0-LevelAbjuration Resistance: Subject gains +1 on saving throws.
Conjuration Acid Splash: Orb deals 1d3 acid damage. Create Water: Creates 2 gallons/level of pure water. Stabilize: Cause a dying creature to stabilize.
Divination 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. Read Magic: Read scrolls and spellbooks. Sift: See area as though examining it.
Enchantment Daze: Humanoid creature of 4 HD or less loses next action.
Evocation Light: Object shines like a torch.
IllusionOath of Anonymity: Cloak yourself in an illusion that hides your true identity
Necromancy Bleed: Cause a stabilized creature to resume dying. Disrupt Undead: Deals 1d6 damage to one undead.
Transmutation Brand: Creates permanent brand on target creature. Virtue: Subject gains 1 temporary hp.
1st-LevelAbjuration Alarm: Wards an area for 2 hours/level. Fallback StrategyR: Gain a free re-roll while this spell is active. Hedging Weapons: Floating weapons protect you and make ranged attacks Hex WardY: Target gains +4 on saves against witch hexes. Hide from Undead: Undead can't perceive one subject/level. Invisibility Alarm: As alarm, but reacting only to invisible creatures. Peace Bond: Create a glowing rune of peace to protect targets from your own magic. Peacebond: Locks a weapon in place on the target's body. 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. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. SanctuaryY: Opponents can't attack you, and you can't attack. Shield of FaithY: Aura grants +2 or higher deflection bonus. Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. Strand of the Tangled Knot: Next attack against you takes -10 penalty Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you. Winter FeathersR: Protect a feathered creature from the cold for a day.
Conjuration Barbed Chains: Hellish chains attack and cause a target to become shaken Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5). Desperate Weapon: Create an improvised weapon. Guardian Armor: Teleport your armor onto an ally in range
Instant Clot: Touched creature doesn't bleed Instant Portrait: Create a portrait of a creature on the touched surface Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol. Returning Weapon: Grants a weapon the returning special weapon quality.
Divination Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities. Comprehend Languages: You understand all languages. Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking. Detect Chaos: Reveals creatures, spells, or objects of selected alignment. Detect Charm: Detect charm, compulsion, and possession effects in the area Detect Demon: Sense the presence of demons, their servants, and the Abyss. Detect Evil: Reveals creatures, spells, or objects of selected alignment. Detect Good: Reveals creatures, spells, or objects of selected alignment. Detect Law: Reveals creatures, spells, or objects of selected alignment. Detect the Faithful: Find others of the same faith. Detect Undead: Reveals undead within 60 ft. Ears of the City: The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. Heightened Awareness: Your recall and ability to process information improve. Know the EnemyY: Gain +10 on a monster Knowledge check. Lend Judgment: Ally gains the benefit of one judgment. Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed. Nature's Paths: Learn the best way to travel overland Petulengro's Validation: Detect what creature a missing portion came from. Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises Planar Orientation: Locate places of power on your current plane Preserve GraceF: Grant a creature the guidence of a phylactery of faithfulness Secret SpeechR: Send secret messages to others within normal speech. Skim: Read four times faster than normal Speak Local Language: Target gains the ability to speak and understand a regional human language. Speechreader's Sight: Read lips from a distance Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate True StrikeY: +20 on your next attack roll.
Enchantment Abadar's TruthtellingR: Force the target to speak the truth. Animal Purpose Training: Animal gains a new general purpose. BaneY: Enemies take –1 on attack rolls and saves against fear. BlessY: Allies gain +1 on attack rolls and saves against fear. Blessing of the WatchR: Functions as bless, except lasts for 1 hour/level but only in the caster’s home city. CommandY: One subject obeys selected command for 1 round. Compel Hostility: Compels opponents to attack you instead of your allies. Egorian Diplomacy: Coerce a target, cloud its memory of the encounter Forbid Action: Target obeys command to not do something. Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down. Keep Watch: Allow creatures to stand watch without fatigue throughout the night. Litany of Sloth: Single target cannot make attacks of opportunity for 1 round. Lock Gaze: Compels the target to look only at you for the duration of the spell. Opportunistic Loyalty: Temporarily act as an ally to benefit from other creatures’ spells. Reveal Secrets: Target reveals if it has secret knowledge of a topic Stalwart Resolve: Ignore the effects of ability damage and penalties to one score. Wartrain Mount: Animal gains combat training. Wrath: +1 attack and damage against target creature.
Evocation Bestow Planar Infusion I: Grant the target the effects of a planar infusion Burst Bonds: 1d6 damage/level (max 5d6) to restraints. Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies. Divine FavorY: You gain +1 per three levels on attack and damage rolls. Ear-Piercing ScreamY: Deal sonic damage and daze target. Horn of Pursuit: Create three notes heard miles away. Sanctify Corpse: Prevent a corpse from becoming an undead. Touch of CombustionR: Cause someone to combust with a touch.
IllusionCloak of Secrets: Filter speech from a given area to sound like a different conversation. Disguise Self: Changes your appearance. Hide Bruises: Disguise a creature's injuries, making them more difficult to heal Open and Shut: Obfuscate whether a door is open or closed. Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct. Shadowfade: Become invisibile to creatures using darkvision
Necromancy Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Curse WaterM: Makes unholy water. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5). Interrogation: Target answers questions or suffers pain. Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks Litany of Weakness: Single target is fatigued for 1 round. Persuasive Goad: Target takes 1d6 nonlethal damage; you gain an Intimidate bonus. Positive Pulse: Energy harms undead or bolsters the living Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring
Transmutation Aspect of the NightingaleR: Your voice becomes clear and pleasant, like a nightingale. Batrachian SurgeR: Amplify your latent amphibian nature Bless WaterM: Makes holy water. Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff. Brand of Conformity: Brand a target with a mark that takes away its languages Expeditious RetreatY: Your base land speed increases by 30 ft. Fabricate Disguise: Create a disguise in an instant. False Face: Polymorph into a disguised identity Forced Quiet: Target cannot make loud noises. Funereal Weapon: Targeted weapon bypasses some DR of undead creatures Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you. Grappling Scarf: Enchanted scarf functions as grappling hook with 100 ft of rope Handy Grapnel: Transform a ropelike object into a retracting grapple. Hide Weapon: Hide a weapon within your own arm. Hobble: Reduce creature's speed LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush. Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired. Lucky Number: Tweak tiny variables in a creature’s immediate future. Magic Weapon: Weapon gains +1 bonus. Peasant ArmamentsR: Transform improvised weapons into actual weapons. Poisoned EggR: Transform a single egg into a dose of poison. Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities. Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon. Tireless Pursuit: Ignore fatigue while hustling. Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. Unhallowed Blows: One natural weapon or unarmed strike of subject undead gets +1 on attack and damage rolls Vocal Alteration: Disguise target's voice. Weapons Against EvilR: Enhance weapons with pale light that allow them to bypass minor DR of evil creatures. Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.
2nd-LevelAbjuration AbeyanceM: Suppress the effects of a single curse. Bullet WardF: Adamantine bullets intercept firearm attacks. Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction. Corruption Resistance: Protects creature against damage from alignment-based attacks. Enshroud Thoughts: Ward yourself against thought detection and memory alteration. Escape Alarm: As alarm, but alerts you when a creatuer leaves the area Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures. Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check Litany of Duty: Reroll a failed save against an effect that would force you to take an action against your will Nondetection, Lesser: As nondetection, but only protects against spells that target an area Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched. Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched. Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched. Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched. Protection from Outsiders: Ward a creature against attacks from outsides with a specific racial subtype, more powerful than protection from evil or similar spells. Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type. Righteous Blood: Infuse a good target with holy energy. Shield OtherFY: You take half of subject's damage. Surmount AfflictionY: Temporarily suppress one condition. Telepathic Censure: Create an invisible psychic interference that inhibits telepathic communication. Undetectable Alignment: Conceals alignment for 24 hours.
Conjuration Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10). Delay DiseaseR: Grant the target temporary immunity to disease. Delay Poison: Stops poison from harming target for 1 hour/level. Evaluator's Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items. Force Anchor: Skewer and anchor incorporeal targets with a force anchor. Healing Token: Imbued holy symbol serves as a conduit for healing magic Instant Weapon: Summon a melee weapon to wield. Iron Stake: Hurl a spike of cold iron at a foe Remove Paralysis: Frees creatures from paralysis or slow effect. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched. Sacred BondFY: Cast touch healing spells from a distance. Shackle: Summon manacles onto a target creature Soothing Word: Lessen the severity of a target’s conditions. Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions Spiral Descent: Teleport straight downwards
Divination Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature. Build Trust: Gain various bonuses when interacting with the target. Detect Magic, Greater: As detect magic, but learn more information. Detect Relations: Detect whether or not creatures are related by blood. Detect Thoughts: Allows “listening” to surface thoughts. Early JudgmentR: Show a creature the reward or punishment that awaits it after death. Enchantment Sight: See enchantment spells active on creatures Find Traps: Notice traps as a rogue does. Focused Scrutiny: Gain skill bonuses when interacting with the target. Follow Aura: Gain ability to follow the trail of the aura of an alignment. Halfling Vengeance: Grant a Small creature the ability to make debilitating blows with daggers and slings Hunter's Lore: Make untrained Knowledge checks to identify monsters, and take 20 on Knowledge checks you are already trained in. Know Peerage: Target uses your Knowledge (nobility) ranks. Mindshock: Charge your attacks with violent psychic energy. Open Book: Make it permanently easier to learn more about a target. Psychic Reading: Read surface thoughts to learn information about a subject. Rumormonger: Follow a rumor to see where it spreads. See Invisibility: Reveals invisible creatures or objects. Sense Fear: Perceive nearby creatures that are experiencing fear Sense Madness: Determine mental disturbances in nearby creatures Shared Training: Share your teamwork feats with allies Spell GaugeR: Discover some spells the target has prepared. Tongues: Speak and understand any language. Undeath Sense: As per detect undead, but affecting a creature you touch Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Enchantment Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Bestow InsightR: Grant the target a bonus on a skill check and consider them trained. Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time. Blessing of Luck and ResolveR: Increase resistance against fear. Calm Emotions: Calms creatures, negating emotion effects. Castigate: Causes target to be shaken and cower. Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6). Delay Pain: Ignore pain for 1 hour/level. Demand Offering: Make a creature give you an object it’s holding. Enthrall: Captivates all within 100 ft. + 10 ft./level. FairnessR: Force humanoid creatures to trade fairly with each other. Haunting Reminder: After Intimidating a creature, make it afraid of your retribution Hidden Presence: Prevent creatures from noticing your presence. Hold Fey: As hold person, but targets fey Hold Person: Paralyzes one humanoid for 1 round/level. Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks. Mortal Terror: Frighten creature with an existential crisis Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing. Shamefully Overdressed: Force target to remove equipment. Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning. Tactical Miscalculation: Prevent a creature from making attacks of opportunity. Vexing Miscalculation: Prevent the target from scoring critical hits. Zone of Truth: Subjects within range cannot lie.
Evocation Beacon of Guilt: Cursed object highlights creatures that attempt to take it. Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage. ConsecrateMY: Fills area with positive energy, weakening undead. DarknessY: 20-ft. radius of supernatural shadow. DesecrateMY: Fills area with negative energy, making undead stronger. Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses. Distressing Tone: Sound sickens 1d4 creatures. Flickering Lights: Create an area of inconsistent lighting. Ghost Whip: Create a ghost touch whip that passes through objects. Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape. Revealing Light: As light, but hampers Stealth checks Spiritual Squire: Create an ally out of force to assist you in combat
Spiritual WeaponY: Magic weapon attacks on its own.
Illusion Disguise Other: As disguise self, but affects you or another. Display Aversion: Create an illusion to repulse a vampire. Ghostly Disguise: You look like a ghost of yourself. Hidden Blades: Turn weapon or ammunition invisible Inner Focus: Ignore divine focus components of your spells. InvisibilityY: Subject is invisible for 1 min./level or until it attacks. Invisibility Bubble: As invisibility, but altered to work better underwater Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure. Shadowmind: Force a target to see more darkness around them. Shifted Steps: Make a target sound as if elsewhere. SilenceY: Negates sound in 20-ft. radius.
Necromancy Bloodbath: Cause yourself and enemies to bleed. Boneshaker: Momentarily control a living or undead creature's skeleton. Brow Gasher: Slashing weapon deals bleed damage to an opponent's head. Death CandleR: Create a howling fire elemental from the remains of the target’s life energy. Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. Defending BoneR: Animate a bone to float near you and block physical attacks. Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt. Howling Agony: Screaming pain limits the target's actions. Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10). Litany of the Red Crusader: Creature takes bleed damage from piercing and slashing weapons Necrostasis: Stagger an undead creature Shared SufferingF: Deal damage to another creature by harming yourself. Spellcurse: Target takes 1d6 damage for each spell affecting it Stricken Heart: Touch attack deals 2d6 damage and staggers target. Urgathoa's Beacon: Cause creatures to attract the attention of undead
Transmutation Acute Senses: Subject gains a bonus on Perception checks. Align Weapon: Weapon becomes good, evil, lawful, or chaotic. Billowing Skirt: Enchanted skirt slows your fall and allows you to hover Bloodhound: Gives caster the scent special ability. Brand of Hobbling: Brand a target with a mark that cripples its movement Brittle PortalR: Reduce the hardness of objects within the area. Diminish Resistance: Weaken a creature's resistance to one type of energy Effortless Armor: Armor you wear no longer slows your speed. Fear the Sun: Impose light blindness on your enemies. Flames of the FaithfulY: Gives weapon flaming property. Fleshy Facade: Alter your appearance to appear living. Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons. Holy Ice WeaponM: Create a masterwork weapon made of frozen holy water. Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll. Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type Inheritor's SmiteR: Gain a bonus on your next attack; if it hits, attempt a free bull rush. Instrument of Agony: Weapon exudes divine fury, granting a bonus on Intimidate checks. Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece KnockY: Opens locked or magically sealed door. Litany of Defense: Doubles armor's enhancement bonus. Magic Siege Engine: Siege gains +1 on targeting and damage rolls. Mark of Blood: Imbue some of your life force into a creature, being able to permanently detect its location. Perceive Cues: +5 Perception and Sense Motive 10 min./level. Quick Change: Use change shape as a swift action and surprise foes. Rotgut: Turn water into cheap alcohol Rovagug's FuryR: Create a minor earthquake to trip creatures. Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies. Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Stoke the Inner FireR: Increase the natural heat of your body, transferring it to weapons and armor. Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells Unholy Ice WeaponM: Create a masterwork weapon made of frozen unholy water. Weapon of Awe: Weapon gets +2 on damage rolls. Whispering Wind: Sends a short message 1 mile/level.
3rd-LevelAbjurationAnti-Summoning Shield: Impede the use of summon spells. Aura of Inviolate Ownership: Ward your attended items against theft. Banish Seeming: Dispels touched illusion or a creature's change in form. Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect. Clay Skin: Grants DR 5/Adamantine Dimensional Anchor: Bars extradimensional movement. Dispel MagicY: Cancels one magical spell or effect. Disrupt Link: Sever the target’s link with her bonded creature. Disrupt Silence: Disrupt all silence effects in an area. Free Swim: As freedom of movement, but only allowing a creature to move freely underwater Glyph of WardingMY: Inscription harms those who pass it. Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction. Hide from Undead, Greater: As per hide from undead, but doesn't automatically end due to combat actions Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level. NondetectionM: Hides subject from divination, scrying. Obscure Object: Masks object against scrying. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Quell Energy: Reduce the target’s ability to tap into a specific energy type Remove Curse: Frees object or person from curse. Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched. Righteous Condemnation: Chaotic, neutral, or evil spellcasters who target you with a spell take a -4 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks Selective Alarm: As alarm, but only against selected creatures. Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits. Soul Vault: Protect your soul from harmful effects after death Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you. Unholy Ward: Resist damage from holy sources, smite evil, etc. Ward the Faithful: Creatures of same faith gain bonuses to AC and on saving throws.
Conjuration Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15). Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched. Holy Javelin: Deal ongoing damage to evil creatures and apply penalties Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy. Litany of Entanglement: Entangles a creature for 1 round. Penumbral Disguise: Mask your features with shadowy illumination. Planar InquiryM: Call an outsider to answer questions Remove Disease: Cures all diseases affecting subject. Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp Spiral Ascent: Teleport straight upwards
Divination Aquatic Trail: Track creatures underwater Arcane Sight: Magical auras become visible to you. Blood Biography: Learn about a creature with its blood. Cleromancy: Use rolled dice to grant luck bonuses to future spells. Coordinated Effort: Grants allies a teamwork feat. Detect Anxieties: Learn what makes a creautre anxious. Detect Desires: Learn what a creatures desire. Domination Link: Read thought echoes of a creature mentally controlling another. Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack. Glimpse the Hidden: As per see invisibility, except affecting a creature you touch Hunter's Eye: +20 on Perception checks to locate a target. Insect Scouts: Create insects to scout an area for you. Locate Object: Senses direction toward object (specific or type). Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage. Meticulous Match: Determine if two things are identical. Pack Empathy: Create an empathic bond with allies. Riversight: See events transpiring along a natural watercourse you touch. Seek Thoughts: Detects thinking creatures' thoughts. Unspoken Name: Learn when a nearby creature refers to you with a particular name or title Witness: See through the target's eyes and ears.
Enchantment Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia. Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects. Bite the Hand: Compel a summoned creature to attack its summoner. Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature. Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
False AlibiMR: Modify the target’s memory in a specific way. Gullibility: Target takes a -10 penalty to Sense Motive and creatures using Bluff against them gain a +10 bonus on such checks HeroismY: Gives +2 on attack rolls, saves, skill checks. Litany of Eloquence: Fascinates a single creature for 1 round. Mantle of Calm: Neutralize the rage effects of those who have attacked you. Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts. Pillow Talk: Sleeping creature answers your questions PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty. Righteous Vigor: Boosts attack bonus with each hit. Slave to Sin: Draw out a creatures inner sin Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration. Terrible Remorse: Creature is compelled to harm itself. They Know: Convince target that a nearby creature knows her greatest secret.
Evocation Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light. Continual FlameM: Makes a permanent, heatless light. Damnation: Punish creatures for evil spells they know or that affect them Daybreak ArrowY: Targeted ammunition exudes radiant energy. DaylightY: 60-ft. radius of bright light. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. FrosthammerR: Hurl a warhammer of magically hardened ice at your target. Invisibility Purge: Dispels invisibility within 5 ft./level. Lightning Lash: Create a cackling lash of unholy lightning. Litany of Order: Weaken chaotic creatures against the attacks of lawful creatures Litany of Righteousness: A single evil creature takes more damage from creatures with a good aura. Moonrise Arrow: Imbue ammunition with damaging silver light Night of BladesR: Create an immobile wall of tiny black blades. Searing LightY: Ray deals 1d8/two levels damage (more against undead). Shield of Darkness: Shield yourself with darkness, granting yourself total concealment. Spotlight: Create a mobile area of bright light while also suppressing light surrounding it. Trial by Fire: Test a creature's purity of convictions by exposing it to a sheet of divine fire. Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Illusion Adjustable Disguise: As disguise self, but you can change the disguise as a swift action. Agonizing RebukeR: Force your attacker to suffer mental pain when harming you. Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others. Instant Fake: Provide a short-term replica of an object. Isolate: Make a creature invisible and silent to their allies. Respectful QuietR: Render all targets silent, but only one-way. Selective Invisibility: Allow one creature to see you while invisible.
NecromancyBlood of the Martyr: Cause someone to bleed from every orifice; drinking this blood will heal your wounds. Bloody Arrows: Enhance ranged weaponry to deal bleed damage. Deadly Juggernaut: Your might increases with every kill you make. Eldritch Fever: Target gains the eldritch ague spellblight. Fester: Gives subject SR 12 + your level vs. healing effects. Halt Undead: Immobilizes undead for 1 round/level. Horrifying Visage: Cause creatures to gain a phobia Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15). Mythic Severance: Restrict target’s access to its mythic power. Reaper's Coterie: Target weapon gains bonus damage for defeating enemies. Retribution: Recent attacker is afflicted with penalties. Retributive Reparations: Creatures that take this item become cursed with fatigue. SadomasochismR: Take more damage from opponents, but force them to become demoralized. Speak with Dead: Corpse answers one question/two levels. Sweat PoisonR: Secrete a poison from your skin
Transmutation Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched. Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus. Blood ScentR: Magnify the target’s ability to smell the presence of blood. Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened 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. Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements. Claim Identity: Steal a creature's face Countless Eyes: Extra eyes give all-around vision. Detoxify: Remove a creature's ability to poison others Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour Forced Mutation: Warp a creature's flesh, inflicting deformaties and penalties to Constitution and Charisma Full PouchM: Divide a consumable alchemical item into two nearly identical copies. Hidden Speech: Gain +10 on Bluff to send secret messages. Improve TrapR: Increase a trap’s effectiveness. Keen Edge: Doubles normal weapon's threat range. Litany of Warding: You gain two additional attacks of opportunity for 1 round. Magic VestmentY: Armor or shield gains +1 enhancement per four levels. Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5). Raven's Flight: Quickly turn into a tiny blurred shape with flight. Shield of WingsR: Five burning wings grant you flight and protect you from fire. Unhallowed Blows, Greater: As per unhallowed blows, but a +1 bonus per 4 caster levels Winged Sword: Grant a weapon the throwing special ability.
4th-LevelAbjuration Ban Corruption: Eliminate the gifts of a nearby corrupted creature Charon's Dispensation: Protection from the River Styx. Curse of Magic NegationM: Target gains the negated spellblight. Defile ArmorY: As sanctify armor, but gain DR 5/good when using judgment or smite. Dismissal: Forces a creature to return to native plane. Enchantment Foil: Trick opponents who try to cast enchantments on you. Freedom of Movement: Subject moves normally despite impediments to restrict movement. Healing WarmthR: Gain protection from fire, use absorbed energy to heal others. Peacebond, Greater: As peacebond, but on multiple weapons, even if they aren't sheathed. Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched. Sanctify ArmorY: +1 AC/four levels (max +5). Spell Immunity: Subject is immune to one spell per 4 levels. Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies. StoneskinMY: Grants DR 10/adamantine. Talisman of Reprieve: Create an item that protects against the effects of an aligned plane Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race. Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions. Undeath Ward: Create a barrier to repel undead. Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.
Conjuration Army Across Time: As ally across time, but more cubes and more duplicates Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20). Flash Forward: Charge, then teleport back to starting poisiton Fleshworm Infestation: Worms deal hp and Dex damage. Healing Flames: Holy flames damage evil creatures and heal good creatures Litany of Escape: Teleports a friend out of a grapple. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Remove Radioactivity: Remove radiation effects from a target. RestorationM: Restores level and ability score drains. Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level Straitjacket: Restrain a creautre's arms and grant it a second saving throw against certain magic.
Divination Aerial Tracks: Track flying creatures through the air. Aura Sight: Alignment auras become visible to you. Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused. Battlemind LinkY: You and an ally gain attack and AC bonuses. Beacon of LuckR: Send out a burst of luck to allies around you. Detect ScryingY: Alerts you to magical eavesdropping. Discern Lies: Reveals deliberate falsehoods. DivinationM: Provides useful advice for specific proposed actions. DungeonsightF: Receive a clear and memorable view of the layout of the nearby area. Find Quarry: You can sense whether a particular creature is within 20 miles of your location. Glimpse of TruthM: Gain true seeing for 1 round. Harvest Knowledge: Sift through a creatures memories and make Knowledge checks with their modifier Litany of Sight: You can see invisible creatures and objects within 30 feet of you. Named BulletY: Imbues ammunition with accuracy against a specific creature type. Perceive BetrayalF: Sense when nearby creatures have tratorous intent towards your lord Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities. Replay Tracks: Reconstruct past events from a set of tracks
Enchantment Burst of GloryR: Increase your allie’s attack rolls, saves against fear, and hit points. Coward's Lament: If subject doesn't attack you it receives a penalty. Curse of the Outcast: Curse someone to rub people the wrong way. Daze, Mass: As daze, but affecting multiple creatures. Denounce: Worsens creatures' attitudes. Forced Repentance: Target falls prone and confesses sins. Geas, Lesser: Commands subject of 7 HD or less. Hold Monster: As hold person, but any creature. Hollow Heroism: Provide a heroism effect that you can reverse at any time Litany of Dependability: Creature takes the average of its next roll Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose. Seek Shelter: Weak creatures are compelled to seek shelter Shared Wrath: As wrath, but affects multiple creatures. SleepwalkM: Causes creature to move while asleep.
Evocation Ardor's Onslaught: The power of conviction assaults neutral foes Bestow Planar Infusion II: Grants the target the benefits of an improved planar infusion Brightest Light: As daylight, but lasts longer and can dispel darkness effects Chaos HammerY: Harms and slows lawful creatures (1d8 damage/2 levels). Cleansing Fire: Create a ring of fire that damages creatures passing through and dispels evil magic within Divine Power: You gain attack bonuses and 1 hp/level. Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back. Holy SmiteY: Harms and possibly blinds evil creatures (1d8 damage/2 levels). Judgment Light: You gain an additional effect while a judgment is active. Leashed Shackles: Target is restricted to a specific location. Order's WrathY: Harms and dazes chaotic creatures (1d8 damage/2 levels). Rebuke: Foes take 1d8 damage/two caster levels (max 5d8). SendingY: Delivers short message anywhere, instantly. Smite AbominationR: Emulate a paladin’s power to smite undead. Unholy BlightY: Harms and sickens good creatures (1d8 damage/2 levels).
Illusion Deceitful Veneer: Make someone seem like an obvious liar. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Quieting Weapons: Weapons make no sound and quiet their victims. Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.
Necromancy Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition. Death Knell Aura: Create an aura that feeds on the souls of those who die within it. Death Ward: Grants bonuses against death spells and negative energy. DeathlessY: Prevent death from hit point damage so long as this spell persists. Fear: Subjects within cone flee for 1 round/level. Hasten Judgment: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20). Interrogation, Greater: As interrogation, except with more pain and more questions. Litany of Admonition: Stagger a creautre with a list of their faults Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures Red Hand of the Killer: Stain the hand of a creature's killer red. Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Transmutation Blade of Light: Imbue a weapon with sunlight, making it bane to the undead Blightburn Weapon: Transform a weapon into pure blightburn. Brand of Tracking: Brand a target with a mark that allows you to track it Brand, Greater: As brand, but brand glows when near your holy symbol. Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit. Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels. Mark of the Reptile God: Mark a creature with an acidic curse. Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons. Reprobation: Marked target is shunned by your religion. Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time. Tireless Pursuers: As tireless pursuit, but affects many targets rather than one. Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
5th-LevelAbjuration AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change. Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks. Banishment: Banishes 2 HD/level of extraplanar creatures. Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses. Dispel Balance: You are protected from neutral enemies Dispel Chaos: +4 bonus against attacks. Dispel Evil: +4 bonus against attacks. Dispel Good: +4 bonus against attacks. Dispel Law: +4 bonus against attacks. Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic. Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched. Spell Resistance: Subject gains SR 12 + level. Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched. Wall of Silver: Wall of energy that only blocks and affects evil creatures and spells
Conjuration Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel. Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level. Freedom's ToastR: Teleport the target a short distance while freeing them from restraints.
Divination CommuneM: Deity answers one yes-or-no question/level. Lend Judgment, Greater: Ally receives all your judgments. Telepathic Bond: Link lets allies communicate. True SeeingM: Lets you see all things as they really are.
Enchantment Castigate, Mass: As castigate, but affects multiple creatures. Command, Greater: As command, but affects one subject/level. Compelling Rant: People believe your ridiculous speech as long as you keep talking Forbid Action, Greater: As forbid action, but 1 creature/level. Foster Hatred: Cause creatures to hate one type of creature. Geas/Quest: As lesser geas, but affects any creature. Heretic's TongueR: Fill the target’s mind with blasphemous thoughts, blocking them from some magical abilities temporarily. Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Evocation Alaznist's Jinx: Inlfict the spell burn spellblight Decapitate: Turn a critical hit into a decapitation. Flame StrikeY: Smites foes with divine fire (1d6/level damage). HallowM: Designates location as holy. Litany of Thunder: A single target is deafened until the condition is removed, and is confused for 1 round. Mage's Decree: Send a message to creatures within miles. Profane Nimbus: Unholy energy damages good creatures that attack you and protects you from good attacks. Resounding Blow: Melee attack deals 1d6 more damage. Sacred Nimbus: Holy energy damages evil creatures that attack you and protects you from good attacks Shroud of Darkness: Affected creatures have their vision impaired UnhallowM: Designates location as unholy.
NecromancyBlood Ties: When a target is harmed, so is the target's relative. Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level. Mark of Justice: Designates action that triggers curse on subject. SoulswitchF: Swap your soul with your familiar’s. Spawn WardR: Protect the target from energy drain, blood drain, and being made into undead spawn. Unwilling ShieldM: Subject shares wounds you receive.
TransmutationClaim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor. Disrupting Weapon: Melee weapon destroys undead. Divine PursuitY: Gain a movement type of your prey. Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures. Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain. Litany of Vengeance: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round. Righteous Might: Your size increases, and you gain bonuses in combat. Sabotage Construct: As confusion, but only affects constructs. Sun's Disdain, Mass: As sun's disdain, but targeting multiple creatures
6th-LevelAbjuration Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets. ForbiddanceM: Blocks planar travel, damages creatures of different alignment. Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell. RepulsionF: Creatures can't approach you. Seer's BaneR: As nondetection, but damages those who cast divination spells on the warded creature/item.
Conjuration Balance of Suffering: Steal lifeforce from one creature and imbue it into another Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them. Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level. HealY: Cures 10 points/level damage, all diseases and mental conditions. Heroes' Feast: Food for one creature/level cures and grants combat bonuses. Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons. Realm Retribution: Target's attacks count as being of your alignment, can banish creature's critically hit to an Outer Plane matching your alignment
Divination Commune with TextsM: Quckly search though a collection of texts to find the right information Find the Path: Shows most direct way to a location. Halfling Vengeance, Mass: As halfling vengeance, but affecting 1 creature/level Legend LoreMF: Lets you learn tales about a person, place, or thing. Litany of Truth: Illusions affecting the target are stripped away for 1 round Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level. PrognosticationM: Gain cryptic information from further in the future than divination. Sarzari Shadow MemoryM: Learn information to aid you in assassinating a creature Tactical Insight: (Mass Combat Spell) Grant mastery of a single tactic to an army.
Enchantment Bite the Hand, Mass: As Bite the Hand but with multiple creatures. Blessing of Luck and Resolve, MassR: As blessing of luck and resolve but with multiple creatures. Litany of Madness: A single target is confused for at least 1 round. Lost Legacy: Target cannot leave a lasting impression on other creatures Overwhelming Presence: Creatures bow before you as if you were divine. Unconscious Agenda: Plant a subconscious directive in the target’s mind. Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
Evocation Arbitrament: Harms creatures of extreme alignments Blade BarrierY: Wall of blades deals 1d6/level damage. BlasphemyY: Kills, paralyzes, weakens, or dazes nonevil subjects. Cleanse: As heal, but only cures 4d8 damage +1/level (max +25). DictumY: Kills, paralyzes, staggers, or deafens nonlawful targets. Holy WordY: Kills, paralyzes, blinds, or deafens nongood subjects. Morning SunM: Create a sphere that sheds sunlight Word of ChaosY: Kills, confuses, stuns, or deafens nonchaotic subjects.
Illusion Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.
Necromancy Besmara's Grasping Depths: Use the restless dead to down your targets Circle of DeathMY: Kills 1d4/level HD of creatures. Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura. Fester, Mass: As fester, but affecting multiple targets. HarmY: Deals 10 points/level damage to target. Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level. Plague BearerR: Make the target a carrier of numerous diseases. Rotting Alliance: Creatures waste away while close to one another Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage. Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4). Wither Limb: Make one of the creature's limbs useless.
Transmutation Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item. Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords. Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm Knock, Mass: As knock, but affecting multiple targets
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