Man, this guy has too much spells. Took me ages to go through the available spells and make a decent selection...
For attribute scores, I rolled 17, 16, 14, 13, 10, 9. So that became Str 9, Dex 14, Con 13, Int 17, Wis 16, Cha 10. The 14 became 16 and the 9 became 7 due to racial modifiers. The 17 became 18 at level 4. The 16 became 17 and 18 at level 8 and 12. I didn't include the headband's modifiers for the number of skillpoints I got.
Character Name: Thierrock
Player Name: Thels
Dungeon Master: Assassination
Race&Gender: Strongheart Halfling/Male
Class&Level: Cleric3/Evoker3/Mystic Theuge8
Alignment: Neutral
Deity: Boccop
Size: Small
Age: 48
Height: 3'1"
Weight: 35lb
Skin&Eyes: Pale/Glowing Blue
Hair: Short Blond
Strength: 7 (-2)
Dexterity: 16 (+3)
Constitution: 13 (+1)
Intelligence: 18 (+4), 24 (+7) with Headband
Wisdom: 18 (+4), 24 (+7) with Periapt
Charisma: 10 ( 0)
Fortitude Save: +7 ( +6 Base, +1 Con)
Reflex Save: +7 ( +4 Base, +3 Dex)
Will Save: +16 (+12 Base, +4 Wis), 19 (+15 Base, +7 Wis) with Periapt
Melee Attack: +6 (+7 Base, -2 Str, +1 Size)
Ranged Attack: +11 (+7 Base, +3 Dex, +1 Size), +1 with slings and thrown weapons
Initiative: +3 (+3 Dex)
Armor Class: 17 (+1 Armor, +0 Shield, +3 Dex, +1 Size, +1 Natural Armor, +1 Deflection)
Hit Points: 58 (of 58)
Experience: 91000 (need 105000)
Max Weight: 17 (Light), 34 (Medium), 52 (Heavy)
52 (Over head), 104 (Off ground), 260 (Push or drag)
Movement Speed: 20/x4, 15/x4, 15/x3
Skills: 96 (6/level)
Climb +0 ( +0 Ranks, -2 Str, +2 Race), crossclass skill
Concentration +18 (+17 Ranks, +1 Con)
Jump +0 ( +0 Ranks, -2 Str, +2 Race), crossclass skill
Heal +24 (+17 Ranks, +7 Wis), +2 Healer's Kit
Hide +7 ( +0 Ranks, +3 Dex, +4 Size), crossclass skill
Knw Arcana +24 (+17 Ranks, +7 Int)
Knw Arc and Eng +8 ( +1 Ranks, +7 Int)
Knw Dungeoneer +8 ( +1 Ranks, +7 Int)
Knw Geography +8 ( +1 Ranks, +7 Int)
Knw History +8 ( +1 Ranks, +7 Int)
Knw Local +8 ( +1 Ranks, +7 Int)
Knw Nature +8 ( +1 Ranks, +7 Int)
Knw Nob and Roy +8 ( +1 Ranks, +7 Int)
Knw Religion +24 (+17 Ranks, +7 Int)
Knw The Planes +8 ( +1 Ranks, +7 Int)
Listen +7 ( +0 Ranks, +7 Wis), +2 Familiar
Move Silently +5 ( +0 Ranks, +3 Dex, +2 Race), +3 Familiar, crossclass skill
Prof Scribe +8 ( +1 Ranks, +7 Wis)
Spellcraft +26 (+17 Ranks, +7 Int, +2 Synergy)
Spot +7 ( +0 Ranks, +7 Wis), +2 Familiar
Use Magic Dev +1 ( +1 Ranks, +0 Cha), +2 Synergy bonus to decypher spells on scrolls, crossclass skill
Languages: 5 (+2 Racial, +3 Int)
Common
Halfling
Elven
Celestial
Draconic
Cleric Abilities:
Armor Proficiency: All
Shield Proficiency: Normal
Weapon Proficiency: All Simple
Domains: Knowledge, Magic
Spontaneous Cure Spells
Turn Undead
Evoker Abilities:
Specialization: Evocation
Forbidden Schools: Illusion, Necromancy
Summon Familiar
Feats:
Spellcasting Prodigy: Cleric
Spellcasting Prodigy: Evoker
Scribe Scroll
Spell Focus: Evocation
Greater Spell Focus: Evocation
Improved Initiative
Eschew Materials
Permanency Effects:
Arcane Sight 1500 xp
Comprehend Languages 500 xp
Darkvision 1000 xp
Read Magic 500 xp
Resistance 500 xp
See Invisibility 1000 xp
Tongues 1500 xp
Cleric Spells per Day: 6+0/7+1/6+1/6+1/5+1/3+1/2+1
Evoker Spells per Day: 4+1/6+1/6+1/6+1/5+1/3+1/2+1
Weapons:
Quarterstaff (To Hit +6, Dmg 1d4, Crit 20/x2, Small, Bludgeoning, 2lb)
Other Equipment:
Explorer's Outfit (Free)
Silver Holy Symbol (1lb) 25 gp
Bracers of Armor +1 (1lb) 1000 gp
Amulet of Natural Armor +1 2000 gp
Ring of Protection +1 2000 gp
Headband of Intellect 36000 gp
Periapt of Wisdom 36000 gp
Backpack (0.5lb): 2 gp
Waterskin (1lb) 1 gp
Flask x3 (4.5lb) 9 cp
Healer's Kit (1lb) 50 gp
Boccop's Blessed Book (1lb) 12000 gp
Leomund's Secret Chest Focus 50 gp
Analyze Dweomer Focus 1500 gp
Restoration Materials 100 gp
Raise Dead Materials 5000 gp
True Seeing Materials 250 gp
Leomund's Secret Chest: 5000 gp
Inkpen x2 2 sp
Ink x10 80 gp
Vial x10 (1lb) 10 gp
Paper x25 10 gp
Small Steel Mirror (0.5lb) 10 gp
Atonement Focus 500 gp
Legend Lore Focus 200 gp
Raise Dead Materials x2 10000 gp
Bless Water Materials x10 250 gp
Consecrate Materials x10 250 gp
Continual Flame Materials x10 500 gp
Divination Materials x10 1000 gp
Greater Glyph of Warding Materials x10 4000 gp
Legend Lore Materials x10 2500 gp
Restoration Materials x9 900 gp
Stoneskin Materials x10 2500 gp
True Seeing Materials x9 2250 gp
Undeath to Death Materials x10 5000 gp
Scrolls used to fill spellbook: 18750 gp
See Invisibility - 150 gp
Cat's Grace - 150 gp
Darkvision - 150 gp
Fox's Cunning - 150 gp
Knock - 150 gp
Arcane Sight - 375 gp
Deep Slumber - 375 gp
Heroism - 375 gp
Rage - 375 gp
Fly - 375 gp
Haste - 375 gp
Water Breathing - 375 gp
Leomund's Secure Shelter - 700 gp
Enlarge Person, Mass - 700 gp
Polymorph - 700 gp
Mordenkainen's Faithful Hound - 1125 gp
Teleport - 1125 gp
Passwall - 1125 gp
Analyze Dweomer - 1650 gp
Heroism, Greater - 1650 gp
Cat's Grace, Mass - 1650 gp
Disintegrate - 1650 gp
Fox Cunning, Mass - 1650 gp
Stone to Flesh - 1650 gp
Total Weight: 10lb
Money: 0pp, 211gp, 7sp, 1cp
__________________________________________________
Character Name: Pokey
Player Name: Thels (Familiar)
Dungeon Master: Assassination
Race&Gender: Cat, Male
Class&Level: Familiar14
Alignment: Neutral
Deity: Not Applicable
Size: Tiny
Age: 2
Height: 0'9"
Weight: 6lb
Skin&Eyes: Furry, Green
Hair: Black, White Socks
Strength: 3 (-4)
Dexterity: 15 (+2)
Constitution: 10 ( 0)
Intelligence: 7 (-2)
Wisdom: 12 (+1)
Charisma: 7 (-1)
Fortitude Save: +2 (+0 Base, +2 Con)
Reflex Save: +4 (+2 Base, +2 Dex)
Will Save: +1 (+0 Base, +1 Wis)
Melee Attack: -2 (+0 Base, -2 Str)
Ranged Attack: +0 (+0 Base, +2 Dex)
Initiative: +2 (+2 Dex)
Max Weight: 5 (Light), 10 (Medium), 15 (Heavy), 75 (Push or drag)
Movement Speed: 30/x4, 20/x4, 20/x3
Attack: Claw (To Hit +4, Dmg 1d2-4, Crit 20/x2)
Full Attack: Claw/Claw/Bite (To Hit +4/+4/-1, Dmg 1d2-4/1d2-4/1d3-4, Crit 20/x2)
Armor Class: 16 (+2 Size, +2 Dex, +2 Natural Armor)
Hit Points: 29 (of 29)
Skills:
Balance +10 (+0 Ranks, +2 Dex, +8 Race)
Climb +6 (+0 Ranks, +2 Dex, +4 Race)
Hide +14 (+0 Ranks, +2 Dex, +4 Race, +8 Size), +4 in Tall Grass or Heavy Undergrowth
Jump +10 (+0 Ranks, +2 Dex, +8 Race)
Listen +3 (+2 Ranks, +1 Wis)
Move Silently +6 (+0 Ranks, +2 Dex, +4 Race)
Spot +3 (+2 Ranks, +1 Wis)
Abilities:
Low-light Vision
Scent
Weapon Finesse
Alertness
Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells
__________________________________________________
Cleric Spells:
Orisons
*Abj - Resistance: Subject gains +1 on saving throws.
*Con - Create Water: Creates 2 gallons/level of pure water.
Con - Cure Minor Wounds: Cures 1 point of damage.
Div - Detect Magic: Detects spells and magic items within 60 ft.
*Div - Detect Poison: Detects poison in one creature or object.
*Div - Guidance: +1 on one attack roll, saving throw, or skill check.
Div - Read Magic: Read scrolls and spellbooks.
**Evo - Light: Object shines like a torch.
Nec - Inflict Minor Wounds: Touch attack, 1 point of damage.
Tra - Mending: Makes minor repairs on an object.
Tra - Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Tra - Virtue: Subject gains 1 temporary hp.
1st Level
Abj - Endure Elements: Exist comfortably in hot or cold environments.
Abj - Entropic Shield: Ranged attacks against you have 20% miss chance.
*Abj - Hide from Undead: Undead can't perceive one subject/level.
Abj - Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Abj - Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Abj - Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Abj - Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Abj - Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
*Abj - Sanctuary: Opponents can't attack you, and you can't attack.
**Abj - Shield of Faith: Aura grants +2 or higher deflection bonus.
Con - Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
*Con - Obscuring Mist: Fog surrounds you.
*Con - Summon Monster I: Calls extraplanar creature to fight for you.
Div - Comprehend Languages: You understand all spoken and written languages.
Div - Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Div - Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Div - Detect Good: Reveals creatures, spells, or objects of selected alignment.
Div - Detect Law: Reveals creatures, spells, or objects of selected alignment.
*Div - [Detect Secret Doors: Reveals hidden doors within 60 ft.]
*Div - Detect Undead: Reveals undead within 60 ft.
Evo - Divine Favor: You gain +1 per three levels on attack and damage rolls.
Enc - Bane: Enemies take -1 on attack rolls and saves against fear.
Enc - Bless: Allies gain +1 on attack rolls and saves against fear.
Enc - Command: One subject obeys selected command for 1 round.
Ill - [Nystul's Magic Aura: Alters object's magic aura.]
Nec - Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Nec - Curse Water M: Makes unholy water.
Nec - Deathwatch: Reveals how near death subjects within 30 ft. are.
Nec - Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.
Nec - Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Tra - Bless Water M: Makes holy water.
Tra - Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Tra - Magic Weapon: Weapon gains +1 bonus.
2nd Level
Abj - Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Abj - Shield Other F: You take half of subject's damage.
Abj - Undetectable Alignment: Conceals alignment for 24 hours.
Con - Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Con - Delay Poison: Stops poison from harming subject for 1 hour/level.
*Con - Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
*Con - Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
*Con - Summon Monster II: Calls extraplanar creature to fight for you.
Div - Augury M F: Learns whether an action will be good or bad.
Div - [Detect Thoughts: Allows "listening" to surface thoughts.]
Div - Find Traps: Notice traps as a rogue does.
*Div - [Identify: Determines properties of magic item.]
Div - Status: Monitors condition, position of allies.
Enc - Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Enc - Calm Emotions: Calms creatures, negating emotion effects.
Enc - Enthrall: Captivates all within 100 ft. + 10 ft./level.
*Enc - Hold Person: Paralyzes one humanoid for 1 round/level.
*Enc - Zone of Truth: Subjects within range cannot lie.
Evo - Consecrate M: Fills area with positive energy, making undead weaker.
Evo - Darkness: 20-ft. radius of supernatural shadow.
Evo - Desecrate M: Fills area with negative energy, making undead stronger.
Evo - Shatter: Sonic vibration damages objects or crystalline creatures.
Evo - Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Evo - Spiritual Weapon: Magic weapon attacks on its own.
Ill - Silence: Negates sound in 15-ft. radius.
Nec - Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Nec - Gentle Repose: Preserves one corpse.
Nec - Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
*Tra - Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Tra - Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Tra - Bull's Strength: Subject gains +4 to Str for 1 min./level.
Tra - Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Tra - Make Whole: Repairs an object.
Tra - Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
3rd Level
Abj - Dispel Magic: Cancels spells and magical effects.
*Abj - [Dispel Magic: Cancels magical spells and effects.]
Abj - Glyph of Warding M: Inscription harms those who pass it.
Abj - Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Abj - Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Abj - Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Abj - Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
Abj - Obscure Object: Masks object against scrying.
*Abj - Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
*Abj - Remove Curse: Frees object or person from curse.
Con - Create Food and Water: Feeds three humans (or one horse)/level.
Con - Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Con - Remove Blindness/Deafness: Cures normal or magical conditions.
Con - Remove Disease: Cures all diseases affecting subject.
*Con - Summon Monster III: Calls extraplanar creature to fight for you.
Div - [Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.]
Div - Locate Object: Senses direction toward object (specific or type).
*Enc - Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Evo - Continual Flame M: Makes a permanent, heatless torch.
Evo - Daylight: 60-ft. radius of bright light.
Evo - Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Evo - Helping Hand: Ghostly hand leads subject to you.
*Evo - Invisibility Purge: Dispels invisibility within 5 ft./level.
Evo - Searing Light: Ray deals 1d8/two levels damage, more against undead.
Evo - Wind Wall: Deflects arrows, smaller creatures, and gases.
Nec - Animate Dead M: Creates undead skeletons and zombies.
Nec - Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Nec - Blindness/Deafness: Makes subject blinded or deafened.
Nec - Contagion: Infects subject with chosen disease.
Nec - Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Nec - Speak with Dead: Corpse answers one question/two levels.
*Tra - Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Tra - Meld into Stone: You and your gear merge with stone.
Tra - Stone Shape: Sculpts stone into any shape.
Tra - Water Breathing: Subjects can breathe underwater.
Tra - Water Walk: Subject treads on water as if solid.
4th Level
Abj - Dimensional Anchor: Bars extradimensional movement.
*Abj - Dismissal: Forces a creature to return to native plane.
Abj - Freedom of Movement: Subject moves normally despite impediments.
Abj - Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Abj - Spell Immunity: Subject is immune to one spell per four levels.
Con - Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Con - Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Con - Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
*Con - Restoration M: Restores level and ability score drains.
*Con - Summon Monster IV: Calls extraplanar creature to fight for you.
Div - Discern Lies: Reveals deliberate falsehoods.
Div - Divination M: Provides useful advice for specific proposed actions.
Div - [Divination M: Provides useful advice for specific proposed actions.]
Div - Tongues: Speak any language.
Evo - Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Evo - Imbue with Spell Ability: Transfer spells to subject.
*Evo - [Imbue with Spell Ability: Transfer spells to subject.]
*Evo - Sending: Delivers short message anywhere, instantly.
*Nec - Death Ward: Grants immunity to death spells and negative energy effects.
Nec - Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Nec - Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Tra - Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Tra - Control Water: Raises or lowers bodies of water.
Tra - Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Tra - Magic Weapon, Greater: +1 bonus/four levels (max +5).
5th Level
Abj - Atonement F X: Removes burden of misdeeds from subject.
Abj - Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Abj - Dispel Chaos: +4 bonus against attacks.
Abj - Dispel Evil: +4 bonus against attacks.
Abj - Dispel Good: +4 bonus against attacks.
Abj - Dispel Law: +4 bonus against attacks.
Abj - Spell Resistance: Subject gains SR 12 + level.
Abj - [Spell Resistance: Subject gains SR 12 + level.]
Con - Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Con - Insect Plague: Locust swarms attack creatures.
Con - Plane Shift F: As many as eight subjects travel to another plane.
*Con - Raise Dead M: Restores life to subject who died as long as one day/level ago.
*Con - Summon Monster V: Calls extraplanar creature to fight for you.
Con - Wall of Stone: Creates a stone wall that can be shaped.
Div - Commune X: Deity answers one yes-or-no question/level.
Div - Scrying F: Spies on subject from a distance.
Div - True Seeing M: Lets you see all things as they really are.
*Div - [True Seeing M: Lets you see all things as they really are.]
Enc - Command, Greater: As command, but affects one subject/level.
Enc - Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
*Evo - Flame Strike: Smite foes with divine fire (1d6/level damage).
Evo - Hallow M: Designates location as holy.
Evo - Unhallow M: Designates location as unholy.
Nec - Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Nec - Mark of Justice: Designates action that will trigger curse on subject.
Nec - Slay Living: Touch attack kills subject.
Nec - Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Tra - Disrupting Weapon: Melee weapon destroys undead.
Tra - Righteous Might: Your size increases, and you gain combat bonuses.
6th Level
Abj - Antilife Shell: 10-ft. field hedges out living creatures.
Abj - [Antimagic Field: Negates magic within 10 ft.]
Abj - Banishment: Banishes 2 HD/level of extraplanar creatures.
Abj - Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Abj - Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Abj - Glyph of Warding, Greater M: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Con - Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
*Con - Heal: Cures 10 points/level of damage, all diseases and mental conditions.
*Con - Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Con - Planar Ally X: As lesser planar ally, but up to 12 HD.
Con - Summon Monster VI: Calls extraplanar creature to fight for you.
Con - Word of Recall: Teleports you back to designated place.
Div - Find the Path: Shows most direct way to a location.
*Div - [Find the Path: Shows most direct way to a location.]
Enc - Geas/Quest: As lesser geas, plus it affects any creature.
Enc - Symbol of Persuasion M: Triggered rune charms nearby creatures.
Evo - Blade Barrier: Wall of blades deals 1d6/level damage.
Nec - Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Nec - Harm: Deals 10 points/level damage to target.
Nec - Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Nec - Symbol of Fear M: Triggered rune panics nearby creatures.
Nec - Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
Tra - Animate Objects: Objects attack your foes.
Tra - Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
Tra - Bull's Strength, Mass: As bull's strength, affects one subject/level.
Tra - Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
Tra - Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Tra - Wind Walk: You and your allies turn vaporous and travel fast.
Evoker Spells:
Cantrips
Abj - Resistance: Subject gains +1 on saving throws.
*Con - Acid Splash: Orb deals 1d3 acid damage.
Div - Detect Poison: Detects poison in one creature or small object.
Div - Detect Magic: Detects spells and magic items within 60 ft.
Div - Read Magic: Read scrolls and spellbooks.
Enc - Daze: Humanoid creature of 4 HD or less loses next action.
Evo - Dancing Lights: Creates torches or other lights.
Evo - Flare: Dazzles one creature (-1 on attack rolls).
Evo - Light: Object shines like a torch.
*Evo - Ray of Frost: Ray deals 1d3 cold damage.
Tra - Mage Hand: 5-pound telekinesis.
Tra - Mending: Makes minor repairs on an object.
*Tra - Message: Whispered conversation at distance.
Tra - Open/Close: Opens or closes small or light things.
*Uni - Arcane Mark: Inscribes a personal rune (visible or invisible).
*Uni - Prestidigitation: Performs minor tricks.
1st Level
*Abj - Shield: Invisible disc gives +4 to AC, blocks magic missiles.
*Con - Mage Armor: Gives subject +4 armor bonus.
**Enc - Charm Person: Makes one person your friend.
Enc - Sleep: Puts 4 HD of creatures into magical slumber.
*Evo - Burning Hands: 1d4/level fire damage (max 5d4).
**Evo - Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Tra - Enlarge Person: Humanoid creature doubles in size.
Tra - Reduce Person: Humanoid creature halves in size.
2nd Level
*Con - Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
*Con - Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div - See Invisibility: Reveals invisible creatures or objects.
*Evo - Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
*Evo - Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Tra - Cat's Grace: Subject gains +4 to Dex for 1 min./level.
**Tra - Darkvision: See 60 ft. in total darkness.
Tra - Fox's Cunning: Subject gains +4 Int for 1 min./level.
*Tra - Knock: Opens locked or magically sealed door.
3rd Level
*Con - Phantom Steed: Magic horse appears for 1 hour/level.
Div - Arcane Sight: Magical auras become visible to you.
*Enc - Deep Slumber: Puts 10 HD of creatures to sleep.
*Enc - Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
*Enc - Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
*Evo - Fireball: 1d6 damage per level, 20-ft. radius.
Evo - Leomund's Tiny Hut: Creates shelter for ten creatures.
*Evo - Lightning Bolt: Electricity deals 1d6/level damage.
Tra - Fly: Subject flies at speed of 60 ft.
*Tra - Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Tra - Water Breathing: Subjects can breathe underwater.
4th Level
Abj - Remove Curse: Frees object or person from curse.
Abj - Stoneskin M: Ignore 10 points of damage per attack.
*Con - Dimension Door: Teleports you short distance.
*Con - Leomund's Secure Shelter: Creates sturdy cottage.
**Evo - Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
*Tra - Enlarge Person, Mass: Enlarges several creatures.
*Tra - Polymorph: Gives one willing subject a new form.
5th Level
Con - Leomund's Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
*Con - Mordenkainen's Faithful Hound: Phantom dog can guard, attack.
*Con - Teleport: Instantly transports you as far as 100 miles/level.
Enc - Hold Monster: As hold person, but any creature.
**Evo - Cone of Cold: 1d6/level cold damage.
Tra - Passwall: Creates passage through wood or stone wall.
Uni - Permanency X:Makes certain spells permanent.
6th Level
*Div - Analyze Dweomer F: Reveals magical aspects of subject.
Div - Legend Lore M F: Lets you learn tales about a person, place, or thing.
Enc - Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
*Evo - Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
*Tra - Cat's Grace, Mass: As cat's grace, affects one subject/level.
Tra - Disintegrate: Makes one creature or object vanish.
Tra - Fox's Cunning, Mass: As fox's cunning, affects one subject/ level.
Tra - Stone to Flesh: Restores petrified creature.