[S1] Warrior Spells


[S1.1] Level 1 Warrior Spells

SL # Name Class Effect Source
1 1 Accelerated Movement Ranger Can move at normal rate while balancing, climbing, or moving silently CAdv3-142
1 2 Alarm Ranger Alarm PH3-197
1 3 Animal Messenger Ranger Message PH3-198
1 4 Arrow Mind Ranger +1 parting shot / attack of opportunity with Bows CAdv3-143
1 5 Bless Paladin All allies in your group get +1 TH and +1 fear saves PH3-205
1 6 Bless Water Paladin Transforms 1 flask of water into Holy Water PH3-205
1 7 Bless Weapon Paladin Weapon is considered a +CL weapon PH3-205
1 8 Bloodhound Ranger Can roll two Tracking checks, choose better CAdv3-144
1 9 Branch to Branch Ranger +50% Climb Walls in trees CAdv3-144
1 10 Calm Animals Ranger Calms 2d4 + 1/lvl HD of Animals PH3-207
1 11 Camouflage Ranger +50% Hide in Shadows Und3-56
1 12 Charm Animal Ranger Charms one Animal (Will save) PH3-208
1 13 Create Water Paladin Creates 2 gallons/level of pure water PH3-215
1 14 Cure Light Wounds Paladin Cure 1d8+CL (6+CL) hp PH3-215
1 15 Deafening Clang Paladin Deafness (1 group, Fort save) MoF3-87
1 16 Delay Poison Ranger Slow Poison PH3-217
1 17 Detect Animals or Plants Ranger Detect Animals or Plants PH3-218
1 18 Detect Poison Paladin Detects poison PH3-219
1 19 Detect Poison Ranger Detect Poison PH3-219
1 20 Detect Snares and Pits Ranger Detect Snares and Pits PH3-220
1 21 Detect Undead Paladin Detects undead PH3-220
1 22 Divine Favor Paladin +CL/3 (minimum +1) TH and dmg PH3-224
1 23 Divine Sacrifice Paladin 0, take 2*N dmg: Deal +Nd6 dmg with one attack (max N=5) CDiv3-163
1 24 Easy Trail Ranger Can pass easily through underbrush CAdv3-147
1 25 Endure Elements Paladin Resist Heat and Cold PH3-226
1 26 Endure Elements Ranger Resist Heat/Cold PH3-226
1 27 Entangle Ranger Entangle PH3-227
1 28 Entangling Staff Ranger Entwine (1 target Entangle) Brand a weapon for 1t CAdv3-147
1 29 Exacting Shot Ranger Weapon's critical range is increased by 1 for 1t CAdv3-148
1 30 Extend Shifting Ranger A polymorph / shapechange effect is extended for 1t RoE3-185
1 31 Eyes of the Avoral Ranger +8 Spot checks BoED3-99
1 32 Faith Healing Paladin Cure 8+CL hp to someone who worships your god MoF3-93
1 33 Golden Barding Paladin Mount gets AT +CL source with +CL/+CL AC/saves CDiv3-166
1 34 Grave Strike Paladin Can backstab undead CAdv3-150
1 35 Ground Smoke Ranger Removes smoke/fog in area DR263-73
1 36 Guided Shot Ranger No penalties due to distance; ignore partial cover CAdv3-150
1 37 Hawkeye Ranger Eagle Eye (Distance) Vision CDiv3-166
1 38 Healing Lorecall Ranger Can replace CL with ranks in Heal with healing spells CAdv3-151
1 39 Hide from Animals Ranger Invisibility to Animals PH3-241
1 40 Hunter's Mercy Ranger Next shot with a bow hits automatically MoF3-101
1 41 Instant Search Ranger 0, 1/r: Search the room CAdv3-153
1 42 Jump Ranger Jump PH3-246
1 43 Lantern Light Paladin Fires CL/2 (minimum 1) rays: 1d6 dmg holy light BoED3-101
1 44 Locate City Ranger Locates the closest city with at least the given population RoD3-167
1 45 Longstrider Ranger +3" move rate PH3-249
1 46 Low-Light Vision Ranger Low-Light Vision CArc3-113
1 47 Magic Fang Ranger One weapon gets +1/+1 for 1t PH3-250
1 48 Magic Weapon Paladin Weapon gets +1 TH and dmg PH3-251
1 49 Marked Man Ranger +10 Search/Tracking if have an item from thing you're tracking DR253-71
1 50 Naturewatch Ranger Determine the health of animals/plants in area CDiv3-170
1 51 Pass without Trace Ranger Pass without Trace PH3-259
1 52 Protection from Evil Paladin Pro. Evil PH3-266
1 53 Ram's Might Ranger Your unarmed attacks inflict normal damage (instead of nonlethal) MoF3-112
1 54 Raptor's Sight Ranger +5 Spot checks and only -1 penalty per range increment RotW3-175
1 55 Read Magic Paladin Can read scrolls / spell books PH3-269
1 56 Read Magic Ranger Read Magic PH3-269
1 57 Resist Energy Ranger Resist one element PH3-272
1 58 Resistance Paladin +1 all saves PH3-272
1 59 Restoration, Lesser Paladin Cures 1d4 ability score damage PH3-272
1 60 Resurgence Paladin Target gets another save vs. an effect affecting him CDiv3-177
1 61 Ride of the Valenar Ranger +5 Ride checks RoE3-189
1 62 Second Wind Paladin +4 Con checks BoED3-106
1 63 Shifter Prowess Ranger +8 Balance, Climb, Jump checks RoE3-190
1 64 Silverbeard Paladin +2 AC MoF3-117
1 65 Silvered Claws Ranger Your unarmed attacks are considered to be silver BoED3-107
1 66 Silvered Weapon Paladin Weapon is considered Silver material BoED3-107
1 67 Smell of Fear Ranger Triples the chance of wandering encounters MoF3-119
1 68 Sniper's Shot Ranger Can use Sneak Attack / Backstab at range CAdv3-157
1 69 Snowshoes Ranger Ice Walking; Snow Walking; Trail in snow is as per normal ground DR123-65
1 70 Speak with Animals Ranger Speak with Animals PH3-281
1 71 Speed Swim Ranger Swimming 9" MoF3-121
1 72 Stalking Brand Ranger Ignore disguise, polymorph, invis. on one target MoF3-123
1 73 Strategic Charge Paladin +4 AC vs. parting shots / attacks of opportunity MoF3-125
1 74 Summon Nature's Ally I Ranger Summons a DL I Animal PH3-288
1 75 Surefoot Ranger +10 Dex checks MoF3-127
1 76 Towering Oak Ranger +10 bonus on Intimidate checks MoF3-128
1 77 Traveler's Mount Paladin Mount gets +3" move rate CDiv3-184
1 78 Traveler's Mount Ranger Mount gains +3" move rate CDiv3-184
1 79 Vengeful Mount Ranger Target mount becomes unruly (Will save) DR263-74
1 80 Vine Strike Ranger Can Sneak Attack / Backstab to Plants (even if immune) CAdv3-158
1 81 Virtue Paladin Target gains +1 current hp (can go above max by 1 hp) PH3-298
1 82 Vision of Glory Paladin Target gets +1 on one save MoF3-131
1 83 Warning Shout Paladin All within half a mile hear up to 5 words that the caster speaks MoF3-132

[S1] Warrior Spells


[S1.2] Level 2 Warrior Spells

SL # Name Class Effect Source
2 1 Aura of Glory Paladin CL targets get cured 1 hp and +2 fear saves (may multi-target) MoF3-78
2 2 Balancing Lorecall Ranger +4 Dex checks; Climb Walls 40% CAdv3-143
2 3 Barkskin Ranger Target gets +1+CL/3 AC PH3-202
2 4 Bear's Endurance Ranger +4 Con for 1t PH3-203
2 5 Bladebane Paladin Pick a broad summon type. One weapon +2 TH, +2d6 dmg vs. that type UE3-48
2 6 Blades of Fire Ranger Up to two weapons get +1d6 Fire damage for one round CArc3-99
2 7 Blessed Aim Paladin All allies in group get +2 TH w/ ranged attacks CDiv3-154
2 8 Briar Web Ranger Entangle, anyone who enters group within 1t also becomes Entangled CDiv3-156
2 9 Bull's Strength Paladin +4 Str for CL m PH3-207
2 10 Burrow Ranger Claws do 1d6 dmg; Burrow at 3" move rate Und3-56
2 11 Call Mount Paladin Calls a special Mount (as per Beast Rider of half level) BoED3-93
2 12 Cat's Grace Ranger +4 Dex for 1t PH3-208
2 13 Clarity of Mind Paladin Target gains +4 charm saves, doesn't miss with attacks vs. Displacement/Blur Und3-57
2 14 Claws of the Beast Ranger Hands become 1d8 dmg for 1t PGF3-101
2 15 Cloak of Bravery Paladin +CL fear saves CWar3-117
2 16 Cure Light Wounds Ranger Cure 1d8+CL hp PH3-215
2 17 Delay Poison Paladin Slow Poison PH3-217
2 18 Divine Insight Paladin +5+CL on a skill / nonweapon check CAdv3-147
2 19 Eagle's Splendor Paladin +4 Chr for CL m PH3-225
2 20 Easy Climb Ranger Climb Walls 100% CAdv3-147
2 21 Estanna's Stew Paladin Goodberry spell, acts as Badberry vs. Undead BoED3-99
2 22 Hand of Divinity Paladin Target gets +2 saves MoF3-98
2 23 Haste, Swift Ranger +1 to # attacks; +1 AC; +9" move rate for 1t CAdv3-151
2 24 Hold Animal Ranger Holds one Animal (PPD save) PH3-241
2 25 Insignia of Alarm Paladin Each creature wearing an Insignia from caster hears a chime in his head RoD3-166
2 26 Listening Lorecall Ranger Hear Noise 40% CAdv3-154
2 27 Moment of Clarity Paladin Target gets a save vs. an effect affecting him BoED3-103
2 28 Nature's Favor Ranger Animal gains +CL/3 TH/dmg for 1t CAdv3-155
2 29 One with the Land Ranger +2 with nature-based skill checks MoF3-111
2 30 Owl's Wisdom Paladin +4 Wis for CL m PH3-259
2 31 Owl's Wisdom Ranger +4 Wis for 1t PH3-259
2 32 Protection from Energy Ranger Choose an element; Absorb 12*CL dmg of that element PH3-266
2 33 Reachwalker's Wariness Ranger Detect Invisibility RoE3-189
2 34 Remove Paralysis Paladin Remove Paralysis, Slow PH3-271
2 35 Resist Energy Paladin Pick one element. Resist that element. PH3-272
2 36 Righteous Fury Paladin +CLd4 current hp, +2 AC, +2 Str, +2 Dex, +2 Fort saves for CL m MoF3-114
2 37 Scent Ranger Clairnasience CDiv3-178
2 38 Shield Other Paladin +1 AC, +1 saves, Resist damage (all types), immobile PH3-278
2 39 Silvered Weapon Ranger One weapon is considered to be silver for 1t BoED3-107
2 40 Snare Ranger Creates a normal (mechanical) trap PH3-280
2 41 Speak with Plants Ranger Speak with Plants PH3-282
2 42 Spike Growth Ranger Special in one area: 1d4 dmg/s to anyone who moves PH3-283
2 43 Stone Fist Paladin Unarmed dmg is +1d+4 and considered Cold Iron RoS3-163
2 44 Strength of Stone Paladin +1d4+1 Str for CL h, effect lost if loses contact with ground MoF3-125
2 45 Summon Nature's Ally II Ranger Summons a DL II Animal PH3-288
2 46 Train Animal Ranger Animal gains CL/2 tricks CAdv3-157
2 47 Undetectable Alignment Paladin AL is undetectable PH3-297
2 48 Wind Wall Ranger Wall of Air (stops gas, gaseous forms, missile weapons) PH3-302
2 49 Woodland Veil Ranger Party gets 50% Hide in Shadows and Move Silently in forest RotW3-176
2 50 Zeal Paladin Pick an enemy. +4 TH vs. all enemies except the chosen enemy. CDiv3-191
2 51 Zone of Truth Paladin Detect Lie PH3-303

[S1] Warrior Spells


[S1.3] Level 3 Warrior Spells

SL # Name Class Effect Source
3 1 Blade Storm Ranger Do 1 weapon attack with each weapon on everyone in your group CAdv3-144
3 2 Blade Thirst Ranger One weapon gets +3/+3 and glows (light source) MoF3-82
3 3 Blessed Sight Paladin Detect Alignment (with duration) BoED3-92
3 4 Blessing of Bahamut Paladin DR 10/+0 CDiv3-154
3 5 Bottle of Smoke Ranger Phantom Mount CDiv3-155
3 6 Command Plants Ranger Charm 1 group of plants (Will save) PH3-211
3 7 Cure Moderate Wounds Paladin Cure 2d8+CL (12+CL) hp PH3-216
3 8 Cure Moderate Wounds Ranger Cures 2d8+CL hp PH3-216
3 9 Darkvision Ranger Darkvision PH3-216
3 10 Daylight Paladin Sunlight (1 group) PH3-216
3 11 Decoy Image Ranger 1 Mirror Image MoF3-88
3 12 Detect Favored Enemy Ranger Detect closest Chosen Enemy CDiv3-162
3 13 Diminish Plants Ranger Plant Growth (reversed) PH3-221
3 14 Discern Lies Paladin Detect Lie (with duration) PH3-221
3 15 Dispel Magic Paladin Dispel Magic PH3-223
3 16 Earth Hammer Paladin Weapon gets +1 size, bludgeoning dmg only, considered +2 weapon RoS3-162
3 17 Fang Blade Ranger Target snake is polymorphed into a sword, caster can wield as a weapon DR303-71
3 18 Forceward Paladin Anyone must Will save to enter your group; Your group gets +2 saves PGF3-102
3 19 Forestfold Ranger +100% Hide in Shadows and Move Silently in 1 type of terrain CAdv3-149
3 20 Heal Mount Paladin Your mount cured 10*CL hp, ability dmg, blind, confusion, disease, insanity, stun, poison PH3-239
3 21 Insignia of Blessing (AC) Paladin Your party gets +1 AC and Fort saves RoD3-166
3 22 Insignia of Blessing (TH) Paladin Your party gets +1 TH and fear saves RoD3-166
3 23 Inspired Aim Ranger Allies in your group get +2 TH with ranged attacks BoED3-101
3 24 Know Greatest Enemy Paladin Determines the biggest threat in area MoF3-103
3 25 Living Prints Ranger Can track as if tracks were up to 30 days younger MoF3-106
3 26 Loyal Vassal Paladin CL/3 targets get +3 mental saves, +1 TH, +1 fear saves MoF3-106
3 27 Magic Circle against Chaos Paladin Pro. from Chaos scroll effect PH3-249
3 28 Magic Circle against Evil Paladin Pro. from Evil scroll effect PH3-249
3 29 Magic Fang, Greater Ranger One target creature gets +1+CL/4 TH and dmg PH3-250
3 30 Magic Weapon, Greater Paladin Weapon gets +CL/4 TH and dmg PH3-251
3 31 Mark of the Hunter Paladin Choose one target, get +4 TH and ignore cover vs. that target CDiv3-168
3 32 Mind Bond Paladin +2 extra TH when flanking; Your mount gets +CL/3 TH BoED3-102
3 33 Neutralize Poison Ranger Neutralize Poison PH3-257
3 34 Phantasmal Decoy Ranger Create an illusion of target's most hated enemy CDiv3-172
3 35 Plant Growth Ranger Plant Growth PH3-262
3 36 Prayer Paladin All allies in your group get +1 TH, dmg, saves, skill checks; enemies get opposite PH3-264
3 37 Reduce Animal Ranger Animal Growth (reversed) PH3-269
3 38 Remove Blindness/Deafness Paladin Remove Blindness or Deafness PH3-270
3 39 Remove Curse Paladin Remove Curse PH3-270
3 40 Remove Disease Ranger Cure Disease PH3-271
3 41 Repel Vermin Ranger Insects must Will save to move into your group (then they take 2d6 dmg) PH3-271
3 42 Safe Clearing Ranger Special in room: No one can attack unless they Will save each segment MoF3-114
3 43 Smite Heretic Paladin +2 TH and +2*CL dmg vs. target Evil creature BoED3-107
3 44 Snowshoes, Mass Ranger Snowshoes (see SL 1) but on whole party DR123-65
3 45 Summon Nature's Ally III Ranger Summons a DL III Animal PH3-288
3 46 Tree Shape Ranger Tree PH3-296
3 47 Tremorsense Ranger Locate Person or Object that is touching the ground Und3-62
3 48 Undead Bane Weapon Paladin Weapons gets +2+CL/9 TH and +2d6+CL/9 dmg vs. undead PGF3-117
3 49 Water Walk Ranger Water Walking PH3-300
3 50 Wild Instincts Ranger Retain your Dexterity bonus to AC at all times RoE3-191

[S1] Warrior Spells


[S1.4] Level 4 Warrior Spells

SL # Name Class Effect Source
4 1 Animal Growth Ranger Animal Growth PH3-198
4 2 Arrow Storm Ranger Make CL attacks with Bow (max 1 attack per target) CAdv3-143
4 3 Aspect of the Werebeast Ranger Gain Lycanthropy for 1t RoE3-183
4 4 Bane Bow Ranger Weapon gets Slayer vs. one creature type; and +5/+5 TH/dmg for 1t CDiv3-151
4 5 Blinding Beauty Ranger Gain the beauty of a Nymph; Gaze to Blind (Fort save) BoED3-92
4 6 Blood of the Martyr Paladin Transfer any number of current hp to a target BoED3-92
4 7 Break Enchantment Paladin Remove curse, enchantment, polymorph, shapechange, and petrification PH3-207
4 8 Burrow, Mass Ranger Burrow (see SL 2) on CL targets Und3-56
4 9 Camouflage, Mass Ranger Camouflage (see SL 1) on party CDiv3-157
4 10 Commune with Nature Ranger Commune with Nature PH3-211
4 11 Cure Serious Wounds Paladin Cure 3d8+CL (18+CL) hp PH3-216
4 12 Cure Serious Wounds Ranger Cures 3d8+CL hp PH3-216
4 13 Darkvision, Mass Ranger Darkvision (see SL 3) on party T&B3-93
4 14 Darkvision, Superior Ranger Darkvision to all senses (can hear in silence, etc.) UE3-53
4 15 Death Ward Paladin Immune to slain, Negative levels, ability dmg PH3-217
4 16 Deeper Darkvision Ranger Darkvision even in Magical (Special) Darkness Und3-58
4 17 Dispel Chaos Paladin Like Dispel Evil but vs. chaos PH3-222
4 18 Dispel Evil Paladin Dispel Evil PH3-222
4 19 Favor of Ilmater Paladin Remove subdual dmg, charm, dazed, or stunned; can act at up to -9 current hp PGF3-102
4 20 Foebane Ranger You resist the innate effects of one creature type CAdv3-149
4 21 Freedom of Movement Ranger Free Action PH3-233
4 22 Glory of the Marty Paladin CL targets get +1 AC and saves (may multi-target); You can take 1/2 their dmg BoED3-99
4 23 Hand of Torm Paladin Immobile 10' radius: Those of your god may enter, others are stunned (Fort save /s) MoF3-99
4 24 Holy Sword Paladin Weapon gets +5/+5, +2d6 dmg vs. Evil, Pro. Evil PH3-242
4 25 Implacable Pursuer Ranger Locate Person, but with duration (CL h) CDiv3-166
4 26 Land Womb Ranger Passwall 10', can go up/down as well as left/right MoF3-104
4 27 Lawful Sword Paladin Weapon gets +5/+5, x2 dmg vs. Chaos, Pro. Chaos PGF3-105
4 28 Mark of Justice Paladin Target gets -6 to one ability score, -4 TH/saves/skills, or lose 50% of actions (no save) PH3-252
4 29 Neutralize Poison Paladin Neutralize Poison; target cannot be poisoned again for CL t PH3-257
4 30 Nondetection Ranger Nondetection PH3-257
4 31 Restoration Paladin Remove all negative levels, ability score dmg, fatigue, exhaustion PH3-272
4 32 Revenance Paladin Raise Dead (if killed within CL r), current hp is at 1/2 max hp CDiv3-178
4 33 Sacred Haven Paladin Target +2 AC, doesn't lose Dex bonus ever; caster knows where target is, can touch him at range CDiv3-178
4 34 Seek Eternal Rest Paladin +2 CL for purposes of Turn Undead MoF3-115
4 35 Snakebite Ranger Arm turns into poisonous snake (1d6 Con dmg + Paralysis, PPD save) MoF3-120
4 36 Spear of Valarian Ranger Non-magical weapon gains +1/+1 Arrow of Slaying effect (vs. Magical Beasts) BoED3-107
4 37 Spiritual Chariot Paladin Mini Chariot of Sustarre (caster + 2 people only) CDiv3-181
4 38 Stars of Arvandor Ranger CL stars; 0, launch a star: 1d8 dmg (one target, no save) BoED3-108
4 39 Summon Nature's Ally IV Ranger Summons a DL IV Animal PH3-288
4 40 Sword of Conscience Paladin Target Evil creature takes 2d8 Wis and Chr dmg (Will save for each) BoED3-109
4 41 Tree Stride Ranger Plant Door PH3-296
4 42 Visage of the Deity, Lesser Paladin +4 Chr; Acid/Cold/Lightning Resistance 10 CDiv3-187
4 43 Weapon of the Deity Paladin +(CL-3)/3 TH and dmg with your god's favored weapon, gets one random flag (Defender, etc.) CDiv3-188
4 44 Winged Mount Paladin Mount gains wings, can fly at 18" (B) CDiv3-190

[S2] Wizard Spells


[S2.1] Level 1 Wizard Spells

SL # Name School Effect Source
1 1 Armoring, Physical Abj Take -CL dmg per physical attack (counts as Armor spell) DM
1 2 Armor, Set hp Abj +CL current hp, cannot raise current hp above CL*10 (counts as Armor spell but can receive multiples) DM
1 3 Shielder Abj +CL AC, +CL saves; pick an element, you're immune to it DM
1 4 Blink To Alt Target creature is blinked into your group (Reflex save) DM
1 5 Forward Haste I Alt +2C' actions per turn (not every round, you get these only once per fight) DM
1 6 Summon Monster Recall I Cnj Summons 2 DL I monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
1 7 Burst Monster I Cnj Summons a DL II monster, not sick, has only 1S action, disappears after 1r DM
1 8 Specific Monster Summoning I Cnj Choose Animal, Plant, Arctic, or Faerie. You summon 10 DL I monsters of that type. DM
1 9 Detect Boss/NPC party Div Gives location of Boss and NPC party(ies) on current DL DM
1 10 Detect MF/PF/TF/LF Div Gives current MF/PF/TF/LF, current time, current location DM
1 11 Charm Any I Enc Charm any one monster with 3 HD or less (save), creature with < 1 HD gets no save DM
1 12 Dispel 1/3 Enc 33% chance to dispel 1 effect (ER to resist); can material component to make it 67% DM
1 13 Sporacle Orb (low) Ill One target: 1 random low [C] section effect (save) (DM knows what "low" means) DM
1 14 Redirection (low) Ill (1bM to cast), you have a summon: A monster selecting you selects your summon instead DM
1 15 Elemental Blast I Inv CLd2 dmg to one group (no save, random E=1 element each time) DM
1 16 Negative Bolt Nec One target takes CL*DL*5 negative dmg (DL=LVL^0.5 if target's DL is not available) DM
1 17 Slay I Nec Slay one DL I monster (PPD save, aNR to resist) DM

[S2.2] Level 2 Wizard Spells

SL # Name School Effect Source
2 1 Armoring, Mystical Abj Take -CL dmg per spell/psi/innate (counts as Armor, can be used w/ Physical) DM
2 2 Metal Skins Abj 8+CL*2 skins, each is one instance of DR 20/- DM
2 3 Forward Haste II Alt +3C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
2 4 Summon Monster Recall II Cnj Summons 2 DL II monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
2 5 Burst Monster II Cnj Summons a DL III monster, not sick, has only 1S action, disappears after 1r DM
2 6 Specific Monster Summoning II Cnj Choose Insect, Reptile, Cloud, or Leech. You summon 9 DL II monsters of that type. DM
2 7 Charm Any II Enc Charm any one monster with 8 HD or less (save), creature with < 2 HD gets no save DM
2 8 Dispel 1/2 Enc 50% chance to dispel 1 effect (ER to resist); can material component to make it 100% DM
2 9 Elemental Blast II Inv CLd4 dmg to one group (no save, random E=2 element each time) DM
2 10 Slay II Nec Slay 4 DL's of monsters in one group (max DL=2) (PPD save, aNR to resist) DM

[S2] Wizard Spells


[S2.3] Level 3 Wizard Spells

SL # Name School Effect Source
3 1 Forward Haste III Alt +4C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
3 2 Summon Monster Recall III Cnj Summons 2 DL III monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
3 3 Burst Monster III Cnj Summons a DL IV monster, not sick, has only 2S actions, disappears after 1r DM
3 4 Specific Monster Summoning III Cnj Choose Humanoid, Water, Hound, or Psionic. You summon 8 DL III monsters of that type. DM
3 5 Treasure Finding Div Potion of Treasure Finding effect DM
3 6 Charm Any III Enc Charm any one monster with 15 HD or less (save), creature with < 3 HD gets no save DM
3 7 Dispel 1 Enc Dispels 1 effect (ER to resist) DM
3 8 Sporacle Orb (medium) Ill One target: 1 random medium [C] section effect (save) [or] two targets get low DM
3 9 Redirection (medium) Ill (1M to cast, duration 1t) ½0, you have a summon: A monster selecting you selects your summon instead DM
3 10 Elemental Blast III Inv CLd6 dmg to one group (no save, random E=3 element each time) DM
3 11 Slay III Nec Slay 9 DL's of monsters in one group (max DL=3) (PPD save, aNR to resist) DM

[S2.4] Level 4 Wizard Spells

SL # Name School Effect Source
4 1 Forward Haste IV Alt +5C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
4 2 Summon Monster Recall IV Cnj Summons 2 DL IV monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
4 3 Burst Monster IV Cnj Summons a DL V monster, not sick, has only 2S actions, disappears after 1r DM
4 4 Specific Monster Summoning IV Cnj Choose Lycanthrope, Ooze, Space, or Wurm. You summon 7 DL IV monsters of that type. DM
4 5 Charm Any IV Enc Charm any one monster with 24 HD or less (save), creature with < 4 HD gets no save DM
4 6 Dispel 2 Enc Dispels 2 effects (ER to resist) DM
4 7 Elemental Blast IV Inv CLd8 dmg to one group (no save, random E=4 element each time) DM
4 8 Slay IV Nec Slay 16 DL's of monsters in one group (max DL=4) (PPD save, aNR to resist) DM

[S2] Wizard Spells


[S2.5] Level 5 Wizard Spells

SL # Name School Effect Source
5 1 Forward Haste V Alt +6C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
5 2 Summon Monster Recall V Cnj Summons 2 DL V monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
5 3 Burst Monster V Cnj Summons a DL VI monster, not sick, has only 3S actions, disappears after 1r DM
5 4 Specific Monster Summoning V Cnj Choose Elemental, Undead, Alien, or Inner. You summon 6 DL V monsters of that type. DM
5 5 Charm Any V Enc Charm any one monster with 35 HD or less (save), creature with < 5 HD gets no save DM
5 6 Dispel 3 Enc Dispels 3 effects (ER to resist) DM
5 7 Sporacle Orb (high) Ill One target: 1 random high [C] section effect (save) [or] two targets medium [or] three low DM
5 8 Redirection (high) Ill (1M to cast, duration 1t) 1N, you have a summon: A monster selecting you selects your summon instead DM
5 9 Elemental Blast V Inv CLd10 dmg to one group (no save, random E=5 element each time) DM
5 10 Slay V Nec Slay 25 DL's of monsters in one group (max DL=5) (PPD save, aNR to resist) DM

[S2.6] Level 6 Wizard Spells

SL # Name School Effect Source
6 1 Forward Haste VI Alt +7C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
6 2 Summon Monster Recall VI Cnj Summons 2 DL VI monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
6 3 Burst Monster VI Cnj Summons a DL VII monster, not sick, has only 3S actions, disappears after 1r DM
6 4 Specific Monster Summoning VI Cnj Choose Giant, Weird, Eelemental, or Unlive. You summon 5 DL VI monsters of that type. DM
6 5 Charm Any VI Enc Charm any one monster (save), creature with < 10 HD gets no save DM
6 6 Dispel 4 Enc Dispels 4 effects (ER to resist) DM
6 7 Elemental Blast VI Inv CLd12 dmg to one group (no save, random E=6 element each time) DM
6 8 Slay VI Nec Slay 36 DL's of monsters in one group (max DL=6) (PPD save, aNR to resist) DM

[S2] Wizard Spells


[S2.7] Level 7 Wizard Spells

SL # Name School Effect Source
7 1 Forward Haste VII Alt +8C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
7 2 Summon Monster Recall VII Cnj Summons 2 DL VII monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
7 3 Burst Monster VII Cnj Summons a DL VIII monster, not sick, has only 4S actions, disappears after 1r DM
7 4 Specific Monster Summoning VII Cnj Choose Dragon, Golem, Mutant, or Technological. You summon 4 DL VII monsters of that type. DM
7 5 Charm Any VII Enc Charm any two monsters (save), creatures with < 17 HD get no save DM
7 6 Dispel 5 Enc Dispels 5 effects (ER to resist) DM
7 7 Elemental Blast VII Inv CLd20 dmg to one group (no save, random E=7 element each time) DM
7 8 Slay VII Nec Slay 49 DL's of monsters in one group (max DL=7) (PPD save, aNR to resist) DM

[S2.8] Level 8 Wizard Spells

SL # Name School Effect Source
8 1 Forward Haste VIII Alt +9C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
8 2 Summon Monster Recall VIII Cnj Summons 2 DL VIII monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
8 3 Burst Monster VIII Cnj Summons a DL IX monster, not sick, has only 4S actions, disappears after 1r DM
8 4 Specific Monster Summoning VIII Cnj Choose Beholder, Outer, Mind Flayer, or NPC. You summon 3 DL VIII monsters of that type. DM
8 5 Charm Any VIII Enc Charm any three monsters (save), creatures with < 26 HD get no save DM
8 6 Dispel 6 Enc Dispels 6 effects (ER to resist) DM
8 7 Elemental Blast VIII Inv CLd30 dmg to one group (no save, random E=8 element each time) DM
8 8 Slay VIII Nec Slay 64 DL's of monsters in one group (max DL=8) (PPD save, aNR to resist) DM

[S2.9] Level 9 Wizard Spells

SL # Name School Effect Source
9 1 Forward Haste IX Alt +10C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
9 2 Summon Monster Recall IX Cnj Summons 2 DL IX monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
9 3 Burst Monster IX Cnj Summons a DL X monster, not sick, has only 5S actions, disappears after 1r DM
9 4 Specific Monster Summoning IX Cnj Choose Cthulhoid, Spirit/Land, Rakshasa, or Virus. You summon 2 DL IX monsters of that type. (DM Note: The DL X version of this is Far Realm, Immortal, Nightmare, or Tarrasque.) DM
9 5 Charm Any IX Enc Charm any four monsters (save), creatures with multiplier x1 or less get no save DM
9 6 Dispel 7 Enc Dispels 7 effects (ER to resist) DM
9 7 Elemental Blast IX Inv CLd50 dmg to one group (no save, random E=8 element each time) DM
9 8 Slay IX Nec Slay 81 DL's of monsters in one group (max DL=9) (PPD save, aNR to resist) DM

[S3] Priest Spells


[S3.1] Level 1 Priest Spells

SL # Name Sphere Effect Source
1 1 Animal Companion Ani,Cha Make an animal your companion (not familiar) {1 creature} OA1
1 2 Blade Barrier 1 Gua 3d3 dmg wall (shards) DM
1 3 Call Lightning 1 Com,Ele (CL+2)d4 lightning dmg (save:½) (halve the die type if not outside) DM
1 4 Cantrip All Can cast 1 orison (Pri 0) per round as a Z action DM
1 5 Cause Fear Cha Fear (save), max 6 HD {1 creature} PH3
1 6 Combine All -4 AC; no Dex adj.; Add Pri CLs for effects {Touch, 1+ creatures} UA1
1 7 Command 1 Cha Target makes 1 save, each missed save allows 1 word for a command to be given DM
1 8 Cure Light Wounds (3) Hea Cure 2d8+L (choose 1 die), reverse has save:½ {Touch, 1 creature} PH3
1 9 Endure Elements Pro -5 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
1 10 Entangle (1) Pla Need plants to use; Slow (no save); Stop (save) {1 group} PH1
1 11 Entropic Shield Pro,C Any missile has a 20% chance to miss you {self only} PH3
1 12 Entwine Pla As Entangle, 1 target, -4 to save DM
1 13 Faerie Fire (3) Wea Dispels darkness/blur/displacement/invisibility {1 group} PH3
1 14 Goodberry Pla,Hea 8 berries can cure 1 hp or act as 1 full meal. 8 berries are always created. It takes 1 movement action to eat up to 40 berries. The berries can also be smeared upon a target and will still have their effect (this is useful for targets that cannot eat). {Touch, 8 objects} PH3
1 15 Hold Person/Monster 1 Cha Hold 3 person or 1 monster targets (save) DM
1 16 Panic Charm Target is Panicked (50% flee, 50% taunted towards you) (Will save) DM
1 17 Protection from Fire 1 Ele,Pro Stop the next CL*2 fire dmg DM
1 18 Protection from Lightning 1 Ele,Pro Stop the next CL*2 lightning dmg DM
1 19 Resist [E=1 element] Elemental Pick an E=1 element, you resist it for 1 hour. DM
1 20 Resist Cold (1) Pro All creatures in area get resist cold {1 group} RC0
1 21 Resist Fire/Resist Cold 1 Ele,Pro Take -45% dmg vs. fire or cold DM
1 22 Sanctuary (1) Pro Opponents must make save to attack target {Touch, 1 creature} PH1
1 23 Summon Monster I Sum Summons a DL 1 creature to fight for you {1 creature} PH3
1 24 Summon Nature's Ally I Sum,Ani Summons a DL 1 animal to fight for you {1 creature} PH3
1 25 Treat Light Wounds Hea Cure 10% of max hp {Touch, 1 creature} DM

[S3] Priest Spells


[S3.2] Level 2 Priest Spells

SL # Name Sphere Effect Source
2 1 Aid Hea Bless; +2d8 (choose 1 die) hp (can above max) {Touch, 1 creature} UA1
2 2 Blade Barrier 2 Gua 4d4 dmg wall (shards) DM
2 3 Call Lightning 2 Com,Ele (CL+2)d6 lightning dmg (save:½) (halve the die type if not outside) DM
2 4 Charm Person or Mammal Cha Charm one humanoid or mammal {1 creature} PH1
2 5 Command 2 Cha Target makes 2 saves, each missed save allows 1 word for a command to be given DM
2 6 Cure Moderate Wounds (3) Hea Cure 4d8+L (choose 2 dice) (or) 12+L hp {Touch, 1 creature} PH3
2 7 Death Knell Nec Slain if <0 hp (save); you +1d8 hp, +2 Str, +1 CL {Touch, 1 creature} PH3
2 8 Dispel Radiation Pro Dispels Radiation (1 target = auto success) {1 group} DM
2 9 Double Resist [E=1 element] Elemental Pick an E=1 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
2 10 Dust Devil Ele,Sum Dust Devil: AC 4, HD 2, hp 16, Mv 18, dmg 1d4 {1 creature} UA1
2 11 Flame Strike 2 Com,Ele CLd2 holy fire dmg (save:½) DM
2 12 Frisky Chest Wrd Object will move away from non-Caster. If (after moving for 6 rounds) what it is moving away from is keeping the same distance, the spell "turns that person off" and will no longer move away from him. This prevents the "Frisky Chariot" abuse. {Touch} TM2
2 13 Goodberry 2 Hea,Pla Creates 8 goodberries DM
2 14 Heal 2 Hea Cure to 10% of max hp (max Heal 2 can cure at once = 62 hp) DM
2 15 Hold Person/Monster 2 Cha Hold 4 person or 2 monster targets (save) DM
2 16 Lesser Restoration Hea Restores temporary lowering of 1 ability score {Touch, 1 creature} PH3
2 17 Protection from Fire 2 Ele,Pro Stop the next CL*4 fire dmg DM
2 18 Protection from Lightning 2 Ele,Pro Stop the next CL*4 lightning dmg DM
2 19 Remove Degeneration/Wounded Nec Removes a Degeneration or Wounded effect DM
2 20 Remove Paralysis (3) Hea Removes paralysis/hold/slow; up to 4 targets {1 group} PH3
2 21 Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you resist it for 1 hour. DM
2 22 Resist [E=2 element] Elemental Pick an E=2 element, you resist it for 1 hour. DM
2 23 Resist Acid and Corrosion Pro Resist acid {Touch, 1 target} S&M2
2 24 Resist Elements Abj -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
2 25 Resist Fire/Resist Cold 2 Ele,Pro Take -50% dmg vs. fire or cold DM
2 26 Shatter Ele,C Object(s) destroyed (save vs. crushing blow) {1 group} PH3
2 27 Summon Monster II Sum 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature} PH3
2 28 Summon Nature's Ally II Sum,Ani 1 DL 2 or 1d3 DL 1 animals to fight for you {1 creature} PH3
2 29 Treat Moderate Wounds Hea Cure 20% of max hp {Touch, 1 creature} DM
2 30 Withdraw All Get 1r of actions per 1s; only cure self & Div {self only} UA1

[S3] Priest Spells


[S3.3] Level 3 Priest Spells

SL # Name Sphere Effect Source
3 1 Animate Dead Nec Creates undead skeletons and zombies. PH2&3
3 2 Bestow Curse Pro -6 to an ability; -4 on TH/saves/checks; or 50% lose action PH3
3 3 Blade Barrier 3 Gua 5d5 dmg wall (shards) DM
3 4 Call Lightning 3 Com,Ele (CL+2)d8 lightning dmg (save:½) (halve the die type if not outside) DM
3 5 Command 3 Cha Target makes 3 saves, each missed save allows 1 word for a command to be given DM
3 6 Creeping Doom 3 Sum 40 insect dmg DM
3 7 Cure Blindness or Deafness Nec;Hea Cures Blindness or Deafness PH2
3 8 Cure Disease Nec;Hea Cures Disease PH2
3 9 Cure Wounds 3 Hea Cures 6d8 hp (can take offer of 6 per die -> 36 hp) DM
3 10 Death's Door Nec;Hea Puts target (at negative hp) to 0 hp (1 hp if material comp.) UA1
3 11 Dispel Magic 3 Com Dispel 1 magic effect DM
3 12 Double Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
3 13 Double Resist [E=2 element] Elemental Pick an E=2 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
3 14 Flame Strike 3 Com,Ele CLd4 holy fire dmg (save:½) DM
3 15 Goodberry 3 Hea,Pla Creates 12 goodberries DM
3 16 Heal 3 Hea Cure to 25% of max hp (max Heal 3 can cure at once = 250 hp) DM
3 17 Hold Person/Monster 3 Cha Hold 5 person or 3 monster targets (save) DM
3 18 Negative Plane Protection Nec;Pro Stops one negative energy attack PH2
3 19 Neutralize Poison Hea;Nec Detoxifies venom in or on subject. PH2&3
3 20 Protection from Elements Pro;Ele Absorb 12 damage/level from one kind of energy. PH3
3 21 Protection From Fire Pro;Ele Immune normal fire; Absorb 12*CL dmg fire (or) Resist Fire PH2
3 22 Protection from Lightning 3 Ele,Pro Stop the next CL*8 lightning dmg DM
3 23 Put Out of Misery Nec Target being at negative hp that would die if unattended is slain (no save) DM
3 24 Remove Curse Nec;Hea Frees object or person from curse. PH2&3
3 25 Remove Disease Nec;Hea Cures all diseases affecting subject. PH3
3 26 Remove Paralysis (2) Nec;Hea Removes paralysis. This spell will also remove stun and summoning sickness effects. This spell also has a reverse (Paralysis) that will Paralyze target creature unless they make a save vs. PPD. PH2
3 27 Resist [E=3 element] Elemental Pick an E=3 element, you resist it for 1 hour. DM
3 28 Summon Insects Ani;Sum Summons DL 3 insects PH2
3 29 Summon Monster III Sum Calls DL 3 outsider to fight for you. PH3
3 30 Summon Nature's Ally III Ani;Sum Calls DL 3 creature to fight. PH3
3 31 Treat Serious Wounds Hea Cure 30% of max DM

[S3] Priest Spells


[S3.4] Level 4 Priest Spells

SL # Name Sphere Effect Source
4 1 Blade Barrier 4 Gua 6d6 dmg wall (shards) DM
4 2 Call Lightning 4 Com,Ele (CL+2)d10 lightning dmg (save:½) (halve the die type if not outside) DM
4 3 Command 4 Cha Target makes 4 saves, each missed save allows 1 word for a command to be given DM
4 4 Creeping Doom 4 Sum 160 insect dmg DM
4 5 Cure Wounds 4 Hea Cures 10d8 hp (can take offer of 6 per die -> 60 hp) DM
4 6 Death Ward Wrd; Nec Grants immunity to death spells and effects. PH3
4 7 Death's Door 4 Hea,Nec Target (currently at negative hp) goes to 1 hp DM
4 8 Dimensional Anchor Ast; Wrd Bars extradimensional movement. PH3
4 9 Dismissal Sum Forces a creature to return to native plane. (save) PH3
4 10 Dispel Magic 4 Com Dispel 2 magic effects DM
4 11 Dispel Psionics Pro Cancels psionic effects DM
4 12 Double Resist [E=3 element] Elemental Pick an E=3 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
4 13 Flame Strike 4 Com,Ele CLd6 holy fire dmg (save:½) DM
4 14 Free Action Cha Immune stun, hold, paralysis, summoning sickness PH2
4 15 Goodberry 4 Hea,Pla Creates 16 goodberries DM
4 16 Heal 4 Hea Cure to 50% of max hp (max Heal 4 can cure at once = 500 hp) DM
4 17 Hold Person/Monster 4 Cha Hold 6 person or 4 monster targets (save) DM
4 18 Immune [E=1 element] Elemental Pick an E=1 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
4 19 Lesser Planar Ally Sum Summons a DL IV outer-planar (payment determines duration) PH3
4 20 Limited Heal Hea Heal, target must Fort save vs. # hp down (+10 per other effect) DM
4 21 Neutralize Poison 4 Hea,Nec Cure 1 poison effect (reverse causes that many, save) DM
4 22 Protection from Fire 4 Ele,Pro Stop the next CL*12 fire dmg DM
4 23 Protection from Lightning 4 Ele,Pro Stop the next CL*12 lightning dmg DM
4 24 Remove Capital S Stun Hea, Nec Removes Capital S Stun DM
4 25 Remove Curse 4 Hea,Nec Cure 1 curse effect (reverse causes that many, save) DM
4 26 Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you resist it for 1 hour. DM
4 27 Resist [E=4 element] Elemental Pick an E=4 element, you resist it for 1 hour. DM
4 28 Resist Fire/Resist Cold 4 Ele,Pro Take -60% dmg vs. fire or cold DM
4 29 Restoration (3) Nec Restores level and ability score drains. PH3
4 30 Rusting Grasp Com; Wea Your touch corrodes iron and alloys. PH3
4 31 Spell Immunity Pro Subject is immune to one spell per four levels PH2&3
4 32 Summon Monster IV Sum Summons a DL IV monster (1 turn) PH3
4 33 Summon Nature's Ally IV Sum Summons a DL IV animal (maintained) PH3
4 34 Treat Critical Wounds Hea Cure 40% of max DM

[S3] Priest Spells


[S3.5] Level 5 Priest Spells

SL # Name Sphere Effect Source
5 1 Animate Dead Monsters Nec Animates CL dead monsters UA1
5 2 Antiplant Shell Pla; Pro Keeps out plants PH2
5 3 Blade Barrier 5 Gua 7d7 dmg wall (shards) DM
5 4 Call Lightning 5 Com,Ele (CL+2)d12 lightning dmg (save:½) (halve the die type if not outside) DM
5 5 Command 5 Cha Target makes 5 saves, each missed save allows 1 word for a command to be given DM
5 6 Conjure/Dismiss Normal Elemental Ele Summons or dismisses a Normal Elemental DM
5 7 Creeping Doom 5 Sum (1d2+4)*60 insect dmg DM
5 8 Cure Wounds 5 Hea Cures 15d8 hp (can take offer of 6 per die -> 90 hp) DM
5 9 Death's Door 5 Hea,Nec Target (currently at negative hp) goes to 2 hp (can't go above max) DM
5 10 Dispel Evil All; Com Unsummons evil creatures (Outer-planar/summoned no save). If cast against 1 creature of the appropriate type, there is no saving throw. If cast against an evil area or a grouping of creatures, the save is at normal chances. PH2
5 11 Dispel Innates Pro Dispels Innates DM
5 12 Dispel Magic 5 Com Dispel 3 magic effects DM
5 13 Double Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
5 14 Double Resist [E=4 element] Elemental Pick an E=4 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
5 15 Extra Group +1 Numbers The next spell you cast will affect +1 groups of monsters DM
5 16 Fire Storm 5 Com,Ele (CL+2)d2 holy fire dmg, hits 1 group (no save) DM
5 17 Flame Strike 5 Com,Ele CLd8 holy fire dmg (save:½) DM
5 18 Golem Cre Makes a golem (you need raw materials) UA1
5 19 Goodberry 5 Hea,Pla Creates 20 goodberries DM
5 20 Greater Command Cha As command, but affects one subject/level. PH3
5 21 Heal 5 Hea Cure to 75% of max hp (max Heal 5 can cure at once = 750 hp) DM
5 22 Hold Person/Monster 5 Cha Hold 7 person or 5 monster targets (save) DM
5 23 Ice Storm Ele Hail deals 5d6 damage in cylinder 40 ft. across. PH3
5 24 Immune [E=2 element] Elemental Pick an E=2 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
5 25 Improved Free Action Cha Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P,V actions DM
5 26 Insect Plague Ani; Sum Insect horde limits vision, inflicts damage, creatures flee. PH2&3
5 27 Ironskin   Does not stop falling damage. Does not leak like Stoneskin. Any attack (hit or miss) knocks off an Ironskin, unless the roll was a natural 1. DK2
5 28 Limited Cureall Hea Cureall, target must Fort save vs. # hp down (+10 per other effect) DM
5 29 Limited Wish Com 5th level spell: will duplicate any Wizard spell of levels 0-3 or Priest spell of levels 0-4. DM
5 30 MultiCure Critical Wounds   Cure Critical (3 targets) (r=sight) DM
5 31 Neutralize Poison 5 Hea,Nec Cure 2 poison effects (reverse causes that many, save for each) DM
5 32 Protection from Fire 5 Ele,Pro Stop the next CL*16 fire dmg DM
5 33 Protection from Lightning 5 Ele,Pro Stop the next CL*16 lightning dmg DM
5 34 Rainbow Sun Creates a rainbow bridge (or) CL bolts d8 dmg 1 target each PH2
5 35 Raise Dead Nec Restores life to subject who died up to 1 day/level ago. What you get is the full character at 1 hit point (he can be healed), with no spells or psionic points. He loses 1 Con point permanently. PH2&3
5 36 Remove Coma Nec Removes the Coma effect DM
5 37 Remove Curse 5 Hea,Nec Cure 2 curse effects (reverse causes that many, save for each) DM
5 38 Resist [E=5 element] Elemental Pick an E=5 element, you resist it for 1 hour. DM
5 39 Resist Fire/Resist Cold 5 Ele,Pro Take -65% dmg vs. fire or cold DM
5 40 Resist Vulnerability Pro Target gains a Resist to something which can only be used to counter a Vulnerability (Duration 1 hour) DM
5 41 Spell Immunity 5 Pro Be immune to 2 spells by name DM
5 42 Spell Resistance Pro Subject gains +12 +1/level SR. PH3
5 43 Summon Monster V Sum Summons a DL V monster (1 turn) PH3
5 44 Summon Nature's Ally V Sum; Ani Summons a DL V animal (maintained) PH3
5 45 Treat Deadly Wounds Hea Cure 50% of max hp DM
5 46 Troll-like Regeneration Nec You Troll-like Regenerate at CL hp per round DM
5 47 Vulnerable Resistance Pro Target gains a Vulnerability to something which can only be used to counter a Resistance (Duration 1 hour) DM
5 48 Wall of Fire Ele Passing through wall deals 2d6 +1/level. PH3
5 49 Wall of Stone Ele 20 hp/four levels; can be shaped. PH3
5 50 Wall of Thorns Pla Thorns damage anyone who tries to pass. PH3

[S3] Priest Spells


[S3.6] Level 6 Priest Spells

SL # Name Sphere Effect Source
6 1 Anti-Animal Shell     PH2
6 2 Antilife Shell   10-ft. field hedges out living creatures. PH3
6 3 Blade Barrier   Blades encircling you deal 1d6 damage/level. PH3
6 4 Blade Barrier 6 Gua 8d8 dmg wall (shards) DM
6 5 Call Lightning 6 Com,Ele (CL+2)d14 lightning dmg (save:½) (halve the die type if not outside) DM
6 6 Command 6 Cha Target makes 6 saves, each missed save allows 1 word for a command to be given DM
6 7 Conjure/Dismiss Para Elemental Ele Summons or dismisses a Para Elemental DM
6 8 Create Undead   Ghouls, shadows, ghasts, wights, or wraiths. PH3
6 9 Creeping Doom 6 Sum (1d3+5)*80 insect dmg DM
6 10 Cure Wounds 6 Hea Cures 21d8 hp (can take offer of 6 per die -> 126 hp) DM
6 11 Death's Door 6 Hea,Nec Target (currently at negative hp) goes to 4 hp (can't go above max) DM
6 12 Dispel Evil 6 All Dispel 2 evil targets (can target the same thing more than once) (save) DM
6 13 Dispel Magic 6 Com Dispel 4 magic effects DM
6 14 Double Resist [E=5 element] Elemental Pick an E=5 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
6 15 Feeblemind     PH1
6 16 Fire Storm 6 Com,Ele (CL+2)d5 holy fire dmg, hits 1+1/2 groups (no save) DM
6 17 Flame Strike 6 Com,Ele CLd10 holy fire dmg (save:½) DM
6 18 Forbiddance   Denies area to creatures of another alignment. PH3
6 19 Goodberry 6 Hea,Pla Creates 24 goodberries DM
6 20 Heal Hea Cure all dmg + disease,blind,insanity,feeblemind PH1
6 21 Hold Person/Monster 6 Cha Hold 8 person or 6 monster targets (save) DM
6 22 Immune [E=3 element] Elemental Pick an E=3 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
6 23 Mass Remove Curse   Remove Curse on 6 targets or 1 group DM
6 24 Mass Remove Paralysis     DM
6 25 MultiCure Deadly Wounds Hea Cure 8d8+10 or 58 to 6 different targets DM
6 26 Neutralize Poison 6 Hea,Nec Cure 3 poison effects (reverse causes that many, save for each) DM
6 27 No Save Combat The next spell you cast does not have a saving throw DM
6 28 Protection from Fire 6 Ele,Pro Stop the next CL*20 fire dmg DM
6 29 Protection from Lightning 6 Ele,Pro Stop the next CL*20 lightning dmg DM
6 30 Really Put of Misery Nec Target being that is slain is Capital S Slain (no save) DM
6 31 Remove *Curse* Nec Removes *Curse*, Capital C Curse (but not Ancient Foul Curse) DM
6 32 Remove Curse 6 Hea,Nec Cure 3 curse effects (reverse causes that many, save for each) DM
6 33 Resist [E=3 eelement] Elemental Pick an EE=3 eelement, you resist it for 1 hour. DM
6 34 Resist [E=6 element] Elemental Pick an E=6 element, you resist it for 1 hour. DM
6 35 Resist Fire/Resist Cold 6 Ele,Pro Take -70% dmg vs. fire or cold DM
6 36 Spell Immunity 6 Pro Be immune to 3 spells by name DM
6 37 Summon Monster VI   Calls outsider to fight for you. PH3
6 38 Summon Nature's Ally VI   Calls creature to fight. PH3
6 39 Treat Harmful Wounds Hea Cure 60% of max hp DM

[S3] Priest Spells


[S3.7] Level 7 Priest Spells

SL # Name Sphere Effect Source
7 1 Blade Barrier 7 Gua 9d9 dmg wall (shards) DM
7 2 Call Lightning 7 Com,Ele (CL+2)d16 lightning dmg (save:½) (halve the die type if not outside) DM
7 3 Command 7 Cha Target makes 7 saves, each missed save allows 1 word for a command to be given DM
7 4 Confusion     PH2
7 5 Conjure/Dismiss Quasi Elemental Ele Summons or dismisses a Quasi Elemental DM
7 6 Creeping Doom 7 Sum (1d4+6)*100 insect dmg DM
7 7 Cure Wounds 7 Hea Cures 28d8 hp (can take offer of 6 per die -> 168 hp) DM
7 8 Cureall Hea Cure all dmg + remove all non-divine ailments RC0
7 9 Death's Door 7 Hea,Nec Target (currently at negative hp) goes to 8 hp (can't go above max) DM
7 10 Dispel Evil 7 All Dispel 3 evil targets (can target the same thing more than once) (save) DM
7 11 Dispel Magic 7 Com Dispel 5 magic effects DM
7 12 Earthquake   Intense tremor shakes 5-ft./level radius. PH2
7 13 Escape Travelers You Escape from current situation DM
7 14 Fire Storm 7 Com,Ele (CL+2)d8 holy fire dmg, hits 2 groups (no save) DM
7 15 Flame Strike 7 Com,Ele CLd12 holy fire dmg (save:½) DM
7 16 Gate   Connects two planes for travel or summoning. PH2
7 17 Goodberry 7 Hea,Pla Creates 28 goodberries DM
7 18 Greater Restoration   As restoration, plus restores all levels and ability scores PH3
7 19 Heal 7 Hea Cure to 125% of max hp (max Heal 7 can cure at once = 1250 hp) DM
7 20 Hold Person/Monster 7 Cha Hold 9 person or 7 monster targets (save) DM
7 21 Holy Word   Double the Hit Dice brackets. A creature does not have to "hear" the spell in order for it to take effect. PH1
7 22 Immune [E=4 element] Elemental Pick an E=4 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
7 23 MultiHeal Hea Cure all dmg + disease,blind,insanity,feeblemind (6 targets) DM
7 24 Neutralize Poison 7 Hea,Nec Cure 4 poison effects (reverse causes that many, save for each) DM
7 25 Phoenix Sanctuary Pro You take half damage from any source (duration 1 turn, cannot be made permanent) DM
7 26 Protection from Death Pro,Nec Immune to slain and Slain DM
7 27 Protection from Fire 7 Ele,Pro Stop the next CL*24 fire dmg DM
7 28 Protection from Lightning 7 Ele,Pro Stop the next CL*24 lightning dmg DM
7 29 Raise Dead Fully Nec What you get is the full character at full hit points, but with no spells or psionic points. He loses 1 Con point permanently. RC0
7 30 Regenerate 7 Nec Regenerates 1 hp /s DM
7 31 Remove Curse 7 Hea,Nec Cure 4 curse effects (reverse causes that many, save for each) DM
7 32 Repulsion   Creatures can't approach you. PH3
7 33 Resist Fire/Resist Cold 7 Ele,Pro Take -75% dmg vs. fire or cold DM
7 34 Restoration (1)   Removes all lost levels, not just one. Also restores ability score drains. Does not age caster or target. PH1
7 35 Resurrection Nec What you get is the full character at 1 hit point, with the spells and psionic points he had when killed. He loses 1 Con point, which can be restored with a Restoration or other means. PH1
7 36 Spell Immunity 7 Pro Be immune to 4 spells by name DM
7 37 Summon Monster VII   Calls outsider to fight for you. PH3
7 38 Summon Nature's Ally VII   Calls creature to fight. PH3
7 39 Symbol   Triggered runes have array of effects. PH2
7 40 Time/Reality Stability Time Time/Reality Stability (duration 1 day), reverse removes it (Spell save) DM
7 41 Treat Caused Wounds Hea Cure 70% of max hp DM
7 42 Wish Cnj Duplicate any Wizard or Priest spell of levels 0-6. RC0

[S3] Priest Spells


[S3.8] Level 8 Priest Spells (Quest spells)

SL # Name Sphere Effect Source
8 1 Animal Horde Ani/Sum Summon your choice of 10*level HD of animals TOM2
8 2 Antimagic Field   Negates magic within 10 ft. PH3
8 3 Blade Barrier 8 Gua 10d10 dmg wall (shards) DM
8 4 Call Lightning 8 Com,Ele (CL+2)d18 lightning dmg (save:½) (halve the die type if not outside) DM
8 5 Circle Of Sunmotes Sun All friends get leveld6 hp,+1/+1 TH/dmg; enemies get reverse TOM2
8 6 Command 8 Cha Target makes 8 saves, each missed save allows 1 word for a command to be given DM
8 7 Conjure Greater Elemental Ele Conjures a 36 HD Elemental Lord (x2 being) ?
8 8 Conjure/Dismiss Semi Elemental Ele Summons or dismisses a Semi Elemental DM
8 9 Create Greater Undead   Mummies, spectres, vampires, or ghosts. PH3
8 10 Creeping Doom 8 Sum (1d5+7)*120 insect dmg DM
8 11 Cure Wounds 8 Hea Cures 36d8 hp (can take offer of 6 per die -> 216 hp) DM
8 12 Death's Door 8 Hea,Nec Target (currently at negative hp) goes to 16 hp (can't go above max) DM
8 13 Dispel Evil 8 All Dispel 4 evil targets (can target the same thing more than once) (save) DM
8 14 Dispel Magic 8 Com Dispel 6 magic effects DM
8 15 Duplicate Monster Cre Duplicate a x1 monster (not incl. classes) ?
8 16 Elemental Swarm Ele/Sum Summons (level) 36 HD elementals of chosen type (not semi-) TOM2
8 17 Extra Group +2 Numbers The next spell you cast will affect +2 groups of monsters DM
8 18 Fear Contagion Cha/War All within 240' are feared (no save), effect is contagious 1t TOM2
8 19 Finger of Death   Kills one subject. PH3
8 20 Fire Storm 8 Com,Ele (CL+2)d11 holy fire dmg, hits 3 groups (no save) DM
8 21 Flame Strike 8 Com,Ele CLd14 holy fire dmg (save:½) DM
8 22 Forever Minions Nec All dead in area raise as zombies in 1r; spell is permanent ?
8 23 Goodberry 8 Hea,Pla Creates 32 goodberries DM
8 24 Heal 8 Hea Cure to 150% of max hp (max Heal 8 can cure at once = 1500 hp) DM
8 25 Hold Person/Monster 8 Cha Hold 10 person or 8 monster targets (save) DM
8 26 Holy Bolt Com Dispels undead, evil, outer-planar & 20 dmg/lvl ?
8 27 Implosion/Inversion Num/Com Each round for 1t, caster can implode 1 target (save -4) TOM2
8 28 Lady's Smile Num/Tho Can choose result of 1 die roll within 2r ?
8 29 Mass Heal   As heal, but with several subjects. PH3
8 30 Neutralize Poison 8 Hea,Nec Cure 5 poison effects (reverse causes that many, save for each) DM
8 31 Protection from Fire 8 Ele,Pro Stop the next CL*28 fire dmg DM
8 32 Protection from Lightning 8 Ele,Pro Stop the next CL*28 lightning dmg DM
8 33 Really Really Put of Misery Time Target being that is Capital S Slain is removed from the timeline (no save) DM
8 34 Regenerate 8 Nec Regenerates 2 hp /s DM
8 35 Remove Curse 8 Hea,Nec Cure 5 curse effects (reverse causes that many, save for each) DM
8 36 Robe Of Healing Hea Get 20 1d4+4 healing effects (self or other) every round for 1h TOM2
8 37 Shooting Stars Com/Sun All enemies within 120' take 6d10+192 (no save) (fire+lightning) TOM2
8 38 Spell Immunity 8 Pro Be immune to 5 spells by name DM
8 39 Sphere Of Security Pro Friends get +2 AC,+2 saves, +50% MR, 4 Pro.scroll effects 1h TOM2
8 40 Spiral Of Degeneration C/Tho All x1 items within 50' turn off, all lose 1 spell/r, 1h TOM2
8 41 Storm Of Vengeance Ele/War No spellcasting, lvld6 acid, 48d8 lightning, 3*lvld10 ice TOM2
8 42 Summon Monster VIII   Calls outsider to fight for you. PH3
8 43 Summon Nature's Ally VIII   Calls creature to fight. PH3
8 44 Treat Terrible Wounds Hea Cure 80% of max hp DM
8 45 UltraCureAll Hea As Cureall but full set of phantom hit points. DM
8 46 Undead Plague Nec Summon 1000 skeletons TOM2
8 47 Wolf Spirits Ani/Sum Summon 2*lvld6 wolf spirits (AC-18,hp76,+2 wpn to hit,undead) TOM2

[S3] Priest Spells


[S3.9] Level 9 Priest Spells

SL # Name Sphere Effect Source
9 1 Anti-Dispel Magic Shell Pro your effects are non-dispellable (inc.shell) DM/i?
9 2 Blade Barrier 9 Gua 11d11 dmg wall (shards) DM
9 3 Call Lightning 9 Com,Ele (CL+2)d20 lightning dmg (save:½) (halve the die type if not outside) DM
9 4 Command 9 Cha Target makes 9 saves, each missed save allows 1 word for a command to be given DM
9 5 Conjure Elemental 9 Ele,Sum Conjure a DL=8 elemental DM
9 6 Creeping Doom 9 Sum (1d6+8)*140 insect dmg DM
9 7 Cure Wounds 9 Hea Cures 45d8 hp (can take offer of 6 per die -> 270 hp) DM
9 8 Death's Door 9 Hea,Nec Target (currently at negative hp) goes to 32 hp (can't go above max) DM
9 9 Dispel Evil 9 All Dispel 5 evil targets (can target the same thing more than once) (save) DM
9 10 Dispel Magic 9 Com Dispel 7 magic effects DM
9 11 Down a Hole Astral Target is put Down a Hole (no save) DM
9 12 Duplicate Item Cre duplicate a x1 magic or psi item that uses charges DM/i?
9 13 Duplicate Mechanism Cre duplicate a technology item DM/i?
9 14 Energy Drain   Subject gains 2d4 negative levels. PH3
9 15 Erase Truename Astral Erases target's Truename (no save) DM
9 16 Fire Storm 9 Com,Ele (CL+2)d14 holy fire dmg, hits 4 groups (no save) DM
9 17 Flame Strike 9 Com,Ele CLd16 holy fire dmg (save:½) DM
9 18 Goodberry 9 Hea,Pla Creates 36 goodberries DM
9 19 Heal 9 Hea Cure to 175% of max hp (max Heal 9 can cure at once = 1750 hp) DM
9 20 Hold Person/Monster 9 Cha Hold 11 person or 9 monster targets (save) DM
9 21 Implosion   Kills one creature/round. PH3
9 22 Miracle   Requests a deity's intercession. PH3
9 23 Neutralize Poison 9 Hea,Nec Cure 6 poison effects (reverse causes that many, save for each) DM
9 24 Petition All auto make next divine intervention roll DM/i?
9 25 Protection from Fire 9 Ele,Pro Stop the next CL*32 fire dmg DM
9 26 Protection from Lightning 9 Ele,Pro Stop the next CL*32 lightning dmg DM
9 27 Regenerate 9 Nec Regenerates 4 hp /s DM
9 28 Remove Curse 9 Hea,Nec Cure 6 curse effects (reverse causes that many, save for each) DM
9 29 Reset Self Hea Reset self DM
9 30 Resist Fire/Resist Cold 9 Ele,Pro Take -85% dmg vs. fire or cold DM
9 31 Rift Nec all undead within 360 yards have x10 hp; duration 3 d DK2
9 32 Shapechange   Transforms you into any creature, and change forms once per round. PH3
9 33 Spell Immunity 9 Pro Be immune to 6 spells by name DM
9 34 Summon Monster IX   Calls outsider to fight for you. PH3
9 35 Summon Nature's Ally IX   Calls creature to fight. PH3
9 36 Treat Ultra Wounds Hea Cure 90% of max hp DM
9 37 True Resurrection   As resurrection, plus remains aren't needed. PH3
9 38 Unlimited Wish ? Duplicate any Wizard or Priest spell of levels 0-8. DM

[S4] Rogue Spells


[S4.1] Level 1 Rogue Spells

SL # Name Class Effect Source
1 1 Accelerated Movement Bard Move at normal speed when using Balance, Climb, or Move Silently CAdv3-142
1 2 Alarm Bard Alarm PH3-197
1 3 Amplify Bard Amplifies sound MoF3-77
1 4 Animate Rope Bard Animate Rope PH3-199
1 5 Appraising Touch Bard +CL to Appraisal checks DR253-70
1 6 Balagarn's Iron Horn Bard Trip 1 group (Str check vs. Str 20) MoF3-79
1 7 Cause Fear Bard Fear 1 target (Will save) PH3-208
1 8 Charm Person Bard Charm Person PH3-209
1 9 Comprehend Languages Bard Comprehend Languages PH3-212
1 10 Confusion, Lesser Bard Confusion one target (Will save) PH3-212
1 11 Critical Strike Assassin Next attack does +1d6 dmg, threat range doubles CAdv3-145
1 12 Cure Light Wounds Bard Cures 1d8+CL hp PH3-215
1 13 Dead End Assassin Obscures your tracks and scent; Immune Clairnasience DR253-71
1 14 Dead End Bard CL targets have tracks and scent obscured DR253-71
1 15 Detect Poison Assassin Detects poison PH3-219
1 16 Detect Secret Doors Bard Detect Secret Doors and compartments PH3-220
1 17 Discern Bloodline Bard Know race of target creature RoD3-165
1 18 Disguise Self Assassin Disguise 40+CL*20% PH3-222
1 19 Disguise Self Bard Disguise Self PH3-222
1 20 Disquietude Bard Target flees (Will save) MoF3-90
1 21 Distort Speech Bard Target has 50% spell failure (Fort save) CAdv3-145
1 22 Distract Bard CL targets get -4 on all rolls (Will save) DR143-20
1 23 Distract Assailant Assassin Target loses Dex adjustment to AC (Will save) CAdv3-146
1 24 Empathy Bard Empathy DR133-93
1 25 Erase Bard Erase PH3-227
1 26 Expeditious Retreat Bard +9" move rate for 1t PH3-228
1 27 Expeditious Retreat, Swift Bard (0 action to cast) +9" move rate for 1r CAdv3-149
1 28 Feather Fall Assassin Feather Fall PH3-229
1 29 Feather Fall Bard Feather Fall PH3-229
1 30 Focusing Chant Bard +1 TH, skill checks, ability score checks for 1t CAdv3-149
1 31 Friendly Face Bard +5 bonus on Diplomacy and Gather Information checks RoD3-166
1 32 Ghost Sound Assassin Illusionary sounds of 4*CL people PH3-235
1 33 Glimpse of Fear Bard Target is Vulnerable to Fear (no save) DR333-71
1 34 Grease Bard Grease PH3-237
1 35 Harmony Bard Singing: +2 TH and dmg and Resist Fear for party PGF3-104
1 36 Healing Rest Bard CL creatures have double natural healing rate CAdv3-151
1 37 Herald's Call Bard Slow 1 target (Will save) CAdv3-151
1 38 Hypnotism Bard Hypnotism 1 target (Will save) PH3-242
1 39 Identify Bard Identify PH3-243
1 40 Insightful Feint Assassin +10 AC vs. next attack on you CAdv3-153
1 41 Instant Locksmith Assassin Open Locks 40+CL*20% (duration = one attempt) CAdv3-153
1 42 Instant Search Assassin Auto make one Search check CAdv3-153
1 43 Joyful Noise Bard Cancels Silence CAdv3-154
1 44 Jump Assassin Jump PH3-246
1 45 Know Protections Bard Know target's DR, SR, and resistances/immunities MoF3-104
1 46 Locate City Bard Locate a city with minimum size designated by caster RoD3-167
1 47 Low-Light Vision Assassin Low-Light vision CArc3-113
1 48 Magic Mouth Bard Magic Mouth PH3-251
1 49 Master's Touch Bard Proficient with one weapon for 1t CAdv3-154
1 50 Nystul's Magic Aura Bard Nystul's Magic Aura PH3-257
1 51 Obscure Object Bard Object in undetectable by Divination effects PH3-258
1 52 Obscuring Mist Assassin Your group is fogged (can't target or use missile weapons into) PH3-258
1 53 Ray of Hope Bard Target gets +2 on all die rolls for 1r BoED3-105
1 54 Remove Fear Bard Remove Fear PH3-271
1 55 Rooftop Strider Assassin Auto make Balance and Jump checks RoD3-167
1 56 Scholar's Touch Bard Read 1 book per round RoD3-167
1 57 Serene Visage Assassin Illusion DR253-72
1 58 Serene Visage Bard +CL Bluff checks DR253-72
1 59 Shock and Awe Assassin Target loses next action (Will save) DR253-72
1 60 Shock and Awe Bard CL targets get -10 initiative on next roll DR253-72
1 61 Silent Image Bard Visual-only illusion of an object or creature PH3-279
1 62 Silent Portal Assassin One door or window makes no sound when opening/closing MoF3-117
1 63 Sleep Assassin 4 HD of creatures in one group slept (Will save) PH3-280
1 64 Sleep Bard Sleep 1 target or 4 HD of creatures (Will save) PH3-280
1 65 Sniper's Shot Assassin Can use Backstab (even to front) on next missile attack CAdv3-157
1 66 Summon Monster I Bard Summons a DL I monster PH3-285
1 67 Summon Undead I Bard Summons a DL I undead PGF3-114
1 68 Tasha's Hideous Laughter Bard Tasha's Hideous Laughter PH3-292
1 69 True Strike Assassin +20 TH on next attack roll PH3-296
1 70 Undersong Bard May make a Perform check in place of a Concentration check DR283-72
1 71 Undetectable Alignment Bard Undetectable Alignment PH3-297
1 72 Unseen Servant Bard Unseen Servant PH3-297
1 73 Ventriloquism Bard Ventriloquism PH3-298

[S4] Rogue Spells


[S4.2] Level 2 Rogue Spells

SL # Name Class Effect Source
2 1 Alter Self Assassin Alter Self +/- 1 size PH3-197
2 2 Alter Self Bard Alter Self PH3-197
2 3 Animal Messenger Bard Message PH3-198
2 4 Animal Trance Bard 2d6 HD of Animals with Int <3 are Fascinated PH3-198
2 5 Bladeweave Bard 0, 1/P action: One of your attacks is Daze brand (Will save) CAdv3-144
2 6 Blindness/Deafness Bard Blindness or Deafness one target (Fort save) PH3-206
2 7 Blur Bard iWR 20% PH3-206
2 8 Calm Emotions Bard Removes Rage, Enraged, Fear, Confusion, failed Morale PH3-207
2 9 Cat's Grace Bard +4 Dex for 1t PH3-208
2 10 Cat's Grace Assassin +4 Dex for CL r PH3-208
2 11 Circle Dance Bard Locate Person and know if he's hurt MoF3-84
2 12 Cloud of Bewilderment Bard Group is Nauseated (Fort save) PGF3-101
2 13 Cure Moderate Wounds Bard Cures 2d8+CL hp PH3-216
2 14 Darkness Assassin Darkness 20'r PH3-216
2 15 Darkness Bard Darkness PH3-216
2 16 Daze Monster Bard 1 target Dazed (Will save) PH3-217
2 17 Delay Poison Bard Slow Poison PH3-217
2 18 Delusions of Grandeur Bard -2 all actions, -2 Wis (Will save) DR243-71
2 19 Detect Thoughts Bard ESP (Will save) PH3-220
2 20 Eagle's Splendor Bard +4 Chr for 1t PH3-225
2 21 Elation Bard +2 Str, +2 Dex, +3" move rate BoED3-98
2 22 Enthrall Bard Enthrall PH3-227
2 23 Faerinaal's Hymn Bard CL targets do not get parting shots for 1t BoED3-99
2 24 Fire Shuriken Assassin CL/3 targets: 3d6 fire dmg (no save); can get Str bonus but need to roll TH CArc3-107
2 25 Fly, Swift Bard (0 action to cast) Fly at 18" for 1r CAdv3-149
2 26 Force Whip Bard Creates a Whip with Fear Animals Brand for 1t. CArc3-108
2 27 Fox's Cunning Bard +4 Int for 1t PH3-233
2 28 Fox's Cunning Assassin +4 Int for CL r PH3-233
2 29 Glitterdust Bard Dispels Invisibility, 1 target Blind (Will save) PH3-236
2 30 Harmonize Bard Can sing Bard songs using 1V action RoS3-162
2 31 Heartfire Bard Dispels Blur, Displacement, Invisibility; 1d4 Fire dmg for CL r DR143-20
2 32 Heroism Bard One target gets +2 TH, saves, skill checks PH3-240
2 33 Hold Person Bard Hold Person PH3-241
2 34 Hypnotic Pattern Bard Hypnotic Pattern PH3-242
2 35 Ice Knife Assassin One target: 2d8 cold dmg (no save) and 2 Dex dmg (Fort save) CArc3-112
2 36 Illusory Script Assassin Only specified people can read the writing PH3-243
2 37 Insidious Insight Bard +10 bonus on Bluff, Diplomacy, Intimidate, Sense Motive RoE3-187
2 38 Insidious Rhythm Bard Target gets -4 Int and Concentration checks CAdv3-152
2 39 Insignia of Alarm Bard Wakens the whole party RoD3-166
2 40 Invisibility Assassin Invisibility PH3-245
2 41 Invisibility Bard Invisibility PH3-245
2 42 Invisibility, Swift Assassin 1bM to cast: Invisibility, disappears if you are hit or attack CAdv3-153
2 43 Invisibility, Swift Bard (0 action to cast) Invisibility for 1r CAdv3-153
2 44 Iron Silence Assassin No penalties while wearing armor for CL h CAdv3-153
2 45 Iron Silence Bard CL/3 suits of armor do not have Rogue penalties for 1d CAdv3-153
2 46 Lively Step Bard Party gets +3" move rate and +1V action per round PGF3-106
2 47 Locate Object Bard Locate Object PH3-249
2 48 Marked Man Assassin Auto make Search checks when tracking/trailing a specific person DR253-71
2 49 Mindless Rage Bard Target is Enraged (Will save) CAdv3-155
2 50 Minor Image Bard Visual illusion with some minor sounds (i.e., not speech) PH3-254
2 51 Mirror Image Bard 1d4+CL/3 Mirror Images PH3-254
2 52 Misdirection Bard Misdirection PH3-254
2 53 Misrepresent Alignment Bard Give false alignment to Divination effects RoE3-188
2 54 Nightmare Lullaby Bard Target is Confused (Will save) MoF3-110
2 55 Pass without Trace Assassin Leave no tracks or scent trail PH3-259
2 56 Phade's Fearsome Aspect Bard Target can gaze to fear (Will save) DR333-72
2 57 Phantom Foe Assassin 1 Mirror Image DR243-72
2 58 Phantom Threat Bard Everyone is "Behind" on the target (Will save) CWar3-118
2 59 Proud Arrogance Bard Target resists Charm and Fear RoD3-167
2 60 Pyrotechnics Bard Pyrotechnics PH3-267
2 61 Rage Bard Target is Enraged and gets +2 Str, +2 Con, +1 Will saves, -2 AC PH3-268
2 62 Reflective Disguise Bard Creatures think you are the same race as them for CL t Und3-60
2 63 Returning Weapon Assassin One weapon gains end of segment returning (travels) for CL r RotW3-175
2 64 Scare Bard CL/3 targets are Feared (Will save) PH3-274
2 65 Shatter Bard Shatter PH3-278
2 66 Silence Bard Silence 20'r PH3-279
2 67 Sonic Weapon Bard Weapon does +1d6 sound dmg per attack CAdv3-157
2 68 Sound Burst Bard Group takes 1d8 sound dmg (no save), stunned 1r (Fort save) PH3-281
2 69 Spider Climb Assassin Spider Climb PH3-283
2 70 Suggestion Bard Suggestion PH3-285
2 71 Summon Monster II Bard Summons a DL II monster PH3-286
2 72 Summon Swarm Bard Summons CL DL I rats, bats, or spiders PH3-289
2 73 Summon Undead II Bard Summons a DL II undead PGF3-114
2 74 Tactical Precision Bard If 2 PCs are attacking same creature, they get +2 TH and +1d6 dmg CAdv3-157
2 75 Tongues Bard Tongues PH3-294
2 76 Tvash-Prull's Bonefiddle Bard Target takes 1d6 sound dmg dmg per round DR283-72
2 77 Undetectable Alignment Assassin Undetectable alignment PH3-297
2 78 Unseen Crafter Bard Unseen Servant, has caster's Craft skill RoE3-191
2 79 Wave of Grief Bard Group gets -3 on all actions (Will save) CDiv3-188
2 80 Whirling Blade Bard Do 1 attack on all creatures in 1 group (not necessarily your group) CArc3-129
2 81 Whispering Wind Bard Message PH3-201
2 82 Wraithstrike Assassin All of your melee weapons are effectively grafted (get Str+Dex) for CL r CAdv3-158

[S4] Rogue Spells


[S4.3] Level 3 Rogue Spells

SL # Name Class Effect Source
3 1 Absorb Weapon Assassin One your weapons is hidden inside your body (1V to draw weapon) CAdv3-142
3 2 Allegro Bard Group gets +9" to move rate CAdv3-142
3 3 Amorphous Form Assassin Become Ooze-like; Immune poison, polymorph, stun; Cannot attack or cast spells Und3-56
3 4 Analyze Portal Bard Detects and analyzes Portals within 60' FR3-66
3 5 Anamensis Bard Auto make Knowledge skill checks; -4 Will saves DR383-77
3 6 Blink Bard Controlled Blink PH3-206
3 7 Charm Monster Bard Charm Monster PH3-209
3 8 Clairaudience/Clairvoyance Bard Clairaudience or Clairvoyance PH3-209
3 9 Confusion Bard Confusion 1 group (Will save) PH3-212
3 10 Crushing Despair Bard 1 group gets -2 all actions and -2 dmg (Will save) PH3-215
3 11 Cure Serious Wounds Bard Cures 3d8+CL hp PH3-216
3 12 Daylight Bard Gives an area of sunlight (may affect undead and the like) PH3-216
3 13 Deep Slumber Assassin 10 HD of creatures in a group are slept (Will save) PH3-217
3 14 Deep Slumber Bard Sleep a group (Will save) PH3-217
3 15 Deeper Darkness Assassin Darkness vs. all forms of sight (No Blindfighting, Infravision, etc.) PH3-217
3 16 Dirge of Discord Bard 1 group gets -4 Dex, -4 TH, half move rate (Will save) CAdv3-145
3 17 Dispel Magic Bard Dispel Magic PH3-223
3 18 Displacement Bard Displaced PH3-223
3 19 Dissonant Chord Bard 1 group takes CLd4 sound dmg (Will save for 1/2) CAdv3-145
3 20 False Life Assassin +1d10+CL hp (can go up to 10+CL above max), above max lasts for CL h PH3-229
3 21 Fear Bard Group is Feared or Panicked (Will save) PH3-229
3 22 G'elsewhere Chant Bard Willing target or object Escapes to home MoF3-96
3 23 Gaseous Form Bard Gaseous Form PH3-234
3 24 Geas, Lesser Bard Geas 1 target (Will save) PH3-235
3 25 Good Hope Bard Target gets +2 all actions and +2 dmg PH3-237
3 26 Harmonic Chorus Bard +2 CL on your spells for CL r CAdv3-150
3 27 Haste Bard Haste PH3-239
3 28 Haunting Tune Bard CL targets are Feared (Will save) MoF3-99
3 29 Hymn of Praise Bard Good-aligned Group +2 CL w/ Priest spells and +4 Turn Undead rolls for 1r CAdv3-152
3 30 Illusory Script Bard Illusory Script PH3-243
3 31 Infernal Threnody Bard Evil-aligned Group +2 CL w/ Priest spells and +4 Turn Undead rolls for 1r CAdv3-152
3 32 Insignia of Blessing Bard Awaken party; they get +1 AC and Fort saves for 1t RoD3-166
3 33 Insignia of Healing Bard Target is cured 1d8+CL hp (even out of sight if it's a Party member on same plane) RoD3-166
3 34 Invisibility Sphere Bard Group is Invisible PH3-245
3 35 Leomund's Tiny Hut Bard Leomund's Tiny Hut PH3-247
3 36 Love's Lament Bard 1 group: 1d6 Wis dmg (Will save), Nauseated (Will save) DR283-70
3 37 Magic Circle against Good Assassin Pro. from Good PH3-250
3 38 Major Image Bard Illusion that has visuals, sound, smell, and heat PH3-252
3 39 Misdirection Assassin Misdirection PH3-254
3 40 Nondetection Assassin Nondetection PH3-257
3 41 Phantom Steed Bard Phantom Mount; has AC 18, hp 7+CL, move 6*CL" PH3-260
3 42 Puppeteer Bard Control movements 1 target (Will save) MoF3-112
3 43 Refreshment Bard Remove non-lethal (subdual) dmg, starvation, thirst BoED3-105
3 44 Remove Curse Bard Remove Curse PH3-270
3 45 Reveille Bard Speak with Dead MoF3-113
3 46 Scrying Bard Magical Pool PH3-274
3 47 Sculpt Sound Bard CL targets have their sounds/voices modified (Will save) PH3-275
3 48 Secret Page Bard Secret Page PH3-275
3 49 See Invisibility Bard Detect Invis. PH3-275
3 50 Sepia Snake Sigil Bard Sepia Snake Sigil PH3-276
3 51 Slow Bard Slow PH3-280
3 52 Speachlink Bard The caster and a willing target can communicate over any distance CAdv3-157
3 53 Speak with Animals Bard Speak with Animals PH3-281
3 54 Spectral Weapon Assassin Creates a phantom weapon of any type you like, grafted, for CL r CAdv3-157
3 55 Spider Poison Assassin Target takes 1d6 Str dmg /r (PPD save) MoF3-123
3 56 Summon Monster III Bard Summons a DL III monster PH3-286
3 57 Summon Undead III Bard Summons a DL III undead PGF3-114
3 58 Verraketh's Shadow Crown Bard +4 bonus on Perform checks RoF3-191
3 59 Vision of Fear Bard Learn the greatest or most recent fear of target DR333-73
3 60 Warcry Bard Group is Cowered for 1d4 r (Will save) BoED3-111
3 61 Weapon of Impact Bard Weapon has +2 to threat range for 1t MoF3-134
3 62 Winding Alleys Bard Target becomes lost in the city (Will save) RoD3-169
3 63 Wounding Whispers Bard Damaging shield (sound) 1d6+CL dmg per attack MoF3-134

[S4] Rogue Spells


[S4.4] Level 4 Rogue Spells

SL # Name Class Effect Source
4 1 Blinding Beauty Bard The caster gains the beauty of a Nymph. Gaze to Blind (Fort save) BoED3-92
4 2 Break Enchantment Bard CL targets remove Curses, Enchantments, Transmutations, Petrification PH3-207
4 3 Celebration Bard Group is Drunk (Will save) MoF3-84
4 4 Charm Person, Mass Bard Charm Person a group (Will save) RoD3-164
4 5 Clairaudience/Clairvoyance Assassin Clairaudience or Clairvoyance PH3-209
4 6 Cure Critical Wounds Bard Cure 4d8+CL dmg PH3-215
4 7 Cursed Blade Assassin One weapon does Vile dmg for CL r CWar3-117
4 8 Detect Scrying Bard Detect Scrying PH3-219
4 9 Dimension Door Assassin Dimension Door PH3-221
4 10 Dimension Door Bard Dimension Door PH3-221
4 11 Dolorous Motes Bard CL targets are Dazed (Will save) BoED3-97
4 12 Dominate Person Bard Domination on a Humanoid (Will save) PH3-224
4 13 Freedom of Movement Assassin Free Action PH3-233
4 14 Freedom of Movement Bard Free Action PH3-233
4 15 Fugue of Tvash-Prull Bard Group gets -2 TH and skill checks (no save), Sporacled (Fort save) DR283-70
4 16 Glibness Assassin Resist Detect Lie; +30 Bluff checks PH3-235
4 17 Hallucinatory Terrain Bard Hallucinatory Terrain PH3-238
4 18 Heart Ripper Assassin CL HD of creatures in one group slain (heart drawn forth) (Fort save) CArc3-110
4 19 Hold Monster Bard Hold Monster PH3-241
4 20 Insidious Suggestion Bard Suggestion (Will save) RoE3-187
4 21 Inspired Aim Bard Party gets +2 TH with ranged attacks BoED3-101
4 22 Invisibility, Greater Assassin Improved Invisibility PH3-245
4 23 Invisibility, Greater Bard Improved Invis. PH3-245
4 24 Know Vulnerabilities Bard Determine target's vulnerabilities and resistances. MoF3-104
4 25 Legend Lore Bard Legend Lore PH3-246
4 26 Leomund's Secure Shelter Bard Leomund's Secure Shelter PH3-247
4 27 Listening Coin Bard A pair of touched coins become a transmitter and a receiver (for sound) CAdv3-154
4 28 Locate Creature Assassin Locate a specific creature or a creature type (same plane) PH3-249
4 29 Locate Creature Bard Locates a specific or type of creature PH3-249
4 30 Modify Memory Assassin Alter short-term memories (up to 5 minutes) (Will save) PH3-255
4 31 Modify Memory Bard Changes up to 5 minutes of a living subject's memories (Will save) PH3-255
4 32 Neutralize Poison Bard Neutralize Poison PH3-257
4 33 Poison Assassin Target takes 1d10 Con dmg /r (PPD save) PH3-262
4 34 Portal View Bard The target closed Portal shows what is on the other side Und3-60
4 35 Rainbow Pattern Bard 1 group is Fascinated (Will save) PH3-268
4 36 Repel Vermin Bard Insects must Will save to enter your group (then they take 2d6 dmg) PH3-271
4 37 Resonating Bolt Bard CLd4 sound dmg to a group (no save) CArc3-121
4 38 Shadow Conjuration Bard Duplicate a Wizard Conj/Sum spell of SL 0-3, it is only 25% real PH3-276
4 39 Shadow Form Assassin Become Shadow-like; Can't be targetted; Passwall self; Immune Wall effects CAdv3-156
4 40 Shout Bard 5d6 sound dmg to a group (no save) PH3-279
4 41 Sniper's Eye Assassin Darkvision; +10 Spot checks; Can use Missile Backstab and Missile Assassination CAdv3-156
4 42 Speak with Plants Bard Speak with Plants PH3-282
4 43 Spectral Weapon Bard Creates a weapon for 1t CAdv3-157
4 44 Speechlink Bard Caster and touched targets can verbally communicate over any distance MoF3-121
4 45 Stone Shatter Bard Destroy a stone object (no save) MoF3-124
4 46 Summon Monster IV Bard Summons a DL IV monster PH3-286
4 47 Summon Undead IV Bard Summons a DL IV undead PGF3-114
4 48 Unluck Bard Target makes 2 rolls for each roll, choose worst for 1t CArc3-128
4 49 Wall of Dispel Magic Bard Wall of DMZ (Dispel Magic Zone) Und3-63
4 50 War Cry Bard Caster gains +2 bonus on attacks and damage (+4 if charging). CAdv3-158
4 51 Zone of Silence Bard Special: Silence an area only for enemies (party is unaffected) PH3-303

[S4] Rogue Spells


[S4.5] Level 5 Rogue Spells

SL # Name Class Effect Source
5 1 Blink, Improved / Greater Bard Controlled Blink; Resist damaging area effects, falling dmg CArc3-99
5 2 Body Harmonic Bard Target takes 1d10 ability dmg of your choice (no save) DR143-45
5 3 Cure Light Wounds, Mass Bard Cures 1d8+CL hp on CL targets PH3-216
5 4 Dispel Magic, Greater Bard Dispel all spell effects on 1 target (auto succeed, ER still applies) PH3-223
5 5 Dream Bard Give a sleeping target a message PH3-225
5 6 False Vision Bard True Sight (reversed) PH3-229
5 7 Heroism, Greater Bard Target gains a +4 TH, saves, skill checks; Immune fear; +CL current hp PH3-240
5 8 Improvisation Bard +2*CL Luck (the ability score) for 1t CAdv3-152
5 9 Inescapable Swarm Bard CL targets are Shaken (Will save) and Nauseated (Fort save) DR333-71
5 10 Mind Fog Bard Group gets -10 Will saves and Wis checks (no save) PH3-253
5 11 Mirage Arcana Bard Mirage Arcana PH3-254
5 12 Mislead Bard Mislead PH3-255
5 13 Nightmare Bard Sleeping target has a nightmare, 1d10 dmg PH3-257
5 14 Persistent Image Bard Mobile Illusion that has visuals, sound, smell, and heat; Programmable PH3-260
5 15 Reflective Disguise, Mass Bard Group is affected by Reflective Disguise Und3-61
5 16 Revenance Bard Raise Dead CDiv3-178
5 17 Scyllan Scream Bard Group is Panicked and Shaken (Will save for each) DR343-75
5 18 Seeming Bard Seeming (Alters appearance) PH3-275
5 19 Shadow Evocation Bard Duplicate a Wiz Evocation spell of SL 0-4, it is 25% real PH3-277
5 20 Shadow Walk Bard Shadow Walk PH3-277
5 21 Song of Discord Bard 1 group has 50% chance of attacking nearest target (friend or foe) (Will save) PH3-281
5 22 Suggestion, Mass Bard Suggestion a group (Will save) PH3-285
5 23 Summon Monster V Bard Summons a DL V monster PH3-287
5 24 Summon Undead V Bard Summons a DL V undead PGF3-114
5 25 Telepathy Block Bard Blocks use of Telepathy on you or your party's psionic link BoED3-109
5 26 Unfettered Heroism Bard 1 Luckstone effect per round RoE3-190
5 27 Wail of Doom Bard Group takes CLd4 sound dmg (no save), Panicked (Will save) CAdv3-158
5 28 Wall of Greater Dispel Magic Bard Wall of DMZ that ignores ER (treats iER as ER) Und3-63

[S4] Rogue Spells


[S4.6] Level 6 Rogue Spells

SL # Name Class Effect Source
6 1 Analyze Dweomer Bard 0, 1/r: Legend Lore PH3-197
6 2 Animate Objects Bard Animates and object as a DL V golem PH3-199
6 3 Bestow Curse, Greater Bard Curse (no save) RoD3-164
6 4 Cacophonic Shield Bard Barrier around caster (mobile) stops sound effects, songs, words CAdv3-144
6 5 Cat's Grace, Mass Bard Group gets +4 Dex for 1t PH3-208
6 6 Charm Monster, Mass Bard Charm Monster a group (Will save) PH3-209
6 7 City Stride Bard Go from one city to another within 100*CL miles RoD3-234
6 8 Cure Moderate Wounds, Mass Bard Cures 2d8+CL hp to CL targets PH3-216
6 9 Dirge Bard Enemies in your group takes 2 Str and 2 Dex dmg per round (no save) MoF3-89
6 10 Dominate Person, Mass Bard Domination a group (Will save) DR123-51
6 11 Eagle's Splendor, Mass Bard Group gets +4 Chr for 1t PH3-225
6 12 Empyreal Ecstasy Bard Remove Pain, Mental effects; Half dmg from physical attacks for 1r BoED3-98
6 13 Eyebite Bard Coma 1 target (Fort save) PH3-228
6 14 Find the Path Bard Find the Path PH3-230
6 15 Fox's Cunning, Mass Bard Group gets +4 Int for 1t PH3-233
6 16 Gate Seal Bard Removes a Gate or Dim Door type effect FR3-70
6 17 Geas, Mass Lesser Bard Geas CL targets (Will save) DR123-51
6 18 Geas/Quest Bard Geas/Quest 1 target (no save) PH3-234
6 19 Greater Shout Bard 10d6 sound dmg to 1 group (no save), stunned (Fort save) PH3-279
6 20 Heroes' Feast Bard Heroes' Feast PH3-240
6 21 Hindsight Bard Replay the Past CAdv3-151
6 22 Nixie's Grace Bard Caster gets +4 Chr, +2 Dex, +2 Wis, DR 5/cold iron, water breathing DR143-46
6 23 Otto's Irresistible Dance Bard Otto's Irresistible Dance PH3-259
6 24 Permanent Image Bard Permanent Illusion PH3-260
6 25 Programmed Image Bard Programmed Image (can respond to stimuli if responses are given) PH3-265
6 26 Project Image Bard Project Image PH3-265
6 27 Protege Bard Target gets Bardic Music/Knowledge/Perform abilities with level=CL/2 CAdv3-155
6 28 Scrying, Greater Bard Magical Pool (the effect can move at 45") PH3-275
6 29 Summon Monster VI Bard Summons a DL VI monster PH3-287
6 30 Sympathetic Vibration Bard Group of objects takes 2 Hull dmg per round PH3-291
6 31 Symphonic Nightmare Bard Target cannot sleep DR283-72
6 32 Veil Bard Veil (Alter Appearance a group) PH3-298