Creation Spell List

* Cure Minor Wounds: Cures 1 point of damage.
* Dancing Lights: Creates torches or other lights.
* Guidance: +1 on one attack roll, saving throw, or skill check.
* Light: Object shines like a torch.
* Mending: Makes minor repairs on an object.
* Prestidigitation: Performs minor tricks.
* Resistance: Subject gains +1 on saving throws.
* Summon Instrument: Summons one instrument of the caster’s choice.
* Virtue: Subject gains 1 temporary hp.

* Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
* 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.
* Jump: Subject gets bonus on Jump checks.
* Mage Armor: Gives subject +4 armor bonus.
* Magic Weapon: Weapon gains +1 bonus.
* Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
* Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
* Mount: Summons riding horse for 2 hours/level.
* Obscuring Mist: Fog surrounds you.
* Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Shield of Faith: Aura grants +2 or higher deflection bonus.
* Shield: Invisible disc gives +4 to AC, blocks magic missiles.
* Summon Monster I: Calls extraplanar creature to fight for you.
* Summon Nature’s Ally I: Calls creature to fight.Unseen Servant: Invisible force obeys your commands.

### Level 2

* Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
* Barkskin: Grants +2 (or higher) enhancement to natural armor.
* Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
* Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
* Consecrate M: Fills area with positive energy, making undead weaker.
* Continual Flame M: Makes a permanent, heatless torch.
* Command Undead: Undead creature obeys your commands.
* Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
* Darkvision: See 60 ft. in total darkness.
* Desecrate M: Fills area with negative energy, making undead stronger.
* Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
* False Life: Gain 1d10 temporary hp +1/level (max +10).
* Fog Cloud: Fog obscures vision.
* Fox’s Cunning: Subject gains +4 Int for 1 min./level.
* Gust of Wind: Blows away or knocks down smaller creatures.
* Glitterdust: Blinds creatures, outlines invisible creatures.
* Heroism: Gives +2 on attack rolls, saves, skill checks.
* Make Whole: Repairs an object.
* Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
* Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
* Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
* Scare: Panics creatures of less than 6 HD.
* Shield Other F: You take half of subject’s damage.
* Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
* Spider Climb: Grants ability to walk on walls and ceilings.
* 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.
* Web: Fills 20-ft.-radius spread with sticky spiderwebs.

### Level 3

* Animate Dead M: Creates undead skeletons and zombies.
* Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
* Contagion: Infects subject with chosen disease.
* Create Food and Water: Feeds three humans (or one horse)/level.
* Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
* Daylight: 60-ft. radius of bright light.
* Fear: Subjects within cone flee for 1 round/level.
* Fly: Subject flies at speed of 60 ft.
* Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
* Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
* Helping Hand: Ghostly hand leads subject to you.
* Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
* Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
* Magic Vestment: Armor or shield gains +1 enhancement per four levels.
* Plant Growth: Grows vegetation, improves crops.
* Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
* Phantom Steed: Magic horse appears for 1 hour/level.
* Remove Blindness/Deafness: Cures normal or magical conditions.
* Sleet Storm: Hampers vision and movement.
* Snare: Creates a magic booby trap.
* Summon Nature’s Ally III: Calls creature to fight.
* Summon Monster III: Calls extraplanar creature to fight for you.
* Stinking Cloud: Nauseating vapors, 1 round/level.
* Sculpt Sound: Creates new sounds or changes existing ones.
* Tiny Hut: Creates shelter for ten creatures.
* Wind Wall: Deflects arrows, smaller creatures, and gases.

### Level 4

* Arcane Eye: Invisible floating eye moves 30 ft./round.
* Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
* Black Tentacles: Tentacles grapple all within 20 ft. spread.
* Control Water: Raises or lowers bodies of water.
* Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
* Enlarge Person, Mass: Enlarges several creatures.
* Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
* Magic Weapon, Greater: +1 bonus/four levels (max +5).
* Minor Creation: Creates one cloth or wood object.
* Rainbow Pattern: Lights fascinate 24 HD of creatures.
* Reincarnate: Brings dead subject back in a random body.
* Resilient Sphere: Force globe protects but traps one subject.
* Restoration M: Restores level and ability score drains.
* Secure Shelter: Creates sturdy cottage.
* Solid Fog: Blocks vision and slows movement.
* Summon Monster IV: Calls extraplanar creature to fight for you.
* Summon Nature’s Ally IV: Calls creature to fight.

### Level 5

* Animal Growth: One animal/two levels doubles in size.
* Awaken X: Animal or tree gains human intellect.
* Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
* Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
* Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
* Hallow M: Designates location as holy.
* Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
* Insect Plague: Locust swarms attack creatures.
* Interposing Hand: Hand provides cover against one opponent.
* Mark of Justice: Designates action that will trigger curse on subject.
* Prying Eyes: 1d4 +1/level floating eyes scout for you.
* Raise Dead M: Restores life to subject who died as long as one day/level ago.
* Righteous Might: Your size increases, and you gain combat bonuses.
* 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 M: Triggered rune wracks nearby creatures with pain.
* Unhallow M: Designates location as unholy.
* Wall of Stone: Creates a stone wall that can be shaped.
* Wall of Thorns: Thorns damage anyone who tries to pass.
* Permanency X: Makes certain spells permanent.

### Level 6

* Animate Objects: Objects attack your foes.
* Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
* Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
* Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
* Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
* Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
* Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
* Eyebite: Target becomes panicked, sickened, and comatose.
* Forceful Hand: Hand pushes creatures away.
* Guards and Wards: Array of magic effects protect area.
* Heal: Cures 10 points/level of damage, all diseases and mental conditions.
* Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
* Ironwood: Magic wood is strong as steel.
* Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
* Spellstaff: Stores one spell in wooden quarterstaff.
* Stone to Flesh: Restores petrified creature.
* Summon Monster VI: Calls extraplanar creature to fight for you.
* Summon Nature’s Ally VI: Calls creature to fight.
* Symbol of Fear M: Triggered rune panics nearby creatures.
* Wall of Iron M: 30 hp/four levels; can topple onto foes.
* Transformation M: You gain combat bonuses.

### Level 7

* Animate Plants: One or more plants animate and fight for you.

* Changestaff: Your staff becomes a treant on command.
* Creeping Doom: Swarms of centipedes attack at your command.
* Control Undead: Undead don’t attack you while under your command.
* Forcecage M: Cube or cage of force imprisons all inside.
* Grasping Hand: Hand provides cover, pushes, or grapples.
* Instant Summons M: Prepared object appears in your hand.
* Phase Door: Creates an invisible passage through wood or stone.
* Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
* Restoration, Greater X: As restoration, plus restores all levels and ability scores.
* Resurrection M: Fully restore dead subject.
* Summon Nature’s Ally VII: Calls creature to fight.
* Summon Monster VII: Calls extraplanar creature to fight for you.
* Statue: Subject can become a statue at will.
* Limited Wish X: Alters reality—within spell limits

### Level 8

* Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
* Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
* Clone M F: Duplicate awakens when original dies.
* Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
* Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
* Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
* Prismatic Wall: Wall’s colors have array of effects.
* Protection from Spells M F: Confers +8 resistance bonus.
* Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
* Summon Monster VIII: Calls extraplanar creature to fight for you.
* Summon Nature’s Ally VIII: Calls creature to fight.
* Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
* Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
* Whirlwind: Cyclone deals damage and can pick up creatures.

### Level 9

* Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
* Elemental Swarm: Summons multiple elementals.
* Heal, Mass: As heal, but with several subjects.
* Prismatic Sphere: As prismatic wall, but surrounds on all sides.
* Shambler: Summons 1d4+2 shambling mounds to fight for you.
* Summon Monster IX: Calls extraplanar creature to fight for you.
* Summon Nature’s Ally IX: Calls creature to fight.
* True Resurrection M: As resurrection, plus remains aren’t needed.
* Wish X: As limited wish, but with fewer limits.