Alarm: Wards an area for 2 hours/level. {PH}
Arcane Mark: Inscribes a personal rune (visible or invisible). {PH}
Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft. {CS}
Augment Familiar: Your familiar becomes more powerful. {SC}
Backbiter: Weapon strikes wielder. {SC}
Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round. {CM}
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}
Death’s Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 feet. {CM}
Detect Magic: Detects spells and magic items within 60 ft. {PH}
Detect Weaponry: Reveals weapons within 60 feet. {Ci}
Disguise Self: Changes your appearance. {PH}
Distract Assailant: One creature is flat-footed for 1 round. {SC}
Entropic Shield: Ranged attacks against you have 20% miss chance. {PH}
Expeditious Retreat: Your speed increases by 30 ft. {PH}
Hideous Laughter: Subject loses actions for 1 round/level. ﴾Tasha’s hideous laughter﴿ {PH}
IdentifyM: Determines properties of magic item. {PH}
Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds. {CM}
Light: Object shines like a torch. {PH}
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 Weapon: Weapon gains +1 bonus. {PH}
Mount: Summons riding horse for 2 hours/level. {PH}
Peacebond: Weapon is impossible to draw. {Ci}
Phantom Threat: Subject thinks it’s flanked. {SC}
Prestidigitation: Performs minor tricks. {PH}
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}
Read Magic: Read scrolls and spellbooks. {PH}
Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage. {CM}
Sleep: Puts 4 HD of creatures into magical slumber. {PH}
Undetectable Alignment: Conceals alignment for 24 hours. {PH}
Unseen Servant: Invisible force obeys your commands. {PH}
Adoration of the Frightful: Make fearful creatures friendly to you. {DrM}
Alter Self: Assume form of a similar creature. {PH}
Animate Weapon: Weapon animates and fight for you. {CM}
Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell. {CM}
Blindness/Deafness: Makes subject blind or deaf. {PH}
Bothersome Babble: Subject’s speech becomes incoherent; second casting makes speech painful. {CM}
Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}
Crisis of Confidence: Target loses commander rating, aura; can’t add Cha to rally checks. {HB}
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats. {SC}
Darkness: 20-ft. radius of supernatural shadow. {PH}
Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level. {PH}
Enthrall: Captivates all within 100 ft. + 10 ft./level. {PH}
False Life: Gain 1d10 temporary hp +1/level (max. +10). {PH}
Glitterdust: Blinds creatures, outlines invisible creatures. {PH}
Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}
Invisibility, Swift: You are invisible for 1 round or until you attack. {SC}
Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds. {CM}
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). {PH}
Phantasmal Assailants: Nightmare creatures strike target for 4 Wis damage, 4 Dex damage. {SC}
Protection from Arrows: Subject immune to most ranged attacks. {PH}
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}
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. {PH}
See Invisibility: Reveals invisible creatures or objects. {PH}
Spider Climb: Grants ability to walk on walls and ceilings. {PH}
Suggestion: Compels subject to follow stated course of action. {PH}
Summon Swarm: Summons swarm of bats, rats, or spiders. {PH}
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. {PH}
Whirling BladeF: Hurled slashing weapon magically attacks all foes in 60-ft. line. {SC}
Arcane Sight: Magical auras become visible to you. {PH}
Charm Monster: Makes monster believe it is your ally. {PH}
Confusion: Subjects behave oddly for 1 round/level. {PH}
Deep Slumber: Puts 10 HD of creatures to sleep. {PH}
Dispel Magic: Cancels magical spells and effects. {PH}
Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites. {CM}
Hound of Doom: Creates shadowy protector. {CW}
Invisibility Sphere: Makes everyone within 10 ft. invisible. {PH}
Magic Weapon, Greater: +1/four levels (max. +5). {PH}
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide. {CM}
NondetectionM: Hides subject from divination, scrying. {PH}
Phantasmal Strangler: Nightmare grapples and strangles one foe. {CM}
Phantom Steed: Magic horse appears for 1 hour/level. {PH}
Poison: Touch deals 1d10 points of Con damage, repeats in 1 minute {PH}
Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. {PH}
Slow: One subject/level takes only one action/round, –2 to AC and attack rolls. {PH}
Spectral Weapon: Use quasi-real weapon to make touch attacks. {SC}
Stinking Cloud: Nauseating vapors, 1 round/level. {PH}
Trance of the Verdant Domain: Fascinate a single foe for 3 rounds, and make target vulnerable to your mind-affecting abilities. {DrM}
Unluck: Target remakes all rolls, uses worse result for 1 round/level. {SC}
Vampiric Touch: Touch deals 1d6 points of damage/two levels; caster gains damage as hp. {PH}
Wind Wall: Deflects arrows, smaller creatures, and gases. {PH}
Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance. ﴾Assay resistance﴿ {SC}
Baleful Polymorph: Transforms subject into harmless animal. {PH}
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}
Contact Other Plane: Lets you ask question of extraplanar entity. {PH}
Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse. {SC}
Detect Scrying: Alerts you of magical eavesdropping. {PH}
Dimension Door: Teleports you short distance. {PH}
Dominate Person: Controls humanoid telepathically. {PH}
Early Twilight: Reduce light in 80-ft.-radius cylinder. {HB}
Enervation: Subject gains 1d4 negative levels. {PH}
Fear: Subjects within cone flee for 1 round/level. {PH}
Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target. {CM}
Horrid Sickness: Subjects are nauseated or sickened. {CM}
Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}
Karmic Retribution: Any creature damaging you becomes stunned for 1 round. {CM}
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 points of damage. {PH}
Polymorph: Gives one willing subject a new form. {PH}
ScryingF: Spies on subject from a distance. {PH}
Sending: Delivers short message anywhere, instantly. {PH}
Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist. {SC}
Solid Fog: Blocks vision and slows movement. {PH}
Spell Theft: Dispel spells on target and gain their benefit for yourself. {CS}
Unseen Strike: Invisibility effect triggered to activate the instant you successfully attack someone. {CM}