Index of Spells by Sources - SPC

SPC

Name
Save - Res Level Comps
Dur Range Recharge
Description
Absorb Weapon
  Asn 2  
    6 hours

Hides a weapon inside your arm.

Absorption
  Sor/Wiz 9, Wuj 9  
    General

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

Abyssal Army
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons demons to fight for you.

Accelerated Movement
  Arc 1, Brd 1, Rgr 1, Sor/Wiz 1  
    General

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

Acid Breath
  Sor/Wiz 3  
    General

Cone of acid deals 1d6 damage/level.

Acid Sheath
  Sor/Wiz 5  
    General

Sheath of acid damages those who attack you, improves acid spell damage.

Acid Storm (M)
  Sor/Wiz 6  
    General

Deals 1d6/level acid damage in 20-ft radius.

Mass Aid
  Arc 3, Clr 3  
    5 minutes

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

Aiming at the Target
  Sor/Wiz 2, Wuj 2  
    General

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

Air Breathing
  Arc 3, Clr 3, Drd 3, Sor/Wiz 3  
    4 hours

Subjects can breathe air freely.

Greater Alarm (F)
  Brd 2, Sor/Wiz 2  
    12 hours

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

Align Fang
  Arc 2, Drd 2, Rgr 2  
    5 minutes

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

Mass Align Fang
  Arc 3, Drd 3, Rgr 3  
    30 minutes

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

Mass Align Weapon
  Arc 3, Clr 3  
    30 minutes

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

Allegro
  Brd 3  
    30 minutes

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

Amanuensis
  Arc 0, Clr 0, Sor/Wiz 0  
    1 hour

Copy nonmagical text.

Amorphous Form
  Asn 3, PUG 3, Sor/Wiz 3  
    5 minutes

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

Amplify
  Brd 1  
    General

Lowers Listen DC by 20.

Analyze Portal
  Brd 3, Portal 2, Portal (alt) 2, Sor/Wiz 3  
    General

Detects and analyzes portals within 60 ft.

Anarchic Storm (M)
  Arc 3, Clr 3  
    General

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

Anarchic Water (M)
  Arc 1, Clr 1  
    General

Makes chaotic-aligned anarchic water.

Angelskin
  Arc 2, Pal 2  
    General

The subject gains damage reduction 5/evil.

Anger of the Noonday Sun
  Arc 6, Drd 6, Shu 6  
    General

Blinds creatures within 20 ft.

Animate Breath
  Sor/Wiz 7  
    General

Your breath weapon becomes an elemental.

Animate Fire
  Arc 1, Drd 1, Wuj 1  
    General

Turn campfire into Small fire elemental.

Animate Snow
  Arc 6, Drd 6  
    General

Turns snow into creatures to fight for you.

Animate Water
  Arc 1, Drd 1, Wuj 1  
    General

Turn quantity of water into Small water elemental.

Animate Wood
  Arc 1, Drd 1, Wuj 1  
    General

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

Anticipate Teleportation (F)
  Sor/Wiz 3  
    6 hours

Delays teleporting creatures 1 round within range.

Greater Anticipate Teleportation (F)
  Sor/Wiz 6  
    6 hours

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

Anticold Sphere
  Arc 5, Drd 5, Sor/Wiz 5  
    1 hour

Mobile energy field provides immunity to cold.

Antidragon Aura (M)
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Allies gain bonus to AC and saves against dragons.

Antimagic Ray (M)
  Sor/Wiz 7  
    General

Target loses all magical powers.

Anyspell
  Spell 3  
    Prohibited

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
  Spell 6  
    Prohibited

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

Appraising Touch
  Brd 1, Sor/Wiz 1  
    30 minutes

Grants a bonus on Appraise skill checks.

Arc of Lightning
  Arc 4, Drd 4, Sor/Wiz 5, Wmg 5, Wuj 5  
    General

Line of electricity between two creatures (1d6/level damage).

Armor of Darkness
Will negates (harmless) - Yes (harmless) Darkness 4 V, S, DF
10 min./level Touch 1 hour

Shroud grants deflection bonus, darkvision, and other effects.

Arrow Mind
  Arc 1, Rgr 1, Sor/Wiz 1  
    General

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

Arrow of Bone (M)
  Sor/Wiz 7  
    General

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

Arrow Storm
  Arc 3, Rgr 3  
    General

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

Aspect of the Earth Hunter
  Arc 4, Drd 6, Rgr 4  
    General

Change into bulette and gain some of its abilities.

Aspect of the Wolf
  Arc 1, Drd 1, Rgr 1  
    1 hour

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

Assay Spell Resistance
  Arc 4, Clr 4, HB 4, Sor/Wiz 4  
    General

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

Astral Hospice (M)
  Arc 4, Clr 4  
    General

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

Attune Form
  Arc 3, Clr 3, Drd 3, Sor/Wiz 4  
    General

Grant target creature temporary protection against overtly damaging planar traits.

Augment Familiar
  HB 1, Sor/Wiz 2  
    General

Your familiar becomes more powerful.

Aura Against Flame
  Arc 2, Clr 2, Drd 1  
    General

Ignores 10 fire damage/attack and extinguish fires.

Aura of Evasion (M)
  Arc 5, Clr 5, Sor/Wiz 6  
    General

All within 10 ft. gain evasion against breath weapons.

Aura of Glory
  Arc 2, Pal 2  
    5 minutes

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

Aura of Terror
  Sor/Wiz 6  
    5 minutes

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

Aura of Vitality
  Arc 7, Drd 7  
    General

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

Avascular Mass
  Deathbound 8, Sor/Wiz 8  
    General

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
  Deathbound 7, Sor/Wiz 7  
    General

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

Avoid Planar Effects
  Arc 2, Clr 2, Drd 2, Sor/Wiz 3  
    30 minutes

Provides temporary protection against overtly damaging planar traits.

Awaken Construct (M) (XP)
  Arc 9, Clr 9, Sor/Wiz 9  
    General

Awakens a humanoid-shaped construct to humanlike sentience.

Awaken Sin
  Arc 3, Clr 3, Pal 2  
    General

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

Awaken Undead (XP)
  Deathbound 6, Sor/Wiz 7  
    General

Grant sentience to otherwise mindless undead.

Mass Awaken (XP)
  Arc 8, Drd 8  
    General

As awaken, but multiple creatures.

Axiomatic Storm (M)
  Arc 3, Clr 3, Pal 3  
    General

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

Axiomatic Water (M)
  Arc 1, Clr 1, Pal 1  
    General

Makes lawful-aligned axiomatic water.

Babau Slime
  Arc 1, Drd 1, Sor/Wiz 1  
    5 minutes

Secrete a body-covering acid that damages foes' weapons.

Backbiter (F)
  HB 1, Sor/Wiz 1, Wuj 1  
    General

Cause two handed or reach weapon to strike is wielder.

Backlash
  Sor/Wiz 4  
    1 hour

Subject takes damage if it uses spells against another creature.

Balancing Lorecall
  Arc 2, Drd 2, Rgr 2, Sor/Wiz 2  
    General

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
  Sor/Wiz 2  
    General

Two subjects switch places.

Ball Lightning
  Sor/Wiz 5  
    General

Energy ball deals 1d6/level electricity damage.

Balor Nimbus
  Arc 2, Clr 2, Sor/Wiz 2  
    General

Your flaming body damages foes in grapple.

Bands of Steel
  Sor/Wiz 3  
    General

Bands immobilize or entangle* target.

Barghest's Feast (M)
  Arc 6, Clr 6, Sor/Wiz 7  
    General

Destroy target corpse, potentially preventing its return to life.

Battering Ram
  Sor/Wiz 2  
    General

Deals 1d6 damage plus bull rush.

Battle Hymn
  Brd 2, Sor/Wiz 4  
    General

Allies can reroll one Will save/round.

Beast Claws
  Arc 1, Drd 1  
    6 hours

Your hands become slashing natural weapons.

Beastland Ferocity
  Arc 1, Brd 1, Drd 1  
    30 minutes

Subject fights without penalty while disabled or dying.

Beget Bogun (XP)
  Arc 1, Drd 1  
    General

You create a Tiny nature servant.

Belker Claws
  Sor/Wiz 2  
    General

One touch/level deals 2d12 damage.

Benign Transposition
  Sor/Wiz 1  
    General

Two willing subjects switch places.

Greater Bestow Curse
  Arc 7, Clr 7, Dem 4, Destiny 7, Sor/Wiz 8  
    General

As bestow curse, but more severe penalties.

Binding Winds
  Arc 2, Drd 2, Weather 5  
    General

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

Bite of the King
  Hunger 8  
    General

Swallow enemies whole.

Bite of the Werebear
  Arc 6, Drd 6, Sor/Wiz 7  
    General

You become enhanced such as that of a brown bear.

Bite of the Wereboar
  Arc 4, Drd 4, Sor/Wiz 5  
    General

You become enhanced such as that of a boar.

Bite of the Wererat
  Arc 2, Drd 2, Sor/Wiz 3  
    General

You become enhanced such as that of a dire rat.

Bite of the Weretiger
  Arc 5, Drd 5, Sor/Wiz 6  
    General

You become enhanced such as that of a tiger

Bite of the Werewolf
  Arc 3, Drd 3, Sor/Wiz 4  
    General

You become enhanced such as that of a wolf.

Black Blade of Disaster
  Sor/Wiz 9  
    General

Floating magic weapon deals damage and may disintegrate targets.

Blackfire
  Sor/Wiz 8  
    General

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

Blacklight
Will negates or none (object) - Yes or no (object) Darkness 3, Sor/Wiz 3 V, S, M
1 round/level (D) Close General

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

Blade of Pain and Fear
  Arc 3, Asn 2, Blk 2, Clr 3, Deathbound 2, Sor/Wiz 3  
    General

Creates blade of gnashing teeth.

Blade Storm
  Arc 3, Rgr 3  
    General

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

Blade Thirst
  Arc 3, Rgr 3  
    General

Slashing weapon glows and gains +3 enhancement bonus.

Blades of Fire
  Arc 1, Rgr 1, Sor/Wiz 1, Wmg 2  
    General

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

Bladeweave
  Brd 2, Sor/Wiz 2  
    General

Swift. Your melee attack dazes your opponent.

Blast of Flame
  Sor/Wiz 4, Wmg 4  
    General

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

Blast of Force
  Force 3, Sor/Wiz 2  
    General

Ray deals 1d6 damage/2 caster levels (max 5d6).

Swift Bless Weapon
  Arc 1, Pal 1  
    General

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

Blessed Aim
  Arc 1, Blk 1, Clr 1, Pal 1  
    General

+2 bonus for allies' ranged attacks.

Blessing Of Bahamut
  Arc 3, Pal 3  
    General

You gain damage reduction 10/magic.

Blinding Breath
  Wiz 4  
    General

Your breath weapon blinds targets.

Blinding Spittle
  Arc 2, Drd 2  
    General

Ranged touch attack makes subject blind.

Blindsight
  Arc 3, Clr 3, Drd 3  
    5 minutes

Grants blindsight* to a range of 30 ft.

Greater Blindsight
  Arc 5, Clr 5, Drd 4  
    5 minutes

Grants blindsight* to a range of 60 ft.

Greater Blink
  Brd 5, Celerity 8, Sor/Wiz 5  
    General

As blink, but you control the timing.

Blistering Radiance
  Arc 5, Clr 5, Sor/Wiz 4  
    General

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

Blood Frenzy
  Arc 2, Drd 2  
    General

Grants extra use of rage.

Blood Sirocco
  Arc 6, Drd 6  
    General

Wind bowls over foes and draws away their blood.

Blood to Water
  Arc 7, Clr 7  
    General

2d6 Constitution damage to subjects.

Blood Wind
  Arc 1, Clr 1, Sor/Wiz 1  
    General

Subject uses natural weapons as thrown weapons.

Bloodhound
  Arc 1, Rgr 1  
    General

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

Bloodstar (M)
  Sor/Wiz 4  
    General

Hovering construct wounds foe each time foe is damaged.

Bodak's Glare (F)
  Arc 8, Clr 8  
    General

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

Body Blades
  Arc 2, Clr 2  
    5 minutes

You attack as if armed, deal bonus damage, harm grapplers.

Body Harmonic (F)
  Brd 5  
    General

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

Body Of The Sun
  Arc 2, Drd 2, Sor/Wiz 2  
    General

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

Body of War
  Sor/Wiz 7  
    General

You change into warforged titan, gain some abilities.

Bolt of Glory
None - Yes Arc 6, Clr 6, Exalted Arcanist 6, Glory 6 V, S, DF
Instant Close General

Positive energy ray deals extra damage to evil outsiders and undead.

Bolts of Bedevilment
Will negates - Yes Brd 5, Madness 5 V, S
1 round/level Medium General

One ray/round, dazes 1d3 rounds.

Bombardment
  Arc 8, Drd 8  
    General

Falling rocks deal 1d8 damage/level and bury targets.

Bonefiddle (F)
  Brd 2, Sor/Wiz 2  
    General

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

Bottle of Smoke (F)
  Arc 3, Drd 3, Rgr 3  
    6 hours

Uncorking bottle creates fast horse made of smoke.

Brain Spider
Will negates - Yes Arc 7, Clr 7, Mind 7 V, S, M, DF
1 min./level Long 1 hour

Listen to thoughts of up to eight other creatures.

Brambles
  Arc 2, Clr 2, Drd 2  
    General

Wooden weapon grows spikes that deal +1 damage/caster level (max +10).

Branch to Branch
  Arc 1, Drd 1, Rgr 1  
    6 hours

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

Breath Flare
  Sor/Wiz 1  
    General

Your breath weapon dazzles targets.

Breath of the Jungle
  Arc 1, Drd 1  
    General

Mist increases DC of saves vs. poison & disease

Breath Weapon Admixture
  Sor/Wiz 9  
    General

Your breath weapon also deals a second type of damage.

Breath Weapon Substitution
  Sor/Wiz 5  
    General

Your breath weapon deals a different kind of damage than normal.

Briar Web
  Arc 2, Drd 2, Rgr 2  
    30 minutes

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

Brilliant Aura
  Arc 8, Clr 8, Drd 8, Sor/Wiz 7  
    General

Allies' weapons become brilliant energy, ignoring armor.

Brilliant Blade
  Arc 7, Clr 7, Drd 7, Sor/Wiz 6  
    30 minutes

Weapon or group of projectiles gain the brilliant energy quality.

Bristle
  Sor/Wiz 2  
    5 minutes

Armor spikes attack with wearer.

Buoyant Lifting
  Arc 1, Drd 1  
    1 hour

Underwater creatures rise to surface.

Foe's Burning Blood
  Sor/Wiz 4  
    General

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

Burning Sword
  Sor/Wiz 2  
    5 minutes

Weapon gains flaming burst special ability.

Burrow
  Arc 2, Drd 2, Hrp 2, PUG 2, Rgr 2  
    5 minutes

Grow claws and gain burrow speed of 30 ft.

Mass Burrow
  Arc 3, Drd 4, Hrp 4, PUG 4, Rgr 3  
    5 minutes

As burrow but affects 1/level subjects.

Buzzing Bee
  Sor/Wiz 1  
    5 minutes

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

Cacophonic Burst
  Brd 5, Sor/Wiz 5  
    General

A burst of low noise which deals sonic damage.

Cacophonic Shield
  Brd 4, Sor/Wiz 5  
    5 minutes

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

Call Kolyarut (XP)
  Arc 7, Clr 7, Sor/Wiz 7  
    General

A kolyarut aids you in punishing an oath-breaker.

Call Marut (XP)
  Arc 9, Clr 9, Sor/Wiz 9  
    General

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

Call Zelekhut (XP)
  Arc 5, Clr 5, Sor/Wiz 5  
    General

A zelekhut aids you in hunting a fugitive.

Caltrops
  Sor/Wiz 0  
    General

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

Camouflage
  Arc 1, Drd 1, Hrp 1, Rgr 1, Wuj 1  
    1 hour

Grants +10 bonus on Hide checks.

Mass Camouflage
  Arc 2, Drd 2, Rgr 2, Wuj 2  
    General

As camouflage, but affects all in range.

Capricious Zephyr
  Arc 3, Drd 3, Sor/Wiz 3  
    General

A ball of air pushes targets around and trips them.

Cast in Stone
  Arc 9, Drd 9  
    General

Petrifying gaze attack.

Castigate
  Arc 4, Clr 4, Pal 4, Purification 4  
    General

Verbal rebuke damages those whose alignment differs from yours.

Celebration
  Brd 4  
    General

Intoxicate Subjects.

Chain Missile
  Sor/Wiz 3  
    General

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

Chain of Eyes
  Arc 3, Clr 3, Drd 4, Sor/Wiz 2  
    6 hours

You send magical sensor to infiltrate an area.

Charge of the Triceratops
  Arc 3, Drd 3, Rgr 3  
    General

Subject grows horns and skull plate, gains gore attack.

Cheat (F)
  Brd 1, Greed 1, Sor/Wiz 1  
    30 minutes

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

Checkmate's Light
  Arc 3, Clr 3, Pal 2  
    General

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

Chill of the Grave
  Deathbound 1  
    General

Ray causes cold damage.

Circle Dance
  Arc 3, Brd 2, Clr 3, Drd 3, Sor/Wiz 3  
    General

Indicates direction to known target.

Clarity of Mind
  Balance 3  
    6 hours

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

Claws of Darkness
  Sor/Wiz 2  
    General

Your hands become reach melee touch attacks that deal 1d8 cold damage plus slow.

Claws of the Bear
  Arc 1, Drd 1, Rgr 1  
    General

Your hands become weapons dealing 1d8 damage.

Clear Mind
  Arc 1, Pal 1  
    1 hour

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

Climb Walls
  Arc 1, Drd 1, Rgr 1  
    30 minutes

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

Cloak of Bravery
  Arc 3, Clr 3, Courage 3, Pal 2  
    1 hour

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

Greater Cloak of Bravery
  Courage 9  
    6 hours

As cloak of bravery, except very large area.

Cloak of Dark Power
  Drow 1  
    30 minutes

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

Cloak of the Sea
  Arc 5, Drd 5, Sor/Wiz 6  
    6 hours

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

Cloak Pool
  Brd 2, Sor/Wiz 2  
    6 hours

Hide a color pool on the Astral Plane from view.

Close Wounds
  Arc 2, Clr 2, Hlr 2  
    General

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

Cloud of Bewilderment
  Brd 2, Sor/Wiz 2  
    General

Generates a nauseating 10-ft. cone.

Cloud Wings
  Arc 2, Drd 2  
    6 hours

Increase the subject's fly speed by 30 feet.

Cloud-walkers
  Arc 7, Drd 7, Weather 6  
    1 hour

Targets can walk on clouds, flying at high altitudes.

Cloudburst
  Arc 1, Drd 1  
    1 hour

Rain obscures vision, extinguishes fires, and hampers missiles.

Clutch of Orcus
  Arc 3, Clr 3  
    General

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

Cocoon of Life (XP)
  Arc 8, Drd 8  
    General

Preserves a corpse and reincarnates with no loss of level.

Cold Fire
  Arc 1, Clr 1, Drd 1  
    General

Fire becomes blue and white, emits cold.

Cold Snap
  Arc 6, Clr 6, Drd 5  
    General

You lower temperature in area.

Combust
  Sor/Wiz 2  
    General

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

Cometfall
  Arc 6, Clr 6, Drd 6  
    General

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

Cone of Dimness
  Sor/Wiz 3  
    General

Cone temporarily convinces creatures that they are blind.

Consumptive Field
  Arc 4, Clr 4  
    General

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

Greater Consumptive Field
  Arc 7, Clr 7  
    General

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

Mass Contagion
  Arc 5, Clr 5, Drd 5, Sor/Wiz 6  
    General

As contagion, but 20-ft. radius.

Contagious Fog
  Sor/Wiz 3, Watery Death 7  
    General

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

Contagious Touch
  Arc 3, Blg 3, Drd 4  
    General

You infect one creature per round with chosen disease.

Contingent Energy Resistance
  Arc 4, Clr 4, Drd 4, Sor/Wiz 5  
    6 hours

Energy damage triggers a resist energy spell.

Conviction
  Arc 1, Clr 1  
    1 hour

Subject gains +2 or higher save bonus.

Mass Conviction
  Arc 3, Clr 3  
    1 hour

Allies gain +2 or higher save bonus.

Corona of Cold
  Arc 3, Clr 3, Drd 3  
    General

Aura of cold protects you, damages others.

Corporeal Instability
  Sor/Wiz 4  
    General

Transform a target creature into an amorphous mass.

Corpse Candle
  Sor/Wiz 3, Wuj 3  
    5 minutes

Incorporeal* hand and candle reveals hidden creatures and objects.

Corrosive Grasp
  Sor/Wiz 1  
    General

You deal 1d8 acid damage with one touch/level

Countermoon
  Arc 2, Drd 2  
    12 hours

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

Crabwalk
  Arc 1, Brd 1, Drd 1, Rgr 1  
    5 minutes

Subject gains +2 to AC and Attacks when charging.

Crawling Darkness
  Arc 5, Clr 5  
    5 minutes

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

Creaking Cacophony
  Arc 3, Brd 3, Drd 3  
    General

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

Create Magic Tattoo (M)
  Sor/Wiz 2  
    General

Subject receives a magic tattoo with various effects.

Creeping Cold (F)
  Arc 2, Drd 2  
    General

Creature feels chill that increases with each round.

Greater Creeping Cold (F)
  Arc 4, Drd 4, Shu 4  
    General

As creeping cold, but longer duration and more damage.

Critical Strike
  Asn 1, Brd 1, HB 2, Sor/Wiz 1  
    General

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

Crown of Glory 2
  Glory 8  
    30 minutes

You gain +4 Charisma and inspire your allies.

Curse of Ill Fortune
  Arc 2, Blk 2, Clr 2  
    30 minutes

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

Mass Curse of Ill Fortune
  Arc 5, Clr 5  
    30 minutes

Enemies take -3 penalty on attack rolls and saves.

Curse of Impending Blades
  Arc 2, Brd 2, Rgr 2, Sor/Wiz 2  
    5 minutes

Subject takes -2 penalty to AC.

Mass Curse of Impending Blades
  Arc 3, Brd 3, Rgr 3, Sor/Wiz 3  
    30 minutes

Enemies take -2 penalty to AC.

Curse of Lycanthropy 2 (M)
  Pestilence 6  
    General

Kills subject and summons wererats.

Cursed Blade
  Asn 4, HB 4  
    30 minutes

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

Cutting Hand
  Sor/Wiz 1  
    General

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

Cyclonic Blast
  Sor/Wiz 5  
    General

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

Daggerspell Stance (F)
  Arc 2, Drd 2, Sor/Wiz 2  
    General

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
  Arc 5, Drd 5, Purification 5  
    5 minutes

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

Dark Way
  Arc 2, Brd 2, Clr 2, Sor/Wiz 2  
    General

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

Darkness Darkbolt
  Darkness 5  
    General

You hurl one/two levels beams of darkness dealing 2d8 damage/round and may daze target for 1 round.

Darkfire
  Arc 3, Clr 3  
    General

As produce flame, but dark flames visible with darkvision.

Mass Darkvision
  Hrp 4, PUG 4, Sor/Wiz 4  
    6 hours

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

Dawn
  Arc 0, Drd 0, Rgr 1  
    General

Swift, Awaken sleeping and unconscious creatures.

Dead End
  Asn 1, Brd 1, Sor/Wiz 1  
    1 hour

Illusions conceal the targets' spoor.

Deadfall
  Arc 8, Drd 8  
    General

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

Deafening Clang
  Arc 1, Pal 1  
    General

Swift, Weapon deafens with a successful touch attack.

Death Armor (F)
  Sor/Wiz 2  
    General

Black aura damages creatures attacking you.

Death Dragon
  Arc 7, Clr 7  
    General

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

Death Pact (M)
  Arc 8, Clr 8, Pact 8  
    General

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

Death Throes
  Arc 5, Clr 5, Sor/Wiz 5  
    6 hours

Your body explodes when you die.

Mass Death Ward
  Arc 8, Clr 8, Drd 9  
    30 minutes

As death ward, but more targets.

Decomposition
  Arc 1, Blg 1, Drd 2  
    General

Wounds deal 3 extra point of damage each round.

Decoy Image
  Arc 3, Rgr 3  
    6 hours

Figment mimics you and allies.

Deep Breath
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    General

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

Deeper Darkvision
  Arc 4, PUG 4, Rgr 4, Sor/Wiz 3  
    6 hours

Subject can see 90 ft. in magical darkness.

Defenestrating Sphere (F)
  Sor/Wiz 4  
    General

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

Dehydrate
  Arc 3, Drd 3, Watery Death 5  
    General

Deals Con damage to target.

Deific Vengeance
  Arc 2, Clr 2, Purification 2  
    General

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

Delay Death
  Arc 4, Clr 4, Destiny 3  
    General

Losing hit points doesn't kill subject.

Delay Disease
  Arc 1, Clr 1, Drd 1  
    24 hours

Postpones effects of a disease.

Delusions of Grandeur
  Brd 2, Sor/Wiz 2  
    1 hour

Subject becomes overconfident and careless.

Demon Dirge
  Arc 3, Clr 3, Sor/Wiz 3  
    General

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

Demonhide
  Arc 2, Blk 2  
    General

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

Desiccating Bubble
  Sor/Wiz 2  
    General

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

Detect Favored Enemy
  Arc 1, Rgr 1  
    General

You know if favored enemies are within 60 ft.

Devil Blight
  Arc 3, Clr 3, Sor/Wiz 3  
    General

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

Diamondsteel (M)
  Arc 3, Pal 3, Sor/Wiz 3  
    General

Metal armor provides damage reduction*.

Dimension Door, Greater
  Sor/Wiz 5  
    General

Creates short-range, multiple-use dimension door.

Dinosaur Stampede
  Arc 6, Drd 6  
    General

Spectral dinosaurs deal 1d12 damage +1/level.

Dire Hunger
  Arc 5, Drd 5  
    General

Subject grows fangs and attacks creatures near it.

Dirge
  Brd 6  
    General

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

Dirge of Discord
  Brd 3  
    General

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

Discern Shapechanger (M)
  Sor/Wiz 2, Wuj 2  
    General

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

Discolor Pool
  Brd 2, Sor/Wiz 2  
    6 hours

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

Disguise Undead
  Sor/Wiz 2  
    1 hour

Change appearance of one corporeal undead.

Dispel Ward
  Arc 1, Clr 1, Sor/Wiz 1  
    General

As dispel magic, but affects only wards.

Dispelling Breath
  Sor/Wiz 5  
    General

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

Dispelling Screen
  Sor/Wiz 4  
    30 minutes

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

Greater Dispelling Screen
  Drow 6, Sor/Wiz 7  
    30 minutes

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

Displacer Form
  Sor/Wiz 4  
    General

You change into displacer beast, gain some abilities.

Disquietude
  Brd 2  
    General

Target avoids physical contact with others.

Greater Disrupt Undead
  Sor/Wiz 3  
    General

As disrupt undead, but damage increases per caster level.

Dissonant Chant
  Brd 2, Sor/Wiz 2  
    General

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

Dissonant Chord
  Brd 3  
    General

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

Distort Speech
  Brd 1  
    General

Target's speech becomes unintelligible, hampers spellcasting.

Distract
  Brd 1, Sor/Wiz 1  
    General

Distracts targets with the zest for life.

Distract Assailant
  Asn 1, HB 1, Sor/Wiz 1  
    General

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

Distracting Ray
  Brd 2, Sor/Wiz 2  
    General

Distracts target spellcaster as counterspell.

Divine Agility
  Arc 5, Clr 5  
    General

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

Divine Insight
  Arc 2, Clr 2, Pal 2  
    General

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

Divine Interdiction
  Arc 2, Clr 2  
    General

Prevents other divine characters from turning or rebuking.

Divine Protection
  Arc 2, Clr 2, Pal 2  
    30 minutes

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

Divine Sacrifice
  Arc 1, Blk 1, ChamGwyn 1, Pal 1  
    General

You sacrifice hit points to deal extra damage.

Dolorous Blow
  Brd 3, Sor/Wiz 3  
    5 minutes

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

Doomtide
  Arc 5, Clr 5  
    General

Black mist obscures vision, dazes creatures.

Downdraft
  Arc 3, Clr 3, Drd 3  
    General

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

Draconic Might
  Arc 4, Pal 4, Sor/Wiz 5  
    30 minutes

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

Dragon Ally (XP)
  Dragon 7, Sor/Wiz 7  
    General

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

Greater Dragon Ally (XP)
  Sor/Wiz 9  
    General

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

Lesser Dragon Ally (XP)
  Sor/Wiz 5  
    General

Exchange services with a 15 HD dragon.

Dragon Breath
  Arc 5, Clr 5, Shu 5, Sor/Wiz 4  
    General

You choose a dragon type and mimic its breath weapon.

Dragonsight (F)
  Brd 5, Sor/Wiz 5  
    6 hours

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

Dragonskin
  Sor/Wiz 3  
    1 hour

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

Dream Casting
  Sor/Wiz 6  
    General

Alter subject's dreams to produce desired effect.

Dream Sight
  Dream 6  
    30 minutes

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

Drown
  Arc 6, Drd 6, Watery Death 6  
    General

Target immediately begins to drown.

Mass Drown
  Arc 9, Drd 9, Watery Death 9  
    General

As drown, but affects multiple creatures.

Duelward
  Sor/Wiz 5  
    General

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

Earth Lock (M)
  Sor/Wiz 2  
    General

Constricts tunnel, preventing access.

Earth Reaver
  Arc 5, Clr 5, Sor/Wiz 5  
    General

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

Earthbind
  Arc 2, Drd 2, Sor/Wiz 2  
    30 minutes

Subject creature can't fly*.

Earthen Grace (M)
  Arc 2, Drd 2, Sor/Wiz 3  
    5 minutes

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

Earthen Grasp
  Sor/Wiz 2  
    General

Dense hand grapples creatures and pins them.

Earthfast
  Arc 2, Drd 2  
    General

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

Easy Climb
  Arc 2, Rgr 2  
    1 hour

Changes vertical surface Climb DC to 10.

Easy Trail
  Arc 1, Drd 2, Hrp 2, Rgr 1  
    6 hours

Makes a trail easier to pass.

Ebon Eyes
  Arc 1, Asn 1, Clr 1, Sor/Wiz 1  
    1 hour

Subject can see through magical darkness.

Echo Skull
  Arc 5, Drd 5  
    6 hours

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

Ectoplasmic Armor
  Sor/Wiz 1  
    General

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

Ectoplasmic Feedback
  Sor/Wiz 2  
    5 minutes

Incorporeal* attackers take 1d6 damage.

Effulgent Epuration
  Sor/Wiz 9  
    General

Creates one sphere/level to negate hostile magic.

Electric Jolt
  Sor/Wiz 0  
    General

Ray deals 1d3 electricity damage.

Electric Loop
  Sor/Wiz 2  
    General

Deals 1d6/two levels electricity damage plus stunning to a single creature.

Elemental Body
  Sor/Wiz 7  
    6 hours

You take on the qualities of a type of elemental.

Embrace the Wild
  Arc 1, Drd 2, Rgr 1  
    1 hour

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

Emerald Flame Fist
  Sor/Wiz 7  
    General

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

Energized Shield
  Arc 3, Clr 3, Pal 2  
    General

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

Lesser Energized Shield
  Arc 2, Clr 2, Pal 1  
    General

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

Energy Ebb
  Arc 7, Clr 7, Sor/Wiz 7  
    General

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

Energy Immunity
  Arc 6, Clr 6, Drd 6, Sor/Wiz 7, Wuj 7  
    24 hours

Subject is immune to damage from one kind of energy.

Energy Spheres
  Sor/Wiz 4  
    General

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

Energy Transformation Field (M) (XP)
  Sor/Wiz 7  
    General

Area absorbs magic energy to power a predetermined spell.

Energy Vortex
  Arc 3, Clr 3, Drd 3, Shu 5  
    General

Burst of energy centered on you damages nearby creatures.

Enervating Breath
  Sor/Wiz 9  
    General

Your breath weapon also bestows 2d4 negative levels.

Enhance Familiar
  Sor/Wiz 3  
    6 hours

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

Enhance Wild Shape
  Arc 4, Drd 4  
    6 hours

Your wild shape ability gains a bonus.

Greater Enlarge Person
  Sor/Wiz 5  
    6 hours

Humanoid creature doubles in size.

Enrage Animal
  Arc 1, Drd 1, Rgr 1  
    General

Animal rages like barbarian, not fatigued.

Entangling Staff
  Arc 3, Drd 3, Sor/Wiz 4  
    General

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

Entice Gift
  Brd 2, Greed 2, Sor/Wiz 2  
    General

Subject gives caster what its holding.

Eradicate Earth
  Sor/Wiz 3  
    General

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

Essence Of The Raptor
  Arc 4, Drd 4  
    1 hour

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

Ethereal Breath
  Sor/Wiz 5  
    General

Your breath weapon manifests on the Ethereal Plane.

Ethereal Chamber
  Sor/Wiz 2  
    5 minutes

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

Ethereal Mount
  Brd 4, Sor/Wiz 4  
    6 hours

Creates ethereal mounts.

Evil Glare
  Arc 7, Clr 7, Sor/Wiz 7  
    General

Paralyze creature with your glare.

Exacting Shot
  Arc 2, Rgr 2  
    5 minutes

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

Excavate
  Sor/Wiz 8  
    6 hours

Creates a permanent passage in earth and walls.

Swift Expeditious Retreat
  Brd 1, Duskblade 1, Sor/Wiz 1  
    General

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

Explosive Cascade
  Sor/Wiz 4  
    General

Bouncing flame ball deals 1d6/level fire damage.

Extend Tentacles
  Arc 2, Clr 2, Sor/Wiz 2  
    General

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

Extract Water Elemental
  Arc 6, Drd 6, Sor/Wiz 6  
    General

Pulls water from victim, forms water elemental.

Eye of Power
  Sor/Wiz 9  
    General

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

Eye of the Hurricane
  Arc 4, Drd 4  
    General

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

Eyes of the King
  Hunger 6  
    General

Summon fiendish dire bats.

Faith Healing
  Arc 1, Blk 1, Clr 1, Pal 1  
    General

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

False Gravity
  Sor/Wiz 3  
    30 minutes

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

Familiar Pocket
  Sor/Wiz 1  
    6 hours

Creates an extradimensional hiding place for your familiar.

Fangs of the Vampire King
  Arc 3, Asn 3, Blk 3, Deathbound 3  
    5 minutes

Grow vampire fangs.

Fantastic Machine
  Craft 6, Gnome 6  
    30 minutes

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

Greater Fantastic Machine
  Craft 9  
    30 minutes

As fantastic machine, but creates a more powerful construct.

Favor of the Martyr
  Arc 4, Pal 4  
    30 minutes

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)
  Arc 3, Clr 3  
    General

Subject gains better protection the more gems you sacrifice.

Fearsome Grapple
  Sor/Wiz 2  
    General

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

Fell the Greatest Foe
  Arc 3, Asn 2, Clr 3, Pal 2, Rgr 2  
    General

Deal extra damage to creatures larger than you.

Field of Ghouls
  Hunger 7  
    General

Transform dying creatures into ghouls.

Field Of Icy Razors (F)
  Sor/Wiz 8  
    General

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

Fiendform
  Sor/Wiz 5  
    30 minutes

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

Fierce Pride of the Beastlands
  Arc 8, Clr 8, Sor/Wiz 8  
    1 hour

Summon celestial lions and celestial dire lions to follow you

Find Temple
  Arc 1, Pal 1  
    6 hours

You know direction of your deity's nearest temple.

Find the Gap
  Arc 3, Asn 3, Pal 3, Rgr 3  
    General

Your attacks ignore armor and natural armor.

Fins to Feet
  Arc 2, Drd 2, Seafolk 2, Sor/Wiz 2  
    6 hours

Transforms tails and fins into legs and feet.

Mass Fire Shield
  Sor/Wiz 5, Wmg 5  
    General

Creatures attacking allies take damage; allies are protected from fire or cold.

Fire Shuriken (M)
  Asn 2, Wuj 2  
    General

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

Fire Spiders
  Sor/Wiz 6  
    General

Swarm of Fine fire elementals attacks targets.

Fire Stride
  Sor/Wiz 4  
    1 hour

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

Fire Wings (F)
  Arc 3, Drd 3, Shu 3, Wuj 3  
    5 minutes

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

Firebrand (M)
  Sor/Wiz 5  
    General

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

Fireburst
  Sor/Wiz 2, Wmg 2  
    General

Adjacent subjects take 1d8/level fire damage.

Greater Fireburst
  Sor/Wiz 5, Wmg 5  
    General

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

Fires of Purity
  Arc 6, Drd 6, Purification 6, Shu 6, Sor/Wiz 6  
    General

Target bursts into magical flame, becoming a dangerous weapon.

Fireward
  Arc 5, Drd 5  
    6 hours

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

Fist of Stone
  Sor/Wiz 1, Wmg 1  
    General

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

Flame Dagger
  Hth 2, Sor/Wiz 2  
    General

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

Flame of Faith
  Arc 3, Clr 3, Pal 2  
    General

Gives weapon the flaming burst quality.

Flame Whips
  Wiz 4  
    General

Your forelimbs deal 6d6 fire damage.

Flashburst
  Hth 3, Sor/Wiz 3  
    General

Blind or dazzle creatures within area.

Flensing
  Sor/Wiz 8  
    General

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

Fleshshiver
  Sor/Wiz 6  
    General

Target is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.

Flight of the Dragon
  Sor/Wiz 4  
    1 hour

You grow dragon wings.

Greater Floating Disk
  Sor/Wiz 4  
    6 hours

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

Mass Fly
  Sor/Wiz 5  
    30 minutes

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

Swift Fly
  Arc 3, Brd 2, Drd 3, Duskblade 2, Sor/Wiz 2  
    General

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

Focusing Chant
  Brd 1  
    General

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

Foebane
  Arc 4, Rgr 4  
    General

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

Force Chest
  Sor/Wiz 4  
    12 hours

Creates 2-foot-cube box of force.

Force Claw
  Sor/Wiz 4  
    General

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

Force Ladder (F)
  Sor/Wiz 2  
    5 minutes

Creates a movable ladder of force.

Force Missiles
  Sor/Wiz 4  
    General

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

Force Effects Forceward
  Sor/Wiz 4  
    30 minutes

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

Forcewave
  Sor/Wiz 4  
    General

Bull rushes all creatures within 10 ft.

Forestfold
  Arc 3, Drd 3, Rgr 3  
    6 hours

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

Fortify Familiar
  Sor/Wiz 3  
    6 hours

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

Fortunate Fate
  Arc 7, Clr 7, SaveLife 8  
    1 hour

Target immediately receives a heal if killed by damage.

Foundation of Stone
  Arc 1, Clr 1, Drd 1  
    General

+4 bonus to resist being bull rushed or tripped

Freeze
  Arc 6, Drd 6  
    General

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

Freezing Fog
  Sor/Wiz 6  
    30 minutes

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
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    General

Icy breath deals 1d4 damage/2 levels.

Fugue (F)
  Brd 4  
    General

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

Fuse Arms
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

Multiple arms/tentacles become one pair of stronger limbs.

G'elsewhere Chant
  Brd 3  
    General

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

Gembomb (M)
  Gnome 2, Trade 2  
    General

Converts five gems into bombs that deal 1d8 force damage/two levels.

Gemjump (F)
  Sor/Wiz 6  
    4 hours

Teleport to the location of a specially prepared gem.

General of Undeath
  Arc 8, Clr 8  
    24 hours

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

Ghost Touch Armor
  Arc 2, Clr 2, Sor/Wiz 2  
    5 minutes

Armor works normally against incorporeal attacks.

Ghost Touch Weapon
  Arc 4, Clr 4  
    1 hour

Weapon works normally against incorporeal creatures.

Ghost Trap
  Arc 6, Clr 6, Sor/Wiz 7  
    6 hours

Incorporeal creatures turn corporeal.

Ghostform
  Sor/Wiz 8  
    General

You become incorporeal.

Ghostharp
  Brd 0  
    General

Object records, plays a song at your command.

Ghoul Gauntlet
  Hunger 5, Sor/Wiz 6  
    General

Convert victim to a ghoul under your control.

Ghoul Gesture
  Hunger 3  
    General

Ray paralyzes target.

Ghoul Glyph (M)
  Hunger 2, Sor/Wiz 2  
    General

Glyph wards area, paralyzes victims.

Ghoul Light
  Hunger 1  
    1 hour

Light provides turn resistance.

Giant's Wrath
  Arc 3, Clr 3, Sor/Wiz 3  
    General

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

Girallon's Blessing
  Arc 3, Clr 3, Drd 3, Sor/Wiz 3  
    General

Subject gains one additional pair of arms.

Glass Strike
  Sor/Wiz 6  
    General

Turns subject into glass.

Glowing Orb (F)
  Arc 4, Clr 4, Sor/Wiz 3  
    6 hours

Creates permanent magical light; you control brightness.

Golden Barding
  Arc 1, Blk 1, Pal 1  
    6 hours

Your mount gets force armor.

Golem Strike
  Sor/Wiz 1  
    General

Swift. You can sneak attack constructs for 1 round.

Grace
  Arc 3, Brd 2, Clr 3  
    General

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

Grave Strike
  Arc 1, Clr 1, Pal 1  
    General

Swift. You can sneak attack undead for 1 round.

Graymantle
  Sor/Wiz 5  
    General

Target is prevented from regaining hit points by any means.

Great Thunderclap
  Sor/Wiz 3  
    General

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

Guided Shot
  Arc 1, Rgr 1, Sor/Wiz 1  
    General

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

Guiding Light
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    5 minutes

+2 on ranged attacks against creatures in illuminated area.

Gutsnake
  Sor/Wiz 5  
    General

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

Hail of Stone (M)
  Sor/Wiz 1, Wmg 1, Wuj 1  
    General

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

Hailstones
  Sor/Wiz 3  
    General

Frigid globes deal 5d6 cold damage.

Hamatula Barbs
  Arc 3, Clr 3, Sor/Wiz 3  
    1 hour

Subjects grow barbs, which damage foes that attack subject in melee.

Hand of Divinity
  Arc 2, Blk 2, Clr 2, Pal 2  
    30 minutes

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

Hand of the Faithful
  Arc 4, Clr 4, Pal 4  
    4 hours

Immobile zone of warding stuns those of different patrons.

Hardening (M)
None - Yes (object) Artifice 7, Artificer 6, Sor/Wiz 6 V, S
Permanent Touch General

Permanently make an object's hardness improve.

Harmonic Chorus
  Brd 2  
    General

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

Swift Haste
  Arc 2, Rgr 2  
    General

You are hasted for 1d4 rounds (swift).

Haunting Tune
  Brd 3  
    1 hour

1 target/level becomes shaken.

Hawkeye
  Arc 1, Drd 1, Rgr 1  
    1 hour

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

Heal Animal Companion
  Arc 3, Drd 5, Rgr 3  
    General

Restores health and damage to an animal companion.

Healing Lorecall
  Arc 2, Clr 2, Drd 2, Rgr 1  
    1 hour

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

Healing Sting
  Arc 2, Drd 2  
    General

Touch deals 1d12 +1 point/level; caster gains damage as hp.

Healing Touch
  Sor/Wiz 3  
    General

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

Healthful Rest
  Arc 1, Brd 1, Clr 1, Drd 1  
    General

Subjects heal at twice the normal rate.

Heart of Stone (F) (XP)
  Sor/Wiz 8  
    General

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
  Asn 4, Wuj 4  
    General

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

Heartfire
  Arc 2, Brd 2, Drd 2  
    General

Passions of targets ignite as real fire upon the target.

Heat Drain
  Arc 8, Clr 8  
    General

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

Heatstroke
  Arc 3, Drd 3  
    General

Subject creature takes nonlethal damage and becomes fatigued.

Heavenly Host
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons archons to fight for you.

Hellish Horde
  Arc 9, Clr 9, Sor/Wiz 9  
    1 hour

Summons devils to fight for you.

Herald's Call
  Brd 1, Hrp 1  
    General

Shout slows those within 20 ft.

Heroics
  Sor/Wiz 2  
    1 hour

Fighter gains one fighter bonus feat.

Hidden Lodge
  Brd 5, Sor/Wiz 5  
    12 hours

Creates a camouflaged Secure Shelter.

Hide from Dragons
  Asn 4, Brd 5, Hoard 4, Sor/Wiz 7  
    General

Dragons can't perceive one subject/two levels.

Hide the Path (F)
  Arc 6, Clr 6, Drd 6  
    24 hours

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

Hindsight (M)
  Brd 6, Sor/Wiz 9  
    General

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

Hiss of Sleep
  Sor/Wiz 7  
    General

You induce comatose slumber in targets.

Holy Mount
  Arc 2, Pal 2  
    General

Special mount gains celestial template.

Holy Spurs
  Arc 1, Pal 1  
    General

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

Holy Star
  Arc 7, Clr 7  
    General

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

Holy Storm (M)
  Arc 3, Clr 3, Pal 3  
    General

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

Holy Transformation
  Arc 7, Clr 7  
    General

You change into hound archon, gain abilities.

Lesser Holy Transformation
  Arc 4, Clr 4  
    General

You change into protectar, gain abilities.

Horrible Taste
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  
    1 hour

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

Howling Chain (F)
  Sor/Wiz 6  
    General

Chain of force entangles and attacks opponent.

Hungry Gizzard
  Arc 6, Drd 6  
    General

Gizzard engulfs victim, grapples and deals damage.

Hunter's Mercy
  Arc 1, Rgr 1  
    General

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

Hunters of Hades (M)
  Arc 9, Clr 9  
    1 hour

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

Hurl
  Sor/Wiz 2  
    General

Thrown weapon returns to thrower.

Hymn of Praise
  Brd 3  
    General

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

Hypothermia
  Arc 4, Clr 4, Drd 3  
    General

Causes 1d6 cold damage/level, fatigue.

Ice Axe
  Arc 3, Clr 3  
    General

You create a battleaxe made of ice.

Ice Claw
  Sor/Wiz 7  
    General

Claw of ice grapples and deals cold damage.

Ice Dagger
  Sor/Wiz 1  
    General

Splash weapon deals target 1d4 cold damage per level, plus area damage.

Ice Flowers
  Arc 6, Clr 6, Drd 5  
    General

Ice and earth deal 1d6 damage/level.

Ice Gauntlet
  Arc 1, Clr 1  
    General

A spiked gauntlet of ice forms around your fist.

Ice Knife
  Asn 2, Sor/Wiz 2, Wmg 2, Wuj 2  
    General

Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.

Icelance (F)
  Arc 3, Drd 3, Sor/Wiz 3  
    General

Changes ice into lance, which attacks target for 6d6 damage and stuns for 1d4 rounds.

Illusory Feast
  Sor/Wiz 5  
    General

Subjects become dazed by illusory food.

Illusory Pit
  Sor/Wiz 6  
    General

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

Imbue Familiar with Spell Ability
  Sor/Wiz 6  
    6 hours

You transfer spells to your familiar.

Imperious Glare
  Sor/Wiz 6  
    General

You cause targets to cower in fear.

Implacable Pursuer
  Arc 4, Asn 4, Blk 4, Rgr 4  
    6 hours

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

Improvisation
  Brd 1  
    General

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

Incite
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    5 minutes

Subject can't ready actions or delay.

Incorporeal Enhancement
  Sor/Wiz 3  
    24 hours

Grant bonuses to incorporeal undead.

Incorporeal Nova
  Arc 5, Clr 5, Sor/Wiz 6  
    General

Destroy incorporeal undead.

Indomitability
  Sor/Wiz 5  
    General

Subject can't be reduced below 1 hp.

Infernal Threnody
  Brd 3  
    General

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

Infernal Transformation
  Arc 7, Clr 7  
    General

You change into bone devil, gain abilities.

Lesser Infernal Transformation
  Arc 4, Clr 4  
    General

You change into bearded devil, gain abilities.

Infernal Wound
  Arc 2, Clr 2, Sor/Wiz 2  
    General

Weapon inflicts persistent, bleeding wounds.

Inferno
  Arc 5, Drd 5  
    General

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

Infestation of Maggots
  Arc 3, Drd 3  
    General

Maggotlike creatures deal 1d4 temporary Con damage every round

Inhibit
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    General

Subject delays until next round.

Inky Cloud
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

Obscures sight underwater beyond 5 ft.

Insidious Rhythm
  Brd 1  
    30 minutes

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

Insightful Feint
  Asn 1, Sor/Wiz 1  
    General

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

Inspirational Boost
  Brd 1  
    General

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

Instant Locksmith
  Asn 1, Sor/Wiz 1  
    General

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

Instant Refuge (M) (XP)
  Sor/Wiz 9  
    General

Enhanced contingency spell teleports you under six possible conditions.

Instant Search
  Arc 1, Asn 1, Rgr 1, Sor/Wiz 1  
    General

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

Interplanar Message
  Arc 3, Clr 3  
    6 hours

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

Superior Invisibility
  Sor/Wiz 8  
    5 minutes

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

Swift Invisibility
  Asn 2, Brd 1, Duskblade 2, HB 2  
    General

Invisibility lasts 1 round (swift).

Iron Bones
  Arc 4, Clr 4, Sor/Wiz 4  
    1 hour

Corporeal undead gains +6 natural armor bonus.

Iron Silence
  Arc 2, Asn 2, Brd 2, Clr 2  
    6 hours

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

Ironguard (F)
  Sor/Wiz 7  
    General

Subject becomes immune to both magical and mundane metal.

Lesser Ironguard
  Sor/Wiz 5  
    General

Subject becomes immune to nonmagical metal.

Ironguts
  Arc 1, Brd 1, Clr 1, Sor/Wiz 1  
    1 hour

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

Ironthunder Horn
  Brd 1, Sor/Wiz 2  
    General

Intense vibrations trip those in area.

Jagged Tooth
  Arc 2, Drd 3, Rgr 2  
    1 hour

Doubles the critical threat range of natural weapons.

Jaws of the Wolf (F)
  Arc 4, Drd 4  
    General

One carving/2 levels turns into a worg.

Joyful Noise
  Brd 1  
    General

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

Jungle's Rapture
  Arc 5, Drd 5  
    General

Curse causes 1d6 Dexterity drain.

Junglerazer
  Arc 3, Drd 3, Sor/Wiz 3  
    General

Fey, vermin, plants, and animals take 1d10 damage/level.

Kelpstrand
  Arc 2, Drd 2  
    5 minutes

Ranged touch attack to special grapple with kelp.

Kiss of the Vampire (M)
  Sor/Wiz 7  
    General

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

Knight's Move
  Arc 3, Clr 3, Pal 2  
    General

You instantly move to flank a subject.

Know Greatest Enemy
  Arc 1, Blk 1, Pal 1  
    General

Determines relative power level of creatures within the area.

Know Opponent
  Arc 3, Brd 3, Clr 3  
    General

Learn strengths and weaknesses of foe.

Know Vulnerabilities
  Arc 3, Brd 2, Clr 3, Sor/Wiz 4  
    General

Determine target's vulnerabilities and resistances.

Land Womb
  Arc 4, Drd 4, Hth 4, Rgr 4  
    1 hour

You and one creature/level hide within the earth.

Languor
  Arc 4, Blg 4, Drd 4  
    General

Ray slows target and diminishes its Strength.

Last Breath (M)
  Arc 4, Drd 4  
    General

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)
  Sor/Wiz 0  
    General

Launches a crossbow bolt up to 800 feet.

Launch Item
  Sor/Wiz 0  
    General

Hurls fine item up to long range.

Lawful Sword
  Arc 4, Pal 4  
    General

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

Lay of the Land
  Arc 1, Brd 4, Drd 4, Rgr 1  
    General

You gain an overview of the geography around you.

Life Bolt
  Sor/Wiz 2  
    General

1 ray/2 levels draws 1 hp from you to deal 2d4 damage to undead.

Life Ward
  Arc 4, Clr 4  
    General

Grants immunity to healing spells and positive energy effects.

Life's Grace
  Arc 5, Clr 5  
    30 minutes

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

Light of Lunia
  Arc 1, Clr 1, Sor/Wiz 1  
    1 hour

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

Light of Mercuria
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

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

Light of Venya
  Arc 3, Clr 3  
    1 hour

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
  Arc 1, Asn 1, Rgr 1  
    General

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

Lightning Ring
  Sor/Wiz 8  
    General

Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.

Lion's Charge
  Arc 3, Drd 3, Rgr 2  
    General

You gain the pounce special ability.

Lion's Roar
  Clr 8, Courage 8  
    General

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

Lionheart
  Arc 1, Pal 1  
    General

The subject gains immunity to fear effects.

Listening Coin
  Brd 3  
    6 hours

Allows remote eavesdropping.

Listening Lorecall
  Arc 2, Drd 2, Rgr 2  
    1 hour

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

Lively Step
  Brd 2, Sor/Wiz 2  
    4 hours

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

Living Prints
  Arc 1, Hrp 1, Rgr 1  
    General

You perceive tracks as if they had just been made.

Living Undeath
  Arc 2, Clr 2  
    30 minutes

Subject becomes immune to critical hits and sneak attacks.

Love's Lament
  Brd 3  
    General

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

Low-Light Vision
  Arc 1, Asn 1, Drd 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1  
    6 hours

Subject sees twice as far under current light.

Loyal Vassal
  Arc 2, Pal 2  
    1 hour

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

Lucent Lance
  Arc 6, Clr 6, Sor/Wiz 5  
    General

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

Luminous Gaze
  Sor/Wiz 1  
    General

You cast a dazzling light.

Maddening Scream
None - Yes Madness 8, Sor/Wiz 8 V
1d4+1 rounds Touch General

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

Maddening Whispers
  Sor/Wiz 8  
    General

You induce confusion and madness in targets.

Maelstrom
  Arc 8, Blackwater 8, Drd 8, Ocean 8  
    General

Waterspout sucks in and damages creatures.

Greater Mage Armor
  Sor/Wiz 3  
    General

Field of force provides a +6 armor bonus.

Mass Mage Armor
  Sor/Wiz 3  
    6 hours

As mage armor, but affects one creature/level.

Greater Mage Hand
  Sor/Wiz 1  
    General

As mage hand, but medium range and 40 lb.

Superior Magic Fang
  Arc 4, Drd 4, Rgr 4  
    General

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

Magic Miasma
  Sor/Wiz 9  
    General

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

Make Manifest
  Arc 4, Clr 4, Sor/Wiz 6  
    General

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

Mass Make Manifest
  Arc 6, Clr 6, Sor/Wiz 8  
    General

As the Make Manifest spell except multiple targets.

Malevolent Miasma
  Sor/Wiz 2  
    General

Cloud of fog deals 1d4 nonlethal damage/level.

Mantle of Chaos
  Arc 3, Clr 3  
    1 hour

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

Mantle of Evil
  Arc 3, Blk 3, Clr 3  
    1 hour

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

Mantle of Good
  Arc 3, Clr 3, Pal 3  
    1 hour

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

Mantle of Law
  Arc 3, Clr 3, Pal 3  
    1 hour

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

Mantle of the Icy Soul (M)
  Arc 6, Clr 6, Drd 5  
    General

Gives subject the cold subtype.

Manyjaws
  Sor/Wiz 3  
    General

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

Mark of the Hunter
  Arc 3, Rgr 3  
    5 minutes

Rune on creature makes it easier to track and attack.

Mark of the Outcast
  Arc 2, Blk 1, Clr 2, Drd 2, Watery Death 2  
    6 hours

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

Marked Object
  Arc 1, Asn 2, Rgr 1, Sor/Wiz 2  
    General

You gain bonus to track a specific being.

Master Air
  Arc 2, Drd 2  
    General

You sprout insubstantial wings and can fly.

Master Earth
  Arc 7, Drd 7  
    4 hours

Travel through the earth to any location.

Master's Touch
  Brd 1, Sor/Wiz 1  
    5 minutes

You gain proficiency in any one weapon or shield.

Maw of Chaos
  Sor/Wiz 9  
    General

Area of energy damages creatures and disrupts concentration.

Maw of Stone
  Cavern 7  
    General

Animates natural chamber to attack enemies.

Mechanus Mind
  Sor/Wiz 2  
    30 minutes

Reformat subject's mind to be coldly calculating.

Memory Rot
  Arc 5, Drd 5  
    General

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

Mesmerizing Glare
  Brd 2, Sor/Wiz 3  
    General

Your gaze fascinates creatures.

Metal Melt
  Sor/Wiz 4  
    General

Melts metal object without heat.

Miasma
  Arc 6, Blg 7, Drd 6  
    General

Gas fills creature's mouth, suffocating it.

Miasma of Entropy
  Arc 4, Drd 4, Sor/Wiz 5  
    General

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

Mind Poison
  Sor/Wiz 3  
    General

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

Mindless Rage
  Brd 2, Sor/Wiz 2  
    General

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

Minor Disguise
  Brd 0  
    1 hour

Makes slight changes to your appearance.

Miser's Envy
  Brd 2, Sor/Wiz 3  
    General

Subject jealously covets nearby object.

Moment of Clarity
  Arc 1, Pal 1  
    General

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

Monstrous Thrall
  Domination 9  
    General

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

Moon Blade
  Arc 3, Hth 3, Moon 3  
    30 minutes

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

Moon Bolt
  Arc 4, Clr 4, Drd 4  
    General

1d4 Strength damage/3 levels; undead made helpless.

Moon Lust
  Arc 1, Clr 1  
    General

Subject obsesses about moon, is fascinated or dazzled.

Moon Path
  Arc 5, Hth 5, Moon 5  
    30 minutes

Grants sanctuary to 1 creature/level and bridges gaps.

Moonbeam
  Arc 2, Hth 2, Moon 2  
    30 minutes

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

Moonbow
  Sor/Wiz 5  
    General

Creates 1d4 motes of light that attack enemies.

Moonfire
  Arc 9, Moon 9  
    General

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

Mountain Stance
  Arc 2, Drd 2, Sor/Wiz 2  
    5 minutes

Subject can root itself against involuntary movement.

Murderous Mist
  Arc 4, Drd 4  
    General

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

Nature's Avatar
  Arc 9, Drd 9  
    30 minutes

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

Nature's Balance
  Arc 3, Drd 3  
    1 hour

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

Nature's Favor
  Arc 2, Drd 2, Rgr 2  
    General

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

Nature's Rampart (F)
  Arc 3, Drd 3  
    4 hours

Alter a natural setting into a fortified position.

Nauseating Breath
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Exhale a cone of nauseating gas.

Net of Shadows
  Sor/Wiz 1  
    General

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

Nixie's Grace
  Brd 6  
    General

You gain a swim speed, water breathing, low-light vision*, damage reduction* 5/cold iron, and enhancements to Dexterity and Wisdom.

One Mind
  Arc 2, Pal 2  
    General

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

Greater One Mind
  Arc 3, Pal 3  
    General

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

Lesser One Mind
  Arc 1, Pal 1  
    General

You gain +4 on Spot and Listen checks while mounted

Ooze Puppet
  Sor/Wiz 6  
    General

You telekinetically control an ooze.

Planar Tolerance
  Arc 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 5  
    6 hours

Provides long-term protection against overtly damaging planar traits.

Greater Plane Shift
  Arc 7, Clr 7, Sor/Wiz 8  
    General

Plane shift accurately to your desired destination.

Plant Body
  Arc 5, Drd 5  
    1 hour

Your type changes to plant.

Portal Beacon
  Arc 1, Clr 1, Sor/Wiz 1  
    6 hours

Six creatures know distance and direction to a magic portal.

Primal Form
  Arc 3, Drd 3, Sor/Wiz 3  
    General

You change into elemental, gain some abilities.

Prismatic Eye (F)
  Sor/Wiz 6  
    General

Orb produces individual prismatic rays as touch attacks.

Prismatic Ray
  Sor/Wiz 5, Wmg 5  
    General

Blind target with 6 HD or less and deal random effect.

Quick March
  Arc 2, Clr 2, Pal 2  
    General

Allies' speed increases by 30 ft. for 1 round

Raise From The Deep
  Sor/Wiz 4  
    General

Creature or sunken ship made buoyant.

Rapid Burrowing
  Arc 1, Drd 1, Rgr 1  
    1 hour

+20 ft. to subject’s burrow speed*.

Rebuke
  Sor/Wiz 2  
    General

Target is dazed 1 round, thereafter shaken, and distracted.

Final Rebuke
  Sor/Wiz 7  
    General

As rebuke except the target must save or die.

Greater Rebuke
  Sor/Wiz 4  
    General

Target cowers for 1d4 rounds then is shaken and distracted.

Greater Reduce Person
  Sor/Wiz 5  
    1 hour

Humanoid creature halves in size.

Regal Procession
  Arc 3, Pal 3, Sor/Wiz 3  
    General

As mount, but you summon several mounts.

Rejection
  Arc 6, Clr 6  
    General

Creatures within cone are blasted away from you.

Rejuvenative Corpse
  Arc 3, Clr 3  
    General

Negative energy fills corpse, feeding undead healed.

Remove Scent
  Arc 1, Brd 1, Drd 1, Rgr 1, Sor/Wiz 1  
    General

Hides touched creature's scent.

Greater Resistance
  Arc 4, Brd 4, Clr 4, Drd 4, Sor/Wiz 4  
    24 hours

Subject gains +3 on saving throws.

Superior Resistance
  Arc 6, Brd 6, Clr 6, Drd 6, Sor/Wiz 6  
    General

Subject gains +6 on saving throws.

Mass Resurgence
  Arc 3, Blk 3, Clr 3, Clr 4, Pal 3  
    General

As resurgence, but multiple targets.

Rhino's Rush
  Arc 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sin-W 1, Wrath 1  
    General

Deal double damage when charging for one round.

Safety
  Arc 3, Clr 3  
    1 hour

Know how to get somewhere where the environment is not hostile to the subject.

Sarcophagus of Stone
  Arc 6, Clr 6  
    General

Sarcophagus entombs subject.

Scorch
  Sor/Wiz 2  
    General

Jet of flame deals 1d8/2 levels (max 5d8).

Sense Heretic
  Arc 1, Pal 1  
    General

Glow reveals when evil creature is near.

Shadow Radiance
  Sor/Wiz 2  
    General

Area filled with intense light that grows brighter.

Shieldbearer
  Sor/Wiz 1  
    General

Shield floats near subject to offer protection.

Shifting Paths
  Arc 7, Drd 7, Sor/Wiz 8  
    General

Illusion hides path, creates false new path.

Shroud of Undeath
  Arc 2, Clr 2, Sor/Wiz 2  
    1 hour

Negative energy shroud makes undead perceive you as undead.

Slashing Darkness
  Arc 3, Clr 3  
    General

Ray deals 1d8/two levels damage and heals undead the same amount.

Snowball Swarm
  Sor/Wiz 2  
    General

Deals 1d6 cold/2 levels to a 10-ft. radius.

Snowshoes
  Arc 1, Clr 1, Drd 1, Rgr 1  
    General

Subject walks easily on ice and snow.

Mass Snowshoes
  Arc 3, Clr 3, Drd 3, Rgr 3  
    General

As snowshoes, affects one creature/level.

Sonic Whip
  Brd 2, Wuj 2  
    General

Scares animals, normal whip in combat.

Sonorous Hum
  Arc 3, Brd 2, Clr 3, Sor/Wiz 3  
    5 minutes

Removes need to concentrate to maintain next spell cast.

Sound Lance
  Arc 4, Clr 4, Sor/Wiz 3  
    General

Sonic energy deals 1d8/level damage.

Spark of Life
  Arc 3, Clr 3, Clr 7, Drd 4, Drd 8  
    General

Undead creature loses most immunities.

Speak To Allies
  Brd 2, Sor/Wiz 2  
    1 hour

Subjects can converse at distance without moving lips.

Spell Enhancer
  Sor/Wiz 4  
    General

Lets you cast another spell in the same round at +2 caster level.

Spell Flower
  Arc 1, Clr 1, Sor/Wiz 1  
    General

Hold the charge on one touch* spell per forelimb.

Lesser Spell Immunity
  Arc 2, Clr 2  
    General

As spell immunity, but only 1st and 2nd-level spells.

Spell Matrix (F)
  Sor/Wiz 7  
    1 hour

Stores up to two spells of 3rd level or lower to be released later.

Greater Spell Matrix (F)
  Sor/Wiz 9  
    General

Stores up to three spells of 3rd level or lower to be released later.

Lesser Spell Matrix (F)
  Sor/Wiz 5  
    1 hour

Magical matrix stores a 3rd level or lower spell to be cast later as a quickened spell.

Spider Plague
  Arc 6, Clr 6  
    General

Summons Large monstrous spiders to fight for you.

Stabilize
  Arc 2, Clr 2, Pal 2  
    General

Cures 1 point of damage to all creatures in area.

Starvation
  Arc 4, Drd 4  
    General

Hunger pangs deal 1d6 nonlethal damage/level, cause fatigue.

Sticky Saddle
  Arc 1, Pal 1  
    General

You become stuck to special mount, gain +10 Ride checks.

Stolen Breath
  Sor/Wiz 2  
    General

Subject has wind knocked out of it.

Submerge Ship
  Sor/Wiz 7  
    General

You control ship mentally while it travels underwater.

Sudden Stalagmite
  Arc 4, Drd 4  
    General

Impaling stalagmite damages and holds foes.

Swamp Lung
  Arc 7, Drd 7  
    General

Water in lungs makes subject helpless, diseased.

Swamp Stride
  Arc 4, Drd 5, Rgr 4  
    General

As tree stride, but with bodies of water.

Mass Swim
  Arc 4, Drd 4  
    General

As swim, but one creature/level.

Symbol Of Spell Loss
  Arc 5, Clr 5, Sor/Wiz 5  
    General

Triggered rune absorbs spells yet to be cast.

Symphonic Nightmare (F)
  Arc 7, Brd 6, Clr 7, Sor/Wiz 7  
    General

Haunting music disrupts target's sleep for 1 day/level.

Interplanar Telepathic Bond
  Sor/Wiz 6  
    4 hours

Link lets allies communicate across planes.

Thunderhead
  Arc 1, Drd 1, Sor/Wiz 1  
    General

Small lightning bolts deal 1d6 electricity damage/round.

Thunderous Roar
  Arc 3, Drd 3  
    General

Roar deals 1d6 sonic damage/2 levels, deafens.

Tremor
  Arc 3, Clr 3, Drd 3  
    General

Force casters and skill users to Concentrate as well as knock creatures prone.

Tsunami
  Arc 9, Drd 9  
    General

Massive wave deals 1d6 bludgeoning damage/level.

Undersong
  Brd 1  
    1 hour

Make Perform checks in place of Concentration checks.

Veil of Shadow
  Arc 2, Asn 2, Blk 2, Clr 2, Sor/Wiz 2  
    30 minutes

Darkness grants you concealment.

Vile Death (M) (XP)
  Arc 9, Clr 9, Sor/Wiz 9  
    General

Undead creature gains fiendish template.

Visage of The Deity
  APeace 6, Arc 6, Clr 6, Exalted Arcanist 6, Herald 7, Mysticism 6  
    General

As visage of the deity, lesser, but you become celestial or fiendish.

Lesser Visage of the Deity
  APeace 4, Arc 3, Blk 4, Clr 3, KotC 4, Mysticism 3, Pal 4  
    General

You gain +4 Charisma and resistance 10 to certain energy types.

Viscid Glob
  Sor/Wiz 5  
    6 hours

Ranged touch attack hurls 5-ft.-diameter glob of glue at target.

Vision of Glory
  Arc 1, Clr 1, Pal 1  
    General

Subject gains morale bonus equal to your Cha modifier to one saving throw.

Vitriolic Sphere
  Sor/Wiz 5, Wuj 5  
    General

Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.

Vortex of Teeth
  Arc 4, Drd 4, Sor/Wiz 4  
    General

3d8 points of damage due to force per round to all creatures in the area.

Wall Of Light
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Creates wall of light, can dazzle creatures.

Wall Of Limbs
  Sor/Wiz 5  
    General

Whirling limbs deal 5d6 damage and grab creatures passing through.

Weapon Of Energy
  Arc 3, Clr 3, Sor/Wiz 3  
    General

Weapon deals extra energy damage.

Weapon of Impact
  Arc 3, Brd 3, Clr 3, Sor/Wiz 3  
    1 hour

As keen edge, but aids blunt weapons.

Weapon Shift
  Brd 2, Sor/Wiz 1  
    General

Touched weapon changes form.

Weather Eye
  Arc 3, Drd 3  
    General

You accurately predict weather up to one week ahead.

Weighed in the Balance
  Balance 9  
    General

Harms or heals creatures within 30 feet of you.

Whirling Blade (F)
  Brd 2, HB 2, Sor/Wiz 2, Wmg 2  
    General

Make an attack on a line of foes with your slashing weapon.

Greater Whirlwind
  Arc 9, Drd 9, Weather 9  
    General

As whirlwind, but larger and more destructive.

Wild Runner
  Arc 4, Drd 4, Rgr 4  
    1 hour

Change into centaur, gain some abilities

Wind at Back
  Arc 4, Drd 4  
    12 hours

Doubles overland speed* of targets for 1 day.

Wind Tunnel
  Arc 5, Drd 5  
    General

Ranged weapons gain +10 bonus and double range increment.

Wingbind
  Sor/Wiz 4  
    General

A net of force entangles the target, preventing it from charging, running, or flying.

Winged Mount
  Arc 4, Blk 4, Pal 4  
    1 hour

Your mount* grows wings and flies at speed* of 60 ft.

Wings of Air
  Sor/Wiz 2  
    5 minutes

Target's flight maneuverability improves by one step.

Greater Wings of Air
  Arc 4, Drd 4, Sor/Wiz 4  
    5 minutes

Target's flight maneuverability improves by two steps.

Wings of The Sea
  Arc 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1  
    5 minutes

+30 ft. to subject’s swim** speed*.

Winter Chill
  Arc 1, Drd 1  
    General

Creature takes 1d6 cold damage and is fatigued.

Winter's Embrace
  Arc 2, Drd 2, Winter 3  
    General

Subject takes 1d8 damage/round; can cause fatigue.

Wither Limb
  Deathbound 4, MH 2  
    12 hours

Cause enemy's limbs to wither.

Withering Palm
  Arc 7, Clr 7, Decay 7, Wuj 7  
    General

Touch attack deals 1/2 levels (max 10) Str and Con damage. A crit drains instead.

Wood Rot
  Arc 4, Drd 4, Wuj 4  
    General

Destroy wooden objects or plants.

Wood Wose
  Arc 1, Drd 1  
    1 hour

Nature spirit does simple tasks for you.

Word of Balance
  Arc 7, Balance 7, Drd 7  
    General

Kills, paralyzes, weakens, or nauseates nonneutral creatures.

Word of Binding
  Arc 3, Pal 3  
    General

Magical manacles restrain foe.

Wounding Whispers
  Brd 3  
    General

Sonic aura damages foes that strike you.

Wrack
  Arc 4, Clr 4, MH 4, Pain 4, Sor/Wiz 5  
    General

Renders creature helpless with pain.

Wracking Touch
  Arc 2, Drd 2, Sor/Wiz 2  
    General

Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.

Wraithstrike
  Asn 3, Sor/Wiz 2  
    General

Swift. Your melee attacks strike as touch attacks for 1 round.

Wrathful Castigation
  Sor/Wiz 8  
    General

Target dies or may be dazed and -4 on all saves for 1 round/level.

Xorn Movement
  Sor/Wiz 5  
    General

Touched creature swims through earth like a xorn.

Zeal
  Arc 2, Blk 2, Competition 2, Pal 2  
    General

You move through foes to attack the enemy you want.

Zealot Pact (XP)
  Arc 6, Clr 6, Competition 6, Pact 6  
    General

You automatically gain combat bonuses when you attack someone of opposite alignment.

Zone of Respite
  Arc 5, Clr 5, Sor/Wiz 5  
    1 hour

Prevents teleportation and similar effects from functioning in the area

Zone of Revelation
  Arc 5, Clr 5  
    5 minutes

Makes invisible and ethereal creatures visible.