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