Ablative BarrierY: Surrounds the target with layers of force.
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Animal AspectY: You gain some of the beneficial qualities of an animal.
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Animate DeadMY: Creates undead skeletons and zombies.
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Animate ObjectsY: Objects attack your foes.
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Animate PlantsY: One or more plants animate and fight for you.
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Anticipate PerilY: Target gains a bonus on one initiative check.
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Antimagic FieldY: Negates magic within 10 ft.
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Arboreal HammerY: Tree branches attack opponents.
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Arcane CannonFY: Your focus becomes a magical cannon that fires on its own.
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Aroden's SpellbaneFY: Create an area to completely block out spells of your choosing.
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AscensionMY: Imbue creatures with mythic power.
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Baleful PolymorphY: Transforms subject into harmless animal.
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BaneY: Enemies take –1 on attack rolls and saves against fear.
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BarkskinY: Grants +2 (or higher) enhancement to natural armor.
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Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
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Battlemind LinkY: You and an ally gain attack and AC bonuses.
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Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
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Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
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Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
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Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
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Black MarkRY: Mark someone which makes them afraid of water and turns aquatic creatures against them.
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Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
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Blade BarrierY: Wall of blades deals 1d6/level damage.
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BlasphemyY: Kills, paralyzes, weakens, or dazes nonevil subjects.
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BlessY: Allies gain +1 on attack rolls and saves against fear.
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Blessing of FervorY: Gives allies a choice of benefits.
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Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.
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Blindness/DeafnessY: Makes subject blinded or deafened.
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BlinkY: You randomly vanish and reappear for 1 round per level.
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Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
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Blood Crow StrikeY: Unarmed strikes create crows that deal fire and negative energy damage.
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Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
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Borrowed TimeY: Take extra swift actions at the cost of Con damage.
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BreakY: Gives an object the broken condition.
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Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
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Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
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Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
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Burning HandsY: 1d4/level fire damage (max 5d4).
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BurrowY: Target gains a burrow speed of 15.
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Call AnimalY: Makes an animal come to you.
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Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
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Cape of WaspsY: Wasp swarm defends or carries you.
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Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
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ChangestaffY: Your staff becomes a treant on command.
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Chaos HammerY: Harms and slows lawful creatures (1d8 damage/2 levels).
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Chill MetalY: Cold metal damages those who touch it.
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Chord of ShardsY: Performance deals 2d6 piercing damage.
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Circle of DeathMY: Kills 1d4/level HD of creatures.
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CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
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Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
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CommandY: One subject obeys selected command for 1 round.
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Companion Mind LinkY: You can talk with your animal companion, and can handle it with supernatural ease.
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Cone of ColdY: 1d6/level cold damage.
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ConfusionY: Subjects behave oddly for 1 round/level.
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Conjure Black PuddingMY: Summon a black pudding.
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ConsecrateMY: Fills area with positive energy, weakening undead.
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ContagionY: Infects subject with chosen disease.
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ContingencyFY: Sets trigger condition for another spell.
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Control WeatherY: Changes weather in local area.
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Covetous AuraY: Sap the powers of beneficial spells cast near to you.
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Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
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Cup of DustY: Causes a creature to become dehydrated.
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Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
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Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
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Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
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Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
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Damnation StrideRY: As dimension door, except you leave behind a burst of flame.
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DarknessY: 20-ft. radius of supernatural shadow.
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Daybreak ArrowY: Targeted ammunition exudes radiant energy.
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DaylightY: 60-ft. radius of bright light.
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Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
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DeathlessY: Prevent death from hit point damage so long as this spell persists.
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Deep SlumberY: Puts 10 HD of creatures to sleep.
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Defile ArmorY: As sanctify armor, but gain DR 5/good when using judgment or smite.
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DesecrateMY: Fills area with negative energy, making undead stronger.
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Detect ScryingY: Alerts you to magical eavesdropping.
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DevolutionY: An eidolon temporarily loses 1 evolution +1/five levels.
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DictumY: Kills, paralyzes, staggers, or deafens nonlawful targets.
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Dimension DoorY: Teleports you a short distance.
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Dimensional LockY: Teleportation and interplanar travel blocked for 1 day/level.
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Dirge of the Victorious KnightsFY: Call forth spectral Hellknights to trample targets in your path
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Discordant BlastY: 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures.
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Disfiguring TouchY: Target becomes disfigured.
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DisintegrateY: Reduces one creature or object to dust.
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Dispel MagicY: Cancels one magical spell or effect.
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Divine FavorY: You gain +1 per three levels on attack and damage rolls.
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Divine PursuitY: Gain a movement type of your prey.
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Dominate PersonY: Controls humanoid telepathically.
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Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it.
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Dragon's BreathY: Gives you a dragon's breath weapon.
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DreamY: Sends message to anyone sleeping.
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Dust of TwilightY: Black particles extinguish light sources within area.
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Ear-Piercing ScreamY: Deal sonic damage and daze target.
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EarthquakeY: Intense tremor shakes 80-ft. radius.
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Elemental Body IY: Turns you into a Small elemental.
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Elemental Body IIY: Turns you into a Medium elemental.
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Elemental Body IIIY: Turns you into a Large elemental.
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Elemental Body IVY: Turns you into a Huge elemental.
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Elemental BombardmentY: Hurl elementals from their respective planes onto your enemies.
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Endure ElementsY: Exist comfortably in hot or cold regions.
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Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
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EnervationY: Subject gains 1d4 negative levels.
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Enlarge PersonY: Humanoid creature doubles in size.
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EntangleY: Plants entangle everyone in 40-ft. radius.
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Entropic ShieldY: Ranged attacks against you have 20% miss chance.
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Expeditious RetreatY: Your base land speed increases by 30 ft.
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Faerie FireY: Outlines subjects with light, canceling blur, concealment, and the like.
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False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
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Feast of AshesY: A target starves with an insatiable hunger.
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Feather FallY: Objects or creatures fall slowly.
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Finger of DeathY: Deals 10 damage/level to one subject.
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Fire SeedsY: Acorns and berries become grenades and bombs.
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Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
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Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
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Fire StormY: Deals 1d6/level fire damage.
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FireballY: 1d6 damage per level, 20-ft. radius.
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FirestreamRY: Spray a rushing stream of fire from your hand.
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Flame BladeY: Touch attack deals 1d8 + 1/two levels damage.
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Flame StrikeY: Smites foes with divine fire (1d6/level damage).
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Flames of the FaithfulY: Gives weapon flaming property.
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Flesh to StoneY: Turns subject creature into statue.
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FleshcurdleY: Warp a creature's flesh, penalizing it in attack, defense, or movement.
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Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
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FlyY: Subject flies at speed of 60 ft.
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Fog CloudY: Fog obscures vision.
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Force PunchY: Target takes force damage and is pushed away.
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ForesightY: “Sixth sense” warns of impending danger.
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Form of the Dragon IY: Turns you into a Medium dragon.
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Form of the Dragon IIY: Turns you into a Large dragon.
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Form of the Dragon IIIY: Turns you into a Huge dragon.
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Gaseous FormY: Subject becomes insubstantial and can fly slowly.
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GeniekindY: Gain the power and influence of a genie.
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Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin.
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Globe of InvulnerabilityY: As lesser globe of invulnerability, plus 4th-level spell effects.
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Glyph of WardingMY: Inscription harms those who pass it.
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GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
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Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
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GreaseY: Makes 10-ft. square or one object slippery.
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Guards and WardsY: Array of magic effects protect area.
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Gust of WindY: Blows away or knocks down smaller creatures.
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HarmY: Deals 10 points/level damage to target.
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HarrowingY: Use a Harrow deck to predict the future.
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HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
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HealY: Cures 10 points/level damage, all diseases and mental conditions.
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Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
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Heat MetalY: Makes metal so hot it damages those who touch it.
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HeroismY: Gives +2 on attack rolls, saves, skill checks.
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Hex WardY: Target gains +4 on saves against witch hexes.
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Hideous LaughterY: Subject loses actions for 1 round/ level.
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Hold PortalY: Holds door shut.
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Holy SmiteY: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
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Holy WordY: Kills, paralyzes, blinds, or deafens nongood subjects.
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Hydraulic PushY: Wave of water bull rushes an enemy.
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Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
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Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
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Ill OmenY: Target rolls twice for checks and attacks and uses worst roll.
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Imbue with FlightY: Grant creatures the ability to fly at your command.
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Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
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Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
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Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
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Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
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InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
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Irresistible DanceY: Forces subject to dance.
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JitterbugsRY: Force a creature to become jittery, taking a penalty on Dexterity-related checks and being unable to delay, ready, or take a total defense action.
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KnockY: Opens locked or magically sealed door.
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Know the EnemyY: Gain +10 on a monster Knowledge check.
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LevitateY: Subject moves up and down at your direction.
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Lightning ArcY: Targets in a line take 1d6 electricity/level.
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Lightning BoltY: Electricity deals 1d6/level damage.
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Limited WishMY: Alters reality (within limits).
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Mage ArmorY: Gives subject +4 armor bonus.
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Mage's DisjunctionY: Dispels magic, disenchants magic items.
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Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
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Magic Fang, GreaterY: One natural weapon gets + 1/four levels (max +5).
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Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
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Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
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Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
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Make WholeY: Repairs an object.
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MazeY: Traps subject in extradimensional maze.
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Memory LapseY: Subject forgets events back to last turn.
|
Meteor SwarmY: Four exploding spheres each deal 6d6 fire damage.
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Mighty Fist of the EarthRY: Fling a fist-sized rock at your opponent, this rock can channel your ki.
|
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
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MisleadY: Turns you invisible and creates illusory double.
|
Modify MemoryY: Changes 5 minutes of subject's memories.
|
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
|
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
|
Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
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Monstrous Physique IVY: As monstrous physique III, with more abilities.
|
Move EarthY: Digs trenches and builds hills.
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Murderous CommandY: Target is compelled to kill its ally.
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Named BulletY: Imbues ammunition with accuracy against a specific creature type.
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NightmareY: Sends vision dealing 1d10 damage, fatigue.
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Oath of PeaceY: Grants +5 AC and DR 10/evil, can't attack.
|
Obscuring MistY: Fog surrounds you.
|
Orb of the VoidMY: Sphere inflicts negative levels.
|
Order's WrathY: Harms and dazes chaotic creatures (1d8 damage/2 levels).
|
Pernicious PoisonY: Target takes a -4 penalty against poison.
|
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
|
Phantom SteedY: Magic horse appears for 1 hour/level.
|
Pillar of LifeY: Created pillar heals 2d8 + 1/level (max +20).
|
Plane ShiftY: As many as 8 subjects travel to another plane.
|
Polar RayY: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
|
Power Word BlindY: Blinds creature with 200 hp or less.
|
Power Word KillY: Kills one creature with 100 hp or less.
|
Power Word StunY: Stuns creature with 150 hp or less.
|
Pox PustulesY: Subject is sickened and has –4 Dex.
|
PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty.
|
Prismatic SphereY: As prismatic wall, but surrounds on all sides.
|
Prismatic SprayY: Rays hit subjects with variety of effects.
|
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
|
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.
|
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
|
Reduce PersonY: Humanoid creature halves in size.
|
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
|
Repel WoodY: Pushes away wooden objects.
|
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
|
Resonating WordY: Target is damaged, staggered, and stunned.
|
Reverse GravityY: Objects and creatures fall upward.
|
Ricochet ShotY: Imbues a projectile weapon to give its ammunition the ability to ricochet.
|
Sacred BondFY: Cast touch healing spells from a distance.
|
Sanctify ArmorY: +1 AC/four levels (max +5).
|
SanctuaryY: Opponents can't attack you, and you can't attack.
|
Sands of TimeY: Target temporarily ages.
|
Saving FinaleY: Subject rerolls failed saving throw.
|
Scorching Ash FormRY: Change someone into a gaseous cloud of hot ash and smoke, dealing fire damage to those they move through.
|
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
|
Scouring WindsY: Winds block vision and deal 3d6 damage per round.
|
Searing LightY: Ray deals 1d8/two levels damage (more against undead).
|
SendingY: Delivers short message anywhere, instantly.
|
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
|
Shadow WeaponY: Create a quasi-real masterwork weapon.
|
ShatterY: Sonic vibration damages objects or crystalline creatures.
|
Shield of FaithY: Aura grants +2 or higher deflection bonus.
|
Shield of the DawnflowerRY: Create a protective shield of sunlight.
|
Shield OtherFY: You take half of subject's damage.
|
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).
|
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
|
SilenceY: Negates sound in 20-ft. radius.
|
Silent ImageY: Creates minor illusion of your design.
|
SleepY: Puts 4 HD of creatures into magical slumber.
|
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
|
Solid FogY: Blocks vision and slows movement.
|
SoulreaverY: Deal 1d6 damage/level to living creatures in a 20-ft. radius area.
|
Spawn CallingRY: Call the Spawn of Rovagug.
|
Spider ClimbY: Grants ability to walk on walls and ceilings.
|
Spike StonesY: Creatures in area take 1d8 damage, may also be slowed.
|
Spiritual WeaponY: Magic weapon attacks on its own.
|
Stinking CloudY: Nauseating vapors, 1 round/level.
|
Stone ShapeY: Sculpts stone into any shape.
|
StoneskinMY: Grants DR 10/adamantine.
|
Storm of VengeanceY: Storm rains acid, lightning, and hail.
|
Strangling HairY: Your hair animates and grapples.
|
SuggestionY: Compels subject to follow stated course of action.
|
Summon SwarmY: Summons swarm of bats, rats, or spiders.
|
Sun MetalY: Weapon touched bursts into flames.
|
SunbeamY: Beam blinds and deals 4d6 damage.
|
Surmount AfflictionY: Temporarily suppress one condition.
|
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
|
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
|
Time StopY: You act freely for 1d4+1 rounds.
|
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
|
TransformationY: You gain combat bonuses.
|
True FormY: Removes polymorph effects.
|
True StrikeY: +20 on your next attack roll.
|
TsunamiY: Huge wave damages and sweeps up all in its path.
|
Unholy BlightY: Harms and sickens good creatures (1d8 damage/2 levels).
|
Unshakable ChillY: Target is afflicted with severe cold.
|
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
|
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
|
Vermin Shape IIY: As vermin shape, but Tiny or Large.
|
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
|
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 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 ForceY: Wall is immune to damage.
|
Wall of IceY: Ice plane creates wall or hemisphere creates dome.
|
Wall of IronMY: 30 hp/four levels; can topple onto foes.
|
Wall of StoneY: Creates a stone wall that can be shaped.
|
Wall of ThornsY: Thorns damage anyone who tries to pass.
|
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
|
WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
|
WhirlwindY: Cyclone deals damage and can pick up creatures.
|
WishMY: As limited wish, but with fewer limits.
|
Word of ChaosY: Kills, confuses, stuns, or deafens nonchaotic subjects.
|