Spell List


Source Spell Name Brief Description
Core Acid Splash: Orb deals 1d3 acid damage.
Core Disrupt Undead: Deals 1d6 damage to one undead.
Core Ray of Frost: Ray deals 1d3 cold damage.
Core Touch of Fatigue: Touch attack fatigues target.
Source Spell Name Brief Description
PHBII Bigby's Tripping Hand: Hand trips subject.
Core Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
Core Burning Hands: 1d4/level fire damage (max 5d4).
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 Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Core Jump: Subject gets bonus on Jump checks.
PHBII Kelgore's Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
PHBII Lesser Deflect: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
Core Magic Weapon: Weapon gains +1 bonus.
Core Obscuring Mist: Fog surrounds you.
Core Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Core Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
PHBII Rouse: Awakens creatures in area.
Core Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
PHBII Stand: Subject stands up from prone.
PHBII Swift Expeditious Retreat: Your speed increases by 30 ft. for 1 round.
Core True Strike: +20 on your next attack roll.
Source Spell Name Brief Description
PHBII Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
Core Bear's Endurance: Subject gains +4 to Con for 1 min./level.
PHBII Bigby's Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
Core Bull's Strength: Subject gains +4 to Str for 1 min./level.
Core Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Core Darkvision: See 60 ft. in total darkness.
PHBII Deflect: Gain bonus to AC for one attack.
PHBII Dimension Hop: Teleport subject short distance.
Core Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Core Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Core Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Core See Invisibility: Reveals invisible creatures or objects.
PHBII Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.
Core Spider Climb: Grants ability to walk on walls and ceilings.
PHBII Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
Core Sure Strike: Gain +1 bonus/3 levels on next attack.
PHBII Swift Fly: Subject flies at speed of 60 ft. for 1 round.
PHBII Swift Invisibility: Subject is invisible for 1 round or until it attacks.
Core Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Source Spell Name Brief Description
PHBII Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
PHBII Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
PHBII Dispelling Touch: Dispel one magical effect on touched subject.
PHBII Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
PHBII Energy Aegis: Subject gains resistance 20 against one energy type for one attack.
PHBII Energy Surge: As lesser energy surge, but 2d6 damage.
Core Greater Magic Weapon: +1/four levels (max +5).
PHBII Halt: Subject's feet become stuck to ground.
Core Keen Edge: Doubles normal weapon's threat range.
Core Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Core Ray of Exhaustion: Ray makes subject exhausted.
PHBII Regroup: Teleports nearby allies to your side.
Core Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Source Spell Name Brief Description
Core Bigby's Interposing Hand: Hand provides cover against one opponent.
PHBII Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
Core Dimension Door: Teleports you short distance.
Core Dispel Magic: Cancels magical spells and effects.
Core Enervation: Subject gains 1d4 negative levels.
Core Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Core Phantasmal Killer: Fearsome Illusion kills subject or deals 3d6 damage.
Core Shout: Deafens all within cone and deals 5d6 sonic damage.
PHBII Toxic Weapon: Coats weapon with poison.
Source Spell Name Brief Description
Core Bigby's Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Core Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Core Disintegrate: Makes one creature or object vanish.
Core Hold Monster: As hold person, but any creature.
Core Polar Ray: Ranged touch attack deals 1d6/level cold damage.
PHBII Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
PHBII Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
Core Waves of Fatigue: Several targets become fatigued.