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Breaking spells into 20 levels.
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<blockquote data-quote="der_kluge" data-source="post: 3774569" data-attributes="member: 945"><p>Arcane Spells</p><p></p><p>1st Level</p><p>Abjur</p><p>Alarm: Wards an area for 2 hours/level.</p><p>Hold Portal: Holds door shut.</p><p>Endure Elements: Exist comfortably in hot or cold environments.</p><p></p><p>Conj</p><p>Mage Armor: Gives subject +4 armor bonus.</p><p>Obscuring Mist: Fog surrounds you.</p><p>Unseen Servant: Invisible force obeys your commands.</p><p></p><p>Div</p><p>Detect Secret Doors: Reveals hidden doors within 60 ft.</p><p>Detect Undead: Reveals undead within 60 ft.</p><p></p><p>Ench</p><p>Hypnotism: Fascinates 2d4 HD of creatures.</p><p>Sleep: Puts 4 HD of creatures into magical slumber.</p><p></p><p>Evoc</p><p>Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.</p><p>Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).</p><p></p><p>Illus</p><p>Magic Aura: Alters object’s magic aura.</p><p>Silent Image: Creates minor illusion of your design.</p><p>Ventriloquism: Throws voice for 1 min./level.</p><p></p><p>Necro</p><p>Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.</p><p>Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.</p><p></p><p>Trans</p><p>Animate Rope: Makes a rope move at your command.</p><p>Erase: Mundane or magical writing vanishes.</p><p>Feather Fall: Objects or creatures fall slowly.</p><p>Jump: Subject gets bonus on Jump checks.</p><p></p><p></p><p>2nd Level</p><p></p><p>Abjur</p><p>Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.</p><p>Shield: Invisible disc gives +4 to AC, blocks magic missiles.</p><p></p><p>Conj</p><p>Mount: Summons riding horse for 2 hours/level.</p><p>Grease: Makes 10-ft. square or one object slippery.</p><p>Summon Monster I: Calls extraplanar creature to fight for you.</p><p></p><p>Div</p><p>Comprehend Languages: You understand all spoken and written languages.</p><p>Identify M: Determines properties of magic item.</p><p>True Strike: +20 on your next attack roll.</p><p></p><p>Ench</p><p>Charm Person: Makes one person your friend.</p><p></p><p>Evoc</p><p>Burning Hands: 1d4/level fire damage (max 5d4).</p><p>Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).</p><p></p><p>Illus</p><p>Disguise Self: Changes your appearance.</p><p>Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.</p><p></p><p>Necro</p><p>Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.</p><p></p><p>Trans</p><p>Enlarge Person: Humanoid creature doubles in size.</p><p>Expeditious Retreat: Your speed increases by 30 ft.</p><p>Reduce Person: Humanoid creature halves in size.</p><p>Magic Weapon: Weapon gains +1 bonus.</p><p></p><p>3rd Level</p><p>Abjur</p><p>Arcane Lock: Magically locks a portal or chest.</p><p>Obscure Object: Masks object against scrying.</p><p></p><p>Conj</p><p>Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.</p><p>Fog Cloud: Fog obscures vision.</p><p>Summon Swarm: Summons swarm of bats, rats, or spiders.</p><p></p><p>Div</p><p>Locate Object: Senses direction toward object (specific or type).</p><p></p><p>Ench</p><p>Daze Monster: Living creature of 6 HD or less loses next action.</p><p>Hideous Laughter: Subject loses actions for 1 round/level.</p><p></p><p>Evoc</p><p>Continual Flame: Makes a permanent, heatless torch.</p><p>Darkness: 20-ft. radius of supernatural shadow.</p><p>Gust of Wind: Blows away or knocks down smaller creatures.</p><p></p><p>Illus</p><p>Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.</p><p>Magic Mouth: Speaks once when triggered.</p><p>Minor Image: As silent image, plus some sound.</p><p>Misdirection: Misleads divinations for one creature or object.</p><p>Phantom Trap: Makes item seem trapped.</p><p></p><p>Necro</p><p>Command Undead: Undead creature obeys your commands.</p><p>Scare: Panics creatures of less than 6 HD.</p><p>Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.</p><p></p><p>Trans</p><p>Darkvision: See 60 ft. in total darkness.</p><p>Knock: Opens locked or magically sealed door.</p><p>Levitate: Subject moves up and down at your direction.</p><p>Pyrotechnics: Turns fire into blinding light or choking smoke.</p><p>Rope Trick: As many as eight creatures hide in extradimensional space.</p><p>Spider Climb: Grants ability to walk on walls and ceilings.</p><p>Whispering Wind: Sends a short message 1 mile/level.</p><p></p><p></p><p>4th Level</p><p>Abjur</p><p>Protection from Arrows: Subject immune to most ranged attacks.</p><p>Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.</p><p></p><p>Conj</p><p>Glitterdust: Blinds creatures, outlines invisible creatures.</p><p>Summon Monster II: Calls extraplanar creature to fight for you.</p><p>Web: Fills 20-ft.-radius spread with sticky spiderwebs.</p><p></p><p>Div</p><p>Detect Thoughts: Allows “listening” to surface thoughts.</p><p>See Invisibility: Reveals invisible creatures or objects.</p><p></p><p>Ench</p><p>Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.</p><p></p><p>Evoc</p><p>Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.</p><p>Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).</p><p>Shatter: Sonic vibration damages objects or crystalline creatures.</p><p></p><p>Illus</p><p>Blur: Attacks miss subject 20% of the time.</p><p>Invisibility: Subject is invisible for 1 min./level or until it attacks.</p><p>Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).</p><p></p><p>Necro</p><p>False Life: Gain 1d10 temporary hp +1/level (max +10).</p><p>Blindness/Deafness: Makes subject blinded or deafened.</p><p>Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.</p><p></p><p>Trans</p><p>Alter Self: Assume form of a similar creature.</p><p>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.</p><p>Bull’s Strength: Subject gains +4 to Str for 1 min./level.</p><p>Cat’s Grace: Subject gains +4 to Dex for 1 min./level.</p><p>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.</p><p>Fox’s Cunning: Subject gains +4 Int for 1 min./level.</p><p>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.</p><p></p><p></p><p>5th Level</p><p>Abjur</p><p>Dispel Magic: Cancels magical spells and effects.</p><p>Explosive Runes: Deals 6d6 damage when read.</p><p>Nondetection: Hides subject from divination, scrying.</p><p></p><p>Conj</p><p>Sepia Snake Sigil: Creates text symbol that immobilizes reader.</p><p>Sleet Storm: Hampers vision and movement.</p><p></p><p>Div</p><p>Arcane Sight: Magical auras become visible to you.</p><p></p><p>Ench</p><p>Deep Slumber: Puts 10 HD of creatures to sleep.</p><p>Suggestion: Compels subject to follow stated course of action.</p><p></p><p>Evoc</p><p>Tiny Hut: Creates shelter for ten creatures.</p><p>Wind Wall: Deflects arrows, smaller creatures, and gases.</p><p></p><p>Illus</p><p>Illusory Script M: Only intended reader can decipher.</p><p>Major Image: As silent image, plus sound, smell and thermal effects.</p><p></p><p>Necro</p><p>Gentle Repose: Preserves one corpse.</p><p>Halt Undead: Immobilizes undead for 1 round/level.</p><p></p><p>Trans</p><p>Flame Arrow: Arrows deal +1d6 fire damage.</p><p>Keen Edge: Doubles normal weapon’s threat range.</p><p>Magic Weapon, Greater: +1/four levels (max +5).</p><p>Secret Page: Changes one page to hide its real content.</p><p>Shrink Item: Object shrinks to one-sixteenth size.</p><p>Water Breathing: Subjects can breathe underwater.</p><p></p><p></p><p>6th Level</p><p></p><p>Abjur</p><p>Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.</p><p>Protection from Energy: Absorb 12 points/level of damage from one kind of energy.</p><p></p><p>Conj</p><p>Phantom Steed: Magic horse appears for 1 hour/level.</p><p>Stinking Cloud: Nauseating vapors, 1 round/level.</p><p>Summon Monster III: Calls extraplanar creature to fight for you.</p><p></p><p>Div</p><p>Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.</p><p>Tongues: Speak any language.</p><p></p><p>Ench</p><p>Heroism: Gives +2 bonus on attack rolls, saves, skill checks.</p><p>Hold Person: Paralyzes one humanoid for 1 round/level.</p><p>Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.</p><p></p><p>Evoc</p><p>Daylight: 60-ft. radius of bright light.</p><p>Fireball: 1d6 damage per level, 20-ft. radius.</p><p>Lightning Bolt: Electricity deals 1d6/level damage.</p><p></p><p>Illus</p><p>Displacement: Attacks miss subject 50%.</p><p>Invisibility Sphere: Makes everyone within 10 ft. invisible.</p><p></p><p>Necro</p><p>Ray of Exhaustion: Ray makes subject exhausted.</p><p>Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.</p><p></p><p>Trans</p><p>Blink: You randomly vanish and reappear for 1 round/level.</p><p>Fly: Subject flies at speed of 60 ft.</p><p>Gaseous Form: Subject becomes insubstantial and can fly slowly.</p><p>Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.</p><p>Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.</p><p></p><p></p><p>7th Level</p><p>Abjur</p><p>Dimensional Anchor: Bars extradimensional movement.</p><p>Fire Trap: Opened object deals 1d4 damage +1/level.</p><p>Remove Curse: Frees object or person from curse.</p><p></p><p>Conj</p><p>Minor Creation: Creates one cloth or wood object.</p><p>Secure Shelter: Creates sturdy cottage.</p><p>Solid Fog: Blocks vision and slows movement.</p><p></p><p>Div</p><p>Arcane Eye: Invisible floating eye moves 30 ft./round.</p><p>Locate Creature: Indicates direction to familiar creature.</p><p></p><p>Ench</p><p>Confusion: Subjects behave oddly for 1 round/level.</p><p>Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.</p><p></p><p>Evoc</p><p>Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.</p><p>Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.</p><p>Shout: Deafens all within cone and deals 5d6 sonic damage.</p><p></p><p>Illus</p><p>Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.</p><p>Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.</p><p>Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.</p><p></p><p>Necro</p><p>Animate Dead: Creates undead skeletons and zombies.</p><p>Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.</p><p></p><p>Trans</p><p>Mnemonic Enhancer: Wizard only. Prepares extra spells or retains one just cast.</p><p>Stone Shape: Sculpts stone into any shape.</p><p></p><p>8th Level</p><p>Abjur</p><p>Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.</p><p>Stoneskin: Ignore 10 points of damage per attack.</p><p></p><p>Conj</p><p>Black Tentacles: Tentacles grapple all within 20 ft. spread.</p><p>Dimension Door: Teleports you short distance.</p><p>Summon Monster IV: Calls extraplanar creature to fight for you.</p><p></p><p>Div</p><p>Detect Scrying: Alerts you of magical eavesdropping.</p><p>Scrying: Spies on subject from a distance.</p><p></p><p>Ench</p><p>Charm Monster: Makes monster believe it is your ally.</p><p>Geas, Lesser: Commands subject of 7 HD or less.</p><p></p><p>Evoc</p><p>Resilient Sphere: Force globe protects but traps one subject.</p><p>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.</p><p>Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.</p><p></p><p>Illus</p><p>Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).</p><p>Invisibility, Greater: As invisibility, but subject can attack and stay invisible.</p><p>Rainbow Pattern: Lights fascinate 24 HD of creatures.</p><p></p><p>Necro</p><p>Contagion: Infects subject with chosen disease.</p><p>Enervation: Subject gains 1d4 negative levels.</p><p>Fear: Subjects within cone flee for 1 round/level.</p><p></p><p>Trans</p><p>Polymorph: Gives one willing subject a new form.</p><p>Enlarge Person, Mass: Enlarges several creatures.</p><p>Reduce Person, Mass: Reduces several creatures.</p><p></p><p></p><p>9th Level</p><p>Abjur</p><p>Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.</p><p></p><p>Conj</p><p>Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.</p><p>Mage’s Faithful Hound: Phantom dog can guard, attack.</p><p>Major Creation: As minor creation, plus stone and metal.</p><p>Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.</p><p></p><p>Div</p><p>Prying Eyes: 1d4 +1/level floating eyes scout for you.</p><p>Telepathic Bond: Link lets allies communicate.</p><p></p><p>Ench</p><p>Dominate Person: Controls humanoid telepathically.</p><p>Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.</p><p></p><p>Evoc</p><p>Interposing Hand: Hand provides cover against one opponent.</p><p>Sending: Delivers short message anywhere, instantly.</p><p></p><p>Illus</p><p>Dream: Sends message to anyone sleeping.</p><p>False Vision: Fools scrying with an illusion.</p><p>Nightmare: Sends vision dealing 1d10 damage, fatigue.</p><p>Shadow Evocation: Mimics evocation below 5th level, but only 20% real.</p><p></p><p>Necro</p><p>Symbol of Pain: Triggered rune wracks nearby creatures with pain.</p><p>Waves of Fatigue: Several targets become fatigued.</p><p></p><p>Trans</p><p>Animal Growth: One animal/two levels doubles in size.</p><p>Fabricate: Transforms raw materials into finished items.</p><p>Passwall: Creates passage through wood or stone wall.</p><p>Telekinesis: Moves object, attacks creature, or hurls object or creature.</p><p></p><p></p><p>10th Level</p><p>Abjur</p><p>Dismissal: Forces a creature to return to native plane.</p><p>Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.</p><p></p><p>Conj</p><p>Summon Monster V: Calls extraplanar creature to fight for you.</p><p>Wall of Stone: Creates a stone wall that can be shaped.</p><p></p><p>Div</p><p>Contact Other Plane: Lets you ask question of extraplanar entity.</p><p></p><p>Ench</p><p>Feeblemind: Subject’s Int and Cha drop to 1.</p><p>Hold Monster: As hold person, but any creature.</p><p>Mind Fog: Subjects in fog get -10 to Wis and Will checks.</p><p></p><p>Evoc</p><p>Cone of Cold: 1d6/level cold damage.</p><p>Wall of Force: Wall is immune to damage.</p><p></p><p>Illus</p><p>Mirage Arcana: As hallucinatory terrain, plus structures.</p><p>Seeming: Changes appearance of one person per two levels.</p><p></p><p>Necro</p><p>Blight: Withers one plant or deals 1d6/level damage to plant creature.</p><p>Magic Jar: Enables possession of another creature.</p><p></p><p>Trans</p><p>Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.</p><p>Transmute Mud to Rock: Transforms two 10-ft. cubes per level.</p><p>Transmute Rock to Mud: Transforms two 10-ft. cubes per level.</p><p></p><p></p><p>11th Level</p><p>Abjur</p><p>Guards and Wards: Array of magic effects protect area.</p><p>Repulsion: Creatures can’t approach you.</p><p></p><p>Conj</p><p>Acid Fog: Fog deals acid damage.</p><p>Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.</p><p>Teleport: Instantly transports you as far as 100 miles/level.</p><p></p><p>Div</p><p>Analyze Dweomer: Reveals magical aspects of subject.</p><p>Legend Lore: Lets you learn tales about a person, place, or thing.</p><p></p><p>Ench</p><p>Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.</p><p>Symbol of Persuasion: Triggered rune charms nearby creatures.</p><p></p><p>Evoc</p><p>Contingency: Sets trigger condition for another spell.</p><p>Forceful Hand: Hand pushes creatures away.</p><p></p><p>Illus</p><p>Persistent Image: As major image, but no concentration required.</p><p>Programmed Image: As major image, plus triggered by event.</p><p>Veil: Changes appearance of group of creatures.</p><p></p><p>Necro</p><p>Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.</p><p>Eyebite: Target becomes panicked, sickened, and comatose.</p><p>Symbol of Fear: Triggered rune panics nearby creatures.</p><p></p><p>Trans</p><p>Baleful Polymorph: Transforms subject into harmless animal.</p><p>Control Water: Raises or lowers bodies of water.</p><p>Flesh to Stone: Turns subject creature into statue.</p><p>Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.</p><p>Move Earth: Digs trenches and build hills.</p><p>Stone to Flesh: Restores petrified creature.</p><p>Transformation: You gain combat bonuses.</p><p></p><p></p><p>12th Level</p><p>Abjur</p><p>Antimagic Field: Negates magic within 10 ft.</p><p>Dispel Magic, Greater: As dispel magic, but +20 on check.</p><p>Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.</p><p></p><p>Conj</p><p>Planar Binding: As lesser planar binding, but up to 12 HD.</p><p>Summon Monster VI: Calls extraplanar creature to fight for you.</p><p>Wall of Iron: 30 hp/four levels; can topple onto foes.</p><p></p><p>Div</p><p>True Seeing: Lets you see all things as they really are.</p><p></p><p>Ench</p><p>Geas/Quest: As lesser geas, plus it affects any creature.</p><p>Suggestion, Mass: As suggestion, plus one subject/level.</p><p></p><p>Evoc</p><p>Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.</p><p>Freezing Sphere: Freezes water or deals cold damage.</p><p></p><p>Illus</p><p>Mislead: Turns you invisible and creates illusory double.</p><p>Shadow Walk: Step into shadow to travel rapidly.</p><p>Permanent Image: Includes sight, sound, and smell.</p><p></p><p>Necro</p><p>Circle of Death: Kills 1d4/level HD of creatures.</p><p>Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).</p><p></p><p>Trans</p><p>Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.</p><p>Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.</p><p>Cat’s Grace, Mass: As cat’s grace, affects one subject/level.</p><p>Disintegrate: Makes one creature or object vanish.</p><p>Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.</p><p>Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.</p><p>Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.</p><p></p><p></p><p>13th Level</p><p>Abjur</p><p>Banishment: Banishes 2 HD/level of extraplanar creatures.</p><p>Sequester: Subject is invisible to sight and scrying; renders creature comatose.</p><p></p><p>Conj</p><p>Instant Summons: Prepared object appears in your hand.</p><p>Mage’s Magnificent Mansion: Door leads to extradimensional mansion.</p><p>Phase Door: Creates an invisible passage through wood or stone.</p><p>Teleport Object: As teleport, but affects a touched object.</p><p></p><p>Div</p><p>Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.</p><p></p><p>Ench</p><p>Hold Person, Mass: As hold person, but all within 30 ft.</p><p>Symbol of Stunning: Triggered rune stuns nearby creatures.</p><p></p><p>Evoc</p><p>Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.</p><p>Grasping Hand: Hand provides cover, pushes, or grapples.</p><p></p><p>Illus</p><p>Project Image: Illusory double can talk and cast spells.</p><p>Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.</p><p></p><p>Necro</p><p>Control Undead: Undead don’t attack you while under your command.</p><p>Symbol of Weakness: Triggered rune weakens nearby creatures.</p><p></p><p>Trans</p><p>Control Weather: Changes weather in local area.</p><p>Statue: Subject can become a statue at will.</p><p></p><p></p><p>14th Level</p><p>Abjur</p><p>Spell Turning: Reflect 1d4+6 spell levels back at caster.</p><p></p><p>Conj</p><p>Plane Shift: As many as eight subjects travel to another plane.</p><p>Summon Monster VII: Calls extraplanar creature to fight for you.</p><p>Teleport, Greater: As teleport, but no range limit and no off-target arrival.</p><p></p><p>Div</p><p>Scrying, Greater: As scrying, but faster and longer.</p><p>Vision: As legend lore, but quicker and strenuous.</p><p></p><p>Ench</p><p>Insanity: Subject suffers continuous confusion.</p><p>Power Word Blind: Blinds creature with 200 hp or less.</p><p></p><p>Evoc</p><p>Forcecage: Cube or cage of force imprisons all inside.</p><p>Mage’s Sword: Floating magic blade strikes opponents.</p><p>Prismatic Spray: Rays hit subjects with variety of effects.</p><p></p><p>Illus</p><p>Invisibility, Mass: As invisibility, but affects all in range.</p><p>Simulacrum: Creates partially real double of a creature.</p><p></p><p>Necro</p><p>Finger of Death: Kills one subject.</p><p>Waves of Exhaustion: Several targets become exhausted.</p><p></p><p>Trans</p><p>Ethereal Jaunt: You become ethereal for 1 round/level.</p><p>Reverse Gravity: Objects and creatures fall upward.</p><p></p><p></p><p>15th Level</p><p>Abjur</p><p>Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.</p><p>Protection from Spells: Confers +8 resistance bonus.</p><p></p><p>Conj</p><p>Maze: Traps subject in extradimensional maze.</p><p>Trap the Soul: Imprisons subject within gem.</p><p></p><p>Div</p><p>Moment of Prescience: You gain insight bonus on single attack roll, check, or save.</p><p></p><p>Ench</p><p>Binding: Utilizes an array of techniques to imprison a creature.</p><p>Demand: As sending, plus you can send suggestion.</p><p>Irresistible Dance: Forces subject to dance.</p><p>Symbol of Insanity: Triggered rune renders nearby creatures insane.</p><p></p><p>Evoc</p><p>Clenched Fist: Large hand provides cover, pushes, or attacks your foes.</p><p>Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.</p><p></p><p>Illus</p><p>Screen: Illusion hides area from vision, scrying.</p><p></p><p>Necro</p><p>Create Greater Undead: Create shadows, wraiths, spectres, or devourers.</p><p>Symbol of Death: Triggered rune slays nearby creatures.</p><p></p><p>Trans</p><p>Iron Body: Your body becomes living iron.</p><p></p><p></p><p>16th Level</p><p>Abjur</p><p>Mind Blank: Subject is immune to mental/emotional magic and scrying.</p><p>Prismatic Wall: Wall’s colors have array of effects.</p><p></p><p>Conj</p><p>Incendiary Cloud: Cloud deals 4d6 fire damage/round.</p><p>Planar Binding, Greater: As lesser planar binding, but up to 18 HD.</p><p>Summon Monster VIII: Calls extraplanar creature to fight for you.</p><p></p><p>Div</p><p>Prying Eyes, Greater: As prying eyes, but eyes have true seeing.</p><p></p><p>Ench</p><p>Antipathy: Object or location affected by spell repels certain creatures.</p><p>Charm Monster, Mass: As charm monster, but all within 30 ft.</p><p>Power Word Stun: Stuns creature with 150 hp or less.</p><p>Sympathy: Object or location attracts certain creatures.</p><p></p><p>Evoc</p><p>Sunburst: Blinds all within 10 ft., deals 6d6 damage.</p><p>Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.</p><p></p><p>Illus</p><p>Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.</p><p></p><p>Necro</p><p>Clone: Duplicate awakens when original dies.</p><p>Horrid Wilting: Deals 1d6/level damage within 30 ft.</p><p></p><p>Trans</p><p>Polymorph Any Object: Changes any subject into anything else.</p><p>Temporal Stasis: Puts subject into suspended animation.</p><p></p><p></p><p>17th Level</p><p>Abjur</p><p>Freedom: Releases creature from imprisonment.</p><p>Imprisonment: Entombs subject beneath the earth.</p><p></p><p>Conj</p><p>Refuge: Alters item to transport its possessor to you.</p><p>Teleportation Circle: Circle teleports any creature inside to designated spot.</p><p></p><p>Div</p><p>Discern Location: Reveals exact location of creature or object.</p><p></p><p>Ench</p><p>Dominate Monster: As dominate person, but any creature.</p><p></p><p>Evoc</p><p>Polar Ray: Ranged touch attack deals 1d6/level cold damage.</p><p></p><p>Illus</p><p>Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.</p><p></p><p>Necro</p><p>Energy Drain: Subject gains 2d4 negative levels.</p><p>Soul Bind: Traps newly dead soul to prevent resurrection.</p><p></p><p>Trans</p><p>Etherealness: Travel to Ethereal Plane with companions.</p><p></p><p></p><p>18th Level</p><p>Abjur</p><p>Mage’s Disjunction: Dispels magic, disenchants magic items.</p><p></p><p>Conj</p><p>Summon Monster IX: Calls extraplanar creature to fight for you.</p><p></p><p>Div</p><p>Foresight: “Sixth sense” warns of impending danger.</p><p></p><p>Ench</p><p>Hold Monster, Mass: As hold monster, but all within 30 ft.</p><p></p><p>Evoc</p><p>Crushing Hand: Large hand provides cover, pushes, or crushes your foes.</p><p></p><p>Illus</p><p>Shades: As shadow conjuration, but up to 8th level and 80% real.</p><p></p><p>Necro</p><p>Astral Projection: Projects you and companions onto Astral Plane.</p><p></p><p>Trans</p><p>Shapechange: Transforms you into any creature, and change forms once per round.</p><p></p><p></p><p>19th Level</p><p>Abjur</p><p>Prismatic Sphere: As prismatic wall, but surrounds on all sides.</p><p></p><p>Conj</p><p>Gate: Connects two planes for travel or summoning.</p><p></p><p>Div</p><p>Discern Location, Improved: As Discern Location, but without prior knowledge of object.</p><p></p><p>Ench</p><p>Power Word Kill: Kills one creature with 100 hp or less.</p><p></p><p>Evoc</p><p>Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.</p><p></p><p>Illus</p><p>Weird: As phantasmal killer, but affects all within 30 ft.</p><p></p><p>Necro</p><p>Wail of the Banshee: Kills one creature/level.</p><p></p><p>Trans</p><p>Time Stop: You act freely for 1d4+1 rounds.</p><p></p><p></p><p>20th Level</p><p>Univ</p><p>Wish: As limited wish, but with fewer limits.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 3774569, member: 945"] 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. [/QUOTE]
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Breaking spells into 20 levels.
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