Magician spells

0-level Magician Spells (Cantrips)

Dancing Lights. Figment torches or other lights.

Daze. Creature loses next action.

Detect Magic. Detects spells and magic items within 60 ft.

Flare. Dazzles one creature (-1 attack).

Ghost Sound. Figment sounds.

Light. Object shines like a torch.

Mage Hand. 5-pound telekinesis.

Mending. Makes minor repairs on an object.

Open/Close. Opens or closes small or light things.

Prestidigitation. Performs minor tricks.

Read Magic. Read scrolls and spellbooks.

Resistance. Subject gains +1 on saving throws.

1st-level Magician Spells

Alarm. Wards an area for 2 hours/level.

Cause Fear. One creature flees for 1d4 rounds.

Charm Person. Makes one person your friend.

Color Spray. Knocks unconscious, blinds, or stuns 1d6 weak creatures.

Comprehend Languages. Understand all spoken and written languages.

Cure Light Wounds. Cures 1d8 +1/level damage (max +5).

Detect Secret Doors. Reveals hidden doors within 60 ft.

Detect Undead. Reveals undead within 60 ft.

Disguise Self. Changes your appearance.

Erase. Mundane or magical writing vanishes.

Expeditious Retreat. Doubles your speed.

Feather Fall. Objects or creatures fall slowly.

Grease. Makes 10-ft. square or one object slippery.

Hypnotism. Fascinates 2d4 HD of creatures.

Identify. Determines single feature of magic item.

*Khinasi Trader's Tongue (Illusion). Subject gets +5 on diplomacy checks involving financial negotiations.

Mage Armor. Gives subject +4 armor bonus.

Magical Aura. Grants object false magic aura, or masks magic item's aura.

Magic Weapon. Weapon gains +1 bonus.

Message. Whispered conversation at distance.

Protection from Chaos/Evil/Good/Law. +2 AC and saves, counter mind control, hedge out elementals and outsiders.

Silent Image. Creates minor illusion of your design.

Sleep. Put 2d4 HD of creatures into comatose slumber.

Summon Monster I. Calls outsider to fight for you.

Unseen Servant. Creates invisible force that obeys your commands.

Ventriloquism. Throws voice for 1 min./level.

2nd-level Magician Spells

Animal Trance. Fascinates 2d6 HD of animals.

Blindness/Deafness. Makes subject blind or deaf.

Blur. Attacks miss subject 20% of the time.

Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level.

Cat's Grace. Subject gains 1d4+1 Dex for 1 hr./level.

Continual Flame. Makes a permanent, heatless torch.

Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).

Darkness. 20-ft. radius of supernatural darkness.

Daylight. 60-ft. radius of bright light.

Delay Poison. Stops poison from harming subject for 1 hour/level.

Detect Thoughts. Allows "listening" to surface thoughts.

Enthrall. Captivates all within 100 ft. + 10 ft./level.

*First Strike (Transmutation). Allies gain +4 bonus to initiative.

Glitterdust. Blinds creatures, outlines invisible creatures.

Hideous Laughter. Subject loses actions for 1d3 rounds.

Hold Person. Holds one person helpless for 1 round/level.

Hypnotic Pattern. Fascinates 2d4+1 HD/level of creatures.

Invisibility. Subject is invisible for 10 min./level or until it attacks.

Levitate. Subject moves up and down at your direction.

Locate Object. Senses direction toward object (specific or type).

Magic Mouth. Speaks once when triggered.

Minor Image. As silent image, plus some sound.

Mirror Image. Creates decoy duplicates of you (1d4 +1/three levels, max 8).

Misdirection. Misleads divinations for one creature or object.

*Misfortune (Enchantment). Target suffers a –1 morale penalty.

Obscure Object. Masks object against divination.

Phantom Trap. Makes item seem trapped.

Pyrotechnics. Turns fire into blinding light or choking smoke.

Scare. Panics creatures up to 5 HD (15-ft. radius).

See Invisibility. Reveals invisible creatures or objects.

Summon Monster II. Calls outsider to fight for you.

Summon Swarm. Summons swarm of small crawling or flying creatures.

Undetectable Alignment. Conceals alignment for 24 hours.

Whispering Wind. Sends a short message one mile/level.

Zone of Truth. Subjects within range cannot lie.

3rd-level Magician Spells

Blink. You randomly vanish and reappear for 1 round/level.

Clairaudience/Clairvoyance. Hear or see at a distance for 1 min./level.

Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).

Detect Eleven Influence: Determine if elves have been in, near, or have magically influenced an area.

Dispel Magic. Cancels magical spells and effects.

Displacement. Attacks miss subject 50%.

Gaseous Form. Subject becomes insubstantial and can fly slowly.

Greater Magic Weapon. +1 bonus/three levels (max +5).

Gust of Wind. Blows away or knocks down smaller creatures.

Haste. Extra partial action and +4 AC.

Illusory Script. Only intended reader can decipher.

Invisibility Sphere. Makes everyone within 10 ft. invis ible.

Keen Edge. Doubles normal weapon's threat range.

*Know Bloodline (Divination). Determines target’s bloodline strength and derivation.

Magic Circle against Chaos/Evil/Good/ Law. As protection spells, but 10-ft. radius and 10 min./level.

*Mass Magic Weapons (Transmutation). Provides a deferred +1 magic bonus to one weapon/level.

Major Image. As silent image, plus sound, smell and thermal effects.

Phantom Steed. Magical horse appears for 1 hour/level.

Remove Disease. Cures all diseases affecting subject.

Sepia Snake Sigil. Creates text symbol that immobilizes reader.

Slow. One subject/level takes only partial actions, -2 AC, -2 melee rolls.

Suggestion. Compels subject to follow stated course of action.

Summon Monster III. Calls outsider to fight for you.

Tiny Hut. Creates shelter for 10 creatures.

Tongues. Speak any language.

Wind Wall. Deflects arrows, smaller creatures, and gases.

4th-level Magician Spells

Arcane Eye. Invisible floating eye moves 30 ft./round.

Bestow Curse. -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.

Charm Monster. Makes monster believe it is your ally.

Confusion. Makes subject behave oddly for 1 round/level.

Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).

Detect Scrying. Alerts you of magical eavesdropping.

Dimension Door. Teleports you and up to 500 lb.

Emotion. Arouses strong emotion in subject.

Fear. Subjects within cone flee for 1 round/level.

Greater Invisibility. As invisibility, but subject can attack and stay invisible.

Hallucinatory Terrain. Makes one type of terrain appear like another (field into forest, etc.).

Illusory Wall. Wall, floor, or ceiling looks real, but anything can pass through.

Lesser Geas. Commands subject of 7 HD or less.

Locate Creature. Indicates direction to familiar creature.

*Mask Bloodline (Illusion). Obfuscates the target's divine heritage.

Neutralize Poison. Detoxifies venom in or on subject.

Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 damage.

Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away.

Remove Curse. Frees object or person from curse.

Scrying. Spies on subject from a distance.

Secure Shelter. Creates sturdy cottage.

Shadow Conjuration. Mimics conjuring below 4th level.

*Shadow Portal (Divination). You can sense portals to the shadow world.

Summon Monster IV. Calls outsider to fight for you.

5th-level Magician Spells

Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrifaction.

Contact Other Plane. Ask question of extraplanar entity.

Cure Light Wounds, Mass. Cures 1d8 +1/level damage in all directions.

Dismissal. Forces a creature to return to native plane.

Dominate Person. Controls humanoid telepathically.

Dream. Sends message to anyone sleeping.

False Vision. Fools scrying with an illusion.

Greater Shadow Conjuration. As shadow conjuration, but up to 4th level and 40% real.

Hold Monster. As hold person, but any creature.

Mind Fog. Subjects in fog get -10 Wis, Will checks.

Mirage Arcana. As hallucinatory terrain, plus structures.

Modify Memory. Changes 5 minutes of subject's memories.

Nightmare. Sends vision dealing 1d10 damage, fatigue.

Permanency. Makes certain spells permanent; costs XP.

Persistent Image. As major image, but no concentration required.

Prying Eyes. 1d4 floating eyes +1/level scout for you.

Seeming. Changes appearance of one person/two levels.

Shadow Evocation. Mimics evocation less than 5th level.

Summon Monster V. Calls outsider to fight for you.

Telepathic Bond. Link lets allies communicate.

6th-level Magician Spells

Analyze Dweomer. Reveals magical aspects of subject.

Control Water. Raises, lowers, or parts bodies of water.

Control Weather. Changes weather in local area.

Eyebite. Charm, fear, sicken or sleep one subject.

Find the Path. Shows the most direct way to a location.

Geas/Quest. As lesser geas, plus it affects any creature.

Greater Dispel Magic. As dispel magic, but +20 on check.

Greater Shadow Evocation. As shadow evocation, but up to 5th level.

Legend Lore. Learn tales about a person, place, or thing.

Mass Suggestion. As suggestion, plus one/level subjects.

Mislead. Turns you invisible and creates illusory double.

Permanent Image. Includes sight, sound, and smell.

Programmed Image. As major image, plus triggered by event.

Project Image. Illusory double can talk and cast spells.

Repulsion. Creatures can't approach you.

Shades. As shadow conjuration, but up to 5th level and 60% real.

Summon Monster VI. Calls outsider to fight for you.

True Seeing. See all things as they really are.

Veil. Changes appearance of group of creatures.

7th-level Magician Spells

*Disguise Bloodline (Illusion). Change apparent bloodline derivation and strength.

Greater Scrying. As scrying, but faster and longer.

Insanity. Subject suffers continuous confusion.

Mass Invisibility. As invisibility, but affects all in range.

Plane Shift. Up to eight subjects travel to another plane.

Shadow Walk. Step into shadow to travel rapidly.

Summon Monster VII. Calls outsider to fight for you.

Vision. As legend lore, but quicker and strenuous.

8th-level Magician Spells

Antipathy. Object or location affected by spell repels certain creatures.

Binding. Array of techniques to imprison a creature.

Discern Location. Exact location of creature or object.

Mass Charm Monster. As charm monster, but all within 30 ft.

Screen. Illusion hides area from vision, scrying.

Summon Monster VII. Calls outsider to fight for you.

Symbol. Triggered runes have array of effects.

Sympathy. Object or location attracts certain creatures.

9th-level Magician Spells

Dominate Monster. As dominate person, but any creature.

Foresight. "Sixth sense" warns of impending danger.

Summon Monster IX. Calls outsider to fight for you.

Weird. As phantasmal killer, but affects all within 30 ft.