New Arcane Spells

CANTRIPS Level 1 LEVEL 2 LEVEL 3 LEVEL 4
Caltrops
Light of Lunia
Electric Jolt
Sonic Snap
Silent Portal
Amanuensis
Launch Bolt
Repair Minor Damage
Stick
Dispel Ward
Ectoplasmic Armor
Ironguts
Nightshield
Resist Planar Alignment
Benign Transposition
Blades of Fire
Buzzing Bee
Corrosive Grasp
Deep Breath
Hail of Stone
Orb of Acid, Lesser
Orb of Acid, Lesser
Orb of Cold, Lesser
Orb of Electricity, Lesser
Orb of Fire, Lesser
Orb of Sound, Lesser
Summon Undead I
Wall of Smoke
Appraising Touch
Arrow Mind
Critical Strike
Golem Strike
Guided Shot
Insightful Feint
Instant Locksmith
Instant Search
Master’s Touch
Sniper’s Shot
Spontaneous Search
Distract
Distract Assailant
Incite
Inhibit
Shock and Awe
Blood Wind
Guiding Light
Ice Dagger
Light of Lunia
Luminous Gaze
Persistent Blade
Ray of Flame
Sonic Blast
Thunderhead
Dead End
Net of Shadows
Serene Visage
Backbiter
Spirit Worm
Accelerated Movement
Babau Slime
Breath Flare
Cheat
Cutting Hand
Ebon Eyes
Expeditious Retreat, Swift
Fist of Stone
Horrible Taste
Low-Light Vision
Mage Hand, Greater
Nerveskitter
Portal Beacon
Raging Flame
Ray of Clumsiness
Remove Scent
Repair Light Damage
Scatterspray
Shieldbearer
Slide
Slow Burn
Spell Flower
Weapon Shift
Wings of the Sea
Familiar Pocket
Aiming at the Target
Alarm, Greate
Daggerspell Stance
Dissonant Chant
Distracting Ray
Earth Lock
Ectoplasmic Feedback
Portal Alarm
Scintillating Scales
Baleful Transposition
Cloud of Bewilderment
Create Magic Tattoo
Ice Knife
Inky Cloud
Malevolent Miasma
Summon Undead II
Balancing Lorecall
Chain of Eyes
Discern Shapechanger
Marked Object
Entice Gift
Mechanus Mind
Mindless Rage
Ray of Stupidity
Rebuke
Sting Ray
Battering Ram
Blast of Force
Burning Sword
Combust
Electric Loop
Ethereal Chamber
Fireburst
Flame Dagger
Force Ladder
Frost Breath
Light of Mercuria
Rainbow Beam
Ray of Ice
Scorch
Slapping Hand
Snowball Swarm
Veil of Shadow
Cloak Pool
Dark Way
Delusions of Grandeur
Discolor Pool
Disguise Undead
Phantasmal Assailants
Phantom Foe
Reflective Disguise
Shadow Mask
Shadow Radiance
Shadow Spray
Wall of Gloom
Bonefiddle
Curse of Impending Blades
Death Armor
Desiccating Bubble
Ghoul Glyph
Life Bolt
Ray of Sickness
Ray of Weakness
Shroud of Undeath
Spawn Screen
Stolen Breath
Wracking Touch
Trans Augment Familiar
Balor Nimbus
Belker Claws
Body of the Sun
Bristle
Earthbind
Earthen Grasp
Extend Tentacles
Fearsome Grapple
Fins to Feet
Fly, Swift
Fuse Arms
Ghost Touch Armor
Heroics
Hurl
Infernal Wound
Ironthunder Horn
Lively Step
Mountain Stance
Quick Potion
Razorfangs
Repair Moderate Damage
Scale Weakening
Slide, Greater
Snake’s Swiftness
Sonic Weapon
Speak to Allies
Stone Bones
Surefooted Stride
Swim
Whirling Blade
Wings of Air
Wraithstrike
Anticipate Teleportation
Antidragon Aura
Avoid Planar Effects
Earthen Grace
Eradicate Earth
Reverse Arrows
Sign of Sealing
Conjuration
Acid Breath
Bands of Steel
Contagious Fog
Corpse Candle
Icelance
Mage Armor, Greater
Mage Armor, Mass
Nauseating Breath
Regal Procession
Servant Horde
Summon Undead III
Vipergout
Divination
Analyze Portal
Circle Dance
Telepathic Bond, Lesser
Unluck
Enchantment
Mesmerizing Glare
Miser’s Envy
Ray of Dizziness
Blacklight
Blade of Pain and Fear
Capricious Zephyr
Chain Missile
Flashburst
Glowing Orb
Great Thunderclap
Hailstones
Light of Venya
Manyjaws
Rainbow Blast
Resonating Bolt
Scintillating Sphere
Shatterfloor
Sonorous Hum
Sound Lance
Wall of Light
Claws of Darkness
Cone of Dimness
Shadow Binding
Shadow Cache
Spectral Weapon
Suspended Silence
Curse of Impending Blades, Mass
Disrupt Undead, Greater
Healing Touch
Incorporeal Enhancement
Junglerazer
Mind Poison
Skull Watch
Spider Poison
Undead Lieutenant
Undead Torch
Air Breathing
Amorphous Form
Bite of the Wererat
Deeper Darkvision
Demon Dirge
Devil Blight
Diamondsteel
Dolorous Blow
Dragonskin
False Gravity
Giant’s Wrath
Girallon’s Blessing
Hamatula Barbs
Primal Form
Repair Serious Damage
Rust Ray
Shadow Phase
Snake’s Swiftness, Mass
Spell Vulnerability
Spiderskin
Steeldance
Stony Grasp
Tremorsense
Weapon of Energy
Weapon of Impact
Enhance Familiar
Fortify Familiar
Dispelling Screen
Forceward
Portal Alarm, Improved
Ray Deflection
Ray of Deanimation
Resistance, Greater
Resist Energy, Mass
Wall of Chaos/Evil/Good/Law
Blast of Flame
Bloodstar
Ethereal Mount
Orb of Acid
Orb of Cold
Orb of Electricity
Orb of Fire
Orb of Force
Orb of Sound
Summon Undead IV
Translocation Trick
Wall of Sand
Wall of Water
Assay Spell Resistance
Know Vulnerabilities
Treasure Scent
Ench Battle Hymn
Rebuke, Greater
Blistering Radiance
Defenestrating Sphere
Dragon Breath
Energy Spheres
Explosive Cascade
Floating Disk, Greater
Force Chest
Force Claw
Force Missiles
Forcewave
Stone Sphere
Sword of Deception
Thunderlance
Vortex of Teeth
Wingbind
Sensory Deprivation
Shadow Well
Necro Burning Blood
Rebuking Breath
Attune Form
Backlash
Bite of the Werewolf
Blinding Breath
Corporeal Instability
Darkvision, Mass
Displacer Form
Entangling Staff
Fire Stride
Flame Whips
Flight of the Dragon
Iron Bones
Metal Melt
Perinarch
Raise from the Deep
Repair Critical Damage
Ruin Delver’s Fortune
Scramble Portal
Sharptooth
Spell Enhancer
Voice of the Dragon
Wings of Air, Greater
LEVEL 5 LEVEL 6 LEVEL 7 LEVEL 8 LEVEL 9
Anticold Sphere
Contingent Energy Resistance
Dispelling Breath
Duelward
Ironguard, Lesser
Indomitability
Planar Tolerance
Reciprocal Gyre
Refusal
Symbol of Spell Loss
Wall of Dispel Magic
Zone of Respite
Acid Sheath
Arc of Lightning
Call Zelekhut
Dimension Door, Greater
Dragon Ally, Lesser
Hidden Lodge
Phantasmal Thief
Summon Undead V
Viscid Glob
Vitriolic Sphere
Ball Lightning
Cacophonic Burst
Cacophonic Shield
Cyclonic Blast
Fire Shield, Mass
Firebrand
Fireburst, Greater
Moonbow
Prismatic Ray
Shard Storm
Shroud of Flame
Sonic Rumble
Wall of Limbs
Illusory Feast
Shadow Form
Shadow Hand
Shadowfade
Necro Death Throes
Graymantle
Miasma of Entropy
Night’s Caress
Spiritwall
Wrack
Bite of the Wereboar
Blink, Greater
Breath Weapon Substitution
Draconic Might
Dragonsight
Earth Reaver
Enlarge Person, Greater
Ethereal Breath
Fiendform
Fly, Mass
Gutsnake
Lucent Lance
Nightstalker’s Transformation
Reduce Person, Greater
Spell Matrix, Lesser
Stunning Breath
Surefooted Stride, Mass
Vulnerability
Xorn Movement
Anticipate Teleportation, Greater
Aura of Evasion
Ruby Ray of Reversal
Seal Portal
Sign of Sealing, Greater
Resistance, Superior
Transcribe Symbol
Tunnel Swallow
Wall of Gears
Probe Thoughts
Interplanar Telepathic Bond
Acid Storm
Fire Spiders
Freezing Fog
Gemjump
Fires of Purity
Howling Chain
Ray of Light
Dream Casting
Illusory Pit
Reflective Disguise, Mass
Shadowy Grappler
Aura of Terror
Contagion, Mass
Fleshshiver
Ghoul Gauntlet
Imperious Glare
Incorporeal Nova
Opalescent Glare
Ray of Entropy
Revive Undead
Spectral Touch
Bite of the Weretiger
Brilliant Blade
Cloak of the Sea
Extract Water Elemental
Hardening
Make Manifest
Ooze Puppet
Stone Body
Subvert Planar Essence
Imbue Familiar with Spell Ability
Antimagic Ray
Dispelling Screen, Greater
Energy Immunity
Ghost Trap
Hide from Dragons
Ironguard
Planar Bubble
Call Kolyarut
Dragon Ally
Stun Ray
Ench Hiss of Sleep
Rebuke, Final
Symphonic Nightmare
Transfix
Emerald Flame Fist
Ice Claw
Prismatic Eye
Radiant Assault
Submerge Ship
Solipsism
Arrow of Bone
Avasculate
Awaken Undead
Barghest’s Feast
Energy Ebb
Evil Glare
Kiss of the Vampire
Sword of Darkness
Animate Breath
Bite of the Werebear
Brilliant Aura
Elemental Body
Energy Transformation Field
Glass Strike
Spell Matrix
Stone Shape, Greater
Synosto dweomer
Spell Engine
Wall of Greater Dispel Magic
Fierce Pride of the Beastlands
Plane Shift, Greater
Ench Maddening Whispers
Wrathful Castigation
Field of Icy Razors
Lightning Ring
Shifting Paths
Invisibility, Superior
Avascular Mass
Bestow Curse, Greater
Blackfire
Heart of Stone
Skeletal Guard
Veil of Undeath
Excavate
Flensing
Ghostform
Make Manifest, Mass
Stunning Breath, Greater
Absorption
Effulgent Epuration
Magic Miasma
Maw of Chaos
Reaving Dispel
Unbinding
Abyssal Army
Call Marut
Dragon Ally, Greater
Heavenly Host
Hellish Horde
Obedient Avalanche
Sphere of Ultimate Destruction
Summon Elemental Monolith
Vile Death
Eye of Power
Programmed Amnesia
Instant Refuge
Reality Maelstrom
Necro Enervating Breath
Plague of Undead
Awaken Construct
Breath Weapon Admixture
Perinarch, Planar
Replicate Casting
Spell Matrix, Greater
Transmute Rock to Lava
Undermaster

  NEWLY REDISCOVERED SPELLS
(CANTRIPS)

Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).
Electric Jolt: Ranged touch attack deals 1d3 electricity damage.
Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.
Silent Portal: Negates sound from door or window.
Amanuensis: Copy nonmagical text.
Launch Bolt: Launches a crossbow bolt up to 80 ft. Launch Item: Hurls Fine item up to Medium range.
Repair Minor Damage: Repairs 1 point of damage to any construct.
Stick: Glues an object weighing 5 pounds or less to another object.


1ST-LEVEL SPELLS
Abjuration:
Dispel Ward: As dispel magic, but affects only wards.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

Conjuration:
Benign Transposition: Two willing subjects switch places.
Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks.
Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
Deep Breath: Your lungs are filled with air.
Hail of Stone: Stones deal 1d4 points of damage/ level to creatures in the area (max 5d4).
Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
Summon Undead I: Summons undead to fight for you.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.

Divination:
Appraising Touch: Gain +10 bonus on Appraise checks.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Golem Strike: You can sneak attack constructs for 1 round.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Sniper’s Shot: No range limit on next ranged sneak attack.
Spontaneous Search: Instantly Search area as if having taken 10.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.

Enchantment:
Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.
Distract Assailant: One creature is flat-footed for 1 round.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Shock and Awe: Flat-footed creatures get –10 oninitiative.

Evocation:
Blood Wind: Subject uses natural weapons at range.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.

Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Thunderhead: Small lightning bolts deal 1 damage/round.

Illusion:
Dead End: Removes spoor of one creature/level.
Net of Shadows: Ordinary shadows provide concealment to all in the area.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.

Necromancy:
Backbiter: Weapon strikes wielder.
Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level.

Transmutation:
Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster rerolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Ebon Eyes: Subject can see through magical darkness.
Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 damage +1/ level (max +5) to any construct.
Scatterspray: Group of small objects flies apart in a burst.
Shieldbearer: Shield floats near subject to offer protection.
protection.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell per forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed.

Universal:
Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.

2ND-LEVEL SPELLS

Abjuration:
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, GreaterF: As alarm, and it works on coexistent planes.
Daggerspell Stance: You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth LockM: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.

Conjuration:
Baleful Transposition: Two subjects switch places.
Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
Create Magic Tattoo: Subject receives a magic tattoo with various effects.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level.
Summon Undead II: Summons undead to fight for you.

Divination:
Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
Chain of Eyes: See through other creatures’ eyes.
Discern ShapechangerM: Penetrates disguises and identifies shapechanging creatures.
Marked Object: You gain bonus to track a specific being.

Enchantment:
Entice Gift: Subject gives caster what it’s holding.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.

Evocation:
Battering Ram: Deals 1d6 damage plus bull rush.
Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
Burning Sword: Weapon gains flaming burst special ability.
Combust: Subject takes 1d8/level fire damage and might catch fire.
Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
Ethereal Chamber: You entrap an ethereal subject in a chamber of force.
Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: Beam of fire deals 1d4 damage +1/ level.
Force Ladder: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Rainbow Beam: Ray dazzles and deals 1d12 damage/ 3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment.

Illusion:
Cloak Pool: Hide a color pool on the Astral Plane from view.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better than it is.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disguise Undead: Change appearance of one corporeal undead.
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Phantom Foe: Subject is always flanked by one creature.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light that grows brighter.
Shadow Spray: Deals 4 points of Str damage and dazes.
Wall of Gloom: Shadow barrier obscures vision.
Necromancy:
Bonefiddle: Spectral fiddle bow deals 3d6 damage/round.
Curse of Impending Blades: Subject takes –2 penalty to AC.
Death Armor: Black aura damages creatures attacking you.
Desiccating Bubble: Globe of air damages by evaporating moisture from subject.
Ghoul Glyph: Glyph wards area, paralyzes victims.
Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
Ray of Sickness: Subject becomes sickened.
Ray of Weakness: Subject takes –2 on attacks, –10 ft. speed.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Spawn Screen: Subject resists being transformed into an undead spawn if slain.
Stolen Breath: Subject has wind knocked out of it.
Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Trans Augment Familiar: Your familiar becomes more powerful.
Balor Nimbus: Your flaming body damages foes in grapple.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Bristle: Armor spikes attack with wearer.
Earthbind: Subject creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Ironthunder Horn: Intense vibrations trip those in area.
Lively Step: You and allies gain +10 increase to speed.
Mountain Stance: Subject becomes hard to move.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Scale Weakening: Subject’s natural armor weakens.
Slide, Greater: Move subject 20 feet.
Snake’s Swiftness: Subject immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Speak to Allies: Subjects can converse at distance without moving lips.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Wings of Air: Subject’s flight maneuverability improves by one step.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.


3RD-LEVEL SPELLS

Abjuration:
Anticipate Teleportation: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon Aura: Allies gain bonus to AC and saves against dragons.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Eradicate Earth: Deals 1d8 points of damage/ level to earth creatures (max 10d8).
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Sign of Sealing: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.

Conjuration:
Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6).
Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level.
Contagious Fog: 20-ft.-radius cloud of fog inflicts disease.
Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.
Icelance: Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
Mage Armor, Greater: Gives subject +6 armor bonus.
Mage Armor, Mass: As mage armor, but one creature/level.
Nauseating Breath: Exhale a cone of nauseating gas.
Regal Procession: As mount, but you summon several mounts.
Servant Horde: Create 2d6 unseen servants +1/ level (max +15).
Summon Undead III: Summons undead to fight for you.
Vipergout: You spit forth celestial or fiendish vipers that attack your foes.

Divination:
Analyze Portal: Find a nearby portal and discover its properties.
Circle Dance: Indicates direction to known individual.
Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level.

Enchantment:

Mesmerizing Glare: Your gaze fascinates creatures.
Miser’s Envy: Subject jealously covets nearby object.
Ray of Dizziness: Subject can take only move or standard actions.
Suppress Breath Weapon: Subject can’t use its breath weapon.

Evocation:
Blacklight: Create an area of total darkness.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Capricious Zephyr: Gale-force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Flashburst: Flash of light dazzles and blinds creatures in area.
Glowing Orb: Creates permanent magical light; you control brightness.
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
Hailstones: Frigid globes deal 5d6 cold damage.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Rainbow BlastF: Line deals 1d6 damage of each energy type.
Resonating Bolt: Sonic energy deals 1d4 damage/ level (max 10d4).
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
Sonorous Hum: Removes need to concentrate tomaintain next spell cast.
Sound Lance: Sonic energy deals 1d8/level damage.
Wall of Light: Creates wall of light, can dazzle creatures.

Illusion:
Claws of Darkness: Claws deal 1d8 cold damage and have reach.
Cone of Dimness: Subjects believe they are engulfed in magical darkness.
Shadow Binding: Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Suspended Silence: Object becomes programmed to create an area of silence at your command.

Necroromancy:

Curse of Impending Blades, Mass: Enemies take –2 penalty to AC.
Disrupt Undead, Greater: As disrupt undead, but 1d8 damage/level.
Healing Touch: Heal subject 1d6/2 levels, but take damage equal to half.
Incorporeal Enhancement: Grant bonuses to incorporeal undead.
Junglerazer: Fey, vermin, plants, and animals take1d10 damage/level.
Mind Poison: Your poisonous touch deals Wisdom damage.
Skull Watch: Skull shrieks when creature enters warded area.
Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
Undead Lieutenant: Chosen undead can give orders to undead in your control.
Undead Torch: Undead creature gains blue aura that gives +2d6 damage against living creatures.

Transmutation:

Air Breathing: Subjects can breathe air freely.
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
DiamondsteelM: Metal armor provides damage reduction.
Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Primal Form: You change into elemental, gain some abilities.
Repair Serious Damage: Repairs 3d8 damage +1/ level (max +15) to any construct.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Shadow Phase: Subject becomes partially incorporeal.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
Steeldance: Blades hover around you and attack foes.
Stony Grasp: Arm made of soil and rock grapples foes.
Tremorsense: Grants tremorsense to a range of 30 feet.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
Universal:
Enhance Familiar: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.
Fortify Familiar: Your familiar gains 2d8 temporary hp, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage.



4TH-LEVEL SPELLS

Abjuration:

Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.
Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level to constructs.
Resistance, Greater: Subject gains +3 on saving throws.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Wall of Chaos/Evil/Good/LawM: Wall blocks creatures of opposite alignment.

Conjuration:

Blast of Flame: 60-ft. cone of fire (1d6/level damage).
Bloodstar: Hovering construct does Con damage each time foe is damaged.
Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
Orb of Acid: Ranged touch, 1d6/level acid damage and subject might be sickened.
Orb of Cold: Ranged touch, 1d6/level cold damage and subject might be blinded.
Orb of Electricity: Ranged touch, 1d6/level electricity damage and subject might be entangled.
Orb of Fire: Ranged touch, 1d6/level fire damage and subject might be dazed.
Orb of Force: Globe of force deals 1d6/level damage (max 10d6).
Orb of Sound: Ranged touch, 1d4/level sonic damage and subject might be deafened.
Summon Undead IV: Summons undead to fight for you.
Translocation Trick: You and subject switch places and appear as each other.
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
Wall of Water: Creates shapeable transparent wall of water.

Divination:

Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
Treasure Scent: You detect valuable metals and gems.
Ench Battle Hymn: Allies can reroll one Will save/ round.
Rebuke, Greater: Subject cowers for 1d4 rounds.

Evocation:

Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Dragon Breath: You choose a dragon type and mimic its breath weapon.
Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.
Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage.
Floating Disk, Greater: As floating disk, but you can ride it.
Force Chest: 2-ft-cube chest made of force.
Force Claw: Claw of force guards an area, making opportunity attacks.
Force Missiles: Unerring missiles of force strike for 2d6 damage and explode in a burst.
Forcewave: Bull rushes all creatures within 10 ft. over your enemies.
Stone Sphere: 3-ft.-diameter stone sphere rolls
Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Thunderlance: Lance of force deals 3d6 damage and might dispel force effects.
Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
Wingbind: A net of force entangles the subject, causing it to fall from the sky.

Illusion:

Sensory Deprivation: All of subject’s senses are blocked.
Shadow Well: Subject enters gloomy pocket plane and emerges frightened.
Necro Burning Blood: Subject takes 1d8 acid damage plus 1d8 fire damage/round.
Rebuking Breath: Your breath weapon rebukes undead.

Transmutation:

Attune Form: Grant creature temporary protection against overtly damaging planar traits.
Backlash: Subject takes damage if it uses spells against another creature.
Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
Blinding Breath: Your breath weapon blinds subjects.
Corporeal Instability: Transform a creature into an amorphous mass.
Darkvision, Mass: As darkvision, but affects one/ level subjects.
Displacer Form: You change into displacer beast, gain some abilities.
Entangling Staff: Quarterstaff can grapple and constrict foes.
Fire Stride: Teleport from one fire to another.
Flame Whips: Your forelimbs deal 6d6 fire damage.
Flight of the Dragon: You grow dragon wings.
Iron Bones: Corporeal undead gains +6 natural armor bonus.
Metal Melt: Melts metal object without heat.
Perinarch: Gain greater control over Limbo’s morphic essence.
Raise from the Deep: Creature or sunken ship made buoyant.
Repair Critical Damage: Repairs 4d8 damage +1/ level (max +20) to any construct.
Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.
Scramble Portal: You randomize the destination of a magic portal.
Sharptooth: One of your natural weapons deals damage as if you were one size larger.
Spell Enhancer: Lets you cast another spell in the same round at +2 caster level.
Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.



5TH-LEVEL SPELLS

Abjuration:

Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Dispelling Breath: Your breath weapon acts as a targeted dispel magic to all creatures in its area.
Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
Ironguard, Lesser: Subject becomes immune to nonmagical metal.
Indomitability: Subject can’t be reduced below 1 hp.
Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Reciprocal Gyre: Creature or object takes 1d12 damage/level of spell affecting it (max 25d12).
Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
Wall of Dispel Magic: Creatures passing through a transparent wall becomes subjects of targeted dispel magic.
Zone of Respite: Prevents teleportation and similar effects from functioning in the area.

Conjuration:

Acid Sheath: Sheath of acid damages those who attack you, enhances acid spells.
Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
Call Zelekhut: A zelekhut performs one duty for you.
Dimension Door, Greater: Short-range, multiple use dimension door.
Dragon Ally, Lesser: Exchange services with a 9 HD dragon.
Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
Phantasmal Thief: Creates an unseen force that steals from others.
Summon Undead V: Summons undead to fight for you.
Viscid Glob: Ranged touch attack hurls 5-ft.-diameter glob of glue at subject.
Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.

Evocation:

Ball Lightning: Energy ball deals 1d6/level electricity damage.
Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through.
Cyclonic Blast: Deals 1d6 damage/level, knocks down creatures.
Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.
FirebrandM: One 5-ft. burst/level deals 1d6 fire/ level plus burning for 1 round.
Fireburst, Greater: Subjects within 15 ft. take 1d10/level fire damage.
Moonbow: Three motes of electricity each deal 1d6/2 levels electricity damage to subjects.
Prismatic Ray: Ray of light blinds subject, deals random effect.
Shard Storm: Blast deals 3d6 damage to creatures in area.
Shroud of Flame: Subject bursts into flames, taking 2d6 fire damage/round.
Sonic RumbleF: Cone of sound deals damage.
Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.

Illusion:

Illusory Feast: Subjects become dazed by illusory food.
Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
Shadow Hand: Medium hand blocks opponents or carries items.
Shadowfade: Opens a portal to the Plane of Shadow.
Necro Death Throes: Your body explodes when you die.
Graymantle: Inhibits creature’s ability to heal and regenerate for 1 round/level.
Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
Night’s Caress: Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage.
Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
Wrack: Renders creature helpless with pain.

Transmutation:

Bite of the Wereboar: You gain the Strength and attacks of a wereboar.
Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
Breath Weapon Substitution: Your breath weapon deals a different kind of damage than normal.
Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
Draconic Polymorph: As polymorph, but improved.
Dragonsight: Gain low-light vision, darkvision, and blindsense.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Enlarge Person, Greater: Subject remains enlarged for 1 hour/level.
Ethereal Breath: Your breath weapon manifests on the Ethereal Plane.
Fiendform: Assume form and abilities of fiendish creature, demon, or devil.
Fly, Mass: One creature/level flies at speed of 60 ft.
Gutsnake: 10-ft. tentacle grows from your stomach and attacks your enemies.
Lucent Lance: Ambient light forms lance, deals various damage.
Nightstalker’s Transformation: Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Ref saves,+3d6 sneak attack, and evasion.
Reduce Person, Greater: Subject remains reduced for 10 minutes/level.
Spell Matrix, Lesser: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell.
Stunning Breath: Your breath weapon also stuns creatures for 1 round.
Surefooted Stride, Mass: As surefooted stride but multiple subjects.
Vulnerability: Reduces an opponent’s damage reduction.
Xorn Movement: Touched creature swims through earth like a xorn.




6TH-LEVEL SPELLS

Abjuration:

Anticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
Aura of EvasionM: All within 10 ft. gain evasion against breath weapons.
Ruby Ray of ReversalF: Ray negates magical or mundane hazards.
Seal PortalM: Seal an interplanar portal or gate.
Sign of Sealing, GreaterM: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.

Conjuration:

Resistance, Superior: Subject gains +6 on saving throws.
Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
Tunnel Swallow: Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).
Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.

Divination:

Probe Thoughts: Read subject’s memories, one question/round.
Interplanar Telepathic Bond: Link lets allies communicate across planes.

Conjuration:

Acid StormM: Deals 1d6/level acid damage (max 15d6) in a 20-ft. radius.
Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area.
Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
Gemjump: Teleport to the location of a specially prepared gem.

Evcation:

Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
Howling Chain: Chain of force trips and attacks opponents.
Ray of Light: Ray blinds subject.

Illusion:

Dream Casting: Alter subject’s dreams to produce desired effect.
Illusory Pit: Creatures in area are knocked prone while believing they’re falling.
Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
Shadowy Grappler: Illusory force grapples subject.

Necromancy:

Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.
Contagion, Mass: As contagion, but 20-ft. radius.
Fleshshiver: Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
Ghoul Gauntlet: Convert victim to a ghoul under your control.
Imperious Glare: You cause subjects to cower in fear.
Incorporeal Nova: Destroy incorporeal undead.
Opalescent Glare: Kill creatures with a look, or make them very afraid.
Ray of Entropy: Subject takes –4 Strength, Dexterity, and Constitution.
Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
Spectral Touch: Your touch bestows one negative level/round.

Transmutation:

Bite of the Weretiger: You gain the Strength and attacks of a weretiger.
Brilliant Blade: Weapon or projectiles shed light, ignore armor. Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water. Extract Water Elemental: Pulls water from victim, forms water elemental. HardeningM: Increases object’s hardness by 1 point/2 levels. Make Manifest: You cause a creature on a coexistent plane to appear on your plane. Ooze Puppet: You telekinetically control an ooze. Stone Body: Your body becomes living stone. Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance.
Universal:

Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar.



7TH-LEVEL SPELL

Abjuration:

Antimagic Ray: Subject loses all magical powers.
Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
Ghost Trap: Incorporeal creatures turn corporeal.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.
IronguardF: Subject becomes immune to all metal.
Planar Bubble: Create bubble around creature that emulates its native planar environment.

Conjuration:

Call KolyarutX: A kolyarut performs one duty for you.
Dragon AllyX: As lesser dragon ally, but up to 15 HD.
Stun Ray: Subject stunned 1d4+1 rounds.
Ench Hiss of Sleep: You induce comatose slumber in subjects.
Rebuke, Final: As rebuke, except the subject must save or die.
Symphonic NightmareM: Discordant noise haunts subject’s sleep.
Transfix: Humanoids freeze in place until condition you specify is met.

Evocation:

Emerald Flame Fist: Touch attack deals 3d6 + fire damage 1/level (max +20 subject can be engulfed by flame for additional damage.
Ice Claw: Claw of ice grapples and deals cold damage.
Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
Submerge Ship: You control ship mentally while it travels underwater.

Illusion:

Solipsism: Subject believes it alone exists.

Necromancy:

Arrow of Bone: Missile or thrown weapon gains +4 bonus, subject takes 3d6 damage +1/level (max +20) or is slain.
Avasculate: Reduce foe to half hp and stun.
Awaken UndeadX: Grant sentience to otherwise mindless undead.
Barghest’s Feast: Destroy corpse, potentially preventing its return to life.
Energy Ebb: Give subject one negative level/ round for 1 round/level.
Evil Glare: Paralyze creatures with your glare.
Kiss of the VampireM: You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.
Sword of Darkness: Blade of negative energy bestows one or more negative levels.

Transmutaion:

Animate Breath: Your breath weapon becomes an elemental.
Bite of the Werebear: You gain the Strength and attacks of a werebear.
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
Elemental Body: You take on the qualities of a type of elemental.
Energy Transformation FieldMX: Area absorbs magic energy to power a predetermined spell.
Glass Strike: Turns subject into glass.
Spell MatrixF: Stores up to two spells of 3rd level or lower to be released later.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Synostodweomer: Channel a spell into positive energy to cure 1d8/spell level.




8TH-LEVEL SPELLS

Abjuration:

Spell EngineMX: Wizard only. Swap out prepared spells for other spells in your spellbook.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.

Conjuration:

Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Ench Maddening Whispers: You induce confusion and madness in subjects.
Wrathful Castigation: Subject dies or is dazed and –4 on saves for 1 round/level.

Evocation:

Field of Icy Razors: Creatures in area take normal and cold damage, might be slowed.
Lightning Ring: Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.

Illusion:

Shifting Paths: Illusion hides path, creates false new path.
Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.

Necromancy:

Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft. radius from victim.
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Blackfire: Subject is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
Heart of StoneFX: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
Skeletal GuardM: Create one skeleton/level with turn resistance.
Veil of Undeath: You gain undead traits.

Transmutation:

Excavate: Creates a permanent passage in earth and walls.
Flensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
Make Manifest, Mass: As make manifest but affecting all creatures in the area.
Stunning Breath, Greater: Your breath weapon also stuns creatures for 2d4 rounds.




9TH-LEVEL SPELLS

Abjuration:

Absorption: You absorb spell energy to power spells of your own.
Effulgent Epuration: Creates one sphere/level to negate hostile magic.
Magic Miasma: Solid fog reduces caster level by –4.
Maw of Chaos: Chaotic energy dazes, deals damage, impedes concentration.
Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
Unbinding: Frees everyone in range from spells that constrain or bind.

Conjuration:

Abyssal Army: Summons demons to fight for you. Black Blade of Disaster: Floating magic weapon disintegrates subjects.
Call Marut: A marut performs one duty for you.
Dragon Ally, Greater: As lesser dragon ally, but up to 21 HD.
Heavenly Host: Summons archons to fight for you.
Hellish Horde: Summons devils to fight for you.
Obedient Avalanche: Snowy avalanche crushes and buries your foes.
Sphere of Ultimate Destruction: Featureless black sphere does 2d6/level damage, disintegrates.
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Vile Death: Undead creature gains fiendish template.

Divination:

Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it.
Hindsight: You see into the past.

Enchantment:

Programmed Amnesia: Destroy, alter, or replace memories in subject creature.

Evocation:

Instant Refuge: Transport to a safe location of your choice.
Reality Maelstrom: Hole in reality sends creatures and objects to another plane.
Necro Enervating Breath: Your breath weapon also bestows 2d4 negative levels.
Plague of Undead: Animates horde of undead.

Transmutation:

Awaken Construct: Construct gains humanlike sentience.
Breath Weapon Admixture: Add a second kind of energy to your breath weapon.
Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
Replicate Casting: Duplicate observed spell or spell-like ability.
Spell Matrix, Greater: Stores up to three spells of 3rd level or lower to be released later.
Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.
Undermaster: You gain earth-related spell-like abilities.



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