a plant creature


Command Plants: Sways the actions of plant creatures.


Control Water: Raises or lowers bodies of water.


Cure Serious Wounds: Magically heal any serious wounds of a subject.


Dispel Magic: Cancels one magical spell or effect.


Flame Strike: Smites foes with divine fire.


Freedom of Movement: Subject moves normally despite impediments to movement.


Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin that are under your command until reversion.


Ice Storm: Create a magical ice storm that pounds into subjects with in the certain area.


Reincarnate: Brings dead subject back in a random body.


Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.


Rusting Grasp: Your touch corrodes iron and alloys.


ScryingF: Spies on subject from a distance.


Spike Stones: Cover a surface in arm sized spikes mad of stone.


Summon Nature's Ally IV: Summons natural creature to fight.


5th-Level Druid Spells



Animal Growth: One animal doubles in size.


AtonementFM: Removes burden of misdeeds from subject.


AwakenM: Animal or tree gains human intellect.


Baleful Polymorph: Transforms subject into harmless animal.


Call Lightning Storm: As call lightningsignificantly stronger.


Commune with Nature: Learn about terrain for 1 mile.


Control Winds: Changes wind direction and speed.


Cure Critical Wounds: Cure subject of any lethal or life threatening wounds.


Death Ward: Helps users be saved from death spells and negative energy.


HallowM: Designates location as holy.


Insect Plague: Wasp swarms attack creatures.


StoneskinM: Turns the skin of a subject rock hard.


Summon Nature's Ally V: Summons natural creature to fight.


Transmute Mud to Rock: Transforms two 10-ft. cubes.


Transmute Rock to Mud: Transforms two 10-ft. cubes.


Tree Stride: Step from one tree to another far away that you are familiar with.


UnhallowM: Designates location as unholy.


Wall of Fire: Creates a wall of flame.


Wall of Thorns: Creates a wall of thorns damage anyone who tries to pass.


6th-Level Druid Spells



Antilife Shell: 10-ft.-radius field hedges out living creatures.


Cure Light Wounds, Mass:Heals light wounds, affects multiple subjects.


Dispel Magic, Greater: As dispel magic, but with multiple targets.


Find the Path: Shows most direct way to a location.


Fire Seeds: Acorns and berries become grenades and bombs.


Ironwood: Magic wood is as strong as steel.


Liveoak: Oak becomes treant guardian.


Move Earth: Digs trenches and builds hills.


Repel Wood: Pushes away wooden objects.


Spellstaff: Stores one spell in wooden quarterstaff.


Stone Tell: Talk to natural or worked stone.


Summon Nature's Ally VI: Summons natural creature to fight.


Transport via Plants: Move instantly from one plant to another of the same kind.


Wall of Stone: Creates a stone wall that can be shaped.


7th-Level Druid Spells



Animate Plants: One or more plants animate and fight for you.


Changestaff: Your staff becomes a treant on command.


Control Weather: Changes weather in local area.


Creeping Doom: Swarms of centipedes attack at your command.


Cure Moderate Wounds, Mass: Heals moderate wounds, affects multiple subject.


Fire Storm:Creates a swirling vortex of fire.


Heal: Cures minor damage, all diseases and mental conditions.


Scrying, Greater: As scrying, but faster and longer.


Summon Nature's Ally VII: Summons natural creature to fight.


Sunbeam: Creates a beam of sunlight that blinds and hurts.


Transmute Metal to Wood: Metal within 40 ft. becomes wood.


True SeeingM: 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 subject polymorphs into chosen animal.


Control Plants: Controls actions of one or more plant creatures.


Cure Serious Wounds, Mass: Magically heals serious wounds, affects multiple subjects.


Earthquake: Intense tremor shakes 80-ft.-radius.


Finger of Death: Touching a subject wracks their body with pain.


Repel Metal or Stone: Pushes away metal and stone.


Reverse Gravity: Objects and creatures fall upward.


Summon Nature's Ally VIII: Summons natural creature to fight.


Sunburst: Blinds all within 10 ft with blazing solar energy.


Whirlwind: Creates a small cyclone.


Word of Recall: Teleports you back to designated place.


9th-Level Druid Spells



Antipathy: Object or location affected by spell repels certain creatures.


Cure Critical Wounds, Mass: Cure subject of any lethal or life threatening wounds, affects multiple subjects.


Elemental Swarm: Summons multiple elementals.


Foresight: "Sixth sense" warns of impending danger.


Regenerate: Subject's severed limbs grow back if done in time


Shambler: Creates several shambling mounds to fight for you.


ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.


Storm of Vengeance: Creates a storm rains acid, lightning, and hail.


Summon Nature's Ally IX: Summons natural creature to fight.


SympathyM: Object or location attracts certain creatures.


Paladin Spells



1st-Level Paladin Spells



Bless: Allies find it easier to hit their targets.


Bless WaterM: Makes holy water.


Bless Weapon: Weapon strikes true against evil foes.


Create Water: Creates 2 gallons of pure water.


Cure Light Wounds: Cures minor wounds. 


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


Detect Undead: Reveals undead within 60 ft.


Divine Favor: You gain divine strength on attacks. 


Endure Elements: Exist comfortably in hot or cold regions.


Magic Weapon: Weapon becomes slightly stronger for a short time as it is powered up by Arcana.


Protection from Chaos/Evil: Gain arcane protection plus additional protection against selected alignment.


Read Magic: Read scrolls and spellbooks.


Resistance: Subject becomes more resistant to spell effects.


Restoration, Lesser: Dispels magical ability penalty.


Virtue: Subject gains temporary health.


2nd-Level Paladin Spells



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


Remove Paralysis: Frees one or more creatures from paralysis or slow effect.


Resist Energy:Ignores magical damage of specified energy type (electric, cold, fire, necrotic etc.).


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


Undetectable Alignment: Conceals alignment from magical detection for 24 hours.


Zone of Truth: Subjects within range cannot lie.


3rd-Level Paladin Spells



Cure Moderate Wounds: Magically heals moderate wounds. 


Daylight: Create 60-ft. radius of bright light.


Discern Lies: Reveals deliberate falsehoods.


Dispel Magic: Cancels one magical spell or effect.


Heal Mount: As heal on horse or other special mount.


Magic Circle against Chaos/Evil: As protection from chaos, but 10-ft. radius and 20 min.


Magic Weapon, Greater: Weapon gains greater damage using an Arcana boost.


Prayer: Divine magic fills a subject with determination.


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


Remove Curse: Frees object or person from curse.


4th-Level Paladin Spells



Break Enchantment: Frees subjects from enchantments, transmutations, and curses.


Cure Serious Wounds: Magically heal any serious wounds of a subject.


Death Ward: Helps users be saved from death spells and negative energy.


Dispel Chaos: Banish Chaotic creatures


Dispel Evil: Banish Evil Creatures


Holy Sword: Instills weapon with holy power.


Mark of Justice: Designates action that triggers curse on subject.


Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.


RestorationM: Restores subject to a better health condition.


Ranger Spells



1st-Level Ranger Spells



Alarm: Wards an area for 2 hours. Once Ward is triggered it alerts the caster.


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


Calm Animals: Calms animals.


Charm Animal: Makes one animal your friend.


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


Detect Animals or Plants: 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 regions.


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


Hide from Animals: Animals can't perceive one subject.


Jump: Subject becomes more acrobatic through arcane means.


Longstrider: Subjects speed is increased by arcane means.


Magic Fang: One natural weapon (claws, fangs, stinger, etc.) of subject creature gets a magical aura that enhances its deadliness. 


Pass without Trace: One subject leaves no tracks.


Read Magic: Read scrolls and spellbooks.


Resist Energy: Ignores some magical damage of specified energy type (electric, cold, fire, necrotic etc.).


Speak with Animals: You can communicate with animals.


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


2nd-Level Ranger Spells



Barkskin: Makes armor tougher.


Cure Light Wounds: Cures minor wounds. 


Hold Animal: Paralyzes one animal for 1 minute.


Protection from Energy: Ignores the majority of magical damage of specified energy type (electric, cold, fire, necrotic etc.).


Snare: Creates a magic booby trap.


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


Spike Growth: Covers a surface in hand sized thorns.


Summon Nature's Ally II: Summons natural creature to fight for you.


Wind Wall: Creates a wall of wind to deflect projectiles, gasses and small creatures.


3rd-Level Ranger Spells


Command Plants: Sway the actions of plant creatures.


Cure Moderate Wounds: Magically heals moderate wounds. 


Darkvision: See 60 ft. in total darkness.


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


Magic Fang, Greater: One natural weapon (claws, fangs, stinger, etc.) of subject creature gets a magical aura that enhances its deadliness. 


Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.


Plant Growth: Grows vegetation, improves crops.


Reduce Animal: Shrinks one willing animal.


Remove Disease: Cures all diseases affecting subject.


Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.


Summon Nature's Ally III: Summons natural creature to fight for you.


Tree Shape: You look exactly like a tree for 1 hour.


Water Walk: Subject treads on water as if solid.


4th-Level Ranger Spells



Animal Growth: One animal doubles in size.


Commune with Nature: Learn about terrain for 1 mile.


Cure Serious Wounds: Magically heal any serious wounds of a subject.


Freedom of Movement: Subject moves normally despite impediments to movement.


NondetectionM: Hides subject from divination, scrying.


Summon Nature's Ally IV: Summons natural creature to fight for you.


Tree Stride: Step from one tree to another far away that you are familiar with.


Sorcerer/wizard Spells



0-Level Sorcerer/Wizard Spells (Cantrips) 



Abjuration



ResistanceSubject is more likely to resist status ailments.


Conjuration



Acid Splash: Creates a throwable orb of acid


Divination



Detect Magic: Detects all spells and magic items within 60 ft.


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


Read Magic: Read scrolls and spell books.


Enchantment



Daze: Daze a single humanoid creature.


Evocation





Dancing Lights: Creates torches or other lights.


Flare: Dazzles one creature (makes it harder to hit targets).


Light: Object shines like a torch.


Ray of Frost: Makes a small ray of Arcana frost. Not to damging but helpful against creatures that do not like the cold.


Illusion



Ghost Sound: Figment sounds.


Necromancy



Bleed: Cause a stabilized creature to resume dying.


Disrupt Undead: Disrupts the undeath of an undead creature causing minor damage to one undead creature.


Touch of Fatigue: Touch attack that fatigues target.


Transmutation



Mage Hand: 5-pound telekinesis.


Mending: Makes minor repairs on an object.


Message: Whisper conversation at distance. (A more powerful message can can be shaped into a sentient being)


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


Universal



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


Prestidigitation: Performs minor tricks.


1st-Level Sorcerer/Wizard Spells



Abjuration



Alarm: Wards an area for 2 hours. If any unwanted enemies enter said area, the caster will be alerted.


Endure Elements: Exist comfortably in hot or cold regions.


Hold Portal: Holds door shut.


Protection from Chaos/Evil/Good/Law: Attacks made by certain entities with an alignment of your choosing will be less likely to hit.


Shield: Invisible disc gives protection against magic projectiles.


Conjuration



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


Mage Armor: Gives subject a small armor boost made from Acarna.


Mount: Summons riding horse for 2 hours.


Obscuring Mist: Fog surrounds you.


Summon Monster I: Summons 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: makes it easier to identify magic items.


True Strike: automatic hit on your next attack.


Enchantment



Charm Person: Makes one person your friend.


Hypnotism: Fascinates a small group of small or tiny creatures.


Sleep: Puts a maximum of 4 creatures into magical slumber.


Evocation



Burning Hands: Your hand is on fire! But it doesn't hurt? Quick punch someone!


Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs. Like a table with no legs.


Magic Missile: Creates five projectiles made of Arcana. You may shape these how you like.


Shocking Grasp: Basically turns your hand into a tazer.


Illusion



Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures using a blast of very bright colors


Disguise Self: Changes your appearance with minor illusions.


Magic Aura: Alters object's magic aura.


Silent Image: Creates minor illusion of your design.


Ventriloquism: Throws voice for 1 min.


Necromancy



Cause Fear: The target of this spell will be pissing themselves in fear (not literally) and run away. This lasts 1 minute before they realize it was a trick and they come back to fuck you up.


Chill Touch: One touch deals minor damage and possibly weakens the targets next attack.


Ray of Enfeeblement: Ray causes a minor strength penalty.


Transmutation



Animate Rope: Makes a rope move at your command.


Enlarge Person: Humanoid creature doubles in size. They can triple, quadruple etc. if this spell is powered up.


Erase: Mundane or magical writing vanishes.


Expeditious Retreat: Your base speed increases by 30 ft.


Feather Fall: Objects or creatures fall slowly, much like a feather.


Jump: Subject becomes really good at all acrobatic related skills for a short time.


Magic Weapon: Weapon becomes slightly stronger for a short time as it is powered up by Arcana.


Reduce Person: Humanoid creature halves in size. Spell power ups are the same as enlarge person.


2nd-Level Sorcerer/Wizard Spells



Pick 4 of these:


Abjuration



Arcane Lock: Magically locks a portal or chest.


Obscure Object: Masks object against scrying.


Protection from Arrows: Subject gains brief resistance magic against projectile based attacks.


Resist Energy: Ignores minor damage per attack from specified energy type.


Conjuration



Acid Arrow: Creates a projectile made of strong acid


Fog Cloud: Fog is conjured by the spell caster, obscuring the vision of everyone in the immediate vicinity.


Glitterdust: Blinds creatures, outlines invisible creatures.


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


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


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


Divination



Detect Thoughts: Allows "listening" to surface thoughts.


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


See Invisibility: Reveals invisible creatures or objects to the spellcaster.


Enchantment



Daze Monster: Living creature of medium size or less can not act for a short period of time.


Hideous Laughter: Subject may be scared and cannot act for 1 minute.


Touch of Idiocy: Subject loses ability to make intelligent decisions for 2 minutes.


Evocation



Continual Flame: Makes a permanent, heatless light.


Darkness: 20-ft. radius of supernatural shadow.


Flaming Sphere: Rolling ball of fiery madness that hurts quite a bit when hit with.


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


Scorching Ray: Creates a ray of burning energy that can be used twice pure use of the spell.


Shatter: Creates a small sonic explosion that damages ears, objects and crystaline creatures. 


Illusion



Blur: The caster becomes a constant blur, making it rather difficult to hit.


Hypnotic Pattern: Fascinates medium or smaller creatures with some crazy stoner imagery. 


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


Magic Mouth: Can make an object speak once triggered.


Minor Image: Make an illusory image that can speak basic language.


Mirror Image: Creates decoy duplicates of you.


Misdirection: Misleads divinations for 1 creature or object.


Phantom Trap: Makes item appear trapped.


Necromancy



Blindness/Deafness: Makes subject blinded or deafened.


Command Undead: Undead creature obeys your commands.


False Life: Heals self slightly for 5 minutes.


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


Scare: Frightens creatures for less than 5 minutes.


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


Transmutation



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


Darkvision: See 60 ft. in total darkness.


Knock: Opens locked or magically sealed door.


Levitate: Subject moves up and down at your direction.


Make Whole: Repairs an object.


Pyrotechnics: Turns fire into blinding light or thick smoke.


Rope Trick: Can create an extradimensional space that can temporarily hold 8 small creatures.


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


Whispering Wind: Sends a short message 1 mile.


3rd-Level Sorcerer/Wizard Spells



3 of theses:


Abjuration



Dispel Magic: Cancels one magical spell or effect.


Explosive Runes: A Rune that when read aloud explodes.


Magic Circle against Chaos/Evil/Good/Law: Makes a circle with a ten foot radius. Those inside the circle are completely protected from attacks coming from entities of a selected alignment. 


Nondetection: Hides subject from divination, scrying.


Protection from Energy: Gain health from selected energy attacks.


Conjuration



Phantom Steed: Magic horse appears for 1 hour.


Sepia Snake Sigil: Creates text symbol that immobilizes reader.


Sleet Storm: Creates a sleet storm that immobilizes or dampers the visions of creatures within the storm.


Stinking Cloud: Nauseating vapors, 5 minutes.


Summon Monster III: Summons 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.


Tongues: Speak and understand any language.


Enchantment



Deep Slumber: Puts a group of large or smaller creatures to sleep.


Heroism: Makes the target feel like a Hero. Side effects include super awesome strength and self centeredness. 


Hold Person: Paralyzes one humanoid for for a short time.


Rage: Makes the user faster and stronger but slightly lowers intelligence.


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


Evocation



Daylight: Creates a 60 foot radius of brilliant light.


Fireball: Conjure a large ball of fire for you to do what you wish with. Be warned though, impact with this will cause the ball to explode with a 20 foot radius of "fuck-you-fire".


Lightning Bolt: Conjure a lightning bolt to zap the shit out of your enemies.


Tiny Hut: Magically creates a small shelter out of surrounding materials. 


Wind Wall: Creates a wall of wind to deflect projectiles, gasses and small creatures.


Illusion



Displacement: Basically stronger version of blur. User seems to be in multiple places at once, jittering about like a kangaroo with a strong coffee addiction. Attacks against user will most likely miss about 50% of the time.


Illusory ScriptM: Creates text that only select creatures can read.


Invisibility Sphere: Makes everyone within 10 ft. invisible.


Major Image: Creates an image that can talk, has a smell and thermal signiture. 


Necromancy



Gentle Repose: Preserves one corpse.


Halt Undead: Immobilizes undead for 5 minutes.


Ray of Exhaustion: Conjure a beam of energy that makes the target feel exhausted.


Vampiric Touch: Woah! Your hand is black and spooky looking! I wonder what happens when you touch someone? Oh boy they suddenly have a necrotic inffection that is slowly sucking their life force away and feeding it to you? Well thats pretty crazy...


Transmutation



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


Blink: You randomly vanish and reappear for 1 minute or more depending on the magics strength.


Flame Arrow: Arrows catch fire and become more damaging to anything that i susceptible to fire.


Fly: Subject can now fly.


Gaseous Form: Subject becomes insubstantial and can fly slowly. They can't attack.


Haste: Gives one subject the ability to run really fast.


Keen Edge: Doubles normal weapon's threat range.


Magic Weapon, Greater: Weapon gains greater damage using an Arcana boost.


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


Shrink Item: Object shrinks to one-sixteenth size.


Slow: One subject slows down until they can shake the spell.


Water Breathing: Subjects can breathe underwater.


4th-Level Sorcerer/Wizard Spells



Abjuration



Dimensional Anchor: Creates an "anchor" that keeps a creature from moving between dimensions. 


Fire TrapM: Allows the user to create a trap, that when activated explodes in a gout of fire.


Globe of Invulnerability, Lesser: Creates a protective dome that nullifies most magic.


Remove Curse: Frees object or person from curse.


StoneskinM: Hardens the targets skin, increasing the subjects defense. 


Conjuration



Black Tentacles:  Summons black tentacles that grapple all creatures within a 20-ft. spread.


Dimension Door: A purple arcane portal opens up that teleports you a short distance.


Minor Creation: Creates one cloth or wood object.


Secure Shelter: Creates sturdy cottage from the surrounding materials.


Solid Fog: Creates thick fog that blocks vision and slows movement.


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


Divination



Arcane Eye: Invisible floating eye moves 30 ft./round. You can see through this eye and shoot eye lasers. 


Detect Scrying: Alerts you to magical eavesdropping


Locate Creature: Indicates direction to familiar creature.


ScryingF: Spies on subject from a distance. Can be boosted by a friend.


Enchantment



Charm Monster: Makes monster believe it is your ally.


Confusion: Subjects behave oddly for and possibly attack friends for 1 minute.


Crushing Despair: Makes the target feel really depressed and shitty and makes them lose the will to fight.


Geas, Lesser: Gives the user the ability is control lesser beings.


Evocation



Fire Shield: Conjure a shield of fire. Creatures attacking you take fire damage; you're protected from heat or cold.


Ice Storm: Creates a concentrated storm of ice. Things in the radius of the attack will be chilled and constantly pelted with ice. 


Resilient Sphere: A globe of energy the deflects attacks but prohibits movement. 


Shout: Feel that in your throat? Yeah, try shouting. A sonic blast will explode from your lungs damaging everything in in a concentrated area. 


Wall of Fire: Conjure a wall of fire.


Wall of Ice: Creates a a wall of ice.


Illusion



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


Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.


Invisibility, Greater: As invisibilitybut subject can attack and stay invisible.


Phantasmal Killer: Fearsome illusion does it's best to aid you in killing a subject.


Rainbow Pattern: Creates a spectrum of fascinating colors. Can hypnotize creatures.


Shadow Conjuration: Mimic any other Conjuration spell that you have seen. The mimic is spell is marginally weaker.


Necromancy



Animate DeadM: Creates undead skeletons and zombies out of corpses.


Bestow Curse: Subject becomes significantly weaker with both magic use, attacks and defending against magic. 


Contagion: Infects subject with chosen disease.


Fear: Subjects within visual range may become afraid of the spell caster and lose their will to fight.


Transmutation



Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.


Elemental Body I: Turns you into a Small elemental.


Enlarge Person, Mass: 1 humanoid creature doubles in size and strength.


Reduce Person, Mass: Half's the size and strength of one humanoid target.


Stone Shape: Sculpts stone into any shape.


5th-Level Sorcerer/Wizard Spells



Abjuration



Break Enchantment: Frees subjects from enchantments, transmutations, and curses.


Dismissal: Forces a creature to return to its native plane.


Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.


Conjuration



Cloudkill: Creates a cloud that slowly kill whatever is inside. 


Mage's Faithful Hound: Conjure a badass phantom dog  that can guard a location and attack intruders.


Major Creation: Create an object out of any nearby organic material. 


Planar Binding, Lesser: Traps a lesser extraplanar creature until it performs a task you have tasked it with.


Secret ChestF: Hides expensive chest full of goodies on a pocket dimension in the Ethereal Plane; you retrieve it at will.


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


Teleport: Instantly transports you as far as 100 miles away. Can be farther depending on how strong the spell caster is.


Wall of Stone: Creates a stone wall that can be shaped.


Divination



Contact Other Plane: Lets you ask question of a higher extraplanar entity.


Prying Eyes: Creates an eye that can travel any distance (at jogging speed) and it will spy for you. 


Telepathic Bond: Link lets allies communicate.


Enchantment



Dominate Person: Controls humanoid telepathically.


Feeblemind: Can you win a starring contest with your opponent? If so then your opponent is now slightly less intelligent and charismatic.


Hold Monster: As hold person, but for any creature.


Mind Fog: Makes things unclear and foggy for the subject, this makes the subject unclear on what to do.


Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.


Evocation



Cone of Cold: Make a cone of frostbiting air blast into a subject.


Interposing Hand: Makes a magic hand that provides cover against 1 opponent.


Sending: Delivers short message anywhere, instantly.


Wall of Force: Creates a magic wall that is immune to damage.


Illusion



Dream: Sends message to anyone sleeping.


False VisionM: Fools scrying with an illusion.


Mirage Arcana: As hallucinatory terrainplus structures.


Nightmare: Sends a terrifying vision to a subject, this deals some minor damage to the opponents brainium.


Persistent Image: As major image, but with no concentration required.


Seeming: Changes appearance of 1 person but can me more depending on the strength of the spell caster. 


Shadow Evocation: Mimics evocation spell with slightly less power. 


Necromancy



Blight: Withers one plant or slightly damages a plant creature.


Magic JarF: Enables possession of another creature by creating magic "jar".


Symbol of PainM: Triggered rune wracks creatures with pain.


Waves of Fatigue: Several targets become fatigued.


Transmutation



Animal Growth: One animal doubles in size.


Baleful Polymorph: Turns subject into harmless animal.


Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.


Elemental Body II: Turns you into a Medium elemental.


FabricateM: Transforms raw materials into finished items.


Overland Flight: You fly with quick speed 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: Moves object, attacks creature, or hurls object or creature.


Transmute Mud to Rock: Transforms 10 ft worth of mud into rock.


Transmute Rock to Mud: Transforms 10 ft worth of rock into mud.


Universal



PermanencyM: Makes certain spells permanent.


6th-Level Sorcerer/Wizard Spells



Abjuration



Antimagic Field: Negates magic within 10 ft.


Dispel Magic, Greater: As dispel magic, but with multiple targets.


Globe of Invulnerability: As lesser globe of invulnerability, but stronger.


Guards and Wards: Array of magic effects protect area.


RepulsionF: Creatures can't approach you.


Conjuration



Acid Fog: Creates fog deals acid damage.


Planar Binding: Like lesser planar bindingbut stronger. 


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


Wall of IronM: Creates a wall of iron that can fall onto subjects.


Divination



Analyze DweomerF: Reveals magical aspects of subject.


Legend LoreMF: Lets you learn tales about a person, place, or thing.


True SeeingM: Lets you see all things as they really are.


Enchantment



Geas/Quest: As lesser geas, but affects any creature.


Heroism, Greater: Basically a stronger version of Heroism 


Suggestion, Mass: As suggestionaffects multiple targets. 


Symbol of PersuasionM: Triggered rune charms creatures.


Evocation



Chain Lightning: Sends a bolt of lightning that sparks off and effects any nearby targets. 


ContingencyF: Sets trigger condition for another spell.


Forceful Hand: Makes a Arcane hand that pushes creatures away.


Freezing Sphere: Conjures a ball of freezing Arcana that will instantly freeze water or do some sick nasty shit to an enemy.


Illusion



Mislead: Turns you invisible and creates illusory double.


Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.


Programmed ImageM: As major image, but triggered by event.


Shadow Walk: Step into shadow to travel rapidly.


Veil: Changes appearance of a group of creatures.


Necromancy



Circle of DeathM: Kills 1d4/level HD of creatures.


Create UndeadM: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.


Eyebite: Target becomes panickedsickened, and comatose.


Symbol of FearM: Triggered rune panics nearby creatures.


Undeath to DeathM: Destroys 1d4/level HD of undead (max. 20d4).


Transmutation



Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.


Control Water: Raises or lowers bodies of water.


Disintegrate: Creates a ray that slowly disintegrates subject.


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.


Move Earth: Digs trenches and builds hills.


Plant Shape II: Turns you into a Large plant creature.


Stone to Flesh: Restores petrified creature.


7th-Level Sorcerer/Wizard Spells



Abjuration



Banishment: Banishes extraplanar creatures.


Sequester: Subject is invisible to sight and scrying; renders creature comatose.


Spell TurningM: Possibly reflect spell back another caster.


Conjuration



Instant SummonsM: Prepared object appears in your hand.


Mage's Magnificent MansionF: Door leads to extradimensional mansion.


Phase Door: Creates an invisible passage through a barrier.


Plane ShiftF: As many as eight subjects travel to another plane.


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


Teleport, Greater: As teleportbut no range limit and no off-target arrival.


Teleport Object: As teleportbut 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.


VisionM: As legend lore, but quicker.


Enchantment



Hold Person, Mass: As hold person, but all within 30 ft.


Insanity: Subject suffers continuous confusion.


Power Word Blind: Blind large creatures or smaller.


Symbol of StunningM: Triggered rune stuns creatures.


Evocation



Delayed Blast Fireball: A Fireball that's blast can be delayed for up to a minute.


ForcecageM: Cube or cage of force imprisons all inside.


Grasping Hand: Hand provides cover, pushes, or grapples.


Mage's SwordF: 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: As shadow conjurationbut significantly stronger and with higher chances of success. 


SimulacrumM: Creates partially real double of a creature.


Necromancy



Control Undead: Undead don't attack you while under your command.


Finger of Death: Poking someone while casting this spell will cause necrotic damage that hurts more if they're stronger.


Symbol of WeaknessM: Triggered rune weakens creatures.


Waves of Exhaustion: Several targets become exhausted.


Transmutation



Control Weather: Changes weather in local area.


Elemental Body IV: Turns you into a Huge elemental.


Ethereal Jaunt: You become ethereal for 1 minute.


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: Subject can become a statue at will.


8th-Level Sorcerer/Wizard Spells



Abjuration



Dimensional Lock: Teleportation and interplanar travel blocked for 1 day.


Mind Blank: Subject is protected from mental/emotional magic and scrying.


Prismatic Wall: Wall's colors have array of effects.


Protection from SpellsMF: Gain protection from spells.


Conjuration



Incendiary Cloud: Conjure a cloud of fire and smoke. Subjects in the cloud are going to have a bad time.


Maze: Traps subject in extradimensional maze.


Planar Binding, Greater: As lesser planar bindingbut significantly stronger.


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


Trap the SoulM: Imprisons subject within gem.


Divination



Discern Location: Reveals exact location of creature or object.


Moment of Prescience: You gain more insight on a certain subject.


Prying Eyes, Greater: As prying eyes, but eyes have true seeing.


Enchantment



Antipathy: Object or location affected by spell repels certain creatures.


BindingM: Utilizes an array of techniques to imprison a creature.


Charm Monster, Mass: As charm monsterbut all within 30 ft.


Demand: As sendingplus you can send suggestion.


Irresistible Dance: Forces subject to dance.


Power Word Stun: Stuns creatures.


Symbol of InsanityM: Triggered rune renders nearby creatures insane.


SympathyM: Object or location attracts certain creatures.


Evocation



Clenched Fist: Large hand provides cover, pushes, or attacks your foes.


Polar Ray: A freeze ray. 


Shout, Greater: Devastating yell that creates a sonic boom and possibly stuns creatures.


Sunburst: Blinds all within 10 ft., and creates harsh rays of sun.


Telekinetic Sphere: As resilient spherebut you move the sphere telekinetically.


Illusion



Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.


Screen: Illusion hides area from vision and scrying.


Shadow Evocation, Greater: As shadow evocationbut significantly better.


Necromancy



CloneMF: Duplicate awakens when original dies. Basically a fail safe for when one passes.


Create Greater UndeadM: Creates shadows, wraiths, spectres, or devourers.


Horrid Wilting: Deals withering damage to subjects within 30 ft.


Symbol of DeathM: Triggered rune kills 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: Your body becomes living iron.


Polymorph Any Object: Changes a subject into anything else.


Temporal StasisM: Puts subject into suspended animation.


9th-Level Sorcerer/Wizard Spells



Abjuration



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



GateM: Connects two planes for travel or summoning.


RefugeM: Alters item to transport its possessor to your abode.


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


Teleportation CircleM: Teleports creatures inside circle.


Divination



Foresight: "Sixth sense" warns of impending danger.


Enchantment



Dominate Monster: As dominate personbut any creature.


Hold Monster, Mass: As hold monsterbut all within 30 ft.


Power Word Kill: Kills one creature that is of the same strength or less.


Evocation



Crushing Hand: Large hand provides cover, pushes, or crushes your foes.


Meteor Swarm: Four exploding spheres each deal that explode in a gout of rock and fire.


Illusion



Shades: As shadow conjuration, but significantly stronger.


Weird: As phantasmal killerbut affects all within 30 ft.


Necromancy



Astral ProjectionM: Projects you and companions onto Astral Plane.


Energy Drain: Subject loses their strength and health slowly and gives it to you.


Soul BindF: Traps newly dead soul to prevent resurrection.


Wail of the Banshee: Exactly what it sounds like. I'm tired, so very tired.


Transmutation



Etherealness: Travel to Ethereal Plane with companions.


ShapechangeF: Transforms you into certain creatures, and lets you change forms once every minute.


Time Stop: You act freely for 1 minute while everything else around you is frozen in time.
 

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