Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Acid Fog: Fog deals acid damage. Acid Splash: Orb deals 1d3 acid damage. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10). Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Alarm: Wards an area for 2 hours/level. Align Weapon: Weapon becomes good, evil, lawful, or chaotic. Alter Self: Assume form of a similar creature. Analyze Dweomer F: Reveals magical aspects of subject. Animal Growth: One animal/two levels doubles in size. Animal Messenger: Sends a Tiny animal to a specific place. Animal Shapes: One ally/level polymorphs into chosen animal. Animal Trance: Fascinates 2d6 HD of animals. Animate Dead M: Creates undead skeletons and zombies. Animate Objects: Objects attack your foes. Animate Plants: One or more trees animate and fight for you. Animate Rope: Makes a rope move at your command. Antilife Shell: 10-ft.-radius field hedges out living creatures. Antimagic Field: Negates magic within 10 ft. Antipathy: Object or location affected by spell repels certain creatures. Antiplant Shell: Keeps animated plants at bay. Arcane Eye: Invisible floating eye moves 30 ft./round. Arcane Lock M: Magically locks a portal or chest. Arcane Mark: Inscribes a personal rune (visible or invisible). Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects. Arcane Sight: Magical auras become visible to you. Astral Projection M: Projects you and companions onto Astral Plane. Atonement F X: Removes burden of misdeeds from subject. Atonement: Removes burden of misdeeds from subject. Augury M F: Learns whether an action will be good or bad. Awaken X: Animal or tree gains human intellect. Baleful Polymorph: Transforms subject into harmless animal. Bane: Enemies take -1 on attack rolls and saves against fear. Banishment: Banishes 2 HD/level of extraplanar creatures. Barkskin: Grants +2 (or higher) enhancement to natural armor. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. Binding M: Utilizes an array of techniques to imprison a creature. Black Tentacles: Tentacles grapple all within 20 ft. spread. Blade Barrier: Wall of blades deals 1d6/level damage. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. Bless Water M: Makes holy water. Bless Water: Makes holy water. Bless Weapon: Weapon strikes true against evil foes. Bless: Allies gain +1 on attack rolls and saves against fear. Blight: Withers one plant or deals 1d6/level damage to plant creature. Blindness/Deafness: Makes subject blinded or deafened. Blink: You randomly vanish and reappear for 1 round/level. Blur: Attacks miss subject 20% of the time. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Bull’s Strength, Mass: As bull’s strength, affects one subject/level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Burning Hands: 1d4/level fire damage (max 5d4). Call Lightning Storm: As call lightning, but 5d6 damage per bolt. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. Calm Animals: Calms (2d4 + level) HD of animals. Calm Emotions: Calms creatures, negating emotion effects. Cat’s Grace, Mass: As cat’s grace, affects one subject/level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. Changestaff: Your staff becomes a treant on command. Chaos Hammer: Damages and staggers lawful creatures. Charm Animal: Makes one animal your friend. Charm Monster, Mass: As charm monster, but all within 30 ft. Charm Monster:Makes monster believe it is your ally. Charm Person: Makes one person your friend. Chill Metal: Cold metal damages those who touch it. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. Circle of Death M: Kills 1d4/level HD of creatures. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Clenched Fist: Large hand provides cover, pushes, or attacks your foes. Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells. Clone M F: Duplicate awakens when original dies. Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage. Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Command Plants: Sway the actions of one or more plant creatures. Command Undead: Undead creature obeys your commands. Command, Greater: As command, but affects one subject/level. Command: One subject obeys selected command for 1 round. Commune with Nature: Learn about terrain for 1 mile/level. Commune X: Deity answers one yes-or-no question/level. Comprehend Languages: You understand all spoken and written languages. Cone of Cold: 1d6/level cold damage. Confusion: Subjects behave oddly for 1 round/level. Consecrate M: Fills area with positive energy, making undead weaker. Contact Other Plane: Lets you ask question of extraplanar entity. Contagion: Infects subject with chosen disease. Contingency F: Sets trigger condition for another spell. Continual Flame M: Makes a permanent, heatless torch. Control Plants: Control actions of one or more plant creatures. Control Undead: Undead don’t attack you while under your command. Control Water: Raises or lowers bodies of water. Control Weather: Changes weather in local area. Control Winds: Change wind direction and speed. Create Food and Water: Feeds three humans (or one horse)/level. Create Greater Undead M: Create shadows, wraiths, spectres, r devourers. Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs. Create Undead: Create ghouls, ghasts, mummies, or mohrgs. Create Water: Creates 2 gallons/level of pure water. Creeping Doom: Swarms of centipedes attack at your command. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks. Crushing Hand: Large hand provides cover, pushes, or crushes your foes. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Cure Minor Wounds: Cures 1 point of damage. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Curse Water M: Makes unholy water. Dancing Lights: Creates torches or other lights. Darkness: 20-ft. radius of supernatural shadow. Darkvision: See 60 ft. in total darkness. Daylight: 60-ft. radius of bright light. Daze Monster: Living creature of 6 HD or less loses next action. Daze: Humanoid creature of 4 HD or less loses next action. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. Death Ward: Grants immunity to death spells and negative energy effects. Deathwatch: Reveals how near death subjects within 30 ft. are. Deep Slumber: Puts 10 HD of creatures to sleep. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Delay Poison: Stops poison from harming subject for 1 hour/level. Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. Demand: As sending, plus you can send suggestion. Desecrate M: Fills area with negative energy, making undead stronger. Destruction F: Kills subject and destroys remains. Detect Animals or Plants: Detects kinds of animals or plants. Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object. Detect Scrying: Alerts you of magical eavesdropping. Detect Secret Doors: Reveals hidden doors within 60 ft. Detect Snares and Pits: Reveals natural or primitive traps. Detect Thoughts: Allows "listening" to surface thoughts. Detect Undead: Reveals undead within 60 ft. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. Dimension Door: Teleports you short distance. Dimensional Anchor: Bars extradimensional movement. Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. Diminish Plants: Reduces size or blights growth of normal plants. Discern Lies: Reveals deliberate falsehoods. Discern Location: Reveals exact location of creature or object. Disguise Self: Disguise own appearance. Disintegrate:Makes one creature or object vanish. Dismissal: Forces a creature to return to native plane. Dispel Chaos/Evil/Good/Law: +4 bonus against attacks. Dispel Chaos: +4 bonus against attacks by chaotic creatures. Dispel Evil: +4 bonus against attacks by evil creatures. Dispel Good: +4 bonus against attacks by good creatures. Dispel Law: +4 bonus against attacks by lawful creatures. Dispel Magic, Greater: As dispel magic, but up to +20 on check. Dispel Magic: Cancels spells and magical effects. Displacement: Attacks miss subject 50%. Disrupt Undead: Deals 1d6 damage to one undead. Disrupting Weapon: Melee weapon destroys undead. Divination M: Provides useful advice for specific proposed actions. Divine Favor: You gain +1 per three levels on attack and damage rolls. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. Dominate Animal: Subject animal obeys silent mental commands. Dominate Monster: As dominate person, but any creature. Dominate Person: Controls humanoid telepathically. Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks. Dream: Sends message to anyone sleeping. Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level. Earthquake: Intense tremor shakes 80-ft.-radius. Elemental Swarm: Summons multiple elementals. Endure Elements: Exist comfortably in hot or cold environments. Energy Drain: Subject gains 2d4 negative levels. Enervation: Subject gains 1d4 negative levels. Enlarge Person, Mass: Enlarges several creatures. Enlarge Person: Humanoid creature doubles in size. Entangle: Plants entangle everyone in 40-ft.-radius. Enthrall: Captivates all within 100 ft. + 10 ft./level. Entropic Shield: Ranged attacks against you have 20% miss chance. Erase: Mundane or magical writing vanishes. Ethereal Jaunt: You become ethereal for 1 round/level. Etherealness: Travel to Ethereal Plane with companions. Expeditious Retreat: Your speed increases by 30 ft. Explosive Runes: Deals 6d6 damage when read. Eyebite: Target becomes panicked, sickened, and comatose. Fabricate: Transforms raw materials into finished items. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. False Life: Gain 1d10 temporary hp +1/level (max +10). False Vision M: Fools scrying with an illusion. Fear: Subjects within cone flee for 1 round/level. Feather Fall: Objects or creatures fall slowly. Feeblemind: Subject’s Int and Cha drop to 1. Find the Path: Shows most direct way to a location. Find Traps: Notice traps as a rogue does. Finger of Death: Kills one subject. Fire Seeds: Acorns and berries become grenades and bombs. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. Fire Storm: Deals 1d6/level fire damage. Fire Trap M: Opened object deals 1d4 damage +1/level. Fireball: 1d6 damage per level, 20-ft. radius. Flame Arrow: Arrows deal +1d6 fire damage. Flame Blade: Touch attack deals 1d8 +1/two levels damage. Flame Strike: Smite foes with divine fire (1d6/level damage). Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Flare: Dazzles one creature (-1 penalty on attack rolls). Flesh to Stone: Turns subject creature into statue. Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Fly: Subject flies at speed of 60 ft. Fog Cloud: Fog obscures vision. Forbiddance M: Blocks planar travel, damages creatures of different alignment. Forcecage M: Cube or cage of force imprisons all inside. Forceful Hand: Hand pushes creatures away. Foresight: "Sixth sense" warns of impending danger. Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level. Fox’s Cunning: Subject gains +4 to Int for 1 min./level. Freedom of Movement: Subject moves normally despite impediments. Freedom: Releases creature from imprisonment. Freezing Sphere: Freezes water or deals cold damage. Gaseous Form: Subject becomes insubstantial and can fly slowly. Gate X: Connects two planes for travel or summoning. Geas, Lesser: Commands subject of 7 HD or less. Geas/Quest: As lesser geas, plus it affects any creature. Gentle Repose: Preserves one corpse. Ghost Sound: Figment sounds. Ghoul Touch: Paralyzes one subject, which exudes stEnch Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. Glitterdust: Blinds creatures, outlines invisible creatures. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects. Glyph of Warding M: Inscription harms those who pass it. Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). Grasping Hand: Large hand provides cover, pushes, or grapples. Grease: Makes 10-ft. square or one object slippery. Guards and Wards: Array of magic effects protect area. Guidance: +1 on one attack roll, saving throw, or skill check. Gust of Wind: Blows away or knocks down smaller creatures. Hallow M: Designates location as holy. Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). Halt Undead: Immobilizes undead for 1 round/level. Harm: Deals 10 points/level damage to target. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Heal Mount: As heal on warhorse or other special mount. Heal, Mass: As heal, but with several subjects. Heal: Cures 10 points/level of damage, all diseases and mental conditions. Heat Metal: Make metal so hot it damages those who touch it. Helping Hand: Ghostly hand leads subject to you. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Heroism: Gives +2 on attack rolls, saves, skill checks. Hide from Animals: Animals can’t perceive one subject/level. Hide from Undead: Undead can’t perceive one subject/level. Hideous Laughter: Subject loses actions for 1 round/level. Hold Animal: Paralyzes one animal for 1 round/level. Hold Monster, Mass: As hold monster, but all within 30 ft. Hold Monster: As hold person, but any creature. Hold Person, Mass: As hold person, but all within 30 ft. Hold Person: Paralyzes one humanoid for 1 round/level. Hold Portal: Holds door shut. Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. Holy Smite: Damages and blinds evil creatures. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil. Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects. Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects. Horrid Wilting: Deals 1d6/level damage within 30 ft. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Hypnotism: Fascinates 2d4 HD of creatures. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Identify M: Determines properties of magic item. Identify: Determines properties of magic item. Illusory Script M: Only intended reader can decipher. Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. Imbue with Spell Ability: Transfer spells to subject. Implosion: Kills one creature/round. Imprisonment: Entombs subject beneath the earth. Incendiary Cloud: Cloud deals 4d6 fire damage/round. Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5). Inflict Minor Wounds: Touch attack, 1 point of damage. Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Insanity: Subject suffers continuous confusion. Insect Plague: Locust swarms attack creatures. Instant Summons M: Prepared object appears in your hand. Interposing Hand: Hand provides cover against one opponent. Invisibility Purge: Dispels invisibility within 5 ft./level. Invisibility Sphere:Makes everyone within 10 ft. invisible. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Invisibility, Mass: As invisibility, but affects all in range. Invisibility: Subject is invisible for 1 min./level or until it attacks. Iron Body: Your body becomes living iron. Ironwood: Magic wood is strong as steel. Irresistible Dance: Forces subject to dance. Jump: Subject gets bonus on Jump checks. Keen Edge: Doubles normal weapon’s threat range. Knock: Opens locked or magically sealed door. Know Direction: You discern north. Legend Lore M F: Lets you learn tales about a person, place, or thing. Lesser Confusion: One creature is confused for 1 round. Levitate: Subject moves up and down at your direction. Light: Object shines like a torch. Lightning Bolt: Electricity deals 1d6/level damage. Limited Wish X: Alters reality within spell limits. Liveoak: Oak becomes treant guardian. Locate Creature: Indicates direction to familiar creature. Locate Object: Senses direction toward object (specific or type). Longstrider: Your speed increases by 10 ft. Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep. Mage Armor: Gives subject +4 armor bonus. Mage Hand: 5-pound telekinesis. Mage’s Disjunction: Dispels magic, disenchants magic items. Mage’s Faithful Hound: Phantom dog can guard, attack. Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower. Mage’s Magnificent Mansion F: Door leads to extradimensional mansion. Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Mage’s Sword F: Floating magic blade strikes opponents. Magic Aura: Alters object’s magic aura. Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level. Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5). Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. Magic Jar F: Enables possession of another creature. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Magic Mouth M: Speaks once when triggered. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Magic Vestment: Armor or shield gains +1 enhancement per four levels. Magic Weapon, Greater: +1/four levels (max +5). Magic Weapon: Weapon gains +1 bonus. Major Creation: As minor creation, plus stone and metal. Major Image: As silent image, plus sound, smell and thermal effects. Make Whole: Repairs an object. Mark of Justice: Designates action that will trigger curse on subject. Maze: Traps subject in extradimensional maze. Meld into Stone: You and your gear merge with stone. Mending: Makes minor repairs on an object. Message: Whispered conversation at distance. Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. Mind Blank: Subject is immune to mental/emotional magic and scrying. Mind Fog: Subjects in fog get -10 to Wis and Will checks. Minor Creation: Creates one cloth or wood object. Minor Image: As silent image, plus some sound. Miracle X: Requests a deity’s intercession. Mirage Arcana: As hallucinatory terrain, plus structures. Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). Misdirection: Misleads divinations for one creature or object. Mislead: Turns you invisible and creates illusory double. Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast. Modify Memory: Changes 5 minutes of subject’s memories. Moment of Prescience: You gain insight bonus on single attack roll, check, or save. Mount: Summons riding horse for 2 hours/level. Move Earth: Digs trenches and builds hills. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Nightmare: Sends vision dealing 1d10 damage, fatigue. Nondetection M: Hides subject from divination, scrying. Obscure Object: Masks object against scrying. Obscuring Mist: Fog surrounds you. Open/Close: Opens or closes small or light things. Order’s Wrath: Damages and dazes chaotic creatures. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Pass without Trace: One subject/level leaves no tracks. Passwall: Creates passage through wood or stone wall. Permanency X:Makes certain spells permanent. Permanent Image: Includes sight, sound, and smell. Persistent Image: As major image, but no concentration required. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Phantom Steed: Magic horse appears for 1 hour/level. Phantom Trap M: Makes item seem trapped. Phase Door: Creates an invisible passage through wood or stone. Planar Ally X: As lesser planar ally, but up to 12 HD. Planar Ally, Greater X: As lesser planar ally, but up to 18 HD. Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature. Planar Binding, Greater: As lesser planar binding, but up to 18 HD. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. Planar Binding: As lesser planar binding, but up to 12 HD. Plane Shift F: As many as eight subjects travel to another plane. Plant Growth: Grows vegetation, improves crops. Poison: Touch deals 1d10 Con damage, repeats in 1 min. Polar Ray: Ranged touch attack deals 1d6/level cold damage. Polymorph Any Object: Changes any subject into anything else. Polymorph: Gives one willing subject a new form. Power Word Blind: Blinds creature with 200 hp or less. Power Word Kill: Kills one creature with 100 hp or less. Power Word Stun: Stuns creature with 150 hp or less. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty. Prestidigitation: Performs minor tricks. Prismatic Sphere: As prismatic wall, but surrounds on all sides. Prismatic Spray: Rays hit subjects with variety of effects. Prismatic Wall: Wall’s colors have array of effects. Produce Flame: 1d6 damage +1/level, touch or thrown. Programmed Image M: As major image, plus triggered by event. Project Image: Illusory double can talk and cast spells. Protection from Arrows: Subject immune to most ranged attacks. Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Protection from Spells M F: Confers +8 resistance bonus. Prying Eyes, Greater: As prying eyes, but eyes have true seeing. Prying Eyes: 1d4 +1/level floating eyes scout for you. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Pyrotechnics: Turns fire into blinding light or choking smoke. Quench: Extinguishes nonmagical fires or one magic item. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC. Rainbow Pattern: Lights fascinate 24 HD of creatures. Raise Dead M: Restores life to subject who died as long as one day/level ago. Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. Ray of Exhaustion: Ray makes subject exhausted. Ray of Frost: Ray deals 1d3 cold damage. Read Magic: Read scrolls and spellbooks. Reduce Animal: Shrinks one willing animal. Reduce Person, Mass: Reduces several creatures. Reduce Person: Humanoid creature halves in size. Refuge M: Alters item to transport its possessor to you. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). Reincarnate: Brings dead subject back in a random body. Remove Blindness/Deafness: Cures normal or magical conditions. Remove Curse: Frees object or person from curse. Remove Disease: Cures all diseases affecting subject. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Repel Metal or Stone: Pushes away metal and stone. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Repel Wood: Pushes away wooden objects. Repulsion: Creatures can’t approach you. Resilient Sphere: Force globe protects but traps one subject. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Resistance: Subject gains +1 on saving throws. Restoration M: Restores level and ability score drains. Restoration, Greater X: As restoration, plus restores all levels and ability scores. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Resurrection M: Fully restore dead subject. Reverse Gravity: Objects and creatures fall upward. Righteous Might: Your size increases, and you gain combat bonuses. Rope Trick: As many as eight creatures hide in extradimensional space. Rusting Grasp: Your touch corrodes iron and alloys. Sanctuary: Opponents can’t attack you, and you can’t attack. Scare: Panics creatures of less than 6 HD. Scintillating Pattern: Twisting colors confuse, stun, or render unconscious. Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Screen: Illusion hides area from vision, scrying. Scrying F: Spies on subject from a distance. Scrying, Greater: As scrying, but faster and longer. Sculpt Sound: Creates new sounds or changes existing ones. Searing Light: Ray deals 1d8/two levels, more against undead. Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will. Secret Page: Changes one page to hide its real content. Secure Shelter: Creates sturdy cottage. See Invisibility: Reveals invisible creatures or objects. Seeming: Changes appearance of one person per two levels. Sending: Delivers short message anywhere, instantly. Sepia Snake Sigil M: Creates text symbol that immobilizes reader. Sequester: Subject is invisible to sight and scrying; renders creature comatose. Shades: As shadow conjuration, but up to 8th level and 80% real. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real. Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real. Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real. Shadow Walk: Step into shadow to travel rapidly. Shambler: Summons 1d4+2 shambling mounds to fight for you. Shapechange F: Transforms you into any creature, and change forms once per round. Shatter: Sonic vibration damages objects or crystalline creatures. Shield of Faith: Aura grants +2 or higher deflection bonus. Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells. Shield Other F: You take half of subject’s damage. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. Shout: Deafens all within cone and deals 5d6 sonic damage. Shrink Item: Object shrinks to one-sixteenth size. Silence: Negates sound in 20-ft. radius. Silent Image: Creates minor illusion of your design. Simulacrum M X: Creates partially real double of a creature. Slay Living: Touch attack kills subject. Sleep: Puts 4 HD of creatures into magical slumber. Sleet Storm: Hampers vision and movement. Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls. Snare: Creates a magic booby trap. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. Solid Fog: Blocks vision and slows movement. Song of Discord: Forces targets to attack each other. Soul Bind F: Traps newly dead soul to prevent resurrection. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. Speak with Animals: You can communicate with animals. Speak with Dead: Corpse answers one question/two levels. Speak with Plants: You can talk to normal plants and plant creatures. Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. Spell Immunity, Greater: As spell immunity, but up to 8th-level spells. Spell Immunity: Subject is immune to one spell per four levels. Spell Resistance: Subject gains SR 12 + level. Spell Turning: Reflect 1d4+6 spell levels back at caster. Spellstaff: Stores one spell in wooden quarterstaff. Spider Climb: Grants ability to walk on walls and ceilings. Spike Growth: Creatures in area take 1d4 damage, may be slowed. Spike Stones: Creatures in area take 1d8 damage, may be slowed. Spiritual Weapon: Magical weapon attacks on its own. Statue: Subject can become a statue at will. Status: Monitors condition, position of allies. Stinking Cloud: Nauseating vapors, 1 round/level. Stone Shape: Sculpts stone into any shape. Stone Tell: Talk to natural or worked stone. Stone to Flesh: Restores petrified creature. Stoneskin M: Ignore 10 points of damage per attack. Storm of Vengeance: Storm rains acid, lightning, and hail. Suggestion, Mass: As suggestion, plus one subject/level. Suggestion: Compels subject to follow stated course of action. Summon Instrument: Summons one instrument of the caster’s choice. Summon Monster I: Calls extraplanar creature to fight for you. Summon Monster II: Calls extraplanar creature to fight for you. Summon Monster III: Calls extraplanar creature to fight for you. Summon Monster IV: Calls extraplanar creature to fight for you. Summon Monster IX*: Calls extraplanar creature to fight for you. Summon Monster IX: Calls extraplanar creature to fight for you. Summon Monster V: Calls extraplanar creature to fight for you. Summon Monster VI: Calls extraplanar creature to fight for you. Summon Monster VII: Calls extraplanar creature to fight for you. Summon Monster VIII: Calls extraplanar creature to fight for you. Summon Nature’s Ally I: Calls creature to fight. Summon Nature’s Ally II: Calls creature to fight. Summon Nature’s Ally III: Calls creature to fight. Summon Nature’s Ally IV*: Calls creature to fight. Summon Nature’s Ally IV: Calls creature to fight. Summon Nature’s Ally IX: Calls creature to fight. Summon Nature’s Ally V: Calls creature to fight. Summon Nature’s Ally VI: Calls creature to fight. Summon Nature’s Ally VII: Calls creature to fight. Summon Nature’s Ally VIII*: Calls creature to fight. Summon Nature’s Ally VIII: Calls creature to fight. Summon Swarm: Summons swarm of bats, rats, or spiders. Sunbeam: Beam blinds and deals 4d6 damage. Sunburst: Blinds all within 10 ft., deals 6d6 damage. Symbol of Death M: Triggered rune slays nearby creatures. Symbol of Fear M: Triggered rune panics nearby creatures. Symbol of Insanity M: Triggered rune renders nearby creatures insane. Symbol of Pain M: Triggered rune wracks nearby creatures with pain. Symbol of Persuasion M: Triggered rune charms nearby creatures. Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. Symbol of Stunning M: Triggered rune stuns nearby creatures. Symbol of Weakness M: Triggered rune weakens nearby creatures. Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure. Sympathy F: Object or location attracts certain creatures. Sympathy M: Object or location attracts certain creatures. Telekinesis: Moves object, attacks creature, or hurls object or creature. Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically. Telepathic Bond: Link lets allies communicate. Teleport Object: As teleport, but affects a touched object. Teleport, Greater: As teleport, but no range limit and no off-target arrival. Teleport: Instantly transports you as far as 100 miles/level. Teleportation Circle M: Circle teleports any creature inside to designated spot. Temporal Stasis M: Puts subject into suspended animation. Time Stop: You act freely for 1d4+1 rounds. Tiny Hut: Creates shelter for ten creatures. Tongues: Speak any language. Touch of Fatigue: Touch attack fatigues target. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Transformation M: You gain combat bonuses. Transmute Metal to Wood: Metal within 40 ft. becomes wood. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Transport via Plants: Move instantly from one plant to another of the same kind. Trap the Soul M F: Imprisons subject within gem. Tree Shape: You look exactly like a tree for 1 hour/level. Tree Stride: Step from one tree to another far away. True Resurrection M: As resurrection, plus remains aren’t needed. True Seeing M: Lets you see all things as they really are. True Strike: +20 on your next attack roll. Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4). Undetectable Alignment: Conceals alignment for 24 hours. Unhallow M: Designates location as unholy. Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells. Unholy Blight: Damages and sickens good creatures. Unseen Servant: Invisible force obeys your commands. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. Veil: Changes appearance of group of creatures. Ventriloquism: Throws voice for 1 min./level. Virtue: Subject gains 1 temporary hp. Vision M X: As legend lore, but quicker and strenuous. Wail of the Banshee: Kills one creature/level. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of Force:Wall is immune to damage. Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. Wall of Iron M: 30 hp/four levels; can topple onto foes. Wall of Stone: Creates a stone wall that can be shaped. Wall of Thorns: Thorns damage anyone who tries to pass. Warp Wood: Bends wood (shaft, handle, door, plank). Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Waves of Exhaustion: Several targets become exhausted. Waves of Fatigue: Several targets become fatigued. Web: Fills 20-ft.-radius spread with sticky spiderwebs. Weird: As phantasmal killer, but affects all within 30 ft. Whirlwind: Cyclone deals damage and can pick up creatures. Whispering Wind: Sends a short message 1 mile/level. Wind Walk: You and your allies turn vaporous and travel fast. Wind Wall: Deflects arrows, smaller creatures, and gases. Wish X: As limited wish, but with fewer limits. Wood Shape: Rearranges wooden objects to suit you. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. Word of Recall: Teleports you back to designated place. Zone of Silence: Keeps eavesdroppers from overhearing conversations. Zone of Truth: Subjects within range cannot lie.