Amanuensis: Copy nonmagical text. {SC}
Create Water: Creates 2 gallons/level of pure water. {PH}
Cure Minor Wounds: Cures 1 point of damage. {PH}
Detect Magic: Detects spells and magic items within 60 ft. {PH}
Detect Poison: Detects poison in one creature or object. {PH}
Guidance: +1 on one attack roll, saving throw, or skill check. {PH}
Inflict Minor Wounds: Touch attack, 1 point of damage. {PH}
Light: Object shines like a torch. {PH}
Mending: Makes minor repairs on an object. {PH}
Purify Food and Drink: Purifies 1 cu. ft./level of food or water. {PH}
Read Magic: Read scrolls and spellbooks. {PH}
Resistance: Subject gains +1 on saving throws. {PH}
Summon Holy Symbol: Wooden holy symbol appears in your hand. {CC}
Virtue: Subject gains 1 temporary hp. {PH}
Anarchic WaterM: Makes chaotic-aligned anarchic water. {SC}
Axiomatic WaterM: Makes lawful-aligned axiomatic water. {SC}
Bane: Enemies take –1 on attack rolls and saves against fear. {PH}
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage. {PH2}
Bless: Allies gain +1 on attack rolls and saves against fear. {PH}
Blessed Aim: +2 bonus for allies’ ranged attacks. {SC}
Bless WaterM: Makes holy water. {PH}
Blood Wind: Subject uses natural weapon at range. {SC}
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}
Cloak of Shade: Touched creature gains protection from heat and sun. {Sa}
Cold Fire: Fire becomes blue and white, emits cold. {SC}
Command: One subject obeys selected command for 1 round. {PH}
Comprehend Languages: You understand all spoken and written languages. {PH}
Conjure Ice Beast I: Conjures ice creature to fight for you. {Fr}
Conviction: Subject gains +2 or higher save bonus. {SC}
Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}
Curse WaterM: Makes unholy water. {PH}
Deathwatch: Reveals how near death subjects within 30 ft. are. {PH}
Delay Disease: Ravages of disease staved off for a day. {SC}
Detect Chaos: Reveals chaotic creatures, spells, or objects. {PH}
Detect Evil: Reveals evil creatures, spells, or objects. {PH}
Detect Good: Reveals good creatures, spells, or objects. {PH}
Detect Law: Reveals lawful creatures, spells, or objects. {PH}
Detect Fire: Detect fire within 60 ft. {Fr}
Detect Taint: Reveals creatures or objects with taint. {HH}
Detect Undead: Reveals undead within 60 ft. {PH}
Detect Weaponry: Reveals weapons within 60 feet. {Ci}
Dispel Ward: As dispel magic, but affects only wards. {SC}
Divine Favor: You gain +1 per three levels on attack and damage rolls. {PH}
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. {PH}
Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness. {Fr}
Ebon Eyes: Subject can see through magical darkness. {SC}
Endure Elements: Exist comfortably in hot or cold environments. {PH}
Entropic Shield: Ranged attacks against you have 20% miss chance. {PH}
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity. {SC}
Fortify Cold Creatures: Cold subtype creatures gain +1 sacred bonus on attacks and saves against fire effects. {Fr}
Foundation of Stone: +2 AC, +4 bonus to resist bull rush and trip attacks. {SC}
Grave Strike: You can sneak attack undead for 1 round. {SC}
Guiding Light: +2 on ranged attacks against creatures in illuminated area. {SC}
Healer’s Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks. {CS}
Healthful Rest: Subjects heal at twice the normal rate. {SC}
Hide from Undead: Undead can’t perceive one subject/level. {PH}
Ice Gauntlet: A spiked gauntlet of ice forms around your fist. {SC}
Ice Slick: Creates a 20-ft. square of slippery ice. {Fr}
Impede: Subject is locked in place and takes a –1 penalty on melee attack rolls and a –2 penalty on Reflex saves. {CC}
Incite: Subjects can’t ready actions or delay. {SC}
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). {PH}
Inhibit: Subject delays until next round. {SC}
Invest Light Protection: Heal 1d4 damage + ½ levels, grant DR 1/evil. {PH2}
Ironguts: Subject gains +5 bonus on saving throws against poison. {SC}
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage. {SC}
Locate WaterF: Reveals location, size, and quality of water sources. {Sa}
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. {PH}
Magic Weapon: Weapon gains +1 bonus. {PH}
Moon Lust: Subject obsesses about moon, is fascinated or dazzled. {SC}
Necrotic AwarenessF: Sense encysted subjects. {LM}
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage. ﴾Vaeraun’s nightshield﴿ {SC}
Nimbus of Light: Light illuminates you until released as an attack. {SC}
Obscuring Mist: Fog surrounds you. {PH}
Omen of PerilF: You know how dangerous the future will be. {SC}
Peacebond: Weapon is impossible to draw. {Ci}
Portal Beacon: You grant others knowledge of a magic portal’s location. {SC}
Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage. {CM}
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. {PH}
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. {SC}
Resurgence: You grant subject a second chance at a saving throw. {SC}
Sanctuary: Opponents can’t attack you, and you can’t attack. {PH}
Scholar’s Touch: Read books in seconds. {RoDe}
Shield of Faith: Aura grants +2 or higher deflection bonus. {PH}
Shivering Touch, Lesser: Touch deals 1d6 Dex damage. {Fr}
Sign: You gain +4 bonus on next initiative check. {SC}
Snowshoes: Subject walks easily on ice and snow. {SC}
Spell Flower: Hold the charge on one touch spell per forelimb. {SC}
Summon Monster I: Calls extraplanar creature to fight for you. {PH}
Summon Undead IF: Summons undead to fight for you. {SC}
Updraft: Column of wind lifts you aloft. {SC}
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds). {SC}
Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw. {SC}
Wings of the Sea: +30 ft. to subject’s swim speed. {SC}
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). {PH}
Align Weapon: Weapon becomes good, evil, lawful, or chaotic. {PH}
Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con. {PH2}
AuguryMF: Learns whether an action will be good or bad. {PH}
Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires. {SC}
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits. {SC}
Balor Nimbus: Your flaming body damages foes in grapple. {SC}
Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. {PH}
Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check. {CC}
Bewildering Substitution: Seemingly swap one ally with one enemy. {CC}
Bewildering Visions: Subject is sickened or nauseated. {CC}
Black Karma Curse: Subject damages self with melee attack. {PH2}
Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail. {PH2}
Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea. {Fr}
Body Blades: You gain spikes, harm grapplers. {SC}
Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed. {CC}
Brambles: Wooden weapon grows spikes that deal +1 damage/level (max +10). {SC}
Brumal Stiffening: Brittle weapon’s hardness reduced by 5. {Fr}
Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}
Calm Emotions: Calms creatures, negating emotion effects. {PH}
Close Wounds: Cure 1d4 damage +1/level, even on another’s turn. {SC}
Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5). {PH2}
Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy. {CC}
Conjure Ice Beast II: Conjures ice creature to fight for you. {Fr}
Conjure Ice Object: Conjures an object made of ice. {Fr}
ConsecrateM: Fills area with positive energy, making undead weaker. {PH}
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). {PH}
Curse of Ill Fortune: Subject takes –3 penalty on attacks, checks, and saves. ﴾Curse of petty failing﴿ {SC}
Darkness: 20-ft. radius of supernatural shadow. {PH}
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level. ﴾Bridge of sound﴿ {SC}
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. {PH}
Deific Vengeance: Deity’s punishment deals 1d6 damage/2 levels (max 5d6). {SC}
Delay Poison: Stops poison from harming subject for 1 hour/level. {PH}
DesecrateM: Fills area with negative energy, making undead stronger. {PH}
Desiccate: Deals 1d6/2 levels desiccation damage and dehydrates living creature. {Sa}
Detect Aberration: Detect the presence of aberrations. {LoM}
Divine Insight: You gain insight bonus of 5 + caster level on one single skill check. {SC}
Divine Interdiction: Turn/rebuke attempts fail within the area. {SC}
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. {CC}
Divine Protection: Allies gain +1 to AC, saves. {SC}
Dreadbolt: Deals 1d8 damage/2 levels and stuns 1 round. ﴾Darkbolt﴿ {LoM}
Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level. {PH}
Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage. {SC}
Enthrall: Captivates all within 100 ft. + 10 ft./level. {PH}
Execration: Target takes a –2 penalty on saves and must take the lower of two rolls on one attack. {CC}
Extend Tentacles: +5 ft. to reach of tentacle attack. {SC}
Find Traps: Notice traps as a rogue does. {PH}
Freedom of Breath: Protects against suffocation and dangerous vapors. {Sa}
Frost Breath: Icy breath deals 1d4 damage/2 levels. ﴾Frost fingers﴿ {SC}
Frost Weapon: Weapon gains frost property, +1d6 cold damage. {Fr}
Frostburn, Lesser: Touch deals 1d12 frostburn damage +1/level (max +5). {Fr}
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs. {SC}
Gentle Repose: Preserves one corpse. {PH}
Ghost Touch Armor: Armor works normally against incorporeal attacks. {SC}
Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your deity. {SC}
Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells. {SC}
Hold Person: Paralyzes one humanoid for 1 round/level. {PH}
Hydrate: Heals desiccation damage. {Sa}
Infernal Wound: Weapon deals persistent, bleeding wounds. {SC}
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). {PH}
Inky Cloud: Obscures sight underwater beyond 5 ft. {SC}
Insight of Good FortuneM: Subject rolls twice, takes best result. {PH2}
Insignia of AlarmF: Alert bearers of special insignia. {RoDe}
Interfaith Blessing: Subjects gain combat benefits based on their individual deities. {CC}
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level. {SC}
Light of Faith: Gain a bonus equal to one-half your divine caster level (max. +5) on your next turning check. {CC}
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders. {SC}
Living Undeath: Subject becomes immune to extra damage from critical hits and sneak attacks. {SC}
Local Tremor: Light tremor shakes in a 30-ft. line. {RoDr}
Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.
Lore of the Gods: Gain a +5 insight bonus on Knowledge checks; make one check with an untrained Knowledge skill or retry a failed Knowledge check. {CC}
Make Whole: Repairs an object. {PH}
Manifestation of the Deity: Create illusion of your deity, rendering enemies shaken for 1 round. {CS}
Mark of Judgment: Creatures that attack subject heal 2 points of damage each successful hit. {PH2}
Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC. {SC}
Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed. {CC}
Master’s Touch: Subject gains immediate +4 bonus on a skill check. {PH2}
Necrotic CystF: Encyst undead sac of tissue in subject. {LM}
Necrotic ScryingF: Hear or see encysted subject at a distance. {LM}
Obscuring Snow: Obscures sight in a 30-ft. radius around the caster. {Fr}
Owl’s Wisdom: Subject gains +4 to Wis for 1 minute/level. {PH}
Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects. {RoDr}
Protection from Negative Energy: Ignore 10 points of negative energy damage per attack. {SC}
Protection from Positive Energy: Ignore 10 points of positive energy damage per attack. {SC}
Quick March: Allies’ speed increases by 30 ft. for 1 round. {SC}
Remove Paralysis: Frees one or more creatures from paralysis or slow effect. {PH}
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. {PH}
Resounding Voice: Subject’s voice carries 100 ft./level. {HB}
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. {PH}
Rigor Mortis: Suspends all vital functions; target appears dead. {HH}
Share Talents: Subjects gain +2 bonus on skill checks. {PH2}
Shatter: Sonic vibration damages objects or crystalline creatures. {PH}
Shield OtherF: You take half of subject’s damage. {PH}
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead. {SC}
Silence: Negates sound in 20-ft. radius. {PH}
Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed. {CC}
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. {PH}
Spawn Screen: Subject resists being transformed into an undead spawn if slain. {SC}
Spell Immunity, Lesser: As spell immunity, but only 1st- and 2nd-level spells. {SC}
Spiritual Weapon: Magic weapon attacks on its own. {PH}
Stabilize: Cures 1 point of damage to all creatures in area. {SC}
Status: Monitors condition, position of allies. {PH}
Stay the Hand: Change subject creature’s attitude to helpful for 1 round. {PH2}
Stone Bones: Corporeal undead gains +3 natural armor bonus. {SC}
Stone Fist: Your fists become rocks; dwarves and goliaths treat them as cold iron weapons. {RoS}
Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack. {PH2}
Substitute Domain: Temporarily swap one domain for another your deity offers. {CC}
Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing. {SC}
Summon Monster II: Calls extraplanar creature to fight for you. {PH}
Summon Undead IIF: Summons undead to fight for you. {SC}
Thin Air: Creatures suffer from altitude sickness. {Fr}
Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. {CC}
Undetectable Alignment: Conceals alignment for 24 hours. {PH}
Veil of Shadow: Darkness grants you concealment. {SC}
Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves. {SC}
Zone of Truth: Subjects within range cannot lie. {PH}
Adoration of the Frightful: Make fearful creatures friendly to you. {DrM}
Aid, Mass: Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15). {SC}
Air Breathing: Subjects can breathe air freely. {SC}
Align Weapon, Mass: Allies’ weapons become good, evil, lawful, or chaotic. {SC}
Alter FortuneX: Cause one creature to reroll any die roll. {PH2}
Analyze Touchstone: Find a nearby planar touchstone and discover its properties.
Anarchic StormM: Chaotic-aligned rain falls in 20-ft. radius. {SC}
Animate DeadM: Creates undead skeletons and zombies. {PH}
Antidragon AuraM: Allies gain bonus to AC and saves against dragons. {SC}
Attune Form: Grant creature temporary protection against overtly damaging planar traits. {SC}
Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft. {Fr}
Awaken Sin: Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max). {SC}
Axiomatic StormM: Lawful-aligned rain falls in 20-ft. radius. {SC}
Battlemagic Perception: Sense and counter spellcasting within 100 feet. {HB}
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. {PH}
Binding Snow: Snow freezes, impeding movement. {Fr}
Black Sand: Creates a 20-ft.-radius area of black sand. {Sa}
Blade of Pain and Fear: Creates blade of gnashing teeth. {SC}
Blindness/Deafness: Makes subject blinded or deafened. {PH}
Blindsight: Subject gains blindsight 30 ft. for 1 minute/ level. {SC}
Bolster Aura: Subject’s aura strengthens as if it had 1 HD/two caster levels more than it actually does. {CC}
Chain of Eyes: See through other creatures’ eyes. {SC}
Channeled Divine Shield: Gain DR, amount based on casting time. {PH2}
Checkmate’s Light: Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies. {SC}
Circle Dance: Indicates direction to known individual. {SC}
Cloak of Bravery: You and your allies gain a bonus on saves against fear. {SC}
Clutch of Orcus: Deals 1d12 damage/round and paralyzes foe. {SC}
Conjure Ice Beast III: Conjures ice creature to fight for you. {Fr}
Contagion: Infects subject with chosen disease. {PH}
Control Sand: Raise or lower the level of sand. {Sa}
Continual FlameM: Makes a permanent, heatless torch. {PH}
Control Snow and Ice: Raise or lower ice or snow. {Fr}
Conviction, Mass: Allies gain +2 or higher save bonus. {SC}
Corona of Cold: Aura of cold protects you, damages others. {SC}
Create Food and Water: Feeds three humans (or one horse)/level. {PH}
Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round. {PH2}
Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round. {PH2}
Crown of SmitingF: +2 damage bonus, discharge to gain +8 damage on single attack. {PH2}
Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke. {PH2}
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks. {PH2}
Darkfire: Dark flames deal 1d6 damage/2 levels, touch or thrown. {SC}
Daylight: 60-ft. radius of bright light. {PH}
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. {PH}
Defile Snow and Ice: Grants undead a +4 profane bonus against turning and cold creatures SR 15 against fire spells. {Fr}
Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. {CC}
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds. {SC}
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures. {SC}
Dispel Magic: Cancels spells and magical effects. {PH}
Divine Retaliation: Weapon appears and strikes those who attack you. {PH2}
Downdraft: Flying creatures knocked down. {SC}
Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage. {SC}
Energy Aegis: Subject gains resistance 20 against one energy type for one attack. {PH2}
Energy Vortex: Burst of energy centered on you damages nearby creatures. {SC}
Energy Vulnerability: Subjects gain vulnerability to the specified energy. {PH2}
Favorable SacrificeM: Subject gains better protection the more gems you sacrifice. {SC}
Fell the Greatest Foe: Deal extra damage to creatures larger than you. {SC}
Flame of Faith: Gives weapon the flaming burst special ability. {SC}
Footsteps of the Divine: Gain a new movement type and speed based on the deity chosen. {CC}
Ghost Touch Weapon: Weapon works normally against incorporeal creatures. {SC}
Girallon’s Blessing: Subject gains one additional pair of arms. {SC}
Glyph of WardingM: Inscription harms those who pass it. {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}
Haboob: Cloud of dust obscures sight and abrades those passing through it. {Sa}
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee. {SC}
Helping Hand: Ghostly hand leads subject to you. {PH}
Hesitate: Force subject to lose actions. {PH2}
Holy StormM: Good-aligned rain falls in 20-ft. radius. {SC}
Ice Axe: You create a battleaxe made of ice. {SC}
Ice Shape: Sculpts ice into any shape. {Fr}
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). {PH}
Insignia of BlessingF: Bearers of special insignia gain +1 bonus on attacks and saves against fear. {RoDe}
Insignia of HealingF: Bearers of special insignia healed 1d8 damage +1 point/level (max +10). {RoDe}
Insignia of WardingF: Bearers of special insignia gain +1 to AC, Fortitude saves. {RoDe}
Interplanar Message: You send a short mental message that can reach a subject regardless of planar boundaries. {SC}
Invest Moderate Protection: Heal 3d4 damage + ½ levels, grant DR 3/evil. {PH2}
Invisibility Purge: Dispels invisibility within 5 ft./level. {PH}
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. {LoM}
Knight’s Move: You instantly move to flank a subject. {SC}
Know Opponent: Learn strengths and weaknesses of foe. ﴾Analyze opponent﴿ {SC}
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances. {SC}
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 3d6 damage, 6d6 against undead and evil outsiders, or heal allies. {SC}
Light of Wisdom: Your effective turning level increases by 1/three caster levels for the purpose of determining affected undead and destruction potential. {CC}
Locate Object: Senses direction toward object (specific or type). {PH}
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 minute/level. {PH}
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 minute/level. {PH}
Magic Circle against Good: As protection from good, but 10-ft. radius and 10 minute/level. {PH}
Magic Circle against Law: As protection from law, but 10-ft. radius and 10 minute/level. {PH}
Magic Vestment: Armor or shield gains +1 enhancement per four levels. {PH}
Mantle of Chaos: You gain SR 12 + caster level against spells with the lawful descriptor. {SC}
Mantle of Evil: You gain SR 12 + caster level against spells with the good descriptor. {SC}
Mantle of Good: You gain SR 12 + caster level against spells with the evil descriptor. {SC}
Mantle of Law: You gain SR 12 + caster level against spells with the chaotic descriptor. {SC}
Mark of Doom: Subject takes 1d6 damage for each hostile action. {PH2}
Meld into Ice: You and your gear merge with ice. {Fr}
Meld into Stone: You and your gear merge with stone. {PH}
Nauseating Breath: Exhale a cone of nauseating gas. ﴾Laogzed’s breath﴿ {SC}
Necrotic BloatF: Encysted subject takes 1d6 damage/level. {LM}
Obscure Object: Masks object against scrying. {PH}
Plunge: Subject sinks in water, must make Swim checks. {SC}
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. {PH}
Protection from Desiccation: Absorb 10 points/level of desiccation damage. {Sa}
Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}
Rejuvenative Corpse: Negative energy fills corpse, feeding undead healed. {SC}
Remove Blindness/Deafness: Cures normal or magical conditions. {PH}
Remove Curse: Frees object or person from curse. {PH}
Remove Disease: Cures all diseases affecting subject. {PH}
Resist Energy, Mass: Creatures ignore damage from specified energy type. {SC}
Resurgence, Mass: As resurgence, but multiple subjects. {SC}
Resist Taint: Bestows +4 bonus on saves against taint. {HH}
Ring of Blades: Blades surround you, damaging other creatures (1d6 damage +1/level). {SC}
Safety: Touched creature knows shortest route to safety. {SC}
Searing Light: Ray deals 1d8/two levels damage, more against undead. {PH}
Shield of Warding: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5). {SC}
Shivering Touch: Touch deals 3d6 Dex damage. {Fr}
Skull Watch: Skull shrieks when creature enters warded area. {SC}
Slashing Darkness: Ray deals 1d8/2 levels damage or heals undead the same amount. {SC}
Snowshoes, Mass: As snowshoes, affects one creature/level. {SC}
Sonorous Hum: Removes need to concentrate to maintain next spell cast. {SC}
Soul of Light: Healing spells cast by or on you have greater effect. {DrM}
Soul of Shadow: Inflict wounds spells cast by or on you have greater effect. {DrM}
Soul of the Waste: Meld into surrounding sand. {Sa}
Spark of Life: Undead creature loses most immunities. {SC}
Speak with Dead: Corpse answers one question/two levels. {PH}
Spikes: As brambles, but weapon gains +2 bonus and doubled threat range. {SC}
Spiritual Charger: Horseman of force attacks enemy. {HB}
Stone Shape: Sculpts stone into any shape. {PH}
Subdue Aura: Subject’s aura weakens as if it had 1 HD/ two caster levels fewer than it actually does. {CC}
Summon Monster III: Calls extraplanar creature to fight for you. {PH}
Summon Undead IIIF: Summons undead to fight for you. {SC}
Suppress Glyph: You notice but do not trigger magical writing traps. {SC}
Tremor: Subjects knocked prone. {SC}
Unholy StormM: Evil-aligned rain falls in 20-ft. radius. {SC}
Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds). {SC}
Vigor: As lesser vigor, but 2 hp/round (max 25 rounds). ﴾Remedy moderate wounds﴿ {SC}
Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types. {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}
Wall of Light: Creates wall of light, can dazzle creatures. {SC}
Water Breathing: Subjects can breathe underwater. {PH}
Water Walk: Subject treads on water as if solid. {PH}
Weapon of Energy: Weapon deals extra energy damage. {SC}
Weapon of Impact: As keen edge, but aids bludgeoning weapons. {SC}
Weapon of the Deity: Your weapon gains enhancement bonus and special ability. {SC}
Wind Wall: Deflects arrows, smaller creatures, and gases. {PH}
Winter’s Embrace: Creature takes 1d8 cold damage/round and might become fatigued or exhausted. {SC}
Air Walk: Subject treads on air as if solid (climb at 45-degree angle). {PH}
Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. {CC}
Animate LegionM: Creates skeletons or zombies. {HB}
Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance. ﴾Assay resistance﴿ {SC}
Astral HospiceM: While on the Astral Plane, open a portal to a demiplane so natural healing can occur. {SC}
Battlefield Illumination: Improve light in 80-ft.-radius cylinder. {HB}
Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing. {PH2}
Blessing of the Righteous: Weapons deal +1d6 holy damage and become good-aligned. {PH2}
Blindsight, Greater: Subject gains blindsight 60 ft. for 1 minute/level. {SC}
Castigate: Verbal rebuke damages those whose alignment differs from yours. {SC}
Channeled Divine Health: Heal a creature, amount and range based on casting time. {PH2}
Confound: Gain a +2 circumstance bonus on attack rolls against subject and impose a –2 penalty on its attack rolls against you; subject cannot make attacks of opportunity against you; repeated use extends benefits to allies. {CC}
Conjure Ice Beast IV: Conjures ice creature to fight for you. {Fr}
Consumptive Field: Draw life from all creatures in 30-ft. radius with –1 or fewer hit points. {SC}
Contingent Energy Resistance: Energy damage triggers a resist energy spell. {SC}
Control Water: Raises or lowers bodies of water. {PH}
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). {PH}
Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round. {LoM}
Dampen Magic: Decrease enhancement bonus of magic weapons as well as save DC and caster level of magical effects used against subject by 1 or more points; subject can invoke a 5-ft.-radius antimagic field. {CC}
Death Ward: Grants immunity to death spells and negative energy effects. {PH}
Delay Death: Losing hit points doesn’t kill subject. {SC}
Dimensional Anchor: Bars extradimensional movement. {PH}
Discern Lies: Reveals deliberate falsehoods. {PH}
Dismissal: Forces a creature to return to native plane. {PH}
DivinationM: Provides useful advice for specific proposed actions. {PH}
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. {PH}
Dust to Dust: Disintegrate undead with your ray attack. (RoW)
Early Twilight: Reduce light in 80-ft.-radius cylinder. {HB}
Focus Touchstone Energy: Convert unused touchstone abilities into temporary hit points.
Freedom of Movement: Subject moves normally despite impediments. {PH}
Freeze Armor: Locks up suits of metal armor and equipment, dealing damage and impeding movement. {Fr}
Frostburn: Touch deals 3d12 frostburn damage +1/level (max +20). {Fr}
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. {PH}
Glacial Globe of Invulnerability: Stops 1st- through 3rd-level fire spell effects and provides concealment. {Fr}
Glowing OrbF: Creates permanent magical light; you control brightness. ﴾Nchaser’s glowing orb﴿ {SC}
Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours. ﴾Hand of Torm﴿ {SC}
Healing Spirit: Ball of light heals 1d8/round. {PH2}
Holy Transformation, Lesser: You change into protectar, gain abilities. {SC}
Hypothermia: Causes 1d6 cold damage/level, fatigue. {SC}
Imbue with Spell Ability: Transfer spells to subject. {PH}
Infernal Transformation, Lesser: You change into bearded devil, gain abilities. {SC}
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). {PH}
Iron Bones: Corporeal undead gains +6 natural armor bonus. {SC}
Life Ward: Grants immunity to healing spells and positive energy effects. {SC}
Light of Purity: Your turning damage increases by 1d6/four divine caster levels (maximum +5d6) on your next successful turning check. {CC}
Magic Weapon, Greater: +1 bonus/four levels (max +5). {PH}
Make Manifest: You cause a creature on a coexistent plane to appear on your plane. {SC}
Mark of the Enlightened SoulA: Spells gain the good descriptor and deal extra damage to evil creatures. {DrM}
Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless. {SC}
Moral Façade: Divination spells give a false alignment reading. {CC}
Mystic Aegis: You gain SR 12 + caster level against one spell. {PH2}
Necrotic DominationF: Completely control encysted subject. {LM}
Negative Energy Aura: 10-ft. radius surrounding you deals 1 hp/3 levels for 1 round/level. {SC}
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. {PH}
Panacea: Removes most afflictions. {SC}
Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature. {PH}
Planar Exchange, Lesser: Trade places with one of four lesser planar creatures (your choice). {SC}
Planar Tolerance: Provides long-term protection against overtly damaging planar traits. {SC}
Poison: Touch deals 1d10 Con damage, repeats in 1 minute {PH}
Positive Energy Aura: 10-ft. radius surrounding you heals 1 hp/3 levels for 1 round/level. {SC}
Profane Item: Target object deals 1d4/caster level (max. 10d4) points of negative energy damage to the next animal, plant, good outsider, or good shapechanger that touches it; animal or plant must also save or flee for 1d4 minutes. {CC}
Pronouncement of Fate: Impose a –4 penalty on an offender’s attacks, damage, saves, and checks; target loses actions. {HH}
Recitation: Your allies get bonus on AC, attacks and saves. {SC}
Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level. {PH2}
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. {PH}
Resistance, Greater: Subject gains +3 on saving throws. {SC}
RestorationM: Restores level and ability score drains. {PH}
Revenance: Restores dead creature to life for 1 minute/level. ﴾Recall spirit﴿ {SC}
Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to the next undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for 1d4 minutes. {CC}
Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. {CC}
Seed of UndeathM: Subject that dies before spell expires rises as a zombie under your command. {CM}
Sending: Delivers short message anywhere, instantly. {PH}
Shadowblast: Blast of light stuns and damages natives to the Plane of Shadow. {SC}
Sheltered Vitality: Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain. {SC}
Shield of Faith, Mass: Allies gain +3 or higher AC bonus. {SC}
Sound Lance: Sonic energy deals 1d8/level damage. {SC}
Spell Immunity: Subject is immune to one spell per four levels. {PH}
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15). {SC}
Spiritual Advisor: Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or retry a failed Knowledge check. {CC}
Stifle Spell: Subject must concentrate or botch spell. {PH2}
Summon Hound Archon: Summon a hound archon to follow your commands. {SC}
Summon Monster IV: Calls extraplanar creature to fight for you. {PH}
Summon Pest Swarm: Summons swarm of urban animals and vermin. {Ci}
Summon Undead IVF: Summons undead to fight for you. {SC}
Tongues: Speak any language. {PH}
Touch of the Blackened SoulA: Spells gain the evil descriptor and deal extra damage to good creatures. {DrM}
Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned. {SC}
Wall of ChaosM: Wall blocks creatures of lawful alignment. {SC}
Wall of EvilM: Wall blocks creatures of good alignment. {SC}
Wall of GoodM: Wall blocks creatures of evil alignment. {SC}
Wall of LawM: Wall blocks creatures of chaotic alignment. {SC}
Wall of Salt: Wall of salt that can be shaped. {Sa}
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through. {SC}
Wall of Water: Wall impedes movement and can drown creatures. {Sa}
Wrack: Renders creature helpless with pain. {SC}
AtonementFX: Removes burden of misdeeds from subject. {PH}
Aura of EvasionM: All within 10 ft. gain evasion against breath weapons. {SC}
Bewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check. {CC}
Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves. {CC}
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread. {SC}
Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back. {Fr}
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}
Call ZelekhutX: A zelekhut performs one duty for you. {SC}
Choking SandsM: Touched creature begins to suffocate on sand. {Sa}
Command, Greater: As command, but affects one subject/level. {PH}
CommuneX: Deity answers one yes-or-no question/level. {PH}
Condemnation: Lowers subject outsider’s SR and stuns for 1 round. {PH2}
Contagion, Mass: As contagion, but 20-ft. radius. {SC}
Conjure Ice Beast V: Conjures ice creature to fight for you. {Fr}
Crawling Darkness: Shroud of tentacles conceals and protects you. {SC}
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. {PH}
Curse of Ill Fortune, Mass: Enemies take –2 penalty on attack rolls and saves. ﴾Curse of petty failing, legion’s﴿ {SC}
Darts of Life: Create ten projectiles that you can launch at allies to cure 1d8 points of damage each. {CC}
Death Throes: Your body explodes when you die. {SC}
Dispel Chaos: +4 deflection bonus against attacks, plus other uses. {PH}
Dispel Cold: Cancels cold spells and effects. {Fr}
Dispel Evil: +4 deflection bonus against attacks, plus other uses. {PH}
Dispel Fire: Cancels fire spells and effects. {Fr}
Dispel Good: +4 deflection bonus against attacks, plus other uses. {PH}
Dispel Law: +4 deflection bonus against attacks, plus other uses. {PH}
Dispel Water: Cancels water spells and effects or dismisses water creatures. {Sa}
Disrupting Weapon: Melee weapon destroys undead. {PH}
Divine Agility: Subject gains +10 to Dexterity for 1 round/level. {SC}
Divine Retribution: Any creature that harms you takes 1d6/caster level (max. 15d6) points of damage (half energy and half divine) and 1d4 points of ability damage based on the deity selected. {CC}
Doomtide: Black mist obscures sight, dazes those inside. {SC}
Door of Decay: Move instantly from one willing or controlled undead to another. {CC}
Dragon Breath: You choose a dragon type and mimic its breath weapon. {SC}
Earth Hammer: Earth power infuses weapon to increase size damage one step, pierce damage reduction as if adamantine, and makes it a bludgeoning weapon. {RoS}
Earth Reaver: Eruption deals 7d6 damage to all in area. {SC}
Etherealness, Swift: Subject momentarily becomes ethereal. {PH2}
Fire in the Blood: Your blood becomes a potent corrosive that burns attackers. {HH}
Flame Strike: Smite foes with divine fire (1d6/level damage). {PH}
Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level. {Sa}
Frostbite: Chilled air causes 6d6 cold damage and 2d6 Dex damage. {Fr}
HallowM: Designates location as holy. {PH}
Haunt Shift: Turn corporeal and incorporeal undead into haunting presences. {LM}
Healing Circle: Allies can tap healing energy pool for cure spells. {CC}
Hibernal Healing: You absorb ice, slush, and snow, curing 10 points/level of damage (max 150). {Fr}
Hibernate: Sends subject into state of hibernation for one week/level. {Fr}
Incorporeal Nova: Destroy incorporeal undead. {SC}
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures. {PH}
Insect Plague: Locust swarms attack creatures. {PH}
Invest Heavy Protection: Heal 5d4 damage + ½ levels, grant DR 5/evil. {PH2}
Life’s Grace: Grants immunity to many undead attacks and protection against incorporeal attacks. ﴾Kelemvor’s grace﴿ {SC}
Magic Convalescence: Spells cast nearby heal you 1 hp/spell level. {PH2}
Mana Flux: Magic in area has 20% failure chance. {PH2}
Mark of Justice: Designates action that will trigger curse on subject. {PH}
Mark of Sin: Subject takes a –10 circumstance penalty on Diplomacy checks to change others’ attitudes and a –4 penalty to one ability score based on your deity; all creatures begin interactions with subject one step close to hostile. {CC}
Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage. {PH2}
Morality Undone: Subject becomes evil. {LoM}
Necrotic BurstF: Encysted subject killed, cyst begins to roam. {LM}
Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead. {HH}
Parboil: Flash-heated air deals fire and Intelligence damage to one or more creatures. {Sa}
Pass through Ice: Subject can pass through ice or snow like water. {Fr}
Plane ShiftF: As many as eight subjects travel to another plane. {PH}
Radiance: Creates daylight that dazzles undead. {PH2}
Raise DeadM: Restores life to subject who died as long as one day/level ago. {PH}
RevivifyM: Restore recently dead to life with no level loss. {SC}
Righteous Might: Your size increases, and you gain combat bonuses. {PH}
Righteous Wrath of the Faithful: Your allies gain extra attack, +3 on attack rolls and damage rolls. {SC}
Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack. {SC}
ScryingF: Spies on subject from a distance. {PH}
Slay Living: Touch attack kills subject. {PH}
Spell Resistance: Subject gains SR 12 + level. {PH}
Spiritual Cavalry: Horsemen of force attack enemies. {HB}
Stalwart PactM: You gain combat bonuses automatically when reduced to half hit points or lower. {SC}
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape. {SC}
Status, Greater: Monitors condition, position of many allies. {HB}
Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance. {SC}
Summon Bearded Devil: Summon a bearded devil to follow your commands. {SC}
Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands. {SC}
Summon Monster V: Calls extraplanar creature to fight for you. {PH}
Summon Undead VF: Summons undead to fight for you. {SC}
Surge of Fortune: Gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, AC, and spell penetration checks; take an automatic natural 20 on one of these rolls. {CC}
Symbol of PainM: Triggered rune wracks nearby creatures with pain. {PH}
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber. {PH}
Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast. {SC}
Triadspell: Cast a prepared spell three times. ﴾Azuth’s exalted triad﴿ {SC}
True SeeingM: Lets you see all things as they really are. {PH}
UnhallowM: Designates location as unholy. {PH}
Vigor, Greater: As lesser vigor, but 4 hp/round. ﴾Monstrous regeneration﴿ {SC}
Vulnerability: Reduces an opponent’s damage reduction. {SC}
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic. {SC}
Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. {Sa}
Wall of Stone: Creates a stone wall that can be shaped. {PH}
Zone of Peace: As peacebond, but affects all weapons in area. {Ci}
Zone of Respite: Prevents teleportation and similar effects from functioning in the area. {SC}
Zone of Revelation: Makes invisible and ethereal creatures visible. {SC}
Algid EnhancementM: Grant bonuses to creatures of the cold subtype. {Fr}
Animate Objects: Objects attack your foes. {PH}
Antilife Shell: 10-ft. field hedges out living creatures. {PH}
Banishment: Banishes 2 HD/level of extraplanar creatures. {PH}
Barghest’s FeastM: Destroy corpse, potentially preventing its return to life. {SC}
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. {PH}
Blade Barrier: Wall of blades deals 1d6/level damage. {PH}
Bolt of Glory: Positive energy ray deals extra damage to evil outsiders and undead. {SC}
Bull’s Strength, Mass: As bull’s strength, affects one subject/level. {PH}
Chasing PerfectionM: Subject gains +4 to all abilities. {PH2}
Cloak of Hate: Target provokes hostile reactions, takes –10 penalty on Diplomacy checks. {HH}
Cold Snap: You lower temperature in area. {SC}
Cometfall: Comet falls atop foes, damaging them and knocking them prone. {SC}
Conjure Ice Beast VI: Conjures ice creature to fight for you. {Fr}
Consecrate BattlefieldM: Fills large area with positive energy, making undead weaker. {HB}
Create UndeadM: Create ghouls, ghasts, mummies, or mohrgs. {PH}
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. {PH}
Desecrate BattlefieldM: Fills large area with negative energy, making undead stronger. {HB}
Desiccate, Mass: Desiccates several creatures. {Sa}
Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. {PH}
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type. {SC}
Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action. {DrM}
Find the Path: Shows most direct way to a location. {PH}
ForbiddanceM: Blocks planar travel, damages creatures of different alignment. {PH}
Frostburn, Mass: Deals 3d12 +1/level (max +20) frostburn damage to many creatures. {Fr}
Geas/Quest: As lesser geas, plus it affects any creature. {PH}
Ghost Trap: Incorporeal creatures turn corporeal. {SC}
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. {PH}
Harm: Deals 10 points/level damage to target. {PH}
Heal: Cures 10 points/level of damage, all diseases and mental conditions. {PH}
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. {PH}
Hide the PathF: Area warded against divinations. {SC}
Ice Flowers: Ice and earth deal 1d6 damage/level. ﴾Auril’s flowers﴿ {SC}
Ice Rift: Intense quake shakes 40-ft. radius spread of ice. {Fr}
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures. {PH}
Light of Courage: Each undead creature targeted by your turning check takes 1d8/two caster levels (max. 10d8) points of damage, whether the check succeeds or not. {CC}
Lucent Lance: Ambient light forms lance, deals various damage. {SC}
Make Manifest, Mass: As make manifest but affecting all creatures in the area. ﴾Manifest, mass﴿ {SC}
Mantle of the Icy SoulM: Touched creature gains the cold subtype. {SC}
Mummify: Touched living creature dies and is mummified. {Sa}
Necrotic EruptionF: Encysted subject killed, those nearby damaged and possibly encysted. {LM}
Opalescent Glare: Kill creatures with a look, or make them very afraid. {SC}
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. {PH}
Planar AllyX: As lesser planar ally, but up to 12 HD. {PH}
Planar Exchange: Trade places with one of three planar creatures (your choice). {SC}
Rejection: Creatures within cone are blasted away from you. {SC}
Resistance, Superior: Subject gains +6 on saving throws. {SC}
Revive OutsiderM: You restore life to a dead outsider. {SC}
Sarcophagus of Stone: Sarcophagus entombs subject. {SC}
Spider Plague: Summons Large monstrous spiders to fight for you. {SC}
Spiritual Guardian: Translucent knight grants you a +6 deflection bonus to Armor Class and attacks at your command. {CC}
Stone Body: Your body becomes living stone. {SC}
Summon Babau Demon: Summon a babau demon to follow your commands. {SC}
Summon Monster VI: Calls extraplanar creature to fight for you. {PH}
Symbol of FearM: Triggered rune panics nearby creatures. {PH}
Symbol of PersuasionM: Triggered rune charms nearby creatures. {PH}
Symbol of ThirstM: Triggered rune overwhelms nearby creatures with thirst. {Sa}
Undeath to DeathM: Destroys 1d4 HD/level undead (max 20d4). {PH}
Vigorous Circle: As mass lesser vigor except 3 hp/round (max 40 rounds). {SC}
Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish. {SC}
Weight of Sin: Subject takes damage according to its degree of alignment difference from your own and suffers a secondary spell effect if its alignment opposes yours; repeated use increases severity of secondary effects. {CC}
Wind Walk: You and your allies turn vaporous and travel fast. {PH}
Word of Recall: Teleports you back to designated place. {PH}
Zealot PactX: You automatically gain combat bonuses when you attack someone of opposite alignment. {SC}
Animalistic Power, Mass: Affected subjects gain +2 bonus to Str, Dex, and Con. {PH2}
Animate Siege Weapon: Siege weapon attacks your foes. {HB}
Aura of Cold, Greater: Intense cold deals 2d6 damage to creatures within 10 ft. {Fr}
Bestow Curse, Greater: As bestow curse, but more severe penalties. {SC}
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. {PH}
Blood to Water: 2d6 Constitution damage to subjects. {SC}
Brain Spider: Eavesdrop on thoughts of up to eight other creatures. {SC}
Brilliant Blade: Weapon or projectiles shed light, ignore armor. {SC}
Call KolyarutX: A kolyarut performs one duty for you. {SC}
Conjure Ice Beast VII: Conjures ice creature to fight for you. {Fr}
Consumptive Field, Greater: Draw life from all creatures in 30-ft. radius with 9 or fewer hit points. {SC}
Control Weather: Changes weather in local area. {PH}
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. {PH}
Death Dragon: You gain +4 natural armor, +4 deflection, and natural attacks. {SC}
DestructionF: Kills subject and destroys remains. {PH}
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. {PH}
Energy Ebb: Give subject one negative level/round for 1 round/level. {SC}
Ethereal Jaunt: You become ethereal for 1 round/level. {PH}
Evil Glare: Paralyze creatures with your glare. {SC}
Fortunate Fate: Subject immediately receives a heal if it would be killed by damage. {SC}
Harm, Greater: Deals 1d12 points/level to target within Close range. {HH}
Holy Star: Mote of energy protects you, attacks foes. {SC}
Holy Transformation: You change into hound archon, gain abilities. {SC}
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects. {PH}
Infernal Transformation: You change into bone devil, gain abilities. {SC}
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures. {PH}
Necrotic Curse: Cure spells in area deal damage, living beings don’t heal with rest. {CM}
Necrotic TumorF: Permanently control encysted subject. {LM}
Pact of Return: If you die as you predict, you are resurrected instantly. {HH}
Plague: One creature/level contracts quickly terminal disease. {PH2}
Planar Bubble: Create bubble around creature that emulates its native planar environment. {SC}
Plane Shift, Greater: Plane shift accurately to your desired destination. {SC}
Pulse of Hate: Nearby enemies take 2d6 damage/round. {PH2}
Radiant Assault: 1d6 damage/level, victims dazed or dazzled. {SC}
Ravenous Darkness: Touched object sheds darkness; living creatures nearby take 1d6/round negative energy damage while undead gain fast healing 1. {CC}
RefugeM: Alters item to transport its possessor to you. {PH}
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). {PH}
Rejuvenating Light: Touched object sheds light; undead nearby take 1d6/round positive energy damage while living creatures gain fast healing 1. {CC}
Renewal PactM: Creature is automatically healed if adverse condition affects it. {SC}
Repulsion: Creatures can’t approach you. {PH}
Restoration, GreaterX: As restoration, plus restores all levels and ability scores. {PH}
Restoration, MassM: As restoration, but multiple subjects. {SC}
ResurrectionM: Fully restore dead subject. {PH}
Righteous BurstM: Allies healed, enemies damaged 1d8 damage +1/level (max +35). {PH2}
Scry Location: Spy on a distant location. {CS}
Scrying, GreaterF: As scrying, but faster and longer. {PH}
Seed of Undeath, GreaterM: As seed of undeath, but affects an area. {CM}
Slime Wave: Creates a 15-ft. spread of green slime. {SC}
Spell Resistance, Mass: As spell resistance, but multiple subjects. ﴾Azuth’s spell shield﴿ {SC}
Summon Aspect of Bahamut: Summon an aspect of Bahamut. {RoDr}
Summon Monster VII: Calls extraplanar creature to fight for you. {PH}
Symbol of StunningM: Triggered rune stuns nearby creatures. {PH}
Symbol of WeaknessM: Triggered rune weakens nearby creatures. {PH}
Symphonic NightmareM: Discordant noise haunts subject’s sleep. {SC}
Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/2 levels. {SC}
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. {PH}
Antimagic Field: Negates magic within 10 ft. {PH}
Befoul: Large amount of water becomes poisonous. {LoM}
Bodak’s GlareF: You slay a creature, which turns into a bodak 24 hours later. {SC}
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor. {SC}
Chain Dispel: Dispel multiple magical effects in multiple creatures. {PH2}
Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells. {PH}
Conjure Ice Beast VIII: Conjures ice creature to fight for you. {Fr}
Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers. {PH}
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures. {PH}
Death PactM: Deity brings subject back from the dead automatically. {SC}
Death Ward, Mass: As death ward, but more subjects. {SC}
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. {PH}
Discern Location: Reveals exact location of creature or object. {PH}
Earthquake: Intense tremor shakes 80-ft.-radius. {PH}
Familial Geas: Commands subject to undertake a task, which passes to his nearest kin if he dies. {HH}
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands. {SC}
Fire Storm: Deals 1d6/level fire damage. {PH}
Flashflood: Wave of water smashes everything in its path and floods area. {Sa}
General of Undeath: Increases your maximum HD of controlled undead by your level. {SC}
Heat Drain: Subjects take 1d6 cold damage/level, you gain equal amount hp. {SC}
Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells. {PH}
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures. {PH}
Lion’s Roar: Deals 1d8 points of damage/2 levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp. {SC}
Necrotic EmpowermentF: Draw vigor from mother cyst. {LM}
Planar Ally, GreaterX: As lesser planar ally, but up to 18 HD. {PH}
Planar Exchange, Greater: Trade places with one of three greater planar creatures (your choice). {SC}
Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells. {PH}
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells. {PH}
Stormrage: You can fly and fire lightning from your eyes. {SC}
Summon Giants: Summons outsider giants to fight for you. {Fr}
Summon Monster VIII: Calls extraplanar creature to fight for you. {PH}
Symbol of DeathM: Triggered rune slays nearby creatures. {PH}
Symbol of InsanityM: Triggered rune renders nearby creatures insane. {PH}
Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells. {PH}
Veil of Undeath: You gain undead traits. {SC}
Visions of the Future: +2 sacred bonus on saves, +2 dodge bonus to AC; discharge spell to gain bonus equal to half caster level. {PH2}
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic. {SC}
Abyssal Army: Summons demons to fight for you. {SC}
Astral ProjectionM: Projects you and companions onto Astral Plane. {PH}
Awaken ConstructX: Construct gains humanlike sentience. ﴾Minor servitor﴿ {SC}
Call MarutX: A marut performs one duty for you. {SC}
Conjure Ice Beast IXX: Conjures ice creature to fight for you. {Fr}
Despoil: Kills plants, damages objects in 100-ft. radius/level. {LoM}
Energy Drain: Subject gains 2d4 negative levels. {PH}
Etherealness: Travel to Ethereal Plane with companions. {PH}
FimbulwinterX: Creates winter weather for miles around you that lasts for months. {Fr}
GateX: Connects two planes for travel or summoning. {PH}
Heal, Mass: As heal, but with several subjects. {PH}
Heavenly Host: Summons archons to fight for you. {SC}
Hellish Horde: Summons devils to fight for you. {SC}
Hunters of HadesM: Summons a pair of pack fiends or a retriever to follow your commands. {SC}
Implosion: Kills one creature/round. {PH}
Imprison SoulF: Traps soul in a small object; target takes 1d4 Con damage/day. {HH}
Mantle of the Fiery SpiritMX: Permanently grants one creature the fire subtype. {Sa}
MiracleX: Requests a deity’s intercession. {PH}
Necrotic TerminationFX: Permanently eliminates encysted subject. {LM}
Plague of UndeadM: Animates horde of undead. {SC}
Soul BindF: Traps newly dead soul to prevent resurrection. {PH}
Storm of Vengeance: Storm rains acid, lightning, and hail. {PH}
Summon Elemental MonolithM: Calls powerful elemental creature to fight for you. {SC}
Summon Golem: Summon a clay, flesh, iron, or stone golem from a small amount of like material. {PH2}
Summon Monster IX: Calls extraplanar creature to fight for you. {PH}
True ResurrectionM: As resurrection, plus remains aren’t needed. {PH}
Undeath’s Eternal Foe: Subjects receive negative energy protection and immunity to most undead special attacks. {SC}
Vile DeathMX: Undead creature gains fiendish template. {SC}
Visage of the Deity, Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish. {SC}