Mystic Spells

These lists are a combination of the Cleric, Druid, and Wizard/Sorcerer lists. In pulp and superhero adventures, there’s no differentiation between powers that come from ancient deities (divine) or the direct channelling of supernatural forces (arcane). Therefore, there is no such separation in Phoenix either. That’s why it’s called “mystic” instead of “magic.”

We have compiled the following lists for your convenience, but the power Mystic Spell-Casting in fact allows you to learn and cast any spell that’s identified as part of the repertoire any of those four classes. For any spell outside of these lists, please first seek your GM’s permission, however, if for no other reason than that you don’t want to unveil something in a game that she’s never heard of.

 

0-Level Mystic Spells (Cantrips)

Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
Virtue: Subject gains 1 temporary HP.

 

1st-Level Mystic Spells

Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Bless: Allies gain +1 on attack rolls and saves against fear.
Burning Hands: 1d4/level fire damage (max 5d4).
Calm Animals: Calms (2d4 + level) HD of animals.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Animal: Makes one animal your friend.
Charm Person: Makes one person your friend.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Colour Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect Undead: Reveals undead within 60 ft.
Disguise Self: Changes your appearance.
Divine Favour: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Enlarge Person: Humanoid creature doubles in size.
Entangle: Plants entangle everyone in 40-ft.-radius.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Faerie Fire: Outlines subjects with light, cancelling blur, concealment, and the like.
Feather Fall: Objects or creatures fall slowly.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Goodberry: 2d4 berries each cure 1 HP (max 8 HP/24 hours).
Grease: Makes 10-ft. square or one object slippery.
Hide from Animals: Animals can’t perceive one subject/level.
Hide from Undead: Undead can’t perceive one subject/level.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Determines properties of magic item.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Mage Armour: Gives subject +4 armour bonus.
Magic Aura: Alters object’s magic aura.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Reduce Person: Humanoid creature halves in size.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Shield: Invisible disc gives +4 to Defence, blocks magic missiles.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Speak with Animals: You can communicate with animals.
Summon Monster I: Calls extraplanar creature to fight for you.
Summon Nature’s Ally I: Calls creature to fight.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.

 

2nd-Level Mystic Spells

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary HP +1/level (max +10).
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Arcane Lock: Magically locks a portal or chest.
Augury: Learns whether an action will be good or bad.
Barkskin: Grants +2 (or higher) enhancement to natural armour.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Blindness/Deafness: Makes subject blinded or deafened.
Blur: Attacks miss subject 20% of the time.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Command Undead: Undead creature obeys your commands.
Consecrate: Fills area with positive energy, making undead weaker.
Continual Flame: Makes a permanent, heatless torch.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Death Knell: Kills dying creature; you gain 1d8 temporary hp +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate: Fills area with negative energy, making undead stronger.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendour: Subject gains +4 to Cha for 1 min./level.
Enthral: Captivates all within 100 ft. + 10 ft./level.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Find Traps: Notice traps as a rogue does.
Fire Trap: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyses one subject, which exudes stench that makes those nearby sickened.
Glitterdust: Blinds creatures, outlines invisible creatures.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hideous Laughter: Subject loses actions for 1 round/level.
Hold Animal: Paralyses one animal for 1 round/level.
Hold Person: Paralyses one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Magic Mouth: Speaks once when triggered.
Make Whole: Repairs an object.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Obscure Object: Masks object against scrying.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Phantom Trap: Makes item seem trapped.
Protection from Arrows/Bullets: Subject immune to most ranged attacks.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Reduce Animal: Shrinks one willing animal.
Remove Paralysis: Frees one or more creatures from paralysis or slow .
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Panics creatures of less than 6 HD.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spider Climb: Grants ability to walk on walls and ceilings.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Whispering Wind: Sends a short message 1 mile/level.
Wood Shape: Rearranges wooden objects to suit you.
Zone of Truth: Subjects within range cannot lie.

 

3rd-Level Mystic Spells

Animate Dead: Creates undead skeletons and zombies.
Arcane Sight: Magical auras become visible to you.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blink: You randomly vanish and reappear for 1 round/level.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Contagion: Infects subject with chosen disease.
Create Food and Water: Feeds three humans (or one horse) per level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Diminish Plants: Reduces size or blights growth of normal plants.
Dispel Magic: Cancels spells and magical effects.
Displacement: Attacks miss subject 50%.
Dominate Animal: Subject animal obeys silent mental commands.
Explosive Runes: Deals 6d6 damage when read.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Gentle Repose: Preserves one corpse.
Glyph of Warding: Inscription harms those who pass it.
Halt Undead: Immobilizes undead for 1 round/level.
Haste: One creature/level moves faster, +1 on attack rolls, Defence, and Reflex saves.
Helping Hand: Ghostly hand leads subject to you.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Illusory Script: Only intended reader can decipher.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Keen Edge: Doubles normal weapon’s threat range.
Lightning Bolt: Electricity deals 1d6/level damage.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Magic Vestment: Armour or shield gains +1 enhancement bonus per four levels.
Magic Weapon, Greater: +1/four levels (max +5).
Major Image: As silent image, plus sound, smell and thermal effects.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Nondetection: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 hour/level.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes non-magical fires or one magic item.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to Defence.
Ray of Exhaustion: Ray makes subject exhausted.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Secret Page: Changes one page to hide its real content.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Shrink Item: Object shrinks to one-sixteenth size.
Sleet Storm: Hampers vision and movement.
Slow: One subject/level takes only one action/round, –1 to Defence, reflex saves, and attack rolls.
Snare: Creates a magic booby trap.
Speak with Dead: Corpse answers one question/two levels.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stinking Cloud: Nauseating vapours, 1 round/level.
Stone Shape: Sculpts stone into any shape.
Suggestion: Compels subject to follow stated course of action.
Summon Monster III: Calls extraplanar creature to fight for you.
Summon Nature’s Ally III: Calls creature to fight for you.
Tiny Hut: Creates shelter for ten creatures.
Tongues: Speak any language.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

 

4th-Level Mystic Spells

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Animate Dead: Creates undead skeletons and zombies.
Antiplant Shell: Keeps animated plants at bay.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Charm Monster: Makes monster believe it is your ally.
Command Plants: Sway the actions of one or more plant creatures.
Confusion: Subjects behave oddly for 1 round/level.
Control Water: Raises or lowers bodies of water.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 HP/level.
Enervation: Subject gains 1d4 negative levels.
Enlarge Person, Mass: Enlarges several creatures.
Fear: Subjects within cone flee for 1 round/level.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Fire Trap: Opened object deals 1d4 damage +1/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Geas, Lesser: Commands subject of 7 HD or less.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Invisibility, Greater: As invisibility, subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Minor Creation: Creates one cloth or wood object.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
Polymorph: Gives one willing subject a new form.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: Reduces several creatures.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Resilient Sphere: Force globe protects but traps one subject.
Restoration: Restores level and ability score drains.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying: Spies on subject from a distance.
Secure Shelter: Creates sturdy cottage.
Sending: Delivers short message anywhere, instantly.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Spell Immunity: Subject is immune to one spell per four levels.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Stoneskin: Ignore 10 points of damage per attack.
Summon Monster IV: Calls extraplanar creature to fight for you.
Summon Nature’s Ally IV: Calls creature to fight.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

 

5th-Level Mystic Spells

Animal Growth: One animal/two levels doubles in size.
Atonement: Removes burden of misdeeds from subject.
Awaken: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Call Lightning Storm: As call lightning, 5d6 damage per bolt.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Command, Greater: As command, affects one subject/level.
Commune with Nature: Learn about terrain for 1 mile/level.
Commune: Deity answers one yes-or-no question/level.
Cone of Cold: 1d6/level cold damage.
Contact Other Plane: Lets you ask question of extraplanar entity.
Control Winds: Change wind direction and speed.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Disrupting Weapon: Mêlée weapon destroys undead.
Dominate Person: Controls humanoid telepathically.
Dream: Sends message to anyone sleeping.
Fabricate: Transforms raw materials into finished items.
False Vision: Fools scrying with an illusion.
Feeblemind: Subject’s Int and Cha drop to 1.
Hallow: Designates location as holy.
Hold Monster: As hold person, but any creature.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Interposing Hand: Hand provides cover against one opponent.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Magic Jar: Enables possession of another creature.
Major Creation: As minor creation, stone and metal.
Mark of Justice: Designates action that will trigger curse subject.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Permanency: Makes certain spells permanent.
Persistent Image: As major image, but no concentration required.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Plane Shift: As many as eight subjects travel to another plane.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
Summon Nature’s Ally V: Calls creature to fight.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles/level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
True Seeing: Lets you see all things as they really are.
Unhallow: Designates location as unholy.
Wall of Force:Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
Wall of Thorns: Thorns damage anyone who tries to pass.
Waves of Fatigue: Several targets become fatigued.

 

6th-Level Mystic Spells

Acid Fog: Fog deals acid damage.
Analyse Dweomer: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Antimagic Field: Negates magic within 10 ft.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject per level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Circle of Death: Kills 1d4/level HD of creatures.
Contingency: Sets trigger condition for another spell.
Control Water: Raises or lowers bodies of water.
Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Disintegrate: Makes one creature or object vanish.
Dispel Magic, Greater: As dispel magic, +20 on check.
Eagle’s Splendour, Mass: As eagle’s splendour, affects one subject/level.
Eyebite: Target becomes panicked, sickened, and comatose.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Flesh to Stone: Turns subject creature into statue.
Forbiddance: Blocks planar travel, damages creatures of different alignment.
Forceful Hand: Hand pushes creatures away.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Freezing Sphere: Freezes water or deals cold damage.
Geas/Quest: As lesser geas, it affects any creature.
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.
Guards and Wards: Array of magic effects protect area.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Ironwood: Magic wood is strong as steel.
Legend Lore: Lets you learn tales about a person, place, or thing.
Liveoak: Oak becomes treant guardian.
Mislead: Turns you invisible and creates illusory double.
Move Earth: Digs trenches and build hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Permanent Image: Includes sight, sound, and smell.
Planar Ally: As lesser planar ally, up to 12 HD.
Planar Binding: As lesser planar binding, up to 12 HD.
Programmed Image: As major image, plus triggered by event.
Repel Wood: Pushes away wooden objects.
Repulsion: Creatures can’t approach you.
Shadow Walk: Step into shadow to travel rapidly.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Stone to Flesh: Restores petrified creature.
Suggestion, Mass: As suggestion, one subject/level.
Summon Monster VI: Calls extraplanar creature to fight for you.
Summon Nature’s Ally VI: Calls creature to fight.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Transformation: You gain combat bonuses.
Transport via Plants: Move instantly from one plant to another of the same kind.
Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).
Veil: Changes appearance of group of creatures.
Wall of Iron: 30 hp/four levels; can topple onto foes.
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.

 

7th-Level Mystic Spells

Animate Plants: One or more plants animate and fight for you.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Changestaff: Your staff becomes a treant on command.
Control Undead: Undead don’t attack you while under your command.
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Destruction: Kills subject and destroys remains.
Ethereal Jaunt: You become ethereal for 1 round/level.
Finger of Death: Kills one subject.
Fire Storm: Deals 1d6/level fire damage.
Forcecage: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Hold Person, Mass: As hold person, but all within 30 ft.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Insanity: Subject suffers continuous confusion.
Instant Summons: Prepared object appears in your hand.
Invisibility, Mass: As invisibility, but affects all in range.
Limited Wish: Alters reality―within spell limits.
Mage’s Magnificent Mansion: Door leads to extradimensional mansion.
Mage’s Sword: Floating magic blade strikes opponents.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift: As many as eight subjects travel to another plane.
Power Word Blind: Blinds creature with 200 hp or less.
Prismatic Spray: Rays hit subjects with variety of effects.
Project Image: Illusory double can talk and cast spells.
Refuge: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Restoration, Greater: As restoration, restores all levels and ability scores.
Resurrection: Fully restore dead subject.
Reverse Gravity: Objects and creatures fall upward.
Scrying, Greater: As scrying, but faster and longer.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Shadow Conjuration, Greater: As shadow conjuration, up to 6th level and 60% real.
Simulacrum: Creates partially real double of a creature.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Statue: Subject can become a statue at will.
Summon Monster VII: Calls extraplanar creature to fight for you.
Summon Nature’s Ally VII: Calls creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
Teleport Object: As teleport, affects a touched object.
Teleport, Greater: As teleport, no range limit and no off- target arrival.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
Vision: As legend lore, but quicker and strenuous.
Waves of Exhaustion: Several targets become exhausted.
Word of Chaos: Kills, confuses, , or deafens non-chaotic subjects.

 

8th-Level Mystic Spells

Animal Shapes: One ally/level polymorphs into chosen animal.
Antimagic Field: Negates magic within 10 ft.
Antipathy: Object or location affected by spell repels certain creatures.
Binding: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, all within 30 ft.
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Clone: Duplicate awakens when original dies.
Control Plants: Control actions of one or more plant creatures.
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Demand: As sending, you can send suggestion.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Iron Body: Your body becomes living iron.
Irresistible Dance: Forces subject to dance.
Maze: Traps subject in extradimensional maze.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Planar Ally, Greater: As lesser planar ally, up to 18 HD.
Planar Binding, Greater: As lesser planar binding, up to 18 HD.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Polymorph Any Object: Changes any subject into anything else.
Power Word Stun: Stuns creature with 150 hp or less.
Prismatic Wall: Wall’s colours have array of effects.
Protection from Spells: Confers +8 resistance bonus.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Repel Metal or Stone: Pushes away metal and stone.
Scintillating Pattern: Twisting colours confuse, , or render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, up to 7thlevel and 60% real.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Spell Immunity, Greater: As spell immunity, up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Summon Nature’s Ally VIII: Calls creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Symbol of Death: Triggered rune slays nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Sympathy: Object or location attracts certain creatures.
Telekinetic Sphere: As resilient sphere, you move sphere telekinetically.
Temporal Stasis: Puts subject into suspended animation.
Trap the Soul: Imprisons subject within gem.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.

 

9th-Level Mystic Spells

Antipathy: Object or location affected by spell repels certain creatures.
Astral Projection: Projects you and companions onto Astral Plane.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Dominate Monster: As dominate person, any creature.
Elemental Swarm: Summons multiple elementals.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Foresight: “Sixth sense” warns of impending danger.
Freedom: Releases creature from imprisonment.
Gate: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Hold Monster, Mass: As hold monster, all within 30 ft.
Implosion: Kills one creature/round.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Miracle: Requests a deity’s intercession.
Power Word Kill: Kills one creature with 100 hp or less.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Refuge: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shades: As shadow conjuration, but up to 8th level and 80% real.
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Shapechange: Transforms you into any creature, and change forms once per round.
Soul Bind: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
Summon Nature’s Ally IX: Calls creature to fight.
Teleportation Circle: Circle teleports any creature inside to designated spot.
Time Stop: You act freely for 1d4+1 rounds.
True Resurrection: As resurrection, plus remains aren’t needed.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, affects all within 30 ft.
Wish: limited wish, with fewer limits.

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