Spell List


Source Element Spell Name Brief Description
Core Fire Dancing Lights: Creates torches or other lights.
Core Fire Flare: Dazzles one creature (–1 on attack rolls).
Core Water Ray of Frost: Ray deals 1d3 cold damage.
Core - Arcane Mark: Inscribes a personal rune (visible or invisible).
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 small object.
Core - Disrupt Undead: Deals 1d6 damage to one undead.
Core - Ghost Sound: Figment sounds.
Core - Light: Object shines like a torch.
Core - Mage Hand: 5-pound telekinesis.
Core - Mending: Makes minor repairs on an object.
Core - Message: Whispered conversation at distance.
Core - Open/Close: Opens or closes small or light things.
Core - Prestidigitation: Performs minor tricks.
Core - Read Magic: Read scrolls and spellbooks.
Core - Resistance: Subject gains +1 on saving throws.
Source Element Spell Name Brief Description
CAr All Elemental Burst: Elemental target explodes with varying effects.
Core All Endure Elements: Exist comfortably in hot or cold environments.
Core Earth Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4).
CAr Fire Fiery Eyes: Your glowing eyes illuminate area and can ignite combustible items.
CAr Fire Melt: Melt ice and snow or deal 2/level damage (max 10) to magical ice or cold creatures.
CAr Fire Smoke Ladder: Smoke transforms into ladder up to 10 ft. long/level.
Core Metal Iron Scarf: Ranged attack deals 1d8 damage +1/level.
Core Metal Magic Weapon: Weapon gains +1 bonus.
CAr Water Animate Water: Turn Small or smaller quantity of water into animated object.
CAr Water Cobra’s Breath: Cone of poison deals 1d3 Con damage.
Core Water Obscuring Mist: Fog surrounds you.
CAr Wood Animate Wood: Turn Small or smaller wooden item into animated object.
CAr Wood Backbiter: Wooden-hafted weapon strikes wielder.
CAr - Accuracy: Doubles weapon’s range increment.
Core - Animate Rope: Makes a rope move at your command.
Core - Charm Person: Makes one person your friend.
Core - Comprehend Languages: You understand all spoken and written languages.
Core - Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Core - Disguise Self: Changes your appearance.
CAr - Ghost Light: Ghostly green radiance can be shaped and manipulated, causes fear.
Core - Hold Portal: Holds door shut.
Core - Hypnotism: Fascinates 2d4 HD of creatures.
Core - Jump: Subject gets bonus on Jump checks.
Core - Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Core - Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
CAr - Scales of the Lizard: Grants +2 or higher enhancement bonus to natural armor.
CAr - Secret Signs: Communicate a simple nonverbal message to one intelligent creature.
Core - Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Core - Silent Image: Creates minor illusion of your design.
Core - Sleep: Puts 4 HD of creatures into magical slumber.
Core - Summon Monster I: Calls extraplanar creature to fight for you.
Core - True Strike: +20 on your next attack roll.
Core - Unseen Servant: Invisible force obeys your commands.
Core - Ventriloquism: Throws voice for 1 min./level.
Source Element Spell Name Brief Description
Core All Resist Energy: Ignores 10 or more points of damage/attack from specified energy type.
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.
CAr Fire Animate Fire: Turn Small or smaller fire into animated object.
Core Fire Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
CAr Fire Fire Shuriken: Magical shuriken deal 3d6 fire damage.
Core Fire Pyrotechnics: Turns fire into blinding light or choking smoke.
Core Metal Entangling Scarf: Successful ranged touch attack entangles a foe.
Core Metal Protection from Arrows: Subject immune to most ranged attacks.
Core Metal Rain of Needles: Ranged attacks deal total 1d4/level damage (max 5d4).
Core Water Fog Cloud: Fog obscures vision.
CAr Water Ice Blast: Spray of ice crystals deals 1d6/two levels cold damage (max 10d6) and makes targets fatigued.
CAr Water Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Core Water Swim: Subject gains swim speed, +8 bonus on Swim checks.
Core Wood Warp Wood: Bends wood (shaft, handle, door, plank).
Core Wood Wood Shape: Rearranges wooden objects to suit you.
Core - Alter Self: Assume form of a similar creature.
CAr - Apparition: Subject’s face takes on terrifying appearance, viewers may become shaken.
Core - Arcane Lock: Magically locks a portal or chest.
Core - Blur: Attacks miss subject 20% of the time.
Core - Chameleon: Subject gets +10 on Hide checks.
Core - Detect Thoughts: Allows “listening” of surface thoughts.
Core - Force Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.
Core - Hold Person: Paralyzes one humanoid for 1 round/level.
Core - Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Core - Invisibility: Subject is invisible for 1 min./level or until it attacks.
CAr - Kiss of the Toad: Touch deals 1d6 Con damage, repeats in 1 min.
Core - Knock: Opens locked or magically sealed door.
Core - Lightning Blade: Blade of electricity energy deals total 1d6 damage/level as touch attack or ranged touch attack.
Core - Locate Object: Senses direction toward object (specific or type).
Core - Minor Image: As silent image, plus some sound.
Core - Misdirection: Misleads divinations for one creature or object.
CAr - Protection from Charm: Subject gains +1/three levels bonus (max +5) on saves against charm and compulsion.
Core - Rope Trick: As many as eight creatures hide in extradimensional space.
Core - See Invisibility: Reveals invisible creatures or objects.
Core - Spider Climb: Grants ability to walk on walls and ceilings.
Core - Summon Monster II: Calls extraplanar creature to fight for you.
Core - Wall of Gloom: Shadow barrier obscures vision and deters passage.
CAr - Whispering Wind: Sends a short message 1 mile/level.
Source Element Spell Name Brief Description
Core All Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
CAr Earth Earthbolt: Seismic pulse deals 1d6/level damage to creatures along its path.
CAr Earth Terra Cotta Warrior: Statuette becomes a Medium animated object which fights for you.
CAr Fire Fire Wings: Your arms become flaming wings capable of flight and dealing +2d6 fire damage on unarmed attacks.
Core Fire Fireball: 1d6 damage per level, 20-ft. radius.
Core Metal Keen Edge: Doubles normal weapon’s threat range.
Core Metal Magic Weapon, Greater: +1/four levels (max +5).
Core Metal Magnetism: Draw iron or steel objects to yourself with effective Str 30.
Core Water Gaseous Form: Subject becomes insubstantial and can fly slowly.
CAr Water Steam Breath: Superheated steam deals 1d6/level fire damage (max 10d6).
Core Water Stinking Cloud: Nauseating vapors, 1 round/level.
Core Water Water Breathing: Subjects can breathe underwater.
Core Wood Plant Growth: Grows vegetation, improves crops.
Core Wood Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage.
CAr - Commune with Lesser Spirit: Lesser spirit creature answers one question/two levels.
CAr - Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.
CAr - Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
Core - Dispel Magic: Cancels magical spells and effects.
Core - Displacement: Attacks miss subject 50%.
Core - Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Core - Illusory Script: Only intended reader can decipher.
Core - Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Core - Major Image: As silent image, plus sound, smell, and thermal effects.
Core - Remove Curse: Frees object or person from curse.
Core - Suggestion: Compels subject to follow stated course of action.
Core - Summon Monster III: Calls extraplanar creature to fight for you.
Core - Tongues: Speak any language.
WoL All Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
Source Element Spell Name Brief Description
CAr All Elemental Ward: Drives elementals away.
Core All Scrying: Spies on subject from a distance.
Core Earth Dimension Door: Teleports you short distance.
Core Earth Stoneskin: Ignore 10 points of damage per attack.
Core Fire Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Core Fire Fire Trap: Opened object deals 1d4 damage +1/level.
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 Metal Dancing Blade: Target sword fights independently.
Core Metal Poison Needles: Hail of poison needles deals range of effects to target.
Core Metal Rusting Grasp: Your touch corrodes iron and alloys.
Core Water Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Core Water Solid Fog: Blocks vision and slows movement.
Core Water Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
CAr Water Water to Poison: Transform water into ingested poison.
Core Wood Antiplant Shell: Keeps animated plants at bay.
Core Wood Command Plants: Sway the actions of one or more plant creatures.
Core - Animate Dead: Creates undead skeletons and zombies.
Core - Charm Monster: Makes monster believe it is your ally.
Core - Confusion: Subjects behave oddly for 1 round/level.
CAr - Creeping Darkness: Cloud of inky blackness moves at your command.
Core - Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Core - Dismissal: Forces a creature to return to native plane.
Core - Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Core - Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
CAr - Heart Ripper: Kills living creatures with less than 4 HD.
Core - Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Core - Locate Creature: Indicates direction to familiar creature.
Core - Minor Creation: Creates one cloth or wood object.
Core - Pain: Wracking pain gives targets –4 on attack rolls, skill and ability checks.
Core - Polymorph: Gives one willing subject a new form.
Core - Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.
Core - Shout: Deafens all within cone and deals 5d6 sonic damage.
CAr - Snake Darts: Two snakes hit one or two targets, deal 3d6 damage and inject poison (1d6 Con damage, repeats in 1 min.)
CAr - Spirit Binding, Lesser: Traps spirit creature of 8 HD or less until it performs a task.
Core - Summon Monster IV: Calls extraplanar creature to fight for you.
CAr - Wall of Bones: Shapeable wall grants cover and concealment, deals damage to anyone who tries to pass.
Source Element Spell Name Brief Description
Core Earth Stone Shape: Sculpts stone into any shape.
CAr Earth Terra Cotta Lion: Statuette becomes a Huge animated object which fights for you.
Core Earth Wall of Stone: Creates a stone wall that can be shaped.
CAr Fire Fire Breath: Ranged touch attack deals 1d8/two levels fire damage (max 10d8) for 1 round/level.
Core Metal Metal Skin: Grants +8 natural armor bonus, –2 to Dex.
Core Water Cone of Cold: 1d6/level cold damage.
CAr Wood Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.
CAr - Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Core - Animal Growth: One animal/two levels doubles in size.
CAr - Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
Core - Baleful Polymorph: Transforms subject into harmless animal.
Core - Dominate Person: Controls humanoid telepathically.
Core - Dream: Sends message to anyone sleeping.
Core - Fabricate: Transforms raw materials into finished items.
Core - Feeblemind: Subject’s Int and Cha drop to 1.
Core - Hold Monster: As hold person, but any creature.
Core - Major Creation: As minor creation, plus stone and metal.
Core - Nightmare: Sends vision dealing 1d10 damage, fatigue.
Core - Passwall: Creates passage through wood or stone wall.
Core - Permanency: Makes certain spells permanent.
Core - Persistent Image: As major image, but no concentration required.
CAr - Servant Horde: Create 2d6 unseen servants +1/level (max +15).
CAr - Spirit Self: Your incorporeal spirit separates from your body.
Core - Summon Monster V: Calls extraplanar creature to fight for you.
CAr - Summoning Wind: Send a short message to 10 creatures/level.
CAr - Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Core - Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Core - Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Core - Telekinesis: Moves object, attacks creature, or hurls object or creature.
Core - Teleport: Instantly transports you as far as 100 miles/level.
CAr - Vitriolic Sphere: Potent acid deals 1d4/level damage (max 15d4) plus possible damage in following two rounds.
Core - Wall of Force: Wall is immune to damage.
WoL All Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
WoL All Suppress Legacy: Target temporarily loses all legacy abilities of one item.
Source Element Spell Name Brief Description
Core Earth Flesh to Stone: Turns subject creature into statue.
Core Earth Move Earth: Digs trenches and builds hills.
Core Earth Stone to Flesh: Restores petrified creature.
Core Fire Fire Seeds: Acorns and berries become grenades and bombs.
Core Metal Spirit Needle: Needle pins spirit in place in corporeal form.
Core Metal Wall of Iron: 30 hp/four levels, can topple onto foes.
Core Water Control Water: Raises or lowers bodies of water.
Core Wood Ironwood: Magic wood is strong as steel.
Core Wood Repel Wood: Pushes away wooden objects.
Core - Control Weather: Changes weather in local area.
Core - Dispel Magic, Greater: As dispel magic, but +20 on check.
Core - Geas/Quest: As lesser geas, plus it affects any creature.
Core - Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level effects.
Core - Permanent Image: Includes sight sound and smell.
Core - Programmed Image: As major image, plus triggered by event.
Core - Repulsion: Creatures can’t approach you.
Core - Speak with Dead: Corpse answers one question/two levels.
CAr - Spirit Binding: As lesser spirit binding, but traps up to 16 HD of spirits.
Core - Suggestion, Mass: As suggestion, plus one subject/level.
Core - Summon Monster VI: Calls extraplanar creature to fight for you.
Core - Symbol of Fear: Triggered rune panics nearby creatures.
Core - Symbol of Persuasion: Triggered rune charms nearby creatures.
CAr - Transfix: Humanoids freeze in place until condition you specify is met.
Core - True Seeing: Lets you see all things as they really are.
Core - Veil: Changes appearance of group of creatures.
Source Element Spell Name Brief Description
Core All Scrying, Greater: As scrying, but faster and longer.
Core Earth Statue: Subject can become a statue at will.
Core Fire Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Core Metal Decapitating Scarf: Ranged attack decapitates target or deals 1d4 damage/level (max 20d4).
Core Wood Transmute Metal to Wood: Metal within 40 ft. becomes wood.
CAr - Body Outside Body: Create one duplicate of yourself/five levels.
CAr - Commune with Greater Spirit: Any spirit creature answers one question/level.
Core - Disintegrate: Makes one creature or object vanish.
CAr - Energy Immunity: Subject and equipment are gain immunity to damage of specified energy type.
Core - Ethereal Jaunt: You become ethereal for 1 round/level.
CAr - Giant Size: You grow to Huge or larger size.
Core - Limited Wish: Alters reality—within spell limits.
Core - Power Word Blind: Blinds creature with 200 hp or less.
CAr - Reanimation: Dead creature restored to functional half life with 1 hp.
Core - Summon Monster VII: Calls extraplanar creature to fight for you.
CAr - Sword of Darkness: Blade of negative energy attacks independently, deals 1d4 damage, bestows one negative level.
Core - Symbol of Stunning: Triggered rune stuns nearby creatures.
Core - Symbol of Weakness: Triggered rune weakens nearby creatures.
Core - Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Core - Teleport Object: As teleport, but affects a touched object.
CAr - Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/two levels.
Source Element Spell Name Brief Description
Core Earth Earthquake: Intense tremor shakes 80-ft. radius.
Core Fire Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Core Metal Repel Metal or Stone: Pushes away metal and stone.
Core Water Cloud Chariot: You and allies fly on a fast-moving cloud.
Core Water Horrid Wilting: Deals 1d6/level damage within 30 ft.
Core Wood Control Plants: Control actions of one or more plant creatures.
Core - Antipathy: Object or location affected by spell repels certain creatures.
Core - Finding the Center: Automatically maintain concentration on previously cast spell.
Core - Mind Blank: Subject is immune to mental/emotional magic and scrying.
Core - Minute Form: You shrink to Tiny or smaller size.
Core - Polymorph Any Object: Changes any subject into anything else.
Core - Power Word Stun: Stuns creature with 150 hp or less.
Core - Spirit Binding, Greater: As lesser spirit binding, but traps up to 24 HD of spirits.
Core - Summon Monster VIII: Calls extraplanar creature to fight for you.
Core - Symbol of Death: Triggered rune slays nearby creatures.
Core - Symbol of Insanity: Triggered rune renders nearby creatures insane.
Core - Sympathy: Object or location attracts certain creatures.
Core - Whirlwind: Cyclone deals damage and can pick up creatures.
WoL All Sever Legacy: Target permanently loses all legacy abilities.
Source Element Spell Name Brief Description
CAr Fire Internal Fire: Targets die instantly or take 6d6 + 1/level fire damage.
CAr - Absorption: You absorb targeted spell energy to power spells of your own.
Core - Astral Projection: Projects you and companions onto Astral Plane.
Core - Dominate Monster: As dominate person, but any creature.
Core - Etherealness: Travel to Ethereal Plane with companions.
Core - Freedom: Releases creature from imprisonment.
Core - Gate: Connects two planes for travel or summoning.
Core - Imprisonment: Entombs subject beneath the earth.
Core - Power Word Kill: Kills one creature with 100 hp or less.
Core - Shapechange: Transforms you into any creature, and change forms once/round.
CAr - Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Core - Summon Monster I: Calls extraplanar creature to fight for you.
Core - Teleportation Circle: Circle teleports any creature inside to designated spot.
Core - Time Stop: You act freely for 1d4+1 rounds.
CAr - Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.
Core - Wish: As limited wish, but with fewer limits.