Creation Spell List

Level 0

 * 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.
 * 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.

Level 1

 * Alarm: Wards an area for 2 hours/level.
 * Bless: Allies gain +1 on attack rolls and saves against fear.
 * Bless Water M: Makes holy water.
 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
 * Confusion, Lesser: One creature is confused for 1 round.
 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Curse Water M: Makes unholy water.
 * Divine Favor: You gain +1 per three levels on attack and damage rolls.
 * Entropic Shield: Ranged attacks against you have 20% miss chance.
 * Expeditious Retreat: Your speed increases by 30 ft.
 * Endure Elements: Exist comfortably in hot or cold environments.
 * Enlarge Person: Humanoid creature doubles in size.
 * Entangle: Plants entangle everyone in 40-ft.-radius.
 * 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.