Resistance: Subject gains +1 on saving throws. {PH}
Acid Splash: Orb deals 1d3 acid damage. {PH}
Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5). {SC}
Detect Poison: Detects poison in one creature or small object. {PH}
Detect Magic: Detects spells and magic items within 60 ft. {PH}
Read Magic: Read scrolls and spellbooks. {PH}
Daze: Humanoid creature of 4 HD or less loses next action. {PH}
Dancing Lights: Creates torches or other lights. {PH}
Electric Jolt: Ranged touch attack deals 1d3 electricity damage. {SC}
Flare: Dazzles one creature (–1 on attack rolls). {PH}
Light: Object shines like a torch. {PH}
Ray of Frost: Ray deals 1d3 cold damage. {PH}
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round. ﴾Horizikaul’s cough﴿ {SC}
Ghost Sound: Figment sounds. {PH}
Silent Portal: Negates sound from door or window. {SC}
Disrupt Undead: Deals 1d6 damage to one undead. {PH}
Touch of Fatigue: Touch attack fatigues target. {PH}
Amanuensis: Copy nonmagical text. {SC}
Launch Bolt: Launches a crossbow bolt up to 80 ft. {SC}
Launch Item: Hurls Fine item up to Medium range. {SC}
Mage Hand: 5-pound telekinesis. {PH}
Mending: Makes minor repairs on an object. {PH}
Message: Whispered conversation at distance. {PH}
Open/Close: Opens or closes small or light things. {PH}
Repair Minor Damage: Repairs 1 point of damage to any construct. {SC}
Stick: Glues an object weighing 5 pounds or less to another object. {SC}
Arcane Mark: Inscribes a personal rune (visible or invisible). {PH}
Prestidigitation: Performs minor tricks. {PH}
Alarm: Wards an area for 2 hours/level. {PH}
Deflect, Lesser: Gain a deflection bonus of +1/3 levels (min +1; 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}
Benign Transposition: Two willing subjects switch places. {SC}
Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round. {SC}
Blockade: Fill 5-ft. square with enormous block of wood. {CS}
Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks. ﴾Mordenkainen’s buzzing bee﴿ {SC}
Corrosive Grasp: 1 touch/level deals 1d8 acid damage. {SC}
Create Trap: Creates a CR 1 trap. {RoDr}
Deep Breath: Your lungs are filled with air. ﴾air bubble﴿ {SC}
Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR. ﴾Kelgore’s fire bolt﴿ {PH2}
Glaze Lock: Jams locks with snow and ice, raising Open Lock DC by 10 and lock’s hardness by 5. {Fr}
Grease: Makes 10-ft. square or one object slippery. {PH}
Hail of StoneM: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4). {SC}
Mage Armor: Gives subject +4 armor bonus. {PH}
Mount: Summons riding horse for 2 hours/level. {PH}
Obscuring Mist: Fog surrounds you. {PH}
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8). {SC}
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8). {SC}
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8). {SC}
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fi re damage + 1d8/2 levels beyond 1st (max 5d8). {SC}
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6). {SC}
Resinous Tar: Sticky substance slows movement or renders object difficult to drop. {CM}
Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others. {DrM}
Stand: Subject stands up from prone. {PH2}
Sticky Floor: Entangles and immobilizes creatures in affected area. {RoDr}
Summon Component: Create a noncostly spell component. {CM}
Summon Monster I: Calls extraplanar creature to fight for you. {PH}
Summon Undead IF: Summons undead to fight for you. {SC}
Unseen Servant: Invisible force obeys your commands. {PH}
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through. {SC}
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 Touchstone: Find nearest planar touchstone on the plane you currently inhabit.
Locate WaterF: Reveals location, size, and quality of water sources. {Sa}
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}
Weaponmaster’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level. ﴾Master’s touch﴿ {SC}
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}
Blood Wind: Subject uses natural weapons at range. {SC}
Burning Hands: 1d4/level fire damage (max 5d4). {PH}
Dawn Burst: Illuminate all creatures in 10-foot radius; deal damage to light-sensitive creatures. {CM}
Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR. ﴾Kelgore’s fire bolt﴿ {PH2}
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. ﴾Tenser’s floating disk﴿ {PH}
Guiding Light: +2 on ranged attacks against creatures in illuminated area. {SC}
Helpful Hand: A hand of force aids in tasks. ﴾Bigby’s helpful hand﴿ {PH2}
Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage. {SC}
Jet of Steam: 30-foot line of steam deals 1d4 fire damage/level (max. 5d4). {CM}
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage. {SC}
Luminous Gaze: Your eyes emit light, dazzle creatures. {SC}
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). {PH}
Persistent Blade: Blade of force attacks subject, automatically flanks. ﴾Shelgarn’s persistent blade﴿ {SC}
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject. {SC}
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). {PH}
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness. ﴾Horizikaul’s boom﴿ {SC}
Thunderhead: Small lightning bolts deal 1 damage/round. {SC}
Tripping Hand: Hand trips subject. ﴾Bigby’s tripping hand﴿ {PH2}
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}
Backbiter: Weapon strikes wielder. {SC}
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage. {PH2}
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. {PH}
Death’s Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 feet. {CM}
Necrotic AwarenessF: Sense encysted subjects. {LM}
Parching Touch: One touch/level deals 1d6 desiccation damage and possibly 1 Con damage. {Sa}
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. {PH}
Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage. {CM}
Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others. {DrM}
Shivering Touch, Lesser: Touch deals 1d6 Dex damage. {Fr}
Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level. {SC}
Sunstroke: Target takes 2d6 nonlethal damage and is fatigued. {Sa}
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}
Bestow WoundM: Transfer 1 hp/level of wounds to another. {HH}
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}
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}
Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar. {SC}
Aerial Alarm: Wards an area for 2 hours/level. {HB}
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}
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. ﴾Melf’s acid arrow﴿ {PH}
Ashstar: Hovering construct dehydrates a wounded creature. {Sa}
Baleful Transposition: Two subjects switch places. {SC}
Cloud of Bewilderment: Generates a nauseating 10-ft. cube. {SC}
Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5). {PH2}
Create Magic TattooM: Subject receives a magic tattoo with various effects. {SC}
Dimension Hop: Teleport subject short distance. {PH2}
Fog Cloud: Fog obscures vision. {PH}
Glitterdust: Blinds creatures, outlines invisible creatures. {PH}
Gnome Blight: Cloud of itchy debilitating pollen sickens living creatures. {RoDr}
Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR. ﴾Kelgore’s grave mist﴿ {PH2}
Ice Darts: Icicle missiles deal 2d4 damage, half of which is cold. {Fr}
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst. {SC}
Incendiary Slime: Create slippery substance like grease, but highly flammable. {CM}
Inky Cloud: Obscures sight underwater beyond 5 ft. {SC}
Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level. ﴾Igedrazaar’s miasma﴿ {SC}
Obscuring Snow: Obscures sight in a 30-ft. radius around the caster. {Fr}
Summon Monster II: Calls extraplanar creature to fight for you. {PH}
Summon Swarm: Summons swarm of bats, rats, or spiders. {PH}
Summon Undead IIF: Summons undead to fight for you. {SC}
Web: Fills 20-ft.-radius spread with sticky spiderwebs. {PH}
Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area. {Fr}
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}
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: 30-foot cone deals 1d6 nonlethal damage/2 levels (max 5d6). {PH2}
Battering Ram: Deals 1d6 damage plus bull rush. ﴾Force ram﴿ {SC}
Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6). {SC}
Burning Sword: Weapon gains flaming burst special ability. {SC}
City Lights: Absorb nearby light to release as blinding flare. {RoDe}
Combust: Subject takes 1d8/level fire damage and might catch fire. {SC}
Continual FlameM: Makes a permanent, heatless torch. {PH}
Darkness: 20-ft. radius of supernatural shadow. {PH}
Dreadbolt: Deals 1d8 damage/2 levels and stuns 1 round. ﴾Darkbolt﴿ {LoM}
Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature. {SC}
Electric Vengeance: 2d8 damage +1/level (max +10) to opponent who damages you in melee. {PH2}
Ethereal Chamber: You entrap an ethereal subject in a chamber of force. ﴾Chamber﴿ {SC}
Fatal Flame: Target’s body bursts into flame upon its death. {CS}
Fireburst: Creatures within 10 feet take 1d8/level fire damage. {SC}
Flame Dagger: Beam of fire deals 1d4 damage +1/level. {SC}
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. {PH}
Force LadderF: Creates an immobile ladder of force. {SC}
Frost Breath: Icy breath deals 1d4 damage/2 levels. ﴾Frost fingers﴿ {SC}
Gust of Wind: Blows away or knocks down smaller creatures. {PH}
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders. {SC}
Local Tremor: Light tremor shakes in a 30-ft. line. {RoDr}
Luminous Swarm: Target takes 1d6 damage/round, has 20% miss chance on attacks. {CM}
Molten Strike: 5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets. {HB}
Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level. {Fr}
Pressure Sphere: Water pressure deals 4d6 damage to submerged targets. {Sto}
Rainbow BeamF: Ray dazzles and deals 1d12 damage/3 levels of random type. {SC}
Ray of Ice: Ray deals 1d6 cold damage/2 levels. {SC}
Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated. {Sa}
Scorch: Jet of flame deals 1d8/2 levels (max 5d8). ﴾Aganazzar’s scorcher﴿ {SC}
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels beyond 3rd (max 3). {PH}
Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject. {PH2}
Shatter: Sonic vibration damages objects or crystalline creatures. {PH}
Slapping Hand: Hand makes creature provoke attacks of opportunity. ﴾Bigby’s slapping hand﴿ {SC}
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst. ﴾Snilloc’s snowball swarm﴿ {SC}
Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back. ﴾Bigby’s striking fist﴿ {PH2}
Tiny Igloo: Creates igloo that lasts for 2 hours/level. ﴾Leomund’s tiny igloo﴿ {Fr}
Veil of Shadow: Darkness grants you concealment. {SC}
Warding Hand: Hand of force slows opponent. ﴾Bigby’s warding hand﴿ {PH2}
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}
Claws of Darkness: Claws deal 1d8 cold damage and have reach. {SC}
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}
Blindness/Deafness: Makes subject blinded or deafened. {PH}
Bone Chill: Corporeal undead are held by a thick layer of frost. {Fr}
BonefiddleF: Spectral fiddle bow deals 3d6 damage/round. {SC}
Command Undead: Undead creature obeys your commands. {PH}
Curse of Impending Blades: Subject takes –2 penalty to AC. {SC}
Death ArmorF: Black aura damages creatures attacking you. {SC}
Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature. {Sa}
Desiccating Bubble: Globe of air damages by evaporating moisture from subject. {SC}
Escalating Enfeeblement: As ray of enfeeblement, but greater effect against already weakened target. {CM}
False Life: Gain 1d10 temporary hp +1/level (max +10). {PH}
Ghoul Glyph: Glyph wards area, paralyzes victims. {SC}
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. {PH}
Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR. ﴾Kelgore’s grave mist﴿ {PH2}
Heat Leech: Subject takes 1d8 points of cold damage/round. {Fr}
Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead. {SC}
Necrotic CystF: Encyst undead sac of tissue in subject. {LM}
Necrotic ScryingF: Hear or see encysted subject at a distance. {LM}
Ray of Sickness: Subject becomes sickened. {SC}
Ray of Weakness: Subject takes –2 on attacks, –10 ft. speed. {SC}
Scare: Panics creatures of less than 6 HD. {PH}
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead. {SC}
Spawn Screen: Subject resists being transformed into an undead spawn if slain. {SC}
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. {PH}
Stolen Breath: Subject has wind knocked out of it. {SC}
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any. {SC}
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 property, +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, 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}
Dragoneye Rune: Create an invisible draconic mark on an object or creature. {DrM}
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}
Resist Taint: Bestows +4 bonus on saves against taint. {HH}
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}
Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6). ﴾Mestil’s acid breath﴿ {SC}
Arctic Haze: Fog obscures vision and deals 4 cold damage/round. {Fr}
Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level. {SC}
Caustic Smoke: Cloud deals 1d6 acid damage/round, blinds creatures. {CM}
Contagious Fog: 20-ft.-radius cloud of fog inflicts disease. {SC}
Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures. {SC}
Dimension Step: Allies can immediately teleport a distance equal to their speed. {PH2}
Grasping Wall: Wall sprouts hands that entangle enemies, help allies climb. {CS}
Haboob: Cloud of dust obscures sight and abrades those passing through it. {Sa}
IcelanceF: Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds. {SC}
Luminous Assassin, Lesser: Summons an assassin to attack the subject. {PH2}
Mage Armor, Greater: Gives subject +6 armor bonus. {SC}
Mage Armor, Mass: As mage armor, but one creature/level. {SC}
Nauseating Breath: Exhale a cone of nauseating gas. ﴾Laogzed’s breath﴿ {SC}
Phantom Steed: Magic horse appears for 1 hour/level. {PH}
Regal Procession: As mount, but you summon several mounts. {SC}
Regroup: Teleports nearby allies to your side. {PH2}
Scattering Trap: Imbue one 5-ft. square/2 levels with teleportation trap. {PH2}
Sepia Snake SigilM: Creates text symbol that immobilizes reader. {PH}
Servant Horde: Create 2d6 unseen servants +1/level (max +15). {SC}
Sleet Storm: Hampers vision and movement. {PH}
Stinking Cloud: Nauseating vapors, 1 round/level. {PH}
Summon Monster III: Calls extraplanar creature to fight for you. {PH}
Summon Undead IIIF: Summons undead to fight for you. {SC}
Unicorn ArrowF: 1d8+8 damage and bull rush; +1 unicorn arrow/3 levels beyond 5th. ﴾Melf’s unicorn arrow﴿ {PH2}
Vipergout: You spit forth celestial or fiendish vipers that attack your foes. {SC}
Alter FortuneX: Cause one creature to reroll any die roll. {PH2}
Analyze Portal: Find a nearby portal and discover its properties. {SC}
Analyze Touchstone: Find a nearby planar touchstone and discover its properties.
Arcane Sight: Magical auras become visible to you. {PH}
Battlemagic Perception: Sense and counter spellcasting within 100 feet. {HB}
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}
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}
Blacklight: Create an area of total darkness. {SC}
Blade of Pain and Fear: Creates blade of gnashing teeth. {SC}
Body Blaze: You are surrounded by fire and leave a wall-like trail of flame in your wake. {Sa}
Capricious Zephyr: Gale-force winds push creatures. {SC}
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets. {SC}
Crack IceM: Shatters ice structures or ice creatures. {Fr}
Daylight: 60-ft. radius of bright light. {PH}
Disrupting Hand: Hand disrupts opponent’s spellcasting. ﴾Bigby’s disrupting hand﴿ {PH2}
Favorable Wind: Produces a strong wind that lasts 10 minute/level. {Sto}
Fireball: 1d6 damage per level, 20-ft. radius. {PH}
Flashburst: Flash of light dazzles and blinds creatures in area. {SC}
Ghost Lantern: Generate light that only you and companions can see. {CM}
Glowing OrbF: Creates permanent magical light; you control brightness. ﴾Nchaser’s glowing orb﴿ {SC}
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area. {SC}
Hailstones: Frigid globes deal 5d6 cold damage. {SC}
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. {LoM}
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders. {SC}
Lightning Bolt: Electricity deals 1d6/level damage. {PH}
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage. {SC}
Prismatic Mist: Multicolored mist has random effect. {PH2}
Rainbow BlastF: Line deals 1d6 damage of each energy type. {SC}
Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity, –10 ft. penalty to speed. {PH2}
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4). {SC}
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level. {SC}
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface. {SC}
Sonorous Hum: Removes need to concentrate to maintain next spell cast. {SC}
Sound Lance: Sonic energy deals 1d8/level damage. {SC}
Storm Mote: Dust devil of flensing sand. {Sa}
Tiny Hut: Creates shelter for ten creatures. ﴾Leomund’s tiny hut﴿ {PH}
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}
Wind Wall: Deflects arrows, smaller creatures, and gases. {PH}
Wingblast: Create wings that can transform into a gust of wind or obscuring mist. {DrM}
Wreath of Flames: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage. {DrM}
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 Façade: 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}
Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea. {Fr}
Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke. {PH2}
Curse of Impending Blades, Mass: Enemies take –2 penalty to AC. {SC}
Disrupt Undead, Greater: As disrupt undead, but 1d8 damage/level. {SC}
Gentle Repose: Preserves one corpse. {PH}
Halt Undead: Immobilizes undead for 1 round/level. {PH}
Healing Touch: Heal subject 1d6/2 levels, but take damage equal to half. {SC}
Incorporeal Enhancement: Grant bonuses to incorporeal undead. {SC}
Junglerazer: Fey, vermin, plants, and animals take 1d10 damage/level. {SC}
Mind Poison: Your poisonous touch deals Wis damage. {SC}
Necrotic BloatF: Encysted subject takes 1d6 damage/level. {LM}
Prickling Torment: Target is sickened, takes damage whenever it acts. {CM}
Ray of Exhaustion: Ray makes subject exhausted. {PH}
Shivering Touch: Touch deals 3d6 Dex damage. {Fr}
Skull Watch: Skull shrieks when creature enters warded area. {SC}
Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute. {SC}
Thin Air: Creatures suffer from altitude sickness. {Fr}
Undead Lieutenant: Chosen undead can give orders to undead in your control. {SC}
Undead Torch: Undead creature gains blue aura that gives +2d6 damage against living creatures. {SC}
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. {PH}
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: One attack deals an extra 2d6 energy damage. {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}
Menacing Tentacles: Grow two tentacles with 10-ft. reach that deal 1d8 damage each. ﴾Evard’s menacing tentacles﴿ {PH2}
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}
Whispering SandF: Sand delivers your message. {Sa}
Wingblast: Create wings that can transform into a gust of wind or obscuring mist. {DrM}
Enhance Familiar: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level. {SC}
Fortify Familiar: Your familiar gains 2d8 temporary hp, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage. {SC}
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}
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}
Suppressing Field: Spells of a designated school or subtype are suppressed. ﴾Otiluke’s impressing field, Otiluke’s suppressing field﴿ {CM}
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}
Black Tentacles: Tentacles grapple all within 20-ft. spread. ﴾Evard’s black tentacles﴿ {PH}
Blast of Flame: 60-ft. cone of fire (1d6/level damage). {SC}
Blast of Sand: Cone deals 1d6 damage/level. {Sa}
BloodstarF: Hovering construct does Con damage each time foe is damaged. {SC}
Boiling Oil: 10-ft. cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels. {HB}
Bright Worms: Fiery worms damage enemies within 20-ft. spread. {PH2}
Caustic Mire: Acidic sludge slows progress, deals damage. {CM}
Column of Ice: Column of ice erupts from ground, lifting anything in its area into the air. {Fr}
Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders. {CS}
Desert Diversion: Those attempting planar travel are diverted to a random wasteland. {Sa}
Dimension Door: Teleports you short distance. {PH}
Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points. {PH2}
Ethereal Mount: You conjure swift mounts on the Ethereal Plane. {SC}
Explosive Rune FieldM: Area is covered with runes that explode on contact with creatures. {PH2}
Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area. {DrM}
Ice ShipM: Creates ice runner or ice galleon. {Fr}
Ice WebM: Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round. {Fr}
Minor Creation: Creates one cloth or wood object. {PH}
Orb of Acid: Ranged touch, 1d6/level acid damage and subject might be sickened. {SC}
Orb of Cold: Ranged touch, 1d6/level cold damage and subject might be blinded. {SC}
Orb of Electricity: Ranged touch, 1d6/level electricity damage and subject might be entangled. {SC}
Orb of Fire: Ranged touch, 1d6/level fire damage and subject might be dazed. {SC}
Orb of Force: Globe of force deals 1d6/level damage (max 10d6). {SC}
Orb of Sound: Ranged touch, 1d4/level sonic damage and subject might be deafened. {SC}
Secure Shelter: Creates sturdy cottage. ﴾Leomund’s secure shelter﴿ {PH}
Solid Fog: Blocks vision and slows movement. {PH}
Spacious Carriage: Summons carriage and horses to pull it. ﴾Leomund’s spacious carriage﴿ {Ci}
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}
Translocation Trick: You and subject switch places and appear as each other. {SC}
Unseen Servant, Mass: As unseen servant except creates one servant/level. {RoDe}
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: Creates shapeable transparent wall of water. {SC}
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}
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}
Malevolent Whisper: Reduces living creature with 10 hp or lower to –9 hp. ﴾Vecna’s malevolent whisper﴿ {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}
Slumber Arrows: Your arrows cause the subject to fall asleep for 1 hour. ﴾Melf’s slumber arrows﴿ {CM}
Trance of the Verdant Domain: Fascinate a single foe for 3 rounds, and make target vulnerable to your mind-affecting abilities. {DrM}
Whelm, Mass: 1d6 nonlethal damage/level (max 10d6) to 1 creature/level. {PH2}
Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing. {PH2}
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread. {SC}
Channeled Pyroburst: Deal fire damage, amount and radius based on casting time. {PH2}
Crushing Grip: Subject takes –2 on attacks, checks, saves, and AC and –20 ft. penalty to speed, might be paralyzed. {PH2}
Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round. {LoM}
Dragon Breath: You choose a dragon type and mimic its breath weapon. {SC}
Early Twilight: Reduce light in 80-ft.-radius cylinder. {HB}
Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy. ﴾Tvash-Prull’s energy spheres﴿ {SC}
Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage. {SC}
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. {PH}
Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area. {DrM}
Floating Disk, Greater: As floating disk, but you can ride it. ﴾Tenser’s floating disk, greater﴿ {SC}
Force Chest: 2-ft-cube chest made of force. {SC}
Force Claw: Claw of force guards an area, making opportunity attacks. ﴾Caligarde’s claw﴿ {SC}
Force Missiles: Unerring missiles of force strike for 2d6 damage and explode in a burst. ﴾Mordenkainen’s force missiles﴿ {SC}
Forcewave: Bull rushes all creatures within 10 ft. {SC}
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. {PH}
Incendiary Surge: Cone of fire deals 1d6/level damage, 1d8/level damage on consecutive casting. {CM}
Parboil: Flash-heats air dealing fire and Intelligence damage to one or more creatures. {Sa}
Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind. {DrM}
Resilient Sphere: Force globe protects but traps one subject. ﴾Otiluke’s resilient sphere﴿ {PH}
Searing Exposure: Target suffers hours of wasteland exposure in a moment. {Sa}
Shout: Deafens all within cone and deals 5d6 sonic damage. {PH}
Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled. {PH2}
Stone Sphere: 3-ft.-diameter stone sphere rolls over your enemies. {SC}
Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save. {SC}
Thunderlance: Lance of force deals 3d6 damage and might dispel force effects. {SC}
Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area. {SC}
Wall of ColdfireM: Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level. {Fr}
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. {PH}
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. {PH}
Wingbind: A net of force entangles the subject, causing it to fall from the sky. {SC}
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}
Aboleth Curse: Subject’s skin undergoes a horrible transformation. {Sto}
Animate DeadM: Creates undead skeletons and zombies. {PH}
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. {PH}
Contagion: Infects subject with chosen disease. {PH}
Curse of the Elemental LordsA: Bestow a curse on enemies, making them more susceptible to your energy damage. {DrM}
Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points. {PH2}
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}
Mindfrost: Deals 5d6 cold damage, 1d4 Int damage. {Fr}
Necrotic DominationF: Completely control encysted subject. {LM}
Seed of UndeathM: Subject that dies before spell expires rises as a zombie under your command. {CM}
Touch of Years: Target loses 3 points of Str, Dex, and Con daily; second casting blinds and deafens. {CM}
Wither: Deals 1d6/level desiccation damage and dehydrates living creature. {Sa}
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}
Battlefield Fortification: Create trench or berm. {HB}
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: 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}
Mystic Surge: Ally’s spell gains +2 DC and +1 caster level. {PH2}
Anticold Sphere: Sphere hedges out cold creatures and protects you from cold. {SC}
Antifire Sphere: Creatures within sphere gain immunity to fire damage. {Sa}
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}
Contingent Energy Resistance: Energy damage triggers a resist energy spell. {SC}
Dismissal: Forces a creature to return to native plane. {PH}
Dispel Water: Cancels water spells and effects or dismisses water creatures. {Sa}
Dispelling Breath: Your breath weapon acts as an area dispel magic to all creatures in its area. {SC}
Duelward: +4 on Spellcraft checks, counterspell as an immediate action. {SC}
Field of Resistance: Zone provides SR 11 + caster level. {PH2}
Indomitability: Subject can’t be reduced below 1 hp. {SC}
Ironguard, Lesser: Subject becomes immune to nonmagical metal. {SC}
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. ﴾Mordenkainen’s private sanctum﴿ {PH}
Mana Flux: Magic in area has 20% failure chance. {PH2}
Planar Tolerance: Provides long-term protection against overtly damaging planar traits. {SC}
Reciprocal Gyre: Creature or object takes 1d12 damage/level of spell affecting it (max 25d12). {SC}
Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area. {SC}
Spell Theft: Dispel spells on target and gain their benefit for yourself. {CS}
Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast. {SC}
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic. {SC}
Zone of Respite: Prevents teleportation and similar effects from functioning in the area. {SC}
Acid RainM: 20-ft.-radius cylinder deals 7d6 acid damage. {HB}
Acid SheathF: Sheath of acid damages those who attack you, enhances acid spells. ﴾Mestil’s acid sheath﴿ {SC}
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage). {SC}
Billet: Creates sturdy barracks. ﴾Leomund’s billet﴿ {HB}
Blackwater Tentacle: Create blackwater tentacle that attacks your foe. {Sto}
Call ZelekhutX: A zelekhut performs one duty for you. {SC}
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage. {PH}
Dimension Door, Greater: Short-range, multiple use dimension door. {SC}
Dimension Jumper: Teleport up to 30 feet 1/round. {CM}
Dimension Shuffle: Teleport multiple creatures short distances within line of sight. {PH2}
Dragon Ally, LesserX: Exchange services with a 9 HD dragon. {SC}
Evacuation Rune: Create invisible rune that you can teleport to as swift action. {CS}
Fire and Brimstone: Subject takes fire damage, might be sickened. {CM}
Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings. ﴾Leomund’s hidden lodge﴿ {SC}
Luminous Assassin: As lesser luminous assassin, but the assassin is more powerful. {PH2}
Mage’s Faithful Hound: Phantom dog can guard, attack. ﴾Mordenkainen’s faithful hound﴿ {PH}
Major Creation: As minor creation, plus stone and metal. {PH}
Phantasmal Thief: Creates an unseen force that steals from others. {SC}
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. {PH}
Precipitate BreachM: You can force planar boundaries to rip, creating a planar breach.
Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will. ﴾Leomund’s secret chest﴿ {PH}
Summon Monster V: Calls extraplanar creature to fight for you. {PH}
Summon Undead VF: Summons undead to fight for you. {SC}
Teleport: Instantly transports you as far as 100 miles/level. {PH}
Toxic Weapon: Coats weapon with poison. {PH2}
Viscid Glob: Ranged touch attack hurls 5-ft.-diameter glob of glue at subject. {SC}
Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds. {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}
Contact Other Plane: Lets you ask question of extraplanar entity. {PH}
Flowsight: You can scry creatures in contact with a body of water. {Sto}
Prying Eyes: 1d4 +1/level floating eyes scout for you. {PH}
Telepathic Bond: Link lets allies communicate. ﴾Rary’s telepathic bond﴿ {PH}
Charm Person, Mass: As charm person, but all within 30 feet. {RoDe}
Dominate Person: Controls humanoid telepathically. {PH}
Feeblemind: Subject’s Int and Cha drop to 1. {PH}
Hold Monster: As hold person, but any creature. {PH}
Incite Riot: Subjects attack nearest creature. {PH2}
Mind Fog: Subjects in fog get –10 to Wis and Will checks. {PH}
Power Word Disable: Reduces living creature with 50 hp or less to 0 hp. {RoDr}
Sleep Mote: Dust devil of magic sand puts foes to sleep. {Sa}
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber. {PH}
Ball Lightning: Energy ball deals 1d6/level electricity damage. {SC}
Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back. {Fr}
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area. {SC}
Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through. {SC}
Channeled Sound Blast: Deal sonic damage in cone; area and damage increase based on casting time. {CM}
Coat of Arms: Surround yourself with blades of force. {CM}
Cone of Cold: 1d6/level cold damage. {PH}
Cyclonic Blast: Deals 1d6 damage/level, knocks down creatures. {SC}
Electric Vengeance, Greater: As electric vengeance, but 5d8 damage +1/level (max +15) and daze subject. {PH2}
Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold. {SC}
FirebrandM: One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round. {SC}
Fireburst, Greater: Subjects within 15 ft. take 1d10/level fire damage. {SC}
Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level. {Sa}
Interposing Hand: Hand provides cover against one opponent. ﴾Bigby’s interposing hand﴿ {PH}
Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures. {DrM}
Moonbow: Three motes of electricity each deal 1d6/2 levels electricity damage to subjects. ﴾Presper’s moonbow﴿ {SC}
Prismatic Ray: Ray of light blinds subject, deals random effect. {SC}
Radiance: Creates daylight that dazzles undead. {PH2}
Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area. {CM}
Sending: Delivers short message anywhere, instantly. {PH}
Shard Storm: Blast deals 3d6 damage to creatures in area. {SC}
Shrieking Blast: 40-ft. radius burst deafens and deals 8d6 sonic damage. {HB}
Shroud of Flame: Subject bursts into flames, taking 2d6 fire damage/round. {SC}
Sonic RumbleF: Cone of sound deals damage. ﴾Horizikaul’s versatile vibration﴿ {SC}
Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee. {PH2}
Wall of Force: Wall is immune to damage. {PH}
Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through. {SC}
Dream: Sends message to anyone sleeping. {PH}
False VisionM: Fools scrying with an illusion. {PH}
Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult. {CM}
Friend to Foe: Make subject creature believe its allies are its enemies. {PH2}
Illusory Feast: Subjects become dazed by illusory food. {SC}
Mirage Arcana: As hallucinatory terrain, plus structures. {PH}
Nightmare: Sends vision dealing 1d10 damage, fatigue. {PH}
Persistent Image: As major image, but no concentration required. {PH}
Retributive Image: Created illusion deals damage to those who disbelieve it. {CM}
Seeming: Changes appearance of one person per two levels. {PH}
Shadow Evocation: Mimics evocation below 5th level, but only 20% real. {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}
Shadow Guardians: Create group of shadowy warriors. {RoDe}
Shadow Hand: Medium hand blocks opponents or carries items. {SC}
Shadowfade: Opens a portal to the Plane of Shadow. {SC}
Animate LegionM: Creates skeletons or zombies. {HB}
Blight: Withers one plant or deals 1d6/level damage to plant creature. {PH}
Channeled Lifetheft: Fatigue, exhaust, and deal damage to target, depending on casting time. {CM}
Choking SandsM: Touched creature begins to suffocate on sand. {Sa}
Cryptwarden’s Grasp: Bestow mummy rot with your touch. {CM}
Death Throes: Your body explodes when you die. {SC}
Gelid Blood: Subject takes –4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components. {Fr}
Graymantle: Inhibits creature’s ability to heal and regenerate for 1 round/level. ﴾Grimwald’s greymantle﴿ {SC}
Haunt Shift: Turn corporeal and incorporeal undead into haunting presences. {LM}
Magic JarF: Enables possession of another creature. {PH}
Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst. {SC}
Necrotic BurstF: Encysted subject killed, cyst begins to roam. {LM}
Night’s Caress: Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage. {SC}
Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead. {HH}
Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through. {SC}
Symbol of PainM: Triggered rune wracks nearby creatures with pain. {PH}
Thalassemia: Turns blood to seawater, dealing 1d6/level damage. {Sto}
Touch of the Lich: Deal negative energy damage and paralysis with your touch. ﴾Touch of Vecna﴿ {CM}
Waves of Fatigue: Several targets become fatigued. {PH}
Wrack: Renders creature helpless with pain. {SC}
Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties. {Sto}
Animal Growth: One animal/two levels doubles in size. {PH}
Baleful Polymorph: Transforms subject into harmless animal. {PH}
Bite of the Wereboar: You gain the Strength and attacks of a wereboar. {SC}
Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level. ﴾Improved blink﴿ {SC}
Breath Weapon Substitution: Your breath weapon deals a different kind of damage than normal. {SC}
Dancing Blade: A weapon attacks on its own. ﴾Dance of blades﴿ {PH2}
Draconic Might: Gain +4 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects. {SC}
Draconic Polymorph: As polymorph, but improved. {Dr}
Dragonsight: Gain low-light vision, darkvision, and blindsense. {SC}
Earth Reaver: Eruption deals 7d6 damage to all in area. {SC}
Enlarge Person, Greater: Subject remains enlarged for 1 hour/level. {SC}
Ethereal Breath: Your breath weapon manifests on the Ethereal Plane. {SC}
Etherealness, Swift: Subject momentarily becomes ethereal. {PH2}
Fabricate: Transforms raw materials into finished items. {PH}
Fiendform: Assume form and abilities of fiendish creature, demon, or devil. {SC}
Flaying Tendrils: You grow mind flayer tentacles, which you can use to attack your foes. {CM}
Flesh to Ice: Turns subject into statue of ice. {Fr}
Flesh to Salt: Turns creature into a statue of salt. {Sa}
Fly, Mass: One creature/level flies at speed of 60 ft. {SC}
Form of the Desert Hunter: Take the form of a dragonne. {DrM}
Form of the Threefold Beast: You take the form of a chimera. {CM}
Gutsnake: 10-ft. tentacle grows from your stomach and attacks your enemies. {SC}
Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once. {CM}
Ice Shape: Sculpts ice into any shape. {Fr}
Ice to Flesh: Restores frozen creature. {Fr}
Lightning Leap: Transform into bolt of lightning, damaging foes and transporting yourself. {CM}
Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures. {DrM}
Lucent Lance: Ambient light forms lance, deals various damage. {SC}
Nightstalker’s TransformationM: Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Ref saves, +3d6 sneak attack, and evasion. {SC}
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. {PH}
Passwall: Creates passage through wood or stone wall. {PH}
Reduce Person, Greater: Subject remains reduced for 10 minutes/level. {SC}
Spell Matrix, LesserF: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell. ﴾Simbul’s spell matrix﴿ {SC}
Stunning Breath: Your breath weapon also stuns creatures for 1 round. {SC}
Surefooted Stride, Mass: As surefooted stride but multiple subjects. {SC}
Telekinesis: Moves object, attacks creature, or hurls object or creature. {PH}
Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels. {Sto}
Transmute Mud to Rock: Transforms two 10-ft. cubes per level. {PH}
Transmute Rock to Mud: Transforms two 10-ft. cubes per level. {PH}
Transmute Sand to Glass: Transforms two 10-ft. cubes per level. {Sa}
Transmute Sand to Stone: Transforms two 10-ft. cubes per level. {Sa}
Transmute Stone to Sand: Transforms two 10-ft. cubes per level. {Sa}
Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once. {CM}
Unearthly Heat: Target is subjected to unearthly heat for 1 round/level. {Sa}
Vulnerability: Reduces an opponent’s damage reduction. {SC}
Xorn Movement: Touched creature swims through earth like a xorn. {SC}
Zone of Peace: As peacebond, but affects all weapons in area. {Ci}
PermanencyX: Makes certain spells permanent. {PH}
Anticipate Teleportation, GreaterF: Predict and delay the arrival of creatures teleporting into range by 3 rounds. {SC}
Antimagic Field: Negates magic within 10 ft. {PH}
Aura of EvasionM: All within 10 ft. gain evasion against breath weapons. {SC}
Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects. {PH}
Guards and Wards: Array of magic effects protect area. {PH}
Karmic Retribution: Any creature damaging you becomes stunned for 1 round. {CM}
Prismatic Aura: Shield of colors offers concealment and damages your attackers. {CM}
Repulsion: Creatures can’t approach you. {PH}
Resistance, Superior: Subject gains +6 on saving throws. {SC}
Ruby Ray of ReversalF: Ray negates magical or mundane hazards. {SC}
Seal PortalM: Seal an interplanar portal or gate. ﴾Gate seal﴿ {SC}
Sign of Sealing, GreaterM: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened. {SC}
Transcribe Symbol: Safely moves an untriggered magical symbol to another location. {SC}
Acid Fog: Fog deals acid damage. {PH}
Acid StormM: Deals 1d6/level acid damage (max 15d6) in a 20-ft. radius. {SC}
Call of the Twilight Defender: Summon a twilight guardian to fight for you. {DrM}
Familiar Refuge: Safely teleport self to familiar or familiar to self as a swift action. {CM}
Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area. {SC}
Freezing Fog: Fog slows creatures, obscures vision, hinders movement. {SC}
GemjumpF: Teleport to the location of a specially prepared gem. {SC}
Mage’s Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes. ﴾Mordenkainen’s trusted bloodhound﴿ {CM}
Mudslide: Landslide buries, mires creatures within a 40-ft. radius. {Sto}
Planar Binding: As lesser planar binding, but up to 12 HD. {PH}
Steal Summoning: Take control of another caster’s summoned monster. {CM}
Stormwalk: Teleport yourself and one creature/2 levels from a storm. {Sto}
Summon Monster VI: Calls extraplanar creature to fight for you. {PH}
Tactical Teleportation: Teleport one creature/3 levels a short distance. {CM}
Tunnel Swallow: Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6). {SC}
Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft. {SC}
Wall of IronM: 30 hp/four levels; can topple onto foes. {PH}
Analyze DweomerF: Reveals magical aspects of subject. {PH}
Eye of Stone: Like arcane eye, but can move through stone. {RoS}
Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action. {DrM}
Interplanar Telepathic Bond: Link lets allies communicate across planes. ﴾Rary’s interplanar telepathic bond﴿ {SC}
Legend LoreMF: Lets you learn tales about a person, place, or thing. {PH}
Probe Thoughts: Read subject’s memories, one question/round. {SC}
Scry Location: Spy on a distant location. {CS}
True SeeingM: Lets you see all things as they really are. {PH}
Cloak of Hate: Target provokes hostile reactions, takes –10 penalty on Diplomacy checks. {HH}
Endless Slumber: Subject falls asleep and is not easily roused. {CM}
Freezing Glance: Gaze freezes subjects in place. {Fr}
Geas/Quest: As lesser geas, plus it affects any creature. {PH}
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. {PH}
Overwhelm: Nonlethal damage knocks out subject. {PH2}
Power Word Nauseate: Makes one creature with 150 hp or less nauseated. {RoDr}
Suggestion, Mass: As suggestion, plus one subject/level. {PH}
Symbol of PersuasionM: Triggered rune charms nearby creatures. {PH}
Symbol of ThirstM: Triggered rune overwhelms nearby creatures with thirst. {Sa}
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. {PH}
ContingencyF: Sets trigger condition for another spell. {PH}
EntombM: Captures subjects in blocks of ice, suffocating them. {Fr}
Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon. {SC}
Forceful Hand: Hand pushes creatures away. ﴾Bigby’s forceful hand﴿ {PH}
Freezing Sphere: Freezes water or deals cold damage. ﴾Otiluke’s freezing sphere﴿ {PH}
Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-foot cone. {DrM}
Howling ChainF: Chain of force trips and attacks opponents. {SC}
Ice Rift: Intense quake shakes 40-ft. radius spread of ice. {Fr}
Lingering Flames: Eruption of fire deals 1d6 damage per caster level each round for 3 rounds. {CM}
Ray of Light: Ray blinds subject. {SC}
Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage. {CM}
Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone. {PH2}
Dream Casting: Alter subject’s dreams to produce desired effect. {SC}
Illusory Pit: Creatures in area are knocked prone while believing they’re falling. {SC}
Mislead: Turns you invisible and creates illusory double. {PH}
Permanent ImageM: Includes sight, sound, and smell. {PH}
Programmed ImageM: As major image, plus triggered by event. {PH}
Reflective Disguise, Mass: Viewers see subjects as their own species and gender. {SC}
Shadow Walk: Step into shadow to travel rapidly. {PH}
Shadowy Grappler: Illusory force grapples subject. {SC}
Veil: Changes appearance of group of creatures. {PH}
Ashen Union: Drains moisture from a creature, possibly killing it and destroying its body. {Sa}
Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective. {SC}
Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level. {Sto}
Circle of DeathM: Kills 1d4/level HD of creatures. {PH}
Contagion, Mass: As contagion, but 20-ft. radius. {SC}
Create UndeadM: Creates ghouls, ghasts, mummies, or mohrgs. {PH}
Desiccate, Mass: Desiccates several creatures. {Sa}
Eyebite: Target becomes panicked, sickened, and comatose. {PH}
Fleshshiver: Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds. {SC}
Ghoul Gauntlet: Convert victim to a ghoul under your control. {SC}
Heartfreeze: Subject exhausted, dies in 1d3+2 rounds. {Fr}
Imperious Glare: You cause subjects to cower in fear. {SC}
Incorporeal Nova: Destroy incorporeal undead. {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}
Ray of Entropy: Subject takes –4 Strength, Dexterity, and Constitution. {SC}
Revive UndeadM: Restores undeath to undead that was destroyed up to 1 day/level ago. {SC}
Spectral Touch: Your touch bestows one negative level/round. {SC}
Symbol of FearM: Triggered rune panics nearby creatures. {PH}
Undeath to DeathM: Destroys 1d4/level HD of undead (max 20d4). {PH}
Waves of ColdM: Fire creatures become shaken and cold creatures lose immunity to cold. {Fr}
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. {PH}
Bite of the Weretiger: You gain the Strength and attacks of a weretiger. {SC}
Brilliant Blade: Weapon or projectiles shed light, ignore armor. {SC}
Bull’s Strength, Mass: As bull’s strength, affects one subject/level. {PH}
Cat’s Grace, Mass: As cat’s grace, affects one subject/level. {PH}
Chasing PerfectionM: Subject gains +4 to all abilities. {PH2}
Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water. {SC}
Control Water: Raises or lowers bodies of water. {PH}
Disintegrate: Makes one creature or object vanish. {PH}
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. {PH}
Energy Surge, Greater: One attack deals an extra 3d6 energy damage. {PH2}
Extract Water Elemental: Pulls water from victim, forms water elemental. {SC}
Flesh to Stone: Turns subject creature into statue. {PH}
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level. {PH}
HardeningM: Increases object’s hardness by 1 point/2 levels. {SC}
Lesser Dragonshape: Take the form of a Large red dragon. {DrM}
Mage’s Lucubration: Recalls spell of 5th level or lower. ﴾Mordenkainen’s lucubration﴿ {PH}
Make Manifest: You cause a creature on a coexistent plane to appear on your plane. {SC}
Move Earth: Digs trenches and build hills. {PH}
Move Snow and Ice: Digs trenches and builds hills in ice and snow. {Fr}
Ooze Puppet: You telekinetically control an ooze. {SC}
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. {PH}
Scalding Mud: Transmute rock or earth into boiling muck. {Sa}
Smoky ConfinementF: Subject is imprisoned within a Tiny receptacle. {CM}
Stone Body: Your body becomes living stone. {SC}
Stone to Flesh: Restores petrified creature. {PH}
Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance. {SC}
Suppress FlameM: Reduces damage and illumination from fire. {Fr}
TransformationM: You gain combat bonuses. ﴾Tenser’s (or fighter’s) transformation﴿ {PH}
Arcane Conversion: Instantly lose a prepared wizard spell and replace it with another spell from your spellbook. ﴾Rary’s arcane conversion﴿ {CM}
Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar. {SC}
Antimagic RayM: Subject loses all magical powers. {SC}
Banishment: Banishes 2 HD/level of extraplanar creatures. {PH}
Dispelling Screen, Greater: Targeted greater dispel magic on any creatures and unattended items, +20 max on caster level check. ﴾Otiluke’s greater dispelling screen﴿ {SC}
Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing. {CM}
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type. {SC}
Ghost Trap: Incorporeal creatures turn corporeal. {SC}
Glacial Ward, GreaterM: Area around you provides SR 25 against fire spells and effects. {Fr}
Hide from Dragons: Dragons can’t perceive one subject/2 levels. {SC}
IronguardF: Subject becomes immune to all metal. ﴾Ironguard, greater﴿ {SC}
Justice of the Wyrm KingA: Create a field of arcane force that deals 4d6 damage to melee attackers. {DrM}
Kiss of Draconic Defiance: Hinder nearby spellcasters; counter one spell automatically. {DrM}
Planar Bubble: Create bubble around creature that emulates its native planar environment. {SC}
Sequester: Subject is invisible to sight and scrying; renders creature comatose. {PH}
Spell Turning: Reflect 1d4+6 spell levels back at caster. {PH}
Call KolyarutX: A kolyarut performs one duty for you. {SC}
Choking Cobwebs: Cobwebs provide concealment, slow movement, sicken creatures. {CM}
Dragon AllyX: As lesser dragon ally, but up to 15 HD. {SC}
Ice CastleF: Creates castle of snow and ice with an array of magical effects. {Fr}
Instant SummonsM: Prepared object appears in your hand. ﴾Drawmij’s instant summons﴿ {PH}
Luminous Assassin, Greater: As luminous assassin, but the assassin is more powerful. {PH2}
Mage’s Magnificent MansionF: Door leads to extradimensional mansion. ﴾Mordenkainen’s magnificent mansion﴿ {PH}
Phase Door: Creates an invisible passage through wood or stone. {PH}
Plane ShiftF: As many as eight subjects travel to another plane. {PH}
Stun Ray: Subject stunned 1d4+1 rounds. {SC}
Summon Aspect of Bahamut: Summon an aspect of Bahamut. {RoDr}
Summon Monster VII: Calls extraplanar creature to fight for you. {PH}
Teleport Object: As teleport, but affects a touched object. {PH}
Teleport, Greater: As teleport, but no range limit and no off-target arrival. {PH}
Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in. {Sto}
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects. {PH}
Scrying, GreaterF: As scrying, but faster and longer. {PH}
VisionMX: As legend lore, but quicker and strenuous. {PH}
Hiss of Sleep: You induce comatose slumber in subjects. {SC}
Hold Person, Mass: As hold person, but all within 30 ft. {PH}
Insanity: Subject suffers continuous confusion. {PH}
Power Word Blind: Blinds creature with 200 hp or less. {PH}
Rebuke, Final: As rebuke, except the subject must save or die. ﴾Nybor’s stern reproof﴿ {SC}
Symbol of StunningM: Triggered rune stuns nearby creatures. {PH}
Symphonic NightmareM: Discordant noise haunts subject’s sleep. {SC}
Transfix: Humanoids freeze in place until condition you specify is met. {SC}
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. {PH}
Emerald Flame Fist: Touch attack deals 3d6 + fire damage 1/level (max +20); subject can be engulfed by flame for additional damage. {SC}
ForcecageM: Cube or cage of force imprisons all inside. {PH}
Glorious Master of the Elements: Channel acid, cold, electricity, or fire damage into ranged touch attacks. {DrM}
Grasping Hand: Hand provides cover, pushes, or grapples. ﴾Bigby’s grasping hand﴿ {PH}
Ice Claw: Claw of ice grapples and deals cold damage. ﴾Zajimarn’s ice claw prison﴿ {SC}
Mage’s SwordF: Floating magic blade strikes opponents. ﴾Mordenkainen’s sword﴿ {PH}
Prismatic Eye: Orb produces individual prismatic rays as touch attacks. {SC}
Prismatic Spray: Rays hit subjects with variety of effects. {PH}
Radiant Assault: 1d6 damage/level, victims dazed or dazzled. {SC}
Submerge Ship: You control ship mentally while it travels underwater. {SC}
Invisibility, Mass: As invisibility, but affects all in range. {PH}
Project Image: Illusory double can talk and cast spells. {PH}
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. {PH}
SimulacrumMX: Creates partially real double of a creature. {PH}
Solipsism: Subject believes it alone exists. {SC}
Arrow of BoneM: Missile or thrown weapon gains +4 bonus, subject takes 3d6 damage +1/level (max +20) or is slain. {SC}
Avasculate: Reduce foe to half hp and stun. {SC}
Awaken UndeadX: Grant sentience to otherwise mindless undead. {SC}
Barghest’s FeastM: Destroy corpse, potentially preventing its return to life. {SC}
Control Undead: Undead don’t attack you while under your command. {PH}
Energy Ebb: Give subject one negative level/round for 1 round/level. {SC}
Evil Glare: Paralyze creatures with your glare. {SC}
Finger of Death: Kills one subject. {PH}
Kiss of the VampireM: You gain vampirelike supernatural abilities, but are vulnerable to attacks that harm undead. {SC}
Necrotic Curse: Cure spells in area deal damage, living beings don’t heal with rest. {CM}
Necrotic TumorF: Permanently control encysted subject. {LM}
Pulse of Hate: Nearby enemies take 2d6 damage/round. {PH2}
Retributive Enervation: Any living creature that strikes you in melee gains a negative level. {CM}
Seed of Undeath, GreaterM: As seed of undeath, but affects an area. {CM}
Sword of DarknessM: Blade of negative energy bestows one or more negative levels. {SC}
Symbol of WeaknessM: Triggered rune weakens nearby creatures. {PH}
Waves of Exhaustion: Several targets become exhausted. {PH}
Adamantine Wings: Wings grant fly 60 ft., provide natural attacks. {CM}
Animalistic Power, Mass: Affected subjects gain +2 bonus to Str, Dex, and Con. {PH2}
Animate Breath: Your breath weapon becomes an elemental. {SC}
As the Frost: Transform into a creature of cold. {PH2}
Bite of the Werebear: You gain the Strength and attacks of a werebear. {SC}
Body of War: You change into warforged titan, gain some abilities. {SC}
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor. {SC}
Control Weather: Changes weather in local area. {PH}
Elemental Body: You take on the qualities of a type of elemental. {SC}
Energy Transformation FieldMX: Area absorbs magic energy to power a predetermined spell. {SC}
Ethereal Jaunt: You become ethereal for 1 round/level. {PH}
Flesh to Salt, Mass: Turns several creatures into statues of salt. {Sa}
Glass Strike: Turns subject into glass. ﴾Dhulark’s glassstrike﴿ {SC}
Reverse Gravity: Objects and creatures fall upward. {PH}
Spell MatrixF: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell. ﴾Simbul’s spell sequencer﴿ {SC}
Statue: Subject can become a statue at will. {PH}
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape. {SC}
Synostodweomer: Channel a spell into positive energy to cure 1d8/spell level. ﴾Simbul’s synostodweomer﴿ {SC}
Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Con-based checks; use dimension door once. {CM}
Vitrify: Melts sand into glass. {Sa}
Arcane Spellsurge: Reduce the casting time of your arcane spells. {DrM}
Limited WishX: Alters reality—within spell limits. {PH}
Chain Dispel: Dispel multiple magical effects in multiple creatures. {PH2}
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. {PH}
Mind Blank: Subject is immune to mental or emotional magic and scrying. {PH}
Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead. {CM}
Prismatic Wall: Wall’s colors have array of effects. {PH}
Protection from SpellsMF: Confers +8 resistance bonus. {PH}
Spell EngineMX: Swap out prepared spells for other spells in your spellbook. {SC}
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic. {SC}
Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures. {CM}
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands. {SC}
Incendiary Cloud: Cloud deals 4d6 fire damage/round. {PH}
Mage’s Capable Caravel: Creates magical ship with extradimensional staterooms. ﴾Mordenkainen’s capable caravel﴿ {Sto}
Maze: Traps subject in extradimensional maze. {PH}
Planar Binding, Greater: As lesser planar binding, but up to 18 HD. {PH}
Plane Shift, Greater: Plane shift accurately to your desired destination. {SC}
Summon Monster VIII: Calls extraplanar creature to fight for you. {PH}
Trap the SoulMF: Imprisons subject within gem. {PH}
Discern Location: Reveals exact location of creature or object. {PH}
Moment of Prescience: You gain insight bonus on single attack roll, check, or save. {PH}
Prying Eyes, Greater: As prying eyes, but eyes have true seeing. {PH}
Antipathy: Object or location affected by spell repels certain creatures. {PH}
BindingM: Utilizes an array of techniques to imprison a creature. {PH}
Charm Monster, Mass: As charm monster, but all within 30 ft. {PH}
Demand: As sending, plus you can send suggestion. {PH}
Desert BindingM: Imprisons creature as sand in an hourglass or wind in the waste. {Sa}
Familial Geas: Commands subject to undertake a task, which passes to his nearest kin if he dies. {HH}
Irresistible Dance: Forces subject to dance. ﴾Otto’s irresistible dance﴿ {PH}
Maddening Whispers: You induce confusion and madness in subjects. {SC}
Mind of the Labyrinth: Confuse enemies who try to affect your mind; dominate one such attacker. {DrM}
Power Word Petrify: Petrifies one creature with 100 hp or less. {RoDr}
Power Word Stun: Stuns creature with 150 hp or less. {PH}
Symbol of InsanityM: Triggered rune renders nearby creatures insane. {PH}
SympathyM: Object or location attracts certain creatures. {PH}
Wrathful Castigation: Subject dies or is dazed and –4 on saves for 1 round/level. ﴾Nybor’s wrathful castigation﴿ {SC}
Clenched Fist: Large hand provides cover, pushes, or attacks your foes. ﴾Bigby’s clenched fist﴿ {PH}
Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships. {Sto}
Field of Icy RazorsF: Creatures in area take normal and cold damage, might be slowed. {SC}
Lightning Ring: Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round. {SC}
Polar Ray: Ranged touch attack deals 1d6/level cold damage. {PH}
Prismatic Bow: Creates bow that allows seven attacks, each with a different prismatic effect. {CM}
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. {PH}
Sunburst: Blinds all within 80 ft., deals 6d6 damage. {PH}
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically. ﴾Otiluke’s telekinetic sphere﴿ {PH}
Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack. {SC}
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious. {PH}
Screen: Illusion hides area from vision, scrying. {PH}
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real. {PH}
Shifting Paths: Illusion hides path, creates false new path. {SC}
Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft. radius from victim. {SC}
Bestow Curse, Greater: As bestow curse, but more severe penalties. {SC}
Blackfire: Subject is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures. {SC}
CloneMF: Duplicate awakens when original dies. {PH}
Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers. {PH}
Heart of StoneFX: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year. {SC}
Horrid Wilting: Deals 1d6/level damage within 30 ft. {PH}
Necrotic EmpowermentF: Draw vigor from mother cyst. {LM}
Plague: One creature/level contracts quickly terminal disease. {PH2}
Skeletal GuardM: Create one skeleton/level with turn resistance. {SC}
Symbol of DeathM: Triggered rune slays nearby creatures. {PH}
Touch of the Graveborn: Melee touch attack deals 10d6 damage or controls undead creature. {CM}
Veil of Undeath: You gain undead traits. {SC}
Celerity, Greater: Take a full-round action immediately, but be dazed for a round. {PH2}
Dreaded Form of the Eye Tyrant: You take the form of a beholder. {CM}
Earth Glide: Subject can glide through earth like an earth elemental for 1 minute/level. {RoS}
Excavate: Creates a permanent passage in earth and walls. {SC}
FimbulwinterX: Creates winter weather for miles around you that lasts for months. {Fr}
Flensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds. {SC}
Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses. {SC}
Iron Body: Your body becomes living iron. {PH}
Make Manifest, Mass: As make manifest but affecting all creatures in the area. ﴾Manifest, mass﴿ {SC}
Polymorph Any Object: Changes any subject into anything else. {PH}
Stunning Breath, Greater: Your breath weapon also stuns creatures for 2d4 rounds. {SC}
Temporal StasisM: Puts subject into suspended animation. {PH}
Unyielding Form of Inevitable Death: You take the form of a marut. {CM}
Absorption: You absorb spell energy to power spells of your own. {SC}
Effulgent Epuration: Creates one sphere/level to negate hostile magic. ﴾Elminster’s effulgent epuration﴿ {SC}
Freedom: Releases creature from imprisonment. {PH}
Imprisonment: Entombs subject beneath the earth. {PH}
Mage’s Disjunction: Dispels magic, disenchants magic items. ﴾Mordenkainen’s disjunction﴿ {PH}
Magic Miasma: Solid fog reduces caster level by –4. ﴾Mystra’s miasma﴿ {SC}
Maw of Chaos: Chaotic energy dazes, deals damage, impedes concentration. {SC}
Prismatic Sphere: As prismatic wall, but surrounds on all sides. {PH}
Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself. {SC}
Unbinding: Frees everyone in range from spells that constrain or bind. {SC}
Abyssal Army: Summons demons to fight for you. {SC}
Black Blade of Disaster: Floating magic weapon disintegrates subjects. {SC}
Call MarutX: A marut performs one duty for you. {SC}
Dimension Jumper, Greater: Teleport yourself up to 60 feet once per round. {CM}
Dragon Ally, GreaterX: As lesser dragon ally, but up to 21 HD. {SC}
GateX: Connects two planes for travel or summoning. {PH}
Genius LociM: Create a guardian spirit for a specific location. {CM}
Heavenly Host: Summons archons to fight for you. {SC}
Hellish Horde: Summons devils to fight for you. {SC}
Obedient Avalanche: Snowy avalanche crushes and buries your foes. ﴾Zajimarn’s avalanche﴿ {SC}
Planar Navigation: Send a whole ship to another plane. {Sto}
Precipitate Complete BreachMX: You rip wide the boundary between two planes.
RefugeM: Alters item to transport its possessor to you. {PH}
Sphere of Ultimate Destruction: Featureless black sphere does 2d6/level damage, disintegrates. {SC}
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}
Teleportation CircleM: Circle teleports any creature inside to designated spot. {PH}
Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells. {CM}
Utterdark: 100-ft./level radius of darkness that evil creatures can see through. {LoM}
Vile DeathMX: Undead creature gains fiendish template. {SC}
Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it. {SC}
Foresight: “Sixth sense” warns of impending danger. {PH}
HindsightM: You see into the past. {SC}
Dominate Monster: As dominate person, but any creature. {PH}
Hold Monster, Mass: As hold monster, but all within 30 ft. {PH}
Power Word Kill: Kills one creature with 100 hp or less. {PH}
Programmed AmnesiaM: Destroy, alter, or replace memories in subject creature. {SC}
Burst of Glacial Wrath: Freeze nearby creatures, turning them into solid blocks of ice. {DrM}
Crushing Hand: Large hand provides cover, pushes, or crushes your foes. ﴾Bigby’s crushing hand﴿ {PH}
Deadly Sunstroke: Creatures take 1d6 fire damage/level and become fatigued. {CM}
Detonate: Slays subject and creates 20-ft.-radius explosion that deals 1d6 damage/level (max 20d6). {PH2}
Iceberg: Block of ice falls from sky, dealing 20d6 damage and burying subjects. {Fr}
Instant RefugeMX: Transport to a safe location of your choice. ﴾Elminster’s evasion﴿ {SC}
Invoke Magic: Momentarily negate antimagic effects. {LoM}
Lash of Force: Whip of force strikes for 5d6 damage; can become a 15d6 line attack. {CM}
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. {PH}
Prismatic Deluge: Call down a prismatic effect over a wide area. {CM}
Reality Maelstrom: Hole in reality sends creatures and objects to another plane. {SC}
Ice AssassinMX: Creates duplicate of creature with sole purpose to slay original. {Fr}
Shades: As shadow conjuration, but up to 8th level and 80% real. {PH}
Weird: As phantasmal killer, but affects all within 30 ft. {PH}
Astral ProjectionM: Projects you and companions onto Astral Plane. {PH}
Energy Drain: Subject gains 2d4 negative levels. {PH}
Enervating Breath: Your breath weapon also bestows 2d4 negative levels. {SC}
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}
Wail of the Banshee: Kills one creature/level. {PH}
Awaken ConstructX: Construct gains humanlike sentience. ﴾Minor servitor﴿ {SC}
Breath Weapon Admixture: Add a second kind of energy to your breath weapon. {SC}
Burst of Glacial Wrath: Freeze nearby creatures, turning them into solid blocks of ice. {DrM}
Dragonshape: You take on the form and abilities of a Huge red dragon. {PH2}
Etherealness: Travel to Ethereal Plane with companions. {PH}
Frostfell: Intense cold turns all subjects in area into ice. {Fr}
Perinarch, Planar: Gain control over a small area of any divinely morphic plane. {SC}
Replicate Casting: Duplicate observed spell or spell-like ability. ﴾Alamanther’s return﴿ {SC}
ShapechangeF: Transforms you into any creature, and change forms once per round. {PH}
Spell Matrix, GreaterF: Stores up to three spells of 3rd level or lower to be released later. ﴾Simbul’s spell trigger﴿ {SC}
Time Stop: You act freely for 1d4+1 rounds. {PH}
Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects. {SC}
UndermasterM: You gain earth-related spell-like abilities. {SC}
WishX: As limited wish, but with fewer limits. {PH}