0-LevelAbjuration Resistance: Subject gains +1 on saving throws.
Conjuration Create Water: Creates 2 gallons/level of pure water. Stabilize: Cause a dying creature to stabilize.
DivinationDetect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject. Grasp: Retry a Climb check as an immediate action Guidance: +1 on one attack roll, saving throw, or skill check. Read Magic: Read scrolls and spellbooks.
Evocation Light: Object shines like a torch. Spark: Ignites flammable objects.
Necromancy Bleed: Cause a stabilized creature to resume dying. Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.
Transmutation Mending: Makes minor repairs on an object. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another. Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target. Vigor: Give someone a +1 bonus on their next melee damage roll. Virtue: Subject gains 1 temporary hp.
1st-LevelAbjuration Endure ElementsY: Exist comfortably in hot or cold regions. Entropic ShieldY: Ranged attacks against you have 20% miss chance. Fallback StrategyR: Gain a free re-roll while this spell is active. Fastidiousness: Keep yourself and your equipment clean and dry FirebellyR: Breathe fire and become resistant to it. Hedging Weapons: Floating weapons protect you and make ranged attacks Hide from Undead: Undead can't perceive one subject/level. Obscure PoisonM: Make it harder to detect a poison or venomous creature. Peace Bond: Create a glowing rune of peace to protect targets from your own magic. 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. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Rite of Bodily PurityM: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison Rite of Centered MindM: +1 to saves vs mind-affecting effects for 24 hours, discharge to reroll a failed save vs a mind-affecting effect. SanctuaryY: Opponents can't attack you, and you can't attack. Shield of FaithY: Aura grants +2 or higher deflection bonus. Shield Speech: Speak freely to one creature within 10 feet without being overheard. Shield the Banner: Protect your tribe's banner with a sanctuary-like effect. Strand of the Tangled Knot: Next attack against you takes -10 penalty Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you. Watchful EyeFRT: As shield other, but with a shorter duration and the requirement that you must maintain line of effect with whom you are linked to. Waterproof: Target becomes waterproof for the spells duration Winter FeathersR: Protect a feathered creature from the cold for a day.
Conjuration Abundant Ammunition: Replaces nonmagical ammunition every round. Air Bubble: Creates a small pocket of air around your head or an object. Alleviate Addiction: Ignore the effects of addictions. Barbed Chains: Hellish chains attack and cause a target to become shaken Celestial Healing: Grant fast healing 1 for 1 round/2 levels. Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5). Desperate Weapon: Create an improvised weapon. Dream FeastR: Feed someone while they sleep. Guardian Armor: Teleport your armor onto an ally in range
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment. Instant Clot: Touched creature doesn't bleed Instant Portrait: Create a portrait of a creature on the touched surface Mighty Fist of the EarthRY: Fling a fist-sized rock at your opponent, this rock can channel your ki. Murderous CrowR: Conjure a supernaturally vicious and clever crow to watch over you. Obscuring MistY: Fog surrounds you. Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol. Remove Sickness: Suppress disease, nausea, and the sickened condition. Songbird: Conjure music from a good-aligned plane Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks. Summon Minor Monster: Summon 1d3 Tiny animals. Summon Monster 1: Summons extraplanar creature to fight for you.
Divination Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities. Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath. Comprehend Languages: You understand all languages. Cultural Adaptation: Adapt to fit the local cultural Cultural Adaptation (Taldan): Better impersonate the member of a specific culture. Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking. Detect Chaos: Reveals creatures, spells, or objects of selected alignment. Detect Charm: Detect charm, compulsion, and possession effects in the area Detect Demon: Sense the presence of demons, their servants, and the Abyss. Detect Evil: Reveals creatures, spells, or objects of selected alignment. Detect Good: Reveals creatures, spells, or objects of selected alignment. Detect Law: Reveals creatures, spells, or objects of selected alignment. Detect Radiation: Detect radiation in the surrounding area. Detect the Faithful: Find others of the same faith. Detect Undead: Reveals undead within 60 ft. Diagnose Disease: Detect and identify diseases. Ears of the City: The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. Karmic BlessingR: Target treats one skill of your choice as a class skill. Know the EnemyY: Gain +10 on a monster Knowledge check. Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour. Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises Planar Orientation: Locate places of power on your current plane Read WeatherFR: Forecast the weather for the next 48 hours. Rune TraceM: Learn information about a magical rune without triggering it Skim: Read four times faster than normal Speak Local Language: Target gains the ability to speak and understand a regional human language. Speechreader's Sight: Read lips from a distance Starsight: Observe the night sky as if it were a clear and unobstructed night. Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast Tap Inner BeautyR: Grant yourself a +2 insight bonus to Charisma-related checks. True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate
Enchantment Abadar's TruthtellingR: Force the target to speak the truth. BaneY: Enemies take –1 on attack rolls and saves against fear. BlessY: Allies gain +1 on attack rolls and saves against fear. Blessing of the WatchR: Functions as bless, except lasts for 1 hour/level but only in the caster’s home city. CommandY: One subject obeys selected command for 1 round. Compel Hostility: Compels opponents to attack you instead of your allies. Coward's Cowl: Enhance a target’s defensive instincts. Egorian Diplomacy: Coerce a target, cloud its memory of the encounter FairnessR: Force humanoid creatures to trade fairly with each other. Forbid Action: Target obeys command to not do something. Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down. Moment of Greatness: Doubles a morale bonus. Murderous CommandY: Target is compelled to kill its ally. Opportunistic Loyalty: Temporarily act as an ally to benefit from other creatures’ spells. Swallow Your FearR: Increase creatures' combat effectiveness when they under a fear effect. Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Evocation Bestow Planar Infusion I: Grant the target the effects of a planar infusion Divine FavorY: You gain +1 per three levels on attack and damage rolls. Sanctify Corpse: Prevent a corpse from becoming an undead. Tracking MarkR: Gain a supernatural ability to detect tracks and other clues. Unwelcome HaloR: Force a halo around a target, preventing it from hiding in the dark.
IllusionBlend with Surroundings: Change the appearance of a creature to better blend in with its surroundings. Clarion Call: Make yourself heard over great distances. Cloak of Secrets: Filter speech from a given area to sound like a different conversation. Mirror Mantis: Creature sees an looming assassin whenever they see their reflection in a mirror Shadow Trap: Pin someone’s target, causing them to become stuck.
Necromancy Advanced ScurvyR: Force the target to contract an advanced form of scurvy. Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Curse WaterM: Makes unholy water. Deathwatch: Reveals how near death subjects within 30 ft. are. Decompose Corpse: Turn a corpse into a clean skeleton. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. Grasping CorpseM: Cause a corpse to grab or trip a foe Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5). Positive Pulse: Energy harms undead or bolsters the living Preserve: Prevent objects from rotting and spoiling Ray of Sickening: Ray makes subject sickened. Restore Corpse: Skeletal corpse grows flesh. Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring Touch of Blindness: Coat a creature’s eyes in darkness, blinding them. Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Transmutation AbstemiousnessR: Enhance simple food to provide greater nutrition. Ant Haul: Triples carrying capacity of a creature. Aspect of the NightingaleR: Your voice becomes clear and pleasant, like a nightingale. Bless WaterM: Makes holy water. Blessed Fist: Target doesn’t provoke attacks of opportunity with unarmed strikes. Brightest Night: Grant improved low-light vision to several creatures Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand. Ceremony: Harness divine power to create a ceremony. Dancing Lantern: Animates a lantern that follows you. Enhance WaterR: Transform water into an alcoholic beverage. Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack. Ferment: Affected liquid becomes alcoholic Funereal Weapon: Targeted weapon bypasses some DR of undead creatures Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you. Hairline FracturesR: Create hairline fractures in earth and stone. Hidden Spring: Discover a temporary spring of fresh, flowing water Ice ArmorR: Create a thick suit of ice armor. IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon. Ironbloom SproutsFMR: Transform mushrooms into magical ironbloom mushrooms. Keyhole: Create a keyhole in any door or enlarge an existing keyhole Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it. Lighten ObjectR: Decrease the target’s weight by half or reduce the armor check penalty of armor. Lucky Number: Tweak tiny variables in a creature’s immediate future. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Magic Weapon: Weapon gains +1 bonus. Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land. Peasant ArmamentsR: Transform improvised weapons into actual weapons. Pesh VigorM: Increase target’s strength with consumption of pesh. Poisoned EggR: Transform a single egg into a dose of poison. Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities. Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon. Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor. Resist Starvation: Last longer without food Spirit Share: Grant beneficial liquids with a touch Sun MetalY: Weapon touched bursts into flames. Suspend Drowning: Targets temporarily stop drowning Unhallowed Blows: One natural weapon or unarmed strike of subject undead gets +1 on attack and damage rolls Weapons Against EvilR: Enhance weapons with pale light that allow them to bypass minor DR of evil creatures. Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.
2nd-LevelAbjuration AbeyanceM: Suppress the effects of a single curse. Book Ward: Protect a book from fire, acid, and water. Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction. Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched. Gird Ally: Grant your summoned creatures a deflection bonus to their AC. Grace: Movement doesn't provoke attacks of opportunity. Influence Wild Magic: Stabilize an area of primal magic Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched. Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched. Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched. Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched. Protection from Outsiders: Ward a creature against attacks from outsides with a specific racial subtype, more powerful than protection from evil or similar spells. Protection from Spores: Bolster a creature’s body against the harmful effects of spore and fungus. Protection from Technology: +2 to AC and saves, plus additional protection against technology. Radiation Ward: Protect a creature against radiation Recentering Drone: Emit a calming drone so targets under the effect of negative conditions can suffer a lesser version of them instead. Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type. Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. Shield OtherFY: You take half of subject's damage. Stabilize Pressure: Target immediately adjusts to the surrounding pressure Stave Off Corruption: Protect against a corruption's progression. Suppress Charms and Compulsions: Either grant a bonus to saves against, or suppress, charm and compulsion spells Surmount AfflictionY: Temporarily suppress one condition. Sympathetic WoundsMR: Force half of the damage you take onto another creature. Undetectable Alignment: Conceals alignment for 24 hours.
Conjuration Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another Alter Summoned Monster: Swap one summoned creature with another. Blessing of Courage and Life: Grants a +2 bonus on saves vs. fear and death. Cloud of SeasicknessR: Create a sickening cloud that mimics the effects of seasickness. Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10). Delay DiseaseR: Grant the target temporary immunity to disease. Delay Poison: Stops poison from harming target for 1 hour/level. Drunkard's BreathR: Spew a noxious cloud in a 30 ft. cone. Hanspur's Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris. Healing Token: Imbued holy symbol serves as a conduit for healing magic Instant Armor: Summon armor temporarily replacing your current attire. Instant Weapon: Summon a melee weapon to wield. Lead Plating: Enclose the target in a thin sheath of lead. Path of Glory: Create an expanding glow that heals allies within it of 1 hp of damage. Remove Paralysis: Frees creatures from paralysis or slow effect. Restful Cloak: Enchanted cloak functions as a tent Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Returning Weapon: Grants a weapon the returning special weapon quality. Rock Whip: Create a whip that passes through unworked stone Shackle: Summon manacles onto a target creature Soothing Word: Lessen the severity of a target’s conditions. Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions Spiral Descent: Teleport straight downwards Summon Cacodaemon: Summon a cacodaemon. Summon Monster 2: Summons extraplanar creature to fight for you. Web Shelter: Create a comfortable shelter made of webbing.
Divination Ancestral Communion: Contact the spirits of your ancestors to bolster your own knowledge. AuguryMF: Learns whether an action will be good or bad. Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area. Build Trust: Gain various bonuses when interacting with the target. Cleromancy: Use rolled dice to grant luck bonuses to future spells. Detect Magic, Greater: As detect magic, but learn more information. Detect Relations: Detect whether or not creatures are related by blood. Early JudgmentR: Show a creature the reward or punishment that awaits it after death. Enchantment Sight: See enchantment spells active on creatures Find Traps: Notice traps as a rogue does. Halfling Vengeance: Grant a Small creature the ability to make debilitating blows with daggers and slings Know Peerage: Target uses your Knowledge (nobility) ranks. Lay of the Land: Instantly learn about the geography of the surrounding area. Locate Portal: Detect portals within range Page-Bound Epiphany: Fill an empty book with knowledge on a topic from around the world. Preserve GraceF: Grant a creature the guidence of a phylactery of faithfulness Reveal True ShapeM: Reveal the true form of a magically disguised/transformed creature. Secret SpeechR: Send secret messages to others within normal speech. Sense Fear: Perceive nearby creatures that are experiencing fear Sense Madness: Determine mental disturbances in nearby creatures Share Language: Subject understands chosen language. Spell GaugeR: Discover some spells the target has prepared. Status: Monitors condition, position of allies. Storm Sight: Spread your senses through a storm, learning about other creatures affected by the weather Track Ship: Use a piece of a ship to track it on a nautical chart. Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies. Undeath Sense: As per detect undead, but affecting a creature you touch Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.
Enchantment Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time. Blessing of Luck and ResolveR: Increase resistance against fear. Calm Emotions: Calms creatures, negating emotion effects. Compassionate Ally: Target is compelled to help injured ally. Compel Tongue: As share language, but target can only speak and write in the language imparted. Delay Pain: Ignore pain for 1 hour/level. Enthrall: Captivates all within 100 ft. + 10 ft./level. Hold Fey: As hold person, but targets fey Hold Person: Paralyzes one humanoid for 1 round/level. Intensify Psyche: Amplify the targets emotions Mortal Terror: Frighten creature with an existential crisis Peacemaker's ParleyRT: Quickly manipulate unfriendly or hostile creatures with diplomacy. Stalwart Resolve: Ignore the effects of ability damage and penalties to one score. Touch of Mercy: Change the damage a creature can deal from lethal to nonlethal. Vexing Miscalculation: Prevent the target from scoring critical hits. Zone of Truth: Subjects within range cannot lie.
Evocation Admonishing Ray: Fire multiple rays that deal nonlethal force. Arrow of Law: Harm and possibly daze chaotic creatures. Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light. Burst of Radiance: Fill the area with a blinding light. ConsecrateMY: Fills area with positive energy, weakening undead. Contact Entity I: Ask eldritch entities to find and converse with you DarknessY: 20-ft. radius of supernatural shadow. Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies. DesecrateMY: Fills area with negative energy, making undead stronger. Dread Bolt: Harm and possibly sicken good creatures. Flickering Lights: Create an area of inconsistent lighting. Ghost Whip: Create a ghost touch whip that passes through objects. Gozreh's TridentR: Create a forked trident of electricity. Heroic FortuneFM: Grant a temporary hero point. Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target. Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape. Pilfering Hand: You may seize an object or manipulate it from afar. Protective Penumbra: Shadow protects the target from light. Revealing Light: As light, but hampers Stealth checks Sacred SpaceR: Sanctify an area with holy power. Shard of Chaos: Harm and possibly slow lawful creatures. ShatterY: Sonic vibration damages objects or crystalline creatures. Sound Burst: Deals 1d8 sonic damage and may stun subjects. Spear of Purity: Harm and possibly blind evil creatures. Spiritual Squire: Create an ally out of force to assist you in combat
Spiritual WeaponY: Magic weapon attacks on its own.
Illusion Dark Whispers: Whisper through the shadows. Display Aversion: Create an illusion to repulse a vampire. Inner Focus: Ignore divine focus components of your spells. Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure. Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it. Semblance of FleshR: Disguise a construct as a creature of flesh. SilenceY: Negates sound in 20-ft. radius. Silent Table: Give yourself privacy by muffling sound leaving the area. Trail of the RoseR: Cause a rose to leave a scented trail along your path as you move.
Necromancy Animate Dead, LesserM: Create one skeleton or zombie. Blood in the Water: Enhance those with a blood frenzy. Blood of the Martyr: Cause someone to bleed from every orifice; drinking this blood will heal your wounds. Bloodbath: Cause yourself and enemies to bleed. Bloody Tears and Jagged SmileR: Become more intimidating with black eyes that weep blood and turn your teeth into jagged fangs. Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons. Boneshaker: Momentarily control a living or undead creature's skeleton. Calm Spirit: Postpone hostile action by a haunt or incorporeal undead. Curse ItemR: Curse an object to make it flawed and prone to failure. Curse Terrain, LesserM: Curse an area with three mild hazards Death CandleR: Create a howling fire elemental from the remains of the target’s life energy. Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. Deathwine: Turn a potion into a pool of necromantic energy. Defending BoneR: Animate a bone to float near you and block physical attacks. Dress Corpse: Doctor the evidence on a corpse. Enemy's HeartR: Absorb an enemy’s power by eating it’s heart. Gentle Repose: Preserves one corpse. Ghoul HungerR: Awaken an unnatural hunger in the target, causing it to seek out humanoid flesh. Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10). Life Pact: Affected creatures automatically donate hp to stabilize fallen ally. Necromantic Burden: Make undead more difficult to control. Necrostasis: Stagger an undead creature Night Blindness: Impair target’s vision as if it were darker. Outbreak: Diseased creatures in the area become extremely contagious Sentry SkullMR: Create a grisly sentinel from the severed head of a humanoid or monstrous humanoid. Shared SacrificeR: Create a link to the target and direct pain and damage through it. Unliving Rage: As rage, except affecting only undead. Urgathoa's Beacon: Cause creatures to attract the attention of undead
Transmutation Aboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air. Air Step: Tread unsteadily on air, with limitations. Alchemical TinkeringR: Transform an alchemical item or firearm into another similar item. Align Weapon: Weapon becomes good, evil, lawful, or chaotic. Amplify Stench: Amplify your natural stench ability. Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf. Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures. Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched. Ashen Path: Allow one or more creatures to ignore airborne effects and see through magical smoke and fog Bear's Endurance: Subject gains +4 to Con for 1 min./level. Blood BlazeR: Ignite the blood of those who come near you. Boiling BloodY: Targets take fire damage; orcs get +2 Strength. Brittle PortalR: Reduce the hardness of objects within the area. Bull's Strength: Subject gains +4 to Str for 1 min./level. Diminish Resistance: Weaken a creature's resistance to one type of energy Disfiguring TouchY: Target becomes disfigured. Dwarven VeilRT: Enhance a target's dwarf-like qualities, giving it a +2 bonus to influence dwarves. Eagle's Splendor: Subject gains +4 to Cha for 1 min./level. Effortless Armor: Armor you wear no longer slows your speed. Eroding Ray: ranged touch attack deals 2d6 to construct or object, +1 ray/four levels (max 3) Fear the Sun: Impose light blindness on your enemies. First World RevisionsR: As ancestral regression but for disguising a wayang as a gnome. Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons. GroundswellR: Raise the ground up underneath you. Holy Ice WeaponM: Create a masterwork weapon made of frozen holy water. Imbue with Aura: Target emulates your cleric aura. Inheritor's SmiteR: Gain a bonus on your next attack; if it hits, attempt a free bull rush. Instrument of Agony: Weapon exudes divine fury, granting a bonus on Intimidate checks. Invigorating Poison: Transform the negative effects of a poison into positive ones. Ironskin: Harden your skin into iron. Life ChannelR: Allow those with affinity to negative energy to gain healing from positive energy. Magic Boulder: As magic stone, but with boulders. Magic Siege Engine: Siege gains +1 on targeting and damage rolls. Make WholeY: Repairs an object. Marching Chant: Allies can hustle without penalty while you sing or chant. Martyr's Bargain: Delay the effects of damage dealt to you. Masterwork Transformation: Make a normal item into a masterwork one. Overstimulate: Target creature gains the ferocity ability Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched. Rotgut: Turn water into cheap alcohol Rovagug's FuryR: Create a minor earthquake to trip creatures. Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies. Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons. Solidify Earth: Harden earth and stone, impeding burrowing creatures Staggering Fall: Make a falling creature hit the ground harder. Stoke the Inner FireR: Increase the natural heat of your body, transferring it to weapons and armor. Stone Throwing: Grant the subject the rock throwing and rock catching abilities. Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink. Transmute Wine to Blood: Transform a bottle of fine wine into a pint of animal blood. Unholy Ice WeaponM: Create a masterwork weapon made of frozen unholy water. Violent Accident: Curse a target to have a lethal accident in the near future Visualization of the BodyM: Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost Visualization of the MindM: Gain a +5 bonus on checks with one mental ability score for 24 hours, discharge for a one-time mental boost Water Walk, Communal: As water walk, but you may divide the duration among creatures touched. Weapon of Awe: Weapon gets +2 on damage rolls.
3rd-LevelAbjuration Aura of Inviolate Ownership: Ward your attended items against theft. Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype. Dispel MagicY: Cancels one magical spell or effect. Disrupt Silence: Disrupt all silence effects in an area. Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller. Free Spirit: Gain the effects of freedom of movement, but also become drunk Free Swim: As freedom of movement, but only allowing a creature to move freely underwater Glyph of WardingMY: Inscription harms those who pass it. Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check Hide from Undead, Greater: As per hide from undead, but doesn't automatically end due to combat actions Homeward Bound: Return a creature to its home plane 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. Numerological Resistance: Use the Path of Numbers to grant your allies resilience in the face of elemental dangers. Obscure Object: Masks object against scrying. Pressure Adaptation: Target acclimates to pressure changes more quickly Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Remove Curse: Frees object or person from curse. Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched. Righteous Condemnation: Chaotic, neutral, or evil spellcasters who target you with a spell take a -4 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks Soul Vault: Protect your soul from harmful effects after death Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you. Tactical FormationRT: Grant targets a bonus to AC so long as they remain in formation.
Conjuration Accept Affliction: Transfer the effects of afflictions from someone else to yourself. Create Food and Water: Feeds three humans (or one horse)/level. Curative DistillationM: Enhance an healing remady Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15). Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched. Holy Javelin: Deal ongoing damage to evil creatures and apply penalties Infernal Challenger: Summon a bearded devil to preform a Hellknight initiation Iron Stake: Hurl a spike of cold iron at a foe Irradiate: Flood an area with dangerous radiation. Life Current: Infuse a current with positive energy, healing all living creatures within Life Shield: Ward yourself with positive energy so any attacking undead take damage. Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy. Martyr's Last BlessingR: Burst with healing energy when you are dying or killed. Minor Reversion: Store a replica of yourself in the Akashic Record, end the spell when injured to be healed 1d8+1/level Planar InquiryM: Call an outsider to answer questions Remove Blindness/Deafness: Cures normal or magical blindness or deafness. Remove Disease: Cures all diseases affecting subject. Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched. Sacred BondFY: Cast touch healing spells from a distance. Sand Whirlwind: Create a whirling cloud of sand around someone, making it harder for them to speak. Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp Spiral Ascent: Teleport straight upwards Storm of Blades: Create swords and propel them towards your target. Summon Ancestral Guardian: Conjure your ancestors' spirits to help you in combat. Summon Monster 3: Summons extraplanar creature to fight for you. Summon Totem Creature (Shoanti): Summon animals sacred to your tribe. Symbol of HealingM: Triggered rune heals living creatures. Teratoid Caress: Imbue a creature with disfiguring abyssal energy, harming them when they use celestial or healing magic Unlife Current: Infuse a current with negative energy, damaging all living creatures within Waters of LamashtuMY: Create a poison which looks like clean and pure water.
Divination Aura Sight: Alignment auras become visible to you. Beacon of LuckR: Send out a burst of luck to allies around you. Blood Biography: Learn about a creature with its blood. Calculated Luck: Use the Path of Numbers to boost your combat preparedness. Detect Anxieties: Learn what makes a creautre anxious. Detect Desires: Learn what a creatures desire. Elemental Speech: Enables you to speak to elementals and some creatures. Fortune's PathMF: Gain a glimpse of the future Guiding Star: Know approximate distance from where you cast this spell. Locate Object: Senses direction toward object (specific or type). Mark of Obvious Ethics: Other creatures can determine the target’s alignment. Reveal Mirage: Discern illusory terrain from range. Revelation: Gain great insight into the inner workings of a puzzle, device, or trap. Riversight: See events transpiring along a natural watercourse you touch. See BeyondM: +5 Perception (+10 vs ethereal or invisible) for 24 hours, discharge to temporarily gain x-ray vision Share Language, Communal: As share language, but you may divide the duration among creatures touched. Shared Training: Share your teamwork feats with allies Skyshroud: Unobstructed view of the sky from underground Spirit BondsM: Gain a bond with 1 creature/3 levels for 24 hours. End bond to send a message as Sending Unravel Destiny: Creature takes a penalty to rolls based on number of hero points possessed. Unspoken Name: Learn when a nearby creature refers to you with a particular name or title Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Enchantment Bestow InsightR: Grant the target a bonus on a skill check and consider them trained. Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC. Champion's BoutR: Prevent others from interfering in a duel. Charitable Impulse: Compel a creature to aid others rather than use violence. Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature. Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
False AlibiMR: Modify the target’s memory in a specific way. Lover's VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you. Mantle of Calm: Neutralize the rage effects of those who have attacked you. Mind Maze: Target must act as though they are wandering through a maze. PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty. Severed Fate: Prevent the target from using hero points. Slave to Sin: Draw out a creatures inner sin
Evocation Agonize: Pain encourages an outsider to obey you. Archon's Aura: Aura penalizes enemy attacks and AC. Chain of Perdition: Creates a floating chain of force. Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot. Contact Entity II: Ask more powerful entities to find and converse with you Continual FlameM: Makes a permanent, heatless light. Damnation: Punish creatures for evil spells they know or that affect them Dark-Light: Create a dazzling light that only affects those without light sensitivity. Daybreak ArrowY: Targeted ammunition exudes radiant energy. DaylightY: 60-ft. radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses. Final Sacrifice: Cause a summoned creature to explode. FrosthammerR: Hurl a warhammer of magically hardened ice at your target. Helping Hand: Ghostly hand leads subject to you. Invisibility Purge: Dispels invisibility within 5 ft./level. Lightning Lash: Create a cackling lash of unholy lightning. Moonrise Arrow: Imbue ammunition with damaging silver light RechargeM: Restore charges to a technological item. Screaming Flames: Send forth a wave a flames screaming with the agony of the damned Searing LightY: Ray deals 1d8/two levels damage (more against undead). Shield of Darkness: Shield yourself with darkness, granting yourself total concealment. Silverlight: Create a bright silver light that is harmful to those vulnerable to silver. Spotlight: Create a mobile area of bright light while also suppressing light surrounding it. Trial by Fire: Test a creature's purity of convictions by exposing it to a sheet of divine fire. Trial of Fire and Acid: Cover the target creature in burning acid. Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other. Wind Wall: Deflects arrows, smaller creatures, and gases. Wrathful Mantle: Subject shines and gets +1/four levels on all saves.
IllusionAgonizing RebukeR: Force your attacker to suffer mental pain when harming you. Appearance of Life: Undead appear to be alive Shadowmind: Force a target to see more darkness around them. Vision of Hell: Illusory hellscape makes creatures shaken.
Necromancy Aggravate Affliction: Force ongoing afflictions to trigger. Animate DeadMY: Creates undead skeletons and zombies. Aura of Cannibalism: Sap the strength of those around you. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. Black Sword of WarR: Enchant a weapon to deal extra bleed damage. Bleed Glory: Increase the cost to use mythic power. Blindness/DeafnessY: Makes subject blinded or deafened. Catatonia: Make a willing target appear to be dead. ContagionY: Infects subject with chosen disease. Create Soul GemF: Draw a recently dead creature's soul into a gem. 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 Deadly Juggernaut: Your might increases with every kill you make. Flesh PuppetM: Control a zombie in human guise. Healing Leak: Touched target only gains and grants half the benefits from magical healing Horrifying Visage: Cause creatures to gain a phobia Hydrophobia: Make targets become deathly afraid of water. Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15). Ki Leech: Add to your ki pool when you critically hit. Mathematical Curse: Use the Path of Numbers to place a mathematical curse on someone. Nap StackM: Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. Oath of JusticeRT: Seal an oath between two creatures. Project WeaknessR: Curse the target with the weaknesses of your vampirism. Reaper's Coterie: Target weapon gains bonus damage for defeating enemies. SadomasochismR: Take more damage from opponents, but force them to become demoralized. Sands of TimeY: Target temporarily ages. Sharesister: Take a negative level to grant another creature of the same gender a bonus on their casting ability. Skeleton Crew: Turn corpses into obedient skeleton crew. Speak with Dead: Corpse answers one question/two levels. Spellcurse: Target takes 1d6 damage for each spell affecting it Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed. Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Transmutation Air Breathing: Allow creatures to breathe air. Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched. Badger's Ferocity: Weapons are keen while you concentrate. Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus. Blood ScentR: Magnify the target’s ability to smell the presence of blood. Blot: Destroy all writing within an area. Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements. Contact High: Duplicate a drug’s effects on others. Contest of Skill: Cause two creatures to automatically fail to confirm critical hits Control Vermin: Control a number of vermin for you and your allies to ride. Daggermark's Exchange: Transmute one poison into another of equal or lesser value Detoxify: Remove a creature's ability to poison others Drain Poison: Drain a creature’s poison and apply it to your weapon. Enter Image: Transfers your consciousness to an object bearing your likeness. Fair is Foul: Curse someone with a disfiguring or painful mutation. Forced Mutation: Warp a creature's flesh, inflicting deformaties and penalties to Constitution and Charisma Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage. Irregular Size: Creature's limb shrivels Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece Magic VestmentY: Armor or shield gains +1 enhancement per four levels. Mark of Buoyancy: Make a touched object weightless Meld into Stone: You and your gear merge with stone. Monstrous ExtremitiesR: Mutate an extremity of the creature touched. Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat. Planned AssaultRT: Increase the effectiveness of actions planned in advance. Plant Voice: Grant a plant creature the ability to speak, hear, and understand you. Qlippoth Appearance: Assault the mind of your enemies with your hideous face Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris. Restore Mythic Power: Transfer some of your mythic essence to another creature. Sebaceous TwinR: Extract a half-formed parasitic clone from the target, causing it to siphon blood and distract its host. Share Glory: Imbue targets with a fraction of your mythic nature. Shield of WingsR: Five burning wings grant you flight and protect you from fire. Sky SwimR: Allow the target to swim through the air. Steal Years: Temporarily steal youth and vitality from the target. Stone ShapeY: Sculpts stone into any shape. Titanic Anchoring: Become grounded and nearly immovable. Toxic Blood: Turn your blood into venom, poisoning creatures that wound you Transfer Regeneration: Bestow your regeneration on your allies. Unhallowed Blows, Greater: As per unhallowed blows, but a +1 bonus per 4 caster levels Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid.
Universal Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
4th-LevelAbjuration Absolution: Removes enchantments and forgives actions taken under their effects. Absorb Rune IM: Absorb a magic rune up to 3rd level, which can be moved or dispelled Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you. Charon's Dispensation: Protection from the River Styx. Devil SnareM: Create an invisible circle to trap outsiders. Dimensional Anchor: Bars extradimensional movement. Dismissal: Forces a creature to return to native plane. Enchantment Foil: Trick opponents who try to cast enchantments on you. Firewalker's MeditationM: resist fire 5, DR 5/magic, +4 to saves vs pain for 24 hours, discharge to temporarily increase to resist 30, DR 10, and immunity to pain Freedom of Movement: Subject moves normally despite impediments to restrict movement. Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area. Guardian of Faith: Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature. Healing WarmthR: Gain protection from fire, use absorbed energy to heal others. Magic Circle Against Technology: Protects those in an area with protection from technology, and other effects that suppress or resist technology. Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits. Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear. Soothe Construct: Reduce the berserk chance of a construct. Spell Immunity: Subject is immune to one spell per 4 levels. Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot. Suppress Primal Magic: Suppress the effects of primal magic. Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race. Unholy Ward: Resist damage from holy sources, smite evil, etc. Ward of the SeasonR: Enhance a creature with the power of a season. Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.
Conjuration Ancestral Gift: Summon an ancestor to bring you a ghostly, magical weapon. Bountiful Banquet: Create a luxurious feast for two creatures/level. Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1. Create Drug: Conjure a drug. Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20). Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash Fleshworm Infestation: Worms deal hp and Dex damage. Hallucinogenic Smoke: Exhale a cone of smoke which disorients those caught inside. It has a side effect of improving the effects of augury when cast within. Healing Flames: Holy flames damage evil creatures and heal good creatures Infernal Healing, Greater: As infernal healing, except using fast healing 4. Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points. Janni's Jaunt: As plane shift, but only works on willing creatures and only transports to the Inner Planes Master's Escape: Create a link between you and a summoned creature, allowing you to switch places. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Path of Glory, Greater: Create an expanding glow that heals allies within it of 5 hp of damage. Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature. Poisonous Balm: As cure serious wounds, but leave behind a latent venom. Purify Body: Heal a creature and remove its physical impairments Remove Radioactivity: Remove radiation effects from a target. Replenish KiR: Attune the target’s energy to replenish their ki pool. RestorationM: Restores level and ability score drains. Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level Summon Accuser: Summon an accuser devil to do your bidding. Summon Barghest I: Summon a barghest to serve you Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons. Summon Genie, LesserF: As summon monster I, except you can summon one janni. Summon Monster 4: Summons extraplanar creature to fight for you. Summon Ship: Conjure a ship out of extradimensional materials
Divination Discern Lies: Reveals deliberate falsehoods. DivinationM: Provides useful advice for specific proposed actions. Gilded WhispersM: Use a single coin as a conduit for eavesdropping. Glimpse of TruthM: Gain true seeing for 1 round. Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities. Speak with Plane: Speak with a manifestation of a sentient plane Symbol of RevelationM: Triggered symbol reveals illusions. Tongues: Speak and understand any language. Traveling DreamR: Create a magical sensor that you can watch through while you sleep.
Enchantment Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects. Bereave: Affected creatures don't count as allies for any purpose Control Summoned Creature: Direct a summoned monster as if you had summoned it. Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell Sacrifice: Make a sacrifice to aid conjuring and commanding a planar creature. Terrible Remorse: Creature is compelled to harm itself.
Evocation Ardor's Onslaught: The power of conviction assaults neutral foes Bestow Planar Infusion II: Grants the target the benefits of an improved planar infusion Bit of LuckR: Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success Blood Crow StrikeY: Unarmed strikes create crows that deal fire and negative energy damage. Brightest Light: As daylight, but lasts longer and can dispel darkness effects Burst with Light: Fill the target with powerful and damaging light. Chaos HammerY: Harms and slows lawful creatures (1d8 damage/2 levels). Deadman's ContingencyF: Set one of a list of contingencies for your demise. Divine Power: You gain attack bonuses and 1 hp/level. Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back. Holy SmiteY: Harms and possibly blinds evil creatures (1d8 damage/2 levels). Imbue with Spell Ability: Transfer spells to subject. Order's WrathY: Harms and dazes chaotic creatures (1d8 damage/2 levels). SendingY: Delivers short message anywhere, instantly. Shield of the DawnflowerRY: Create a protective shield of sunlight. Spiritual Ally: Creates a divine ally to aid you. Unholy BlightY: Harms and sickens good creatures (1d8 damage/2 levels). Water Shield: Surround yourself with a protective spout of acid.
Illusion False FutureM: Cause divinations of the future to reveal the result you choose. Quieting Weapons: Weapons make no sound and quiet their victims. Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.
Necromancy Aura of Doom: Creatures in your aura become shaken. Black Spot: Inflict a specific and feared pirate curse onto your target. Bloatbomb: Kill a weak creature and turn its corpse into an explosive trap. Calamitous Flailing: Cause the target’s attacks to gain a miss chance. Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition. Curse of Unexpected DeathR: Curse a creature with a chance of instant and unexpected death. Curse TerrainM: Curse an area with four hazards Daemon WardM: As death ward, but against daemons. Death Knell Aura: Create an aura that feeds on the souls of those who die within it. Death Ward: Grants bonuses against death spells and negative energy. DeathlessY: Prevent death from hit point damage so long as this spell persists. Flesh Puppet HordeM: Control multiple zombies in human guise. Frigid Souls: Disrupt and dispel spells that protect against cold Hunger for Flesh: Give a creature a bite attack and a hunger for its own kind's flesh. Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20). Infuse Effigy: Infuse an effigy with a powerful curse. Malediction: Banish a soul to Hell if it dies within the next minute. Mythic Severance: Restrict target’s access to its mythic power. Nature's Ravages: Speed up the decomposition of a corpse. Plague Carrier: Target's attacks carry filth fever. Poison: Touch deals 1d3 Con damage 1/round for 6 rounds. Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures Red Hand of the Killer: Stain the hand of a creature's killer red. Rest Eternal: Dead creature cannot be revived. Speak with Haunt: Haunt answers one question/2 levels. Summoner Conduit: The target takes damage whenever its summoned creature does. Torpid ReanimationM: Animate dead when a specific trigger condition occurs. Umbral Infusion: Infuse mindless undead with power from the Shadow Plane, increasing their power. Undeath Inversion: Alter an undead creature’s energy affinity so it takes damage from negative energy and heals from positive energy. Virulence: Quickly advance the spread of diseases within the targeted creatures. Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures
TransmutationAbyssal VerminR: Infuse vermin with fiendish qualities. Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle). Alter River: Alter the flow of water in a natural freshwater channel. Baphomet's Blessing: Transmute the target’s head into that of a bull. Blade of Light: Imbue a weapon with sunlight, making it bane to the undead Blessing of FervorY: Gives allies a choice of benefits. Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations Concealed Breath: Hold breath without negative effects Control Water: Raises or lowers bodies of water. Crimson Breath: Spit poison at a creature Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit. Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench. Flaming Aura: Gain the fire subtype or enhance an already existing subtype. Frosty Aura: Gain the cold subtype or enhance an already existing subtype. Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin. Gift of the Deep: Grant a sahuagin unique powers like mutants. Heavy Water: Make water heavier and harder to swim through. Iron Spine: Turn creatures skeleton into sharp iron, increased effect against creatures vulnerable to cold iron Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5). Majestic Image: As enter image, but also gain bonuses on social skills while in the image. Make Whole, Greater: As make whole, but repairs 1d6+1/level damage to a max of 10d6+10. Mark of the Reptile God: Mark a creature with an acidic curse. Mighty StrengthRT: As bull’s strength, except it grants a +8 enhancement bonus to Strength. Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons. Planar Adaptation: Resist harmful effects of other plane. Planetary Adaptation: As planar adaptation, but only on different worlds of the Material Plane. Rags to Riches: Enhance an object to function as if it were masterwork quality. Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Ride The Waves: Target can breathe water and swim. Rigor Mortis: Painfully swell a targets joints. Spit Venom: Spit blinding black adder venom. Sword to Snake: Change an object into a venemous creature. Symbol of SlowingM: Triggered rune slows creatures. Tail Current: Create a current in water to enhance or impede swimming Tailwind: Create a current of wind to enhance or impede flight Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own. Warp Metal: Warp wood, affecting metal objects Wave Form: Briefly turn into a huge wave that knocks down everything in your path Wrathful Weapon: Enhance a weapon with the anarchic, axiomatic, holy, or unholy special ability.
5th-LevelAbjuration AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change. Ban Corruption: Eliminate the gifts of a nearby corrupted creature Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses. Curse of Magic NegationM: Target gains the negated spellblight. Darkvault: Ward shadows so light cannot penetrate them. Dispel Balance: You are protected from neutral enemies Dispel Chaos: +4 bonus against attacks. Dispel Evil: +4 bonus against attacks. Dispel Good: +4 bonus against attacks. Dispel Law: +4 bonus against attacks. Life Bubble: Protects creatures from sustained environmental effects. Siphon Magic: Transfer a magical effect from another creature to yourself. Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched. Spell Resistance: Subject gains SR 12 + level. Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you. Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies. Talisman of Reprieve: Create an item that protects against the effects of an aligned plane Undeath Ward: Create a barrier to repel undead.
Conjuration Army Across Time: As ally across time, but more cubes and more duplicates Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures. Call Spirit: Make the spirit of one creature manifest. Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level. Freedom's ToastR: Teleport the target a short distance while freeing them from restraints. Greater Reversion: As minor reversion, but healing 3d8+1/level Insect Plague: Wasp swarms attack creatures. Invigorating ReposeRT: Enhance your spells that bring the dead back to life. Pillar of LifeY: Created pillar heals 2d8 + 1/level (max +20). Plane ShiftY: As many as 8 subjects travel to another plane. Raise DeadM: Restores life to subject who died as long as one day/level ago. Sand Whirlwind, Greater: Create a large whirlwind of sand, blinding and hampering the ability to speak of those within. Summon Ceustodaemon: Summon a ceustodaemon. Summon GenieF: As lesser summon genie, except summon one djinni or 1d3 jann. Summon Infernal Host: Summon host devils. Summon Lesser Demon: As summon monster, except to summon a brimorak, incubus, thoxel demon, 1d3 schir demons, or 1d4+1 vermlek demons. Summon Lesser Psychopomp: Summon 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps. Summon Monster 5: Summons extraplanar creature to fight for you. Unleash Pandemonium: Call upon the wild winds of the Abyssal atmosphere. Wall of Clockwork: Create a wall made up of spinning cogs and gears. Wall of StoneY: Creates a stone wall that can be shaped.
Divination Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks. Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused. CommuneM: Deity answers one yes-or-no question/level. Commune with Plane: Learn about local planar terrain DungeonsightF: Receive a clear and memorable view of the layout of the nearby area. Locate Gate: Find a nearby magical portal ScryingF: Spies on subject from a distance. Symbol of ScryingM: Triggered rune activates scrying sensor. Tongues, Communal: As tongues, but you may divide the duration among creatures touched. True SeeingM: Lets you see all things as they really are.
Enchantment Burst of GloryR: Increase your allie’s attack rolls, saves against fear, and hit points. Command, Greater: As command, but affects one subject/level. Compel Tongue, Mass: As compel tongue, except it affects multiple creatures. Compelling Rant: People believe your ridiculous speech as long as you keep talking Constricting CoilsR: Paralyze a target with constricting snake coils. Forbid Action, Greater: As forbid action, but 1 creature/level. Heretic's TongueR: Fill the target’s mind with blasphemous thoughts, blocking them from some magical abilities temporarily. Hymn of Mercy: As touch of mercy, except affecting an area. Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose. Seek Shelter: Weak creatures are compelled to seek shelter Serenity: Peaceful feelings harm those attempting violence. Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber. Touch of Slumber: Touched nonhostile creature falls asleep Untold Wonder: Treat penalties from emotion effects as bonuses instead
Evocation Cleanse: As heal, but only cures 4d8 damage +1/level (max +25). Cleansing Fire: Create a ring of fire that damages creatures passing through and dispels evil magic within Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically. Flame StrikeY: Smites foes with divine fire (1d6/level damage). HallowM: Designates location as holy. Heroic Fortune, MassFM: As heroic fortune, but with multiple people. Profane Nimbus: Unholy energy damages good creatures that attack you and protects you from good attacks. Sacred Nimbus: Holy energy damages evil creatures that attack you and protects you from good attacks Shroud of Darkness: Affected creatures have their vision impaired Smite AbominationR: Emulate a paladin’s power to smite undead. Spellcasting Contract, LesserR: Forge a contract to grant someone spellcasting abilities. UnhallowM: Designates location as unholy. Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.
Illusion Appearance of Life, Greater: As appearance of life, but deceiveing all of the senses Charnel House: Create an area of semi-real gore Respectful QuietR: Render all targets silent, but only one-way. Symbol of StrikingM: As symbol of death, but fills a 5-foot square. Village VeilR: Make an area seem worthless to others.
Necromancy Astral Projection, LesserM: Limited astral travel. Blood Tentacles: Create writhing tentacles from your chest. Blood Ties: When a target is harmed, so is the target's relative. Boneshatter: Create fractures and splinters in the bones/carapace of a creature. Contagion, Greater: Infect a subject with a magical disease. Curse, Major: As bestow curse, but harder to remove. Daywalker: Reshape an undead creature to appear living. Decollate: Target can safely remove its head Hasten Judgment: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level. Khain's Army: Create a small squad of ghouls led by a ghast, charged with necromantic energy. Mark of Justice: Designates action that triggers curse on subject. Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant. Slay Living: Touch attack deals 12d6 + 1 per level. SoulswitchF: Swap your soul with your familiar’s. Spawn WardR: Protect the target from energy drain, blood drain, and being made into undead spawn. Steal Power: Sap mythic power from another creature. Symbol of PainM: Triggered rune wracks nearby creatures with pain. Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.
Transmutation Air Walk, Communal: As air walk, but you may divide the duration among creatures touched. Angelic Aspect: As angelic aspect, lesser with improved angelic qualities. Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you. Disrupting Weapon: Melee weapon destroys undead. Fickle Winds: Wind walls selectively block attacks. Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour GeniekindY: Gain the power and influence of a genie. Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures. Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc. Holy IceM: Create wall or javelins of frozen holy water. Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain. Lend Path: Temporarily transfer one of your mythic path abilities to another creature. Lighten Object, MassR: As lighten object, except for multiple objects. Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels. Rapid Repair: Construct gains fast healing 5. RebootF: Bring a destroyed construct back to action for a limited time. Reprobation: Marked target is shunned by your religion. Righteous Might: Your size increases, and you gain bonuses in combat. Sanctify Weapons: Allow all weapons in the area to bypass a specific type of fiendish DR. Sawtooth Terrain: Cause giant mantis limbs to sprout from the ground, damaging and cripping creatures Slough: Slough off a target's skin. Snake Staff: Transforms wood into snakes to fight for you. Steal Years, Greater: As steal years, but steal a greater amount of years and for longer. Sun's Disdain, Mass: As sun's disdain, but targeting multiple creatures Treasure StitchingM: Objects on cloth become embroidered. Unholy IceM: Create wall or javelins of frozen unholy water. Vile Dog Transformation: Transform ordinary dogs into fiendish minions. WaftR: Alter the targets so they are light enough to be carried by the wind.
6th-LevelAbjuration Absorb Rune IIM: As absorb rune I, but affecting a rune up to 5th level Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself Antilife Shell: 10-ft.-radius field hedges out living creatures. Banishment: Banishes 2 HD/level of extraplanar creatures. Discharge, Greater: As discharge, but with greater effects that can effect an area. Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets. Dust Ward: Ward an item so it will be destroyed if others try to learn its purpose or use it. ForbiddanceM: Blocks planar travel, damages creatures of different alignment. Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell. Seer's BaneR: As nondetection, but damages those who cast divination spells on the warded creature/item. Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine). Spellcrash: Target loses a 5th-level prepared spell or spell slot. Symbol of SealingM: Create triggered wall of force. Wall of Silver: Wall of energy that only blocks and affects evil creatures and spells
Conjuration Balance of Suffering: Steal lifeforce from one creature and imbue it into another Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel. Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them. Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level. Eaglesoul: Infuse yourself with power from a good-aligned outsider. Genius Avaricious: Channel the power of Mammon into a single coin. HealY: Cures 10 points/level damage, all diseases and mental conditions. Heroes' Feast: Food for one creature/level cures and grants combat bonuses. Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor Joyful Rapture: Negate harmful emotions. Minor Reversion, Mass: As minor reversion, but one creature per level Music of the Spheres: Amplify music of the spheres to grant fast healing, resistance, and saving throw bonuses to all creatures in the area. Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons. Open the Dead Roads: Open a path to the Dead Roads, speeding your travel on the Material Plane or the Boneyard Planar AllyM: As lesser planar ally, but up to 12 HD. Roaming PitM: Create a mobile extradimensional pit Summon Barghest II: Summon a greater barghest or 1d3 normal barghest Summon Genie, GreaterF: As lesser summon genie, except summon one shaitan, 1d3 djinn, or 1d4+1 jann. Summon Laborers: Summon helpful petitioners to aid in construction and labor. Summon Monster 6: Summons extraplanar creature to fight for you. Summon Stampede: Conjure a herd of aurochs to trample your enemies. Summon Vanth: Summon a single vanth psychopomp. Sustaining Legend: Amplify the mythic powers of the target creatures, bolstering them with healing energy. Vermicious Assumption: Call upon a vermlek demon to invade and inhabit the body of a nearby corpse. Word of Recall: Teleports you back to designated place.
Divination Commune with TextsM: Quckly search though a collection of texts to find the right information Contact NalfeshneeMF: Find the Path: Shows most direct way to a location. Perceive BetrayalF: Sense when nearby creatures have tratorous intent towards your lord PrognosticationM: Gain cryptic information from further in the future than divination. Sarzari Shadow MemoryM: Learn information to aid you in assassinating a creature TruespeakR: Communicate with any creature with a mind.
EnchantmentBless Army: (Mass Combat Spell) +1 OM/Morale to an army. Blessing of Luck and Resolve, MassR: As blessing of luck and resolve but with multiple creatures. Curse of the Outcast: Curse someone to rub people the wrong way. Geas/Quest: As lesser geas, but affects any creature. Symbol of DistractionM: Fascinates all creatures within 60 ft. Symbol of PersuasionM: Triggered rune charms nearby creatures.
Evocation Alaznist's Jinx: Inlfict the spell burn spellblight Betraying Sting: Strike down creatures who thought you were their friend Blade BarrierY: Wall of blades deals 1d6/level damage. Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level. Elemental Assessor: Shoot a ray made up of multiple energies at your enemy. Hellfire Ray: Damn creatures to Hell with a blast of pure hellfire. Mage's Decree: Send a message to creatures within miles. Shield of the Dawnflower, GreaterR: Create a shield of sunlight. Sign of WrathF: Create a giant symbol of wrath to forcibly repulse all nearby creatures. Symbol of StormsM: Symbol creates stormwinds and lightning when triggered
IllusionDemon Dream: Target enemies as nightmare or fellow worshipers of Lamashtu as dream Dream Reality: Cause a creature to think it is dreaming
Necromancy Besmara's Grasping Depths: Use the restless dead to down your targets Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath. Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies. Curse Terrain, GreaterM: Curse an area with six dangerous hazards Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura. Epidemic: Infect a subject with a highly contagious disease. Flesh Wall: Create a wall of zombies HarmY: Deals 10 points/level damage to target. Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level. Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels. Overwhelming Poison: Make a poison more difficult to resist. Plague BearerR: Make the target a carrier of numerous diseases. Plague Storm: Cloud infects creatures like contagion. Speak with Soul: Hold an extended conversation with a soul Symbol of FearM: Triggered rune panics nearby creatures. Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4). What Grows WithinR: Infect others with Xhamen-Dor’s seeded infestation. Wither Limb: Make one of the creature's limbs useless.
Transmutation Animate ObjectsY: Objects attack your foes. Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level. Bull's Strength, Mass: As bull's strength, affects 1 subject/level. Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor. Dust Form: You become an incorporeal creature of dust for a short period of time. Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level. Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords. Enlightened StepM: Air Walk for 24 hours, discharge to temporarily gain a fly speed Hammer of MendingFR: Release a wave of energy to repair objects and constructs. Impart MindM: Impart a portion of your intellect and personality into a magical item. Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm Knock, Mass: As knock, but affecting multiple targets Metabolic MoltingMR: Place the target in suspended animation, restoring ability drain and regenerating missing limbs. Oasis: Redirect the flow of water toward a designated point. Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level. Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures. Planetary Adaptation, Mass: As planetary adaptation but on a group of creatures. Vengeful StingerR: Grow a long, wasp-like tail with stinger. Wind Walk: You and your allies turn vaporous and travel fast.
7th-LevelAbjurationBloodstone MirrorM: Protect yourself against a mind-affecting effect and redirect it to a nearby creature Circle of ClarityF: Emanation hampers illusions and stealth. Hymn of Peace: Prevent all nearby creatures from attacking others. Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you. RepulsionF: Creatures can't approach you. Spell ScourgeR: Create a whip that can lash spells from the minds of enemy spellcasters.
Conjuration Create Demiplane, LesserF: Create your own demiplane. Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level. False ResurrectionM: Appear to resurrect someone but instead allow a shadow demon to possess the corpse. Frost Mammoth: Conjure a Huge mastodon made of ice and snow Maddening OublietteR: Transport the target to a dank prison in a horrific demiplane. Planar RefugeM: Enforce the rules of the Material Plane on another plane. RefugeM: Alters item to transport its possessor to you. RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). Restoration, GreaterM: As restoration, plus restores all levels and ability scores. ResurrectionM: Fully restore dead subject. Signifer's RallyM: Teleport allies to your location. Soul TransferM: Easily transfer a soul from one receptacle to another, or capture vulnerable souls that aren't bound to mortal flesh. Summon Monster 7: Summons extraplanar creature to fight for you.
Divination Halfling Vengeance, Mass: As halfling vengeance, but affecting 1 creature/level Scrying, Greater: As scrying, but faster and longer.
Enchantment Lost Legacy: Target cannot leave a lasting impression on other creatures Pox of Rumors: Curse a creature to attract nasty rumors. Symbol of StunningM: Triggered rune stuns nearby creatures. Waves of Ecstasy: Pleasure stuns and staggers creatures.
Evocation Arbitrament: Harms creatures of extreme alignments Archon's Trumpet: Paralyze all creatures in the area with the sound of a booming trumpet. Bestow Planar Infusion III: Grants the target the benefits of a greater planar infusion BlasphemyY: Kills, paralyzes, weakens, or dazes nonevil subjects. Contact Entity IV: Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically. DictumY: Kills, paralyzes, staggers, or deafens nonlawful targets. Holy WordY: Kills, paralyzes, blinds, or deafens nongood subjects. Jolting Portent: You inflict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell. Morning SunM: Create a sphere that sheds sunlight Poison Breath: Expel a cone of poison from your mouth. Spellcasting ContractR: As lesser spellcasting contract, but grant higher level spells. Word of ChaosY: Kills, confuses, stuns, or deafens nonchaotic subjects.
Illusion Lunar Veil: Dispel light and revert lycanthropes. Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.
Necromancy Bestow Curse, Greater: Place an even greater curse on the subject. Create Variant MummyM: Create a bog mummy, ice mummy, or Osirian tomb guardian. DestructionF: Kills subject and destroys remains. Grim Stalker: Create a Grim to disrupt the targets sleep Hunger for Flesh, Mass: Give creatures bite attacks and a hunger for their own kind's flesh. Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level. Plundered PowerM: Kill a creature and steal its strongest spell-like ability Symbol of WeaknessM: Triggered rune weakens nearby creatures. Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Transmutation Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item. Awaken ConstructM: Grant a construct humanlike sentience. Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level. Control WeatherY: Changes weather in local area. Ethereal Jaunt: You become ethereal for 1 round/level. Infuse Robot: Transform a robot into a magical construct. Memory of Function: Restore a broken object, drained piece of timeworn technology, or destroyed construct to a functional state. Particulate Form: Targets gain fast healing 1, immunity to bleed, crtitical hits, and precision damage Submerge Ship: Turn a ship into a submarine. TerraformM: Expend mythic power to alter the immediate area’s climate and terrain.
8th-LevelAbjuration Antimagic FieldY: Negates magic within 10 ft. Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells. Counterbalancing AuraF: Target gains +4 to AC and saves;; resist attacks and spells from neutral creatures Dimensional LockY: Teleportation and interplanar travel blocked for 1 day/level. Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells. Nine LivesR: Avoid trouble and harmful effects up to nine times. Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells. Spell Immunity, Greater: As spell immunity, but up to 8th-level spells. Spellcrash, Greater: Target loses a 7th-level prepared spell or spell slot. Spellscar: Cause spells cast within an area to trigger primal magic effects. Symbol of DispellingM: Dispel all magical effects within range of this symbol. Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells.
Conjuration Call ConstructM: Summon your construct to you. Create DemiplaneF: As lesser create demiplane, but larger and with planar traits. Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures. Fey Gate: Create a portal that allows travel to the First World Maw of Chaos: Create a destructive and chaotic rip in reality. Planar Ally, Greater: As lesser planar ally, but up to 18 HD. Realm Retribution: Target's attacks count as being of your alignment, can banish creature's critically hit to an Outer Plane matching your alignment Remove Radioactivity, Greater: Remove all ongoing radiation effects along with restoring ability damage and drain taken as a result. Rift of Ruin: Create a rift filled with demons that extends into the Abyss. Summon Erodaemon: Summon an erodaemon. Summon Meladaemon: Summon a meladaemon. Summon Monster 8: Summons extraplanar creature to fight for you. Vinetrap: Constrict the subject with choking vines.
Divination Discern Location: Reveals exact location of creature or object. SoulseekerM: Determine a soul's location True PrognosticationM: Gain incredibly cryptic information for the distant future.
Enchantment Euphoric Tranquility: Makes a creature friendly. Symbol of DebaucheryM: Conjure a symbol that makes all who see it lust for each other. Symbol of InsanityM: Triggered rune renders nearby creatures insane.
EvocationCurse of NightF: Curse an area with eternal night EarthquakeY: Intense tremor shakes 80-ft. radius. Fire StormY: Deals 1d6/level fire damage. Stormbolts: 1d8 damage/level (max 20d8) to targets.
Necromancy Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers. Curse Terrain, SupremeM: Curse an area with seven deadly hazards Death Clutch: Rip out someone's heart Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level. Nature's Ravages, Greater: As nature’s ravages, except the target corpse ages much faster. Orb of the VoidMY: Sphere inflicts negative levels. Rotting Alliance: Creatures waste away while close to one another Sacramental SealF: Seal a creature away inside the spell's focus SoulreaverY: Deal 1d6 damage/level to living creatures in a 20-ft. radius area. Symbol of DeathM: Triggered rune kills nearby creatures. Tomb Legion: Summon 1d4+2 advanced mummies. Umbral Infusion, Mass: As umbral infusion, except it can affect multiple mindless undead creatures.
Transmutation Angelic Aspect, Greater: As angelic aspect, lesser except granting the greatest qualities of angelic creatures. Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. Heart of the Mammoth: Imbue a creature with the strength and toughness of the greatest megafauna of the tundra. Phasic Challenge: Enemy and ally can only harm and be harmed by each other Quintessence MasteryF: Exercise limited control over the quintessence of an Outer Plane, creating or shaping terrain Wandering Weather: Control weather in a large area that moves with you
9th-LevelAbjuration Absorb Rune IIIM: As absorb rune I, but affecting a rune up to 8th level Spell Immunity, Greater Communal: As greater spell immunity, but you may divide the duration among creatures touched. Symbol of VulnerabilityM: Triggered rune gives penalties.
Conjuration Create Demiplane, GreaterF: As create demiplane, but larger and with more planar traits. False Resurrection, GreaterM: Appear to use true resurrection on someone but instead allow a belier devil to possess the corpse. Gate: Connects two planes for travel or summoning. Heal, Mass: As heal, but affects 1 subject/level. Interplanetary Teleport: Teleport to another planet. Spawn CallingRY: Call the Spawn of Rovagug. Storm of VengeanceY: Storm rains acid, lightning, and hail. Summon Derghodaemon: Summon a derghodaemon. Summon Greater Demon: As summon monster, except to summon a coloxus, omox demon, or 1d3 kalavakus demons. Summon Monster 9: Summons extraplanar creature to fight for you. Summon Thanadaemon: Summon a thanadaemon. True ResurrectionFM: As resurrection, plus remains aren't needed. Wooden Phalanx: Creates 1d4+2 temporary wood golems to fight for you.
Enchantment Overwhelming Presence: Creatures bow before you as if you were divine. Symbol of StrifeM: Triggered rune makes creatures attack. Yellow SignMR: Use this symbol to subject all who view it to the will of Hastur.
EvocationImbue Army Special AbilityF: (Mass Combat Spell) Imbue an army with a special ability. Implosion: Inflict 10 damage/level to one creature/round. Miracle: Requests a deity's intercession. Spellcasting Contract, GreaterR: As spellcasting contract but with higher level spells. Winds of Vengeance: Gives you the ability to fly and attack with wind.
Necromancy Astral ProjectionM: Projects you and companions onto Astral Plane. Canopic ConversionFM: Eviscerate a target, creating an advanced mummy from its life essence. Cursed EarthM: Plants die, living creatures catch diseases, or dead creatures rise as zombies. Energy Drain: Subject gains 2d4 negative levels. Judgment UndoneM: Restores a petitioner to its mortal life Massacre: Slaughter creatures in a line Parasitic SoulF: Force a trapped soul into a new body. Scourge of the Horsemen: Blast an area with soul-rending energy, dealing 1d4 negative levels and 1d6 acid/level. Soul Bind: Traps newly dead soul to prevent resurrection.
Transmutation Etherealness: Travel to Ethereal Plane with companions. Polar Midnight: Cold darkness paralyzes and deals damage. Salvage: Pull together the remains of a shipwreck and reform it into a working vessel.
UniversalAscensionMY: Imbue creatures with mythic power.
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