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Unearthed Arcana Deity Options

Gestalt LG Deities Living Greyhawk Bright Lands Character


FR Deities Include NONC Spells
Eberron Deities
Ravenloft Beliefs
Dragonlance Deities
Optional Material: Select to allow access to Non-Open/Non-Closed (Living Greyhawk) or to allow at all (all other campaigns)
Non-setting Sources Forgotten Realms Sources
✘ Complete Adventurer (CAd) Players Guide to Faerun
✘ Complete Arcane (CAr) Magic of Faerun
✘ Complete Divine (CD) Races of Faerun
✘ Complete Psionic (CP) Underdark
✘ Complete Warrior (CW) Champions of Ruin
✘ Complete Mage (CM) Champions of Valor
✘ Complete Scoundrel (CS) City of Splendors: Waterdeep
✘ Complete Champion (CC)
Eberron Sources
✘ Races of Destiny (RD) Eberron Campaign Setting
✘ Races of the Dragon (RDr) Five Nations
✘ Races of Stone (RS) Races of Eberron
✘ Races of the Wild (RW) Sharn: City of Towers
Explorer's Handbook
✘ Frostburn (Fr) Secrets of Xen'drik
✘ Sandstorm (Sa) Player's Guide To Eberron
✘ Stormwrack (Sto) Magic of Eberron
✘ Dungeonscape (Du)
Ravenloft Sources
Ravenloft Campaign Setting
✘ Heroes of Battle (HB) Heroes of Light
✘ Heroes of Horror (HH) Champions of Darkness
Van Ritchen's Arsenal Vol. 1
✘ Tome of Battle (ToB)
DragonLance Sources
✘ Book of Exalted Deeds (BE) Dragonlance Campaign Setting
✘ Book of Vile Darkness (BV) Age of Mortals
Bestiary of Krynn
✘ Spell Compendium (SpC)
✘ Miniatures Handbook (MH) Living Greyhawk Sources
Dragon Magazine (315&319)
✘ Player's Handbook II (PH2)
✘ Expanded Psionics Handbook (XPH)
✘ Planar Handbook (PlH)
✘ Magic of Incarnum (MoI)
✘ Dragon Magic (DM)
✘ Cityscape (Ci)
✘ Drow of the Underdark (DrU)
Monsterous Non-setting Sources
✘ Monster Manual (MM) ✘ Fiend Folio
✘ Monster Manual II (MM2) ✘ Draconomicon
✘ Monster Manual III (MM3) ✘ Libris Mortis
✘ Monster Manual IV (MM4) ✘ Lords of Madness
✘ Savage Species (SS)
✘ Use SV Monster Class Progressions
Third Party Sources
Player's Companion (PC) Published by Technomancer Press
Available sources that don't require you to have a source, campaign or option set:
Silver Marches (Forgotten Realms) (3.0 source that uses an unofficial 3.5 conversion for some class abilities)
Use Reference as Secondary sort on Spell Sheet (Spell Level, Reference, Spell Name)
Spell List for Wizard and WuJen shows spells in book that character not able to cast
Campaign Select

Race/Class/Deity Selections Only Added


Spell Classes/Spells/Feats Being Added
Implemented

all other campaigns)


Sources Optional Spell Selection Sheets
(PG) ✘ Cleric
(Mag) Druid
(Rac) Spirit Shaman
(Und)
(CR)
(CV)
(CSW)

rces Source Section & Editing Buttons


(ECS) Sheet Reset Options
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(RE) Show Custom Race/Class Tabs
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(EH) Show Custom Race/Class Tabs
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(PE)
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urces
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(CoD)
(VRA1) Show Traits/Flaws Tabs

ources
(DLCS)
(AoM)
(BoK)

Sources Show Custom Familiar Tabs


(DMag)
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(FF)
(Dr)
(LM)
(LoM)
Final
Ability Value Mod
Strength 12 +1
Dexterity 12 +1
Constitution 15 +2
Intelligence 18 +4
Wisdom 17 +3
Charisma 15 +2

Race Human

Alignment Character Name

Limit deity list based on alignment & race

Deity

Template HD Adjust 0
Template Level Adjust 0
Lvl Class
1 1 4 Specialist Wizard? Beguiler: A
2 1 4 3rd
3 1 4 Prohibited Schools 7th
4 1 12 11th
5 1 1 15th
6 1 1 19th
7 1 1 Dread Necroman
8 1 1 Psion Discipline 4th
9 1 1 8th
10 1 1 Neutral clerics: 12th
11 1 1 16th
Check this box if you
12 1 1 rebuke undead and cast 20th
13 1 1 inflict spells. Warmage: A
14 1 1 3rd
15 1 1 6th
16 1 1 11th
17 1 1 16th
18 1 1
19 1 1 Duskblade Starting INT Total Daily Turn Att
20 1 1 0
21 1 1 Caster Level Bump (from
22 1 1
23 1 1 Universal Caster Manifester Level Bump (fro
24 1 1
25 1 1
26 1 1 Corruption Sco
27 1 1
28 1 1
29 1 1
30 1 1
31 1 1
32 1 1
33 1 1
34 1 1
35 1 1
36 1 1
37 1 1
38 1 1
39 1 1
40 1 1
41 1 1
42 1 1
43 1 1
44 1 1
45 1 1
46 1 1
47 1 1
48 1 1
49 1 1
50 1 1
51 1 1
52 1 1
53 1 1
54 1 1
55 1 1
56 1 1
57 1 1
58 1 1
59 1 1
60 1 1
Beguiler: Advanced Learning
3rd
7th
11th
15th
19th
Dread Necromancer: Advanced Learning
4th
8th
12th
16th
20th
Warmage: Advanced Learning
3rd
6th
11th
16th

Total Daily Turn Attempts


0
Caster Level Bump (from Items, etc.)
0
Manifester Level Bump (from Items, etc.)
0

Corruption Score Mod


0 +0
1
Select Domain #1 Select Domain #2

You gain the Spell Focus(Enchantment) Free Extend Spell feat.


Feat.

1st Command 1st Deathwatch


2nd Enthrall 2nd Augury
3rd Suggestion 3rd Clairaudience/Clairvoyance
4th Dominate Person 4th Status
5th Command, Greater 5th Detect Scrying
6th Geas/Quest 6th Heroes' Feast
7th Suggestion, Mass 7th Scrying, Greater
8th True Domination 8th Discern Location
9th Monstrous Thrall 9th Time Stop

4
Select Domain #4 Select Domain #5

1st 1st
2nd 2nd
3rd 3rd
4th 4th
5th 5th
6th 6th
7th 7th
8th 8th
9th 9th
2 3
Select Domain #3

1st
2nd
3rd
4th
5th
6th
7th
8th
9th

5 6
Select Domain #6

1st
2nd
3rd
4th
5th
6th
7th
8th
9th

protect end
Complete Divine
Arcane Disciple

Augment Healing
Practiced Spellcaster

Complete Arcane
Draconic Power
Extra Edge
Extra Invocation

Extra Slot

Extra Spell

Mage Slayer
Pierce Magical Concealment
Pierce Magical Protection

Complete Scoundrel
Master Spellthief

SandStorm
Drift Magic

Expanded Psionics Handbook


Wild Talent
Expanded Knowledge

Psionic Talent
Psionic Talent x2
Psionic Talent x3
Psionic Talent x4

Player's Guide to Faerun


Initiate of Bane
Initiate of Cyric
Initiate of Gond
Initiate of Helm
Initiate of Ilmater
Initiate of Lathander
Initiate of Malar
Initiate of Mystra
Initiate of Nature
Initiate of Selune
Initiate of Tyr
Magical Training

Spellcasting Prodigy (Cha)


Spellcasting Prodigy (Int)
Spellcasting Prodigy (Wis)
Lords of Madness
Warped Mind
0 Enter Total number of aberrant feats
Knowledge (religion) 4 ranks, Spellcraft 4 ranks, deity's alignment

Heal 4 ranks
Spellcraft 4 ranks

Draconic Heritage
Warmage Level 4th
Ability to use lesser invocations

Spellcaster level 4+

Spellcaster level 3rd+

Spellcraft 2 ranks, BAB +3


Con 13, Blind-Fight, Mage Slayer
Con 13, Mage Slayer
Manifester level 3rd

Have a power point reserve


Have a power point reserve
Have a power point reserve
Have a power point reserve

Cleric level 5th, patron Bane


Cleric level 3rd, patron Cyric
Cleric level 1st, patron Gond
Cleric or paladin level 5th, patron Helm
Cleric or paladin level 7th, patron Ilmater
Cleric level 1st, patron Lathander
Cleric or druid level 3rd, patron Malar
Cleric level 3rd, patron Mystra
Cleric or druid level 5th, patron Eldath, Mielikki, or Silvanus
Cleric, druid, Harper Agent, Hathran, or Ranger level 3rd, patron of Selune
Cleric level 7th, patron Tyr, War domain
Int 10+ or Cha 10+, Meet Regional Requirement

Can only be taken at 1st level


Can only be taken at 1st level
Can only be taken at 1st level
Abjuration Divination Evocation Necromancy
Conjuration Enchantment Illusion Transmutation
Orisons 1st-Level Spells 2nd-Level Spells 3rd-Level Spells
Create Water Bane Aid Animate Dead
Cure Minor Wounds Bless Align Weapon Bestow Curse
Detect Magic Bless Water Augury Blindness/Deafness
Detect Poison Cause Fear Bear's Endurance Contagion
Guidance Command Bull's Strength Continual Flame
Inflict Minor Wounds Comprehend Languages Calm Emotions Create Food and Water
Light Cure Light Wounds Consecrate Cure Serious Wounds
Mending Curse Water Cure Moderate Wounds Daylight
Purify Food and Drink Deathwatch Darkness Deeper Darkness
Read Magic Detect Chaos Death Knell Dispel Magic
Resistance Detect Evil Delay Poison Glyph of Warding
Virtue Detect Good Desecrate Helping Hand
Amanuensis Detect Law Eagle's Splendor Inflict Serious Wounds
Maintenance Detect Undead Enthrall Invisibility Purge
No Light Divine Favor Find Traps Locate Object
Preserve Organ Doom Gentle Repose Magic Circle against Chaos
Slash Tongue Endure Elements Hold Person Magic Circle against Evil
Summon Holy Symbol Entropic Shield Inflict Moderate Wounds Magic Circle against Good
Hide from Undead Make Whole Magic Circle against Law
Inflict Light Wounds Owl's Wisdom Magic Vestment
Magic Stone Remove Paralysis Meld into Stone
Magic Weapon Resist Energy Obscure Object
Obscuring Mist Restoration, Lesser Prayer
Protection from Chaos Shatter Protection from Energy
Protection from Evil Shield Other Remove Blindness/Deafness
Protection from Good Silence Remove Curse
Protection from Law Sound Burst Remove Disease
Remove Fear Spiritual Weapon Searing Light
Sanctuary Status Speak with Dead
Shield of Faith Summon Monster II Stone Shape
Summon Monster I Undetectable Alignment Summon Monster III
Anarchic Water Zone of Truth Water Breathing
Angry Ache Addiction Water Walk
Axiomatic Water Animalistic Power Wind Wall
Blade of Blood Aura Against Flame Absorb Mind
Blessed Aim Avoid Planar Effects Affliction
Blood Wind Ayailla's Radiant Burst Aid, Mass
Cloak of Shade Balor Nimbus Air Breathing
Cold Fire Benediction Align Weapon, Mass
Conjure Ice Beast I Bewildering Substitution Alter Fortune
Conviction Bewildering Visions Analyze Touchstone
Delay Disease Black Karma Curse Anarchic Storm
Detect Fire Blade Brothers Antidragon Aura
Detect Taint Blast of Light Attune Form
Detect Weaponry Blood Snow Aura of Cold, Lesser
Dispel Ward Body Blades Awaken Sin
Divine Inspiration Body Ward Axiomatic Storm
Drug Resistance Boneblast Battlemagic Perception
Ease of Breath Brambles Binding Snow
Ebon Eyes Brumal Stiffening Black Sand
Extract Drug Close Wounds Blade of Pain and Fear
Eyes of the Avoral Cloud of Knives Blessed Sight
Faith Healing Conduit of Life Blindsight
Focus of the Apprentice Conjure Ice Beast II Bolster Aura
Fortify Cold Creatures Conjure Ice Object Boneblade
Foundation of Stone Curse of Ill Fortune Brilliant Emanation
Grave Strike Dance of Ruin Celestial Aspect
Guiding Light Dark Way Chain of Eyes
Healthful Rest Deific Vengeance Channeled Divine Shield
Heartache Desiccate Checkmate's Light
Ice Gauntlet Detect Aberration Circle Dance
Ice Slick Devil's Tongue Circle of Nausea
Impede Divine Insight Cloak of Bravery
Incite Divine Interdiction Clutch of Orcus
Inhibit Divine Presence Conjure Ice Beast III
Invest Light Protection Divine Protection Control Sand
Ironguts Ease Pain Control Snow and Ice
Lantern Light Elation Conviction, Mass
Light of Lunia Energized Shield, Lesser Corona of Cold
Locate Water Estanna's Stew Crown of Might
Moon Lust Execration Crown of Protection
Necrotic Awareness Extend Tentacles Crown of Smiting
Nightshield Eyes of the Zombie Crown of the Grave
Nimbus of Light Freedom of Breath Curse of Arrow Attraction
Omen of Peril Frost Breath Darkfire
Peacebond Frost Weapon Defile Snow and Ice
Portal Beacon Frostburn, Lesser Deific Bastion
Ray of Hope Fuse Arms Demon Dirge
Reaving Aura Ghost Touch Armor Detect Metal and Minerals
Resist Planar Alignment Hand of Divinity Devil Blight
Resurgence Healing Lorecall Devil's Eye
Sacrificial Skill Hydrate Divine Retaliation
Scholar's Touch Infernal Wound Downdraft
Seething Eyebane Inky Cloud Energize Potion
Shivering Touch, Lesser Insight of Good Fortune Energized Shield
Sign Insignia of Alarm Energy Aegis
Slow Consumption Interfaith Blessing Energy Vortex
Snowshoes Iron Silence Energy Vulnerability
Sorrow Lahm's Finger Darts Favorable Sacrifice
Spell Flower Lastai's Caress Fell the Greatest Foe
Spider Hand Light of Faith Flame of Faith
Stupor Light of Mercuria Flesh Ripper
Summon Undead I Living Undeath Focus of the Journeyman
Suspend Disease Local Tremor Footsteps of the Divine
Tongue of Baalebul Locate Touchstone Ghost Touch Weapon
Twilight Luck Lore of the Gods Girallon's Blessing
Updraft Luminous Armor Grace
Vigor, Lesser Mark of Judgment Haboob
Vision of Glory Mark of the Outcast Hamatula Barbs
Vision of Heaven Master Cavalier Hammer of Righteousness
Wings of the Sea Master's Touch (PH2) Handfang
Necrotic Cyst Heart's Ease
Necrotic Scrying Hesitate
Obscuring Snow Holy Storm
Peaceful Serenity of Io Ice Axe
Protection from Negative Energy Ice Shape
Protection from Positive Energy Insignia of Blessing
Protective Field Insignia of Healing
Quick March Insignia of Warding
Remove Addiction Inspired Aim
Resounding Voice Interplanar Message
Rigor Mortis Invest Moderate Protection
Sap Strength Invoke the Cerulean Sign
Share Talents Knight's Move
Shroud of Undeath Know Opponent
Sluggishness Know Vulnerabilities
Smite Good/Evil Light of Venya
Soul Ward Light of Wisdom
Spawn Screen Love's Pain
Spell Immunity, Lesser Magic Manacles, Lesser
Spider Legs Mantle of Chaos
Spores of the Vrock Mantle of Evil
Stabilize Mantle of Good
Stay the Hand Mantle of Law
Stone Bones Mark of Doom
Stone Fist Masochism
Stretch Weapon Meld into Ice
Substitue Domain Nauseating Breath
Summon Elysian Thrush Necrotic Bloat
Summon Undead II Path of the Exalted
Thin Air Phieran's Resolve
Turn Anathema Plague Carrier
Veil of Shadow Protection from desiccation
Wave of Grief Red Fester
Refreshment
Rejuvenative Corpse
Remove Nausea
Resist Energy, Mass
Resist Taint
Resurgence, Mass
Ring of Blades
Rotting Curse of Urfestra
Sadism
Safety
Serpents of Theggeron
Shield of Warding
Shivering Touch
Shriveling
Sink
Skull Watch
Slashing Darkness
Snowshoes, Mass
Sonorous Hum
Soul of the Waste
Spark of Life
Spikes
Spiritual Charger
Subdue Aura
Summon Undead III
Suppress Glyph
Telepathy Tap
Touch of Juiblex
Tremor
Unholy Storm
Unliving Weapon
Vigor
Vigor, Mass Lesser
Vile Lance
Visage of the Deity, Lesser
Wall of Light
Weapon of Energy
Weapon of Impact
Weapon of the Deity
Universal Abjuration Divination Evocation
Requires LG Spell Access Conjuration Enchantment Illusion
4th-Level Spells 5th-Level Spells 6th-Level Spells 7th-Level Spells
Air Walk Atonement Animate Objects Blasphemy
Control Water Break Enchantment Antilife Shell Control Weather
Cure Critical Wounds Command, Greater Banishment Cure Serious Wounds, Mass
Death Ward Commune Bear's Endurance, Mass Destruction
Dimensional Anchor Cure Light Wounds, Mass Blade Barrier Dictum
Discern Lies Dispel Chaos Bull's Strength, Mass Ethereal Jaunt
Dismissal Dispel Evil Create Undead Holy Word
Divination Dispel Good Cure Moderate Wounds, Mass Inflict Serious Wounds, Mass
Divine Power Dispel Law Dispel Magic, Greater Refuge
Freedom of Movement Disrupting Weapon Eagle's Splendor, Mass Regenerate
Giant Vermin Flame Strike Find the Path Repulsion
Imbue with Spell Ability Hallow Forbiddance Restoration, Greater
Inflict Critical Wounds Inflict Light Wounds, Mass Geas/Quest Resurrection
Magic Weapon, Greater Insect Plague Glyph of Warding, Greater Scrying, Greater
Neutralize Poison Mark of Justice Harm Summon Monster VII
Circle against Chaos Planar Ally, Lesser Plane Shift Heal Symbol of Stunning
Poison Raise Dead Heroes' Feast Symbol of Weakness
Repel Vermin Righteous Might Inflict Moderate Wounds, Mass Word of Chaos
Circle against Law Restoration Scrying Owl's Wisdom, Mass Animalistic Power, Mass
Sending Slay Living Planar Ally Animate Siege Weapon
Spell Immunity Spell Resistance Summon Monster VI Aura of Cold, Greater
Summon Monster IV Summon Monster V Symbol of Fear Bastion of Good
Tongues Symbol of Pain Symbol of Persuasion Bestow Curse, Greater
Absorb Strength Symbol of Sleep Undeath to Death Blood to Water
Blindness/Deafness Abyssal Might True Seeing Wind Walk Brain Spider
Aerial Summoning Dance Unhallow Word of Recall Brilliant Blade
Aligned Aura Wall of Stone Algid Enhancement Call Kolyarut
Animate Legion Aura of Evasion Barghest's Feast Channel Celestial
Animate Object, Lesser Bewildering Mischance Bolt of Glory Conjure Ice Beast VII
Assay Spell Resistance Bleed Call Faithful Servants Constricting Chains
Astral Hospice Blistering Radiance Celestial Blood Consumptive Field, Greater
Battlefield Illumination Boreal Wind Chasing Perfection Cry of Ysgard
Bleakness Call Zelekhut Cloak of Hate Death by Thorns
Blessing of the Righteous Chaav's Laugh Cloud of the Achaierai Death Dragon
Blindsight, Greater Charnel Fire Cold Snap Energy Ebb
Blood of the Martyr Choking Sands Cometfall Evil Glare
Castigate Claws of the Bebilith Conjure Ice Beast VI Fiendish Clarity
Celestial Brilliance Commune with Earth Consecrate Battlefield Fortunate Fate
Channeled Divine Health Condemnation Consume Likeness Harm, Greater
Claws of the Savage Conjure Ice Beast V Crown of Brilliance Heaven's Trumpet
Confound Contagion, Mass Desecrate Battlefield Holy Star
Conjure Ice Beast IV Convert Wand Desiccate, Mass Holy Transformation
Consumptive Field Crawling Darkness Energy Immunity Imprison Soul
Contingent Energy Resistance Crown of Flame Exalted Raiment Infernal Transformation
Damning Darkness Curse of Ill Fortune, Mass Fiendish Quickening Necrotic Curse
Dampen Magic Curtain of Light Frostburn, Mass Necrotic Tumor
Delay Death Dancing Web Ghost Trap Pact of Return
Diamond Spray Darts of Life Hide the Path Phoenix Fire
Dust to Dust Death Throes Ice Flowers Plague
Early Twilight Dispel Cold Ice Rift Planar Bubble
Focus Touchstone Energy Dispel Fire Light of Courage Plane Shift, Greater
Freeze Armor Dispel Water Lucent Lance Pulse of Hate
Frostburn Divine Agility Make Manifest, Mass Radiant Assault
Glacial Globe of Invulnerability Divine Retribution Mantle of the Icy Soul Rain of Embers
Glowing Orb Doomtide Mummify Rapture of Rupture
Hand of the Faithful Door of Decay Necrotic Eruption Ravenous Darkness
Healing Spirit Dragon Breath Opalescent Glare Rejuvenating Light
Hell's Power Earth Hammer Planar Exchange Renewal Pact
Holy Transformation, Lesser Earth Reaver Quickshift Restoration, Mass
Hypothermia Energetic Healing Rejection Righteous Burst
Identify Transgressor Etherealness, Swift Resistance, Superior Righteous Glare
Imbue Holy Water False Sending Revive Outsider Righteous Smite
Infernal Transformation, Lesser Fire in the Blood Sarcophagus of Stone Seed of Undeath, Greater
Iron Bones Flaywind Burst Secure Corpse Shield of the Archons
Life Ward Focus of the Master Snare Astral Traveler Slime Wave
Light of Purity Forbidden Speech Spider Plague Spell Resistance, Mass
Lower Spell Resistance Frostbite Spiritual Guardian Summon Aspect of Bahamut
Luminous Armor, Greater Haunt Shift Stone Body Symphonic Nightmare
Magic Manacles, Greater Healing Circle Storm of Shards Tomb of Light
Make Manifest Heartclutch Summon Babau Demon Withering Palm
Moon Bolt Hibernal Healing Symbol of Thirst Wretched Blight
Morale Facade Hibernate Thousand Needles
Mystic Aegis Incorporeal Nova Touch of Adamantine
Necrotic Domination Inquisition Valiant Steed
Negative Energy Aura Invest Heavy Protection Vengeance Halo
Panacea Life's Grace Vigorous Circle
Planar Exchange, Lesser Magic Convalescence Visage of the Deity
Planar Tolerance Mana Flux Weight of Sin
Metal and Minerals Positive Energy Aura Mark of Sin Zealot Pact
Profane Item Meteoric Strike
Pronouncement of Fate Morality Undone
Psychic Poison Necrotic Burst
Recitation Oath of Blood
Remove Fatigue Parboil
Renewed Vigor Pass through Ice
Resistance, Greater Power Leech
Revenance Radiance
Sacred Item Resonating Resistance
Seed of Life Revivify
Seed of Undeath Righteous Wrath of the Faithful
Shadowblast Sacred Guardian
Shape Metal Sanctuary, Mass
f the Journeyman Sheltered Vitality Sicken Evil
Shield of Faith, Mass Spiritual Cavalry
Sound Lance Stalwart Pact
Spell Vulnerability Status, Greater
Spiritual Advisor Stone Shape, Greater
Stars of Arvandor Subvert Planar Essence
Stifle Spell Summon Bearded Devil
Stop Heart Summon Bralani Eladrin
Summon Hound Archon Summon Undead V
Summon Pest Swarm Surge of Fortune
Summon Undead IV Symbol of Spell Loss
Sunmantle Telepathy Block
Sustain Triadspell
Sword of Conscience Vigor, Greater
Undead Bane Weapon Vulnerability
Wall of Chaos Wall of Dispel Magic
Wall of Evil Wall of Magma
Wall of Good Wall of Ooze
Wall of Law Warding Gems
Wall of Salt Zone of Peace
Wall of Sand Zone of Respite
Wall of Water Zone of Revelation
Wrack

Manacles, Lesser
Necromancy Universal
Transmutation Requires LG Spell Access
8th-Level Spells 9th-Level Spells
Antimagic Field Astral Projection
Cloak of Chaos Energy Drain
Create Greater Undead Etherealness
Cure Critical Wounds, Mass Gate
Dimensional Lock Heal, Mass
Discern Location Implosion
Earthquake Miracle
ious Wounds, Mass Fire Storm Soul Bind
Holy Aura Storm of Vengeance
Inflict Critical Wounds, Mass Summon Monster IX
Planar Ally, Greater True Resurrection
Shield of Law Abyssal Army
Spell Immunity, Greater Apocalypse from the Sky
Summon Monster VIII Armageddon
Symbol of Death Awaken Construct
Symbol of Insanity Call Marut
Unholy Aura Channel Greater Celestial
Axiomatic Creature Conjure Ice Beast IX
Befoul Despoil
Bodak Birth End to Strife
Bodak's Glare Exalted Fury
Brilliant Aura Feast of Champions
Chain Dispel Fimbulwinter
Conjure Ice Beast VIII Heavenly Host
Death Pact Hellish Horde
Death Ward, Mass Hunters of Hades
Dragon Cloud Mantle of the Fiery Spirit
Evil Weather Necrotic Termination
Familial Geas Plague of Undead
Fierce Pride of the Beastland Sanctify the Wicked
Flashflood Spread of Savagery
General of Undeath Sublime Revelry
Heat Drain Summon Elemental Monolith
Last Judgement Summon Golem
Lion's Roar Undeath's Eternal Foe
Necrotic Empowerment Vile Death
Pestilence Visage of the Deity, Greater
Plague of Nightmares Were-Doom
Planar Exchange, Greater
Restore Soul's Treasure
Spread of Contentment
Stormrage
Summon Giants
Veil of Undeath
Visions of the Future
Wall of Greater Dispel Magic
Word of Group Recall
Abjuration Divination Evocation Necromancy
Conjuration Enchantment Illusion Transmutation
Cantrips 1st-Level Spells 2nd-Level Spells 3rd-Level Spells
✘ Acid Splash Aberate Addiction Absorb Mind
✘ Amanuensis Accelerated Movement Aerial Alarm Acid Breath
✘ Arcane Mark Alarm Aiming at the Target Air Breathing
Caltrops Animate Rope Alarm, Greater Alter Fortune
✘ Dancing Lights Appraising Touch Allied Footsteps Amorphous Form
✘ Daze Arrow Mind Alter Self Analyze Portal
✘ Detect Magic Babau Slime Animalistic Power Analyze Touchstone
✘ Detect Poison Backbiter Animate Weapon Anticipate Teleportation
✘ Disrupt Undead Benign Transposition Arcane Lock Antidragon Aura
Electric Jolt Bestow Wound Arcane Turmoil Arcane Sight
✘ Flare Bigby's Helpful Hand Ashstar Arctic Haze
✘ Ghost Sound Bigby's Tripping Hand Attentive Alarm Arms of Plenty
✘ Launch Bolt Black Bag Augment Familiar Avoid Planar Effects
✘ Launch Item Blade of Blood Ayailla's Radiant Burst Bands of Steel
✘ Light Blades of Fire Balancing Lorecall Battlemagic Perception
✘ Mage Hand Blood Wind Baleful Transposition Bigby's Disrupting Hand
✘ Mending Breath Flare Balor Nimbus Bite of the Wererat
✘ Message Burning Hands Battering Ram Blacklight
✘ No Light Burning Rage Bear's Endurance Blade of Pain and Fear
✘ Open/Close Buzzing Bee Belker Claws Blink
Preserve Organ Cause Fear Bigby's Striking Fist Blood Snow
✘ Prestidigitation Charm Person Bigby's Warding Hand Body Blaze
✘ Ray of Frost Cheat Black Karma Curse Bothersome Babble
✘ Read Magic Chill Touch Bladeweave Brilliant Emanation
Repair Minor Damage Color Spray Blast of Force Capricious Zephyr
✘ Resistance Comprehend Languages Blinding Color Surge Caustic Mire
✘ Silent Portal Corrosive Grasp Blindness/Deafness Celestial Aspect
✘ Slash Tongue Create Trap Blur Chain Missile
✘ Sonic Snap Critical Strike Body of the Sun Circle Dance
Stick Cutting Hand Boiling Blood Clairaudience/Clairvoyance
✘ Touch of Fatigue Darklight Bone Chill Cone of Dimness
✘ Unnerving Gaze Dawnburst Bonefiddle Contagious Fog
Dead End Bristle Control Temperature
Death Grimace Brumal Stiffening Corpse Candle
Death's Call Bull's Strength Crack Ice
Your spellbook Deep Breath Burning Sword Crown of Might
contains 27 pages. Deflect, Lesser Cat's Grace Crown of Protection
27 Detect Secret Doors Celerity, Lesser Crown of the Grave
27 Detect Undead Chain of Eyes Crown of Veils
0 Discern Bloodline City Lights Cruel Disappointment
Disguise Self Claws of Darkness Curse of Arrow Attraction
Dispel Ward Cloak Pool Curse of Impending Blades, Mass
Distract Cloud of Bewilderment Curse of the Putrid Husk
Distract Assailant Cloud of Knives Daylight
Divine Inspiration Combust Deceptive Façade
Drug Resistance Command Undead Deep Slumber
Ebon Eyes Continual Flame Deeper Darkvision
Ectoplasmic Armor Create Magic Tattoo Demon Dirge
Endure Elements Crown of Clarity Detect Ship
Enlarge Person Crystalline Memories Devil Blight
Erase Curse of Impending Blades Devil's Eye
Expeditious Retreat Daggerspell Stance Diamondsteel
Expeditious Retreat, Swift Dance of Ruin Dimension Step
Extract Drug Dark Way Dispel Magic
Eyes of the Avoral Darkness Displacement
Familiar Pocket Darkvision Disrupt Undead, Greater
Feather Fall Daze Monster Distilled Joy
Fist of Stone Death Armor Dolorous Blow
Float Deflect Dolorous Motes
Friendly Face Delusions of Grandeur Dragonskin
Ghostly Reload Desiccate Dread Word
Glaze Lock Desiccating Bubble Earthen Grace
Golem Strike Detect Aberration Elation
Grease Detect Thoughts Enduring Scrutiny
Guided Shot Devil's Tongue Energy Aegis
Guiding Light Dimension Hop Energy Surge
Hail of Stone Discern Shapechanger Energy Vulnerability
Hold Portal Discolor Pool Enhance Familiar
Horrible Taste Disguise Undead Eradicate Earth
Hypnotism Dispelling Touch Evard's Menacing Tentacles
Ice Dagger Dissonant Chant Evil Eye
Identify Distracting Ray Explosive Runes
Incite Eagle's Splendor Eyes of the Zombie
Inhibit Earth Lock False Gravity
Insightful Feint Earthbind Favorable Wind
Instant Diversion Earthen Grasp Fireball
Instant Locksmith Ectoplasmic Feedback Flame Arrow
Instant Search Electric Loop Flashburst
Ironguts Electric Vengeance Fly
Jet of Steam Energize Potion Fortify Familiar
Jump Energy Surge, Lesser Gaseous Form
Karmic Aura Entice Gift Gentle Repose
Kelgore's Fire Bolt Esclating Enfeeblement Ghost Lantern
Lantern Light Ethereal Chamber Giant's Wrath
Light of Lunia Extend Tentacles Girallon's Blessing
Locate City False Life Glacial Globe of Invulnerability
Locate Touchstone Fearsome Grapple Glimpse of Truth
Locate Water Fins to Feet Glowing Orb
Low-Light Vision Fireburst Great Thunderclap
Luminous Gaze Flame Dagger Haboob
Mage Armor Flaming Sphere Hailstones
Mage Hand, Greater Fly, Swift Halt
Magic Missile Fog Cloud Halt Undead
Magic Weapon Force Ladder Hamatula Barbs
Master's Touch (SpC) Fox's Cunning Hammer of Righteousness
Mighty Wallop Frost Breath Haste
Mount Frost Weapon Healing Touch
Necrotic Awareness Fuse Arms Heart of Water
Nerveskitter Ghost Touch Armor Heroism
Net of Shadows Ghoul Glyph Hesitate
Nether Trail Ghoul Touch Hold Person
Nightshield Glitterdust Hood of the Cobra
Nystul's Magic Aura Gnome Blight Icelance
Obscuring Mist Graz'zt's Long Grasp Illusory Script
Orb of Acid, Lesser Gust of Wind Incorporeal Enhancement
Orb of Cold, Lesser Heart of Air Inevitable Defeat
Orb of Electricity, Lesser Heat Leech Invisibility Sphere
Orb of Fire, Lesser Heroics Invoke the Cerulean Sign
Orb of Sound, Lesser Hurl Junglerazer
Parching Touch Hypnotic Pattern Karmic Backlash
Persistent Blade Ice Darts Keen Edge
Portal Beacon Ice Knife Legion of Sentinels
Power Word Fatigue Icicle Leomund's Tiny Hut
Power Word Pain Incendiary Slime Light of Venya
Protection from Chaos Increase Virulence Lightning Bolt
Protection from Evil Infernal Wound Love's Pain
Protection from Good Inky Cloud Luminous Assassin, Lesser
Protection from Law Insight of Good Fortune Mage Armor, Greater
Quickswim Invisibility Mage Armor, Mass
Raging Flame Ironthunder Horn Magic Circle against Chaos
Ray of Clumsiness Jaws of the Moray Magic Circle against Evil
Ray of Enfeeblement Kelgore's Grave Mist Magic Circle against Good
Ray of Flame Knock Magic Circle against Law
Reaving Aura Kuo-Toa Skin Magic Weapon, Greater
Reduce Person Lahm's Finger Darts Major Image
Remove Scent Leomund's Tiny Igloo Manyjaws
Repair Light Damage Leomund's Trap Mask of the Ideal
Resinous Tar Levitate Melf's Unicorn Arrow
Resist Planar Alignment Life Bolt Mesmerizing Glare
Rouse Light of Mercuria Mighty Wallop, Greater
Sacrificial Skill Lively Step Mind Poison
Scatterspray Local Tremor Miser's Envy
Scholar's Touch Locate Object Nauseating Breath
Seething Eyebane Luminous Armor Necrotic Bloat
Serene Visage Luminous Swarm Nondetection
Shield Magic Mouth Pall of Twilight
Shieldbearer Malevolent Miasma Path of the Exalted
Shivering Touch, Lesser Marked Object Phantasmal Strangler
Shock and Awe Masochism Phantom Guardians
Shocking Grasp Master's Touch (PH2) Phantom Steed
Silent Image Mechanus Mind Phieran's Resolve
Sleep Melf's Acid Arrow Power Word Deafen
Slide Mindless Rage Power Word Maladroit
Slow Burn Minor Image Power Word Weaken
Sniper's Shot Mirror Image Prickling Torment
Snowdrift Misdirection Primal Form
Sonic Blast Molten Strike Prismatic Mist
Spell Flower Mountain Stance Protection from desiccation
Spirit Worm Necrotic Cyst Protection from Energy
Spontaneous Search Necrotic Scrying Rage
Stand Numbing Sphere Rainbow Blast
Sticky Floor Obscure Object Ray of Dizziness
Stupor Obscuring Snow Ray of Exhaustion
Summon Component Owl's Wisdom Reality Blind
Summon Monster I Phantasmal Assailants Red Fester
Summon Undead I Phantom Foe Regal Procession
Sunstroke Portal Alarm Regroup
Suspend Disease Power Word Sicken Repair Serious Damage
Targeting Ray Pressure Sphere Repelling Shield
Tenser's Floating Disk Protection from Arrows Resist Taint
Thunderhead Proud Arrogance Resonating Bolt
Tongue Tendrils Pyrotechnics Reverse Arrows
True Casting Quick Potion Rotting Curse of Urfestra
True Strike Rainbow Beam Rust Ray
Twilight Luck Ray of Ice Scattering Trap
Unseen Servant Ray of Sickness Scintillating Sphere
Ventriloquism Ray of Stupidity Secret Page
Vertigo Field Ray of the Python Sense of the Dragon
Vigilant Slumber Ray of Weakness Sepia Snake Sigil
Wall of Smoke Razorfangs Serpents of Theggeron
Wave Blessing Rebuke Servant Horde
Weapon Shift Reflective Disguise Shadow Binding
Whelm Repair Moderate Damage Shadow Cache
Wings of the Sea Resist Energy Shadow Phase
Darkvision, Lesser Returning Weapon Shape of the Hellspawned Stalker
Focus of the Apprentice Rope Trick Shatterfloor
Know Protections Sadism Shivering Touch
Magecraft Sap Strength Shrink Item
Maintenance Scale Weakening Sign of Sealing
Speed Swim Scare Skull Watch
Scimitar of Sand Sleet Storm
Scintillating Scales Slow
Scorch Snake's Swiftness, Mass
Scorching Ray Sonorous Hum
See Invisibility Sound Lance
Seeking Ray Spectral Weapon
Shadow Mask Spell Vulnerability
Shadow Radiance Spellcaster's Bane
Shadow Spray Spider Poison
Share Talents Spiderskin
Shatter Stars of Arvandor
Shriveling Steeldance
Shroud of Undeath Stinking Cloud
Slapping Hand Stony Grasp
Slide, Greater Storm Mote
Slow Consumption Suggestion
Snake's Swiftness Summon Monster III
Snowball Storm Summon Undead III
Sonic Weapon Suppress Breath Weapon
Spawn Screen Suspended Silence
Speak to Allies Telepathic Bond, Lesser
Spectral Hand Telepathy Tap
Spider Climb Tenacious Dispelling
Stay the Hand Thin Air
Steal Size Tongue Serpents
Sting Ray Tongues
Stolen Breath Tormenting Thirst
Stone Bones Touch of Juiblex
Stormrunner's Ward Treasure Scent
Stretch Weapon Tremorsense
Summon Monster II Undead Lieutenant
Summon Swarm Undead Torch
Summon Undead II Undulant Innards
Sure Strike Unicorn Horn
Surefooted Stride Unluck
Swim Vampiric Touch
Tasha's Hideous Laughter Vile Lance
Tern's Persistance Vipergout
Torrent of Tears Walk the Mountain's Path
Touch of Idiocy Wall of Chains
Turbidity Wall of Light
Unfettered Grasp Warcry
Unheavened Water Breathing
Urchin's Spines Water to Acid
Veil of Shadow Weapon of Energy
Vertigo Weapon of Impact
Wall of Gloom Whispering Sand
Web Wind Wall
Whelming Blast Detect Metal and Minerals
Whirling Blade Diminish Protection
Whispering Wind Focus of the Journeyman
Wings of Air Handfang
Wracking Touch Magic Manacles, Greater
Wraithstrike Sluggishness
Yoke of Mercy
Zone of Glacial Cold
Alarm, Improved
Cloudstun
Gedlee's Electric Loop
Lightning Spread
Magic Manacles, Lesser
Mask Spell
Protective Field
Tenser’s Improved Disk
Universal Abjuration Divination Evocation
Requires LG Spell Access Conjuration Enchantment Illusion
4th-Level Spells 5th-Level Spells 6th-Level Spells 7th-Level Spells
Aboleth Curse Acid Rain Acid Fog Adamantine Wings
Absorb Strength Acid Sheath Acid Storm Amber Sarcophagus
Abyssal Might Airy Water Alert Bebilith Animalistic Power, Mass
Aerial Alacrity Animal Growth Analyze Dweomer Animate Breath
Affliction Animate Legion Anticipate Teleportation, Greater Antimagic Ray
Animate Dead Anticold Sphere Antimagic Field Arcane Sight, Greater
Arcane Eye Antifire Sphere Ashen Union Arrow of Bone
Aspect of the Icy Hunter Arc of Lightning Aura of Evasion As the Frost
Assay Spell Resistance Baleful Polymorph Aura of Terror Avasculate
Attune Form Ball Lightning Bear's Endurance, Mass Awaken Undead
Backlash Bigby's Interposing Hand Bigby's Forceful Hand Banishment
Baleful Blink Bite of the Wereboar Bite of the Weretiger Barghest's Feast
Battle Hymn Blackwater Tentacle Blackwater Taint Bigby's Grasping Hand
Battlefield Fortification Blight Brilliant Blade Bite of the Werebear
Bestow Curse Blink, Greater Bull's Strength, Mass Body of War
Bite of the Werewolf Boreal Wind Cat's Grace, Mass Brilliant Aura
Blast of Flame Break Enchantment Chain Lightning Call Kolyarut
Blast of Sand Breath Weapon Substitution Chasing Perfection Channel Celestial
Bleakness Cacophonic Burst Circle of Death Choking Cobwebs
Blinding Breath Cacophonic Shield Cloak of Hate Constricting Chains
Blistering Radiance Call Dretch Horde Cloak of the Sea Control Undead
Bloodstar Call Faithful Servants Consume Likeness Control Weather
Boiling Oil Call Lemure Horde Contagion, Mass Cry of Ysgard
Bright Worms Call Nightmare Contingency Death by Thorns
Burning Blood Call Zelekhut Control Water Delayed Blast Fireball
Call of Stone Caustic Smoke Create Undead Dispelling Screen, Greater
Catsfeet Channeled Lifetheft Desiccate, Mass Dragon Ally
Celerity Channeled Sonic Blast Disintegrate Drawmij's Instant Summons
Celestial Brilliance Charm Person, Mass Dispel Magic, Greater Eladrin Form
Channeled Pyroburst Choking Sands Dream Casting Elemental Body
Charm Monster Claws of the Bebilith Eagle's Splendor, Mass Emerald Flame Fist
Column of Ice Cloudkill Ectoplasmic Enhancement Energy Absorption
Condemnation Coat of Arms Endless Slumber Energy Ebb
Confusion Cone of Cold Energy Surge, Greater Energy Immunity
Contagion Contact Other Plane Entomb Energy Transformation Field
Corporeal Instability Contingent Energy Resistance Exalted Raiment Ethereal Jaunt
Crushing Despair Cryptwarden's Grasp Extract Water Elemental Evil Glare
Crushing Grip Curtain of Light Eye of Stone Eye of the Beholder
Damning Darkness Cyclonic Blast Eyebite Fiendish Clarity
Dancing Chains Dancing Blade False Sending Finger of Death
Dancing Web Death Throes Familiar Refuge Flesh to Salt, Mass
mpending Blades, Mass Darkvision, Mass Dimension Door, Greater Fiendish Quickening Forcecage
Defenestrating Sphere Dimension Jumper Fire Spiders Ghost Trap
Desert Diversion Dimension Shuffle Fires of Purity Glacial Ward, Greater
Detect Scrying Dismissal Flesh to Stone Glass Strike
Diamond Spray Dispel Water Fleshshiver Hide from Dragons
Dimension Door Dispelling Breath Fox's Cunning, Mass Hiss of Sleep
Dimensional Anchor Dominate Person Freezing Fog Hold Person, Mass
Disguise Ship Draconic Might Freezing Glance Ice Castle
Dispelling Screen Draconic Polymorph Geas/Quest Ice Claw
Displacer Form Dragon Ally, Lesser Gemjump Insanity
Distort Summons Dragonsight Ghoul Gauntlet Invisibility, Mass
Doom Scarabs Dream Globe of Invulnerability Ironguard
Dragon Breath Duelward Guards and Wards Kiss of the Vampire
Early Twilight Earth Reaver Hardening Limited Wish
Enduring Flight Electric Vengeance, Greater Heartfreeze Luminous Assassin, Greater
Energy Spheres Emerald Burst Heroism, Greater Mordenkainen's Magnificent Mansio
Enervation Enlarge Person, Greater Howling Chain Mordenkainen's Sword
Enlarge Person, Mass Ethereal Breath Ice Rift Necrotic Curse
Entangling Staff Etherealness, Swift Illusory Pit Necrotic Tumor
Ethereal Mount Fabricate Imbue Familiar with Spell Ability Phase Door
Evard's Black Tentacles False Vision Imperious Glare Phoenix Fire
Explosive Cascade Feeblemind Impotent Possessor Planar Bubble
Explosive Rune Field Fever Dream Incorporeal Nova Plane Shift
Fear Field of Resistance Interplanar Telepathic Bond Power Word Blind
Finger of Agony Fiendform Karmic Retribution Prismatic Eye
Fire Shield Fire and Brimstone Legend Lore Prismatic Spray
Fire Stride Fire Shield, Mass ✘ Lingering Flames Project Image
Fire Trap Firebrand Make Manifest Pulse of Hate
Flame Whip Fireburst, Greater Mislead Radiant Assault
Flight of the Dragon Flaying Tendrils Mordenkainen's Lucubration Rain of Embers
Floating Disk, Greater Flaywind Burst Mordenkainen's Trusted Bloodhoun Rapture of Rupture
Force Chest Flesh to Ice Move Earth Rebuke, Final
Force Claw Flesh to Salt Move Snow and Ice Retributive Enervation
Force Missiles Flowsight Mudslide Reverse Gravity
Forceward Fly, Mass Mummify Righteous Glare
Forcewave Forbidden Speech Necrotic Eruption Scrying, Greater
Fuse Sand Form of the Threefold Beast Ooze Puppet Seed of Undeath, Greater
Geas, Lesser Friend to Foe Opalescent Glare Sequester
Glacial Ward Gelid Blood Otiluke's Freezing Sphere Shadow Conjuration, Greater
Globe of Invulnerability, Lesser Graymantle Overwhelm Simulacrum
Grim Revenge Gutsnake Owl's Wisdom, Mass Solipism
Hallucinatory Terrain Haunt Shift Permanent Image Spell Matrix
Heart of Earth Heart of Fire Planar Binding Spell Turning
Hell's Power Hidden Lodge Power Word Nauseate Statue
obe of Invulnerability Horrid Sickness Hold Monster Prismatic Aura Stone Shape, Greater
Ice Shield Ice Shape Probe Thoughts Stun Ray
Ice Ship Ice to Flesh Programmed Image Submerge Ship
Ice Storm Illusory Feast Quickshift Summon Aspect of Bahamut
Ice Web Imprison Possessor Rary's Arcane Conversion Summon Monster VII
Illusory Wall Incite Riot Ray of Entropy Sword of Darkness
Incendiary Surge Indomitability Ray of Light Symbol of Stunning
Invisibility, Greater Inquisition Reflective Disguise, Mass Symbol of Weakness
Iron Bones Ironguard, Lesser Repulsion Symphonic Nightmare
Know Vulnerabilities Leomund's Billet Resistance, Superior Synostodweomer
Leomund's Secure Shelter Leomund's Secret Chest Revive Undead Teleport Object
Liquid Pain Lightning Leap Ruby Ray of Reversal Teleport, Greater
Locate Creature Lucent Lance Scalding Mud Tomb of Light
Lower Spell Resistance Luminous Assassin Seal Portal Transfix
Luminous Armor, Greater Magic Jar Shadow Walk Unicorn Heart
Melf's Slumber Arrows Major Creation Shadowy Grappler Vision
Metal Melt Mana Flux Sign of Sealing, Greater Vitrify
Mindfrost Miasma of Entropy Smokey Confinement Wall of Eyes
Minor Creation Mind Fog Snare Astral Traveler Waves of Exhaustion
Mirror Image, Greater Mirage Arcana Spectral Touch Whirlwind of Teeth
Mirror Sending Moonbow Starmantle Antimagic Aura
Mystic Surge Mordenkainen's Faithful Hound Steal Summoning
Necrotic Domination Mordenkainen's Private Sanctum Stone Body
Nightmare Terrain Necrotic Burst Stone to Flesh
Orb of Acid Nightmare Storm of Fire and Ice
Orb of Cold Night's Caress Storm of Shards
Orb of Electricity Nightstalker's Transformation Stormwalk
Orb of Fire Oath of Blood Subvert Planar Essence
Orb of Force Overland Flight Suggestion, Mass
Orb of Sound Passwall Summon Monster VI
Otiluke Supressing Field Permanency Suppress Flame
Otiluke's Resilient Sphere Persistent Image Symbol of Fear
Parboil Phantasmal Thief Symbol of Persuasion
Perfect Summons Planar Binding, Lesser Symbol of Thirst
Circle against Chaos Perinarch Planar Tolerance Tactical Teleportation
Phantasmal Killer Power Leech Tenser's Transformation
Phantom Battle Power Word Disable Thunder Field
Circle against Law Polymorph Precipitate Breach Transcribe Symbol
Portal Alarm, Improved Prismatic Ray True Seeing
Power Word Distract Prying Eyes Tunnel Swallow
Psychic Poison Radiance Undeath to Death
Radiant Fog Rary's Telepathic Bond Valiant Steed
Radiant Shield Reciprocal Gyre Veil
Rainbow Pattern Reduce Person, Greater Wages of Sin
Raise from the Deep Refusal Wall of Gears
Rary's Mnemonic Enhancer Resonating Resistance Wall of Iron
Ray of Deanimation Resounding Thunder Waves of Cold
Ray of Deflection Retributive Image Shadow Canopy
Rebirth of Iron Seeming Spore Cloak
Rebuke, Greater Sending
Rebuking Breath Shadow Evocation
Reduce Person, Mass Shadow Form
Remove Curse Shadow Guardians
Repair Critical Damage Shadow Hand
Resist Energy, Mass Shadowfade
Resistance, Greater Shard Storm
Ruin Delver's Fortune Shrieking Blast
Rusted Blade Shroud of Flame
Sandform Sicken Evil
Scramble Portal Sleep Mote
Scrying Sonic Rumble
Searing Exposure Sonic Shield
Seed of Undeath Soul Shackles
Sensory Deprivation Spell Matrix, Lesser
Shadow Conjuration Spiritwall
Shadow Well Stop Heart
Sharptooth Stunning Breath
Shout Summon Monster V
Sirens's Call Summon Undead V
Slashing Dispel Surefooted Stride, Mass
Solid Fog Symbol of Pain
Spell Enhancer Symbol of Sleep
Stifle Spell Symbol of Spell Loss
Stone Shape Telekinesis
Stone Sphere Telepathy Block
Stoneskin Teleport
Summon Monster IV Thalassemia
Summon Undead IV Touch of Adamantine
Sunmantle Touch of Vecna
Sword of Deception Toxic Weapon
Thunderlance Transformation of the Deeps
Touch of Years Transmute Mud to Rock
Touchstone Lightning Transmute Rock to Mud
Translocation Trick Transmute Sand to Glass
Trollshape Transmute Sand to Stone
Unseen Servant, Mass Transmute Stone to Sand
Vecna's Malevolent Whisper Unearthly Heat
Voice of the Dragon Unicorn Blood
Vortex of Teeth Vanishing Weapon
the Hellspawned Stalker Wall of Chaos Viscid Glob
Wall of Coldfire Vitriolic Sphere
Wall of Deadly Chains Vulnerability
Wall of Evil Wall of Dispel Magic
Wall of Fire Wall of Force
Wall of Good Wall of Limbs
Wall of Ice Wall of Magma
Wall of Law Wall of Ooze
Wall of Salt Wall of Stone
Wall of Sand Waves of Fatigue
Wall of Water Wrack
Whelm, Mass Xorn Movement
Wingbind Zone of Respite
Wings of Air, Greater Focus of the Master
Wither Lutzaen's Frequent Jaunt
Animate Object, Lesser Map
Darkvision, Greater Shape Metal
Plague Carrier

Metal and Minerals

f the Journeyman

Manacles, Greater
Necromancy Universal
Transmutation Requires LG Spell Access
8th-Level Spells 9th-Level Spells
Antipathy Absorption
Avascular Mass Abyssal Army
Axiomatic Creature Apocalypse from the Sky
Bestow Curse, Greater Armageddon
Bigby's Clenched Fist Astral Projection
Binding Awaken Construct
Blackfire Bigby's Crushing Hand
Celerity, Greater Black Blade of Disaster
Chain Dispel Blinding Glory
Charm Monster, Mass Breath Weapon Admixture
Clone Call Marut
Create Greater Undead Channel Greater Celestial
Deadly Lahar Crushing Fist of Spite
Demand Deadly Sunstroke
Depthsurge Detonate
Desert Binding Dimension Jumper, Greater
Dimensional Lock Dominate Monster
Discern Location Dragon Ally, Greater
Dragon Cloud Dragonshape
Dreaded Form of the Eye Tyrant Effulgent Epuration
Earth Glide Energy Drain
Evil Weather Enervating Breath
Excavate Etherealness
Familial Geas Exalted Fury
Field of Icy Razors Eye of Power
Fierce Pride of the Beastland Foresight
Fimbulwinter Freedom
Flensing Frostfell
Ghostform Gate
Gutwrench Genius Loci
Heart of Stone Heavenly Host
Horrid Wilting Hellish Horde
Incendiary Cloud Hindsight
Invisibility, Superior Hold Monster, Mass
Iron Body Ice Assassin
Last Judgement Iceberg
Lightning Ring Imprisonment
Maddening Whispers Instant Refuge
Make Manifest, Mass Invoke Magic
Maze Lash of Force
Mind Blank Magic Miasma
Moment of Prescience Maw of Chaos
Mordenkainen's Capable Caravel Meteor Swarm
Mysterious Redirection Mindrape
Necrotic Empowerment Mordenkainen's Disjunction
Otiluke's Telekinetic Sphere Necrotic Termination
Otto's Irresistible Dance Obedient Avalanche
Plague Perinarch, Planar
Plague of Nightmares Plague of Undead
Planar Binding, Greater Planar Navigation
Plane Shift, Greater Power Word Kill
Polar Ray Precipitate Complete Breach
Polymorph Any Object Prismatic Deluge
Power Word Petrify Prismatic Sphere
Power Word Stun Programmed Amnesia
Prismatic Bow Reality Maelstrom
ainen's Magnificent Mansio Prismatic Wall Reaving Dispel
Protection from Spells Refuge
Prying Eyes, Greater Replicate Casting
Restore Soul's Treasure Sanctify the Wicked
Scintillating Pattern Shades
Screen Shapechange
Shadow Evocation, Greater Soul Bind
Shifting Paths Spell Matrix, Greater
Shout, Greater Sphere of Ultimate Destruction
Skeletal Guard Summon Elemental Monolith
Soul's Treasure Lost Summon Golem
Spell Engine Summon Monster IX
Steal Life Teleportation Circle
Stunning Breath, Greater Time Stop
Summon Monster VIII Towering Thunderhead
Sunburst Transmute Rock to Lava
Symbol of Death Unbinding
Symbol of Insanity Undermaster
Sympathy Utterdark
Temporal Stasis Utterdark Blast
Touch of the Graveborn Vile Death
Trap the Soul Wail of the Banshee
Unyielding Form of Inevitable Death Weird
Conjuration, Greater Veil of Undeath Wish
Wall of Greater Dispel Magic
Wrathful Castigation
Blackstaff
Corpoeral Instability
Magic Impediment
Physical Impediment
Blight

Default Level

Custom 1

Custom 2
Normal Selected 1 Selected 2 Spell Name
Aberate
Aboleth Curse
Absorb Mind
Absorb Strength
Absorb Weapon
Absorption
Abyssal Army
Abyssal Might
Accelerated Movement
Accuracy
Acid Breath
Acid Fog
Acid Rain
Acid Sheath
Acid Splash
Acid Storm
Adamantine Wings
Addiction
Aerial Alacrity
Aerial Alarm
Aerial Summoning Dance
Affliction
Aid
Aid, Mass
Aiming at the Target
Air Breathing
Air Walk
Airy Water
Alarm
Alarm, Greater
Alarm, Improved
Alert Bebilith
Algid Enhancement
Align Fang
Align Fang, Mass
Align Weapon
Align Weapon, Mass
Aligned Aura
Allegro
Allied Footsteps
All-Seeing Eyes
Alter Fortune
Alter Self
Amanuensis
Amber Sarcophagus
Amorphous Form
Amplify
Analyze Dweomer
Analyze Portal
Analyze Touchstone
Anarchic Storm
Anarchic Water
Angelskin
Anger of the Noonday Sun
Angry Ache
Animal Growth
Animal Messenger
Animal Shapes
Animal Trance
Animalistic Power
Animalistic Power, Mass
Animate Breath
Animate City
Animate Dead
Animate Fire
Animate Legion
Animate Object, Lesser
Animate Objects
Animate Plants
Animate Rope
Animate Siege Weapon
Animate Snow
Animate Water
Animate Weapon
Animate Wood
Anticipate Teleportation
Anticipate Teleportation, Greater
Anticold Sphere
Antidragon Aura
Antifire Sphere
Antilife Shell
Antimagic Aura
Antimagic Field
Antimagic Ray
Antipathy
Antiplant Shell
Anyspell
Anyspell, Greater
Apocalypse from the Sky
Apparition
Appraising Touch
Aquatic Adaptation
Arboreal Transformation
Arc of Lightning
Arcane Eye
Arcane Fusion
Arcane Fusion, Greater
Arcane Lock
Arcane Mark
Arcane Sight
Arcane Sight, Greater
Arcane Turmoil
Arctic Haze
Armageddon
Armor Enhancement
Armor Enhancement, Greater
Armor Enhancement, Lesser
Armor of Darkness
Arms of Plenty
Arrow Mind
Arrow of Bone
Arrow Storm
As the Frost
Ashen Union
Ashstar
Aspect of the Deity
Aspect of the Deity, Greater
Aspect of the Deity, Lesser
Aspect of the Earth Hunter
Aspect of the Icy Hunter
Aspect of the Wolf
Assay Spell Resistance
Astral Hospice
Astral Projection
Atonement
Attentive Alarm
Attune Form
Augment Familiar
Augury
Aura Against Flame
Aura of Cold, Greater
Aura of Cold, Lesser
Aura of Evasion
Aura of Flame
Aura of Glory
Aura of Terror
Aura of Vitality
Avascular Mass
Avasculate
Avoid Planar Effects
Awaken
Awaken Construct
Awaken Sand
Awaken Sin
Awaken Undead
Awaken, Mass
Axiomatic Creature
Axiomatic Storm
Axiomatic Water
Ayailla's Radiant Burst
Babau Slime
Backbiter
Backlash
Balancing Lorecall
Baleful Blink
Baleful Geas
Baleful Messenger
Baleful Polymorph
Baleful Transposition
Baleful Utterance
Ball Lightning
Balor Nimbus
Bands of Steel
Bane
Baneful Blast
Banishment
Barghest's Feast
Barkskin
Bastion of Good
Battering Ram
Battle Hymn
Battlecry
Battlefield Fortification
Battlefield Illumination
Battlemagic Perception
Battletide
Bear's Endurance
Bear's Endurance, Mass
Beast Claws
Beastland Ferocity
Befoul
Beget Bogun
Beguiling Influence
Beguiling Influence (drm)
Belker Claws
Benediction
Benign Transposition
Beshadowed Blast
Bestow Curse
Bestow Curse, Greater
Bestow Wound
Bewildering Mischance
Bewildering Substitution
Bewildering Visions
Bewitching Blast
Bigby's Clenched Fist
Bigby's Crushing Hand
Bigby's Disrupting Hand
Bigby's Forceful Hand
Bigby's Grasping Hand
Bigby's Helpful Hand
Bigby's Interposing Hand
Bigby's Striking Fist
Bigby's Tripping Hand
Bigby's Warding Hand
Binding
Binding Blast
Binding Snow
Binding Winds
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
Black Blade of Disaster
Black Karma Curse
Black Sand
Black Talon
Blackfire
Blacklight
Blackrot
Blackstaff
Blackwater Taint
Blackwater Tentacle
Blade Barrier
Blade Brothers
Blade of Blood
Blade of Pain and Fear
Blade Storm
Blade Thirst
Blades of Fire
Bladeweave
Blasphemy
Blast of Flame
Blast of Force
Blast of Light
Blast of Sand
Blaze of Light
Bleakness
Bleed
Bless
Bless Water
Bless Weapon
Bless Weapon, Swift
Blessed Aim
Blessed Sight
Blessing of Bahamut
Blessing of the Righteous

Blinding Beauty
Blinding Breath
Blinding Color Surge
Blinding Glory
Blinding Spittle
Blindness/Deafness
Blindsight
Blindsight, Greater
Blink
Blink, Greater
Blistering Radiance
Blizzard
Blood Creepers
Blood Frenzy
Blood of the Martyr
Blood Sirocco
Blood Snow
Blood to Water
Blood Wind
Bloodhound
Bloodletting
Bloodstar
Blur
Bodak Birth
Bodak's Glare
Body Blades
Body Blaze
Body Harmonics
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
Boneblast
Bonefiddle
Bones of the Earth
Boreal Wind
Bothersome Babble
Bottle of Smoke
Brain Spider
Brambles
Branch to Branch
Break Enchantment
Breath Flare
Breath of the Jungle
Breath of the Night
Breath of The Night (drm)
Breath Weapon Admixture
Breath Weapon Substitution
Briar Web
Briartangle
Bright Worms
Brilliant Aura
Brilliant Blade
Brilliant Emanation
Brimstone Blast
Bristle
Brumal Stiffening
Bull's Strength
Bull's Strength, Mass
Buoyant Lifting
Burning Blood
Burning Hands
Burning Rage
Burning Sword
Burrow
Burrow, Mass
Buzzing Bee
Cacophonic Burst
Cacophonic Shield
Cacophonous Alarm
Call Avalance
Call Dretch Horde
Call Faithful Servants
Call Forth the Beast
Call Kolyarut
Call Lemure Horde
Call Lightning
Call Lightning Storm
Call Marut
Call Mount
Call Nightmare
Call of Stone
Call of The Beast
Call Zelekhut
Calm Animals
Calm Emotions
Caltrops
Camouflage
Camouflage, Mass
Capricious Zephyr
Cast in Stone
Caster's Lament
Castigate
Caterwaul
Cat's Grace
Cat's Grace, Mass
Catsfeet
Cause Fear
Caustic Mire
Caustic Mire (In)
Caustic Smoke
Celebration
Celerity
Celerity, Greater
Celerity, Lesser
Celestial Aspect
Celestial Blood
Celestial Brilliance
Celestial Flight
Chaav's Laugh
Chain Dispel
Chain Lightning
Chain Missile
Chain of Eyes
Chain of Sorrow
Changecord
Changestaff
Changetwig
Channel Celestial
Channel Greater Celestial
Channeled Divine Health
Channeled Divine Shield
Channeled Lifetheft
Channeled Pyroburst
Channeled Sonic Blast
Chaos Hammer
Charge of the Triceratops
Charm
Charm
Charm Animal
Charm Monster
Charm Monster, Mass
Charm Person
Charm Person, Mass
Charnel Fire
Chasing Perfection
Cheat
Checkmate's Light
Chill Metal
Chill of the Grave
Chill Touch
Chilling Fog
Chilling Tentacles
Choking Cobwebs
Choking Sands
Choose Destiny
Circle Dance
Circle of Death
Circle of Nausea
City Lights
City Stride
City's Might
Clairaudience/Clairvoyance
Clarity of Mind
Claws of Darkness
Claws of the Bear
Claws of the Bebilith
Claws of the Savage
Clear Mind
Climb Walls
Climbing Tree
Cloak of Bravery
Cloak of Bravery, Greater
Cloak of Chaos
Cloak of Dark Power
Cloak of Hate
Cloak of Shade
Cloak of the Sea
Cloak Pool
Clone
Close Wounds
Cloud Chariot
Cloud of Bewilderment
Cloud of Knives
Cloud of the Achaierai
Cloud Wings
Cloudburst
Cloudkill
Cloudstun
Cloud-Walkers
Clutch of Orcus
Coat of Arms
Cobra's Breath
Cocoon
Cocoon of Refuse
Cold Comfort
Cold Fire
Cold Snap
Color Spray
Column of Ice
Combined Talent
Combust
Cometfall
Cometstrike
Command
Command Plants
Command Undead
Command, Greater
Commune
Commune with City
Commune with Earth
Commune with Greater Spirit
Commune with Lesser Spirit
Commune with Nature
Comprehend Languages
Condemnation
Conduit of Life
Cone of Cold
Cone of Dimness
Confound
Confusion
Confusion, Lesser
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
Consecrate
Consecrate Battlefield
Constricting Chains
Construct Energy Ward
Construct Energy Ward, Greater
Consume Likeness
Consumptive Field
Consumptive Field, Greater
Contact Other Plane
Contagion
Contagion, Mass
Contagious Fog
Contagious Touch
Contingency
Contingent Energy Resistance
Continual Flame
Control Currents
Control Deathless
Control Plants
Control Sand
Control Snow and Ice
Control Temperature
Control Undead
Control Water
Control Weather
Control Winds
Convert Wand
Conviction
Conviction, Mass
Corona of Cold
Corpoeral Instability
Corporeal Instability
Corpse Candle
Corrosive Grasp
Countermoon
Crabwalk
Crack Ice
Crawling Darkness
Crawling Eye
Creaking Cacophony
Create Crossroads and Backroads
Create Deathless
Create Food and Water
Create Greater Deathless
Create Greater Undead
Create Magic Tattoo
Create Trap
Create Undead
Create Water
Creeping Cold
Creeping Cold, Greater
Creeping Darkness
Creeping Doom
Crisis of Confidence
Critical Strike
Critical Strike
Crown of Brilliance
Crown of Clarity
Crown of Flame
Crown of Glory
Crown of Might
Crown of Protection
Crown of Smiting
Crown of the Grave
Crown of Veils
Cruel Disappointment
Crumble
Crunchy Snow
Crushing Despair
Crushing Fist of Spite
Crushing Grip
Cry of Ysgard
Cryptwarden's Grasp
Crystalline Memories
Cure Critical Wounds
Cure Critical Wounds, Mass
Cure Light Wounds
Cure Light Wounds, Mass
Cure Minor Wounds
Cure Moderate Wounds
Cure Moderate Wounds, Mass
Cure Serious Wounds
Cure Serious Wounds, Mass
Curse of Arrow Attraction
Curse of Despair
Curse of Ill Fortune
Curse of Ill Fortune, Mass
Curse of Impending Blades
Curse of Impending Blades, Mass
Curse of Lycanthropy
Curse of the Putrid Husk
Curse Water
Cursed Blade
Curtain of Light
Cutting Hand
Cyclonic Blast
Daggerspell Stance
Damning Darkness
Dampen Magic
Dance of Ruin
Dance of the Unicorn
Dancing Blade
Dancing Blade
Dancing Chains
Dancing Lights
Dancing Web
Dark Discorporation
Dark Foresight
Dark One's Own Luck
Dark Tide
Dark Way
Darkbolt
Darkfire
Darklight
Darkness
Darkness (drm)
Darkness (In)
Darkvision
Darkvision, Greater
Darkvision, Lesser
Darkvision, Mass
Darts of Life
Dawn
Dawnburst
Daylight
Daze
Daze Monster
Dead End
Dead Fall
Dead Walk, The
Deadly Lahar
Deadly Sunstroke
Deafening Blast
Deafening Clang
Deafening Roar
Death Armor
Death by Thorns
Death Dragon
Death Grimace
Death Hail
Death Knell
Death Pact
Death Throes
Death Ward
Death Ward, Mass
Death's Call
Deathsight
Deathwatch
Decapitating Scarf
Deceptive Façade
Decomposition
Decoy Image
Deep Breath
Deep Slumber
Deeper Darkness
Deeper Darkvision
Defenestrating Sphere
Defile Snow and Ice
Deflect
Deflect, Lesser
Dehydrate
Deific Bastion
Deific Vengeance
Delay Death
Delay Disease
Delay Poison
Delayed Blast Fireball
Delusions of Grandeur
Demand
Demon Dirge
Demon Wings
Demoncall
Demonflesh
Demonhide
Depthsurge
Desecrate
Desecrate Battlefield
Desert Binding
Desert Diversion
Desiccate
Desiccate, Mass
Desiccating Bubble
Despoil
Destruction
Detect Aberration
Detect Animals or Plants
Detect Chaos
Detect Crossroads
Detect Evil
Detect Favored Enemy
Detect Fire
Detect Good
Detect Law
Detect Magic
Detect Magic (In)
Detect Metal and Minerals
Detect Poison
Detect Scrying
Detect Secret Doors
Detect Ship
Detect Snares and Pits
Detect Taint
Detect Thoughts
Detect Undead
Detect Weaponry
Deteriorating Blast
Detonate
Detoxify
Devil Blight
Devil's Ego
Devil's Eye
Devil's Sight
Devil's Tail
Devil's Tongue
Devil's Whispers
Devour Magic
Devour Magic (drm)
Diamond Spray
Diamondsteel
Dictum
Dimension Door
Dimension Door, Greater
Dimension Hop
Dimension Jumper
Dimension Jumper, Greater
Dimension Shuffle
Dimension Step
Dimensional Anchor
Dimensional Lock
Diminish Plants
Diminish Protection
Dinosaur Stampede
Dire Hunger
Dirge
Dirge of Discord
Disable Construct
Discern Bloodline
Discern Lies
Discern Location
Discern Shapechanger
Discolor Pool
Discordant Malediction
Disembodied Hand
Disguise Self
Disguise Ship
Disguise Undead
Disintegrate
Dismissal
Dispel Chaos
Dispel Cold
Dispel Evil
Dispel Fire
Dispel Good
Dispel Law
Dispel Magic
Dispel Magic, Greater
Dispel Ward
Dispel Water
Dispelling Breath
Dispelling Screen
Dispelling Screen, Greater
Dispelling Touch
Displacement
Displacer Form
Disquietude
Disrupt Undead
Disrupt Undead, Greater
Disrupting Weapon
Dissonant Chant
Dissonant Chord
Distilled Joy
Distort Speech
Distort Summons
Distort Weapon
Distract
Distract Assailant
Distracting Ray
Divination
Divine Agility
Divine Favor
Divine Insight
Divine Inspiration
Divine Interdiction
Divine Power
Divine Presence
Divine Protection
Divine Retaliation
Divine Retribution
Divine Sacrifice
Dolorous Blow
Dolorous Motes
Dominate Animal
Dominate Monster
Dominate Person
Doom
Doom of the Seas
Doom Scarabs
Doomtide
Door of Decay
Doublespeak
Downdraft
Draconic Flight
Draconic Flight, Greater
Draconic Knowledge
Draconic Might
Draconic Polymorph
Draconic Toughness
Dragon Ally
Dragon Ally, Greater
Dragon Ally, Lesser
Dragon Breath
Dragon Cloud
Dragonshape
Dragonsight
Dragonskin
Dragonward
Drain Incarnum
Drawmij's Instant Summons
Dread Blast
Dread Seizure
Dread Word
Dreaded Form of the Eye Tyrant
Dream
Dream Casting
Dream Sight
Dream Walk
Dreaming Puppet
Drifts of the Shalm
Drown
Drown, Mass
Drug Resistance
Drums of War
Duelward
Dust to Dust
Eagle's Splendor
Eagle's Splendor, Mass
Early Twilight
Earth Glide
Earth Hammer
Earth Lock
Earth Reaver
Earthbind
Earthbolt
Earthen Grace
Earthen Grasp
Earthen Grasp (In)
Earthfast
Earthquake
Ease of Breath
Ease Pain
Easy Climb
Easy Trail
Ebon Eyes
Echo Skull
Ectoplasmic Armor
Ectoplasmic Enhancement
Ectoplasmic Feedback
Effulgent Epuration
Eladrin Form
Elation
Eldritch Blast
Eldritch Chain
Eldritch Cone
Eldritch Doom
Eldritch Glaive
Eldritch Line
Eldritch Spear
Electric Jolt
Electric Loop
Electric Vengeance
Electric Vengeance, Greater
Elemental Body
Elemental Burst
Elemental Eye
Elemental Swarm
Elemental Ward
Embrace The Wild
Emerald Burst
Emerald Flame Fist
Empyreal Ecstasy
End to Strife
Endless Slumber
Endure Elements
Endure Exposure
Enduring Flight
Enduring Scrutiny
Energetic Healing
Energize Potion
Energized Shield
Energized Shield, Lesser
Energy Absorption
Energy Aegis
Energy Alteration
Energy Drain
Energy Ebb
Energy Immunity
Energy Immunity
Energy Resistance
Energy Spheres
Energy Surge
Energy Surge, Greater
Energy Surge, Lesser
Energy Transformation Field
Energy Vortex
Energy Vulnerability
Enervating Breath
Enervating Shadow
Enervation
Enhance Familiar
Enhance Wild Shape
Enhancement Alteration
Enlarge Person
Enlarge Person, Greater
Enlarge Person, Mass
Enrage Animal
Entangle
Entangling Scarf
Entangling Staff
Enthrall
Enthralling Voice
Entice Gift
Entomb
Entropic Shield
Entropic Warding
Enveloping Cocoon
Eradicate Earth
Erase
Esclating Enfeeblement
Essence of the Dragon
Essence of the Raptor
Estanna's Stew
Eternity of Torture
Ethereal Breath
Ethereal Chamber
Ethereal Jaunt
Ethereal Mount
Etherealness
Etherealness, Swift
Evard's Black Tentacles
Evard's Menacing Tentacles
Evergreen
Evil Eye
Evil Glare
Evil Weather
Exacting Shot
Exalted Fury
Exalted Raiment
Excavate
Execration
Expeditious Retreat
Expeditious Retreat, Swift
Explosive Cascade
Explosive Rune Field
Explosive Runes
Extend Tentacles
Extract Drug
Extract Water Elemental
Eye of Power
Eye of Stone
Eye of the Beholder
Eye of the Hurricane
Eyebite
Eyes of the Avoral
Eyes of the King
Eyes of the Zombie
Fabricate
Faerie Fire
Faerinaal's Hymn
Faith Healing
False Gravity
False Lie
False Life
False Peacebond
False Sending
False Vision
Familial Geas
Familiar Pocket
Familiar Refuge
Fangs of the Vampire King
Fantastic Machine
Fantastic Machine, Greater
Favor of the Martyr
Favorable Sacrifice
Favorable Wind
Fear
Fearsome Grapple
Feast of Champions
Feather Fall
Feeblemind
Fell Flight
Fell the Greatest Foe
Fever Dream
Field of Ghouls
Field of Icy Razors
Field of Resistance
Fiendform
Fiendish Clarity
Fiendish Quickening
Fierce Pride of the Beastlands
Fiery Eyes
Fimbulwinter
Find Temple
Find the Gap
Find the Path
Find Traps
Finding the Center
Finger of Agony
Finger of Death
Fins to Feet
Fire and Brimstone
Fire Breath
Fire in the Blood
Fire Seeds
Fire Shield
Fire Shield, Mass
Fire Shuriken
Fire Spiders
Fire Storm
Fire Stride
Fire Trap
Fire Wings
Fireball
Firebrand
Fireburst
Fireburst, Greater
Fires of Purity
Fireward
Fist of Stone
Flame Arrow
Flame Blade
Flame Dagger
Flame of Faith
Flame Strike
Flame Whip
Flaming Sphere
Flare
Flashburst
Flashflood
Flash-Freeze
Flaying Tendrils
Flaywind Burst
Flee the Scene
Flensing
Flesh Armor
Flesh Ripper
Flesh to Ice
Flesh to Salt
Flesh to Salt, Mass
Flesh to Stone
Fleshshiver
Flight of the Dragon
Float
Floating Disk, Greater
Flowsight
Fly
Fly, Mass
Fly, Swift
Focus of the Apprentice
Focus of the Journeyman
Focus of the Master
Focus Touchstone Energy
Focusing Chant
Foebane
Fog Cloud
Footsteps of the Divine
Forbiddance
Forbidden Speech
Force Chest
Force Claw
Force Ladder
Force Missiles
Forcecage
Forceward
Forcewave
Foresight
Forest Child
Forest Eyes
Forest Voice
Forestfold
Form of the Threefold Beast
Fortify Cold Creatures
Fortify Familiar
Fortunate Fate
Foundation of Stone
Fox's Cunning
Fox's Cunning, Mass
Freedom
Freedom of Breath
Freedom of Movement
Freeze
Freeze Armor
Freezing Fog
Freezing Glance
Friend to Foe
Friendly Face
Frightful Blast
Frightful Presence
Frost Breath
Frost Weapon
Frostbite
Frostburn
Frostburn, Lesser
Frostburn, Mass
Frostfell
Frostfell Slide
Fugue
Fuse Arms
Fuse Sand
Gaseous Form
Gate
Geas, Lesser
Geas/Quest
Gedlee's Electric Loop
Gelid Blood
G'elsewhere Chant
Gembomb
Gemjump
General of Undeath
Genius Loci
Gentle Repose
Ghost Lantern
Ghost Light
Ghost Sound
Ghost Touch Armor
Ghost Touch Weapon
Ghost Trap
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
Glacial Ward, Greater
Glacier
Glass Strike
Glaze Lock
Glibness
Glimpse of Truth
Glitterdust
Globe of Invulnerability
Globe of Invulnerability, Lesser
Glorious Raiment
Glory of the Martyr
Glowing Orb
Glyph of Warding
Glyph of Warding, Greater
Gnome Blight
Golden Barding
Golem Strike
Good Hope
Goodberry
Grace
Grave Strike
Graymantle
Graz'zt's Long Grasp
Grease
Great Thunderclap
Great Worm of the Earth
Greatreach Blast
Grim Revenge
Guards and Wards
Guidance
Guided Path
Guided Shot
Guiding Light
Gust of Wind
Gutsnake
Gutwrench
Haboob
Hail of Stone
Hailstones
Hallow
Hallucinatory Terrain
Halo of Sand
Halt
Halt Deathless
Halt Undead
Hamatula Barbs
Hammer Blast
Hammer of Righteousness
Hand of Divinity
Hand of the Faithful
Handfang
Handfire
Hardening
Harm
Harm, Greater
Harm, Mass
Harmonic Chorus
Harmonize
Harmonize, Greater
Haste
Haste, Swift
Haunt Shift
Haunting Tune
Hawkeye
Heal
Heal Animal Companion
Heal Mount
Heal, Mass
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
Heartache
Heartclutch
Heartfire
Heartfreeze
Heart's Ease
Heat Drain
Heat Leech
Heat Metal
Heatstroke
Heavenly Host
Heavenly Lightning
Heavenly Lightning Storm
Heaven's Trumpet
Hellfire
Hellfire Storm
Hellish Horde
Hellrime Blast
Hell's Power
Hellspawned Grace
Helping Hand
Herald's Call
Heroes' Feast
Heroics
Heroism
Heroism, Greater
Hero's Blade
Hesitate
Hibernal Healing
Hibernate
Hidden Lodge
Hide from Animals
Hide from Dragons
Hide from Undead
Hide the Path
Hideous Blow
Hindering Blast
Hindsight
Hiss of Sleep
Hoard Life
Hold Animal
Hold Monster
Hold Monster, Mass
Hold Person
Hold Person, Mass
Hold Portal
Holy Aura
Holy Blast
Holy Mount
Holy Smite
Holy Spurs
Holy Star
Holy Storm
Holy Sword
Holy Transformation
Holy Transformation, Lesser
Holy Word
Hood of the Cobra
Horrible Taste
Horrid Sickness
Horrid Wilting
Hound of Doom
Howling Chain
Humanoid Shape
Hungry Darkness
Hungry Gizzard
Hunter's Eye
Hunter's Mercy
Hunters of Hades
Hurl
Hurtling Stone
Hydrate
Hymn of Praise
Hypnotic Pattern
Hypnotism
Hypothermia
Ice Assassin
Ice Axe
Ice Blast
Ice Castle
Ice Claw
Ice Dagger
Ice Darts
Ice Flowers
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
Identify
Identify Transgressor
Ignore The Pyre
Illusory Feast
Illusory Pit
Illusory Script
Illusory Wall
Imbue Familiar with Spell Ability
Imbue Holy Water
Imbue with Spell Ability
Immediate Assistance
Impede
Impede Sun's Brilliance
Impeding Stones
Impenetrable Barrier
Imperious Glare
Implacable Pursuer
Implosion
Impotent Possessor
Imprison Possessor
Imprison Soul
Imprisonment
Improvisation
Incarnum Blast
Incarnum Shroud
Incendiary Cloud
Incendiary Slime
Incendiary Surge
Incite
Incite Riot
Incorporeal Enhancement
Incorporeal Nova
Increase Virulence
Indomitability
Inevitable Defeat
Infernal Threnody
Infernal Transformation
Infernal Transformation, Lesser
Infernal Wound
Inferno
Infestation of Maggots
Inflict Critical Damage
Inflict Critical Wounds
Inflict Critical Wounds, Mass
Inflict Light Damage
Inflict Light Wounds
Inflict Light Wounds, Mass
Inflict Minor Wounds
Inflict Moderate Damage
Inflict Moderate Wounds
Inflict Moderate Wounds, Mass
Inflict Serious Damage
Inflict Serious Wounds
Inflict Serious Wounds, Mass
Inhibit
Inky Cloud
Inquisition
Insanity
Insect Plague
Insidious Rhythm
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 Refuge
Instant Search
Instill Vulnerability
Interfaith Blessing
Intermindable Echo
Internal Fire
Interplanar Message
Interplanar Telepathic Bond
Invest Heavy Protection
Invest Light Protection
Invest Moderate Protection
Invisibility
Invisibility Purge
Invisibility Sphere
Invisibility, Greater
Invisibility, Mass
Invisibility, Superior
Invisibility, Swift
Invoke Magic
Invoke the Cerulean Sign
Iron Body
Iron Bones
Iron Construct
Iron Scarf
Iron Silence
Ironguard
Ironguard, Lesser
Ironguts
Ironthunder Horn
Ironwood
Item Alteration
Ivory Flesh
Jagged Tooth
Jaws of the Moray
Jaws of the Wolf
Jet of Steam
Jig of the Waves
Joyful Noise
Jump
Junglerazer
Jungle's Rapture
Karmic Aura
Karmic Backlash
Karmic Retribution
Keen Edge
Kelgore's Fire Bolt
Kelgore's Grave Mist
Kelpstrand
Kiss of the Toad
Kiss of the Vampire
Knight's Move
Knock
Know Direction
Know Greatest Enemy
Know Opponent
Know Protections
Know Vulnerabilities
Kuo-Toa Skin
Lahm's Finger Darts
Land Womb
Languor
Lantern Light
Lash of Force
Last Breath
Last Judgement
Lastai's Caress
Launch Bolt
Launch Item
Lawful Sword
Lay of the Land
Leaps and Bounds
Legend Lore
Legion of Sentinels
Leomund's Billet
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
Light
Light of Courage
Light of Faith
Light of Lunia
Light of Mercuria
Light of Purity
Light of Venya
Light of Wisdom
Lightfoot
Lighting Blade
Lightning Bolt
Lightning Leap
Lightning Ring
Lightning Spread
Limited Wish
Lingering Chorus
Lingering Flames
Linked Perception
Lionheart
Lion's Charge
Lion's Roar
Liquid Pain
Listening Coin
Listening Lorecall
Lively Step
Liveoak
Living Prints
Living Undeath
Local Tremor
Locate City
Locate Creature
Locate Object
Locate Touchstone
Locate Water
Longstrider
Longstrider, Mass
Lore of the Gods
Love's Lament
Love's Pain
Lower Spell Resistance
Low-Light Vision
Loyal Vassal
Lucent Lance
Lullaby
Luminous Armor
Luminous Armor, Greater
Luminous Assassin
Luminous Assassin, Greater
Luminous Assassin, Lesser
Luminous Gaze
Luminous Swarm
Lutzaen's Frequent Jaunt
Mace of Odo
Maddening Scream
Maddening Whispers
Maelstrom
Mage Armor
Mage Armor, Greater
Mage Armor, Mass
Mage Hand
Mage Hand, Greater
Magecraft
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Magic Convalescence
Magic Fang
Magic Fang, Greater
Magic Fang, Superior
Magic Impediment
Magic Insight
Magic Jar
Magic Manacles, Greater
Magic Manacles, Lesser
Magic Miasma
Magic Missile
Magic Mouth
Magic Savant
Magic Stone
Magic Vestment
Magic Weapon
Magic Weapon, Greater
Magnetism
Maintenance
Major Creation
Major Image
Make Manifest
Make Manifest, Mass
Make Whole
Malevolent Miasma
Mana Flux
Manifest Desire
Manifest Dragon Heritage
Manifest Dragon Heritage, Greater
Manifest Nightmare
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
Manyjaws
Map
Mark of Doom
Mark of Judgment
Mark of Justice
Mark of Sin
Mark of the Hunter
Mark of the Outcast
Marked Object
Mask of Flesh
Mask of the Ideal
Mask Spell
Masochism
Master Air
Master Cavalier
Master Earth
Master's Lament
Master's Touch (PH2)
Master's Touch (SpC)
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
Mephit Mob
Mesmerizing Glare
Message
Metal Fang
Metal Melt
Metal Skin
Metamagic Item
Meteor Swarm
Meteoric Strike
Miasma
Miasma of Entropy
Miasmic Cloud
Mighty Wallop
Mighty Wallop, Greater
Mind Blank
Mind Bond
Mind Fog
Mind Poison
Mindfrost
Mindless Rage
Mindrape
Minor Creation
Minor Disguise
Minor Image
Minute Form
Miracle
Mirage Arcana
Mirror Image
Mirror Image, Greater
Mirror Sending
Misdirection
Miser's Envy
Mislead
Modify Memory
Mold Touch
Molten Strike
Moment of Clarity
Moment of Prescience
Monstrous Thrall
Moon Blade
Moon Bolt
Moon Lust
Moon Path
Moonbeam
Moonbow
Moonfire
Moonweb
Morale Facade
Morality Undone
Mordenkainen's Capable Caravel
Mordenkainen's Disjunction
Mordenkainen's Faithful Hound
Mordenkainen's Lucubration
Mordenkainen's Magnificent Mansion
Mordenkainen's Private Sanctum
Mordenkainen's Sword
Mordenkainen's Trusted Bloodhound
Mount
Mountain Stance
Move Earth
Move Snow and Ice
Mudslide
Mummify
Murderous Mist
Mysterious Redirection
Mystic Aegis
Mystic Lash
Mystic Surge
Nature's Avatar
Nature's Balance
Nature's Favor
Nature's Purity
Nature's Rampart
Nature's Wrath
Naturewatch
Nauseating Breath
Near Horizon
Necrotic Awareness
Necrotic Bloat
Necrotic Burst
Necrotic Curse
Necrotic Cyst
Necrotic Domination
Necrotic Empowerment
Necrotic Eruption
Necrotic Scrying
Necrotic Termination
Necrotic Tumor
Negative Energy Aura
Nerveskitter
Net of Shadows
Nether Trail
Neutralize Poison
Nightmare
Nightmare Lullaby
Nightmare Terrain
Nightmares Made Real
Night's Caress
Nightshield
Nightstalker's Transformation
Nimbus of Light
Nixie's Grace
No Light
Nondetection
Noxious Blast
Numbing Sphere
Nystul's Magic Aura
Oath of Blood
Obedient Avalanche
Obscure Object
Obscuring Mist
Obscuring Snow
Omen of Peril
One Mind
One Mind, Greater
One Mind, Lesser
One with the Land
Ooze Puppet
Opalescent Glare
Open/Close
Orb of Acid
Orb of Acid, Lesser
Orb of Cold
Orb of Cold, Lesser
Orb of Electricity
Orb of Electricity, Lesser
Orb of Fire
Orb of Fire, Lesser
Orb of Force
Orb of Sound
Orb of Sound, Lesser
Order's Wrath
Otherworldly Whispers
Otiluke Supressing Field
Otiluke's Freezing Sphere
Otiluke's Resilient Sphere
Otiluke's Telekinetic Sphere
Otto's Imperative Ambulation
Otto's Irresistible Dance
Otyugh Swarm
Overland Flight
Overwhelm
Owl's Insight
Owl's Wisdom
Owl's Wisdom, Mass
Pact of Martyrdom
Pact of Return
Pain
Painful Echoes
Painful Slumber of Ages
Pall of Twilight
Panacea
Parboil
Parching Touch
Pass through Ice
Pass without Trace
Passwall
Path of Shadow
Path of the Exalted
Pavilion of Grandeur
Peacebond
Peaceful Serenity of Io
Penetrating Blast
Perfect Summons
Perilous Veil
Perinarch
Perinarch, Planar
Permanency
Permanent Image
Persistent Blade
Persistent Image
Pestilence
Phantasmal Assailants
Phantasmal Decoy
Phantasmal Disorientation
Phantasmal Killer
Phantasmal Strangler
Phantasmal Thief
Phantom Battle
Phantom Bear
Phantom Charge
Phantom Foe
Phantom Guardians
Phantom Stag
Phantom Steed
Phantom Threat
Phantom Wolf
Phase Door
Phieran's Resolve
Phoenix Fire
Physical Impediment
Plague
Plague Carrier
Plague of Nightmares
Plague of Rats
Plague of Undead
Planar Ally
Planar Ally, Greater
Planar Ally, Lesser
Planar Binding
Planar Binding, Greater
Planar Binding, Lesser
Planar Bubble
Planar Exchange
Planar Exchange, Greater
Planar Exchange, Lesser
Planar Navigation
Planar Tolerance
Plane Shift
Plane Shift, Greater
Plant Body
Plant Growth
Poison
Poison Needles
Poison Thorns
Poison Vines
Polar Ray
Polymorph
Polymorph Any Object
Portal Alarm
Portal Alarm, Improved
Portal Beacon
Positive Energy Aura
Possess Animal
Power Leech
Power Surge
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
Preserve Organ
Pressure Sphere
Prestidigitation
Prickling Torment
Primal Form
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
Protection from Arrows
Protection from Chaos
Protection From Charm
Protection from desiccation
Protection from Energy
Protection from Evil
Protection from Good
Protection from Law
Protection from Negative Energy
Protection from Positive Energy
Protection from Spells
Protective Field
Protégé
Proud Arrogance
Prying Eyes
Prying Eyes, Greater
Psychic Poison
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 Ice Forest
Ram's Might
Rapid Burrowing
Raptor's Sight
Rapture of Rupture
Rapture of the Deep
Rary's Arcane Conversion
Rary's Mnemonic Enhancer
Rary's Telepathic Bond
Ravenous Darkness
Ray of Clumsiness
Ray of Deanimation
Ray of Deflection
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 Sickness
Ray of Stupidity
Ray of the Python
Ray of Weakness
Razorfangs
Read Magic
Reality Blind
Reality Maelstrom
Reanimation
Reaving Aura
Reaving Dispel
Rebirth of Iron
Rebuke
Rebuke, Final
Rebuke, Greater
Rebuking Breath
Reciprocal Gyre
Recitation
Red Fester
Red Tide
Reduce Animal
Reduce Person
Reduce Person, Greater
Reduce Person, Mass
Reflective Disguise
Reflective Disguise, Mass
Refreshment
Refuge
Refusal
Regal Procession
Regenerate
Regroup
Reincarnate
Rejection
Rejuvenating Light
Rejuvenation Cocoon
Rejuvenative Corpse
Relentless Dispelling
Remove Addiction
Remove Blindness/Deafness
Remove Curse
Remove Disease
Remove Fatigue
Remove Fear
Remove Nausea
Remove Paralysis
Remove Scent
Renewal Pact
Renewed Vigor
Repair Critical Damage
Repair Light Damage
Repair Minor Damage
Repair Moderate Damage
Repair Serious Damage
Repel Metal or Stone
Repel Vermin
Repel Wood
Repelling Blast
Repelling Shield
Replicate Casting
Repulsion
Resinous Tar
Resist Energy
Resist Energy, Mass
Resist Planar Alignment
Resist Taint
Resistance
Resistance Item
Resistance, Greater
Resistance, Superior
Resonating Agony
Resonating Bolt
Resonating Resistance
Resounding Thunder
Resounding Voice
Restful Slumber
Restoration
Restoration, Greater
Restoration, Lesser
Restoration, Mass
Restore Soul's Treasure
Resurgence
Resurgence, Mass
Resurrection
Retributive Enervation
Retributive Image
Retributive Invisibility
Return to Nature
Returning Weapon
Reveille
Revenance
Reverse Arrows
Reverse Gravity
Revive Outsider
Revive Undead
Revivify
Rhino's Rush
Righteous Aura
Righteous Burst
Righteous Fury
Righteous Glare
Righteous Might
Righteous Smite
Righteous Wrath of the Faithful
Rigor Mortis
Ring of Blades
Roar of the Waves
Rooftop Strider
Rope Trick
Rosemantle
Rotting Curse of Urfestra
Rouse
Ruby Ray of Reversal
Ruin Delver's Fortune
Rushing Waters
Rust Ray
Rusted Blade
Rusting Grasp
Sacred Guardian
Sacred Haven
Sacred Item
Sacrificial Skill
Sadism
Safe Clearing
Safety
Saltray
Sanctify the Wicked
Sanctuary
Sanctuary, Mass
Sandblast
Sandform
Sandstorm
Sap Strength
Sarcophagus of Stone
Scalding Gust
Scalding Mud
Scale Weakening
Scales of the Lizard
Scales of the Sealord
Scare
Scattering Trap
Scatterspray
Scent
Scholar's Touch
Scimitar of Sand
Scintillating Pattern
Scintillating Scales
Scintillating Sphere
Scorch
Scorching Ray
Scourge
Scramble Portal
Screen
Scrying
Scrying, Greater
Sculpt Sound
Seal Portal
Searing Exposure
Searing Light
Second Wind
Secret Page
Secret Signs
Secret Weapon
Secure Corpse
See Invisibility
See the Unseen
See The Unseen (drm)
Seed of Life
Seed of Undeath
Seed of Undeath, Greater
Seek Eternal Rest
Seeking Ray
Seeming
Seething Eyebane
Sending
Sense Heretic
Sense of the Dragon
Sensory Deprivation
Sepia Snake Sigil
Sequester
Serene Visage
Serpents of Theggeron
Serpent's Tongue
Servant Horde
Shades
Shadow Binding
Shadow Cache
Shadow Canopy
Shadow Conjuration
Shadow Conjuration, Greater
Shadow Evocation
Shadow Evocation, Greater
Shadow Form
Shadow Guardians
Shadow Hand
Shadow Landscape
Shadow Mask
Shadow Phase
Shadow Radiance
Shadow Spray
Shadow Walk
Shadow Well
Shadowblast
Shadowfade
Shadowy Grappler
Shambler
Shape Metal
Shape of the Hellspawned Stalker
Shapechange
Shard Storm
Share Husk
Share Talents
Sharptooth
Shatter
Shatterfloor
Sheltered Vitality
Shield
Shield of Faith
Shield of Faith, Mass
Shield of Lathander
Shield of Lathander, Greater
Shield of Law
Shield of the Archons
Shield of Warding
Shield Other
Shieldbearer
Shifting Paths
Shillelagh
Shivering Touch
Shivering Touch, Lesser
Shock and Awe
Shocking Grasp
Shout
Shout, Greater
Shrieking Blast
Shrink Item
Shriveling
Shroud of Flame
Shroud of Undeath
Sicken Evil
Sickening Blast
Sign
Sign of Sealing
Sign of Sealing, Greater
Silence
Silent Image
Silent Portal
Silverbeard
Silvered Claws
Silvered Weapon
Simulacrum
Sink
Sirens's Call
Sirine's Grace
Skeletal Guard
Skill Enhancement
Skin of the Cactus
Skull Eyes
Skull of Secrets
Skull Watch
Skyline Runner
Slapping Hand
Slash Tongue
Slashing Darkness
Slashing Dispel
Slay Living
Sleep
Sleep Mote
Sleet Storm
Slide
Slide, Greater
Slime Wave
Slipsand
Slow
Slow Burn
Slow Consumption
Sluggishness
Smell of Fear
Smite Good/Evil
Smite Heretic
Smoke Ladder
Smokey Confinement
Snake Darts
Snakebite
Snake's Swiftness
Snake's Swiftness, Mass
Snare
Snare Astral Traveler
Sniper's Eye
Sniper's Shot
Snow Walk
Snow Wave
Snowball Storm
Snowdrift
Snowshoes
Snowshoes, Mass
Snowsight
Snowsong
Soften Earth and Stone
Solid Fog
Solipism
Song of Discord
Song of Festering Death
Songbird
Sonic Blast
Sonic Rumble
Sonic Shield
Sonic Snap
Sonic Weapon
Sonic Whip
Sonorous Hum
Sorrow
Soul Bind
Soul of the Waste
Soul Shackles
Soul Ward
Soulreaving Aura
Soul's Treasure Lost
Sound Burst
Sound Lance
Spark of Life
Spawn Screen
Speak to Allies
Speak with Animals
Speak with Dead
Speak with Plants
Spear of Valarian
Spectral Hand
Spectral Stag
Spectral Touch
Spectral Weapon
Speechlink
Speed Swim
Spell Engine
Spell Enhancer
Spell Flower
Spell Immunity
Spell Immunity, Greater
Spell Immunity, Lesser
Spell Matrix
Spell Matrix, Greater

Spell Matrix, Lesser


Spell Phylactery
Spell Resistance
Spell Resistance, Mass
Spell Shield
Spell Storing Item
Spell Turning
Spell Vulnerability
Spellblast
Spellcaster's Bane
Spellmantle
Spellstaff
Sphere of Ultimate Destruction
Spider Climb
Spider Curse
Spider Hand
Spider Legs
Spider Plague
Spider Poison
Spider Shapes
Spiderform
Spider-Shape
Spiderskin
Spiderwalk
Spike Growth
Spike Stones
Spikes
Spirit Binding
Spirit Binding, Greater
Spirit Binding, Lesser
Spirit Blast
Spirit Needle
Spirit Self
Spirit Steed
Spirit Worm
Spiritjaws
Spiritual Advisor
Spiritual Cavalry
Spiritual Charger
Spiritual Chariot
Spiritual Guardian
Spiritual Weapon
Spiritwall
Splinterbolt
Spontaneous Search
Spore Cloak
Spores of the Vrock
Spread of Contentment
Spread of Savagery
Stabilize
Stalking Brand
Stalwart Pact
Stand
Standing Wave
Starmantle
Stars of Arvandor
Starvation
Statue
Status
Status, Greater
Stay the Hand
Steal Incarnum
Steal Life
Steal Size
Steal Summoning
Steal Summoning (In)
Steam Breath
Steed of the Seas
Steeldance
Stick
Sticky Fingers
Sticky Floor
Sticky Saddle
Stifle Spell
Sting Ray
Stinking Cloud
Stolen Breath
Stone Body
Stone Bones
Stone Construct
Stone Fist
Stone Shape
Stone Shape, Greater
Stone Shatter
Stone Sphere
Stone Spiders
Stone Tell
Stone to Flesh
Stone Walk
Stonehold
Stoneskin
Stony Grasp
Stony Grasp (In)
Stop Heart
Storm Mote
Storm of Elemental Fury
Storm of Fire and Ice
Storm of Needles
Storm of Shards
Storm of Vengeance
Storm Tower
Stormrage
Stormrunner's Ward
Stormwalk
Strategic Charge
Strength of Stone
Strength of the Beast
Stretch Weapon
Stun Ray
Stunning Breath
Stunning Breath, Greater
Stunning Screech
Stupor
Subdue Aura
Sublime Revelry
Submerge Ship
Substitue Domain
Subvert Planar Essence
Sudden Stalagmite
Sudden Swarm
Suggestion
Suggestion, Mass
Summon Aspect of Bahamut
Summon Babau Demon
Summon Bearded Devil
Summon Bralani Eladrin
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 Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
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 Swarm (In)
Summon Undead I
Summon Undead II
Summon Undead III
Summon Undead IV
Summon Undead V
Summon Weapon
Summoning Wind
Sunbeam
Sunburst
Sunmantle
Sunrise
Sunstroke
Suppress Breath Weapon
Suppress Flame
Suppress Glyph
Suppress Requirement
Sure Strike
Surefoot
Surefooted Stride
Surefooted Stride, Mass
Surelife
Surge of Fortune
Suspend Disease
Suspended Silence
Sustain
Swamp Lung
Swamp Stride
Swim
Swim, Mass
Swimming The Styx
Sword and Hammer
Sword and Hammer, Greater
Sword of Conscience
Sword of Darkness
Sword of Deception
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
Targeting Ray
Tasha's Hideous Laughter
Telekinesis
Telepathic Aura
Telepathic Bond, Lesser
Telepathy Block
Telepathy Tap
Teleport
Teleport Object
Teleport, Greater
Teleportation Circle
Temporal Stasis
Tenacious Dispelling
Tenacious Plague

Tenser’s Improved Disk


Tenser's Floating Disk
Tenser's Transformation
Tern's Persistance
Terra Cotta Lion
Terra Cotta Warrior
Terrifying Roar
Thalassemia
Thaw
Thieves' Bane
Thin Air
Thorn Spray
Thornskin
Thousand Needles
Thunder Field
Thunderhead
Thunderlance
Thunderous Roar
Tidal Surge
Tiger's Tooth
Time Stop
Tojanida Sight
Tomb of Light
Tongue of Baalebul
Tongue Serpents
Tongue Tendrils
Tongues
Tormenting Thirst
Torrent of Tears
Tortoise Shell
Total Repair
Touch of Adamantine
Touch of Fatigue
Touch of Idiocy
Touch of Juiblex
Touch of Madness
Touch of Restoration
Touch of the Graveborn
Touch of Vecna
Touch of Years
Touchstone Lightning
Toughen Construct
Towering Oak
Towering Thunderhead
Toxic Tongue
Toxic Weapon
Train Animal
Transcribe Symbol
Transend Mortality
Transfix
Transform Magic
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
Treasure Scent
Tree Healing
Tree Shape
Tree Stride
Tremor
Tremorsense
Triadspell
Trip Vine
Triple Mask
Trollshape
True Casting
True Creation
True Domination
True Resurrection
True Seeing
True Strike
Tsunami
Tunnel Swallow
Turbidity
Turn Anathema
Twilight Luck
Unbinding
Undead Bane Weapon
Undead Lieutenant
Undead Torch
Undeath After Death
Undeath to Death
Undeath's Eternal Foe
Undermaster
Undersong
Understand Device
Undetectable Alignment
Undulant Innards
Unearthly Beauty
Unearthly Heat
Unfettered Grasp
Unhallow
Unheavened
Unholy Aura
Unholy Blight
Unholy Storm
Unicorn Blood
Unicorn Heart
Unicorn Horn
Unliving Weapon
Unluck
Unnerving Gaze
Unseen Servant
Unseen Servant, Mass
Unseen Strike
Unyielding Form of Inevitable Death
Unyielding Roots
Updraft
Urban Shield
Urchin's Spines
Utterdark
Utterdark Blast
Utterdark Blast (In)
Valiant Fury
Valiant Steed
Vampiric Touch
Vanishing Weapon
Vecna's Malevolent Whisper
Veil
Veil of Shadow
Veil of Undeath
Vengeance Halo
Ventriloquism
Verraketh's Shadow Crown
Vertigo
Vertigo Field
Vigilant Slumber
Vigor
Vigor, Greater
Vigor, Lesser
Vigor, Mass Lesser
Vigorous Circle
Vile Death
Vile Lance
Vine Mine
Vine Strike
Vipergout
Virtue
Visage of the Deity
Visage of the Deity, Greater
Visage of the Deity, Lesser
Viscid Glob
Vision
Vision of Glory
Vision of Heaven
Visions of the Future
Vital Strike
Vitrify
Vitriolic Blast
Vitriolic Sphere
Voice of Madness
Voice of the Dragon
Voidsense
Voidsense (drm)
Voracious Dispelling
Voracious Dispelling (drm)
Vortex of Teeth
Vulnerability
Wages of Sin
Wail of Doom
Wail of the Banshee
Wake Trailing
Walk the Mountain's Path
Walk Unseen
Walk Unseen (drm)
Wall of Bones
Wall of Chains
Wall of Chaos
Wall of Coldfire
Wall of Deadly Chains
Wall of Dispel Magic
Wall of Evil
Wall of Eyes
Wall of Fire
Wall of Force
Wall of Gears
Wall of Gloom
Wall of Gloom (In)
Wall of Good
Wall of Greater Dispel Magic
Wall of Ice
Wall of Iron
Wall of Law
Wall of Light
Wall of Limbs
Wall of Magma
Wall of Moonlight
Wall of Ooze
Wall of Perilous Flame
Wall of Salt
Wall of Sand
Wall of Scales
Wall of Smoke
Wall of Stone
Wall of Thorns
Wall of Water
War Cry
Warcry
Warding Gems
Warlock's Call
War-Mount
Warning
Warning Shout
Warp Destiny
Warp Wood
Waste Strider
Water Breathing
Water to Acid
Water to Poison
Water Walk
Waterspout
Wave Blessing
Wave of Grief
Wave of Pain
Waves of Cold
Waves of Exhaustion
Waves of Fatigue
Weapon Augmentation
Weapon Augmentation, Greater
Weapon Augmentation, Lesser
Weapon Augmentation, Personal
Weapon of Energy
Weapon of Impact
Weapon of the Deity
Weapon Shift
Weather Eye
Web
Webfoot
Weighed in the Balance
Weight of Sin
Weighty Utterance
Weird
Were-Doom
Whelm
Whelm, Mass
Whelming Blast
Whirling Blade
Whirlwind
Whirlwind of Teeth
Whirlwind, Greater
Whispering Sand
Whispering Wind
Whiteout
Wieldskill
Wild Runner
Wind at Back
Wind Tunnel
Wind Walk
Wind Wall
Winding Alleys
Wingbind
Winged Mount
Wings of Air
Wings of Air, Greater
Wings of Bounding
Wings of Cover
Wings of Flurry
Wings of Swift Flying
Wings of the Sea
Wingstorm
Winter Chill
Winter's Embrace
Wish
Witchwood Step
Wither
Wither Limb
Withering Palm
Wood Rot
Wood Shape
Wood Wose
Wooden Blight
Woodland Veil
Word of Balance
Word of Binding
Word of Changing
Word of Chaos
Word of Group Recall
Word of Recall
Wounding Whispers
Wrack
Wrack Earth
Wracking Touch
Wraithstrike
Wrathful Castigation
Wretched Blight
Xorn Movement
Yoke of Mercy
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
Withers one plant or deals 0d6 damage to plant creature.

Spell Description
You transform one creature into an aberration.
Subject's skin undergoes horrible transformation.
You gain 25% chance of knowing information in a brain eaten.
You gain 1/4 of a creature's Str and Con when he eats it.
Hide weapon; +4 Bluff check feint when drawn.
Absorbs 1d4+6 ranged spells that have you as a target.
Sumons demons to fight for you.
You gain +2 to Str, Con, Dex, and SR.
Balance/climb/hide/move slightly/tumble at normal speed w/ no penalty on skill check.
Enhances 0 thrown weapon or one projectile weapon touched
Cone of acid deals 0d6 damage.
Fog deals 2d6 acid damage each round.
20-ft.-radius cylinder deals 7d6 acid damage.
Sheath of acid damages attackers.
Orb deals 1d3 acid damage.
Deals 0d6 acid damage in a 20-ft. radius.
Wings grant you fly 60', provide natural attacks.
Subject becomes addicted to a drug.
Increase fly speed and maneuverability. Dodge bonus to AC while airborne.
Wards an area against flying creatures.
You and four aarakocra summon a large air elemental via flying dance.
Infects evil subject with chosen affliction.
+1 on attack rolls and saves against fear, 1d8+0 temporary hp.
Allies gain +1 on attacks, saves against fear and 1d8+0 temporary hp.
Gives caster +10 on concentration checks to maintain concentration
Subject can breathe air as easily as water.
Subject treads on air as if solid (climb at 45-degree angle).
Turn normal water into breathable substance, negate underwater penalties.
Wards an area for 0 hours.
Wards an area for 0 hours. Detects creatures on conterminous or coexistent planes.
Functions like Alarm spell except it wards a single object or container.
Summons bebilith to deal with a demon.
Give bonuses to cold subtype creatures.
Natural weapon becomes good, evil, lawful, or chaotic.
Allies' natural weapons become good, evil, lawful, or chaotic.
Weapon becomes good, evil, lawful, or chaotic.
Allies' weapons become good, evil, lawful, or chaotic.
Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignm
Increases own and allies speed.
Subject knows direction and distance to your location.
As comprehend languages on written material, bonus on Search and Spot checks.
Reroll any die roll
Assume form of a similar creature.
Copy nonmagical text.
Target is trapped in stasis inside amber.
Target and gear become ozzelike.
Lowers Listen DC by 20.
Reveals magical aspects of subject.
Find a nearby portal and discover its properties.
Find a nearby planar touchstone and discovery its properties.
Chaotic-aligned rain falls in 20-ft radius.
Makes chaotic-aligned water.
Target gains DR 5/evil.
Blinds creatures within 20 ft. for 0 min. Damages or destroys undead.
Subject takes -2 penalty on attack rolls.
0 animals double in size.
Sends a Tiny animal to a specific place.
0 ally polymorph(s) into chosen animal.
Fascinates 2d6 HD of animals.
+2 enhancement to STR, DEX, CON
+2 STR, DEX, CON to 0 creatures
Your breath weapon becomes a construct.
Buildings attack as one gargantuan animated object plus other effects.
Creates undead skeletons and zombies.
Able to animate fire (use sm. fire elemental MM pg 98)
Creates skeletons or zombies
You imbue inanimate objects with mobility and a semblance of life.
Objects attack your foes.
One or more trees animate and fight for you.
Makes a rope move at your command.
Siege weapon attacks your foes.
Animates snow to become animated object (MM 14) to fight for you.
Able to animate water (use sm. water elemental MM pg 100)
A weapon animates and fights for you.
Able to animate wood (use sm. Animated object in MM pg 13)
Allows subject to predict (size and number) and delay teleportation by others by 1 round
Allows subject to predict (size, number, type) and delay teleportation by others by 3 rounds
Mobile sphere grants immunity to cold. Hedges out cold subtype creatures.
Grants +0 luck 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.
Forms Antimagic Field around one Creature or Object.
Object or location affected by spell repels certain creatures.
Keeps animated plants at bay.
You can read and prepare up to 2nd level arcane spell in 3rd level domain slot.
You can read and prepare up to a 5th level arcane spell in a 6th level domain slot.
All in a 0-mile radius take 10d6 damage.
Causes subject's face to take on a horrible appearance.
By taking 2 min instead of 1 you gain a +10 insight bonus on Appraise checks.
Breathe and use breath weapon underwater; gain swim speed.
Transform your foe into a tree, which temorarily animates and serves you.
Causes 0d6 electricity damage to two or more creatures
Invisible floating eye moves 30 ft./round.
Cast two spells you know without expending additional slots.
Cast two spells you know without expending additional slots.
Magically locks a portal or chest.
Inscribes a personal rune (visible or invisible).
Magical auras become visible to you.
As arcane sight, but also reveals magic effects on creatures and objects.
Targeted dispel magic on one subject, and subject loses one spell
Fog cloud obscures vision and causes damage.
Calls powerful good outsiders to fight at your side.
Touch armor or shield gains +3 equivalent special ability.
Touch armor or shield gains +5 equivalent special ability.
Touch armor or shield gains +1 equivalent special ability.
Grants +1 deflect bonus to AC. Darkvision, +2 save vs holy, good or light spells.
Grow two additional arms.
Threaten with bow and fire without AOO.
Gives one projectile or thrown weapon a +4 enhance.; slays, or 3d6+0 dam
Take a full-round action to attack up to 1 targets once each w/in 1 range increment.
Become outsider, immune cold, DR 10/magic, DR 10/pierce, 2d6 cold damage in 15' radius, Fort
Drains moisture from a creature, possibly killing it and destroying its body.
Hovering construct dehydrates a wounded creature.
You become more like your deity.
Transforms creature into an axiomatic creature.
Transforms creature into an axiomatic creature.
You assume the physical appearance and many of the qualities and abilities of a bulette.
You take the form of a Winter Wolf.
You assume the physical appearance and many of the qualities and abilities of a wolf.
Gives +10 bonus on caster level to overcome SR of a single creature
While on the Astral Plane, open a portal to a demiplane to heal naturally.
Projects you and companions onto Astral Plane.
Removes burden of misdeeds from subject.
As alarm, plus learn one type and number of creatures that triggered alarm.
Grant target creature protection against damaging planar traits.
Your familiar gains +4 enhancement to Str, Dex, & Con; DR 5/magic; & +2 saves.
Learns whether an action will be good or bad.
Ignore 10 fire dam/rnd and extinguish fires. Touch to snuff out fires.
Cold emanates from you dealing 2d6 cold damage to all within range.
Cold emanates from you dealing 1d6 cold damage to all within range.
You and all creatures within 10 ft. gain Evasion against Breath Weapons.
Aura deals fire damage to creatures that strike you.
Removes any fear effects from all allies
You gain an aura of fear, or your frightful presence becomes more effective.
+4 morale bonus to Str, Dex, & Con.
Reduce foe to half hp and stun foe, traps creatures in 20 ft radius from victim.
Reduce foe to half hp and stun foe.
Provides temporary protection against overtly damaging planar traits.
Animal or tree gains human intellect.
Awakens a humanoid shaped construct
A region of san forms into a Huge, sentient creature.
0d6 non lethal damage & stuned for 1 rnd. If unconscious 1d6 points Wis dam.
Grant sentience to otherwise mindless undead.
As awaken, but multiple trees or creatures of one kind.
Transforms creature into an axiomatic creature.
Lawful-aligned rain falls in 20-ft. radius.
Makes lawful-aligned water.
Evil creatures are blinded for 1 round and take 0d6 damage.
Secrete a body-covering acid does 1d8 points of damages foes' weapons.
Allows one wooden hafted two-handed weapon to attack wielder once
Spells and spell like abilities backfire causing 1d6 per level of the spell being cast.
+4 on balance, can balance on impossible if 5 ranks.
Subject blinks only when attacking or casting - 50% miss chance
A single creature becomes your servant, but slowly sickens and dies.
You summon a tiny woodland creature to take a tiny message (written on paper or cloth) to a plac
Transforms subject into harmless animal.
Two subjects switch places.
As the Shatter spell plus possibly daze and deafen.
Energy balls deal 0d6 electricity damage.
Subject's flaming body damages foes in grapple.
Able to immobilize one medium or smaller creature
Enemies take -1 on attack rolls and saves against fear.
Eldritch blast deals extra damage against specified creature type.
Banishes 0 HD of extraplanar creatures.
Destroy target corpse, potentially preventing its return to life.
Grants a +2 enhancement bonus to the target's existing natural armor bonus.
Acts as minor globe of invulnerability and double strength magic circle against evil.
Deals 1d6 plus bull rush.
Allies within 30ft may reroll Will saves.
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 feet.
Targets take penalties, you gain bonuses.
Subject gains +4 to Con.
As bear's endurance, affects 0 subjects.
Your hands become slashing natural weapons.
Subject fights without penalty while disabled or dying.
Large amount of water becomes poisonous.
You create a Tiny nature servant.
You gain +6 bonus on Bluff, Diplomacy, and Intimidate Checks.
Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Your touch deals 2d12 damage and lingers for 0 rds.
Subject gains a +2 luck bonus on saves, can reroll one att., save, skill or ability check.
Two willing subjects switch places.
Creature struck by beshadowned blast is blinded.
-6 to one stat, or -4 on attacks, saves, checks, or 50% chance of losing actions.
Curses target with one of several effects.
Transfer 0 of wounds to another.
Target must take the lower of two rolls for each save, att. roll or skill check.
Seemingly swap one ally with one enemy.
Subject is sickened or nauseated.
Creature struck by bewitching blast is confused.
Large hand provides cover, pushes, or attacks your foes.
Large hand provides cover, pushes, or crushes your foes.
Hand punches subject when casting, forcing conc check
Hand pushes creatures away.
Large hand provides cover, pushes, or grapples.
Hand holds things for you and helps some skill checks
Hand provides cover against one opponent.
#VALUE!
#VALUE!
#VALUE!
Utilizes an array of techniques to imprison a creature.
Target of your eldritch blast must make Will save or be stunned for 1 round.
Snow field freezes impeding movement
Air prevents target from moving, hinders ranged attacks.
Swallow enemies your size or smaller whole.
Become like a werebear.
Become like a wereboar.
Become like a wererat.
Become like a weretiger.
Become like a werewolf.
Create extra-dimensional bag of torture tools.
Floating magic weapon does damage and may disintegrate.
Makes creature attack itself
Creates a 20 foot radius area of deadly black sand.
Your arm becomes a claw that gives +5 ft. reach, bonus to attack/damage.
Ray may cause 1d4 points of Constitution damage and nausea per round
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 0d6 negative energy damage, bestow negative level.
Create blackwater tentacle that attacks your foe.
Wall of blades deals 0d6 damage.
Two subjects share saving throw and use best, both get targeted if fail
Next weapon strike +1d6, add 2d6 to this if you take 5hp dam
Creates blade of gnashing teeth doing 1d6+0.
Take a full round action to take a melee attack w/ ea weapon to all foes within reach.
Slashing weapon glows and gains +3 bonus.
Your melee weapons deal an extra 1d8 pts of fire damage.
Melee attacks daze opponent.
Kills, paralyzes, weakens, or dazes non-evil subjects.
A cone shaped burst of fire causes 0d6 fire damage
Ray deals 0d6 damage.
Ranged touch attack. A ray of intense light blast from your finger. The subject is blinded for 1d6+0
Cone deals 0d6 damage.
60-ft. cone of light dazzles creatures.
Negative Energy sucks 1d6 hp/rd from living in 20' radius
Creature takes Con dmg. from piercing/slashing weapons; repeated use imposes -4 on Fort. save
Allies gain +1 morale bonus on attack rolls and saves against fear.
Makes holy water.
Weapon strikes true against evil foes.
Weapon strikes true against evil foes for 1 round(swift).
All allies' within a 50 ft r spread gain a +2 on ranged attacks.
Evil auras become visible to you.
You gain damage reduction 10/magic.
All allies in 40' burst get +1d6 holy damage and are considered-good aligned

You become as beautiful as a nymph, and can blind humanoids who look at you.
Your breath weapon blinds targets.
Become invisible to target, Will save or target blinded 1rd
0' radius of light that blinds evil creatures.
Ranged touch at -4, subject is blinded until his eyes are washed out.
Makes subject blind or deaf.
Grants blindsight (mm 306) out to 30 ft.
Grants blindsight (mm 306) out to 60 ft.
You randomly vanish and reappear for 0 rounds.
As blink, but safer and with more control.
All within a 50-ft radius spread are dazzled and take 2d6 damage.
Blizzard obscures vision, impedes movement and causes cold damage.
Entangles creature, 0/rd damage
Rage gives +2 Str & Con, +1 Will saves, and -1 to AC.
You heal a target at range and take a like amount of damage.
A windstorm (DMG 95) knocks creature prone doing damage.
Corrupts snow field draining 1d2 Con each round and nausea to all within.
Turn subjects blood to water doing 2d6 points on Con damage.
Attack w/ natural/unarmed attacks as thrown weapons w/ 20 ft. range increment.
Immediate retry for failed Survival check while tracking.
Your light weapon creates bleeding wound that deals damage.
Hovering construct doing 1 pt of Con damage each time the disignated foe is damaged.
Attacks miss subject 20% of the time.
Transforms a willing subject 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 behind you.
Victim takes 1d10 points of different ability damage ea rd.
Your body emanates fire 5 ft in all directions dealing 0d4 damage.
You assume the appearance and many of the abilities of a warforged
Creates one or more indistinguishable duplicates of you.
Protects against 5 pts. of ability dmg. to Str, Dex or Con; repeated use increases dmg. absorbed.
Deal damage per round, second casting sickens target.
10-ft. cylinder deals 4d6 damage+2d6 per round for 0 rounds.
Subject's aura strengthens as if it had 1HD/2 CL more than it actually does.
Positive energy ray, deals 0d12 damage to evil outsiders & undead or 0d12 to others.
One ray/round, dazes 1d3 rounds.
Falling rocks deal 0d8 damage and bury targets under 5 ft of rock.
Ray of cold rendering corporeal undead immobile.
Turns a bone into a magic weapon.
1d3 Con damage to subject.
Save each rd or take 3d6 sonic damage and a -20 penalty on Move Silently."
Pillars erupt from wall or floor, knocking over creatures or smashing them
Stronger Gust of Wind that also does cold damage
Subject's speech becomes incoherent.
Uncorking bottle creates fast horse made of smoke.
Eavesdrop on thoughts of up to eight other creatures.
Wooden weapon gains a +1 enhancement and grows spikes that deal 0 damage.
+10 on Climb in trees, swing like monkey.
Frees subjects from enchantments, alterations, curses, and petrification.
Your breath weapon dazzles targets for 1 min.
Create mist, DC of saves made in this mist against poison & disease increased by +2.
Similar to Fog Cloud.
Create a fog cloud as the spell.
Your breath weapon also deals a second type of damage.
Your breath weapon deals a different kind of damage than normal.
40 ft. radius spread entangles creatures and thorns deal 1 pt of damage for each 5 ft moved.
As entangle, excpet that targets take 1d8+0 damage each round.
Flaming worms deal 0.25/rd fire damage to enemies in 20' radius
All of the targets' weapons become brilliant energy, ignoring armor.
Transforms one weapon or 50 projectiles into a brillant energy weapon
Wearer blinds evil creatures.
Blast deals fire damage. Creature struck catches fire (2d6 damage per round).
Armor grows spikes that attack with the subjects 1st attack/rd, +0 bonus doing 2d4.
Makes weapon brittle.
Subject gains +4 to Str.
As bull's strength, affects 0 subjects.
Target float to the surface of water at 60 ft/rd until they are floating.
Deals 1d8 acid & fire damage/round, target can take only single move actions.
0d4 fire damage.
+1 att, +2 dam, DR 2/magic, sub takes 4 hp fire damage/rd
Weapon give light for 30 ft. Does extra 1d6 fire damage.
Subject grows claws and gains burrow speed of 30 ft.
Subjects grows claws and gains burrow speed of 30 ft.
Bee gives subject -10 penalty on Move Silently and Concentration checks.
0d6 sonic damage in a 20 ft burst.
Barrier inflicts d6+0 damage.
As alarm, plus learn one type and number of creatures that triggered alarm.
Causes an avalanche to fall from sky crushing and burying creatures
Summon 2d4 dretches.
Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
Target wakes up chaotic evil and goes on a rampage.
Calls a kolyarut to aid you.
Summon 2d4 lemures.
Calls down lightning bolts (3d6 per bolt) from sky.
As call lightning, but 5d6 damage per bolt.
Calls a marut to aid you.
Call your special mount, even if you have already called it today.
Summons a nightmare.
On missed save speed drops 10'/rd, DEX -2/rd, 4 missed saves and turn to stone
Speak with animals and influence their behavior.
Calls a zelekhut to aid you.
Calms 2d4+0 HD of animals.
Calms creatures, negating emotion effects.
Covers several spots with magical caltrops.
Grants +10 bonus on Hide checks.
Grants +10 on Hide checks to a group.
Ball of wind pushes targets around.
Gaze turns creatures to stone (as Flesh to Stone)
Your touch can break enchantment, and you can counterspell.
Verbal rebuke damages those whose alignment differs.
Horrible wail renders creatures nauseated or sickened for 1 round.
Subject gains +4 to Dex.
As cat's grace, affects 0 subjects.
Reroll a balance, climb, jump or move silently with a bonus.
One creature of 5 HD or less flees for 1d4 rounds.
Acidic sludge slows progress, deals damage.
Acidic sludge slows progress, deals damage.
Cloud deals damage, blinds creatures.
Intoxicate subjects.
Can immediately take a standard action and then dazed until end of next turn
Can immediately take a full-round action and then dazed until end of next turn
Can immediately take a move action and then dazed until end of next turn
Target gains one of four celestial properties.
Grant energy resistance, +4 on saves vs. poison, and damage reduction 10/evil.
Object sheds brilliant light to 120 ft. and hurts undead and evil outsiders.
Gain a fly speed with good maneuverability.
Good creatures gain +2 on attacks/saves vs. fear, 1d8+0 temp hps. Evil takes -2.
One or more creatures affected by targeted dispel magic, add 0 to dispel check
0d6 damage; 0 secondary bolts each deals half damage.
0 missiles doing 1d4+1 pts of damage strike target and may hit one other target within 30'.
You can see through another creatures eyes.
Target takes 2d10 Cha drain, deals same to next ally she touches.
You change a leather cord into an assassin vinelike reature, about 16 feet long.
Your staff becomes a treant on command.
You change a twig (found on the ground) into a Small shrub ‐creature.
You invite a celestial(up to 12 HD) to occupy your body.
You invite a celestial(up to 12 HD) to occupy your body.
Heals creature/dam undead at range - more hp and range as casting time increases
Gives DR/evil - more DR as casting time increases
Fatigue, exhasut and deal damage to target, depending on casting time.
Fire damage to enemies- increase dam and area as casting time increases
Deal sonic damage in cone; area and damage increase based on casting time.
Damages and staggers lawful creatures.
Target gains horns and a gore attack.
Similar to Charm Monster.
Cause a single creature to regard you as a friend.
Makes one animal your friend.
Makes monster believe it is your ally.
As charm monster, but all within 30 ft.
Makes one person your friend.
Like Charm Person, at least one creature or up to 0 combined HD of creatures.
Consumes one corpse or undead creature.
+4 to each attribute
Once, take the better of two rolls when attempting to win a game of chance.
You imbue a weapon with a 0 enhancement bonus, and lawful-alignment.
Cold metal damages those who touch it over seven rounds (0,1d4,2d4x3,1d4,0).
Ray causes cold damage.
0 touch deals 1d6 damage and possibly 1 Str damage.
Create solid fog that deals cold damage.
Similar to Evard's Black Tentacles except cold damage.
Cobwebs provide concelment, slow movement, sicken creatures.
Touched creature begins to suffocate on sand.
Roll twice for attacks, skill checks, ability checks, and saves. Use better of two.
Indicates direction and condition of a known target.
Kills 0d4 HD of creatures.
Foes denied all actions or take -2 penalty on attacks, saves, and skill checks.
Blind all other creatures in area for 1 round, dazzle for 1 min.
Transports you and others from one small city or larger to another.
Enh bonus to STR and CON, and DR adamantine based on size of city.
Hear or see at a distance.
+4 bonus saves vs mind-affecting spells and effects & blind fighting.
Your hands become reach melee touch attacks, 1d8 cold damage, slow opponents.
Your hands become weapons dealing 1d8 damage each.
You gain claws based on her size.
Subject gains claws that deal damage based on size.
You gain a +4 sacred bonus on saves vs mind-affecting spells and effects.
Enhancement bonus on Climb checks.
Temporarily grow a tall tree for use as a ladder.
You and your allies gain a +0 bonus on saves against fear.
You and your allies become immune to fear and get +2 morale bonus on attack rolls.
+4 to AC, +4 resistance, and SR 25 against lawful spells.
Protects from effcts of sunlight, +4 resistance on saves vs. light or darkness effcts.
Target provokes hostile reactions, takes -10 penalty on Diplomacy checks.
Touched creature gains protection from heat and sun.
Blur, Freedom of Movement and Water Breating and no non-lethal damage while in water.
Hide a color pool on the Astral Plane from view.
Duplicate awakens when original dies.
Cure 1d4 + 0 damage. If cast imediately after a subject takes damage it prevents the damage.
Creates a magical cloud chariot for you and any other willing touched creature
Generates a nauseating 10-ft. cube.
#VALUE!
Cloud deals 2d6 damage plus confusion.
Increases subjects fly speed by 30 ft.
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.
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are reddish brow
Targets gain a 60 ft(perfect) outdoor fly speed.
While you concentrate the target takes 1d12 damage/round and is paralyzed.
Surround yourself with blades of force.
Saliva can be sprayed forth in a 10-ft-cone causing 1d3 Con damage
A creature dead no longer than 0 rnds is preserved & begin a slow process of rebirth.
Subject is entangled by trash and detritus in an area.
You and nearby allies protected by endure elements.
Turn fires cold. Creatures with the fire subtype or cold vulnerability, take 0d6 damage.
A powerful cold front lowers temperatures 0 degrees.
Knocks unconscious, blinds, and/or stuns creatures in a 15 ft. cone.
Creates an ice pillar that rises from the ground lifting creatures into the air.
Allows one subject to use the skill ranks of a second subject in place of her own.
Combustable objects burst into flame. If the target creatures it takes 0d8 with no save.
Comet falls atop foes doing 0d6 points of damage and knocking them prone.
3 frozen comets strike down
One subject obeys selected command for 1 round.
Sway the actions of one or more plant creatures.
Undead creature obeys your commands.
As command, but affects 0 subjects.
Deity answers 0 yes-or-no questions.
Gain knowledge of the surrounding community
You gain knowledge of hills, mountains and underground areas.
Contacts any local spirit, and can ask up to 0 questions
Contacts any local spirit (4HD or less), and can ask 0 questions
Learn about terrain for 0 miles.
You understand all spoken and written languages.
If outsider target fails Will save, stunned for 1 rd and DR decreased by 10
Heal 2d10+1/CL (max.10) pts. of dmg. to yourself while channeling pos. energy.
0d6 cold damage.
Creatures caught in a 60 ft cone must save or believe they are blind.
Gain a +2 circ. bonus on att. rolls against subject and impose a -2 penalty on ist att. rolls agains
01-10: Atk you;11-20: Act normal;21-50: Drool;51-70 Flee;71-00: Atk nearest.
One creature is confused for 1 round.
Creates ice creature to fight for you.
Creates ice creature to fight for you.
Creates ice creature to fight for you.
Creates ice creature to fight for you.
Creates ice creature to fight for you.
Creates ice creature to fight for you.
Creates ice creature to fight for you.
Creates ice creature to fight for you.
Creates ice creature to fight for you.
Conjure an object made of ice.
Fills area with positive energy, making undead weaker.
Fills large area with positive energy, making undead weaker
Creature is entangled, unable to move, and takes 3d6 nonlethal damage per round.
Construct gains resistance 10 to specified energy type.
Construct gains immunity to specified energy type.
You steal the appearance of a dead person, adding +10 on Disguise checks.
Draw life from creatures within 30 ft. with -1 or fewer hit points that fail save.
Draw life from creatures within 30 ft. with 9 or fewer hit points that fail save.
Lets you ask question of extraplanar entity.
Infects subject with chosen disease.
As contagion, but affects all creatures in the area of affect.
Creates a fog cloud the causes disease.
You can infect one creature per round with chosen disease.
Sets trigger condition for another spell.
Ignores 10 points of damage/attack from first encountered elemental energy type.
Makes a permanent, heatless torch.
Changes current direction and speed.
Enables you to command deathless creatures.
Control actions of one or more plant creatures.
Raise or lower the level of sand.
Raises or lowers ice and snow.
Raises or lowers the temperature.
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.
Subject gains +2 morale bonus on saving throws.
Subjects gains +2 morale bonus on saving throws.
Aura of cold deals 1d12 to others. They shiver (-2 to Str & Dex) & move at half speed.
Target becomes a soft-bodied ooze-like creature.
Target becomes a spongy writhing, amorphous mass suffering from searing pain.
Conjures a ghostly hand with a candle that provides light in a 5 ft. radius.
Melee touch attack doing 1d8 points of acid damage.
Forces a lycanthrope back to its natural form and keeps it from changing.
When the subject charges it gains a +4 attack roll and takes no penalty to AC.
Shatters or damages ice structures and creatures.
Tentacles granting concealment, other bonuses & attacking those that attack you.
Your eye leaves your head and grows spidery legs, enabling it to scout for you.
-4 penalty on Listen & concentration check to cast spells.
Links two locations by a magical path.
This spell allows you to create an undying soldier.
Feeds 0 humans (or 0 horses).
This spell allows you to create an undying councilor.
Create shadows, wraiths, spectres, or devourers.
Subject receives a magic tattoo with various effects.
Creates a CR 1 trap.
Create ghouls, ghasts, mummies, or mohrgs.
Creates 0 gallons of pure water.
Creature feels chill that increases each round(1d6,2d6,3d6).
As creeping cold, but longer duration and more damage.
Creates a amophous cloud of inky blackness which you control
Swarms of centipedes attack at your command.
Target loses commander rating aura; can't add Cha to rally checks
Ignore miss chance from concealment.
Sneak attack: +1d6 damage, doubled threat range, +4 to confirm crit.
Holy light blinds or dazzles foes, repels light-sensitive creatures, damages undead.
+2 on listen and spot checks, discharge for +5 on final check
Aura burns evil outsiders, undead and fey for 2d6 points of damage/round.
You +4 Cha. Subjects +4 attack rolls/saves/skill checks/immunity to fear/0 temp hp.
+2 to STR, discharge spell for +8 on final round
+1 bonus to AC and +1 bonus for save, discharge spell for +4 on final round
+2 damage to chosen alignment, 1/min, discharge for +8 on final attack
One command undead/min, dischagre for +4 on one turn or rebuke
+2 on hide and disguise checks, discharge for +8 on final check
Fools subject for 1 round, then -4 penalty on attacks, saves, and checks.
You erode building or other structure doing 0d8 points of damage by passing hardness.
Area of snow becomes crunchy penalizing Move Silently -20.
Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Fist deals 0d6 damage each round.
-2 att, saves, checks when you start casting until end; after casting complete, Fort save or be par
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+0 damage.
Cures 4d8+0 damage for many creatures.
Cures 1d8+0 damage.
Cures 1d8+0 damage for many creatures.
Cures 1 point of damage.
Cures 2d8+0 points of damage.
Cures 2d8+0 damage for many creatures.
Cures 3d8+0 damage.
Cures 3d8+0 damage for many creatures.
-5 AC vs. ranged, all crit threats confirm
Similar to Bestow Curse.
Target suffers -3 penalty on attacks, checks, and saves.
Target in a 20 ft radius suffers -3 penalty on attacks, checks, and saves.
Subject takes -2 penalty to AC.
Subjects in a 20 ft radius take -2 penalty to AC.
Target dies and 1d6 wererats claw their way out of its body.
Subject is unconscious for 1d10 minutes.
Makes unholy water.
Wounds dealt by weapon can't be healed without remove curse.
Light deals 2d4 to evil out to 10 ft, 1d4 out to 20 ft. Passing through deals 2d6+0.
Hands gain +2 enhancement bonus; considered 'armed', do 1d6 points of damage.
You send a cyclonic wind in a 120 ft. line doing 0d6 points of damage.
+2 attack & damage (full attack), SR+5 (defensive), DR5/magic (total defense).
Darkness deals either 2d6 or 1d6 damage per round.
Decrease enh. bons of magic weapons as well as save DC and CL of magical effects used against su
Non-demons take 2d20 damage.
Mist washes air clean. +4 save vs magical & supernatural gas effects.
Causes one sword to hover and attack on its own
#VALUE!
Animates 0 chains.
Creates torches or other lights.
Energy strands deal 0d6 nonlethal damage plus entangles evil for 1d6 rounds
Change to a swarm of bats with additional effects.
Similar to Foresight.
Luck bonus to one save equal to or less than your CHA modifier.
Water over large area causes weakness and 0d6 damage per hour.
Creates temp. bridge of shadow supporting 0lbs.
Create 0 bolts doing 2d8 each and dazes the target if they fail their save.
Create flames visible with darkvision, melee/ranged touch doing 0d6 fire damage.
Creates 5-ft.-radius area where all can see without light.
20-ft. radius of supernatural shadow.
Use darkness as the spell.
As the Darkness spell.
See 60 ft. in total darkness.
This spell functions like darkvision, except that the subject is able to see 120 feet in total darkness
This spell functions like darkvision, except that the subject is only able to see 20 feet in total dark
All targets in a 10ft radius burst gain the benefits of darkvison
Create ten projectiles that you can launch at allies to cure 1d8 points of damage each.
All sleeping creatures in a 15 ft radius burst awaken.
Illuminates all creaytures in a 10' radius, deals damage to light-sensitive creatures.
60-ft. radius of bright light.
Humanoid creature of 4 HD or less loses next action.
Living creature of 6 HD or less loses next action.
Hides spoor left by subjects. Actively tracking allows a disbelieve attempt.
Creates a mass of dead wood in a 20 ft radius which falls doing 0d6 points of damage.
Similar to Animate Dead.
Create a wave of molten volcanic rock that sticks to creatures.
Creatures take fire damage and become fatigued.
Permanently deafen all targets in a 20' raidus spread.
Weapon deals 1d6 sonic damage and creatures struck must save or be deafened for 1 min.
Cone of sound deafens creatures.
Black flames surround you. Creatures striking you take 1d4+0 points of damage.
Up to 3 creatures die in 1d4 rounds or are incapacitated, taking 4d6 damage.
+4 natural armor, +4 deflection bonus, & natural attacks with the damage of short swords.
You leave a magical "calling card" on a corpse.
Calls a hailstorm causing 1d2 of Str and Con damage.
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Deity brings you back from the dead automatically.
Your body explodes when you die doing 0d8 points of damage in a 30ft radius.
Grants immunity to death spells and negative energy effects.
As death ward, but affects multiple creatures.
Scream deals damage, fatigues all within 10'.
Make death attack without spending rounds in observation.
Reveals how near death subjects within 30 ft. are.
Imbues a scarf that decapitates your target, or if saves takes 0d4 dam
Disguise appearance of another creature or object.
Wounds deal 3 extra point of damage each round.
Figment mimics you and allies.
Fill your lungs with air for the duration of the spell.
Puts 10 HD of creatures to sleep.
Object sheds supernatural shadow in 60-ft. radius.
90 ft darkvision & ignore th 20% miss chance of shadowy illumination.
Creates a gray sphere of whirling air that attacks your enemies
Imbues area of ice or snow with negative energy
Gain a bonus of 0 against one attack.
Gain a bonus of 0 against one attack.
Deal 1d6+0 Con damage.
Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity.
God's punishment deals 0d6 damage (0d6 vs. undead).
Subject cannot die from hp damage. Can still die from abiltiydrains/damage etc.
The progress of any nonmagical disease is halted for the spell duration.
Stops poison from harming subject.
0d6 fire damage; you can postpone blast for 5 rounds.
Subject takes -2 penalty on attack rolls, save, ability checks, skill checks, and Wis.
As sending, plus you can send suggestion.
Chaotic evil creatures take 2d6 points of damage/rd. Tanar'ri are stunned.
You fly at your land speed.
Gain +10 on one Know(planes), Know(arcana), or Know(religion) check.
You gain +0 natural armor.
Evil creature gains DR 5/cold iron or good.
Water slam deals 2d6+0 damage to all within 20-ft radius, pushes target back, sinks ships.
Fills area with negative energy, making undead stronger.
Fills large area with negative energy, making undead stronger.
Imprisons creature as sand in an hourglass or as wind in the waste.
Those attempting planar travel are diverted to a random wasteland.
Deals 0d6 of desiccation damage and dehydrates 1 living creature.
Deals 0d6 of desiccation damage and dehydrates 0 living creatures.
Creates rolling sphere of supernaturally dry air doing 2d4 points of damage.
Kills plants, damages objects in 0-ft. radius.
Kills subject and destroys remains.
Detects the presence of aberrations.
Detects kinds of animals or plants.
Reveals creatures, spells, or objects of selected alignment.
Detect fey crossroads within 60-ft.
Reveals creatures, spells, or objects of selected alignment.
You know if favored enemies are within 60 ft.
Detects heat, fire spells, fire magic items, clerics of fire deities and most living.
Reveals creatures, spells, or objects of selected alignment.
Reveals creatures, spells, or objects of selected alignment.
Detects spells and magic items within 60 ft.
As Detect Magic.
Detects large accumulations of metal and other minerals.
Detects poison in one creature or object.
Alerts you of 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.
You can detect the presence of weapons in a cone emanating from you.
Lowers targets DR
Slays target and deals 0d6 fire damage on 20 foot radius. 7d6 fire damage if target makes save.
You detoxify any sort of venom within 30 feet of you.
Lawful evil creatures take 2d6 points of damage/rd. Baatezu are stunned.
You gain 1d4+1 Cha and becomes and outsider.
You can see darkness(even magical), up to 30 ft.
See in darkness or magical darkness to 30 ft.
You gain a spiked tail that deals 1d4 damage.
Tongue grapples with a 15 ft. reach.
As suggestion, plus subject believes his actions were his own ideas.
Similar to Dispel Magic, Greater, with additional benefits.
Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of
Dazzles evil creatures for 2d6 rounds and deals 0d6 damage to evil creatures.
Armor has DR Half the AC bonus/adamantine
Kills, paralyzes, slows, or deafens non-lawful subjects.
Teleports you and 0 Medium creatures up to Long range.
Demension Door lasting rounds. Transport targets up to 25 ft as a move action no AoO.
Teleport subject 0
Teleport yourself up to 30' once per round.
Teleport yourself up to 30' once per round.
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.
Reduces size or blights growth of normal plants.
Diminish Protection reduces target's armor and natural armor bonuses by 0
Creatures in a 20 ft radius spread take 1d12+0 points of damage.
Subject maddened by hunger gains a bite attack with 1 1/2 time Str bonus.
Enemies suffer 2 Str & Dex damage per round.
-4 attacks & dex, 50% reduction in speed, &Concentration check needed to cast spells.
Deals 0 points of damage to target construct.
Identify race and any inherited templates on one target per round.
Reveals deliberate falsehoods.
Reveals exact location of creature or object.
By taking a standard action you are able to discern the true form of creatures within 60ft
Changes the apparent color of a color pool on the Astral Plane.
Subject takes sonic damage each time she casts a spell with a verbal component.
Detach one of your hands and send it forth to manipulate objects or attack.
Changes your appearance.
Disguises a ship.
Makes one undead, including clothing, armor, weapons, equipment look different.
Makes one creature or object vanish.
Forces a creature to return to native plane.
+4 bonus against attacks by chaotic creatures.
+4 bonus against attacks by cold creatures.
+4 bonus against attacks by evil creatures.
+4 bonus against attacks by fire creatures.
+4 bonus against attacks by good creatures.
+4 bonus against attacks by lawful creatures.
Cancels magical spells and effects with dispell check of 1d20+0.
Cancels magical spells and effects with dispell check of 1d20+0.
Dispel Magic, targeted or area version only, affects only abjuration magic.
Cancels water spells and effects or dismisses water creatures.
Your breath weapon acts as a targeted dispel magic to all creatures in its area.
Creates a shimmering screen of Dispel Magic (PHB:223), max +10
Creates a shimmering screen of Dispel Magic (PHB:223), max +20
Dispel one magical effect on touched subject.
Attacks miss subject 50%.
You assume the appearance and many of the abilities of a displacer beast.
Target avoids physical contact with others.
Deals 1d6 damage to one undead.
Deals 0d8 damage to undead.
Melee weapon destroys undead.
-4 Concentration checks neededto cast spells.
Creatures take 0d8 damage.
Creates ambrosia
Speech is 50% unintelligible, affects spellcasting.
Creates area where only evil creatures can be summoned.
Weapon confirms critical hits against good foes.
-4 penalty on all Concentration, Listen, Search, Spot, & can take only a single action.
Creature is flat-footed.
If ray strikes spell caster casting a spell: make a Concentration check or lose the spell.
Provides useful advice for specific proposed actions.
Grants the subject a +10 enhancement bonus to Dex.
You gain +1 on attack and damage rolls.
Insight bonus of 5 on single skill check.
Target gains +3 sacred bonus on attack rolls against evil creatures.
Loss of turn/rebuke ability, domain powers, & many devine feats.
You gain attack bonus, +6 to Str, and 0 hps.
Gain a +5, +10 or +15 bonus on Intimidate checks against those who don't worship your deity.
Allies gain +1 morale bonus to AC, saves.
Weapon appears and strikes those who attack you
Any creature that harms you takes 1d6/caster lvl. (max. 15d6) points of damage (half energy, half
1st attack ea rd deal extra 5d6 but take 10 points of damage
Weapon's threat range is doubled and threats atomatically confirm
Creates clouds of flickering light (0 10-foot cubes) that dazes creatures.
Subject animal obeys silent mental commands.
As dominate person, but any creature.
Controls humanoid telepathically.
One subject takes -2 on attack rolls, damage rolls, saves, and checks.
Summons a fiendish kraken under your command.
Scarab swarm deals 0d6 to all in 60 foot cone, if SR is broken gives you temporary hit points.
Black mist obscures all sight, dazes those inside.
Move instantly from one willing or controlled undead to another.
Subject's speech is masked for listeners.
Flying creatures caught in the area plummet up to 100 ft./50 ft if save
Sprout wings and fly at good maneuverability; fly longer overland.
Sprout wings and fly at perfect maneuverability; gain overland speed.
Gain bonus on Knowledge and Spellcraft checks.
+4 to Str, Con, and Cha. +4 to Natural Armor. Immune to sleep & paralysis
You change into a dragon's form.
Gain temporary hitpoints equal to your level.
Summons a dragon of up to 18 HD.
Summons a dragon of up to 22 HD.
Summons a dragon of up to 15 HD.
You choose a dragon type and mimic its breath weapon.
Calls forth an elemental spirit that assumes a cloudy, dragon-like form.
You take on the form and abilities of a Huge red dragon
Grants vision of a dragon, including low-light vision, darkvision, blindsense.
You gain +0 natural armor bonus and an energy resistance of 10
Gain protective benefits vs. dragonblood subtype
Drain 1 point of essentia or Wisdom from target.
Prepared object appears in your hand.
Fires a ray of negative energy that deals 4d8+0 damage and dazes target.
Reduce targets mobility
1d3 Cha drain on one target.
You take the form of a beholder.
Sends message to anyone sleeping.
Sends message and one emotional effect to anyone sleeping.
Your spirit can leave your body and travel 100 ft per round.
As many as eight subjects enter a dreamscape.
Control the physical body of a sleeping creature.
Create difficult, damaging terrain made of snow, leaves, or ash.
Subject's lungs fill with water and he begins to drown (DMG 304).
Subjects', no more than 30 ft. apart, lungs fill with water and they begins to drown (DMG 304).
Subject is immune to addiction.
Enemies take -2 penalty on attack rolls and saves.
Allows you to counterspell as an immediate action. +4 Spellcraft.
Ray inflicts 0d8 damage to corpses and undead. Disintegrate if reduced to 0 hp.
Subject gains +4 to Cha.
As eagle's splendor, affects 0 subjects.
Reduce light in 80-ft.-radius cylinder.
Gives touched creature the ability to glide though the earth.
Melee weapon improves base damage, acts like adamantine bludgeoning weap.
You cause a 1 ft length of natural tunnel to constrict.
Creatures in 20' spread take 4d6 points of impact damage & 3d6 points fire damage.
You hamper the subject creature's ability to fly.
Creates a line of earth, rock and sand to strike creatures doing 0d6 dam
Any damage caused by stone is nonlethal damage.
Creates a earthen hand that is able to grapple opponents
As the Earthen Grasp spell.
Doubles hp of stone structure or rock and increases hardness to 10.
Intense tremor shakes 0-ft. radius.
+20 Fort save to resist altitude sickness and altitude saves against fatigue
Remove lingering effects of pain.
Makes climbing vertical surfaces DC 10.
Temporary trail through any growth.
See normally in natural and magical darkness.
See/hear/speak through a prepared animal skull.
Gain a +5 armor bonus against incorporeal touch attacks.
Incorporeal undead gain +0 AC, +0d8 hp, +0 on attacks, +0 turn resistance.
Incorporeal attackers take 1d6+0 force damage.
Creates 0 spheres to negate hostile magic.
You become an incorporeal globe.
Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
Ray deals 0d6 damage.
"Chain" Eldritch Blast.
Blast takes the shape of a cone.
Deal Eldritch Blast damage to multiple targets within 20 ft.
Blast takes the shape of a reach weapon.
Blast takes the shape of a line.
Extend distance of Eldritch Blast to 250 ft with no range inc.
Ranged touch attack (1d3 dam).
Deals 0d6 electricity damage plus stunning to 0 target.
2d8 + 0 to opponent who damages you in melee.
5d8 damage + 0 to opponent who damages you in melee and daze subject.
Transform your body and equipment into a particular type of elemental substance.
Creates a target (1 of the 5 wu-jen elements) that explodes, 10ft radius
See through a designated object.
Summons multiple elementals.
Drives off elementals of a specific type in a 60ft radius emanation
Gain low-light vision, blindsence (30 ft) or scent, and +2 Listen & Spot checks.
20-ft. radius burst dazes neutral creatures for 1 rd, stuns evil creatures for 1d4 rds.
Emerald fire in hand does 3d6+0 and engulfs target
Immune to pain and [mind] effects, half damage from phys attacks; -4 to skills.
Attacks w/in 80 feet of you causes attacker to take 0d6 lethal or nonlethal dmg.
Subject falls asleep or exhausts target, makes spellcasting difficult.
Exist comfortably in hot or cold environments.
Use endure elements as the spell; target gains immunity to your breath weapon.
Carry more weight while flying and extend length of flight.
Become aware when target performs designated action.
Immune to one type of energy and heal 1/10th the damage done by that type.
Transforms potion into a grenade that deals energy damage in a 10-ft. radius burst.
Shield of one type of energy, resistance 10, shield bash deals 2d6 energy damage.
Shield of one type of energy, resistance 5, & shield bash 1d6 energy damage.
Target gains resistanc 10 to energy; can turn one energy attack into healing.
Subject gains resistance 20 against one energy type for one attack.
Item using one kind of energy uses another instead
Subject gains 2d4 negative levels.
Gives subject one negative level/round for 0 rounds.
Grants creature & equipment immunity to 1 type of energy
Gain immunity to acid, cold, electricity, fire, or sonic damage.
Gain resistance 10 to acid, cold, electricity, fire, or sonic damage.
Spheres attack with or negate 5 energy types.
One attack deals an extra 2d6 energy damage
One attack deals an extra 3d6 energy damage
One attack deals an extra 1d6 energy damage
Area absorbs magic energy to power a preset spell.
Burst of energy doing 1d8+0 points. Double if you take damage yourself.
Subjects gain vulnerability to the specified energy.
Your breath weapon also bestows 2d4 negative levels.
Shadows provide concealment and drain nearby foes of Strength.
Subject gains 1d4 negative levels.
Grants familiar +2 competence bonus to saves, attacks, and dmg, +2 AC
Grants you special abilities when you assume wild shape.
Change the purpose of offensive or defensive enhancement bonuses.
Humanoid creature doubles in size.
Humanoid creature doubles in size.
Enlarges several creatures.
Enrages an animal
Plants entangle everyone in 40-ft.-radius.
Imbues a scarf that entangles target
Quarterstaff grapples with +8 bonus & constrict grappled opponents doing 2d6 damage
Captivates all within range.
Make nearby creatures fascinated.
You enchant a creature to give you what it is holding.
Traps creatures in a block of ice.
Ranged attacks against you have 20% miss chance.
Similar to Entropic Shield and Pass without Trace.
Entraps target creature and denies save for attached spell.
All earth subtype creatures in a 40ft radius burst take 0d8 points of damage.
Mundane or magical writing vanishes.
As ray of enfeeblement, but greater effect against already weakened target.
Confer the dragon type on touched creature.
Speed increases to 60 ft, gain scent, & +8 to Hide, Jump, Listen, Spot, & Survival.
Conjures stew that heals 1d6+1 per serving.
Target rendered helpless, ageless, and all abilities scores except for Con drop to 0.
Your breath weapon manifests on the Ethereal Plane.
You create a prison of force around a creature on the etherial plane
You become ethereal.
Magic horse appears that can move fast on the ethereal plane.
Travel to Ethereal Plane with companions.
Subject momentarily becomes ethereal
Tentacles grapple all within 20-ft.-radius spread and may cause 1d6+4 bludgeoning damage
Grow two tentacles with 10-ft. reach that deal 1d8 + 0 damage each.
Imbues area of plants with heat, heals, and makes immune to cold.
Subject takes -4 penalty on attacks, saves, and checks.
Paralyze creature with your glare for 1d8 rd.
You conjure one type of evil weather.
Ranged weapons automatically confirm critical hits against favored enemies
Creatures within 40 ft. take damage equal to 50 plus your current HP, and you die.
Gain +0 sacred bonus to AC, DR 10/evil, SR 5, reduce ability damage by 1 (min 1).
Creates a 5 ft by 5 ft opening 1 ft deep in wooden, plaster, or stone walls.
Target takes a -2 penalty on saves and must take the lower of two rolls on one attack.
Your speed increases by 30 ft.
Speed increases 30 feet.
Create a 5 ft wide path of flame doing 0d6 of fire damage.
Area is covered with runes that explode on contact with creatures
Deals 6d6 damage when read.
Extend the reach of your tentacles by 5 ft.
Creates drug from inanimate object.
Extract moisture from a creature doing 0d6 points of damage.
Arcane eye that you cast any nonpersonal spell 3rd level of lower through.
Invisible sensor like Arcane Eye can move through stone.
Your eye gains random beholder ray.
Hurricane force winds 40 ft emanation centered on you & a 10 ft radius quite area.
Target becomes panicked, sickened, and comatose.
Subject gets +8 on Spot checks.
Summon 4 fiendish dire bats. You can see through their eyes.
You see through a zombie's eyes.
Transforms raw materials into finished items.
5 ft. radius burst outlines subjects w/ light, canceling blur, concealment, etc.
Up to 0 opponents cannot take attacks of opportunity.
Heal 8 points of damage to follower of same deity as you.
Travel on a solid surface as if that surface had its own gravity.
Subject seems to be lying, both to Sense Motive and divinations, even when she is not.
Gain 1d10+0 temporary hps.
Functions as Peacebond except you can choose one individual who can still freely draw their wea
As sending, except you imitate someone else.
Fools scrying with an illusion.
Familial Geas
Creates a extradimensional space for your familiar
Safely teleport self to familiar or familiar to self as a swift action.
Grow vampire fangs doing 1d6 + Str Mod + 1 point Con damage.
Creates a machine, functions as Large animated object, & can perform any simple task.
As fantastic machine but more powerful, you control its actions or specify a simple program.
Subject gains immunities, can function at -1 to -9 hp.
Subject gains better protection the more valuable your sacrifice.
Produce a strong wind.
Subjects within cone flee.
You grow 2 granting you a +4 bonus
Food for 0 creatures and grants comprehensive bonuses.
Objects or creatures fall slowly.
Subject's Int and Cha drop to 1.
Fly at land speed with good maneuverability for 24 hours.
Grants the ability to deal greater damage against Large or Larger creatures.
Illusory vision fatigues or exhausts target, makes spellcasting difficult.
Transform dying creatures into ghouls.
Ice crystal surrounds 0 targets, 0d6 damage cold & slashing, & speed reduced by 20.
20 foot radius zone provides SR 11
Like alter self except can transform into fiendish creatures, demons, or devils.
You see in magical darkness, see invisible up to 60 feet, and can detect good.
Your ability to teleport without error is quickened.
Summon celestial lions and celestial dire lions to follow your commands.
Causes eyes to glow and combust materials
Changes climate to winter or strengthens existing winter.
Sence the direction of the nearest temple to your god or of your alignment.
You gain the ability to perceive weak points in your opponents armor.
Shows most direct way to a location.
Notice traps as a rogue does.
As Aiming the Target except you do not need to maintain concentration
Deals damage per round and nauseates or sickens target.
Kills one subject.
Transform tails, tentacles, or finned extremeties into humanoid legs and feet.
Subject takes fire damage, might be sickened.
Allows you to breath fire once per round dealing 0d8 dam
Your blood becomes a potent corrosive that burns attackers
Acorns and berries become grenades and bombs.
Creatures attacking you take 1d6+0 fire damage; you're protected from heat or cold.
Creatures attacking you/allies take 1d6+0 fire damage; you're protected from heat or cold. Targets
Creates 0 magical fire shuriken
Swarm of Fine fire elementals attacks target.
Deals 0d6 fire damage.
Multiple-use dimension door that works only through large fires.
Opened object deals 1d4+0 damage.
Your arms become wings that enable flight, deal 2d6 fire damage.
0d6 damage, 20-ft. radius.
0, 5-ft bursts dealing 0d6 fire damage that round and 0d6 the following round.
A fireburst deals 0d8 damage to all within a 10ft radius
A fireburst deals 0d8 damage to all within a 10ft radius
Target bursts into magical flame. Target can deal an extra 0 pts of fire damage.
As quench, but also suppresses magical fire effects in affected area.
Transforms one hand into stone, +6 to STR for attacks, grapple, breaking, slam attack
Arrows deal 1d6 fire damage.
Touch attack deals 1d8 +0 damage.
As flame blade, but 1d4+0.
Gives weapon the flaming burst quality.
10 ft. radius, 40 ft. high cylinder smites foes with divine fire (0d6 damage).
Turn forelimbs into flaming whips. 2 melee touch attacks w/ 15' reach doing 6d6.
Creates rolling ball of fire, 2d6 damage.
Dazzles one creature (-1 on attack rolls).
Flash of light dazzles and blinds in a 20-ft. burst.
Wave of water smashes everything in its path and floods area.
All non-living matter in area is drained of heat.
You grow mind flayer tentacles, which you can use to attack your foes.
Blows away & knocks down smaller creatures & deals 0d6 points of damage.
Similar to Dimensin Door with limitations and additional benefits.
Strips flesh, causing 2d6 dmg, 1d6 Cha dmg, and 1d6 Con dmg per rnd
You gain DR 10/magic.
Black claw deals 0d8 damage and critical hits deal bleeding wounds.
Turns creature into ice.
Turns 1 creature into a statue of salt.
Turns 0 creatures into statues of salt.
Turns subject creature into statue.
Target stunned 1 round. The next round takes 0d6 damage, nauseated 1d4+2 rounds.
You gain a pair of powerful draconic wings, granting you Fly 100ft.(avg), 15 mph.
Target creature or object floats on water.
As Tenser's Floating Disk (PHB 294) moves anywhere w/in 15', fly on it, speed 20(perfect).
You can scry creatures in contact with a body of water.
Subject flies at speed of 60 ft.
As fly(PHB:232), grants 0 targets the ability to fly. They must be w/in 20' of each other
Gain fly speed of 60 feet.
The target of this spell gains a +3 bonus to a single skill of the caster’s choice for the duration of th
The target of this spell gains a +6 bonus to a single skill of the caster’s choice for the duration of th
The target of this spell gains a +10 bonus to a single skill of the caster’s choice for the duration of t
Convert unused touchstone abilities into temporary hit points.
+1 on attack, skill and ability checks.
Weapon becomes +5, extra 2d6 against 1 favored enemy, +4 to your saves vs that enemy.
Fog obscures vision.
Gain a new movement type and speed based on the deity choosen.
Blocks planar travel, damages creatures of different alignment.
Subject cannot speak about a certain topic.
Created a lidded 2 ft cube of force, opened only with password.
Invisible claw of force attacks guards an area, with a +10 attack bonus doing 1d8+10.
Creates a immoble ladder of force.
0 missiles of force, unerringly stike, 2d6 points of damage, 1/2 damage to adjacent.
Cube or cage of force imprisons all inside.
Stationary sphere of force prevents spell with force descriptors & incorporeal creatures.
Initiates a +10 bull rush to all creatures in a 10' burst.
"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.
+10 competence bonus on Hide and Move Silently.
You take the form of a chimera.
Gives cold creatures a +1 sacred bonus to attack and saves versus fire.
Grants familiar 2d8 temp HP, +2 Natural armor, and Light fortication (25%)
Target immediately receives Heal if killed by damage.
Unmoving subject receives a +2 to AC & +4 bonus to Str vs bull rush & trip.
Subject gains +4 to Int.
As fox's cunning, affects 0 subjects.
Releases creature from imprisonment.
Protects against suffocation and dangerous vapors.
Subject moves normally despite impediments, auto-succeed grapple checks.
Ranged touch attack, 2d6 cold damage & encase target in ice, 2d6 cold per round.
Freezes metal armor causing penalties and damage.
Creates 20'-radius freezing fog that affects vision, movement, does1d6 dmg
Gaze freezes creatures.
Make subject creature believe its allies are its enemies.
Appear friendly to viewer, +5 circumstance to Diplomacy and Gather Info
Change Eldritch Blast to cause fear effects.
Make nearby creatures shaken.
Breath a cone of cold doing 0d4 points of damage & dazes targets.
Imbues weapon with frost.
Chills creatures causing damage and Dex damage.
3d12+0 cold damage.
1d12+0 cold damage.
3d12+0 cold damage to 0 creatures.
Drops temperature, causes snow and freezes creatures.
Teleports between areas of slush, snow and ice.
All targets in a 30 ft radius spead are effected based on your perform check.
Target's multiple sets of arms fuse together, +4 str per each fused limb.
Hardens sand and may trap creatures.
Subject becomes insubstantial and can fly slowly.
Connects two planes for travel or summoning.
Commands subject of 7 HD or less.
As lesser geas, plus it affects any creature.
Deals 0d6 electricity damage plus stunning to a single creature.
Chills creature causing a -4 penalty on attacks, AC and all Str and Dex checks.
Teleport target to random safe place within 100-ft.
Converts 5 gems into bombs that explode in a 5' radius, 0d8 force damage.
Teleport to location of other specially prepared gem.
Increases your maximum HD of controlled undead by 0.
Create a guardian spirit for a specific location.
Preserves one corpse.
Generate light only you and your companions can see.
Creates a ghostly torch that illuminates, and shakens all within 30ft
Figment sounds.
Armor works normally against incorporeal attacks.
Weapon works normally against incorporeal creatures.
Incorporeal creatures turn corporeal within a 0 ft radius.
Transforms you into visible, incorporeal form
Object records and 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.
Take 3d6/rd, body turns into a ghoul (MM 118) when reaching 0 HP.
Ray paralyzes target.
Glyph wards area, paralyzes victims.
Light provides turn resistance +1.
Paralyzes one subject, which exudes stench makeing those nearby sickened.
Transforms you into size Huge or larger with reach
Turns centipedes, scorpions, or spiders into giant vermin.
Toss pebbles that turn into boulders. Range 120', 2d6+0 Bludgeoning Damage.
Subject gains 2 new arms. All arms have claw attacks doing 1d4, w/ possible rend.
Stops 1st- through 3rd-level fire spells and spell effects.
Grants creature SR 18 against fire spells and spell-like abilities.
Globe grants those within SR 25 against fire spells and spell-like abilities.
Summons animated glaciers to fight for you.
Turns subject into glass.
Freezes a lock with ice increasing Open Lock DC by 10 and hardness by 5.
You gain +30 bonus on Bluff checks, your lies can escape magical discernment.
You get an answer to a yes-or-no question.
10 ft. radius spread blinds creatures, outlines invisible creatures.
As lesser globe of invulnerability, plus 4th-level spell effects.
Stops 1st- through 3rd-level spell effects.
Gain +0 sacred bonus to AC, DR 5/evil.
As shield other, but with multiple targets.
Creates permanent magical light; you control brightness.
Inscription harms those who pass it.
As glyph of warding, but up to 10d8 damage or 6th-level spell.
Cloud of itchy debilitating pollen sickens living creatures.
You create a suit of barding with no armor check penalty for your mount.
Sneak attack constructs.
Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
2d4 berries each cure 1 hp (max 8 hp/24 hours).
You glow to a radius of 20 ft. & gain a +2 Dex bonus & your speed increases by 10'.
Sneak attack undead.
Target is prevented from regaining hit points by any means.
Your hand flies from your arm to make grapple attacks.
Makes 10-ft. square or one object slippery.
Loud noise causes stunning, deafness, and knocks creatures prone in area.
Enormous wormlike maw attemtps to swallow target.
Apply an arcane touch spell to your eldritch blast.
Tears hand from target, dealing 6d6 damage, then hand attacks target.
Array of magic effects protect area.
+1 on one attack roll, saving throw, or skill check.
Find the nearest establishment of designated type.
Ignore distance & cover penalties on ranged attacks.
A bright light shines on targets. +2 on ranged attacks.
Blows away or knocks down smaller creatures.
15-ft jawed tentacle grows from stomach and attacks enemies.
Kills subject and gives you 4d6 temporary hit points and +4 strength.
Cloud of dust obscures sight and abrades those passing through it.
Creates a rain of stone that deals 0d4 damage
Creates 0 hailstones. With a ranged touch attack, each does 5d6 points of cold damage and can be
Designates location as holy.
Makes one type of terrain appear like another (field into forest, or the like).
Swirling sand grants a +0 deflection bonus.
Subject's feet become stuck to ground
Render up to 3 deathless immobile.
Immobilizes undead.
Subject grows barbs, which damage (1d8 slashing & piercing) foes that attack the subject in mele
Eldritch blast deals normal damage to objects.
0d6 damage or 0d8 damage if the target is evil.
+2 sacred/profane bonus to worshippers of your patron or your patrons alignment.
Immobile warded zone, stuns those with different patrons.
Biting mouth in your palm deals 1d8 damage and starts grapple.
Touch attack for 1d8+0, 2d6+0 against undead.
Increases target object's hardness by 0.
Deals 0 points of damage to target.
Deals 0d12 points of damage to target.
Deals 0 points of damage to target.
Grants another caster +2 caster levels and +2 on save DCs.
Starting a bardic music effect is a move action. Concentrating is a standard.
Like Harmonize, but concentrating is now a move action as well.
0 creatures move faster, +1 on attack rolls, AC, and Reflex saves.
As haste, counters slow.
Turn corporeal and incorporeal undead into haunting presences.
0 targets w/in 30' of each other becomes shaken.
Increase range by 50%; +5 on Spot.
Cures 0 points of damage, all diseases and mental conditions.
As heal, affecting only your animal companion.
As heal on warhorse or other special mount.
As heal, but with several subjects and max 250 hp restored to each creature.
Allies can tap healing energy pool for cure spells.
When casting healing spells, remove harmful conditions and heal more damage.
Ball of light heals 1d8/round
Touch deals 1d12+0 damage, You gain damage as hp.
You heal target up to 0d6 points and take half that much as damage.
Heal at twice normal rate.
Gain +10 on jump checks, +10 to fly speed; feather fall once.
Gain Temp. hit points, +8 to resist bull rush, overrun and trip; use stoneskin once.
Gain Temp. hit points, +8 to resist bull rush, overrun and trip; use stoneskin once.
You gain damage reduction 5/-, & resistance to cold, fire, & electricity 5 but natural healing slows t
Gain Temp. hit points, +8 to resist bull rush, overrun and trip; use stoneskin once.
Creates a bolt that slays a target with up to your HD & stuns a target with more HD than you for 1
Subject is helpless for 1 round.
Subject dies in 1d3 rounds or takes 3d6+0 damage.
Outlines target in flame that negates concealment from darkness, blur, displacement, & invisibili
Freezes the heart of the target.
Remove fear, despair, confusion, insanity, [mind] effects; restore 2d4 Wis dmg.
All living creatures w/in 20' of you take 0d6 points of cold damage. You gain 2 tempory hp for ea
Implants a tiny sphere of cold that does cold damage each round.
Make metal so hot it damages those who touch it(0,1d4,2d4x3,1d4,0).
Target becomes fatigued & takes 2d6 points of heat damage.
Summons archons to do your will.
Leaping bolt of radiant lightning deals 3d6 damage to each of 0 targets.
Leaping bolt of radiant lightning deals 5d6 damage to each of 0 targets.
Blast of music paralyzes foes.
Explosion of brimstone deals 3d6 damage in 5-ft. radius.
Explosion of brimstone deals 5d6 damage in 20-ft. radius.
Summons devils to do your will.
Change Eldritch Blast to do cold damage and give Dex penalty.
You gain +2 AC and +1 to existing DR.
Transform into a hellcat for 1 round/2 warlock levels.
Ghostly hand leads subject to you.
Creatures of 5HD or less within 20 feet slowed.
Food for 0 creatures cures and grants combat bonuses.
The target of the spell temporily gains one feat, that he has the prerecs for, from the fighters bonus
Gives +2 on attack rolls, saves, skill checks.
Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temp hp.
Weapon gains comprehensive benefits.
Force subject to lose actions.
Absorbs slush, snow and ice and heals the caster by 0 hps.
Puts a creature into suspended animation.
As Leomund's secure shelter (PHB:247) except perfectly camouflaged
Animals can't perceive 0 subject(s).
Dragons cannot see, hear or smell the warded creatures, even with blindsense.
Undead can't perceive 0 subject(s).
Wards of 200 sq. ft. area from divinations
Add Eldritch Blast damage to weapon damage as part of standard attack.
Target of your eldritch blast must succeed on a Will save or be slowed for 1 round.
See & hear events in the past.
You induce comatose slumber in targets.
Store some of your life force for later healing.
Paralyzes one animal.
As hold person, but any creature.
As hold monster, but all within 30 ft.
Paralyzes one humanoid.
As hold person, but all within 30 ft.
Holds door shut.
+4 to AC, +4 resistance, and SR 25 against evil spells.
Increases eldritch blast damage versus outsiders.
Your special mount gains the celestrial template
Damages and blinds evil creatures.
Special mount's speed increases by 40 ft. for 1 round(swift).
Creates a glowing star that turns spells, grants +6 AC, or fires energy bolt doing 0d6 points of fir
Driving rain falls in 20-ft. -4 on Listen, Spot, Search, & ranged attacks. Extinquish flames & 2d6 po
Weapon becomes +5, deals +2d6 damage against evil.
You assume the appearance and many of the abilities of a hound archon.
You assume the appearance and many of the abilities of a protectar.
Kills, paralyzes, blinds, or deafens non-good subjects.
You appear seprentine to target, and can deliver illsuory poison bites.
Creature biting you are nauseated and will not willingly bite you again.
Subjects are nauseated or sickened.
Deals 0d6 damage within 30 ft.
Creates shadowy protector.
Chain of force trips and attacks opponent.
Take the form of any humanoid creature.
As Darkness with bat swarm.
Target is engulfed by a gizzard taking 2d8+8 crushing and 1d8 acid damage.
Gain + 0d6 sneak attack damage.
Next strike with a bow automatically crits.
Summons a retriever or a pair of pack fiends that follow your commands.
Enhances one melee weapon to return to the thrower when thrown.
Stone deals 6d6 damage, knocks targets prone.
Heals desiccation damage.
+2 caster levels & +4 cha checks to turn undead to all good divine casters within range.
Fascinates 2d4+0 HD of creatures.
Fascinates 2d4 HD of creatures.
Target takes 0d6 points of cold damage & becomes fatigued.
Creates a Simulacrum-like assassin made of ice.
Create an axe of ice that does 2d12+0 points of cold damage.
A cone shaped burst of icy crystals deals 0d6 dam, plus frostbite
Creates a huge ice castle.
Ice claw grapples and deals 1d8 points of cold damage.
Ranged touch attack deals 0d4 of cold damage, plus 1 point of splash damage.
Fires 1 ice dart as a ranged touch attack.
Causes a 20' radius burst of rock and ice shards doing 0d6 points of damage & turning the area in
Turns your fist into a +1 spiked gauntlet of ice doing normal damage + 1d4 points of cold damage.
Creates a +0 shard of ice (ranged melee) that does 2d8 dmg, 2 dex dmg
Creates tremor in ice terrain.
Shapes ice into form of a useful object.
DR 15/- to a total of 0 points of damage but vulnerable to fire.
Creates a ship of ice.
Allows a creature to skate on ice increasing its speed by 60ft.
Makes surface slippery with ice. Those on the ice must make balance checks.
Hail deals 5d6 damage in cylinder 40 ft. across.
Restores a frozen creature back to its normal state.
Creates an entangling web of ice.
Drops an iceberg on your target.
Creates a +4 ranged attack dealing 6d6 points of damage (1/2 cold,1/2 piercing) and stunning the
Creates icicles that fall on your target.
Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template, a
Determines properties of magic item.
You learn the identity of one person.
Gain energy resistance to 1 type.
Creatures in a 40 ft radius spread drop held or carried items and begin eatting illusionary food. C
Creates an illusory pit. Those who believe they are falling fall prone for one round and arestuned
Only intended reader can decipher.
Wall, floor, or ceiling looks real, but anything can pass through.
Allows you to imbue your familiar with 0 spells of no higher than 0th level
You can imbue holy water with the power to impart special effects.
Transfer spells to subject.
Allow subject to reroll a skill check.
Subject is locked in place and takes a -1 penalty an melee attack rolls and a-2 penalty on Ref. Sa
Diminishes the heat and light of the sun in an area.
Stones, bricks, hard dirt etc. cracks and shift in its foundations making footing treacherous.
Creates an opaque wall of force.
If you have the frightful presence ability this spell cause targets to cower in fear.
You know where prey is, as long as it's moving.
Kills one creature/round.
Subject that can possess creatures is rendered powerless.
Subject that can possess creatures is trapped in current body.
Traps soul in a small object, and victim takes 1d4 Con damage per day.
Entombs subject beneath the earth.
Gain 0 bonus luck points for attack rolls, skill and ability checks.
Daze and drain 1 point of essentia from target with opposite alignment component.
Gain concealment and 1 point of essentia.
Cloud deals 4d6 fire damage/round.
Create slippery substance like grease, but highly flammable.
Cone of fire deals damage, more damage on consecutive casting.
Subject can't ready actions or delay.
Subjects attack nearest creature.
Grant incorporeal undead a +-1 bonus to AC & attack rolls, +-1d8 bonus hit points, & a +-2 turn re
This spell destroys 0d4 HD of undead within a 50ft radius burst.
Poison's DC increases by 2.
Protects the recipient form the first incapacitating attack. The attack will only do enough damage to
Subject takes 3d6 nonlethal damage/round
+2 caster levels & +4 cha checks to rebuke undead to all evil divine casters within range.
You assume the appearance and many of the qualities of a bone devil
You assume the appearance and many of the qualities of a bearded devil
Creatures hit by weapon lose 2 additional HP each round.
Creature bursts into flames and takes 6d6 fire damage the 1st round and one less die of damage
Touch attack deals 1d4 Con per round.
Deals 4d8 +0 damage to a construct
Touch attack, 4d8+0 damage.
Deals 4d8+0 damage to many creatures.
Deals 1d8+0 damage to a construct.
Touch attack, 1d8+0 damage.
Deals 1d8+0 damage to many creatures.
Touch attack, 1 point of damage.
Deals 2d8+0 damage to a construct.
Touch attack, 2d8+0 damage.
Deals 2d8+0 damage to many creatures.
Deals 3d8+0 damage to a construct.
Touch attack, 3d8+0 damage.
Deals 3d8+0 damage to many creatures.
Subject delays until next round.
Fill water in a 30 ft. radius spread with an inky clound obscuring sight beyound 5 ft.
Compels target to divulge information truthfully.
Subject suffers continuous confusion.
Locust swarms attack creatures.
Target has -4 on Int based skills & Concentration checks, must make Concentration check to cast.
Subject rolls twice, takes better result.
+10 on next Bluff to feint in combat.
Creatures wearing special insignia are warned similar to alarm spell
Creatures wearing special insignia warned and affected as though by a Bless.
Creatures wearing special insignia are healed for 1d8 +0 points of damage.
Creatures wearing special insignia warned and gain +1 to AC and Fort saves.
Increases inspire courage ability by +1.
Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
Creates illusory doubles of you.
Disable Device or Open Lock check as free action, +2
Enhanced contingency spell teleports you under 6 possible conditions.
Search check as free action, +2 on search check
Make target creature vulnerable to chosen energy type.
Subjects gain combat benefits based on their individual deities.
Illusory sound applies - 10 penalty on listen checks, deals 2d6 damage each round.
Causes subject to die or to take 6d6+0 fire damage
Send a 25 word message to recipient even on another plane.
Link lets allies communicate across planes.
Heals 5d4 + 0 damage, grants DR 5/evil for one minute.
Heals 1d4 + 0 damage, grants DR 1/evil for one minute.
Heals 3d4 + 0 damage, grants DR 3/evil for one minute.
Subject is invisible for 0 minutes or until it attacks.
Dispels invisibility within 0 ft.
Makes everyone within 10 ft. invisible.
As invisibility, but subject can attack and stay invisible.
As invisibility, but affects all in range.
As invisibility but mask image, scent, & sound. Doesn't dispell w/ attack.
Invisible.
Momentarily negate antimagic effects.
Aberrations become sickened, nauseated, dazed or stunned.
Your body becomes living iron.
+6 natural armor bonus.
Construct gains DR 15/adamantine and takes half damage from acid and fire.
Imbues a scarf that range attacks target for 1d8+0 damage
0 suits of armor have no penalty on Hide and Move Silently.
Subject becomes immune to all metal.
You or a creature you touch becomes immune to non-magical metal.
Target gains +5 bonus to save against poison.
Intense vibrations shakes creatures prone.
Magic wood is strong as steel.
Item that provides one type of bonus, now provides another.
Turns the subject white granting a +5 circumstance bonus to hide in snow.
Doubles the threat range of one natural weapon doing slashing or piercing damage.
Subject gains bite attack.
0 carvings turn into worgs (MM 256).
30' line of steam deals damage.
Force creatures to dance which causes penalties and forces random movement.
Negates silence.
Subject gets +10 bonus on Jump checks.
Fey, vermin, plant, & plant creatures take 0d10 pts of negative energy damage.
Curse creature to turn into a plant (1d6 points of Dex drain per day).
Any creature damaging you becomes fatigued for 3 rounds.
Any creature damaging you becomes fatigued for 3 rounds.
Any creature damaging you becomes fatigued for 3 rounds.
Doubles normal weapon's threat range.
0d6 fire damage, partially ignore SR.
1d6 cold damage/rd, cause fatigue, partially ignore SR.
Grapple 0 creatures as a free action using your caster level and Wis bonus as modifiers.
touch becomes toxic, deals 1d6 Con dmg, plus 1d6 Con dmg 1 min later
Gain vampirelike supernatural abilities and vulnerablilities.
Teleport to a square that leaves you flanking an enemy.
Opens locked or magically sealed door.
You discern north.
Determines relative power level of creatures in area.
Learn 1 strength or weakness of your opponent.
Determine target's defenses.
Determines targets vulnerabilities and resistances.
Subject gains +8 on Escape Artist checks and cannot be snared by webs.
Your fingers become projectiles that deal 1d4 Dex damage.
You and 0 others hide within the earth.
Ray slows target and causes it of have a 1d6+0 Str penalty.
Ranged touch attacks deal 1d6 points of damage.
Whip of force strikes damage, can become a line attack.
Return a creature that died in the last round back to life in a reincarnated body.
Evil creatures are struck dead and sent to lower planes.
Feelings of good & love leave evil tgt cowering, frightened, nauseated, or shaken.
Launches a crossbow bolt as if fired from a light crossbow.
Hurls Fine item up to med range w/ no range penalty.
Weapon becomes +5 axiomatic weapon and emits magic circle against chaos.
You gain an overview of the geography around you for 50 miles.
You gain +6 bonus on Balance, Jump, and Tumble checks for 24 hrs.
Lets you learn tales about a person, place, or thing.
Ghostly swordsmen threaten a 10-foot radius, deal 1d8 + 0.
Creates sturdy barracks.
Hides expensive chest on Ethereal Plane; you retrieve it at will.
Creates sturdy cottage.
You conjure a carriage seating four comfortably or six in cramped conditions.
Creates shelter for ten creatures.
Creates a snow house.
Makes item seem trapped.
Kills, paralyzes, weakens, or dazes non-good tgts, deals 2d6 points of sonic dmg.
Subject moves up and down at your direction.
You can create up to -1 rays that deal 1d12 points of damage to undead & doing -1 points of nonl
Protects the recipient from positive energy including healing.
Target is immune to all death spells, death effects, energy drain, nagative energy, & special atta
Object shines like a torch.
Each undead creature targeted by your turning check takes 1d8/two caster lvl. (max. 10d8) point
Gain a bonus equal to one-half your divine caster lvl. (max. +5) on your next turning check.
Radiate silvery light in a 30' radius, & expend as 2 bolts that deal 1d6 damage.
Radiate golden light in a 30' radius, & expend as 2 bolts that deal 2d6 damage.
Your turning dmg. incr. by 1d6/four divine caster lvl. (max. +5) on your next successful turning che
Radiate a soft pearly light in a 30' radius, & expend as 2 bolts that deal 3d6 damage or heal 1d6+d
Your effective turning lvl. incr. by 1/three caster levels for the purpose of det. affected undead and
You provoke no attacks of opportunity when moving.
Creates in hand blade of lightning that does 0d6 elect.dmg (no STR)
Electricity deals 0d6 damage.
Transform into bolt of lightning, damaging foes and transporting yourself.
You gain electricity resistance 20, on your turn adjacent creatures take 10d6, As a free action you
A cone shaped area of crackling electric bursts emanates from your hand. The spread does 0d4 p
Alters reality-within spell limits.
Magic voices maintain your bardic music.
Eruption of fire deals 0d6 damage for a 3 rounds.
Allies gain +2 bonus/ally in spell area on Listen and Spot checks.
Subject gains immunity to fear effects.
You gain the pounce special ability and can make a full attack on a charge.
Enemies take 0d8 points of damage & are stunned 1 rd; allies 1d8+0 temp HP; +1 on attacks, save
Extracts one does of liquid pain from tortured victim.
Listen through magic coin.
+4 on Listen, plus blindsense or blindsight if 5 or more ranks in Listen.
You and your allies in a 30' radius gain +10 increase to speed as long as you take only move acti
Oak becomes treant guardian.
You perceive tracks as if they had just been made.
Subject becomes immune to critical hits and sneak attacks but has a +4 Cha.
Light Tremor shakes in a 30-ft. line.
Locate closest city of size specified within range.
Indicates direction to familiar creature.
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.
Grants a +10 enhancement bonus to your speed.
Allies within 60 ft. gain +10 ft. bonus to speed.
Gain a +5 insight bonus on Knowledge checks; make one check with untrained Knowledge skill or
Those that fail their save take 1d6 points of Wis damage & are nauseated for 1d4 rds.
Deals 0d6 to subject's dearest loved one.
Reduces subjects SR by -0 to a minimum of 0
Target gains low-light vision
Protects up to 0 allies, +3 saves vs mind-affecting spells & abilities, and they can't harm you or ea
A ray that blinds and dazzles creatures struck & does damage depending on the light level.
Makes subject drowsy; -5 on Spot & Listen checks, -2 on Will saves vs. sleep.
Light grants +5 armor bonus, dispels magical darkness; -4 to enemy melee attcks.
Light grants +8 armor bonus, dispels magical darkness, -4 to enemy melee attcks.
Summons an assassin to attack the subject
Summons an assassin to attack the subject
Summons an assassin to attack the subject
Your eyes produce light & dazzle any creature w/in 20' radius
Target takes damage and has chance to miss attacks.
Creates short-range, multiple-use dimension door.
Creates a glowing mace that deals 0d6 damage, paralysis, more against undead.
Target must do nothing but race about caterwauling w/ a -4 AC.
You can inflict 0 creature with Hysteria, Panic, Violent Halluncinations, or Stupor.
Conjures a deadly whirlpool to suck in and batter foes.
Gives subject +4 armor bonus.
Gives subject +6 armor bonus.
Gives 0 subjects +4 armor bonus.
5-pound telekinesis.
You cam lift object weighing up to 40 lbs & as a move action move them 20'.
+5 competence bonus on one Craft check.
As protection spells, but 10-ft. radius and 0 minutes.
As protection spells, but 10-ft. radius and 0 minutes.
As protection spells, but 10-ft. radius and 0 minutes.
As protection spells, but 10-ft. radius and 0 minutes.
Spells cast nearby heal you 1 hp/spell level
One natural weapon of subject creature gets +1 on attack and damage rolls.
One natural weapon of subject creature gets +0 on attack and damage rolls.
Your natural weapons gain a +0 enhancement bonus.
Magic Impediment protects the subject from all magical effects cast upon them for the duration of t
Detect magical auras; identify magic items.
Enables possession of another creature.
A band of force comes into existence around the wrists of a helpless creature that you touch.
This spell functions like lesser magic manacles, except that it comes with leg irons that keeps th
Solid fog reduces caster level by -4.
0 missile deals 1d4+1 damage .
Speaks once when triggered.
Gain +4 bonus on use Magic Device.
Three stones gain +1 on attack, deal 1d6 +1 damage.
Armor or shield gains +1 enhancement bonus.
Weapon gains +1 bonus.
Weapon gains +1 bonus.
A magnetic ray pulls iron or steel towards you with STR 30
This spell cleans, conditions, oils, sharpens, and/or performs other normal maintenance on the item
As minor creation, plus stone and metal.
As silent image, plus sound, smell and thermal effects.
Cause 1 creature on a coexistent plane to appear on your plane
Cause all creatures on a coexistent plane in a 25' radius to appear on your plane.
Repairs an object.
Cloud of fog deals 0d4 nonlethal damage.
Magic in area has 20% failure chance
Target's greatest desire appears before her.
Conjures a wyvern.
Conjures a dragon turtle.
Target's greatest fear appears before him.
You gain SR 12 against spells with the law descriptor.
You gain SR 12 against spells with the good descriptor.
You gain SR 12 against spells with the evil descriptor.
You gain SR 12 against spells with the chaos descriptor.
Gain cumulative bonuses each time a foe strikes you.
Permanently grants one creature the fire subtype.
Adds cold subtype to targeted creature.
0 sets of jaws attack enemies for 1d6 damage.
This spell creates a map in the caster’s mind of the area that the caster is currently in within a 0 ft
Subject takes 1d6 damage for each hostile action
Creatures that attack subject heal 2 points of damage each successful hit
Designates action that will trigger curse on subject.
Subject takes a -10 circumstance penalty on Diplo. checks to change other's attitude and a -4 penalt
Rune a favored enemy increasing your bonuses by 4, cover and conceal less than total does not w
Creates an indelible mark on subjects face. -5 to Bluff & Diplomacy & -2 to AC.
Gain a +10 bonus on search & survival checks to track an items owner.
Touch attack imposes 1d6 Cha penalty and transforms you to look like target.
Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.
This spell allows you to change the visible representation of the next spell you cast to appear as t
For every 10 hp damage you take, you gain +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 f
Travel through the earth to any location.
Target and familiar take each other's damage as well as their own.
Subject gains immediate +4 bonus on skill check.
Gain proficiency with a weapon or shield you're holding.
+2 to attack and damage while flying, perfect maneuverability and possible miss.
Chaotic energy damages all in a 15' radius for 0d6 points of damage per round.
Animates natural opening or chamber to attack enemies.
Traps subject in extra-dimensional maze.
*4 Will saves, +2 Int based checks, -2 Cha based checks.
Gain scent, water breathing, swim speed.
Melds your body and possessions into a block of ice.
You and your gear merge with stone.
Ranged touch attack; 2d4 damage each rd
Your arrows cause the subject to fall asleep for 1 hour.
-1 arrows do 1d8+8 damage and bull rush.
Allows you to melt 0-ft-cu of ice, or 0-ft-cu of snow, or 0 cold creatures
Spores deal 1d6 Int drain to target +1 Int/rnd.
Makes minor repairs on an object.
Summons 2d6 mephits of a kind you choose.
You can facinate 0 creatures within 30 ft. of each other.
Whispered conversation at distance.
One of subject's natural weapons becomes cold iron or silvered and counts as magical for overc
Melts metal object without heat.
Turns skin into metal, giving target +8 natural armor, and -2 dexterity
Imbue spell triger item with metamagic feat.
Four exploding spheres each deal 6d6 fire damage.
Melee attack deals an extra 1d6 damage, adjacent creatures take half damage.
Gas fills creature's mouth, suffocating it.
Rot all natural materials in 30-ft. cone-shaped burst.
Fog effect causes fatigue.
+1 size category of bludgeoning weapon
+0 size category of bludgeoning weapon.
Subject is immune to mental/emotional magic and scrying.
You+mount gain +4 flanking bonus when flanking same trgt; mount gains attck bonus.
Subjects in fog get -10 to Wis and Will checks.
Target take 1d10 points of Wis damage immediately and another in 1 minute.
Freezes the mind doing 5d6 cold and 1d4 Int damage.
Subject compelled to attack you.
You learn everything subject knows and can alter its memory or knowledge.
Creates one cloth or wood object.
Makes slight changes to your appearance, +2 Disguise.
As silent image, plus some sound.
Caster shinks to Tiny size or smaller
Requests a deity's intercession.
As hallucinatory terrain, plus structures.
Creates 1d4+0 decoy duplicates of you.
As mirror image, but gain an additional image each round.
You send your image to a mirror and can see and speak through it.
Misleads divinations for one creature or object.
Target creature becomes consumed by desire to acquire target object.
Turns you invisible and creates illusory double.
Changes 5 minutes of subject's memories.
Creates a 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] spell or effect.
You gain insight bonus of +0 on single attack roll, check, or save.
As true domination, but permanent and affects any creature.
Touch attack deals 1d8+0 damage, undead take 2d8+0, & scrambles spellcasting.
A moon bolt unerringly strikes doing 0d4 Str damage, undead fall helpless for 1d4 rds.
The target if fascinated with the moon.
Create a path from one point to another. 0 designated creatures gain sanctuary while on the path.
A cone of moonlight springs forth, lycanthropes in human form to revert to animal form.
Creates 3 motes of electricity that attack as a ranged touch attack and do 1d6+0 damage.
A cone of moonlight does 0d8 damage, 0 to undead, reveals magical auras, returns creature to nor
Glowing shield gives +8 bonus to AC, +4 bonus on Ref saves, evasion.
Divination spells give a false alignment reading.
Subject becomes evil.
Creates magical ship with extradimensional staterooms.
Dispels magic, disenchants magic items.
Phantom dog can guard, attack.
Wizard only. 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: Atk +3 (4d6+3 force , 19-20/x2)
Create a ferocious hound that tracks and attacks foes.
Summons riding horse.
Subject receives a +0 bonus against any attemp to move him against his will.
Digs trenches and builds hills.
Moves snow and ice.
Landslide buries, mires creatures within a 40-ft. radius.
Touched living creature dies and is mummified.
Create a 30' radius steam cloud 20' high that moves away from you 10'/rd and deals 2d6 damage,
Attacks against you have chance to strike adjacent target instead.
You gain SR 12 against one spell.
Energy whip deals 0d6 electricity damage, stuns for 1 round.
Ally's spell gains +2 DC and +1 caster level
Animal gains +10 on attack and damage, haste, and 0d8 hp.
You transfer 4 of your ability score points from Str, Dex, or Con points to the target.
Animal gains +0 luck bonus on attack and damage.
Ray deals 2d6 force damage to undead and 5d6 to aberrations.
Creates a defensive position.
Damages and dazes aberrations; damages other creatures.
Reveals the genral health & how near death animal & plants within 30 ft. are.
Breath a cone of nauseating vapor, those in the vapor are nauseated for 1d6 rd.
Remove increment-based penalties on ranged attacks.
Sense encysted subjects.
Encysted subject takes 0d6 damage.
Encysted subject killed, cyst begins to roam.
Cure spells in aera deal damage, living beings don't heal with rest.
Encyst undead sac of tissue in subject.
Completely control encysted subject.
Draw personal vigor from mother cyst.
Encysted subject killed, those nearby damaged and possibly encysted.
Hear or see encysted subject at a distance.
Permanently eliminates ecysted subject.
Permanently control encysted subject.
10-ft. radius surrounding you deals 0 points of damage/rd, undead gain 2 pts per round.
Grants +5 bonus on initiative check.
0 subjects within 25' of each other gain concealment but can't see 5'.
Creates a trail compelling evil outsiders to follow.
Immunizes subject against poison, detoxifies venom in or on subject.
Sends vision dealing 1d10 damage, fatigue.
Target is act confused.
Create patch of illusory terrain.
Create illusory terrain that damages foes and allows you to hide.
Touched foe takes 0d6 points of damage plus 1d6+2 Con damage.
+1 saves & negates magic missile.
You gain rogue-like abilities.
Sunlight illuminates you until released as an attack for 1d8+ the number of rounds since you cast
Gain many of the traits and abilities of a Nixie (MM 235).
Prevents normal light from illuminating.
Hides subject from divination, scrying.
Change Eldritch Blast to cause nausea.
Creates rolling ball of cold, 1d6 cold and 1d4 Dex damage.
Alters object's magic aura.
Extends a geas beyond death that compels the target to animate and continue.
Snowy avalanche crushes and buries your foes.
Masks object against scrying.
Fog surrounds you.
Snow obscures vision.
Vision hints at danger in immediate future.
Strengthen your bond w/ your mount gaining +2 attack rolls while mounted, +4 on Spot, Listen, & S
Strengthen your bond w/ your mount gaining +2 attack & damage rolls while mounted, +4 on Spot, L
Strengthen your bond w/ your mount gaining +4 on Spot, Listen, & Scent Ability.
+2 bonus on Handle Animal, Hide, Move Silently, Search, Survival, & wild empathy checks.
You telekinetically take control of a ooze.
Kill evil creatures with a look, or make them very afraid.
Opens or closes small or light things.
Orb of acid on ranged touch attack deals 0d6 of damage and sickens
Orb of acid on ranged touch attack deals 0d8 of damage
Orb of cold on ranged touch attack deals 0d6 of damage and blinds
Orb of cold on ranged touch attack deals 0d8 of damage
Orb of electricity on ranged touch attack deals 0d6 of damage and entangles target in metal armor
Orb of electricity on ranged touch attack deals 0d8 of damage
Orb of fire on ranged touch attack deals 0d6 of damage and dazes
Orb of fire on ranged touch attack deals 0d8 of damage
Orb of force on ranged touch attack deals 0d6 of damage
Orb of sound on ranged touch attack deals 0d4 of damage and deafens
Orb of sound on ranged touch attack deals 0d6 of damage
Damages and dazes chaotic creatures.
Gain bonus on Knowledge checks.
Spells of a designated school or subtype are suppressed.
Freezes water or deals cold damage.
0-ft. diameter force globe protects but traps one subject.
As resilient sphere, but you move sphere telekinetically.
subject must move at least 10' each round.
Forces subject to dance.
Creates 3d4 otyughs or 1d3+1 Huge otyughs.
You fly at a speed of 40 ft. and can hustle over long distances.
Nonlethal damage knocks out subject.
Subject gains +0 Wis.
Subject gains +4 to Wis.
As owl's wisdom, affects 0 subjects.
You exchange hit point totals with the target.
If you die as you predict, you are resurrected instantly.
Targets struck by pain, -4 penalty on attacks, skill and ability checks
Deal 1d4 sonic damage per round and sicken targets.
Creature falls asleep, takes damage when awakened.
Veil of shadow impedes sight and sound.
Removes most afflictions.
Flash heats air dealing fire and Intelligence damage to one or more creatures.
0 touch deals 1d6 desiccation damage and possibly 1 Constitution damage.
Subject can pass through ice like it was water.
0 subject(s) leaves no tracks.
Creates passage through wood or stone wall.
Similar to Shadow Walk.
You receive divine guidance from a higher power.
A feast and a great pavilion are created.
The weapon targeted remains stuck in its sheath, holder etc.
Grant subject +4 bonus on Concentration checks vs fear and compulsion
Blast lowers targets spell resistance
Creates area where only good creatures can be summoned.
Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
Gain greater control over Limbo's morphic essence.
Gain control over small area of any divinely morphic plane.
Makes certain spells permanent.
Includes sight, sound, and smell.
Blade of force attacks target dealing 1d4, & automatically moves into flanking.
As major image, but no concentration required.
Subject gains a disease, as do all who touch him.
Creates phantasmal images in mind causing 8 pointsof WIS and DEX damage
Creates illusory image of a targets hated enemy to chase.
Fools creature's sense of direction, making movement & ranged attacks difficult.
Fearsome illusion kills subject or deals 3d6 damage.
Nightemare grapples and strangles one foe.
An invisible force comes into being to steal from creatures at your direction.
Illusion of battle flanks creatures and denies attacks of opportunity.
Incorporeal bear fights for you.
Mount teleports forward 5 ft. /two caster levels; use with other spells grants mount fly speed.
Creates an illusory double of threatening creature, providing flank, 50% miss chance.
One illusory figure per level (per Minor Image), follows simple orders
Magic stag w/ magical powers appears to be riden.
Magic horse appears.
Subject thinks its flanked.
Incorporeal wolf fights for you.
Creates an invisible passage through wood or stone.
Grants +4 sacred bonus on saves against spells with the evil descriptor.
Evil creatures take 0d6 damage as you immolate yourself.
Physical Impediment protects the recipient from all damage done to them through physical means
0 creatures contracts quickly terminal disease.
Infects subject with chosen disease, but with incubation period.
Subject takes 1d4 con damage and does not heal.
Summons 0 rat swarms (MM 239).
Animate up to 0 HD of skeletons or zombies w/ maximum hp.
As lesser planar ally, but up to 12 HD.
As lesser planar ally, but up to 18 HD.
Exchange services with a 6 HD extraplanar creature.
As lesser planar binding, 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.
Create bubble around target creature that emulates it's native planar environment.
Trade places with one of three planar creatures (your choice).
Trade places with one of three greater planar creatures (your choice).
Trade places with one of four lesser planar creatures (your choice).
Send a whole ship to another plane.
Provide long-term protection against overtly damaging planar effects.
As many as eight subjects travel to another plane.
Plane shift accurately to your desired destination.
Gain characteristics of Plant type.
Grows vegetation, improves crops.
Touch deals 1d10 Con damage, repeats in 1 min.
Creates needles that range attack a target for 0d4 dam, plus other effects
You grow thorns that damage (1d6,piercing) & poison (1d4 Str/1d4 Str) your attackers.
Grow vine with contact poison (1d6/2d6 Dex). You and & up to 0 others are immune to this poison
Ranged touch attack deals 0d6 cold damage.
Gives one willing subject a new form.
Changes any subject into anything else.
A mental or audible alarm sounds when a creature passes through the gate or portal it is cast on.
As portal alarm plus you can see creatures passing through & or disignate another to receive the
Alter a gate or portal to send out a mental beacon to up to six creatures.
10-ft. radius surrounding you heals 0 points of damage.
You possess a normal animal.
You drain subject's ability score 1 point/round and gain +1 bonus per point.
Charged spell trigger item gains 0 temporary charges.
Blinds creature with 200 hp or less.
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-footed.
Makes one creature with 100 hp or less fatigued
Kills creature with 100 hp or less.
Deals 2 points of 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 creature with 150 hp or less.
Deals 2 points of Str damage to one creature with 75 hp or less.
Up to 0 creatures take 1d4 Con drain.
Allies +1 luck bonus on most rolls, enemies -1 penalty.
You can force planar boundaries to rip, creating a planar breach.
You can force planar boundaries to rip, creating a complete planar breach.
Protects one detached organ from decay for 24 hours.
Water pressure deals 4d6 damage to submerged targets.
Performs minor tricks.
Target is sickened, takes damage whenever it acts.
You assume the appearance & many of the qualities of a medium elemental.
Shield of colors offers concealment and damage your attackers.
Cretaes a bow that allows seven attackes, 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 in 30 ft burst
Ray of brillant colored light causes Blindness plus varied effects
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+0 damage, touch or thrown.
Target object deals 1d4/caster lvl. (max. 10d4) points of neg. energy damage to the next animal, p
Allows you to selectively destroy, alter, or implant memories in one 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.
DR 10/magic vs. ranged weapons, can absorb 0 damage.
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Gain +1 resistance bonus on any will save vs. charms and compulsions
Prevents 0 points of desiccation damage.
Absorb 0 of damage from one kind of energy.
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
+2 to 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.
Confers +8 resistance bonus.
An invisible shield surrounds you that provides resistance to damage.
Use bardic music and bardic knowledge as bard of half your level.
1 creature/ level gains +4 bonus vs charm, compulsion, and fear.
1d4+0 floating eyes scout for you.
As prying eyes, but eyes have true seeing.
Poisons those casting divination spells or [mind] spells at object, creature or area.
Enemies within 20' take 2d6 damage/round.
Target mimics your actions.
Purifies 0 cu. ft. of food or water.
Turns fire into blinding light or choking smoke.
Extinguishes nonmagical fires or one magic item, deals 0d6 to fire creatures.
Allies' speed increases by 30 ft.
Transform water in a flask so that it is capable of storing a spell as a potion.
You can use teleport or greater teleport spell-like ability as a free action.
Your swim speed increases by 10 ft.
You fling quills in a 20' radius spread, dealing damage and a -1 penalties on attacks & saves.
Poisonous quills sprout from hands for melee or ranged (1d8+poison 1d6 Str/1d6 Str).
Creates daylight that dazzles undead
Rainbow colored beam erupt in a 20' radius blast doing 0d6 damage and dazes targets.
As solid fog, but dazzles or blinds creatures within.
Creatures attacking you take electricity damage; you're protected from electricity.
Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Fires in a 30' radius burn twice as bright & twice as hot.
Black tulips fall from sky; evil creatures take 5d6 damage/round and nauseated.
Rain of divine fire deals 10d6 damage/round to evil creatures.
A hail of needles targets up to 0 creatures dealing 0d4 dam
Roses fall from sky; evil creatures take 1d4 Wis damage/round and sickened.
Spines rain down on area, dealing damage and pinning creatures to ground.
A ranged touch attack deals 0d12 points of random energy damage.
A 120' line of acid, cold, electric, fire, & sonic energy dose 5d6 points of damage.
Lights fascinate 24 HD of creatures.
Restores life to subject who died as long as 0 days ago.
The subject of this spell becomes boyant rise to the surface at a speed of 150'
Ice trees grow from frostfell area.
+2 to Str, unarmed attacks inflict lethal damage, considered armed.
Increase target's burrow speed by +20'.
+5 bonus to Spot plus additional effects for ranged attacks.
Subject takes 6d6 damage and stunned, then takes 1d6/round thereafter.
Target becomes comatose.
Instantly lose a prepared wizard spell and replace it with another spell from your spellbook
Wizard only. Prepares extra spells or retains one just cast.
Link lets allies communicate.
Touched object sheds darkness; living creatures nearby take 1d6/rd. neg. energy dmg. while undea
Ray imposes a Dex penalty 1d6 +0.
Ray does 0d6 points of damage to animated objects.
You're protected against ranged touch attacks, the reflect harmlessly away.
Ray causes vertigo. The target can take only one move or standard (not both) action per round.
Ray imposes a Str penalty 1d6 +0.
Ray imposes a -4 penalty to Str, Con, & Dex.
Ray makes subject exhausted.
Ray does 0d6 points of fire damage, target catches on fire.
Ray deals 1d3 cold damage.
Subject gains +2 bonus on attacks, saves, and checks.
Ray does 0d6 points of cold damage, target frozen to the ground(can't move, no Dex bonus to AC,
With a successful ranged touch attack a target is blinded for 1d4 rounds.
With a successful ranged touch attack a target is sickened.
With a successful ranged touch attack a target takes 1d4+1 points of Int damage.
Creature can only attack once per round, cannot make attacks of opportunity,-10 ft. penalty to sp
With a successful ranged touch attack a target takes a -2 penalty on attack rolls & a -10' to speed.
One of your natural attacks that does slashing or piercing damage has its threat range doubles.
Read scrolls and spellbooks.
Subject can take no actions and afterward does not heal naturally
You tear a whole in reality sucking materials and creatures into and sending them to a random pla
You restore a creature to a sort of half-life
All creatures below 0 hit points in 10' area take damage.
As Dispel Magic(PHB:223), max +20, you can take the spells for yourself.
Completely restores any metal item destroyed by rust, even if reduced to powder.
Target is dazed 1 round, shaken for the duration, and must make a concentration check to cast spe
As rebuke, except the target dies instantly if it fails its save.
Target cowers for 1d4 rounds.
Your breath weapon rebukes undead.
Spells on target feedback dealing 1d12 dmg per active spell or spell like ability (max 25d12)
Your allies gain a +2 (+3 if they worship your diety) luck bonus to AC, attack rolls, and saves within
Subject takes 1d6 Str damage and 1d4 Cha damage.
Creatures in a 30' radius burst are knocked prone, sickened or nauseated, and poisoned (2d6 Str/
Shrinks one willing animal.
Humanoid creature halves in size.
Humanoid creature halves in size for longer duration.
Reduces several creatures.
Intellegent creatures view you as the same species & gender as themselves.
Intellegent creatures view you, and others you target, as the same species & gender as themselve
Cures all nonlethal damage on one creature.
Alters item to transport its possessor to you.
Wards an area against spellcasters, or creatures wth spell-like abilities
Summons 0 riding horses & gear.
Subject's severed limbs grow back, cures 4d8+0 points of damage.
Teleports 0 nearby allies to your side.
Brings dead subject back in a random body.
Pushes creatures in the area back 0 ft.
Touched object sheds light; undead nearby take 1d6/rd. pos. energy dmg. while living creatures ga
Energy cocoon shields creature, then heals it 0 points & purges poison & disease.
Charge a dead body w/ negative energy, undead who eat it gain fast healing 1 for 5 min.
As targeted dispel magic, with additional targeted dispel magic the next turn.
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 1 subjects.
Cure a nauseated or sickened character.
Frees one or more creatures from paralysis or slow effect.
Hides the scent of spell recipient.
Creature is automatically healed if adverse condition affects it.
Remove fatigue and +2 bonus to Constitution for 1 round/level
Repairs 4d8+0 points of damage to a construct
Repairs 1d8+0 points of damage to a construct
Repairs 1 point of damage to a construct
Repairs 2d8+0 points of damage to a construct
Repairs 3d8+0 points of damage to a construct
Pushes away metal and stone.
Insects, spiders, and other vermin stay 10 ft. away.
Pushes away wooden objects.
Eldritch Blast hurls creatures away from you.
Invisible disc gives bonues to AC, blcosk magic missiles, pushes away attackers.
Duplicates observed spell or spell-like ability.
Creatures can't approach you.
Sticky substance slows movement or renders object difficult to drop.
Subject Ignores 10 points of damage/attack from specified energy type.
As resist energy (PHB:272), affects up to 0 creatures, no two >30' apart
Subject can resist penalties for having an opposed alignment on an aligned plane
Bestows +4 bonus on saves against taint.
Subject gains +1 on saving throws.
Item bestows +1 resistance bonus on saving throws.
Subject gains +3 on saving throws.
Subject gains +6 on saving throws.
Subject nauseated or sickened.
A bolt of sonic energy does 0d4 damage to all in its path
Foes must check spell resistance twice against you.
Lasting sound deals sonic damage per round, deafens creatures withing area.
Your voice carries 0 ft.
Sleep soundly, without nightmares.
Restores level and ability score drains.
As restoration, plus restores all levels and ability scores.
Dispels magical ability penalty or repairs 1d4 ability damage.
As restoration for 0 targets w/in 30'.
Restores a magic item destroyed by soul's treasure lost spell.
You grant a subject a second chance at a saving throw.
As resurgence for 0 targets w/in 30'.
Fully restore dead subject.
Any living creature that strikes you in melee gains a negative level.
Created illusion deals damage to those who disbelieve it.
Similar to Greater Invisibility with limitation and blast if dispelled.
Reduces Intelligence and magical abilities of target.
Weapon gains the returning special ability. See DMG, pg 225.
Target dead speaks short sentence about cause of death.
Temporarily restores dead creature to life.
As protection from arrows, but if a ranged weapon has all its damage negated, DR (10/magic), it i
Objects and creatures fall upward.
Restores outsiders to life as Raise Dead spell.
Restores undeath to undead that was destroyed up to 0 days ago.
Restore recently dead to life with no level loss.
You deal double damage on a charge made this round.
You detonate on death, healing good creatures and dealing 0d6 damage to others.
Allies healed, enemies damaged 1d8 + 0.
You receive 0 temp HP& a +4 to Str.
Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.
Your size increases, and you gain combat bonuses.
Deals 0d6 (0d8 to evil outsiders) in a 20-ft. radius, blinds evil foes for 1d4 rounds.
Your allies get one additional melee attack ea rd & a +3 morale bonus on attack & damage rolls.
Suspends all vital functions; target appears dead.
Creates a horizontal ring of metal blades that deal 1d6+0 to all around you
Make one target/2 levels deafened and shaken.
+5 bonus to Balance and Jump checks, autosucceed on Jump checks <= 5ft.
As many as eight creatures hide in extra-dimensional space.
Target gains a 0 sacred bonus on saves against pain, sickness, nausea or fear.
Subject takes 1d6 Con damage per hour.
Awakens creatures in area.
Ray negates magical or mundane hazards.
This spell can grant you a luck bonus to one type of save or temp HP's.
A wave gushes outward in a 15' radius, bull rushing with a +15, & drenching in the area.
Ray that rust non-magical iron alloys object, 2d6+0 damage ignoring hardness.
Touched weapon delivers filth fever.
Your touch corrodes iron and alloys.
You know the status of subject and can teleport or scry without error.
You & allies gain a +2 AC, retain Dex bonus when flat footed or attacked by invisible opponent, awa
Target object deals 1d4/caster lvl. (max. 10d4) points of pos. energy damage to the next undead, e
You gain +5 bonus on Knowledge(religion) checks made during sacrifice.
For every 10 hp damage you deal, you gain +1 on attacks, saves, and checks.
As Sanctuary, but protects an area.
The recipient can find the shortest, most direct directions to a safe place.
Ray doing 0d6 damage.
Traps evil creature in a diamond for 1 year, then releases it as sanctified creature.
Opponents can't attack you, and you can't attack.
Sanctuarty affecting 0 creatures w/in 30' of each other.
You fire sand that deals 1d6 nonlethal damage, stuns enemies.
You become an ooze like being of sand.
Creates a controlled duststorm.
Subject becomes exhausted.
Traps creature in a stone sarcophagus.
Use gust of wind as the spell; any creature in area takes fire damage equal to your level.
Transmute rock or earth into boiling muck.
With a ranged touch attack a targets natural armor is reduced by 0.
Gives a +2 enhancement to natural amor bonus
Add 10 ft. to swim speed, or gain swim speed 15 ft. +0 NA bonus.
Panics creatures of less than 6 HD.
Imbue 0 5-ft. squares with teleport trap.
Targeted items scatter in a 10' radius burst dealing 1d8 damage.
Grants the scent special ability.
Read one non-magical book per round, but must be able to read the language.
Sand sword deals 1d6+0 damage and renders target dehydrated.
Twisting colors confuse, stun, or render unconscious.
Changes natural AC bonus into deflection bonus.
20-ft radius spread deal 0d6 electricity damage.
Path of fire deals 0d8.
0 ranged touch attack(s) deal 4d6 fire damage.
Inflicts a disease (1d6 Str & Dex) that must be magically cured in 0 subjects.
Randomize the destination of one interplanar gate or portal.
Illusion hides area from vision, scrying.
Spies on subject from a distance.
As scrying, but faster and longer.
Creates new sounds or changes existing ones.
You permanently seal a gate or portal.
Target suffers hours of wasteland exposure in a moment.
Ray deals 0d8 damage, 0d6 against undead.
Removes fatigue & provides a +4 bonus on Con checks.
Changes one page to hide its real content.
Using nonverbal means, you can communicate with one intelligent creature
You enable someone to hide a weapon on their person.
Traps corpse inside holy symbol.
Reveals invisible creatures or objects.
See Invisibility + 60 ft. dark vission
Gain see invisibility as the spell and darkvision.
Subject gains fast healing 2 and can invoke a burst of healing.
Subject that dies before spell expires rises a sa zombie under your command.
Subject that dies before spell expires rises a sa zombie under your command.
You improve your ability to turn undead as a cleric of your level.
Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 (does not stack) on
Changes appearance of 0 people.
Subject is blinded and all within 5 ft. take 1d6 damage.
Delivers short message anywhere, instantly.
Causes an item to glow blue if an evil creature able to cast divine spells comes w/in 100'.
Nonvisual senses out to 30 ft. that pinpoints creatures.
Illusion that blocks all senses including blindsense, blindsight, scent, & tremorsense.
Creates text symbol that immobilizes reader.
Subject is invisible to sight and scrying; renders creature comatose.
Adds +0 to bluff checks.
You arms become serpents with 10 ft. reach, +10 attack, 1d8 damage plus poison.
Gain the scent ability, +5 bonus on saves against poison
Creates 2d6+0 unseen servants (PHB:297)
As shadow conjuration, but up to 8th level and 80% real.
Creates ribbons of shadows that can entangle.
You can stash small (30 cubic ft. or 250 lbs) item on the Plane of Shadows.
Dome of shadow is impenetrable to vision and dark inside.
Mimics conjuring below 4th level, but only 20% real.
As shadow conjuration, but up to 6th level and 60% real.
Mimics evocation of lower than 5th level, but only 20% real.
As shadow evocation, but up to 7th level and 60% real.
Shadowy form gaining concealment & +4 to Escape Artist, Hide, Move Silently. Use Escape Artist to
As Phantom Guardians except partially real. Can also attack - see text.
Create a 5' x 5' hand it can grant total concealment from an opponent, carry items, or point or gest
Makes natural terrain more dangerous, creates guardians that you command.
Shadows hide your face and protect against darkness, light, gazes.
Attacks against the subject have a miss chance (50% nonmagical,20% magical).
Creates an illusion of brite light in a 20' radius burst. Blinded for one round and then dazzled.
Shadows explode in a 5' radius burst doing 4 points of Str damage & dazing.
Step into shadow to travel rapidly.
Target enters gloomy pocket plane, comes out frightened.
Natives of he plane of Shadows are stunned 1d6 rd. Those that are undead or vulnerable to light
Create a portal to the plane of shadow.
Shadowy force attempts to grapple opponent.
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 per round.
Once per round shards of magical force explode in a 20' radius doing 3d6 damage.
See and hear through the senses of a touched animal.
Subjects gain +2 bonus on skill checks
One of your natural weapons deals damage as if you were one size larger.
Sonic vibration damages objects or crystalline creatures.
Deals 0d4 sonic damage plus damages floors leaving difficult terain in the area.
Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain.
Invisible disc gives +4 to AC, blocks magic missiles.
Aura grants +2 deflection bonus to Armor Class.
Aura grants 0 allies w/in 30' of each other a +2 deflection bonus to Armor Class.
Touched creature gains DR 15/- for 1 round.
Touched creature gains DR 20/-, elemental resistance 10, immune to neg energy.
+4 to AC, +4 resistance, and SR 25 against chaotic spells.
Shield dissipates targeted magical attacks, grants +4 on saves vs. areas/effects.
The touched shield grants its wielder +1 sacred bonus to AC & reflex saves.
You take half of subject's damage.
Enchant one shield to float in front of & protect an allie with a shield bonus to AC.
Illusion hides a path or road and creates a false one.
Your nonmagical club or quarterstaff gains a +1 enhancement bonus on attack and damage rolls. It
3d6 Dex damage.
1d6 Dex damage.
When cast on flat footed targets they get a -10 to their iniative roll.
Touch delivers 0d6 electricity damage.
Deafens all within cone and deals 5d6 sonic damage.
Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
40-ft. radius burst deafens and deals 8d6 sonic damage.
Object shrinks to one-sixteenth size.
Subject takes 0d4 damage.
Target bursts into flame, 2d6 fire damage/round and give bright illumination in a 40' radius.
Negative energy shroud makes nonintelligent undead perceive you as undead.
Evil creatures are sickened by your presence.
Change Eldritch Blast to cause creatures to become sickened.
Gain a +4 bonus to your next iniative check.
Seals a closure, causing 0d4 damage, 30' radius if breached
Seals a closure or opening, causing 0d6 damage, 40' radius
Negates sound in 20-ft. radius.
Creates minor illusion of your design.
Negates the sound from opening a door or window.
Grow a hard silver beard (+2 sacred bonus to AC).
One creature's natural attacks are treated as silvered weapons.
Transforms one weapon into a silvered weapon.
Creates partially real double of a creature.
0 swimming targets w/in 30' of each other sink 100' down.
Compel one creature/2 levels to submerse itself.
Gain a +4 bonus to Cha & Dex, a +1 to AC, a +8 to Perform, & a 60' swim speed.
Creates 0 skeletons with +-1 turn resistance.
Item bestows +2 circumstance bonus on skill checks.
Grants natural armor, thorns, and resistance to dehydration.
Grants you a gaze attack that acts as either charm monster or confusion.
Illusionary flaming skull speaks message, spits tongue of flame dealing 0 damage.
Skull shrieks when creature enters warded area.
Walk normally on any city surface as if it were level ground.
Hand makes creature provoke attacks of opportunity.
Subject takes -1 penalty on attacks, saves and checks for 1 round.
Ray of negative energy deals 0d8 damage, and heals undead the same amount.
As dispel magic, but creatures take damage for spells dispelled.
Touch attack kills subject.
Puts 4 HD of creatures into magical slumber.
Dust devil of magic sand puts foes to sleep.
40 ft. radius 20 ft. high cylinder hampers vision and movement.
Move subject 5 feet.
Move subject 20 feet in a strait line.
Creates a 15-ft. radius spread of green slime.
Creates a volume of slipsand.
0 subjects take only one action/round, -1 on attack rolls, AC, and Reflex saves.
Fire burns twice as long w/ half the light & takes twice as long to put out.
You absorb health and sustenance from helpless subject.
A feeling of sluggishness and lethargy washes over your target. The subject has a 75% chance of m
Preditory animals prefer to attack the subject and have a +0 on attacks and damage.
Causes a burst of holy or unholy energy. This burst does 0d6 damage to the target
Grants +2 sac. bonus to attack, extra damage w/ smite evil vs. evil divine cstrs.
Creates a misty ladder up to 0-ft long from the smoke off a fire
Subject is imprisoned within a tiny receptacle.
Transforms tattoo's into snakes that deal 3d6 damage, 1d6 CON damage
Your arm turns into poisonous snake you can attack with.
Subject immediately makes one attack.
Allies in a 20' radius each immediately make one attack.
Creates a magic booby trap.
Captures one astral creature and holds it motionless.
+10 Spot, darkvision, 60 ft. range for sneak 60', death attack with ranged weapon.
No range limit on next ranged sneak attack.
Subject glides on top of snow with base land speed increased by 10 ft.
Creates a crushing wave of snow.
A flurry of magic snowballs erupts in a 10' burst dealing 2d6 damage.
Shapes existing snow.
Subject can walk on ice and snow at +10' speed w/o Balance or Reflex save.
0 subjects w/in 30' of ea other, can walk on ice and snow at +10' speed w/o Balance or Reflex sav
Subject can see despite whiteout, snow, snow glare and snow blindness.
Creates an area of snow that aids allies and hinders enemies.
Turns 0 ft.-square of stone to clay or dirt to sand or mud.
Blocks vision and slows movement.
Subject stands around helpless doing nothing.
Forces targets to attack each other.
Subject takes 2d6 damage per round while you concentrate.
Grants +1 bonus on your next Cha check after performance.
Target takes 0d4 points of sonic damage, plus deafness.
Cone of sound dealing 0d6 points of damage.
+4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
Targets take 1 dam sonic and is deafened for 1 round.
Weapon deals +1d6 sonic damage on each hit.
Creates a magical whip that keeps normal animals at bay
Allows you to cast spells that require concentration & not concentrate on them.
Subject takes -3 penalty on attacks, saves, and checks.
Traps newly dead soul to prevent resurrection.
Meld into surrounding sand.
Imprisons soul of dead creature in talisman, from which you can question it.
Subject is protected against 5 points of ability damage to Int., Wis. or Chr.; rep. use for diff. sco
As reaving aura, plus gain temporary hit points if nearby creature dies.
Disintegrates subject's most valuable object.
Deals 1d8 sonic damage to subjects; may stun them.
Projectile of sonic energy does 0d8 to target.
Undead creature loses most immunities.
You resist being transformed into an undead spawn if slain.
Carry on a non-verbal conversation with allies w/in 30' of each other.
You can communicate with animals.
Corpse answers 0 question(s).
You can talk to normal plants and plant creatures.
Nonmagical weapon -> a +1 silvered spear(+3 vs. magical beasts, +2d6 damage).
Creates disembodied glowing hand to deliver touch attacks.
Conjures a phantom stag that you can ride or direct to attack a target.
Your melee touch attacks bestows one negative level and grants you 5 temp HP.
Use spectral weapon to make touch attacks.
Can talk to one other creature, regardless of distance.
Targets gains swim speed of 30.
Allows you to swap out prepared spells with other spells of the same level from your spellbook.
Lets you cast another spell in the same round at +2 caster level & +1 DC.
You can hold a touch spell per arm.
Subject is immune to 0 spell(s).
As spell immunity, but up to 8th-level spells.
Subject is immune to a 1st or 2nd level spell.
When you cast this spell you take 2d6 points of damage. You can then stores up to two spells of 3rd
When you cast this spell you take 3d6 points of damage. You can then stores up to three spells of 3r
When you cast this spell you take 1d6 points of damage. You can then stores up a spell of 3rd
level or lower to be released as a swift action later.
Activates a spell on a scroll when a triggering condition is met.
Subject gains SR 12.
Subjects gain +12 spell resistance.
Grants +3 resistance bonus on saves against spells and spell-like abilities.
Store one spell in an item
Reflect 1d4+6 spell levels back at caster.
Reduce target creature's spell resistance by 0.
Apply an arcane area effect spell to your eldritch blast.
Gain bonus on dispel, counterspell checks, recognize cast spell and caster level.
Absorbs designated incoming spells, redirects energy to healing or other spell.
Stores one spell in wooden quarterstaff.
Creates black sphere that does 0d6 damage and disintegrates what it touches
Grants ability to walk on walls and ceilings.
You turn a humanoid into a drider-like creature that obeys you.
Your hand becomes a Small monstrous spider.
You grow long spider legs that have a speed of 30 ft., move on vertical surfaces.
Summon 5 celestial or fiendish Large monstrous spiders (MM 289).
Touch attack poisons (1d6 Str/1d6 Str).
You polymorph up to 0 willing creatures into a monstrous spiders of any size (MM 288).
You can polymorph in a drider (MM 89) or monstrous spider (MM 288).
Transform into a fiendish monstrous spider for 1 hr/warlock level
You gain a +0 bonus to natural armor, saves vs poison, and Hide checks.
Similar to Spider Climb. Lasts 24 hours.
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.
Like Lesser Spirit Binding versus spirits up to 16HD
Like Lesser Spirit Binding versus spirits up to 24HD
Like Lesser Planar Binding(PHB:262) versus spirits up to 8HD
Increases eldritch blast damage versus undead.
With ranged touch attack, spirit loses incorporealness and is pinned
You send your incorporeal spirit outside your body
Mount gains comprehensive bonuses
Target takes 1 point of Con damage per round.
Jaws of force attack target doing 2d6 & a grapple as a free action doing an additional 2d6 ea round
Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or r
Horsemen of force attack enemies.
Horseman of force attacks enemy
Creates ghostly chariot behind your mount.
Translucent knight grants you a +6 deflection bonus to AC and attacks at your command.
Magic weapon attacks on its own.
Creates wall of spirits frightens creatures and deals 1d10 damage and a negative level
Fire 0 Splinter bolts. Range Attacks: 4d6(18-20).
Search a 20' radius as if taking a 10 Search check.
Cloud of yellow mold spores gives you concealment, deals 1d6 Con to others.
All within 5 ft. take 1d8 damage and 1d2 damage/round thereafter for 10 rounds.
Calms hostile creatures within 0-ft. radius.
Creatures within 0-ft. become hostile and savage.
Cures 1 point of damage in a 50' radius burst.
Target marked with symbol only you can see even if magically disguised.
At 1/2 hp, target gains 0 temp hp, DR 5/magic, and +2 luck to saves.
Subject stands up from prone.
Magically lifts and moves an object or creature 60' per round over water.
Cloak destroys nonmagic weapons, 1/2 dmg from magic weapons(Ref DC 15).
Starbursts deal 1d8 damage to evil creatures(all others take half nonlethal).
Target is inflicted with wracking hunger pains, taking 0 points of damage & becoming fatigues.
Subject can become a statue at will.
Monitors condition, position of allies.
Monitors condition, position of allies.
Change subject creature's attitude to helpful for 1 round
Temporarily steal essentia from touched opponent.
You drain 1 ability score point/round and become younger.
Humanoid creature doubles in size as targeted humanoid halves in size.
Take control of another caster's summoned monster.
Take control of another caster's summoned monster.
You breath steam that deal 0d6 fire damage
Make your special mount amphibious.
2 Daggers hover near you attacking adjacent opponents.
Affix one object weighing up to 5 lbs to another object.
Grant a +10 bonus on Slight of Hand.
Entangles and Immobilizes creatures in affected area
You are glued to your saddle w/ a +10 Ride check for staying in the saddle.
#VALUE!
With ranged touch attack, target can take only single actions, has a -2 AC, & must make Concentra
Nauseating vapors.
Steal the air from subject's lungs causing the subject to sicken for 1 minute.
Your body becomes living stone (DR10/admantine, immunities, +4 Str & -4 Dex, 1/2 speed).
Corporeal undead gains +3 natural armor bonus.
Construct gains DR 10/adamantine
Fists become like cold iron, increase in damage and deal lethal damage.
Sculpts 10 cu. ft. of stone into any shape.
Sculpts 10 cu. ft. of stone into any shape.
Shatter a stone object or cause 0d6 of damage to stonecreature.
Create a 5' diameter stone sphere that can roll into enemies doing 0d6 points of damage.
Transforms 1d3 pebbles into stone constructs that resemble spiders.
Talk to natural or worked stone.
Restores petrified creature.
Links two stones for teleportation.
Stony arm trap grapples and damages (1d6+5) creatures.
Ignore 10 points of damage per attack, up to 0 total.
Creates a stone hand that is able to grapple opponents
As the Stony Grasp spell.
Subject drops to -8 hp immediately.
Dust devil of flensing sand.
Magic storm creates windstorm, then chunks of rock (5d6), then rainstorm, then flame (0d6).
Storm provides concealment, slows movement, deals cold anf fire damage.
A deluge of needles deals damage in 30' cone.
Evil creatures blinded for 1 round; evil outsiders and undead take 0d6 damage.
Storm rains acid, lightning, and hail.
Swirling clouds absorb elec. and magic missiles and prevent ranged attacks.
You can fly (40'), immune to ranged attacks, & fire electricity from your eyes.
Add +4 to ship's check to weather storms.
Teleport yourself and one creature/2 levels from a storm.
Gain benefits of the Mobility feat (PH 98).
You gain +8 to Str that ends if you lose contact with the ground.
You gain benefits of your lycanthropic animal form while in human form.
Melee weapon gains 5 ft. of reach for one attack.
Electrical ranged touch attack stunning the target,
Your breath weapon also stuns creatures for one round.
Your breath weapon also stuns creatures for 2d4 rounds.
All within 30 ft. are stunned for 1 round.
One helpless subject can take no actions, but can be moved.
Subject's aura weakens as if it had 1HD/two caster levels fewer than it actually does.
Target immune to pain and [mind] effects, half damage from physical attacks.
Grant ship a swim speed of 60', and the ability to move underwater at your command.
Temporarily swap one domain for another your deity offers.
Reduces Outsider's DR and SR by 10.
A stalagmite burst from the ground impaling a target and doing 0d6 points of damage.
Create a swarm when you kill a living creature with an invocation.
Compels subject to follow stated course of action.
As suggestion, plus 0 subjects.
Summon an Aspect of Bahamut
Summon a babau demon (MM 40) to follow your commands.
Summon a bearded devil (MM 52) to follow your commands.
Summon a bralani eladrin (MM 93) to follow your commands.
Create a noncostly 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 enhanced roc (see MM) that you can control telepathically.
Summons a dire hawk (see page 189 RotW) that you command telepathically.
Summons a powerful elemental monolith (CA:156)
Summon an elementite swarm (Planar Handbook 114) to follow your commands.
Summon an Elysian thrush (Planar Handbook 118), which accelerates natural healing.
Summons one or more giants to attack your enemies.
Summon a clay, flesh, iron, or stone golem from a small amount of like material.
Summon a greater elemental (MM 96 - 100) to follow your commands.
Wooden holy symbol appears in your hand.
Summon a hound archon (MM 16) to follow your commands.
Summons one instrument of the your choice.
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.
Creates a horde of small mammals, birds and vermin that appear throughout the target area.
Summons swarm of bats, rats, or spiders.
Similar to Summon Swarm.
Summons undead to fight for you(human warrior skeleton(MM 226) or kolbold zombie (MM 266).
Summons undead to fight for you(owlbear skeleton (MM 226), bugbear zombie (MM 267).
Summons undead to fight for you(Ghoul (MM 118), troll skeleton (MM 227), ogre zombie (MM 267)
Summons undead to fight for you(Allip (MM 10), ghast (MM 119), wyvern zombie (MM 267).
Summons undead to fight for you(mummy (MM 190), shadow (MM 221), wight (MM 225), vampire
Create normal, nonmagical light weapon.
Sends a message or sound to as many as 0 creatures
Beam blinds and deals 4d6 damage.
Blinds all within 80 ft., deals 6d6 damage.
As Daylight spell, plus DR 5/-, and deals attackers 5 damage per strike.
Burst of light blinds and damages creatures.
Target takes 2d6 nonlethal damage and is fatigued.
The target cannot choose to use its breath weapon.
Creates an area that suppresses flame, fire spells, and spell-like effects.
You notice, do not trigger, & may suppress magical writing traps.
Item that has requirements to function to its fullest potential no longer does.
0 bonus on your next attack roll.
Gain +10 bonus on Balance, Climb, Jump, & Tumble checks.
Move through difficult terrain at full speed.
Up to 0 creatures can move through difficult terrain at full speed.
Protects against death due to hazards.
Gain a +2 luck bonus on att. and dmg. rolls, saving throws, skill, ability and spell penetration che
Keeps disease from harming creature for 24 hours.
Object becomes programmed to create an area of silence on command for 6 rounds.
Recipients need no food or drink for 6 hours.
Subject falls prone, in a helpless coughing fit for 1d6 rounds & contracts filth fever.
Teleport from pool of water to pool of water w/in 500' of each other.
Subject gains swim speed of 30' and a +8 bonus on Swim checks.
0 subjects w/in 30' of each other gain a swim speed of 30' and a +8 bonus on Swim checks.
Gain swim speed and ability to breathe water.
As spiritual weapon, creates longsword/hammer of force, +1 to attacks, auto-flank.
As sword and hammer, except +2 on attack rolls, improved critical.
Evil creature confesses crimes, takes Wisdom damage.
Creates a blade of negative energy: BAB +0, 1 negative level(19-20).
Creates a blade of force: BAB +0, 1d8 (19-20/x2), & affects saves.
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.
Triggered rune attacks the minds of spell caster depleteing spells & spell like abilities.
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.
Target can' get restful sleep: -2 Wis, doesn't regain HP or heal ability damage, can't rememorize sp
Channel two spells into positive energy to cure 1d6/spell level and 1d8/spell level.
Allies gain +2 on attack and +1d6 additional damage when flanking
Teleport one creature/3 levels a short distance.
Attack a foe and knock him back on the first round.
Your tail of force can attack a group of foes within 10 ft.
Ranged touch attack gives gain +1 insight bonus on ranged attacks on target.
Subject loses actions.
Moves object, attacks creature, or hurls object or creature.
One-way communication with all allies within 100 ft.
As Rary's Telepathic Bond, but you and one other creature.
Blocks all telepathic communication within 80-ft. radius.
Overhear creatures' telepathic communications.
Instantly transports you as far as 0 miles.
As teleport, but affects a touched object.
As teleport, but no range limit and no off-target arrival.
Circle teleports any creature inside to designated spot.
Puts subject into suspended animation.
As targeted Dispel Magic, but second consecutive casting is more potent.
Similar to Insect Plague with additional benefits.
Functions like Tenser’s floating except the disk created always
remains at waist level regardless of how high above the ground you might be and can hold 0
pounds of weight.
Creates 3-ft.-diameter horizontal disk that holds 0 lbs.
You gain combat bonuses.
Subject can travel overland 50% longer without fatigue.
Transforms statuette into a Huge construct (Lion)
Transforms statuette into a Medium construct (Warrior)
Use fear as the spell; creatures shaken by effect can't attack you.
Turns blood to seawater, dealing 0d6 damage.
Heats up areas of everfrost, slush, snow, mud and ice.
As hold portal, plus the portal explodes for 5d6 damage when forced open.
Creates an area of thin air causing altitude sickness.
Your ranged attak deals 0d6 damage, divided among multiple targets, sickens.
Skin sprouts, adds 1d6 damage to unarmed strike, damages opponents
Subject takes 2d6 damage and -4 penalty on attacks, saves and checks.
Creatures in area take 1d8 sonic damage, round, knocked prone.
Cloud moves with subject dealing 1 electricity damage per round.
Lance of force deals 3d6 damage, plus can dispel force effects.
Roar deals 1d6 sonic damage. Double dmg to Crystalline.
Wave of water deals 0d6 damage and bull rushes.
One natural weapon of subject gets +1 on attack and damage rolls for 1 rd (swift).
You act freely for 1d4+1 rounds.
Gain all-around vision.
Entraps and harms evil extraplanar creatures.
You gain +2 bonus on Bluff, Diplomacy, and Gather Information checks.
You spit out 0 Tiny vipers.
You spit out tendrils that grapple.
Speak any language.
Subject is overwhelmed by thirst.
Subject is temprarily blinded and emotinally distraught.
Creature gains +6 natural armor and slows movement.
Heals 0 points of damage to target construct.
Weapon gains the properties of an adamantine weapon.
Touch attack fatigues target.
Subject takes 1d6 points of Int, Wis, and Cha damage.
Subject turns into green slime in 4 rounds.
Dazes one creature for 0 rds.
Use part of your lay on hands ability to cure 1 point of ability damage.
Melee touch attack deals damage or controls undead creature.
Deal negative energy damage and paralysis with your touch.
Target loses Str, Dex and con, 2nd casting blinds and deafens.
Use your Planar Touchstone-granted higher-order abilities to fuel damaging rays.
Grants construct +1 enchancement to natural armor.
Gain +10 competence on Intimidate checks and +2 enhancement to Strength
Clouds provide concealment, block ranged attacks, empower osnic or electricty spells
Generate small amount of poison that you can spit or place on weapon.
Coats weapon with poison.
Animal gains 0 tricks.
Move a magic sigil to a new location
You are nigh-unkillable for a brief period, but die immediately afterward.
Paralyzes medium or smaller humanoids in or entering 10' area
Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of
Grant water breathing, darkvision, and pressure immunity to 0 creatures.
You and target switch places and appear as each other.
Metal within 40 ft. becomes wood.
Transforms 0 10-ft. cubes.
Transforms natural rock to lava dealing 20d6 damage per round
Transforms 0 10-ft. cubes.
Transforms 0 10 foot cubes of sand into glass.
Transforms 0 10 foot cubes of sand into stone.
Transforms 0 10 foot cubes of stone into sand.
Move instantly from one plant to another of the same kind.
Imprisons subject within gem.
Creature moves faster but can't attack.
You can detect precious metals within 30 ft.
You enter a tree that nourishes and heals you.
You look exactly like a tree.
Step from one tree to another far away.
Cause minor earthquake forcing concentration checks
You can automatically pinpoint the location of any object on ground within 30'
Allows you to cast one of your prepared spells 3rd level or less 3 times.
Plants trip creatures entering area.
Creates three shadow duplicates of you.
You take on the form and abilities of a troll.
Bonus on your next spell penetration roll.
As major creation, but permanent.
As dominate person, but save at -4.
As resurrection, plus remains aren't needed.
Lets you see all things as they really are.
+20 on your next attack roll.
The tsunami deals 0d6 of bludg damage per round.
The tunnel causes 0d6 damage and moves creatures.
Water surrounding you becomes cloudy, granting concealment.
Use your turn/rebuke ability to turn creatures with the opposing alignment subtype.
Grants +1 luck bonus on all saving throws.
Frees everyone in range from spells that constrain or bind.
Weapon gains undead bane property and is considered good aligned.
Targeted undead can give orders to undead in your control.
Undead gains blue aura that deals +2d6 against living.
Deals 2 Con damage and causes subject to rise as a crypt spawn after death.
Destroys 0d4 HD of undead.
Grants subjects numerous combat advantages against undead opponents.
Cast a list of spells as spell-like abilities.
Make perform checks in lieu of concentration checks
Grants a +0 insight bonus on Disable Device and Open Lock checks.
Conceals alignment for 24 hours.
Gain immunity to extra damage from critical hits and sneak attacks.
As blinding beauty, but now creatures must save or die.
Target is subjected to unearthly heat for 0 rounds.
Grappling creature immediately gains free attempt to escape.
Designates location as unholy.
Subject gains +4 save bonus against powers of good outsiders.
+4 to AC, +4 resistance, and SR 25 against good spells.
Damages and sickens good creatures.
Evil-aligned rain falls in 20-ft. radius.
Gain immunity to poison, compulsion, charm effects; bestow temp hp onces.
Gain immunity to poison, compulsion, charm effects; bestow temp hp onces.
Gain immunity to poison, compulsion, charm effects; bestow temp hp onces.
Undead subject explodes for 0d6 damage when struck or at specific time.
Causes target to take worst of 2 die rolls on all die rolls
Subject takes -1 penalty on attacks.
Invisible force obeys your commands.
Creates one servant per level.
Invisibility effect triggered to activate the instant you successfully attack someone.
You take the form of a marut.
Creature grows roots that keep it stationary and heal it every round.
You gain 0 ft of altitude then gently float back down with optional 5 ft lateral move.
City protects you with cover. +4 to AC, +2 to Reflex.
Target grows spines that damage opponents.
0-ft. radius of darkness that evil creatures can see through.
0-ft. radius of darkness that evil creatures can see through.
Change Eldritch Blast to negative energy.
+4 Str,Con; +2 Will saves; extra attack with full attack.
Calls a pegasus or unicorn, which serves you for up to 1 year.
Touch deals 0d6 damage; You gain damage as hp.
Weapons' touch dispels summoned or quasi-real creatures.
Reduces living creatures with 10hp or lower to -9.
Changes appearance of group of creatures.
Darkness grants you concealment (20% miss chance).
You gain undead traits.
Any creature that slays the spell's recipient takes 0d6 damage.
Throws voice.
+4 comp bonus on Perform checks, bardic music uses Shadow Weave.
Subject creature must succeed on a DC 10 Balance check to move each round.
Creatures have 20% miss chance and possibly become nauseated.
Set specific conditions under which you immediately wake up.
As lesser vigor, but 2 hp/round.
As lesser vigor, but 4 hp/round.
Creature heals 1 hp/round.
As lesser vigor, but multiple targets.
As mass lesser vigor except 3 hp/round.
Summon the spirit of a fiend into the body of a corporeal undead creature.
Creates a +2 shortspear that deals vile damage.
Vines grow rapidly, giving various effects.
Sneak attack plant creatures.
You spit forth celestial of fiendish vipers that attack your foes.
Subject gains 1 temporary hp.
As lesser visage of the deity, but you become celestial or fiendish.
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.
Ranged touch attack to stick a creature in place.
As legend lore, but quicker and strenuous.
Target gains morale bonus on next save equal to your charisma modifier.
Evil creature is dazed for 1 round.
+2 bonus on saves, +2 bonus to AC; discharge spell to gain bonuses equal to 0.
Your next attack deals sneak attack damage.
Melts 0 10 foot cubes of sand into glass.
Change Eldritch Blast to acid damage.
Creates sphere of acid that deals 6d6 acid damage, plus damage for 2 rds
Similar to lesser confusion.
Grants +10 enh. bonus on Bluff, Diplomacy and Intimidate, speak Draconic.
Gain blindsense to 30 ft for 24 hours.
Gain blindsense out to 30 feet.
Similar to Dispel Magic, with additional benefits.
Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled.
Creatures in the area take 3d8 points of force damage per round.
This spell lowers the subjects damage reduction by 5.To a minimum of 5.
Evil creatures attack other evil creatures.
Subjects in cone take 0d4 damage and become panicked or shaken.
Kills 0 creatures.
You can track a ship across the sea.
Removes some hindrances to movement, improves Jump and Balance checks.
Similar to Invisibility (self only).
Use invisibility (self only) as the spell.
Creates wall of bones with an area of up to 0 10' squares
Creates barrier of woven chains that has 0 hp.
As Magic Circle against Law, except as one-sided wall.
Creates an opaque wall of coldfire.
Barrier of woven chains has 0 hp, and deals 3d6 damage to all within 5 ft.
Anyone passing through this unseeable wall is targetted by Dispel Magic
As Magic Circle against Good, except as one-sided wall.
Barrier that you can see through, paralyzes and consumes those that touch it.
Deal 2d4 fire damage out to 10 ft., 1d4 out to 20 ft. Passing through: 2d6+0 dmg.
Wall is immune to damage.
Creates wall of moving gears that deals 0d6 damage to all in 10 ft.
Wall obscures vision and blocks line of sight, including darkvision.
As per Wall of Gloom.
As Magic Circle against Evil, except as one-sided wall.
Anyone passing through this unseeable wall is targetted by Greater Dispel Magic
Creates wall of hemisphere that can trap creatures inside.
0 hp; can topple onto foes.
As Magic Circle against Chaos, except as one-sided wall.
Creates a wall of light blocking line of sight. Creatures passing become dazzled
Creates a wall of limbs causing 5d6 damage and grappling
Deals 2d6 fire damage out to 10 ft., 1d6 out to 20 ft. Passing through: 5d6+0 dmg.
Luminous wall deals 4d12 damage to undead, 2d10 to evil, illuminates area.
Barrier of woven chains has 0 hp, paralyzes and deals 2d6 damage on touch.
Similar to Wall of Fire.
Wall of salt that can be shaped.
Wall impedes movement, obscures vision, and block some attacks.
Create a barrier of dragonhide.
Wall gives concealment and causes nausea.
Creates a stone wall that can be shaped.
Thorns damage anyone who tries to pass.
Wall impedes movement and can drown creatures.
You gain +4 morale bonus on attack and damage when charging and panic opponents.
Creatures within a 30-foot cone cower for 1d4 rounds.
Store healing energy in gem, encircle the target, release healing power on cmd.
Similar to Sending.
Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapon
Grants uncanny dodge and +4 insight bonus on Listen and Spot checks.
Allies are no longer flat-footed. Sleeping creatures awaken.
Reroll save or recalc AC with a +0 bonus. Then -4 penalty until next turn.
Bends 0 small wooden objects (shaft, handle, etc.) in a 20-ft. radius.
Move through the wasteland without pnealties.
Subjects can breathe underwater.
Transforms 0 cubic feet of water into acid.
Creates 0 ounces of CON poison with save DC = spell DC
Subject treads on water as if solid.
Creates waterspout that moves, damages creatures, sucks creatures upwards.
Keeps one creature/level from sinking.
Cone imposes -3 penalty on attacks, checks, and saves.
Stuns all within cone for 0 rd.
Makes all fire subtype creatures in the cone shaken.
Several targets become exhausted.
Several targets become fatigued.
Weapon gains special ability with a +3 bonus modifier.
Weapon gains special ability with a +5 bonus modifier.
Weapon gains special ability with a +1 bonus modifier.
Your weapon gains special ability with +1 bonus modifier.
Your weapon gains energy damage.
As Keen Edge, but aids blunt weapons.
Your weapon gains enhancement bonus and special ability.
Transform base weapon type.
You accurately 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 in area based on their alignment.
Subject takes dmg. according to ist degree of alignment difference from your own and suffers a sec
Force a target flying creature down towards the ground.
As phantasmal killer, but affects all within 30 ft.
1d4 creatures are infected with lycanthropy.
Deal 1d6 nonlethal damage.
Deal 0d6 nonlethal damage to 0 living creatures.
15-foot cone deals 0d6 nonlethal damage.
Hurled slashing weapon deals damage to all enemies in a 60ft line
Cyclone deals damage and can pick up creatures.
Creates a moving 0 cylinder that deals 0d8 damage each round.
As whirlwind, but larger and more destructive.
Sand delivers your message.
Sends a short message 0 miles.
Creates area of snow that follows target enveloping them in whiteout conditions.
Grants +5 comp bonus on a skill check or prof with a weapon, armor, or shield.
You take the form of an average centaur.
Doubles overland speed of all targets.
Ranged weapons gain +5 bonus, double range increment.
You and your allies turn vaporous and travel fast.
Deflects arrows, smaller creatures, and gases.
Subject is stunned for duration or until making DC15 Int check.
A net of force entangles the target, preventing it from charging, running or flying.
Your mount grows wings and flies at speed of 60 ft.
Target's flight maneuverability improves by one step.
Target's flight maneuverability improves by two steps.
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.
Improves swim speed of creature by 30 ft.
Create powerful gusts of wind with your invocation-granted wings.
Creature takes 1d6 cold damage and becomes fatigued.
Covers the victim in ice and snow causing damage.
As limited wish, but with fewer limits.
Walk on water and move through some obstacles unimpeded.
Deals 0d6 desiccation damage and dehydrates living creature.
Cause enemy's limbs to wither.
A successful touch attack deals 0 damage to STR and CON. Crit drains, not x2.
Rots one non-magical wooden object, volume of wood, or plant
Rearranges a 10 cu ft. wooden object to suit you.
Nature spirit does simple tasks for you.
Subject turns to wood and takes ld4/ round Dex damage, becoming a wooden statue at 0 Dex.
Bonuses for a number of creatures to move silently and hide in natural settings.
Kills, paralyzes, weakens, nausiates or banishes subjects.
You bind humanoid with masterwork steel manacles.
Similar to Baleful Polymorph.
Kills, confuses, stuns, or deafens non-chaotic subjects.
Functions like Word of Recall, except that all designated creatures and people in a 15’ radius arou
Teleports you back to designated place.
Sonic aura damages foes that strike you.
Target experiences excruciating pain.
Deals 0 damage to creatures in a line and creates a wall of rubble.
Deal 1d6 +0 damage plus sneak attack.
Melee attacks hit as touch attacks.
Target creature writhes in pain ending in death 1 round later.
Deals 0d8 damage in 20-ft. radius and stuns foes for 1d4 rounds.
Subject gains movement through natural earth and stone as per Xorn.
Target deals nonlethal damage.
You move through foes to attack the enemy you want and gain +4 AC against AoOs.
You gain combat bonuses when you attack someone of opposing alignment.
Creates a zone of cold doing 1d6 cold damage each round.
Aberrations in area become weaker, fey and plants become stronger.
Functions as Peacebond except on a failed save each individuals weapon remains trapped for the
You create a region protected against interplanar intrusion.
All creatures and objects within the region are made visible.
Keeps eavesdroppers from overhearing conversations.
Subjects within range cannot lie.
Player's Handbook: pg 206

References
Book of Vile Darkness: pg 84
Stormwrack: pg 112
Book of Vile Darkness: pg 84
Book of Vile Darkness: pg 84
Spell Compendium: pg 6
Spell Compendium: pg 6
Spell Compendium: pg 7
Book of Vile Darkness: pg 84
Spell Compendium: pg 7
Complete Arcane: pg 96
Spell Compendium: pg 7
Player's Handbook: pg 196
Heroes of Battle: pg 124
Spell Compendium: pg 7
Player's Handbook: pg 196
Spell Compendium: pg 7
Complete Mage: pg 95
Book of Vile Darkness: pg 84
Races of the Wild: pg 174
Heroes of Battle: pg 124
Races of Faerun: pg 189
Book of Exalted Deeds: pg 89
Player's Handbook: pg 196
Spell Compendium: pg 8
Spell Compendium: pg 8
Spell Compendium: pg 8
Player's Handbook: pg 196
Stormwrack: pg 113
Player's Handbook: pg 197
Spell Compendium: pg 8
Technmancer Press: Player's Companion: pg 84
Book of Vile Darkness: pg 84
Frostburn: pg 88
Spell Compendium: pg 9
Spell Compendium: pg 9
Player's Handbook: pg 197
Spell Compendium: pg 9
Complete Champion: pg 116
Spell Compendium: pg 9
Complete Mage: pg 95
Complete Mage: pg 123
Player's Handbook II: pg 101
Player's Handbook: pg 197
Spell Compendium: pg 9
Book of Exalted Deeds: pg 90
Spell Compendium: pg 9
Spell Compendium: pg 10
Player's Handbook: pg 197
Spell Compendium: pg 10
Planar Handbook: pg 93
Spell Compendium: pg 11
Spell Compendium: pg 11
Spell Compendium: pg 11
Spell Compendium: pg 11
Book of Vile Darkness: pg 85
Player's Handbook: pg 198
Player's Handbook: pg 198
Player's Handbook: pg 198
Player's Handbook: pg 198
Player's Handbook II: pg 101
Player's Handbook II: pg 101
Spell Compendium: pg 11
Races of Destiny: pg 164
Player's Handbook: pg 198
Spell Compendium: pg 12
Heroes of Battle: pg 124
Technmancer Press: Player's Companion: pg 84
Player's Handbook: pg 199
Player's Handbook: pg 199
Player's Handbook: pg 199
Heroes of Battle: pg 125
Spell Compendium: pg 12
Spell Compendium: pg 13
Complete Mage: pg 95
Spell Compendium: pg 13
Spell Compendium: pg 13
Spell Compendium: pg 13
Spell Compendium: pg 13
Spell Compendium: pg 14
Sandstorm: pg 110
Player's Handbook: pg 199
Magic of Faerun: pg 77
Player's Handbook: pg 200
Spell Compendium: pg 14
Player's Handbook: pg 200
Player's Handbook: pg 200
Spell Compendium: pg 14
Spell Compendium: pg 15
Book of Vile Darkness: pg 85
Complete Arcane: pg 97
Spell Compendium: pg 15
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Complete Mage: pg 95
Spell Compendium: pg 15
Player's Handbook: pg 200
Complete Mage: pg 96
Complete Mage: pg 96
Player's Handbook: pg 200
Player's Handbook: pg 201
Player's Handbook: pg 201
Player's Handbook: pg 201
Complete Mage: pg 96
Frostburn: pg 88
Book of Exalted Deeds: pg 90
Eberron Campaign Setting: pg 108
Eberron Campaign Setting: pg 109
Eberron Campaign Setting: pg 109
Spell Compendium: pg 15
Libris Mortis: pg 209
Spell Compendium: pg 15
Spell Compendium: pg 16
Spell Compendium: pg 16
Player's Handbook II: pg 101
Sandstorm: pg 110
Sandstorm: pg 111
Book of Exalted Deeds: pg 91
Book of Exalted Deeds: pg 91
Book of Exalted Deeds: pg 91
Spell Compendium: pg 16
Complete Mage: pg 96
Spell Compendium: pg 16
Spell Compendium: pg 17
Spell Compendium: pg 17
Player's Handbook: pg 201
Player's Handbook: pg 201
Complete Mage: pg 96
Spell Compendium: pg 17
Spell Compendium: pg 17
Player's Handbook: pg 202
Spell Compendium: pg 18
Frostburn: pg 88
Frostburn: pg 88
Spell Compendium: pg 18
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Spell Compendium: pg 18
Spell Compendium: pg 18
Spell Compendium: pg 18
Spell Compendium: pg 19
Spell Compendium: pg 19
Spell Compendium: pg 19
Player's Handbook: pg 202
Spell Compendium: pg 21
Sandstorm: pg 111
Spell Compendium: pg 21
Spell Compendium: pg 21
Spell Compendium: pg 21
Book of Exalted Deeds: pg 91
Spell Compendium: pg 22
Spell Compendium: pg 22
Book of Exalted Deeds: pg 91
Spell Compendium: pg 22
Spell Compendium: pg 23
Spell Compendium: pg 23
Spell Compendium: pg 23
Player's Handbook II: pg 102
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Technmancer Press: Player's Companion: pg 85
Player's Handbook: pg 202
Spell Compendium: pg 23
Complete Arcane: pg 132
Spell Compendium: pg 23
Spell Compendium: pg 24
Spell Compendium: pg 24
Player's Handbook: pg 203
Complete Mage: pg 123
Player's Handbook: pg 203
Spell Compendium: pg 24
Player's Handbook: pg 203
Book of Exalted Deeds: pg 92
Spell Compendium: pg 24
Spell Compendium: pg 25
Complete Mage: pg 96
Heroes of Battle: pg 125
Heroes of Battle: pg 125
Heroes of Battle: pg 125
Players Guide to Faerun: pg 99
Player's Handbook: pg 203
Player's Handbook: pg 203
Spell Compendium: pg 25
Spell Compendium: pg 25
Book of Vile Darkness: pg 85,Libris Mortis: pg 209
Spell Compendium: pg 26
Complete Arcane: pg 132
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Spell Compendium: pg 26
Complete Champion: pg 116
Spell Compendium: pg 27
Complete Arcane: pg 132
Player's Handbook: pg 203
Spell Compendium: pg 27
Book of Vile Darkness: pg 85,Heroes of Horror: pg 127
Complete Champion: pg 116
Complete Champion: pg 116
Complete Champion: pg 117
Complete Arcane: pg 132
Player's Handbook: pg 203
Player's Handbook: pg 203
Player's Handbook II: pg 102
Player's Handbook: pg 204
Player's Handbook: pg 204
Player's Handbook II: pg 102
Player's Handbook: pg 204
Player's Handbook II: pg 103
Player's Handbook II: pg 103
Player's Handbook II: pg 103
Player's Handbook: pg 204
Complete Mage: pg 123
Frostburn: pg 89
Spell Compendium: pg 27
Spell Compendium: pg 28
Spell Compendium: pg 28
Spell Compendium: pg 28
Spell Compendium: pg 28
Spell Compendium: pg 28
Spell Compendium: pg 29
Book of Vile Darkness: pg 86
Spell Compendium: pg 29
Player's Handbook II: pg 103
Sandstorm: pg 111
Players Guide to Faerun: pg 100
Spell Compendium: pg 29
Spell Compendium: pg 30
Complete Mage: pg 96
Magic of Faerun: pg 81
Stormwrack: pg 112
Stormwrack: pg 112
Player's Handbook: pg 205
Player's Handbook II: pg 103
Player's Handbook II: pg 103
Spell Compendium: pg 30
Spell Compendium: pg 30
Spell Compendium: pg 31
Spell Compendium: pg 31
Spell Compendium: pg 31
Player's Handbook: pg 205
Spell Compendium: pg 31
Spell Compendium: pg 31
Technmancer Press: Player's Companion: pg 85
Sandstorm: pg 112
Heroes of Battle: pg 125
Player's Handbook II: pg 104
Complete Champion: pg 117
Player's Handbook: pg 205
Player's Handbook: pg 205
Player's Handbook: pg 205
Spell Compendium: pg 31
Spell Compendium: pg 31
Book of Exalted Deeds: pg 92
Spell Compendium: pg 31
Player's Handbook II: pg 104

Book of Exalted Deeds: pg 92


Spell Compendium: pg 31
Player's Handbook II: pg 104
Book of Exalted Deeds: pg 92
Spell Compendium: pg 32
Player's Handbook: pg 206
Spell Compendium: pg 32
Spell Compendium: pg 32
Player's Handbook: pg 206
Spell Compendium: pg 32
Spell Compendium: pg 33
Frostburn: pg 89
Player's Handbook II: pg 104
Spell Compendium: pg 33
Book of Exalted Deeds: pg 92
Spell Compendium: pg 33
Frostburn: pg 89
Spell Compendium: pg 33
Spell Compendium: pg 33
Spell Compendium: pg 34
Complete Mage: pg 97
Spell Compendium: pg 34
Player's Handbook: pg 206
Book of Vile Darkness: pg 86
Spell Compendium: pg 34
Spell Compendium: pg 35
Sandstorm: pg 112
Spell Compendium: pg 35
Spell Compendium: pg 35
Spell Compendium: pg 35
Complete Arcane: pg 100
Complete Champion: pg 117
Complete Mage: pg 97
Heroes of Battle: pg 125
Complete Champion: pg 117
Spell Compendium: pg 35
Spell Compendium: pg 37
Spell Compendium: pg 37
Frostburn: pg 89
Book of Vile Darkness: pg 86
Book of Vile Darkness: pg 86
Spell Compendium: pg 37
Player's Handbook II: pg 104
Frostburn: pg 89
Complete Mage: pg 97
Spell Compendium: pg 37
Spell Compendium: pg 38
Spell Compendium: pg 38
Spell Compendium: pg 38
Player's Handbook: pg 207
Spell Compendium: pg 38
Spell Compendium: pg 39
Complete Arcane: pg 132
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Spell Compendium: pg 39
Spell Compendium: pg 39
Spell Compendium: pg 39
Players Guide to Faerun: pg 100
Player's Handbook II: pg 105
Spell Compendium: pg 39
Spell Compendium: pg 40
Book of Exalted Deeds: pg 92
Complete Arcane: pg 132
Spell Compendium: pg 40
Frostburn: pg 89
Player's Handbook: pg 207
Player's Handbook: pg 207
Spell Compendium: pg 40
Spell Compendium: pg 40
Player's Handbook: pg 207
Player's Handbook II: pg 105
Spell Compendium: pg 41
Spell Compendium: pg 41
Spell Compendium: pg 41
Spell Compendium: pg 41
Spell Compendium: pg 41
Spell Compendium: pg 41
Complete Mage: pg 98
Frostburn: pg 90
Book of Vile Darkness: pg 86
Book of Exalted Deeds: pg 93
Heroes of Horror: pg 127
Spell Compendium: pg 42
Book of Vile Darkness: pg 86
Player's Handbook: pg 207
Player's Handbook: pg 207
Spell Compendium: pg 42
Book of Exalted Deeds: pg 93
Book of Vile Darkness: pg 87
Player's Handbook II: pg 105
Complete Mage: pg 123
Spell Compendium: pg 42
Player's Handbook: pg 207
Player's Handbook: pg 207
Spell Compendium: pg 42
Spell Compendium: pg 43
Spell Compendium: pg 43
Spell Compendium: pg 43
Spell Compendium: pg 43
Complete Mage: pg 123
Spell Compendium: pg 44
Complete Mage: pg 98
Player's Handbook: pg 208
Player's Handbook: pg 208
Complete Mage: pg 98
Player's Handbook: pg 208
Complete Mage: pg 98
Complete Mage: pg 123
Complete Mage: pg 98
Spell Compendium: pg 44
Player's Handbook II: pg 105
Player's Handbook II: pg 105
Player's Handbook II: pg 105
Book of Exalted Deeds: pg 93
Book of Exalted Deeds: pg 94
Book of Exalted Deeds: pg 94
Complete Mage: pg 61
Book of Exalted Deeds: pg 94
Player's Handbook II: pg 105
Player's Handbook: pg 208
Spell Compendium: pg 44
Spell Compendium: pg 45
Heroes of Horror: pg 128
Technmancer Press: Player's Companion: pg 86
Player's Handbook: pg 208
Technmancer Press: Player's Companion: pg 86
Book of Exalted Deeds: pg 94
Book of Exalted Deeds: pg 94
Player's Handbook II: pg 106
Player's Handbook II: pg 106
Complete Mage: pg 98
Player's Handbook II: pg 106
Complete Mage: pg 99
Player's Handbook: pg 208
Spell Compendium: pg 45
Complete Arcane: pg 132
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Player's Handbook: pg 208
Player's Handbook: pg 209
Player's Handbook: pg 209
Player's Handbook: pg 209
Races of Destiny: pg 164
Book of Vile Darkness: pg 87
Player's Handbook II: pg 106
Spell Compendium: pg 46
Spell Compendium: pg 46
Player's Handbook: pg 209
Spell Compendium: pg 46
Player's Handbook: pg 209
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Complete Arcane: pg 132
Complete Mage: pg 99
Sandstorm: pg 112
Races of Destiny: pg 164
Spell Compendium: pg 46
Player's Handbook: pg 209
Book of Vile Darkness: pg 88
Races of Destiny: pg 164
Races of Destiny: pg 164
Races of Destiny: pg 165
Player's Handbook: pg 209
Spell Compendium: pg 46
Spell Compendium: pg 67
Spell Compendium: pg 47
Book of Vile Darkness: pg 88
Book of Vile Darkness: pg 88
Spell Compendium: pg 47
Spell Compendium: pg 47
Complete Mage: pg 99
Spell Compendium: pg 47
Spell Compendium: pg 48
Player's Handbook: pg 210
Spell Compendium: pg 48
Heroes of Horror: pg 128
Sandstorm: pg 112
Spell Compendium: pg 48
Spell Compendium: pg 48
Player's Handbook: pg 210
Spell Compendium: pg 48
Complete Arcane: pg 100
Spell Compendium: pg 48
Player's Handbook II: pg 107
Book of Vile Darkness: pg 88
Spell Compendium: pg 49
Spell Compendium: pg 49
Player's Handbook: pg 210
Technmancer Press: Player's Companion: pg 86
Spell Compendium: pg 49
Spell Compendium: pg 49
Complete Mage: pg 99
Complete Arcane: pg 101
Spell Compendium: pg 49
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Complete Mage: pg 123
Spell Compendium: pg 50
Spell Compendium: pg 50
Player's Handbook: pg 210
Frostburn: pg 90
Complete Mage: pg 100
Spell Compendium: pg 50
Spell Compendium: pg 50
Frostburn: pg 90
Player's Handbook: pg 211
Player's Handbook: pg 211
Player's Handbook: pg 211
Player's Handbook: pg 211
Player's Handbook: pg 211
Races of Destiny: pg 165
Races of Faerun: pg 189
Complete Arcane: pg 101
Complete Arcane: pg 101
Player's Handbook: pg 211
Player's Handbook: pg 212
Player's Handbook II: pg 107
Complete Champion: pg 118
Player's Handbook: pg 212
Spell Compendium: pg 50
Complete Champion: pg 118
Player's Handbook: pg 212
Player's Handbook: pg 212
Frostburn: pg 91
Frostburn: pg 91
Frostburn: pg 91
Frostburn: pg 91
Frostburn: pg 91
Frostburn: pg 91
Frostburn: pg 91
Frostburn: pg 91
Frostburn: pg 91
Frostburn: pg 91
Player's Handbook: pg 212
Heroes of Battle: pg 126
Book of Exalted Deeds: pg 94
Eberron Campaign Setting: pg 109
Eberron Campaign Setting: pg 109
Book of Vile Darkness: pg 89
Spell Compendium: pg 51
Spell Compendium: pg 51
Player's Handbook: pg 212
Player's Handbook: pg 213
Spell Compendium: pg 51
Spell Compendium: pg 52
Spell Compendium: pg 52
Player's Handbook: pg 213
Spell Compendium: pg 52
Player's Handbook: pg 213
Stormwrack: pg 112
Eberron Campaign Setting: pg 109
Player's Handbook: pg 213
Sandstorm: pg 112
Frostburn: pg 92
Frostburn: pg 92
Player's Handbook: pg 214
Player's Handbook: pg 214
Player's Handbook: pg 214
Player's Handbook: pg 214
Book of Exalted Deeds: pg 95
Spell Compendium: pg 52
Spell Compendium: pg 52
Spell Compendium: pg 52
Magic of Faerun: pg 118
Spell Compendium: pg 53
Spell Compendium: pg 53
Spell Compendium: pg 53
Spell Compendium: pg 53
Spell Compendium: pg 55
Frostburn: pg 92
Spell Compendium: pg 55
Complete Mage: pg 123
Spell Compendium: pg 55
Magic of Faerun: pg 86
Eberron Campaign Setting: pg 110
Player's Handbook: pg 214
Eberron Campaign Setting: pg 110
Player's Handbook: pg 215
Spell Compendium: pg 55
Races of the Dragon: pg 112
Player's Handbook: pg 215
Player's Handbook: pg 215
Spell Compendium: pg 55
Spell Compendium: pg 56
Complete Arcane: pg 102
Player's Handbook: pg 215
Heroes of Battle: pg 126
Complete Mage: pg 100
Spell Compendium: pg 56
Book of Exalted Deeds: pg 95
Player's Handbook II: pg 107
Book of Exalted Deeds: pg 95
Spell Compendium: pg 56
Player's Handbook II: pg 105
Player's Handbook II: pg 105
Player's Handbook II: pg 105
Player's Handbook II: pg 107
Player's Handbook II: pg 105
Book of Vile Darkness: pg 89
Spell Compendium: pg 56
Frostburn: pg 92
Player's Handbook: pg 215
Book of Vile Darkness: pg 89
Player's Handbook II: pg 109
Book of Exalted Deeds: pg 95
Complete Mage: pg 100
Complete Mage: pg 100
Player's Handbook: pg 215
Player's Handbook: pg 215
Player's Handbook: pg 215
Player's Handbook: pg 216
Player's Handbook: pg 216
Player's Handbook: pg 216
Player's Handbook: pg 216
Player's Handbook: pg 216
Player's Handbook: pg 216
Player's Handbook II: pg 109
Complete Arcane: pg 132
Spell Compendium: pg 56
Spell Compendium: pg 56
Spell Compendium: pg 56
Spell Compendium: pg 57
Spell Compendium: pg 57
Book of Vile Darkness: pg 89
Player's Handbook: pg 216
Spell Compendium: pg 57
Book of Exalted Deeds: pg 96
Spell Compendium: pg 57
Spell Compendium: pg 57
Spell Compendium: pg 57
Book of Vile Darkness: pg 89,Libris Mortis: pg 210
Complete Champion: pg 118
Book of Vile Darkness: pg 90
Spell Compendium: pg 58
Complete Arcane: pg 102
Player's Handbook II: pg 109
Book of Vile Darkness: pg 90
Player's Handbook: pg 216
Book of Exalted Deeds: pg 96
Complete Arcane: pg 132
Complete Arcane: pg 133
Complete Arcane: pg 133
Stormwrack: pg 112
Spell Compendium: pg 58
Spell Compendium: pg 58
Spell Compendium: pg 59
Book of Vile Darkness: pg 91
Player's Handbook: pg 216
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Complete Arcane: pg 133
Player's Handbook: pg 216
Technmancer Press: Player's Companion: pg 87
Technmancer Press: Player's Companion: pg 87
Spell Compendium: pg 59
Complete Champion: pg 118
Spell Compendium: pg 59
Complete Mage: pg 101
Player's Handbook: pg 216
Player's Handbook: pg 217
Player's Handbook: pg 217
Spell Compendium: pg 59
Spell Compendium: pg 59
Complete Arcane: pg 133
Complete Mage: pg 101
Complete Mage: pg 101
Complete Mage: pg 101
Spell Compendium: pg 59
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Spell Compendium: pg 60
Book of Vile Darkness: pg 91
Spell Compendium: pg 60
Book of Vile Darkness: pg 91
Frostburn: pg 92
Player's Handbook: pg 217
Spell Compendium: pg 60
Spell Compendium: pg 60
Player's Handbook: pg 217
Spell Compendium: pg 61
Complete Mage: pg 101
Complete Mage: pg 102
Player's Handbook: pg 217
Complete Arcane: pg 102
Complete Mage: pg 102
Spell Compendium: pg 61
Spell Compendium: pg 61
Spell Compendium: pg 61
Player's Handbook: pg 217
Player's Handbook: pg 217
Spell Compendium: pg 62
Spell Compendium: pg 62
Frostburn: pg 92
Player's Handbook II: pg 109
Player's Handbook II: pg 109
Spell Compendium: pg 62
Complete Champion: pg 119
Spell Compendium: pg 62
Spell Compendium: pg 62
Spell Compendium: pg 62
Player's Handbook: pg 217
Player's Handbook: pg 217
Spell Compendium: pg 63
Player's Handbook: pg 217
Spell Compendium: pg 63
Book of Vile Darkness: pg 91
Book of Vile Darkness: pg 91
Book of Vile Darkness: pg 92
Spell Compendium: pg 63
Stormwrack: pg 112
Player's Handbook: pg 218
Heroes of Battle: pg 126
Sandstorm: pg 113
Sandstorm: pg 113
Sandstorm: pg 114
Sandstorm: pg 114
Spell Compendium: pg 63
Book of Vile Darkness: pg 92,Libris Mortis: pg 210
Player's Handbook: pg 218
Eberron Campaign Setting: pg 110,Libris Mortis: pg 210
Player's Handbook: pg 218
Player's Handbook: pg 218
Magic of Faerun: pg 88
Player's Handbook: pg 218
Spell Compendium: pg 64
Frostburn: pg 92
Player's Handbook: pg 219
Player's Handbook: pg 219
Player's Handbook: pg 219
Complete Arcane: pg 8
Races of Faerun: pg 189
Player's Handbook: pg 219
Player's Handbook: pg 219
Player's Handbook: pg 220
Stormwrack: pg 112
Player's Handbook: pg 220
Heroes of Horror: pg 128
Player's Handbook: pg 220
Player's Handbook: pg 220
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Player's Handbook II: pg 109
Eberron Campaign Setting: pg 110
Spell Compendium: pg 64
Book of Vile Darkness: pg 92
Book of Vile Darkness: pg 92
Complete Arcane: pg 133
Book of Vile Darkness: pg 92
Book of Vile Darkness: pg 92
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Complete Arcane: pg 133
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Book of Exalted Deeds: pg 96
Spell Compendium: pg 64
Player's Handbook: pg 220
Player's Handbook: pg 221
Spell Compendium: pg 64
Player's Handbook II: pg 110
Complete Mage: pg 102
Complete Mage: pg 102
Player's Handbook II: pg 110
Player's Handbook II: pg 110
Player's Handbook: pg 221
Player's Handbook: pg 221
Player's Handbook: pg 221
Technmancer Press: Player's Companion: pg 87
Spell Compendium: pg 64
Spell Compendium: pg 65
Spell Compendium: pg 65
Spell Compendium: pg 66
Eberron Campaign Setting: pg 111
Races of Destiny: pg 165
Player's Handbook: pg 221
Player's Handbook: pg 222
Spell Compendium: pg 66
Spell Compendium: pg 66
Complete Mage: pg 102
Complete Mage: pg 124
Player's Handbook: pg 222
Stormwrack: pg 112
Spell Compendium: pg 66
Player's Handbook: pg 222
Player's Handbook: pg 222
Player's Handbook: pg 222
Frostburn: pg 93
Player's Handbook: pg 222
Frostburn: pg 93
Player's Handbook: pg 222
Player's Handbook: pg 223
Player's Handbook: pg 223
Player's Handbook: pg 223
Spell Compendium: pg 67
Sandstorm: pg 114
Spell Compendium: pg 67
Spell Compendium: pg 67
Spell Compendium: pg 67
Player's Handbook II: pg 110
Player's Handbook: pg 223
Spell Compendium: pg 67
Spell Compendium: pg 68
Player's Handbook: pg 223
Spell Compendium: pg 68
Player's Handbook: pg 223
Spell Compendium: pg 69
Spell Compendium: pg 69
Book of Exalted Deeds: pg 96
Spell Compendium: pg 69
Book of Vile Darkness: pg 92
Book of Vile Darkness: pg 92
Spell Compendium: pg 69
Spell Compendium: pg 69
Spell Compendium: pg 69
Player's Handbook: pg 224
Spell Compendium: pg 70
Player's Handbook: pg 224
Spell Compendium: pg 70
Book of Exalted Deeds: pg 96
Spell Compendium: pg 70
Player's Handbook: pg 224
Complete Champion: pg 119
Spell Compendium: pg 70
Player's Handbook II: pg 110
Complete Champion: pg 119
Spell Compendium: pg 70
Spell Compendium: pg 70
Book of Exalted Deeds: pg 97
Player's Handbook: pg 224
Player's Handbook: pg 224
Player's Handbook: pg 224
Player's Handbook: pg 225
Stormwrack: pg 112
Player's Handbook II: pg 110
Spell Compendium: pg 70
Complete Champion: pg 120
Complete Mage: pg 102
Spell Compendium: pg 72
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Spell Compendium: pg 72
Draconomicon: pg 79
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Spell Compendium: pg 72
Spell Compendium: pg 72
Spell Compendium: pg 72
Spell Compendium: pg 73
Book of Exalted Deeds: pg 97
Player's Handbook II: pg 111
Spell Compendium: pg 73
Spell Compendium: pg 73
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Magic of Incarnum: pg107
Player's Handbook: pg 225
Players Guide to Faerun: pg 101
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Book of Vile Darkness: pg 93
Complete Mage: pg 102
Player's Handbook: pg 225
Spell Compendium: pg 73
Heroes of Horror: pg 128,Spell Compendium: pg 74
Heroes of Horror: pg 129
Heroes of Horror: pg 129
Player's Handbook II: pg 111
Spell Compendium: pg 74
Spell Compendium: pg 74
Book of Vile Darkness: pg 93
Heroes of Battle: pg 126
Spell Compendium: pg 74
Races of the Wild: pg 174
Player's Handbook: pg 225
Player's Handbook: pg 225
Heroes of Battle: pg 126
Races of Stone: pg 162
Races of Stone: pg 162
Spell Compendium: pg 75
Spell Compendium: pg 75
Spell Compendium: pg 76
Complete Arcane: pg 104
Spell Compendium: pg 76
Spell Compendium: pg 76
Complete Arcane: pg 133
Spell Compendium: pg 76
Player's Handbook: pg 225
Frostburn: pg 93
Book of Exalted Deeds: pg 97
Spell Compendium: pg 76
Spell Compendium: pg 77
Spell Compendium: pg 77
Spell Compendium: pg 77
Spell Compendium: pg 77
Book of Vile Darkness: pg 93
Spell Compendium: pg 78
Spell Compendium: pg 78
Book of Exalted Deeds: pg 98
Book of Exalted Deeds: pg 98
Complete Arcane: pg 7
Complete Arcane: pg 133
Complete Arcane: pg 133
Complete Arcane: pg 133
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Complete Arcane: pg 133
Spell Compendium: pg 78
Spell Compendium: pg 78
Player's Handbook II: pg 111
Player's Handbook II: pg 111
Spell Compendium: pg 78
Complete Arcane: pg 104
Complete Mage: pg 103
Player's Handbook: pg 226
Complete Arcane: pg 105
Spell Compendium: pg 79
Book of Exalted Deeds: pg 98
Spell Compendium: pg 79
Book of Exalted Deeds: pg 98
Book of Exalted Deeds: pg 98
Complete Mage: pg 103
Player's Handbook: pg 226
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Races of the Wild: pg 175
Complete Mage: pg 103
Book of Exalted Deeds: pg 98
Book of Exalted Deeds: pg 98
Spell Compendium: pg 79
Spell Compendium: pg 79
Complete Mage: pg 103
Player's Handbook II: pg 111
Eberron Campaign Setting: pg 111
Player's Handbook: pg 226
Spell Compendium: pg 80
Spell Compendium: pg 80
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drm:80
Spell Compendium: pg 80
Player's Handbook II: pg 112
Player's Handbook II: pg 112
Player's Handbook II: pg 112
Spell Compendium: pg 80
Spell Compendium: pg 81
Player's Handbook II: pg 112
Spell Compendium: pg 82
Complete Arcane: pg 133
Player's Handbook: pg 226
Spell Compendium: pg 82
Spell Compendium: pg 82
Eberron Campaign Setting: pg 111
Player's Handbook: pg 226
Spell Compendium: pg 82
Player's Handbook: pg 227
Spell Compendium: pg 82
Player's Handbook: pg 227
Complete Arcane: pg 105
Spell Compendium: pg 83
Player's Handbook: pg 227
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Spell Compendium: pg 83
Frostburn: pg 93
Player's Handbook: pg 227
Complete Arcane: pg 134
Spell Compendium: pg 83
Spell Compendium: pg 84
Player's Handbook: pg 227
Complete Mage: pg 103
Races of the Dragon: pg 112
Spell Compendium: pg 84
Book of Exalted Deeds: pg 99
Book of Vile Darkness: pg 93
Spell Compendium: pg 84
Spell Compendium: pg 84
Player's Handbook: pg 227
Spell Compendium: pg 85
Player's Handbook: pg 228
Player's Handbook II: pg 113
Player's Handbook: pg 228
Player's Handbook II: pg 113
Frostburn: pg 93
Book of Vile Darkness: pg 94
Spell Compendium: pg 85
Book of Vile Darkness: pg 94
Spell Compendium: pg 85
Book of Exalted Deeds: pg 99
Book of Exalted Deeds: pg 99
Spell Compendium: pg 85
Complete Champion: pg 120
Player's Handbook: pg 228
Spell Compendium: pg 85
Spell Compendium: pg 85
Player's Handbook II: pg 113
Player's Handbook: pg 228
Spell Compendium: pg 86
Book of Vile Darkness: pg 94
Spell Compendium: pg 86
Spell Compendium: pg 87
Races of Stone: pg 162
Book of Vile Darkness: pg 94
Spell Compendium: pg 86
Player's Handbook: pg 228
Book of Exalted Deeds: pg 99
Spell Compendium: pg 87
Book of Vile Darkness: pg 94
Player's Handbook: pg 229
Player's Handbook: pg 229
Book of Exalted Deeds: pg 99
Spell Compendium: pg 87
Spell Compendium: pg 87
Complete Mage: pg 104
Player's Handbook: pg 229
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Book of Vile Darkness: pg 95
Player's Handbook: pg 229
Heroes of Horror: pg 129
Spell Compendium: pg 88
Complete Mage: pg 104
Spell Compendium: pg 88
Spell Compendium: pg 88
Spell Compendium: pg 89
Spell Compendium: pg 89
Spell Compendium: pg 89
Stormwrack: pg 117
Player's Handbook: pg 229
Spell Compendium: pg 90
Eberron Campaign Setting: pg 111
Player's Handbook: pg 229
Player's Handbook: pg 229
Complete Arcane: pg 134
Spell Compendium: pg 90
Complete Mage: pg 104
Spell Compendium: pg 90
Spell Compendium: pg 90
Player's Handbook II: pg 113
Spell Compendium: pg 90
Book of Vile Darkness: pg 95
Book of Vile Darkness: pg 95
Spell Compendium: pg 91
Complete Arcane: pg 106
Frostburn: pg 93
Spell Compendium: pg 91
Spell Compendium: pg 91
Player's Handbook: pg 230
Player's Handbook: pg 230
Complete Arcane: pg 106
Complete Mage: pg 104
Player's Handbook: pg 230
Spell Compendium: pg 92
Complete Mage: pg 104
Complete Arcane: pg 106
Heroes of Horror: pg 129
Player's Handbook: pg 230
Player's Handbook: pg 230
Spell Compendium: pg 92
Spell Compendium: pg 92
Spell Compendium: pg 92
Player's Handbook: pg 231
Spell Compendium: pg 93
Player's Handbook: pg 231
Spell Compendium: pg 93
Player's Handbook: pg 231
Spell Compendium: pg 93
Spell Compendium: pg 93
Spell Compendium: pg 94
Spell Compendium: pg 94
Spell Compendium: pg 94
Spell Compendium: pg 94
Player's Handbook: pg 231
Player's Handbook: pg 231
Spell Compendium: pg 94
Spell Compendium: pg 95
Player's Handbook: pg 231
Spell Compendium: pg 95
Player's Handbook: pg 232
Player's Handbook: pg 232
Spell Compendium: pg 95
Sandstorm: pg 114
Frostburn: pg 94
Complete Mage: pg 104
Sandstorm: pg 115
Complete Arcane: pg 134
Spell Compendium: pg 95
Book of Vile Darkness: pg 96
Book of Vile Darkness: pg 96
Frostburn: pg 94
Sandstorm: pg 116
Sandstorm: pg 116
Player's Handbook: pg 232
Spell Compendium: pg 95
Spell Compendium: pg 96
Frostburn: pg 94
Spell Compendium: pg 96
Stormwrack: pg 117
Player's Handbook: pg 232
Spell Compendium: pg 96
Spell Compendium: pg 96
Technmancer Press: Player's Companion: pg 87
Technmancer Press: Player's Companion: pg 88
Technmancer Press: Player's Companion: pg 88
Planar Handbook: pg 98
Spell Compendium: pg 96
Spell Compendium: pg 96
Player's Handbook: pg 232
Complete Champion: pg 120
Player's Handbook: pg 232
Book of Vile Darkness: pg 96
Spell Compendium: pg 97
Spell Compendium: pg 97
Spell Compendium: pg 97
Spell Compendium: pg 98
Player's Handbook: pg 233
Spell Compendium: pg 98
Spell Compendium: pg 98
Player's Handbook: pg 233
Complete Champion: pg 121
Complete Champion: pg 121
Complete Champion: pg 122
Spell Compendium: pg 98
Complete Mage: pg 105
Frostburn: pg 94
Spell Compendium: pg 98
Spell Compendium: pg 99
Spell Compendium: pg 99
Player's Handbook: pg 233
Player's Handbook: pg 233
Player's Handbook: pg 233
Sandstorm: pg 116
Player's Handbook: pg 233
Spell Compendium: pg 99
Frostburn: pg 94
Spell Compendium: pg 99
Frostburn: pg 95
Player's Handbook II: pg 114
Races of Destiny: pg 166
Complete Arcane: pg 134
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Spell Compendium: pg 100
Frostburn: pg 95
Frostburn: pg 95
Frostburn: pg 95
Frostburn: pg 95
Frostburn: pg 95
Frostburn: pg 95
Frostburn: pg 96
Spell Compendium: pg 100
Spell Compendium: pg 100
Sandstorm: pg 116
Player's Handbook: pg 234
Player's Handbook: pg 234
Player's Handbook: pg 235
Player's Handbook: pg 234
Players Guide to Faerun: pg 103
Frostburn: pg 96
Spell Compendium: pg 100
Spell Compendium: pg 101
Spell Compendium: pg 101
Spell Compendium: pg 102
Complete Mage: pg 105
Player's Handbook: pg 235
Complete Mage: pg 106
Complete Arcane: pg 109
Player's Handbook: pg 235
Spell Compendium: pg 102
Spell Compendium: pg 102
Spell Compendium: pg 103
Spell Compendium: pg 103
Spell Compendium: pg 104
Races of the Dragon: pg 113
Races of the Dragon: pg 113
Spell Compendium: pg 104
Spell Compendium: pg 104
Spell Compendium: pg 105
Spell Compendium: pg 105
Player's Handbook: pg 235
Complete Arcane: pg 109
Player's Handbook: pg 235
Spell Compendium: pg 105
Spell Compendium: pg 106
Frostburn: pg 96
Frostburn: pg 96
Frostburn: pg 96
Frostburn: pg 96
Spell Compendium: pg 106
Frostburn: pg 97
Player's Handbook: pg 235
Book of Vile Darkness: pg 96
Player's Handbook: pg 236
Player's Handbook: pg 236
Player's Handbook: pg 236
Book of Exalted Deeds: pg 99
Players Guide to Faerun: pg 103,Book of Exalted Deeds
Spell Compendium: pg 106
Player's Handbook: pg 236
Player's Handbook: pg 237
Races of the Dragon: pg 113
Spell Compendium: pg 106
Spell Compendium: pg 106
Player's Handbook: pg 237
Player's Handbook: pg 237
Spell Compendium: pg 107
Spell Compendium: pg 107
Spell Compendium: pg 107
Book of Vile Darkness: pg 96
Player's Handbook: pg 237
Spell Compendium: pg 107
Complete Mage: pg 106
Complete Mage: pg 58
Book of Vile Darkness: pg 97
Player's Handbook: pg 237
Player's Handbook: pg 238
Complete Mage: pg 106
Spell Compendium: pg 108
Spell Compendium: pg 108
Player's Handbook: pg 238
Spell Compendium: pg 108
Book of Vile Darkness: pg 97
Sandstorm: pg 117
Complete Arcane: pg 110,Spell Compendium: pg 108
Spell Compendium: pg 109
Player's Handbook: pg 238
Player's Handbook: pg 238
Sandstorm: pg 117
Player's Handbook II: pg 114
Eberron Campaign Setting: pg 111
Player's Handbook: pg 238
Planar Handbook: pg 98,Spell Compendium: pg 109
Complete Mage: pg 124
Book of Exalted Deeds: pg 100
Magic of Faerun: pg 99, Spell Compendium: pg 109
Magic of Faerun: pg 99,Spell Compendium: pg 109
Races of Faerun: pg 190
Players Guide to Faerun: pg 103
Magic of Faerun: pg 99,Eberron Campaign Setting: pg
Player's Handbook: pg 239
Heroes of Horror: pg 130
Heroes of Horror: pg 130
Complete Adventurer: pg 150,Spell Compendium: pg 11
Races of Stone: pg 162
Races of Stone: pg 162
Player's Handbook: pg 239
Miniatures Handbook: pg 36,Complete Adventurer: pg
Libris Mortis: pg 66
Magic of Faerun: pg 100,Spell Compendium: pg 110
Complete Divine: pg 166,Complete Adventurer: pg 149
Player's Handbook: pg 239
Spell Compendium: pg 110
Player's Handbook: pg 239
Player's Handbook: pg 239
Complete Champion: pg 122
Complete Adventurer: pg 151,Spell Compendium: pg 11
Player's Handbook II: pg 114
Magic of Faerun: pg 100,Spell Compendium: pg 110
Magic of Faerun: pg 100,Book of Exalted Deeds: pg 10
Complete Adventurer: pg 151,Spell Compendium: pg 11
Complete Mage: pg 106
Complete Mage: pg 106
Complete Mage: pg 107
Complete Arcane: pg 110,Spell Compendium: pg 111
Complete Mage: pg 107
Complete Arcane: pg 110,Spell Compendium: pg 111
Book of Vile Darkness: pg 97
Book of Vile Darkness: pg 97
Book of Vile Darkness: pg 97.Spell Compendium: pg 11
Frostburn: pg 97
Book of Exalted Deeds: pg 100
Frostburn: pg 97,Spell Compendium: pg 112
Frostburn: pg 97
Player's Handbook: pg 239
Spell Compendium: pg 113
Planar Handbook: pg 99,Spell Compendium: pg 113
Book of Exalted Deeds: pg 100
Book of Exalted Deeds: pg 100
Book of Exalted Deeds: pg 101
Book of Vile Darkness: pg 97
Book of Vile Darkness: pg 97
Planar Handbook: pg 99,Spell Compendium: pg 113
Complete Arcane: pg 134
Book of Vile Darkness: pg 97
Complete Mage: pg 124
Player's Handbook: pg 239
Complete Adventurer: pg 151,Spell Compendium: pg 11
Player's Handbook: pg 240
Spell Compendium: pg 113
Player's Handbook: pg 240
Player's Handbook: pg 240
Eberron Campaign Setting: pg 112
Player's Handbook II: pg 114
Frostburn: pg 97
Frostburn: pg 97
Complete Arcane: pg 113,Spell Compendium: pg 113
Player's Handbook: pg 241
Draconomicon: pg 113,Spell Compendium: pg 114
Player's Handbook: pg 241
Spell Compendium: pg 114
Complete Arcane: pg 134
Complete Mage: pg 124
Complete Adventurer: pg 151,Spell Compendium: pg 11
Draconomicon: pg 79,Spell Compendium: pg 114
Races of the Dragon: pg 113
Player's Handbook: pg 241
Player's Handbook: pg 241
Player's Handbook: pg 241
Player's Handbook: pg 241
Player's Handbook: pg 241
Player's Handbook: pg 241
Player's Handbook: pg 241
Complete Mage: pg 62
Spell Compendium: pg 115
Player's Handbook: pg 241
Miniatures Handbook: pg 36.Spell Compendium: pg 115
Players Guide to Faerun: pg 104,Spell Compendium: pg
Planar Handbook: pg 99,Spell Compendium: pg 115
Player's Handbook: pg 242
Spell Compendium: pg 116
Spell Compendium: pg 116
Player's Handbook: pg 242
Complete Mage: pg 107
Spell Compendium: pg 116
Complete Mage: pg 108
Player's Handbook: pg 242
Complete Warrior: pg 117
Players Guide to Faerun: pg 104,Spell Compendium: pg
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Complete Arcane: pg 134
Spell Compendium: pg 117
Player's Handbook II: pg 114
Magic of Faerun: pg 101,Spell Compendium: pg 117
Planar Handbook: pg 99,Spell Compendium: pg 117
Spell Compendium: pg 117
Heroes of Battle: pg 127
Sandstorm: pg 117
Complete Adventurer: pg 152,Spell Compendium: pg 11
Player's Handbook: pg 242
Player's Handbook: pg 242
Spell Compendium: pg 118
Frostburn: pg 97
Spell Compendium: pg 118
Complete Arcane: pg 110
Frostburn: pg 98
Magic of Faerun: pg 135,Spell Compendium: pg 118
Magic of Faerun: pg 101.Spell Compendium: pg 118
Frostburn: pg 98
Spell Compendium: pg 119
Spell Compendium: pg 119
Complete Arcane: pg 112.Spell Compendium: pg 119
Frostburn: pg 99
Frostburn: pg 99
Frostburn: pg 99
Frostburn: pg 99
Frostburn: pg 100
Frostburn: pg 100
Player's Handbook: pg 243
Frostburn: pg 100
Frostburn: pg 100
Frostburn: pg 101
Spell Compendium: pg 119
Frostburn: pg 101
Complete Champion: pg 122
Player's Handbook: pg 243
Book of Vile Darkness: pg 97
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Spell Compendium: pg 120
Complete Arcane: pg 112:Spell Compendium: pg 120
Player's Handbook: pg 243
Player's Handbook: pg 243
Complete Arcane: pg 112,Spell Compendium: pg 120
Technmancer Press: Player's Companion: pg 85
Player's Handbook: pg 243
Complete Mage: pg 108
Complete Champion: pg 122
Sandstorm: pg 117
cty:66
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Draconomicon: pg 79,Spell Compendium: pg 120
Complete Divine: pg 166,Spell Compendium: pg 120
Player's Handbook: pg 243
Book of Vile Darkness: pg 98
Book of Vile Darkness: pg 98
Book of Vile Darkness: pg 98,Heroes of Horror: pg 130
Player's Handbook: pg 244
Complete Adventurer: pg 152,Spell Compendium: pg 12
Magic of Incarnum: pg109
Magic of Incarnum: pg110
Player's Handbook: pg 244
Complete Mage: pg 108
Complete Mage: pg 108
Miniatures Handbook: pg 36,Spell Compendium: pg 121
Player's Handbook II: pg 115
Libris Mortis: pg 67,Spell Compendium: pg 121
Libris Mortis: pg 67,Spell Compendium: pg 121
Player's Handbook II: pg 115
Spell Compendium: pg 121
Player's Handbook II: pg 115
Complete Adventurer: pg 152,Spell Compendium: pg 12
Spell Compendium: pg 122
Spell Compendium: pg 122
Planar Handbook: pg 99,Spell Compendium: pg 122
Players Guide to Faerun: pg 105,Spell Compendium: pg
Complete Divine: pg 166,Spell Compendium: pg 123
Eberron Campaign Setting: pg 112
Player's Handbook: pg 244
Player's Handbook: pg 244
Eberron Campaign Setting: pg 112
Player's Handbook: pg 244
Player's Handbook: pg 244
Player's Handbook: pg 244
Eberron Campaign Setting: pg 113
Player's Handbook: pg 244
Player's Handbook: pg 244
Eberron Campaign Setting: pg 113
Player's Handbook: pg 244
Player's Handbook: pg 244
Miniatures Handbook: pg 36,Spell Compendium: pg 123
Spell Compendium: pg 123
Book of Exalted Deeds: pg 101
Player's Handbook: pg 244
Player's Handbook: pg 244
Complete Adventurer: pg 152,Spell Compendium: pg 12
Player's Handbook II: pg 115
Complete Adventurer: pg 153,Spell Compendium: pg 12
Races of Destiny: pg 166
Races of Destiny: pg 166
Races of Destiny: pg 166
Races of Destiny: pg 166
Players Guide to Faerun: pg 104,Spell Compendium: pg
Book of Exalted Deeds: pg 101
Races of the Dragon: pg 113
Complete Adventurer: pg 153,Spell Compendium: pg 12
Forgotten realms Campaign Setting: pg 69,Spell Compe
Complete Adventurer: pg 153,Spell Compendium: pg 12
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Complete Champion: pg 123
Complete Mage: pg 108
Complete Arcane: pg 112
Spell Compendium: pg 124
Planar Handbook: pg 104
Player's Handbook II: pg 115
Player's Handbook II: pg 115
Player's Handbook II: pg 115
Player's Handbook: pg 245
Player's Handbook: pg 245
Player's Handbook: pg 245
Player's Handbook: pg 245
Player's Handbook: pg 245
Spell Compendium: pg 125
Miniatures Handbook: pg 36,Complete Adventurer: pg
Libris Mortis: pg 212
Libris Mortis: pg 211
Player's Handbook: pg 245
Spell Compendium: pg 125
Eberron Campaign Setting: pg 113
Complete Arcane: pg 112
Complete Adventurer: pg 153,Spell Compendium: pg 12
Magic of Faerun: pg 97,Spell Compendium: pg 125
Forgotten realms Campaign Setting: pg 72,Spell Compe
Magic of Faerun: pg 102,Spell Compendium: pg 126
Magic of Faerun: pg 79,Spell Compendium: pg 126
Player's Handbook: pg 246
Eberron Campaign Setting: pg 113
Frostburn: pg 101
Spell Compendium: pg 126
Stormwrack: pg 117
Magic of Faerun: pg 102,Spell Compendium: pg 127
Complete Mage: pg 108
Stormwrack: pg 117
Complete Adventurer: pg 154,Spell Compendium: pg 12
Player's Handbook: pg 246
Spell Compendium: pg 127
Spell Compendium: pg 128
Complete Mage: pg 108
Complete Mage: pg 109
Complete Mage: pg 109
Player's Handbook: pg 246
Player's Handbook II: pg 116
Player's Handbook II: pg 116
Spell Compendium: pg 128
Complete Arcane: pg 113
Libris Mortis: pg 67,Spell Compendium: pg 128
Spell Compendium: pg 129
Player's Handbook: pg 246
Player's Handbook: pg 246
Magic of Faerun: pg 103,Spell Compendium: pg 129
Spell Compendium: pg 129
Magic of Faerun: pg 104
Magic of Faerun: pg 104,Spell Compendium: pg 129
Stormwrack: pg 118
Book of Vile Darkness: pg 98
Magic of Faerun: pg 104,Spell Compendium: pg 130
Complete Divine: pg 167,Spell Compendium: pg 130
Book of Exalted Deeds: pg 101
Complete Mage: pg 109
Complete Divine: pg 167,Spell Compendium: pg 130
Book of Exalted Deeds: pg 102
Book of Exalted Deeds: pg 102
Magic of Faerun: pg 105,Spell Compendium: pg 130
Magic of Faerun: pg 105,Spell Compendium: pg 130
Players Guide to Faerun: pg 105,Spell Compendium: pg
Planar Handbook: pg 100,Spell Compendium: pg 131
Complete Arcane: pg 134
Player's Handbook: pg 246
Player's Handbook II: pg 116
Heroes of Battle: pg 127
Player's Handbook: pg 247
Player's Handbook: pg 247
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Player's Handbook: pg 247
Frostburn: pg 101
Player's Handbook: pg 247
Book of Exalted Deeds: pg 102
Player's Handbook: pg 248
Magic of Faerun: pg 105,Spell Compendium: pg 131
Spell Compendium: pg 131
Spell Compendium: pg 131
Player's Handbook: pg 248
Complete Champion: pg 123
Complete Champion: pg 123
Planar Handbook: pg 100,Spell Compendium: pg 132
Planar Handbook: pg 100,Spell Compendium: pg 132
Complete Champion: pg 123
Planar Handbook: pg 100,Spell Compendium: pg 132
Complete Champion: pg 124
Miniatures Handbook: pg 37,Spell Compendium: pg 132
Complete Arcane: pg 113
Player's Handbook: pg 248
Complete Mage: pg 109
Players Guide to Faerun: pg 105,Spell Compendium: pg
Technmancer Press: Player's Companion: pg 88
Player's Handbook: pg 248
Complete Mage: pg 110
Complete Mage: pg 110
Player's Handbook II: pg 117
Miniatures Handbook: pg 37,Spell Compendium: pg 132
Miniatures Handbook: pg 37,Spell Compendium: pg 133
Complete Warrior: pg 118,Spell Compendium: pg 133
Book of Vile Darkness: pg 98
Complete Adventurer: pg 154,Spell Compendium: pg 13
Complete Adventurer: pg 154
pfL106,Spell Compendium: pg 133
Player's Handbook: pg 248
Magic of Faerun: pg 106:Spell Compendium: pg 134
Miniatures Handbook: pg 37,Spell Compendium: pg 134
Races of the Dragon: pg 114
Races of Destiny: pg 166
Player's Handbook: pg 249
Player's Handbook: pg 249
Planar Handbook: pg 100
Sandstorm: pg 117
Player's Handbook: pg 249
Player's Handbook II: pg 117
Complete Champion: pg 124
Spell Compendium: pg 134
Book of Vile Darkness: pg 98
Draconomicon: pg 114
Complete Arcane: pg 113,Spell Compendium: pg 134
Magic of Faerun: pg 106,Spell Compendium: pg 134
Spell Compendium: pg 134
Player's Handbook: pg 249
Book of Exalted Deeds: pg 102
Book of Exalted Deeds: pg 102
Player's Handbook II: pg 117
Player's Handbook II: pg 117
Player's Handbook II: pg 117
Spell Compendium: pg 135
Complete Mage: pg 110
Magic of Faerun: pg 106
Players Guide to Faerun: pg 106
Complete Divine: pg 168,Eberron Campaign Setting: pg
Draconomicon: pg 80,Spell Compendium: pg 135
Complete Divine: pg 168,Stormwrack: pg 118,Spell Co
Player's Handbook: pg 249
Complete Arcane: pg 114,Spell Compendium: pg 136
Spell Compendium: pg 136
Player's Handbook: pg 249
Magic of Faerun: pg 97,Spell Compendium: pg 136
Eberron Campaign Setting: pg 113
Player's Handbook: pg 249
Player's Handbook: pg 249
Player's Handbook: pg 250
Player's Handbook: pg 250
Player's Handbook II: pg 118
Player's Handbook: pg 250
Player's Handbook: pg 250
Draconomicon: pg 80,Spell Compendium: pg 136
Technmancer Press: Player's Companion: pg 89
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Player's Handbook: pg 250
Technmancer Press: Player's Companion: pg 89
Technmancer Press: Player's Companion: pg 89
Players Guide to Faerun: pg 107,Spell Compendium: pg
Player's Handbook: pg 251
Player's Handbook: pg 251
Complete Mage: pg 110
Player's Handbook: pg 251
Player's Handbook: pg 251
Player's Handbook: pg 251
Player's Handbook: pg 251
Complete Arcane: pg 114
Technmancer Press: Player's Companion: pg 88
Player's Handbook: pg 252
Player's Handbook: pg 252
Spell Compendium: pg 137
Spell Compendium: pg 137
Player's Handbook: pg 252
Magic of Faerun: pg 101,Spell Compendium: pg 137
Player's Handbook II: pg 119
Heroes of Horror: pg 130
Races of the Dragon: pg 114
Races of the Dragon: pg 114
Heroes of Horror: pg 130
Planar Handbook: pg 100,Spell Compendium: pg 137
Planar Handbook: pg 100,Spell Compendium: pg 137
Planar Handbook: pg 100,Spell Compendium: pg 137
Planar Handbook: pg 100,Spell Compendium: pg 137
Heroes of Horror: pg 130
Sandstorm: pg 118
Frostburn: pg 101, Spell Compendium: pg 138
Players Guide to Faerun: pg 106,Spell Compendium: pg
Technmancer Press: Player's Companion: pg 89
Player's Handbook II: pg 119
Player's Handbook II: pg 119
Player's Handbook: pg 252
Complete Champion: pg 124
Complete Divine: pg 168,Spell Compendium: pg 138
Spell Compendium: pg 138
Spell Compendium: pg 139
Complete Mage: pg 124
Complete Mage: pg 110
Technmancer Press: Player's Companion: pg 90
Book of Vile Darkness: pg 99
Magic of Faerun: pg 107,Spell Compendium: pg 139
Complete Champion: pg 124
Magic of Faerun: pg 107,Spell Compendium: pg 139
Heroes of Horror: pg 131
Player's Handbook II: pg 119
Complete Adventurer: pg 154,Spell Compendium: pg 13
Races of the Wild: pg 175
Magic of Faerun: pg 107,Spell Compendium: pg 140
Forgotten realms Campaign Setting: pg 72,Spell Compe
Player's Handbook: pg 252
Planar Handbook: pg 101,Spell Compendium: pg 140
Stormwrack: pg 118
Frostburn: pg 102
Player's Handbook: pg 252
Player's Handbook: pg 253
Complete Mage: pg 110
Player's Handbook II: pg 119
Complete Arcane: pg 114
Magic of Faerun: pg 108,Spell Compendium: pg 140
Player's Handbook: pg 253
Sandstorm: pg 118
Draconomicon: pg 80,Spell Compendium: pg 140
Player's Handbook: pg 253
Complete Champion: pg 124
Magic of Faerun: pg 96,Spell Compendium: pg 140
Complete Arcane: pg 115
Eberron Campaign Setting: pg 113
Player's Handbook: pg 253
Player's Handbook II: pg 120
Complete Divine: pg 168,Spell Compendium: pg 141
Planar Handbook: pg 101,Spell Compendium: pg 141
Complete Arcane: pg 134
Races of the Dragon: pg 114
Races of the Dragon: pg 115
Player's Handbook: pg 253
Book of Exalted Deeds: pg 102
Player's Handbook: pg 253
Spell Compendium: pg 141
Frostburn: pg 102
Complete Adventurer: pg 155,Spell Compendium: pg 14
Book of Vile Darkness: pg 99
Player's Handbook: pg 253
Magic of Faerun: pg 108,Spell Compendium: pg 142
Player's Handbook: pg 254
Complete Arcane: pg 115
Player's Handbook: pg 254
Player's Handbook: pg 254
Player's Handbook: pg 254
Player's Handbook II: pg 120
Book of Vile Darkness: pg 99
Player's Handbook: pg 254
Draconomicon: pg 114,Spell Compendium: pg 142
Player's Handbook: pg 255
Player's Handbook: pg 255
Players Guide to Faerun: pg 106
Heroes of Battle: pg 127
Book of Exalted Deeds: pg 103,Spell Compendium: pg
Player's Handbook: pg 255
Draconomicon: pg 114,Complete Divine: pg 169,Spell
Forgotten realms Campaign Setting: pg 72,Spell Compe
Spell Compendium: pg 143
Spell Compendium: pg 143
frc:72,Spell Compendium: pg 143
Forgotten realms Campaign Setting: pg 73,Spell Compe
Players Guide to Faerun: pg 108,Spell Compendium: pg
Forgotten realms Campaign Setting: pg 73,Spell Compe
Players Guide to Faerun: pg 106
Complete Champion: pg 125
Book of Vile Darkness: pg 99,Libris Mortis: pg 212
Stormwrack: pg 119
Player's Handbook: pg 255
Player's Handbook: pg 255
Player's Handbook: pg 256
Player's Handbook: pg 256
Player's Handbook: pg 256
Player's Handbook: pg 256
Complete Mage: pg 111
Player's Handbook: pg 256
Spell Compendium: pg 144
Player's Handbook: pg 257
Frostburn: pg 102
Stormwrack: pg 119
Sandstorm: pg 118
Complete Divine: pg 169,Spell Compendium: pg 145
Complete Mage: pg 111
Player's Handbook II: pg 120
Players Guide to Faerun: pg 106
Player's Handbook II: pg 120
Complete Divine: pg 170,Spell Compendium: pg 145
Players Guide to Faerun: pg 107,Spell Compendium: pg
Complete Divine: pg 170,Complete Adventurer: pg 155
Libris Mortis: pg 212
Spell Compendium: pg 146
Eberron Campaign Setting: pg 114
Complete Divine: pg 170,Spell Compendium: pg 146
Spell Compendium: pg 146
Complete Mage: pg 111
Libris Mortis: pg 67
Libris Mortis: pg 67
Libris Mortis: pg 67
Complete Mage: pg 111
Libris Mortis: pg 68
Libris Mortis: pg 68
Libris Mortis: pg 68
Libris Mortis: pg 69
Libris Mortis: pg 69
Libris Mortis: pg 69
Libris Mortis: pg 69
Planar Handbook: pg 101,Spell Compendium: pg 146
Magic of Faerun: pg 103,Spell Compendium: pg 146
Magic of Faerun: pg 110,Spell Compendium: pg 147
Book of Vile Darkness: pg 99
Player's Handbook: pg 257
Player's Handbook: pg 257
Magic of Faerun: pg 110,Spell Compendium: pg 147
Complete Mage: pg 111
Complete Mage: pg 124
Libris Mortis: pg 69,Spell Compendium: pg 147
Spell Compendium: pg 147
Complete Adventurer: pg 155,Spell Compendium: pg 14
Complete Divine: pg 170,Spell Compendium: pg 148
Spell Compendium: pg 148
Book of Vile Darkness: pg 100
Player's Handbook: pg 257
Complete Arcane: pg 135
Frostburn: pg 102
Player's Handbook: pg 257
Heroes of Horror: pg 131
Players Guide to Faerun: pg 108,Complete Divine: pg
Player's Handbook: pg 258
Player's Handbook: pg 258
Frostburn: pg 103
Complete Divine: pg 171,Races of Destiny: pg 166,Spe
Spell Compendium: pg 149
Spell Compendium: pg 149
Spell Compendium: pg 149
Magic of Faerun: pg 111,Spell Compendium: pg 149
Spell Compendium: pg 150
Planar Handbook: pg 101,Spell Compendium: pg 150
Player's Handbook: pg 258
Complete Arcane: pg 115,Spell Compendium: pg 150
Miniatures Handbook: pg 33,Complete Arcane: pg 115,
Complete Arcane: pg 115,Spell Compendium: pg 151
Miniatures Handbook: pg 34,Complete Arcane: pg 116,
Complete Arcane: pg 116,Spell Compendium: pg 151
Miniatures Handbook: pg 35,Complete Arcane: pg 116,
Complete Arcane: pg 116,Spell Compendium: pg 151
Miniatures Handbook: pg 36,Complete Arcane: pg 116,
Complete Arcane: pg 116,Spell Compendium: pg 151
Complete Arcane: pg 116,Spell Compendium: pg 151
Miniatures Handbook: pg 39,Complete Arcane: pg 116,
Player's Handbook: pg 258
Complete Mage: pg 124
Complete Mage: pg 112
Player's Handbook: pg 258
Player's Handbook: pg 258
Player's Handbook: pg 259
Complete Mage: pg 112
Player's Handbook: pg 259
Complete Divine: pg 172,Spell Compendium: pg 151
Player's Handbook: pg 259
Player's Handbook II: pg 120
mag111,Spell Compendium: pg 152
Player's Handbook: pg 259
Player's Handbook: pg 259
Players Guide to Faerun: pg 108
Heroes of Horror: pg 131
Complete Arcane: pg 117
Complete Mage: pg 112
Complete Mage: pg 124
Complete Mage: pg 113
Miniatures Handbook: pg 37,Spell Compendium: pg 152
Sandstorm: pg 118
Sandstorm: pg 118
Frostburn: pg 103
Player's Handbook: pg 259
Player's Handbook: pg 259
Complete Arcane: pg 135
Book of Exalted Deeds: pg 103
Complete Divine: pg 172,Spell Compendium: pg 151
cty:67
Races of the Dragon: pg 115
drm:82
Book of Exalted Deeds: pg 103
drm:81
Planar Handbook: pg 101,Spell Compendium: pg 153
Planar Handbook: pg 102,Spell Compendium: pg 154
Player's Handbook: pg 259
Player's Handbook: pg 260
Magic of Faerun: pg 117,Spell Compendium: pg 154
Player's Handbook: pg 260
Book of Vile Darkness: pg 100
Complete Arcane: pg 117,Spell Compendium: pg 154
Complete Divine: pg 172,Spell Compendium: pg 155
Complete Divine: pg 172,Spell Compendium: pg 155
Player's Handbook: pg 260
Complete Mage: pg 113
Book of Vile Darkness: pg 100,Draconomicon: pg 114,
Player's Handbook II: pg 120
Complete Divine: pg 173,Spell Compendium: pg 155
Complete Champion: pg 125
Spell Compendium: pg 156
Races of Destiny: pg 167
Complete Divine: pg 174,Spell Compendium: pg 157
Player's Handbook: pg 260
Complete Warrior: pg 118,Spell Compendium: pg 157
Complete Divine: pg 174,Spell Compendium: pg 157
Player's Handbook: pg 261
Book of Exalted Deeds: pg 103
Book of Exalted Deeds: pg 103
Technmancer Press: Player's Companion: pg 90
Player's Handbook II: pg 121
Races of Faerun: pg 190
Book of Vile Darkness: pg 100
Complete Divine: pg 174,Spell Compendium: pg 157
Li:70,Spell Compendium: pg 158
Player's Handbook: pg 261
Player's Handbook: pg 261
Player's Handbook: pg 261
Player's Handbook: pg 261
Player's Handbook: pg 261
Player's Handbook: pg 261
Planar Handbook: pg 102,Spell Compendium: pg 158
Planar Handbook: pg 103,Spell Compendium: pg 159
Planar Handbook: pg 103,Spell Compendium: pg 159
Planar Handbook: pg 103,Spell Compendium: pg 159
Stormwrack: pg 119
Planar Handbook: pg 103,Spell Compendium: pg 159
Player's Handbook: pg 262
Planar Handbook: pg 103,Spell Compendium: pg 159
Spell Compendium: pg 159
Player's Handbook: pg 262
Player's Handbook: pg 262
Complete Arcane: pg 117
Complete Divine: pg 175,Spell Compendium: pg 159
Complete Divine: pg 175,Spell Compendium: pg 160
Player's Handbook: pg 262
Player's Handbook: pg 263
Player's Handbook: pg 263
Spell Compendium: pg 160
Spell Compendium: pg 160
Spell Compendium: pg 161
Planar Handbook: pg 103,Spell Compendium: pg 161
Players Guide to Faerun: pg 108
Book of Vile Darkness: pg 101
Eberron Campaign Setting: pg 114
Player's Handbook: pg 263
Races of the Dragon: pg 115
Races of the Dragon: pg 115
Races of the Dragon: pg 115
Races of the Dragon: pg 115
Player's Handbook: pg 263
Races of the Dragon: pg 116
Races of the Dragon: pg 116
Races of the Dragon: pg 116
Races of the Dragon: pg 116
Races of the Dragon: pg 116
Player's Handbook: pg 263
Races of the Dragon: pg 117
Book of Vile Darkness: pg 101,Libris Mortis: pg 213
Player's Handbook: pg 264
Planar Handbook: pg 103
Planar Handbook: pg 104
Book of Vile Darkness: pg 101
Stormwrack: pg 120
Player's Handbook: pg 264
Complete Mage: pg 113
Spell Compendium: pg 161
Complete Mage: pg 113
Complete Mage: pg 113
Complete Mage: pg 114
Players Guide to Faerun: pg 109,Spell Compendium: pg
Player's Handbook II: pg 121
Complete Arcane: pg 118,Spell Compendium: pg 162
Player's Handbook: pg 264
Player's Handbook: pg 264
Player's Handbook: pg 264
Complete Divine: pg 176,Libris Mortis: pg 213,Spell C
Player's Handbook: pg 265
Complete Champion: pg 126
Complete Arcane: pg 118,Spell Compendium: pg 162
Player's Handbook: pg 265
Player's Handbook: pg 265
Heroes of Horror: pg 132
Player's Handbook: pg 266
Player's Handbook: pg 266
Complete Arcane: pg 118
Sandstorm: pg 119
Player's Handbook: pg 266
Player's Handbook: pg 266
Player's Handbook: pg 266
Player's Handbook: pg 266
Planar Handbook: pg 104,Libris Mortis: pg 70,Spell Co
Planar Handbook: pg 104,Libris Mortis: pg 70,Spell Co
Player's Handbook: pg 266
Technmancer Press: Player's Companion: pg 90
Complete Adventurer: pg 155,Spell Compendium: pg 16
Races of Destiny: pg 167
Player's Handbook: pg 266
Player's Handbook: pg 267
Book of Vile Darkness: pg 101
Player's Handbook II: pg 122
Magic of Faerun: pg 112,Spell Compendium: pg 163
Player's Handbook: pg 267
Player's Handbook: pg 267
Player's Handbook: pg 267
Miniatures Handbook: pg 37,Spell Compendium: pg 164
Magic of Faerun: pg 87,Spell Compendium: pg 164
Book of Exalted Deeds: pg 104
Stormwrack: pg 120
Complete Divine: pg 176,Spell Compendium: pg 164
Magic of Faerun: pg 112,Spell Compendium: pg 164
Player's Handbook II: pg 122
Spell Compendium: pg 164
Book of Exalted Deeds: pg 104
Book of Exalted Deeds: pg 104
Player's Handbook: pg 268
Spell Compendium: pg 164
Book of Exalted Deeds: pg 104
Book of Exalted Deeds: pg 104
Complete Arcane: pg 118
Book of Exalted Deeds: pg 105
Complete Mage: pg 114
Spell Compendium: pg 165
Spell Compendium: pg 165
Player's Handbook: pg 268
Player's Handbook: pg 268
Spell Compendium: pg 165
Frostburn: pg 103
Magic of Faerun: pg 112
Spell Compendium: pg 166
Races of the Wild: pg 175
Book of Vile Darkness: pg 101
Stormwrack: pg 120
Complete Mage: pg 114
Player's Handbook: pg 268
Player's Handbook: pg 268
Complete Champion: pg 126
Spell Compendium: pg 166
Spell Compendium: pg 166
Spell Compendium: pg 166
Spell Compendium: pg 166
Player's Handbook: pg 269
Spell Compendium: pg 167
Player's Handbook: pg 269
Spell Compendium: pg 167
Player's Handbook: pg 269
Book of Exalted Deeds: pg 105
Spell Compendium: pg 167
Spell Compendium: pg 167
Spell Compendium: pg 167
Spell Compendium: pg 167
Player's Handbook II: pg 122
Spell Compendium: pg 168
Draconomicon: pg 80,spc168
Player's Handbook: pg 269
Book of Vile Darkness: pg 101
Book of Vile Darkness: pg 101,Spell Compendium: pg 1
Complete Arcane: pg 119
Complete Mage: pg 114
Complete Arcane: pg 119,Spell Compendium: pg 169
Complete Mage: pg 114
Players Guide to Faerun: pg 107,Spell Compendium: pg
Players Guide to Faerun: pg 107,Spell Compendium: pg
Players Guide to Faerun: pg 107,Spell Compendium: pg
Draconomicon: pg 80,Spell Compendium: pg 170
Complete Arcane: pg 119,Spell Compendium: pg 170
Complete Divine: pg 176,Spell Compendium: pg 170
Book of Vile Darkness: pg 102
Stormwrack: pg 120,Spell Compendium: pg 170
Player's Handbook: pg 269
Player's Handbook: pg 269
Spell Compendium: pg 171
Player's Handbook: pg 269
Spell Compendium: pg 171
Spell Compendium: pg 171
Book of Exalted Deeds: pg 105
Player's Handbook: pg 269
Complete Arcane: pg 120,Spell Compendium: pg 171
Spell Compendium: pg 172
Player's Handbook: pg 270
Player's Handbook II: pg 122
Player's Handbook: pg 270
Spell Compendium: pg 172
Complete Champion: pg 126
Complete Divine: pg 177,Spell Compendium: pg 172
Spell Compendium: pg 172
Complete Mage: pg 124
Book of Exalted Deeds: pg 105
Player's Handbook: pg 270
Player's Handbook: pg 270
Player's Handbook: pg 271
Book of Exalted Deeds: pg 105
Player's Handbook: pg 271
Book of Exalted Deeds: pg 105
Player's Handbook: pg 271
Spell Compendium: pg 173
Complete Divine: pg 177,Spell Compendium: pg 173
Player's Handbook II: pg 123
Miniatures Handbook: pg 38,Eberron Campaign Setting
Miniatures Handbook: pg 38,Eberron Campaign Setting
Miniatures Handbook: pg 38,Eberron Campaign Setting
Miniatures Handbook: pg 38,Eberron Campaign Setting
Miniatures Handbook: pg 38,Eberron Campaign Setting
Player's Handbook: pg 271
Player's Handbook: pg 271
Player's Handbook: pg 271
Complete Arcane: pg 135
Complete Mage: pg 115
Magic of Faerun: pg 76,spc173
Player's Handbook: pg 271
Complete Mage: pg 115
Player's Handbook: pg 272
Complete Arcane: pg 120,Spell Compendium: pg 174
Planar Handbook: pg 104,Spell Compendium: pg 174
Heroes of Horror: pg 132
Player's Handbook: pg 272
Eberron Campaign Setting: pg 114
Spell Compendium: pg 174
Spell Compendium: pg 174
Complete Mage: pg 115
Complete Arcane: pg 121,spc174
Book of Vile Darkness: pg 102
Complete Mage: pg 115
Heroes of Battle: pg 127
Heroes of Horror: pg 132
Player's Handbook: pg 272
Player's Handbook: pg 272
Player's Handbook: pg 272
Libris Mortis: pg 70,Spell Compendium: pg 174
Book of Exalted Deeds: pg 105
Complete Divine: pg 177,Spell Compendium: pg 174
Complete Divine: pg 177,Spell Compendium: pg 175
Player's Handbook: pg 272
Complete Mage: pg 116
Complete Mage: pg 116
Complete Arcane: pg 135
Eberron Campaign Setting: pg 114
Races of the Wild: pg 175
Magic of Faerun: pg 113,spc175
Complete Divine: pg 178,Spell Compendium: pg 175
Magic of Faerun: pg 114,Spell Compendium: pg 175
Player's Handbook: pg 273
Spell Compendium: pg 175
Libris Mortis: pg 70,Spell Compendium: pg 175
Miniatures Handbook: pg 38,spc176
Magic of Faerun: pg 114,Miniatures Handbook: pg 38,S
Miniatures Handbook: pg 38,spc177
Player's Handbook II: pg 123
Book of Exalted Deeds: pg 105.Spell Compendium: pg
Book of Exalted Deeds: pg 105
Player's Handbook: pg 273
Book of Exalted Deeds: pg 106
Complete Divine: pg 178,Spell Compendium: pg 177
Heroes of Horror: pg 132
Miniatures Handbook: pg 38,Complete Arcane: pg 121,
Stormwrack: pg 120
Races of Destiny: pg 167
Player's Handbook: pg 273
Players Guide to Faerun: pg 109
Book of Vile Darkness: pg 102
Player's Handbook II: pg 123
Players Guide to Faerun: pg 110,Spell Compendium: pg
Spell Compendium: pg 177
Spell Compendium: pg 177
Spell Compendium: pg 177
Complete Mage: pg 116
Player's Handbook: pg 273
Book of Exalted Deeds: pg 106
Book of Exalted Deeds: pg 106,Complete Divine: pg 17
Complete Champion: pg 126
Book of Vile Darkness: pg 103
Book of Vile Darkness: pg 103
Magic of Faerun: pg 114,Spell Compendium: pg 179
Spell Compendium: pg 179
Spell Compendium: pg 179
Book of Exalted Deeds: pg 106
Player's Handbook: pg 274
Spell Compendium: pg 179
Complete Divine: pg 178,Spell Compendium: pg 180
Sandstorm: pg 119
Sandstorm: pg 119
Book of Vile Darkness: pg 103
Spell Compendium: pg 180
drm:81
Sandstorm: pg 120
Draconomicon: pg 114,Spell Compendium: pg 180
Complete Arcane: pg 121
Stormwrack: pg 121
Player's Handbook: pg 274
Player's Handbook II: pg 123
Forgotten realms Campaign Setting: pg 73,Spell Compe
Complete Divine: pg 178,Spell Compendium: pg 180
Races of Destiny: pg 167
Sandstorm: pg 120
Player's Handbook: pg 274
Draconomicon: pg 80,Spell Compendium: pg 181
Magic of Faerun: pg 115,Spell Compendium: pg 181
Forgotten realms Campaign Setting: pg 66, Spell Comp
Player's Handbook: pg 274
Complete Divine: pg 179,Spell Compendium: pg 181
Spell Compendium: pg 181
Player's Handbook: pg 274
Player's Handbook: pg 274
Player's Handbook: pg 275
Player's Handbook: pg 275
Forgotten realms Campaign Setting: pg 70,Spell Compe
Sandstorm: pg 120
Player's Handbook: pg 275
Book of Exalted Deeds: pg 106,Spell Compendium: pg
Player's Handbook: pg 275
Complete Arcane: pg 121
cty:67
Book of Exalted Deeds: pg 106
Player's Handbook: pg 275
Complete Arcane: pg 135
drm:81
Complete Champion: pg 127
Complete Mage: pg 116
Complete Mage: pg 116
Magic of Faerun: pg 115,Spell Compendium: pg 182
Player's Handbook II: pg 124
Player's Handbook: pg 275
Book of Vile Darkness: pg 103
Player's Handbook: pg 275
Spell Compendium: pg 182
Races of the Dragon: pg 117
Spell Compendium: pg 182
Player's Handbook: pg 276
Player's Handbook: pg 276
Spell Compendium: pg 182
Book of Vile Darkness: pg 103
Complete Mage: pg 124
Complete Arcane: pg 121,Spell Compendium: pg 182
Player's Handbook: pg 276
Complete Arcane: pg 122,Spell Compendium: pg 182
Spell Compendium: pg 183
Races of Faerun: pg 190
Player's Handbook: pg 276
Player's Handbook: pg 276
Player's Handbook: pg 277
Player's Handbook: pg 277
Complete Adventurer: pg 156,Spell Compendium: pg 18
Races of Destiny: pg 168
Magic of Faerun: pg 115,Spell Compendium: pg 183
Complete Divine: pg 180,Spell Compendium: pg 184
Forgotten realms Campaign Setting: pg 73,Spell Compe
Spell Compendium: pg 185
Spell Compendium: pg 185
Forgotten realms Campaign Setting: pg 74,Spell Compe
Player's Handbook: pg 277
Magic of Faerun: pg 116,Spell Compendium: pg 186
Spell Compendium: pg 186
Spell Compendium: pg 186
Spell Compendium: pg 186
Player's Handbook: pg 277
Races of Faerun: pg 191
Complete Mage: pg 117
Player's Handbook: pg 277
Spell Compendium: pg 187
Magic of Faerun: pg 116,Spell Compendium: pg 187
Player's Handbook II: pg 124
Draconomicon: pg 81,Spell Compendium: pg 187
Player's Handbook: pg 278
Magic of Faerun: pg 116,Spell Compendium: pg 187
Libris Mortis: pg 71,Spell Compendium: pg 188
Player's Handbook: pg 278
Player's Handbook: pg 278
Eberron Campaign Setting: pg 115,Spell Compendium:
Players Guide to Faerun: pg 110
Players Guide to Faerun: pg 110
Player's Handbook: pg 278
Book of Exalted Deeds: pg 107
Draconomicon: pg 115,Spell Compendium: pg 188
Player's Handbook: pg 278
Spell Compendium: pg 188
Spell Compendium: pg 188
Player's Handbook: pg 278
Frostburn: pg 104
Frostburn: pg 104
Spell Compendium: pg 189
Player's Handbook: pg 279
Player's Handbook: pg 279
Player's Handbook: pg 279
Heroes of Battle: pg 127
Player's Handbook: pg 279
Book of Vile Darkness: pg 103
Players Guide to Faerun: pg 110,Spell Compendium: pg
Magic of Faerun: pg 117,Spell Compendium: pg 189
Book of Exalted Deeds: pg 107
Complete Arcane: pg 135
Miniatures Handbook: pg 39,Spell Compendium: pg 189
Complete Arcane: pg 122,Spell Compendium: pg 189
Complete Arcane: pg 122,Spell Compendium: pg 190
Player's Handbook: pg 279
Player's Handbook: pg 279
Magic of Faerun: pg 117,Spell Compendium: pg 190
Magic of Faerun: pg 117,Spell Compendium: pg 190
Book of Exalted Deeds: pg 107
Book of Exalted Deeds: pg 107
Player's Handbook: pg 279
Stormwrack: pg 121,Spell Compendium: pg 190
Stormwrack: pg 121
Stormwrack: pg 121,Spell Compendium: pg 191
Magic of Faerun: pg 119,Spell Compendium: pg 191
Eberron Campaign Setting: pg 115
Sandstorm: pg 120
Players Guide to Faerun: pg 111
Players Guide to Faerun: pg 111
Players Guide to Faerun: pg 111,Spell Compendium: pg
Races of Destiny: pg 168
Miniatures Handbook: pg 34,Spell Compendium: pg 191
Book of Vile Darkness: pg 103
Miniatures Handbook: pg 39,Spell Compendium: pg 191
Player's Handbook II: pg 125
Player's Handbook: pg 280
Player's Handbook: pg 280
Sandstorm: pg 121
Player's Handbook: pg 280
Miniatures Handbook: pg 39,Spell Compendium: pg 191
Miniatures Handbook: pg 39,Spell Compendium: pg 192
Complete Divine: pg 180,Spell Compendium: pg 192
Sandstorm: pg 121
Player's Handbook: pg 280
Spell Compendium: pg 192
Book of Vile Darkness: pg 103
Technmancer Press: Player's Companion: pg 91
Magic of Faerun: pg 119,Spell Compendium: pg 193
Technmancer Press: Player's Companion: pg 91
Book of Exalted Deeds: pg 107
Complete Arcane: pg 122
Complete Mage: pg 117
Complete Arcane: pg 122
Magic of Faerun: pg 120,Spell Compendium: pg 193
Miniatures Handbook: pg 39,Spell Compendium: pg 193
Miniatures Handbook: pg 39,Spell Compendium: pg 193
Player's Handbook: pg 280
Book of Vile Darkness: pg 104
Complete Adventurer: pg 156,Spell Compendium: pg 19
Complete Adventurer: pg 157,Spell Compendium: pg 19
Frostburn: pg 104
Frostburn: pg 104
Forgotten realms Campaign Setting: pg 74,Spell Compe
Frostburn: pg 104
Spell Compendium: pg 194
Spell Compendium: pg 194
Frostburn: pg 104
Frostburn: pg 105
Player's Handbook: pg 280
Player's Handbook: pg 281
Spell Compendium: pg 194
Player's Handbook: pg 281
Book of Vile Darkness: pg 104
Magic of Faerun: pg 120,Spell Compendium: pg 195
Magic of Faerun: pg 101,Spell Compendium: pg 195
Magic of Faerun: pg 101,Spell Compendium: pg 195
Player's Handbook II: pg 125
Magic of Faerun: pg 101,Spell Compendium: pg 195
Complete Adventurer: pg 157,Spell Compendium: pg 19
Complete Arcane: pg 108,Spell Compendium: pg 195
Spell Compendium: pg 196
Book of Vile Darkness: pg 104
Player's Handbook: pg 281
Sandstorm: pg 121
Book of Vile Darkness: pg 104
Complete Champion: pg 127
Complete Mage: pg 124
Book of Vile Darkness: pg 104
Player's Handbook: pg 281
Spell Compendium: pg 196
Libris Mortis: pg 71,Spell Compendium: pg 196
Libris Mortis: pg 71,Spell Compendium: pg 197
Spell Compendium: pg 109
Player's Handbook: pg 281
Player's Handbook: pg 281
Player's Handbook: pg 282
Book of Exalted Deeds: pg 107
Player's Handbook: pg 282
Players Guide to Faerun: pg 112
Libris Mortis: pg 71,Spell Compendium: pg 197
Complete Adventurer: pg 157,Spell Compendium: pg 19
Complete Adventurer: pg 157,Spell Compendium: pg 19
Magic of Faerun: pg 121
Magic of Faerun: pg 121,Spell Compendium: pg 198
Players Guide to Faerun: pg 112
Spell Compendium: pg 198
Player's Handbook: pg 282
Player's Handbook: pg 282
Spell Compendium: pg 199
Players Guide to Faerun: pg 111,Spell Compendium: pg
Players Guide to Faerun: pg 111,Spell Compendium: pg

Players Guide to Faerun: pg 111,Spell Compendium: pg


Players Guide to Faerun: pg 113
Player's Handbook: pg 282
Magic of Faerun: pg 79,Spell Compendium: pg 199
Players Guide to Faerun: pg 113
Eberron Campaign Setting: pg 115
Player's Handbook: pg 282
Planar Handbook: pg 104
Complete Mage: pg 57
Complete Mage: pg 117
Players Guide to Faerun: pg 112
Player's Handbook: pg 283
Complete Arcane: pg 123,Spell Compendium: pg 200
Player's Handbook: pg 283
Forgotten realms Campaign Setting: pg 74,Spell Compe
Book of Vile Darkness: pg 104
Book of Vile Darkness: pg 105
Spell Compendium: pg 201
Magic of Faerun: pg 123,spc201
Forgotten realms Campaign Setting: pg 74,Spell Compe
Forgotten realms Campaign Setting: pg 74,Spell Compe
dru:63
Spell Compendium: pg 202
Complete Arcane: pg 135
Player's Handbook: pg 283
Player's Handbook: pg 283
Complete Divine: pg 181,Spell Compendium: pg 202
Complete Arcane: pg 123
Complete Arcane: pg 123
Complete Arcane: pg 123
Complete Mage: pg 61
Complete Arcane: pg 123
Complete Arcane: pg 123
Eberron Campaign Setting: pg 115
Magic of Faerun: pg 123,Spell Compendium: pg 202
Spell Compendium: pg 202
Complete Champion: pg 127
Heroes of Battle: pg 127
Heroes of Battle: pg 128
Complete Divine: pg 181,Spell Compendium: pg 202
Complete Champion: pg 127
Player's Handbook: pg 283
Complete Arcane: pg 124,Spell Compendium: pg 203
Spell Compendium: pg 203
Spell Compendium: pg 204
Races of Faerun: pg 191
Book of Vile Darkness: pg 105
Book of Exalted Deeds: pg 107
Book of Vile Darkness: pg 105
Spell Compendium: pg 204
Magic of Faerun: pg 123.Spell Compendium: pg 204
Complete Divine: pg 181,Races of Destiny: pg 168,Spe
Player's Handbook II: pg 125
Complete Divine: pg 182,Spell Compendium: pg 204
Book of Exalted Deeds: pg 108
Book of Exalted Deeds: pg 108
Spell Compendium: pg 206
Player's Handbook: pg 284
Player's Handbook: pg 284
Book of Exalted Deeds: pg 100,Eberron Campaign Settin
Player's Handbook II: pg 126
Magic of Incarnum: pg108
Book of Vile Darkness: pg 106
Races of the Dragon: pg 117
Complete Mage: pg 118
Complete Mage: pg 124
Complete Arcane: pg 124
Stormwrack: pg 122
Magic of Faerun: pg 123,Spell Compendium: pg 206
Spell Compendium: pg 206
Spell Compendium: pg 206
Races of the Dragon: pg 117
Spell Compendium: pg 206
Player's Handbook II: pg 126
Spell Compendium: pg 206
Player's Handbook: pg 284
Spell Compendium: pg 207
Players Guide to Faerun: pg 113,Spell Compendium: pg
Magic of Faerun: pg 123,Spell Compendium: pg 208
Eberron Campaign Setting: pg 116
Races of Stone: pg 163
Player's Handbook: pg 284
Spell Compendium: pg 208
Magic of Faerun: pg 124,Spell Compendium: pg 208
Magic of Faerun: pg 124,Spell Compendium: pg 209
frSpell Compendium: pg 75,Spell Compendium: pg 209
Player's Handbook: pg 284
Player's Handbook: pg 285
Players Guide to Faerun: pg 113
Magic of Faerun: pg 124,Spell Compendium: pg 209
Player's Handbook: pg 285
Complete Arcane: pg 124,Spell Compendium: pg 209
Complete Arcane: pg 135
Book of Vile Darkness: pg 106
Sandstorm: pg 121
Complete Divine: pg 182,Spell Compendium: pg 209
Complete Mage: pg 118
Complete Mage: pg 118
Book of Exalted Deeds: pg 108
Player's Handbook: pg 285
Complete Divine: pg 182,Spell Compendium: pg 210
Complete Divine: pg 182,Spell Compendium: pg 210
Stormwrack: pg 122
Stormwrack: pg 122
Magic of Faerun: pg 125,Spell Compendium: pg 210
Magic of Faerun: pg 125,Spell Compendium: pg 212
Players Guide to Faerun: pg 114
Player's Handbook II: pg 126
Spell Compendium: pg 211
Draconomicon: pg 81.Spell Compendium: pg 212
Draconomicon: pg 81.Spell Compendium: pg 212
Book of Vile Darkness: pg 106
Book of Vile Darkness: pg 106
Complete Champion: pg 128
Book of Exalted Deeds: pg 109
Spell Compendium: pg 212
Complete Champion: pg 128
Complete Divine: pg 183,Spell Compendium: pg 212
Spell Compendium: pg 213
dru:63
Player's Handbook: pg 285
Player's Handbook: pg 285
Races of the Dragon: pg 118
Planar Handbook: pg 104,Spell Compendium: pg 213
Planar Handbook: pg 105,Spell Compendium: pg 213
Planar Handbook: pg 105,Spell Compendium: pg 213
Complete Mage: pg 118
Sandstorm: pg 122
Sandstorm: pg 122
Sandstorm: pg 122
Sandstorm: pg 123
Sandstorm: pg 123
Sandstorm: pg 123
Sandstorm: pg 123
Sandstorm: pg 123
Sandstorm: pg 123
Races of the Wild: pg 175
Races of the Wild: pg 175
Complete Arcane: pg 124,Spell Compendium: pg 214
Planar Handbook: pg 105,Spell Compendium: pg 214
Planar Handbook: pg 105,Spell Compendium: pg 214
Frostburn: pg 105
Player's Handbook II: pg 126
Planar Handbook: pg 105,Spell Compendium: pg 214
Complete Champion: pg 128
Planar Handbook: pg 106,Spell Compendium: pg 214
Player's Handbook: pg 285
Player's Handbook: pg 285
Player's Handbook: pg 286
Player's Handbook: pg 286
Player's Handbook: pg 286
Player's Handbook: pg 288
Player's Handbook: pg 286
Player's Handbook: pg 287
Player's Handbook: pg 287
Player's Handbook: pg 287
Player's Handbook: pg 288
Player's Handbook: pg 288
Player's Handbook: pg 288
Player's Handbook: pg 288
Player's Handbook: pg 289
Player's Handbook: pg 289
Player's Handbook: pg 289
Player's Handbook: pg 289
Player's Handbook: pg 289
cty:67
Player's Handbook: pg 289
Complete Arcane: pg 135
Players Guide to Faerun: pg 114,Libris Mortis: pg 71,S
Players Guide to Faerun: pg 114,Libris Mortis: pg 71,S
Players Guide to Faerun: pg 114,Libris Mortis: pg 71,S
Players Guide to Faerun: pg 114,Libris Mortis: pg 71,S
Players Guide to Faerun: pg 114,Libris Mortis: pg 71,S
Complete Mage: pg 118
Complete Arcane: pg 124
Player's Handbook: pg 289
Player's Handbook: pg 289
Book of Exalted Deeds: pg 109
Players Guide to Faerun: pg 114
Sandstorm: pg 123
Draconomicon: pg 115,Spell Compendium: pg 216
Frostburn: pg 105
Magic of Faerun: pg 126,Spell Compendium: pg 216
Eberron Campaign Setting: pg 116
Player's Handbook II: pg 126
Magic of Faerun: pg 127,Spell Compendium: pg 216
Magic of Faerun: pg 127,Spell Compendium: pg 216
Magic of Faerun: pg 127,Spell Compendium: pg 216
Players Guide to Faerun: pg 115,Sandstorm: pg 123
Complete Champion: pg 128
Book of Vile Darkness: pg 106
Magic of Faerun: pg 103,Spell Compendium: pg 216
Book of Exalted Deeds: pg 109
Spell Compendium: pg 216
Spell Compendium: pg 217
Complete Arcane: pg 125,Stormwrack: pg 122,spc217
Spell Compendium: pg 217
Complete Mage: pg 124
Players Guide to Faerun: pg 115
Players Guide to Faerun: pg 115
Book of Exalted Deeds: pg 109
Complete Arcane: pg 126,Spell Compendium: pg 217
Complete Arcane: pg 126,Spell Compendium: pg 217
Player's Handbook: pg 289
Player's Handbook: pg 290
Player's Handbook: pg 290
Player's Handbook: pg 290
Player's Handbook: pg 290
Player's Handbook: pg 291
Spell Compendium: pg 218
Player's Handbook: pg 291
Sandstorm: pg 123
Player's Handbook: pg 291
Player's Handbook: pg 291
Player's Handbook: pg 292
Spell Compendium: pg 218
Magic of Faerun: pg 119,Spell Compendium: pg 218
Spell Compendium: pg 218
Complete Mage: pg 118
Races of the Dragon: pg 118
Races of the Dragon: pg 118
Spell Compendium: pg 219
Player's Handbook: pg 292
Player's Handbook: pg 292
Spell Compendium: pg 219
Spell Compendium: pg 219
Book of Exalted Deeds: pg 109
Book of Exalted Deeds: pg 110
Player's Handbook: pg 292
Player's Handbook: pg 293
Player's Handbook: pg 293
Player's Handbook: pg 293
Player's Handbook: pg 293
Complete Mage: pg 119
Complete Arcane: pg 135

Technmancer Press: Player's Companion: pg 91


Player's Handbook: pg 294
Player's Handbook: pg 294
Stormwrack: pg 123
Complete Arcane: pg 126
Complete Arcane: pg 126
drm:81
Stormwrack: pg 123
Frostburn: pg 105
cty:68
Frostburn: pg 105
Players Guide to Faerun: pg 115
Spell Compendium: pg 219
Book of Vile Darkness: pg 106
Player's Handbook II: pg 126
Spell Compendium: pg 219
Spell Compendium: pg 220
Spell Compendium: pg 220
Spell Compendium: pg 220
Spell Compendium: pg 221
Player's Handbook: pg 294
Stormwrack: pg 123
Book of Exalted Deeds: pg 110
Book of Vile Darkness: pg 107
Book of Vile Darkness: pg 107
Book of Vile Darkness: pg 107
Player's Handbook: pg 294
Sandstorm: pg 124
Complete Mage: pg 119
Spell Compendium: pg 221
Eberron Campaign Setting: pg 116
Book of Exalted Deeds: pg 110
Player's Handbook: pg 294
Player's Handbook: pg 294
Book of Vile Darkness: pg 107
Complete Divine: pg 184,Eberron Campaign Setting: pg
Complete Champion: pg 129
Complete Mage: pg 119
Complete Mage: pg 120
Complete Mage: pg 120
Planar Handbook: pg 106
Eberron Campaign Setting: pg 116
Spell Compendium: pg 221
Complete Mage: pg 120
Complete Mage: pg 120
Player's Handbook II: pg 126
Complete Adventurer: pg 157, Spell Compendium: pg 2
Players Guide to Faerun: pg 116,Sandstorm: pg 124,S
Complete Mage: pg 120
Complete Arcane: pg 127, Spell Compendium: pg 222
Complete Mage: pg 62
Stormwrack: pg 123
Magic of Faerun: pg 128,Spell Compendium: pg 222
Player's Handbook: pg 294
Player's Handbook: pg 295
Complete Arcane: pg 127, Spell Compendium: pg 222
Player's Handbook: pg 295
Sandstorm: pg 124
Sandstorm: pg 124
Sandstorm: pg 125
Player's Handbook: pg 295
Player's Handbook: pg 295
Spell Compendium: pg 223,Complete Divine: pg 184
Spell Compendium: pg 223
Players Guide to Faerun: pg 116
Player's Handbook: pg 296
Player's Handbook: pg 296
Spell Compendium: pg 223
Spell Compendium: pg 224
Spell Compendium: pg 224
Heroes of Battle: pg 128
Players Guide to Faerun: pg 116
Player's Handbook II: pg 127
Complete Mage: pg 121
Complete Divine: pg 184,Eberron Campaign Setting: p
Draconomicon: pg 115,Complete Divine: pg 185,Spell
Player's Handbook: pg 296
Player's Handbook: pg 296
Player's Handbook: pg 296
Spell Compendium: pg 224
Spell Compendium: pg 225
Stormwrack: pg 123
Complete Champion: pg 129
Book of Exalted Deeds: pg 110
Spell Compendium: pg 225
Players Guide to Faerun: pg 117,Libris Mortis: pg 72,S
Magic of Faerun: pg 129,Spell Compendium: pg 226
Magic of Faerun: pg 129,Spell Compendium: pg 226
Players Guide to Faerun: pg 117
Player's Handbook: pg 297
Spell Compendium: pg 226,Players Guide to Faerun: pg
Spell Compendium: pg 227
Spell Compendium: pg 227
Players Guide to Faerun: pg 117
Player's Handbook: pg 297
Libris Mortis: pg 213
Book of Exalted Deeds: pg 110
Sandstorm: pg 125
Races of the Dragon: pg 118
Player's Handbook: pg 297
Book of Vile Darkness: pg 107
Player's Handbook: pg 297
Player's Handbook: pg 297
Spell Compendium: pg 227,Players Guide to Faerun: pg
Complete Mage: pg 121
Complete Mage: pg 121
Complete Mage: pg 121
Book of Vile Darkness: pg 108
Spell Compendium: pg 227,Complete Arcane: pg 128
Book of Vile Darkness: pg 108
Player's Handbook: pg 297
Races of Destiny: pg 168
Complete Mage: pg 122
Complete Mage: pg 122
Spell Compendium: pg 228,Complete Divine: pg 185
Spell Compendium: pg 228,Book of Vile Darkness: pg 1
Races of Destiny: pg 168
Stormwrack: pg 124
Book of Vile Darkness: pg 108
Libris Mortis: pg 213
Complete Arcane: pg 135
Spell Compendium: pg 228,Complete Warrior: pg 118
Book of Exalted Deeds: pg 110
Player's Handbook: pg 298
Book of Exalted Deeds: pg 111
Complete Mage: pg 122
Player's Handbook: pg 298
Spell Compendium: pg 228,Miniatures Handbook: pg 40
Spell Compendium: pg 229,Libris Mortis: pg 72
Book of Exalted Deeds: pg 111
Player's Handbook: pg 298
Races of Faerun: pg 191
Player's Handbook II: pg 127
Player's Handbook II: pg 128
Complete Mage: pg 122
Spell Compendium: pg 229,Complete Divine: pg 186
Spell Compendium: pg 229,Complete Divine: pg 186
Spell Compendium: pg 229,Complete Divine: pg 186
Spell Compendium: pg 229,Complete Divine: pg 186
Spell Compendium: pg 229,Complete Divine: pg 187
Spell Compendium: pg 229,Heroes of Horror: pg 133
Book of Vile Darkness: pg 108
Spell Compendium: pg 230,Magic of Faerun: pg 130
Complete Adventurer: pg 158, Spell Compendium: pg 2
Spell Compendium: pg 230,Players Guide to Faerun: pg
Player's Handbook: pg 298
Spell Compendium: pg 230,Complete Divine: pg 187
Spell Compendium: pg 231,Complete Divine: pg 187
Spell Compendium: pg 231,Complete Divine: pg 187
Spell Compendium: pg 231
Player's Handbook: pg 298
Spell Compendium: pg 231,Magic of Faerun: pg 131
Book of Exalted Deeds: pg 111
Player's Handbook II: pg 128
Complete Mage: pg 122
Sandstorm: pg 125
Complete Arcane: pg 136
Complete Arcane: pg 128, Spell Compendium: pg 231
dr332:44
Spell Compendium: pg 232,Draconomicon: pg 115
Complete Arcane: pg 136
drm:81
Complete Arcane: pg 136
drm:81
Frostburn: pg 106, Spell Compendium: pg 232
Spell Compendium: pg 232,Draconomicon: pg 115
Book of Exalted Deeds: pg 111
Complete Adventurer: pg 158,Spell Compendium: pg 23
Player's Handbook: pg 298
Stormwrack: pg 124
Races of Stone: pg 163
Complete Arcane: pg 136
drm:81
Complete Arcane: pg 128
Book of Vile Darkness: pg 108
Spell Compendium: pg 233,Magic of Faerun: pg 131
Frostburn: pg 106
Book of Vile Darkness: pg 108
Spell Compendium: pg 233
Spell Compendium: pg 233Magic of Faerun: pg 131
Book of Vile Darkness: pg 108
Player's Handbook: pg 298
Player's Handbook: pg 298
Spell Compendium: pg 233,Planar Handbook: pg 106
Complete Arcane: pg 129, Spell Compendium: pg 233
Complete Arcane: pg 136
Spell Compendium: pg 233Magic of Faerun: pg 131
Spell Compendium: pg 234
Player's Handbook: pg 299
Player's Handbook: pg 299
Spell Compendium: pg 234,Magic of Faerun: pg 131
Spell Compendium: pg 234
Spell Compendium: pg 234,Magic of Faerun: pg 131
Sandstorm: pg 126
Players Guide to Faerun: pg 118
Book of Vile Darkness: pg 109
Complete Arcane: pg 136
Sandstorm: pg 127
Players Guide to Faerun: pg 118,Sandstorm: pg 127,Spell Compendium: pg 235
Races of the Dragon: pg 118
Spell Compendium: pg 235
Player's Handbook: pg 299
Player's Handbook: pg 300
Spell Compendium: pg 235,Sandstorm: pg 128
Complete Adventurer: pg 158, Spell Compendium: pg 236
Book of Exalted Deeds: pg 111
Book of Exalted Deeds: pg 111
Complete Arcane: pg 136
Complete Champion: pg 129
Players Guide to Faerun: pg 118
Spell Compendium: pg 236,Magic of Faerun: pg 132
Races of Destiny: pg 169
Player's Handbook: pg 300
Sandstorm: pg 128
Player's Handbook: pg 300
Stormwrack: pg 124
Complete Arcane: pg 129
Player's Handbook: pg 300
Complete Divine: pg 187,Stormwrack: pg 124,Spell Compendium: pg 236
Stormwrack: pg 125
Book of Vile Darkness: pg 109,Complete Divine: pg 188,Spell Compendium: pg 236
Book of Vile Darkness: pg 109
Frostburn: pg 106
Player's Handbook: pg 301
Player's Handbook: pg 301
Eberron Campaign Setting: pg 117
Eberron Campaign Setting: pg 117
Eberron Campaign Setting: pg 117
Eberron Campaign Setting: pg 117
Spell Compendium: pg 236
Spell Compendium: pg 237,Magic of Faerun: pg 134
Spell Compendium: pg 237,Complete Divine: pg 188
Spell Compendium: pg 237,Complete Divine: pg 188
Spell Compendium: pg 238,Complete Divine: pg 189
Player's Handbook: pg 301
Stormwrack: pg 125
Spell Compendium: pg 238
Complete Champion: pg 129
drm:82
Player's Handbook: pg 301
Book of Vile Darkness: pg 109
Player's Handbook II: pg 128
Player's Handbook II: pg 128
Player's Handbook II: pg 128
Complete Arcane: pg 129,Spell Compendium: pg 238
Player's Handbook: pg 301
Book of Vile Darkness: pg 110
Spell Compendium: pg 239,Complete Divine: pg 189
Sandstorm: pg 128
Player's Handbook: pg 301
Frostburn: pg 106
Players Guide to Faerun: pg 118
Spell Compendium: pg 239
Spell Compendium: pg 239,Magic of Faerun: pg 134
Spell Compendium: pg 239,Magic of Faerun: pg 134
Player's Handbook: pg 302
Player's Handbook: pg 302
Races of Destiny: pg 169
Spell Compendium: pg 240,Draconomicon: pg 81
Book of Exalted Deeds: pg 112,Complete Divine: pg 190,Spell Compendium: pg 240
Spell Compendium: pg 240,Draconomicon: pg 82
Spell Compendium: pg 240,Draconomicon: pg 82
Races of the Dragon: pg 119
Races of the Dragon: pg 119
Races of the Dragon: pg 119
Races of the Dragon: pg 119
Spell Compendium: pg 240
drm:81
Spell Compendium: pg 241
Frostburn: pg 106,Spell Compendium: pg 241
Player's Handbook: pg 302
Complete Mage: pg 124
Sandstorm: pg 128
Book of Vile Darkness: pg 110,Libris Mortis: pg 72,Spell Compendium: pg 241
Eberron Campaign Setting: pg 117,Complete Arcane: pg 130,Spell Compendium: pg 241
Complete Arcane: pg 130,Spell Compendium: pg 241
Player's Handbook: pg 303
Spell Compendium: pg 242,Complete Divine: pg 190
Complete Champion: pg 130
Races of the Wild: pg 176
Spell Compendium: pg 242
Spell Compendium: pg 242
Complete Arcane: pg 136
Player's Handbook: pg 303
Technmancer Press: Player's Companion: pg 92
Player's Handbook: pg 303
Spell Compendium: pg 242,Magic of Faerun: pg 134
Book of Vile Darkness: pg 110,Complete Divine: pg 190,Spell Compendium: pg 243
Player's Handbook II: pg 128
Complete Adventurer: pg 158,Spell Compendium: pg 243
Complete Adventurer: pg 158,Spell Compendium: pg 243
Magic of Faerun: pg 111,Spell Compendium: pg 243
Book of Vile Darkness: pg 110
Spell Compendium: pg 244
Book of Exalted Deeds: pg 112
Spell Compendium: pg 244,Complete Divine: pg 191
Spell Compendium: pg 244,Complete Divine: pg 191
Frostburn: pg 106
Eberron Campaign Setting: pg 117
cty:68
Spell Compendium: pg 244,Complete Divine: pg 191
Spell Compendium: pg 244,Complete Divine: pg 191
Player's Handbook: pg 303
Player's Handbook: pg 303
S
P
E
LNoShade
### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 S
L
Cleric SPELL
SPELL RANGES Cleric
P
SAVE DC
13 14 15 E
S
SelectedCasterLocal
LA
CLOSE RANGE LV LVL
CASTER LVL 3 LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH (25 ft. + 5 ft. / 2 levels)
30CASTER
ft.
ChaLocal
S
E
SPELLS MEDIUM RANGE
PER DAY
4 3 2 (100 ft. + 10 ft. / level)
130 ft.
P
D
SPELL SAVE +3 4 3 2 ### ### ### ### ### ### ### LONG RANGE
SPELL ### E CSAVE
520 ft. R
DC MOD Character: (400 ft. + 40 ft. / level) DC MOD

0 ### D
A
DOMAIN INFORMATION DOMAIN Y
INFORMATION

Ability
Domination You gain the Spell Focus(Enchantment) Feat.
Domination
You gain the Spell Fo
1 ###
prep spell name school comp cast time range duration save SR description ref prep
1 Command en[comp][lang,mind] v 1sa Close 1 rd Will neg Yes One subject obeys selected command for 1 round. ph:211 ###
2 Enthrall en[charm][lang,mind,sonic] vs 1r Med 1 hr or less Will neg* Yes Captivates all within range. ph:227 ###

Ability
Planning Free Extend Spell feat.
Planning
Free Extend Spell fea
2 ###
prep spell name school comp cast time range duration save SR description ref prep
1 Deathwatch nec[evil] vs 1sa 30 ft. 30 min None No Reveals how near death subjects within 30 ft. are. ph:217 ###
2 Augury div vsmf 1 min Personal Inst 0 0 Learns whether an action will be good or bad. ph:202 ###

*Requires LG Spell Access


No
SPELL LIST ###
prep spell name school comp cast time range duration save SR description ref prep
—— 0-Level Spells (Orisons) —— ###
Amanuensis tra vs 1sa Close 30 min Will neg(o) Yes(o) Copy nonmagical text. spc:9 ###
Create Water con[creation][water] vs 1sa Close Inst None No Creates 6 gallons of pure water. ph:215
Cure Minor Wounds con[healing] vs 1sa Touch Inst Will half(h)* Yes(h)* Cures 1 point of damage. ph:216
Detect Magic div vs 1sa 60 ft. [c]->3 min(D) None No Detects spells and magic items within 60 ft. ph:219
Detect Poison div vs 1sa Close Inst None No Detects poison in one creature or object. ph:219
Guidance div vs 1sa Touch 1 min(D) Will neg(h) Yes +1 on one attack roll, saving throw, or skill check. ph:238
Inflict Minor Wounds nec vs 1sa Touch Inst Will half Yes Touch attack, 1 point of damage. ph:244
Light evo[light] vm/df 1sa Touch 30 min(D) None No Object shines like a torch. ph:248
Mending tra vs 1sa 10 ft. Inst Will neg(h,o) Yes(h,o) Makes minor repairs on an object. ph:253
No Light tra vs 1sa Close 3 min None No Prevents normal light from illuminating. bv:100
Preserve Organ nec[evil] vsdf 10 mins Touch 24 hrs Fort neg Yes Protects one detached organ from decay for 24 hours. bv:101
No
###
Page 211 of 218
prep
### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ###
Cleric SPELL
SPELL RANGES ###
SAVE DC
13 14 15
CLOSE RANGE
CASTER LVL 3 LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH (25 ft. + 5 ft. / 2 levels)
30 ft.

SPELLS MEDIUM RANGE


PER DAY
4 3 2 (100 ft. + 10 ft. / level)
130 ft.
SPELL SAVE +3 4 3 2 ### ### ### ### ### ### ### LONG RANGE
520 ft.
DC MOD Character: (400 ft. + 40 ft. / level)

*Requires LG Spell Access


No
SPELL LIST ###
prep spell name school comp cast time range duration save SR description ref prep
Purify Food and Drink tra vs 1sa 10 ft. Inst Will neg(o) Yes(o) Purifies 3 cu. ft. of food or water. ph:267 ###
Read Magic div vsf 1sa Personal 30 min Read scrolls and spellbooks. ph:269 ###
Resistance abj vsm/df 1sa Touch 1 min Will neg(h) Yes(h) Subject gains +1 on saving throws. ph:272
Slash Tongue tra[evil] vs 1sa Close 1 rd Fort neg Yes Subject takes -1 penalty on attacks, saves and checks for 1 round. bv:103
Summon Holy Symbol con[summon] vs 1sa 0ft. 3 rd(D) None No Wooden holy symbol appears in your hand. cc: 128
Virtue tra vsdf 1sa Touch 1 min Fort neg(h) Yes(h) Subject gains 1 temporary hp. ph:298
—— 1st-Level Spells ——
Angry Ache nec vs 1sa Close 3 min Fort neg Yes Subject takes -2 penalty on attack rolls. bv:85
Bane en[comp][fear,mind] vsdf 1sa 50 ft. 3 min Will neg Yes Enemies take -1 on attack rolls and saves against fear. ph:203
Blade of Blood nec vs swift Touch 3 rd None No Next weapon strike +1d6, add 2d6 to this if you take 5hp dam phb2:103
Bless en[comp][mind] vsdf 1sa 50 ft. 3 min None Yes(h) Allies gain +1 morale bonus on attack rolls and saves against fear. ph:205
Bless Water tra[good] vsm 1 min Touch Inst Will neg(o) Yes(o) Makes holy water. ph:205
No
Blessed Aim div vs 1sa 50 ft. 3 min Will neg(h) No All allies' within a 50 ft r spread gain a +2 on ranged attacks. spc:31###
Blood Wind evo vs 1swift Close 1 rd Will neg(h) Yes(h) Attack w/ natural/unarmed attacks as thrown weapons w/ 20 ft. range increment. spc:33 prep
Cause Fear nec[fear,mind] vs 1sa Close 1d4 rds/1 rd* Will prtl Yes One creature of 5 HD or less flees for 1d4 rounds. ph:208 ###
Cloak of Shade abj vsdf 1sa Touch 3 hr(D) None Yes Touched creature gains protection from heat and sun. sa:112 ###
Cold Fire tra[cold] vsdf 1sa Close 3 min(D)(fire so No(fire); Fort haNo(fire); Turn fires cold. Creatures with the fire subtype or cold vulnerability, take 3d6 damage. spc:50
Command en[comp][lang,mind] v 1sa Close 1 rd Will neg Yes One subject obeys selected command for 1 round. ph:211
Comprehend Languages div vsm/df 1sa Personal 30 min You understand all spoken and written languages. ph:212
Conjure Ice Beast I con[creation][cold] vsdf 1r Close 3 rd(D) None No Creates ice creature to fight for you. fr:91
Conviction abj vsm 1sa Touch 30 min Will neg(h) Yes(h) Subject gains +2 morale bonus on saving throws. spc:52
Cure Light Wounds con[healing] vs 1sa Touch Inst Will half(h)* Yes(h)* Cures 1d8+3 damage. ph:215
Curse Water nec[evil] vsm 1 min Touch Inst Will neg(o) Yes(o) Makes unholy water. ph:216
Deathwatch nec[evil] vs 1sa 30 ft. 30 min None No Reveals how near death subjects within 30 ft. are. ph:217
Delay Disease con[healing] vsdf 1sa Touch 24 hrs Will neg(h) Yes(h) The progress of any nonmagical disease is halted for the spell duration. spc:62 *Requires LG Spell A
Detect Chaos div vsdf 1sa 60 ft. [c]->30 min(D) None No Reveals creatures, spells, or objects of selected alignment. ph:218
Detect Evil div vsdf 1sa 60 ft. [c]->30 min(D) None No Reveals creatures, spells, or objects of selected alignment.
SPELL LIST
ph:218
Detect Fire div[cold] vsdf 1sa 60 ft. [c]->30 min(D) None No Detects heat, fire spells, fire magic items, clerics of fire deities and most living. fr:92 prep
Detect Good div vsdf 1sa 60 ft. [c]->30 min(D) None No Reveals creatures, spells, or objects of selected alignment. ph:219
Detect Law div vsdf 1sa 60 ft. [c]->30 min(D) None No Reveals creatures, spells, or objects of selected alignment. ph:219
Detect Taint div vs 1sa 60 ft. [c]->30 min(D) None No Reveals creatures or objects with taint. hh:128
Detect Undead div vsm/df 1sa 60 ft. [c]->3 min(D) None No Reveals undead within 60 ft. ph:220
Detect Weaponry div vs 1sa Close [c], up to 30 mi None No You can detect the presence of weapons in a cone emanating from you. cty:66
Dispel Ward abj vs 1sa Med Inst None No Dispel Magic, targeted or area version only, affects only abjuration magic. spc:67
Divine Favor evo vsdf 1sa Personal 1 min You gain +1 on attack and damage rolls. ph:224
Divine Inspiration div Sac 1sa Touch 1d4 rds None Yes Target gains +3 sacred bonus on attack rolls against evil creatures. be:96
Doom nec[fear,mind] vsdf 1sa Med 3 min Will neg Yes One subject takes -2 on attack rolls, damage rolls, saves, and checks. ph:225
Drug Resistance en[mind] vm/df 1sa Touch 3 hr Fort neg Yes Subject is immune to addiction. bv:93
Ease of Breath nec[cold] vsdf 1sa Touch 3 hr None No +20 Fort save to resist altitude sickness and altitude saves against fatigue fr:93
Ebon Eyes tra vsm 1sa Touch 30 min(D) None Yes(h) See normally in natural and magical darkness. spc:77
Endure Elements abj vs 1sa Touch 24 hrs Will neg(h) Yes(h) Exist comfortably in hot or cold environments. ph:226
Entropic Shield abj vs 1sa Personal 3 min(D) Ranged attacks against you have 20% miss chance. ph:227
Extract Drug con[creation] vsf 1 min Touch Perm None No Creates drug from inanimate object. bv:94
Eyes of the Avoral tra s 1sa Touch 3 rd Will neg Yes Subject gets +8 on Spot checks. be:99

Page 212 of 218


### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3
Cleric SPELL
SPELL RANGES
SAVE DC
13 14 15
CLOSE RANGE
CASTER LVL 3 LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH (25 ft. + 5 ft. / 2 levels)
30 ft.

SPELLS MEDIUM RANGE


PER DAY
4 3 2 (100 ft. + 10 ft. / level)
130 ft.
SPELL SAVE +3 4 3 2 ### ### ### ### ### ### ### LONG RANGE
520 ft.
DC MOD Character: (400 ft. + 40 ft. / level)

*Requires LG Spell Access

SPELL LIST
prep spell name school comp cast time range duration save SR description ref
Faith Healing con[healing] vs 1sa Touch Inst Will half(h) Yes(h) Heal 11 points of damage to follower of same deity as you. spc:87
Fortify Cold Creatures tra[cold] vsdf 1sa Close 3 rd None No Gives cold creatures a +1 sacred bonus to attack and saves versus fire. fr:94
Foundation of Stone tra[earth] vsdf 1sa Close 3 rd None No Unmoving subject receives a +2 to AC & +4 bonus to Str vs bull rush & trip. spc:99
Grave Strike div[good] vdf 1 swift Personal 1 rd Sneak attack undead. spc:107
Guiding Light evo[light] vs 1sa Long 3 min(D) None Yes A bright light shines on targets. +2 on ranged attacks. spc:108
Healthful Rest con[healing] vs 10 mins Close 24 hrs Will neg(h) Yes(h) Heal at twice normal rate. spc:111
Heartache en[evil,mind] vsdf 1sa Close 1 rd Will neg Yes Subject is helpless for 1 round. bv:97
Hide from Undead abj vsdf 1sa Touch 30 min(D) Will neg(h)* Yes Undead can't perceive 3 subject(s). ph:241
Ice Gauntlet evo[cold] vdf 1sa Personal 3 min (D) Turns your fist into a +1 spiked gauntlet of ice doing normal damage + 1d4 points of col spc:119
Ice Slick con[creation][cold] vsdf 1sa Close 3 rd(D) see text No Makes surface slippery with ice. Those on the ice must make balance checks. fr:100
Impede en[comp][mind] vsdf 1sa Med 3 rd(D) Will part. Yes Subject is locked in place and takes a -1 penalty an melee attack rolls and a-2 penalty on cc: 122
Incite en[comp][mind] vs 1sa Close 3 min Will neg Yes Subject can't ready actions or delay. spc:121
Inflict Light Wounds nec vs 1sa Touch Inst Will half Yes Touch attack, 1d8+3 damage. ph:244
Inhibit en[comp][mind] vs 1sa Med Inst Will neg Yes Subject delays until next round. spc:123
Invest Light Protection con{healing) vs 1a Touch inst Will half; see te Yes Heals 1d4 + 1 damage, grants DR 1/evil for one minute. phb2:115
Ironguts abj vsm 1sa Touch 30 min Will neg Yes Target gains +5 bonus to save against poison.
SHUGENJA
spc:126
INFORMATION
Lantern Light evo[good,light] sFeat 1sa Close 3 rd None Yes Ranged touch attacks deal 1d6 points of damage. be:101
Light of Lunia evo[good,light] vs 1sa Med 30 min (D)* None Yes* Radiate silvery light in a 30' radius, & expend as 2 bolts that deal 1d6 damage. spc:132
Locate Water div vsf/df 1sa Long [c]->30 min(D) None No Reveals location, size, and quality of water sources. sa:117
Select an Order
Magic Stone tra vsdf 1sa Touch 30 min(D) Will neg(h,o) Yes(h,o) Three stones gain +1 on attack, deal 1d6 +1 damage. ph:251 spell name
Magic Weapon tra vsdf 1sa Touch 3 min Will neg(h,o) Yes(h,o) Weapon gains +1 bonus. ph:251 ###
Moon Lust ill[patt][mind] vsf 1sa Med 3 rd Will prtl Yes The target if fascinated with the moon. spc:143 ###
Necrotic Awareness nec vsf 1sa 60 ft. [c]->3 min(D) None No Sense encysted subjects. li:67 ###
Nightshield abj vs 1sa Personal 3 mins(D) +1 saves & negates magic missile. spc:148 ###
Nimbus of Light evo[light] vsdf 1sa Personal 3 mins/di(D) Sunlight illuminates you until released as an attack for 1d8+ the number of rounds since spc:148###
Obscuring Mist con[creation] vs 1sa 20 ft. 3 min None No Fog surrounds you. ph:258 ###
Omen of Peril div vf 1r Personal Inst Vision hints at danger in immediate future. spc:149###
Peacebond tra vsf 1sa Close 30 mins(D) Will neg(o) Yes(o) The weapon targeted remains stuck in its sheath, holder etc. cty:67 ###
Portal Beacon tra vs 1sa Close 3 hrs None No Alter a gate or portal to send out a mental beacon to up to six creatures. spc:161###
Protection from Evil abj[good] vsm/df 1sa Touch 3 min(D) Will neg(h) No* +2 to AC and saves, counter mind control, hedge out elementals and outsiders. ph:266 ###
Protection from Good abj[evil] vsm/df 1sa Touch 3 min(D) Will neg(h) No* +2 to AC and saves, counter mind control, hedge out elementals and outsiders. ph:266
Ray of Hope en[comp][good,mind] vs 1sa Close 3 rd Will neg Yes Subject gains +2 bonus on attacks, saves, and checks. be:105
Reaving Aura nec[evil] v swift 10ft Inst None Yes All creatures below 0 hit points in 10' area take damage. cm:114
Remove Fear abj vs 1sa Close 10 mins* Will neg(h) Yes(h) Suppresses fear or gives +4 on saves against fear for 1 subjects. ph:271
Resist Planar Alignment abj vsdf 1sa Touch 30 min Fort neg (h) Yes (h) Subject can resist penalties for having an opposed alignment on an aligned plane spc:174
Resurgence abj vsdf 1sa Touch Inst Will neg(h) Yes(h) You grant a subject a second chance at a saving throw. spc:174
Sacrificial Skill en[evil,mind] vsm 1sa Personal 3 min You gain +5 bonus on Knowledge(religion) checks made during sacrifice. bv:103
Sanctuary abj vsdf 1sa Touch 3 rd Will neg No Opponents can't attack you, and you can't attack. ph:274
Scholar's Touch div vsmf 1sa Personal [c]->30 rd(D) Read one non-magical book per round, but must be able to read the language. rd:167
Seething Eyebane tra[acid,evil] vsCorrupt 1sa Touch Inst Fort neg Yes Subject is blinded and all within 5 ft. take 1d6 damage. bv:103
Shield of Faith abj vsm 1sa Touch 3 min Will neg(h) Yes(h) Aura grants +2 deflection bonus to Armor Class. ph:278
Shivering Touch, Lesser nec[cold] vs 1sa Touch 3 rd None Yes 1d6 Dex damage. fr:104
Sign en[comp][mind] vsm 1sa Personal 30 min or until (D) Gain a +4 bonus to your next iniative check. spc:189
Slow Consumption nec[evil] vsLocation 1sa Touch Perm Fort neg Yes You absorb health and sustenance from helpless subject. bv:103

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### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3
Cleric SPELL
SPELL RANGES
SAVE DC
13 14 15
CLOSE RANGE
CASTER LVL 3 LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH (25 ft. + 5 ft. / 2 levels)
30 ft.

SPELLS MEDIUM RANGE


PER DAY
4 3 2 (100 ft. + 10 ft. / level)
130 ft.
SPELL SAVE +3 4 3 2 ### ### ### ### ### ### ### LONG RANGE
520 ft.
DC MOD Character: (400 ft. + 40 ft. / level)

*Requires LG Spell Access

SPELL LIST
prep spell name school comp cast time range duration save SR description ref
Snowshoes tra vs 1sa Touch 3 hr(D) Will neg(h) Yes(h) Subject can walk on ice and snow at +10' speed w/o Balance or Reflex save. spc:194
Sorrow en[evil,mind] vsm 1sa Close 3 rd Will neg Yes Subject takes -3 penalty on attacks, saves, and checks. bv:104
Spell Flower tra vs 1sa Personal 3 rd You can hold a touch spell per arm. spc:198
Spider Hand tra vs 1sa Personal [c] Your hand becomes a Small monstrous spider. bv:104
Stupor en[mind] sm 1 min Touch 3 hr Fort neg Yes One helpless subject can take no actions, but can be moved. bv:106
Summon Monster I con[summon]* vsf/df 1r Close 3 rd(D) None No Calls extraplanar creature to fight for you. ph:285
Summon Undead I con[summon][evil] vsf/df 1r Close 3 rd None No Summons undead to fight for you(human warrior skeleton(MM 226) or kolbold zombie (M spc:215
Suspend Disease abj vsm 1sa Touch 24 hrs Fort neg Yes Keeps disease from harming creature for 24 hours. bv:106
Tongue of Baalebul tra[evil] vsmDrug 1r Personal 3 hr You gain +2 bonus on Bluff, Diplomacy, and Gather Information checks. bv:107
Twilight Luck abj[good] vFeat 1sa Touch 3 min None Yes Grants +1 luck bonus on all saving throws. be:110
Updraft con[creation][air] vsm 1 swift Per Inst You gain 30 ft of altitude then gently float back down with optional 5 ft lateral move. spc:228
Vigor, Lesser con[healing] vs 1sa Touch 13 rd Will neg(h) Yes(h) Creature heals 1 hp/round. spc:229
Vision of Glory div vsdf 1sa Touch 1 min(D) None Yes Target gains morale bonus on next save equal to your charisma modifier. spc:231
Vision of Heaven en[mind] v 1sa Close 1 rd Will neg Yes Evil creature is dazed for 1 round. be:111
Wings of the Sea tra sm 1sa Touch 3 min Fort neg(h) Yes(h) Improves swim speed of creature by 30 ft. spc:240
—— 2nd-Level Spells ——
Addiction en[mind] vsDrug 1sa Touch Inst Fort neg Yes Subject becomes addicted to a drug. bv:84
Aid en[comp][mind] vsdf 1sa Touch 3 min None Yes(h) +1 on attack rolls and saves against fear, 1d8+3 temporary hp. ph:196
Align Weapon tra[see text] vsdf 1sa Touch 3 min Will neg(h,o) Yes(h,o) Weapon becomes good, evil, lawful, or chaotic. ph:197
Animalistic Power tra vsm 1a Touch 3 min Will neg (h) Yes (h) +2 enhancement to STR, DEX, CON phb2:101
Augury div vsmf 1 min Personal Inst Learns whether an action will be good or bad. ph:202
Aura Against Flame abj vs 1sa Personal 3 rd Ignore 10 fire dam/rnd and extinguish fires. Touch to snuff out fires. spc:18
Avoid Planar Effects abj v 1 imm 20 ft. 3 min None Yes(h) Provides temporary protection against overtly damaging planar traits. spc:19
Ayailla's Radiant Burst evo[good] vsSac 1sa 60 ft. Inst Fort neg, Ref half* Yes Evil creatures are blinded for 1 round and take 1d6 damage. be:91
Balor Nimbus tra vsm/df 1sa Personal 3 rd None No Subject's flaming body damages foes in grapple. spc:24
Bear's Endurance tra vsdf 1sa Touch 3 min Will neg(h) Yes Subject gains +4 to Con. ph:203
Benediction abj vsdf 1r Touch 30 mins(D) Will(h) Yes(h) Subject gains a +2 luck bonus on saves, can reroll one att., save, skill or ability check. cc: 116
Bewildering Substitution ill[phan][mind] vsdf 1sa Close 3 rd Will Yes Seemingly swap one ally with one enemy. cc: 116
Bewildering Visions ill[phan][mind] vsdf 1sa Close 3 rd Will Yes Subject is sickened or nauseated. cc: 117
Black Karma Curse en(comp)[mind-effecting] vs 1a Close inst Will neg Yes Makes creature attack itself phb2:103
Blade Brothers abj vs 1a Weapon touch 3 min Will neg (h) Yes (h) Two subjects share saving throw and use best, both get targeted if fail phb2:103
Blood Snow nec[cold] vs 1sa Med 3 rd Fort neg Yes Corrupts snow field draining 1d2 Con each round and nausea to all within. fr:89
Body Blades tra vs 1sa Personal 3 min You attack as if armed, deal bonus damage, harm grapplers. spc:35
Body Ward abj vsdf 1sa Touch 3 min or until exp Will(h) Yes(h) Protects against 5 pts. of ability dmg. to Str, Dex or Con; repeated use increases dmg. absorbed. cc: 117
Boneblast nec[evil] vsmUnde1sa Touch Inst Fort half/Fort n Yes 1d3 Con damage to subject. bv:86
Brambles tra vsm 1sa Touch 3 rd None No Wooden weapon gains a +1 enhancement and grows spikes that deal 3 damage. spc:38
Brumal Stiffening tra[cold] vs 1sa Close 3 rd Ref neg Yes Makes weapon brittle. fr:89
Bull's Strength tra vsm/df 1sa Touch 3 min Will neg(h) Yes(h) Subject gains +4 to Str. ph:207
Calm Emotions en[comp][mind] vsdf 1sa Med [c]->3 rd(D) Will neg Yes Calms creatures, negating emotion effects. ph:207
Close Wounds con[healing] v 1 imm Close Inst Will half(h)* Yes(h) Cure 1d4 + 3 damage. If cast imediately after a subject takes damage it prevents the damage. spc:48
Cloud of Knives con vsm 1a Personal 3 rd Release (as free action) knife at target up to 30'. Attack bonus at +6 / dam: 1d6+1 19-20/ phb2:107
Conduit of Life con[healing] vs 1sa Personal 30 mins(D) Heal 2d10+1/CL (max.10) pts. of dmg. to yourself while channeling pos. energy. cc: 118
Conjure Ice Beast II con[creation][cold] vsdf 1r Close 3 rd(D) None No Creates ice creature to fight for you. fr:91
Conjure Ice Object con[creation][cold] vsdf 1sa Personal 3 min Conjure an object made of ice. fr:91

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### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3
Cleric SPELL
SPELL RANGES
SAVE DC
13 14 15
CLOSE RANGE
CASTER LVL 3 LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH (25 ft. + 5 ft. / 2 levels)
30 ft.

SPELLS MEDIUM RANGE


PER DAY
4 3 2 (100 ft. + 10 ft. / level)
130 ft.
SPELL SAVE +3 4 3 2 ### ### ### ### ### ### ### LONG RANGE
520 ft.
DC MOD Character: (400 ft. + 40 ft. / level)

*Requires LG Spell Access

SPELL LIST
prep spell name school comp cast time range duration save SR description ref
Consecrate evo[good] vsmdf 1sa Close 6 hr None No Fills area with positive energy, making undead weaker. ph:212
Cure Moderate Wounds con[healing] vs 1sa Touch Inst Will half(h)* Yes(h)* Cures 2d8+3 points of damage. ph:216
Curse of Ill Fortune tra vsdf 1sa Med 3 min Will neg Yes Target suffers -3 penalty on attacks, checks, and saves. spc:56
Dance of Ruin nec[evil] vs 1r Close Inst Ref half Yes Non-demons take 2d20 damage. bv:90
Dark Way ill[shad] vsdf 1sa Close 3 rd None Yes Creates temp. bridge of shadow supporting 600lbs. spc:58
Darkness evo[darkness] vm/df 1sa Touch 30 min(D) None No 20-ft. radius of supernatural shadow. ph:216
Death Knell nec[death,evil] vs 1sa Touch Inst/10 min/HD sWill neg Yes Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. ph:217
Deific Vengeance con[summon] vsdf 1sa Close Inst Will half Yes God's punishment deals 1d6 damage (3d6 vs. undead). spc:62
Delay Poison con[healing] vsdf 1sa Touch 3 hr Fort neg(h) Yes(h) Stops poison from harming subject. ph:217
Desecrate evo[evil] vsmdf 1sa Close 6 hr None Yes Fills area with negative energy, making undead stronger. ph:218
Desiccate nec vsm 1sa Close Inst Fort prtl Yes Deals 1d6 of desiccation damage and dehydrates 1 living creature. sa:114
Detect Aberration div vs 1sa 60 ft. [c]->30 min(D) None No Detects the presence of aberrations. lm:210
Devil's Tongue tra[evil] sCorrupt 1sa Personal 3 min Tongue grapples with a 15 ft. reach. bv:92
Divine Insight div vsdf 1sa Personal 3 hr(D) Insight bonus of 8 on single skill check. spc:70
Divine Interdiction abj v 1sa Close 3 rd Will neg/None(oYes/No(oLoss of turn/rebuke ability, domain powers, & many devine feats. spc:70
Divine Presence tra vs 1sa Personal 30 mins(D) Gain a +5, +10 or +15 bonus on Intimidate checks against those who don't worship your deity. cc: 119
Divine Protection en[comp][mind] vsdf 1sa Med 3 min Will neg(h) Yes(h) Allies gain +1 morale bonus to AC, saves. spc:70
Eagle's Splendor tra vsm/df 1sa Touch 3 min Will neg(h) Yes Subject gains +4 to Cha. ph:225
Ease Pain con[healing] sdf 1sa Touch Inst Will neg Yes Remove lingering effects of pain. be:97
Elation en[mind] vs 1sa 80 ft. 3 rd Will neg Yes Allies gain +2 to Strength and Dexterity, +5 ft. of speed. be:98
Energized Shield, Lesser abj[see text] vsdf 1sa Touch 3 rd None No Shield of one type of energy, resistance 5, & shield bash 1d6 energy damage. spc:79
Enthrall en[charm][lang,mind,sonic] vs 1r Med 1 hr or less Will neg* Yes Captivates all within range. ph:227
Estanna's Stew con[healing] vsf 1r 0 ft. Inst Will half(h) Yes Conjures stew that heals 1d6+1 per serving. be:99
Execration nec vsdf 1r Touch 30 mins(D) Will Yes Target takes a -2 penalty on saves and must take the lower of two rolls on one attack. cc: 120
Extend Tentacles tra v 1sa Personal 3 rd Extend the reach of your tentacles by 5 ft. spc:86
Eyes of the Zombie div[evil] vsfCorrupt 30 mins Personal 3 hr You see through a zombie's eyes. bv:94
Find Traps div vs 1sa Personal 3 min Notice traps as a rogue does. ph:230
Freedom of Breath abj vsm 1sa Touch 30 min Will neg(h) Yes Protects against suffocation and dangerous vapors. sa:116
Frost Breath evo[cold] vsm 1sa 30 ft. Inst Ref half Yes Breath a cone of cold doing 1d4 points of damage & dazes targets. spc:100
Frost Weapon tra vsm 1sa Touch 3 rd Will neg No Imbues weapon with frost. fr:95
Frostburn, Lesser nec[cold] vsdf 1sa Touch Inst Fort half Yes 1d12+3 cold damage. fr:95
Fuse Arms tra vs 1sa Touch 30 min. Fort neg(h) Yes(h) Target's multiple sets of arms fuse together, +4 str per each fused limb. spc:100
Gentle Repose nec vsm/df 1sa Touch 3 days Will neg(o) Yes(o) Preserves one corpse. ph:235
Ghost Touch Armor tra vsm 1sa Touch 3 min Will neg(h,o) Yes(h,o) Armor works normally against incorporeal attacks. spc:102
Hand of Divinity evo[see text] vsdf 1 min Touch 3 min None No +2 sacred/profane bonus to worshippers of your patron or your patrons alignment. spc:109
Healing Lorecall div vsm 1sa Personal 30 min When casting healing spells, remove harmful conditions and heal more damage. spc:110
Hold Person en[comp][mind] vsf/df 1sa Med 3 rd(D)* Will neg* Yes Paralyzes one humanoid. ph:241
Hydrate con[healing] vs 1sa Touch Inst Will half Yes Heals desiccation damage. sa:117
Infernal Wound tra[evil] vs 1sa Touch 3 rd None No Creatures hit by weapon lose 2 additional HP each round. spc:122
Inflict Moderate Wounds nec vs 1sa Touch Inst Will half Yes Touch attack, 2d8+3 damage. ph:244
Inky Cloud con[creation] vsm 1sa 30 ft. 30 min None No Fill water in a 30 ft. radius spread with an inky clound obscuring sight beyound 5 ft. spc:123
Insight of Good Fortune div vsm 1a Close 3 min or until disc Will neg (h) Yes (h) Subject rolls twice, takes better result. phb2:115
Insignia of Alarm abj vsf 1sa Long Inst None Yes(h) Creatures wearing special insignia are warned similar to alarm spell rd:166
Interfaith Blessing en[comp][mind] vsdf 1r 20ft. see text 3 mins Will(h) Yes(h) Subjects gain combat benefits based on their individual deities. cc: 123

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### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3
Cleric SPELL
SPELL RANGES
SAVE DC
13 14 15
CLOSE RANGE
CASTER LVL 3 LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH (25 ft. + 5 ft. / 2 levels)
30 ft.

SPELLS MEDIUM RANGE


PER DAY
4 3 2 (100 ft. + 10 ft. / level)
130 ft.
SPELL SAVE +3 4 3 2 ### ### ### ### ### ### ### LONG RANGE
520 ft.
DC MOD Character: (400 ft. + 40 ft. / level)

*Requires LG Spell Access

SPELL LIST
prep spell name school comp cast time range duration save SR description ref
Iron Silence tra vsdf 1sa Touch 3 hr(D) Will neg(h,o) Yes(h,o) 1 suits of armor have no penalty on Hide and Move Silently. spc:125
Lahm's Finger Darts tra[evil] vsCorrupt 1a Med Inst None Yes Your fingers become projectiles that deal 1d4 Dex damage. bv:98
Lastai's Caress en[comp][good,mind] vsm 1sa Touch 3 rd None Yes Feelings of good & love leave evil tgt cowering, frightened, nauseated, or shaken. be:102
Light of Faith abj[good] vsdf swift Touch 3 rd(D) None No Gain a bonus equal to one-half your divine caster lvl. (max. +5) on your next turning check. cc: 123
Light of Mercuria evo[good,light] vs 1sa Med 30 min (D)* None Yes* Radiate golden light in a 30' radius, & expend as 2 bolts that deal 2d6 damage. spc:132
Living Undeath nec vsdf 1sa Touch 3 min Fort neg(h) Yes(h) Subject becomes immune to critical hits and sneak attacks but has a +4 Cha. spc:134
Local Tremor evo[earth] vs 1sa 30 ft. 3 min Ref neg No Light Tremor shakes in a 30-ft. line. rdr:114
Locate Touchstone div vs 1sa see text Inst None No Find Nearest planar touchstone on the plane you currently inhabit. plh:100
Lore of the Gods div vs 1sa Personal 30 mins(D) Gain a +5 insight bonus on Knowledge checks; make one check with untrained Knowledgecc:
s 124
Luminous Armor abj Sac 1sa Touch 3 hr None Yes Light grants +5 armor bonus, dispels magical darkness; -4 to enemy melee attcks. be:102
Make Whole tra vs 1sa Close 30 min None No Repairs an object. ph:252
Mark of Judgment nec vsdf 1a Medium 3 rd Will neg Yes Creatures that attack subject heal 2 points of damage each successful hit phb2:119
Mark of the Outcast nec vsdf 1sa Close Perm Will neg Yes Creates an indelible mark on subjects face. -5 to Bluff & Diplomacy & -2 to AC. spc:138
Master Cavalier tra vs 1sa Personal 30 mins(D) Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed. cc: 124
Master's Touch (PH2) div v imm Close inst Will neg (h) Yes (h) Subject gains immediate +4 bonus on skill check. phb2:119
Necrotic Cyst nec[evil] vsf 1sa Touch Inst Fort neg Yes Encyst undead sac of tissue in subject. li:68
Necrotic Scrying nec[evil] vsf 1sa Unlimited 3 min None No Hear or see encysted subject at a distance. li:69
Obscuring Snow con[creation][air,cold] vs 1sa 30 ft. ### None No Snow obscures vision. fr:103
Owl's Wisdom tra vsm/df 1sa Touch 3 min Will neg(h) Yes Subject gains +4 to Wis. ph:259
Peaceful Serenity of Io abj v 1sa Close 10 mins Will neg (h) Yes (h) Grant subject +4 bonus on Concentration checks vs fear and compulsion rdr:115
Protection from Negative Energ abj vs 1sa Touch 30 min Will neg(h) Yes(h) Ignore 10 points of negative energy damage per attack. spc:163
Protection from Positive Energy abj vs 1sa Touch 30 min Will neg(h) Yes(h) Ignore 10 points of positive energy damage per attack. spc:163
Quick March tra vsdf 1 swift Med 1 rd Will neg(h) Yes(h) Allies' speed increases by 30 ft. spc:164
Remove Addiction con[healing] vs 1sa Touch Inst Fort neg Yes Cures target of drug addictions. be:105
Remove Paralysis con[healing] vs 1sa Close Inst Will neg(h) Yes(h) Frees one or more creatures from paralysis or slow effect. ph:271
Resist Energy abj vsdf 1sa Touch 30 min Fort neg(h) Yes(h) Subject Ignores 10 points of damage/attack from specified energy type. ph:272
Resounding Voice tra[sonic] s 1sa Touch 3 min(D) Will neg(harmle Yes Your voice carries 300 ft. hb:127
Restoration, Lesser con[healing] vs 3 rds Touch Inst Will neg(h) Yes(h) Dispels magical ability penalty or repairs 1d4 ability damage. ph:272
Rigor Mortis nec sm 1sa Touch 1d6+2 rds Fort neg Yes Suspends all vital functions; target appears dead. hh:132
Sap Strength en[evil,mind] vsm 1sa Touch Inst Fort neg Yes Subject becomes exhausted. bv:103
Share Talents tra vsm 1rd Touch 30 min Will neg (h) Yes (h) Subjects gain +2 bonus on skill checks phb2:124
Shatter evo[sonic] vsm/df 1sa Close Inst Will neg(o), Fort ha Yes(o) Sonic vibration damages objects or crystalline creatures. ph:278
Shield Other abj vsf 1sa Close 3 hr(D) Will neg(h) Yes(h) You take half of subject's damage. ph:278
Shroud of Undeath nec vsm 1sa Personal 30 min(D) Negative energy shroud makes nonintelligent undead perceive you as undead. spc:189
Silence ill[glam] vs 1sa Long 3 min(D) Will neg*, None Yes, No(oNegates sound in 20-ft. radius. ph:279
Soul Ward abj vsdf 1sa Touch 3 mins(D) Will(h) Yes(h) Subject is protected against 5 points of ability damage to Int., Wis. or Chr.; rep. use for diff. scores also inc cc: 127
Sound Burst evo[sonic] vsf/df 1sa Close Inst Fort prtl Yes Deals 1d8 sonic damage to subjects; may stun them. ph:281
Spawn Screen nec vsdf 1sa Touch 3 hr Will neg(h) Yes(h) You resist being transformed into an undead spawn if slain. spc:197
Spell Immunity, Lesser abj vs 1sa Touch 30 min Will neg(h) Yes(h) Subject is immune to a 1st or 2nd level spell. spc:199
Spider Legs tra vsf 1sa Personal 3 min You grow long spider legs that have a speed of 30 ft., move on vertical surfaces. bv:105
Spiritual Weapon evo[force] vsdf 1sa Med 3 rd(D) None Yes Magic weapon attacks on its own. ph:283
Spores of the Vrock con[creation][evil] vsmdf 1r 0 ft. Inst Fort neg Yes All within 5 ft. take 1d8 damage and 1d2 damage/round thereafter for 10 rounds. bv:105
Stabilize con[healing] vsdf 1 swift 0 ft. Inst Will neg(h)* Yes(h) Cures 1 point of damage in a 50' radius burst. spc:204
Status div vs 1sa Touch 3 hr Will neg(h) Yes(h) Monitors condition, position of allies. ph:284

Page 216 of 218


### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3 ### 3
Cleric SPELL
SPELL RANGES
SAVE DC
13 14 15
CLOSE RANGE
CASTER LVL 3 LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH (25 ft. + 5 ft. / 2 levels)
30 ft.

SPELLS MEDIUM RANGE


PER DAY
4 3 2 (100 ft. + 10 ft. / level)
130 ft.
SPELL SAVE +3 4 3 2 ### ### ### ### ### ### ### LONG RANGE
520 ft.
DC MOD Character: (400 ft. + 40 ft. / level)

*Requires LG Spell Access

SPELL LIST
prep spell name school comp cast time range duration save SR description ref
Stay the Hand en(comp)[mind-effecting] v imm Medium inst Will neg Yes Change subject creature's attitude to helpful for 1 round phb2:126
Stone Bones tra vsf 1sa Touch 30 min Will neg(h) Yes(h) Corporeal undead gains +3 natural armor bonus. spc:208
Stone Fist tra vsdf 1sa Personal 3 rd(D) Fists become like cold iron, increase in damage and deal lethal damage. rs:163
Stretch Weapon tra v swift 0 ft One attack Will neg (h) Yes (h) Melee weapon gains 5 ft. of reach for one attack. phb2:126
Substitue Domain tra vsdf 10min Personal 3 days(D) Temporarily swap one domain for another your deity offers. cc: 128
Summon Elysian Thrush con[summon][good] vsdf 10 mins Close 8 hours None No Summon an Elysian thrush (Planar Handbook 118), which accelerates natural healing. spc:214
Summon Monster II con[summon]* vsf/df 1r Close 3 rd(D) None No Calls extraplanar creature to fight for you. ph:286
Summon Undead II con[summon][evil] vsf/df 1r Close 3 rd None No Summons undead to fight for you(owlbear skeleton (MM 226), bugbear zombie (MM 267). spc:215
Thin Air nec[cold] vs 1sa Med 3 min Fort neg No Creates an area of thin air causing altitude sickness. fr:105
Turn Anathema en[comp][mind][see text] vsdf 1sa Personal 30 mins Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. cc: 129
Undetectable Alignment abj vs 1sa Close 24 hrs Will neg(o) Yes(o) Conceals alignment for 24 hours. ph:297
Veil of Shadow evo[darkness] vs 1sa Personal 3 min Darkness grants you concealment (20% miss chance). spc:228
Wave of Grief en[evil,mind] vsm 1sa 30 ft. 3 rd Will neg Yes Cone imposes -3 penalty on attacks, checks, and saves. spc:236
Zone of Truth en[comp][mind] vsdf 1sa Close 3 min Will neg Yes Subjects within range cannot lie. ph:303

Page 217 of 218


P
O
W
E
### ### ### ### ### ### ### ### ### R
POWER
POWER RANGES
S
SAVE DC
A
Power CLOSE RANGE V
MANIFESTER LVL
Pts
LEVEL 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH (25 ft. + 5 ft. / 2 levels)
MANIFESTER LVL
E
POWER MEDIUM RANGE
COST (100 ft. + 10 ft. / level) D
POWER SAVE ### ### ### ### ### ### ### ### ### ###
POWER
### C
SAVE
LONG RANGE
DC MOD Character: (400 ft. + 40 ft. / level) DC MOD

POWER LIST POWER LIST


xp power name discipline disp mfst time range duration save PR description ref xp

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