Reference
Spell Reference
Every wizard and priest spell in the PHB appendices. Tap an entry for full metadata and the authored flavor + mechanics. Independent of any character.
486 of 877 spells
Level 1 (69)
Animal Friendship
PHBL1 · Enchantment/Charm · Animal
Over a period of contact, befriends one normal animal (its Intelligence and the priest's available 'slots' limit how many companions can be kept) within 10 yds.; the animal must save vs. spell to resist if it would not naturally be friendly. A befriended animal becomes a loyal companion (trainable over time). Material components: a bit of food the animal favors.
10 yds. · V/S/M · Permanent · casting 1 hr.
Bless
revPHBL1 · Conjuration/Summoning · All
Reversible. All allies in a 50-ft. cube within 60 yds. (who aren't already in melee at casting) gain +1 to attack rolls and saves vs. fear/morale for 6 rounds. Reverse (curse) imposes -1 on enemies in the area (save vs. spell). Material components: holy water and the priest's holy symbol.
60 yds. · V/S/M · 6 rds. · casting 1 rd.
Combine
PHBL1 · Evocation · All
2-3 priests link to boost one of their number: the lead priest gains an effective level increase for turning undead and casting (and a bonus to the next spell) while the assisting priests can take no other action and are vulnerable. Used to strengthen a key spell or a turning attempt. The assistants must concentrate. No material component beyond holy symbols.
Touch · V/S · Special · casting 1 rd.
Command
PHBL1 · Enchantment/Charm · Charm
One creature within 30 yds. that hears and understands must obey a single one-word command (e.g., 'flee', 'halt', 'drop', 'sleep') for 1 round; save vs. spell negates (high-Intelligence/HD or same-language nuance may help resist). Suicidal commands fail. No material component.
30 yds. · V · 1 rd. · casting 1
Create Water
revPHBL1 · Alteration · Elemental, Water
Reversible. Creates about 4 gallons of pure drinking water per caster level at a point within 30 yds. (appearing in a container or as rain/pool). Reverse (destroy water) annihilates the same amount. Material components: a few drops of water and the holy symbol.
30 yds. · V/S/M · Permanent · casting 1 rd.
Cure Light Wounds
revPHBL1 · Necromancy · Healing
Reversible. Heals 1d8 hit points of damage to a creature touched (also cures minor conditions like minor disease/blindness in some versions). Reverse (cause light wounds) deals 1d8 on a successful touch attack. Range touch. Material component: the holy symbol.
Touch · V/S · Permanent · casting 5
Detect Evil
revPHBL1 · Divination · All
Reversible. Reveals significant evil emanations in a path ~10 ft wide out to 120 yds. for 1 turn + 5 rounds/level; the priest concentrates and scans. Detects strong evil of creatures, places, or cursed/evil objects, not minor ill will. Reverse detects good. Material component: the holy symbol.
0 · V/S/M · 1 turn + 5 rds./level · casting 1 rd.
Detect Magic
PHBL1 · Divination · Divination
Reveals magical auras in a path ~10 ft wide out to 30 yds. for 1 turn (concentration), showing presence and rough strength (and possibly the sphere/school) of magic. Shorter range and duration than detection-school divinations. Material component: the holy symbol.
0 · V/S/M · 1 turn · casting 1 rd.
Detect Poison
PHBL1 · Divination · Divination
Determines whether one creature, object, or quantity of food/drink within range is poisoned, and with a level-based chance reveals the type. Examines one subject per round for a few rounds. Useful before a feast or treating a victim. Material component: the holy symbol (and possibly a sample to test).
0 · V/S/M · 1 turn + 1 rd./level · casting 4
Detect Snares & Pits
PHBL1 · Divination · Divination
Reveals nonmagical traps, snares, pits, and dangerous natural hazards (deadfalls, weak footing) in a path ~10 ft wide out to ~40 ft ahead for 4 rounds + 1 round/level. Does not detect magical or purely mechanical complex traps. Material component: the holy symbol.
0 · V/S/M · 4 rds./level · casting 4
Endure Cold/Endure Heat
PHBL1 · Alteration · Protection
Protects the touched creature from either extreme cold or extreme heat (chosen at casting) for ~9 turns, ignoring nonmagical temperature damage of that type up to a threshold and reducing magical fire/cold damage somewhat. Ends if overwhelmed. Material component: the holy symbol.
Touch · V/S · 11 ⁄2 hrs./level · casting 1 rd.
Entangle
PHBL1 · Alteration · Plant
Plants in a ~40-ft.-diameter area within 80 yds. writhe and grasp for 1 turn; creatures in the area save vs. spell or be held fast (entangled), and even those who save move at greatly reduced rate. Requires existing vegetation. Material component: the holy symbol.
80 yds. · V/S/M · 1 turn · casting 4
Faerie Fire
PHBL1 · Alteration · Weather
Outlines creatures/objects in a small area within 80 yds. with a faint light for 1 round/level, making them visible (even if invisible/concealed/in darkness) and easier to hit (attackers gain a bonus, e.g. +2). Doesn't harm. Material component: a bit of foxfire or phosphorescent moss and the holy symbol.
80 yds. · V/M · 4 rds./level · casting 4
Invisibility to Animals
PHBL1 · Alteration · Animal
For 1 turn + 1 round/level the touched creature cannot be detected (seen, smelled, heard) by normal animals (not giant/magical/intelligent ones), which behave as if it isn't there unless it attacks. Useful to pass through wildlife/guard beasts. Material components: a bit of fur and the holy symbol.
Touch · S/M · 1 turn + 1 rd./level · casting 4
Invisibility to Undead
PHBL1 · Abjuration · Necromantic
For ~6 rounds the touched creature is undetectable by low-HD undead (skeletons, zombies, etc.; higher-HD undead get a save and may notice); the undead ignore them unless attacked. Useful to slip past undead. Material components: a bit of dust from a crushed bone and the holy symbol.
Touch · V/S/M · 6 rds. · casting 4
Light
revPHBL1 · Alteration · Sun
Reversible. Creates light equal to torchlight in a 20-ft. radius at a point/object within 120 yds. for 1 turn/level. Cast on a creature's eyes (save vs. spell) it can blind. Reverse (darkness) creates equal gloom. Material component: the holy symbol (and possibly a firefly).
120 yds. · V/S · 1 hr. + 1 turn/level · casting 4
Locate Animals or Plants
PHBL1 · Divination · Divination, Animal, Plant
Reveals the presence and direction of a chosen animal or plant species within a path ~20 ft wide out to a range scaling with level, for 1 round/level (concentration). Useful for foraging, hunting, or finding a specific creature/herb. Material components: a bit of fur or a leaf and the holy symbol.
100 yds. + 20 yds./level · V/S/M · 1 rd./level · casting 1 rd.
Magical Stone
PHBL1 · Enchantment · Combat
Enchants up to 3 pebbles so that, for ~30 minutes, they count as magical missiles when thrown or slung — each a normal attack dealing 1d4 (2d4 vs. undead) and able to hit creatures struck only by magic. Used by priests lacking better ranged options. Material components: the stones and the holy symbol.
Touch · V/S/M · Special · casting 4
Pass Without Trace
PHBL1 · Enchantment/Charm · Plant
For 1 turn/level the touched creature leaves no footprints, broken twigs, or scent trail, becoming effectively impossible to track by normal or even magical means in many cases. Useful for evading pursuit through the wilderness. Material components: a sprig of pine/evergreen and the holy symbol.
Touch · V/S/M · 1 turn/level · casting 1 rd.
Protection From Evil
revPHBL1 · Abjuration · Protection
Reversible. For 3 rounds/level the touched creature gains +2 to saves vs. evil creatures' attacks and imposes -2 on those attackers; summoned/conjured/enchanted-evil creatures cannot make bodily contact (an invisible barrier). The barrier breaks if the protected one attacks such a creature in melee. Reverse wards vs. good. Material components: the holy symbol and a circle drawn in holy water.
Touch · V/S/M · 3 rds./level · casting 4
Purify Food & Drink
revPHBL1 · Alteration · Plant
Reversible. Purifies spoiled, rotten, poisoned, or contaminated food and water (about 1 cubic ft/level) within 30 yds., rendering it safe and palatable. Reverse (putrefy) spoils the same amount of provisions. Material component: the holy symbol.
30 yds. · V/S · Permanent · casting 1 rd.
Remove Fear
revPHBL1 · Abjuration · Protection
Reversible. The touched creature (one, +1 per 4 levels) is calmed: existing magical fear is dispelled (a save is granted vs. ongoing fear), and the recipient gains a temporary bonus to saves vs. fear for a short time. Reverse (cause fear) frightens a target (save vs. spell negates). Range touch. Material component: the holy symbol.
10 yds. · V/S · Special · casting 1
Sanctuary
PHBL1 · Abjuration · Protection
For 2 rounds + 1 round/level, opponents wishing to attack the warded creature must save vs. spell or find their attention sliding away to other targets (they can't bring themselves to attack the warded one). The protection ends if the warded creature attacks or casts an offensive spell. Material components: a small silver mirror and the holy symbol.
Touch · V/S/M · 2 rds. + 1 rd./level · casting 4
Shillelagh
PHBL1 · Alteration · Combat, Plant
Turns the caster's own club or quarterstaff (or an oak cudgel) into a magical weapon for 1 round/level: it gains an attack/damage bonus (e.g., +1 to hit, and deals 2d4 damage) and counts as magical for hitting creatures struck only by magic. Wielded by the caster. Material components: a shillelagh (oak cudgel), a shamrock, and the holy symbol.
Touch · V/S/M · 4 rds. + 1 rd./level · casting 2
Affect Normal Fires
PHBL1 · Alteration
Affects nonmagical fires from torch-size up to the area of effect within a 10-ft. radius. Caster can raise a fire to twice its normal light radius (up to full-daylight brightness) or reduce it toward embers, adjusting with a gesture each round. Does not change fuel consumption or the fire's damage, and does not affect fire elementals or fire-based creatures. Duration 2 rounds/level.
5 yds./level · V/S/M · 2 rds./level · casting 1
Alarm
PHBL1 · Abjuration, Evocation
Wards an area up to a 20-ft. cube for 4 hrs. + 1/2 hr./level. Any creature larger than ~1/2 cubic foot / ~3 lbs entering, touching, or crossing the warded zone without speaking a caster-set password triggers a loud ring audible within 60 ft (reduced 10 ft per closed door, 20 ft per solid wall). Ethereal/astral creatures don't trigger it; invisible, flying, levitating, gaseous, or incorporeal ones do. Caster can dismiss with a word. Material components: a tiny bell and fine silver wire.
10 yds. · V/S/M · 4 hrs. + 1 ⁄2 hr./level · casting 1 rd.
Armor
PHBL1 · Conjuration
Grants the recipient a base Armor Class of 6 (no Dexterity or shield bonuses unless better; does not stack with worn armor). The field absorbs no damage—it only sets AC—and is dispelled once the wearer takes cumulative damage greater than 8 + 1/level of the caster, or by dispel magic. Range touch, 1 creature, duration special (until dispelled/overcome). Material component: a piece of finely cured leather blessed by a priest.
Touch · V/S/M · Special · casting 1 rd.
Audible Glamer
PHBL1 · Illusion/Phantasm
Creates illusory sound at a point within 60 yds. + 10 yds./level. Base volume equals roughly four normal people talking; volume can grow by that increment per three caster levels above the minimum. Sound can be voices, marching, etc. Disbelief allowed only if the listener has reason to doubt (save vs. spell to disbelieve). Duration 2 rounds/level (3 rounds/level for the illusionist version per its table). Material component: a bit of wool or wax in the ear region.
60 yds. + 10 yds./level · V/S/M · 3 rds./level · casting 1
Burning Hands
PHBL1 · Alteration
A sheet of flame springs from the caster's spread hands, filling a roughly 120-degree arc out to about 5 ft. Deals 1d3 + 1 fire damage per caster level (no separate to-hit roll) to creatures in the area. No saving throw for the damage itself in the base version; ignites combustibles. Range 0 (originates at caster), casting time 1, instantaneous.
0 · V/S · Instantaneous · casting 1
Cantrip
PHBL1 · All Schools
Lets the caster perform minor magical effects (clean, color, chill, flavor, sound, light tricks, etc.) of negligible force for 1 hr./level within a 10-ft. radius. Effects cannot harm, cannot deal damage, cannot move more than about 1 lb, and any creature affected gets a save vs. spell to negate. Practice/learning aid spell; trivial utility only.
10 ft. · V/S · 1 hr./level · casting 1
Change Self
PHBL1 · Illusion/Phantasm
Alters the caster's apparent appearance (face, height/build within about 1 ft, clothing, features) to any humanoid form. Purely illusory—no real physical change, and touch reveals the true form. Lasts 2d6 rounds + 2 rounds/level. Affects only the caster.
0 · V/S · 2d6 rds. + 2 rds./level · casting 1
Charm Person
PHBL1 · Enchantment/Charm
Targets one person-type creature (humans, demihumans, humanoids of roughly man-size) within 120 yds.; save vs. spell negates. A charmed subject regards the caster as a trusted friend and ally and tends to obey reasonable requests, though it won't blindly self-destruct and resents obviously harmful orders. Higher-Intelligence subjects recheck the save periodically (DM-tracked). Ends with dispel magic or when the save eventually succeeds. Duration special.
120 yds. · V/S · Special · casting 1
Chill Touch
PHBL1 · Necromancy
Caster makes a melee touch attack for the spell's duration (1 round/level). Against living creatures each hit deals 1d4 damage and forces a save vs. spell or lose 1 point of Strength (recovered after 1 hour). Against undead, a hit forces a save vs. spell or the undead flees for 1d4 rounds (and takes 1d4 from the caster's life energy in some uses). One touch per round.
0 · V/S · 3 rds. + 1 rd./level · casting 1
Color Spray
PHBL1 · Alteration
A vivid cone about 5 ft long and 20 ft wide at the end. Affects 1d6 creatures in the area, lowest current HD first. Compare each target's HD to the caster's level: equal or fewer HD = unconscious 2d4 rounds; 1-2 HD more = blinded 1d4 rounds; 3+ HD more = stunned 1 round. Save vs. spell reduces/negates per the tier. Sightless creatures unaffected. Material components: powder/sand dyed red, yellow, and blue.
0 · V/S/M · Instantaneous · casting 1
Comprehend Languages
revPHBL1 · Alteration
Reversible. Caster understands one spoken or written language (one creature's speech, or one text/inscription) for 1 round/level; does not grant the ability to speak or write it, and does not decode magical writing, ciphers, or symbol-based magic. Range touch. Reverse (confuse languages) makes a written work or speech unintelligible. Material components: soot and salt.
Touch · V/S/M · 5 rds./level · casting 1 rd.
Dancing Lights
PHBL1 · Alteration
Creates one of: up to 4 torch-like lights, glowing spheres, or faintly glowing humanoid shapes; or one vaguely man-shaped glow. Lights move as the caster directs (must concentrate), within range 40 yds. + 10 yds./level, staying within about 100 ft of each other. Shed dim light only. Duration 2 rounds/level. Material component: phosphorescent material or a firefly.
40 yds. + 10 yds./level · V/S/M · 2 rds./level · casting 1
Detect Magic
PHBL1 · Divination
Reveals magical auras in a path about 10 ft wide out to 60 ft for 1 round/level; caster must concentrate and scan, turning to sweep the area. Shows presence and rough strength of magic, not the exact effect; experienced casters may sense the school. Cannot penetrate more than about 3 ft of stone or thin metal. Casting time 1 round.
0 · V/S · 2 rds./level · casting 1
Detect Undead
PHBL1 · Divination, Necromancy
Detects undead creatures in a path about 10 ft wide out to 60 yds. for 3 rounds + 1 round/level. Caster concentrates and faces a direction; reveals presence, number, and rough location of undead, not type or HD. Material components: a bit of earth from a grave.
0 · V/S/M · 3 turns · casting 1 rd.
Enlarge
revPHBL1 · Alteration
Reversible. Causes a creature or object to grow up to 1 ft height (or 10% of size) per caster level, to a limit, over 1 round; weight scales with volume. Enlarged living creatures gain proportional Strength and melee damage (DM-scaled) but no extra HD. Unwilling targets save vs. spell to negate. Range 5 yds./level, duration 5 rounds/level. Reverse (reduce) shrinks instead. Material component: a pinch of powdered iron.
5 yds./level · V/S/M · 5 rds./level · casting 1
Erase
PHBL1 · Alteration
Removes writing—mundane or magical—from a single two-page area or one scroll/inscription within 30 yds. Mundane writing erases automatically; magical writing (glyph, sigil, scroll, symbol) requires a caster check: 1d20 + caster level vs. a target (e.g. 15 for most magical script). Failure leaves it intact (and a magical trap may still trigger per DM). Casting time 1 round.
30 yds. · V/S · Permanent · casting 1
Feather Fall
PHBL1 · Alteration
Instantly slows the fall of the caster, creatures, or objects within 10 yds./level so they descend about 120 ft/round and take no falling damage. Affects up to roughly 1 creature or equivalent weight per level within the area. Lasts 1 round/level or until landing. Casting time is very fast (a reaction-speed 1-segment cast). No material component.
10 yds./level · V · 1 rd./level · casting 1
Find Familiar
PHBL1 · Conjuration/Summoning
Summons a familiar (type by die roll/environment: cat, owl, toad, etc., or a special creature) if one answers within range; casting can take hours and may fail (no familiar available). The familiar grants the wizard +1 hp per HD of the familiar added to the wizard's total while bonded, an empathic/telepathic link within about a mile, and the familiar's senses. If the familiar dies, the wizard loses those hp permanently and suffers shock (save vs. death or take damage). Only one familiar at a time.
1 mile/level · V/S/M · Special · casting 2d12 hours
Friends
PHBL1 · Enchantment/Charm
Temporarily raises the caster's apparent Charisma for reaction purposes: +2d4 Charisma to those who fail a save vs. spell, or -1d4 to those who succeed, for the duration (1 round/level). Affects creatures within about 60 ft who can see the caster. Material components: chalk, lampblack, and vermilion applied to the face.
0 · V/S/M · 1d4 rds. + 1 rd./level · casting 1
Gaze Reflection
PHBL1 · Alteration
For 1 round (very short), reflects gaze-based attacks (medusa, basilisk, etc.) back at the user; the caster is protected from the reflected gaze. Does not protect against non-gaze attacks and only lasts the round it is cast. No material component.
0 · V/S · 2 rds. + 1 rd./level · casting 1
Grease
PHBL1 · Conjuration
Covers a roughly 10-ft. square area (or coats one object) within 10 yds. with slippery grease for 1 round/level. Creatures in/entering the area save vs. spell or fall; those who save move at half rate. A greased object (weapon, handle, rope) is nearly impossible to hold (save vs. spell to keep grip). Material component: a bit of pork rind or butter.
10 yds. · V/S/M · 3 rds. + 1 rd./level · casting 1
Hold Portal
PHBL1 · Alteration
Magically holds shut one portal (door, gate, window, shutter) of up to 20 sq. ft./level within 20 yds./level for 1 round/level. A creature can force it with a successful bend bars/lift gates roll or a knock spell; a wizard of higher level than the caster can open it at will, and dispel magic ends it. No material component (verbal only).
20 yds./level · V · 1 rd./level · casting 1
Hypnotism
PHBL1 · Enchantment/Charm
Affects 1d6 creatures within about 30 ft (fewer if cast at one specific target, who saves at a penalty) who can see/hear the caster; save vs. spell negates. Hypnotized subjects are susceptible to a single reasonable verbal suggestion (not blatantly self-harmful) given while the spell lasts. Duration is brief (about caster level + 1 rounds). Combat or threat usually breaks it.
5 yds. · V/S · 1 rd. + 1 rd./level · casting 1
Identify
PHBL1 · Divination
Reveals one magical property/function of a single item per casting; chance of success about 15%/level (max ~90%), and the item's command word or one feature is learned, not its full nature or bonuses with certainty. Casting takes about 1 hour (8 hours of rest needed after), drains 8 hp from the caster (recovered with rest), and the item must be handled. Material components: a pearl (~100 gp) and an owl feather steeped in wine; a luckstone enhances it. Often gives only partial/uncertain results.
0 · V/S/M · 1 rd./level · casting Special
Jump
PHBL1 · Alteration
The touched creature can make 1 + 1 per 3 caster levels powerful jumps (max 4): each up to 30 ft forward, 10 ft backward, or 10 ft straight up, landing safely. Jumps must be used within the duration (1 round per 3 caster levels). Range touch. Material component: a grasshopper's hind leg.
Touch · V/S/M · 1d3 rds. + 1 rd./level · casting 1
Light
PHBL1 · Alteration
Reversible. Creates light equal to torchlight in a 20-ft. radius at a point or on an object within 60 yds. for 1 turn + 1 turn/level. If cast on a creature's visual organs (save vs. spell negates) it can blind. A mobile light cast on a moving object moves with it. Reverse (darkness) creates an equal radius of gloom. Material component: a firefly or phosphorescent moss.
60 yds. · V/M · 1 turn/level · casting 1
Magic Missile
PHBL1 · Evocation
Fires 1 missile at 1st level, +1 missile per 2 caster levels above 1st (2 at 3rd, 3 at 5th, up to 5 at 9th+). Each missile automatically hits any visible target in range (no attack roll, no saving throw) and deals 1d4 + 1 force damage. Missiles can be split among multiple targets or concentrated. Range 60 yds. + 10 yds./level. Will not function against a target protected by shield (vs. the caster) or in an antimagic field.
60 yds. + 10 yds./level · V/S · Instantaneous · casting 1
Mending
PHBL1 · Alteration
Repairs a single small break or tear in an object (snapped chain link, torn cloak, broken key, cracked vessel) within 30 yds.; affects up to about 1 cubic foot of material. Restores structural wholeness but not magical properties or function of complex devices. Casting time 1 round, permanent. Material components: two lodestones or magnets.
30 yds. · V/S/M · Permanent · casting 1
Message
PHBL1 · Alteration
Lets the caster whisper to, and receive whispered replies from, up to one creature per level along a clear path within 30 yds. + 10 yds./level, for 5 rounds + 1 round/level. The message is faint and can be missed in noise; recipients must be in line of delivery when the spell is cast. Material component: a short piece of copper wire.
0 · V/S/M · 5 rds./level · casting 1
Mount
PHBL1 · Conjuration/Summoning
Conjures a normal riding mount (horse, pony, mule, etc. by caster level) that appears for the duration of 2 hrs./level, complete with bit and bridle (saddle if specified). The mount serves as a normal animal of its type and vanishes when the spell ends or it is slain. Casting time 1 turn (10 minutes). Material components: a bit of horsehair.
10 yds. · V/S/M · 2 hrs. + 1 hr./level · casting 1 turn
Nystul’s Magical Aura
PHBL1 · Illusion/Phantasm
Makes an object radiate a false magical aura (or masks a real aura) of a chosen power/school to detect magic and similar divinations, for 1 day/level. Affects an object of up to 1 lb/level. A creature handling the item may attempt a save vs. spell to notice the aura feels 'off.' Does not change the item's actual properties. Material components: a small square of silk draped over the item.
Touch · V/S/M · 1 day/level · casting 1 rd.
Phantasmal Force
PHBL1 · Illusion/Phantasm
Creates a purely visual illusion (no sound, smell, or temperature) within range 60 yds. + 10 yds./level, of a volume up to a 40-ft. + 10-ft./level cube, lasting while the caster concentrates. Viewers who interact get a save vs. spell to disbelieve; believers treat it as real (illusory 'damage' can render a believer unconscious, not truly dead, per DM). The illusion can move as the caster directs. Material component: a bit of fleece.
60 yds. + 10 yds./level · V/S/M · Special · casting 1
Protection From Evil
revPHBL1 · Abjuration
Reversible. For 2 rounds/level the recipient gains +2 to saves vs. attacks from evil creatures and -2 imposed on such attackers' rolls; summoned/conjured/enchanted-evil creatures cannot make bodily contact (held off by an invisible barrier), though they can still use ranged/spell attacks. The barrier breaks if the protected one attacks such a creature in melee. Range touch. Reverse wards against good. Material components: powdered silver to inscribe a circle.
Touch · V/S/M · 2 rds./level · casting 1
Read Magic
PHBL1 · Divination
Lets the caster read magical writing—spellbook entries, scrolls, runes—safely for 2 rounds/level; without it such writing is unintelligible and risky to read. Reading a scroll to identify it does not trigger it. Does not decode nonmagical ciphers. Material components: a clear crystal or mineral prism.
0 · V/S/M · 2 rds./level · casting 1 rd.
Shield
PHBL1 · Evocation
Creates an invisible mobile barrier in front of the caster for 5 rounds/level: blocks magic missile entirely; gives AC 2 vs. hurled weapons and AC 3 vs. propelled missiles, and AC 4 vs. melee from the front; grants +1 to saves vs. frontal attacks. Protects only the front/facing. No material component.
0 · V/S · 5 rds./level · casting 1
Shocking Grasp
PHBL1 · Alteration
Charges the caster's hand for 1 round/level until it strikes. A successful melee touch attack delivers 1d8 + 1 per caster level electrical damage (single discharge, expending the spell). Especially effective against metal-armored or water-immersed targets (DM). The charge holds until a touch lands or the duration ends.
Touch · V/S · Special · casting 1
Sleep
PHBL1 · Enchantment/Charm
Affects creatures within a 30-ft. cube area centered up to 30 yds. away (10 yds. + 10 yds./level range). Total affected HD by die roll (about 2d4 HD worth at low level), lowest-HD creatures first; creatures of 4+1 HD or more are immune. No saving throw. Sleeping victims can be awakened by vigorous action (a slap, a wound) and can be slain automatically. Material component: fine sand, rose petals, or a cricket.
30 yds. · V/S/M · 5 rds./level · casting 1
Spider Climb
PHBL1 · Alteration
For 1 round + 1 round/level the touched creature can climb walls and ceilings (hands and feet must be bare/in contact) at about half movement, hanging upside down freely. The adhesive grip makes fine manipulation and weapon use awkward; cannot wear gloves/boots on the climbing surfaces. Range touch. Material components: a drop of bitumen and a live spider.
Touch · V/S/M · 3 rds. + 1 rd./level · casting 1
Spook
PHBL1 · Illusion/Phantasm
Targets one creature within about 30 ft; it perceives the caster as a feared threat and flees as fast as possible. The fleeing target may save vs. spell to resist, with the save getting easier each round the caster pursues (cumulative penalty diminishes). Only affects creatures capable of fear; the spell intensifies the target's own dread. Lasts while it flees.
30 ft. · V/S · Special · casting 1
Taunt
PHBL1 · Enchantment
Affects creatures within a 30-ft. + radius around a point in range (about 60 yds.) that can hear and understand; save vs. spell negates. Failed targets become enraged at the caster and rush to attack in melee with whatever's at hand, abandoning tactics, for the brief duration. Powerful/very intelligent creatures may resist more easily (DM). Material component: a feather.
60 yds. · V/S/M · 1 rd · casting 1
Tenser’s Floating Disc
PHBL1 · Evocation
Creates a slightly concave disc of force about 3 ft across that floats at about 3 ft height and follows the caster (within about 20 ft), carrying up to roughly 100 lbs/level. It stays level and follows automatically; if the caster moves out of range or the spell ends (3 turns + 1 turn/level), the disc winks out and dumps its load. Material component: a drop of mercury.
20 yds. · V/S/M · 3 turns + 1 turn/level · casting 1
Unseen Servant
PHBL1 · Conjuration/Summoning
Creates an invisible, mindless, shapeless force that performs simple tasks (carry, fetch, open doors, clean, serve) within about 30 ft of the caster for 1 hour + 1 turn/level. It has effectively no combat ability, can lift/carry only light loads (about 20 lbs, move ~ small amounts), and is destroyed by any damage or by leaving range. Material components: a piece of string and a bit of wood.
0 · V/S/M · 1 hr. + 1 turn/level · casting 1
Ventriloquism
PHBL1 · Illusion/Phantasm
Makes the caster's voice appear to come from a chosen point within range (about 10 yds. + 10 yds./level wait: 60 ft range) for 2 rounds/level + . Listeners may save vs. spell to detect the trick if suspicious; the more improbable the source, the easier to disbelieve. Limited to the caster's own voice/sounds. Material component: a bit of parchment rolled into a cone.
10 yds./level, max. 90 yds. · V/M · 4 rds. + 1 rd./level · casting 1
Wall of Fog
PHBL1 · Evocation
Creates an obscuring fog filling up to a 20-ft. cube + 10 ft/level within 30 yds., blocking normal and infravision beyond a couple feet, for 2d4 rounds + 1 round/level (dispersed faster by strong wind). Does not harm; purely obscures vision and can be shaped somewhat at creation. Material component: a bit of cloth or fleece.
30 yds. · V/S/M · 2d4 rds. + 1 rd./level · casting 1
Wizard Mark
PHBL1 · Alteration
Inscribes a personal rune on any substance (visible, invisible-except-to-detect-magic/read-magic, or revealed only by a chosen condition) within touch. Permanent until erased (by erase or dispel magic). Used to mark possessions, leave secret signs, or key other effects. Material components: a pigment/stylus or just the caster's will for the basic mark.
Touch · V/S/M · Permanent · casting 1
Level 2 (71)
Aid
PHBL2 · Necromancy, Conjuration · Necromantic
The touched creature gains a bless effect (+1 to attacks and saves) plus 1d8 temporary hit points (which can exceed normal max) for 1 round/level. The temporary HP are lost first when damaged. Material components: a strip of white cloth and the holy symbol.
Touch · V/S/M · 1 rd. + 1 rd./level · casting 5
Augury
PHBL2 · Divination · Divination
Reveals whether a specific action the priest is considering (within the next ~30 minutes) will likely bring good or ill (a 'weal/woe' reading), with a base ~70% + level-based accuracy; vague or distant questions give murkier results. Material components: gem-inlaid casting sticks/bones (~$$) and the holy symbol.
0 · V/S/M · Special · casting 2 rds.
Barkskin
PHBL2 · Alteration · Protection, Plant
The touched creature's skin hardens for 4 rounds + 1 round/level, improving base AC (and granting a small bonus to saves vs. non-spell attacks). Doesn't stack with magical armor's enchantment in the usual way. Material components: a handful of oak bark and the holy symbol.
Touch · V/S/M · 4 rds. + 1 rd./level · casting 5
Chant
PHBL2 · Conjuration/Summoning · Combat
While the priest chants continuously (concentration), all allies within 30 ft gain +1 to attacks, damage, and saves, and all enemies in range suffer -1 to the same. Ends the moment the priest stops or is disrupted. No material component beyond the holy symbol.
0 · V/S · Time of chanting · casting 2 rds.
Charm Person or Mammal
PHBL2 · Enchantment/Charm · Animal
Charms one person-type creature or normal mammal within 80 yds.; save vs. spell negates. The charmed subject treats the priest as a friend/ally and tends to obey reasonable requests (rechecking based on Intelligence over time). Won't compel obvious self-destruction. No material component beyond the holy symbol.
80 yds. · V/S · Special · casting 5
Detect Charm
revPHBL2 · Divination · Divination
Reveals whether creatures viewed (up to ~ one per round, several over the duration) within 30 yds. are currently charmed or magically influenced, for 1 turn. Useful to spot a dominated ally or an enemy's thrall. Material component: the holy symbol.
30 yds. · V/S · 1 turn · casting 1 rd.
Dust Devil
PHBL2 · Conjuration/Summoning · Elemental, Air
Summons a minor air vortex (a weak elemental-like whirlwind) at a point within 30 yds. for 1 turn/level that the priest directs; it batters creatures it touches (minor damage, can disrupt spellcasting and small flyers), kicks up dust to obscure, and snuffs small flames. Material components: a pinch of dust and the holy symbol.
30 yds. · V/S · 2 rds./level · casting 2 rds.
Enthrall
PHBL2 · Enchantment/Charm · Charm
While the priest speaks (concentration), creatures within ~90 ft who can hear and understand must save vs. spell (penalized for lower Intelligence/HD) or stand enthralled, giving the speaker full attention and ignoring other matters. Hostile/high-level listeners resist more easily; a clumsy speech breaks it. No material component beyond the holy symbol.
0 · V/S · Special · casting 1 rd.
Find Traps
PHBL2 · Divination · Divination
Reveals the location of traps (mechanical and magical) in a path ~10 ft wide out to ~30 ft ahead for 3 rounds/level (concentration); shows that a trap exists, not necessarily how to disarm it. Broader than detect snares & pits (includes constructed/magical traps). Material component: the holy symbol.
0 · V/S · 3 turns · casting 5
Fire Trap
PHBL2 · Abjuration, Evocation · Elemental, Fire
Wards a closeable item (chest, door, book) within touch; unauthorized opening triggers a fiery burst dealing 1d4 + 1/caster level fire damage in a ~5-ft. radius (save vs. spell for half). The priest and those told the password open it safely. Permanent until triggered/dispelled. Takes time to cast. Material components: a half-pound of gold dust (~$$) and the holy symbol.
Touch · V/S/M · Permanent until discharged · casting 1 turn
Flame Blade
PHBL2 · Evocation · Elemental, Fire
Creates a blade of fire the priest wields for 1 round/level; a hit (normal melee attack) deals 1d4+4 fire damage (more vs. undead/fire-vulnerable, less/none vs. fire-immune), and it can ignite combustibles. Can be used only by the caster. Material components: a leaf of sumac and the holy symbol.
0 · V/S/M · 4 rds. + 1 rd./2 levels · casting 4
Goodberry
revPHBL2 · Alteration, Evocation · Elemental, Fire
Reversible. Blesses 2d4 freshly-picked berries within touch; each blessed berry, when eaten, provides a full day's nourishment and heals 1 hit point (a creature benefits from only a few per day). Lasts for days. Reverse (badberry) makes berries poisonous. Material components: the berries and the holy symbol.
Touch · V/S/M · 1 day + 1 day/level · casting 1 rd.
Heat Metal
revPHBL2 · Alteration · Elemental, Fire
Reversible. Causes nonmagical (or weakly magical) metal on/near up to ~ creatures in range to heat over several rounds (warm → searing → cooling), dealing escalating then declining damage to those wearing/holding it and forcing them to drop items or suffer; metal armor becomes torture. Reverse (chill metal) freezes instead. Within range scaling with level. Material components: iron and a flame source, plus the holy symbol.
40 yds. · V/S/M · 7 rds. · casting 5
Hold Person
PHBL2 · Enchantment/Charm · Charm
Paralyzes 1-3 person-type creatures (humans, demihumans, humanoids) within 120 yds. for 2 rounds/level; save vs. spell negates (penalty if a single target). Held creatures are completely helpless. Material component: the holy symbol (and a focus in some readings).
120 yds. · V/S/M · 2 rds./level · casting 5
Know Alignment
revPHBL2 · Divination · Divination
Reversible. Reveals the exact alignment of one creature (or aligned object) studied within 10 yds., one per 2 rounds, for 1 turn. The subject may conceal it with a successful save vs. spell if it suspects the reading. Reverse (undetectable alignment) masks alignment. Material component: the holy symbol.
10 yds. · V/S · 1 rd./level · casting 1 rd.
Messenger
PHBL2 · Enchantment/Charm · Animal
Summons a small natural animal (bird, rodent, etc.) within range and charms it to carry a small written message or token to a specified nearby location/recipient, for up to 1 day/level. The creature must be available in the environment. Material components: a bit of food and the holy symbol.
20 yds./level · V/S · 1 day/level · casting 1 rd.
Obscurement
PHBL2 · Alteration · Weather
Creates a misty fog filling a ~10-ft. cube/level around a point within range for 4 rounds/level, obscuring vision (and infravision) within it; useful for concealment/cover. Disperses faster in strong wind. Material component: the holy symbol.
0 · V/S · 4 rds./level · casting 5
Produce Flame
PHBL2 · Alteration · Elemental, Fire
Conjures a flame in the priest's hand for 2 rounds/level that sheds torchlight and can be thrown as a ranged attack (a small fireball-like burst dealing ~1d4+1 fire and igniting combustibles) — throwing ends the spell. Doesn't harm the caster. Material components: a bit of fuel and the holy symbol.
0 · V/S · 1 rd./level · casting 5
Resist Fire/Resist Cold
PHBL2 · Alteration · Protection
The touched creature gains protection against fire or cold (chosen at casting) for 1 turn/level: immunity to normal/nonmagical fire or cold, and a save bonus plus reduced damage (e.g., -1/die or half) against magical fire/cold. Material component: the holy symbol.
Touch · V/S/M · 1 rd./level · casting 5
Silence, 15’ Radius
PHBL2 · Alteration · Guardian
Creates a 15-ft.-radius globe of total silence centered on a point or creature within 120 yds. for 2 rounds/level; no sound passes in or out. Spells with verbal components can't be cast inside it, and it muffles all noise. Cast on an unwilling creature, it allows a save vs. spell. Material component: the holy symbol.
120 yds. · V/S · 2 rds./level · casting 5
Slow Poison
PHBL2 · Necromancy · Healing
Slows the effect of poison in the touched creature for 1 hr./level, suspending or greatly reducing its progress (and temporarily restoring a poisoned/dying victim to function) without curing it — the poison resumes when the spell ends unless neutralized. A stopgap before neutralize poison. Material components: a bud of garlic and the holy symbol.
Touch · V/S/M · 1 hr./level · casting 1
Snake Charm
PHBL2 · Enchantment/Charm · Animal
Charms snakes (total HD up to the priest's level, scaled by whether they're already aroused) within range for a duration based on their state, holding them swaying and harmless or obeying simple commands. Affects only true snakes. Material component: the holy symbol.
30 yds. · V/S · Special · casting 5
Speak With Animals
PHBL2 · Alteration · Animal, Divination
Reversible/dual. Lets the priest speak with and understand one type of natural animal (or any, per version) within range for 2 rounds/level; the animal can answer questions and may be persuaded (its reaction depends on type and treatment). Material component: the holy symbol.
0 · V/S · 2 rds./level · casting 5
Spiritual Hammer
PHBL2 · Invocation · Combat
Conjures a force hammer within 30 yds. for 1 round/level that the priest directs to attack one target each round (using the priest's to-hit), dealing damage like a war hammer (and able to hit creatures struck only by magic; bonus scales with level). The priest concentrates to wield it. Material components: a normal war hammer and the holy symbol.
10 yds./level · V/S/M · 3 rds. + 1 rd./level · casting 5
Trip
PHBL2 · Enchantment/Charm · Plant
Enchants a rope, vine, stick, or line on the ground within touch so that a creature crossing it must save vs. spell or be tripped (falling prone, possibly stunned/dropping items) for 1 round; lasts 1 turn/level and triggers repeatedly. Material component: the object tripped over and the holy symbol.
Touch · V/S · 1 turn/level · casting 5
Warp Wood
revPHBL2 · Alteration · Guardian
Reversible. Warps and bends wooden objects within ~10 yds. + 10 yds./level, ruining their function (bows, shafts, doors, wheels, hull planks) — total volume scales with level. Reverse (straighten wood) un-warps wood. Material components: a bit of warped wood and the holy symbol.
10 yds./level · V/S · Permanent · casting 5
Withdraw
PHBL2 · Alteration · Protection
For the priest only, time briefly slows so that 1 round of real time gives the priest several rounds of personal time (scaling with level) to cast curative/divination spells on themselves or simply think — but only certain spells can be cast during it, and the priest can't move far or affect others. Material component: the holy symbol.
0 · V/S · Special · casting 5
Wyvern Watch
PHBL2 · Evocation · Guardian
Wards a ~10-ft.-radius area within 30 yds. for 8 hrs. (or until triggered); the first creature to enter is attacked by an invisible force (a phantom wyvern) and must save vs. spell or be paralyzed for ~1d4 rounds (the watch then ends). A single-use guardian. Material component: the holy symbol.
30 yds. · V/S/M · up to 8 hrs. · casting 5
Alter Self
PHBL2 · Alteration
Summary pending
0 · V/S · 3d4 rds. + 2 rds./level · casting 2
Bind
PHBL2 · Enchantment
Summary pending
30 yds. · V/S/M · 1 rd./level · casting 2
Blindness
PHBL2 · Illusion/Phantasm
Summary pending
30 yds. + 10 yds./level · V · Special · casting 2
Blur
PHBL2 · Illusion/Phantasm
Summary pending
0 · V/S · 3 rds. + 1 rd./level · casting 2
Continual Light
revPHBL2 · Alteration
Summary pending
60 yds. · V/S · Permanent · casting 2
Darkness, 15’ Radius
PHBL2 · Alteration
Summary pending
10 yds./level · V/S/M · 1 turn + 1 rd./level · casting 2
Deafness
PHBL2 · Illusion/Phantasm
Summary pending
60 yds. · V/S/M · Special · casting 2
Deeppockets
PHBL2 · Alteration, Enchantment
Summary pending
Touch · V/S/M · 12 hrs. + 1 hr./level · casting 1 turn
Detect Evil
revPHBL2 · Divination
Summary pending
0 · V/S · 5 rds./level · casting 2
Detect Invisibility
PHBL2 · Divination
Summary pending
0 · V/S/M · 5 rds./level · casting 2
ESP
PHBL2 · Divination
Summary pending
0 · V/S/M · 1 rd./level · casting 2
Flaming Sphere
PHBL2 · Evocation
Summary pending
10 yds. · V/S/M · 1 rd./level · casting 2
Fog Cloud
PHBL2 · Alteration
Summary pending
10 yds. · V/S · 4 rds. + 1 rd./level · casting 2
Fools’ Gold
PHBL2 · Alteration, Illusion
Summary pending
10 yds. · V/S/M · 1 hr./level · casting 1 rd.
Forget
PHBL2 · Enchantment/Charm
Summary pending
30 yds. · V/S · Permanent · casting 2
Glitterdust
PHBL2 · Conjuration/Summoning
Summary pending
10 yds./level · V/S/M · Special · casting 2
Hideous Laughter
PHBL2 · Enchantment/Charm
Summary pending
60 yds. · V/S/M · 1 rd./level · casting 2
Hypnotic Pattern
PHBL2 · Illusion/Phantasm
Summary pending
30 yds. · S/M · Special · casting 2
Improved Phantasmal Force
PHBL2 · Illusion/Phantasm
Summary pending
60 yds. + 10 yds./level · V/S/M · Special · casting 2
Invisibility
PHBL2 · Illusion/Phantasm
Summary pending
Touch · V/S/M · Special · casting 2
Irritation
PHBL2 · Alteration
Summary pending
10 yds./level · V/S/M · Special · casting 2
Knock
revPHBL2 · Alteration
Summary pending
60 yds. · V · Special · casting 1
Know Alignment
revPHBL2 · Divination
Summary pending
10 yds. · V/S · 1 rd./level · casting 1 rd.
Leomund’s Trap
PHBL2 · Illusion/Phantasm
Summary pending
Touch · V/S/M · Permanent · casting 3 rds.
Levitate
PHBL2 · Alteration
Summary pending
20 yds./level · V/S/M · 1 turn/level · casting 2
Locate Object
revPHBL2 · Divination
Summary pending
0 · V/S/M · 1 rd./level · casting 2
Magic Mouth
PHBL2 · Alteration
Summary pending
10 yds. · V/S/M · Special · casting 2
Melf ’s Acid Arrow
PHBL2 · Conjuration
Summary pending
180 yds. · V/S/M · Special · casting 2
Mirror Image
PHBL2 · Illusion/Phantasm
Summary pending
0 · V/S · 3 rds./level · casting 2
Misdirection
PHBL2 · Illusion/Phantasm
Summary pending
30 yds. · V/S · 8 hrs. · casting 2
Protection From Cantrips
PHBL2 · Abjuration
Summary pending
Touch · V/S · 5 hrs. + 1 hr./level · casting 1 rd.
Pyrotechnics
PHBL2 · Alteration
Summary pending
120 yds. · V/S/M · Special · casting 2
Ray of Enfeeblement
PHBL2 · Enchantment/Charm
Summary pending
10 yds. + 5 yds./level · V/S · 1 rd./level · casting 2
Rope Trick
PHBL2 · Alteration
Summary pending
Touch · V/S/M · 2 turns/level · casting 2
Scare
PHBL2 · Enchantment/Charm
Summary pending
30 yds. + 10 yds./level · V/S/M · 1d4 rds. + 1 rd./level · casting 2
Shatter
PHBL2 · Alteration
Summary pending
30 yds. + 10 yds./level · V/S/M · Instantaneous · casting 2
Spectral Hand
PHBL2 · Necromancy
Summary pending
30 yds. + 5 yds./level · V/S · 2 rds./level · casting 2
Stinking Cloud
PHBL2 · Evocation
Summary pending
30 yds. · V/S/M · 1 rd./level · casting 2
Strength
PHBL2 · Alteration
Summary pending
Touch · V/S/M · 1 hr./level · casting 1 turn
Summon Swarm
PHBL2 · Conjuration/Summoning
Summary pending
60 yds. · V/S/M · Special · casting 2
Web
PHBL2 · Evocation
Summary pending
5 yds./level · V/S/M · 2 turns/level · casting 2
Whispering Wind
PHBL2 · Alteration, Phantasm
Summary pending
1 mi./level · V/S · Special · casting 2
Wizard Lock
PHBL2 · Alteration
Summary pending
Touch · V/S · Permanent · casting 2
Level 3 (66)
Animate Dead
PHBL3 · Necromancy · Necromantic
Animates remains of dead creatures within ~10 yds. into skeletons or zombies under the priest's command, totaling roughly 1 HD of undead per caster level; they obey simple orders until destroyed. Generally an evil act for most faiths. Material components: a drop of blood, a bit of flesh, bone dust, and the holy symbol.
10 yds. · V/S/M · Permanent · casting 1 rd.
Call Lightning
PHBL3 · Alteration · Weather
Requires a storm/storm clouds overhead. For 1 turn/level the priest can call down one lightning bolt per turn at a point within range, each striking for damage scaling with caster level (e.g., ~ 2d8 + 1d8/level, save vs. spell for half) in a small area. One bolt per turn. Material component: the holy symbol.
360 yds. · V/S · 1 turn/level · casting 1 turn
Continual Light
revPHBL3 · Alteration · Necromantic
Reversible. Creates light as bright as full daylight in a 60-ft. radius at a point/object within 120 yds., lasting until dispelled (permanent). Cast on a creature's eyes (save vs. spell) it blinds. Reverse (continual darkness) creates permanent gloom. Material component: the holy symbol.
120 yds. · V/S · Permanent · casting 6
Create Food & Water
PHBL3 · Alteration · Creation
Creates enough nourishing food and pure water to sustain about 3 people (or one warhorse-sized creature) per caster level for a day, appearing at a point within 30 yds. The fare is plain but complete. Material component: the holy symbol.
10 yds. · V/S · Special · casting 1 turn
Cure Blindness or Deafness
revPHBL3 · Abjuration · Necromantic
Reversible. Cures blindness or deafness (whether from injury, disease, or some magic) in the touched creature. Reverse (cause blindness or deafness) inflicts it on a touched victim (save vs. spell negates). Range touch. Material component: the holy symbol.
Touch · V/S · Permanent · casting 1 rd.
Cure Disease
revPHBL3 · Abjuration · Necromantic
Reversible. Cures most diseases (including magical contagions like mummy rot and lycanthropy in some readings, and parasites) in the touched creature. Reverse (cause disease) inflicts a debilitating disease (save vs. spell negates). Range touch. Material component: the holy symbol.
Touch · V/S · Permanent · casting 1 rd.
Dispel Magic
PHBL3 · Abjuration · Protection
Attempts to end ongoing spells/effects in a 30-ft. cube within range; success per effect depends on the priest's level vs. the effect's level (base chance with ±5%/level difference). Can target a creature, object, or area, or counter a spell as cast. Doesn't remove magic items' permanent properties. Material component: the holy symbol.
60 yds. · V/S · Special · casting 6
Feign Death
PHBL3 · Necromancy · Necromantic
Puts a willing creature (touch) into a catalepsy indistinguishable from death for 1 hr. + 1 turn/level; the subject is aware, takes half damage from physical attacks, and is immune to paralysis/energy drain and delayed poison while feigning. Recovers instantly when the priest ends it. Material component: the holy symbol.
Touch · V · 1 turn + 1 rd./level · casting 1 ⁄2
Flame Walk
PHBL3 · Alteration · Elemental, Fire
Protects one creature + one per 5 levels (touch) for 1 round + 1 round/level against normal and most magical fire, letting them walk through flames, lava-edges, or fire-based attacks with greatly reduced or no damage (a save bonus and immunity to normal fire). Material components: powdered lime and a pinch of soot, plus the holy symbol.
Touch · V/S/M · 1 rd. + 1/level · casting 5
Glyph of Warding
PHBL3 · Abjuration, Evocation · Guardian
Inscribes an invisible glyph on a surface/object within touch (area scales with level); when an unauthorized creature touches/crosses it, the glyph discharges a chosen effect — energy damage (e.g., ~2 HP/level of fire, cold, electricity, etc.) or a spell-like effect — with a save. The priest sets who may pass safely. Permanent until triggered/dispelled. Material components: incense and powdered diamond (~$$).
Touch · V/S/M · Until discharged · casting Special
Hold Animal
PHBL3 · Enchantment/Charm · Animal
Paralyzes 1-4 normal/giant animals (not magical or intelligent beasts) within 80 yds. for 2 rounds/level; each saves vs. spell. Held animals are helpless. Material component: the holy symbol.
80 yds. · V/S · 2 rds./level · casting 6
Locate Object
revPHBL3 · Divination · Divination
Reversible. Senses the direction (not distance) to a known or described object within ~ range scaling with level for 1 round/level (concentration); the priest turns to scan. Can't locate a creature, and lead blocks it. Reverse (obscure object) hides an object from this detection. Material components: a lodestone/forked twig and the holy symbol.
60 yds. + 10 yds./level · V/S/M · 8 hrs. · casting 1 turn
Magical Vestment
PHBL3 · Enchantment · Protection
Imbues the priest's worn vestments/robes with protection for 5 rounds/level, granting an effective armor bonus (improving AC, scaling modestly with caster level) without actual armor. Used by priests who can't wear armor. Material component: the vestments and the holy symbol.
0 · V/S/M · 5 rds./level · casting 1 rd.
Meld Into Stone
PHBL3 · Alteration · Elemental, Earth
Lets the priest (and a modest amount of carried gear) merge into a single piece of stone large enough to hold them, remaining hidden inside for 8 rounds + 1d8 rounds (the extra rolled secretly). The priest can sense little while inside and emerges from the same face. Forced ejection (the stone destroyed) causes harm. Material component: the holy symbol.
0 · V/S/M · 8 rds. + 1d8 rds. · casting 6
Negative Plane Protection
PHBL3 · Abjuration · Protection, Necromantic
For 1 turn/level (or until triggered) the warded creature gains protection against energy-draining undead: the first such draining attack is resisted (the priest/target and the undead make opposed checks; success negates the level loss and may damage the undead). One shielding charge against negative energy. Range touch. Material component: the holy symbol.
Touch · V/S · Special · casting 1 rd.
Plant Growth
PHBL3 · Alteration · Plant
Causes normal plants in a large area within range to grow thick and entangling, making the area extremely difficult to move through (roughly impassable to most). Permanent until cleared. Requires existing vegetation. Material component: the holy symbol.
160 yds. · V/S/M · Permanent · casting 1 rd.
Prayer
PHBL3 · Conjuration/Summoning · Combat
For 1 round/level, all allies within a 60-ft. radius gain +1 to attack rolls, damage, and saves, while all enemies in the area suffer -1 to the same. Stronger than chant and doesn't require continuous concentration. Material components: holy water and the holy symbol.
0 · V/S/M · 1 rd./level · casting 6
Protection From Fire
PHBL3 · Abjuration · Protection, Elemental, Fire
The touched creature gains, for 1 turn/level (or until used up): if the priest, total immunity to normal fire and the ability to absorb a pool of magical fire damage (scaling with level) before protection fails; if another creature, immunity to normal fire and a save bonus / reduced damage vs. magical fire. Material components: a bit of phosphorus or a fireproof item, plus the holy symbol.
Touch · V/S/M · Special · casting 6
Pyrotechnics
PHBL3 · Alteration · Elemental, Fire
Draws on an existing fire source within range to produce either fireworks (blinding creatures in a large area, save vs. spell, for 1d4+1 rounds) or a thick obscuring/choking smoke cloud. Consumes/reduces the source fire. Material components: the fire source and the holy symbol.
160 yds. · V/S/M · Special · casting 6
Remove Curse
revPHBL3 · Abjuration · Protection
Reversible. Removes most curses on a creature or object touched (including freeing the wearer of a cursed item in many cases), though some powerful curses resist or need higher magic. Reverse (bestow curse) lays a curse (ability/roll penalties; save vs. spell negates). Range touch. Material component: the holy symbol.
Touch · V/S · Permanent · casting 6
Remove Paralysis
PHBL3 · Abjuration · Protection
Frees up to ~ several creatures in a small area within range from paralysis, hold, or similar immobilizing magic (each affected creature may get a new save vs. the original effect, with a bonus). Useful counter to hold/ghoul paralysis. Range scaling with level. Material component: the holy symbol.
10 yds./level · V/S · Permanent · casting 6
Snare
PHBL3 · Enchantment/Charm · Plant
Turns a flexible cord/vine/rope within touch into a magical snare that is hard to detect and springs to entangle (or hoist) a creature that triggers it; the trapped creature must make a Strength/save attempt to break free. Lasts until triggered or up to a long duration. Material components: the cord and the holy symbol.
Touch · V/S/M · Until triggered · casting 3 rds.
Speak With Dead
PHBL3 · Necromancy · Divination
Compels the spirit of a corpse to answer a limited number of questions (number and how 'fresh' a corpse can be queried scale with the priest's level); the answers are brief and the dead may be terse or cryptic, answering in the language it knew. The corpse must be reasonably intact. Material components: incense/burning herbs and the holy symbol.
1 · V/S/M · Special · casting 1 turn
Spike Growth
PHBL3 · Alteration, Enchantment · Plant
Causes a patch of ground (area scaling with level) within range to grow rigid spikes/thorns for 3d4 turns; creatures moving through take damage per few feet traveled and may be slowed/injured (movement penalties), and the spikes are hard to spot. Requires soil/vegetation. Material components: seven sharp thorns/twigs and the holy symbol.
60 yds. · V/S/M · 3d4 turns + 1/level · casting 6
Starshine
PHBL3 · Evocation, Illusion/Phantasm · Sun
Bathes a large area (scaling with level) within range in soft starlight-equivalent illumination for 1 turn/level, enough to see by clearly without the glare of daylight (doesn't harm light-sensitive creatures the way bright light would). Useful for night travel/searching. Material components: a bit of phosphorescent moss and the holy symbol.
10 yds./level · V/S/M · 1 turn/level · casting 6
Stone Shape
PHBL3 · Alteration · Elemental, Earth
Reshapes a volume of stone (about 9 + 1 cubic ft/level) within touch into any desired rough form — a door, channel, crude tool, or sealed passage. Fine detail/mechanisms aren't possible. Material components: soft clay shaped as the desired result and the holy symbol.
Touch · V/S/M · Permanent · casting 1 rd.
Summon Insects
PHBL3 · Conjuration/Summoning · Animal
Summons a swarm of insects (from the surroundings) that gather over 1 round then attack a target the priest indicates within range, for 1 round/level; the victim takes minor automatic damage each round and has spellcasting/concentration disrupted, possibly forced to flee. Requires insects available in the environment. Material components: a bit of food/sugar and the holy symbol.
30 yds. · V/S/M · 1 rd./level · casting 1 rd.
Tree
PHBL3 · Alteration · Plant
Transforms the priest into the likeness of a small tree/shrub for up to 6 turns + 1 turn/level; the priest keeps their senses and can end it at will to act, but appears (even to touch in passing) as a normal tree. Useful for hiding/ambush in woodland. Material components: a twig from an oak/tree and the holy symbol.
0 · V/S/M · 6 turns + 1 turn/level · casting 6
Water Breathing
revPHBL3 · Alteration · Elemental, Water, Air
Reversible. The touched creature(s) can breathe underwater for 1 hr./level (duration divisible among multiple creatures). Reverse (air breathing) lets water-breathers breathe air. Doesn't grant swimming speed. Material components: a short reed/straw and the holy symbol.
Touch · V/S · 1 hr./level · casting 6
Water Walk
PHBL3 · Alteration · Elemental, Water
Reversible. Lets one creature + one per caster level (touch) walk on the surface of water (and similar liquids, even mud/quicksand) as if solid for 1 turn/level, without sinking. Reverse hinders such movement. Material components: a piece of cork or a water-strider's leg, plus the holy symbol.
Touch · V/S/M · 1 turn + 1 turn/level · casting 6
Blink
PHBL3 · Alteration
Summary pending
0 · V/S · 1 rd./level · casting 1
Clairaudience
PHBL3 · Divination
Summary pending
Unlimited · V/S/M · 1 rd./level · casting 3
Clairvoyance
PHBL3 · Divination
Summary pending
Unlimited · V/S/M · 1 rd./level · casting 3
Delude
PHBL3 · Alteration
Summary pending
0 · V/S · 1 turn/level · casting 3
Dispel Magic
PHBL3 · Abjuration
Summary pending
120 yds. · V/S · Instantaneous · casting 3
Explosive Runes
PHBL3 · Alteration
Summary pending
Touch · V/S · Special · casting 3
Feign Death
PHBL3 · Necromancy
Summary pending
Touch · V/S · 1 hr. + 1 turn/level · casting 1
Fireball
PHBL3 · Evocation
Summary pending
10 yds. + 10 yds./level · V/S/M · Instantaneous · casting 3
Flame Arrow
PHBL3 · Conjuration/Summoning
Summary pending
30 yds. + 10 yds./level · V/S/M · 1 rd · casting 3
Fly
PHBL3 · Alteration
Summary pending
Touch · V/S/M · 1 turn/level + 1d6 turns · casting 3
Gust of Wind
PHBL3 · Alteration
Summary pending
0 · V/S/M · 1 rd · casting 3
Haste
PHBL3 · Alteration
Summary pending
60 yds. · V/S/M · 3 rds. + 1 rd./level · casting 3
Hold Person
PHBL3 · Enchantment/Charm
Summary pending
120 yds. · V/S/M · 2 rds./level · casting 3
Hold Undead
PHBL3 · Necromancy
Summary pending
60 ft. · V/S/M · 1d4 rds. + 1 rd./level · casting 5
Illusionary Script
PHBL3 · Illusion/Phantasm
Summary pending
Touch · V/S/M · 1 day/level · casting Special
Infravision
PHBL3 · Alteration
Summary pending
Touch · V/S/M · 2 hrs. + 1 hr./level · casting 1 rd.
Invisibility, 10’ Radius
PHBL3 · Illusion/Phantasm
Summary pending
Touch · V/S/M · Special · casting 3
Item
PHBL3 · Alteration
Summary pending
Touch · V/S/M · 4 hrs./level · casting 3
Leomund’s Tiny Hut
PHBL3 · Alteration
Summary pending
0 · V/S/M · 4 hrs. + 1 hr./level · casting 3
Lightning Bolt
PHBL3 · Evocation
Summary pending
40 yds. + 10 yds./level · V/S/M · Instantaneous · casting 3
Melf ’s Minute Meteors
PHBL3 · Evocation, Alteration
Summary pending
70 yds. + 10 yds./level · V/S/M · Special · casting 3
Monster Summoning I
PHBL3 · Conjuration/Summoning
Summary pending
Special · V/S/M · 2 rds. + 1 rd./level · casting 3
Nondetection
PHBL3 · Abjuration
Summary pending
Touch · V/S/M · 1 hr./level · casting 3
Phantom Steed
PHBL3 · Conjuration, Phantasm
Summary pending
Touch · V/S · 1 hr./level · casting 1 turn
Protection From Evil, 10’ Radius
revPHBL3 · Abjuration
Summary pending
Touch · V/S/M · 2 rds./level · casting 3
Protection From Normal Missiles
PHBL3 · Abjuration
Summary pending
Touch · V/S/M · 1 turn/level · casting 3
Secret Page
PHBL3 · Alteration
Summary pending
Touch · V/S/M · Until dispelled · casting 1 turn
Sepia Snake Sigil
PHBL3 · Conjuration/Summoning
Summary pending
5 yds. · V/S/M · Special · casting 3
Slow
PHBL3 · Alteration
Summary pending
90 yds. + 10 yds./level · V/S/M · 3 rds. + 1 rd./level · casting 3
Spectral Force
PHBL3 · Illusion/Phantasm
Summary pending
60 yds. + 1 yd./level · V/S · Special · casting 3
Suggestion
PHBL3 · Enchantment/Charm
Summary pending
30 yds. · V/M · 1 hr. + 1 hr./level · casting 3
Tongues
revPHBL3 · Alteration
Summary pending
0 · V/M · 1 rd./level · casting 3
Vampiric Touch
PHBL3 · Necromancy
Summary pending
0 · V/S · One touch · casting 3
Water Breathing
revPHBL3 · Alteration
Summary pending
Touch · V/S/M · 1 hr./level + 1d4 hrs. · casting 3
Wind Wall
PHBL3 · Alteration
Summary pending
10 yds./level · V/S/M · 1 rd./level · casting 3
Wraithform
PHBL3 · Alteration, Illusion
Summary pending
0 · S/M · 2 rds./level · casting 1
Level 4 (67)
Abjure
PHBL4 · Abjuration · Summoning
Attempts to force one extraplanar/summoned creature within 10 yds. back to its own plane; the priest and the creature make an opposed check (the priest's level + Wisdom factors vs. the creature), modified by reagents the priest brandishes. Success banishes it. Material components: holy water and items the creature finds repugnant, plus the holy symbol.
10 yds. · V/S/M · Special · casting 1 rd.
Animal Summoning I
PHBL4 · Conjuration, Summoning · Animal, Summoning
Summons up to 8 animals of a chosen low-HD type (about 4 HD or fewer each, total limited) from within a wide range; the animals come if any are present and serve the priest for the duration. The DM determines availability by terrain. Material component: the holy symbol.
1 mi. radius · V/S · Special · casting 7
Call Woodland Beings
PHBL4 · Conjuration/Summoning · Summoning
Calls one or more woodland creatures (sprites, pixies, dryads, treants, etc., total HD scaling) from the surrounding wilderness to the priest's aid; the creatures may save vs. spell to ignore the call, and arrive only if such beings exist nearby. They're not compelled to fight to the death. Casting is lengthy. Material components: mistletoe, a pine cone, and the holy symbol.
100 yds./level · V/S/M · Special · casting Special
Cloak of Bravery
revPHBL4 · Conjuration/Summoning · Summoning
Reversible. Blesses up to 4 creatures (touch); each gains a one-use ward against magical fear (the next fear effect is automatically resisted, with a save bonus) for up to 8 hrs. Reverse (cloak of fear) makes the recipient radiate a fear aura usable once. Material components: a feather from a bird and the holy symbol.
Touch · V/S/M · Special · casting 6
Control Temperature, 10’ Radius
PHBL4 · Alteration · Weather
For 1 turn/level, raises or lowers the temperature in a 10-ft. radius around the priest by a number of degrees scaling with caster level, holding it steady against environmental extremes (useful in deserts, blizzards, etc.). Moves with the priest. Material components: a bit of fur (warming) or a dab of sweat (cooling), plus the holy symbol.
0 · V/S/M · 4 turns + 1 turn/level · casting 7
Cure Serious Wounds
revPHBL4 · Necromancy · Healing
Reversible. Heals 2d8 + 1 hit points to a creature touched (and can cure related afflictions in some readings). Reverse (cause serious wounds) deals 2d8+1 on a successful touch attack. Range touch. Material component: the holy symbol.
Touch · V/S · Permanent · casting 7
Detect Lie
revPHBL4 · Divination · Charm
Reversible. For 1 round/level the priest can tell whether statements made by one creature within 30 yds. (concentration, one subject) are deliberate lies; the subject may save vs. spell (with magical aid) to defeat the detection. Doesn't reveal the truth, only that a lie was told. Reverse (undetectable lie) masks falsehoods. Material components: a bit of gold dust (~$$) and the holy symbol.
30 yds. · V/S/M · 1 rd./level · casting 7
Divination
PHBL4 · Divination · Divination
Provides a useful piece of advice or an omen (more reliable and detailed than augury) about a specific goal/event/area within the near future; accuracy is a base ~ percentage + level (with a chance of a misleading reading on failure). Often phrased as a portent. Material components: a sacrifice/offering and incense (~$$), plus the holy symbol.
0 · V/S/M · Special · casting 1 turn
Free Action
PHBL4 · Abjuration, Enchantment · Charm
For 1 turn/level the touched creature ignores effects that impede movement: it can move and attack normally underwater, and is unaffected by web, hold, slow, paralysis, entangle, and similar magical/physical restraints (it can break free or simply ignore them). Material components: a leather thong bound around the limbs (then removed) and the holy symbol.
Touch · V/S/M · 1 turn/level · casting 7
Giant Insect
revPHBL4 · Alteration · Animal
Reversible. Turns 1-6 normal insects (ants, bees, wasps, etc.; number/size scaling with caster level) within range into giant versions that obey the priest, fighting as the appropriate giant-insect monster, for the duration. Reverse (shrink insect) returns them to normal. Material component: the insects and the holy symbol.
20 yds. · V/S/M · Permanent · casting 7
Hallucinatory Forest
revPHBL4 · Illusion/Phantasm · Animal
Creates the convincing illusion of a forest (area scaling with caster level) within range, indistinguishable from real woodland to sight (and casual interaction); permanent until dispelled. Used to hide terrain, conceal a path, or mislead travelers. A creature interacting closely may get a save vs. spell to disbelieve. Material component: the holy symbol.
80 yds. · V/S · Permanent · casting 7
Hold Plant
PHBL4 · Enchantment/Charm · Plant
Affects plants and plant-creatures in an area within range: intelligent plant monsters are paralyzed/held (save vs. spell), and ambulatory/grasping vegetation ceases moving, for 1 round/level. Affects 1-4 plant creatures or an area of vegetation. Material component: the holy symbol.
80 yds. · V/S · 1 rd./level · casting 7
Imbue With Spell Ability
PHBL4 · Enchantment · Charm
Bestows one or more of the priest's own currently-memorized spells (number/level limited by the recipient's HD — typically only low-level priest spells to a low-HD non-caster) onto a willing creature, who can then cast them once each. The priest loses those spells until the recipient uses them or they're returned. Range touch. Material component: the holy symbol.
Touch · V/S/M · Until used · casting 1 turn
Lower Water
revPHBL4 · Alteration · Elemental, Water
Reversible. Lowers the level of water/fluid in a large area within range by up to a percentage scaling with caster level for 1 turn/level, possibly grounding ships or revealing a ford. Reverse (raise water) deepens it. Material components: a few drops of the fluid (or a bit of seaweed for reverse) and the holy symbol.
120 yds. · V/S/M · 1 turn/level · casting 1 turn
Neutralize Poison
revPHBL4 · Necromancy · Healing
Reversible. Detoxifies poison in a creature touched (halting and curing the poison's effects, even saving a recently-poisoned victim) or neutralizes a quantity of poison/venom in an object/substance. Doesn't restore lost hit points, only stops the poison. Reverse (poison) makes a touched victim/substance poisonous (save vs. poison). Range touch. Material component: the holy symbol.
Touch · V/S · Permanent · casting 7
Plant Door
PHBL4 · Alteration · Plant
Lets the priest (and creatures designated, by HD limit) pass freely through trees, thickets, and dense undergrowth that would otherwise be impassable, opening a temporary 'door' through the plant matter for the duration (1 turn/level); non-permitted creatures find the way blocked. Material component: mistletoe/bark and the holy symbol.
Touch · V/S/M · Special · casting 7
Produce Fire
revPHBL4 · Alteration · Elemental, Fire
Reversible. Creates fire over a small area (about a 12-ft. square) within range dealing fire damage scaling with caster level (and igniting combustibles) for a moment; can be aimed/thrown. Reverse (quench fire) extinguishes an equal area of flame. Material components: a flame source and the holy symbol.
40 yds. · V/S/M · 1 rd. · casting 7
Protection From Evil, 10’ Radius
revPHBL4 · Abjuration · Protection
Reversible. Like protection from evil but a mobile 10-ft.-radius barrier centered on the recipient for 1 turn/level, protecting all inside (+2 saves vs. evil attacks, -2 to evil attackers, and blocking bodily contact by summoned/conjured evil creatures). Attacking such a creature in melee breaks the contact barrier. Reverse wards vs. good. Material components: holy water/silver dust and the holy symbol.
Touch · V/S/M · 1 turn/level · casting 7
Protection From Lightning
PHBL4 · Abjuration · Protection, Weather
The touched creature gains, for 1 turn/level (or until used up): immunity to normal electricity and the ability to absorb a pool of magical lightning/electrical damage (scaling with caster level) before the protection is depleted; once the pool is exhausted, protection ends. Material components: a bit of fur and amber, plus the holy symbol.
Touch · V/S/M · Special · casting 7
Reflecting Pool
PHBL4 · Divination · Divination
Turns a small still body of water into a scrying surface to view a known/described subject or location (range and clarity scaling with caster level) for a few rounds; can also relay other divinations through it. The casting is lengthy and the target may have protections. Material components: holy water and oil sprinkled on the pool, plus the holy symbol.
10 yds. · V/S/M · 1 rd./level · casting 2 hrs.
Repel Insects
PHBL4 · Abjuration, Alteration · Animal, Protection
For 1 turn/level, normal insects and small vermin cannot approach within ~10 ft of the priest (and giant insects must save vs. spell to enter the radius or take damage/be driven back). Useful against swarms or summon insects. Material components: a few crushed marigold/wormwood leaves and the holy symbol.
0 · V/S/M · 1 turn/level · casting 1 rd.
Speak With Plants
PHBL4 · Alteration · Plant
For 1 round/level the priest can communicate with normal plants and plant creatures within range, asking simple questions (what passed by, where a path leads, to part and allow passage); plants' awareness is limited and slow. Intelligent plant creatures may be persuaded. Material components: a drop of water, a pinch of fertilizer, and the holy symbol.
0 · V/S/M · 1 rd./level · casting 1 turn
Spell Immunity
PHBL4 · Abjuration · Protection
Grants the touched creature immunity to one specified spell or spell-like effect (or a defined family) for 1 turn/level — the named magic automatically fails against them. Choose the threat to negate (e.g., a specific enemy spell). One creature, one effect. Material component: the holy symbol.
Touch · V/S/M · 1 turn/level · casting 1 rd.
Sticks to Snakes
revPHBL4 · Alteration · Plant
Reversible. Turns 1d4 + 1/caster level sticks within range into snakes (a portion venomous, scaling with level) that obey the priest and attack as directed for 2 rounds/level, then revert. Reverse (snakes to sticks) turns snakes into inert sticks. Requires actual sticks. Material component: the holy symbol.
30 yds. · V/S/M · 2 rds./level · casting 7
Tongues
revPHBL4 · Alteration · Divination
Reversible. The priest can speak and understand any spoken language for 1 turn (switching among speakers freely); does not grant reading/writing. Reverse (garble) confuses a target's speech. Material component: the holy symbol.
0 · V/S · 1 turn · casting 7
Charm Monster
PHBL4 · Enchantment/Charm
Summary pending
60 yds. · V/S · Special · casting 4
Confusion
PHBL4 · Enchantment/Charm
Summary pending
120 yds. · V/S/M · 2 rds. + 1 rd./level · casting 4
Contagion
PHBL4 · Necromancy
Summary pending
30 yds. · V/S · Permanent · casting 4
Detect Scrying
PHBL4 · Divination
Summary pending
0 · V/S/M · 1d6 turns + 1 turn/level · casting 3
Dig
PHBL4 · Evocation
Summary pending
30 yds. · V/S/M · 1 rd./level · casting 4
Dimension Door
PHBL4 · Alteration
Summary pending
0 · V · Instantaneous · casting 1
Emotion
PHBL4 · Enchantment/Charm
Summary pending
10 yds./level · V/S · Special · casting 4
Enchanted Weapon
PHBL4 · Enchantment
Summary pending
Touch · V/S/M · 5 rds./level · casting 1 turn
Enervation
PHBL4 · Necromancy
Summary pending
10 yds./level · V/S · 1d4 hrs. + 1 hr./level · casting 4
Evard’s Black Tentacles
PHBL4 · Conjuration/Summoning
Summary pending
30 yds. · V/S/M · 1 hr./level · casting 1 rd.
Extension I
PHBL4 · Alteration
Summary pending
0 · V · Special · casting 2
Fear
PHBL4 · Illusion/Phantasm
Summary pending
0 · V/S/M · Special · casting 4
Fire Charm
PHBL4 · Enchantment/Charm
Summary pending
10 yds. · V/S/M · 2 rds./level · casting 4
Fire Shield
PHBL4 · Evocation, Alteration
Summary pending
0 · V/S/M · 2 rds. + 1 rd./level · casting 4
Fire Trap
PHBL4 · Abjuration, Evocation
Summary pending
Touch · V/S/M · Until discharged · casting 1 turn
Fumble
PHBL4 · Enchantment/Charm
Summary pending
10 yds./level · V/S/M · 1 rd./level · casting 4
Hallucinatory Terrain
PHBL4 · Illusion/Phantasm
Summary pending
20 yds./level · V/S/M · 1 hr./level · casting 1 turn
Ice Storm
PHBL4 · Evocation
Summary pending
10 yds./level · V/S/M · Special · casting 4
Illusionary Wall
PHBL4 · Illusion/Phantasm
Summary pending
30 yds. · V/S · Permanent · casting 4
Improved Invisibility
PHBL4 · Illusion/Phantasm
Summary pending
Touch · V/S · 4 rds. + 1 rd./level · casting 4
Leomund’s Secure Shelter
PHBL4 · Alteration, Enchantment
Summary pending
20 yds. · V/S/M · 1d4+1 hrs. + 1 hr./level · casting 4 turns
Magic Mirror
PHBL4 · Enchantment, Divination
Summary pending
Touch · V/S/M · 1 rd./level · casting 1 hr.
Massmorph
PHBL4 · Alteration
Summary pending
10 yds./level · V/S/M · Special · casting 4
Minor Creation
PHBL4 · Illusion/Phantasm
Summary pending
Touch · V/S/M · 1 hr./level · casting 1 turn
Minor Globe of Invulnerability
PHBL4 · Abjuration
Summary pending
0 · V/S/M · 1 rd./level · casting 4
Monster Summoning II
PHBL4 · Conjuration/Summoning
Summary pending
Special · V/S/M · 3 rds. + 1 rd./level · casting 4
Otiluke’s Resilient Sphere
PHBL4 · Alteration, Evocation
Summary pending
20 yds. · V/S/M · 1 rd./level · casting 4
Phantasmal Killer
PHBL4 · Illusion/Phantasm
Summary pending
5 yds./level · V/S · 1 rd./level · casting 4
Plant Growth
PHBL4 · Alteration
Summary pending
10 yds./level · V/S · Permanent · casting 4
Polymorph Other
PHBL4 · Alteration
Summary pending
5 yds./level · V/S/M · Permanent · casting 4
Polymorph Self
PHBL4 · Alteration
Summary pending
0 · V · 2 turns/level · casting 4
Rainbow Pattern
PHBL4 · Alteration, Illusion/Phantasm
Summary pending
10 yds. · S/M · Special · casting 4
Rary’s Mnemonic Enhancer
PHBL4 · Alteration
Summary pending
0 · V/S/M · 1 day · casting 1 turn
Remove Curse
revPHBL4 · Abjuration
Summary pending
Touch · V/S · Permanent · casting 4
Shadow Monsters
PHBL4 · Illusion/Phantasm
Summary pending
30 yds. · V/S · 1 rd./level · casting 4
Shout
PHBL4 · Evocation
Summary pending
0 · V/M · Instantaneous · casting 1
Solid Fog
PHBL4 · Alteration
Summary pending
30 yds. · V/S/M · 2d4 rds. + 1 rd./level · casting 4
Stoneskin
PHBL4 · Alteration
Summary pending
Touch · V/S/M · Special · casting 1
Vacancy
PHBL4 · Alteration, Illusion/Phantasm
Summary pending
10 yds./level · V/S/M · 1 hr./level · casting 4
Wall of Fire
PHBL4 · Evocation
Summary pending
60 yds. · V/S/M · Special · casting 4
Wall of Ice
PHBL4 · Evocation
Summary pending
10 yds./level · V/S/M · 1 turn/level · casting 4
Wizard Eye
PHBL4 · Alteration
Summary pending
0 · V/S/M · 1 rd./level · casting 1 turn
Level 5 (63)
Air Walk
PHBL5 · Alteration · Elemental, Air
For 1 turn/level the touched creature can walk on air as if on a gentle slope/solid surface, ascending, descending, or holding position at will at about normal movement; useful to cross chasms or rise above foes. Strong winds can buffet the walker. Material components: a bit of thistledown and the holy symbol.
Touch · V/S/M · 1 hour + 1 turn/level · casting 8
Animal Growth
revPHBL5 · Alteration · Animal
Reversible. Up to 8 animals within range double in size for 2 rounds/level, gaining doubled HP, improved damage, and better attacks; doesn't affect non-animals. Reverse (shrink) halves them. Material components: a pinch of bone powder and the holy symbol.
80 yds. · V/S/M · 2 rds./level · casting 8
Animal Summoning II
PHBL5 · Conjuration/Summoning · Animal, Summoning
Summons up to 6 animals of a chosen mid-HD type (about 8 HD or fewer each) from a wide range to serve the priest; they come if present in the terrain. Stronger creatures and longer range than Animal Summoning I. Material component: the holy symbol.
60 yds./level · V/S · Special · casting 8
Antiplant Shell
PHBL5 · Abjuration · Plant, Protection
Creates a mobile shell (~10-ft. radius) around the priest for 1 turn/level that blocks plant creatures and animated/grasping vegetation from entering or attacking across it (they're held at bay). Doesn't stop nonplant attacks. Material components: a handful of ash and the holy symbol.
0 · V/S · 1 turn/level · casting 8
Atonement
PHBL5 · Abjuration · All
Removes the spiritual consequences of an unwilling or unintentional transgression (e.g., a priest/paladin who lost favor through no fault of their own, or a creature freed from a forced evil act), restoring alignment standing and lost class abilities. Doesn't excuse willful sin. Casting is lengthy and may require sacrifice. Material components: incense, holy water, prayer beads (~$$), and the holy symbol.
Touch · V/S/M · Permanent · casting 1 turn
Commune
PHBL5 · Divination · Divination
Contacts the priest's deity (or its servitors) to ask a number of yes/no questions (scaling with caster level) answered truthfully; the deity may decline trivial or overly frequent use, and the spell can usually be cast only rarely (e.g., once per period). A potent but solemn divination. Material components: holy water, incense, and the holy symbol (~$$).
0 · V/S/M · Special · casting 1 turn
Commune With Nature
PHBL5 · Divination · Divination, Elemental
Reveals facts about the natural surroundings within a radius scaling with caster level (in the wilderness) — terrain, water, plant/animal life, mineral presence, unusual conditions — as if the priest instinctively knew the area. Works poorly or not at all underground/indoors. Casting takes time. Material component: the holy symbol.
0 · V/S · Special · casting 1 turn
Control Winds
PHBL5 · Alteration · Weather
Over a large area (radius scaling with caster level) for 1 turn/level, the priest raises or calms wind speed by a degree based on level, creating anything from a dead calm to gale-force winds; strong winds hamper flight, missiles, and movement, and can disperse clouds/gases. Opposed by other wind magic. Material component: the holy symbol.
0 · V/S · 1 turn/level · casting 8
Cure Critical Wounds
revPHBL5 · Necromancy · Healing
Reversible. Heals 3d8 + 3 hit points to a creature touched. Reverse (cause critical wounds) deals 3d8+3 on a successful touch attack. Range touch. Material component: the holy symbol.
Touch · V/S · Permanent · casting 8
Dispel Evil
revPHBL5 · Abjuration · Protection, Summoning
Reversible. For 1 round/level the priest gains +7 AC vs. evil/summoned creatures, and can attempt (by touch) to dispel/banish one evil summoned creature back to its plane (save vs. spell for the creature) or break an evil enchantment. Reverse (dispel good) works against good. Material components: holy water and the holy symbol.
Touch · V/S/M · 1 rd./level · casting 8
Flame Strike
PHBL5 · Evocation · Combat
Calls down a vertical column of fire (~5-ft. radius, ~30 ft tall) at a point within range, dealing 6d8 fire damage to creatures in the area; save vs. spell for half. The fire is partly divine, harming even some fire-resistant creatures. Ignites combustibles. Material components: a pinch of sulfur and the holy symbol.
60 yds. · V/S/M · Instantaneous · casting 8
Insect Plague
PHBL5 · Conjuration/Summoning · Combat
Summons an enormous swarm filling a large cloud (radius scaling) at a point within long range for 1 round/level; creatures within take minor automatic damage each round, have vision/spellcasting disrupted, and low-HD/morale creatures flee. The swarm obscures and can be moved slowly. Requires open air. Casting takes 1 turn. Material components: a few locusts/insects and the holy symbol.
120 yds. · V/S/M · 2 rds./level · casting 1 turn
Magic Font
PHBL5 · Divination · Divination
Turns a basin of holy water into a scrying device through which the priest can observe a known creature (especially one connected to the faith) at a distance for a time scaling with the holy water used. Often used to watch over the faithful. Casting is lengthy. Material components: a font of holy water (~$$) and the holy symbol.
Touch · V/S/M · Special · casting 1 hour
Moonbeam
PHBL5 · Evocation, Alteration · Sun
Calls down a vertical beam of moonlight (~5-ft. radius) at a point within range for 1 round/level; the area is lit as by bright moonlight (useful for sight, revealing things sensitive to moonlight, or harming creatures vulnerable to it like certain lycanthropes/undead). The priest can move the beam slowly. Material components: a few seeds/moonseed and the holy symbol.
60 yds. + 10 yds./level · V/S/M · 1 rd./level · casting 7
Pass Plant
PHBL5 · Alteration · Plant
Lets the priest enter one large living tree/plant and step out of another of the same species within range (scaling with caster level), traveling instantly between them (like a tree-based teleport). Requires suitable plants at both ends. Material components: mistletoe and the holy symbol.
Touch · V/S/M · Special · casting 8
Plane Shift
PHBL5 · Alteration · Astral
Transports the priest plus a small group of touched creatures (or sends an unwilling target, save vs. spell) to another plane of existence, arriving at an imprecise location on the destination plane. Requires a properly-attuned focus for the target plane. Material component: a small forked metal rod attuned to the destination plane, plus the holy symbol.
Touch · V/S/M · Permanent · casting 8
Quest
PHBL5 · Enchantment/Charm · Charm
Compels one creature within range to perform (or refrain from) a specified service/task; while it resists, it suffers penalties or misfortune (and feels driven to comply). Save vs. spell may negate (penalized for the unfaithful). Removed by completing the quest, a remove curse from a higher-level priest, or divine intervention. Material component: the holy symbol.
60 yds. · V/S/M · Until fulfilled · casting 8
Rainbow
PHBL5 · Evocation, Alteration · Weather, Sun
Shapes a rainbow into one of several forms (chosen at casting), such as a magical bow/arrows of light, a shimmering bridge to cross a gap, a blinding/dazzling effect, or a means of travel along its arc; the chosen form has its own effect and duration (rounds/level). Requires sufficient light/moisture. Material components: a vial of holy water and diamond dust (~$$), plus the holy symbol.
120 yds. · V/S/M · 1 rd./level · casting 7
Raise Dead
revPHBL5 · Necromancy · Necromantic
Reversible. Restores life to a dead humanoid (touch) who has been dead no longer than a few days per caster level; the body must be reasonably whole, the soul willing, and the revived creature must survive a system-shock-style resurrection check, losing 1 point of Constitution and needing bed rest. Reverse (slay living) attempts to kill a living touched creature (save vs. spell or die). Material component: the holy symbol.
30 yds. · V/S · Permanent · casting 1 rd.
Spike Stones
PHBL5 · Alteration, Enchantment · Elemental, Earth
Causes rocky/stone ground (area scaling with level) within range to grow rigid stone spikes for 3d4 turns; creatures crossing take damage per few feet of movement and risk tripping/injury, and the spikes are hard to spot. Requires stone/rocky ground. Material components: a sharp stone/chip and the holy symbol.
30 yds. · V/S/M · 3d4 turns +1/level · casting 6
Transmute Rock to Mud
revPHBL5 · Alteration · Elemental, Earth, Water
Reversible. Turns a volume of rock/earth (about a 20-ft. cube/level) within range into deep mud; creatures sink and are slowed/trapped (size-dependent), and structures may collapse. Reverse (mud to rock) hardens mud to stone, potentially trapping those within. Material components: clay and water (or sand, lime, water for reverse), plus the holy symbol.
160 yds. · V/S/M · Special · casting 8
True Seeing
revPHBL5 · Divination · Divination
Reversible. For 1 round/level the priest sees all things as they truly are within ~120 ft: invisible creatures, illusions (as false), polymorphed/disguised forms (true form), secret doors, and alignment auras. Doesn't grant X-ray vision. Reverse (false seeing) deceives. Material components: an ointment of rare herbs (~$$) applied to the eyes, plus the holy symbol.
Touch · V/S/M · 1 rd./level · casting 8
Wall of Fire
PHBL5 · Conjuration/Summoning · Elemental, Fire
Creates an opaque wall of fire (a straight sheet scaling with level, or a ring) within range for as long as the priest concentrates + 1 round/level. The hot side deals damage (e.g., 2d6 + 1/level) to those passing through or standing within ~10 ft (less to the cool side); undead take double. Ignites combustibles. Material components: a bit of phosphorus or a ruby, plus the holy symbol.
80 yds. · V/S/M · Special · casting 8
Advanced Illusion
PHBL5 · Illusion/Phantasm
Summary pending
60 yds. + 10 yds./level · V/S/M · 1 rd./level · casting 1 rd.
Airy Water
PHBL5 · Alteration
Summary pending
0 · V/S/M · 1 turn/level · casting 5
Animal Growth
revPHBL5 · Alteration
Summary pending
60 yds. · V/S/M · 1 rd./level · casting 5
Animate Dead
PHBL5 · Necromancy
Summary pending
10 yds. · V/S/M · Permanent · casting 5 rds.
Avoidance
revPHBL5 · Abjuration, Alteration
Summary pending
10 yds. · V/S/M · Permanent until dispelled · casting 5
Bigby’s Interposing Hand
PHBL5 · Evocation
Summary pending
10 yds./level · V/S/M · 1 rd./level · casting 5
Chaos
PHBL5 · Enchantment/Charm
Summary pending
5 yds./level · V/S/M · 1 rd./level · casting 5
Cloudkill
PHBL5 · Evocation
Summary pending
10 yds. · V/S · 1 rd./level · casting 5
Cone of Cold
PHBL5 · Evocation
Summary pending
0 · V/S/M · Instantaneous · casting 5
Conjure Elemental
PHBL5 · Conjuration/Summoning
Summary pending
60 yds. · V/S/M · 1 turn/level · casting 1 turn
Contact Other Plane
PHBL5 · Divination
Summary pending
0 · V · Special · casting 1 turn
Demishadow Monsters
PHBL5 · Illusion/Phantasm
Summary pending
30 yds. · V/S · 1 rd./level · casting 5
Dismissal
PHBL5 · Abjuration
Summary pending
10 yds. · V/S/M · Permanent · casting 1 rd.
Distance Distortion
PHBL5 · Alteration
Summary pending
10 yds./level · V/S/M · 2 turns/level · casting 5
Domination
PHBL5 · Enchantment/Charm
Summary pending
10 yds./level · V/S · Special · casting 5
Dream
revPHBL5 · Invocation, Illusion/Phantasm
Summary pending
Touch · V/S · Special · casting 1 turn
Extension II
PHBL5 · Alteration
Summary pending
0 · V · Special · casting 4
Fabricate
PHBL5 · Enchantment, Alteration
Summary pending
5 yds./level · V/S/M · Permanent · casting Special
False Vision
PHBL5 · Divination
Summary pending
0 · V/S/M · 1d4 rds. + 1 rd./level · casting 5
Feeblemind
PHBL5 · Enchantment/Charm
Summary pending
10 yds./level · V/S/M · Permanent · casting 5
Hold Monster
PHBL5 · Enchantment/Charm
Summary pending
5 yds./level · V/S/M · 1 rd./level · casting 5
Leomund’s Lamentable Belaborment
PHBL5 · Enchantment, Evocation
Summary pending
10 yds. · V · Special · casting 5
Leomund’s Secret Chest
PHBL5 · Alteration, Conjuration/Summoning
Summary pending
Special · V/S/M · 60 days · casting 1 turn
Magic Jar
PHBL5 · Necromancy
Summary pending
10 yds./level · V/S/M · Special · casting 1 rd.
Major Creation
PHBL5 · Illusion/Phantasm
Summary pending
10 yds. · V/S/M · Special · casting 1 turn
Monster Summoning III
PHBL5 · Conjuration/Summoning
Summary pending
Special · V/S/M · 4 rds. + 1 rd./level · casting 5
Mordenkainen’s Faithful Hound
PHBL5 · Conjuration/Summoning
Summary pending
10 yds. · V/S/M · Special · casting 5
Passwall
PHBL5 · Alteration
Summary pending
30 yds. · V/S/M · 1 hr. + 1 turn/level · casting 5
Seeming
PHBL5 · Illusion/Phantasm
Summary pending
10-ft. radius · V/S · 12 hrs. · casting 5
Sending
PHBL5 · Evocation
Summary pending
Unlimited · V/S/M · Special · casting 1 turn
Shadow Door
PHBL5 · Illusion/Phantasm
Summary pending
10 yds. · S · 1 rd./level · casting 2
Shadow Magic
PHBL5 · Illusion/Phantasm
Summary pending
50 yds. + 10 yds./level · V/S · Special · casting 5
Stone Shape
PHBL5 · Alteration
Summary pending
Touch · V/S/M · Permanent · casting 1 rd.
Summon Shadow
PHBL5 · Conjuration/Summoning, Necromancy
Summary pending
10 yds. · V/S/M · 1 rd. + 1 rd./level · casting 5
Telekinesis
PHBL5 · Alteration
Summary pending
10 yds./level · V/S · Special · casting 5
Teleport
PHBL5 · Alteration
Summary pending
Touch · V · Instantaneous · casting 2
Transmute Rock to Mud
revPHBL5 · Alteration
Summary pending
10 yds./level · V/S/M · Special · casting 5
Wall of Force
PHBL5 · Evocation
Summary pending
30 yds. · V/S/M · 1 turn + 1 rd./level · casting 5
Wall of Iron
PHBL5 · Evocation
Summary pending
5 yds./level · V/S/M · Permanent · casting 5
Wall of Stone
PHBL5 · Evocation
Summary pending
5 yds./level · V/S/M · Permanent · casting 5
Level 6 (62)
Aerial Servant
PHBL6 · Conjuration/Summoning · Summoning
Summons an invisible aerial servant (a strong air creature) for 1 day/level to retrieve one specified creature or object the priest names, no matter where it is (within reach); it travels swiftly and grapples its quarry to bring it back. It won't fight otherwise and resents abuse (can break free if mistreated). Material components: holy water/incense and the holy symbol.
10 yds. · V/S · 1 day/level · casting 9
Animal Summoning III
PHBL6 · Conjuration, Summoning · Animal, Summoning
Summons up to 4 animals of a chosen high-HD type (about 16 HD or fewer each) from a wide range to serve the priest; they come if present in the terrain. The strongest of the animal-summoning line. Material component: the holy symbol.
100 yds./level · V/S · Special · casting 9
Animate Object
PHBL6 · Alteration · Creation, Summoning
Animates one or more nonmagical objects (total size/number scaling with caster level) within range for 1 round/level; the animated objects move and attack as directed (their combat ability depends on size/material). Statues, furniture, tools, etc. become temporary combatants. Material component: the holy symbol.
30 yds. · V/S · 1 rd./level · casting 9
Antianimal Shell
PHBL6 · Abjuration · Animal, Protection
Creates a mobile ~10-ft.-radius shell around the priest for 1 turn/level that normal animals cannot enter or attack across (they're held off); doesn't stop magical beasts, summoned creatures, or nonanimal attacks. Material components: a handful of crushed leaves/ash and the holy symbol.
0 · V/S/M · 1 turn/level · casting 1 rd.
Blade Barrier
PHBL6 · Evocation · Guardian, Creation
Creates an immobile wall or ring of whirling blades within range for 3 rounds/level; any creature passing through (or caught in it at creation) takes heavy damage (e.g., ~8d8, save vs. spell for half/avoid in some readings). It blocks passage and provides a deadly barrier. Material component: the holy symbol.
30 yds. · V/S · 3 rds./level · casting 9
Conjure Animals
PHBL6 · Conjuration/Summoning · Summoning
Summons one or more mammals/birds (total HD scaling with caster level) within range for 2 rounds/level; they appear, obey the priest, fight as directed, and vanish when the spell ends. Type within limits set by the priest/DM. Material component: the holy symbol.
30 yds. · V/S · 2 rds./level · casting 9
Conjure Fire Elemental
revPHBL6 · Conjuration/Summoning · Elemental, Fire
Summons a fire elemental (or related fire creature) of significant HD within range for 1 turn/level; the priest must concentrate to control it, and losing control risks it turning hostile. Casting takes time. Material components: fire/sulfur and the holy symbol. (Cannot be cast on the Elemental Plane of Water and similar.)
80 yds. · V/S · 1 turn/level · casting 6 rds.
Find the Path
revPHBL6 · Divination · Divination
For 1 turn/level the priest (and companions) instinctively know the shortest, most direct route to a specified location/goal — through a dungeon, wilderness, or maze — avoiding wrong turns, hidden pits, and dead ends. Reverse (lose the path) confuses a creature's sense of direction. Material components: a set of divining stones (~$$) and the holy symbol.
Touch · V/S/M · 1 turn/level · casting 3 rds.
Fire Seeds
PHBL6 · Conjuration · Elemental, Fire
Turns acorns into thrown firebombs (each bursts for fire damage in a small radius on impact, save for half) and/or holly berries into delayed incendiaries that ignite on command; total number/damage scales with caster level. The seeds remain potent for the duration. Material components: the acorns/berries and the holy symbol.
Touch · V/S/M · Special · casting 1 rd./seed
Forbiddance
PHBL6 · Abjuration · Protection
Wards a defined area against magical entry (teleport, planar travel, gate) and against creatures of specified opposing alignments — intruders of the warded-against alignment take damage or are barred (save vs. spell), and a password can be set to allow safe passage. Permanent until dispelled. Lengthy, costly cast. Material components: holy water, rare incense, and powdered gems (~$$), plus the holy symbol.
30 yds. · V/S/M · Permanent · casting 6 rds.
Heal
revPHBL6 · Necromancy · Healing
Reversible. Restores a creature touched to near-full health: heals all but 1d4 hit points of damage and cures most afflictions (blindness, disease, feeblemind, etc.). Reverse (harm) reduces a touched victim to 1d4 hit points and may inflict disease (save vs. spell may apply). Range touch. Material component: the holy symbol.
Touch · V/S · Permanent · casting 1 rd.
Heroes’ Feast
PHBL6 · Evocation · Creation
Creates a lavish feast for a number of creatures scaling with caster level; eating it (takes ~1 hour) cures disease, heals a small amount, and grants for a time bonuses such as immunity to fear, poison resistance, and bonuses to attacks/saves. Interrupting the meal cancels the benefits. Material component: the holy symbol (the feast itself is conjured).
10 yds. · V/S/M · 1 hour · casting 1 turn
Liveoak
PHBL6 · Enchantment · Plant
Charms a single living oak (or similar large tree) to serve as a guardian, able to uproot and attack like a treant when a set trigger/condition occurs, defending an area or the priest, for 1 day/level. Only one tree per casting. Material components: mistletoe and the holy symbol.
Touch · V/S/M · 1 day/level · casting 1 turn
Part Water
PHBL6 · Alteration · Elemental, Water
Parts water/fluid in a wide trough within range, opening a passage to the bottom (about ~20 ft wide, length/depth scaling with caster level) for 1 turn/level (concentration), holding the water back on either side. Material components: two small sheets of crystal/glass and the holy symbol.
20 yds./level · V/S/M · 1 turn/level · casting 1 turn
Speak With Monsters
PHBL6 · Alteration · Divination
For 1 round/level the priest can speak with and understand any type of creature (intelligent monsters included) within range, one type/individual at a time; the creature can answer and may be reasoned with (its reaction depends on disposition). Material component: the holy symbol.
30 yds. · V/S · 2 rd./level · casting 9
Stone Tell
PHBL6 · Divination · Elemental, Earth
Compels stone (a section of wall, floor, or rock) within touch to answer the priest's questions about what has touched or passed near it and what is hidden within/behind it, for 1 turn (a few questions). Stone's awareness is literal and limited to its immediate surroundings. Material components: oil/dust rubbed on the stone and the holy symbol.
Touch · V/S/M · 1 turn · casting 1 turn
Transmute Water to Dust
revPHBL6 · Alteration · Plant
Reversible. Turns a volume of water (scaling with caster level) within range into dust; destructive to water-based creatures/liquids and able to dry an area or ruin water supplies. Reverse (dust to water) creates water. Material components: a pinch of sand/lime (or drops of water for reverse) and the holy symbol.
60 yds. · V/S/M · Permanent · casting 8
Transport Via Plants
PHBL6 · Alteration · Plant
Lets the priest (and a small group of touched creatures) enter one large living plant and step out of another living plant of the priest's choosing anywhere on the same plane (the priest must know/recognize the destination plant), traveling instantly. Requires suitable plants at both ends. Material component: the holy symbol.
Touch · V/S · Special · casting 4
Turn Wood
PHBL6 · Alteration · Plant
Emits a wave that pushes wooden objects and wood-based creatures/weapons away from the priest in a path (width/length scaling with caster level) for 1 round/level; wooden missiles are deflected, wooden weapons forced back, and ambulatory plants/wooden constructs driven off. Material components: mistletoe and the holy symbol.
0 · V/S · 1 rd./level · casting 9
Wall of Thorns
PHBL6 · Conjuration/Summoning · Plant, Creation
Creates a thick barrier of thorny vegetation (volume scaling with caster level) within range for 1 turn/level; creatures attempting to pass take damage based on their movement and may become entangled (the faster they push, the more they're torn). Fire can burn it away over time. Requires room to grow. Material component: the holy symbol.
80 yds. · V/S · 1 turn/level · casting 9
Weather Summoning
PHBL6 · Conjuration/Summoning · Weather
Summons a significant weather pattern (storm, gale, fog, downpour, or clear skies) appropriate to the climate/season over a wide area; the chosen weather develops over time (minutes to an hour) and persists for an extended period. Can't conjure weather impossible for the region. The exact result has some randomness. Material component: the holy symbol.
0 · V/S · Special · casting 1 turn
Word of Recall
PHBL6 · Alteration · Summoning
Instantly teleports the priest (plus carried weight scaling with level) to a designated, pre-attuned 'sanctuary' location on the same plane, spoken into effect by a command word. The sanctuary must be set in advance. A reliable escape/return. Material component: the holy symbol.
0 · V · Special · casting 1
Antimagic Shell
PHBL6 · Abjuration
Summary pending
0 · V/S · 1 turn/level · casting 1
Bigby’s Forceful Hand
PHBL6 · Evocation
Summary pending
10 yds./level · V/S/M · 1 rd./level · casting 6
Chain Lightning
PHBL6 · Evocation
Summary pending
40 yds. + 5 yds./level · V/S/M · Instantaneous · casting 5
Conjure Animals
PHBL6 · Conjuration/Summoning
Summary pending
Special · V/S · 1 rd./level · casting 6
Contingency
PHBL6 · Evocation
Summary pending
0 · V/S/M · 1 day/level · casting 1 turn
Control Weather
PHBL6 · Alteration
Summary pending
0 · V/S/M · 4d6 hrs. · casting 1 turn
Death Fog
PHBL6 · Alteration, Evocation
Summary pending
30 yds. · V/S/M · 1d4 rds. + 1/level · casting 6
Death Spell
PHBL6 · Necromancy
Summary pending
10 yds./level · V/S/M · Instantaneous · casting 6
Demishadow Magic
PHBL6 · Illusion/Phantasm
Summary pending
60 yds. + 10 yds./level · V/S · Special · casting 6
Disintegrate
PHBL6 · Alteration
Summary pending
5 yds./level · V/S/M · Instantaneous · casting 6
Enchant an Item
PHBL6 · Enchantment, Invocation
Summary pending
Touch · V/S/M · Special · casting Special
Ensnarement
PHBL6 · Conjuration/Summoning
Summary pending
10 yds. · V/S/M · Special · casting 1 turn
Extension III
PHBL6 · Alteration
Summary pending
0 · V · Special · casting 6
Eyebite
PHBL6 · Enchantment/Charm, Illusion/Phantasm
Summary pending
20 yds. · V/S · 1 round/3 levels · casting 6
Geas
PHBL6 · Enchantment/Charm
Summary pending
10 yds. · V · Special · casting 4
Glassee
PHBL6 · Alteration
Summary pending
Touch · V/S/M · 1 rd./level · casting 1 rd.
Globe of Invulnerability
PHBL6 · Abjuration
Summary pending
0 · V/S/M · 1 rd./level · casting 1 rd.
Guards and Wards
PHBL6 · Evocation, Alteration, Enchantment/Charm
Summary pending
0 · V/S/M · 1 hr./level · casting 3 turns
Invisible Stalker
PHBL6 · Conjuration/Summoning
Summary pending
10 yds. · V/S/M · Special · casting 1 rd.
Legend Lore
PHBL6 · Divination
Summary pending
0 · V/S/M · Special · casting Special
Lower Water
revPHBL6 · Alteration
Summary pending
80 yds. · V/S/M · 5 rds./level · casting 1 turn
Mass Suggestion
PHBL6 · Enchantment/Charm
Summary pending
30 yds. · V/M · 4 turns + 4 turns/level · casting 6
Mirage Arcana
PHBL6 · Illusion/Phantasm, Alteration
Summary pending
10 yds./level · V/S · Special · casting Special
Mislead
PHBL6 · Illusion/Phantasm
Summary pending
10 yds. · S · 1 rd./level · casting 1
Monster Summoning IV
PHBL6 · Conjuration/Summoning
Summary pending
Special · V/S/M · 5 rds. + 1 rd./level · casting 6
Mordenkainen’s Lucubration
PHBL6 · Alteration
Summary pending
0 · V/S · Instantaneous · casting 1
Move Earth
PHBL6 · Alteration
Summary pending
10 yds./level · V/S/M · Permanent · casting Special
Otiluke’s Freezing Sphere
PHBL6 · Alteration, Evocation
Summary pending
Special · V/S/M · Special · casting 6
Part Water
PHBL6 · Alteration
Summary pending
10 yds./level · V/S/M · 5 rds./level · casting 1 turn
Permanent Illusion
PHBL6 · Illusion/Phantasm
Summary pending
10 yds./level · V/S/M · Permanent · casting 6
Programmed Illusion
PHBL6 · Illusion/Phantasm
Summary pending
10 yds./level · V/S/M · Special · casting 6
Project Image
PHBL6 · Alteration, Illusion/Phantasm
Summary pending
10 yds./level · V/S/M · 1 rd./level · casting 6
Reincarnation
PHBL6 · Necromancy
Summary pending
Touch · V/S/M · Permanent · casting 1 turn
Repulsion
PHBL6 · Abjuration
Summary pending
0 · V/S/M · 1 round/2 levels · casting 6
Shades
PHBL6 · Illusion/Phantasm
Summary pending
30 yds. · V/S · 1 rd./level · casting 6
Stone to Flesh
revPHBL6 · Alteration
Summary pending
10 yds./level · V/S/M · Permanent · casting 6
Tenser’s Transformation
PHBL6 · Alteration, Evocation
Summary pending
0 · V/S/M · 1 rd./level · casting 6
Transmute Water to Dust
revPHBL6 · Alteration
Summary pending
60 yds. · V/S/M · Permanent · casting 5
True Seeing
PHBL6 · Divination
Summary pending
Touch · V/S/M · 1 rd./level · casting 1 rd.
Veil
PHBL6 · Illusion/Phantasm
Summary pending
10 yds./level · V/S · 1 turn/level · casting 6
Level 7 (48)
Animate Rock
PHBL7 · Alteration · Elemental, Earth
Animates a single piece of stone (volume scaling with caster level — up to a large boulder/statue) within range for 1 round/level; the animated rock moves and attacks ponderously as directed, striking heavily but slowly. Reverts to inert stone when the spell ends. Material components: a bit of the stone and the holy symbol.
40 yds. · V/S/M · 1 rd./level · casting 1 rd.
Astral Spell
PHBL7 · Alteration · Astral
Projects the priest (and up to ~7 touched companions) onto the Astral Plane as astral bodies, leaving the physical bodies in stasis; a silver cord links each astral form to its body (severing it means death). Astral travelers can reach other planes. Lasts until ended/recalled. Material components: silver wire and a gem per traveler (~$$), plus the holy symbol.
Touch · V/S · Special · casting 1 ⁄2 hour
Changestaff
PHBL7 · Evocation, Enchantment · Plant, Creation
Turns a specially-prepared staff into a treant-like creature for 1 turn/level that fights for the priest as a powerful guardian; when slain or the spell ends, it reverts to the staff (which may be damaged/lost if the creature was destroyed). The staff must be prepared in advance. Material component: the prepared oak staff and the holy symbol.
Touch · V/S/M · Special · casting 4
Chariot of Sustarre
PHBL7 · Evocation · Elemental, Fire
Conjures a chariot and team wreathed in fire for 6 turns + 1 turn/level that carries the priest plus several passengers swiftly over land or through the air; the flames harm creatures that approach/touch it and ignite combustibles, but the riders are unharmed. Commanded by word. Material components: holy water, a piece of wood, and a fire source, plus the holy symbol.
10 yds. · V/S/M · 12 hours · casting 1 turn
Confusion
PHBL7 · Enchantment/Charm · Charm
Affects creatures in an area within range (number scaling with caster level); each affected creature saves vs. spell each round, and the failed roll randomly: wander, stand confused, attack nearest (possibly an ally), or act normally, for the duration. Material components: a set of three nutshells and the holy symbol.
80 yds. · V/S/M · 1 rd./level · casting 1 rd.
Conjure Earth Elemental
revPHBL7 · Conjuration/Summoning · Elemental, Earth, Summoning
Summons an earth elemental (or related earth creature) of significant HD within range for 1 turn/level; the priest concentrates to control it, and losing control risks it turning hostile. Casting takes time. Material components: soft earth/clay and the holy symbol. (Cannot be cast far from the ground/earth.)
40 yds. · V/S · 1 turn/level · casting 1 turn
Control Weather
PHBL7 · Alteration · Weather
Over a large area the priest gradually shifts the weather toward a chosen condition (storm/calm, hot/cold, wet/dry, etc.) over hours, the change developing slowly and lasting hours; cannot create weather impossible for the climate/season. More potent than the wizard version in some respects. Casting takes time. Material components: incense and matching reagents, plus the holy symbol.
0 · V/S/M · 4d12 hours · casting 1 turn
Creeping Doom
PHBL7 · Conjuration/Summoning · Animal, Summoning
Summons an enormous swarm of venomous crawling insects that the priest directs to creep toward and over enemies within range for 1 round/level (or until it disperses); creatures it covers take heavy automatic damage each round. The swarm moves slowly and follows the priest's direction. Material component: the holy symbol.
0 · V/S · 4 rds./level · casting 1 rd.
Earthquake
PHBL7 · Alteration · Elemental, Earth
Shakes the earth violently in a large radius (scaling with caster level) at a point within range for 1 round; the quake collapses structures, opens fissures (creatures may fall in/be buried, save vs. spell), and knocks creatures prone. Devastating to buildings and large areas. Casting takes 1 turn. Material components: a pinch of dirt, a bit of clay, and a small wooden fork, plus the holy symbol.
120 yds. · V/S/M · 1 rd. · casting 1 turn
Exaction
PHBL7 · Evocation, Alteration · Charm, Summoning
Compels an extraplanar creature (with which the priest's faith/the priest has standing) within range to perform a service or pay a 'debt'; the creature's willingness/save depends on alignment match and prior dealings. Demanding too much risks refusal or hostility. Lengthy cast. Material components: a prayer offering and items of value (~$$), plus the holy symbol.
10 yds. · V/S/M · Special · casting 1 rd.
Fire Storm
revPHBL7 · Evocation · Combat
Reversible. Creates a large area of roaring fire (volume scaling with caster level) within range for 1 round, dealing heavy fire damage (e.g., ~2d8 + 1/level) to all creatures within; save vs. spell for half. Ignites everything flammable. Reverse (fire quench) extinguishes a large area of fire. Material components: a pinch of sulfur/phosphorus and the holy symbol.
160 yds. · V/S · 1 rd. · casting 1 rd.
Gate
PHBL7 · Conjuration/Summoning · Summoning
Opens a planar gate and summons a specific powerful named entity (often a being aligned with the priest's faith) which arrives and may aid, bargain, or react per its nature; calling something far stronger than the priest is exceedingly dangerous. The gate is brief. The true name/identity is the key. Among the most powerful and risky spells. Material component: the holy symbol.
30 yds. · V/S · Special · casting 5
Holy Word
revPHBL7 · Conjuration/Summoning · Combat
Reversible. Utters a divine word affecting nonbelievers/creatures of opposed alignment within ~30-ft. radius; effects scale by the creatures' HD relative to the priest — lower-HD creatures are killed, then paralyzed, then stunned, then deafened (a tiered effect), and extraplanar creatures of opposed alignment are banished. No save for the tiered effects (HD-gated). Reverse is the opposing word. Material component: the holy symbol.
0 · V · Special · casting 1
Regenerate
PHBL7 · Necromancy · Necromantic
Reversible. Causes a creature touched to regrow a severed/lost body member (limb, organ, etc.) or reattach a severed part over a short time, fully restoring it. Reverse (wither) causes a touched victim's limb/part to shrivel and die (save vs. spell). Range touch. Material components: a bit of troll/lizard flesh and holy water, plus the holy symbol.
Touch · V/S/M · Permnanent · casting 3 rounds
Reincarnate
PHBL7 · Necromancy · Necromantic
Brings a recently-dead creature back to life in a new body of a randomly determined kind (roll on a table); no level/Constitution loss as with raise dead, but the new form may differ greatly from the original. The soul must be available/willing. Casting is lengthy. Material components: a handful of earth/seeds and the holy symbol.
Touch · V/S · Permanent · casting 1 turn
Restoration
revPHBL7 · Necromancy · Necromantic
Reversible. Restores one experience level (or ability-point loss) drained by undead/energy drain or similar, if applied within a limited time of the loss; also reverses magical aging in some readings. The casting drains the priest (ages them) as a cost. Reverse (energy drain) strips a level from a touched victim. Range touch. Material component: the holy symbol.
Touch · V/S · Permanent · casting 3 rds.
Resurrection
revPHBL7 · Necromancy · Necromantic
Reversible. Restores life to a dead creature touched even after a long time dead and from minimal remains (the soul willing), without the lengthy recovery of raise dead — the creature returns whole, losing 1 point of Constitution and requiring some rest. The casting greatly drains the priest (extended rest needed). Reverse (destruction) annihilates a living touched creature (save vs. spell or die, no body left). Material component: holy water and the holy symbol (~$$).
Touch · V/S/M · Permanent · casting 1 turn
Succor
revPHBL7 · Alteration, Enchantment · Necromantic
Reversible. The priest prepares an object (later broken by a designated bearer) that, when shattered, instantly teleports the bearer to a location the priest keyed during casting (a sanctuary/temple) — or the reverse summons a creature to the priest. Set in advance, one use. Material components: a costly keyed token (gem-set ~$$) and the holy symbol.
Touch · V/S/M · Special · casting 1 day
Sunray
PHBL7 · Evocation, Alteration · Sun
Calls down a burst/beam of genuine sunlight at a point within range; undead and light-vulnerable creatures in the area take heavy damage or are destroyed (save vs. spell), and all other creatures looking at it may be blinded (save) for a time. Acts as true sunlight (banishing shadow effects). Material components: a bit of phosphorescent material or a sunstone, plus the holy symbol.
10 yds./level · V/S/M · 1+1d4 rds. · casting 4
Symbol
PHBL7 · Conjuration/Summoning · Guardian
Inscribes a magical symbol on a surface within touch; when triggered (read/passed/touched per the priest's set condition), it produces one chosen powerful effect on nearby creatures — e.g., fear, pain, hopelessness, persuasion, or others per the version — each with a save. Permanent until triggered/dispelled. Lengthy, costly cast. Material components: powdered diamond/opal (~$$) and the holy symbol.
Touch · V/S/M · 1 turn/level · casting 3
Transmute Metal to Wood
PHBL7 · Alteration · Elemental, Earth
Turns a metal object (up to a weight scaling with caster level — a weapon, a portion of armor, a tool) into wood, drastically weakening it (a +X magic weapon resists with a save based on its bonus). The change is permanent for nonmagical metal. Devastating to an opponent's gear. Range scaling. Material components: a bit of wood/sawdust and the holy symbol.
80 yds. · V/S/M · Permanent · casting 1 rd.
Wind Walk
PHBL7 · Alteration · Elemental, Air
Transforms the priest (and one touched creature per ~8 levels) into a cloud-like vaporous form for 1 hr./level, able to travel through the air at great speed (covering long distances) and largely immune to physical attacks while misty; the travelers can become partly solid briefly. Returning to solid form takes a few rounds (vulnerable then). Material components: fire and holy water, plus the holy symbol.
Touch · V/S/M · 1 hour/level · casting 1 rd.
Banishment
PHBL7 · Abjuration
Summary pending
20 yds. · V/S/M · Instantaneous · casting 7
Bigby’s Grasping Hand
PHBL7 · Evocation
Summary pending
10 yds./level · V/S/M · 1 rd./level · casting 7
Charm Plants
PHBL7 · Enchantment/Charm
Summary pending
30 yds. · V/S/M · Permanent · casting 1 turn
Control Undead
PHBL7 · Necromancy
Summary pending
60 ft. · V/S/M · 3d4 rds. + 1 rd./level · casting 1 rd.
Delayed Blast Fireball
PHBL7 · Evocation
Summary pending
100 yds. + 10 yds./level · V/S/M · Special · casting 7
Drawmij’s Instant Summons
PHBL7 · Conjuration/Summoning
Summary pending
Infinite + special · V/S/M · Instantaneous · casting 1
Duo-Dimension
PHBL7 · Alteration
Summary pending
0 · V/S/M · 3 rds. + 1 rd./level · casting 7
Finger of Death
PHBL7 · Necromancy
Summary pending
60 yds. · V/S · Permanent · casting 5
Forcecage
PHBL7 · Evocation
Summary pending
10 yds./2 levels · V/S · 6 turns + 1/level · casting 3–4
Limited Wish
PHBL7 · Conjuration/Summoning, Invocation/Evocation
Summary pending
Unlimited · V · Special · casting Special
Mass Invisibility
PHBL7 · Illusion/Phantasm
Summary pending
10 yds./level · V/S/M · Special · casting 7
Monster Summoning V
PHBL7 · Conjuration/Summoning
Summary pending
Special · V/S/M · 6 rds. + 1 rd./level · casting 6
Mordenkainen’s Magnificent Mansion
PHBL7 · Alteration, Conjuration
Summary pending
10 yds. · V/S/M · 1 hr./level · casting 7 rds.
Mordenkainen’s Sword
PHBL7 · Evocation
Summary pending
30 yds. · V/S/M · 1 rd./level · casting 7
Phase Door
PHBL7 · Alteration
Summary pending
Touch · V · 1 usage/2 levels · casting 7
Power Word, Stun
PHBL7 · Conjuration/Summoning
Summary pending
5 yds./level · V · Special · casting 1
Prismatic Spray
PHBL7 · Conjuration/Summoning
Summary pending
0 · V/S · Instantaneous · casting 7
Reverse Gravity
PHBL7 · Alteration
Summary pending
5 yds./level · V/S/M · 1 rd./level · casting 7
Sequester
PHBL7 · Illusion/Phantasm, Abjuration
Summary pending
Touch · V/S/M · 1 week + 1 day/level · casting 7
Shadow Walk
PHBL7 · Illusion, Enchantment
Summary pending
Touch · V/S · 6 turns/level · casting 1
Simulacrum
PHBL7 · Illusion/Phantasm
Summary pending
Touch · V/S/M · Permanent · casting Special
Spell Turning
PHBL7 · Abjuration
Summary pending
0 · V/S/M · Up to 3 rds./level · casting 7
Statue
PHBL7 · Alteration
Summary pending
Touch · V/S/M · 1 hr./level · casting 7
Teleport Without Error
PHBL7 · Alteration
Summary pending
Touch · V · Instantaneous · casting 1
Vanish
PHBL7 · Alteration
Summary pending
Touch · V · Special · casting 2
Vision
PHBL7 · Divination
Summary pending
0 · V/S/M · Special · casting 7
Level 8 (22)
Antipathy-Sympathy
PHBL8 · Enchantment/Charm
Summary pending
30 yds. · V/S/M · 2 hrs./level · casting 1 hr.
Bigby’s Clenched Fist
PHBL8 · Evocation
Summary pending
5 yds./level · V/S/M · 1 rd./level · casting 8
Binding
PHBL8 · Enchantment, Evocation
Summary pending
10 yds. · V/S/M · Special · casting Special
Clone
PHBL8 · Necromancy
Summary pending
Touch · V/S/M · Permanent · casting 1 turn
Demand
PHBL8 · Evocation, Enchantment/Charm
Summary pending
Unlimited · V/S/M · Special · casting 1 turn
Glassteel
PHBL8 · Alteration
Summary pending
Touch · V/S/M · Permanent · casting 8
Incendiary Cloud
PHBL8 · Alteration, Evocation
Summary pending
30 yds. · V/S/M · 4 rds. + 1d6 rounds · casting 2
Mass Charm
PHBL8 · Enchantment/Charm
Summary pending
5 yds./level · V · Special · casting 8
Maze
PHBL8 · Conjuration/Summoning
Summary pending
5 yds./level · V/S · Special · casting 3
Mind Blank
PHBL8 · Abjuration
Summary pending
30 yds. · V/S · 1 day · casting 1
Monster Summoning VI
PHBL8 · Conjuration/Summoning
Summary pending
Special · V/S/M · 7 rds. + 1 rd./level · casting 8
Otiluke’s Telekinetic Sphere
PHBL8 · Evocation, Alteration
Summary pending
20 yds. · V/S/M · 2 rds./level · casting 4
Otto’s Irresistible Dance
PHBL8 · Enchantment/Charm
Summary pending
Touch · V · 1d4+1 rounds · casting 5
Permanency
PHBL8 · Alteration
Summary pending
Special · V/S · Permanent · casting 2 rds.
Polymorph Any Object
PHBL8 · Alteration
Summary pending
5 yds./level · V/S/M · Variable · casting 1 rd.
Power Word, Blind
PHBL8 · Conjuration/Summoning
Summary pending
5 yds./level · V · Special · casting 1
Prismatic Wall
PHBL8 · Conjuration/Summoning
Summary pending
10 yds. · V/S · 1 turn/level · casting 7
Screen
PHBL8 · Divination/Illusion
Summary pending
0 · V/S · 1 hr./level · casting 1 turn
Serten’s Spell Immunity
PHBL8 · Abjuration
Summary pending
Touch · V/S/M · 1 turn/level · casting 1 round/ recipient
Sink
PHBL8 · Enchantment, Alteration
Summary pending
10 yds./level · V/S · Special · casting 8
Symbol
PHBL8 · Conjuration/Summoning
Summary pending
Touch · V/S/M · Special · casting 8
Trap the Soul
PHBL8 · Conjuration/Summoning
Summary pending
10 yds. · V/S/M · Permanent until broken · casting Special + 1
Level 9 (18)
Astral Spell
PHBL9 · Evocation
Summary pending
Touch · V/S · Special · casting 9
Bigby’s Crushing Hand
PHBL9 · Evocation
Summary pending
5 yds./level · V/S/M · 1 rd./level · casting 9
Crystalbrittle
PHBL9 · Alteration
Summary pending
Touch · V/S · Permanent · casting 9
Energy Drain
PHBL9 · Evocation, Necromancy
Summary pending
Touch · V/S/M · Permanent · casting 3
Foresight
PHBL9 · Divination
Summary pending
0 · V/S/M · 2d4 rds. + 1 rd./level · casting 1 rd.
Gate
PHBL9 · Conjuration/Summoning
Summary pending
30 yds. · V/S · Special · casting 9
Imprisonment
revPHBL9 · Abjuration
Summary pending
Touch · V/S · Permanent · casting 9
Meteor Swarm
PHBL9 · Evocation
Summary pending
40 yds. + 10 yds./level · V/S · Instantaneous · casting 9
Monster Summoning VII
PHBL9 · Conjuration/Summoning
Summary pending
Special · V/S/M · 8 rds. + 1 rd./level · casting 9
Mordenkainen’s Disjunction
PHBL9 · Alteration, Enchantment
Summary pending
0 · V · Instantaneous · casting 9
Power Word, Kill
PHBL9 · Conjuration/Summoning
Summary pending
5 yds./2 levels · V · Permanent · casting 1
Prismatic Sphere
PHBL9 · Abjuration, Conjuration/Summoning
Summary pending
0 · V · 1 turn/level · casting 7
Shape Change
PHBL9 · Alteration
Summary pending
0 · V/S/M · 1 turn/level · casting 9
Succor
revPHBL9 · Alteration, Enchantment
Summary pending
Touch · V/S/M · Special · casting 1 to 4 days
Temporal Stasis
revPHBL9 · Alteration
Summary pending
10 yds. · V/S/M · Permanent · casting 9
Time Stop
PHBL9 · Alteration
Summary pending
0 · V · Special · casting 9
Weird
PHBL9 · Illusion/Phantasm
Summary pending
30 yds. · V/S · Concentration · casting 9
Wish
PHBL9 · Conjuration/Summoning
Summary pending
Unlimited · V · Special · casting Special