Index of Spells by Sources - SPC

SPC

Name Scl Sv Rs Dur CT Rng Re Description
Absorb Weapon T W- Y 1h/l* 1a T 6h

Hides a weapon inside your arm.

Absorption A N N 10m/l# 1a P G

You absorb 1d4+6 spell levels directed at you.

Abyssal Army C-? N N 10m/l* 10m M 1h

Summons demons to fight for you.

Accelerated Movement T N N 1r/l* 1sw P G

Swift. Balance, Climb, Hide, Move Silently, and Tumble at normal speed with no penalty on skill check.

Acid Breath C Y ! 1a 15f G

1d6/caster level acid damage in a cone.

Acid Sheath C N N 1r/l* 1a P G

Sheath of acid damages those who attack you (2/caster level, max 30), lets you make touch attacks.

Acid Storm (M) Ev N ! 1a M G

Deals 1d6/level acid damage (Max 15d6) in 20-ft radius.

Mass Aid A N Y 1m/l 1a C 5m

Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).

Aiming at the Target A N N C:20m;x 1ia P G

Grants a +10 circumstance bonus to Concentration checks for a spell you are concentrating on already.

Air Breathing T W- Y 2h/l;x 1a T 4h

Subjects can breathe air freely.

Greater Alarm (F) A N N 4h/l* 1a C 12h

As the Alarm spell, and it works on creatures on neighboring planes.

Align Fang T W- Y 1m/l 1a T 5m

Natural weapon becomes good, evil, lawful, or chaotic.

Mass Align Fang T W- Y 1m/l 1a C 30m

This spell functions like align fang, except that it affects multiple allies at a distance.

Mass Align Weapon T N N 1m/l 1a C 30m

Allies' weapons become good, evil, lawful, or chaotic.

Allegro T F- Y 1m/l 1a 20f 30m

You and your allies gain +30 ft. speed for 1 minute/level.

Amanuensis T W- Y 10m/l 1a C 1h

Copy nonmagical text.

Amorphous Form T W- Y 1m/l* 1a T 5m

Subject becomes puddle-like and can slip through cracks quickly.

Amplify T W- Y;* 1m/l 1a L G

Lowers Listen DC by 20.

Analyze Portal D N N C:1r/l* 1m 60f G

Detects and analyzes portals within 60 ft.

Anarchic Storm (M) C? N N 1r/l* 1a 20f G

Chaotic-aligned rain falls in 20-ft. radius.

Anarchic Water (M) T? W- Y ! 1m T G

Makes chaotic-aligned anarchic water.

Angelskin A+ W- Y 1r/l 1a T G

The subject gains damage reduction 5/evil.

Anger of the Noonday Sun Ev R- Y ! 1a 20f G

Blinds creatures within 20 ft.

Animate Breath T N N 1r/l 1a P G

Your breath weapon becomes an elemental.

Animate Fire T N N C:1r/l* 1r C G

Turn campfire into Small fire elemental.

Animate Snow T N N 1r/l 1a M G

Turns snow into creatures to fight for you.

Animate Water T N N C:1r/l* 1r C G

Turn quantity of water into Small water elemental.

Animate Wood T N N C:1r/l* 1r T G

This spell imbues a Small or smaller wooden object with mobility and a semblance of life.

Anticipate Teleportation (F) A N N 1d 10m T 6h

Delays teleporting creatures 1 round within range.

Greater Anticipate Teleportation (F) A N N 1d 10m T 6h

As anticipate teleportation, except for three rounds and types of creatures.

Anticold Sphere A N Y 10m/l* 1a 10f 1h

Mobile energy field provides immunity to cold.

Antidragon Aura (M) A W- Y 1m/l 1a C G

Allies gain bonus to AC and saves against dragons.

Antimagic Ray (M) A W- Y 1r/l 1a C G

Target loses all magical powers.

Anyspell T N N ! 15m P P

You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level domain spell slot.

Greater Anyspell T N N ! 15m P P

As anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level domain spell slot.

Appraising Touch D N N 1m/l 1a P 30m

Grants a bonus on Appraise skill checks.

Arc of Lightning C N ! 1a C G

Line of lightning between 2 creatures deals 1d6/level (max 15d6) electricity damage to all in the line.

Armor of Darkness A W- Y 10m/l 1a T 1h

Shadowy shroud provides +4 deflection bonus +1/three levels (max +8) to AC and +2 bonus on saves against holy good, or light effects.

Arrow Mind D N N 1m/l* 1ia P G

Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity.

Arrow of Bone (M) N F~ Y 1h/l# 10m T G

Creates a killer missile or thrown weapon, or deals 3d6 +1 (max +20) cold damage on successful save.

Arrow Storm T N N 1r 1sw P G

Swift. You make one ranged attack against each foe within one range increment.

Aspect of the Earth Hunter T N N 10m/l* 1a P G

Change into bulette and gain some of its abilities.

Aspect of the Wolf T N N 10m/l* 1a P 1h

You change into a wolf and gain some of its abilities.

Assay Spell Resistance D N N 1r/l 1sw P G

Gain +10 bonus to caster level checks for spell resistance against one creature.

Astral Hospice (M) C N N 1d/l 1a C G

While on the Astral Plane, open a portal to a demiplane so natural healing can occur.

Attune Form T N N 1d 1a T G

Grant target creature temporary protection against overtly damaging planar traits.

Augment Familiar T F- Y C+1r/l 1a C G

Your familiar becomes more powerful.

Aura Against Flame A N N 1r/l 1a P G

Ignores 10 fire damage/attack and extinguish fires.

Aura of Evasion (M) A N N 1m/l 1a 10f G

All within 10 ft. gain evasion against breath weapons.

Aura of Glory T N N 1m/l 1a P 5m

Bonus on Charisma-based skill checks, cure allies, and bolster them against fear.

Aura of Terror N W- Y 1m/l 1a 30f 5m

You gain an aura of fear, or your frightful presence becomes more effective.

Aura of Vitality T W- Y 1r/l 1a C G

Targets receive a +4 morale bonus to Strength, Dexterity, and Constitution scores.

Avascular Mass N- F~&R- Y x 1a C G

Reduce foe to half hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim.

Avasculate N- F~ Y ! 1a C G

Reduce foe to half hp and stun foe for 1 round by purging blood vessels.

Avoid Planar Effects A N Y 1m/l 1ia 20f 30m

Provides temporary protection against overtly damaging planar traits.

Awaken Construct (M) (XP) T W- Y ! 8h T G

Awakens a humanoid-shaped construct to humanlike sentience.

Awaken Sin En+ W- Y ! 1a T G

Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max).

Awaken Undead (XP) N- N Y ! 1a C G

Grant sentience to otherwise mindless undead.

Mass Awaken (XP) T N Y ! 1d M G

As awaken, but multiple creatures.

Axiomatic Storm (M) C! N N 1r/l* 1a 20f G

Lawful-aligned rain falls in 20-ft. radius.

Axiomatic Water (M) T! W- Y ! 1m T G

Makes lawful-aligned axiomatic water.

Babau Slime T F- Y 1m/l 1a T 5m

Secrete a body-covering acid that does 1d8 acid damage to weapons of foes.

Backbiter (F) N W- Y 1r/l# 1a C G

Cause two handed or reach weapon to strike is wielder.

Backlash T W- Y 10m/l# 1a T 1h

Subject takes damage if it uses spells against another creature.

Balancing Lorecall D N N 1m/l* 1a P G

You gain a +4 bonus on Balance checks and can balance on impossible surfaces if you have 5 or more ranks in Balance.

Baleful Transposition C W- Y ! 1a M G

Two subjects switch places.

Ball Lightning Ev R- Y 1r/l 1a M G

Energy ball deals 1d6/level (max 15d6) electricity damage.

Balor Nimbus T N N 1r/l 1a P G

Your flaming body deals 6d6 fire damage to foes in grapple.

Bands of Steel C R~ N 1r/l 1a M G

Bands immobilize or entangle* target.

Barghest's Feast (M) N- W- Y ! 1r T G

Destroy target corpse, potentially preventing its return to life.

Battering Ram Ev N Y ! 1a C G

Deals 1d6 force damage plus bull rush.

Battle Hymn En W- Y 1r/l 1a 30f G

Allies can reroll one Will save/round.

Beast Claws T N N 1h/l 1a P 6h

Your hands become slashing natural weapons.

Beastland Ferocity En F- Y 1m/l 1a T 30m

Subject fights without penalty while disabled or dying.

Beget Bogun (XP) C N N ! 1a T G

You create a Tiny nature servant.

Belker Claws T N Y 1r/3l:4r 1a T G

One touch/level deals 2d12 damage.

Benign Transposition C N N ! 1a M G

Two willing subjects switch places.

Greater Bestow Curse N W- Y P 1a T G

As bestow curse, but more severe penalties.

Binding Winds Ev R- Y C 1a M G

Sound cannot penetrate to or from target and -2 on ranged attacks.

Bite of the King N F- Y 1r/l 1a T G

Swallow enemies whole.

Bite of the Werebear T N N 1r/l 1a P G

You become enhanced such as that of a brown bear.

Bite of the Wereboar T N N 1r/l 1a P G

You become enhanced such as that of a boar.

Bite of the Wererat T N N 1r/l 1a P G

You become enhanced such as that of a dire rat.

Bite of the Weretiger T N N 1r/l 1a P G

You become enhanced such as that of a tiger

Bite of the Werewolf T N N 1r/l 1a P G

You become enhanced such as that of a wolf.

Black Blade of Disaster C N Y C:1r/l 1a C G

Floating magic weapon disintegrates subjects, Dealing 2d6/level (max 40d6) disintegrate damage.

Blackfire N- F~&R- Y 1r/l 1a M G

Negative energy fire burns at the life force of a living creature dealing 1d4 Con damage/round.

Blacklight Ev W-|N M 1r/l* 1a C G

Creates a 20-ft. radius of supernatural darkness you can see through.

Blade of Pain and Fear Ev W~ Y 1r/l 1a 0f G

Creates blade of gnashing teeth.

Blade Storm T N N 1r 1sw P G

Swift. You make melee attacks against every foe you threaten.

Blade Thirst T N Y 1r/l 1sw T G

Slashing weapon glows and gains +3 enhancement bonus.

Blades of Fire C N N 1r 1sw T G

Your melee weapons deal +1d8 fire damage for 1 round (swift).

Bladeweave I N * 1r/l* 1sw P G

Swift. Your melee attack dazes your opponent.

Blast of Flame C N ! 1a 60f G

60-ft. cone of fire deals 1d6/level (max 10d6) damage.

Blast of Force Ev F~ Y ! 1a M G

Ray deals 1d6 force damage/2 caster levels (max 5d6) and may knock down opponent.

Swift Bless Weapon T N N 1r 1sw T G

Weapon strikes true against evil foes for 1 round (swift).

Blessed Aim D W- N 1m/l 1a 50f G

+2 bonus for allies' ranged attacks.

Blessing Of Bahamut A+ N N 1r/l 1a P G

You gain damage reduction 10/magic.

Blinding Breath T N N 1r 1sw P G

Your breath weapon blinds targets.

Blinding Spittle T N Y ! 1a C G

Ranged touch attack makes subject blind.

Blindsight T W- Y 1m/l 1a T 5m

Grants blindsight* to a range of 30 ft.

Greater Blindsight T W- Y 1m/l 1a T 5m

Grants blindsight* to a range of 60 ft.

Greater Blink T N N 1r/l* 1a P G

As blink, but you control the timing.

Blistering Radiance Ev N&F~ Y 1r/l 1a L G

Dazzles sighted creatures and causes 2d6 fire damage/round.

Blood Frenzy T W- Y x 1a T G

Grants extra use of rage.

Blood Sirocco Ev F- Y 1r/l 1a 60f G

Wind bowls over foes and draws away their blood.

Blood to Water N Y ! 1a C G

2d6 Constitution damage to subjects.

Blood Wind Ev W- Y 1r 1sw C G

Subject may take a full attack action to use all of its natural weapons as if they were a thrown weapons with a 20ft range increment.

Bloodhound D N N 1d* 1a P G

You gain an immediate retry if you fail a Survival check while tracking.

Bloodstar (M) C F- Y 1r/l 1a M G

Hovering construct deals 1 point Con damage to foe each time foe is wounded.

Bodak's Glare (F) N- F- Y ! 1a 30f G

You slay a creature, which turns into a bodak 24 hours later.

Body Blades T N N 1m/l 1a P 5m

Sprout spikes, deal 1d6 piercing damage (crit x2) to grapplers, or use as light melee weapon. +4 Escape Artist from net, rope, grapple, or entanglement.

Body Harmonic (F) T W- Y C:1r/l 1a M G

Piercing tone deals 1d10 damage to one ability/round.

Body Of The Sun T Y 1r/l 1a 5f G

Your body emanates flame, dealing 1d4/2 levels (max 5d4) fire damage.

Body of War T N N 1r/l* 1a P G

You change into warforged titan, gain some abilities.

Bolt of Glory Ev+ N Y ! 1a C G

Energy ray deals positive energy damage to evil outsiders and undead.

Bolts of Bedevilment En W- Y 1r/l 1a M G

One ray/round, dazes 1d3 rounds.

Bombardment C N ! 1a L G

Falling rocks deal 1d8/level damage (max 20d8) and bury targets who suffocate if they cannot climb out.

Bonefiddle (F) N F- Y C:1r/l 1a C G

Target takes 3d6 sonic damage/round and -20 penalty on Move Silently checks.

Bottle of Smoke (F) C N N 1h/l 10m T 6h

Uncorking bottle creates fast horse made of smoke.

Brain Spider D W- Y 1m/l 1r L 1h

Listen to thoughts of up to eight other creatures.

Brambles T N N 1r/l 1a T G

Wooden weapon grows spikes that deals +1/level (max +10) piercing + bludgeoning damage.

Branch to Branch T N N 1h/l* 1a P 6h

You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.

Breath Flare T N N ! 1sw P G

Your breath weapon dazzles targets.

Breath of the Jungle T N N 1m/l 1a M G

Mist increases DC of saves vs. poison & disease

Breath Weapon Admixture T N N 1r 1sw P G

Breath weapon deals a second damage type (cold, acid, electricity, fire, or sonic).

Breath Weapon Substitution T N N 1r 1sw P G

Substitute acid, cold, electricity, or fire damage in place of your normal breath weapon damage.

Briar Web T R- N 1m/l 1a M 30m

Area slows creatures and thorns deal 1 point of piercing damage/5 ft. moved.

Brilliant Aura T W- Y 1r/l 1a C G

Allies' weapons become brilliant energy, ignoring armor.

Brilliant Blade T W- Y 1m/l 1a C 30m

Weapon or group of projectiles gain the brilliant energy quality.

Bristle T N N 1m/l* 1a T 5m

Armor spikes attack with wearer.

Buoyant Lifting Ev N N 1m/l *;x 1ia C 1h

Underwater creatures rise to surface.

Foe's Burning Blood N F~ Y 1r/l* 1a M G

Subject creature's blood deals 1d8 acid + 1d8 fire damage per round.

Burning Sword Ev N N 1m/l* 1a T 5m

Weapon gains flaming burst special ability.

Burrow T W- Y 1m/l* 1a T 5m

Grow claws and gain burrow speed of 30 ft.

Mass Burrow T W- Y 1m/l* 1a T 5m

As burrow but affects 1/level subjects.

Buzzing Bee C N N 1m/l* 1a M 5m

Bee gives subject -10 penalty on Move Silently and Concentration checks.

Cacophonic Burst Ev Y ! 1a L G

A burst of low noise deals 1d6/level (max 15d6) sonic damage within 20 ft.

Cacophonic Shield Ev F~ Y 1m/l* 1a 10f 5m

Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.

Call Kolyarut (XP) C! N N ! 10m C G

A kolyarut aids you in punishing an oath-breaker.

Call Marut (XP) C! N N ! 10m C G

A marut aids you in pursuing one seeking to cheat time.

Call Zelekhut (XP) C! N N ! 10m C G

A zelekhut aids you in hunting a fugitive.

Caltrops C N N 1r/l 1a C G

Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

Camouflage T N N 10m/l 1a P 1h

Grants +10 bonus on Hide checks.

Mass Camouflage T W- Y 10m/l 1a M G

As camouflage, but affects all in range.

Capricious Zephyr Ev N|R~ Y 1r/l 1a M G

A ball of air pushes targets around and trips them.

Cast in Stone T N&F- N 1r/l* 1a P G

Petrifying gaze attack.

Castigate Ev Y ! 1a 10f G

Verbal rebuke damages those whose alignment differs from yours.

Celebration En W- Y 1r/l 1a C G

Intoxicate Subjects.

Chain Missile Ev N Y ! 1a L G

1d4+1/2 levels force damage; 1d4+1 damage to 1 secondary target/2 levels.

Chain of Eyes D W- Y 1h/l 1a T 6h

You send magical sensor to infiltrate an area.

Charge of the Triceratops T W- Y 1r/l* 1a T G

Subject grows horns and skull plate, gains gore attack.

Cheat (F) T- W- N 1m/l# 1a P 30m

Caster rerolls when determining the success of a game of chance.

Checkmate's Light Ev! N N 1r/l* 1a P G

Grants a weapon +1 enhancement bonus, +1 moral bonus to all within its light*, and is axiomatic.

Chill of the Grave N N Y ! 1a C G

Ray causes +1d10 cold damage at caster levels 1, 4, 7, 10.

Circle Dance D N N ! 1m P G

Indicates direction to known target.

Clarity of Mind A W- Y 1h/l 1a T 6h

Grants +4 bonus on saves against charm*, compulsion*, and glamer spells; reduces glamer miss chance by 10%.

Claws of Darkness I F~ Y;* 1r/l 1a P G

Your hands make reach melee touch attacks that deal 1d8 cold damage and slow* down opponents.

Claws of the Bear T N N 1r/l 1a P G

Your hands become weapons dealing 1d8 damage.

Clear Mind A N N 10m/l 1a P 1h

+4 on saves against mind-affecting spells and abilities.

Climb Walls T W- Y 1m/l* 1a T 30m

The subject gets a +10, +20@5th, or +30@9th enhancement bonus on Climb checks.

Cloak of Bravery A W- Y 10m/l 1a 60f 1h

You and your allies gain a bonus on saves against fear.

Greater Cloak of Bravery A W- Y 1h/l 1a 1m 6h

As cloak of bravery, except very large area.

Cloak of Dark Power A W- Y 1m/l 1a T 30m

Protects subject from effects of sunlight, grants +4 resistance bonus on saves against light* or darkness effects.

Cloak of the Sea T W- Y 1h/l* 1a T 6h

Gain blur, freedom of movement, and water breathing while in water.

Cloak Pool I W- N 1h/l* 1a C 6h

Hide a color pool on the Astral Plane from view.

Close Wounds C Y ! 1ia C G

Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate).

Cloud of Bewilderment Ev F- N 1r/l 1a 10f G

Generates a nauseating 10-ft. cone.

Cloud Wings T F- Y 1h/l 1a T 6h

Increase the subject's fly speed by 30 feet.

Cloud-walkers T R- Y 10m/l* 1a T 1h

Targets can walk on clouds, flying at high altitudes.

Cloudburst Ev N N 10m/l* 1r L 1h

Rain obscures vision, extinguishes fires, and hampers missiles.

Clutch of Orcus N- F- Y C:1r/l 1a M G

Deals 1d3 damage/round and paralyzes foe with concentration.

Cocoon of Life (XP) C F- Y ! 1r C G

Preserves a corpse and reincarnates with no loss of level.

Cold Fire T Nfiresource|F½creature Nfiresource|Ycreature 1m/l* (fire source)|! (creature) 1a C G

Fire becomes blue and white, emits cold.

Cold Snap T N N 2d4h 1m 1m G

You lower temperature in area.

Combust Ev R~ Y !;x 1a T G

Target takes 1d8/level (max 10d8) fire damage.

Cometfall C N ! 1a M G

Comet falls atop foes, damaging them and knocking them prone.

Cone of Dimness I W- Y 1r/l 1a 60f G

Cone temporarily convinces creatures that they are blind.

Consumptive Field N- W- Y 1r/l 1a 30f G

Draw life from all creatures in 30-ft. radius with -1 or fewer hit points that fail save.

Greater Consumptive Field N- W- Y 1r/l 1a 30f G

Draw life from all creatures in 30-ft. radius with 9 or fewer hit points that fail save.

Mass Contagion N- F- Y ! 1a M G

As contagion, but 20-ft. radius.

Contagious Fog C N Y 1r/l 1a M G

20-ft.-radius cloud of fog inflicts disease.

Contagious Touch N F- Y 1r/l 1a T G

You infect one creature per round with chosen disease.

Contingent Energy Resistance A N N 1h/l* 1m P 6h

Energy damage triggers a resist energy spell.

Conviction A W- Y 10m/l 1a T 1h

Subject gains +2 or higher save bonus.

Mass Conviction A W- Y 10m/l 1a M 1h

Allies gain +2 or higher save bonus.

Corona of Cold Ev F- Y 1r/l* 1a 10f G

Aura of cold protects you, damages others.

Corporeal Instability T F- Y 1r/l* 1a T G

Transform a target creature into an amorphous mass.

Corpse Candle C N N 1m/l* 1a C 5m

Incorporeal* hand and candle reveals hidden creatures and objects.

Corrosive Grasp C N Y ! 1a T G

You deal 1d8 acid damage with one touch/level

Countermoon A W-D Y 12h 1a C 12h

Stop a lycanthrope from changing form, even after death, for 12 hours.

Crabwalk T N N 1m/l 1a T 5m

Subject gains +2 to AC and Attacks when charging.

Crawling Darkness C N N 1m/l* 1r P 5m

Cloud of tentacles provides concealment, skill bonuses, and several defenses.

Creaking Cacophony I N Y 1r/l 1a M G

Spell causes deafness and shankened and applies a sonic weakness to subjects.

Create Magic Tattoo (M) C N Y 1d 10m T G

Subject receives a magic tattoo with various effects.

Creeping Cold (F) T Y 3r 1a C G

Creature takes 1d6 cumulative cold damage that increases with each round (2d6, 3d6).

Greater Creeping Cold (F) T Y x 1a C G

As creeping cold, but accumulates 1 extra round (2 at level 15).

Critical Strike D N N 1r 1sw P G

Swift. For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits.

Crown of Glory 2 En W- Y 1m/l 1r 20f 30m

You gain +4 Charisma and inspire your allies.

Curse of Ill Fortune N W- Y 1m/l 1a M 30m

Subject suffers -3 penalty on attacks, saves, and checks.

Mass Curse of Ill Fortune N W- Y 1m/l 1a M 30m

Enemies take -3 penalty on attack rolls and saves.

Curse of Impending Blades N N Y 1m/l 1a M 5m

Subject takes -2 penalty to AC.

Mass Curse of Impending Blades N N Y 1m/l 1a M 30m

Enemies take -2 penalty to AC.

Curse of Lycanthropy 2 (M) N F- Y ! 1a T G

Kills subject and summons wererats.

Cursed Blade N N N 1m/l 1sw T 30m

Swift, Creature gains a curse that prevents healing or raising until removed.

Cutting Hand T N N 1r/l* 1a P G

Your hand gains a +2 enhancement bonus and is considered armed.

Cyclonic Blast Ev Y ! 1a 120f G

Horizontal cyclone deals 1d6/level (max 15d6) damage and initiates a bull rush.

Daggerspell Stance (F) A N N 1r/l* 1sw P G

Swift. You gain +2 insight bonus on attack and damage if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action.

Dance of the Unicorn A N N 1m/l* 1a 5f/l 5m

Purifying mist washes the air clean of smoke, dust, and poisons.

Dark Way I N Y 1r/l 1a C G

Creates temporary unbreakable bridge supporting up to 200 lbs./level.

Darkness Darkbolt Ev W~ Y !;x 1a M G

You hurl 1 beam of darkness/2 levels (max 7 bolts), dealing 2d8 damage/round and may daze for 1 round.

Darkfire Ev N Y 1r/l* 1a 0f G

As produce flame, but dark flames visible with darkvision.

Mass Darkvision T W- Y 1h/l 1a 10f 6h

As darkvision, but affects subjects within 10 feet of you.

Dawn A F- Y ! 1sw 15f G

Swift, Awaken sleeping and unconscious creatures.

Dead End I W-|Wd Y 10m/l* 1a T 1h

Illusions conceal the targets' spoor.

Deadfall C R~ N !;x 1a L G

Creates a deadfall, 1d6/level bludgeoning damage (Reflex half), prone (save negate), and Fort save or stunned 1 round.

Deafening Clang T F~ N 1r 1sw T G

Swift, Weapon deafens with a successful touch attack.

Death Armor (F) N N N 1r/l 1a P G

Black aura deals 1d4 +1/two levels damage to creatures attacking you.

Death Dragon N- N N 1r/l* 1r P G

You gain +4 natural armor, +4 deflection, and natural attacks.

Death Pact (M) N- N N P# 10m T G

-2 to Constitution, in exchange for effects of true resurrection.

Death Throes N N N 1h/l# 1a P 6h

Your body explodes when you die.

Mass Death Ward N W- Y 1m/l 1a C 30m

As death ward, but more targets.

Decomposition N N Y 1r/l 1a 50f G

Wounds deal 3 extra point of damage each round.

Decoy Image I Wd N 8h* 1r L 6h

Figment mimics you and allies.

Deep Breath C N N 1r/l 1ia P G

Your lungs fill with fresh air for the duration of the spell.

Deeper Darkvision T W- Y 1h/l 1a T 6h

Subject can see 90 ft. in magical darkness.

Defenestrating Sphere (F) Ev F~ Y 1r/l* 1a M G

Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.

Dehydrate N F- Y ! 1a M G

Deals Con damage to target.

Deific Vengeance C Y ! 1a C G

God's punishment deals 1d6 damage/two caster levels (max 5d6). (1d6/level max 10d6 vs undead.)

Delay Death N W- Y 1r/l 1ia C G

Losing hit points doesn't kill subject.

Delay Disease C W- Y 1d 1a T 24h

Postpones effects of a disease.

Delusions of Grandeur I W- Y 10m/l 1a M 1h

Subject becomes overconfident and careless.

Demon Dirge T N|F~ Y 1d6r;x 1a C G

Demons are stunned and take 2d6 damage/round for 1d6 rounds.

Demonhide A- W- Y 1r/l 1a T G

The subject gains damage reduction 5/cold iron or good.

Desiccating Bubble N R- Y 1r/l 1a M G

Directable globe of supernaturally dry air which causes evaporative damage to those it engulfs.

Detect Favored Enemy D N N C:10m/l* 1a 60f G

You know if favored enemies are within 60 ft.

Devil Blight T N|F~ Y 1d6r;x 1a C G

Damage and confuse baatezu; damage other lawful and evil creatures.

Diamondsteel (M) T W- Y 1r/l 1a T G

Metal armor provides damage reduction*.

Dimension Door, Greater C N&W- M 1r/2l 1a T G

Creates short-range, multiple-use dimension door.

Dinosaur Stampede Ev Y 1r/l* 1a M G

Throwing down and shattering a fossil to complete the spell, you call upon potent natural-forces and energies, and manifest them. in the form of a swath of intangible, spectral, stampeding dinosaurs.

Dire Hunger T F- Y 1r/l 1a C G

Subject grows fangs and attacks creatures near it.

Dirge Ev F- Y 1r/l 1r 50f G

Enemies suffer 2 points of Str and Dex damage per round.

Dirge of Discord En- W- Y C+1r/l 1a C G

Unnatural dirge that causes -4 to attack and concentration checks, and -4 enhancement penalty to Dexterity.

Discern Shapechanger (M) D N N 1r/l 1r P G

See creatures as they really are or know they can shapechange.

Discolor Pool I Wd N 1h/l* 1a C 6h

Change the color of a color pool on the Astral Plane.

Disguise Undead I N N 1d 1a T 1h

Change appearance of one corporeal undead.

Dispel Ward A N N ! 1a M G

As dispel magic, but affects only wards.

Dispelling Breath A N N 1r 1sw P G

Your breath weapon acts as a targeted dispel magic to all creatures in its area.

Dispelling Screen A N N 1m/l* 1a C 30m

Create an opaque screen that targets passing objects with dispel magic.

Greater Dispelling Screen A N N 1m/l* 1a C 30m

As dispelling screen, except that the maximum caster level bonus on the dispel check is +20.

Displacer Form T N N 1r/l* 1a P G

You change into displacer beast, gain some abilities.

Disquietude En W- Y 1r/l 1a C G

Target avoids physical contact with others.

Greater Disrupt Undead N N Y ! 1a C G

Deals 1d8/caster level (max 10d8) positive energy damage to any undead.

Dissonant Chant A N Y 1r/l 1a C G

Distracting chant which makes Concentration checks in the area more difficult.

Dissonant Chord Ev Y ! 1a 10f G

Deal 1d8/2 levels sonic damage in 10-ft. burst.

Distort Speech T F- Y 1r/l 1a C G

Target's speech becomes unintelligible, hampers spellcasting.

Distract En W- Y 1r/l 1a M G

Distracts targets with the zest for life.

Distract Assailant En W- Y 1r 1sw C G

Swift. One creature is flat-footed* for 1 round.

Distracting Ray A N N ! 1a C G

Distracts target spellcaster as counterspell.

Divine Agility T W- N 1r/l 1a T G

Subject gains +10 to Dexterity for 1 round/level.

Divine Insight D N N 1h/l#* 1a P G

You gain insight bonus of 5 + caster level on one single skill check.

Divine Interdiction A W-|N M;* 1r/l 1a C G

Prevents other divine characters from turning or rebuking.

Divine Protection En W- Y 1m/l 1a M 30m

Allies gain a +1 morale bonus to their Armor Class and on saving throws.

Divine Sacrifice Ev N N 1r/l 1a P G

You sacrifice hit points to deal extra damage.

Dolorous Blow T N N 1m/l 1a T 5m

Weapon's threat range is doubled and threats are automatically confirmed.

Doomtide I W- Y 1r/l 1a 80f G

Black mist obscures vision, dazes creatures.

Downdraft Ev R~ Y ! 1a L G

Force flying creatures to fall 100 feet or knock landborne people prone.

Draconic Might T F- Y 1m/l* 1a T 30m

Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.

Dragon Ally (XP) C N N ! 10m C G

As dragon ally, lesser, but up to 18 HD.

Greater Dragon Ally (XP) C N N ! 10m C G

As dragon ally, lesser, but up to 27 HD.

Lesser Dragon Ally (XP) C N N ! 10m C G

Exchange services with a 15 HD dragon.

Dragon Breath Ev N N 1r/l 1a P G

You choose a dragon type and mimic its breath weapon.

Dragonsight (F) T N N 1h/l* 1a P 6h

Gain low-light vision*, darkvision*, and blindsense*.

Dragonskin T N N 10m/l 1a P 1h

You gain +3 to +5 natural armor bonus and Energy Resistance 10 to 20.

Dream Casting I W- Y 1d/l;x 1h U G

Alter subject's dreams to produce desired effect.

Dream Sight D N N 1m/l* 1r txt 30m

Your spirit can hear and see at distance for 1 min./level.

Drown C F- Y ! 1a C G

Target immediately begins to drown.

Mass Drown C F- Y ! 1a C G

As drown, but affects multiple creatures.

Duelward A N N 1r/l#* 1a P G

You can counterspell as an immediate action with a +4 bonus to Spellcraft.

Earth Lock (M) A N N P 1a C G

Constricts tunnel, preventing access.

Earth Reaver T N Y ! 1a M G

Eruption deals 4d6 impact damage and 3d6 fire damage to all in area.

Earthbind T F- Y 1m/l* 1a C 30m

Subject creature can't fly*.

Earthen Grace (M) A W- Y 1m/l 1a T 5m

Stone and rock damage sources deal nonlethal damage instead of lethal damage.

Earthen Grasp T N Y 2r/l 1a C G

Dense hand grapples creatures and pins them.

Earthfast T F- Y ! 1a C G

Double hardness and hit points of stone structure or rock formation.

Easy Climb T N Y 10m/l* 1a M 1h

Changes vertical surface Climb DC to 10.

Easy Trail A N Y 1h/l* 1a P 6h

Makes a trail easier to pass.

Ebon Eyes T N Y 10m/l 1a T 1h

Subject can see through magical darkness.

Echo Skull D N Y 1h/l* 1a T 6h

See, hear, and speak through a prepared animal skull for 1 hour/level.

Ectoplasmic Armor A W- N 1h/l* 1a T G

Gain +5 to +9 armor bonus against incorporeal* touch attacks.

Ectoplasmic Feedback A N * 1m/l* 1a P 5m

Incorporeal* attackers take 1d6 + 1/caster level (max +10) force damage.

Effulgent Epuration A W- Y 1r/l 1a C G

Creates one sphere/level to negate hostile magic.

Electric Jolt Ev N Y ! 1a C G

Ray deals 1d3 electricity damage.

Electric Loop Ev Y ! 1a C G

Deals 1d6/two levels (max 5d6) electricity damage + stuns a single creature.

Elemental Body T N N 1h/l 1a P 6h

You take on the qualities of a type of elemental.

Embrace the Wild T N N 10m/l* 1a P 1h

You gain an animal's senses for 10 min./level.

Emerald Flame Fist Ev N Y 1r/l;x 1a T G

You can transfer a burning aura to a subject dealing 3d6 +1/level (max +20) fire damage per round.

Energized Shield A N N 1r/l 1a T G

Shield provides user resistance 10, shield bash deals +2d6 damage.

Lesser Energized Shield A N N 1r/l 1a T G

Shield provides user resistance 5, shield bash deals +1d6 damage.

Energy Ebb N- F- Y 1r/l 1a C G

Give subject one negative level/round for 1 round/level.

Energy Immunity A N Y 1d 1a T 24h

Subject is immune to damage from one kind of energy (acid, cold, electricity, fire, sonic).

Energy Spheres Ev Y;* 1r/l# 1a C G

Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage.

Energy Transformation Field (M) (XP) T N Y P 4r C G

Area absorbs magic energy to power a predetermined spell.

Energy Vortex Ev Y ! 1a 20f G

Burst centered on you deals 1d8 +1/caster level (max +20) acid, cold, fire, or electricity damage to nearby creatures.

Enervating Breath N N N 1r 1sw P G

Your breath weapon also bestows 2d4 negative levels.

Enhance Familiar U N Y 1h/l 1a T 6h

Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level.

Enhance Wild Shape T N N 1h/l 1m P 6h

Your wild shape ability gains a bonus.

Greater Enlarge Person T F- Y 1h/l* 1r C 6h

Humanoid creature doubles in size.

Enrage Animal En N Y C+1r/l 1a M G

Animal rages like barbarian, not fatigued.

Entangling Staff T N Y 1r/l* 1sw T G

Swift. Quarterstaff gains improved grab and can constrict grappled foes.

Entice Gift En W- Y 1r 1a C G

Subject gives caster what its holding.

Eradicate Earth A Y ! 1a 40f G

Deals 1d8 points of damage/level to earth creatures (max 10d8).

Essence Of The Raptor T N N 10m/l* 1a P 1h

Base speed* becomes 60 feet, gain skill bonuses and scent**.

Ethereal Breath T N N 1r 1sw P G

Your breath weapon manifests on the Ethereal Plane.

Ethereal Chamber Ev R- Y 1m/l 1a C 5m

Crystalline force chamber is incapable of planar travel away from the Ethereal Plane and normal movement.

Ethereal Mount C N N 1h/l* 10m 0f 6h

Creates ethereal mounts.

Evil Glare N- W- Y 1r/l;x 1a 30f G

Paralyze creature with your glare.

Exacting Shot T N N 1m/l 1sw T 5m

Enhances ranged weapons critical on threat and negates concealment miss chances.

Excavate T N N ! 1a C 6h

Creates a permanent passage in earth and walls.

Swift Expeditious Retreat T N N 1r 1sw P G

Your speed increases by 30 ft. for 1 round (swift).

Explosive Cascade Ev Y ! 1a C G

Bouncing flame ball deals 1d6/level fire damage.

Extend Tentacles T N N 1r/l 1a P G

+5 ft. to reach of tentacle attack; also lengthens medusa's snakes.

Extract Water Elemental T Y ! 1a 5f/l G

Pulls water from victim, forms water elemental.

Eye of Power D N N 1m/l* 10m U G

As arcane eye, but you can cast spells of 3rd level or lower through it.

Eye of the Hurricane A F- Y 1r/l 1a 40f G

Cause a hurricane to spring forth around you. It prevents ranged attacks, knocks people back and others prone.

Eyes of the King C- N N C+5r:1m/l* 1m U G

Summon fiendish dire bats.

Faith Healing C Y ! 1a T G

Cures 8 +1/level damage (max +5) to worshiper of your patron.

False Gravity T W- Y 1m/l 1a T 30m

Travel on a solid surface as if that surface had its own gravity.

Familiar Pocket U N N 1h/l* 1a T 6h

Creates an extradimensional hiding place for your familiar.

Fangs of the Vampire King T- N N 1m/l 1a P 5m

Grow vampire fangs.

Fantastic Machine C N N 1m/l* 1a M 30m

Creates many-armed machine that functions as Large animated object.

Greater Fantastic Machine C N N 1m/l* 1a M 30m

As fantastic machine, but creates a more powerful construct.

Favor of the Martyr N N Y 1m/l 1a M 30m

Subject gains Endurance plus immunity to nonlethal damage, charm and compulsion effects, pain attacks, and other adverse conditions, subject can function at -1 to -9 hp.

Favorable Sacrifice (M) A W- Y 1h/l 1a T G

Subject gains better protection the more gems you sacrifice.

Fearsome Grapple T N N 1r/l 1a P G

You gain 2 additional arms that only improve your grapple checks.

Fell the Greatest Foe T F- Y 1r/l 1a T G

Deal extra damage to creatures, 1d6 per size category larger than you.

Field of Ghouls N- W- Y 1r/l 1a P G

Transform dying creatures into ghouls.

Field Of Icy Razors (F) Ev R~ Y !&1r/l;x 1a M G

Creatures in area take normal and cold damage, might be slowed.

Fiendform T- N N 1m/l 1a P 30m

As Alter Self, except you can gain the form and powers of an evil outsider.

Fierce Pride of the Beastlands C+? N N 10m/l* 10m M 1h

Summon celestial lions and celestial dire lions to follow you

Find Temple D N N 1h/l 1a 10m + 1m/l 6h

You know direction of your deity's nearest temple.

Find the Gap D N N 1r/l 1a P G

Your attacks ignore armor and natural armor.

Fins to Feet T F- Y 1h/l 1a T 6h

Transforms tails and fins into legs and feet.

Mass Fire Shield Ev N Y 1r/l* 1a M G

Creatures attacking allies take 1d6 +1/level (max +15) cold damage if shield protects allies from fire, fire damage if it protects allies from cold.

Fire Shuriken (M) Ev N Y ! 1a 0f G

Evoke 1 shuriken/3 caster levels (max 6); each deal 3d6 fire damage.

Fire Spiders C Y 1r/l 1a C G

Swarm of Fine fire elementals attacks targets.

Fire Stride T N N 10m/l# 1a P 1h

Multiple-use dimension door that works only through large fires.

Fire Wings (F) T N N 1m/l 1r P 5m

Your arms become wings that enable flight, deal 2d6 fire damage.

Firebrand (M) Ev Y ! 1a M G

One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.

Fireburst Ev Y ! 1a 10f G

Adjacent subjects take 1d8/level (max 5d8) fire damage.

Greater Fireburst Ev Y ! 1a 15f G

Subjects within 15 ft. take 1d10/level (max 15d10) fire damage.

Fires of Purity Ev N Y;* 1r/l 1a T G

Target bursts into magical flame, becoming a dangerous weapon.

Fireward T N N 1h/l 1a M 6h

As quench, but also suppresses magical fire effects in affected area.

Fist of Stone T N N 1m 1a P G

Your fist gains +6 enhancement bonus to strength for attacks, grapples, breaking, or crushing things. You gain a slam attack.

Flame Dagger Ev N Y 1m/l* 1a 0f G

As flame blade, but 1d4 +1/level.

Flame of Faith Ev N N 1r/l 1a T G

Gives weapon the flaming burst quality.

Flame Whips T W- Y 1r/l* 1a P G

Your forelimbs deal 6d6 fire damage.

Flashburst Ev W~ Y !;x 1a L G

Blind or dazzle creatures within area.

Flensing T- F~ Y 4r 1a C G

Trauma deals 2d6 damage plus 1d6 Cha and Con damage.

Fleshshiver N F~ Y ! 1a C G

Target is stunned for 1 round, takes 1d6/level (max 15d6) damage; nauseated for 1d4+2 rounds.

Flight of the Dragon T N N 10m/l* 1a P 1h

You grow dragon wings.

Greater Floating Disk Ev N N 1h/l 1a C 6h

As floating disk, but can move independently of the caster.

Mass Fly T W- Y 1m/l 1a C 30m

As fly, except this spell confers the power of flight upon all targeted creatures.

Swift Fly T N N 1r 1sw P G

This spell functions like fly except for 1 round (swift).

Focusing Chant En N N 1m* 1sw P G

Improves concentration; +1 on attack rolls or selected checks.

Foebane Ev W- Y 1r/l 1a T G

Enhances a weapon against a favored enemy, giving it +5 magic enhancement and +2d6 bonus damage.

Force Chest Ev N N 1d/l* 1a 0f 12h

Creates 2-foot-cube box of force.

Force Claw Ev N Y 1r/l* 1a M G

Claw of force guards an area, making attacks of opportunity.

Force Ladder (F) Ev N N 1m/l 1a C 5m

Creates a movable ladder of force.

Force Missiles Ev N Y ! 1a M G

Missiles of force strike foes for 2d6 each (max 4 missiles)

Force Effects Forceward A W- Y 1m/l 1r 15f 30m

Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.

Forcewave Ev N Y ! 1sw 10f G

Bull rushes all creatures within 10 ft.

Forestfold T N N 1h/l* 1a P 6h

You gain +20 on Hide and Move Silently in a designated terrain type.

Fortify Familiar U N Y 1h/l 1a T 6h

Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level.

Fortunate Fate C N Y 10m/l# 1m T 1h

Target immediately receives a heal if killed by damage.

Foundation of Stone T N N 1r/l 1a C G

+4 bonus to resist being bull rushed or tripped

Freeze C R~ Y 1r/2l 1a M G

Ray encases target in ice, dealing 2d6 cold each round.

Freezing Fog C R~ N 1m/l 1a M 30m

Freezing fog deals 1d6 cold damage each round, and creatures must make a Reflex save or fall. Ballance DC 10 to move. Max speed* 5.

Frost Breath Ev Y ! 1a 30f G

Icy breath deals 1d4 cold damage/2 levels (max 5d4).

Fugue (F) Ev W- Y C:1r/l 1a M G

The target is hindered or harmed in a manner dictated by your Perform skill.

Fuse Arms T F- Y 10m/l 1a T 1h

Multiple arms/tentacles become one pair of stronger limbs.

G'elsewhere Chant C W- Y ! 1a T G

You teleport a target to a random, safe location up to 100 feet distant and visible to you

Gembomb (M) Ev Y 10m/l# 1a/b T G

Converts a gem into a bomb that deal 1d8/two levels (max 5d8) force damage.

Gemjump (F) C N N P# 1r U 4h

Teleport to the location of a specially prepared gem.

General of Undeath N- N N 1d/l 1a P 24h

Increases your maximum HD of controlled undead by your caster level.

Ghost Touch Armor T W- Y 1m/l 1a T 5m

Armor works normally against incorporeal attacks.

Ghost Touch Weapon T W- Y 10m/l 1a C 1h

Weapon works normally against incorporeal creatures.

Ghost Trap A N N 1m/l* 1a P 6h

Incorporeal creatures turn corporeal.

Ghostform T N N 1r/l* 1a P G

You become incorporeal.

Ghostharp D N N 5m/l* 1m T G

Object records, plays a song at your command.

Ghoul Gauntlet N- F- Y ! 1a T G

Convert victim to a ghoul under your control.

Ghoul Gesture N F~ Y 1r/l 1a M G

Ray paralyzes target.

Ghoul Glyph (M) N F~ Y P# 1m T G

Glyph wards area, paralyzes victims.

Ghoul Light N N N 10m/l 1a T 1h

Light provides turn resistance.

Giant's Wrath T N N 1r/l 1a P G

Thrown pebble becomes boulder dealing 2d6 +1/two levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 +2d6 fire at 13th, critical is x3 at 17th.

Girallon's Blessing T F- Y 10m/l 1a T G

Subject gains an additional pair of arms and claws on all hands, allowing four claw attacks, each dealing 1d4 damage. If two claws hit, rend for additional 2d4 + 1-1/2 Str modifier.

Glass Strike T F- Y 1h/l 1a C G

Turns subject into glass.

Glowing Orb (F) Ev N N P 1a T 6h

Creates permanent magical light; you control brightness.

Golden Barding C W- Y 1h/l 1a T 6h

Your mount gets force armor.

Golem Strike D N N 1r 1sw P G

Swift. You can sneak attack constructs for 1 round.

Grace T+ N N 1r/l 1sw P G

Silvery light grants +2 Dexterity, +10 feet to land speed*, melee attacks treated as good; take -20 to Hide checks.

Grave Strike D+ N N 1r 1sw P G

Swift. You can sneak attack undead for 1 round.

Graymantle N F- Y 1r/l 1a M G

Target is prevented from regaining hit points by any means.

Great Thunderclap Ev N N ! 1a M G

Loud noise causes stunning, deafness, and knocks prone in a 20-ft.-radius spread.

Guided Shot D N N 1r 1sw P G

Swift. You ignore distance penalties with your ranged attacks for 1 round.

Guiding Light Ev N Y 1m/l* 1a L 5m

+2 on ranged attacks against creatures in illuminated area.

Gutsnake T N N 1r/l* 1a P G

15-ft tentacle grows from your stomach and attacks your enemies.

Hail of Stone (M) C N Y ! 1r M G

Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).

Hailstones Ev N Y ! 1a M G

Frigid globes deal 5d6 cold damage.

Hamatula Barbs T F- Y 10m/l 1a T 1h

Subjects grow barbs that deal 1d8 slashing and piercing damage to foes attacking subject.

Hand of Divinity Ev N N 1m/l 1a T 30m

Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.

Hand of the Faithful A F- Y 1h/l 1m 10f 4h

Immobile zone of warding stuns those of different patrons.

Hardening (M) T N Y P 1a T G

Permanently make an object's hardness improve.

Harmonic Chorus En W- Y C:1r/l* 1a C G

Give another caster +2 caster levels and +2 on save DCs as long as you concentrate.

Swift Haste T N N 1d4r 1sw P G

You are hasted for 1d4 rounds (swift).

Haunting Tune En W- Y 10m/l 1r M 1h

1 target/level becomes shaken.

Hawkeye T N N 10m/l 1a P 1h

You gain +5 on spot checks and fire ranged weapons better.

Heal Animal Companion C W- Y ! 1a T G

Restores health and damage to an animal companion.

Healing Lorecall D N N 10m/l 1a P 1h

If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.

Healing Sting N N Y ! 1a T G

Touch deals 1d12 +1 point/level (max 1d12 + 10) damage which caster gains as HP.

Healing Touch N Y ! 1a T G

You heal the target 1d6/2 levels and take half as damage.

Healthful Rest C W- Y 1d 10m C G

Subjects heal at twice the normal rate.

Heart of Stone (F) (XP) N N N 1y 1h P G

You gain DR 5/- and resist energy 5 vs cold, fire, and electricity. Healing slows and requires caster level checks (DC 10 + your caster level)

Heart Ripper N F- Y ! 1a C G

Slay a creature with HD totaling up to your caster level or less. Stun him if more.

Heartfire Ev F~ Y 1r/l 1a C G

Passions of targets ignite as real fire upon the target.

Heat Drain N F- Y ! 1a 20f G

Subjects take 1d6 cold damage/level, you gain equal amount hp.

Heatstroke T F~ Y ! 1a M G

Target takes 2d6 points of nonlethal damage. If it fails a Fortitude save, it becomes fatigued (if already fatigued, it becomes exhausted).

Heavenly Host C+! N N 10m/l* 10m M 1h

Summons archons to fight for you.

Hellish Horde C-! N N 10m/l* 10m M 1h

Summons devils to fight for you.

Herald's Call En W- Y 1r 1sw 20f G

Shout slows those within 20 ft.

Heroics T N Y 10m/l 1a T 1h

Fighter gains one fighter bonus feat.

Hidden Lodge C N N 1d 10m C 12h

Creates a camouflaged Secure Shelter.

Hide from Dragons A W- Y 10m/l* 1a T G

Dragons can't perceive one subject/two levels.

Hide the Path (F) A N N 1d* 10m txt 24h

Disrupts find the path and other 6th level or lower divination spells.

Hindsight (M) D N N ! 1h 60f G

Divination that allows you to see the history of a location.

Hiss of Sleep En W- N 1r/l 1r C G

You induce comatose slumber in targets.

Holy Mount T N Y 1r/l 1a T G

Special mount gains celestial template.

Holy Spurs T W- Y 1r 1sw C G

Special mount's speed increases by 40 ft. for 1 round (swift).

Holy Star A N N 3r* 1a 0f G

Glowing light turns spell, gives a cover bonus to AC, or shoots beams of fire.

Holy Storm (M) C+ N N 1r/l* 1a 20f G

Good-aligned rain falls in 20-ft. radius, dealing 2d6 damage/round to evil creatures (evil outsiders take double damage). Reduces hearing and visibility.

Holy Transformation T+ N N 1r/l* 1a P G

You change into hound archon, gain abilities.

Lesser Holy Transformation T+ N N 1r/l* 1a P G

You change into protectar, gain abilities.

Horrible Taste T F- N 10m/l 1a T 1h

Attackers that bite you must make a Fort save or be Nauseated for 1 full round.

Howling Chain (F) Ev N Y 1r/l 1a M G

Chain of force entangles and attacks opponent.

Hungry Gizzard C R- Y 1r/l* 1a M G

Gizzard engulfs victim, grapples and deals 2d8+8 crushing damage and 1d8 acid damage per round. Victim must deal 25 point of damage to cut itself free.

Hunter's Mercy T N N 1r 1a P G

Your next attack with a bow automatically is a critical hit if you hit.

Hunters of Hades (M) C- N N 10m/l* 1m M 1h

Summons a pair of pack fiends or a Retriever to follow your commands.

Hurl T N N 1m/l 1a T G

Thrown weapon returns to thrower.

Hymn of Praise Ev+ W- Y 1r/l 1r 50f G

Grants +2 caster level to good-aligned divine spellcasters.

Hypothermia Ev F~ Y ! 1a C G

Causes 1d6 cold damage/level (Max 10d6), fatigue.

Ice Axe Ev N Y 1r/l* 1a 0f G

You create a battleaxe made of ice. It requires a melee touch attacks to hit and deals 2d12 +1/2 levels (max +10) points of cold damage.

Ice Claw Ev N Y 1r/l* 1a M G

Claw of ice grapples with a grapple modifier of your caster level + your Int or Cha modifier + 7 for the claw's Strength (24). When grappling it deals 1d8 cold damage per round.

Ice Dagger Ev N Y ! 1a C G

Splash deals target 1d4/level (max 5d4) cold damage, and 1 pt damage to any within 5 ft.

Ice Flowers T N ! 1a L G

Ice and earth deal 1d6 damage/level and turn the ground into dense rubble (DMG 90).

Ice Gauntlet Ev N N 1m/l* 1a P G

A +1 spiked gauntlet of ice forms around your fist. It deals normal damage + 1d4 cold damage.

Ice Knife C F~|R½ Y ! 1a L G

Ranged attack, 1d8 points of cold damage + 2 points Dex damage.

Icelance (F) C F~ Y ! 1a M G

Changes ice into lance, which attacks target for 6d6 (half piercing, half cold) damage and stuns for 1d4 rounds.

Illusory Feast I W- Y 1r/l 1a L G

Subjects become dazed by illusory food.

Illusory Pit I Wdisbelief N C+1r/l 1r M G

Illusiory pit causes creature to believe it is falling helplessly and stuns for 1 round when done.

Imbue Familiar with Spell Ability U W- Y 1h/l 1a T 6h

You transfer spells to your familiar.

Imperious Glare N W- Y 1r/l 1a C G

You cause targets to cower in fear.

Implacable Pursuer D W- Y 1h/l* 1m L 6h

You know where prey is, as long as it's moving.

Improvisation T N N 1r/l* 1a P G

Applies +2 points/level of luck bonuses to selected checks or attacks.

Incite En W- Y 1m/l 1sw C 5m

Subject can't ready actions or delay.

Incorporeal Enhancement N- N N 1d 1r C 24h

Grant bonuses to incorporeal undead.

Incorporeal Nova N W- Y ! 1a M G

Destroy incorporeal undead.

Indomitability A N Y 1m/l#* 1a T G

Subject can't be reduced below 1 hp.

Infernal Threnody Ev- W- Y 1r/l 1r M G

Grants +2 caster level to evil-aligned divine spellcasters.

Infernal Transformation T- N N 1r/l* 1a P G

You change into bone devil, gain abilities.

Lesser Infernal Transformation T- N N 1r/l* 1a P G

You change into bearded devil, gain abilities.

Infernal Wound T- N N 1r/l 1a T G

Weapon inflicts persistent, bleeding wounds.

Inferno T F-&R~ Y 6r 1a C G

Creature bursts into flames and suffers 6d6 fire damage or less per round.

Infestation of Maggots N F- Y 1r/2l 1a T G

Maggotlike creatures deal 1d4 temporary Con damage every round

Inhibit En W- Y ! 1a M G

Subject delays until next round.

Inky Cloud C N N 10m/l 1a 30f 1h

Obscures sight underwater beyond 5 ft.

Insidious Rhythm En W- Y 1m/l 1ia M 30m

Implants melody in subject's mind; -4 penalty on Concentration checks, requires Concentration check for spellcasting.

Insightful Feint D N N 1r 1sw P G

Swift. Gain +10 on your next Bluff check to feint in combat.

Inspirational Boost En N N 1r;x 1sw P G

Swift. The bonuses granted by your inspire courage ability increase by 1

Instant Locksmith D N N 1r 1sw P G

Swift. Make Disable Device or Open Lock check at +2 as free action.

Instant Refuge (M) (XP) Ev N N P# 10m P G

Enhanced contingency spell teleports you under six possible conditions.

Instant Search D N N 1r 1sw P G

Swift. Make Search check at +2 as free action.

Interplanar Message Ev W- Y 1d/l# 1a txt 6h

Send a limited message of 25 words or less to the targeted creature, who may be on another plane.

Superior Invisibility I W- N 1m/l* 1a P|T 5m

As invisibility, greater, except you make no scent, sound, or image.

Swift Invisibility I N N 1r 1sw P G

Invisibility lasts 1 round (swift).

Iron Bones T W- Y 10m/l 1a T 1h

Corporeal undead gains +6 natural armor bonus.

Iron Silence T W- Y 1h/l* 1a T 6h

Armor touched has no armor check penalty on Hide and Move Silently checks for 1 hour/level.

Ironguard (F) A W- Y 1r/l 1a T G

Subject becomes immune to both magical and mundane metal.

Lesser Ironguard A W- Y 1r/l 1a T G

Subject becomes immune to nonmagical metal.

Ironguts A W- Y 10m/l 1a T 1h

Target gains +5 bonus on saving throws against poison*.

Ironthunder Horn T R- Y ! 1a 30f G

Intense vibrations trip those in area.

Jagged Tooth T W- Y 10m/l 1a C 1h

Doubles the critical threat range of natural weapons.

Jaws of the Wolf (F) T N N 1r/l* 1a C G

One carving/2 levels turns into a worg.

Joyful Noise A N N C 1a 10f G

You negate silence in a 10-ft.-radius emanation for as long as you concentrate.

Jungle's Rapture T W- Y P* 1a C G

Curse causes 1d6 Dexterity drain per day.

Junglerazer N Y ! 1a 120f G

Fey, vermin, plants, and animals take 1d10 damage/level (max 10d10).

Kelpstrand C N N 1m/l 1a C 5m

Ranged touch attack to special grapple with kelp.

Kiss of the Vampire (M) N- N N 1r/l 1a P G

You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.

Knight's Move T N N ! 1sw 5f/2 l G

You instantly move up to 5 feet/2 levels, but must end up flanking an enemy.

Know Greatest Enemy D N Y C:1r/l 1a 60f G

Determines relative power level of creatures within the area.

Know Opponent D W- Y ! 1a C G

Learn one strength or weakness of a foe per 2 levels.

Know Vulnerabilities D W- Y ! 1a C G

Determine target's vulnerabilities and resistances.

Land Womb A W- Y 10m/l* 1a T 1h

You and one creature/level hide within the earth.

Languor T W- Y 1r/l 1a C G

Ray slows target and diminishes its Strength.

Last Breath (M) N N Y ! 1a T G

Returns to life a creature that has been dead no longer than 1 round. As raise dead, except to 0 hp. You take 1d4 damage/HD of creature.

Launch Bolt (M) T N N ! 1a T G

Launches a crossbow bolt up to 800 feet.

Launch Item T N N ! 1a T G

Hurls fine item up to long range.

Lawful Sword Ev! N N 1r/l 1a T G

Weapon becomes +5 axiomatic weapon and emits Magic Circle against Chaos.

Lay of the Land D N N ! 3r P G

You gain an overview of the geography around you.

Life Bolt N N Y ! 1a M G

1 ray/2 levels (max 5) draws 1 hp from you to deal 2d4 positive energy damage to undead.

Life Ward A W- Y 1m/l 1a T G

Grants immunity to healing spells and positive energy effects.

Life's Grace A W- Y 1m/l 1a T 30m

Grants immunity to death effects, energy drain, and negative energy effects. Also grants ghost touch to armor.

Light of Lunia Ev+ N Y 10m/l*# 1a M 1h

You radiate silvery light, which you can expend as 2 bolts that deal 1d8 damage.

Light of Mercuria Ev+ N Y 10m/l*# 1a M 1h

You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.

Light of Venya Ev+ N Y 10m/l*# 1a M 1h

You radiate silvery light, which you can expend as 2 bolts that either deal 6d6 against evil outsiders and undead or heal 1d6 points of damage.

Lightfoot T N N 1r 1sw P G

Your move does not provoke attacks of opportunity for 1 round (swift)

Lightning Ring Ev N Y 1r/2l 1r P G

Ring of lightning gives you resistance to electricity 20, deals 10d6 electricity damage to adjacent creatures, and emits two lightning bolts per round.

Lion's Charge T N N 1r 1sw P G

You gain the pounce special ability.

Lion's Roar Ev W-|F~ Y;* !|1m/l 1a 120f G

Deal 1d8 sonic damage to foes and grant a +1 morale bonus and 1d8 + 1/level (max +20) temporary hit points to allies.

Lionheart A W- Y 1r/l 1a T G

The subject gains immunity to fear effects.

Listening Coin D N N 1h/l* 1a T 6h

Allows remote eavesdropping.

Listening Lorecall D N N 10m/l 1a P 1h

Gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.

Lively Step T W- Y <=12h 1a 30f 4h

You and allies gain +10 increase to speed and can hustle for an extra hour per day per level.

Living Prints D N N 1h/l 1a P G

You perceive tracks as if they had just been made.

Living Undeath N F- Y 1m/l 1a T 30m

Subject becomes immune to critical hits and sneak attacks.

Love's Lament En W- Y ! 1a 60f G

Creatures in 60-ft. cone take 1d6 Wis damage and are nauseated for 1d4 rounds.

Low-Light Vision T W- Y 1h/l 1a T 6h

Subject sees twice as far under current light.

Loyal Vassal A! W- Y 10m/l 1a T 1h

Ally gains +3 against mind-affecting effects and cannot be compelled to harm you.

Lucent Lance T N Y;* ! 1a C G

Ray uses ambient light to deal varied amounts of damage and dazzle target.

Luminous Gaze Ev N N 1r/l 1a P G

You cast a dazzling light.

Maddening Scream En N Y 1d4+1r 1a T G

Subject has -4 AC, no shield, Reflex save on 20 only.

Maddening Whispers En W- Y 1r/l 1r C G

You induce confusion and madness in targets.

Maelstrom C R- N 1r/l 1r L G

Waterspout sucks creatures in and inflicts 3d8 bludgeoning damage for 2d4 rounds.

Greater Mage Armor C W- Y 1h/l* 1a T G

Field of force provides a +6 armor bonus.

Mass Mage Armor C W- N 1h/l* 1a C 6h

As mage armor, but affects one creature/level.

Greater Mage Hand T W- Y C 1a M G

As mage hand, but medium range and 40 lb.

Superior Magic Fang T N N 1r/l 1a P G

Your natural weapons gain +1 enhancement bonus per four levels.

Magic Miasma A N N 1r/l 1a M G

Solid fog reduces caster level by -4 and spell DCs by -2.

Make Manifest T W- Y 1r/l 1a C G

Force a creature in coterminous/coexistent plane to appear on your plane.

Mass Make Manifest T N Y 1r/l 1a C G

As the Make Manifest spell except multiple targets.

Malevolent Miasma C F- N ! 1a C G

Cloud of fog deals 1d4 nonlethal damage/level (max 5d4).

Mantle of Chaos A? N Y 10m/l* 1a P 1h

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Mantle of Evil A- N Y 10m/l* 1a P 1h

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Mantle of Good A+ N Y 10m/l* 1a P 1h

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Mantle of Law A! N Y 10m/l* 1a P 1h

You gain spell resistance 12 + caster level against spells with opposite alignment descriptor.

Mantle of the Icy Soul (M) T W- Y 1h/l 1a T G

Gives subject the cold subtype.

Manyjaws Ev N Y C (<=3r) 1a M G

One set of jaws/level attacks enemies for 1d6 damage.

Mark of the Hunter D W- Y 1m/l 1a M 5m

Rune on creature makes it easier to track and attack.

Mark of the Outcast N W- Y P 1a C 6h

Subject takes -5 penalty on bluff and Diplomacy checks and a -2 penalty to AC.

Marked Object D N N 1d/l 1m P G

You gain bonus to track a specific being.

Master Air T N N 1r/l 1a P G

You sprout insubstantial wings and can fly.

Master Earth T N N ! 1a P 4h

Travel through the earth to any location.

Master's Touch D N N 1m/l* 1sw P 5m

You gain proficiency in any one weapon or shield.

Maw of Chaos A? W~ Y 1r/l 1a M G

Area of energy deals 1d6/caster level force damage and disrupts concentration.

Maw of Stone T R~ N 10m/l* 1a C G

Animates natural chamber to attack enemies.

Mechanus Mind En! F- Y 1m/l 1a T 30m

Reformat subject's mind to be coldly calculating.

Memory Rot Ev F- Y ! 1a C G

Spores deal 1d6 Int drain to target, plus 1 Int/round.

Mesmerizing Glare En W- Y 1r/l 1a C G

Your gaze fascinates creatures.

Metal Melt T W- Y 1r 1a C G

Melts metal object without heat.

Miasma Ev F- Y 3r/l 1a C G

Gas fills creature's mouth, suffocating it.

Miasma of Entropy N W-|F½ Y ! 1a 30f G

Rot all natural materials in 30-ft. cone-shaped burst.

Mind Poison N F- Y ! 1a T G

Touch attack poison that deals 1d6 temporary Wisdom damage and again one minute later.

Mindless Rage En W- Y 1r/l 1a M G

Incite a rage in an opponent that drives them to attacking you by melee only.

Minor Disguise T N N 1h 1a P 1h

Makes slight changes to your appearance.

Miser's Envy En W- Y 1r/l 1a C G

Subject jealously covets nearby object.

Moment of Clarity A N N ! 1a T G

Target immediately makes a new saving throw to resist a mind-affecting spell or effect.

Monstrous Thrall En W- Y 1d/l 1a M G

As true domination, but nearly permanent and affects any creature.

Moon Blade Ev N Y 1m/l* 1a 0f 30m

Touch attack deals 1d8 damage +1/two levels (max +15), more to undead, plus scrambles spellcasting.

Moon Bolt Ev F½livingtarget|W-undeadtarget Y ! 1a L G

1d4 Strength damage/3 levels (max 5d4); undead made helpless for 1d4 rounds and -2 attack and Will saves for 1 minute.

Moon Lust I W~ Y 1r/l 1a M G

Subject obsesses about moon, is fascinated or dazzled on successful Will save.

Moon Path Ev N N 1m/l* 1a M 30m

Grants sanctuary to 1 creature/level and bridges gaps.

Moonbeam Ev N|W- N 1m/l* 1a 30f 30m

Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level.

Moonbow Ev N Y ! or<=4r;x 1a M G

Creates 1d4 motes of light that attack enemies.

Moonfire Ev R½&W- Y !&1r/l;x 1a 60f G

Cone of moonlight deals 1d8 damage/two levels (max 10d8), magical auras glow for 1 round/level, illuminates as full moon, negates electricity for 1 round/level.

Mountain Stance T W- N 1m/l 1a T 5m

Subject can root itself against involuntary movement.

Murderous Mist C R~ N 1r/l 1a C G

Cloud of steam deals 2d6 damage and causes blindness and inflicts 1d6/round thereafter.

Nature's Avatar T W- Y 1m/l 1sw T 30m

Animal gains +10 on attack and damage, extra attack, and 1d8 hp/caster level.

Nature's Balance T F- Y 10m/l 1a T 1h

You transfer 4 ability score points to the target for 10 min./level.

Nature's Favor Ev W- Y 1m 1sw T G

Target animal gains +1/3 caster levels (max +5) luck bonus on attack and damage rolls.

Nature's Rampart (F) T N N ! 10m M 4h

Alter a natural setting into a fortified position.

Nauseating Breath C F- N ! 1a 30f G

Creatures in the cone are nauseated for 1d6 rounds

Net of Shadows I W- Y 3r 1a C G

Creates ordinary shadows that provide concealment to all in the area.

Nixie's Grace T N N 10m/l 1a P G

You gain swim speed 30 feet, water breathing, low-light vision*, DR 5/cold iron, +6 Dexterity, +2 Wisdom, and +8 Charisma.

One Mind D N N 1h/l 1a P G

As lesser one mind, but also gain +2 to attack while mounted.

Greater One Mind D N N 1h/l 1a P G

As one mind, but also gain +2 to damage while mounted.

Lesser One Mind D N N 1h/l 1a P G

While mounted, you gain +4 on Spot and Listen checks and the scent** ability.

Ooze Puppet T F- Y 1d/l 1a M G

You telekinetically control an ooze.

Planar Tolerance A N Y 1h/l 1a 20f 6h

Provides long-term protection against overtly damaging planar traits.

Greater Plane Shift C W- Y ! 1a T G

Plane shift accurately to your desired destination.

Plant Body T N N 10m/l 1a P 1h

Your type changes to plant.

Portal Beacon T N N 1h/l 1a C 6h

Six creatures know distance and direction to a magic portal.

Primal Form T N N 1m/l* 1a P G

You change into elemental, gain some abilities.

Prismatic Eye (F) Ev N Y 1r/l 1a M G

Orb produces individual prismatic rays as touch attacks.

Prismatic Ray Ev N Y ! 1a M G

Blind target with 6 HD or less and deal random effect.

Quick March T W- Y 1r 1a M G

Allies' speed increases by 30 ft. for 1 round

Raise From The Deep T F- Y 1h/l 1m L G

Creature or sunken ship made buoyant.

Rapid Burrowing T F- Y 10m/l 1a T 1h

+20 ft. to subject’s burrow speed*.

Rebuke En W- Y 1r/l 1a C G

Target is dazed 1 round, thereafter shaken, and distracted.

Final Rebuke En W~ Y 1r/l 1a C G

As rebuke except the target must save or die.

Greater Rebuke En W- Y 1r/l 1a C G

Target cowers for 1d4 rounds then is shaken and distracted.

Greater Reduce Person T F- Y 10m/l* 1r C 1h

Humanoid creature halves in size.

Regal Procession C N N 2h/l* 1r C G

As mount, but you summon several mounts.

Rejection A F- Y ! 1a 60f G

Creatures within cone are blasted away from you.

Rejuvenative Corpse N- W- Y 1d# 1m T G

Negative energy fills corpse, feeding undead healed.

Remove Scent T W- Y 10m/l 1a T G

Hides touched creature's scent.

Greater Resistance A W- Y 1d 1a T 24h

Subject gains +3 on saving throws.

Superior Resistance A W- Y 1d 1a T G

Subject gains +6 on saving throws.

Mass Resurgence A W- Y ! 1a C G

As resurgence, but multiple targets.

Rhino's Rush T N N 1r 1sw P G

Deal double damage when charging for one round.

Safety A N|W- M 10m/l 1a P|T 1h

Know how to get somewhere where the environment is not hostile to the subject.

Sarcophagus of Stone C R- N ! 1a M G

Sarcophagus entombs subject with 1 hours of air. It has hardness 8 and 15 hp.

Scorch Ev Y ! 1a 30f G

Jet of flame deals 1d8/2 levels (max 5d8).

Sense Heretic D N N 10m/l* 1a T G

Object glows when evil creature is within 100 feet.

Shadow Radiance I Wd Y 1r/l 1a M G

Area filled with intense light that grows brighter.

Shieldbearer T N N 1r/l 1a T G

Shield floats nearby, giving subject a shield bonus to AC.

Shifting Paths I Wd Y 1d 10m M G

Illusion hides path, creates false new path.

Shroud of Undeath N N N 10m/l* 1a P 1h

Negative energy shroud makes undead perceive you as undead.

Slashing Darkness Ev N Y ! 1a M G

Ray deals 1d8/two levels damage and heals undead the same amount.

Snowball Swarm Ev Y ! 1a M G

Deals 1d6 cold/2 levels to a 10-ft. radius.

Snowshoes T W- Y 1h/l* 1a T G

Gain a 10-foot enhancement bonus to speed and not required to make a Balance** check or Reflex save to walk on ice and snow.

Mass Snowshoes T W- Y 1h/l* 1a C G

As snowshoes, affects one creature/level.

Sonic Whip Ev W- N 1r/l 1a 0f G

Scares animals, normal whip in combat.

Sonorous Hum Ev N N 1m/l* 1a P 5m

Removes need to concentrate to maintain next spell cast.

Sound Lance Ev Y ! 1a M G

Sonic energy deals 1d8/level damage.

Spark of Life N W- Y 1r/l 1a T G

Undead creature loses most immunities.

Speak To Allies T N N 10m/l 1a M 1h

Subjects can converse at distance without moving lips.

Spell Enhancer T N N 1r 1sw P G

Lets you cast another spell in the same round at +2 caster level.

Spell Flower T N N 1r/l 1a P G

Hold the charge on one touch* spell per forelimb.

Lesser Spell Immunity A W- Y 10m/l 1a T G

As spell immunity, but only 1st and 2nd-level spells.

Spell Matrix (F) T N N 10m/l* 1a P 1h

Stores up to two spells of 3rd level or lower to be released later.

Greater Spell Matrix (F) T N N 10m/l 1a P G

Stores up to three spells of 3rd level or lower to be released later.

Lesser Spell Matrix (F) T N N 10m/l* 1a P 1h

Magical matrix stores a 3rd level or lower spell to be cast later as a quickened spell.

Spider Plague C N N 1r/l 1r C G

Summons Large monstrous spiders to fight for you.

Stabilize C W- Y ! 1sw 50f G

Cures 1 point of damage to all creatures in area.

Starvation T F~ Y ! 1a C G

Hunger pangs deal 1d6 nonlethal damage/level (max 10d6), cause fatigue.

Sticky Saddle T N N 1m/l* 1ia P G

You become stuck to special mount, gain +10 Ride checks.

Stolen Breath N F- Y ! 1a M G

Subject loses its breath and is considered sickened for 1 minute or until spending a full-round action to recover breath.

Submerge Ship Ev N N 1h/l 10m T G

You control ship mentally while it travels underwater.

Sudden Stalagmite C N ! 1a M G

Stalagmite deals 1d6 piercing damage/level (max 10d6) and holds foes.

Swamp Lung C F- N ! 1a M G

Water in lungs makes subject helpless for 1d6 rounds and causes filth fever (DMG 292).

Swamp Stride C N N 1h/l#;x 1a P G

As tree stride, but with bodies of water.

Mass Swim T N Y 10m/l* 1r M G

As swim, but one creature/level.

Symbol Of Spell Loss A W- N x 10m 0f G

Like symbol of death but removes casters' highest spell or spell-slot each round. Will save each round while within 60 feet.

Symphonic Nightmare (F) En W- Y 1d/l* 1a T G

Haunting music disrupts target's sleep for 1 day/level.

Interplanar Telepathic Bond D N N 10m/l* 1a C 4h

Link lets allies communicate across planes.

Thunderhead Ev R- Y 1r/l 1a C G

Small lightning bolts deal 1d6 electricity damage/round. Each bolt requires a successful Reflex save to negate.

Thunderous Roar Ev F~ Y ! 1a L G

Roar deals 1d6 sonic damage/2 levels (max 5d6), Fortitude halves. Reflex or knocked prone.

Tremor Ev N N 1r/3l 1a M G

Force casters and skill users to Concentrate as well as knock creatures prone.

Tsunami C F~ N C:1r/l* 1r L G

Each round victims caught in massive wave take 1d6 bludgeoning damage/level (max 20d6), Fortitude save for half. Escape requires DC 20 Swim** check.

Undersong T N N 10m/l 1a P 1h

Make Perform checks in place of Concentration checks.

Veil of Shadow Ev N N 1m/l 1a P 30m

Darkness grants you concealment.

Vile Death (M) (XP) C- N Y P* 1h T G

Undead creature gains fiendish template.

Visage of The Deity T-+ N N 1r/l 1a P G

As visage of the deity, lesser, but you become celestial or fiendish.

Lesser Visage of the Deity T-+ N N 1r/l 1a P G

You gain +4 Charisma and resistance 10 to certain energy types.

Viscid Glob C R- Y 1h/l 1a M 6h

Ranged touch attack hurls 5-ft.-diameter glob of glue at target.

Vision of Glory D N Y 1m# 1a T G

Subject gains morale bonus equal to your Cha modifier to one saving throw.

Vitriolic Sphere C R~ N !;x 1a L G

Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.

Vortex of Teeth Ev N Y 1r/l* 1a M G

3d8 points of damage due to force per round to all creatures in the area.

Wall Of Light Ev N Y;* 1m/l* 1a C G

Creates wall of light that dazzle creatures who pass through.

Wall Of Limbs Ev R- Y 1r/l* 1r M G

Whirling limbs deal 5d6 damage and grab creatures passing through.

Weapon Of Energy T F- Y 1r/l 1a T G

Weapon deals extra energy damage.

Weapon of Impact T W- Y 10m/l 1a C 1h

As keen edge, but aids blunt weapons.

Weapon Shift T F- Y 1m/l 1a T G

Touched weapon changes form.

Weather Eye D N N ! 1h 1m + 1m/l G

You accurately predict weather up to one week ahead.

Weighed in the Balance N W- Y ! 1a 30f G

Harms or heals creatures within 30 feet of you.

Whirling Blade (F) T N N ! 1a 60f G

Make an attack on a line of foes with your slashing weapon.

Greater Whirlwind Ev F~ Y 1r/l 1a M G

As whirlwind, but larger and more destructive.

Wild Runner T N N 10m/l 1a P 1h

Change into centaur, gain some abilities

Wind at Back Ev F- Y 1d 1a M 12h

Doubles overland speed* of targets for 1 day.

Wind Tunnel Ev F- Y 1r/l 1a C G

Ranged weapons gain +10 bonus and double range increment.

Wingbind Ev R- Y 1r/l* 1a M G

A net of force entangles the target, preventing it from charging, running, or flying.

Winged Mount T F- Y 10m/l 1a T 1h

Your mount* grows wings and flies at speed* of 60 ft.

Wings of Air T N N 1m/l 1a T 5m

Target's flight maneuverability improves by one step.

Greater Wings of Air T N N 1m/l 1a T 5m

Target's flight maneuverability improves by two steps.

Wings of The Sea T F- Y 1m/l 1a T 5m

+30 ft. to subject’s swim** speed*.

Winter Chill T F- Y ! 1a C G

Creature takes 1d6 cold damage and is fatigued.

Winter's Embrace Ev F- Y 1r/l 1a C G

Subject takes 1d8 damage/round; can cause fatigue.

Wither Limb N- F- Y P 1a C 12h

Cause enemy's limbs to wither.

Withering Palm N F- Y ! 1a T G

Touch attack deals 1/2 levels (max 10) Str and Con damage. A crit drains instead.

Wood Rot T N N !|1r/l;x 1a T G

Destroy wooden objects or plants.

Wood Wose C N N 1h/l 1a C 1h

Nature spirit does simple tasks for you.

Word of Balance Ev N|W- Y ! 1a 30f G

Kills, paralyzes, weakens, or nauseates nonneutral creatures.

Word of Binding C R- Y 1r/l* 1a C G

Magical manacles restrain foe.

Wounding Whispers A N N 1r/l* 1a P G

Sonic aura damages foes that strike you.

Wrack N- F- Y 1r/l+3d10m, x 1a C G

Renders creature helpless with pain.

Wracking Touch N Y ! 1a T G

Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.

Wraithstrike T N N 1r 1sw P G

Swift. Your melee attacks strike as touch attacks for 1 round.

Wrathful Castigation En N Y 1r/l* 1a C G

Target dies or may be dazed and -4 on all saves for 1 round/level.

Xorn Movement T W- Y 1r/l;x 1a T G

Touched creature swims through earth like a xorn.

Zeal A N N 1r/l 1sw P G

You move through foes to attack the enemy you want.

Zealot Pact (XP) Ev W- Y P#, then 1r/l 10m T G

You automatically gain combat bonuses when you attack someone of opposite alignment.

Zone of Respite A N N 1m/l 2r 20f 1h

Prevents teleportation and similar effects from functioning in the area

Zone of Revelation D N Y 1m/l 1a C 5m

Makes invisible and ethereal creatures visible.