Spell Lists (CotDK)

Note: if a Spell is a dual-school spell, then it really is sort of both. If either of the Schools is banned to a caster, then the spell is banned to them unless the other School is their Specialty, in which case the specialist aspect takes precedence. If a caster specialises in either one of the Schools, then it is treated as a specialist spell for them. Similarly, things that grant a bonus to, or trigger special effects on the casting of, spells of a specific School will apply for any School the spell falls under. However bonuses won't stack in that case - if someone has +1 to the Save DC of both Conjurations and Evocations and casts a Con/Evo spell, they only get +1 to the DC, not +2. But if their ability was "Evocations strip targets of any ongoing Illusions" and "Conjurations heal the caster for some HP", then both effects would trigger.

Table of Contents

The Priest Spell List

All Priest Spells require Verbal and Somatic components on casting. However, expending the Primary effect to obtain the Secondary effect requires simplified physical motions that, whilst visible and identifiable by a Spellcraft check, can be performed with an item held in each hand. Expending a spell for its Secondary effect requires Verbal components only (and always) if the action requires a Standard Action to expend.
All Priest spells allow for Spell Resistance.

All Primary Effects have a duration of 24 hours. Preparing new spells instantly ends all Primary effects active.

First Level

Bane

Enchantment (Compulsion) [Fear, Mind Affecting]
Primary Target: Party
Primary Effect: +1 Morale Bonus to Armour Class
Secondary Target: All Enemies within 50ft.
Secondary Action: Standard
Saving Throw: Will Negates
Secondary Duration: 30 minutes.
Secondary Effect: Each enemy misses their next attack roll.

Bless

Enchantment (Compulsion) [Mind Affecting]
Primary Target: Party
Primary Effect: +1 Morale Bonus to attack rolls
Secondary Target: Single User.
Secondary Action: Swift
Saving Throw: None
Secondary Duration: 1 minute.
Secondary Effect: The target automatically hits on their next attack.

Bless Water

Transmutation [Good]
Primary Target: Party
Primary Effect: Creates a flask of holy water at each character’s belt/pack/ect.
Secondary Target: Party
Secondary Action: Swift
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: Causes each flask to appear in each party members hand if they choose (useless if they already used it). If they do not choose, the created Holy Water disappears without use.

Cause Fear

Necromancy [Fear, Mind Affecting]
Primary Target: Personal
Primary Effect: Immunity to Fear
Secondary Target: One Living Creature in Close Range
Secondary Action: Standard
Saving Throw: Will Partial
Secondary Duration: 1 minute
Secondary Effect: Target is Frightened on a Failed Save, Shaken for one round on a Successful save.

Comprehend Languages

Divination
Primary Target: Touch
Primary Effect:
The caster can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, she must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. This effect enables her to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Secondary Target: Single User
Secondary Action: Swift
Saving Throw: None
Secondary Duration: 30 minutes
Secondary Effect:
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Also you can totally write a message in any language you can speak.

Curse Water

Transmutation [Evil]
As Bless Water, but Unholy Water.

Undead Senses

Necromancy
Primary Target: Party
Primary Effect: The entire party has the Deathwatch spell active on them. This only provides knowledge of creatures you can already see.
Secondary Target: Party
Secondary Action: Swift
Saving Throw: None
Secondary Duration: 2 hours
Secondary Effect: The party is invisible to Undead as the spell Invisibility. If any character breaks the invisibility, it only breaks for that character.

Divine Favor

Evocation
Primary Target: Personal
Primary Effect: +1 Luck bonus per 3 caster levels (round up, maximum +3) to attack and damage rolls.
Secondary Target: Personal
Secondary Action: Swift
Saving Throw: None
Secondary Duration: 1 minute
Secondary Effect:
The caster's base attack bonus becomes equal to her character level (which may give additional attacks), she gains a +6 Enhancement bonus to Strength, and Temporary Hit Points equal to her level.

Endurance

Abjuration
Primary Target: Party
Primary Effect:
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. Endurance doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Secondary Target: Party [Separate]
Secondary Action: Swift
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: The targets are cured of any Fatigue or Exhaustion afflicting them.

Entropic Shield

Abjuration
Primary Target: Personal
Primary Effect: Ranged attacks have a 20% miss chance.
Secondary Target: Personal and Single Enemy Who Attacked Caster
Secondary Action: Immediate
Saving Throw: None
Secondary Duration: Instant
Secondary Effect:
A ranged attack, after they roll the miss chance, regardless of what was rolled, does not affect the caster and instead is reflected striking the person who attacked her. Use the original attack roll.

Magic Weapon

Transmutation
Primary Target: Touch [Weapon]
Primary Effect: Provides a +1 Enhancement bonus per 3 levels (round up) to attack and damage rolls with the weapon.
Secondary Target: Creature Struck
Secondary Action: Immediate
Saving Throw: Fort Negates
Secondary Duration: 2 rounds
Secondary Effect: A Creature struck by the weapon is Stunned.

Obscuring Mist

Abjuration
Primary Target: Touch
Primary Effect: The target is under the effect of a Sanctuary spell except that attacking only suppresses the effect for 1 minute.
Secondary Target: Cloud spreads in 20-ft. radius from you, 20 ft. high and 20ft down.
Secondary Action: Swift
Saving Throw: None
Secondary Duration: 30 minutes
Secondary Effect:
A misty vapour arises around the caster. It is stationary once created. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has Concealment (attacks have a 20% miss chance). Creatures farther away have Total Concealment (50% miss chance, and the attacker cannot use sight to locate the target). In Water this creates an ink effect instead.

Protection from Alignment

Enchantment (Compulsion) [Alignment, Language Dependent, Mind Affecting]
Primary Target: Touch
Primary Effect:
You must choose an Alignment when you cast the spell. This spell blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from alignment effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. Additionally, the spell prevents bodily contact by summoned creatures of the alignment chosen at the time of the casting. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures of the same Alignment (ie Good creatures for Protection Against Evil) are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Secondary Target: Creature within Close Range
Secondary Action: Standard
Saving Throw: Will Negates
Secondary Duration: 5 Rounds
Secondary Effect: If a creature fails the save, it suffers a Compulsion effect for the duration, depending on the alignment you choose when casting the spell:
Protection From Good: The creature must drop and remain prone.
Protection From Evil: The creature must drop anything it is holding, and may not pick up anything else or draw anything from belt/pouches/ect.
Protection From Law: The creature must either move away from you as quickly as possible each round or move towards you until it is adjacent each round. Roll 1d2. If the creature ends an action adjacent to you, it may use the rest of it's actions to do whatever it wishes, so long as it stays adjacent to you.
Protection From Chaos: The creature must stand still, not moving from its current location.

Remove Fear

Abjuration
Primary Target: Party
Primary Effect: +4 Morale bonus to saves against [Fear] effects.
Secondary Target: Party [Separate]
Secondary Action: Swift
Saving Throw: None
Secondary Duration: 1 minute
Secondary Effect: Any [Fear] effect is cleared, and the target becomes immune to fear for one minute.

Shield of Faith

Abjuration
Primary Target: Touch
Primary Effect: Grants +2 Deflection to Armour Class, +1 per 6 levels (round up, maximum +5).
Secondary Target: Single User
Secondary Action: Immediate
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: Blocks Line of Effect for any attack or ability used by an enemy, protecting the target and (unless it is AoE) wasting the attack.

Second Level

Align Weapon

Transmutation [Alignment]
Primary Target: Touch [Weapon]
Primary Effect: Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures.
Secondary Target: Enemy Struck
Secondary Action: Immediate
Saving Throw: Fort Negates
Secondary Duration: Instant
Secondary Effect:
If an enemy has a Subtype opposite the alignment of your weapon or has alignment DR penetrated by the alignment of your weapon, then when struck you can expend the effect to force a Fortitude Save. If they save fails, the target dies. This is a [Death] Effect.

Augury

Divination
Primary Target: Touch
Primary Effect: Gains 5+Caster Level Temp Hit Points. These points can be healed if damage reduces them.
Secondary Target: Personal
Secondary Action: Standard
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: By expending the buff, the Cleric uses the energy to obtain the effect of the Augury spell in the PHB.

Bear’s Endurance

Transmutation
Primary Target: Touch
Primary Effect: +4 Enhancement Bonus to Constitution.
Secondary Target: Single User
Secondary Action: Immediate
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: If the buffed creature fails a Fortitude save, the buff is expended, and he instead makes the Fortitude save.

Bull’s Strength

Transmutation
Primary Target: Touch
Primary Effect: +4 Enhancement Bonus to Strength
Secondary Target: Single User
Secondary Action: Swift
Saving Throw: Ref Half
Secondary Duration: 1 minute
Secondary Effect:
The creature gains a Trample attack. However, it is treated as a larger creature for this (smaller than Medium: Medium. Medium: Huge. Larger than Medium: Colossal). This Trample does 4d6 + one and a half times the strength modifier of the creature doing the trample, but the Reflex save for half is based on the Cleric’s save DC.

Cat’s Grace

Transmutation
Primary Target: Touch
Primary Effect: +4 Enhancement Bonus to Dexterity
Secondary Target: Single User
Secondary Action: Immediate
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: If the buffed creature fails a Reflex save, the buff is expended, and he instead makes the Reflex save.

Consecrate

Evocation [Good]
Primary Target: 20ft Radius Emanation centered on a location within close range.
Primary Effect: Creates the effect of the Consecrate PHB spell.
Secondary Target: A 100ft Emanation centered where the Consecrate was cast.
Secondary Action: Standard; see text
Saving Throw: Will negates
Secondary Duration: 2 Hours
Secondary Effect: When a Consecrate area is in effect, any person can trigger the secondary effect by spending a standard action praying to the altar or shrine, or otherwise acknowledging the Cleric’s Deity or Cause. If this occurs, then all undead within the area of the Emanation must make a Will Save. If they fail, then they a -10 penalty to all actions and rolls for as long as the altar has line of effect to them. Any new undead entering the area must make a similar saving throw.

Darkness

Evocation [Darkness]
Primary Target: Party
Primary Effect: The subjects gain Darkvision 60ft.
Secondary Target: Object Touched
Secondary Action: Standard
Saving Throw: None
Secondary Duration: 2 Hours
Secondary Effect:
The object touched radiates magical darkness in a 20ft radius which provides total concealment to everything in the area, and everything on the other side of the area, unless you can see through magical darkness (Darkvision doesn’t help).

Death Knell

Necromancy [Death, Evil]
Primary Target: Personal
Primary Effect:
This spell provides no primary effect when cast, except the ability to trigger the Secondary effect. Unlike other spells, triggering the Secondary Effect does not end the Primary Effect.
Secondary Target:** Touched Living Creature with 3 or higher intelligence that is Unconscious or has -1 or fewer HP
Secondary Action: Standard
Saving Throw: Fort Negates
Secondary Duration: 2 Hours
Secondary Effect: The Creature Touched is killed by a [Death] Effect, and you gain 1d8 Temporary Hit Points, a +2 Death bonus to Strength, and a +1 Death Bonus to Caster Level.

Defeat Poison

Conjuration (Healing)
Primary Target: Touch
Primary Effect: Creature is immune to poison.
Secondary Target: Touched creature who is poisoned
Secondary Action: Swift
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: Creature touched does not suffer any secondary poison effects, and any current poison effects are cured.

Desecrate

Evocation [Evil]
Primary Target: 20ft Radius Emanation centered on a location within close range.
Primary Effect: Creates the effect of the Desecrate PHB spell. The penalty to turning checks is treated as Turn Resistance for the purpose of a Kaelik Cleric’s turning.
Secondary Target: Personal; Consecrate or Desecrate effect in Medium Range
Secondary Action: Standard; see text
Saving Throw: None
Secondary Duration: 24 Hours
Secondary Effect: The caster can absorb the Desecrate area and carry it with him. It provides none of the Primary effects. But it can be used as a Standard action to counter and dispel any **Consecrate or Desecrate effect within medium range. This ends the Secondary Duration.

Eagle’s Splendor

Enchantment (Charm) [Language Dependent, Mind Affecting]
Primary Target: Touch
Primary Effect: +4 Enhancement Bonus to Charisma
Secondary Target: Any Number of Creatures
Secondary Action: Standard Action
Saving Throw: Will Negates; see text
Secondary Duration: 2 hours
Secondary Effect: The current wearer of the buff can trigger it to effectively cast the Enthrall spell with a DC based on the Cleric’s DC.

Find Traps

Divination
Primary Target: Personal
Primary Effect: You can totally detect traps like a Rogue with Trapfinding.
Secondary Target: Trap within Medium Range.
Secondary Action: Immediate
Saving Throw: None
Secondary Duration: Instant; 1 minute
Secondary Effect: If a trap triggers within Medium Range, you can suppress it’s activation and prevent it from activating for one minute.

Gentle Repose

Necromancy
Primary Target: Personal
Primary Effect: You totally don’t age today. At All. Hey, You could cast this again tomorrow too!
Secondary Target: A Corpse
Secondary Action: Standard
Saving Throw: None
Secondary Duration: One week.
Secondary Effect:
The body just doesn’t decay. Also this magically extends the time which a character can be raised from the dead. You can also target body parts, and that makes it at least theoretically possible to reattach them with some specialized ability that does that.

Hold Person

Enchantment (Compulsion) [Mind Affecting]
Primary Target: Party
Primary Effect: more rigid flesh grants everyone Damage Reduction 1/-. Amazing!
Secondary Target: One Humanoid Creature in Medium Range
Secondary Action: Standard
Saving Throw: Will Negates
Secondary Duration: 1 minute
Secondary Effect: If the target fails the will save, they are paralyzed for one minute.

Make Whole

Transmutation
Primary Target: Touch [Weapon]
Primary Effect: The wielder receives a +10 bonus against attempts to sunder the weapon.
Secondary Target: Object Touched
Secondary Action: Standard
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: The spell completely fixes a mundane object, or fixes all non magical aspects of magical objects.

Owl’s Wisdom

Transmutation
Primary Target: Touch
Primary Effect: +4 Enhancement Bonus to Wisdom
Secondary Target: Single User
Secondary Action: Immediate
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: If the buffed creature fails a Will save, the buff is expended, and he instead makes the Will save.

Remove Paralysis

Conjuration (Healing)
Primary Target: Party
Primary Effect:** +4 Divine bonus on saves against effects that paralyze.
Secondary Target: Party [Separate]
Secondary Action: Swift
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: Creatures effected by Paralysis are cured of their Paralysis. Even though it’s not Paralysis, this also works on slow effects.

Silence and Noise

Evocation [Sonic]
Primary Target: Object or Creature Touched
Primary Effect: Object or Creature radiates a 20ft radius emanation that completely negates all sound within the area.
Secondary Target: see text
Secondary Action: Standard
Saving Throw: see text
Secondary Duration: Instant
Secondary Effect: You cast the Shatter spell, as from the PHB.

Shield Other

Abjuration
Primary Target: Personal and Touch
Primary Effect: Half of all hit point damage that the touched creature receives it does not receive, and you do instead.
Secondary Target: Close Range 10ft Burst
Secondary Action: Immediate
Saving Throw: Fortitude Partial
Secondary Duration: Instant
Secondary Effect:
When both the Cleric and the touched creature take damage from the same attack, you can expend the connection to channel the damage back in the direction of the original attacker. Neither you, nor the original touched creature take any damage. The buff is expended. And you create a Burst of damage that does 8 untyped damage to everyone in the burst. Anyone taking damage must make a Fort save or be stunned.

Status

Conjuration (Healing)
Primary Target: Party
Primary Effect:
You obtain the effects of the Status spell from the PHB on those the spell is active on. Additionally you know about any ability damage they have incurred or any penalty affecting their stats, and the amount.
Secondary Target: Party [Separate]
Secondary Action: Swift
Saving Throw: None
Secondary Duration: Instant
Secondary Effect: You dispel any magical effect reducing one of the subject’s ability scores and cures 4 ability damage points, divided as you like across any damaged abilities.

Truth and Lies

Abjuration
Primary Target: Touch
Primary Effect: The alignment of a creature or object is concealed from all forms of divination.
Secondary Target: 20ft Radius Emanation
Secondary Action: Standard
Saving Throw: Will Negates
Secondary Duration: 30 minutes
Secondary Effect: Creatures within the emanation can’t speak deliberate and intentional lies. Affected creatures are aware of this effect.

Third Level

Animate Dead

Necromancy [Evil]
Primary Target: A Bunch of Corpses You Touch
Primary Effect: Creates Zombie or Skeletons as the Animate Dead PHB spell, though the duration is only 24 hours, as all (most) Primary Effects.
Secondary Target: Created Zombies and Skeletons [Separate]
Secondary Action: Standard
Saving Throw: Reflex Half
Secondary Duration: Instant
Secondary Effect:
Your undead explode for 1d6 per Caster Level damage in a 20ft radius Burst around them. This damage is half cold and half negative energy. If a creature is inside the radius of more than one undead exploding at the same time, they take damage from only one burst.

Bestow or Remove Curses

Necromancy
Primary Target: Touch
Primary Effect: All curses are removed, and the character is immune to curses going forward.
Secondary Target: Touch
Secondary Action: Standard
Saving Throw: Will Negates
Secondary Duration: Permanent
Secondary Effect: You expend the buff to Curse a touched target as the Bestow Curse spell.

Blindness/Deafness

Necromancy
Primary Target: Touch
Primary Effect: The creature is immune to Blindness and Deafness
Secondary Target: Single Creature within Medium Range
Secondary Action: Standard
Saving Throw: Fort Negates
Secondary Duration: Permanent (D)
Secondary Effect: Target is Blinded or Deafened at your choice. Alternatively, creature is cured of Blindness or Deafness.

Disease

Necromancy
Primary Target: Touch
Primary Effect: The creature is immune to Disease.
Secondary Target: Single Creature within Medium Range
Secondary Action: Swift
Saving Throw: Fort Negates
Secondary Duration: Instantaneous
Secondary Effect: Subject is infected with one of the diseases as the Contagion spell.

Bright Lights

Evocation [Light]
Primary Effect:
The object or creature emits light like a torch. It looks neat, like they are on fire, but produces no heat, uses no oxygen, and doesn’t interfere with the vision of creature that is the target. This spell counters darkness spells and effects of equal or lower level without being ended.
Secondary Target: Glowing Object
Secondary Action: Swift
Saving Throw: None
Secondary Duration: 2 Hours
Secondary Effect: The previous effect is now a daylight spell. It still doesn’t go away when it dispels darkness effects.

Dive and Surface

Transmutation [Water]
Primary Target: Party
Primary Effect: Creatures can breathe water freely.
Secondary Target: Party [Separate]
Secondary Action: Swift
Saving Throw: Will Negates (Harmless)
Secondary Duration: 2 Hours
Secondary Effect: As the Water Walk spell.

Stone Manipulation

Transmutation [Earth]
Primary Target: Personal
Primary Effect: The Cleric can Meld into Stone at will.
Secondary Target: Touched Stone
Secondary Action: Standard
Saving Throw: Reflex Negates; see text
Secondary Duration: Instantaneous
Secondary Effect:
You shape stone, as the Stone Shape spell, except that any creature adjacent to the shaping can choose to end away from the stone if they want, to avoid say, being locked in a coffin, or trapped on the other side of a wall from you, provided they make a reflex save.

Darkness of Death

Necromancy [Darkness, Language Dependent]
Primary Target: Object or Creature Touched
Primary Effect:
The object radiates magical darkness out to 60ft. This cannot be seen through by darkvision, unless used on a creature, in which case only that creature’s darkvision can see through it.
Secondary Target: One Dead Creature Touched.
Secondary Action: 10 minutes of casting.
Saving Throw: Will Negates; see text
Secondary Duration: 10 minutes.
Secondary Effect: You speak with dead, as the Speak with Dead spell.

Negate Magic

Abjuration
Primary Target: Personal
Primary Effect:
A sphere of power with a radius of 5ft per caster level emanates from you and negates all forms of invisibility. Since this isn’t called Invisibility Purge, that applies even to special bullshit effects that say they aren’t negated by Invisibility Purge like Superior Invisibility. Also you Detect Magic, as the Detect Magic spell.
Secondary Target: One Object, Creature, or Spell within medium range.
Secondary Action: Standard
Saving Throw: None or Will Negates
Secondary Duration: Instantaneous or 1 minute.
Secondary Effect: You pick one of these things to do:
-End A Spell Effect: A specific spell that you can see stops being a spell and instead becomes not existent. Unless that spell was cast with Caster Level 10 points greater than yours.
-Make an Object Really Mundane: All spells currently effecting an object cease. The object itself becomes mundanely non magical for one minute.
-Make an Enemy For Life: A spellcaster can no longer cast spells for 1 minute if they fail a will save. This also applies to SLAs.
-Really Annoy Someone: You target a creature, and name one magical spell. If that spell is on them, it ends. Additionally, regardless of the outcome of the named spell you roll a Caster Level check of 1d20+your Caster Level against a DC of the Caster level of the lowest Caster Level of the spells currently effecting the targeted creature. If you succeed you end one random spell as if the duration expired. For each 5 points you exceed the DC, you end an additional spell.

Energy

Abjuration [Light]
Primary Target: Party
Primary Effect: You grant Resist Energy as the spell to the Party. With 1 minute of holding hands, you can the party can change the resisted energy type.
Secondary Target: One or more creatures in Medium Range [Separate]
Secondary Action: Standard
Saving Throw: None
Secondary Duration: Instantaneous
Secondary Effect: For each Party Resist Energy expended, you fire off one Searing Light effect. No two effects activated with the same standard action can target the same creature.

Magic Vestment

Enchantment (Compulsion) [Fear, Mind Affecting]
Primary Target: Party [Objects]
Primary Effect:
Up to 8 objects gain a +1 Enhancement Bonus per three Caster Levels to Armour Class. These can be shields or armour. Non Armours are just armours that grant +0 AC. Caps at +6.
Secondary Effect: Wall within Medium Range [Separate]
Secondary Action: Standard
Saving Throw: None
Secondary Duration: 1 minute
Secondary Effect: Creates a Wind Wall.

Magic Circle Against [Alignment]

Enchantment (Compulsion) [Alignment, Mind Affecting] or Abjuration [Alignment]
Primary Target: Party
Primary Effect: This acts as the Kaelik Cleric spell Protection from Alignment, but Party wide.
Secondary Target: 10ft Radius Burst in Medium Range
Secondary Action: Standard
Saving Throw: Will Negates
Secondary Duration: 1 minute
Secondary Effect: As per the Kaelik Cleric spell Protection from Alignment, but on the whole area.
Special:
This spell can also be used to create a diagram that acts as the alternate version of Magic Circle Against [Alignment] and lasts for 1 month. If a creature breaks free of the circle by winning on a Charisma check or Spell Resistance Check, you can expend the circle to create the Secondary Effect as dictated by the spell with no save or spell resistance on the creature that was in the circle and broke free.

Object Mastery

Abjuration and Divination
Primary Target: Personal
Primary Effect:
You can pick up any hand shaped object (such as a glove, or someone else’s former hand) and turn it into a Helping Hand as the spell. Additionally once per casting, without expending the spell, you may cast Glyph of Warding as the spell.
Secondary Target: Object Touched or Long Range Circle.
Secondary Action: Standard
Saving Throw: Will Negates (object)
Secondary Duration: 8 hours
Secondary Effect: You either cast Locate Object or Obscure Object. Yes, that means that you can Locate Object better than other casters (or at least, longer).

Fourth Level

Call and Banish

Conjuration (Calling)
Primary Target: Called Outsider.
Primary Effect:
You call an Outsider as the Lesser Planar Ally spell, except that you need not pay for services, and the duration is 24 hours at the end of which the outsider returns to where it came from.
Secondary Target: One Extranplanar Creature within Close Range
Secondary Action: Standard
Saving Throw: Will Negates; see text
Secondary Duration: Instantaneous
Secondary Effect:
If the creature fails a will save then it is returned to the plane it came from. It takes a penalty to the saving throw equal to the amount that your Caster level exceeds it’s HD.

Control Vermin

Transmutation
Primary Target: Personal
Primary Effect:
Vermin are repelled from the Cleric as the spell Repel Vermin. Additionally, the Cleric can use his Verminness to touch people as a standard action and poison them as the Poison spell.
Secondary Target: Up to 3 Vermin in Close Range.
Secondary Action: Standard
Saving Throw: None
Secondary Duration: 10 minutes
Secondary Effect: You turn some smaller vermin into giant vermin, as the Giant Vermin spell from the PHB.

Know and Speak Truth

Divination
Primary Target: Personal
Primary Effect: You can emulate the effect of Discern Lies whenever you want, by concentrating on a subject. Also you can, once per day, emit a Sending as the spell.
Secondary Target: Personal
Secondary Action: 10 minutes
Saving Throw: None
Secondary Duration: Instantaneous
Secondary Effect: You ask a question like the spell Divination and you get an answer one like too.

Protection From the Dead

Necromancy
Primary Target: Single Creature Touched
Primary Effect: The target has a Deathward effect.
Secondary Target: Touched Creature
Secondary Action: Standard
Saving Throw: Will Negates (Harmless)
Secondary Duration: Instantaneous
Secondary Effect: You restore a target like Restoration the spell.

Free and Trap

Abjuration
Primary Target: Touched Creature
Primary Effect: The creature gains Freedom of Movement.
Secondary Target: Single Creature or Object within Medium Range
Secondary Action: Immediate
Saving Throw: None
Secondary Duration: 10 minutes
Secondary Effect: You fire a Ray, and if you hit with a ranged touch attack, the subject is under the effect of a Dimensional Anchor spell.

Spell Manipulation

Abjuration
Primary Target: Creature Touched
Primary Effect:
Designate 3 spells you have cast, so long as the target is within medium range of you, they can trigger the secondary effects of those three spells with their own actions. This spell can be one of them.
Secondary Target: Creature Touched
Secondary Action: Standard
Saving Throw: Will Negates (harmless)
Secondary Duration: 2 Hours
Secondary Effect: Spell Immunity as the spell

Control Air

Transmutation [Air]
Primary Target: Touch
Primary Effect: The touched creature can Levitate as the spell
Secondary Target: Touch
Secondary Action: Standard
Saving Throw: None
Secondary Duration: 2 Hours
Secondary Effect: Touched Creature can Airwalk, as the spell.

Control Water

Transmutation [Water]
Primary Target: Personal
Primary Effect: The Cleric can emulate the effects of the Control Water spell at will.
Secondary Target: Single Touched Creature
Secondary Action: Standard
Saving Throw: Fort Negates
Secondary Duration: 1 minute
Secondary Effect:
If the target fails a save, they are stunned for 1 minute. They get additional saves each round to end this effect. This only functions on creatures with water inside them in some form or another, Undead and Constructs are often immune even if they would not otherwise be immune to stunning. If an Elemental has the [Water] subtype, their type based immunity to stun does not apply.

Fifth Level

Truth

Divination
Primary Target: Personal
Primary Effect: The Cleric sees the Truth, as True Seeing.
Secondary Target: Personal
Secondary Action: 10 minutes
Saving Throw: None
Secondary Duration: 1 round per level.
Secondary Effect: You ask your god or cause about stuff, and get answers like the Commune spell.

Scrying

Divination
Primary Target: Personal (40ft Emanation)
Primary Effect: You detect scrying sensors like the Detect Scrying spell
Secondary Target: Magical Sensor
Secondary Action: 1 Hour
Saving Throw: Will negates; See text
Secondary Duration: 10 minutes
Secondary Effect: You scry on someone, like the Scry spell.

Weapon of Life

Necromancy
Primary Target: One Touched Weapon
Primary Effect:
Any undead creature with CR equal to or less than your caster level or any mindless undead must succeed on a Will save or be destroyed utterly if struck in combat with this weapon.
Secondary Target: A dead creature touched
Secondary Action: 1 minute
Saving Throw: None
Secondary Duration: Instantaneous
Secondary Effect: You can Raise the Dead, as the Raise the Dead spell. But only if you cast the spell on a Magic Weapon, and it will destroy the Magic Weapon in question.

Dispel [Alignment]

Abjuration [Alignment]
Primary Target: Personal
Primary Effect: You gain a +3 Enhancement bonus to saves, whether against a specific alignment or not.
Secondary Target: Touched Target
Secondary Action: Standard
Saving Throw: See text
Secondary Duration: Instantaneous
Secondary Effect: You can perform any of the actions of Dispel [Alignment] except that if the save or spell resistance prevents the dispel, the primary effect is not lost.

Protection from Spells

Abjuration
Primary Target: Touched Creature
Primary Effect: Creature has Spell Resistance equal to 12+Caster Level.
Secondary Target: Up to one creature per level all within 30ft of each other
Secondary Action: Standard
Saving Throw: See Text
Secondary Duration: Instantaneous
Secondary Effect: You break enchantments like the Break Enchantment spell.

Symbol Creation

Enchantment (Compulsion or Charm) or Necromancy [Fear, Mind Affecting]
Primary Target: Personal
Primary Effect:
This spell allows you to create Symbol spells. The Primary Effect is not expended, as long as an existing Symbol is in operation, the Primary Effect will not end, and you can’t prepare another spell. In the worst case scenario, where you lose one of your symbols, you can clear this spell slot with an Atonement effect that renders all existing Symbols non functional.
Secondary Target: An Object or 16.
Secondary Action: 10 Minutes
Saving Throw: See Text
Secondary Duration: 10 minutes per Caster Level after triggering.
Secondary Effect:
You can craft 2 Symbols of Sleep and 2 Symbols of Pain. These are just like the spell, except they don’t cost money and you can’t make them permanent. When you gain access to 6th level spells you can also craft 2 Symbols of Fear and 2 Symbols of Persuasion. When you gain access to 7th level spells you can also craft 2 Symbols of Stunning and 2 Symbols of Weakness. When you gain access to 8th level spells you can also craft 2 Symbols of Insanity and 2 Symbols of Death.

Righteous Might

Transmutation
Primary Target: Personal
Primary Effect:** You get Big, gaining all the effects of the Righteous Might spell.
Secondary Target: Personal
Secondary Action: Immediate
Saving Throw: None
Secondary Duration: 10 minutes
Secondary Effect:
You temporarily get REALLY BIG. Instead of the effects you did have you now grow two size categories, gain a +16 size bonus to Str, +6 size bonus to Con, +5 enhancement to Natural Armor, DR 20/[alignment], you gain base land speed of 70ft, and you gain both Rock Catching(Ex) and Rock Throwing(Ex) of a Giant of the same size Category (2d8+1 and ½ Str Modifier for Huge Giants).

Wall of Stone

Conjuration (Creation) [Earth]
Primary Target: Personal
Primary Effect: You gain Hardness equal to 1/3rd your Caster Level
Secondary Target: Medium Range Stone Wall Effect
Secondary Action: Standard
Saving Throw: See Text
Secondary Duration: Instantaneous
Secondary Effect: You cast the Wall of Stone spell.
Special: Okay this one isn’t effected by SR.

Flame Strike

Evocation [Fire]
Primary Target: Personal
Primary Effect:
The Cleric can Call forth Divine Flames within Medium Range that do 1d6/per two caster levels of fire and divine damage within a 5ft Radius Sphere, Ref Half. Additionally he can do an extra 1d6 regular fire damage on all his attacks.
Secondary Target: A 40ft Radius Cylinder 40ft High
Secondary Action: Standard
Saving Throw: Reflex Half
Secondary Duration: Instantaneous
Secondary Effect:
A Cylinder of Divine Flame does 1d6 per caster level damage, half divine and half fire, and anyone within the area who fails the save is On Divine Fire which is exactly like being on fire, except that it does 2d6 damage, half fire and half divine, and that you take a -2 penalty to all attack rolls, skill rolls, ability checks and saving throws for every round you are On Divine Fire. Creatures that are Mindless or that do not feel pain may ignore the penalty.

Slay Living

Necromancy [Death]
Primary Target: Personal
Primary Effect:
If you die from HP damage, you don’t die instead. You are under the effect of the Delay Death spell and you get Die Hard, but you are always rendered unconscious if you have a negative HP value greater than your Constitution Score, even if you otherwise wouldn’t be.
Secondary Target: Creature Touched
Secondary Action: Standard
Saving Throw: Fort partial
Secondary Duration: Instantaneous
Secondary Effect: If the creature fails a Fort save, it dies. If it succeeds, it takes 3d6+Caster Level points of Death damage. Both of these are [Death] effects.

Planar Energy

Conjuration (Teleportation)
Primary Target: Personal
Primary Effect: The Cleric channels one of the 4 Elemental Planes to give him a minor buff. He can change which he channels as a swift action.
Fire: +10ft Move Speed.
Air: Constant Featherfall.
Earth: +8 against Bullrush, Trip, and to oppose a grapple check.
Water: Swim speed 60ft.
Secondary Target: Touched Creature or Creatures
Secondary Action: Standard
Saving Throw: Will negates
Secondary Duration: Instantaneous
Secondary Effect: The Cleric employs the Planeshift spell.

Unholy Power

Evocation [Evil]
Primary Target: 40ft Radius Emanation from touched point
Primary Effect:
You create an Unhallow effect that lasts for 24 hours. You can also imbue one of the approved spells into it. Special: Using the Secondary action does not end the Unhallow or the tied in spell. But it can still only be done once.
Secondary Target: 20ft Radius Spread within Medium Range
Secondary Action: Standard
Saving Throw: Will Partial; see text
Secondary Duration: Instantaneous (1d4 rounds); see text
Secondary Effect:
You cast the spell Unholy Blight except that the damage is 2d6 per CL to outsiders and 1d8 per CL to good creatures that are not outsiders. Damage still halved for successful save or being neutral, quartered for both.
Special: You can pay the money to make your Unhallow Permanent, but you still only get the one Unholy Blight that day, and none tomorrow unless you prepare the spell again.

Holy Power

Evocation [Good]
Exactly like above, except delete all the “Un”s (Also technically, replace Blight with Smite.)

Chaotic Energy

Evocation [Chaotic]
Primary Target: Personal
Primary Effect:
You can totally use the Chaotic Energies to cause Instantaneous changes in other people by touching them for an hour. You can emulate any effect of the Atonement spell at will on a willing target. Special: Using the Secondary action does not remove your ability to Atone people. But it can still only be done once.
Secondary Target: 20ft Radius Spread within Medium Range
Secondary Action: Standard
Saving Throw: Will Partial; see text
Secondary Duration: Instantaneous (1d6 rounds); see text
Secondary Effect:
You cast the spell Chaos Hammer except that the damage is 2d6 per CL to outsiders and 1d8 per CL to lawful creatures that are not outsiders. Damage still halved for successful save or being neutral, quartered for both.

Lawful Energy

Evocation [Law]
Primary Target: Personal
Primary Effect:
You can inflict a Mark of Justice on one creature for each casting of this spell at any time after you have cast it before the 24 hour duration of the Primary Effect is up. The Mark is permanent and exactly like Mark of Justice.
Special: Using the Secondary action does not remove your ability to Mark a creature. But it can still only be done once.
Secondary Effect:
You cast the spell Order's Wrath except that the damage is 2d6 per CL to outsiders and 1d8 per CL to chaotic creatures that are not outsiders. Damage still halved for successful save or being neutral, quartered for both.

The Arcanist Spell List

Cantrips

Abjuration

Penumbra (Pathfinder)
Resistance

Conjuration

Acid Splash
Drench (Pathfinder)

Divination

Detect Poison
Detect Magic
Read Magic

Enchantment

Daze

Evocation

Burning Hands
Dancing Lights
Light
Magic Missile
Shocking Grasp

Illusion

Flare
Ghost Sound
Haunted Fey Aspect (Pathfinder)
Unnerving Gaze (Book of Vile Body Piercings)

Necromancy

Bestow Irritation (like Bestow Curse, except it only lasts until the next sunrise and is just a minor affliction that bestows -1 to skill checks)
Disrupt Undead
Touch of Fatigue

Transmutation

Mage Hand
Mending
Message
Open/Close

Universal

Arcane Mark
Prestidigitation

First Level

Abjuration

Alarm
Endure Elements
Hold Portal
Karmic Aura (Complete Mage, casting adds 2 rounds to all other active Karmic X spells)
Line in the Sand (Pathfinder)
Mage Armour (it's also Conjuration)
Protection From Alignment
Shield
Stunning Barrier (Pathfinder)
Wave Shield (Pathfinder)

Conjuration

Grease
Lesser Orb of Whatever (Complete Arcane)
Mage Armour (it's also Abjuration)
Mount
Mudball (Pathfinder)
Obscuring Mist
Rot of Ages (Dragon Magic - it's also Necromancy.)
Summon Monster I
Unseen Servant

Divination

Arcane Eye
Comprehend Languages
Critical Strike (Complete Adventurer. 1 round per level)
Detect Secret Doors
Detect Undead (multiply the Range by 10)
Identify
True Casting (Complete Mage)
True Strike

Enchantment

Aphasia (Pathfinder)
Bungle (Pathfinder)
Charm Person
Hypnotism
Power Word: Fatigue (RotD)
Power Word: Deafen (RotD)
Sleep
Stupor (Book of Vile Body Piercings)
Whelm (PHB 2)

Evocation

Dawn Burst (Complete Mage)
Ear-Piercing Scream (Pathfinder)
Fireball
Floating Disk
Gust of Wind
Lightning Bolt
Polar Ray
Sending
Tenser's Floating Disk

Illusion

Colour Spray
Dazzling Blade (Pathfinder)
Disguise Self
Magic Aura
Magic Mouth
Shadow Trap (Pathfinder)
Silent Image
Ventriloquism

Necromancy

Bestow Lesser Curse (as Bestow Curse, but only lasts until the next Sunrise and only -4 to one Score or -2 to all rolls)
Cause Fear
Chill Touch
Death's Call (Complete Mage)
Itching Curse (Pathfinder)
Ray of Enfeeblement
Rot of Ages (Dragon Magic - it's also Conjuration)
Summon Undead I (Libris Mortis/Heroes of Horror)
Touch of Blindness (Pathfinder)

Transmutation

Animate Rope
Burning Disarm (Pathfinder)
Enlarge Person
Erase
Expeditious Retreat
Feather Fall
Jump
Lesser Spider Form (Drow of the Underdark. Straight up replace your sheet with a Small or Medium Monstrous Spider's statblock for the duration.)
Magic Weapon
Reduce Person
Sunstroke (It's Hot Outside)

Second Level

Abjuration

Arcane Lock
Arcane Turmoil (Complete Mage)
Daggerspell Stance (Complete Adventurer)
Ghoul Glyph (Libris Mortis, also Necromancy)
Obscure Object
Protection From Arrows
Resist Energy
Warding Weapon (Pathfinder)

Conjuration

Melf's Acid Arrow
Dimension Hop (PHB 2)
Euphoric Cloud (Pathfinder)
Fog Cloud
Glitterdust
Kelgore's Grave Mist (PHB 2, also Necromancy)
Summon Monster II
Summon Swarm
Vine Strike (Pathfinder)
Web
Whip of Spiders (Pathfinder)

Divination

Carrion Compass (Pathfinder)
Detect Thoughts
Locate Object (multiply the Range by 10)
See Invisibility
Spell Gauge (Pathfinder)
Spymaster's Coin (Complete Mage, also a Transmutation)
Vision of Entropy (Fiendish Codex, also an Illusion)

Enchantment

Arcane Disruption (Pathfinder)
Black Karma Curse (PHB 2)
Compassionate Ally (Pathfinder)
Daze Monster
Entice Gift (Book of Vile Body Piercings)
Oppressive Boredom (Pathfinder)
Power Word: Sicken (Races of the Dragon)
Tasha's Hideous Laughter
Torrent of Tears (Complete Mage, +1 round per 3 levels beyond 3rd)
Touch of Idiocy
Whelming Blast (PHB 2)
Yoke of Mercy (Book of Exalted Furries)

Evocation

Bigby's Striking Fist (PHB 2)
Chain Lightning
Cone of Cold
Continual Flame
Darkbolt (Calamari Cookbook)
Darkness
Daylight
Defensive Shock (Pathfinder)
Electric Vengeance (PHB 2)
Scorching Ray
Shatter
Veil of Shadow (Minis Handbook)

Illusion

Blinding Colour Surge (PHB 2)
Blur
Haunting Mists (Pathfinder)
Hypnotic Pattern
Invisibility
Luminous Swarm (Complete Mage)
Minor Image
Mirror Image
Misdirection
Phantasmal Assailants (Complete Arcane)
Phantom Trap
Vision of Entropy (Fiendish Codex, also a Divination)
Wall of Gloom (Complete Arcane)

Necromancy

Blindness/Deafness
Bone Chill (It's Cold Outside)
Bone Fists (Pathfinder)
Boneshaker (Pathfinder; a target may let you move them as though Undead instead of suffering the damage)
Command Undead
Escalating Enfeeblement (Complete Mage)
False Life
Ghoul Glyph (Libris Mortis, also Abjuration)
Ghoul Touch
Kelgore's Grave Mist (PHB 2, also Conjuration)
Lesser Curse Terrain (Pathfinder)
Scare
Spectral Hand
Summon Undead II (Heroes of Horror/Libris Mortis)

Transmutation

Alter Self
Bear's Endurance
Boiling Blood (Complete Mage)
Bull's Strength
Cat's Grace
Darkvision
Eagle's Splendour
Fox's Cunning
Knock
Levitate
Molten Orb (Pathfinder)
Owl's Wisdom
Pyrotechnics
Rope Trick
Spider Climb
Spymaster's Coin (Complete Mage; also a Divination)
Tears to Wine (Pathfinder; allows for good wine and strong spirits at level 9, and exceptional/rare alcoholic drinks at level 15)
Undeniable Gravity (Minis Handbook)
Urchin's Spines (It's Wet Outside)
Whispering Wind

Third Level

Abjuration

Disobedience (Cityscape)
Dispel Magic
Energy Vulnerability (PHB 2)
Explosive Runes
Greater Mage Armour (Complete Arcane, also Conjuration)
Greater Stunning Barrier (Pathfinder)
Karmic Backlash (Complete Mage, casting adds 2 rounds to the duration of all other active Karmic X spells)
Magic Circle Against Alignment
Nondetection
Protection From Energy
Sign of Sealing (Complete Arcane, also Transmutation)

Conjuration

Arctic Haze (It's Cold Outside)
Ash Storm (Pathfinder)
Bands of Steel (Complete Arcane)
Caustic Smoke (Complete Mage)
Dimension Step (PHB 2)
Drown (Book of Vile Body Piercings; also Necromancy)
Grasping Wall (Cityscape)
Greater Mage Armour (Complete Arcane, also Abjuration)
Haboob (It's Hot Outside)
Incendiary Slime (Complete Mage)
Infernal Challenger (Pathfinder)
Mad Monkeys (Pathfinder)
Phantom Steed
Rain of Frogs (Pathfinder)
Sepia Snake Sigil
Sleet Storm
Stinking Cloud
Summon Monster III
Wall of Chains (Book of Vile Body Piercings)

Divination

Arcane Sight
Clairaudience/Clairvoyance
Detect Anxieties (Pathfinder)
Detect Desires (Pathfinder)
Devil's Eye (Book of Vile Body Piercings)
Find the Path
Find the Weak Point (Close target must pass Will Save or you can sense their weakness: bypass all DR and Resistances and +2d6 damage to all attacks for 1 minute/level)
Lesser Telepathic Bond (Complete Divine)
Pokedex (Standard, FS: basically get the entire monster entry of a targeted creature in Close range. Will Negates, no SR.)
Tongues

Enchantment

Adoration of the Frightful (Dragon Magic)
Bothersome Babble (Complete Mage)
Deep Slumber
Draconic Malice (Pathfinder)
Heroism
Hold Person
Inevitable Defeat (PHB 2)
Matchmaker (Pathfinder)
Power Word: Maladroit (RotD)
Power Word: Pain (RotD)
Power Word: Weaken (RotD)
Rage
Suggestion
Tormenting Thirst (It's Hot Outside)
Warcry (Book of Exalted Furries)

Evocation

Call the Void (Pathfinder)
Chain of Perdition (Pathfinder)
Delayed Blast Fireball
Dread Word (Book of Vile Body Piercings)
Ice Storm
Prismatic Mist (PHB 2)
Shout
Tiny Hut
Trial of Fire and Acid (Pathfinder)
Vengeful Comets (Pathfinder)
Wall of Coldfire (It's Cold Outside)
Wall of Fire
Wind Wall
Wreath of Flames (Dragon Magic)

Illusion

Displacement
Hood of the Cobra (Complete Mage)
Illusory Script
Invisibility Sphere
Major Image
Pall of Twilight (Complete Mage)
Phantasmal Affliction (Pathfinder)
Phantasmal Strangler (Complete Mage)
Prickling Torment (Complete Mage, +1 round per 3 caster levels after 5th)
Shadow Binding (Complete Arcane)
Vertigo Field (PHB 2)
Wall of Nausea (Pathfinder)

Necromancy

Bestow Curse
Blood Snow (It's Cold Outside)
Drown (Book of Vile Body Piercings; also Conjuration)
Gentle Repose
Halt Undead
Marionette Possession (Pathfinder)
Ray of Exhaustion
Shivering Touch (It's Cold Outside)
Summon Undead III (Libris Mortis/Heroes of Horror)
Vampiric Touch

Transmutation

Arms of Plenty (Calamari Cookbook)
Babau Slime (Planar Handbook)
Blink
Evard's Menacing Tentacles (PHB 2)
Flame Arrow
Fly
Gaseous Form
Hamatula Barbs (Planar Handbook)
Haste
Keen Edge
Greater Magic Weapon
Pup Shape (Pathfinder)
Secret Page
Shape of the Hellspawned Stalker (Complete Mage, 100% character sheet replacement)
Shrink Item
Sign of Sealing (Complete Arcane, also Abjuration)
Slow
Spider Form (DotU, 100% character sheet replacement)
Water Breathing

Fourth Level

Abjuration

Attune Form (Planar Handbook; also Transmutation)
Conjuration Foil (Pathfinder)
Dimensional Anchor
Fire Trap
Ice Shield (It's Cold Outside)
Lesser Globe of Invulnerability
Lower Spell Resistance (Draconomicon)
Medusa's Bane (Pathfinder)
Otiluke's Dispelling Screen (Complete Arcane)
Otiluke's Impressing Field (Complete Mage)
Psychic Poison (Book of Vile Body Piercings; also Enchantment)
Remove Curse
Slashing Dispel (PHB 2; also Evocation)
Stoneskin
True Form (Pathfinder)

Conjuration

Caustic Mire (Complete Mage)
Column of Ice (It's Cold Outside)
Desert Diversion (It's Hot Outside)
Evard's Black Tentacles
Explosive Rune Field (PHB 2)
Firestride Exhalation (Dragon Magic; also an Evocation)
Dimension Door
Ice Ship (It's Cold Outside)
Ice Web (It's Cold Outside)
Incendiary Slime (Complete Mage)
Minor Creation
Orb of Fire/Acid/Cold/Electricity/Sound (Complete Arcane)
Secure Shelter
Solid Fog
Summon Monster IV
Wall of Deadly Chains (Book of Vile Body Piercings)
Wall of Water (It's Hot Outside)

Divination

Assay Resistance (Complete Arcane)
Deadly Prediction (Full Round Action, then "hold" 1 round/level or until a Move Action is spent telling Close target their prophesy. Will vs Cower for 2d6 rounds)
Detect Danger (Standard Action to cast, until the next Sunrise or Sunset your spidey senses prevent you from being Surprised)
Detect Scrying (you automatically know who is attempting the Scrying, a Caster Level check lets you prevent the Scrying from actually happening)
Locate Creature (multiply the Range by 10)
See Past Defences (as Find the Weak Point, but also makes all attacks Touch Attacks)
Scrying
Tactician's Eye (Standard, no components, caster and allies within Long Range gain +1 per 3 levels (round down) on any bonuses from positioning, flanking, terrain, cover, etc.)

Enchantment

Charm Monster
Confusion
Crushing Despair
Lesser Geas
Malfunction (Pathfinder)
Mass Whelm (PHB 2)
Melf's Slumber Arrows (Complete Mage)
Mindfrost (It's Cold Outside; also Necromancy)
Power Word: Distract (PHB 2; Swift or Immediate Action)
Psychic Poison (Book of Vile Body Piercings; also Abjuration)
Terrible Remorse (Pathfinder)
Trance of the Verdant Domain (Dragon Magic)

Evocation

Balor Nimbus (Planar Handbook; also Transmutation)
Bigby's Interposing Hand
Bleakness (PHB 2)
Crushing Grip (PHB 2)
Damning Darkness (Calamari Cookbook)
Fire Shield
Firestride Evocation (Dragon Magic; also Conjuration)
Orb of Force (Complete Arcane)
Otiluke's Resilient Sphere
Parboil (It's Hot Outside)
Searing Exposure (It's Hot Outside)
Slashing Dispel (PHB 2; also Abjuration)
Wall of Ice

Illusion

Dreadscape (Pathfinder)
Hallucinatory Terrain
Illusory Wall
Greater Invisibility
Greater Mirror Image (PHB 2)
Nightmare Terrain (Complete Mage)
Phantasmal Killer
Phantom Battle (PHB 2)
Radiant Fog (Exalted Deeds)
Rainbow Pattern
Shadow Conjuration

Necromancy

Abi-Dalzim's Horrid Sickness (Complete Mage)
Animate Dead
Bestow Unstoppable Curse (it's Bestow Curse, but with no saving throw)
Boneshatter (Pathfinder)
Burning Blood (Complete Arcane)
Contagion
Curse of the Elemental Lords (Dragon Magic)
Curse Terrain (Pathfinder)
Enervation
Fear
Finger of Agony (Complete Mage)
Masochistic Shadow (Pathfinder)
Mindfrost (It's Cold Outside; also Enchantment)
Summon Undead IV (Heroes of Horror/Libris Mortis)
Touch of Years (Complete Mage)

Transmutation

Attune Form (Planar Handbook; also Abjuration)
Balor Nimbus (Planar Handbook; also Evocation)
Call of Stone (PHB 2)
Crystalline Memories (Complete Mage)
Dancing Chains (Book of Vile Body Piercings)
Firefall (Pathfinder)
Mass Enlarge Person
Miasmatic Form (Pathfinder)
Mnemonic Enhancer
Polymorph (this actually replaces your character sheet with that of the creature, you don't retain any abilities until you change back)
Mass Reduce Person
Sandform (It's Hot Outside)
Scorching Ash Form (Pathfinder)
Stone Shape
Voice of the Dragon (Draconomicon)

Fifth Level

Abjuration

Break Enchantment
Covetous Aura (Pathfinder)
Dismissal
Field of Resistance (PHB 2)
Imprison Possessor (Book of Vile Body Piercings; can automatically cast it on yourself if possessed)
Mana Flux (PHB 2)
Mass Fire Shield (Complete Arcane; also Evocation)
Mordenkainen's Private Sanctum
Proof Against Harm (Standard, Verbal: declare one type of damage or attack or effect. Completely negate the next incoming effect of that kind within 1 hour per level.)
Reciprocal Gyre (Complete Arcane)
Shielded By Other (As Shield Other, except you are shielded and the target takes your damage if they fail a save on casting.)
Siphon Magic (Pathfinder)

Conjuration

Acid Rain (Heroes of Battle)
Cloudkill
Evacuation Rune (Cityscape)
Freezing Fog (Complete Arcane)
Mordenkainen's Faithful Hound
Geyser (Pathfinder)
Major Creation
Lesser Planar Binding
Secret Chest
Summon Monster V
Teleport
Wall of Magma (It's Hot Outside)
Wall of Ooze (Book of Vile Body Piercings)
Wall of Stone
Whip of Centipedes (Pathfinder)

Divination

Arcane Premotition (Full Round Action, pick one spell of level 4 or lower. That spell can be cast as a Swift or Immediate Action until the next sundown)
Contact Other Plane
Foreseen Opportunity (Standard Action, VSM, for 1 round per level can Ready Actions as Swift Actions and can cast spells of Standard or faster as Attacks of Opportunity)
Interrogating Glance (Swift Action, no Components, you look at someone and basically know their life story, plot importance, destiny, thoughts, Alignment and favourite colour on a failed Will Save)
Planesight (Standard Action, VSM, 1 hour per level: see across all planes, see Ethereal, see Gates and Doors and planar crossover points, have perfect accuracy for Planeshift, Shadow Walk etc.)
Prying Eyes
Symbol of Scrying (Pathfinder)
Telepathic Bond

Enchantment

Apparent Master (Pathfinder)
Dominate Person
Emotion (Standard Action, can use Rage, Good Hope, Crushing Despair, Fascination, Fear, Swift Action to change effect/target)
Feeblemind
Hold Monster
Incite Riot (PHB 2)
Mind Fog
Pessimism (Pathfinder)
Power Word: Disable (Races of the Dragon)
Sleep Mote (It's Hot Outside)
Symbol of Sleep

Evocation

Bigby's Forceful Hand
Coat of Arms (Complete Mage)
Flaywind Burst (It's Hot Outside)
Greater Electric Vengeance (PHB 2)
Icy Prison (Pathfinder)
Mass Fire Shield (Complete Arcane; also Abjuration)
Mordenkainen's Sword
Otiluke's Freezing Sphere
Prismatic Ray (Complete Arcane)
Sonic Shield (PHB 2)
Sunburst
Sword of Deception (Complete Arcane)
Wall of Force

Illusion

Dream
False Vision
Fever Dream (Complete Mage; also Necromancy)
Impossible Angles (Pathfinder; also causes 50% Miss Chance on all ranged attacks)
Mirage Arcana
Nightmare
Persistent Image
Retributive Image (Complete Mage)
Seeming
Shadow Evocation
Shadow Form (Complete Adventurer)

Necromancy

Animate Legion (Heroes of Battle)
Blight
Choking Sands (It's Hot Outside)
Conditional Curse (Pathfinder)
Cryptwarden's Grasp (Complete Mage; allows for 1 touch per 2 levels or until 1 round per level has passed)
Feast on Fear (Pathfinder)
Fever Dream (Complete Mage; also Illusion)
Gelid Blood (It's Cold Outside)
Kiss of the Vampire (Libris Mortis)
Magic Jar
Night's Caress (Libris Mortis)
Oath of Blood (Heroes of Horror)
Spirit Wall (Complete Arcane)
Summon Undead V (Heroes of Horror/Libris Mortis)
Suffocation (Pathfinder)
Symbol (when you cast it, you choose which Symbol spell it is as long as a D&D Wizard of equal level could learn and cast that particular spell)
Thalassemia (It's Wet Outside)
Touch of Vecna (Complete Mage)
Vampiric Shadow Shield (Pathfinder)
Waves of Fatigue

Transmutation

Animal Growth
Baleful Polymorph
Fabricate
Flaying Tendrils (Complete Mage)
Flesh to Ice (It's Cold Outside)
Flesh to Salt (It's Hot Outside)
Geniekind (Pathfinder; duration is 10 minutes per level)
Greater Blink (Complete Arcane)
Lightning Leap (Complete Mage)
Mass Fly (Complete Arcane)
Overland Flight
Passwall
Telekinesis
Transformation of the Deeps (It's Wet Outside)
Transmute Mud to Rock
Transmute Rock to Mud
Unearthly Heat (It's Hot Outside)

Universal

Permanency

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