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pathfinder:npc_classes:arcane_adept_spell_list

Arcane Adepts Spell List

Arcane adepts are restricted to spells that were in the original rules. They may not use spells from any supplements or expansions.

0-Level Arcane Adept Spells (Cantrips)
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.
1st-Level Arcane Adept Spells
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Burning Hands: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
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.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold regions.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Grease: Makes 10-ft. square or one object slippery.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Jump: Subject gets bonus on Acrobatics checks.
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).
Magic Weapon: Weapon gains +1 bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
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.
Summon Monster I: Summons 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 Arcane Adept Spells
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Alter Self: Assume form of a Small or Medium humanoid.
Arcane LockM: Magically locks a portal or chest.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blindness/Deafness: Makes subject blinded or deafened.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Command Undead: Undead creature obeys your commands.
Continual FlameM: Makes a permanent, heatless light.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses its next action.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fog Cloud: Fog obscures vision.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
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.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
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).
Magic MouthM: Object speaks once when triggered.
Make Whole: Repairs an object.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you.
Misdirection: Misleads divinations for 1 creature or object.
Obscure Object: Masks object against scrying.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Phantom TrapM: Makes item seem trapped.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Pyrotechnics: Turns fire into blinding light or thick smoke.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Frightens 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.
Shatter: Sonic energy damages objects or crystalline creatures.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Arcane Adept Spells
Arcane Sight: Magical auras become visible to you.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Blink: You randomly vanish and reappear for 1 round per level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Explosive Runes: Deals 6d6 damage when read.
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.
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Illusory ScriptM: Only select creatures can read text.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Keen Edge: Doubles normal weapon's threat range.
Lightning Bolt: Electricity deals 1d6/level damage.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell and thermal effects.
NondetectionM: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Ray of Exhaustion: Ray makes subject exhausted.
Secret Page: Changes one page to hide its real content.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
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.
Stinking Cloud: Nauseating vapors, 1 round/level.
Suggestion: Compels a subject to follow stated course of action.
Summon Monster III: Summons extraplanar creature to fight for you.
Tiny Hut: Creates shelter for 10 creatures.
Tongues: Speak and understand any language.
Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Arcane Adept Spells
Animate DeadM: Creates undead skeletons and zombies out of corpses.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Contagion: Infects subject with chosen disease.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Detect Scrying: Alerts you to magical eavesdropping
Dimension Door: Teleports you a short distance.
Dimensional Anchor: Bars extradimensional movement.
Elemental Body I: Turns you into a Small elemental.
Enervation: Subject gains 1d4 negative levels.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Fear: Subjects within cone flee for 1 round/level.
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire TrapM: Opened object deals 1d4 damage + 1/level.
Geas, Lesser: Commands subject of 7 HD or less.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
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.
Mnemonic EnhancerF: Wizard only. Prepare extra spells or retain one just cast.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Remove Curse: Frees object or person from curse.
Resilient Sphere: Force globe protects but traps one subject.
ScryingF: Spies on subject from a distance.
Secure Shelter: Creates sturdy cottage.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Stone Shape: Sculpts stone into any shape.
StoneskinM: Grants DR 10/adamantine.
Summon Monster IV: Summons extraplanar creature to fight for you.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.
5th-Level Arcane Adept Spells
Animal Growth: One animal doubles in size.
Baleful Polymorph: Turns subject into harmless animal.
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Contact Other Plane: Lets you ask question of extraplanar entity.
Dismissal: Forces a creature to return to its native plane.
Dominate Person: Controls humanoid telepathically.
Dream: Sends message to anyone sleeping.
Elemental Body II: Turns you into a Medium elemental.
FabricateM: Transforms raw materials into finished items.
False VisionM: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Interposing Hand: Hand provides cover against 1 opponent.
Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Magic JarF: Enables possession of another creature.
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.
PermanencyM: Makes certain spells permanent.
Persistent Image: As major image, but with no concentration required.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of 1 person per 2 levels.
Sending: Delivers short message anywhere, instantly.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Summon Monster V: Summons extraplanar creature to fight for you.
Symbol of PainM: Triggered rune wracks creatures with pain.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
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 per level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
Waves of Fatigue: Several targets become fatigued.
pathfinder/npc_classes/arcane_adept_spell_list.txt · Last modified: 2023/12/27 13:07 by johnb