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Pathfinder Reference Document

Step 6: Spells

This step is only for monsters that use the spellcaster array. For monsters that know only a few spells (rather than being focused primarily on spellcasting), choose an array other than spellcaster and give the monster the secondary spellcasting universal option in Step 7.

The spell choices for a spellcaster monster are intentionally limited compared to those of a full NPC, since a monster created using the simple monster creation system is designed to have enough spells to last though a single battle or session. If a monster created this way ends up appearing in multiple sessions, you can swap out the spells each time, assuming that doing so fits the nature and theme of the monster.

The spells you choose for the monster during this step represent its total spellcasting arsenal for an encounter. If you want to treat some of the spells as being cast from scrolls, wands, or staves, implement them as such during play. Regardless of the source, additional spells still count against the total number the monster can cast.

You'll also notice that some types of spells don't appear on these lists—especially spells that solely increase statistics, such as bull's strength, false life, and mage armor. That's because such spells are often cast before combat, and the simple monster creation system assumes the effects of those spells are already in the monster's base numbers.

Spell DCs: To determine the DC of a spell cast by a monster, add the spell's level to the number listed in the spell DC column of the monster's array. Use the spell's cleric or sorcerer/wizard level if multiple classes can cast it. If neither of those classes has the spell, use the highest spell level listed in the spell's description.

Choosing Spells

The easiest way to choose spells for a monster is to select a spell list from among those on the following pages that best matches its theme, using the options in this chapter. A fey with powerful spell-like abilities might choose the enchantment, fey, nature, or trickery spell list. A wizard dedicated to flame might choose the fire spell list, a dedicated transmuter would likely pick the transmutation list, and a generalist might take the arcane or magic list.

When you choose a spell list, the monster gains the following sets of spells according to its CR band—the spellcasting range its CR falls into.

This setup produces a spellcaster with a small number of powerful spells that it can use rarely, a larger number of weaker but still useful spells that it can use often, and spells so weak that it hardly ever uses them in battle but can use them frequently.

Note that a CR 0–3 monster doesn't gain any at-will spells or any spells usable three times per day, and a CR 4–7 monster doesn't gain any at-will spells.

Write down the spells and the number of times they can be used. For the sample monsters later in this chapter, the spells are separated into attack spells, defensive spells, and utility spells, but this step is optional.

When you pick a spell list, the monster automatically gains the benefit listed at the bottom of that spell list. If you choose to create your own spell list, choose the benefit that matches your monster best, or create your own benefit for that monster instead.

For example, a CR 9 monster using the aberrant spell list would gain feeblemind and spell resistance once per day each (from the 8–11 CR band); beast shape I, major image, acid arrow, and see invisibility three times per day each (from the 4–7 CR band); and cause fear and long arm usable at will (from the 0–3 CR band). It would also gain the spell list's benefit: the fortification universal monster rule.

In-Depth Spell Choice

These lists are arranged to facilitate maximum speed in choosing spells, but you can choose spells individually, give the monster secondary spells in place of primary spells (which is why the CR 16+ band lists secondary spells), or mix and match at your discretion. To keep your monster balanced, don't deviate too far from the number of spells listed for its power level, though you can decrease or increase the number of spells within reason.

If you want to pick spells one by one, use the following spell levels for each CR band.

CR BandSpell Level
0–30 or 1st
4–72nd or 3rd
8–114th or 5th
12–156th or 7th
16+8th or 9th

Spell Lists

The following lists are themed to different uses of magic, and also correspond to bloodlines, domains, and other prominent spell themes. For a monster with a class graft, use the graft's suggested spell lists to help you choose the monster's spells.

Aberrant Spell List

CR BandPrimary SpellsSecondary Spells
0–3Cause fear, long armDaze, silent image
4–7beast shape I, major imageacid arrow, see invisibility
8–11feeblemind, spell resistancebeast shape II, black tentacles
12–15plane shift, project imagebeast shape IV, veil
16+Foresight, shapechangemind blank, polymorph any object
Benefit: The monster gains the benefit of the fortification universal monster rule.

Abjuration Spell List

CR BandPrimary SpellsSecondary Spells
0–3endure elements, protection from chaos/evil/good/lawAlarm, hold portal
4–7nondetection, protection from energydispel magic, resist energy
8–11Dismissal, stoneskindimensional anchor, lesser globe of invulnerability
12–15antimagic field, banishmentglobe of invulnerability, greater dispel magic
16+mage's disjunction, prismatic sphereprismatic wall, protection from spells
Benefit: Choose one energy type. The monster gains resistance 5 to that type of damage. At CR 12, increase the resistance to 10. At CR 16, increase the resistance to 20.

Abyssal Spell List

CR BandPrimary SpellsSecondary Spells
0–3burning hands, summon monster ICause fear, protection from good or law
4–7Rage, summon monster IIIalter self, scare
8–11Dismissal, summon monster Vchaos hammer, dimension door
12–15summon monster VI, word of chaosgreater dispel magic, greater teleport
16+energy drain, summon monster IXcloak of chaos, unholy aura
Benefit: Increase the monster's Strength modifier by 1. At CR 13, increase it by 2 instead. At CR 17, increase it by 3 instead.

Acid Spell List

CR BandPrimary SpellsSecondary Spells
0–3corrosive touch, obscuring mistacid splash, cause fear
4–7Empowered corrosive touch, protection from energy (acid only)acid arrow, resist energy (acid only)
8–11acidic spray, corrosive consumptionrusting grasp, transmute rock to mud
12–15Widened acid fog, caustic eruptionQuickened acid arrow, acid fog
16+Empowered caustic eruption, form of the dragon III (black only)Maximized acidic spray, storm of vengeance
Benefit: The monster gains acid resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains acid immunity.

Air Spell List

CR BandPrimary SpellsSecondary Spells
0–3Jump, obscuring mistfeather fall, open/close
4–7gaseous form, wind wallFly, gust of wind
8–11Control wind, overland flightair walk, extended wind wall
12–15control weather, elemental body IV (air only)chain lightning, reverse gravity
16+elemental swarm (air only), winds of vengeanceEmpowered chain lightning, whirlwind
Benefit: Increase the monster's movement speed by 10 feet.

Alchemy Spell List

CR BandPrimary SpellsSecondary Spells
0–3expeditious retreat, true strikeant haul, jump
4–7Displacement, flyInvisibility, vomit swarm
8–11magic jar, overland flightdragon's breath, stoneskin
12–15Eyebite, twin formHeal, true seeing
16+fiery body, shapechangeClone, simulacrum
Benefit: The monster gains a +2 bonus on saving throws against disease and poison.

Animal Spell List

CR BandPrimary SpellsSecondary Spells
0–3Hold animal, summon nature's ally ICharm animal, hide from animals
4–7dominate animal, greater magic fangbeast shape I (animal only), speak with animals
8–11animal growth, insect plaguegiant vermin, locate creature
12–15antilife shell, summon nature's ally VII (animal only)beast shape IV (animal only), mass cure light wounds
16+Quickened insect plague, shapechangeanimal shapes, summon nature's ally VII (animals only)
Benefit: Animal allies within 20 feet of the monster gain a +1 luck bonus on attack rolls.

Arcane Spell List

CR BandPrimary SpellsSecondary Spells
0–3expeditious retreat,Light, prestidigitation, magic missile
4–7dispel magic, levitateInvisibility, scorching ray
8–11Empowered lightning bolt, overland flightdimension door, lesser globe of invulnerability
12–15Quickened dispel magic, greater teleportMaximized fireball, true seeing
16+power word kill, quickened wall of force Maximized cone of cold, power word stun
Benefit: Increase the saving throw DCs of any of the monster's spells to which a metamagic feat has been applied by 1.

Artifice Spell List

CR BandPrimary SpellsSecondary Spells
0–3animate rope, magic stonefloating disk, mending
4–7stone shape, tiny hutmake whole, wood shape
8–11major creation, wall of stoneFabricate, minor creation
12–15limited wish, wall of ironanimate objects, flesh to stone
16+crushing hand, prismatic sphereIron body, polymorph any object
Benefit: When the monster casts a spell from this list, it gains a deflection bonus to AC equal to the spell's level for 1 round.

Battle Spell List

CR BandPrimary SpellsSecondary Spells
0–3Bless, expeditious retreatBleed, flare
4–7Fly, hasteInvisibility, protection from arrows
8–11interposing hand, teleportdimension door, greater invisibility
12–15giant form I, transformationgreater teleport, true seeing
16+mass hold monster, time stopMislead, power word stun
Benefit: Increase the monster's attack bonus for all attacks by 1.

Celestial Spell List

CR BandPrimary SpellsSecondary Spells
0–3Bless, divine favorGuidance, light
4–7magic circle against evil, prayercure moderate wounds, resist energy
8–11flame strike, greater commandblessing of fervor, holy smite
12–15banishment, holy wordEmpowered flame strike, greater dispel magic
16+Quickened flame strike, gateholy aura, sunburst
Benefit: The monster gains resistance 5 to acid and cold. At CR 12, these resistances increase to 10.

Chaos Spell List

CR BandPrimary SpellsSecondary Spells
0–3Lesser confusion, protection from lawDaze, entropic shield
4–7magic circle against law, ragealter self, daze monster
8–11dispel law, mind fogchaos hammer, confusion
12–15Insanity, word of chaosanimate objects, repulsion
16+prismatic sphere, summon monster IX (chaotic only)cloak of chaos, scintillating pattern
Benefit: The monster's attacks count as chaotic for the purpose of overcoming damage reduction.

Charm Spell List

CR BandPrimary SpellsSecondary Spells
0–3Charm person, hypnotismDaze, message
4–7Hold person, suggestionCalm emotions, daze monster
8–11Charm monster,Confusion, lesser geas, dominate person
12–15Insanity, mass hold personGeas/quest, mass suggestion
16+dominate monster, mass hold monsterDemand, mass charm monster
Benefit: The monster gains a +4 bonus on saving throws against charm effects.

Cold Spell List

CR BandPrimary SpellsSecondary Spells
0–3Frostbite, obscuring mistendure elements, ray of frost
4–7protection from energy, sleet stormchill metal, resist energy
8–11cone of cold, enlargedice stormice storm, wall of ice
12–15control weather, form of the dragon II (white dragon only)Empowered cone of cold, freezing sphere
16+Quickened cone of cold, form of the dragon III (white dragon only)polar ray, simulacrum
Benefit: The monster gains cold resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains cold immunity.

Community Spell List

CR BandPrimary SpellsSecondary Spells
0–3Bless, sanctuarycure light wounds, virtue
4–7dispel magic, prayerAid, shield other
8–11telepathic bond, wall of stonecure critical wounds, status
12–15Heal, repulsionbanishment, blade barrier
16+Foresight, miracledimensional lock, mass cure critical wounds
Benefit: The monster gains Diplomacy as an additional master skill.

Conjuration Spell List

CR BandPrimary SpellsSecondary Spells
0–3Grease, summon monster Iacid splash, guidance
4–7stinking cloud, summon monster IIIacid arrow, summon monster II
8–11summon monster V, teleportdimension door, summon monster IV
12–15greater teleport, summon monster VIIacid fog, summon monster VI
16+Gate, summon monster IXincendiary cloud, summon monster VIII
Benefit: The monster doubles the duration of all conjuration (summoning) spells it casts.

Darkness Spell List

CR BandPrimary SpellsSecondary Spells
0–3Cause fear, obscuring mistDaze, silent image
4–7deeper darkness, displacementBlindness/deafness (only to cause blindness), darkness
8–11shadow evocation, summon monster V (1d3 shadows)black tentacles, shadow conjuration
12–15greater shadow conjuration, power word blindQuickened darkness, shadow walk
16+energy drain, shadesgreater shadow evocation, maximized shadow evocation
Benefit: The monster's spells with the darkness descriptor count as 1 spell level higher.

Death Spell List

CR BandPrimary SpellsSecondary Spells
0–3chill touch, ray of enfeeblementBleed, touch of fatigue
4–7stricken heart, vampiric touchdeath knell, ghoul touch
8–11slay living, waves of fatiguedeath ward, enervation
12–15Destruction, finger of deathcircle of death, undeath to death
16+energy drain, wail of the bansheehorrid wilting, symbol of death
Benefit: Increase the saving throw DC of any death spell the monster casts by 1.

Destined Spell List

CR BandPrimary SpellsSecondary Spells
0–3Alarm, protection from chaos/evil/good/lawexpeditious retreat, true strike
4–7Displacement, protection from energyBlur, good hope
8–11break enchantment, debilitating portentDivination, freedom of movement
12–15Quickened displacement, jolting portentMislead, spell turning
16+Foresight, quickened freedom of movementmind blank, moment of prescience
Benefit: Increase all the monster's saving throw bonuses by 1.

Destruction Spell List

CR BandPrimary SpellsSecondary Spells
0–3burning hands, true strikeacid splash, ray of frost
4–7fireball, rageacid arrow, shatter
8–11Maximized acid arrow, shoutice storm, inflict critical wounds
12–15disintegrate, quickened lightning boltMaximized fireball, harm
16+Empowered disintegrate, implosionEarthquake, fire storm
Benefit: Increase the saving throw DCs of any spells the monster casts that deal damage by 1.

Divination Spell List

CR BandPrimary SpellsSecondary Spells
0–3anticipate peril, unprepared combatantGuidance, true strike
4–7Clairaudience/clairvoyance, see invisibilityarcane sight, detect thoughts
8–11Scrying, telepathic bonddiscern lies, locate creature
12–15greater arcane sight, greater scryingfind the path, true seeing
16+Foresight, prediction of failurediscern location, moment of prescience
Benefit: The monster cannot be surprised while it is conscious and able to take actions.

Draconic Spell List

CR BandPrimary SpellsSecondary Spells
0–3burning hands, cause fearJump, true strike
4–7Fly, hastedraconic reservoir, scare
8–11overland flight, spell resistancedragon's breath, fear
12–15form of the dragon II, spell turningform of the dragon I, symbol of fear
16+form of the dragon III, wishForesight, power word stun
Benefit: The monster's AC and flat-footed AC increase by 2. In addition, the monster gains resistance 5 to your choice of acid, cold, electricity, or fire.

Earth Spell List

CR BandPrimary SpellsSecondary Spells
0–3expeditious excavation, magic stoneacid splash, resistance
4–7meld into stone, stone shapeacid arrow, soften earth and stone
8–11transmute mud to rock, transmute rock to mudspike stones, wall of stone
12–15elemental body IV (earth only), wall of ironmajor creation, move earth
16+elemental swarm (earth only), imprisonmentEarthquake, iron body
Benefit: The monster gains acid resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains acid immunity.

Electricity Spell List

CR BandPrimary SpellsSecondary Spells
0–3expeditious retreat, shocking graspFlare, obscuring mist
4–7call lightning, lightning boltelemental aura (electricity only), elemental touch (electricity only)
8–11call lightning storm, empowered lightning boltball lightning, dragon's breath (electricity only)
12–15chain lightning, quickened lightning boltcontrol weather, form of the dragon II (blue or bronze only)
16+Empowered chain lightning, empowered quickened lightning boltform of the dragon III (blue or bronze only), power word stun
Benefit: The monster gains electricity resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains electricity immunity.

Elemental Spell List

CR BandPrimary SpellsSecondary Spells
0–3burning hands, produce flameray of frost, resistance
4–7fireball, lightning boltscorching ray, sleet storm
8–11control winds, elemental body IIelemental body I, ice storm
12–15elemental body IV, fire stormelemental body III, freezing sphere
16+elemental swarm, meteorEmpowered chain lightning, summon monster VIII (elementals only)
Benefit: The monster gains one of the following: a fly speed of 60 feet with average maneuverability, a burrow speed of 30 feet, a 30-foot increase to its base speed, or a swim speed of 60 feet.

Enchantment Spell List

CR BandPrimary SpellsSecondary Spells
0–3Charm person, sleepDaze, hypnotism
4–7hideous laughter, hold personSuggestion, touch of idiocy
8–11dominate person, feeblemindCharm monster, confusion
12–15Insanity, mass suggestionmass hold person, power word blind
16+irresistible dance, power word killbinding, power word stun
Benefit: The monster gains either Bluff or Diplomacy as an additional master skill.

Evil Spell List

CR BandPrimary SpellsSecondary Spells
0–3Bane, inflict light woundsBleed, protection from good
4–7bestow curse, magic circle against goodDarkness, ghoul touch
8–11dispel good, slay livinginflict critical wounds, unholy blight
12–15blasphemy, destructionHarm, mass inflict moderate wounds
16+power word kill, summon monster IX (evil only)power word stun, unholy aura
Benefit: The monster's attacks count as evil for the purpose of overcoming damage reduction.

Evocation Spell List

CR BandPrimary SpellsSecondary Spells
0–3burning hands, magic missileLight, ray of frost
4–7fireball, lightning boltscorching ray, shatter
8–11cone of cold, empowered fireballice storm, wall of fire
12–15delayed blast fireball, quickened fireballchain lightning, maximized lightning bolt
16+Quickened ice storm, meteor swarmpolar ray, sunburst
Benefit: The monster adds 1/2 its CR to the damage dealt with evocation spells it casts.

Fey Spell List

CR BandPrimary SpellsSecondary Spells
0–3Charm person, entangledancing lights, faerie fire
4–7deep slumber, suggestionglitterdust, hideous laughter
8–11baleful polymorph, tree stridedimension door, poison
12–15Insanity, phase doorMislead, transport via plants
16+Shambler, shapechangeirresistible dance, scintillating pattern
Benefit: Increase the saving throw DCs of any compulsion spell the monster casts by 2.

Fire Spell List

CR BandPrimary SpellsSecondary Spells
0–3burning hands, heat metalFlare, produce flame
4–7Empowered burning hands, fireballflame blade, flaming sphere
8–11Empowered fireball, flame strikefire shield, wall of fire
12–15elemental body IV (fire only), quickened fireballfire seeds, fire storm
16+Elemental swarm (fire only), meteor swarmEmpowered fire storm, incendiary cloud
Benefit: The monster gains fire resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains fire immunity.

Glory Spell List

CR BandPrimary SpellsSecondary Spells
0–3Bless, sanctuaryGuidance, resistance
4–7Daylight, searing lightAid, bless weapon
8–11dispel evil, flame strikeDismissal, holy smite
12–15holy sword, holy wordblade barrier, undeath to death
16+Gate, overwhelming presenceEarthquake, holy aura
Benefit: The monster gains a +4 bonus on saves against fear.

Good Spell List

CR BandPrimary SpellsSecondary Spells
0–3Bless, protection from evilGuidance, virtue
4–7magic circle against evil, prayercure moderate wounds, hold person
8–11dispel evil, plane shiftcure critical wounds, holy smite
12–15holy word, summon monster VII*blade barrier, heal
16+storm of vengeance, summon monster IX*holy aura, summon monster VIII*
* Can summon good creatures only.
Benefit: The monster's attacks count as good for the purpose of overcoming damage reduction.

Healing Spell List

CR BandPrimary SpellsSecondary Spells
0–3cure light wounds, sanctuaryStabilize, virtue
4–7cure serious wounds, remove diseasecure moderate wounds, shield other
8–11breath of life, mass cure light woundscure critical wounds, neutralize poison
12–15mass cure serious wounds, regenerateHeal, mass cure moderate wounds
16+Quickened breath of life, mass healQuickened cure critical wounds, mass cure critical wounds
Benefit: The monster gains Diplomacy or Heal as an additional master skill.

Illusion Spell List

CR BandPrimary SpellsSecondary Spells
0–3color spray, silent imagedisguise self, ghost sound
4–7Displacement, major imageInvisibility, minor image
8–11mirage arcana, persistent imagegreater invisibility, phantasmal killer
12–15Quickened displacement, mass invisibilityshadow walk, veil
16+Shades, weirdgreater shadow evocation, scintillating pattern
Benefit: Increase the saving throw DCs of any illusion spells the monster casts by 1.

Infernal Spell List

CR BandPrimary SpellsSecondary Spells
0–3burning hands, protection from goodCharm person, flare
4–7fireball, suggestiondaze monster, scorching ray
8–11dominate person, empowered fireballCharm monster, wall of fire
12–15blasphemy, greater teleportQuickened fireball, mass suggestion
16+dominate monster, meteor swarmEmpowered maximized fireball, power word stun
Benefit: The monster gains fire resistance 5 and a +2 bonus on saving throws against poison. At CR 9, the fire resistance increases to 10 and the bonus on saving throws against poison increases to +4.

Knowledge Spell List

CR BandPrimary SpellsSecondary Spells
0–3anticipate peril, true strikeAlarm, comprehend languages
4–7arcane sight, clairaudience/clairvoyancedetect thoughts, locate object
8–11Commune, true seeingDivination, locate creature
12–15contact other plane, visionfind the path, legend lore
16+Foresight, prediction of failurediscern location, moment of prescience
Benefit: The monster gains two Knowledge skills of your choice as additional master skills.

Law Spell List

CR BandPrimary SpellsSecondary Spells
0–3Command, protection from chaosCause fear, stabilize
4–7dispel magic, magic circle against chaosCalm emotions, enthrall
8–11dispel chaos, greater commanddimensional anchor, order's wrath
12–15Dictum, power word blindbanishment, hold monster
16+power word kill, summon monster IX (law only)shield of law, power word stun
Benefit: The monster's attacks count as lawful for the purpose of overcoming damage reduction.

Liberation Spell List

CR BandPrimary SpellsSecondary Spells
0–3expeditious retreat, remove fearfeather fall, open/close
4–7Fly, remove curseKnock, remove paralysis
8–11break enchantment, overland flightfreedom of movement, extended haste
12–15ethereal jaunt, refugeQuickened fly, greater dispel magic
16+Freedom, wishQuickened freedom of movement, mind blank
Benefit: The monster gains Escape Artist as an additional master skill.

Luck Spell List

CR BandPrimary SpellsSecondary Spells
0–3entropic shield, true strikeDaze, feather fall
4–7dispel magic, prayerAid, protection from energy
8–11bestow curse, break enchantmentfreedom of movement, serenity
12–15Quickened dispel magic, spell turningDismissal, mislead
16+Foresight, miracleantimagic field, moment of prescience
Benefit: Increase all the monster's saving throw bonuses by 1.

Madness Spell List

CR BandPrimary SpellsSecondary Spells
0–3Cause fear, lesser confusionDaze, touch of fatigue
4–7major image, ragehideous laughter, touch of idiocy
8–11Nightmare, phantasmal killerConfusion, crushing despair
12–15Insanity, mass suggestionfeeblemind, mind fog
16+dominate monster, weirdirresistible dance, scintillating pattern
Benefit: The monster gains a +2 bonus on saving throws against mind-affecting effects.

Magic Spell List

CR BandPrimary SpellsSecondary Spells
0–3magic missile, silent imagedetect magic, read magic
4–7dispel magic, hold personInvisibility, scorching ray
8–11Spell resistance, teleportimbue with spell ability, lesser globe of invulnerability
12–15mage's sword, spell turningantimagic field, forceful hand
16+mage's disjunction, time stopclenched fist, protection from spells
Benefit: The monster gains a +2 bonus on caster level checks made to overcome spell resistance.

Metal Spell List

CR BandPrimary SpellsSecondary Spells
0–3lead blades, shocking graspdisguise weapon, magic weapon
4–7heat metal, molten orbchill metal, pellet blast
8–11rusting grasp, major creationheart of the metal, wreath of blades
12–15transmute metal to wood, wall of ironchain lightning, instant summons
16+Iron body, repel metal or stonemage's disjunction, polymorph any object
Benefit: The monster increases one of its speeds by 10 feet.

Nature Spell List

CR BandPrimary SpellsSecondary Spells
0–3Entangle, shillelaghCharm animal, obscuring mist
4–7call lightning, sleet stormflame blade, heat metal
8–11call lightning storm, wall of thornsflame strike, ice storm
12–15antilife shell, control weatherfire seeds, wall of stone
16+Shambler, summon nature's ally IXEarthquake, finger of death
Benefit: The monster ignores difficult terrain caused by nonmagical natural terrain.

Necromancy Spell List

CR BandPrimary SpellsSecondary Spells
0–3chill touch, ray of enfeeblementBleed, touch of enfeeblement
4–7ray of exhaustion, vampiric touchBlindness/deafness, scare
8–11animate dead, bestow curseContagion, enervation
12–15finger of death, waves of exhaustioncircle of death, eyebite
16+energy drain, wail of the bansheeQuickened enervation, horrid wilting
Benefit: The monster gains the channel energy option (negative energy only).

Nobility Spell List

CR BandPrimary SpellsSecondary Spells
0–3Bless, commandBane, sanctuary
4–7bestow curse, summon monster IIIEnthrall, shield other
8–11greater command, summon monster Vdiscern lies, freedom of movement
12–15Repulsion, summon monster VIIGeas/quest, word of recall
16+overwhelming presence, storm of vengeanceDemand, mass cure critical wounds
Benefit: The monster gains Diplomacy or Sense Motive as an additional master skill.

Plant Spell List

CR BandPrimary SpellsSecondary Spells
0–3Entangle, summon nature's ally I (plant only)goodberry, pass without trace
4–7plant growth, spike growthtree shape, warp wood
8–11tree stride, wall of thornscommand plants, summon nature's ally IV
12–15animate plants, changestafffire seeds, repel wood
16+Maximized fire seeds, shamblercontrol plants, summon nature's ally VIII
Benefit: The monster ignores difficult terrain caused by nonmagical natural terrain.

Protection Spell List

CR BandPrimary SpellsSecondary Spells
0–3Hold portal, sanctuaryAlarm, resistance
4–7dispel magic, protection from energyresist energy, shield other
8–11Dismissal, spell resistancedimensional anchor, spell immunity
12–15globe of invulnerability, repulsionantimagic field, greater dispel magic
16+prismatic sphere, wall of suppressionmind blank, prismatic wall
Benefit: Increase all the monster's saving throw bonuses by 1.

Repose Spell List

CR BandPrimary SpellsSecondary Spells
0–3deathwatch, ray of enfeeblementCause fear, chill touch
4–7false life, scaregentle repose, speak with dead
8–11death ward, slay livingEnervation, fear
12–15circle of death, destructionundeath to death, waves of fatigue
16+power word kill, wail of the bansheefinger of death, waves of exhaustion
Benefit: The monster gains a +4 bonus on saving throws against death spells and effects.

Rune Spell List

CR BandPrimary SpellsSecondary Spells
0–3Alarm, erasearcane mark, protection from chaos/evil/good/law
4–7arcane lock, glyph of wardingdispel magic, symbol of mirroring
8–11Lesser planar binding, symbol of painexplosive runes, symbol of slowing
12–15symbol of stunning, symbol of weaknessgreater glyph of warding, symbol of fear
16+symbol of strife, symbol of vulnerabilitysymbol of death, symbol of insanity
Benefit: Choose one energy type. The monster gains resistance 5 to that type of damage. At CR 12, increase the resistance to 10. At CR 16, increase the resistance to 20.

Sonic Spell List

CR BandPrimary SpellsSecondary Spells
0–3Command, ear-piercing screamghost sound, message
4–7Enthrall, silenceShatter, sound burst
8–11song of discord, zone of silenceShout, empowered sound burst
12–15Maximized shout, quickened silencegreater shout, sympathetic vibration
16+Maximized greater shout, power word killpower word stun, quickened shout
Benefit: The monster gains sonic resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains sonic immunity.

Stealth Spell List

CR BandPrimary SpellsSecondary Spells
0–3disguise self, obscuring mistFlare, silent image
4–7Displacement, nondetectionDarkness, invisibility
8–11mage's private sanctum, seemingdimension door, greater invisibility
12–15Sequester, shadow walkgreater teleport, mislead
16+Screen, time stopExtended widened deeper darkness, quickened greater invisibility
Benefit: The monster gains Stealth as an additional master skill.

Strength Spell List

CR BandPrimary SpellsSecondary Spells
0–3enlarge person, gust of windcure light wounds, resistance
4–7Haste, hold personRage, weapon of awe
8–11interposing hand, telekinesisblessing of fervor, spell immunity
12–15Destruction, grasping handforceful hand, stoneskin
16+crushing hand, implosionclenched fist, earthquake
Benefit: Increase the monster's Strength modifier by 1. At CR 12, increase it by 2 instead. At CR 16, increase it by 3 instead.

Sun Spell List

CR BandPrimary SpellsSecondary Spells
0–3burning hands, endure elementsFlare, light
4–7Daylight, searing lightheat metal, scorching ray
8–11flame strike, empowered searing lightfire shield, flame arrow
12–15Empowered flame strike, sunbeamfire seeds, maximized fireball
16+meteor swarm, prismatic spherefire storm, sunburst
Benefit: Increase the saving throw DC of any spell the monster casts from this spell list by 1.

Transmutation Spell List

CR BandPrimary SpellsSecondary Spells
0–3enlarge person, expeditious retreatanimate rope, reduce person
4–7Haste, slowalter self, levitate
8–11baleful polymorph, polymorphbeast shape II, mass reduce person
12–15giant form I, greater polymorphdisintegrate, flesh to stone
16+form of the dragon III, shapechangeIron body, polymorph any object
Benefit: Increase any one of the monster's physical ability score modifiers by 1. At CR 12, increase that modifier by 2 instead.

Travel Spell List

CR BandPrimary SpellsSecondary Spells
0–3Jump, longstriderexpeditious retreat, open/close
4–7Fly, gaseous formKnock, levitate
8–11overland flight, teleportdimension door, freedom of movement
12–15greater teleport, plane shiftfind the path, shadow walk
16+astral projection, gateethereal jaunt, phase door
Benefit: Increase the monster's movement speed by 10 feet.

Trickery Spell List

CR BandPrimary SpellsSecondary Spells
0–3disguise self, lesser confusionghost sound, mage hand
4–7gaseous form, nondetectionInvisibility, minor image
8–11greater invisibility, mind fogConfusion, dimension door
12–15mass hold person, veilmass suggestion, mislead
16+Foresight, time stopmass charm monster, mass invisibility
Benefit: The monster gains Bluff or Stealth as an additional master skill.

Undead Spell List

CR BandPrimary SpellsSecondary Spells
0–3chill touch, ray of enfeeblementBleed, touch of fatigue
4–7animate dead, vampiric touchcommand undead, ghoul touch
8–11magic jar, quickened ray of enfeeblementEnervation, waves of fatigue
12–15control undead, create undeadcircle of death, maximized vampiric touch
16+create greater undead, energy drainhorrid wilting, wail of the banshee
Benefit: The monster gains DR 5/— against nonlethal damage. At CR 8, the DR increases to 10/—.

War Spell List

CR BandPrimary SpellsSecondary Spells
0–3Cause fear, true strikeMagic weapon, resistance
4–7Prayer, searing lightGrace, spiritual weapon
8–11flame strike, slay livingblessing of fervor, spiritual ally
12–15Destruction, power word blindblade barrier, harm
16+Implosion, power word killEarthquake, power word stun
Benefit: Increase the monster's attack bonus for all attacks by 1.

Water Spell List

CR BandPrimary SpellsSecondary Spells
0–3hydraulic push, obscuring mistray of frost, touch of the sea
4–7gaseous form, stinking cloudchill metal, fog cloud
8–11cone of cold, wall of iceice storm, solid fog
12–15control water, elemental body IV (water only) fluid form, freezing sphere
16+elemental swarm (water only), storm of vengeance horrid wilting, summon nature's ally VIII
Benefit: The monster gains cold resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains cold immunity.

Weather Spell List

CR BandPrimary SpellsSecondary Spells
0–3obscuring mist, summon nature's ally Ifaerie fire, shocking grasp
4–7call lightning, wind wallgust of wind, sound burst
8–11call lightning storm, ice stormair walk, sleet storm
12–15control weather, wind walkcontrol winds, quickened lightning bolt
16+storm of vengeance, summon nature's ally IXfire storm, whirlwind
Benefit: The monster gains electricity resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains electricity immunity.
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