Expansions

Table of Contents



Deities

TBD

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Domains

Forgotten Realms Campaign Setting
Allowable domains will be reviewed as requested.
Domain PC Allowed? Restrictions
Cavern    
Charm    
Craft    
Darkness    
Drow No  
Dwarf    
Elf    
Family    
Fate    
Gnome    
Halfling    
Hatred -No-  
Illusion    
Mentalism    
Metal    
Moon    
Nobility    
Ocean    
Orc No  
Planning    
Portal    
Renewal    
Retribution    
Rune    
Scalykind No  
Slime    
Spell    
Spider -No-  
Storm    
Suffering    
Time    
Trade    
Tyranny    
Undeath    
Defenders of the Faith: A Guidebook to Clerics and Paladins
Allowable domains will be reviewed as requested.
Prestige Domain PC Allowed? Restrictions
Beastmaster    
Celerity    
Community    
Creation    
Divination    
Domination    
Exorcism    
Glory    
Inquisition    
Madness    
Mind    
Mysticism    
Pestilence    
Summoning    
Magic of Faerun
No new domains are presented in this book.
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
No new domains are presented in this book.
Song and Silence: A Guidebook to Bards and Rogues
No new domains are presented in this book..
Sword and Fist: A Guidebook to Fighters and Monks
No new domains are presented in this book.
Tome and Blood: A Guidebook to Wizards and Sorcerers
No new domains are presented in this book.
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Feats

The feats listed below are often designed for specific classes, geographical regions, etc. If a feat is generally allowed it will be marked as such, otherwise it is allowed only under the specified conditions.
Forgotten Realms Campaign Setting
Allowable feats will be reviewed as requested.
Feat PC Allowed? Restrictions Description
Arcane Preparation [General]     Prepare arcane spells as wizard.
Arcane Schooling [General]     One chosen arcane spellcasting class can be favored class. 
Artist [General]     +2 bonus to Perform checks,
+2 bonus to Craft checks for choice of Craft skill involving art.
Blooded [General]     +2 bonus to Initiative,
+2 bonus to Spot checks.
Bloodline of Fire [General]     +4 bonus on saves vs. fire effects,
+2 to DC for sorcerer spells with fire descriptor.
Bullheaded [General]     +1 bonus to Will saves,
+2 bonus to Intimidate checks.
Cosmopolitan [General]     +2 bonus to skill checks for chosen cross-class skill,
skill becomes a class skill.
Courteous Mageocracy [General]     +2 bonus to Diplomacy checks,
+2 bonus to Spellcraft checks.
Create Portal [Item Creation]     Create portal
Daylight Adaptation [General]     Ignore circumstance penalties for bright light.
Delay Spell [Metamagic]     Delay effects of spell.
Discipline [General]     +1 bonus to Will saves,
+2 bonus on Concentration checks.
Education [General]     Knowledge skills are class skills,
+1 bonus to Knowledge checks on each of two chosen Knowledge skills.
Ethran [General]     +2 bonus to Animal Empathy checks, 
+2 bonus to Intuit Direction checks,
+2 to Charisma-based skill checks when dealing with Rashemi.
Foe Hunter [Fighter, General]     Against homeland's foe,
+1 competence bonus on melee damage rolls and ranged damage rolls within 30 ft.,
Improved Critical feat for weapon being used.
Forester [General]     +2 bonus on Heal checks, 
+2 bonus on Wilderness Lore checks.
Greater Spell Focus [General]     +4 to DC for spell school of choice; does not stack with Spell Focus.
Greater Spell Penetration [General]     +4 on caster level checks to beat SR; does not stack with Spell Penetration.
Horse Nomad [Fighter, General]     Martial Weapon Proficiency (composite shortbow),
+2 bonus on Ride checks.
Improved Counterspell [General]     May use spell of same school one or more levels higher than spell being counterspelled.
Improved Familiar [General]     Additional creatures available.
Innate Spell [General]     Cast chosen spell as spell-like ability.
Inscribe Rune [Item Creation]     Cast prepared divine spell as rune.
Insidious Magic [Metamagic] No   Force Weave user to make a caster level check to detect your spells, but ability to use Weave magic is impaired.
Luck of Heroes [General]     +1 Luck bonus on all saves.
Magical Artisan [General]     Less expensive chosen item creation feat.
Magical Training [General]     Cast dancing lights, daze, mage hand once per day each.
Mercantile Background [General]     +2 bonus to Appraise checks,
+2 bonus on skill checks for chosen Craft or Profession skill.
Militia [General]     Martial Weapon Proficiency (longbow),
Martial Weapon Proficiency (longspear); shortbow and shortspear in Halfling lands.
Mind Over Body [General]     Use Int mod instead of Con mod to determine bonus hp at 1st level,
+1 hp when learn a metamagic feat.
Pernicious Magic [Metamagic] No   Spells resist counterspell attempts by Weave users; ability to counterspell Weave magic is impaired.
Persistant Spell [Metamagic]     Chosen spell has a duration of 24 hours.
Resist Poison [General]     +4 bonus on Fortitude saves vs. poison.
Saddleback [Fighter, General]     +3 bonus on Ride checks.
Shadow Weave Magic [General] No   Spells tap Shadow Weave instead of Weave (see details). 
Signature Spell [General]     May convert prepared arcane spells of chosen spell's level or higher into chosen spell.
Silver Palm [General]     +2 bonus on Appraise and Bluff checks.
Smooth Talk [General]     +2 bonus on Diplomacy and Sense Motive checks.
Snake Blood [General]     +2 bonus on Fortitude saves vs. poison,
+2 bonus on Reflex saves.
Spellcasting Prodigy [General]     Treat primary spellcasting ability score as 2 points higher for determining bonus spells and spell DCs.
Stealthy [General]     +2 bonus on Hide and Move Silently checks.
Street Smart [General]     +2 bonus on Bluff and Gather Information checks.
Strong Soul [General]     +1 bonus to Fortitude and Will saves,
additional +1 bonus on saves vs. energy draining and death effects.
Survivor [General]     +1 bonus to Fortitude saves,
+2 bonus on Wilderness Lore checks.
Tattoo Focus [Special]     +1 to DC for specialized school,
+1 bonus on caster level checks for SR for that school
Tenacious Magic [Metamagic] No    Spells resist dispelling attempts by Weave users; ability to dispel Weave magic is impaired.
Thug [General]     +2 bonus to Initiative checks, 
+2 bonus on Intimidate checks.
Thunder Twin [General]     +2 on Charisma-based checks,
Locate direction of twin.
Treetopper [General]     +2 bonus on Climb checks,
Do not lose dex bonus to AC or give attacker +2 bonus while you are climbing.
Twin Spell [Metamagic]     Spell takes effect twice on target.
Twin Sword Style [Fighter, General]   +2 Armor bonus to AC vs. designated opponent when fighting with two swords.
Note: This feat does not stack with Off-Hand Parry.
Defenders of the Faith: A Guidebook to Clerics and Paladins
Allowable feats will be reviewed as requested.
Feat PC Allowed? Restrictions Description
Divine Cleansing [Divine]     Exchange turn/rebuke attempt for 
+2 sacred bonus to Fortitude saves.
Divine Might [Divine]     Exchange turn/rebuke attempt to
add Charisma bonus to weapon damage.
Divine Resistance [Divine]     Exchange turn/rebuke attempt for
fire, cold, and electricity resistance 5.
Divine Shield [Divine]     Exchange turn/rebuke arrempt to
give shield an enhancement bonus equal to Charisma mod.
Divine Vengeance [Divine]     Exchange turn/rebuke attempt to
add 2d6 sacred energy damage to successful melee attacks vs. undead.
Divine Vigor [Divine]     Exchange turn/rebuke attempt to
increase base speed by 10 ft. and
+2 enhancement bonus to Constitution.
Empower Turning [Special]     Turn/rebuke +2d6 undead but take -2 penalty to turning check roll. 
Extra Smiting [Special]     Gain one additional attempt to smite per day.
Heighten Turning [Special]     Add number up to cleric level to turning check and subtract it from turning damage roll.
Improved Shield Bash [General]     Shield bash also affects opponent as if Bull Rush.
Quicken Turning [Special]     Turn/rebuke undead as a free action, but -4 to turning check and turning damage roll.
Reach Spell [Metamagic]     Cast a spell with range of "touch" at distance up to 30 ft.; must make ranged touch attack.
Sacred Spell [Metamagic]     Half damage from divine spell results from divine power and is not subject to be reduced by protection from elements or similar magic.
Shield Charge [General]     Double normal damage when attack with shield as part of charge.
Magic of Faerun
Allowable feats will be reviewed as requested.
Feat PC Allowed? Restrictions Description
Attune Gem [Item Creation]     Store an arcane spell in a gem (gem magic).
Augment Summoning [General]     Summoned creatures gain:
1 more die of hp (but are not treated as +1 HD creatures)
+1 competence bonus on attack and damage rolls.
Energy Substitution1 [Metamagic]     Modify spells with an energy designator to use chosen energy type instead.
Eschew Materials1  [Metamagic]     Cast spell with no material components.
Reactive Counterspell [General]     Can counterspell once per round even if you have not readied an action to do so.
Spell Girding [General]     Dispel checks vs. your spell are made at -2 penalty.
Spell Thematics [General]     All spells cast include manifestation of chosen theme.
Spellfire Wielder [General] No   Innate talent to control raw magic as spellfire.
Widen Spell1 [Metamagic]     Alter a burst, emanation, or spread spell to increase its area.
1 Feat first appeared in Tome and Blood.
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Allowable feats will be reviewed as requested.
Feat PC Allowed? Restrictions Description
Animal Control [General]     Rebuke or command animals.
Animal Defiance [General]     Turn animals.
Blindsight [Wild]     Gain extraordinary ability blindsight regardless of form.
Brachiation [General]     Move through trees at normal land speed.
Create Infusion [Item Creation]     Store a divine spell in a specially-prepared herb.
Clever Wrestling [General]     Circumstance bonus on grapple check to escape grapple or pin if opponent is larger than medium-size.
Destructive Rage [General]     +8 on Strength checks to break open doors or break inanimate objects when raging.
Dragon's Toughness1 [General]     +12 hit points.
Dwarf'sToughness1 [General]     +6 hit points.
Extended Rage [General]     Each rage lasts an additional 5 rounds past normal duration.
Extra Favored Enemy [General]     Gain one extra favored enemy.
Extra Rage [General]     Able to rage two more times per day.
Extra Wild Shape [Wild]     Able to use wild shape two more times per day.
Fast Wild Shape [Wild]     Gain ability to use wild shape as a move-equivalent action.
Faster Healing [General]     Recover lost hit points and ability points faster (see table).
Favored Critical [General]     Threat range doubled for one favored enemy subject to critical hits.
Flyby Attack [General]     When flying, take a move action (includling a dive) plus another partial action 
Giant's Toughness1 [General]     +9 hit points.
Greater Resiliency [General]     Damage reduction increases by +1/-.
Greater Two-Weapon Fighting1 [General]     Gain a third attack with your off-hand weapon, with -10 penalty.
Improved Flight [General]     Maneuverability while flying improves by one grade.
Improved Swimming [General]     Swim at one-half land speed as move-equivalent action, or three-quarters as a full-round action.
Instantaneous Rage [General]     Rage begins any time you wish, even when it's not your turn or you're surprised.
Intimidating Rage [General]     While raging, designate single opponent to make a Will save or become shaken.
Multiattack [General]     Secondary attacks with natural weapons suffer only a -2 penalty.
Multidexterity1 [General]     Ignore all penalties for using off hands.
Natural Spell [Wild]     Can cast spells while in wild shape.
Off-Hand Parry1 [General]     Can sacrifice all off-hand attacks for +2 dodge bonus to AC.
Plant Control [General]     Rebuke or command plants.
Plant Defiance [General]     Turn plants.
Power Critical1 [General]     Once per day, declare a single melee attack with chosen kind of weapon to be an automatic threat.
Proportionate Wild Shape [Wild]     Use wild shape ability to take the form of an animal whose normal size category matches your own.
Remain Conscious [General]     When hit points are reduced to 0 or below, may take one partial action per round until you reach -10 hit points.
Resist Disease [General]     +4 bonus to Fortitude saves vs. disease.
Resist Poison [General]     +4 bonus to Fortitude saves vs. poison.
Resistance to Energy [General]     Gain resistance 5 against chosen energy form.
Scent [Wild]     Gain the scent extraordinary ability regardless of form.
Shadow [General]     +2 bonus to Hide checks,
+2 bonus to Spot checks.
Snatch [General]     If you hit with claw or bite attack, automatically attempt to start a grapple as a free actions without provoking AoO.
Speaking Wild Shape [Wild]     Operate as if under a continuous speak with animals spell with respect to animals of the same kind.
Supernatural Blow [General]     When attack roll vs. this favored enemy would be a critical hit, inflict +1d6 points of extra damage per damage die weapon would do on a critical hit.
Wingover [General]     Allows flyer to turn at an angle of 180° regardless of maneuverability.
1 Available as a Fighter's bonus feat.
Song and Silence: A Guidebook to Bards and Rogues
Allowable feats will be reviewed as requested.
Feat PC Allowed? Restrictions Description
Acrobatic [General}     +2 bonus on Jump checks,
+2 bonus on Tumble checks.
Alluring [General]     +2 bonus on Diplomacy checks,
+2 to save DCs of mind-affecting, language-dependent spells.
Arterial Strike [General]     Forego +1d6 pts sneak attack dmg to inflict wound that doesn't stop bleeding, causing additional 1 hp of dmg / round.
Athletic [General]     +2 bonus on Climb checks,
+2 bonus on Swim chceks.
Charlatan [General}     +2 bonus on Bluff checks, 
+2 bonus on Disguise checks.
Chink in the Armor [General]     Ignore half armor bonus of opponent if take a standard action to study him.
Dash [General]     Speed 5 ft. faster if light or no armor and light load.
Disguise Spell [Metamagic]     Cast spells unobtrusively.
Expert Tactician1 [General]     Make one extra melee attack against one foe, with restrictions.
Extra Music [General]     Use bardic music four extra times / day.
Fleet of Foot [General]     Single direction change of 90 degrees or less when running or charging.
Flick of the Wrist [General]     Catch opponent flat-footed if draw light weapon and attack in one round.
Green Ear [General]     Mind-affecting bardic music or virtuoso performance can influence plants and plant creatures.
Hamstring [General]     Forego +2d6 sneak attack dmg to reduce opponents land speed by half.
Jack of All Trades [General]     Can use any skill untrained.
Lingering Song [General]     Effects of inspire competence, inspire courage, and inspire greatness last twice as long as they otherwise would.
Multicultural [General]     +4 bonus on Charisma checks to alter the attitude of the chosen race.
Obscure Lore [General]     +3 bonus on checks using bardic knowledge ability.
Persuasive [General]     +2 bonus on Bluff checks,
+2 bonus on Intimidate checks.
Pyro [General]   Non-magical fire sources only.  Flames do an extra 1 pt of dmg / die,
Reflex save DC to extinguish flames increases by +5.
Quicker Than the Eye [General]     Can make a Bluff check as a move-equivalent action while under direct supervision.
Requiem [General]     Music affects undead creatures.
Shadow [General]     +2 competence bonus on Hide checks, 
+2 competence bonus on Spot checks
when following a specific person.
Snatch Weapon [General]     Disarm an opponent then pluck the weapon from midair.
Subsonics [General]     Music affects those who do not consciously hear it.
Trustworthy [General]     +2 bonus on Diplomacy checks,
+2 bonus on Gather Information checks.
1 Feat first appeared in Sword and Fist; this feat supercedes the one there.
Sword and Fist: A Guidebook to Fighters and Monks
Allowable feats will be reviewed as requested.
Feat PC Allowed? Restrictions Description
Blindsight, 5-foot Radius [General]     Detect opponents <= 5 ft. away, as exceptional ability Blindsight (MM)
Circle Kick [General]     Successful unarmed attack roll allows second attack roll vs. different opponent.
Close-Quarters Fighting [General]     Dmg number from AoO used when grapple provokes AoO is also applied to grapple check to avoid being grappled.
Death Blow [General]     Perform a coup de grace as a standard action.
Dirty Fighting [General]   DM permission +1d4 dmg on successful attack, but requires a full-round action.
Dual Strike [General]     +4 to attack if flanking and both have this feat.
Eagle Claw Attack [General]     Strike an opponent's weapon or shield with unarmed strike.
Expert Tactician1 [General]     One extra partial action per round when opponent denied Dexterity mod to AC.
Extra Stunning Attacks [General]      3 extra stunning attacks per day.
Eyes in the Back of Your Head [General]     Attackers do not gain +2 for flanking unless you have lost Dexterity mod to AC.
Feign Weakness [General]     Sucessful Bluff vs opponent's Sense Motive draws opponent to AoO, but you get an attack with opponent flatfooted.
Fists of Iron [General]     +1d4 dmg on sucessful unarmed attack against declared opponent.
Hold the Line [General]     Gain opportunity for AoO when opponent charges.
Improved Overrun [General]     On attempt to overrun when opponent is at least one size category smaller, target cannot avoid; also get AoO if opponent is knocked down.
Improved Sunder [General]     Double dmg when strike opponent's weapon.
Knock-Down [General]     Trip attack as free action if >=10 pts of dmg.
Lightning Fists [General]     2 extra attacks per round.
Mantis Leap [General]     Successful Jump check allows charge attack as part of same action,
dmg as normal + Str mod * 2.
Monkey Grip [General]     Allows use of single specified melee weapon one size larger in one hand.
Off-Hand Parry [General]     Can sacrifice off-hand attacks for +2 dodge bonus to AC.
Note: this feat does not stack with Twin Sword Style. 
Pain Touch [General]     Successful stunning attack makes opponent nauseated for 1 round.
Pin Shield [General]     With successful shield pin, make AoO vs. opponent.
Power Lunge [General]     Normal dmg plus double Str mod on successful charge,
provokes AoO.
Prone Attack [General]     Attack from prone without penalty,
successful attack allows standing from prone as free action.
Rapid Reload [General]     Reload hand or light crossbow as free action,
heavy crossbow as move-equivalent action,
both provoke AoO.
Remain Conscious [General]     Once hp=0, may take one partial action per round until hp=-10.
Sharp-Shooting [General]     +2 to ranged attack vs. targets with some cover.
Shield Expert [General]     May make an off-hand attack with shield while retaining its armor bonus.
Snatch Arrows [General]     Catch weapon instead of deflecting it.
Throw Anything [General]     Throw any weapon, range increment 10 ft.
Zen Archery [General]     Use Wisdom mod rather than Dexterity mod when making ranged attack at <30 ft.
1Superceded by description in Song and Silence.
Tome and Blood: A Guidebook to Wizards and Sorcerers
Allowable feats will be reviewed as requested.
Feat PC Allowed? Restrictions Description
Arcane Defense [General]     +2 to saves vs. chosen school.
Arcane Preparation1  [General]     Prepare arcane spells as wizard.
Augment Summoning [General]     Creatures summoned gain
+1 hp per HD,
+1 competence bonus on attack and dmg rolls.
Chain Spell [Metamagic]     Spells arc to other targets from the primary.
Cooperative Spell [Metamagic]     Spells cast with another caster gain
+2 to save DC
+1 to caster level checks to beat SR
Base DC of better caster.
Delay Spell1  [Metamagic]     Delay effects of spell.
Energy Admixture [Metamagic] Yes   Modify spells with an energy designator o add in chosen energy type.
Energy Substitution [Metamagic] Yes   Modify spells with an energy designator to use chosen energy type instead.
Eschew Materials [Metamagic]     Cast spell with no material components.
Extra Slot [General]     Gain one extra spell slot in daily allottment.
Extra Spell [General]     Can learn one additional spell.
Greater Spell Focus1  [General]     +4 to DC for spell school of choice; does not stack with Spell Focus.
Greater Spell Penetration1  [General]     +4 on caster level checks to beat SR; does not stack with Spell Penetration.
Improved Familiar1  [General]     Additional creatures available.
Innate Spell1  [General]     Cast chosen spell as spell-like ability.
Persistant Spell1  [Metamagic]     Chosen spell has a duration of 24 hours.
Repeat Spell [Metamagic]     Automatically cast same spell (location and area of effect) at the beginning of your turn, next round.
Sanctum Spell [Metamagic]     Effective spell level one level higher than normal if cast in sanctum. 
Sculpt Spell [Metamagic]     Modify an area spell by changing the area's shape.
Spell Specialization [General]     Dmg-dealing spells with ranged touch attack gain +2 dmg modifier.
Split Ray [Metamagic]     Split spells that specify a single target and make a ranged touch attack.
Subdual Substitution [Metamagic]     Modify spell with chosen energy designator to deal subdual dmg rather than energy dmg.
Twin Spell1  [Metamagic]     Spell takes effect twice on target.
Widen Spell [Metamagic]     Alter a burst, emanation, or spread spell to increase its area.
1 Feat first appeared in the Forgotten Realms Campaign Setting.

 
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Prestige classes

Dungeon Master's Guide
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions
Arcane Archer    
Assassin No  
Blackguard No  
Dwarven Defender    
Loremaster    
Shadowdancer    
Forgotten Realms Campaign Setting
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions
Arcane Devotee    
Archmage    
Divine Champion    
Divine Disciple    
Divine Seeker    
Guild Thief   DM Permission
Harper Scout   Must be a Harper or Harper-candidate
Hathran    
Hierophant    
Purple Dragon Knight    
Red Wizard   DM Permission
Runecaster    
Shadow Adept No  
Defenders of the Faith: A Guidebook to Clerics and Paladins
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions Notes
Church Inquisitor No     
Consecrated Harrier Probably not    
Contemplative      
Divine Oracle      
Holy Liberator     This prestige class is much like a Paladin for chaotic deities; the class does not give some Paladin class features, but does given spells at a lower class level.
Hospitaler      
Hunter of the Dead      
Knight of the Chalice No1    
Knight of the Middle Circle No1    
Master of Shrouds No    
Sacred Exorcist No    
Sacred Fist      
Templar      
Warpriest      
1 May be permitted later
Dragon Magazine
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions Notes Issue
Ancestral Avenger       279
Arcanopath Monk       281
Athar       287
Blessed of Gruumsh       282
Cipher, The       287
Dancer of Sharess       290
Dragonkith       284
Dreadmaster       287
Elder Druid       286
Eldritch Master       280
Fiend Slayer       287
Flame Steward       283
Fleet Runner of Ehlonna       283
Ghost-Faced Killer       289
Gnome Giant Killer       291
Gnome Trickster       Annual #5
Herald       Annual #5
Justicar       290
Life Drinker       288
Lightbearer       285
Mighty Contender of Kord       283
Mystic       274
Nightcloak       286
Poison Fist       289
Psi-Hunter       281
Purple Dragon Highknight       Annual #5
Radiant Service of Pelor       283
Rage Mage       277
Sensate, The       287
Shining Blade of Hieroneous       283
Silverstar       285
Sinker, The       287
Stone Lord       278
Taker, The       287
Truth Seeker       281
Weightless Foot       289
Xaositect, The       287
Zerth Cenobite       281
Magic of Faerun
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions
Gnome Artificer    
Guild Wizard of Waterdeep   DM Permission
Harper Mage   Must be a Harper or Harper-candidate
Harper Priest   Must be a Harper or Harper-candidate
Incantatrix    
Mage-Killer No   
Master Alchemist    
Mystic Wanderer    
Spelldancer    
Spellfire Channeler No   
War Wizard of Cormyr   DM Permission
1 May be permitted later
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions Notes
Animal Lord      
Bane of Infidels      
Blighter      
Bloodhound      
Deepwood Sniper      
Exotic Weapon Master      
Eye of Gruumsh      
Foe Hunter      
Forsaker      
Frenzied Berserker      
Geomancer      
Hexer      
King / Queen of the Wild      
Oozemaster      
Shifter      
Tamer of Beasts      
Tempest      
Verdant Lord      
Watch Detective      
Windrider      
Oriental Adventures
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions Notes
Akodo Champion      
Battle Maiden      
Bayushi Deceiver      
Bear Warrior      
Blade Dancer      
Daidoji Bodyguard      
Eunuch Warlock      
Henshin Mystic      
Hida Defender      
Iaijutsu Master      
Kishi Charger      
Maho-Bujin      
Mantis Mercenary      
Mirumoto Niten Master      
Moto Avenger      
Ninja Spy      
Shadow Scout      
Shapeshifter      
Shiba Protector      
Shintao Monk      
Singh Rager      
Tattooed Monk      
Void Disciple      
Weapon Master (Kensei)      
Witch Hunter      
Yakuza      
Other
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions N otes Source
Bladesinger (Revised)       Official Website: Web Enhancement
Crystalsinger       Official Website: Psionics Feature
Darkmask       Lords of Darkness
Divine Agent       Manual of the Planes
Entropist       Lords of Darkness
Gatecrasher       Manual of the Planes
Metamind       Psionics Handbook
Planar Champion       Manual of the Planes
Planeshifter       Manual of the Planes
Pyrokineticist       Psionics Handbook
Slayer       Psionics Handbook
Soulknife       Psionics Handbook
Spur Lord       Lords of Darkness
Zhentarim Skymage       Lords of Darkness
Song and Silence: A Guidebook to Bards and Rogues
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions
Dread Pirate    
Dungeon Delver    
Fang of Lolth    
Outlaw of the Crimson Road    
Royal Explorer    
Spymaster    
Temple Raider of Olidammara    
Thief-Acrobat    
Vigilante    
Virtuoso    
Sword and Fist: A Guidebook to Fighters and Monks
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions
Cavalier    
Devoted Defender    
Drunken Master No  
Duelist    
Fist of Hextor No  
Ghostwalker    
Gladiator    
Halfling Outrider    
Knight-Protector of the Great Kingdom No  
Lasher    
Master of Chains No  
Master Samurai No  
Ninja of the Crescent Moon No  
Order of the Bow Initiate    
Ravager No  
Red Avenger    
Tribal Protector    
Warmaster    
Weapon Master    
1 May be permitted later
Tome and Blood: A Guidebook to Wizards and Sorcerers
Allowable prestige classes will be reviewed as requested.
Prestige Class PC Allowed? Restrictions
Acolyte of the Skin No  
Alienist No  
Arcane Trickster Yes  
Bladesinger Yes  
Blood Magus No  
Candle Caster No  
Dragon Disciple No
Elemental Savant Yes  
Fatespinner No  
Mage of the Arcane Order No1  
Mindbender No  
Pale Master No  
Spellsword Yes  
True Necromancer No  
Wayfarer Guide No  
1 May be permitted later


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Skills

Forgotten Realms Campaign Setting
No new skills are presented in this book.
Defenders of the Faith: A Guidebook to Clerics and Paladins
Allowable skills will be reviewed as requested.
Skill PC Allowed? Restrictions
Craft (Stonecarving) Yes None
Craft (Woodcarving) Yes None
Profession (Astrologer) Yes None
Magic of Faerun
No new skills are presented in this book.
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
No new skills are presented in this book.
Song and Silence: A Guidebook to Bards and Rogues
No new skills are presented in this book.
Sword and Fist: A Guidebook to Fighters and Monks
Allowable skills will be reviewed as requested.
Skill PC Allowed? Restrictions
Knowledge (Hearth Wisdom)  Yes  
Knowledge (Literature)  Yes  
Knowledge (Mathematics)  Yes  
Knowledge (Politics)  Yes General political principles; detailed knowledge of one particular area's politics. Detailed knowledge of more areas requires a separate Knowledge (Politics - area) for each.
Knowledge (Streetwise)  Yes General streetwise principles; detailed knowledge of one particular area. Detailed knowledge of more areas requires a separate Knowledge (Streetwise - area) for each.
Knowledge (War)  Yes  
Tome and Blood: A Guidebook to Wizards and Sorcerers
No new skills are presented in this book.
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Spells

Forgotten Realms Campaign Setting
Allowable spells will be reviewed as requested.
Spell Level PC Allowed? Restrictions
Aganazzar's Scorcher Sor/Wiz 2    
Analyze Portal Brd 3, Portal 2, Sor/Wiz 3    
Anyspell Spell 3    
Armor of Darkness Darkness 4    
Blacklight Darkness 3, Sor/Wiz 3    
Claws of Darkness Sor/Wiz 2    
Cloak of Dark Power Drow 3 No  
Create Magic Tattoo Sor/Wiz 2    
Darkbolt Darkness 5    
Eagle's Splendor Brd 2, Hrp 2, Sor/Wiz 2, Trade 3    
Elminster's Evasion Sor/Wiz 9    
Fantastic Machine Craft 6, Gnome 6    
Fire Stride Sor/Wiz 4    
Flashburst Hth 3, Sor/Wiz 3    
Flensing Sor/Wiz 8    
Gate Seal Brd 6, Clr 6, Drd 6, Sor/Wiz 6    
Gembomb Gnome 2, Trade 2    
Great Shout Sor/Wiz 8    
Greater Anyspell Spell 6    
Greater Fantastic Machine Craft 9    
Grimwald's Graymantle Sor/Wiz 5    
Lesser Ironguard Sor/Wiz 5    
Maelstrom Ocean 8    
Maw of Stone Cavern 7    
Moon Blade Hth 3, Moon 3    
Moon Path Hth 5, Moon 5    
Moonbeam Hth 2, Moon 2    
Moonfire Moon 9    
Scatterspray Hrp 1, Hth 1, Sor/Wiz 1    
Shadow Mask Hrp 2, Sor/Wiz 2    
Shadow Spray Sor/Wiz 2    
Snilloc's Snowball Swarm Sor/Wiz 2    
Spider Curse Spider 6    
Spider Shapes Spider 9    
Spiderform Drow 5 No  
Stone Spiders Spider 7    
Thunderlance Sor/Wiz 4    
Waterspout Ocean 7    
Defenders of the Faith: A Guidebook to Clerics and Paladins
Allowable spells will be reviewed as requested.
Spell Level PC Allowed? Restrictions
Aspect of the Deity Mysticism 6    
Bear's Heart Beastmaster 4, Clr 5, Drd 4    
Beast Claws Clr 4, Drd 3    
Beastmask Beastmaster 2, Drd 2    
Blessed Aim Clr 3, Pal 2    
Blight Clr 5, Drd 4    
Bolt of Glory Glory 6    
Bolts of Bedevilment Madness 5    
Brain Spider Clr 8, Mind 7    
Brambles Clr 2, Drd 2    
Briar Web Clr 3, Drd 2, Rgr 2    
Burial Blessing Clr 1    
Castigate Clr 4    
Chain of Chaos Clr 8    
Chain of Eyes Clr 3, Drd 4    
Crown of Glory Glory 8    
Curse of the Brute Clr 3, Pal 2    
Curse of Lycanthropy Pestilence 6    
Divine Agility Clr 5    
Divine Flame Clr 2    
Divine Sacrifice Pal 1    
Divine Storm Clr 4    
Divine Zephyr Clr 2    
Flame of Faith Clr 3    
Genesis Creation 9    
Greater Aspect of the Deity Mysticism 9    
Harrier Clr 4, Drd 3    
Knife Spray Clr 2    
Lesser Aspect of the Deity Mysticism 3, Pal 4    
Lesser Telepathic Bond Clr 3, Mind 3    
Maddening Scream Madness 8    
Monstrous Thrall Domination 9    
Otyugh Swarm Pestilence 9    
Plague of Rats Pestilence 5    
Probe Thoughts Mind 6, Sor/Wiz 6    
Rage Madness 3    
Recitation Clr 4    
Righteous Wrath of the Faithful Clr 7    
Scourge Pestilence 7    
Slime Wave Clr 7, Drd 7    
Spikes Clr 3, Drd 3    
Sweet Water Clr 3, Drd 2    
Sword Stream Clr 3    
Touch of Madness Madness 2    
True Creation Creation 8    
True Domination Domination 8    
Unbinding Exorcism 9, Sor/Wiz 9    
Unfailing Endurance Clr 4    
Weapon of the Deity Clr 4, Mysticism 4, Pal 4    
Weather Eye Clr 4, Drd 3    
Zeal Pal 2    
Magic of Faerun
Allowable spells will be reviewed as requested.
Spell Level PC Allowed? Restrictions   Spell Level PC Allowed? Restrictions
Acid Splash Sor/Wiz 0       Launch Item Sor/Wiz 1    
Acid Storm Sor/Wiz 6       Life Bolt Sor/Wiz 2    
Alamanther's Return Sor/Wiz 9       Living Prints Hrp 3, Rgr 2    
Amanuensis Clr 3 (Deneir), Sor/Wiz 3       Low-Light Vision Asn 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1    
Amplify Brd 1       Loyal Vassal Pal 3 (Siamorphe)    
Antimagic Aura Sor/Wiz 7       Lutzaen's Frequent Jaunt Sor/Wiz 5    
Aura Against Flame Clr 2 (Eldath)       Mace of Odo Clr 3 (Helm)    
Aura of Glory Pal 2       Mass Camouflage Drd 4, Hrp 4, Rgr 4    
Aura of Vitality Drd 7       Mass Teleport Sor/Wiz 7    
Azuth's Exalted Triad Clr 6       Master Air Drd 2    
Azuth's Spell Shield Clr 7 (Azuth)       Master Earth Drd 7    
Backlash Sor/Wiz 4       Maw of Chaos Sor/Wiz 9    
Balagarn's Iron Horn Brd 1, Sor/Wiz 2       Memory Rot Drd 5    
Ball Lightning Sor/Wiz 5       Mestil's Acid Breath Sor/Wiz 3    
Battering Ram Sor/Wiz 2       Mestil's Acid Sheath Sor/Wiz 5    
Battletide Clr 5 (Xvim/Bane)       Minor Disguise Brd 0    
Binding Winds Drd 5       Monstrous Regeneratons Clr 5    
Black Blade of Disaster Sor/Wiz 9       Murderous Mist Drd 4    
Blackstaff Sor/Wiz 8       Mystic Lash Clr 3 (Bane)    
Blade Thirst Rgr 3       Nature's Balance Drd 4    
Blinding Spittle Drd 1       Naturewatch Drd 0, Hth 0, Rgr 1    
Blindsight Clr 4, Drd 3, Sor/Wiz 3       Net of Shadows Sor/Wiz 1    
Blood Frenzy Drd 2       Nightmare Lullaby Brd 2    
Body Blades Clr 2 (Loviatar)       Nybor's Gentle Reminder Sor/Wiz 1 (Red Wizard)    
Bombardment Drd 8       Nybor's Mild Admonishment Sor/Wiz 3 (Red Wizard)    
Branch to Branch Rgr 1       Nybor's Stern Reproof Sor/Wiz 7 (Red Wizard)    
Brilliant Aura Drd 7       Nybor's Wrathful Castigation Sor/Wiz 8 (Red Wizard)    
Cacophonic Shield Brd 6, Sor/Wiz 6       One with the Land Drd 2, Hth 2, Rgr 2    
Camouflage Drd 1, Hrp 1, Rgr 1       Owl's Insight Drd 5    
Cast in Stone Drd 9       Poison Vines Drd 7    
Celebration Brd 4       Prismatic Eye Sor/Wiz 6    
Circle Dance Brd 2, Clr 3, Drd 3       Puppeteer Brd 3    
Claws of the Beast Drd 1, Rgr 2       Quillfire Drd 3    
Cloudburst Drd 2       Ram's Might Drd 0, Rgr 1    
Cloud of Bewilderment Brd 2, Sor/Wiz 2       Remedy Moderate Wounds Clr 3, Drd 2    
Cocoon Drd 8       Reveille Brd 3    
Combust Sor/Wiz 2 (Red Wizard)       Revenance Brd 5, Clr 4 (Jergal), Pal 4    
Corrosive Grasp Sor/Wiz 1       Reverse Arrows Sor/Wiz 3    
Crawling Darkness Clr 5 (Shar)       Righteous Fury Pal 3    
Create Crossroads and Backroad Drd 7       Rosemantle Clr 1 (Lathander)    
Crumble Drd 6       Safe Clearing Rgr 3    
Curse of Ill Fortune Clr 2 (Beshaba)       Scent Drd 2, Rgr 2, Sor/Wiz 2    
Darkfire Clr 3 (drow pantheon)       Scintillating Sphere Sor/Wiz 3 (Halruaa)    
Dark Way Clr 3 (Mask)       Seek Eternal Rest Pal 4 (Jergal)    
Darsson's Potion Sor/Wiz 4       Shadow Hand Sor/Wiz 5    
Deafening Clang Pal 1 (Gaerdal Ironhand)       Shadow Well Sor/Wiz 4    
Death Armor Sor/Wiz  2       Share Husk Drd 2    
Death Dragon Clr 7       Shatterfloor Sor/Wiz 3    
Death Pact Clr 8 (Velsharoon)       Shelgarn's Persistent Blade Sor/Wiz 1    
Decoy Image Rgr 3       Shroud of Undeath Sor/Wiz 2    
Detect Crossroads Brd 0, Drd 0       Silent Portal Asn 1, Sor/Wiz 0    
Dhulark's Glasstrike Sor/Wiz 6       Silverbeard Pal 1 (Clangeddin Silverbeard)    
Dimensional Lock Clr 8, Sor/Wiz 8       Simbul's Skeletal Deliquescence Sor/Wiz 8    
Dirge Brd 6       Simbul's Spell Matrix Sor/Wiz 5    
Disguise Undead Sor/Wiz 2       Simbul's Spell Sequencer Sor/Wiz 7    
Disquietude Brd 2       Skeletal Guard Sor/Wiz 8    
Distort Speech Brd 1       Skull of Secrets Clr 4 (Cyric)    
Doomtide Clr 4 (Beshaba)       Smell of Fear Rgr 1    
Drown Drd 6       Snakebite Drd 3, Rgr 4    
Earthfast Drd 2       Songbird Brd 0    
Easy Climb Rgr 3       Spectral Stag Clr 2 (Malar)    
Easy Trail Drd 2, Hrp 2, Rgr 2       Speechlink Brd 4    
Echo Skull Drd 5       Speed Swim Drd 1, Rgr 1, Sor/Wiz 1    
Electric Jolt Sor/Wiz 0       Spell Engine Sor/Wiz 8    
Elminster's Effulgent Epuration Sor/Wiz 9       Spell Enhancer Sor/Wiz 4    
Energy Transformation Field Sor/Wiz 6       Spellmantle Clr 6 (Mystra)    
Explosive Cascade Sor/Wiz 4       Spell Phylactery Clr 5 (Mystra)    
Faith Healing Blk 1, Clr 1, Pal 1       Spell Shield Clr 2 (Mystra)    
Favor of Ilmater Clr 4 (Ilmater), Pal 4       Spider Poison Asn 3, Sor/Wiz 3    
Fiendform Sor/Wiz 6 (Red Wizard)       Spirit Worm Sor/Wiz 1    
Fire Spiders Sor/Wiz 6       Stalking Brand Rgr 1    
Firebrand Sor/Wiz 5       Steeldance Sor/Wiz 3    
Flame Dagger Hth 2, Sor/Wiz 2 (Red Wizard)       Stone Bones Clr 2, Sor/Wiz 2    
Force Ladder Sor/Wiz 2       Stonehold Drd 6    
Forceward Clr 3 (Helm), Pal 3       Stone Shatter Brd 4    
Forcewave Sor/Wiz  1       Stone Walk  Clr 6 (Bane)    
Fortunate Fate Clr 7 (Tymora)       Stormrage Clr 8 (Talos)    
Gedlee's Electric Loop Sor/Wiz 2       Storm Tower Drd 7    
G'elsewhere Chant Brd 3       Strategic Charge Blk 1, Pal 1 (Red Knight)    
Gemjump Sor/Wiz 7       Strength of Stone Pal 2 (Moradin)    
General of Undeath Clr 8 (Velsharoon)       Summon Undead I Sor/Wiz 1    
Ghorus Toth's Metal Melt Sor/Wiz 4       Summon Undead II Sor/Wiz 2    
Ghostharp Brd 0       Summon Undead III Sor/Wiz 3    
Glory of the Martyr Pal 4 (Ilmater)       Summon Undead IV Sor/Wiz 4    
Greater Ironguard Sor/Wiz 7       Summon Undead V Sor/Wiz 5    
Greate Mage Hand Sor/Wiz 3       Suppress Glyph Clr 6 (Deneir)    
Great Thunderclap Sor/Wiz 7       Surefoot Rgr 1    
Gutsnake Sor/Wiz 4       Symbol Clr 8, Sor/Wiz 8    
Handfire Clr 1 (Selune), Drd 1, Hrp 1, Hth 1, Rgr 1       Tirumael's Energy Spheres Sor/Wiz 4    
Hand of Divinity Blk 2, Clr 2, Pal 2       Tortoise Shell Drd 3    
Hand of Torm Clr 4 (Torm), Pal 4       Towering Oak Rgr 1    
Hardening Sor/Wiz 6       Transcribe Symbol Sor/Wiz 8    
Harmony Brd 1       Translocation Trick Sor/Wiz 6    
Haunting Tune Brd 3       Undead Bane Weapon Pal 3 (Kelemvor)    
Healing Sting  Drd 3       Undead Lieutenant Sor/Wiz 3    
Healing Touch Sor/Wiz 3       Undead Torch Sor/Wiz 3    
Herald's Call Brd 1, Hrp 1       Undeath after Death Clr 7 (Bane)    
Holy Star Clr 7 (Mystra)       Undeath's Eternal Foe Clr 9 (Lathander)    
Horizikaul's Boom Sor/Wiz 1       Undeath to Death Clr 6, Sor/Wiz 6    
Horizikaul's Cough Sor/Wiz 0       Understand Device Clr 3 (Gond)    
Horizikaul's Versatile Vibration Sor/Wiz 5       Vine Mine Drd 5    
Hunter's Mercy Rgr 1       Vipergout Sor/Wiz 7    
Ice Dagger Sor/Wiz 1       Vision of Glory Clr 1, Pal 1    
Igedrazaar's Miasma Sor/Wiz 2       Wall of Chaos Clr 4, Sor/Wiz 4    
Inferno Drd 5       Wall of Good Clr 4, Sor/Wiz 4    
Infestation of Maggots Drd 3       Wall of Evil Clr 4, Sor/Wiz 4    
Iron Bones Clr 4, Sor/Wiz 4       Wall of Law Clr 4, Sor/Wiz 4    
Ironguts  Sor/Wiz 2       War Cry Brd 4    
Jaws of the Wolf Drd 4       Warning Shout Pal 1 (Arvoreen)    
Kaupaer's Skittish Nerves Sor/Wiz 1       Weapon of the Deity Blk 4, Clr 4, Pal 4    
Khelben's Suspended Silence Sor/Wiz 3       Weapon of Impact Brd 3, Clr 3, Sor/Wiz 3    
Kiss of the Vampire Sor/Wiz 5       Wieldskill Clr 1 (Gond)    
Know Greatest Enemy Blk 3, Pal 3 (Savras)       Wind at Back Drd 4    
Know Protections Brd 1, Sor/Wiz 1       Wind Tunnel Drd 5    
Know Vulnerabilities Brd 4, Clr 4       Wounding Whispers Brd 3    
Laeral's Cutting Hand Sor/Wiz 1       Zajimarn's Avalanche Sor/Wiz 9    
Land Womb Drd 4 Hth 4, Rgr 4       Zajimarn's Field of Icy Razors Sor/Wiz 8    
Launch Bolt Sor/Wiz 1       Zajimarn's Ice Claw Prison Sor/Wiz 7    
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Allowable spells will be reviewed as requested.
Spell Level PC Allowed? Restrictions   Spell Level PC Allowed? Restrictions
Adrenaline Surge Drd 2, Sor/Wiz 2       Invulnerability to Elements Drd 9    
Animal Reduction Drd 2, Rgr 3       Kiss of Death Drd 5    
Animal Trick Drd 0, Rgr 1       Languor Drd 4    
Beget Bogun Drd 1       Last Breath Drd 4    
Big Sky Drd 5       Lookingglass Drd 9    
Blight Clr 5, Drd 4       Mandragora Drd 6    
Bloodhound Rgr 1       Mass Awaken Drd 8    
Body of the Sun Drd 2, Sor/Wiz 2       Mass Calm Drd 4    
Bottle of Smoke Drd 4, Rgr 3       Mass Trance Drd 5    
Briar Web Drd 2, Rgr 2       Miasma Drd 4    
Camouflage Drd 1, Rgr 1       Might of the Oak Drd 2    
Cloak of the Sea Drd 5, Sor/Wiz 5       Nature's Avatar Drd 9    
Cloudwalkers Drd 7       Nature's Favor  Drd 3, Rgr 2    
Contagious Touch Drd 6       Persistence of the Waves Drd 2    
Countermoon Drd 3       Power Sight Drd 1    
Creeping Cold Drd 2       Protection from All Elements Drd 6    
Darkseed Drd 0       Regenerate Circle Drd 6    
Dawn Drd 0, Rgr 1       Regenerate Critical Wounds Clr 6, Drd 5    
Daze Animal Drd 0       Regenerate Light Wounds Clr 1, Drd 1    
Decomposition Drd 2       Regenerate Moderate Wounds Clr 3, Drd 2    
Detect Favored Enemy Rgr 3       Regenerate Ring Drd 3    
Druid Grove Drd 5       Regenerate Serious Wounds Clr 5, Drd 4    
Embrace the Wild Drd 3, Rgr 3       Sandblast Drd 1    
Epidemic Drd 9       Scarecrow Drd 0    
False Bravado Drd 3       Slime Wave Clr 7, Drd 7    
Feathers Drd 4       Speak with Anything Drd 8    
Fire Eyes Drd 0       Speed of the Wind Drd 2    
Forestfold Drd 4, Rgr 3       Standing Wave Drd 3    
Greater Call Lightning Drd 6       Thunderswarm Drd 9    
Greater Creeping Cold Drd 7       True Reincarnate Drd 9    
Green Blockade Drd 2       Waterball Drd 4    
Hawkeye Drd 1, Rgr 1       Wood Wose Drd 1    
Song and Silence: A Guidebook to Bards and Rogues
Allowable spells will be reviewed as requested.
Spell Level PC Allowed? Restriction
Absorb Weapon Asn 3  No  
Allegro Brd 4     
Ambient Song Brd 1     
Blunt Weapon  Brd 3     
Choir Brd 4     
Crescendo Brd 2     
Easy Math Brd 0     
Fanfare  Brd 6     
Fine-Tuning Brd 0     
Focusing Chant Brd 1     
Follow the Leader Brd 4     
Fortissimo Brd 2     
Getaway Asn 2  No  
Harmonic Chorus Brd 4     
Harmonize Brd 2     
Healthful Slumber Brd 3     
Hymn of Praise  Brd 3     
Improvisation Brd 5     
Infernal Threnody Brd 3     
Insidious Rhythm Brd 6     
Joyful Noise Brd 1     
Listening Coin Brd 4     
Lullaby Brd 1     
Otto's Resistable Dance Brd 5     
Percussion Brd 0     
Protege Brd 6     
Sniper's Eye Asn 4  No  
Song of Discord Brd 5     
Spectral Weapon Brd 4     
Spring Sheath  Asn 1  No  
Summon Instrument Brd 2     
Sympathetic Vibration Brd 6     
Wail of Doom Brd 5    
Zone of Silence Brd 4     
Sword and Fist: A Guidebook to Fighters and Monks
No new spells are presented in this book.
Tome and Blood: A Guidebook to Wizards and Sorcerers
Allowable spells will be reviewed as requested.
Spell Level PC Allowed? Restriction
Absorption Sor/Wiz 9    
Acid Orb Sor/Wiz 4    
Arcane Sight Sor/Wiz 3    
Chain Contingency Sor/Wiz 9    
Choke Sor/Wiz 2    
Cold Orb Sor/Wiz 4    
Command Undead Sor/Wiz 2    
Corpse Candle Sor/Wiz 3    
Dimensional Lock Clr 8, Sor/Wiz 8    
Disguise Undead Sor/Wiz 2    
Eagle's Splendor1 Brd 2, Clr 2, Sor/Wiz 2    
Electric Orb Sor/Wiz 4    
Energy Buffer Sor/Wiz 5    
Energy Immunity Clr 6, Drd 6, Sor/Wiz 7    
Enhance Familiar Sor/Wiz 3    
Familiar Pocket Sor/Wiz 2    
False Life Sor/Wiz 2    
Feign Death Sor/Wiz 3    
Filter Clr 2, Drd 2, Sor/Wiz 2    
Fire Orb Sor/Wiz 4    
Fortify Familiar Sor/Wiz 4    
Fox's Cunning Brd 2, Clr 2, Sor/Wiz 2    
Gaze Screen Clr 2, Drd 2, Sor/Wiz 2    
Ghostform Sor/Wiz 5    
Great Shout1 Brd 6, Sor/Wiz 8    
Hide Life Sor/Wiz 9    
Ice Burst Sor/Wiz 3    
Ice Knife Sor/Wiz 2    
Imbue Familiar with Spell Ability Sor/Wiz 6    
Indifference Sor/Wiz 2    
Lesser Acid Orb Sor/Wiz 1    
Lesser Cold Orb Sor/Wiz 1    
Lesser Electric Orb Sor/Wiz 1    
Lesser Fire Orb Sor/Wiz 1    
Lesser Sonic Orb Sor/Wiz 1    
Mass Darkvision Sor/Wiz 4    
Mass Fly Sor/Wiz 5    
Mass Resist Elements Clr 3, Drd 3, Sor/Wiz 4    
Mass Teleport Sor/Wiz 7    
Mordenkainen's Private Sanctum Sor/Wiz 5    
Negative Energy Burst Sor/Wiz 3    
Negative Energy Ray Sor/Wiz 1    
Negative Energy Wave Sor/Wiz 4    
Otiluke's Dispelling Screen Sor/Wiz 4    
Otiluke's Greater Dispelling Screen Sor/Wiz 7     
Owl's Wisdom Brd 2, Clr 2, Sor/Wiz 2    
Polymorph Other2 Sor/Wiz 4    
Polymorph Self2 Rgr 4, Sor/Wiz 4    
Repair Critical Damage Sor/Wiz 4    
Repair Light Damage Sor/Wiz 1    
Repair Minor Damage Sor/Wiz 0    
Repair Moderate Damage Sor/Wiz 2    
Repair Serious Damage Sor/Wiz 3    
Sonic Orb Sor/Wiz 4    
Spirit Wall Sor/Wiz 5    
Undeath to Death Clr 6, Sor/Wiz 6    
1 Spell first appeared in the Forgotten Realms Campaign Setting.
2 Spell first appeared in the Player's Handbook..


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