Animate Dead | Create 1HD/level of 1HD skeletons or 3HD zombies in short range |
Anti-Magic Shell | Barrier around self negates all magic |
Arcane Sword | A glowing magical sword appears to attack enemies with caster’s spell attack for 1d10 dmg for 1 round / level |
Charm Monster | 3d6 creatures of 3d6 HD or less in short range must Wis save or are your friends for 1 day |
Charm Person | Wis save or the target in short range is your friend for 1 hour |
Clairvoyance | See through eyes of any short range creature for 1 min, may change creatures each round |
Cloudkill | Create 20’ radius cloud for 10 min, each round creatures inside Con save or 5d6 damage, half on success |
Confusion | Make 30’ radius area of confusion, creatures within must Wis save or cannot tell friend from foe |
Conjure Elemental | Summon an elemental, concentrate to maintain control or to dismiss |
Contact Other Plane | Once a month, ask an immortal any question, each question Int save vs DC 5 or go insane |
Continual Light (Continual Darkness) | Same as light (or darkness) spell, but lasts until dispelled |
Control Weather | Make weather in the local area become rain, snow, fog, clear, high winds, or tornado while concentrating |
Death Spell | 4d8 HD of creatures within 60’ radius die, lowest HD creatures first |
Delayed Blast Fireball | Create a small throwable gem that becomes a fireball between 1 and 60 rounds later, determined by the caster |
Detect Evil | Know whether supernatural creatures or objects are in short range for 10 minutes |
Detect Invisible | See invisible things in short range |
Detect Magic | See magical auras within short range for 10 minutes |
Dimension Door | Short range target must Dex save or be transported up to 360’ away |
Disintegrate | A creature or nonmagical item is destroyed |
Dispel Magic | Int check DC 8+spell level to destroy 20’ radius spell effect |
ESP | Detect surface thoughts of one person in short range for 1 min |
Feeblemind | Target must Int save or have intelligence reduced to 1, may retry save each month |
Fireball | 20’radius must dex save or take 1d6/level damage, half damage if successful |
Flesh to Stone | Target must Con save or become petrified or restore a petrified target to normal |
Floating Disc | Summon a 3’ disk that holds 500lbs for 1 hour |
Fly | For 1d6+1/level rounds touched target can fly with 120’ fly speed |
Geas (Remove Geas) | Short range target must Wis save or be forced to do a task, 1 level of exhaustion/week not doing said task, or remove a geas |
Greater Teleport | A touched nonliving object up to 50lbs teleports per the teleport spell |
Growth of Plants | Enlarge 3000’ sq of plants to block passage |
Hallucinatory Terrain | 240’ radius of land becomes an illusory terrain feature until touched or dispelled |
Haste | Creatures in 30’ radius move double speed and take two actions a round for 3 rounds |
Hold Monster | Up to 4 living creatures in 60’ radius must Str save or be paralyzed |
Hold Person | Up to 4 humanoids within 120’ must Str save or be paralyzed |
Hold Portal | A touched door can’t be opened except by caster for 1 hour |
Infravision | Touch target sees short range in the dark for 1 day |
Instant Summons | One familiar nonliving object weighing up to 50lbs from your home appears in your hand |
Invisibility | One touched target can’t be seen for 1 min or until they attack or cast a spell |
Invisibility 10’ Radius | 10’ radius of people can’t be seen until they leave the area of effect, attack, or cast a spell |
Invisible Stalker | An invisible stalker is summoned and must obey a mission of the caster’s choosing |
Knock | One touched locked object or magical lock is no longer locked |
Legend Lore | Know a brief description about any person, place, or object |
Levitate | One touched target can lift straight up in the air 20’/round for 6 rounds + 1/lvl, carrying up to 200lbs |
Light (Darkness) | A small touched object glows (or emits darkness) in 20’ radius for 1 hour |
Lightning Bolt | Make 60’ line of lightning, Dex save or 1d6 damage/level, half damage on success |
Locate Object | Know where one specific object is within short range |
Lower Water | Raise or lower 10,000’ sq of water to half depth |
Magic Jar | Put your soul in a vessel to “soul swap” and possess person within 120’ on a failed Cha save |
Magic Missile | Missile auto-hits targets for 1d4+1 damage, +2 missiles per 5 caster levels |
Massmorph | 240’ radius of people look like trees until they leave the area |
Mirror Image | Make 1d4 body doubles surrounding you who take your place when attacked and disappear after being hit |
Move Earth | Make a 240’ hole by moving earth up to 360’ away over the course of an hour |
Part Water | Create 10’ wide path 120’ long for 1 hour |
Passwall | Put a 10’ deep hole in stone short range for 30 min |
Phantasmal Force | Make illusionary monster, place or effect while concentrating that can do nonlethal damage and ends when touched |
Polymorph Others | Short range target must Cha save or permanently change into another type of creature |
Polymorph Self | Change yourself into the form of a creature weaker than you for 1 hour |
Power Word Stun | Creature within 120ft with less than 70 HP is stunned and must Str save each round or stay stunned |
Projected Image | Make an illusionary double of yourself you can cast spells from, but disappears when touched |
Protection from Evil | Supernatural creatures can’t charm, frighten, possess target, have disadvantage vs touched target |
Protection from Evil 10’ Radius | Protection from Evil and Good in 10’ radius |
Protection from Normal Missiles | Short range target is immune to small, non-magical missiles for 1 hour |
Read Languages | Read any language (but not spoken language) or coded message for 10 minutes |
Read Magic | Read and forever understand any particular scroll, spellbook, or magical inscription |
Reincarnation | Bring an ally within touch back to life in a new body of a random species |
Remove Curse (Curse) | Touched target is cured of the effects of Curse or must Cha Save or get one category of rolls at disadvantage (caster’s choice) |
Reverse Gravity | Everything inside a 30’ cube falls up |
Shield | Reaction, you have +4 AC, blocks magic missiles |
Sleep | 4d8 HP of short range monsters go to sleep |
Telekinesis | Move 20lbs/level 20’/round for 6 rounds |
Teleport | Travel any destination in the same plane, if unfamiliar, Int Save DC 10 or land 1d10x10’ away |
Transmute Mud to Rock | Liquefy 3000’ sq of mud or turn same amount of mud to stone for 3d6 days |
Ventriloquism | Make your voice appear to come from any location or source (e.g. a statue or animal) in short range. |
Wall of Fire | Make a 1200’ sq wall of fire, touch causes 1d6 damage, Con save to pass through |
Wall of Ice | Make a 1200’ sq wall of icy blast, touch causes 1d6 damage, Con save to pass through |
Wall of Stone | Create 500’ sq, 2’ thick stone wall until dispelled or broken, toppling inflicts 10d10 dmg |
Water Breathing | Touched target can breathe underwater for 1 day |
Web | Spray webs in 10’ area that blocks movement. Caught creatures must make a Str save to break free |
Wizard Eye | Make a floating eyeball for 1 hour you can see through |
Wizard Lock | Any touched lock or door can’t be opened except by caster, forever until dispelled |