Skip to main content

Arcane Spells

0-Level Mage Spells

Daze: Subject takes no actions for 1 round.

Detect Magical Aura: Detects spells and magic items within 60 ft.

**Light:**Object shines like a torch.

Mage Hand: 5-pound telekinesis.

Message: Whispered conversation at distance.

Prestidigitation: Perform minor tricks.

Read Magic: Read scrolls, spellbooks, and magical writing.

Resistance: Subject gains +1 on saving throws.

1st-level Mage Spells

Burning Hands: 1d4 fire damage/level (max 5d4).

Cause Fear: One creature flees for 1d4 rounds.

**Change Self:**Changes your appearance.

Comprehend Languages: Understands all spoken and written languages.

**Feather Fall:**Objects or creatures fall slowly.

**Hold Portal:**Holds door shut.

Jump: Subject gets bonus on Jump checks.

**Mage Armor:**Gives subject +4 Defense bonus.

**Magic Missile:**1d4+1 damage; +1 missile/two levels above 1st (max 5).

Magic Weapon: Weapon gains +1 bonus.

Power Device: Powers one inoperative electrical or mechanical device.

**Ray of Fatigue:**Ray fatigues target.

**Shield:**Invisible disc gives cover, blocks magic missiles.

**Sleep:**Put 2d4 HD of creatures into comatose slumber.

True Strike: Adds +20 bonus to your next attack roll.

2nd-Level Mage Spells

Arcane Lock: Magically locks a portal or chest.

Blur: Attacks miss subject 20% of the time.

Darkvision: See 60 ft: in total darkness.

Enhance Ability: Subject gains +5 bonus to one ability score for 1 min./Level:

Glitterdust: Blinds creatures, outlines invisible creatures.

**Invisibility:**Subject is invisible for 10 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.

Protection from Arrows/Bullets: Subject immune to most ranged attacks.

Resist Energy: Ignores 10 points of damage/round from one energy type.

See Invisibility: Reveals invisible creatures or objects.

**Spider Climb:**Grants ability to travel on walls and ceilings.

Web: Fills 20-ft.-radius spread with sticky spider webs.

3rd-level Mage Spells

Dispel Magic: Cancels magical spells and effects.

**Displacement:**Attacks miss subject 50% of the time.

Fireball: 1d6 damage per level, 20-ft: radius.

**Flaming Projectiles:**Projectiles deal +1d6 fire damage.

Greater Magic Weapon:+1/three levels (max +5).

**Halt Undead:**Immobilizes undead for 1 round/level.

**Haste:**Extra attack action, additional move, and +2 Defense.

Hold Person: Holds one person helpless; 1 round/level.

**Invisibility Sphere:**Makes everyone within 10 ft: invisible.

**Keen Edge:**Doubles normal weapon’s threat range.

**Lightning Bolt:**Electricity deals 1d6 damage/level.

**Slow:**One subject/level may only move or attack; –2 to Defense, –2 on melee attack and damage rolls, –2 on Reflex saves.

Tongues: Speak any language.

**Water Breathing:**Subjects can breathe underwater.

4th-level Mage Spells

**Animate Dead:**Creates undead skeletons and zombies.

Arcane Eye: Invisible floating eye moves 30 ft./round.

Bestow Curse: –6 to an ability; –4 on attacks, saves, and checks; or 50% chance of taking no action.

Confusion: Makes subject behave oddly for 1 round/Level:

Dimension Door: Teleports you and up to 50 lb./level.

Energy Trap: Opened object deals 1d4 +1/level damage of given energy type.

Fear: Subjects within cone flee for 1 round/level.

**Ice Storm:**Hail deals 5d6 damage in cylinder 40 ft: across:

Minor Globe of Invulnerability: Stops 1st- through 3rd-level spell effects.

Remove Curse: Frees object or person from curse.

Shout: Deafens all within cone and deals 2d6 damage.

Stoneskin: Stops blows, cuts, stabs, and slashes.

Wall of Fire: Deals 2d4 fire damage out to 10 ft: and 1d4 out to 20 ft: Passing through wall deals 2d6 +1/level.

**Wall of Ice:**Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

5th-level Mage Spells

Cloudkill: Kills 3 HD or less; 4–6 HD save or die.

Cone of Cold: 1d6 cold damage/level.

Hold Monster: As hold person, but any creature.

Passwall: Breaches walls 1 ft: thick/level.

**Phantom Watchdog:**Spectral dog can guard or attack.

Telekinesis: Lifts or moves 25 lb./level at long range.

**Wall of Force:**Wall is immune to damage.

Wall of Iron: 30 hp/four levels; can topple onto foes.

**Wall of Stone:**Creates a stone wall that can be shaped.