Seer
The Seer Table
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Visions, Seer Die | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Visionary Calling, Visionary Rejuvenation | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Third Eye | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Delve Deeper, Ability Score Improvement | 3 | 4 | 3 | ─ | ─ | ─ | ─ | — | — | — |
5th | +3 | Clear Mind, Invoke Vision | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Visionary Calling Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | ─ | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Seer's Focus, Shielded Mind, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | ─ | ─ | — | — | — |
9th | +4 | ─ | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Visionary Calling Feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | ─ | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Visionary Replacement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Visionary Calling Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
16th | +5 | Seer Expertise, Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Visionary Calling Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Seer Mastery | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | High Seer | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a seer, you gain the following class features
Hit Points
- Hit Dice: 1d6 per seer level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per seer level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple Weapons
- Tools: None
- Saving Throws: Wisdom, Intelligence
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Quarterstaff or (b) any simple weapon
- (a) a sight catalyst or (b) a component pouch
- (a) a scholar’s pack, (b) a priest’s pack, or (c) an explorer’s pack
- Leather armor, light crossbow and 20 bolts
Spellcasting
As a vessel for supernatural sight and psychic abilities, you can cast seer spells.
Cantrips
At 1st level, you know three cantrips of your choice from the seer spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Seer table.
Preparing and Casting Spells
You prepare the list of seer spells that are available for you to cast, choosing from the seer spell list. When you do so, choose a number of seer spells equal to your Wisdom modifier + your seer level(minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of seer spells requires time spent in meditation or time spent performing rituals and entreating the source of your power: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your seer spells, since your magic draws on the knowledge gained through your psychic abilities. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a seer spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast a seer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a sight catalyst as a spellcasting focus for your seer spells.
Visions
As a seer you have the ability to have visions, which allow you to see things that others cannot.
Vision Table
Roll | Vision |
---|---|
1 | Vision of the past of a creature, location, or thing of your choice |
2-4 | Vision of your ancestors or predecessors |
5-8 | Vision of the ancestors or predecessors of a creature of your choice |
9-12 | Vision of your past |
13-16 | Vision of the past of a creature, location, or thing of your choice |
17-20 | Vision of the past of the nearest creature, location, or thing |
21-24 | Vision of the future or past of the nearest thing |
25-28 | Vision of the future or past of the nearest location |
29-32 | Vision of the future or past of the nearest creature |
33-36 | Vision of a negatively important thing |
37-40 | Vision of a negatively important location |
41-44 | Vision of a negatively important creature |
45-48 | Vision fail |
49-52 | Vision of anything or anyone of choice |
53-56 | Vision fail |
57-60 | Vision of a positively important creature |
61-64 | Vision of a positively important location |
65-68 | Vision of a positively important thing |
69-72 | Vision of the future or past a greatly important creature |
73-76 | Vision of the future or past of a greatly important location |
77-80 | Vision of the future or past of a greatly important thing |
81-84 | Vision of the future of the nearest creature, location, or object |
85-88 | Vision of the future of a creature, location, or thing of your choice |
89-92 | Vision of your future |
93-96 | Vision of the descendants or successors of a creature of your choice |
97-99 | Vision of your descendants or successors |
100 | Vision of the future of a creature, location, or thing of your choice |
If you roll on the Vision Table and roll a failure, you must then roll a d6 on the Vision Failure and receive one of the effects. The die grows to a d8 at level 6, a d10 at level 11, and a d12 at level 17.
Vision Failure Table
Roll | Effect |
---|---|
1 | You must make two additional rolls on the failure table and take both effects. |
2 | You must take one roll of your failure die of psychic damage |
3 | You fall prone and your AC is reduced by 2 until the end of your next turn |
4 | Your movement speed is reduced by 15 feet until the end of your next turn |
5 | You are wracked with migraines and have disadvantage on mental saving throws and ability checks until the end of your next turn |
6 | You are unable to have a vision until your next short or long rest |
7 | Until your next short or long rest you will take 1 roll of your failure die of psychic damage every hour |
8 | You are plagued with horrid visions until your next short or long rest. During that time you will have disadvantage on mental saving throws and abilities checks |
9 | Your hit point maximum is decreased by three rolls of your failure die until your next short or long rest |
10 | Your speech is considered unintelligible until your next short or long rest |
11 | You are unable to use seer class features until your next short or long rest |
12 | You are blinded until your next short or long rest |
Seer Die
You have an amount of Seer Die equal to twice your Wisdom modifier. You choose what type each die is, choosing from the die available to your level as shown one the Seer Die Table. At the end of a long rest roll the Seer Die and record the rolls. The roll stays recorded until the end of your next long rest.
Seer Die Table
Level | Die |
---|---|
1 | d20 |
3 | d4 |
7 | d6 |
9 | d8 |
11 | d10 |
13 | d12 |
15 | d100 |
You gain one additional Seer Die at levels 17 and 19.
Visionary Calling
Choose one calling related to the source of your visions. Your choice grants you visionary spells, which are always prepared, and other features when you choose it at level 2 as well as additional features at levels 6, 10, 14, and 18.
Visionary Rejuvenation
As a bonus action you can recenter your mind and recover slightly. You regain one Seer Die of your choice, allowing you to reroll the die and record it as normal. You can do this once per short or long rest.
The amount of die you can recover increases to two at level 7, and three at level 14. in addition, you gain one additional use of this feature at levels 7 and 14.
Third Eye
As an action you can activate your third eye, allowing you to see what others cannot. When you do so, choose one type of sight from the Third Eye list appropriate for your seer level. You gain that sight for your Wisdom modifier of minutes. You can use this feature your Wisdom modifier amount of times. You regain expended uses after a long rest.
Once you reach level 12 you gain it for an hour instead of your Wisdom modifier amount of minutes.
Once you reach level 18 you gain it for your Wisdom modifier amount of hours.
Third Eye Options
Eye Of The Night
Level 3
While active you gain Darkvision with a range of 60 feet. Once you reach level 6 your Darkvision will affect magical darkness. Once you reach level 9 your Darkvision will allow you to see in darkness and dim light as if it was bright light for as far as 60 feet, which will then start to increase as normal. The range increases by 15 feet at levels 6, 9, 12, 15, and 18.
Eye Of Comprehension
Level 3
While active you are able to understand all written or visual language that you see within 10 feet of you. Once you reach level 6 you will be able understand the literal meaning of secret messages, codes, or symbols, such as arcane sigils. Once you reach level 9 you will be able to fully comprehend secret messages and codes that are visible. The range increases by 10 feet at levels 6, 9, 12, 15, and 18.
Eye Of Magic
Level 6
While active you are able to visually see traces of magic and spells within 30 feet of you. You are able to know the type of spell that was cast, the school it came from, and its origin, such as Arcane or Divine magic.
Once you reach level 9 you are able to know more specifics, such as the specific spell, the level of the spell, the specific type of caster, such as druid or bard, and the specific source of the magic, such as a certain god or a magical item.
Once you reach level 12 you will be able to find out the specific caster and the context the spell was cast in, such as why the caster chose that spell or certain things that happened before or after it was cast.
The range increases by 10 feet at levels 9, 12, 15, and 18.
Eye Of Mysticism
Level 6
While active you are able to detect celestials, fey, and fiends within 30 feet of you. Once you reach level 9 you will be able directly pinpoint their location, as if tracking them. At levels 9, 12, 15, and 18 you are able to choose additional creatures to detect, choosing from aberrations, elementals, undead, monstrosities, plants, and constructs. The range increases by 15 feet at levels 9, 12, 15, and 18.
Eye Of The Ether
Level 9
While active you are able to see into the Ethereal Plane with 60 feet of you. The range increases by 10 feet at levels 12, 15, and 18.
Eye Of The Unseen
Level 9
While active you gain Blindsight with a range of 30 feet. The range increases by 15 feet at levels 12, 15, and 18.
Eye Of The Shielded
Level 12
While active you are able to see through walls, floors, and other obstacles with a sight range of 30 feet. The thickness of what you are looking through must be 6 inches or less. That limit increases by 6 inches at level 15 and 18. The range increases by 15 feet at levels 15 and 18.
Eye Of The Valuable
Level 12
While active you are able to detect and see items, such as weapons, gemstones, and coins, within 15 feet of you. You are able to see the material of the item and detect the craftsmanship and true value of it. That ranges increases by 15 feet at levels 15 and 18.
Eye Of The Truth
Level 15
While active you are able to detect whether or not someone within 15 feet of you is lying or not. You are able to detect the truth of what they say or whether or not they are active off faulty information. The range increases by 15 feet at level 18.
Delve Deeper
When you experience a vision you can expend a use of Delve Deeper to broaden the scope of the vision. When you do so make a Wisdom check with a DC of 12 plus your proficiency bonus. If you fail the vision ends and you must roll on the Vision Fail Table. If you succeed you are granted greater insight into the vision.
The results of succeeding on the roll should be discussed with your GM. Possible outcomes include: being able to ask one to three questions to the GM about what you're seeing, seeing the aftermath of what happened in the visions, being able to fast forward, rewind, or pause your visions to see and analyze what you are bing shown, being able to switch locations or people who you are seeing, being able to talk to or interact with the people or objects within your vision, or other outcomes as decided by your GM.
You can only use Delve Deeper once per vision. Once you reach level 8 you will be able to use it more than once on a vision, though the DC will increase by 2 for every additional use.
Once you reach level 12, if you succeed on a Delve Deeper roll you can choose to roll on the Vision Table instead of gaining insight into the current vision.
Clear Mind
As a bonus action you can use this feature to focus your psychic energy into clearing your mind and balancing yourself.
When you do so choose one mental or physical effect on you, such as charmed or poisoned. That effect ends an you regain hit points equal to 1d8 plus your Wisdom modifier.
You have uses of this feature equal to half your Wisdom modifier(rounded up). You regain expended uses after a long rest.
Invoke Vision
As a bonus action you can use this feature to attempt a vision. Make a Wisdom check with a DC of 12 plus your proficiency bonus. If you succeed you can roll directly on the Vision Table twice and choose which result to go with.
Seer's Psyche
You now gain a bonus to your concentration checks equal to your Wisdom modifier. In addition, when a creature must make an ability check to counter or nullify your spell, such as with Counterspell, the DC is increased by your Wisdom modifier.
Shielded Mind
You gain resistance to psychic damage. You gain advantage on saving throws made to resist mental effects, such as with Detect Thoughts, charming effects, or fear.
Visionary Replacement
You gain uses of Visionary Replacement equal to your Wisdom modifier.
You regain expended uses after a long rest.
Seer's Expertise
If you have a vision and have no uses of Delve Deeper or Invoke Vision left, you regain two uses in the respective feature.
Seer Mastery
If you roll initiative and have no uses of Visionary Rejuvenation or Clear Mind left, you regain two uses in the respective feature.
High Seer
Whenever you activate your Third Eye you can allow your Wisdom modifier amount of creatures within 60 feet of you to share the same effects.
Hierophant
Hierophant Visionary Spells
Seer Level | Spells |
---|---|
2nd | Detect Evil And Good, Protection From Evil And Good |
3rd | Hold Person, Warding Bond |
5th | Counterspell, Tongues |
7th | Banishment, Divination |
9th | Contact Other Plane, Dispel Evil And Good |
Additional Knowledge
You gain proficiency in the History skill.
Seer's Mysticism
Seer Level | Spells |
---|---|
2nd | Unseen Servant |
3rd | Arcane Lock |
5th | Dispel Magic |
7th | Charm Monster |
9th | Planar Binding |
11th | Planar Ally |
13th | Plane Shift |
15th | Dominate Monster |
17th | Imprisonment |
Extraplanar Knowledge
2nd Level
Otherworldly Understanding
2nd Level
Harness The Supernatural
6th Level
Mysteries Of The Outer
10th Level
Binding Of The Unnatural
14th Level
High Hierophant
18th Level
Diviner
Diviner Visionary Spells
Seer Level | Spells |
---|---|
2nd | Detect Magic, Identify |
3rd | Borrowed Knowledge, Locate Object |
5th | Clairvoyance, Tongues |
7th | Arcane Eye, Divination |
9th | Scrying, Legend Lore |
Additional Knowledge
2nd Level
Seer's Mysticism
Seer Level | Spells |
---|---|
2nd | Comprehend Languages |
3rd | Augury |
5th | Sending |
7th | Locate Creature |
9th | Commune |
11th | Find The Path |
13th | Etherealness |
15th | Control Weather |
17th | Foresight |
Magical Knowledge
2nd Level
Arcane Prowess
2nd Level
Mind Link
6th Level
Extraplanar Intellect
10th Level
Arcane Aura
14th Level
High Diviner
18th Level
Oracle
Oracle Visionary Spells
Seer Level | Spells |
---|---|
2nd | Divine Favor, Shield Of Faith |
3rd | Aid, Spiritual Weapon |
5th | Revivify, Spirit Guardian |
7th | Death Ward, Guardian Of Faith |
9th | Holy Weapon, Summon Celestial |
Additional Knowledge
You gain proficiency in the Religion skill.
Seer's Mysticism
Seer Level | Spells |
---|---|
2nd | Sanctuary |
3rd | Zone Of Truth |
5th | Daylight |
7th | Divination |
9th | Hallow |
11th | Word Of Recall |
13th | Temple Of The Gods |
15th | Holy Aura |
17th | Gate |
Knowledge Of Divinity
2nd Level
Holy Power
2nd Level
Once you reach level 6 you gain the ability to expend your Holy Die to increase the healing of a spell or increase the damage of a spell or attack, without requiring a second action.
Divine Ascendance
6th Level
You regain resistance to radiant damage. You become resistant to poison and disease.
Guardian Angel
10th Level
Holy Die | HP | Damage & Healing Die | AC & DC |
---|---|---|---|
1 | 10 | 1d6 | 12 |
2 | 20 | 2d6 | 13 |
3 | 30 | 3d8 | 14 |
4 | 40 | 4d8 | 15 |
5 | 50 | 5d10 | 16 |
Call The Heavens
14th Level
Hallowed Ground
As a 10 minute ritual you are able to expend a number of Holy Die of your choice(minimum of 1) to a maximum of 10 to instill a location with holy protection. The protection can cover 20 feet of ground per extended Holy Die. Once complete only creatures you designate are able to enter the location, or else they must speak a password which you create when you hallow the ground, such as a short prayer or scripture. The space disallows planar travel and teleportation unless facilitated by you or creatures you designate. In addition, fiends, undead, and Fey are unable to step foot in the area, and will be blocked by a holy forcefield. The protection lasts for 8 hours per expended Holy Die.
Holy Light
As an action you can expend an amount of Holy Die of your choice(minimum of 1) to a maximum of 5. You then create a large, floating orb of light at a point within 120 feet of you. The size of the orb is 10 feet for each expend Holy Die. The orb exudes bright light in a 30 foot radius, and dim light for an additional 30 feet. Creatures who start their turn within the orb must make a Consitution saving throw with disadvantage against your spell DC. If they fail they are blinded until the leave the orb. The orb fades after 1 minute.
Divine Wrath
As an action you can expend an amount of Holy Die of your choice(minimum of 1) to a maximum of 8. You call down a 20 foot radius, 80 foot high beam of divine light and fury upon an area of your choice within 120 feet of you. All creatures within the area must make a Consitution saving throw. They take 1d8 radiant damage and 1d6 fire damage per expended Holy Die if they fail, or half as much if they succeed. Creatures who failed the save are also blinded for 1 minute. A blinded creature will take 2d6 radiant damage and 1d4 fire damage at the start of each of their turns as their eyes are seared wit holy energy. A blinded creature can repeat the saving throw at the end of their turns, ending their blindness on a success. Undead and Fiends have disadvantage on their saving throws against Divine Wrath.
Celestial Healing
As an action you can expend 7 Holy Die, targeting a creature of your choice within 30 feet of you. That creature is healed by 7d12, and is cleansed of all negative status effects and ailments, as well as any curses or spells. That creature then gains 4d6 temporary HP, gains advantage on ability checks, attack rolls, and saving throws, has their AC increased by 2, and has their movement speed increased by 30 feet. These effects persist for 1 minute.
Divine Resurrection
As an action you can expend 10 Holy Die and target a corpse within 30 feet of you that has been dead for no longer than 3 days. That creature is brought back to life and is healed of all ailments, as well as cleansed of all curses. All lost limbs and all lost senses are restored. Once you complete the resurrection you cannot do so again until 3 days have passed.
High Oracle
18th Level
You become resistant to fire damage. You become immune to poison and disease.
Sage
Sage Visionary Spells
Seer Level | Spells |
---|---|
2nd | Entangle, Animal Friendship |
3rd | Animal Messenger, Barkskin |
5th | Plant Growth, Protection From Energy |
7th | Dominate Beast, Grasping Vine |
9th | Insect Plague, Wrath Of Nature |
Additional Knowledge
2nd Level
Seer's Mysticism
Seer Level | Spells |
---|---|
2nd | Beast Bond |
3rd | Summon Beast |
5th | Elemental Weapon |
7th | Blight |
9th | Awaken |
11th | Transport Via Plants |
13th | Whirlwind |
15th | Control Weather |
17th | Storm Of Vengeance |
Knowledge Of Old
2nd Level
Wilds Speaker
2nd Level
Primeval Calling
6th Level
Level | CR | Maximum Amount |
---|---|---|
6 | 1/4 | 5 |
8 | 1/2 | 4 |
10 | 1 | 4 |
12 | 2 | 3 |
14 | 3 | 3 |
16 | 4 | 2 |
18 | 5 | 1 |
Roots Of The Earth
10th Level
Primitive Ascendance
14th Level
Fauna Form
- Natural Armor: You gain a +2 bonus to your AC and 3d6 temporary HP.
- Thick Fur: You grow thick and dense fur or hide. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
- Animalistic Body: You gain a +2 bonus to your Strength and Constitution modifiers.
- Tooth And Claw: You grow sharp fangs and claws, which you are proficient with. When you take the attack action you can attack once with your fangs, which deal 1d12 piercing damage, and twice with your claws, which deal 1d10 slashing damage, and add your Strength modifier.
- Horns: You grow large horns or antlers, which you are proficient. When you take the attack action you can ram a creature with them, dealing 2d8 piercing damage. If you move at least 20 feet in a straight line towards a creature and ram them, you gain advantage on the attack and your horns or antlers deal an additional 2d8 piercing damage.
- Aquatic Resonance: You gain gills and scales as your swim speed is increased by 40 speed and you gain the ability to breathe and see underwater. You gain resistance to cold damage.
- Avian Resonance: You gain wings and feathers as your flying speed is increased by 40 feet and you become immune to the effects caused by high altitudes. You gain resistance to cold and lightning damage.
- Fossorial Resonance: You grow sharp claws as your burrowing speed is increased by 40 feet and your eyes become adjusted to dark and lowlight environments. You gain tremor sense, with a range of 20 feet.
- Arboreal Resonance: Your climb speed is increased by 40 feet and you gain advantage on checks made to climb surfaces or not fall while climbing. You gain resistance to fall damage.
- Nimble Resonance: Your walking speed is increased by 40 feet and you can jump an additional 10 feet. You gain advantage on Dexterity saving throws and stealth checks.
Flora Form
- Alluring Aroma: As an action you can cause an enjoyable aroma to waft from you in a 30 foot radius. All creatures within range must make a Wisdom saving throw or be charmed by you for the next minute.
- Sweet Scent: A sweet and pleasant fragrance continuously emanates from you. You have advantage on Charisma checks against all creatures within 15 feet of you or creatures that can smell you from far away.
- Soothing Scent: As an action you can unleash a pleasant and soothing scent within a 30 foot radius of you. All creatures within range must make a Constitution saving throw against your spell DC. If they fail the save they are rendered unconscious for one minute. If the succeed they stay awake.
- Poisonous Odor: As an action you can unleash a 30 foot radius sphere of poisonous gas at a point within 60 feet of you, which heavily obscures the area. All creatures within the cloud must make a Constitution saving throw against your spell DC, taking 6d6 poison damage on a failed save and half as much on a successful save. Creatures within the sphere must repeat the saving throw if they start their turn within the sphere. Creatures within the sphere have disadvantage on ability checks, saving throws, and attack rolls as they gag and wretch a the odor. The sphere dissipates after one minute.
- Prehinsile Vine: As an action you can form a 15 foot long vine within 60 feet of you. As a bonus action you can use it to make a melee spell attack against a creature within 10 feet of it. If it hits it deals 2d10 slashing damage. As a bonus action you can cause it to wrap around a creature within 10 feet of it. That creature must make a Strength saving throw against your spell DC or be restrained. The creature takes 2d8 bludgeoning damage at the start of it's turns while restrained. The creature can use it's action to repeat the saving throw, freeing itself on a success. The vine cannot attack or wrap around another creature while it has a creature restrained.
- Tree Bark: Your skin shifts to be as hard and resilient as tree bark. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. You also gain advantage on Strength and Constitution based ability checks and saving throws.
- Forest Acclimation: You gain resistance to poison damage and gain immunity to plant-based difficult terrain. You gain advantage on stealth checks made while in foliage.
- Writhing Roots: As an action you can emit a wave of writhing roots in a 30 foot radius centered on you, which creates difficult terrain. Creatures within range must make a Strength saving throw or take 1d12 bludgeoning damage and fall prone. The roots stop writhing at the start of your next turn.
High Sage
18th Level
Seer Spell List
Cantrips (0 Level)
- Encode Thoughts
- Guidance
- Message
- Mind Sliver
- True Strike
1st Level
- Bane
- Bless
- Cause Fear
- Comprehend Languages
- Cure Wounds
- Detect Evil And Good
- Detect Magic
- Detect Poison And Disease
- Guiding Bolt
- Healing Word
- Identify
- Protection From Evil And Good
2nd Level
- Augury
- Blindness/Deafness
- Borrowed Knowledge
- Crown Of Madness
- Darkvision
- Detect Thoughts
- Enhance Abilities
- Find Traps
- Fortune's Favor
- Lesser Restoration
- Locate Object
- Mind Spike
- See Invisibility
3rd Level
- Antgonize
- Bestow Curse
- Clairvoyance
- Dispel Magic
- Fear
- Incite Greed
- Intellect Fortress
- Nondetection
- Pulse Wave
- Sending
- Speak With Dead
- Tongues
4th Level
- Banishment
- Compulsion
- Confusion
- Divination
- Hallucinatory Terrain
- Locate Creature
5th Level
- Commune
- Contact Other Plane
- Dispel Evil And Good
- Legend Lore
- Modify Memories
- Rary's Telepathic Bond
- Scrying
- Synaptic Static
6th Level
- Eyebite
- Find The Path
- Guards And Wards
- Mental Prison
- True Seeing
7th Level
- Ethereal
- Project Image
8th Level
- Antipathy/Sympathy
- Dominate Monster
- Mind Blank
- Telepathy
9th Level
- Foresight
- Psychic Scream
- Weird