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Master Spell List

Below is a complete list of all spell available in PathRunner, sorted by Tier.

Tier 0 Spells

Spell Name Tier School Description
Resistance 0 abjuration Subject gains +1 on saving throws.
Acid Splash 0 conjuration Orb deals 1d4 acid damage.
Create Water 0 conjuration Creates 2 gallons/level of pure water.
Stabilize 0 conjuration Cause a dying creature to stabilize.
Summon Instrument 0 conjuration Summons one musical instrument.
Detect Magic 0 divination Detects all spells and magic items within 60 ft.
Detect Poison 0 divination Detects poison in one creature or small object.
Guidance 0 divination Grants +1 on one attack roll, saving throw, or skill check.
Read Magic 0 divination Read scrolls and spellbooks.
Daze 0 enchantment A single humanoid creature with 4 HD or less loses its next action.
Lullaby 0 enchantment Makes subject drowsy (-5 on Perception checks, -2 on Will saves against sleep.)
Dancing Lights 0 evocation Creates torches or other lights.
Flare 0 evocation Dazzles one creature (-1 on attack rolls).
Light 0 evocation Object shines like a torch.
Ray of Frost 0 evocation Ray deals 1d4 cold damage.
Ghost Sound 0 illusion Figment sounds.
Bleed 0 necromancy Cause a stabilized creature to resume dying.
Disrupt Undead 0 necromancy Deals 1d6 damage to one undead.
Touch of Fatigue 0 necromancy Touch attack fatigues target.
Mage Hand 0 transmutation 5-pound telekinesis.
Mending 0 transmutation Makes minor repairs on an object.
Message 0 transmutation Whisper conversation at distance.
Open/Close 0 transmutation Opens or closes small or light things.
Purify Food and Drink 0 transmutation Purifies 1 cu. ft./level of food or water.
Virtue 0 transmutation Subject gains 1 Barrier.
Arcane Mark 0 universal Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation 0 universal Performs minor tricks.

Tier 1 Spells

Spell Name Tier School Description
Alarm 1 abjuration Wards an area for 2 hours/level.
Endure Elements 1 abjuration Exist comfortably in hot or cold regions.
Entropic Shield 1 abjuration Ranged attacks against you have 20% miss chance.
Hide From Animals 1 abjuration Animals can't perceive one subject/level.
Hide From Undead 1 abjuration Undead can't perceive one subject/level.
Hold Portal 1 abjuration Holds door shut.
Protection 1 abjuration Grants +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear 1 abjuration Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary 1 abjuration Opponents can't attack you, and you can't attack.
Shield 1 abjuration Invisible disc gives +4 to AC, blocks magic missiles.
Shield of Faith 1 abjuration Aura grants +2 or higher deflection bonus.
Cure Light Wounds 1 conjuration Cures 1d8 damage + 1/level (max +5).
Grease 1 conjuration Makes 10-ft. square or one object slippery.
Mage Armor 1 conjuration Gives subject +4 armor bonus.
Mount 1 conjuration Summons riding horse for 2 hours/level.
Obscuring Mist 1 conjuration Fog surrounds you.
Summon Monster I 1 conjuration Summons extraplanar creature to fight for you.
Summon Nature's Ally I 1 conjuration Summons a natural creature to fight.
Unseen Servant 1 conjuration Invisible force obeys your commands.
Comprehend Languages 1 divination You understand all spoken and written languages.
Detect Animals or Plants 1 divination Detects kinds of animals or plants.
Detect Chaos/Evil/Good/Law 1 divination Reveals creatures, spells, or objects of selected alignment.
Detect Secret Doors 1 divination Reveals hidden doors within 60 ft.
Detect Undead 1 divination Reveals undead within 60 ft.
Identify 1 divination Gives +10 bonus to identify magic items.
Speak With Animals 1 divination You can communicate with animals.
True Strike 1 divination Grants +20 on your next attack roll.
Bane 1 enchantment Enemies take -1 on attack rolls and saves against fear.
Bless 1 enchantment Allies gain +1 on attack rolls and saves against fear.
Calm Animals 1 enchantment Calms 2d4 + level HD of animals.
Charm Animal 1 enchantment Makes one animal your friend.
Charm Person 1 enchantment Makes one person your friend.
Command 1 enchantment One subject obeys selected command for 1 round.
Hypnotism 1 enchantment Fascinates 2d4 HD of creatures.
Sleep 1 enchantment Puts 4 HD of creatures into magical slumber.
Burning Hands 1 evocation 1d4/level fire damage (max 5d4).
Divine Favor 1 evocation You gain +1 per three levels on attack and damage rolls.
Faerie Fire 1 evocation Outlines subjects with light, canceling blur, concealment, and the like.
Floating Disk 1 evocation Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile 1 evocation 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Produce Flame 1 evocation 1d6 damage + 1/level, touch or thrown.
Shocking Grasp 1 evocation Touch delivers 1d6/level electricity damage (max 5d6).
Color Spray 1 illusion Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self 1 illusion Changes your appearance.
Magic Aura 1 illusion Alters object's magic aura.
Silent Image 1 illusion Creates minor illusion of your design.
Ventriloquism 1 illusion Throws voice for 1 min./level.
Cause Fear 1 necromancy One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch 1 necromancy One touch/level deals 1d6 damage and possibly 1 Str damage.
Curse Water 1 necromancy Makes unholy water.
Deathwatch 1 necromancy Reveals how near death subjects within 30 ft. are.
Doom 1 necromancy One subject takes -2 on attack rolls, damage rolls, saves, and checks.
Inflict Light Wounds 1 necromancy Touch deals 1d8 damage +1/level (max +5).
Ray of Enfeeblement 1 necromancy Ray causes 1d6 Str penalty + 1 per 2 levels.
Animate Rope 1 transmutation Makes a rope move at your command.
Bless Water 1 transmutation Makes holy water.
Enlarge Person 1 transmutation Humanoid creature doubles in size.
Entangle 1 transmutation Plants entangle everyone in 40-ft. radius.
Erase 1 transmutation Mundane or magical writing vanishes.
Expeditious Retreat 1 transmutation Your base speed increases by 30 ft.
Feather Fall 1 transmutation Objects or creatures fall slowly.
Goodberry 1 transmutation 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Keen Senses 1 transmutation Gain +2 Perception and low-light vision.
Jump 1 transmutation Subject gets bonus on Acrobatics checks.
Longstrider 1 transmutation Your speed increases by 10 ft.
Magic Fang 1 transmutation One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Weapon 1 transmutation Weapon gains +1 bonus.
Pass Without Trace 1 transmutation One subject/level leaves no tracks.
Reduce Person 1 transmutation Humanoid creature halves in size.
Shillelagh 1 transmutation Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

Tier 2 Spells

Spell Name Tier School Description
Arcane Lock 2 abjuration Magically locks a portal or chest.
Bullet Shield 2 abjuration You gain a +4 deflection bonus to AC against firearm attacks.
Obscure Object 2 abjuration Masks object against scrying.
Protection From Arrows 2 abjuration Subject gains DR 10/magic against ranged attacks.
Resist Energy 2 abjuration Ignores first 10 (or more) points of damage per attack from specified energy type.
Shield Other 2 abjuration You take half of subject's damage.
Undetectable Alignment 2 abjuration Conceals alignment for 24 hours.
Acid Arrow 2 conjuration Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Cure Moderate Wounds 2 conjuration Cures 2d8 damage + 1/level (max +10)
Delay Poison 2 conjuration Stops poison from harming target for 1 hour/level.
Fog Cloud 2 conjuration Fog obscures vision.
Glitterdust 2 conjuration Blinds creatures, outlines invisible creatures.
Remove Paralysis 2 conjuration Frees creatures from paralysis or slow effect.
Lesser Restoration 2 conjuration Dispels magical ability penalty or repairs 1d4 ability damage.
Stone Call 2 conjuration 2d6 damage to all creatures in area.
Summon Monster II 2 conjuration Summons extraplanar creature to fight for you.
Summon Nature's Ally II 2 conjuration Summons a natural creature to fight.
Summon Swarm 2 conjuration Summons swarm of bats, rats, or spiders.
Web 2 conjuration Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Vomit Swarm 2 conjuration Produces a spider swarm that fights for you.
Augury 2 divination Learns whether an action will be good or bad.
Commune With Birds 2 divination You can ask birds a question.
Detect Thoughts 2 divination Allows listening to surface thoughts.
Locate Object 2 divination Senses direction toward object (specific or type).
See Invisibility 2 divination Reveals invisible creatures or objects.
Status 2 divination Monitors condition, position of allies.
Aid 2 enchantment Grants +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Animal Messenger 2 enchantment Sends a Tiny animal to a specific place.
Animal Trance 2 enchantment Fascinates 2d6 HD of animals.
Daze Monster 2 enchantment Living creature of 6 HD or less loses its next action.
Enthrall 2 enchantment Captivates all within 100 ft. + 10 ft./level.
Heroism 2 enchantment Gives +2 bonus on attack rolls, saves, skill checks.
Hold Animal 2 enchantment Paralyzes one animal for 1 round/level.
Rage 2 enchantment Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Touch of Idiocy 2 enchantment Subject takes 1d6 penalty to Int, Wis, and Cha.
Zone of Truth 2 enchantment Subjects within range cannot lie.
Continual Flame 2 evocation Makes a permanent, heatless light.
Darkness 2 evocation 20-ft. radius of supernatural shadow.
Desecrate 2 evocation Fills area with negative energy, making undead stronger.
Flaming Sphere 2 evocation Rolling ball of fire deals 3d6 fire damage.
Gust of Wind 2 evocation Blows away or knocks down smaller creatures.
Scorching Ray 2 evocation Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Shatter 2 evocation Sonic energy damages objects or crystalline creatures.
Sound Burst 2 evocation Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon 2 evocation Magic weapon attacks on its own.
Blur 2 illusion Attacks miss subject 20% of the time.
Hypnotic Pattern 2 illusion Fascinates 2d4 + level HD of creatures.
Invisibility 2 illusion Subject is invisible for 1 min./level or until it attacks.
Magic Mouth 2 illusion Object speaks once when triggered.
Minor Image 2 illusion As silent image, plus some sound.
Mirror Image 2 illusion Creates decoy duplicates of you.
Misdirection 2 illusion Misleads divinations for 1 creature or object.
Phantom Trap 2 illusion Makes item seem trapped.
Silence 2 illusion Negates sound in 20-ft. radius.
Blindness-Deafness 2 necromancy Makes subject blinded or deafened.
Command Undead 2 necromancy Undead creature obeys your commands.
Death Knell 2 necromancy Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
False Life 2 necromancy Gain 1d10 temporary hp + 1/level (max +10).
Gentle Repose 2 necromancy Preserves one corpse.
Ghoul Touch 2 necromancy Paralyzes one subject, which exudes stench that makes those nearby sickened.
Inflict Moderate Wounds 2 necromancy Touch attack, 2d8 damage + 1/level (max +10).
Scare 2 necromancy Frightens creatures of less than 6 HD.
Spectral Hand 2 necromancy Creates disembodied glowing hand to deliver touch attacks.
Align Weapon 2 transmutation Weapon becomes good, evil, lawful, or chaotic.
Allegro 2 transmutation Gain haste while maintaining a Minstrel Song.
Alter Self 2 transmutation Assume form of a Small or Medium humanoid.
Aspect of the Bear 2 transmutation Grants +2 AC and combat maneuver rolls.
Badger's Ferocity 2 transmutation Weapons are keen while you concentrate.
Barkskin 2 transmutation Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance 2 transmutation Subject gains +4 to Con for 1 min./level.
Bladed Dash 2 transmutation Move up to 30 feet in a straight line, attacking once at any time during the movement.
Bull's Strength 2 transmutation Subject gains +4 to Str for 1 min./level.
Cat's Grace 2 transmutation Subject gains +4 to Dex for 1 min./level.
Chill Metal 2 transmutation Cold metal damages those who touch it.
Darkvision 2 transmutation See 60 ft. in total darkness.
Eagle's Splendor 2 transmutation Subject gains +4 to Cha for 1 min./level.
Fox's Cunning 2 transmutation Subject gains +4 to Int for 1 min./level.
Heat Metal 2 transmutation Makes metal so hot it damages those who touch it.
Ironskin 2 transmutation Your skin hardens and takes on the color and texture of rough iron.
Knock 2 transmutation Opens locked or magically sealed door.
Levitate 2 transmutation Subject moves up and down at your direction.
Make Whole 2 transmutation Repairs an object.
Owl's Wisdom 2 transmutation Subject gains +4 to Wis for 1 min./level.
Pyrotechnics 2 transmutation Turns fire into blinding light or thick smoke.
Reduce Animal 2 transmutation Shrinks one willing animal.
Rope Trick 2 transmutation As many as eight creatures hide in extradimensional space.
Snare 2 transmutation Creates a magic booby trap.
Soften Earth and Stone 2 transmutation Turns stone to clay, or dirt to sand or mud.
Spider Climb 2 transmutation Grants ability to walk on walls and ceilings.
Spike Growth 2 transmutation Creatures in area take 1d4 damage, may be slowed.
Tree Shape 2 transmutation You look exactly like a tree for 1 hour/level.
Whispering Wind 2 transmutation Sends a short message 1 mile/level.
Wood Shape 2 transmutation Reshapes wooden objects to suit you.

Tier 3 Spells

Spell Name Tier School Description
Dispel Magic 3 abjuration Cancels one magical spell or effect.
Explosive Runes 3 abjuration Deals 6d6 damage when read.
Glyph of Warding 3 abjuration Inscription harms those who pass it.
Magic Circle against Chaos/Evil/Good/Law 3 abjuration As protection spells, but 10-ft. radius and 10 min./level.
Nondetection 3 abjuration Hides subject from divination, scrying.
Protection From Energy 3 abjuration Absorbs 12 points/level of damage from one kind of energy.
Remove Curse 3 abjuration Frees object or person from curse.
Create Food and Water 3 conjuration Feeds three humans (or one horse)/level.
Cure Serious Wounds 3 conjuration Cures 3d8 damage + 1/level (max +15).
Phantom Steed 3 conjuration Magic horse appears for 1 hour/level.
Remove Blindness/Deafness 3 conjuration Cures normal or magical blindness or deafness.
Remove Disease 3 conjuration Cures all diseases affecting subject.
Sepia Snake Sigil 3 conjuration Creates text symbol that immobilizes reader.
Sleet Storm 3 conjuration Hampers vision and movement.
Stinking Cloud 3 conjuration Nauseating vapors, 1 round/level.
Summon Monster III 3 conjuration Summons extraplanar creature to fight for you.
Summon Nature's Ally III 3 conjuration Summons a natural creature to fight.
Arcane Sight 3 divination Magical auras become visible to you.
Clairaudience-Clairvoyance 3 divination Hear or see at a distance for 1 min./level.
Speak With Plants 3 divination You can talk to plants and plant creatures.
Tongues 3 divination Speak and understand any language.
Deep Slumber 3 enchantment Puts 10 HD of creatures to sleep.
Dominate Animal 3 enchantment One animal obeys your silent mental commands and orders.
Good Hope 3 enchantment Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Hold Person 3 enchantment Paralyzes one humanoid for 1 round/level.
Prayer 3 enchantment Allies get +1 bonus on most rolls, enemies -1 penalty.
Suggestion 3 enchantment Compels a subject to follow stated course of action.
Call Lightning 3 evocation Calls down lightning bolts (3d6 per bolt) from sky.
Daylight 3 evocation 60-ft. radius of bright light.
Deeper Darkness 3 evocation Object sheds supernatural shadow in 60-ft. radius.
Fireball 3 evocation 1d6 damage per level, 20-ft. radius.
Helping Hand 3 evocation Ghostly hand leads subject to you.
Invisibility Purge 3 evocation Dispels invisibility within 5 ft./level.
Lightning Bolt 3 evocation Electricity deals 1d6/level damage.
Searing Light 3 evocation Ray deals 1d8/two levels damage (more against undead).
Tiny Hut 3 evocation Creates shelter for 10 creatures.
Wind Wall 3 evocation Deflects arrows, smaller creatures, and gases.
Displacement 3 illusion Attacks miss subject 50% of the time.
Illusory Script 3 illusion Only select creatures can read text.
Invisibility Sphere 3 illusion Makes everyone within 10 ft. invisible.
Major Image 3 illusion As silent image, plus sound, smell and thermal effects.
Animate Dead 3 necromancy Creates undead skeletons and zombies.
Bestow Curse 3 necromancy Inflicts -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion 3 necromancy Infects subject with chosen disease.
Halt Undead 3 necromancy Immobilizes undead for 1 round/level.
Inflict Serious Wounds 3 necromancy Touch attack, 3d8 damage + 1/level (max +15).
Ray of Exhaustion 3 necromancy Ray makes subject exhausted.
Speak With Dead 3 necromancy Corpse answers one question/two levels.
Vampiric Touch 3 necromancy Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Beast Shape I 3 transmutation You take the form and some of the powers of a Small or Medium animal.
Blink 3 transmutation You randomly vanish and reappear for 1 round per level.
Flame Arrow 3 transmutation Arrows deal +1d6 fire damage.
Fly 3 transmutation Subject flies at speed of 60 ft.
Gaseous Form 3 transmutation Subject becomes insubstantial and can fly slowly.
Glibness 3 transmutation You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
Haste 3 transmutation One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge 3 transmutation Doubles normal weapon's threat range.
Magic Fang, Greater 3 transmutation One natural weapon gets + 1/four levels (max +5).
Magic Weapon, Greater 3 transmutation Weapon gains +1 bonus/four levels (max +5).
Magic Vestment 3 transmutation Armor or shield gains +1 enhancement bonus per four levels.
Meld Into Stone 3 transmutation You and your gear merge with stone.
Plant Growth 3 transmutation Grows vegetation, improves crops.
Quench 3 transmutation Extinguishes fires.
Sculpt Sound 3 transmutation Creates new sounds or changes existing ones into new sounds.
Secret Page 3 transmutation Changes one page to hide its real content.
Shrink Item 3 transmutation Object shrinks to one-sixteenth size.
Slow 3 transmutation One subject/level takes only one action/round, -1 to AC, Reflex saves, and attack rolls.
Spike Stones 3 transmutation Creatures in area take 1d8 damage, may also be slowed.
Stone Shape 3 transmutation Sculpts stone into any shape.
Water Breathing 3 transmutation Subjects can breathe underwater.
Water Walk 3 transmutation Subject treads on water as if solid.

Tier 4 Spells

Spell Name Tier School Description
Antiplant Shell 4 abjuration Keeps animated plants at bay.
Dimensional Anchor 4 abjuration Bars extradimensional movement.
Dismissal 4 abjuration Forces a creature to return to native plane.
Fire Trap 4 abjuration Opened object deals 1d4 damage + 1/level.
Freedom of Movement 4 abjuration Subject moves normally despite impediments to movement.
Globe of Invulnerability, Lesser 4 abjuration Stops 1st- through 3rd-level spell effects.
Repel Vermin 4 abjuration Insects, spiders, and other vermin stay 10 ft. away.
Spell Immunity 4 abjuration Subject is immune to one spell per 4 levels.
Stoneskin 4 abjuration Grants DR 10/adamantine.
Black Tentacles 4 conjuration Tentacles grapple all creatures within a 20-ft. spread.
Cure Critical Wounds 4 conjuration Cures 4d8 damage + 1/level (max +20).
Dimension Door 4 conjuration Teleports you a short distance.
Grove of Respite 4 conjuration Creates trees and a small spring.
Minor Creation 4 conjuration Creates one cloth or wood object.
Neutralize Poison 4 conjuration Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser 4 conjuration Exchange services with a 6 HD extraplanar creature.
Restoration 4 conjuration Restores level and ability score drains.
Secure Shelter 4 conjuration Creates sturdy cottage.
Solid Fog 4 conjuration Blocks vision and slows movement.
Summon Monster IV 4 conjuration Summons extraplanar creature to fight for you.
Summon Nature's Ally IV 4 conjuration Summons a natural creature to fight.
Arcane Eye 4 divination Invisible floating eye moves 30 ft./round.
Detect Scrying 4 divination Alerts you to magical eavesdropping.
Discern Lies 4 divination Reveals deliberate falsehoods.
Divination 4 divination Provides useful advice for specific proposed actions.
Locate Creature 4 divination Indicates direction to familiar creature.
Named Bullet 4 divination Imbues ammunition with accuracy against a specific creature type.
Scrying 4 divination Spies on subject from a distance.
Charm Monster 4 enchantment Makes monster believe it is your ally.
Confusion 4 enchantment Subjects behave oddly for 1 round/level.
Crushing Despair 4 enchantment Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser 4 enchantment Commands subject of 7 HD or less.
Chaos Hammer 4 evocation Harms and slows lawful creatures (1d8 damage/2 levels).
Divine Power 4 evocation You gain attack bonuses and 1 hp/level.
Fire Shield 4 evocation Creatures attacking you take fire damage; you're protected from heat or cold.
Holy Smite 4 evocation Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Ice Storm 4 evocation Hail deals 5d6 damage in cylinder 40 ft. across.
Mana Imbue, Lesser 4 evocation Transfer spells to subject.
Order's Wrath 4 evocation Harms and dazes chaotic creatures (1d8 damage/2 levels).
Resilient Sphere 4 evocation Force globe protects but traps one subject.
Shout 4 evocation Deafens all within cone and deals 5d6 sonic damage.
Unholy Blight 4 evocation Harms and sickens good creatures (1d8 damage/2 levels).
Wall of Fire 4 evocation Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.
Wall of Ice 4 evocation Ice plane creates wall or hemisphere creates dome.
Hallucinatory Terrain 4 illusion Makes one type of terrain appear like another (field as forest, or the like).
Illusory Wall 4 illusion Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater 4 illusion As invisibility, but subject can attack and stay invisible.
Phantasmal Killer 4 illusion Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern 4 illusion Lights fascinate 24 HD of creatures.
Shadow Conjuration 4 illusion Mimics conjuration spell below 4th level, but only 20% real.
Zone of Silence 4 illusion Keeps eavesdroppers from overhearing you.
Blight 4 necromancy Withers one plant or deals 1d6/level damage to plant creature.
Death Ward 4 necromancy Grants bonuses against death spells and negative energy.
Enervation 4 necromancy Subject gains 1d4 negative levels.
Fear 4 necromancy Subjects within cone flee for 1 round/level.
Inflict Critical Wounds 4 necromancy Touch attack, 4d8 damage + 1/level (max +20).
Poison 4 necromancy Touch deals 1d3 Con damage 1/round for 6 rounds.
Air Walk 4 transmutation Subject treads on air as if solid (climb or descend at 45-degree angle).
Beast Shape II 4 transmutation You take the form and some of the powers of a Tiny or Large animal.
Elemental Body I 4 transmutation Turns you into a Small elemental.
Enlarge Person, Mass 4 transmutation 1 humanoid creature/level doubles in size.
Giant Vermin 4 transmutation Turns centipedes, scorpions, or spiders into giant vermin.
Magic Weapon, Greater 4 transmutation Weapon gains +1 bonus/four levels (max +5).
Mnemonic Enhancer 4 transmutation Prepare extra spells or retain one just cast.
Reduce Person, Mass 4 transmutation As reduce person, but affects 1 humanoid creature/level.
Reincarnate 4 transmutation Brings dead subject back in a random body.
Rusting Grasp 4 transmutation Your touch corrodes iron and alloys.
Stone Shape 4 transmutation Sculpts stone into any shape.
Virtuoso Performance 4 transmutation Start a second bardic performance while maintaining the first.

Tier 5 Spells

Spell Name Tier School Description
Atonement 5 abjuration Removes burden of misdeeds from subject and reverses magical alignment change.
Break Enchantment 5 abjuration Frees subjects from enchantments, transmutations, and curses.
Dispel Chaos/Evil/Good/Law 5 abjuration Grants +4 bonus against attacks.
Mage's Private Sanctum 5 abjuration Prevents anyone from viewing or scrying an area for 24 hours.
Spell Resistance 5 abjuration Subject gains SR 12 + level.
Breath of Life 5 conjuration Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Cloudkill 5 conjuration Kills 3 HD or less; 4�6 HD save or die, 6+ HD take Con damage.
Cure Light Wounds, Mass 5 conjuration Cures 1d8 damage + 1/level, affects 1 subject/level.
Insect Plague 5 conjuration Wasp swarms attack creatures.
Mage's Faithful Hound 5 conjuration Phantom dog can guard a location and attack intruders.
Major Creation 5 conjuration As minor creation, plus stone and metal.
Planar Binding, Lesser 5 conjuration Traps extraplanar creature of 6 HD or less until it performs a task.
Secret Chest 5 conjuration Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V 5 conjuration Summons extraplanar creature to fight for you.
Summon Nature's Ally V 5 conjuration Summons a natural creature to fight.
Teleport 5 conjuration Instantly transports you as far as 100 miles per level.
Tree Stride 5 conjuration Step from one tree to another far away.
Wall of Stone 5 conjuration Creates a stone wall that can be shaped.
Wall of Thorns 5 conjuration Thorns damage anyone who tries to pass.
Commune 5 divination Deity answers one yes-or-no question/level.
Commune with Nature 5 divination Learn about terrain for 1 mile/level.
Contact Other Plane 5 divination Lets you ask question of extraplanar entity.
Prying Eyes 5 divination 1d4 + 1/level floating eyes scout for you.
Stone Tell 5 divination Talk to natural or worked stone.
Telepathic Bond 5 divination Link lets allies communicate.
Command, Greater 5 enchantment As command, but affects one subject/level.
Dominate Person 5 enchantment Controls humanoid telepathically.
Feeblemind 5 enchantment Subject's Int and Cha drop to 1.
Hold Monster 5 enchantment As hold person, but any creature.
Mind Fog 5 enchantment Subjects in fog get -10 to Wis and Will checks.
Symbol of Sleep 5 enchantment Triggered rune puts nearby creatures into catatonic slumber.
Song of Discord 5 enchantment Forces targets to attack each other.
Call Lightning Storm 5 evocation As call lightning, but 5d6 damage per bolt.
Cone of Cold 5 evocation 1d6/level cold damage.
Flame Strike 5 evocation Smites foes with divine fire (1d6/level damage).
Hallow 5 evocation Designates location as holy.
Ice Blitz 5 evocation Thick ice holds and damages the target.
Interposing Hand 5 evocation Hand provides cover against 1 opponent.
Sending 5 evocation Delivers short message anywhere, instantly.
Sirocco 5 evocation Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Unhallow 5 evocation Designates location as unholy.
Wall of Force 5 evocation Wall is immune to damage.
Dream 5 illusion Sends message to anyone sleeping.
False Vision 5 illusion Fools scrying with an illusion.
Mirage Arcana 5 illusion As hallucinatory terrain, plus structures.
Nightmare 5 illusion Sends vision dealing 1d10 damage, fatigue.
Persistent Image 5 illusion As major image, but with no concentration required.
Seeming 5 illusion Changes appearance of 1 person per 2 levels.
Shadow Evocation 5 illusion Mimics evocation spell below 5th level, but only 20% real.
Shadowbard 5 illusion Shadowy duplicate starts a bardic performance.
Inflict Light Wounds, Mass 5 necromancy Deals 1d8 damage + 1/level, affects 1 subject/level.
Magic Jar 5 necromancy Enables possession of another creature.
Mark of Justice 5 necromancy Designates action that triggers curse on subject.
Slay Living 5 necromancy Touch attack deals 12d6 + 1 per level.
Symbol of Pain 5 necromancy Triggered rune wracks creatures with pain.
Waves of Fatigue 5 necromancy Several targets become fatigued.
Animal Growth 5 transmutation One animal doubles in size.
Awaken 5 transmutation Animal or tree gains human intellect.
Baleful Polymorph 5 transmutation Turns subject into harmless animal.
Beast Shape III 5 transmutation You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Bladed Dash, Greater 5 transmutation As bladed dash, except you may attack each enemy you pass during the dash.
Control Water 5 transmutation Raises or lowers bodies of water.
Control Winds 5 transmutation Changes wind direction and speed.
Disrupting Weapon 5 transmutation Melee weapon destroys undead.
Elemental Body II 5 transmutation Turns you into a Medium elemental.
Elude Time 5 transmutation Puts you in temporary suspended animation.
Fabricate 5 transmutation Transforms raw materials into finished items.
Overland Flight 5 transmutation You fly at a speed of 40 ft. and can hustle over long distances.
Passwall 5 transmutation Creates passage through wood or stone wall.
Plant Shape I 5 transmutation Turns you into a Small or Medium plant.
Polymorph 5 transmutation Gives one willing subject a new form.
Righteous Might 5 transmutation Your size increases, and you gain bonuses in combat.
Telekinesis 5 transmutation Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock 5 transmutation Transforms two 10-ft. cubes per level.
Transmute Rock to Mud 5 transmutation Transforms two 10-ft. cubes per level.
Permanency 5 universal Makes certain spells permanent.

Tier 6 Spells

Spell Name Tier School Description
Antilife Shell 6 abjuration 10-ft.-radius field hedges out living creatures.
Dispel Magic, Greater 6 abjuration As dispel magic, but with multiple targets.
Forbiddance 6 abjuration Blocks planar travel, damages creatures of different alignment.
Globe of Invulnerability 6 abjuration As lesser globe of invulnerability, plus 4th-level spell effects.
Glyph of Warding, Greater 6 abjuration As glyph of warding, but up to 10d8 damage or 6th-level spell.
Guards and Wards 6 abjuration Array of magic effects protect area.
Repulsion 6 abjuration Creatures can't approach you.
Acid Fog 6 conjuration Fog deals acid damage.
Creeping Doom 6 conjuration Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass 6 conjuration Cures 2d8 damage + 1/level, affects 1 subject/level.
Fire Seeds 6 conjuration Acorns and berries become grenades and bombs.
Heal 6 conjuration Cures 10 points/level damage, all diseases and mental conditions.
Heroes' Feast 6 conjuration Food for one creature/level cures and grants combat bonuses.
Planar Binding 6 conjuration As lesser planar binding, but up to 12 HD.
Planar Ally 6 conjuration As lesser planar ally, but up to 12 HD.
Plane Shift 6 conjuration As many as 8 subjects travel to another plane.
Raise Dead 6 conjuration Restores life to subject who died as long as one day/level ago.
Summon Monster VI 6 conjuration Summons extraplanar creature to fight for you.
Summon Nature's Ally VI 6 conjuration Summons a natural creature to fight.
Transport via Plants 6 conjuration Move instantly from one plant to another of the same kind.
Wall of Iron 6 conjuration 30 hp/four levels; can topple onto foes.
Word of Recall 6 conjuration Teleports you back to designated place.
Analyze Dweomer 6 divination Reveals magical aspects of subject.
Find the Path 6 divination Shows most direct way to a location.
Legend Lore 6 divination Lets you learn tales about a person, place, or thing.
Named Bullet, Greater 6 divination As named bullet, but deals 2 points of damage per caster level.
True Seeing 6 divination Lets you see all things as they really are.
Geas/Quest 6 enchantment As lesser geas, but affects any creature.
Heroism, Greater 6 enchantment Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Irresistible Dance 6 enchantment Forces subject to dance.
Pied Piping 6 enchantment Compel similar creatures to follow you.
Suggestion, Mass 6 enchantment As suggestion, affects 1 subject/level.
Symbol of Persuasion 6 enchantment Triggered rune charms creatures.
Waves of Ecstasy 6 enchantment Pleasure stuns and staggers creatures.
Blade Barrier 6 evocation Wall of blades deals 1d6/level damage.
Chain Lightning 6 evocation 1d6/level damage and 1 secondary bolt/level.
Contingency 6 evocation Sets trigger condition for another spell.
Forceful Hand 6 evocation Hand pushes creatures away.
Freezing Sphere 6 evocation Freezes water or deals cold damage.
Sympathetic Vibration 6 evocation Deals 2d10 damage/round to freestanding structure.
Mislead 6 illusion Turns you invisible and creates illusory double.
Permanent Image 6 illusion Permanent illusion, includes sight, sound, smell, and thermal effects.
Programmed Image 6 illusion As major image, but triggered by event.
Shadow Walk 6 illusion Step into shadow to travel rapidly.
Veil 6 illusion Changes appearance of a group of creatures.
Circle of Death 6 necromancy Kills 1d4/level HD of creatures.
Create Undead 6 necromancy Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
Eyebite 6 necromancy Target becomes panicked, sickened, and comatose.
Harm 6 necromancy Deals 10 points/level damage to target.
Inflict Moderate Wounds, Mass 6 necromancy Deals 2d8 damage + 1/level, affects 1 subject/level.
Symbol of Fear 6 necromancy Triggered rune panics nearby creatures.
Undeath to Death 6 necromancy Destroys 1d4/level HD of undead (max. 20d4).
Animate Objects 6 transmutation Objects attack your foes.
Bear's Endurance, Mass 6 transmutation As bear's endurance, affects one subject/level.
Beast Shape IV 6 transmutation You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Bull's Strength, Mass 6 transmutation As bull's strength, affects 1 subject per level.
Cat's Grace, Mass 6 transmutation As cat's grace, affects 1 subject/level.
Control Water 6 transmutation Raises or lowers bodies of water.
Disintegrate 6 transmutation Reduces one creature or object to dust.
Eagle's Splendor, Mass 6 transmutation As eagle's splendor, 1 subject/level.
Elemental Body III 6 transmutation Turns you into a Large elemental.
Flesh to Stone 6 transmutation Turns subject creature into statue.
Form of the Dragon I 6 transmutation Turns you into a Medium dragon.
Fox's Cunning, Mass 6 transmutation As fox's cunning, affects 1 subject/ level.
Ironwood 6 transmutation Magic wood is as strong as steel.
Liveoak 6 transmutation Oak becomes treant guardian.
Mage's Lucubration 6 transmutation Recalls spell of 5th level or lower.
Move Earth 6 transmutation Digs trenches and builds hills.
Owl's Wisdom, Mass 6 transmutation As owl's wisdom, affects 1 subject/level.
Plant Shape II 6 transmutation Turns you into a Large plant creature.
Repel Wood 6 transmutation Pushes away wooden objects.
Stone to Flesh 6 transmutation Restores petrified creature.
Transformation 6 transmutation You gain combat bonuses.
Wind Walk 6 transmutation You and your allies turn vaporous and travel fast.

Tier 7 Spells

Spell Name Tier School Description
Banishment 7 abjuration Banishes 2 HD/level of extraplanar creatures.
Sequester 7 abjuration Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning 7 abjuration Reflect 1d4+6 spell levels back at caster.
Cure Serious Wounds, Mass 7 conjuration Cures 3d8 damage + 1/level, affects 1 subject/level.
Instant Summons 7 conjuration Prepared object appears in your hand.
Mage's Magnificent Mansion 7 conjuration Door leads to extradimensional mansion.
Phase Door 7 conjuration Creates an invisible passage through a barrier.
Restoration, Greater 7 conjuration As restoration, plus restores all levels and ability scores.
Resurrection 7 conjuration Fully restore dead subject.
Summon Monster VII 7 conjuration Summons extraplanar creature to fight for you.
Summon Nature's Ally VII 7 conjuration Summons a natural creature to fight.
Teleport, Greater 7 conjuration As teleport, but no range limit and no off-target arrival.
Teleport Object 7 conjuration As teleport, but affects a touched object.
Arcane Sight, Greater 7 divination As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater 7 divination As scrying, but faster and longer.
Vision 7 divination As legend lore, but quicker.
Hold Person, Mass 7 enchantment As hold person, but all within 30 ft.
Insanity 7 enchantment Subject suffers continuous confusion.
Power Word Blind 7 enchantment Blinds creature with 200 hp or less.
Symbol of Stunning 7 enchantment Triggered rune stuns creatures.
Blasphemy 7 evocation Kills, paralyzes, weakens, or dazes nonevil subjects.
Delayed Blast Fireball 7 evocation 1d6/level fire damage; you can postpone blast for up to 5 rounds.
Dictum 7 evocation Kills, paralyzes, staggers, or deafens nonlawful targets.
Fire Storm 7 evocation Deals 1d6/level fire damage.
Forcecage 7 evocation Cube or cage of force imprisons all inside.
Grasping Hand 7 evocation Hand provides cover, pushes, or grapples.
Holy Word 7 evocation Kills, paralyzes, blinds, or deafens nongood subjects.
Mage's Sword 7 evocation Floating magic blade strikes opponents.
Prismatic Spray 7 evocation Rays hit subjects with variety of effects.
Sunbeam 7 evocation Beam blinds and deals 4d6 damage.
Word of Chaos 7 evocation Kills, confuses, stuns, or deafens nonchaotic subjects.
Invisibility, Mass 7 illusion As invisibility, but affects all in range.
Project Image 7 illusion Illusory double can talk and cast spells.
Shadow Conjuration, Greater 7 illusion As shadow conjuration, but up to 6th level and 60% real.
Control Undead 7 necromancy Undead don't attack you while under your command.
Destruction 7 necromancy Kills subject and destroys remains.
Finger of Death 7 necromancy Deals 10 damage/level to one subject.
Inflict Serious Wounds, Mass 7 necromancy Deals 3d8 damage + 1/level, affects 1 subject/level.
Symbol of Weakness 7 necromancy Triggered rune weakens creatures.
Waves of Exhaustion 7 necromancy Several targets become exhausted.
Animate Plants 7 transmutation One or more plants animate and fight for you.
Changestaff 7 transmutation Your staff becomes a treant on command.
Control Weather 7 transmutation Changes weather in local area.
Elemental Body IV 7 transmutation Turns you into a Huge elemental.
Ethereal Jaunt 7 transmutation You become ethereal for 1 round/level.
Form of the Dragon II 7 transmutation Turns you into a Large dragon.
Giant Form I 7 transmutation Turns you into a Large giant.
Plant Shape III 7 transmutation Turns you into a Huge plant.
Polymorph, Greater 7 transmutation Gives one willing subject a new, more powerful form.
Reverse Gravity 7 transmutation Objects and creatures fall upward.
Statue 7 transmutation Subject can become a statue at will.
Transmute Metal to Wood 7 transmutation Metal within 40 ft. becomes wood.

Tier 8 Spells

Spell Name Tier School Description
Antimagic Field 8 abjuration Negates magic within 10 ft.
Cloak of Chaos 8 abjuration Grants +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against lawful spells.
Dimensional Lock 8 abjuration Teleportation and interplanar travel blocked for 1 day/level.
Holy Aura 8 abjuration Grants +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against evil spells.
Mind Blank 8 abjuration Subject is protected from mental/emotional magic and scrying.
Prismatic Wall 8 abjuration Wall's colors have array of effects.
Protection from Spells 8 abjuration Confers +8 resistance bonus.
Repel Metal or Stone 8 abjuration Pushes away metal and stone.
Shield of Law 8 abjuration Grants +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against chaotic spells.
Spell Immunity, Greater 8 abjuration As spell immunity, but up to 8th-level spells.
Unholy Aura 8 abjuration Grants +4 deflection bonus to AC, +4 resistance bonus to saves, and SR 25 against good spells.
Cure Critical Wounds, Mass 8 conjuration Cures 4d8 damage + 1/level for many creatures.
Dimensional Lock 8 conjuration Teleportation and interplanar travel blocked for 1 day/level.
Incendiary Cloud 8 conjuration Cloud deals 6d6 fire damage/round.
Maze 8 conjuration Traps subject in extradimensional maze.
Planar Ally, Greater 8 conjuration As lesser planar ally, but up to 18 HD.
Planar Binding, Greater 8 conjuration As lesser planar binding, but up to 18 HD.
Refuge 8 conjuration Alters item to transport its possessor to you.
Regenerate 8 conjuration Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Storm of Vengeance 8 conjuration Storm rains acid, lightning, and hail.
Summon Monster VIII 8 conjuration Summons extraplanar creature to fight for you.
Summon Nature's Ally VIII 8 conjuration Summons a natural creature to fight.
Trap the Soul 8 conjuration Imprisons subject within gem.
Discern Location 8 divination Reveals exact location of creature or object.
Moment of Prescience 8 divination You gain +1/level insight bonus on single attack roll, check, or save.
Prying Eyes, Greater 8 divination As prying eyes, but eyes have true seeing.
Antipathy 8 enchantment Object or location affected by spell repels certain creatures.
Binding 8 enchantment Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass 8 enchantment As charm monster, but all within 30 ft.
Demand 8 enchantment As sending, plus you can send suggestion.
Power Word Stun 8 enchantment Stuns creature with 150 hp or less.
Symbol of Insanity 8 enchantment Triggered rune renders nearby creatures insane.
Sympathy 8 enchantment Object or location attracts certain creatures.
Clenched Fist 8 evocation Large hand provides cover, pushes, or attacks your foes.
Earthquake 8 evocation Intense tremor shakes 80-ft. radius.
Implosion 8 evocation Inflict 10 damage/level to one creature/round.
Polar Ray 8 evocation Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Shout, Greater 8 evocation Devastating yell deals 10d6 sonic damage; stuns creatures.
Sunburst 8 evocation Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere 8 evocation As resilient sphere, but you move the sphere telekinetically.
Whirlwind 8 evocation Cyclone deals damage and can pick up creatures.
Scintillating Pattern 8 illusion Twisting colors confuse, stun, or render unconscious.
Screen 8 illusion Illusion hides area from vision and scrying.
Shadow Evocation, Greater 8 illusion As shadow evocation, but up to 7th level and 60% real.
Clone 8 necromancy Duplicate awakens when original dies.
Create Greater Undead 8 necromancy Creates shadows, wraiths, spectres, or devourers.
Horrid Wilting 8 necromancy Deals 1d6/level damage within 30 ft.
Inflict Critical Wounds, Mass 8 necromancy Deals 4d8 damage + 1/level, affects 1 subject/level.
Symbol of Death 8 necromancy Triggered rune kills nearby creatures.
Animal Shapes 8 transmutation One ally/level polymorphs into chosen animal.
Control Plants 8 transmutation Controls actions of one or more plant creatures.
Form of the Dragon III 8 transmutation Turns you into a Huge dragon.
Giant Form II 8 transmutation Turns you into a Huge giant.
Iron Body 8 transmutation Your body becomes living iron.
Polymorph Any Object 8 transmutation Changes a subject into anything else.
Temporal Stasis 8 transmutation Puts subject into suspended animation.

Tier 9 Spells

Spell Name Level School Description
Freedom 9 abjuration Releases creature from imprisonment.
Imprisonment 9 abjuration Entombs subject beneath the earth.
Mage's Disjunction 9 abjuration Dispels magic, disenchants magic items.
Prismatic Sphere 9 abjuration As prismatic wall, but surrounds on all sides.
Elemental Swarm 9 conjuration Summons multiple elementals.
Gate 9 conjuration Connects two planes for travel or summoning.
Heal, Mass 9 conjuration As heal, but affects 1 subject/level.
Shambler 9 conjuration Creates 1d4+2 shambling mounds to fight for you.
Summon Monster IX 9 conjuration Summons extraplanar creature to fight for you.
Summon Nature's Ally IX 9 conjuration Summons creature to fight.
Teleportation Circle 9 conjuration Teleports creatures inside circle.
Foresight 9 divination Sixth sense warns of impending danger.
Dominate Monster 9 enchantment As dominate person, but any creature.
Hold Monster, Mass 9 enchantment As hold monster, but all within 30 ft.
Power Word Kill 9 enchantment Kills one creature with 100 hp or less.
Crushing Hand 9 evocation Large hand provides cover, pushes, or crushes your foes.
Ice Barrage 9 evocation As Ice Blitz, but affects 1 creature/CL
Meteor Swarm 9 evocation Four exploding spheres each deal 6d6 fire damage.
Shades 9 illusion As shadow conjuration, but up to 8th level and 80% real.
Weird 9 illusion As phantasmal killer, but affects all within 30 ft.
Astral Projection 9 necromancy Projects you and companions onto Astral Plane.
Energy Drain 9 necromancy Subject gains 2d4 negative levels.
Soul Bind 9 necromancy Traps newly dead soul to prevent resurrection.
Wail of the Banshee 9 necromancy Deals 10 damage/level to 1 creature/level.
Etherealness 9 transmutation Travel to Ethereal Plane with companions.
Shapechange 9 transmutation Transforms you into certain creatures, and lets you change forms once per round.