SHAMAN SPELLS
0-LEVEL SHAMAN SPELLS
Cure Minor Wounds. Cures 1 point of damage.
Detect Disease*. Detects disease in one creature or object.
Detect Magic. Detects spells and magic items within 60 ft.
Detect Poison. Detects poison in one creature or object.
Guidance. +1 on one roll, save, or check.
Inflict Minor Wounds. Touch attack, 1 point of damage.
Mending. Makes minor repairs on an object.
Purify Food and Drink. Purifies 1 cu. ft./level of food or water.
Read Magic. Read scrolls and spellbooks.
Resistance. Subject gains +1 on saving throws.
Virtue. Subject gains 1 temporary hp.
1ST-LEVEL SHAMAN SPELLS
Animal Friendship. Gains permanent animal companions.
Attraction*. Attacks are drawn to the subject creature, dealing more damage.
Bane. Enemies suffer –1 attack, –1 on saves against fear.
Bless. Allies gain +1 attack and +1 on saves against fear.
Bless Water. Makes holy water.
Calm Animals. Calms 2d4 +1/level HD of animals, beasts, and magical beasts.
Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
Curse Water. Makes unholy water.
Deathwatch. Sees how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law. Reveals creatures, spells, or objects.
Detect Undead. Reveals undead within 60 ft.
Doom. One subject suffers –2 on attacks, damage, saves, and checks.
Endure Elements. Ignores 5 damage/round from one energy type.
Entropic Shield. Ranged attacks against you suffer 20% miss chance.
Inflict Light Wounds. Touch, 1d8 +1/level damage (max +5).
Invisibility to Undead. Undead can’t perceive one subject/level.
Obscuring Mist. Fog surrounds you.
Protection from Chaos/Evil/Good/Law. +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith. Aura grants +2 or higher deflection bonus.
Speak with Animals. You can communicate with natural animals.
Summon Nature’s Ally I. Calls creature to fight.
Trance*. Meditate to learn about nearby spirits.
Weapon Bless*. Prepare one weapon for combat against a particular foe.
2ND-LEVEL SHAMAN SPELLS
Aid. +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Ancestral Vengeance*. Ancestral spirit deals 1d6/two levels damage (maximum 5d6), 1d6/level (maximum 10d6) to undead.
Animal Messenger. Sends a Tiny animal to a specific place.
Augury. Learns whether an action will be good or bad.
Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.
Calm Emotions. Calms 1d6 subjects/level, negating emotion effects.
Commune with Lesser Spirit*. Lesser spirit answers one question/two levels.
Create Spring*. Creates a spring of fresh water.
Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).
Delay Poison. Stops poison from harming subject for 1 hour/level.
Enthrall. Captivates all within 100 ft. + 10 ft./level.
Ghoul Touch. Paralyzes one subject, who exudes stench (–2 penalty) nearby.
Hold Person. Holds one person helpless; 1 round/level.
Inflict Moderate Wounds. Touch attack, 2d8 +1/level damage (max +10).
Invisibility to Spirits*. Spirits can’t perceive 1 subject/level.
Know Motivation*. Sense basic needs and emotions of creatures.
Lesser Restoration. Dispels magic ability penalty or repairs 1d4 ability damage.
Protection from Spirits*. Keeps spirits at bay.
Rebuke*. Verbal rebuke stuns one creature for 1 round.
Remove Paralysis. Frees one or more creatures from paralysis, hold, or slow.
Speak with Plants. You can talk to normal plants and plant creatures.
Summon Nature’s Ally II. Calls creature to fight.
Warning*. Subject gets +4 to Listen and Spot and retains Dex bonus to AC when flat-footed.
3RD-LEVEL SHAMAN SPELLS
Bestow Curse. –6 to an ability; –4 on attacks, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness. Makes subject blind or deaf.
Castigate*. Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
Contagion. Infects subject with chosen disease.
Cure Serious Wounds. Cures 3d8 +1/level damage (max +15).
Detect Curse*. Detects curses on one person or object.
Dispel Magic. Cancels magical spells and effects.
Inflict Serious Wounds. Touch attack, 3d8 +1/level damage (max +15).
Invisibility to Enemies*. As invisibility to spirits, but all hostile creatures are affected.
Levitate. Subject moves up and down at your direction.
Locate Object. Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law. As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment. Armor or shield gains +1 enhancement/three levels.
Mental Strength*. Recipient gains +4 bonus on Will saves.
Mental Weakness*. Subject suffers –4 penalty on Will saves.
Possess Animal*. Your soul inhabits and controls an animal’s body.
Prayer. Allies gain +1 on most rolls, and enemies suffer –1.
Protection from Elements. Absorb 12 damage/level from one kind of energy.
Remove Blindness/Deafness. Cures normal or magical conditions.
Remove Curse. Frees object or person from curse.
Remove Disease. Cures all diseases affecting subject.
Speak with Dead. Corpse answers one question/two levels.
Substitution*. Half the damage you take is transferred to a figure of a spirit or deity.
Summon Nature’s Ally III. Calls creature to fight.
Tongues. Speak any language.
4TH-LEVEL SHAMAN SPELLS
Air Walk. Subject treads on air as if solid (climb at 45- degree angle).
Chaos Hammer. Damages and staggers lawful creatures.
Cure Critical Wounds. Cures 4d8 +1/level damage (max +20).
Discern Lies. Reveals deliberate falsehoods.
Discern Shapechanger*. Penetrates disguises and shape changes.
Dismissal. Forces a creature to return to native plane.
Divination. Provides useful advice for specific proposed actions.
Dream Sight*. Your spirit can hear and see at a distance for 1 min./level.
Fatigue*. Creature touched becomes fatigued.
Holy Smite. Damages and blinds evil creatures.
Inflict Critical Wounds. Touch attack, 4d8 +1/level damage (max +20)
Lesser Spirit Ally*. Exchange services with an 8 HD spirit.
Neutralize Poison. Detoxifies venom in or on subject.
Order’s Wrath. Damages and dazes chaotic creatures.
Polymorph Self. You assume a new form.
Reanimation*. Dead creature restored to half-life with 1 hp.
Reincarnate. Brings dead subject back in a random body.
Remove Fatigue*. Removes effects of fatigue as 8 hours of rest.
Restoration. Restores level and ability score drains.
Snake Barrier*. Keeps reptiles at bay.
Spell Immunity. Subject is immune to one spell/four levels.
Summon Nature’s Ally IV. Calls creature to fight.
Sustain*. Recipients need no food or drink for 6 hours/level.
Unholy Blight. Damages and sickens good creatures.
5TH-LEVEL SHAMAN SPELLS
Advice*. Subject follows your advice, even if complex or selfdestructive.
Atonement. Removes burden of misdeeds from subject.
Blood of Fire*. Four blood missiles deal 2d8 damage each.
Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification.
Circle of Doom. Deals 1d8 +1/level damage in all directions.
Commune with Greater Spirit*. Ask any spirit one question/level.
Control Winds. Change wind direction and speed.
Dispel Chaos/Evil/Good/Law. +4 bonus against attacks.
Dream. Sends message to anyone sleeping.
Ethereal Jaunt. You become ethereal for 1 round/level.
Healing Circle. Cures 1d8 +1/level damage in all directions.
Nightmare. Sends vision dealing 1d10 damage, fatigue.
Possess*. As possess animal, but any creature.
Raise Dead. Restores life to subject who died up to 1 day/level ago.
Scrying. Spies on subject from a distance.
Slay Living. Touch attack kills subject.
Summon Nature’s Ally V. Calls creature to fight.
True Seeing. See all things as they really are.
6TH-LEVEL SHAMAN SPELLS
Animate Objects. Objects attack your foes.
Etherealness. Travel to Ethereal Plane with companions.
Find the Path. Shows most direct way to a location.
Force Shapechange*. Forces shapechangers into natural form.
Geas/Quest. As lesser geas, plus it affects any creature.
Greater Dispelling. As dispel magic, but up to +20 on check.
Harm. Subject loses all but 1d4 hp.
Heal. Cures all damage, diseases, and mental conditions.
Plane Shift. Up to eight subjects travel to another plane.
Spirit Ally*. As lesser spirit ally, but up to 16 HD.
Stoneskin. Stops blows, cuts, stabs, and slashes.
Summon Nature’s Ally VI. Calls creature to fight.
Vulnerability*. Reduces an opponent’s damage reduction.
Wind Walk. You and your allies turn vaporous and travel fast.
7TH-LEVEL SHAMAN SPELLS
Blasphemy. Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather. Changes weather in local area.
Dictum. Kills, paralyzes, weakens, or dazes nonlawful subjects.
Greater Restoration. As restoration, plus restores all levels and ability scores.
Greater Scrying. As scrying, but faster and longer.
Holy Word. Kills, paralyzes, weakens, or dazes nongood subjects.
Refuge. Alters item to transport its possessor to you.
Regenerate. Subject’s severed limbs grow back.
Repulsion. Creatures can’t approach you.
Resurrection. Fully restore dead subject.
Summon Nature’s Ally VII. Calls creature to fight.
Sunbeam. Beam blinds and deals 3d6 damage.
Word of Chaos. Kills, confuses, stuns, or deafens nonchaotic subjects.
8TH-LEVEL SHAMAN SPELLS
Antimagic Field. Negates magic within 10 ft.
Cloak of Chaos. +4 AC, +4 resistance, and SR 25 against lawful spells.
Compel*. Changes the alignment of one creature.
Discern Location. Exact location of creature or object.
Earthquake. Intense tremor shakes 5-ft./level radius.
Greater Spirit Ally. As lesser spirit ally, but up to 24 HD.
Holy Aura. +4 AC, +4 resistance, and SR 25 against evil spells.
Mass Heal. As heal, but with several subjects.
Shield of Law. +4 AC, +4 resistance, and SR 25 against chaotic spells.
Summon Nature’s Ally VIII. Calls creature to fight.
Unholy Aura. +4 AC, +4 resistance, and SR 25 against good spells.
9TH-LEVEL SHAMAN SPELLS
Astral Projection. Projects you and companions into Astral Plane or Spirit World.
Gate. Connects two planes for travel or summoning.
Miracle. Requests a deity’s intercession.
Soul Bind. Traps newly dead soul to prevent resurrection.
Summon Nature’s Ally IX. Calls creature to fight.
True Resurrection. As resurrection, plus remains aren’t needed.
