Master Spell And Power Lists

This page contains the master lists of spells and powers used in the Known Lands Campaign Setting:

Designation Of Open Game Content: All game mechanics found on this page, including the names of races, classes, prestige classes, feats, spells and powers, are designated as Open Game Content under the Open Gaming License. Non-game related material, such as descriptive text, is not considered Open Game Content.

Notes On Superscripts Used On Spell Lists

An F appearing at the end of a spell's name in the spell lists denotes a spell that requires an expensive focus. An M denotes a spell that requires an expensive material component. An X denotes a spell with an XP component paid by the caster.

Notes On Superscripts Used On Psionic Power Lists

An A appearing at the end of a power's name in the power lists denotes an augmentable power. An X denotes a power with an XP component paid by the manifester.

Bard Spells

Bards use the following spell list for spell selection.

0-Level Bard Spells (Cantrips)

1st-Level Bard Spells

2nd-Level Bard Spells

3rd-Level Bard Spells

4th-Level Bard Spells

5th-Level Bard Spells

6th-Level Bard Spells

Cleric Spells

Clerics use the following spell list, as well as those from their domains, for spell selection.

0-Level Cleric Spells (Orisons)

1st-Level Cleric Spells

2nd-Level Cleric Spells

3rd-Level Cleric Spells

4th-Level Cleric Spells

5th-Level Cleric Spells

6th-Level Cleric Spells

7th-Level Cleric Spells

8th-Level Cleric Spells

9th-Level Cleric Spells

Druid Spells

Druid use the following spell list for spell selection.

0-Level Druid Spells (Orisons)

1st-Level Druid Spells

2nd-Level Druid Spells

3rd-Level Druid Spells

4th-Level Druid Spells

5th-Level Druid Spells

6th-Level Druid Spells

7th-Level Druid Spells

8th-Level Druid Spells

9th-Level Druid Spells

Psion Powers

Psions use the following power list, as well as the power list for their discipline, for power selection.

1st-Level Psion Powers

2nd-Level Psion Powers

3rd-Level Psion Powers

4th-Level Psion Powers

5th-Level Psion Powers

6th-Level Psion Powers

7th-Level Psion Powers

8th-Level Psion Powers

9th-Level Psion Powers

Psion Discipline Powers

Below are a list of the specific powers associated with each discipline:

Egoist (Psychometabolism) Discipline Powers

  1. Thicken Skin A: Gain +1 enhancement bonus to your AC for 10 min./level.
  2. Animal Affinity A: Gain +4 enhancement to one ability.
    Chameleon: Gain +10 enhancement bonus on Stealth checks.
    Empathic Transfer A: Transfer another's wounds to yourself.
  3. Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
    Hustle: Instantly gain a move action.
  4. Metamorphosis: Assume shape of creature or object.
    Psychic Vampire: Touch attack drains 2 power points/level from foe.
  5. Psionic Revivify A X: Return the dead to life before the psyche leaves the corpse.
    Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
    Restore Extremity: Return a lost digit, limb, or other appendage to subject.
  6. Restoration, Psionic: Restores level and ability score drains.
  7. Fission: You briefly duplicate yourself.
  8. Fusion X: You combine your abilities and form with another.
  9. Metamorphosis, Greater X: Assume shape of any nonunique creature or object each round.

Kineticist (Psychokinesis) Discipline Powers

  1. Control Object: Telekinetically animate a small object.
  2. Control Air A: You have control over wind speed and direction.
    Energy Missile A: Deal 3d6 energy damage to up to five subjects.
  3. Energy Cone A: Deal 5d6 energy damage in 60-ft. cone.
  4. Control Body A: Take rudimentary control of your foe's limbs.
    Energy Ball A: Deal 7d6 energy damage in 20-ft. radius.
    Inertial Barrier: Gain DR 5/-.
  5. Energy Current A: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
    Fiery Discorporation A: Cheat death by discorporating into nearby fire for one day.
  6. Dispelling Buffer: Subject is buffered from one dispel psionics effect.
    Null Psionics Field: Create a field where psionic power does not function.
  7. Reddopsi: Powers targeting you rebound on manifester.
  8. Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
  9. Tornado Blast A: Vortex of air subjects your foes to 17d6 damage and moves them.

Nomad (Psychoportation) Discipline Powers

  1. Burst: Gain +10 ft. to speed this round.
    Detect Teleportation A: Know when teleportation powers are used in close range.
  2. Dimension Swap A: You and ally or two allies switch positions.
    Levitate, Psionic: Subject moves up and down, forward and back, at your direction.
  3. Astral Caravan A: You lead astral traveler-enabled group to a planar destination.
  4. Dimensional Anchor, Psionic: Bars extra dimensional movement.
    Dismissal, Psionic: Forces a creature to return to its native plane.
    Fly, Psionic: You fly at a speed of 60 ft.
  5. Baleful Teleport A: Destructive teleport deals 9d6 damage.
    Teleport, Psionic: Instantly transports you as far as 100 miles/level.
    Teleport Trigger: Predetermined event triggers teleport.
  6. Banishment, Psionic A: Banishes extraplanar creatures.
  7. Dream Travel A: Travel to other places through dreams.
    Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
  8. Time Hop, Mass A: Willing subjects hop forward in time.
  9. Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
    Time Regression X: Relive the last round.

Seer (Clairsentience) Discipline Powers

  1. Destiny Dissonance: Your dissonant touch sickens a foe.
    Precognition: Gain +2 insight bonus to one roll.
  2. Clairvoyant Sense: See and hear a distant location.
    Object Reading A: Learn details about an object's previous owner.
    Sensitivity to Psychic Impressions: You can find out about an area's past.
  3. Escape Detection: You become difficult to detect with clairsentience powers.
    Fate Link A: You link the fates of two targets.
  4. Anchored Navigation A: Establish a mishap-free teleport beacon.
    Remote Viewing X: See, hear, and potentially interact with subjects at a distance.
  5. Clairtangent Hand A: Emulate far hand at a distance.
    Second Chance: Gain a reroll.
  6. Precognition, Greater: Gain +4 insight bonus to one roll.
  7. Fate of One: Reroll any roll you just failed.
  8. Hypercognition: You can deduce almost anything.
  9. Metafaculty X: You learn details about any one creature.

Shaper (Metacreativity) Discipline Powers

  1. Astral Construct A: Creates astral construct to fight for you.
    Minor Creation, Psionic: Creates one cloth or wood object.
  2. Psionic Repair Damage A: Repairs construct of 3d8 hit points +1 hp/level.
  3. Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
    Ectoplasmic Cocoon A: You encapsulate a foe so it can't move.
  4. Fabricate, Psionic: Transforms raw goods to finished items.
    Quintessence: You collapse a bit of time into a physical substance.
  5. Hail of Crystals A: A crystal explodes in an area, dealing 9d4 slashing damage.
  6. Crystallize: Turn subject permanently to crystal.
    Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
  7. Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
  8. Astral Seed: You plant the seed of your rebirth from the Astral Plane.
  9. Genesis X: You instigate a new demiplane on the Astral Plane.
    True Creation X: As psionic major creation, except items are completely real.

Telepath (Telepathy) Discipline Powers

  1. Charm, Psionic A: Makes one person your friend.
    Mindlink A: You forge a limited mental bond with another creature.
  2. Aversion A: Subject has aversion you specify.
    Brain Lock A: Subject cannot move or take any mental actions.
    Read Thoughts: Detect surface thoughts of creatures in range.
    Suggestion, Psionic: Compels subject to follow stated course of action.
  3. Crisis of Breath A: Disrupt subject's breathing.
    Empathic Transfer, Hostile A: Your touch transfers your hurt to another.
    False Sensory Input A: Subject sees what isn't there.
  4. Dominate, Psionic A: Control target telepathically.
    Mindlink, Thieving A: Borrow knowledge of a subject's power.
    Modify Memory, Psionic: Changes 5 minutes of subject's memories.
    Schism: Your partitioned mind can manifest lower level powers.
  5. Metaconcert A: Mental concert of two or more increases the total power of the participants.
    Mind Probe: You discover the subject's secret thoughts.
  6. Mind Switch A, X: You switch minds with another.
  7. Crisis of Life A: Stop subject's heart.
  8. Mind Seed X: Subject slowly becomes you.
  9. Mind Switch, True X: A permanent brain swap.
    Psychic Chirurgery X: You repair psychic damage or impart knowledge of new powers.

Psychic Warrior Powers

Psychic Warriors use the following power list for power selection.

1st-Level Psychic Warrior Powers

2nd-Level Psychic Warrior Powers

3rd-Level Psychic Warrior Powers

4th-Level Psychic Warrior Powers

5th-Level Psychic Warrior Powers

6th-Level Psychic Warrior Powers

Ranger Spells

Rangers use the following spell list for spell selection.

1st-Level Ranger Spells

2nd-Level Ranger Spells

3rd-Level Ranger Spells

4th-Level Ranger Spells

Wizard/Sorcerer Spells

Wizards and Battle Sorcerers use the following spell list for spell selection.

0-Level Sorcerer/Wizard Spells (Cantrips)

1st-Level Sorcerer/Wizard Spells

2nd-Level Sorcerer/Wizard Spells

3rd-Level Sorcerer/Wizard Spells

4th-Level Sorcerer/Wizard Spells

5th-Level Sorcerer/Wizard Spells

6th-Level Sorcerer/Wizard Spells

7th-Level Sorcerer/Wizard Spells

8th-Level Sorcerer/Wizard Spells

9th-Level Sorcerer/Wizard Spells


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