1st Level Spells
Spell Name
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Comp
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Description
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Allies gain +1 on attack rolls and saves against fear.
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M
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Makes holy water.
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Weapon strikes true against evil foes.
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A shortbow may double as a club, or a longbow as a quarterstaff.
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Sickens creature if it refuses to fight
you.
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Compels opponents to attack you instead of your allies.
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Creates 2 gallons/level of pure water.
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Cures 1d8 damage + 1/level (max +5).
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You create an arrow made of crackling electricity, which you may
fire as a weapon or use as a glowing beacon.
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Detects poison in one creature or small
object.
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You can detect other worshipers of your deity.
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Reveals undead within 60 ft.
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Detect and identify diseases.
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You gain +1 per three levels on attack and damage rolls.
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Display a crest on any equipped armor.
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Exist comfortably in hot or cold regions.
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Turn water to alcohol.
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Incorporeal creature takes half damage
from nonmagical weapons.
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Movement doesn't provoke attacks of opportunity.
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Cause the target to daydream causing it reduced movement speed.
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Allows the use of lay on hands while falling unconscious.
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Roll 2 dice when using Diplomacy,
take higher roll.
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Create three notes heard miles away.
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Forces target to move toward you and fight you.
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Gain +10 on a monster Knowledge check.
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Target makes an Escape
Artist check as an immediate action and gains a bonus on it.
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Single target cannot make attacks of opportunity for 1 round.
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Grants a +10-foot bonus to the range increment for any ranged
weapon fired.
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Weapon gains +1 bonus.
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Square gives good creatures bonuses.
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Read scrolls and spellbooks.
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Subject gains +1 on saving throws.
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Dispels magical ability penalty or repairs 1d4 ability damage.
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Prevent a corpse from becoming an undead.
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Weapon touched bursts into flames.
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You gain an additional +1 on attack rolls or to AC due to battlefield
positioning.
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+2 AC, +2 on saves vs. undead.
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Subject gains 1 temporary hp.
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Animal gains the combat training general
purpose.
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Weapons glow and bypass evil creature’s damage reduction.
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2nd Level Spells
Spell Name
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M/F
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Description
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Harm and possibly daze chaotic creatures.
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Increases strength of a paladin’s aura of courage.
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Subject gains bonus on saving throws equal to Cha modifier.
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Grants a creature proficiency in a single weapon for short
period of time.
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Grants a +2 bonus on saves vs. fear and death.
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Subject gains +4 to Str for 1 min./level.
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Convert a friendly companion into a small statue.
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Protects creature against damage from alignment-based attacks.
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Stops poison from harming subject for 1 hour/level.
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Imbues a projectile with holy energy.
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Illuminate undead, negate channel resistance, and inflict –2
penalty vs. positive energy.
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Subject gains +4 to Cha for 1 min./level.
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Armor you wear no longer slows your speed.
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As endure elements, but you may divide the
duration among creatures touched.
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Your ability to smite evil also entangles your foe.
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Lend your shield's protection to another.
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Summon armor temporarily replacing your current attire.
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Creates a soaring beacon of light.
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Doubles armor’s enhancement bonus.
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Fascinates a single creature for 1 round.
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Entangles a creature for 1 round.
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A single evil creature takes more damage from creatures with a
good aura.
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You gain two additional attacks of opportunity for 1 round.
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Siege engine gains +1 on targeting and damage rolls.
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Subject gains +4 to Wis for 1 min./level.
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Take the damage and effects for another creature.
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As protection from chaos, but you may divide
the duration among creatures touched.
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As protection from evil, but you may divide
the duration among creatures touched.
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As protection from good, but you may divide
the duration among creatures touched.
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As protection from law, but you may divide the
duration among creatures touched.
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Boosts attack bonus with each hit.
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Ignores 10 or more points of damage per attack from specified
energy type.
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F
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Cast touch healing spells from a distance.
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Bonus damage for moving on mount.
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F
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You take half of subject's damage.
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Reduces effects of multiple conditions on target.
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Conceals alignment from magical detection for 24
hours.
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Armor or shield gains a +1 enhancement per four levels.
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Magical trail aids good creatures, hinders evil ones.
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Weapon gets +2 on damage rolls.
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Subjects within range cannot lie.
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3rd Level Spells
Spell Name
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M/F
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Description
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Aura penalizes enemy attacks and AC.
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Bonded weapon gains ghost touch.
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1 ally/level gains darkvision and a +2 Stealth bonus.
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You gain increased speed, and your movement ignores attacks of opportunity and allows you to
move through the space of creatures larger than you are.
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Cures 2d8 damage +1/level (max. +10).
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Targeted ammunition exudes radiant energy.
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60-ft. radius of bright light.
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Your might increases with every kill you make.
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As delay poison, but you may divide the
duration among creatures touched.
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Reveals deliberate falsehoods.
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Cancels one magical spell or effect.
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Transfer hit points and give DR/evil to target
creature.
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Smited creature takes damage when it attacks.
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As ghostbane dirge, but affects multiple
creatures.
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As heal on horse or other special mount.
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M
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The target gains 1 temporary hero point.
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Whisper sickens evil creatures, gives good creatures bonuses.
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Teleports a friend out of a grapple.
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You can see invisible creatures and objects within 30
feet of you.
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As protection from chaos/evil, but 10-ft.
radius and 10 min./level.
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Weapon gains +1 bonus/four levels (max +5).
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Makes 2 creatures pass Will saves in order to attack each other.
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Allies get +1 bonus on most rolls, enemies –1 penalty.
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Cures normal or magical blindness or deafness.
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Frees object or person from curse.
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As resist energy, but you may divide the
duration among creatures touched.
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+1 AC/four levels (max +5).
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Subject shines and gets +1/four levels on all saves.
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4th Level Spells
Spell Name
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M/F
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Description
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Target gains paladin abilities for 1 round/level.
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Last stand cures good creatures, hurts evil.
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Frees subjects from enchantments, transmutations, and curses.
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Weapon gains evil outsider bane quality plus other
benefits against evil outsiders.
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Cures 3d8 damage + 1/level (max +15).
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Grants bonuses against death spells and negative energy.
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+4 bonus against attacks by chaotic creatures.
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+4 bonus against attacks by evil creatures.
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Grants combat bonuses against evil creatures, particularly
against evil outsiders.
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Smited creature takes 3d8 damage.
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Target falls prone and confesses sins.
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Empower a melee weapon to deal 1d4 force damage/level and bull
rush on one hit.
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Weapon becomes +5, deals +2d6 damage against evil.
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Instantly switch places with a single ally.
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Allies attacking the target of the spell gain a +5 bonus on
damage rolls for 1 round.
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Siege engine gains +1 on targeting and damage rolls for every
four caster levels.
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Designates action that triggers curse on
subject.
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Immunizes subject against poison, detoxifies venom in or on
subject.
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Grants +5 AC and DR 10/evil, can’t attack.
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M
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As raise dead, but on an animal.
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Marked target is shunned by your religion.
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Melee attack deals 1d6 more damage.
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M
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Restores level and ability score drains.
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Take damage for an ally for many rounds.
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Creatures that strike you take 1d6 +1/level fire damage.
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Subject cannot attack with melee weapon.
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M
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Triggered rune heals living creatures.
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