1st-Level Barbed Chains: Hellish chains attack and cause a target to become shaken Batrachian SurgeR: Amplify your latent amphibian nature Biting Words: Deal 1d6+Str or Cha to target by speaking at it Blade Lash: Use your weapon like a whip to trip an opponent. Bloodbath: Cause yourself and enemies to bleed. Blurred Movement: As blur, but only while you are moving. Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples. BreakY: Gives an object the broken condition. Burning HandsY: 1d4/level fire damage (max 5d4). Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Celestial Healing: Grant fast healing 1 for 1 round/2 levels. Cheetah's Sprint: Sprint or charge with amazing speed. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. Coin Shot: Turn coins into deadly projectiles. Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures. Corrosive Touch: Touch attack deals 1d4 acid/level. Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies. Desperate Weapon: Create an improvised weapon. Ear-Piercing ScreamY: Deal sonic damage and daze target. Endure ElementsY: Exist comfortably in hot or cold regions. Enlarge PersonY: Humanoid creature doubles in size. Expeditious RetreatY: Your base land speed increases by 30 ft. Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack. Fear the Sun: Impose light blindness on your enemies. Feather FallY: Objects or creatures fall slowly. FirebellyR: Breathe fire and become resistant to it. Flare Burst: As flare, but affects all creatures in 10 ft. Frostbite: Target takes cold damage and is fatigued. Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you. Guardian Armor: Teleport your armor onto an ally in range
Hide Weapon: Hide a weapon within your own arm. Hobble: Reduce creature's speed Hydraulic PushY: Wave of water bull rushes an enemy. Ice ArmorR: Create a thick suit of ice armor. Icicle Dagger: Masterwork ice dagger deals +1 cold damage. Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment. Jump: Subject gets bonus on Acrobatics checks. Line in the Sand: Increase your attacks of opportunity per round. Long Arm: Your arms lengthen, giving you extra reach. Mage ArmorY: Gives subject +4 armor bonus. Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Magic Weapon: Weapon gains +1 bonus. Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land. Mirror Strike: You may strike multiple opponents with a single attack. Mount: Summons riding horse for 2 hours/level. MudballR: Throw a ball of mud to blind your enemy. Night Blindness: Impair target’s vision as if it were darker. Pesh VigorM: Increase target’s strength with consumption of pesh. Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you. Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment. Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment. Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment. Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment. Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker. Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels. Ray of Sickening: Ray makes subject sickened. Reduce PersonY: Humanoid creature halves in size. Returning Weapon: Grants a weapon the returning special weapon quality. Sense Fear: Perceive nearby creatures that are experiencing fear Shadow Trap: Pin someone’s target, causing them to become stuck. Shadow WeaponY: Create a quasi-real masterwork weapon. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity. Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6). Snowball: Throw a conjured ball of snow at a target Stone Fist: Your unarmed strikes are lethal. Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks. Stone Throwing: Grant the subject the rock throwing and rock catching abilities. Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability. Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures. Tamer's Lash: Create a whip made of sound that damages foes and can frighten animals Thunderstomp: Trip one creature within range. Touch of BloodlettingR: Cause any wounds the target has to bleed profusely. Touch of CombustionR: Cause someone to combust with a touch. Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. Touch of the Sea: Swim speed becomes 30 ft. Tracking MarkR: Gain a supernatural ability to detect tracks and other clues. True StrikeY: +20 on your next attack roll. Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity. Waterproof: Target becomes waterproof for the spells duration Wave Shield: Water blunts one incoming attack or fire effect. Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them. Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you. Winter FeathersR: Protect a feathered creature from the cold for a day.
2nd-Level Ablative BarrierY: Surrounds the target with layers of force. Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. Adhesive Blood: Attackers’ weapons stick to your gluey blood. Animal AspectY: You gain some of the beneficial qualities of an animal. Arcane Disruption: Make it difficult for others to cast arcane spells. Bear's Endurance: Subject gains +4 to Con for 1 min./level. Blindness/DeafnessY: Makes subject blinded or deafened. Blood Armor: Your blood hardens when you are wounded, increasing your AC. Blood BlazeR: Ignite the blood of those who come near you. Body Double: Change one creature to look and act like another. Boiling BloodY: Targets take fire damage; orcs get +2 Strength. Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons. Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened Brow Gasher: Slashing weapon deals bleed damage to an opponent's head. Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks. Bull's Strength: Subject gains +4 to Str for 1 min./level. Burning GazeY: Inflict 1d6 fire damage to creature by looking at it. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD. Daze Monster: Living creature of 6 HD or less loses next action. Death from BelowR: Target gains dodge bonus to AC against larger creatures. Defensive Shock: Electricity damages your attackers. Delay Pain: Ignore pain for 1 hour/level. Disfiguring TouchY: Target becomes disfigured. Dust of TwilightY: Black particles extinguish light sources within area. Eagle's Splendor: Subject gains +4 to Cha for 1 min./level. Elemental Touch: Gain energy damage touch attack. Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling. False LifeY: Gain 1d10 temporary hp + 1/level (max +10). Fiery Runes: Charge a weapon with magical fiery runes. Final Sacrifice: Cause a summoned creature to explode. Fire Breath: Exhale a cone of flame at will. Fire's FriendR: Cloak yourself in flames that harm nearby enemies. Flaming Sphere: Rolling ball of fire deals 3d6 fire damage. Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force. Force Sword: Create a magical longsword made entirely of force. Frigid Touch: Target takes cold damage and is staggered. Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. Glitterdust: Blinds creatures, outlines invisible creatures. Gozreh's TridentR: Create a forked trident of electricity. Gust of WindY: Blows away or knocks down smaller creatures. Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about. Hag's Seasoning: Curse a target with a supernatually delicious scent, attracting animalistic monsters. Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks. Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target. Instant Weapon: Summon a melee weapon to wield. Ironskin: Harden your skin into iron. Jealous Rage: Fill the target with a sense of entitled self-importance. Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray Mark of Blood: Imbue some of your life force into a creature, being able to permanently detect its location. Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts. Mindshock: Charge your attacks with violent psychic energy. Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8). Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. Overstimulate: Target creature gains the ferocity ability Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves. Pouncing Fury: Make a full attack with your claws after a charge Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks. Pyrotechnics: Turns fire into blinding light or choking smoke. Quick Change: Use change shape as a swift action and surprise foes. Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons. Reaper's Coterie: Target weapon gains bonus damage for defeating enemies. Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type. Rovagug's FuryR: Create a minor earthquake to trip creatures. Scale Spikes: Enhance a target’s scales with jagged spikes. Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). See Invisibility: Reveals invisible creatures or objects. Shadow Claws: Claws of shadow deal slashing damage and Strength damage ShatterY: Sonic vibration damages objects or crystalline creatures. Slipstream: Wave boosts creature's speed. Sonic Scream: Create a cone of damaging sound at will. Spider ClimbY: Grants ability to walk on walls and ceilings. Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses. Stabilize Pressure: Target immediately adjusts to the surrounding pressure Steal BreathR: Steal the breath from a creature’s lungs. Steal Size: Reduce a creature’s size, enlarge your own. Stone Call: 2d6 damage to all creatures in area. Stone Discus: Flying discus deals bludgeoning or slashing damage. Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed. Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha. Unshakable ChillY: Target is afflicted with severe cold. Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep. Winged Sword: Grant a weapon the throwing special ability. With the Wind: Protect a target from being blown away by wind of less than windstorm force
3rd-Level Air Breathing: Allow creatures to breathe air. Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round Animal Aspect, Greater: As animal aspect, but you gain two animal qualities. Apsu's Shining Scales: Gain +5 armor bonus to your AC, natural attacks are good and silver, and infuse your breath weapon with holy power.
Aqueous Orb: Creates rolling sphere of water. Beast Shape IY: You take the form and some of the powers of a Small or Medium animal. Blade Snare: Create an invisible snare to trap weapons. Blood Biography: Learn about a creature with its blood. Blood Salvation: Become immune to any damaging area spells you cast. Blood ScentR: Magnify the target’s ability to smell the presence of blood. BurrowY: Target gains a burrow speed of 15. Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. Caustic Safeguard: Imbue an object with an acidic protective ward. Chain of Perdition: Creates a floating chain of force. Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements. Clay Skin: Grants DR 5/Adamantine Cloak of Winds: Creates a screen of wind around you. Countless Eyes: Extra eyes give all-around vision. Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it. Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them Elemental Aura: Creates an aura of energy around you. Eruptive Pustules: Acid boils burst when you are attacked. Excruciating Deformation: Target takes Dex and Con damage. Fey Form I: Assume the form of a Small or Medium fey creature Fiendish Wrath: Targets gain a moral bonus to Strength, Constitution, and Will, as well as the rend ability with claws or unarmed strikes Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack. Fire TrailR: Leak a trail of flame that follows your every step. FireballY: 1d6 damage per level, 20-ft. radius. FirestreamRY: Spray a rushing stream of fire from your hand. Flame Arrow: Arrows deal +1d6 fire damage. Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash FlyY: Subject flies at speed of 60 ft. Force Hook Charge: Hook of force drags you to the target. Force PunchY: Target takes force damage and is pushed away. Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage. Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target. Grasping Tentacles: Use a mass of tentacles to perform dirty tricks. HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves. HeroismY: Gives +2 on attack rolls, saves, skill checks. Hold Person: Paralyzes one humanoid for 1 round/level. Hostile Levitation: Levitates the targeted creature up off the ground. Howling Agony: Screaming pain limits the target's actions. Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path. Infuse Self: Assume the form of a native outsider Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni. Keen Edge: Doubles normal weapon's threat range. Lightning BoltY: Electricity deals 1d6/level damage. Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage. Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5). Monstrous ExtremitiesR: Mutate an extremity of the creature touched. Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid. Outbreak: Diseased creatures in the area become extremely contagious Pack Empathy: Create an empathic bond with allies. Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level. Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat. Phantom SteedY: Magic horse appears for 1 hour/level. Pressure Adaptation: Target acclimates to pressure changes more quickly Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power. Pyrotechnic Eruption: Erupting flames burn a target several times. Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC. Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris. Ray of Exhaustion: Ray makes subject exhausted. Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts. Rising Water: Create a pillar of water Runic Overload: Charge magical runes to an explosive degree. Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets. Sky SwimR: Allow the target to swim through the air. Sleet Storm: Hampers vision and movement. SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. Stinking CloudY: Nauseating vapors, 1 round/level. Tail Strike: Grow a tail and gain a tail slam attack.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits Thunderstomp, Greater: Trip multiple creatures within range. Titanic Anchoring: Become grounded and nearly immovable. Toxic Blood: Turn your blood into venom, poisoning creatures that wound you Trial of Fire and Acid: Cover the target creature in burning acid. Twilight Knife: Floating knife attacks with you. Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead. Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. Versatile Weapon: Weapon bypasses some DR. Virulent Miasma: As fog cloud, but vapor is diseased Vision of Hell: Illusory hellscape makes creatures shaken. Water Breathing: Subjects can breathe underwater. Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick. Wind Wall: Deflects arrows, smaller creatures, and gases. Wing ThornsR: Sprout poisonous thorns from your wings.
4th-Level Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body. Aroden's Spellsword: Merge a melee weapon with a rod or staff. Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each. Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks. Baphomet's Blessing: Transmute the target’s head into that of a bull. Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread. Break, GreaterM: Break all nearby objects. Burn CorruptionR: Scour the life in an area, especially Abyssal life. Calcific Touch: Touch attack slows target, 1d4 Dex damage. Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you. Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1. ConfusionY: Subjects behave oddly for 1 round/level. ContagionY: Infects subject with chosen disease. Controlled Fireball: As fireball, but secretly deals less damage to your allies. Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability. Cursed Treasure: Target object curses the next creature to touch it DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft. Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor. Dragon's BreathY: Gives you a dragon's breath weapon. Earth GlideR: Allow a target to swim through stone, dirt, and other earth. Elemental Body IY: Turns you into a Small elemental. Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack. EnervationY: Subject gains 1d4 negative levels. Enlarge Person, Mass: 1 humanoid creature/level doubles in size. False Life, Greater: Gain 2d10 temporary hp + 1/level. Fear: Subjects within cone flee for 1 round/level. Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold. Firefall: Causes fire to burst up, dealing 2d6 fire damage. Flaming Aura: Gain the fire subtype or enhance an already existing subtype. Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets. Flash Forward: Charge, then teleport back to starting poisiton Frosty Aura: Gain the cold subtype or enhance an already existing subtype. Furious Fire Barrage: Conjure balls of flame to throw. Ghost WolfR: Summon a wolf mount made of black smoke which emanates fear. Hellmouth LashR: Transform your tongue into a whip made out of energy. Hollow Heroism: Provide a heroism effect that you can reverse at any time Horrific Doubles: Call forth disturbing mirror images Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across. Irregular Size: Creature's limb shrivels Mask from DivinationM: Protect a creature from divination effects Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy. Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid. Moonstruck: Subject is enraged and confused. Naga Shape IR: Take the form of a Large naga Pellet Blast: Creates an explosion of conjured metal pellets. Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage. Poisonous Cloud: As per fog cloud, but lethally poisonous Redcap's Touch: Gain a +2 bonus on damage rolls and heal slightly when you kill a creature Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level. Ride The Waves: Target can breathe water and swim. River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures. SadomasochismR: Take more damage from opponents, but force them to become demoralized. Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus. Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed. ShoutY: Deafens all within cone and deals 5d6 sonic damage. StoneskinMY: Grants DR 10/adamantine. Summon Flight of EaglesF: Summon giant eagles as mounts or battle companions Tail Current: Create a current in water to enhance or impede swimming Tailwind: Create a current of wind to enhance or impede flight Telekinetic Charge: Launches an ally through the air. Touch of Slime: Touch infests a target with green slime. Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin. Vitriolic Mist: As fire shield, except acid damage. Volcanic Storm: Hot rocks deal 5d6 damage. Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Wall of IceY: Ice plane creates wall or hemisphere creates dome. Wall of Sound: Sonic wall deflects and damages creatures. Warp Metal: Warp wood, affecting metal objects Wave Form: Briefly turn into a huge wave that knocks down everything in your path Wooden Wing ShieldR: Transmute your wings into a wooden shield-like barrier. Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.
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