SPELLS
I
NTRODUCTIONThis chapter contains spell lists for the shamans and witch doctors. The bulk of the chapter contains spell descriptions in alphabetical order by spell name.
S
HAMANS
PELLS0 - LEVEL SHAMAN SPELLS
(Orisons)
Create Water. Creates 2 gallons/level of pure
water.
Detect magic. Detects spells and magic items
within 60 ft.
Detect Poison. Detects poison in one creature or
small object.
Detect Spirits - Detects Spirits and also spirits
trapped within Magic Items and possessing individuals.
Guidance. +1 on one roll, throw or check. Light. Object shines like a torch.
Purify Food and Drink. Purifies 1 cu. ft./level of
food or water.
Resistance. Subject gains +1 on saving throws. Virtue. Subject gains 1 temporary hp.
1st - LEVEL SHAMAN SPELLS
Burning hands. 1d4 fire damage/level (max:
5d4).
Calm Animals. Calms 2d4 +1/level HD of
animals, beasts and magical beasts.
Comprehend Languages. Understands all
spoken and written languages.
Cure Light Wounds. Cures 1d8+1/level (max
+5). Detect Animals or Plants. Detects species of animals or plants.
Detect Chaos/Evil/Good/Law. Reveals
creatures, spells, or objects.
Detect Secret Doors. Reveals hidden doors
within 60 feet.
Detect Snares and Pits. Reveals natural or
primitive traps.
Detect Undead. Reveals undead within 60 ft. Doom. One subject suffers –2 on attacks,
damage, saves and checks.
Identify. Determines a single feature of a magic
item.
Endure Elements. Ignores 5 damage/round from
one energy type.
Entangle. Plants entangle everyone in 40-ft.-radius
circle.
Expeditious Retreat. Doubles caster’s speed. Invisibility to Undead. Undead can’t perceive one
subject/level.
Jump. Subject gains +30 to Jump checks. Obscuring mist. Fog surrounds the caster.
Magic Stone. Three stones gain +1 attack, deal 1d6+1
damage.
Magic Weapon. Weapon gains +1 bonus. Mount. Summons riding horse for 2 hr./level. Spider climb. Grants ability to walk on walls and
ceilings.
Spirit Armor. Same as mage armor. Subject gains +4
armor bonus.
Summon Spirit I. Calls spirit to fight.
Unseen Servant. Creates invisible force that obeys
commands.
2nd - LEVEL SHAMAN SPELLS
Aid. +1 attack, +1 saves against fear, 1d8 temporary
hit points.
Animal Messenger. Sends a Tiny animal to a specific
place.
Augury. Learn whether an action will be good or bad. Barkskin. Grants +3 natural armor bonus (or higher). Bull’s strength. Subject gains +1d4+1 Strength for 1
hr./level.
Canine Companion*. Summons a dog for hunting or
guarding.
Cat’s Grace. Subject gains +1d4+1 Dexterity for 1
hr./level.
Darkvision. See 60 ft. in total darkness.
Death Knell. Kills dying creature; caster gains 1d8
temporary hp, +2 Strength, +1 level.
Detect Thoughts. Allows “listening” to surface
thoughts.
Endurance. Subject gains +1d4+1 Constitution for 1
hr./level.
Equestrian*. Subject gains +8 to Ride checks. Flaming Sphere. Rolling ball of fire, 2d6 damage,
lasts 1 round/level.
Geyser*. Causes 1d6 per level to one creature and
showers everyone within 20 feet for 1d3 per level.
Hold Animal. Holds one animal helpless; 1 round/
level.
Invisibility. Subject is invisible for 10 min./level or
until it attacks.
Lesser Restoration. Dispels magical ability penalty or
repairs 1d4 ability damage.
Locate Object. Sense direction toward an object
(specific type).
Produce Flame. 1d4 +1/two levels damage, touch or
thrown.
Remove Paralysis. Frees one or more creatures from
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Resist Elements. Ignores 12 damage/round fromone energy type.
See Invisibility. Reveals invisible creatures or
objects.
Speak with Animals. Communicate with natural
animals.
Summon Spirit II*. Calls spirit to fight. Summon Swarm. Summon a swarm of small
crawling or flying insects.
Track*. Grants a +8 enchantment bonus to the
recipient’s Wilderness Lore check when attempting to track.
3rd - LEVEL SHAMAN SPELLS
Blaze. Casues 1d6 per caster level in fire damage.
Subjects must put themselves out.
Clairvoyance/Clairaudience. Hear or see at a
distance for 1 min/level.
Cure Moderate Wounds. Cures 2d8+1/level (max
+10).
Dispel Magic. Cancels magical spells and effects. Dominate Animal. Subject animal obeys silent
mental commands.
Flame Arrow. Shoots flaming projectiles (extra
damage) or fiery bolts (4d6 damage).
Gust of Wind. Blows away or knocks smaller
creatures.
Heroism*. Subject gains +1 attack bonus, 1d10
temporary hit points, and a +2 competency bonus to Fortitude.
Phantom Steed. Magical horse appears for 1 hour/
level.
Plant Growth. Grows vegetation, improves crops. Protection from Elements. Absorbs 12 damage/
level from one kind of energy.
Speak with Dead. Corpse answers one question/two
levels.
Speak with Plants. Communicate with normal
plants and plant creatures.
Sepia Snake Sigil. Creates symbol that immobilizes
reader.
Spirit of the Bear*. Bestows upon the subject +5
Strength and +7 Spot bonuses.
Spirit of the Leopard*. Bestows upon the subject
+5 Dexterity and +10 feet speed bonuses.
Spirit of the Owl*. Bestows upon the subject +5
Wisdom and +7 Move Silently bonuses.
Spirit of the Lion*. Bestows upon the subject +5
Charisma and +7 Wilderness Lore bonuses.
Remove Disease. Allows a Fortitude saving throw
with a +20 bonus to recover from a disease.
Stone Shape. Sculpts stone into any form. Summon Spirit III*. Calls spirit to fight. Tongues. Speak any language.
Wind Wall. Deflects arrows, smaller creatures and
gas.
Water Breathing. The subject can breath under
water.
4th - LEVEL SHAMAN SPELLS
Arcane Eye. Invisible floating eye move 30 ft./
round.
Cure Serious Wounds. Cures 3d8 +1/level damage
(max +15).
Death Ward. Grants immunity to death spells and
effects.
Detect Scrying. Alerts caster of magical
eavesdropping.
Discern Lies. Reveals deliberate falsehoods. Dismissal. Forces a creature to return to its native
plane.
Divination. Provides useful advice for specific
proposed actions.
Eruption. 1d6/level (max 15d6) to one creature.
Also showers 30-foot radius for 1d3/level (max 15d3).
Fire Shield. Creatures attacking the caster take fire
damage; the caster is protected from heat or cold.
Ice Storm. Hail causes 5d6 damage in a cylinder 40
ft. across.
Locate creature. Indicates direction to a familiar
creature.
Reincarnate. Bring dead subject in a random body. Repel Vermin. Insects stay 10 ft. away.
Restoration. Restores level and ability score drain. Scrying. Spies on a subject from a distance. Sleet Storm. Hampers vision and movement. Summon Spirit IV*. Calls spirit to fight.
5th - LEVEL SHAMAN SPELLS
Awaken. Animal or tree gains human intellect. Commune with Nature. Learn about terrain for one
mile/level.
Hallow. Designates location as holy.
Contact Other Plane. Ask questions of extraplanar
entity.
Control Winds. Changes wind direction and speed. Cure Critical wounds. Cures 4d8+1/level damage
(max +20).
Death Ward. Grants immunity to all death spells
and effects.
Ethereal Jaunt. Caster becomes ethereal for 1
round/level.
Lesser Planar binding. Traps outsider until it
performs a task.
Magic Jar. Enables possession of another creature. Prying Eyes. 1d4 floating eyes +1/level scouts for
the caster.
Telepathic Bond. Link lets allies communicate. Summon Spirit V*. Calls spirit to fight. Flame Strike. Smite foes with divine fire (1d6/
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Transmute Mud to Rock. Transforms two 10-
ft. cubes/level.
Transmute Rock to Mud. Transforms two 10-ft.
cubes/level.
Unhallow. Designates location as unholy. Wall of Fire. Causes 2d4 fire damage out to 10
ft. and 1d4 out to 20 ft. Passing through the wall causes 2d6 +1/level.
Wall of Thorns. Thorns damage anyone who
tries to pass.
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HAMANS
PELLSAnalyze Dweomer. Reveals magical aspect of
subject.
Antilife Shell. 10-ft. field hedges out living
creatures.
Banishment. Banishes 2 HD/level extraplanar
creatures.
Cold Spell*. Reduces the temperature to 50
degrees Fahrenheit.
Fire Seeds. Acorns and berries become grenades
and bombs.
Giant Strength*. Subject gains 1d12+5
Strength.
Greater Dispelling. As dispel magic, but +20 on
check.
Greater Scrying. As scrying but faster and
longer.
Healing Circle. Cures 1d8 +1/level damage in al
directions.
Heat Wave*. Raises the temperature of the area
to 150 degrees Fahrenheit.
Legend Lore. Learn tales about a person, place,
or thing.
Summon Spirit VII*. Calls spirit to fight. Stone Tell. Talk to natural or worked stone. Liveoak. Oak become treant guardian. Move Earth. Digs trenches and builds hills. Planar Binding. As lesser planar binding but up
to 16 HD.
True Seeing. See all things as the really are. Wall of Stone. 20 hp/four levels; can be shaped.
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HAMANS
PELLSAnimal Shapes. One ally/level polymorphs into
chosen animal.
Control Weather. Changes weather in local
area.
Creeping Doom. Carpet of insects attack at
caster’s command.
Ethereal Jaunt. The caster becomes ethereal for
1 round/level.
Fire Storm. Causes 1d6 fire damage/level.
Heal. Cures all damage, disease, and mental
conditions.
Flesh to Stone. Turns subject creature into a statue. Plane Shift. Up to eight subjects travel to another
plane.
Phase Door. Invisible passage through wood or stone. Power Word, Stun. Stuns creatures with up to 150
hp.
Summon Spirit VII*. Calls spirit to fight. Stone to Flesh. Restores petrified creature. Vision. As legend lore, but faster and strenuous.
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HAMANS
PELLSDiscern Location: Exact location of creature or
object.
Etherealness. Travel to the Ethereal Plane with
companions.
Greater Planar Binding. As lesser planar binding
but up to 24 HD.
Maze. Traps subject is extradimensional space. Power word, Blind. Blinds 200 hp worth of creatures. Trap the Soul. Imprisons subject within a gem. Word of Recall. Teleports caster back to a designated
place.
Summon Spirit VIII*. Calls spirit to fight.
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HAMANS
PELLSAstral Projection. Projects you and companions into
the Astral Plane.
Earthquake. Intense tremor shakes 5-ft./level radius. Elemental Swarm. Summons 2d4 Large, 1d4 Huge
elementals.
Freedom. Releases creature suffering from
imprisonment.
Foresight. “Sixth sense” warns of impending danger. Gate. Connects two planes for traveling and
summoning.
Mass Heal. As heal, but with several subjects. Shambler. Summons 1d4+2 shambling mounds. Soul Bind. Traps newly dead soul preventing
resurrection.
Summon Spirit IX. Calls spirit to fight.
True Resurrection. As resurrection plus remains are
not needed.
WITCH DOCTOR SPELLS
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OCTORSPELLS(C
ANTRIPSANDO
RISONS)
Arcane Mark. Inscribes a personal rune (visible or
invisible)
Cure Minor Wounds. Cures 1 point of damage. Daze. Creature loses next action.
Detect Magic. Detects spells and magic within 60 ft. Detect Poison. Detects poison in one creature or small
object.
Flare. Dazzles one creature (-1 attack). Light. Object shines like a torch.
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Read Magic. Read scrolls and spellbooks.Resistance. Subject gains +1 on saving throws. Virtue. Subject gains 1 temporary hp.
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OCTORSPELLSBleed*. Causes the subject to bleed through their
skin.
Boorish*. Subject suffers –1 penalty to Charisma,
with an additional –1 per two caster levels.
Cause Fear. One creature flees for 1d4 rounds. Charm Person. Makes one person your friend. Clumsy*. Subjects suffer a –1d6 penalty to
Dexterity, with an additional –1 per two caster levels.
Command. One subject obeys one-word command
for 1 round.
Comprehend Languages. Understands all spoken
and written languages.
Cure Light Wounds. Cures 1d8+1/level damage
(max. +5)
Doom. One subject suffers –2 on attacks, damage,
saves and checks.
Drowsy. Subject suffers –1 penalty to attack rolls
and a –2 to their Dexterity.
Endure Elements. Ignore 5 damage/round from one
energy type.
Foolish*. Subject suffers –1d6 penalty to Wisdom
with an additional penalty of –1 per two levels of the caster.
Hypnotism. Fascinates 2d4 HD of creatures. Identify. Determines single feature of a magic item. Ignorant*. Subject suffers –1d6 penalty to
Intelligence with an additional penalty of –1 per two levels for the caster.
Minor Phobia*. Subject becomes phobic of one type
of object.
Protection from Chaos/Evil/Good/Law. +2 AC and
saves, counter mind control, hedge out elementals and outsiders.
Ray of Enfeeblement. Ray reduces Strength by 1d6
points +1 point/two levels.
Sickly*. Subject suffers –1d6 penalty to Constitution
with an additional penalty of –1 per two levels for the caster.
Sleep. Put 2d4 HD of creatures into comatose
slumber.
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OCTORSPELLSAllure*. This spell adds 1d4+1 enchantment bonus
to Charisma.
Alter Self. As change self, plus more drastic
changes.
Analgesia*. Negates any and all penalties
associated with pain.
Barkskin. Grants +3 natural armor (or higher). Blindness/Deafness. Makes subject blind or deaf.
Calm Emotion. Calms 1d6 subjects/level, negating
emotion effects.
Chill metal. Cold metal damages those who touch
it.
Chills*. Subjects suffer an additional 2 points of
damage per die from cold based attacks
Cure Moderate Wounds. Cures 2d8+1/level
damage (max +10).
Defoliate. Kills all vegitation in 20-ft.-raius. Causes 1d8/level to Plant type creatures.
Delay Poison. Stops poison from harming subject
for 1 hour/level.
Detect Thoughts. Allows “listening” to surface
thoughts.
Enthrall. Captivates all within 100 ft. + 10 ft./level. Fatigue*. The subject is fatigued (suffer –2
Strength, -2 Dexterity and cannot run or charge.
Fever*. Subjects suffer an additional 2 points of
damage per die from heat based attacks.
Head Strong*. Subjects gain a +4 bonus to their
Will saving throw.
Lesser Restoration. Dispels magic ability penalty
or repairs 1d4 ability damage.
Limber*. Subject gains +8 circumstance bonus on
all Escape Artist checks
Locate Object. Senses direction toward object
(specific or type).
Resilience*. Subject gains +8 bonus to Constitution
checks when performing strenuous activity such as running.
Salty Wounds. Causes 1d8 points of subdual damage per level of the caster (max 10d8).
Scare. Panics creatures up to 5 HDS (15-ft. radius) Somnolent Slumber. Subject falls into a deep sleep
for 1 round/level.
Speak with Animals. You can communicate with
natural animals.
Whispering Wind. Sends a short message one mile/
level.
Withstand*. Subject gains a +4 bonus to their
Fortitude saving throw.
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OCTORSPELLSAge*. Ages the recipient 1 year per 2 caster levels. Aphasia*. Subjects cannot form sentences or
understand the sentences of others
Bestow Curse. –6 to an ability; -4 on attacks, saves,
and checks or 50% chance of losing each action.
Clairaudience/Clairvoyance. Hear or see at a
distance for 1 min./level.
Contagion. Infects subject with chosen disease. Create Food and Water. Feeds three humans (or
one horse)/level.
Cure Moderate Wounds. Cures 2d8 +1/level
damage (max +10)
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Dominate Animal. Subject animal obeys silent
mental commands.
Giant Size*. Subject grows 2 size categories. Haste. Extra partial action and +4 AC.
Hesitate*. Subject suffers –4 Reflex penalty, looses
all Dex bonus and gains –2 to hit.
Hold Person. Holds one person helpless; 1 round/
level.
Instant Karma. Revisits damage back upon subject. Lesser Geas. Commands subject of 7 HD or less. 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.
Major Phobia. As minor phobia, except no subsequent
saving throws.
Narcolepsy*. Subjects check every round at a
cumulative penalty of –1 until they fall asleep.
Nausea*. Subject is unable to attack, cast spells, Open Wounds*. Causes 1d6 points of damage per caster
level.
Poison. Touch causes 1d10 Con damage, repeats in 1 min.
Refresh*. Removes fatigue and exhaustion. Remove Blindness/Deafness. Cures normal or
magical conditions.
Remove Curse. Frees object or person from one
curse.
Remove disease. Subject receives +20 to save
against all diseases he currently has.
Slow. One subject/level takes only partial actions, -2
AC, -2 melee rolls.
Snare. Creates a magical booby trap.
Speak with Plants. You can talk to normal plants
and plant creatures.
Suggestion. Compels subject to follow a stated
course of action.
Tongues. Speak any language.
Warning*. Caster gains a +6 insight bonus to both
Spot and Listen checks.
Water Breathing. Subjects can breathe under water.
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OCTORSPELLSCharm Monster. Makes monster believe it is your
ally.
Confusion. Makes subject behave oddly for 1 round/
level.
Die Hard*. Keeps the subject alive and functioning
at 0 or less hit points.
Divination. Provides useful advice for specific
proposed actions.
Emotion. Arouses strong emotion in a subject. Exhaustion*. Afflicts subject with exhaustion (-6 to
Strength and Dexterity and move at half their normal speed).
Exterminate. Instantly slays Vermin with less than
1 HD and causes 1d8 per caster level to Vermin with 1 or more HD
Fear. Subjects within cone flee for 1 round/level. Giant Vermin. Turn insects into giant vermin. Locate Creature. Indicates direction to familiar
creature.
Minor Creation. Creates one cloth or wood object. Neutralize Poison. Detoxifies venom in or on
subject.
Polymorph Other. Gives one subject a new form. Polymorph Self. The caster assumes a new form. Restoration. Restores level and ability score drain Scrying. Spies on subject from a distance.
Stoneskin. Stops blows, cuts, stabs and slashes.
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OCTORSPELLSAnimal Growth. One Animal /two levels doubles
in size, HD.
Break Enchantment. Frees subject from
enchantments, alterations, curses, and petrifaction.
Dominate Person. Controls humanoid
telepathically.
Chronic Phobia. Subject becomes phobic of
selected object for 1day/level.
Convalescence. Subject heals 1 hp per level/hour
of sleep (max 8 hours).
Cure Critical Wounds. Cures 4d8+1/level damage
(max +20)
Déjà vu. Repeats instantaneous spell of 5th level or
less.
Dream. Sends message to anyone sleeping. False Vision. Fools scrying with an illusion. Feeblemind. Subject’s Int. drops to 1.
Greater Command. As command but affects one
subject/level.
Greater Scrying. As scrying but faster and longer. Magic Jar. Enables possession of another creature. Major Creation. As minor creation, plus stone
and metal.
Mirage Arcana. As hallucinatory terrain, plus
structures.
Nightmare. Sends vision dealing 1d10 damage,
fatigue.
Raise dead. Restore life to one subject who did up to 1 day/level ago.
Seeming. Changes appearance of one person/two
levels.
Sending. Delivers short message anywhere,
instantly.
Slay Living. Touch attack kills subject.
Transmute Mud to Rock. Transforms two 10-ft.
cubes/level.
Transmute Rock to Mud. Transforms two 10-ft.
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Vomit*. regurgitate helplessly for 1d4 rounds.When the spasms end, subjects are overcome with weakness that reduces their Strength by 1d4+1 points.
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OCTORSPELLSAnimate Object. Objects attack your foes. Convalescence*. Heals 1 hp/caster level/hour of
sleep.
Eyebite. Charm, fear, sicken, or sleep one
subject.
Find the Path. Show the most direct way to a
location.
Fire seeds. Acorns and berries become grenades
and bombs.
Geas/Quest. As lesser geas, plus affects any
creature.
Giant Strength*. Subject gains 1d12+5 Strength. Legend Lore. Learn tales about a person, place
or thing.
Mass Suggestion. As suggestion, plus one/level
subjects.
Mislead. Turns you invisible and creates illusory
double.
Project Image. Illusory double can talk and cast
spells.
Repulsion. Creatures can’t approach the caster. Tenser’s Transformation. The caster gains
combat bonuses.
True Seeing. See all things as they really are. Control Weather. Changes weather in local area.
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OCTORSPELLSCircle of Death. Kills 1d4 HD/level.
Control Undead. Undead don’t attack the caster
while under his command.
Creeping Doom. Carpet of insects attacks at your
command.
Death Aura*. The caster is surrounded by an
aura that saps 2d6 hit points from all creatures with 15 feet.
Destruction. Kills subject and destroys remains. Finger of Death. Kills one subject.
Greater Restoration. As restoration, but restores
all levels and ability scores.
Insanity. Subject suffers continuous confusion. Permanent Phobia*. As minor phobia except
this spell is permanent.
Repel Wood. Pushes away wooden objects. Repulsion. Creatures can’t approach the caster. Resurrection. Fully restores dead subject. Rewind. Turns back time 1 round.
Simulacrum. Creates a partially real double of a
creature.
Transport via Plants. Move instantly from one
plant to another of the same species.
Veil. Changes appearance of a group of creatures.
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OCTORSPELLSAntipathy. Object or location affected by spell repels
certain creatures.
Binding. Array of techniques used to imprison a
creature.
Clone. Duplicate awakens when original dies. Create Greater Undead. Mummies, specters,
vampires, or ghosts.
Demand. As sending, plus suggestion.
Dominate Monster. As dominate person, but any
creature.
Discern Location. Exact location of creature or object. Hand of Doom. Caster’s touch attack drains levels. He
may also make grab attempts.