0-Level Acid Splash: Orb deals 1d3 acid damage. Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). Dancing Lights: Creates torches or other lights. Daze: Humanoid creature of 4 HD or less loses next action. Detect 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. Disrupt Undead: Deals 1d6 damage to one undead. Flare: Dazzles one creature (–1 on attack rolls). Ghost Sound: Figment sounds. Grasp: Retry a Climb check as an immediate action Light: Object shines like a torch. Mage Hand: 5-pound telekinesis. Open/Close: Opens or closes small or light things. Prestidigitation: Performs minor tricks. Ray of Frost: Ray deals 1d3 cold damage. Read Magic: Read scrolls and spellbooks. Spark: Ignites flammable objects.
1st-Level Abjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell. Auditory Hallucination: Create a phantasm with auditory effects. Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor. Bestow Planar Infusion I: Grant the target the effects of a planar infusion Blade Lash: Use your weapon like a whip to trip an opponent. Blade Tutor's Spirit: Summon a spirit to help your more reckless attacks. BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth. Blood Money: Use your own blood in order to create valuable material components. Blurred Movement: As blur, but only while you are moving. Burning HandsY: 1d4/level fire damage (max 5d4). Call Weapon: Summon an ally's weapon from a distance. Celestial Healing: Grant fast healing 1 for 1 round/2 levels. Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. Clarion Call: Make yourself heard over great distances. 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. Dancing Darkness: Create four spheres of floating darkness. Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity. Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies. Deivon's Parry: Parry an incoming melee attack Desperate Weapon: Create an improvised weapon. Disguise Weapon: Changes one weapon’s appearance. Egorian Diplomacy: Coerce a target, cloud its memory of the encounter Emblazon Crest: Display your crest on anything you carry. Enlarge PersonY: Humanoid creature doubles in size. Enlarge Tail: Increase the reach and power of your tail. Expeditious RetreatY: Your base land speed increases by 30 ft. Fallback StrategyR: Gain a free re-roll while this spell is active. Feather FallY: Objects or creatures fall slowly. Flare Burst: As flare, but affects all creatures in 10 ft. Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. Frostbite: Target takes cold damage and is fatigued. Glue Seal: Makes one 5-ft. square or one object sticky. Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you. GreaseY: Makes 10-ft. square or one object slippery. 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. Illusion of Calm: You appear to be standing still, even when you take some actions. Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment. IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon. Jump: Subject gets bonus on Acrobatics checks. Jury-Rig: Removes the broken condition from the targeted object. Keep Watch: Allow creatures to stand watch without fatigue throughout the night. Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour. Lighten ObjectR: Decrease the target’s weight by half or reduce the armor check penalty of armor. Line in the Sand: Increase your attacks of opportunity per round. LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush. Lock Gaze: Compels the target to look only at you for the duration of the spell. Long Arm: Your arms lengthen, giving you extra reach. Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired. Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Magic Weapon: Weapon gains +1 bonus. Mirror Strike: You may strike multiple opponents with a single attack. Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time. Mount: Summons riding horse for 2 hours/level. MudballR: Throw a ball of mud to blind your enemy. Negative Reaction: Targeted creature may not positively influence anyone. Obscuring MistY: Fog surrounds you. 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. Poisoned EggR: Transform a single egg into a dose of poison. 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. Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities. Reduce PersonY: Humanoid creature halves in size. Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor. Returning Weapon: Grants a weapon the returning special weapon quality. Secluded Grimoire: Safeguard your spellbook on the Ethereal Plane Serren's Swift Girding: Immediately clad a number of targets in armor. Shield: Invisible disc gives +4 to AC, blocks magic missiles. 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). Silent ImageY: Creates minor illusion of your design. Skim: Read four times faster than normal Snowball: Throw a conjured ball of snow at a target Stone Fist: Your unarmed strikes are lethal. Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage. 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 CombustionR: Cause someone to combust with a touch. True Skill: Gain an insight bonus equal to half your caster level on one skill check 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. Unseen Servant: Invisible force obeys your commands. Vanish: As invisibility for 1 round/level (5 max). 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. Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon. 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.
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. Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage. Aldori Alacrity: Gain a +10 ft. bonus to speed and a +1 dodge bonus to AC Alter Self: Assume form of a Small or Medium humanoid. Animal AspectY: You gain some of the beneficial qualities of an animal. Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature. Arcane Disruption: Make it difficult for others to cast arcane spells. Assumed Likeness: Cloak yourself in a phantasm that ellicits certain emotions from observing creatures Bear's Endurance: Subject gains +4 to Con for 1 min./level. Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time. Bladed Dash: Make a magically-powered charge attack. Blood BlazeR: Ignite the blood of those who come near you. Blood Transcription: Learn a spell from the target's blood. Blur: Attacks miss subject 20% of the time. Body Double: Change one creature to look and act like another. Brow Gasher: Slashing weapon deals bleed damage to an opponent's head. 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. Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration. Contest of Skill: Cause two creatures to automatically fail to confirm critical hits DarknessY: 20-ft. radius of supernatural shadow. Defending BoneR: Animate a bone to float near you and block physical attacks. Defensive Shock: Electricity damages your attackers. Detect Magic, Greater: As detect magic, but learn more information. Diminish Resistance: Weaken a creature's resistance to one type of energy Effortless Armor: Armor you wear no longer slows your speed. Elemental Touch: Gain energy damage touch attack. Erode Defenses: Eat away at the damage reduction and natural armor of your opponent. Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures. Euphoric CloudM: Fog obscures vision and fascinates living creatures. Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling. Fiery Runes: Charge a weapon with magical fiery runes. 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. Flickering Lights: Create an area of inconsistent lighting. Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage. Fog CloudY: Fog obscures vision. Force Anchor: Skewer and anchor incorporeal targets with a force anchor. Force Sword: Create a magical longsword made entirely of force. Frigid Touch: Target takes cold damage and is staggered. Ghost Whip: Create a ghost touch whip that passes through objects. Glitterdust: Blinds creatures, outlines invisible creatures. GroundswellR: Raise the ground up underneath you. 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. Hidden Blades: Turn weapon or ammunition invisible Hollow Blades: Target’s weapons deal damage as if they were smaller. Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone. 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. InvisibilityY: Subject is invisible for 1 min./level or until it attacks. Invisibility Bubble: As invisibility, but altered to work better underwater Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece Knell of the Depths: Imbue someone with a curse that causes them to sink quickly in water and suffer a -10 penalty to Swim checks. LevitateY: Subject moves up and down at your direction. Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape. Minor Image: As silent image, plus some sound. 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. Mount, Communal: As mount, but you may divide the duration among creatures touched. Page-Bound Epiphany: Fill an empty book with knowledge on a topic from around the world. Pilfering Hand: You may seize an object or manipulate it from afar. Pouncing Fury: Make a full attack with your claws after a charge 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. Raven's Flight: Quickly turn into a tiny blurred shape with flight. Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched. Reloading Hands: Loads a single shot into your weapon every round. Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched. River Whip: Create a whip of water that you wield as a weapon. Rock Whip: Create a whip that passes through unworked stone Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies. Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer. Shadow Claws: Claws of shadow deal slashing damage and Strength damage Shared Training: Share your teamwork feats with allies ShatterY: Sonic vibration damages objects or crystalline creatures. Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Shifted Steps: Make a target sound as if elsewhere. Slick Walls: Increase the DC of Climb checks in the area 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. Stone Call: 2d6 damage to all creatures in area. Stone Discus: Flying discus deals bludgeoning or slashing damage. 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. Storm of Blades: Create swords and propel them towards your target. Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning. Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels. Telekinetic Strikes: Imbue a creature's limbs with force, adding damage to unarmed strikes Telekinetic Volley: Touch a group of items, launching them as ranged attacks. Time Shudder: Nearby creatures are affected by haste or slow each round. Twisted Space: Targeted creature's attacks target a random square instead of the intended target. Umbral Weapon: Create a shadowy afterimage that can damage enemies if the initial attack misses. 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 WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. 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. Aqueous Orb: Creates rolling sphere of water. Arcane Sight: Magical auras become visible to you. Aroden's Spellsword: Merge a melee weapon with a rod or staff. Audiovisual Hallucination: Create a phantasm with auditory and visual effects. 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. BlinkY: You randomly vanish and reappear for 1 round per level. Bloody Arrows: Enhance ranged weaponry to deal bleed damage. Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened 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. 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. Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell. Conjuration Foil: Interfere with nearby teleportation effects. Conjure Carriage: Create a fine carriage. Curse of Dragonflies: Target a creature with a curse that impacts its ability to fly. DaylightY: 60-ft. radius of bright light. Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype. Dispel MagicY: Cancels one magical spell or effect. Displacement: Attacks miss subject 50% of the time. Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it. Elemental Aura: Creates an aura of energy around you. 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. 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. Forced Mutation: Warp a creature's flesh, inflicting deformaties and penalties to Constitution and Charisma Gaseous FormY: Subject becomes insubstantial and can fly slowly. 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. Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction. HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves. Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver. 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. Horrifying Visage: Cause creatures to gain a phobia Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path. Infuse Self: Assume the form of a native outsider Iron Spine: Turn creatures skeleton into sharp iron, increased effect against creatures vulnerable to cold iron Irradiate: Flood an area with dangerous radiation. 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. Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray 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). Major Image: As silent image, plus sound, smell, and thermal effects. Mark of Buoyancy: Make a touched object weightless Mnemonic Siphon: Steal the spells of a creature carrying the affected object Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid. Moonrise Arrow: Imbue ammunition with damaging silver light Motes of Dusk and Dawn: Create up to four motes that shed light or darkness. Nauseating Trail: Creature leaves a trail of stinking cloud squares. Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy. Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves. Phantom SteedY: Magic horse appears for 1 hour/level. Phase Step: As per dimension door, but with more restrictions and affecting a creature you touch Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers. Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power. Ray of Exhaustion: Ray makes subject exhausted. RechargeM: Restore charges to a technological item. Reflexive Barrier: Immediate burst of force provides +1 deflection bonus to AC per 2 caster levels Resilient ReservoirR: Store hit point damage as magical energy. Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Selective Invisibility: Allow one creature to see you while invisible. Shining CordM: Ensare a creature with a silver cord, allowing you to predict its actions and keep you close together. Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them. Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets. Siphon Might: Drain strength from a creature and transfer it to another. Sleet Storm: Hampers vision and movement. SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. Spotlight: Create a mobile area of bright light while also suppressing light surrounding it. Steal Size: Reduce a creature’s size, enlarge your own. Stinking CloudY: Nauseating vapors, 1 round/level. Storm Step: Use lightning to quickly travel a short distance, harming all in your path. Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies. Tactical AdaptationF: Gain a combat feat for the spell's duration 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. Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around. Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead. Urban Step: Step into one doorway and out another. Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. Versatile Weapon: Weapon bypasses some DR. Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with. Wall of Mist: Create a wall of mist that creates concealment Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other. 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.
4th-Level Absorb Rune IM: Absorb a magic rune up to 3rd level, which can be moved or dispelled Adjustable Polymorph: As alter self, but you can change the shape as a swift action. Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage. Anywhere but Here: Transport yourself and willing creatures to a random planar destination Arcana Theft: Targeted dispel transfers an effect to you. Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each. Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal. Bestow Planar Infusion II: Grants the target the benefits of an improved planar infusion Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread. Blightburn Weapon: Transform a weapon into pure blightburn. Brightest Light: As daylight, but lasts longer and can dispel darkness effects 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. Complex Hallucination: Create a phantasm with effects for all senses. Controlled Fireball: As fireball, but secretly deals less damage to your allies. DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft. Dimension DoorY: Teleports you a short distance. Dragon's BreathY: Gives you a dragon's breath weapon. Elemental Body IY: Turns you into a Small elemental. Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack. Enlarge Person, Mass: 1 humanoid creature/level doubles in size. Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures. Fey Form I: Assume the form of a Small or Medium fey creature 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 Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back. Frosty Aura: Gain the cold subtype or enhance an already existing subtype. Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across. Illusion of Treachery: Make it seem like another is responsible for your attacks. Infernal Healing, Greater: As infernal healing, except using fast healing 4. Instant Fake: Provide a short-term replica of an object. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Lend Path: Temporarily transfer one of your mythic path abilities to another creature. Martial TelekinesisR: As the combat maneuver version of telekinesis, with some additional changes Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy. Mischievous Shadow: Curse a creature's shadow to disrupt their actions Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid. Naga Shape IR: Take the form of a Large naga Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat. 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 Pyrotechnic Eruption: Erupting flames burn a target several times. Quieting Weapons: Weapons make no sound and quiet their victims. Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level. Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Rigor Mortis: Painfully swell a targets joints. Rising Water: Create a pillar of water River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures. Rope Tornado: Tornado-force winds knock creatures prone or from the air Rubberskin: Convert bludgeoning and falling damage into nonlethal damage. Runic Overload: Charge magical runes to an explosive degree. SadomasochismR: Take more damage from opponents, but force them to become demoralized. Shadow Invasion: Create an area of darkness that strengthens shadow spells and attracts kytons Shield of the DawnflowerRY: Create a protective shield of sunlight. ShoutY: Deafens all within cone and deals 5d6 sonic damage. Solid FogY: Blocks vision and slows movement. StoneskinMY: Grants DR 10/adamantine. Tail Current: Create a current in water to enhance or impede swimming Tailwind: Create a current of wind to enhance or impede flight Telekinetic Maneuver: Perform a telekinetic combat maneuver. Temporary Graft: Graft a body part onto yourself to gain one of several benefits Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin. Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current. 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. Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells. Wing ThornsR: Sprout poisonous thorns from your wings. Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.
5th-Level Acidic SprayM: 1d6/level acid damage plus 1 round of acid. Augmenting Wall: Create a wall of faintly shimmering elemental energy; this can be configured to allow ranged weapons to pass through it in one direction. Baleful PolymorphY: Transforms subject into harmless animal. Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks. Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. Bladed Dash, Greater: As Bladed Dash, except allowing you to make an attack against every creature you pass through during the dash. Blood Boil: Boil the blood of your enemies, dealing constitution damage and causing fatigue. Burn CorruptionR: Scour the life in an area, especially Abyssal life. CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage. Cone of ColdY: 1d6/level cold damage. Conjure Deadfall: Create a spiked falling block above the heads of your enemies. Corrosive Consumption: Acidic patch damages an opponent. Cosmic Ray: Attack a creature with cosmic energy. Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor. Elemental Body IIY: Turns you into a Medium elemental. Ether Step: Step briefly into the Ethereal Plane to avoid attacks and dangers that would otherwise harm you Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. Furious Fire Barrage: Conjure balls of flame to throw. Geyser: Creates a geyser of boiling water. Glimpse of TruthM: Gain true seeing for 1 round. Grease, Greater: As grease, but with a greater area and/or targets Impart MindM: Impart a portion of your intellect and personality into a magical item. Interposing Hand: Hand provides cover against 1 opponent. Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels. Lighten Object, MassR: As lighten object, except for multiple objects. Mask from DivinationM: Protect a creature from divination effects Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid. Naga Shape IIR: As naga shape I, with improved abilities Ooze Form I: Assume the form of a Small or Medium ooze creature Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Parchment Swarm: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll. Scripted Hallucination: As complex hallucination, but without concentration. Shapechanger's Gift: Temporarily change a target into an animal, humanoid, or monstrous humanoid SoulswitchF: Swap your soul with your familiar’s. Surface Excursion: Temporarily teleport yourself and others to the surface Symbol of StrikingM: As symbol of death, but fills a 5-foot square. TelekinesisY: Moves object, attacks creature, or hurls object or creature. Teleport: Instantly transports you as far as 100 miles per level. Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own. Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead. Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you. Vermin Shape IIY: As vermin shape, but Tiny or Large. WaftR: Alter the targets so they are light enough to be carried by the wind. Wall of ForceY: Wall is immune to damage. Wall of StoneY: Creates a stone wall that can be shaped. Wind BladesR: Harden the air around the target into jagged invisible blades. Wooden Wing ShieldR: Transmute your wings into a wooden shield-like barrier.
6th-Level Absorb Rune IIM: As absorb rune I, but affecting a rune up to 5th level Acid Fog: Fog deals acid damage. Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level. Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast. Borrowed TimeY: Take extra swift actions at the cost of Con damage. Bull's Strength, Mass: As bull's strength, affects 1 subject/level. Cat's Grace, Mass: As cat's grace, affects 1 subject/level. Chain LightningY: 1d6/level damage and 1 secondary bolt/level. Chains of FireR: As chain lightning but with fire damage, albeit at a shorter range. Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets. Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them. Decapitate: Turn a critical hit into a decapitation. Discharge, Greater: As discharge, but with greater effects that can effect an area. DisintegrateY: Reduces one creature or object to dust. Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets. Elemental Body IIIY: Turns you into a Large elemental. Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords. Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it. Fey Form II: assume the form of a Tiny or Large fey creature Flesh to StoneY: Turns subject creature into statue. Forceful Hand: Hand pushes creatures away. Form of the Alien Dragon I: Turns you into a Medium esoteric or outer dragon.
Form of the Dragon IY: Turns you into a Medium dragon. Freezing Sphere: Freezes water or deals cold damage. Grim Stalker: Create a Grim to disrupt the targets sleep Hellfire Ray: Damn creatures to Hell with a blast of pure hellfire. Illusion of Treachery, Greater: Make it seem like another is responsible for your attacks while concealing your own actions. Last Azlanti's Defending SwordF: Create a blade like mage’s sword that focuses more on defense. Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you. MisleadY: Turns you invisible and creates illusory double. Monstrous Physique IVY: As monstrous physique III, with more abilities. Naga Shape IIIR: As naga shape I, with greater abilities Ooze Form II: Assume the form of a Large ooze creature Shield of the Dawnflower, GreaterR: Create a shield of sunlight. Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. Stone to Flesh: Restores petrified creature. TransformationY: You gain combat bonuses. Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere. Triggered HallucinationM: As scripted hallucination, but it only appears when triggered. True SeeingM: Lets you see all things as they really are. Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage. Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead. Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity. Wall of IronMY: 30 hp/four levels; can topple onto foes.
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