Terath Ninir
Yog Sothoth loves you
Okay, here's a first draft. Taken for the sor/wiz list, for the most part, with a few bard spells that seemed appropriate thrown in, like Know Direction and Freedom of Movement. Not many -- I think it was like 6 of them, though I didn't keep track of that. I tried to keep the lists the same length as the bard's, though 3rd level ended up shorter and 5th level longer. All in all, only 1 more spell than the bard.
This only includes spells from the SRD. That I can just cut 'n' paste from.
No spells were moved in level. If I did any of that, it would only be after very careful consideration. I'm not even sure how many bard spells were moved in level.
I'm open to any and all critiques on this. I know some choices could easily be contested. Like magic jar -- but imagine how useful that would be for an assassin!
0-LEVEL ROGUE SPELLS (CANTRIPS): 16
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
1ST-LEVEL ROGUE SPELLS: 26
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Grease: Makes 10-ft. square or one object slippery.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify M: Determines properties of magic item.
Jump: Subject gets bonus on Jump checks.
Magic Aura: Alters object’s magic aura.
Obscuring Mist: Fog surrounds you.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.
2ND-LEVEL ROGUE SPELLS: 35
Alter Self: Assume form of a similar creature.
Arcane Lock M: Magically locks a portal or chest.
Blindness/Deafness: Makes subject blinded or deafened.
Blur: Attacks miss subject 20% of the time.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fog Cloud: Fog obscures vision.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Obscure Object: Masks object against scrying.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Phantom Trap M: Makes item seem trapped.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Panics creatures of less than 6 HD.
See Invisibility: Reveals invisible creatures or objects.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 15-ft. radius.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL ROGUE SPELLS: 30; at 27
Arcane Sight: Magical auras become visible to you.
Blink: You randomly vanish and reappear for 1 round/level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Explosive Runes: Deals 6d6 damage when read.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Halt Undead: Immobilizes undead for 1 round/level.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Hold Person: Paralyzes one humanoid for 1 round/level.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Ray of Exhaustion: Ray makes subject exhausted.
Secret Page: Changes one page to hide its real content.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Speak with Animals: You can communicate with animals.
Suggestion: Compels subject to follow stated course of action.
Summon Monster III: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL ROGUE SPELLS: 21
Arcane Eye: Invisible floating eye moves 30 ft./round.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Contagion: Infects subject with chosen disease.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Fear: Subjects within cone flee for 1 round/level.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Freedom of Movement: Subject moves normally despite impediments.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Modify Memory: Changes 5 minutes of subject’s memories.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Polymorph: Gives one willing subject a new form.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: Reduces several creatures.
Scrying F: Spies on subject from a distance.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Summon Monster IV: Calls extraplanar creature to fight for you.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
5TH-LEVEL ROGUE SPELLS: 16; at 20
Dominate Person: Controls humanoid telepathically.
False Vision M: Fools scrying with an illusion.
Hold Monster: As hold person, but any creature.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Magic Jar F: Enables possession of another creature.
Major Creation: As minor creation, plus stone and metal.
Passwall: Creates passage through wood or stone wall.
Persistent Image: As major image, but no concentration required.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of one person per two levels.
Sending: Delivers short message anywhere, instantly.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles/level.
Waves of Fatigue: Several targets become fatigued.
6TH-LEVEL ROGUE SPELLS: 20
Analyze Dweomer F: Reveals magical aspects of subject.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Eyebite: Target becomes panicked, sickened, and comatose.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Guards and Wards: Array of magic effects protect area.
Legend Lore MF: Lets you learn tales about a person, place, or thing.
Mislead: Turns you invisible and creates illusory double.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Suggestion, Mass: As suggestion, plus one subject/level.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Repulsion: Creatures can’t approach you.
Shadow Walk: Step into shadow to travel rapidly.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
True Seeing M: Lets you see all things as they really are.
Veil: Changes appearance of group of creatures.
edit: removed Baleful Polymorph from list.
This only includes spells from the SRD. That I can just cut 'n' paste from.

I'm open to any and all critiques on this. I know some choices could easily be contested. Like magic jar -- but imagine how useful that would be for an assassin!
0-LEVEL ROGUE SPELLS (CANTRIPS): 16
Arcane Mark: Inscribes a personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
1ST-LEVEL ROGUE SPELLS: 26
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Grease: Makes 10-ft. square or one object slippery.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify M: Determines properties of magic item.
Jump: Subject gets bonus on Jump checks.
Magic Aura: Alters object’s magic aura.
Obscuring Mist: Fog surrounds you.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.
2ND-LEVEL ROGUE SPELLS: 35
Alter Self: Assume form of a similar creature.
Arcane Lock M: Magically locks a portal or chest.
Blindness/Deafness: Makes subject blinded or deafened.
Blur: Attacks miss subject 20% of the time.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fog Cloud: Fog obscures vision.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Obscure Object: Masks object against scrying.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Phantom Trap M: Makes item seem trapped.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Panics creatures of less than 6 HD.
See Invisibility: Reveals invisible creatures or objects.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 15-ft. radius.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Whispering Wind: Sends a short message 1 mile/level.
3RD-LEVEL ROGUE SPELLS: 30; at 27
Arcane Sight: Magical auras become visible to you.
Blink: You randomly vanish and reappear for 1 round/level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Explosive Runes: Deals 6d6 damage when read.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Halt Undead: Immobilizes undead for 1 round/level.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Hold Person: Paralyzes one humanoid for 1 round/level.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Ray of Exhaustion: Ray makes subject exhausted.
Secret Page: Changes one page to hide its real content.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Speak with Animals: You can communicate with animals.
Suggestion: Compels subject to follow stated course of action.
Summon Monster III: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.
4TH-LEVEL ROGUE SPELLS: 21
Arcane Eye: Invisible floating eye moves 30 ft./round.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Contagion: Infects subject with chosen disease.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Fear: Subjects within cone flee for 1 round/level.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Freedom of Movement: Subject moves normally despite impediments.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Modify Memory: Changes 5 minutes of subject’s memories.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Polymorph: Gives one willing subject a new form.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: Reduces several creatures.
Scrying F: Spies on subject from a distance.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Summon Monster IV: Calls extraplanar creature to fight for you.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
5TH-LEVEL ROGUE SPELLS: 16; at 20
Dominate Person: Controls humanoid telepathically.
False Vision M: Fools scrying with an illusion.
Hold Monster: As hold person, but any creature.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Magic Jar F: Enables possession of another creature.
Major Creation: As minor creation, plus stone and metal.
Passwall: Creates passage through wood or stone wall.
Persistent Image: As major image, but no concentration required.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of one person per two levels.
Sending: Delivers short message anywhere, instantly.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles/level.
Waves of Fatigue: Several targets become fatigued.
6TH-LEVEL ROGUE SPELLS: 20
Analyze Dweomer F: Reveals magical aspects of subject.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Eyebite: Target becomes panicked, sickened, and comatose.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Guards and Wards: Array of magic effects protect area.
Legend Lore MF: Lets you learn tales about a person, place, or thing.
Mislead: Turns you invisible and creates illusory double.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Suggestion, Mass: As suggestion, plus one subject/level.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Repulsion: Creatures can’t approach you.
Shadow Walk: Step into shadow to travel rapidly.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
True Seeing M: Lets you see all things as they really are.
Veil: Changes appearance of group of creatures.
edit: removed Baleful Polymorph from list.
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