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