Spell Library

This is a comprehensive list of all spells in
Neverwinter Nights.


-Epic Spells at the bottom of the page-


Spell Name Level School Description
Acid Fog Wiz/Sor 0 Conjuration Targets entering take 4d6; Targets inside take 2d6/round and -50% movement
Acid Splash Wiz/Sor 0 Conjuration Fires a small orb of acid at the target for 1d3 points of acid damage.
Aid Clr 2,  Pal 2,  Rgr 3 Enchantment +1 on attacks, damage and saves vs fear plus 1d8 temporary hp
Amplify Brd 1 Transmutation Target gains +20 bonus to Listen Checks
Animate Dead Clr 3,  Wiz/Sor 5 Necromancy Creates Undead dependent on caster level
Aura of Glory Pal 2 Transmutation Caster gains +2 Charisma; Allies gain +6 bonus vs Fear and 1d4 Healing
Aura of Vitality Drd 7,  Strength 7 Transmutation Allies receive +4 Str, Dex, and Con
Aura vs Alignment Clr 8 Abjuration +4 AC Bonus, Spell Resistance, and Damage to chosen alignment
Awaken Drd 5 Transmutation Empowers one animal companion
Balagarn's Iron Horn Brd 1,  Wiz/Sor 2 Transmutation Knocks down creatures that fail a Strength check.
Ball Lightning Wiz/Sor 5 Evocation Creates a ball of lightning dealing 1d6 / lvl (15d6 max)
Bane Clr 1 Enchantment Enemies suffer -1 Attack penalty and -1 on saves vs fear
Banishment Clr 6,  Wiz/Sor 7 Abjuration Banishes all summon creatures and destroys outsiders (2HD / level)
Barkskin Drd 2,  Plant 2 Transmutation +3 armor bonus +1/6 levels
Battletide Clr 5 Transmutation +2 bonus to saves, attack and damage rolls and -2 penalty for enemies
Bestow Curse Brd 3,  Clr 3,  Wiz/Sor 4 Transmutation Target suffers -2 to all abilities
Bigby's Clenched Fist Wiz/Sor 8,  Strength 8 Evocation Large magic hand that attacks one target per round for 1d8+12 and Stuns
Bigby's Crushing Hand Wiz/Sor 9,  Strength 9 Evocation Large magic hand that crushes opponents for 2d6+12 damage per round
Bigby's Forceful Hand Wiz/Sor 6,  Strength 6 Evocation Large magic hand that attacks one target for 1d8 and Dazes them
Bigby's Grasping Hand Wiz/Sor 7,  Strength 7 Evocation Large magic hand that holds one opponent
Bigby's Interposing Hand Wiz/Sor 5 Evocation Large magic hand causing one opponent to suffer -10 to Attack Rolls
Black Blade of Disaster Wiz/Sor 9
Summons blade-shaped planar rift that functions as a +5 sword
Blackstaff Wiz/Sor 8
One Quarterstaff gains +4 enhancement bonus and Dispels Magic
Blade Barrier Clr 6 Evocation Blades encircle caster dealing 1d6/level damage to foes
Blade Thirst

Rgr 3 Transmutation Grants a +3 bonus to one slashing weapon
Bless Clr 1,  Pal 1 Enchantment Allies gain +1 on attacks and damage plus saves vs fear
Bless Weapon

Pal 1 Transmutation Bestows a +1 and a 2d6 damage bonus vs. undead to one weapon
Blindness and Deafness Brd 2,  Clr 3,  Wiz/Sor 2 Enchantment Target suffers 50% miss in combat or 20% chance to miscast spell
Blood Frenzy
Drd 2 Transmutation Caster gains +2 Strength and Constitution, +1 Will bonus but -1 AC



Caster enters Rage that grants +2 Str, +2 Con, +1 Will, -1 AC
Bombardment Drd 8 Conjuration Rocks deal 1d8 points of damage per caster level (max 20d8) to all enemies
Bull's Strength Brd 2,  Clr 2,  Drd 2,  Pal 2,  Wiz/Sor 2 Transmutation Target gains 1d4+1 Str for 1hr/level
Burning Hands Wiz/Sor 1 Transmutation Target take 1d4/level fire damage (5d4 max)
Call Lightning Drd 3,  Air 3 Evocation Creates lightning bolts dealing 1d6/level (10d6 max)
Camouflage Drd 1,  Rgr 1 Transmutation Grants a +10 bonus to Hide checks
Cat's Grace Brd 2,  Rgr 2,  Wiz/Sor 2,  Animal 2,  War 2 Transmutation Target gains 1d4+1 Dex for 1hr/level
Chain Lightning Wiz/Sor 6,  Air 6 Evocation Deals 1d6/level to multiple targets (1 target/level)
Charm Monster Brd 3,  Wiz/Sor 4 Enchantment Improves reputation by 50%
Charm Person Brd 1,  Wiz/Sor 1 Enchantment Improves reputation by 50%
Charm Person or Animal Drd 2 Enchantment Turns one person or animal into an ally to fight for caster
Circle of Death Wiz/Sor 6 Necromancy Slays multiple creatures (1d4/level)
Circle of Doom Clr 5 Necromancy Deals 1d8+1/level; Heals Undead
Clairaudience and Clairvoyance Brd 3,  Wiz/Sor 3,  Knowledge 3 Divination Grants +10 Bonus to Listen and Spot checks
Clarity Brd 2,  Clr 3,  Wiz/Sor 3 Necromancy Removes and protects against Sleep, Confusion, Stun and Charm effects
Cloud of Bewilderment Wiz/Sor 2
Enemies are stunned and blinded 1d6 rounds
Cloudkill Wiz/Sor 5 Conjuration Slays low level targets and deals 1d10/round to others
Color Spray Wiz/Sor 1 Illusion Sleeps, Blinds, or Stuns targets based on HD
Combust Wiz/Sor 2
Eruption of flame causing 2d6 fire damage +1 / Level (+10 max)
Cone of Cold Wiz/Sor 5 Evocation Deals 1d6/level cold damage (15d6 max)
Confusion Brd 3,  Wiz/Sor 4 Enchantment Target behaves randomly for 1 round/level
Contagion Clr 3,  Drd 3,  Wiz/Sor 4 Necromancy Target contracts disease
Continual Flame Clr 3,  Wiz/Sor 2 Illusion Creates a magical flame that burns until dispelled
Control Undead Clr 6,  Wiz/Sor 7 Necromancy Control single Undead creature up to 2HD/level
Create Greater Undead Clr 8 Necromancy As Create Undead but more powerful undead
Create Undead Clr 6,  Wiz/Sor 8 Necromancy As Animate Undead, but creates more powerful undead
Creeping Doom Drd 7,  Plant 7 Conjuration Insect swarm dealing 1d6+1d6/Round (1000hp max)
Crumble Drd 6 Transmutation Inflicts 1d6 points of damage per caster level to one Construct (max 15d6)
Cure Critical Wounds Brd 4,  Clr 4,  Drd 5 Conjuration Cures 4d8+1/level (+20 max)
Cure Light Wounds Brd 1,  Clr 1,  Drd 1,  Pal 1,  Rgr 1 Conjuration Cures 1d8 +1/level (+5 max)
Cure Minor Wounds Brd 0,  Clr 0,  Drd 0 Conjuration Cures 4 hp of damage
Cure Moderate Wounds Brd 2,  Clr 2,  Drd 3,  Pal 3,  Rgr 3 Conjuration Cures 2d8+1/level damage (+10 max)
Cure Serious Wounds Brd 3,  Clr 3,  Drd 4,  Pal 4,  Rgr 4,  Healing 2 Conjuration Cures 3d8+1/level (+15 max)
Darkfire Clr 3
Immolates a non-magical weapon granting 1d6 +1 / 2 Levels fire damage
Darkness Brd 2,  Clr 2,  Wiz/Sor 2 Evocation Creates an area of darkness that only Ultravision can pierce
Daze Brd 0,  Clr ,  Wiz/Sor 0 Enchantment Stuns lower-level targets for 2 rounds
Deafening Clang Pal 1 Transmutation Empowers one weapon with +1 Attack and +3 Sonic damage bonus.
Death Armor Wiz/Sor 2 Necromancy Aura which deals 1d4+1hp/2 levels to any who strike the caster
Death Ward Clr 4,  Drd 5,  Pal 4 Necromancy Target is immune to death spells and effects
Delayed Blast Fireball Wiz/Sor 7 Evocation As Fireball, but set to be triggered by enemies
Destruction Clr 7 Necromancy Kills target or deals 10d6 damage
Dirge Brd 6
Enemies suffer -2 STR and DEX penalties per round
Dismissal Brd 4,  Clr 4,  Wiz/Sor 5 Abjuration Summoned enemy creatures, animal companions, and familiars are unsummoned
Dispel Magic Brd 3,  Clr 3,  Drd 4,  Pal 3,  Wiz/Sor 3 Abjuration Cancels magical spells and effects
Displacement Wiz/Sor 3 Illusion Target gains +50% concealement
Divine Favor Clr 1,  Pal 1 Evocation The caster gains a +1 bonus to attack and weapon damage rolls per 3 levels
Divine Power Clr 4,  Strength 3 Evocation Caster gains Ftr Base Attack Bonus, Str set to 18, and 1d8 temporary hp
Dominate Animal Drd 3 Enchantment Control the actions of an animal
Dominate Monster Wiz/Sor 9 Enchantment Gives control of one monster to caster
Dominate Person Brd 4,  Wiz/Sor 5 Enchantment Turns one person into a loyal servant
Doom Clr 1 Enchantment Target suffers -2 on saves, attacks, saves and skill checks
Drown

Drd 6 Transmutation Creates water in the lungs of any living creature, killing it.
Eagle Splendor Brd 2,  Clr 2,  Pal 2,  Wiz/Sor 2 Transmutation Target gains 1d4+1 Cha for 1hr/level
Earthquake

Clr 8,  Drd 9 Evocation Deals 1d6/level (20d6 maximum) to all creatures in area of effect
Electric Jolt

Wiz/Sor 0 Evocation Deals 1d3 electrical damage
Elemental Shield Wiz/Sor 4 Evocation Caster gains 50% immunity to Cold/Fire; Enemies attacking take 1d6+1/Level
Elemental Swarm Drd 9 Conjuration Summons 24HD Elementals one at a time (4 max) to fight for caster
Endurance Clr 2,  Wiz/Sor 2 Transmutation Target gains 1d4+1 Con for 1hr/level
Endure Elements Clr 1,  Pal 1,  Wiz/Sor 1 Abjuration Grants 10/- Damage Reduction (20hp max) from all elemental forms
Energy Buffer Brd 6,  Drd 6,  Wiz/Sor 5,  Earth 5,  Fire 5,  Protection 5 Abjuration Grants 40/- Damage Reduction (60hp max) from all elemental forms
Energy Drain Clr 9,  Wiz/Sor 9 Necromancy Drains 2d4 levels from target
Enervation Wiz/Sor 4,  Death 5,  Evil 5 Necromancy Drains 1d4 levels from target
Entangle Drd 1,  Rgr 1,  Travel 1 Transmutation Targets suffer -2 attack penalty and -4 Dex
Entropic Shield Clr 1 Abjuration Grants 20% protection against ranged attacks
Ethereal Visage Brd 5,  Wiz/Sor 6 Illusion Grants 20/+3 Damage Reduction, Immunity to Level 2 Spells, +25 Concealment
Evard's Black Tentacles Wiz/Sor 4 Conjuration Creates 1d4 tentacles that each deal 1d6+4/round
Expeditious Retreat Wiz/Sor 1 Transmutation Grants 150% movement and +2 AC Bonus
Fear Brd 3,  Wiz/Sor 4 Necromancy Targets must save or flee for 1 round/level
Feeblemind Wiz/Sor 5 Divination Reduces Int of target by 1d4/4 levels
Find Traps Brd 3,  Clr 2,  Wiz/Sor 3 Divination Detects and destroys all traps within 30 meters
Finger of Death Drd 8,  Wiz/Sor 7 Necromancy Slays one creature or deals 3d6+1/Level
Fire Storm Clr 8,  Drd 7 Evocation Deals 1d6/level fire damage
Fireball Wiz/Sor 3 Evocation 1d6/level (10d6 max); 20-ft radius
Firebrand Wiz/Sor 5 Evocation Balls of flame (1/level) attack random targets, each exploding for 1d6 hp
Flame Arrow Wiz/Sor 3 Conjuration Creates 1 arrow/4 levels each dealing 4d6
Flame Lash Drd 2 Evocation Flaming brands that deal 2d6 + 1d6/3 Levels
Flame Strike Clr 5,  Drd 4 Evocation Targets in area take 1d6/level damage (15d6 max); Allies only take half
Flame Weapon Wiz/Sor 2 Evocation Sets a melee weapon aflame, granting 1d4 +1/lvl fire damage
Flare rd 0,  Clr 0,  Drd 0,  Wiz/Sor 0 Evocation Hot light causing one target to suffer -1 penalty to attack rolls
Flesh to Stone Wiz/Sor 6 Transmutation Turns one creature to stone.
Fox's Cunning Brd 2,  Clr 2,  Wiz/Sor 2 Transmutation Target gains 1d4+1 Int for 1hr/level
Freedom of Movement Clr 4,  Drd 4,  Pal 4,  Rgr 4,  Travel 3 Abjuration Negates effects of paralysis, Hold, Slow, or Web spells
Gate Clr 9,  Wiz/Sor 9 Conjuration Calls a Balor to fight for caster
Gedlee's Electric Loop Wiz/Sor 2
Lightning that deals 1d6 / 2 Levels (5d6 max) to each creature
Ghostly Visage Brd 2,  Wiz/Sor 2 Illusion Grants 5/+1 Damage Reduction, immunity to Level 1 Spells, 10% concealment
Ghoul Touch Wiz/Sor 2 Necromancy Paralyzes target for 1d6+2 rounds
Globe of Invulnerability Wiz/Sor 6 Abjuration Protects caster from spells up to 4th level
Glyph of Warding Clr 3 Abjuration Creates a magical zone that deals 1d8 / 2 lvls to any who enter
Grease Brd 1,  Drd 1,  Rgr 1,  Wiz/Sor 1 Conjuration Creatures in area must save or fall down
Great Thunderclap Wiz/Sor 7 Evocation Loud clap forcing enemies to save or be stunned
Greater Dispelling Brd 5,  Clr 6,  Drd 6,  Wiz/Sor 6 Abjuration As Dispel Magic, but greater chance of success
Greater Magic Fang Drd 3,  Rgr 3
Grants +1 Attack/+1 Damage every three levels (+5 max) to animal companion
Greater Magic Weapon Clr 4,  Wiz/Sor 3 Enchantment One weapon gains a +1 enhancement bonus per 3 caster levels (+5 max)
Greater Planar Binding Wiz/Sor 8 Conjuration Paralyzes target outsider or summons a more powerful outsider
Greater Restoration Clr 7 Necromancy Restores all level and ability score drains and heals target to full health
Greater Sanctuary Clr 6,  Wiz/Sor 8
Caster becomes ethereal and undetectable until a hostile action
Greater Shadow Conjuration Wiz/Sor 5 Illusion Creates a shadow variant of powerful spells
Greater Spell Breach Wiz/Sor 6 Abjuration Strips target of 4 magical defenses and lowers Spell Resistance by 5
Greater Spell Mantle Wiz/Sor 9 Abjuration Absorbs 1d12+10 levels of spells
Greater Stoneskin Drd 6,  Wiz/Sor 6 Transmutation Grants 20/+5 Damage Reduction (150hp max) from melee damage
Gust of Wind Wiz/Sor 3 Evocation Knocks down enemies who fail a saving throw and disperse area effect spells
Hammer of the Gods Clr 4 Evocation Divine light deals 1d8/2 levels to all enemies
Harm Clr 6,  Drd 7 Necromancy Target looses all but 1d4 hp; Heals Undead
Haste Brd 3,  Wiz/Sor 3,  Travel 5 Transmutation Target gets +50% movement rate and one additional attack or spell per round
Heal Clr 6,  Drd 7,  Healing 5 Conjuration Target resotred to full health; Undead reduced to 1d4
Healing Circle Brd 5,  Clr 5,  Drd 6 Conjuration Cures 1d8+1/level (+20 max) in 20-ft radius
Healing Sting Drd 3 Necromancy Inflicts 1d6 +1 / lvl to target and transfers them to caster.
Hold Animal Drd 2,  Rgr 2 Enchantment Immobilizes 1 animal for 1 round/level
Hold Monster Brd 4,  Drd 4,  Wiz/Sor 5 Enchantment Immobilizes one monster for 1 round/level
Hold Person Brd 2,  Clr 2,  Wiz/Sor 3 Enchantment Holds target for 1 round/level
Holy Sword Pal 4
Paladin's melee weapon becomes a powerful Holy Avenger
Horizikaul's Boom Wiz/Sor 1
Target suffers 1d4 hp / 2 Levels (5d4 max) of Sonic damage
Horrid Wilting Wiz/Sor 8 Necromancy Deals 1d8/level to targets
Ice Dagger Wiz/Sor 1
Dagger-shaped piece of ice dealing 1d4 / Level (5d4 max).
Ice Storm Brd 6,  Drd 5,  Wiz/Sor 4,  Magic 5,  Water 5 Evocation Hail deals 5d6 +1d6/Level damage to targets
Identify Brd 1,  Wiz/Sor 1,  Knowledge 1 Divination Grants 10+1/Level Bonus to Lore Skill
Implosion Clr 9 Evocation Kills all creatures in area
Improved Invisibility Brd 4,  Wiz/Sor 4,  Trickery 5 Illusion As Invisibility, but target keeps 50% cover after attacking
Incendiary Cloud Wiz/Sor 8 Conjuration Cloud dealing 4d6/round fire damage to targets
Inferno Drd 5
Ignites target dealing 2d6 point of fire damage per round
Infestation of Maggots Drd 3 Necromancy Creates maggot-like creatures dealing 1d4 of Con dmg each round
Inflict Critical Wounds Clr 4 Necromancy Deals 4d8+1/level of damage (+20 max). Heals Undead.
Inflict Light Wounds Clr 1 Necromancy Deals 1d8+1/level of damage (+20 max). Heals Undead.
Inflict Minor Wounds Clr 0 Necromancy Deals 1 hp of damage
Inflict Moderate Wounds Clr 2 Necromancy Deals 2d8+1/level of damage (+20 max). Heals Undead.
Inflict Serious Wounds Clr 3 Necromancy Deals 3d8+1/level of damage (+20 max). Heals Undead.
Invisibility Brd 2,  Wiz/Sor 2,  Trickery 2 Illusion Target is invisible for 1 turn/level or until attacks
Invisibility Purge Clr 3,  Rgr 3 Evocation Dispels Invisibility on creatures and items
Invisibility Sphere Brd 3,  Wiz/Sor 3,  Trickery 3 Illusion Invisibility for 15-ft radius
Iron Guts Wiz/Sor 1 Abjuration Grants +4 bonus to saves vs Poison
Isaac's Greater Missile Storm Wiz/Sor 6 Evocation Fires 1 missile per level (20 max), each missile does 2d6 damage
Isaac's Lesser Missile Storm Wiz/Sor 4 Evocation Fires 1 missile per level (10 max), each missile doing 1d6 damage
Keen Edge Brd 3,  Wiz/Sor 3 Transmutation Adds the keen property to one melee weapon
Knock Wiz/Sor 2,  Knowledge 2 Transmutation Opens all locked doors or chests in 150-ft radius
Legend Lore Brd 4,  Wiz/Sor 6,  Knowledge 5 Divination Grants 10+1/2 Levels Lore Bonus
Lesser Dispel Brd 1,  Clr 2,  Drd 2,  Wiz/Sor 2 Abjuration Dispels magical effects from a target
Lesser Mind Blank Wiz/Sor 5 Abjuration Removes effects and protects from mind-altering spells
Lesser Planar Binding Wiz/Sor 5,  Good 5 Conjuration Paralyzes target outsider or calls outsider to fight for caster
Lesser Restoration Clr 2,  Drd 2 Conjuration Dispels magic ability penalty or repairs 1d4 temporary ability damage
Lesser Spell Breach Wiz/Sor 4 Abjuration Strips target of 2 magical defenses and lowers Spell Resistance by 3
Lesser Spell Mantle Wiz/Sor 5 Abjuration Absorbs 1d4+6 levels of spells
Light Brd 0,  Clr 0,  Drd 0,  Wiz/Sor 0 Evocation Creates a small light source above the target's head
Lightning Bolt Wiz/Sor 3 Evocation Deals 1d6/level (10d6 max) to targets in path of bolt
Mage Armor Brd 1,  Wiz/Sor 1,  Magic 1 Conjuration Grants +1 natural, dodge, deflection, and enhancement armor bonus
Magic Circle against Alignment Brd 3,  Clr 3,  Pal 3,  Wiz/Sor 3 Abjuration Protection vs Alignment; 10-ft radius
Magic Fang Drd 1,  Rgr 1 Transmutation Grants +1 Attack and +1 Damage to Animal Companion
Magic Missile Wiz/Sor 1 Evocation 1d4+1 damage; +1 missile/two levels above 1st (+5 max)
Magic Vestment Clr 3
One suit of armor or shield gains +1 AC / 3 Levels (+5 max)
Magic Weapon Clr 1,  Wiz/Sor 1 Enchantment Adds a +1 enhancement bonus to one weapon
Mass Blindness and Deafness Wiz/Sor 8 Transmutation Blindness and Deafness; 10-ft radius
Mass Camouflage Drd 4,  Rgr 4 Transmutation Allies gain +10 to Hide
Mass Charm Wiz/Sor 8 Enchantment Charms monsters up to 2HD/level in 30-ft radius
Mass Haste Brd 6,  Wiz/Sor 6 Enchantment As Haste, but all allies in area
Mass Heal Clr 8,  Drd 9 Conjuration Allies in 25-ft radius are restored to full health; Undead reduced to 1d4hp
Melf's Acid Arrow Wiz/Sor 2,  Magic 2 Conjuration Deals 3d6+1d6/3 levels
Mestil's Acid Breath Wiz/Sor 3
Caster breathes acid cone dealing 1d6 / Level (10d6 max)
Mestil's Acid Sheath Wiz/Sor 5 Conjuration Creates an acid shield around caster dealing 1d6 +2 / lvl to attackers
Meteor Swarm Wiz/Sor 9 Evocation Blast doing 20d6; Everyone within 5-ft of caster are protected
Mind Blank Wiz/Sor 8 Abjuration Removes effects from and grants allies immunity to mind-affecting spells
Mind Fog Brd 5,  Wiz/Sor 5 Enchantment Target suffers -10 to Will saves
Minor Globe of Invulnerability Wiz/Sor 4,  Protection 4 Abjuration Protects caster from spells up to 3rd level
Monstrous Regeneration Clr 5 Conjuration Target regenerates 10 Hit Points every round.
Mordenkainen's Disjunction Wiz/Sor 9 Abjuration Strips all magical effects from target
Mordenkainen's Sword Wiz/Sor 7 Transmutation Summons a Helmed Horror to fight for the caster
Nature's Balance Drd 8 Transmutation Allies healed 3d6+1/Level; Lowers enemy spell resistance 1d4/5 Levels
Negative Energy Burst Wiz/Sor 3,  Evil 2,  Magic 2 Necromancy Deals 1d8+1/level and -1 Str/ 4 levels; Heals Undead
Negative Energy Protection Clr 3 Abjuration Grants immunity to level and ability drains
Negative Energy Ray Clr 2,  Wiz/Sor 1,  Evil 1 Necromancy 1d6+1d6/2 Levels (5d6 max); Heals Undead
Neutralize Poison Brd 4,  Clr 4,  Drd 3,  Pal 4,  Rgr 3 Conjuration Stops the effects of Poison
One with the Land Drd 2,  Rgr 2 Transmutation +3 Bonus to Animal Empathy, Hide, Move Silently and Set Traps
Owl's Insight Drd 5
Grants Wisdom bonus equal to one-half caster's level
Owl's Wisdom Brd 2,  Clr 2,  Wiz/Sor 2 Transmutation Target gains 1d4+1 Wis for 1hr/level
Phantasmal Killer Wiz/Sor 4,  Death 4 Illusion Kills or deals 3d6 damage to single target
Planar Ally Clr 6 Conjuration Summons an outsider to assist the caster
Planar Binding Wiz/Sor 6 Conjuration Paralyzes target outsider or Summons powerful outsider to fight for caster
Poison Clr 4,  Drd 3,  Water 3 Necromancy Target suffers -1 Con damage and is unconscious for 1 turn
Polymorph Self Rgr 4,  Wiz/Sor 4,  Animal 5 Transmutation Transforms caster into Giant spider, Troll, Umber hulk, Pixie, or Zombie
Power Word Kill Wiz/Sor 9 Divination Kills single target up to 100hp or multiple targets less than 20hp
Power Word Stun Wiz/Sor 7 Divination Stuns creature with up to 150 hp
Prayer Clr 3,  Pal 3 Conjuration Allies gain +1 on attack, damage, saves, and skill checks. Enemies get -1
Premonition Drd 8,  Wiz/Sor 8 Divination Grants 30/+5 Damage Reduction and absorbs 10 hp of melee damage
Prismatic Spray Wiz/Sor 7 Evocation Targets are randomly blinded, stunned, and/or take damage
Protection from Alignment Brd 1,  Clr 1,  Pal 1,  Wiz/Sor 1 Abjuration Target receives +2 AC, +2 Saves and spell protection vs Good or Evil
Protection from Elements Clr 3,  Drd 3,  Rgr 2,  Wiz/Sor 3 Abjuration Grants 30/- Damage Reduction (40hp max) from all elemental forms
Protection from Spells Wiz/Sor 7 Abjuration Grants +8 bonus to saves vs spells to 1 ally/4 levels
Quillfire Drd 3 Transmutation Deals 2d8 +1/two levels (+5 max) and inflicts Scorpion Venom
Raise Dead Clr 5 Conjuration Restores life to target
Ray of Enfeeblement Wiz/Sor 1 Necromancy Reduces target's Str by 1d6 +1/two levels (11 max)
Ray of Frost Wiz/Sor 0 Conjuration Ray deals 1d4+1 damage
Regenerate Clr 7,  Drd 6 Conjuration Target regains 6 hp/round
Remove Blindness and Deafness Clr 3,  Pal 3,  Wiz/Sor 4 Divination Cancels the effects of Blindness and Deafness
Remove Curse Brd 3,  Clr 3,  Wiz/Sor 4 Abjuration Cancels the effects of Bestow Curse
Remove Disease Brd 3,  Clr 3,  Drd 3,  Rgr 3 Conjuration Cancels the effects of disease
Remove Fear Clr 1 Abjuration +4 on saves vs fear on 1 target +1/four levels
Remove Paralysis Clr 2,  Pal 2 Conjuration Frees allies from paralysis, Hold, or Slow spells
Resist Elements Clr 2,  Drd 2,  Pal 2,  Rgr 1,  Wiz/Sor 2 Abjuration Grants 20/- Damage Reduction (30hp max) from all elemental forms
Resistance Brd 0,  Clr 0,  Drd 0,  Pal 1,  Wiz/Sor 0 Abjuration Target gains +1 on Saves
Restoration Clr 4 Conjuration Restores all drained levels, ability, attack, damage or save penalties
Resurrection Clr 7 Conjuration Fully restores dead target to life with full health
Sanctuary Clr 1 Abjuration Enemies can't attack caster and caster can't attack
Scare Brd 1,  Clr 1,  Wiz/Sor 1 Necromancy Targets less than 5HD flee
Scintillating Sphere Wiz/Sor 3 Evocation Electric projectile that explodes for 1d6 / Level (10d6 Max)
Searing Light Clr 3,  Sun 2 Evocation Ray deals 1d8/two levels (5d8 max). Undead take additional damage.
See Invisibility Brd 2,  Wiz/Sor 2 Divination Target can see invisible creatures
Shades Wiz/Sor 6 Illusion Creates a shadow variant of more powerful spells
Shadow Conjuration Wiz/Sor 4 Illusion Conjures a shadow variant of another spell
Shadow Shield Wiz/Sor 7 Illusion Protects caster from Necromancy spells, +5 AC, and 10/+3 Damage Reduction
Shapechange Drd 9,  Wiz/Sor 9 Transmutation Transform into Red Dragon, Fire Giant, Balor, Death Slaad, or Iron Golem.
Shelgarn's Persistant Blade Wiz/Sor 1 Evocation The caster summons a dagger that acts as a faithful and loyal servant.
Shield Wiz/Sor 1 Abjuration Grants +4 AC, +3 Reflex Saves and immunity to Magic Missiles
Shield of Faith Clr 1 Abjuration Target gains +2 AC bonus +1/ 6 levels (+5 max).
Silence Brd 2,  Clr 2 Illusion Negates sound in a 15-ft radius
Slay Living Clr 5,  Drd 5 Necromancy Touch attack kills target or deals 3d6+1/Level
Sleep Brd 1,  Drd 1,  Rgr 2,  Wiz/Sor 1 Enchantment Puts 2d4 HD of creatures to sleep
Slow Brd 3,  Wiz/Sor 3,  Travel 4 Transmutation Target gets -50% movement rate and looses one attack per round
Sound Burst Brd 2,  Clr 2 Evocation Deals 1d8 sonic damage to targets. May stun them.
Spell Mantle Wiz/Sor 7 Abjuration Absorbs 1d8+8 levels of spell
Spell Resistance Clr 5,  Drd 5 Abjuration Target gains +12 +1/level spell resistance
Spike Growth Drd 3
Small spikes deal 1d4 damage per round to all creatures
Stinking Cloud Wiz/Sor 3,  Destruction 3 Conjuration Dazes targets in area for 1round/level
Stone Bones Clr 2,  Wiz/Sor 2 Transmutation Grants a +3 natural armor class bonus to any undead creature.
Stone to Flesh Wiz/Sor 6 Transmutation Restores a petrified creature to normal
Stonehold Drd 6
Creates a cloud that petrifies all creatues for 1d6 rounds
Stoneskin Drd 4,  Wiz/Sor 4,  Earth 4,  Good 4,  Magic 4,  Strength 4 Abjuration Grants 10/+5 Damage Reduction (100hp max) from melee damage
Storm of Vengeance Clr 9 Conjuration Storm rains acid, lightning, and hail for 6d6 damage each round
Summon Creature I Brd 1,  Clr 1,  Drd 1,  Rgr 1,  Wiz/Sor 1 Conjuration Summons a Dire Badger to fight for caster
Summon Creature II Brd 2,  Clr 2,  Drd 2,  Rgr 2,  Wiz/Sor 2 Conjuration Summons a Dire Boar to fight for caster
Summon Creature III Brd 3,  Clr 3,  Drd 3,  Rgr 3,  Wiz/Sor 3 Conjuration Summons a Dire Wolf to fight for caster
Summon Creature IV Brd 4,  Clr 4,  Drd 4,  Rgr 4,  Wiz/Sor 4 Conjuration Summons a Dire Spider to fight for caster
Summon Creature V Clr 5,  Drd 5,  Wiz/Sor 5 Conjuration Summons a Dire Bear to fight for caster
Summon Creature VI Clr 6,  Drd 6,  Wiz/Sor 6 Conjuration Summons a Dire Tiger to fight for caster
Summon Creature VII Clr 7,  Drd 7,  Wiz/Sor 7 Conjuration Summons an Elemental to fight for caster
Summon Creature VIII Clr 8,  Drd 8,  Wiz/Sor 8 Conjuration Summons a Greater Elemental to fight for caster
Summon Creature IX Clr 9,  Drd 9,  Wiz/Sor 9 Conjuration Summons an Elder Elemental to fight for caster
Summon Shadow Clr 5,  Death 5 Conjuration Summons a shadow ally to fight for the caster
Sunbeam Clr 8,  Drd 8,  Sun 7 Evocation Blinds targets and deals 3d6 damage (1d6/Level to Undead)
Sunburst Drd 8,  Wiz/Sor 8 Evocation Searing heat dealing 3d6 + Blindness. Undead take 1d6 / Level.
Tasha's Hideous Laughter Wiz/Sor 2 Enchantment Targets failing their saving throw are unable to defend themselves.
Tenser's Transformation Wiz/Sor 6 Transmutation 1d6hp, 2d4 Str and Dex, +1 attack bonus/2 levels, Simple Weapon Prof.
Time Stop Wiz/Sor 9 Transmutation Halts time for all but caster for 1d4+1 rounds
True Seeing Clr 5,  Drd 7,  Wiz/Sor 6,  Animal 3,  Knowledge 3 Divination Counters Sanctuary and Invisibility; reveals traps and hidden enemies
True Strike Wiz/Sor 1 Divination Caster gains +20 to Attack Rolls
Ultravision Brd 2,  Clr 2,  Drd 1,  Rgr 1,  Wiz/Sor 2 Transmutation Grants Ultravision to target for 1hr/level
Undeath to Death Clr 6,  Wiz/Sor 6 Necromancy Slays 1d4 HD of undead per level (max 20d4)
Undeath's Eternal Foe Clr 9 Abjuration Grants immunity to level drains, negative energy, poison and disease
Vampiric Touch Wiz/Sor 3 Necromancy Transfers 1d6hp/two levels from target to caster
Vine Mine Drd 5 Conjuration Allows casting of Entangle, Hamper movement, or Camouflage
Virtue Clr 0,  Drd 0,  Pal 1 Transmutation Target gains 1 hp temporarily
Wail of the Banshee Wiz/Sor 9 Necromancy Kills 1 creature/level
Wall of Fire Drd 5,  Wiz/Sor 4,  Fire 4 Evocation Passing through wall deals 4d6
War Cry Brd 4 Enchantment Grants caster +2 Attack and Damage bonus; all enemies stricken with fear
Web Wiz/Sor 2,  Travel 2 Conjuration Entangles targets; Movement rate based on strength
Weird Wiz/Sor 9 Illusion As Phantasmal Killer, but all creatues in 30-ft radius
Word of Faith Clr 7 Evocation Kills lower level creatures; Stuns others. Dismisses summoned creatures.
Wounding Whispers Brd 3 Abjuration Any creature striking the caster suffers 1d8 of sonic damage


Dragon Knight (Epic)    

The caster summons a powerful adult red dragon to the targeted location to fight on his side.
Prerequisite: 21st level, the ability to cast 9th level spells and 22 ranks in spellcraft.


Epic Mage Armor (Epic)     

The caster gets a +20 armor class bonus.
Prerequisite: 21st level, the ability to cast 9th level spells and 26 ranks in spellcraft.



Epic Warding (Epic)      

The spell conjures a powerful magical ward around the caster protecting against all
bludgeoning, piercing and slashing damage. It grants damage reduction 50/+20 for 1 round per level.

Prerequisite: Epic Level Caster, the ability to cast 9th level spells and 34 ranks in spellcraft.


Greater Ruin (Epic) 

The caster deals 35d6 energy damage to a single target.
Prerequisite: 21st level, the ability to cast 9th level spells and 25 ranks in spellcraft.


Hellball (Epic)

The caster creates a ball of energy
that does 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius.
Prerequisite: 21st level, the ability to cast 9th level spells and 32 ranks in spellcraft.


Mummy Dust (Epic) 

The caster summons a powerful mummy warrior to do their bidding.
Prerequisite: 21st level, the ability to cast 9th level spells and 15 ranks in spellcraft.


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