Spell List


Source Element Spell Name Brief Description
Core Air Daze: Humanoid creature of 4 HD or less loses next action.
Core Air Ghost Sound: Figment sounds.
Core Air Guidance: +1 on one attack roll, saving throw, or skill check.
Core Air Know Direction: You discern north.
Core Earth Mage Hand: 5-pound telekinesis.
Core Earth Mending: Makes minor repairs on an object.
Core Earth Resistance: Subject gains +1 on saving throws.
Core Earth Virtue: Subject gains 1 temporary hp.
Core Fire Dancing Lights: Creates torches or other lights.
Core Fire Disrupt Undead: Deals 1d6 damage to one undead.
Core Fire Flare: Dazzles one creature (-1 on attack rolls)
Core Fire Light: Object shines like a torch.
Core Water Create Water: Creates 2 gallons/level of pure water.
Core Water Cure Minor Wounds: Cures 1 point of damage.
Core Water Detect Poison: Detects poison in one creature or object.
Core Water Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Core All Detect Magic: Detects spells and magic items within 60 ft.
Core All Read Magic: Read scrolls and spellbooks.
Source Element Spell Name Brief Description
Core Air Detect Snares and Pits: Reveals natural or primitive traps.
Core Air Disguise Self: Changes your appearance.
Core Air Expeditious Retreat: Your speed increases by 30 ft.
Core Air Feather Fall: Objects or creatures fall slowly.
Core Air Silent Image: Creates minor illusion of your design.
Core Air Sleep: Puts 4 HD of creatures into magical slumber.
Core Earth Magic Stone: Three stones gain +1 on attack, deal 1d6+1 damage.
Core Earth Magic Weapon: Weapon gains +1 bonus.
Core Earth Pass Without Trace: One subject/level leaves no track.
Core Earth Sanctuary: Opponents can't attack you, and you can't attack.
Core Earth Shield of Faith: Aura grants +2 or higher deflection bonus.
Core Fire Burning Hands: 1d4/level fire damage (max 5d4).
Core Fire Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Core Fire Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Core Fire Hypnotism: Fascinates 2d4 HD worth of creatures.
Core Fire Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Core Water Speak with Animals: You can communicate with animals.
Core Water Bless: Allies gain +1 on attack rolls and saves against fear.
Core Water Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Core Water Obscuring Mist: Fog surrounds you.
Core Water Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Core All Endure Elements: Exist comfortably in hot or cold environments.
Source Element Spell Name Brief Description
Core Air Detect Thoughts: Allows "listening" to surface thoughts.
Core Air Levitate: Subject moves up and down at your direction.
Core Air Minor Image: As silent image, plus some sound.
Core Air Silence: Negates sound in 15 ft. radius
Core Air Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Core Earth Barkskin: Grants +2 (or higher) enhancement to natural armor.
Core Earth Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Core Earth Bull's Strength: Subject gains +4 to Str for 1 min./level.
Core Earth Hold Person: Paralyzes one humanoid for 1 round/level.
Core Earth Make Whole: Repairs an object.
Core Earth Glitterdust: Blinds creatures, outlines invisible creatures.
Core Fire Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Core Fire Flame Blade: Touch attack deals 1d8+2/two levels damage.
Core Fire Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Core Fire Heat Metal: Make metal so hot it damages those who touch it.
Core Fire Produce Flame: 1d6 damage +1/level, touch or thrown.
Core Water Fog Cloud: Fog obscures vision.
Core Water Cure Moderate Wounds: Cures 2d8 damage +1 level (max +10).
Core Water Delay Poison: Stops poison from harming subject for 1 hour/level.
Core Water Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Core Water Locate Object: Senses direction toward object (specific or type).
Core Water Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Core All Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Source Element Spell Name Brief Description
Core Air Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Core Air Gust of Wind: Blows away or knocks down smaller creatures.
Core Air Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Core Air Invisibility: Subject is invisible for 1 min./level or until it attacks.
Core Air Major Image: As silent image, plus sound, smell and thermal effects.
Core Air Wind Wall: Deflects arrows, smaller creatures, and gases.
Core Earth Greater Magic Weapon: +1/four levels (max +5).
Core Earth Meld Into Stone: You and your gear merge with stone
Core Earth Plant Growth: Grows vegetation, improves crops.
Core Earth Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Core Earth Stone Shape: Sculpts stone into any shape.
Core Fire Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Core Fire Daylight: 60-ft. radius of bright light.
CDiv Fire Fire Wings: Your arms become flaming wings; you can fly or burn things.
Core Fire Keen Edge: Doubles normal weapon's threat range.
Core Fire Searing Light: Ray deals 1d8/two levels damage, more against undead.
Core Water Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Core Water Remove Blindness/Deafness: Cures normal or magical conditions.
Core Water Remove Curse: Frees object or person from curse.
Core Water Remove Disease: Cures all diseases affecting subject.
Core Water Water Breathing: Subjects can breathe underwater.
Core Water Water Walk: Subject treads on water as if solid.
Core All Dispel Magic: Cancels spells and magical effects.
Core All Glyph of Warding: Inscription harms those who pass it.
Core All Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Core All Summon Nature's Ally III (Small Elemental Only): Calls extraplanar creature to fight for you.
Source Element Spell Name Brief Description
Core Air Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Core Air Detect Scrying: Alerts you of magical eavesdropping.
Core Air Discern Lies: Reveals deliberate falsehoods.
Core Air Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Core Air Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Core Earth Death Ward: Grants immunity to death spells and negative energy effects.
Core Earth Dismissal: Forces a creature to return to native plane.
Core Earth Spell Immunity: Subject is immune to one spell per four levels.
Core Earth Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Core Earth Dimensional Anchor: Bars extradimensional movement.
Core Fire Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Core Fire Flame Arrow: Arrows deal +1d6 fire damage.
Core Fire Lightning Bolt: Electricity deals 1d6/level damage.
Core Fire Quench: Extinguishes nonmagical fires or one magic item.
Core Fire 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.
Core Water Control Water: Raises or lowers bodies of water.
Core Water Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Core Water Locate Creature: Indicates direction to familiar creature.
Core Water Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Core Water Restoration: Restores level and ability score drains.
Source Element Spell Name Brief Description
Core Air Control Winds: Change wind direction and speed.
Core Air Dimension Door: Teleports you short distance.
Core Air Greater Invisibility: As invisibility, but subject can attack and stay invisible.
Core Air Mirage Arcana: As hallucinatory terrain, plus structures.
Core Air Persistent Image: As major image, but no concentration required.
Core Earth Passwall: Creates passage through wood or stone wall.
Core Earth Spell Resistance: Subject gains SR 12 + level.
Core Earth Wall of Iron: 30 hp/four levels; can topple onto foes.
Core Earth Wall of Stone: Creates a stone wall that can be shaped.
CDiv Fire Energy Vortex (Fire Only): Burst of energy centered on you damages nearby creatures.
Core Fire Confusion: Subjects behave oddly for 1 round/level.
Core Fire Feeblemind: Subject's Int and Cha drop to 1.
CDiv Fire Dragon Breath (Red or Gold Only): You choose a dragon type and mimic its breath weapon.
Core Fire Flame Strike: Smite foes with divine fire (1d6/level damage).
Core Water Atonement: Removes burden of misdeeds from subject.
Core Water Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Core Water Righteous Might: Your size increases, and you gain combat bonuses.
Core Water Scrying: Spies on subject from a distance.
Core Water Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Core All Commune With Nature: Learn about terrain for 1 mile/level.
Core All Summon Nature's Ally V (Medium Elemental Only): Calls creature to fight
Source Element Spell Name Brief Description
Core Air Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Core Air Permanent Image: Includes sight, sound, and smell.
Core Air Teleport: Instantly transports you as far as 100 miles/level.
Core Air Veil: Changes appearance of group of creatures.
Core Air Wind Walk: You and your allies turn vaporous and travel fast.
Core Earth Antimagic Field: Negates magic within 10 ft.
Core Earth Banishment: Banishes 2 HD/level of extraplanar creatures.
Core Earth Move Earth: Digs trenches and builds hills.
Core Earth Stone Tell: Talk to natural or worked stone.
Core Earth Stoneskin: Ignore 10 points of damage per attack.
Core Fire Fire Seeds: Acorns and berries become grenades and bombs.
CDiv Fire Fires of Purity: Target bursts into magical flame, becoming a dangerous weapon.
Core Fire Greater Glyph of Warding: As glyph of warding, but up to 10d8 damage or 6th-level effects.
CDiv Fire Anger of the Noonday Sun: Blinds creatures within 10 ft.
Core Water Contingency: Sets trigger condition for another spell.
Core Water Control Weather: Changes weather in local area.
Core Water Heal: Cures 10 points/level of damage, all diseases and mental conditions.
CDiv Water Master of the Rolling River: Wave of water deals 1d8/two levels damage and bull rushes.
Core Water True Seeing: Lets you see all things as they really are.
Core All Dispel Magic, Greater: As dispel magic, but +20 on check.
Core All Summon Nature's Ally VI (Large Elemental Only): Calls creature to fight.
Source Element Spell Name Brief Description
Core Air Mass Invisibility: As invisibility, but affects all in range.
Core Air Mislead: Turns you invisible and creates illusory double.
Core Air Programmed Image: As major image, plus triggered by event.
Core Air Teleport Object: As teleport, but affects a touched object.
Core Earth Disintegrate: Makes one creature or object vanish.
Core Earth Spell Turning: Reflect 1d4+6 spell levels back at caster.
Core Earth Statue: Subject can become a statue at will.
Core Earth Flesh to Stone: Turns subject creature into statue.
Core Fire Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Core Fire Fire Storm: Deals 1d6/level fire damage.
Core Fire Sunbeam: Beam blinds and deals 4d6 damage.
Core Water Greater Restoration: Restores level and ability score drains.
Core Water Greater Scrying: As scrying, but faster and longer.
Core Water Resurrection: Fully restore dead subject.
CDiv Water Creeping Cold, Greater: As creeping cold, but longer duration and more damage.
Core All Summon Nature's Ally VII (Huge Elemental Only): Calls creature to fight.
Source Element Spell Name Brief Description
Core Air Screen: Illusion hides area from vision, scrying.
Core Air Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Core Air Whirlwind: Cyclone deals damage and can pick up creatures.
Core Earth Binding: Utilizes an array of techniques to imprison a creature.
Core Earth Earthquake: Intense tremor shakes 5-ft./level radius.
Core Earth Protection from Spells: Confers +8 resistance bonus.
Core Fire Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Core Fire Power Word Blind: Blinds creature with 200 hp or less.
Core Fire Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Core Water Discern Location: Reveals exact location of creature or object.
Core Water Mass Heal: As heal, but with several subjects.
Core Water Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Core All Summon Nature's Ally VIII (Greater Elemental Only): Calls creature to fight.
Source Element Spell Name Brief Description
Core Air Teleportation Circle: Circle teleports any creature inside to designated spot.
Core Air Etherealness: Travel to Ethereal Plane with companions.
Core Earth Antipathy: Object or location affected by spell repels certain creatures.
Core Earth Imprisonment: Entombs subject beneath the earth.
Core Fire Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Core Fire Implosion: Kills one creature/round.
Core Water True Resurrection: As resurrection, plus remains aren't needed.
Core Water Storm of Vengeance: Storm rains acid, lightning, and hail.
Core All Elemental Swarm: Summons multiple elementals.
Core All Summon Nature's Ally IX (Elder Elemental Only): Calls creature to fight