Dancing Lights: Creates torches or other lights. {PH}
Daze: Humanoid creature of 4 HD or less loses next action. {PH}
Detect Magic: Detects spells and magic items within 60 ft. {PH}
Flare: Dazzles one creature (–1 on attack rolls). {PH}
Ghost Sound: Figment sounds. {PH}
Ghostharp: Object records, plays a song at your command. {SC}
Know Direction: You discern north. {PH}
Light: Object shines like a torch. {PH}
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep. {PH}
Mage Hand: 5-pound telekinesis. {PH}
Mending: Makes minor repairs on an object. {PH}
Message: Whispered conversation at distance. {PH}
Minor Disguise: Makes slight changes to your appearance. {SC}
Open/Close: Opens or closes small or light things. {PH}
Prestidigitation: Performs minor tricks. {PH}
Read Magic: Read scrolls and spellbooks. {PH}
Resistance: Subject gains +1 on saving throws. {PH}
Songbird: Perform and gain +1 on your next Cha check. {SC}
Stick: Glues an object weighing 5 pounds or less to another object. {SC}
Summon Instrument: Summons one instrument of the caster’s choice. {PH}
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check. {SC}
Alarm: Wards an area for 2 hours/level. {PH}
Amplify: Lowers Listen DC by 20. {SC}
Animate Rope: Makes a rope move at your command. {PH}
Appraising Touch: Gain +10 bonus on Appraise checks. {SC}
Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft. {CS}
Beastland Ferocity: Subject fights without penalty while disabled or dying. {SC}
Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus. {CM}
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}
Charm Person: Makes one person your friend. {PH}
Cheat: Caster rerolls when determining the success of a game of chance. {SC}
Combined Talent: Allows one subject to use the skill ranks of a second subject in place of her own. {CM}
Comprehend Languages: You understand all spoken and written languages. {PH}
Confusion, Lesser: One creature is confused for 1 round. {PH}
Crabwalk: Touched creature gains bonus while charging. ﴾Barlen’s crabwalk﴿ {SC}
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats. {SC}
Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}
Dead End: Removes spoor of one creature/level. {SC}
Detect Secret Doors: Reveals hidden doors within 60 ft. {PH}
Detect Weaponry: Reveals weapons within 60 feet. {Ci}
Discern Bloodline: Know the race of one creature/level. {RoDe}
Disguise Self: Changes your appearance. {PH}
Distort Speech: Subject’s speech is 50% unintelligible, so it might miscast spells. {SC}
Distract: Subjects take –4 on Concentration, Listen, Search, and Spot. {SC}
Erase: Mundane or magical writing vanishes. {PH}
Expeditious Retreat: Your speed increases by 30 ft. {PH}
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round. {SC}
Feather Fall: Objects or creatures fall slowly. {PH}
Focusing Chant: Gain +1 on attack rolls, skill checks, and ability checks. {SC}
Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks. {RoDe}
Grease: Makes 10-ft. square or one object slippery. {PH}
Guided Path: Find nearest establishment of designated type. {CM}
Guiding Light: +2 on ranged attacks against creatures in illuminated area. {SC}
Healthful Rest: Subjects heal at twice the normal rate. {SC}
Herald’s Call: Creatures of 5 HD or less within 20 ft. slowed for 1 round. {SC}
Hideous Laughter: Subject loses actions for 1 round/level. ﴾Tasha’s hideous laughter﴿ {PH}
Hypnotism: Fascinates 2d4 HD of creatures. {PH}
IdentifyM: Determines properties of magic item. {PH}
Immediate Assistance: Allow subject to reroll a skill check. {CM}
Improvisation: You gain a pool of luck bonus points equal to twice your caster level and can spend them to improve attack rolls, skill checks, and ability checks. {SC}
Incite: Subjects can’t ready actions or delay. {SC}
Inhibit: Subject delays until next round. {SC}
Insidious Rhythm: Subject has –4 penalty on Intelligence-based skill checks and Concentration checks, and must make Concentration check to cast spells. {SC}
Inspirational Boost: The bonuses granted by your inspire courage ability increase by 1. ﴾Harmony﴿ {SC}
Instant Diversion: Creates illusory doubles of you. {RoDr}
Invisibility, Swift: You are invisible for 1 round or until you attack. {SC}
Ironguts: Subject gains +5 bonus on saving throws against poison. {SC}
Ironthunder Horn: Intense vibrations trip those in area. ﴾Balagarn’s iron horn﴿ {SC}
Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice. {Fr}
Joyful Noise: You negate silence in a 10-ft.-radius emanation for as long as you concentrate. {SC}
Locate City: Find nearest city. {RoDe}
Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.
Lucky Streak: Target gains +2 luck bonus on rerolls made with luck feats. {CS}
Mage Burr: Double arcane spell failure chance for target’s armor. {CS}
Magic Aura: Alters object’s magic aura. ﴾Nystul’s magic aura﴿ {PH}
Magic MouthM: Speaks once when triggered. {PH}
Mimicry: Perfectly mimic familiar sounds, voices, or accents. {CS}
Obscure Object: Masks object against scrying. {PH}
Phantom Threat: Subject thinks it’s flanked. {SC}
Quickswim: Your swim speed increases by 10 ft. {Sto}
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. {PH}
Remove Scent: Hides touched creature’s scent. {SC}
Resinous Tar: Sticky substance slows movement or renders object difficult to drop. {CM}
Scholar’s Touch: Read books in seconds. {RoDe}
Secret Weapon: Makes hidden weapon almost impossible to detect. {Ci}
Serene Visage: Gain insight bonus on Bluff checks equal to half your level. {SC}
Share Talents: Subjects gain +2 bonus on skill checks. {PH2}
Shock and Awe: Flat-footed creatures get –10 on initiative. {SC}
Silent Image: Creates minor illusion of your design. {PH}
Sleep: Puts 4 HD of creatures into magical slumber. {PH}
Stay the Hand: Change subject creature’s attitude to helpful for 1 round. {PH2}
Sticky Fingers: You get +10 on Sleight of Hand checks. {SC}
Summon Component: Create a noncostly spell component. {CM}
Summon Monster I: Calls extraplanar creature to fight for you. {PH}
Targeting Ray: You and allies are +1 to hit/3 levels against subject. {SC}
Undersong: Make Perform checks instead of Concentration checks. {SC}
Undetectable Alignment: Conceals alignment for 24 hours. {PH}
Unseen Servant: Invisible force obeys your commands. {PH}
Ventriloquism: Throws voice for 1 minute/level. {PH}
Vigilant Slumber: Set specific conditions under which you immediately wake up. {CM}
Weaponmaster’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level. ﴾Master’s touch﴿ {SC}
Alarm, GreaterF: As alarm, and it works on coexistent planes. ﴾Alarm, improved﴿ {SC}
Alter Self: Assume form of a similar creature. {PH}
Animal Messenger: Sends a Tiny animal to a specific place. {PH}
Animal Trance: Fascinates 2d6 HD of animals. {PH}
Animate InstrumentF: Your instrument animates and plays by itself. {CS}
Battle Hymn: Allies can reroll one Will save/round. {SC}
Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail. {PH2}
Bladeweave: Your melee attack dazes your opponent. {SC}
Blindness/Deafness: Makes subject blind or deaf. {PH}
Blur: Attacks miss subject 20% of the time. {PH}
BonefiddleF: Spectral fiddle bow deals 3d6 damage/round. {SC}
Bothersome Babble: Subject’s speech becomes incoherent; second casting makes speech painful. {CM}
Cacophonous Alarm: First creature to trigger alarm affected by sound burst spell. {CM}
Calm Emotions: Calms creatures, negating emotion effects. {PH}
Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. {PH}
Catapult: Magically propel an object from your hand. {CS}
Caterwaul: Horrible wail renders creatures nauseated or sickened for 1 round. {CM}
Celerity, Lesser: Take a move action immediately, but be dazed for a round. {PH2}
Circle Dance: Indicates direction to known individual. {SC}
Cloak Pool: Hide a color pool on the Astral Plane from view. {SC}
Cloud of Bewilderment: Generates a nauseating 10-ft. cube. {SC}
Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8. {PH2}
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). {PH}
Curse of Impending Blades: Subject takes –2 penalty to AC. {SC}
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level. ﴾Bridge of sound﴿ {SC}
Darkness: 20-ft. radius of supernatural shadow. {PH}
Daze Monster: Living creature of 6 HD or less loses next action. {PH}
Deceptive Façade: Disguise appearance of another creature or object. {CM}
Delay Poison: Stops poison from harming subject for 1 hour/ level. {PH}
Delusions of Grandeur: Subject thinks it is better than it is. {SC}
Detect Thoughts: Allows “listening” to surface thoughts. {PH}
Discolor Pool: Change the color of a color pool on the Astral Plane. {SC}
Disquietude: Subject avoids physical contact with others. {SC}
Dissonant Chant: Concentration checks more difficult within area of spell. {SC}
Distracting Ray: Ray forces spellcaster to make Concentration check. {SC}
Doublespeak: Subjects’ speech is masked from listeners. {CM}
Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level. {PH}
Enthrall: Captivates all within 100 ft. + 10 ft./level. {PH}
Entice Gift: Subject gives caster what it’s holding. {SC}
False Lie: Subject seems to be lying, both to Sense Motive and divinations, even when she is not. {CM}
Fly, Swift: Gain fly speed of 60 ft. for 1 round. {SC}
Fox’s Cunning: Subject gains +4 to Int for 1 minute/level. {PH}
Glitterdust: Blinds creatures, outlines invisible creatures. {PH}
Grace: Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take –20 to Hide checks. ﴾Eilistraee’s grace﴿ {SC}
Harmonic Chorus: Give another caster +2 to caster level and +2 on save DCs as long as you concentrate. {SC}
Harmonize: Starting bardic music becomes a move action for 1 minute/level. {RoS}
Heartfire: Subjects outlined by fire, take 1d4 damage/round. {SC}
Heroism: Gives +2 on attack rolls, saves, skill checks. {PH}
Hold Person: Paralyzes one humanoid for 1 round/level. {PH}
Hydrate: Heals desiccation damage. {Sa}
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. {PH}
Ice Darts: Icicle missiles deal 2d4 damage, half of which is cold. {Fr}
Increase Virulence: Poison’s DC increases by 2. {PH2}
Insight of Good FortuneM: Subject rolls twice, takes best result. {PH2}
Insignia of AlarmF: Alert bearers of special insignia. {RoDe}
Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level. {SC}
Jig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement. {Sto}
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances. {SC}
Lively Step: You and allies gain +10 increase to speed. {SC}
Locate Object: Senses direction toward object (specific or type). {PH}
Magic Savant: Gain +4 bonus on Use Magic Device; take 10 on check if you have 10 ranks. {CM}
Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures. {CM}
Master’s Touch: Subject gains immediate +4 bonus on a skill check. {PH2}
Mesmerizing Glare: Your gaze fascinates creatures. {SC}
Mindless Rage: Subject compelled to attack you physically for 1 round/level. {SC}
Minor Image: As silent image, plus some sound. {PH}
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). {PH}
Misdirection: Misleads divinations for one creature or object. {PH}
Miser’s Envy: Subject jealously covets a nearby object. {SC}
Nightmare Lullaby: Subject is confused. {SC}
Opportune Dodge: Subject can avoid a single attack of opportunity. {CS}
Painful Echoes: Deal 1d4 sonic damage per round and sicken targets. {CM}
Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects. {RoDr}
Portal Alarm: You are alerted when a creature passes through a warded portal. {SC}
Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear. {RoDe}
Pyrotechnics: Turns fire into blinding light or choking smoke. {PH}
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC. {PH}
Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity, –10 ft. penalty to speed. {PH2}
Reflective Disguise: Viewers see you as their own species and gender. {SC}
Resounding Voice: Subject’s voice carries 100 ft./level. {HB}
Reveille: Dead creature speaks a short sentence about what caused its death. {SC}
Scare: Panics creatures of less than 6 HD. {PH}
Shatter: Sonic vibration damages objects or crystalline creatures. {PH}
Silence: Negates sound in 20-ft. radius. {PH}
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit. {SC}
Sonic Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack. ﴾Force whip﴿ {SC}
Sonorous Hum: Removes need to concentrate to maintain next spell cast. {SC}
Soul of Anarchy: Gain +5 on Escape Artist checks and grapple checks to avoid being grappled, your natural weapons are chaotic-aligned, and you are treated as being chaotic-aligned for adjudicating effects. {DrM}
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. {PH}
Speak to Allies: Subjects can converse at distance without moving lips. {SC}
Spymaster’s Coin: Hide a scrying sensor in a coin or other Tiny object for later activation. {CS}
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells. {SC}
Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack. {PH2}
Suggestion: Compels subject to follow stated course of action. {PH}
Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing. {SC}
Summon Monster II: Calls extraplanar creature to fight for you. {PH}
Summon Swarm: Summons swarm of bats, rats, or spiders. {PH}
Summon Weapon: Create normal, nonmagical light weapon. {CM}
Surefooted Stride: You can move over rubble as easily as you can over open ground. {SC}
Tactical Precision: Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes. {SC}
Tongues: Speak any language. {PH}
Torrent of Tears: Subject is temporarily blinded and emotionally distraught. {CM}
Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round. {PH2}
War Cry: Gain +4 on attack rolls and damage rolls if you charge. Any opponent you damage must save or become panicked for 1 round. {SC}
Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves. {SC}
Weapon Shift: Touched weapon changes form. {SC}
Whirling BladeF: Hurled slashing weapon magically attacks all foes in 60-ft. line. {SC}
Whispering Wind: Sends a short message 1 mile/level. {PH}
Adoration of the Frightful: Make fearful creatures friendly to you. {DrM}
Allegro: You and your allies gain +30 ft. speed for 1 minute/level. {SC}
Alter FortuneX: Cause one creature to reroll any die roll. {PH2}
Analyze Portal: Find a nearby portal and discover its properties. {SC}
Analyze Touchstone: Find a nearby planar touchstone and discover its properties.
Blink: You randomly vanish and reappear for 1 round/level. {PH}
Charm Monster: Makes monster believe it is your ally. {PH}
Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level. {PH}
Confusion: Subjects behave oddly for 1 round/level. {PH}
Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage. {SC}
Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders. {CS}
Crisis of Confidence: Target loses commander rating, aura; can’t add Cha to rally checks. {HB}
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. {PH}
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). {PH}
Curse of Impending Blades, Mass: Enemies take –2 penalty to AC. {SC}
Daylight: 60-ft. radius of bright light. {PH}
Deep Slumber: Puts 10 HD of creatures to sleep. {PH}
Deafening Blast: Permanently deafen all targets in 20-foot-radius spread. {CM}
Detect Ship: Detect and identify ships. {Sto}
Dirge of Discord: All within 20 ft. take –4 on attack rolls and Dexterity, and reduce speed by 50%. {SC}
Disobedience: Subject is shielded from mind control. {CS}
Dispel Magic: Cancels magical spells and effects. {PH}
Displacement: Attacks miss subject 50%. {PH}
Dissonant Chord: Deal 1d8/2 levels sonic damage in 10-ft. burst. {SC}
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed. {SC}
Enduring Scrutiny: Become aware when target performs designated action. {CM}
Fear: Subjects within cone flee for 1 round/level. {PH}
G’elsewhere Chant: Teleport subject to random safe place within 100 ft. {SC}
Gaseous Form: Subject becomes insubstantial and can fly slowly. {PH}
Geas, Lesser: Commands subject of 7 HD or less. {PH}
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. {PH}
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. {PH}
Halt: Subject’s feet become stuck to ground. {PH2}
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. {PH}
Haunting Tune: 1 subject/level becomes shaken. {SC}
Hesitate: Force subject to lose actions. {PH2}
Hymn of Praise: Add +2 to caster level to all good divine casters within range. {SC}
Illusory ScriptM: Only intended reader can decipher. {PH}
Infernal Threnody: Add +2 to caster level to all evil divine casters within range. {SC}
Imperative Ambulation: Subject must move at least 10 feet each round. {CM}
Insignia of HealingF: Bearers of special insignia healed 1d8 damage +1 point/level (max +10). {RoDe}
Invisibility Sphere: Makes everyone within 10 ft. invisible. {PH}
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. {LoM}
Know Opponent: Learn strengths and weaknesses of foe. ﴾Analyze opponent﴿ {SC}
Listening Coin: You can eavesdrop through a magic coin. {SC}
Love’s Lament: Cone deals 1d6 Wisdom damage and causes nausea. {SC}
Major Image: As silent image, plus sound, smell and thermal effects. {PH}
Moral Façade: Divination spells give a false alignment reading. {CC}
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide. {CM}
Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity. {PH2}
Phantom Steed: Magic horse appears for 1 hour/level. {PH}
Puppeteer: Subject mimics your actions. {SC}
Ray of Dizziness: Subject can take only move or standard actions. {SC}
Remove Curse: Frees object or person from curse. {PH}
Roar of the Waves: Make one target/2 levels deafened and shaken. {Sto}
ScryingF: Spies on subject from a distance. {PH}
Sculpt Sound: Creates new sounds or changes existing ones. {PH}
Secret Page: Changes one page to hide its real content. {PH}
See Invisibility: Reveals invisible creatures or objects. {PH}
Sepia Snake SigilM: Creates text symbol that immobilizes reader. {PH}
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval. {SC}
Siren’s Call: Compel one creature/2 levels to submerse itself. {Sto}
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls. {PH}
Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee. {PH2}
Speak with Animals: You can communicate with animals. {PH}
Speechlink: You and one other creature can talk, no matter how far apart. {SC}
Summon Monster III: Calls extraplanar creature to fight for you. {PH}
Suppress Breath Weapon: Subject can’t use breath weapon. {SC}
Tiny Hut: Creates shelter for ten creatures. ﴾Leomund’s tiny hut﴿ {PH}
Tormenting Thirst: Subject is overwhelmed by thirst. {Sa}
Treasure Scent: You detect valuable metals and gems. {SC}
Unluck: Subject remakes all rolls, uses worse result for 1 round/level. {SC}
Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. {DrM}
Weapon of Impact: As keen edge, but aids bludgeoning weapons. {SC}
Winding Alleys: Trap foe in phantasmal maze. {RoDe}
Wounding Whispers: Sonic aura damages foes that strike you. {SC}
Baleful Blink: Subject has 50% chance of failure on attacks and spells. {PH2}
Battlecry: Gain bonus on attack, save; bardic music effects extended. {CM}
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}
Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through. {SC}
Celebration: Intoxicate subjects. {SC}
Celerity: Take a standard action immediately, but be dazed for a round. {PH2}
Charm Person, Mass: As charm person, but all within 30 feet. {RoDe}
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). {PH}
Detect Scrying: Alerts you of magical eavesdropping. {PH}
Dimension Door: Teleports you short distance. {PH}
Dispel Water: Cancels water spells and effects or dismisses water creatures. {Sa}
Dominate Person: Controls humanoid telepathically. {PH}
Drums of War: Enemies take –2 penalty on attacks and saves. {HB}
Ethereal Mount: You conjure swift mounts on the Ethereal Plane. {SC}
Freedom of Movement: Subject moves normally despite impediments. {PH}
Flowsight: You can scry creatures in contact with a body of water. {Sto}
FugueF: Your Perform check creates variety of effects. ﴾Fugue of Tvash-Prull﴿ {SC}
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). {PH}
Harmonize, Greater: Starting or concentrating on bardic music becomes a move action for 1 minute/level. {RoS}
Healing Spirit: Ball of light heals 1d8/round. {PH2}
Hold Monster: As hold person, but any creature. {PH}
Interminable Echo: Illusory sound applies –10 penalty on Listen checks, deals 2d6 damage each round. {CM}
Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}
Lay of the Land: You gain an overview of the geography around you. {SC}
Legend LoreMF: Lets you learn tales about a person, place, or thing. {PH}
Lingering Chorus: Magic voices maintain your bardic music. {CM}
Locate Creature: Indicates direction to familiar creature. {PH}
Mirror Image, Greater: As mirror image, but gain an additional image each round. {PH2}
Modify Memory: Changes 5 minutes of subject’s memories. {PH}
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. {PH}
Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it. {SC}
Protégé: Subject can use bardic music and bardic knowledge as bard of half your level. {SC}
Rainbow Pattern: Lights fascinate 24 HD of creatures. {PH}
Ray Deflection: Ray attacks are reflected away. ﴾Minor reflection﴿ {SC}
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. {PH}
Resistance, Greater: Subject gains +3 on saving throws. {SC}
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4). {SC}
Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area. {CM}
Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits. {SC}
Secure Shelter: Creates sturdy cottage. ﴾Leomund’s secure shelter﴿ {PH}
Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real. {PH}
Shout: Deafens all within cone and deals 5d6 sonic damage. {PH}
Sirine’s Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water. {SC}
Slumber Arrows: Your arrows cause the subject to fall asleep for 1 hour. ﴾Melf’s slumber arrows﴿ {CM}
Spacious Carriage: Summons carriage and horses to pull it. ﴾Leomund’s spacious carriage﴿ {Ci}
Speak with Plants: You can talk to normal plants and plant creatures. {PH}
Spectral Weapon: Use quasi-real weapon to make touch attacks. {SC}
Spell Theft: Dispel spells on target and gain their benefit for yourself. {CS}
Stone Shatter: Shatter a stone object or creature. {SC}
Summon Monster IV: Calls extraplanar creature to fight for you. {PH}
Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone. {PH2}
Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion. {SC}
Zone of Silence: Keeps eavesdroppers from overhearing conversations. {PH}
Billet: Creates sturdy barracks. ﴾Leomund’s billet﴿ {HB}
Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level. ﴾Improved blink﴿ {SC}
Body HarmonicF: Piercing tone deals 1d10 damage to one ability/round. {SC}
Bolts of Bedevilment: One ray/round, dazes 1d3 rounds. {SC}
Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back. {Fr}
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area. {SC}
Channeled Sound Blast: Deal sonic damage in cone; area and damage increase based on casting time. {CM}
Cloak of Hate: Target provokes hostile reactions, takes –10 penalty on Diplomacy checks. {HH}
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. {PH}
Dancing Blade: A weapon attacks on its own. ﴾Dance of blades﴿ {PH2}
Dimension Jumper: Teleport yourself up to 30 feet once per round. {CM}
Discordant Malediction: Subject takes sonic damage each time she casts a spell with a verbal component. {CM}
Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}
Dragonsight: Gain low-light vision, darkvision, and blindsense. {SC}
Dream: Sends message to anyone sleeping. {PH}
Endless Slumber: Subject falls asleep and is not easily roused. {CM}
Evacuation Rune: Create invisible rune that you can teleport to as swift action. {CS}
False VisionM: Fools scrying with an illusion. {PH}
Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult. {CM}
Friend to Foe: Make subject creature believe its allies are its enemies. {PH2}
Harmonic Void: Nearby casters must succeed on Concentration check to use verbal-component spells. {CS}
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. {PH}
Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings. ﴾Leomund’s hidden lodge﴿ {SC}
Hide from Dragons: Dragons can’t perceive one subject/2 levels. {SC}
Incite Riot: Subjects attack nearest creature. {PH2}
Magic Convalescence: Spells cast nearby heal you 1 hp/spell level. {PH2}
Mind Fog: Subjects in fog get –10 to Wis and Will checks. {PH}
Mirage Arcana: As hallucinatory terrain, plus structures. {PH}
Mislead: Turns you invisible and creates illusory double. {PH}
Morality Undone: Subject becomes evil. {LoM}
Nightmare: Sends vision dealing 1d10 damage, fatigue. {PH}
Persistent Image: As major image, but no concentration required. {PH}
Reflective Disguise, Mass: Viewers see subjects as their own species and gender. {SC}
Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level. {PH2}
Scry Location: Spy on a distant location. {CS}
Seeming: Changes appearance of one person per two levels. {PH}
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real. {PH}
Shadow Walk: Step into shadow to travel rapidly. {PH}
Song of Discord: Forces targets to attack each other. {PH}
Suggestion, Mass: As suggestion, plus one subject/level. {PH}
Summon Monster V: Calls extraplanar creature to fight for you. {PH}
Surefooted Stride, Mass: As surefooted stride but multiple subjects. {SC}
Wail of Doom: Deal 1d4 damage/level in 30-ft. cone, plus subjects panicked or shaken. {SC}
Analyze DweomerF: Reveals magical aspects of subject. {PH}
Animate Objects: Objects attack your foes. {PH}
Cat’s Grace, Mass: As cat’s grace, affects one subject/level. {PH}
Charm Monster, Mass: As charm monster, but all within 30 ft. {PH}
City Stride: Teleport between two cities. {RoDe}
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. {PH}
Dirge: Enemies take 2 points of Str and Dex damage/round. {SC}
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. {PH}
Eyebite: Target becomes panicked, sickened, and comatose. {PH}
Find the Path: Shows most direct way to a location. {PH}
Familial Geas: Commands subject to undertake a task, which passes to his nearest kin if he dies. {HH}
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level. {PH}
Geas/Quest: As lesser geas, plus it affects any creature. {PH}
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. {PH}
HindsightM: You see into the past. {SC}
Irresistible Dance: Forces subject to dance. ﴾Otto’s irresistible dance﴿ {PH}
Mephit Mob: Summons 2d6 mephits of a kind you designate. {Sa}
Nixie’s Grace: You gain a swim speed, water breathing, low-light vision, damage reduction 5/cold iron, and enhancements to Dexterity and Wisdom. {SC}
Permanent ImageM: Includes sight, sound, and smell. {PH}
Programmed ImageM: As major image, plus triggered by event. {PH}
Project Image: Illusory double can talk and cast spells. {PH}
Rapture of the Deep: Target becomes comatose. {Sto}
Ray of Light: Ray blinds subject. {SC}
Resistance, Superior: Subject gains +6 on saving throws. {SC}
Resonating Agony: Subject nauseated or sickened for 1 round/level. {CM}
Revenance: Restores dead creature to life for 1 minute/level. ﴾Recall spirit﴿ {SC}
Scrying, GreaterF: As scrying, but faster and longer. {PH}
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. {PH}
Snowsong: Musical snowfall aids allies in within 30 ft. and hinders enemy spellcasters. {Fr}
Summon Monster VI: Calls extraplanar creature to fight for you. {PH}
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure. {PH}
Symphonic NightmareM: Discordant noise haunts subject’s sleep. {SC}
Veil: Changes appearance of group of creatures. {PH}