Spellthief Spells

1st-Level Spellthief Spells

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Abjuration

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Alarm: Wards an area for 2 hours/level. {PH}

Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack. {PH2}

Dispel Ward: As dispel magic, but affects only wards. {SC}

Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks. {SC}

Endure Elements: Exist comfortably in hot or cold environments. {PH}

Hold Portal: Holds door shut. {PH}

Ironguts: Subject gains +5 bonus on saving throws against poison. {SC}

Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds. {CM}

Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage. ﴾⁠Vaeraun’s nightshield⁠﴿ {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}

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. {SC}

Shield: Invisible disc gives +4 to AC, blocks magic missiles. {PH}

Divination

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Appraising Touch: Gain +10 bonus on Appraise checks. {SC}

Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity. {SC}

Comprehend Languages: You understand all spoken and written languages. {PH}

Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats. {SC}

Detect Dragonblood: Detect dragons and dragonblooded creatures within 60 ft. {DrM}

Detect Secret Doors: Reveals hidden doors within 60 ft. {PH}

Detect Undead: Reveals undead within 60 ft. {PH}

Detect Weaponry: Reveals weapons within 60 feet. {Ci}

Discern Bloodline: Know the race of one creature/level. {RoDe}

Golem Strike: You can sneak attack constructs for 1 round. {SC}

Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round. ﴾⁠Guided arrow⁠﴿ {SC}

IdentifyM: Determines properties of magic item. {PH}

Insightful Feint: Gain +10 on your next Bluff check to feint in combat. {SC}

Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action. {SC}

Instant Search: Make Search check at +2 as free action. {SC}

Locate City: Find nearest city. {RoDe}

Locate WaterF: Reveals location, size, and quality of water sources. {Sa}

Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level. {SC}

Sniper’s Shot: No range limit on next ranged sneak attack. {SC}

Spontaneous Search: Instantly Search area as if having taken 10. {SC}

Targeting Ray: You and allies are +1 to hit/3 levels against subject. {SC}

True Casting: +10 on your next spell penetration roll. {CM}

True Strike: +20 on your next attack roll. {PH}

Vigilant Slumber: Set specific conditions under which you immediately wake up. {CM}

Enchantment

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Charm Person: Makes one person your friend. {PH}

Distract Assailant: One creature is flat-footed for 1 round. {SC}

Distract: Subjects take –⁠4 on Concentration, Listen, Search, and Spot. {SC}

Hypnotism: Fascinates 2d4 HD of creatures. {PH}

Incite: Subjects can’t ready actions or delay. {SC}

Inhibit: Subject delays until next round. {SC}

Power Word Fatigue: Makes one creature with 100 hp or less fatigued. {RoDr}

Power Word Pain: Deal 1d6 points of damage per round to one creature with 100 hp or less. {RoDr}

Rouse: Awakens creatures in area. {PH2}

Shock and Awe: Flat-footed creatures get –⁠10 on initiative. {SC}

Sleep: Puts 4 HD of creatures into magical slumber. {PH}

Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6). {PH2}

Illusion

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Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. {PH}

Dead End: Removes spoor of one creature/level. {SC}

Disguise Self: Changes your appearance. {PH}

Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks. {RoDe}

Instant Diversion: Creates illusory doubles of you. {RoDr}

Net of Shadows: Ordinary shadows that provide concealment to all in the area. {SC}

Magic Aura: Alters object’s magic aura. ﴾⁠Nystul’s magic aura⁠﴿ {PH}

Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes. {Ci}

Secret Weapon: Makes hidden weapon almost impossible to detect. {Ci}

Serene Visage: Gain insight bonus on Bluff checks equal to half your level. {SC}

Silent Image: Creates minor illusion of your design. {PH}

Ventriloquism: Throws voice for 1 minute/level. {PH}

Transmutation

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Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check. {SC}

Animate Rope: Makes a rope move at your command. {PH}

Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft. {CS}

Babau Slime: Secrete a body-covering acid that damages attacking foes. {SC}

Breath Flare: Your breath weapon dazzles subjects. {SC}

Burning Rage: Subject takes 4 points of damage/round, gains attack bonus and DR. {PH2}

Cheat: Caster rerolls when determining the success of a game of chance. {SC}

Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage. ﴾⁠Laeral’s cutting hand⁠﴿ {SC}

Ebon Eyes: Subject can see through magical darkness. {SC}

Enlarge Person: Humanoid creature doubles in size. {PH}

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}

Fist of Stone: Gain +6 Str and natural slam attack. {SC}

Float: Subject becomes buoyant. {Fr}

Ghostly Reload: Automatically pulls crossbow string into catch. {RoDr}

Hoard Gullet: Gain a second stomach to store objects in, similar to a bag of holding. {DrM}

Horrible Taste: Touched creature or object nauseates biting or swallowing foes. {SC}

Jump: Subject gets bonus on Jump checks. {PH}

Low-Light Vision: See twice as far as a human in poor illumination. {SC}

Mage Burr: Double arcane spell failure chance for target’s armor. {CS}

Mage Hand, Greater: As mage hand, but medium range and up to 40 lb. {SC}

Magic Weapon: Weapon gains +1 bonus. {PH}

Mighty Wallop: +1 size category of bludgeoning weapon. {RoDr}

Nerveskitter: Subject gains +5 bonus on initiative checks. ﴾⁠Kaupaer’s skittish nerves⁠﴿ {SC}

Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage. {DrM}

Peacebond: Weapon is impossible to draw. {Ci}

Portal Beacon: You grant others knowledge of a magic portal’s location. {SC}

Quickswim: Your swim speed increases by 10 ft. {Sto}

Raging Flame: Fires burn twice as hot, half as long. {SC}

Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels. {SC}

Reduce Person: Humanoid creature halves in size. {PH}

Remove Scent: Hides touched creature’s scent. {SC}

Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct. {SC}

Scatterspray: Group of small objects flies apart in a burst. {SC}

Shieldbearer: Shield floats near subject to offer protection. {SC}

Slide: Move subject 5 feet. {SC}

Slow Burn: Fires burn twice as long. {SC}

Snowdrift: Forms existing snow into another shape. {Fr}

Spell Flower: Hold the charge on one touch spell per forelimb. {SC}

Sunstroke: Target takes 2d6 nonlethal damage and is fatigued. {Sa}

Weapon Shift: Touched weapon changes form. {SC}

Wings of the Sea: +30 ft. to subject’s swim speed. {SC}

Wave Blessing: Keeps one creature/level from sinking. {Sto}

2nd-Level Spellthief Spells

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Abjuration

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Aiming at the Target: +10 bonus on Concentration checks for previously cast spell. {SC}

Alarm, GreaterF: As alarm, and it works on coexistent planes. ﴾⁠Alarm, improved⁠﴿ {SC}

Arcane LockM: Magically locks a portal or chest. {PH}

Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell. {CM}

Attentive Alarm: As alarm, plus learn type and number of creatures that triggered alarm. {CM}

Daggerspell Stance: You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action. {SC}

Deflect: Gain bonus to AC for one attack. {PH2}

Dispelling Touch: Dispel one magical effect on touched subject. {PH2}

Dissonant Chant: Concentration checks more difficult within area of spell. {SC}

Distracting Ray: Ray forces spellcaster to make Concentration check. {SC}

Earth LockM: Constricts tunnel, preventing access. {SC}

Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level. {SC}

Icicle: Magical trap hangs from ceiling, dealing 4d6 damage when triggered. {Fr}

Obscure Object: Masks object against scrying. {PH}

Portal Alarm: You are alerted when a creature passes through a warded portal. {SC}

Protection from Arrows: Subject immune to most ranged attacks. {PH}

Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. {PH}

Scintillating Scales: Your natural armor bonus turns into a deflection bonus. {SC}

Stormrunner’s Ward: Add +4 (+1/4 levels) to ship’s checks to weather storms. {Sto}

Turbidity: Water surrounding you becomes cloudy, granting concealment. {Sto}

Divination

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Allied Footsteps: Subject knows direction and distance to your location. {CM}

Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance. {SC}

Chain of Eyes: See through other creatures’ eyes. {SC}

Detect Aberration: Detect the presence of aberrations. {LoM}

Detect Thoughts: Allows “listening” to surface thoughts. {PH}

Discern ShapechangerM: Penetrates disguises and identifies shapechanging creatures. {SC}

Insight of Good FortuneM: Subject rolls twice, takes best result. {PH2}

Locate Object: Senses direction toward object (specific or type). {PH}

Marked ObjectF: You gain bonus to track a specific being. {SC}

Master’s Touch: Subject gains immediate +4 bonus on a skill check. {PH2}

See Invisibility: Reveals invisible creatures or objects. {PH}

Spymaster’s Coin: Hide a scrying sensor in a coin or other Tiny object for later activation. {CS}

Sure Strike: Gain +1 bonus/3 levels on next attack. {PH2}

Enchantment

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Black Karma Curse: Subject damages self with melee attack. {PH2}

Daze Monster: Living creature of 6 HD or less loses next action. {PH}

Entice Gift: Subject gives caster what it’s holding. {SC}

Hideous Laughter: Subject loses actions for 1 round/level. ﴾⁠Tasha’s hideous laughter⁠﴿ {PH}

Mechanus Mind: Reformat subject’s mind to be coldly calculating. {SC}

Mindless Rage: Subject compelled to attack you physically for 1 round/level. {SC}

Power Word Sicken: Sickens one creature with 100 hp or less. {RoDr}

Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear. {RoDe}

Ray of Stupidity: Victim takes 1d4+1 Intelligence damage. {SC}

Rebuke: Subject is dazed 1 round, then shaken. ﴾⁠Nybor’s gentle reminder⁠﴿ {SC}

Stay the Hand: Change subject creature’s attitude to helpful for 1 round. {PH2}

Sting Ray: Subject of ray can take only standard or move action, has –⁠2 AC, and must make Concentration checks to cast spells. {SC}

Torrent of Tears: Subject is temporarily blinded and emotionally distraught. {CM}

Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. {PH}

Unfettered Grasp: Grappling creature immediately gains free attempt to escape. {RoDr}

Whelming Blast: 15-foot cone deals 1d6 nonlethal damage/2 levels (max 5d6). {PH2}

Illusion

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Bladeweave: Your melee attack dazes your opponent. {SC}

Blinding Color Surge: Blind subject for 1 round, gain invisibility. {PH2}

Blur: Attacks miss subject 20% of the time. {PH}

Cloak Pool: Hide a color pool on the Astral Plane from view. {SC}

Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level. ﴾⁠Bridge of sound⁠﴿ {SC}

Delusions of Grandeur: Subject thinks it is better than it is. {SC}

Discolor Pool: Change the color of a color pool on the Astral Plane. {SC}

Disguise Undead: Change appearance of one corporeal undead. {SC}

Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. {PH}

Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}

Magic MouthM: Speaks once when triggered. {PH}

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}

Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage. {SC}

Phantom FoeM: Subject is always flanked by one creature. {SC}

Phantom TrapM: Makes item seem trapped. ﴾⁠Leomund’s trap⁠﴿ {PH}

Reflective Disguise: Viewers see you as their own species and gender. {SC}

Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks. {SC}

Shadow Radiance: Area filled with intense light that grows brighter. {SC}

Shadow Spray: Deals 4 points of Str damage and dazes. {SC}

Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round. {PH2}

Wall of Gloom: Shadow barrier obscures vision. {SC}

Transmutation

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Alter Self: Assume form of a similar creature. {PH}

Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con. {PH2}

Augment Familiar: Your familiar becomes more powerful. {SC}

Balor Nimbus: Your flaming body damages foes in grapple. {SC}

Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. {PH}

Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels. {SC}

Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels. {SC}

Boiling Blood: Deal 2d6 fire damage per round; second casting sickens target. {CM}

Bristle: Armor spikes attack with wearer. {SC}

Brumal Stiffening: Brittle weapon’s hardness reduced by 5. {Fr}

Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}

Catapult: Magically propel an object from your hand. {CS}

Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. {PH}

Celerity, Lesser: Take a move action immediately, but be dazed for 1 round. {PH2}

Crystalline Memories: Read subject’s surface thoughts, deal hit point and Int damage. {CM}

Darkvision: See 60 ft. in total darkness. {PH}

Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level. {PH}

Earthbind: Subject creature can’t fly. ﴾⁠Undeniable gravity⁠﴿ {SC}

Earthen Grasp: Arm made of earth and soil grapples foes. ﴾⁠Maximillian’s earthen grasp⁠﴿ {SC}

Energy Surge, Lesser: One attack deals an extra 1d6 energy damage. {PH2}

Enlarge Weapon: Your weapon grows one size category. {CS}

Extend Tentacles: +5 ft. to reach of tentacle attack. {SC}

False Peacebond: As peacebond, but subject can draw weapon freely. {Ci}

Fearsome Grapple: You grow tentacles that help you grapple. {SC}

Fins to Feet: Transforms tails and fins into legs and feet. {SC}

Fly, Swift: Gain fly speed of 60 ft. for 1 round. {SC}

Fox’s Cunning: Subject gains +4 Int for 1 minute/level. {PH}

Frost Weapon: Weapon gains frost special ability, +1d6 cold damage. {Fr}

Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs. {SC}

Ghost Touch Armor: Armor works normally against incorporeal attacks. {SC}

Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once. {CM}

Heroics: Subject gains one fighter bonus feat. {SC}

Hurl: Thrown weapon returns to thrower. {SC}

Increase Virulence: Poison’s DC increases by 2. {PH2}

Infernal Wound: Weapon deals persistent, bleeding wounds. {SC}

Ironthunder Horn: Intense vibrations trip those in area. ﴾⁠Balagarn’s iron horn⁠﴿ {SC}

Jaws of the Moray: Subject gains a bite attack. {Sto}

Knock: Opens locked or magically sealed door. {PH}

Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. {Sto}

Levitate: Subject moves up and down at your direction. {PH}

Lively Step: You and allies gain +10 increase to speed. {SC}

Lucky Streak: Subject gains +2 luck bonus on rerolls made with luck feats. {CS}

Mountain Stance: Subject becomes hard to move. {SC}

Owl’s Wisdom: Subject gains +4 to Wis for 1 minute/level. {PH}

Pyrotechnics: Turns fire into blinding light or choking smoke. {PH}

Quick Potion: Creates a potion that must be used within 1 hour/level. ﴾⁠Darsson’s potion⁠﴿ {SC}

Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20. {SC}

Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct. {SC}

Returning Weapon: Thrown weapon returns to thrower. (RoW)

Rope Trick: As many as eight creatures hide in extradimensional space. {PH}

Scale Weakening: Subject’s natural armor weakens. {SC}

Share Talents: Subjects gain +2 bonus on skill checks. {PH2}

Sink: Subject loses buoyancy. {Sto}

Slide, Greater: Move subject 20 feet. {SC}

Snake’s Swiftness: Subject immediately makes one attack. {SC}

Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit. {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}

Soul of Order: Gain +2 on Will saves to resist enchantments, your natural weapons are lawful aligned, and you are treated as being lawful aligned for adjudicating effects. {DrM}

Speak to Allies: Subjects can converse at distance without moving lips. {SC}

Spider Climb: Grants ability to walk on walls and ceilings. {PH}

Steal Size: Humanoid creature doubles in size as targeted humanoid halves in size. {RoDr}

Stone Bones: Corporeal undead gains +3 natural armor bonus. {SC}

Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack. {PH2}

Surefooted Stride: You can move over rubble as easily as you can over open ground. {SC}

Swim: Subject gains swim speed, +8 bonus on Swim checks. {SC}

Tern’s Persistence: Subject can travel overland 50% longer without fatigue. {Sto}

Urchin’s Spines: Target grows spines that damage opponents. {Sto}

Whirling BladeF: Hurled slashing weapon magically attacks all foes in 60-ft. line. {SC}

Whispering Wind: Sends a short message 1 mile/level. {PH}

Wings of Air: Subject’s flight maneuverability improves by one step. {SC}

Wraithstrike: Your melee attacks strike as touch attacks for 1 round. {SC}

3rd-Level Spellthief Spells

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Abjuration

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Anticipate TeleportationF: Predict and delay the arrival of creatures teleporting into range by 1 round. {SC}

Antidragon AuraM: Allies gain bonus to AC and saves against dragons. {SC}

Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits. {SC}

Disobedience: Subject is shielded from mind control. {CS}

Dispel Magic: Cancels magical spells and effects. {PH}

Earthen Grace: Subject takes only nonlethal damage from stone and earth. {SC}

Energy Aegis: Subject gains resistance 20 against one energy type for one attack. {PH2}

Energy Vulnerability: Subjects gain vulnerability to the specified energy. {PH2}

Explosive Runes: Deals 6d6 damage when read. {PH}

Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8). {SC}

Glacial Globe of Invulnerability: Stops 1st- through 3rd-level fire spell effects and provides concealment. {Fr}

Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds. {CM}

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}

NondetectionM: Hides subject from divination, scrying. {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}

Repelling Shield: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers. {CM}

Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source. {SC}

Sign of SealingM: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened. {SC}

Tenacious Dispelling: As targeted dispel magic, but second consecutive casting is more potent. {CM}

Divination

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Alter FortuneX: Cause one creature to reroll any die roll. {PH2}

Analyze Portal: Find a nearby portal and discover its properties. {SC}

Arcane Sight: Magical auras become visible to you. {PH}

Circle Dance: Indicates direction to known individual. {SC}

Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level. {PH}

Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8. {PH2}

Detect Ship: Detect and identify ships. {Sto}

Enduring Scrutiny: Become aware when target performs designated action. {CM}

Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike. {DrM}

Spellcaster’s Bane: Gain +2 on dispel, counterspell checks; recognize cast spell and caster level. {CM}

Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level. {SC}

Tongues: Speak any language. {PH}

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}

Enchantment

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Adoration of the Frightful: Make fearful creatures friendly to you. {DrM}

Bothersome Babble: Subject’s speech becomes incoherent; second casting makes speech painful. {CM}

Deep Slumber: Puts 10 HD of creatures to sleep. {PH}

Heroism: Gives +2 bonus on attack rolls, saves, skill checks. {PH}

Hesitate: Force subject to lose actions. {PH2}

Hold Person: Paralyzes one humanoid for 1 round/level. {PH}

Inevitable Defeat: Subject takes 3d6 nonlethal damage/round. {PH2}

Mesmerizing Glare: Your gaze fascinates creatures. {SC}

Miser’s Envy: Subject jealously covets nearby object. {SC}

Power Word Deafen: Deafens one creature with 100 hp or less. {RoDr}

Power Word Maladroit: Deals 2 points Dex damage to one creature with 75 hp or less. {RoDr}

Power Word Weaken: Deals 2 points Str damage to one creature with 75 hp or less. {RoDr}

Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –⁠2 to AC. {PH}

Ray of Dizziness: Subject can take only move or standard actions. {SC}

Suggestion: Compels subject to follow stated course of action. {PH}

Suppress Breath Weapon: Subject can’t use its breath weapon. {SC}

Tormenting Thirst: Subject is overwhelmed by thirst. {Sa}

Illusion

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Claws of Darkness: Claws deal 1d8 cold damage and have reach. {SC}

Cone of Dimness: Subjects believe they are engulfed in magical darkness. {SC}

Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8. {PH2}

Deceptive Facade: Disguise appearance of another creature or object. {CM}

Displacement: Attacks miss subject 50%. {PH}

Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites. {CM}

Illusory ScriptM: Only intended reader can decipher. {PH}

Invisibility Sphere: Makes everyone within 10 ft. invisible. {PH}

Legion of Sentinels: Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5). {PH2}

Major Image: As silent image, plus sound, smell and thermal effects. {PH}

Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures. {CM}

Pall of Twilight: Veil of shadow impedes sight and sound. {CM}

Phantasmal Strangler: Nightmare grapples and strangles one foe. {CM}

Phantom Guardians: Create illusion of group of guards. {RoDe}

Shadow Binding: Ribbonlike shadows entangle creatures in 10-ft.-radius burst. {SC}

Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval. {SC}

Spectral Weapon: Use quasi-real weapon to make touch attacks. {SC}

Suspended SilenceM: Object becomes programmed to create an area of silence at your command. ﴾⁠Khelben’s suspended silence⁠﴿ {SC}

Vertigo Field: Creatures have 20% miss chance and possibly become nauseated. {PH2}

Transmutation

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Air Breathing: Subjects can breathe air freely. {SC}

Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly. {SC}

Animate Weapon: A weapon animates and fights for you. {CM}

Arms of Plenty: Grow two additional arms. {LoM}

Bite of the Wererat: You gain the Dexterity and attacks of a wererat. {SC}

Blink: You randomly vanish and reappear for 1 round/level. {PH}

Control Temperature: Raise or lower temperature by one band/5 levels. {Fr}

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}

Curse of Arrow Attraction: Subject takes –⁠5 penalty to AC against ranged attacks. {PH2}

Deeper Darkvision: Subject can see 90 ft. in magical darkness. {SC}

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}

DiamondsteelM: Metal armor provides damage reduction. {SC}

Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed. {SC}

Dragonskin: You gain a bonus to natural armor plus energy resistance 10. {SC}

Energy Surge: As lesser energy surge, but 2d6 damage. {PH2}

Evard’s Menacing Tentacles: Grow two tentacles with 10-ft. reach that deal 1d8 damage each. {PH2}

False Gravity: Travel on a solid surface as if that surface had its own gravity. {SC}

Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike. {DrM}

Flame Arrow: Arrows deal +1d6 fire damage. {PH}

Fly: Subject flies at speed of 60 ft. {PH}

Gaseous Form: Subject becomes insubstantial and can fly slowly. {PH}

Giant’s Wrath: Pebbles you throw become boulders. {SC}

Girallon’s Blessing: Subject gains one additional pair of arms. {SC}

Halt: Subject’s feet become stuck to ground. {PH2}

Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee. {SC}

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. {PH}

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once. {CM}

Keen Edge: Doubles normal weapon’s threat range. {PH}

Least Dragonshape: Take the form of a pseudodragon. {DrM}

Magic Weapon, Greater: +1/four levels (max +5). {PH}

Mighty Wallop, Greater: +1 size category of bludgeoning weapon/four levels (maximum 5). {RoDr}

Primal Form: You change into elemental, gain some abilities. {SC}

Repair Serious Damage: Repairs 3d8 damage +1/level (max +15) to any construct. {SC}

Rust Ray: Metal objects take 2d6 damage +1/2 levels. {SC}

Secret Page: Changes one page to hide its real content. {PH}

Sense of the Dragon: Nonvisual senses out to 30 ft. that pinpoints creatures. {RoDr}

Shadow Phase: Subject becomes partially incorporeal. {SC}

Shape of the Hellspawned Stalker: You take the form of a hell hound. {CM}

Shrink Item: Object shrinks to one-sixteenth size. {PH}

Siphon: Drain 5 or more charges from wand or staff to replace one or more cast spells. {CS}

Slow: One subject/level takes only 1 action/round, –⁠2 to AC, –⁠2 on attack rolls. {PH}

Snake’s Swiftness, Mass: Allies each immediately make one attack. {SC}

Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15). {SC}

Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks. {SC}

Steeldance: Blades hover around you and attack foes. {SC}

Stony Grasp: Arm made of soil and rock grapples foes. ﴾⁠Maximilian’s stony grasp⁠﴿ {SC}

Tremorsense: Grants tremorsense to a range of 30 feet. {SC}

Undulant Innards: Gain immunity to extra damage from critical hits and sneak attacks. {LoM}

Unicorn Horn: You grow a horn that functions as a natural weapon. {CM}

Walk the Mountain’s Path: Subject not slowed by slopes, gains a climb speed equal to land speed and +10 on Jump and Balance checks. {RoS}

Wand Modulation: Temporarily change wand to cast another, weaker spell. {CS}

Water Breathing: Subjects can breathe underwater. {PH}

Water to Acid: Transforms 1 cu. ft./level of water into acid. {Sto}

Weapon of Energy: Weapon deals extra energy damage. {SC}

Weapon of Impact: As keen edge, but aids bludgeoning weapons. {SC}

Wingblast: Create wings that can transform into a gust of wind or obscuring mist. {DrM}

4th-Level Spellthief Spells

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Abjuration

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Condemnation: Lowers subject outsider’s SR and stuns for 1 round. {PH2}

Dimensional Anchor: Bars extradimensional movement. {PH}

Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check. ﴾⁠Otiluke’s dispelling screen⁠﴿ {SC}

Fire TrapM: Opened object deals 1d4 damage +1/ level. {PH}

Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures. {SC}

Glacial Ward: Subject gains SR 18 against fire spells and effects. {Fr}

Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. {PH}

Ice ShieldM: Subject gains damage reduction 15/—. {Fr}

Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it. {SC}

Otiluke’s Suppressing Field: Spells of a designated school or subtype are suppressed. {CM}

Ray Deflection: Ray attacks are reflected away. ﴾⁠Minor reflection⁠﴿ {SC}

Ray of Deanimation: Ray deals 1d6 damage/level to constructs. {SC}

Remove Curse: Frees object or person from curse. {PH}

Resistance, Greater: Subject gains +3 on saving throws. {SC}

Resist Energy, Mass: Creatures ignore damage from specified energy type. {SC}

Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled. {PH2}

Stifle Spell: Subject must concentrate or botch spell. {PH2}

StoneskinM: Ignore 10 points of damage per attack. {PH}

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}

Divination

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Arcane Eye: Invisible floating eye moves 30 ft./round. {PH}

Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance. ﴾⁠Assay resistance⁠﴿ {SC}

Detect Scrying: Alerts you of magical eavesdropping. {PH}

Know Vulnerabilities: Determine subject’s vulnerabilities and resistances. {SC}

Locate Creature: Indicates direction to familiar creature. {PH}

ScryingF: Spies on subject from a distance. {PH}

Treasure Scent: You detect valuable metals and gems. {SC}

Enchantment

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Battle Hymn: Allies can reroll one Will save/round. {SC}

Charm Monster: Makes monster believe it is your ally. {PH}

Confusion: Subjects behave oddly for 1 round/level. {PH}

Crushing Despair: Subjects take –⁠2 on attack rolls, damage rolls, saves, and checks. {PH}

Geas, Lesser: Commands subject of 7 HD or less. {PH}

Melf’s Slumber Arrows: Your arrows cause the target to fall asleep for 1 hour. {CM}

Power Word Distract: Makes one creature with 150 hp or less flat-footed. {RoDr}

Rebuke, Greater: Subject cowers for 1d4 rounds. ﴾⁠Nybor’s mild admonishment⁠﴿ {SC}

Siren’s Call: Compel one creature/2 levels to submerse itself. {Sto}

Trance of the Verdant Domain: Fascinate a single foe for 3 rounds, and make target vulnerable to your mind-affecting abilities. {DrM}

Vecna’s Malevolent Whisper: Reduces living creature with 10 hp or lower to –⁠9 hp. {CM}

Whelm, Mass: 1d6 nonlethal damage/level (max 10d6) to 1 creature/level. {PH2}

Illusion

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Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8. {PH2}

Disguise Ship: Disguises a ship. {Sto}

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). {PH}

Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. {PH}

Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}

Mirror Image, Greater: As mirror image, but gain an additional image each round. {PH2}

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide. {CM}

Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. {PH}

Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity. {PH2}

Rainbow Pattern: Lights fascinate 24 HD of creatures. {PH}

Sensory Deprivation: All of subject’s senses are blocked. {SC}

Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real. {PH}

Shadow Well: Subject enters gloomy pocket plane and emerges frightened. {SC}

Transmutation

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Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category. (RoW)

Aspect of the Icy Hunter: You take the form of a winter wolf. {CM}

Attune Form: Grant creature temporary protection against overtly damaging planar traits. {SC}

Backlash: Subject takes damage if it uses spells against another creature. {SC}

Baleful Blink: Subject has 50% chance of failure on attacks and spells. {PH2}

Bite of the Werewolf: You gain the Strength and attacks of a werewolf. {SC}

Blinding Breath: Your breath weapon blinds subjects. {SC}

Burning Blood: Subject takes 1d8 acid damage plus 1d8 fire damage/round. {SC}

Call of Stone: Slowly turn subject to stone. {PH2}

Celerity: Take a standard action immediately, but be dazed for a round. {PH2}

Corporeal Instability: Transform a creature into an amorphous mass. ﴾⁠Simbul’s skeletal deliquescence⁠﴿ {SC}

Darkvision, Mass: As darkvision, but affects one/level subjects. {SC}

Displacer Form: You change into displacer beast, gain some abilities. {SC}

Enduring Flight: Carry medium loads at full fly speed; flight duration is doubled. (RoW)

Enlarge Person, Mass: Enlarges several creatures. {PH}

Entangling Staff: Quarterstaff can grapple and constrict foes. {SC}

Fire Stride: Teleport from one fire to another. {SC}

Flame Whips: Your forelimbs deal 6d6 fire damage. {SC}

Flight of the Dragon: You grow dragon wings. {SC}

Fuse Sand: Hardens sand and may trap creatures. {Sa}

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once. {CM}

Iron Bones: Corporeal undead gains +6 natural armor bonus. {SC}

Mark of the Enlightened SoulA: Spells gain the good descriptor and deal extra damage to evil creatures. {DrM}

Metal Melt: Melts metal object without heat. ﴾⁠Ghorus Toth’s metal melt⁠﴿ {SC}

Mnemonic EnhancerF: Wizard only. Prepares extra spells or retains one just cast. ﴾⁠Rary’s mnemonic enhancer⁠﴿ {PH}

Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind. {DrM}

Perinarch: Gain greater control over Limbo’s morphic essence. {SC}

Polymorph: Gives one willing subject a new form. {PH}

Raise from the Deep: Creature or sunken ship made buoyant. {SC}

Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder. {CM}

Rebuking Breath: Your breath weapon rebukes undead. {SC}

Reduce Person, Mass: Reduces several creatures. {PH}

Repair Critical Damage: Repairs 4d8 damage +1/level (max +20) to any construct. {SC}

Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits. {SC}

Rusted Blade: Touched weapon delivers filth fever. {CM}

Sandform: You become an oozelike being of sand. {Sa}

Scramble Portal: You randomize the destination of a magic portal. {SC}

Sharptooth: One of your natural weapons deals damage as if you were one size larger. {SC}

Spell Enhancer: Lets you cast another spell in the same round at +2 caster level. {SC}

Stone Shape: Sculpts stone into any shape. {PH}

Touch of the Blackened SoulA: Spells gain the evil descriptor and deal extra damage to good creatures. {DrM}

Trollshape: You take on the form and abilities of a troll. {PH2}

Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion. {SC}

Wings of Air, Greater: Subject’s flight maneuverability improves by two steps. {SC}