Dancing Lights: Creates torches or other lights. {PH}
Flare: Dazzles one creature (–1 on attack rolls). {PH}
Ray of Frost: Ray deals 1d3 cold damage. {PH}
Arcane Mark: Inscribes a personal rune (visible or invisible). {PH}
Daze: Humanoid creature of 4 HD or less loses next action. {PH}
Detect Magic: Detects spells and magic items within 60 ft. {PH}
Detect Poison: Detects poison in one creature or small object. {PH}
Disrupt Undead: Deals 1d6 damage to one undead. {PH}
Ghost Sound: Figment sounds. {PH}
Light: Object shines like a torch. {PH}
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}
Prestidigitation: Performs minor tricks. {PH}
Read Magic: Read scrolls and spellbooks. {PH}
Resistance: Subject gains +1 on saving throws. {PH}
Elemental Burst: Elemental target explodes with varying effects. {CA}
Endure Elements: Exist comfortably in hot or cold environments. {PH}
Hail of StoneM: Rain of stone deals 1d4/level damage (max 5d4).{SC}
Animate Fire: Turn Small or smaller fire into animated object. {SC}
Fiery Eyes: Your glowing eyes illuminate area and can ignite combustible items. {CA}
Melt: Melt ice and snow or deal 2/level damage (max 10) to magical ice or cold creatures. {CA}
Smoke LadderF: Smoke transforms into ladder up to 10 ft. long/level. {CA}
Iron Scarf: Ranged attack deals 1d8 damage +1/ level. {CA}
Magic Weapon: Weapon gains +1 bonus. {PH}
Animate Water: Turn Small or smaller quantity of water into animated object. {SC}
Cobra’s Breath: Cone of poison deals 1d3 Con damage. {CA}
Jet of Steam: 30-foot line of steam deals 1d4 fire damage/level (max. 5d4). {CM}
Obscuring Mist: Fog surrounds you. {PH}
Animate Wood: Turn Small or smaller wooden item into animated object. {SC}
Backbiter: Weapon strikes wielder. {SC}
Climbing Tree: Temporarily grow a tall tree for use as a ladder. {CM}
Accuracy: Doubles weapon’s range increment. {CA}
Animate Rope: Makes a rope move at your command. {PH}
Camouflage: Grants +10 bonus on Hide checks. ﴾Chameleon﴿ {SC}
Charm Person: Makes one person your friend. {PH}
Comprehend Languages: You understand all spoken and written languages. {PH}
Detect Chaos: Reveals chaotic creatures, spells, or objects. {PH}
Detect Evil: Reveals evil creatures, spells, or objects. {PH}
Detect Good: Reveals good creatures, spells, or objects. {PH}
Detect Law: Reveals lawful creatures, spells, or objects. {PH}
Disguise Self: Changes your appearance. {PH}
Ghost Light: Ghostly green radiance can be shaped and manipulated, causes fear. {CA}
Hold Portal: Holds door shut. {PH}
Hypnotism: Fascinates 2d4 HD of creatures. {PH}
Jump: Subject gets bonus on Jump checks. {PH}
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5). {PH}
Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Scales of the Lizard: Grants +2 or higher enhancement bonus to natural armor. {CA}
Secret Signs: Communicate a simple nonverbal message to one intelligent creature. {CA}
Shield: Invisible disc gives +4 to AC, blocks magic missiles. {PH}
Silent Image: Creates minor illusion of your design. {PH}
Sleep: Puts 4 HD of creatures into magical slumber. {PH}
Summon Monster I: Calls extraplanar creature to fight for you. {PH}
True Strike: +20 on your next attack roll. {PH}
Unseen Servant: Invisible force obeys your commands. {PH}
Ventriloquism: Throws voice for 1 minute/level. {PH}
Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, feather fall once. {CM}
Resist Energy: Ignores 10 or more points of damage/ attack from specified energy type. {PH}
Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. {PH}
Bull’s Strength: Subject gains +4 to Str for 1 minute/ level. {PH}
Cat’s Grace: Subject gains +4 to Dex for 1 minute/ level. {PH}
Fire Shuriken: Magical shuriken deal 3d6 fire damage. {SC}
Pyrotechnics: Turns fire into blinding light or choking smoke. {PH}
Entangling Scarf: Successful ranged touch attack entangles a foe. {CA}
Protection from Arrows: Subject immune to most ranged attacks. {PH}
Rain of Needles: Ranged attacks deal total 1d4/level damage (max 5d4). {CA}
Fog Cloud: Fog obscures vision. {PH}
Ice Blast: Spray of ice crystals deals 1d6/two levels cold damage (max 10d6) and makes targets fatigued. {CA}
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}
Swim: Subject gains swim speed, +8 bonus on Swim checks. {SC}
Torrent of Tears: Subject is temporarily blinded and emotionally distraught. {CM}
Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes. {CM}
Warp Wood: Bends wood (shaft, handle, door, plank). {PH}
Wood Shape: Rearranges wooden objects to suit you. {PH}
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell. {SC}
Alter Self: Assume form of a similar creature. {PH}
Apparition: Subject’s face takes on terrifying appearance, viewers may become shaken. {CA}
Arcane LockM: Magically locks a portal or chest. {PH}
Blur: Attacks miss subject 20% of the time. {PH}
Detect Thoughts: Allows “listening” of surface thoughts. {PH}
Hold Person: Paralyzes one humanoid for 1 round/level. {PH}
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures. {PH}
Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}
Kiss of the Toad: Touch deals 1d6 Con damage, repeats in 1 minute {CA}
Knock: Opens locked or magically sealed door. {PH}
Lightning Blade: Blade of electricity energy deals total 1d6 damage/level as touch attack or ranged touch attack. {CA}
Locate Object: Senses direction toward object (specific or type). {PH}
Minor Image: As silent image, plus some sound. {PH}
Misdirection: Misleads divinations for one creature or object. {PH}
Protection from Charm: Subject gains +1/three levels bonus (max +5) on saves against charm and compulsion. {CA}
Rope Trick: As many as eight creatures hide in extradimensional space. {PH}
See Invisibility: Reveals invisible creatures or objects. {PH}
Sonic Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack. ﴾Force whip﴿ {SC}
Spider Climb: Grants ability to walk on walls and ceil- ings. {PH}
Summon Monster II: Calls extraplanar creature to fight for you. {PH}
Wall of Gloom: Shadow barrier obscures vision and deters passage. {SC}
Whispering Wind: Sends a short message 1 mile/level. {PH}
Elemental Eye: See through a designated object. {CM}
Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}
Earthbolt: Seismic pulse deals 1d6/level damage to creatures along its path. {CA}
Terra Cotta WarriorM: Statuette becomes a Medium animated object which fights for you. {CA}
Fire Wings: Your arms become flaming wings capable of flight and dealing +2d6 fire damage on unarmed attacks. {SC}
Fireball: 1d6 damage per level, 20-ft. radius. {PH}
Wreath of Flames: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage. {DrM}
Keen Edge: Doubles normal weapon’s threat range. {PH}
Magic Weapon, Greater: +1/four levels (max +5). {PH}
Magnetism: Draw iron or steel objects to yourself with effective Str 30. {CA}
Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder. {CM}
Gaseous Form: Subject becomes insubstantial and can fly slowly. {PH}
Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once. {CM}
Steam Breath: Superheated steam deals 1d6/level fire damage (max 10d6). {CA}
Stinking Cloud: Nauseating vapors, 1 round/level. {PH}
Water Breathing: Subjects can breathe underwater. {PH}
Plant Growth: Grows vegetation, improves crops. {PH}
Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage. {SC}
Commune with Lesser SpiritM: Lesser spirit creature answers one question/two levels. {CA}
Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures. {SC}
Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures. {SC}
Dispel Magic: Cancels magical spells and effects. {PH}
Displacement: Attacks miss subject 50%. {PH}
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. {PH}
Illusory ScriptM: Only intended reader can decipher. {PH}
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 minute/level. {PH}
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 minute/level. {PH}
Magic Circle against Good: As protection from good, but 10-ft. radius and 10 minute/level. {PH}
Magic Circle against Law: As protection from law, but 10-ft. radius and 10 minute/level. {PH}
Major Image: As silent image, plus sound, smell and thermal effects. {PH}
Remove Curse: Frees object or person from curse. {PH}
Servant Horde: Create 2d6 unseen servants +1/level (max +15). {SC}
Suggestion: Compels subject to follow stated course of action. {PH}
Summon Monster III: Calls extraplanar creature to fight for you. {PH}
Tongues: Speak any language. {PH}
Elemental Ward: Drives elementals away. {CA}
ScryingF: Spies on subject from a distance. {PH}
Dimension Door: Teleports you short distance. {PH}
Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once. {CM}
StoneskinM: Ignore 10 points of damage per attack. {PH}
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. {PH}
Fire TrapM: Opened object deals 1d4 damage +1/ level. {PH}
Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area. {DrM}
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}
Blade Dance: Target melee weapon fights independently. {CA}
Poison Needles: Hail of poison needles deals range of effects to target. {CA}
Rain of Spines: Spines rain down on area, dealing 6d6 damage and pinning creatures to ground. {CM}
Rusted Blade: Touched weapon delivers filth fever. {CM}
Rusting Grasp: Your touch corrodes iron and alloys. {PH}
Storm of Needles: A deluge of needles deals 1d4 damage/level (max. 15d4) in 30-ft. cone. {CM}
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. {PH}
Solid Fog: Blocks vision and slows movement. {PH}
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. {PH}
Water to PoisonM: Transform water into ingested poison. {CA}
Antiplant Shell: Keeps animated plants at bay. {PH}
Command Plants: Sway the actions of one or more plant creatures. {PH}
Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures. {SC}
Animate DeadM: Creates undead skeletons and zombies. {PH}
Charm Monster: Makes monster believe it is your ally. {PH}
Confusion: Subjects behave oddly for 1 round/level. {PH}
Creeping Darkness: Cloud of inky blackness moves at your command. {CA}
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. {PH}
Dismissal: Forces a creature to return to native plane. {PH}
Globe of Invulnerability, Lesser: Stops 1st- through 3rd- level spell effects. {PH}
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. {PH}
Heart Ripper: Kills living creatures with less than 4 HD. {SC}
Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}
Locate Creature: Indicates direction to familiar creature. {PH}
Minor Creation: Creates one cloth or wood object. {PH}
Pain: Wracking pain gives targets –4 on attack rolls, skill and ability checks. {CA}
Polymorph: Gives one willing subject a new form. {PH}
Resist Energy, Mass: Targeted creatures ignore damage from specified energy type. {SC}
Shout: Deafens all within cone and deals 5d6 sonic damage. {PH}
Snake Darts: Two snakes hit one or two targets, deal 3d6 damage and inject poison (1d6 Con damage, repeats in 1 minute) {CA}
Spirit Binding, Lesser: Traps spirit creature of 8 HD or less until it performs a task. {CA}
Summon Monster IV: Calls extraplanar creature to fight for you. {PH}
Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save. {SC}
Wall of Bones: Shapeable wall grants cover and conceal- ment, deals damage to anyone who tries to pass. {CA}
Stone Shape: Sculpts stone into any shape. {PH}
Terra Cotta LionM: Statuette becomes a Huge animated object which fights for you. {CA}
Wall of Stone: Creates a stone wall that can be shaped. {PH}
Fire and Brimstone: Subject takes fire damage, might be sickened. {CM}
Fire Breath: Ranged touch attack deals 1d8/two levels fire damage (max 10d8) for 1 round/level. {CA}
Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once. {CM}
Metal Skin: Grants +8 natural armor bonus, –2 to Dex. {CA}
Cone of Cold: 1d6/level cold damage. {PH}
Animal Growth: One animal/two levels doubles in size. {PH}
Arc of Lightning: Line of electricity between two creatures (1d6/level damage). {SC}
Baleful Polymorph: Transforms subject into harmless animal. {PH}
Dominate Person: Controls humanoid telepathically. {PH}
Dream: Sends message to anyone sleeping. {PH}
Fabricate: Transforms raw materials into finished items. {PH}
Feeblemind: Subject’s Int and Cha drop to 1. {PH}
Hold Monster: As hold person, but any creature. {PH}
Major Creation: As minor creation, plus stone and metal. {PH}
Nightmare: Sends vision dealing 1d10 damage, fatigue. {PH}
Passwall: Creates passage through wood or stone wall. {PH}
PermanencyX: Makes certain spells permanent. {PH}
Persistent Image: As major image, but no concentration required. {PH}
Spirit Self: Your incorporeal spirit separates from your body. {CA}
Summon Monster V: Calls extraplanar creature to fight for you. {PH}
Summoning Wind: Send a short message to 10 creatures/level. {CA}
Symbol of PainM: Triggered rune wracks nearby creatures with pain. {PH}
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber. {PH}
Telekinesis: Moves object, attacks creature, or hurls object or creature. {PH}
Teleport: Instantly transports you as far as 100 miles/level. {PH}
Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds. {SC}
Wall of Force: Wall is immune to damage. {PH}
Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action. {DrM}
Flesh to Stone: Turns subject creature into statue. {PH}
Move Earth: Digs trenches and builds hills. {PH}
Stone to Flesh: Restores petrified creature. {PH}
Fire Seeds: Acorns and berries become grenades and bombs. {PH}
Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-ft. cone. {DrM}
Lingering Flames: Eruption of fire deals 1d6 damage per caster level each round for 3 rounds. {CM}
Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage. {CM}
Spirit Needle: Needle pins spirit in place in corporeal form. {CA}
Wall of IronM: 30 hp/four levels, can topple onto foes. {PH}
Control Water: Raises or lowers bodies of water. {PH}
Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage. {CM}
Ironwood: Magic wood is strong as steel. {PH}
Repel Wood: Pushes away wooden objects. {PH}
Control Weather: Changes weather in local area. {PH}
Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}
Geas/Quest: As lesser geas, plus it affects any creature. {PH}
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects. {PH}
Permanent ImageM: Includes sight, sound, and smell. {PH}
Programmed ImageM: As major image, plus triggered by event. {PH}
Repulsion: Creatures can’t approach you. {PH}
Speak with Dead: Corpse answers one question/two levels. {PH}
Spirit Binding: As lesser spirit binding, but traps up to 16 HD of spirits. {CA}
Suggestion, Mass: As suggestion, plus one subject/level. {PH}
Summon Monster VI: Calls extraplanar creature to fight for you. {PH}
Symbol of FearM: Triggered rune panics nearby creatures. {PH}
Symbol of PersuasionM: Triggered rune charms nearby creatures. {PH}
True SeeingM: Lets you see all things as they really are. {PH}
Veil: Changes appearance of group of creatures. {PH}
Arcane Spellsurge: Reduce the casting time of your arcane spells. {DrM}
Channel the Dragon: Gain breath weapon and resistance or damage reduction, depending on your favored element. {DrM}
Scrying, GreaterF: As scrying, but faster and longer. {PH}
Great Worm of the Earth: Enormous wormlike maw attempts to swallow target. {CM}
Statue: Subject can become a statue at will. {PH}
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. {PH}
Adamantine Wings: Wings grant fly 60 ft., provide natural attacks. {CM}
Decapitating Scarf: Ranged attack decapitates target or deals 1d4 damage/level (max 20d4). {CA}
Transmute Metal to Wood: Metal within 40 ft. becomes wood. {PH}
Body Outside Body: Create one duplicate of yourself/five levels. {CA}
Commune with Greater SpiritMX: Any spirit creature answers one question/level. {CA}
Disintegrate: Makes one creature or object vanish. {PH}
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}
Ethereal Jaunt: You become ethereal for 1 round/level. {PH}
Giant Size: You grow to Huge or larger size. {CA}
Limited WishX: Alters reality—within spell limits. {PH}
Power Word Blind: Blinds creature with 200 hp or less. {PH}
Reanimation: Dead creature restored to functional half life with 1 hp. {CA}
Summon Monster VII: Calls extraplanar creature to fight for you. {PH}
Sword of DarknessM: Blade of negative energy attacks independently, deals 1d4 damage, bestows one negative level. {SC}
Symbol of StunningM: Triggered rune stuns nearby creatures. {PH}
Symbol of WeaknessM: Triggered rune weakens nearby creatures. {PH}
Teleport, Greater: As teleport, but no range limit and no off-target arrival. {PH}
Teleport Object: As teleport, but affects a touched object. {PH}
Transfix: Humanoids freeze in place until condition you specify is met. {SC}
Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/two levels. {SC}
Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures. {CM}
Earthquake: Intense tremor shakes 80-ft. radius. {PH}
Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures. {CM}
Incendiary Cloud: Cloud deals 4d6 fire damage/ round. {PH}
Repel Metal or Stone: Pushes away metal and stone. {PH}
Cloud Chariot: You and allies fly on a fast-moving cloud. {CA}
Horrid Wilting: Deals 1d6/level damage within 30 ft. {PH}
Control Plants: Control actions of one or more plant creatures. {PH}
Antipathy: Object or location affected by spell repels certain creatures. {PH}
Finding the Center: Automatically maintain concentration on previously cast spell. {CA}
Mind Blank: Subject is immune to mental/emotional magic and scrying. {PH}
Minute Form: You shrink to Tiny or smaller size. {CA}
Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead. {CM}
Polymorph Any Object: Changes any subject into anything else. {PH}
Power Word Stun: Stuns creature with 150 hp or less. {PH}
Spirit Binding, Greater: As lesser spirit binding, but traps up to 24 HD of spirits. {CA}
Summon Monster VIII: Calls extraplanar creature to fight for you. {PH}
Symbol of DeathM: Triggered rune slays nearby creatures. {PH}
Symbol of InsanityM: Triggered rune renders nearby creatures insane. {PH}
SympathyM: Object or location attracts certain creatures. {PH}
Whirlwind: Cyclone deals damage and can pick up creatures. {PH}
Deadly Sunstroke: Creatures take 1d6 fire damage/level and become fatigued. {CM}
Internal FireF: Targets die instantly or take 6d6 +1/level fire damage. {CA}
Arboreal Transformation: Transform your foe into a tree, which temporarily animates and serves you. {CM}
Absorption: You absorb targeted spell energy to power spells of your own. {SC}
Astral ProjectionM: Projects you and companions onto Astral Plane. {PH}
Dominate Monster: As dominate person, but any creature. {PH}
Etherealness: Travel to Ethereal Plane with companions. {PH}
Freedom: Releases creature from imprisonment. {PH}
GateX: Connects two planes for travel or summoning. {PH}
Imprisonment: Entombs subject beneath the earth. {PH}
Power Word Kill: Kills one creature with 100 hp or less. {PH}
ShapechangeF: Transforms you into any creature, and change forms once/round. {PH}
Summon Elemental MonolithM: Calls powerful elemental creature to fight for you. {SC}
Summon Monster IXM: Calls extraplanar creature to fight for you. {PH}
Teleportation CircleM: Circle teleports any creature inside to designated spot. {PH}
Time Stop: You act freely for 1d4+1 rounds. {PH}
Transcend Mortality: You are nigh-unkillable for a brief period, but die immediately afterward. {CM}
Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects. {SC}
WishX: As limited wish, but with fewer limits. {PH}