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The following is a list of all arcane spells on every arcane spell list.

They are listed at the lowest possible level


you can cast them at. The spell list it comes from is included. If there are multiple lists, the default list is the
Sorcerer/Wizard List. Otherwise, it's listed by alphabetical order.

ARCANE SPELL LIST


0-LEVEL ARCANE SPELLS
Acid Splash (Sor/Wiz): Orb deals 1d3 acid damage.
Amanuensis (Sor/Wiz): Copy non-magical text.
Arcane Mark (Sor/Wiz): Inscribes a personal rune (visible or invisible).
Caltrops (Sor/Wiz): Creates caltrops in 5-ft-by-5-ft square, + 5-ft square/2 levels beyond 1st (max 5).
Candlelight (Sor/Wiz): You cause an object to glow like a candle, shedding light in a 5-foot radius.
Dancing Lights (Sor/Wiz): Creates torches or other lights.
Daze (Sor/Wiz): Humanoid creature of 4 HD or less loses next action.
Detect Crossroads (Bard): Detects fey crossroads within 60 ft.
Detect Ghost (Sor/Wiz): Reveals ghosts within 60 ft.
Detect Magic (Sor/Wiz): Detects spells and magic items within 60 ft.
Detect Poison (Sor/Wiz): Detects poison in one creature or object.
Disrupt Ectoplasm (Sor/Wiz): Deals 1d6 damage to ectoplasm.
Disrupt Undead (Sor/Wiz): Deals 1d6 damage to one undead.
Easy Math (Bard): Solve complex math problems with a perform check.
Electric Jolt (Sor/Wiz): Ranged touch attack deals 1d3 electricity damage.
Fine-Tuning (Bard): +2 Circumstance bonus on perform checks.
Flare (Sor/Wiz): Dazzles one creature (-1 attack).
Ghost Sound (Sor/Wiz): Figment sounds.
Ghostharp (Bard): Object records, plays a song at your command.
Know Direction (Bard): You discern north.
Launch Bolt (Sor/Wiz): Launches a crossbow bolt up to 80 ft.
Launch Item (Sor/Wiz): Hurls Fine item up to Medium range.
Light (Sor/Wiz): Object shines like a torch.
Lullaby (Bard): Makes Target drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
Mage Hand (Sor/Wiz): 5-pound telekinesis.
Mending (Wu Jen): Makes minor repairs on an object.
Message (Sor/Wiz): Whispered conversation at a distance.
Minor Disguise (Bard): Makes slight changes to your appearance.
Open/Close (Sor/Wiz): Opens or closes small or light things.
Percussion (Bard): Fill the area with the sound of percussive instruments.
Preserve Ectoplasm (Sor/Wiz): Prevents ectoplasm from fading away.
Preserve Organ (Sor/Wiz): Protects one detached organ from decay for 24 hours.
Prestidigitation (Sor/Wiz): Performs minor tricks.
Ray of Frost (Sor/Wiz): Ray deals 1d3 cold damage.
Read Magic (Sor/Wiz): Read scrolls and spellbooks.
Repair Minor Damage (Sor/Wiz): Repairs 1 point of damage to any construct.
Resistance (Sor/Wiz): Target gains +1 on saving throws.
Silent Portal (Sor/Wiz): Negates sound from door or window.
Slash Tongue (Sor/Wiz): Target takes -1 penalty on attacks, saves, and checks for 1 round.
Songbird (Bard): Grants +1 bonus on your next Cha check after performance.
Sonic Snap (Sor/Wiz): Target takes 1 point of sonic damage and is deafened 1 round.
Stick (Sor/Wiz): Glues an object weighing 5 pounds or less to another object.
Summon Instrument (Bard): Summons one instrument of the caster’s choice.
Touch of Fatigue (Sor/Wiz): Touch attack fatigues target.
Unnerving Gaze (Sor/Wiz): Target takes -1 penalty on attacks for 1d3 rounds.

1ST-LEVEL ARCANE SPELLS


Aberrate (Sor/Wiz): Target becomes an aberration.
Accelerated Movement (Sor/Wiz): Balance, Climb, or Move Silently at normal speed with no penalty on
skill check.
Accuracy (Warmage): Doubles weapon’s range increment.
Addiction (Assassin): Target becomes addicted to a drug.
Alarm (Sor/Wiz): Wards an area for 2 hours/level.
Alibi (Sor/Wiz): Target believes he encountered you recently.
Alustriel’s Banner (Sor/Wiz): Create a glowing banner and the sound of a horn blowing.
Ambient Song (Bard): Transform Bardic music into background noise.
Amplify (Bard): Lowers Listen DC by 20.
Ancient Knowledge (Sor/Wiz): Gain a +5 insight bonus on a single Knowledge check.
Angry Ache (Assassin): Target takes -2 penalty on attack rolls.
Animate Rope (Sor/Wiz): Makes a rope move at your command.
Animate Water (Wu Jen): Turn Small or smaller quantity of water into animated object.
Animate Wood (Wu Jen): Turn Small or smaller wooden item into animated object.
Appraising Touch (Sor/Wiz): Gain +10 bonus on Appraise checks.
Arcane Lock (Thayan Slaver): Magically locks a portal or chest.
Arcane Sensitivity (Sor/Wiz): Discern subject’s spellcasting ability and power level.
Arcane Sight (Trapsmith): Magical auras become visible to you.
Armor Lock (Sor/Wiz): Target’s armor becomes restrictive, slowing movement to 10 ft.
Arrow Mind (Sor/Wiz): You threaten nearby squares with your bow and fire without provoking attacks of
opportunity.
Augment Familiar (Hexblade): Your familiar becomes more powerful.
Axiomatic Water (Silver Pyromancer): Makes lawful-aligned axiomatic water.
Babau Slime (Sor/Wiz): Secrete a body-covering acid that damages attacking foes.
Backbiter (Sor/Wiz): Weapon strikes wielder.
Bane (Dread Necromancer): Enemies suffer -1 attack, -1 on saves against fear.
Barlen’s Crabwalk (Bard): Touched creature gains bonus while charging.
Bear’s Endurance (Sand Shaper): Target gains +4 to Con for 1 minute/level.
Beastland Ferocity (Bard): Target fights without penalty while disabled or dying.
Beckon Person (Sor/Wiz): Force a humanoid to approach you against its will.
Benign Transposition (Sor/Wiz): Two willing subjects switch places.
Bestow Wound (Sor/Wiz): Transfer 1 hp/level of wounds to another.
Bigby’s Helping Hand (Sor/Wiz): Hand of force holds things and provides a +2 competence bonus to some
skills.
Bigby’s Tripping Hand (Sor/Wiz): Hand trips subject.
Black Bag (Sor/Wiz): Creates extra-dimensional bag of torture tools.
Blade of Blood (Sor/Wiz): Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
Blades of Fire (Sor/Wiz): Your melee weapons deal +1d8 fire damage for 1 round.
Blaze of Light (Silver Pyromancer): 60-ft cone of light dazzles creatures.
Bless (Exalted Arcanist): Allies gain +1 to attack, +1 against fear.
Bless Water (Silver Pyromancer): Makes holy water.
Bless Weapon (Silver Pyromancer): Weapon strikes true against evil foes.
Bless Weapon, Swift (Silver Pyromancer): Weapon strikes true against evil foes. Lasts 1 round.
Blessed Aim (Silver Pyromancer): +2 bonus for allies’ ranged attacks.
Blindness/Deafness (Telflammar Shadowlord): Makes Target blinded or deafened.
Blockade (Sor/Wiz): Fill 5-ft square with enormous block of wood.
Blood Wind (Sor/Wiz): Target uses natural weapons at range.
Bloodletting (Assassin): Your light weapon creates bleeding wound that deals an extra 1d6 damage per
round.
Bonerattle (Sor/Wiz): Vibration deals 1d4/level to bone.
Breath Flare (Sor/Wiz): Your breath weapon dazzles subjects.
Bull’s Strength (Sand Shaper): Target gains +4 to Strength for 1 minute/level.
Burning Hands (Sor/Wiz): 1d4 fire damage/level (max 5d4), 15-foot cone.
Burning Rage (Sor/Wiz): Target takes 4 points of damage/round, gains attack bonus and DR.
Camouflage (Harper Scout): Target gets +10 on Hide checks.
Cat’s Grace (Trapsmith): Target gains +4 to Dex for 1 minute/level.
Catsfeet (Bard): Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.
Cause Fear (Sor/Wiz): One creature of 5 HD or less flees for 1d4 rounds.
Charm Person (Sor/Wiz): Makes one person your friend.
Cheat (Sor/Wiz): Caster rerolls when determining the success of a game of chance.
Chill Touch (Sor/Wiz): One touch/level deals 1d6 damage and possibly 1 Str damage.
Clairaudience/Clairvoyance (Trapsmith): Hear or see at a distance for 1 minute/level.
Clear Mind (Silver Pyromancer): +4 on saves against mind-affecting spells and abilities.
Climbing Tree (Wu Jen): Temporarily grow a tall tree for use as a ladder.
Cobra’s Breath (Wu Jen): Cone of poison deals 1d3 Con damage.
Color Spray (Sor/Wiz): Knocks unconscious, blinds, and/or stuns weak creatures.
Combat Readiness (Sor/Wiz): Target gains +1 per three levels on initiative checks; no bonus from being
flanked.
Combined Talent (Bard): Allows one Target to use the skill ranks of a second Target in place of her own.
Command (Thayan Slaver): One Target obeys one-word command for 1 round.
Comprehend Languages (Sor/Wiz): Understand all spoken and written languages.
Confusion, Lesser (Bard): One creature acts randomly for one round.
Conjure Ice Beast I (Frost Mage): Conjures ice creature to fight for you.
Corrosive Grasp (Sor/Wiz): 1 touch/level deals 1d8 acid damage.
Corrupt Weapon (Bard): Weapon confirms critical hits against good foes.
Create Ectoplasm (Sor/Wiz): Create 1 lb./level of raw ectoplasm.
Create Trap (Sor/Wiz): Creates a CR 1 trap.
Create Water (Prime Underdark Guide): Creates 2 gallons/level of pure water.
Critical Strike (Sor/Wiz): For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls
to confirm critical hits.
Cure Light Wounds (Bard): Cures 1d8 +1/level damage (max +5).
Cure Minor Wounds (Merchant Prince): Cures 1 point of damage.
Curse Water (Maho-Tsukai): Makes unholy water.
Darklight (Sor/Wiz): Creates 5-ft radius area where all can see without light.
Darkness (Telflammar Shadowlord): 20-ft radius of supernatural darkness.
Darkvision (Telflammar Shadowlord): See 60 ft. in total darkness.
Darsson’s Cooling Breeze (Sor/Wiz): Create light breeze that travels in one direction.
Dawn Burst (Sor/Wiz): Illuminate all creatures in 10-ft radius; deal damage to light-sensitive creatures.
Dead End (Sor/Wiz): Removes spoor of one creature/level.
Deafening Clang (Silver Pyromancer): Weapon deals sonic damage, deafens.
Death Grimace (Sor/Wiz): Caster leaves a magical “calling card” on corpse.
Death’s Call (Sor/Wiz): Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 ft.
Deathwatch (Maho-Tsukai): Reveals how near death subjects within 30 ft. are.
Deep Breath (Sor/Wiz): Your lungs are filled with air.
Deflect, Lesser (Sor/Wiz): Gain a deflection bonus of +1/3 levels (max +5) against one attack.
Demonflesh (Demonologist): Caster gains +1 natural armor/5 CLs.
Detect Chaos (Wu Jen): Reveals chaotic creatures, spells, or objects.
Detect Dragonblood (Sor/Wiz): Detect dragons and dragon blooded creatures within 60 ft.
Detect Dragonmark (Sor/Wiz): Detect and identify dragonmarks within 60 ft.
Detect Evil (Wu Jen): Reveals evil creatures, spells, or objects.
Detect Good (Wu Jen): Reveals good creatures, spells, or objects.
Detect Incarnum (Sor/Wiz): Detect soulmelds and essentia within 60 ft.
Detect Law (Wu Jen): Reveals lawful creatures, spells, or objects.
Detect Manifest Zone (Sor/Wiz): You can sense the presence of manifest zones.
Detect Secret Doors (Sor/Wiz): Reveals hidden doors within 60 ft.
Detect Taint (Corrupt Avenger): Reveals creatures or objects with taint.
Detect Thoughts (Thayan Slaver): Allows listening to surface thoughts.
Detect Undead (Sor/Wiz): Reveals undead within 60 ft.
Detect Vestige (Sor/Wiz): Reveals bound vestiges within 60 ft.
Detect Weaponry (Sor/Wiz): Reveals weapons within 60 ft.
Devastating Smite (Silver Pyromancer): Double the extra damage dealt by your next smite attack.
Discern Bloodline (Sor/Wiz): Know the race of one creature/level.
Disguise Self (Sor/Wiz): Disguise own appearance.
Dispel Magic (Trapsmith): Cancels spells and magical effects.
Dispel Ward (Sor/Wiz): As dispel magic, but affects only wards.
Disquietude (Bard): Target avoids physical contact with others.
Distort Speech (Bard): Target’s speech becomes unintelligible, hampers spellcasting.
Distract (Sor/Wiz): Subjects take -4 on Concentration, Listen, Search, and Spot.
Distract Assailant (Sor/Wiz): One creature is flat-footed for 1 round.
Distracting Shadows (Sor/Wiz): -5 penalty on Search and Spot checks in a 20-ft radius spread.
Divine Favor (Silver Pyromancer): You gain attack, damage bonus, +1/3 levels.
Divine Sacrifice (Silver Pyromancer): You sacrifice HP to deal extra damage.
Doom (Maho-Tsukai): One Target takes -2 on attacks, damage, saves, and checks.
Dragonmark Shield (Sor/Wiz): Intangible shield blocks magic missiles, provides bonus to AC, bonus on
reflex saves.
Drug Resistance (Sor/Wiz): Target is immune to addiction.
Ebon Eyes (Sor/Wiz): Target can see through magical darkness.
Ectoplasmic Armor (Sor/Wiz): Gain armor bonus against incorporeal touch attacks.
Elemental Burst (Wu Jen): Elemental target explodes with varying effects.
Endure Elements (Sor/Wiz): Exist comfortably in hot or cold environments.
Energized Shield, Lesser (Silver Pyromancer): Shield provides user resistance 5, shield bash deals +1d6
damage.
Enlarge Person (Sor/Wiz): Humanoid creature doubles in size.
Entangling Dragonmark (Sor/Wiz): Dragonmarked creature is entangled.
Entropic Shield (Hexblade): Ranged attacks against you have 20% miss chance.
Erase (Sor/Wiz): Mundane or magical writing vanishes.
Exorcism (Silver Pyromancer): Drive a fiend out of the body of a creature or object it possesses.
Expeditious Retreat (Sor/Wiz): Your speed increases by 30 ft.
Expeditious Retreat, Swift (Sor/Wiz): Your speed increases by 30 ft. for 1 round.
Extend Shifting (Sor/Wiz): Extend duration of shifting ability by 4 rounds.
Extract Drug (Sor/Wiz): Creates drug from inanimate object.
Eyes of the Avoral (Sor/Wiz): Target gets +8 on Spot checks.
Faith Healing (Silver Pyromancer): Cures 8 hp +1/level (max +5) to worshiper of your deity.
Familiar Pocket (Sor/Wiz): Garment or container becomes extra-dimensional safe haven for your familiar.
Feather Fall (Sor/Wiz): Objects or creatures fall slowly.
Fetid Breath (Sor/Wiz): You exhale a 10-ft cone of stinking gas.
Fiery Eyes (Wu Jen): Your glowing eyes illuminate area and can ignite combustible items.
Find Temple (Silver Pyromancer): You know direction of your deity’s nearest temple.
Fist of Stone (Sor/Wiz): Gain +6 Str and natural slam attack.
Float (Sor/Wiz): Target becomes buoyant.
Focusing Chant (Bard): Gain +1 on attack rolls, skill checks, and ability checks.
Fox’s Cunning (Trapsmith): Target gains +4 Int for 1 minute/level.
Friendly Face (Sor/Wiz): Gain +5 bonus on Diplomacy and Gather Information checks.
Gaseous Form (Trapsmith): Target becomes insubstantial and can fly slowly.
Ghost Light (Wu Jen): Ghostly green radiance can be shaped and manipulated, causes fear.
Ghost Pipes (Bard): Causes an instrument to float above the ground and play itself.
Ghostly Reload (Sor/Wiz): Automatically pulls crossbow string into catch.
Ghostly Tail (Sorcerer): Your tail of force can be used to take advantage of an attack of opportunity.
Glaze Lock (Sor/Wiz): Jams locks with snow and ice, raising Open Lock DC by 10 and lock’s hardness by 5.
Golden Barding (Silver Pyromancer): Your mount gets force armor.
Golem Strike (Sor/Wiz): You can sneak attack constructs for 1 round.
Grave Strike (Silver Pyromancer): You can sneak attack undead for 1 round.
Grease (Sor/Wiz): Makes 10-ft square or one object slippery.
Guided Path (Bard): Find nearest establishment of designated type.
Guided Shot (Sor/Wiz): You ignore distance, cover, concealment penalties with your ranged attacks for 1
round.
Guiding Light (Sor/Wiz): +2 on ranged attacks against creatures in illuminated area.
Hail of Stone (Sor/Wiz): Rain of stone deals 1d4/level damage (max 5d4).
Handfire (Harper Scout): Your hand glows and can make a touch attack dealing 1d8+1/level, more against
undead.
Harmony (Bard): Increased moral bonus when you inspire.
Haste (Trapsmith): One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Healer’s Vision (Assassin): Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.
Healthful Rest (Bard): Subjects heal at twice the normal rate.
Heartache (Mortal Hunter): Target helpless for 1 round.
Herald’s Call (Bard): Creatures of 5 HD or less within 20 ft. slowed for 1 round.
Hidden Ward (Sor/Wiz): Hide magical effects on an object.
Hide from Undead (Dread Necromancer): Undead can’t perceive one subject/level.
Hoard Gullet (Sor/Wiz): Gain a second stomach to store objects in, similar to a bag of holding.
Hold Portal (Sor/Wiz): Holds door shut.
Holy Spurs (Silver Pyromancer): Special mount’s speed increases by 40 ft. for 1 round.
Horrible Taste (Sor/Wiz): Touched creature or object nauseates biting or swallowing foes.
Hypnotism (Sor/Wiz): Fascinates 2d4 HD of creatures.
Ice Dagger (Sor/Wiz): Grenade-like weapon deals Target 1d4/level cold damage, plus area damage.
Identify (Sor/Wiz): Determines properties of magic item.
Immediate Assistance (Bard): Allow Target to reroll a skill check.
Improvisation (Bard): Gain luck bonus 2 x CL; spend to improve attack rolls and skill/ability checks.
Incite (Sor/Wiz): Target can’t ready actions or delay.
Inflict Light Wounds (Dread Necromancer): Touch attack, 1d8 damage +1/level (max +5).
Inhibit (Sor/Wiz): Target delays until next round.
Insidious Rhythm (Bard): Target has -4 penalty on Int-based skill and Concentration checks; Concentration
checks to cast spells.
Insightful Feint (Sor/Wiz): Gain +10 on your next Bluff check to feint in combat.
Inspirational Boost (Bard): The bonuses granted by your inspire courage ability increase by 1.
Instant Diversion (Sor/Wiz): Creates illusory doubles of you.
Instant Locksmith (Sor/Wiz): Make Disable Device or Open Lock check at +2 as free action.
Instant of Power (Bard): Grant ally a brief +4 bonus on attacks, saves, or damage, even when it is not your
turn.
Instant Search (Sor/Wiz): Make Search check at +2 as free action. jump.
Invisibility (Telflammar Shadowlord): Target invisible 1 minute/level or until it attacks.
Invisibility, Swift (Bard): Invisibility lasts 1 round.
Iron Scarf (Wu Jen): Ranged attack deals 1d8 damage +1/level.
Ironguts (Sor/Wiz): Target gains +5 bonus on saving throws against poison.
Ironthunder Horn (Bard): Intense vibrations trip those in area.
Ivory Flesh (Bard): Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
Jet of Steam (Sor/Wiz): 30-ft line of steam deals 1d4 fire damage/level (max. 5d4).
Joyful Noise (Bard): You negate silence in a 10-ft radius emanation for as long as you concentrate.
Jump (Sor/Wiz): Target gets bonus on Jump checks.
Karmic Aura (Sor/Wiz): Any creature damaging you becomes fatigued for 3 rounds.
Kelgore’s Fire Bolt (Sor/Wiz): 1d6 fire damage/level (max 5d6), partially ignore SR.
Knight Unburdened (Silver Pyromancer): Remove the speed penalties for medium and heavy armor.
Knock (Trapsmith): Open locked or magically sealed door.
Know Greatest Enemy (Silver Pyromancer): Determines relative power level of creatures within the area.
Know Protections (Sor/Wiz): Determine target’s defenses.
Laeral’s Cutting Hand (Sor/Wiz): Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Lantern Light (Sor/Wiz): Ranged touch attacks deal 1d6 points of damage.
Levitate (Telflammar Shadowlord): Target moves up and down at your direction.
Light of Lunia (Sor/Wiz): You radiate silvery light, which you can expend as two bolts that deal 1d6
damage.
Lightfoot (Assassin): Your move does not provoke attacks of opportunity for 1 round.
Lionheart (Silver Pyromancer): Target gains immunity to fear.
Locate City (Sor/Wiz): Find nearest city.
Locate Touchstone (Sor/Wiz): Find nearest planar touchstone on the plane you currently inhabit.
Locate Water (Sor/Wiz): Reveals location, size, and quality of water sources.
Low-Light Vision (Sor/Wiz): See twice as far under current light.
Lucky Streak (Bard): Target gains +2 luck bonus on rerolls made with luck feats.
Luminous Gaze (Sor/Wiz): Your eyes emit light, dazzle creatures.
Mage Armor (Sor/Wiz): Gives Target +4 armor bonus.
Mage Burr (Sor/Wiz): Double arcane spell failure chance for target’s armor.
Mage Hand, Greater (Sor/Wiz): As mage hand, but medium range and up to 40 lb.
Magecraft (Sor/Wiz): +5 competence bonus on one Craft check.
Magic Missile (Sor/Wiz): 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Magic Mouth (Bard): Speaks once when triggered.
Magic Weapon (Sor/Wiz): Weapon gains +1 bonus.
Mask Aberrant Dragonmark (Sor/Wiz): Reshapes your aberrant dragonmark into the likeness of a true
dragonmark.
Master’s Touch (Sor/Wiz): You gain proficiency in a weapon or shield touched for 1 minute/level.
Melt (Wu Jen): Melt ice and snow or deal 2/level damage (max 10) to magical ice or cold creatures.
Mighty Wallop (Sor/Wiz): +1 size category of bludgeoning weapon.
Mimicry (Bard): Perfectly mimic familiar sounds, voices, or accents.
Moment of Clarity (Silver Pyromancer): Target immediately makes a new saving throw to resist a mind-
affecting spell or effect.
Mordenkainen’s Buzzing Bee (Sor/Wiz): Bee gives Target -10 penalty on Move Silently and hinders
Concentration checks.
Mount (Sor/Wiz): Summons riding horse for 2 hours/level.
Necrotic Awareness (Sor/Wiz): Sense encysted subjects.
Negative Energy Ray (Sor/Wiz): Ray of negative energy 1d6 + 1d6/2 levels.
Nerveskitter (Sor/Wiz): Target gains +5 bonus on initiative checks.
Net of Shadows (Sor/Wiz): Ordinary shadows that provide concealment to all in the area.
Nether Trail (Sor/Wiz): Creates a trail compelling evil outsiders to follow.
Nightshield (Sor/Wiz): You gain resistance bonus on saves, and spell absorbs magic missile damage.
Nybor’s Gentle Reminder (Sor/Wiz): Target is dazed 1 round, thereafter -2 on attacks, saves, and checks,
and distracted.
Nystul’s Magic Aura (Sor/Wiz): Alters object’s magic aura.
Obscure Object (Bard): Masks object against scrying.
Obscuring Mist (Sor/Wiz): Fog surrounds you.
One Mind, Lesser (Silver Pyromancer): You gain +4 on Spot and Listen checks while mounted.
Orb of Acid, Lesser (Sor/Wiz): Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st
(max 5d8).
Orb of Cold, Lesser (Sor/Wiz): Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st
(max 5d8).
Orb of Electricity, Lesser (Sor/Wiz): Ranged touch attack deals 1d8 electricity damage + 1d8/two levels
beyond 1st (max 5d8).
Orb of Fire, Lesser (Sor/Wiz): Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st
(max 5d8).
Orb of Sound, Lesser (Sor/Wiz): Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st
(max 5d6).
Parching Touch (Sor/Wiz): One touch/level deals 1d6 dessication damage and possibly 1 Con damage.
Path of Frost (Sor/Wiz): Create a frozen path on the ground that slows movement and deals cold damage.
Peacebond (Sor/Wiz): Weapon is impossible to draw.
Phantom Threat (Bard): Target thinks it’s flanked.
Pleasant Visage (Sor/Wiz): Makes gruesome ghost appear normal and unwounded.
Portal Beacon (Sor/Wiz): You grant others knowledge of a magic portal’s location.
Power Word Fatigue (Sor/Wiz): Makes one creature with 100 hp or less fatigued.
Power Word Pain (Sor/Wiz): Deal 1d6 points of damage per round to one creature with 100 hp or less.
Protection from Chaos (Sor/Wiz): +2 AC and saves, counter mind control, hedge out elementals and
outsiders.
Protection from Energy (Trapsmith): Absorb 12 points/level of damage from one kind of energy.
Protection from Evil (Sor/Wiz): +2 AC and saves, counter mind control, hedge out elementals and
outsiders.
Protection from Good (Sor/Wiz): +2 AC and saves, counter mind control, hedge out elementals and
outsiders.
Protection from Incarnum (Sor/Wiz): Ward a target from attacks by soulmelds and incarnum creatures.
Protection from Law (Sor/Wiz): +2 AC and saves, counter mind control, hedge out elementals and
outsiders.
Protection from Possession (Sor/Wiz): Warded creature cannot be possessed or mentally controlled.
Protection from Winged Flyers (Sor/Wiz): Like protection from evil, but benefits apply to winged flyers.
Protective Interposition (Silver Pyromancer): Trade places with ally, who gains +2 to AC; you gain +2 on
next attack.
Purify Food and Drink (Prime Underdark Guide): Purifies 1 cu. ft./level of food or water.
Quickswim (Sor/Wiz): Your swim speed increases by 10 ft.
Raging Flame (Sor/Wiz): Fires burn twice as hot, half as long.
Ray of Clumsiness (Sor/Wiz): Victim takes 1d6 Dexterity penalty +1/2 levels.
Ray of Enfeeblement (Sor/Wiz): Ray deals 1d6+1/2 levels Str penalty.
Ray of Flame (Sor/Wiz): Ray deals 1d6/2 levels fire damage, ignites subject.
Ray of Hope (Bard): Target gains +2 bonus on attacks, saves, and checks.
Reaving Aura (Sor/Wiz): All creatures below 0 HP within 10 feet of you take 1 point of damage.
Reduce Person (Sor/Wiz): Humanoid creature halves in size.
Remove Fear (Bard): Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
Remove Scent (Sor/Wiz): Hides touched creature’s scent.
Repair Light Damage (Sor/Wiz): Repairs 1d8 +1/level damage (max +5) to any construct.
Resinous Tar (Sor/Wiz): Sticky substance slows movement or renders object difficult to drop.
Resist Energy (Prime Underdark Guide): Ignores 10 hp/round from one energy type.
Resist Planar Alignment (Sor/Wiz): Target can resist penalties for being of an opposed alignment on an
aligned Outer Plane.
Restoration, Lesser (Silver Pyromancer): Dispels magical ability penalty or repairs 1d4 ability damage.
Resurgence (Silver Pyromancer): You grant Target a second chance at a saving throw.
Rhino’s Rush (Silver Pyromancer): Next charge deals double damage.
Rooftop Strider (Assassin): Move across uneven surfaces with ease.
Rot of Ages (Sor/Wiz): Cloud of rotting debris sickens or nauseates one creature, provides concealment for
others.
Rouse (Sor/Wiz): Awakens creatures in area.
Sacrificial Skill (Sor/Wiz): Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
Sanctuary (Fatemaker): Opponents can’t attack you, and you can’t attack.
Scales of the Lizard (Wu Jen): Grants +2 or higher enhancement bonus to natural armor.
Scatterspray (Sor/Wiz): Targeted items scatter in a burst dealing 1d8 normal or subdual damage.
Scholar’s Touch (Sor/Wiz): Read books in seconds.
Scramble True Position (Sor/Wiz): Teleport your foes 10 feet in a random direction, knocking them over.
Sea Legs (Sor/Wiz): Target creature can maneuver easily while on a ship.
Second Wind (Silver Pyromancer): Dispel fatigue, grant bonus on Constitution checks.
Secret Signs (Wu Jen): Communicate a simple non-verbal message to one intelligent creature.
Secret Weapon (Sor/Wiz): Makes hidden weapon almost impossible to detect.
Sense Heretic (Silver Pyromancer): Glow reveals when evil creature is near.
Serene Visage (Sor/Wiz): Gain insight bonus on Bluff checks equal to half your level.
Shadow Double (Assassin): Shadowy figure attacks enemies.
Shadow Mask (Telflammar Shadowlord): Grants +4 on saves against light spells, protection from gaze
attacks.
Shadow Spray (Telflammar Shadowlord): Deals 4 points of Str damage and dazes.
Share Talents (Bard): Subjects gain +2 bonus on skill checks.
Shelgarn’s Persistent Blade (Sor/Wiz): Blade of force attacks subject, automatically flanks.
Shield (Sor/Wiz): Invisible disc gives +4 to AC, blocks magic missiles.
Shieldbearer (Sor/Wiz): Shield floats near Target to offer protection.
Shifter Prowess (Sor/Wiz): Shifter racial bonuses to skills increase by +8.
Shivering Touch, Lesser (Sor/Wiz): Touch deals 1d6 Dex damage.
Shock and Awe (Sor/Wiz): Flat-footed creatures get -10 on initiative.
Shocking Grasp (Sor/Wiz): Touch delivers 1d6/level electricity damage (max 5d6).
Silence (Court Herald): Negates sound in 20-ft radius.
Silent Image (Sor/Wiz): Creates minor illusion of your design.
Silverbeard (Silver Pyromancer): You grow a hard silver beard that gives +2 bonus to armor.
Silvered Weapon (Silver Pyromancer): Transforms one weapon into a silvered weapon.
Sleep (Sor/Wiz): Puts 4 HD of creatures into magical slumber.
Slide (Sor/Wiz): Move Target 5 feet.
Slow Burn (Sor/Wiz): Fires burn twice as long.
Smoke Ladder (Wu Jen): Smoke transforms into ladder up to 10 ft. long/level.
Snilloc’s Snowball (Sor/Wiz): Touch attack (melee or ranged) deals 1d6 cold damage +1/level.
Sniper’s Shot (Sor/Wiz): No range limit on next ranged sneak attack.
Snowdrift (Sor/Wiz): Forms existing snow into another shape.
Snuff the Light (Sor/Wiz): Extinguish one non-magical light source.
Sonic Blast (Sor/Wiz): Target takes 1d4/2 levels sonic damage plus deafness.
Sorrow (Bard): Target takes -3 penalty on attacks, saves, and checks.
Soul of Order (Silver Pyromancer): +2 on Will saves to resist enchantments, you are treated as being lawful
aligned for adjudicating effects.
Speak with Animals (Sand Shaper): You can communicate with natural animals.
Speed Swim (Sor/Wiz): Target gains swim speed 30.
Spell Flower (Sor/Wiz): Hold the charge of one touch spell per forelimb.
Spider Climb (Assassin): Grants ability to walk on walls and ceilings.
Spider Form, Lesser (Sor/Wiz): You take on the form and abilities of a medium fiendish monstrous spider.
Spirit Worm (Sor/Wiz): Target takes 1 point Con damage every round for 1 round/level.
Spontaneous Search (Sor/Wiz): Instantly Search area as if having taken 10.
Spores of the Vrock (Demonologist): All within 5 ft. take 1d8 damage and 1d2 damage each round
thereafter for 10 rounds.
Spring Sheath (Assassin): Simulates Quick Draw feat.
Stand (Sor/Wiz): Target stands up from prone.
Stay the Hand (Bard): Change Target creature’s attitude to helpful for 1 round.
Sticky Fingers (Bard): You get +10 on Sleight of Hand checks.
Sticky Floor (Sor/Wiz): Entangles and immobilizes creatures in affected area.
Sticky Saddle (Silver Pyromancer): You become stuck to special mount, gain +10 Ride checks.
Strategic Charge (Silver Pyromancer): Gain the benefits of the Mobility feat.
Strength of the True Form (Sorcerer): Polymorphed/shapechanged casters can use their new stats, or
original stats, whichever is better.
Stupor (Sor/Wiz): One helpless Target is put in a state that allows him to be moved but take no other
actions.
Summon Component (Sor/Wiz): Create a non-costly spell component.
Summon Desert Ally I (Sand Shaper): Calls dustform creature to fight.
Summon Holy Symbol (Silver Pyromancer): Wooden holy symbol appears in your hand.
Summon Marked Homunculus (Sor/Wiz): Summons a Homunculus that explodes when destroyed.
Summon Monster I (Sor/Wiz): Calls extraplanar creature to fight for you.
Summon Undead I (Sor/Wiz): Summons undead to fight for you.
Sunstroke (Sor/Wiz): Target takes 2d6 non-lethal damage and is fatigued.
Suspend Disease (Sor/Wiz): Keeps disease from harming creature for 24 hours.
Targeting Ray (Sor/Wiz): You and allies are +1 to hit/3 levels against subject.
Tasha’s Hideous Laughter (Bard): Target loses actions for 1 round/level.
Tenser’s Floating Disk (Sor/Wiz): Creates 3-ft-diameter horizontal disk that holds 100 lb./level.
Thunderhead (Sor/Wiz): Small lightning bolts deal 1 damage/round.
Tongue Tendrils (Sor/Wiz): Caster spits out tendrils that grapple.
Transference (Sor/Wiz): You can transfer xps to other creatures for the purpose of making magic items.
Traveler’s Mount (Silver Pyromancer): Creature moves faster but can’t attack.
Treacherous Weapon (Sor/Wiz): Target’s manufactured weapon takes a penalty for 1 round.
True Casting (Sor/Wiz): +10 on your next spell penetration roll.
True Strike (Sor/Wiz): +20 on your next attack roll.
Undersong (Bard): Make Perform checks in place of Concentration checks.
Undetectable Alignment (Bard): Conceals alignment for 24 hours.
Unseen Servant (Sor/Wiz): Invisible force obeys your commands.
Ventriloquism (Sor/Wiz): Throws voice for 1 minute/level.
Vigilant Slumber (Sor/Wiz): Set specific conditions under which you immediately wake up.
Virtue (Silver Pyromancer): Target gains 1 temporary hp.
Vision of Glory (Silver Pyromancer): Target gains morale bonus equal to your Cha modifier to one saving
throw.
Vision of Heaven (Exalted Arcanist): Evil creature is dazed for 1 round.
Wall of Smoke (Sor/Wiz): Wall of black smoke obscures vision and nauseates those who pass through.
Warning Shout (Silver Pyromancer): Allies are no longer flat-footed.
Wave Blessing (Sor/Wiz): Keeps one creature/level from sinking.
Weapon Shift (Sor/Wiz): Touched weapon changes form.
Whelm (Sor/Wiz): Deal 1d6 non-lethal damage +1d6/2 levels above 1st (max 5d6).
Wings of Bounding (Sorcerer): Get a +20 circumstance bonus on a Jump check.
Wings of Swift Flying (Sorcerer): Increase your temporary fly speed by 30 ft.
Wings of the Sea (Sor/Wiz): +30 ft. to subject’s swim speed.
Woodwisp Arrow (Assassin): Enables a masterwork arrow or bolt to pass through wood.

2ND-LEVEL ARCANE SPELLS


Absorb Weapon (Assassin): Hide a weapon, gain a Bluff check with a +4 bonus on feint attempts when you
draw it.
Adrenaline Surge (Sor/Wiz): Grants each of your summoned creatures +4 Str.
Aiming at the Target (Sor/Wiz): +10 bonus on Concentration checks for previously cast spell.
Air Walk (Telflammar Shadowlord): Target treads on air as if solid (climb at 45-degree angle).
Alarm, Aerial (Sor/Wiz): Wards an area for 2 hours/level.
Alarm, Attentive (Sor/Wiz): As Alarm except you know type and number of creatures.
Alarm, Greater (Sor/Wiz): As alarm, and it works on coexistent planes.
Alliance Undone (Hexblade): Suppress team oriented effects.
Allied Footsteps (Sor/Wiz): Target knows direction and distance to your location.
Alter Self (Sor/Wiz): Assume form of a similar creature.
Angelskin (Silver Pyromancer): Lawful good creature gains DR 5/evil.
Animal Messenger (Bard): Sends a Tiny animal to a specific place.
Animal Trance (Bard): Fascinates 2d6 HD of animals.
Animalistic Power (Sor/Wiz): Target gains +2 bonus to Str, Dex, and Con.
Animate Fire (Wu Jen): Turn Small or smaller fire into animated object.
Animate Instrument (Bard): Your instrument animates and plays by itself.
Animate Weapon (Assassin): Weapon animates and fights for you.
Apparition (Wu Jen): Target’s face looks terrifying; viewers may become shaken.
Arcane Eye (Trapsmith): Invisible floating eye moves 30 ft./round.
Arcane Turmoil (Sor/Wiz): Targeted dispel magic on one subject, and Target loses one spell.
Ashstar (Sor/Wiz): Hovering construct dehydrates a wounded creature.
Augment Truefriend (Sor/Wiz): Target gains +2 to Str, Dex, and Con for 1 minute/level.
Augury (Magewright): Learns whether an action will be good or bad.
Aura of Glory (Silver Pyromancer): Remove any fear effect from allies.
Awaken Sin (Silver Pyromancer): Target faces its sins, takes 1d6 non-lethal damage/level (10d6 max).
Balancing Lorecall (Sor/Wiz): +4 bonus on Balance checks; Balance on impossible surfaces.
Baleful Transposition (Sor/Wiz): Two subjects switch places.
Balor Nimbus (Sor/Wiz): Your flaming body damages foes in grapple.
Battering Ram (Sor/Wiz): Deals 1d6 damage plus bull rush.
Battle Hymn (Bard): Allies can reroll one Will save/round.
Beckoning Call (Bard): Lures target creature closer to you.
Belker Claws (Sor/Wiz): Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Benediction (Silver Pyromancer): Target gains a +2 luck bonus on saves, can reroll one attack roll, save,
skill check, or ability check.
Bestow Curse (Demonologist): -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing
each action.
Bigby’s Slapping Hand (Sor/Wiz): Hand makes creature provoke attacks of opportunity.
Bigby’s Striking Fist (Sor/Wiz): Hand deals 1d6 non-lethal damage/2 levels (max 5d6) and knocks Target
back.
Bigby’s Warding Hand (Sor/Wiz): Hand of force slows opponent.
Black Karma Curse (Sor/Wiz): Target damages self with melee attack.
Blacklight (Telflammar Shadowlord): Creates a 20-ft radius of supernatural darkness you can see through.
Blackrot (Wu Jen): Deal damage to plant creatures, or use wooden weapon to sicken foes.
Blade Brothers (Bard): Use higher saving throw result between two creatures, but both suffer effects if the
saves fail.
Blade of Pain and Fear (Assassin): Creates blade of gnashing teeth.
Bladebane (Silver Pyromancer): Slashing weapon becomes a bane weapon.
Bladeweave (Sor/Wiz): Your melee attack dazes your opponent.
Blast of Force (Sor/Wiz): Ray deals 1d6 damage/2 CLs (max 5d6).
Blinding Color Surge (Sor/Wiz): Blind Target for 1 round, gain invisibility.
Blur (Sor/Wiz): Attacks miss Target 20% of the time.
Body of the Sun (Sor/Wiz): Your body emanates fire, dealing 1d4 fire damage/2 levels.
Boiling Blood (Sor/Wiz): Deal 2d6 fire damage per round; second casting sickens target.
Bone Chill (Sor/Wiz): Corporeal undead are held by a thick layer of frost.
Bonefiddle (Sor/Wiz): Spectral fiddle bow deals 3d6 damage/round.
Bothersome Babble (Bard): Subject’s speech becomes incoherent; second casting makes speech painful.
Brilliant Energy Arrow (Assassin): Masterwork arrow or bolt radiates light and ignores armor.
Bristle (Sor/Wiz): Armor spikes attack with wearer.
Brumal Stiffening (Sor/Wiz): Brittle weapon’s hardness reduced by 5.
Burning Sword (Sor/Wiz): Weapon gains flaming burst special ability.
Burrow (Prime Underdark Guide): Target can burrow with a speed of 30 ft.
Cacophonous Alarm (Bard): First creature to trigger alarm affected by sound burst spell.
Call Mount (Silver Pyromancer): Call your special mount, even if you have already called it today.
Calm Emotions (Bard): Calms creatures, negating emotion effects.
Catapult (Sor/Wiz): Magically propel an object from your hand.
Caterwaul (Bard): Horrible wail renders creatures nauseated or sickened for 1 round.
Celerity, Lesser (Sor/Wiz): Take a move action immediately, but be dazed for a round.
Chain of Eyes (Sor/Wiz): Scrying sensor passed along by touch.
Channel the Mishtai (Sor/Wiz): Draw a random mishtai’s soul into a target creature’s body.
Checkmate’s Light (Silver Pyromancer): Your weapon becomes a +1 axiomatic weapon and bolsters the
morale of allies.
Chill Metal (Cold Wizard Domain): Cold metal damages those who touch it.
Choke (Sor/Wiz): A pair of invisible hands made of pure force strangle the target.
Circle Dance (Bard): Indicates direction to known target.
City Lights (Sor/Wiz): Absorb nearby light to release as blinding flare.
Clarity of Mind (Silver Pyromancer): +4 bonus on saves against mind affecting spells and abilities, allows
reroll of concealment miss chance.
Claws of Darkness (Sor/Wiz): Your hands become reach melee touch attacks that deal 1d4 cold plus slow.
Cloak of Bravery (Silver Pyromancer): You and your allies gain a bonus on saves against fear.
Cloak Pool (Sor/Wiz): Hide a color pool on the Astral Plane from view.
Clothier’s Closet (Sor/Wiz): Conjure several sets of clothing.
Cloud of Bewilderment (Sor/Wiz): Generates a nauseating 10-ft cube.
Cloud of Knives (Sor/Wiz): Release one knife/round, 1d6 damage +1/3 levels (max +5).
Combust (Sor/Wiz): Target takes 1d8/level fire damage and might catch fire.
Command Undead (Sor/Wiz): Undead creature obeys your commands.
Conduit of Life (Silver Pyromancer): Heal 2dl0+1/CL (max. 10) points of damage to yourself while
channeling positive energy.
Conjure Ice Beast II (Frost Mage): Conjures ice creature to fight for you.
Consecrate (Exalted Arcanist): Fills area with positive energy, making undead weaker and deathless
stronger.
Construct Essence, Lesser (Sor/Wiz): Grants a living construct qualities of the construct type.
Continual Flame (Sor/Wiz): Makes a permanent, heatless torch.
Control Darkness and Shadow (Bard): Manipulate existing areas of darkness and shadow.
Create Magic Tattoo (Sor/Wiz): Target receives a magic tattoo with various effects.
Crescendo (Bard): Create a inspiring martial fanfare.
Crisis of Confidence (Hexblade): Target loses commander rating, aura; can’t add Cha to rally checks.
Crown of Smiting (Silver Pyromancer): +2 damage bonus, discharge to gain +8 damage on single attack.
Crown of Veils (Bard): Gain +2 to Disguise and Hide, discharge to gain +8.
Crystalline Memories (Sor/Wiz): Read subject’s surface thoughts, deal hit point and Int damage.
Cure Moderate Wounds (Bard): Cures 2d8 +1/level damage (max +10).
Curse of Impending Blades (Sor/Wiz): Target takes -2 penalty to AC.
Curse of the Brute (Silver Pyromancer): Up to +1/level to Str, Dex, or Con, both Int and Cha down the
same.
Daggerspell Stance (Sor/Wiz): Full attack gain +2 to hit/damage, fight defensively gain SR 5+CL, Total
defense gain DR 5/magic.
Dance of Ruin (Sor/Wiz): Non-demons take 2d20 points of damage.
Dancing Dragonmark (Bard): One dragonmarked creature/level is nauseated.
Dark Way (Sor/Wiz): Creates temporary unbreakable bridge supporting up to 200 lb./level.
Darsson’s Chilling Chamber (Sor/Wiz): Lower temperature in area to extreme cold.
Darsson’s Fiery Furnace (Sor/Wiz): Raise temperature in area to extreme to hear.
Daze Monster (Sor/Wiz): Living creature of 6 HD or less loses next action.
Death Armor (Sor/Wiz): Black aura damages creatures attacking you.
Death Knell (Dread Necromancer): Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
Decastave (Sor/Wiz): Create quarterstaff of force.
Deceptive Facade (Bard): Disguise appearance of another creature or object.
Deflect (Sor/Wiz): Gain bonus to AC for one attack.
Delay Poison (Bard): Stops poison from harming Target for 1 hour/level.
Delusions of Grandeur (Sor/Wiz): Target thinks it is better than it is.
Demoncall (Demonologist): Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes),
or Knowledge (religion) check.
Denounce (Silver Pyromancer): Target outsider takes -4 on attacks, saves, and checks.
Desecrate (Maho-Tsukai): Fills area with negative energy, making undead stronger.
Desiccate (Sor/Wiz): Deals 1d6/2 levels desiccation damage and dehydrates living creature.
Desiccating Bubble (Sor/Wiz): Globe of air damages by evaporating moisture from subject.
Detect Aberration (Sor/Wiz): Detect the presence of aberrations.
Dimension Door (Trapsmith): Teleports you short distance.
Dimension Hop (Sor/Wiz): Teleport Target short distance.
Dimension Leap (Sor/Wiz): Teleport 10 ft./level.
Discern Shapechanger (Sor/Wiz): Penetrates disguises and identifies shapechanging creatures.
Discolor Pool (Sor/Wiz): Change the color of a color pool on the Astral Plane.
Disguise Undead (Sor/Wiz): Change appearance of one corporeal undead.
Dispel Fog (Sor/Wiz): cancels natural and magical fogs in affected area.
Dispelling Touch (Sor/Wiz): Dispel one magical effect on touched subject.
Displacement (Telflammar Shadowlord): Attacks miss Target 50%.
Dissonant Chant (Sor/Wiz): Concentration checks more difficult within area of spell.
Distracting Ray (Sor/Wiz): Ray forces spellcaster to make Concentration check.
Divest Essentia (Sor/Wiz): Target’s essentia becomes uninvested.
Divine Insight (Silver Pyromancer): You gain insight bonus of 5 + CL on one single skill check.
Divine Presence (Silver Pyromancer): Gain a +5, +10, or +15 bonus on Intimidate checks against those who
don’t worship your deity.
Divine Protection (Silver Pyromancer): Allies gain +1 to AC, saves.
Doublespeak (Bard): Subjects’ speech is masked from listeners.
Dragoneye Rune (Sor/Wiz): Create an invisible draconic mark on an object or creature.
Dragonmarked Weapon (Silver Pyromancer): Weapon deals +1d6 damage to dragonmarked foes, hardness
increases by 50%.
Dream Lock (Sor/Wiz): Target creature cannot differentiate dream from reality, and is dazed or shaken.
Eagle’s Splendor (Sor/Wiz): Target gains +4 to Charisma for 1 minute/level.
Earth Lock (Sor/Wiz): Constricts tunnel, preventing access.
Earthbind (Sor/Wiz): Target creature can’t fly.
Earthen Grasp (Sor/Wiz): Arm made of earth and soil grapples foes.
Ease Pain (Celebrant of Sharess): Remove lingering effects of pain.
Easy Trail (Harper Scout): Create safe passage through overgrown areas and hide your back trail.
Ectoplasmic Feedback (Sor/Wiz): Incorporeal attackers take 1d6 damage + 1/level.
Eilistraee’s Grace (Bard): Grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take
-20 to Hide checks.
Elation (Bard): Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
Electric Vengeance (Sor/Wiz): 2d8 damage +1/level (max +10) to opponent who damages you in melee.
Energize Potion (Sor/Wiz): Transforms potion into a grenade that deals energy damage in a 10-ft radius
burst.
Energized Shield (Silver Pyromancer): Shield provides user resistance 10, shield bash deals +2d6 damage.
Energy Surge, Lesser (Sor/Wiz): One attack deals an extra 1d6 energy damage.
Enlarge Weapon (Sor/Wiz): Your weapon grows one size category.
Entangling Scarf (Wu Jen): Successful ranged touch attack entangles a foe.
Enthrall (Bard): Captivates all within 100 ft. + 10 ft./level.
Entice Gift (Sor/Wiz): Target gives caster what it’s holding.
Escalating Enfeeblement (Sor/Wiz): As ray of enfeeblement, but greater effect against already weakened
target.
Essence of the Dragon (Sorcerer): Confer the dragon type on touched creature.
Estanna’s Stew (Silver Pyromancer): Conjures stew that heals 1d6+1 per serving (one serving/two CLs).
Ethereal Alarm (Sor/Wiz): As alarm, but sensing only the Ethereal Plane.
Ethereal Chamber (Sor/Wiz): You entrap an ethereal Target in a chamber of force.
Evil Eye (Mortal Hunter): Target takes -4 penalty on attacks, saves, and checks.
Expose the Dead (Sor/Wiz): Gain insight bonuses to locate undead or when investigating a corpse.
Extend Tentacles (Sor/Wiz): +5 ft. to reach of tentacle attack.
Faerinaal’s Hymn (Bard): Up to one creature/level cannot take attacks of opportunity.
False Lie (Bard): Target seems to be lying, both to Sense Motive and divinations, even when she is not.
False Life (Sor/Wiz): Gain 1d10 temporary hp +1/level (max +10).
False Peacebond (Sor/Wiz): As peacebond, but Target can draw weapon freely.
Fatal Flame (Sor/Wiz): Target’s body bursts into flame upon its death.
Fear (Thayan Slaver): Subjects within cone flee for 1 round/level.
Fearsome Grapple (Sor/Wiz): You grow tentacles that help you grapple.
Fell the Greatest Foe (Assassin): Deal extra damage to creatures larger than you.
Filter (Sor/Wiz): Creates a bubble of air that filters out toxic elements in the air.
Fins to Feet (Sor/Wiz): Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
Fire Shuriken (Assassin): Magical shuriken deal 3d6 fire damage.
Fire Trap (Warmage): Opened object deals 1d4 +1/level fire damage.
Fireburst (Sor/Wiz): Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger (Sor/Wiz): As flame blade, but 1d4 +1/level.
Flame of Faith (Silver Pyromancer): Gives weapon the flaming burst special ability.
Flaming Sphere (Sor/Wiz): Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Flexform (Bard): Target’s form shifts and deforms, grants +10 on Escape Artist and Tumble.
Fly, Swift (Sor/Wiz): Gain fly speed of 60 ft. for 1 round.
Fog Cloud (Sor/Wiz): Fog obscures vision.
Fool’s Gold (Sor/Wiz): make metal objects appear to be made of gold.
Force Hammer (Sor/Wiz): Ray of force for 1d4/level non-lethal.
Force Ladder (Sor/Wiz): Creates an immobile ladder of force.
Fortify Dragonmark (Sor/Wiz): Your dragonmark has a chance of negating critical hits and sneak attacks.
Fortify Metal or Stone (Sor/Wiz): Stone or metal objects have hardness and HP doubled; weapons gain
damage bonus; armor grants DR.
Fortissimo (Bard): Double the volume of one source of sound.
Freedom of Breath (Silver Pyromancer): Protects against suffocation and dangerous vapors.
Frost Breath (Sor/Wiz): Icy breath deals 1d4 damage/2 levels.
Frost Weapon (Sor/Wiz): Weapon gains frost special ability, +1d6 cold damage.
Furnace Within (Sor/Wiz): Flame bursts from your body, deals 1d8/level damage in 10-ft radius.
Fuse Arms (Sor/Wiz): Multiple arms/tentacles become one pair of stronger limbs.
Gaze Screen (Sor/Wiz): You are partially Shielded against gaze attacks.
Gedlee’s Electric Loop (Sor/Wiz): Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Gentle Repose (Dread Necromancer): Preserves one corpse.
Getaway (Assassin): Elude Pursuers by causing them to turn the wrong way.
Ghost Companion (Silver Pyromancer): Animal companion, familiar, or special mount temporarily becomes
a ghost.
Ghost Touch Armor (Sor/Wiz): Armor gains the ghost touch property.
Ghoul Glyph (Sor/Wiz): Glyph wards area, paralyzes victims.
Ghoul Touch (Sor/Wiz): Paralyzes one subject, which exudes stench that makes those nearby sickened.
Glitterdust (Sor/Wiz): Blinds creatures, outlines invisible creatures.
Globe of Invulnerability, Lesser (Trapsmith): Stops 1st through 3rd-level spell effects.
Glossolalia (Bard): Cone-shaped shriek distracts smart foes, makes concentrating difficult.
Gnome Blight (Sor/Wiz): Cloud of itchy debilitating pollen sickens living creatures.
Graz’zt’s Long Grasp (Sor/Wiz): Caster’s hand flies from her arm to make grapple attacks.
Gust of Wind (Sor/Wiz): Blows away or knocks down smaller creatures.
Hail of Ectoplasm (Sor/Wiz): Hard spheres of ectoplasm deal 1d6/two levels impact damage.
Halaster’s Light Step (Sor/Wiz): Float a foot off the ground.
Hand of Divinity (Silver Pyromancer): Gives +2 sacred or profane bonus to worshiper of your deity.
Harmonic Chorus (Bard): Give another caster +2 to CL and +2 on save DCs as long as you concentrate.
Harmonize (Bard): Starting a Bardic music effect requires only a move action.
Heart of Air (Sor/Wiz): Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.
Heartfire (Bard): Subjects outlined by fire, take 1d4 damage/round.
Heat Leech (Sor/Wiz): Target takes 1d8 points of cold damage/round.
Heat Metal (Sand Shaper): Make metal so hot it damages those who touch it.
Heroics (Sor/Wiz): Fighter gains one fighter bonus feat.
Heroism (Bard): Gives +2 on attack rolls, saves, skill checks.
Hold Person (Bard): Holds one person helpless; 1 round/level.
Holy Mount (Silver Pyromancer): Special mount gains celestial template.
Horror of the Spoken Name (Sor/Wiz): Frighten creature that hears its own truename.
Hurl (Sor/Wiz): Thrown weapon returns to thrower.
Hydrate (Bard): Heals desiccation damage.
Hypnotic Pattern (Sor/Wiz): Fascinates 2d4 + level HD of creatures.
Ice Blast (Wu Jen): Spray of ice crystals deals 1d6/two levels cold damage (max 10d6) and makes targets
fatigued.
Ice Darts (Sor/Wiz): Icicle missiles deal 2d4 damage, half of which is cold.
Ice Knife (Sor/Wiz): Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold
damage in 10-ft radius burst.
Icicle (Sor/Wiz): Magical trap hangs from ceiling, dealing 4d6 damage when triggered.
Ignite Dragonmark (Sor/Wiz): Target takes 1d6/level fire damage, has dragonmarked powers temporarily
suppressed.
Illusory Script (Assassin): Only intended reader can decipher.
Incarnum Arc (Sor/Wiz): Movable line deals 1d6 damage +1d6/essentia.
Incendiary Slime (Sor/Wiz): Create slippery substance like grease, but highly flammable.
Incorporeal Disharmonics (Bard): Sonic energy harms an incorporeal creature.
Increase Virulence (Sor/Wiz): Poison’s DC increases by 2.
Indifference (Sor/Wiz): Target is immune to fear and compulsion.
Infernal Wound (Sor/Wiz): Weapon deals persistent, bleeding wounds.
Inflict Moderate Wounds (Dread Necromancer): Touch attack, 2d8 +1/level damage (max +10).
Inky Cloud (Sor/Wiz): Obscures sight underwater beyond 5 ft.
Insidious Insight (Sor/Wiz): Gain insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against
affected creature.
Insight of Good Fortune (Sor/Wiz): Target rolls twice, takes best result.
Insignia of Alarm (Bard): Alert bearers of special insignia.
Investiture of the Spined Devil (Sor/Wiz): Target can launch up to 3 spikes at once.
Invisibility, Greater (Telflammar Shadowlord): As invisibility, but Target can attack and stay invisible.
Iron Silence (Bard): Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level.
Jaws of the Moray (Sor/Wiz): Target gains a bite attack.
Jig of the Waves (Bard): Force creatures to dance a jig which causes penalties and forces random
movement.
Karmic Backlash (Hexblade): Any creature damaging you becomes exhausted for 2 rounds.
Kelgore’s Grave Mist (Sor/Wiz): 1d6 cold damage/level, cause fatigue, partially ignore SR.
Kiss of the Toad (Wu Jen): Touch deals 1d6 Con damage, repeats in 1 minute.
Knight’s Move (Silver Pyromancer): You instantly move to flank a subject.
Know Vulnerabilities (Bard): Determines target’s vulnerabilities and resistances.
Kuo-Toa Skin (Sor/Wiz): Target gains +8 on Escape Artist checks and cannot be snared by webs.
Leomund’s Tiny Hut (Merchant Prince): Creates shelter for ten creatures.
Leomund’s Tiny Igloo (Sor/Wiz): Creates igloo that lasts for 2 hours/level.
Leomund’s Trap (Sor/Wiz): Makes item seem trapped.
Life Bolt (Sor/Wiz): 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
Light of Mercuria (Sor/Wiz): You can fire two bolts that deal 1d6 damage, 2d6 against undead and evil
outsiders.
Lightning Blade (Wu Jen): Blade of electricity energy deals total 1d6 damage/level as touch attack or
ranged touch attack.
Listening Lorecall (Sor/Wiz): Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more
ranks in Listen.
Lively Step (Sor/Wiz): You and allies gain +10 increase to speed.
Local Tremor (Sor/Wiz): Light tremor shakes in a 30-ft line.
Locate Node (Sor/Wiz): Finds closest earth node in 1 mile/level radius.
Locate Object (Sor/Wiz): Senses direction toward object (specific or type).
Loyal Vassal (Silver Pyromancer): Ally gains +3 against mind-affecting spells and abilities and cannot be
compelled to harm you.
Luminous Swarm (Sor/Wiz): Target takes 1d6 damage/round, has 20% miss chance on attacks.
Magic Circle against Evil (Demonologist): As protection from evil, but 10-ft radius and 10 minute/level.
Magic Circle against Good (Demonologist): As protection from good, but 10-ft radius and 10 minute/level.
Magic of the Dragonheart (Sorcerer): Enhance the benefits of your draconic feats.
Magic Savant (Bard): Gain +4 bonus on Use Magic Device; take 10 on check if you have 10 ranks.
Magic Weapon, Mass (Sor/Wiz): Allies’ weapons gain +1 enhancement bonus.
Magical Backlash (Sor/Wiz): Target takes 2 points of damage per spell level affecting it.
Make Whole (Magewright): Repairs an object.
Malevolent Miasma (Sor/Wiz): Cloud of fog deals 1d4 non-lethal damage/level.
Mark of Doom (Silver Pyromancer): Target takes 1d6 damage for each hostile action.
Marked Object (Sor/Wiz): You gain bonus to track a specific being.
Mask of the Ideal (Bard): Gain +4 bonus on skill checks, checks to influence enchanted or conjured
creatures.
Masochism (Sor/Wiz): For every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.
Master Cavalier (Silver Pyromancer): Gain a +10 bonus on Ride checks, or +20 with special mount; use with
other spells grants mount fly speed.
Mechanus Mind (Sor/Wiz): Reformat subject’s mind to be coldly calculating.
Melf’s Acid Arrow (Sor/Wiz): Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Mesmerizing Glare (Bard): Your gaze fascinates creatures.
Mindburn (Sor/Wiz): Target loses a spell or infusion each round.
Mindless Rage (Sor/Wiz): Target compelled to attack you physically for 1 round/level.
Minor Image (Sor/Wiz): Creates audio and visual illusion of your design.
Mirror Image (Sor/Wiz): Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection (Sor/Wiz): Misleads divinations for one creature or object.
Miser’s Envy (Bard): Target jealously covets nearby object.
Misrepresent Alignment (Sor/Wiz): Projects a false alignment for an object or creature.
Molten Strike (Sor/Wiz): 5-ft radius burst deals 2d6 fire damage, ignites nearby targets.
Mountain Stance (Sor/Wiz): Target becomes hard to move.
Near Horizon (Assassin): Remove increment-based penalties on ranged attacks.
Necrotic Cyst (Sor/Wiz): Encyst undead sac of tissue in subject.
Necrotic Scrying (Sor/Wiz): Hear or see encysted Target at a distance.
Nightmare Lullaby (Bard): Target is confused as long as you concentrate +2 rounds.
Node Lock (Sor/Wiz): Deters others from using a node’s powers.
Nondetection (Telflammar Shadowlord): Hides Target from divination, scrying.
Numbing Sphere (Sor/Wiz): Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex
damage, lasts 1 round/level.
Obscuring Snow (Sor/Wiz): Obscures sight in a 30-ft radius around the caster.
One Mind (Silver Pyromancer): As lesser one mind, but also gain +2 to attack while mounted.
Opportune Dodge (Bard): Target can avoid a single attack of opportunity.
Otiluke’s Resilient Sphere (Trapsmith): Force globe protects but traps one subject.
Owl’s Wisdom (Sor/Wiz): Target gains +4 to Wis for 1 minute/level.
Painful Echoes (Bard): Deal 1d4 sonic damage per round and sicken targets.
Palarandusk’s Fire Breath (Sor/Wiz): Spit a gout of flame as a breath weapon.
Pass Without Trace (Assassin): One subject/level leaves no tracks.
Peaceful Serenity of Io (Bard): Grant Target +4 bonus on Concentration checks and against compulsions
and fear effects.
Persuade to Manifest (Bard): Target dead creature gains bonus on its attempt to manifest.
Phantasmal Assailants (Sor/Wiz): Nightmare creatures strike Target for 8 Wisdom damage, 8 Dex damage.
Phantom Foe (Sor/Wiz): Target is always flanked by one creature.
Portal Alarm (Sor/Wiz): You are alerted when a creature passes through a warded portal.
Portal Well (Sor/Wiz): Creates an extradimensional space in a portal to hide in and observe from.
Power Word Sicken (Sor/Wiz): Sickens one creature with 100 hp or less.
Pressure Sphere (Sor/Wiz): Water pressure deals 4d6 damage to submerged targets.
Price of Loyalty (Sor/Wiz): Identical to charm person except Target does not know a spell was cast.
Primal Hunter (Sorcerer): Gain a +5 bonus on Climb, Jump, and Swim checks.
Protection from Arrows (Sor/Wiz): Target immune to most ranged attacks.
Protection from Charm (Wu Jen): Target gains +1/three levels bonus (max +5) on saves against charm and
compulsion.
Proud Arrogance (Sor/Wiz): Targets gain +4 bonus on saves against charm, compulsion, and fear.
Pyrotechnics (Sor/Wiz): Turns fire into blinding light or choking smoke.
Quick March (Silver Pyromancer): Allies’ speed increases by 30 ft. for 1 round.
Quick Potion (Sor/Wiz): Creates a potion that must be used within 1 hour/level.
Rage (Bard): Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
Rain of Needles (Wu Jen): Ranged attacks deal total 1d4/level damage (max 5d4).
Rainbow Beam (Sor/Wiz): Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice (Sor/Wiz): Ray deals 1d6 cold damage/2 levels.
Ray of Resurgence (Sor/Wiz): Yellow light restores Strength damage.
Ray of Retaliation (Sor/Wiz): Ray attack is reflected back at its originator to deal force damage.
Ray of Sickness (Sor/Wiz): Target becomes sickened.
Ray of Stupidity (Sor/Wiz): Victim takes 1d4+1 Intelligence damage.
Ray of the Python (Bard): Creature can only attack once per round, cannot make attacks of opportunity,-
10 ft. penalty to speed.
Ray of Weakness (Sor/Wiz): Target takes -2 on attacks, -10 ft. speed.
Razorfangs (Sor/Wiz): Your bite or claw attack threatens a critical hit on a 19 or 20.
Razorscales (Sor/Wiz): Your Scales become razor sharp and your grappling does lethal damage.
Rebuke (Sor/Wiz): Target is dazed 1 round, then shaken.
Reflective Disguise (Sor/Wiz): Viewers see you as their own species and gender.
Remove Paralysis (Silver Pyromancer): Frees one or more creatures from paralysis or slow effect.
Repair Moderate Damage (Sor/Wiz): Repairs 2d8 damage +1/level (max +10) to any construct.
Resounding Voice (Bard): Your voice carries 100 ft./level.
Returning Weapon (Sor/Wiz): Thrown weapon returns to thrower.
Reveille (Bard): Dead creature speaks a short sentence about what caused its death.
Rope Trick (Sor/Wiz): As many as eight creatures hide in extra-dimensional space.
Sadism (Sor/Wiz): For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
Sap Strength (Sor/Wiz): Target becomes exhausted.
Scale Weakening (Sor/Wiz): Subject’s natural armor weakens.
Scare (Sor/Wiz): Frightens creatures of less than 6 HD.
Scent (Sor/Wiz): Grants the scent ability for 1 hour/level.
Scimitar of Sand (Sor/Wiz): Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Scintillating Scales (Sor/Wiz): Your natural armor bonus turns into a deflection bonus.
Scorch (Sor/Wiz): Jet of flame deals 1d8/2 levels (max 5d8).
Scorching Ray (Sor/Wiz): Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Scourge of Force (Sor/Wiz): Tendrils of force lash foes for 1d8 +1/2 levels damage each.
See Invisibility (Sor/Wiz): Reveals invisible creatures or objects.
Seeking Ray (Sor/Wiz): Ray deals 4d6 electricity, ignores concealment and cover; you gain +4 on attacks
with rays against the target.
Sense Weakness (Sor/Wiz): Automatically confirm one critical hit.
Sentinel’s Watch (Sor/Wiz): Wards the Target against deception, allowing him to pierce falsehoods of all
forms.
Shadow Radiance (Sor/Wiz): Area filled with intense light that grows brighter.
Shadow Shroud (Sor/Wiz): Negate light blindness/vulnerability; +5 bonus on Hide checks.
Shatter (Sor/Wiz): Sonic vibration damages objects or crystalline creatures.
Shield of Warding (Silver Pyromancer): Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5).
Shield Other (Silver Pyromancer): You take half of subject’s damage.
Shriveling (Sor/Wiz): Target takes 1d4 damage per level.
Shroud of Undeath (Sor/Wiz): Negative energy shroud makes undead perceive you as undead.
Silver Dragonmail (Sor/Wiz): You create a shining silver breastplate around your body.
Sink (Sor/Wiz): Target sinks in water, must make Swim checks.
Slide, Greater (Sor/Wiz): Move Target 20 ft.
Slow Consumption (Sor/Wiz): Caster absorbs health and sustenance from helpless subject.
Smite of Sacred Fire (Silver Pyromancer): +2d6 damage on smite, continuing each round until you miss
target.
Smoke Stairs (Assassin): Walk up a column of smoke as if it were solid.
Snake’s Swiftness (Sor/Wiz): Target immediately makes one attack.
Snowball Swarm (Sor/Wiz): Snowballs deal 2d6 points of cold damage in 10-ft burst.
Song of Festering Death (Bard): Target takes 2d6 damage per round while caster concentrates.
Sonic Weapon (Sor/Wiz): Weapon touched deals +1d6 sonic damage with each hit.
Sonic Whip (Bard): Whip of magical force keeps animals at bay and can frighten animals as ranged touch
attack.
Sonorous Hum (Bard): Removes need to concentrate to maintain next spell cast.
Soul Blight (Sor/Wiz): Deal 1d4 + 1 per three CLs essentia damage to foe.
Soul Boon (Sor/Wiz): Grant 1 point of essentia per three CLs to subject.
Soul of Anarchy (Sor/Wiz): +5 on Escape Artist/Avoiding being grappled, you are treated as being chaotic-
aligned.
Soul of Light (Silver Pyromancer): Healing spells cast by or on you have greater effect.
Sound Burst (Bard): Deals 1d8 sonic damage to subjects; may stun them.
Spawn Screen (Sor/Wiz): Target resists being transformed into an undead spawn if slain.
Speak to Allies (Sor/Wiz): Subjects can converse at distance without moving lips.
Speaking Stones (Sor/Wiz): Pass a 25-word message between two magically linked stones.
Spectral Hand (Sor/Wiz): Creates disembodied glowing hand to deliver touch attacks.
Spellslayer Arrow (Assassin): Masterwork arrow or bolt deals extra damage to a creature with ongoing
spells cast upon it.
Spiritual Chariot (Silver Pyromancer): Creates ghostly chariot behind your mount.
Spymaster’s Coin (Sor/Wiz): Hide a scrying sensor in a coin or other Tiny object for later activation.
Stabilize (Silver Pyromancer): Cures 1 point of damage to all creatures in area.
Steal Size (Sor/Wiz): Humanoid creature doubles in size as targeted humanoid halves in size.
Steed of the Seas (Silver Pyromancer): Make your special mount amphibious.
Sting Ray (Sor/Wiz): Target of ray can take only standard or move action, has -2 AC, and must make
Concentration checks to cast spells.
Stolen Breath (Sor/Wiz): Target has wind knocked out of it.
Stone Bones (Sor/Wiz): Corporeal undead gains +3 natural armor bonus.
Stone Fist (Silver Pyromancer): Your fists turn into menacing, rocky lumps capable of inflicting deadly
wounds.
Stone Shape (Trapsmith): Sculpts stone into any shape.
Stoneskin (Trapsmith): Ignore 10 points of damage per attack.
Stormrunner’s Ward (Sor/Wiz): Add +4 (+1/4 levels) to ship’s checks to weather storms.
Strength of Stone (Silver Pyromancer): +8 Str bonus that ends if you lose contact with the ground.
Stretch Weapon (Sor/Wiz): Melee weapon gains 5 ft. of reach for one attack.
Striking Fist (Duskblade): Hand deals 1d6 non-lethal damage/2 levels (max 5d6) and knocks Target back.
Stunning Screech (Demonologist): All within 30 ft. are stunned for 1 round.
Suffer the Flesh (Sor/Wiz): Take Constitution damage to make your spellcasting more potent.
Suggestion (Bard): Compels Target to follow stated course of action.
Summon Desert Ally II (Sand Shaper): Calls dustform creature to fight.
Summon Elysian Thrush (Bard): Summon an Elysian thrush, which accelerates natural healing.
Summon Monster II (Sor/Wiz): Calls extraplanar creature to fight for you.
Summon Swarm (Sor/Wiz): Summons swarm of bats, rats, or spiders.
Summon Undead II (Sor/Wiz): Summons undead to fight for you.
Summon Weapon (Bard): Create normal, non-magical light weapon.
Sun Bolt (Sor/Wiz): Ray deals 2d6 damage, more against undead, and might blind target.
Suppress Dragonmark (Sor/Wiz): Suppress the spell-like abilities of target’s dragonmark.
Suppress Magic (Sor/Wiz): Magic item or soulmeld is suppressed for 1 round/level.
Sure Strike (Sor/Wiz): Gain +1 bonus/3 levels on next attack.
Surefooted Stride (Sor/Wiz): You can move over rubble as easily as you can over open ground.
Swift Ready (Bard): Enchant armor and weapons so that they appear on you instantly when you wish.
Swim (Sor/Wiz): Target gains swim speed, +8 bonus on Swim checks.
Tactical Precision (Bard): Allies gain additional +2 bonus on attack rolls and +1d6 additional damage
against flanked foes.
Tail Slap (Sorcerer): Attack a foe for 1 round/level and knock him back on the first round.
Tern’s Persistence (Sor/Wiz): Target can travel overland 50% longer without fatigue.
Theskyn’s Hearty Heave (Sor/Wiz): Blast of force pushes away creatures surrounding you.
Tongues (Bard): Speak any language.
Toothed Tentacle (Sor/Wiz): Shadowy tentacle ending in three mouths.
Torrent of Tears (Sor/Wiz): Target is temporarily blinded and emotionally distraught.
Touch of Idiocy (Sor/Wiz): Target takes 1d6 points of Int, Wis, and Cha damage.
Touch of Restoration (Silver Pyromancer): Use part of your lay on hands ability to cure 1 point of ability
damage.
True Prayer of the Faithful (Silver Pyromancer): Allies gain +1 bonus on most rolls.
Turbidity (Sor/Wiz): Water surrounding you becomes cloudy, granting concealment.
Turn Anathema (Silver Pyromancer): Use your turn/rebuke ability to turn creatures with the opposing
alignment subtype.
Undead Eyes (Sor/Wiz): Form a telepathic link with a mindless undead.
Unfailing Terrain (Sor/Wiz): Smooth difficult terrain.
Unfettered Grasp (Sor/Wiz): Grappling creature immediately gains free attempt to escape.
Unheavened (Sor/Wiz): Target gains +4 save bonus against powers of good outsiders.
Unseen Crafter (Sor/Wiz): Invisible force obeys your command and can use the Craft skill.
Urchin’s Spines (Sor/Wiz): Target grows spines that damage opponents.
Vampiric Touch (Telflammar Shadowlord): Touch deals 1d6/two CLs; caster gains damage as hp.
Veil of Shadow (Sor/Wiz): Darkness grants you concealment.
Vertigo (Sor/Wiz): Target creature must succeed on a DC 10 Balance check to move each round.
Vestigewrack (Sor/Wiz): Damage incorporeal creatures.
Vision of Entropy (Sor/Wiz): Confronts target with a vision of the Abyss that causes increasing fear.
Wall of Gloom (Sor/Wiz): Shadow barrier obscures vision.
War Cry (Bard): Gain +4 on attack/damage rolls on charge. Any opponent you damage must save or panic 1
round.
Warp Wood (Wu Jen): Bends wood (shaft, handle, door, plank).
Wave of Grief (Bard): Cone imposes -3 penalty on attacks, checks, and saves.
Web (Sor/Wiz): Fills 20-ft radius spread with sticky spider webs.
Whelming Blast (Sor/Wiz): 15-foot cone deals 1d6 non-lethal damage/2 levels (max 5d6).
Whip (Wu Jen): Create a whip of force.
Whirling Blade (Sor/Wiz): Hurled slashing weapon magically attacks all foes in 60-ft line.
Whispercast (Sor/Wiz): Cast fifth level or lower spell as a purely mental action.
Whispering Wind (Sor/Wiz): Sends a short message 1 mile/level.
Wings of Air (Sor/Wiz): Subject’s flight maneuverability improves by one step.
Wings of Cover (Sorcerer): Grant cover against a specific attack.
Wither Limb (Sor/Wiz): Caster reduces subject’s speed to 5 ft. or makes it impossible for Target to use
objects or cast somatic spells.
Wood Shape (Wu Jen): Rearranges wooden objects to suit you.
Wracking Touch (Sor/Wiz): Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Wraithstrike (Sor/Wiz): Your melee attacks strike as touch attacks for 1 round.
Yoke of Mercy (Sor/Wiz): Target deals non-lethal damage.
Zeal (Silver Pyromancer): You gain +4 AC against attacks of opportunity, move through enemies.
Zone of Glacial Cold (Sor/Wiz): Deals 1d6 cold damage to all creatures in area.
Zone of Natural Purity (Impure Prince): Aberrations in area become weaker, fey and plants become
stronger.
Zone of Truth (Silver Pyromancer): Subjects within range cannot lie.

3RD-LEVEL ARCANE SPELLS


Abolish Shadows (Sor/Wiz): Shadow creatures take 1d6/level damage, shadow and darkness spells might
be dispelled.
Abyssal Might (Demonologist): Caster gains +2 to Str, Con, Dex, and SR.
Acid Breath (Sor/Wiz): Cone of acid deals 1d6 damage/level (max 10d6).
Adept Spirit (Sor/Wiz): Target can activate bonus on CL checks, Will saves, Concentration checks, and Int-
based checks for 1 minute.
Adoration of the Frightful (Sor/Wiz): Make fearful creatures friendly to you.
Air Breathing (Sor/Wiz): Subjects can breathe air freely.
Allegro (Bard): You and your allies gain +30 ft. speed for 1 minute/level.
Alter Fortune (Sor/Wiz): Cause one creature to reroll any die roll.
Amorphous Form (Sor/Wiz): Target becomes pudding-like and can slip through cracks quickly.
Analyze Portal (Sor/Wiz): Find a nearby portal and discover its properties.
Analyze Touchstone (Sor/Wiz): Find a nearby planar touchstone and discover its properties.
Animate Dead (Maho-Tsukai): Creates undead skeletons and zombies.
Anticipate Teleportation (Sor/Wiz): Predict and delay the arrival of creatures teleporting into range by 1
round.
Antidragon Aura (Sor/Wiz): Allies gain bonus to AC and saves against dragons.
Arcane Lock, Improved (Sor/Wiz): Like arcane lock except you can attune multiple people.
Arcane Maul (Sor/Wiz): Aura of pure force can be wielded as melee weapon or hurled as area attack.
Arcane Seal (Sor/Wiz): This magically seals the target and attaches a mystical alarm to this location.
Arctic Haze (Sor/Wiz): Fog obscures vision and deals 4 cold damage/round.
Arms of Plenty (Sor/Wiz): Grow two additional arms.
Arrowsplit (Assassin): Transform a masterwork arrow or bolt mid-flight into 2d4 masterwork missiles.
Augment Object (Sor/Wiz): +20 to the break DC of the object and doubles its hardness and HP.
Avoid Planar Effects (Sor/Wiz): Provides temporary protection against overtly damaging planar traits.
Axiomatic Storm (Silver Pyromancer): Lawful-aligned rain falls in 20-ft radius.
Backblast (Sor/Wiz): Fire resistance 10, spell turning with respect to fire descriptor spells targeting you.
Bands of Steel (Sor/Wiz): Metallic bands immobilize or entangle target for 1 round/level.
Bane of the Archrival (Sor/Wiz): +4 to AC and saves, counter mind control, and keep specific truenamed
enemy away.
Battlemagic Perception (Sor/Wiz): Sense and counter spellcasting within 100 ft.
Beckon Monster (Bard): Force a creature to approach you against its will.
Bedevil (Sor/Wiz): Summon a mischievous spirit to torment your enemy.
Bigby’s Disrupting Hand (Sor/Wiz): Hand disrupts opponent’s spellcasting.
Bigby’s Interposing Hand (Trapsmith): Hand provides cover against one opponent.
Binding Snow (Silver Pyromancer): Snow freezes, impeding movement.
Bite of the Wererat (Sor/Wiz): You gain the Dexterity and attacks of a wererat.
Blessed Sight (Silver Pyromancer): Evil auras become visible to you.
Blessing of Bahamut (Silver Pyromancer): You gain DR 10/magic.
Blindsight (Sor/Wiz): Target gains blindsight 30 ft. for 1 minute/level.
Blink (Sor/Wiz): You randomly vanish and reappear for 1 round/level.
Blood Snow (Sor/Wiz): Area of fallen snow drains 1d2 points of Con/round and causes nausea.
Blunt Natural Weapons (Sor/Wiz): Weakens the natural weapons of the target creature.
Blunt Weapon (Bard): Reduce the effectiveness of certain weapons by rendering them semi-substantial.
Body Blaze (Sor/Wiz): You are surrounded by fire and leave a wall-like trail of flame in your wake.
Break Enchantment (Trapsmith): Frees subjects from enchantments, alterations, curses, and petrification.
Brittleskin (Sor/Wiz): Subject’s natural armor becomes brittle, causing weapon attacks against it to deal
more damage.
Call Dretch Horde (Demonologist): Summons 2d4 dretches.
Call Lightning (Durthan): Calls down lightning bolts (3d6 per bolt) from sky.
Capricious Zephyr (Sor/Wiz): Gale-force winds push creatures.
Caustic Smoke (Sor/Wiz): Cloud deals 1d6 acid damage/round, blinds creatures.
Chain Missile (Sor/Wiz): Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Charm Monster (Bard): Makes monster believe it is your ally.
Clearstone (Sor/Wiz): Makes rock or stone transparent.
Cloak of Khyber (Sor/Wiz): Conceal your alignment and true form from divination and true seeing.
Command, Greater (Thayan Slaver): As command, but affects one subject/level.
Commune with Lesser Spirit (Wu Jen): Lesser spirit answers one question/2 levels.
Compel Breath (Sor/Wiz): Force Target to use breath weapon.
Cone of Dimness (Sor/Wiz): Subjects believe they are engulfed in magical darkness.
Cone of Euphoria (Bard): 20-ft cone dazes targets for 1d6 rounds.
Confusion (Bard): Subjects behave oddly for 1 round/level.
Conjure Ice Beast III (Frost Mage): Conjures ice creature to fight for you.
Contagion (Maho-Tsukai): Infects Target with chosen disease.
Contagious Fog (Sor/Wiz): 20-ft radius cloud of fog inflicts disease.
Control Sand (Sand Shaper): Raise or lower the level of sand.
Control Temperature (Sor/Wiz): Raise or lower temperature by one band/5 levels.
Corpse Candle (Sor/Wiz): Ghostly hand and candle sheds light, affects incorporeal creatures.
Crack Ice (Sor/Wiz): Shatters ice structures or ice creatures.
Creaking Cacophony (Bard): Sound distracts and makes foes vulnerable to sonic damage.
Create Crawling Claw (Sor/Wiz): You create a number of crawling claws twice your level.
Create Fetch (Bard): Craft a temporary duplicate of yourself that follows telepathic orders.
Create Food and Water (Prime Underdark Guide): Feeds three humans (or one horse)/level.
Crown of Clarity (Sor/Wiz): +2 to Listen and Spot, discharge spell to gain +8.
Crown of Courage (Bard): +1 on attacks and damage, +4 against fear; discharge to combat fear.
Crown of Might (Sor/Wiz): Gain +2 Strength, discharge to gain +8 bonus for 1 round.
Crown of Protection (Sor/Wiz): +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain
+4 for 1 round.
Crown of the Grave (Sor/Wiz): Command undead, discharge to gain +4 on turn or rebuke.
Cruel Disappointment (Sor/Wiz): Fools Target for 1 round, then -4 penalty on attacks, saves, and checks.
Crushing Despair (Bard): Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds (Bard): Cures 3d8 +1/level damage (max +15).
Curse of Arrow Attraction (Sor/Wiz): Target takes -5 penalty to AC against ranged attacks.
Curse of Impending Blades, Mass (Sor/Wiz): Enemies take -2 penalty to AC.
Curse of the Putrid Husk (Sor/Wiz): Target is unconscious for 1d10 minutes.
Dancing Chains (Demonologist): Animates one chain per level.
Darkbolt (Telflammar Shadowlord): You hurl 1 beam of darkness/2 levels dealing 2d8 damage and may
daze target for 1 round.
Darkflame Arrow (Assassin): Masterwork arrow or bolt deals normal damage plus 2d6 damage each round
for 3 rounds.
Daylight (Sor/Wiz): 60-ft radius of bright light.
Deafening Blast (Bard): Permanently deafen all targets in 20-ftradius spread.
Death Ward (Dread Necromancer): Grants immunity to death spells and negative energy effects.
Deep Slumber (Sor/Wiz): Puts 10 HD of creatures to sleep.
Deeper Darkness (Assassin): Object sheds absolute darkness in a 60-ft radius.
Deeper Darkvision (Sor/Wiz): Target can see 90 ft. in magical darkness.
Deific Bastion (Silver Pyromancer): Your shield or armor gains a +1 enhancement bonus plus a special
ability that varies by deity.
Delay Manifestation (Sor/Wiz): Delays creature from manifesting as a ghost if killed.
Demon Dirge (Sor/Wiz): Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Demon Wings (Demonologist): Caster flies at his land speed.
Detect Metal and Minerals (Sor/Wiz): Detects large accumulations of metal and other minerals.
Detect Scrying (Telflammar Shadowlord): Alerts you to magical eavesdropping.
Detect Ship (Sor/Wiz): Detect and identify ships.
Devil Blight (Sor/Wiz): Damage and stun baatezu; damage other lawful and evil creatures.
Devil’s Eye (Sor/Wiz): See through magical darkness up to 30 ft.
Diamondsteel (Sor/Wiz): Metal armor provides DR.
Dimension Step (Sor/Wiz): Allies can immediately teleport a distance equal to their speed.
Dimensional Anchor (Demonologist): Bars extra-dimensional movement.
Dirge of Discord (Bard): All within 20 ft. take -4 on attack rolls and Dexterity, and reduce speed by 50%.
Discern Lies (Corrupt Avenger): Reveals deliberate falsehoods.
Disobedience (Sor/Wiz): Target is shielded from mind control.
Dispel Magic, Greater (Trapsmith): As dispel magic, but +20 on check.
Disrupt Undead, Greater (Sor/Wiz): As disrupt undead, but 1d8 damage/level.
Dissonant Chord (Bard): Deal 1d8/2 levels sonic damage in 10-ft burst.
Distilled Joy (Sor/Wiz): Create ambrosia.
Distort Summons (Demonologist): Creates an area in which only evil creatures can be magically
summoned.
Dolorous Blow (Sor/Wiz): Weapon’s threat range is doubled and threats are automatically confirmed.
Dolorous Motes (Sor/Wiz): Creates clouds of flickering light (1 10-ft cube/level) that dazes creatures.
Dominate Animal (Sand Shaper): Target animal obeys silent mental commands.
Dominate Person (Thayan Slaver): Control humanoid telepathically.
Doom Scarabs (Duskblade): Scarab swarm deals 1d6/2 levels, gives you temporary HP.
Dragonblood Affinity (Sorcerer): +2 bonus on all saves, checks, attacks, and damage rolls to one dragon or
dragonblood/level.
Dragonmark Whip (Sor/Wiz): Whip deals 1d8 +1/level damage or channels touch spell with attack.
Dragonshape, Least (Sor/Wiz): Take the form of a pseudodragon.
Dragonskin (Sor/Wiz): You gain a bonus to natural armor plus energy resistance 10.
Dread Word (Sor/Wiz): Drain 1d3 charisma.
Dream Spirit (Sor/Wiz): Incorporeal manifestation attacks your opponents.
Dweomer Vortex (Sor/Wiz): Spinning cone acts like dispel magic.
Earth Hammer (Silver Pyromancer): Base damage of weapon Improves by one step.
Earthbolt (Wu Jen): Seismic pulse deals 1d6/level damage to creatures along its path.
Earthen Grace (Sor/Wiz): Target takes only non-lethal damage from stone and earth.
Ebon Ray of Doom (Assassin): Black energy prevents magical healing and special healing abilities from
functioning.
Ectoplasmic Decay (Sor/Wiz): 1d6 per level to ectoplasm, 20-ft radius.
Ectoplasmic Web (Sor/Wiz): As web, except made of ectoplasm and can affect incorporeal creatures.
Elemental Eye (Wu Jen): See through a designated object.
Embrace of Endless Day (Silver Pyromancer): You imbue the target with positive energy he can use to heal
or damage undead.
Emotion (Bard): Arouse a single emotion in the target.
Enduring Scrutiny (Sor/Wiz): Become aware when target performs designated action.
Energy Aegis (Sor/Wiz): Target gains resistance 20 against one energy type for one attack.
Energy Surge (Sor/Wiz): As lesser energy surge, but 2d6 damage.
Energy Vulnerability (Sor/Wiz): Subjects gain vulnerability to the specified energy.
Engulfing Terror (Sor/Wiz): Create a single gelatinous cube.
Enhance Familiar (Sor/Wiz): Your familiar receives +2 bonus on saves, combat rolls, and AC for 1
hour/level.
Eradicate Earth (Sor/Wiz): Deals 1d8 points of damage/level to earth creatures (max 10d8).
Evard’s Menacing Tentacles (Sor/Wiz): Grow two tentacles with 10-ft reach that deal 1d8 damage each.
Explosive Runes (Sor/Wiz): Deals 6d6 damage when read.
Eyes of the Zombie (Sor/Wiz): Caster sees through a zombie’s eyes.
Fabricate (Trapsmith): Transforms raw material into finished items.
False Gravity (Sor/Wiz): Travel on a solid surface as if that surface had its own gravity.
Fangs of the Vampire King (Assassin): Caster gains bite attack with +10 bonus that deals 1d6 damage and 1
Con damage.
Favorable Wind (Sor/Wiz): Produces a strong wind that lasts 10 minute/level.
Feign Death (Sor/Wiz): You put the recipient into a deathlike condition.
Ferocity of Sanguine Rage (Sor/Wiz): Gain bonus on melee damage rolls and one use of true strike.
Find the Gap (Assassin): Your attacks ignore armor and natural armor.
Fire Breath (Wu Jen): You can breathe fire once/round; flame deals 1d8/2 levels (maximum 10d8) damage
to one target within 15 ft.
Fire Shield (Warmage): Creatures attacking you take fire damage; you’re protected from heat or cold.
Fire Wings (Wu Jen): Your arms become wings that enable flight, deal 2d6 fire damage.
Fireball (Sor/Wiz): 1d6 damage per level, 20-ft radius.
Flame Arrow (Sor/Wiz): Arrows deal +1d6 fire damage.
Flashburst (Sor/Wiz): Flash of light dazzles and blinds in a 20-ft burst.
Flesh Ripper (Mortal Hunter): Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
Fly (Sor/Wiz): Target flies at speed of 60 ft.
Forced Incorporeality (Sor/Wiz): Manifested creature becomes incorporeal.
Forced Manifestation (Sor/Wiz): Incorporeal creature manifests fully.
Forceward (Silver Pyromancer): Creates a sphere of force that protects against force effects and keeps out
incorporeal creatures.
Fortify Familiar (Sor/Wiz): Familiar gains 2d8 temp hp, +2 AC, 25% fortification.
G’elsewhere Chant (Bard): Teleports target to random safe place within 100 ft.
Geas, Lesser (Bard): Commands Target of 7 HD or less.
Gembomb (Merchant Prince): Gem becomes a bomb that deals 1d8 force damage/2 levels.
Ghost Lantern (Sor/Wiz): Generate light that only you and companions can see.
Giant’s Wrath (Sor/Wiz): Pebbles you throw become boulders.
Girallon’s Blessing (Sor/Wiz): Target gains one additional pair of arms.
Glacial Globe of Invulnerability (Sor/Wiz): Stops 1st through 3rd level fire spell effects and provides
concealment.
Glibness (Bard): Gain +30 on Bluff checks, and your lies can escape magical discernment.
Glimpse of Truth (Sor/Wiz): Caster gets an answer to a yes-or no question.
Glyph of Warding (Magewright): Inscription harms those who pass it.
Golden Dragonmail (Sor/Wiz): You create a suit of shining golden full plate around your body.
Good Hope (Bard): Subjects gain +2 on attacks, damage, saves, and checks.
Grasping Wall (Sor/Wiz): Wall sprouts hands that entangle enemies, help allies climb.
Great Thunderclap (Sor/Wiz): Loud noise causes stunning, deafness, and knocks prone in a large area.
Haboob (Sor/Wiz): Swirling grit obscures vision, blows smaller creatures over, and deals non-lethal
damage.
Hailstones (Sor/Wiz): Frigid globes deal 5d6 cold damage.
Halt (Sor/Wiz): Subject’s feet become stuck to ground.
Halt Undead (Sor/Wiz): Immobilizes undead for 1 round/level.
Hamatula Barbs (Sor/Wiz): Subjects grow barbs, which damage foes that attack Target in melee.
Hand of the Faithful (Silver Pyromancer): Immobile zone of warding stuns those worshiping different
deities from yours.
Handfang (Sor/Wiz): Biting mouth in your palm deals 1d8 damage and starts grapple.
Haunting Tune (Bard): 1 target/level becomes shaken.
Heal Mount (Silver Pyromancer): As heal on warhorse or other special mount.
Healing Spirit (Silver Pyromancer): Ball of light heals 1d8/round.
Healing Touch (Sor/Wiz): You take up to 1d6/2 levels and heal target that amount.
Heart of Water (Sor/Wiz): Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom
of movement once.
Helping Hand (Exalted Arcanist): Ghostly hand leads Target to you.
Hesitate (Sor/Wiz): Force Target to lose actions.
Hide from Dragons, Dragonmark (Sor/Wiz): Dragons cannot sense you.
Hold Monster (Thayan Slaver): As hold person, but any creature.
Holy Fire (Silver Pyromancer): Cause sacred fire damage to undead you attempt to turn.
Holy Storm (Silver Pyromancer): Good-aligned rain falls in 20-ft radius.
Hood of the Cobra (Sor/Wiz): You appear serpentine to target, and can deliver illusory poison bites.
Hound of Doom (Hexblade): Creates shadowy protector.
Hymn of Praise (Bard): Add +2 CLs to all good divine casters within range.
Ice Storm (Warmage): Hail deals 5d6 damage in cylinder 40 ft. across.
Icelance (Sor/Wiz): Changes ice into lance, which attacks Target for 6d6 damage and stuns for 1d4 rounds.
Incorporeal Enhancement (Sor/Wiz): Grant bonuses to incorporeal undead.
Inevitable Defeat (Sor/Wiz): Target takes 3d6 non-lethal damage/round.
Infallible Servant (Sor/Wiz): Target is utterly destroyed if slain or captured.
Infernal Threnody (Bard): Add +2 CLs to all evil divine casters within range.
Inflict Serious Wounds (Dread Necromancer): Touch attack, 3d8 damage +1/level (max +15).
Insignia of Blessing (Silver Pyromancer): Bearers of special insignia gain +1 bonus on attacks and saves
against fear.
Insignia of Healing (Bard): Bearers of special insignia healed 1d8 damage +1 point/level (max +10)
Insignia of Warding (Silver Pyromancer): Bearers of special insignia gain +1 to AC, Fortitude saves.
Investiture of the Bearded Devil (Sor/Wiz): Target deals extra melee damage each round that it hits a
foe.
Investiture of the Chain Devil (Sor/Wiz): Target gains +5-ft reach and extra attack of opportunity.
Invisibility Sphere (Sor/Wiz): Makes everyone within 10 ft. invisible.
Invisibility, Mass (Telflammar Shadowlord): As invisibility, but affects all in range.
Invoke the Cerulean Sign (Sor/Wiz): Aberrations become sickened, nauseated, dazed, or stunned.
Jump, Mass (Sor/Wiz): Many creatures gain bonuses to Jump checks.
Junglerazer (Sor/Wiz): Fey, vermin, plants, and animals take 1d10 damage/level.
Keen Edge (Sor/Wiz): Doubles normal weapon’s threat range.
Khelben’s Suspended Silence (Sor/Wiz): Object becomes programmed to create an area of silence at your
command.
Khyber Trap (Sor/Wiz): Trap extraplanar creature within a Khyber dragonshard.
Know Opponent (Bard): Learn strengths and weaknesses of foe.
Laeral’s Silver Lance (Sor/Wiz): Hit target with lance of force.
Laogzed’s Breath (Sor/Wiz): Stinking cloud for 10 rounds.
Legion of Sentinels (Sor/Wiz): Ghostly swordsmen threaten a 10-ft radius, deal 1d8 damage +1/3 levels
(max +5).
Leomund’s Secure Shelter (Merchant Prince): Creates sturdy cottage.
Light of Venya (Sor/Wiz): You radiate pearly light, which you can expend as bolts that harm or heal.
Lightning Bolt (Sor/Wiz): Electricity deals 1d6/level damage.
Listening Coin (Bard): You can eavesdrop through a magic coin.
Living Prints (Harper Scout): You perceive tracks as if they had just been made.
Love’s Lament (Bard): Creatures in 60-ft cone take 1d6 Wisdom damage and are nauseated for 1d4 rounds.
Luminous Assassin, Lesser (Sor/Wiz): Summons an Assassin to attack the subject.
Mage Armor, Greater (Sor/Wiz): Gives Target +6 armor bonus.
Mage Armor, Improved (Sor/Wiz): Field of force provides +3 armor bonus +1/two levels.
Mage Armor, Mass (Sor/Wiz): As mage armor, but one creature/level.
Magic Circle against Chaos (Sor/Wiz): As protection from chaos, but 10-ft radius and 10 minute/level.
Magic Circle against Law (Sor/Wiz): As protection from law, but 10-ft radius and 10 minute/level.
Magic Weapon, Greater (Sor/Wiz): +1/four levels (max +5).
Magnetism (Wu Jen): Draw iron or steel objects to yourself.
Major Image (Sor/Wiz): As silent image, plus sound, smell, and thermal effects.
Mantle of Good (Silver Pyromancer): You gain SR 12 + CL against spells with the evil descriptor.
Mantle of Law (Silver Pyromancer): You gain SR 12 + CL against spells with the chaotic descriptor.
Manyjaws (Sor/Wiz): One set of jaws/level attacks enemies for 1d6 damage.
Marked Pulse (Sor/Wiz): 20-ft radius burst deals force damage to 1 creature/level, can knock targets
prone.
Melf’s Unicorn Arrow (Sor/Wiz): 1d8+8 damage and bull rush; +1 unicorn arrow/3 levels beyond 5th.
Mental Weakness (Maho-Tsukai): Target suffers -4 penalty to Will saves.
Mighty Wallop, Greater (Sor/Wiz): +1 size category of bludgeoning weapon/four levels (maximum 5).
Mind Bond (Silver Pyromancer): You and your mount gain +4 flanking bonus when flanking the same
opponent; mount gains bonus on attack rolls.
Mind Poison (Sor/Wiz): Your poisonous touch deals Wisdom damage.
Mirror Sending (Mortal Hunter): Caster sends her image to a mirror and can see and speak through it.
Mislead (Telflammar Shadowlord): Turns you invisible and creates illusory double.
Moral Facade (Bard): Divination spells give a false alignment reading.
Nauseating Breath (Sor/Wiz): Exhale a cone of nauseating gas.
Nchaser’s Glowing Orb (Sor/Wiz): Creates permanent magical light; you control brightness.
Necrotic Bloat (Sor/Wiz): Encysted Target takes 1d6 damage/level.
Negative Energy Burst (Sor/Wiz): Burst of negative energy 1d8 damage +1/level.
Nezram’s Amethyst Aura (Sor/Wiz): Prevents poisons and diseases from affecting the subject.
Nightmare Terrain (Bard): Create patch of illusory terrain that hinders foes and allows you to hide.
Node Door (Sor/Wiz): Allows teleportation between any known earth nodes.
Nybor’s Mild Admonishment (Sor/Wiz): Target is dazed 1d4 rounds, then -2 on attacks, saves, and checks,
and distracted.
One Mind, Greater (Silver Pyromancer): As one mind, but also gain +2 to damage while mounted.
Otto’s Imperative Ambulation (Bard): Target must move at least 10 feet each round.
Pall of Twilight (Sor/Wiz): Veil of shadow impedes sight and sound.
Pebble Wind (Sor/Wiz): Whirling mass of air hurls debris against your foes.
Permeable Form (Sor/Wiz): You become incorporeal for one round.
Phantasmal Injury (Sor/Wiz): Implant illusion that Target is disabled.
Phantasmal Strangler (Sor/Wiz): Nightmare grapples and strangles one foe.
Phantom Battle (Bard): Illusion of battle flanks creatures and denies attacks of opportunity.
Phantom Guardians (Sor/Wiz): Create illusion of group of guards.
Phantom Steed (Sor/Wiz): Magic horse appears for 1 hour/level.
Planar Binding, Lesser (Demonologist): Traps extraplanar creature of 6 HD or less until it performs a task.
Plant Growth (Wu Jen): Grows vegetation, improves crops.
Poison (Warmage): Touch deals 1d10 points of Con damage, repeats in 1 minute.
Power Word Deafen (Sor/Wiz): Deafens one creature with 100 hp or less.
Power Word Maladroit (Sor/Wiz): Deals 2 points Dex damage to one creature with 75 hp or less.
Power Word Weaken (Sor/Wiz): Deals 2 points Str damage to one creature with 75 hp or less.
Prayer (Silver Pyromancer): Allies +1 bonus on most rolls, enemies -1 penalty.
Prickling Torment (Sor/Wiz): Target is sickened, takes damage whenever it acts.
Primal Form (Sor/Wiz): You change into elemental, gain some abilities.
Primal Instinct (Sorcerer): Gain a +5 bonus on initiative checks and Survival checks.
Prismatic Mist (Sor/Wiz): Multicolored mist has random effect.
Protection from Dessication (Sor/Wiz): Absorb 10 points/level of desiccation damage.
Puppeteer (Bard): Target mimics your actions.
Rainbow Blast (Sor/Wiz): Line deals 1d6 damage of each energy type.
Ray of Dizziness (Sor/Wiz): Target can take only move or standard actions.
Ray of Exhaustion (Sor/Wiz): Ray makes Target exhausted.
Reality Blind (Sor/Wiz): Target can take no actions and afterward does not heal naturally.
Rebirth of Iron (Wu Jen): Completely restores any metal item destroyed by rust, even if reduced to
powder.
Redirect Spell (Silver Pyromancer): Spells targeting ally target you instead.
Refreshment (Bard): Cures creatures of all non-lethal damage.
Regal Procession (Sor/Wiz): As mount, but you summon several mounts.
Regroup (Sor/Wiz): Teleports nearby allies to your side.
Remove Blindness/Deafness (Silver Pyromancer): Cures normal or magical conditions.
Remove Curse (Bard): Frees object or person from curse.
Remove Disease (Impure Prince): Cures all diseases affecting subject.
Rend Essentia (Assassin): Deal Charisma damage or essentia damage to foe; gain essentia.
Rend Shadow Weave (Sor/Wiz): You damage the Shadow Weave.
Repair Serious Damage (Sor/Wiz): Repairs 3d8 +1/level damage (max +15) to any construct.
Repel Vermin (Hexblade): Insects, spiders, and other vermin stay 10 ft. away.
Repelling Shield (Sor/Wiz): Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers.
Resist Taint (Sor/Wiz): Bestows +4 bonus on saves against taint.
Resonating Bolt (Sor/Wiz): Sonic energy deals 1d4 damage/level (max 10d4).
Resurgence, Mass (Silver Pyromancer): As resurgence, but multiple targets.
Reverse Arrows (Sor/Wiz): As protection from arrows, but negated arrows turn back upon their source.
Revitalize Legacy, Least (Sor/Wiz): Get extra use of chosen least legacy ability.
Righteous Fury (Silver Pyromancer): Gain temporary hp, +4 to Strength.
Ring of Blades (Warmage): Blades surround you, damaging other creatures (1d6 damage +1/level).
Roar of the Waves (Bard): Make one target/2 levels deafened and shaken.
Rockburst (Sor/Wiz): Cause stone object to explode, dealing 1d4 damage +1 point/level.
Rust Ray (Sor/Wiz): Metal objects take 2d6 damage +1/2 levels.
Rusted Blade (Assassin): Touched weapon delivers filth fever.
Scattergloom (Sor/Wiz): You create mobile areas of magical darkness.
Scattering Trap (Sor/Wiz): Imbue one 5-ft square/2 levels with teleport trap.
Scintillating Sphere (Sor/Wiz): 20-ft radius burst deals 1d6 electricity/level.
Scorpion Tail (Sor/Wiz): Target grows a scorpion tail that strikes for 2d6 damage (plus Str modifier) and
possibly stuns the target.
Scrying (Bard): Spies on Target from a distance.
Sculpt Sound (Bard): Creates new sounds or changes existing ones.
Searing Light (Exalted Arcanist): Ray deals 1d8/two levels, more against undead.
Secret Page (Sor/Wiz): Changes one page to hide its real content.
Seek Eternal Rest (Silver Pyromancer): Turn undead as cleric of your level.
Sense of the Dragon (Sor/Wiz): Non-visual senses out to 30 ft. that pinpoints creatures.
Sepia Snake Sigil (Sor/Wiz): Creates text symbol that immobilizes reader.
Servant Horde (Sor/Wiz): Create 2d6 unseen servants +1/level (max +15).
Shadow Binding (Sor/Wiz): Ribbon-like shadows entangle creatures in 10-ft radius burst.
Shadow Cache (Sor/Wiz): You open a small portal to the Plane of Shadow through which you can put an
item for later retrieval.
Shadow Phase (Sor/Wiz): Target becomes partially incorporeal.
Shadow Tentacle, Lesser (Sor/Wiz): Shadow animates into tentacle to entangle opponents.
Shape of the Hellspawned Stalker (Sor/Wiz): You take the form of a hell hound.
Shatterfloor (Sor/Wiz): Deals 1d4 sonic/level plus damages floor surface.
Shivering Touch (Sor/Wiz): Touch deals 3d6 Dex damage.
Shockwave (Sor/Wiz): A 20-ft radius force blast for 1d4/level non-lethal.
Shrink Item (Sor/Wiz): Object shrinks to one-sixteenth size.
Sign of Sealing (Sor/Wiz): Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if
opened.
Siphon (Sor/Wiz): Drain 5 or more charges from wand or staff to replace one or more cast spells.
Siren’s Call (Bard): Compel one creature/2 levels to submerse itself.
Skull Watch (Sor/Wiz): Skull shrieks when creature enters warded area.
Sleet Storm (Sor/Wiz): Hampers vision and movement.
Slipsand (Sand Shaper): Creates a volume of slipsand.
Slow (Sor/Wiz): One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Smite Heretic (Silver Pyromancer): +2 on attack roll and extra damage to smite evil ability vas divine spell
casting evil creature.
Snake’s Swiftness, Mass (Sor/Wiz): Allies each immediately make one attack.
Soldiers of Sanctity (Silver Pyromancer): Fellow worshipers provide bonuses to turn undead, gain AC bonus
against undead.
Song of the Calling (Bard): Ghost departs immediately for the True Afterlife.
Sonic Shield (Bard): +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in
melee.
Sound Lance (Sor/Wiz): Sonic energy deals 1d8/level damage.
Speak with Dead (Dread Necromancer): Corpse answers one question/2 levels.
Spectral Weapon (Sor/Wiz): Use quasi-real weapon to make touch attacks.
Speechlink (Bard): You and the target can verbally communicate at any distance.
Spell Vulnerability (Sor/Wiz): Target takes penalty on spell resistance equal to CL.
Spellcaster’s Bane (Sor/Wiz): Gain +2 on dispel, counterspell checks; recognize cast spell and CL.
Spider Form (Sor/Wiz): You take on the form and abilities of a Large fiendish monstrous Spider.
Spider Poison (Sor/Wiz): Touch deals 1d6 Str damage, repeats in 1 minute.
Spiderskin (Sor/Wiz): Target gains increasing bonus to natural armor, saves against poison, and Hide
checks.
Stand Firm (Silver Pyromancer): Grant instant benefits against charges, bull rushes, grapples, trips, and
similar attacks.
Stars of Arvandor (Sor/Wiz): Tiny starbursts each deal 1d8 damage (half non-lethal), or 1d8 lethal damage
to evil creatures.
Steam Breath (Wu Jen): Superheated steam deals 1d6/level fire damage (max 10d6).
Steeldance (Sor/Wiz): Blades hover around you and attack foes.
Sticks and Stones (Sor/Wiz): Create stone and wood skeleton with energy drain attack to fight for you.
Stiffen (Bard): Touch imposes penalties to Dex and speed and reduces maneuverability.
Stinking Cloud (Sor/Wiz): Nauseating vapors, 1 round/level.
Stony Grasp (Sor/Wiz): Arm made of soil and rock grapples foes.
Storm Mote (Sor/Wiz): Dust devil of flensing sand.
Sudden Aegis (Sor/Wiz): Grant a Target short-lived DR, even when it is not your turn.
Summon Desert Ally III (Sand Shaper): Calls dustform creature to fight.
Summon Living Dragonmark (Sor/Wiz): Summons a living dragonmark for 1 round/level.
Summon Monster III (Sor/Wiz): Calls extraplanar creature to fight for you.
Summon Undead III (Sor/Wiz): Summons undead to fight for you.
Suppress Breath Weapon (Sor/Wiz): Target can’t use breath weapon.
Telepathic Bond, Lesser (Sor/Wiz): Link with Target within 30 ft. for 10 minutes/level.
Tenacious Dispelling (Sor/Wiz): As targeted dispel magic, but second consecutive casting is more potent.
Terra Cotta Warrior (Wu Jen): Statuette becomes a Medium animated object which fights for you.
Thin Air (Sor/Wiz): Creatures suffer from altitude sickness.
Thornskin (Wu Jen): Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you
take 5 damage.
Threesteel (Sor/Wiz): You create three duplicates of a weapon and launch them against foes.
Tongue Serpents (Sor/Wiz): Caster spits out one Tiny viper/4 levels.
Tormenting Thirst (Sor/Wiz): Target is overwhelmed by thirst.
Toxic Tongue (Assassin): Generate small amount of poison that you can spit or place on a weapon.
Treasure Scent (Bard): You detect valuable metals and gems.
Tremorsense (Sor/Wiz): Grants tremorsense to a range of 30 ft.
Trobriand’s Crystalbrittle (Sor/Wiz): Turn target object as brittle as glass.
True Prayer of the Chosen (Silver Pyromancer): You gain +3 AC and save bonus.
Unbind Chakra (Assassin): Sever one chakra bind per four CLs; deal 1d6 + 1d6/essentia damage per bind
severed.
Undead Bane Weapon (Silver Pyromancer): Weapon gains undead bane property and is considered good-
aligned.
Undead Lieutenant (Sor/Wiz): Targeted undead can give orders to undead in your control.
Undead Torch (Sor/Wiz): Undead creature gains blue aura that gives +2d6 damage against living creatures.
Undulant Innards (Sor/Wiz): Gain immunity to extra damage from critical hits and sneak attacks.
Unicorn Horn (Sor/Wiz): You grow a horn that functions as a natural weapon.
Unluck (Sor/Wiz): Target remakes all rolls, uses worse result for 1 round/level.
Verraketh’s Shadow Crown (Bard): +4 competence bonus on Perform checks, and Bardic music uses
Shadow Weave.
Vertigo Field (Sor/Wiz): Creatures have 20% miss chance and possibly become nauseated.
Vile Lance (Sor/Wiz): Creates +2 shortspear that deals vile damage.
Vipergout (Sor/Wiz): Spit forth celestial or fiendish vipers that attack your foes.
Vision of the Omniscient Eye (Sor/Wiz): +10 bonus on Spot checks; Immunity to being dazzled or blinded;
one use of faerie fire.
Vital Strike (Assassin): Your next attack deals sneak attack damage.
Walk the Mountain’s Path (Sor/Wiz): Grant Target ability to climb, jump, and maneuver through mountain
pathways.
Wall of Chains (Sor/Wiz): Creates barrier of woven chains that has 20 hp/4 CLs.
Wall of Ectoplasm (Sor/Wiz): Creates plane or hemisphere of ectoplasm.
Wall of Incarnum (Sor/Wiz): Creates wall of incarnum that deals essentia or Wisdom damage to those
attempting to pass through.
Wall of Light (Sor/Wiz): Creates wall of light, can dazzle creatures.
Wall of Stone (Trapsmith): Creates a stone wall that can be shaped.
Wand Modulation (Sor/Wiz): Temporarily change wand to cast another, weaker spell.
War-Mount (Silver Pyromancer): Mount gains +2 bonus on attack/damage rolls with natural weapons; other
spells grants fly speed.
Warcry (Sor/Wiz): Creatures within 30-ft cone cower for 1d4 rounds.
Water Breathing (Sor/Wiz): Subjects can breathe underwater.
Water to Acid (Sor/Wiz): Transforms 1 cu. ft./level of water into acid.
Weapon of Energy (Sor/Wiz): Weapon deals extra energy damage.
Weapon of Impact (Sor/Wiz): As keen edge, but aids bludgeoning weapons.
Weapon of the Deity (Silver Pyromancer): Your weapon gains enhancement bonus and special ability.
Whispering Sand (Sor/Wiz): Sand delivers your message.
Willing Sacrifice (Sor/Wiz): Target takes 1d10 damage; you gain a profane bonus equal to half the damage.
Wind Wall (Sor/Wiz): Deflects arrows, smaller creatures, and gases.
Winding Alleys (Bard): Trap foe in phantasmal maze.
Wingblast (Sor/Wiz): Create wings that can transform into a gust of wind or obscuring mist.
Word of Binding (Silver Pyromancer): Magical manacles restrain foe.
Wounding Whispers (Bard): Sonic aura damages foes that strike you.
Wrack (Mortal Hunter): Blinds Target and renders it helpless for 1 round/level, then -2 on attacks, saves,
and checks for 3d10 minutes.
Wreath of Flames (Sor/Wiz): Flames around you deal 1d6 damage to adjacent foes; your melee attacks
deal +1d6 fire damage.
Zone of Silence (Beguiler): Keeps eavesdroppers from overhearing conversations.

4TH-LEVEL ARCANE SPELLS


Abate Dracorage (Sor/Wiz): Mitigates the effects of the Dracorage.
Aboleth Curse (Sor/Wiz): Subject’s skin undergoes a horrible transformation.
Aerial Alacrity (Sor/Wiz): +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves
by one category.
Affliction (Sor/Wiz): Infects evil Target with chosen affliction.
Aggravate Dracorage (Sor/Wiz): Inflicts the effects of the Dracorage on the subject.
Aligned Aura (Silver Pyromancer): Grant combat bonuses to like-aligned allies and impose penalties on
creatures of opposing alignment.
Animate Infectious Zombie (Sor/Wiz): Create a zombie that can infect others with zombie plague.
Antiplant Shell (Wu Jen): Keeps animated plants at bay.
Aspect of the Deity, Lesser (Exalted Arcanist): You gain +4 Cha and resistance 10 to certain energy types.
Aspect of the Icy Hunter (Sor/Wiz): You take the form of a winter wolf.
Assassin’s Darkness (Assassin): Globe of pure darkness blocks all sight but your own.
Assay Spell Resistance (Sor/Wiz): +10 bonus on CL checks to defeat one creature’s spell resistance.
Attune Form (Sor/Wiz): Grant creature temporary protection against overtly damaging planar traits.
Aura of Cold, Lesser (Silver Pyromancer): Intense cold deals 1d6 damage to creatures within 5 ft.
Aura of the Sun (Silver Pyromancer): Fills an area with light that damages undead and hampers magical
darkness.
Backlash (Sor/Wiz): Target takes damage if it uses spells against another creature.
Baleful Blink (Sor/Wiz): Target has 50% chance of failure on attacks and spells.
Baleful Polymorph (Hexblade): Transforms Target into harmless animal.
Battlecry (Bard): Gain bonus on attack, save; Bardic music effects extended.
Battlefield Fortification (Sor/Wiz): Create trench or berm.
Battlefield Illumination (Silver Pyromancer): Improve light in 80-ft radius cylinder.
Beltyn’s Burning Blood (Sor/Wiz): Target takes 1d8 acid damage plus 1d8 fire damage/round.
Bestow Curse, Greater (Demonologist): As bestow curse, but more severe penalties.
Bite of the Werewolf (Sor/Wiz): You gain the Strength and attacks of a werewolf.
Blast of Flame (Sor/Wiz): 60-ft cone of fire (1d6/level damage).
Blast of Sand (Sor/Wiz): Cone deals 1d6 damage/level.
Bleakness (Sor/Wiz): 1d6 damage/round to living creatures, grants undead turn resistance and fast
healing.
Blessing of the Righteous (Silver Pyromancer): Weapons deal +1d6 holy damage and become good-aligned.
Blight (Maho-Tsukai): Withers one plant or deals 1d6/level damage to plant creatures.
Blinding Beauty (Celebrant of Sharess): You become as beautiful as a nymph, and can blind humanoids who
look at you.
Blinding Breath (Sor/Wiz): Your breath weapon blinds subjects.
Blistering Radiance (Sor/Wiz): Light dazzles creatures, deals 2d6 fire damage in 50-ft radius spread.
Blood of the Martyr (Silver Pyromancer): You heal a target at range and take a like amount of damage.
Bloodbriars (Sor/Wiz): Wraps target in invisible briars that deal 1d8 points of damage per round if
movement is attempted.
Bloodfreeze Arrow (Assassin): Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.
Bloodstar (Sor/Wiz): Hovering construct does Con damage each time foe is damaged.
Boiling Oil (Sor/Wiz): 10-ft cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels.
Bolster Aura (Silver Pyromancer): Subject’s aura strengthens as if it had 1 HD/two CLs more than it
actually does.
Bright Worms (Sor/Wiz): Fiery worms damage enemies within 20-ft spread.
Burrow, Mass (Prime Underdark Guide): As burrow, but affects 1/level subjects.
Cacophonic Shield (Bard): Blocks sounds 10-ft radius; deals 1d6 sonic +1/level; deafens creatures passing
through.
Call Lemure Horde (Mortal Hunter): Summons 2d4 lemures.
Call Nightmare (Demonologist): Summons a nightmare.
Call of Stone (Sor/Wiz): Slowly turn Target to stone.
Camouflage, Mass (Harper Scout): As camouflage, but multiple subjects.
Castigate (Silver Pyromancer): Creatures of different alignment take 2d6 or 5d6 damage and are deafened
for 1d4 rounds.
Caustic Mire (Sor/Wiz): Acidic sludge slows progress, deals damage.
Celebration (Bard): Intoxicate subjects.
Celerity (Sor/Wiz): Take a standard action immediately, but be dazed for a round.
Celestial Brilliance (Sor/Wiz): Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
Channeled Pyroburst (Sor/Wiz): Deal fire damage, amount and radius based on casting time.
Charm Person, Mass (Bard): As charm person, but all within 30 ft.
Choir (Bard): This spell creates spectral accompanists.
Cloak of Hate (Corrupt Avenger): Target provokes hostile reactions, takes -10 penalty on Diplomacy
checks.
Cloud of Taint (Maho-Tsukai): Damages and sickens untainted creatures.
Cloud of the Achaierai (Demonologist): Cloud deals 2d6 damage plus confusion.
Column of Ice (Sor/Wiz): Column of ice erupts from ground, lifting anything in its area into the air.
Command Plants (Wu Jen): Sway the actions of one or more plant creatures.
Condemnation (Sor/Wiz): Lowers Target outsider’s SR and stuns for 1 round.
Conjure Ice Beast IV (Frost Mage): Conjures ice creature to fight for you.
Conjure Midnight Construct, Lesser (Sor/Wiz): Shape a construct from incarnum to fight for you.
Contact Other Plane (Hexblade): Ask question of extraplanar entity.
Control Winds (Durthan): Change wind direction and speed.
Coral Growth (Sor/Wiz): cause living Coral to Grown into shape you desire.
Corporeal Instability (Sor/Wiz): Transform a target creature into an amorphous mass.
Creeping Darkness (Wu Jen): Cloud of inky blackness moves at your command.
Crushing Grip (Sor/Wiz): Target takes -2 on attacks, checks, saves, and AC and -20 ft. penalty to speed,
might be paralyzed.
Cure Critical Wounds (Bard): Cures 4d8 +1/level damage (max +20).
Curse of the Elemental Lords (Sor/Wiz): Bestow a curse on enemies, making them more susceptible to
your energy damage.
Cursed Blade (Assassin): Wounds dealt by weapon can’t be healed without remove curse.
Cursed Dragonmark (Sor/Wiz): Any dragonmark power used by the target has a 50% chance of failing.
Damning Darkness (Sor/Wiz): Darkness deals either 2d6 or 1d6 damage per round.
Dancing Blade (Wu Jen): A weapon attacks on its own.
Dancing Web (Sor/Wiz): Energy strands deal 1d6/level non-lethal damage plus entangles evil creatures for
1d6 rounds.
Darkvision, Mass (Sor/Wiz): As darkvision, but affects one subject/level.
Death Lock (Sor/Wiz): Target cannot become a ghost and goes to the True Afterlife if killed.
Deathsight (Assassin): Make death attack without spending rounds in observation.
Defenestrating Sphere (Sor/Wiz): Cloudy gray sphere knocks enemies prone, hurls them upward for
subsequent falling damage.
Desert Diversion (Sor/Wiz): Those attempting planar travel are diverted to a random wasteland.
Diminish Breath Weapon (Sor/Wiz): Reduces breath weapon damage by 1 die/level.
Disguise Ship (Sor/Wiz): Disguises a ship.
Dismissal (Wu Jen): Forces a creature to return to native plane.
Dispel Chaos (Silver Pyromancer): +4 bonus against attacks by chaotic creatures.
Dispel Evil (Silver Pyromancer): +4 bonus against attacks by evil creatures.
Dispel Possession (Bard): Forces possessing creature out of its host body.
Dispel Water (Bard): Cancels water spells and effects or dismisses water creatures.
Dispelling Screen (Sor/Wiz): Targeted dispel magic on any creatures and unattended items, +10 max on CL
check.
Displacer Form (Sor/Wiz): You change into displacer beast, gain some abilities.
Divination (Magewright): Provides useful advice for specific, proposed action.
Divine Retaliation (Silver Pyromancer): Weapon appears and strikes those who attack you.
Door to Great Evil (Silver Pyromancer): Teleports you to the nearest source of evil.
Draconic Might (Silver Pyromancer): Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep
and paralysis effects.
Dragon Breath (Sor/Wiz): You choose a dragon type and mimic its breath weapon.
Dragonmarked Weapon, Greater (Silver Pyromancer): Weapon deals +2d6 damage to dragonmarked foes,
hardness is doubled.
Dream Lock, Mass (Sor/Wiz): As dream lock, but multiple targets.
Drums of War (Bard): Enemies take -2 penalty on attacks and saves.
Dweomer of Transference (Sor/Wiz): Convert spellcasting into psionic power points.
Early Twilight (Sor/Wiz): Reduce light in 80-ft radius cylinder.
Elemental Ward (Wu Jen): Drives elementals away.
Enduring Flight (Sor/Wiz): Carry medium loads at full fly speed; flight duration doubles.
Enervation (Sor/Wiz): Target gains 1d4 negative levels.
Enlarge Person, Mass (Sor/Wiz): Enlarges several creatures.
Entangling Staff (Sor/Wiz): Quarterstaff can grapple and constrict foes.
Essentia Lock (Sor/Wiz): Target can’t reallocate essentia.
Ethereal Mount (Sor/Wiz): You conjure swift mounts on the Ethereal Plane.
Evard’s Black Tentacles (Sor/Wiz): Tentacles grapple all within 20-ft spread.
Evil Glare (Sor/Wiz): Paralyze creatures with your glare.
Explosive Cascade (Sor/Wiz): Bouncing flame ball Deals 1d6 fire damage/level.
Explosive Rune Field (Sor/Wiz): Area is covered with runes that explode on contact with creatures.
Fang Trap (Sor/Wiz): Trap an object or area.
Favor of The Martyr (Silver Pyromancer): Target becomes immune to subdual damage and pain, or you
switch hp totals with target.
Finger of Agony (Sor/Wiz): Deals 3d6 damage per round and nauseates or sickens target.
Fire Stride (Sor/Wiz): Multiple use dimension door that works only through large fires.
Firestride Exhalation (Sor/Wiz): Deal 8d6 points of fire damage in 30-ft cone, and teleport anywhere
within the area.
Flame Whips (Sor/Wiz): Your forelimbs deal 6d6 fire damage.
Flesh Armor (Assassin): Caster gains DR 10/+1.
Flight of the Dragon (Sor/Wiz): You grow dragon wings.
Flowsight (Bard): You can scry creatures in contact with a body of water.
Follow the Leader (Bard): You compel others to follow you.
Force Chest (Sor/Wiz): 2-ft-cube chest made of force.
Force Claw (Sor/Wiz): Claw of force guards an area, making opportunity attacks.
Force Missiles (Sor/Wiz): Unerring missiles of force strike for 2d6 damage and explode in a burst.
Forcewave (Sor/Wiz): Bull rushes all creatures within 10 ft.
Fracturing Weapon (Assassin): Enchant a weapon so it bestows penalties to AC and DR when it strikes.
Freedom of Movement (Bard): Target moves normally despite impediments.
Friendly Fire (Sor/Wiz): Redirect ranged attack against another target within 30 ft.
Fugue (Bard): Your Perform check creates variety of effects.
Fuse Sand (Sor/Wiz): Hardens sand and may trap creatures.
Geas, Lesser (Sor/Wiz): Commands Target of 7 HD or less.
Ghorus Toth’s Metal Melt (Sor/Wiz): Melts metal object without heat.
Ghost Bane Weapon (Sor/Wiz): Weapon gains the ghost bane property.
Ghost Lock (Sor/Wiz): Non-humanoid creature can become a ghost.
Giant Vermin (Dread Necromancer): Turns centipedes, scorpions, or spiders into giant vermin.
Glacial Ward (Sor/Wiz): Target gains SR 18 against fire spells and effects.
Glory of the Martyr (Silver Pyromancer): Target gains +1 deflection AC and +1 resistance bonus on saves;
split damage with you.
Grim Revenge (Sor/Wiz): Tears hand from target, dealing 6d6 damage, then hand attacks target.
Guardian Spirit (Sor/Wiz): Target can activate bonus on AC, Reflex saves, and Dex-based checks for 1
minute.
Halaster’s Fetch I (Sor/Wiz): As Summon Monster I, but the creatures remain and become free-willed.
Halaster’s Image Swap (Sor/Wiz): You change places with a projected image.
Hallucinatory Terrain (Sor/Wiz): Makes one type of terrain appear like another (field into forest, or the
like).
Hardening (Magewright): Increases object’s hardness by 1 point/2 levels.
Harmonize, Greater (Bard): concentrating on a Bardic music effect that requires concentration only
requires a move action.
Heart of Earth (Sor/Wiz): Gain temporary HP; +8 to resist bull rush, overrun, and trip; use stoneskin once.
Heart Ripper (Assassin): Kills living creature with up to your CL in HD.
Hell’s Power (Sor/Wiz): Caster gains +2 AC and +1 to existing DR.
Hide from Dragons (Assassin): Dragons can’t perceive one subject/2 levels.
Hoard Life (Sorcerer): Store some of your life force for later healing.
Holy Smite (Exalted Arcanist): Damages and blinds evil creatures.
Holy Sword (Silver Pyromancer): Weapon becomes +5, deals +2d6 damage against evil.
Horrid Sickness (Sor/Wiz): Subjects are nauseated or sickened.
Ice Shield (Sor/Wiz): Target gains DR 15/—.
Ice Ship (Sor/Wiz): Creates ice runner or ice galleon.
Ice Web (Sor/Wiz): Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round.
Illusory Wall (Sor/Wiz): Wall, floor, or ceiling looks real, but anything can pass through.
Ilyykur’s Mantle (Sor/Wiz): Luck bonus to saving throws against spells and electricity resistance.
Imbue with Spell Ability (Magewright): Transfer spells to subject.
Implacable Pursuer (Assassin): You know where prey is, as long as it’s moving.
Impotent Possessor (Demonologist): Target that can possess creatures is powerless in current body.
Imprison Possessor (Demonologist): Target that can possess creatures is trapped in current body.
Incendiary Surge (Sor/Wiz): Cone of fire deals 1d6/level damage, 1d8/level damage on consecutive
casting.
Inflict Critical Wounds (Dread Necromancer): Touch attack, 4d8 damage +1/level (max +20).
Inner Beauty (Bard): Target’s physical appearance changes to match its personality..
Insidious Suggestion (Bard): Suggestion repeats over and over in creature’s mind.
Inspired Aim (Bard): Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
Interminable Echo (Bard): Illusory sound applies -10 penalty on Listen checks, deals 2d6 damage each
round.
Investiture of the Amnizu (Sor/Wiz): Target can deal 1d4 Int damage with a touch.
Investiture of the Erinyes (Sor/Wiz): Target can force foes to move closer and take no action.
Investiture of the Harvester Devil (Sor/Wiz): Target can deal lingering wounds with melee attacks.
Investiture of the Steel Devil (Sor/Wiz): Target gains profane bonus on attacks and to AC.
Iron Bones (Sor/Wiz): Corporeal undead gains +6 natural armor bonus.
Irresistible Force (Silver Pyromancer): Freedom of movement, plus bonuses to moving in combat.
Jhanifer’s Deliquescence (Sor/Wiz): Transmute ice to cold water.
Karmic Retribution (Hexblade): Any creature damaging you becomes stunned for 1 round.
Lawful Sword (Silver Pyromancer): Weapon becomes +5 axiomatic weapon and emits magic circle against
chaos.
Lay of the Land (Bard): You gain an overview of the geography around you.
Legend Lore (Bard): Learn tales about a person, place, or thing.
Leomund’s Spacious Carriage (Sor/Wiz): Summons carriage and horses to pull it.
Light of Xymor (Silver Pyromancer): Imbues object with natural daylight.
Lightning Fog (Sor/Wiz): Create fog that deals lightning damage.
Lingering Chorus (Bard): Magic voices maintain your Bardic music.
Liquid Pain (Sor/Wiz): Extracts one dose of liquid pain from tortured victim.
Locate Creature (Sor/Wiz): Indicates direction to familiar creature.
Manifest Life (Silver Pyromancer): Draw positive energy from a living creature, causing damage and
granting you further options.
Mark of Justice (Silver Pyromancer): Designates action that will trigger curse on subject.
Mark of the Enlightened Soul (Sor/Wiz): Spells gain the good descriptor and deal extra damage to evil
creatures.
Melf’s Slumber Arrows (Sor/Wiz): Your arrows cause the target to fall asleep for 1 hour.
Meteoric Strike (Silver Pyromancer): Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent
creatures take half damage.
Mind Fog (Thayan Slaver): Subjects in fog get -10 to Wisdom and Will checks.
Mindfrost (Sor/Wiz): Deals 5d6 cold damage, 1d4 Int damage.
Minor Creation (Sor/Wiz): Creates one cloth or wood object.
Mirror Image, Greater (Sor/Wiz): As mirror image, but gain an additional image each round.
Modify Memory (Bard): Changes 5 minutes of subject’s memories.
Morality Undone (Mortal Hunter): Target becomes evil.
Mordenkainen’s Trusted Bloodhound (Assassin): Create a ferocious hound that tracks and attacks foes.
Mystic Surge (Sor/Wiz): Ally’s spell gains +2 DC and +1 CL.
Nature’s Wrath (Impure Prince): Damages and dazes aberrations. Damages other creatures.
Necrotic Domination (Sor/Wiz): Completely control encysted subject.
Negative Energy Wave (Sor/Wiz): You release a silent burst of negative energy from your body.
Neutralize Poison (Bard): Immunizes Target against poison, detoxifies venom in or on subject.
Nezram’s Emerald Energy Shield (Sor/Wiz): Grants immunity to deafness effects and language-dependent,
mind affecting effects.
Open Least Chakra (Sor/Wiz): Allow target to bind to its crown, feet, or hands chakra.
Orb of Acid (Sor/Wiz): Ranged touch, 1d6/level acid damage and target might be sickened.
Orb of Cold (Sor/Wiz): Ranged touch, 1d6/level cold damage and target might be blinded.
Orb of Electricity (Sor/Wiz): Ranged touch, 1d6/level electricity damage and target might be entangled.
Orb of Fire (Sor/Wiz): Ranged touch, 1d6/level fire damage and target might be dazed.
Orb of Force (Sor/Wiz): Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound (Sor/Wiz): Ranged touch, 1d4/level sonic damage and target might be deafened.
Otiluke’s Suppressing Field (Sor/Wiz): Spells of a designated school or subtype are suppressed.
Pacification (Bard): Breath pacifies 1 creature (as calm emotion spell)
Pain (Wu Jen): Wracking pain gives targets -4 on attack rolls, skill and ability checks.
Parboil (Sor/Wiz): Flash-heated air deals fire and Intelligence damage to one or more creatures.
Passage of the Shifting Sands (Sor/Wiz): Become a swirling sand cloud; gain one use of gust of wind.
Perfect Summons (Sor/Wiz): Creates area where only good creatures can be summoned.
Perinarch (Sor/Wiz): Gain greater control over Limbo’s morphic essence.
Phantasmal Killer (Sor/Wiz): Fearsome illusion kills Target or deals 3d6 damage.
Phantasmal Wasting (Bard): Touch causes foe to believe he has aged and become weaker.
Phantom Charge (Silver Pyromancer): Mount teleports forward 5 ft. /two CLs; use with other spells grants
mount fly speed.
Plague Carrier (Sor/Wiz): As contagion, but target is contagious during incubation period.
Planar Ally, Lesser (Exalted Arcanist): Exchange services with a 6 HD extraplanar creature.
Planar Binding (Demonologist): As planar binding, lesser but up to 12 HD.
Poison Needles (Wu Jen): Hail of poison needles deals range of effects to target.
Polymorph (Sor/Wiz): Gives one willing Target a new form.
Portal Alarm, Improved (Sor/Wiz): Warded portal alerts you or a creature designated by you to creatures
passing through it.
Portal View (Sor/Wiz): Turns target portal transparent.
Power Word Distract (Sor/Wiz): Makes one creature with 150 hp or less flat-footed.
Primal Senses (Sorcerer): Gain low-light vision and a +5 bonus on Listen and Spot checks.
Pronouncement of Fate (Corrupt Avenger): Imposes a -4 penalty on an offender’s attacks, damage, saves,
and checks; target loses actions.
Protégé (Bard): Target can use Bardic music and Bardic knowledge as Bard of half your level.
Psychic Poison (Sor/Wiz): Poisons those casting divination or mind affecting spells at object, creature, or
area.
Radiant Fog (Sor/Wiz): As solid fog, but dazzles or blinds creatures within.
Radiant Shield (Sor/Wiz): Creatures attacking you take electricity damage; you’re protected from
electricity.
Rain of Spines (Wu Jen): Spines rain down on area, dealing 6d6 damage and pinning creatures to ground.
Rainbow Pattern (Sor/Wiz): Lights fascinate 24 HD of creatures.
Raise from the Deep (Sor/Wiz): Creature or sunken ship made buoyant.
Raptor Cloud (Sor/Wiz): Avian shadows grant cover, deal damage to attackers, grant bonuses on jump and
Tumble checks.
Rary’s Mnemonic Enhancer (Wizard): Prepares extra spells or retains one just cast.
Ray Deflection (Sor/Wiz): Ray attacks are reflected away.
Ray of Deanimation (Sor/Wiz): Ray deals 1d6 damage/level to constructs.
Rebuke, Greater (Sor/Wiz): Target cowers for 1d4 rounds.
Rebuking Breath (Sor/Wiz): Your breath weapon rebukes undead.
Reduce Person, Mass (Sor/Wiz): Reduces several creatures.
Reflective Disguise, Mass (Prime Underdark Guide): Viewers see subjects as their own species and gender.
Repair Critical Damage (Sor/Wiz): Repairs 4d8 damage +1/level (max +20) to any construct.
Resist Energy, Mass (Sor/Wiz): Creatures ignore damage from specified energy type.
Resistance, Greater (Sor/Wiz): Target gains +3 on saving throws.
Resonating Resistance (Mortal Hunter): Foes must check spell resistance twice against caster.
Resounding Thunder (Bard): Lasting sound deals 4d6 sonic damage per round, deafens creatures within
area.
Restoration (Silver Pyromancer): Restores level and ability score drains.
Revelation (Sor/Wiz): Reveals everything within 20-ft radius as true seeing spell for 1 round.
Revenance (Silver Pyromancer): Restores dead creature to life for 1 minute/level.
Righteous Aura (Silver Pyromancer): You detonate on death, healing good creatures and damaging others
(2d6/level damage).
Ruin Delver’s Fortune (Sor/Wiz): Cast on another creature’s turn and choose one of several benefits.
Rusting Grasp (Wu Jen): Your touch corrodes iron and alloys.
Sacred Haven (Silver Pyromancer): +2 sacred bonus to AC and retains AC Dex bonus when flat-footed; you
can heal target at range.
Sacred Item (Silver Pyromancer): Target object deals 1d4/CL (max. 10d4) to undead, evil
outsider/shapechanger that touches it.
Sandform (Sor/Wiz): You become an ooze-like being of sand.
Scramble Portal (Sor/Wiz): You randomize the destination of a magic portal.
Searing Exposure (Sor/Wiz): Target suffers hours of wasteland exposure in a moment.
Seed of Life (Silver Pyromancer): Target gains fast healing 2 and can invoke a burst of healing.
Seed of Undeath (Sor/Wiz): Target that dies before spell expires rises as a zombie under your command.
Sending (Prime Underdark Guide): Delivers short message anywhere, instantly.
Sensory Deprivation (Sor/Wiz): All of subject’s senses are blocked.
Sequester (Thayan Slaver): Target is invisible to sight and scrying; renders creature comatose.
Serpent Arrow (Sor/Wiz): Transforms up to eight missiles into Tiny vipers.
Shadow Arrow (Assassin): Masterwork arrow or bolt deals 1d6 points of Strength damage.
Shadow Conjuration (Sor/Wiz): Mimics conjuration below 4th level, but only 20% real.
Shadow Form (Assassin): +4 on Hide, Move Silently, Escape Artist, and concealment.
Shadow Well (Sor/Wiz): Target enters gloomy pocket plane and emerges frightened.
Sharptooth (Sor/Wiz): One of your natural weapons deals damage as if you were one size larger.
Shout (Sor/Wiz): Deafens all within cone and deals 5d6 sonic damage.
Sinsabur’s Baleful Bolt (Sor/Wiz): Black bolt does Con and Str loss as a line attack.
Sirine’s Grace (Bard): You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can
breathe water.
Slashing Dispel (Sor/Wiz): As dispel magic, but creatures take damage for spells dispelled.
Snake Darts (Wu Jen): Two snakes hit one or two targets, deal 3d6 damage and inject poison (1d6 Con
damage, repeats in 1 minute.)
Sniper’s Eye (Assassin): Gain +10 Spot, darkvision, 60-ft range for sneak attacks, and death attacks with
ranged weapons.
Solid Fog (Sor/Wiz): Blocks vision and slows movement.
Soulbleed (Assassin): Melee weapon drains 1 point of essentia per hit.
Sparkles (Sor/Wiz): Cloud of sparkling motes outlines invisible creatures.
Speak with Plants (Bard): You can talk to normal plants and plant creatures.
Spell Enhancer (Sor/Wiz): Lets you cast another spell in the same round at +2 CL.
Spell Fangs (Sor/Wiz): Creates long tentacle with multiple mouths to attack your enemies.
Spell Snare (Sor/Wiz): Dragonshard absorbs a spell of up to 3rd level.
Spell Theft (Bard): Dispel spells on target and gain their benefit for yourself.
Spirit Binding, Lesser (Wu Jen): Traps spirit creature of 8 HD or less until it performs a task.
Spurn the Supernatural (Bard): Suppresses one or more of a foe’s supernatural abilities.
Steelsting (Sor/Wiz): Cylinder of force damage.
Stifle Spell (Sor/Wiz): Target must concentrate or botch spell.
Stone Sphere (Sor/Wiz): 5-ft diameter stone sphere rolls over your enemies.
Stone Storm (Sor/Wiz): Rain of bullet-sized stones pounds down, dealing bludgeoning and slashing damage.
Stop Heart (Assassin): Target drops to -8 hp immediately.
Storm of Needles (Wu Jen): A deluge of needles deals 1d4 damage/level (max. 15d4) in 30-ft cone.
Subdue Aura (Silver Pyromancer): Subject’s aura weakens as if it had 1 HD/two CLs fewer than it actually
does.
Suggestion, Mass (Celebrant of Sharess): As suggestion, plus one subject/level.
Summon Clockwork Mender Swarm (Sor/Wiz): You summon a swarm of clockwork menders.
Summon Desert Ally IV (Sand Shaper): Calls dustform creature to fight.
Summon Monster IV (Sor/Wiz): Calls extraplanar creature to fight for you.
Summon Pest Swarm (Sor/Wiz): Summons swarm of urban animals and vermin.
Summon Undead IV (Sor/Wiz): Summons undead to fight for you.
Suppress Legacy (Hexblade): Target temporarily loses all legacy abilities of one item.
Suspension (Sor/Wiz): Touched object floats in the air at your direction remains in place for days.
Sword of Conscience (Silver Pyromancer): Evil creature confesses crimes, takes Wisdom damage.
Sword of Deception (Sor/Wiz): Blade of energy attacks independently, deals 1d4 damage, penalizes
subsequent save.
Tail Sweep (Sorcerer): Your tail of force can attack a group of foes within 10 ft.
Taunt Dragon (Bard): Dragon must attack you or take a penalty on attack rolls, skill checks, and saving
throws.
Telepathic Aura (Silver Pyromancer): One-way mental communication to allies within 100 ft.
Tenser’s Floating Disk, Greater (Sor/Wiz): As Tenser’s floating disk, but you can ride it.
Thunder Field (Bard): Creatures in area take 1d8 sonic damage/round, knocked prone.
Thunderlance (Sor/Wiz): Lance of force deals 3d6 damage and might dispel force effects.
Tirumael’s Energy Spheres (Sor/Wiz): Five colored spheres attack with or negate acid, cold, electricity,
fire, and sonic energy.
Touch of the Blackened Soul (Sor/Wiz): Spells gain the evil descriptor and deal extra damage to good
creatures.
Touch of Years (Sor/Wiz): Target loses 3 points of Str, Dex, and Con; second casting blinds and deafens.
Touchstone Lightning (Sor/Wiz): Use your Planar Touchstone granted higher-order abilities to fuel
damaging rays.
Toxic Weapon (Duskblade): Coats weapon with poison.
Trance of the Verdant (Sor/Wiz): Fascinate a single foe for 3 rounds, and make target vulnerable to your
mind affecting abilities.
Translocation Trick (Sor/Wiz): You and Target switch places and appear as each other.
Trollshape (Sor/Wiz): You take on the form and abilities of a troll.
Undeniable Gravity (Sor/Wiz): Like earthbind, but against multiple targets.
Unmovable Object (Silver Pyromancer): Gain +2 Str, +4 Con, and bonuses to prevent being moved against
your will.
Unseen Servant, Mass (Sor/Wiz): As unseen servant except creates one servant/level.
Unseen Strike (Assassin): Invisibility effect triggered to activate the instant you successfully attack
someone.
Unshape Soulmeld (Sor/Wiz): One of target’s soulmelds is destroyed.
Valiant Spirit (Bard): Target can activate bonus on attack, damage, Fort saves, and Str-based checks for 1
minute.
Vecna’s Malevolent Whisper (Sor/Wiz): Reduces living creature with 10 hp or lower to -9 hp.
Veil (Thayan Slaver): Changes appearance of group of creatures.
Venom Bolt (Sor/Wiz): You release a bolt of fell energy that does 2d8 acid in a line.
Visage of the Deity, Lesser (Silver Pyromancer): You gain +4 Cha and resistance 10 to certain energy
types.
Voice of the Dragon (Sor/Wiz): +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Vortex of Teeth (Sor/Wiz): 3d8 points of damage due to force per round to all creatures in the area.
Vulnerability (Assassin): Reduces an opponent’s DR.
Wall of Bones (Wu Jen): Shapeable wall grants cover and concealment, deals damage to anyone who tries
to pass.
Wall of Chaos (Sor/Wiz): As magic circle against law, except as a one-sided wall.
Wall of Coldfire (Sor/Wiz): Deals 2d4 of cold within 10-ft, 1d4 out to 20-ft. Wall deals 2d6 frostburn
damage +1/level.
Wall of Deadly Chains (Sor/Wiz): Creates barrier of woven chains that has 20 hp/4 CLs and deals 3d6
damage to all within 5 ft.
Wall of Dispel Magic (Bard): Creatures passing through a transparent wall become subjects of targeted
dispel magic.
Wall of Evil (Sor/Wiz): As magic circle against good, except as a one-sided wall.
Wall of Fire (Sor/Wiz): Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals
2d6 +1/level.
Wall of Good (Sor/Wiz): As magic circle against evil, except as a one-sided wall.
Wall of Ice (Sor/Wiz): Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Wall of Law (Sor/Wiz): As magic circle against chaos, except as a one-sided wall.
Wall of Pain (Sor/Wiz): Wall causes pain to creatures passing through.
Wall of Salt (Sor/Wiz): Wall of salt that can be shaped.
Wall of Sand (Sor/Wiz): Wall impedes movement, obscures vision, and blocks some attacks.
Wall of Scales (Sorcerer): Create a barrier of dragon hide.
Wall of Water (Sor/Wiz): Wall impedes movement and can drown creatures.
Warp Truename (Sor/Wiz): Gives foe a temporary form that’s grotesque and useless.
Watchful Ancestors (Sor/Wiz): Spiritual manifestations prevent you from being flanked and grant insight
bonus on one Reflex save.
Water to Poison (Wu Jen): Transform water into ingested poison.
Whelm, Mass (Sor/Wiz): 1d6 non-lethal damage/level (max 10d6) to 1 creature/level.
Wingbind (Sor/Wiz): A net of force entangles the target, preventing it from charging, running, or flying.
Winged Mount (Silver Pyromancer): Your mount grows wings and flies at speed of 60 ft.
Wings of Air, Greater (Sor/Wiz): Subject’s flight maneuverability improves by two steps.
Wings of Flurry (Sorcerer): Your wings of force can attack all foes within 30 ft.
Wither (Sor/Wiz): Deals 1d6/level desiccation damage and dehydrates living creature.

5TH-LEVEL ARCANE SPELLS


Acid Rain (Sor/Wiz): 20-ft radius cylinder deals 7d6 acid damage.
Acid Sheath (Sor/Wiz): Sheath of acid damages those who attack you, enhances acid spells.
Airy Water (Sor/Wiz): Turn normal water into a breathable substance; negate underwater movement and
melee attack penalties.
Animal Growth (Sor/Wiz): One animal/2 levels doubles in size.
Animate Legion (Sor/Wiz): Creates skeletons or zombies.
Anticold Sphere (Sor/Wiz): Sphere hedges out cold creatures and protects you from cold.
Antifire Sphere (Sor/Wiz): Creatures within sphere gain immunity to fire damage.
Arc of Lightning (Sor/Wiz): Line of electricity arcs between two creatures (1d6/level damage).
Arcane Fusion (Sorcerer): Cast two spells you know without expending additional slots.
Ball Lightning (Sor/Wiz): Energy ball deals 1d6/level electricity damage.
Banish Dragonmark (Sor/Wiz): Target loses dragonmark for 1 day/level.
Bigby’s Clenched Fist (Duskblade): Large hand provides cover, pushes, or attacks your foes.
Bite of the Wereboar (Sor/Wiz): You gain the Strength and attacks of a wereboar.
Blackwater Tentacle (Sor/Wiz): Create blackwater tentacle that attacks your foe.
Blink, Greater (Sor/Wiz): Controlled blinking between the Material and Ethereal Planes grants defenses for
1 round/level.
Blood of Fire (Maho-Tsukai): Four blood missiles deal 2d8 damage each.
Body Harmonic (Bard): Piercing tone deals 1d10 damage to one ability/round.
Bolts of Bedevilment (Bard): One ray/round, dazes 1d3 rounds.
Boreal Wind (Sor/Wiz): Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Breath Weapon Substitution (Sor/Wiz): Your breath weapon deals a different kind of damage than normal.
Cacophonic Burst (Sor/Wiz): Noise deals 1d6/level sonic damage to all within area.
Call Faithful Servants (Sor/Wiz): Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
Call Zelekhut (Sor/Wiz): A zelekhut performs one duty for you.
Chain Lightning (Duskblade): 1d6/level damage; 1 secondary bolt/level each deals half damage.
Channeled Lifetheft (Sor/Wiz): Fatigue, exhaust, and deal damage to target, depending on casting time.
Channeled Sound Burst (Sor/Wiz): Deal sonic damage in cone; area and damage increase based on casting
time.
Choking Sands (Sor/Wiz): Touched creature begins to suffocate on sand.
Circle of Doom (Maho-Tsukai): Deals 1d8 +1/level damage in all directions.
Circlet of Enervation (Sor/Wiz): Target takes damage and gains on negative level.
Cloudkill (Sor/Wiz): Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Coat of Arms (Sor/Wiz): Surround yourself with blades of force.
Commune with Nature (Durthan): Learn about terrain for 1 mile/level.
Cone of Cold (Sor/Wiz): 1d6/level cold damage in a 60-ft cone.
Cone of Fire (Fire Wizard Domain): 1d6/level Fire damage in a 60-ft cone.
Construct Essence (Sor/Wiz): As lesser construct essence, but grants more qualities of the construct type.
Contingent Energy Resistance (Sor/Wiz): Energy damage triggers a resist energy spell.
Create Chosen One (Sor/Wiz): Turn a human into a Chosen One.
Create Darkenbeast (Sor/Wiz): transform an small animal into a darken beast.
Crown of Flame (Exalted Arcanist): Aura burns evil outsiders, undead, and fey for 2d6 points of
damage/round.
Cryptwarden’s Grasp (Sor/Wiz): Bestow mummy rot with your touch.
Cure Light Wounds, Mass (Bard): Cures 1d8 damage +1/level (max +25) for many creatures.
Cyclonic Blast (Sor/Wiz): Deals 1d6 damage/level, knocks down creatures.
Daltim’s Fiery Tentacles (Sor/Wiz): Like Evard’s black tentacles, but creatures in the area also take fire
damage.
Death Throes (Sor/Wiz): Your body explodes when you die.
Dimension Door, Greater (Sor/Wiz): Short-range, multiple use dimension door.
Dimension Jumper (Sor/Wiz): Teleport yourself up to 30 feet once per round.
Dimension Shuffle (Sor/Wiz): Teleport multiple creatures short distances within line of sight.
Discordant Malediction (Bard): Target takes sonic damage each time she casts a spell with a verbal
component.
Disintegrate (Duskblade): Makes one creature or object vanish.
Dispel Good (Nar Demonbinder): +4 bonus against attacks by good creatures.
Dispelling Breath (Sor/Wiz): Your breath weapon acts as a targeted dispel magic to all creatures in its
area.
Draconic Polymorph (Sor/Wiz): You change into a dragon’s form.
Dragon Ally, Lesser (Sor/Wiz): Exchange services with a 9 HD dragon.
Dragonblood Spell-Pact (Sorcerer): Dragonblood creatures can swap known spells of the same level.
Dragonmark Demesne (Sor/Wiz): Creates hemispherical shelter for you an 25 creatures.
Dragonsight (Sor/Wiz): Gain low-light vision, darkvision, and blindsense.
Dream (Sor/Wiz): Sends message to anyone sleeping.
Dridershape (Sor/Wiz): You take on the form and abilities of a drider.
Duelward (Sor/Wiz): +4 on Spellcraft checks, counterspell as an immediate action.
Earth Reaver (Sor/Wiz): Eruption deals 7d6 damage to all in area.
Electric Vengeance, Greater (Sor/Wiz): As electric vengeance, but 5d8 damage +1/level (max +15) and
daze subject.
Emerald Burst (Sor/Wiz): 20-ft radius burst dazes neutral creatures for 1 round, stuns evil creatures for
1d4 rounds.
Endless Slumber (Bard): Target falls asleep and is not easily roused.
Energy Buffer (Sor/Wiz): Protection from any energy attack for one round.
Enlarge Person, Greater (Sor/Wiz): Target remains enlarged for 1 hour/level.
Ethereal Breath (Sor/Wiz): Your breath weapon manifests on the Ethereal Plane.
Etherealness, Swift (Sor/Wiz): Target momentarily becomes ethereal.
Evacuation Rune (Sor/Wiz): Create invisible rune that you can teleport to as swift action.
Extract Gift (Sor/Wiz): Extracts essence from a willing or trapped demon to grant Target a lasting
enhancement.
False Vision (Sor/Wiz): Fools scrying with an illusion.
Feeblemind (Sor/Wiz): Subject’s Int and Cha drop to 1.
Fever Dream (Sor/Wiz): Illusory vision fatigues or exhausts target, makes spellcasting difficult.
Field of Resistance (Sor/Wiz): Zone provides SR 11 + CL.
Fiendform (Sor/Wiz): Assume form and abilities of fiendish creature, demon, or devil.
Fire and Brimstone (Sor/Wiz): Target takes fire damage, might be sickened.
Fire in the Blood (Dread Necromancer): Your blood becomes a potent corrosive that burns attackers.
Fire Shield, Mass (Sor/Wiz): Creatures attacking allies take damage; allies are protected from fire or cold.
Firebrand (Sor/Wiz): One 5-ft burst/level deals 1d6 fire/level plus burning for 1 round.
Fireburst, Greater (Sor/Wiz): Subjects within 15 ft. take 1d10/level fire damage.
Flame Strike (Warmage): Smites foes with divine fire (1d6/level).
Flaying Tendrils (Sor/Wiz): You grow mind flayer tentacles, which you can use to attack your foes.
Flaywind Burst (Sor/Wiz): Cone blows away and knocks down smaller creatures and deals 1d6
damage/level.
Flesh to Ice (Sor/Wiz): Turns Target into statue of ice.
Flesh to Salt (Sor/Wiz): Turns creature into a statue of salt.
Fly, Mass (Sor/Wiz): One creature/level flies at speed of 60 ft.
Form of the Desert Hunter (Sor/Wiz): Take the form of a dragonne.
Form of the Threefold Beast (Sor/Wiz): You take the form of a chimera.
Friend to Foe (Sor/Wiz): Make Target creature believe its allies are its enemies.
Gelid Blood (Sor/Wiz): -4 penalty on attacks, AC, and Str-/Dex-related checks, 50% failure of somatic
spells.
Glimpse of Eternity (Sor/Wiz): Target takes 1d6 non-lethal damage/level and is confused.
Grimwald’s Graymantle (Sor/Wiz): Inhibits creature’s ability to heal and regenerate for 1 round/level.
Gutsnake (Sor/Wiz): 15-ft tentacle grows from your stomach and attacks your enemies.
Halaster’s Fetch II (Sor/Wiz): As Summon Monster II, but the creatures remain and become free-willed.
Hallow (Exalted Arcanist): Designates location as holy.
Harmonic Void (Bard): Nearby casters must succeed on Concentration check to use verbal-component
spells.
Haunt Shift (Sor/Wiz): Turn corporeal and incorporeal undead into haunting presences.
Heart of Fire (Sor/Wiz): Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.
Heavenly Lightning (Exalted Arcanist): Arcs of radiant lightning deal 3d6 damage to one target per two
CLs.
Heroism, Greater (Bard): Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
Ice Shape (Sor/Wiz): Sculpts ice into any shape.
Ice to Flesh (Sor/Wiz): Restores frozen creature.
Illusory Feast (Sor/Wiz): Subjects become dazed by illusory food.
Incite Riot (Sor/Wiz): Subjects attack nearest creature.
Indomitability (Sor/Wiz): Target can’t be reduced below 1 hp.
Inflict Light Wounds, Mass (Dread Necromancer): Deals 1d8 damage +1/level to many creatures.
Insect Plague (Dread Necromancer): Locust swarms attack creatures.
Investiture of the Narzugon (Sor/Wiz): Target gains a paralyzing gaze attack.
Investiture of the Orthon (Sor/Wiz): Target disrupts extra-dimensional movement within 20 feet; deals
sonic damage to attackers.
Involuntary Shapeshifting (Sor/Wiz): If able to do so, target creature must change shape.
Ironguard, Lesser (Sor/Wiz): Target becomes immune to non-magical metal.
Jumpgout (Sor/Wiz): Make a pillar of flame that jumps to a second target.
Leech Ghost Skill (Sor/Wiz): Steal a ghost’s skills.
Leomund’s Billet (Sor/Wiz): Creates sturdy barracks.
Leomund’s Hidden Lodge (Sor/Wiz): Creates sturdy cottage camouflaged to blend into natural
surroundings.
Leomund’s Secret Chest (Sor/Wiz): Hides expensive chest on Ethereal Plane; you retrieve it at will.
Lightning Leap (Sor/Wiz): Transform into bolt of lightning, damaging foes and transporting yourself.
Lord of the Sky (Sor/Wiz): Gain flight and one use of lightning bolt; slow airborne creatures.
Lucent Lance (Sor/Wiz): Ambient light forms lance, deals various damage.
Luminous Assassin (Sor/Wiz): As lesser luminous Assassin, but the Assassin is more powerful.
Magic Convalescence (Bard): Spells cast nearby heal you 1 hp/spell level.
Magic Jar (Sor/Wiz): Enables possession of another creature.
Magic Weapon, Mass Greater (Sor/Wiz): Allies’ weapons gain +2 or greater enhancement bonus.
Mailed Might of the Magelords (Sor/Wiz): Target gains +8 AC, immunity to 2nd level or lower force spells,
and DR 5/magic.
Major Creation (Sor/Wiz): As minor creation, plus stone and metal.
Mana Flux (Sor/Wiz): Magic in area has 20% failure chance.
Manifest Dragon Heritage (Sorcerer): Conjures a wyvern.
Metal Skin (Wu Jen): Grants +8 natural armor bonus, -2 to Dex.
Miasma of Entropy (Sor/Wiz): Rot all natural materials in 30-ft cone-shaped burst.
Mirage Arcana (Sor/Wiz): As hallucinatory terrain, plus structures.
Moonbow (Sor/Wiz): Three motes of electricity each deal 1d6/2 levels electricity damage to subjects.
Mordenkainen’s Faithful Hound (Sor/Wiz): Phantom dog can attack, guard.
Mordenkainen’s Private Sanctum (Sor/Wiz): Prevents anyone from viewing or scrying an area for 24 hours.
Necrotic Burst (Sor/Wiz): Encysted Target killed, cyst begins to roam.
Necrotic Skull Bomb (Sor/Wiz): Exploding skull releases negative energy; targets each gain 1d4 negative
levels.
Nezram’s Sapphire Screen of Shielding (Sor/Wiz): Shield grants +4 bonus to AC against ranged attacks and
DR 10/magic.
Night’s Caress (Sor/Wiz): Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage.
Nightmare (Sor/Wiz): Sends vision dealing 1d10 damage, fatigue.
Nightstalker’s Transformation (Sor/Wiz): Gain +4 Dex, +3 AC, +5 Ref saves, +3d6 sneak attack, and
evasion.
Oath of Blood (Sor/Wiz): Extends a geas beyond death that compels the target to animate and continue
her quest as undead.
Orb of Dancing Death (Sor/Wiz): Orb you control bestows 1 negative level each round.
Otto’s Resistible Dance (Bard): You play a tune that those who hear it must make a will save or dance.
Overland Flight (Sor/Wiz): You fly at a speed of 40 ft. and can hustle over long distances.
Passwall (Sor/Wiz): Creates passage through wood or stone wall.
Permanency (Sor/Wiz): Makes certain spells permanent.
Persistent Image (Sor/Wiz): As major image, but no concentration required.
Phantasmal Thief (Sor/Wiz): Creates an unseen force that steals from others.
Planar Tolerance (Sor/Wiz): Provides long-term protection against overtly damaging planar traits.
Plane Shift (Nar Demonbinder): Up to eight subjects travel to another plane.
Polar Ray (Duskblade): Ranged touch attack deals 1d6/level cold damage in a 60-ft cone.
Power Word Disable (Sor/Wiz): Reduces living creature with 50 hp or less to 0 hp.
Precipitate Breach (Sor/Wiz): You can force planar boundaries to rip, creating a planar breach.
Prismatic Ray (Sor/Wiz): Ray of light blinds target, deals random effect.
Prying Eyes (Sor/Wiz): Creates 1d4 +1/level floating eyes to scout for you.
Psychic Turmoil (Sor/Wiz): Invisible field leeches psionic power points away.
Radiance (Sor/Wiz): Creates daylight that dazzles undead.
Rary’s Telepathic Bond (Sor/Wiz): Link lets allies communicate.
Reciprocal Gyre (Sor/Wiz): Creature or object takes 1d12 damage/level of spell affecting it (max 25d12).
Reduce Person, Greater (Sor/Wiz): Target remains reduced for 10 minutes/level.
Refusal (Sor/Wiz): Spellcasters and creatures with spell-like abilities are prevented from entering an area.
Remorseless Charm (Bard): Suppress the target’s alignment, removing all alignment-related inhibitions.
Renewed Vigor (Bard): Remove fatigue and +2 bonus to Constitution for 1 round/level.
Retributive Image (Sor/Wiz): Created illusion deals damage to those who disbelieve it.
Revitalize Legacy, Lesser (Sor/Wiz): Get extra use of chosen lesser legacy ability.
Sakkratar’s Triple Strike (Sor/Wiz): Held melee weapon gains keen, flaming burst, and two extra attacks
at highest BAB.
Scry Location (Bard): Spy on a distant location.
Scry Trap (Sor/Wiz): Scry attempts against target deal 1d6/level damage and blind scrying creature.
Seeming (Sor/Wiz): Changes appearance of one person per two levels.
Shadow Evocation (Sor/Wiz): Mimics evocation below 5th level, but only 20% real.
Shadow Guardians (Sor/Wiz): Create group of shadowy warriors.
Shadow Hand (Sor/Wiz): Medium hand blocks opponents or carries items.
Shadow Tentacle, Greater (Sor/Wiz): As Lesser Shadow Tentacle, but it extends 10 feet/level.
Shadow Walk (Bard): Step into shadow to travel rapidly.
Shadowfade (Sor/Wiz): Opens a portal to the Plane of Shadow.
Shape Metal (Sor/Wiz): As stone shape, but affects metal instead of stone.
Shard Blessing Aura (Sor/Wiz): Combines lesser globe of invulnerability with protection from evil.
Shard Storm (Sor/Wiz): Blast deals 3d6 damage to creatures in area.
Shrieking Blast (Sor/Wiz): 40-ft radius burst deafens and deals 8d6 sonic damage.
Shroud of Flame (Sor/Wiz): Target takes 2d6 fire damage per round and deals 1d4 fire damage to
creatures within 10-ft.
Skin of the Steel Dragon (Sor/Wiz): This spell grants you spell resistance equal to 10 + your CL.
Slay Living (Dread Necromancer): Touch attack kills subject.
Sleep Mote (Sor/Wiz): Dust devil of magic sand puts foes to sleep.
Song of Discord (Bard): Forces targets to attack each other.
Sonic Rumble (Sor/Wiz): Cone of sound deals damage.
Soul Shackles (Sor/Wiz): Imprison soul of dead creature in talisman from which caster can question it.
Spell Haven (Sor/Wiz): Stores one spell in your dragonmark.
Spell Matrix, Lesser (Sor/Wiz): Magical matrix stores a 3rd-level or lower spell to be cast later as
quickened spell.
Spell Resistance (Nar Demonbinder): Target gains SR 12 + level.
Spider Form, Greater (Sor/Wiz): You take on the form and abilities of a Huge fiendish monstrous spider.
Spirit Self (Wu Jen): Your incorporeal spirit separates from your body.
Spiritwall (Sor/Wiz): Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative
levels if passed through.
Storm Touch (Sor/Wiz): Touch deals 9d6 electricity damage and stuns victim for 1 round; usable a number
of times equal to level.
Streamers (Sor/Wiz): Ranged touch attack deals 5d10 damage, +1 streamer/three levels (max four).
Stunning Breath (Sor/Wiz): Your breath weapon also stuns creatures for 1 round.
Summon Desert Ally V (Sand Shaper): Calls dustform creature to fight.
Summon Monster V (Sor/Wiz): Calls extraplanar creature to fight for you.
Summon Undead V (Sor/Wiz): Summons undead to fight for you.
Summoning Wind (Wu Jen): Send a short message to 10 creatures/level.
Surefooted Stride, Mass (Sor/Wiz): As surefooted stride but multiple subjects.
Symbol of Pain (Sor/Wiz): Triggered rune wracks nearby creatures with pain.
Symbol of Sleep (Sor/Wiz): Triggered rune puts nearby creatures into catatonic slumber.
Symbol of Spell Loss (Sor/Wiz): Spellcasters in the area lose highest level spell.
Telekinesis (Sor/Wiz): Moves object, attacks creature, or hurls object or creature.
Telepathy Block (Sor/Wiz): Blocks all telepathic communication within 80-ft radius.
Teleport (Sor/Wiz): Instantly transports you as far as 100 miles/level.
Terra Cotta Lion (Wu Jen): Statuette becomes a Huge animated object which fights for you.
Thalassemia (Sor/Wiz): Turns blood to seawater, dealing 1d6/level damage.
Touch of Adamantine (Sor/Wiz): Weapon gains the properties of an adamantine weapon.
Touch of Chaos (Sor/Wiz): Touched target transforms into a mass of quivering flesh.
Touch of Vecna (Sor/Wiz): Deal negative energy damage and paralysis with your touch.
Trait Removal (Sor/Wiz): You temporarily remove one extraordinary or supernatural ability of your choice
from the target creature.
Transformation of the Deeps (Sor/Wiz): Grant water breathing, darkvision, and pressure immunity to one
creature/3 levels.
Transmute Mud to Rock (Sor/Wiz): Transforms two 10-ft cubes/level.
Transmute Rock to Mud (Sor/Wiz): Transforms two 10-ft cubes/level.
Transmute Sand to Glass (Sor/Wiz): Transforms two 10-ft cubes/level.
Transmute Sand to Stone (Sor/Wiz): Transforms two 10-ft cubes/level.
Transmute Stone to Sand (Sor/Wiz): Transforms two 10-ft cubes/level.
Truename Binding, Lesser (Sor/Wiz): Enslaves extraplanar creature of CR 6 or less with the power of its
truename.
Undeath to Death (Dread Necromancer): Destroys 1d4 HD/level undead (max 20d4).
Undying Vigor of the Dragonlords (Sorcerer): Heal yourself of 5d6 or more points of damage.
Unearthly Heat (Sor/Wiz): Target is subjected to unearthly heat for 1 round/level.
Unfettered Heroism (Sor/Wiz): Spend more than one action point per round plus gain one free action point
per round.
Unhallow (Dread Necromancer): Designates location as unholy.
Unicorn Blood (Sor/Wiz): Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.
Vanishing Weapon (Sor/Wiz): Weapons’ touch dispels summoned or quasi-real creatures.
Viscid Glob (Sor/Wiz): Ranged touch attack hurls 5-ft- diameter glob of glue at subject.
Vitriolic Sphere (Sor/Wiz): Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
Wail of Doom (Bard): Deal 1d4 damage/level in 30-ft cone, plus targets panicked or shaken.
Wall of Force (Sor/Wiz): Wall is immune to damage.
Wall of Greater Dispel Magic (Bard): Creatures passing through a transparent wall become subjects of
targeted greater dispel magic.
Wall of Iron (Wu Jen): 30 hp/4 levels; can topple onto foes.
Wall of Limbs (Sor/Wiz): Whirling limbs deal 5d6 damage and grab creatures passing through.
Wall of Magma (Sor/Wiz): Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall
deals 5d6 damage +1/level.
Wall of Ooze (Sor/Wiz): Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all
that touch it.
Waves of Fatigue (Sor/Wiz): Several targets become fatigued.
Wood Rot (Wu Jen): Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.
Xorn Movement (Sor/Wiz): Touched creature swims through earth like a xorn.
Zone of Peace (Sor/Wiz): As peacebond, but affects all weapons in area.
Zone of Respite (Sor/Wiz): Prevents teleportation and similar effects from functioning in the area.

6TH-LEVEL ARCANE SPELLS


Acid Fog (Sor/Wiz): Fog deals acid damage.
Acid Storm (Sor/Wiz): Deals 1d6/level acid damage (max 15d6) in a 20-ft radius.
Alert Bebilith (Sor/Wiz): Summons bebilith to deal with a demon.
Analyze Dweomer (Sor/Wiz): Reveals magical aspects of subject.
Animate Dread Warrior (Sor/Wiz): Create a dread Warrior.
Animate Objects (Bard): Objects attack your foes.
Anti-Ectoplasm Shell (Sor/Wiz): As antilife shell, but affecting ectoplasm.
Anticipate Teleportation, Greater (Sor/Wiz): Predict and delay the arrival of creatures teleporting into
range by 3 rounds.
Antimagic Field (Sor/Wiz): Negates magic within 10 ft.
Ashen Union (Sor/Wiz): Drains moisture from a creature, possibly killing it and destroying its body.
Aspect of the Deity (Exalted Arcanist): As lesser aspect, but you get celestial qualities.
Aura of Evasion (Sor/Wiz): All within 10 ft. gain evasion against breath weapons.
Aura of Terror (Sor/Wiz): You gain an aura of fear, or your frightful presence becomes more effective.
Awaken Sand (Sand Shaper): A region of sand forms into a Huge, sentient creature.
Banishment (Nar Demonbinder): Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass (Sor/Wiz): As bear’s endurance, affects one subject/level.
Bigby’s Forceful Hand (Sor/Wiz): Hand pushes creatures away.
Bite of the Weretiger (Sor/Wiz): You gain the Strength and attacks of a weretiger.
Blackwater Taint (Sor/Wiz): Desecrate water, deal 1d6/2 levels negative energy damage, bestow a
negative level.
Blade Barrier (Warmage): Wall of blades deals 1d6/level damage.
Bolt of Glory (Exalted Arcanist): Positive energy ray deals extra damage to evil outsiders and undead.
Brilliant Blade (Sor/Wiz): Weapon or projectiles shed light, ignore armor.
Bull’s Strength, Mass (Sor/Wiz): As bull’s strength, affects one subject/level.
Call of the Twilight Defender (Sor/Wiz): Summon a twilight guardian to fight for you.
Cat’s Grace, Mass (Sor/Wiz): As cat’s grace, affects one subject/level.
Channel the Mishtai, Greater (Sor/Wiz): Draw a chosen mishtai’s soul into a target creature’s body.
Charm Monster, Mass (Bard): As charm monster, but all within 30 ft.
Chasing Perfection (Sor/Wiz): Target gains +4 to all abilities.
Circle of Death (Sor/Wiz): Kills 1d4 HD/level.
City Stride (Bard): Teleport between two cities.
Cloak of the Sea (Sor/Wiz): Gain blur, freedom of movement, and water breathing while in water.
Conjure Midnight Construct (Sor/Wiz): Shape a construct from incarnum to fight for you.
Construct Essence, Mass Lesser (Sor/Wiz): Grants many living constructs qualities of the construct type.
Contagion, Mass (Sor/Wiz): As contagion, but affects multiple creatures.
Contingency (Sor/Wiz): Sets trigger condition for another spell.
Contingent Spell Lock (Sor/Wiz): You store prepared spells or slots to use immediately if you become a
ghost.
Control Elemental (Sor/Wiz): Gain control of an elemental creature.
Control Water (Sor/Wiz): Raises or lowers bodies of water.
Control Weather (Sor/Wiz): Changes weather in local area.
Create Undead (Sor/Wiz): Create ghouls, ghasts, mummies, or mohrgs.
Crushing Sphere (Sor/Wiz): Force globe traps and crushes Target for 3d6 points of non-lethal damage per
round.
Cure Moderate Wounds, Mass (Bard): Cures 2d8 damage +1/level for many creatures.
Demonic Blood Infusion (Sor/Wiz): Grant target the fiendish template.
Desiccate, Mass (Sor/Wiz): Desiccates several creatures.
Dirge (Bard): Enemies take 2 points of Str and Dex damage/round.
Dragoncall (Sorcerer): Dragon compels 1 intelligent creature to come to his location.
Dragonmark Symbol (Sor/Wiz): Triggered rune nauseates nearby creatures except those who share the
caster’s dragonmark.
Dragonmark Whip, Greater (Sor/Wiz): As dragonmark whip, but deals more damage, channels higher level
spells.
Dragonshape, Lesser (Sor/Wiz): Take the form of a Large red dragon.
Dream Casting (Sor/Wiz): Alter subject’s dreams to produce desired effect.
Eagle’s Splendor, Mass (Sor/Wiz): As eagle’s splendor, affects one subject/level.
Ectoplasmic Enhancement (Sor/Wiz): Incorporeal undead gain +1 AC, +1d8 hp, +1 on attacks, +2 turn
resistance for every 3 levels.
Empyreal Ecstasy (Bard): Targets immune to pain/mind effects, half damage from melee/ranged attacks;
-4 to skill checks.
Energy Surge, Greater (Sor/Wiz): As energy surge, but 3d6 damage.
Entomb (Sor/Wiz): Captures subjects in blocks of ice, suffocating them.
Expunge the Supernatural (Bard): Permanently eliminates a foe’s supernatural ability.
Extract Water Elemental (Sor/Wiz): Pulls water from victim, forms water elemental.
Eye of Stone (Sor/Wiz): Like arcane eye except works only thru stone.
Eyebite (Sor/Wiz): Target becomes panicked, sickened, and comatose.
Eyes of the Oracle (Sor/Wiz): Gain +2 bonus to AC and on Reflex saves; ready one extra action.
False Sending (Sor/Wiz): As sending, except caster imitates someone else.
Familial Geas (Bard): Commands Target to undertake a task, which passes to his nearest kin if he dies.
Familiar Refuge (Sor/Wiz): Safely teleport self to familiar or familiar to self as a swift action.
Fanfare (Bard): Create a trumpet blast so loud that it can shake the foundations of buildings or stop an
army in its tracks.
Fiendish Quickening (Sor/Wiz): Caster’s ability to teleport without error is quickened.
Find the Path (Bard): Shows most direct way to location.
Fire Seeds (Warmage): Acorns and berries become grenades and bombs.
Fire Spiders (Sor/Wiz): Swarm of Fine fire elementals deals fire damage in an area.
Fires of Purity (Sor/Wiz): Target bursts into magical flame, becoming a dangerous weapon.
Flesh to Stone (Sor/Wiz): Turns Target creature into statue.
Fleshbound (Sor/Wiz): Possessing spirit is locked to host creature, takes damage if attacked.
Fleshshiver (Sor/Wiz): Target is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2
rounds.
Forbiddance (Maho-Tsukai): Blocks planar travel, damages creatures of different alignment.
Fox’s Cunning, Mass (Sor/Wiz): As fox’s cunning, but affects one subject/level.
Freezing Fog (Sor/Wiz): Fog slows creatures, obscures vision, hinders movement.
Freezing Glance (Sor/Wiz): Gaze freezes subjects in place.
Geas/Quest (Sor/Wiz): As lesser geas, but affects any creature.
Gemjump (Sor/Wiz): Teleport to the location of a specially prepared gem.
Ghoul Gauntlet (Sor/Wiz): Convert victim to a ghoul under your control.
Glimpse of the Prophecy (Sor/Wiz): +1 insight to AC/saves; gain insight bonus 1/2 CL on one save, or
prophetic favor.
Globe of Invulnerability (Sor/Wiz): As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards (Sor/Wiz): Array of magical effects protects area.
Halaster’s Fetch III (Sor/Wiz): As Summon Monster III, but the creatures remain and become free-willed.
Halaster’s Shaking Hand (Sor/Wiz): As Bigby’s interposing hand, but can grapple Bigby spells.
Harm (Dread Necromancer): Deals 10 points/level damage to target.
Haze of Smoldering Stone (Sor/Wiz): Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft
cone.
Heartfreeze (Sor/Wiz): Target exhausted, dies in 1d3+2 rounds.
Heaven’s Trumpet (Bard): Blast of music paralyzes foes.
Heroes’ Feast (Bard): Food for one creature/level cures and blesses.
Hidden Truename (Sor/Wiz): Subject’s personal truename is hard to discover through research.
Hindsight (Bard): You see into the past.
Howling Chain (Sor/Wiz): Chain of force trips and attacks opponents.
Ice Rift (Sor/Wiz): Intense quake shakes 40-ft radius spread of ice.
Illusory Pit (Sor/Wiz): Creatures in area are knocked prone while believing they’re falling.
Imbue Familiar with Spell Ability (Sor/Wiz): You transfer spells and casting ability into your familiar.
Imperious Glare (Sor/Wiz): You cause targets to cower in fear.
Incorporeal Nova (Sor/Wiz): Destroy incorporeal undead.
Inflict Moderate Wounds, Mass (Dread Necromancer): Deals 2d8 damage +1/level to many creatures.
Interplanar Telepathic Bond (Sor/Wiz): Link lets allies communicate across planes.
Investiture of the Barbed Devil (Sor/Wiz): Target can deal extra damage when grappling.
Investiture of the Malebranche (Sor/Wiz): Target gains powerful charge ability.
Ironwood (Wu Jen): Magical wood is as strong as steel.
Irresistible Dance (Bard): Forces Target to dance.
Kyristan’s Malevolent Tentacles (Sor/Wiz): Like Evard’s black tentacles, but grappled creatures gain
negative levels.
Lingering Flames (Sor/Wiz): Eruption of fire deals 1d6 damage per CL each round for 3 rounds.
Make Manifest (Sor/Wiz): You cause a creature on a coexistent plane to appear on your plane.
Mental Pinnacle (Sor/Wiz): You gain the mental powers of a psion.
Mephit Mob (Bard): Summons 2d6 mephits of a kind you designate.
Mordenkainen’s Lucubration (Wizard): Recalls spell of 5th level or lower.
Move Earth (Sor/Wiz): Digs trenches and build hills.
Move Snow and Ice (Sor/Wiz): Digs trenches and builds hills in ice and snow.
Mudslide (Sor/Wiz): Landslide buries, mires creatures within a 40-ft radius.
Mummify (Sor/Wiz): Touched living creature dies and is mummified.
Necrotic Eruption (Sor/Wiz): Encysted Target killed, those nearby damaged and possibly encysted.
Nixie’s Grace (Bard): Gain swim speed, water breathing, lowlight vision, DR 5/cold iron, and
Dexterity/Wisdom bonuses.
Ooze Puppet (Sor/Wiz): You telekinetically control an ooze.
Opalescent Glare (Sor/Wiz): Kill evil creatures with a look, or make them very afraid.
Otiluke’s Freezing Sphere (Sor/Wiz): Freezes water or deals cold damage.
Overwhelm (Sor/Wiz): Non-lethal damage knocks out subject.
Overwhelming Revelations (Sor/Wiz): Creatures take a -2d6 penalty to Wisdom, are confused for 1 round.
Owl’s Wisdom, Mass (Sor/Wiz): As owl’s wisdom, affects one subject/level.
Permanent Image (Sor/Wiz): Includes sight, sound, and smell.
Planar Ally (Exalted Arcanist): As lesser planar ally, but up to 12 HD.
Power Word Nauseate (Sor/Wiz): Makes one creature with 150 hp or less nauseated.
Primal Speed (Sorcerer): Gain a +5 bonus on Reflex saves and a +10-ft bonus to speed.
Prismatic Aura (Sor/Wiz): Shield of colors offers concealment and damages your attackers.
Probe Thoughts (Sor/Wiz): Read subject’s memories, one question/round.
Programmed Image (Sor/Wiz): As major image, plus triggered by event.
Project Image (Bard): Illusory double can talk and cast spells.
Quickshift (Sor/Wiz): Caster can use teleport or greater teleport spell-like ability as a free action for 1
round/level.
Rapture of the Deep (Bard): Target becomes comatose.
Rary’s Arcane Conversion (Wizard): Instantly lose a prepared wizard spell and replace it with another
spell from your spellbook.
Ray of Entropy (Sor/Wiz): Target takes -4 Strength, Dexterity, and Constitution.
Ray of Light (Sor/Wiz): Ray blinds subject.
Repel Ectoplasm (Sor/Wiz): As repel wood, but affecting only ectoplasm.
Repel Wood (Wu Jen): Pushes away wooden objects.
Repulsion (Sor/Wiz): Creatures can’t approach you.
Resistance, Superior (Sor/Wiz): Target gains +6 on saving throws.
Resonating Agony (Bard): Target nauseated or sickened for 1 round/level.
Revive Undead (Sor/Wiz): Restores undeath to undead that was destroyed up to 1 day/level ago.
Ruby Ray of Reversal (Sor/Wiz): Ray negates magical or mundane hazards.
Sandstorm (Sand Shaper): Creates a controlled dust storm.
Scalding Mud (Sor/Wiz): Transmute rock or earth into boiling muck.
Scrying, Greater (Bard): As scrying, but faster and longer.
Seal Portal (Sor/Wiz): Seal an interplanar portal or gate.
Shadow Canopy (Sor/Wiz): You create a dome of shadow.
Shadowy Grappler (Sor/Wiz): Illusory force grapples subject.
Shalantha’s Delicate Disk (Sor/Wiz): Conjures disk that can store a single spell of up to 5th level and
release it when broken.
Sherem Transformation (Sor/Wiz): Allows unborn child to select special sorcerer or monk feat.
Shout, Greater (Bard): Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Shuffle (Sor/Wiz): Subjects can teleport short distances as move actions.
Sign of Sealing, Greater (Sor/Wiz): Magical sigil protects door, chest, or open space, deals 1d6/level
damage (max 20d6) if opened.
Smoky Confinement (Sor/Wiz): Target is imprisoned within a Tiny receptacle.
Snare Astral Traveler (Sor/Wiz): Captures one astral creature and holds it motionless.
Snowsong (Bard): Musical snowfall aids allies in within 30 ft. and hinders enemy spellcasters.
Soul Link (Bard): Grants target a boon, allows monitoring, and establishes a telepathic link that enhances
enchantments.
Spectral Dragon (Sor/Wiz): You create a dragon-shaped mass of shadows that attacks under your control.
Spectral Touch (Sor/Wiz): Your touch bestows one negative level/round.
Spirit Binding (Wu Jen): As lesser spirit binding, but traps up to 16 HD of spirits.
Spirit Needle (Wu Jen): Needle pins spirit in place in corporeal form.
Spore Cloak (Sor/Wiz): Cloud gives you concealment, deals 1d6 Con damage to creatures that enter your
square.
Starmantle (Sor/Wiz): Destroys non-magical weapons on contact; DC 15 Reflex save to half damage from
magic weapons.
Steal Summoning (Sor/Wiz): Take control of another caster’s summoned monster.
Stone Body (Sor/Wiz): Your body becomes living stone.
Stone to Flesh (Sor/Wiz): Restores petrified creature.
Storm of Fire and Ice (Sor/Wiz): Storm provides concealment, slows movement, deals cold and fire
damage.
Stormwalk (Sor/Wiz): Teleport yourself and one creature/2 levels from a storm.
Subvert Planar Essence (Sor/Wiz): Reduces target’s DR and SR.
Summon Desert Ally VI (Sand Shaper): Calls dustform creature to fight.
Summon Monster VI (Sor/Wiz): Calls extraplanar creature to fight for you.
Suppress Flame (Sor/Wiz): Reduces damage and illumination from fire.
Symbol of Fear (Sor/Wiz): Triggered rune panics nearby creatures.
Symbol of Persuasion (Sor/Wiz): Triggered rune charms nearby creatures.
Symbol of Thirst (Sor/Wiz): Triggered rune overwhelms nearby creatures with thirst.
Sympathetic Vibration (Bard): Deals 2d10 damage/round to freestanding structure.
Symphonic Nightmare (Bard): Haunting music disrupts target’s sleep for 1 day/level.
Tactical Teleportation (Sor/Wiz): Teleport one creature/3 levels a short distance.
Tenser’s Transformation (Sor/Wiz): You gain combat bonuses.
Transcribe Symbol (Sor/Wiz): Safely moves an untriggered magical symbol to another location.
Transfix (Wu Jen): Humanoids freeze in place until condition you specify is met.
Trobriand’s Baleful Teleport (Sor/Wiz): Teleport other against their will.
Trobriand’s Glassee (Sor/Wiz): This spell gives the target object the transparency of glass.
True Seeing (Sor/Wiz): See all things as they really are.
Truename Dispel (Bard): Cancels spells and magical effects on a creature whose personal truename you
know.
Tunnel Swallow (Sor/Wiz): Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).
Wages of Sin (Sor/Wiz): Evil creatures attack other evil creatures.
Wall of Gears (Sor/Wiz): Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within
10 ft.
Wave of Pain (Bard): Stuns all within cone for 1 round/2 levels.
Waves of Cold (Sor/Wiz): Fire creatures become shaken and cold creatures lose immunity to cold.
Waves of Exhaustion (Dread Necromancer): Several targets become exhausted.
Wrathful Doom (Sor/Wiz): Target is dazed and takes damage each round equal to his essentia pool.

7TH-LEVEL ARCANE SPELLS


Ability Rip (Sor/Wiz): Take a supernatural ability from one target and transfer to another.
Adamantine Wings (Sor/Wiz): Wings grant fly 60 ft., provide natural attacks.
Adept Spirit, Mass (Sor/Wiz): One subject/CL can activate bonus on CL/Concentration/Int checks and Will
saves, for 1 minute.
Amber Sarcophagus (Sor/Wiz): Target is trapped in stasis inside amber.
Animalistic Power, Mass (Sor/Wiz): As animalistic power, but multiple subjects.
Animate Breath (Sor/Wiz): Your breath weapon becomes an elemental.
Animate Plants (Wu Jen): One or more plants animate and fight for you.
Antimagic Aura (Sor/Wiz): Antimagic field that affects one creature.
Antimagic Ray (Sor/Wiz): Target loses all magical powers.
Arcane Sight, Greater (Sor/Wiz): As arcane sight, but also reveals magic effects on creatures and objects.
Arcane Spellsurge (Sor/Wiz): Reduce the casting time of your arcane spells.
Arrow of Bone (Sor/Wiz): Missile or thrown weapon gains +4 bonus, Target takes 3d6 damage +1/level
(max +20) or is slain.
As the Frost (Sor/Wiz): Transform into a creature of cold.
Aspect of the Platinum Dragon (Sorcerer): Take the form of an aspect of Bahamut.
Avasculate (Sor/Wiz): Reduce foe to half hp and stun.
Awaken Undead (Sor/Wiz): Grant sentience to otherwise mindless undead.
Barghest’s Feast (Sor/Wiz): Destroy target corpse, potentially preventing its return to life.
Bigby’s Grasping Hand (Sor/Wiz): Large hand provides cover, pushes, or grapples.
Bite of the Werebear (Sor/Wiz): You gain the Strength and attacks of a werebear.
Blasphemy (Nar Demonbinder): Kills, paralyzes, weakens, or dazes non-evil subjects.
Body of War (Sor/Wiz): You change into warforged titan, gain some abilities.
Body Outside Body (Wu Jen): Create one duplicate of yourself/five levels.
Brilliant Aura (Sor/Wiz): Allies glow and their weapons become brilliant energy weapons +1 damage/2
levels.
Call Kolyarut (Sor/Wiz): A kolyarut performs one duty for you.
Channel the Dragon (Wu Jen): Gain breath weapon and resistance or DR, depending on your favored
element.
Choking Cobwebs (Sor/Wiz): Cobwebs provide concealment, slow movement, sicken creatures.
Commune with Greater Spirit (Wu Jen): Ask any spirit 1 question/level.
Control Undead (Sor/Wiz): Undead don’t attack you while under your command.
Control Weather (Storm Wizard Domain): Changes weather in local area.
Creeping Doom (Maho-Tsukai): Carpet of insects attacks at your command.
Decapitating Scarf (Wu Jen): Ranged attack decapitates target or deals 1d4 damage/level (max 20d4).
Delayed Blast Fireball (Sor/Wiz): 1d6 fire damage/level; you can delay blast for 5 rounds.
Delayed Blast Frostball (Cold Wizard Domain): 1d6/level cold damage; you can postpone blast for 5
rounds.
Destruction (Dread Necromancer): Kills Target and destroys remains.
Dispelling Screen, Greater (Sor/Wiz): Targeted dispel magic on any creatures and unattended items, +20
max on CL check.
Dragon Ally (Sor/Wiz): As lesser dragon ally, but up to 15 HD.
Drawmij’s Instant Summons (Sor/Wiz): Prepared object appears in your hand.
Earthquake (Warmage): Intense tremor shakes 80-ft radius.
Eladrin Form (Sor/Wiz): You become an incorporeal globe.
Elemental Body (Sor/Wiz): You take on the qualities of a type of elemental.
Emerald Flame Fist (Sor/Wiz): Touch attack deals 3d6 + fire 1/level (max +20); Target can be engulfed for
additional damage.
Energy Absorption (Sor/Wiz): Target gains resistance 10 to energy; can turn one energy attack into
healing.
Energy Ebb (Sor/Wiz): Give Target one negative level/round for 1 round/level.
Energy Immunity (Sor/Wiz): Target and equipment gain immunity to damage of specified energy type.
Energy Transformation Field (Sor/Wiz): Area absorbs magic energy to power a predetermined spell.
Ethereal Jaunt (Sor/Wiz): You become ethereal for 1 round/level.
Eye of the Beholder (Sor/Wiz): Caster’s eye gains random beholder ray.
Fiendish Clarity (Sor/Wiz): Caster sees in even magical darkness, sees invisible up to 60 feet, and can
detect good.
Finger of Death (Sor/Wiz): Kills one Target or deals 3d6 damage +1/level (max +25).
Fire Storm (Warmage): Deals 1d6 fire damage/level.
Flesh to Salt, Mass (Sor/Wiz): Turns several creatures into statues of salt.
Forcecage (Sor/Wiz): Cube or cage of force imprisons all inside.
Gem Tracer (Sor/Wiz): Magical link between an object and a gem, allowing you to locate the object and
scry upon the bearer.
Ghost Trap (Sor/Wiz): Incorporeal creatures turn corporeal.
Giant Size (Wu Jen): You become Huge or larger.
Glacial Ward, Greater (Sor/Wiz): Area around you provides SR 25 against fire spells and effects.
Glass Strike (Sor/Wiz): Turns Target into glass.
Glorious Master of the Elements (Sor/Wiz): Channel acid, cold, electricity, or fire damage into ranged
touch attacks.
Great Worm of the Earth (Wu Jen): Enormous wormlike maw attempts to swallow target.
Halaster’s Fetch IV (Sor/Wiz): As Summon Monster IV, but the creatures remain and become free-willed.
Harm, Greater (Dread Necromancer): Deals 1d12 points/level to target within Close range.
Heavenly Lightning Storm (Exalted Arcanist): Arcs of radiant lightning deal 5d6 damage to one target per
level.
Hiss of Sleep (Sor/Wiz): You induce comatose slumber in targets.
Hold Person, Mass (Sor/Wiz): As hold person, but all within 30 ft.
Holy Word (Exalted Arcanist): Kills, paralyzes, slows, or deafens non-good subjects.
Ice Castle (Sor/Wiz): Creates castle of snow and ice with an array of magical effects.
Ice Claw (Sor/Wiz): Claw of ice grapples and deals cold damage.
Incarnum Bladestorm (Sor/Wiz): Storm of blades deals Wisdom damage to living creatures within.
Inflict Serious Wounds, Mass (Dread Necromancer): Deals 3d8 damage +1/level to many creatures.
Insanity (Sor/Wiz): Target suffers continuous confusion.
Investiture of the Ice Devil (Sor/Wiz): Target deals +1d6 cold damage and slows foes with successful
melee attacks.
Ironguard (Sor/Wiz): Target becomes immune to all metal.
Justice of the Wyrm King (Sor/Wiz): Create a field of arcane force that deals 4d6 damage to melee
attackers.
Kiss of Draconic Defiance (Sor/Wiz): Hinder nearby spellcasters; counter one spell automatically.
Kiss of the Vampire (Sor/Wiz): You gain vampire-like supernatural abilities, but are vulnerable to attacks
that harm undead.
Lifebound (Sor/Wiz): Possessing spirit is locked to host creature and is destroyed if host is slain.
Limited Wish (Sor/Wiz): Alters reality—within spell limits.
Luminous Assassin, Greater (Sor/Wiz): As luminous Assassin, but the Assassin is more powerful.
Mirror Walking (Sor/Wiz): You may use a mirror to enter the plane of Mirrors.
Mordenkainen’s Magnificent Mansion (Sor/Wiz): Door leads to extra-dimensional mansion.
Mordenkainen’s Sword (Sor/Wiz): Floating magic blade strikes opponents.
Nar Fiendbond (Sor/Wiz): Target gains half-fiend template.
Necrotic Curse (Sor/Wiz): Cure spells in area deal damage, living beings don’t heal with rest.
Necrotic Tumor (Sor/Wiz): Permanently control encysted subject.
Nybor’s Stern Reproof (Sor/Wiz): As Nybor’s mild admonishment, but target must save or die.
Open Lesser Chakra (Sor/Wiz): Allow target to bind to its arms, brow, crown, feet, hands, or shoulders
chakra.
Phase Door (Sor/Wiz): Creates an invisible passage through wood or stone.
Planar Bubble (Sor/Wiz): Create bubble around target creature that emulates target’s native planar
environment.
Power Word Blind (Sor/Wiz): Blinds creature with 200 or fewer hp.
Prismatic Eye (Sor/Wiz): Orb produces individual prismatic rays as touch attacks.
Prismatic Spray (Sor/Wiz): Rays hit subjects with variety of effects.
Psychic Turmoil, Greater (Sor/Wiz): As psychic turmoil, but you gain power points as temporary hp.
Pulse of Hate (Sor/Wiz): Nearby enemies take 2d6 damage/round.
Radiant Assault (Sor/Wiz): 1d6 damage/level, victims dazed or dazzled.
Reanimation (Wu Jen): Dead creature restored to half-life with 1 hp.
Rebuke, Final (Sor/Wiz): As rebuke, except the Target must save or die.
Retributive Enervation (Sor/Wiz): Any living creature that strikes you in melee gains a negative level.
Reverse Gravity (Sor/Wiz): Objects and creatures fall upward.
Righteous Glare (Sor/Wiz): Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.
Righteous Smite (Exalted Arcanist): Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft
radius and blinds evil foes.
Scalding Touch (Sor/Wiz): Touch deals 13d6 fire damage and dazes victim; usable a number of times equal
to level.
Seed of Undeath, Greater (Sor/Wiz): As seed of undeath, but affects an area.
Shadow Conjuration, Greater (Sor/Wiz): As shadow conjuration, but up to 6th level and 60% real.
Shadow Trap (Sor/Wiz): Bind a greater shadow to an object as its guardian.
Simulacrum (Sor/Wiz): Creates partially real double of a creature.
Solipsism (Sor/Wiz): Target believes it alone exists.
Spell Matrix (Sor/Wiz): Stores up to two spells of 3rd level or lower to be released later.
Spell Snare, Greater (Sor/Wiz): Dragonshard absorbs a spell or spell-like ability of up to 6th level.
Spell Turning (Sor/Wiz): Reflect 1d4+6 spell levels back at caster.
Statue (Sor/Wiz): Target can become a statue at will.
Stone Shape, Greater (Sor/Wiz): Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Stone Trap (Sor/Wiz): Block of stone turns invisible, hovers in the air, and drops when condition is met.
Stored Lightning Bolt (Sor/Wiz): Electricity deals 1d6/level damage, explodes out from surface after delay
you select.
Stun Ray (Sor/Wiz): Target stunned 1d4+1 rounds.
Submerge Ship (Sor/Wiz): You control ship mentally while it travels underwater.
Summon Aspect of Bahamut (Sorcerer): Summon an aspect of Bahamut.
Summon Desert Ally VII (Sand Shaper): Calls dustform creature to fight.
Summon Monster VII (Sor/Wiz): Calls extraplanar creature to fight for you.
Sunbeam (Warmage): Beam blinds and deals 4d6 damage.
Sword of Darkness (Sor/Wiz): Blade of negative energy attacks your opponents.
Symbol of Stunning (Sor/Wiz): Triggered rune stuns nearby creatures.
Symbol of Weakness (Sor/Wiz): Triggered rune weakens nearby creatures.
Synostodweomer (Sor/Wiz): Channel a spell into positive energy to cure 1d8/spell level.
Teleport Object (Sor/Wiz): As teleport, but affects a touched object.
Teleport, Greater (Sor/Wiz): As teleport, but no range limit and no off-target arrival.
Tomb of Light (Sor/Wiz): Entraps and harms evil extraplanar creatures.
Transmute Metal to Wood (Wu Jen): Metal within 40 ft. becomes wood.
Truename Binding (Sor/Wiz): Enslaves extraplanar creature of CR 10 or less with the power of its
truename.
Unicorn Heart (Sor/Wiz): Gain speed 60 ft., +4 on Str-, Dex-, and Con based checks; use dimension door
once.
Vile Death (Dread Necromancer): Undead creature gains fiendish template.
Vision (Sor/Wiz): As legend lore, but quicker and strenuous.
Vitrify (Sor/Wiz): Melts sand into glass.
Wall of Eyes (Sor/Wiz): Creates barrier that caster can see through and that paralyzes and consumes those
that touch it.
Waterspout (Durthan): Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
Whirl of Fangs (Sor/Wiz): Create a barrier of fangs of force doing 12d4 to those who try to cross it.
Whirlwind of Teeth (Sor/Wiz): Creates moving 5-ft/level cylinder that deals 1d8 damage/2 levels each
round.
Withering Palm (Wu Jen): Touch attack deals 1 point Str and 1 point Con damage per two CLs.

8TH-LEVEL ARCANE SPELLS


Antipathy (Sor/Wiz): Object or location affected by spell repels certain creatures.
Arcane Fusion, Greater (Sorcerer): Cast two spells without expending additional slots.
Aspect of the Chromatic Dragon (Sorcerer): Take the form of an aspect of Tiamat.
Avascular Mass (Sor/Wiz): Reduce foe to half hp and stun, entangle in 20-ft radius from victim.
Axiomatic Creature (Sor/Wiz): Transforms creature into an axiomatic creature.
Binding (Sor/Wiz): Utilizes an array of techniques to imprison a creature.
Blackfire (Sor/Wiz): Target takes 1d4 Con, Nauseated; flames spread to adjacent targets.
Blackstaff (Sor/Wiz): Greatly enhances staff or quarterstaff.
Breath Weapon Admixture (Sor/Wiz): Add a second kind of energy to your breath weapon.
Celerity, Greater (Sor/Wiz): Take a full-round action immediately, but be dazed for a round.
Chain Dispel (Sor/Wiz): Dispel multiple magical effects in multiple creatures.
Clone (Sor/Wiz): Duplicate awakens when original dies.
Cloud Chariot (Wu Jen): You and allies fly on a fast-moving cloud.
Conjure Midnight Construct, Greater (Sor/Wiz): Shape a construct from incarnum to fight for you.
Control Plants (Wu Jen): Control actions of one or more plant creatures.
Create Greater Undead (Sor/Wiz): Create shadows, wraiths, spectres, or devourers.
Deadly Lahar (Sor/Wiz): Create a wave of molten volcanic rock that sticks to creatures.
Demand (Sor/Wiz): Delivers short message and suggestion anywhere, instantly.
Depthsurge (Sor/Wiz): Water slam deals 2d6 + CL damage to all within 20-ft radius, pushes targets back,
sinks ships.
Desert Binding (Sor/Wiz): Imprisons creature as sand in an hourglass or wind in the waste.
Devastate Undead (Sor/Wiz): Destroy undead to grant yourself negative material plane energy.
Dimensional Lock (Sor/Wiz): Teleportation and interplanar travel blocked for one day/level.
Discern Location (Sor/Wiz): Reveals exact location of creature or object.
Dreaded Form of the Eye Tyrant (Sor/Wiz): You take the form of a beholder.
Dream Travel (Sor/Wiz): Travel rapidly through the region of dreams.
Earth Glide (Sor/Wiz): Grants the ability to glide thru earth like an earth elemental.
Embrace the Dark Chaos (Sor/Wiz): Exchanges one of target’s feats for an Abyssal inheritor feat.
Excavate (Sor/Wiz): Creates a permanent passage in earth and walls.
Field of Icy Razors (Sor/Wiz): Creatures in area take normal and cold damage, might be slowed.
Fierce Pride of the Beastlands (Sor/Wiz): Summon celestial lions and celestial dire lions to follow your
commands.
Fimbulwinter (Sor/Wiz): Creates winter weather for miles around you that lasts for months.
Finding the Center (Wu Jen): Automatically maintain concentration on previously cast spell.
Flensing (Sor/Wiz): Trauma deals 2d6 hp damage and 1d6 Cha and Con damage.
Ghostform (Sor/Wiz): You assume incorporeal form and gain some incorporeal traits and bonuses.
Guardian Spirit, Mass (Sor/Wiz): One subject/CL can activate bonus on AC, Reflex saves, and Dex-based
checks for 1 minute.
Gutwrench (Sor/Wiz): Kills Target and gives caster 4d6 temporary HP and +4 Strength.
Halaster’s Blacksphere (Sor/Wiz): Bead of force in a spell.
Halaster’s Fetch V (Sor/Wiz): As Summon Monster V, but the creatures remain and become free-willed.
Heart of Stone (Sor/Wiz): Exchange your heart with stone heart to gain DR, resistance to energy for 1
year.
Holy Aura (Exalted Arcanist): +4 AC, +4 resistance, and SR 25 against evil spells.
Horrid Wilting (Sor/Wiz): Deals 1d6/level damage within 30 ft.
Icy Claw (Sor/Wiz): You conjure a Medium claw that fights on your behalf.
Incendiary Cloud (Sor/Wiz): Cloud deals 4d6 fire damage/round.
Inflict Critical Wounds, Mass (Dread Necromancer): Deals 4d8 damage +1/level to many creatures.
Investiture of the Horned Devil (Sor/Wiz): Target stuns foes with successful melee attack.
Invisibility, Superior (Sor/Wiz): Target is invisible to sight, hearing, and scent for 1 minute/level, and can
attack.
Iron Body (Sor/Wiz): Your body becomes living iron.
Last Judgment (Sor/Wiz): Evil creatures are struck dead and sent to Lower Planes.
Leech Undeath (Sor/Wiz): Harm undead to gain temporary HP.
Lightning Ring (Sor/Wiz): Grants electricity resistance 20, damages adjacent creatures; two lightning bolts
per round.
Maddening Whispers (Sor/Wiz): You induce confusion and madness in targets.
Make Manifest, Mass (Sor/Wiz): As make manifest but affecting all creatures in the area.
Manifest Dragon Heritage, Greater (Sorcerer): Conjures a dragon turtle.
Maze (Sor/Wiz): Traps Target in extra-dimensional maze.
Mind Blank (Sor/Wiz): Target is immune to mental/emotional magic and scrying.
Mind of the Labyrinth (Sor/Wiz): Confuse enemies who try to affect your mind; dominate one such
attacker.
Minute Form (Wu Jen): You shrink to Tiny or smaller size.
Moment of Prescience (Sor/Wiz): You gain insight bonus on a single attack roll, check, or save.
Mordenkainen’s Capable Caravel (Sor/Wiz): Creates magical ship with extra-dimensional staterooms.
Mysterious Redirection (Sor/Wiz): Attacks against you have 50% chance to strike adjacent target instead.
Mystic Shield (Sor/Wiz): Blocks all 6th level or lower spells.
Necrotic Empowerment (Sor/Wiz): Draw vigor from mother cyst.
Otiluke’s Telekinetic Sphere (Sor/Wiz): As Otiluke’s resilient sphere, but you move sphere telekinetically.
Otto’s Irresistible Dance (Sor/Wiz): Forces Target to dance.
Plague (Sor/Wiz): One creature/level contracts quickly terminal disease.
Planar Ally, Greater (Exalted Arcanist): As lesser planar ally, but up to 18 HD.
Planar Binding, Greater (Nar Demonbinder): As lesser planar binding, but up to 18 HD.
Plane Shift, Greater (Sor/Wiz): Plane shift accurately to your desired destination.
Polymorph Any Object (Sor/Wiz): Changes any Target into anything else.
Power Word Petrify (Sor/Wiz): Petrifies one creature with 100 hp or less.
Power Word Stun (Sor/Wiz): Stuns creatures with 150 or fewer hp.
Prismatic Bow (Sor/Wiz): Creates bow that allows seven attacks, each with a different prismatic effect.
Prismatic Wall (Sor/Wiz): Wall’s colors have array of effects.
Protection from Spells (Antimagic Wizard Domain): Confers +8 resistance bonus.
Prying Eyes, Greater (Sor/Wiz): As prying eyes, but eyes have true seeing.
Repel Metal or Stone (Wu Jen): Pushes away metal and stone.
Ritual of Renaming (Sor/Wiz): You give a creature a new personal truename, expunging the old one.
Scintillating Pattern (Sor/Wiz): Creates twisting colors that confuse, stun, or render subjects unconscious.
Screen (Sor/Wiz): Illusion hides area from vision, scrying.
Sever Legacy (Sor/Wiz): Target permanently loses all legacy abilities.
Shadow Evocation, Greater (Sor/Wiz): As shadow evocation, but up to 7th level and 60% real.
Shifting Paths (Sor/Wiz): Illusion hides path, creates false new path.
Shun the Dark Chaos (Sor/Wiz): Exchanges one of target’s Abyssal inheritor feats for another kind of feat.
Simbul’s Skeletal Deliquescence (Sor/Wiz): Target becomes a soft-bodied ooze-like creature.
Skeletal Guard (Sor/Wiz): Create one skeleton/level with turn resistance.
Soul’s Treasure Lost (Sor/Wiz): Disintegrates subject’s most valuable object.
Soulbanned Zone (Sor/Wiz): Create an immobile area that blocks all incarnum effects for 10 minute/level.
Spell Engine (Wizard): Swap out prepared spells for other spells in your spellbook.
Spirit Binding, Greater (Wu Jen): As lesser spirit binding, but traps up to 24 HD of spirits.
Stalking Spell (Sor/Wiz): Target hidden from sight, hearing, and scent.
Steal Life (Sor/Wiz): Caster drains 1 ability score point per round and becomes younger.
Stone Metamorphosis, Greater (Sor/Wiz): Changes 10 cu. ft. + 10 cu. ft./level of stone into another type
of stone.
Stunning Breath, Greater (Sor/Wiz): Your breath weapon also stuns creatures for 2d4 rounds.
Summon Desert Ally VIII (Sand Shaper): Calls dustform creature to fight.
Summon Monster VIII (Sor/Wiz): Calls extraplanar creature to fight for you.
Sunburst (Sor/Wiz): Blinds all within 80 ft., deals 6d6 damage.
Surelife (Wu Jen): Protects you from death due to hazards.
Symbol of Death (Sor/Wiz): Triggered rune slays nearby creatures.
Symbol of Insanity (Sor/Wiz): Triggered rune renders nearby creatures insane.
Sympathy (Sor/Wiz): Object or location attracts certain creatures.
Temporal Stasis (Sor/Wiz): Puts Target into suspended animation.
Touch of the Graveborn (Sor/Wiz): Melee touch attack deals 10d6 damage or controls undead creature.
Trap the Soul (Sor/Wiz): Imprisons Target within gem.
Unholy Aura (Nar Demonbinder): +4 to AC, +4 resistance, SR 25 against good spells.
Unyielding Form of Inevitable Death (Sor/Wiz): You take the form of a marut.
Veil of Undeath (Sor/Wiz): You gain undead traits.
Whirlwind (Wu Jen): Cyclone deals damage and can pick up creatures.
Wrathful Castigation (Sor/Wiz): Target dies or may be dazed and -4 on all saves for 1 round/level.
Zajimarn’s Field of Icy Razors (Sor/Wiz): Creatures in area take normal and cold damage, may be slowed.

9TH-LEVEL ARCANE SPELLS


Absorption (Sor/Wiz): You absorb targeted spell energy to power spells of your own.
Abyssal Army (Sor/Wiz): Summons demons to fight for you.
Abyssal Rift (Sor/Wiz): Opens a rift in the ground, damaging creatures and structures.
Arboreal Transformation (Wu Jen): Transform your foe into a tree, which temporarily animates and serves
you.
Aspect of the Deity, Greater (Exalted Arcanist): As lesser aspect, but gain wings, enhanced ability scores,
and various resistances and immunities.
Astral Projection (Sor/Wiz): Projects you and companions onto the Astral Plane.
Awaken Construct (Sor/Wiz): Construct gains human-like sentience.
Bigby’s Crushing Hand (Sor/Wiz): Large hand provides cover, pushes, or crushes your foes.
Binding Chain of Fate (Sor/Wiz): Hold’s a target perfectly still and does 2d6 force a round.
Black Blade of Disaster (Sor/Wiz): Floating magic weapon disintegrates subjects.
Blinding Glory (Sor/Wiz): 100-ft/level radius of light that blinds evil creatures.
Burst of Glacial Wrath (Sor/Wiz): Freeze nearby creatures, turning them into solid blocks of ice.
Call Marut (Sor/Wiz): A marut performs one duty for you.
Chain Contingency (Sor/Wiz): As contingency spell, except that it triggers three spells.
Comet Swarm (Cold Wizard Domain): Four exploding spheres each deal 6d6 fire damage.
Construct Essence, Greater (Sor/Wiz): Grants a living construct all the benefits of the construct type.
Crushing Fist of Spite (Sor/Wiz): Fist deals 1d6 damage/level each round.
Deadly Sunstroke (Sor/Wiz): Creatures take 1d6 fire damage/level and become fatigued.
Detonate (Sor/Wiz): Slays Target and creates 20-ft radius explosion that deals 1d6 damage/level (max
20d6).
Dimension Jumper, Greater (Sor/Wiz): Teleport yourself up to 60 feet once per round.
Dominate Monster (Sor/Wiz): As dominate person, but any creature.
Dragon Ally, Greater (Sor/Wiz): As lesser dragon ally, but up to 21 HD.
Dragonshape (Sor/Wiz): You take on the form and abilities of a Huge red dragon.
Elemental Swarm (Warmage): Summons multiple elementals.
Elminster’s Effulgent Epuration (Sor/Wiz): Creates one sphere/level to negate hostile magic.
Energy Drain (Sor/Wiz): Target gains 2d4 negative levels.
Enervating Breath (Sor/Wiz): Your breath weapon also bestows 2d4 negative levels.
Ensul’s Soultheft (Sor/Wiz): Drain stats to heal yourself.
Etherealness (Sor/Wiz): Travel to Ethereal Plane with companions.
Eye of Power (Sor/Wiz): As arcane eye, but you can cast spells of 3rd level or lower through it.
Foresight (Sor/Wiz): Sixth sense warns of impending danger.
Freedom (Sor/Wiz): Releases creature from imprisonment.
Frostfell (Sor/Wiz): Intense cold turns all subjects in area into ice.
Gate (Sor/Wiz): Connects two planes for travel or summoning.
Genius Loci (Sor/Wiz): Create a guardian spirit for a specific location.
Halaster’s Fetch VI (Sor/Wiz): As Summon Monster VI, but the creatures remain and become free-willed.
Halaster’s Teleport Cage (Sor/Wiz): Randomizes teleportation of all kinds.
Harm, Mass (Dread Necromancer): Deals 1d12 points/level to all targets within 20-ft burst.
Heavenly Host (Sor/Wiz): Summons archons to fight for you.
Hellish Horde (Sor/Wiz): Summons devils to fight for you.
Hide Life (Sor/Wiz): You cannot die.
Hold Monster, Mass (Sor/Wiz): As hold monster, but all within 30 ft.
Ice Assassin (Sor/Wiz): Creates duplicate of creature with sole purpose to slay original.
Iceberg (Sor/Wiz): Block of ice falls from sky, dealing 20d6 damage and burying subjects.
Implosion (Warmage): Kills one creature/round.
Imprison Soul (Dread Necromancer): Traps soul in a small object; target takes 1d4 Con damage/day.
Imprisonment (Sor/Wiz): Entombs Target beneath the earth.
Incarnate Construct (Sor/Wiz): Turns construct into living creature.
Instant Refuge (Sor/Wiz): Transport to a safe location of your choice.
Internal Fire (Wu Jen): Targets die instantly or take 6d6 + 1/level fire damage.
Investiture of the Hellfire Engine (Sor/Wiz): Target gains iron body and 8d10 breath weapon of hellfire.
Investiture of the Pit Fiend (Sor/Wiz): Target gains powerful claw attacks, ability to inflict disease, or
ability to inflict terror.
Invoke Magic (Sor/Wiz): Momentarily negate anti-magic effects.
Khelben’s Dweomerdoom (Sor/Wiz): Counter target’s spells before they can be cast.
Laeral’s Crowning Touch (Sor/Wiz): Curse spellcaster to lose levels when spells are cast.
Lash of Force (Sor/Wiz): Whip of force strikes for 5d6 damage; can become a 15d6 line attack.
Magic Miasma (Sor/Wiz): Solid fog reduces CL by -4.
Maw of Chaos (Sor/Wiz): Chaotic energy dazes, deals damage, impedes concentration.
Meteor Swarm (Sor/Wiz): Four exploding spheres each deal 6d6 fire damage.
Mindrape (Sor/Wiz): Caster learns everything Target knows and can alter its memory or knowledge.
Mordenkainen’s Disjunction (Sor/Wiz): Dispels magic, disenchants magic items.
Mycontil’s Last Resort (Sor/Wiz): Sacrifice all remaining spells to unleash devastating explosion.
Necrotic Termination (Sor/Wiz): Permanently eliminates encysted subject.
Node Genesis (Sor/Wiz): Creates a Class 1 node.
Obedient Avalanche (Sor/Wiz): Snowy avalanche crushes and buries your foes.
Open Greater Chakra (Sor/Wiz): Allow target to bind to its arms, brow, crown, feet, hands, shoulders,
throat, or waist chakra.
Perinarch, Planar (Sor/Wiz): Gain control over a small area of any divinely morphic plane.
Plague of Undead (Sor/Wiz): Animates horde of undead.
Planar Navigation (Sor/Wiz): Send a whole ship to another plane.
Power Word Kill (Sor/Wiz): Kills creature with 100 hp or less.
Precipitate Complete Breach (Sor/Wiz): You rip wide the boundary between two planes.
Prismatic Deluge (Sor/Wiz): Call down a prismatic effect over a wide area.
Prismatic Sphere (Sor/Wiz): As prismatic wall, but surrounds on all sides.
Programmed Amnesia (Sor/Wiz): Destroy, alter, or replace memories in target creature.
Reality Maelstrom (Sor/Wiz): Hole in reality sends creatures and objects to another plane.
Reaving Dispel (Sor/Wiz): On a targeted dispel, steal spell power and effects for yourself.
Refuge (Sor/Wiz): Alters item to transport its possessor to you.
Replicate Casting (Sor/Wiz): Duplicate observed spell or spell-like ability.
Revitalize Legacy, Greater (Sor/Wiz): Get extra use of chosen greater legacy ability.
Ring of Fire (Sor/Wiz): Create a spreading area of lava.
Shades (Sor/Wiz): As shadow conjuration, but up to 8th level and 80% real.
Shapechange (Sor/Wiz): Transforms you into any creature, and change forms once/round.
Soul Bind (Sor/Wiz): Traps newly dead soul to prevent resurrection.
Soulmeld Disjunction (Sor/Wiz): One or more of target’s soulmelds are destroyed.
Spell Matrix, Greater (Sor/Wiz): Stores up to three spells of 3rd level or lower to be released later.
Sphere of Ultimate Destruction (Sor/Wiz): Featureless black sphere does 2d6/level damage, disintegrates.
Srinshee’s Spell Shift (Sor/Wiz): You can apply a metamagic feat to a spell, manipulate a property, or stun
the caster.
Storm of Vengeance (Storm Wizard Domain): Storm rains acid, lightning, and hail.
Summon Desert Ally IX (Sand Shaper): Calls dustform creature to fight.
Summon Elemental Monolith (Sor/Wiz): Calls powerful elemental creature to fight for you.
Summon Golem (Sor/Wiz): Summon a clay, flesh, iron, or stone golem from a small amount of like
material.
Summon Monster IX (Sor/Wiz): Calls extraplanar creature to fight for you.
Tainted Aura (Maho-Tsukai): +4 AC, +4 resistance, and 25 SR against good spells.
Teleportation Circle (Sor/Wiz): Circle teleports any creature inside to designated spot.
Tidal Wave (Sor/Wiz): Massive wave damages boats, creatures, and structures on a coast.
Time Stop (Sor/Wiz): You act freely for 1d4+1 rounds.
Towering Thunderhead (Sor/Wiz): Clouds provide concealment, block ranged attacks, empower sonic or
electricity spells.
Transcend Mortality (Wu Jen): You are nigh-unkillable for a brief period, but die immediately afterward.
Transmute Rock to Lava (Sor/Wiz): Transforms one 10-ft cube with subsequent fire damage and effects.
Truename Binding, Greater (Sor/Wiz): Enslaves extraplanar creature of CR 14 or less with the power of its
truename.
Unbinding (Sor/Wiz): Frees everyone in range from spells that constrain or bind.
Undermaster (Sor/Wiz): You gain earth-related spell-like abilities.
Unname (Sor/Wiz): Erase a creature from reality.
Utterdark (Sor/Wiz): 100-ft/level radius of darkness that evil creatures can see through.
Wail of the Banshee (Sor/Wiz): Kills one creature/level.
Weird (Sor/Wiz): As phantasmal killer, but affects all within 30 ft.
Wish (Sor/Wiz): As limited wish, but with fewer limits.

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