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Pathfinder Unchained / Simple Monster Creation / Step 6: Spells

Spell Lists

Source Pathfinder Unchained pg. 218
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 (Bestiary 4 294).

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 corossive 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 (animals only), speak with animals
8-11Animal growth, insect plagueGiant vermin, locate creature
12-15Antilife shell, summon nature's ally VIIBeast 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, magic missileLight, prestidigitation
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 forceMaximized 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, dominate personConfusion, lesser geas
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, enlarged ice stormIce storm, wall of ice
12-15Control weather, form of the dragon II (white only)Empowered cone of cold, freezing sphere
16+Quickened cone of cold, form of the dragon III (white only)td>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 presience
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 touch (electricity only), elemental aura (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, meteor swarmEmpowered 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 wardBlade 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 ward, 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, confusion, lesserDaze, 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 enfeeblement