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Occult Rituals


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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

Abadar's TruthtellingR: Force the target to speak the truth.
AbeyanceM: Suppress the effects of a single curse.
Abjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
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.
Absolution: Removes enchantments and forgives actions taken under their effects.
Absorb Rune IM: Absorb a magic rune up to 3rd level, which can be moved or dispelled
Absorb Rune IIM: As absorb rune I, but affecting a rune up to 5th level
Absorb Rune IIIM: As absorb rune I, but affecting a rune up to 8th level
Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Absorbing Barrier: Protect an area from ranged attacks
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.
Absurdity: Threats seem like a ridiculous farce.
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.
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.
Aerial Tracks: Track flying creatures through the air.
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 CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
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.
Alaznist's Jinx: Inlfict the spell burn spellblight
Alchemical Allocation: Gain potion's benefits without consuming it.
Alchemical TinkeringR: Transform an alchemical item or firearm into another similar item.
Aldori Alacrity: Gain a +10 ft. bonus to speed and a +1 dodge bonus to AC
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: Attempt to weakne a corruption's effect at risk to yourself
Allfood: Turns item up to 5 lbs./level into food.
Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round
Alluring Light: Affected creatures are compelled to move closer to you
Alluring Spores: Creatures take penalty to saving throws against your enchantment spells
Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another
Alpha Instinct: Gain bonuses when you're interacting with animals
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.
Amnesia: Target loses most of its memories
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 Ambassador: Grant an animal messenger sentience to deliver your message.
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.
Animus Mine: Create a mental mine that damages creatures that target you with mind-affecting effects
Animus Mine, Greater: As animus mind, but stuns the offending creatures
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.
Antitoxin Touch: Protect a creautre from incedental exposure to poison
Anywhere but Here: Transport yourself and willing creatures to a random planar destination
Apathy: Cause a creature to lose interest in its passions
Ape Walk: Enchant someone to climb as well as an ape.
Aphasia: Prevent a target from understanding language.
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: Undead appear to be alive
Appearance of Life, Greater: As appearance of life, but deceiveing all of the senses
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.
Aquatic Cavalry: Summon hippocampi to serve as aquatic mounts
Aquatic Trail: Track creatures underwater
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: Harms creatures of extreme 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: The power of conviction assaults neutral foes
Arid Refuge: Creates a safe house for air-breathing creatures underwater
Armor of Darkness: Envelop someone in shadows to improve their AC, vision, and saves against holy, good, and light spells.
Army Across Time: As ally across time, but more cubes and more duplicates
Aroden's Magic Army: Imbue all manufactured weapons in range with magic.
Aroden's SpellbaneFY: Create an area to completely block out spells of your choosing.
Aroden's Spellsword: Merge a melee weapon with a rod or staff.
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.
Ashen Path: Allow one or more creatures to ignore airborne effects and see through magical smoke and fog
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 pleasant, 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: Use a creature's corpse to adopt its form
Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
Assumed Likeness: Cloak yourself in a phantasm that ellicits certain emotions from observing creatures
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.
Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
Auditory Hallucination: Create a phantasm with auditory effects.
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 Distraction: Aura of psychic noise makes concentration difficult
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: Make actions seem mundane to nearby creatures.
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.
Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Baleful PolymorphY: Transforms subject into harmless animal.
Baleful Shadow Transmutation: Mutate someone’s shadow and trick the creature into believing they’ve transformed.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Ban Corruption: Eliminate the gifts of a nearby corrupted creature
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: Hellish chains attack and cause a target to become shaken
Bard's Escape: You and allies escape an emergency by teleporting to safety.
Barghest FeastR: Absorb power by devouring a humanoid corpse.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
Barrow Haze: Fog obscures the vision of others and extends the range of your hexes.
Batrachian SurgeR: Amplify your latent amphibian nature
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 Guilt: Cursed object highlights creatures that attempt to take it.
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.
Befuddled Combatant: Curse a creature to weaken the DCs of its abilities and deal minimum damage with its attacks
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.
Bereave: Affected creatures don't count as allies for any purpose
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 Planar Infusion I: Grant the target the effects of a planar infusion
Bestow Planar Infusion II: Grants the target the benefits of an improved planar infusion
Bestow Planar Infusion III: Grants the target the benefits of a greater planar infusion
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Betraying Sting: Strike down creatures who thought you were their friend
Billowing Skirt: Enchanted skirt slows your fall and allows you to hover
Bilocation: Exist in two places at once.
Bind Sage: Summon a caulborn to answer questions
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.
Bit of LuckR: Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success
Bite the Hand: Compel a summoned creature to attack its summoner.
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Biting Words: Deal 1d6+Str or Cha to target by speaking at it
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 of Light: Imbue a weapon with sunlight, making it bane to the undead
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.
Blast of Wind: As gust of wind, treater creatures in the area as smaller than they are for the effects of the wind
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: Compel a companion to take damage 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: When a target is harmed, so is the target's relative.
Blood Transcription: Learn a spell from the target's blood.
Bloodbath: Cause yourself and enemies to bleed.
Bloodhound: Gives caster the scent special ability.
Bloodstone MirrorM: Protect yourself against a mind-affecting effect and redirect it to a nearby creature
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.
Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons.
Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
Boneshaker: Momentarily control a living or undead creature's skeleton.
Boneshatter: Create fractures and splinters in the bones/carapace of a creature.
Book Ward: Protect a book from fire, acid, and water.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
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.
Bouncing Bomb Admixture: Deal direct damage to one creature who would have recieved splash damage
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
Bountiful Banquet: Create a luxurious feast for two creatures/level.
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 of Conformity: Brand a target with a mark that takes away its languages
Brand of Hobbling: Brand a target with a mark that cripples its movement
Brand of Tracking: Brand a target with a mark that allows you to track it
Brand, Greater: As brand, but brand glows when near your holy symbol.
BreakY: Gives an object the broken condition.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Break, GreaterM: Break all nearby objects.
Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Breeze: Create a light wind.
Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Brightest Night: Grant improved low-light vision to several creatures
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 objects within the area.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Build Trust: Gain various bonuses when interacting with the target.
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 Entanglement: As entangle, but deals fire damage and obscures the area with smoke
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Burning HandsY: 1d4/level fire damage (max 5d4).
Burning Sands: Create a field of hot sand that creates difficult terrain and minor fire damage
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 Force: Emit a blast of force to damage and knock creatures prone
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.
Calamitous Flailing: Cause the target’s attacks to gain a miss chance.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Calculated Luck: Use the Path of Numbers to boost your combat preparedness.
Calistria's Guardian Wasps: Summon a swarm of wasps to ward and area
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: Teleport a familiar or spirit animal to your side when it is injured
Callback, Greater: Teleport a familiar or spirit animal to your side from miles away when it is injured
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.
Carrying Wind: Buffeting winds increase your fly speed or carry you aloft
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.
Cave FangsM: Create a trap from stalactites and stalagmites
Celestial Companion: Give your companion protections against evil creatures
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 Fey: As charm person, but targets fey
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.
Charm Person, Mass: As charm person, but affects multiple creatures within 30 ft.
Charnel House: Create an area of semi-real gore
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.
Clay Skin: Grants DR 5/Adamantine
Cleanse: As heal, but only cures 4d8 damage +1/level (max +25).
Cleansing Fire: Create a ring of fire that damages creatures passing through and dispels evil magic within
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 Shadows: Shadows protect you from bright light and grants defensive abilities
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: Speak, read, and Write a new code 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.
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
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.
Commune with Plane: Learn about local planar terrain
Commune with TextsM: Quckly search though a collection of texts to find the right information
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.
Companion Transportation: Swap places with your animal companion, familiar, or spirit animal via teleportation
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: People believe your ridiculous speech as long as you keep talking
Complex Hallucination: Create a phantasm with effects for all senses.
Comprehend Languages: You understand all languages.
Compulsive Liar: Prevent target from speaking the truth.
Concealed Breath: Hold breath without negative effects
Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
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.
Conjuration Foil: Interfere with nearby teleportation effects.
Conjure Black PuddingMY: Summon a black pudding.
Conjure Carriage: Create a fine carriage.
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 Entity I: Ask eldritch entities to find and converse with you
Contact Entity II: Ask more powerful entities to find and converse with you
Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Contact Entity IV: Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Contact High: Duplicate a drug’s effects on others.
Contact NalfeshneeMF:
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 Suggestion: Cast a suggestion that gets passed on to secondary targets
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Contest of Skill: Cause two creatures to automatically fail to confirm critical hits
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.
Contingent VenomM: As languid venom, but with a triggering condition.
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.
Controlled Fireball: As fireball, but secretly deals less damage to your allies.
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: Target gains +4 to AC and saves;; resist attacks and spells from neutral creatures
Countless Eyes: Extra eyes give all-around vision.
Covetous AuraY: Sap the powers of beneficial spells cast near to you.
Covetous Urge: Target is compelled to steal valuable objects
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 Drug: 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.
Crime of Opportunity: Compel a target to take a criminal action
Crime Wave: Compel targets to commit criminal actions.
Crimson Breath: Spit poison at a creature
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.
Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them.
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: Adapt to fit the local cultural
Cultural Adaptation (Taldan): Better impersonate the member of a specific culture.
Cup of DustY: Causes a creature to become dehydrated.
Curative DistillationM: Enhance an healing remady
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 Befouled FortuneR: Target can't gain the benefit of any luck ability.
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 Dragonflies: Target a creature with a curse that impacts its ability to fly.
Curse of Fell SeasonsF: Curse an area's weather
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 NightF: Curse an area with eternal night
Curse of the Outcast: Curse someone to rub people the wrong way.
Curse of Unexpected DeathR: Curse a creature with a chance of instant and unexpected death.
Curse TerrainM: Curse an area with four hazards
Curse Terrain, GreaterM: Curse an area with six dangerous hazards
Curse Terrain, LesserM: Curse an area with three mild hazards
Curse Terrain, SupremeM: Curse an area with seven deadly hazards
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.
Cursed Treasure: Target object curses the next creature to touch it
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.
Daggermark's Exchange: Transmute one poison into another of equal or lesser value
Dahak's Release: You unleash all the target’s anger and destructive urges, causing it to fly into a violent bloodlust.
Damnation: Punish creatures for evil spells they know or that affect them
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 Darkness: Create four spheres of floating darkness.
Dancing Lantern: Animates a lantern that follows you.
Dancing Lights: Creates torches or other lights.
Dark Whispers: Whisper through the shadows.
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
DarknessY: 20-ft. radius of supernatural shadow.
Darkvault: Ward shadows so light cannot penetrate them.
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.
Deadman's ContingencyF: Set one of a list of contingencies for your demise.
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 Clutch: Rip out someone's heart
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 Pain: Stun a creature with pain for 1 round
Debilitating Pain, Mass: As debilitating pain, with multiple targets
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Debilitating Speech: Disparage your opponents, sapping their will to fight
Decapitate: Turn a critical hit into a decapitation.
Deceitful Veneer: Make someone seem like an obvious liar.
Deceptive Redundancy: Protect your magic from attempts to dispel it
Decollate: Target can safely remove its head
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.
Deflect Blame: Blame someone else for your actions.
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.
Deivon's Parry: Parry an incoming melee attack
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.
Delectable FleshR: Make a creature so delicious that all others nearby are consumed by the desire to eat it.
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.
Demanding Message: Send messages as per message with a suggestion for one creature.
Demanding Message, Mass: Send messages as per message with one suggestion for each creature.
Demon Dream: Target enemies as nightmare or fellow worshipers of Lamashtu as dream
Denounce: Worsens creatures' attitudes.
DepilateR: Creature takes -2 penalty to Diplomacy, Intimidate, and Perform for 1 week
DesecrateMY: Fills area with negative energy, making undead stronger.
Desperate Weapon: Create an improvised weapon.
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 Anxieties: Learn what makes a creautre anxious.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Charm: Detect charm, compulsion, and possession effects in the area
Detect Demon: Sense the presence of demons, their servants, and the Abyss.
Detect Desires: Learn what a creatures desire.
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 Magic, Greater: As detect magic, but learn more information.
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: Find others of the same faith.
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.
Detoxify: Remove a creature's ability to poison others
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.
Diminish Resistance: Weaken a creature's resistance to one type of energy
Diminished Detection: Reduce the areas of divination spells for the purpose of targeting you
Dirge of the Victorious KnightsFY: Call forth spectral Hellknights to trample targets in your path
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: You are protected from neutral enemies
Dispel Chaos: +4 bonus against attacks.
Dispel Evil: +4 bonus against attacks.
Dispel Good: +4 bonus against attacks.
Dispel Law: +4 bonus against attacks.
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 Silence: Disrupt all silence effects in an area.
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.
Dongun Shaper's Touch: Temporarily reshape nonmagical materials
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Dousing Rain: Magical rain dampens fire but amplfies electricity
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 Construct: Incapacitate a construct by draining its animating force
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Dread Bolt: Harm and possibly sicken good creatures.
Dreadscape: Surroundings and unfamiliar creatures seem like something out of a nightmare.
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 Reality: Cause a creature to think it is dreaming
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.
Dress Corpse: Doctor the evidence on a corpse.
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.
Earsend: Animate and send your ear to spy for you
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them
EarthquakeY: Intense tremor shakes 80-ft. radius.
Echean's Excellent EnclosureM: Create a combination spherical wall of force and antimagic field.
Echo: Cause a sound to repeat itself
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.
Enchantment Sight: See enchantment spells active on creatures
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.
Enlightened StepM: Air Walk for 24 hours, discharge to temporarily gain a fly speed
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.
Entice FeyM: Entice service from a fey with 12 Hit Dice or fewer.
Entice Fey, GreaterM: Entice service from a fey of 18 Hit Dice or fewer.
Entice Fey, LesserM: Entice service from a fey with 6 Hit Dice or fewer.
Enticing Adulation: Force a creature to protect and care for you.
EntombM: Turn a location into a secure, underground vault
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.
Eroding Ray: ranged touch attack deals 2d6 to construct or object, +1 ray/four levels (max 3)
Eruptive Pustules: Acid boils burst when you are attacked.
Escape Alarm: As alarm, but alerts you when a creatuer leaves the area
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Ether Step: Step briefly into the Ethereal Plane to avoid attacks and dangers that would otherwise harm you
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.
Expel Blood: Rip out the targets blood, forming it into a fiendish water elemental with blood drain
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 that damages and can stagger targets
Explosive Runes: Deals 6d6 damage when read.
Exquisite Accompaniment: Instrument maintains bardic performance for you.
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
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.
Fabricate Disguise: Create a disguise in an instant.
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.
Fair is Foul: Curse someone with a disfiguring or painful mutation.
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 Age: Change to become one age category younger or older
False AlibiMR: Modify the target’s memory in a specific way.
False Belief: Temporarily plant a false memory.
False Face: Polymorph into a disguised identity
False FutureM: Cause divinations of the future to reveal the result you choose.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
False Life, Greater: Gain 2d10 temporary hp + 1/level.
False ResurrectionM: Appear to resurrect someone but instead allow a shadow demon to possess the corpse.
False Resurrection, GreaterM: Appear to use true resurrection on someone but instead allow a belier devil to possess the corpse.
False VisionM: Fools scrying with an illusion.
False Vision, GreaterM: As false vision, but moves with the target.
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.
Fastidiousness: Keep yourself and your equipment clean and dry
Fear: Subjects within cone flee for 1 round/level.
Fear the Sun: Impose light blindness on your enemies.
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.
Ferment: Affected liquid becomes alcoholic
Fester: Gives subject SR 12 + your level vs. healing effects.
Fester, Mass: As fester, but affecting multiple targets.
Fey Blight: Curse the target, based on the caster’s fey race.
Fey Boon: Grant the target a boon based on the caster’s fey race.
Fey Form I: Assume the form of a Small or Medium fey creature
Fey Form II: assume the form of a Tiny or Large fey creature
Fey Form III: Assume the form of a Diminutive or Huge fey creature
Fey Form IV: Assume the form of a powerful fey creature
Fey Gate: Create a portal that allows travel to the First World
Fickle Winds: Wind walls selectively block attacks.
Fiendish Wrath: Targets gain a moral bonus to Strength, Constitution, and Will, as well as the rend ability with claws or unarmed strikes
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.
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.
Fire's FriendR: Cloak yourself in flames that harm nearby enemies.
FirestreamRY: Spray a rushing stream of fire from your hand.
Firewalker's MeditationM: resist fire 5, DR 5/magic, +4 to saves vs pain for 24 hours, discharge to temporarily increase to resist 30, DR 10, and immunity to pain
First World RevisionsR: As ancestral regression but for disguising a wayang as a gnome.
Flame Arrow: Arrows deal +1d6 fire damage.
Flame BladeY: Touch attack deals 1d8 + 1/two levels damage.
Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash
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.
Flash Flood: Wave of water batters and pushes creatures
Flash Forward: Charge, then teleport back to starting poisiton
Flashfire: Cause smoky fires to spring up to burn foes and set them alight
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 PuppetM: Control a zombie in human guise.
Flesh Puppet HordeM: Control multiple zombies in human guise.
Flesh to OozeM: Turn someone into an ooze.
Flesh to StoneY: Turns subject creature into statue.
Flesh Wall: Create a wall of zombies
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.
Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour
Flickering Lights: Create an area of inconsistent lighting.
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 Forbiddance: Confuses enemies who come within a magical emanation centered on you.
Fool's Gold (AA)F: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Fool's Gold (VC): Disguise copper pieces or silver pieces as gold pieces
Fool's Teleport: Become invisible, but appear as if you used teleportation magic to escape.
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 Mutation: Warp a creature's flesh, inflicting deformaties and penalties to Constitution and Charisma
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.
Forest's Sense: Sense the location of a distant target that is near a plant or fungus
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.
Fortune's PathMF: Gain a glimpse of the future
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.
Free Spirit: Gain the effects of freedom of movement, but also become drunk
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
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: Conjure a Huge mastodon made of ice and 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.
FumblestepR: Target takes -1 penalty to Reflex and Acrobatics, discharge to perform a trip combat maneuver.
Fumbletongue: Target cannot speak intelligently.
Funereal Weapon: Targeted weapon bypasses some DR of undead creatures
Fungal BlistersR: Develop a small number of fungal growths which burst as you take damage, choking your enemies with harmful spores.
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.
Geomessage: Leave a message hidden on a surface
Getaway: Teleports you and select creatures to predetermined location.
Geyser: Creates a geyser of boiling water.
Ghost BrandM: Allow an item to transform into a brand and back.
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.
Glimpse of the Akashic: Gain a massive bonus to all rolls for 1 minute, than stunned and sickened
Glimpse of TruthM: Gain true seeing for 1 round.
Glimpse the Hidden: As per see invisibility, except affecting a creature you touch
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).
Grappling Scarf: Enchanted scarf functions as grappling hook with 100 ft of rope
Grasp: Retry a Climb check as an immediate action
Grasping CorpseM: Cause a corpse to grab or trip a foe
Grasping Hand: Hand provides cover, pushes, or grapples.
Grasping Tentacles: Use a mass of tentacles to perform dirty tricks.
Grasping VineR: Sprout a 20-ft long vine that can assist with numerous tasks.
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
Greater Reversion: As minor reversion, but healing 3d8+1/level
Green Caress: Slowly transform a creature into an inanimate plant.
Greensight: Grant a target the ability to see through plant matter as if it were transparent
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 Armor: Teleport your armor onto an ally in range
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.
Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check
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.
Gullibility: Target takes a -10 penalty to Sense Motive and creatures using Bluff against them gain a +10 bonus on such checks
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.
Hag's Seasoning: Curse a target with a supernatually delicious scent, attracting animalistic monsters.
Hairline FracturesR: Create hairline fractures in earth and stone.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Halfling Vengeance: Grant a Small creature the ability to make debilitating blows with daggers and slings
Halfling Vengeance, Mass: As halfling vengeance, but affecting 1 creature/level
HallowM: Designates location as holy.
Hallucinatory Decor: Change the appearance of a structure to suit your tastes
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.
Handy Grapnel: Transform a ropelike object into a retracting grapple.
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 Knowledge: Sift through a creatures memories and make Knowledge checks with their modifier
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.
Hasten Judgement: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes
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.
Haunting Reminder: After Intimidating a creature, make it afraid of your retribution
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 Flames: Holy flames damage evil creatures and heal good creatures
Healing Leak: Touched target only gains and grants half the benefits from magical healing
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
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.
Hedging Weapons: Floating weapons protect you and make ranged attacks
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.
Heretic's TongueR: Fill the target’s mind with blasphemous thoughts, blocking them from some magical abilities temporarily.
Hermean Potential: Roll twice and take the higher 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 Blades: Turn weapon or ammunition invisible
Hidden Knowledge: Remove one piece of information from your memory and turn it into a magical tattoo
Hidden Presence: Prevent creatures from noticing your presence.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hidden Spring: Discover a temporary spring of fresh, flowing water
Hide Bruises: Disguise a creature's injuries, making them more difficult to heal
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 from Undead, Greater: As per hide from undead, but doesn't automatically end due to combat actions
Hide Weapon: Hide a weapon within your own arm.
Hideous LaughterY: Subject loses actions for 1 round/ level.
Hobble: Reduce creature's speed
Hobbling Bomb AdmixtureR: Slow creatures hit by your bombs.
Hold Animal: Paralyzes one animal for 1 round/level.
Hold Fey: As hold person, but targets fey
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.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Hollow Heroism, Greater: Provide a greater heroism effect that you can reverse at any time
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 Javelin: Deal ongoing damage to evil creatures and apply penalties
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.
Homeward Bound: Return a creature to its home plane
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Hoodwink: Distort all of the targets senses
Horn of Pursuit: Create three notes heard miles away.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Horrific Doubles: Call forth disturbing mirror images
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.
Hunger for Flesh: Give a creature a bite attack and a hunger for its own kind's flesh.
Hunger for Flesh, Mass: Give creatures bite attacks and a hunger for their own kind's flesh.
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.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
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.
Hypnotism, GreaterR: As affecting more creatures and involving more requests
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.
Identifier's Eye: As per detect magic, except affecting a creature you touch
Identify: Gives +10 bonus to identify magic items.
Ignoble Form: Transform the target into a half-elf form.
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.
Illusion of Treachery: Make it seem like another is responsible for your attacks.
Illusion of Treachery, Greater: Make it seem like another is responsible for your attacks while concealing your own 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.
Impenetrable VeilM: Target can use stealth to hide from blindsight and blindsense as well as divination magic
Implant False Reading: Instill false psychic impressions into an object.
Implant Urge: Implant a subconscious goal into a creature
Implanted Projection: As telempathic projection, except the effects remain dormant.
Implosion: Inflict 10 damage/level to one creature/round.
Impossible Angles: Distort geometry inside
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.
Incessant Buzzing: Summon illusory wasps to distract creatures
Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Int.
Infernal Challenger: Summon a bearded devil to preform a Hellknight initiation
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.
Influence Wild Magic: Stabilize an area of primal magic
Infuse DecayF: Imbue a corporeal undead's natural attacks with dangerous spells
Infuse Effigy: Infuse an effigy with a powerful curse.
Infuse Robot: Transform a robot into a magical construct.
Infuse Self: Assume the form of a native outsider
Inheritor's SmiteR: Gain a bonus on your next attack; if it hits, attempt a free bull rush.
Inhibiting Patterns: Create illusory pillars that block movement
Inner Focus: Ignore divine focus components of your spells.
Innocence: Gain +10 on Bluff checks to seem innocent.
Innocuous Shape: Creatures actions are seen as innocent
Insanity: Subject suffers continuous confusion.
Insect Plague: Wasp swarms attack creatures.
Insect Scouts: Create insects to scout an area for you.
Insect Spies: Use magic beetles as spies.
Insect Spies, Greater: Use magic beetles as spies and also share their senses.
Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor
Instant Armor: Summon armor temporarily replacing your current attire.
Instant Clot: Touched creature doesn't bleed
Instant Enemy: Target is treated as a favored enemy type of your choice.
Instant Fake: Provide a short-term replica of an object.
Instant Portrait: Create a portrait of a creature on the touched surface
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Instant SummonsM: Prepared object appears in your hand.
Instant Summons, GreaterM: As instant summons, but for multiple objects and creatures.
Instant Weapon: Summon a melee weapon to wield.
Instigate Psychic Duel: Start a psychic duel between yourself and another creature.
Instrument of Agony: Weapon exudes divine fury, granting a bonus on Intimidate checks.
Intellect Fortress I: Suppress emotion and fear effects in a 20-ft. radius as an immediate action.
Intellect Fortress II: As intellect fortress I, plus reduce the damage of mind-affecting effects.
Intellect Fortress III: As intellect fortress II, plus remove partial effects of fear and emotion effects.
Intensify Psyche: Amplify the targets emotions
Interplanetary Teleport: Teleport to another planet.
Interposing Hand: Hand provides cover against 1 opponent.
Interrogation: Target answers questions or suffers pain.
Interrogation, Greater: As interrogation, except with more pain and more questions.
Inveigle Monster: As inveigle person, but affects any living creature
Inveigle Person: Humanoid becomes friendly to all other creatures.
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Invigorate: Temporarily relieves fatigue or exhaustion.
Invigorate, Mass: As invigorate, but multiple creatures.
Invigorating Poison: Transform the negative effects of a poison into positive ones.
Invigorating ReposeRT: Enhance your spells that bring the dead back to life.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Invisibility Bubble: As invisibility, but altered to work better underwater
Invisibility Bubble, Giant: As invisibility bubble, but capable of affecting larger creatures
Invisibility Bubble, Mass: As invisibility bubble, but affecting all creatures within range
Invisibility Purge: Dispels invisibility within 5 ft./level.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Invisibility, Mass: As invisibility, but affects all in range.
Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm
Invoke Primal Power: Amplify the power of your wildshaped form at the cost of duration
Iron Body: Your body becomes living iron.
Iron Spine: Turn creatures skeleton into sharp iron, increased effect against creatures vulnerable to cold iron
Iron Stake: Hurl a spike of cold iron at a foe
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
Ironbloom SproutsFMR: Transform mushrooms into magical ironbloom mushrooms.
Ironskin: Harden your skin into iron.
Ironwood: Magic wood is as strong as steel.
Irradiate: Flood an area with dangerous radiation.
Irregular Size: Creature's limb shrivels
Irresistible DanceY: Forces subject to dance.
Irriseni Mirror Sight: Look through a mirror and see out of another mirror.
Isolate: Make a creature invisible and silent to their allies.
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Janni's Jaunt: As plane shift, but only works on willing creatures and only transports to the Inner Planes
Jatembe's Ire: Create evil-seeking tendrils from tall grass and weeds.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Jester's Jaunt: Teleport target within 30 ft. of itself.
JitterbugsRY: Force a creature to become jittery, taking a penalty on Dexterity-related checks and being unable to delay, ready, or take a total defense action.
Jolt: Deal 1d3 electricity with a ranged touch attack.
Jolting Portent: You inflict a vengeful fate on a creature, dealing electricity damage each time it attacks or casts a spell.
Joyful Rapture: Negate harmful emotions.
Judgement UndoneM: Restores a petitioner to its mortal life
Judgment Light: You gain an additional effect while a judgment is active.
Jump: Subject gets bonus on Acrobatics checks.
Jungle Mind: Merge your mind with the wild beasts in a wide area, gaining knowledge on all those within and reading the thoughts of some animals.
Jury-Rig: Removes the broken condition from the targeted object.
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
Karmic BlessingR: Target treats one skill of your choice as a class skill.
Keen Edge: Doubles normal weapon's threat range.
Keen Senses: Subject gains +2 Perception, low-light vision.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Keyhole: Create a keyhole in any door or enlarge an existing keyhole
Khain's Army: Create a small squad of ghouls led by a ghast, charged with necromantic energy.
Ki Arrow: Arrow deals damage as your unarmed strike.
Ki Leech: Add to your ki pool when you critically hit.
Ki Shout: Target takes 1d6 sonic/level and is stunned.
Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.
King's Castle: Instantly switch places with a single ally.
Kiss of the First WorldM: Imbue a creature with raw energy from the First World.
Knell of the Depths: Imbue someone with a curse that causes them to sink quickly in water and suffer a -10 penalty to Swim checks.
Knight's Calling: Forces target to move toward you and fight you.
KnockY: Opens locked or magically sealed door.
Knock, Mass: As knock, but affecting multiple targets
Know Direction: You discern north.
Know Peerage: Target uses your Knowledge (nobility) ranks.
Know the EnemyY: Gain +10 on a monster Knowledge check.
Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour.
Lament of Summer's Last BreathR: Wrap the target in a mantle of summery air; this also harms creatures with the cold subtype.
Languid Bomb Admixture: Empowers bombs you throw to cause fatigue in those directly hit or splashed by the bomb.
Languid VenomM: Delay a poison's onset and hide its presence.
Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels.
Last Azlanti's Defending SwordF: Create a blade like mage’s sword that focuses more on defense.
Last Azlanti's Defending Sword, MassF: As Aroden’s defending sword, but with multiple swords
Lay of the Land: Instantly learn about the geography of the surrounding area.
Lead Anchor: Alter a creature's buoyancy so that it plummits to the depths
Lead Blades: Melee weapons damage as if one size bigger.
Lead Plating: Enclose the target in a thin sheath of lead.
Leashed Shackles: Target is restricted to a specific location.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Lend Judgment: Ally gains the benefit of one judgment.
Lend Judgment, Greater: Ally receives all your judgments.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Leshy SwarmR: Call for a leshy swarm to aid you.
LevitateY: Subject moves up and down at your direction.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Life Blast: Drain life from local vegetation to launch a blast of positive energy
Life Bubble: Protects creatures from sustained environmental effects.
Life ChannelR: Allow those with affinity to negative energy to gain healing from positive energy.
Life Conduit: You are bound even tighter to your eidolon than normal, and may share hit points with it through your life link ability.
Life Conduit, Greater: You transfer 3d6 hit points to your eidolon as a swift action.
Life Conduit, Improved: Transfers 2d6 hit points to your eidolon as a swift action.
Life Current: Infuse a current with positive energy, healing all living creatures within
Life of Crime: Permanently turn someone into a crazed criminal.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Life Shield: Ward yourself with positive energy so any attacking undead take damage.
Light: Object shines like a torch.
Light Lance: Creates a soaring beacon of light.
Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy.
Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape.
Lighten ObjectR: Decrease the target’s weight by half or reduce the armor check penalty of armor.
Lighten Object, MassR: As lighten object, except for multiple objects.
LightfingersR: Cause target to drop one small object, or perform a disarm or steal combat maneuver.
Lightning ArcY: Targets in a line take 1d6 electricity/level.
Lightning BoltY: Electricity deals 1d6/level damage.
Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray
Lightning Lash: Create a cackling lash of unholy lightning.
Lightning Lash Bomb Admixture: Empowers bombs you throw with a ward that deals lightning damage each time those damaged by the bomb move more than 5 feet.
Lily Pad Stride: Walk across water on moving lily pads.
Limited WishMY: Alters reality (within limits).
Limp Lash: Paralyze an enemy from the neck down.
Line in the Sand: Increase your attacks of opportunity per round.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Linked Legacy: Share information with all targets of the spell in the blink of an eye.
Lipstitch: Sew the target's lips together.
Liquefy: Transmute an object into a liquid version of itself.
Lissalan Snake SigilMR: As sepia snake sigil, except using the Thassilonian schools of magic.
Litany of Admonition: Stagger a creautre with a list of their faults
Litany of Defense: Doubles armor's enhancement bonus.
Litany of Dependability: Creature takes the average of its next roll
Litany of Duty: Reroll a failed save against an effect that would force you to take an action against your will
Litany of Eloquence: Fascinates a single creature for 1 round.
Litany of Entanglement: Entangles a creature for 1 round.
Litany of Escape: Teleports a friend out of a grapple.
Litany of Madness: A single target is confused for at least 1 round.
Litany of Order: Weaken chaotic creatures against the attacks of lawful creatures
Litany of Righteousness: A single evil creature takes more damage from creatures with a good aura.
Litany of Sight: You can see invisible creatures and objects within 30 feet of you.
Litany of Sloth: Single target cannot make attacks of opportunity for 1 round.
Litany of the Red Crusader: Creature takes bleed damage from piercing and slashing weapons
Litany of Thunder: A single target is deafened until the condition is removed, and is confused for 1 round.
Litany of Truth: Illusions affecting the target are stripped away for 1 round
Litany of Vengeance: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Litany of Warding: You gain two additional attacks of opportunity for 1 round.
Litany of Weakness: Single target is fatigued for 1 round.
Liveoak: Oak becomes treant guardian.
Loathsome Veil: Nauseates and/or sickens weak creatures.
Locate Creature: Indicates direction to known creature.
Locate Gate: Find a nearby magical portal
Locate Object: Senses direction toward object (specific or type).
Locate Portal: Detect portals within range
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Lockjaw: Gives creature grab ability with a natural attack.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Longstrider: Your speed increases by 10 ft.
Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.
Lose the TrailR: Obscure a target’s tracks when fleeing from a pursuer.
Lost Legacy: Target cannot leave a lasting impression on other creatures
Lost LocaleR: As lost passage, except covering a much larger area.
Lost PassageR: Enchant an area to confuse those who travel within it.
Lover's VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.
Lunar Veil: Dispel light and revert lycanthropes.
Mad Hallucination: Target takes penalties to mental actions.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Mad Sultan's Melody: Bizarre cacohony fascinates eldritch creatures.
Maddening OublietteR: Transport the target to a dank prison in a horrific demiplane.
Mage ArmorY: Gives subject +4 armor bonus.
Mage Hand: 5-pound telekinesis.
Mage's Crawl Space: Create a personal hideaway in a surface
Mage's Decree: Send a message to creatures within miles.
Mage's DisjunctionY: Dispels magic, disenchants magic items.
Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.
Mage's Lucubration: Recalls spell of 5th level or lower.
Mage's Magnificent MansionF: Door leads to extradimensional mansion.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Mage's SwordF: Floating magic blade strikes opponents.
Magic Aura: Alters object's magic aura.
Magic Aura, Greater: As magic aura, but also affects creatures and allows more options.
Magic Boulder: As magic stone, but with boulders.
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle Against Technology: Protects those in an area with protection from technology, and other effects that suppress or resist technology.
Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Fang, GreaterY: One natural weapon gets + 1/four levels (max +5).
Magic JarF: Enables possession of another creature.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic MouthM: Objects speaks once when triggered.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
Magic Weapon: Weapon gains +1 bonus.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Magical Beast Shape: Assume the form of a magical beast
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.
Magnifying Chime: Touched object deals increasing sonic damage each round.
Majestic Image: As enter image, but also gain bonuses on social skills while in the image.
Major Creation: As minor creation, plus stone and metal.
Major Image: As silent image, plus sound, smell, and thermal effects.
Major Phantom ObjectR: As major creation except the object created is a semi-real illusion.
Make Lost: Make the targets become lost.
Make WholeY: Repairs an object.
Make Whole, Greater: As make whole, but repairs 1d6+1/level damage to a max of 10d6+10.
Malediction: Banish a soul to Hell if it dies within the next minute.
Malediction (Hero Points)F: Curse a dying creature to finish it off and gain hero points from its life force.
Malfunction: Construct behaves oddly for 1 round/level.
Malicious SpiteM: Target is compelled to plot against another.
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Mantle of Doubt: Send spectres of crippling doubt into those who would attack you.
Mantle of the Magic WarriorsR: Imbue targets with animal spirits, granting them unique bonuses.
Marching Chant: Allies can hustle without penalty while you sing or chant.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Marionette Possession: As magic jar, but limited to line of sight.
Mark of Blood: Imbue some of your life force into a creature, being able to permanently detect its location.
Mark of Buoyancy: Make a touched object weightless
Mark of Justice: Designates action that triggers curse on subject.
Mark of Obvious Ethics: Other creatures can determine the target’s alignment.
Mark of Spite: Deal damage to yourself to damage the marked target
Mark of the Reptile God: Mark a creature with an acidic curse.
Marks Of Forbiddance: Makes 2 creatures pass Will saves in order to attack each other.
Martial Marionette: Take partial control of an opponent's limbs.
Martial TelekinesisR: As the combat maneuver version of telekinesis, with some additional changes
Martyr's Bargain: Delay the effects of damage dealt to you.
Martyr's Last BlessingR: Burst with healing energy when you are dying or killed.
Mask Dweomer: Hides presence of a spell from detect magic.
Mask Dweomer, Communal: As mask dweomer, but you may divide the duration among creatures touched.
Mask from DivinationM: Protect a creature from divination effects
Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy.
Massacre: Slaughter creatures in a line
Master's Escape: Create a link between you and a summoned creature, allowing you to switch places.
Master's Mutation: Mutate a summoned creature to grant it new abilities.
Masterwork Transformation: Make a normal item into a masterwork one.
Matchmaker: Cause two creatures to fall in love.
Mathematical Curse: Use the Path of Numbers to place a mathematical curse on someone.
Maw of Chaos: Create a destructive and chaotic rip in reality.
MazeY: Traps subject in extradimensional maze.
Maze of Madness and SufferingM: Send a target into a dangerous extradimensional maze.
Medusa's Bane: Become immune to gaze attacks and reflect them back on the creature using it
Meld into Stone: You and your gear merge with stone.
Memorize Page: Target perfectly memorizes one page of information.
Memory LapseY: Subject forgets events back to last turn.
Memory of Function: Restore a broken object, drained piece of timeworn technology, or destroyed construct to a functional state.
Mending: Makes minor repairs on an object.
Mental Barrier I: Gain a +4 shield bonus to AC and resist mind thrust for 1 round as an immediate action.
Mental Barrier II: As mental barrier I, but +6 to AC.
Mental Barrier III: As mental barrier I, but +8 to AC.
Mental Barrier IV: As mental barrier III, plus 25% chance to prevent critical hits and sneak attacks.
Mental Barrier V: As mental barrier III, plus 50% chance to prevent critical hits and sneak attacks.
Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.
Merge with Familiar: Merge the body of your familiar or spirit animal into your own
Message: Whisper conversation at distance.
Metabolic MoltingMR: Place the target in suspended animation, restoring ability drain and regenerating missing limbs.
Meteor SwarmY: Four exploding spheres each deal 6d6 fire damage.
Meticulous Match: Determine if two things are identical.
Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts.
Miasmatic FormMR: As gaseous form, except the form is dangerous to creatures who touch it.
Microcosm: Trap creatures in a veiled mindscape permanently, causing their bodies to waste away in the real world.
Mighty Fist of the EarthRY: Fling a fist-sized rock at your opponent, this rock can channel your ki.
Mighty StrengthRT: As bull’s strength, except it grants a +8 enhancement bonus to Strength.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Mind Blank, Communal: As mind blank, but you may divide the duration among creatures touched.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mind Maze: Target must act as though they are wandering through a maze.
Mind Over Matter: Reassign ability damage/drain from one ability to another.
Mind Probe: Learn answers from a subject’s memories.
Mind Swap: Switch minds with another creature for 1 hour per level.
Mind Swap, MajorM: Swap minds with another creature forever.
Mind Thrust I: Mentally deal 1d6 points of damage per level.
Mind Thrust II: As mind thrust I, but deal 1d8 points of damage per level (maximum 5d8).
Mind Thrust III: As mind thrust II, but deal a maximum of 10d8 points of damage.
Mind Thrust IV: As mind thrust II, but a maximum of 15d8 points of damage and target is fatigued for 1 round.
Mind Thrust V: As mind thrust IV, but target is exhausted or fatigued for 1 round.
Mind Thrust VI: As mind thrust IV, but maximum 20d8 points of damage and target is exhausted and stunned for 1 round.
Mindlink: Communicate a great deal of information in an instant.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Mindscape Door: Create a portal allowing entry to and exit from a mindscape.
Mindshock: Charge your attacks with violent psychic energy.
Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels.
Minor Creation: Creates one cloth or wood object.
Minor DreamR: As the dream spell, except delivering a shorter message.
Minor Image: As silent image, plus some sound.
Minor Phantom ObjectR: As minor creation, except the object created is a semi-real illusion.
Minor Reversion: Store a replica of yourself in the Akashic Record, end the spell when injured to be healed 1d8+1/level
Minor Reversion, Mass: As minor reversion, but one creature per level
Miracle: Requests a deity's intercession.
Mirage: Create illusory terrain
Mirage Arcana: As hallucinatory terrain, plus structures.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Mirror Mantis: Creature sees an looming assassin whenever they see their reflection in a mirror
Mirror Polish: Polish a metal item until it’s usable as a mirror.
Mirror Strike: You may strike multiple opponents with a single attack.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Misdirection: Misleads divinations for one creature or object.
Miserable Pity: Opponents cannot attack a pathetic creature.
MisleadY: Turns you invisible and creates illusory double.
Mnemonic EnhancerF: Prepare extra spells or retain one just cast.
Mnemonic Siphon: Steal the spells of a creature carrying the affected object
Modify MemoryY: Changes 5 minutes of subject's memories.
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Moment of Greatness: Doubles a morale bonus.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Monstrous Physique IVY: As monstrous physique III, with more abilities.
Moonrise Arrow: Imbue ammunition with damaging silver light
Moonstruck: Subject is enraged and confused.
Morning SunM: Create a sphere that sheds sunlight
Mortal Terror: Frighten creature with an existential crisis
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
Mount: Summons riding horse for 2 hours/level.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Move EarthY: Digs trenches and builds hills.
Mud Buddy: Create a small minion out of mud.
MudballR: Throw a ball of mud to blind your enemy.
Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Murderous CommandY: Target is compelled to kill its ally.
Murderous CrowR: Conjure a supernaturally vicious and clever crow to watch over you.
Music of the Spheres: Amplify music of the spheres to grant fast healing, resistance, and saving throw bonuses to all creatures in the area.
Mutagenic Touch: You can pass a weaker version of your mutagen to another creature.
Mydriatic Spontaneity: Cause splitting headaches and an oversensitivity to light and darkness.
Mydriatic Spontaneity, Mass: As mydriatic spontaneity, except it can affect multiple creatures.
Mythic Severance: Restrict target’s access to its mythic power.
Naga Shape IR: Take the form of a Large naga
Naga Shape IIR: As naga shape I, with improved abilities
Naga Shape IIIR: As naga shape I, with greater abilities
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.
Nap StackM: Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.
Natural Rhythm: +1 on damage rolls with each hit (max +5).
Nature's Exile: Gives subject –10 on Survival checks.
Nature's Paths: Learn the best way to travel overland
Nature's Ravages: Speed up the decomposition of a corpse.
Nature's Ravages, Greater: As nature’s ravages, except the target corpse ages much faster.
Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Necromantic Burden: Make undead more difficult to control.
Necrostasis: Stagger an undead creature
Negate Aroma: Subject cannot be tracked by scent.
Negative Reaction: Targeted creature may not positively influence anyone.
Nereid's GraceR: Gain your charisma bonus as a deflection bonus to AC when not wearing armor.
Neutral Buoyancy: Alter a creature's buoyancy to be neutral, granting them increased maneuverability
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Nex's Secret WorkshopM: As nondetection, but any number of creatures or objects in the area
Night Blindness: Impair target’s vision as if it were darker.
Night of BladesR: Create an immobile wall of tiny black blades.
Night Terrors: Disturb a creature's rest with dark dreams
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Nine LivesR: Avoid trouble and harmful effects up to nine times.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.
NondetectionM: Hides subject from divination, scrying.
Nondetection, CommunalM: As nondetection, but you may divide the duration among creatures touched.
Nondetection, Lesser: As nondetection, but only protects against spells that target an area
Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy.
Numerological Resistance: Use the Path of Numbers to grant your allies resilience in the face of elemental dangers.
Oasis: Redirect the flow of water toward a designated point.
Oath of Anonymity: Cloak yourself in an illusion that hides your true identity
Oath of JusticeRT: Seal an oath between two creatures.
Oath of PeaceY: Grants +5 AC and DR 10/evil, can't attack.
Object Possession: As lesser object possession, but with a larger object.
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Object Possession, Lesser: Project your soul into an object, animating it.
Object Reading: Read psychic impressions left on an object.
Obscure Object: Masks object against scrying.
Obscure PoisonM: Make it harder to detect a poison or venomous creature.
Obscured Script: Make the text on a page more difficult to decipher
Obscuring MistY: Fog surrounds you.
Obsidian Flow: Converts the surface of the ground into molten glass.
Old Salt's CurseR: Permanently sicken someone, worse if target is on or in the water far from shore.
Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.
Oneiric Horror, Greater: As oneiric horror, plus Str damage.
Ooze Form I: Assume the form of a Small or Medium ooze creature
Ooze Form II: Assume the form of a Large ooze creature
Ooze Form III: Assume the form of a Huge ooze creature
Open and Shut: Obfuscate whether a door is open or closed.
Open Arms: Ward off the challenge/smite and similar attempts of an enemy creature.
Open Book: Make it permanently easier to learn more about a target.
Open the Dead Roads: Open a path to the Dead Roads, speeding your travel on the Material Plane or the Boneyard
Open/Close: Opens or closes small or light things.
Opportunistic Loyalty: Temporarily act as an ally to benefit from other creatures’ spells.
Oppressive Boredom: Target loses its next action.
Oracle's Burden: Creature is affected by negative oracle's curse effects.
Oracle's Vessel: Target gains the benefits of your oracle's curse.
Orb of the VoidMY: Sphere inflicts negative levels.
Orchid's DropM: Add a potent healing effect to your mutagens.
Order's WrathY: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Out of Sight: Cause creatures to forget about you once you have left their sight.
Outbreak: Diseased creatures in the area become extremely contagious
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
OverlookR: Enhance your ability to seem small and unimportant, increasing your Stealth.
Overstimulate: Target creature gains the ferocity ability
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
Overwhelming Poison: Make a poison more difficult to resist.
Overwhelming Presence: Creatures bow before you as if you were divine.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Pack Empathy: Create an empathic bond with allies.
Page-Bound Epiphany: Fill an empty book with knowledge on a topic from around the world.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Pain Strike, Mass: As pain strike, but affects multiple creatures.
Painful Revelation: damage creature who recognize an illusion for what it is
Paladin's Sacrifice: Take the damage and effects for another creature.
Pale Flame: As produce flame, but shedding dimlight and increased damage vs plants
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Paranoia: Target becomes hostile to all creatures.
Parasitic SoulF: Force a trapped soul into a new body.
Parchment Swarm: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.
Particulate Form: Targets gain fast healing 1, immunity to bleed, crtitical hits, and precision damage
Pass without Trace: One subject/level leaves no tracks.
Passing Fancy: Control the topic of conversation
Passing Fancy, Mass: Control the topic of conversation among a group of people.
Passwall: Creates passage through wood or stone wall.
Path of Glory: Create an expanding glow that heals allies within it of 1 hp of damage.
Path of Glory, Greater: Create an expanding glow that heals allies within it of 5 hp of damage.
Path of the WindsR: Call forth mighty winds to clear a path for you.
Pattern Recognition: Gain an insight bonus on Search checks and Survival checks to follow tracks.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Peacebond: Locks a weapon in place on the target's body.
Peacebond, Greater: As peacebond, but on multiple weapons, even if they aren't sheathed.
Peacemaker's ParleyRT: Quickly manipulate unfriendly or hostile creatures with diplomacy.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
Peerless Integrity: Conceal the alignment of creatures from divination magic.
Pellet Blast: Creates an explosion of conjured metal pellets.
Penumbra: Keep something in the shadows.
Penumbral Disguise: Mask your features with shadowy illumination.
Perceive BetrayalF: Sense when nearby creatures have tratorous intent towards your lord
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Permanency: Makes certain spells permanent.
Permanent Hallucination: As scripted hallucination, but permanent.
Permanent Image: This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Pernicious Pranksters: Fey forces target enemies with random combat maneuvers
Persistent Image: As major image, but no concentration required.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Persuasive Goad: Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.
Pesh Addiction: As Pesh Addiction, Lesser except it has no HD limit and does not allow a saving throw.
Pesh Addiction, Lesser: Force someone to use pesh.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Pessimism: Force a creature to see the negative side of things.
Petulengro's Validation: Detect what creature a missing portion came from.
Phantasmal Affliction: Convince a target hat it contracted an affliction.
Phantasmal Asphixiation: Trick a creature into thinking it can't breathe.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Phantasmal Putrefaction: Trick a creature into thinking their flesh is rotting.
Phantasmal Reminder: Creature re-lives an injury, taking 1d6 damage/level
Phantasmal Revenge: Ghost from corpse hunts killer.
Phantasmal Web: Catches subjects in illusory web.
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Phantom Chariot: Conjures a quasi-real heavy chariot pulled by four horses.
Phantom Driver: Conjures a phantom to drive vehicles.
Phantom Hunt: Grant yourself and your animal companion numerous enhanced senses and tracking abilities.
Phantom Limb: Create a semi-visible psychic manifestation of a limb, allowing a creature to replace a missing body part or parts.
Phantom SteedY: Magic horse appears for 1 hour/level.
Phantom Steed, Communal: As phantom steed, but you may divide the duration among creatures touched.
Phantom TrapM: Makes item seem trapped.
Phase Door: Creates an invisible passage through a barrier.
Phase Step: As per dimension door, but with more restrictions and affecting a creature you touch
Phasic Challenge: Enemy and ally can only harm and be harmed by each other
Phobia: Induce an irrational fear in a creature to the point of madness.
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Pied Piping: Compel similar creatures to follow you.
Pierce Disguise: See through low-level magical disguises.
Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises
Piercing Shriek: Target is staggered by a painful sound.
Pilfering Hand: You may seize an object or manipulate it from afar.
Pillar of LifeY: Created pillar heals 2d8 + 1/level (max +20).
Pillow Talk: Sleeping creature answers your questions
Pinecone Bomb: Thrown pinecone deals 1d6 piercing damage/2 levels in a 10-ft.-radius
Placebo Effect: Temporarily suppress an affliction or condition.
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Carrier: Target's attacks carry filth fever.
Plague Storm: Cloud infects creatures like contagion.
Planar Adaptation: Resist harmful effects of other plane.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Planar Aegis: Use planar energy to protect yourself and retaliate with one energy type
Planar AllyM: As lesser planar ally, but up to 12 HD.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature.
Planar Binding: As lesser planar binding, but up to 12 HD.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Planar InquiryM: Call an outsider to answer questions
Planar Orientation: Locate places of power on your current plane
Planar RefugeM: Enforce the rules of the Material Plane on another plane.
Plane ShiftY: As many as 8 subjects travel to another plane.
Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Planetary Adaptation: As planar adaptation, but only on different worlds of the Material Plane.
Planetary Adaptation, Mass: As planetary adaptation but on a group of creatures.
Planned AssaultRT: Increase the effectiveness of actions planned in advance.
Plant Growth: Grows vegetation, improves crops.
Plant Shape I: Turns you into a Small or Medium plant.
Plant Shape II: Turns you into a Large plant creature.
Plant Shape III: Turns you into a Huge plant.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Play Instrument: Play instrument as if you were skilled.
Plundered PowerM: Kill a creature and steal its strongest spell-like ability
Pocketful of Vipers: Ward a container with summoned vipers.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Poison Breath: Expel a cone of poison from your mouth.
Poisoned EggR: Transform a single egg into a dose of poison.
Poisonous Balm: As cure serious wounds, but leave behind a latent venom.
Poisonous Cloud: As per fog cloud, but lethally poisonous
Polar Midnight: Cold darkness paralyzes and deals damage.
Polar RayY: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Polymorph: Gives one willing subject a new form.
Polymorph Any Object: Changes a subject into anything else.
Polymorph Familiar: Give your familiar the shape of another animal.
Polymorph, Greater: Gives one willing subject a new, more powerful form.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Positive Pulse: Energy harms undead or bolsters the living
Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures
Possess ObjectF: Possess and animate one object.
Possession: Project your soul into a creature’s body.
Possession TrapF: Place a protective ward to ensare creatures that attempt to possess you.
Possession, Greater: As possession, but your body vanishes.
Pouncing Fury: Make a full attack with your claws after a charge
Power Word BlindY: Blinds creature with 200 hp or less.
Power Word KillY: Kills one creature with 100 hp or less.
Power Word StunY: Stuns creature with 150 hp or less.
Pox of Rumors: Curse a creature to attract nasty rumors.
Pox PustulesY: Subject is sickened and has –4 Dex.
PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty.
Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Preserve: Prevent objects from rotting and spoiling
Preserve GraceF: Grant a creature the guidence of a phylactery of faithfulness
Pressure Adaptation: Target acclimates to pressure changes more quickly
Prestidigitation: Performs minor tricks.
Primal Regression: Make a creature become bestial and unintelligent.
Primal Scream: Free yourself from enchantments and paralysis effects.
Prismatic SphereY: As prismatic wall, but surrounds on all sides.
Prismatic SprayY: Rays hit subjects with variety of effects.
Prismatic Wall: Wall's colors have array of effects.
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Profane Nimbus: Unholy energy damages good creatures that attack you and protects you from good attacks.
PrognosticationM: Gain cryptic information from further in the future than divination.
Programmed ImageM: As major image, plus triggered by event.
Project ImageM: Illusory double can talk and cast spells.
Project WeaknessR: Curse the target with the weaknesses of your vampirism.
Prophetic LoreMF: Prophesize about a person, place, item, or event
Prosperous Room: (Downtime Spell) Increase the appeal a targeted room has.
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Protection from Arrows, Communal: As protection from arrows, but you may divide the duration among creatures touched.
Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched.
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Protection from Outsiders: Ward a creature against attacks from outsides with a specific racial subtype, more powerful than protection from evil or similar spells.
Protection from SpellsMF: Confers +8 resistance bonus.
Protection from Spores: Bolster a creature’s body against the harmful effects of spore and fungus.
Protection from Technology: +2 to AC and saves, plus additional protection against technology.
Protective Penumbra: Shadow protects the target from light.
Protective Spirit: Protects from attacks of opportunity.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Psychic Asylum: Perform a lengthy mental task in a private mindscape.
Psychic Crush I: Sicken a target and cause it to start dying, or deal 3d6 + 1 points of damage per level on a save.
Psychic Crush II: As psychic crush I, but deal 5d6 + 1 points of damage per level on a save and harder to resist.
Psychic Crush III: As psychic crush I, but deal 7d6 + 1 points of damage per level on a save and harder to resist.
Psychic Crush IV: As psychic crush I, but deal 9d6 + 1 points of damage per level on a save and no Fort save at 1/2 hp or fewer.
Psychic Crush V: As psychic crush IV, but deal 11d6 + 1 points of damage per level on a save.
Psychic Image: Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Psychic Reading: Read surface thoughts to learn information about a subject.
Psychic SurgeryM: Cure all Int, Wis, and Cha damage and drain, plus remove other mental afflictions and conditions.
Psychonaut Manifestation: Gain a +4 bonus to a random ability score and a -2 penalty to another one.
Pugwampi's Grace: Force the unluck effect of a pugwampi onto an unwilling creature.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Purging Finale: Removes one negative effect.
Purified Calling: Eidolon summoned is fully healed.
Purify Body: Heal a creature and remove its physical impairments
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Putrefy Food and Drink: Makes food and water inedible.
Puzzle Box: Target forgets how to use commonly used objects.
Pyrotechnic Eruption: Erupting flames burn a target several times.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Qlippoth Appearance: Assault the mind of your enemies with your hideous face
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Quench: Extinguishes fires.
Questing Stone: Turn an ioun stone into a scrying sensor.
Quick Change: Use change shape as a swift action and surprise foes.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Quieting Weapons: Weapons make no sound and quiet their victims.
Quintessence: Mask any flaws of or damage to a creature or object.
Quintessence MasteryF: Exercise limited control over the quintessence of an Outer Plane, creating or shaping terrain
Radiation Ward: Protect a creature against radiation
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Raiment of Command: Cloak yourself in an illusion of authority.
Rain of ArrowsM: Conjure a cloud of magical arrows.
Rain of Frogs: Summon a swarm of poisonous frogs.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Raise Animal CompanionM: As raise dead, but on an animal.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Rally Point: Square gives good creatures bonuses.
Rampart: Creates 5-ft.-thick earthen barrier.
Rapid Repair: Construct gains fast healing 5.
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Exhaustion: Ray makes subject exhausted.
Ray of Frost: Ray deals 1d3 cold damage.
Ray of Sickening: Ray makes subject sickened.
Read Magic: Read scrolls and spellbooks.
Read WeatherFR: Forecast the weather for the next 48 hours.
Realm Retribution: Target's attacks count as being of your alignment, can banish creature's critically hit to an Outer Plane matching your alignment
Reaper's Coterie: Target weapon gains bonus damage for defeating enemies.
RebootF: Bring a destroyed construct back to action for a limited time.
Rebuke: Foes take 1d8 damage/two caster levels (max 5d8).
Rebuke Technology: Render a piece of technology inert.
Recentering Drone: Emit a calming drone so targets under the effect of negative conditions can suffer a lesser version of them instead.
RechargeM: Restore charges to a technological item.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reckless Infatuation: Target is compelled to stay near another.
Recoil Fire: Ammunition in the targeted firearm generates excessive recoil.
Recorporeal IncarnationF: Wear the target corpse like a suit, disguising yourself as the deceased
Red Hand of the Killer: Stain the hand of a creature's killer red.
Redcap's Touch: Gain a +2 bonus on damage rolls and heal slightly when you kill a creature
Reduce Animal: Shrinks one willing animal.
Reduce PersonY: Humanoid creature halves in size.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Reflexive Barrier: Immediate burst of force provides +1 deflection bonus to AC per 2 caster levels
RefugeM: Alters item to transport its possessor to you.
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
ReincarnateFM: Brings dead subject back in a random body.
Reincarnate SpyFM: As reincarnate, but creating a body similar to that of a chosen creature, and you secretly keep part of the body.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
Reinvigorating Wind: Magical wind invigorates your allies
Rejuvenate Eidolon: As lesser rejuvenate eidolon, but cures 3d10 damage +1/level (max +10).
Rejuvenate Eidolon, Greater: As lesser rejuvenate eidolon, but cures 5d10 damage +1/level (max +20).
Rejuvenate Eidolon, Lesser: Eidolon cured 1d10 damage +1/level (max +5).
Release the Hounds: Summon a swarm of wolves
Reloading Hands: Loads a single shot into your weapon every round.
Remarkable Legerdemain: Conceal items with uncanny skill.
Remote Viewing: Gain psychic impressions from a distant location.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Remove Radioactivity: Remove radiation effects from a target.
Remove Radioactivity, Greater: Remove all ongoing radiation effects along with restoring ability damage and drain taken as a result.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Rend Body I: Telekinetic force rips your target limb from limb
Rend Body II: As rend body I, but more damage
Rend Body III: As rend body I, but target is sickened for as long as it bleeds
Rend Body IV: As rend body III, but more damage and a greater chance of removing a limb
RenovationM: (Downtime Spell) Rearrange and resize rooms in a building you constructed.
Repair Undead: Heals one undead of 1d8 hp + 1/level (max +5).
Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level.
Repel Metal or Stone: Pushes away metal and stone.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Repel WoodY: Pushes away wooden objects.
Replay Tracks: Reconstruct past events from a set of tracks
Replenish KiR: Attune the target’s energy to replenish their ki pool.
Repress Memory: Remove a piece of knowledge from your mind.
Reprobation: Marked target is shunned by your religion.
Repugnant Taste: Foul liquid nauseates creatures that bite the target
RepulsionF: Creatures can't approach you.
Residual Tracking: Tell creature's appearance by footprint.
Resilient ReservoirR: Store hit point damage as magical energy.
Resilient Sphere: Force globe protects but traps one subject.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Resist Starvation: Last longer without food
Resistance: Subject gains +1 on saving throws.
Resize ItemM: Resize a magical weapon or suit of armor to become larger or smaller.
Resonating WordY: Target is damaged, staggered, and stunned.
Resounding Blow: Melee attack deals 1d6 more damage.
Resounding Clang: Create a loud clangor that causes metallic objects to vibrate wildly.
Respectful QuietR: Render all targets silent, but only one-way.
Resplendent MansionF: Conjure an opulent mansion several stories tall.
Rest Eternal: Dead creature cannot be revived.
Restful Cloak: Enchanted cloak functions as a tent
Restful Sleep: Gain more hit points while sleeping.
RestorationM: Restores level and ability score drains.
Restoration, GreaterM: As restoration, plus restores all levels and ability scores.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Restore Corpse: Skeletal corpse grows flesh.
Restore EidolonM: Restoration for an eidolon.
Restore Eidolon, Lesser: Lesser restoration for an eidolon.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
Resurgent TransformationM: Gain second wind when close to death.
ResurrectionM: Fully restore dead subject.
Retribution: Recent attacker is afflicted with penalties.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
Retrieve Item: Call a small item into your hand from anywhere.
Retrocognition: Gain psychic impressions from past events in a location.
Returning Weapon: Grants a weapon the returning special weapon quality.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Reveal Emotions: Create an aura to exposes creature's emotional statebare.
Reveal Mirage: Discern illusory terrain from range.
Reveal Secrets: Target reveals if it has secret knowledge of a topic
Reveal True ShapeM: Reveal the true form of a magically disguised/transformed creature.
Revealing Light: As light, but hampers Stealth checks
Revelation: Gain great insight into the inner workings of a puzzle, device, or trap.
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Reverse GravityY: Objects and creatures fall upward.
Reviving Finale: Allies cured 2d6 damage.
Ricochet ShotY: Imbues a projectile weapon to give its ammunition the ability to ricochet.
Ride the Lightning: Transform into electricity.
Ride The Waves: Target can breathe water and swim.
Riding Possession: As possession, but you observe instead of control the subject.
Rift of Ruin: Create a rift filled with demons that extends into the Abyss.
Righteous Blood: Infuse a good target with holy energy.
Righteous Condemnation: Chaotic, neutral, or evil spellcasters who target you with a spell take a -4 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks
Righteous Might: Your size increases, and you gain bonuses in combat.
Righteous Vigor: Boosts attack bonus with each hit.
Rigor Mortis: Painfully swell a targets joints.
Rising Water: Create a pillar of water
Rite of Bodily PurityM: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison
Rite of Centered MindM: +1 to saves vs mind-affecting effects for 24 hours, discharge to reroll a failed save vs a mind-affecting effect.
Rival's Weald: Transform the target into a tree
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
River Whip: Create a whip of water that you wield as a weapon.
Riversight: See events transpiring along a natural watercourse you touch.
Roaming PitM: Create a mobile extradimensional pit
Rock Whip: Create a whip that passes through unworked stone
Root: Bolster the subject’s CMD vs. trips and Acrobatics checks to remain standing.
Rope Tornado: Tornado-force winds knock creatures prone or from the air
Rope Trick: As many as eight creatures hide in extradimensional space.
Ropeweave: Create useful tools from a coil of rope
Rotgut: Turn water into cheap alcohol
Rotting Alliance: Creatures waste away while close to one another
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.
Rumormonger: Follow a rumor to see where it spreads.
Rune of Durability: Inscribe a rune upon a weapon to double its hit points.
Rune of JandelayM: Create a potent rune that evokes the mighty Oliphant of Jandelay, warding the area against chaos and destruction.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Rune of RuleM: Bestow upon a creature one of the seven runes of rule
Rune of WardingM: Place a visible glyph of warding to protect a door or other entryway.
Rune TraceM: Learn information about a magical rune without triggering it
Runic Overload: Charge magical runes to an explosive degree.
Rusting Grasp: Your touch corrodes iron and alloys.
Sabotage Construct: As confusion, but only affects constructs.
Sacramental SealF: Seal a creature away inside the spell's focus
Sacred BondFY: Cast touch healing spells from a distance.
Sacred Nimbus: Holy energy damages evil creatures that attack you and protects you from good attacks
Sacred SpaceR: Sanctify an area with holy power.
Sacrifice: Make a sacrifice to aid conjuring and commanding a planar creature.
Sacrificial Oath: Take damage for an ally for many rounds.
Saddle Surge: Bonus damage for moving on mount.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Salvage: Pull together the remains of a shipwreck and reform it into a working vessel.
Sanctify ArmorY: +1 AC/four levels (max +5).
Sanctify Corpse: Prevent a corpse from becoming an undead.
Sanctify Weapons: Allow all weapons in the area to bypass a specific type of fiendish DR.
SanctuaryY: Opponents can't attack you, and you can't attack.
Sand Table: Create a model of the surrounding land and the creatures nearby
Sand Whirlwind: Create a whirling cloud of sand around someone, making it harder for them to speak.
Sand Whirlwind, Greater: Create a large whirlwind of sand, blinding and hampering the ability to speak of those within.
Sands of TimeY: Target temporarily ages.
Sarzari Shadow MemoryM: Learn information to aid you in assassinating a creature
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Saving FinaleY: Subject rerolls failed saving throw.
Sawtooth Terrain: Cause giant mantis limbs to sprout from the ground, damaging and cripping creatures
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Scamper: Grant your animal companion astonishing agility
Scare: Panics creatures of less than 6 HD.
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring
Scent Trail: Leave trail for allies to follow.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Scintillating Wall: Create a wall that fascinates creatures that attempt to move through it
Scoop: Use a small vessel of force to scoop up liquid or small objects.
Scorching Ash FormRY: Change someone into a gaseous cloud of hot ash and smoke, dealing fire damage to those they move through.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Scourge of the Horsemen: Blast an area with soul-rending energy, dealing 1d4 negative levels and 1d6 acid/level.
Scouring WindsY: Winds block vision and deal 3d6 damage per round.
Screaming Flames: Send forth a wave a flames screaming with the agony of the damned
Screech: Foes provoke attacks of opportunity.
Screen: Illusion hides area from vision and scrying.
Scribe's BindingF: Turn a creature into a biography of their life.
Scripted Hallucination: As complex hallucination, but without concentration.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
ScryingF: Spies on subject from a distance.
Scrying, Greater: As scrying, but faster and longer.
Sculpt Corpse: Makes corpse look like another creature.
Sculpt Simulacrum: Alter a simulacrum's appearance.
Sculpt Sound: Creates new sounds or changes existing ones into new sounds.
Sculpted Cape: Enchanted cape stiffens and can bear weight
Sea of Dust: Permanently drive water out of a region to create a desert
Sea Stallion: You and your mount adapt to an aquatic environment
Sea Steed: Your mount adapts to an aquatic environment
Sealed Life: Prevent a creature from transferring life force to or from others.
Sealed Life, Greater: As sealed life, plus death ward and immunity to soul transference.
Sealed Sending: Send a message scroll to any location you have previously been
Seamantle: Sheathes you in protective water.
Searching Shadows: Shadows search for a creature or object in range
Searing LightY: Ray deals 1d8/two levels damage (more against undead).
Sebaceous TwinR: Extract a half-formed parasitic clone from the target, causing it to siphon blood and distract its host.
Secluded Grimoire: Safeguard your spellbook on the Ethereal Plane
Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Secret Coffer: As secret chest, except the coffer is smaller and can only remain on the Ethereal Plane for a short time.
Secret Page: Changes one page to hide its real content.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Secret SpeechR: Send secret messages to others within normal speech.
Secret Vault: As secret chest, except it affects a small structure, vault, or oversized chest.
Secure Shelter: Creates sturdy cottage.
Seducer's EyesR: Gain a bonus on Charisma-based skills towards those who find you attractive.
See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
See BeyondM: +5 Perception (+10 vs ethereal or invisible) for 24 hours, discharge to temporarily gain x-ray vision
See Invisibility: Reveals invisible creatures or objects.
See Through Stone: Look through solid rock as if it were glass.
Seed SpiesR: Create a group of wafting seeds with magical intellect that can spy for you.
Seeds of Influence: Weaken a creature to your divinations and enchantments
Seeds of Influence, Greater: As seeds of influence, but have a chance to dispel protective magic before it takes effect
Seek Shelter: Weak creatures are compelled to seek shelter
Seek Thoughts: Detects thinking creatures' thoughts.
Seeming: Changes appearance of one person per two levels.
Seer's BaneR: As nondetection, but damages those who cast divination spells on the warded creature/item.
Seismic Fissure: Create a massive fissure in the earth
Selective Alarm: As alarm, but only against selected creatures.
Selective Invisibility: Allow one creature to see you while invisible.
Semblance of FleshR: Disguise a construct as a creature of flesh.
SendingY: Delivers short message anywhere, instantly.
Sense Fear: Perceive nearby creatures that are experiencing fear
Sense Madness: Determine mental disturbances in nearby creatures
Sense Spirit Magic: Gain bonuses on identifying and resisting spells associated with your spirits.
Sense Vitals: Gain the ability to sneak attack.
Sensory Amplifier: Enhance the sight of all creatures near you.
Sensory Overload: Make concentrating difficult for a creautre, forcing a save to perform standard or full-round actions
Sentry SkullMR: Create a grisly sentinel from the severed head of a humanoid or monstrous humanoid.
Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Sequester ThoughtsM: Erase a creature's memory about a single topic.
Serenity: Peaceful feelings harm those attempting violence.
Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer.
Serren's Swift Girding: Immediately clad a number of targets in armor.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Severed Fate: Prevent the target from using hero points.
Shackle: Summon manacles onto a target creature
Shades: As shadow conjuration, but up to 8th level and 80% real.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.
Shadow Body: Turn your body into a living shadow.
Shadow Bomb Admixture: Empowers bombs you throw to cover the target with a shadowy substance that grants it concealment and limits its vision.
Shadow Claws: Claws of shadow deal slashing damage and Strength damage
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Shadow Dragon Aspect: Shroud yourself in a shadowy illusion of a dragon.
Shadow Enchantment: Use material from the Shadow Plane to create an illusory version of an enchantment spell.
Shadow Enchantment, Greater: As shadow enchantment, except with higher level enchantments.
Shadow Endurance: Conjure protective wisps of darkness made from shadow.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Shadow Invasion: Create an area of darkness that strengthens shadow spells and attracts kytons
Shadow Jaunt: Teleport, leaving an illusion of yourself in the space you left
Shadow of DoubtR: Create a shadowy aura of doubt fueled by a foe’s own inner flaws.
Shadow Projection: Temporarily become a shadow.
Shadow Step: Teleport from one shadow to another.
Shadow Transmutation: Alter a creature’s body with energy from the Shadow Plane, altering its form to match a shadow creature.
Shadow Transmutation, Greater: As shadow transmutation, but it mimics greater polymorph instead of polymorph.
Shadow Trap: Pin someone’s target, causing them to become stuck.
Shadow Walk: Step into shadow to travel rapidly.
Shadow WeaponY: Create a quasi-real masterwork weapon.
Shadowbard: Shadowy duplicate starts a bardic performance.
Shadowfade: Become invisibile to creatures using darkvision
Shadowform: Replace the target’s body with mystic shadow material, causing them to take less damage from attacks.
Shadowmind: Force a target to see more darkness around them.
Shadowy HavenR: Create a hidden room to conceal you on the edge of the Plane of Shadow.
Shambler: Creates 1d4+2 shambling mounds to fight for you.
Shamefully Overdressed: Force target to remove equipment.
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
Shapechanger's Gift: Temporarily change a target into an animal, humanoid, or monstrous humanoid
Shapechanger's Gift, Greater: Temporarily change a target into an animal, elemental, fey, humanoid, monstrous humanoid, or vermin
Shard of Chaos: Harm and possibly slow lawful creatures.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Language: Subject understands chosen language.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Share Memory: Share one memory with the target.
Share Senses: Perceive the world around your familiar.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Share SkinR: Possess the body of an animal
Share Skin, GreaterR: Possess the body of any creature.
Shared SacrificeR: Create a link to the target and direct pain and damage through it.
Shared SufferingF: Deal damage to another creature by harming yourself.
Shared Training: Share your teamwork feats with allies
Shared Wrath: As wrath, but affects multiple creatures.
Sharesister: Take a negative level to grant another creature of the same gender a bonus on their casting ability.
ShatterY: Sonic vibration damages objects or crystalline creatures.
Sheet Lightning: Create an area of electricity that dazes all those within.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shield Companion (AA)F: As shield other, but affects the caster’s animal companion or familiar.
Shield Companion (ACG): As shield other, but affecting your companion creature.
Shield of Darkness: Shield yourself with darkness, granting yourself total concealment.
Shield of FaithY: Aura grants +2 or higher deflection bonus.
Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Shield of the Dawnflower, GreaterR: Create a shield of sunlight.
Shield of WingsR: Five burning wings grant you flight and protect you from fire.
Shield OtherFY: You take half of subject's damage.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear.
Shield the Banner: Protect your tribe's banner with a sanctuary-like effect.
Shifted Steps: Make a target sound as if elsewhere.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Shifting Shadows: Obscure the appearance of all creatures within the shifting shadows.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Shining CordM: Ensare a creature with a silver cord, allowing you to predict its actions and keep you close together.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Shrink Item: Object shrinks to one-sixteenth size.
Shroud of Darkness: Affected creatures have their vision impaired
Shroud of Innocuity: Disguise creatures as ordinary
Sickening Entanglement: As entangle, but plants have sickening sap.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Siege of Trees: Transforms Large trees into arboreal catapults of the same size.
Siege of Trees, Greater: As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area.
Sift: See area as though examining it.
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Sign of WrathF: Create a giant symbol of wrath to forcibly repulse all nearby creatures.
Signifer's RallyM: Teleport allies to your location.
Signs of the Land: Learn up to three details about the surrounding territory
SilenceY: Negates sound in 20-ft. radius.
Silent ImageY: Creates minor illusion of your design.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Silk To Steel: Use a scarf as a shield or whip.
Silt Sphere: Illusory silt hides creatures while underwater
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
SimulacrumM: Creates partially real double of a creature.
Simulacrum, LesserM: Creates a double of a weak creature.
Siphon Magic: Transfer a magical effect from another creature to yourself.
Siphon Might: Drain strength from a creature and transfer it to another.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Skeleton Crew: Turn corpses into obedient skeleton crew.
Skim: Read four times faster than normal
Skin TagM: Curse food or drink to gain afamilar connection to the creature
Skinsend: Animate and possess your own skin as if it were a separate creature.
Sky Steed: Grant your mount angelic wings
Sky SwimR: Allow the target to swim through the air.
Skyshroud: Unobstructed view of the sky from underground
Slave to Sin: Draw out a creatures inner sin
Slay Living: Touch attack deals 12d6 + 1 per level.
SleepY: Puts 4 HD of creatures into magical slumber.
SleepwalkM: Causes creature to move while asleep.
Sleepwalking SuggestionM: Cause a creature to perform a suggested action while sleeping.
Sleet Storm: Hampers vision and movement.
Slick Walls: Increase the DC of Climb checks in the area
Slipstream: Wave boosts creature's speed.
Slough: Slough off a target's skin.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Slowing Mud: Targets are covered in mud that blinds them and acts like slow.
Smite AbominationR: Emulate a paladin’s power to smite undead.
Smug Narcissism: Target is distracted by its sense of self.
Snake Staff: Transforms wood into snakes to fight for you.
Snapdragon Fireworks: Create 1 dragon firework/level.
Snare: Creates a magic booby trap.
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons.
Snowball: Throw a conjured ball of snow at a target
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Solid FogY: Blocks vision and slows movement.
Solid Note: Creates tangible music note.
Solidify Earth: Harden earth and stone, impeding burrowing creatures
Song of Discord: Forces targets to attack each other.
Song of Discord, Greater: As song of discord, except creatures always attack others and get a bonus to Strength
Song of Kyonin: Enhance your bardic performance to grant fast healing to three creatures.
Songbird: Conjure music from a good-aligned plane
Sonic Form: Turn yourself into a creature of semisolid sound.
Sonic Scream: Create a cone of damaging sound at will.
Sonic Thrust: Sound moves targets away from you.
Soothe Construct: Reduce the berserk chance of a construct.
Soothing Mud: Create restorative mud that heals hit point and ability damage
Soothing Word: Lessen the severity of a target’s conditions.
Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.
Soul Bind: Traps newly dead soul to prevent resurrection.
Soul TransferM: Easily transfer a soul from one receptacle to another, or capture vulnerable souls that aren't bound to mortal flesh.
Soul Vault: Protect your soul from harmful effects after death
SoulreaverY: Deal 1d6 damage/level to living creatures in a 20-ft. radius area.
SoulseekerM: Determine a soul's location
SoulswitchF: Swap your soul with your familiar’s.
Sound Burst: Deals 1d8 sonic damage and may stun subjects.
Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine).
Sow ThoughtR: Plant an idea in the mind of the subject.
Spark: Ignites flammable objects.
Spawn CallingRY: Call the Spawn of Rovagug.
Spawn WardR: Protect the target from energy drain, blood drain, and being made into undead spawn.
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Speak with Animals: You can communicate with animals.
Speak with Dead: Corpse answers one question/two levels.
Speak with Haunt: Haunt answers one question/2 levels.
Speak with Plane: Speak with a manifestation of a sentient plane
Speak with Plants: You can talk to plants and plant creatures.
Speak with Soul: Hold an extended conversation with a soul
Speak with Waves: As stone tell, but speaking with standing or flowing water
Spear of Purity: Harm and possibly blind evil creatures.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spectral SaluqiF: Create a spectral saluqi, an undead canine, that can assist you in fighting spirits.
Spectral Scout: Summon a spectral animal to scout for you.
Speechreader's Sight: Read lips from a distance
Spell Absorption: Use a counterspelled spell's energy in order to regain the use of your own spells.
Spell Absorption, Greater: Use Spell Absorption with higher level spells.
Spell GaugeR: Discover some spells the target has prepared.
Spell Immunity: Subject is immune to one spell per 4 levels.
Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Spell Immunity, Greater Communal: As greater spell immunity, but you may divide the duration among creatures touched.
Spell Resistance: Subject gains SR 12 + level.
Spell ScourgeR: Create a whip that can lash spells from the minds of enemy spellcasters.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Spellcasting ContractR: As lesser spellcasting contract, but grant higher level spells.
Spellcasting Contract, GreaterR: As spellcasting contract but with higher level spells.
Spellcasting Contract, LesserR: Forge a contract to grant someone spellcasting abilities.
Spellcrash: Target loses a 5th-level prepared spell or spell slot.
Spellcrash, Greater: Target loses a 7th-level prepared spell or spell slot.
Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.
Spellcurse: Target takes 1d6 damage for each spell affecting it
Spellscar: Cause spells cast within an area to trigger primal magic effects.
Spellstaff: Stores one spell in wooden quarterstaff.
Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you.
Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies.
SpherescryF: Scry through a sphere of annihilation.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Spike StonesY: Creatures in area take 1d8 damage, may also be slowed.
Spiked PitF: As create pit, but filled with spikes.
Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Spiral Ascent: Teleport straight upwards
Spiral Descent: Teleport straight downwards
Spirit BondsM: Gain a bond with 1 creature/3 levels for 24 hours. End bond to send a message as Sending
Spirit Call: Increase the power of spells related to your spirit/domain.
Spirit Share: Grant beneficial liquids with a touch
Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.
Spiritual Ally: Creates a divine ally to aid you.
Spiritual Squire: Create an ally out of force to assist you in combat
Spiritual WeaponY: Magic weapon attacks on its own.
Spit Venom: Spit blinding black adder venom.
SpiteM: Inflict touch spell upon creature that attacks you.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Spontaneous Immolation: Target takes 3d6 points of fire damage and catches on fire.
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
SqueezeR: Increase the target’s flexibility, allowing it to move through tight spaces and squeeze with ease.
Stabilize: Cause a dying creature to stabilize.
Stabilize Powder: Ammunition in the targeted firearm is less likely to misfire.
Stabilize Pressure: Target immediately adjusts to the surrounding pressure
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Staggering Fall: Make a falling creature hit the ground harder.
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Statue: Subject can become a statue at will.
Status: Monitors condition, position of allies.
Status, Greater: Cast spells through a status link.
Stave Off Corruption: Protect against a corruption's progression.
Stay the Hand: Subject cannot attack with melee weapon.
Steady Saddle: Affected saddle has reduced penalties for actions requiring focus
Steal BreathR: Steal the breath from a creature’s lungs.
Steal Power: Sap mythic power from another creature.
Steal Size: Reduce a creature’s size, enlarge your own.
Steal Voice: Target gains the croaking spellblight.
Steal Years: Temporarily steal youth and vitality from the target.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
Steam Ray Fusillade: As scorching ray, but once per round and works underwater
Stench of Prey: Predatory animals must successfully save or attack the target.
Stinking CloudY: Nauseating vapors, 1 round/level.
Stoke the Inner FireR: Increase the natural heat of your body, transferring it to weapons and armor.
Stolen LightF: Store images within a gem.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Stone Fist: Your unarmed strikes are lethal.
Stone ShapeY: Sculpts stone into any shape.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Stone Tell: Talk to natural or worked stone.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Stone to Flesh: Restores petrified creature.
StoneskinMY: Grants DR 10/adamantine.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Storm of Blades: Create swords and propel them towards your target.
Storm of VengeanceY: Storm rains acid, lightning, and hail.
Storm Sight: Spread your senses through a storm, learning about other creatures affected by the weather
Storm Step: Use lightning to quickly travel a short distance, harming all in your path.
Stormbolts: 1d8 damage/level (max 20d8) to targets.
Straitjacket: Restrain a creautre's arms and grant it a second saving throw against certain magic.
Strand of the Tangled Knot: Next attack against you takes -10 penalty
Strangling HairY: Your hair animates and grapples.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Strip Scales: Reduce the target’s natural armor.
Strong Jaw: Natural attacks damage as two sizes bigger.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Stumble GapF: Small hole trips creatures.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Stunning Finale: Stuns 3 creatures for 1 round.
Sturdy Tree Fort: Create a tree that supports a defensive fort within its branches
Subjective Reality: Convince yourself that something is an illusion, granting you the ability to ignore its actual presence.
Submerge Ship: Turn a ship into a submarine.
Substitute Trail: Disguise a creature's tracks as though made by a different creature
Suffocation: Target quickly suffocates to death.
Suffocation, Instant: Slay someone through pesh suffocation.
Suffocation, Mass: One creature/level suffocates to death.
Suffocation, Slow: Overdose someone with pesh, causing them to slowly suffocate.
SuggestionY: Compels subject to follow stated course of action.
Suggestion, Mass: As suggestion, affects subject/level.
Summon Accuser: Summon an accuser devil to do your bidding.
Summon Ancestral Guardian: Conjure your ancestors' spirits to help you in combat.
Summon Barghest I: Summon a barghest to serve you
Summon Barghest II: Summon a greater barghest or 1d3 normal barghest
Summon Cacodaemon: Summon a cacodaemon.
Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons.
Summon Ceustodaemon: Summon a ceustodaemon.
Summon Derghodaemon: Summon a derghodaemon.
Summon Eidolon: Instantly summons your eidolon for duration of spell.
Summon Elder Worm: Summon a giant purple worm.
Summon Elemental Steed: Create a mighty chariot with a greater elemental bound to serve it.
Summon Erodaemon: Summon an erodaemon.
Summon Flight of EaglesF: Summon giant eagles as mounts or battle companions
Summon Froghemoth: Summon a froghemoth.
Summon GenieF: As lesser summon genie, except summon one djinni or 1d3 jann.
Summon Genie, GreaterF: As lesser summon genie, except summon one shaitan, 1d3 djinn, or 1d4+1 jann.
Summon Genie, LesserF: As summon monster I, except you can summon one janni.
Summon Giant Ally IR: Summon a giant ally (cave, hill, marsh, river, slag, stone, or wood).
Summon Giant Ally IIR: As summon giant ally I, except you can summon a desert, fire, frost, or jungle giant (or 1d3 more of the earlier giants).
Summon Giant Ally IIIR: As summon giant ally I, except you can summon an ash or cloud giant (or greater quantities of previous giants).
Summon Greater Demon: As summon monster, except to summon a coloxus, omox demon, or 1d3 kalavakus demons.
Summon Infernal Host: Summon host devils.
Summon Instrument: Summons one musical instrument.
Summon KamiR: As summon nature’s ally V, except you can summon one kodama, 1d3 fukujin, or 1d4+1 shikigami.
Summon Laborers: Summon helpful petitioners to aid in construction and labor.
Summon Lesser Demon: As summon monster, except to summon a brimorak, incubus, thoxel demon, 1d3 schir demons, or 1d4+1 vermlek demons.
Summon Lesser Psychopomp: Summon 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps.
Summon Meladaemon: Summon a meladaemon.
Summon Minor Ally: Summon 1d3 Tiny animals.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.
Summon Monster 2: Summons extraplanar creature to fight for you.
Summon Monster 3: Summons extraplanar creature to fight for you.
Summon Monster 4: Summons extraplanar creature to fight for you.
Summon Monster 5: Summons extraplanar creature to fight for you.
Summon Monster 6: Summons extraplanar creature to fight for you.
Summon Monster 7: Summons extraplanar creature to fight for you.
Summon Monster 8: Summons extraplanar creature to fight for you.
Summon Monster 9: Summons extraplanar creature to fight for you.
Summon Nature's Ally 1: Summons creature to fight.
Summon Nature's Ally 2: Summons creature to fight.
Summon Nature's Ally 3: Summons creature to fight.
Summon Nature's Ally 4: Summons creature to fight.
Summon Nature's Ally 5: Summons creature to fight.
Summon Nature's Ally 6: Summons creature to fight.
Summon Nature's Ally 7: Summons creature to fight.
Summon Nature's Ally 8: Summons creature to fight.
Summon Nature's Ally 9: Summons creature to fight.
Summon Ship: Conjure a ship out of extradimensional materials
Summon Stampede: Conjure a herd of aurochs to trample your enemies.
Summon SwarmY: Summons swarm of bats, rats, or spiders.
Summon Thanadaemon: Summon a thanadaemon.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Summon Vanth: Summon a single vanth psychopomp.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Sun MetalY: Weapon touched bursts into flames.
SunbeamY: Beam blinds and deals 4d6 damage.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.
Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells
Sun's Disdain, Mass: As sun's disdain, but targeting multiple creatures
Sunstalker: Creature becomes invisible in sunlight
Suppress Charms and Compulsions: Either grant a bonus to saves against, or suppress, charm and compulsion spells
Suppress Primal Magic: Suppress the effects of primal magic.
Suppressing StoneFR: Infuse arcane power into an ioun stone to protect you from mental attacks.
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
Surefoot Boots: Enchanted boots let you treat Acrobatics checks to balance as though you rolled a 20
Surelife: Protect yourself from a specific condition that kills you.
Surface Excursion: Temporarily teleport yourself and others to the surface
Surmount AfflictionY: Temporarily suppress one condition.
Suspend Drowning: Targets temporarily stop drowning
Sustaining Legend: Amplify the mythic powers of the target creatures, bolstering them with healing energy.
Swallow Poison: Protect yourself against ingested poison, then spit it out in a cone.
Swallow Your FearR: Increase creatures' combat effectiveness when they under a fear effect.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Swarm Skin: Turns your body into a swarm of vermin.
Sweat PoisonR: Secrete a poison from your skin
Swipe: Attempt to magically wrest an item from the target.
Sword to Snake: Change an object into a venemous creature.
Sylvan Hideaway: Create a secret extradimensional hideaway.
Symbol of DeathM: Triggered rune kills nearby creatures.
Symbol of DebaucheryM: Conjure a symbol that makes all who see it lust for each other.
Symbol of DispellingM: Dispel all magical effects within range of this symbol.
Symbol of DistractionM: Fascinates all creatures within 60 ft.
Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of HealingM: Triggered rune heals living creatures.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
Symbol of LaughterM: Triggered rune makes nearby creatures lose actions for 1 round/level.
Symbol of MirroringM: Triggered rune creates mirror images.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Symbol of RevelationM: Triggered symbol reveals illusions.
Symbol of ScryingM: Triggered rune activates scrying sensor.
Symbol of SealingM: Create triggered wall of force.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Symbol of SlowingM: Triggered rune slows creatures.
Symbol of StormsM: Symbol creates stormwinds and lightning when triggered
Symbol of StrifeM: Triggered rune makes creatures attack.
Symbol of StrikingM: As symbol of death, but fills a 5-foot square.
Symbol of StunningM: Triggered rune stuns nearby creatures.
Symbol of VulnerabilityM: Triggered rune gives penalties.
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
Sympathetic Aura: As magic aura, but affects all similar objects in a 5-foot radius
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Sympathetic WoundsMR: Force half of the damage you take onto another creature.
SympathyM: Object or location attracts certain creatures.
Synapse Overload: Deal 1d6 points of damage per level and stagger target for 1 minute.
Synaptic Pulse: Stun creatures in a 30-ft. radius.
Synaptic Pulse, Greater: As synaptic pulse, but for 1d4 rounds.
Synaptic Scramble: Prevent the target from communicating and cause it to act randomly.
Synesthesia: Creature moves at half speed, takes penalties, and has trouble casting spells.
Synesthesia, Mass: As synesthesia, but affecting multiple creatures.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tactical AdaptationF: Gain a combat feat for the spell's duration
Tactical FormationRT: Grant targets a bonus to AC so long as they remain in formation.
Tactical Insight: (Mass Combat Spell) Grant mastery of a single tactic to an army.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
Tail Current: Create a current in water to enhance or impede swimming
Tail Strike: Grow a tail and gain a tail slam attack.
Tailwind: Create a current of wind to enhance or impede flight
Talisman of Reprieve: Create an item that protects against the effects of an aligned plane
Talismanic Implement: As contingency, but invests a spell into one of your implements.
Tamer's Lash: Create a whip made of sound that damages foes and can frighten animals
Tap Inner BeautyR: Grant yourself a +2 insight bonus to Charisma-related checks.
Tar Ball: Burning tar harms target and penalizes its Dex.
Tar Pool: Converts the top layer of the ground into hot tar.
Targeted Bomb Admixture: Empowers bombs you throw to deal more damage to a single creature.
Tattoo PotionM: Mix a potion that creates a magical chest tattoo when drunk.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Technomancy: As detect magic, except detecting the presence of technological objects.
Tectonic Communion: As commune with nature but at a much greater range.
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Telekinetic Charge: Launches an ally through the air.
Telekinetic Maneuver: Perform a telekinetic combat maneuver.
Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.
Telekinetic Storm: Deal 1d6 points of damage per level plus daze and stun in a 40-ft. radius.
Telekinetic Strikes: Imbue a creature's limbs with force, adding damage to unarmed strikes
Telekinetic Volley: Touch a group of items, launching them as ranged attacks.
Telempathic Projection: Alter the target’s attitude or give bonuses to those interacting with the target.
Telepathic Bond: Link lets allies communicate.
Telepathic Censure: Create an invisible psychic interference that inhibits telepathic communication.
Telepathic Silence: Prevent all forms of telepathy in the area
Telepathy: Communicate mentally with creatures within 100 ft.
Teleport: Instantly transports you as far as 100 miles per level.
Teleport Object: As teleport, but affects a touched object.
Teleport StructureM: (Downtime Spell) Teleport a building to a different lot.
Teleport TrapM: Create a trap that redirects teleport attempts into an area of your choosing.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleportation CircleM: Teleports creatures inside circle.
Temporal DivergenceM: Take two distinct actions, learn the results, than choose one to take effect
Temporal RegressionF: Set a beacon in time that you can rewind to
Temporal StasisM: Puts subject into suspended animation.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits
Temporary ResurrectionM: Bring a creature to life for 24 hours.
Teratoid Caress: Imbue a creature with disfiguring abyssal energy, harming them when they use celestial or healing magic
TerraformM: Expend mythic power to alter the immediate area’s climate and terrain.
Terrain Bond: Treat the terrain you are in as a favored terrain for the spell's duration.
Terrible Remorse: Creature is compelled to harm itself.
Thanatotic Fury: Stifle other creatures’ abilities to cast divine spells by attacking them.
Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
They Know: Convince target that a nearby creature knows her greatest secret.
Thirsting Entanglement: As entangle, but thorns deal Constitution damage
Thorn Body: Your attackers take 1d6 +1 damage/level.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.
Thorn Snare: Create a snare trap covered with sharp thorns.
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Thought Echo: Replace surface thoughts with a mental echo.
Thought Shield I: As an immediate action, gain a +4 bonus on Will saves against mind-affecting effects.
Thought Shield II: As thought shield I, but +6 on Will saves.
Thought Shield III: As thought shield I, but +8 on Will saves and stun creatures that read your thoughts for 1 round.
Thought Shield IV: As thought shield III, but stun for 1d4 rounds and resist psychic crush spells.
Thought Shield V: As thought shield IV, but lasts 1 round per level.
Thought Worm I: Lower a creature's Will vs mind-affecting effects
Thought Worm II: As thought worm I, with a greater penalty to Will
Thought Worm III: As thought worm II, with a partial penalty on a successful saving throw
Thought Worm IV: As thought worm III, with greater penalties
Thoughtsense: Automatically detect nearby conscious creatures.
Threefold AspectF: Appear older or younger.
Threefold Face: Gain two more faces, which grant you bonuses to sight
Threefold FormF: As bilocation, but three copies instead of two
Threefold Sight: When rolling a d20, roll 3d20 and choose the middle result
Thunder Fire: Ammunition in the targeted firearm deafens opponents.
Thundering Drums: 1d8 damage/level and knocked prone.
Thunderous Footfalls: Knock down smaller creatures by moving close to them.
Thunderstomp: Trip one creature within range.
Thunderstomp, Greater: Trip multiple creatures within range.
Tidal Surge: Create a surge of water to bludgeon foes and extinguish fires
Tieldlara's Feint: Distract a target with lustful thoughts
Time Shudder: Nearby creatures are affected by haste or slow each round.
Time StopY: You act freely for 1d4+1 rounds.
Timely Inspiration: Gives bonus on failed check/attack.
Tiny Hut: Creates shelter for 10 creatures.
Tireless Pursuers: As tireless pursuit, but affects many targets rather than one.
Tireless Pursuit: Ignore fatigue while hustling.
Titanic Anchoring: Become grounded and nearly immovable.
Toilsome ChantR: Allow inspire competence to last for the duration of the skill affected.
Tomb Legion: Summon 1d4+2 advanced mummies.
Tongues: Speak and understand any language.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Torpid ReanimationM: Animate dead when a specific trigger condition occurs.
Torrent of Elemental Rage: Fire raw elemental energy in a 30 ft. long line.
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
Touch of Blindness: Coat a creature’s eyes in darkness, blinding them.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Touch of CombustionR: Cause someone to combust with a touch.
Touch of Fatigue: Touch attack fatigues target.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Touch of Madness: Daze a creature with a touch attack.
Touch of Mercy: Change the damage a creature can deal from lethal to nonlethal.
Touch of Slime: Touch infests a target with green slime.
Touch of Slumber: Touched nonhostile creature falls asleep
Touch of the Sea: Swim speed becomes 30 ft.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
Tower of Iron Will I: As an immediate action, gives creatures in a 10-ft. radius spell resistance against psychic magic and mind-affecting effects.
Tower of Iron Will II: As tower of iron will I, but lasts 2 rounds.
Tower of Iron Will III: As tower of iron will I, but lasts 3 rounds.
Tower of Iron Will IV: As tower of iron will I, but lasts 4 rounds.
Tower of Iron Will V: As tower of iron will I, but lasts 5 rounds.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Toxic Gift: Target suffers the effect of the poison in you.
Toxic Rupture: Force a target to save against its own poison.
Trace Teleport: Determine where and when teleportation occurred, and glimpse the origin or destination.
Track Ship: Use a piece of a ship to track it on a nautical chart.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.
Trade Items: Swap a focus object with a target object.
Trail of the RoseR: Cause a rose to leave a scented trail along your path as you move.
Transfer Familiar: Temporarily grant control of your familiar to another creature.
Transfer Regeneration: Bestow your regeneration on your allies.
Transfer Tattoo: Transfer a magical tattoo from one creature to another.
Transfiguring TouchM: Transmute a touched object to iron, paper, or wood
TransformationY: You gain combat bonuses.
TransmogrifyM: Change your eidolon's evolutions.
Transmute Blood To AcidM: Target takes acid damage each round, and its attackers take acid damage.
Transmute Golem: Turn one type of golem into another.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Potion to Poison: Spit poison onto weapon after drinking potion.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Transmute Wine to Blood: Transform a bottle of fine wine into a pint of animal blood.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Transport via Plants: Move instantly from one plant to another of the same kind.
Trap the SoulM: Imprisons subject within gem.
Traveling DreamR: Create a magical sensor that you can watch through while you sleep.
Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere.
Treasure StitchingM: Objects on cloth become embroidered.
Tree Shape: You look exactly like a tree for 1 hour/level.
Tree Stride: Step from one tree to another far away.
Trial by Fire: Test a creature's purity of convictions by exposing it to a sheet of divine fire.
Trial of Fire and Acid: Cover the target creature in burning acid.
Triggered HallucinationM: As scripted hallucination, but it only appears when triggered.
Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate
True Creation: Create an object of any sort of matter.
True FormY: Removes polymorph effects.
True PrognosticationM: Gain incredibly cryptic information for the distant future.
True ResurrectionFM: As resurrection, plus remains aren't needed.
True SeeingM: Lets you see all things as they really are.
True Skill: Gain an insight bonus equal to half your caster level on one skill check
True StrikeY: +20 on your next attack roll.
TruespeakR: Communicate with any creature with a mind.
TsunamiY: Huge wave damages and sweeps up all in its path.
Twilight Haze: Illusory fog obscures vision.
Twilight Knife: Floating knife attacks with you.
Twin Form: Creates controllable duplicate of you.
Twine Double: Create a simulacrum of yourself out of cloth and twine.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Umbral Infusion: Infuse mindless undead with power from the Shadow Plane, increasing their power.
Umbral Infusion, Mass: As umbral infusion, except it can affect multiple mindless undead creatures.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Umbral Weapon: Create a shadowy afterimage that can damage enemies if the initial attack misses.
Unadulterated Loathing: Target is compelled to avoid another creature.
Unbearable Brightness: Your glowing body dazzles or blinds others.
Unbreakable ConstructM: Increase construct hardness or DR.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Uncanny Reminder: Summon a replica of the target that attempts to kill them
Unconscious Agenda: Plant a subconscious directive in the target’s mind.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.
Undead Anatomy IV: As undead anatomy III, but with more abilities.
Undeath Inversion: Alter an undead creature’s energy affinity so it takes damage from negative energy and heals from positive energy.
Undeath Sense: As per detect undead, but affecting a creature you touch
Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4).
Undeath Ward: Create a barrier to repel undead.
Underbrush Decoy: Create a rustling distraction to hide.
Undetectable Alignment: Conceals alignment for 24 hours.
Undetectable TrapM: Make a trap extremely difficult to find.
Undine's CurseR: The target loses it’s body’s natural ability to breathe automatically.
Unerring Tracker: Follow an entire trail unerringly.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unfetter: Remove distance restriction on eidolon.
Unflappable MienF: Protective barrier of force knocks creatures and deals force damage
UnhallowM: Designates location as unholy.
Unhallowed Blows: One natural weapon or unarmed strike of subject undead gets +1 on attack and damage rolls
Unhallowed Blows, Greater: As per unhallowed blows, but a +1 bonus per 4 caster levels
Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells.
Unholy BlightY: Harms and sickens good creatures (1d8 damage/2 levels).
Unholy IceM: Create wall or javelins of frozen unholy water.
Unholy Ice WeaponM: Create a masterwork weapon made of frozen unholy water.
Unholy Sword: Weapon becomes +5, deals +2d6 damage vs. good.
Unholy Ward: Resist damage from holy sources, smite evil, etc.
Universal FormulaM: Acts as any extract 3rd level or lower.
Unleash Pandemonium: Call upon the wild winds of the Abyssal atmosphere.
Unlife Current: Infuse a current with negative energy, damaging all living creatures within
Unliving Rage: As rage, except affecting only undead.
Unlock Flesh: Stagger a living creature or deal 1d6 damage/level to a corporeal undead
Unnatural Lust: Target is compelled to kiss or caress another.
Unprepared Combatant: Target takes -4 on initiative and Reflex saves.
Unravel Destiny: Creature takes a penalty to rolls based on number of hero points possessed.
Unseen Crew: Create a number of invisible crew members to work on a ship.
Unseen Engineers: Conjure a small team of tiny engineers to construct a trap for you.
Unseen Servant: Invisible force obeys your commands.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others
Unshakable ChillY: Target is afflicted with severe cold.
Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
Unspoken Name: Learn when a nearby creature refers to you with a particular name or title
Untold Wonder: Treat penalties from emotion effects as bonuses instead
Unwelcome HaloR: Force a halo around a target, preventing it from hiding in the dark.
Unwilling ShieldM: Subject shares wounds you receive.
Unwitting Ally: Subject is considered ally for 1 round.
Urban GraceR: Move through crowds and urban settings with ease.
Urban Step: Step into one doorway and out another.
Urgathoa's Beacon: Cause creatures to attract the attention of undead
Utter Contempt: Target's attitude worsens by two categories.
Vacuous Vessel: Make a single container appear empty.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Vanish: As invisibility for 1 round/level (5 max).
Veil: Changes appearance of group of creatures.
Veil of Ash: Conjure a small cloud of burning ash in the target's face.
Veil of HeavenR: Surround yourself with protection against evil outsiders.
Veil of Positive Energy: +2 AC, +2 on saves vs. undead.
Vengeful Comets: Create a group of orbiting comets that can immediately strike those who target you with spells.
Vengeful Outrage: Target is compelled to destroy one enemy.
Vengeful StingerR: Grow a long, wasp-like tail with stinger.
Venomous BiteM: Enhance a target creature’s bite with poison.
Venomous Bolt: Arrow or bolt poisons target.
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
Ventriloquism: Throws voice for 1 min./level.
Vermicious Assumption: Call upon a vermlek demon to invade and inhabit the body of a nearby corpse.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Verminous Transformation: Partially transform into a swarm.
Versatile Weapon: Weapon bypasses some DR.
Vestment of the Champion: Armor or shield gains a +1 enhancement per four levels.
Vex Giant: Gain increased senses against a target larger than you.
Vexing Miscalculation: Prevent the target from scoring critical hits.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.
Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings
Vigor: Give someone a +1 bonus on their next melee damage roll.
Vile Dog Transformation: Transform ordinary dogs into fiendish minions.
Village VeilR: Make an area seem worthless to others.
Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth
Vinetrap: Constrict the subject with choking vines.
Violent Accident: Curse a target to have a lethal accident in the near future
Violent Misfire: Cause a firearm to misfire and explode
Violent Misfire, Greater: As per violent misfire, but 1 target/level
Viper Bomb Admixture: Empowers bombs you throw to summon poisonous biting vipers that bite those hit or splashed by the bomb.
Virtue: Subject gains 1 temporary hp.
Virtuoso Performance: Start a second bardic performance while maintaining the first.
Virulence: Quickly advance the spread of diseases within the targeted creatures.
Virulent Miasma: As fog cloud, but vapor is diseased
VisionMF: As legend lore, but quicker.
Vision of Hell: Illusory hellscape makes creatures shaken.
Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.
Visualization of the BodyM: Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost
Visualization of the MindM: Gain a +5 bonus on checks with one mental ability score for 24 hours, discharge for a one-time mental boost
Vitriolic Mist: As fire shield, except acid damage.
Vocal Alteration: Disguise target's voice.
Volcanic Storm: Hot rocks deal 5d6 damage.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Vomit Swarm: Produces a spider swarm that fights for you.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
Vortex: Creates a whirlpool in water.
WaftR: Alter the targets so they are light enough to be carried by the wind.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Wake of Light: Magical trail aids good creatures, hinders evil ones.
Walk the Plank: As create pit, but filled with water and contains sharks
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.
Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.
Wall of Clockwork: Create a wall made up of spinning cogs and gears.
Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of ForceY: Wall is immune to damage.
Wall of IceY: Ice plane creates wall or hemisphere creates dome.
Wall of IronMY: 30 hp/four levels; can topple onto foes.
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.
Wall of Light: Create a wall of blinding light.
Wall of Mist: Create a wall of mist that creates concealment
Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.
Wall of Silver: Wall of energy that only blocks and affects evil creatures and spells
Wall of Sound: Sonic wall deflects and damages creatures.
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Wall of StoneY: Creates a stone wall that can be shaped.
Wall of SuppressionM: Creates wall that disables magic.
Wall of ThornsY: Thorns damage anyone who tries to pass.
Wandering Star Motes: Outlines subject and produces light as a sunrod.
Wandering Trail: Warp a creatures trail through the area.
Wandering Weather: Control weather in a large area that moves with you
Ward of the SeasonR: Enhance a creature with the power of a season.
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.
Ward the Faithful: Creatures of same faith gain bonuses to AC and on saving throws.
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Warp Metal: Warp wood, affecting metal objects
Warp Wood: Bends wood.
Wartrain Mount: Animal gains combat training.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.
Watchful EyeFRT: As shield other, but with a shorter duration and the requirement that you must maintain line of effect with whom you are linked to.
Water Breathing: Subjects can breathe underwater.
Water Shield: Surround yourself with a protective spout of acid.
Water Walk: Subject treads on water as if solid.
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.
Waterproof: Target becomes waterproof for the spells duration
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
Wave Form: Briefly turn into a huge wave that knocks down everything in your path
Wave Shield: Water blunts one incoming attack or fire effect.
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.
Waves of Ecstasy: Pleasure stuns and staggers creatures.
Waves of Exhaustion: Several targets become exhausted.
Waves of Fatigue: Several targets become fatigued.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Weapon of Awe: Weapon gets +2 on damage rolls.
Weapons Against EvilR: Enhance weapons with pale light that allow them to bypass minor DR of evil creatures.
Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.
WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them.
Web CloudR: Create a cloud-like spread of flame-resistant webbing.
Web Shelter: Create a comfortable shelter made of webbing.
Weird: As phantasmal killer, but affects all within 30 ft.
What Grows WithinR: Infect others with Xhamen-Dor’s seeded infestation.
Whip of Ants: Create a whip made of army ants.
Whip of Centipedes: Create a whip made of poisonous centipedes.
Whip of Spiders: Create a whip made of poisonous spiders.
WhirlwindY: Cyclone deals damage and can pick up creatures.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.
Whispering Wind: Sends a short message 1 mile/level.
Wicker Horse: Create a mount out of the surrounding flora
Widen Auras: Increase the range of auras bestowed by your class.
Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.
Wilderness Soldiers: Nearby plants aid you in combat.
Wind BladesR: Harden the air around the target into jagged invisible blades.
Wind Walk: You and your allies turn vaporous and travel fast.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Winds of Vengeance: Gives you the ability to fly and attack with wind.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Wing BountyR: Sprout berries from your wings, enhanced as if by goodberry.
Wing ThornsR: Sprout poisonous thorns from your wings.
Winged Sword: Grant a weapon the throwing special ability.
Winter FeathersR: Protect a feathered creature from the cold for a day.
Winter Grasp: Create a slippery sheet of ice on the ground
WishMY: As limited wish, but with fewer limits.
With the Wind: Protect a target from being blown away by wind of less than windstorm force
Withdraw Affliction: Remove an affliction and inflict it on another creature.
Wither Limb: Make one of the creature's limbs useless.
Witness: See through the target's eyes and ears.
Wizened Appearance: Make a target appear as an older version of itself.
Wood Shape: Reshapes wooden objects to suit you.
Wooden Phalanx: Creates 1d4+2 temporary wood golems to fight for you.
Wooden Wing ShieldR: Transmute your wings into a wooden shield-like barrier.
Woodland Rune: Triggered rune slows the movements of creatures in the area
Word of Beckoning: As sending, but the target gets the ability to teleport to your side if they desire
Word of ChaosY: Kills, confuses, stuns, or deafens nonchaotic subjects.
Word of Recall: Teleports you back to designated place.
Word of Resolve: Ally rerolls a save against charm or fear.
World Wave: Earth moves you across distances.
Wracking Ray: Fire a ray to deal Dexterity and Strength damage.
Wrath: +1 attack and damage against target creature.
Wrathful Mantle: Subject shines and gets +1/four levels on all saves.
Wrathful Weapon: Enhance a weapon with the anarchic, axiomatic, holy, or unholy special ability.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.
Yellow SignMR: Use this symbol to subject all who view it to the will of Hastur.
Youthful Appearance: Target appears younger.
Zephyr's FleetnessR: +30 foot land and fly speed (if any) to your allies.
Zone of Foul Flames: Create an area that returns fire spells and effects back onto their caster.
Zone of Silence: Keeps eavesdroppers from overhearing you.
Zone of Truth: Subjects within range cannot lie.