Royal Order Of Wizardry

The Royal Order of Wizardry is the oldest Order of wizards in Tharthin. It was once a disjoined collection of wizardly orders positioned in various towers, colleges and manors throughout the city; but when Rona collapsed and Moar became a Kingdom of its own, a council was formed to unify them into a singular force. The King, himself a wizard trained by the Order, gave the wizards a place of great power within the hierarchy of the city. They were renamed to represent their royal appointment. Their school for neonates, the Royal Academy of Tharthin, is world famous. The Royal Order is the most prominent Order of Wizards in Tharthin, and the world. Their numbers exceed the membership of all Five Celestial Orders combined. When someone says they are a wizard of the
order, most people assume they are referring to the Royal Order.

Royal Library of the Arcane

The Royal Library of the Arcane, housed in Tharthin, is the most extensive magical library of the day. It is said to have once paled in comparison to the massive libraries of Camus, but those were long ago destroyed and looted.

The following list dictates what spells are available within the Royal Library of the Arcane. The GM may choose to say some spells are not present due to a particular book being removed from the library at the time. The number in parenthesis beside each spell indicates the instances of that spell in various formats, allowing the wizard access to more than one attempt to learn the spell per level.

The Royal Order of Wizards have access to a wide variety of common spells. Unlike many other orders they have many instances of such spells, allowing the greatest chance of learning. They tend to be stingy with unique and powerful spells, though, keeping such lore to themselves rather than sharing it through the library.

Wizard Libraries

Wizards Spell Lists by Level
Spell descriptions are found in the following books:

Pathfinder Roleplaying Game Handbook PFRPG

Advanced Player's Guide: APG

Unrestricted Library

0 level spells
Acid Splash: Orb deals 1d3 acid damage. (5)
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). (12)
Resistance: Subject gains +1 on saving throws. (5)
Dancing Lights: Creates torches or other lights. (4)
Daze: A single humanoid creature with 4 HD or less loses its next action. (5)
Detect Magic: Detects all spells and magic items within 60 ft. (6)
Detect Poison: Detects poison in one creature or small object. (2)
Disrupt Undead: Deals 1d6 damage to one undead. (5)
Flare: Dazzles one creature (–1 on attack rolls). (5)
Ghost Sound: Figment sounds. (5)
Light: Object shines like a torch. (5)
Mage Hand: 5-pound telekinesis. (3)
Mending: Makes minor repairs on an object. (5)
Message: Whisper conversation at distance. (5)
Open/Close: Opens or closes small or light things. (5)
Prestidigitation: Performs minor tricks. (13)
Ray of Frost: Ray deals 1d3 cold damage. (3)
Read Magic: Read scrolls and spellbooks. (1)
Spark: Ignites flammable objects. (3) (APG)

1st level spells
Alarm: Wards an area for 2 hours/level. (3)
Alter Winds: Increase/decrease strength of natural winds. (2)(APG)
Ant Haul: Triples carrying capacity of a creature. (1)(APG)
Break: Gives an object the broken condition. (3)(APG)
Burning Hands: 1d4/level fire damage (max 5d4). (6)
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. (1)
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Comprehend Languages: You understand all spoken and written languages.
Dancing Lantern: Animates a lantern that follows you.(APG)
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold regions.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Excavation: Moves 5-ft. cubes of earth.(APG)
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Flare Burst: As flare, but affects all creatures in 10 ft.(APG)
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Grease: Makes 10-ft. square or one object slippery.
Hold Portal: Holds door shut.
Hydraulic Push: Wave of water bull rushes an enemy.(APG)
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Jump: Subject gets bonus on Acrobatics checks.
Mage Armor: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Magic Aura: Alters object's magic aura.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Stone Fist: Your unarmed strikes are lethal.(APG)
Stumble Gap: Small hole trips creatures.(APG)
Summon Monster I: Summons extraplanar creature to fight for you.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.(APG)
Touch of the Sea: Swim speed becomes 30 ft.(APG)
True Strike: +20 on your next attack roll.
Ventriloquism: Throws voice for 1 min./level.

2nd level spells
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Alter Self: Assume form of a Small or Medium humanoid.
Arcane Lock: Magically locks a portal or chest.
Arrow Eruption: Creates duplicates of killing arrow.(APG)
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blindness/Deafness: Makes subject blinded or deafened.
Blur: Attacks miss subject 20% of the time.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.(APG)
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Continual Flame: Makes a permanent, heatless light.
Create Pit: Creates an extradimensional pit.(APG)
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses its next action.
Dust of Twilight: Black particles extinguish light sources within area.(APG)
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Elemental Speech: Enables you to speak to elementals and some creatures.(APG)
Elemental Touch: Gain energy damage touch attack.(APG)
Fire Breath: Exhale a cone of flame at will.(APG)
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fog Cloud: Fog obscures vision.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Glide: You take no falling damage, move 60 ft./round while falling.(APG)
Glitterdust: Blinds creatures, outlines invisible creatures.
Gust of Wind: Blows away or knocks down smaller creatures.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Magic Mouth: Object speaks once when triggered.
Make Whole: Repairs an object.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you.
Misdirection: Misleads divinations for 1 creature or object.
Obscure Object: Masks object against scrying.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Phantom Trap: Makes item seem trapped.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Pyrotechnics: Turns fire into blinding light or thick smoke.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Scare: Frightens creatures of less than 6 HD.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
Share Language: Subject understands chosen language.(APG)
Shatter: Sonic energy damages objects or crystalline creatures.
Slipstream: Wave boosts creature's speed.(APG)
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Call: 2d6 damage to all creatures in area.(APG)
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Whispering Wind: Sends a short message 1 mile/level.

3rd level Spells
Arcane Sight: Magical auras become visible to you.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Blink: You randomly vanish and reappear for 1 round per level.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Illusory Script: Only select creatures can read text.
Keen Edge: Doubles normal weapon's threat range.
Lightning Bolt: Electricity deals 1d6/level damage.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell and thermal effects.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Phantom Steed: Magic horse appears for 1 hour/level.
Ray of Exhaustion: Ray makes subject exhausted.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Secret Page: Changes one page to hide its real content.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Shrink Item: Object shrinks to one-sixteenth size.
Sleet Storm: Hampers vision and movement.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Summons extraplanar creature to fight for you.
Tiny Hut: Creates shelter for 10 creatures.
Tongues: Speak and understand any language.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Restricted Library

4th level spells
Arcane Eye: Invisible floating eye moves 30 ft./round.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Detect Scrying: Alerts you to magical eavesdropping
Dimensional Anchor: Bars extradimensional movement.
Dimension Door: Teleports you a short distance.
Elemental Body I: Turns you into a Small elemental.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Fear: Subjects within cone flee for 1 round/level.
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire Trap: Opened object deals 1d4 damage + 1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Locate Creature: Indicates direction to familiar creature.
Mnemonic Enhancer: Wizard only. Prepare extra spells or retain one just cast.
Minor Creation: Creates one cloth or wood object.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Remove Curse: Frees object or person from curse.
Resilient Sphere: Force globe protects but traps one subject.
Scrying: Spies on subject from a distance.
Secure Shelter: Creates sturdy cottage.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Stone Shape: Sculpts stone into any shape.
Stoneskin: Grants DR 10/adamantine.
Summon Monster IV: Summons extraplanar creature to fight for you.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.

5th Level Spells
Animal Growth: One animal doubles in size.
Baleful Polymorph: Turns subject into harmless animal.
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Contact Other Plane: Lets you ask question of extraplanar entity.
Dismissal: Forces a creature to return to its native plane.
Dominate Person: Controls humanoid telepathically.
Dream: Sends message to anyone sleeping.
Elemental Body II: Turns you into a Medium elemental.
Fabricate: Transforms raw materials into finished items.
False Vision: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Interposing Hand: Hand provides cover against 1 opponent.
Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
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.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Permanency: Makes certain spells permanent.
Persistent Image: As major image, but with no concentration required.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Seeming: Changes appearance of 1 person per 2 levels.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Sending: Delivers short message anywhere, instantly.
Summon Monster V: Summons extraplanar creature to fight for you.
Symbol of Pain: Triggered rune wracks creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
Waves of Fatigue: Several targets become fatigued.

Master's Library

6th level Spells
Analyze Dweomer: Reveals magical aspects of subject.
Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
Contingency: Sets trigger condition for another spell.
Control Water: Raises or lowers bodies of water.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/ level.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Guards and Wards: Array of magic effects protect area.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Move Earth: Digs trenches and builds hills.
Plant Shape II: Turns you into a Large plant creature.
Repulsion: Creatures can't approach you.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms creatures.
Transformation: You gain combat bonuses.
True Seeing: Lets you see all things as they really are.
Veil: Changes appearance of a group of creatures.
Wall of Iron: 30 hp/four levels; can topple onto foes.

7th level spells
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Control Weather: Changes weather in local area.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
Ethereal Jaunt: You become ethereal for 1 round/level.
Forcecage: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Hold Person, Mass: As hold person, but all within 30 ft.
Instant Summons: Prepared object appears in your hand.
Mage's Magnificent Mansion: Door leads to extradimensional mansion.
Mage's Sword: Floating magic blade strikes opponents.
Phase Door: Creates an invisible passage through a barrier.
Polymorph, Greater: Gives one willing subject a new, more powerful form.
Prismatic Spray: Rays hit subjects with variety of effects.
Scrying, Greater: As scrying, but faster and longer.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Waves of Exhaustion: Several targets become exhausted.

Mage's Libraries

1st level Spells:
Erase: Mundane or magical writing vanishes.
Unseen Servant: Invisible force obeys your commands.
Vanish: As invisibility for 1 round/level (5 max).(APG)
2nd Level Spells:
Detect Thoughts: Allows “listening” to surface thoughts.
Hideous Laughter: Subject loses actions for 1 round/level.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
3rd Level Spells:
Explosive Runes: Deals 6d6 damage when read.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Nondetection: Hides subject from divination, scrying.
4th Level Spells:
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
5th Level Spells:
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
6th Level Spells:
Acid Fog: Fog deals acid damage.
Disintegrate: Reduces one creature or object to dust.
Flesh to Stone: Turns subject creature into statue.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Mislead: Turns you invisible and creates illusory double.
Planar Binding: As lesser planar binding, but up to 12 HD.
Shadow Walk: Step into shadow to travel rapidly.
Stone to Flesh: Restores petrified creature.
7th Level Spells:
Banishment: Banishes 2 HD/level of extraplanar creatures.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
8th level Spells
Antipathy: Object or location affected by spell repels certain creatures.
Binding: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Irresistible Dance: Forces subject to dance.
Maze: Traps subject in extradimensional maze.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Polymorph Any Object: Changes a subject into anything else.
Prismatic Wall: Wall's colors have array of effects.
Protection from Spells: Confers +8 resistance bonus.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Sympathy: Object or location attracts certain creatures.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.
9th level Spells
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Etherealness: Travel to Ethereal Plane with companions.
Freedom: Releases creature from imprisonment.
Gate: Connects two planes for travel or summoning.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Shades: As shadow conjuration, but up to 8th level and 80% real.
Shapechange: Transforms you into certain creatures, and lets you change forms once per round.
Summon Monster IX: Summons extraplanar creature to fight for you.

Secret Library of Necromancy:

1st level Spells:
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Sculpt Corpse: Makes corpse look like another creature.(APG)
2nd level Spells:
Accelerate Poison: Hastens targeted poison's onset.(APG)
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
3rd Level Spells:
Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
4th Level Spells:
Animate Dead: Creates undead skeletons and zombies out of corpses.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
5th Level Spells:
Blight: Withers one plant or deals 1d6/level damage to plant creature.
6th Level Spells:
Circle of Death: Kills 1d4/level HD of creatures.
Create Undead: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
7th Level Spells:
Control Undead: Undead don't attack you while under your command.

Secret Library of Forbidden Spells:

1st level Spells:
Charm Person: Makes one person your friend. (1)
Memory Lapse: Subject forgets events back to last turn.(APG)
2nd Level Spells:
Hideous Laughter: Subject loses actions for 1 round/level.
3rd level Spells:
Suggestion: Compels a subject to follow stated course of action.
4th Level Spells:
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
5th Level Spells:
Teleport: Instantly transports you as far as 100 miles per level.
6th Level Spells:
Geas/Quest: As lesser geas, but affects any creature.
7th Level Spells:
Insanity: Subject suffers continuous confusion.
SimulacrumM: Creates partially real double of a creature.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.
8th Level Spells:
Temporal Stasis: Puts subject into suspended animation.
Trap the Soul: Imprisons subject within gem.
9th Level Spells:
Imprisonment: Entombs subject beneath the earth.
Refuge: Alters item to transport its possessor to your abode.
Teleportation Circle: Teleports creatures inside circle.

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