List of Spells
Arcane Spells
Level 1
Entangle: area spell to slow the enemy down and reduce their attack roll and dexterity.
Mage Armor: increases the mage's armor class (AC) by 4.
True Strike: next attack by the mage gains +20 bonus and ignores concealment.
Sleep: circle spell that puts low-level enemies to sleep.
Burning Hands: cone spell that deals fire damage (more if targets are stuck in a web).
Magic Missile: force attack deals damage to a target from a distance. Never misses.
Shocking Grasp: deals electricity damage to adjacent target. Requires melee touch.
Ray of Enfeeblement: ranged touch attack reduces the target's strength.
Cause Shakes: single target takes -2 attack and saving throw penalties.
Enlarge Person: single target deals higher-than-normal damage.
Reduce Person: single target deals lower-than-normal damage.
Ray of Frost: cold damage to a single target. Needs ranged touch.
Enlarge Weapon: not for combat, increases size of a small weapon so you can wield it.
Reduce Weapon: not for combat, decreases size of a large weapon so you can wield it.
Level 2
Acid Ray: ranged touch attack deals 2D4 acid damage, makes it hard to cast spells.
Web: area spell, creatures stuck in the web cannot move.
Daze Monster: target creature takes no action in the next round.
Glitterdust: circle spell, blinds creatures (Willpower save) and removes their invisibility.
Scorching Ray: ranged touch attack deals 4D6 fire damage.
Invisibility: target becomes invisible until it attacks.
Mute: target cannot cast spells unless it uses the silent spell metamagic.
Blindness: target becomes blind (Fortitude saving throw).
Deafness: target becomes deaf (Fortitude saving throw).
False Life: caster gains 1D10 temporary hit points + 1 per caster level.
Ghoul Touch: melee touch paralyses the target.
Bull's Strength: target gains +4 Strength bonus.
Blur: target gains 20% concealment.
Level 3
Dispel Magic: removes magic effects, dismisses summoned creatures.
Deep Slumber: circle spell puts creatures below 10 hit dice to sleep.
Heroism: target gains +2 to attack rolls and willpower saving throws.
Hold Person: humanoid target is paralyzed (Willpower saving throw).
Fireball: circle spell deals 1D6 per level of fire dmg, more if targets are stuck in a web.
Lightning Bolt: line spell deals 1D6 per level of shock damage.
Displacement: target gains 50% concealment.
Ray of Exhaustion: ranged touch attack cuts target's strength and dexterity by 6.
Vampiric Ray: ranged touch deals 1D6 per two caster levels, gives as many HP to caster.
Haste: circle spell gives extra attack to targets, plus bonus to speed, attack and AC.
Slow: circle spell cuts enemy speed, number of attacks, AC (Willpower saving throw).
Reduce Monster: target shrinks, its damage potential declines.
Stinking Burst: circle spell, nauseated creatures can't attack or cast spells (Fort. save).
Level 4
Bestow Curse: each round, target has a 50% chance to lose its turn.
Stoneskin: target gains damage reduction 10 (excepted adamantine weapons).
Control Person: one hostile humanoid now fights for the caster, with an attack penalty.
Confusion: circle spell makes targets confused, they may skip turns or attack friends.
Crushing Despair: cone spell, creatures take -2 penalty to attack, willpower saves.
Fire Shield: creatures who attack the target take fire damage. Also grants cold resistance.
Ice Shield: creatures who attack the target take cold damage. Also grants fire resistance.
Ice Storm: circle spell deals 3D6 cold damage + 3D6 bludgeoning damage.
Shout: cone spell deals 5D6 sonic damage, targets may become deaf.
Wall of Fire: area spell, creatures entering the wall take fire dmg (1D8+1 per 2 levels).
Greater Invisibility: target becomes invisible, stays invisible even when attacking.
Enervation Ray: ranged touch attack inflicts 1D4 negative levels.
Polymorph Spider: caster turns into a giant spider (and cannot cast spells).
Polymorph Bear: caster turns into a bear (and cannot cast spells).
Level 5
Poison Gas: circle spell kills low-level creatures or reduces constitution by 1D6.
Teleport: bring up the world map screen, unless the area you are in is warded.
Wall of Stone: area spell creates a magical wall at the location you specify.
Dominate Person: one hostile humanoid now fights for the caster.
Feeblemind: target cannot cast spells any longer (Willpower saving throw).
Hold Monster: target is paralyzed (Willpower saving throw).
Cone of Cold: cone spell deals 1D6 cold damage per level.
Waves of Fatigue: cone spell reduces strength and dexterity by 2.
Baleful Polymorph: humanoid target is changed into a giant rat.
Rusting Grasp: damages target's nonmagic armor, deals damage to metallic monsters.
Mass Bull's Strength: circle spell increases strength by 4.
Mass Mute: circle spell makes creatures mute (Fortitude saving throw).
Level 6
Polymorph Frost Giant: caster turns into a frost giant (and cannot cast spells).
Polymorph Fire Giant: caster turns into a fire giant (and cannot cast spells).
Greater Heroism: target gains +4 bonus to attack rolls & willpower saves.
Freezing Sphere: circle spell deals 1D6 cold damage per level.
Circle of Death: circle spell kills creatures below 9 hit dice.
Undeath to Death: circle spell destroys undead below 9 hit dice.
Disintegrate: ranged touch attack deals 2D6 damage per level (Fortitude saving throw).
Flesh to Stone: melee touch attack petrifies target (Fortitude saving throw).
Stone to Flesh: restores a petrified character to his normal state.
Transformation: caster gains combat bonuses (and cannot cast spells).
Power Word Sickness: cuts attack roll and saves of a creature with less than 201 HP.
Level 7
Mass Hold Person: circle spell paralyzes humanoids (Willpower saving throw).
Insanity: target creature is permanently confused (Willpower saving throw).
Power Word Blind: makes a creature with less than 201 HP blind.
Dominate Undead: circle spell makes undead creatures fight for you.
Finger of Death: slays a living creature (Fortitude saving throw).
Discharge: ranged touch attack deals 5D12 shock damage +1/level and may stun target.
Waves of Exhaustion: cone spell cuts strength and dexterity of targets by 6.
Vampiric Blast: circle spell deals 2D6 damage to targets, gives as many HP to caster.
Foresight: caster gains +4 bonus to armor class and immunity to critical hits.
Level 8
Mind Blank: target becomes immune to mind effects.
Mind Blast: cuts target HP by 80% (Willpower saving throw).
Irresistible Dance: melee touch attack forces target to dance each round & lowers AC.
Power Word Stun: stuns a creature with less than 151 HP.
Polar Ray: ranged touch attack deals 1D6 cold damage per level.
Greater Shout: cone spell deals 12D6 sonic damage, targets may become deaf.
Dehydrate: circle spell deals 1D6 damage per level (Fortitude saving throw).
Iron Body: caster gains damage reduction and many immunities.
Control Monster: one hostile creature now fights for the caster, with an attack penalty.
Level 9
Greater Disintegrate: ranged touch attack turns target to ashes, or deals 8D8+1/level.
Freedom: removes conditions such as petrified, paralyzed, slowed and stunned.
Dominate Monster: three hostile creatures now fight for the caster (Willpower save).
Mass Hold Monster: circle spell paralyzes living creatures (Willpower saving throw).
Energy Drain: ranged touch attack inflicts 2D6 permanent negative levels.
Power Word Sleep: puts a creature of less than 251 HP to sleep.
Acid Blast: circle spell deals 1D6 acid damage per level.
Divine Spells
Level 1
Light: increases underground line-of-sight, removes magical darkness.
Darkness: area spell creates magical darkness, creatures gain 50% concealment.
Bane: caster-centered circle spell decreases attack roll & willpower saves of enemies.
Bless: caster-centered circle spell increases attack roll & willpower saves of allies.
Magic Stone: throws three magical stones each dealing 1D6 (or 2D6 to undead).
Cure Light Wounds: touch spell cures 1D8 +1 per level up to 5. Hurts undead.
Divine Favor: caster gains bonuses to attack roll, damage roll and saving throws.
Inflict Light Wounds: melee touch attack deals 1D8 +1 per level up to 5. Heals undead.
Protection from Evil: +2 AC bonus versus evil enemies & mind-control immunity.
Remove Shakes: removes the shaken condition.
Remove Fatigue: removes the fatigued condition. Also improves exhausted condition.
Shield of Faith: touch spell gives a deflection bonus to armor class.
Summon Fire Elemental: a fire elemental of level equal to caster level fights for you.
Summon Water Elemental: a water elemental of level equal to caster level fights for you.
Summon Earth Elemental: an earth elemental of level equal to caster level fights for you.
Summon Air Elemental: an air elemental of level equal to caster level fights for you.
Lend Life: touch spell transfers HP from caster to the target.
Level 2
Cure Moderate Wounds: touch spell cures 2D8 +1 per level up to 10. Hurts undead.
Inflict Moderate Wounds: melee touch attack deals 2D8 +1 per level up to 10.
Remove Paralysis: removes the paralyzed condition.
Protection from Arrows: target gains damage reduction 10 against ranged weapons.
Protection from Fire: touch spell gives fire resistance 15.
Protection from Cold: touch spell gives cold resistance 15.
Protection from Acid: touch spell gives acid resistance 15.
Protection from Electricity: touch spell gives shock resistance 15.
Protection from Sonic Energy: touch spell gives sonic resistance 15.
Lesser Restoration: cures all ability damage (but not ability drain or negative levels).
Silence: area spell prevents casting of verbal spells and protects against sonic damage.
Sound Burst: circle spell deals 1D8 damage and may stun targets for one round.
Level 3
Remove Curse: touch spell removes the mute and cursed conditions.
Remove Blindness: touch spell removes the blind and deaf conditions.
Cure Serious Wounds: touch spell cures 3D8 +1 per level up to 15. Hurts undead.
Inflict Serious Wounds: melee touch attack deals 3D8 +1 per level up to 15.
Invisibility Purge: caster-centered circle spell removes invisibility effects.
Mass Protection from Evil: circle spell gives AC bonus versus evil & mind-control immu.
Prayer: caster-centered circle spell gives attack bonus to friends, penalty to enemies.
Searing Light: ranged touch attack deals 1D8 per two caster levels, more to undead.
Greater Protection from Fire: touch spell gives fire resistance 30.
Greater Protection from Cold: touch spell gives cold resistance 30.
Greater Protection from Acid: touch spell gives acid resistance 30.
Greater Protection from Electricity: touch spell gives shock resistance 30.
Greater Protection from Sonic Energy: touch spell gives sonic resistance 30.
Level 4
Cure Critical Wounds: touch spell cures 4D8 +1 per level. Hurts undead.
Inflict Critical Wounds: melee touch attack deals 4D8 +1 per level. Heals undead.
Insect Plague: area spell makes spellcasting and ranged attacks difficult.
Protection from Poison: touch spell gives immunity to ability damage.
Poison: melee touch attack cuts constitution by 2D10 (Fortitude saving throw).
Restoration: cures all ability damage and ability drain, but not negative levels.
Divine Power: caster gains combat and HP bonuses.
Freedom of Movement: touch spell gives immunity to entangle, web, grapple, paralysis.
Death Ward: touch spell gives immunity to death effects & negative levels.
Level 5
Mass Cure Light Wounds: circle spell cures 1D8+1/level, affects only allies.
Mass Inflict Light Wounds: circle spell inflicts 1D8+1/level, affects only enemies.
Greater Protection from Evil: touch spell gives +4 AC bonus versus evil creatures.
Raise Dead: dead player character is brought back to life, loses excess XP for his level.
Righteous Might: caster gains combat bonuses and increases in size.
Slay Living: melee touch attack kills a living creature (Fortitude saving throw).
Spell Resistance: touch spell gives Spell Resistance 12 + caster level.
True Seeing: target can see through invisibility, concealment and magical darkness.
Level 6
Harm: melee touch attack deals 10 per level up to 150. Heals undead.
Heal: touch spell heals 10 per level up to 150 and removes many adverse conditions.
Mass Cure Moderate Wounds: circle spell cures 2D8+1/level, affects only allies.
Mass Inflict Moderate Wounds: circle spell inflicts 2D8+1/level, affects only enemies.
Level 7
Mass Cure Serious Wounds: circle spell cures 3D8+1/level, affects only allies.
Mass Inflict Serious Wounds: circle spell inflicts 3D8+1/level, affects only enemies.
Remove Negative Levels: touch spell removes negative levels.
Mass Death Ward: circle spell gives immunity to death effects and negative levels.
Level 8
Mass Cure Critical Wounds: circle spell cures 4D8+1/level, affects only allies.
Mass Inflict Critical Wounds: circle spell inflicts 4D8+1/level, affects only enemies.
Fire Storm: rectangle spell deals 1D6 fire damage per caster level.
Level 9
Mass Heal: circle spell heals 10 per level and removes many adverse conditions.
Mass Harm: circle spell inflicts 10 per level up to 200. Heals undead enemies.
True Resurrection: dead player character is brought back to life with his full HP and XP.
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