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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

Abadar's TruthtellingR: Force the target to speak the truth.
AbeyanceM: Suppress the effects of a single curse.
Ablative BarrierY: Surrounds the target with layers of force.
Ablative Sphere (Garundi)M: Create a protective sphere around yourself, providing you with improved cover.
Aboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air.
Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Absorbing Touch: Caster absorbs an item for 1 day/level.
AbstemiousnessR: Enhance simple food to provide greater nutrition.
Absurdity: a
Abundant Ammunition: Replaces nonmagical ammunition every round.
Abyssal VerminR: Infuse vermin with fiendish qualities.
Accelerate Poison: Hastens targeted poison's onset.
Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Accursed GlareR: Channel a fell curse through your gaze.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Acid Fog: Fog deals acid damage.
Acid Maw: Enhance your animal companion’s bite attack with acid.
Acid PitF: Creates a pit with a layer of acid on the bottom.
Acid Splash: Orb deals 1d3 acid damage.
Acidic SprayM: 1d6/level acid damage plus 1 round of acid.
Acute Senses: Subject gains a bonus on Perception checks.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Admonishing Ray: Fire multiple rays that deal nonlethal force.
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Adroit Retrieval: Instill the target with the ability to withdraw items quickly.
Advanced ScurvyR: Force the target to contract an advanced form of scurvy.
Age Resistance: Ignore penalties from old age.
Age Resistance, Greater: Ignore penalties from venerable age.
Age Resistance, Lesser: Ignore penalties from middle age.
Aggravate Affliction: Force ongoing afflictions to trigger.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Agonize: Pain encourages an outsider to obey you.
Agonizing RebukeR: Force your attacker to suffer mental pain when harming you.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Air Breathing: Allow creatures to breathe air.
Air Bubble: Creates a small pocket of air around your head or an object.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Air of AuthorityR: Creatures believe you are their direct superior.
Air Step: Tread unsteadily on air, with limitations.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Akashic Form: Store a copy of your body in the Akashic Record, and restore yourself to that form upon your death.
Alarm: Wards an area for 2 hours/level.
Alchemical Allocation: Gain potion's benefits without consuming it.
Alchemical TinkeringR: Transform an alchemical item or firearm into another similar item.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.
Allegro: Gain haste while maintaining bardic performance.
Alleviate Addiction: Ignore the effects of addictions.
Alleviate CorruptionM: a
Allfood: Turns item up to 5 lbs./level into food.
Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Alter River: Alter the flow of water in a natural freshwater channel.
Alter Self: Assume form of a Small or Medium humanoid.
Alter Summoned Monster: Swap one summoned creature with another.
Alter Winds: Increase/decrease strength of natural winds.
Amplify Elixir: Empowers or extends the effects of any potion or elixir.
Amplify Stench: Amplify your natural stench ability.
Analyze Aura: Read a creature’s or an object’s alignment, emotion, health, and magic auras.
Analyze DweomerF: Reveals magical aspects of subject.
Ancestral Communion: Contact the spirits of your ancestors to bolster your own knowledge.
Ancestral Gift: Summon an ancestor to bring you a ghostly, magical weapon.
Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Angelic Aspect: As angelic aspect, lesser with improved angelic qualities.
Angelic Aspect, Greater: As angelic aspect, lesser except granting the greatest qualities of angelic creatures.
Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Animal Growth: One animal doubles in size.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Purpose Training: Animal gains a new general purpose.
Animal Shapes: One ally/level polymorphs into chosen animal.
Animal Trance: Fascinates 2d6 HD of animals.
Animate DeadMY: Creates undead skeletons and zombies.
Animate Dead, LesserM: Create one skeleton or zombie.
Animate ObjectsY: Objects attack your foes.
Animate PlantsY: One or more plants animate and fight for you.
Animate Rope: Makes a rope move at your command.
Anonymous Interaction: Creatures forget details about you and conversations with you.
Ant Haul: Triples carrying capacity of a creature.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Anthropomorphic Animal: Animal becomes bipedal.
Anticipate PerilY: Target gains a bonus on one initiative check.
Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Antimagic FieldY: Negates magic within 10 ft.
Antipathy: Object or location affected by spell repels certain creatures.
Antiplant Shell: Keeps animated plants at bay.
Anti-Summoning Shield: Impede the use of summon spells.
Antitech Field: Create a field that prevents advanced technology from entering
Antithetical Constraint: Constrain the target so they cannot make attack rolls against anyone except those of the opposite alignment.
Ape Walk: Enchant someone to climb as well as an ape.
Apparent Master: Take control over a construct, forcing it to regard you as its master.
Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
Appearance of Life: a
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Apport Object: Send or receive a small object via teleportation.
Apsu's Shining Scales: Gain +5 armor bonus to your AC, natural attacks are good and silver, and infuse your breath weapon with holy power.
Aqueous Orb: Creates rolling sphere of water.
Aram Zey's FocusF: Grant the trapfinding ability or a +5 Disable Device bonus.
Aram Zey's Trap WardM: Protect yourself against magical traps.
Arbitrament: Create a large effect that can sicken or even kill those with non-neutral alignments.
Arboreal HammerY: Tree branches attack opponents.
Arcana Theft: Targeted dispel transfers an effect to you.
Arcane CannonFY: Your focus becomes a magical cannon that fires on its own.
Arcane Concordance: Grants metamagic to arcane spells.
Arcane Disruption: Make it difficult for others to cast arcane spells.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Arcane LockM: Magically locks a portal or chest.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Arcane Pocket: Conjure an extradimensional space inside a pouch or pocket.
Arcane Reinforcement: Add your Spellcraft to Craft when creating a magic item.
Arcane Sight: Magical auras become visible to you.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Archon's Aura: Aura penalizes enemy attacks and AC.
Archon's Trumpet: Paralyze all creatures in the area with the sound of a booming trumpet.
Ardor's Onslaught: Unleash the power of zealous conviction to harm those with a neutral alignment component.
Armor of Darkness: Envelop someone in shadows to improve their AC, vision, and saves against holy, good, and light spells.
Aroden’s Magic Army: Imbue all manufactured weapons in range with magic.
Aroden’s Spellsword: Merge a melee weapon with a rod or staff.
Aroden's SpellbaneFY: Create an area to completely block out spells of your choosing.
Arrow Eruption: Creates duplicates of killing arrow.
Arrow of Law: Harm and possibly daze chaotic creatures.
Artificer’s Curse: Temporarily suppress the most powerful qualities of a magical item.
AscensionMY: Imbue creatures with mythic power.
Ash Storm: Hamper vision and movement.
Aspect of the Bear: +2 AC and combat maneuver rolls.
Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
Assume Appearance: a
Assume Appearance, Greater: a
Astral ProjectionM: Projects you and companions onto Astral Plane.
Astral Projection, LesserM: Limited astral travel.
Atavism: Animal gains advanced creature simple template.
Atavism, Mass: One animal/level gains advanced template.
AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change.
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.
AuguryMF: Learns whether an action will be good or bad.
Aura Alteration: Masks a creature’s or an object’s alignment, emotion, health, and magic auras.
Aura of Cannibalism: Sap the strength of those around you.
Aura of Doom: Creatures in your aura become shaken.
Aura of Greater Courage: Increases strength of a paladin's aura of courage.
Aura of Inviolate Ownership: Ward your attended items against theft.
Aura of the Unremarkable: Create an aura that causes creatures within it to not see anything you do as cause for alarm.
Aura Sight: Alignment auras become visible to you.
Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
Aversion: Cause the target to avoid an object or location.
AwakenM: Animal or tree gains human intellect.
Awaken ConstructM: Grant a construct humanlike sentience.
Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
Babble: Target becomes nauseated and causes nearby creatures to become fascinated.
Badger's Ferocity: Weapons are keen while you concentrate.
Baleful PolymorphY: Transforms subject into harmless animal.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Ban Corruption: a
BaneY: Enemies take –1 on attack rolls and saves against fear.
Banish Seeming: Dispels touched illusion or a creature's change in form.
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Banshee Blast: Cone deals 1d4 per level and panics creatures.
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Barbed Chains: a
Bard's Escape: You and allies escape an emergency by teleporting to safety.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
Barrow Haze: Fog obscures the vision of others and extends the range of your hexes.
Battering Blast: Hurl a fist sized ball of force to damage your enemy and knock them back.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Battlemind LinkY: You and an ally gain attack and AC bonuses.
Beacon of LuckR: Send out a burst of luck to allies around you.
Beanstalk: Create an enormous beanstalk that leads into the clouds.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Beastspeak: Speak normally while in animal form.
Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
Beguiling Gift: Subject immediately accepts an offered item and uses it.
Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area.
Besmara's Grasping Depths: Use the restless dead to down your targets
Bestow Auras: Transfer your paladin or antipaladin auras to another creature.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bestow Curse, Greater: Place an even greater curse on the subject.
Bestow Grace: Subject gains bonus on saving throws equal to Cha modifier.
Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level.
Bestow InsightR: Grant the target a bonus on a skill check and consider them trained.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Bilocation: Exist in two places at once.
BindingM: Utilizes an array of techniques to imprison a creature.
Binding EarthR: Areas of earth and stone attempt to drag the target of this spell down.
Binding Earth, MassR: As binding earth but with multiple targets.
Bite the Hand: Compel a summoned creature to attack its summoner.
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Black MarkRY: Mark someone which makes them afraid of water and turns aquatic creatures against them.
Black Spot: Inflict a specific and feared pirate curse onto your target.
Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Blacklight: Create an area of total darkness.
Blade BarrierY: Wall of blades deals 1d6/level damage.
Blade Lash: Use your weapon like a whip to trip an opponent.
Blade of Bright Victory: Bonded weapon gains ghost touch.
Blade of Dark Triumph: Bonded weapon gains ghost touch.
Blade Snare: Create an invisible snare to trap weapons.
Blade Tutor’s Spirit: Summon a spirit to help your more reckless attacks.
Bladed Dash: Make a magically-powered charge attack.
Bladed Dash, Greater: As Bladed Dash, except allowing you to make an attack against every creature you pass through during the dash.
BlasphemyY: Kills, paralyzes, weakens, or dazes nonevil subjects.
Blast Barrier: Create a rippling but unstable wall from the earth.
Blaze of Glory: Last stand cures good creatures, hurts evil.
Blazing Rainbow: Create bow with brilliant energy arrows or a bridge that helps allies and hinders opponents.
Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.
Bleed: Cause a stabilized creature to resume dying.
Bleed for Your Master: Force your animal servant to take a blow for you.
Bleed Glory: Increase the cost to use mythic power.
Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack.
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
BlessY: Allies gain +1 on attack rolls and saves against fear.
Bless Army: (Mass Combat Spell) +1 OM/Morale to an army.
Bless WaterM: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Blessed Fist: Target doesn’t provoke attacks of opportunity with unarmed strikes.
Blessing of Courage and Life: Grants a +2 bonus on saves vs. fear and death.
Blessing of FervorY: Gives allies a choice of benefits.
Blessing of Liberty: +1-3 luck bonus to CMD and saves vs. spells/traps that would impede your movement; can end the spell early to gain a boost to speed.
Blessing of Luck and ResolveR: Increase resistance against fear.
Blessing of Luck and Resolve, MassR: As blessing of luck and resolve but with multiple creatures.
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
Blessing of the WatchR: Functions as bless, except lasts for 1 hour/level but only in the caster’s home city.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Blightburn Weapon: Transform a weapon into pure blightburn.
Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.
Blindness/DeafnessY: Makes subject blinded or deafened.
BlinkY: You randomly vanish and reappear for 1 round per level.
Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Bloatbomb: Kill a weak creature and turn its corpse into an explosive trap.
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
Blood Biography: Learn about a creature with its blood.
Blood BlazeR: Ignite the blood of those who come near you.
Blood Boil: Boil the blood of your enemies, dealing constitution damage and causing fatigue.
Blood Crow StrikeY: Unarmed strikes create crows that deal fire and negative energy damage.
Blood in the Water: Enhance those with a blood frenzy.
Blood Mist: Mist causes Wisdom damage and rage.
Blood Money: Use your own blood in order to create valuable material components.
Blood of the Martyr: Cause someone to bleed from every orifice; drinking this blood will heal your wounds.
Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC.
Blood Salvation: Become immune to any damaging area spells you cast.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Blood SentinelM: Animate an animal sculpture to be your temporary familiar.
Blood Song: Sacrifice your own blood to imbue others with spell-like abilities.
Blood Tentacles: Create writhing tentacles from your chest.
Blood Ties: a
Blood Transcription: Learn a spell from the target's blood.
Bloodbath: a
Bloodhound: Gives caster the scent special ability.
Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks.
Bloody Tears and Jagged SmileR: Become more intimidating with black eyes that weep blood and turn your teeth into jagged fangs.
Blot: Destroy all writing within an area.
Blur: Attacks miss subject 20% of the time.
Blurred Movement: As blur, but only while you are moving.
Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.
Body Double: Change one creature to look and act like another.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Bolt of Glory: Fire a ray of positive energy, doing extra damage to negative energy creatures.
Bolts of Bedevilment: Fire one ray per round to daze living creatures.
Bomber's Eye: Increases thrown weapon range; +1 attack.
Boneshaker: a
Boneshatter: Create fractures and splinters in the bones/carapace of a creature.
Book Ward: Protect a book from fire, acid, and water.
Borrow Corruption: a
Borrow Fortune: Retry attack or check, but do worse on next two.
Borrow Skill: Make a skill check using another's ranks.
Borrowed TimeY: Take extra swift actions at the cost of Con damage.
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
Bow Spirit: Summons an invisible spirit that fires your arrows for you as a swift action.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Brand: Creates permanent brand on target creature.
Brand, Greater: As brand, but brand glows when near your holy symbol.
BreakY: Gives an object the broken condition.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Breeze: Create a light wind.
Brilliant Inspiration: Take best of two d20 rolls.
Bristle: Trade natural armor bonus for a bonus on attacks with natural weapons.
Brittle PortalR: Reduce the hardness of obejcts within the area.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Bungle: Target takes a -20 penalty on its next attack roll or check.
Buoyancy: Targets easily float on water.
Burdened Thoughts: Force heavy encumberance onto a creature.
Burn CorruptionR: Scour the life in an area, especially Abyssal life.
Burning Arc (Keleshite): Fire an arc of flame from your fingers which bounces from target to target.
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Burning HandsY: 1d4/level fire damage (max 5d4).
BurrowY: Target gains a burrow speed of 15.
Burst Bonds: 1d6 damage/level (max 5d6) to restraints.
Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.
Burst of GloryR: Increase your allie’s attack rolls, saves against fear, and hit points.
Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.
Burst of Nettles: Burst deals 3d6 damage and 1d6 acid.
Burst of Radiance: Fill the area with a blinding light.
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.
Burst with Light: Fill the target with powerful and damaging light.
Business BoomsM: (Downtime Spell) Promote your business with magic and increase the amount of activity it receives.
Cackling Skull: Skull acts as magic mouth, listeners are shaken.
Cacophonous Call: Nauseates target.
Cacophonous Call, Mass: Nauseates multiple targets.
Caging Bomb Admixture: Your bombs create a cage of force that traps creatures inside the bomb's splash radius.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Calculated Luck: Use the Path of Numbers to boost your combat preparedness.
Call AnimalY: Makes an animal come to you.
Call ConstructM: Summon your construct to you.
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Call Spirit: Make the spirit of one creature manifest.
Call the Void: Surround yourself with an aura of nothingness.
Call Weapon: Summon an ally's weapon from a distance.
Callback: Your familiar teleports back to you when hurt.
Callback, Greater: As callback, except for a greater distance and longer duration.
Calm Air: Reduce the strength of wind in an area.
Calm Animals: Calms 2d4 + level HD of animals.
Calm Emotions: Calms creatures, negating emotion effects.
Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.
Campfire Wall: Creates a shelter around a campfire.
Canopic ConversionFM: Eviscerate a target, creating an advanced mummy from its life essence.
Cape of WaspsY: Wasp swarm defends or carries you.
Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Carve PassageFR: Excavate and move snow, earth, dust, and loose/packed rocks or ice chunks.
Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
Castigate: Causes target to be shaken and cower.
Castigate, Mass: As castigate, but affects multiple creatures.
Catatonia: Make a willing target appear to be dead.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Caustic Eruption: Burst deals 1d6 acid/level and lingers.
Caustic Safeguard: Imbue an object with an acidic protective ward.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1.
Ceremony: Harness divine power to create a ceremony.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Chain of Perdition: Creates a floating chain of force.
Chains of FireR: As chain lightning but with fire damage, albeit at a shorter range.
Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel.
Challenge Evil: Sickens creature if it refuses to fight you.
Chameleon Scales: Change the color of your skin to something else.
Chameleon Stride: Gives a +4 bonus on Stealth checks and concealment.
Chameleon Stride, Greater: As chameleon stride, but affecting all nearby creatures.
Champion’s BoutR: Prevent others from interfering in a duel.
ChangestaffY: Your staff becomes a treant on command.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Chaos HammerY: Harms and slows lawful creatures (1d8 damage/2 levels).
Charge Object: Infuse psychic energy and ownership history into an item.
Charitable Impulse: Compel a creature to aid others rather than use violence.
Charm Animal: Makes one animal your friend.
Charm Monster: Makes monster believe it is your ally.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Charm Person: Makes one person your friend.
Charnel House: a
Charon's Dispensation: Protection from the River Styx.
Chastise: +5 bonus to convince a target to do what you want or get in trouble with their superiors.
Cheetah’s Sprint: Sprint or charge with amazing speed.
Chill MetalY: Cold metal damages those who touch it.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Chord of ShardsY: Performance deals 2d6 piercing damage.
Circle of ClarityF: Emanation hampers illusions and stealth.
Circle of DeathMY: Kills 1d4/level HD of creatures.
Claim Identity: Steal a creature's face
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Clarion Call: Make yourself heard over great distances.
Clashing Rocks: 20d6 damage to target creature.
Cleanse: As heal, but only cures 4d8 damage +1/level (max +25).
Clear Grove: Clear out vegetation from a small area.
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Climbing Beanstalk: Create a beanstalk that is easy to climb.
Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Cloak of Secrets: Filter speech from a given area to sound like a different conversation.
Cloak of Shade: Reduces effects of intense sun exposure and environmental heat.
Cloak of Winds: Creates a screen of wind around you.
CloneMF: Duplicate awakens when original dies.
Cloud of SeasicknessR: Create a sickening cloud that mimics the effects of seasickness.
Cloud ShapeR: Assume the appearance of a large cloud.
CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Codespeak: Allow targets to share understanding in a secret and unique language.
Cognitive Block: Add a thought component to all of the target’s spells.
Coin Shot: Turn coins into deadly projectiles.
Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
CommandY: One subject obeys selected command for 1 round.
Command Plants: Sways the actions of plant creatures.
Command Undead: Undead creature obeys your commands.
Command, Greater: As command, but affects one subject/level.
CommuneM: Deity answers one yes-or-no question/level.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Commune with Nature: Learn about terrain for 1 mile/level.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Companion Mind LinkY: You can talk with your animal companion, and can handle it with supernatural ease.
Compassionate Ally: Target is compelled to help injured ally.
Compel Hostility: Compels opponents to attack you instead of your allies.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Compelling Rant: a
Comprehend Languages: You understand all languages.
Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.
Cone of ColdY: 1d6/level cold damage.
Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
ConfusionY: Subjects behave oddly for 1 round/level.
Confusion, Lesser: One creature is confused for 1 round.
Conjure Black PuddingMY: Summon a black pudding.
Conjure Deadfall: Create a spiked falling block above the heads of your enemies.
ConsecrateMY: Fills area with positive energy, weakening undead.
Constricting CoilsR: Paralyze a target with constricting snake coils.
Contact Entities IV: a
Contact Entity I: a
Contact Entity II: a
Contact Entity III: a
Contact High: Duplicate a drug’s effects on others.
Contact NalfeshneeMF:
Contact Other Plane: Lets you ask question of extraplanar entity.
ContagionY: Infects subject with chosen disease.
Contagion, Greater: Infect a subject with a magical disease.
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
ContingencyFY: Sets trigger condition for another spell.
Contingent Action: Set the condition for triggering a target’s readied standard, move, or swift action.
Contingent ScrollF: Transfer a scroll’s power to the target; the scroll is then triggered as contingency.
Continual FlameM: Makes a permanent, heatless light.
Control Construct: Take control of a construct.
Control Plants: Controls actions of one or more plant creatures.
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Control Undead: Undead don't attack you while under your command.
Control Vermin: Control a number of vermin for you and your allies to ride.
Control Water: Raises or lowers bodies of water.
Control WeatherY: Changes weather in local area.
Control Winds: Changes wind direction and speed.
Conversing Wind: As whispering wind, except it can carry responses and multiple messages.
Coordinated Effort: Grants allies a teamwork feat.
Corpse Lanterns: Create a sickly version of dancing lights.
Corrosive Consumption: Acidic patch damages an opponent.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Cosmic Ray: Attack a creature with cosmic energy.
Counterbalancing AuraF: Protect your allies from attacks by neutral creatures.
Countless Eyes: Extra eyes give all-around vision.
Covetous AuraY: Sap the powers of beneficial spells cast near to you.
Coward’s Cowl: Enhance a target’s defensive instincts.
Coward's Lament: If subject doesn't attack you it receives a penalty.
Crafter's Curse: Subject takes –5 on Craft skill checks.
Crafter's Fortune: Subject gains +5 on next Craft check.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Create DemiplaneF: As lesser create demiplane, but larger and with planar traits.
Create Demiplane, GreaterF: As create demiplane, but larger and with more planar traits.
Create Demiplane, LesserF: Create your own demiplane.
Create DrugR: Conjure a drug.
Create Food and Water: Feeds three humans (or one horse)/level.
Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Create Mindscape: Form an immersive mindscape.
Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.
Create PitF: Creates an extradimensional pit.
Create Soul GemF: Draw a recently dead creature's soul into a gem.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Create Variant MummyM: Create a bog mummy, ice mummy, or Osirian tomb guardian.
Create Water: Creates 2 gallons/level of pure water.
Creeping Doom: Swarms of centipedes attack at your command.
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.
Crimson Confession: Touching the marked object or area turns one’s skin red.
Crown of Glory: Enhance your charisma and uses suggestions against all those around you.
Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Cultural Adaptation (Taldan): Better impersonate the member of a specific culture.
Cup of DustY: Causes a creature to become dehydrated.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Curse ItemR: Curse an object to make it flawed and prone to failure.
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Curse of Disgust: Target is sickened while viewing trigger.
Curse of Keeping: Curse a target with the inability to sell, barter, or give away any item they own.
Curse of Magic NegationM: Target gains the negated spellblight.
Curse of Unexpected DeathR: Curse a creature with a chance of instant and unexpected death.
Curse WaterM: Makes unholy water.
Curse, Major: As bestow curse, but harder to remove.
Cursed EarthM: Plants die, living creatures catch diseases, or dead creatures rise as zombies.
Cushioning Bands: Force bands protect against crushing.
Cyclic ReincarnationFM: Return a creature to life in a new body closely resembling their original one.
Daemon WardM: As death ward, but against daemons.
Dahak's Release: You unleash all the target’s anger and destructive urges, causing it to fly into a violent bloodlust.
Damnation of MemoryFR: Excise memories involving a single creature from others.
Damnation StrideRY: As dimension door, except you leave behind a burst of flame.
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Dance of a Hundred Cuts: Gain +1 combat bonus/3 levels.
Dance of a Thousand Cuts: As dance of a hundred cuts, plus the benefits of haste.
Dancing Lantern: Animates a lantern that follows you.
Dancing Lights: Creates torches or other lights.
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
DarknessY: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Darkvision, Greater: See 120 ft. in total darkness.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Daywalker: Reshape an undead creature to appear living.
Daze: Humanoid creature of 4 HD or less loses next action.
Daze Monster: Living creature of 6 HD or less loses next action.
Daze, Mass: As daze, but affecting multiple creatures.
Dazzling Blade: Make a weapon appear dazzingly shiny, making it easier to disarm and feint in combat.
Dazzling Blade, Mass: As dazzling blade, except with multiple weapons.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Deadly Finale: Deals 2d8 damage to multiple targets.
Deadly Juggernaut: Your might increases with every kill you make.
Deafening Song Bolt: Blast of song deals 3d10 damage and deafens targets.
Death CandleR: Create a howling fire elemental from the remains of the target’s life energy.
Death from BelowR: Target gains dodge bonus to AC against larger creatures.
Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Death Knell Aura: Create an aura that feeds on the souls of those who die within it.
Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura.
Death Pact: Take control of a creature’s mind and implant deadly subconscious commands.
Death Ward: Grants bonuses against death spells and negative energy.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Deathwine: Turn a potion into a pool of necromantic energy.
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Decompose Corpse: Turn a corpse into a clean skeleton.
Decrepit Disguise: Make an object seem worthless.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Defending BoneR: Animate a bone to float near you and block physical attacks.
Defensive Grace: Roll an inspiration die each round without expending uses of inspiration.
Defensive Shock: Electricity damages your attackers.
Defile ArmorY: As sanctify armor, but gain DR 5/good when using judgment or smite.
Deflection: Attacks that miss are redirected back to the source of the attack.
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Deft Digits: Animate a glove or gauntlet from a distance.
Deja Vu: Make a creature repeat its actions.
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Pain: Ignore pain for 1 hour/level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
Delayed Consumption: Extract doesn't come into effect until you want it to.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Demand: As sending, plus you can send suggestion.
Demand Offering: Make a creature give you an object it’s holding.
Denounce: Worsens creatures' attitudes.
DesecrateMY: Fills area with negative energy, making undead stronger.
Destabilize Powder: Ammunition in the targeted firearm is prone to misfire.
Destroy Robot: Focus electricity on destroying a robot or robot-like creation.
DestructionF: Kills subject and destroys remains.
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Charm: Detect charms, compulsions, and possessions, along with who might be affecting who else with them.
Detect Demon: Sense the presence of demons, their servants, and the Abyss.
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Good: Reveals creatures, spells, or objects of selected alignment.
Detect Law: Reveals creatures, spells, or objects of selected alignment.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Metal: Detect metal objects or creatures.
Detect Mindscape: Sense the presence and attributes of mindscapes.
Detect Poison: Detects poison in one creature or object.
Detect Psychic Significance: Find psychically charged items.
Detect Radiation: Detect radiation in the surrounding area.
Detect Relations: Detect whether or not creatures are related by blood.
Detect ScryingY: Alerts you to magical eavesdropping.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect the Faithful: Detect other worshippers of your deity.
Detect Thoughts: Allows “listening” to surface thoughts.
Detect Undead: Reveals undead within 60 ft.
Determine Depth: Determine the exact thickness of a wall, ceiling, or other barrier.
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Devil SnareM: Create an invisible circle to trap outsiders.
DevolutionY: An eidolon temporarily loses 1 evolution +1/five levels.
Diagnose Disease: Detect and identify diseases.
Diamond Spray: Fire a cone of slivers that deal 1d6 damage/level and bypass adamantine and cold iron DR.
DictumY: Kills, paralyzes, staggers, or deafens nonlawful targets.
Die for Your Master: A stronger version of bleed for your master, this forces the animal servant to intercept any attack that targets you, even if it does not require an attack roll.
Dimension DoorY: Teleports you a short distance.
Dimensional Anchor: Bars extradimensional movement.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Dimensional Bounce: Teleport multiple times between two designated locations.
Dimensional LockY: Teleportation and interplanar travel blocked for 1 day/level.
Diminish Plants: Reduces size or blights the growth of normal plants.
Dirge of the Victorious KnightsFY: Perform a dirge to call forth spectral mounted Hellknights to trample your foes.
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
Discern Lies: Reveals deliberate falsehoods.
Discern Location: Reveals exact location of creature or object.
Discern Next of Kin: Read the target’s mind to learn about its family.
Discern ValueF: Quickly analyze the monetary value of objects and identify which are most valuable.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Discharge, Greater: As discharge, but with greater effects that can effect an area.
Discordant BlastY: 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures.
Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses.
Disfiguring TouchY: Target becomes disfigured.
Disguise Other: As disguise self, but affects you or another.
Disguise Self: Changes your appearance.
Disguise Weapon: Changes one weapon’s appearance.
DisintegrateY: Reduces one creature or object to dust.
Dismissal: Forces a creature to return to native plane.
Dispel Balance: Protect yourself from neutral creatures and banish them to their home planes.
Dispel Chaos: +4 bonus against attacks.
Dispel Evil: +4 bonus against attacks.
Dispel Good: +4 bonus against attacks.
Dispel Law: +4 bonus against attacks.
Dispel MagicY: Cancels one magical spell or effect.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Displacement: Attacks miss subject 50% of the time.
Display Aversion: Create an illusion to repulse a vampire.
Disrupt Link: Sever the target’s link with her bonded creature.
Disrupt Undead: Deals 1d6 damage to one undead.
Disrupting Weapon: Melee weapon destroys undead.
DissolutionM: Cause a tiny item to vanish from existence.
Distracting Cacophony: Noise makes it difficult to cast.
Distressing Tone: Sound sickens 1d4 creatures.
Divide Mind: Partition your mind, allowing you to roll twice on Will saves and Int checks, and to take extra mental actions.
DivinationM: Provides useful advice for specific proposed actions.
Divine Arrow: Imbues a projectile with holy energy.
Divine FavorY: You gain +1 per three levels on attack and damage rolls.
Divine Power: You gain attack bonuses and 1 hp/level.
Divine PursuitY: Gain a movement type of your prey.
Divine Transfer: Transfer hit points and give DR/evil to target creature.
Divine Vessel: Change into a huge, otherworldly creature.
Dominate Animal: One animal obeys your silent mental commands and orders.
Dominate Monster: As dominate person, but any creature.
Dominate PersonY: Controls humanoid telepathically.
Domination Link: Read thought echoes of a creature mentally controlling another.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it.
Draconic Suppression: Stop a dragon from using its breath weapon along with reducing its magical prowess.
Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
Dragon's BreathY: Gives you a dragon's breath weapon.
Dragonvoice: Emulate the vocal inflections of dragons.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Dread Bolt: Harm and possibly sicken good creatures.
DreamY: Sends message to anyone sleeping.
Dream Council: Communicate with multiple sleeping creatures.
Dream Dalliance: Create a phantasm that leeches onto the psyche of a nearby creature.
Dream FeastR: Feed someone while they sleep.
Dream Scan: Read a dreaming creature’s thoughts.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Dream Travel: Venture into the Dimension of Dreams to enter the dreams of a designated creature, then exit near that creature’s body on the plane where it lies sleeping.
Dream Voyage: As dream travel, but with more flexibility and able to affect more creatures.
Drench: Soak the target creature or object.
Drunkard's BreathR: Spew a noxious cloud in a 30 ft. cone.
DungeonsightF: Receive a clear and memorable view of the layout of the nearby area.
Duplicate Familiar: Create a duplicate of your familiar.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Dust of TwilightY: Black particles extinguish light sources within area.
Dust Ward: Ward an item so it will be destroyed if others try to learn its purpose or use it.
Dwarven VeilRT: Enhance a target's dwarf-like qualities, giving it a +2 bonus to influence dwarves.
Dweomer Retaliation: Gain hit points and damage your opponent immediately after counterspelling a spell.
Eagle Aerie: Summon 1 giant eagle/3 levels.
Eagle Eye: Creates a magical sensor high above you.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Eaglesoul: Infuse yourself with power from a good-aligned outsider.
Early JudgmentR: Show a creature the reward or punishment that awaits it after death.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
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.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
EarthquakeY: Intense tremor shakes 80-ft. radius.
Echean's Excellent EnclosureM: Create a combination spherical wall of force and antimagic field.
Echolocation: Sonic sense gives you blindsight 40 ft.
Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane.
Ectoplasmic Hand: Draw forth a ghostly, animated ectoplasmic hand to do your bidding.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Effortless Armor: Armor you wear no longer slows your speed.
Ego Whip I: Cause a creature to take a –2 penalty to Int, Wis, or Cha and be staggered for 1 round.
Ego Whip II: As ego whip I, but a –4 penalty and staggered for 1d4 rounds.
Ego Whip III: As ego whip I, but a –6 penalty and staggered for 1d6 rounds.
Ego Whip IV: As ego whip I, but a –8 penalty and staggered for 1d8 rounds.
Ego Whip V: As ego whip I, but a –10 penalty and staggered for 1d10 rounds.
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Eldritch Conduit: Create a conduit with which you can cast area effect spells from.
Eldritch Conduit, Greater: Use Eldritch Conduit on more creatures at greater range.
Eldritch Fever: Target gains the eldritch ague spellblight.
Elemental Assessor: Shoot a ray made up of multiple energies at your enemy.
Elemental Aura: Creates an aura of energy around you.
Elemental Body IY: Turns you into a Small elemental.
Elemental Body IIY: Turns you into a Medium elemental.
Elemental Body IIIY: Turns you into a Large elemental.
Elemental Body IVY: Turns you into a Huge elemental.
Elemental BombardmentY: Hurl elementals from their respective planes onto your enemies.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Elemental Speech: Enables you to speak to elementals and some creatures.
Elemental Swarm: Summons multiple elementals.
Elemental Touch: Gain energy damage touch attack.
Elude TimeM: Puts you in temporary suspended animation.
Emblazon Crest: Display your crest on anything you carry.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Embrace Destiny: Roll a single d20 and use its result later on.
Emergency Force Sphere: Create a quick hemispherical wall of force to protect you from falling debris.
Emotive Block: Add an emotion component to all of the target’s spells.
Empathy Conduit: Create a conduit between master and familiar, allowing you to affect one while targeting the other.
Empower Holy Water: Empower holy water to deal more damage to the undead.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Endure ElementsY: Exist comfortably in hot or cold regions.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
Enemy Insight: Grant others a bonus against your favored enemies.
Enemy's HeartR: Absorb an enemy’s power by eating it’s heart.
Energy Drain: Subject gains 2d4 negative levels.
Energy Hack: Change the energy of your spells to match an energy you were attacked with.
Energy Siege Shot: A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose.
Energy Siege Shot, Greater: As energy siege shot, but you can affect any size siege engine.
EnervationY: Subject gains 1d4 negative levels.
Enhance WaterR: Transform water into an alcoholic beverage.
Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
EntangleY: Plants entangle everyone in 40-ft. radius.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Enticing Adulation: Force a creature to protect and care for you.
Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.
Entropic ShieldY: Ranged attacks against you have 20% miss chance.
Envious Urge: Targets steal from or disarm others.
Epidemic: Infect a subject with a highly contagious disease.
Erase: Mundane or magical writing vanishes.
Erase Impressions: Erase psychic impressions from an object.
Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.
Eruptive Pustules: Acid boils burst when you are attacked.
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane.
Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature.
Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.
Ethereal Jaunt: You become ethereal for 1 round/level.
Etherealness: Travel to Ethereal Plane with companions.
Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Euphoric Tranquility: Makes a creature friendly.
Evaluator’s Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items.
Evolution Surge: Grants eidolon an evolution with 4 evolution points.
Evolution Surge, Greater: Grants eidolon two evolutions with a total of 6 evolution points.
Evolution Surge, Lesser: Grants eidolon an evolution with 2 evolution points.
Excruciating Deformation: Target takes Dex and Con damage.
Expeditious Construction: Create a low wall or other simple structure of packed earth or stone.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Expend: Wastes creatures' limited use magical ability.
Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.
Explosion of Rot: Call forth a burst of decay to ravage all things living in a small area.
Explosive Runes: Deals 6d6 damage when read.
Exquisite Accompaniment: Instrument maintains bardic performance for you.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Eyes of the Void: See 60 ft. in darkness, including magical darkness.
Fable TapestryR: Summon a shadowy version of a legendary character.
Fabricate: Transforms raw materials into finished items.
Fabricate BulletsM: Converts 1 pound of metal into ammunition.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Faerie FireY: Outlines subjects with light, canceling blur, concealment, and the like.
FairnessR: Force humanoid creatures to trade fairly with each other.
Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.
Fallback StrategyR: Gain a free re-roll while this spell is active.
False AlibiMR: Modify the target’s memory in a specific way.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
False Life, Greater: Gain 2d10 temporary hp + 1/level.
False VisionM: Fools scrying with an illusion.
Familiar DoubleM: As project image, but the image follows your familiar.
Familiar Figment: Create an illusory duplicate of your familiar to fool enemies.
Familiar Melding: Possess your familiar.
Fear: Subjects within cone flee for 1 round/level.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Feast of AshesY: A target starves with an insatiable hunger.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Feather FallY: Objects or creatures fall slowly.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Feather Step, Mass: As feather step, but affects many targets rather than one.
Feeblemind: Subject's Int and Cha drop to 1.
Fester: Gives subject SR 12 + your level vs. healing effects.
Fester, Mass: As fester, but affecting multiple targets.
Fickle Winds: Wind walls selectively block attacks.
Fiery Body: You gain various fire-related powers.
Fiery Runes: Charge a weapon with magical fiery runes.
Fiery Shuriken: Calls forth several fiery projectiles ready to be flung at opponents.
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Final Sacrifice: Cause a summoned creature to explode.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
Find the Path: Shows most direct way to a location.
Find Traps: Notice traps as a rogue does.
Finger of DeathY: Deals 10 damage/level to one subject.
Fins to FeetR: Give a creature legs, allowing it to walk on land.
Fire Breath: Exhale a cone of flame at will.
Fire of Entanglement: Your ability to smite evil also entangles your foe.
Fire of Judgment: Smited creature takes damage when it attacks.
Fire of Vengeance: Smited creature takes 3d8 damage.
Fire SeedsY: Acorns and berries become grenades and bombs.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Fire Sneeze: Sneeze flame to set your enemies on fire and knock them prone.
Fire StormY: Deals 1d6/level fire damage.
Fire TrailR: Leak a trail of flame that follows your every step.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Fire’s FriendR: Cloak yourself in flames that harm nearby enemies.
FireballY: 1d6 damage per level, 20-ft. radius.
FirebellyR: Breathe fire and become resistant to it.
Firebrand: Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack.
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
FirestreamRY: Spray a rushing stream of fire from your hand.
Flame Arrow: Arrows deal +1d6 fire damage.
Flame BladeY: Touch attack deals 1d8 + 1/two levels damage.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
Flames of the FaithfulY: Gives weapon flaming property.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Flare: Dazzles one creature (–1 on attack rolls).
Flare Burst: As flare, but affects all creatures in 10 ft.
Flash Fire: Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him.
Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force.
Fleeting Memory: Create a gap in the target’s memory.
Fleeting Memory, Mass: As fleeting memory, except that it affects multiple creatures.
Flesh to OozeM: Turn someone into an ooze.
Flesh to StoneY: Turns subject creature into statue.
FleshcurdleY: Warp a creature's flesh, penalizing it in attack, defense, or movement.
Fleshwarping Swarm (Drow)R: As summon swarm, but the swarm makes creatures more susceptible to transmutation spells along with penalizing Dexterity.
Fleshworm Infestation: Worms deal hp and Dex damage.
Fleshy Facade: Alter your appearance to appear living.
Flexible Fury: Swap one rage power for another.
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
FlyY: Subject flies at speed of 60 ft.
Fly, Mass: One creature/level gains ability to fly.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Foe to Friend: Redirect an enemy creature's attack.
Fog CloudY: Fog obscures vision.
Follow Aura: Gain ability to follow the trail of the aura of an alignment.
Font of Spirit MagicM: When allies cast your spirit’s spells, they gain other bonuses.
Fool’s GoldF: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Fool’s Teleport: Become invisible, but appear as if you used teleportation magic to escape.
Fool's Forbiddance: Confuses enemies who come within a magical emanation centered on you.
Forbid Action: Target obeys command to not do something.
Forbid Action, Greater: As forbid action, but 1 creature/level.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Force Hook Charge: Hook of force drags you to the target.
Force PunchY: Target takes force damage and is pushed away.
Force Sword: Create a magical longsword made entirely of force.
ForcecageM: Cube or cage of force imprisons all inside.
Forced Quiet: Target cannot make loud noises.
Forced Repentance: Target falls prone and confesses sins.
Forceful Hand: Hand pushes creatures away.
Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.
ForesightY: “Sixth sense” warns of impending danger.
Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Forgetful SlumberR: As deeper slumber, but only on one creature. This also causes them to lose some memories.
Form of the Alien Dragon I: Turns you into a Medium esoteric or outer dragon.
Form of the Alien Dragon II: Turns you into a Large esoteric or outer dragon.
Form of the Alien Dragon III: Turns you into a Huge esoteric or outer dragon.
Form of the Dragon IY: Turns you into a Medium dragon.
Form of the Dragon IIY: Turns you into a Large dragon.
Form of the Dragon IIIY: Turns you into a Huge dragon.
Form of the Exotic Dragon I: Turns you into a Medium imperial or primal dragon
Form of the Exotic Dragon II: Turns you into a Large imperial or primal dragon
Form of the Exotic Dragon III: Turns you into a Huge imperial or primal dragon.
Foster Hatred: Cause creatures to hate one type of creature.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/level.
Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
Freedom: Releases creature from imprisonment.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Freedom's ToastR: Teleport the target a short distance while freeing them from restraints.
Freezing Sphere: Freezes water or deals cold damage.
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Frigid Souls: Disrupt and dispel spells that protect against cold
Frigid Touch: Target takes cold damage and is staggered.
Frost Fall: The area is covered in a chilling frost.
Frost Mammoth: Create a mammoth ally out of snow.
Frostbite: Target takes cold damage and is fatigued.
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Frozen Note: Paralyzes creatures listening to your song.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Fumbletongue: Target cannot speak intelligently.
Fungal Infestation: Target takes bleed from attacks.
Furious Fire Barrage: Conjure balls of flame to throw.
Fury of the SunR: Curse the target with internal heatstroke.
Gallant Inspiration: +2d4 bonus on failed attack roll or skill check.
Garden of Peril: Grow a group of poisonous mushrooms.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
Gate: Connects two planes for travel or summoning.
Geas, Lesser: Commands subject of 7 HD or less.
Geas/Quest: As lesser geas, but affects any creature.
Geb's Hammer: Draw the remains of nearby destroyed undead, throwing them as a single mass of flesh at your enemy.
Genesis: Create a demiplane.
GeniekindY: Gain the power and influence of a genie.
Genius Avaricious: Channel the power of Mammon into a single coin.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Gentle Repose: Preserves one corpse.
Getaway: Teleports you and select creatures to predetermined location.
Geyser: Creates a geyser of boiling water.
Ghost Sound: Figment sounds.
Ghost Whip: Create a ghost touch whip that passes through objects.
Ghost WolfR: Summon a wolf mount made of black smoke which emanates fear.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Ghostly Disguise: You look like a ghost of yourself.
Ghoul HungerR: Awaken an unnatural hunger in the target, causing it to seek out humanoid flesh.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Giant Form I: Turns you into a Large giant.
Giant Form II: Turns you into a Huge giant.
Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin.
Gift of the Deep: Grant a sahuagin unique powers like mutants.
Gilded WhispersM: Use a single coin as a conduit for eavesdropping.
Gird Ally: Grant your summoned creatures a deflection bonus to their AC.
Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
Glide: You take no falling damage and move 60 ft./round while falling.
Glitterdust: Blinds creatures, outlines invisible creatures.
Globe of InvulnerabilityY: As lesser globe of invulnerability, plus 4th-level spell effects.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target.
Glue Seal: Makes one 5-ft. square or one object sticky.
Glyph of WardingMY: Inscription harms those who pass it.
Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Golden Guise: Cause an object to briefly transform into gold.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
Gozreh's TridentR: Create a forked trident of electricity.
Grace: Movement doesn't provoke attacks of opportunity.
Grand Destiny: Grant target a +4 competence bonus on any attack, caster level check, saving throw, or skill check (can be used multiple times at higher levels).
Grasping Hand: Hand provides cover, pushes, or grapples.
Grasping Tentacles: Use a mass of tentacles to perform dirty tricks.
Grave Words: Force a corpse to babble.
Gravel Vortex: Create a hail of tiny pieces of rock and dust.
Gravity Bow: Arrows do damage as though one size category bigger.
Gravity Sphere: Alter the gravity in a 30-foot-radius area.
Gravity Well: Increase the power of gravity in an area.
GreaseY: Makes 10-ft. square or one object slippery.
Grease, Greater: As grease, but with a greater area and/or targets
Greensight: Allow a person to see through 60 ft. of plant life.
Grim Stalker: Create a Grim to disrupt the targets sleep
GroundswellR: Raise the ground up underneath you.
Grove of Respite: Creates trees and a small spring.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Guardian of Faith: Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature.
Guards and WardsY: Array of magic effects protect area.
Guidance: +1 on one attack roll, saving throw, or skill check.
Guiding Star: Know approximate distance from where you cast this spell.
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.
Hairline FracturesR: Create hairline fractures in earth and stone.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
HallowM: Designates location as holy.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
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.
Halt Undead: Immobilizes undead for 1 round/level.
Hammer of MendingFR: Release a wave of energy to repair objects and constructs.
Hanspur’s Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris.
Hardening: Increase the hardness of materials.
HarmY: Deals 10 points/level damage to target.
Harmless Form: Transform the target into a "harmless" animal.
HarrowingY: Use a Harrow deck to predict the future.
Harrowing, Greater: As harrowing, except affect an entire group of creatures and allow them some measure of control over their destiny.
Harvest Season: Cause an explosive burst of growth in a single plant.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Haunting Choir: Spirits cause wracking pain to listeners.
Haunting Mists: Creatures are shaken and take Wis damage.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Heal Mount: As heal on horse or other special mount.
Heal, Mass: As heal, but affects 1 subject/level.
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Heart of the Mammoth: Imbue a creature with the strength and toughness of the greatest megafauna of the tundra.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
Heat MetalY: Makes metal so hot it damages those who touch it.
Heatstroke: Fire a ray to give someone heatstroke, dealing 1d4 nonleathal damage and inducing exhaustion.
Heavy Water: Make water heavier and harder to swim through.
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.
Heightened Awareness: Your recall and ability to process information improve.
Heightened Reflexes: Each ally in area gains a +10 bonus on one Reflex save.
Hellfire Ray: Damn creatures to Hell with a blast of pure hellfire.
Hellmouth LashR: Transform your tongue into a whip made out of energy.
Helping Hand: Ghostly hand leads subject to you.
Hermean Potential: Roll twice and take the higer roll on the next attack roll, saving throw, ability check, or skill check the target attempts.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Heroic Finale: Subject within range of your bardic performance can take an action.
Heroic FortuneFM: Grant a temporary hero point.
Heroic Fortune, MassFM: As heroic fortune, but with multiple people.
Heroic Invocation: Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Hero's Defiance: Allows the use of lay on hands while falling unconscious.
Hex GlyphM: Inscription casts your hex on those who pass it.
Hex Glyph, GreaterM: Inscription casts your hex or major hex on those who pass it.
Hex Vulnerability: Reuse a hex on a specific target.
Hex WardY: Target gains +4 on saves against witch hexes.
Hibernate: Place a willing subject into a cataleptic state.
Hidden Knowledge: Transfer knowledge into runes.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hide Campsite: Hides all traces of your campsite.
Hide from Animals: Animals can't perceive one subject/level.
Hide from Undead: Undead can't perceive one subject/level.
Hide Weapon: Hide a weapon within your own arm.
Hideous LaughterY: Subject loses actions for 1 round/ level.
Hold Animal: Paralyzes one animal for 1 round/level.
Hold Monster: As hold person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hold Person, Mass: As hold person, but all within 30 ft.
Hold PortalY: Holds door shut.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
Holy IceM: Create wall or javelins of frozen holy water.
Holy Ice WeaponM: Create a masterwork weapon made of frozen holy water.
Holy Shield: Lend your shield's protection to another.
Holy SmiteY: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Holy Whisper: Whisper sickens evil creatures, gives good creatures bonuses.
Holy WordY: Kills, paralyzes, blinds, or deafens nongood subjects.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Horn of Pursuit: Create three notes heard miles away.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Horrifying Visage: Cause creatures to gain a phobia
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
Hostile Juxtaposition, Greater: You may target one creature for every four of your caster levels.
Hostile Levitation: Levitates the targeted creature up off the ground.
Howling Agony: Screaming pain limits the target's actions.
Human Potential: Grant target a +2 enhancement bonus to an ability score.
Human Potential, Mass: Grant multiple creatures a +2 enhancement bonus to any ability score.
Hungry Darkness: Create an area of massive darkness filled with unseen chewing teeth and ravenous maws.
Hungry Earth: Enchant the ground to pull creatures beneath the surface.
Hungry PitF: As create pit, but dealing 4d6 damage to those in it as it closes.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Hunter's Eye: +20 on Perception checks to locate a target.
Hunter's Friend: Share some of your class abilities with your animal companion.
Hunter's Howl: Treat enemies as favored for 1 round/level.
Hunter's Lore: Make untrained Knowledge checks to identify monsters, and take 20 on Knowledge checks you are already trained in.
Hurricane Blast: Create a severe blast of air bursting out from you.
Hydraulic PushY: Wave of water bull rushes an enemy.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Hydrophobia: Make targets become deathly afraid of water.
Hymn of Mercy: As touch of mercy, except affecting an area.
Hymn of Peace: Prevent all nearby creatures from attacking others.
Hypercognition: Rapidly recall everything you know about a subject.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Hypnotism: Fascinates 2d4 HD of creatures.
Ice ArmorR: Create a thick suit of ice armor.
Ice Body: Your body becomes living ice.
Ice Crystal Teleport: Target is frozen, then teleported.
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
Ice Spears: Force a number of giant spears of ice from the ground.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Icy Prison: Thick ice holds and damages the target.
Icy Prison, Mass: As icy prison, but it affects 1 creature/level.
Id Insinuation I: Confuse one creature for the duration of your concentration + 1 round.
Id Insinuation II: As id insinuation I, but affects two creatures and has a stronger confusion effect.
Id Insinuation III: As id insinuation I, but affects three creatures and has a stronger confusion effect.
Id Insinuation IV: As id insinuation I, but affects four creatures and you select the confusion effect.
Identify: Gives +10 bonus to identify magic items.
Ill OmenY: Target rolls twice for checks and attacks and uses worst roll.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Illusory Crowd: Create an illusion of a stationary group of people milling about.
Illusory Hoard: Force the target to believe nothing in its hoard is missing or disturbed.
Illusory Maze: Create an illusion of an ever-changing maze of glass.
Illusory Poison: Create a phantasmal poison on a weapon.
Illusory ScriptM: Only select creatures can read text.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Imbue Army Special AbilityF: (Mass Combat Spell) Imbue an army with a special ability.
Imbue Hex: Transfer a hex to someone else, allowing them to make use of it.
Imbue With Addiction: Target becomes addicted to a drug.
Imbue with Aura: Target emulates your cleric aura.
Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target.
Imbue with FlightY: Grant creatures the ability to fly at your command.
Imbue with Spell Ability: Transfer spells to subject.
Impart MindM: Impart a portion of your intellect and personality into a magical item.
Impede Speech: Interfere with the target's ability to speak.
Implant False Reading: Instill false psychic impressions into an object.
Implanted Projection: As telempathic projection, except the effects remain dormant.
Implosion: Inflict 10 damage/level to one creature/round.
Imprisonment: Entombs subject beneath the earth.
Improve TrapR: Increase a trap’s effectiveness.
Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Incendiary Runes: As explosive runes, except it creates a small surge of flames instead of an explosion of force.
Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Int.
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
Infernal Healing, Greater: As infernal healing, except using fast healing 4.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
Infuse Effigy: Infuse an effigy with a powerful curse.
Infuse Robot: Transform a robot into a magical construct.
Inheritor's SmiteR: Gain a bonus on your next attack; if it hits, attempt a free bull rush.
Inner Focus: Ignore divine focus components of your spells.
Innocence: Gain +10 on Bluff checks to seem innocent.
Insanity: Subject suffers continuous confusion.
Insect Plague: Wasp swarms attack creatures.
Insect Scouts: Create insects to scout an area for you.
Instant Armor: Summon armor temporarily replacing your current attire.
Instant Enemy: Target is treated as a favored enemy type of your choice.
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.
Instant SummonsM: Prepared object appears in your hand.
Instant Weapon: Summon a melee weapon to wield.
Instigate Psychic Duel: Start a psychic duel between yourself and another creature.
Instrument of Agony: Weapon exudes divine fury, granting a bonus on Intimidate checks.
Intellect Fortress I: Suppress emotion and fear effects in a 20-ft. radius as an immediate action.
Intellect Fortress II: As intellect fortress I, plus reduce the damage of mind-affecting effects.
Intellect Fortress III: As intellect fortress II, plus remove partial effects of fear and emotion effects.
Interplanetary Teleport: Teleport to another planet.
Interposing Hand: Hand provides cover against 1 opponent.
Interrogation: Target answers questions or suffers pain.
Interrogation, Greater: As interrogation, except with more pain and more questions.
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Invigorate: Temporarily relieves fatigue or exhaustion.
Invigorate, Mass: As invigorate, but multiple creatures.
Invigorating Poison: Transform the negative effects of a poison into positive ones.
Invigorating ReposeRT: Enhance your spells that bring the dead back to life.