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SPELLS I
SPELL LISTS
BARD SPELLS
0-LEVEL BARD SPELLS (CANTRIPS)
Dancing Lights Figment torches or other lights.
Daze Creature
loses next action.
Detect Magic Detects spells and magic items within 60
ft.
Flare Dazzles
one creature (-1 attack).
Ghost Sound Figment sounds.
Light Object
shines like a torch.
Mage Hand 5-pound
telekinesis.
Mending Makes
minor repairs on an object.
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.
1st-LEVEL BARD SPELLS
Alarm Wards
an area for 2 hours/level.
Cause Fear One
creature flees for 1d4 rounds.
Charm Person
Makes one person the caster’s friend.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Detect Secret Doors Reveals hidden doors within 60 ft.
Erase Mundane
or magical writing vanishes.
Expeditious Retreat Doubles the caster’s speed.
Feather Fall Objects or creatures fall slowly.
Grease Makes
10-ft. square or one object slippery.
Hypnotism Fascinates
2d4 HD of creatures.
Identify Determines
single feature of magic item.
Mage Armor Gives
subject +4 armor bonus.
Magic Weapon Weapon gains +1 bonus.
Message Whispered
conversation at distance.
Protection from Chaos/Evil/Good/Law +2 AC and saves, counter mind control, hedge
out
elementals and outsiders.
Silent Image Creates minor illusion of the caster’s
design.
Sleep Put
2d4 HD of creatures into comatose slumber.
Summon Monster I Calls outsider to fight for the caster.
Unseen Servant Creates invisible force that obeys the
caster’s commands.
Ventriloquism Throws voice for 1 min./level.
2nd-LEVEL BARD SPELLS
Animal Trance Fascinates 2d6 HD of animals.
Blindness/Deafness Makes subject blind or deaf.
Blur Attacks
miss subject 20% of the time.
Bull's Strength Subject gains 1d4+1 Str for 1 hr./level.
Cat's Grace Subject gains 1d4+1 Dex for 1
hr./level.
Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
Darkness 20-ft.
radius of supernatural darkness.
Daylight 60-ft.
radius of bright light.
Delay Poison Stops poison from harming subject for 1
hour/level.
Detect Thoughts Allows "listening" to surface
thoughts.
Enthrall Captivates
all within 100 ft. + 10 ft./level.
Glitterdust Blinds creatures, outlines invisible
creatures.
Hold Person Holds one person helpless for 1
round/level.
Hypnotic Pattern Fascinates 2d4+1 HD/level of creatures.
Invisibility Subject is invisible for 10
min./level or until it attacks.
Levitate Subject
moves up and down at the caster’s direction.
Locate Object Senses direction toward object (specific or
type).
Magic Mouth Speaks once when triggered.
Minor Image As silent image, plus some sound.
Mirror Image Creates decoy duplicates of the caster
(1d4 +1/three levels, max 8).
Misdirection Misleads divinations for one creature or
object.
Obscure Object Masks object against divination.
Pyrotechnics Turns fire into blinding light or choking
smoke.
Scare Panics
creatures up to 5 HD (15-ft. radius).
See Invisibility Reveals invisible creatures or objects.
Shatter Sonic
vibration damages objects or crystalline creatures.
Silence Negates
sound in 15-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 outsider to fight for the caster.
Summon Swarm Summons swarm of small crawling or flying
creatures.
Hideous Laughter Subject loses actions for 1d3 rounds.
Tongues Speak
any language.
Undetectable Alignment Conceals alignment for 24 hours.
Whispering Wind Sends a short message one mile/level.
3rd-LEVEL BARD SPELLS
Bestow Curse -6 to an ability; -4 on attacks, saves, and
checks; or 50% chance of losing each action.
Blink The
caster randomly vanishes and reappears for 1 round/level.
Charm Monster Makes monster believe it is the caster’s
ally.
Clairaudience/Clairvoyance Hear or see at a distance for 1
min./level.
Confusion Makes
subject behave oddly for 1 round/level.
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Dispel Magic Cancels magical spells and effects.
Displacement Attacks miss subject 50%.
Emotion Arouses
strong emotion in subject.
Fear Subjects
within cone flee for 1 round/level.
Gaseous Form Subject becomes insubstantial and can fly
slowly.
Greater Magic Weapon +1 bonus/three levels (max +5).
Gust of Wind Blows away or knocks down smaller
creatures.
Haste Extra
partial action and +4 AC.
Illusory Script Only intended reader can decipher.
Invisibility Sphere Makes everyone within 10 ft. invisible.
Keen Edge Doubles
normal weapon's threat range.
Lesser Geas Commands subject of 7 HD or less.
Magic Circle against Chaos/Evil/Good/Law As
protection spells, but 10-ft. radius and 10 min./level.
Major Image As silent image, plus sound, smell and
thermal effects.
Phantom Steed Magical horse appears for 1 hour/level.
Remove Curse Frees object or person from curse.
Remove Disease Cures all diseases affecting subject.
Scrying Spies
on subject from a distance.
Sculpt Sound Creates new sounds or changes existing
ones.
Sepia Snake Sigil Creates text symbol that immobilizes reader.
Slow One
subject/level takes only partial actions, -2 AC, -2 melee rolls.
Summon Monster III Calls outsider to fight for the caster.
Tiny Hut Creates
shelter for 10 creatures.
Wind Wall Deflects
arrows, smaller creatures, and gases.
4th-LEVEL BARD SPELLS
Break Enchantment Frees subjects from enchantments, alterations,
curses, and petrification.
Cure Critical Wounds Cures 4d8 +1/level damage (max
+20).
Detect Scrying Alerts the caster of magical eavesdropping.
Dimension Door Teleports the caster and up to 500 lb.
Dismissal Forces
a creature to return to native plane.
Dominate Person Controls humanoid telepathically.
Hallucinatory Terrain Makes one type of terrain appear
like another (field into forest, etc.).
Hold Monster As hold person, but any creature.
Improved Invisibility As invisibility, but subject
can attack and stay invisible.
Legend Lore 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 Detoxifies venom in or on subject.
Rainbow Pattern Lights prevent 24 HD of creatures from
attacking or moving away.
Secure Shelter Creates sturdy cottage.
Shout Deafens
all within cone and deals 2d6 damage.
Summon Monster IV Calls outsider to fight for the caster.
5th-LEVEL BARD SPELLS
Contact Other Plane Ask question of extraplanar entity.
Control Water Raises or lowers bodies of water.
Dream Sends
message to anyone sleeping.
False Vision Fools scrying with an illusion.
Greater Dispelling As dispel magic, but +20 on check.
Healing Circle Cures 1d8 +1/level damage in all
directions.
Mind Fog Subjects
in fog get -10 Wis, Will checks.
Mirage Arcana As hallucinatory terrain, plus structures.
Mislead Turns
the caster invisible and creates illusory double.
Nightmare Sends
vision dealing 1d10 damage, fatigue.
Persistent Image As major image, but no concentration required.
Summon Monster V Calls outsider to fight for the caster.
6th-LEVEL BARD SPELLS
Control Weather Changes weather in local area.
Eyebite Charm,
fear, sicken or sleep one subject.
Geas/Quest As
lesser geas, plus it affects any creature.
Greater Scrying As scrying, but faster and longer.
Mass Haste As
haste, affects one/level subjects.
Mass Suggestion As suggestion, plus one/level subjects.
Permanent Image Includes sight, sound, and smell.
Plane Shift Up to eight subjects travel to another
plane.
Programmed Image As major image, plus triggered by event.
Project Image Illusory double can talk and cast spells.
Repulsion Creatures
can't approach the caster.
Summon Monster VI Calls outsider to fight for the caster.
Veil Changes
appearance of group of creatures.
CLERIC SPELLS
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 small
object.
Guidance +1
on one roll, save, or check.
Inflict Minor Wounds Touch attack, 1 point of damage.
Light Object
shines like a torch.
Mending Makes
minor repairs on an object.
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.
Virtue Subject
gains 1 temporary hp.
1st-LEVEL CLERIC SPELLS
Bane Enemies
suffer -1 attack, -1 on saves against fear.
Bless Allies
gain +1 attack and +1 on saves against fear.
Bless Water Makes holy water.
Cause Fear One
creature flees for 1d4 rounds.
Command One
subject obeys one-word command for 1 round.
Comprehend Languages Understand all spoken and written
languages.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Curse Water Makes unholy water.
Deathwatch Sees
how wounded subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects.
Detect Undead Reveals undead within 60 ft.
Divine Favor The caster gains attack, damage bonus,
+1/three levels.
Doom One
subject suffers -2 on attacks, damage, saves, and checks.
Endure Elements Ignores 5 damage/round from one energy type.
Entropic Shield Ranged attacks against the caster suffer 20%
miss chance.
Inflict Light Wounds Touch, 1d8 +1/level damage (max +5).
Invisibility to Undead Undead can't perceive one
subject/level.
Magic Stone Three stones gain +1 attack, deal 1d6+1
damage.
Magic Weapon Weapon gains +1 bonus.
Obscuring Mist Fog surrounds the caster.
Protection from Chaos/Evil/Good/Law +2 AC
and saves, counter mind control, hedge out elementals and outsiders.
Random Action One creature acts
randomly for one round.
Remove Fear +4 on saves against
fear for one subject +1/four levels.
Sanctuary Opponents can't
attack the caster, and the caster can't attack.
Shield of Faith Aura grants +2 or
higher deflection bonus.
Summon Monster I Calls outsider to fight for the caster.
2nd-LEVEL CLERIC SPELLS
Aid +1
attack, +1 on saves against fear, 1d8 temporary hit points.
Animal Messenger Sends a Tiny animal to a specific place.
Augury Learns
whether an action will be good or bad.
Bull's Strength Subject gains 1d4+1 Str for 1 hr./level.
Calm Emotions Calms 1d6 subjects/level, negating emotion
effects.
Consecrate Fills
area with positive energy, making undead weaker.
Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
Darkness 20-ft.
radius of supernatural darkness.
Death Knell Kills dying creature; the caster gain
1d8 temporary hp, +2 Str, and +1 level.
Delay Poison Stops poison from harming subject for 1
hour/level.
Desecrate Fills
area with negative energy, making undead stronger.
Endurance Gain
1d4+1 Con for 1 hr./level.
Enthrall Captivates
all within 100 ft. + 10 ft./level.
Find Traps Notice
traps as a rogue does.
Gentle Repose Preserves one corpse.
Hold Person Holds
one person helpless; 1 round/level.
Inflict Moderate Wounds Touch attack, 2d8 +1/level damage (max
+10).
Lesser Restoration Dispels magic ability penalty or repairs 1d4
ability damage.
Make Whole Repairs
an object.
Remove Paralysis Frees one or more creatures from paralysis,
hold, or slow.
Resist Elements Ignores 12 damage/round from one energy type.
Shatter
Sonic vibration damages objects or crystalline creatures.
Shield Other The caster takes half of subject's
damage.
Silence Negates
sound in 15-ft. radius.
Sound Burst Deals 1d8 sonic damage to subjects; may
stun them.
Speak with Animals The caster can communicate with natural animals.
Spiritual Weapon Magical weapon attacks on its own.
Summon Monster II Calls outsider to fight for the caster.
Undetectable Alignment Conceals alignment for 24 hours.
Zone of Truth Subjects within range cannot lie.
3rd-LEVEL CLERIC SPELLS
Animate Dead Creates undead skeletons and zombies.
Bestow Curse -6 to an ability; -4 on attacks, saves, and
checks; or 50% chance of losing each action.
Blindness/Deafness Makes subject blind or deaf.
Contagion Infects
subject with chosen disease.
Continual Flame Makes a permanent, heatless torch.
Create Food and Water Feeds three humans (or one
horse)/level.
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Daylight 60-ft.
radius of bright light.
Deeper Darkness Object sheds absolute darkness in 60-ft. radius.
Dispel Magic Cancels magical spells and effects.
Glyph of Warding Inscription harms those who pass it.
Helping Hand Ghostly hand leads subject to the caster.
Inflict Serious Wounds Touch attack, 3d8 +1/level damage
(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/three
levels.
Meld into Stone The caster and the caster’s gear merge with
stone.
Negative Energy Protection Subject resists level and ability drains.
Obscure Object Masks object against divination.
Prayer Allies
gain +1 on most rolls, and enemies suffer -1.
Protection from Elements Absorb 12 damage/level 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, more against
undead.
Speak with Dead Corpse answers one question/two levels.
Speak with Plants The caster can talk to normal plants and plant
creatures.
Stone Shape Sculpts stone into any form.
Summon Monster III Calls outsider to fight for the caster.
Water Breathing Subjects can breathe underwater.
Water Walk Subject
treads on water as if solid.
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 +1/level damage (max
+20).
Death Ward Grants
immunity to death spells and effects.
Dimensional Anchor Bars extradimensional movement.
Discern Lies Reveals deliberate falsehoods.
Dismissal Forces
a creature to return to native plane.
Divination Provides
useful advice for specific proposed actions.
Divine Power The caster gains attack bonus, 18 Str, and
1 hp/level.
Freedom of Movement Subject moves normally despite impediments.
Giant Vermin Turns insects into giant vermin.
Greater Magic Weapon +1 bonus/three levels (max +5).
Imbue with Spell Ability Transfer spells to subject.
Inflict Critical Wounds Touch attack, 4d8 +1/level damage
(max +20).
Lesser Planar Ally Exchange services with an 8 HD outsider.
Neutralize Poison Detoxifies venom in or on subject.
Poison Touch
deals 1d10 Con damage, repeats in 1 min.
Repel Vermin Insects stay 10 ft. away.
Restoration Restores level and ability score
drains.
Sending Delivers
short message anywhere, instantly.
Spell Immunity Subject is immune to one spell/four levels.
Status Monitors
condition, position of allies.
Summon Monster IV Calls outsider to fight for the caster.
Tongues Speak
any language.
5th-LEVEL CLERIC SPELLS
Atonement Removes
burden of misdeeds from subject.
Break Enchantment Frees subjects from enchantments, alterations,
curses, and petrification.
Circle of Doom Deals 1d8 +1/level damage in all directions.
Commune Deity
answers one yes-or-no question/level.
Dispel Chaos/Evil/Good/Law +4 bonus against attacks.
Ethereal Jaunt The caster becomes ethereal for 1
round/level.
Flame Strike Smites foes with divine fire
(1d6/level).
Greater Command As command, but affects one subject/level.
Hallow Designates
location as holy.
Healing Circle Cures 1d8 +1/level damage in all
directions.
Insect Plague Insect horde limits vision, inflicts
damage, and weak creatures flee.
Mark of Justice Designates action that will trigger curse on
subject.
Plane Shift Up to eight subjects travel to another
plane.
Raise Dead Restores
life to subject who died up to 1 day/level ago.
Righteous Might The caster’s size increases, and the caster
gains +4 Str.
Scrying Spies
on subject from a distance.
Slay Living Touch attack kills subject.
Spell Resistance Subject gains +12 +1/level SR.
Summon Monster V Calls outsider to fight for the caster.
True Seeing See all things as they really are.
Unhallow Designates
location as unholy.
Wall of Stone Creates a stone wall that can be shaped.
6th-LEVEL CLERIC SPELLS
Animate Objects Objects attack the caster’s foes.
Antilife Shell 10-ft. field hedges out living creatures.
Banishment Banishes
2 HD/level extraplanar creatures.
Blade Barrier Blades encircling the caster deal 1d6
damage/level.
Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
Etherealness Travel to Ethereal Plane with companions.
Find the Path Shows most direct way to a location.
Forbiddance Denies area to creatures of another
alignment.
Geas/Quest As
lesser geas, plus it affects any creature.
Greater Dispelling As dispel magic, but up to +20 on check.
Greater Glyph of Warding As glyph of warding, but up to 10d8
damage or 6th level spell.
Harm Subject
loses all but 1d4 hp.
Heal Cures
all damage, diseases, and mental conditions.
Heroes' Feast Food for one creature/level cures and
blesses.
Planar Ally As lesser planar ally, but up to 16
HD.
Summon Monster VI Calls outsider to fight for the caster.
Wind Walk The
caster and the caster’s allies turn vaporous and travel fast.
Word of Recall Teleports the caster back to designated
place.
7th-LEVEL CLERIC SPELLS
Blasphemy Kills,
paralyzes, weakens, or dazes nonevil subjects.
Control Weather Changes weather in local area.
Destruction Kills subject and destroys remains.
Dictum Kills,
paralyzes, weakens, or dazes nonlawful subjects.
Greater Restoration As restoration, plus restores all levels and
ability scores
Greater Scrying As scrying, but faster and longer.
Holy Word Kills,
paralyzes, weakens, or dazes nongood subjects.
Refuge Alters
item to transport its possessor to the caster.
Regenerate Subject's
severed limbs grow back.
Repulsion Creatures
can't approach the caster.
Resurrection Fully restore dead subject.
Summon Monster VII Calls outsider to fight for the caster.
Word of Chaos Kills, confuses, stuns, or deafens
nonchaotic subjects.
8th-LEVEL CLERIC SPELLS
Antimagic Field Negates magic within 10 ft.
Cloak of Chaos +4 AC, +4 resistance, and SR 25 against
lawful spells.
Create Greater Undead Mummies, spectres, vampires, or
ghosts.
Discern Location Exact location of creature or object.
Earthquake Intense
tremor shakes 5-ft./level radius.
Fire Storm Deals
1d6 fire damage/level.
Greater Planar Ally As lesser planar ally, but up to 24 HD.
Holy Aura +4
AC, +4 resistance, and SR 25 against evil spells.
Mass Heal As
heal, but with several subjects.
Shield of Law +4 AC, +4 resistance, and SR 25 against
chaotic spells.
Summon Monster VIII Calls outsider to fight for the caster.
Symbol Triggered
runes have array of effects.
Unholy Aura +4 AC, +4 resistance, and SR 25 against
good spells.
9th-LEVEL CLERIC SPELLS
Astral Projection Projects the caster and companions into Astral
Plane.
Energy Drain Subject gains 2d4 negative levels.
Gate Connects
two planes for travel or summoning.
Implosion Kills
one creature/round.
Miracle Requests
a deity's intercession.
Soul Bind Traps
newly dead soul to prevent resurrection.
Storm of Vengeance Storm rains acid, lightning, and hail.
Summon Monster IX Calls outsider to fight for the caster.
True Resurrection As resurrection, plus remains aren't needed.
CLERIC DOMAINS
Air Domain
Granted Powers:Turn or destroy earth creatures as a good cleric turns undead. Rebuke or command air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.
1. Obscuring Mist Fog surrounds the caster.
2. Wind Wall Deflects arrows, smaller creatures, and
gases.
3. Gaseous Form Subject becomes insubstantial and can fly
slowly.
4. Air Walk Subject treads on air as if solid
(climb at 45-degree angle)
5. Control Winds Change wind direction and speed.
6. Chain Lightning 1d6 damage/level; secondary bolts.
7. Control Weather Changes weather in local area.
8. Whirlwind Whirlwind. Cyclone inflicts damage and can pick
up creatures.
9. Elemental Swarm* Summons multiple elementals.
*Cast as an air spell only.
Animal Domain
Granted Powers: The character can cast
animal friendship once per day. Knowledge (nature) is a class skill.
1. Calm Animals Calms 2d4 +1/level HD of animals, beasts, and
magical beasts
2. Hold Animal Hold one animal helpless; 1 round/level.
3. Dominate Animal Subject animal obeys silent
mental commands.
4. Repel Vermin Insects stay 10 ft. away.
5. Commune with Nature Learn about terrain for one mile/level.
6. Antilife Shell 10-ft. field hedges out living creatures.
7. Animal Shapes One ally/level polymorphs into chosen animal.
8. Creeping Doom Carpet of insects attacks at the caster’s
command.
9. Shapechange Transforms the caster into any creature, and
change forms once per round.
Chaos Domain
Granted Power: The character casts chaos
spells at +1 caster level.
1. Protection from Law +2 AC and saves,
counter mind control, hedge out elementals and outsiders
2. Shatter Sonic
vibration damages objects or crystalline creatures.
3. Magic Circle against Law As protection spells, but 10-ft. radius and
10 min./level
4. Chaos Hammer Damages and staggers lawful creatures.
5. Dispel Law +4 bonus against attacks by lawful
creatures.
6. Animate Objects Objects attack the caster’s foes.
7. Word of Chaos Kills, confuses, stuns, or deafens nonchaotic
subjects.
8. Cloak of Chaos +4 AC, +4 resistance, SR 25 against lawful
spells.
9. Summon Monster IX* Calls outsider to fight for the caster.
*Cast as a chaos spell only.
Death Domain
Granted Power: The character may use a death touch once per day. The character’s death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per the character’s cleric level. If the total at least equals the creature’s current hit points, it dies.
1. Cause Fear One creature flees for 1d4 rounds.
2. Death Knell Kill dying creature and gain 1d8 temp. hp,
+2 Str, and +1 caster level
3. Animate Dead Creates undead skeletons and zombies.
4. Death Ward Grants immunity to death spells and effects.
5. Slay Living Touch attack kills subject.
6. Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
7. Destruction Kills subject and destroys remains.
8. Create Greater Undead Mummies, spectres, vampires, or ghosts.
9. Wail of the Banshee Kills one creature/level.
Destruction Domain
Granted Power: The character gains the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to the character’s cleric level (if the character hits). The character must declare the smite before making the attack. It is usable once per day.
1. Inflict Light Wounds Touch attack, 1d8 +1/level damage
(max +5).
2. Shatter Sonic
vibration damages objects or crystalline creatures.
3. Contagion Infects subject with chosen disease.
4. Inflict Critical Wounds Touch attack, 4d8 +1/level damage (max
+20).
5. Circle of Doom Deals 1d8 +1/level damage in all directions.
6. Harm Subject
loses all but 1d4 hp.
7. Disintegrate Makes one creature or object vanish.
8. Earthquake Intense tremor shakes 5-ft./level radius.
9. Implosion Kills one creature/round.
Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke or command earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.
1. Magic Stone Three stones become +1 projectiles, 1d6+1
damage.
2. Soften Earth and Stone Turns stone to clay or dirt to sand or
mud.
3. Stone Shape Sculpts stone into any form.
4. Spike Stones Creatures in area take 1d8 damage, may be
slowed.
5. Wall of Stone Creates a stone wall that can be shaped.
6. Stoneskin Stops blows, cuts, stabs, and slashes.
7. Earthquake Intense tremor shakes 5-ft./level radius.
8. Iron Body The character’s body becomes living
iron.
9. Elemental Swarm.* Summons multiple elementals.
*Cast as an earth spell only.
Evil Domain
Granted Power: The character casts evil
spells at +1 caster level.
1. Protection from Good +2 AC and saves, counter mind
control, hedge out elementals and outsiders
2. Desecrate Fills area with negative energy, making
undead stronger.
3. Magic Circle against Good As protection spells, but 10-ft. radius and
10 min./level
4. Unholy Blight Damages and sickens good creatures.
5. Dispel Good +4 bonus against attacks by good creatures.
6. Create Undead Ghouls, shadows, ghasts, wights, or wraiths.
7. Blasphemy Kills, paralyzes, weakens, or dazes
nonevil subjects.
8. Unholy Aura +4 AC, +4 resistance, SR 25 against good
spells.
9. Summon Monster IX.* Calls outsider to fight for the
caster.
*Cast as an evil spell only.
Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke or command fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.
1. Burning Hands 1d4 fire damage/level (max 5d4).
2. Produce Flame 1d4 +1/two levels damage, touch or thrown.
3. Resist Elements.* Ignore first 12 damage from one
energy type each round.
4. Wall of Fire Deals 2d4 fire damage out to 10 ft. and 1d4
out to 20 ft. Passing through wall deals 2d6 +1/level.
5. Fire Shield Creatures attacking the caster take fire
damage; the caster is protected from heat or cold.
6. Fire Seeds Acorns and berries become grenades and
bombs.
7. Fire Storm Deals 1d6 fire damage/level.
8. Incendiary Cloud Cloud deals 4d6 fire damage/round.
9. Elemental Swarm.** Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.
Good Domain
Granted Power: The character casts good
spells at +1 caster level.
1. Protection from Evil +2 AC and saves, counter mind
control, hedge out elementals and outsiders.
2. Aid +1
attack, +1 on saves against fear, 1d6 temporary hit points.
3. Magic Circle against Evil As protection spells, but 10-ft. radius
and 10 min./level.
4. Holy Smite Damages and blinds evil creatures.
5. Dispel Evil +4 bonus against attacks by evil creatures.
6. Blade Barrier Blades encircling the caster deal 1d6
damage/level.
7. Holy Word Kills, paralyzes, weakens, or dazes
nongood subjects.
8. Holy Aura +4 AC, +4 resistance, and SR 25 against
evil spells.
9. Summon Monster IX.* Calls outsider to fight for the
caster.
*Cast as a good spell only.
Healing Domain
Granted Power: The character casts healing
spells at +1 caster level.
1. Cure Light Wounds Cures 1d8 +1/level damage (max
+5).
2. Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
3. Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
4. Cure Critical Wounds Cures 4d8 +1/level damage (max +20).
5. Healing Circle Cures 1d8 +1/level damage in all directions.
6. Heal Cures
all damage, diseases, and mental conditions.
7. Regenerate Subject's severed limbs grow back.
8. Mass Heal As heal, but with several subjects.
9. True Resurrection As resurrection, plus remains
aren't needed.
Knowledge Domain
Granted Power: All Knowledge skills are
class skills. The character casts divinations at +1 caster level.
1. Detect Secret Doors Reveals hidden doors within 60 ft.
2. Detect Thoughts Allows "listening" to surface thoughts.
3. Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
4. Divination Provides useful advice on to specific
proposed actions.
5. True Seeing See all things as they really are.
6. Find the Path Shows most direct way to a location.
7. Legend Lore Learn tales about a person, place, or thing.
8. Discern Location Exact location of creature or object.
9. Foresight "Sixth sense" warns of
impending danger.
Law Domain
Granted Power: The character casts Law
spells at +1 caster level.
1. Protection from Chaos +2 AC and saves, counter mind
control, hedge out elementals and outsiders.
2. Calm Emotions Calms 1d6 creatures/level, negating emotion
effects.
3. Magic Circle against Chaos As protection spells, but 10-ft. radius and
10 min./level
4. Order’s Wrath Damages and dazes chaotic creatures.
5. Dispel Chaos +4 bonus against attacks by chaotic
creatures.
6. Hold Monster As hold person, but any creature.
7. Dictum Kills,
paralyzes, weakens, or dazes nonlawful subjects.
8. Shield of Law +4 AC, +4 resistance, and SR 25 against
chaotic spells.
9. Summon Monster IX.* Calls outsider to fight for the
caster.
*Cast as a law spell only.
Luck Domain
Granted Power: The character gains the power of good fortune, which is usable once per day. This extraordinary ability allows the character to reroll one roll that the character has just made. The character must take the result of the reroll, even if it’s worse than the original roll.
1. Entropic Shield Ranged
attacks against the caster suffer 20% miss chance.
2. Aid +1
attack, +1 against fear, 1d8 temporary hit points.
3. Protection from Elements Absorb 12 damage/level from one kind of
energy.
4. Freedom of Movement Subject moves normally despite
impediments.
5. Break Enchantment Frees subjects from enchantments,
alterations, curses,and petrification.
6. Mislead Turns
the caster invisible and creates illusory double.
7. Spell Turning Reflect 1d4+6 spell levels back at caster.
8. Holy Aura +4 AC, +4 resistance, and SR 25 against
evil spells.
9. Miracle Requests
a deity's intercession.
Magic Domain
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half the character’s cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if the character is also a wizard, actual wizard levels and these effective wizard levels stack.
1. Undetectable Aura Masks magic item's aura.
2. Identify Determines single feature of magic
item.
3. Dispel Magic Cancels magical spells and effects.
4. Imbue with Spell Ability Transfer spells to subject.
5. Spell Resistance Subject gains +12 +1/level SR.
6. Antimagic Field Negates magic within 10 ft.
7. Spell Turning Reflect 1d4+6 spell levels back at caster.
8. Protection from Spells Confers +8 resistance bonus.
9. Disjunction Dispels magic, disenchants magic items.
Plant Domain
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.
Knowledge (nature) is a class skill.
1. Entangle Plants entangle everyone in
40-ft.-radius circle.
2. Barkskin Grants +3 natural armor bonus (or
higher).
3. Plant Growth Grows vegetation, improves crops.
4. Control Plants Talk to and control plants & fungi.
5. Wall of Thorns Thorns damage anyone who tries to pass.
6. Repel Wood Pushes away wooden objects.
7. Changestaff The caster’s staff becomes a treant on
command.
8. Command Plants Plants animate and vegetation entangles.
9. Shambler Summons
1d4+2 shambling mounds to fight for the caster.
Protection Domain
Granted Power: The character can generate a protective ward, a spell-like ability to grant someone the character touches a resistance bonus equal to the character’s level on the recipient’s next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
1. Sanctuary Opponents can't attack the caster, and
the caster can't attack.
2. Shield Other The caster takes half of subject's damage.
3. Protection from Elements Absorb 12 damage/level from one kind of
energy.
4. Spell Immunity Subject is immune to one spell/four levels.
5. Spell Resistance Subject gains +12 +1/level SR.
6. Antimagic Field Negates magic within 10 ft.
7. Repulsion Creatures can't approach the caster.
8. Mind Blank Subject is immune to mental/emotional
magic and scrying.
9. Prismatic Sphere As prismatic wall, but surrounds on all sides.
Strength Domain
Granted Power: The character can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to the character’s level. Activating the power is a free action, the power lasts 1 round, and is usable once per day.
1. Endure Elements Ignores 5 damage/round from one energy type.
2. Bull’s Strength Subject gains 1d4+1 Str for 1 hr./level.
3. Magic Vestment Armor or shield gains +1 enhancement three level.
4. Spell Immunity Subject is immune to one spell/four levels.
5. Righteous Might The caster’s size increases, and the caster gains
+4 Str.
6. Stoneskin Stops blows, cuts, stabs, and slashes.
7. Grasping Hand Hand provides cover, pushes, or grapples.
8. Clenched Fist Large hand attacks the caster’s foes.
9. Crushing Hand As grasping hand, but stronger.
Sun Domain
Granted Power: Once per day, the character can perform a greater turning against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead.
1. Endure Elements.* Ignores 5 damage/round from one
energy type.
2. Heat Metal Make metal so hot it damages those that
touch it.
3. Searing Light Ray deals 1d8/two levels, more against
undead.
4. Fire Shield Creatures attacking the caster take fire
damage; the caster is protected from heat or cold.
5. Flame Strike Smite foes with divine fire (1d6/level).
6. Fire Seeds Acorns and berries become grenades and
bombs.
7. Sunbeam Beam
blinds and deals 3d6 damage.
8. Sunburst Blinds
all within 10 ft., deals 3d6 damage.
9. Prismatic Sphere As prismatic wall, but surrounds on all sides.
*Endure cold or fire only.
Travel Domain
Granted Powers: For a totaltime per day of 1 round per the character’s cleric level, the character can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a spell-like ability.
Wilderness Lore is a class skill.
1. Expeditious Retreat Doubles the caster’s speed.
2. Locate Object Senses direction toward object (specific or
type).
3. Fly Subject
flies at speed of 90.
4. Dimension Door Teleports the caster and up to 500 lb.
5. Teleport Instantly transports the caster
anywhere.
6. Find the Path Shows most direct way to a location.
7. Teleport without Error As teleport, but no off-target
arrival.
8. Phase Door Invisible passage through wood or stone.
9. Astral Projection Projects the caster and
companions into Astral Plane.
Trickery Domain
Granted Power: Bluff, Disguise, and Hide
are class skills.
1. Change Self Change own appearance.
2. Invisibility Subject invisible 10 min./level or until
it attacks.
3. Nondetection Hides subject from divination, scrying.
4. Confusion Makes subjects behave oddly for 1
round/level.
5. False Vision Fools scrying with an illusion.
6. Mislead Turns
the caster invisible and creates illusory double.
7. Screen Illusion
hides area from vision, scrying.
8. Polymorph Any Object Changes any subject into anything
else.
9. Time Stop The caster acts freely for 1d4+1 rounds.
War Domain
Granted Power: Free Martial Weapon Proficiency (if necessary) and Weapon Focus with the deity’s favored weapon.
1. Magic Weapon Weapon gains +1 bonus.
2. Spiritual Weapon Magical weapon attacks on its own..
3. Magic Vestment Armor or shield gains +1 enhancement/three levels.
4. Divine Power The caster gain attack bonus, 18 Str, and 1
hp/level.
5. Flame Strike Smite foes with divine fire (1d6
damage/level).
6. Blade Barrier Blades encircling the caster deal 1d6
damage/level.
7. Power Word, Stun Stuns creature with up to 150 hp.
8. Power Word, Blind Blinds 200 hp worth of creatures.
9. Power Word, Kill Kills one tough subject or many weak ones.
Water Domain
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke or command water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + the character’s Charisma modifier.
1. Obscuring Mist Fog surrounds the caster.
2. Fog Cloud Fog obscures vision.
3. Water Breathing Subjects can breathe underwater.
4. Control Water Raise or lower bodies of water.
5. Ice Storm Hail deals 5d6 damage in cylinder 40 ft.
across.
6. Cone of Cold 1d6 cold damage/level.
7. Acid Fog Fog deals acid damage.
8. Horrid Wilting Deals 1d8 damage/level within 30 ft.
9. Elemental Swarm.* Summons multiple elementals.
*Cast as a water spell only.
DRUID SPELLS
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 small
object.
Flare Dazzles
one creature (-1 attack).
Guidance +1
on one roll, throw, or check.
Know Direction The caster discerns north.
Light Object
shines like a torch.
Mending Makes
minor repairs on an object.
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.
Virtue Subject
gains 1 temporary hp.
1st-LEVEL DRUID SPELLS
Animal Friendship Gains permanent animal companions.
Calm Animals Calms 2d4 +1/level HD of animals, beasts,
and magical beasts.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Detect Animals or Plants Detects species of animals or plants.
Detect Snares and Pits Reveals natural or primitive traps.
Endure Elements Ignores 5 damage/round from one energy type.
Entangle Plants
entangle everyone in 40-ft.-radius circle.
Faerie Fire Outlines subjects with light,
canceling blur, concealment, etc.
Goodberry 2d4
berries each cure 1 hp (max 8 hp/24 hours).
Invisibility to Animals Animals can't perceive one subject/level.
Magic Fang One
natural weapon of subject creature gets +1 bonus to attack and damage.
Obscuring Mist Fog surrounds the caster.
Pass without Trace One subject/level leaves no tracks.
Shillelagh Cudgel
or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level.
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
+3 natural armor bonus (or higher).
Charm Person or Animal Makes one person or animal the
caster’s friend.
Chill Metal Cold metal damages those who touch it.
Delay Poison Stops poison from harming subject for 1
hour/level.
Fire Trap Opened
object deals 1d4 +1/level damage.
Flame Blade Touch attack deals 1d8 +1/two levels
damage.
Flaming Sphere Rolling ball of fire, 2d6 damage, lasts 1
round/level.
Heat Metal Hot
metal damages those who touch it.
Hold Animal Holds one animal helpless; 1
round/level.
Lesser Restoration Dispels magic ability penalty or repairs 1d4
ability damage.
Produce Flame 1d4 +1/two levels damage, touch or thrown.
Resist Elements Ignores first 12 damage from one energy type
each round.
Soften Earth and Stone Turns stone to clay or dirt to sand
or mud.
Speak with Animals The caster can communicate with natural animals.
Summon Nature's Ally II Calls creature to fight.
Summon Swarm Summons swarm of small crawling or flying
creatures.
Tree Shape The
caster looks exactly like a tree for 1 hour/level.
Warp Wood Bends
wood (shaft, handle, door, plank).
Wood Shape Rearranges
wooden objects to suit the caster.
3rd-LEVEL DRUID SPELLS
Call Lightning Directs lightning bolts (1d10/level)
during storms.
Contagion Infects
subject with chosen disease.
Cure Moderate Wounds Cures 2d8 +1/level damage (max +10).
Diminish Plants Reduces size or blights growth of normal
plants.
Dominate Animal Subject animal obeys silent mental commands.
Greater Magic Fang One natural weapon of subject creature gets +1 bonus
to attack and damage per three caster levels (max +5)
Meld into Stone The caster and the caster’s gear merge with
stone.
Neutralize 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 Elements Absorb 12 damage/level from one kind
of energy.
Remove Disease Cures all diseases affecting subject.
Snare Creates
a magical booby trap.
Speak with Plants The caster 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 form.
Summon Nature's Ally III Calls creature to fight.
Water Breathing Subjects can breathe underwater.
4th-LEVEL DRUID SPELLS
Antiplant Shell Keeps animated plants at bay.
Control Plants Talk to and control plants & fungi.
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Dispel Magic Cancels magical spells and effects.
Flame Strike Smites foes with divine fire
(1d6/level).
Freedom of Movement Subject moves normally despite impediments.
Giant Vermin Turns insects into giant vermin.
Quench Extinguishes
nonmagical fires or one magic item.
Reincarnate Brings
dead subject back in a random body.
Repel Vermin Insects stay 10 ft. away.
Rusting Grasp The caster’s touch corrodes iron and
alloys.
Scrying Spies
on subject from a distance.
Sleet Storm Hampers vision and movement.
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, HD.
Atonement Removes
burden of misdeeds from subject.
Awaken Animal
or tree gains human intellect.
Commune with Nature Learn about terrain for one mile/level.
Control Winds Change wind direction and speed.
Cure Critical Wounds Cures 4d8 +1/level damage (max
+20).
Death Ward Grants
immunity to all death spells and effects.
Hallow Designates
location as holy.
Ice Storm Hail
deals 5d6 damage in cylinder 40 ft. across.
Insect Plague Insect horde limits vision, inflicts
damage, and weak creatures flee.
Summon Nature's Ally V Calls creature to fight.
Transmute Mud to Rock Transforms two 10-ft. cubes/level.
Transmute Rock to Mud Transforms two 10-ft. cubes/level.
Tree Stride Step
from one tree to another far away.
Unhallow 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 +1/level.
Wall of Thorns Thorns damage anyone who tries to pass.
6th-LEVEL DRUID SPELLS
Antilife Shell 10-ft. field hedges out living creatures.
Find the Path Shows most direct way to a location.
Fire Seeds Acorns
and berries become grenades and bombs.
Greater Dispelling As dispel magic, but +20 on check.
Healing Circle Cures 1d8 +1/level damage in all
directions.
Ironwood Magical
wood is strong as steel.
Liveoak Oak
becomes treant guardian.
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 species.
Wall of Stone Creates a stone wall that can be shaped.
7th-LEVEL DRUID SPELLS
Changestaff The caster’s staff becomes a treant on
command.
Control Weather Changes weather in local area.
Creeping Doom Carpet of insects attacks at the caster’s
command.
Fire Storm Deals
1d6 fire damage/level.
Greater Scrying As scrying, but faster and longer.
Harm Subject
loses all but 1d4 hp.
Heal Cures
all damage, diseases, and mental conditions.
Summon Nature's Ally VII Calls creature to fight.
Sunbeam Beam
blinds and deals 3d6 damage.
Transmute Metal to Wood Metal within 40 ft. becomes wood.
True Seeing See all things as they really are.
Wind Walk The
caster and the caster’s allies turn vaporous and travel fast.
8th-LEVEL DRUID SPELLS
Animal Shapes One ally/level polymorphs into chosen
animal.
Command Plants Plants animate and vegetation entangles.
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 3d6 damage.
Whirlwind Cyclone
inflicts damage and can pick up creatures.
Word of Recall Teleports the caster back to designated
place.
9th-LEVEL DRUID SPELLS
Antipathy Object
or location affected by spell repels certain creatures.
Earthquake Intense
tremor shakes 5-ft./level radius.
Elemental Swarm Summons multiple elementals.
Foresight "Sixth
sense" warns of impending danger.
Mass Heal As
heal, but with several subjects.
Shambler Summons
1d4+2 shambling mounds to fight for the caster.
Shapechange Transforms the caster into any creature,
and change forms once per round.
Summon Nature's Ally IX Calls creature to fight.
Sympathy Object
or location attracts certain creatures.
PALADIN SPELLS
1st-LEVEL PALADIN SPELLS
Bless Allies
gain +1 attack and +1 on saves against fear.
Bless Water Makes holy water.
Bless Weapon Weapon gains +1 bonus.
Create Water Creates 2 gallons/level of pure water.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Detect Poison Detects poison in one creature or small
object.
Detect Undead Reveals undead within 60 ft.
Divine Favor The caster gains attack, damage bonus,
+1/three levels.
Endure Elements Ignores 5 damage/round from one energy type.
Magic Weapon Weapon gains +1 bonus.
Protection from Evil +2 AC and saves, counter mind
control, hedge out elementals and outsiders.
Read Magic Read
scrolls and spellbooks.
Resistance Subject
gains +1 on saving throws.
Virtue Subject
gains 1 temporary hp.
2nd-LEVEL PALADIN SPELLS
Delay Poison Stops poison from harming subject for 1
hour/level.
Remove Paralysis Frees one or more creatures from paralysis, hold
or slow.
Resist Elements Ignores 12 damage/round from one energy type.
Shield Other The caster takes half of subject's
damage.
Undetectable Alignment Conceals alignment for 24 hours.
3rd-LEVEL PALADIN SPELLS
Cure Moderate Wounds Cures 2d8 +1/level (max +10).
Discern Lies Reveals deliberate falsehoods.
Dispel Magic Cancels magical spells and effects.
Greater Magic Weapon +1 bonus/three levels (max +5).
Heal Mount As
heal on warhorse or other mount.
Magic Circle against Evil As protection spells, but 10-ft.
radius and 10 min./level.
Prayer Allies
gain +1 on most rolls, enemies suffer -1.
Remove Blindness/Deafness Cures normal or magical conditions.
4th-LEVEL PALADIN SPELLS
Cure Serious Wounds Cures 3d8 +1/level (max +15*).
Death Ward Grants
immunity to death spells and effects.
Dispel Evil +4 bonus against attacks by evil
creatures.
Freedom of Movement Subject moves normally despite impediments.
Holy Sword Weapon
becomes +5, does double damage against evil.
Neutralize Poison Detoxifies venom in or on subject.
*Paladin's maximum effective caster level
is 10
RANGER SPELLS
1st-LEVEL RANGER SPELLS
Alarm Wards
an area for 2 hours/level.
Animal Friendship Gains permanent animal companions.
Delay Poison Stops poison from harming subject for 1
hour/level.
Detect Animals or Plants Detects species of animals or plants.
Detect Snares and Pits Reveals natural or primitive traps.
Entangle Plants
entangle everyone in 40-ft.-radius circle.
Magic Fang One
natural weapon of subject creature gets +1 bonus to attack and damage.
Pass without Trace One subject/level leaves no tracks.
Read Magic Read
scrolls and spellbooks.
Resist Elements Ignores first 12 damage from one energy type
each round.
Speak with Animals The caster can communicate with natural animals.
Summon Nature's Ally I Calls animal to fight for the
caster.
2nd-LEVEL RANGER SPELLS
Animal Messenger Sends a Tiny animal to a specific place.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects.
Hold Animal Holds one animal helpless; 1
round/level.
Protection from Elements Absorb 12 damage/level from one kind
of energy.
Sleep Put
2d4 HD of creatures into comatose slumber.
Snare Creates
a magical booby trap.
Speak with Plants The caster can talk to normal plants and plant
creatures.
Summon Nature's Ally II Calls animal to fight for the caster.
3rd-LEVEL RANGER SPELLS
Control Plants Talk to and control plants & fungi.
Cure Moderate Wounds Cures 2d8+1/level damage (max +10).
Diminish Plants Reduces size or blights growth of normal
plants.
Greater Magic Fang One natural weapon of subject creature gets +1 bonus
to attack and damage per three caster levels (max +5).
Neutralize Poison Detoxifies venom in or on subject.
Plant Growth Grows vegetation, improves crops.
Remove Disease Cures all diseases affecting subject.
Summon Nature's Ally III Calls animal to fight for the caster.
Tree Shape The
caster looks exactly like a tree for 1 hour/level.
Water Walk Subject
treads on water as if solid.
4th-LEVEL RANGER SPELLS
Cure Serious Wounds Cures 3d8 +1/level damage (max +15).
Freedom of Movement Subject
moves normally despite impediments.
Nondetection Hides subject from divination, scrying.
Polymorph Self The caster assumes a new form.
Summon Nature's Ally IV Calls animal to fight for the caster.
Tree Stride Step from one tree to another far
away.
Wind Wall Deflects
arrows, smaller creatures, and gases.