Wokani Spell List
by Nathan Elling0 level
Arcane Mark: Inscribes a personal rune (visible or invisible).Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Dancing Lights: Creates torches or other lights.
Daze Humanoid: creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft
Detect Poison: Detects poison in one creature or object.
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
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
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.Charm Person: Makes one person your friend.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deathwatch: Reveals how near death subjects within 30 ft. are
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Snare and Pits: Reveals natural or primitive traps.
Disguise Self: Changes your appearance.
Doom: One subject takes '2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Hide from Animals: Animals can't perceive one subject/level.
Hide from Undead: Undead can't perceive one subject/level.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism Fascinates 2d4 HD of creatures.
Identify: Determines properties of magic item.
Obscure Object: Masks object against scrying.
Pass Without Trace: One subject/level leaves no tracks.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can't attack you, and you can't attack.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Speak With Animals: You can communicate with animals.
Ventriloquism: Throws voice for 1 min./level.
2nd Level
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Augury: Learns whether an action will be good or bad.
Bless/Curse Water: Makes holy water/Makes unholy water.
Blindness/Deafness: Makes subject blinded or deafened
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure/Inflict Moderate Wounds: Cures 2d8 damage +1/level (max +10)/Touch attack, 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Thoughts: Allows listening to surface thoughts.
Eagle’s Splendour: Subject gains +4 to Cha for 1 min./level.
Enthral: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Gentle Repose: Preserves one corpse.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Scare: Panics creatures of less than 6 HD.
See Invisibility: Reveals invisible creatures or objects.
Silence: Negates sound in 20-ft. radius.
Status: Monitors condition, position of allies.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Undetectable Alignment: Conceals alignment for 24 hours.
Warp Wood: Bends wood (shaft, handle, door, plank).
Whispering Wind: Sends a short message 1 mile/level.
Zone of Truth: Subjects within range cannot lie.
3rd Level
Bestow Curse: '6 to an ability score; '4 on attack rolls, saves, and checks; or 50% chance of losing each action.Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Charm Monster: Makes monster believe it is your ally.
Contagion: Infects subject with chosen disease.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15)
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Divination: Provides useful advice for specific proposed actions.
Dominate Animal: Subject animal obeys silent mental commands.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Glyph of Warding: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Magic Circle Against (Chaos/Law/Evil/Good): As protection spells, but 10-ft. radius and 10 min./level.
Major Image: As silent image, plus sound, smell and thermal effects.
Neutralise Poison: Immunises subject against poison, detoxifies venom in or on subject.
Quench: Extinguishes nonmagical fires or one magic item.
Plant Growth: Grows vegetation, improves crops
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Prayer: Allies +1 bonus on most rolls, enemies '1 penalty.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, '2 to AC.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Disease: Cures all diseases affecting subject.
Speak with Animals: You can communicate with animals.
Speak with Dead: Corpse answers one question/two levels.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: creatures in area take 1d4 damage, may be slowed.
Suggestion: Compels subject to follow stated course of action.
Tiny Hut: Creates shelter for ten creatures.
Tongues: Speak any language.
4th Level
Blight: Withers one plant or deals 1d6/level damage to plant creature.Charm Monster: Makes monster believe it is your ally.
Command Plants: Sway the actions of one or more plant creatures.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take '2 on attack rolls, damage rolls, saves, and checks.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Detect Scrying: Alerts you of magical eavesdropping.
Discern Lies: Reveals deliberate falsehoods.
Fear: Subjects within cone flee for 1 round/level.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Neutralise Poison: Immunises subject against poison, detoxifies venom in or on subject.
Polymorph: Gives one willing subject a new form.
Reincarnate: Brings dead subject back in a random body.
Remove Curse: Frees object or person from curse.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration: Restores level and ability score drains.
Rusting Grasp: Your touch corrodes iron and alloys.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.
5th Level
Awaken: Animal or tree gains human intellect.Baleful Polymorph: Transforms subject into harmless animal.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Command, Greater: As command, but affects one subject/level.
Commune with Nature: Learn about terrain for 1 mile/level.
Contact Other Plane: Lets you ask question of extraplanar entity.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Dream: Sends message to anyone sleeping.
False Vision: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Hallow: Designates location as holy.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Magic Jar: 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.
Seeming: Changes appearance of one person per two levels.
Sending: Delivers short message anywhere, instantly.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other
Suggesting, Mass: As suggestion, plus one subject/level.
Unhallow: Designates location as unholy.
Wall of Thorns: Thorns damage anyone who tries to pass.
6th Level
Animate Objects: Objects attack your foes.Antilife Shell: 10-ft. field hedges out living creatures.
Control Weather: Changes weather in local area.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Eyebite: Target becomes panicked, sickened, and comatose.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Forbiddance: Blocks planar travel, damages creatures of a different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Legend Lore: Lets you learn tales about a person, place, or thing.
Mass Suggestion: As suggestion, plus one subject/level.
Mislead: Turns you invisible and creates illusory double.
Repel Wood: Pushes away wooden objects.
Repulsion: Creatures can't approach you.
Transformation: You gain combat bonuses.
Stone Tell: Talk to natural or worked stone.
Veil: Changes appearance of group of creatures.
7th Level
Animate Plants One or more plants animate and fight for you.Banishment: Banishes 2 HD/level of extraplanar creatures.
Blasphemy: Kills, paralyses, weakens, or dazes non-evil subjects.
Control Weather Changes weather in local area.
Creeping Doom Swarms of centipedes attack at your command.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction Kills subject and destroys remains.
Dictum: Kills, paralyses, slows, or deafens non-lawful subjects.
Holy Word: Kills, paralyses, blinds, or deafens non-good subjects.
Insanity Subject suffers continuous confusion.
Regenerate Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repel Wood Pushes away wooden objects.
Restoration, Greater As restoration, plus restores all levels and ability scores.
Sequester Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning Reflect 1d4+6 spell levels back at caster.
Wind Walk You and your allies turn vaporous and travel fast.
Word of Chaos: Kills, confuses, stuns, or deafens non-chaotic subjects.
8th Level
Antipathy: Object or location affected by spell repels certain creatures.Cloak of Chaos: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Control Plants: Control actions of one or more plant creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Demand: As sending, plus you can send suggestion.
Discern Location: Reveals exact location of creature or object.
Finger of Death: Kills one subject.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Polymorph Any Object: Changes any subject into anything else.
Repel Metal or Stone: Pushes away metal and stone
Screen: Illusion hides area from vision, scrying.
Shield of Law: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Sympathy: Object or location attracts certain creatures.
Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.
Whirlwind: Cyclone deals damage and can pick up creatures.
9th Level
Earthquake: Intense tremor shakes 80-ft.-radius.Foresight: Sixth sense warns of impending danger
Heal, Mass: As heal, but with several subjects.
Shapechange: Transforms you into any creature, and change forms once per round.
Soul Bind: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Wail of the Banshee: Kills one creature/level
Weird: As phantasmal killer, but affects all within 30 ft.