Spell Lists

Below are the spell lists for the spellcasting core classes in Britannia 3E. These are generally as per the lists in OA, except as noted in the Spells and Magic section of the Characters page.

Spells marked with a * are from OA.

Spells marked with a are from SavSp.

Spells marked with a are in the 3.5E PHB.

Spells marked with a ^ are from CD.

Spells marked with a ~ are from CArc.

Spells marked with a # are from CAdv.

Bard Spell List

0 level (cantrips)Arcane mark, cure minor wounds, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance, lullaby, summon instrument.

1st levelAccuracy*, animate rope, charm person, comprehend languages, cure light wounds, detect evil/good, ghost light*, hold portal, hypnotism, identify, jump, magic missile, message, protection from evil/good, scales of the serpemt [lizard]*, secret signs*, shield, silent image, sleep, spider climb, summon monster I, true strike, unseen servant, ventriloquism, disguise self, accelerated movement#, distract assailant#, golem strike#, guided shot#, healthful rest#, insightful feint#, instant locksmith#, instant search#, master's touch#, sniper's shot#.

2nd levelAlter self, apparition*, arcane lock, blur, chameleon*, continual flame, cure moderate wounds, delay poison, detect thoughts, enthrall, hold person, hypnotic pattern, invisibility, kiss of the toad*, knock, lesser restoration, lightning blade*, locate object, minor image, misdirection, protection from charm*, remove paralysis, see invisibility, summon monster II, whip*, whispering wind, bridge of sound, dissonant chant, major resistance, sonorous hum, darkvision, speak with allies, daze monster, eagle's splendor, fox's cunning, heroism, rage, wave of grief^, force whip~, wall of gloom~, whirling blade~, balancing lorecall#, bladeweave#, healing lorecall#, listening lorecall#, mindless rage#, swift invisibility#.

3rd levelCommune with lesser spirit*, cure serious wounds, discern shapechanger*, dispel magic, displacement, haste, illusory script, magic circle against evil/good, major image, remove blindness/deafness, remove curse, remove disease, suggestion, summon monster III, tongues, deep slumber, glibness, good hope, corpse candle~, resonating bolt~, sign of sealing~.

4th levelCharm monster, confusion, creeping darkness*, cure critical wounds, dimension door, dismissal, emotion, heart ripper*, lesser spirit binding*, locate creature, minor creation, neutralize poison, pain*, restoration, shout, summon monster IV, lesser globe of invulnerability, polymorph, assay resistance~, mass darkvision~, anticipate teleportation~, daggerspell stance#.

5th levelAiming at the target*, animal growth, animate dead, dominate person, dream, fabricate, feeblemind, hold monster, major creation, nightmare, passwall, permanency, persistent image, servant horde*, spirit self*, summon monster V, summoning wind*, sword of deception*, telekinesis, teleport, wall of force, cacophonic burst, mass cure light wounds, song of discord, refusal~, spiritwall~.

6th levelControl weather, globe of invulnerability, legend lore, mass suggestion, permanent image, programmed image, repulsion, speak with dead, spirit binding*, summon monster VI, transfix*, true seeing, veil, greater dispel magic, greater heroism, greater shout, mass cure moderate wounds, mass eagle's splendor, mass fox's cunning, sympathetic vibration, subvert spirit [planar] essence^, brilliant blade~, greater sign of sealing~.


Druid Spell List

0 level (orisons)Cure minor wounds, detect disease*, detect magic, detect poison, guidance, inflict minor wounds, mending, purify food and drink, read magic, resistance, virtue, dawn, touch of fatigue.

1st levelAnimal friendship, attraction*, bane, bless, bless water, calm animals, cure light wounds, curse water, deathwatch, detect evil/good, detect undead, doom, endure elements, entropic shield, inflict light wounds, obscuring mist, protection from evil/good, shield of faith, speak with animals, summon nature's ally I, trance*, weapon bless*, camouflage, detect water, lion's charge, rapid burrowing, wings of the sea, hide from undead, nimbus of light^, omen of peril^, resurgence^, grave strike#, healthful rest#, vine strike#.

2nd levelAid, ancestral vengeance*, animal messenger, augury, bull's strength, calm emotions, cat's grace, commune with lesser spirit*, create spring*, cure moderate wounds, delay poison, enthrall, ghoul touch, hold person, inflict moderate wounds, invisibility to spirits*, know motivation*, lesser restoration, protection from spirits, rebuke*, remove paralysis, speak with plants, summon nature's ally II, warning*, blindsight, buoyant lifting, major resistance, scent, align weapon, bear's endurance, eagle's splendor, owl's wisdom, resist energy, brambles^, curse of ill fortune^, wave of grief^, divine insight#, healing lorecall#, iron silence#.

3rd levelBestow curse, blindness/deafness, castigate*, contagion, cure serious wounds, detect curse*, dispel magic, inflict serious wounds, invisibility to enemies*, levitate, locate object, magic circle against evil/good, magic vestment, mental strength*, mental weakness*, possess animal*, prayer, remove blindness/deafness, remove curse, remove disease, speak with dead, substitution*, summon nature's ally III, tongues, air breathing, embrace the wild, jagged tooth, protection from energy, blessed aim^, chain of eyes^, flame of faith^, mass resist energy~, ring of blades~, entangling scarf#.

4th levelAir walk, cure critical wounds, death ward, discern lies, discern shapechanger*, dismissal, divination, dream sight*, holy smite, inflict critical wounds, lesser spirit ally*, neutralize poison, restoration, snake barrier, spell immunity, summon nature's ally IV, sustain*, unholy blight, forestfold, improved blindsight, polymorph, doomtide^, energy vortex^, recitation^, mass resurgence^, weapon of the deity^, weather eye^, assay resistance~.

5th levelAdvice*, atonement, blood of fire*, break enchantment, commune with greater spirit*, control winds, dispel evil/good, dream, ethereal jaunt, nightmare, possess*, scrying, summon nature's ally V, teleport, true seeing, superior resistance, mass cure light wounds, mass inflict light wounds, dance of the unicorn^, divine agility^, stalwart pact^, subvert spirit [planar] essence^, blistering radiance~, cloak of the sea#.

6th levelAnimate objects, etherealness, find the path, force shapechange*, geas/quest, harm, heal, plane shift, spirit ally*, stoneskin, summon nature's ally VI, vulnerability*, wind walk, plant body, greater dispel magic, mass bear's endurance, mass bull's strength, mass cat's grace, mass owl's wisdom, mass eagle's splendor, mass cure moderate wounds, mass inflict moderate wounds, undeath to death, energy immunity~.

7th levelBlasphemy, control weather, greater restoration, greater scrying, holy word, repulsion, summon nature's ally VII, sunbeam, greater teleport, mass cure serious wounds, mass inflict serious wounds, greater bestow curse^, renewal pact^, righteous wrath of the faithful^, withering palm~.

8th levelAntimagic field, compel*, discern location, earthquake, greater spirit ally, holy aura, resurrection, summon nature's ally VIII, unholy aura, greater spell immunity, mass cure critical wounds, mass inflict critical wounds, stormrage^, brilliant blade~.

Druid Domains

Air Domain

Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Domain Spells: 1st — obscuring mist; 2nd — wind wall; 3rd — gaseous form; 4th — air walk; 5th — control winds; 6th — chain lightning; 7th — control weather; 8th — whirlwind.

Earth Domain

Turn or destroy air creatures as a good cleric turns undead. Rebuke, command or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Domain Spells: 1st — magic stone; 2nd — soften earth and stone; 3rd — stone shape; 4th — earth reaver; 5th — wall of stone; 6th — move earth; 7th — earthquake; 8th — stone body.

Fire Domain

Turn or destroy water creatures as a good cleric turns undead. Rebuke, command or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Domain Spells: 1st — burning hands; 2nd — produce flame; 3rd — resist energy (cold or fire only); 4th — wall of fire; 5th — fire shield; 6th — fire seeds; 7th — fire storm; 8th — incendiary cloud.

Healing Domain

Healing spells that you cast cure 1 bonus hit point per spell level, in addition to their normal effects. You do not inflict this bonus damage if you cast these spells on undead. Creatures you attempt to resurrect gain a +2 bonus on their level check to survive.

Domain Spells: 1st — cure light wounds; 2nd — cure moderate wounds; 3rd — cure serious wounds; 4th — cure critical wounds; 5th — mass cure light wounds; 6th — heal; 7th — greater restoration; 8th — resurrection.

Knowledge Domain

All Knowledge skills are class skills. You cast divinations at +1 caster level.

Domain Spells: 1st — identify; 2nd — detect thoughts; 3rd — clairaudience/clairvoyance; 4th — divination; 5th — true seeing; 6th — find the path; 7th — legend lore; 8th — discern location.

Luck Domain

You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it's worse than the original roll.

Domain Spells: 1st — entropic shield; 2nd — aid; 3rd — protection from energy; 4th — freedom of movement; 5th — break enchantment; 6th — mislead; 7th — spell turning; 8th — moment of prescience.

Protection Domain

You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus equal to your druid level on their next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Domain Spells: 1st — sanctuary; 2nd — shield other; 3rd — protection from energy; 4th — spell immunity; 5th — superior resistance; 6th — antimagic field; 7th — repulsion; 8th — mind blank.

Sun Domain

Once per day, you can perform a greater turning attempt against undead in place of a regular turning (or rebuking) attempt. The greater turning is like a normal turning (or rebuking) attempt except that the undead creatures that would be turned (or rebuked or commanded) are destroyed instead.

Domain Spells: 1st — endure elements (cold or fire only); 2nd — heat metal; 3rd — searing light; 4th — fire shield; 5th — flame strike; 6th — fire seeds; 7th — sunbeam; 8th — sunburst.

War Domain

You gain free Martial Weapon Proficiency (if necessary) and Weapon Focus with one light or one-handed simple or martial weapon of your choice.

Domain Spells: 1st — magic weapon; 2nd — spiritual weapon; 3rd — magic vestment; 4th — divine power; 5th — flame strike; 6th — blade barrier; 7th — power word, blind; 8th — power word, stun.

Water Domain

Turn or rebuke fire creatures as a good cleric turns undead. Rebuke, command or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Domain Spells: 1st — detect water; 2nd — animate water*; 3rd — water breathing; 4th — control water; 5th — ice storm; 6th — cone of cold; 7th — acid fog; 8th — horrid wilting.

Community Domain

Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Domain Spells: 1st — bless; 2nd — status; 3rd — prayer; 4th — greater status; 5th — Rary's telepathic bond; 6th — heroes' feast; 7th — mass cure serious wounds; 8th — sympathy.

Flame Domain

You can generate a flame ward, a spell-like ability to grant yourself or someone you touch a resistance bonus equal to your druid level on all saving throws against fire spells and effects. Activating this power is a standard action. The flame ward is an abjuration effect with a duration of 1 minute + 1 minute/level that is usable once per day.

Domain Spells: 1st — burning hands; 2nd — flame of faith^; 3rd — animate fire*; 4th — flame strike; 5th — earth reaver; 6th — fires of purity^; 7th — fire storm; 8th — incendiary cloud.

Fury Domain

You gain the smite power, the supernatural ability to make a single melee attack with a +4 attack bonus and a damage bonus equal to your druid level (if you hit). You must declare the smite before making the attack. It is usable once per day.

Domain Spells: 1st — weapon bless*; 2nd — shatter; 3rd — castigate*; 4th — shout; 5th — earth reaver; 6th — greater shout; 7th — mass inflict serious wounds; 8th — earthquake.

Guardian Domain

Once per day, you can add your druid level to a single saving throw you make.

Domain Spells: 1st — shield of faith; 2nd — warning*; 3rd — substitution*; 4th — snake barrier*; 5th — dispel evil/good; 6th — stoneskin; 7th — repulsion; 8th — moment of prescience.

Hero Domain

Once per day, you can add your druid level to a single attack roll.

Domain Spells: 1st — divine favor; 2nd — bull's strength; 3rd — heroism; 4th — divine power; 5th — greater heroism; 6th — stoneskin; 7th — Tenser's transformation; 8th — stormrage^.

Metal Domain

You can generate a metal ward, a spell-like ability to grant yourself or someone you touch damage reduction 1/– against attacks from metal weapons or spell effects. This reduces the damage taken from such attacks by 1 each time damage is dealt. Activating this power is a standard action. The metal ward is an abjuration effect with a duration of 1 minute + 1 minute/level that is usable once per day.

Domain Spells: 1st — iron scarf*; 2nd — heat metal; 3rd — magnetism*; 4th — rusting grasp; 5th — wall of iron; 6th — blade barrier; 7th — move earth; 8th — repel metal or stone.

Nature Domain

Rebuke, command or bolster normal animals or plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Domain Spells: 1st — trance*; 2nd — commune with lesser spirit*; 3rd — possess animal*; 4th — forestfold; 5th — commune with greater spirit*; 6th — stone tell (natural stone only); 7th — control weather; 8th — storm of elemental fury^.

River Domain

You can swim with great skill (though you cannot breathe water without further magical assistance). You have a base swimming speed of 30 feet. You do not need to make any Swim checks to swim normally. You gain a +8 bonus on any Swim check to perform some special action or avoid a hazard, and you can always choose to take 10 on these checks, even if rushed or threatened when swimming. You can use the run action while swimming, provided you swim in a straight line.

Domain Spells: 1st — wings of the sea; 2nd — fog cloud; 3rd — standing wave^; 4th — control water; 5th — cloak of the sea#; 6th — master of the rolling river*; 7th — waterspout^; 8th — storm of elemental fury^.

Stone Domain

You can generate a stone ward, a spell-like ability to grant yourself or someone you touch damage reduction 5/– against attacks from stone weapons, creatures (such as earth elementals, gargoyles, clay golems and stone golems), or spell effects, or against damage taken from falling on to earth or stone. This reduces the damage taken from such attacks by 5 or more each time damage is dealt. Activating this power is a standard action. The stone ward is an abjuration effect with a duration of 1 minute + 1 minute/level that is usable once per day.

Domain Spells: 1st — magic stone; 2nd — hail of stone*; 3rd — stone shape; 4th — spike stones; 5th — wall of stone; 6th — stoneskin; 7th — earthquake; 8th — stone body.

Wood Domain

Move through natural thorns, briars, overgrown areas, and similar terrain at your normal speed and without taking damage or other impairment. Any such terrain that is magically manipulated to impede motion still impedes anyone with this granted power.

Domain Spells: 1st — animate wood*; 2nd — tree shape; 3rd — speak with plants; 4th — control plants; 5th — wall of thorns*; 6th — plant body; 7th — ironwood; 8th — changestaff.


Mage Spell List

0 level (cantrips)Arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance, acid splash, touch of fatigue.

1st levelAnimate wood*, backbiter*, accuracy*, animate rope, charm person, cobra's breath*, comprehend languages, detect evil/good, elemental burst*, endure elements, fiery eyes*, ghost light*, hail of stone*, hold portal, hypnotism, identify, iron scarf*, jump, magic missile, magic weapon, melt*, message, obscuring mist, protection from evil/good, scales of the serpent [lizard]*, secret signs*, shield, silent image, sleep, smoke ladder*, spider climb, summon monster I, true strike, unseen servant, ventriloquism, low-light vision, spell flower, disguise self, fist of stone~, lesser orb of acid~, lesser orb of cold~, lesser orb of electricity~, lesser orb of fire~, accelerated movement#, distract assailant#, golem strike#, guided shot#, insightful feint#, instant locksmith#, instant search#, master's touch#, sniper's shot#.

2nd levelAcid arrow, animate water*, alter self, apparition*, arcane lock, blur, bull's strength, cat's grace, chameleon*, continual flame, detect thoughts, entangling scarf*, enthrall, fire shuriken*, fog cloud, hold person, hypnotic pattern, ice blast*, ice knife*, invisibility, kiss of the toad*, knock, lightning blade*, locate object, minor image, misdirection, protection from arrows, protection from charm*, pyrotechnics, rain of needles*, see invisibility, summon monster II, swim*, warp wood, whip*, whispering wind, wood shape, dissonant chant, major resistance, inky cloud, detect water, blood wind, dessicating bubble, blindsight, cloud wings, fins to feet, lion's charge, rapid burrowing, scent, speak to allies, wings of the sea, bear's endurance, darkvision, daze monster, eagle's splendor, fox's cunning, owl's wisdom, scorching ray, resist energy, touch of idiocy, body of the sun^, blades of fire~, fireburst~, wall of gloom~, earthen grasp~, whirling blade~, balancing lorecall#, bladeweave#, listening lorecall#, mindless rage#, sonic weapon#.

3rd levelAnimate fire*, commune with lesser spirit*, discern shapechanger*, dispel magic, displacement, earthbolt*, fire wings*, fireball, gaseous form, greater magic weapon, haste, illusory script, keen edge, levitate, lightning bolt, magic circle against evil/good, magnetism*, major image, plant growth, remove curse, steam breath*, stinking cloud, suggestion, summon monster III, thornskin*, tongues, water breathing, bridge of sound, Laogzed's breath, hailstones, sonorous hum, sound lance, air breathing, deep slumber, heroism, protection from energy, rage, ray of exhaustion, sign of sealing~, bands of steel~, corpse candle~, resonating bolt~, stony grasp~, enhance familiar~, wracking touch#, spectral weapon#.

4th levelAir walk, antiplant shell, charm monster, confusion, control plants, creeping darkness*, dancing blade*, dimension door, dismissal, elemental ward*, fire shield, fire trap, heart ripper*, ice storm, lesser spirit binding*, locate creature, minor creation, minor globe of invulnerability, pain*, poison needles*, rusting grasp, scrying, shout, snake darts*, solid fog, stoneskin, summon monster IV, wall of fire, wall of ice, water to poison*, earth reaver, extend tentacles, improved blindsight, weapon of energy, crushing despair, polymorph, anticipate teleportation~, mass resist energy~, blast of flame~, orb of acid~, orb of cold~, orb of electricity~, orb of fire~, orb of force~, assay resistance~, blistering radiance~, defenestrating sphere~, mass darkvision~, daggerspell stance#, entangling staff#.

5th levelAiming at the target*, animal growth, animate dead, cone of cold, dominate person, dream, fabricate, feeblemind, fire breath*, hold monster, major creation, metal skin*, nightmare, passwall, permanency, persistent image, servant horde*, spirit self*, stone shape, summon monster V, summoning wind*, sword of deception*, telekinesis, teleport, wall of force, wall of stone, wood rot, superior resistance, cacophonic burst, minor servitor, symbol of pain, symbol of sleep, waves of fatigue, dragon breath^, reciprocal gyre~, refusal~, arc of lightning~, freezing fog~, mass fire shield~, greater fireburst~, spiritwall~.

6th levelAntimagic field, control water, control weather, fire seeds, flesh to stone, geas/quest, globe of invulnerability, ironwood, legend lore, mass suggestion, move earth, permanent image, programmed image, repel wood, repulsion, speak with dead, spirit binding*, spirit needle*, stone to flesh, summon monster VI, transfix*, true seeing, veil, wall of iron, wind walk, dream casting, greater dispel magic, greater heroism, mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, symbol of fear, undeath to death, fires of purity^, subvert spirit [planar] essence^, greater sign of sealing~, arrow of bone~, brilliant blade~, imbue familiar with spell ability~.

7th levelBody outside body, commune with greater spirit, decapitating scarf*, delayed blast fireball, disintegrate, ethereal jaunt, giant size*, greater scrying, limited wish, power word blind, spell turning, statue, summon monster VII, sword of darkness*, transmute metal to wood, withering palm*, vipergout, stone body, greater teleport, mass hold person, symbol of stunning, symbol of weakness, waves of exhaustion, energy immunity~, emerald flame fist~, cacophonic shield#.

8th levelAntipathy, cloud chariot*, earthquake, etherealness, finding the center*, finger of death, greater spirit binding*, horrid wilting, incendiary cloud, meteor swarm, mind blank, minute form*, power word stun, repel metal or stone, summon monster VIII, sympathy, whirlwind, flame whips, control plants, greater shout, moment of prescience, polar ray, scintillating pattern, symbol of insanity, ghostform~, greater anticipate teleportation~, flensing~.


Ranger Spell List

1st levelAccuracy*, animal friendship, calm animals, cure light wounds, detect evil/good, detect undead, endure elements, obscuring mist, speak with animals, summon nature's ally I, trance*, camouflage, dawn, detect water, low-light vision, wings of the sea, longstrider, hawkeye^, omen of peril^, traveler's mount^, hawkeye#, healing lorecall#, healthful rest#, instant search#, sniper's shot#, vine strike#, .

2nd levelAncestral vengeance*, animal messenger, augury, commune with lesser spirit*, cure moderate wounds, delay poison, know motivation*, lesser restoration, rebuke*, remove paralysis, speak with plants, summon nature's ally II, warning*, rapid burrowing, scent, blessed aim^, blades of fire~, balancing lorecall#, listening lorecall#.

3rd levelCure serious wounds, detect curse*, locate object, prayer, remove blindness/deafness, remove disease, summon nature's ally III, tongues, embrace the wild, forestfold, jagged tooth, chain of eyes^, detect favoured enemy^, mark of the hunter^.

4th levelCure critical wounds, lesser spirit ally*, neutralize poison, restoration, summon nature's ally IV, polymorph, bane bow^, mass camouflage^, implacable pursuer^, recitation^, foebane#.

 


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