Judge of Existence (3.5e Class)/Magic Variant/Judge Spell List

0-Level Judge Spells (Cantrips)

 * Create Water: Creates 2 gallons/level of pure water.
 * Know Direction: You discern north.
 * 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.
 * Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

1st-Level Judge Spells

 * Animate Rope: Makes a rope move at your command.
 * Detect Animals or Plants: Detects kinds of animals or plants.
 * Detect Secret Doors: Reveals hidden doors within 60 ft.
 * Detect Snares and Pits: Reveals natural or primitive traps.
 * Endure Elements: Exist comfortably in hot or cold environments.
 * Enlarge Person: Humanoid creature doubles in size.
 * Entangle: Plants entangle everyone in 40-ft.-radius.
 * Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
 * Feather Fall: Objects or creatures fall slowly.
 * Hide from Animals: Animals can’t perceive one subject/level.
 * Identify: Determines properties of magic item.
 * Pass without Trace: One subject/level leaves no tracks.
 * Reduce Person: Humanoid creature halves in size.
 * Spider Climb: Grants ability to walk on walls and ceilings.
 * Warp Wood: Bends wood (shaft, handle, door, plank).
 * Wood Shape: Rearranges wooden objects to suit you.

2nd-Level Judge Spells

 * Chill Metal: Cold metal damages those who touch it.
 * Darkness: 20-ft. radius of supernatural shadow.
 * Fog Cloud: Fog obscures vision.
 * Grease: Makes 10-ft. square or one object slippery.
 * Gust of Wind: Blows away or knocks down smaller creatures.
 * Heat Metal: Make metal so hot it damages those who touch it.
 * Jelly Floor (3.5e Spell): This spell turns the floor into a thick layer of bouncy jelly.
 * Locate Object: Senses direction toward object (specific or type).
 * Pyrotechnics: Turns fire into blinding light or choking smoke.
 * Reduce Animal: Shrinks one willing animal.
 * Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
 * See Invisibility: Reveals invisible creatures or objects.
 * Silence: Negates sound in 20-ft. radius.
 * Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

3rd-Level Judge Spells

 * Daylight: 60-ft. radius of bright light.
 * Diminish Plants: Reduces size or blights growth of normal plants.
 * Freedom of Movement: Subject moves normally despite impediments.
 * Plant Growth: Grows vegetation, improves crops.
 * Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
 * Quench: Extinguishes nonmagical fires or one magic item.
 * Sculpt Sound: Creates new sounds or changes existing ones.
 * Shrink Item: Object shrinks to one-sixteenth size.
 * Sleet Storm: Hampers vision and movement.
 * Solidify (3.5e Spell): Metal objects touched become nigh-indestructible and rustproof.
 * Stone Shape: Sculpts stone into any shape.
 * Transmute Stone to Delicacy (3.5e Spell): Convert cold, unforgiving stone into delicious delicious food.
 * Water Walk: Subject treads on water as if solid.

4th-Level Judge Spells

 * Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
 * Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction.
 * Commune with Nature: Learn about terrain for 1 mile/level.
 * Control Water: Raises or lowers bodies of water.
 * Gaseous Form: Subject becomes insubstantial and can fly slowly.
 * Ironwood: Magic wood is strong as steel.
 * Legend Lore: Lets you learn tales about a person, place, or thing.
 * Locate Creature: Indicates direction to familiar creature.
 * Rusting Grasp: Your touch corrodes iron and alloys.
 * Transmute Metal to Jelly (3.5e Spell): All metal objects within the area are changed to jelly.

5th-Level Judge Spells

 * Animate Objects: Objects attack your foes.
 * Control Winds: Change wind direction and speed.
 * Hallow: Designates location as holy.
 * Move Earth: Digs trenches and builds hills.
 * Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
 * Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
 * True Seeing: Lets you see all things as they really are.
 * Unhallow: Designates location as unholy.

6th-Level Judge Spells

 * Antimagic Field: Negates magic within 10 ft.
 * Ironwood: Magic wood is strong as steel.
 * Liveoak: Oak becomes treant guardian.
 * Permanency: Makes certain spells permanent.
 * Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
 * Wind Walk: You and your allies turn vaporous and travel fast.

7th-Level Judge Spells

 * Control Weather: Changes weather in local area.
 * Earthquake: Intense tremor shakes 80-ft.-radius.
 * Transmute Rock to Lava (3.5e Spell): You turn stone to lava.