An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.
Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a specific number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, still have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the short descriptions that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the short descriptions.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one musical instrument.
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all languages.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base land speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Magic Aura: Alters object’s magic aura.
Magic MouthM: Objects speaks once when triggered.
Obscure Object: Masks object against scrying.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.
Alter Self: Assume form of a Small or Medium humanoid.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage and may stun subjects.
Suggestion: Compels subject to follow stated course of action.
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tongues: Speak and understand any language.
Whispering Wind: Sends a short message 1 mile/level.
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Illusory ScriptM: Only select creatures can read text.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Major Image: As silent image, plus sound, smell, and thermal effects.
Phantom Steed: Magic horse appears for 1 hour/level.
Remove Curse: Frees object or person from curse.
ScryingF: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones into new sounds.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Speak with Animals: You can communicate with animals.
Summon Monster III: Summons extraplanar creature to fight for you.
Tiny Hut: Creates shelter for 10 creatures.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you a short distance.
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Locate Creature: Indicates direction to known creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Secure Shelter: Creates sturdy cottage.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Speak with Plants: You can talk to plants and plant creatures.
Summon Monster IV: Summons extraplanar creature to fight for you.
Zone of Silence: Keeps eavesdroppers from overhearing you.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dream: Sends message to anyone sleeping.
False VisionM: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, affects subject/level.
Summon Monster V: Summons extraplanar creature to fight for you.
Analyze DweomerF: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
Cat’s Grace, Mass: As cat’s grace, affects 1 subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Eagle’s Splendor, Mass: As eagle’s splendor, affects 1 subject/level.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Find the Path: Shows most direct way to a location.
Fox’s Cunning, Mass: As fox’s cunning, affects 1 subject/level.
Geas/Quest: As lesser geas,but affects any creature.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
Programmed ImageM: As major image, plus triggered by event.
Project ImageM: Illusory double can talk and cast spells.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Summon Monster VI: Summons extraplanar creature to fight for you.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Veil: Changes appearance of group of creatures.
Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Curse WaterM: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold regions.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Summons extraplanar creature to fight for you.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
AuguryMF: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
ConsecrateM: Fills area with positive energy, weakening undead.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Poison: Stops poison from harming target for 1 hour/level.
DesecrateM: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield OtherF: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
Animate DeadM: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual FlameM: Makes a permanent, heatless light.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels one magical spell or effect.
Glyph of WardingM: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protectionspells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage (more against undead).
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Summons extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Death Ward: Grants bonuses against death spells and negative energy.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
DivinationM: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20).
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order’s Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
RestorationM: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per 4 levels.
Summon Monster IV: Summons extraplanar creature to fight for you.
Tongues: Speak and understand any language.
Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).
AtonementFM: Removes burden of misdeeds from subject and reverses magical alignment change.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Breath of Life: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Command, Greater: As command, but affects one subject/level.
CommuneM: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smites foes with divine fire (1d6/level damage).
HallowM: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Insect Plague: Wasp swarms attack creatures.
Mark of Justice: Designates action that triggers curseon subject.
Plane ShiftF: As many as 8 subjects travel to another plane.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain bonuses in combat.
ScryingF: Spies on subject from a distance.
Slay Living: Touch attack deals 12d6 + 1 per level.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Summons extraplanar creature to fight for you.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
True SeeingM: Lets you see all things as they really are.
UnhallowM: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects 1 subject/level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Eagle’s Splendor, Mass: As eagle’s splendor, affects 1 subject/level.
Find the Path: Shows most direct way to a location.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas,but affects any creature.
Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
Planar AllyM: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Summons extraplanar creature to fight for you.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Undeath to DeathM: Destroys 1d4 HD/level undead (max. 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
DestructionF: Kills subject and destroys remains.
Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
RefugeM: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, GreaterM: As restoration, plus restores all levels and ability scores.
ResurrectionM: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Summons extraplanar creature to fight for you.
Symbol of StunningM: Triggered rune stuns nearby creatures.
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses,stuns, or deafens nonchaotic subjects.
Antimagic Field: Negates magic within 10 ft.
Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft. radius.
Fire Storm: Deals 1d6/level fire damage.
Holy AuraF: +4 to AC, +4 resistance, and SR 25 against evil spells.
Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
Planar Ally, GreaterM: As lesser planar ally, but up to 18 HD.
Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Summons extraplanar creature to fight for you.
Symbol of DeathM: Triggered rune kills nearby creatures.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells.
Astral ProjectionM: Projects you and others onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
GateM: Connects two planes for travel or summoning.
Heal, Mass: As heal, but affects 1 subject/level.
Implosion: Inflict 10 damage/level to one creature/round.
MiracleM: Requests a deity’s intercession.
Soul BindF: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Summons extraplanar creature to fight for you.
True ResurrectionM: As resurrection, plus remains aren’t needed.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Summons creature to fight.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Flame Blade: Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Makes metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Summons creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood.
Wood Shape: Reshapes wooden objects to suit you.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights the growth of normal plants.
Dominate Animal: One animal obeys your silent mental commands and orders.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Quench: Extinguishes fires.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature’s Ally III: Summons creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sways the actions of plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Dispel Magic: Cancels one magical spell or effect.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
ScryingF: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may also be slowed.
Summon Nature’s Ally IV: Summons creature to fight.
Animal Growth: One animal doubles in size.
AtonementFM: Removes burden of misdeeds from subject.
AwakenM: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Changes wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Death Ward: Grants bonuses against death spells and negative energy.
HallowM: Designates location as holy.
Insect Plague: Wasp swarms attack creatures.
StoneskinM: Grants DR 10/adamantine.
Summon Nature’s Ally V: Summons creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
UnhallowM: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects 1 subject/level.
Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Ironwood: Magic wood is as strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Summon Nature’s Ally VI: Summons creature to fight.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of Stone: Creates a stone wall that can be shaped.
Animate Plants: One or more plants animate and fight for you.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature’s Ally VII: Summons creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True SeeingM: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants: Controls actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Deals 10 damage/level to one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Summon Nature’s Ally VIII: Summons creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.
Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: “Sixth sense” warns of impending danger.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Creates 1d4+2 shambling mounds to fight for you.
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature’s Ally IX: Summons creature to fight.
SympathyM: Object or location attracts certain creatures.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold regions.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, plus additional protection against selected alignment.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Shield OtherF: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment from magical detection for 24 hours.
Zone of Truth: Subjects within range cannot lie.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels one magical spell or effect.
Heal Mount: As heal on horse or other special mount.
Magic Circle against Chaos/Evil: As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Death Ward: Grants bonuses against death spells and negative energy.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that triggers curseon subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
RestorationM: Restores level and ability score drains.
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your base speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Summons creature to fight for you.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Summons creature to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Command Plants: Sway the actions of plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max. +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Summons creature to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.
Animal Growth: One animal doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments to movement.
NondetectionM: Hides subject from divination, scrying.
Summon Nature’s Ally IV: Summons creature to fight for you.
Tree Stride: Step from one tree to another far away.
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold regions.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Summons extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Gives +10 bonus to identify magic items.
True Strike: +20 on your next attack roll.
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
Arcane LockM: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Daze Monster: Living creature of 6 HD or less loses its next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Continual FlameM: Makes a permanent, heatless light.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Shatter: Sonic energy damages objects or crystalline creatures.
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic MouthM: Object speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you.
Misdirection: Misleads divinations for 1 creature or object.
Phantom TrapM: Makes item seem trapped.
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Alter Self: Assume form of a Small or Medium humanoid.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or thick smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.
Dispel Magic: Cancels one magical spell or effect.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protectionspells, but 10-ft. radius and 10 min./level.
NondetectionM: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Summons extraplanar creature to fight for you.
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak and understand any language.
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion: Compels a subject to follow stated course of action.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for 10 creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Displacement: Attacks miss subject 50% of the time.
Illusory ScriptM: Only select creatures can read text.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Blink: You randomly vanish and reappear for 1 round per level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.
Dimensional Anchor: Bars extradimensional movement.
Fire TrapM: Opened object deals 1d4 damage + 1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Dimension Door: Teleports you a short distance.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Summons extraplanar creature to fight for you.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you to magical eavesdropping
Locate Creature: Indicates direction to familiar creature.
ScryingF: Spies on subject from a distance.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.
Wall of Ice: Ice planecreates wall or hemispherecreates dome.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Animate DeadM: Creates undead skeletons and zombies out of corpses.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Elemental Body I: Turns you into a Small elemental.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Mnemonic EnhancerF: Wizard only.Prepare extra spells or retain one just cast.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Stone Shape: Sculpts stone into any shape.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Dismissal: Forces a creature to return to its native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Mage’s Faithful Hound: Phantom dog can guard a location and attack intruders.
Major Creation: As minor creation, plus stone and metal.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V: Summons extraplanar creature to fight for you.
Teleport: Instantly transports you as far as 100 miles per level.
Wall of Stone: Creates a stone wall that can be shaped.
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Cone of Cold: 1d6/level cold damage.
Interposing Hand: Hand provides cover against 1 opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Dream: Sends message to anyone sleeping.
False VisionM: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but with no concentration required.
Seeming: Changes appearance of 1 person per 2 levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic JarF: Enables possession of another creature.
Symbol of PainM: Triggered rune wracks creatures with pain.
Waves of Fatigue: Several targets become fatigued.
Animal Growth: One animal doubles in size.
Baleful Polymorph: Turns subject into harmless animal.
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Elemental Body II: Turns you into a Medium elemental.
FabricateM: Transforms raw materials into finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
PermanencyM: Makes certain spells permanent.
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
RepulsionF: Creatures can’t approach you.
Acid Fog: Fog deals acid damage.
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Summons extraplanar creature to fight for you.
Wall of IronM: 30 hp/four levels; can topple onto foes.
Analyze DweomerF: Reveals magical aspects of subject.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
True SeeingM: Lets you see all things as they really are.
Geas/Quest: As lesser geas,but affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, affects 1 subject/level.
Symbol of PersuasionM: Triggered rune charms creatures.
Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
ContingencyF: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
Programmed ImageM: As major image, but triggered by event.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of a group of creatures.
Circle of DeathM: Kills 1d4/level HD of creatures.
Create UndeadM: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of FearM: Triggered rune panics nearby creatures.
Undeath to DeathM: Destroys 1d4/level HD of undead (max. 20d4).
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Bull’s Strength, Mass: As bull’s strength, affects 1 subject per level.
Cat’s Grace, Mass: As cat’s grace, affects 1 subject/level.
Control Water: Raises or lowers bodies of water.
Disintegrate: Reduces one creature or object to dust.
Eagle’s Splendor, Mass: As eagle’s splendor, 1 subject/level.
Elemental Body III: Turns you into a Large elemental.
Flesh to Stone: Turns subject creature into statue.
Form of the Dragon I: Turns you into a Medium dragon.
Fox’s Cunning, Mass: As fox’s cunning, affects 1 subject/ level.
Mage’s Lucubration: Wizard only.Recalls spell of 5th level or lower.
Move Earth: Digs trenches and builds hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
Plant Shape II: Turns you into a Large plant creature.
Stone to Flesh: Restores petrified creature.
TransformationM: You gain combat bonuses.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell TurningM: Reflect 1d4+6 spell levels back at caster.
Instant SummonsM: Prepared object appears in your hand.
Mage’s Magnificent MansionF: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through a barrier.
Plane ShiftF: As many as eight subjects travel to another plane.
Summon Monster VII: Summons extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
VisionM: As legend lore, but quicker.
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of StunningM: Triggered rune stuns creatures.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
ForcecageM: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Mage’s SwordF: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
SimulacrumM: Creates partially real double of a creature.
Control Undead: Undead don’t attack you while under your command.
Finger of Death: Deals 10 damage/level to one subject.
Symbol of WeaknessM: Triggered rune weakens creatures.
Waves of Exhaustion: Several targets become exhausted.
Control Weather: Changes weather in local area.
Elemental Body IV: Turns you into a Huge elemental.
Ethereal Jaunt: You become ethereal for 1 round/level.
Form of the Dragon II: Turns you into a Large dragon.
Giant Form I: Turns you into a Large giant.
Plant Shape III: Turns you into a Huge plant.
Polymorph, Greater: Gives one willing subject a new, more powerful form.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Limited WishM: Alters reality (within limits).
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Prismatic Wall: Wall’s colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.
Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Summons extraplanar creature to fight for you.
Trap the SoulM: Imprisons subject within gem.
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Antipathy: Object or location affected by spell repels certain creatures.
BindingM: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
SympathyM: Object or location attracts certain creatures.
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.
Scintillating Pattern: Twisting colors confuse,stun, or render unconscious.
Screen: Illusion hides area from vision and scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
CloneMF: Duplicate awakens when original dies.
Create Greater UndeadM: Creates shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of DeathM: Triggered rune kills nearby creatures.
Form of the Dragon III: Turns you into a Huge dragon.
Giant Form II: Turns you into a Huge giant.
Iron Body: Your body becomes living iron.
Polymorph Any Object: Changes a subject into anything else.
Temporal StasisM: Puts subject into suspended animation.
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
GateM: Connects two planes for travel or summoning.
RefugeM: Alters item to transport its possessor to your abode.
Summon Monster IX: Summons extraplanar creature to fight for you.
Teleportation CircleM: Teleports creatures inside circle.
Foresight: “Sixth sense” warns of impending danger.
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.
Astral ProjectionM: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul BindF: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Etherealness: Travel to Ethereal Plane with companions.
ShapechangeF: Transforms you into certain creatures, and lets you change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.
WishM: As limited wish, but with fewer limits.