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Abate Dracorage

Aberrate (3.0)
Ability Rip
Aboleth Curse
Abolish Shadows
Absorb Mind (3.0)
Absorb Strength (3.0)
Absorb Weapon
Absorption
Abyssal Army
Abyssal Frenzy, Mass
Abyssal Frenzy
Abyssal Might (3.0)
Abyssal Rift
Accelerated Movement
Accuracy
Acid Breath
Acid Fog
Acid Rain
Acid Sheath
Acid Splash
Acid Storm
Adamantine Wings
Addiction (3.0)
Adept Spirit, Mass
Adept Spirit
Adoration of the Frightful
Adrenaline Surge (3.0)
Advice (3.0)
Aerial Alacrity
Aerial Summoning Dance (3.0)
Affliction
Aggravate Dracorage
Aid, Mass
Aid
Aiming at the Target
Air Breathing
Air Walk
Airy Water
Alarm, Aerial
Alarm, Attentive
Alarm, Greater
Alarm
Alert Bebilith
Algid Enhancement
Alibi
Alicorn Lance (3.0)
Align Fang, Mass
Align Fang
Align Weapon, Mass
Align Weapon
Aligned Aura
Allegro
Alliance Undone
Allied Footsteps
Alter Fortune
Alter Self
Alustriel’s Banner (3.0)
Amanuensis
Amber Sarcophagus
Ambient Song (3.0)
Amorphous Form
Amplify
Analyze Dweomer
Analyze Portal
Analyze Touchstone
Anarchic Storm
Anarchic Water
Anathema
Ancestral Vengeance
Ancient Knowledge
Angelskin
Anger of the Noonday Sun
Angry Ache (3.0)
Animal Growth
Animal Messenger
Animal Reduction (3.0)
Animal Shapes
Animal Spirit, Mass
Animal Spirit
Animal Trance
Animal Trick (3.0)
Animalistic Power, Mass
Animalistic Power
Animate Breath
Animate City
Animate Dead
Animate Dread Warrior
Animate Fire
Animate Infectious Zombie
Animate Instrument
Animate Legion
Animate Objects
Animate Plants
Animate Rope
Animate Siege Weapon
Animate Snow
Animate Water
Animate Weapon
Animate with the Spirit
Animate Wood
Anti-Ectoplasm Shell (3.0)
Anticipate Teleportation, Greater
Anticipate Teleportation
Anticold Sphere
Antidragon Aura, Greater
Antidragon Aura
Antifire Sphere
Antilife Shell
Antimagic Aura (3.0)
Antimagic Field
Antimagic Ray
Antipathy
Antiplant Shell
Anyspell, Greater
Anyspell
Apocalypse from the Sky (3.0)
Apparition
Appraising Touch
Aquatic Escape
Arboreal Transformation
Arc of Lightning
Arcane Eye
Arcane Fusion, Greater
Arcane Fusion
Arcane Lock, Improved (3.0)
Arcane Lock
Arcane Mark
Arcane Maul
Arcane Seal
Arcane Sensitivity
Arcane Sight, Greater
Arcane Sight
Arcane Spellsurge
Arcane Turmoil
Arctic Haze
Armageddon
Armor Lock
Armor of Darkness
Armored Vermin
Arms of Plenty
Arrow Mind
Arrow of Bone
Arrow Storm
Arrowsplit
As the Frost
Ashen Union
Ashstar
Aspect of the Chromatic Dragon
Aspect of the Deity, Greater
Aspect of the Deity, Lesser
Aspect of the Deity
Aspect of the Earth Hunter
Aspect of the Icy Hunter
Aspect of the Platinum Dragon
Aspect of the Werebeast
Aspect of the Wolf
Assassin’s Darkness
Assay Spell Resistance
Astral Hospice
Astral Projection
Atonement
Attraction (3.0)
Attune Form
Augment Familiar
Augment Object (3.0)
Augment Truefriend
Augury
Aura Against Flame
Aura of Cold, Greater
Aura of Cold, Lesser
Aura of Evasion
Aura of Glory
Aura of Terror
Aura of the Sun
Aura of Vitality
Auril’s Ice Flowers
Avascular Mass
Avasculate
Avoid Planar Effects
Awaken Construct
Awaken Sand
Awaken Sin
Awaken Undead
Awaken, Mass
Awaken
Axiomatic Creature
Axiomatic Storm
Axiomatic Water
Ayailla’s Radiant Burst
Azuth’s Spell Shield (3.0)
Babau Slime
Backbiter
Backblast
Backlash
Balancing Lorecall
Baleful Blink
Baleful Polymorph
Baleful Transposition
Ball Lightning
Balor Nimbus
Bands of Steel
Bane of the Archrival
Bane
Banish Dragonmark
Banishment
Barghest’s Feast
Barkskin
Barlen’s Crabwalk
Bastion of Good
Battering Ram
Battle Hymn
Battle Line
Battlecry
Battlefield Fortification
Battlefield Illumination
Battlemagic Perception
Battletide
Bear’s Endurance, Mass
Bear’s Endurance
Bear’s Heart (3.0)
Beast Claws
Beastland Ferocity
Beastmask (3.0)
Bebilith Blessing
Beckon Monster
Beckon Person
Beckoning Call
Bedevil
Befoul
Beget Bogun
Belker Claws
Beltyn’s Burning Blood
Benediction
Benign Projection
Benign Transposition
Bestow Curse, Greater
Bestow Curse
Bestow Wound
Bewildering Mischance
Bewildering Substitution
Bewildering Visions
Big Sky (3.0)
Bigby’s Clenched Fist
Bigby’s Crushing Hand
Bigby’s Disrupting Hand
Bigby’s Forceful Hand
Bigby’s Grasping Hand
Bigby’s Helping Hand
Bigby’s Interposing Hand
Bigby’s Slapping Hand
Bigby’s Striking Fist
Bigby’s Tripping Hand
Bigby’s Warding Hand
Binding Chain of Fate
Binding Snow
Binding Winds
Binding
Bite of the King
Bite of the Werebear
Bite of the Wereboar
Bite of the Wererat
Bite of the Weretiger
Bite of the Werewolf
Black Bag (3.0)
Black Blade of Disaster
Black Karma Curse
Black Lungs (3.0)
Black Sand
Black Talon
Blackfire
Blacklight
Blackrot
Blackstaff (3.0)
Blackwater Taint
Blackwater Tentacle
Blade Barrier
Blade Brothers
Blade of Blood
Blade of Pain and Fear
Blade Storm
Blade Thirst
Bladebane
Blades of Fire
Bladeweave
Blasphemy
Blast of Flame
Blast of Force
Blast of Sand
Blaze of Light
Bleakness
Bleed
Bless Water
Bless Weapon, Swift
Bless Weapon
Bless
Blessed Aim
Blessed Sight
Blessing of Bahamut
Blessing of the Righteous
Blessing of the Snake Mother (3.0)
Blight
Blinding Beauty
Blinding Breath
Blinding Color Surge
Blinding Glory
Blinding Spittle
Blindness/Deafness
Blindsight, Greater
Blindsight
Blink, Greater
Blink
Blistering Radiance
Blizzard
Blockade
Blood Creepers
Blood Frenzy
Blood of Fire (3.0)
Blood of the Martyr
Blood Sirocco
Blood Snow
Blood to Water
Blood Wind
Bloodbriars
Bloodfreeze Arrow
Bloodhound
Bloodletting
Bloodspear
Bloodstar
Blunt Natural Weapons
Blunt Weapon (3.0)
Blur
Bo of Water
Bodak Birth
Bodak’s Glare
Body Blades
Body Blaze
Body Harmonic
Body of the Sun
Body of War
Body Outside Body
Body Ward
Boiling Blood
Boiling Oil
Bolster Aura
Bolt of Glory
Bolts of Bedevilment
Bombardment
Bone Chill
Boneblade (3.0)
Boneblast (3.0)
Bonefiddle
Bonerattle (3.0)
Bones of the Earth
Boreal Wind
Bothersome Babble
Bottle of Smoke
Bottomless Hate (3.0)
Brain Spider
Brambles
Branch to Branch
Break Enchantment
Breath Flare
Breath of the Jungle
Breath Weapon Admixture
Breath Weapon Substitution
Briar Web
Briartangle
Bright Worms
Brilliant Aura
Brilliant Blade
Brilliant Emanation
Brilliant Energy Arrow
Bristle
Brittleskin
Brumal Stiffening
Bull’s Strength, Mass
Bull’s Strength
Bulwark of Reality
Buoyant Lifting
Burial Blessing (3.0)
Burning Hands
Burning Rage
Burning Sword
Burrow, Mass
Burrow
Burst of Glacial Wrath
Cacophonic Burst
Cacophonic Shield
Cacophonous Alarm
Call Avalanche
Call Dretch Horde (3.0)
Call Faithful Servants
Call Forth the Beast (3.0)
Call Kolyarut
Call Lemure Horde (3.0)
Call Lightning Storm
Call Lightning
Call Marut
Call Mount
Call Nightmare (3.0)
Call of Stone
Call of the Twilight Defender
Call Zelekhut
Calm Animals
Calm Emotions
Caltrops
Camouflage, Mass
Camouflage
Candlelight (3.0)
Capricious Zephyr
Cast in Stone
Castigate
Cat’s Grace, Mass
Cat’s Grace
Catapult
Caterwaul
Catsfeet
Cause Fear
Caustic Mire
Caustic Smoke
Celebration
Celerity, Greater
Celerity, Lesser
Celerity
Celestial Aspect
Celestial Blood
Celestial Brilliance
Celestial Fortress
Chaav’s Laugh
Chain Contingency (3.0)
Chain Dispel
Chain Lightning
Chain Missile
Chain of Chaos (3.0)
Chain of Eyes
Chain of Sorrow (3.0)
Changestaff
Changestones
Channel Celestial
Channel Greater Celestial
Channel the Dragon
Channel the Mishtai, Greater
Channel the Mishtai
Channeled Divine Health
Channeled Divine Shield
Channeled Lifetheft
Channeled Pyroburst
Channeled Sound Burst
Chaos Hammer
Charge of the Triceratops
Charm Animal
Charm Monster, Mass
Charm Monster
Charm Person, Mass
Charm Person
Charnel Fire (3.0)
Chasing Perfection
Cheat
Checkmate’s Light
Chill Metal
Chill of the Grave
Chill Touch
Choir (3.0)
Choke (3.0)
Choking Cobwebs
Choking Sands
Choose Destiny
Chromatic Ray
Circle Dance
Circle of Death
Circle of Doom (3.0)
Circle of Flame (3.0)
Circle of Nausea (3.0)
Circlet of Enervation
City Lights
City Stride
City’s Might
Clairaudience/Clairvoyance
Clarity of Mind
Claws of Darkness
Claws of the Bear
Claws of the Bebilith (3.0)
Claws of the Savage (3.0)
Clear Mind
Clearstone
Climb Walls
Climbing Tree
Cloak of Bravery, Greater
Cloak of Bravery
Cloak of Chaos
Cloak of Dark Power
Cloak of Hate
Cloak of Khyber
Cloak of Shade
Cloak of the Sea
Cloak Pool
Clone
Close Wounds
Clothier’s Closet
Cloud Chariot
Cloud of Bewilderment
Cloud of Knives
Cloud of Taint (3.0)
Cloud of the Achaierai (3.0)
Cloud Wings
Cloudburst
Cloudkill
Cloudwalkers
Clutch of Orcus
Coat of Arms
Cobra’s Breath
Cocoon
Cold Fire
Cold Snap
Color Spray
Column of Ice
Combat Readiness
Combined Talent
Combust
Comet Swarm
Cometfall
Cometstrike
Command Plants
Command Undead
Command, Greater
Command
Commune with City
Commune with Earth (3.0)
Commune with Greater Spirit
Commune with Lesser Spirit
Commune with Nature
Commune
Compel (3.0)
Compel Breath
Comprehend Languages
Condemnation
Conduit of Life
Cone of Cold
Cone of Dimness
Cone of Euphoria
Cone of Fire
Confound
Confusion, Lesser
Confusion
Conjure Ice Beast I
Conjure Ice Beast II
Conjure Ice Beast III
Conjure Ice Beast IV
Conjure Ice Beast IX
Conjure Ice Beast V
Conjure Ice Beast VI
Conjure Ice Beast VII
Conjure Ice Beast VIII
Conjure Ice Object
Conjure Midnight Construct, Grea
Conjure Midnight Construct, Less
Conjure Midnight Construct
Consecrate Battlefield
Consecrate
Constricting Chains
Construct Energy Ward, Greater
Construct Essence, Greater
Construct Essence, Lesser
Construct Essence, Mass Lesser
Construct Essence
Consume Likeness (3.0)
Consumptive Field, Greater
Consumptive Field
Contact Other Plane
Contagion, Mass
Contagion
Contagious Fog
Contagious Touch
Contingency
Contingent Energy Resistance
Contingent Spell Lock (3.0)
Continual Flame
Control Currents
Control Darkness and Shadow
Control Deathless
Control Elemental
Control Plants
Control Sand
Control Snow and Ice
Control Temperature
Control Undead
Control Water
Control Weather
Control Winds
Convert Wand
Conviction, Mass
Conviction
Coral Growth
Corona of Cold
Corporeal Instability
Corpse Candle
Corrosive Grasp
Corrupt Weapon
Countermoon
Crack Ice
Crawling Darkness
Creaking Cacophony
Create Chosen One (3.0)
Create Crawling Claw (3.0)
Create Crossroads and Backroad (3
Create Darkenbeast (3.0)
Create Deathless
Create Ectoplasm (3.0)
Create Fetch
Create Food and Water
Create Greater Deathless
Create Greater Undead
Create Lantern Archon
Create Magic Tattoo
Create Spirit Idol
Create Spring (3.0)
Create Trap
Create Undead
Create Water
Creeping Cold, Greater
Creeping Cold
Creeping Darkness
Creeping Doom
Crescendo (3.0)
Crisis of Confidence
Critical Strike
Crown of Brilliance
Crown of Clarity
Crown of Courage
Crown of Flame
Crown of Glory
Crown of Might
Crown of Protection
Crown of Smiting
Crown of the Grave
Crown of Veils
Cruel Disappointment (3.0)
Crumble
Crunchy Snow
Crushing Despair
Crushing Fist of Spite (3.0)
Crushing Grip
Crushing Sphere
Cry of Ysgard
Cryptwarden’s Grasp
Crystalline Memories
Cure Critical Wounds, Mass
Cure Critical Wounds
Cure Light Wounds, Mass
Cure Light Wounds
Cure Minor Wounds
Cure Moderate Wounds, Mass
Cure Moderate Wounds
Cure Serious Wounds, Mass
Cure Serious Wounds
Curse of Arrow Attraction
Curse of Ill Fortune, Mass
Curse of Ill Fortune
Curse of Impending Blades, Mass
Curse of Impending Blades
Curse of Lycanthropy
Curse of the Brute (3.0)
Curse of the Elemental Lords
Curse of the Putrid Husk (3.0)
Curse Water
Cursed Blade
Cursed Dragonmark
Curtain of Light
Cyclonic Blast
Daggerspell Stance
Daltim’s Fiery Tentacles
Damning Darkness
Dampen Magic
Dance of Ruin (3.0)
Dance of Ruin (3.0)
Dance of the Unicorn
Dancing Blade
Dancing Chains (3.0)
Dancing Dragonmark
Dancing Lights
Dancing Web
Dark Tide
Dark Way
Darkbolt
Darkfire
Darkflame Arrow
Darklight (3.0)
Darkness
Darkseed (3.0)
Darkvision, Mass
Darkvision
Darsson’s Chilling Chamber
Darsson’s Cooling Breeze
Darsson’s Fiery Furnace
Darts of Life
Dawn Burst
Dawn Shroud
Dawn
Daylight
Daze Animal (3.0)
Daze Monster
Daze
Dead End
Deadfall
Deadly Lahar
Deadly Sunstroke
Deafening Blast
Deafening Clang
Death Armor
Death by Thorns (3.0)
Death Dragon
Death Grimace (3.0)
Death Hail
Death Knell
Death Lock (3.0)
Death Pact
Death Throes
Death Ward, Mass
Death Ward
Death’s Call
Deathsight
Deathwatch
Decapitating Scarf
Decastave
Deceptive Facade
Decomposition
Decoy Image
Deep Breath
Deep Slumber
Deeper Darkness
Deeper Darkvision
Defenestrating Sphere
Defile Snow and Ice
Deflect, Lesser
Deflect
Dehydrate
Deific Bastion
Deific Vengeance
Delay Death
Delay Disease
Delay Manifestation (3.0)
Delay Poison
Delayed Blast Fireball
Delayed Blast Frostball
Delusions of Grandeur
Demand
Demon Dirge
Demon Wings
Demoncall
Demonflesh
Demonhide
Demonic Blood Infusion (3.0)
Denounce
Depthsurge
Desecrate Battlefield
Desecrate
Desert Binding
Desert Diversion
Desiccate, Mass
Desiccate
Desiccating Bubble
Despoil
Destruction
Detect Aberration
Detect Animals or Plants
Detect Chaos
Detect Crossroads (3.0)
Detect Curse (3.0)
Detect Disease (3.0)
Detect Dragonblood
Detect Dragonmark
Detect Evil
Detect Favored Enemy
Detect Fire
Detect Ghost (3.0)
Detect Good
Detect Incarnum
Detect Law
Detect Magic
Detect Manifest Zone
Detect Metal and Minerals (3.0)
Detect Poison
Detect Scrying
Detect Secret Doors
Detect Ship
Detect Snares and Pits
Detect Taint
Detect Thoughts
Detect Undead
Detect Vestige
Detect Weaponry
Detonate
Detoxify
Devastate Undead (3.0)
Devastating Smite
Devil Blight
Devil’s Ego
Devil’s Eye
Devil’s Tail (3.0)
Devil’s Tongue (3.0)
Diamond Spray
Diamondsteel
Dictum
Dimension Door, Greater
Dimension Door
Dimension Hop
Dimension Jumper, Greater
Dimension Jumper
Dimension Leap
Dimension Shuffle
Dimension Step
Dimensional Anchor
Dimensional Lock
Diminish Breath Weapon
Diminish Plants
Dinosaur Stampede
Dire Hunger
Dirge of Discord
Dirge
Discern Bloodline
Discern Lies
Discern Location
Discern Shapechanger
Discolor Pool
Discordant Malediction
Disguise Self
Disguise Ship
Disguise Undead
Disintegrate
Disk of Solar Vengeance
Dismissal
Disobedience
Dispel Chaos
Dispel Cold
Dispel Evil
Dispel Fire
Dispel Fog
Dispel Good
Dispel Law
Dispel Magic, Greater
Dispel Magic
Dispel Possession (3.0)
Dispel Silence
Dispel Taint (3.0)
Dispel Ward
Dispel Water
Dispelling Breath
Dispelling Screen, Greater
Dispelling Screen
Dispelling Touch
Displacement
Displacer Form
Disquietude
Disrupt Ectoplasm (3.0)
Disrupt Undead, Greater
Disrupt Undead
Disrupting Weapon
Dissonant Chant
Dissonant Chord
Distilled Joy
Distort Speech
Distort Summons (3.0)
Distort Weapon (3.0)
Distract Assailant
Distract
Distracting Ray
Distracting Shadows
Divest Essentia
Divination
Divine Agility
Divine Favor
Divine Flame (3.0)
Divine Insight
Divine Inspiration
Divine Interdiction
Divine Power
Divine Presence
Divine Protection
Divine Retaliation
Divine Retribution
Divine Sacrifice
Divine Storm (3.0)
Divine Zephyr (3.0)
Dolorous Blow
Dolorous Motes
Dominate Animal
Dominate Monster
Dominate Person
Dominate Vermin
Doom of the Seas
Doom Scarabs
Doom
Doomtide
Door of Decay
Door to Great Evil (3.0)
Doppelganger Transformation
Doublespeak
Doublestrike Arrow
Downdraft
Draconic Might
Draconic Polymorph
Dragon Ally, Greater
Dragon Ally, Lesser
Dragon Ally
Dragon Blight
Dragon Breath
Dragon Cloud
Dragonblood Affinity
Dragonblood Beast
Dragonblood Spell-Pact
Dragoncall
Dragoneye Rune
Dragonmark Demesne
Dragonmark Shield
Dragonmark Symbol
Dragonmark Whip, Greater
Dragonmark Whip
Dragonmarked Weapon, Greater
Dragonmarked Weapon
Dragonshape, Least
Dragonshape, Lesser
Dragonshape
Dragonsight
Dragonskin
Drawmij’s Instant Summons
Dread Blast
Dread Word (3.0)
Dreaded Form of the Eye Tyrant
Dream Casting
Dream Lock, Mass
Dream Lock
Dream Sight
Dream Spirit
Dream Travel (3.0)
Dream Walk
Dream
Dreaming Puppet
Dridershape
Drifts of the Shalm
Drown, Mass
Drown
Drug Resistance (3.0)
Druid Grove (3.0)
Drums of War
Duelward
Dust to Dust
Dweomer of Transference
Dweomer Vortex
Eagle’s Splendor, Mass
Eagle’s Splendor
Early Twilight
Earth Glide
Earth Hammer
Earth Lock
Earth Reaver
Earthbind
Earthbolt
Earthen Grace
Earthen Grasp
Earthfast
Earthquake
Ease of Breath
Ease Pain
Easy Climb
Easy Math (3.0)
Easy Trail
Ebon Eyes
Ebon Ray of Doom
Echo Skull
Ectoplasmic Armor
Ectoplasmic Decay (3.0)
Ectoplasmic Enhancement (3.0)
Ectoplasmic Feedback
Ectoplasmic Web (3.0)
Eilistraee’s Grace
Eilistraee’s Moonfire
Eladrin Form
Elation
Electric Jolt
Electric Vengeance, Greater
Electric Vengeance
Elemental Body
Elemental Burst
Elemental Eye
Elemental Swarm
Elemental Ward
Elminster’s Effulgent Epuration
Embrace of Endless Day
Embrace the Dark Chaos
Embrace the Wild
Emerald Burst
Emerald Flame Fist
Emotion (3.0)
Empyreal Ecstasy
End to Strife
Endless Slumber
Endure Elements
Enduring Flight
Enduring Scrutiny
Energetic Healing
Energize Potion
Energized Shield, Lesser
Energized Shield
Energy Absorption
Energy Aegis
Energy Buffer (3.0)
Energy Drain
Energy Ebb
Energy Immunity
Energy Surge, Greater
Energy Surge, Lesser
Energy Surge
Energy Transformation Field
Energy Vortex
Energy Vulnerability
Enervating Breath
Enervation
Engulfing Terror
Enhance Familiar
Enhance Wild Shape
Enhanced Shifting
Enlarge Person, Greater
Enlarge Person, Mass
Enlarge Person
Enlarge Weapon
Enrage Animal
Ensul’s Soultheft
Entangle
Entangling Dragonmark
Entangling Scarf
Entangling Staff
Enthrall
Entice Gift
Entomb
Entropic Shield, Mass
Entropic Shield
Enveloping Cocoon
Epidemic (3.0)
Eradicate Earth
Erase
Erupt
Escalating Enfeeblement
Essence of the Dragon
Essence of the Raptor
Essentia Lock
Estanna’s Stew
Eternity of Torture (3.0)
Ether Blast (3.0)
Ethereal Alarm (3.0)
Ethereal Breath
Ethereal Chamber
Ethereal Jaunt
Ethereal Mount
Etherealness, Swift
Etherealness
Evacuation Rune
Evard’s Black Tentacles
Evard’s Black Tentacles
Evard’s Menacing Tentacles
Evergreen
Evil Eye (3.0)
Evil Glare
Evil Weather (3.0)
Exacting Shot
Exalted Fury
Exalted Raiment
Excavate
Execration
Exorcism
Expeditious Retreat, Swift
Expeditious Retreat
Explosive Cascade
Explosive Pinecone
Explosive Rune Field
Explosive Runes
Expose the Dead
Expunge the Supernatural
Extend Shifting
Extend Tentacles
Extract Drug (3.0)
Extract Gift
Extract Water Elemental
Eye of Power
Eye of Stone
Eye of the Beholder (3.0)
Eye of the Hurricane
Eyebite
Eyes of the Avoral
Eyes of the King
Eyes of the Oracle
Eyes of the Zombie (3.0)
Fabricate
Faerie Fire
Faerinaal’s Hymn
Faith Healing Wand
Faith Healing
False Bravado (3.0)
False Gravity
False Lie
False Life
False Peacebond
False Sending (3.0)
False Vision
Familial Geas
Familiar Pocket
Familiar Refuge
Fanfare (3.0)
Fang Trap
Fangs of the Vampire King
Fantastic Machine, Greater
Fantastic Machine
Fatal Flame
Favor of The Martyr
Favor of Tymora
Favor of Yathagjera (3.0)
Favorable Sacrifice
Favorable Wind
Fear
Fearsome Grapple
Feast of Champions
Feather Fall
Feathers (3.0)
Feeblemind
Feign Death (3.0)
Fell the Greatest Foe
Ferocity of Sanguine Rage
Fetid Breath (3.0)
Fever Dream
Field of Ghouls
Field of Icy Razors
Field of Resistance
Fiendform
Fiendish Clarity
Fiendish Quickening (3.0)
Fierce Pride of the Beastlands
Fiery Eyes
Fiery Vision
Filter (3.0)
Fimbulwinter
Find Temple
Find the Gap
Find the Path
Find Traps
Finding the Center
Fine-Tuning (3.0)
Finger of Agony
Finger of Death
Fins to Feet
Fire and Brimstone
Fire Breath
Fire Eyes (3.0)
Fire in the Blood
Fire Seeds
Fire Shield, Mass
Fire Shield
Fire Shuriken
Fire Spiders
Fire Storm
Fire Stride
Fire Trap
Fire Wings
Fireball
Firebrand
Fireburst, Greater
Fireburst
Fires of Purity
Firestride Exhalation
Fireward
Fist of Stone
Flambound Weapon
Flame Arrow
Flame Blade
Flame Dagger
Flame of Faith
Flame Strike
Flame Whips
Flamebound Symbols
Flaming Sphere
Flare
Flash-Freeze
Flashburst
Flashflood
Flaying Tendrils
Flaywind Burst
Fleeting Fortune
Flensing
Flesh Armor (3.0)
Flesh Ripper (3.0)
Flesh to Ice
Flesh to Salt, Mass
Flesh to Salt
Flesh to Stone
Fleshbound
Fleshshiver
Flexform
Flight of the Dragon
Float
Flowsight
Fly, Mass
Fly, Swift
Fly
Focus Touchstone Energy
Focusing Chant
Foebane
Fog Cloud
Follow the Leader (3.0)
Fool’s Gold
Footsteps of the Divine
Forbiddance
Forbidden Speech (3.0)
Force Chest
Force Claw
Force Hammer
Force Ladder
Force Missiles
Force Shapechange
Forcecage
Forced Incorporeality (3.0)
Forced Manifestation (3.0)
Forceward
Forcewave
Foresight
Forest Child
Forest Eyes
Forest Voice
Forestfold
Form of the Desert Hunter
Form of the Threefold Beast
Fortify Cold Creatures
Fortify Dragonmark
Fortify Familiar
Fortify Metal or Stone
Fortissimo (3.0)
Fortunate Fate
Foundation of Stone
Fox’s Cunning, Mass
Fox’s Cunning
Fracturing Weapon
Freedom of Breath
Freedom of Movement
Freedom
Freeze Armor
Freeze
Freezing Fog
Freezing Glance
Friend to Foe
Friendly Face
Friendly Fire
Frost Breath
Frost Weapon
Frostbite
Frostburn, Lesser
Frostburn, Mass
Frostburn
Frostfell Slide
Frostfell
Fugue
Furnace Within
Fuse Arms
Fuse Sand
G’elsewhere Chant
Gaseous Form
Gate
Gaze Screen
Geas, Lesser
Geas/Quest
Gedlee’s Electric Loop
Gelid Blood
Gem Tracer
Gembomb
Gemjump
General of Undeath
Genius Loci
Gentle Repose
Getaway (3.0)
Ghorus Toth’s Metal Melt
Ghost Bane Weapon (3.0)
Ghost Companion (3.0)
Ghost Lantern
Ghost Light
Ghost Lock (3.0)
Ghost Pipes
Ghost Sound
Ghost Touch Armor
Ghost Touch Weapon
Ghost Trap
Ghost Venom (3.0)
Ghostform
Ghostharp
Ghostly Reload
Ghostly Tail
Ghoul Gauntlet
Ghoul Gesture
Ghoul Glyph
Ghoul Light
Ghoul Touch
Giant Size
Giant Vermin
Giant’s Wrath
Girallon’s Blessing
Glacial Globe of Invulnerability
Glacial Ward, Greater
Glacial Ward
Glacier
Glass Strike
Glaze Lock
Glibness
Glimpse of Eternity
Glimpse of the Prophecy
Glimpse of Truth (3.0)
Glitterdust
Globe of Invulnerability, Lesser
Globe of Invulnerability
Glorious Master of the Elements
Glorious Raiment
Glory of the Martyr
Glossolalia
Glowing Orb
Glyph of Turning (3.0)
Glyph of Warding, Elder
Glyph of Warding, Greater
Glyph of Warding
Gnome Blight
Golden Barding
Golden Dragonmail
Golem Immunity
Golem Strike
Good Hope
Goodberry
Grasping Wall
Grave Strike
Graz’zt’s Long Grasp (3.0)
Grease
Great Thunderclap
Great Worm of the Earth
Green Blockade (3.0)
Greenfire
Grim Revenge (3.0)
Grimwald’s Graymantle
Guardian Spirit, Mass
Guardian Spirit
Guards and Wards
Guidance
Guided Path
Guided Shot
Guiding Light
Gust of Wind
Gutsnake
Gutwrench (3.0)
Haboob
Hail of Ectoplasm (3.0)
Hail of Stone
Hailstones
Halaster’s Blacksphere
Halaster’s Fetch I
Halaster’s Fetch II
Halaster’s Fetch III
Halaster’s Fetch IV
Halaster’s Fetch V
Halaster’s Fetch VI
Halaster’s Image Swap
Halaster’s Light Step
Halaster’s Shaking Hand
Halaster’s Teleport Cage
Hallow
Hallucinatory Terrain
Halo of Sand
Halt Deathless
Halt Undead
Halt
Hamatula Barbs
Hammer of Righteousness
Hand of Divinity
Hand of the Faithful
Handfang
Handfire
Hardening
Harm, Greater
Harm, Mass
Harm
Harmonic Chorus
Harmonic Void
Harmonize, Greater
Harmonize
Harmony
Harrier (3.0)
Haste, Swift
Haste
Haunt Shift
Haunting Tune
Hawkeye
Haze of Smoldering Stone
Heal Animal Companion
Heal Mount
Heal, Mass
Heal
Healer’s Vision
Healing Circle
Healing Lorecall
Healing Spirit
Healing Sting
Healing Touch
Healthful Rest
Heart of Air
Heart of Earth
Heart of Fire
Heart of Stone
Heart of Water
Heart Ripper
Heart’s Ease
Heartache (3.0)
Heartclutch (3.0)
Heartfire
Heartfreeze
Heat Drain
Heat Leech
Heat Metal
Heatstroke
Heaven’s Trumpet
Heavenly Host
Heavenly Lightning Storm
Heavenly Lightning
Hell’s Power (3.0)
Hellfire Storm
Hellfire
Hellish Horde
Helping Hand
Herald’s Call
Hero’s Blade
Heroes’ Feast
Heroics
Heroism, Greater
Heroism
Hesitate
Hibernal Healing
Hibernate
Hidden Truename
Hidden Ward
Hide from Animals
Hide from Dragons, Dragonmark
Hide from Dragons
Hide from Undead
Hide Life (3.0)
Hide the Path
Hindsight
Hiss of Sleep
Hoard Gullet
Hoard Life
Hold Animal
Hold Monster, Mass
Hold Monster
Hold Person, Mass
Hold Person
Hold Portal
Holy Aura
Holy Fire Shield
Holy Fire
Holy Mount
Holy Smite
Holy Spurs
Holy Star
Holy Storm
Holy Sword
Holy Transformation, Lesser
Holy Transformation
Holy Word
Honorable Weapon
Hood of the Cobra
Horrible Taste
Horrid Sickness
Horrid Wilting
Horror of the Spoken Name
Horse’s Nose
Hound of Doom
Howling Chain
Humanoid Essence, Greater
Humanoid Essence, Lesser
Humanoid Essence
Hungry Gizzard
Hunter’s Eye
Hunter’s Mercy
Hunters of Hades
Hurl
Hurtling Stone
Hydrate
Hymn of Praise
Hypnotic Pattern
Hypnotism
Hypothermia
I Smell Your Fear (3.0)
Ice Assassin
Ice Axe
Ice Blast
Ice Burst (3.0)
Ice Castle
Ice Claw
Ice Dagger
Ice Darts
Ice Gauntlet
Ice Knife
Ice Rift
Ice Shape
Ice Shield
Ice Ship
Ice Skate
Ice Slick
Ice Storm
Ice to Flesh
Ice Web
Iceberg
Icelance
Icicle
Iconic Manifestation
Icy Claw
Identify Transgressor (3.0)
Identify
Ignite Dragonmark
Illusion Purge
Illusory Feast
Illusory Pit
Illusory Script
Illusory Wall
Ilyykur’s Mantle
Imbue Familiar with Spell Ability
Imbue with Spell Ability
Immediate Assistance
Impede Sun’s Brilliance
Impede
Impeding Stones
Imperious Glare
Implacable Pursuer
Implosion
Impotent Possessor (3.0)
Imprison Possessor (3.0)
Imprison Soul
Imprisonment
Improvisation
Incarnate Construct (3.0)
Incarnum Apotheosis
Incarnum Arc
Incarnum Bladestorm
Incarnum Vigor
Incarnum Weapon
Incendiary Cloud
Incendiary Slime
Incendiary Surge
Incite Riot
Incite
Incorporeal Disharmonics (3.0)
Incorporeal Enhancement
Incorporeal Nova
Increase Virulence
Indifference (3.0)
Indomitability
Inevitable Defeat
Infallible Servant
Infernal Threnody
Infernal Transformation, Lesser
Infernal Transformation
Infernal Wound
Inferno
Infestation of Maggots
Inflict Critical Wounds, Mass
Inflict Critical Wounds
Inflict Light Wounds, Mass
Inflict Light Wounds
Inflict Minor Wounds
Inflict Moderate Wounds, Mass
Inflict Moderate Wounds
Inflict Serious Wounds, Mass
Inflict Serious Wounds
Inhibit
Inky Cloud
Inner Beauty
Inquisition
Insanity
Insect Plague
Insidious Insight
Insidious Rhythm
Insidious Suggestion
Insight of Good Fortune
Insightful Feint
Insignia of Alarm
Insignia of Blessing
Insignia of Healing
Insignia of Warding
Inspirational Boost
Inspired Aim
Instant Diversion
Instant Locksmith
Instant of Power
Instant Refuge
Instant Search
Intensify Manifest Zone
Interfaith Blessing
Interminable Echo
Internal Fire
Interplanar Message
Interplanar Telepathic Bond
Invest Heavy Protection
Invest Light Protection
Invest Moderate Protection
Investiture of the Amnizu
Investiture of the Barbed Devil
Investiture of the Bearded Devil
Investiture of the Chain Devil
Investiture of the Erinyes
Investiture of the Harvester Devil
Investiture of the Hellfire Engine
Investiture of the Horned Devil
Investiture of the Ice Devil
Investiture of the Malebranche
Investiture of the Narzugon
Investiture of the Orthon
Investiture of the Pit Fiend
Investiture of the Spined Devil
Investiture of the Steel Devil
Invisibility Purge
Invisibility Sphere
Invisibility to Animals (3.0)
Invisibility to Enemies (3.0)
Invisibility to Spirits
Invisibility, Greater
Invisibility, Mass
Invisibility, Superior
Invisibility, Swift
Invisibility
Invoke Magic
Invoke the Cerulean Sign
Involuntary Shapeshifting
Invulnerability to Elements (3.0)
Irian’s Light
Iron Body
Iron Bones
Iron Construct
Iron Scarf
Iron Silence
Ironguard, Lesser
Ironguard
Ironguts
Ironthunder Horn
Ironwood
Irresistible Dance
Irresistible Force (3.0)
Ivory Flesh
Jade Aura (3.0)
Jade Strike (3.0)
Jagged Tooth
Jaws of the Moray
Jaws of the Wolf
Jet of Steam
Jhanifer’s Deliquescence
Jig of the Waves
Joyful Noise
Jump, Mass
Jump
Jumpgout
Jungle’s Rapture
Junglerazer
Justice of the Wyrm King
Karmic Aura
Karmic Backlash
Karmic Retribution
Keen Edge
Kelgore’s Fire Bolt
Kelgore’s Grave Mist
Kelpstrand
Khelben’s Dweomerdoom
Khelben’s Suspended Silence
Khyber Trap
Kiss of Death (3.0)
Kiss of Draconic Defiance
Kiss of the Toad
Kiss of the Vampire
Knife Spray (3.0)
Knight Unburdened
Knight’s Move
Knock
Know Bloodline
Know Direction
Know Greatest Enemy
Know Motivation (3.0)
Know Opponent
Know Protections (3.0)
Know the Shadows (3.0)
Know Vulnerabilities
Kuo-Toa Skin
Kyristan’s Malevolent Tentacles
Laeral’s Crowning Touch
Laeral’s Cutting Hand
Laeral’s Silver Lance
Lahm’s Finger Darts (3.0)
Land Womb
Languor
Lantern Light
Laogzed’s Breath
Lash of Force
Last Breath
Last Judgment
Lastai’s Caress
Launch Bolt
Launch Item
Lava Missile
Lava Splash
Lawful Sword
Lay of the Land
Leap Into Animal
Leech Ghost Skill (3.0)
Leech Undeath
Legend Lore
Legion of Sentinels
Leomund’s Billet
Leomund’s Hidden Lodge
Leomund’s Secret Chest
Leomund’s Secure Shelter
Leomund’s Spacious Carriage
Leomund’s Tiny Hut
Leomund’s Tiny Igloo
Leomund’s Trap
Leonal’s Roar
Levitate
Life Bolt
Life Ward
Life’s Grace
Lifebound
Light of Courage
Light of Faith
Light of Lunia
Light of Mercuria
Light of Purity
Light of Venya
Light of Venya
Light of Wisdom
Light of Xymor
Light
Lightfoot
Lightning Blade
Lightning Bolt
Lightning Fog
Lightning Leap
Lightning Ring
Limited Wish
Lingering Chorus
Lingering Flames
Linked Perception
Lion’s Charge
Lion’s Roar
Lionheart
Liquid Pain (3.0)
Listening Coin
Listening Lorecall
Lively Step
Liveoak
Living Prints
Living Undeath
Local Tremor
Locate City
Locate Creature
Locate Node
Locate Object
Locate Touchstone
Locate Water
Longstrider, Mass
Longstrider
Lookingglass (3.0)
Lord of the Sky
Lore of the Gods
Love Bite
Love’s Lament
Love’s Pain (3.0)
Low-Light Vision
Loyal Vassal
Lucent Lance
Lucky Streak
Lullaby
Luminous Armor, Greater
Luminous Armor
Luminous Assassin, Greater
Luminous Assassin, Lesser
Luminous Assassin
Luminous Gaze
Luminous Swarm
Mace of Odo
Maddening Scream
Maddening Whispers
Maelstrom
Maelstrom
Mage Armor, Greater
Mage Armor, Improved
Mage Armor, Mass
Mage Armor
Mage Burr
Mage Hand, Greater
Mage Hand
Magecraft
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Magic Circle against Taint (3.0)
Magic Convalescence
Magic Fang, Greater
Magic Fang, Superior
Magic Fang
Magic Jar
Magic Miasma
Magic Missile
Magic Mouth
Magic of the Dragonheart
Magic Savant
Magic Stone
Magic Vestment
Magic Weapon, Greater
Magic Weapon, Mass Greater
Magic Weapon, Mass
Magic Weapon
Magical Backlash
Magnetism
Mailed Might of the Magelords
Major Creation
Major Image
Make Manifest, Mass
Make Manifest
Make Whole
Malevolent Miasma
Mana Flux
Mandragora (3.0)
Manifest Death
Manifest Desire
Manifest Dragon Heritage, Greater
Manifest Dragon Heritage
Manifest Life
Manifest Nightmare
Manifestation of the Deity
Mantle of Chaos
Mantle of Evil
Mantle of Good
Mantle of Law
Mantle of Pure Spite
Mantle of the Fiery Spirit
Mantle of the Icy Soul
Mantle of the Slime Lord
Manyjaws
Mark of Doom
Mark of Judgment
Mark of Justice
Mark of Sin
Mark of the Enlightened Soul
Mark of the Hunter
Mark of the Outcast
Mark of the Unfaithful
Mark of the Wild
Marked Object
Marked Pulse
Mask Aberrant Dragonmark
Mask of the Ideal
Masochism (3.0)
Master Air
Master Cavalier
Master Earth
Master of the Rolling River (3.0)
Master’s Lament
Master’s Touch
Mastery of the Sky
Maw of Chaos
Maw of Stone
Maze
Mechanus Mind
Megalodon Empowerment
Meld into Ice
Meld into Stone
Melf’s Acid Arrow
Melf’s Slumber Arrows
Melf’s Unicorn Arrow
Melt
Memory Rot
Mending
Mental Pinnacle
Mental Strength (3.0)
Mental Weakness (3.0)
Mephit Mob
Mesmerizing Glare
Message
Metal Fang
Metal Skin
Meteor Swarm
Meteoric Strike
Miasma of Entropy
Miasma
Might of the Oak (3.0)
Mighty Wallop, Greater
Mighty Wallop
Mimicry
Mind Blank
Mind Bond
Mind Fog
Mind of the Labyrinth
Mind Poison
Mindburn
Mindfrost
Mindless Rage
Mindrape (3.0)
Minor Creation
Minor Disguise
Minor Image
Minute Form
Miracle
Mirage Arcana
Mirror Image, Greater
Mirror Image
Mirror Sending (3.0)
Mirror Walking (3.0)
Misdirection
Miser’s Envy
Mislead
Misrepresent Alignment
Modify Memory
Mold Touch
Molten Strike
Moment of Clarity
Moment of Prescience
Monstrous Thrall
Moon Blade
Moon Bolt
Moon Lust
Moon Path
Moon Path
Moonbeam
Moonbow
Moonfire
Moonweb
Moral Facade
Morality Undone
Mordenkainen’s Buzzing Bee
Mordenkainen’s Capable Caravel
Mordenkainen’s Disjunction
Mordenkainen’s Faithful Hound
Mordenkainen’s Lucubration
Mordenkainen’s Magnificent Mans
Mordenkainen’s Private Sanctum
Mordenkainen’s Sword
Mordenkainen’s Trusted Bloodho
Mortal Wound (3.0)
Mount
Mountain Stance
Move Earth
Move Snow and Ice
Mudslide
Mummify
Murderous Mist
Mycontil’s Last Resort
Mysterious Redirection
Mystic Aegis
Mystic Lash
Mystic Shield
Mystic Surge
Nar Fiendbond
Nature’s Avatar
Nature’s Balance
Nature’s Favor
Nature’s Purity
Nature’s Rampart
Nature’s Wrath
Naturewatch
Nauseating Breath
Nchaser’s Glowing Orb
Near Horizon
Necrotic Awareness
Necrotic Bloat
Necrotic Burst
Necrotic Curse
Necrotic Cyst
Necrotic Domination
Necrotic Empowerment
Necrotic Eruption
Necrotic Scrying
Necrotic Skull Bomb
Necrotic Termination
Necrotic Tumor
Negative Energy Aura
Negative Energy Burst (3.0)
Negative Energy Ray (3.0)
Negative Energy Wave (3.0)
Nerveskitter
Net of Shadows
Nether Trail (3.0)
Neutralize Poison
Nezram’s Amethyst Aura
Nezram’s Emerald Energy Shield
Nezram’s Sapphire Screen of Shiel
Night’s Caress
Night’s Mantle (3.0)
Nightmare Lullaby
Nightmare Terrain
Nightmare
Nightshield
Nightstalker’s Transformation
Nimbus of Light
Nixie’s Grace
Node Door
Node Genesis
Node Lock
Nondetection
Numbing Sphere
Nybor’s Gentle Reminder
Nybor’s Mild Admonishment
Nybor’s Stern Reproof
Nystul’s Magic Aura
Oath of Blood
Obedient Avalanche
Obscure Object
Obscuring Mist
Obscuring Snow
Omen of Peril
One Mind, Greater
One Mind, Lesser
One Mind
One with the Land
Ooze Puppet
Opalescent Glare
Open Greater Chakra
Open Least Chakra
Open Lesser Chakra
Open/Close
Opportune Dodge
Orb of Acid, Lesser
Orb of Acid
Orb of Cold, Lesser
Orb of Cold
Orb of Dancing Death
Orb of Electricity, Lesser
Orb of Electricity
Orb of Fire, Lesser
Orb of Fire
Orb of Force
Orb of Sound, Lesser
Orb of Sound
Order’s Wrath
Otiluke’s Freezing Sphere
Otiluke’s Resilient Sphere
Otiluke’s Suppressing Field
Otiluke’s Telekinetic Sphere
Otto’s Imperative Ambulation
Otto’s Irresistible Dance
Otto’s Resistible Dance (3.0)
Otyugh Swarm
Overland Flight
Overwhelm
Overwhelming Revelations
Owl’s Insight
Owl’s Wisdom, Mass
Owl’s Wisdom
Pacification
Pact of Martyrdom
Pact of Return
Pain
Painful Echoes
Painless Death (3.0)
Palarandusk’s Fire Breath
Pall of Twilight
Panacea
Parboil
Parching Touch
Pass through Ice
Pass Without Trace
Passage of the Shifting Sands
Passwall
Path of Frost
Path of the Exalted
Pavilion of Grandeur
Peacebond
Peaceful Serenity of Io
Pebble Wind
Percussion (3.0)
Perfect Summons
Perinarch, Planar
Perinarch
Permanency
Permanent Image
Permeable Form
Persistence of the Waves (3.0)
Persistent Image
Persuade to Manifest (3.0)
Pestilence (3.0)
Phantasmal Assailants
Phantasmal Decoy
Phantasmal Disorientation
Phantasmal Injury
Phantasmal Killer
Phantasmal Strangler
Phantasmal Thief
Phantasmal Wasting
Phantom Battle
Phantom Bear
Phantom Charge
Phantom Foe
Phantom Guardians
Phantom Plow (3.0)
Phantom Stag
Phantom Steed
Phantom Threat
Phantom Wolf
Phase Door
Phieran’s Resolve
Phoenix Fire
Plague Carrier (3.0)
Plague of Nightmares (3.0)
Plague of Rats
Plague of Undead
Plague
Planar Ally, Greater
Planar Ally, Lesser
Planar Ally
Planar Binding, Greater
Planar Binding, Lesser
Planar Binding
Planar Bubble
Planar Exchange, Greater
Planar Exchange, Lesser
Planar Exchange
Planar Navigation
Planar Tolerance
Plane Shift, Greater
Plane Shift
Plant Body
Plant Growth
Platinum Ray
Pleasant Visage (3.0)
Pocket Cave
Poison Needles
Poison Thorns
Poison Vines
Poison
Polar Ray
Polymorph Any Object
Polymorph
Portal Alarm, Improved
Portal Alarm
Portal Barricade
Portal Beacon
Portal Reformat
Portal Stabilization
Portal View
Portal Well
Portal-to-Portal Redirect
Positive Energy Aura
Positive Energy Protection (3.0)
Possess (3.0)
Possess Animal
Power Leech (3.0)
Power Sight (3.0)
Power Word Blind
Power Word Deafen
Power Word Disable
Power Word Distract
Power Word Fatigue
Power Word Kill
Power Word Maladroit
Power Word Nauseate
Power Word Pain
Power Word Petrify
Power Word Sicken
Power Word Stun
Power Word Weaken
Pox
Prayer
Precipitate Breach
Precipitate Complete Breach
Predator’s Cry
Preserve Ectoplasm (3.0)
Preserve Organ (3.0)
Pressure Sphere
Prestidigitation
Price of Loyalty
Prickling Torment
Primal Form
Primal Hunter
Primal Instinct
Primal Senses
Primal Speed
Prismatic Aura
Prismatic Bow
Prismatic Deluge
Prismatic Eye
Prismatic Mist
Prismatic Ray
Prismatic Sphere
Prismatic Spray
Prismatic Wall
Probe Thoughts
Produce Flame
Profane Item
Programmed Amnesia
Programmed Image
Project Image
Pronouncement of Fate
Proper State (3.0)
Protection from All Elements (3.0)
Protection from Arrows
Protection from Chaos
Protection from Charm
Protection from Desiccation
Protection from Dessication
Protection from Energy
Protection from Evil
Protection from Good
Protection from Incarnum
Protection from Law
Protection from Negative Energy
Protection from Positive Energy
Protection from Possession (3.0)
Protection from Spells
Protection from Spirits (3.0)
Protection from Taint (3.0)
Protection from Winged Flyers
Protective Interposition
Protégé
Proud Arrogance
Prying Eyes, Greater
Prying Eyes
Psychic Poison (3.0)
Psychic Turmoil, Greater
Psychic Turmoil
Pulse of Hate
Puppeteer
Purify Food and Drink
Pyrotechnics
Quench
Quick March
Quick Potion
Quickshift
Quickswim
Quill Blast
Quillfire
Radiance
Radiant Assault
Radiant Fog
Radiant Shield
Rage
Raging Flame
Rain of Black Tulips
Rain of Embers
Rain of Needles
Rain of Roses
Rain of Spines
Rainbow Beam
Rainbow Blast
Rainbow Pattern
Raise Dead
Raise from the Deep
Raise Ghost (3.0)
Raise Ice Forest
Ram’s Might
Random Action (3.0)
Rapid Burrowing
Raptor Cloud
Raptor’s Sight
Rapture of Rupture (3.0)
Rapture of the Deep
Rary’s Arcane Conversion
Rary’s Mnemonic Enhancer
Rary’s Telepathic Bond
Ravage
Ravenous Darkness
Ray Deflection
Ray of Clumsiness
Ray of Deanimation
Ray of Dizziness
Ray of Enfeeblement
Ray of Entropy
Ray of Exhaustion
Ray of Flame
Ray of Frost
Ray of Hope
Ray of Ice
Ray of Light
Ray of Resurgence
Ray of Retaliation
Ray of Sickness
Ray of Stupidity
Ray of the Python
Ray of Weakness
Razorfangs
Razorscales
Reachwalker’s Wariness
Read Magic
Reality Blind (3.0)
Reality Maelstrom
Reanimation
Reaving Aura
Reaving Dispel
Rebirth of Iron
Rebuke, Final
Rebuke, Greater
Rebuke
Rebuking Breath
Reciprocal Gyre
Recitation
Red Fester (3.0)
Red Tide
Redirect Spell
Reduce Animal
Reduce Person, Greater
Reduce Person, Mass
Reduce Person
Reflective Disguise, Mass
Reflective Disguise
Refreshment
Refuge
Refusal
Regal Procession
Regenerate
Regroup
Reincarnate
Rejection
Rejuvenating Light
Rejuvenation Cocoon
Rejuvenative Corpse
Remorseless Charm
Remove Addiction
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove Fatigue
Remove Fear
Remove Nausea
Remove Paralysis
Remove Scent
Rend Essentia
Rend Shadow Weave
Renewal Pact
Renewed Vigor
Repair Critical Damage
Repair Light Damage
Repair Minor Damage
Repair Moderate Damage
Repair Serious Damage
Repel Ectoplasm (3.0)
Repel Metal or Stone
Repel Vermin
Repel Wood
Repelling Shield
Replicate Casting
Repulsion
Resinous Tar
Resist Energy, Mass
Resist Energy
Resist Planar Alignment
Resist Taint
Resistance, Greater
Resistance, Superior
Resistance
Resonating Agony
Resonating Bolt
Resonating Resistance (3.0)
Resounding Thunder
Resounding Voice
Restful Slumber
Restoration, Greater
Restoration, Lesser
Restoration, Mass
Restoration
Restore Soul’s Treasure
Resurgence, Mass
Resurgence
Resurrection
Retributive Enervation
Retributive Image
Return to Nature
Returning Weapon
Reveille
Revelation
Revenance
Reverse Arrows
Reverse Gravity
Revitalize Legacy, Greater
Revitalize Legacy, Least
Revitalize Legacy, Lesser
Revive Outsider
Revive Undead
Revivify
Rhino’s Rush
Ride of the Valenar
Righteous Aura
Righteous Burst
Righteous Exile
Righteous Fury
Righteous Fury
Righteous Glare
Righteous Might
Righteous Smite
Righteous Wrath of the Faithful
Rigor Mortis
Ring of Blades
Ring of Fire
Ritual of Renaming
Roar of the Waves
Rock Catch
Rockburst
Rooftop Strider
Rope Trick
Rosemantle
Rot of Ages
Rotting Curse of Urfestra (3.0)
Rouse
Ruby Ray of Reversal
Ruin Delver’s Fortune
Runic Marker
Rushing Waters
Rust Ray
Rusted Blade
Rusting Fog
Rusting Grasp
Sacred Guardian
Sacred Haven
Sacred Item
Sacrificial Skill (3.0)
Sadism (3.0)
Safe Clearing
Safety
Sakkratar’s Triple Strike
Saltray
Sanctify the Wicked
Sanctuary, Mass
Sanctuary
Sandblast
Sandform
Sandstorm
Sap Strength (3.0)
Sarcophagus of Stone
Scalding Mud
Scalding Touch
Scale Weakening
Scales of the Lizard
Scales of the Sealord
Scare
Scarecrow (3.0)
Scattergloom
Scattering Trap
Scatterspray
Scent
Scholar’s Touch
Scimitar of Sand
Scintillating Pattern
Scintillating Scales
Scintillating Sphere
Scorch
Scorching Ray
Scorpion Tail
Scourge of Force
Scourge
Scramble Portal
Scramble True Position
Screen
Scry Location
Scry Trap
Scrying, Greater
Scrying
Sculpt Sound
Sea Legs
Seal Portal
Searing Exposure
Searing Light
Second Wind
Secret Page
Secret Signs
Secret Weapon
Secure Corpse
See Invisibility
Seed of Life
Seed of Undeath, Greater
Seed of Undeath
Seek Eternal Rest
Seeking Ray
Seeming
Seething Eyebane (3.0)
Semblance of Life
Sending
Sense Heretic
Sense of the Dragon
Sense Weakness
Sensory Deprivation
Sentinel’s Watch
Sepia Snake Sigil
Sequester
Serene Visage
Serpent Arrow
Serpents of Theggeron (3.0)
Servant Horde
Sever Legacy
Shades
Shadow Arrow
Shadow Binding
Shadow Cache
Shadow Canopy (3.0)
Shadow Conjuration, Greater
Shadow Conjuration
Shadow Double
Shadow Evocation, Greater
Shadow Evocation
Shadow Form
Shadow Guardians
Shadow Hand
Shadow Landscape
Shadow Mask
Shadow of the Dark Queen
Shadow Phase
Shadow Radiance
Shadow Shroud
Shadow Spray
Shadow Tentacle, Greater (3.0)
Shadow Tentacle, Lesser (3.0)
Shadow Trap
Shadow Walk
Shadow Well
Shadowblast
Shadowfade
Shadowy Grappler
Shalantha’s Delicate Disk
Shambler
Shape Metal (3.0)
Shape of the Hellspawned Stalker
Shapechange
Shard Blessing Aura
Shard Storm
Share Husk
Share Talents
Shared Healing
Sharptooth
Shatter
Shatterfloor
Shelgarn’s Persistent Blade
Sheltered Vitality
Sherem Transformation (3.0)
Shield of Faith, Mass
Shield of Faith
Shield of Lathander, Greater
Shield of Lathander
Shield of Law
Shield of the Archons
Shield of Warding
Shield Other
Shield
Shieldbearer
Shifter Prowess
Shifting Paths
Shillelagh
Shivering Touch, Lesser
Shivering Touch
Shock and Awe
Shocking Grasp
Shockwave
Shout, Greater
Shout
Shrieking Blast
Shrink Item
Shriveling (3.0)
Shroud of Flame
Shroud of Undeath
Shuffle
Shun the Dark Chaos
Sicken Evil
Sign of Sealing, Greater
Sign of Sealing
Sign
Silence
Silent Image
Silent Portal
Silver Dragonmail
Silverbeard
Silvered Claws
Silvered Weapon
Simbul’s Skeletal Deliquescence (3.
Simulacrum
Sink
Sinsabur’s Baleful Bolt
Siphon
Siren’s Call
Sirine’s Grace
Skeletal Guard
Skin of the Cactus
Skin of the Steel Dragon
Skull Eyes
Skull of Secrets
Skull Watch
Skunk Scent
Skyline Runner
Slash Tongue (3.0)
Slashing Darkness
Slashing Dispel
Slay Living
Sleep Mote
Sleep
Sleet Storm
Slide, Greater
Slide
Slime Hurl
Slime Wave
Slime Wave
Slipsand
Slow Burn
Slow Consumption (3.0)
Slow
Smell of Fear
Smite Heretic
Smite of Sacred Fire
Smoke Ladder
Smoke Stairs
Smoky Confinement
Snake Barrier
Snake Darts
Snake’s Swiftness, Mass
Snake’s Swiftness
Snakebite
Snare Astral Traveler (3.0)
Snare
Snilloc’s Snowball
Sniper’s Eye
Sniper’s Shot
Snow Walk
Snow Wave
Snowball Swarm
Snowdrift
Snowshoes, Mass
Snowshoes
Snowsight
Snowsong
Snuff the Light
Soften Earth and Stone
Soldiers of Sanctity
Solid Fog
Solipsism
Song of Discord
Song of Festering Death (3.0)
Song of the Calling (3.0)
Songbird
Sonic Blast
Sonic Rumble
Sonic Shield
Sonic Snap
Sonic Weapon
Sonic Whip
Sonorous Hum
Sorrow (3.0)
Soul Bind
Soul Blight
Soul Boon
Soul Link
Soul of Anarchy
Soul of Light
Soul of Order
Soul of Shadow
Soul of the Waste
Soul Scour
Soul Shackles (3.0)
Soul Ward
Soul’s Treasure Lost (3.0)
Soulbanned Zone
Soulbleed
Soulmeld Blessing
Soulmeld Disjunction
Sound Burst
Sound Lance
Spark of Life
Sparkles
Spawn Screen
Speak to Allies
Speak with Animals
Speak with Anything (3.0)
Speak with Dead
Speak with Plants
Speaking Stones
Spear of Valarian
Spectral Dragon
Spectral Hand
Spectral Stag
Spectral Touch
Spectral Weapon
Speechlink
Speed of the Wind (3.0)
Speed Swim (3.0)
Spell Engine
Spell Enhancer
Spell Fangs
Spell Flower
Spell Haven
Spell Immunity, Greater
Spell Immunity, Lesser
Spell Immunity
Spell Matrix, Greater
Spell Matrix, Lesser
Spell Matrix
Spell Phylactery
Spell Resistance, Mass
Spell Resistance
Spell Shield
Spell Snare, Greater
Spell Snare
Spell Theft
Spell Turning
Spell Vulnerability
Spellcaster’s Bane
Spellmantle
Spellslayer Arrow
Spellsong, Lesser
Spellsong
Spellstaff
Sphere of Ultimate Destruction
Spider Climb
Spider Curse
Spider Form, Greater
Spider Form, Lesser
Spider Form
Spider Hand (3.0)
Spider Legs (3.0)
Spider Plague
Spider Poison
Spider Shapes
Spiderbind
Spiderform
Spiderskin
Spike Growth
Spike Stones
Spikes
Spirit Ally, Greater
Spirit Ally, Lesser
Spirit Ally
Spirit Binding, Greater
Spirit Binding, Lesser
Spirit Binding
Spirit Jaws
Spirit Needle
Spirit Self
Spirit Steed
Spirit Worm
Spiritual Advisor
Spiritual Cavalry
Spiritual Charger
Spiritual Chariot
Spiritual Guardian
Spiritual Weapon
Spiritwall
Spittle Spray (3.0)
Splinterbolt
Spontaneous Search
Spore Cloak (3.0)
Spore Field
Spores of the Vrock (3.0)
Spread of Contentment
Spread of Savagery (3.0)
Spring Sheath (3.0)
Spurn the Supernatural
Spymaster’s Coin
Srinshee’s Spell Shift
Stabilize
Stalking Brand
Stalking Spell (3.0)
Stalwart Pact
Stand Firm
Stand
Standing Wave
Starmantle
Stars of Arvandor
Stars of Mystra
Stars of Selune
Starvation
Statue
Status, Greater
Status
Stay the Hand
Steal Life (3.0)
Steal Size
Steal Summoning
Steam Breath
Steed of the Seas
Steeldance
Steelsting
Stick
Sticks and Stones
Sticky Fingers
Sticky Floor
Sticky Saddle
Stiffen
Stifle Spell
Sting Ray
Stinking Cloud
Stolen Breath
Stone Body
Stone Bones
Stone Construct
Stone Fist
Stone Metamorphosis, Greater
Stone Metamorphosis
Stone Shape, Greater
Stone Shape
Stone Shatter
Stone Sphere
Stone Spiders
Stone Storm
Stone Tell
Stone to Flesh
Stone Trap
Stone Walk
Stonefire
Stonehold
Stoneskin
Stony Grasp
Stop Heart (3.0)
Stored Lightning Bolt
Storm Mote
Storm of Elemental Fury
Storm of Fire and Ice
Storm of Needles
Storm of Shards
Storm of Vengeance
Storm Shield
Storm Touch
Storm Tower
Stormrage
Stormrunner’s Ward
Stormvoice
Stormwalk
Strategic Charge
Streamers
Strength of Stone
Strength of the Beast
Strength of the True Form
Stretch Weapon
Striking Fist
Stun Ray
Stunning Breath, Greater
Stunning Breath
Stunning Screech (3.0)
Stupor (3.0)
Subdue Aura
Sublime Revelry
Submerge Ship
Substitute Domain
Substitution (3.0)
Subvert Planar Essence
Sudden Aegis
Sudden Stalagmite
Suffer the Flesh
Suggestion, Mass
Suggestion
Summon Aspect of Bahamut
Summon Babau Demon
Summon Bearded Devil
Summon Bralani Eladrin
Summon Clockwork Mender Swa
Summon Component
Summon Desert Ally I
Summon Desert Ally II
Summon Desert Ally III
Summon Desert Ally IV
Summon Desert Ally IX
Summon Desert Ally V
Summon Desert Ally VI
Summon Desert Ally VII
Summon Desert Ally VIII
Summon Devoted Roc
Summon Dire Hawk
Summon Elemental Monolith
Summon Elementite Swarm
Summon Elysian Thrush
Summon Giants
Summon Golem
Summon Greater Elemental
Summon Holy Symbol
Summon Hound Archon
Summon Instrument
Summon Living Dragonmark
Summon Marked Homunculus
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster IX
Summon Monster IX
Summon Monster V
Summon Monster VI
Summon Monster VII
Summon Monster VIII
Summon Nature’s Ally I
Summon Nature’s Ally II
Summon Nature’s Ally III
Summon Nature’s Ally IV
Summon Nature’s Ally IX
Summon Nature’s Ally V
Summon Nature’s Ally VI
Summon Nature’s Ally VII
Summon Nature’s Ally VIII
Summon Pest Swarm
Summon Swarm
Summon Undead I
Summon Undead II
Summon Undead III
Summon Undead IV
Summon Undead V
Summon Warforged Champion
Summon Weapon
Summoning Wind
Sun Bolt
Sun Scepter
Sunbeam
Sunburst
Sunmantle
Sunrise
Sunstroke
Suppress Breath Weapon
Suppress Dragonmark
Suppress Flame
Suppress Glyph
Suppress Legacy
Suppress Magic
Sure Strike
Surefoot
Surefooted Stride, Mass
Surefooted Stride
Surelife
Surge of Fortune
Suspend Disease (3.0)
Suspension
Sustain
Swamp Lung
Swamp Stride
Sweet Water (3.0)
Swift Ready
Swim, Mass
Swim
Sword and Hammer, Greater
Sword and Hammer
Sword of Conscience
Sword of Darkness
Sword of Deception
Sword Stream (3.0)
Symbol of Death
Symbol of Fear
Symbol of Insanity
Symbol of Pain
Symbol of Persuasion
Symbol of Sleep
Symbol of Spell Loss
Symbol of Stunning
Symbol of Thirst
Symbol of Weakness
Sympathetic Vibration
Sympathy
Symphonic Nightmare
Synostodweomer
Tactical Precision
Tactical Teleportation
Tail Slap
Tail Sweep
Tainted Aura (3.0)
Targeting Ray
Tasha’s Hideous Laughter
Taunt Dragon
Telekinesis
Telepathic Aura
Telepathic Bond, Lesser
Telepathy Block
Telepathy Tap
Teleport Object
Teleport, Greater
Teleport
Teleportation Circle
Temporal Stasis
Tenacious Dispelling
Tenser’s Floating Disk, Greater
Tenser’s Floating Disk
Tenser’s Transformation
Tern’s Persistence
Terra Cotta Lion
Terra Cotta Warrior
Tetsubo of Earth
Thalassemia
That Art Thou (3.0)
Thaw
Theskyn’s Hearty Heave
Thin Air
Thorn Spray
Thornskin
Thousand Needles (3.0)
Threesteel
Thunder Field
Thunderhead
Thunderlance
Thunderous Roar
Thunderstroke
Thunderswarm (3.0)
Tidal Surge
Tidal Wave
Tiger’s Tooth
Time Stop
Tirumael’s Energy Spheres
Tojanida Sight
Tomb of Jade (3.0)
Tomb of Light
Tongue of Baalzebul (3.0)
Tongue Serpents (3.0)
Tongue Tendrils (3.0)
Tongues
Toothed Tentacle
Tormenting Thirst
Torrent of Tears
Tortoise Shell
Total Repair
Touch of Adamantine
Touch of Chaos
Touch of Fatigue
Touch of Idiocy
Touch of Jorasco
Touch of Juiblex (3.0)
Touch of Madness
Touch of Restoration
Touch of the Blackened Soul
Touch of the Graveborn
Touch of Vecna
Touch of Years
Touchstone Lightning
Towering Oak
Towering Thunderhead
Toxic Tongue
Toxic Weapon
Train Animal
Trait Removal
Trance (3.0)
Trance of the Verdant
Trance, Mass (3.0)
Transcend Mortality
Transcribe Symbol
Transference
Transfix
Transformation of the Deeps
Translocation Trick
Transmute Metal to Wood
Transmute Mud to Rock
Transmute Rock to Lava
Transmute Rock to Mud
Transmute Sand to Glass
Transmute Sand to Stone
Transmute Stone to Sand
Transport via Plants
Trap the Soul
Traveler’s Mount
Treacherous Weapon
Treasure Scent
Tree Healing
Tree Shape
Tree Stride
Tremor
Tremorsense
Triadspell
Trip Vine
Triple Mask
Trobriand’s Baleful Teleport
Trobriand’s Crystalbrittle
Trobriand’s Glassee
Trollshape
True Banishment
True Casting
True Creation
True Domination
True Prayer of the Chosen
True Prayer of the Faithful
True Reincarnate (3.0)
True Resurrection
True Seeing, Mass
True Seeing
True Strike
Truename Binding, Greater
Truename Binding, Lesser
Truename Binding
Truename Dispel
Tsunami
Tunnel Swallow
Turbidity
Turn Anathema
Twilight Luck
Tyche’s Touch
Unbind Chakra
Unbinding
Undead Bane Weapon
Undead Eyes
Undead Lieutenant
Undead Mask (3.0)
Undead Torch
Undeath after Death
Undeath to Death
Undeath’s Eternal Foe
Undeniable Gravity
Undermaster
Undersong
Understand Device
Undetectable Alignment
Undulant Innards
Undying Aura
Undying Vigor of the Dragonlords
Unearthly Beauty
Unearthly Heat
Unfailing Endurance (3.0)
Unfailing Terrain
Unfettered Grasp
Unfettered Heroism
Unhallow
Unheavened (3.0)
Unholy Aura
Unholy Beast
Unholy Blight
Unholy Storm
Unholy Sword
Unicorn Blood
Unicorn Heart
Unicorn Horn
Unity Wine
Unliving Weapon (3.0)
Unluck
Unmovable Object (3.0)
Unname
Unnerving Gaze (3.0)
Unseen Crafter
Unseen Servant, Mass
Unseen Servant
Unseen Strike
Unshape Soulmeld
Unyielding Form of Inevitable Dea
Unyielding Roots
Updraft
Urban Shield
Urchin’s Spines
Utterdark
Valiant Fury
Valiant Spirit, Mass
Valiant Spirit
Valiant Steed
Vampiric Touch
Vanish (3.0)
Vanishing Weapon
Vecna’s Malevolent Whisper
Veil of Shadow
Veil of Undeath
Veil
Vengeance Halo
Venom Bolt
Venomfire
Ventriloquism
Verraketh’s Shadow Crown (3.0)
Vertigo Field
Vertigo
Vestigewrack
Vigilant Slumber
Vigor, Greater
Vigor, Lesser
Vigor, Mass Lesser
Vigor
Vigorous Circle
Vile Death
Vile Lance (3.0)
Vine Mine
Vine Strike
Vipergout
Virtue
Visage of the Deity, Greater
Visage of the Deity, Lesser
Visage of the Deity
Viscid Glob
Vision of Entropy
Vision of Glory
Vision of Heaven
Vision of Punishment
Vision of the Omniscient Eye
Vision
Visions of the Future
Vital Strike
Vitrify
Vitriolic Sphere
Voice of the Dragon
Vortex of Teeth
Vulnerability
Wages of Sin
Wail of Doom
Wail of the Banshee
Wake Trailing
Walk the Mountain’s Path
Wall of Bones
Wall of Chains (3.0)
Wall of Chaos
Wall of Coldfire
Wall of Deadly Chains (3.0)
Wall of Dispel Magic
Wall of Ectoplasm (3.0)
Wall of Evil
Wall of Eyes (3.0)
Wall of Fire
Wall of Force
Wall of Gears
Wall of Gloom
Wall of Good
Wall of Greater Dispel Magic
Wall of Ice
Wall of Incarnum
Wall of Iron
Wall of Law
Wall of Light
Wall of Limbs
Wall of Magma
Wall of Moonlight
Wall of Ooze (3.0)
Wall of Pain
Wall of Salt
Wall of Sand
Wall of Scales
Wall of Smoke
Wall of Stone
Wall of Thorns
Wall of Vermin
Wall of Water
Wand Modulation
War Cry
War-Mount
Warcry
Warding Gems
Warning Shout
Warning
Warp Destiny
Warp Truename
Warp Wood
Waste Strider
Watchful Ancestors
Water Breathing
Water to Acid
Water to Poison
Water Walk
Waterball (3.0)
Waterspout
Wave Blessing
Wave of Grief
Wave of Pain (3.0)
Waves of Cold
Waves of Exhaustion
Waves of Fatigue
Weapon Bless (3.0)
Weapon of Energy
Weapon of Impact
Weapon of the Deity
Weapon Shift
Weather Eye
Web
Webfoot
Weighed in the Balance
Weight of Sin
Weird
Were-Doom (3.0)
Whelm, Mass
Whelm
Whelming Blast
When Two Become One (3.0)
Whip (3.0)
Whip of Thorns
Whirl of Fangs
Whirling Blade
Whirlwind of Teeth (3.0)
Whirlwind, Greater
Whirlwind
Whispercast
Whispering Flame
Whispering Sand
Whispering Wind
Whiteout
Wieldskill
Wild Instincts
Wild Runner
Willing Sacrifice
Wind at Back
Wind Tunnel
Wind Walk
Wind Wall
Wind’s Favor
Winding Alleys
Wingbind
Wingblast
Winged Mount
Winged Watcher
Wings of Air, Greater
Wings of Air
Wings of Bounding
Wings of Cover
Wings of Flurry
Wings of Swift Flying
Wings of the Sea
Winter Chill
Winter’s Embrace
Wish
Wither Limb
Wither
Withering Palm
Wood Rot
Wood Shape
Wood Wose
Wooden Blight
Woodland Veil
Woodwisp Arrow
Word of Balance
Word of Binding
Word of Chaos
Word of Genesis
Word of Recall
Words of the Kami
Wounding Whispers
Wrack Earth
Wrack
Wracking Touch
Wraithstrike
Wrathful Castigation
Wrathful Doom
Wreath of Flames
Wretched Blight (3.0)
Xorn Movement
Yakamo’s Anger (3.0)
Yari of Air
Yochlol Blessing
Yoke of Mercy
Zajimarn’s Field of Icy Razors (3.0
Zeal
Zealot Pact
Zone of Glacial Cold
Zone of Natural Purity
Zone of Peace
Zone of Respite
Zone of Revelation
Zone of Silence
Zone of Truth
: Mitigates the effects of the Dracorage.
: Target becomes an aberration.
: Take a supernatural ability from one target and transfer to another.
: Subject’s skin undergoes a horrible transformation.
: Shadow creatures take 1d6/level damage, shadow and darkness spells might be dispelled.
: Caster gains 25% chance of knowing information in a brain eaten.
: Caster gains 1/4 of a creature’s Str and Con when he eats it.
: Hide a weapon, gain a Bluff check with a +4 bonus on feint attempts when you draw it.
: You absorb targeted spell energy to power spells of your own.
: Summons demons to fight for you.
: As abyssal frenzy, but 1 creature/level.
: Regresses target to brutish, demonic version of itself.
: Caster gains +2 to Str, Con, Dex, and SR.
: Opens a rift in the ground, damaging creatures and structures.
: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
: Doubles weapon’s range increment.
: Cone of acid deals 1d6 damage/level (max 10d6).
: Fog deals acid damage.
: 20-ft radius cylinder deals 7d6 acid damage.
: Sheath of acid damages those who attack you, enhances acid spells.
: Orb deals 1d3 acid damage.
: Deals 1d6/level acid damage (max 15d6) in a 20-ft radius.
: Wings grant fly 60 ft., provide natural attacks.
: Target becomes addicted to a drug.
: One subject/CL can activate bonus on CL/Concentration/Int checks and Will saves, for 1 minute.
: Target can activate bonus on CL checks, Will saves, Concentration checks, and Int-based checks for 1 minute.
: Make fearful creatures friendly to you.
: Grants each of your summoned creatures +4 Str.
: Target follows your advice, even if complex or self-destructive.
: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
: You and four aarakocra summon a Large air elemental by performing a flying dance.
: Infects evil Target with chosen affliction.
: Inflicts the effects of the Dracorage on the subject.
: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).
: +1 on attack rolls and fear saves, 1d8 temporary hp +1/level (max +10).
: +10 bonus on Concentration checks for previously cast spell.
: Subjects can breathe air freely.
: Target treads on air as if solid (climb at 45-degree angle).
: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.
: Wards an area for 2 hours/level.
: As Alarm except you know type and number of creatures.
: As alarm, and it works on coexistent planes.
: Wards an area for 2 hours/level.
: Summons bebilith to deal with a demon.
: Grant bonuses to creatures of the cold subtype.
: Target believes he encountered you recently.
: You create a horn on your head that you can launch for 3d6 force damage.
: Allies’ natural weapons become good, evil, lawful, or chaotic.
: Natural weapon becomes good, evil, lawful, or chaotic.
: Allies’ weapons become good, evil, lawful, or chaotic.
: Weapon becomes good, evil, lawful, or chaotic.
: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment.
: You and your allies gain +30 ft. speed for 1 minute/level.
: Suppress team oriented effects.
: Target knows direction and distance to your location.
: Cause one creature to reroll any die roll.
: Assume form of a similar creature.
: Create a glowing banner and the sound of a horn blowing.
: Copy non-magical text.
: Target is trapped in stasis inside amber.
: Transform bardic music into background noise.
: Target becomes pudding-like and can slip through cracks quickly.
: Lowers Listen DC by 20.
: Reveals magical aspects of subject.
: Find a nearby portal and discover its properties.
: Find a nearby planar touchstone and discover its properties.
: Chaotic-aligned rain falls in 20-ft radius.
: Makes chaotic-aligned anarchic water.
: Break the divine link between your god and lower ranked members of your faith.
: Ancestral spirit deals 1d6/two levels damage (maximum 5d6), 1d6/level (maximum 10d6) to undead.
: Gain a +5 insight bonus on a single Knowledge check.
: Lawful good creature gains DR 5/evil.
: Blinds creatures within 20 ft., damages undead.
: Target takes -2 penalty on attack rolls.
: One animal/2 levels doubles in size.
: Sends a Tiny animal to a specific place.
: Animal shrinks in size.
: One ally/level polymorphs into chosen animal.
: One subject/CL can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.
: Target can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.
: Fascinates 2d6 HD of animals.
: Animal companion performs a trick.
: As animalistic power, but multiple subjects.
: Target gains +2 bonus to Str, Dex, and Con.
: Your breath weapon becomes an elemental.
: City structures attack, slow down enemies.
: Creates undead skeletons and zombies.
: Create a dread Warrior.
: Turn Small or smaller fire into animated object.
: Create a zombie that can infect others with zombie plague.
: Your instrument animates and plays by itself.
: Creates skeletons or zombies.
: Objects attack your foes.
: One or more plants animate and fight for you.
: Makes a rope move at your command.
: Siege weapon attacks your foes.
: You animate snow to attack foes.
: Turn Small or smaller quantity of water into animated object.
: Weapon animates and fights for you.
: You request your deity to send you the spirit of a good-aligned outsider.
: Turn Small or smaller wooden item into animated object.
: As antilife shell, but affecting ectoplasm.
: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
: Predict and delay the arrival of creatures teleporting into range by 1 round.
: Sphere hedges out cold creatures and protects you from cold.
: Protects Target from dragon attacks and magic.
: Allies gain bonus to AC and saves against dragons.
: Creatures within sphere gain immunity to fire damage.
: 10-ft field hedges out living creatures.
: Antimagic field that affects one creature.
: Negates magic within 10 ft.
: Target loses all magical powers.
: Object or location affected by spell repels certain creatures.
: Keeps animated plants at bay.
: As Anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level spell slot.
: You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level spell slot.
: All in a 10-mile radius/level take 10d6 damage.
: Target’s face looks terrifying; viewers may become shaken.
: Gain +10 bonus on Appraise checks.
: Take the form of a fish.
: Transform your foe into a tree, which temporarily animates and serves you.
: Line of electricity arcs between two creatures (1d6/level damage).
: Invisible floating eye moves 30 ft./round.
: Cast two spells without expending additional slots.
: Cast two spells you know without expending additional slots.
: Like arcane lock except you can attune multiple people.
: Magically locks a portal or chest.
: Inscribes a personal rune (visible or invisible).
: Aura of pure force can be wielded as melee weapon or hurled as area attack.
: This magically seals the target and attaches a mystical alarm to this location.
: Discern subject’s spellcasting ability and power level.
: As arcane sight, but also reveals magic effects on creatures and objects.
: Magical auras become visible to you.
: Reduce the casting time of your arcane spells.
: Targeted dispel magic on one subject, and Target loses one spell.
: Fog obscures vision and deals 4 cold damage/round.
: Calls powerful good outsiders to fight at your side.
: Target’s armor becomes restrictive, slowing movement to 10 ft.
: Shadow shroud gives +3 +1/4 levels (max +8) deflection AC, +2 on saves vs holy, good, or light effects.
: +2 to natural armor of vermin.
: Grow two additional arms.
: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
: Missile or thrown weapon gains +4 bonus, Target takes 3d6 damage +1/level (max +20) or is slain.
: You make one ranged attack against each foe within one range increment.
: Transform a masterwork arrow or bolt mid-flight into 2d4 masterwork missiles.
: Transform into a creature of cold.
: Drains moisture from a creature, possibly killing it and destroying its body.
: Hovering construct dehydrates a wounded creature.
: Take the form of an aspect of Tiamat.
: As lesser aspect, but gain wings, enhanced ability scores, and various resistances and immunities.
: You gain +4 Cha and resistance 10 to certain energy types.
: As lesser aspect, but you get celestial qualities.
: Change into bulette and gain some of its abilities.
: You take the form of a winter wolf.
: Take the form of an aspect of Bahamut.
: Gain bonuses from hybrid animal form.
: You change into a wolf and gain some of its abilities.
: Globe of pure darkness blocks all sight but your own.
: +10 bonus on CL checks to defeat one creature’s spell resistance.
: While on the Astral Plane, open a portal to a demi-plane so natural healing can occur.
: Projects you and companions onto the Astral Plane.
: Removes burden of misdeeds from subject.
: Attacks are drawn to the Target creature, dealing more damage.
: Grant creature temporary protection against overtly damaging planar traits.
: Your familiar becomes more powerful.
: +20 to the break DC of the object and doubles its hardness and HP.
: Target gains +2 to Str, Dex, and Con for 1 minute/level.
: Learns whether an action will be good or bad.
: Ignores 10 fire damage/round and extinguishes fires.
: Intense cold deals 2d6 damage to creatures within 10 ft.
: Intense cold deals 1d6 damage to creatures within 5 ft.
: All within 10 ft. gain evasion against breath weapons.
: Remove any fear effect from allies.
: You gain an aura of fear, or your frightful presence becomes more effective.
: Fills an area with light that damages undead and hampers magical darkness.
: Subjects gain +4 to Str, Dex, and Con.
: Ice and earth deal 1d6 damage/level.
: Reduce foe to half hp and stun, entangle in 20-ft radius from victim.
: Reduce foe to half hp and stun.
: Provides temporary protection against overtly damaging planar traits.
: Construct gains human-like sentience.
: A region of sand forms into a Huge, sentient creature.
: Target faces its sins, takes 1d6 non-lethal damage/level (10d6 max).
: Grant sentience to otherwise mindless undead.
: As awaken, but multiple creatures.
: Animal or tree gains human intellect.
: Transforms creature into an axiomatic creature.
: Lawful-aligned rain falls in 20-ft radius.
: Makes lawful-aligned axiomatic water.
: Evil creatures are blinded for 1 round and take 1d6 damage/2 levels.
: Multiple targets gain spell resistance.
: Secrete a body-covering acid that damages attacking foes.
: Wooden-hafted weapon strikes wielder.
: Fire resistance 10, spell turning with respect to fire descriptor spells targeting you.
: Target takes damage if it uses spells against another creature.
: +4 bonus on Balance checks; Balance on impossible surfaces.
: Target has 50% chance of failure on attacks and spells.
: Transforms Target into harmless animal.
: Two subjects switch places.
: Energy ball deals 1d6/level electricity damage.
: Your flaming body damages foes in grapple.
: Metallic bands immobilize or entangle target for 1 round/level.
: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.
: Enemies suffer -1 attack, -1 on saves against fear.
: Target loses dragonmark for 1 day/level.
: Banishes 2 HD/level of extraplanar creatures.
: Destroy target corpse, potentially preventing its return to life.
: Grants +2 (or higher) enhancement to natural armor.
: Touched creature gains bonus while charging.
: Acts as minor globe of invulnerability and double-strength magic circle against evil.
: Deals 1d6 damage plus bull rush.
: Allies can reroll one Will save/round.
: Creates an area of doom on the battlefield.
: Gain bonus on attack, save; bardic music effects extended.
: Create trench or berm.
: Improve light in 80-ft radius cylinder.
: Sense and counter spellcasting within 100 ft.
: Targets take -2 penalty on saving throws, attack rolls, and weapon damage rolls to grant you benefits.
: As bear’s endurance, affects one subject/level.
: Target gains +4 to Con for 1 minute/level.
: One ally/level +4 Strength and +1d4/level HP.
: Your hands become slashing natural weapons.
: Target fights without penalty while disabled or dying.
: Animals and beasts think Target is one of them.
: Target gain poisonous bite and sundering claw attacks.
: Force a creature to approach you against its will.
: Force a humanoid to approach you against its will.
: Lures target creature closer to you.
: Summon a mischievous spirit to torment your enemy.
: Large amount of water becomes poisonous.
: You create a Tiny nature servant.
: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
: Target takes 1d8 acid damage plus 1d8 fire damage/round.
: Target gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.
: Like project image but it can be just your face and shed light like a candle.
: Two willing subjects switch places.
: As bestow curse, but more severe penalties.
: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
: Transfer 1 hp/level of wounds to another.
: Target must take the lower of two rolls for each save, attack roll, and skill check.
: Seemingly swap one ally with one enemy.
: Target is sickened or nauseated.
: Sky spirits cause tear.
: Large hand provides cover, pushes, or attacks your foes.
: Large hand provides cover, pushes, or crushes your foes.
: Hand disrupts opponent’s spellcasting.
: Hand pushes creatures away.
: Large hand provides cover, pushes, or grapples.
: Hand of force holds things and provides a +2 competence bonus to some skills.
: Hand provides cover against one opponent.
: Hand makes creature provoke attacks of opportunity.
: Hand deals 1d6 non-lethal damage/2 levels (max 5d6) and knocks Target back.
: Hand trips subject.
: Hand of force slows opponent.
: Hold’s a target perfectly still and does 2d6 force a round.
: Snow freezes, impeding movement.
: Air prevents target from moving, hinders ranged attacks.
: Utilizes an array of techniques to imprison a creature.
: Swallow enemies whole.
: You gain the Strength and attacks of a werebear.
: You gain the Strength and attacks of a wereboar.
: You gain the Dexterity and attacks of a wererat.
: You gain the Strength and attacks of a weretiger.
: You gain the Strength and attacks of a werewolf.
: Creates extra-dimensional bag of torture tools.
: Floating magic weapon disintegrates subjects.
: Target damages self with melee attack.
: Target gains a debilitating lung infection.
: Creates a 20-ft radius area of black sand.
: Gain claw, +5 ft. reach, +1/4 levels profane to attack rolls, 1d6 damage +1/level negative damage (max +10).
: Target takes 1d4 Con, Nauseated; flames spread to adjacent targets.
: Creates a 20-ft radius of supernatural darkness you can see through.
: Deal damage to plant creatures, or use wooden weapon to sicken foes.
: Greatly enhances staff or quarterstaff.
: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.
: Create blackwater tentacle that attacks your foe.
: Wall of blades deals 1d6/level damage.
: Use higher saving throw result between two creatures, but both suffer effects if the saves fail.
: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
: Creates blade of gnashing teeth.
: You make melee attacks against every foe you threaten.
: Slashing weapon glows and gains +3 bonus.
: Slashing weapon becomes a bane weapon.
: Your melee weapons deal +1d8 fire damage for 1 round.
: Your melee attack dazes your opponent.
: Kills, paralyzes, weakens, or dazes non-evil subjects.
: 60-ft cone of fire (1d6/level damage).
: Ray deals 1d6 damage/2 CLs (max 5d6).
: Cone deals 1d6 damage/level.
: 60-ft cone of light dazzles creatures.
: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing.
: Target takes Con damage from piercing or slashing, -4 penalty on certain Fort saves.
: Makes holy water.
: Weapon strikes true against evil foes. Lasts 1 round.
: Weapon strikes true against evil foes.
: Allies gain +1 to attack, +1 against fear.
: +2 bonus for allies’ ranged attacks.
: Evil auras become visible to you.
: You gain DR 10/magic.
: Weapons deal +1d6 holy damage and become good-aligned.
: Target temporarily gains yuan-ti traits.
: Withers one plant or deals 1d6/level damage to plant creatures.
: You become as beautiful as a nymph, and can blind humanoids who look at you.
: Your breath weapon blinds subjects.
: Blind Target for 1 round, gain invisibility.
: 100-ft/level radius of light that blinds evil creatures.
: Ranged touch attack blinds subject.
: Makes Target blinded or deafened.
: Target gains blindsight 60 ft. for 1 minute/level.
: Target gains blindsight 30 ft. for 1 minute/level.
: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
: You randomly vanish and reappear for 1 round/level.
: Light dazzles creatures, deals 2d6 fire damage in 50-ft radius spread.
: Temperature drops and powerful blizzard reduces visibility to zero.
: Fill 5-ft square with enormous block of wood.
: Vines deal 1/level damage for multiple rounds and entangle one creature.
: Grants extra use of rage.
: Four blood missiles deal 2d8 damage each.
: You heal a target at range and take a like amount of damage.
: Wind bowls over foes and draws away their blood.
: Area of fallen snow drains 1d2 points of Con/round and causes nausea.
: 2d6 Constitution damage to subjects.
: Target uses natural weapons at range.
: Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.
: Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.
: You gain an immediate retry if you fail a Survival check while tracking.
: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round.
: Makes one spear into a wounding weapon.
: Hovering construct does Con damage each time foe is damaged.
: Weakens the natural weapons of the target creature.
: Reduce the effectiveness of certain weapons by rendering them semi-substantial.
: Attacks miss Target 20% of the time.
: Melee attack deals 1d8+1/two levels damage.
: Transforms a willing Target into a bodak.
: You slay a creature, which turns into a bodak 24 hours later.
: You attack as if armed, deal bonus damage, harm grapplers.
: You are surrounded by fire and leave a wall-like trail of flame in your wake.
: Piercing tone deals 1d10 damage to one ability/round.
: Your body emanates fire, dealing 1d4 fire damage/2 levels.
: You change into warforged titan, gain some abilities.
: Create one duplicate of yourself/five levels.
: Target is protected against 5 points of ability damage to Strength, Dexterity, or Constitution.
: Deal 2d6 fire damage per round; second casting sickens target.
: 10-ft cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels.
: Subject’s aura strengthens as if it had 1 HD/two CLs more than it actually does.
: Positive energy ray deals extra damage to evil outsiders and undead.
: One ray/round, dazes 1d3 rounds.
: Falling rocks deal 1d8 damage/level and bury subjects.
: Corporeal undead are held by a thick layer of frost.
: Turns a bone into a magic weapon.
: 1d3 Con damage to subject.
: Spectral fiddle bow deals 3d6 damage/round.
: Vibration deals 1d4/level to bone.
: Create pillars of stone.
: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
: Subject’s speech becomes incoherent; second casting makes speech painful.
: Uncorking bottle creates fast horse made of smoke.
: Gain a morale bonus against your favored enemies.
: Listen to thoughts of up to eight other creatures.
: Blunt wooden weapon +1 attack, +1/level damage (max +10).
: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
: Frees subjects from enchantments, alterations, curses, and petrification.
: Your breath weapon dazzles subjects.
: Fog makes poison and diseases harder to resist.
: Add a second kind of energy to your breath weapon.
: Your breath weapon deals a different kind of damage than normal.
: Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
: As entangle, except that targets take 1d8 damage +1/two levels each round.
: Fiery worms damage enemies within 20-ft spread.
: Allies glow and their weapons become brilliant energy weapons +1 damage/2 levels.
: Weapon or projectiles shed light, ignore armor.
: Reflective surfaces shed brilliant light that blinds evil creatures.
: Masterwork arrow or bolt radiates light and ignores armor.
: Armor spikes attack with wearer.
: Subject’s natural armor becomes brittle, causing weapon attacks against it to deal more damage.
: Brittle weapon’s hardness reduced by 5.
: As bull’s strength, affects one subject/level.
: Target gains +4 to Strength for 1 minute/level.
: Bonus to AC equal to half your level (+5 minimum).
: Underwater creatures rise to surface.
: Prevents a corpse from rising as undead.
: 1d4 fire damage/level (max 5d4), 15-foot cone.
: Target takes 4 points of damage/round, gains attack bonus and DR.
: Weapon gains flaming burst special ability.
: As burrow, but affects 1/level subjects.
: Target can burrow with a speed of 30 ft.
: Freeze nearby creatures, turning them into solid blocks of ice.
: Noise deals 1d6/level sonic damage to all within area.
: Blocks sounds 10-ft radius; deals 1d6 sonic +1/level; deafens creatures passing through.
: First creature to trigger alarm affected by sound burst spell.
: Avalanche of ice and snow falls from the sky, burying subjects.
: Summons 2d4 dretches.
: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
: Target wakes up chaotic evil and goes on a rampage.
: A kolyarut performs one duty for you.
: Summons 2d4 lemures.
: As call lightning, but 5d6 damage per bolt.
: Calls down lightning bolts (3d6 per bolt) from sky.
: A marut performs one duty for you.
: Call your special mount, even if you have already called it today.
: Summons a nightmare.
: Slowly turn Target to stone.
: Summon a twilight guardian to fight for you.
: A zelekhut performs one duty for you.
: Calms (2d4 + level) HD of animals.
: Calms creatures, negating emotion effects.
: Creates caltrops in 5-ft-by-5-ft square, + 5-ft square/2 levels beyond 1st (max 5).
: As camouflage, but multiple subjects.
: Target gets +10 on Hide checks.
: You cause an object to glow like a candle, shedding light in a 5-foot radius.
: Gale-force winds push creatures.
: You gain petrifying gaze attack.
: Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
: As cat’s grace, affects one subject/level.
: Target gains +4 to Dex for 1 minute/level.
: Magically propel an object from your hand.
: Horrible wail renders creatures nauseated or sickened for 1 round.
: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.
: One creature of 5 HD or less flees for 1d4 rounds.
: Acidic sludge slows progress, deals damage.
: Cloud deals 1d6 acid damage/round, blinds creatures.
: Intoxicate subjects.
: Take a full-round action immediately, but be dazed for a round.
: Take a move action immediately, but be dazed for a round.
: Take a standard action immediately, but be dazed for a round.
: Gain one of four; sword archon’s arm blade, firre eyes, cervidal horns, or deva wings.
: Grant energy resistance, +4 on saves against poison, and DR 10/evil.
: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
: Like Leomund’s secure shelter but includes consecrate and magic circle against evil.
: Good +2 on attack/save vs fear, +1d8 temp HP +1/level (max +20). Evil -2 on attack/save vs fear.
: As contingency spell, except that it triggers three spells.
: Dispel multiple magical effects in multiple creatures.
: 1d6/level damage; 1 secondary bolt/level each deals half damage.
: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
: Creates plague of insanity passed by touch.
: Scrying sensor passed along by touch.
: Target takes 2d10 Cha drain, deals same to next ally she touches.
: Your staff becomes a treant on command.
: Prepared stones become liths.
: You invite a celestial (up to 12 HD) to occupy your body.
: As channel celestial, but up to 24 HD.
: Gain breath weapon and resistance or DR, depending on your favored element.
: Draw a chosen mishtai’s soul into a target creature’s body.
: Draw a random mishtai’s soul into a target creature’s body.
: Heal a creature, amount and range based on casting time.
: Gain DR, amount based on casting time.
: Fatigue, exhaust, and deal damage to target, depending on casting time.
: Deal fire damage, amount and radius based on casting time.
: Deal sonic damage in cone; area and damage increase based on casting time.
: Damages and slows lawful creatures.
: Target grows horns and skull plate, gains gore attack.
: Makes one animal your friend.
: As charm monster, but all within 30 ft.
: Makes monster believe it is your ally.
: As charm person, but all within 30 ft.
: Makes one person your friend.
: Consumes one corpse or undead creature.
: Target gains +4 to all abilities.
: Caster rerolls when determining the success of a game of chance.
: Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies.
: Cold metal damages those who touch it.
: Ray causes cold damage.
: One touch/level deals 1d6 damage and possibly 1 Str damage.
: This spell creates spectral accompanists.
: A pair of invisible hands made of pure force strangle the target.
: Cobwebs provide concealment, slow movement, sicken creatures.
: Touched creature begins to suffocate on sand.
: Gain two chances for success on every action.
: Suppresses powers of one good dragon or dragonblood creature.
: Indicates direction to known target.
: Kills 1d4 HD/level.
: Deals 1d8 +1/level damage in all directions.
: Fire Bursts in all directions 1d8 +1/level.
: Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.
: Target takes damage and gains on negative level.
: Absorb nearby light to release as blinding flare.
: Teleport between two cities.
: Gain enhancement to Str and Con, DR, while in city.
: Hear or see at a distance for 1 minute/level.
: +4 bonus on saves against mind affecting spells and abilities, allows reroll of concealment miss chance.
: Your hands become reach melee touch attacks that deal 1d4 cold plus slow.
: Your hands become weapons that deal 1d8 damage.
: Caster gains claws based on her size.
: Target gains claws that deal damage based on size.
: +4 on saves against mind-affecting spells and abilities.
: Makes rock or stone transparent.
: Touched creature gains increased climbing ability.
: Temporarily grow a tall tree for use as a ladder.
: You and your allies become immune to fear and get +2 bonus on attacks.
: You and your allies gain a bonus on saves against fear.
: +4 to AC, +4 resistance, SR 25 against lawful spells.
: Cloak protects Target from effects of sunlight.
: Target provokes hostile reactions, takes -10 penalty on Diplomacy checks.
: Conceal your alignment and true form from divination and true seeing.
: Touched creature gains protection from heat and sun.
: Gain blur, freedom of movement, and water breathing while in water.
: Hide a color pool on the Astral Plane from view.
: Duplicate awakens when original dies.
: Cure 1d4 damage +1/level, even on another’s turn.
: Conjure several sets of clothing.
: You and allies fly on a fast-moving cloud.
: Generates a nauseating 10-ft cube.
: Release one knife/round, 1d6 damage +1/3 levels (max +5).
: Damages and sickens untainted creatures.
: Cloud deals 2d6 damage plus confusion.
: +30 ft. to subject’s fly speed.
: Hampers vision and ranged attacks, puts out normal fires.
: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
: Subjects can fly outdoors at speed of 60 ft.
: Deals 1d12 damage/round and paralyzes foe.
: Surround yourself with blades of force.
: Cone of poison deals 1d3 Con damage.
: Preserves a corpse and reincarnates with no loss of level.
: Fire becomes blue and white, emits cold.
: You lower temperature in area.
: Knocks unconscious, blinds, and/or stuns weak creatures.
: Column of ice erupts from ground, lifting anything in its area into the air.
: Target gains +1 per three levels on initiative checks; no bonus from being flanked.
: Allows one Target to use the skill ranks of a second Target in place of her own.
: Target takes 1d8/level fire damage and might catch fire.
: Four exploding spheres each deal 6d6 fire damage.
: Comet falls atop foes, damaging them and knocking them prone.
: Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage.
: Sway the actions of one or more plant creatures.
: Undead creature obeys your commands.
: As command, but affects one subject/level.
: One Target obeys one-word command for 1 round.
: Learn about city.
: You gain knowledge of hills, mountains, and underground areas.
: Ask any spirit 1 question/level.
: Lesser spirit answers one question/2 levels.
: Learn about terrain for 1 mile/level.
: Deity answers one yes-or-no question/level.
: Changes the alignment of one creature.
: Force Target to use breath weapon.
: Understand all spoken and written languages.
: Lowers Target outsider’s SR and stuns for 1 round.
: Heal 2dl0+1/CL (max. 10) points of damage to yourself while channeling positive energy.
: 1d6/level cold damage in a 60-ft cone.
: Subjects believe they are engulfed in magical darkness.
: 20-ft cone dazes targets for 1d6 rounds.
: 1d6/level Fire damage in a 60-ft cone.
: +2 attack against target, -2 penalty on attacks to target, deny AoO.
: One creature acts randomly for one round.
: Subjects behave oddly for 1 round/level.
: Conjures ice creature to fight for you.
: Conjures ice creature to fight for you.
: Conjures ice creature to fight for you.
: Conjures ice creature to fight for you.
: Conjures ice creature to fight for you.
: Conjures ice creature to fight for you.
: Conjures ice creature to fight for you.
: Conjures ice creature to fight for you.
: Conjures ice creature to fight for you.
: Conjures an object made of ice.
: Shape a construct from incarnum to fight for you.
: Shape a construct from incarnum to fight for you.
: Shape a construct from incarnum to fight for you.
: Fills large area with positive energy, making undead weaker.
: Fills area with positive energy, making undead weaker and deathless stronger.
: Creature is entangled, unable to move, and takes 3d6 non-lethal damage per round.
: Construct gains immunity to specified energy type.
: Grants a living construct all the benefits of the construct type.
: Grants a living construct qualities of the construct type.
: Grants many living constructs qualities of the construct type.
: As lesser construct essence, but grants more qualities of the construct type.
: Caster steals the appearance of a dead person, adding +10 on Disguise checks.
: Draw life from all creatures in 30-ft radius with 9 or fewer HP.
: Draw life from all creatures in 30-ft radius with -1 or fewer HP.
: Ask question of extraplanar entity.
: As contagion, but affects multiple creatures.
: Infects Target with chosen disease.
: 20-ft radius cloud of fog inflicts disease.
: You infect one creature/round with chosen disease.
: Sets trigger condition for another spell.
: Energy damage triggers a resist energy spell.
: You store prepared spells or slots to use immediately if you become a ghost.
: Makes a permanent, heatless torch.
: Changes current direction and speed.
: Manipulate existing areas of darkness and shadow.
: Deathless don’t attack you while under your command.
: Gain control of an elemental creature.
: Control actions of one or more plant creatures.
: Raise or lower the level of sand.
: Raise or lower ice or snow.
: Raise or lower temperature by one band/5 levels.
: Undead don’t attack you while under your command.
: Raises or lowers bodies of water.
: Changes weather in local area.
: Change wind direction and speed.
: Transforms a magic wand into a healing wand (lasts 1 minute/level).
: Allies gain +2 or higher save bonus.
: Target gains +2 or higher save bonus.
: cause living Coral to Grown into shape you desire.
: Aura of cold protects you, damages others.
: Transform a target creature into an amorphous mass.
: Ghostly hand and candle sheds light, affects incorporeal creatures.
: 1 touch/level deals 1d8 acid damage.
: Weapon confirms critical hits against good foes.
: Forces lycanthrope to its natural form.
: Shatters ice structures or ice creatures.
: Shroud of tentacles conceals and protects you.
: Sound distracts and makes foes vulnerable to sonic damage.
: Turn a human into a Chosen One.
: You create a number of crawling claws twice your level.
: Links two locations by magical path.
: transform an small animal into a darken beast.
: Create undying soldier.
: Create 1 lb./level of raw ectoplasm.
: Craft a temporary duplicate of yourself that follows telepathic orders.
: Feeds three humans (or one horse)/level.
: Create undying councilor.
: Create shadows, wraiths, spectres, or devourers.
: You sacrifice a small part of your own life force to create a new lantern archon.
: Target receives a magic tattoo with various effects.
: Keeps a fallen elf away from Dolurrh and allows necromancers to call on his wisdom in the future.
: Creates a spring of fresh water.
: Creates a CR 1 trap.
: Create ghouls, ghasts, mummies, or mohrgs.
: Creates 2 gallons/level of pure water.
: As creeping cold, but longer duration and more damage.
: Deals progressive damage from cold (+1d6/round).
: Cloud of inky blackness moves at your command.
: Carpet of insects attacks at your command.
: Create a inspiring martial fanfare.
: Target loses commander rating, aura; can’t add Cha to rally checks.
: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits.
: Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.
: +2 to Listen and Spot, discharge spell to gain +8.
: +1 on attacks and damage, +4 against fear; discharge to combat fear.
: Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
: You gain +4 Charisma and enthrall those who hear you.
: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
: +2 damage bonus, discharge to gain +8 damage on single attack.
: Command undead, discharge to gain +4 on turn or rebuke.
: Gain +2 to Disguise and Hide, discharge to gain +8.
: Fools Target for 1 round, then -4 penalty on attacks, saves, and checks.
: You erode building or other structure.
: -20 penalty on Move Silently checks in area.
: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
: Fist deals 1d6 damage/level each round.
: Target takes -2 on attacks, checks, saves, and AC and -20 ft. penalty to speed, might be paralyzed.
: Force globe traps and crushes Target for 3d6 points of non-lethal damage per round.
: Calls 2d4 bariaur defenders of Ysgard.
: Bestow mummy rot with your touch.
: Read subject’s surface thoughts, deal hit point and Int damage.
: Cures 4d8 damage +1/level (max +40) for many creatures.
: Cures 4d8 +1/level damage (max +20).
: Cures 1d8 damage +1/level (max +25) for many creatures.
: Cures 1d8 +1/level damage (max +5).
: Cures 1 point of damage.
: Cures 2d8 damage +1/level for many creatures.
: Cures 2d8 +1/level damage (max +10).
: Cures 3d8 damage +1/level for many creatures.
: Cures 3d8 +1/level damage (max +15).
: Target takes -5 penalty to AC against ranged attacks.
: Enemies take -3 penalty on attack rolls and saves.
: Target suffers -3 penalty on attacks, checks, and saves.
: Enemies take -2 penalty to AC.
: Target takes -2 penalty to AC.
: Causes temporary lycanthropy in subject.
: Up to +1/level to Str, Dex, or Con, both Int and Cha down the same.
: Bestow a curse on enemies, making them more susceptible to your energy damage.
: Target is unconscious for 1d10 minutes.
: Makes unholy water.
: Wounds dealt by weapon can’t be healed without remove curse.
: Any dragonmark power used by the target has a 50% chance of failing.
: Deals 2d4 to evil out to 10 ft. 1d4 out to 20 ft. Curtain deals 2d6 +1/level to evil.
: Deals 1d6 damage/level, knocks down creatures.
: Full attack gain +2 to hit/damage, fight defensively gain SR 5+CL, Total defense gain DR 5/magic.
: Like Evard’s black tentacles, but creatures in the area also take fire damage.
: Darkness deals either 2d6 or 1d6 damage per round.
: Decrease magic weapon’s EB/save DC/CL against subject; Target can invoke a 5-ft AMF.
: Non-demons take 2d20 damage.
: Non-demons take 2d20 points of damage.
: Purifying mist washes the air clean of smoke, dust, and poisons.
: A weapon attacks on its own.
: Animates one chain per level.
: One dragonmarked creature/level is nauseated.
: Creates torches or other lights.
: Energy strands deal 1d6/level non-lethal damage plus entangles evil creatures for 1d6 rounds.
: Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.
: Creates temporary unbreakable bridge supporting up to 200 lb./level.
: You hurl 1 beam of darkness/2 levels dealing 2d8 damage and may daze target for 1 round.
: Dark flames deal 1d6 damage/2 levels, touch or thrown.
: Masterwork arrow or bolt deals normal damage plus 2d6 damage each round for 3 rounds.
: Creates 5-ft radius area where all can see without light.
: 20-ft radius of supernatural darkness.
: Slow-kills plants.
: As darkvision, but affects one subject/level.
: See 60 ft. in total darkness.
: Lower temperature in area to extreme cold.
: Create light breeze that travels in one direction.
: Raise temperature in area to extreme to hear.
: Create ten projectiles that you can launch at allies to cure 1d8 points of damage each.
: Illuminate all creatures in 10-ft radius; deal damage to light-sensitive creatures.
: You cause the target to glow with the rosy light of the dawn.
: Sleeping/unconscious creatures in area awaken.
: 60-ft radius of bright light.
: Animal loses one action.
: Living creature of 6 HD or less loses next action.
: Humanoid creature of 4 HD or less loses next action.
: Removes spoor of one creature/level.
: Falling wood causes damage and knocks foes prone.
: Create a wave of molten volcanic rock that sticks to creatures.
: Creatures take 1d6 fire damage/level and become fatigued.
: Permanently deafen all targets in 20-ftradius spread.
: Weapon deals sonic damage, deafens.
: Black aura damages creatures attacking you.
: Up to three creatures die in 1d4 rounds or are incapacitated, taking 4d6 damage.
: You gain +4 natural armor, +4 deflection, and natural attacks.
: Caster leaves a magical “calling card” on corpse.
: Summons a storm of death hail.
: Kill dying creature; Gain 1d8 temp hp, +2 Str, +1 CL.
: Target cannot become a ghost and goes to the True Afterlife if killed.
: Deity brings you back from the dead automatically.
: Your body explodes when you die.
: As death ward, but more subjects.
: Grants immunity to death spells and negative energy effects.
: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 ft.
: Make death attack without spending rounds in observation.
: Reveals how near death subjects within 30 ft. are.
: Ranged attack decapitates target or deals 1d4 damage/level (max 20d4).
: Create quarterstaff of force.
: Disguise appearance of another creature or object.
: Wounds deal 3 extra points of damage each round.
: Figment mimics you and allies.
: Your lungs are filled with air.
: Puts 10 HD of creatures to sleep.
: Object sheds absolute darkness in a 60-ft radius.
: Target can see 90 ft. in magical darkness.
: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
: Grants undead a +4 profane bonus against turning and cold creatures SR 15 against fire spells.
: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
: Gain bonus to AC for one attack.
: Deals Con damage to subject.
: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
: Deity’s punishment deals 1d6 damage/two CLs (max 5d6).
: Losing HP doesn’t kill subject.
: Ravages of disease staved off for a day.
: Delays creature from manifesting as a ghost if killed.
: Stops poison from harming Target for 1 hour/level.
: 1d6 fire damage/level; you can delay blast for 5 rounds.
: 1d6/level cold damage; you can postpone blast for 5 rounds.
: Target thinks it is better than it is.
: Delivers short message and suggestion anywhere, instantly.
: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
: Caster flies at his land speed.
: Grants +10 profane bonus on one Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check.
: Caster gains +1 natural armor/5 CLs.
: Evil creature gains DR 10/cold iron or good.
: Grant target the fiendish template.
: Target outsider takes -4 on attacks, saves, and checks.
: Water slam deals 2d6 + CL damage to all within 20-ft radius, pushes targets back, sinks ships.
: Fills large area with negative energy, making undead stronger.
: Fills area with negative energy, making undead stronger.
: Imprisons creature as sand in an hourglass or wind in the waste.
: Those attempting planar travel are diverted to a random wasteland.
: Desiccates several creatures.
: Deals 1d6/2 levels desiccation damage and dehydrates living creature.
: Globe of air damages by evaporating moisture from subject.
: Kills plants, damages objects in 100-ft radius/level.
: Kills Target and destroys remains.
: Detect the presence of aberrations.
: Detects kinds of animals or plants.
: Reveals chaotic creatures, spells, or objects.
: Detects fey crossroads within 60 ft.
: Detects curses on one person or object.
: Detects disease in one creature or object.
: Detect dragons and dragon blooded creatures within 60 ft.
: Detect and identify dragonmarks within 60 ft.
: Reveals evil creatures, spells, or objects.
: You know if favored enemies are within 60 ft.
: Detect fire within 60 ft.
: Reveals ghosts within 60 ft.
: Reveals good creatures, spells, or objects.
: Detect soulmelds and essentia within 60 ft.
: Reveals lawful creatures, spells, or objects.
: Detects spells and magic items within 60 ft.
: You can sense the presence of manifest zones.
: Detects large accumulations of metal and other minerals.
: Detects poison in one creature or object.
: Alerts you to magical eavesdropping.
: Reveals hidden doors within 60 ft.
: Detect and identify ships.
: Reveals natural or primitive traps.
: Reveals creatures or objects with taint.
: Allows listening to surface thoughts.
: Reveals undead within 60 ft.
: Reveals bound vestiges within 60 ft.
: Reveals weapons within 60 ft.
: Slays Target and creates 20-ft radius explosion that deals 1d6 damage/level (max 20d6).
: Neutralize poison in 30’ radius.
: Destroy undead to grant yourself negative material plane energy.
: Double the extra damage dealt by your next smite attack.
: Damage and stun baatezu; damage other lawful and evil creatures.
: Caster gains 1d4+1 Cha and become an outsider.
: See through magical darkness up to 30 ft.
: Caster gains a spiked tail that deals 1d4 damage.
: Tongue grapples with reach 15 ft.
: Dazzles evil creatures for 2d6 rounds and deals 1d6 damage per level (maximum 10d6) to evil creatures.
: Metal armor provides DR.
: Kills, paralyzes, slows, or deafens non-lawful subjects.
: Short-range, multiple use dimension door.
: Teleports you short distance.
: Teleport Target short distance.
: Teleport yourself up to 60 feet once per round.
: Teleport yourself up to 30 feet once per round.
: Teleport 10 ft./level.
: Teleport multiple creatures short distances within line of sight.
: Allies can immediately teleport a distance equal to their speed.
: Bars extra-dimensional movement.
: Teleportation and interplanar travel blocked for one day/level.
: Reduces breath weapon damage by 1 die/level.
: Reduces size or blights growth of normal plants.
: Spectral dinosaurs deal 1d12 damage +1/level.
: Target grows fangs, attacks creatures near it.
: All within 20 ft. take -4 on attack rolls and Dexterity, and reduce speed by 50%.
: Enemies take 2 points of Str and Dex damage/round.
: Know the race of one creature/level.
: Reveals deliberate falsehoods.
: Reveals exact location of creature or object.
: Penetrates disguises and identifies shapechanging creatures.
: Change the color of a color pool on the Astral Plane.
: Target takes sonic damage each time she casts a spell with a verbal component.
: Disguise own appearance.
: Disguises a ship.
: Change appearance of one corporeal undead.
: Makes one creature or object vanish.
: Resistance to cold and cause fire damage to attackers.
: Forces a creature to return to native plane.
: Target is shielded from mind control.
: +4 bonus against attacks by chaotic creatures.
: Cancels cold spells and effects.
: +4 bonus against attacks by evil creatures.
: Cancels fire spells and effects.
: cancels natural and magical fogs in affected area.
: +4 bonus against attacks by good creatures.
: +4 bonus against attacks by lawful creatures.
: As dispel magic, but +20 on check.
: Cancels spells and magical effects.
: Forces possessing creature out of its host body.
: A dispel only for silence spells and +2 to listen checks while prepared.
: +4 bonus against attacks by tainted creatures.
: As dispel magic, but affects only wards.
: Cancels water spells and effects or dismisses water creatures.
: Your breath weapon acts as a targeted dispel magic to all creatures in its area.
: Targeted dispel magic on any creatures and unattended items, +20 max on CL check.
: Targeted dispel magic on any creatures and unattended items, +10 max on CL check.
: Dispel one magical effect on touched subject.
: Attacks miss Target 50%.
: You change into displacer beast, gain some abilities.
: Target avoids physical contact with others.
: Deals 1d6 damage to ectoplasm.
: As disrupt undead, but 1d8 damage/level.
: Deals 1d6 damage to one undead.
: Melee weapon destroys undead.
: Concentration checks more difficult within area of spell.
: Deal 1d8/2 levels sonic damage in 10-ft burst.
: Create ambrosia.
: Target’s speech becomes unintelligible, hampers spellcasting.
: Creates an area in which only evil creatures can be magically summoned.
: True strike against good foes.
: One creature is flat-footed for 1 round.
: Subjects take -4 on Concentration, Listen, Search, and Spot.
: Ray forces spellcaster to make Concentration check.
: -5 penalty on Search and Spot checks in a 20-ft radius spread.
: Target’s essentia becomes uninvested.
: Provides useful advice for specific, proposed action.
: Target gains +10 to Dexterity for 1 round/level.
: You gain attack, damage bonus, +1/3 levels.
: Wards area against cold creatures.
: You gain insight bonus of 5 + CL on one single skill check.
: Target gains +3 sacred bonus on attack rolls against evil creatures.
: Turn/rebuke attempts fail within the area.
: You gain attack bonus, +6 to Str, and 1 hp/level.
: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity.
: Allies gain +1 to AC, saves.
: Weapon appears and strikes those who attack you.
: Attacker takes 1d6/CL (max. 15d6) damage (half energy/half divine), 1d4 ability damage.
: You sacrifice HP to deal extra damage.
: Create spinning disk of weapons.
: Wards area against fire creatures.
: Weapon’s threat range is doubled and threats are automatically confirmed.
: Creates clouds of flickering light (1 10-ft cube/level) that dazes creatures.
: Target animal obeys silent mental commands.
: As dominate person, but any creature.
: Control humanoid telepathically.
: Target vermin obeys psychic commands.
: Summons a fiendish kraken under your command.
: Scarab swarm deals 1d6/2 levels, gives you temporary HP.
: One Target takes -2 on attacks, damage, saves, and checks.
: Black mist obscures vision, dazes creatures.
: Move instantly from one willing or controlled undead to another.
: Teleports you to the nearest source of evil.
: You gain physical and mental bonuses.
: Subjects’ speech is masked from listeners.
: One arrow or bolt strikes two targets within 30 feet of each other.
: Flying creatures knocked down.
: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
: You change into a dragon’s form.
: As lesser dragon ally, but up to 21 HD.
: Exchange services with a 9 HD dragon.
: As lesser dragon ally, but up to 15 HD.
: 20-ft radius; 1d8/2 CLs damage to dragonblood creatures or 1d6/level damage to dragons; stun for 2d4 rounds.
: You choose a dragon type and mimic its breath weapon.
: Calls forth an elemental spirit that assumes a cloudy, dragon-like form.
: +2 bonus on all saves, checks, attacks, and damage rolls to one dragon or dragonblood/level.
: Target animal gets improved bite attack, natural armor, wings and fly speed.
: Dragonblood creatures can swap known spells of the same level.
: Dragon compels 1 intelligent creature to come to his location.
: Create an invisible draconic mark on an object or creature.
: Creates hemispherical shelter for you an 25 creatures.
: Intangible shield blocks magic missiles, provides bonus to AC, bonus on reflex saves.
: Triggered rune nauseates nearby creatures except those who share the caster’s dragonmark.
: As dragonmark whip, but deals more damage, channels higher level spells.
: Whip deals 1d8 +1/level damage or channels touch spell with attack.
: Weapon deals +2d6 damage to dragonmarked foes, hardness is doubled.
: Weapon deals +1d6 damage to dragonmarked foes, hardness increases by 50%.
: Take the form of a pseudodragon.
: Take the form of a Large red dragon.
: You take on the form and abilities of a Huge red dragon.
: Gain low-light vision, darkvision, and blindsense.
: You gain a bonus to natural armor plus energy resistance 10.
: Prepared object appears in your hand.
: Fires a ray of negative energy that deals 4d8 damage +1/level (max +20) and dazes target for 1 round.
: Drain 1d3 charisma.
: You take the form of a beholder.
: Alter subject’s dreams to produce desired effect.
: As dream lock, but multiple targets.
: Target creature cannot differentiate dream from reality, and is dazed or shaken.
: Your spirit can leave your body and explore for 1 minute/level.
: Incorporeal manifestation attacks your opponents.
: Travel rapidly through the region of dreams.
: As many as eight subjects enter a dreamscape.
: Sends message to anyone sleeping.
: Control the physical body of a sleeping creature.
: You take on the form and abilities of a drider.
: Create difficult terrain made of snow, leaves, or ash.
: As drown, but affects multiple subjects.
: Target immediately begins to drown.
: Target is immune to addiction.
: Trees store spells for days.
: Enemies take -2 penalty on attacks and saves.
: +4 on Spellcraft checks, counterspell as an immediate action.
: Disintegrate undead with your ray attack.
: Convert spellcasting into psionic power points.
: Spinning cone acts like dispel magic.
: As eagle’s splendor, affects one subject/level.
: Target gains +4 to Charisma for 1 minute/level.
: Reduce light in 80-ft radius cylinder.
: Grants the ability to glide thru earth like an earth elemental.
: Base damage of weapon Improves by one step.
: Constricts tunnel, preventing access.
: Eruption deals 7d6 damage to all in area.
: Target creature can’t fly.
: Seismic pulse deals 1d6/level damage to creatures along its path.
: Target takes only non-lethal damage from stone and earth.
: Arm made of earth and soil grapples foes.
: Doubles the HP of stone structure or rock formation and increases hardness to 10.
: Intense tremor shakes 80-ft radius.
: +20 inherent bonus on Fortitude saves to resist altitude sickness.
: Remove lingering effects of pain.
: You make a vertical surface easy to Climb (DC 10).
: Solve complex math problems with a perform check.
: Create safe passage through overgrown areas and hide your back trail.
: Target can see through magical darkness.
: Black energy prevents magical healing and special healing abilities from functioning.
: See, hear, and speak through a prepared animal skull for 1 hour/level.
: Gain armor bonus against incorporeal touch attacks.
: 1d6 per level to ectoplasm, 20-ft radius.
: Incorporeal undead gain +1 AC, +1d8 hp, +1 on attacks, +2 turn resistance for every 3 levels.
: Incorporeal attackers take 1d6 damage + 1/level.
: As web, except made of ectoplasm and can affect incorporeal creatures.
: Grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take -20 to Hide checks.
: Touch melee attack of 2d6 damage +1/level.
: You become an incorporeal globe.
: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
: Ranged touch attack deals 1d3 electricity damage.
: As electric vengeance, but 5d8 damage +1/level (max +15) and daze subject.
: 2d8 damage +1/level (max +10) to opponent who damages you in melee.
: You take on the qualities of a type of elemental.
: Elemental target explodes with varying effects.
: See through a designated object.
: Summons multiple elementals.
: Drives elementals away.
: Creates one sphere/level to negate hostile magic.
: You imbue the target with positive energy he can use to heal or damage undead.
: Exchanges one of target’s feats for an Abyssal inheritor feat.
: You gain an animal’s senses for 10 minutes/level.
: 20-ft radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds.
: Touch attack deals 3d6 + fire 1/level (max +20); Target can be engulfed for additional damage.
: Arouse a single emotion in the target.
: Targets immune to pain/mind effects, half damage from melee/ranged attacks; -4 to skill checks.
: Attacks within 80-ft of caster inflict 1d6 points of lethal or non-lethal damage/CL (max. 20d6) on attacker.
: Target falls asleep and is not easily roused.
: Exist comfortably in hot or cold environments.
: Carry medium loads at full fly speed; flight duration doubles.
: Become aware when target performs designated action.
: Target is immune to one energy type and gains 10% of the energy damage as healing.
: Transforms potion into a grenade that deals energy damage in a 10-ft radius burst.
: Shield provides user resistance 5, shield bash deals +1d6 damage.
: Shield provides user resistance 10, shield bash deals +2d6 damage.
: Target gains resistance 10 to energy; can turn one energy attack into healing.
: Target gains resistance 20 against one energy type for one attack.
: Protection from any energy attack for one round.
: Target gains 2d4 negative levels.
: Give Target one negative level/round for 1 round/level.
: Target and equipment gain immunity to damage of specified energy type.
: As energy surge, but 3d6 damage.
: One attack deals an extra 1d6 energy damage.
: As lesser energy surge, but 2d6 damage.
: Area absorbs magic energy to power a predetermined spell.
: Burst of energy centered on you damages nearby creatures.
: Subjects gain vulnerability to the specified energy.
: Your breath weapon also bestows 2d4 negative levels.
: Target gains 1d4 negative levels.
: Create a single gelatinous cube.
: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.
: Your wild shape ability gains a bonus.
: Gain bonuses depending on shifter characteristics.
: Target remains enlarged for 1 hour/level.
: Enlarges several creatures.
: Humanoid creature doubles in size.
: Your weapon grows one size category.
: Animal rages like barbarian, not fatigued.
: Drain stats to heal yourself.
: Plants entangle everyone in 40-ft radius.
: Dragonmarked creature is entangled.
: Successful ranged touch attack entangles a foe.
: Quarterstaff can grapple and constrict foes.
: Captivates all within 100 ft. + 10 ft./level.
: Target gives caster what it’s holding.
: Captures subjects in blocks of ice, suffocating them.
: Ranged attacks against many creatures have 20% miss chance.
: Ranged attacks against you have 20% miss chance.
: Entraps target creature and denies save for attached spell.
: Infects Target with chosen disease, and Target can infect others.
: Deals 1d8 points of damage/level to earth creatures (max 10d8).
: Mundane or magical writing vanishes.
: Lava blast does 10 hp/level for 100 ft/level.
: As ray of enfeeblement, but greater effect against already weakened target.
: Confer the dragon type on touched creature.
: Base speed becomes 60 feet, gain skill bonuses and scent.
: Target can’t reallocate essentia.
: Conjures stew that heals 1d6+1 per serving (one serving/two CLs).
: Target is rendered helpless, ageless, and has all ability scores except for Con drop to 0.
: you detonate a small ether cyclone on the Ethereal Plane centered on you.
: As alarm, but sensing only the Ethereal Plane.
: Your breath weapon manifests on the Ethereal Plane.
: You entrap an ethereal Target in a chamber of force.
: You become ethereal for 1 round/level.
: You conjure swift mounts on the Ethereal Plane.
: Target momentarily becomes ethereal.
: Travel to Ethereal Plane with companions.
: Create invisible rune that you can teleport to as swift action.
: 1d4+1/level tentacles grapple randomly within 15 ft.
: Tentacles grapple all within 20-ft spread.
: Grow two tentacles with 10-ft reach that deal 1d8 damage each.
: Magical heat warms plant life, healing 1d8 damage +1/level (max +10) and granting immunity to cold.
: Target takes -4 penalty on attacks, saves, and checks.
: Paralyze creatures with your glare.
: Caster conjures one type of evil weather.
: Your ranged weapon automatically confirms critical hits against favored enemies.
: All creatures within 40 ft. take damage equal to 50 + your current hp, and you die.
: Gain +1 to AC/5 CLs, DR 10/evil, SR 5 + CL; immunity to Con damage and Con drain..
: Creates a permanent passage in earth and walls.
: Target takes a -2 penalty on saves and must take the lower of two rolls on one attack.
: Drive a fiend out of the body of a creature or object it possesses.
: Your speed increases by 30 ft. for 1 round.
: Your speed increases by 30 ft.
: Bouncing flame ball Deals 1d6 fire damage/level.
: Transform a pinecone into an explosive, shrapnel-hurling weapon.
: Area is covered with runes that explode on contact with creatures.
: Deals 6d6 damage when read.
: Gain insight bonuses to locate undead or when investigating a corpse.
: Permanently eliminates a foe’s supernatural ability.
: Extend duration of shifting ability by 4 rounds.
: +5 ft. to reach of tentacle attack.
: Creates drug from inanimate object.
: Extracts essence from a willing or trapped demon to grant Target a lasting enhancement.
: Pulls water from victim, forms water elemental.
: As arcane eye, but you can cast spells of 3rd level or lower through it.
: Like arcane eye except works only thru stone.
: Caster’s eye gains random beholder ray.
: Storm pushes creatures, calm at center.
: Target becomes panicked, sickened, and comatose.
: Target gets +8 on Spot checks.
: Summon fiendish dire bats.
: Gain +2 bonus to AC and on Reflex saves; ready one extra action.
: Caster sees through a zombie’s eyes.
: Transforms raw material into finished items.
: Outlines Target with light, canceling blur, concealment, etc.
: Up to one creature/level cannot take attacks of opportunity.
: Like convert wand, but only into a wand of faith healing.
: Cures 8 hp +1/level (max +5) to worshiper of your deity.
: Causes false barbarian rage.
: Travel on a solid surface as if that surface had its own gravity.
: Target seems to be lying, both to Sense Motive and divinations, even when she is not.
: Gain 1d10 temporary hp +1/level (max +10).
: As peacebond, but Target can draw weapon freely.
: As sending, except caster imitates someone else.
: Fools scrying with an illusion.
: Commands Target to undertake a task, which passes to his nearest kin if he dies.
: Garment or container becomes extra-dimensional safe haven for your familiar.
: Safely teleport self to familiar or familiar to self as a swift action.
: Create a trumpet blast so loud that it can shake the foundations of buildings or stop an army in its tracks.
: Trap an object or area.
: Caster gains bite attack with +10 bonus that deals 1d6 damage and 1 Con damage.
: Creates a machine to perform multiple tasks.
: Creates a machine to perform a single simple task.
: Target’s body bursts into flame upon its death.
: Target becomes immune to subdual damage and pain, or you switch hp totals with target.
: +2 luck bonus to AC.
: You give the target creature large feathered wings.
: Target gains better protection the more gems you sacrifice.
: Produces a strong wind that lasts 10 minute/level.
: Subjects within cone flee for 1 round/level.
: You grow tentacles that help you grapple.
: Food for one creature/level heals and grants comprehensive bonuses.
: Objects or creatures fall slowly.
: Polymorphs willing creature into bird.
: Subject’s Int and Cha drop to 1.
: You put the recipient into a deathlike condition.
: Deal extra damage to creatures larger than you.
: Gain bonus on melee damage rolls and one use of true strike.
: You exhale a 10-ft cone of stinking gas.
: Illusory vision fatigues or exhausts target, makes spellcasting difficult.
: Transform dying creatures into ghouls.
: Creatures in area take normal and cold damage, might be slowed.
: Zone provides SR 11 + CL.
: Assume form and abilities of fiendish creature, demon, or devil.
: Caster sees in even magical darkness, sees invisible up to 60 feet, and can detect good.
: Caster’s ability to teleport without error is quickened.
: Summon celestial lions and celestial dire lions to follow your commands.
: Your glowing eyes illuminate area and can ignite combustible items.
: Twin eye rays deal 4d6 fire damage each for 1 round/level.
: Creates a bubble of air that filters out toxic elements in the air.
: Creates winter weather for miles around you that lasts for months.
: You know direction of your deity’s nearest temple.
: Your attacks ignore armor and natural armor.
: Shows most direct way to location.
: Notice traps as a rogue does.
: Automatically maintain concentration on previously cast spell.
: +2 Circumstance bonus on perform checks.
: Deals 3d6 damage per round and nauseates or sickens target.
: Kills one Target or deals 3d6 damage +1/level (max +25).
: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
: Target takes fire damage, might be sickened.
: You can breathe fire once/round; flame deals 1d8/2 levels (maximum 10d8) damage to one target within 15 ft.
: You see through natural fire, smoke, and fog.
: Your blood becomes a potent corrosive that burns attackers.
: Acorns and berries become grenades and bombs.
: Creatures attacking allies take damage; allies are protected from fire or cold.
: Creatures attacking you take fire damage; you’re protected from heat or cold.
: Magical shuriken deal 3d6 fire damage.
: Swarm of Fine fire elementals deals fire damage in an area.
: Deals 1d6 fire damage/level.
: Multiple use dimension door that works only through large fires.
: Opened object deals 1d4 +1/level fire damage.
: Your arms become wings that enable flight, deal 2d6 fire damage.
: 1d6 damage per level, 20-ft radius.
: One 5-ft burst/level deals 1d6 fire/level plus burning for 1 round.
: Subjects within 15 ft. take 1d10/level fire damage.
: Creatures within 10 feet take 1d8/level fire damage.
: Target bursts into magical flame, becoming a dangerous weapon.
: Deal 8d6 points of fire damage in 30-ft cone, and teleport anywhere within the area.
: As quench, but also suppresses magical fire effects in affected area.
: Gain +6 Str and natural slam attack.
: Cures 1 point of damage.
: Arrows deal +1d6 fire damage.
: Touch attack deals 1d8 +1/two levels damage.
: As flame blade, but 1d4 +1/level.
: Gives weapon the flaming burst special ability.
: Smites foes with divine fire (1d6/level).
: Your forelimbs deal 6d6 fire damage.
: Next turn undead attempt causes 1d6/level to undead within 60’
: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
: Dazzles one creature (-1 attack).
: Earth, stone, and water become frozen.
: Flash of light dazzles and blinds in a 20-ft burst.
: Wave of water smashes everything in its path and floods area.
: You grow mind flayer tentacles, which you can use to attack your foes.
: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
: +5 luck bonus to single skill check.
: Trauma deals 2d6 hp damage and 1d6 Cha and Con damage.
: Caster gains DR 10/+1.
: Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
: Turns Target into statue of ice.
: Turns several creatures into statues of salt.
: Turns creature into a statue of salt.
: Turns Target creature into statue.
: Possessing spirit is locked to host creature, takes damage if attacked.
: Target is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
: Target’s form shifts and deforms, grants +10 on Escape Artist and Tumble.
: You grow dragon wings.
: Target becomes buoyant.
: You can scry creatures in contact with a body of water.
: One creature/level flies at speed of 60 ft.
: Gain fly speed of 60 ft. for 1 round.
: Target flies at speed of 60 ft.
: Convert unused touchstone abilities into temporary HP.
: Gain +1 on attack rolls, skill checks, and ability checks.
: Your weapon becomes +5 and deals +2d6 damage against a favored enemy.
: Fog obscures vision.
: You compel others to follow you.
: make metal objects appear to be made of gold.
: Gain a new movement type and speed based on the deity chosen.
: Blocks planar travel, damages creatures of different alignment.
: Target cannot speak about a certain topic.
: 2-ft-cube chest made of force.
: Claw of force guards an area, making opportunity attacks.
: Ray of force for 1d4/level non-lethal.
: Creates an immobile ladder of force.
: Unerring missiles of force strike for 2d6 damage and explode in a burst.
: Forces shapechangers into natural form.
: Cube or cage of force imprisons all inside.
: Manifested creature becomes incorporeal.
: Incorporeal creature manifests fully.
: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
: Bull rushes all creatures within 10 ft.
: Sixth sense warns of impending danger.
: Create a wooden duplicate of yourself.
: See through a distant plant.
: Converse with a creature through a distant plant.
: Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
: Take the form of a dragonne.
: You take the form of a chimera.
: Cold subtype creatures gain +1 sacred bonus on attacks and saves against fire effects.
: Your dragonmark has a chance of negating critical hits and sneak attacks.
: Familiar gains 2d8 temp hp, +2 AC, 25% fortification.
: Stone or metal objects have hardness and HP doubled; weapons gain damage bonus; armor grants DR.
: Double the volume of one source of sound.
: Target immediately receives a heal if it would be killed by damage.
: +2 AC, +4 bonus to resist bull rush and trip attacks.
: As fox’s cunning, but affects one subject/level.
: Target gains +4 Int for 1 minute/level.
: Enchant a weapon so it bestows penalties to AC and DR when it strikes.
: Protects against suffocation and dangerous vapors.
: Target moves normally despite impediments.
: Releases creature from imprisonment.
: Locks up suits of metal armor and equipment, dealing damage and impeding movement.
: Does 2d6 cold damage and target is immobilized.
: Fog slows creatures, obscures vision, hinders movement.
: Gaze freezes subjects in place.
: Make Target creature believe its allies are its enemies.
: Gain +5 bonus on Diplomacy and Gather Information checks.
: Redirect ranged attack against another target within 30 ft.
: Icy breath deals 1d4 damage/2 levels.
: Weapon gains frost special ability, +1d6 cold damage.
: Chilled air causes 6d6 cold damage and 2d6 Dex damage.
: Touch deals 1d12 frostburn damage +1/level (max +5).
: Deals 3d12 +1/level (max +20) frostburn damage to many creatures.
: Touch deals 3d12 frostburn damage +1/level (max +20).
: Move instantly from one area of frostfell to another.
: Intense cold turns all subjects in area into ice.
: Your Perform check creates variety of effects.
: Flame bursts from your body, deals 1d8/level damage in 10-ft radius.
: Multiple arms/tentacles become one pair of stronger limbs.
: Hardens sand and may trap creatures.
: Teleports target to random safe place within 100 ft.
: Target becomes insubstantial and can fly slowly.
: Connects two planes for travel or summoning.
: You are partially shielded against gaze attacks.
: Commands Target of 7 HD or less.
: As lesser geas, but affects any creature.
: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
: -4 penalty on attacks, AC, and Str-/Dex-related checks, 50% failure of somatic spells.
: Magical link between an object and a gem, allowing you to locate the object and scry upon the bearer.
: Gem becomes a bomb that deals 1d8 force damage/2 levels.
: Teleport to the location of a specially prepared gem.
: Increases your maximum HD of controlled undead by your level.
: Create a guardian spirit for a specific location.
: Preserves one corpse.
: Elude Pursuers by causing them to turn the wrong way.
: Melts metal object without heat.
: Weapon gains the ghost bane property.
: Animal companion, familiar, or special mount temporarily becomes a ghost.
: Generate light that only you and companions can see.
: Ghostly green radiance can be shaped and manipulated, causes fear.
: Non-humanoid creature can become a ghost.
: Causes an instrument to float above the ground and play itself.
: Figment sounds.
: Armor gains the ghost touch property.
: Weapon works normally against incorporeal creatures.
: Incorporeal creatures turn corporeal.
: As poison, except affecting ectoplasm.
: You assume incorporeal form and gain some incorporeal traits and bonuses.
: Object records, plays a song at your command.
: Automatically pulls crossbow string into catch.
: Your tail of force can be used to take advantage of an attack of opportunity.
: Convert victim to a ghoul under your control.
: Ray paralyzes subject.
: Glyph wards area, paralyzes victims.
: Light provides turn resistance.
: Paralyzes one subject, which exudes stench that makes those nearby sickened.
: You become Huge or larger.
: Turns centipedes, scorpions, or spiders into giant vermin.
: Pebbles you throw become boulders.
: Target gains one additional pair of arms.
: Stops 1st through 3rd level fire spell effects and provides concealment.
: Area around you provides SR 25 against fire spells and effects.
: Target gains SR 18 against fire spells and effects.
: Conjures glaciers that attack your enemies.
: Turns Target into glass.
: Jams locks with snow and ice, raising Open Lock DC by 10 and lock’s hardness by 5.
: Gain +30 on Bluff checks, and your lies can escape magical discernment.
: Target takes 1d6 non-lethal damage/level and is confused.
: +1 insight to AC/saves; gain insight bonus 1/2 CL on one save, or prophetic favor.
: Caster gets an answer to a yes-or no question.
: Blinds creatures, outlines invisible creatures.
: Stops 1st through 3rd-level spell effects.
: As lesser globe of invulnerability, plus 4th-level spell effects.
: Channel acid, cold, electricity, or fire damage into ranged touch attacks.
: You imbue a garment with divine power.
: Target gains +1 deflection AC and +1 resistance bonus on saves; split damage with you.
: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
: Creates permanent magical light; you control brightness.
: As glyph of warding, except channeling positive or negative energy.
: Like glyph of warding but has a max of 30d8 or store 9th level spells.
: As glyph of warding, but up to 10d8 damage or 6th-level spell.
: Inscription harms those who pass it.
: Cloud of itchy debilitating pollen sickens living creatures.
: Your mount gets force armor.
: You create a suit of shining golden full plate around your body.
: Grants a construct the magic immunity special quality of a particular golem.
: You can sneak attack constructs for 1 round.
: Subjects gain +2 on attacks, damage, saves, and checks.
: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
: Wall sprouts hands that entangle enemies, help allies climb.
: You can sneak attack undead for 1 round.
: Caster’s hand flies from her arm to make grapple attacks.
: Makes 10-ft square or one object slippery.
: Loud noise causes stunning, deafness, and knocks prone in a large area.
: Enormous wormlike maw attempts to swallow target.
: Creates a wall of vegetable matter.
: Each creature in area takes 2d6 acid damage +1/level.
: Tears hand from target, dealing 6d6 damage, then hand attacks target.
: Inhibits creature’s ability to heal and regenerate for 1 round/level.
: One subject/CL can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.
: Target can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.
: Array of magical effects protects area.
: +1 on one roll, save, or check.
: Find nearest establishment of designated type.
: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
: +2 on ranged attacks against creatures in illuminated area.
: Blows away or knocks down smaller creatures.
: 15-ft tentacle grows from your stomach and attacks your enemies.
: Kills Target and gives caster 4d6 temporary HP and +4 Strength.
: Swirling grit obscures vision, blows smaller creatures over, and deals non-lethal damage.
: Hard spheres of ectoplasm deal 1d6/two levels impact damage.
: Rain of stone deals 1d4/level damage (max 5d4).
: Frigid globes deal 5d6 cold damage.
: Bead of force in a spell.
: As Summon Monster I, but the creatures remain and become free-willed.
: As Summon Monster II, but the creatures remain and become free-willed.
: As Summon Monster III, but the creatures remain and become free-willed.
: As Summon Monster IV, but the creatures remain and become free-willed.
: As Summon Monster V, but the creatures remain and become free-willed.
: As Summon Monster VI, but the creatures remain and become free-willed.
: You change places with a projected image.
: Float a foot off the ground.
: As Bigby’s interposing hand, but can grapple Bigby spells.
: Randomizes teleportation of all kinds.
: Designates location as holy.
: Makes one type of terrain appear like another (field into forest, or the like).
: Swirling sand grants +1 deflection bonus/3 levels.
: Immobilizes deathless for 1 round/level.
: Immobilizes undead for 1 round/level.
: Subject’s feet become stuck to ground.
: Subjects grow barbs, which damage foes that attack Target in melee.
: Deals 1d6 points of damage per CL, or 1d8 points of damage per CL if the target is evil.
: Gives +2 sacred or profane bonus to worshiper of your deity.
: Immobile zone of warding stuns those worshiping different deities from yours.
: Biting mouth in your palm deals 1d8 damage and starts grapple.
: Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.
: Increases object’s hardness by 1 point/2 levels.
: Deals 1d12 points/level to target within Close range.
: Deals 1d12 points/level to all targets within 20-ft burst.
: Deals 10 points/level damage to target.
: Give another caster +2 to CL and +2 on save DCs as long as you concentrate.
: Nearby casters must succeed on Concentration check to use verbal-component spells.
: concentrating on a bardic music effect that requires concentration only requires a move action.
: Starting a bardic music effect requires only a move action.
: Increased moral bonus when you inspire.
: Summons an incorporeal bird of prey to fight for you.
: Move faster, +1 on attacks, AC, Reflex saves.
: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
: Turn corporeal and incorporeal undead into haunting presences.
: 1 target/level becomes shaken.
: Increase range increments by 50%, +5 on Spot checks.
: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft cone.
: As heal on your animal companion.
: As heal on warhorse or other special mount.
: As heal, but with several subjects.
: Cures 10 points/level of damage, all diseases and mental conditions.
: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.
: Allies can tap healing energy pool for cure spells.
: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.
: Ball of light heals 1d8/round.
: Touch deals 1d12 damage +1/level; caster gains damage as hp.
: You take up to 1d6/2 levels and heal target that amount.
: Subjects heal at twice the normal rate.
: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.
: Gain temporary HP; +8 to resist bull rush, overrun, and trip; use stoneskin once.
: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.
: Exchange your heart with stone heart to gain DR, resistance to energy for 1 year.
: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.
: Kills living creature with up to your CL in HD.
: Removes fear, despair, confusion, insanity and other mind effects; restores 2d4 Wisdom damage.
: Target helpless for 1 round.
: Target dies in 1d3 rounds or takes 3d6 damage +1/level.
: Subjects outlined by fire, take 1d4 damage/round.
: Target exhausted, dies in 1d3+2 rounds.
: Subjects take 1d6 cold damage/level, you gain equal amount hp.
: Target takes 1d8 points of cold damage/round.
: Make metal so hot it damages those who touch it.
: Target creature takes non-lethal damage and becomes fatigued.
: Blast of music paralyzes foes.
: Summons archons to fight for you.
: Arcs of radiant lightning deal 5d6 damage to one target per level.
: Arcs of radiant lightning deal 3d6 damage to one target per two CLs.
: Caster gains +2 AC and +1 to existing DR.
: Explosion of brimstone deals 5d6 damage in 20-ft radius.
: Explosion of brimstone deals 3d6 damage in 5-ft radius.
: Summons devils to fight for you.
: Ghostly hand leads Target to you.
: Creatures of 5 HD or less within 20 ft. slowed for 1 round.
: Channel the spirit of a great hero into a melee weapon.
: Food for one creature/level cures and blesses.
: Fighter gains one fighter bonus feat.
: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hp.
: Gives +2 on attack rolls, saves, skill checks.
: Force Target to lose actions.
: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).
: Sends Target into state of hibernation for one week/level.
: Subject’s personal truename is hard to discover through research.
: Hide magical effects on an object.
: Animals can’t perceive one subject/level.
: Dragons cannot sense you.
: Dragons can’t perceive one subject/2 levels.
: Undead can’t perceive one subject/level.
: You cannot die.
: Area warded against divinations.
: You see into the past.
: You induce comatose slumber in targets.
: Gain a second stomach to store objects in, similar to a bag of holding.
: Store some of your life force for later healing.
: Paralyzes one animal for 1 round/level.
: As hold monster, but all within 30 ft.
: As hold person, but any creature.
: As hold person, but all within 30 ft.
: Holds one person helpless; 1 round/level.
: Holds door shut.
: +4 AC, +4 resistance, and SR 25 against evil spells.
: Like fire shield but half is fire damage and half divine energy damage.
: Cause sacred fire damage to undead you attempt to turn.
: Special mount gains celestial template.
: Damages and blinds evil creatures.
: Special mount’s speed increases by 40 ft. for 1 round.
: Glowing light turns spells, gives a cover bonus to AC, or shoots beams of fire.
: Good-aligned rain falls in 20-ft radius.
: Weapon becomes +5, deals +2d6 damage against evil.
: You change into protectar, gain abilities.
: You change into hound archon, gain abilities.
: Kills, paralyzes, slows, or deafens non-good subjects.
: Bypasses the DR of dishonorable creatures.
: You appear serpentine to target, and can deliver illusory poison bites.
: Touched creature or object nauseates biting or swallowing foes.
: Subjects are nauseated or sickened.
: Deals 1d6/level damage within 30 ft.
: Frighten creature that hears its own truename.
: Grants the scent ability for 1 hour/level.
: Creates shadowy protector.
: Chain of force trips and attacks opponents.
: Gives a construct the humanoid type.
: Grants a construct the ability to accept healing magic.
: Imposes upon a construct some of the weakness of the humanoid type.
: Gizzard engulfs victim, grapples and deals damage.
: Gain +1d6 sneak attack damage/3 CLs for 1 round.
: Your next hit with a bow is automatically a critical hit.
: Summons a pair of pack fiends to follow your commands.
: Thrown weapon returns to thrower.
: Stone deals 6d6 damage, knocks targets prone.
: Heals desiccation damage.
: Add +2 CLs to all good divine casters within range.
: Fascinates 2d4 + level HD of creatures.
: Fascinates 2d4 HD of creatures.
: Causes 1d6 cold damage/level, fatigue.
: As locate creature, but 1 hour/level.
: Creates duplicate of creature with sole purpose to slay original.
: You create a battleaxe made of ice.
: Spray of ice crystals deals 1d6/two levels cold damage (max 10d6) and makes targets fatigued.
: 1d4+1/level cold damage.
: Creates castle of snow and ice with an array of magical effects.
: Claw of ice grapples and deals cold damage.
: Grenade-like weapon deals Target 1d4/level cold damage, plus area damage.
: Icicle missiles deal 2d4 damage, half of which is cold.
: A spiked gauntlet of ice forms around your fist.
: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft radius burst.
: Intense quake shakes 40-ft radius spread of ice.
: Sculpts ice into any shape.
: Target gains DR 15/—.
: Creates ice runner or ice galleon.
: While on ice, your speed increases by 60 ft.
: Creates a 20-ft square of slippery ice.
: Hail deals 5d6 damage in cylinder 40 ft. across.
: Restores frozen creature.
: Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round.
: Block of ice falls from sky, dealing 20d6 damage and burying subjects.
: Changes ice into lance, which attacks Target for 6d6 damage and stuns for 1d4 rounds.
: Magical trap hangs from ceiling, dealing 4d6 damage when triggered.
: Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template.
: You conjure a Medium claw that fights on your behalf.
: Caster learns the identity of one person.
: Determines properties of magic item.
: Target takes 1d6/level fire damage, has dragonmarked powers temporarily suppressed.
: Dispels illusions within 5 ft./level.
: Subjects become dazed by illusory food.
: Creatures in area are knocked prone while believing they’re falling.
: Only intended reader can decipher.
: Wall, floor, or ceiling looks real, but anything can pass through.
: Luck bonus to saving throws against spells and electricity resistance.
: You transfer spells and casting ability into your familiar.
: Transfer spells to subject.
: Allow Target to reroll a skill check.
: Diminishes the heat and light of the sun in an area.
: Target is locked in place and takes a -1 penalty on melee attack rolls and a -2 penalty on Reflex saves.
: Earthen ground and cobblestones crack and shift, hampering foes.
: You cause targets to cower in fear.
: You know where prey is, as long as it’s moving.
: Kills one creature/round.
: Target that can possess creatures is powerless in current body.
: Target that can possess creatures is trapped in current body.
: Traps soul in a small object; target takes 1d4 Con damage/day.
: Entombs Target beneath the earth.
: Gain luck bonus 2 x CL; spend to improve attack rolls and skill/ability checks.
: Turns construct into living creature.
: Target’s incarnum receptacles are maxed; target immune to essentia reduction/soul meld unshapeing.
: Movable line deals 1d6 damage +1d6/essentia.
: Storm of blades deals Wisdom damage to living creatures within.
: Target gains fast healing; his healing spells cure extra damage.
: Weapon shaped of incarnum attacks foe.
: Cloud deals 4d6 fire damage/round.
: Create slippery substance like grease, but highly flammable.
: Cone of fire deals 1d6/level damage, 1d8/level damage on consecutive casting.
: Subjects attack nearest creature.
: Target can’t ready actions or delay.
: Sonic energy harms an incorporeal creature.
: Grant bonuses to incorporeal undead.
: Destroy incorporeal undead.
: Poison’s DC increases by 2.
: Target is immune to fear and compulsion.
: Target can’t be reduced below 1 hp.
: Target takes 3d6 non-lethal damage/round.
: Target is utterly destroyed if slain or captured.
: Add +2 CLs to all evil divine casters within range.
: You change into bearded devil, gain abilities.
: You change into bone devil, gain abilities.
: Weapon deals persistent, bleeding wounds.
: Creature bursts into flames and takes 6d6 fire damage per round.
: Touch attack deals 1d4 Con damage/round.
: Deals 4d8 damage +1/level to many creatures.
: Touch attack, 4d8 damage +1/level (max +20).
: Deals 1d8 damage +1/level to many creatures.
: Touch attack, 1d8 damage +1/level (max +5).
: Touch attack, 1 point of damage.
: Deals 2d8 damage +1/level to many creatures.
: Touch attack, 2d8 +1/level damage (max +10).
: Deals 3d8 damage +1/level to many creatures.
: Touch attack, 3d8 damage +1/level (max +15).
: Target delays until next round.
: Obscures sight underwater beyond 5 ft.
: Target’s physical appearance changes to match its personality..
: Compels target to divulge information truthfully.
: Target suffers continuous confusion.
: Locust swarms attack creatures.
: Gain insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against affected creature.
: Target has -4 penalty on Int-based skill and Concentration checks; Concentration checks to cast spells.
: Suggestion repeats over and over in creature’s mind.
: Target rolls twice, takes best result.
: Gain +10 on your next Bluff check to feint in combat.
: Alert bearers of special insignia.
: Bearers of special insignia gain +1 bonus on attacks and saves against fear.
: Bearers of special insignia healed 1d8 damage +1 point/level (max +10)
: Bearers of special insignia gain +1 to AC, Fortitude saves.
: The bonuses granted by your inspire courage ability increase by 1.
: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
: Creates illusory doubles of you.
: Make Disable Device or Open Lock check at +2 as free action.
: Grant ally a brief +4 bonus on attacks, saves, or damage, even when it is not your turn.
: Transport to a safe location of your choice.
: Make Search check at +2 as free action.
: You enhance the effects of a manifest zone of a specified plane.
: Subjects gain combat benefits based on their individual deities.
: Illusory sound applies -10 penalty on Listen checks, deals 2d6 damage each round.
: Targets die instantly or take 6d6 + 1/level fire damage.
: You send a short mental message that can reach a Target regardless of planar boundaries.
: Link lets allies communicate across planes.
: Heal 5d4 damage + 1/2 levels, grant DR 5/evil.
: Heal 1d4 damage + 1/2 levels, grant DR 1/evil.
: Heal 3d4 damage + 1/2 levels, grant DR 3/evil.
: Target can deal 1d4 Int damage with a touch.
: Target can deal extra damage when grappling.
: Target deals extra melee damage each round that it hits a foe.
: Target gains +5-ft reach and extra attack of opportunity.
: Target can force foes to move closer and take no action.
: Target can deal lingering wounds with melee attacks.
: Target gains iron body and 8d10 breath weapon of hellfire.
: Target stuns foes with successful melee attack.
: Target deals +1d6 cold damage and slows foes with successful melee attacks.
: Target gains powerful charge ability.
: Target gains a paralyzing gaze attack.
: Target disrupts extra-dimensional movement within 20 feet; deals sonic damage to attackers.
: Target gains powerful claw attacks, ability to inflict disease, or ability to inflict terror.
: Target can launch up to 3 spikes at once.
: Target gains profane bonus on attacks and to AC.
: Dispels invisibility within 5 ft./level.
: Makes everyone within 10 ft. invisible.
: You are invisible to animals.
: As invisibility to spirits, but all hostile creatures are affected.
: Spirits can’t perceive 1 subject/level.
: As invisibility, but Target can attack and stay invisible.
: As invisibility, but affects all in range.
: Target is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
: Invisibility lasts 1 round.
: Target invisible 1 minute/level or until it attacks.
: Momentarily negate anti-magic effects.
: Aberrations become sickened, nauseated, dazed, or stunned.
: If able to do so, target creature must change shape.
: Grants immunity to energy damage.
: Ranged touch attack heals 2d8 damage, +1 ray/four levels (max 3).
: Your body becomes living iron.
: Corporeal undead gains +6 natural armor bonus.
: Construct gains DR 15/adamantine and takes half damage from acid and fire.
: Ranged attack deals 1d8 damage +1/level.
: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level.
: Target becomes immune to non-magical metal.
: Target becomes immune to all metal.
: Target gains +5 bonus on saving throws against poison.
: Intense vibrations trip those in area.
: Magical wood is as strong as steel.
: Forces Target to dance.
: Freedom of movement, plus bonuses to moving in combat.
: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
: +4 AC, +4 resistance, and 25 SR against evil spells.
: Damages and blinds Shadowlands creatures.
: Doubles the critical threat range of natural weapons.
: Target gains a bite attack.
: One carving/2 levels turns into a wolf with SR 13 and frightful presence.
: 30-ft line of steam deals 1d4 fire damage/level (max. 5d4).
: Transmute ice to cold water.
: Force creatures to dance a jig which causes penalties and forces random movement.
: You negate silence in a 10-ft radius emanation for as long as you concentrate.
: Many creatures gain bonuses to Jump checks.
: Target gets bonus on Jump checks.
: Make a pillar of flame that jumps to a second target.
: Curse causes 1d6 Dexterity drain.
: Fey, vermin, plants, and animals take 1d10 damage/level.
: Create a field of arcane force that deals 4d6 damage to melee attackers.
: Any creature damaging you becomes fatigued for 3 rounds.
: Any creature damaging you becomes exhausted for 2 rounds.
: Any creature damaging you becomes stunned for 1 round.
: Doubles normal weapon’s threat range.
: 1d6 fire damage/level (max 5d6), partially ignore SR.
: 1d6 cold damage/level, cause fatigue, partially ignore SR.
: Strands of kelp grapple foes.
: Counter target’s spells before they can be cast.
: Object becomes programmed to create an area of silence at your command.
: Trap extraplanar creature within a Khyber dragonshard.
: Creates reusable poison, delivered by touch attack.
: Hinder nearby spellcasters; counter one spell automatically.
: Touch deals 1d6 Con damage, repeats in 1 minute.
: You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.
: Cone of droplets, 1d6 and +1/level damage (max +5).
: Remove the speed penalties for medium and heavy armor.
: You instantly move to flank a subject.
: Open locked or magically sealed door.
: Reveals target’s type, race, sub-race, and all subtypes possessed.
: You discern north.
: Determines relative power level of creatures within the area.
: Sense basic needs and emotions of creatures.
: Learn strengths and weaknesses of foe.
: Determine target’s defenses.
: +10 to Hide checks in darkened areas.
: Determines target’s vulnerabilities and resistances.
: Target gains +8 on Escape Artist checks and cannot be snared by webs.
: Like Evard’s black tentacles, but grappled creatures gain negative levels.
: Curse spellcaster to lose levels when spells are cast.
: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
: Hit target with lance of force.
: Caster’s fingers become projectiles that deal 1d4 Dex damage.
: You and one creature/level hide within the earth.
: Ray slows target and diminishes its Strength.
: Ranged touch attacks deal 1d6 points of damage.
: Stinking cloud for 10 rounds.
: Whip of force strikes for 5d6 damage; can become a 15d6 line attack.
: Reincarnate recently deceased creature with no level loss.
: Evil creatures are struck dead and sent to Lower Planes.
: Intense feelings of good leave evil Target cowering, frightened, nauseated, or shaken.
: Launches a crossbow bolt up to 80 ft.
: Hurls Fine item up to Medium range.
: 1d4 missile that never misses and sets things on fire.
: Wave of lava does 1d4/level. Heals fire creatures.
: Weapon becomes +5 axiomatic weapon and emits magic circle against chaos.
: You gain an overview of the geography around you.
: Merge with animal and control its actions.
: Steal a ghost’s skills.
: Harm undead to gain temporary HP.
: Learn tales about a person, place, or thing.
: Ghostly swordsmen threaten a 10-ft radius, deal 1d8 damage +1/3 levels (max +5).
: Creates sturdy barracks.
: Creates sturdy cottage camouflaged to blend into natural surroundings.
: Hides expensive chest on Ethereal Plane; you retrieve it at will.
: Creates sturdy cottage.
: Summons carriage and horses to pull it.
: Creates shelter for ten creatures.
: Creates igloo that lasts for 2 hours/level.
: Makes item seem trapped.
: Kills, paralyzes, weakens, or dazes non-good subjects, and deals 2d6 points of sonic damage.
: Target moves up and down at your direction.
: 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
: Grants immunity to healing spells and positive energy effects.
: Grants immunity to many undead attacks and protection against incorporeal attacks.
: Possessing spirit is locked to host creature and is destroyed if host is slain.
: Undead targeted for turning check takes 1d8/2 CLs (max. 10d8) damage.
: Gain a bonus equal to one-half your divine CL (max +5) on your next turning check.
: You radiate silvery light, which you can expend as two bolts that deal 1d6 damage.
: You can fire two bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
: Turning damage +1d6/four divine CLs (maximum +5d6) on your next successful turning check.
: Two bolts that either deal 6d6 against evil outsiders and undead or heal 1d6 +1/level (max +10).
: You radiate pearly light, which you can expend as bolts that harm or heal.
: Turning level +1/three CLs for the purpose of determining outcome.
: Imbues object with natural daylight.
: Object shines like a torch.
: Your move does not provoke attacks of opportunity for 1 round.
: Blade of electricity energy deals total 1d6 damage/level as touch attack or ranged touch attack.
: Electricity deals 1d6/level damage.
: Create fog that deals lightning damage.
: Transform into bolt of lightning, damaging foes and transporting yourself.
: Grants electricity resistance 20, damages adjacent creatures; two lightning bolts per round.
: Alters reality—within spell limits.
: Magic voices maintain your bardic music.
: Eruption of fire deals 1d6 damage per CL each round for 3 rounds.
: Allies gain +2 bonus/ally in spell area on Listen and Spot checks.
: You can make a full attack on a charge for 1 round.
: Deals 1d8/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
: Target gains immunity to fear.
: Extracts one dose of liquid pain from tortured victim.
: You can eavesdrop through a magic coin.
: Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
: You and allies gain +10 increase to speed.
: Oak becomes treant guardian.
: You perceive tracks as if they had just been made.
: Target becomes immune to critical hits and sneak attacks.
: Light tremor shakes in a 30-ft line.
: Find nearest city.
: Indicates direction to familiar creature.
: Finds closest earth node in 1 mile/level radius.
: Senses direction toward object (specific or type).
: Find nearest planar touchstone on the plane you currently inhabit.
: Reveals location, size, and quality of water sources.
: Allies within 60 ft. gain +10 ft. bonus to speed.
: Your speed increases by 10 ft.
: Connects two mirrored surfaces for clairvoyance and transport.
: Gain flight and one use of lightning bolt; slow airborne creatures.
: +5 insight bonus on Knowledge checks; make one untrained knowledge check or retry failed roll.
: Target feels a kiss or is affected by 2nd level or lower touch attack at range.
: Creatures in 60-ft cone take 1d6 Wisdom damage and are nauseated for 1d4 rounds.
: Deals 1d6 damage/2 levels to subject’s dearest loved one.
: See twice as far under current light.
: Ally gains +3 against mind-affecting spells and abilities and cannot be compelled to harm you.
: Ambient light forms lance, deals various damage.
: Target gains +2 luck bonus on rerolls made with luck feats.
: Makes Target drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
: +8 armor bonus, dispels magical darkness; -4 penalty on opponents’ melee attacks.
: +5 armor bonus, dispels magical darkness; -4 penalty on opponents’ melee attacks.
: As luminous assassin, but the assassin is more powerful.
: Summons an assassin to attack the subject.
: As lesser luminous assassin, but the assassin is more powerful.
: Your eyes emit light, dazzle creatures.
: Target takes 1d6 damage/round, has 20% miss chance on attacks.
: Creates a glowing mace that deals 1d6 force damage/level (max 10d6) and paralysis, more against undead.
: Target has -4 AC, no shield, Reflex save on 20 only.
: You induce confusion and madness in targets.
: Conjures a deadly whirlpool to suck in and batter foes.
: Water vortex traps and damages creatures and objects.
: Gives Target +6 armor bonus.
: Field of force provides +3 armor bonus +1/two levels.
: As mage armor, but one creature/level.
: Gives Target +4 armor bonus.
: Double arcane spell failure chance for target’s armor.
: As mage hand, but medium range and up to 40 lb.
: 5-pound telekinesis.
: +5 competence bonus on one Craft check.
: As protection from chaos, but 10-ft radius and 10 minute/level.
: As protection from evil, but 10-ft radius and 10 minute/level.
: As protection from good, but 10-ft radius and 10 minute/level.
: As protection from law, but 10-ft radius and 10 minute/level.
: As protection from Taint, but 10-ft radius and 10 minute/level.
: Spells cast nearby heal you 1 hp/spell level.
: One natural weapon of Target creature gets +1/four levels on attack and damage rolls (max +5).
: Your natural weapons gain +1 enhancement bonus/4 levels.
: One natural weapon of Target creature gets +1 on attack and damage rolls.
: Enables possession of another creature.
: Solid fog reduces CL by -4.
: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
: Speaks once when triggered.
: Enhance the benefits of your draconic feats.
: Gain +4 bonus on Use Magic Device; take 10 on check if you have 10 ranks.
: Three stones become +1 projectiles, 1d6+1 damage.
: Armor or shield gains +1 enhancement/4 levels.
: +1/four levels (max +5).
: Allies’ weapons gain +2 or greater enhancement bonus.
: Allies’ weapons gain +1 enhancement bonus.
: Weapon gains +1 bonus.
: Target takes 2 points of damage per spell level affecting it.
: Draw iron or steel objects to yourself.
: Target gains +8 AC, immunity to 2nd level or lower force spells, and DR 5/magic.
: As minor creation, plus stone and metal.
: As silent image, plus sound, smell, and thermal effects.
: As make manifest but affecting all creatures in the area.
: You cause a creature on a coexistent plane to appear on your plane.
: Repairs an object.
: Cloud of fog deals 1d4 non-lethal damage/level.
: Magic in area has 20% failure chance.
: Deafens those who fail Will saves, grants true seeing to others.
: Draw negative energy from an undead, causing damage and granting you further options.
: Target’s greatest desire appears before her.
: Conjures a dragon turtle.
: Conjures a wyvern.
: Draw positive energy from a living creature, causing damage and granting you further options.
: Target’s greatest fear appears before him, making him shaken or panicked.
: Create illusion of your deity, rendering enemies shaken for 1 round.
: You gain SR 12 + CL against spells with the lawful descriptor.
: You gain SR 12 + CL against spells with the good descriptor.
: You gain SR 12 + CL against spells with the evil descriptor.
: You gain SR 12 + CL against spells with the chaotic descriptor.
: Gain a cumulative DR 1/- and a cumulative +1 bonus on attacks, damage, and AC each time a foe strikes you.
: Permanently grants one creature the fire subtype.
: Gives Target the cold subtype.
: Non-intelligent oozes do not attack you, and you gain some ooze immunities.
: One set of jaws/level attacks enemies for 1d6 damage.
: Target takes 1d6 damage for each hostile action.
: Creatures that attack Target heal 2 points of damage each successful hit.2nd.
: Designates action that will trigger curse on subject.
: Target takes a -10 on Diplomacy checks to change attitudes and a -4 to one ability score.
: Spells gain the good descriptor and deal extra damage to evil creatures.
: Rune on creature makes it easier to track and attack.
: Target takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
: Mark someone as an enemy of your faith.
: Animals do not attack or threaten you.
: You gain bonus to track a specific being.
: 20-ft radius burst deals force damage to 1 creature/level, can knock targets prone.
: Reshapes your aberrant dragonmark into the likeness of a true dragonmark.
: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.
: For every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.
: You sprout insubstantial wings and can fly.
: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed.
: Travel through the earth to any location.
: Wave of water deals 1d8/two levels damage and bull rush.
: Target and familiar take each other’s damage as well as their own.
: You gain proficiency in a weapon or shield touched for 1 minute/level.
: +2 on attack/damage while airborne; perfect maneuverability.
: Chaotic energy dazes, deals damage, impedes concentration.
: Animates cavern opening or chamber.
: Traps Target in extra-dimensional maze.
: Reformat subject’s mind to be coldly calculating.
: Gain scent, water breathing, swim speed for 1 hour/level.
: You and your gear merge with ice.
: You and your gear merge with stone.
: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
: Your arrows cause the target to fall asleep for 1 hour.
: 1d8+8 damage and bull rush; +1 unicorn arrow/3 levels beyond 5th.
: Melt ice and snow or deal 2/level damage (max 10) to magical ice or cold creatures.
: Spores deal 1d6 Int drain to target, plus 1 Int/round.
: Makes minor repairs on an object.
: You gain the mental powers of a psion.
: Recipient gains +4 bonus on Will saves.
: Target suffers -4 penalty to Will saves.
: Summons 2d6 mephits of a kind you designate.
: Your gaze fascinates creatures.
: Whispered conversation at a distance.
: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.
: Grants +8 natural armor bonus, -2 to Dex.
: Four exploding spheres each deal 6d6 fire damage.
: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
: Rot all natural materials in 30-ft cone-shaped burst.
: Gas cloud suffocates target.
: Grants +4 Str, -2 Dex.
: +1 size category of bludgeoning weapon/four levels (maximum 5).
: +1 size category of bludgeoning weapon.
: Perfectly mimic familiar sounds, voices, or accents.
: Target is immune to mental/emotional magic and scrying.
: You and your mount gain +4 flanking bonus when flanking the same opponent; mount gains bonus on attack rolls.
: Subjects in fog get -10 to Wisdom and Will checks.
: Confuse enemies who try to affect your mind; dominate one such attacker.
: Your poisonous touch deals Wisdom damage.
: Target loses a spell or infusion each round.
: Deals 5d6 cold damage, 1d4 Int damage.
: Target compelled to attack you physically for 1 round/level.
: Caster learns everything Target knows and can alter its memory or knowledge.
: Creates one cloth or wood object.
: Makes slight changes to your appearance.
: Creates audio and visual illusion of your design.
: You shrink to Tiny or smaller size.
: Requests a deity’s intercession.
: As hallucinatory terrain, plus structures.
: As mirror image, but gain an additional image each round.
: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
: Caster sends her image to a mirror and can see and speak through it.
: You may use a mirror to enter the plane of Mirrors.
: Misleads divinations for one creature or object.
: Target jealously covets nearby object.
: Turns you invisible and creates illusory double.
: Projects a false alignment for an object or creature.
: Changes 5 minutes of subject’s memories.
: Creates 5-ft patch of brown mold.
: 5-ft radius burst deals 2d6 fire damage, ignites nearby targets.
: Target immediately makes a new saving throw to resist a mind-affecting spell or effect.
: You gain insight bonus on a single attack roll, check, or save.
: As true domination, but permanent and affects any creature.
: Touch attack deals 1d8 +1/2 levels, more to undead, plus scrambles spellcasting.
: 1d4 Strength damage/3 levels; undead made helpless.
: Target obsesses about moon, is fascinated or dazzled.
: Creates a nearly indestructible bridge that protects those on it.
: Grants sanctuary to 1 creature/level.
: Moveable beam of light that penetrates darkness and forces lycanthropes to change shape.
: Three motes of electricity each deal 1d6/2 levels electricity damage to subjects.
: Cone of light damages creatures, reveals hidden things, negates electricity damage.
: Creates a glowing shield that gives +8 bonus to AC and +4 bonus on Reflex saves, plus improved evasion.
: Divination spells give a false alignment reading.
: Target becomes evil.
: Bee gives Target -10 penalty on Move Silently and hinders Concentration checks.
: Creates magical ship with extra-dimensional staterooms.
: Dispels magic, disenchants magic items.
: Phantom dog can attack, guard.
: Recalls spell of 5th level or lower.
: Door leads to extra-dimensional mansion.
: Prevents anyone from viewing or scrying an area for 24 hours.
: Floating magic blade strikes opponents.
: Create a ferocious hound that tracks and attacks foes.
: Negative energy ray for 3d8 damage +1/level.
: Summons riding horse for 2 hours/level.
: Target becomes hard to move.
: Digs trenches and build hills.
: Digs trenches and builds hills in ice and snow.
: Landslide buries, mires creatures within a 40-ft radius.
: Touched living creature dies and is mummified.
: Cloud of steam deals 2d6 damage and causes blindness and inflicts 1d6/round thereafter.
: Sacrifice all remaining spells to unleash devastating explosion.
: Attacks against you have 50% chance to strike adjacent target instead.
: You gain SR 12 + CL against one spell.
: Creates energy whip that deals 1d6 electricity damage/three levels (max 4d6) and stuns for 1 round.
: Blocks all 6th level or lower spells.
: Ally’s spell gains +2 DC and +1 CL.
: Target gains half-fiend template.
: Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.
: You transfer 4 ability score points to the Target for 10 minutes/level.
: Animal touched gains luck bonus on attack and damage rolls of +1/3 levels.
: Ray deals 2d6 force damage to undead and 5d6 to aberrations.
: You mold the terrain to provide fortifications.
: Damages and dazes aberrations. Damages other creatures.
: As deathwatch, but only for animals and plants.
: Exhale a cone of nauseating gas.
: Creates permanent magical light; you control brightness.
: Remove increment-based penalties on ranged attacks.
: Sense encysted subjects.
: Encysted Target takes 1d6 damage/level.
: Encysted Target killed, cyst begins to roam.
: Cure spells in area deal damage, living beings don’t heal with rest.
: Encyst undead sac of tissue in subject.
: Completely control encysted subject.
: Draw vigor from mother cyst.
: Encysted Target killed, those nearby damaged and possibly encysted.
: Hear or see encysted Target at a distance.
: Exploding skull releases negative energy; targets each gain 1d4 negative levels.
: Permanently eliminates encysted subject.
: Permanently control encysted subject.
: 10-ft radius surrounding you deals 1 hp/3 levels for 1 round/level.
:Burst of negative energy 1d8 damage +1/level.
: Ray of negative energy 1d6 + 1d6/2 levels.
: You release a silent burst of negative energy from your body.
: Target gains +5 bonus on initiative checks.
: Ordinary shadows that provide concealment to all in the area.
: Creates a trail compelling evil outsiders to follow.
: Immunizes Target against poison, detoxifies venom in or on subject.
: Prevents poisons and diseases from affecting the subject.
: Grants immunity to deafness effects and language-dependent, mind affecting effects.
: Shield grants +4 bonus to AC against ranged attacks and DR 10/magic.
: Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage.
: Invisible shield protects target from sunlight.
: Target is confused as long as you concentrate +2 rounds.
: Create patch of illusory terrain that hinders foes and allows you to hide.
: Sends vision dealing 1d10 damage, fatigue.
: You gain resistance bonus on saves, and spell absorbs magic missile damage.
: Gain +4 Dex, +3 AC, +5 Ref saves, +3d6 sneak attack, and evasion.
: Sunlight illuminates you until released as an attack for 1d8 +1/level damage.
: Gain swim speed, water breathing, lowlight vision, DR 5/cold iron, and Dexterity/Wisdom bonuses.
: Allows teleportation between any known earth nodes.
: Creates a Class 1 node.
: Deters others from using a node’s powers.
: Hides Target from divination, scrying.
: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.
: Target is dazed 1 round, thereafter -2 on attacks, saves, and checks, and distracted.
: Target is dazed 1d4 rounds, then -2 on attacks, saves, and checks, and distracted.
: As Nybor’s mild admonishment, but target must save or die.
: Alters object’s magic aura.
: Extends a geas beyond death that compels the target to animate and continue her quest as undead.
: Snowy avalanche crushes and buries your foes.
: Masks object against scrying.
: Fog surrounds you.
: Obscures sight in a 30-ft radius around the caster.
: You know how dangerous the future will be.
: As one mind, but also gain +2 to damage while mounted.
: You gain +4 on Spot and Listen checks while mounted.
: As lesser one mind, but also gain +2 to attack while mounted.
: Link with nature gives a +2 bonus on nature-related skill checks.
: You telekinetically control an ooze.
: Kill evil creatures with a look, or make them very afraid.
: Allow target to bind to its arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.
: Allow target to bind to its crown, feet, or hands chakra.
: Allow target to bind to its arms, brow, crown, feet, hands, or shoulders chakra.
: Opens or closes small or light things.
: Target can avoid a single attack of opportunity.
: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).
: Ranged touch, 1d6/level acid damage and target might be sickened.
: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).
: Ranged touch, 1d6/level cold damage and target might be blinded.
: Orb you control bestows 1 negative level each round.
: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).
: Ranged touch, 1d6/level electricity damage and target might be entangled.
: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).
: Ranged touch, 1d6/level fire damage and target might be dazed.
: Globe of force deals 1d6/level damage (max 10d6).
: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).
: Ranged touch, 1d4/level sonic damage and target might be deafened.
: Damages and dazes chaotic creatures.
: Freezes water or deals cold damage.
: Force globe protects but traps one subject.
: Spells of a designated school or subtype are suppressed.
: As Otiluke’s resilient sphere, but you move sphere telekinetically.
: Target must move at least 10 feet each round.
: Forces Target to dance.
: You play a tune that those who hear it must make a will save or dance.
: Creates 3d4 otyughs or 1d3+1 Huge otyughs.
: You fly at a speed of 40 ft. and can hustle over long distances.
: Non-lethal damage knocks out subject.
: Creatures take a -2d6 penalty to Wisdom, are confused for 1 round.
: Target gains Wis bonus equal to half your level for 1 hour.
: As owl’s wisdom, affects one subject/level.
: Target gains +4 to Wis for 1 minute/level.
: Breath pacifies 1 creature (as calm emotion spell)
: Exchange hit point totals with a target that has less HP then you.
: If you die as you predict, you are resurrected instantly.
: Wracking pain gives targets -4 on attack rolls, skill and ability checks.
: Deal 1d4 sonic damage per round and sicken targets.
: Willing creature dies instantly and painlessly.
: Spit a gout of flame as a breath weapon.
: Veil of shadow impedes sight and sound.
: Removes most afflictions.
: Flash-heated air deals fire and Intelligence damage to one or more creatures.
: One touch/level deals 1d6 dessication damage and possibly 1 Con damage.
: Target can pass through ice or snow like water.
: One subject/level leaves no tracks.
: Become a swirling sand cloud; gain one use of gust of wind.
: Creates passage through wood or stone wall.
: Create a frozen path on the ground that slows movement and deals cold damage.
: Caster receives divine guidance from a higher power.
: A feast and a great pavilion are created.
: Weapon is impossible to draw.
: Grant Target +4 bonus on Concentration checks and against compulsions and fear effects.
: Whirling mass of air hurls debris against your foes.
: Fill the area with the sound of percussive instruments.
: Creates area where only good creatures can be summoned.
: Gain control over a small area of any divinely morphic plane.
: Gain greater control over Limbo’s morphic essence.
: Makes certain spells permanent.
: Includes sight, sound, and smell.
: You become incorporeal for one round.
: Grants +4 Con, -2 Str.
: As major image, but no concentration required.
: Target dead creature gains bonus on its attempt to manifest.
: Target gains a disease, as do all who touch him.
: Nightmare creatures strike target for 8 Wisdom damage, 8 Dex damage.
: Creates illusory enemy for foe to chase.
: Fools creature’s sense of direction, making movement difficult.
: Implant illusion that Target is disabled.
: Fearsome illusion kills Target or deals 3d6 damage.
: Nightmare grapples and strangles one foe.
: Creates an unseen force that steals from others.
: Touch causes foe to believe he has aged and become weaker.
: Illusion of battle flanks creatures and denies attacks of opportunity.
: Incorporeal bear fights for you.
: Mount teleports forward 5 ft. /two CLs; use with other spells grants mount fly speed.
: Target is always flanked by one creature.
: Create illusion of group of guards.
: Creates a furrow in the earth, knocks creatures in its path prone.
: Magic stag appears for 1 hour/level.
: Magic horse appears for 1 hour/level.
: Target thinks it’s flanked.
: Incorporeal wolf fights for you.
: Creates an invisible passage through wood or stone.
: +4 sacred bonus on saves against spells with the evil descriptor.
: Evil creatures take 2d6 damage/CL as you immolate yourself.
: As contagion, but target is contagious during incubation period.
: Target takes 1d4 Con damage and does not heal.
: Summons horde of diseased rats.
: Animates horde of undead.
: One creature/level contracts quickly terminal disease.
: As lesser planar ally, but up to 18 HD.
: Exchange services with a 6 HD extraplanar creature.
: As lesser planar ally, but up to 12 HD.
: As lesser planar binding, but up to 18 HD.
: Traps extraplanar creature of 6 HD or less until it performs a task.
: As planar binding, lesser but up to 12 HD.
: Create bubble around target creature that emulates target’s native planar environment.
: Trade places with one of three greater planar creatures (your choice).
: Trade places with one of four lesser planar creatures (your choice).
: Trade places with one of three planar creatures (your choice).
: Send a whole ship to another plane.
: Provides long-term protection against overtly damaging planar traits.
: Plane shift accurately to your desired destination.
: Up to eight subjects travel to another plane.
: Subject’s type changes to plant.
: Grows vegetation, improves crops.
: Suppresses powers of one evil dragon or dragonblood creature.
: Makes gruesome ghost appear normal and unwounded.
: Creates an extra-dimensional space where you and your allies can hide.
: Hail of poison needles deals range of effects to target.
: You grow thorns that poison your attackers.
: Vines grow and poison creatures stuck within them.
: Touch deals 1d10 points of Con damage, repeats in 1 minute.
: Ranged touch attack deals 1d6/level cold damage in a 60-ft cone.
: Changes any Target into anything else.
: Gives one willing Target a new form.
: Warded portal alerts you or a creature designated by you to creatures passing through it.
: You are alerted when a creature passes through a warded portal.
: Closes portal and prevents it from functioning for 1 hour/level.
: You grant others knowledge of a magic portal’s location.
: Removes or adds one or more keys to portal.
: Stabilize malfunctioning portal for 1 minute/level.
: Turns target portal transparent.
: Creates an extradimensional space in a portal to hide in and observe from.
: Changes destination of portal for 1 hour/level.
: 10-ft radius surrounding you heals 1 hp/3 levels for 1 round/level.
:Gain partial protection from positive energy.
: As possess animal, but any creature.
: Your soul inhabits and controls an animal’s body.
: Caster drains subject’s ability score 1 point/round and gains +1 bonus per point.
: Determines a creature’s HD or level.
: Blinds creature with 200 or fewer hp.
: Deafens one creature with 100 hp or less.
: Reduces living creature with 50 hp or less to 0 hp.
: Makes one creature with 150 hp or less flat-footed.
: Makes one creature with 100 hp or less fatigued.
: Kills creature with 100 hp or less.
: Deals 2 points Dex damage to one creature with 75 hp or less.
: Makes one creature with 150 hp or less nauseated.
: Deal 1d6 points of damage per round to one creature with 100 hp or less.
: Petrifies one creature with 100 hp or less.
: Sickens one creature with 100 hp or less.
: Stuns creatures with 150 or fewer hp.
: Deals 2 points Str damage to one creature with 75 hp or less.
: Deals 1d4 Con drain to one creature/level.
: Allies +1 bonus on most rolls, enemies -1 penalty.
: You can force planar boundaries to rip, creating a planar breach.
: You rip wide the boundary between two planes.
: Emit a terrifying bellow that panics animals.
: Prevents ectoplasm from fading away.
: Protects one detached organ from decay for 24 hours.
: Water pressure deals 4d6 damage to submerged targets.
: Performs minor tricks.
: Identical to charm person except Target does not know a spell was cast.
: Target is sickened, takes damage whenever it acts.
: You change into elemental, gain some abilities.
: Gain a +5 bonus on Climb, Jump, and Swim checks.
: Gain a +5 bonus on initiative checks and Survival checks.
: Gain low-light vision and a +5 bonus on Listen and Spot checks.
: Gain a +5 bonus on Reflex saves and a +10-ft bonus to speed.
: Shield of colors offers concealment and damages your attackers.
: Creates bow that allows seven attacks, each with a different prismatic effect.
: Call down a prismatic effect over a wide area.
: Orb produces individual prismatic rays as touch attacks.
: Multicolored mist has random effect.
: Ray of light blinds target, deals random effect.
: As prismatic wall, but surrounds on all sides.
: Rays hit subjects with variety of effects.
: Wall’s colors have array of effects.
: Read subject’s memories, one question/round.
: 1d6 damage +1/level, touch or thrown.
: Target object deals 1d4/CL (max. 10d4) neg energy vs animal, plant, good outsider/shapechanger.
: Destroy, alter, or replace memories in target creature.
: As major image, plus triggered by event.
: Illusory double can talk and cast spells.
: Imposes a -4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions.
: Transforms willing incorporeal undead into a ghost.
: Reduces the effects of all elemental spells.
: Target immune to most ranged attacks.
: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
: Target gains +1/three levels bonus (max +5) on saves against charm and compulsion.
: Absorb 10 points/level of desiccation damage.
: Absorb 10 points/level of desiccation damage.
: Absorb 12 points/level of damage from one kind of energy.
: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
: Ward a target from attacks by soulmelds and incarnum creatures.
: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
: Ignore 10 points of negative energy damage per attack.
: Ignore 10 points of positive energy damage per attack.
: Warded creature cannot be possessed or mentally controlled.
: Confers +8 resistance bonus.
: Keeps spirits at bay.
: +2 AC and saves, counter mind control, hedge out oni.
: Like protection from evil, but benefits apply to winged flyers.
: Trade places with ally, who gains +2 to AC; you gain +2 on next attack.
: Target can use bardic music and bardic knowledge as bard of half your level.
: Targets gain +4 bonus on saves against charm, compulsion, and fear.
: As prying eyes, but eyes have true seeing.
: Creates 1d4 +1/level floating eyes to scout for you.
: Poisons those casting divination or mind affecting spells at object, creature, or area.
: As psychic turmoil, but you gain power points as temporary hp.
: Invisible field leeches psionic power points away.
: Nearby enemies take 2d6 damage/round.
: Target mimics your actions.
: Purifies 1 cu. ft./level of food or water.
: Turns fire into blinding light or choking smoke.
: Extinguishes non-magical fires or one magic item.
: Allies’ speed increases by 30 ft. for 1 round.
: Creates a potion that must be used within 1 hour/level.
: Caster can use teleport or greater teleport spell-like ability as a free action for 1 round/level.
: Your swim speed increases by 10 ft.
: You fling quills in spread, dealing damage and imposing penalties.
: Your hand sprouts poisonous quills useful for melee or ranged attacks.
: Creates daylight that dazzles undead.
: 1d6 damage/level, victims dazed or dazzled.
: As solid fog, but dazzles or blinds creatures within.
: Creatures attacking you take electricity damage; you’re protected from electricity.
: Grants +2 to Str and Con, +1 on Will saves, -2 to AC.
: Fires burn twice as hot, half as long.
: Black tulips fall from the sky; evil creatures take 5d6 damage per round and are nauseated.
: Rain of divine fire deals 10d6 damage per round to evil creatures.
: Ranged attacks deal total 1d4/level damage (max 5d4).
: Roses fall from the sky; evil creatures take 1d4 Wisdom damage per round and are sickened.
: Spines rain down on area, dealing 6d6 damage and pinning creatures to ground.
: Ray dazzles and deals 1d12 damage/3 levels of random type.
: Line deals 1d6 damage of each energy type.
: Lights fascinate 24 HD of creatures.
: Restores life to Target who died up to 1 day/level ago.
: Creature or sunken ship made buoyant.
: Restores dead person or ghost as a ghost.
: Conjures trees of ice.
: Gain +2 to Strength and your unarmed attacks deal normal damage.
: Enchanted creature is compelled to act randomly for 1 round.
: +20 ft. to subject’s burrow speed.
: Avian shadows grant cover, deal damage to attackers, grant bonuses on Jump and Tumble checks.
: Gain +5 on Spot checks; range increment penalty halved.
: Target takes 6d6 damage and is stunned, then takes 1d6 damage per round thereafter.
: Target becomes comatose.
: Instantly lose a prepared wizard spell and replace it with another spell from your spellbook.
: Prepares extra spells or retains one just cast.
: Link lets allies communicate.
: A pillar of black, unholy power deals 1d6 vile damage/2 levels (max 10d6).
: Object sheds darkness; the living take 1d6/round negative energy damage; undead gain fast healing 1.
: Ray attacks are reflected away.
: Victim takes 1d6 Dexterity penalty +1/2 levels.
: Ray deals 1d6 damage/level to constructs.
: Target can take only move or standard actions.
: Ray deals 1d6+1/2 levels Str penalty.
: Target takes -4 Strength, Dexterity, and Constitution.
: Ray makes Target exhausted.
: Ray deals 1d6/2 levels fire damage, ignites subject.
: Ray deals 1d3 cold damage.
: Target gains +2 bonus on attacks, saves, and checks.
: Ray deals 1d6 cold damage/2 levels.
: Ray blinds subject.
: Yellow light restores Strength damage.
: Ray attack is reflected back at its originator to deal force damage.
: Target becomes sickened.
: Victim takes 1d4+1 Intelligence damage.
: Creature can only attack once per round, cannot make attacks of opportunity,-10 ft. penalty to speed.
: Target takes -2 on attacks, -10 ft. speed.
: Your bite or claw attack threatens a critical hit on a 19 or 20.
: Your Scales become razor sharp and your grappling does lethal damage.
: Automatically locate aberrations within 30 ft.
: Read scrolls and spellbooks.
: Target can take no actions and afterward does not heal naturally.
: Hole in reality sends creatures and objects to another plane.
: Dead creature restored to half-life with 1 hp.
: All creatures below 0 HP within 10 feet of you take 1 point of damage.
: On a targeted dispel, steal spell power and effects for yourself.
: Completely restores any metal item destroyed by rust, even if reduced to powder.
: As rebuke, except the Target must save or die.
: Target cowers for 1d4 rounds.
: Target is dazed 1 round, then shaken.
: Your breath weapon rebukes undead.
: Creature or object takes 1d12 damage/level of spell affecting it (max 25d12).
: Your allies get bonus on attacks and saves, and your foes get penalties.
: Target takes 1d6 Str damage and 1d4 Cha damage.
: Creates a surge of tainted water that sickens, weakens, and nauseates.
: Spells targeting ally target you instead.
: Shrinks one willing animal.
: Target remains reduced for 10 minutes/level.
: Reduces several creatures.
: Humanoid creature halves in size.
: Viewers see subjects as their own species and gender.
: Viewers see you as their own species and gender.
: Cures creatures of all non-lethal damage.
: Alters item to transport its possessor to you.
: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
: As mount, but you summon several mounts.
: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
: Teleports nearby allies to your side.
: Brings dead Target back to life in random body.
: Creatures within cone are blasted away from you.
: Object sheds light; the living take 1d6/round positive energy damage; the living gain fast healing 1.
: Energy cocoon shields creature, then heals it.
: Negative energy fills corpse, feeding undead healed.
: Suppress the target’s alignment, removing all alignment-related inhibitions.
: Cures target of drug addictions.
: Cures normal or magical conditions.
: Frees object or person from curse.
: Cures all diseases affecting subject.
: Removes effects of fatigue as 8 hours of rest.
: Suppresses fear or gives +4 on saves against fear for one Target + one per four levels.
: Cure a nauseated or sickened character.
: Frees one or more creatures from paralysis or slow effect.
: Hides touched creature’s scent.
: Deal Charisma damage or essentia damage to foe; gain essentia.
: You damage the Shadow Weave.
: Creature is automatically healed if adverse condition affects it.
: Remove fatigue and +2 bonus to Constitution for 1 round/level.
: Repairs 4d8 damage +1/level (max +20) to any construct.
: Repairs 1d8 +1/level damage (max +5) to any construct.
: Repairs 1 point of damage to any construct.
: Repairs 2d8 damage +1/level (max +10) to any construct.
: Repairs 3d8 +1/level damage (max +15) to any construct.
: As repel wood, but affecting only ectoplasm.
: Pushes away metal and stone.
: Insects, spiders, and other vermin stay 10 ft. away.
: Pushes away wooden objects.
: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers.
: Duplicate observed spell or spell-like ability.
: Creatures can’t approach you.
: Sticky substance slows movement or renders object difficult to drop.
: Creatures ignore damage from specified energy type.
: Ignores 10 hp/round from one energy type.
: Target can resist penalties for being of an opposed alignment on an aligned Outer Plane.
: Bestows +4 bonus on saves against taint.
: Target gains +3 on saving throws.
: Target gains +6 on saving throws.
: Target gains +1 on saving throws.
: Target nauseated or sickened for 1 round/level.
: Sonic energy deals 1d4 damage/level (max 10d4).
: Foes must check spell resistance twice against caster.
: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.
: Your voice carries 100 ft./level.
: Sleep soundly, without nightmares.
: As restoration, plus restores all levels and ability scores.
: Dispels magical ability penalty or repairs 1d4 ability damage.
: As restoration, but multiple targets.
: Restores level and ability score drains.
: Restores a magic item destroyed by soul’s treasure lost spell.
: As resurgence, but multiple targets.
: You grant Target a second chance at a saving throw.
: Fully restores dead subject.
: Any living creature that strikes you in melee gains a negative level.
: Created illusion deals damage to those who disbelieve it.
: Reduces Intelligence and magical abilities of target.
: Thrown weapon returns to thrower.
: Dead creature speaks a short sentence about what caused its death.
: Reveals everything within 20-ft radius as true seeing spell for 1 round.
: Restores dead creature to life for 1 minute/level.
: As protection from arrows, but negated arrows turn back upon their source.
: Objects and creatures fall upward.
: Get extra use of chosen greater legacy ability.
: Get extra use of chosen least legacy ability.
: Get extra use of chosen lesser legacy ability.
: You restore life to a dead outsider.
: Restores undeath to undead that was destroyed up to 1 day/level ago.
: Restore recently dead to life with no level loss.
: Next charge deals double damage.
: Gain +5 bonus on Ride for 10 minute/level.
: You detonate on death, healing good creatures and damaging others (2d6/level damage).
: Allies healed, enemies damaged 1d8 damage +1/level (max +35).
: Deal damage to evil creatures and banish evil outsiders.
: Gain temporary hp, +4 to Strength.
: Gain temporary hp, +4 to Strength. (cleric only)
: Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.
: Your size increases, and you gain +4 Strength.
: Deals 1d6 damage/level (1d8 damage/level to evil outsiders) in 20-ft radius and blinds evil foes.
: Your allies get bonuses, especially if they worship your deity.
: Suspends all vital functions; target appears dead.
: Blades surround you, damaging other creatures (1d6 damage +1/level).
: Create a spreading area of lava.
: You give a creature a new personal truename, expunging the old one.
: Make one target/2 levels deafened and shaken.
: Catch hurled rocks.
: Cause stone object to explode, dealing 1d4 damage +1 point/level.
: Move across uneven surfaces with ease.
: As many as eight creatures hide in extra-dimensional space.
: Target gains a +1/level sacred bonus (max +10) on saves against effects that cause pain, sickness, nausea, or fear.
: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
: Target takes 1d6 Con damage per hour.
: Awakens creatures in area.
: Ray negates magical or mundane hazards.
: Cast on another creature’s turn and choose one of several benefits.
: You create a slender stone pillar with glyph of warding on it.
: Wave makes bull rush attack.
: Metal objects take 2d6 damage +1/2 levels.
: Touched weapon delivers filth fever.
: Billowing vapors destroy metal items.
: Your touch corrodes iron and alloys.
: You know status of Target and can teleport or scry without error.
: +2 sacred bonus to AC and retains AC Dex bonus when flat-footed; you can heal target at range.
: Target object deals 1d4/CL (max. 10d4) to undead, evil outsider/shapechanger that touches it.
: Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
: For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
: As sanctuary, but protects an area and lasts 1 hour/level.
: Touched creature knows shortest route to safety.
: Held melee weapon gains keen, flaming burst, and two extra attacks at highest BAB.
: Ray deals 1d6 damage/2 levels and stuns.
: Traps evil creature in a diamond for one year, then releases it as a sanctified creature.
: One creature/level can’t be attacked, and can’t attack.
: Opponents can’t attack you, and you can’t attack.
: You fire hot sand that deals 1d6 non-lethal damage, stuns enemies.
: You become an ooze-like being of sand.
: Creates a controlled dust storm.
: Target becomes exhausted.
: Sarcophagus entombs subject.
: Transmute rock or earth into boiling muck.
: Touch deals 13d6 fire damage and dazes victim; usable a number of times equal to level.
: Subject’s natural armor weakens.
: Grants +2 or higher enhancement bonus to natural armor.
: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels.
: Frightens creatures of less than 6 HD.
: Animal becomes shaken.
: You create mobile areas of magical darkness.
: Imbue one 5-ft square/2 levels with teleport trap.
: Targeted items scatter in a burst dealing 1d8 normal or subdual damage.
: Grants the scent ability for 1 hour/level.
: Read books in seconds.
: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
: Creates twisting colors that confuse, stun, or render subjects unconscious.
: Your natural armor bonus turns into a deflection bonus.
: 20-ft radius burst deals 1d6 electricity/level.
: Jet of flame deals 1d8/2 levels (max 5d8).
: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
: Target grows a scorpion tail that strikes for 2d6 damage (plus Str modifier) and possibly stuns the target.
: Tendrils of force lash foes for 1d8 +1/2 levels damage each.
: Inflicts a disease that must be magically cured, one subject/level.
: You randomize the destination of a magic portal.
: Teleport your foes 10 feet in a random direction, knocking them over.
: Illusion hides area from vision, scrying.
: Spy on a distant location.
: Scry attempts against target deal 1d6/level damage and blind scrying creature.
: As scrying, but faster and longer.
: Spies on Target from a distance.
: Creates new sounds or changes existing ones.
: Target creature can maneuver easily while on a ship.
: Seal an interplanar portal or gate.
: Target suffers hours of wasteland exposure in a moment.
: Ray deals 1d8/two levels, more against undead.
: Dispel fatigue, grant bonus on Constitution checks.
: Changes one page to hide its real content.
: Communicate a simple non-verbal message to one intelligent creature.
: Makes hidden weapon almost impossible to detect.
: Traps corpse inside holy symbol.
: Reveals invisible creatures or objects.
: Target gains fast healing 2 and can invoke a burst of healing.
: As seed of undeath, but affects an area.
: Target that dies before spell expires rises as a zombie under your command.
: Turn undead as cleric of your level.
: Ray deals 4d6 electricity, ignores concealment and cover; you gain +4 on attacks with rays against the target.
: Changes appearance of one person per two levels.
: Target is blinded and all within 5 ft. take 1d6 damage.
: Undead take 3d6 damage per round; intelligent undead also dazed 1 round.
: Delivers short message anywhere, instantly.
: Glow reveals when evil creature is near.
: Non-visual senses out to 30 ft. that pinpoints creatures.
: Automatically confirm one critical hit.
: All of subject’s senses are blocked.
: Wards the Target against deception, allowing him to pierce falsehoods of all forms.
: Creates text symbol that immobilizes reader.
: Target is invisible to sight and scrying; renders creature comatose.
: Gain insight bonus on Bluff checks equal to half your level.
: Transforms up to eight missiles into Tiny vipers.
: Caster’s arms become serpents with 10 ft. reach, +10 attack, and 1d8 damage plus poison.
: Create 2d6 unseen servants +1/level (max +15).
: Target permanently loses all legacy abilities.
: As shadow conjuration, but up to 8th level and 80% real.
: Masterwork arrow or bolt deals 1d6 points of Strength damage.
: Ribbon-like shadows entangle creatures in 10-ft radius burst.
: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
: You create a dome of shadow.
: As shadow conjuration, but up to 6th level and 60% real.
: Mimics conjuration below 4th level, but only 20% real.
: Shadowy figure attacks enemies.
: As shadow evocation, but up to 7th level and 60% real.
: Mimics evocation below 5th level, but only 20% real.
: +4 on Hide, Move Silently, Escape Artist, and concealment.
: Create group of shadowy warriors.
: Medium hand blocks opponents or carries items.
: Makes natural terrain more dangerous, creates guardians that you command.
: Grants +4 on saves against light spells, protection from gaze attacks.
: Imbues object with deeper darkness spell; evil dragon and dragonblood creatures unaffected.
: Target becomes partially incorporeal.
: Area filled with intense light that grows brighter.
: Negate light blindness/vulnerability; +5 bonus on Hide checks.
: Deals 4 points of Str damage and dazes.
: As Lesser Shadow Tentacle, but it extends 10 feet/level.
: Shadow animates into tentacle to entangle opponents.
: Bind a greater shadow to an object as its guardian.
: Step into shadow to travel rapidly.
: Target enters gloomy pocket plane and emerges frightened.
: Blast of light stuns and damages natives to the Plane of Shadow.
: Opens a portal to the Plane of Shadow.
: Illusory force grapples subject.
: Conjures disk that can store a single spell of up to 5th level and release it when broken.
: Summons 1d4+2 shambling mounds to fight for you.
: As stone shape, but affects metal instead of stone.
: You take the form of a hell hound.
: Transforms you into any creature, and change forms once/round.
: Combines lesser globe of invulnerability with protection from evil.
: Blast deals 3d6 damage to creatures in area.
: See and hear through the senses of a touched animal.
: Subjects gain +2 bonus on skill checks.
: Target creature can cure up to twice your CL of its own HP.
: One of your natural weapons deals damage as if you were one size larger.
: Sonic vibration damages objects or crystalline creatures.
: Deals 1d4 sonic/level plus damages floor surface.
: Blade of force attacks subject, automatically flanks.
: Target gains immunity to fatigue, exhaustion, ability damage, and ability drain.
: Allows unborn child to select special sorcerer or monk feat.
: Allies gain +3 or higher AC bonus.
: Aura grants +2 or higher deflection bonus.
: Grants DR 20/-, immunity to negative energy/energy drain, and 10 energy resistance all.
: Touched creature gains DR 15/- for 1 round.
: +4 AC, +4 resistance, and SR 25 against chaotic spells.
: Dissipates targeted magical attacks and grants +4 bonus on saving throws vs magical areas and effects.
: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5).
: You take half of subject’s damage.
: Invisible disc gives +4 to AC, blocks magic missiles.
: Shield floats near Target to offer protection.
: Shifter racial bonuses to skills increase by +8.
: Illusion hides path, creates false new path.
: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
: Touch deals 1d6 Dex damage.
: Touch deals 3d6 Dex damage.
: Flat-footed creatures get -10 on initiative.
: Touch delivers 1d6/level electricity damage (max 5d6).
: A 20-ft radius force blast for 1d4/level non-lethal.
: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
: Deafens all within cone and deals 5d6 sonic damage.
: 40-ft radius burst deafens and deals 8d6 sonic damage.
: Object shrinks to one-sixteenth size.
: Target takes 1d4 damage per level.
: Target takes 2d6 fire damage per round and deals 1d4 fire damage to creatures within 10-ft.
: Negative energy shroud makes undead perceive you as undead.
: Subjects can teleport short distances as move actions.
: Exchanges one of target’s Abyssal inheritor feats for another kind of feat.
: Evil creatures are sickened by your presence.
: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.
: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.
: You gain +4 bonus on next initiative check.
: Negates sound in 20-ft radius.
: Creates minor illusion of your design.
: Negates sound from door or window.
: You create a shining silver breastplate around your body.
: You grow a hard silver beard that gives +2 bonus to armor.
: One creature’s natural attacks are treated as silvered weapons.
: Transforms one weapon into a silvered weapon.
: Target becomes a soft-bodied ooze-like creature.
: Creates partially real double of a creature.
: Target sinks in water, must make Swim checks.
: Black bolt does Con and Str loss as a line attack.
: Drain 5 or more charges from wand or staff to replace one or more cast spells.
: Compel one creature/2 levels to submerse itself.
: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
: Create one skeleton/level with turn resistance.
: Grants natural armor, thorns, and resistance to dehydration.
: This spell grants you spell resistance equal to 10 + your CL.
: Grants you a gaze attack that acts as either charm monster or confusion.
: Intangible skull stores message and can be triggered to breathe fire.
: Skull shrieks when creature enters warded area.
: Spit a stream of sickening fluid.
: You can walk normally on any city surface.
: Target takes -1 penalty on attacks, saves, and checks for 1 round.
: Ray deals 1d8/two levels damage and heals undead the same amount.
: As dispel magic, but creatures take damage for spells dispelled.
: Touch attack kills subject.
: Dust devil of magic sand puts foes to sleep.
: Puts 4 HD of creatures into magical slumber.
: Hampers vision and movement.
: Move Target 20 ft.
: Move Target 5 feet.
: Hurl up to three globs of green slime.
: Creates a 15-ft radius spread of green slime.
: Creates a 15-ft-radius spread of green slime.
: Creates a volume of slipsand.
: Fires burn twice as long.
: Caster absorbs health and sustenance from helpless subject.
: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
: Subject’s aroma attracts animal attacks.
: +2 on attack roll and extra damage to smite evil ability vas divine spell casting evil creature.
: +2d6 damage on smite, continuing each round until you miss target.
: Smoke transforms into ladder up to 10 ft. long/level.
: Walk up a column of smoke as if it were solid.
: Target is imprisoned within a Tiny receptacle.
: Keeps reptiles at bay.
: Two snakes hit one or two targets, deal 3d6 damage and inject poison (1d6 Con damage, repeats in 1 minute.)
: Allies each immediately make one attack.
: Target immediately makes one attack.
: Your arm turns into poisonous snake you can use to attack.
: Captures one astral creature and holds it motionless.
: Creates a magic booby trap.
: Touch attack (melee or ranged) deals 1d6 cold damage +1/level.
: Gain +10 Spot, darkvision, 60-ft range for sneak attacks, and death attacks with ranged weapons.
: No range limit on next ranged sneak attack.
: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
: Knocks creatures prone and deals 4d6 crushing damage and 1d6 cold damage.
: Snowballs deal 2d6 points of cold damage in 10-ft burst.
: Forms existing snow into another shape.
: As snowshoes, affects one creature/level.
: Target walks easily on ice and snow.
: Normal vision in winter weather conditions.
: Musical snowfall aids allies in within 30 ft. and hinders enemy spellcasters.
: Extinguish one non-magical light source.
: Turns stone to clay or dirt to sand or mud.
: Fellow worshipers provide bonuses to turn undead, gain AC bonus against undead.
: Blocks vision and slows movement.
: Target believes it alone exists.
: Forces targets to attack each other.
: Target takes 2d6 damage per round while caster concentrates.
: Ghost departs immediately for the True Afterlife.
: Grants +1 bonus on your next Cha check after performance.
: Target takes 1d4/2 levels sonic damage plus deafness.
: Cone of sound deals damage.
: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
: Target takes 1 point of sonic damage and is deafened 1 round.
: Weapon touched deals +1d6 sonic damage with each hit.
: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.
: Removes need to concentrate to maintain next spell cast.
: Target takes -3 penalty on attacks, saves, and checks.
: Traps newly dead soul to prevent resurrection.
: Deal 1d4 + 1 per three CLs essentia damage to foe.
: Grant 1 point of essentia per three CLs to subject.
: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
: +5 on Escape Artist/Avoiding being grappled, you are treated as being chaotic-aligned.
: Healing spells cast by or on you have greater effect.
: +2 on Will saves to resist enchantments, you are treated as being lawful aligned for adjudicating effects.
: Inflict spells cast by or on you have greater effect.
: Meld into surrounding sand.
: Touch deals 2d6 Cha damage and 1d6 Wisdom damage immediately, 1d6 Cha damage after 1 minute.
: Imprison soul of dead creature in talisman from which caster can question it.
: Protect target from 5 points of ability damage to Int, Wis, or Chr.
: Disintegrates subject’s most valuable object.
: Create an immobile area that blocks all incarnum effects for 10 minute/level.
: Melee weapon drains 1 point of essentia per hit.
: Allies can reallocate essentia for free.
: One or more of target’s soulmelds are destroyed.
: Deals 1d8 sonic damage to subjects; may stun them.
: Sonic energy deals 1d8/level damage.
: Undead creature loses most immunities.
: Cloud of sparkling motes outlines invisible creatures.
: Target resists being transformed into an undead spawn if slain.
: Subjects can converse at distance without moving lips.
: You can communicate with natural animals.
: Allows conversation with any creature or object.
: Corpse answers one question/2 levels.
: You can talk to normal plants and plant creatures.
: Pass a 25-word message between two magically linked stones.
: Turns non-magical weapon into a +1 silvered spear (+3, +2d6 damage vs magical beasts).
: You create a dragon-shaped mass of shadows that attacks under your control.
: Creates disembodied glowing hand to deliver touch attacks.
: Conjures a phantom stag that you can ride or direct to attack a target.
: Your touch bestows one negative level/round.
: Use quasi-real weapon to make touch attacks.
: You and the target can verbally communicate at any distance.
: Grants +4 Dex, -2 Con.
: Target gains swim speed 30.
: Swap out prepared spells for other spells in your spellbook.
: Lets you cast another spell in the same round at +2 CL.
: Creates long tentacle with multiple mouths to attack your enemies.
: Hold the charge of one touch spell per forelimb.
: Stores one spell in your dragonmark.
: As spell immunity, but up to 8th-level spells.
: As spell immunity, but only 1st and 2nd-level spells.
: Target is immune to one spell/four levels.
: Stores up to three spells of 3rd level or lower to be released later.
: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell.
: Stores up to two spells of 3rd level or lower to be released later.
: Activates a spell on a scroll when a triggering condition is met.
: As spell resistance, but multiple targets.
: Target gains SR 12 + level.
: Grants +3 resistance bonus on saving throws against spells and spell-like abilities.
: Dragonshard absorbs a spell or spell-like ability of up to 6th level.
: Dragonshard absorbs a spell of up to 3rd level.
: Dispel spells on target and gain their benefit for yourself.
: Reflect 1d4+6 spell levels back at caster.
: Target takes penalty on spell resistance equal to CL.
: Gain +2 on dispel, counterspell checks; recognize cast spell and CL.
: Absorbs designated incoming spells and redirects their energy to healing or a previously chosen spell.
: Masterwork arrow or bolt deals extra damage to a creature with ongoing spells cast upon it.
: Instantly prepare any 1st level spell you could normally cast.
: Instantly prepare any 4th level spell you could normally cast. (cleric only)
: Stores one spell in wooden quarterstaff.
: Featureless black sphere does 2d6/level damage, disintegrates.
: Grants ability to walk on walls and ceilings.
: Turn humanoid Target into a drider.
: You take on the form and abilities of a Huge fiendish monstrous spider.
: You take on the form and abilities of a medium fiendish monstrous spider.
: You take on the form and abilities of a Large fiendish monstrous Spider.
: Caster’s hand becomes a Small monstrous spider.
: Caster grows long spider legs that have a speed of 30 ft; and move on vertical surfaces.
: Summons Large monstrous spiders to fight for you.
: Touch deals 1d6 Str damage, repeats in 1 minute.
: Polymorph one creature/level into monstrous spider.
: A slow spell that only affects spiders or spider-like creatures.
: Polymorph into drider or Large spider.
: Target gains increasing bonus to natural armor, saves against poison, and Hide checks.
: Creatures in area take 1d4 damage, may be slowed.
: Creatures in area take 1d8 damage, may be slowed.
: As brambles, but weapon gains +2 bonus and doubled threat range.
: As lesser spirit ally, but up to 24 HD.
: Exchange services with an 8 HD spirit.
: As lesser spirit ally, but up to 16 HD.
: As lesser spirit binding, but traps up to 24 HD of spirits.
: Traps spirit creature of 8 HD or less until it performs a task.
: As lesser spirit binding, but traps up to 16 HD of spirits.
: Ghostly jaws grapple creature, deal 2d6 damage.
: Needle pins spirit in place in corporeal form.
: Your incorporeal spirit separates from your body.
: Channels an ancient spirit into your steed, increasing its speed and granting other benefits.
: Target takes 1 point Con damage every round for 1 round/level.
: +4 to Knowledge checks; make untrained Knowledge skill checks; retry failed Knowledge check.
: Horsemen of force attack enemies.
: Horsemen of force attack enemies.
: Creates ghostly chariot behind your mount.
: Translucent knight grants you a +6 deflection bonus to Armor Class and attacks at your command.
: Magic weapon attacks on its own.
: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
: You can spit up to close range.
: 4d6 piercing damage to subjects hit by ranged attack.
: Instantly Search area as if having taken 10.
: Cloud gives you concealment, deals 1d6 Con damage to creatures that enter your square.
: Mushrooms grow from ground, slowing movement and sickening living creatures.
: All within 5 ft. take 1d8 damage and 1d2 damage each round thereafter for 10 rounds.
: Calms hostile creatures within 10-ft/level radius.
: Creatures within 10 ft./level become hostile and savage.
: Simulates Quick Draw feat.
: Suppresses one or more of a foe’s supernatural abilities.
: Hide a scrying sensor in a coin or other Tiny object for later activation.
: You can apply a metamagic feat to a spell, manipulate a property, or stun the caster.
: Cures 1 point of damage to all creatures in area.
: Target marked with symbol you can see despite disguises.
: Target hidden from sight, hearing, and scent.
: Target gains combat bonuses automatically when reduced to half HP or lower.
: Grant instant benefits against charges, bull rushes, grapples, trips, and similar attacks.
: Target stands up from prone.
: Magically propels boat or swimming creature.
: Destroys non-magical weapons on contact; DC 15 Reflex save to half damage from magic weapons.
: Tiny starbursts each deal 1d8 damage (half non-lethal), or 1d8 lethal damage to evil creatures.
: Tiny starbursts that cause target to lose spells.
: Tiny starbursts that cause target to lose spells and each deal 1d8 damage force and 1d8 cold.
: Hunger pangs deal 1d6 damage/level, cause fatigue.
: Target can become a statue at will.
: As status, but cast some spells through bond.
: Monitors condition, position of allies.
: Change Target creature’s attitude to helpful for 1 round.
: Caster drains 1 ability score point per round and becomes younger.
: Humanoid creature doubles in size as targeted humanoid halves in size.
: Take control of another caster’s summoned monster.
: Superheated steam deals 1d6/level fire damage (max 10d6).
: Make your special mount amphibious.
: Blades hover around you and attack foes.
: Cylinder of force damage.
: Glues an object weighing 5 pounds or less to another object.
: Create stone and wood skeleton with energy drain attack to fight for you.
: You get +10 on Sleight of Hand checks.
: Entangles and immobilizes creatures in affected area.
: You become stuck to special mount, gain +10 Ride checks.
: Touch imposes penalties to Dex and speed and reduces maneuverability.
: Target must concentrate or botch spell.
: Target of ray can take only standard or move action, has -2 AC, and must make Concentration checks to cast spells.
: Nauseating vapors, 1 round/level.
: Target has wind knocked out of it.
: Your body becomes living stone.
: Corporeal undead gains +3 natural armor bonus.
: Construct gains DR 10/adamantine.
: Your fists turn into menacing, rocky lumps capable of inflicting deadly wounds.
: Changes 10 cu. ft. + 10 cu. ft./level of stone into another type of stone.
: Changes type of stone.
: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
: Sculpts stone into any shape.
: Shatter a stone object or creature.
: 5-ft diameter stone sphere rolls over your enemies.
: Transform pebbles into monstrous spider constructs.
: Rain of bullet-sized stones pounds down, dealing bludgeoning and slashing damage.
: Talk to natural or worked stone.
: Restores petrified creature.
: Block of stone turns invisible, hovers in the air, and drops when condition is met.
: Links two stones for teleportation.
: Natural stone combusts, dealing fire damage to nearby creatures.
: Stony arm trap grapples and damages creatures.
: Ignore 10 points of damage per attack.
: Arm made of soil and rock grapples foes.
: Target drops to -8 hp immediately.
: Electricity deals 1d6/level damage, explodes out from surface after delay you select.
: Dust devil of flensing sand.
: Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame.
: Storm provides concealment, slows movement, deals cold and fire damage.
: A deluge of needles deals 1d4 damage/level (max. 15d4) in 30-ft cone.
: Evil creatures are blinded for 1 round; evil outsiders and undead also take 1d6 damage/level.
: Storm rains acid, lightning, and hail.
: Glowing sphere absorbs 20 points per CL of electricity damage from effects that pass within 30 ft.
: Touch deals 9d6 electricity damage and stuns victim for 1 round; usable a number of times equal to level.
: Tower of swirling clouds absorbs electricity, gives concealment, and prevents movement.
: You can fly and fire lightning from your eyes.
: Add +4 (+1/4 levels) to ship’s checks to weather storms.
: Voice is greatly amplified and you can do 1d8 damage and stun in 15-ft cone.
: Teleport yourself and one creature/2 levels from a storm.
: Gain the benefits of the Mobility feat.
: Ranged touch attack deals 5d10 damage, +1 streamer/three levels (max four).
: +8 Str bonus that ends if you lose contact with the ground.
: You gain benefits of your lycanthropic animal form while in human form.
: Polymorphed/shapechanged casters can use their new stats, or original stats, whichever is better.
: Melee weapon gains 5 ft. of reach for one attack.
: Hand deals 1d6 non-lethal damage/2 levels (max 5d6) and knocks Target back.
: Target stunned 1d4+1 rounds.
: Your breath weapon also stuns creatures for 2d4 rounds.
: Your breath weapon also stuns creatures for 1 round.
: All within 30 ft. are stunned for 1 round.
: One helpless Target is put in a state that allows him to be moved but take no other actions.
: Subject’s aura weakens as if it had 1 HD/two CLs fewer than it actually does.
: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks.
: You control ship mentally while it travels underwater.
: Temporarily swap one domain for another your deity offers.
: Half the damage you take is transferred to a figure of a spirit or deity.
: Reduces target’s DR and SR.
: Grant a Target short-lived DR, even when it is not your turn.
: Impaling stalagmite damages and holds foes.
: Take Constitution damage to make your spellcasting more potent.
: As suggestion, plus one subject/level.
: Compels Target to follow stated course of action.
: Summon an aspect of Bahamut.
: Summon a babau demon to follow your commands.
: Summon a bearded devil to follow your commands.
: Summon a bralani eladrin to follow your commands.
: You summon a swarm of clockwork menders.
: Create a non-costly spell component.
: Calls dustform creature to fight.
: Calls dustform creature to fight.
: Calls dustform creature to fight.
: Calls dustform creature to fight.
: Calls dustform creature to fight.
: Calls dustform creature to fight.
: Calls dustform creature to fight.
: Calls dustform creature to fight.
: Calls dustform creature to fight.
: Summons powerful roc to serve you.
: Summons dire hawk to serve you.
: Calls powerful elemental creature to fight for you.
: Summon an elementite swarm to follow your commands.
: Summon an Elysian thrush, which accelerates natural healing.
: Summons outsider giants to fight for you.
: Summon a clay, flesh, iron, or stone golem from a small amount of like material.
: Summon a greater elemental to follow your commands.
: Wooden holy symbol appears in your hand.
: Summon a hound archon to follow your commands.
: Summons one instrument of the caster’s choice.
: Summons a living dragonmark for 1 round/level.
: Summons a Homunculus that explodes when destroyed.
: Calls extraplanar creature to fight for you.
: Calls extraplanar creature to fight for you.
: Calls extraplanar creature to fight for you.
: Calls extraplanar creature to fight for you.
: Calls extraplanar creature to fight for you.
: Calls extraplanar creature to fight for you.
: Calls extraplanar creature to fight for you.
: Calls extraplanar creature to fight for you.
: Calls extraplanar creature to fight for you.
: Calls extraplanar creature to fight for you.
: Calls creature to fight.
: Calls creature to fight.
: Calls creature to fight.
: Calls creature to fight.
: Calls creature to fight.
: Calls creature to fight.
: Calls creature to fight.
: Calls creature to fight.
: Calls creature to fight.
: Summons swarm of urban animals and vermin.
: Summons swarm of bats, rats, or spiders.
: Summons undead to fight for you.
: Summons undead to fight for you.
: Summons undead to fight for you.
: Summons undead to fight for you.
: Summons undead to fight for you.
: Summons a mighty warforged titan.
: Create normal, non-magical light weapon.
: Send a short message to 10 creatures/level.
: Ray deals 2d6 damage, more against undead, and might blind target.
: Scepter of light functions as a melee weapon with the axiomatic, disruption, and flaming burst special abilities.
: Beam blinds and deals 4d6 damage.
: Blinds all within 80 ft., deals 6d6 damage.
: As a daylight spell; target gains DR 5/-; Attacker takes 5 damage when target takes melee damage.
: Burst of light blinds and damages creatures.
: Target takes 2d6 non-lethal damage and is fatigued.
: Target can’t use breath weapon.
: Suppress the spell-like abilities of target’s dragonmark.
: Reduces damage and illumination from fire.
: You notice but do not trigger magical writing traps.
: Target temporarily loses all legacy abilities of one item.
: Magic item or soulmeld is suppressed for 1 round/level.
: Gain +1 bonus/3 levels on next attack.
: +10 bonus on Balance, Climb, Jump, and Tumble checks.
: As surefooted stride but multiple subjects.
: You can move over rubble as easily as you can over open ground.
: Protects you from death due to hazards.
: +2 luck bonus on attack, damage, saving throws, skill/ability checks, AC, and spell penetration checks.
: Keeps disease from harming creature for 24 hours.
: Touched object floats in the air at your direction remains in place for days.
: Recipients need no food or drink for 6 hours/level.
: Water in lungs makes Target helpless, diseased.
: As tree stride, but with bodies of water.
: Creates a well to fresh water up to 100 ft. down.
: Enchant armor and weapons so that they appear on you instantly when you wish.
: As swim, but one creature/level.
: Target gains swim speed, +8 bonus on Swim checks.
: As sword and hammer, but +2 on attack rolls and benefit of Improved Critical feat.
: As spiritual weapon, but creates a longsword and warhammer of force.
: Evil creature confesses crimes, takes Wisdom damage.
: Blade of negative energy attacks your opponents.
: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
: As knife spray, but 1d8 and max +10.
: Triggered rune slays nearby creatures.
: Triggered rune panics nearby creatures.
: Triggered rune renders nearby creatures insane.
: Triggered rune wracks nearby creatures with pain.
: Triggered rune charms nearby creatures.
: Triggered rune puts nearby creatures into catatonic slumber.
: Spellcasters in the area lose highest level spell.
: Triggered rune stuns nearby creatures.
: Triggered rune overwhelms nearby creatures with thirst.
: Triggered rune weakens nearby creatures.
: Deals 2d10 damage/round to freestanding structure.
: Object or location attracts certain creatures.
: Haunting music disrupts target’s sleep for 1 day/level.
: Channel a spell into positive energy to cure 1d8/spell level.
: Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes.
: Teleport one creature/3 levels a short distance.
: Attack a foe for 1 round/level and knock him back on the first round.
: Your tail of force can attack a group of foes within 10 ft.
: +4 AC, +4 resistance, and 25 SR against good spells.
: You and allies are +1 to hit/3 levels against subject.
: Target loses actions for 1 round/level.
: Dragon must attack you or take a penalty on attack rolls, skill checks, and saving throws.
: Moves object, attacks creature, or hurls object or creature.
: One-way mental communication to allies within 100 ft.
: Link with Target within 30 ft. for 10 minutes/level.
: Blocks all telepathic communication within 80-ft radius.
: Overhear creatures’ telepathic communications.
: As teleport, but affects a touched object.
: As teleport, but no range limit and no off-target arrival.
: Instantly transports you as far as 100 miles/level.
: Circle teleports any creature inside to designated spot.
: Puts Target into suspended animation.
: As targeted dispel magic, but second consecutive casting is more potent.
: As Tenser’s floating disk, but you can ride it.
: Creates 3-ft-diameter horizontal disk that holds 100 lb./level.
: You gain combat bonuses.
: Target can travel overland 50% longer without fatigue.
: Statuette becomes a Huge animated object which fights for you.
: Statuette becomes a Medium animated object which fights for you.
: Melee attack deals 1d10+1/two levels damage.
: Turns blood to seawater, dealing 1d6/level damage.
: Extend your senses 30 ft.
: Transforms one 10-ft cube/level of everfrost, slush, snow, and ice.
: Blast of force pushes away creatures surrounding you.
: Creatures suffer from altitude sickness.
: Ranged attack deals 1d6/level (max 20d6), divided among multiple targets; successful hit sickens.
: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 5 damage.
: Target takes 2d6 damage and -4 penalty on attacks, saves, and checks.
: You create three duplicates of a weapon and launch them against foes.
: Creatures in area take 1d8 sonic damage/round, knocked prone.
: Small lightning bolts deal 1 damage/round.
: Lance of force deals 3d6 damage and might dispel force effects.
: Roar deals 1d6 damage/2 levels, deafens.
: 1d6/level damage lightning strike to one target.
: Deals 16d8 points of lightning damage, plus bursts.
: Wave of water deals 1d6/level damage and bull rushes.
: Massive wave damages boats, creatures, and structures on a coast.
: One natural weapon of Target gets +1/4 levels on attack rolls and damage rolls (max +5) for 1 round.
: You act freely for 1d4+1 rounds.
: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.
: Gain all-around vision.
: Entraps and harms Shadowlands creatures.
: Entraps and harms evil extraplanar creatures.
: Caster gains +2 bonus on Bluff.
: Caster spits out one Tiny viper/4 levels.
: Caster spits out tendrils that grapple.
: Speak any language.
: Shadowy tentacle ending in three mouths.
: Target is overwhelmed by thirst.
: Target is temporarily blinded and emotionally distraught.
: Creature gains +6 natural armor, +1/3 levels above 11th.
: Repairs 10 HP/level damage to a construct.
: Weapon gains the properties of an adamantine weapon.
: Touched target transforms into a mass of quivering flesh.
: Touch attack fatigues target.
: Target takes 1d6 points of Int, Wis, and Cha damage.
: Touch heals up to 2 hp/level divided among multiple targets.
: Target turns to green slime in 4 rounds.
: Dazes one creature for 1 round/level.
: Use part of your lay on hands ability to cure 1 point of ability damage.
: Spells gain the evil descriptor and deal extra damage to good creatures.
: Melee touch attack deals 10d6 damage or controls undead creature.
: Deal negative energy damage and paralysis with your touch.
: Target loses 3 points of Str, Dex, and Con; second casting blinds and deafens.
: Use your Planar Touchstone granted higher-order abilities to fuel damaging rays.
: +10 bonus on Intimidate checks.
: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.
: Generate small amount of poison that you can spit or place on a weapon.
: Coats weapon with poison.
: Affected animal gains additional tricks equal to 1/2 CL for 1 hour/level.
: You temporarily remove one extraordinary or supernatural ability of your choice from the target creature.
: Meditate to learn about nearby spirits.
: Fascinate a single foe for 3 rounds, and make target vulnerable to your mind affecting abilities.
: Like Animal Trance, but more targets.
: You are nigh-unkillable for a brief period, but die immediately afterward.
: Safely moves an untriggered magical symbol to another location.
: You can transfer xps to other creatures for the purpose of making magic items.
: Humanoids freeze in place until condition you specify is met.
: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
: You and Target switch places and appear as each other.
: Metal within 40 ft. becomes wood.
: Transforms two 10-ft cubes/level.
: Transforms one 10-ft cube with subsequent fire damage and effects.
: Transforms two 10-ft cubes/level.
: Transforms two 10-ft cubes/level.
: Transforms two 10-ft cubes/level.
: Transforms two 10-ft cubes/level.
: Move instantly from one plant to another of the same species.
: Imprisons Target within gem.
: Creature moves faster but can’t attack.
: Target’s manufactured weapon takes a penalty for 1 round.
: You detect valuable metals and gems.
: You enter a tree that nourishes and heals you.
: You look exactly like a tree for 1 hour/level.
: Step from one tree to another far away.
: Subjects knocked prone.
: Grants tremorsense to a range of 30 ft.
: Cast a prepared spell three times.
: Plants trip creatures entering area.
: Creates three shadow duplicates of you.
: Teleport other against their will.
: Turn target object as brittle as glass.
: This spell gives the target object the transparency of glass.
: You take on the form and abilities of a troll.
: Banishes an extraplanar creature whose personal truename you know.
: +10 on your next spell penetration roll.
: As major creation, but permanent.
: As dominate person, but save at -4.
: You gain +3 AC and save bonus.
: Allies gain +1 bonus on most rolls.
: As reincarnate, plus remains aren’t needed and some choice of form exists.
: As resurrection, plus remains aren’t needed.
: As true seeing, but affects multiple creatures.
: See all things as they really are.
: +20 on your next attack roll.
: Enslaves extraplanar creature of CR 14 or less with the power of its truename.
: Enslaves extraplanar creature of CR 6 or less with the power of its truename.
: Enslaves extraplanar creature of CR 10 or less with the power of its truename.
: Cancels spells and magical effects on a creature whose personal truename you know.
: Massive wave deals 1d6 damage/level.
: Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).
: Water surrounding you becomes cloudy, granting concealment.
: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.
: Target gains +1 luck bonus on all saving throws.
: Confers a decreasing sacred bonus or penalty on the subject’s next four saving throws.
: Sever one chakra bind per four CLs; deal 1d6 + 1d6/essentia damage per bind severed.
: Frees everyone in range from spells that constrain or bind.
: Weapon gains undead bane property and is considered good-aligned.
: Form a telepathic link with a mindless undead.
: Targeted undead can give orders to undead in your control.
: Imbue Target with characteristics of undead.
: Undead creature gains blue aura that gives +2d6 damage against living creatures.
: Deals 2 Con damage and causes Target to rise as a crypt spawn after death.
: Destroys 1d4 HD/level undead (max 20d4).
: Grants subjects numerous combat advantages against undead opponents.
: Like earthbind, but against multiple targets.
: You gain earth-related spell-like abilities.
: Make Perform checks in place of Concentration checks.
: Grants an insight bonus equal to CL on Disable Device and Open Lock checks.
: Conceals alignment for 24 hours.
: Gain immunity to extra damage from critical hits and sneak attacks.
: Target gains immunity to death effects, energy drain, and negative energy; can harm undead or heal deathless.
: Heal yourself of 5d6 or more points of damage.
: As blinding beauty, but creatures must save or die.
: Target is subjected to unearthly heat for 1 round/level.
: +4 bonus against weakness or fatigue, endurance bonuses.
: Smooth difficult terrain.
: Grappling creature immediately gains free attempt to escape.
: Spend more than one action point per round plus gain one free action point per round.
: Designates location as unholy.
: Target gains +4 save bonus against powers of good outsiders.
: +4 to AC, +4 resistance, SR 25 against good spells.
: Target animal transforms into an unholy minion under your control.
: Damages and sickens good creatures.
: Evil-aligned rain falls in 20-ft radius.
: Weapon becomes +5, deals +2d6 damage against good.
: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.
: Gain speed 60 ft., +4 on Str-, Dex-, and Con based checks; use dimension door once.
: You grow a horn that functions as a natural weapon.
: Drinking a glass of wine inspires +1 morale bonus on skill checks.
: Undead Target explodes for 1d6 damage/2 levels when struck or at a specific time.
: Target remakes all rolls, uses worse result for 1 round/level.
: Gain +2 Str, +4 Con, and bonuses to prevent being moved against your will.
: Erase a creature from reality.
: Target takes -1 penalty on attacks for 1d3 rounds.
: Invisible force obeys your command and can use the Craft skill.
: As unseen servant except creates one servant/level.
: Invisible force obeys your commands.
: Invisibility effect triggered to activate the instant you successfully attack someone.
: One of target’s soulmelds is destroyed.
: You take the form of a marut.
: Creature grows roots that keep it stationary and heal it every round.
: Column of wind lifts you aloft.
: City grants cover to you, not to enemies.
: Target grows spines that damage opponents.
: 100-ft/level radius of darkness that evil creatures can see through.
: +4 Str, Con; +2 Will saves; extra attack; cures 1d8 hp +1/level (max +20).
: One subject/CL can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
: Target can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
: Calls a pegasus or unicorn, which serves caster for up to 1 year.
: Touch deals 1d6/two CLs; caster gains damage as hp.
: As teleport, but affects a touched object.
: Weapons’ touch dispels summoned or quasi-real creatures.
: Reduces living creature with 10 hp or lower to -9 hp.
: Darkness grants you concealment.
: You gain undead traits.
: Changes appearance of group of creatures.
: Any creature that slays the spell’s recipient takes 1d6/level damage.
: You release a bolt of fell energy that does 2d8 acid in a line.
: Subject’s venom does 1d6/level acid damage.
: Throws voice for 1 minute/level.
: +4 competence bonus on Perform checks, and bardic music uses Shadow Weave.
: Creatures have 20% miss chance and possibly become nauseated.
: Target creature must succeed on a DC 10 Balance check to move each round.
: Damage incorporeal creatures.
: Set specific conditions under which you immediately wake up.
: As lesser vigor, but 4 hp/round.
: Creature heals 1 hp/round (max 15 rounds).
: As lesser vigor, but multiple targets (max 25 rounds).
: As lesser vigor, but 2 hp/round (max 25 rounds).
: As mass lesser vigor, but 3 hp/round (max 40 rounds).
: Undead creature gains fiendish template.
: Creates +2 shortspear that deals vile damage.
: Vines grow rapidly, giving various effects.
: You can sneak attack plant creatures for 1 round.
: Spit forth celestial or fiendish vipers that attack your foes.
: Target gains 1 temporary hp.
: As lesser visage of the deity, but you become half-celestial or half-fiendish.
: You gain +4 Cha and resistance 10 to certain energy types.
: As lesser visage of the deity, but you get celestial or fiendish qualities.
: Ranged touch attack hurls 5-ft- diameter glob of glue at subject.
: Confronts target with a vision of the Abyss that causes increasing fear.
: Target gains morale bonus equal to your Cha modifier to one saving throw.
: Evil creature is dazed for 1 round.
: You give the target a vision of what awaits it in the afterlife.
: +10 bonus on Spot checks; Immunity to being dazzled or blinded; one use of faerie fire.
: As legend lore, but quicker and strenuous.
: +2 sacred bonus on saves, +2 dodge bonus to AC; discharge spell to gain bonus equal to half CL.
: Your next attack deals sneak attack damage.
: Melts sand into glass.
: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
: 3d8 points of damage due to force per round to all creatures in the area.
: Reduces an opponent’s DR.
: Evil creatures attack other evil creatures.
: Deal 1d4 damage/level in 30-ft cone, plus targets panicked or shaken.
: Kills one creature/level.
: You can track a ship across the sea.
: Grant Target ability to climb, jump, and maneuver through mountain pathways.
: Shapeable wall grants cover and concealment, deals damage to anyone who tries to pass.
: Creates barrier of woven chains that has 20 hp/4 CLs.
: As magic circle against law, except as a one-sided wall.
: Deals 2d4 of cold within 10-ft, 1d4 out to 20-ft. Wall deals 2d6 frostburn damage +1/level.
: Creates barrier of woven chains that has 20 hp/4 CLs and deals 3d6 damage to all within 5 ft.
: Creatures passing through a transparent wall become subjects of targeted dispel magic.
: Creates plane or hemisphere of ectoplasm.
: As magic circle against good, except as a one-sided wall.
: Creates barrier that caster can see through and that paralyzes and consumes those that touch it.
: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
: Wall is immune to damage.
: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
: Shadow barrier obscures vision.
: As magic circle against evil, except as a one-sided wall.
: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
: Creates wall of incarnum that deals essentia or Wisdom damage to those attempting to pass through.
: 30 hp/4 levels; can topple onto foes.
: As magic circle against chaos, except as a one-sided wall.
: Creates wall of light, can dazzle creatures.
: Whirling limbs deal 5d6 damage and grab creatures passing through.
: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
: Wall deals 4d12 damage to undead and 2d10 damage to evil; counters/dispels darkness.
: Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.
: Wall causes pain to creatures passing through.
: Wall of salt that can be shaped.
: Wall impedes movement, obscures vision, and blocks some attacks.
: Create a barrier of dragon hide.
: Wall of black smoke obscures vision and nauseates those who pass through.
: Creates a stone wall that can be shaped.
: Thorns damage anyone who tries to pass.
: Wall of biting pests provides concealment, attacks anyone passing through.
: Wall impedes movement and can drown creatures.
: Temporarily change wand to cast another, weaker spell.
: Gain +4 on attack/damage rolls on charge. Any opponent you damage must save or panic 1 round.
: Mount gains +2 bonus on attack/damage rolls with natural weapons; other spells grants fly speed.
: Creatures within 30-ft cone cower for 1d4 rounds.
: Creates gems that store healing energy, encircle the target, and release their healing power on command.
: Allies are no longer flat-footed.
: Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
: Reverse failed save or hit in combat.
: Gives foe a temporary form that’s grotesque and useless.
: Bends wood (shaft, handle, door, plank).
: Move through the wasteland without penalties.
: Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.
: Subjects can breathe underwater.
: Transforms 1 cu. ft./level of water into acid.
: Transform water into ingested poison.
: Target treads on water as if solid.
: Splash does subdual damage.
: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
: Keeps one creature/level from sinking.
: Cone imposes -3 penalty on attacks, checks, and saves.
: Stuns all within cone for 1 round/2 levels.
: Fire creatures become shaken and cold creatures lose immunity to cold.
: Several targets become exhausted.
: Several targets become fatigued.
: Prepare one weapon for combat against a particular foe.
: Weapon deals extra energy damage.
: As keen edge, but aids bludgeoning weapons.
: Your weapon gains enhancement bonus and special ability.
: Touched weapon changes form.
: You accurate predict weather up to one week ahead.
: Fills 20-ft radius spread with sticky spider webs.
: Target gains +4 on Swim and is less hindered by bog terrain.
: Harms or heals creatures within 30 feet of you.
: Target takes damage according to its degree of alignment difference from your own..
: As phantasmal killer, but affects all within 30 ft.
: 1d4 creatures infected with lycanthropy.
: 1d6 non-lethal damage/level (max 10d6) to 1 creature/level.
: Deal 1d6 non-lethal damage +1d6/2 levels above 1st (max 5d6).
: 15-foot cone deals 1d6 non-lethal damage/2 levels (max 5d6).
: Your spirit merges with your horse’s.
: Create a whip of force.
: Create a thorny whip that can damage or entangle opponents.
: Create a barrier of fangs of force doing 12d4 to those who try to cross it.
: Hurled slashing weapon magically attacks all foes in 60-ft line.
: Creates moving 5-ft/level cylinder that deals 1d8 damage/2 levels each round.
: As whirlwind, but larger and more destructive.
: Cyclone deals damage and can pick up creatures.
: Cast fifth level or lower spell as a purely mental action.
: Instant communication between two candles.
: Sand delivers your message.
: Sends a short message 1 mile/level.
: Snow and wind obscure sight; creatures affected may become lost.
: Grants +5 competence bonus on a skill check, or proficiency with a weapon, armor, or shield.
: You gain +10 bonus on Listen and Spot checks and retain Dex bonus to AC when flat-footed.
: Change into centaur, gain some abilities.
: Target takes 1d10 damage; you gain a profane bonus equal to half the damage.
: Doubles overland speed of subjects for 12 hours.
: Ranged weapons gain +5 bonus and double range increment.
: You and your allies turn vaporous and travel fast.
: Deflects arrows, smaller creatures, and gases.
: Create strong wind for 1 hr./level.
: Trap foe in phantasmal maze.
: A net of force entangles the target, preventing it from charging, running, or flying.
: Create wings that can transform into a gust of wind or obscuring mist.
: Your mount grows wings and flies at speed of 60 ft.
: Take the form of a bird.
: Subject’s flight maneuverability improves by two steps.
: Subject’s flight maneuverability improves by one step.
: Get a +20 circumstance bonus on a Jump check.
: Grant cover against a specific attack.
: Your wings of force can attack all foes within 30 ft.
: Increase your temporary fly speed by 30 ft.
: +30 ft. to subject’s swim speed.
: Creature takes 1d6 cold damage and is fatigued.
: Creature takes 1d8 cold damage/round and might become exhausted.
: As limited wish, but with fewer limits.
: Caster reduces subject’s speed to 5 ft. or makes it impossible for Target to use objects or cast somatic spells.
: Deals 1d6/level desiccation damage and dehydrates living creature.
: Touch attack deals 1 point Str and 1 point Con damage per two CLs.
: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.
: Rearranges wooden objects to suit you.
: Summon minor nature spirit.
: Target turns to wood and takes 1d4/round Dex damage, becoming a wooden statue at 0 Dex.
: Blend unobtrusively into natural surroundings, along with your friends.
: Enables a masterwork arrow or bolt to pass through wood.
: Kills, paralyzes, weakens, or nauseates non-neutral creatures.
: Magical manacles restrain foe.
: Non-chaotic Target is killed, confused, stunned, or deafened.
: You instigate a new demi-plane on the Astral Plane.
: Teleports you back to designated place.
: Kills, paralyzes, weakens, or dazes Tainted subjects.
: Sonic aura damages foes that strike you.
: Deals 1d6 damage/level (max 15d6) to creatures in a line and creates a wall of rubble.
: Blinds Target and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.
: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
: Your melee attacks strike as touch attacks for 1 round.
: Target dies or may be dazed and -4 on all saves for 1 round/level.
: Target is dazed and takes damage each round equal to his essentia pool.
: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage.
: Deals 1d8 damage/level in 20-ft radius and stuns foes for 1d4 rounds.
: Touched creature swims through earth like a xorn.
: Blinds creatures within 10 ft.
: Melee attack deals 1d8+1/two levels damage.
: Target gains eight tentacle attacks, Resistance to acid and electricity, AC Bonus.
: Target deals non-lethal damage.
: Creatures in area take normal and cold damage, may be slowed.
: You gain +4 AC against attacks of opportunity, move through enemies.
: You automatically gain combat bonuses when you attack someone of opposite alignment.
: Deals 1d6 cold damage to all creatures in area.
: Aberrations in area become weaker, fey and plants become stronger.
: As peacebond, but affects all weapons in area.
: Prevents teleportation and similar effects from functioning in the area.
: Makes invisible and ethereal creatures visible.
: Keeps eavesdroppers from overhearing conversations.
: Subjects within range cannot lie.

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