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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).
Glue Seal 1 conjuration Makes one 5-ft. square or one object sticky.
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.