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Roleplay Resources (DnD Spells)

1471 Spells

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Complete list of spells

Aberrate
School: Transmutation

Subject becomes an aberration.

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Ability Rip
School: Transmutation

Rips a supernatural ability from one creature and transfer it to another.

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Ablative Armor
School: Abjuration

Reduce damage from next attack by 5 + caster level (max 15).

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Aboleth Curse
School: Necromancy

Subject's skin undergoes a horrible transformation.

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Abolish Shadows
School: Abjuration

Shadow creatures take 1d6/level damage, shadow and darkness spells might be dispelled.
Shadow creatures take 1d6/level damage, shadow and darkness spells might be dispelled.

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Absorb Mind
School: Divination

You gain 25% chance of knowing information in a brain eaten.

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Absorb Strength
School: Necromancy

You gain 1/4 of a creature's Str and Con when he eats it.

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Absorb Weapon
School: Transmutation

Hides a weapon inside your arm.

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Absorption
School: Abjuration

You absorb 1d4+6 spell levels directed at you.

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Abyssal Army
School: Conjuration - Summoning

Summons demons to fight for you.

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Abyssal Might
School: Conjuration - Summoning

You gain +2 to Str, Con, Dex, and SR.

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Accelerated Movement
School: Transmutation

Swift. Balance, Climb, Hide, Move Silently, and Tumble at normal speed with no penalty on skill check.

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Accuracy
School: Transmutation

Doubles ranged weapon's range increments.

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Acid Arrow
School: Conjuration

Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Ranged touch attack; 2d4 acid damage for 1 round +1 round/three levels.

A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals...

Acid Breath
School: Conjuration - Creation

Cone of acid deals 1d6 damage/level.
1d6/caster level acid damage in a cone.

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Acid Dart
School: Conjuration - Creation

Energy bolt deals 1d3 acid damage.

You fire a small dart made of acid at the target, requiring a successful ranged touch attack. The spell deals 1d3 acid damage and no splash damage....

Acid Fog
School: Conjuration - Creation

Fog deals acid damage.
Fog deals 2d6 acid damage per round.

Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring s...

Acid Glove
School: Conjuration - Creation

Touch attack deals 1d6 acid damage.

Your hand is coated with a thin layer of acid, which you can use to damage creatures, requiring a successful melee touch attack. The spell deals 1d6 a...

Acid Rain
School: Conjuration - Creation

20-ft.-radius cylinder deals 7d6 acid damage

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Acid Sheath
School: Conjuration - Creation

Sheath of acid damages those who attack you, improves acid spell damage.
Sheath of acid damages those who attack you (2/caster level, max 30), lets you make touch attacks.

...

Acid Splash
School: Conjuration - Creation

Orb deals 1d3 acid damage.

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage....

Acid Storm
School: Evocation

Deals 1d6/level acid damage in 20-ft radius.
Deals 1d6/level acid damage (Max 15d6) in 20-ft radius.

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Acidic Curse
School: Evocation

See Text

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Acorn of Far Travel
School: Transmutation

Makes an acorn feel like a forest to the user and a spell.

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Adamantine Weapon
School: Transmutation

Transform weapon into adamantine.

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Addiction
School: Enchantment

Subject becomes addicted to a drug.

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Aerial Alacrity
School: Transmutation

+30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.

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Aerial Alarm
School: Abjuration

Wards and area for 2 hours/level

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Aerial Summoning Dance
School: Conjuration - Summoning

You and four aarakocra summon a Large air elemental.

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Affliction
School: Necromancy

Infects evil subject with chosen affliction.

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Aganazzar's Scorcher
School: Evocation

Deal 1d8/2 levels (max 5d8) fire damage to a line.

...

Aid
School: Enchantment - Compulsion

+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a ma...

Aid, Mass
School: Abjuration - Compulsion

Allies gain +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +15).

...

Aiming at the Target
School: Abjuration

Grants a +10 circumstance bonus to Concentration checks for a spell you are concentrating on already.

...

Aiming Line
School: Illusion - Figment

Create an aiming line for +2 bonus to hit with touch attacks, target gains the same benefit vs. you.

You create a faint illusory line between yourself and one creature within range, which requires a successful ranged touch attack. This line causes no ...

Air Breathing
School: Transmutation

Subjects can breathe air freely.

...

Air Walk
School: Transmutation

Subject treads on air as if solid (climb at 45-degree angle).

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possib...

Airy Water
School: Transmutation

Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.

...

Alarm
School: Abjuration

Wards an area for 2 hours/level.

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the pa...

Alarm, Greater
School: Abjuration

As the Alarm spell, and it works on creatures on neighboring planes.

...

Alert Bebilith
School: Conjuration - Calling

Summons bebilith to deal with a demon.

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Algid Enhancement
School: Transmutation

Grant bonuses to creatures of the cold subtype.

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Alicorn Lance
School: Evocation

Gain a unicorn's horn that can be a ranged touch attack to strike a foe once as a free action for 3d6 force damage.

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Align Fang
School: Transmutation

Natural weapon becomes good, evil, lawful, or chaotic.

...

Align Fang, Mass
School: Transmutation

This spell functions like align fang, except that it affects multiple allies at a distance.

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Align Weapon
School: Transmutation

Weapon becomes good, evil, lawful, or chaotic.

Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatur...

Align Weapon, Mass
School: Transmutation

Allies' weapons become good, evil, lawful, or chaotic.

...

Allegro
School: Transmutation

You and your allies gain +30 ft. speed for 1 minute/level.

...

Alter Self
School: Transmutation - Polymorph

Assume form of a similar creature.

You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum...

Alustriel's Banner
School: Illusion - Figment

Create a minor image of a banner that is illuminated to guide and light.

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Amanuensis
School: Transmutation

Copy nonmagical text.

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Amber Sarcophagus
School: Evocation

Trap target in stasis sphere w/ hardness 5 and 10 hp/caster level.

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Ambient Song
School: Illusion - Glamer

Masks bardic music effects as other sounds.

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Amorphous Form
School: Transmutation

Subject becomes puddle-like and can slip through cracks quickly.

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Amplify
School: Transmutation

Lowers Listen DC by 20.

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Analyze Dweomer
School: Divination

Reveals magical aspects of subject.

You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object tha...

Analyze Portal
School: Divination

Detects and analyzes portals within 60 ft.

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Analyze Touchstone
School: Divination

Find a nearby planar touch-stone and discover its properties.

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Anarchic Storm
School: Conjuration - Creation

Chaotic-aligned rain falls in 20-ft. radius.

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Anarchic Water
School: Transmutation

Makes chaotic-aligned anarchic water.

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Anathema
School: Enchantment - Compulsion

Break the divine link between your god and lower-ranked members of your faith.

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Ancient Knowledge
School: Divination

Gain a +5 insight bonus on a single Knowledge check.

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Angelskin
School: Abjuration

The subject gains damage reduction 5/evil.

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Anger of the Noonday Sun
School: Evocation

Blinds creatures within 20 ft.

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Angry Ache
School: Necromancy

Subject takes -2/4 levels (max -10) penalty on attack rolls.

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Animal Growth
School: Transmutation

One animal/two levels doubles in size.

A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the ne...

Animal Messenger
School: Enchantment - Compulsion

Sends a Tiny animal to a specific place.

You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The ...

Animal Shapes
School: Transmutation - Polymorph

One ally/level polymorphs into chosen animal.

As polymorph, except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling cre...

Animal Trance
School: Enchantment - Compulsion

Fascinates 2d6 HD of animals.

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intell...

Animalistic Power
School: Transmutation

Subject gains +2 bonus to Str, Dex, and Con.

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Animate Breath
School: Transmutation

Your breath weapon becomes an elemental.

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Animate City
School: Transmutation

City structures attack, slow down enemies.

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Animate Dead
School: Necromancy

Creates undead skeletons and zombies.

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow...

Animate Dead Familiar
School: Necromancy

Revives your dead familiar as an undead familiar.

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Animate Dread Warrior
School: Necromancy

Transform dead skilled warrior into undead monster you control.

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Animate Fire
School: Transmutation

Turn campfire into Small fire elemental.

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Animate Instrument
School: Abjuration

Your instrument animates and plays by itself.
Your instrument animates and plays by itself, freeing you to perform other actions.

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Animate Legion
School: Necromancy

Creates skeletons or zombies.

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Animate Objects
School: Transmutation

Objects attack your foes.

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initial...

Animate Plants
School: Transmutation

One or more trees animate and fight for you.

You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially desi...

Animate Rope
School: Transmutation

Makes a rope move at your command.

You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.

Reduce the maximum length by 50% for eve...

Animate Siege Weapon
School: Transmutation

Siege weapon attacks your foes

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Animate Snow
School: Transmutation

Turns snow into creatures to fight for you.

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Animate Water
School: Transmutation

Turn quantity of water into Small water elemental.

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Animate Wood
School: Transmutation

This spell imbues a Small or smaller wooden object with mobility and a semblance of life.

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Anticipate Teleportation
School: Abjuration

Delays teleporting creatures 1 round within range.

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Anticipate Teleportation, Greater
School: Abjuration

As anticipate teleportation, except for three rounds and types of creatures.

...

Anticold Sphere
School: Abjuration

Mobile energy field provides immunity to cold.

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Antidragon Aura
School: Abjuration

Allies gain bonus to AC and saves against dragons.

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Antifire Sphere
School: Abjuration

Creatures within sphere gain immunity to fire damage.

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Antilife Shell
School: Abjuration

10-ft. field hedges out living creatures.

You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

The effect hedges out a...

Antimagic Aura
School: Abjuration

Antimagic field that affects one creature.

...

Antimagic Field
School: Abjuration

Negates magic within 10 ft.

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-li...

Antimagic Ray
School: Abjuration

Target loses all magical powers.

...

Antipathy
School: Enchantment - Compulsion

Object or location affected by spell repels certain creatures.

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular a...

Antiplant Shell
School: Abjuration

Keeps animated plants at bay.

The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or ...

Anyspell
School: Transmutation

You can read and prepare up to a 2nd-level arcane spell from a scroll or spellbook in a 3rd-level domain spell slot.

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Anyspell, Greater
School: Transmutation

As anyspell, but you can read and prepare any arcane spell up to 5th level in a 6th-level domain spell slot.

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Apocalypse from the Sky
School: Conjuration - Creation

All in a 10-mile radius/level take 10d6 damage.
All in a 10-mile radius/level take 10d6 fire, acid, or sonic damage.

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Apparition
School: Illusion - Phantasm

Cause foes to become shaken when seeing subject disfigured creature.

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Appraising Touch
School: Divination

Grants a bonus on Appraise skill checks.

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Aquatic Escape
School: Transmutation - Polymorph

Take the form of a fish.
Turn into a fish, swim speed 30', Listen+4, Spot+4, Swim+13.

...

Arc of Lightning
School: Conjuration - Creation

Line of electricity between two creatures (1d6/level damage).
Line of lightning between 2 creatures deals 1d6/level (max 15d6) electricity damage to all in the line.

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Arcana Form
School: Transmutation

Become incorporeal and cast spells with your hit points and constitution.

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Arcane Bolt
School: Evocation

Launch force bolts (1 + 1/two levels above 1st) at targets for 1d6 + 1 each.

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Arcane Eye
School: Divination - Scrying

Invisible floating eye moves 30 ft./round.

You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then trav...

Arcane Lock
School: Abjuration

Magically locks a portal or chest.

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, ...

Arcane Lock, Improved
School: Abjuration

As arcane lock, except you may attune 1 additional individual per level.

...

Arcane Mark
School: Universal

Inscribes a personal rune (visible or invisible).

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisibl...

Arcane Seal
School: Abjuration

Magically seals a door, portal or chest.

...

Arcane Sight
School: Divination

Magical auras become visible to you.
See arcane/divine auras plus max strength to 120' w/o concentration. DC 15+spell level Spellcraft to determine school for spells, 15 + 1/2 CL for nonspell effects.

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell...

Arcane Sight, Greater
School: Divination

As arcane sight, but also reveals magic effects on creatures and objects.

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell...

Archon's Focus
School: Enchantment

Your mind goes into overdrive and you can cast an additional spell of lower level per round, provided any material components are in hand before casting.

Your mental focus sharpens drastically, permitting you to safely rush the casting of spells that do not overly stress your magical potential. Beginnin...

Arctic Haze
School: Conjuration - Creation

Fog obscures vision and deals 4 cold damage/round.

...

Armageddon
School: Conjuration - Summoning

Summon 2d4 avorals rnd 1, a ghaele eladrin rnd 3, and an astral deva rnd 5.

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Armor Enhancement
School: Transmutation

Armor or shield gains special ability with +3 bonus market price modifier.

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Armor Enhancement, Greater
School: Transmutation

Armor or shield gains special ability with +5 bonus market price modifier.

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Armor Enhancement, Lesser
School: Transmutation

Armor or shield gains special ability with +1 bonus market price modifier.

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Armor Lock
School: Transmutation

Target's armor becomes restrictive, slowing movement to 10 ft.
Target's (non-natural) armor slows movement to 10 ft.

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Armor of Darkness
School: Abjuration

Shroud grants deflection bonus, darkvision, and other effects.
Shadowy shroud provides +4 deflection bonus +1/three levels (max +8) to AC and +2 bonus on saves against holy good, or light effects.

The shroud grants the subject a +4 deflection bonus to Armor Class plus an additional +1 for every three caster levels above 7th (for a total of +5 at...

Arms of Plenty
School: Transmutation

Grow two additional arms.

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Arrow Mind
School: Divination

Immediate. You threaten nearby squares with your bow and fire without provoking attacks of opportunity.

...

Arrow of Bone
School: Necromancy

Creates a killer missile or thrown weapon, or deals 3d6 +1 (max +20) damage on successful save.
Creates a killer missile or thrown weapon, or deals 3d6 +1 (max +20) cold damage on successful save.

...

Arrow Storm
School: Transmutation

Swift. You make one ranged attack against each foe within one range increment.

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Arrowsplit
School: Abjuration

Transform a masterwork arrow or bolt mid-flight into 1d4+1 masterwork missiles.

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Ashen Union
School: Necromancy

Drains moisture from a creature, possibly killing it and destroying its body.

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Ashstar
School: Conjuration - Creation

Hovering construct dehydrates a wounded creature.

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Aspect of the Earth Hunter
School: Transmutation

Change into bulette and gain some of its abilities.

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Aspect of The Werebeast
School: Transmutation

Gain bonuses from hybrid animal form.

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Aspect of the Wolf
School: Transmutation

You change into a wolf and gain some of its abilities.

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Assassin's Darkness
School: Evocation - Darkness

Globe of pure darkness blocks all sight but your own.
Globe of darkness blocks all sight but your own. Creatures seeing in magical darkness are unaffected.

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Assay Spell Resistance
School: Divination

Gain +10 bonus to caster level checks for spell resistance against one creature.

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Astral Hospice
School: Conjuration - Teleportation

While on the Astral Plane, open a portal to a demiplane so natural healing can occur.

...

Astral Projection
School: Necromancy

Projects you and companions onto Astral Plane.

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

You can bring th...

Atonement
School: Abjuration

Removes burden of misdeeds from subject.

This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of settin...

Attract Fine Vermin
School: Transmutation

Attract a normal vermin to you.

You give off a faint scent that is undetectable to humanoids but attractive to normal (not monstrous) vermin. 1d10 rounds after casting this spell, on...

Attune Form
School: Transmutation

Grant target creature temporary protection against overtly damaging planar traits.

...

Augment Familiar
School: Transmutation

Your familiar becomes more powerful.

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Augment Object
School: Transmutation

Doubles an object's hardness, adds 20 to the break DC, and grants a save as a magic item.

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Augury
School: Divination

Learns whether an action will be good or bad.

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receivin...

Aura Against Flame
School: Abjuration

Ignores 10 fire damage/attack and extinguish fires.

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Aura of Cold, Greater
School: Transmutation

Intense cold deals 2d6 damage to creatures within 10 ft.
Intense cold deals 2d6 damage to creatures within 10 ft.

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Aura of Cold, Lesser
School: Transmutation

Intense cold deals 1d6 damage to creatures within 5 ft.
Intense cold deals 1d6 damage to creatures within 5 ft.

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Aura of Evasion
School: Abjuration

All within 10 ft. gain evasion against breath weapons.

...

Aura of Glory
School: Transmutation

Bonus on Charisma-based skill checks, cure allies, and bolster them against fear.

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Aura of Terror
School: Necromancy

You gain an aura of fear, or your frightful presence becomes more effective.

...

Aura of the Sun
School: Abjuration

Fills an area with light that damages undead and hampers magical darkness.

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Aura of Vitality
School: Transmutation

Targets receive a +4 morale bonus to Strength, Dexterity, and Constitution scores.

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Avalanche of Devastation
School: Conjuration - Creation

Rolling bludgeoning damage deals 8d6 in 40-ft. long segments of a code per round of concentration.
Rolling bludgeoning damage deals 8d6 in 40-ft. long segments of a cone per round of concentration.

...

Avascular Mass
School: Necromancy

Reduce foe to half hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim.

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Avasculate
School: Necromancy

Reduce foe to half hp and stun foe for 1 round by purging blood vessels.

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Avoid Planar Effects
School: Abjuration

Provides temporary protection against overtly damaging planar traits.

...

Awaken
School: Transmutation

Animal or tree gains human intellect.

You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will ha...

Awaken Construct
School: Transmutation

Awakens a humanoid-shaped construct to humanlike sentience.

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Awaken Sand
School: Transmutation

A region of sand forms into a Huge, sentient creature.

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Awaken Sin
School: Enchantment - Compulsion

Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max).

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Awaken Undead
School: Necromancy

Grant sentience to otherwise mindless undead.

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Awaken, Mass
School: Transmutation

As awaken, but multiple creatures.

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Axiomatic Creature
School: Transmutation

Transforms creature into an axiomatic creature.

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Axiomatic Storm
School: Conjuration - Creation

Lawful-aligned rain falls in 20-ft. radius.

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Axiomatic Water
School: Transmutation

Makes lawful-aligned axiomatic water.

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Ayailla's Radiant Burst
School: Evocation

Blind evil creatures and do 1d6/2 levels damage (max 5d6)
Blind evil creatures and do 1d6/2 levels divine damage (max 5d6)

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Babau Slime
School: Transmutation

Secrete a body-covering acid that damages foes' weapons.
Secrete a body-covering acid that does 1d8 acid damage to weapons of foes.

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Backbiter
School: Necromancy

Cause two handed or reach weapon to strike is wielder.

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Backblast
School: Abjuration

Grants fire resistance 10 and functions like spell turning with respect to spells with the fire descriptor that are targeted on you.

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Backlash
School: Transmutation

Subject takes damage if it uses spells against another creature.

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Balancing Lorecall
School: Divination

You gain a +4 bonus on Balance checks and can balance on impossible surfaces if you have 5 or more ranks in Balance.

...

Baleful Polymorph
School: Transmutation - Polymorph

Transforms subject into harmless animal.

As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creatur...

Baleful Transposition
School: Conjuration - Teleportation

Two subjects switch places.

...

Ball Lightning
School: Evocation

Energy ball deals 1d6/level electricity damage.
Energy ball deals 1d6/level (max 15d6) electricity damage.

...

Balor Nimbus
School: Transmutation

Your flaming body damages foes in grapple.
Your flaming body deals 6d6 fire damage to foes in grapple.

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Bands of Steel
School: Conjuration - Creation

Bands immobilize or entangle target.

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Bane
School: Enchantment - Compulsion

Enemies take -1 on attack rolls and saves against fear.

Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear ...

Banishment
School: Abjuration

Banishes 2 HD/level of extraplanar creatures.

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as...

Barghest's Feast
School: Necromancy

Destroy target corpse, potentially preventing its return to life.

...

Barkskin
School: Transmutation

Grants +2 (or higher) enhancement to natural armor.

Barkskin toughens a creatures skin. The effect grants a +2 enhancement bonus to the creatures existing natural armor bonus. This enhancement bonus inc...

Bastion of Good
School: Abjuration

Create a simultaneous globe of invulnerability, lesser and magic circle against evil against evil creatures.

...

Battering Ram
School: Evocation

Deals 1d6 damage plus bull rush.
Deals 1d6 force damage plus bull rush.

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Battle Hymn
School: Enchantment - Charm

Allies can reroll one Will save/round.

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Battle Line
School: Abjuration

Creates an area of doom on the battlefield.

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Battlefield Fortification
School: Transmutation

Create trench or berm.

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Battlefield Illumination
School: Evocation

Improve light in 80-ft.-radius cylinder

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Battlemagic Perception
School: Divination

Sense and counter spellcasting within 100 feet.

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Battletide
School: Transmutation

Targets have attack penalties and you gain a partial action each round.

...

Bear's Endurance
School: Transmutation

Subject gains +4 to Con for 1 min./level.

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual be...

Bear's Endurance, Mass
School: Transmutation

As bear's endurance, affects one subject/ level.

Mass bear's endurance works like bear's endurance, except that it affects multiple creatures....

Bear's Heart
School: Transmutation

One ally/level +4 Strength and +1d4/level hit points.

...

Beast Claws
School: Transmutation

Your hands become slashing natural weapons.

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Beastland Ferocity
School: Enchantment - Compulsion

Subject fights without penalty while disabled or dying.

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Beastmask
School: Illusion - Glamer

Animals and beasts think subject is one of them.

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Bedevil
School: Conjuration - Summoning

Summon a mischievous spirit to torment your enemy.

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Befoul
School: Transmutation

Large amount of water becomes poisonous.

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Beget Bogun
School: Conjuration - Creation

You create a Tiny nature servant.

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Belker Claws
School: Transmutation

One touch/level deals 2d12 damage.
One touch/level deals 2d12 damage.

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Benign Transposition
School: Conjuration - Teleportation

Two willing subjects switch places.

...

Bestow Curse
School: Necromancy

-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.

You place a curse on the subject. Choose one of the following three effects.

1) -6 decrease to an ability score (minimum 1).

2) -4 penal...

Bestow Curse, Greater
School: Necromancy

As bestow curse, but more severe penalties.

...

Bestow Wound
School: Transmutation

Caster transfers 1 hp/level of wounds to another.

...

Bigby's Striking Fist
School: Evocation

Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.

...

Bigby's Tripping Hand
School: Evocation

Hand trips subject.

...

Bind Item
School: Evocation

See Text

...

Binding
School: Enchantment - Compulsion

Utilizes an array of techniques to imprison a creature.

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half y...

Binding Snow
School: Transmutation

Snow freezes, impeding movement.

...

Binding Winds
School: Evocation

Sound cannot penetrate to or from target and -2 on ranged attacks.

...

Bite of the King
School: Necromancy

Swallow enemies whole.

...

Bite of the Werebear
School: Transmutation

You become enhanced such as that of a brown bear.

...

Bite of the Wereboar
School: Transmutation

You become enhanced such as that of a boar.

...

Bite of the Wererat
School: Transmutation

You become enhanced such as that of a dire rat.

...

Bite of the Weretiger
School: Transmutation

You become enhanced such as that of a tiger

...

Bite of the Werewolf
School: Transmutation

You become enhanced such as that of a wolf.

...

Black Bag
School: Conjuration - Creation

Creates extradimensional bag of torture tools.

...

Black Blade of Disaster
School: Conjuration - Creation

Floating magic weapon deals damage and may disintegrate targets.
Floating magic weapon disintegrates subjects, Dealing 2d6/level (max 40d6) disintegrate damage.

...

Black Lightning
School: Evocation

Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy.
Ray that deals 1d6/2 levels (Max 10d6) damage, half electricity and half evil/profane energy.

You launch crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is elect...

Black Mulching
School: Necromancy

See Text

...

Black Sand
School: Necromancy

Creates a 20-ft.-radius area of black sand.

...

Black Tentacles
School: Conjuration - Creation

Tentacles grapple all within 15 ft. spread.

This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whateve...

Blackfire
School: Necromancy

Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round.
Negative energy fire burns at the life force of a living creature dealing 1d4 Con damage/round.

...

Blacklight
School: Evocation

Creates a 20-ft. radius of supernatural darkness you can see through.

You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area...

Blackstaff
School: Transmutation

Greatly enhances staff or quarterstaff

...

Blackwater Taint
School: Necromancy

Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.

...

Blackwater Tentacle
School: Conjuration - Creation

Create blackwater tentacle that attacks your foe.

...

Blade Barrier
School: Evocation

Wall of blades deals 1d6/level damage.
Wall of blades deals 1d6/level (max 15d6) force damage.

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points o...

Blade of Blood
School: Necromancy

Weapon deals +1d6, or +3d6 if you take 5 points of damage.

...

Blade of Pain and Fear
School: Evocation

Creates blade of gnashing teeth.

...

Blade Storm
School: Transmutation

Swift. You make melee attacks against every foe you threaten.

...

Blade Thirst
School: Transmutation

Slashing weapon glows and gains +3 enhancement bonus.

...

Bladebane
School: Transmutation

Slashing weapon becomes a bane weapon.

...

Blades of Fire
School: Conjuration

Your melee weapons deal +1d8 fire damage for 1 round (swift).

...

Bladesong
School: Transmutation

Causes weapon to have an extra touch attack to daze opponent.

...

Bladeweave
School: Illusion - Pattern

Swift. Your melee attack dazes your opponent.

...

Blasphemy
School: Evocation

Kills, paralyzes, weakens, or dazes nonevil subjects.

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
HD Effect

E...

Blast of Flame
School: Conjuration - Creation

60-ft. cone of fire (1d6/level damage).
60-ft. cone of fire deals 1d6/level (max 10d6) damage.

...

Blast of Force
School: Evocation

Ray deals 1d6 damage/2 caster levels (max 5d6).
Ray deals 1d6 force damage/2 caster levels (max 5d6) and may knock down opponent.

...

Blast of Sand
School: Conjuration - Creation

Cone deals 1d6 damage/level.
Cone blast deals 1d6/level (max 10d6) damage.

...

Blast Rod
School: Evocation

Infused rod stores 1d8/level destructive energy.

...

Blaze of Light
School: Evocation

60ft. cone of light dazzles creatures.

...

Bless
School: Enchantment - Compulsion

Allies gain +1 on attack rolls and saves against fear.

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counte...

Bless Water
School: Transmutation

Makes holy water.

This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water....

Bless Weapon
School: Transmutation

Weapon strikes true against evil foes.

This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing t...

Bless Weapon, Swift
School: Transmutation

Weapon strikes true against evil foes for 1 round (swift).

...

Blessed Aim
School: Divination

+2 bonus for allies' ranged attacks.

...

Blessed Sight
School: Divination

Perceive all evil auras as detect evil within 120 ft immediately.

...

Blessing Of Bahamut
School: Abjuration

You gain damage reduction 10/magic.

...

Blight
School: Necromancy

Withers one plant or deals 1d6/level damage to plant creature.
Withers one plant or deals 1d6/level (max 15d6) damage to plant creature.

This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortit...

Blinding Beauty
School: Transmutation

Permanently blind any who look at you.

...

Blinding Breath
School: Transmutation

Your breath weapon blinds targets.

...

Blinding Color Surge
School: Illusion - Glamer

Blind subject for 1 round, gain invisibility.
Blind subject for 1 round, gain invisibility even if target unaffected.

...

Blinding Glory
School: Conjuration - Creation

Create light as daylight in a 100 ft/level radius burst that blinds evil creatures.

...

Blinding Spittle
School: Transmutation

Ranged touch attack makes subject blind.

...

Blindness/Deafness
School: Necromancy

Makes subject blind or deaf.

You call upon the powers of unlife to render the subject blinded or deafened, as you choose....

Blindsight
School: Transmutation

Grants blindsight to a range of 30 ft.

...

Blindsight, Greater
School: Transmutation

Grants blindsight to a range of 60 ft.

...

Blink
School: Transmutation

You randomly vanish and reappear for 1 round/level.

You blink back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and a...

Blink, Greater
School: Transmutation

As blink, but you control the timing.

...

Blistering Radiance
School: Evocation

Dazzles sighted creatures and causes 2d6 fire damage/round.

...

Blizzard
School: Transmutation

Temperature drops and powerful blizzard reduces visibility to zero.

...

Blockade
School: Conjuration - Creation

Fill 5-ft. square with enormous block of wood.
Fill 5' square with 2000 lb block of wood. Can be stacked. Floats.

...

Blood Frenzy
School: Transmutation

Grants extra use of rage.

...

Blood of the Martyr
School: Necromancy - Healing

Take Damage and Heal another at least 20 HP.
Take damage and Heal another at least 20 HP.

...

Blood Sirocco
School: Evocation

Wind bowls over foes and draws away their blood.

...

Blood Snow
School: Necromancy

Area of fallen snow drains 1d2 points of Con/round and causes nausea.

...

Blood to Water
School: Necromancy

2d6 Constitution damage to subjects.

...

Blood Wind
School: Evocation

Subject uses natural weapons as thrown weapons.
Subject may take a full attack action to use all of its natural weapons as if they were a thrown weapons with a 20ft range increment.

...

Bloodbriars
School: Evocation

Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.

...

Bloodfreeze Arrow
School: Transmutation

Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.

...

Bloodhound
School: Divination

You gain an immediate retry if you fail a Survival check while tracking.

...

Bloodspear
School: Transmutation

Makes one spear into a wounding weapon.

...

Bloodstar
School: Conjuration - Creation

Hovering construct wounds foe each time foe is damaged.
Hovering construct deals 1 point Con damage to foe each time foe is wounded.

...

Blunt Weapon
School: Transmutation

Halves base damage of slashing or piercing weapons.

...

Blur
School: Illusion - Glamer

Attacks miss subject 20% of the time.
Attacks have 20% miss chance. True seeing counteracts, see invisibility doesn't.

The subjects outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibili...

Bodak Birth
School: Transmutation

Transforms a willing subject into a bodak.

...

Bodak's Glare
School: Necromancy

You slay a creature, which turns into a bodak 24 hours later.

...

Body Blades
School: Transmutation

You attack as if armed, deal bonus damage, harm grapplers.
Sprout spikes, deal 1d6 piercing damage (crit x2) to grapplers, or use as light melee weapon. +4 Escape Artist from net, rope, grapple, or entanglement.

...

Body Blaze
School: Evocation

Cause a miniature wall of fire to rise from where you tread.

...

Body Harmonic
School: Transmutation

Piercing tone deals 1d10 damage to one ability/round.

...

Body Of The Sun
School: Transmutation

Your body emanates fire, dealing 1d4/2 levels (Max 5d4) damage.
Your body emanates flame, dealing 1d4/2 levels (max 5d4) fire damage.

...

Body of War
School: Transmutation

You change into warforged titan, gain some abilities.

...

Body Outside Body
School: Conjuration - Creation

Create duplicates of you that are friendly to you and your friends and obey even suicidal orders.

...

Boiling Oil
School: Conjuration - Creation

10-ft. cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels.
10-ft. cylinder deals 4d6 fire damage, +2d6 damage per round for 1 round/3 levels (max 6 rounds).

...

Bolt of Conjuring
School: Conjuration - Summoning

See Text

...

Bolt of Glory
School: Evocation

Positive energy ray deals extra damage to evil outsiders and undead.
Energy ray deals positive energy damage to evil outsiders and undead.

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck takes varying damage, depending on its nature or its hom...

Bolts of Bedevilment
School: Enchantment

One ray/round, dazes 1d3 rounds.

This spell grants you the ability to make one ray attack per round. You must succeed on a ranged touch attack with the ray to strike a target. A livin...

Bombardment
School: Conjuration - Creation

Falling rocks deal 1d8 damage/level and bury targets.
Falling rocks deal 1d8/level damage (max 20d8) and bury targets who suffocate if they cannot climb out.

...

Bone Chill
School: Necromancy

Corporeal undead are held by a thick layer of frost.

...

Bone Talisman
School: Necromancy

Turns a bone into a turning attempt, or as an undead bane weapon (Club, Dagger, or Spear).

...

Bone Tattoo
School: Necromancy

See Text

...

Boneblade
School: Necromancy

Turns a bone into a magic weapon.

...

Boneblast
School: Necromancy

1d3 Con damage to subject.
Subject takes 1d3 Con damage as 1 bone breaks.

...

Bonefiddle
School: Necromancy

Target takes 3d6 sonic damage/round and -20 penalty on Move Silently checks.

...

Boreal Wind
School: Evocation

Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Gust of cold wind deals 1d4/level damage (max 15d4) and knocks creatures back.

...

Bottle of Smoke
School: Conjuration - Creation

Uncorking bottle creates fast horse made of smoke.

...

Brain Spider
School: Divination

Listen to thoughts of up to eight other creatures.

For the duration of the spell, as a standard action, you can eavesdrop on the thoughts of up to eight other creatures at once, hearing as desired: ...

Brambles
School: Transmutation

Wooden weapon grows spikes that deal +1 damage/caster level (max +10).
Wooden weapon grows spikes that deals +1/level (max +10) piercing + bludgeoning damage.

...

Branch to Branch
School: Transmutation

You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.

...

Break Enchantment
School: Abjuration

Frees subjects from enchantments, alterations, curses, and petrification.

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effe...

Breath Flare
School: Transmutation

Your breath weapon dazzles targets.

...

Breath of the Jungle
School: Transmutation

Mist increases DC of saves vs. poison & disease
Mist increases DC of saves vs. poison & disease

...

Breath Weapon Admixture
School: Transmutation

Your breath weapon also deals a second type of damage.
Breath weapon deals a second damage type (cold, acid, electricity, fire, or sonic).

...

Breath Weapon Substitution
School: Transmutation

Your breath weapon deals a different kind of damage than normal.
Substitute acid, cold, electricity, or fire damage in place of your normal breath weapon damage.

...

Briar Web
School: Transmutation

Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
Area slows creatures and thorns deal 1 point of piercing damage/5 ft. moved.

...

Bridge of Sound
School: Conjuration - Creation

Create a ribbon-like, weightless, unbreakable, invisible bridge of sound.

...

Brilliant Aura
School: Transmutation

Allies' weapons become brilliant energy, ignoring armor.
Allies' weapons become brilliant energy, ignoring armor.

...

Brilliant Blade
School: Transmutation

Weapon or group of projectiles gain the brilliant energy quality.

...

Brilliant Emanation
School: Evocation

Make evil creatures blind or suffer -1 to attacks.

...

Brilliant Energy Arrow
School: Transmutation

Masterwork arrow or bolt radiates light and ignores armor.

...

Bristle
School: Transmutation

Armor spikes attack with wearer.

...

Brumal Stiffening
School: Transmutation

Brittle weapon's hardness reduced by 5.

...

Bull's Strength
School: Transmutation

Subject gains +4 to Str for 1 min./level.

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls...

Bull's Strength, Mass
School: Transmutation

As bull's strength, affects one subject/level.

This spell functions like bull's strength, except that it affects multiple creatures....

Buoyant Lifting
School: Evocation

Underwater creatures rise to surface.

...

Burial Blessing
School: Abjuration

Prevents a corpse from rising as undead.

...

Burning Blood
School: Transmutation

Your blood deals energy damage to nearby creatures when you are struck.
Your blood deals breath weapon energy damage (1 x caster level) to nearby creatures when you are struck.

...

Burning Blood, Foe's
School: Necromancy

Subject creature's blood deals 1d8 acid and 1d8 fire damage per round.
Subject creature's blood deals 1d8 acid + 1d8 fire damage per round.

...

Burning Hands
School: Evocation

1d4/level fire damage (max 5d4).

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum ...

Burning Sword
School: Evocation

Weapon gains flaming burst special ability.

...

Burrow
School: Transmutation

Grow claws and gain burrow speed of 30 ft.

...

Burrow, Mass
School: Transmutation

As burrow but affects 1/level subjects.

...

Burrowing Bony Digits
School: Necromancy

Shoot the fingers form a dismembered hand and watch them burrow into the flesh of those they hit.
Shoot the fingers form a dismembered hand and watch them burrow into the flesh of those they hit.

...

Buzzing Bee
School: Conjuration - Creation

Bee gives subject -10 penalty on Move Silently and Concentration checks.

...

Cacophonic Burst
School: Evocation

A burst of low noise which deals sonic damage.
A burst of low noise deals 1d6/level (max 15d6) sonic damage within 20 ft.

...

Cacophonic Shield
School: Evocation

Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.

...

Call Avalanche
School: Evocation

Avalanche of ice and snow falls from the sky, burying subjects.
Avalanche of ice deals 8d6 crushing damage. Buried subjects take 1d6 nonlethal damage/min while conscious, or 1d6 lethal damage/min if unconscious.

...

Call Dretch Horde
School: Conjuration - Calling

Summons 2d4 dretches.

...

Call Faithful Servants
School: Conjuration - Calling

1d4 lantern archons, coure eladrins, or musteval guardinals serve for one year.

...

Call Kolyarut
School: Conjuration - Calling

A kolyarut aids you in punishing an oath-breaker.

...

Call Lemure Horde
School: Conjuration - Calling

Summons 2d4 lemures.

...

Call Lightning
School: Evocation

Calls down lightning bolts (3d6 per bolt) from sky.
Calls down 1 lightning bolt (3d6 electricity damage) every 1 round/level (max 10 rounds).

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning tha...

Call Lightning Storm
School: Evocation

As call lightning, but 5d6 damage per bolt.
As call lightning, but 5d6 electricity damage per bolt.

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning tha...

Call Marut
School: Conjuration - Calling

A marut aids you in pursuing one seeking to cheat time.

...

Call Mount
School: Conjuration - Calling

Call your special mount, even if you have already called it today.

...

Call Nightmare
School: Conjuration - Calling

Summons a nightmare.

...

Call Zelekhut
School: Conjuration - Calling

A zelekhut aids you in hunting a fugitive.

...

Calm Animals
School: Enchantment - Compulsion

Calms (2d4 + level) HD of animals.

This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be aff...

Calm Earth
School: Abjuration

Protects an area from earthquakes and lava. Also slows earth subtype creatures.

...

Calm Emotions
School: Enchantment - Compulsion

Calms creatures, negating emotion effects.

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joy...

Caltrops
School: Conjuration - Creation

Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

...

Camel's Tenacity
School: Transmutation

Travel without food or water.

...

Camouflage
School: Transmutation

Grants +10 bonus on Hide checks.

...

Camouflage, Mass
School: Transmutation

As camouflage, but affects all in range.

...

Candlelight
School: Evocation

Cast a 5-foot radius light from the point touched.

...

Capricious Zephyr
School: Evocation

A ball of air pushes targets around and trips them.

...

Cast in Stone
School: Transmutation

Petrifying gaze attack.

...

Castigate
School: Evocation

Verbal rebuke damages those whose alignment differs from yours.
Verbal rebuke damages those whose alignment differs from yours.

...

Cat's Grace
School: Transmutation

Subject gains +4 to Dex for 1 min./level.

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits...

Cat's Grace, Mass
School: Transmutation

As cat's grace, affects one subject/level.

This spell functions like cat's grace, except that it affects multiple creatures....

Catapult
School: Transmutation

Magically propel an object from your hand.
Range attack to throw object 30', no ability bonus to attack roll, 1d6 +CL/3 (max +5) damage.

...

Cause Fear
School: Necromancy

One creature of 5 HD or less flees for 1d4 rounds.

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immu...

Celebration
School: Enchantment - Compulsion

Intoxicate Subjects.

...

Celestial Aspect
School: Transmutation

Gain armblade (+1 flaming/holy longsword) or fire eyes (2d6 fire at 60 ft.) or horns (1d8+1-1/2 Str + dismissal) or wings (100 ft. fly (good))

...

Celestial Blood
School: Abjuration

Gain acid, cold, and electricity resistance 10, +4 to saves versus poison, and DR 10/evil.

...

Celestial Brilliance
School: Abjuration

120 ft emanation of light, bright to 60 feet (double penalty to light sensitive, 1d6 damage to undead, 2d6 damage to evil outsiders and sensitive undead within 60 feet)
120 ft emanation of light, bright to 60 ft (2X penalty to light-sensitive, 1d6 energy damage to undead, 2d6 to evil outsiders and sensitive undead).

...

Censure Elementals
School: Abjuration

Deal 2d4 + 1/level damage each round to elementals.
Deal 2d4 + 1/level (max +15) damage each round to elementals.

...

Chaav's Laugh
School: Enchantment - Compulsion

Good creatures gain +2 on attacks and saves versus fear and gain 1d8+1/level temporary hit points, while evil creatures save or suffer -2 on attacks and saves versus fear.

...

Chain Contingency
School: Evocation

As contingency except up to three spells.

...

Chain Lightning
School: Evocation

1d6/level damage; 1 secondary bolt/level each deals half damage.
1d6/level (max 20d6) electricity damage; 1 secondary bolt/level each deals half damage.

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning stri...

Chain Missile
School: Evocation

1d4+1/2 levels damage; 1d4+1 damage to 1 secondary target/2 levels.
1d4+1/2 levels force damage; 1d4+1 damage to 1 secondary target/2 levels.

...

Chain of Chaos
School: Enchantment - Compulsion

Creates plague of insanity passed by touch.

...

Chain of Eyes
School: Divination

You send magical sensor to infiltrate an area.

...

Chains of Vengeance
School: Evocation

See Text

...

Chalkboard
School: Illusion - Figment

Creates opaque plane you can write on.

...

Changestaff
School: Transmutation

Your staff becomes a treant on command.

You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground an...

Changestones
School: Transmutation

Prepared stones become liths.

...

Channel Celestial
School: Transmutation

Gain supernatural and spell-like abilities, spells, mental stats-5, and skills of a willing celestial of 12 HD or less.

...

Channel Celestial, Greater
School: Transmutation

Gain supernatural and spell-like abilities, spells, mental stats -5, and skills of a willing celestial of 12 HD or less.

...

Channeled Pyroburst
School: Evocation

Deal fire damage, amount and radius based on casting time.
Fire damage per 2 caster levels to targets depending cast time (swift, std, full, 2-rds). Dmg 1d4, 1d6, 1d8, 1d10 to 1 target, 10', 15', 20' radius, respectively.

...

Chaos Hammer
School: Evocation

Damages and staggers lawful creatures.
1d8/two levels (max 5d8) damage to lawful creatures. 1d6/two levels (max 10d6) to lawful outsiders, half damage to nonlawful, nonchaotic. Slows creatures 1d6 rounds.

You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and ...

Charge of the Triceratops
School: Transmutation

Subject grows horns and skull plate, gains gore attack.

...

Charm Animal
School: Enchantment - Charm

Makes one animal your friend.

This spell functions like charm person, except that it affects a creature of the animal type.



This charm makes an animal creature regar...

Charm Monster
School: Enchantment - Charm

Makes monster believe it is your ally.

This spell functions like charm person, except that the effect is not restricted by creature type or size.

This charm makes a creature regard y...

Charm Monster, Mass
School: Enchantment - Charm

As charm monster, but all within 30 ft.

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level...

Charm Person
School: Enchantment - Charm

Makes one person your friend.
Makes one humanoid friendly. Creature gets +5 to save if threatened or attacked.

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the targets attitude as friendly). If the creature is currently ...

Charm Person, Mass
School: Enchantment - Charm

As charm person, but all within 30 feet.

...

Charnel Fire
School: Necromancy

Consumes one corpse or undead creature.

...

Cheat
School: Transmutation

Caster rerolls when determining the success of a game of chance.

...

Checkmate's Light
School: Evocation

Grants a weapon +1 enhancement bonus, +1 moral bonus to all within its light, and is axiomatic.

...

Chill Metal
School: Transmutation

Cold metal damages those who touch it.
Chilled metal deals cold damage to those who touch it.

Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. ...

Chill of the Grave
School: Necromancy

Ray causes cold damage.
Ray causes +1d10 cold damage at caster levels 1, 4, 7, 10.

...

Chill Touch
School: Necromancy

One touch/level deals 1d6 damage and possibly 1 Str damage.
One touch/level deals 1d6 negative energy damage and maybe 1 Str damage.

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 ...

Choir
School: Illusion - Pattern

Creates illusory accompanists; +2 on Perform checks.

...

Choke
School: Conjuration - Creation

Target takes 1d4 points of damage each round from strangling hands.
Target takes 1d4 points of force damage each round from strangling hands.

...

Choking Sands
School: Necromancy

Touched creature begins to suffocate on sand.

...

Choose Destiny
School: Divination

Gain two chances for success on every action.

...

Circle Dance
School: Divination

Indicates direction to known target.

...

Circle of Death
School: Necromancy

Kills 1d4/level HD of creatures.

A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per c...

Circle of Nausea
School: Evocation

Foes are denied all actions or take -2 penalty on attacks, saving throws, and skill checks.

...

City Lights
School: Evocation

Absorb nearby light to release as blinding flare.

...

City Stride
School: Conjuration - Teleportation

Teleport between two cities.

...

City's Might
School: Transmutation

Gain enhancement to Str and Con, damage reduction, while in city.

...

Clairaudience/Clairvoyance
School: Divination - Scrying

Hear or see at a distance for 1 min./level.
Hear or see at any locale known to you or obvious. Can see 10' radius from sensor in nonmagical darkness.

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you w...

Clarity of Mind
School: Abjuration

Grants +4 bonus on saves against charm, compulsion, and glamer spells; reduces glamer miss chance by 10%.

...

Claws of Darkness
School: Illusion - Shadow

Your hands become reach melee touch attacks that deal 1d8 cold damage plus slow.
Your hands make reach melee touch attacks that deal 1d8 cold damage and slow down opponents.

...

Claws of the Bear
School: Transmutation

Your hands become weapons dealing 1d8 damage.

...

Claws of the Bebilith
School: Transmutation

Caster gains claws based on her size.
Caster gains claws that deal damage based on her size.

...

Claws of the Savage
School: Transmutation

Subject gains claws that deal damage based on size.

...

Clear Mind
School: Abjuration

+4 on saves against mind-affecting spells and abilities.

...

Clearstone
School: Transmutation

Makes rock or stone transparent.

...

Clenched Fist
School: Evocation

Large hand provides cover, pushes, or attacks your foes.

This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand...

Climb Walls
School: Transmutation

The subject gets a +10, +20@5th, or +30@9th enhancement bonus on Climb checks.

...

Cloak of Bravery
School: Abjuration

You and your allies gain a bonus on saves against fear.

...

Cloak of Bravery, Greater
School: Abjuration

As cloak of bravery, except very large area.

...

Cloak of Chaos
School: Abjuration

+4 to AC, +4 resistance, and SR 25 against lawful spells.

A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causi...

Cloak of Dark Power
School: Abjuration

Protects subject from effects of sunlight, grants +4 resistance bonus on saves against light or darkness effects.

...

Cloak of Shade
School: Abjuration

Touched creature gains protection from heat and sun.

...

Cloak of the Sea
School: Transmutation

Gain blur, freedom of movement, and water breathing while in water.

...

Cloak Pool
School: Illusion - Glamer

Hide a color pool on the Astral Plane from view.

...

Clone
School: Necromancy

Duplicate awakens when original dies.

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a ...

Close Wounds
School: Conjuration - Healing

Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate).

...

Clothier's Closet
School: Conjuration - Creation

Conjure several sets of clothing.

...

Cloud Chariot
School: Conjuration - Creation

Subjects fly at 600 miles an hour for 10 minutes.

...

Cloud of Bewilderment
School: Evocation

Generates a nauseating 10-ft. cone.

...

Cloud of Knives
School: Conjuration

Release one knife/round, 1d6 damage +1/3 levels (max +5).
Release one knife/round for 1d6 damage +1/3 levels (max +5). Ranged attack to hit with an attack bonus of your caster level + your key ability modifier.

...

Cloud of the Achaierai
School: Conjuration - Creation

Cloud deals 2d6 damage plus confusion.

...

Cloud Spear
School: Evocation

Cloud spear deals 1d8 +1/2 levels piercing damage and may inflict a gaseous form effect.

...

Cloud Wings
School: Transmutation

Increase the subject's fly speed by 30 feet.

...

Cloud-walkers
School: Transmutation

Targets can walk on clouds, flying at high altitudes.

...

Cloudburst
School: Evocation

Rain obscures vision, extinguishes fires, and hampers missiles.

...

Cloudkill
School: Conjuration - Creation

Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill ...

Clutch of Orcus
School: Necromancy

Deals 1d3 damage/round and paralyzes foe with concentration.

...

Cobra's Breath
School: Transmutation

Cone of Poison deals 1d3 Con damage once.

...

Cocoon
School: Conjuration - Creation

Paralyzes and drains levels from target.

...

Cocoon of Life
School: Conjuration - Creation

Preserves a corpse and reincarnates with no loss of level.

...

Cold Fire
School: Transmutation

Fire becomes blue and white, emits cold.

...

Cold Snap
School: Transmutation

You lower temperature in area.

...

Coldscream
School: Evocation

Deal 1d6/level (max 10d6) sonic and cold (half each) damage in a cone.
Cone deals 1d6/level (max 10d6) sonic and cold damage (half each).

...

Color Spray
School: Illusion - Pattern

Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Stuns creatures 5+ HD 1 rd, also blinds 3-4 HD another 1d4 rounds, also knocks unconscious 2 HD living creatures another 2d4 rounds.

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them un...

Column of Ice
School: Conjuration - Creation

Column of ice erupts from ground, lifting anything in its area into the air.

...

Coma
School: Enchantment - Compulsion

You put a living creature in a coma.

...

Combust
School: Evocation

Target takes 1d8/level (max 10d8) fire damage.
Target takes 1d8/level (max 10d8) fire damage.

...

Cometfall
School: Conjuration - Creation

Comet falls atop foes, damaging them and knocking them prone.

...

Cometstrike
School: Conjuration - Creation

Three comets per round strike targets, each dealing 3d6 bludgeoning damage and 1d4/level cold damage.
3 comets per round strike targets, each dealing 3d6 bludgeoning and 1d4/level (max 10d4) cold damage.

...

Command
School: Enchantment - Compulsion

One subject obeys selected command for 1 round.

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following option...

Command Plants
School: Transmutation

Sway the actions of one or more plant creatures.

This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your wor...

Command Undead
School: Necromancy

Undead creature obeys your commands.

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the ...

Command, Greater
School: Enchantment - Compulsion

As command, but affects one subject/level.

This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start ...

Commune
School: Divination

Deity answers one yes-or-no question/level.

You contact your deity or agents thereof and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a phi...

Commune with City
School: Divination

Learn about city.

...

Commune with Earth
School: Divination

Learn about terrain for 1 mile/level.

...

Commune with Greater Spirit
School: Divination

As commune with lesser spirit, except this spell can contact any spirit creature regardless of Hit Dice, and you can ask one question per caster level.

...

Commune with Lesser Spirit
School: Divination

Ask questions to a local spirit about local events.

...

Commune with Nature
School: Divination

Learn about terrain for 1 mile/level.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settingscaves, caverns, and the likethe radius ...

Comprehend Languages
School: Divination

You understand all spoken and written languages.
Touch creature or writing to understand language, but you cannot speak or write them.

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or t...

Concurrent Infusions
School: Transmutation

Cast three 1st-level infusions simultaneously.

...

Conditional Spell
School: Evocation

See Text

...

Cone of Cold
School: Evocation

1d6/level cold damage.
1d6/level (max 15d6) cold damage in a cone.

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold dam...

Cone of Dimness
School: Illusion - Phantasm

Cone temporarily convinces creatures that they are blind.

...

Confusion
School: Enchantment - Compulsion

For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.

This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the...

Confusion, Lesser
School: Enchantment - Compulsion

One creature is confused for 1 round.

This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the...

Conjure Greater Midnight Construct
School: Conjuration - Creation

As conjure lesser midnight construct, except conjure a greater midnight construct instead with more essentia options.

...

Conjure Ice Beast I
School: Conjuration - Creation

Conjures ice creature to fight for you.

...

Conjure Ice Beast II
School: Conjuration - Creation

Conjures ice creature to fight for you.

...

Conjure Ice Beast III
School: Conjuration - Creation

Conjures ice creature to fight for you.

...

Conjure Ice Beast IV
School: Conjuration - Creation

Conjures ice creature to fight for you.

...

Conjure Ice Beast IX
School: Conjuration - Creation

Conjures ice creature to fight for you.

...

Conjure Ice Beast V
School: Conjuration - Creation

Conjures ice creature to fight for you.

...

Conjure Ice Beast VI
School: Conjuration - Creation

Conjures ice creature to fight for you.

...

Conjure Ice Beast VII
School: Conjuration - Creation

Conjures ice creature to fight for you.

...

Conjure Ice Beast VIII
School: Conjuration - Creation

Conjures ice creature to fight for you.

...

Conjure Ice Object
School: Conjuration - Creation

Conjures an object made of ice.

...

Conjure Lesser Midnight Construct
School: Conjuration - Creation

Create a lesser midnight construct.

...

Conjure Midnight Construct
School: Conjuration - Creation

As conjure lesser midnight construct, except conjure a midnight construct instead with more essentia options.

...

Conjurer's Toolbelt
School: Conjuration - Creation

Creates a tool.
Creates a tool.

...

Consecrate
School: Evocation

Fills area with positive energy, making undead weaker.

This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creatu...

Consecrate Battlefield
School: Evocation

Fills large area with positive energy, making undead weaker.

...

Constricting Chains
School: Evocation

Chains (AC 20 hp 5/level (max 100), DR 10/magic, energy immune) entangle target and deal 3d6 nonlethal damage. Strength check DC 32 break or Escape Artist DC 40 (1 minute) to get free.
Chains (AC 20, 5HP/level [max 100], DR 10/magic, energy immune) entangle target and deal 3d6 nonlethal damage. DC32 Str check to break or DC40 Escape Artist (1 minute) to free.

...

Construct Energy Ward
School: Abjuration

As resist energy, except that the target must be a construct.

...

Construct Energy Ward, Greater
School: Abjuration

As protection from energy, except that the target must be a construct.

...

Construct Essence
School: Transmutation

As lesser construct essence, but grants more qualities of the construct type.

...

Construct Essence, Greater
School: Transmutation

Grants a living construct all the benefits of the construct type.

...

Construct Essence, Lesser
School: Transmutation

Grants a living construct qualities of the construct type.

...

Construct Essence, Mass Lesser
School: Transmutation

Grants many living constructs qualities of the construct type.

...

Consume Likeness
School: Necromancy

Caster steals the appearance of a dead person, adding +10 on Disguise checks.

...

Consumptive Field
School: Necromancy

Draw life from all creatures in 30-ft. radius with -1 or fewer hit points that fail save.

...

Consumptive Field, Greater
School: Necromancy

Draw life from all creatures in 30-ft. radius with 9 or fewer hit points that fail save.

...

Contact Other Plane
School: Divination

Lets you ask question of extraplanar entity.

You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from po...

Contagion
School: Necromancy

Infects subject with chosen disease.

The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent sa...

Contagion, Mass
School: Necromancy

As contagion, but 20-ft. radius.

...

Contagious Fog
School: Conjuration - Creation

20-ft.-radius cloud of fog inflicts disease.

...

Contagious Touch
School: Necromancy

You infect one creature per round with chosen disease.

...

Contingency
School: Evocation

Sets trigger condition for another spell.

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency s...

Contingent Energy Resistance
School: Abjuration

Energy damage triggers a resist energy spell.

...

Continual Flame
School: Evocation

Makes a permanent, heatless torch.

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no he...

Control Currents
School: Transmutation

Changes current direction and speed.

...

Control Darkness and Shadow
School: Transmutation

Manipulate existing areas of darkness and shadow.

...

Control Deathless
School: Necromancy

Deathless don't attack you while under your command.

...

Control Elemental
School: Enchantment - Compulsion

Gain control of an elemental creature

...

Control Plants
School: Transmutation

Control actions of one or more plant creatures.

This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they u...

Control Sand
School: Transmutation

Raise or lower the level of sand.

...

Control Snow and Ice
School: Transmutation

Raise or lower ice or snow.

...

Control Temperature
School: Transmutation

Raise or lower temperature by one band/5 levels.

...

Control Undead
School: Necromancy

Undead don't attack you while under your command.

This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what langu...

Control Water
School: Transmutation

Raises or lowers bodies of water.

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce...

Control Weather
School: Transmutation

Changes weather in local area.

You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call...

Control Winds
School: Transmutation

Change wind direction and speed.

You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its ...

Convert Wand
School: Transmutation

Transform wand of a particular spell and caster level into an appropriate cure wand of the same spell and caster level.

...

Conviction
School: Abjuration

Subject gains +2 or higher save bonus.

...

Conviction, Mass
School: Abjuration

Allies gain +2 or higher save bonus.

...

Corona of Cold
School: Evocation

Aura of cold protects you, damages others.

...

Corporeal Instability
School: Transmutation

Transform a target creature into an amorphous mass.

...

Corpse Candle
School: Conjuration - Creation

Incorporeal hand and candle reveals hidden creatures and objects.

...

Corrosive Grasp
School: Conjuration - Creation

You deal 1d8 acid damage with one touch/level

...

Corrupt Weapon
School: Transmutation

Weapon strikes true against good foes.

This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing t...

Countermoon
School: Abjuration

Stop a lycanthrope from changing form, even after death, for 12 hours.

...

Crabwalk
School: Transmutation

Subject gains +2 to AC and Attacks when charging.

...

Crack Ice
School: Evocation

Shatters ice structures or ice creatures.

...

Crawling Darkness
School: Conjuration - Creation

Cloud of tentacles provides concealment, skill bonuses, and several defenses.

...

Creaking Cacophony
School: Illusion - Figment

Spell causes deafness and shankened and applies a sonic weakness to subjects.

...

Create Crossroads and Backroad
School: Conjuration - Creation

Links two locations by magical path.

...

Create Deathless
School: Necromancy

Create undying soldier.

...

Create Fetch
School: Conjuration - Creation

Craft a temporary duplicate of yourself that follows telepathic orders.

...

Create Food and Water
School: Conjuration - Creation

Feeds three humans (or one horse)/level.

The food that this spell creates is simple fare of your choice highly nourishing, if rather bland. Food so created decays and becomes inedible within ...

Create Greater Deathless
School: Necromancy

Create undying councilor.

...

Create Greater Undead
School: Necromancy

Create shadows, wraiths, spectres, or devourers.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: shadows, wraiths, spectres, and devour...

Create Magic Tattoo
School: Conjuration - Creation

Subject receives a magic tattoo with various effects.

...

Create Spirit Idol
School: Necromancy

Keeps a fallen elf away from Dolurrh and allows necromancers to call on his wisdom in the future.

...

Create Trap
School: Conjuration

Creates a CR 1 trap.

...

Create Undead
School: Necromancy

Creates ghouls, ghasts, mummies, or mohrgs.

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. T...

Create Water
School: Conjuration - Creation

Creates 2 gallons/level of pure water.

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liq...

Creeping Cold
School: Transmutation

Creature feels chill that increases with each round.
Creature takes 1d6 cumulative cold damage that increases with each round (2d6, 3d6).

...

Creeping Cold, Greater
School: Transmutation

As creeping cold, but longer duration and more damage.
As creeping cold, but accumulates 1 extra round (2 at level 15).

...

Creeping Darkness
School: Evocation

Create a mobile darkness and silence effect.

...

Creeping Doom
School: Conjuration - Summoning

Swarms of centipedes attack at your command.

When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th le...

Crescendo
School: Evocation

Grants increasing bonus on attack rolls.

...

Crisis of Confidence
School: Enchantment - Compulsion

Target loses commander rating, aura; can't add Cha to rally checks.

...

Critical Strike
School: Divination

Swift. For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical hits.

...

Cross of Lightning
School: Evocation

As lightning bolt, except four lightning bolts that lauch 90 degrees apart from each other.

...

Crown of Brilliance
School: Evocation

Holy light blinds or dazzles foes, repels light-sensitive creatures, and damages undead.

...

Crown of Despair
School: Enchantment - Compulsion

All creatures that see you must save or be paralyzed.

...

Crown of Flame
School: Evocation

Aura burns evil outsiders, undead, and fey for 2d6 points of damage/round.
Aura burns evil outsiders, undead, and fey for 2d6 points of good-aligned damage/round.

...

Crown Of Glory
School: Evocation

You gain +4 Charisma and enthrall those who hear you.

You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You ...

Crown of Glory 2
School: Enchantment - Compulsion

You gain +4 Charisma and inspire your allies.

...

Crown Of Might
School: Transmutation

Gain +2 Strength, discharge to gain +8 bonus for 1 round.

...

Crown of Protection
School: Transmutation

+1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.

...

Crown of Veils
School: Illusion - Figment

Gain +2 to Disguise and Hide, discharge to gain +8.
Gain +2 to Disguise and Hide, discharge to gain +8 on Disguise OR Hide.

...

Cruel Disappointment
School: Illusion - Phantasm

Fools subject for 1 round, then -4 penalty on attacks, saves, and checks.

...

Crumble
School: Transmutation

1d8/level (bypassing hardness) to manufactured object or stucture.

...

Crunchy Snow
School: Transmutation

-20 penalty on Move Silently checks in area.

...

Crushing Despair
School: Enchantment - Compulsion

Subjects take -2 on attack rolls, damage rolls, saves, and checks.

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability c...

Crushing Fist of Spite
School: Evocation

Fist deals 1d6 damage/level each round.
Fist deals 1d6 force damage/level each round.

...

Crushing Hand
School: Evocation

Large hand provides cover, pushes, or crushes your foes.

This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.

The crushin...

Crushing Sphere
School: Evocation

Force globe traps and crushes subject for 3d6 points of nonlethal damage per round.

...

Cry of Ysgard
School: Conjuration - Calling

2d4 bariaur defenders of Ysgard (but no more than 4) serve you for up to one year.

...

Cure Critical Wounds
School: Conjuration - Healing

Cures 4d8 damage +1/level (max +20).

When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20).
...

Cure Critical Wounds, Mass
School: Conjuration - Healing

Cures 4d8 damage +1/level for many creatures.

You channel positive energy to cure 4d8 points of damage +1 point per caster level (maximum +40) in each selected creature.

Like other cure spe...

Cure Light Wounds
School: Conjuration - Healing

Cures 1d8 damage +1/level (max +5).

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
[...

Cure Light Wounds, Mass
School: Conjuration - Healing

Cures 1d8 damage +1/level for many creatures.

You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.

Like other cure spe...

Cure Minor Wounds
School: Conjuration - Healing

Cures 1 point of damage.

When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage.

Since undead are powered by negative en...

Cure Moderate Wounds
School: Conjuration - Healing

Cures 2d8 damage +1/level (max +10).

When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10).
...

Cure Moderate Wounds, Mass
School: Conjuration - Healing

Cures 2d8 damage +1/level for many creatures.

You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) in each selected creature.

Like other cure spe...

Cure Serious Wounds
School: Conjuration - Healing

Cures 3d8 damage +1/level (max +15).

When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15).
...

Cure Serious Wounds, Mass
School: Conjuration - Healing

Cures 3d8 damage +1/level for many creatures.

You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +35) in each selected creature.

Like other cure spe...

Curse of Ill Fortune
School: Necromancy

Subject suffers -3 penalty on attacks, saves, and checks.

...

Curse of Ill Fortune, Mass
School: Necromancy

Enemies take -3 penalty on attack rolls and saves.

...

Curse of Impending Blades
School: Necromancy

Subject takes -2 penalty to AC.

...

Curse of Impending Blades, Mass
School: Necromancy

Enemies take -2 penalty to AC.

...

Curse of Lycanthropy
School: Necromancy

Causes temporary lycanthropy in subject.

...

Curse of Lycanthropy 2
School: Necromancy

Kills subject and summons wererats.

...

Curse of Petty Failing
School: Necromancy

Subject takes -2 penalty on attack rolls and saves.

...

Curse of Spilt Water
School: Transmutation

Transforms an enemy into water.

...

Curse of the Brute
School: Transmutation

Up to +1/level to Str, Dex, or Con, both Int and Cha down the same.

...

Curse of the Putrid Husk
School: Illusion - Phantasm

Subject is unconscious for 1d10 minutes.

...

Curse Water
School: Necromancy

Makes unholy water.

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water...

Cursed Blade
School: Necromancy

Swift, Creature gains a curse that prevents healing or raising until removed.

...

Curtain of Light
School: Evocation

Shapable curtain of light does 2d4 damage/round to evil creatures and 2d6 damage +1/level (max +20) to evil creatures passing through (double for undead).
Shapable curtain of light does 2d4 brilliant energy damage/round to evil creatures and 2d6 +1/level (max +20) to evil creatures passing through (double for undead).

...

Cutting Hand
School: Transmutation

Your hand gains a +2 enhancement bonus and is considered armed.

...

Cyclonic Blast
School: Evocation

Horizontal cyclone deals 1d6/level (max 15d6) damage and initiates a bull rush.

...

Daggerspell Stance
School: Abjuration

Swift. You gain +2 insight bonus on attack and damage 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.

...

Damning Darkness
School: Evocation

Darkness deals either 2d6 or 1d6 damage per round.
Darkness deals 2d6 unholy damage to good creatures or 1d6 to nongood and non-evil creatures, per round.

...

Dance of Ruin
School: Necromancy

Nondemons take 2d20 points of damage.

...

Dance of the Unicorn
School: Abjuration

Purifying mist washes the air clean of smoke, dust, and poisons.

...

Dancing Blade
School: Transmutation

Sword fights with an ally and prevents flanking.

...

Dancing Chains
School: Transmutation

Animates one chain per level.

...

Dancing Lights
School: Evocation

Creates torches or other lights.
Up to 4 lanterns within a 10' radius, or 1 glowing humanoid shape. Lights can move 100'/round within spell's range.

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowi...

Dancing Web
School: Evocation

1d6 points/level of nonlethal damage and if save fails, evil creatures are entangled (half speed, -2 att, -4 Dex, Concentration DC 15 + level).

...

Dark Tide
School: Necromancy

Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour.

...

Dark Way
School: Illusion - Shadow

Creates temporary unbreakable bridge supporting up to 200 lbs./level.

...

Darkbolt, Darkness
School: Evocation

You hurl one/two levels beams of darkness dealing 2d8 damage/round and may daze target for 1 round.
You hurl 1 beam of darkness/2 levels (max 7 bolts), dealing 2d8 damage/round and may daze for 1 round.

...

Darkbolt, Vile
School: Evocation

Deals 1d8 damage/2 levels and stuns 1 round.
Deals 1d8 damage/2 levels (max 5d8), half is cold damage, and stuns 1 round.

...

Darkfire
School: Evocation

As produce flame, but dark flames visible with darkvision.

...

Darkflame Arrow
School: Evocation

Masterwork arrow or bolt deals normal damage plus 1d6 damage each round for 3 rounds.
Masterwork arrow or bolt deals its damage plus 1d6 black fire damage (no resistance) per round.

...

Darkliqht
School: Evocation

Creates 5-ft.-radius area where all can see without light.

...

Darkness
School: Evocation

20-ft. radius of supernatural shadow.

This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Eve...

Darkvision
School: Transmutation

See 60 ft. in total darkness.

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision do...

Darkvision, Mass
School: Transmutation

As darkvision, but affects subjects within 10 feet of you.

...

Darkvision, Superior
School: Transmutation

Subject can see in the dark to any range.

...

Dawn
School: Abjuration

Swift, Awaken sleeping and unconscious creatures.

...

Dawn Shroud
School: Evocation

In addition to acting as a daylight spell, the light is harmful to oozes and undead.

...

Daylight
School: Evocation

60-ft. radius of bright light.

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that tak...

Daze
School: Enchantment - Compulsion

Humanoid creature of 4 HD or less loses next action.

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affect...

Daze Monster
School: Enchantment - Compulsion

Living creature of 6 HD or less loses next action.

This enchantment clouds the mind of a living creature with 6 or fewer Hit Dice so that it takes no actions. Creatures of 7 or more HD are not affected...

Dead End
School: Illusion - Shadow

Illusions conceal the targets' spoor.

...

Deadfall
School: Conjuration - Creation

Creates a deadfall, Reflex save dealing 1d6/level bludgeoning damage (save half), prone (save negate), and Fort save or stunned for 1 round.
Creates a deadfall, 1d6/level bludgeoning damage (Reflex half), prone (save negate), and Fort save or stunned 1 round.

...

Deafening Clang
School: Transmutation

Swift, Weapon deafens with a successful touch attack.

...

Death Armor
School: Necromancy

Black aura damages creatures attacking you.
Black aura deals 1d4 +1/two levels damage to creatures attacking you.

...

Death by Thorns
School: Conjuration - Creation

Up to three creatures die in 1d4 rounds or are incapacitated, taking 4d6 damage.
Up to three creatures die in 1d4 rounds or are incapacitated, taking 4d6 piercing damage.

...

Death Dragon
School: Necromancy

You gain +4 natural armor, +4 deflection, and natural attacks.

...

Death Grimace
School: Necromancy

Caster leaves magical "calling card" on a corpse.

...

Death Hail
School: Conjuration - Creation

Summons a storm of death hail dealing 1d2 points of Strength and Constitution damage.
Summons a storm of death hail dealing 1d2 points of Str and Con damage.

...

Death Knell
School: Necromancy

Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1...

Death Pact
School: Necromancy

-2 to Constitution, in exchange for effects of true resurrection.

...

Death Throes
School: Necromancy

Your body explodes when you die.

...

Death Ward
School: Necromancy

Grants immunity to death spells and negative energy effects.

The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

This spell doesn't remove nega...

Death Ward, Mass
School: Necromancy

As death ward, but more targets.

...

Deathwatch
School: Necromancy

Reveals how near death subjects within 30 ft. are.

Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spells range. You instantly k...

Decapitating Scarf
School: Transmutation

Decapitate target or deal 1d4/level (max 20d4) damage. Some creatures take 6d4 instead.

...

Decastave
School: Conjuration - Creation

Thundering quarterstaff of force deals 1d6 damage with touch attack.
Thundering quarterstaff deals 1d6 force damage with touch attack.

...

Decomposition
School: Necromancy

Wounds deal 3 extra point of damage each round.

...

Decoy Image
School: Illusion - Figment

Figment mimics you and allies.

...

Deep Breath
School: Conjuration - Creation


...

Deep Slumber
School: Enchantment - Compulsion

Puts 10 HD of creatures to sleep.
Puts 10 HD of creatures to sleep, starting with lowest HD creatures.

A sleep spell causes a magical slumber to come upon 10 Hit Dice of creatures. Creatures with the fewest HD are affected first.

Among creatures ...

Deeper Darkness
School: Evocation

Object sheds supernatural shadow in 60-ft. radius.

This spell causes an object to radiate shadowy illumination out to a 60-foot radius. All creatures in the area gain concealment (20% miss chance). Eve...

Deeper Darkvision
School: Transmutation

Subject can see 90 ft. in magical darkness.

...

Defenestrating Sphere
School: Evocation

Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.

...

Defile Snow and Ice
School: Evocation

Grants undead a +4 profane bonus

...

Deflect
School: Abjuration

Gain bonus to AC for one attack.
Gain 1/2 CL shield bonus until end of your next turn.

...

Deflect, Lesser
School: Abjuration

Gain a deflection bonus of +1/3 levels (max +5) against one attack.
Gain deflection AC +1 per 3 CL vs 1 attack. Can cast when not your turn.

...

Dehydrate
School: Necromancy

Deals Con damage to target.

...

Deific Vengeance
School: Conjuration - Summoning

God's punishment deals 1d6 damage/two caster levels (max 5d6). (1d6/level max 10d6 vs undead.)

...

Delay Death
School: Necromancy

Losing hit points doesn't kill subject.

...

Delay Disease
School: Conjuration - Healing

Postpones effects of a disease.

...

Delay Poison
School: Conjuration - Healing

Stops poison from harming subject for 1 hour/ level.

The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not a...

Delayed Blast Fireball
School: Evocation

1d6/level fire damage; you can postpone blast for 5 rounds.

This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals ...

Delusions of Grandeur
School: Illusion - Phantasm

Subject becomes overconfident and careless.

...

Demand
School: Enchantment - Compulsion

As sending, plus you can send suggestion.

You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recogn...

Demon Dirge
School: Transmutation

Demons are stunned and take 2d6 damage/round for 1d6 rounds.

...

Demon Wings
School: Transmutation

You fly at your land speed.

...

Demoncall
School: Divination

You gain +10 on one Knowledge (the planes), Knowledge (arcana)or Knowledge (religion) check.

...

Demonflesh
School: Transmutation

Caster gains +1 natural armor/5 caster levels.

...

Demonhide
School: Abjuration

The subject gains damage reduction 5/cold iron or good.

...

Demonic Blood Infusion
School: Transmutation

Temporarily grant subject the fiendish template, may cause the subject to become chaotic and evil permanently.

...

Depression
School: Necromancy

Enemies around you become fatigued and take penalties to Will saves.

...

Depthsurge
School: Evocation

Water slam deals 2d6 + 1/level damage to all within 20-ft. radius, pushes targets back, sinks ships.

...

Desecrate
School: Evocation

Fills area with negative energy, making undead stronger.

This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead ...

Desecrate Battlefield
School: Evocation

Fills large area with negative energy, making undead stronger.

...

Desert Binding
School: Enchantment - Compulsion

Imprisons creature as sand in an hourglass or wind in the waste.

...

Desert Burial
School: Evocation

Buries targets up to their necks in sand.

...

Desert Diversion
School: Conjuration - Teleportation

Those attempting planar travel are diverted to a random wasteland.

...

Desiccate
School: Necromancy

Deals 1d6/2 levels dessication damage and dehydrates living creature.

...

Desiccate, Mass
School: Necromancy

Desiccates several creatures.

...

Desiccating Bubble
School: Necromancy

Directable globe of supernaturally dry air which causes evaporative damage to those it engulfs.

...

Despoil
School: Transmutation

Kills plants, damages objects in 100-ft. radius/level.

...

Destruction
School: Necromancy

Kills subject and destroys remains.

This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving thro...

Detect Aberration
School: Divination

Reveals aberrations within 60 ft.

...

Detect Animals or Plants
School: Divination

Detects kinds of animals or plants.

You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of anima...

Detect Attitude
School: Divination

Reveals target's attitude.

...

Detect Chaos
School: Divination

Reveals creatures, spells, or objects of selected alignment.

This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic ...

Detect Crossroads
School: Divination

Detect fey crossroads within 60 ft.

...

Detect Dragonmark
School: Divination

Detect and identify dragonmarks within 60 ft.

...

Detect Evil
School: Divination

Reveals creatures, spells, or objects of selected alignment.

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Pre...

Detect Favored Enemy
School: Divination

You know if favored enemies are within 60 ft.

...

Detect Fire
School: Divination

Detect fire within 60 ft.

...

Detect Good
School: Divination

Reveals creatures, spells, or objects of selected alignment.

This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good ...

Detect Guilt
School: Divination

Reveals how much guilt target feels.

...

Detect Heresy
School: Divination

Reveals heretical thoughts or actions in target's recent past.

...

Detect Law
School: Divination

Reveals creatures, spells, or objects of selected alignment.

This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magi...

Detect Magic
School: Divination

Detects spells and magic items within 60 ft.
Round 1: Detect presence of magic aura. 2: Number of auras and max power. 3: Power and location of each aura. School: Spellcraft DC 15+spell level or 15+1/2 CL for nonspell.

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or a...

Detect Metal and Minerals
School: Divination

Find metals and minerals within 60 ft.

...

Detect Poison
School: Divination

Detects poison in one creature or object.

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom ch...

Detect Scrying
School: Divination

Alerts you of magical eavesdropping.

You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spells area radiates from you and m...

Detect Secret Doors
School: Divination

Reveals hidden doors within 60 ft.
Round 1: presence of doors within 60' thru less than 1' stone or 1" metal. 2: number and location of each w/in line of sight, or direction otherwise.

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape d...

Detect Ship
School: Divination

Detect and identify ships.

...

Detect Snares and Pits
School: Divination

Reveals natural or primitive traps.

You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex trap...

Detect Thoughts
School: Divination

Allows listening to surface thoughts.
Round 1: Presence of thoughts from Int 1+. 2: Number of minds and Int scores; Int>=26 and 10 exceeding yours stuns you for 1 round. 3: Surface thoughts of any mind.

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence...

Detect Undead
School: Divination

Reveals undead within 60 ft.

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st ...

Detect Violence
School: Divination

Reveals violence done in area within recent past.

...

Detoxify
School: Conjuration - Healing

Neutralize poison in 30-ft. radius.

...

Devil Blight
School: Transmutation

Damage and confuse baatezu; damage other lawful and evil creatures.

...

Devil's Ego
School: Transmutation

You gain 1d4+1 Cha and become an outsider.

...

Devil's Eye
School: Divination

You can see even in magical darkness up to 30 feet.

...

Devil's Tail
School: Transmutation

You gain a spiked tail that deals 1d4 damage.
You gain a spiked tail that deals 1d4 piercing damage.

...

Devil's Tongue
School: Transmutation

Tongue grapples with reach 15 ft.

...

Devlin's Barb
School: Conjuration - Creation

You temporarily create an arrow, bolt, bullet, or sling stone that ceases to exist at the end of the duration.

...

Devlin's Venomblade
School: Conjuration - Creation

Temporarily create a slashing weapon coated in venom that disappears after the first wounding.

...

Diamond Spray
School: Evocation

Dazzle evil creature for 2d6 rounds (no save) and do 1d6 damage/level (max 10d6).
Dazzle evil creature for 2d6 rounds (no save) and do 1d6 good-aligned damage/level (max 10d6).

...

Diamondsteel
School: Transmutation

Metal armor provides damage reduction.

...

Dictum
School: Evocation

Kills, paralyzes, slows, or deafens nonlawful subjects.

Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
HD Effect

Equal to ...

Dimension Door
School: Conjuration - Teleportation

Teleports you short distance.

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by si...

Dimension Door, Greater
School: Conjuration - Teleportation

Creates short-range, multiple-use dimension door.

...

Dimension Hop
School: Conjuration - Teleportation

Teleport subject short distance.
Teleport subject 5'/2 CL, to empty square within line of sight.

...

Dimension Leap
School: Conjuration - Teleportation

Teleport 10 ft./level.

...

Dimensional Anchor
School: Abjuration

Bars extradimensional movement.

A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is co...

Dimensional Lock
School: Abjuration

Teleportation and interplanar travel blocked for one day/level.

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dim...

Diminish Plants
School: Transmutation

Reduces size or blights growth of normal plants.

This spell has two versions.

Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to ...

Dinosaur Stampede
School: Evocation

Spectral dinosaurs deal 1d12 damage +1/level.
Throwing down and shattering a fossil to complete the spell, you call upon potent natural-forces and energies, and manifest them. in the form of a swath of intangible, spectral, stampeding dinosaurs.

...

Dire Hunger
School: Transmutation

Subject grows fangs and attacks creatures near it.

...

Dirge
School: Evocation

Enemies suffer 2 points of Str and Dex damage per round.

...

Dirge of Discord
School: Enchantment - Compulsion

Unnatural dirge that causes -4 to attack and concentration checks, and -4 enhancement penalty to Dexterity.

...

Disable Construct
School: Transmutation

Deals 10/level damage to target construct.

...

Disarm
School: Evocation

Disarm a foe or push an object with an unseen force.

...

Discern Bloodline
School: Divination

Know the race of one creature/level.

...

Discern Lies
School: Divination

Reveals deliberate falsehoods.

Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning di...

Discern Location
School: Divination

Reveals exact location of creature or object.

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct interven...

Discern Shapechanger
School: Divination

See creatures as they really are or know they can shapechange.

...

Discolor Pool
School: Illusion - Glamer

Change the color of a color pool on the Astral Plane.

...

Disguise Self
School: Illusion - Glamer

Changes your appearance.
Change your appearance, +10 to Disguise check. Glamer creatures get a Will save.

You make yourself-including clothing, armor, weapons, and equipmentlook different. You can seem 1 foot shorter or taller, thin, fat, or in between. Yo...

Disguise Ship
School: Illusion - Glamer

Disguises a ship.

...

Disguise Undead
School: Illusion - Glamer

Change appearance of one corporeal undead.

...

Disguise, Minor
School: Transmutation

Makes slight changes to your appearance.

...

Disintegrate
School: Transmutation

Makes one creature or object vanish.

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 p...

Dismissal
School: Abjuration

Forces a creature to return to native plane.

This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spells save DC - creatures HD + your caster l...

Disobedience
School: Abjuration

Subject is shielded from mind control.
Shield subject from mind control, blocking active compulsion spells.

...

Dispel Chaos
School: Abjuration

+4 bonus against attacks by chaotic creatures.

Shimmering, blue, lawful energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by cha...

Dispel Cold
School: Abjuration

Cancels cold spells and effects.

...

Dispel Evil
School: Abjuration

+4 bonus against attacks by evil creatures.

Shimmering, white, holy energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by evil...

Dispel Fire
School: Abjuration

Cancels fire spells and effects.

...

Dispel Good
School: Abjuration

+4 bonus against attacks by good creatures.

Shimmering, dark, unholy energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by goo...

Dispel Law
School: Abjuration

+4 bonus against attacks by lawful creatures.

Shimmering, yellow, chaotic energy surrounds you. This power has three effects.

First, you gain a +4 deflection bonus to AC against attacks by ...

Dispel Magic
School: Abjuration

Cancels magical spells and effects.

You can use dispel magic to end on-going spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic ...

Dispel Magic, Greater
School: Abjuration

As dispel magic, but +20 on check.

This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.

Additionally, greater ...

Dispel Shield
School: Abjuration

This spell protects you from dispel magic attemps by being dispelled first.

When an area dispel magic lands on you, this spell automatically registers as the highest level spell, even if it is not, and also automatically fails...

Dispel Ward
School: Abjuration

As dispel magic, but affects only wards.

...

Dispel Water
School: Abjuration

Cancels water spells and effects or dismisses water creatures.

...

Dispelling Breath
School: Abjuration

Your breath weapon acts as a targeted dispel magic to all creatures in its area.

...

Dispelling Screen
School: Abjuration

Create an opaque screen that targets passing objects with dispel magic.

...

Dispelling Screen, Greater
School: Abjuration

As dispelling screen, except that the maximum caster level bonus on the dispel check is +20.

...

Dispelling Touch
School: Abjuration

Dispel one magical effect on touched subject.

...

Displacement
School: Illusion - Glamer

Attacks miss subject 50%.

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total conc...

Displacer Form
School: Transmutation

You change into displacer beast, gain some abilities.

...

Disquietude
School: Enchantment - Compulsion

Target avoids physical contact with others.

...

Disrupt Undead
School: Necromancy

Deals 1d6 damage to one undead.
Deals 1d6 positive energy damage to one undead.

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage...

Disrupt Undead, Greater
School: Necromancy

As disrupt undead, but damage increases per caster level.
Deals 1d8/caster level (max 10d8) positive energy damage to any undead.

...

Disrupting Weapon
School: Transmutation

Melee weapon destroys undead.

This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or b...

Dissonant Chant
School: Abjuration

Distracting chant which makes Concentration checks in the area more difficult.

...

Dissonant Chord
School: Evocation

Deal 1d8/2 levels sonic damage in 10-ft. burst.

...

Distilled Joy
School: Transmutation

Creates ambrosia.

...

Distort Speech
School: Transmutation

Target's speech becomes unintelligible, hampers spellcasting.

...

Distort Summons
School: Transmutation

Creates area where only evil creatures can be summoned.

...

Distort Weapon
School: Transmutation

All threats of a critical hit against good foes are automatically confirmed.

...

Distract
School: Enchantment - Compulsion

Distracts targets with the zest for life.

...

Distract Assailant
School: Enchantment - Compulsion

Swift. One creature is flat-footed for 1 round.

...

Distracting Ray
School: Abjuration

Distracts target spellcaster as counterspell.

...

Distracting Shadows
School: Evocation

-5 penalty on Spot and Search checks in a 10-ft.-radius spread.

...

Divination
School: Divination

Provides useful advice for specific proposed actions.

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goa...

Divine Agility
School: Transmutation

Subject gains +10 to Dexterity for 1 round/level.

...

Divine Favor
School: Evocation

You gain +1 per three levels on attack and damage rolls.

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at...

Divine Flame
School: Abjuration

Wards area against cold creatures.

...

Divine Insight
School: Divination

You gain insight bonus of 5 + caster level on one single skill check.

...

Divine Inspiration
School: Divination

Target gains +3 sacred bonus on attack rolls against evil creatures.

...

Divine Interdiction
School: Abjuration

Prevents other divine characters from turning or rebuking.

...

Divine Power
School: Evocation

You gain attack bonus, +6 to Str, and 1 hp/level.

Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your chara...

Divine Protection
School: Enchantment - Compulsion

Allies gain a +1 morale bonus to their Armor Class and on saving throws.

...

Divine Sacrifice
School: Evocation

You sacrifice hit points to deal extra damage.

...

Divine Storm
School: Evocation

Whirling disk of weapons, dealing 1d6 + 2/level (max +20) in a plane.

...

Divine Zephyr
School: Abjuration

Wards area against fire creatures.

...

Dolor
School: Evocation

Cause a creature trapped in a planar binding pain, compelling it to agree to some service.

...

Dolorous Blow
School: Transmutation

Weapon's threat range is doubled and threats are automatically confirmed.

...

Dolorous Motes
School: Enchantment - Compulsion

Creates clouds of flickering light (1 10-ft. cube/level) that dazes creatures.

...

Dominate Animal
School: Enchantment - Compulsion

Subject animal obeys silent mental commands.

You can enchant an animal and direct it with simple commands such as Attack, Run, and Fetch. Suicidal or self-destructive commands (including an order...

Dominate Living Construct
School: Enchantment - Compulsion

As dominate person, but affecting a living construct.

...

Dominate Monster
School: Enchantment - Compulsion

As dominate person, but any creature.

You can control the actions of any creature through a telepathic link that you establish with the subjects mind.

If you and the subject have a ...

Dominate Person
School: Enchantment - Compulsion

Controls humanoid telepathically.

You can control the actions of any humanoid creature through a telepathic link that you establish with the subjects mind.

If you and the subjec...

Doom
School: Necromancy

One subject takes -2 on attack rolls, damage rolls, saves, and checks.

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken....

Doom of the Seas
School: Conjuration - Summoning

Summons a fiendish kraken (Doom of the Seas) under your command.

...

Doom Scarabs
School: Conjuration

Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
Scarab swarm deals 1d6/2 levels (max 10d6), you gain 1d4 temp HP for 1 hour for overcoming SR.

...

Doomtide
School: Illusion - Pattern

Black mist obscures vision, dazes creatures.

...

Door to Great Evil
School: Conjuration

Send yourself or another paladin to the nearest evil you can deal with.

...

Doppelganger Transformation
School: Transmutation

You gain physical and mental bonuses.

...

Doublestrike Arrow
School: Transmutation

One arrow or bolt strikes two targets within 30 feet of each other.

...

Downdraft
School: Evocation

Force flying creatures to fall 100 feet or knock landborne people prone.

...

Draconic Might
School: Transmutation

Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.

...

Draconic Polymorph
School: Transmutation - Polymorph

As polymorph, except average Str + 8 and average Con + 2 and Max 20 HD.

...

Dragon Ally
School: Conjuration - Calling

As dragon ally, lesser, but up to 18 HD.

...

Dragon Ally, Greater
School: Conjuration - Calling

As dragon ally, lesser, but up to 27 HD.

...

Dragon Ally, Lesser
School: Conjuration - Calling

Exchange services with a 15 HD dragon.

...

Dragon Breath
School: Evocation

You choose a dragon type and mimic its breath weapon.

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Dragon Cloud
School: Conjuration - Calling

Calls forth an elemental spirit that assumes a cloudy, dragonlike form.

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Dragonsight
School: Transmutation

Gain low-light vision, darkvision, and blindsense.

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Dragonskin
School: Transmutation

You gain +3 to +5 natural armor bonus and Energy Resistance 10 to 20.

...

Dread Word
School: Evocation

1d3 Cha drain on one target.

...

Dream
School: Illusion - Phantasm

Sends message to anyone sleeping.

You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the reci...

Dream Casting
School: Illusion - Phantasm

Alter subject's dreams to produce desired effect.

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Dream Image
School: Illusion - Shadow

Create a shadow copy of yourself to interact with the area.

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Dream Sight
School: Divination

Your spirit can hear and see at distance for 1 min./level.

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Drown
School: Conjuration - Creation

Target immediately begins to drown.

...

Drown, Mass
School: Conjuration - Creation

As drown, but affects multiple creatures.

...

Drown, Vile
School: Conjuration - Creation

Subject begins to drown.

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Drug Resistance
School: Enchantment

Subject is immune to addiction.

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Drums of War
School: Enchantment - Compulsion

Enemies take -2 penalty on attacks and saves.

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Duelward
School: Abjuration

You can counterspell as an immediate action with a +4 bonus to Spellcraft.

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Dust Storm
School: Conjuration - Creation

Create a blinding storm that deals 1d6 damage per round.
Create a blinding storm that deals 1d6 slashing damage per round.

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Dust to Dust
School: Transmutation

Disintegrate undead with your ray attack. Deals 1d8/2 levels (max 10d8) damage.

...

Dweomer of Transference
School: Evocation

Convert spellcasting into psionic power points.

With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points. When you f...

Eagle's Splendor
School: Transmutation

Subject gains +4 to Cha for 1 min./level.

The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usua...

Eagle's Splendor, Mass
School: Transmutation

As eagle's splendor, affects one subject/level.

This spell functions like eagle's splendor, except that it affects multiple creatures....

Early Twilight
School: Evocation

Reduce light in 80-ft.-radius cylinder.

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Earth Glide
School: Transmutation

Grants the ability to move through earth and stone like an earth elemental

...

Earth Hammer
School: Transmutation

You transform one melee weapon into a bludgeoning adamantine weapon.

...

Earth Lock
School: Abjuration

Constricts tunnel, preventing access.

...

Earth Reaver
School: Transmutation

Eruption deals 4d6 impact damage and 3d6 fire damage to all in area.
Eruption deals 4d6 impact damage and 3d6 fire damage to all in area.

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Earthbind
School: Transmutation

Subject creature can't fly.

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Earthbolt
School: Evocation

Deal 1d6 damage/level (max 10d6) on an earth bound line.

...

Earthen Grace
School: Abjuration

Stone and rock damage sources deal nonlethal damage instead of lethal damage.

...

Earthen Grasp
School: Transmutation

Dense hand grapples creatures and pins them.

...

Earthfast
School: Transmutation

Double hardness and hit points of stone structure or rock formation.

...

Earthquake
School: Evocation

Intense tremor shakes 5-ft./level radius.

When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks ...

Ease of Breath
School: Necromancy

+20 inherent bonus on Fortitude saves to resist altitude sickness.

...

Ease Pain
School: Conjuration - Healing

Removes lingering effects of pain.

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Easy Climb
School: Transmutation

Changes vertical surface Climb DC to 10.

...

Easy Math
School: Transmutation

Allows instant counting and distance calculation.

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Easy Trail
School: Abjuration

Makes a trail easier to pass.

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Ebon Eyes
School: Transmutation

Subject can see through magical darkness.

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Ebon Ray of Doom
School: Necromancy

Black energy prevents magical healing and special healing abilities from functioning.

...

Echo Skull
School: Divination

See, hear, and speak through a prepared animal skull for 1 hour/level.

...

Ectoplasmic Armor
School: Abjuration

Gain +5 to +9 armor bonus against incorporeal touch attacks.

...

Ectoplasmic Enhancement
School: Necromancy

Incorporeal undead gain +1 AC, +1d8 hp, +1 on attacks, +2 turn resistance for every 3 levels.

...

Ectoplasmic Feedback
School: Abjuration

Incorporeal attackers take 1d6 damage.
Incorporeal attackers take 1d6 + 1/caster level (max +10) force damage.

...

Effulgent Epuration
School: Abjuration

Creates one sphere/level to negate hostile magic.

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Eladrin Form
School: Transmutation

You become an incorporeal globe.

...

Elation
School: Enchantment

Allies gain +2 to Strength and Dexterity, +5 ft. of speed.

...

Electric Jolt
School: Evocation

Ray deals 1d3 electricity damage.

...

Electric Loop
School: Evocation

Deals 1d6/two levels electricity damage plus stunning to a single creature.
Deals 1d6/two levels (max 5d6) electricity damage + stuns a single creature.

...

Electric Slap
School: Transmutation

Touch attack deals 1d6 electricity damage.

Your hand is imbued with a small electric charge that triggers when you touch an creature, requiring a successful melee touch attack. The spell deals ...

Electric Spark
School: Transmutation

Ray deals 1d3 electricity damage.

You cause a spark of electricity to arc from you to the target, requiring a successful ranged touch attack. The spell deals 1d3 electricity damagee....

Electrical Deluge
School: Evocation

See Text

...

Elemental Body
School: Transmutation

You take on the qualities of a type of elemental.

...

Elemental Burst
School: Evocation

Deal elemental damage in a burst.

...

Elemental Familiar
School: Transmutation

Transmutes your familiar into an elemental.

...

Elemental Prod
School: Abjuration

Move an elemental creature a short distance.

...

Elemental Shroud
School: Necromancy

Grant undead creatures armor and turn bonuses and deal elemental damage upon being struck by a foe or striking a foe.

...

Elemental Swarm
School: Conjuration - Summoning

Summons multiple elementals.

This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric op...

Elemental Ward
School: Abjuration

Drive Wu Jen type elementals away from you.

...

Elf Disguise
School: Illusion - Glamer

As disguise self, except no body changes and only to an Elf type.

...

Embrace of Endless Day
School: Conjuration

Target gets 3/level (max 30) "points" of positive energy to heal or harm, and gains +1 on saves against necromantic and death effects.

...

Embrace the Wild
School: Transmutation

You gain an animal's senses for 10 min./level.

...

Emerald Burst
School: Evocation

20-ft.-radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds.

...

Emerald Flame Fist
School: Evocation

You can transfer a burning aura to a subject dealing 3d6 +1/level (max +20) fire damage per round.

...

Emerald Planes
School: Evocation

Creates up to five 5-foot squares that hold 100 lb./level.

...

Empyreal Ecstasy
School: Abjuration

Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks; -4 to skill checks.

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Enchanting Flavor
School: Transmutation

A meal tastes wonderful and you gain a one-time Charisma-based check bonus.

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End to Strife
School: Enchantment - Compulsion

Any attack made within 80 feet of caster causes attacker to take 1d6 points of lethal or nonlethal damage/caster level (max 20d6).

...

Endure Elements
School: Abjuration

Exist comfortably in hot or cold environments.

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 an...

Enduring Flight
School: Transmutation

Carry medium loads at full fly speed; flight duration doubles.

...

Energetic Healing
School: Conjuration - Healing

Target is immune to one energy type and gains 10% of the energy damage as healing.

...

Energize Potion
School: Transmutation

Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.
Transforms potion into a grenade that deals 1d6/spell level (max 3d6) acid, cold, fire, electricity, or sonic damage in a 10-ft.-radius burst.

...

Energized Shield
School: Abjuration

Shield provides user resistance 10, shield bash deals +2d6 damage.

...

Energized Shield, Lesser
School: Abjuration

Shield provides user resistance 5, shield bash deals +1d6 damage.

...

Energy Aegis
School: Abjuration

Subject gains resistance 20 against one energy type for one attack.

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Energy Alteration
School: Transmutation

Item using one kind of energy uses another instead.

...

Energy Buffer
School: Abjuration

Absorbs 1d6/level points of damage (maximum 15d6) from one kind of energy.
Absorbs 1d6/level points of damage (maximum 15d6) from one kind of energy (acid, cold, electricity, fire, sonic).

...

Energy Drain
School: Necromancy

Subject gains 2d4 negative levels.

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creat...

Energy Ebb
School: Necromancy

Give subject one negative level/round for 1 round/level.

...

Energy Immunity
School: Abjuration

Subject is immune to damage from one kind of energy.
Subject is immune to damage from one kind of energy (acid, cold, electricity, fire, sonic).

...

Energy Spheres
School: Evocation

Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage.

...

Energy Surge
School: Transmutation

As lesser energy surge, but 2d6 damage.
Weapon deals extra 2d6 acid, cold, electricity, fire, or sonic damage (your choice).

...

Energy Surge, Greater
School: Transmutation

As lesser energy surge, but 3d6 damage.
Weapon deals extra 3d6 acid, cold, electricity, fire, or sonic damage (your choice).

...

Energy Surge, Lesser
School: Transmutation

One attack deals an extra 1d6 energy damage.
Weapon deals extra 1d6 acid, cold, electricity, fire, or sonic damage (your choice).

...

Energy Transformation Field
School: Transmutation

Area absorbs magic energy to power a predetermined spell.

...

Energy Vortex
School: Evocation

Burst of energy centered on you damages nearby creatures.
Burst centered on you deals 1d8 +1/caster level (max +20) acid, cold, fire, or electricity damage to nearby creatures.

...

Enervating Breath
School: Necromancy

Your breath weapon also bestows 2d4 negative levels.

...

Enervation
School: Necromancy

Subject gains 1d4 negative levels.

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creat...

Enhance Familiar
School: Universal

Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level.

...

Enhance Magical Flow
School: Universal

Gain a +1 enhancement bonus to spell DCs.

...

Enhance Magical Flow, Greater
School: Universal

Gain a +2 enhancement bonus to spell DCs.

...

Enhance Wild Shape
School: Transmutation

Your wild shape ability gains a bonus.

...

Enhanced Shifting
School: Transmutation

Gain bonuses depending on shifter characteristics.

...

Enhancement Alteration
School: Transmutation

Magic shield's enhancement bonus applies to shield bash attacks, or magic weapon's enhancement bonus applies to Two-Weapon Defense.

...

Enlarge Person
School: Transmutation

Humanoid creature doubles in size.

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creatures size...

Enlarge Person, Greater
School: Transmutation

Humanoid creature doubles in size.

...

Enlarge Person, Mass
School: Transmutation

Enlarges several creatures.

This spell functions like enlarge person, except that it affects multiple creatures....

Enlarge Weapon
School: Transmutation

Your weapon grows one size category.
Weapon grows 1 size category without penalty to wield.

...

Enrage Animal
School: Enchantment - Compulsion

Animal rages like barbarian, not fatigued.

...

Enrage Animals
School: Enchantment - Compulsion

Render normal animals hostile, and vicious.

...

Ensnarement
School: Abjuration

Augment the effectiveness of a magic circle prior to casting planar binding.

...

Entangle
School: Transmutation

Plants entangle everyone in 40-ft.-radius.

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causin...

Entangling Scarf
School: Transmutation

A scarf entangles foe.

...

Entangling Staff
School: Transmutation

Swift. Quarterstaff gains improved grab and can constrict grappled foes.

...

Enthrall
School: Enchantment - Charm

Captivates all within 100 ft. + 10 ft./level.

If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without i...

Entice Gift
School: Enchantment

Subject gives caster what its holding.

...

Entomb
School: Evocation

Captures subjects in blocks of ice, suffocating them.

...

Entropic Shield
School: Abjuration

Ranged attacks against you have 20% miss chance.

A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged att...

Enveloping Cocoon
School: Evocation

Entraps target creature and denies save for attached spell.

...

Eradicate Earth
School: Abjuration

Deals 1d8 points of damage/level to earth creatures (max 10d8).

...

Erase
School: Transmutation

Mundane or magical writing vanishes.

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this ...

Erupt
School: Transmutation

Molten lava burns everthing in area of effect.
Lava causes 10/level fire damage ignites fires. Fortitude save halves damage and avoids catching fire.

...

Essence Of The Dragon
School: Transmutation

Confer the dragon type on touched creature.

...

Essence Of The Raptor
School: Transmutation

Base speed becomes 60 feet, gain skill bonuses and scent.

...

Estanna's Stew
School: Conjuration - Healing

Conjures stew that heals 1d6+1 per serving.

...

Eternity of Torture
School: Necromancy

Target is rendered helpless, ageless, and has all ability scores except for Con drop to 0.

...

Ether Blast
School: Abjuration

Blast Ethereal creatures with an ethereal tornado.

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Ethereal Breath
School: Transmutation

Your breath weapon manifests on the Ethereal Plane.

...

Ethereal Chamber
School: Evocation

Crystalline force chamber is incapable of planar travel away from the Ethereal Plane and normal movement.

...

Ethereal Jaunt
School: Transmutation

You become ethereal for 1 round/level.

You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal...

Ethereal Mount
School: Conjuration - Creation

Creates ethereal mounts.

...

Etherealness
School: Transmutation

Travel to Ethereal Plane with companions.

You and other willing creatures joined by linked hands become ethereal, along with your equipment. Besides yourself, you can bring one creature per th...

Etherealness, Swift
School: Transmutation

Subject momentarily becomes ethereal.
Subject becomes ethereal, takes 1d6 damage per 5' shunted movement if rematerialized in occupied space.

...

Evacuation Rune
School: Conjuration - Teleportation

Create invisible rune that you can teleport to as swift action.

...

Ever Armed
School: Conjuration - Creation

A rapier and dueling cloak appear in your hands.

...

Evergreen
School: Transmutation

Magical heat warms plant life, healing 1d8 damage +1/level (max. +10) and granting immunity to cold.

...

Evil Eye
School: Enchantment

Subject takes -4 penalty on attacks, saves, and checks.

...

Evil Glare
School: Necromancy

Paralyze creature with your glare.

...

Evil Weather
School: Conjuration - Creation

Caster conjures one type of evil weather.

...

Exacting Shot
School: Transmutation

Enhances ranged weapons critical on threat and negates concealment miss chances.

...

Exaction
School: Enchantment - Compulsion

Make a sacrifice to gain bonuses when trying to compel service from a creature in a planar binding.

...

Exalted Fury
School: Evocation

All creatures within 40 ft. take damage equal to 50 + your current hp, and you die.

...

Exalted Raiment
School: Abjuration

Wearer gains +1 sacred bonus to AC per five caster levels, damage reduction 10/evil, SR 5 + caster level, and ability damage from spell-casting.

...

Excavate
School: Transmutation

Creates a permanent passage in earth and walls.

...

Expeditious Excavation
School: Transmutation

Clear pathway of loose stone, sand, gravel, or other lightweight rubble into a tunnel.

...

Expeditious Retreat
School: Transmutation

Your speed increases by 30 ft.

This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movem...

Expeditious Retreat, Swift
School: Transmutation

Your speed increases by 30 ft. for 1 round (swift).

...

Explosive Cascade
School: Evocation

Bouncing flame ball deals 1d6/level fire damage.

...

Explosive Runes
School: Abjuration

Deals 6d6 damage when read.
Deals 6d6 force damage when read.

You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points...

Expose The Dead
School: Divination

Gain insight bonuses to locate undead or when investigating a corpse.

...

Extend Shifting
School: Transmutation

Extend duration of shifting ability by 4 rounds.

...

Extend Tentacles
School: Transmutation

+5 ft. to reach of tentacle attack; also lengthens medusa's snakes.

...

Extract Drug
School: Conjuration - Creation

Creates drug from inanimate object.

...

Extract Water Elemental
School: Transmutation

Pulls water from victim, forms water elemental.

...

Eye of Power
School: Divination - Scrying

As arcane eye, but you can cast spells of 3rd level or lower through it.

...

Eye of Stone
School: Divination - Scrying

Invisible floating eye moves 30 ft./round, can pass through stone.

...

Eye of the Beholder
School: Transmutation

Your eye gains random beholder ray.

...

Eye of the Hurricane
School: Abjuration

Cause a hurricane to spring forth around you. It prevents ranged attacks, knocks people back and others prone.

...

Eyebite
School: Necromancy

Target becomes panicked, sickened, and comatose.

Each round, you may target a single living creature, striking it with waves of evil power. Depending on the targets HD, this attack has as many as thr...

Eyes of the Avoral
School: Transmutation

Subject gians +8 racial bonus on Spot checks.

...

Eyes of the King
School: Conjuration - Summoning

Summon fiendish dire bats.

...

Eyes of the Zombie
School: Divination

You see through a zombie's eyes.

...

Fabricate
School: Transmutation

Transforms raw materials into finished items.

You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricat...

Faerie Fire
School: Evocation

Outlines subjects with light, canceling blur, concealment, and the like.

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment norma...

Faerinaal's Hymn
School: Enchantment - Compulsion

Up to one creature/level cannot take attacks of opportunity.

...

Faith Healing
School: Conjuration - Healing

Cures 8 +1/level damage (max +5) to worshiper of your patron.

...

Faith Healing Wand
School: Transmutation

Transform the wand into a wand of faith healing.

...

False Gravity
School: Transmutation

Travel on a solid surface as if that surface had its own gravity.

...

False Life
School: Necromancy

Gain 1d10 temporary hp +1/level (max +10).

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal...

False Sending
School: Illusion - Glamer

As sending, except caster imitates someone else.

...

False Vigor
School: Illusion - Shadow

Subject gains 1 temporary hitpoint and +1 morale bonus to attack until he attacks or is damaged.

The target is imbued with a false sense of vitality and courage. He gains 1 temporary hit point and a +1 morale bonus to attack rolls. The spell ends ...

False Vision
School: Illusion - Glamer

Fools scrying with an illusion.

Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defin...

Familiar Pocket
School: Universal

Creates an extradimensional hiding place for your familiar.

...

Fanfare
School: Evocation

Stuns and deafens targets; deals 4d6 damage to creatures and 2d6 damage to objects.
Stuns and deafens targets; deals 4d6 sonic damage to creatures and 2d6 damage to objects.

...

Fang Trap
School: Abjuration

Inscription bites those who pass it.

...

Fangs of the Vampire King
School: Transmutation

Grow vampire fangs.

...

Fantastic Machine
School: Conjuration - Creation

Creates many-armed machine that functions as Large animated object.

...

Fantastic Machine, Greater
School: Conjuration - Creation

As fantastic machine, but creates a more powerful construct.

...

Fatal Flame
School: Evocation

Target's body bursts into flame upon its death.
Failing a Will save upon death, target's body deals fire damage (lesser of 2X target HD or your CL, max 20 points) to adjacent creatures (Reflex 1/2).

...

Favor of the Martyr
School: Necromancy

Subject gains Endurance plus immunity to nonlethal damage, charm and compulsion effects, pain attacks, and other adverse conditions, subject can function at -1 to -9 hp.

...

Favor of Yathaghera
School: Transmutation

Grant subject equine creature a fly speed 100 ft (average).

...

Favorable Sacrifice
School: Abjuration

Subject gains better protection the more gems you sacrifice.

...

Favorable Wind
School: Evocation

Produces a strong wind that lasts 10 min./level.

...

Fear
School: Necromancy

Subjects within cone flee for 1 round/level.

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked crea...

Fearsome Grapple
School: Transmutation

You gain 2 additional arms that only improve your grapple checks.

...

Feast of Champions
School: Conjuration - Creation

Food for one creature/level heals and grants comprenensive bonuses.

...

Feather Fall
School: Transmutation

Objects or creatures fall slowly.

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivale...

Feeblemind
School: Enchantment - Compulsion

Subjects Int and Cha drop to 1.

If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intellig...

Feign Death
School: Necromancy

Makes one willing, living creature appear dead.

...

Fell the Greatest Foe
School: Transmutation

Deal extra damage to creatures larger than you.
Deal extra damage to creatures, 1d6 per size category larger than you.

...

Fengut
School: Illusion - Phantasm

Subject is nauseated.

...

Fetid Breath
School: Conjuration - Creation

This spell functions like stinking cloud, except as noted above and subjects are nauseated for 1d4+1 rounds.

...

Fey Ring
School: Conjuration - Calling

Call a Fey creature that may or may not help you.

...

Field of Ghouls
School: Necromancy

Transform dying creatures into ghouls.

...

Field Of Icy Razors
School: Evocation

Creatures in area take normal and cold damage, might be slowed.

...

Fiendform
School: Transmutation - Polymorph

As Alter Self, except you can gain the form and powers of an evil outsider.

...

Fiendish Clarity
School: Divination

You see in even magical darkness, see invisible up to 60 feet, and can detect good.

...

Fiendish Quickening
School: Transmutation

Your ability to teleport is quickened.

...

Fierce Pride of the Beastlands
School: Conjuration - Summoning

Summon celestial lions and celestial dire lions to follow you

...

Fiery Eyes
School: Evocation

Laser eyes cause fires after focusing for a full round action.

...

Filter
School: Abjuration

Makes subject resistant to inhaled toxins.

...

Fimbulwinter
School: Transmutation

Creates winter weather for miles around you that lasts for months.

...

Find Temple
School: Divination

You know direction of your deity's nearest temple.

...

Find the Gap
School: Divination

Your attacks ignore armor and natural armor.

...

Find the Path
School: Divination

Shows most direct way to a location.

The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The l...

Find Traps
School: Divination

Notice traps as a rogue does.

You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insi...

Finding the Center
School: Abjuration

You do not have to concentrate on a previous spell to maintain concentration on it.

...

Fine-Tuning
School: Transmutation

Makes an instrument masterwork; +2 on Perform checks.

...

Finger of Death
School: Necromancy

Kills one subject.

You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful...

Fins to Feet
School: Transmutation

Transforms tails and fins into legs and feet.

...

Fire Breath
School: Evocation

You can breath a ray of fire dealing 1d8/2 levels (max 10d8).

...

Fire Dance
School: Evocation

Perform (dance) DC 15 + 2/round, gain fire immunity, cast off light. End dance with ray of heat or personal healing 1d6/level. Failure results in fatigue and no ray of heat or healing.

...

Fire Flash
School: Evocation

Energy missile deals 1d3 fire damage.

You cause a tiny flame to appear in your hand, which does not harm you or your equipment. It immediately leaps to a target of your choice within range...

Fire Hand
School: Evocation

Touch attack deals 1d6 fire damage.

Your hand is imbued with magical power that causes it to burst into flame when touched to a creature, requiring a successful melee touch attack. The s...

Fire In The Blood
School: Transmutation

Your blood becomes a potent corrosive that burns attackers.
Your blood deals a cumulative 1d6 points of damage per attack upon your attacker (up to 5d6 on 5th attack).

...

Fire Seeds
School: Conjuration - Creation

Acorns and berries become grenades and bombs.

Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berr...

Fire Shield
School: Evocation

Creatures attacking you take fire damage; you're protected from heat or cold.
Creatures attacking you take 1d6 +1/level (max +15) cold damage if the shield protects from fire, fire damage if it protects from cold.

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or f...

Fire Shield, Mass
School: Evocation

Creatures attacking allies take damage; allies are protected from fire or cold.
Creatures attacking allies take 1d6 +1/level (max +15) cold damage if shield protects allies from fire, fire damage if it protects allies from cold.

...

Fire Shuriken
School: Evocation

Evoke 1 fire shuriken/3 caster levels (max 6) each deal 3d6 fire damage.
Evoke 1 shuriken/3 caster levels (max 6); each deal 3d6 fire damage.

...

Fire Spiders
School: Conjuration - Summoning

Swarm of Fine fire elementals attacks targets.

...

Fire Storm
School: Evocation

Deals 1d6/level fire damage.

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground...

Fire Stride
School: Transmutation - Teleportation

Multiple-use dimension door that works only through large fires.

...

Fire Trap
School: Abjuration

Opened object deals 1d4 +1/level damage.
Opened object deals 1d4 +1/level (max +20) fire damage.

Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and clo...

Fire Wings
School: Transmutation

Your arms become wings that enable flight, deal 2d6 fire damage.

...

Fireball
School: Evocation

1d6 damage per level, 20-ft. radius.
1d6/level (max 10d6) fire damage in 20-ft. radius.

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every ...

Firebrand
School: Evocation

One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.

...

Fireburst
School: Evocation

Adjacent subjects take 1d8/level fire damage.
Adjacent subjects take 1d8/level (max 5d8) fire damage.

...

Fireburst, Greater
School: Evocation

Subjects within 15 ft. take 1d10/level fire damage.
Subjects within 15 ft. take 1d10/level (max 15d10) fire damage.

...

Fires of Purity
School: Evocation

Target bursts into magical flame, becoming a dangerous weapon.

...

Fireward
School: Transmutation

As quench, but also suppresses magical fire effects in affected area.

...

Fist of Stone
School: Transmutation

Your fist gains +6 enhancement bonus to strength for attacks, grapples, breaking, or crushing things. You gain a slam attack.

...

Flame Arrow
School: Transmutation

Arrows deal +1d6 fire damage.

You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire d...

Flame Blade
School: Evocation

Touch attack deals 1d8 +1/two levels damage.
Touch attack deals 1d8 +1/two levels (max +10) fire damage.

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the fla...

Flame Dagger
School: Evocation

As flame blade, but 1d4 +1/level.

...

Flame of Faith
School: Evocation

Gives weapon the flaming burst quality.

...

Flame Strike
School: Evocation

Smite foes with divine fire (1d6/level damage).
Smite foes with 1d6/level (max 15d6) damage, half fire damage and half divine damage.

A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half ...

Flame Whips
School: Transmutation

Your forelimbs deal 6d6 fire damage.
Your forelimbs deal 6d6 fire damage.

...

Flaming Corrosion
School: Evocation

See Text
Deal 1d6/level (max 10d6) acid and fire (half each) damage in a cone.

...

Flaming Sphere
School: Evocation

Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Creates rolling ball of 2d6 fire damage, lasts 1 round/level.

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it ca...

Flare
School: Evocation

Dazzles one creature (1 on attack rolls).

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute u...

Flash-Freeze
School: Transmutation

Earth, stone, and water become frozen.

...

Flashburst
School: Evocation

Blind or dazzle creatures within area.

...

Flashflood
School: Conjuration - Creation

Wave of water smashes everything in its path and floods area.

...

Flaywind Burst
School: Evocation

Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
Cone blows away and knocks down smaller creatures and deals 1d6 damage/level (max 10d6).

...

Fleeting Fame
School: Illusion - Glamer

Gives you a +2 bonus on Bluff, Diplomacy, and Intimidate checks.

...

Flensing
School: Transmutation

Trauma deals 2d6 damage plus 1d6 Cha and Con damage.

...

Flesh Armor
School: Abjuration

Caster gains DR 5/magic.

...

Flesh Ripper
School: Evocation

Black claw deals 1d8 damage/level and critical hits deal bleeding wounds.
Black claw deals 1d8/level (max 10d8) damage; critical hits deal 1 pt/round until healed.

...

Flesh to Ice
School: Transmutation

Turns subject into statue of ice.

...

Flesh to Salt
School: Transmutation

Turns creature into a statue of salt.

...

Flesh to Salt, Mass
School: Transmutation

Turns several creatures into statues of salt.

...

Flesh to Stone
School: Transmutation

Turns subject creature into statue.

The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the s...

Fleshshiver
School: Necromancy

Target is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
Target is stunned for 1 round, takes 1d6/level (max 15d6) damage; nauseated for 1d4+2 rounds.

...

Flight of the Dragon
School: Transmutation

You grow dragon wings.

...

Float
School: Transmutation

Subject becomes buoyant.

...

Float of Livre d'Aquatha
School: Transmutation

Makes a willing creature or object buoyant.

...

Floating Disk
School: Evocation

Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch dee...

Floating Disk, Greater
School: Evocation

As floating disk, but can move independently of the caster.

...

Flowsight
School: Divination - Scrying

You can scry creatures in contact with a body of water.

...

Fly
School: Transmutation

Subject gains a fly speed of 60 ft.

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at ha...

Fly, Mass
School: Transmutation

As fly, except this spell confers the power of flight upon all targeted creatures.

...

Fly, Swift
School: Transmutation

This spell functions like fly except for 1 round (swift).

...

Focus Touchstone Energy
School: Transmutation

Convert unused touchstone abilities into temporary hit points.

...

Focusing Chant
School: Enchantment - Compulsion

Improves concentration; +1 on attack rolls or selected checks.

...

Foebane
School: Evocation

Enhances a weapon against a favored enemy, giving it +5 magic enhancement and +2d6 bonus damage.

...

Fog Cloud
School: Conjuration - Creation

Fog obscures vision.
Obscure sight and darkvision beyond 5'. 20% miss chance within 5', 50% miss chance further. 11+ mph wind disperses fog in 4 rounds, 21+ mph in 1 round.

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has ...

Foil Tracer
School: Abjuration

Subject cannot be tracked while teleporting.

...

Follow the Leader
School: Enchantment - Compulsion

Causes 1 HD/level of creatures to follow.

...

Forbiddance
School: Abjuration

Blocks planar travel, damages creatures of different alignment.

Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), p...

Forbidden Speech
School: Enchantment

Subject cannot speak about a certain topic.

...

Force Blow
School: Enchantment - Compulsion

This spell description has been self-censored.

This spell description has been self-censored.

For each 50 gp the ring is worth, the will save has a -1 penalty added to it....

Force Chest
School: Evocation

Creates 2-foot-cube box of force.

...

Force Claw
School: Evocation

Claw of force guards an area, making attacks of opportunity.

...

Force Hammer
School: Evocation

Ray of force deals 1d4/level points of nonlethal damage
Ray of force deals 1d4/level (max 10d4) points of nonlethal damage; Fortitude save or dazed for one round.

...

Force Ladder
School: Evocation

Creates a movable ladder of force.

...

Force Missiles
School: Evocation

Missiles of force strike foes for 2d6 each (max 4 missiles)

...

Force Shapechange
School: Abjuration

Forces shapechangers into natural form.

...

Forcecage
School: Evocation

Cube or cage of force imprisons all inside.

This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).[lf...

Forceful Hand
School: Evocation

Hand pushes creatures away.

This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack a...

Forceward
School: Abjuration

Creates a sphere of force that prevents entry by all but you and your allies, grants +2 sacred bonus on saving throws against effects created by evil creatures to those inside.

...

Forceward, Force Effects
School: Abjuration

Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.

...

Forcewave
School: Evocation

Bull rushes all creatures within 10 ft.
Bull rushes all creatures within 10 ft.

...

Foresight
School: Divination

Sixth sense warns of impending danger.

This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impendi...

Forestfold
School: Transmutation

You gain +20 on Hide and Move Silently in a designated terrain type.

...

Fortify Cold Creatures
School: Transmutation

Cold subtype creatures gain +1 sacred bonus on attacks and saves against fire effects.

...

Fortify Familiar
School: Universal

Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level.

...

Fortissimo
School: Evocation

Doubles volume of sound; +2 on save DCs and +1d6 damage for sonic attacks.
Doubles volume of sound; +2 on save DCs and extra +1d6 sonic damage.

...

Fortunate Fate
School: Conjuration - Healing

Target immediately receives a heal if killed by damage.

...

Foundation of Stone
School: Transmutation

+4 bonus to resist being bull rushed or tripped

...

Fox's Cunning
School: Transmutation

Subject gains +4 to Int for 1 min./level.

The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skil...

Fox's Cunning, Mass
School: Transmutation

As fox's cunning, affects one subject/level.

This spell functions like fox's cunning, except that it affects multiple creatures....

Freedom
School: Abjuration

Releases creature from imprisonment.

The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrif...

Freedom of Breath
School: Abjuration

Protects against suffocation and dangerous vapors.

...

Freedom of Movement
School: Abjuration

Subject moves normally despite impediments.
Move normally despite impediments. Automatic success on grapples and Escape Artist checks vs grapple or pin. Normal movement underwater.

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usual...

Freeze
School: Conjuration - Creation

Ray encases target in ice, dealing 2d6 cold each round.

...

Freeze Armor
School: Transmutation

Locks up suits of metal armor and equipment, dealing damage and impeding movement.
Locks up suits of metal armor and equipment, dealing cold damage and impeding movement.

...

Freezing Claw
School: Conjuration

Flying hand deals cold damage and freezes targets.
Flying hand deals 3d6 cold damage and freezes victim solid; freed by 20 pts fire damage.

...

Freezing Fog
School: Conjuration - Creation

Freezing fog deals 1d6 cold damage each round, and creatures must make a Reflex save or fall. Ballance DC 10 to move. Max speed 5.

...

Freezing Glance
School: Enchantment

Gaze freezes subjects in place.

...

Freezing Sphere
School: Evocation

Freezes water or deals cold damage.
Freezes water or deals 1d6/level (max 15d6) cold damage (use d8 for water creatures).

Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-rad...

Friend to Foe
School: Illusion - Phantasm

Make subject creature believe its allies are its enemies.
Enemies failing save turn on each other. Spell ends for an attacker that deals damage to its ally.

...

Friendly Face
School: Illusion - Glamer

Gain +5 bonus on Diplomacy and Gather Information checks.

...

Frost Breath
School: Evocation

Icy breath deals 1d4 damage/2 levels.
Icy breath deals 1d4 cold damage/2 levels (max 5d4).

...

Frost Fingers
School: Evocation

Area attack deals 1d4/level (max 5d4) cold damage. Liquids in containers freeze.

...

Frost Touch
School: Evocation

Touch attack deals 1d6 cold damage.

Your touch attacks a target with supernatural cold, requiring a successful melee touch attack. The spell deals 1d6 cold damage....

Frost Weapon
School: Transmutation

Weapon gains frost special ability, +1d6 cold damage.

...

Frostbite
School: Transmutation

Fort save or take 1d6 nonlethal cold damage and be fatigued.

...

Frostbite 2
School: Conjuration - Creation

Chilled air causes 6d6 cold damage and 2d6 Dex damage.

...

Frostburn
School: Necromancy

Touch deals 3d12 frostburn damage +1/level (max +20).

...

Frostburn, Lesser
School: Necromancy

Touch deals 1d12 frostburn damage +1/level (max +5).

...

Frostburn, Mass
School: Necromancy

Deals 3d12 +1/level (max +20) frostburn damage to many creatures.

...

Frostfell
School: Transmutation

Intense cold turns all subjects in area into ice.

...

Frostfell Slide
School: Conjuration - Teleportation

Move instantly from one area of frostfell to another.

...

Fugue
School: Evocation

The target is hindered or harmed in a manner dictated by your Perform skill.

...

Furnace Within
School: Evocation

Flame bursts from your body, deals 1d8/2 level (max 5d8) fire damage in 10-ft. radius.

...

Fuse Arms
School: Transmutation

Multiple arms/tentacles become one pair of stronger limbs.

...

Fuse Sand
School: Transmutation

Hardens sand and may trap creatures.

...

G'elsewhere Chant
School: Conjuration - Teleportation

You teleport a target to a random, safe location up to 100 feet distant and visible to you

...

Gaseous Form
School: Transmutation

Subject becomes insubstantial and can fly slowly.

The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its ...

Gate
School: Conjuration - Creation or Calling

Connects two planes for travel or summoning.

Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowi...

Gatorswarm
School: Conjuration - Summoning

This spell summons 1d3 exceptionally irate and hungry monstrous alligators from the surrounding waters.

...

Gaze Screen
School: Abjuration

Subject has a 50% chance to avoid gaze attacks.

...

Geas, Lesser
School: Enchantment - Compulsion

Commands subject of 7 HD or less.

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you...

Geas/Quest
School: Enchantment - Compulsion

As geas, lesser, plus it affects any creature.

A geas/quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you....

Gelid Blood
School: Necromancy

Subject takes ?4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components.

...

Gembomb
School: Evocation

Converts five gems into bombs that deal 1d8 force damage/two levels.
Converts a gem into a bomb that deal 1d8/two levels (max 5d8) force damage.

...

Gemjump
School: Conjuration - Teleportation

Teleport to the location of a specially prepared gem.

...

General of Undeath
School: Necromancy

Increases your maximum HD of controlled undead by your caster level.

...

Genesis
School: Conjuration - Creation

Create a demi-plane.

This spell creates an immobile, finite plane with limited access?a demi-plane.

Demiplanes created by this power are very small, minor planes. A...

Gentle Repose
School: Necromancy

Preserves one corpse.

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the d...

Getaway
School: Enchantment

Causes pursuers to go astray 50% of the time.

...

Geyser
School: Evocation

Creates a line of water that deals 1d6 nonlethal damage +1d6/2 additional levels.
Creates a line of water that deals 1d6 nonlethal damage +1d6/two levels (max +8d6).

...

Ghorus Toth's Magnetism
School: Transmutation

Metallic creature or object becomes strongly magnetic.

...

Ghost Knight
School: Conjuration - Creation

A visible force that does not harm, but distracts.

...

Ghost Light
School: Necromancy

An eerie green torch light causes creatures to become shaken.

...

Ghost Pipes
School: Transmutation

Causes an instrument to float above the ground and play itself.
Causes an instrument to float above the ground and play itself. If used with your bardic music ability, grants a +2 competence bonus on your Perform check.

...

Ghost Sound
School: Illusion - Figment

Figment sounds.

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost s...

Ghost Storm
School: Necromancy

Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness.

...

Ghost Touch Armor
School: Transmutation

Armor works normally against incorporeal attacks.

...

Ghost Touch Weapon
School: Transmutation

Weapon works normally against incorporeal creatures.

...

Ghost Trap
School: Abjuration

Incorporeal creatures turn corporeal.

...

Ghostform
School: Transmutation

You become incorporeal.

...

Ghostharp
School: Divination

Object records, plays a song at your command.

...

Ghostly Reload
School: Transmutation

Automatically pulls crossbow string into catch.
Automatically pulls string of a hand crossbow or light crossbow into place 1/level (max 10 times) or a heavy crossbow 1/2 levels (max 5 times).

...

Ghostly Tail
School: Evocation

Your tail of force can be used to take advantage of an attack of opportunity.
Use your tail of force to make attacks of opportunity; melee touch attack, dealing 2d6 points of damage.

...

Ghoul Gauntlet
School: Necromancy

Convert victim to a ghoul under your control.

...

Ghoul Gesture
School: Necromancy

Ray paralyzes target.

...

Ghoul Glyph
School: Necromancy

Glyph wards area, paralyzes victims.

...

Ghoul Light
School: Necromancy

Light provides turn resistance.

...

Ghoul Touch
School: Necromancy

Paralyzes one subject, which exudes stench.
Paralyze one subject, which exudes stench that sickens (Fort neg) all except you witin 10'.

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee tou...

Giant Size
School: Transmutation

You may grow up to Huge, Gargantuan, or Colossal size.

...

Giant Vermin
School: Transmutation

Turns centipedes, scorpions, or spiders into giant vermin.

You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be ...

Giant's Wrath
School: Transmutation

Thrown pebble turns into boulder dealing 2d6 + 1/2 caster levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 + 2d6 fire at 13th, and critical becomes x3 at 17th.
Thrown pebble becomes boulder dealing 2d6 +1/two levels bludgeoning damage. Base damage increases to 2d8 at 9th level, 2d8 +2d6 fire at 13th, critical is x3 at 17th.

...

Girallon's Blessing
School: Transmutation

Subject gains one additional pair of arms.
Subject gains an additional pair of arms and claws on all hands, allowing four claw attacks, each dealing 1d4 damage. If two claws hit, rend for additional 2d4 + 1-1/2 Str modifier.

...

Glacial Globe of Invulnerability
School: Abjuration

Stops 1st- through 3rd-level fire spell effects and provides concealment.

...

Glacial Ward
School: Abjuration

Subject gains SR 18 against fire spells and effects.

...

Glacial Ward, Greater
School: Abjuration

Area around you provides SR 25 against fi re spells and effects.

...

Glacier
School: Conjuration - Creation

Conjures glaciers that attack your enemies.

...

Glass Strike
School: Transmutation

Turns subject into glass.

...

Glaze Lock
School: Conjuration - Creation

Jams locks with snow and ice, raising Open Lock DC by 10 and lock's hardness by 5.

...

Glibness
School: Transmutation

You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Gain +30 to Bluff for lying, not feinting or diversion. Detect lies spell must succeed on d20+detector's CL vs DC 15+your CL.

Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus ...

Glimpse of Eternity
School: Enchantment - Compulsion

Target takes 1d6 nonlethal damage/level and is confused.
Target takes 1d6 nonlethal damage/level (max 15d6) and is confused.

...

Glimpse of Fear
School: Illusion - Phantasm

A flash of horror causes the target to become shaken.

...

Glimpse Of The Prophecy
School: Divination

Gain +1 insight bonus to AC and on saves; gain insight bonus equal to 1/2 caster level on one save, or enter prophetic favor as immediate action.

...

Glimpse of Truth
School: Divination

You get an answer to a yes-or-no question.

...

Glitterdust
School: Conjuration - Creation

Blinds creatures, outlines invisible creatures.
Blinds creatures, outlines invisible creatures, imposes -40 penalty to Hide checks.

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for...

Globe of Invulnerability
School: Abjuration

As globe of invulnerability, lesser, plus 4th-level spell effects.

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 4th level or lower. The area or effect of any such spel...

Globe of Invulnerability, Lesser
School: Abjuration

Stops 1st- through 3rd-level spell effects.

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spel...

Glorious Raiment
School: Abjuration

Wearer gains +1 sacred bonus to AC per five caster levels and damage reduction 5/evil.

...

Glory of the Martyr
School: Abjuration

As shield other, but affecting multiple creatures, and healing them if you die.

...

Glossolalia
School: Evocation

Cone-shaped shriek distracts smart foes, makes concentrating difficult.

You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. The spell affects only creatures with Intelligence...

Glowing Orb
School: Evocation

Creates permanent magical light; you control brightness.

...

Glyph of Warding
School: Abjuration

Inscription harms those who pass it.

This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a por...

Glyph of Warding, Greater
School: Abjuration

As glyph of warding, but up to 10d8 damage or 6th-level spell.

This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a...

Gnome Blight
School: Conjuration - Creation

Cloud of itchy debilitating pollen sickens living creatures.

...

Golden Barding
School: Conjuration - Creation

Your mount gets force armor.

...

Golden Dragonmail
School: Conjuration - Creation

You create a suit of shining golden +1 mithral full plate around your body.

...

Golem Immunity
School: Transmutation

Grants a construct the magic immunity special quality of a particular golem.

...

Golem Strike
School: Divination

Swift. You can sneak attack constructs for 1 round.

...

Good Hope
School: Enchantment - Compulsion

Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skil...

Goodberry
School: Transmutation

2d4 berries each cure 1 hp (max 8 hp/24 hours).

Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can imme...

Grace
School: Transmutation

Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take -20 to Hide checks.

...

Grasping Hand
School: Evocation

Large hand provides cover, pushes, or grapples.

This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack p...

Grasping Wall
School: Conjuration - Creation

Wall sprouts hands that entangle enemies, help allies climb.
Wall sprouts hands that entangle enemies, allies gain +10 to Climb check on wall.

...

Grave Strike
School: Divination

Swift. You can sneak attack undead for 1 round.

...

Graymantle
School: Necromancy

Target is prevented from regaining hit points by any means.

...

Graz'zt's Long Grasp
School: Transmutation

Your hand flies from you to make grapple artacks.

...

Grease
School: Conjuration - Creation

Makes 10-ft. square or one object slippery.

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex s...

Great Thunderclap
School: Evocation

Loud noise causes stunning, deafness, and knocks prone in a 20-ft.-radius spread.

...

Greenfire
School: Evocation

Each creature in area takes 2d6 acid damage +1/level.
Each creature in area takes 2d6 acid damage +1/level (max +10).

...

Grim Revenge
School: Necromancy

Tears hand from target, dealing 6d6 damage, then hand attacks target.

...

Groundsmoke
School: Transmutation

Prevents smoke from rising from a small fire.

...

Guards and Wards
School: Abjuration

Array of magic effects protect area.

This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as...

Guidance
School: Divination

+1 on one attack roll, saving throw, or skill check.

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill...

Guidance of the Avatar
School: Divination

Provides +20 bonus to a skill check.

...

Guided Shot
School: Divination

Swift. You ignore distance penalties with your ranged attacks for 1 round.

...

Guiding Light
School: Evocation

+2 on ranged attacks against creatures in illuminated area.

...

Guilt
School: Enchantment - Compulsion

A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.

...

Gust of Wind
School: Evocation

Blows away or knocks down smaller creatures.

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smalle...

Gutsnake
School: Transmutation

15-ft tentacle grows from your stomach and attacks your enemies.

...

Gutwrench
School: Necromancy

Kills subject and gives you 4d6 temporary hit points and +4 Strength.

...

Haboob
School: Conjuration - Creation

Cloud of dust obscures sight and abrades those passing through it.

...

Hail of Stone
School: Conjuration - Creation

Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).

...

Hailstones
School: Evocation

Frigid globes deal 5d6 cold damage.

...

Hallow
School: Evocation

Designates location as holy.

Hallow makes a particular site, building, or structure a holy site. This has four major effects.

First, the site or structure is guarded by a m...

Hallucinatory Terrain
School: Illusion - Glamer

Makes one type of terrain appear like another (field into forest, or the like).

You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not ...

Halo of Sand
School: Abjuration

Swirling sand grants +1 deflection bonus/3 levels.

...

Halt
School: Transmutation

Subject's feet become stuck to the ground.
Non-flying subject cannot move. Can be cast out of turn before subject finishes moving.

...

Halt Deathless
School: Necromancy

Immobilizes deathless for 1 round/level.

...

Halt Undead
School: Necromancy

Immobilizes undead for 1 round/level.

This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature d...

Hamatula Barbs
School: Transmutation

Subjects grow barbs, which damage foes that attack subject in melee.
Subjects grow barbs that deal 1d8 slashing and piercing damage to foes attacking subject.

...

Hammer of Righteousness
School: Evocation

Deals 1d6 points of damage per caster level, or 1d8 points of damage per caster level if the target is evil.
Deals 1d6/level damage (choice of lethal or nonlethal), or 1d8/level damage if the target is evil.

...

Hand of Divinity
School: Evocation

Gives +2 sacred or profane bonus on saving throws to worshiper of your patron.

...

Hand of the Faithful
School: Abjuration

Immobile zone of warding stuns those of different patrons.

...

Handfang
School: Transmutation

Mouth in your hand deals 1d8 damage and allows a free grapple attempt on critical hit.

...

Handfire
School: Evocation

Your hand glows and can make a touch attack dealing 1d4 +1/level, 1d6 +1/level vs undead.

...

Hardening
School: Transmutation

Permanently make an object's hardness improve.

This spell increases the hardness of materials. Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on. F...

Harm
School: Necromancy

Deals 10 points/level damage to target.
Deals 10 points/level (max 150) damage to target; cannot reduce target's HP below 1.

Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creatur...

Harmonic Chorus
School: Enchantment - Compulsion

Give another caster +2 caster levels and +2 on save DCs as long as you concentrate.

...

Harmonic Void
School: Abjuration

Nearby casters must succeed on Concentration check to use verbal-component spells.
Nearby casters must succeed on Concentration check to use verbal-component spells (DC 20 + spell level). Spell is used up on failure.

...

Harmonize
School: Transmutation

Using your bardic music requires less effort.

...

Harmonize, Greater
School: Transmutation

Same as Harmonize, but more powerful.

...

Harrier
School: Conjuration - Creation

Summons an incorporeal bird of prey to fight for you.

...

Haste
School: Transmutation

One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a haste...

Haste, Swift
School: Transmutation

You are hasted for 1d4 rounds (swift).

...

Haunt Shift
School: Necromancy

Turn corporeal and incorporeal undead into haunting presences.

...

Haunting Tune
School: Enchantment - Compulsion

1 target/level becomes shaken.

...

Hawkeye
School: Transmutation

You gain +5 on spot checks and fire ranged weapons better.

...

Heal
School: Conjuration - Healing

Cures 10 points/level of damage, all diseases and mental conditions.
Cures 10 points/level (max 150) damage, all diseases and mental conditions.

Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adve...

Heal Animal Companion
School: Conjuration - Healing

Restores health and damage to an animal companion.

...

Heal Mount
School: Conjuration - Healing

As heal on warhorse or other special mount.

This spell functions like heal, but it affects only the paladin's special mount (typically a warhorse)....

Heal, Mass
School: Conjuration - Healing

As heal, but with several subjects.

This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250....

Healer's Vision
School: Divination

Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.

...

Healing Lorecall
School: Divination

If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.

...

Healing Sting
School: Necromancy

Touch deals 1d12 +1 point/level; caster gains damage as hp.
Touch deals 1d12 +1 point/level (max 1d12 + 10) damage which caster gains as HP.

...

Healing Surf
School: Conjuration - Healing

Heals 5 points/level (max 50) and removes all trace of disease, ability damage, exhaustion, fatigue, nausea, and sickened. Targets gain +4 sacred bonus against these effects that cause those conditions.

...

Healing Touch
School: Necromancy

You heal the target 1d6/2 levels and take half as damage.

...

Healthful Rest
School: Conjuration - Healing

Subjects heal at twice the normal rate.

...

Healthful Slumber
School: Conjuration - Healing

Doubles natural healing rate.

...

Heart of Stone
School: Necromancy

You gain DR 5/- and resist energy 5 vs cold, fire, and electricity. Healing slows and requires caster level checks (DC 10 + your caster level)

...

Heart Ripper
School: Necromancy

Slay a creature with HD totaling up to your caster level or less. Stun him if more.

...

Heart's Ease
School: Enchantment - Compulsion

Removes fear, despair, confusion, insanity, and some mind-influencing effects; restores 2d4 points of temporary Wisdom damage.

...

Heartache
School: Enchantment

Subject helpless for 1 round.

...

Heartclutch
School: Transmutation

Subject dies in 1d3 rounds or takes 3d6 damage +1/level.

...

Heartfire
School: Evocation

Passions of targets ignite as real fire upon the target.

...

Heartfreeze
School: Necromancy

Subject exhausted, dies in 1d3+2 rounds.

...

Heat Drain
School: Necromancy

Subjects take 1d6 cold damage/level, you gain equal amount hp.

...

Heat Leech
School: Necromancy

Subject takes 1d8 points of cold damage/round.

...

Heat Metal
School: Transmutation

Make metal so hot it damages those who touch it.
Make metal so hot it deals fire damage to those who touch it.

Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. A...

Heatstroke
School: Transmutation

Subject creature takes nonlethal damage and becomes fatigued.
Target takes 2d6 points of nonlethal damage. If it fails a Fortitude save, it becomes fatigued (if already fatigued, it becomes exhausted).

...

Heaven's Trumpet
School: Evocation

Blast of music paralyzes foes.

...

Heavenly Host
School: Conjuration - Summoning

Summons archons to fight for you.

...

Heavenly Lightning
School: Evocation

Arcs of radiant lightning deal 3d6 damage to one target per two caster levels.
Arcs of radiant lightning deal 3d6 electricity damage to 1 target per 2 caster levels.

...

Heavenly Lightning Storm
School: Evocation

Arcs of radiant lightning deal 5d6 damage to one target per level.
Arcs of radiant lightning deal 5d6 electricity damage to one target per level.

...

Hell's Power
School: Conjuration - Creation

You gain +2 AC and good to existing DR.

...

Hellfire
School: Evocation

Deal 3d6 diabolic fire damage.

...

Hellfire Storm
School: Evocation

Explosion of brimstone deals 5d6 damage in 20-ft. radius.
Explosion of brimstone deals 5d6 diabolic fire damage in 20-ft. radius.

...

Hellish Horde
School: Conjuration - Summoning

Summons devils to fight for you.

...

Helping Hand
School: Evocation

Ghostly hand leads subject to you.

You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to y...

Hemorrhage
School: Necromancy

Inflict wound that bleeds 1d3 damage per round.

...

Herald's Call
School: Enchantment - Compulsion

Shout slows those within 20 ft.

...

Hero's Blade
School: Necromancy

Channel the spirit of a great hero into a melee weapon.

...

Heroes' Feast
School: Conjuration - Creation

Food for one creature/level cures and grants combat bonuses.

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the benefici...

Heroics
School: Transmutation

Fighter gains one fighter bonus feat.

...

Heroism
School: Enchantment - Compulsion

Gives +2 on attack rolls, saves, skill checks.

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill chec...

Heroism, Greater
School: Enchantment - Compulsion

Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and...

Hesitate
School: Enchantment - Compulsion

Force subject to lose actions.
Subject can take no action other than move and defend. Attacking subject ends spell. Subject can attempt save each turn.

...

Hibernal Healing
School: Transmutation

You absorb ice, slush, and snow, curing 10 points/level of damage (max 150).

...

Hibernate
School: Necromancy

Sends subject into state of hibernation for one week/level.

...

Hidden Lodge
School: Conjuration - Creation

Creates a camouflaged Secure Shelter.

...

Hidden Object
School: Transmutation - Glamer

Object is subject to invisibility and can be seen through a piece of glass. Otherwise, cannot be seen.

...

Hidden Ward
School: Illusion - Glamer

Hide magical effects on an object.

...

Hide from Animals
School: Abjuration

Animals cant perceive one subject/level.

Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scen...

Hide from Dragons
School: Abjuration

Dragons can't perceive one subject/two levels.

...

Hide from Undead
School: Abjuration

Undead can't perceive one subject/level.

Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent...

Hide Life
School: Necromancy

You lock away your life force into a small receptacle and cannot be killed while the receptacle remains intact.

...

Hide the Path
School: Abjuration

Disrupts find the path and other 6th level or lower divination spells.

...

Hideous Laughter
School: Enchantment - Compulsion

Subject loses actions for 1 round/level.

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no action...

Hindsight
School: Divination

Divination that allows you to see the history of a location.

...

Hiss of Sleep
School: Enchantment - Compulsion

You induce comatose slumber in targets.

...

Hoard Life
School: Conjuration - Healing

Store some of your life force for later healing.

...

Hold Animal
School: Enchantment - Compulsion

Paralyzes one animal for 1 round/level.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn...

Hold Monster
School: Enchantment - Compulsion

As hold person, but any creature.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn...

Hold Monster, Mass
School: Enchantment - Compulsion

As hold monster, but all within 30 ft.

The subjects become paralyzed and freezes in place. They're aware and breathe normally but cannot take any action, even speech. Each round on their tu...

Hold Person
School: Enchantment - Compulsion

Paralyzes one humanoid for 1 round/level.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn...

Hold Person, Mass
School: Enchantment - Compulsion

As hold person, but all within 30 ft.

The subjects become paralyzed and freeze in place. They are aware and breathe normally but cannot take any actions, even speech. Each round on its tur...

Hold Portal
School: Abjuration

Holds door shut.

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely cl...

Holy Aura
School: Abjuration

+4 to AC, +4 resistance, and SR 25 against evil spells.

A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causi...

Holy Mount
School: Transmutation

Special mount gains celestial template.

...

Holy Smite
School: Evocation

Damages and blinds evil creatures.
Deals 1d8/two caster levels (max 5d8) holy damage and blinds evil creatures (1d6/CL, max 10d6 to evil outsiders).

You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

The spe...

Holy Spurs
School: Transmutation

Special mount's speed increases by 40 ft. for 1 round (swift).

...

Holy Star
School: Abjuration

Glowing light turns spell, gives a cover bonus to AC, or shoots beams of fire.

...

Holy Storm
School: Conjuration - Creation

Good-aligned rain falls in 20-ft. radius.
Good-aligned rain falls in 20-ft. radius, dealing 2d6 damage/round to evil creatures (evil outsiders take double damage). Reduces hearing and visibility.

...

Holy Sword
School: Evocation

Weapon becomes +5, deals +2d6 damage against evil.
Weapon becomes +5, deals +2d6 holy damage against evil.

This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement...

Holy Transformation
School: Transmutation

You change into hound archon, gain abilities.

...

Holy Transformation, Lesser
School: Transmutation

You change into protectar, gain abilities.

...

Holy Word
School: Evocation

Kills, paralyzes, blinds, or deafens nongood subjects.

Any nongood creature within the area that hears the holy word suffers the following ill effects.
HDEffect
Equal to caster level Deafened ...

Horizikaul's Boom
School: Evocation

Target takes 1d4/two levels sonic damage plus deafness.

...

Horrible Taste
School: Transmutation

Attackers that bite you must make a Fort save or be Nauseated for 1 full round.

...

Horrid Wilting
School: Necromancy

Deals 1d6/level damage within 30 ft.

This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell...

Hound of Doom
School: Illusion - Shadow

Create a shadow dire wolf that serves you.

...

Howling Chain
School: Evocation

Chain of force entangles and attacks opponent.

...

Humanoid Essence
School: Transmutation

Imposes upon a construct some of the weakness of the humanoid type.

...

Humanoid Essence, Greater
School: Transmutation

Gives a construct the humanoid type.

...

Humanoid Essence, Lesser
School: Transmutation

Grants a construct the ability to accept healing magic.

...

Hungry Gizzard
School: Conjuration - Creation

Gizzard engulfs victim, grapples and deals damage.
Gizzard engulfs victim, grapples and deals 2d8+8 crushing damage and 1d8 acid damage per round. Victim must deal 25 point of damage to cut itself free.

...

Hunter's Mercy
School: Transmutation

Your next attack with a bow automatically is a critical hit if you hit.

...

Hunters of Hades
School: Conjuration - Summoning

Summons a pair of pack fiends or a Retriever to follow your commands.

...

Hurl
School: Transmutation

Thrown weapon returns to thrower.

...

Hurtling Stone
School: Conjuration - Creation

Stone deals 6d6 damage, knocks targets prone.

...

Hydrate
School: Conjuration - Healing

Heals dessication damage. Heals 2d8 + 1/level (max +10) damage.

...

Hymn of Praise
School: Evocation

Grants +2 caster level to good-aligned divine spellcasters.

...

Hypnotic Pattern
School: Illusion - Pattern

Fascinates (2d4 + level) HD of creatures.

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10)...

Hypnotism
School: Enchantment - Compulsion

Fascinates 2d4 HD of creatures.
2d4 HD of creatures become 2 steps friendlier, obey reasonable orders, need not understand you. Creatures on combat get +2 to save, otherwise -2.

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt a...

Hypothermia
School: Evocation

Causes 1d6 cold damage/level, fatigue.
Causes 1d6 cold damage/level (Max 10d6), fatigue.

...

Ice Assassin
School: Illusion - Shadow

Creates duplicate of creature with sole purpose to slay original.

...

Ice Axe
School: Evocation

You create a battleaxe made of ice.
You create a battleaxe made of ice. It requires a melee touch attacks to hit and deals 2d12 +1/2 levels (max +10) points of cold damage.

...

Ice Blast
School: Evocation

Deal 1d6/2 levels (max 10d6) cold damage in a cone.

...

Ice Burst
School: Evocation

Chunks of ice deal 1d4 points of cold damage and 1 point of blunt damage/level (max 10d4 + 10).

...

Ice Castle
School: Conjuration - Creation

Creates castle of snow and ice with an array of magical effects.

...

Ice Claw
School: Evocation

Claw of ice grapples and deals cold damage.
Claw of ice grapples with a grapple modifier of your caster level + your Int or Cha modifier + 7 for the claw's Strength (24). When grappling it deals 1d8 cold damage per round.

...

Ice Claw Prison
School: Evocation

Ice claw grapples and deals normal and cold damage.

...

Ice Dagger
School: Evocation

Splash weapon deals target 1d4 cold damage per level, plus area damage.
Splash deals target 1d4/level (max 5d4) cold damage, and 1 pt damage to any within 5 ft.

...

Ice Darts
School: Conjuration - Creation

Icicle missiles deal 2d4 damage, half of which is cold.
Icicle missiles deal 2d4 damage, half of which is cold damage.

...

Ice Flowers
School: Transmutation

Ice and earth deal 1d6 damage/level.
Ice and earth deal 1d6 damage/level and turn the ground into dense rubble (DMG 90).

...

Ice Gauntlet
School: Evocation

A spiked gauntlet of ice forms around your fist.
A +1 spiked gauntlet of ice forms around your fist. It deals normal damage + 1d4 cold damage.

...

Ice Knife
School: Conjuration - Creation

Ranged attack, 1d8 points of cold damage and 2 cold Dexterity damage.
Ranged attack, 1d8 points of cold damage + 2 points Dex damage.

...

Ice Rift
School: Evocation

Intense quake shakes 40-ft. radius spread of ice.

...

Ice Shape
School: Transmutation

Sculpts ice into any shape.

...

Ice Shield
School: Abjuration

Subject gains damage reduction 15/?.

...

Ice Ship
School: Conjuration

Creates ice runner or ice galleon.

...

Ice Skate
School: Transmutation

While on ice, your speed increases by 60 feet.

...

Ice Slick
School: Conjuration - Creation

Creates a 20-ft. square of slippery ice.

...

Ice Storm
School: Evocation

Hail deals 5d6 damage in cylinder 40 ft. across.
Hail deals 3d6 bludgeoning damage and 2d6 cold damage in cylinder 40 ft. across.

Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the ...

Ice to Flesh
School: Transmutation

Restores frozen creature.

...

Ice Web
School: Conjuration - Creation

Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round.

...

Iceberg
School: Evocation

Block of ice falls from sky, dealing 20d6 damage and burying subjects.

...

Icebolt
School: Evocation

Ranged attack against a target with a piercing ice sicle for 2d6 piercing damage +1d6 + 1/level (max +10) cold damage. If a touch attack would hit, deal only the cold damage.
Ranged attack with icicle for 2d6 piercing damage +1d6 +1/level (max +10) cold damage. Deals only cold damage if a touch attack would hit.

...

Icelance
School: Conjuration - Creation

Changes ice into lance, which attacks target for 6d6 damage and stuns for 1d4 rounds.
Changes ice into lance, which attacks target for 6d6 (half piercing, half cold) damage and stuns for 1d4 rounds.

...

Icicle
School: Abjuration

Magical trap hangs from ceiling, dealing 4d6 damage when triggered.
Magical trap hangs from ceiling, dealing 4d6 piercing damage when triggered.

...

Identify
School: Divination

Determines properties of magic item.

The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are...

Identify Transgressor
School: Divination

You learn the identity of one person.

...

Illusion Purge
School: Evocation

Dispels illusions within 5 ft./level.

...

Illusory Feast
School: Illusion - Pattern

Subjects become dazed by illusory food.

...

Illusory Pit
School: Illusion - Glamer

Illusiory pit causes creature to believe it is falling helplessly and stuns for 1 round when done.

...

Illusory Script
School: Illusion - Phantasm

Only intended reader can decipher.

You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of fore...

Illusory Wall
School: Illusion - Figment

Wall, floor, or ceiling looks real, but anything can pass through.

This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass t...

Ilyykur's Mantle
School: Abjuration

Aura grants +1/three levels against spells and spell-like abilities and resistance to electricity 10.

...

Imbrue
School: Conjuration - Summoning

Bind a creature from a planar binding into a living host.

...

Imbue Familiar with Spell Ability
School: Universal

You transfer spells to your familiar.

...

Imbue Guardian
School: Transmutation

A guardian gains bonuses to a 100-foot radius area.

...

Imbue with Spell Ability
School: Evocation

Transfer spells to subject.

You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of ...

Impede Sun's Brilliance
School: Abjuration

Diminishes the heat and light of the sun in an area.

...

Imperious Glare
School: Necromancy

You cause targets to cower in fear.

...

Implacable Pursuer
School: Divination

You know where prey is, as long as it's moving.

...

Implore
School: Conjuration - Calling

Call and trap an elemental or outsider of 24 HD using its true name.

...

Implosion
School: Evocation

Kills one creature/round.

You create a destructive resonance in a corporeal creatures body. For each round you concentrate, you cause one creature to collapse in on itself, kil...

Impotent Possessor
School: Abjuration

Subject that can possess creatures is rendered powerless.

...

Imprison Possessor
School: Abjuration

Subject that can possess creatures is trapped in current body.

...

Imprison Soul
School: Necromancy

Traps soul in a small object, and victim takes 1d4 Con damage per day.

...

Imprisonment
School: Abjuration

Entombs subject beneath the earth.

When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere fa...

Improvisation
School: Transmutation

Applies +2 points/level of luck bonuses to selected checks or attacks.

...

Incarnate Construct
School: Transmutation

Turns construct into living creature.

...

Incarnation of Evil
School: Transmutation - Polymorph

As polymorph except only into crocodile, jackal, medium scorpion, or Medium viper.

...

Incendiary Cloud
School: Conjuration - Creation

Cloud deals 4d6 fire damage/round.

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In ad...

Incite
School: Enchantment - Compulsion

Subject can't ready actions or delay.

...

Incite Riot
School: Enchantment

Subjects attack nearest creature.
Subjects attack adjacent friendor foe, or charge/move to nearest creature to attack.

...

Incorporeal Enhancement
School: Necromancy

Grant bonuses to incorporeal undead.

...

Incorporeal Nova
School: Necromancy

Destroy incorporeal undead.

...

Indifference
School: Enchantment

Makes subject resistant to fear, compulsion, and morale effects.

...

Indisputable Possession
School: Conjuration - Teleportation

Call an item back to your hand if it leaves your possession.

...

Indomitability
School: Abjuration

Subject can't be reduced below 1 hp.

...

Inescapable Swarm
School: Illusion - Figment

Targets feel as though they are covered by an invisible swarm of insects.

...

Inevitable Defeat
School: Enchantment - Compulsion

Subject takes 3d6 nonlethal damage/round.
Target takes 3d6 nonlethal damage (no save), then 3d6/round thereafter (with save). Spell ends if subject saves.

...

Infernal Threnody
School: Evocation

Grants +2 caster level to evil-aligned divine spellcasters.

...

Infernal Transformation
School: Transmutation

You change into bone devil, gain abilities.

...

Infernal Transformation, Lesser
School: Transmutation

You change into bearded devil, gain abilities.

...

Infernal Wound
School: Transmutation

Weapon inflicts persistent, bleeding wounds.

...

Inferno
School: Transmutation

Creature bursts into flames and suffers 6d6 fire damage or less per round.

...

Infestation of Maggots
School: Necromancy

Maggotlike creatures deal 1d4 temporary Con damage every round

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Inflict Critical Damage
School: Transmutation

Deals 4d8 + 1/level damage (maximum +20) to a construct.

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Inflict Critical Wounds
School: Necromancy

Touch attack, 4d8 damage +1/level (max +20).

When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20).

Sin...

Inflict Critical Wounds, Mass
School: Necromancy

Deals 4d8 damage +1/level to many creatures.

Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage +1 point per caster level (maximum +40) to nearby...

Inflict Light Damage
School: Transmutation

Deals 1d8 + 1/level damage (maximum +5) to a construct.

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Inflict Light Damage, Mass
School: Transmutation

Deals 1d8 damage +1/level to many constructs.
Deals 1d8 damage +1/level (max +25) to many constructs.

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Inflict Light Wounds
School: Necromancy

Touch deals 1d8 damage +1/level (max +5).

When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).

Sinc...

Inflict Light Wounds, Mass
School: Necromancy

Deals 1d8 damage +1/level to many creatures.

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby...

Inflict Minor Wounds
School: Necromancy

Touch attack, 1 point of damage.

When laying your hand upon a creature, you channel negative energy that deals 1 point of damage.

Since undead are powered by negative energy, t...

Inflict Moderate Damage
School: Transmutation

Deals 2d8 + 1/level damage (maximum +10) to a construct.

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Inflict Moderate Damage, Mass
School: Transmutation

Deals 2d8 damage +1/level to many constructs.
Deals 2d8 damage +1/level (max +30) to many constructs.

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Inflict Moderate Wounds
School: Necromancy

Touch attack, 2d8 damage +1/level (max +10).

When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10).

Sin...

Inflict Moderate Wounds, Mass
School: Necromancy

Deals 2d8 damage +1/level to many creatures.
Deals 2d8 damage +1/level (max +30) to many creatures.

Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby...

Inflict Serious Damage
School: Transmutation

Deals 3d8 + 1/level damage (maximum +15) to a construct.

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Inflict Serious Wounds
School: Necromancy

Touch attack, 3d8 damage +1/level (max +15).

When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage +1 point per caster level (maximum +15).

Sin...

Inflict Serious Wounds, Mass
School: Necromancy

Deals 3d8 damage +1/level to many creatures.
Deals 3d8 damage +1/level (max +35) to many creatures.

Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage +1 point per caster level (maximum +35) to nearby...

Inhibit
School: Enchantment - Compulsion

Subject delays until next round.

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Inky Cloud
School: Conjuration - Creation

Obscures sight underwater beyond 5 ft.

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Inquisition
School: Enchantment - Compulsion

Compels target to divuldge information truthfully.