0th Level
Inborn Caster Spells
Acid
Splash: Orb deals 1d3 acid damage.
Aura Imajika:* Surrounds caster in intimidating magical
aura.
Controlled Ignition:* You cause a small flame to
ignite on a touched object.
Cure Minor Wounds: Cures 1 point of damage.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next
action.
Detect Magic: Detects spells and magic items within
60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Formless
Knife:* Creates an invisible force that can cuts
like a dagger
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or
skill check.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mage's Glue:* A glue like bond between two objects.
Message: Whispered conversation at distance.
Mending: Makes minor repairs on an object.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Rejuvenate Minor Wounds*: Touch attack, 1 point of
damage
Resistance: Subject gains +1 on saving throws.
Shapeshifting I:* Allows caster to make minor physical
changes to themselves and allies.
Voice
Amplification: Increases the volume of the caster’s
voice.
1st Level
Inborn Caster Spells
Aspect
of the Beguiler:* Grants target
greater confidence and force of personality.
Aspect of the Brute:* Grants the target increased
physical prowess and carrying capacity.
Aspect of the Dancer:* Grants the target greater
agility and physical grace.
Aspect of the Elder:* Grants the target enhanced
sensitivity and common sense.
Aspect of the Scholar:* Grants the target greater
mental capacity.
Aspect of the Survivor:* Grants the target greater
toughness and endurance.
Burning Hands: 1d4/level fire damage (max 5d4).
Charm Person: Makes one person your friend.
Chill Touch: One touch/level deals 1d6 damage and
possibly 1 Str damage.
Color Spray: Knocks unconscious, blinds, and/or stuns
weak creatures.
Command: One subject obeys selected command for 1
round.
Comprehend Languages: You understand all spoken and
written languages.
Dark Forces:* Bolt of darkness damages creatures,
dazzles undead and constructs.
Deathwatch: Reveals how near death subjects within
30 ft. are.
Disguise Self: Changes your appearance.
Divine Favor: You gain +1 per three levels on attack
and damage rolls.
Doom: One subject takes –2 on attack rolls, damage
rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold
environments.
Enlarge Person: Humanoid creature doubles in size.
Entropic Shield: Ranged attacks against you have
20% miss chance.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hypnotism: Fascinates 2d4 HD of creatures.
Illusion Arts:* Creates a visual illusion the only
the target can see.
Illusory Object:* Creates a false object made of
shadow.
Imbuement:* Imbues an object with explosive force.
Inflict Light Wounds: Touch deals 1d8 damage +1/level
(max +5).
Mage Armor: Gives subject +4 armor bonus.
Magic Aura: Alters object’s magic aura.
Magic Missile: 1d4+1 damage; +1 missile per two levels
above 1st (max 5).
Motive
Force:* Makes an object move in a specific manner.
Obscuring Mist: Fog surrounds you.
Polymorphic Trick:* Changes the shape of
a small object.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels
Str damage.
Reduce Person: Humanoid creature halves in size
Rejuvenate Light Wounds*: Cures 1d8 damage +1/level
(max +5).
Sanctuary: Opponents can’t attack you, and you can’t
attack.
Shield: Invisible disc gives +4 to AC, blocks magic
missiles.
Shield of Faith: Aura grants +2 or higher deflection
bonus.
Shocking Grasp: Touch delivers 1d6/level electricity
damage (max 5d6).
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Spider Climb: Grants ability to walk on walls and
ceilings.
Summon Monster I: Calls extraplanar creature to fight
for you.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.
2nd Level
Inborn Caster Spells
Acid
Arrow: Ranged touch attack; 2d4
damage for 1 round +1 round/three levels.
Aid: +1 on attack rolls and saves against fear, 1d8
temporary hp +1/level (max +10).
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion
effects.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
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.
Detect Thoughts: Allows “listening” to surface thoughts.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Flaming Sphere: Creates rolling ball of fire, 2d6
damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Ghoul Touch: Paralyzes one subject, which exudes
stench that makes those nearby sickened.
Glitterdust: Blinds creatures, outlines invisible
creatures.
Gust of Wind: Blows away or knocks down smaller creatures.
Hideous Laughter: Subject loses actions for 1 round/level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of
creatures.
Icicle Lancet:* Icicles launch from a set point,
dealing damage.
Illusion Arts, Greater:* Creates an illusion with
sound, scent and texture that only the target senses.
Inflict Moderate Wounds: Touch attack, 2d8 damage
+1/level (max +10).
Invisibility: Subject is invisible for 1 min./level
or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific
or type).
Make Whole: Repairs an object.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4
+1 per three levels, max 8).
Protection from Arrows: Subject immune to most ranged
attacks.
Pyrotechnics: Turns fire into blinding light or choking
smoke.
Rejuvenate Moderate Wounds*: Cures 2d8 damage +1/level
(max +10).
Resist Energy: Ignores 10 (or more) points of damage/attack
from specified energy type.
Scare: Panics creatures of less than 6 HD.
Scorching Ray: Ranged touch attack deals 4d6 fire
damage, +1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or
objects.
Shapeshifting II:* Allows caster to change their
shape in limited variety.
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.
Spectral Hand: Creates disembodied glowing hand to
deliver touch attacks.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to
fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes 1d6 points of Int,
Wis, and Cha damage.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Whispering Wind: Sends a short message 1 mile/level.
Zone of Truth: Subjects within range cannot lie.
3rd Level
Inborn Caster Spells
Arcane
Sight: Magical auras become visible
to you.
Bestow Curse: –6 to an ability score; –4 on attack
rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Blink: You randomly vanish and reappear for 1 round/level.
Casual Flight:* Allows creatures to fly
Clairaudience/Clairvoyance: Hear or see at a distance
for 1 min./level.
Contagion: Infects subject with chosen disease.
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow
in 60-ft. radius.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels spells and magical effects.
Displacement: Attacks miss subject 50%.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can
fly slowly.
Helping Hand: Ghostly hand leads subject to you.
Heroism: Gives +2 bonus on attack rolls, saves, skill
checks.
Inflict Serious Wounds: Touch attack, 3d8 damage
+1/level (max +15).
Invisibility Purge: Dispels invisibility within 5
ft./level.
Invisibility Sphere: Makes everyone within 10 ft.
invisible.
Lightning Bolt: Electricity deals 1d6/level damage.
Major Image: As silent image, plus sound,
smell and thermal effects.
Meld into Stone: You and your gear merge with stone.
Protection from Energy: Absorb 12 points/level of
damage from one kind of energy.
Rage: Subjects gains +2 to Str and Con, +1 on Will
saves, –2 to AC.
Rejuvenate Serious Wounds*: Cures 3d8 damage +1/level
(max +15).
Searing Light: Ray deals 1d8/two levels damage, more
against undead.
Shrink Item: Object shrinks to one-sixteenth size.
Sleet Storm: Hampers vision and movement.
Slow: One subject/level takes only one action/round,
–1 to AC, reflex saves, and attack rolls.
Soul Shards:* Damages the caster to deal greater
damage to a target.
Stinking Cloud: Nauseating vapors, 1 round/level.
Stone Shape: Sculpts stone into any shape.
Suggestion: Compels subject to follow stated course
of action.
Summon Monster III: Calls extraplanar creature to
fight for you.
Tongues: Speak any language.
Walk
in Twilight:* Allows short term travel through
shadow.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and
gases.
Vampiric Touch: Touch deals 1d6/two levels damage;
caster gains damage as hp.
4th Level
Inborn Caster Spells
Air
Walk: Subject treads on air as
if solid (climb at 45-degree angle).
Arcane Eye: Invisible floating eye moves 30 ft./round.
Black Tentacles: Tentacles grapple all within 20
ft. spread.
Charm Monster: Makes monster believe it is your ally.
Control Water: Raises or lowers bodies of water.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls,
damage rolls, saves, and checks.
Dark Phenomena:* Pulsing line of darkness pushes
enemies back.
Death Ward: Grants immunity to death spells and negative
energy effects.
Dimensional Anchor: Bars extradimensional movement.
Dimension Door: Teleports you short distance.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native
plane.
Divine Power: You gain attack bonus, +6 to Str, and
1 hp/level.
Fear: Subjects within cone flee for 1 round/level.
Fire Shield: Creatures attacking you take fire damage;
you’re protected from heat or cold.
Freedom of Movement: Subject moves normally despite
impediments.
Geas, Lesser: Commands subject of 7 HD or less.
Giant Vermin: Turns centipedes, scorpions, or spiders
into giant vermin.
Globe of Invulnerability, Lesser: Stops 1st- through
3rd-level spell effects.
Hallucinatory Terrain: Makes one type of terrain
appear like another (field into forest, or the like).
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft.
across.
Illusion Arts, Superior:* Creates and illusion with
sound, scent and texture that multiple targets can see.
Illusory Object, Mass:* Creates multiple false objects
made of shadow.
Illusory Wall: Wall, floor, or ceiling looks real,
but anything can pass through.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage
+1/level (max +20).
Invisibility, Greater: As invisibility, but
subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar
creature.
Minor Creation: Creates one cloth or wood object.
Phantasmal Killer: Fearsome illusion kills subject
or deals 3d6 damage.
Poison: Touch deals 1d10 Con damage, repeats in 1
min.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Rejuvenate Critical Wounds*: Cures 4d8 damage +1/level
(max +20).
Repel Vermin: Insects, spiders, and other vermin
stay 10 ft. away.
Resilient Sphere: Force globe protects but traps
one subject.
Sending: Delivers short message anywhere, instantly.
Shadow Conjuration: Mimics conjuration below 4th
level, but only 20% real.
Shapeshifting III:* As shapeshifting II
but expanded variety
Shout: Deafens all within cone and deals 5d6 sonic
damage.
Solid Fog: Blocks vision and slows movement.
Spell Immunity: Subject is immune to one spell per
four levels.
Summon Monster IV: Calls extraplanar creature to
fight for you.
5th Level
Inborn Caster Spells
Animal
Growth: One animal/two levels
doubles in size.
Blight: Withers one plant or deals 1d6/level damage
to plant creature.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die,
6+ HD take Con damage.
Command, Greater: As command, but affects
one subject/level.
Cone of Cold: 1d6/level cold damage.
Dismissal: Forces a creature to return to native
plane.
Dominate Person: Controls humanoid telepathically.
Dream: Sends message to anyone sleeping.
Fabricate: Transforms raw materials into finished
items.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Insect Plague: Locust swarms attack creatures.
Interposing Hand: Hand provides cover against one
opponent.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Major Creation: As minor creation, plus stone
and metal.
Mind Fog: Subjects in fog get –10 to Wis and Will
checks.
Mirage Arcana: As hallucinatory terrain, plus
structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Overland Flight: You fly at a speed of 40 ft. and
can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Persistent Image: As major image, but no concentration
required.
Planar Binding, Lesser: Traps extraplanar creature
of 6 HD or less until it performs a task.
Prying Eyes: 1d4 +1/level floating eyes scout for
you.
Seeming: Changes appearance of one person per two
levels.
Sending: Delivers short message anywhere, instantly.
Shadow Evocation: Mimics evocation below 5th level,
but only 20% real.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight
for you.
Telekinesis: Moves object, attacks creature, or hurls
object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100
miles/level.
Transmute Mud to Rock: Transforms two 10-ft. cubes
per level.
True Seeing M: Lets you see all things
as they really are.
Transmute Rock to Mud: Transforms two 10-ft. cubes
per level.
6th Level
Inborn Caster Spells
Acid
Fog: Fog deals acid damage.
Animate
Objects: Objects attack your foes.
Antimagic Field: Negates magic within 10 ft.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level
each deals half damage.
Disintegrate:Makes one creature or object vanish.
Dispel Magic, Greater: As dispel magic, but
up to +20 on check.
Eyebite: Target becomes panicked, sickened, and comatose.
Find the Path: Shows most direct way to a location.
Flesh to Stone: Turns subject creature into statue.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Geas/Quest: As lesser geas, plus it affects
any creature.
Globe of Invulnerability: As lesser globe of invulnerability,
plus 4th-level spell effects.
Heroism, Greater: Gives +4 bonus on attack rolls,
saves, skill checks; immunity to fear; temporary hp.
Mislead: Turns you invisible and creates illusory
double.
Planar Binding: As lesser planar binding, but
up to 12 HD.
Move Earth: Digs trenches and build hills.
Nightmare Reality:* Creates an illusory world where
you and your allies have an advantage.
Permanent Image: Includes sight, sound, and smell.
Repulsion: Creatures can’t approach you.
Shadow Walk: Step into shadow to travel rapidly.
Shapeshifting IV:* As shapeshifting III
but expanded variety
Stone to Flesh: Restores petrified creature.
Summon Monster VI: Calls extraplanar creature to
fight for you.
Wind Walk: You and your allies turn vaporous and
travel fast.
Word of Recall: Teleports you back to designated
place.
Vampire Syndrome:* You leech the life from your target
while grappling.
Veil: Changes appearance of group of creatures.
7th Level
Inborn Caster Spells
Arcane
Sight, Greater: As arcane
sight, but also reveals magic effects on creatures and
objects.
Control
Weather: Changes weather in local area.
Delayed Blast Fireball: 1d6/level fire damage; you
can postpone blast for 5 rounds.
Destruction F: Kills subject and destroys
remains.
Ethereal Jaunt: You become ethereal for 1 round/level.
Finger of Death: Kills one subject.
Grasping Hand: Hand provides cover, pushes, or grapples.
Insanity: Subject suffers continuous confusion.
Phase Door: Creates an invisible passage through
wood or stone.
Power Word Blind: Blinds creature with 200 hp or
less.
Prismatic Spray: Rays hit subjects with variety of
effects.
Project Image: Illusory double can talk and cast
spells.
Regenerate: Subject’s severed limbs grow back, cures
4d8 damage +1/level (max +35).
Reverse Gravity: Objects and creatures fall upward.
Sequester: Subject is invisible to sight and scrying;
renders creature comatose.
Shadow Conjuration, Greater: As shadow conjuration,
but up to 6th level and 60% real.
Spell Turning: Reflect 1d4+6 spell levels back at
caster.
Statue: Subject can become a statue at will.
Summon Monster VII: Calls extraplanar creature to
fight for you.
Teleport, Greater: As teleport, but no range
limit and no off-target arrival.
Teleport Object: As teleport, but affects
a touched object.
8th Level
Inborn Caster Spells
Binding
M: Utilizes an array
of techniques to imprison a creature.
Clenched
Fist: Large hand provides cover, pushes, or attacks
your foes.
Demand: As sending, plus you can send suggestion.
Dimensional Lock: Teleportation and interplanar
travel blocked for one day/level.
Discern Location: Reveals exact location of creature
or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Fire Storm: Deals 1d6/level fire damage.
Horrid Wilting: Deals 1d6/level damage within 30
ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Iron Body: Your body becomes living iron.
Irresistible Dance: Forces subject to dance.
Moment of Prescience: You gain insight bonus on single
attack roll, check, or save.
Planar Binding, Greater: As lesser planar binding,
but up to 18 HD.
Polar Ray: Ranged touch attack deals 1d6/level cold
damage.
Polymorph Any Object: Changes any subject into anything
else.
Power Word Stun: Stuns creature with 150 hp or less.
Prying Eyes, Greater: As prying eyes, but
eyes have true seeing.
Scintillating Pattern: Twisting colors confuse,
stun, or render unconscious.
Shadow Evocation, Greater: As shadow evocation,
but up to 7th level and 60% real.
Shapeshifting V:* As shapeshifting IV but
expanded variety
Shout, Greater: Devastating yell deals 10d6 sonic
damage; stuns creatures, damages objects.
Spell Immunity, Greater: As spell immunity, but
up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to
fight for you.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere: As resilient sphere, but
you move sphere telekinetically.
9th Level
Inborn Caster Spells
Crushing
Hand: Large hand provides cover,
pushes, or crushes your foes.
Dominate
Monster: As dominate person, but any creature.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Foresight: “Sixth sense” warns of impending danger.
Implosion: Kills one creature/round.
Meteor Swarm: Four exploding spheres each deal 6d6
fire damage
Power Word Kill: Kills one creature with 100 hp or
less.
Shades: As shadow conjuration, but up to 8th
level and 80% real.
Storm of Vengeance: Storm rains acid, lightning,
and hail.
Shapechange F: Transforms you into any
creature, and change forms once per round.
Summon Monster IX: Calls extraplanar creature to
fight for you.
Time Stop: You act freely for 1d4+1 rounds.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all
within 30 ft.
* Denotes
a spell new to the World of Ere Campaign Setting
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