CLERIC SPELLS
Amanuensis: Copy nonmagical
text.
Anarchic WaterM: Makes chaotic-aligned anarchic water.
Axiomatic WaterM: Makes lawful-aligned axiomatic water.
Blessed Aim: +2 bonus for
allies’ ranged attacks.
Blood Wind: Subject uses natural weapon at range.
Cold Fire: Fire becomes blue and white, emits cold.
Conviction: Subject gains +2 or higher save bonus.
Delay Disease: Ravages of disease staved off for a day.
Dispel Ward: As dispel magic,
but affects only wards.
Ebon Eyes: Subject can see through magical darkness.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of
your deity.
Foundation of Stone: +2 AC, +4 bonus to
resist bull rush and trip attacks.
Grave Strike: You can sneak attack undead
for 1 round.
Guiding Light: +2 on ranged attacks against creatures in illuminated
area.
Healthful Rest: Subjects heal at twice the normal rate.
Ice Gauntlet: A spiked gauntlet of ice forms around your
fist.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Ironguts: Subject gains +5 bonus
on saving throws against poison.
Light of Lunia: You radiate silvery light, which you can expend
as 2 bolts that deal 1d6 damage.
Moon Lust: Subject obsesses about moon, is fascinated or dazzled.
Nightshield: You gain resistance bonus on saves, and
spell absorbs magic missile damage.
Nimbus of Light: Light illuminates you until released as an
attack.
Omen of PerilF: You know how dangerous the future will be.
Portal Beacon: You grant others knowledge of a magic portal’s
location.
Resist Planar
Alignment: Subject can resist penalties for being of
an opposed alignment on an aligned Outer Plane.
Resurgence: You grant subject a second chance at a saving
throw.
Sign: You gain +4 bonus
on next initiative check.
Snowshoes: Subject walks easily on ice and snow.
Spell Flower: Hold the charge on one touch spell per forelimb.
Summon Undead I: Summons undead to
fight for you.
Updraft: Column of wind lifts you aloft.
Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
Vision of Glory: Subject gains morale bonus equal to your Cha
modifier to one saving throw.
Wings of the Sea: +30 ft. to subject’s swim speed.
Aura Against Flame: Ignores 10 fire damage/round and extinguishes
fires.
Avoid Planar Effects: Provides temporary protection against
overtly damaging planar traits.
Balor Nimbus: Your flaming body damages foes in grapple.
Body Blades: You gain spikes, harm grapplers.
Brambles: Wooden weapon grows spikes that deal +1 damage/level
(max +10).
Close Wounds: Cure 1d4 damage +1/level, even on another’s
turn.
Curse of Ill Fortune: Subject takes –3 penalty
on attacks, checks, and saves.
Dark Way: Creates temporary unbreakable bridge supporting
up to 200 lb./level.
Deific Vengeance: Deity’s punishment deals 1d6 damage/2
levels (max 5d6).
Divine Insight: You gain insight bonus of 5 + caster level on
one single skill check.
Divine Interdiction: Turn/rebuke attempts fail within the area.
Divine Protection: Allies gain +1 to AC,
saves.
Energized Shield,
Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Fuse Arms: Multiple arms/tentacles become one pair of stronger
limbs.
Ghost Touch Armor: Armor works normally against incorporeal
attacks.
Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your deity.
Healing Lorecall: If you have 5 or more ranks in Heal, you
can remove harmful conditions with conjuration (healing) spells.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Iron Silence: Armor touched has no armor
check penalty on Hide and Move Silently checks for 1 hour/level.
Light of Mercuria: You radiate golden light, which you can
expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Living Undeath: Subject becomes immune to extra damage from
critical hits and sneak attacks.
Mark of the Outcast: Subject takes –5 penalty
on Bluff and Diplomacy checks and –2 penalty to AC.
Protection from
Negative Energy: Ignore 10 points of negative energy damage
per attack.
Protection from
Positive Energy: Ignore 10 points of positive energy damage
per attack.
Quick March: Allies’ speed increases by 30 ft. for 1
round.
Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
Spawn Screen: Subject resists being transformed into an undead spawn if slain.
Spell Immunity,
Lesser: As spell immunity,
but only 1stand 2nd-level spells.
Stabilize: Cures 1 point of damage to all creatures in
area.
Stone Bones: Corporeal undead
gains +3 natural armor bonus.
Summon Elysian
Thrush: Summon an Elysian thrush, which accelerates
natural healing.
Summon Undead II: Summons undead to
fight for you.
Veil of Shadow: Darkness grants you concealment.
Wave of Grief: Cone imposes –3 penalty
on attacks, checks, and saves.
Aid, Mass: Allies gain +1 on attack rolls, +1 against
fear, 1d8 temporary hp +1/level (max +15).
Air Breathing: Subjects can breathe air freely.
Align Weapon, Mass: Allies’ weapons become good, evil, lawful,
or chaotic.
Anarchic StormM: Chaotic-aligned rain falls in 20-ft.
radius.
Antidragon AuraM: Allies gain bonus to AC and saves against
dragons.
Attune Form: Grant creature temporary protection against
overtly damaging planar traits.
Awaken Sin: Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max).
Axiomatic StormM: Lawful-aligned rain falls in 20-ft. radius.
Blade of Pain and
Fear: Creates blade of gnashing teeth.
Blindsight: Subject gains blindsight
30 ft. for 1 minute/ level.
Chain of Eyes: See through other creatures’ eyes.
Checkmate’s Light: Your weapon becomes a +1 axiomatic weapon
and bolsters the morale of allies.
Circle Dance: Indicates direction to known individual.
Cloak of Bravery: You and your allies gain a bonus on saves
against fear.
Clutch of Orcus: Deals 1d12 damage/round and paralyzes foe.
Conviction, Mass: Allies gain +2 or higher save bonus.
Darkfire: Dark flames deal 1d6 damage/2 levels, touch
or thrown.
Demon Dirge: Demons are stunned and take 3d6 damage/ round
for 1d4 rounds.
Devil Blight: Damage and stun baatezu;
damage other lawful and evil creatures.
Downdraft: Flying creatures knocked down.
Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
Energy Vortex: Burst of energy centered
on you damages nearby creatures.
Favorable SacrificeM: Subject gains better protection the more
gems you sacrifice.
Fell the Greatest
Foe: Deal extra damage to creatures larger than
you.
Flame of Faith: Gives weapon the flaming burst special ability.
Ghost Touch Weapon: Weapon works normally against incorporeal
creatures.
Girallon’s Blessing: Subject gains one additional pair of arms.
Grace: Silvery light grants +2 Dexterity, +10 feet
to land speed, melee attacks treated as good; take –20 to Hide checks.
Hamatula Barbs: Subjects grow barbs, which damage foes that
attack subject in melee.
Holy StormM: Good-aligned rain falls in 20-ft. radius.
Ice Axe: You create a battleaxe made of ice.
Interplanar Message: You send a short mental message that can
reach a subject regardless of planar boundaries.
Knight’s Move: You instantly move to flank a subject.
Know Opponent: Learn strengths and weaknesses of foe.
Know Vulnerabilities: Determine subject’s vulnerabilities and
resistances.
Light of Venya: You radiate pearly light, which you can expend
as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
Mantle of
Chaos/Evil/Good/Law: You gain SR 12 + caster level against
spells with opposite alignment descriptor.
Nauseating Breath: Exhale a cone of nauseating gas.
Rejuvenative Corpse: Negative energy fills corpse, feeding undead healed.
Resist Energy, Mass: Creatures ignore damage from specified
energy type.
Resurgence, Mass: As resurgence, but
multiple subjects.
Ring of Blades: Blades surround you, damaging other creatures
(1d6 damage +1/level).
Safety: Touched creature knows shortest route to
safety.
Shield of Warding: Shield grants +1 bonus on AC and Reflex
saves/5 levels (max +5).
Sink: Subject sinks in water, must make Swim
checks.
Skull Watch: Skull shrieks when creature enters warded area.
Slashing Darkness: Ray deals 1d8/2 levels damage or heals undead the same amount.
Snowshoes, Mass: As snowshoes, affects
one creature/ level.
Sonorous Hum: Removes need to concentrate to maintain
next spell cast.
Spark of Life: Undead creature loses most immunities.
Spikes: As brambles, but
weapon gains +2 bonus and doubled threat range.
Summon Undead III: Summons undead to
fight for you.
Suppress Glyph: You notice but do not trigger magical writing
traps.
Tremor: Subjects knocked prone.
Unholy StormM: Evil-aligned rain falls in 20-ft. radius.
Vigor: As lesser vigor, but 2 hp/round
(max 25 rounds).
Vigor, Mass Lesser: As lesser vigor, but multiple subjects (max 25 rounds).
Visage of the Deity,
Lesser: You gain +4 Cha and resistance 10 to
certain energy types.
Wall of Light: Creates wall of light, can dazzle
creatures.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge,
but aids bludgeoning weapons.
Weapon of the Deity: Your weapon gains enhancement bonus and
special ability.
Assay Spell
Resistance: +10 bonus on
caster level checks to defeat one creature’s spell resistance.
Astral HospiceM: While on the Astral Plane, open a portal to
a demiplane so natural healing can occur.
Blindsight, Greater: Subject gains blindsight
60 ft. for 1 minute/level.
Castigate: Verbal rebuke damages those whose alignment
differs from yours.
Consumptive Field: Draw life from all creatures in 30-ft.
radius with –1 or fewer hit points.
Contingent Energy
Resistance: Energy damage triggers a resist energy spell.
Delay Death: Losing hit points doesn’t kill subject.
Glowing OrbF: Creates permanent magical light; you
control brightness.
Hand of the Faithful: Immobile zone of warding stuns those
worshiping different deities from yours.
Holy Transformation,
Lesser: You change into protectar,
gain abilities.
Hypothermia: Causes 1d6 cold damage/level, fatigue.
Infernal
Transformation, Lesser: You change into bearded devil, gain
abilities.
Iron Bones: Corporeal undead
gains +6 natural armor bonus.
Life Ward: Grants immunity to healing spells and positive
energy effects.
Make Manifest: You cause a creature on a coexistent plane
to appear on your plane.
Moon Bolt: 1d4 Strength damage/3 levels; undead made helpless.
Negative Energy Aura: 10-ft. radius surrounding you deals 1 hp/3
levels for 1 round/level.
Panacea: Removes most afflictions.
Planar Exchange,
Lesser: Trade places with one of four lesser planar
creatures (your choice).
Planar Tolerance: Provides long-term protection against overtly
damaging planar traits.
Positive Energy Aura: 10-ft. radius surrounding you heals 1 hp/3
levels for 1 round/level.
Recitation: Your allies get bonus on AC, attacks and
saves.
Resistance, Greater: Subject gains +3 on saving throws.
Revenance: Restores dead creature to life for 1
minute/ level.
Shadowblast: Blast of light stuns and damages natives to
the Plane of Shadow.
Sheltered Vitality: Subject gains immunity to fatigue, exhaustion,
ability damage, and ability drain.
Shield of Faith,
Mass: Allies gain +3 or higher AC bonus.
Sound Lance: Sonic energy deals 1d8/level damage.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster
level (max reduction 15).
Summon Hound Archon: Summon a hound archon to follow your commands.
Summon Undead IV: Summons undead to
fight for you.
Undead Bane Weapon: Weapon gains undead
bane property and is considered good-aligned.
Wall of
Chaos/Evil/Good/Law: Wall blocks creatures of opposite
alignment.
Wall of Sand: Swirling sand blocks ranged attacks, slows movement
through.
Wrack: Renders creature helpless with pain.
Aura of EvasionM: All within 10 ft. gain evasion against breath weapons.
Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
Call ZelekhutX: A zelekhut
performs one duty for you.
Contagion, Mass: As contagion,
but 20-ft. radius.
Crawling Darkness: Shroud of tentacles conceals and protects you.
Curse of Ill
Fortune, Mass: Enemies take –2 penalty
on attack rolls and saves.
Death Throes: Your body explodes when you die.
Divine Agility: Subject gains +10 to Dexterity for 1
round/level.
Doomtide: Black mist obscures sight, dazes those
inside.
Dragon Breath: You choose a dragon type and mimic its
breath weapon.
Earth Reaver: Eruption deals 7d6 damage to all in area.
Incorporeal Nova: Destroy incorporeal undead.
Life’s Grace: Grants immunity to many undead
attacks and protection against incorporeal attacks.
RevivifyM: Restore recently dead to life with no level
loss.
Righteous Wrath of
the Faithful: Your allies gain extra attack, +3 on attack
rolls and damage rolls.
Sanctuary, Mass: One creature/level can’t be attacked, and
can’t attack.
Stalwart PactM: You gain combat bonuses automatically when
reduced to half hit points or lower.
Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
Subvert Planar
Essence: Reduces subject’s damage reduction and
spell resistance.
Summon Bearded Devil: Summon a bearded devil to follow your
commands.
Summon Bralani Eladrin: Summon a bralani eladrin to follow your commands.
Summon Undead V: Summons undead to
fight for you.
Symbol of Spell Loss: Triggered rune absorbs spells yet to be
cast.
Triadspell: Cast a prepared spell three times.
Vigor, Greater: As lesser vigor, but 4 hp/round.
Vulnerability: Reduces an opponent’s damage reduction.
Wall of Dispel Magic: Creatures passing through
a transparent wall become subjects of targeted dispel magic.
Zone of Respite: Prevents teleportation and similar effects
from functioning in the area.
Zone of Revelation: Makes invisible and ethereal creatures visible.
Barghest’s FeastM: Destroy corpse, potentially preventing its
return to life.
Bolt of Glory: Positive energy ray deals extra damage to
evil outsiders and undead.
Cold Snap: You lower temperature in area.
Cometfall: Comet falls atop foes, damaging them and knocking
them prone.
Energy Immunity: Subject and equipment gain immunity to damage
of specified energy type.
Ghost Trap: Incorporeal creatures turn corporeal.
Hide the PathF: Area warded against divinations.
Ice Flowers: Ice and earth deal 1d6 damage/level.
Lucent Lance: Ambient light forms lance, deals various
damage.
Make Manifest, Mass: As make manifest but
affecting all creatures in the area.
Mantle of the Icy SoulM: Touched creature gains the cold subtype.
Opalescent Glare: Kill creatures with a look, or make them
very afraid.
Planar Exchange: Trade places with one of three planar creatures
(your choice).
Rejection: Creatures within cone are blasted away from
you.
Revive OutsiderM: You restore life to a dead outsider.
Sarcophagus of Stone: Sarcophagus entombs subject.
Spider Plague: Summons Large
monstrous spiders to fight for you.
Stone Body: Your body becomes living stone.
Summon Babau Demon: Summon a babau
demon to follow your commands.
Resistance,
Visage of the Deity: As lesser visage of the deity, but you become celestial or fiendish.
Zealot PactX: You automatically gain combat bonuses when
you attack someone of opposite alignment.
Bestow Curse,
Greater: As bestow curse,
but more severe penalties.
Blood to Water: 2d6 Constitution damage to subjects.
Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
Brilliant Blade: Weapon or projectiles shed light, ignore armor.
Call KolyarutX: A kolyarut
performs one duty for you.
Consumptive Field,
Greater: Draw life from all creatures in 30-ft.
radius with 9 or fewer hit points.
Death Dragon: You gain +4 natural armor,
+4 deflection, and natural attacks.
Energy Ebb: Give subject one negative level/round for 1
round/level.
Evil Glare: Paralyze creatures with your glare.
Fortunate Fate: Subject immediately receives a heal if it would be killed by damage.
Holy Star: Mote of energy protects you, attacks foes.
Holy Transformation: You change into hound archon, gain
abilities.
Infernal
Transformation: You change into bone devil, gain abilities.
Planar Bubble: Create bubble around creature that emulates
its native planar environment.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Radiant Assault: 1d6 damage/level,
victims dazed or dazzled.
Renewal PactM: Creature is automatically healed if adverse
condition affects it.
Restoration, MassM: As restoration, but
multiple subjects.
Slime Wave: Creates a 15-ft. spread of green slime.
Spell Resistance,
Mass: As spell resistance, but multiple subjects.
Symphonic NightmareM: Discordant noise haunts subject’s sleep.
Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con
damage/2 levels.
Bodak’s GlareF: You slay a creature, which turns into a bodak 24 hours later.
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring
armor.
Death PactM: Deity brings subject back from the dead automatically.
Death Ward, Mass: As death ward,
but more subjects.
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire
lions to follow your commands.
General of Undeath: Increases your maximum HD of controlled undead by your level.
Heat Drain: Subjects take 1d6 cold damage/level, you
gain equal amount hp.
Lion’s Roar: Deals 1d8 points
of damage/2 levels to enemies; allies get +1 on attacks and saves against fear,
plus temporary hp.
Planar Exchange,
Greater: Trade places with one of three greater
planar creatures (your choice).
Stormrage: You can fly and fire lightning from your
eyes.
Veil of Undeath: You gain undead
traits.
Wall of Greater
Dispel Magic: Creatures passing through a transparent
wall become subjects of targeted greater dispel magic.
Abyssal Army: Summons demons to fight for you.
Awaken ConstructX: Construct gains humanlike sentience.
Call MarutX: A marut performs
one duty for you.
Heavenly Host: Summons archons to fight for you.
Hellish Horde: Summons devils to fight for you.
Hunters of HadesM: Summons a pair of pack fiends or a retriever
to follow your commands.
Plague of UndeadM: Animates horde of undead.
Summon Elemental MonolithM: Calls powerful elemental creature to fight
for you.
Undeath’s Eternal Foe: Subjects receive negative energy protection
and immunity to most undead special attacks.
Vile DeathMX: Undead creature gains fiendish template.
Visage of the Deity,
Greater: As lesser visage of the deity, but you become half-celestial or half-fiendish.
SORCERER/ WIZARD SPELLS
Conj Caltrops: Creates caltrops in 5-ft.-by-5-ft. square,
+ 5-ft. square/2 levels beyond 1st (max 5).
Evoc Electric Jolt: Ranged touch attack deals 1d3 electricity
damage.
Sonic Snap: Subject takes 1 point of sonic damage and
is deafened 1 round.
Illus Silent Portal: Negates sound from door or window.
Trans Amanuensis: Copy nonmagical
text.
Launch Bolt: Launches a crossbow bolt up to 80 ft.
Launch Item: Hurls Fine item up to Medium range.
Repair Minor Damage: Repairs 1 point of damage to any construct.
Stick: Glues an object weighing 5 pounds or less
to another object.