Spell List


Source Spell Name Brief Description
Core Arcane Mark: Inscribes a personal rune (visible or invisible).
Core Dancing Lights: Creates torches or other lights.
Core Daze: Humanoid creature of 4 HD or less loses next action.
Core Detect Magic: Detects spells and magic items within 60 ft.
Core Detect Poison: Detects poison in one creature or object.
Core Disrupt Undead: Deals 1d6 damage to one undead.
Core Flare: Dazzles one creature (-1 penalty on attack rolls).
Core Ghost Sound: Figment sounds.
Core Inflict Minor Wounds: Touch attack, 1 point of damage.
Core Light: Object shines like a torch.
Core Mage Hand: 5-pound telekinesis.
Core Mending: Makes minor repairs on an object.
Core Prestidigitation: Performs minor tricks.
Core Ray of Frost: Ray deals 1d3 cold damage.
Core Read Magic: Read scrolls and spellbooks.
Core Resistance: Subject gains +1 on saving throws.
Core Touch of Fatigue: Touch attack fatigues target.
Core Virtue: Subject gains 1 temporary hp.
Source Spell Name Brief Description
Core Alarm: Wards an area for 2 hours/level.
Core Bane: Enemies take -1 on attack rolls and saves against fear.
Core Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Core Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Core Command: One subject obeys selected command for 1 round.
Core Comprehend Languages: You understand all spoken and written languages.
Core Curse Water: Makes unholy water.
Core Deathwatch: Reveals how near death subjects within 30 ft. are.
Core Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Core Detect Undead: Reveals undead within 60 ft.
Core Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.
Core Entropic Shield: Ranged attacks against you have 20% miss chance.
Core Expeditious Retreat: Your speed increases by 30 ft.
Core Grease: Makes 10-ft. square or one object slippery.
Core Hide from Undead: Undead can't perceive one subject/level.
Core Identify: Determines properties of magic item.
Core Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Core Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Core Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+l damage.
Core Magic Weapon: Weapon gains +1 bonus.
Core Obscuring Mist: Fog surrounds you.
Core Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Core Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Core Sanctuary: Opponents can't attack you, and you can't attack.
Core Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Core Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Core Unseen Servant: Invisible force obeys your commands.
Source Spell Name Brief Description
Core Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Core Alter Self: Assume form of a similar creature.
Core Animate Dead: Creates undead skeletons and zombies.
Core Blindness/Deafness: Makes subject blinded or deafened.
Core Blur: Attacks miss subject 20% of the time.
Core Chill Metal: Cold metal damages those who touch it.
Core Command Undead: Undead creature obeys your commands.
Core Darkness: 20-ft. radius of supernatural shadow.
Core Darkvision: See 60 ft. in total darkness.
Core Daze Monster: Living creature of 6 HD or less loses next action.
Core Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Core Desecrate: Fills area with negative energy, making undead stronger.
Core detect thoughts: allows "listening" to surface thoughts.
Core False Life: Gain 1d10 temporary hp +1/level (max +10).
Core Fog Cloud: Fog obscures vision.
Core Gentle Repose: Preserves one corpse.
Core Ghoul Touch: Paralyzes one subject, which exudes stench.
Core Tasha's Hideous Laughter: Subject loses actions for 1 round/level.
Core Hold Person: Paralyzes one humanoid for 1 round/level.
Core Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Core Locate Object: Senses direction toward object (specific or type).
Core Make Whole: Repairs an object.
Core Misdirection: Misleads divinations for one creature or object.
Core Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Core Restoration Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Core Scare: Panics creatures of less than 6 HD.
Core See Invisibility: Reveals invisible creatures or objects.
Core Shatter: Sonic vibration damages objects or crystalline creatures.
Core Silence: Negates sound in 20-ft. radius.
Core Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Core Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Core Spider Climb: Grants ability to walk on walls and ceilings.
Core Summon Swarm: Summons swarm of bats, rats, or spiders.
Core Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Core Undetectable Alignment: Conceals alignment for 24 hours.
Core Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Source Spell Name Brief Description
Core Arcane Sight: Magical auras become visible to you.
Core Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Core Contagion: Infects subject with chosen disease.
Core Deep Slumber: Puts 10 HD of creatures to sleep.
Core Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Core Diminish Plants: Reduces size or blights growth of normal plants.
Core Dispel Magic: Cancels magical spells and effects.
Core Gaseous Form: Subject becomes insubstantial and can fly slowly.
Core Halt Undead: Immobilizes undead for 1 round/level.
Core Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Core Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min/level.
Core Magic Fang Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Core Greater Magic Weapon: +1/four levels (max +5).
Core Meld into Stone: You and your gear merge with stone.
Core Phantom Steed: Magic horse appears for 1 hour/level.
Core Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Core Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Core Ray of Exhaustion: Ray makes subject exhausted.
Core Remove Curse: Frees object or person from curse.
Core Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Core Speak with Dead: Corpse answers one question/two levels.
Core Stinking Cloud: Nauseating vapors, 1 round/level.
Core Stone Shape: Sculpts stone into any shape.
Core Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Core Wind Wall: Deflects arrows, smaller creatures, and gases.
Source Spell Name Brief Description
Core Arcane Eye: Invisible floating eye moves 30 ft./round.
Core Charm Monster: Makes monster believe it is your ally.
Core Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Core Death Ward: Grants immunity to death spells and negative energy effects.
Core Detect Scrying: Alerts you of magical eavesdropping.
Core Dimension Door: Teleports you a short distance.
Core Dimensional Anchor: Bars extradimensional movement.
Core Enervation: Subject gains 1d4 negative levels.
Core Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread.
Core Fear: Subjects within cone flee for 1 round/level.
Core Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Core Lesser Globe of Invulnerability: Stops 1st- through 3rd-level spell effects.
Core Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Core Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Core Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Core Scrying: Spies on subject from a distance.
Core Solid Fog: Blocks vision and slows movement.
Core Stoneskin: Ignore 10 points of damage per attack.
Core Tongues: Speak any language.
Core Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Source Spell Name Brief Description
Core Baleful Polymorph: Transforms subject into harmless animal.
Core Blight: Withers one plant or deals 1d6/level damage to plant creature.
Core Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Core Command Greater: As command, but affects one subject/level.
Core Cone of Cold: 1d6/level cold damage.
Core Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Core Dispel Good: +4 bonus against attacks.
Core Dominate Person: Controls humanoid telepathically.
Core Hold Monster: As hold person, but any creature.
Core Mass Inflict Light Wounds: Deals 1d8 damage +1/level to many creatures.
Core Insect Plague: Locust swarms attack creatures.
Core Magic Jar: Enables possession of another creature.
Core Nightmare: Sends vision dealing 1d10 damage, fatigue.
Core Slay Living: Touch attack kills subject.
Core Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Core Unhallow M: Designates location as unholy.
Core Wall of Stone: Creates a stone wall that can be shaped.
Core Waves of Fatigue: Several targets become fatigued.
Source Spell Name Brief Description
Core Acid Fog: Fog deals acid damage.
Core Antilife Shell: 10-ft.-radius field hedges out living creatures.
Core Blade Barrier: Wall of blades deals 1d6/level damage.
Core Circle of Death: Kills 1d4/level HD of creatures.
Core Control Undead: Undead don't attack you while under your command.
Core Dispel Magic Greater: As dispel magic, but up to +20 on check.
Core Eyebite: Target becomes panicked, sickened, and comatose.
Core Harm: Deals 10 points/level damage to target.
Core Mass Inflict Moderate Wounds: Deals 2d8 damage +1/level to many creatures.
Core Move Earth: Digs trenches and builds hills.
Core Shadow Walk: Step into shadow to travel rapidly.
Core Symbol of Fear: Triggered rune panics nearby creatures.
Core Undeath to Death: Destroys 1d4 HD/level undead (max 20d4).
Core Word of Recall: Teleports you back to designated place.
Source Spell Name Brief Description
Core Arcane Sight Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Core Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Core Creeping Doom: Swarms of centipedes attack at your command.
Core Destruction: Kills subject and destroys remains.
Core Ethereal Jaunt: You become ethereal for 1 round/level.
Core Finger of Death: Kills one subject.
Core Mass Hold Person: As hold person, but all within 30 ft.
Core Mass Inflict Serious Wounds: Deals 3d8 damage +1/level to many creatures.
Core Power Word Blind: Blinds creature with 200 hp or less.
Core Repulsion: Creatures can't approach you.
Core Scrying Greater: As scrying, but faster and longer.
Core Symbol of Stunning: Triggered rune stuns nearby creatures.
Core Symbol of Weakness: Triggered rune weakens nearby creatures.
Core True Seeing: Lets you see all things as they really are.
Core Waves of Exhaustion: Several targets become exhausted.
Core Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
Source Spell Name Brief Description
Core Antimagic Field: Negates magic within 10 ft.
Core Antipathy: Object or location affected by spell repels certain creatures.
Core Mass Charm Monster: As charm monster, but all within 30 ft.
Core Clone: Duplicate awakens when original dies.
Core Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Core Discern Location: Reveals exact location of creature or object.
Core Mass Inflict Critical Wounds: Deals 4d8 damage +1/level to many creatures.
Core Iron Body: Your body becomes living iron.
Core Maze: Traps subject in extradimensional maze.
Core Mind Blank: Subject is immune to mental/emotional magic and scrying.
Core Power Word Stun: Stuns creature with 150 hp or less.
Core Symbol of Death: Triggered rune slays nearby creatures.
Core Temporal Stasis: Puts subject into suspended animation.
Core Trap the Soul: Imprisons subject within gem.
Core Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.
Source Spell Name Brief Description
Core Astral Projection: Projects you and companions onto Astral Plane.
Core Dominate Monster: As dominate person, but any creature.
Core Energy Drain: Subject gains 2d4 negative levels.
Core Etherealness: Travel to Ethereal Plane with companions.
Core foresight: "sixth sense" warns of impending danger.
Core Mass Hold Monster: As hold monster, but all within 30 ft.
Core Implosion: Kills one creature/round.
Core Power Word Kill: Kills one creature with 100 hp or less.
Core Shapechange: Transforms you into any creature, and change forms once per round.
Core Soul Bind: Traps newly dead soul to prevent resurrection.
Core Wail of the Banshee: Kills one creature/level.
Core Weird: As phantasmal killer, but affects all within 30 ft.