3.5e Spells

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Back to Main Page3.5e HomebrewClass Ability Components

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Homebrew Spell Lists by Class[edit]

SRD Classes Non-SRD Classes Homebrew Classes

Complete Homebrew Spell List[edit]

NameSchoolLevelDescriptionBalance Point
3.5e Spell Preload
A Life For A LifeNecromancy SchoolSylvan Occultist 4, Death Delver 4You sacrifice one life for another.Very High
Aarnott's EpidemicTransmutation SchoolBlackguard 1, Cleric 1, Druid 1, Sorcerer/Wizard 1The target comes down with a disease of your choice, which with some coaxing can be accelerated rapidly.Very High
Ablative JacketConjurationCleric 2, Paladin 1, Sorcerer/Wizard 2, Artificer 1Create a magical vest which grants a bit of temporary hit points.High
Abolishing FlamesEvocationCleric 7You hurl a mass of divine fire at your enemy that expands into an explosive burst.Moderate
Abominable FormTransmutation SchoolDark Insight 8Turn into an eldritch abomination.Very High
Absorb UndeadNecromancy SchoolCleric 5, Sorcerer/Wizard 5Absorb your undead minions into your body, empowering you, or dismiss it to summon your army back to your command. Also serves as a form of death throes.High
Acceleration RingTransmutation SchoolSorcerer/Wizard 3You create a barrier which accelerates allies and projectiles passing through, and hampers opponents moving through it. With time, you can use it to launch yourself far distances.High
Accept SoulIllusionDruid 5, Cleric 5, Sylvan Occultist 4Like Reincarnate, but all in your head. The target is reincarnated as a Sentient Illusion.
Acid BombConjurationSorcerer/Wizard 1, Warmage 1This spell creates a sphere of acid that flies towards the target.Moderate
Acid RainConjurationSorcerer/Wizard 3, Acid 3You conjure a cloud of acidic precipitation that melts down whatever is caught inside.Very High
Acid SheathEvocationAcid 2, Sorcerer/Wizard 2Cover yourself in acid, resist acid damage, hurt attackers.Very High
Adam's Apple AgonyNecromancy SchoolSorcerer/Wizard 0Adam's Apple expands suddenly, causing damage.Low
Adipose ArmorTransmutation SchoolDruid 3, Sorcerer/Wizard 3, Ki Master 3Gain great defenses, but become heavily encumbered.High
Advancing Beast--Advance Animal Companions and FamiliarsNone Assigned
Aetheric WeaponConjurationArmory 9You call for your deity's favored weapon, enchanted to your specifications.Moderate
Aetherion BlastConjurationSorcerer/Wizard 5Blast of aetherion detonates in a 20-ft.-radius spread
Aetherion BurstConjurationSorcerer/Wizard 3Burst of aetherion deals damage in a 15-ft. cone
Aetherion OrbConjurationSorcerer/Wizard 2Blast of aetherion energy that targets a single creature
AethernovaConjurationSorcerer/Wizard 9Nova of generated aetherion detonates in a 40-ft.-radius spread and deals massive damage.
Agony PinNecromancy SchoolBlackguard 1, Cleric 1Stab a creature with a magic pin which causes pain to the user.High
Airtight ArchitectureAbjuration SchoolSorcerer/Wizard 4Render a structure airtight and free from the hazards outside. Just don't open the door.Moderate
Albedo ArmorAbjuration SchoolDruid 2, Ranger 2, Sorcerer/Wizard 2Gain snow armor which reflects light and ablates fire.High
AlchemystConjurationTransmutation SchoolAlchemy 2Turn a potion, oil or alchemical item into a cloud of mist.Very High
Alhazarde LanceAbjuration SchoolCleric 3, Sorcerer/Wizard 4A bolt of energy which only harms extraplanar beings and outsiders. On a critical hit, it might dismiss them as well.High
Alhazarde's SwordTransmutation SchoolCleric 3Your weapon gains the properties similar to starmetalCW, becoming super-effective against creatures not native to your plane.Moderate
Alien LimbTransmutation SchoolBlackguard 2, Cleric 3, Sorcerer/Wizard 3, Vivisection 3The enemy grows a violent tentacle which immediately attempts to slaughter its unwilling host.High
Aligned Water BombTransmutation SchoolBlackguard 1, Cleric 1, Paladin 1Convert thrown water into the appropriate aligned water on the fly. Cheaper, but costs spell slots.Moderate
Alignment Aura DowsingDivinationSylvan Occultist 1You use a stick to find alignment auras.
All in the FamilyUniversalCleric 4, Family 4, Sorcerer/Wizard 4Spread a condition, buff, or debuff to all members of the same type closeby.Very High
Alter FormTransmutation SchoolTransmogrification 3This spell transforms the target's minor and significant physical qualities at the caster's choosing… perhaps forever.High
Alter GravityTransmutation SchoolDruid 1, Sorcerer/Wizard 1, Duskblade 1, Ki Master 1Increase or decrease gravity on a target.High
Alter MemoryEnchantment SchoolAssassin 4, Bard 4A different version of modify memory.Unquantifiable
Alter PhysiognomyTransmutation SchoolDruid 2, Hairbinder 2A more powerful transmutation version of disguise self.Moderate
Alter SpellUniversalSorcerer/Wizard 1You alter a spell with a metamagic effect.Very High
AlternativeEnchantment SchoolBard 2Your music inspires desperate action in allies.
AltimeterDivinationCleric 0, Druid 0, Sorcerer/Wizard 0You always know what altitude you are at compared to sea level.High
AmphibiateTransmutation SchoolSylvan Occultist 3You turn someone into a toad.Very High
An Eternal Curse Upon TheeNecromancy SchoolSorcerer/Wizard 9, Cleric 9Dying curses are feared for good reason; this spell is an exceptionally powerful and permanent one.Very High
Analyze EventDivinationIllusionAssassin 4, Bard 4, Cleric 5, Sorcerer/Wizard 5You enhance a crystal orb to record a 360 scene for you in full detail.High
Analyze ObjectDivinationBard 1, Cleric 2, Druid 1, Sorcerer/Wizard 2A greater form of identify which works on non-magical objects and delivers a more detailed mundane information.High
Analyze TeleportationDivinationSorcerer/Wizard 5Learn details of where your foes teleported to, without going there yourself.High
Ancestral ArmoryConjurationDuskblade 3You create multiple weapon which you can change between or fire them at targets.Very High
Ancestral WeaponConjurationCleric 1, Family 1, Sorcerer/Wizard 1, Duskblade 1You create a weapon wielded by your ancestors and imbued with their strength.Very High
Aneis's Blood ConeEvocationBlood Magus 6Deal damage and knock creatures out with a cone of blood.
Aneis's Blood RevoltTransmutation SchoolBlood Magus 5Cause target blood to revolt, paralyzing it.
Animal CohortTransmutation SchoolDruid 3, Wizard 3, Sorcerer 3They laughed at your chicken animal companion, but then he turned into a ninja and they never laughed again.Very High
Animal ConvokingTransmutation SchoolDruid 4, Ranger 3Like animal messenger, but rather than send a message it seeks out a target and brings them to you.Moderate
Animate Blessed DeadNecromancy SchoolCleric 4, Afterlife 3Raise an undead a nonhostile servant of good.High
Animate Body PillowTransmutation SchoolBard 0, Sorcerer 1, Wizard 1Are you missing your beloved while gone on an adventure? Here's a solution! Kind of.Low
Animate GraftTransmutation SchoolSorcerer/Wizard 5, Sylvan Occultist 4Animated graft attacks its owner.
Animate JellyTransmutation SchoolSorcerer/Wizard 6Target jelly gains semblance of life and mobility.Moderate
Animate Objects, VariantTransmutation SchoolNecromancy SchoolCleric 3, Sorcerer/Wizard 3, Bard 2A remake of the animate objects spell.High
Animate StatuesTransmutation SchoolSylvan Occultist 5You turn some statues into your minions.Very High
Anthropomorphize AnimalTransmutation SchoolDruid 3, Sorcerer/Wizard 3Make an animal more humanoid.High
Anti-Technology FieldAbjuration SchoolDruid 6, Patron Witch 6, Sorcerer/Wizard 8This spell create a field which cause technological equipment to fail.Very High
AntibiteTransmutation SchoolSorcerer/Wizard 6You imbue your fangs with disintegrative power.High
Antimagic FieldAbjuration SchoolCleric 8, Magic 6, Protection 6, Sorcerer/Wizard 6A version of the spell without as many questionable cases.
Antimagic WardAbjuration SchoolSorcerer/Wizard 4Shields a creature from magic at the expense of denying its own magic.
Antimaneuver FieldAbjuration SchoolCleric 8, Sorcerer/Wizard 6Like antimagic field, for maneuvers.
ApocalypseEvocationSorcerer/Wizard 8Channels dark power to damage and inflict incredible feelings of futility.
Apocalypse From The SkyEvocationCleric 9, Corrupt 9, Sorcerer/Wizard 9, Voltage 9Call down destruction on a wide radius.Very High
Apocalyptic SwarmConjurationCleric 9, Druid 9Recreate divine plagues, and ravage the land with an endless swarm of insects.High
Aqua SnakeConjurationDruid 5, Shugenja (Water) 5, Wu Jen (Water) 5Create a water snake which runs into enemies on the ground and tries to knock them down.Very High
Arcane AuraEvocationSorcerer/Wizard 7, Warmage 7, Sacrifice 7, Viewtiful Monarch 7You encase yourself in raw arcane power to injure foes that you grapple.High
Arcane BaneAbjuration SchoolSorcerer/Wizard 3Ray weakens ability for creature to use magical abilities.Very High
Arcane GraceTransmutation SchoolSorcerer/Wizard 3Armor interrupts your casting less.High
Arcane KeyTransmutation SchoolSorcerer/Wizard 2Create a key that can automatically open an arcane lock for its holder.Low
Arcane PsionicsDivinationSorcerer/Wizard 9Convert spell slots into psionic powers.High
Arcane RayEvocationSorcerer 3, Ki Master 3Projects a beam of raw arcana that intensifies when focused over time.High
Arcane SentryEvocationSorcerer/Wizard 6Creates a floating magical sentry that attacks your enemies with elemental power.High
Arcane Space ProgramAbjuration SchoolEvocationSorcerer/Wizard 4, Ki Master 4Launch yourself into orbit, traveling long distances rapidly.High
Arcane StasisConjurationWizard 5
Arcane TheftAbjuration SchoolSorcerer/Wizard 4Touch attack steals magical capabilities.Very High
Area TeleportConjurationSorcerer/Wizard 9Teleport an entire ship, castle, or town.Unquantifiable
Armor of HelplessnessEnchantment SchoolDruid 1, Sorcerer 1, Wizard 1, Wu Jen 1A spell that makes you seem like a less threatening opponent on purpose, making it hard for foes to attack you.High
Arms of the Tyrant LizardTransmutation SchoolDruid 5, Sorcerer/Wizard 6Not quite what you were expecting, this dual use spell either acts as a curse, or a strange blessing. Wither enemy arms and bolter the strength of your own!High
Arrow of White BloomConjurationCleric 7, Druid 6, Ranger 3Imbues an arrow drawn with the clearest frost.High
Art of the GigantesTransmutation SchoolCleric 8, Dragon 8, Druid 8, Gluttony 8, Sorcerer/Wizard 8You cause the target of the spell to grow one size category per five caster levels.Very High
Art of the LilliputianTransmutation SchoolSorcerer/Wizard 8, Trickery 8You cause the target of the spell to shrink one size category per five caster levels.High
Artificial LifeNecromancy SchoolClr 3, Sor/Wiz 4Create positive energy undeadModerate
Ascended FormTransmutation SchoolWu Jen 8, Ki Master 8You release your inner ki and become extremely powerful for a short time.Very High
AsepsisAbjuration SchoolCleric 2, Organic 1, Paladin 1, Ranger 1Creature touched becomes immune to non-magical diseases.Low
Asepsis, MassAbjuration SchoolCleric 6, Paladin 4As asepsis, with multiple targets and improved protection.Low
Ashe's Mind LanceEvocationSorcerer/Wizard 1, Ki Master 2Deal damage, interrupt spell.Very High
Ashe's Spell SeizureAbjuration SchoolAnarchy 2, Magic 2, Sorcerer/Wizard 2Ray that strips away spells.Very High
Ashe's Transformative CounterspellAbjuration SchoolMagic 3, Sorcerer/Wizard 3You create a barrier that dispels magical effects.Very High
Assassin's EscapeConjurationAssassin 2, Bard 4, Sorcerer/Wizard 5When you attack, you teleport back to safety.High
Asterfete's Return ScryingDivinationBard 1, Sorcerer/Wizard 1One scrying sensor that appears in the area also becomes a window back to its source.Very High
Asterfete's Scry TraceDivinationBard 2, Sorcerer/Wizard 2Hijack a divination sensor to see who sent it.High
Astral AssistanceConjurationCleric 7, Sorcerer/Wizard 7Protect an area, so that if it is ever invaded you can summon yourself to protect it without threat of death.Very High
Astral FugueNecromancy SchoolCleric 1, Sorcerer/Wizard 1Travel to the astral in your sleep, allowing you to continue activities such as crafting while resting.High
Astral InvaderConjurationCleric 8, Sorcerer/Wizard 8Summon yourself into the area of your target so you may assassinate him, without the threat of death of yourself.Very High
Astral ProtectorConjurationDruid 8, Ranger 4, Sorcerer/Wizard 9Protect an area, so that if it is ever invaded, you can summon yourself to protect it without threat of death.Very High
AsuraTransmutation SchoolSorcerer/Wizard 7, Ki Master 7You transform your likeness into the six-armed, three headed form of a fierce god.Very High
Atmospheric PressEvocationDruid 9, Shugenja (Air) 9Crush the opponent with the weight of the entire atmosphere.Very High
Atmospheric VisualizerDivinationIllusionBard 1, Druid 1, Ranger 1, Sorcerer/Wizard 1You can visualize the sky as if it was clear and at any time.Moderate
Aura of DoomDivinationBard 2, Blackguard 2, Cleric 2Enemies that approach you take a -2 penalty on their saving throws.High
Aurora AssaultEvocationDruid 9, Sorcerer/Wizard 9, Shugenja (Air) 9Conjure the aurora borealis to shock foes into submission.High
Authoritative WordEvocationLaw 7, Cleric 7A replacement for the dictum spell, which invokes divine power words to punish the opposing alignment.Very High
AvasculateTransmutation SchoolBlood 6, Druid 6, Sorcerer/Wizard 6, Vivisection 6You purge the enemy's blood vessels from their body, causing them to become violent, hostile tentacles.Very High
Avasculate, GreaterTransmutation SchoolBlood 9, Cleric 9, Druid 9, Sorcerer/Wizard 9, Vivisection 9You purge the enemy's blood vessels from their body even more violently, potentially killing them and causing the blood vessels to attempt to kill their former hosts.Very High
Avian ObserversDivinationDruid 2Compel a small flock of birds to report on something specific occurring in the area, but only after the effect has happened.High
Awaken Construct, VariantTransmutation SchoolSorcerer/Wizard 7You grant the target construct intelligence and its own free will.High
Awaken MediocrityTransmutation SchoolDruid 5, Sorcerer/Wizard 5Turn one target into an ordinary peasant.Very High
Awaken Warrior SpiritDivinationSorcerer/Wizard 8Awaken a creature's fighting abilities, granting several beneficial buffs.Very High
Awesome LightEvocationCleric 3, Ki Master 5Show your opponents the light of your god, inspiring awe... or fear.High
Axe of PerunEvocationBlade 8, Cleric 9, Druid 8, Sorcerer/Wizard 9An electrical supreme variant of ice axe that draws upon the power of Perun, leader of the Slavic pantheon and deity of thunder and lightning.Very High
Azore's Invisible InkIllusionBeguiler 0, Sorcerer/Wizard 0This spell renders nonmagical writing invisible for the duration of the spell.Very High
Azore's Speaking TomeIllusionBard 0, Beguiler 0, Cleric 0, Sorcerer/Wizard 0Targeted book or scroll reads its contents aloud.Moderate
Azore's Trick CandleTransmutation SchoolBard 0, Beguiler 0, Sorcerer/Wizard 0This spell alters a small source of flame so that it resists being put out.High
BabbleEnchantment SchoolBard 2, Cleric 4, Sorcerer/Wizard 3Curse a creature to never be understood again.Moderate
Backup ConstructConjurationSorcerer/Wizard 8Clone for constructs.High
Baleform BurstTransmutation SchoolCleric 5, Druid 5, Sorcerer/Wizard 5This spell transforms several nearby targets into an animal of the caster's choosing for a short time.High
Baleform ChainTransmutation SchoolDruid 5, Sorcerer/Wizard 5Channel polymorph magic through a cascade of enemies!High
Baleform TransmogrificationTransmutation SchoolTransmogrification 8Disfigures the target in many possible ways.Very High
Baleful Polymorph, AlternativeTransmutation SchoolDruid 5, Patron Witch 5, Sorcerer/Wizard 5A variant of the Baleful Polymorph spell.Very High
Ball LightningEvocationDruid 8, Sorcerer/Wizard 8You create a massive ball of electricity that damages foes it crosses.Moderate
BamfConjurationSorcerer/Wizard 2Lets you teleport short distances once per round.Very High
Bang RoundsEvocationBard 2, Cleric 3, Druid 2, Shugenja (Fire) 2, Sorcerer/Wizard 2, Wu Jen (Fire) 2, Ki Master 2Create cherrybomb-like caltrops to either throw out immediately as explosives, or set as a trap.High
Necromantic IronNecromancy SchoolEnchantment SchoolBard 3You suffuse your magic with the power of Necromantic Iron, a brutal and negative energy charged style.High
Beam of RadianceEvocationPaladin 1The Paladin shoots bright lasers from his eyes, causing discomfort.High
Bear's Endurance, GreaterTransmutation SchoolSorcerer/Wizard 5Subject gains a great boost to constitution.High
BearpocalypseConjurationDruid 9Infinite bear works! Summon ALL of the bears in a swarm within a huge area.High
Bel's AmbushTransmutation SchoolBlackguard 1, Cleric 1, Sorcerer/Wizard 1Reduce a creature's initiative so you and your allies can go first.High
Belarpithorpe's Self-IllusionIllusionBard 0, Sorcerer/Wizard 0There is a disappointing lack of illusions that affect the caster. This seeks to remedy that some.Unquantifiable
Belladone's Curse of InconvenienceNecromancy SchoolSorcerer/Wizard 0, Patron Witch 0Minor curses which are really annoying, and mostly temporary.High
Belladone's Curse of Stolen BoonsNecromancy SchoolBlackguard 2, Patron Witch 3, Sorcerer/Wizard 3You curse a creature so that the next beneficial spell that is cast upon them affects you instead.High
Belladone's Death Curse of SnakesTransmutation SchoolSorcerer/Wizard 6, Patron Witch 6A bolt of killing green light reduces the target to snakes.High
Belladone's Fiendish DefenderConjurationCleric 3, Sorcerer/Wizard 3, Patron Witch 3Summon a fiendish warrior, though they are contained to an area.High
Belladone's Shared Fortune/MisfortuneDivinationSorcerer/Wizard 5, Patron Witch 5If you have bad luck on your rolls, you can share it with others. Or share your good luck instead.Unquantifiable
Belladone's Spore WindConjurationDruid 4, Patron Witch 4Release a wind which spreads a cloud of spores that carry random baneful effects.High
Bestow FlawTransmutation SchoolBard 3, Beguiler 3, Cleric 3, Sorcerer 4, Wizard 4If you can't find an exploitable flaw in your enemy, then give them one.Unquantifiable
Bestow SentienceTransmutation SchoolSorcerer/Wizard 9Target animate object, golem, or similar creature gains sentience.Unquantifiable
Bestow VoiceDivinationDruid 5, Sylvan Occultist 4You grant a touched object the ability to think, feel, and speak.Moderate
Big Head ModeTransmutation SchoolSorcerer/Wizard 2The subject's head grows disproportionately large, granting sensory bonuses, but also encumbering them.High
Bind ElementalConjurationSorcerer/Wizard 5You condense elemental energy into a gem usable for crafting.
Bind ThrallEnchantment SchoolSorcerer/Wizard 9, Lust 9You bind a creature to yourself, altering its will so that it willingly serves as if dominated until the end of its days.Very High
Binding ContractConjurationEnchantment SchoolCleric 3, Sorcerer/Wizard 3Make a powerful magical contract between two creatures.Unquantifiable
Binding PactDivinationCleric 3Create a magical alliance between sentient creatures that informs all pact members when you defect, or die.
BioConjurationBlackguard 2, Cleric 3, Druid 3, Organic 2, Sorcerer/Wizard 3Target takes 1d6 damage/level (max 10d6), 2 Constitution damage.High
Bio, MassConjurationCleric 5, Druid 4, Sorcerer/Wizard 5As bio, but 20d6 maximum damage and affects all creatures in a spread and it deals 4 Con damage.High
Biogel MimicConjurationCleric 1, Sorcerer/Wizard 1Create a biogel mimic, a harmless creature that duplicates organic flesh to the point of being an effective simulacrum for it.Moderate
Biting MistConjurationCleric 2, Druid 2, Sorcerer/Wizard 2A fog bank that slowly digests everything inside it.High
Black Blood ChainsConjurationBlackguard 2, Cleric 5, Entrapment 5, Shugenja (Earth) 5Create strands of black hooks and chains to latch onto and pull opponents out of the sky or closer towards you.High
Black Chains of DuranceConjurationSorcerer/Wizard 6, Cleric 6, Blackguard 4Chains of shadowstuff ensnare the target, preventing it from fleeing.High
Blacksun Arrow BlessingTransmutation SchoolSorcerer/Wizard 5You turn arrows into powerful magical arrows. Alternatively, you may bless a bow to only fire powerful magic arrows.High
Blacksun Midnight BladeConjurationSorcerer/Wizard 4, Ki Master 4You create a blade made of darklight, a powerful weapon dealing magical damage and especially damage to creatures weak to light.High
BlazestormEvocationCleric 6, Druid 6You summon a storm of fiery blaze, which scorch everything in it way.Very High
Blessing of the NineTransmutation SchoolDiabolic 5, Sorcerer/Wizard 5You turn someone into a devil-like creature.Very High
Blinking Mirror ImageTransmutation SchoolSorcerer/Wizard 7Combination of blink and mirror image.Moderate
BlizzardConjurationSorcerer/Wizard 8, Boreal 8, Hellrime 8, Druid 8You bring about a giant blizzard.Very High
Blood BrotherhoodNecromancy SchoolOrganic 6, Sylvan Occultist 5Creatures permanently share a life total.
Blood BrothersTransmutation SchoolBlood 2, Cleric 2, Druid 2, Family 2, Sorcerer/Wizard 2You take the target's blood and transform into a creature of his type and vice versa.Very High
Blood JorumNecromancy SchoolSorcerer/Wizard 7Remove your blood from your body, rendering yourself immune to several effects. Keep the location of your blood safe, or you may die.High
Blood MeltTransmutation SchoolSorcerer/Wizard 8Transform your opponent's blood into acid, killing them and leaving a caustic pool in its wake.Very High
Blood StormNecromancy SchoolCleric 6, Druid 6, Sorcerer/Wizard 6Fills an area with a horrible downpour of dark red, necromantic blood.Very High
Blood to AdrenalineNecromancy SchoolTransmutation SchoolCleric 5, Sorcerer/Wizard 5Turn the blood of a creature into adrenaline.Very High
Bloodied Chains of PyrrhosEvocationNecromancy SchoolBlackguard 3, Sorcerer/Wizard 5Nefarious cursed energy chains tether you physically, mentally and spiritually to another creature, sharing all pain, afflictions and even death.High
Bloodless DecapitationTransmutation SchoolSorcerer/Wizard 5Pull someone's head off and they won't die, reattach later or put on some other body.Moderate
Blossom of RazorsTransmutation SchoolCleric 1, Sorcerer/Wizard 1, Vivisection 1Your foe's organs cut them apart from the inside.Very High
Boiling SphereConjurationCleric 1, Druid 1, Sorcerer/Wizard 1You conjure a hovering, superheated, steaming, boiling sphere of water that occupies a 5 foot square.High
Bolster SpiritEnchantment SchoolBard 3, Ki Master 3, Sorcerer/Wizard 3, Cleric 3Bravery and morale surges through you, carrying you towards victory in battle.High
Bolster Spirit, GreaterEnchantment SchoolBard 5, Ki Master 6, Sorcerer/Wizard 6, Cleric 6Yet more bravery and morale surges through you, carrying faster you towards victory in battle.Very High
Bolt of AzterEvocationDark Insight 3Summon a bolt of horrifying unholy energy that reap the blood out of your targets.Very High
Bolt of BonesNecromancy SchoolCleric 3, Death Knight 2, Sorcerer/Wizard 4You conjure a line of bone, which damage creatures and create skeletons.Moderate
Bolt of CreationConjurationCleric 5Create a bolt of lightning that forms into a commoner.High
Bolt of IndraEvocationSorcerer/Wizard 6Conjures an intense bolt of black lightning that staggers and cripples its targets, arcing to nearby creatures.High
Bond of the Harden CrusaderDivinationAssassin 2, Blackguard 2, Cleric 3, Paladin 3, Sorcerer/Wizard 2, Warmage 2Learn to model your martial techniques with magic.High
Bond of the Obnoxious CommanderDivinationAssassin 1, Blackguard 1, Cleric 2, Paladin 2, Sorcerer/Wizard 1, Warmage 1A spirit of an ancient legend of war guides your martial maneuvers.High
Bone ShapeTransmutation SchoolCleric 4, Sorcerer/Wizard 5, Blackguard 4Morph bone into any shape you desire, or use it to fuse a skeleton solid and paralyze your victim.High
Bone SpursNecromancy SchoolBlackguard 1, Cleric 2, Sorcerer/Wizard 2Generate painful bone spurs over your body. They hurt you, but they hurt the enemy more.Moderate
BonesplinterNecromancy SchoolSorcerer/Wizard 7Weakens a creature's skeleton so that the next hit it takes will be fatal.Very High
Bonetitan FrameNecromancy SchoolSorcerer/Wizard 7Encase yourself in bone power armor and crush your opponents with melee might.High
BookwormDivinationSor/Wiz 6You curse a spellbook with a magic worm that tells you what spells the owner memorizes and allows you to siphon their magic.
BoomshineEvocationCleric 4, Shugenja (Fire) 4, Ki Master 4A burst of light damages opponents and leaves them blinded and deafened.High
Borrowed LifeNecromancy SchoolSorcerer/Wizard 2, Cleric 3, Blackguard 4, Druid 3Temporarily raises one creature from the dead as a pseudo-zombie using the caster's own life force.Very High
Borrowed Life, GreaterNecromancy SchoolSorcerer/Wizard 4, Cleric 5, Druid 5Temporarily raises one creature from the dead as a pseudo-vampire using the caster's own life force.Very High
Bot InterfaceIllusionBard 1, Sorcerer/Wizard 1Conjure a phantom console which you can use to interact with the Bot subtype.High
Boulder CannonConjurationDruid 3, Sorcerer/Wizard 4, Wu Jen 3Fire a large high speed boulder that knocks everything in its way down.High
Bouncy Jelly BootsConjurationSorcerer/Wizard 2Target's feet are covered with jelly, providing a boost to movement and jumps.High
BramblerootConjurationDruid 3Thorny bushes spring up, damaging and providing difficult terrain. If damaged, they explode into needles.High
Brand HereticUniversalCleric 2, Paladin 2, Templar 2You mark a target creature as an alignment of your choosing.Very High
Brand of SacrificeConjurationNecromancy SchoolPatron Witch 7, Sorcerer/Wizard 8Use a powerful necromancy spell to slay a creature and summon a fiend under you control.Very High
Brand of the Dark SigilNecromancy SchoolCleric 5Gain a dark symbol that revives you from the dead endlessly, at the low cost of your sanity.Very High
BraveheartEnchantment SchoolBeguiler 6, White Mage 6Provides a morale bonus to attack rolls, save DCs, and damage rolls.High
Braveheart, MassEnchantment SchoolBeguiler 8, White Mage 8As braveheart, but affects up to one creature per caster level.High
Break MoraleEnchantment SchoolBard 6, Cleric 7The target takes as many daunt levels as their HD.High
Brick BreakTransmutation SchoolKi Master 0Focus yourself, so that your next attack against an object ignores some hardness.High
Brilliant BladeEvocationPaladin 2The Paladin blesses a melee weapon with bonus damage against armored targets.Very High
Brilliant Blade, GreaterEvocationPaladin 4The Paladin gives his weapons Brilliant Energy.Very High
Brooke's Lupine TransformationTransmutation SchoolDruid 2, Hairbinder 1, Ranger 1This spell transform the user into a terrible wolf-like creature.Very High
Brown NoteEvocationBard 2, Sorcerer/Wizard 3It was only a matter of time before someone devised a spell to make people crap themselves.High
Bubble ShieldAbjuration SchoolCleric 3Create a barrier which absorbed damage going through it.High
BurdenTransmutation SchoolSorcerer/Wizard 4, Bard 3Weighs the target down with a magical load.
Burden of SinTransmutation SchoolCleric 3, Paladin 2Your opponent's sins weight them down.High
Burning Sunlight GreatbladeConjurationCleric 4, Ki Master 4You conjure a blade of pure sunlight.High
Bury the DeadTransmutation SchoolCleric 3If you die, you are automatically buried and given blessings.Moderate
Cain's Curse of CovetousnessEnchantment SchoolBard 2, Envy 2, Sorcerer/Wizard 2, Antitheist 2Designate an object, which attracts creatures and causes them to fight over it.Very High
Call LightningEvocationConjurationDruid 3, Weather 3A remake of the call lightning spell so it's halfway good at actually blasting things.High
Call Lightning ShowerEvocationConjurationDruid 8You call a literal shower of lightning, frying everything around.High
Call Lightning StormEvocationConjurationDruid 5, Weather 5A remake of the call lightning storm spell so it's halfway good at actually blasting things.High
Call MinionConjurationBlackguard 1, Cleric 1, Sorcerer/Wizard 1Call a humanoid with 1 HD or less to perform a task for you.Unquantifiable
Call from AfarEnchantment SchoolDruid 5, Sorcerer/Wizard 5, Beguiler 5Send a phantasmal figure to draw a target towards you.High
Call of the ReaperConjurationCleric 6, Sorcerer/Wizard 6Calling forth a Reaper, a mystical being beyond time, you bargain for a soul.
Call the Shadow WildsConjurationIllusionDruid 4You summon twisted unnatural terrain that torment your foes.High
Came Back WrongConjurationCleric 7You briefly return the target to the living... but they've come back wrong.Unquantifiable
Candy BeamTransmutation SchoolHairbinder 6, Ki Master 8, Patron Witch 8You turn your opponent into candy.Very High
Cat PileConjurationEnchantment SchoolDruid 4, Ranger 3, Sorcerer/Wizard 4So many kittens! They're all so adorable! Crush your opponents under kittens, and make them fascinated.High
Cat's Grace, GreaterTransmutation SchoolSorcerer/Wizard 5Subject gains a great boost to dexterity.High
Catch BreathConjurationRanger 1, Druid 2Dispels caster’s fatigue or reduces caster’s exhaustion.Moderate
Chain Solar BoltEvocationPaladin 3, Cleric 5You fire a bolt of harmful positive energy that roast people alive and hurt undead a lot more. Arc to other targets.High
Challenging HandEvocationSorcerer/Wizard 0A sharp, resounding slap to challenge any opponent and get their attention while fazing them for a moment.High
Channeled FireballEvocationSorcerer/Wizard 3A channeled version of the fireball.High
Chantry of GoogConjurationDivinationCleric 4Summon an altar to the forgotten deity Goog, gaining divinations based on the public knowledge of others.High
Chaos Beam BlossomEvocationSorcerer/Wizard 3You spin around shooting lasers in all directions indiscriminately.High
Chaos BlazeEvocationSorcerer/Wizard 1, Wu Jen (Fire) 1A highly random fire spell that can hurt a lot or barely do anything, who knows.High
Chaos DimensionConjurationDark Insight 5Impose the insanity of the Far Realm onto the material plane in an area.Unquantifiable
Chaos SpinnerIllusionBard 5, Sorcerer/Wizard 7Entrap targets in spinning warped space, causing them to be forcefully moved, sickened, nauseated, or confused.Very High
Chaotron BeamEvocationIllusionPsychic 9A terrible spell which warp reality and tear opponents apart.Very High
Chapalu's Desert ControlTransmutation SchoolCleric 4, Druid 4Manipulate sand to form waves and moving dunes that can attack, reposition, reshape, and bury.Unquantifiable
Charge of DarknessTransmutation SchoolCleric 9, Druid 9, Paladin 4, Sorcerer/Wizard 9Charge at your enemy cross-country, encountering them harder than a Rhino.High
Charm of ApathyEnchantment SchoolBard 0, Sorcerer/Wizard 0Makes one person apathetic to you.High
Chicken ScratchConjurationSorcerer/Wizard 7By uttering the ancient chant, you unleash the wrath of a terrible being upon your enemy... "Cock a doodle DAMN YOU!"Very High
Chill HordeConjurationSorcerer/Wizard 4, Druid 4Summon several Small Ice elementals to freeze something or someone.
Chill ObjectTransmutation SchoolCleric 4, Druid 2, Sorcerer/Wizard 3Can chill cloth, wood, metal, stone, water, earth, air - and fire.High
Choking DeathNecromancy SchoolSorcerer/Wizard 7, Druid 8With a curl of your tail, you cause your victim to gasp for air, their lungs and stomach being crushed to a pulp.High
ClockstopperTransmutation SchoolSorcerer/Wizard 6Stop time as long as you focus on it. Your options are limited, but it lets you gather your surroundings, and durations continue to run.Very High
CloisterAbjuration SchoolCleric 9, Druid 9, Family 9, Sorcerer/Wizard 9Keep out most magical travel and ward creatures except those of a designated type.Very High
Cloth ShapeTransmutation SchoolBard 1, Druid 1, Artifice 1, Cleric 2, Sorcerer/Wizard 2Like wood shape but for cloth objects.High
Clothes SwapConjurationBard 0Enchant a set of clothing so you can switch quickly between outfits.Moderate
CloudshapeTransmutation SchoolAir 3, Bard 3, Cleric 4, Druid 3, Shugenja (Air) 3, Sorcerer/Wizard 3, Wu Jen (Water) 3Become a fogHigh
Cold ComfortConjurationDruid 4Seal yourself in a protective layer of ice which heals you, but leaves you helpless.High
Cold GemEvocationSorcerer/Wizard 4, Sylvan Occultist 4Gem radiates progressively stronger waves of cold.High
Cold IntoleranceIllusionSorcerer/Wizard 3Affected creatures are convinced they are freezing to death, taking Dex damage and perhaps dying.High
Cold TouchTransmutation SchoolSorcerer/Wizard 0, Duskblade 0Cause pain to a touched creature with a cold touch.High
Collect CrystalConjurationSorcerer/Wizard 5Create auracrystalModerate
Collect HumidityTransmutation SchoolDruid 1Leech the humidity from an area, making it less humid and making water.Moderate
Color SprayIllusionSorcerer/Wizard 1A re-balanced version of color spray.High
Color Spray, EijiIllusionSorcerer/Wizard 1Another re-balanced version of color spray.High
ColorizeTransmutation SchoolSorcerer/Wizard 0Change the color of something using a material pigment.Moderate
Colors TrapEnchantment SchoolBard 3, Sorcerer/Wizard 4Conjures painted symbols of various colours that affect creatures in all sorts of different ways.High
Comet FlightEvocationSorcerer/Wizard 9, Shugenja (Fire) 8, Wu Jen (Fire) 9, Ki Master 9You turn into a freaking comet of spellfire.Very High
Command Will of the ForestEnchantment SchoolDruid 4Cause a number of animals to take on your will and personality, though it does not impart direct control.Unquantifiable
Commune with SpiritsDivinationWu Jen 3A replacement for the wu jen spell commune with lesser spirits, it lets you speak to the world around you (or to things classified as spirits) and learn new things.High
Communication TransmissionEvocationTransmutation SchoolSorcerer/Wizard 5Pull a Matrix and move through communication channels, both mundane phone lines and magical spell effects.High
Compelling ScriptEnchantment SchoolSorcerer/Wizard 9, Rune 9Affected writing is obeyed by all who read it.Very High
Complete RestorationConjurationCleric 9Removes all damage and negative effects from a creature.
Concealing SphereIllusionAssassin 3, Bard 3, Blackguard 3, Sorcerer/Wizard 4Create a bubble where the events inside are unseen by those on the outside.High
Concordant StreamConjurationSky 9You summon an air stream with a will of it own under your control.Very High
Concussive BlastEvocationCleric 2, Paladin 2, Sorcerer/Wizard 3, Ki Master 2Create a shockwave that knocks targets away.Moderate
Condemning SmiteEvocationCleric 1, Druid 1, Paladin 1You condemn someone to be smote, and smote they shall be if you can hit them.High
ConditionDivinationCleric 3, Favored Soul 3Combines the effects of Status and DeathwatchModerate
Conductor of StormsAbjuration SchoolEvocationDruid 5, Bard 4Surround yourself in a protective shield as you rain lightning from above.High
Cone of Cold, LesserEvocationSorcerer/Wizard 1The little brother of cone of cold, a reliable spell for low-level casters.High
Cone of Melted ButterConjurationEvocationSorcerer/Wizard 1Exactly what it says on the the tin.Very High
Cone of PebblesEvocationDruid 1, Cleric 2Fire pebbles at your foesModerate
Cone of RubbleConjurationDruid 3, Sorcerer/Wizard 4Create a blast of rubble that stays behind as difficult terrain.High
Cone of RustTransmutation SchoolWizard 5, Sorcerer 5, Druid 5Create a cone of rust to destroy metalHigh
Cone of Searing WaxConjurationEvocationPatron Witch 2, Sorcerer/Wizard 2Fire a cone of searing wax to damage your opponents and immobilize them.Moderate
Cone of SteamConjurationDruid 3, Sorcerer/Wizard 3Release a burst of superheated steam, leaving a cloud of mist in its wake.High
Congealing ConsumptionNecromancy SchoolSorcerer/Wizard 2Creatures within the area of effect become nauseated.Very High
Conjure AnvilConjurationSorcerer/Wizard 5Summon an anvil, either for its traditional use or to drop upon the heads of your enemies.High
Conjure Ghostly KamikazeNecromancy SchoolDeath Knight 3, Hairbinder 4, Ki Master 6You create a bunch of explosive ghosts.Very High
Conjure ToolsConjurationSorcerer/Wizard 1Summon a masterwork tool for your purposes.Moderate
Constant LightningEvocationDruid 6This acts like call lightning, but uncapped and without need for actions to focus on.Moderate
Constant Lightning StormEvocationDruid 8This acts like call lightning storm, but uncapped and without need for actions to focus on.Moderate
Consumptive FieldNecromancy SchoolCleric 6, Greed 6, Sorcerer/Wizard 6You radiate an aura that kills wounded people and harvests their souls.Very High
Consumptive Field, GreaterNecromancy SchoolCleric 8, Greed 8, Sorcerer/Wizard 8As consumptive field, but works even out of turn.Very High
Contagion, GreaterNecromancy SchoolCleric 6, Sorcerer/Wizard 6, Druid 5, Infection 4, Paladette 6, Sylvan Occultist 5Like contagion, but more spells to choose from.
Contagious FireballEvocationSorcerer/Wizard 7Those hit by this fireball become explosive, and can detonate into other fireballs as well.High
Contingency OtherEvocationSylvan Occultist 4, Sorcerer/Wizard 7You set up a spell to be cast as though cast by the target when some trigger occurs.Very High
Continual ShadeEvocationCleric 3, Sorcerer/Wizard 2A black continual flame which radiates darkness.Moderate
ContractNecromancy SchoolSylvan Occultist 2, Paladette 2You write up a contract, and anyone who breaks it feels very guilty.
Contract SealAbjuration SchoolCleric 4, Druid 5, Paladin 3, Sorcerer/Wizard 5Touched creature immediately loses all contracts with called creatures.High
Control Undead, GT VariantNecromancy SchoolCleric 7, Sorcerer/Wizard 7Controlling undead is not, not, NOT LAME!High
CookEvocationBard 0, Cleric 0, Ranger 1, Sorcerer/Wizard 0, Shugenja (Fire) 0, Wu Jen (Fire) 0, Druid 0Cook food to make a delicious meal.Moderate
Corpse BombNecromancy SchoolSorcerer/Wizard 3A nearby corpse or corpse creature explodes for 1d8 damage/caster level.High
Corpse PatrolNecromancy SchoolAssassin 2, Bard 2, Blackguard 2With a few silent gestures, the corpse of the guard you just quietly dispatched gets up and resumes his rounds, fooling casual onlookers into thinking everything's normal.Moderate
Corpse PuppetNecromancy SchoolCleric 1, Sorcerer/Wizard 1, Dread Necromancer 1Briefly make a skeleton or zombie under your control. Cheaper than animate dead, but only for a short time.Moderate
Corpse ReanimationNecromancy SchoolCleric 4, Death Knight 3, Sorcerer/Wizard 5, Dread Necromancer 4, Death Delver 3A cheaper necromantic raise dead.High
CountdownUniversalBlackguard 4, Cleric 6, Sorcerer/Wizard 6You mark your words, all your opponents will be dead within 1 minute, so help you...High
Covert TranspositionConjurationIllusionAssassin 2, Bard 2, Sorcerer/Wizard 2Two target creatures swap positions and assume each other's likenesses at the same time.High
Coward's ReprieveConjurationSorcerer/Wizard 3Escape into extradimensional maze.
Cramping DoomTransmutation SchoolBard 1, Sorcerer 2, Wizard 2Gotta go, gotta go, gotta go right now...Moderate
Crashing LightningEvocationDruid 7A massive lightning bolt cracks down, dealing massive electrical damage and a subsequent deafening sonic shockwave.High
Crawl Away HeadTransmutation SchoolCleric 7, Sorcerer/Wizard 7This spell causes the target's head to detach and grow limbs.High
Create Alchemical ItemsConjurationChemist 1Create mundane alchemical items which last 24 hours.Unquantifiable
Create Anchor SigilUniversalSorcerer/Wizard 4Create or strengthen an anchor sigil more quickly than if you used the normal ritualHigh
Create CorpseConjurationAssassin 2, Bard 3, Sorcerer/Wizard 4Creates a fake corpse of a pre-existing creature, which can fool others who do not make the Disguise check.Moderate
Create HypercubeConjurationGeometry 3, Sylvan Occultist 3Create a cube of rock that exists on multiple planes.High
Create JellyConjurationJelly 1, Sorcerer/Wizard 0You create enough jelly to feed one person for one meal, the jelly can have any flavor that you want.
Create LifeNecromancy SchoolDruid 9, Organic 9, Fleshcraft 9You have finally achieved it, the power to create true life through magic.High
Create Plague KansenTransmutation SchoolDruid 3, Disease 3Transform a disease into a rampaging, malicious spirit.High
Create ShrineConjurationCleric 1This creates a shrine dedicated to your god, which you can use for other things.Moderate
Create Synthetic SoulNecromancy SchoolCleric 9, Sorcerer/Wizard 9Creates a Synthetic Soul for use within a base creature.Very High
Create Ultimate UndeadNecromancy SchoolCleric 9, Sorcerer/Wizard 9Make basically any undead creature. Then allow it access to its own portion undead followers.Very High
Create Undead, GT VariantNecromancy SchoolCleric 6, Death 6, Evil 6, Sorcerer/Wizard 6High
Create Wooden DoorConjurationSorcerer/Wizard 2Create a wooden door fit for a hallway, or up against a wall.Moderate
Creeping ChillsEvocationHellrime 6, Sorcerer/Wizard 6You curse your foe with a slow-killing cold that spreads throughout their body.Very High
Creeping DarknessIllusionBard 2, Blackguard 1, Cleric 2, Sorcerer/Wizard 2Muffle your presence, and phase out within the darkness.Moderate
Crippling BlowNecromancy SchoolCleric 8, Sorcerer/Wizard 8Reduce a target to 1 hp with extreme vile damage.Very High
Crush WillEnchantment SchoolBard 4, Blackguard 3, Sorcerer/Wizard 5You deliver a crushing monologue which affect your opponent based on how many hit points they have.High
Crushing SphereEvocationSorcerer/Wizard 8A horrifying version of resilient sphere.Very High
CryosprayConjurationDruid 2, Sorcerer/Wizard 2Release a constant stream of freezing cold which can ice over your opponents.High
CryostasisNecromancy SchoolCleric 5, Sorcerer/Wizard 5Freeze a creature into a state of stasis. It can be used for utility, or offensively.High
Crystal ShapeTransmutation SchoolSorcerer/Wizard 7, Artifice 6, Druid 6Shape glass and precious stones.Very High
Cull UndeadNecromancy SchoolGrim 1Deal the grim cost to undead creatures.High
Cure Deadly WoundsConjurationCleric 5Fifth level Cure Wounds spell; can heal post-deathHigh
Cure Friendly FireConjurationCleric 1, Paladin 1, Paladette 1, Salvation 1Heal the target of friendly fire damage incurred since the previous round.
Cure Light Magic MissileConjurationBard 2, Cleric 2What is magic missile was positive energy instead?Moderate
Cure WoundsNecromancy SchoolBard 1, Cleric 1, Druid 2, Paladin 1Repair hp damage with a touch. Designed to replace the cure series of spells.High
Cure Wounds - Zhen VariantTransmutation SchoolBard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0, Bard 1, Cleric 1, Druid 1, Ranger 1, Paladin 1, Sorcerer/Wizard 1, Bard 2, Cleric 2, Druid 2, Ranger 2, Paladin 2, Sorcerer/Wizard 2, Bard 3, Cleric 3, Druid 3, Ranger 3, Paladin 3, Sorcerer/Wizard 3, Bard 4, Cleric 4, Druid 4, Ranger 4, Paladin 4, Sorcerer/Wizard 4, Bard 5, Cleric 5, Druid 5, Sorcerer/Wizard 5, Bard 6, Cleric 6, Druid 6, Sorcerer/Wizard 6, Cleric 7, Druid 7, Sorcerer/Wizard 7, Cleric 8, Druid 8, Sorcerer/Wizard 8, Cleric 9, Druid 9, Sorcerer/Wizard 9Very High
Curse Fruit TreeEnchantment SchoolCleric 0, Druid 0Just like Jesus, you doom a tree to never bear fruit again.Low
Curse ObjectNecromancy SchoolCleric 4, Sorcerer/Wizard 5Curse an object (or a track of land). Those who touch said object are subject to bestow curse.Very High
Curse of Acting ManuallyNecromancy SchoolBard 2, Cleric 3, Sorcerer/Wizard 3Curse your opponent with incompetence, so that they cannot focus on seeing and walking or other multiple tasks at the same time.High
Curse of Cacophonous ChorusIllusionBard 2, Cleric 4, Sorcerer/Wizard 3You curse the target to be hounded by a terrible noise almost 24/7. They simply cannot concentrate.High
Curse of IneptitudeNecromancy SchoolCleric 3, Sorcerer 4, Wizard 4Instead of a penalty to your rolls, this spell forces you to roll smaller dice.Moderate
Curse of MisfortuneDivinationNecromancy SchoolBlackguard 3, Cleric 4, Sorcerer/Wizard 5You force the target of this spell to reroll many dices andHigh
Curse of QwopNecromancy SchoolSorcerer/Wizard 4, Screwball 2You make the target unable to control their body right. They will need extreme dexterity just to walk right again.Very High
Curse of Spell AllergyNecromancy SchoolSorcerer/Wizard 4Those affected go into sneezing and coughing fits when around magic.High
Curse of the Annoying Speech ImpedimentNecromancy SchoolSylvan Occultist 3, Paladette 3, Dream Lord 3You doom someone to speak in an annoying way.Very High
Curse of the KenderConjurationBard 4, Cleric 6, Druid 5, Sorcerer/Wizard 6, Screwball 6You curse a creature to the most miserable experience of all time: living with a kender.Unquantifiable
Curse of the SilentTransmutation SchoolAssassin 4, Bard 3, Cleric 4, Ranger 4, Paladin 4, Sorcerer/Wizard 4, knowledge 4, repose 4, trickery 4, madness 4The target will lose hp and spells until it casts a spell.Very High
Cursed OneDivinationBard 6, Blackguard 4, Cleric 9, Sorcerer/Wizard 9The target is struck with a terrible streak of bad luck that will never end.High
Damnation of the EarthNecromancy SchoolCleric 9Through an intense rapture, you save the soul of good-aligned creature, punish evil-aligned one and them into walking corpses.Very High
Dangerous DivinationDivinationSorcerer/Wizard 6An arcane divination which is dangerous for the user.High
Dark EdgeIllusionAssassin 2You imbue your weapon with shadow magic, making it deal more damage and allowing it to strike incorporeal creatures.High
Dark HealingConjurationDark Insight 1Use your dark insight for a powerful burst of healing.High
Dark ReckoningEvocationCleric 9A massive emanation of purest darkness blinds, deafens and destroys all that you consider as infidels.
Dark Scholar's InsightDivinationDark Insight 1Gain a massive bonus to knowledge or dark insight at the cost of your sanity.Moderate
Dark SeekerConjurationNecromancy SchoolBlackguard 2, Cleric 3Conjure a unliving mass of negative energy to chase your opponent down.High
Dark ShadowsEvocationAssassin 1, Blackguard 1, Bard 0, Cleric 0, Druid 0, Sorcerer 0, Wizard 0A basic darkness spell that creates non-magical darkness.Moderate
Dark SymmetryNecromancy SchoolSorcerer/Wizard 2Subject becomes unable to move, unless mimicking caster's movements when the caster desires.High
DarkstormEvocationShadow Bard 3Fire a mote of darkness which damage creature and darken the area.High
Data FormTransmutation SchoolSorcerer/Wizard 9Turn into a incorporeal form of yourself made of pure information. You cannot die from hit point damage while in this state.High
Data MineEnchantment SchoolBard 3, Sorcerer/Wizard 3The more you knoooow.... the more this spell will hurt.High
Daunting RayEnchantment SchoolBard 4, Cleric 4, Paladin 4A ray which breaks your opponent's will to fight.Very High
Dazzle WardAbjuration SchoolBard 0, Cleric 0, Sorcerer/Wizard 0Ward against bright light with some cool eye protection.High
Dead King's DanceNecromancy SchoolBard 4, Sorcerer/Wizard 6Perform a magical song and dance that mindless undead join along with.Very High
Death FieldNecromancy SchoolCleric 9, Druid 9A pulsating zone of negative energy deals 3d6 + CL damage to everyone in a 30 ft radius around you for multiple rounds.Moderate
Death MetalEnchantment SchoolBard 2Your music creates a destructive darkness in your allies hearts.
Death ThroesNecromancy SchoolSorcerer/Wizard 5Make a creature explode when it dies for 1d10 damage/level.Very High
Death's CloakIllusionGrim 2You become transparent.High
Death's DoorNecromancy SchoolCleric 1, Sorcerer/Wizard 1Touched creature can survive at up to –20 hit points.High
DeathballNecromancy SchoolCleric 6, Ki Master 8, Sorcerer/Wizard 7This is a powerful blast of negative energy that animates the creatures that die as the result of this spellModerate
Deathxtreme!EvocationNecromancy SchoolSorcerer/Wizard 9You summon an armageddon of flaming skulls to crash down unto your enemies.Very High
DecalificationTransmutation SchoolSorcerer/Wizard 5Gives target instant and severe calcium deficiency.Moderate
DecencyIllusionCleric 0, Sorcerer/Wizard 0, Adept 0Willing target sees veil over nude creatures.Low
DefianceAbjuration SchoolCleric 3, Sorcerer/Wizard 3, Paladin 2Harden your body against foes, or make them regret outnumbering you.Very High
Deform BodyTransmutation SchoolCleric 2Acquire the benefits of a Deformity feat you qualify for, ignoring the Willing Deformity requirement.High
Defuse HostilitiesEnchantment SchoolBard 5, Salvation 6, Peace 6Peace out, dude.
DegenerateNecromancy SchoolBlackguard 4, Cleric 7, Harming 7, Druid 9With a touch you cause a body to start eating away at itself.High
Dehydrating RayTransmutation SchoolSorcerer/Wizard 5A spell which dehydrate a creature into powder which can be hydrated to bring back the creature.Very High
Deific LightConjurationEvocationPaladin 3, Cleric 4You call beams of light from the heaven, allowing you to heal or damage creatures.High
Delilah's Dispersal CurrentEvocationSorcerer/Wizard 8, Voltage 8A massive blast of electricity that cannot be contained by a single target, either spreading to others or causing debilitating side effects.Very High
DementiaEnchantment SchoolDementation 6, Sorcerer/Wizard 7Target creature's wisdom is reduced to 1.
Demise UnseenNecromancy SchoolIllusionCleric 9, Evil 9, Sorcerer/Wizard 9, Trickery 9, Undeath 9Destroy a creature and transform it into a controlled ghoul.Very High
Demonic MegiddoEvocationBlighter 9, Cleric 9, Sorcerer/Wizard 9, Warmage 9Nuke your surroundings with raw darkness.Very High
DenialAbjuration SchoolBard 4, Cleric 5, Sorcerer/Wizard 5, Assassin 2You deny a creature use of its special abilities, or deny an object its intended function.Unquantifiable
Dense WeaponTransmutation SchoolRanger 1, Shugenja (Earth) 2, Sorcerer/Wizard 2, Duskblade 1Make a weapon very dense, increasing damage but making you unbalanced after attacks.High
DensityTransmutation SchoolDruid 3, Sorcerer/Wizard 3Either enlarge and weaken an object, or shrink and harden.High
Density ControlTransmutation SchoolDruid 4, Sorcerer/Wizard 4Increase or decrease the density and size of an object.Unquantifiable
Desaturated SprayEvocationCleric 7, Sorcerer/Wizard 7A spray of beams bursts forth, ranging in value from white to black, but having no saturation. Each value has a different effect on targets.High
DesiccateTransmutation SchoolDruid 9You destroy plants and dessicate soil within the area of effect.
DesolateEvocationAssassin 4, Bard 4, Blackguard 4, Cleric 4, Druid 4, Ranger 4, Sorcerer/Wizard 4High
Desolate, GreaterEvocationCleric 8, Blighter 8, Sorcerer/Wizard 8, Death 8, Evil 8, Madness 8, Repose 8Enchant a weapon to do increased damage to creatures without any allies.Very High
Desolate, LesserEvocationAssassin 1, Bard 1, Blackguard 1, Cleric 1, Druid 1, Ranger 1, Paladin 1, Sorcerer/Wizard 1High
Destructive BarkEvocationSorcerer/Wizard 3You slam your tail downwards, smack the ground, and bark, destroying and deafening all in your path.Moderate
Destructo DiscConjurationKi Master 6A golden buzzsaw attacks all targets in a line, potentially decapitating them.High
Detect AlignmentDivinationCleric 1All the alignment detection spells rolled into one.Very High
Detect DiseaseDivinationCleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0You determine whether a creature, object, or area is diseased.
Detect Evil, VariantDivinationCleric 2You detect the evil inside a creature, divining it strength and possibly exposing evil intentions.Very High
Detect HeatDivinationDruid 1, Ranger 1, Sorcerer/Wizard 1, Cleric 1You detect heat sources visually.
Detect LawsDivinationCleric 1, Sorcerer/Wizard 1, Paladin 1Determine the rules in the nearest settlement.High
Detect LifeforceDivinationCleric 1, Life 1See hit dice/hit points of people viewedModerate
Detect MineralDivinationDruid 0, Ranger 1, Shugenja (Earth) 0, Sorcerer/Wizard 0, Wu Jen (Earth) 0Detect a particular mineral or element in the ground.High
Detect ParentageDivinationBard 1, Cleric 1, Druid 1, Paladin 1, Sorcerer/Wizard 1Disc determines if subjects are parent and child.
Detect Perfect GiftDivinationBard 1, ` Cleric 1You detect the perfect gift for a creature.Moderate
Detect Power LevelDivinationBard 1, Blackguard 1, Cleric 1, Paladin 1, Ranger 1, Sorcerer/Wizard 1You sense the presence of life force in an area.High
Detect RadiationDivinationBard 0, Cleric 0, Sorcerer/Wizard 0Detect radioactive material at range.High
Detect SurvivorsDivinationCleric 3, Sorcerer/Wizard 4, Genocide 3, Paladette 3You hunt down those pesky little survivors that try to hide from you.High
Detect VirginDivinationCleric 0, Paladin 1, Sorcerer/Wizard 0A favorite of princess-kidnapping dragons, suspicious kings with princesses, evil cultists looking for sacrifices, and juvenile wizards in school. Detects if a creature is a virgin.Low
Detect VoltageDivinationDruid 0, Ranger 1, Shugenja (Air) 0, Sorcerer/Wizard 0, Wu Jen (Metal) 0You can detect the electrical networks around you.Moderate
Detonating GraspEvocationKi Master 9, Sorcerer/Wizard 9A grasping hand that injures those it grabs, it has high mobility and ultimately explodes at the end.Very High
Detonation of BloodNecromancy SchoolSorcerer/Wizard 7You raise the blood pressure of a creature, turning them into an explosive bomb.Very High
Devastation InhalationEvocationGluttony 3, Sorcerer/Wizard 3With a gigantic breath, you release an earth-shaking belch and a gout of acidic gas.Very High
Devil's PactConjurationCleric 4, Sorcerer/Wizard 4You bargain with a powerful devil to bring a fallen companion back to life.
Devilish SpewEvocationCleric 1, Sorcerer/Wizard 1You breath a cone of fire and brimstone all over the place.High
Devolve PersonTransmutation SchoolObliteration 5, Sorcerer/Wizard 5You send a creature back through its evolutionary history until it becomes a blob of bacteria that dissolves into cellular components.High
Devour SoulNecromancy SchoolGluttony 9, Obliteration 9, Sorcerer/Wizard 9You literally eat your opponent's soul.Very High
Diamond BodyTransmutation SchoolDruid 7, Sorcerer/Wizard 6, Wu Jen (Earth) 6, Ki Master 6You turn your body into raw diamonds.Very High
DibonationDivinationCleric 3, Sorcerer/Wizard 3Lets you critical hit or sneak attack creatures normally immune to such.High
Dig Your Own GraveEnchantment SchoolBard 3, Sorcerer/Wizard 4You command the opponent to dig their own grave, and they do so. If permitted to complete the task, they shall soon die.High
Digestive FluidsTransmutation SchoolDruid 4, Ranger 2The creature's bite attack drips with acid which persists after the bite has been made.High
Dimension PathwayConjurationBard 6, Sorcerer/Wizard 6Lesser teleportation circle, with the range of dimension door.High
Dimension ShiftConjurationBard 3, Sorcerer/Wizard 3Close-range noncombat teleport
Dimensional TransferenceConjurationSorcerer/Wizard 1The target's weapons go through portals to make attacking more or less efficient, depending on your desires.Very High
Diode of ForceEvocationSorcerer/Wizard 8As wall of force, but only one way.Very High
Dire WoundIllusionBard 2, Sorcerer/Wizard 2The affected target appears to be much worse off than they think, causing them to change their tactics.Unquantifiable
Directional ShieldingAbjuration SchoolCleric 2, Paladin 2, Sorcerer/Wizard 3, Duskblade 2, Ki Master 2A six sided barrier appears around you, ablating damage and providing protection against flankers.High
Disable VehicleTransmutation SchoolDruid 4, Sorcerer/Wizard 4Disable to use of one or more powered vehicles for the duration.Very High
Disappointing RunesAbjuration SchoolSorcerer/Wizard 1Minor rune goes off with a plip of daunting disappointment.Moderate
Discern AncestryDivinationBard 2, Sorcerer/Wizard 3Determine if a creature has a specific ancestor.
Discern BirthdaysDivinationAdept 0, Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0Reveals birthdays
Discern Lighting LevelDivinationBard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0Determine how bright of light is shining on you
Discern Portal DestinationDivinationBard 1, Cleric 1, Elementalist 1, Sorcerer/Wizard 1, Summoner 1Find the destination of a portal
DisenchantAbjuration SchoolSylvan Occultist 3You attempt to remove or counter a spell.High
Disguise FormTransmutation SchoolTransmogrification 1This spell transforms the target's minor physical qualities at the caster's choosing… perhaps forever.High
Disintegrating BurstTransmutation SchoolSorcerer/Wizard 9, Ki Master 9Area suffers effects of disintegrationHigh
Dispater's TowerConjurationBlackguard 2, Cleric 2, Sorcerer/Wizard 2Surround yourself with protective iron walls, even though it hampers your own ability to attack.High
Disruption SphereNecromancy SchoolCleric 3An explosion of holy energy which injures undead.Moderate
Disturbing VisageTransmutation SchoolBlackguard 1, Cleric 1You grow a hideous cancer upon you which is so horrifying opponents cannot take aim at your hideousness.High
Dividing DriverTransmutation SchoolDruid 9, Ki Master 9Split the skies, divide the earth, and rip your foes asunder with a single slash of a vorpal weapon.Very High
Divine ChantEvocationCleric 3Chant and unleash a powerful wave of energy after it charged.Very High
Divine MountConjurationCleric 2, Paladin 1Summons a steed from the outer planes to serve as your mount.High
Divine RetributionEvocationCleric 9A massive column of divine light descends to judge everyone and everything you consider to be an enemy.
Divine ShieldAbjuration SchoolPaladin 4The Paladin shields himself from everything.High
Divine Spear FragmentsEvocationCleric 3A incomplete version of the divine spears spell, this spell fire spearheads made of light.High
Divine SpearsEvocationCleric 5You summon a row of divine spears which pierce from the ground, impaling your foes.High
Divine Swords StormEvocationCleric 4You summon a hail of swords made of light, which damage foes and can be used as a weapon.High
Dominating DogmaEnchantment SchoolCleric 5Alter the alignment of a target to that of your own. It may spell atonement for the creature, or rebellion.Very High
Dopple ArmsConjurationCleric 6, Sorcerer/Wizard 5, Ki Master 5You gain an extra pair of arms.High
Dragon FormTransmutation SchoolSorcerer/Wizard 6The target assumes the form of a huge dragon.
Dragon RoarEvocationBard 2, Sorcerer/Wizard 3Roar with the might of a dragon, instilling fear in your weaker foes.High
Dragon's BreathEvocationDragon 4, Druid 4, Sorcerer/Wizard 4You bequeath upon a target the breath of a dragon.Very High
Drain Critical EnergyConjurationCleric 4Pull positive energy from your target.Moderate
Drain Light EnergyConjurationCleric 1Pull positive energy from your target.Moderate
Drain Moderate EnergyConjurationCleric 2Pull positive energy from your target.Moderate
Drain Serious EnergyConjurationCleric 3Pull positive energy from your target.Moderate
Drillbee InfestationConjurationNecromancy SchoolDruid 7, Sorcerer/Wizard 7, Bee 7Summon a swarm of drill-tipped bees which bore into the bodies of those they injure and cause internal problems.High
DrownConjurationDruid 5, Sorcerer/Wizard 5, Water 5Create water inside the target's lungs.Very High
Drowsing HypnosisEnchantment SchoolBard 3You hypnotize and put creatures to sleep.Very High
Dry RayTransmutation SchoolCleric 1, Druid 1, Sorcerer/Wizard 1, Shugenja (Fire) 1Water evaporates before your eyes, dessicating creatures and drying objects.High
Dull WeaponTransmutation SchoolCleric 3, Sorcerer/Wizard 3, Bard 2This minimizes the damage on a weapon.High
Dust BombConjurationBard 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, Shugenja (Earth) 1, Wu Jen (Earth) 1Throw a ball of dust and grit which obscures vision and reveals invisible beings.High
Dust to DustNecromancy SchoolCleric 1, Obliteration 1, Sorcerer/Wizard 1, Death Delver 1Destroys corpse.
Dyfen's Induce PleasureEnchantment SchoolBeguiler 1, Sorcerer/Wizard 1With a simple touch you cause the target to experience intense physical or psychological pleasure, temporarily disabling them.Very High
Dyfen's Mind CorrosionEnchantment SchoolSorcerer/Wizard 3, Patron Witch 3You cause the mind a creature to quickly deteriorate based on the action they take.Very High
Dyfen's Mind ExtractionEnchantment SchoolSorcerer/Wizard 6, Bard 5You extract memories out of your victim.Very High
Dyfen's Oneiric DaemonIllusionBeguiler 5, Sorcerer/Wizard 5Create a horrible dream construct to torment a foe and deal very real wounds.Very High
Dyfen's Self ErasureEnchantment SchoolSorcerer/Wizard 5, Patron Witch 5You erase yourself from the memories of others.Very High
Dyfen's Violent FlashbackEnchantment SchoolSorcerer/Wizard 2, Patron Witch 2, Beguiler 2You cause a creature to experience extremely realistic flashbacks, possibly wasting his or her action.Very High
Dynamic User NavboxConjurationSorcerer/Wizard 8Create an interdimensional railway traversed by a magical box.Unquantifiable
E=mc^2Transmutation SchoolSorcerer/Wizard 9A more powerful version of telekinesis that can also make things go boom via the power of relativity.Very High
Eagle's Splendor, GreaterTransmutation SchoolSorcerer/Wizard 5Subject gains a great boost to charisma.High
Earth PowerEvocationDruid 4, Shugenja (Earth) 5, Sorcerer/Wizard 6, Warmage 6, Wu Jen (Earth) 5Make the ground erupt with power — it's like flame strike, except that it comes from below. (Useful against foes on the ground, not so much against foes in the air.)Moderate
Earthshaking GrowlEvocationSorcerer/Wizard 2, Druid 3, Ranger 2Keeping your tail low and growling from deep in your throat, you make the ground rumble and shake, knocking people over.High
EarthshapeTransmutation SchoolDruid 4, Shugenja (Earth) 5, Sorcerer/Wizard 5, Wu Jen (Earth) 5Become a rockHigh
EclipseEvocationCleric 8, Sorcerer/Wizard 8, Evil 8Create a zone of darkness around yourself.Very High
Ectoplasmic StrangulationConjurationNecromancy SchoolPatron Witch 3, Sorcerer/Wizard 3You create hand, claws and other appendages from ectoplasm and send them out to attack and harass your foes.High
Ekbom's Egotistical EpisodeEnchantment SchoolBard 2, Pride 2, Sorcerer/Wizard 2, Antitheist 3Target becomes obsessed with themselves and prioritizes maintaining their own well-being above all else.Very High
Ekbom's Imaginary InsectsIllusionBard 2, Sorcerer/Wizard 2Target hallucinates insects all over their body and attacks themselves.Very High
Elder BoltsEvocationDark Insight 1A fire a scaling number of magic bolts.High
Elemental AugmentationTransmutation SchoolCleric 2, Druid 2, Sorcerer/Wizard 2Enhance yourself so that when you cast an elemental spell, you gain additional bonuses in that round.High
Elemental ConfluenceConjurationDruid 9Call forth an Omnimental to fight.High
Elementalize WoodTransmutation SchoolDruid 3, Ranger 2Transform wood into an elemental variant of wood.Moderate
Ell's Dramatic ActionIllusionSorcerer/Wizard 0, Ki Master 0Target's actions appear more awesome, possibly photoshopped even.High
Ell's Erratic LifesparkTransmutation SchoolSorcerer/Wizard 3Give life to an object, which projects to move around randomly and without purpose.High
Ell's Great EffortDivinationSorcerer/Wizard 1You gain a bonus to a future roll.High
Ell's Handy HomunculusConjurationSor/Wiz 1You bring a handy homunculus to life.High
Ell's Magic TimepieceDivinationSorcerer/Wizard 0Object divines exact local time.High
Elush's Elemental ExtractionTransmutation SchoolCorrupt 6, Druid 6, Sorcerer/Wizard 6Drain water from target, create water elemental.Very High
Elush's Epiphyseal ErosionTransmutation SchoolCorrupt 5, Druid 5, Sorcerer/Wizard 5Break apart target's bones, causes pain, stunning, damage.Very High
Elush's Explosive ExsanguinationTransmutation SchoolBlood 8, Corrupt 8, Slime 8, Sorcerer/Wizard 8Explode creatures with blood to kill them, scare others.Very High
Elush's Eye-Blasting ExplosionTransmutation SchoolCorrupt 2, Sorcerer/Wizard 2Convert enemy's eyes to acid, explode outward.Very High
Elush's Leaden InvestitureTransmutation SchoolSorcerer/Wizard 1Fills the targets' bodies with lead, making any kind of movement very difficult. ToP-compliant.Very High
Elush's Limb CalcificationTransmutation SchoolSorcerer/Wizard 1Begins to transform key muscles in the target's legs to stone, making movement difficult if not impossible.Very High
Emotional SwitchEnchantment SchoolBard 4, Sorcerer/Wizard 4Cause a morale penalty to become a bonus, or vice versa.High
Empower Royal KissAbjuration SchoolBard 2, Cleric 3, Paladin 2, Sorcerer/Wizard 3, Sylvan Occultist 3Give aristocrat the ability to break an enchantment with a kiss
Emulate OuroborosTransmutation SchoolGluttony 6, Sorcerer/Wizard 6You polymorph a target creature into a vaguely serpentine form of its original self, which then begins to consume itself.
Enchant ItemTransmutation SchoolSorcerer/Wizard 4, Cleric 4, Druid 4, Paladin 2Magically enchant weapons, shields or armor.Very High
Encroaching DoubtEnchantment SchoolBard 6, Cleric 7Every round the target gains another daunt level.High
Encrypt/DecryptUniversalSorcerer/Wizard 1Encrypts or decrypts a volume of textUnquantifiable
Energy SubjugationTransmutation SchoolSorcerer/Wizard 8Globe surrounds and travels with you, absorbing energy damage to be released later.
Energy WeaponEvocationArmory 8, Sorcerer/Wizard 8, Shugenja 8Create and wield a weapon made of the raw essence of any of the five energy types.High
EnfluffenTransmutation SchoolBard 1, Druid 1, Sorcerer/Wizard 1You make things fluffier! Poof poof poof!Moderate
Enforce Square-Cubed LawTransmutation SchoolSorcerer/Wizard 5Highly effective the larger the target is, this spell immobilizes and injures massive beasts.High
Enhance PotionTransmutation SchoolCleric 3, Druid 3, Sorcerer/Wizard 3This spell raises a potion's caster level among other possibilities.High
Enlarge ItemTransmutation SchoolSorcerer/Wizard 3The target object grows four size categories larger than before.Very High
Enlarge MonsterTransmutation SchoolSorcerer/Wizard 4Enlarge Person for everyone!High
Enspell FieldAbjuration SchoolSorcerer/Wizard 6, Cleric 8Developed as a counter against Dispel and Antimagic Fields, it floods an area or target with magical energy.High
EntangleTransmutation SchoolDruid 2, Ranger 1Animates nearby vines, briars and bushes to impede movement and hold creatures in place.High
EntmootTransmutation SchoolDruid 8, Organic 8, Plant 8, Sorcerer/Wizard 8Create an army of treants.Very High
Entropic BlastTransmutation SchoolWizard 3, Sorcerer 3, Cleric 3, Druid 3A conical blast of Entropy.Very High
Erupting FireboltEvocationSorcerer/Wizard 2, Ki Master 2, Wu Jen (Fire) 2You fire a bolt of flame which explodes and deals fire damage within a versatile area of effect.High
Erupting Firebolt, DireEvocationSorcerer/Wizard 7, Wu Jen (Fire) 7, Ki Master 7A much stronger version of erupting firebolt.High
Erupting Firebolt, GreaterEvocationSorcerer/Wizard 4, Wu Jen (Fire) 4, Ki Master 4A stronger version of erupting firebolt.High
Erzebet's Skull BombNecromancy SchoolCorrupt 1, Sorcerer/Wizard 1Throws a skull, explodes for damage, slow.Very High
Erzebet's Soul-Flensing LigatureNecromancy SchoolCleric 3, Diabolic 3, Sorcerer/Wizard 3Grabs target's soul, positive damage in area, daze.Very High
Escape PodEvocationSorcerer/Wizard 4, Ki Master 4You generate an orb not unlike resilient sphere, which rockets you away to safety.High
EspoirTransmutation SchoolCleric 4, White Mage 4Cures a list of conditions and debuffs.High
Espoir, MassTransmutation SchoolCleric 6, White Mage 6As espoir, but affects up to one creature per caster level.High
Essence InhalationEvocationNecromancy SchoolCleric 4, Sorcerer/Wizard 3Inhale a part of your target's Essence.Very High
Essence RipEvocationNecromancy SchoolCleric 2, Sorcerer/Wizard 2Tear away part of your target's Essence.Very High
Essence WardEvocationNecromancy SchoolCleric 3, Sorcerer/Wizard 3A spell that wards the target from Essence damage.High
Eternal Charm MonsterEnchantment SchoolBewitcher 7, Cleric 7, Antitheist 5As Charm Monster but permanent.High
Eternal Charm PersonEnchantment SchoolBewitcher 5, Cleric 5As Charm Person but permanent.High
Eternal SlumberEnchantment SchoolBewitcher 5, Cleric 5Places subject into a permanent comalike sleep.High
Eternity of TortureTransmutation SchoolPain 9, Sorcerer/Wizard 9You condemn one foe to their own personal hell.Very High
... further results

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