Master Spell And Power Lists
This page contains the master lists of spells and powers used in the Known Lands Campaign Setting:
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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)
- Dancing Lights: Creates torches or other lights.
- Daze: Humanoid creature of 4 HD or less loses next action.
- Detect Magic: Detects spells and magic items within 60 ft.
- Flare: Dazzles one creature (-1 on attack rolls).
- Ghost Sound: Figment sounds.
- Know Direction: You discern north.
- Light: Object shines like a torch.
- Lullaby: Makes subject drowsy; -5 on Perception checks, -2 on Will saves against sleep.
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whispered conversation at distance.
- Mystic Circumstances: Subject gains bonus to next skill check, if performed within next minute. (OCS)
- Open/Close: Opens or closes small or light things.
- Prestidigitation: Performs minor tricks.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Summon Instrument: Summons one instrument of the caster's choice.
- Tongues, Lesser: Caster gains the ability to speak another language for the next minute. (OCS)
1st-Level Bard Spells
- Alarm: Wards an area for 2 hours/level.
- Animate Rope: Makes a rope move at your command.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Charm Person: Makes one person your friend.
- Comprehend Languages: You understand all spoken and written languages.
- Confusion, Lesser: One creature is confused for 1 round.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Disguise Self: Changes your appearance.
- Erase: Mundane or magical writing vanishes.
- Expeditious Retreat: Your speed increases by 30 ft.
- Feather Fall: Objects or creatures fall slowly.
- Grease: Makes 10-ft. square or one object slippery.
- Hideous Laughter: Subject loses actions for 1 round/ level.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Identify M: Determines properties of magic item.
- Invisibility, Lesser: Like invisibility, but only lasts two rounds. (OCS)
- Magic Mouth M: Speaks once when triggered.
- Magic Aura: Alters object's magic aura.
- Obscure Object: Masks object against scrying.
- Paste: Makes 10-ft. square or one object sticky. (OCS)
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Resonant Ray: Ray deals 1d3 sonic damage. (OCS)
- Resonant Slam: Touch attack does 1d6 sonic damage. (OCS)
- Silent Image: Creates minor illusion of your design.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Transfer Exhaustion: Caster exchanges fatigue/exhaustion levels with target. (OCS)
- Undetectable Alignment: Conceals alignment for 24 hours.
- Unseen Servant: Invisible force obeys your commands.
- Ventriloquism: Throws voice for 1 min./level.
2nd-Level Bard Spells
- Alter Self: Assume form of a similar creature.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Animal Trance: Fascinates 2d6 HD of animals.
- Blindness/Deafness: Makes subject blind or deaf.
- Blur: Attacks miss subject 20% of the time.
- Calm Emotions: Calms creatures, negating emotion effects.
- Cat's Grace: Subject gains +4 to Dex for 10 min./level.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkness: 20-ft. radius of supernatural shadow.
- Daze Monster: Living creature of 6 HD or less loses next action.
- Delay Poison: Stops poison from harming subject for 1 hour/ level.
- Detect Portals & Gates: Reveals portals and gates within 60 ft. (OCS)
- Detect Thoughts: Allows "listening" to surface thoughts.
- Eagle's Splendor: Subject gains +4 to Cha for 10 min./level.
- Enhanced Knowledge, Lesser: Subject gains enhancement bonus to one skill for 1 min./level. (OCS)
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Fox's Cunning: Subject gains +4 to Int for 10 min./level.
- Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Heroism: Gives +2 on attack rolls, saves, skill checks.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Locate Object: Senses direction toward object (specific or type).
- Minor Image: As silent image, plus some sound.
- Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Misdirection: Misleads divinations for one creature or object.
- Pyrotechnics: Turns fire into blinding light or choking smoke.
- Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
- Scare: Panics creatures of less than 6 HD.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Suggestion: Compels subject to follow stated course of action.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Tongues: Speak any language.
- Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Bard Spells
- Blink: You randomly vanish and reappear for 1 round/level.
- Charm Monster: Makes monster believe it is your ally.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Confusion: Subjects behave oddly for 1 round/level.
- Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Daylight: 60-ft. radius of bright light.
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Dispel Magic: Cancels magical spells and effects.
- Displacement: Attacks miss subject 50%.
- Fear: Subjects within cone flee for 1 round/level.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Geas, Lesser: Commands subject of 7 HD or less.
- Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
- Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Illusory Script M: Only intended reader can decipher.
- Invisibility Sphere: Makes everyone within 10 ft. invisible.
- Major Image: As silent image, plus sound, smell and thermal effects.
- Phantom Steed: Magic horse appears for 1 hour/level.
- Remove Curse: Frees object or person from curse.
- Scrying F: Spies on subject from a distance.
- Sculpt Sound: Creates new sounds or changes existing ones.
- Secret Page: Changes one page to hide its real content.
- See Invisibility: Reveals invisible creatures or objects.
- Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
- Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
- Speak with Animals: You can communicate with animals.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Thundering Strike: Weapon gains 'thundering' weapon quality for 10 minutes/level. (OCS)
- Tiny Hut: Creates shelter for ten creatures.
- Weapon of Resonance: Weapon or creature deals +1d6 sonic damage for 1 round/level. (OCS)
4th-Level Bard Spells
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Detect Scrying: Alerts you of magical eavesdropping.
- Dimension Door: Teleports you short distance.
- Dominate Person: Controls humanoid telepathically.
- Enhanced Knowledge: Subject gains enhancement bonus to one skill for 10 minutes/level. (OCS)
- Freedom of Movement: Subject moves normally despite impediments.
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Haste, Personal: Caster moves faster, +1 on attack rolls, AC, Reflex saves, gains Quicken Spell and Quicken Power feats. (OCS)
- Hold Monster: As hold person, but any creature.
- Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
- Legend Lore M F: Lets you learn tales about a person, place, or thing.
- Locate Creature: Indicates direction to familiar creature.
- Modify Memory: Changes 5 minutes of subject's memories.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Rainbow Pattern: Lights fascinate 24 HD of creatures.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Secure Shelter: Creates sturdy cottage.
- Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
- Shout: Deafens all within cone and deals 5d6 sonic damage.
- Speak with Plants: You can talk to normal plants and plant creatures.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Zone of Silence: Keeps eavesdroppers from overhearing conversations.
5th-Level Bard Spells
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Dream: Sends message to anyone sleeping.
- False Vision M: Fools scrying with an illusion.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Mind Fog: Subjects in fog get -10 to Wis and Will checks.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Mislead: Turns you invisible and creates illusory double.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Persistent Image: As major image, but no concentration required.
- Seeming: Changes appearance of one person per two levels.
- Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
- Shadow Walk: Step into shadow to travel rapidly.
- Song of Discord: Forces targets to attack each other.
- Suggestion, Mass: As suggestion, plus one subject/level.
- Summon Monster V: Calls extraplanar creature to fight for you.
6th-Level Bard Spells
- Analyze Dweomer F: Reveals magical aspects of subject.
- Animate Objects: Objects attack your foes.
- Cat's Grace, Mass: As cat's grace, affects one subject/level.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
- Eyebite: Target becomes panicked, sickened, and comatose.
- Find the Path: Shows most direct way to a location.
- Fox's Cunning, Mass: As fox's cunning, affects one subject/level.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Irresistible Dance: Forces subject to dance.
- Permanent Image: Includes sight, sound, and smell.
- Programmed Image M: As major image, plus triggered by event.
- Project Image: Illusory double can talk and cast spells.
- Scrying, Greater: As scrying, but faster and longer.
- Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
- Veil: Changes appearance of group of creatures.
Cleric Spells
Clerics use the following spell list, as well as those from their domains, for spell selection.
0-Level Cleric Spells (Orisons)
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Inflict Minor Wounds: Touch attack, 1 point of damage.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Minor Energy Ward: Absorb 5 points of damage from one kind of energy. (OCS)
- Mystic Circumstances: Subject gains bonus to next skill check, if performed within next minute. (OCS)
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 on saving throws.
- Tongues, Lesser: Caster gains the ability to speak another language for the next minute. (OCS)
- Virtue: Subject gains 1 temporary hp.
1st-Level Cleric Spells
- Bane: Enemies take -1 on attack rolls and saves against fear.
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water M: Makes holy water.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Command: One subject obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Curse Water M: Makes unholy water.
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Undead: Reveals undead within 60 ft.
- Divine Favor: You gain +1 per three levels on attack and damage rolls.
- Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entropic Shield: Ranged attacks against you have 20% miss chance.
- Hide from Undead: Undead can't perceive one subject/level.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Luck Of The Gods: Subject rolls two d20s to resolve a single chosen action, and chooses between them. (OCS)
- Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
- Magic Weapon: Weapon gains +1 bonus.
- Obscuring Mist: Fog surrounds you.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can't attack you, and you can't attack.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Summon Monster I: Calls extraplanar creature to fight for you.
2nd-Level Cleric Spells
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- Augury M F: Learns whether an action will be good or bad.
- Bear's Endurance: Subject gains +4 to Con for 10 min./level.
- Bull's Strength: Subject gains +4 to Str for 10 min./level.
- Calm Emotions: Calms creatures, negating emotion effects.
- Consecrate M: Fills area with positive energy, making undead weaker.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkness: 20-ft. radius of supernatural shadow.
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Desecrate M: Fills area with negative energy, making undead stronger.
- Eagle's Splendor: Subject gains +4 to Cha for 10 min./level.
- Enhanced Knowledge, Lesser: Subject gains enhancement bonus to one skill for 1 min./level. (OCS)
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Find Traps: Notice traps as a rogue does.
- Gentle Repose: Preserves one corpse.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
- Make Whole: Repairs an object.
- Owl's Wisdom: Subject gains +4 to Wis for 10 min./level.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Shield Other F: You take half of subject's damage.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Spiritual Weapon: Magic weapon attacks on its own.
- Status: Monitors condition, position of allies.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Zone of Truth: Subjects within range cannot lie.
3rd-Level Cleric Spells
- Animate Dead M: Creates undead skeletons and zombies.
- Baneblade: Weapon gains 'bane' weapon quality for 10 minutes/level. (OCS)
- Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Blindness/Deafness: Makes subject blinded or deafened.
- Contagion: Infects subject with chosen disease.
- Continual Flame M: Makes a permanent, heatless torch.
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Daylight: 60-ft. radius of bright light.
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
- Dispel Magic: Cancels spells and magical effects.
- Glyph of Warding M: Inscription harms those who pass it.
- Helping Hand: Ghostly hand leads subject to you.
- Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
- Invisibility Purge: Dispels invisibility within 5 ft./level.
- Locate Object: Senses direction toward object (specific or type).
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
- Magic Vestment: Armor or shield gains +1 enhancement per four levels.
- Meld into Stone: You and your gear merge with stone.
- Obscure Object: Masks object against scrying.
- Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Searing Light: Ray deals 1d8/two levels damage, more against undead.
- Speak with Dead: Corpse answers one question/two levels.
- Stone Shape: Sculpts stone into any shape.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
- Thundering Strike: Weapon gains 'thundering' weapon quality for 10 minutes/level. (OCS)
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Weapon of Resonance: Weapon or creature deals +1d6 sonic damage for 1 round/level. (OCS)
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Cleric Spells
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Control Water: Raises or lowers bodies of water.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Death Ward: Grants immunity to death spells and negative energy effects.
- Dimensional Anchor: Bars extradimensional movement.
- Discern Lies: Reveals deliberate falsehoods.
- Dismissal: Forces a creature to return to native plane.
- Divination M: Provides useful advice for specific proposed actions.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Dweomer of Transference: Convert spellcasting into psionic power points.
- Enhanced Knowledge: Subject gains enhancement bonus to one skill for 10 minutes/level. (OCS)
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Imbue with Spell Ability: Transfer spells to subject.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Restoration M: Restores level and ability score drains.
- Sending: Delivers short message anywhere, instantly.
- Spell Immunity: Subject is immune to one spell per four levels.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Tongues: Speak any language.
- Wraith Strike: Weapon gains 'ghost touch' weapon quality for 10 minutes/level. (OCS)
5th-Level Cleric Spells
- Atonement F X: Removes burden of misdeeds from subject.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Command, Greater: As command, but affects one subject/level.
- Commune X: Deity answers one yes-or-no question/level.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
- Disrupting Weapon: Melee weapon destroys undead.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Hallow M: Designates location as holy.
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
- Insect Plague: Locust swarms attack creatures.
- Luminous Strike: Weapon gains 'brilliant energy' weapon quality for 10 minutes/level. (OCS)
- Mark of Justice: Designates action that will trigger curse on subject.
- Plane Shift F: As many as eight subjects travel to another plane.
- Psychic Turmoil: Invisible field leeches psionic power points away.
- Raise Dead M: Restores life to subject who died as long as one day/level ago.
- Righteous Might: Your size increases, and you gain combat bonuses.
- Scrying F: Spies on subject from a distance.
- Slay Living: Touch attack kills subject.
- Spell Resistance: Subject gains SR 12 + level.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
- Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
- True Seeing M: Lets you see all things as they really are.
- Unhallow M: Designates location as unholy.
- Wall of Stone: Creates a stone wall that can be shaped.
6th-Level Cleric Spells
- Animate Objects: Objects attack your foes.
- Antilife Shell: 10-ft. field hedges out living creatures.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Bull's Strength, Mass: As bull's strength, affects one subject/level.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
- Find the Path: Shows most direct way to a location.
- Forbiddance M: Blocks planar travel, damages creatures of different alignment.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
- Harm: Deals 10 points/level damage to target.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
- Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
- Planar Ally X: As lesser planar ally, but up to 12 HD.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Symbol of Fear M: Triggered rune panics nearby creatures.
- Symbol of Persuasion M: Triggered rune charms nearby creatures.
- Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
- Wind Walk: You and your allies turn vaporous and travel fast.
- Word of Recall: Teleports you back to designated place.
7th-Level Cleric Spells
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Control Weather: Changes weather in local area.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Destruction F: Kills subject and destroys remains.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
- Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hp.
- Refuge M: Alters item to transport its possessor to you.
- Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Repulsion: Creatures can't approach you.
- Restoration, Greater X: As restoration, plus restores all levels and ability scores.
- Resurrection M: Fully restore dead subject.
- Scrying, Greater: As scrying, but faster and longer.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Symbol of Stunning M: Triggered rune stuns nearby creatures.
- Symbol of Weakness M: Triggered rune weakens nearby creatures.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8th-Level Cleric Spells
- Antimagic Field: Negates magic within 10 ft.
- Brain Spider: Listen to thoughts of up to eight other creatures.
- Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Discern Location: Reveals exact location of creature or object.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Fire Storm: Deals 1d6/level fire damage.
- Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
- Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
- Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Symbol of Death M: Triggered rune slays nearby creatures.
- Symbol of Insanity M: Triggered rune renders nearby creatures insane.
- Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
9th-Level Cleric Spells
- Astral Projection M: Projects you and companions onto Astral Plane.
- Energy Drain: Subject gains 2d4 negative levels.
- Etherealness: Travel to Ethereal Plane with companions.
- Gate X: Connects two planes for travel or summoning.
- Heal, Mass: As heal, but with several subjects.
- Implosion: Kills one creature/round.
- Miracle X: Requests a deity's intercession.
- Soul Bind F: Traps newly dead soul to prevent resurrection.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Summon Monster IX: Calls extraplanar creature to fight for you.
- True Resurrection M: As resurrection, plus remains aren't needed.
Druid Spells
Druid use the following spell list for spell selection.
0-Level Druid Spells (Orisons)
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Flare: Dazzles one creature (-1 penalty on attack rolls).
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Know Direction: You discern north.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Minor Energy Ward: Absorb 5 points of damage from one kind of energy. (OCS)
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
- Resistance: Subject gains +1 bonus on saving throws.
- Virtue: Subject gains 1 temporary hp.
1st-Level Druid Spells
- Calm Animals: Calms (2d4 + level) HD of animals.
- Charm Animal: Makes one animal your friend.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Detect Animals or Plants: Detects kinds of animals or plants.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entangle: Plants entangle everyone in 40-ft.-radius.
- Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Hide from Animals: Animals can't perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Your speed increases by 10 ft.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
- Obscuring Mist: Fog surrounds you.
- Pass without Trace: One subject/level leaves no tracks.
- Produce Flame: 1d6 damage +1/level, touch or thrown.
- Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
- Speak with Animals: You can communicate with animals.
- Summon Nature's Ally I: Calls creature to fight.
2nd-Level Druid Spells
- Animal Messenger: Sends a Tiny animal to a specific place.
- Animal Trance: Fascinates 2d6 HD of animals.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear's Endurance: Subject gains +4 to Con for 10 min./level.
- Bull's Strength: Subject gains +4 to Str for 10 min./level.
- Cat's Grace: Subject gains +4 to Dex for 10 min./level.
- Chill Metal: Cold metal damages those who touch it.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Fire Trap M: Opened object deals 1d4 +1/level damage.
- Flame Blade: Touch attack deals 1d8 +1/two levels damage.
- Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Fog Cloud: Fog obscures vision.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Heat Metal: Make metal so hot it damages those who touch it.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Owl's Wisdom: Subject gains +4 to Wis for 10 min./level.
- Reduce Animal: Shrinks one willing animal.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Rune of the Burning Sun: Subject gains +2 Dex, and has access to another power. (OCS)
- Rune of the Four Winds: Subject gains +2 Dex, and has access to another power. (OCS)
- Rune of the Frigid North: Subject gains +2 Con, and has access to another power. (OCS)
- Rune of the Great Seas: Subject gains +2 Con, and has access to another power. (OCS)
- Rune of the Stone Mountains: Subject gains +2 Str, and has access to another power. (OCS)
- Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Summon Nature's Ally II: Calls creature to fight.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Tree Shape: You look exactly like a tree for 1 hour/level.
- Warp Wood: Bends wood (shaft, handle, door, plank).
- Wood Shape: Rearranges wooden objects to suit you.
- Weapon of Flame: Weapon or creature deals +1d6 fire damage for 1 round/level. (OCS)
- Weapon of Frost: Weapon or creature deals +1d6 cold damage for 1 round/level. (OCS)
- Weapon of Shock: Weapon or creature deals +1d6 electricity damage for 1 round/level. (OCS)
3rd-Level Druid Spells
- Baneblade: Weapon gains 'bane' weapon quality for 10 minutes/level. (OCS)
- Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
- Contagion: Infects subject with chosen disease.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Daylight: 60-ft. radius of bright light.
- Diminish Plants: Reduces size or blights growth of normal plants.
- Dominate Animal: Subject animal obeys silent mental commands.
- Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
- Meld into Stone: You and your gear merge with stone.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Plant Growth: Grows vegetation, improves crops.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Quench: Extinguishes nonmagical fires or one magic item.
- Remove Disease: Cures all diseases affecting subject.
- Sleet Storm: Hampers vision and movement.
- Snare: Creates a magic booby trap.
- Speak with Plants: You can talk to normal plants and plant creatures.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Stone Shape: Sculpts stone into any shape.
- Summon Nature's Ally III: Calls creature to fight.
- Water Breathing: Subjects can breathe underwater.
- Thundering Strike: Weapon gains 'thundering' weapon quality for 10 minutes/level. (OCS)
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Druid Spells
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Antiplant Shell: Keeps animated plants at bay.
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Command Plants: Sway the actions of one or more plant creatures.
- Control Water: Raises or lowers bodies of water.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Dispel Magic: Cancels spells and magical effects.
- Flame Strike: Smite foes with divine fire (1d6/level damage).
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Reincarnate: Brings dead subject back in a random body.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Rusting Grasp: Your touch corrodes iron and alloys.
- Scrying F: Spies on subject from a distance.
- Spike Stones: Creatures in area take 1d8 damage, may be slowed.
- Summon Nature's Ally IV: Calls creature to fight.
5th-Level Druid Spells
- Animal Growth: One animal/two levels doubles in size.
- Atonement: Removes burden of misdeeds from subject.
- Awaken X: Animal or tree gains human intellect.
- Baleful Polymorph: Transforms subject into harmless animal.
- Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Control Winds: Change wind direction and speed.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Death Ward: Grants immunity to all death spells and negative energy effects.
- Hallow M: Designates location as holy.
- Insect Plague: Locust swarms attack creatures.
- Stoneskin M: Ignore 10 points of damage per attack.
- Summon Nature's Ally V: Calls creature to fight.
- Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
- Tree Stride: Step from one tree to another far away.
- Unhallow M: Designates location as unholy.
- Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
- Wall of Thorns: Thorns damage anyone who tries to pass.
6th-Level Druid Spells
- Antilife Shell: 10-ft.-radius field hedges out living creatures.
- Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
- Bull's Strength, Mass: As bull's strength, affects one subject/level.
- Cat's Grace, Mass: As cat's grace, affects one subject/level.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Find the Path: Shows most direct way to a location.
- Fire Seeds: Acorns and berries become grenades and bombs.
- Ironwood: Magic wood is strong as steel.
- Liveoak: Oak becomes treant guardian.
- Move Earth: Digs trenches and builds hills.
- Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
- Repel Wood: Pushes away wooden objects.
- Spellstaff: Stores one spell in wooden quarterstaff.
- Stone Tell: Talk to natural or worked stone.
- Summon Nature's Ally VI: Calls creature to fight.
- Transport via Plants: Move instantly from one plant to another of the same kind.
- Wall of Stone: Creates a stone wall that can be shaped.
7th-Level Druid Spells
- Animate Plants: One or more plants animate and fight for you.
- Changestaff: Your staff becomes a treant on command.
- Control Weather: Changes weather in local area.
- Creeping Doom: Swarms of centipedes attack at your command.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Fire Storm: Deals 1d6/level fire damage.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Scrying, Greater: As scrying, but faster and longer.
- Summon Nature's Ally VII: Calls creature to fight.
- Sunbeam: Beam blinds and deals 4d6 damage.
- Transmute Metal to Wood: Metal within 40 ft. becomes wood.
- True Seeing M: Lets you see all things as they really are.
- Wind Walk: You and your allies turn vaporous and travel fast.
8th-Level Druid Spells
- Animal Shapes: One ally/level polymorphs into chosen animal.
- Control Plants: Control actions of one or more plant creatures.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Finger of Death: Kills one subject.
- Repel Metal or Stone: Pushes away metal and stone.
- Reverse Gravity: Objects and creatures fall upward.
- Summon Nature's Ally VIII: Calls creature to fight.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Word of Recall: Teleports you back to designated place.
9th-Level Druid Spells
- Antipathy: Object or location affected by spell repels certain creatures.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Elemental Swarm: Summons multiple elementals.
- Foresight: "Sixth sense" warns of impending danger.
- Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Shambler: Summons 1d4+2 shambling mounds to fight for you.
- Shapechange F: Transforms you into any creature, and change forms once per round.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
- Summon Nature's Ally IX: Calls creature to fight.
- Sympathy M: Object or location attracts certain creatures.
Psion Powers
Psions use the following power list, as well as the power list for their discipline, for power
selection.
1st-Level Psion Powers
- Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
- Attraction A: Subject has an attraction you specify.
- Bolt A: You create a few enhanced short-lived bolts, arrows, or bullets.
- Call to Mind: Gain additional Knowledge check with +4 competence bonus.
- Catfall A: Instantly save yourself from a fall.
- Conceal Thoughts: You conceal your motives.
- Control Flames A: Take control of nearby open flame.
- Control Light: Adjust ambient light levels.
- Create Sound: Create the sound you desire.
- Crystal Shard A: Ranged touch attack for 1d6 points of piercing damage.
- Daze, Psionic A: Humanoid creature of 4 HD or less loses next action.
- Deceleration A: Target's speed is halved.
- Deja Vu A: Your target repeats his last action.
- Demoralize A: Enemies become shaken.
- Detect Psionics: You detect the presence of psionics.
- Disable A: Subjects incorrectly believe they are disabled.
- Dissipating Touch A: Touch deals 1d6 damage.
- Distract: Target gets -4 bonus on Perception, Search and Sense Motive checks.
- Ecto Protection A: An astral construct gains bonus against dismiss ectoplasm.
- Empathy A: You know the subject's surface emotions.
- Empty Mind A: You gain +2 on Will saves until your next action.
- Energy Ray A: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
- Entangling Ectoplasm: You entangle a foe in sticky goo.
- Far Hand A: Move small objects at a limited distance.
- Float A: You buoy yourself in water or other liquid.
- Force Screen A: Invisible disc provides +4 shield bonus to AC.
- Grease, Psionic: Makes 10-ft. square or one object slippery.
- Hammer A: Melee touch attack deals 1d8/round.
- Inertial Armor A: Tangible field of force provides you with +4 armor bonus to AC.
- Know Direction and Location: You discover where you are and what direction you face.
- Matter Agitation: You heat a creature or object.
- Mind Thrust A: Deal 1d10 damage.
- Missive A: Send a one-way telepathic message to subject.
- My Light A: Your eyes emit 20-ft. cone of light.
- Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws.
- Precognition, Offensive A: Gain +1 insight bonus on your attack rolls.
- Prescience, Offensive A: Gain +2 insight bonus on your damage rolls.
- Sense Link A: You sense what the subject senses (single sense).
- Skate: Subject slides skillfully along the ground.
- Synesthete: You receive one kind of sense when another sense is stimulated.
- Telempathic Projection: Alter the subject's mood.
- Vigor A: Gain 5 temporary hit points.
2nd-Level Psion Powers
- Bestow Power A: Subject receives 2 power points.
- Biofeedback A: Gain damage reduction 2/-.
- Body Equilibrium: You can walk on nonsolid surfaces.
- Cloud Mind: You erase knowledge of your presence from target's mind.
- Concealing Amorpha: Quasi-real membrane grants you concealment.
- Concussion Blast A: Deal 1d6 force damage to target.
- Control Sound: Create very specific sounds.
- Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
- Ego Whip A: Deal 1d4 Cha damage and daze for 1 round.
- Elfsight: Gain low-light vision, +2 bonus on Search and Perception checks, and notice secret doors.
- Energy Adaptation, Specified A: Gain resistance 10 against one energy type.
- Energy Push A: Deal 2d6 damage and knock subject back.
- Energy Stun A: Deal 1d6 damage and stun target if it fails both saves.
- Feat Leech A: Borrow another's psionic or metapsionic feats.
- Id Insinuation A: Swift tendrils of thought disrupt and confuse your target.
- Identify, Psionic: Learn the properties of a psionic item.
- Inflict Pain A: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
- Knock, Psionic: Opens locked or psionically sealed door.
- Levitate, Psionic: You move up and down, forward and back via mental support.
- Mental Disruption A: Daze creatures within 10 feet for 1 round.
- Missive, Mass A: You send a one-way telepathic message to an area.
- Psionic Lock: Secure a door, chest, or portal.
- Recall Agony A: Foe takes 2d6 damage.
- Sense Link, Forced: Sense what subject senses.
- Share Pain: Willing subject takes some of your damage.
- Sustenance: Go without food and water for one day.
- Swarm of Crystals A: Crystal shards are sprayed forth doing 3d4 slashing damage.
- Thought Shield A: Gain PR 13 against mind-affecting powers.
- Tongues, Psionic: You can communicate with intelligent creatures.
3rd-Level Psion Powers
- Body Adjustment A: You heal 1d12 damage.
- Body Purification A: You restore 2 points of ability damage.
- Danger Sense A: You gain +4 bonus against traps.
- Darkvision, Psionic: See 60 ft. in total darkness.
- Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
- Dispel Psionics A: Cancels psionic powers and effects.
- Energy Bolt A: Deal 5d6 energy damage in 120-ft. line.
- Energy Burst A: Deal 5d6 energy damage in 40-ft. burst.
- Energy Retort A: Ectoburst of energy automatically targets your attacker for 4d6 damage
once each round.
- Energy Wall: Create wall of your chosen energy type.
- Eradicate Invisibility A: Negate invisibility in 50-ft. burst.
- Keen Edge, Psionic: Doubles normal weapon's threat range.
- Mental Barrier A: Gain +4 deflection bonus to AC until your next action.
- Mind Trap A: Drain 1d6 power points from anyone who attacks you with a telepathy power.
- Psionic Blast A: Stun creatures in 30-ft. cone for 1 round.
- Share Pain, Forced A: Unwilling subject takes some of your damage.
- Solicit Psicrystal A: Your psicrystal takes over your concentration power.
- Telekinetic Force A: Move an object with the sustained force of your mind.
- Telekinetic Thrust A: Hurl objects with the force of your mind.
- Time Hop A: Subject hops forward in time 1 round/level.
- Touchsight A: Your telekinetic field tells you where everything is.
- Ubiquitous Vision: You have all-around vision.
4th-Level Psion Powers
- Aura Sight A: Reveals creatures, objects, powers, or spells of selected alignment axis.
- Correspond: Hold mental conversation with another creature at any distance.
- Death Urge A: Implant a self-destructive compulsion.
- Detect Remote Viewing: You know when others spy on you remotely.
- Dimension Door, Psionic: Teleports you short distance.
- Divination, Psionic: Provides useful advice for specific proposed action.
- Empathic Feedback A: When you are hit in melee, your attacker takes damage.
- Energy Adaptation A: Your body converts energy to harmless light.
- Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
- Intellect Fortress A: Those inside fortress take only half damage from all powers and
psi-like abilities until your next action.
- Mindwipe A: Subject's recent experiences wiped away, bestowing negative levels.
- Personality Parasite: Subject's mind calves self-antagonistic splinter personality for 1
round/level.
- Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
- Psychic Reformation X: Subject can choose skills, feats, and powers anew for previous
levels.
- Telekinetic Maneuver A: Telekinetically bull rush, disarm, grapple, or trip your
target.
- Trace Teleport A: Learn destination of subject's teleport.
- Wall of Ectoplasm: You create a protective barrier.
5th-Level Psion Powers
- Adapt Body: Your body automatically adapts to hostile environments.
- Catapsi A: Psychic static inhibits power manifestation.
- Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
- Incarnate X: Make some powers permanent.
- Leech Field A: Leech power points each time you make a saving throw.
- Major Creation, Psionic: As psionic minor creation, plus stone and metal.
- Plane Shift, Psionic: Travel to other planes.
- Power Resistance: Grant PR equal to 12 + level.
- Psychic Crush A: Brutally crush subject's mental essence, reducing subject to -1 hit
points.
- Shatter Mind Blank: Cancels target's mind blank effect.
- Tower of Iron Will A: Grant PR 19 against mind-affecting powers to all creatures within
10 ft. until your next turn.
- True Seeing, Psionic A: See all things as they really are.
6th-Level Psion Powers
- Aura Alteration A: Repairs psyche or makes subject seem to be something it is not.
- Breath of the Black Dragon A: Breathe acid for 11d6 damage.
- Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
- Contingency, Psionic X: Sets trigger condition for another power.
- Co-opt Concentration: Take control of foe's concentration power.
- Disintegrate, Psionic A: Turn one creature or object to dust.
- Fuse Flesh A: Fuse subject's flesh, creating a helpless mass.
- Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
- Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
- Retrieve A: Teleport to your hand an item you can see.
- Suspend Life: Put yourself in a state akin to suspended animation.
- Temporal Acceleration A: Your time frame accelerates for 1 round.
7th-Level Psion Powers
- Decerebrate: Remove portion of subject's brain stem.
- Divert Teleport: Choose destination for another's teleport.
- Energy Conversion: Offensively channel energy you've absorbed.
- Energy Wave A: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
- Evade Burst A: You take no damage from a burst on a successful Reflex save.
- Insanity A: Subject is permanently confused.
- Mind Blank, Personal: You are immune to scrying and mental effects.
- Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
- Oak Body A: Your body becomes as hard as oak.
- Phase Door, Psionic: Invisible passage through wood or stone.
- Sequester, Psionic X: Subject invisible to sight and remote viewing; renders subject
comatose.
- Ultrablast A: Deal 13d6 damage in 15-ft. radius.
8th-Level Psion Powers
- Bend Reality X: Alters reality within power limits.
- Iron Body, Psionic: Your body becomes living iron.
- Matter Manipulation X: Increase or decrease an object's base hardness by 5.
- Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
- Recall Death: Subject dies or takes 5d6 damage.
- Shadow Body: You become a living shadow (not the creature).
- Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.
- True Metabolism: You regenerate 10 hit points/round.
9th-Level Psion Powers
- Affinity Field: Effects that affect you also affect others.
- Apopsi X: You delete target's psionic powers.
- Assimilate: Incorporate creature into your own body.
- Etherealness, Psionic: Become ethereal for 1 min./level.
- Microcosm A: Creature or creature lives forevermore in world of his own imagination.
- Reality Revision X: As bend reality, but fewer limits.
- Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
Psion Discipline Powers
Below are a list of the specific powers associated with each discipline:
Egoist (Psychometabolism) Discipline Powers
- Thicken Skin A: Gain +1 enhancement bonus to your AC for 10 min./level.
- 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.
- Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Hustle: Instantly gain a move action.
- Metamorphosis: Assume shape of creature or object.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
- 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.
- Restoration, Psionic: Restores level and ability score drains.
- Fission: You briefly duplicate yourself.
- Fusion X: You combine your abilities and form with another.
- Metamorphosis, Greater X: Assume shape of any nonunique creature or object each round.
Kineticist (Psychokinesis) Discipline Powers
- Control Object: Telekinetically animate a small object.
- Control Air A: You have control over wind speed and direction.
Energy Missile A: Deal 3d6 energy damage to up to five subjects.
- Energy Cone A: Deal 5d6 energy damage in 60-ft. cone.
- 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/-.
- 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.
- Dispelling Buffer: Subject is buffered from one dispel psionics effect.
Null Psionics Field: Create a field where psionic power does not function.
- Reddopsi: Powers targeting you rebound on manifester.
- Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
- Tornado Blast A: Vortex of air subjects your foes to 17d6 damage and moves them.
Nomad (Psychoportation) Discipline Powers
- Burst: Gain +10 ft. to speed this round.
Detect Teleportation A: Know when teleportation powers are used in close range.
- Dimension Swap A: You and ally or two allies switch positions.
Levitate, Psionic: Subject moves up and down, forward and back, at your direction.
- Astral Caravan A: You lead astral traveler-enabled group to a planar destination.
- 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.
- 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.
- Banishment, Psionic A: Banishes extraplanar creatures.
- Dream Travel A: Travel to other places through dreams.
Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
- Time Hop, Mass A: Willing subjects hop forward in time.
- Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
Time Regression X: Relive the last round.
Seer (Clairsentience) Discipline Powers
- Destiny Dissonance: Your dissonant touch sickens a foe.
Precognition: Gain +2 insight bonus to one roll.
- 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.
- Escape Detection: You become difficult to detect with clairsentience powers.
Fate Link A: You link the fates of two targets.
- Anchored Navigation A: Establish a mishap-free teleport beacon.
Remote Viewing X: See, hear, and potentially interact with subjects at a distance.
- Clairtangent Hand A: Emulate far hand at a distance.
Second Chance: Gain a reroll.
- Precognition, Greater: Gain +4 insight bonus to one roll.
- Fate of One: Reroll any roll you just failed.
- Hypercognition: You can deduce almost anything.
- Metafaculty X: You learn details about any one creature.
Shaper (Metacreativity) Discipline Powers
- Astral Construct A: Creates astral construct to fight for you.
Minor Creation, Psionic: Creates one cloth or wood object.
- Psionic Repair Damage A: Repairs construct of 3d8 hit points +1 hp/level.
- Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Ectoplasmic Cocoon A: You encapsulate a foe so it can't move.
- Fabricate, Psionic: Transforms raw goods to finished items.
Quintessence: You collapse a bit of time into a physical substance.
- Hail of Crystals A: A crystal explodes in an area, dealing 9d4 slashing damage.
- Crystallize: Turn subject permanently to crystal.
Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
- Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
- Astral Seed: You plant the seed of your rebirth from the Astral Plane.
- 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
- Charm, Psionic A: Makes one person your friend.
Mindlink A: You forge a limited mental bond with another creature.
- 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.
- 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.
- 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.
- Metaconcert A: Mental concert of two or more increases the total power of the participants.
Mind Probe: You discover the subject's secret thoughts.
- Mind Switch A, X: You switch minds with another.
- Crisis of Life A: Stop subject's heart.
- Mind Seed X: Subject slowly becomes you.
- 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
- Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
- Biofeedback A: Gain DR 2/-.
- Bite of the Wolf: Gain bite attack for 1d8 damage.
- Burst: Gain +10ft. to speed this round.
- Call Weaponry A: Create temporary weapon.
- Catfall A: Instantly save yourself from a fall.
- Chameleon: Gain +10 enhancement bonus on Stealth checks.
- Claws of the Beast A: Your hands become deadly claws.
- Compression A: You grow smaller.
- Conceal Thoughts: You conceal your motives.
- Detect Psionics: You detect the presence of psionics.
- Dissipating Touch A: Touch deals 1d6 damage.
- Distract: Subject gets -4 on Perception, Search and Sense Motive checks.
- Elfsight: Gain low-light vision, +2 bonus on Search and Perception checks, and notice secret doors.
- Empty Mind A: Gain +2 on Will saves until your next action.
- Expansion A: Become one size category larger.
- Float A: Buoy yourself in water or other liquid.
- Force Screen A: Invisible disc provides +4 shield bonus to AC.
- Grip of Iron A: Your iron grip gives +4 bonus on grapple checks.
- Hammer A: Melee touch attack deals 1d8/round.
- Inertial Armor A: Tangible field of force provides you with +4 armor bonus to AC.
- Metaphysical Claw A: Your natural weapon gains +1 bonus.
- Metaphysical Weapon A: Weapon gains +1 bonus.
- My Light A: Your eyes emit 20-ft. cone of light.
- Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws.
- Precognition, Offensive A: Gain +1 insight bonus on your attack rolls.
- Prescience, Offensive A: Gain +2 insight bonus on your damage rolls.
- Prevenom A: Your claws gain a poison coating.
- Prevenom Weapon A: Your weapon is mildly venomous.
- Skate: Subject slides skillfully along the ground.
- Stomp A: Subjects fall prone and take 1d4 nonlethal damage.
- Synesthete: You receive one kind of sense when another sense is stimulated.
- Thicken Skin A: Gain +1 enhancement bonus to your AC for 10 min./level.
- Vigor A: Gain 5 temporary hit points.
2nd-Level Psychic Warrior Powers
- Animal Affinity A: Gain +4 enhancement to one ability.
- Body Adjustment A: Heal 1d12 damage.
- Body Equilibrium: You can walk on nonsolid surfaces.
- Body Purification A: Restore 2 points of ability damage.
- Concealing Amorpha: Quasi-real membrane grants you concealment.
- Darkvision, Psionic: See 60 ft. in total darkness.
- Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
- Dimension Swap A: You and an ally switch positions.
- Dissolving Touch A: Your touch deals 4d6 acid damage.
- Dissolving Weapon A: Your weapon deals 4d6 acid damage.
- Empathic Transfer A: Transfer another's wounds to yourself.
- Energy Adaptation, Specified A: Gain resistance 10 to one energy type.
- Feat Leech A: Borrow another's psionic or metapsionic feats.
- Hustle: Instantly gain a move action.
- Levitate, Psionic: You move up and down, forward and back, via mental support.
- Painful Strike A: Your natural weapons deal an extra 1d6 nonlethal damage.
- Prowess: Instantly gain another attack of opportunity.
- Psionic Lion's Charge A: You can make full attack in same round you charge.
- Psionic Scent: Gain the scent ability.
- Strength of My Enemy A: Siphon away your enemy's strength and grow stronger.
- Sustenance: You can go without food and water for one day.
- Thought Shield A: Gain PR 13 against mind-affecting powers.
- Wall Walker: Grants ability to walk on walls and ceilings.
3rd-Level Psychic Warrior Powers
- Claws of the Vampire: Heal half of your claw's base damage.
- Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
- Danger Sense A: Gain +4 bonus against traps.
- Dimension Slide A: Teleports you very short distance.
- Duodimensional Claw: Increases your natural weapon's threat range.
- Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
- Empathic Feedback A: When you are hit in melee, your attacker takes damage.
- Empathic Transfer, Hostile A: Your touch transfers your hurt to another.
- Escape Detection: You become difficult to detect with clairsentience powers.
- Evade Burst A: You take no damage from a burst on a successful Reflex save.
- Exhalation of the Black Dragon A: Your acid breath deals 3d6 damage to a close target.
- Graft Weapon: Your hand is replaced seamlessly by your weapon.
- Keen Edge, Psionic: Doubles normal weapon's threat range.
- Mental Barrier A: Gain +4 deflection bonus to AC until your next action.
- Ubiquitous Vision: You have all-around vision.
- Vampiric Blade: You heal half of your base weapon damage.
4th-Level Psychic Warrior Powers
- Claw of Energy: Your claws deal additional energy damage.
- Dimension Door, Psionic: Teleports you short distance.
- Energy Adaptation A: Your body converts energy to harmless light.
- Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
- Immovability A: You are almost impossible to move and gain DR 15/-.
- Inertial Barrier: Gain DR 5/-.
- Psychic Vampire: Touch attack drains 2 power points/level from foe.
- Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Perception and Search checks.
- Truevenom: Your natural weapons are covered in horrible poison.
- Truevenom Weapon: Your weapon is horribly poisonous.
- Weapon of Energy: Weapon deals additional energy damage.
5th-Level Psychic Warrior Powers
- Adapt Body: Your body automatically adapts to hostile environments.
- Catapsi A: Psychic static inhibits power manifestation.
- Metaconcert A: Mental concert of two or more increases the total power of the participants.
- Oak Body A: Your body becomes as hard as oak.
- Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.
6th-Level Psychic Warrior Powers
- Breath of the Black Dragon A: Breathe acid for 11d6 damage.
- Dispelling Buffer: You are buffered from one dispel psionics effect.
- Form of Doom A: You transform into a frightening tentacled beast.
- Mind Blank, Personal: You are immune to scrying and mental effects.
- Suspend Life: Put yourself into a state akin to suspended animation.
Ranger Spells
Rangers use the following spell list for spell selection.
1st-Level Ranger Spells
- Alarm: Wards an area for 2 hours/level.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Charm Animal: Makes one animal your friend.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Animals or Plants: Detects kinds of animals or plants.
- Detect Poison: Detects poison in one creature or object.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Endure Elements: Exist comfortably in hot or cold environments.
- Entangle: Plants entangle everyone in 40-ft.-radius circle.
- Hide from Animals: Animals can't perceive one subject/level.
- Jump: Subject gets bonus on Jump checks.
- Longstrider: Increases your speed.
- Luck Of The Gods: Subject rolls two d20s to resolve a single chosen action, and chooses between them. (OCS)
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Pass without Trace: One subject/level leaves no tracks.
- Read Magic: Read scrolls and spellbooks.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Speak with Animals: You can communicate with animals.
- Summon Nature's Ally I: Calls animal to fight for you.
- Transfer Exhaustion: Caster exchanges fatigue/exhaustion levels with target. (OCS)
2nd-Level Ranger Spells
- Baneblade: Weapon gains 'bane' weapon quality for 10 minutes/level. (OCS)
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Hold Animal: Paralyzes one animal for 1 round/level.
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Snare: Creates a magic booby trap.
- Speak with Plants: You can talk to normal plants and plant creatures.
- Spike Growth: Creatures in area take 1d4 damage, may be slowed.
- Summon Nature's Ally II: Calls animal to fight for you.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-Level Ranger Spells
- Command Plants: Sway the actions of one or more plant creatures.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkvision: See 60 ft. in total darkness.
- Diminish Plants: Reduces size or blights growth of normal plants.
- Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Plant Growth: Grows vegetation, improves crops.
- Reduce Animal: Shrinks one willing animal.
- Remove Disease: Cures all diseases affecting subject.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Summon Nature's Ally III: Calls animal to fight for you.
- Tree Shape: You look exactly like a tree for 1 hour/level.
- Water Walk: Subject treads on water as if solid.
4th-Level Ranger Spells
- Animal Growth: One animal/two levels doubles in size.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Freedom of Movement: Subject moves normally despite impediments.
- Nondetection M: Hides subject from divination, scrying.
- Summon Nature's Ally IV: Calls animal to fight for you.
- Tree Stride: Step from one tree to another far away.
Wizard/Sorcerer Spells
Wizards and Battle Sorcerers use the following spell list for spell selection.
0-Level Sorcerer/Wizard Spells (Cantrips)
- Abjur
- Minor Energy Ward: Absorb 5 points of damage from one kind of energy. (OCS)
- Resistance: Subject gains +1 on saving throws.
- Conj
- Acid Splash: Orb deals 1d3 acid damage.
- Acidic Slam: Touch attack does 1d6 acid damage. (OCS)
- Div
- Detect Poison: Detects poison in one creature or small object.
- Detect Magic: Detects spells and magic items within 60 ft.
- Mystic Circumstances: Subject gains bonus to next skill check, if performed within next minute. (OCS)
- Read Magic: Read scrolls and spellbooks.
- Tongues, Lesser: Caster gains the ability to speak another language for the next minute. (OCS)
- Ench
- Daze: Humanoid creature of 4 HD or less loses next action.
- Evoc
- Dancing Lights: Creates torches or other lights.
- Electric Ray: Ray deals 1d3 electricity damage. (OCS)
- Electric Slam: Touch attack does 1d6 electricity damage. (OCS)
- Flare: Dazzles one creature (-1 on attack rolls).
- Frigid Slam: Touch attack does 1d6 cold damage. (OCS)
- Incendiary Ray: Ray deals 1d3 fire damage. (OCS)
- Incendiary Slam: Touch attack does 1d6 fire damage. (OCS)
- Light: Object shines like a torch.
- Ray of Frost: Ray deals 1d3 cold damage.
- Resonant Ray: Ray deals 1d3 sonic damage. (OCS)
- Resonant Slam: Touch attack does 1d6 sonic damage. (OCS)
- Illus
- Ghost Sound: Figment sounds.
- Necro
- Disrupt Undead: Deals 1d6 damage to one undead.
- Touch of Fatigue: Touch attack fatigues target.
- Trans
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- Message: Whispered conversation at distance.
- Open/Close: Opens or closes small or light things.
- Univ
- Arcane Mark: Inscribes a personal rune (visible or invisible).
- Prestidigitation: Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
- Abjur
- Alarm: Wards an area for 2 hours/level.
- Endure Elements: Exist comfortably in hot or cold environments.
- Hold Portal: Holds door shut.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
- Conj
- Grease: Makes 10-ft. square or one object slippery.
- Mage Armor: Gives subject +4 armor bonus.
- Mount: Summons riding horse for 2 hours/level.
- Obscuring Mist: Fog surrounds you.
- Paste: Makes 10-ft. square or one object sticky. (OCS)
- Summon Monster I: Calls extraplanar creature to fight for you.
- Unseen Servant: Invisible force obeys your commands.
- Div
- Comprehend Languages: You understand all spoken and written languages.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Undead: Reveals undead within 60 ft.
- Identify M: Determines properties of magic item.
- True Strike: +20 on your next attack roll.
- Ench
- Charm Person: Makes one person your friend.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Evoc
- Burning Hands: 1d4/level fire damage (max 5d4).
- Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
- Illus
- Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
- Disguise Self: Changes your appearance.
- Invisibility, Lesser: Like invisibility, but only lasts two rounds. (OCS)
- Magic Aura: Alters object's magic aura.
- Silent Image: Creates minor illusion of your design.
- Ventriloquism: Throws voice for 1 min./level.
- Necro
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
- Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
- Transfer Exhaustion: Caster exchanges fatigue/exhaustion levels with target. (OCS)
- Trans
- Animate Rope: Makes a rope move at your command.
- Enlarge Person: Humanoid creature doubles in size.
- Erase: Mundane or magical writing vanishes.
- Expeditious Retreat: Your speed increases by 30 ft.
- Feather Fall: Objects or creatures fall slowly.
- Jump: Subject gets bonus on Jump checks.
- Magic Weapon: Weapon gains +1 bonus.
- Reduce Person: Humanoid creature halves in size.
2nd-Level Sorcerer/Wizard Spells
- Abjur
- Arcane Lock M: Magically locks a portal or chest.
- Obscure Object: Masks object against scrying.
- Protection from Arrows: Subject immune to most ranged attacks.
- Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
- Conj
- Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
- Fog Cloud: Fog obscures vision.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Weapon of Corrosion: Weapon or creature deals +1d6 acid damage for 1 round/level. (OCS)
- Web: Fills 20-ft.-radius spread with sticky spiderwebs.
- Div
- Detect Portals & Gates: Reveals portals and gates within 60 ft. (OCS)
- Detect Thoughts: Allows "listening" to surface thoughts.
- Locate Object: Senses direction toward object (specific or type).
- See Invisibility: Reveals invisible creatures or objects.
- Ench
- Daze Monster: Living creature of 6 HD or less loses next action.
- Hideous Laughter: Subject loses actions for 1 round/level.
- Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
- Evoc
- Continual Flame M: Makes a permanent, heatless torch.
- Darkness: 20-ft. radius of supernatural shadow.
- Ethereal Bolt: Force bolt deals 1d6/level damage to ethereal creatures. (OCS)
- Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Weapon of Flame: Weapon or creature deals +1d6 fire damage for 1 round/level. (OCS)
- Weapon of Frost: Weapon or creature deals +1d6 cold damage for 1 round/level. (OCS)
- Weapon of Resonance: Weapon or creature deals +1d6 sonic damage for 1 round/level. (OCS)
- Weapon of Shock: Weapon or creature deals +1d6 electricity damage for 1 round/level. (OCS)
- Illus
- Blur: Attacks miss subject 20% of the time.
- Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Magic Mouth M: Speaks once when triggered.
- Minor Image: As silent image, plus some sound.
- Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Misdirection: Misleads divinations for one creature or object.
- Phantom Trap M: Makes item seem trapped.
- Necro
- Blindness/Deafness: Makes subject blinded or deafened.
- Command Undead: Undead creature obeys your commands.
- False Life: Gain 1d10 temporary hp +1/level (max +10).
- Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
- Scare: Panics creatures of less than 6 HD.
- Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
- Trans
- Alter Self: Assume form of a similar creature.
- Bear's Endurance: Subject gains +4 to Con for 10 min./level.
- Bull's Strength: Subject gains +4 to Str for 10 min./level.
- Cat's Grace: Subject gains +4 to Dex for 10 min./level.
- Darkvision: See 60 ft. in total darkness.
- Eagle's Splendor: Subject gains +4 to Cha for 10 min./level.
- Enhanced Knowledge, Lesser: Subject gains enhancement bonus to one skill for 1 min./level. (OCS)
- Fox's Cunning: Subject gains +4 Int for 10 min./level.
- Knock: Opens locked or magically sealed door.
- Levitate: Subject moves up and down at your direction.
- Owl's Wisdom: Subject gains +4 to Wis for 10 min./level.
- Pyrotechnics: Turns fire into blinding light or choking smoke.
- Rope Trick: As many as eight creatures hide in extradimensional space.
- Rune of the Burning Sun: Subject gains +2 Dex, and has access to another power. (OCS)
- Rune of the Four Winds: Subject gains +2 Dex, and has access to another power. (OCS)
- Rune of the Frigid North: Subject gains +2 Con, and has access to another power. (OCS)
- Rune of the Great Seas: Subject gains +2 Con, and has access to another power. (OCS)
- Rune of the Stone Mountains: Subject gains +2 Str, and has access to another power. (OCS)
- Spider Climb: Grants ability to walk on walls and ceilings.
- Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Sorcerer/Wizard Spells
- Abjur
- Dispel Magic: Cancels magical spells and effects.
- Explosive Runes: Deals 6d6 damage when read.
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
- Nondetection M: Hides subject from divination, scrying.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Conj
- Phantom Steed: Magic horse appears for 1 hour/level.
- Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
- Sleet Storm: Hampers vision and movement.
- Stinking Cloud: Nauseating vapors, 1 round/level.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Div
- Arcane Sight: Magical auras become visible to you.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
- Tongues: Speak any language.
- Ench
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
- Suggestion: Compels subject to follow stated course of action.
- Evoc
- Blacklight: Creates area of total darkness, except caster can see while within it. (OCS)
- Daylight: 60-ft. radius of bright light.
- Fireball: 1d6 damage per level, 20-ft. radius.
- Lightning Bolt: Electricity deals 1d6/level damage.
- Tiny Hut: Creates shelter for ten creatures.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
- Illus
- Displacement: Attacks miss subject 50%.
- Illusory Script M: Only intended reader can decipher.
- Invisibility Sphere: Makes everyone within 10 ft. invisible.
- Major Image: As silent image, plus sound, smell and thermal effects.
- Necro
- Gentle Repose: Preserves one corpse.
- Halt Undead: Immobilizes undead for 1 round/level.
- Ray of Exhaustion: Ray makes subject exhausted.
- Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
- Trans
- Baneblade: Weapon gains 'bane' weapon quality for 10 minutes/level. (OCS)
- Blink: You randomly vanish and reappear for 1 round/level.
- Flame Arrow: Arrows deal +1d6 fire damage.
- Fly: Subject flies at speed of 60 ft.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Keen Edge: Doubles normal weapon's threat range.
- Magic Weapon, Greater: +1/four levels (max +5).
- Secret Page: Changes one page to hide its real content.
- Shrink Item: Object shrinks to one-sixteenth size.
- Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
- Thundering Strike: Weapon gains 'thundering' weapon quality for 10 minutes/level. (OCS)
- Water Breathing: Subjects can breathe underwater.
4th-Level Sorcerer/Wizard Spells
- Abjur
- Dimensional Anchor: Bars extradimensional movement.
- Fire Trap M: Opened object deals 1d4 damage +1/level.
- Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
- Remove Curse: Frees object or person from curse.
- Stoneskin M: Ignore 10 points of damage per attack.
- Conj
- Black Tentacles: Tentacles grapple all within 20 ft. spread.
- Dimension Door: Teleports you short distance.
- Minor Creation: Creates one cloth or wood object.
- Secure Shelter: Creates sturdy cottage.
- Solid Fog: Blocks vision and slows movement.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Div
- Arcane Eye: Invisible floating eye moves 30 ft./round.
- Detect Scrying: Alerts you of magical eavesdropping.
- Locate Creature: Indicates direction to familiar creature.
- Scrying F: Spies on subject from a distance.
- Ench
- Charm Monster: Makes monster believe it is your ally.
- Confusion: Subjects behave oddly for 1 round/level.
- Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
- Geas, Lesser: Commands subject of 7 HD or less.
- Evoc
- Dweomer of Transference: Convert spellcasting into psionic power points.
- Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
- Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
- Resilient Sphere: Force globe protects but traps one subject.
- Shout: Deafens all within cone and deals 5d6 sonic damage.
- Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
- Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
- Illus
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
- Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Rainbow Pattern: Lights fascinate 24 HD of creatures.
- Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
- Necro
- Animate Dead M: Creates undead skeletons and zombies.
- Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of
losing each action.
- Contagion: Infects subject with chosen disease.
- Enervation: Subject gains 1d4 negative levels.
- Fear: Subjects within cone flee for 1 round/level.
- Trans
- Enhanced Knowledge: Subject gains enhancement bonus to one skill for 10 minutes/level. (OCS)
- Enlarge Person, Mass: Enlarges several creatures.
- Haste, Personal: Caster moves faster, +1 on attack rolls, AC, Reflex saves, gains Quicken Spell and Quicken Power feats. (OCS)
- Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
- Polymorph: Gives one willing subject a new form.
- Reduce Person, Mass: Reduces several creatures.
- Stone Shape: Sculpts stone into any shape.
- Wraith Strike: Weapon gains 'ghost touch' weapon quality for 10 minutes/level. (OCS)
5th-Level Sorcerer/Wizard Spells
- Abjur
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Dismissal: Forces a creature to return to native plane.
- Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
- Psychic Turmoil: Invisible field leeches psionic power points away.
- Conj
- Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
- Mage's Faithful Hound: Phantom dog can guard, attack.
- Major Creation: As minor creation, plus stone and metal.
- Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
- Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Teleport: Instantly transports you as far as 100 miles/level.
- Wall of Stone: Creates a stone wall that can be shaped.
- Div
- Contact Other Plane: Lets you ask question of extraplanar entity.
- Prying Eyes: 1d4 +1/level floating eyes scout for you.
- Telepathic Bond: Link lets allies communicate.
- Ench
- Dominate Person: Controls humanoid telepathically.
- Feeblemind: Subject's Int and Cha drop to 1.
- Hold Monster: As hold person, but any creature.
- Mind Fog: Subjects in fog get -10 to Wis and Will checks.
- Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
- Evoc
- Cone of Cold: 1d6/level cold damage.
- Interposing Hand: Hand provides cover against one opponent.
- Sending: Delivers short message anywhere, instantly.
- Wall of Force: Wall is immune to damage.
- Illus
- Dream: Sends message to anyone sleeping.
- False Vision M: Fools scrying with an illusion.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Persistent Image: As major image, but no concentration required.
- Seeming: Changes appearance of one person per two levels.
- Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
- Necro
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Magic Jar F: Enables possession of another creature.
- Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
- Waves of Fatigue: Several targets become fatigued.
- Trans
- Animal Growth: One animal/two levels doubles in size.
- Baleful Polymorph: Transforms subject into harmless animal.
- Fabricate: Transforms raw materials into finished items.
- Luminous Strike: Weapon gains 'brilliant energy' weapon quality for 10 minutes/level. (OCS)
- Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
- Passwall: Creates passage through wood or stone wall.
- Telekinesis: Moves object, attacks creature, or hurls object or creature.
- Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
- Univ
- Permanency X: Makes certain spells permanent.
6th-Level Sorcerer/Wizard Spells
- Abjur
- Antimagic Field: Negates magic within 10 ft.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
- Guards and Wards: Array of magic effects protect area.
- Repulsion: Creatures can't approach you.
- Conj
- Acid Fog: Fog deals acid damage.
- Planar Binding: As lesser planar binding, but up to 12 HD.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Wall of Iron M: 30 hp/four levels; can topple onto foes.
- Div
- Analyze Dweomer F: Reveals magical aspects of subject.
- Legend Lore M F: Lets you learn tales about a person, place, or thing.
- Probe Thoughts: Read subject's memories, one question/ round.
- True Seeing M: Lets you see all things as they really are.
- Ench
- Geas/Quest: As lesser geas, plus it affects any creature.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Suggestion, Mass: As suggestion, plus one subject/level.
- Symbol of Persuasion M: Triggered rune charms nearby creatures.
- Evoc
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Contingency F: Sets trigger condition for another spell.
- Forceful Hand: Hand pushes creatures away.
- Freezing Sphere: Freezes water or deals cold damage.
- Illus
- Mislead: Turns you invisible and creates illusory double.
- Permanent Image: Includes sight, sound, and smell.
- Programmed Image M: As major image, plus triggered by event.
- Shadow Walk: Step into shadow to travel rapidly.
- Veil: Changes appearance of group of creatures.
- Necro
- Circle of Death M: Kills 1d4/level HD of creatures.
- Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs.
- Eyebite: Target becomes panicked, sickened, and comatose.
- Symbol of Fear M: Triggered rune panics nearby creatures.
- Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
- Trans
- Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
- Bull's Strength, Mass: As bull's strength, affects one subject/ level.
- Cat's Grace, Mass: As cat's grace, affects one subject/level.
- Control Water: Raises or lowers bodies of water.
- Disintegrate: Makes one creature or object vanish.
- Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
- Flesh to Stone: Turns subject creature into statue.
- Fox's Cunning, Mass: As fox's cunning, affects one subject/ level.
- Hardening: Increases the hardness of materials by one per two levels.
- Mage's Lucubration: Wizard only. Recalls spell of 5th level or lower.
- Mental Pinnacle M: You gain the mental powers of a psion.
- Move Earth: Digs trenches and build hills.
- Owl's Wisdom, Mass: As owl's wisdom, affects one subject/ level.
- Stone to Flesh: Restores petrified creature.
- Transformation M: You gain combat bonuses.
7th-Level Sorcerer/Wizard Spells
- Abjur
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hit points.
- Sequester: Subject is invisible to sight and scrying; renders creature comatose.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Conj
- Instant Summons M: Prepared object appears in your hand.
- Mage's Magnificent Mansion F: Door leads to extradimensional mansion.
- Phase Door: Creates an invisible passage through wood or stone.
- Plane Shift F: As many as eight subjects travel to another plane.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Teleport, Greater: As teleport, but no range limit and no off-target arrival.
- Teleport Object: As teleport, but affects a touched object.
- Div
- Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
- Scrying, Greater: As scrying, but faster and longer.
- Vision M X: As legend lore, but quicker and strenuous.
- Ench
- Hold Person, Mass: As hold person, but all within 30 ft.
- Insanity: Subject suffers continuous confusion.
- Power Word Blind: Blinds creature with 200 hp or less.
- Symbol of Stunning M: Triggered rune stuns nearby creatures.
- Evoc
- Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
- Forcecage M: Cube or cage of force imprisons all inside.
- Grasping Hand: Hand provides cover, pushes, or grapples.
- Mage's Sword F: Floating magic blade strikes opponents.
- Prismatic Spray: Rays hit subjects with variety of effects.
- Illus
- Invisibility, Mass: As invisibility, but affects all in range.
- Project Image: Illusory double can talk and cast spells.
- Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
- Simulacrum M X: Creates partially real double of a creature.
- Necro
- Control Undead: Undead don't attack you while under your command.
- Finger of Death: Kills one subject.
- Symbol of Weakness M: Triggered rune weakens nearby creatures.
- Waves of Exhaustion: Several targets become exhausted.
- Trans
- Control Weather: Changes weather in local area.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Reverse Gravity: Objects and creatures fall upward.
- Statue: Subject can become a statue at will.
- Univ
- Limited Wish X: Alters reality—within spell limits.
8th-Level Sorcerer/Wizard Spells
- Abjur
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Prismatic Wall: Wall's colors have array of effects.
- Protection from Spells M F: Confers +8 resistance bonus.
- Conj
- Incendiary Cloud: Cloud deals 4d6 fire damage/round.
- Maze: Traps subject in extradimensional maze.
- Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Trap the Soul M F: Imprisons subject within gem.
- Div
- Discern Location: Reveals exact location of creature or object.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
- Ench
- Antipathy: Object or location affected by spell repels certain creatures.
- Binding M: Utilizes an array of techniques to imprison a creature.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Demand: As sending, plus you can send suggestion.
- Irresistible Dance: Forces subject to dance.
- Maddening Scream: Drives touched create insane.
- Power Word Stun: Stuns creature with 150 hp or less.
- Symbol of Insanity M: Triggered rune renders nearby creatures insane.
- Sympathy F: Object or location attracts certain creatures.
- Evoc
- Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
- Polar Ray: Ranged touch attack deals 1d6/level cold damage.
- Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
- Sunburst: Blinds all within 10 ft., deals 6d6 damage.
- Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
- Illus
- Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
- Screen: Illusion hides area from vision, scrying.
- Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
- Necro
- Clone M F: Duplicate awakens when original dies.
- Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Symbol of Death M: Triggered rune slays nearby creatures.
- Trans
- Iron Body: Your body becomes living iron.
- Polymorph Any Object: Changes any subject into anything else.
- Temporal Stasis M: Puts subject into suspended animation.
9th-Level Sorcerer/Wizard Spells
- Abjur
- Freedom: Releases creature from imprisonment.
- Imprisonment: Entombs subject beneath the earth.
- Mage's Disjunction: Dispels magic, disenchants magic items.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
- Conj
- Gate X: Connects two planes for travel or summoning.
- Refuge M: Alters item to transport its possessor to you.
- Summon Monster IX: Calls extraplanar creature to fight for you.
- Teleportation Circle M: Circle teleports any creature inside to designated spot.
- Div
- Foresight: "Sixth sense" warns of impending danger.
- Ench
- Dominate Monster: As dominate person, but any creature.
- Hold Monster, Mass: As hold monster, but all within 30 ft.
- Power Word Kill: Kills one creature with 100 hp or less.
- Evoc
- Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
- Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
- Illus
- Shades: As shadow conjuration, but up to 8th level and 80% real.
- Weird: As phantasmal killer, but affects all within 30 ft.
- Necro
- Astral Projection M: Projects you and companions onto Astral Plane.
- Energy Drain: Subject gains 2d4 negative levels.
- Soul Bind F: Traps newly dead soul to prevent resurrection.
- Wail of the Banshee: Kills one creature/level.
- Trans
- Etherealness: Travel to Ethereal Plane with companions.
- Shapechange F: Transforms you into any creature, and change forms once per round.
- Time Stop: You act freely for 1d4+1 rounds.
- Univ
- Wish X: As limited wish, but with fewer limits.
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