Breaking spells into 20 levels.

Branduil

Hero
As part of a project I was thinking of splitting Spell Levels into 20, one for each caster level. In addition, I was planning in splitting the spells into different categories, as in 4e. So you would end up with something like 3 pools of spells: offensive, defensive, and utility. And one I got that worked out I would try to figure out how to add per-encounter and at-will mechanics to this system.

Has anybody else tried this? Does anyone have any advice? If there are other people who are interested in doing this, I suppose we could pool our resources. I only have the PHB and PHB II to work with.
 

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Burning Hands- Offensive 1
Magic Missile- Offensive 2
Enervation- Offensive 9
Energy Drain- Offensive 18

Cure Light Wounds- Defensive 1
Cure Moderate Wounds- Defensive 3
Cure Serious Wounds- Defensive 5
Cure Critical Wounds- Defensive 7

Heal- Defensive 13


Mass Cure.... (As cure, but level +8)

Raise Dead- Defensive 10
Resurrection- Defensive 15
True Res- Defensive 20

Limited Wish- Utility 15
Wish, Miracle- Utility 20

Slay Living- O10
Finger of Death- O15
Power Word Kill- O17
Wail of the Banshee- O20

Time Stop- U19

and so on.

That sort of thing works.
 

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.
 

Divine Spells

1st Level
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.


2nd Level
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Command: One subject obeys selected command for 1 round.
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Summon Monster I: Calls extraplanar creature to fight for you.


3rd Level
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Calm Emotions: Calms creatures, negating emotion effects.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other: You take half of subject’s damage.
Spiritual Weapon: Magic weapon attacks on its own.
Undetectable Alignment: Conceals alignment for 24 hours.


4th Level
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Consecrate: Fills area with positive energy, making undead weaker.
Desecrate: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Zone of Truth: Subjects within range cannot lie.


5th Level
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Continual Flame: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Glyph of Warding: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Obscure Object: Masks object against scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Wind Wall: Deflects arrows, smaller creatures, and gases.


6th Level
Animate Dead: Creates undead skeletons and zombies.
Blindness/Deafness: Makes subject blinded or deafened.
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Meld into Stone: You and your gear merge with stone.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.


7th Level
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Dimensional Anchor: Bars extradimensional movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Tongues: Speak any language.


8th Level
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Death Ward: Grants immunity to death spells and negative energy effects.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.


9th Level
Atonement: Removes burden of misdeeds from subject.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Scrying: Spies on subject from a distance.
Spell Resistance: Subject gains SR 12 + level.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Wall of Stone: Creates a stone wall that can be shaped.


10th Level
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Commune: Deity answers one yes-or-no question/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow: Designates location as holy.
Plane Shift: As many as eight subjects travel to another plane.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Slay Living: Touch attack kills subject.
Summon Monster V: Calls extraplanar creature to fight for you.
True Seeing: Lets you see all things as they really are.
Unhallow: Designates location as unholy.


11th Level
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Find the Path: Shows most direct way to a location.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
or you.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).


12th Level
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight fWord of Recall: Teleports you back to designated place.
Wind Walk: You and your allies turn vaporous and travel fast.


13th Level
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Scrying, Greater: As scrying, but faster and longer.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.


14th Level
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Destruction: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Resurrection: Fully restore dead subject.
Summon Monster VII: Calls extraplanar creature to fight for you.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.


15th Level
Antimagic Field: Negates magic within 10 ft.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Earthquake: Intense tremor shakes 80-ft.-radius.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Symbol of Death: Triggered rune slays nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures insane.


16th Level
Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Discern Location: Reveals exact location of creature or object.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.


17th Level
Energy Drain: Subject gains 2d4 negative levels.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round.
Soul Bind: Traps newly dead soul to prevent resurrection.


18th Level
Astral Projection: Projects you and companions onto Astral Plane.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.


19th Level
Etherealness: Travel to Ethereal Plane with companions.
Gate: Connects two planes for travel or summoning.


20th Level
Miracle: Requests a deity’s intercession.
True Resurrection: As resurrection, plus remains aren’t needed.
 

Cleric Spells Per Day

Level: cantrips | Spell Levels (1-20)
__________________________________________________ ____________________

01: 3|1+1 _ ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ _ _
02: 4|1+1 1 ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ _ _
03: 4|1+1 1 1+1 _ ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ _ _
04: 4|1+1 1 1+1 1 ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ _ _
05: 4|2+1 1 1+1 1 1+1 _ ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ _ _
06: 5|2+1 2 1+1 1 1+1 1 ___ _ ___ _ ___ _ ___ _ ___ _ ___ _ _ _
07: 5|2+1 2 2+1 1 1+1 1 1+1 _ ___ _ ___ _ ___ _ ___ _ ___ _ _ _
08: 5|2+1 2 2+1 2 1+1 1 1+1 1 ___ _ ___ _ ___ _ ___ _ ___ _ _ _
09: 5|2+1 2 2+1 2 2+1 1 1+1 1 1+1 _ ___ _ ___ _ ___ _ ___ _ _ _
10: 6|2+1 2 2+1 2 2+1 2 1+1 1 1+1 1 ___ _ ___ _ ___ _ ___ _ _ _
11: 6|3+1 2 2+1 2 2+1 2 2+1 1 1+1 1 1+1 _ ___ _ ___ _ ___ _ _ _
12: 6|3+1 3 2+1 2 2+1 2 2+1 2 1+1 1 1+1 1 ___ _ ___ _ ___ _ _ _
13: 6|3+1 3 3+1 2 2+1 2 2+1 2 2+1 1 1+1 1 1+1 _ ___ _ ___ _ _ _
14: 7|3+1 3 3+1 3 2+1 2 2+1 2 2+1 2 1+1 1 1+1 1 ___ _ ___ _ _ _
15: 7|3+1 3 3+1 3 3+1 2 2+1 2 2+1 2 2+1 1 1+1 1 1+1 _ ___ _ _ _
16: 7|3+1 3 3+1 3 3+1 3 2+1 2 2+1 2 2+1 2 1+1 1 1+1 1 ___ _ _ _
17: 7|3+1 3 3+1 3 3+1 3 3+1 2 2+1 2 2+1 2 2+1 1 1+1 1 1+1 _ _ _
18: 8|3+1 3 3+1 3 3+1 3 3+1 3 2+1 2 2+1 2 2+1 2 1+1 1 1+1 1 _ _
19: 8|3+1 3 3+1 3 3+1 3 3+1 3 3+1 2 2+1 2 2+1 2 2+1 1 1+1 1 1 _
20: 8|3+1 3 3+1 3 3+1 3 3+1 3 3+1 3 2+1 2 2+1 2 2+1 2 1+1 1 1 1



Wizard Spells Per Day

Level: cantrips | Spell Levels (1-20)
__________________________________________________ ____________________

01: 3|1 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
02: 4|1 1 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
03: 4|1 1 1 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
04: 4|1 1 1 1 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
05: 4|2 1 1 1 1 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
06: 5|2 2 1 1 1 1 _ _ _ _ _ _ _ _ _ _ _ _ _ _
07: 5|2 2 2 1 1 1 1 _ _ _ _ _ _ _ _ _ _ _ _ _
08: 5|2 2 2 2 1 1 1 1 _ _ _ _ _ _ _ _ _ _ _ _
09: 5|2 2 2 2 2 1 1 1 1 _ _ _ _ _ _ _ _ _ _ _
10: 6|2 2 2 2 2 2 1 1 1 1 _ _ _ _ _ _ _ _ _ _
11: 6|2 2 2 2 2 2 2 1 1 1 1 _ _ _ _ _ _ _ _ _
12: 6|2 2 2 2 2 2 2 2 1 1 1 1 _ _ _ _ _ _ _ _
13: 6|2 2 2 2 2 2 2 2 2 1 1 1 1 _ _ _ _ _ _ _
14: 7|2 2 2 2 2 2 2 2 2 2 1 1 1 1 _ _ _ _ _ _
15: 7|2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 _ _ _ _ _
16: 7|2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 _ _ _ _
17: 7|2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 _ _ _
18: 8|2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 _ _
19: 8|2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 _
20: 8|2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1
 

Wow, you were already able to do that much? I guess I'll work on splitting up the Bard, Druid, Paladin, and Ranger spells then. Hmm, I wonder if Paladins and Rangers even have enough spells to split up...
 

Branduil said:
Wow, you were already able to do that much? I guess I'll work on splitting up the Bard, Druid, Paladin, and Ranger spells then. Hmm, I wonder if Paladins and Rangers even have enough spells to split up...


I did it months ago, over the course of a week or two.
 

Anyone have any suggestions on spell placement? In general, I tried to move the more powerful spells up a slot, and then I ended up making Wish the lone 20th level Arcane spell. I figured True Resurrection and Miracle both qualified for that position on the Divine list.
 

I finished splitting up the Bard spells. In addition to splitting them across 20 levels, I also split them into 3 categories: Combat, Healing, and Utility. Combat spells don't necessarily have to be used in combat, I basically made this category for spells that could be used per encounter without being broken. What I'm planning on doing is this: Each day you get a number of spell slots for each category. You can fill these slots with spells of all levels you know. In addition, you can cast a number of combat spells per encounter, and you can cast them spontaneously, but they have to be spells 5 levels or more lower than the highest you know.

So, for instance, a 10th-level Bard can prepare x combat, y healing, and z utility spells per day of all the spells he knows. In addition, he can cast combat spells of 5th level or lower a number of times per encounter.

Here's the spell list:

BARD SPELLS

0-LEVEL BARD SPELLS (CANTRIPS)
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Summon Instrument: Summons one instrument of the caster’s choice.

1ST-LEVEL BARD SPELLS

Combat

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Daze: Humanoid creature of 4 HD or less loses next action.
Flare: Dazzles one creature (–1 on attack rolls).
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
Sleep: Puts 4 HD of creatures into magical slumber.
Stay the Hand
Summon Monster I: Calls extraplanar creature to fight for you.

Healing

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

Utility

Animate Rope: Makes a rope move at your command.
Erase: Mundane or magical writing vanishes.
Identify M: Determines properties of magic item.
Magic Mouth M: Speaks once when triggered.
Ventriloquism: Throws voice for 1 min./level.

2ND-LEVEL BARD SPELLS

Combat

Feather Fall: Objects or creatures fall slowly.
Lesser Confusion: One creature is confused for 1 round.
Resistance: Subject gains +1 on saving throws.

Utility

Alarm: Wards an area for 2 hours/level.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Expeditious Retreat: Your speed increases by 30 ft.
Share Talents
Silent Image: Creates minor illusion of your design.
Unseen Servant: Invisible force obeys your commands.

3RD-LEVEL BARD SPELLS

Combat

Grease: Makes 10-ft. square or one object slippery.
Hypnotism: Fascinates 2d4 HD of creatures.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Tasha’s Hideous Laughter: Subject loses actions for 1 round/ level.

Utility

Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Nystul’s Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Silent Image: Creates minor illusion of your design.
Undetectable Alignment: Conceals alignment for 24 hours.

4TH-LEVEL BARD SPELLS

Combat

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 to Int for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare: Panics creatures of less than 6 HD.
Summon Monster II: Calls extraplanar creature to fight for you.

Healing

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

Utility

Animal Trance: Fascinates 2d6 HD of animals.
Darkness: 20-ft. radius of supernatural shadow.
Locate Object: Senses direction toward object (specific or type).
Master’s Touch
Minor Image: As silent image, plus some sound.
Tongues: Speak any language.

5TH-LEVEL BARD SPELLS

Combat

Blade Brothers
Blur: Attacks miss subject 20% of the time.
Daze Monster: Living creature of 6 HD or less loses next action.
Hold Person: Paralyzes one humanoid for 1 round/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Silence: Negates sound in 20-ft. radius.
Suggestion: Compels subject to follow stated course of action.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Vertigo

Healing

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

Utility

Animal Messenger: Sends a Tiny animal to a specific place.
Crown of Veils
Detect Thoughts: Allows “listening” to surface thoughts.
Increase Virulence
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

6TH-LEVEL BARD SPELLS

Combat

Celerity, Lesser
Blindness/Deafness: Makes subject blind or deaf.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Ray of the Python
Shatter: Sonic vibration damages objects or crystalline creatures.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Stretch Weapon

Utility

Alter Self: Assume form of a similar creature.
Insight of Good Fortune
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Misdirection: Misleads divinations for one creature or object.
Whispering Wind: Sends a short message 1 mile/level.

7TH-LEVEL BARD SPELLS

Combat

Blink: You randomly vanish and reappear for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Phantom Battle
Summon Monster III: Calls extraplanar creature to fight for you.

Healing

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

Utility

Daylight: 60-ft. radius of bright light.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Illusory Script M: Only intended reader can decipher.
Major Image: As silent image, plus sound, smell and thermal effects.
Secret Page: Changes one page to hide its real content.
Speak with Animals: You can communicate with animals.

8TH-LEVEL BARD SPELLS

Combat

Confusion: Subjects behave oddly for 1 round/level.
Deep Slumber: Puts 10 HD of creatures to sleep.
Halt
Hesitate
Sonic Shield

Healing

Remove Curse: Frees object or person from curse.

Utility

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Dispel Magic: Cancels magical spells and effects.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Phantom Steed: Magic horse appears for 1 hour/level.
Sculpt Sound: Creates new sounds or changes existing ones.
Speak with Animals: You can communicate with animals.

9TH-LEVEL BARD SPELLS

Combat

Displacement: Attacks miss subject 50%.
Fear: Subjects within cone flee for 1 round/level.
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.

Utility

Alter Fortune
Charm Monster: Makes monster believe it is your ally.
Geas, Lesser: Commands subject of 7 HD or less.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Scrying F: Spies on subject from a distance.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Tiny Hut: Creates shelter for ten creatures.

10TH-LEVEL BARD SPELLS

Combat

Celerity
Shout: Deafens all within cone and deals 5d6 sonic damage.
Summon Monster IV: Calls extraplanar creature to fight for you.

Healing

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Healing Spirit

Utility

Detect Scrying: Alerts you of magical eavesdropping.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Legend Lore M F: Lets you learn tales about a person, place, or thing.
Speak with Plants: You can talk to normal plants and plant creatures.

11TH-LEVEL BARD SPELLS

Combat

Hold Monster: As hold person, but any creature.
Shadow Conjuration: Mimics conjuring below 8th level, but only 20% real.
Thunder Field

Healing

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

Utility

Dimension Door: Teleports you short distance.
Freedom of Movement: Subject moves normally despite impediments.
Mirror Image, Greater
Secure Shelter: Creates sturdy cottage.

12TH-LEVEL BARD SPELLS

Combat

Baleful Blink
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

Healing

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

Utility

Dominate Person: Controls humanoid telepathically.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

13TH-LEVEL BARD SPELLS

Combat

Dancing Blade
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Summon Monster V: Calls extraplanar creature to fight for you.

Healing

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

Utility

Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
Mirage Arcana: As hallucinatory terrain, plus structures.
Renewed Vigor

14TH-LEVEL BARD SPELLS

Combat

Friend to Foe
Incite Riot
Shadow Evocation: Mimics evocation of lower than 10th level, but only 20% real.

Healing

Magical Convalescence

Utility

False Vision M: Fools scrying with an illusion.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Suggestion, Mass: As suggestion, plus one subject/level.

15TH-LEVEL BARD SPELLS

Combat

Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Song of Discord: Forces targets to attack each other.

Utility

Mislead: Turns you invisible and creates illusory double.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Walk: Step into shadow to travel rapidly.

16TH-LEVEL BARD SPELLS

Combat

Eyebite: Target becomes panicked, sickened, and comatose.
Otto’s Irresistible Dance: Forces subject to dance.
Summon Monster VI: Calls extraplanar creature to fight for you.

Healing

Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.

Utility

Analyze Dweomer F: Reveals magical aspects of subject.
Find the Path: Shows most direct way to a location.
Programmed Image M: As major image, plus triggered by event.

17TH-LEVEL BARD SPELLS

Combat

Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.

Utility

Charm Monster, Mass: As charm monster, but all within 30 ft.
Project Image: Illusory double can talk and cast spells.

18TH-LEVEL BARD SPELLS

Combat

Animate Objects: Objects attack your foes.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

Utility

Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Veil: Changes appearance of group of creatures.

19TH-LEVEL BARD SPELLS

Combat

Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.

Utility

Permanent Image: Includes sight, sound, and smell.
Scrying, Greater: As scrying, but faster and longer.

20TH-LEVEL BARD SPELLS

Utility

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


I'm also making it so that you can basically cast cantrips at will once you get to 3rd level or so, so any cantrips that would be broken by doing that I moved up a level.

Suggestions/comments?
 
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I have started not dissimilar projects several times - I REALLY wanted to just reorder the PH spell list to better quantify the usefulness and game impact of spells by level. I've wanted it since 2nd Edition! For example, even a simple spell like Fly or invisibility has a substantive effect on gameplay that I thought was disproportionate to its low level. However, I repeatedly found that the work involved in sorting it all out was way out of proportion to the benefits that I thought would be seen during a game and appreciated by players. Given that 4E promises to do some significant work in that regard I've abandoned the idea entirely as redundant effort. They're almost certain to do a better job than I could have anyway.

But good luck with that. :)
 

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