Destruction Spell List

Level 0

 * Acid Splash: Orb deals 1d3 acid damage.
 * Disrupt Undead: Deals 1d6 damage to one undead.
 * Inflict Minor Wounds: Touch attack, 1 point of damage.
 * Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep
 * Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
 * Prestidigitation: Performs minor tricks.
 * Ray of Frost: Ray deals 1d3 cold damage
 * Touch of Fatigue: Touch attack fatigues target.

Level 1

 * Burning Hands: 1d4/level fire damage (max 5d4).
 * Bane: Enemies take -1 on attack rolls and saves against fear.
 * Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
 * Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
 * Calm Animals: Calms (2d4 + level) HD of animals.
 * Divine Favor: You gain +1 per three levels on attack and damage rolls.
 * Doom: One subject takes -2 on attack rolls, saves, and checks.
 * Endure Elements: Exist comfortably in hot or cold environments.
 * Erase: Mundane or magical writing vanishes.
 * Feather Fall: Objects or creatures fall slowly.
 * Hideous Laughter: Subject loses actions for 1 round/ level.
 * Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
 * Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
 * 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.
 * Produce Flame: 1d6 damage +1/level, touch or thrown.
 * Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
 * Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
 * Reduce Person: Humanoid creature halves in size.
 * Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
 * Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
 * True Strike: +20 on your next attack roll.

Level 2

 * Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
 * Blindness/Deafness: Makes subject blinded or deafened.
 * 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.
 * Darkness: 20-ft. radius of supernatural shadow.
 * Delay Poison: Stops poison from harming subject for 1 hour/level.
 * Calm Emotions: Calms creatures, negating emotion effects.
 * Chill Metal: Cold metal damages those who touch it.
 * Fire Trap M: 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.
 * Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
 * Gentle Repose: Preserves one corpse.
 * Hold Person: Paralyzes one humanoid for 1 round/level.
 * Heat Metal: Make metal so hot it damages those who touch it.
 * Hold Animal: Paralyzes one animal for 1 round/level.
 * Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
 * Pyrotechnics: Turns fire into blinding light or choking smoke.
 * Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
 * Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
 * Reduce Animal: Shrinks one willing animal.
 * Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
 * Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
 * Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
 * Shatter: Sonic vibration damages objects or crystalline creatures.
 * Silence: Negates sound in 20-ft. radius.
 * Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
 * Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Level 3

 * Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
 * Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
 * Contagion: Infects subject with chosen disease.
 * Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
 * Diminish Plants: Reduces size or blights growth of normal plants.
 * Dispel Magic: Cancels spells and magical effects.
 * Explosive Runes: Deals 6d6 damage when read.
 * Fireball: 1d6 damage per level, 20-ft. radius.
 * Flame Arrow: Arrows deal +1d6 fire damage.
 * Glyph of Warding M: Inscription harms those who pass it.
 * Halt Undead: Immobilizes undead for 1 round/level.
 * Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
 * Invisibility Purge: Dispels invisibility within 5 ft./level.
 * 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).
 * Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
 * Poison: Touch deals 1d10 Con damage, repeats in 1 min.
 * Quench: Extinguishes nonmagical fires or one magic item.


 * Remove Curse: Frees object or person from curse.


 * Remove Disease: Cures all diseases affecting subject.
 * Ray of Exhaustion: Ray makes subject exhausted.
 * Searing Light: Ray deals 1d8/two levels damage, more against undead.
 * Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
 * Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
 * Spike Growth: Creatures in area take 1d4 damage, may be slowed.
 * Shrink Item: Object shrinks to one-sixteenth size.
 * Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

Level 4

 * Blight: Withers one plant or deals 1d6/level damage to plant creature.
 * Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
 * Control Water: Raises or lowers bodies of water.
 * Enervation: Subject gains 1d4 negative levels.
 * Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
 * Flame Strike: Smite foes with divine fire (1d6/level damage).
 * Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
 * Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
 * Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
 * Rusting Grasp: Your touch corrodes iron and alloys.
 * Reduce Person, Mass: Reduces several creatures.
 * Spike Stones: Creatures in area take 1d8 damage, may be slowed.
 * Shout: Deafens all within cone and deals 5d6 sonic damage.

Level 5

 * Atonement F X: Removes burden of misdeeds from subject.
 * Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
 * Cone of Cold: 1d6/level cold damage.
 * Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
 * Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
 * Dispel Magic, Greater: As dispel magic, but +20 on check.
 * Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
 * Disrupting Weapon: Melee weapon destroys undead.
 * Flame Strike: Smite foes with divine fire (1d6/level damage).
 * Feeblemind: Subject’s Int and Cha drop to 1.
 * Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
 * Slay Living: Touch attack kills subject.


 * 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.


 * Waves of Fatigue: Several targets become fatigued.
 * Permanency X: Makes certain spells permanent.

Level 6

 * Antimagic Field: Negates magic within 10 ft.
 * Acid Fog: Fog deals acid damage.
 * Banishment: Banishes 2 HD/level of extraplanar creatures.
 * 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.
 * Dispel Magic, Greater: As dispel magic, but up to +20 on check.
 * Forbiddance M: Blocks planar travel, damages creatures of different alignment.
 * Freezing Sphere: Freezes water or deals cold damage.
 * Fire Seeds: Acorns and berries become grenades and bombs.
 * Flesh to Stone: Turns subject creature into statue.
 * Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
 * Harm: Deals 10 points/level damage to target.
 * Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
 * Spellstaff: Stores one spell in wooden quarterstaff.
 * Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
 * Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
 * Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).

Level 7

 * Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
 * Destruction F: Kills subject and destroys remains.
 * Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
 * Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
 * Fire Storm: Deals 1d6/level fire damage.
 * Finger of Death: Kills one subject.
 * Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
 * Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
 * Insanity: Subject suffers continuous confusion.
 * Mage’s Sword F: Floating magic blade strikes opponents.
 * Sunbeam: Beam blinds and deals 4d6 damage.
 * Symbol of Stunning M: Triggered rune stuns nearby creatures.
 * Symbol of Weakness M: Triggered rune weakens nearby creatures.
 * Power Word Blind: Blinds creature with 200 hp or less.
 * Prismatic Spray: Rays hit subjects with variety of effects.
 * Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
 * Waves of Exhaustion: Several targets become exhausted.
 * Limited Wish X: Alters reality—within spell limits

Level 8

 * Horrid Wilting: Deals 1d6/level damage within 30 ft.
 * Incendiary Cloud: Cloud deals 4d6 fire damage/round.
 * Power Word Stun: Stuns creature with 150 hp or less.
 * Polar Ray: Ranged touch attack deals 1d6/level cold damage.
 * Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
 * Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
 * Symbol of Death M: Triggered rune slays nearby creatures.
 * Symbol of Insanity M: Triggered rune renders nearby creatures insane.
 * Sunburst: Blinds all within 10 ft., deals 6d6 damage.
 * Trap the Soul M F: Imprisons subject within gem.
 * Temporal Stasis M: Puts subject into suspended animation.
 * Whirlwind: Cyclone deals damage and can pick up creatures.

Level 9

 * Energy Drain: Subject gains 2d4 negative levels.
 * Implosion: Kills one creature/round.
 * Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level for many creatures.
 * Mage’s Disjunction: Dispels magic, disenchants magic items.
 * Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
 * Power Word Kill: Kills one creature with 100 hp or less.
 * Soul Bind F: Traps newly dead soul to prevent resurrection.
 * Storm of Vengeance: Storm rains acid, lightning, and hail.
 * Wail of the Banshee: Kills one creature/level.
 * Wish X: As limited wish, but with fewer limits.