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Universalização das Magias

Esta variante é uma implementação das idéias discorridas no artigo A Polêmica da Cura Arcana: não há razão conceitual plausível para magos serem impedidos de usar energia positiva e negativa, apenas a motivação mecânica que separar os papéis das classes num grupo aventureiro. A verdade é que existem sim magias que claramente necessitam de favor divino para funcionar, como é o caso da magia de clérigo consagrar, mas é um número muito limitado comparado ao que se observa no sistema oficial. Ocorre também que muitas magias foram omitidas da lista de magos e feiticeiros claramente pelo motivo de normalmente não ter propósito prático à classe, como é o caso da magia de druida espada de fogo, visto que não se espera que magos e feiticeiros recorram a combate corpo-a-corpo.

Meta

O objetivo desta variante é reforçar os conceitos de que a única diferença entre magia arcana e divina é a forma como os usuários adquirem o poder, não a natureza do poder em si, e que os magos são os estudiosos de toda a magia. Então, cada magia tem seu próprio nível, independente das classes que podem usá-la, e os magos, enquanto classe, possuem acesso a todas as magias existentes; não se pode dizer o mesmo, entretanto, sobre nenhum indivíduo, pois certas magias requerem um foco que naturalmente exclui outras.


Índice Remissivo


Especialização Obrigatória

Nesta variante, todo usuário de magias deve se especializar. Quando um conjurador se especializa, ele escolhe concentrar seus estudos e energias numa escola em detrimento de outras. Para um feiticeiro ou mago, isso significa usar as magias da sua especialização no nível real da magia e atrasar os níveis de todas as demais magias. Magias neutras, ou seja, aquelas que nem são da especialização nem são opostas, são atrasadas 1 nível. A cada escola corresponde uma escola de oposição primária e a maioria também possui uma escola de oposição secundária. Na verdade, a distinção de primária e secundária é apenas conceitual, para fins de ambientação, mas seguem as mesmas regras. As magias das escolas opostas são atrasadas 2 níveis para feiticeiros e magos. Um feiticeiro ou mago pode especializar-se em nenhuma ou até 4 escolas. Classes com múltiplas especializações (bardos, clérigos e druidas, por exemplo) são proibidas de acessar magias nas quais não forem especializados. Uma magia proibida não pode ser aprendendida nem ativada a partir de itens de conclusão de magia nem liberação de magia; itens de palavra de comando ou ativados por uso são permitidos, pois independem das capacidades do usuário.

Especialização (=) > Neutra (-1) > Oposição (-2)

EspecializaçãoOposição PrimáriaOposição SecundáriaHabilidade-chave
Abjurador Conjuração EvocaçãoCar (Det)
Conjurador Abjuração NecromanciaInt
Encantador Transmutação IlusãoCar
Evocador Necromancia AbjuraçãoInt (Det)
Ilusionista Psiquismo EncantamentoInt (Car)
Necromante Evocação ConjuraçãoSab
Psíquico Ilusão TransmutaçãoSab
Transmutador Encantamento PsiquismoInt

Magias fortemente alinhadas: Um personagem sempre exclui de suas especializações as magias de alinhamento oposto ao seu. Os descritores Bem, Caos, Lei e Mal indicam que uma magia é alinhada. Um conjurador que mudar de alinhamento pode perder a capacidade de conjurar certas magias que havia aprendido; nesse caso, ele pode substituir a magia inválida por uma válida ao avançar de nível. Conjuradores de alinhamentos neutros devem escolher entre Bem ou Mal para fins das magias que são excluídas de sua especialização. A decisão só precisa ser tomada quando lançar sua primeira magia alinhada (forte ou fracamente).

Classes de múltiplas especializações: Idealmente, teremos a especificação completa de especializações para cada uma das classes conjuradoras que não têm acesso a todas as magias existentes, ou seja, aquelas que possuem múltiplas especializações e são proibidas de acessar todas as magias nas quais não forem especialistas. Algumas correções nas classificações das magias, que serão vistas adiante, facilitam esta tarefa. Serão dadas como exemplos, abaixo, as especializações do bardo, do clérigo e do druida.

Deve-se lembrar, contudo, que o foco desta variante são os magos e feiticeiros e que as demais classes não precisam, necessariamente, ser modificadas pela variante. Afinal, as listas de magias de cada classe foram cuidadosamente montadas para refletir os papéis das mesmas e equilibrá-las entre si: não é à toa que muitas magias são acessadas em níveis diferentes para classes diferentes. Uma vez que essas classes são altamente especializadas e seu poder costuma advir de inspiração divina ou de outra forma transcendental (como a música para os bardos), não seria estranho acessarem as mesmas magias em níveis diferentes (só inconveniente, afinal é mais fácil manter uma lista única e com níveis absolutos).

O bardo é especialista em magias de Abjuração, Conjuração (somente Invocação), Encantamento, Ilusão, Necromancia (somente Cura e Degeneração), Psiquismo, Transmutação (somente Aprimoramento) e [Sônico].

O caçador é especialista em magias de Abjuração, Conjuração (somente Invocação), Necromancia, Psiquismo (somente Entendimento e Revelação), Transmutação (somente Aprimoramento) e [Natureza].

O clérigo é especialista em magias de Abjuração, Conjuração (somente Convocação e Invocação), Encantamento, Necromancia, Psiquismo (exceto Telecinese), Transmutação (somente Aprimoramento), [Água], [Ar], [Luz], [Terra] e [Trevas].

O druida é especialista em magias de Abjuração, Conjuração (somente Invocação), Necromancia (somente Cura e Degeneração), Psiquismo (exceto Telecinese), Transmutação (somente Aprimoramento e Metamorfose), [Água], [Ar], [Eletricidade], [Fogo] (com exceção daquelas que explicitamente inflamarem ou derreterem objetos, como bola de fogo), [Natureza] e [Terra].

O paladino é especialista em magias de Abjuração, Necromancia, Psiquismo (somente Revelação), Transmutação (somente Aprimoramento) e [Luz].


Limites de nível

Se magias têm seus níveis atrasados, naturalmente enfrentamos um limite superior de acesso: magias neutras só serão aprendidas até seu 8º. nível e magias opostas só serão aprendidas até seu 7º. nível. Entretanto, o propósito desta variante é simplificar as definições e mecânicas das especializações e oposições, não prejudicar a neutralidade. Portanto, magias relativamente fracas para o seu nível tiveram seu nível reduzido por 1 (ver abaixo) e adicionamos o 10º. nível ao lote de magias diárias dos feiticeiros e magos. Magias de 10º. nível não existem: o crédito visa magias neutras de 9º. nível, magias de oposição de 8º. nível, e magias de especialização modificadas por talentos metamágicos. Magias de 10º nível são acessadas a partir do 19º. nível de conjurador.

Uma vez que Necromantes de alinhamentos bons passam a ter o mesmo poder de cura que clérigos (exceto no quesito cura espontânea, a menos que utilize minha variante de Pontos de Magia), um passo adiante na consolidação dos magos como os mestres supremos da magia seria limitar clérigos e druidas ao 7º. nível de magias, como ocorria na segunda edição pela mesma razão. O nível de conjurador do clérigo e do druida seria então igual 7/10 do nível de classe, variando de 1 a 14. Uma alternativa mais enxuta e menos drástica seria igualar o nível de conjurador ao bônus base de ataque (3/4 do nível de classe, arredondando para o 0,5 mais próximo), que varia de 0,5 a 15. Nesse caso, eles teriam acesso ao 8º nível, mas não ao 9º nem o 10º. Um nível fracionário, no sistema tradicional de níveis de magia por dia, dá apenas o crédito de magias bônus pela habilidade-chave; você não aprende mais magias nem adquire os novos créditos-base de magia. No sistema de Pontos de Magia, não é necessária nenhuma alteração na mecânica, apenas os resultados são diferentes.

Eu considero a segunda opção preferível, mas ela faz necessário também reduzir tempestade vingativa para o 8º. nível e terremoto para o 7º. nível (para não ficar no mesmo nível). Milagre seria, então, uma habilidade similar a magia adquirida no 20º. nível, através da qual, com seu devido custo de XP, a divindade concede um desejo ao clérigo. O druida ganharia Enxame Elemental como habilidade similar a magia 1 vez por dia no 17º nível, 2 vezes por dia no 19º nível.

Nível
de classe
Nível de
conjurador
Pontos de
Magia Base
Nível
de magias
10,510
2141
3271
43122
53,5172
64222
75293
86363
96,5433
107524
118614
129705
139,5795
1410885
1511976
16121066
1712,51156
18131247
19141337
20151408

Uma simplificação ainda maior seria fazer o bardo também seguir a tabela acima e considerar sempre o nível de conjurador igual ao nível de classe, atrasando apenas o aprendizado de magias. Isto nos conduziria também a uma simplificação da progressão de paladinos e caçadores, como a que pode ser vista abaixo. O bônus da habilidade chave só será adicionado aos pontos de magia nos níveis pares, nos quais o nível de conjurador é um número inteiro. Cura Pelas Mãos será substituído pelo benefício de todas as magias de Necromancia (Cura) do paladino serem maximizadas e potencializadas automaticamente e sem custo adicional.

Nível
de classe
Nível de
conjurador
Pontos de
Magia Base
Nível
de magias
10,510
2120
31,520
4251
52,551
6381
73,581
84132
94,5132
105182
115,5182
126253
136,5253
147323
157,5323
168414
178,5414
189504
199,5504
2010615

Ajuste de Níveis de Magias Secundárias: Aquelas magias que se pode considerar fracas para seu nível de magia, mas adequadas para o nível de conjurador em que são aprendidas no sistema oficial, terão seus níveis de magia reduzidos por 1. Essas são as magias secundárias, normalmente meras utilitárias, que jamais seriam vistas como motivadoras de especialização e cujo atraso seria demasiadamente prejudicial. Por exemplo, o disco flutuante originalmente é de 1º. nível, mas nesta variante isto significaria que apenas evocadores teriam acesso no 1º. nível de conjurador, enquanto que abjuradores e ilusionistas só acessariam no 5º. nível de conjurador e outros especialistas apenas no 3º. Essa situação não se justifica, então o disco flutuante passou a ser uma Evocação de nível 0, de modo que o evocador goza de uma pequena vantagem, o abjurador e o ilusionista sofrem uma pequena desvantagem, e todos os demais acessam a magia no nível mais adequeado.

Feiticeiros: Um feiticeiro sabe todos os truques de Metamagia e da sua escola de especialização. A cada nível, um feiticeiro aprende 2 magias adicionais de qualquer nível que possa acessar. São 40 magias aprendidas, contra 34 do original, sem contar os truques.


Mudanças nas Escolas

Clima, Cura, Telecinese e Teleporte: Magias climáticas e relacionadas às forças da natureza (como ventos e terremotos) passam a ser sempre classificadas como Conjuração (Invocação) e são as únicas dessa escola cujo nome não começa com Invocar. Magias de cura voltam para a escola de Necromancia (de onde foram tiradas na edição 3.0), resgatando o antigo conceito de que Necromancia é a escola que lida não apenas com a morte e a alma imortal, mas também com a vida. Magias de telecinese, ou seja, de comando mental sobre o movimento de criaturas e objetos, mudam-se para a escola de Adivinhação, que é rebatizada de Psiquismo. Magias de teleporte, ou seja, transporte instantâneo dentro de um mesmo plano, voltam para a escola de Transmutação (de onde foram tiradas na edição 3.5), na escola de Distorção, que também inclui outros efeitos dimensionais. Assim, Conjuração, Necromancia e Transmutação são reforçadas nas suas naturezas sem perder força e Adivinhação/Psiquismo deixa de ser uma escola fraca.

Evocações: Todas as evocações possuem um descritor: Água, Ar, Eletricidade, Fogo, Força, Frio, Luz ou Sônico. Evocações que não possuíam descritor foram reclassificadas em outras escolas, com exceção de rajada prismática, que possui múltiplos efeitos que por sua vez possuem descritores, embora a magia em si não tenha. Todas as magias de [Trevas] mudaram de Evocação para Ilusão (Ficção).

Feitiços e Compulsões: Feitiços passam a incluir todos os Encantamentos que alteram as emoções dos seus alvos sem diretamente forçar ações ou inações.

Medo e Moral: Magias de [Medo] saem da escola de Necromancia para a escola de Encantamento. Suas opostas ganham o descritor [Moral].

Metamagia: O ajuste mais importante motivado pela mudança na mecânica de especialização, contudo, é a necessidade conceitual e mecânica de deslocar várias magias para a "escola" Universal e rebatizá-la de Metamagia. Antes da terceira edição, metamagia se referia simplesmente a magias que afetam outras magias, como sempre foi o caso de dissipar magia, por exemplo. Na teceira edição, passou a ser uma categoria de talentos que podem ser escolhidos para melhorar ou alterar magias. E essas magias não apenas justificam conceitualmente uma escola independente, como também se verifica a importância de separar tais magias da mecânica das especializações. Todos os conjuradores têm acesso livre a todas as magias de Metamagia no seu nível verdadeiro.

Lista de Escolas e Subescolas

Se uma escola tiver subescolas, todas as magias da escola serão classificadas numa delas.

Lista Universal de Magias

Abaixo estão relacionadas todas as magias existentes no sistema núcleo (core) com seus devidos descritores e subescolas. O descritor [Efeito Mental] foi omitido da lista de magias, mas está indicado na lista de subescolas.

0TH-LEVEL

Metamagic:
Arcane Mark (Universal): Inscribes a personal rune (visible or invisible).
Detect Magic (Analyzing): Detects spells and magic items within 60 ft.
Prestidigitation (Universal): Performs minor tricks.
Read Magic (Analyzing): Read scrolls and spellbooks.

Abjuration:
Alarm: Wards an area for 2 hours/level.
Endure Elements [Nature]: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Resistance: Subject gains +1 on saving throws.

Conjuration:
Acid Splash [Acid] (Creation): Orb deals 1d3 acid damage.
Create Water [Water] (Creation): Creates 2 gallons/level of pure water.
Summon Instrument (Calling): Summons one instrument of the caster's choice.
Summon Monster I [(Alignment), (Element)] (Summoning): Calls extraplanar creature to fight for you.
Summon Nature's Ally I [Nature] (Summoning): Calls creature to fight.

Enchantment:
Charm Animal [Nature] (Charm): Makes one animal your friend.
Daze (Compulsion): Humanoid creature of 4 HD or less loses next action.
Sleep (Compulsion): Puts 4 HD of creatures into magical slumber.

Evocation:
Dancing Lights [Light]: Creates torches or other lights.
Flare [Light]: Dazzles one creature (–1 on attack rolls).
Floating Disk [Force]: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Light [Light]: Object shines like a torch.
Ray of Frost [Cold]: Ray deals 1d3 cold damage.

Illusion:
Disguise Self (Glamer): Changes your appearance.
Ghost Sound (Figment): Figment sounds.
Message [Language-dependent] (Glamer): Whispered conversation at distance.
Silent Image (Figment): Creates minor illusion of your design.
Ventriloquism (Figment): Throws voice for 1 min./level.

Mentalism:
Animate Rope (Telekinesis): Makes a rope move at your command.
Detect Poison [Nature] (Revealing): Detects poison in one creature or small object.
Detect Secret Doors (Revealing): Reveals hidden doors within 60 ft.
Detect Snares and Pits [Nature] [Nature] (Revealing): Reveals natural or primitive traps.
Detect Undead (Revealing): Reveals undead within 60 ft.
Feather Fall (Telekinesis): Objects or creatures fall slowly.
Guidance (Divination): +1 on one attack roll, saving throw, or skill check.
Know Direction (Divination): You discern north.
Mage Hand (Telekinesis): 5-pound telekinesis.
Open/Close (Telekinesis): Opens or closes small or light things.

Necromancy:
Cure Minor Wounds (Healing): Cures 1d4 points of damage.
Deathwatch (Spirit): Reveals how near death subjects within 30 ft. are.
Disrupt Undead (Healing): Deals 1d6 damage to one undead.
Inflict Minor Wounds (Rotting): Touch attack, 1d4 points of damage.
Purify Food and Drink [Nature] (Healing): Purifies 1 cu. ft./level of food or water.
Touch of Fatigue (Rotting): Touch attack fatigues target.
Virtue (Healing): Subject gains 1 temporary hp.

Transmutation:
Erase (Alteration): Mundane or magical writing vanishes.
Expeditious Retreat (Enhancement): Your speed increases by 30 ft.
Expeditious Retreat, Swift (Enhancement): Swift. Your speed increases by 30 ft. for 1 round. (CV)
Magic Fang [Nature] (Enhancement): One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone (Enhancement): Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon (Enhancement): Weapon gains +1 bonus.
Mending (Enhancement): Makes minor repairs on an object.

1ST-LEVEL

Metamagic:
Consecrate Spell (Augmentation): Spell gains the good descriptor.
Corrupt Spell (Augmentation): Spell gains the evil descriptor.
Enlarge Spell (Augmentation): Doubles range of a spell (must be Close, Medium or Long).
Extend Spell (Augmentation): Doubles duration of a spell (cannot be concentration, instantaneous or permanent).
Fortify Spell (Augmentation): +2 to caster level against SR. Heighten to increase bonus.
Identify (Analyzing) (M): Determines properties of magic item.
False Magic Aura (Imbuing): Alters object's magic aura.
Rapid Spell (Augmentation): Decreases casting time for a spell of 1 round or more.
Sculpt Spell (Augmentation): Alters spell's area.*
Silent Spell (Augmentation): Removes verbal component from a spell.
Still Spell (Augmentation): Removes somatic component from a spell.
Transdimensional Spell (Augmentation): Spell affects creatures in coexistent planes and extradimensional spaces.

Abjuration:
Arcane Lock (M): Magically locks a portal or chest.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Hide from Animals [Nature]: Animals can't perceive one subject/level.
Protection from Chaos/Evil/Good/Law [(Alignment)]: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 deflection bonus +1/6 levels.

Conjuration:
Divine Favor (Summoning): You gain +1 per three levels on attack and damage rolls.
Glitterdust (Creation): Blinds creatures, outlines invisible creatures.
Grease (Creation): Makes 10-ft. square or one object slippery.
Gust of Wind [Air] (Summoning): Blows away or knocks down smaller creatures.
Obscuring Mist [Nature] (Creation): Fog surrounds you.
Orb of Acid, Lesser [Acid] (Creation): Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8). (CA)
Summon Monster II [(Alignment), (Element)] (Summoning): Calls extraplanar creature to fight for you.
Summon Mount (Summoning): Summons riding horse for 2 hours/level.
Summon Nature's Ally II [Nature] (Summoning): Calls creature to fight.
Summon Swarm (Summoning): Summons swarm of bats, rats, or spiders.
Unseen Servant (Creation): Invisible force obeys your commands.

Enchantment:
Animal Messenger [Nature] (Compulsion): Sends a Tiny animal to a specific place.
Bane [Fear] (Charm): Enemies take –1 on attack rolls and saves against fear.
Bless [Morale] (Charm): Allies gain +1 on attack rolls and saves against fear.
Calm Animals [Nature] (Charm): Calms (2d4 + level) HD of animals.
Cause Fear [Fear] (Charm): Frightens one creature of 5 HD, who flees for 1d4 rounds.
Charm Person (Charm): Makes one person your friend.
Command [Language-dependent] (Compulsion): One subject obeys selected command for 1 round.
Daze Monster (Compulsion): Living creature of 6 HD or less loses next action.
Doom [Fear] (Charm): One subject becomes shaken.
Hideous Laughter (Compulsion): Subject loses actions for 1 round/level.
Hypnotism (Charm): Fascinates 2d4 HD of creatures.
Lesser Confusion (Compulsion): One creature is confused for 1 round.
Remove Fear [Morale] (Charm): Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Stupor (Compulsion): One helpless subject is put in a state that allows him to be moved but take no other actions. (BoVD)

Evocation:
Burning Hands [Fire]: 1d4/level fire damage (max 5d4).
Chill Metal [Cold]: Cold metal damages those who touch it.
Continual Flame [Light] (M): Makes a permanent, heatless torch.
Faerie Fire [Light]: Outlines subjects with light, cancelling blur, concealment, and the like.
Heat Metal [Fire]: Make metal so hot it damages those who touch it.
Mage Armor [Force]: Gives subject +4 armor bonus.
Magic Missile [Force]: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Cold, Lesser [Cold]: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8). (CA)
Orb of Electricity, Lesser [Electricity]: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8). (CA)
Orb of Fire, Lesser [Fire]: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8). (CA)
Orb of Sound, Lesser [Sonic]: Ranged touch attack deals 1d6 sonic damage + 1d8/two levels beyond 1st (max 5d8). (CA)
Produce Flame [Fire]: 1d6 damage +1/level, touch or thrown.
Pyrotechnics [Fire, Nature]: Turns fire into blinding light or choking smoke.
Shatter [Sonic]: Sonic vibration damages objects or crystalline creatures.
Shield [Force]: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp [Electricity]: Touch delivers 1d6/level electricity damage (max 5d6).
Sound Burst [Sonic]: Deals 1d8 sonic damage to subjects; may stun them.

Illusion:
Color Spray (Pattern): Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Darkness [Darkness] (Glamer): 20-ft. radius of supernatural shadow.
Magic Mouth (Glamer) (M): Speaks once when triggered.
Mirror Image (Figment): Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Phantom Trap (Glamer) (M): Makes item seem trapped.

Mentalism:
Arrow Mind (Divination): Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity. (CV)
Comprehend Languages (Divination): You understand all spoken and written languages.
Detect Animals or Plants [Nature] (Revealing): Detects kinds of animals or plants.
Detect Chaos/Evil/Good/Law (Revealing): Reveals creatures, spells, or objects of selected alignment.
Guided Shot (Divination): Swift. You ignore distance penalties with your ranged attacks for 1 round. (CV)
Instant Locksmith (Divination): Swift. Make Disable Device or Open Lock check at +2 as free action. (CV)
Instant Search (Divination): Swift. Make Search check at +2 as free action. (CV)
Insightful Feint (Divination): Swift. Gain +10 on your next Bluff check to feint in combat. (CV)
Knock (Telekinesis): Opens locked or magically sealed door.
Levitate (Telekinesis): Subject moves up and down at your direction.
Master's Touch (Divination): Swift. You gain proficiency in a weapon or shield touched for 1 min./level. (CV)
Spectral Hand (Telekinesis): Creates disembodied glowing hand to deliver touch attacks.
Spider Climb (Telekinesis): Grants ability to walk on walls and ceilings.
True Strike (Divination): +20 on your next attack roll.

Necromancy:
Align Weapon [(alignment)] (Spirit): Weapon becomes good, evil, lawful, or chaotic.
Bless Water [Good] (Spirit) (M): Makes holy water.
Chill Touch (Rotting): One touch/level deals 1d6 damage and possibly 1 Str damage.
Command Undead (Spirit): Undead creature obeys your commands.
Cure Light Wounds (Healing): Cures 1d8 damage +1/level (max +5).
Curse Water [Evil] (Spirit) (M): Makes unholy water.
Healthful Rest (Healing): Subjects heal at twice the normal rate. (CV)
Inflict Light Wounds (Rotting): Touch deals 1d8 damage +1/level (max +5).
Goodberry (Healing): 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Ray of Enfeeblement (Rotting): Ray deals 1d6 +1 per two levels Str damage.
Suspend Disease: Keeps disease from harming creature for 24 hours. (BoVD)
Vigor, Lesser (Healing): Creature heals 1 hp/round (max 15 rounds). (CD)

Transmutation:
Accelerated Movement (Enhancement): Swift. Balance, Climb or Move Silently at normal speed with no penalty on skill check. (CV)
Alter Self (Metamorphosis): Assume form of a similar creature.
Bear's Endurance (Enhancement): Subject gains +4 to Con for 1 min./level.
Bull's Strength (Enhancement): Subject gains +4 to Str for 1 min./level.
Camouflage [Nature] (Enhancement): Grants +10 bonus on Hide checks. (CD)
Cat's Grace (Enhancement): Subject gains +4 to Dex for 1 min./level.
Eagle's Splendor (Enhancement): Subject gains +4 to Cha for 1 min./level.
Enlarge Person (Alteration): Humanoid creature doubles in size.
Entangle [Nature] (Alteration): Plants entangle everyone in 40-ft.-radius.
Fox's Cunning (Enhancement): Subject gains +4 Int for 1 min./level.
Hawkeye (Enhancement): Increase range increments by 50%, +5 on spot checks. (CV)
Jump (Enhancement): Subject gets bonus on Jump checks.
Lightfoot (Enhancement): Swift. Your move does not provoke attacks of opportunity for 1 round. (MHB)
Low-Light Vision [Nature] (Enhancement): See twice as far as a human in poor ilumination. (CA)
Longstrider (Enhancement): Your speed increases by 10 ft.
Make Whole (Enhancement): Repairs an object.
Owl's Wisdom (Enhancement): Subject gains +4 to Wis for 1 min./level.
Pass without Trace [Nature] (Enhancement): One subject/level leaves no tracks.
Reduce Person (Alteration): Humanoid creature halves in size.
Rope Trick (Warping): As many as eight creatures hide in extradimensional space.
Shillelagh (Enhancement): Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

2ND-LEVEL

Metamagic:
Empower Spell (Augmentation): Increases all variable, numeric effects of a spell by one-half.
Explosive Spell (Augmentation): Area spell ejects and may knock down creatures from inside, 1d6 damage per 10 ft. ejected.
Reach Spell (Augmentation): Touch spell becomes a ray with 30-ft. range.
Split Ray (Augmentation): Ray spell affects one additional target.*

Abjuration:
Fire Trap [Fire] (M): Opened object deals 1d4 +1/level damage.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Sepia Snake Sigil (M): Creates text symbol that immobilizes reader.
Shield Other (F): You take half of subject's damage.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Undetectable Alignment: Conceals alignment for 24 hours.

Conjuration:
Acid Arrow [Acid] (Creation): Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Create Food and Water (Creation): Feeds three humans (or one horse)/level.
Fog Cloud [Nature] (Creation): Fog obscures vision.
Sleet Storm [Cold] (Summoning): Hampers vision and movement.
Summon Monster III [(Alignment), (Element)] (Summoning): Calls extraplanar creature to fight for you.
Summon Nature's Ally III [(Alignment), (Element), Nature] (Summoning): Calls creature to fight.
Summon Phantom Steed (Summoning): Magic horse appears for 1 hour/level.
Web (Creation): Fills 20-ft.-radius spread with sticky spiderwebs.

Enchantment:
Aid [Morale] (Charm): +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Animal Trance [Nature] (Charm): Fascinates 2d6 HD of animals.
Calm Emotions (Charm): Calms creatures, negating emotion effects.
Enthrall [Language-Dependant, Sonic] (Charm): Captivates all within 100 ft. + 10 ft./level.
Heroism [Morale] (Charm): Gives +2 on attack rolls, saves, skill checks.
Hold Person (Compulsion): Paralyzes one humanoid for 1 round/level.
Rage [Morale] (Charm): Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare [Fear]: Panics creatures of less than 6 HD.
Suggestion [Language-dependent] (Compulsion): Compels subject to follow stated course of action.
Touch of Idiocy (Compulsion): Subject takes 1d6 points of Int, Wis, and Cha damage.
Zone of Truth (Compulsion): Subjects within range cannot lie.

Evocation:
Call Lightning [Electricity]: Calls down lightning bolts (3d6 per bolt) from sky.
Energy Weapon [(Energy)]: Weapon touched deals +1d6 damage of the selected energy type with each hit. (CV)
Spiritual Weapon [Force]: Magic weapon attacks on its own.
Flame Blade [Fire]: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere [Fire]: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Tiny Hut [Force]: Creates shelter for ten creatures.

Illusion:
Blur (Glamer): Attacks miss subject 20% of the time.
Hypnotic Pattern (Pattern): Fascinates (2d4 + level) HD of creatures.
Illusory Script (Phantasm) (M): Only intended reader can decipher.
Invisibility (Glamer): Subject is invisible for 1 min./level or until it attacks.
Minor Image (Figment): As silent image, plus some sound.
Misdirection (Glamer): Misleads mentalisms for one creature or object.
Silence (Glamer): Negates sound in 15-ft. radius.
Silent Armor (Glamer): Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level. (CV)

Mentalism:
Augury (F, M) (Divination): Learns whether an action will be good or bad.
Detect Thoughts [Ação Mental] (Telepathy): Allows "listening" to surface thoughts.
Find Traps (Revealing): Notice traps as a rogue does.
Fly, Swift (Telekinesis): Swift. Gain fly speed of 60 ft. for 1 round. (CV)
Insightful Skill (Divination): You gain insight bonus of 5 + caster level on one single skill check. (CV)
See Invisibility (Revealing): Reveals invisible creatures or objects.
Status (Telepathy): Monitors condition, position of allies.
Locate Object (Divination): Senses direction toward object (specific or type).
Speak with Plants [Nature] (Divination): You can talk to normal plants and plant creatures.

Necromancy:
Blindness/Deafness (Rotting): Makes subject blinded or deafened.
Consecrate (Healing) [Good] (M): Fills area with positive energy, making undead weaker.
Cure Moderate Wounds (Healing): Cures 2d8 damage +1/level (max +10).
Death Knell [Death, Evil] (Rotting): Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison (Healing): Stops poison from harming subject for 1 hour/level.
Desecrate [Evil] (Rotting) (M): Fills area with negative energy, making undead stronger.
False Life (Spirit): Gain 1d10 temporary hp +1/level (max +10).
Gentle Repose (Healing): Preserves one corpse.
Ghoul Touch [Poison] (Rotting): Paralyzes one subject, which exudes stench that makes those nearby sickened.
Halt Undead (Spirit): Immobilizes undead for 1 round/level.
Helping Hand (Spirit): Ghostly hand leads subject to you.
Inflict Moderate Wounds (Rotting): Touch attack, 2d8 damage +1/level (max +10).
Ray of Exhaustion (Rotting): Ray makes subject exhausted.
Remove Blindness/Deafness (Healing): Cures normal or magical conditions.
Remove Paralysis (Healing): Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser (Healing): Dispels magical ability penalty or repairs 1d4 ability damage.

Transmutation:
Barkskin [Nature] (Enhancement): Grants +1 per 3 levels +1 enhancement to natural armor.
Darkvision [Nature] (Enhancement): See 60 ft. in total darkness.
Diminish Plants [Nature] (Alteration): Reduces size or blights growth of normal plants.
Gaseous Form (Alteration): Subject becomes insubstantial and can fly slowly.
Haste, Swift (Warping): Swift. You are hasted for 1 round. (MHB)
Magic Fang, Greater [Nature] (Enhancement): One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5).
Magic Vestment (Enhancement): Armor or shield gains +1 enhancement per four levels.
Magic Weapon, Greater (Enhancement): +1/four levels (max +5).
Meld into Stone [Earth] (Alteration): You and your gear merge with stone.
Plant Growth [Nature] (Alteration): Grows vegetation, improves crops.
Quench [Nature] (Alteration): Extinguishes nonmagical fires or one magic item.
Reduce Animal [Nature] (Alteration): Shrinks one willing animal.
Scent [Nature] (Enhancement) (M): Grants the scent special ability. (CD)
Secret Page (Alteration): Changes one page to hide its real content.
Shrink Item (Alteration): Object shrinks to one-sixteenth size.
Soften Earth and Stone [Earth] (Alteration): Turns stone to clay or dirt to sand or mud.
Snare [Nature] (Alteration): Creates a magic booby trap.
Spike Growth [Nature] (Alteration): Creatures in area take 1d4 damage, may be slowed.
Swim [Nature] (Enhancement): Subject gains swim speed, +8 bonus on Swim checks. (CA)
Tree Shape [Nature] (Alteration): You look exactly like a tree for 1 hour/level.
Warp Wood [Nature] (Alteration): Bends wood (shaft, handle, door, plank).
Water Breathing [Nature] (Enhancement): Subjects can breathe underwater.
Whispering Wind [Air] (Alteration): Sends a short message 1 mile/level.
Wood Shape [Nature] (Alteration): Rearranges wooden objects to suit you.

3RD-LEVEL

Metamagic:
Arcane Sight (Analyzing): Magical auras become visible to you.
Chain Spell (Augmentation): Spell redirects to affect secondary targets.*
Delay Spell (Augmentation): Delays spell's effects for 1-5 rounds.*
Dispel Magic (Dispelling): Cancels magical spells and effects.
Invisibility Purge (Dispelling): Dispels invisibility within 5 ft./level.
Maximize Spell (Augmentation): Maximizes all variable, numeric effects of a spell.
Repeat Spell (Augmentation): Spell is automatically cast again next round.*
Widen Spell (Augmentation): Doubles a spell's area.

Abjuration:
Explosive Runes [Force]: Deals 6d6 damage when read.
Glyph of Warding (M): Inscription harms those who pass it.
Magic Circle against Chaos/Evil/Good/Law [(Alignment)]: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection (M): Hides subject from mentalisms.

Conjuration:
Minor Creation (Creation): Creates one cloth or wood object.
Secure Shelter (Creation): Creates sturdy cottage.
Solid Fog (Creation): Blocks vision and slows movement.
Stinking Cloud [Poison] (Creation): Nauseating vapors, 1 round/level.
Summon Monster IV [(Alignment), (Element)] (Summoning): Calls extraplanar creature to fight for you.
Summon Nature's Ally IV [(Alignment), (Element), Nature] (Summoning): Calls creature to fight.
Wind Wall [Air] (Summoning): Deflects arrows, smaller creatures, and gases.

Enchantment:
Charm Monster (Charm): Makes monster believe it is your ally.
Confusion (Compulsion): Subjects behave oddly for 1 round/level.
Crushing Despair [Fear] (Charm): Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Deep Slumber (Compulsion): Puts 10 HD of creatures to sleep.
Dominate Animal [Nature] (Compulsion): Subject animal obeys silent mental commands.
Good Hope [Morale] (Charm): Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

Evocation:
Daylight [Light]: 60-ft. radius of bright light.
Fireball [Fire]: 1d6 damage per level, 20-ft. radius.
Flame Arrow [Fire]: Arrows deal +1d6 fire damage.
Ice Storm [Cold]: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt [Electricity]: Electricity deals 1d6/level damage.
Mage Armor, Greater [Force] (M): Gives subject +6 armor bonus. (CA)
Resonating Bolt [Sonic]: Sonic energy deals 1d4 damage/level (max 10d4).
Scorching Ray [Fire]: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Searing Light [Light]: Ray deals 1d8/two levels damage, more against undead.

Illusion:
Deeper Darkness [Darkness] (Glamer): Object sheds supernatural shadow in 60-ft. radius.
Displacement (Glamer): Attacks miss subject 50%.
Glibness (Glamer): You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Illusory Wall (Figment): Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility Sphere (Glamer): Makes everyone within 10 ft. invisible.
Major Image (Figment): As silent image, plus sound, smell and thermal effects.
Sculpt Sound (Figment, Glamer): Creates new sounds or changes existing ones.

Mentalism:
Clairaudience/Clairvoyance (Scrying): Hear or see at a distance for 1 min./level.
Devil's Eye [Evil] (Revelation): Caster can see in even magical darkness, up to 30 ft. (BoVD)
Discern Shapechanger (Revelation): Penetrates disguises and identifies shapechanging creatures. (CA)
Fly (Telekinesis): Subject flies at speed of 60 ft.
Telepathic Bond, Lesser (Telepathy): As telepathic bond, but you and other creature. (CD)
Tongues (Divination): Speak any language.
Water Walk [Water] (Telekinesis): Subject treads on water as if solid.

Necromancy:
Align Fang [(Alignment), Nature] (Spirit): Natural weapon becomes good, evil, lawful or chaotic. (MHB)
Animate Dead [Evil] (Rotting) (M): Creates undead skeletons and zombies.
Bestow Curse (Spirit): –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion [Evil] (Rotting): Infects subject with chosen disease.
Cure Serious Wounds (Healing): Cures 3d8 damage +1/level (max +15).
Inflict Serious Wounds (Rotting): Touch attack, 3d8 damage +1/level (max +15).
Neutralize Poison (Healing): Immunizes subject against poison, detoxifies venom in or on subject.
Prayer (Spirit): Allies +1 bonus on most rolls, enemies –1 penalty.
Poison [Poison] (Rotting): Touch deals 1d10 Con damage, repeats in 1 min.
Refreshment [Good] (Healing): Cures creatures of all nonlethal damage. (BoED)
Remove Curse (Spirit): Frees object or person from curse.
Remove Disease (Healing): Cures all diseases affecting subject.
Remove Nausea (Healing): Cure a nauseated or sickened character. (BoED)
Rusting Grasp (Rotting): Your touch corrodes iron and alloys.
Speak with Dead (Spirit): Corpse answers one question/two levels.
Vampiric Touch (Rotting): Touch deals 1d6/two levels damage; caster gains damage as hp.
Vigor (Healing): As lesser vigor, but 2 hp/round (max 25 rounds). (CD)
Vigor, Mass Lesser (Healing): As lesser vigor, but multiple targets (max 25 rounds). (CD)

Transmutation:
Baleful Transposition (Warping): Two subjects switch places. (MHB)
Blink (Warping): You randomly vanish and reappear for 1 round/level.
Earthbind (Warping): Flying creature loses flying ability. (MHB)
Haste (Warping): One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge (Enhancement): Doubles normal weapon's threat range.
Slow (Warping): One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Stone Shape [Earth] (Alteration): Sculpts stone into any shape.

4TH-LEVEL

Metamagic:
Imbue with Spell Ability (Imbuing): Transfer spells to subject.
Mnemonic Enhancer (Imbuing) (F): Prepares extra spells or retains one just cast.
Quicken Spell (Augmentation): Swift. Spell is cast as a swift action. Normal casting time cannot be greater than 1 round.
Twin Spell (Augmentation): Simultaneously cast a single spell twice.*

Abjuration:
Antiplant Shell [Nature]: Keeps animated plants at bay.
Dimensional Anchor: Bars extradimensional movement.
Dismissal: Forces a creature to return to native plane.
Freedom of Movement: Subject moves normally despite impediments.
Globe of Invulnerability, Lesser: Stops 1st- through 3th-level spell effects.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Repel Vermin [Nature]: Insects, spiders, and other vermin stay 10 ft. away.
Resist Energy, Mass: Targeted creatures ignore damage from specified energy type. (CA)
Shield of Faith, Mass: Allies in 20-ft. burst gain +3 deflection to AC +1 per 6 levels. (MHB)
Spell Immunity: Subject is immune to one spell per four levels.
Stoneskin (M): Ignore 10 points of damage per attack.

Conjuration:
Divine Power (Summoning): You gain attack bonus, +6 to Str, and 1 hp/level.
Flame Strike [Fire] (Summoning): Smite foes with divine fire (1d6/level damage).
Major Creation (Creation): As minor creation, plus stone and metal.
Orb of Acid [Acid] (Creation): Ranged touch, 1d6/level acid damage and target might be sickened. (CA)
Planar Ally, Lesser [(Alignment), (Element)] (Calling) (X): Exchange services with a 6 HD extraplanar creature.
Planar Binding, Lesser [(Alignment), (Element)] (Calling): Traps extraplanar creature of 6 HD or less until it performs a task.
Summon Black Tentacles (Summoning): Tentacles grapple all within 15 ft. spread.
Summon Faithful Hound (Summoning): Phantom dog can guard, attack.
Summon Insect Plague (Summoning): Locust swarms attack creatures.
Summon Monster V [(Alignment), (Element)] (Summoning): Calls extraplanar creature to fight for you.
Summon Nature's Ally V [(Alignment), (Element), Nature] (Summoning): Calls extraplanar creature to fight for you.

Enchantment:
Aid, Mass [Morale] (Charm): Allies in 20-ft. burst gain +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +20). (MHB)
Dominate Person (Compulsion): Controls humanoid telepathically.
Fear [Fear] (Charm): Panics subjects within cone, which flee for 1 round/level.
Geas, Lesser [Language-dependent] (Compulsion): Commands subject of 7 HD or less.
Hold Monster (Compulsion): As hold person, but any creature.

Evocation:
Fire Shield [Cold or Fire]: Creatures attacking you take fire damage; you're protected from heat or cold.
Interposing Hand [Force]: Hand provides cover against one opponent.
Orb of Cold [Cold]: Ranged touch, 1d6/level cold damage and target might be blinded. (CA)
Orb of Electricity [Electricity]: Ranged touch, 1d6/level electricity damage and target might be entangled. (CA)
Orb of Fire [Fire]: Ranged touch, 1d6/level fire damage and target might be dazed. (CA)
Orb of Force [Force]: Globe of force deals 1d6/level damage (max 10d6). (CA)
Orb of Sound [Sonic]: Ranged touch, 1d4/level sonic damage and target might be deafened. (CA)
Resilient Sphere [Force]: Force globe protects but traps one subject.
Shout [Sonic]: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire [Fire]: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice [Cold]: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

Illusion:
Hallucinatory Terrain (Glamer): Makes one type of terrain appear like another (field into forest, or the like).
Invisibility, Greater (Glamer): As invisibility, but subject can attack and stay invisible.
Phantasmal Killer [Death, Fear] (Phantasm): Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern (Pattern): Lights fascinate 24 HD of creatures.
Shadow Conjuration (Shadow): Mimics conjuration below 4th level, but only 20% real.

Mentalism:
Air Walk [Air] (Telekinesis): Subject treads on air as if solid (climb at 45-degree angle).
Arcane Eye (Scrying): Invisible floating eye moves 30 ft./round.
Assay Resistance (Divination): +10 bonus on caster level checks to defeat one creature's spell resistance. (CA)
Control Water [Water] (Telekinesis): Raises or lowers bodies of water.
Detect Scrying (Revealing): Alerts you of magical eavesdropping.
Discern Lies (Telepathy): Reveals deliberate falsehoods.
Divination (Divination) (M): Provides useful advice for specific proposed actions.
Locate Creature (Divination): Indicates direction to familiar creature.
Scrying (Scrying) (F): Spies on subject from a distance.
Sending (Telepathy): Delivers short message anywhere, instantly.
Telekinesis (Telekinesis): Moves object, attacks creature, or hurls object or creature.

Necromancy:
Align Weapon, Mass [(Alignment)] (Spirit): Allies' weapons in 20-ft. burst become good, evil, lawful, or chaotic. (MHB)
Blight [Poison] (Rotting): Withers one plant or deals 1d6/level damage to plant creature.
Chaos Hammer [Chaos] (Spirit): Damages and staggers lawful creatures.
Cure Critical Wounds (Healing): Cures 4d8 damage +1/level (max +20).
Death Ward (Spirit): Grants immunity to death spells and negative energy effects.
Enervation (Rotting): Subject gains 1d4 negative levels.
Holy Smite [Good] (Spirit): Damages and blinds evil creatures.
Inflict Critical Wounds (Rotting): Touch attack, 4d8 damage +1/level (max +20).
Neutralize Poison (Healing): Immunizes subject against poison, detoxifies venom in or on subject.
Order’s Wrath [Law] (Spirit): Damages and dazes chaotic creatures.
Panacea (Healing): Removes most afflictions. (MHB)
Reincarnate [Life] (Healing): Brings dead subject back in a random body.
Restoration (Healing) (M): Restores level and ability score drains.
Revenance [Life] (Healing): Restores dead creature to life for 1 min./level. (CD)
Unholy Blight [Evil] (Spirit): Damages and sickens good creatures.

Transmutation:
Command Plants [Nature] (Alteration): Sway the actions of one or more plant creatures.
Darkvision, Mass [Nature] (Enhancement): Creatures in 10-ft. radius gain ability to see 60 ft. in total darkness. (CA)
Darkvision, Superior [Nature] (Enhancement): Touched creature gains unlimited darkvision for 1 hour/level. (UE)
Dimension Door (Warping): Teleports you short distance.
Enlarge Person, Mass (Alteration): Enlarges several creatures.
Giant Vermin [Nature] (Metamorphosis): Turns centipedes, scorpions, or spiders into giant vermin.
Polymorph (Metamorphosis): Gives one willing subject a new form.
Reduce Person, Mass (Alteration): Reduces several creatures.
Secret Chest (Warping) (F): Hides expensive chest on Ethereal Plane; you retrieve it at will.
Spike Stones [Earth] (Alteration): Creatures in area take 1d8 damage, may be slowed.

5TH-LEVEL

Metamagic:
Break Enchantment (Dispelling): Frees subjects from enchantments, alterations, curses, and metamorphosis.
Permanency (Imbuing) (X): Makes certain spells permanent.

Abjuration:
Atonement (F, X): Removes burden of misdeeds from subject.
Dispel Chaos/Evil/Good/Law [(Alignment)]: +4 bonus against attacks.
Guards and Wards: Array of magic effects protect area.
Spell Resistance: Subject gains SR 12 + level.
Telepathy Block: Blocks all telepathic communication within 80-ft. radius. (BoED)

Conjuration:
Cloudkill [Poison] (Creation): Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Control Winds [Air] (Summoning): Change wind direction and speed.
Summon Monster VI [(Alignment), (Element)] (Summoning): Calls extraplanar creature to fight for you.
Summon Nature's Ally VI [(Alignment), (Element), Nature] (Summoning): Calls extraplanar creature to fight for you.
Wall of Stone [Earth] (Creation): Creates a stone wall that can be shaped.

Enchantment:
Charm Person, Mass (Charm): As charm person, but all within 30 ft.
Command, Greater [Language-dependent] (Compulsion): As command, but affects one subject/level.
Feeblemind (Compulsion): Subject's Int and Cha drop to 1.
Geas/Quest [Language-dependent] (Compulsion): As lesser geas, plus it affects any creature.
Mind Fog (Compulsion): Subjects in fog get –10 to Wis and Will checks.
Modify Memory (Compulsion): Changes 5 minutes of subject's memories.
Symbol of Sleep (M) (Compulsion): Triggered rune puts nearby creatures into catatonic slumber.

Evocation:
Cone of Cold [Cold]: 1d6/level cold damage.
Dragon Breath [(Energy), Evil/Good]: You choose a dragon type and mimic its breath weapon. (CD)
Forceful Hand [Force]: Hand pushes creatures away.
Lightning Balls [Electricity]: You direct floating balls of lightning for 1 round/level, for at least 1d6 damage per ball (max 1d6 per 2 levels). (UE)
Wall of Force [Force]: Wall is immune to damage.

Illusion:
Dream (Phantasm): Sends message to anyone sleeping.
False Vision (Glamer) (M): Fools scrying with an illusion.
Mirage Arcana (Glamer): As hallucinatory terrain, plus structures.
Nightmare (Phantasm) [Evil]: Sends vision dealing 1d10 damage, fatigue.
Persistent Image (Figment): As major image, but no concentration required.
Seeming (Glamer): Changes appearance of one person per two levels.
Shadow Evocation (Shadow): Mimics evocation below 4th level, but only 20% real.
Zone of Silence (Glamer): Keeps eavesdroppers from overhearing conversations.

Mentalism:
Animate Objects (Telekinesis): Objects attack your foes.
Commune (Divination) (X): Deity answers one yes-or-no question/level.
Contact Other Plane (Divination): Lets you ask question of extraplanar entity.
Fly, Mass (Telekinesis): One creature/level flies at speed of 60 ft. (CA)
Legend Lore (Divination) (M, F): Lets you learn tales about a person, place, or thing.
Overland Flight (Telekinesis): You fly at a speed of 40 ft. and can hustle over long distances.
Prying Eyes (Scrying): 1d4 +1/level floating eyes scout for you.
Telepathic Bond (Telepathy): Link lets allies communicate.
True Seeing (Revealing) (M): Lets you see all things as they really are.

Necromancy:
Align Fang, Mass [(Alignment), Nature] (Spirit): Allies natural weapons in 20-ft burst becomes good, evil, lawful or chaotic. (MHB)
Cure Light Wounds, Mass (Healing): Cures 1d8 damage +1/level for many creatures.
Disrupting Weapon (Healing): Melee weapon destroys undead.
Hallow [Good] (Spirit) (M): Designates location as holy.
Inflict Light Wounds, Mass (Rotting): Deals 1d8 damage +1/level to many creatures.
Magic Jar (Spirit) (F): Enables possession of another creature.
Mark of Justice (Spirit): Designates action that will trigger curse on subject.
Raise Dead [Life] (Healing) (M): Restores life to subject who died as long as one day/level ago.
Revivify [Life] (Healing): Restore recently dead to life with no level loss. (MHB)
Righteous Might (Spirit): Your size increases, and you gain combat bonuses.
Slay Living [Death] (Rotting): Touch attack kills subject.
Symbol of Pain [Evil] (Rotting) (M): Triggered rune wracks nearby creatures with pain.
Unhallow [Evil] (Spirit) (M): Designates location as unholy.
Vigor, Greater (Healing): As lesser vigor, but 4 hp/round. (CD)
Waves of Fatigue (Rotting): Several targets become fatigued.

Transmutation:
Animal Growth [Nature] (Enhancement): One animal/two levels doubles in size.
Baleful Polymorph (Metamorphosis): Transforms subject into harmless animal.
Earthbind, Mass (Warping): Creatures in 20-ft. burst lose flying ability. (MHB)
Fabricate (Alteration): Transforms raw materials into finished items.
Passwall (Alteration): Creates passage through wood or stone wall.
Plane Shift (Warping) (F): As many as eight subjects travel to another plane.
Teleport (Warping): Instantly transports you as far as 100 miles/level.
Transmute Mud to Rock [Earth] (Alteration): Transforms two 10-ft. cubes per level.
Transmute Rock to Mud [Earth] (Alteration): Transforms two 10-ft. cubes per level.

6TH-LEVEL

Metamagic:
Analyze Dweomer (Analyzing) (F): Reveals magical aspects of subject.
Antimagic Field (Dispelling): Negates magic within 10 ft.
Contingency (Imbuing) (F): Sets trigger condition for another spell.
Dispel Magic, Greater (Dispelling): As dispel magic, but +20 on check.
Mage's Lucubration (Imbuing): Recalls spell of 5th level or lower.
Persistent Spell (Augmentation): Fixed or personal range spell lasts 24 hours.*

Abjuration:
Antilife Shell [Nature]: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Forbiddance (M): Blocks planar travel, damages creatures of different alignment.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Planar Ally [(Alignment), (Element)] (Calling) (X): As lesser planar ally, but up to 12 HD.
Repulsion: Creatures can't approach you.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.

Conjuration:
Acid Fog [Acid] (Creation): Fog deals acid damage.
Control Weather (Summoning): Changes weather in local area.
Heroes' Feast (Creation): Food for one creature/level cures and grants combat bonuses.
Planar Binding [(Alignment), (Element)] (Calling): As lesser planar binding, but up to 12 HD.
Summon Creeping Doom (Summoning): Swarms of centipedes attack at your command.
Summon Monster VII [(Alignment), (Element)] (Summoning): Calls extraplanar creature to fight for you.
Summon Nature's Ally VII [(Alignment), (Element), Nature] (Summoning): Calls extraplanar creature to fight for you.
Wall of Iron [Earth] (Creation) (M): 30 hp/four levels; can topple onto foes.

Enchantment:
Heroism, Greater [Morale] (Charm): Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Hold Person, Mass (Compulsion): As hold person, but all within 30 ft.
Song of Discord [Sonic] (Compulsion): Forces targets to attack each other.
Suggestion, Mass [Language-dependent] (Compulsion): As suggestion, plus one subject/level.
Symbol of Fear [Fear] (Charm) (M): Triggered rune panics nearby creatures.
Symbol of Persuasion (M) (Charm): Triggered rune charms nearby creatures.

Evocation:
Blade Barrier [Force]: Wall of blades deals 1d6/level damage.
Chain Lightning [Electricity]: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Delayed Blast Fireball [Fire]: 1d6/level fire damage; you can postpone blast for 5 rounds.
Fire Seeds [Fire]: Acorns and berries become grenades and bombs.
Freezing Sphere [Cold]: Freezes water or deals cold damage.
Grasping Hand [Force]: Hand provides cover, pushes, or grapples.

Illusion:
Mislead (Figment, Glamer): Turns you invisible and creates illusory double.
Permanent Image (Figment): Includes sight, sound, and smell.
Programmed Image (Figment) (M): As major image, plus triggered by event.
Shadow Walk (Shadow): Step into shadow to travel rapidly.
Veil (Glamer): Changes appearance of group of creatures.

Mentalism:
Find the Path (Divination): Shows most direct way to a location.
Prying Eyes, Greater (Scrying): As prying eyes, but eyes have true seeing.
Repel Wood [Nature] (Telekinesis): Pushes away wooden objects.
Stone Tell (Divination): Talk to natural or worked stone.

Necromancy:
Circle of Death [Death] (Rotting) (M): Kills 1d4/level HD of creatures.
Create Undead [Evil] (Rotting) (M): Creates ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass (Healing): Cures 2d8 damage +1/level for many creatures.
Eyebite [Evil] (Rotting): Target becomes panicked, sickened, and comatose.
Harm (Rotting): Deals 10 points/level damage to target.
Heal (Healing): Cures 10 points/level of damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass (Rotting): Deals 2d8 damage +1/level to many creatures.
Liveoak [Life] (Healing): Oak becomes treant guardian.
Undeath to Death [Life] (Healing) (M): Destroys 1d4/level HD of undead (max 20d4).

Transmutation:
Bear's Endurance, Mass (Enhancement): As bear's endurance, affects one subject/level.
Brilliant Blade (Enhancement): Weapon or projectiles shed light, ignore armor. (CA)
Bull's Strength, Mass (Enhancement): As bull's strength, affects one subject/ level.
Cat's Grace, Mass (Enhancement): As cat's grace, affects one subject/level.
Combat Transformation (Enhancement) (M): You gain combat bonuses.
Disintegrate (Alteration): Makes one creature or object vanish.
Eagle's Splendor, Mass (Enhancement): As eagle's splendor, affects one subject/level.
Flesh to Stone (Alteration): Turns subject creature into statue.
Fox's Cunning, Mass (Enhancement): As fox's cunning, affects one subject/ level.
Ironwood [Nature] (Enhancement): Magic wood is strong as steel.
Move Earth [Earth] (Alteration): Digs trenches and build hills.
Owl's Wisdom, Mass (Enhancement): As owl's wisdom, affects one subject/ level.
Phase Door (Warping): Creates an invisible passage through wood or stone.
Stone to Flesh (Alteration): Restores petrified creature.
Transport via Plants [Nature] (Warping): Move instantly from one plant to another of the same kind.
Wind Walk [Air] (Alteration): You and your allies turn vaporous and travel fast.
Word of Recall (Warping): Teleports you back to designated place.

7TH-LEVEL

Metamagic:
Limited Wish (Universal) (X): Alters reality—within spell limits.
Spellstaff (Imbuing): Stores one spell in wooden quarterstaff.

Abjuration:
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type. (CA)
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Spell Resistance, Mass: 1 subject/level within 30 ft. gains SR 12 + level for 1 round/level. (CD)
Spell Turning: Reflect 1d4+6 spell levels back at caster.

Conjuration:
Earthquake [Earth] (Summoning): Intense tremor shakes 5-ft./level radius.
Instant Summons (Calling) (M): Prepared object appears in your hand.
Mage's Magnificent Mansion (Creation) (F): Door leads to extradimensional mansion.
Planar Binding, Greater [(Alignment), (Element)] (Calling): As lesser planar binding, but up to 18 HD.
Summon Monster VIII [(Alignment), (Element)] (Summoning): Calls extraplanar creature to fight for you.
Summon Nature's Ally VIII [(Alignment), (Element), Nature] (Summoning): Calls extraplanar creature to fight for you.
Whirlwind [Air] (Summoning): Cyclone deals damage and can pick up creatures.

Mentalism:
Arcane Sight, Greater (Scrying): As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater (Scrying): As scrying, but faster and longer.
Vision (Divination) (M, X): As legend lore, but quicker and strenuous.

Enchantment:
Charm Monster, Mass (Charm): As charm monster, but all within 30 ft.
Insanity (Compulsion): Subject suffers continuous confusion.
Irresistible Dance (Compulsion): Forces subject to dance.
Power Word Blind (Compulsion): Blinds creature with 200 hp or less.
Symbol of Stunning (Compulsion) (M): Triggered rune stuns nearby creatures.

Evocation:
Clenched Fist [Force]: Large hand provides cover, pushes, or attacks your foes.
Fire Storm [Fire]: Deals 1d6/level fire damage.
Forcecage [Force] (M): Cube or cage of force imprisons all inside.
Mage Sword [Force] (F): Floating magic blade strikes opponents.
Prismatic Spray [(Varies)]: Rays hit subjects with variety of effects.
Shout, Greater [Sonic]: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunbeam [Light]: Beam blinds and deals 4d6 damage.

Illusion:
Invisibility, Mass (Glamer): As invisibility, but affects all in range.
Project Image (Figment): Illusory double can talk and cast spells.
Shadow Conjuration, Greater (Shadow): As shadow conjuration, but up to 6th level and 60% real.
Simulacrum (Shadow) (M, X): Creates partially real double of a creature.

Necromancy:
Animate Plants [Life, Nature] (Healing): One or more plants animate and fight for you.
Bestow Curse, Greater (Spirit): Subject has one ability score reduced to 1; takes -6 penalty to two abilities; -8 penalty on attacks, saves and checks; or 75% chance of taking no action. (CD)
Blasphemy [Evil, Sonic] (Spirit): Kills, paralyzes, weakens, or dazes nonevil subjects.
Changestaff [Life] (Healing): Your staff becomes a treant on command.
Control Undead (Spirit): Undead don't attack you while under your command.
Cure Serious Wounds, Mass (Healing): Cures 3d8 damage +1/level for many creatures.
Destruction [Death] (Rotting) (F): Kills subject and destroys remains.
Dictum [Law, Sonic] (Spirit): Kills, paralyzes, slows, or deafens nonlawful subjects.
Finger of Death [Death] (Rotting): Kills one subject.
Holy Word [Good, Sonic] (Spirit): Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass (Rotting): Deals 3d8 damage +1/level to many creatures.
Regenerate (Healing): Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Restoration, Greater (Healing) (X): As restoration, plus restores all levels and ability scores.
Resurrection [Life] (Healing) (M): Fully restore dead subject.
Symbol of Weakness (Rotting) (M): Triggered rune weakens nearby creatures.
Waves of Exhaustion (Rotting): Several targets become exhausted.
Word of Chaos [Chaos, Sonic] (Spirit): Kills, confuses, stuns, or deafens nonchaotic subjects.

Transmutation:
Ethereal Jaunt (Warping): You become ethereal for 1 round/level.
Ghostform (Warping): You assume incorporeal form and gain some incorporeal traits and bonuses. (CA)
Refuge (Warping) (M): Alters item to transport its possessor to you.
Reverse Gravity (Warping): Objects and creatures fall upward.
Statue (Enhancement): Subject can become a statue at will.
Sympathetic Vibration [Sonic]: Deals 2d10 damage/round to freestanding structure.
Teleport, Greater (Warping): As teleport, but no range limit and no off-target arrival.
Teleport Object (Warping): As teleport, but affects a touched object.
Transmute Metal to Wood [Nature] (Alteration): Metal within 40 ft. becomes wood.

8TH-LEVEL

Metamagic:
Absorption (Dispelling): You absorb targeted spell energy to power spells of your own. (CA)

Abjuration:
Cloak of Chaos [Chaos] (F): +4 to AC, +4 resistance, and SR 25 against lawful spells.
Holy Aura [Good] (F): +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, Greater [(Alignment), (Element)] (Calling) (X): As lesser planar ally, but up to 18 HD.
Prismatic Wall: Wall's colors have array of effects.
Protection from Spells (M, F): Confers +8 resistance bonus.
Repel Metal or Stone [Earth]: Pushes away metal and stone.
Shield of Law [Law] (F): +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Unholy Aura [Evil] (F): +4 to AC, +4 resistance, and SR 25 against good spells.

Conjuration:
Incendiary Cloud [Fire] (Creation): Cloud deals 4d6 fire damage/round.
Storm of Vengeance [Air] (Summoning): Storm rains acid, lightning, and hail.
Summon Monster IX [(Alignment), (Element)] (Summoning): Calls extraplanar creature to fight for you.
Summon Nature's Ally IX [(Alignment), (Element), Nature] (Summoning): Calls extraplanar creature to fight for you.
Summon Shamblers (Summoning): Summons 1d4+2 shambling mounds to fight for you.

Mentalism:
Discern Location (Divination): Reveals exact location of creature or object.
Moment of Prescience (Divination): You gain insight bonus on single attack roll, check, or save.

Enchantment:
Antipathy (Compulsion): Object or location affected by spell repels certain creatures.
Binding (Compulsion) (M): Utilizes an array of techniques to imprison a creature.
Demand (Compulsion): As sending, plus you can send suggestion.
Hold Monster, Mass (Compulsion): As hold monster, but all within 30 ft.
Power Word Stun (Compulsion): Stuns creature with 150 hp or less.
Symbol of Insanity (Compulsion) (M): Triggered rune renders nearby creatures insane.
Sympathy (Compulsion) (F): Object or location attracts certain creatures.

Evocation:
Crushing Hand [Force]: Large hand provides cover, pushes, or crushes your foes.
Polar Ray [Cold]: Ranged touch attack deals 1d6/level cold damage.
Sunburst [Light]: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere [Force]: As resilient sphere, but you move sphere telekinetically.

Illusion:
Invisibility, Supreme (Glamer): Subject is invisibile to sight, hearing and scent for 1 min./level, and can attack. (CA)
Scintillating Pattern (Pattern): Twisting colors confuse, stun, or render unconscious.
Screen (Glamer): Illusion hides area from vision, scrying.
Shadow Evocation, Greater (Shadow): As shadow evocation, but up to 7th level and 60% real.

Necromancy:
Clone [Life] (Healing) (M, F): Duplicate awakens when original dies.
Create Greater Undead [Evil] (Rotting) (M): Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass (Healing): Cures 4d8 damage +1/level for many creatures.
Horrid Wilting (Rotting): Deals 1d6/level damage within 30 ft.
Implosion [Death] (Rotting): Kills one creature/round.
Inflict Critical Wounds, Mass (Rotting): Deals 4d8 damage +1/level to many creatures.
Symbol of Death [Death] (Rotting) (M): Triggered rune slays nearby creatures.
Trap the Soul (Spirit) (M, F): Imprisons subject within gem.
True Resurrection [Life] (Healing) (M): As resurrection, plus remains aren't needed.

Transmutation:
Animal Shapes [Nature] (Metamorphosis): One ally/level polymorphs into chosen animal.
Control Plants [Nature] (Spirit): Control actions of one or more plant creatures.
Iron Body (Enhancement): Your body becomes living iron.
Maze (Warping): Traps subject in extradimensional maze.
Polymorph Any Object (Metamorphosis): Changes any subject into anything else.
Temporal Stasis (Warping) (M): Puts subject into suspended animation.

9TH-LEVEL

Metamagic:
Magic Disjunction (Dispelling): Dispels magic, disenchants magic items.
Wish/Miracle (Universal) (X): As limited wish, but with fewer limits.

Abjuration:
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Conjuration:
Gate (Creation, Calling) (X): Connects two planes for travel or summoning.
Summon Elemental Swarm (Summoning): Summons multiple elementals.

Mentalism:
Astral Projection (Telepathy) (M): Projects you and companions onto Astral Plane.
Foresight (Divination): "Sixth sense" warns of impending danger.

Enchantment:
Dominate Monster (Compulsion): As dominate person, but any creature.
Power Word Kill [Death] (Compulsion): Kills one creature with 100 hp or less.

Evocation:
Meteor Swarm [Fire]: Four exploding spheres each deal 6d6 fire damage.

Illusion:
Shades (Shadow): As shadow conjuration, but up to 8th level and 80% real.
Weird [Death, Fear] (Phantasm): As phantasmal killer, but affects all within 30 ft.

Necromancy:
Energy Drain (Rotting): Subject gains 2d4 negative levels.
Heal, Mass (Healing): As heal, but with several subjects.
Soul Bind (Spirit) (F): Traps newly dead soul to prevent resurrection.
Wail of the Banshee [Death, Sonic] (Rotting): Kills one creature/level.

Transmutation:
Etherealness (Warping): Travel to Ethereal Plane with companions.
Shapechange (Metamorphosis) (F): Transforms you into any creature, and change forms once per round.
Teleportation Circle (Warping) (M): Circle teleports any creature inside to designated spot.
Time Stop (Warping): You act freely for 1d4+1 rounds.


Magias Exclusivas

Algumas magias exclusivas de certas classes fazem mais sentido na forma de habilidades sobrenaturais. O truque ninar é incorporado à música bárdica Fascinar.

Fascinar (So): Um bardo com 3 ou mais graduações numa perícia de Atuação pode usar sua música ou poesia para nublar as mentes de uma ou mais criaturas. Cada criatura a ser fascinada deve estar dentre 20 metros (90 ft.) e ser capaz de ouvir o bardo. Para cada três níveis que um bardo alcançar além do primeiro, ele pode afetar uma criatura adicional com um único uso desta habilidade.

Para usar a habilidade, um bardo deve fazer um teste de Atuação. O resultado do seu teste é a CD para o teste de resistência por Vontade de cada uma das craituras afetadas. Se o teste de resistência de uma criatura for bem-sucedido, o bardo não pode tentar fascinar essa criatura novamente por 24 horas. Se seu teste de resistência falhar, a criatura sofre uma penalidade -4 em testes de perícia feitos como reações, como testes de Observar e Ouvir, bem como uma penalidade -2 em testes de resistência contra efeitos de sono. O efeito dura até 1 rodada/nível.

Se os alvos não estiverem participando nem presenciando combate ou outros perigos, o bardo pode concentrar-se para capturar completamente sua atenção, até a duração expirar. Assim, os alvos sentam-se e ouvem a música em silêncio, sem tomar qualquer ação. Se qualquer dos alvos sofrer uma ameaça óbvia, como alguém sacando uma arma, conjurando uma magia ou mirando uma arma de alcance, todos voltam a agir normalmente. Fascinar é uma habilidade de Encantamento (Feitiço) e efeito mental.

Abençoar Arma (So): A partir do 4º. nível, 1 vez por dia, um paladino pode abençoar uma arma corpo-a-corpo para eficiência total contra inimigos malignos. A arma é tratada como se fosse mágica e boa para o propósito de ignorar a redução de dano de criaturas más ou acertar criaturas incorpóreas más (este efeito suprime qualquer outro alinhamento que a arma possa ter). Além disso, todas as jogadas de confirmação de acerto crítico contra inimigos maus têm sucesso automático, então toda ameaça é um acerto crítico. Este último efeito não se aplica a uma arma que já tiver um efeito mágico relacionado a acertos críticos, como uma arma afiada ou vorpal. O efeito dura um número de minutos igual ao dobro de seu bônus de Carisma ou após 1 rodada sem contato com a mão do paladino. O paladino pode usar esta habilidade mais vezes nos níveis 8, 12, 16 e 20.

Cura Completa à Montaria (So): A partir do 12º. nível, 1 vez por dia, um paladino pode curar sua montaria especial com um toque, como pela magia cura completa. O paladino pode usar esta habilidade mais vezes nos níveis 15 e 18.

Consagrar Arma (So): A partir do 14º. nível, 1 vez por dia, um paladino pode canalizar poder sagrado numa arma corpo-a-corpo para que funcione como uma arma +5 sagrada (bônus de melhoria +5 em jogadas de ataque e de dano, 2d6 pontos de dano adicionais contra oponentes maus). A arma também emite um efeito de círculo mágico contra o mal (como a magia). Se o círculo mágico terminar, a arma cria um novo no seu turno como uma ação livre. O efeito dura um número de rodadas igual ao dobro de seu bônus de Carisma ou após 1 rodada sem contato com a mão do paladino.

Se o alvo de Consagrar Arma for uma arma mágica, os poderes próprios da arma são suprimidos pela duração do efeito. O efeito não se acumula com abençoar arma nem outra magia que possa modificar a arma de qualquer forma. O efeito não funciona em artefatos.

No nível 17, um paladino pode Consagrar Arma 2 vezes por dia e, no nível 20, 3 vezes por dia. Um paladino não pode Consagrar Arma até que a duração da última instância do efeito haja finalizado.