pabelfly
2022-05-21, 08:25 AM
This thread was based off of this (http://bg–archive.minmaxforum.com/index.php?topic=2777.0) original thread before being greatly expanded.
These threads are only as good as everyone else that assists in compiling them, so thank you for everyone for your help, no matter how minor.
Corrections and additions always welcome.
Quick Index
Arcane Spellcasting
Arcane Base Classes
Arcane Feats
Arcane Prestige Classes
Arcane Items
Divine Spellcasting
Divine Base Classes
Divine Feats
Divine Prestige Classes
Divine Items
Non–Standard Means of Adding Spells
Psionic Talents
Psionic Base Classes
Psionic Feats
Psionic Prestige Class
Non–Standard Means of Adding Psionic Abilities
Gaining New Domains
Arcane Prestige Classes Giving Domains
Divine Prestige Classes Giving Domains
Abbreviated Spell Lists
Bloodline Feats Spell List
Domain Spell List
Domain Wizard Spell List
Dragonmark Spell–Like Ability List
Initiate Feats Spell List
Planar Domain Spell List
Unique Prestige Class Spell List
Arcane Spellcasting
Arcane Base Classes
Beguiler (ECL 3, 7, 11, 15, 19) – Advanced Learning adds Wizard/Sorcerer Enchantment or Illusion spells (Player's Handbook II)
Dread Necromancer (ECL 4, 8, 12, 16, 20) – Advanced Learning adds cleric or wizard spell of Necromancy School
Sorcerer (Dragonblood Sorcerer) (ECL 7) – gain bonus spells based on alignment (Races of the Dragon)
Sorcerer (Domain Access) (ECL 5) – lose a first and second–level spell at 5th level and know one less sorcerer spell at each subsequent level, gain a cleric domain and cast one domain spell of each spell level per day (Complete Champion)
Spellthief (Trickster) (ECL 4) – gain Bard spellcasting (Dragon Magazine #353)
Warmage (ECL 3, 6, 11, 16) – advanced learning at specific levels to gain wizard or sorcerer evocation spells (Complete Arcane)
Warmage (Eclectic Learning) (ECL 3, 6, 11, 16) – add sorcerer/wizard spells, but the spell is one level higher than normal. (Player's Handbook 2)
Wizard (Domain Wizard) (ECL 1, 3, 5, 7, 9, 11, 13, 15, 17) – add themed spells to spell list, see "Domain Wizard Spell List" (Unearthed Arcana)
Arcane Feats
Arcane Preparation – Allows spontaneous casters to prepare spells, which allows them to cast sanctified and corrupt spells (these need to be prepared and can't be spontaneously cast). (Complete Adventurer)
Aberrant Dragonmark – Gain a dragonmark spell–like ability
Apprentice Spellcaster – wizards get another spell in their spellbook, spontaneous casters add a spell to their spell list (might be able to be off–list) (Dungeon Master's Guide II)
Arcane Disciple – add spells from domain to class list of arcane spells, can cast once per day. (Complete Arcane)
Blessed of the Seven Sisters – adds a set list of nine spells between levels 1 to 7 (Ray of Hope, Vision of Heaven, Ease Pain, Blessed Sight, Sword of Conscience, Crown of Flame, Sacred Guardian, Crown of Brilliance, Righteous Smite) (Player's Guide to Faerun)
Bloodline feats (spontaneous casters) – gain an extra spell each level. Spells listed below (Assorted books)
Celestial Sorcerer Heritage (Sorcerer Only) – Protection from Evil (Player's Handbook II)
Celestial Sorcerer Lore (Sorcerer Only) – Add Magic Circle against Evil, Tongues, and Teleport (Player's Handbook II)
Corrupt Arcana – can prepare corrupt spells as a cleric/wizard (Heroes of Horror)
Draconic Legacy – adds spells to spell list. Requires four Draconic feats and either one level of Sorcerer or Dragontouched feat. (Races of the Dragon)
Dragonmarked Sorcerer (Sorcerer Only) – Add Sorcerer spells from least, lesser and greater Dragonmarks. (Dragon Magazine #351)
Extra Spell – add a spell one level lower than highest level of spells to list of known/available spells (Complete Arcane)
Hin Wandermage (Lightfoot Halflings only) – Wizards can add one extra spell for free to their spellbook each level. Can add Find the Path, Transport Via Plants, Word of Recall and Wind Walk.
Improved Oneiromancy – gain dream–related spells (Heroes of Horror)
Mother Cyst – adds cyst spells to spell list (Libris Mortis: The Book of the Undead)
Planar Touchstone – Catalogues of Enlightenment – as a higher–order ability, you can get a Cleric Domain and cast one spell per day from that domain as if you had prepared that spell normally (Planar Handbook, P166–167)
Precocious Apprentice – gain a chance at casting a second–level spell at 1st–level (Complete Arcane)
War Magic Study – allows you to cast war magic spells, detailed in Dragon #309 (Dragon #309)
Arcane Prestige Classes
Class
ECL for Bonus Spells
Alignment
Spellcasting Progression
Spells Gained
Sourcebook
Arachnomancer
Any Evil
7/10
Assorted Spells Level 1–9
Underdark
Auspician 1
Chaotic
10/10
Fate Domain
Faiths & Pantheons
Blood Magus
ECL 8
Not LG
8/10
Death Knell 1/day (not really added to spell list)
Complete Arcane
Celestial Mystic 2
ECL 9
LG
9/10
Able to cast spells with celestial or archon component
Book of Exalted Deeds
Combat Medic
ECL 11
Non–Evil
9/10
Can spontaneously cast "Heal" (not really added to spell list)
Heroes of Battle
Divine Oracle 1
ECL 6
LG
9/10
Oracle domain
Complete Divine
Dracolexi
ECL 8, 11, 14
9/10
Power Word Spells
Races of the Dragon
Dread Witch
4/5
Advances Arcane or Divine spells. Adds Bane and Doom (Arcane spellcaster only)
Heroes of Horror
Earthshaker 1
ECL 10
LG
9/10
Earth domain
Dragon Magazine #314
Eldritch Master
ECL 9, 13
2/10
Adds an entire class spell list for future spells at 4th and 8th levels
Dragon Magazine #280 p88
Exalted Arcanist
ECL 7, 11
Any Good
4/5
Two bonus spells known, Exalted Spells
Book of Exalted Deeds
Fiend–Blooded 2, 4, 6, 8, 10
ECL 7, 9, 11, 13, 15
Any Non–Good
9/10
Requires arcane but can advance arcane or divine casting. Add one spell to spells known (fire spell or enchantment, illusion or necromancy from any spell list)
Heroes of Horror
Geometer
ECL 7, 11
Any Good
5/5
Glyph of Warding, Greater Glyph of Warding
Complete Arcane
Hathran
LG, LN, or NG
10/10
Assorted Spells levels 1–8
Player's Guide to Faerun
Hexer 2, 4, 6, 8, 10
ECL 9, 11, 13, 15, 17
Any Non–Good
10/10
Requires divine casting but can advance arcane or divine casting. Add one wizard/sorcerer spell to spells known
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Horned Harbinger 1
ECL 6
Any Evil
0
Death Domain
Faiths & Pantheons
Impure Prince 1
ECL 6
4/6
1 – Disguise Self, Protection from Evil, Remove Fear
2 – Calm Emotions, Lesser Restoration, Zone of Natural Purity
3 – Daylight, Remove Disease
4 – Nature’s Wrath, Restoration
Magic of Eberron
Knight of the Thorn
ECL 6, 11, 15
LE
10/10
One Additional Divination spell (Wizard) or spell known (Sorcerer) each day
Augury, Divination, Commune
Races of Destiny
Loredelver
ECL 10, 13, 16
Any Good
9/10
Can lose spells to spontaneously cast knock, arcane eye, greater dispel magic (not really added to spell list)
Races of Destiny
Lyric Thaumaturge
ECL 9, 12, 15
10/10
Extra spell slots and an extra Sorcerer/Wizard spell levels 1–6
Races of Destiny
Mage of the Arcane Order
ECL 6
10/10
Prepared Spellcasters only, access to "Spellpool"
Complete Arcane
Malconvoker
ECL 6
Non–Evil
10/10
Lesser Planar Binding, Planar Binding, Greater Planar Binding
Complete Arcane
Master Specialist 2, 5, 8
ECL 5, 8, 11
10/10
Specialist Wizards only, add one arcane spell of chosen school to spellbook
Complete Arcane
Prestige Bard
Any Nonlawful
11/15
Gain access to Bardic Spell List
Unearthed Arcana
Rainbow Servant
ECL 6, 9, 12, 15
Non–Evil, Non–Chaotic
10/10
Domains: Good, Air, Law, Cleric Spells
Complete Arcane
Recaster
ECL 7, 9
10/10
Any two spells (one level lower than highest–level spell, any spell list)
Complete Arcane
Sandshaper
ECL 5
Neutral
8/10
Assorted Spells Level 1–9
Sandstorm
Shadowcraft Mage
ECL 10
5/5
Can mimic wizard or sorcerer spells (evocation and most conjuration spells)
Races of Stone
Silver Pyromancer
ECL 6
LG
4/5
Paladin spellcasting
Five Nations
Sublime Chord
ECL 11
10/10
Bard, Sorcerer or Wizard spells
Complete Arcane
Techsmith 3
ECL 9
4/6
Choose one domain from Craft, Earth, Fire, Knowledge, Metal or Planning
Faiths & Pantheons
Troubador of Stars
ECL 13
CG
5/10
Sanctified spells
Complete Arcane
Ultimate Magus
ECL 7, 9, 11, 13, 15
8 and 10/10
Prepared arcane spell added to spontaneous arcane spell list
Complete Mage
Unseen Seer
ECL 7, 10, 13
10/10
Divination spells
Complete Arcane
Wearer of Purple 1
ECL 6
Any Evil
10/10
Choose one domain from Death, Evil or Scalykind
Dragons of Faerûn
Wyrm Wizard 2, 4, 6, 8, 10
ECL 7, 9, 11, 13, 15
7/10
Spells from any class spell list
Complete Arcane
Arcane Spellcasting Items
Domain Draught – gain access to a cleric domain for 24 hours, and allows those with access to domain spells to prepare spells from that domain. (Magic Item Compendium)
Drake's Helm – Can attune arcane spells to the helm; act as if they are on your known–spells list (Explorers Handbook)
Ring of Spell Storing – Can store up to five levels worth of spe
Ring of Theurgy – Arcane spells stored in ring are treated as on your class list (but disappear when cast) (Complete Arcane)
Runestaves – allows an arcane caster to expend a slot to cast the spell in the staff. (Magic Item Compendium)
Spellwurm (spontaneous casters only) – Symbiont; adds blur, ancient knowledge and mage armor (Magic of Eberron)
Divine Spellcasting
Divine Base Classes
Cleric (ECL 1) – two domains from deity and/or alignment (Player Handbook)
Cleric (Arcane Disciple) (ECL 1–20) – trade Turn undead and domains to gain one spell from the bard or sorcerer/wizard spell list each level (Dragon Magazine #311)
Cleric (Divine Magician) (ECL 1–20) – Lose one domain for one Abjuration, Divination, or Necromancy spell for each spell level you can cast (Complete Mage)
Cleric (Cloistered Cleric) (Every increase in spell slots) – Knowledge Domain, in addition to two domains from deity and/or alignment (Unearthed Arcana). Also adds Message, Erase, Identify, Unseen Servant, Fox’s Cunning, Illusory Script, Secret Page, Tongues, Detect Scrying, Analyze Dweomer, Sequester, and Vision
Druid (Domain Druid) – can choose one of the following domains – Air, Animal, Earth, Fire, Plant, Sun, or Water. (Unearthed Arcana)
Druid (Sidhe Scholar) – gain Evil domain at 6th level
Druid (Storm Druid) – spontaneous casting of storm–based spells, gets to add Chain Lightning to spell list which is otherwise off–list
Druid (Wind Walker) – gain Air domain power at 12th level and Air domain spells at 14th level (Dragon #311)
Favored Soul (Favored of Bahamut/Tiamat) (ECL 1, 12) – gain one 1st–level spell and one 5th/6th level spell (Dragon Magic)
Paladin – The Bone Knight prestige class adds extra spells to Paladin spell list (Player's Handbook, Five Nations)
Shaman – Gain spells from two domain lists and can prepare one of these spells in a domain slot
Divine Feats
Arctic Priest – characters with Cold or Winter Cleric domains can swap out prepared spells for spells on list (Control Weather, Create Food and Water, Endure Elements, Heroes' Feast, Hibernate, Protection from Energy and Resist Energy) (Frostburn)
Corrupt Arcana – can prepare corrupt spells as a cleric/wizard (Heroes of Horror)
Customize Domain – exchange spells in a cleric domain for "similar spells on any spell list you have access to" (Dragon Magazine #325)
Draconic Legacy – adds spells to spell list. Requires four Draconic feats and Dragontouched feat. (Races of the Dragon)
Extra Spell – add a spell one level lower than highest level of spells to list of known/available spells (Complete Arcane)
Initiate Feats – adds spells to spell list, typically Cleric. See "Initiate Feats Spell List" for full list of spells gained with various Initiate feats. (Many books)
Improved Oneiromancy – gain dream–related spells (Heroes of Horror)
Life Restorer – for variant rules which nerfing resurrection: this feat is necessary in order to cast any Conjuration (healing) spell that return life to the dead; without the feat, such spells couldn't be neither prepared, nor cast (Dragon #342)
Mother Cyst – adds cyst spells to spell list (Libris Mortis: The Book of the Undead)
Planar Touchstone – Catalogues of Enlightenment – as a higher–order ability, you can get a Cleric Domain and cast one spell per day from that domain as if you had prepared that spell normally (Planar Handbook, P166–167)
Sword of the Arcane Order – Paladins and Rangers gain arcane spells (Champions of Valor)
Heretic of the Faith – swap a domain with another (Power of Faerûn)
War Magic Study – allows you to cast war magic spells, detailed in Dragon #309 (Dragon #309)
Divine Prestige Classes
Class
ECL for Bonus Spells
Alignment
Spellcasting Progression
Spells Gained
Sourcebook
Auspician 1
Chaotic
10/10
Fate Domain
Faiths & Pantheons
Bone Knight
9/10
Assorted Spells Level 1–3
Five Nations
Celestial Mystic 2
ECL 9
LG
9/10
Able to cast spells with celestial or archon component
Book of Exalted Deeds
Church Inquisitor 1
ECL 4
LG, LN
10/10
Domain: Inquisition
Complete Divine
Combat Medic
ECL 11
Non–Evil
9/10
Can spontaneously cast "Heal" (not really added to spell list)
Heroes of Battle
Contemplative 1, 6
ECL 11, 16
10/10
Any two domains from deity or alignment
Complete Divine
Divine Disciple 1
ECL 8
5/5
Any domain (deity's available domains)
Player's Guide to Faerun
Divine Oracle 1
ECL 6
LG
9/10
Oracle domain
Complete Divine
Dracolyte 1
ECL 6
10/10
Glory or Domination Domain
Frostburn
Earthshaker 1
ECL 10
LG
9/10
Earth domain
Dragon Magazine #314
Fiend–Blooded 2, 4, 6, 8, 10
ECL 7, 9, 11, 13, 15
Any Non–Good
9/10
Requires arcane but can advance arcane or divine casting. Add one spell to spells known (fire spell or enchantment, illusion or necromancy from any spell list)
Heroes of Horror
Frost Mage
ECL 8, 10, 14
10/10
Conjure Ice Beast I–IV, Animate Snow, Frostfell
Frostburn
Hathran
LG, LN, or NG
10/10
Assorted Spells levels 1–8
Player's Guide to Faerun
Hexer 2, 4, 6, 8, 10
ECL 9, 11, 13, 15, 17
Any Non–Good
10/10
Requires divine casting but can advance arcane or divine casting. Add one wizard/sorcerer spell to spells known
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Holt Warden
ECL 6
Any Neutral
10/10
Plant Domain
Complete Champion
Horned Harbinger 1
ECL 6
Any Evil
0
Death Domain
Faiths & Pantheons
Impure Prince 1
ECL 6
4/6
Assorted Spells Level 1–4 (Listed Below)
Magic of Eberron
Knight of the Raven 3
ECL 7
Any Good
9/10
Sun Domain
Expedition to Castle Ravenloft
Malconvoker
ECL 6
Non–Evil
10/10
Lesser Planar Binding, Planar Binding, Greater Planar Binding
Complete Arcane
Moonspeaker
ECL 12, 20
Shifter only
12/12
ECL 12 – Invisibility, Deep Slumber
ECL 20 – Lesser Planar Ally, Planar Ally, Greater Planar Ally, Gate
Races of Eberron
Olin Gisir 5 8
ECL 12, 15
10/10
5th – Dispel Chaos, Dispel Evil, or Dispel Law. 8th – Dictum, Holy Word, or Word of Chaos
Lost Empires of Faerûn
Ordained Champion 1
ECL 5
Lawful, Neutral Good, or Neutral Evil
3/5
War Domain (or any other deity domain if you have War domain). Can add War domain spells to class spell list if not Cleric.
Complete Champion
Prestige Bard
LG
11/15
Gain access to Bard Spell List
Unearthed Arcana
Prestige Paladin
LG
8/15
Gain access to Paladin Spell List
Unearthed Arcana
Prestige Ranger
7/15
Gain access to Ranger Spell List
Unearthed Arcana
Radiant Servant of Pelor 5
ECL 5
NG
10/10
One of Pelor's domains (Community, Glory, Good, Healing, Nobility, Sin–Pride, Strength, Sun) or the Glory or Purification domain.
Complete Divine
Sea mother Whip
ECL 6
LE, NE, CE, N
5/5
Watery Death prestige domain
Underdark
Seeker of the Mystic Isle 1, 7
ECL 6, 12
8/10
Travel and Magic domains
Complete Divine
Silverstar
CG
10/10
Moon Domain spells (but not domain powers)
Faiths & Pantheons
Singer of Concordance 2
ECL 7
10/10
Choose one domain from Dragon, Healing, Knowledge, Magic, Strength, Travel, Wealth
Races of the Dragon
Sovereign Speaker 1–9
ECL 6–14
7/9
Choose one domain per level from large list
Races of the Dragon
Swift Wing 1
ECL 6
8/10
Dragon Domain
Dragon Magic
Talontar Blightord
ELC 8
8/10
Adds the Blightbringer domain
Unapproachable East
Techsmith 3
ECL 9
4/6
Choose one domain from Craft, Earth, Fire, Knowledge, Metal or Planning
Faiths & Pantheons
Temple Raider of Olidammara 10
ECL 16
Independent Spell Progression (4ths)
Luck Domain spell list added to class spells
Complete Divine
Warpriest 1
ECL 6
5/10
Glory or Domination domain
Complete Divine
Wavekeeper 1
9/10
Choose one domain from Blackwater, Ocean, Storm or Water
Stormwrack
Waveservant 1
10/10
Ocean Domain spells (but not domain powers). Clerics prepare Ocean Domain spells as divine spells
Faiths & Pantheons
Wearer of Purple 1
ECL 6
Any Evil
10/10
Choose one domain from Death, Evil or Scalykind
Dragons of Faerûn
Windwalker 1
10/10
Air domain spells and Travel domain spells (but not domain powers)
Faiths & Pantheons
Divine Items
Domain Draught – gain access to a cleric domain for 24 hours, and allows those with access to domain spells to prepare spells from that domain. (Magic Item Compendium)
Domain Icon – 3/day cast a divine spell and get a domain spell of that level or lower (Faiths of Eberron)
allows a divine caster to expend a slot to cast the spell in the staff (Complete Champion)
Domain Staff – allows a divine caster to expend a slot to cast the spell in the staff (Complete Champion)
Ring of Spell Storing – Can store up to five levels worth of spells
Non–Standard Means of Adding Spells
Anyspell and Greater Anyspell – read and prepare any arcane spell up to 2nd level and 5th level (Spell Compendium)
Archdragon Templates
Chaotic Arch–Dragon – Chaos, Luck, and Trickery
Evil Arch–Dragon – Death, Evil, and War
Good Arch–Dragon – Good, Healing, and Protection
Lawful Arch–Dragon – Knowledge, Law, and Strength (Dragon #321)
Boccob's Reading Room (Magical Location) – Allows a character who prepares spells to write a new spell into their spellbook (Complete Mage)
Cerebrosis – Purchasable feat that nets you fourteen unique spells. (Dragon Magazine #330, p27)
Dragonblood Spell Pact (Sorcerer 5) – dragons and dragonblooded creatures can trade spell/s with eachother. (Dragons of Faerûn)
Imbue with Spell Ability – allows the caster to give low–level spells to the recipient, which are kept until cast
Imbue Familiar with Spell Ability – allows the caster to give low–level spells to their familiar, which are kept for hours/level or until cast (Complete Arcane)
Least, Lesser, Greater Dragonmarks – Gain various spell–like abilities according to dragonmark choice. Extremely limited use compared to feats like Arcane Disciple or the Initiate feats. (Eberron Campaign Setting)
See "Dragonmark Spell–Like Ability List" for a full list of Dragonmark spell–like abilities.
See "Dragonmark Sorcerer" feat from Dragon Magazine #351
Knowstone – spontaneous casters can cast a spell as if the spell was on their spell list. (Dragon Magazine #333, p93)
Monster of Legend – template gives 5th–level Cleric casting from the Cleric spell list, as well as access to Protection, Strength, and War domains. (Monster Manual II)
Node Spellcasting – very indirect (ask your GM) but evil or earth nodes grant spells up to a level of the node's class, and these are explicitly any spells, not just spells off a particular list. Node Spellcasting allows you to access the node's spells, in effect adding them to your spell list. (Champions of Ruin)
Spell Storing – a +1 enchant that allows the character to store one spell up to third–level.
Spellhoarding Dragon Psychosis Template – a dragon template that gives you an improved form of counterspelling and add them to your spell hoard. You may also be able to catch spells outside the dragon's spell list (Dragon #313)
Substitute Domain – swap one domain for another domain your deity offers
Touchstone (Kahar) – can use one of these spell–like abilities per day – aid, calm emotions, cure moderate wounds, lesser restoration, remove paralysis (caster level as Cleric level) (Sandstorm)
Touchstone (Healing Waters of Abu–Ima) – can use one of these spell–like abilities per day – cure serious wounds, remove disease (caster level as Cleric level) (Sandstorm)
Touchstone (Shrine at Kahar) – can use one of these spell–like abilities per day – aid, calm emotions, cure moderate wounds, lesser restoration, remove paralysis (caster level as Cleric level) (Sandstorm)
Touchstone (Sunken Barge) – gain water walk as spell–like ability for 10 min/day (caster level as character level) (Sandstorm)
Touchstone (Well of Al–Sharaz) – augury as spell–like ability once/day (caster level as Cleric level) (Sandstorm)
Use Magic Device – cast spells applicable to said magic device
Wish, Miracle, etc – can duplicate lower–level spells (Player's Handbook)
Psionic Talents
Psionic Base Classes
Ardent (Substitute Powers) – allows you to add powers to mantles with less than ten abilities, and substitute equal or lesser abilities (at the GM's discretion). (WOTC Site)
Binder – the vestiges "Arete", "The Triad" and "Abysm" all give bonus psionic abilities.
Divine Mind (Ectopic Ally) – Gain the ability to summon an Astral Construct as a psi–like ability (WOTC Site)
Divine Mind (Hidden Talent) – Gain a first–level power from the mantle you first selected (WOTC Site)
Erudite (Spell–to–Power) Turn your power points into spells. (WOTC Site)
Erudite (Favored Discipline) – choose a single discipline, and you can learn all powers of that discipline, regardless of the class list they're on (WOTC Site)
Erudite (Mantled Erudite) – the powers of a mantle are considered general psion/wilderpowers (WOTC Site)
Psychic Warrior (Mantled Warrior) – Choose a mantle at 2nd level in place of your feat. Can pick powers from the chosen mantle. (WOTC Site)
Soul Knife (Hidden Talent) – Gain the Hidden Talent feat (WOTC Site)
Wilder (Educated) – Gain the Expanded Knowledge feat (WOTC Site)
Wilder (Mantled) – Gain the powers of a mantle (WOTC Site)
Wilder (Shifter) – Gain access to the Egoist list (Eberron Campaign Setting)
Psionic Feats
Expanded Knowledge – Add one additional power up to one level lower than the highest–level power you can manifest, including powers from another discipline's list. (Expanded Psionics Handbook)
Hidden Talent – choose one first–level power from any psion list (Expanded Psionics Handbook)
Illithid Legacy – add Psionic Charm and Read Thoughts. (Requires one Illithid Heritage feat) (Complete Psionics)
Illithid Legacy, Greater – add Dispel Psionics and Psionic Dominate (Complete Psionics)
Tap Mantle – For classes with Mantles (Ardents, Divine Minds and ACF Psychic Warrior) they can access the spells of another mantle
Psionic Prestige Class
Ruby Disciple – The psionic version may add Sardior's domain spells as if they were telepathic abilities of equal level (WOTC Online)
Non–Standard Means of Adding Psionic Abilities
Allies with psionic powers can share abilities. Followers, psicrystals with "Hidden Talent" feat, or other psionic allies can all help with this.
Mental Pinnacle (Sorcerer/Wizard 6) – A Sorcerer/Wizard spell that gives you various psionic abilities to use
Power Storing – a +1 enchant that allows the character to store a targeted psionic ability worth up to five power points.
Psychic Chirurgery (Telepath 9) – allows the caster to add psionic powers to another character. (Expanded Psionics Handbook)
Use Psionic Device – cast a psionic ability on a psionic device
These threads are only as good as everyone else that assists in compiling them, so thank you for everyone for your help, no matter how minor.
Corrections and additions always welcome.
Quick Index
Arcane Spellcasting
Arcane Base Classes
Arcane Feats
Arcane Prestige Classes
Arcane Items
Divine Spellcasting
Divine Base Classes
Divine Feats
Divine Prestige Classes
Divine Items
Non–Standard Means of Adding Spells
Psionic Talents
Psionic Base Classes
Psionic Feats
Psionic Prestige Class
Non–Standard Means of Adding Psionic Abilities
Gaining New Domains
Arcane Prestige Classes Giving Domains
Divine Prestige Classes Giving Domains
Abbreviated Spell Lists
Bloodline Feats Spell List
Domain Spell List
Domain Wizard Spell List
Dragonmark Spell–Like Ability List
Initiate Feats Spell List
Planar Domain Spell List
Unique Prestige Class Spell List
Arcane Spellcasting
Arcane Base Classes
Beguiler (ECL 3, 7, 11, 15, 19) – Advanced Learning adds Wizard/Sorcerer Enchantment or Illusion spells (Player's Handbook II)
Dread Necromancer (ECL 4, 8, 12, 16, 20) – Advanced Learning adds cleric or wizard spell of Necromancy School
Sorcerer (Dragonblood Sorcerer) (ECL 7) – gain bonus spells based on alignment (Races of the Dragon)
Sorcerer (Domain Access) (ECL 5) – lose a first and second–level spell at 5th level and know one less sorcerer spell at each subsequent level, gain a cleric domain and cast one domain spell of each spell level per day (Complete Champion)
Spellthief (Trickster) (ECL 4) – gain Bard spellcasting (Dragon Magazine #353)
Warmage (ECL 3, 6, 11, 16) – advanced learning at specific levels to gain wizard or sorcerer evocation spells (Complete Arcane)
Warmage (Eclectic Learning) (ECL 3, 6, 11, 16) – add sorcerer/wizard spells, but the spell is one level higher than normal. (Player's Handbook 2)
Wizard (Domain Wizard) (ECL 1, 3, 5, 7, 9, 11, 13, 15, 17) – add themed spells to spell list, see "Domain Wizard Spell List" (Unearthed Arcana)
Arcane Feats
Arcane Preparation – Allows spontaneous casters to prepare spells, which allows them to cast sanctified and corrupt spells (these need to be prepared and can't be spontaneously cast). (Complete Adventurer)
Aberrant Dragonmark – Gain a dragonmark spell–like ability
Apprentice Spellcaster – wizards get another spell in their spellbook, spontaneous casters add a spell to their spell list (might be able to be off–list) (Dungeon Master's Guide II)
Arcane Disciple – add spells from domain to class list of arcane spells, can cast once per day. (Complete Arcane)
Blessed of the Seven Sisters – adds a set list of nine spells between levels 1 to 7 (Ray of Hope, Vision of Heaven, Ease Pain, Blessed Sight, Sword of Conscience, Crown of Flame, Sacred Guardian, Crown of Brilliance, Righteous Smite) (Player's Guide to Faerun)
Bloodline feats (spontaneous casters) – gain an extra spell each level. Spells listed below (Assorted books)
Celestial Sorcerer Heritage (Sorcerer Only) – Protection from Evil (Player's Handbook II)
Celestial Sorcerer Lore (Sorcerer Only) – Add Magic Circle against Evil, Tongues, and Teleport (Player's Handbook II)
Corrupt Arcana – can prepare corrupt spells as a cleric/wizard (Heroes of Horror)
Draconic Legacy – adds spells to spell list. Requires four Draconic feats and either one level of Sorcerer or Dragontouched feat. (Races of the Dragon)
Dragonmarked Sorcerer (Sorcerer Only) – Add Sorcerer spells from least, lesser and greater Dragonmarks. (Dragon Magazine #351)
Extra Spell – add a spell one level lower than highest level of spells to list of known/available spells (Complete Arcane)
Hin Wandermage (Lightfoot Halflings only) – Wizards can add one extra spell for free to their spellbook each level. Can add Find the Path, Transport Via Plants, Word of Recall and Wind Walk.
Improved Oneiromancy – gain dream–related spells (Heroes of Horror)
Mother Cyst – adds cyst spells to spell list (Libris Mortis: The Book of the Undead)
Planar Touchstone – Catalogues of Enlightenment – as a higher–order ability, you can get a Cleric Domain and cast one spell per day from that domain as if you had prepared that spell normally (Planar Handbook, P166–167)
Precocious Apprentice – gain a chance at casting a second–level spell at 1st–level (Complete Arcane)
War Magic Study – allows you to cast war magic spells, detailed in Dragon #309 (Dragon #309)
Arcane Prestige Classes
Class
ECL for Bonus Spells
Alignment
Spellcasting Progression
Spells Gained
Sourcebook
Arachnomancer
Any Evil
7/10
Assorted Spells Level 1–9
Underdark
Auspician 1
Chaotic
10/10
Fate Domain
Faiths & Pantheons
Blood Magus
ECL 8
Not LG
8/10
Death Knell 1/day (not really added to spell list)
Complete Arcane
Celestial Mystic 2
ECL 9
LG
9/10
Able to cast spells with celestial or archon component
Book of Exalted Deeds
Combat Medic
ECL 11
Non–Evil
9/10
Can spontaneously cast "Heal" (not really added to spell list)
Heroes of Battle
Divine Oracle 1
ECL 6
LG
9/10
Oracle domain
Complete Divine
Dracolexi
ECL 8, 11, 14
9/10
Power Word Spells
Races of the Dragon
Dread Witch
4/5
Advances Arcane or Divine spells. Adds Bane and Doom (Arcane spellcaster only)
Heroes of Horror
Earthshaker 1
ECL 10
LG
9/10
Earth domain
Dragon Magazine #314
Eldritch Master
ECL 9, 13
2/10
Adds an entire class spell list for future spells at 4th and 8th levels
Dragon Magazine #280 p88
Exalted Arcanist
ECL 7, 11
Any Good
4/5
Two bonus spells known, Exalted Spells
Book of Exalted Deeds
Fiend–Blooded 2, 4, 6, 8, 10
ECL 7, 9, 11, 13, 15
Any Non–Good
9/10
Requires arcane but can advance arcane or divine casting. Add one spell to spells known (fire spell or enchantment, illusion or necromancy from any spell list)
Heroes of Horror
Geometer
ECL 7, 11
Any Good
5/5
Glyph of Warding, Greater Glyph of Warding
Complete Arcane
Hathran
LG, LN, or NG
10/10
Assorted Spells levels 1–8
Player's Guide to Faerun
Hexer 2, 4, 6, 8, 10
ECL 9, 11, 13, 15, 17
Any Non–Good
10/10
Requires divine casting but can advance arcane or divine casting. Add one wizard/sorcerer spell to spells known
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Horned Harbinger 1
ECL 6
Any Evil
0
Death Domain
Faiths & Pantheons
Impure Prince 1
ECL 6
4/6
1 – Disguise Self, Protection from Evil, Remove Fear
2 – Calm Emotions, Lesser Restoration, Zone of Natural Purity
3 – Daylight, Remove Disease
4 – Nature’s Wrath, Restoration
Magic of Eberron
Knight of the Thorn
ECL 6, 11, 15
LE
10/10
One Additional Divination spell (Wizard) or spell known (Sorcerer) each day
Augury, Divination, Commune
Races of Destiny
Loredelver
ECL 10, 13, 16
Any Good
9/10
Can lose spells to spontaneously cast knock, arcane eye, greater dispel magic (not really added to spell list)
Races of Destiny
Lyric Thaumaturge
ECL 9, 12, 15
10/10
Extra spell slots and an extra Sorcerer/Wizard spell levels 1–6
Races of Destiny
Mage of the Arcane Order
ECL 6
10/10
Prepared Spellcasters only, access to "Spellpool"
Complete Arcane
Malconvoker
ECL 6
Non–Evil
10/10
Lesser Planar Binding, Planar Binding, Greater Planar Binding
Complete Arcane
Master Specialist 2, 5, 8
ECL 5, 8, 11
10/10
Specialist Wizards only, add one arcane spell of chosen school to spellbook
Complete Arcane
Prestige Bard
Any Nonlawful
11/15
Gain access to Bardic Spell List
Unearthed Arcana
Rainbow Servant
ECL 6, 9, 12, 15
Non–Evil, Non–Chaotic
10/10
Domains: Good, Air, Law, Cleric Spells
Complete Arcane
Recaster
ECL 7, 9
10/10
Any two spells (one level lower than highest–level spell, any spell list)
Complete Arcane
Sandshaper
ECL 5
Neutral
8/10
Assorted Spells Level 1–9
Sandstorm
Shadowcraft Mage
ECL 10
5/5
Can mimic wizard or sorcerer spells (evocation and most conjuration spells)
Races of Stone
Silver Pyromancer
ECL 6
LG
4/5
Paladin spellcasting
Five Nations
Sublime Chord
ECL 11
10/10
Bard, Sorcerer or Wizard spells
Complete Arcane
Techsmith 3
ECL 9
4/6
Choose one domain from Craft, Earth, Fire, Knowledge, Metal or Planning
Faiths & Pantheons
Troubador of Stars
ECL 13
CG
5/10
Sanctified spells
Complete Arcane
Ultimate Magus
ECL 7, 9, 11, 13, 15
8 and 10/10
Prepared arcane spell added to spontaneous arcane spell list
Complete Mage
Unseen Seer
ECL 7, 10, 13
10/10
Divination spells
Complete Arcane
Wearer of Purple 1
ECL 6
Any Evil
10/10
Choose one domain from Death, Evil or Scalykind
Dragons of Faerûn
Wyrm Wizard 2, 4, 6, 8, 10
ECL 7, 9, 11, 13, 15
7/10
Spells from any class spell list
Complete Arcane
Arcane Spellcasting Items
Domain Draught – gain access to a cleric domain for 24 hours, and allows those with access to domain spells to prepare spells from that domain. (Magic Item Compendium)
Drake's Helm – Can attune arcane spells to the helm; act as if they are on your known–spells list (Explorers Handbook)
Ring of Spell Storing – Can store up to five levels worth of spe
Ring of Theurgy – Arcane spells stored in ring are treated as on your class list (but disappear when cast) (Complete Arcane)
Runestaves – allows an arcane caster to expend a slot to cast the spell in the staff. (Magic Item Compendium)
Spellwurm (spontaneous casters only) – Symbiont; adds blur, ancient knowledge and mage armor (Magic of Eberron)
Divine Spellcasting
Divine Base Classes
Cleric (ECL 1) – two domains from deity and/or alignment (Player Handbook)
Cleric (Arcane Disciple) (ECL 1–20) – trade Turn undead and domains to gain one spell from the bard or sorcerer/wizard spell list each level (Dragon Magazine #311)
Cleric (Divine Magician) (ECL 1–20) – Lose one domain for one Abjuration, Divination, or Necromancy spell for each spell level you can cast (Complete Mage)
Cleric (Cloistered Cleric) (Every increase in spell slots) – Knowledge Domain, in addition to two domains from deity and/or alignment (Unearthed Arcana). Also adds Message, Erase, Identify, Unseen Servant, Fox’s Cunning, Illusory Script, Secret Page, Tongues, Detect Scrying, Analyze Dweomer, Sequester, and Vision
Druid (Domain Druid) – can choose one of the following domains – Air, Animal, Earth, Fire, Plant, Sun, or Water. (Unearthed Arcana)
Druid (Sidhe Scholar) – gain Evil domain at 6th level
Druid (Storm Druid) – spontaneous casting of storm–based spells, gets to add Chain Lightning to spell list which is otherwise off–list
Druid (Wind Walker) – gain Air domain power at 12th level and Air domain spells at 14th level (Dragon #311)
Favored Soul (Favored of Bahamut/Tiamat) (ECL 1, 12) – gain one 1st–level spell and one 5th/6th level spell (Dragon Magic)
Paladin – The Bone Knight prestige class adds extra spells to Paladin spell list (Player's Handbook, Five Nations)
Shaman – Gain spells from two domain lists and can prepare one of these spells in a domain slot
Divine Feats
Arctic Priest – characters with Cold or Winter Cleric domains can swap out prepared spells for spells on list (Control Weather, Create Food and Water, Endure Elements, Heroes' Feast, Hibernate, Protection from Energy and Resist Energy) (Frostburn)
Corrupt Arcana – can prepare corrupt spells as a cleric/wizard (Heroes of Horror)
Customize Domain – exchange spells in a cleric domain for "similar spells on any spell list you have access to" (Dragon Magazine #325)
Draconic Legacy – adds spells to spell list. Requires four Draconic feats and Dragontouched feat. (Races of the Dragon)
Extra Spell – add a spell one level lower than highest level of spells to list of known/available spells (Complete Arcane)
Initiate Feats – adds spells to spell list, typically Cleric. See "Initiate Feats Spell List" for full list of spells gained with various Initiate feats. (Many books)
Improved Oneiromancy – gain dream–related spells (Heroes of Horror)
Life Restorer – for variant rules which nerfing resurrection: this feat is necessary in order to cast any Conjuration (healing) spell that return life to the dead; without the feat, such spells couldn't be neither prepared, nor cast (Dragon #342)
Mother Cyst – adds cyst spells to spell list (Libris Mortis: The Book of the Undead)
Planar Touchstone – Catalogues of Enlightenment – as a higher–order ability, you can get a Cleric Domain and cast one spell per day from that domain as if you had prepared that spell normally (Planar Handbook, P166–167)
Sword of the Arcane Order – Paladins and Rangers gain arcane spells (Champions of Valor)
Heretic of the Faith – swap a domain with another (Power of Faerûn)
War Magic Study – allows you to cast war magic spells, detailed in Dragon #309 (Dragon #309)
Divine Prestige Classes
Class
ECL for Bonus Spells
Alignment
Spellcasting Progression
Spells Gained
Sourcebook
Auspician 1
Chaotic
10/10
Fate Domain
Faiths & Pantheons
Bone Knight
9/10
Assorted Spells Level 1–3
Five Nations
Celestial Mystic 2
ECL 9
LG
9/10
Able to cast spells with celestial or archon component
Book of Exalted Deeds
Church Inquisitor 1
ECL 4
LG, LN
10/10
Domain: Inquisition
Complete Divine
Combat Medic
ECL 11
Non–Evil
9/10
Can spontaneously cast "Heal" (not really added to spell list)
Heroes of Battle
Contemplative 1, 6
ECL 11, 16
10/10
Any two domains from deity or alignment
Complete Divine
Divine Disciple 1
ECL 8
5/5
Any domain (deity's available domains)
Player's Guide to Faerun
Divine Oracle 1
ECL 6
LG
9/10
Oracle domain
Complete Divine
Dracolyte 1
ECL 6
10/10
Glory or Domination Domain
Frostburn
Earthshaker 1
ECL 10
LG
9/10
Earth domain
Dragon Magazine #314
Fiend–Blooded 2, 4, 6, 8, 10
ECL 7, 9, 11, 13, 15
Any Non–Good
9/10
Requires arcane but can advance arcane or divine casting. Add one spell to spells known (fire spell or enchantment, illusion or necromancy from any spell list)
Heroes of Horror
Frost Mage
ECL 8, 10, 14
10/10
Conjure Ice Beast I–IV, Animate Snow, Frostfell
Frostburn
Hathran
LG, LN, or NG
10/10
Assorted Spells levels 1–8
Player's Guide to Faerun
Hexer 2, 4, 6, 8, 10
ECL 9, 11, 13, 15, 17
Any Non–Good
10/10
Requires divine casting but can advance arcane or divine casting. Add one wizard/sorcerer spell to spells known
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers
Holt Warden
ECL 6
Any Neutral
10/10
Plant Domain
Complete Champion
Horned Harbinger 1
ECL 6
Any Evil
0
Death Domain
Faiths & Pantheons
Impure Prince 1
ECL 6
4/6
Assorted Spells Level 1–4 (Listed Below)
Magic of Eberron
Knight of the Raven 3
ECL 7
Any Good
9/10
Sun Domain
Expedition to Castle Ravenloft
Malconvoker
ECL 6
Non–Evil
10/10
Lesser Planar Binding, Planar Binding, Greater Planar Binding
Complete Arcane
Moonspeaker
ECL 12, 20
Shifter only
12/12
ECL 12 – Invisibility, Deep Slumber
ECL 20 – Lesser Planar Ally, Planar Ally, Greater Planar Ally, Gate
Races of Eberron
Olin Gisir 5 8
ECL 12, 15
10/10
5th – Dispel Chaos, Dispel Evil, or Dispel Law. 8th – Dictum, Holy Word, or Word of Chaos
Lost Empires of Faerûn
Ordained Champion 1
ECL 5
Lawful, Neutral Good, or Neutral Evil
3/5
War Domain (or any other deity domain if you have War domain). Can add War domain spells to class spell list if not Cleric.
Complete Champion
Prestige Bard
LG
11/15
Gain access to Bard Spell List
Unearthed Arcana
Prestige Paladin
LG
8/15
Gain access to Paladin Spell List
Unearthed Arcana
Prestige Ranger
7/15
Gain access to Ranger Spell List
Unearthed Arcana
Radiant Servant of Pelor 5
ECL 5
NG
10/10
One of Pelor's domains (Community, Glory, Good, Healing, Nobility, Sin–Pride, Strength, Sun) or the Glory or Purification domain.
Complete Divine
Sea mother Whip
ECL 6
LE, NE, CE, N
5/5
Watery Death prestige domain
Underdark
Seeker of the Mystic Isle 1, 7
ECL 6, 12
8/10
Travel and Magic domains
Complete Divine
Silverstar
CG
10/10
Moon Domain spells (but not domain powers)
Faiths & Pantheons
Singer of Concordance 2
ECL 7
10/10
Choose one domain from Dragon, Healing, Knowledge, Magic, Strength, Travel, Wealth
Races of the Dragon
Sovereign Speaker 1–9
ECL 6–14
7/9
Choose one domain per level from large list
Races of the Dragon
Swift Wing 1
ECL 6
8/10
Dragon Domain
Dragon Magic
Talontar Blightord
ELC 8
8/10
Adds the Blightbringer domain
Unapproachable East
Techsmith 3
ECL 9
4/6
Choose one domain from Craft, Earth, Fire, Knowledge, Metal or Planning
Faiths & Pantheons
Temple Raider of Olidammara 10
ECL 16
Independent Spell Progression (4ths)
Luck Domain spell list added to class spells
Complete Divine
Warpriest 1
ECL 6
5/10
Glory or Domination domain
Complete Divine
Wavekeeper 1
9/10
Choose one domain from Blackwater, Ocean, Storm or Water
Stormwrack
Waveservant 1
10/10
Ocean Domain spells (but not domain powers). Clerics prepare Ocean Domain spells as divine spells
Faiths & Pantheons
Wearer of Purple 1
ECL 6
Any Evil
10/10
Choose one domain from Death, Evil or Scalykind
Dragons of Faerûn
Windwalker 1
10/10
Air domain spells and Travel domain spells (but not domain powers)
Faiths & Pantheons
Divine Items
Domain Draught – gain access to a cleric domain for 24 hours, and allows those with access to domain spells to prepare spells from that domain. (Magic Item Compendium)
Domain Icon – 3/day cast a divine spell and get a domain spell of that level or lower (Faiths of Eberron)
allows a divine caster to expend a slot to cast the spell in the staff (Complete Champion)
Domain Staff – allows a divine caster to expend a slot to cast the spell in the staff (Complete Champion)
Ring of Spell Storing – Can store up to five levels worth of spells
Non–Standard Means of Adding Spells
Anyspell and Greater Anyspell – read and prepare any arcane spell up to 2nd level and 5th level (Spell Compendium)
Archdragon Templates
Chaotic Arch–Dragon – Chaos, Luck, and Trickery
Evil Arch–Dragon – Death, Evil, and War
Good Arch–Dragon – Good, Healing, and Protection
Lawful Arch–Dragon – Knowledge, Law, and Strength (Dragon #321)
Boccob's Reading Room (Magical Location) – Allows a character who prepares spells to write a new spell into their spellbook (Complete Mage)
Cerebrosis – Purchasable feat that nets you fourteen unique spells. (Dragon Magazine #330, p27)
Dragonblood Spell Pact (Sorcerer 5) – dragons and dragonblooded creatures can trade spell/s with eachother. (Dragons of Faerûn)
Imbue with Spell Ability – allows the caster to give low–level spells to the recipient, which are kept until cast
Imbue Familiar with Spell Ability – allows the caster to give low–level spells to their familiar, which are kept for hours/level or until cast (Complete Arcane)
Least, Lesser, Greater Dragonmarks – Gain various spell–like abilities according to dragonmark choice. Extremely limited use compared to feats like Arcane Disciple or the Initiate feats. (Eberron Campaign Setting)
See "Dragonmark Spell–Like Ability List" for a full list of Dragonmark spell–like abilities.
See "Dragonmark Sorcerer" feat from Dragon Magazine #351
Knowstone – spontaneous casters can cast a spell as if the spell was on their spell list. (Dragon Magazine #333, p93)
Monster of Legend – template gives 5th–level Cleric casting from the Cleric spell list, as well as access to Protection, Strength, and War domains. (Monster Manual II)
Node Spellcasting – very indirect (ask your GM) but evil or earth nodes grant spells up to a level of the node's class, and these are explicitly any spells, not just spells off a particular list. Node Spellcasting allows you to access the node's spells, in effect adding them to your spell list. (Champions of Ruin)
Spell Storing – a +1 enchant that allows the character to store one spell up to third–level.
Spellhoarding Dragon Psychosis Template – a dragon template that gives you an improved form of counterspelling and add them to your spell hoard. You may also be able to catch spells outside the dragon's spell list (Dragon #313)
Substitute Domain – swap one domain for another domain your deity offers
Touchstone (Kahar) – can use one of these spell–like abilities per day – aid, calm emotions, cure moderate wounds, lesser restoration, remove paralysis (caster level as Cleric level) (Sandstorm)
Touchstone (Healing Waters of Abu–Ima) – can use one of these spell–like abilities per day – cure serious wounds, remove disease (caster level as Cleric level) (Sandstorm)
Touchstone (Shrine at Kahar) – can use one of these spell–like abilities per day – aid, calm emotions, cure moderate wounds, lesser restoration, remove paralysis (caster level as Cleric level) (Sandstorm)
Touchstone (Sunken Barge) – gain water walk as spell–like ability for 10 min/day (caster level as character level) (Sandstorm)
Touchstone (Well of Al–Sharaz) – augury as spell–like ability once/day (caster level as Cleric level) (Sandstorm)
Use Magic Device – cast spells applicable to said magic device
Wish, Miracle, etc – can duplicate lower–level spells (Player's Handbook)
Psionic Talents
Psionic Base Classes
Ardent (Substitute Powers) – allows you to add powers to mantles with less than ten abilities, and substitute equal or lesser abilities (at the GM's discretion). (WOTC Site)
Binder – the vestiges "Arete", "The Triad" and "Abysm" all give bonus psionic abilities.
Divine Mind (Ectopic Ally) – Gain the ability to summon an Astral Construct as a psi–like ability (WOTC Site)
Divine Mind (Hidden Talent) – Gain a first–level power from the mantle you first selected (WOTC Site)
Erudite (Spell–to–Power) Turn your power points into spells. (WOTC Site)
Erudite (Favored Discipline) – choose a single discipline, and you can learn all powers of that discipline, regardless of the class list they're on (WOTC Site)
Erudite (Mantled Erudite) – the powers of a mantle are considered general psion/wilderpowers (WOTC Site)
Psychic Warrior (Mantled Warrior) – Choose a mantle at 2nd level in place of your feat. Can pick powers from the chosen mantle. (WOTC Site)
Soul Knife (Hidden Talent) – Gain the Hidden Talent feat (WOTC Site)
Wilder (Educated) – Gain the Expanded Knowledge feat (WOTC Site)
Wilder (Mantled) – Gain the powers of a mantle (WOTC Site)
Wilder (Shifter) – Gain access to the Egoist list (Eberron Campaign Setting)
Psionic Feats
Expanded Knowledge – Add one additional power up to one level lower than the highest–level power you can manifest, including powers from another discipline's list. (Expanded Psionics Handbook)
Hidden Talent – choose one first–level power from any psion list (Expanded Psionics Handbook)
Illithid Legacy – add Psionic Charm and Read Thoughts. (Requires one Illithid Heritage feat) (Complete Psionics)
Illithid Legacy, Greater – add Dispel Psionics and Psionic Dominate (Complete Psionics)
Tap Mantle – For classes with Mantles (Ardents, Divine Minds and ACF Psychic Warrior) they can access the spells of another mantle
Psionic Prestige Class
Ruby Disciple – The psionic version may add Sardior's domain spells as if they were telepathic abilities of equal level (WOTC Online)
Non–Standard Means of Adding Psionic Abilities
Allies with psionic powers can share abilities. Followers, psicrystals with "Hidden Talent" feat, or other psionic allies can all help with this.
Mental Pinnacle (Sorcerer/Wizard 6) – A Sorcerer/Wizard spell that gives you various psionic abilities to use
Power Storing – a +1 enchant that allows the character to store a targeted psionic ability worth up to five power points.
Psychic Chirurgery (Telepath 9) – allows the caster to add psionic powers to another character. (Expanded Psionics Handbook)
Use Psionic Device – cast a psionic ability on a psionic device