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