Beguiler Spells

0-Level Beguiler Spells

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Dancing Lights: Creates torches or other lights. {PH}

Daze: Humanoid creature of 4 HD or less loses next action. {PH}

Detect Magic: Detects spells and magic items within 60 ft. {PH}

Ghost Sound: Figment sounds. {PH}

Message: Whispered conversation at distance. {PH}

Open/Close: Opens or closes small or light things. {PH}

Read Magic: Read scrolls and spellbooks. {PH}

1st-Level Beguiler Spells

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Charm Person: Makes one person your friend. {PH}

Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. {PH}

Comprehend Languages: You understand all spoken and written languages. {PH}

Detect Secret Doors: Reveals hidden doors within 60 ft. {PH}

Disguise Self: Changes your appearance. {PH}

Expeditious Retreat: Your speed increases by 30 ft. {PH}

Hypnotism: Fascinates 2d4 HD of creatures. {PH}

Mage Armor: Gives subject +4 armor bonus. {PH}

Obscuring Mist: Fog surrounds you. {PH}

Rouse: Awakens creatures in area. {PH2}

Silent Image: Creates minor illusion of your design. {PH}

Sleep: Puts 4 HD of creatures into magical slumber. {PH}

Undetectable Alignment: Conceals alignment for 24 hours. {PH}

Whelm: Deal 1d6 nonlethal damage damage +1d6/2 levels above 1st (max 5d6). {PH2}

2nd-Level Beguiler Spells

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Blinding Color Surge: Blind subject for 1 round, gain invisibility. {PH2}

Blur: Attacks miss subject 20% of the time. {PH}

Daze Monster: Living creature of 6 HD or less loses next action. {PH}

Detect Thoughts: Allows “listening” to surface thoughts. {PH}

Fog Cloud: Fog obscures vision. {PH}

Glitterdust: Blinds creatures, outlines invisible creatures. {PH}

Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. {PH}

Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}

Knock: Opens locked or magically sealed door. {PH}

Minor Image: As silent image, plus some sound. {PH}

Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

Misdirection: Misleads divinations for one creature or object. {PH}

See Invisibility: Reveals invisible creatures or objects. {PH}

Silence: Negates sound in 20-ft. radius. {PH}

Spider Climb: Grants ability to walk on walls and ceilings. {PH}

Stay the Hand: Change subject creature’s attitude to helpful for 1 round. {PH2}

Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. {PH}

Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round. {PH2}

Whelming Blast: 30-foot cone deals 1d6 nonlethal damage/2 levels (max 5d6). {PH2}

3rd-Level Beguiler Spells

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Arcane Sight: Magical auras become visible to you. {PH}

Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level. {PH}

Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8. {PH2}

Deep Slumber: Puts 10 HD of creatures to sleep. {PH}

Dispel Magic: Cancels spells and magical effects. {PH}

Displacement: Attacks miss subject 50%. {PH}

Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. {PH}

Halt: Subject’s feet become stuck to ground. {PH2}

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. {PH}

Hesitate: Force subject to lose actions. {PH2}

Hold Person: Paralyzes one humanoid for 1 round/level. {PH}

Inevitable Defeat: Subject takes 3d6 nonlethal damage/round. {PH2}

Invisibility Sphere: Makes everyone within 10 ft. invisible. {PH}

Legion of Sentinels: Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5). {PH2}

Major Image: As silent image, plus sound, smell and thermal effects. {PH}

NondetectionM: Hides subject from divination, scrying. {PH}

Slow: One subject/level takes only one action/round, –2 to AC and attack rolls. {PH}

Suggestion: Compels subject to follow stated course of action. {PH}

Vertigo Field: Creatures have 20% miss chance and possibly become nauseated. {PH2}

Zone of Silence: Keeps eavesdroppers from overhearing conversations. {PH}

4th-Level Beguiler Spells

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Charm Monster: Makes monster believe it is your ally. {PH}

Confusion: Subjects behave oddly for 1 round/level. {PH}

Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. {PH}

Freedom of Movement: Subject moves normally despite impediments. {PH}

Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}

Locate Creature: Indicates direction to familiar creature. {PH}

Mirror Image, Greater: As mirror image, but gain an additional image each round. {PH2}

Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity. {PH2}

Rainbow Pattern: Lights fascinate 24 HD of creatures. {PH}

Solid Fog: Blocks vision and slows movement. {PH}

Whelm, Mass: 1d6 nonlethal damage/level (max 10d6) to 1 creature/level. {PH2}

5th-Level Beguiler Spells

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Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}

Dominate Person: Controls humanoid telepathically. {PH}

Etherealness, Swift: Subject momentarily becomes ethereal. {PH2}

Feeblemind: Subject’s Int and Cha drop to 1. {PH}

Friend to Foe: Make subject creature believe its allies are its enemies. {PH2}

Hold Monster: As hold person, but any creature. {PH}

Incite Riot: Subjects attack nearest creature. {PH2}

Mind Fog: Subjects in fog get –10 to Wis and Will checks. {PH}

Seeming: Changes appearance of one person per two levels. {PH}

Sending: Delivers short message anywhere, instantly. {PH}

Telepathic Bond: Link lets allies communicate. ﴾⁠Rary’s telepathic bond⁠﴿ {PH}

6th-Level Beguiler Spells

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Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}

Mislead: Turns you invisible and creates illusory double. {PH}

Overwhelm: Nonlethal damage knocks out subject. {PH2}

Repulsion: Creatures can’t approach you. {PH}

Shadow Walk: Step into shadow to travel rapidly. {PH}

Suggestion, Mass: As suggestion, plus one subject/level. {PH}

True SeeingM: Lets you see all things as they really are. {PH}

Veil: Changes appearance of group of creatures. {PH}

7th-Level Beguiler Spells

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Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects. {PH}

Ethereal Jaunt: You become ethereal for 1 round/level. {PH}

Hold Person, Mass: As hold person, but all within 30 ft. {PH}

Invisibility, Mass: As invisibility, but affects all in range. {PH}

Phase Door: Creates an invisible passage through wood or stone. {PH}

Power Word Blind: Blinds creature with 200 hp or less. {PH}

Project Image: Illusory double can talk and cast spells. {PH}

Spell Turning: Reflect 1d4+6 spell levels back at caster. {PH}

8th-Level Beguiler Spells

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Demand: As sending, plus you can send suggestion. {PH}

Discern Location: Reveals exact location of creature or object. {PH}

Mind Blank: Subject is immune to mental or emotional magic and scrying. {PH}

Moment of Prescience: You gain insight bonus on single attack roll, check, or save. {PH}

Power Word Stun: Stuns creature with 150 hp or less. {PH}

Scintillating Pattern: Twisting colors confuse, stun, or render unconscious. {PH}

Screen: Illusion hides area from vision, scrying. {PH}

9th-Level Beguiler Spells

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Dominate Monster: As dominate person, but any creature. {PH}

Etherealness: Travel to Ethereal Plane with companions. {PH}

Foresight: “Sixth sense” warns of impending danger. {PH}

Hold Monster, Mass: As hold monster, but all within 30 ft. {PH}

Power Word Kill: Kills one creature with 100 hp or less. {PH}

Time Stop: You act freely for 1d4+1 rounds. {PH}