Arcane Spells

0-Level

Detect Poison: Detects poison in one creature or object.
Read Magic: Read scrolls and spellbooks.

1st-Level

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold regions.
Hold Portal: Holds door shut.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Silent Image: Creates minor illusion of your design.
Summon Monster 1: Summons extraplanar creature to fight for you.
True Strike: +20 on your next attack roll.

2nd-Level

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Continual Flame: Makes a permanent, heatless light.
Daze Monster: Living creature of 6 HD or less loses next action.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.

3rd-Level

Gaseous Form: Subject becomes insubstantial and can fly slowly.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Keen Edge: Doubles normal weapon’s threat range.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

4th-Level

Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
Wandering Star Motes: Outlines subject and produces light as a sunrod.

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