Excerpt from
Complete Arcane
By Richard Baker

Nothing distinguishes the Dungeons & Dragons game as much as the presence and power of arcane magic in the hands of player characters and villains. Sorcerers and wizards hurl spells that can blast their foes with fire, ensnare their minds, or hurl them into distant planes. Bards weave mystic melodies of beauty and strength, instilling their allies with hope and courage or binding their enemies in terrible dooms. All characters make use of weapons and garments enchanted in countless different ways, reinforcing their native talents with the spells and powers of magic belts, swords, boots, cloaks, or rings. This book contains information for both players and DMs -- from new base classes and monsters to guidance on running an arcane campaign. Our sneak peek offers a look at the new prestige classes, arcane feats, alternate magic item types, and spell lists contained within.

from Chapter 4: Spells

Spell Lists

The following section presents new spells for assassins, bards, clerics, druids, rangers, sorcerers, and wizards. It also features complete spell lists for the warmage and wu jen.

* Any spell in the warmage and wu jen spell lists marked by an asterisk is a new spell, described in this chapter. For all other warmage and wu jen spells, see Chapter 11 of the Player's Handbook.

An [M] or [F] appearing at the end of a spell's name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An [X] denotes a spell with an XP component paid by the caster.

Spell Name Changes: A few spells' names have been slightly changed from previous appearances to make them easier to find in the chapter. The lesser orb spells, previously found in Tome and Blood and Miniatures Handbook (lesser acid orb, lesser cold orb, etc.) are now listed as "lesser orb of [energy type]," while the orb spells, previously found in Tome and Blood (acid orb, cold orb, etc.), are now listed as "orb of [energy type]." Any reference to an older version of the spell name applies equally to the new spell name. For example, a wizard with lesser fire orb in her spellbook should update that to lesser orb of fire.

New Assassin Spells

1st-Level Assassin Spell
Low-Light Vision: See twice as far as a human in poor illumination.

2nd-Level Assassin Spells
Fire Shuriken: Magical shuriken deal 3d6 fire damage.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8
cold damage in 10-ft.-radius burst.

4th-Level Assassin Spell
Heart Ripper: Kills living creatures with less than 4 HD.

New Bard Spells

2nd-Level Bard Spells
Force Whip: Whip of magical force keeps animals at bay and can frighten animals
as ranged touch attack.
Whirling Blade[F]: Hurled slashing weapon magically attacks all foes in 60-ft. line.

4th-Level Bard Spells
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Unluck: Target remakes all rolls, uses worse result for 1 round/level.

5th-Level Bard Spells
Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants
defenses for 1 round/level.
Leomund's Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural
surroundings.

New Cleric Spells

3rd-Level Cleric Spells
Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.
Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).

4th-Level Cleric Spell
Assay Resistance: +10 bonus on caster level checks to defeat one creature's spell resistance.

5th-Level Cleric Spell
Blistering Radiance: Sphere of light blinds creatures, deals 2d6 fire damage in
50-ft.-radius spread.

6th-Level Cleric Spell
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.

7th-Level Cleric Spell
Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/two levels.

8th-Level Cleric Spell
Brilliant Blade: Weapon or projectiles shed light, ignore armor.

9th-Level Cleric Spell
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.

New Druid Spells

1st-Level Druid Spells
Animate Water: Turn Small or smaller quantity of water into animated object.
Animate Wood: Turn Small or smaller wooden item into animated object.

2nd-Level Druid Spells
Animate Fire: Turn Small or smaller fire into animated object.
Chameleon: Subject gets +10 on Hide checks.
Swim: Subject gains swim speed, +8 bonus on Swim checks.

3rd-Level Druid Spells
Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.
Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks
against you take 1d4 damage.

4th-Level Druid Spell
Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

5th-Level Druid Spell
Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.

6th-Level Druid Spell
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.

9th-Level Druid Spells
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.

New Ranger Spells

1st-Level Ranger Spell
Low-Light Vision: See twice as far as a human in poor illumination.

2nd-Level Ranger Spell
Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round.

New Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells (Cantrips)

TRANS Repair Minor Damage: Repairs 1 point of damage to any construct.

1st-Level Sorcerer/Wizard Spells

CONJ Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
NECRO Backbiter: Wooden-hafted weapon strikes wielder.
TRANS Fist of Stone: Gain +6 Str and natural slam attack.
Low-Light Vision: See twice as far as a human in poor illumination.
Repair Light Damage: Repairs 1d8 +1/level damage (max +5) to any construct.

2nd-Level Sorcerer/Wizard Spells

CONJ Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round.
EVOC Fireburst: Adjacent subjects take 1d8/level fire damage.
ILLUS Phantasmal Assailants: Nightmare creatures strike target for 4 Wis damage, 4 Dex damage.
Wall of Gloom: Shadow barrier obscures vision and deters passage.
TRANS Earthen Grasp: Arm made of earth and soil grapples foes.
Repair Moderate Damage: Repairs 2d8 +1/level damage (max +10) to any construct.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade[F]: Hurled slashing weapon magically attacks all foes in 60-ft. line.
UNIV Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.

3rd-Level Sorcerer/Wizard Spells

ABJUR Sign of Sealing[M]: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.
CONJ Bands of Steel: Metallic bands immobilize or entangle target for 1 round/level.
Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.
Mage Armor, Greater[M]: Gives subject +6 armor bonus.
DIV Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
EVOC Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
ILLUS Shadow Binding: Ribbonlike shadows daze and entangle creatures in 10-ft.-radius burst.
TRANS Repair Serious Damage: Repairs 3d8 +1/level damage (max +15) to any construct.
Stony Grasp: Arm made of soil and rock grapples foes.
UNIV Enhance Familiar: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.

4th-Level Sorcerer/Wizard Spells

ABJUR Anticipate Teleportation[F]: Predict and delay the arrival of creatures teleporting into range by 1 round.
Otiluke's Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.
Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.
CONJ Blast of Flame: 60-ft. cone of fire (1d6/level damage).
Orb of Acid: Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire: Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound: Ranged touch, 1d4/level sonic damage and target might be deafened.
DIV Assay Resistance: +10 bonus on caster level checks to defeat one creature's spell resistance.
Unluck: Target remakes all rolls, uses worse result for 1 round/level.
EVOC Blistering Radiance: Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating Sphere[F]: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
NECRO Burning Blood: Target takes 1d8 acid damage plus 1d8 fire damage/round.
TRANS Darkvision, Mass: Creatures in 10-ft. radius gain ability to see 60 ft. in total darkness.
Repair Critical Damage: Repairs 4d8 +1/level damage (max +20) to any construct.
UNIV Fortify Familiar: Your familiar gains 2d8 temporary hit points, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage.

5th-Level Sorcerer/Wizard Spells

ABJUR Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
Reciprocal Gyre: Creature or object takes 1d6 damage/level of spell affecting it (max 25d6).
Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
CONJ Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
Leomund's Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
Servant Horde: Create 2d6 unseen servants +1/level (max +15).
Vitriolic Sphere: Potent acid deals 1d4/level damage (max 15d4) plus possible damage in following two rounds.
EVOC Fire Shield, Mass*: Creatures attacking allies take damage; allies are protected from fire or cold.
Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage.
Prismatic Ray: Ray of light blinds target, deals random effect.
Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
NECRO Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
TRANS Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
Fly, Mass: One creature/level flies at speed of 60 ft.

6th-Level Sorcerer/Wizard Spells

ABJUR Sign of Sealing, Greater[M]: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.
ENCH Transfix: Humanoids freeze in place until condition you specify is met.
ILLUS Illusory Pit: Creatures in area are stunned or knocked prone while believing they're falling.
NECRO Arrow of Bone[M]: Missile or thrown weapon gains +4 bonus, target takes 3d6 +1/level damage (max +15) or is slain.
TRANS Brilliant Blade: Weapon or projectiles shed light, ignore armor.
Fiendform: Assume form and abilities of fiendish creature, demon, or devil.
UNIV Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar.

7th-Level Sorcerer/Wizard Spells

ABJUR Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
Otiluke's Greater Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.
EVOC Emerald Flame Fist: Touch attack deals 3d6 + 1/level fire damage (max +20); target can be engulfed by flame for additional damage.
NECRO Sword of Darkness[M]: Blade of negative energy attacks independently, deals 1d4 damage, bestows one negative level.
TRANS Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.

8th-Level Sorcerer/Wizard Spells

ABJUR Anticipate Teleportation, Greater[F]: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
NECRO Blackfire: Target is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
Heart of Stone[F][X]: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
TRANS Flensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.

9th-Level Sorcerer/Wizard Spells

ABJUR Absorption: You absorb targeted spell energy to power spells of your own.
Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
CONJ Sphere of Ultimate Destruction: Featureless black sphere moves 30 ft./round, disintegrates on ranged touch attack.
Summon Elemental Monolith[M]: Calls powerful elemental creature to fight for you.
ENCH Programmed Amnesia[M]: Destroy, alter, or replace memories in target creature.
ILLUS Superior Invisibility: Subject is invisible to sight, hearing, and scent for 1 min./level, and can attack.
TRANS Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.

Warmage Spells

0-Level Warmage Spells (Cantrips)
Acid Splash: Orb deals 1d3 acid damage.
Disrupt Undead: Deals 1d6 damage to one undead.
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.

1st-Level Warmage Spells
Accuracy*: Doubles weapon's range increment.
Burning Hands: 1d4/level fire damage (max 5d4).
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Fist of Stone*: Gain +6 Str and natural slam attack.
Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4).
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Orb of Acid, Lesser*: Ranged touch attack deals 1d8 acid damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Cold, Lesser*: Ranged touch attack deals 1d8 cold damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Electricity, Lesser*: Ranged touch attack deals 1d8 electricity damage
+ 1d8/two levels beyond 1st (max 5d8).
Orb of Fire, Lesser*: Ranged touch attack deals 1d8 fire damage + 1d8/two
levels beyond 1st (max 5d8).
Orb of Sound, Lesser*: Ranged touch attack deals 1d6 sonic damage
+ 1d6/two levels beyond 1st (max 5d6).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
True Strike: +20 on your next attack roll.

2nd-Level Warmage Spells
Blades of Fire*: Your melee weapons deal +1d6 fire damage for 1 round.
Continual Flame[M]: Makes a permanent, heatless torch.
Fire Trap[M]: Opened object deals 1d4 +1/level fire damage.
Fireburst*: Adjacent subjects take 1d8/level fire damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage,
or deals 1d8 cold damage in 10-ft.-radius burst.
Melf's Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Whirling Blade[F]*: Hurled slashing weapon magically attacks all foes in 60-ft. line.

3rd-Level Warmage Spells
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Lightning Bolt: Electricity deals 1d6/level damage.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Ring of Blades*: Blades surround you, damaging other creatures (1d6+1/level damage).
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.

4th-Level Warmage Spells
Blast of Flame*: 60-ft. cone of fire (1d6/level damage).
Contagion: Infects subject with chosen disease.
Evard's Black Tentacles: Tentacles grapple all within 20-ft. spread.
Orb of Acid*: Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold*: Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity*: Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire*: Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force*: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound*: Ranged touch, 1d4/level sonic damage and target might be deafened.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
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 Warmage Spells
Arc of Lightning*: Line of electricity between two creatures (1d6/level damage).
Cloudkill: Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Fire Shield, Mass*: Creatures attacking allies take damage; allies are protected from fire or cold.
Fireburst, Greater*: Subjects within 10 ft. take 1d8/level fire damage.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Prismatic Ray*: Ray of light blinds target, deals random effect.

6th-Level Warmage Spells
Acid Fog: Fog deals acid damage.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Circle of Death[M]: Kills 1d4/level HD of creatures.
Disintegrate: Makes one creature or object vanish.
Fire Seeds: Acorns and berries become grenades and bombs.
Otiluke's Freezing Sphere: Freezes water or deals cold damage.
Tenser's Transformation[M]: You gain combat bonuses.

7th-Level Warmage Spells
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Earthquake: Intense tremor shakes 80-ft. radius.
Finger of Death: Kills one subject.
Fire Storm: Deals 1d6/level fire damage.
Mordenkainen's Sword[F]: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Sunbeam: Beam blinds and deals 4d6 damage.
Waves of Exhaustion: Several targets become exhausted.

8th-Level Warmage Spells
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Prismatic Wall: Wall's colors have array of effects.
Scintillating Pattern: Twisting colors make target confused, stunned, or unconscious.
Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.

9th-Level Warmage Spells
Elemental Swarm: Summons multiple elementals.
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Prismatic Sphere: Rays hit subjects with variety of effects.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.

Wu Jen Spells

0-Level Wu Jen Spells (Cantrips)

FIRE Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
WATER Ray of Frost: Ray deals 1d3 cold damage.

Arcane Mark: Inscribes a personal rune (visible or -invisible).
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.
Ghost Sound: Figment sounds.
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.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.

1st-Level Wu Jen Spells

ALL Elemental Burst*: Elemental target explodes with varying effects.
Endure Elements: Exist comfortably in hot or cold environments.
EARTH Hail of Stone[M]*: Rain of stone deals 1d4/level damage (max 5d4).
FIRE Fiery Eyes*: Your glowing eyes illuminate area and can ignite combustible items.
Melt*: Melt ice and snow or deal 2/level damage (max 10) to magical ice or cold creatures.
Smoke Ladder[F]*: Smoke transforms into ladder up to 10 ft. long/level.
METAL Iron Scarf*: Ranged attack deals 1d8 damage +1/level.
Magic Weapon: Weapon gains +1 bonus.
WATER Animate Water*: Turn Small or smaller quantity of water into animated object.
Cobra's Breath*: Cone of poison deals 1d3 Con damage.
Obscuring Mist: Fog surrounds you.
WOOD Animate Wood*: Turn Small or smaller wooden item into animated object.
Backbiter*: Wooden-hafted weapon strikes wielder.

Accuracy*: Doubles weapon's range increment.
Animate Rope: Makes a rope move at your command.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Disguise Self: Changes your appearance.
Ghost Light*: Ghostly green radiance can be shaped and manipulated, causes fear.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Jump: Subject gets bonus on Jump checks.
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control,
hedge out elementals and outsiders.
Scales of the Lizard*: Grants +2 or higher enhancement bonus to natural armor.
Secret Signs*: Communicate a simple nonverbal message to one intelligent creature.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.

2nd-Level Wu Jen Spells

ALL Resist Energy: Ignores 10 or more points of damage/attack from specified energy type.
EARTH Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
FIRE Animate Fire*: Turn Small or smaller fire into animated object.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Fire Shuriken*: Magical shuriken deal 3d6 fire damage.
Pyrotechnics: Turns fire into blinding light or choking smoke.
METAL Entangling Scarf*: Successful ranged touch attack entangles a foe.
Protection from Arrows: Subject immune to most ranged attacks.
Rain of Needles*: Ranged attacks deal total 1d4/level damage (max 5d4).
WATER Fog Cloud: Fog obscures vision.
Ice Blast*: Spray of ice crystals deals 1d6/two levels cold damage (max 10d6) and makes targets fatigued.
Ice Knife*: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Swim*: Subject gains swim speed, +8 bonus on Swim checks.
WOOD Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.

Alter Self: Assume form of a similar creature.
Apparition*: Subject's face takes on terrifying appearance, viewers may become shaken.
Arcane Lock[M]: Magically locks a portal or chest.
Blur: Attacks miss subject 20% of the time.
Chameleon*: Subject gets +10 on Hide checks.
Detect Thoughts: Allows "listening" of surface thoughts.
Force Whip*: Whip of magical force keeps animals at bay and can frighten animals
as ranged touch attack.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Kiss of the Toad*: Touch deals 1d6 Con damage, repeats in 1 min.
Knock: Opens locked or magically sealed door.
Lightning Blade*: Blade of electricity energy deals total 1d6 damage/level as touch
attack or ranged touch attack.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Protection from Charm*: Subject gains +1/three levels bonus (max +5) on saves
against charm and compulsion.
Rope Trick: As many as eight creatures hide in extradimensional space.
See Invisibility: Reveals invisible creatures or objects.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Calls extraplanar creature to fight for you.
Wall of Gloom*: Shadow barrier obscures vision and deters passage.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Wu Jen Spells

ALL Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
EARTH Earthbolt*: Seismic pulse deals 1d6/level damage to creatures along its path.
Terra Cotta Warrior[M]*: Statuette becomes a Medium animated object which fights for you.
FIRE Fire Wings*: Your arms become flaming wings capable of flight and dealing +2d6 fire damage on unarmed attacks.
Fireball: 1d6 damage per level, 20-ft. radius.
METAL Keen Edge: Doubles normal weapon's threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Magnetism*: Draw iron or steel objects to yourself with effective Str 30.
WATER Gaseous Form: Subject becomes insubstantial and can fly slowly.
Steam Breath*: Superheated steam deals 1d6/level fire damage (max 10d6).
Stinking Cloud: Nauseating vapors, 1 round/level.
Water Breathing: Subjects can breathe underwater.
WOOD Plant Growth: Grows vegetation, improves crops.
Thornskin*: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage.

Commune with Lesser Spirit[M]*: Lesser spirit creature answers one question/two levels.
Corpse Candle*: Ghostly hand and candle sheds light, affects incorporeal creatures.
Discern Shapechanger*: Penetrates disguises and identifies shapechanging creatures.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Illusory Script[M]: Only intended reader can decipher.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft.
radius and 10 min./level.
Major Image: As silent image, plus sound, smell, and thermal effects.
Remove Curse: Frees object or person from curse.
Suggestion: Compels subject to follow stated course of action.
Summon Monster III: Calls extraplanar creature to fight for you.
Tongues: Speak any language.

4th-Level Wu Jen Spells

ALL Elemental Ward*: Drives elementals away.
Scrying[F]: Spies on subject from a distance.
EARTH Dimension Door: Teleports you short distance.
Stoneskin[M]: Ignore 10 points of damage per attack.
FIRE Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire Trap[M]: Opened object deals 1d4 damage +1/level.
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.
METAL Dancing Blade*: Target sword fights independently.
Poison Needles*: Hail of poison needles deals range of effects to target.
Rusting Grasp: Your touch corrodes iron and alloys.
WATER Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Solid Fog: Blocks vision and slows movement.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Water to Poison[M]*: Transform water into ingested poison.
WOOD Antiplant Shell: Keeps animated plants at bay.
Command Plants: Sway the actions of one or more plant creatures.

Animate Dead[M]: Creates undead skeletons and zombies.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Creeping Darkness*: Cloud of inky blackness moves at your command.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Dismissal: Forces a creature to return to native plane.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Heart Ripper*: Kills living creatures with less than 4 HD.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Pain*: Wracking pain gives targets -4 on attack rolls, skill and ability checks.
Polymorph: Gives one willing subject a new form.
Resist Energy, Mass*: Targeted creatures ignore damage from specified energy type.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Snake Darts*: Two snakes hit one or two targets, deal 3d6 damage and inject
poison (1d6 Con damage, repeats in 1 min.)
Spirit Binding, Lesser*: Traps spirit creature of 8 HD or less until it performs a task.
Summon Monster IV: Calls extraplanar creature to fight for you.
Wall of Bones*: Shapeable wall grants cover and concealment, deals damage to
anyone who tries to pass.

5th-Level Wu Jen Spells

EARTH Stone Shape: Sculpts stone into any shape.
Terra Cotta Lion[M]*: Statuette becomes a Huge animated object which fights for you.
Wall of Stone: Creates a stone wall that can be shaped.
FIRE Fire Breath*: Ranged touch attack deals 1d8/two levels fire damage (max 10d8) for 1 round/level.
METAL Metal Skin*: Grants +8 natural armor bonus, -2 to Dex.
WATER Cone of Cold: 1d6/level cold damage.
WOOD Wood Rot*: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.

Aiming at the Target*: +10 bonus on Concentration checks for previously cast spell.
Animal Growth: One animal/two levels doubles in size.
Arc of Lightning*: Line of electricity between two creatures (1d6/level damage).
Baleful Polymorph: Transforms subject into harmless animal.
Dominate Person: Controls humanoid telepathically.
Dream: Sends message to anyone sleeping.
Fabricate: Transforms raw materials into finished items.
Feeblemind: Subject's Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Major Creation: As minor creation, plus stone and metal.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Passwall: Creates passage through wood or stone wall.
Permanency[X]: Makes certain spells permanent.
Persistent Image: As major image, but no concentration required.
Servant Horde*: Create 2d6 unseen servants +1/level (max +15).
Spirit Self*: Your incorporeal spirit separates from your body.
Summon Monster V: Calls extraplanar creature to fight for you.
Summoning Wind*: Send a short message to 10 creatures/level.
Sword of Deception*: Blade of energy attacks independently, deals 1d4 damage
, penalizes subsequent save.
Symbol of Pain[M]: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep[M]: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Teleport: Instantly transports you as far as 100 miles/level.
Vitriolic Sphere*: Potent acid deals 1d4/level damage (max 15d4) plus possible
damage in following two rounds.
Wall of Force: Wall is immune to damage.

6th-Level Wu Jen Spells

EARTH Flesh to Stone: Turns subject creature into statue.
Move Earth: Digs trenches and builds hills.
Stone to Flesh: Restores petrified creature.
FIRE Fire Seeds: Acorns and berries become grenades and bombs.
METAL Spirit Needle*: Needle pins spirit in place in corporeal form.
Wall of Iron[M]: 30 hp/four levels, can topple onto foes.
WATER Control Water: Raises or lowers bodies of water.
WOOD Ironwood: Magic wood is strong as steel.
Repel Wood: Pushes away wooden objects.

Control Weather: Changes weather in local area.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Geas/Quest: As lesser geas, plus it affects any creature.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Permanent Image: Includes sight sound and smell.
Programmed Image[M]: As major image, plus triggered by event.
Repulsion: Creatures can't approach you.
Speak with Dead: Corpse answers one question/two levels.
Spirit Binding*: As lesser spirit binding, but traps up to 16 HD of spirits.
Suggestion, Mass: As suggestion, plus one subject/level.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear[M]: Triggered rune panics nearby creatures.
Symbol of Persuasion[M]: Triggered rune charms nearby creatures.
Transfix*: Humanoids freeze in place until condition you specify is met.
True Seeing[M]: Lets you see all things as they really are.
Veil: Changes appearance of group of creatures.

7th-Level Wu Jen Spells

ALL Scrying, Greater: As scrying, but faster and longer.
EARTH Statue: Subject can become a statue at will.
FIRE Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
METAL Decapitating Scarf*: Ranged attack decapitates target or deals 1d4 damage/level (max 20d4).
WOOD Transmute Metal to Wood: Metal within 40 ft. becomes wood.

Body Outside Body*: Create one duplicate of yourself/five levels.
Commune with Greater Spirit[M][X]*: Any spirit creature answers one question/level.
Disintegrate: Makes one creature or object vanish.
Energy Immunity*: Subject and equipment are gain immunity to damage of specified energy type.
Ethereal Jaunt: You become ethereal for 1 round/level.
Giant Size*: You grow to Huge or larger size.
Limited Wish[X]: Alters reality -- within spell limits.
Power Word Blind: Blinds creature with 200 hp or less.
Reanimation*: Dead creature restored to functional half life with 1 hp.
Summon Monster VII: Calls extraplanar creature to fight for you.
Sword of Darkness[M]*: Blade of negative energy attacks independently,
deals 1d4 damage, bestows one negative level.
Symbol of Stunning[M]: Triggered rune stuns nearby creatures.
Symbol of Weakness[M]: Triggered rune weakens nearby creatures.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.
Withering Palm*: Touch attack deals 1 point Str damage plus 1 point Con damage/two levels.

8th-Level Wu Jen Spells

EARTH Earthquake: Intense tremor shakes 80-ft. radius.
FIRE Incendiary Cloud: Cloud deals 4d6 fire damage/round.
METAL Repel Metal or Stone: Pushes away metal and stone.
WATER Cloud Chariot*: You and allies fly on a fast-moving cloud.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
WOOD Control Plants: Control actions of one or more plant creatures.

Antipathy: Object or location affected by spell repels certain creatures.
Finding the Center*: Automatically maintain concentration on previously cast spell.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Minute Form*: You shrink to Tiny or smaller size.
Polymorph Any Object: Changes any subject into anything else.
Power Word Stun: Stuns creature with 150 hp or less.
Spirit Binding, Greater*: As lesser spirit binding, but traps up to 24 HD of spirits.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death[M]: Triggered rune slays nearby creatures.
Symbol of Insanity[M]: Triggered rune renders nearby creatures insane.
Sympathy[M]: Object or location attracts certain creatures.
Whirlwind: Cyclone deals damage and can pick up creatures.

9th-Level Wu Jen Spells

FIRE Internal Fire[F]*: Targets die instantly or take 6d6 + 1/level fire damage.

Absorption*: You absorb targeted spell energy to power spells of your own.
Astral Projection[M]: Projects you and companions onto Astral Plane.
Dominate Monster: As dominate person, but any creature.
Etherealness: Travel to Ethereal Plane with companions.
Freedom: Releases creature from imprisonment.
Gate[X]: Connects two planes for travel or summoning.
Imprisonment: Entombs subject beneath the earth.
Power Word Kill: Kills one creature with 100 hp or less.
Shapechange[F]: Transforms you into any creature, and change forms once/round.
Summon Elemental Monolith[M]*: Calls powerful elemental creature to fight for you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle[M]: Circle teleports any creature inside to designated spot.
Time Stop: You act freely for 1d4+1 rounds.
Transmute Rock to Lava*: Transforms one 10-ft. cube with subsequent fire
damage and effects.
Wish[X]: As limited wish, but with fewer limits.


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