Arcane Spells
1st Level
Abjur
Alarm: Wards an area for 2 hours/level.
Hold Portal: Holds door shut.
Endure Elements: Exist comfortably in hot or cold environments.
Conj
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Unseen Servant: Invisible force obeys your commands.
Div
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Ench
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illus
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Trans
Animate Rope: Makes a rope move at your command.
Erase: Mundane or magical writing vanishes.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
2nd Level
Abjur
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Mount: Summons riding horse for 2 hours/level.
Grease: Makes 10-ft. square or one object slippery.
Summon Monster I: Calls extraplanar creature to fight for you.
Div
Comprehend Languages: You understand all spoken and written languages.
Identify M: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Ench
Charm Person: Makes one person your friend.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
Disguise Self: Changes your appearance.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Necro
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Reduce Person: Humanoid creature halves in size.
Magic Weapon: Weapon gains +1 bonus.
3rd Level
Abjur
Arcane Lock: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Div
Locate Object: Senses direction toward object (specific or type).
Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Evoc
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Gust of Wind: Blows away or knocks down smaller creatures.
Illus
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Magic Mouth: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Phantom Trap: Makes item seem trapped.
Necro
Command Undead: Undead creature obeys your commands.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
Darkvision: See 60 ft. in total darkness.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.
4th Level
Abjur
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
Detect Thoughts: Allows “listening” to surface thoughts.
See Invisibility: Reveals invisible creatures or objects.
Ench
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20% of the time.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Necro
False Life: Gain 1d10 temporary hp +1/level (max +10).
Blindness/Deafness: Makes subject blinded or deafened.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Trans
Alter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
5th Level
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Nondetection: Hides subject from divination, scrying.
Conj
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Div
Arcane Sight: Magical auras become visible to you.
Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Suggestion: Compels subject to follow stated course of action.
Evoc
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
Illusory Script M: Only intended reader can decipher.
Major Image: As silent image, plus sound, smell and thermal effects.
Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Trans
Flame Arrow: Arrows deal +1d6 fire damage.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Water Breathing: Subjects can breathe underwater.
6th Level
Abjur
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj
Phantom Steed: Magic horse appears for 1 hour/level.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Div
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.
Ench
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Evoc
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Illus
Displacement: Attacks miss subject 50%.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Necro
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
Blink: You randomly vanish and reappear for 1 round/level.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
7th Level
Abjur
Dimensional Anchor: Bars extradimensional movement.
Fire Trap: Opened object deals 1d4 damage +1/level.
Remove Curse: Frees object or person from curse.
Conj
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Div
Arcane Eye: Invisible floating eye moves 30 ft./round.
Locate Creature: Indicates direction to familiar creature.
Ench
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Evoc
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Illus
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Necro
Animate Dead: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Trans
Mnemonic Enhancer: Wizard only. Prepares extra spells or retains one just cast.
Stone Shape: Sculpts stone into any shape.
8th Level
Abjur
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Stoneskin: Ignore 10 points of damage per attack.
Conj
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Dimension Door: Teleports you short distance.
Summon Monster IV: Calls extraplanar creature to fight for you.
Div
Detect Scrying: Alerts you of magical eavesdropping.
Scrying: Spies on subject from a distance.
Ench
Charm Monster: Makes monster believe it is your ally.
Geas, Lesser: Commands subject of 7 HD or less.
Evoc
Resilient Sphere: Force globe protects but traps one subject.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Necro
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Trans
Polymorph: Gives one willing subject a new form.
Enlarge Person, Mass: Enlarges several creatures.
Reduce Person, Mass: Reduces several creatures.
9th Level
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Conj
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Major Creation: As minor creation, plus stone and metal.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Div
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Ench
Dominate Person: Controls humanoid telepathically.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Illus
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Necro
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued.
Trans
Animal Growth: One animal/two levels doubles in size.
Fabricate: Transforms raw materials into finished items.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
10th Level
Abjur
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conj
Summon Monster V: Calls extraplanar creature to fight for you.
Wall of Stone: Creates a stone wall that can be shaped.
Div
Contact Other Plane: Lets you ask question of extraplanar entity.
Ench
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Evoc
Cone of Cold: 1d6/level cold damage.
Wall of Force: Wall is immune to damage.
Illus
Mirage Arcana: As hallucinatory terrain, plus structures.
Seeming: Changes appearance of one person per two levels.
Necro
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar: Enables possession of another creature.
Trans
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
11th Level
Abjur
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can’t approach you.
Conj
Acid Fog: Fog deals acid damage.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Teleport: Instantly transports you as far as 100 miles/level.
Div
Analyze Dweomer: Reveals magical aspects of subject.
Legend Lore: Lets you learn tales about a person, place, or thing.
Ench
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Evoc
Contingency: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Illus
Persistent Image: As major image, but no concentration required.
Programmed Image: As major image, plus triggered by event.
Veil: Changes appearance of group of creatures.
Necro
Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of Fear: Triggered rune panics nearby creatures.
Trans
Baleful Polymorph: Transforms subject into harmless animal.
Control Water: Raises or lowers bodies of water.
Flesh to Stone: Turns subject creature into statue.
Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and build hills.
Stone to Flesh: Restores petrified creature.
Transformation: You gain combat bonuses.
12th Level
Abjur
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Conj
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Wall of Iron: 30 hp/four levels; can topple onto foes.
Div
True Seeing: Lets you see all things as they really are.
Ench
Geas/Quest: As lesser geas, plus it affects any creature.
Suggestion, Mass: As suggestion, plus one subject/level.
Evoc
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Freezing Sphere: Freezes water or deals cold damage.
Illus
Mislead: Turns you invisible and creates illusory double.
Shadow Walk: Step into shadow to travel rapidly.
Permanent Image: Includes sight, sound, and smell.
Necro
Circle of Death: Kills 1d4/level HD of creatures.
Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).
Trans
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Disintegrate: Makes one creature or object vanish.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
13th Level
Abjur
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Conj
Instant Summons: Prepared object appears in your hand.
Mage’s Magnificent Mansion: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Teleport Object: As teleport, but affects a touched object.
Div
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Ench
Hold Person, Mass: As hold person, but all within 30 ft.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Evoc
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Grasping Hand: Hand provides cover, pushes, or grapples.
Illus
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Necro
Control Undead: Undead don’t attack you while under your command.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Trans
Control Weather: Changes weather in local area.
Statue: Subject can become a statue at will.
14th Level
Abjur
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Plane Shift: As many as eight subjects travel to another plane.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Div
Scrying, Greater: As scrying, but faster and longer.
Vision: As legend lore, but quicker and strenuous.
Ench
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Evoc
Forcecage: Cube or cage of force imprisons all inside.
Mage’s Sword: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Illus
Invisibility, Mass: As invisibility, but affects all in range.
Simulacrum: Creates partially real double of a creature.
Necro
Finger of Death: Kills one subject.
Waves of Exhaustion: Several targets become exhausted.
Trans
Ethereal Jaunt: You become ethereal for 1 round/level.
Reverse Gravity: Objects and creatures fall upward.
15th Level
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Protection from Spells: Confers +8 resistance bonus.
Conj
Maze: Traps subject in extradimensional maze.
Trap the Soul: Imprisons subject within gem.
Div
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Ench
Binding: Utilizes an array of techniques to imprison a creature.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Evoc
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Illus
Screen: Illusion hides area from vision, scrying.
Necro
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Symbol of Death: Triggered rune slays nearby creatures.
Trans
Iron Body: Your body becomes living iron.
16th Level
Abjur
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Conj
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Div
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
Antipathy: Object or location affected by spell repels certain creatures.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Power Word Stun: Stuns creature with 150 hp or less.
Sympathy: Object or location attracts certain creatures.
Evoc
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Illus
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Necro
Clone: Duplicate awakens when original dies.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Trans
Polymorph Any Object: Changes any subject into anything else.
Temporal Stasis: Puts subject into suspended animation.
17th Level
Abjur
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Conj
Refuge: Alters item to transport its possessor to you.
Teleportation Circle: Circle teleports any creature inside to designated spot.
Div
Discern Location: Reveals exact location of creature or object.
Ench
Dominate Monster: As dominate person, but any creature.
Evoc
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Illus
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Necro
Energy Drain: Subject gains 2d4 negative levels.
Soul Bind: Traps newly dead soul to prevent resurrection.
Trans
Etherealness: Travel to Ethereal Plane with companions.
18th Level
Abjur
Mage’s Disjunction: Dispels magic, disenchants magic items.
Conj
Summon Monster IX: Calls extraplanar creature to fight for you.
Div
Foresight: “Sixth sense” warns of impending danger.
Ench
Hold Monster, Mass: As hold monster, but all within 30 ft.
Evoc
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Illus
Shades: As shadow conjuration, but up to 8th level and 80% real.
Necro
Astral Projection: Projects you and companions onto Astral Plane.
Trans
Shapechange: Transforms you into any creature, and change forms once per round.
19th Level
Abjur
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Conj
Gate: Connects two planes for travel or summoning.
Div
Discern Location, Improved: As Discern Location, but without prior knowledge of object.
Ench
Power Word Kill: Kills one creature with 100 hp or less.
Evoc
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illus
Weird: As phantasmal killer, but affects all within 30 ft.
Necro
Wail of the Banshee: Kills one creature/level.
Trans
Time Stop: You act freely for 1d4+1 rounds.
20th Level
Univ
Wish: As limited wish, but with fewer limits.
Note: Most of the spells should be there, but I may have removed some because in the project I did this for, I didn't intend on keeping all the spells.