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Unearthed Arcana Gestalt

Deity Options LG Deities Living Greyhawk Bright Lands Character FR Deities Include NONC Spells Eberron Deities Ravenloft Beliefs Dragonlance Deities Optional Material: Select to allow access to Non-Open/Non-Closed (Living Greyhawk) or to allow at all (all other campaigns)

Non-setting Sources
Complete Adventurer Complete Arcane Complete Divine Complete Psionic Complete Warrior Complete Mage Complete Scoundrel Complete Champion Races of Destiny Races of the Dragon Races of Stone Races of the Wild Frostburn Sandstorm Stormwrack Dungeonscape (CAd) (CAr) (CD) (CP) (CW) (CM) (CS) (CC)

Forgotten Realms Sources


Players Guide to Faerun Magic of Faerun Races of Faerun Underdark Champions of Ruin Champions of Valor City of Splendors: Waterdeep

Eberron Sources
(RD) (RDr) (RS) (RW) (Fr) (Sa) (Sto) (Du) Eberron Campaign Setting Five Nations Races of Eberron Sharn: City of Towers Explorer's Handbook Secrets of Xen'drik Player's Guide To Eberron Magic of Eberron

Ravenloft Sources
Heroes of Battle Heroes of Horror Tome of Battle Book of Exalted Deeds Book of Vile Darkness Spell Compendium Miniatures Handbook Player's Handbook II Expanded Psionics Handbook Planar Handbook Magic of Incarnum Dragon Magic Cityscape Drow of the Underdark (HB) (HH) (ToB) Ravenloft Campaign Setting Heroes of Light Champions of Darkness Van Ritchen's Arsenal Vol. 1

DragonLance Sources
(BE) (BV) (SpC) (MH) (PH2) (XPH) (PlH) (MoI) (DM) (Ci) (DrU) Dragonlance Campaign Setting Age of Mortals Bestiary of Krynn

Living Greyhawk Sources


Dragon Magazine (315&319)

Monsterous Non-setting Sources


Monster Manual (MM) Fiend Folio

Monster Manual II Monster Manual III Monster Manual IV Savage Species Use SV Monster Class Progressions

(MM2) (MM3) (MM4) (SS)

Draconomicon Libris Mortis Lords of Madness

Third Party Sources


Player's Companion (PC) Published by Technomancer Press Available sources that don't require you to have a source, campaign or option set: Silver Marches (Forgotten Realms) (3.0 source that uses an unofficial 3.5 conversion for some class abilities)

Use Reference as Secondary sort on Spell Sheet (Spell Level, Reference, Spell Name) Spell List for Wizard and WuJen shows spells in book that character not able to cast

Campaign Select

Race/Class/Deity Selections Only Added Spell Classes/Spells/Feats Being Added Implemented

all other campaigns) Optional Spell Selection Sheets (PG) (Mag) (Rac) (Und) (CR) (CV) (CSW) Source Section & Sheet Reset Options Show Custom Race/Class Tabs Show Custom Race/Class Tabs Editing Buttons

Sources

Cleric Druid Spirit Shaman

ces
(ECS) (FN) (RE) (Sh) (EH) (SX) (PE) (MoE)

FALSE (RVL) (HoL) (CoD) (VRA1)

rces

Show Traits/Flaws Tabs

ources
(DLCS) (AoM) (BoK) Show Custom Familiar Tabs (DMag) Show Custom Familiar Tabs

Sources

(FF)

(Dr) (LM) (LoM)

Ability

Strength Dexterity Constitution Intelligence Wisdom Charisma

Final Value 16 18 17 15 10 14

Mod

+3 +4 +3 +2 +0 +2

Race Human Alignment


Character Name Limit deity list based on alignment & race

Deity

Template HD Adjust Template Level Adjust

0 0

Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41

Class 1 10 1 12 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Duskblade Starting INT Psion Discipline Neutral clerics: Check this box if you rebuke undead and cast inflict spells. 4th 8th 12th 16th 20th 3rd 6th 11th 16th Prohibited Schools Specialist Wizard? 3rd 7th 11th 15th 19th

Beguiler: A

Dread Necroman

Warmage: A

Total Daily Turn Atte Caster Level Bump (from

Manifester Level Bump (from

Corruption Scor

42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Beguiler: Advanced Learning 3rd 7th 11th 15th 19th Dread Necromancer: Advanced Learning 4th 8th 12th 16th 20th Warmage: Advanced Learning 3rd 6th 11th 16th Total Daily Turn Attempts Caster Level Bump (from Items, etc.) Manifester Level Bump (from Items, etc.)

Corruption Score

Mod

Complete Divine
Arcane Disciple

Augment Healing Practiced Spellcaster

Complete Arcane
Draconic Power Extra Edge Extra Invocation

Extra Slot

Extra Spell

Mage Slayer Pierce Magical Concealment Pierce Magical Protection

Complete Scoundrel
Master Spellthief

SandStorm
Drift Magic

Expanded Psionics Handbook Wild Talent Expanded Knowledge

Psionic Talent Psionic Talent x2 Psionic Talent x3 Psionic Talent x4

Player's Guide to Faerun


Initiate of Bane Initiate of Cyric Initiate of Gond Initiate of Helm Initiate of Ilmater Initiate of Lathander Initiate of Malar Initiate of Mystra Initiate of Nature Initiate of Selune Initiate of Tyr Magical Training

Spellcasting Prodigy (Cha) Spellcasting Prodigy (Int) Spellcasting Prodigy (Wis)

Lords of Madness
Warped Mind

0 Enter Total number of aberrant feats

Knowledge (religion) 4 ranks, Spellcraft 4 ranks, deity's alignment

Heal 4 ranks Spellcraft 4 ranks

Draconic Heritage Warmage Level 4th Ability to use lesser invocations

Spellcaster level 4+

Spellcaster level 3rd+

Spellcraft 2 ranks, BAB +3 Con 13, Blind-Fight, Mage Slayer Con 13, Mage Slayer

Manifester level 3rd

Have a power point reserve Have a power point reserve Have a power point reserve Have a power point reserve

Cleric level 5th, patron Bane Cleric level 3rd, patron Cyric Cleric level 1st, patron Gond Cleric or paladin level 5th, patron Helm Cleric or paladin level 7th, patron Ilmater Cleric level 1st, patron Lathander Cleric or druid level 3rd, patron Malar Cleric level 3rd, patron Mystra Cleric or druid level 5th, patron Eldath, Mielikki, or Silvanus Cleric, druid, Harper Agent, Hathran, or Ranger level 3rd, patron of Selune Cleric level 7th, patron Tyr, War domain Int 10+ or Cha 10+, Meet Regional Requirement

Can only be taken at 1st level Can only be taken at 1st level Can only be taken at 1st level

Abjuration Conjuration

Divination Enchantment

Evocation Illusion

Necromancy Transmutation

Cantrips
Acid Splash Arcane Mark Dancing Lights Daze Detect Magic Detect Poison Disrupt Undead Flare Ghost Sound Light Mage Hand Mending Message Open/Close Prestidigitation Ray of Frost Read Magic Resistance Touch of Fatigue Amanuensis Caltrops Electric Jolt Launch Bolt Launch Item No Light Preserve Organ Repair Minor Damage Silent Portal Slash Tongue Sonic Snap Stick Unnerving Gaze

1st-Level Spells
Alarm Animate Rope Burning Hands Cause Fear Charm Person Chill Touch Color Spray Comprehend Languages Detect Secret Doors Detect Undead Disguise Self Endure Elements Enlarge Person Erase Expeditious Retreat Feather Fall Grease Hold Portal Hypnotism Identify Jump Mage Armor Magic Missile Magic Weapon Mount Nystul's Magic Aura Obscuring Mist Protection from Chaos Protection from Evil Protection from Good Protection from Law Ray of Enfeeblement Reduce Person Shield Shocking Grasp

2nd-Level Spells
Alter Self Arcane Lock Bear's Endurance Blindness/Deafness Blur Bull's Strength Cat's Grace Command Undead Continual Flame Darkness Darkvision Daze Monster Detect Thoughts Eagle's Splendor False Life Flaming Sphere Fog Cloud Fox's Cunning Ghoul Touch Glitterdust Gust of Wind Hypnotic Pattern Invisibility Knock Leomund's Trap Levitate Locate Object Magic Mouth Melf's Acid Arrow Minor Image Mirror Image Misdirection Obscure Object Owl's Wisdom Protection from Arrows Pyrotechnics Resist Energy Rope Trick Scare Scorching Ray See Invisibility Shatter Spectral Hand Spider Climb Summon Monster II Summon Swarm

3rd-Level Spells
Arcane Sight Blink Clairaudience/Clairvoyance Daylight Deep Slumber Dispel Magic Displacement Explosive Runes Fireball Flame Arrow Fly Gaseous Form Gentle Repose Halt Undead Haste Heroism Hold Person Illusory Script Invisibility Sphere Keen Edge Leomund's Tiny Hut Lightning Bolt Magic Circle against Chaos Magic Circle against Evil Magic Circle against Good Magic Circle against Law Magic Weapon, Greater Major Image Nondetection Phantom Steed Protection from Energy Rage Ray of Exhaustion Secret Page Sepia Snake Sigil Shrink Item Sleet Storm Slow Stinking Cloud Suggestion Summon Monster III Tongues Vampiric Touch Water Breathing Wind Wall Absorb Mind

Your spellbook contains 29 pages. 29 19 10

Silent Image Sleep Summon Monster I Tenser's Floating Disk True Strike Unseen Servant Ventriloquism Aberate Accelerated Movement Appraising Touch Arrow Mind

Babau Slime Backbiter Benign Transposition Bestow Wound Bigby's Helpful Hand Bigby's Tripping Hand Black Bag Blade of Blood Blades of Fire Blood Wind Breath Flare Burning Rage Buzzing Bee Cheat Corrosive Grasp Create Trap Critical Strike Cutting Hand Darklight Darkvision, Lesser Dawnburst Dead End Death Grimace Death's Call Deep Breath Deflect, Lesser Discern Bloodline Dispel Ward Distract Distract Assailant Divine Inspiration Drug Resistance Ebon Eyes Ectoplasmic Armor Expeditious Retreat, Swift Extract Drug Eyes of the Avoral Familiar Pocket Fist of Stone Float Focus of the Apprentice Friendly Face Ghostly Reload Glaze Lock Golem Strike Guided Shot Guiding Light Hail of Stone Horrible Taste

Tasha's Hideous Laughter Touch of Idiocy Web Whispering Wind Addiction Aerial Alarm Aiming at the Target Alarm, Greater Alarm, Improved Allied Footsteps Animalistic Power Animate Weapon Arcane Turmoil Ashstar Attentive Alarm Augment Familiar Ayailla's Radiant Burst Balancing Lorecall Baleful Transposition Balor Nimbus Battering Ram Belker Claws Bigby's Striking Fist Bigby's Warding Hand Black Karma Curse Bladeweave Blast of Force Blinding Color Surge Body of the Sun Boiling Blood Bone Chill Bonefiddle Bristle Brumal Stiffening Burning Sword Celerity, Lesser Chain of Eyes City Lights Claws of Darkness Cloak Pool Cloud of Bewilderment Cloud of Knives Cloudstun Combust Create Magic Tattoo Crown of Clarity Crystalline Memories Curse of Impending Blades Daggerspell Stance

Acid Breath Air Breathing Alter Fortune Amorphous Form Analyze Portal Analyze Touchstone Anticipate Teleportation Antidragon Aura Arctic Haze Arms of Plenty Avoid Planar Effects Bands of Steel Battlemagic Perception Bigby's Disrupting Hand Bite of the Wererat Blacklight Blade of Pain and Fear Blood Snow Body Blaze Bothersome Babble Brilliant Emanation Capricious Zephyr Caustic Mire Celestial Aspect Chain Missile Circle Dance Cone of Dimness Contagious Fog Control Temperature Corpse Candle Crack Ice Crown of Might Crown of Protection Crown of the Grave Crown of Veils Cruel Disappointment Curse of Arrow Attraction Curse of Impending Blades, Mass Curse of the Putrid Husk Deceptive Faade Deeper Darkvision Demon Dirge Detect Metal and Minerals Detect Ship Devil Blight Devil's Eye Diamondsteel Dimension Step Diminish Protection

Ice Dagger Incite Inhibit Insightful Feint Instant Diversion Instant Locksmith Instant Search Ironguts Jet of Steam Karmic Aura Kelgore's Fire Bolt Know Protections Lantern Light Light of Lunia Locate City Locate Touchstone Locate Water Low-Light Vision Luminous Gaze Mage Hand, Greater Magecraft Maintenance Master's Touch (SpC) Mighty Wallop Necrotic Awareness Nerveskitter Net of Shadows Nether Trail Nightshield Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, Lesser Orb of Sound, Lesser Parching Touch Persistent Blade Portal Beacon Power Word Fatigue Power Word Pain Quickswim Raging Flame Ray of Clumsiness Ray of Flame Reaving Aura Remove Scent Repair Light Damage Resinous Tar Resist Planar Alignment Rouse

Dance of Ruin Dark Way Death Armor Deflect Delusions of Grandeur Desiccate Desiccating Bubble Detect Aberration Devil's Tongue Dimension Hop Discern Shapechanger Discolor Pool Disguise Undead Dispelling Touch Dissonant Chant Distracting Ray Earth Lock Earthbind Earthen Grasp Ectoplasmic Feedback Electric Loop Electric Vengeance Energize Potion Energy Surge, Lesser Entice Gift Esclating Enfeeblement Ethereal Chamber Extend Tentacles Fearsome Grapple Fins to Feet Fireburst Flame Dagger Fly, Swift Force Ladder Frost Breath Frost Weapon Fuse Arms Gedlee's Electric Loop Ghost Touch Armor Ghoul Glyph Gnome Blight Graz'zt's Long Grasp Heart of Air Heat Leech Heroics Hurl Ice Darts Ice Knife Icicle

Disrupt Undead, Greater Distilled Joy Dolorous Blow Dolorous Motes Dragonskin Dread Word Earthen Grace Elation Enduring Scrutiny Energy Aegis Energy Surge Energy Vulnerability Enhance Familiar Eradicate Earth Evard's Menacing Tentacles Evil Eye Eyes of the Zombie False Gravity Favorable Wind Flashburst Focus of the Journeyman Fortify Familiar Ghost Lantern Giant's Wrath Girallon's Blessing Glacial Globe of Invulnerability Glimpse of Truth Glowing Orb Great Thunderclap Haboob Hailstones Halt Hamatula Barbs Hammer of Righteousness Handfang Healing Touch Heart of Water Hesitate Hood of the Cobra Icelance Incorporeal Enhancement Inevitable Defeat Invoke the Cerulean Sign Junglerazer Karmic Backlash Legion of Sentinels Light of Venya Love's Pain Luminous Assassin, Lesser

Sacrificial Skill Scatterspray Scholar's Touch Seething Eyebane Serene Visage Shieldbearer Shivering Touch, Lesser Shock and Awe Slide Slow Burn Sniper's Shot Snowdrift Sonic Blast Speed Swim Spell Flower Spirit Worm Spontaneous Search Stand Sticky Floor Stupor Summon Component Summon Undead I Sunstroke Suspend Disease Targeting Ray Thunderhead Tongue Tendrils True Casting Twilight Luck Vertigo Field Vigilant Slumber Wall of Smoke Wave Blessing Weapon Shift Whelm Wings of the Sea

Incendiary Slime Increase Virulence Infernal Wound Inky Cloud Insight of Good Fortune Ironthunder Horn Jaws of the Moray Kelgore's Grave Mist Kuo-Toa Skin Lahm's Finger Darts Leomund's Tiny Igloo Life Bolt Light of Mercuria Lightning Spread Lively Step Local Tremor Luminous Armor Luminous Swarm Magic Manacles, Lesser Malevolent Miasma Marked Object Mask Spell Masochism Master's Touch (PH2) Mechanus Mind Mindless Rage Molten Strike Mountain Stance Necrotic Cyst Necrotic Scrying Numbing Sphere Obscuring Snow Phantasmal Assailants Phantom Foe Portal Alarm Power Word Sicken Pressure Sphere Protective Field Proud Arrogance Quick Potion Rainbow Beam Ray of Ice Ray of Sickness Ray of Stupidity Ray of the Python Ray of Weakness Razorfangs Rebuke Reflective Disguise

Mage Armor, Greater Mage Armor, Mass Magic Manacles, Greater Manyjaws Mask of the Ideal Melf's Unicorn Arrow Mesmerizing Glare Mighty Wallop, Greater Mind Poison Miser's Envy Nauseating Breath Necrotic Bloat Pall of Twilight Path of the Exalted Phantasmal Strangler Phantom Guardians Phieran's Resolve Power Word Deafen Power Word Maladroit Power Word Weaken Prickling Torment Primal Form Prismatic Mist Protection from desiccation Rainbow Blast Ray of Dizziness Reality Blind Red Fester Regal Procession Regroup Repair Serious Damage Repelling Shield Resist Taint Resonating Bolt Reverse Arrows Rotting Curse of Urfestra Rust Ray Scattering Trap Scintillating Sphere Sense of the Dragon Serpents of Theggeron Servant Horde Shadow Binding Shadow Cache Shadow Phase Shape of the Hellspawned Stalker Shatterfloor Shivering Touch Sign of Sealing

Repair Moderate Damage Returning Weapon Sadism Sap Strength Scale Weakening Scimitar of Sand Scintillating Scales Scorch Seeking Ray Shadow Mask Shadow Radiance Shadow Spray Share Talents Shriveling Shroud of Undeath Slapping Hand Slide, Greater Slow Consumption Snake's Swiftness Snowball Storm Sonic Weapon Spawn Screen Speak to Allies Stay the Hand Steal Size Sting Ray Stolen Breath Stone Bones Stormrunner's Ward Stretch Weapon Summon Undead II Sure Strike Surefooted Stride Swim Tensers Improved Disk Tern's Persistance Torrent of Tears Turbidity Unfettered Grasp Unheavened Urchin's Spines Veil of Shadow Vertigo Wall of Gloom Whelming Blast Whirling Blade Wings of Air Wracking Touch Wraithstrike

Skull Watch Sluggishness Snake's Swiftness, Mass Sonorous Hum Sound Lance Spectral Weapon Spell Vulnerability Spellcaster's Bane Spider Poison Spiderskin Stars of Arvandor Steeldance Stony Grasp Storm Mote Summon Undead III Suppress Breath Weapon Suspended Silence Telepathic Bond, Lesser Telepathy Tap Tenacious Dispelling Thin Air Tongue Serpents Tormenting Thirst Touch of Juiblex Treasure Scent Tremorsense Undead Lieutenant Undead Torch Undulant Innards Unicorn Horn Unluck Vile Lance Vipergout Walk the Mountain's Path Wall of Chains Wall of Light Warcry Water to Acid Weapon of Energy Weapon of Impact Whispering Sand

Yoke of Mercy Zone of Glacial Cold

Universal
Requires LG Spell Access

Abjuration Conjuration

Divination Enchantment

Evocation Illusion

4th-Level Spells
Animate Dead Arcane Eye Bestow Curse Charm Monster Confusion Contagion Crushing Despair Detect Scrying Dimension Door Dimensional Anchor Enervation Enlarge Person, Mass Evard's Black Tentacles Fear Fire Shield Fire Trap Geas, Lesser Globe of Invulnerability, Lesser Hallucinatory Terrain Ice Storm Illusory Wall Invisibility, Greater Leomund's Secure Shelter Locate Creature Minor Creation Otiluke's Resilient Sphere Phantasmal Killer Polymorph Rainbow Pattern Rary's Mnemonic Enhancer Reduce Person, Mass Remove Curse Scrying Shadow Conjuration Shout Solid Fog Stone Shape Stoneskin Summon Monster IV Wall of Fire Wall of Ice Aboleth Curse Absorb Strength Abyssal Might Aerial Alacrity Affliction

5th-Level Spells
Animal Growth Baleful Polymorph Bigby's Interposing Hand Blight Break Enchantment Cloudkill Cone of Cold Contact Other Plane Dismissal Dominate Person Dream Fabricate False Vision Feeblemind Hold Monster Leomund's Secret Chest Magic Jar Major Creation Mind Fog Mirage Arcana Mordenkainen's Faithful Hound Mordenkainen's Private Sanctum Nightmare Overland Flight Passwall Permanency Persistent Image Planar Binding, Lesser Prying Eyes Rary's Telepathic Bond Seeming Sending Shadow Evocation Summon Monster V Symbol of Pain Symbol of Sleep Telekinesis Teleport Transmute Mud to Rock Transmute Rock to Mud Wall of Force Wall of Stone Waves of Fatigue Acid Rain Acid Sheath Airy Water

6th-Level Spells
Acid Fog Analyze Dweomer Antimagic Field Bear's Endurance, Mass Bigby's Forceful Hand Bull's Strength, Mass Cat's Grace, Mass Chain Lightning Circle of Death Contingency Control Water Create Undead Disintegrate Dispel Magic, Greater Eagle's Splendor, Mass Eyebite Flesh to Stone Fox's Cunning, Mass Geas/Quest Globe of Invulnerability Guards and Wards Heroism, Greater Legend Lore Mislead Mordenkainen's Lucubration Move Earth Otiluke's Freezing Sphere Owl's Wisdom, Mass Permanent Image Planar Binding Programmed Image Repulsion Shadow Walk Stone to Flesh Suggestion, Mass Summon Monster VI Symbol of Fear Symbol of Persuasion Tenser's Transformation True Seeing Undeath to Death Veil Wall of Iron Acid Storm Alert Bebilith Anticipate Teleportation, Greater

7th-Level Spells
Arcane Sight, Greater Banishment Bigby's Grasping Hand Control Undead Control Weather Delayed Blast Fireball Drawmij's Instant Summons Ethereal Jaunt Finger of Death Forcecage Hold Person, Mass Insanity Invisibility, Mass Limited Wish Mordenkainen's Magnificent Mansion Mordenkainen's Sword Phase Door Plane Shift Power Word Blind Prismatic Spray Project Image Reverse Gravity Scrying, Greater Sequester Shadow Conjuration, Greater Simulacrum Spell Turning Statue Summon Monster VII Symbol of Stunning Symbol of Weakness Teleport Object Teleport, Greater Vision Waves of Exhaustion Adamantine Wings Amber Sarcophagus Animalistic Power, Mass Animate Breath Antimagic Aura Antimagic Ray Arrow of Bone As the Frost Avasculate Awaken Undead Barghest's Feast

Animate Object, Lesser Aspect of the Icy Hunter Assay Spell Resistance Attune Form Backlash Baleful Blink Battle Hymn Battlefield Fortification Bite of the Werewolf Blast of Flame Blast of Sand Bleakness Blinding Breath Blistering Radiance Bloodstar Boiling Oil Bright Worms Burning Blood Call of Stone Catsfeet Celerity Celestial Brilliance Channeled Pyroburst Column of Ice Condemnation Corporeal Instability Crushing Grip Damning Darkness Dancing Chains Dancing Web Darkvision, Greater Darkvision, Mass Defenestrating Sphere Desert Diversion Diamond Spray Disguise Ship Dispelling Screen Displacer Form Distort Summons Doom Scarabs Dragon Breath Early Twilight Enduring Flight Energy Spheres Entangling Staff Ethereal Mount Explosive Cascade Explosive Rune Field Finger of Agony

Animate Legion Anticold Sphere Antifire Sphere Arc of Lightning Ball Lightning Bite of the Wereboar Blackwater Tentacle Blink, Greater Boreal Wind Breath Weapon Substitution Cacophonic Burst Cacophonic Shield Call Dretch Horde Call Faithful Servants Call Lemure Horde Call Nightmare Call Zelekhut Caustic Smoke Channeled Lifetheft Channeled Sonic Blast Charm Person, Mass Choking Sands Claws of the Bebilith Coat of Arms Contingent Energy Resistance Cryptwarden's Grasp Curtain of Light Cyclonic Blast Dancing Blade Death Throes Dimension Door, Greater Dimension Jumper Dimension Shuffle Dispel Water Dispelling Breath Draconic Might Draconic Polymorph Dragon Ally, Lesser Dragonsight Duelward Earth Reaver Electric Vengeance, Greater Emerald Burst Enlarge Person, Greater Ethereal Breath Etherealness, Swift Fever Dream Field of Resistance Fiendform

Ashen Union Aura of Evasion Aura of Terror Bite of the Weretiger Blackwater Taint Brilliant Blade Chasing Perfection Cloak of Hate Cloak of the Sea Consume Likeness Contagion, Mass Desiccate, Mass Dream Casting Ectoplasmic Enhancement Endless Slumber Energy Surge, Greater Entomb Exalted Raiment Extract Water Elemental Eye of Stone False Sending Familiar Refuge Fiendish Quickening Fire Spiders Fires of Purity Fleshshiver Freezing Fog Freezing Glance Gemjump Ghoul Gauntlet Hardening Heartfreeze Howling Chain Ice Rift Illusory Pit Imbue Familiar with Spell Ability Imperious Glare Impotent Possessor Incorporeal Nova Interplanar Telepathic Bond Karmic Retribution Make Manifest Mordenkainen's Trusted Bloodhound Move Snow and Ice Mudslide Mummify Necrotic Eruption Ooze Puppet Opalescent Glare

Bite of the Werebear Body of War Brilliant Aura Call Kolyarut Channel Celestial Choking Cobwebs Constricting Chains Cry of Ysgard Death by Thorns Dispelling Screen, Greater Dragon Ally Eladrin Form Elemental Body Emerald Flame Fist Energy Absorption Energy Ebb Energy Immunity Energy Transformation Field Evil Glare Eye of the Beholder Fiendish Clarity Flesh to Salt, Mass Ghost Trap Glacial Ward, Greater Glass Strike Hide from Dragons Hiss of Sleep Ice Castle Ice Claw Ironguard Kiss of the Vampire Luminous Assassin, Greater Necrotic Curse Necrotic Tumor Phoenix Fire Planar Bubble Prismatic Eye Pulse of Hate Radiant Assault Rain of Embers Rapture of Rupture Rebuke, Final Retributive Enervation Righteous Glare Seed of Undeath, Greater Solipism Spell Matrix Stone Shape, Greater Stun Ray

mpending Blades, Mass

Fire Stride Flame Whip Flight of the Dragon Floating Disk, Greater Force Chest Force Claw Force Missiles Forceward Forcewave Fuse Sand Glacial Ward Grim Revenge Heart of Earth Hell's Power Horrid Sickness Ice Shield Ice Ship Ice Web Incendiary Surge Iron Bones Know Vulnerabilities Liquid Pain Lower Spell Resistance Luminous Armor, Greater Melf's Slumber Arrows Metal Melt Mindfrost Mirror Image, Greater Mirror Sending Mystic Surge Necrotic Domination Nightmare Terrain Orb of Acid Orb of Cold Orb of Electricity Orb of Fire Orb of Force Orb of Sound Otiluke Supressing Field Parboil Perfect Summons Perinarch Phantom Battle Plague Carrier Portal Alarm, Improved Power Word Distract Psychic Poison Radiant Fog Radiant Shield

Fire and Brimstone Fire Shield, Mass Firebrand Fireburst, Greater Flaying Tendrils Flaywind Burst Flesh to Ice Flesh to Salt Flowsight Fly, Mass Focus of the Master Forbidden Speech Form of the Threefold Beast Friend to Foe Gelid Blood Graymantle Gutsnake Haunt Shift Heart of Fire Hidden Lodge Ice Shape Ice to Flesh Illusory Feast Imprison Possessor Incite Riot Indomitability Inquisition Ironguard, Lesser Leomund's Billet Lightning Leap Lucent Lance Luminous Assassin Lutzaen's Frequent Jaunt Mana Flux Map Miasma of Entropy Moonbow Necrotic Burst Night's Caress Nightstalker's Transformation Oath of Blood Phantasmal Thief Planar Tolerance Power Leech Power Word Disable Precipitate Breach Prismatic Ray Radiance Reciprocal Gyre

Overwhelm Power Word Nauseate Prismatic Aura Probe Thoughts Quickshift Rary's Arcane Conversion Ray of Entropy Ray of Light Reflective Disguise, Mass Resistance, Superior Revive Undead Ruby Ray of Reversal Scalding Mud Seal Portal Shadow Canopy Shadowy Grappler Sign of Sealing, Greater Smokey Confinement Snare Astral Traveler Spectral Touch Spore Cloak Starmantle Steal Summoning Stone Body Storm of Fire and Ice Storm of Shards Stormwalk Subvert Planar Essence Suppress Flame Symbol of Thirst Tactical Teleportation Thunder Field Transcribe Symbol Tunnel Swallow Valiant Steed Wages of Sin Wall of Gears Waves of Cold

Submerge Ship Summon Aspect of Bahamut Sword of Darkness Symphonic Nightmare Synostodweomer Tomb of Light Transfix Unicorn Heart Vitrify Wall of Eyes Whirlwind of Teeth

obe of Invulnerability

Raise from the Deep Ray of Deanimation Ray of Deflection Rebirth of Iron Rebuke, Greater Rebuking Breath Repair Critical Damage Resist Energy, Mass Resistance, Greater Ruin Delver's Fortune Rusted Blade Sandform Scramble Portal Searing Exposure Seed of Undeath Sensory Deprivation Shadow Well Sharptooth Sirens's Call Slashing Dispel Spell Enhancer Stifle Spell Stone Sphere Summon Undead IV Sunmantle Sword of Deception Thunderlance Touch of Years Touchstone Lightning Translocation Trick Trollshape Unseen Servant, Mass Vecna's Malevolent Whisper Voice of the Dragon Vortex of Teeth Wall of Chaos Wall of Coldfire Wall of Deadly Chains Wall of Evil Wall of Good Wall of Law Wall of Salt Wall of Sand Wall of Water Whelm, Mass Wingbind Wings of Air, Greater Wither

Reduce Person, Greater Refusal Resonating Resistance Resounding Thunder Retributive Image Shadow Form Shadow Guardians Shadow Hand Shadowfade Shape Metal Shard Storm Shrieking Blast Shroud of Flame Sicken Evil Sleep Mote Sonic Rumble Sonic Shield Soul Shackles Spell Matrix, Lesser Spiritwall Stop Heart Stunning Breath Summon Undead V Surefooted Stride, Mass Symbol of Spell Loss Telepathy Block Thalassemia Touch of Adamantine Touch of Vecna Toxic Weapon Transformation of the Deeps Transmute Sand to Glass Transmute Sand to Stone Transmute Stone to Sand Unearthly Heat Unicorn Blood Vanishing Weapon Viscid Glob Vitriolic Sphere Vulnerability Wall of Dispel Magic Wall of Limbs Wall of Magma Wall of Ooze Wrack Xorn Movement Zone of Respite

he Hellspawned Stalker

Necromancy Transmutation

Universal
Requires LG Spell Access

8th-Level Spells
Antipathy Bigby's Clenched Fist Binding Charm Monster, Mass Clone Create Greater Undead Demand Dimensional Lock Discern Location Horrid Wilting Incendiary Cloud Iron Body Maze Mind Blank Moment of Prescience Otiluke's Telekinetic Sphere Otto's Irresistible Dance Planar Binding, Greater Polar Ray Polymorph Any Object Power Word Stun Prismatic Wall Protection from Spells Prying Eyes, Greater Scintillating Pattern Screen Shadow Evocation, Greater Shout, Greater Summon Monster VIII Sunburst Symbol of Death Symbol of Insanity Sympathy Temporal Stasis Trap the Soul Avascular Mass Axiomatic Creature Bestow Curse, Greater Blackfire Blackstaff Celerity, Greater Chain Dispel Corpoeral Instability Deadly Lahar Depthsurge Desert Binding

9th-Level Spells
Astral Projection Bigby's Crushing Hand Dominate Monster Energy Drain Etherealness Foresight Freedom Gate Hold Monster, Mass Imprisonment Meteor Swarm Mordenkainen's Disjunction Power Word Kill Prismatic Sphere Refuge Shades Shapechange Soul Bind Summon Monster IX Teleportation Circle Time Stop Wail of the Banshee Weird Wish Absorption Abyssal Army Apocalypse from the Sky Armageddon Awaken Construct Black Blade of Disaster Blinding Glory Breath Weapon Admixture Call Marut Channel Greater Celestial Crushing Fist of Spite Deadly Sunstroke Detonate Dimension Jumper, Greater Dragon Ally, Greater Dragonshape Effulgent Epuration Enervating Breath Exalted Fury Eye of Power Frostfell Genius Loci

inen's Magnificent Mansion

onjuration, Greater

Dragon Cloud Dreaded Form of the Eye Tyrant Earth Glide Evil Weather Excavate Familial Geas Field of Icy Razors Fierce Pride of the Beastlands Fimbulwinter Flensing Ghostform Gutwrench Heart of Stone Invisibility, Superior Last Judgement Lightning Ring Maddening Whispers Magic Impediment Make Manifest, Mass Mordenkainen's Capable Caravel Mysterious Redirection Necrotic Empowerment Physical Impediment Plague Plague of Nightmares Plane Shift, Greater Power Word Petrify Prismatic Bow Restore Soul's Treasure Shifting Paths Skeletal Guard Soul's Treasure Lost Spell Engine Steal Life Stunning Breath, Greater Touch of the Graveborn Unyielding Form of Inevitable Death Veil of Undeath Wall of Greater Dispel Magic Wrathful Castigation

Heavenly Host Hellish Horde Hindsight Ice Assassin Iceberg Instant Refuge Invoke Magic Lash of Force Magic Miasma Maw of Chaos Mindrape Necrotic Termination Obedient Avalanche Perinarch, Planar Plague of Undead Planar Navigation Precipitate Complete Breach Prismatic Deluge Programmed Amnesia Reality Maelstrom Reaving Dispel Replicate Casting Sanctify the Wicked Spell Matrix, Greater Sphere of Ultimate Destruction Summon Elemental Monolith Summon Golem Towering Thunderhead Transmute Rock to Lava Unbinding Undermaster Utterdark Utterdark Blast Vile Death

Default Level Custom 1 Normal Selected 1 Custom 2 Selected 2 Spell Name Aberate Aboleth Curse Absorb Mind Absorb Strength Absorb Weapon Absorption Abyssal Army Abyssal Might Accelerated Movement Accuracy Acid Breath Acid Fog Acid Rain Acid Sheath Acid Splash Acid Storm Adamantine Wings Addiction Aerial Alacrity Aerial Alarm Aerial Summoning Dance Affliction Aid Aid, Mass Aiming at the Target Air Breathing Air Walk Airy Water Alarm Alarm, Greater Alarm, Improved Alert Bebilith Algid Enhancement Align Fang Align Fang, Mass Align Weapon Align Weapon, Mass Aligned Aura Allegro Allied Footsteps All-Seeing Eyes Alter Fortune Alter Self Amanuensis Amber Sarcophagus

Amorphous Form Amplify Analyze Dweomer Analyze Portal Analyze Touchstone Anarchic Storm Anarchic Water Angelskin Anger of the Noonday Sun Angry Ache Animal Growth Animal Messenger Animal Shapes Animal Trance Animalistic Power Animalistic Power, Mass Animate Breath Animate City Animate Dead Animate Fire Animate Legion Animate Object, Lesser Animate Objects Animate Plants Animate Rope Animate Siege Weapon Animate Snow Animate Water Animate Weapon Animate Wood Anticipate Teleportation Anticipate Teleportation, Greater Anticold Sphere Antidragon Aura Antifire Sphere Antilife Shell Antimagic Aura Antimagic Field Antimagic Ray Antipathy Antiplant Shell Anyspell Anyspell, Greater Apocalypse from the Sky Apparition Appraising Touch Aquatic Adaptation Arboreal Transformation Arc of Lightning Arcane Eye Arcane Fusion Arcane Fusion, Greater

Arcane Lock Arcane Mark Arcane Sight Arcane Sight, Greater Arcane Turmoil Arctic Haze Armageddon Armor Enhancement Armor Enhancement, Greater Armor Enhancement, Lesser Armor of Darkness Arms of Plenty Arrow Mind Arrow of Bone Arrow Storm As the Frost Ashen Union Ashstar Aspect of the Deity Aspect of the Deity, Greater Aspect of the Deity, Lesser Aspect of the Earth Hunter Aspect of the Icy Hunter Aspect of the Wolf Assay Spell Resistance Astral Hospice Astral Projection Atonement Attentive Alarm Attune Form Augment Familiar Augury Aura Against Flame Aura of Cold, Greater Aura of Cold, Lesser Aura of Evasion Aura of Flame Aura of Glory Aura of Terror Aura of Vitality Avascular Mass Avasculate Avoid Planar Effects Awaken Awaken Construct Awaken Sand Awaken Sin Awaken Undead Awaken, Mass Axiomatic Creature Axiomatic Storm Axiomatic Water

Ayailla's Radiant Burst Babau Slime Backbiter Backlash Balancing Lorecall Baleful Blink Baleful Geas Baleful Messenger Baleful Polymorph Baleful Transposition Baleful Utterance Ball Lightning Balor Nimbus Bands of Steel Bane Baneful Blast Banishment Barghest's Feast Barkskin Bastion of Good Battering Ram Battle Hymn Battlecry Battlefield Fortification Battlefield Illumination Battlemagic Perception Battletide Bear's Endurance Bear's Endurance, Mass Beast Claws Beastland Ferocity Befoul Beget Bogun Beguiling Influence Beguiling Influence (drm) Belker Claws Benediction Benign Transposition Beshadowed Blast Bestow Curse Bestow Curse, Greater Bestow Wound Bewildering Mischance Bewildering Substitution Bewildering Visions Bewitching Blast Bigby's Clenched Fist Bigby's Crushing Hand Bigby's Disrupting Hand Bigby's Forceful Hand Bigby's Grasping Hand Bigby's Helpful Hand

Bigby's Interposing Hand Bigby's Striking Fist Bigby's Tripping Hand Bigby's Warding Hand Binding Binding Blast Binding Snow Binding Winds Bite of the King Bite of the Werebear Bite of the Wereboar Bite of the Wererat Bite of the Weretiger Bite of the Werewolf Black Bag Black Blade of Disaster Black Karma Curse Black Sand Black Talon Blackfire Blacklight Blackrot Blackstaff Blackwater Taint Blackwater Tentacle Blade Barrier Blade Brothers Blade of Blood Blade of Pain and Fear Blade Storm Blade Thirst Blades of Fire Bladeweave Blasphemy Blast of Flame Blast of Force Blast of Light Blast of Sand Blaze of Light Bleakness Bleed Bless Bless Water Bless Weapon Bless Weapon, Swift Blessed Aim Blessed Sight Blessing of Bahamut Blessing of the Righteous Blight Blinding Beauty Blinding Breath

Blinding Color Surge Blinding Glory Blinding Spittle Blindness/Deafness Blindsight Blindsight, Greater Blink Blink, Greater Blistering Radiance Blizzard Blood Creepers Blood Frenzy Blood of the Martyr Blood Sirocco Blood Snow Blood to Water Blood Wind Bloodhound Bloodletting Bloodstar Blur Bodak Birth Bodak's Glare Body Blades Body Blaze Body Harmonics Body of the Sun Body of War Body Outside Body Body Ward Boiling Blood Boiling Oil Bolster Aura Bolt of Glory Bolts of Bedevilment Bombardment Bone Chill Boneblade Boneblast Bonefiddle Bones of the Earth Boreal Wind Bothersome Babble Bottle of Smoke Brain Spider Brambles Branch to Branch Break Enchantment Breath Flare Breath of the Jungle Breath of the Night Breath of The Night (drm)

Breath Weapon Admixture Breath Weapon Substitution Briar Web Briartangle Bright Worms Brilliant Aura Brilliant Blade Brilliant Emanation Brimstone Blast Bristle Brumal Stiffening Bull's Strength Bull's Strength, Mass Buoyant Lifting Burning Blood Burning Hands Burning Rage Burning Sword Burrow Burrow, Mass Buzzing Bee Cacophonic Burst Cacophonic Shield Cacophonous Alarm Call Avalance Call Dretch Horde Call Faithful Servants Call Forth the Beast Call Kolyarut Call Lemure Horde Call Lightning Call Lightning Storm Call Marut Call Mount Call Nightmare Call of Stone Call of The Beast Call Zelekhut Calm Animals Calm Emotions Caltrops Camouflage Camouflage, Mass Capricious Zephyr Cast in Stone Caster's Lament Castigate Caterwaul Cat's Grace Cat's Grace, Mass Catsfeet Cause Fear

Caustic Mire Caustic Mire (In) Caustic Smoke Celebration Celerity Celerity, Greater Celerity, Lesser Celestial Aspect Celestial Blood Celestial Brilliance Celestial Flight Chaav's Laugh Chain Dispel Chain Lightning Chain Missile Chain of Eyes Chain of Sorrow Changecord Changestaff Changetwig Channel Celestial Channel Greater Celestial Channeled Divine Health Channeled Divine Shield Channeled Lifetheft Channeled Pyroburst Channeled Sonic Blast Chaos Hammer Charge of the Triceratops Charm Charm Charm Animal Charm Monster Charm Monster, Mass Charm Person Charm Person, Mass Charnel Fire Chasing Perfection Cheat Checkmate's Light Chill Metal Chill of the Grave Chill Touch Chilling Fog Chilling Tentacles Choking Cobwebs Choking Sands Choose Destiny Circle Dance Circle of Death Circle of Nausea City Lights

City Stride City's Might Clairaudience/Clairvoyance Clarity of Mind Claws of Darkness Claws of the Bear Claws of the Bebilith Claws of the Savage Clear Mind Climb Walls Climbing Tree Cloak of Bravery Cloak of Bravery, Greater Cloak of Chaos Cloak of Dark Power Cloak of Hate Cloak of Shade Cloak of the Sea Cloak Pool Clone Close Wounds Cloud Chariot Cloud of Bewilderment Cloud of Knives Cloud of the Achaierai Cloud Wings Cloudburst Cloudkill Cloudstun Cloud-Walkers Clutch of Orcus Coat of Arms Cobra's Breath Cocoon Cocoon of Refuse Cold Comfort Cold Fire Cold Snap Color Spray Column of Ice Combined Talent Combust Cometfall Cometstrike Command Command Plants Command Undead Command, Greater Commune Commune with City Commune with Earth Commune with Greater Spirit

Commune with Lesser Spirit Commune with Nature Comprehend Languages Condemnation Conduit of Life Cone of Cold Cone of Dimness Confound Confusion Confusion, Lesser Conjure Ice Beast I Conjure Ice Beast II Conjure Ice Beast III Conjure Ice Beast IV Conjure Ice Beast IX Conjure Ice Beast V Conjure Ice Beast VI Conjure Ice Beast VII Conjure Ice Beast VIII Conjure Ice Object Consecrate Consecrate Battlefield Constricting Chains Construct Energy Ward Construct Energy Ward, Greater Consume Likeness Consumptive Field Consumptive Field, Greater Contact Other Plane Contagion Contagion, Mass Contagious Fog Contagious Touch Contingency Contingent Energy Resistance Continual Flame Control Currents Control Deathless Control Plants Control Sand Control Snow and Ice Control Temperature Control Undead Control Water Control Weather Control Winds Convert Wand Conviction Conviction, Mass Corona of Cold Corpoeral Instability Corporeal Instability

Corpse Candle Corrosive Grasp Countermoon Crabwalk Crack Ice Crawling Darkness Crawling Eye Creaking Cacophony Create Crossroads and Backroads Create Deathless Create Food and Water Create Greater Deathless Create Greater Undead Create Magic Tattoo Create Trap Create Undead Create Water Creeping Cold Creeping Cold, Greater Creeping Darkness Creeping Doom Crisis of Confidence Critical Strike Critical Strike Crown of Brilliance Crown of Clarity Crown of Flame Crown of Glory Crown of Might Crown of Protection Crown of Smiting Crown of the Grave Crown of Veils Cruel Disappointment Crumble Crunchy Snow Crushing Despair Crushing Fist of Spite Crushing Grip Cry of Ysgard Cryptwarden's Grasp Crystalline Memories Cure Critical Wounds Cure Critical Wounds, Mass Cure Light Wounds Cure Light Wounds, Mass Cure Minor Wounds Cure Moderate Wounds Cure Moderate Wounds, Mass Cure Serious Wounds Cure Serious Wounds, Mass Curse of Arrow Attraction

Curse of Despair Curse of Ill Fortune Curse of Ill Fortune, Mass Curse of Impending Blades Curse of Impending Blades, Mass Curse of Lycanthropy Curse of the Putrid Husk Curse Water Cursed Blade Curtain of Light Cutting Hand Cyclonic Blast Daggerspell Stance Damning Darkness Dampen Magic Dance of Ruin Dance of the Unicorn Dancing Blade Dancing Blade Dancing Chains Dancing Lights Dancing Web Dark Discorporation Dark Foresight Dark One's Own Luck Dark Tide Dark Way Darkbolt Darkfire Darklight Darkness Darkness (drm) Darkness (In) Darkvision Darkvision, Greater Darkvision, Lesser Darkvision, Mass Darts of Life Dawn Dawnburst Daylight Daze Daze Monster Dead End Dead Fall Dead Walk, The Deadly Lahar Deadly Sunstroke Deafening Blast Deafening Clang Deafening Roar Death Armor

Death by Thorns Death Dragon Death Grimace Death Hail Death Knell Death Pact Death Throes Death Ward Death Ward, Mass Death's Call Deathsight Deathwatch Decapitating Scarf Deceptive Faade Decomposition Decoy Image Deep Breath Deep Slumber Deeper Darkness Deeper Darkvision Defenestrating Sphere Defile Snow and Ice Deflect Deflect, Lesser Dehydrate Deific Bastion Deific Vengeance Delay Death Delay Disease Delay Poison Delayed Blast Fireball Delusions of Grandeur Demand Demon Dirge Demon Wings Demoncall Demonflesh Demonhide Depthsurge Desecrate Desecrate Battlefield Desert Binding Desert Diversion Desiccate Desiccate, Mass Desiccating Bubble Despoil Destruction Detect Aberration Detect Animals or Plants Detect Chaos Detect Crossroads

Detect Evil Detect Favored Enemy Detect Fire Detect Good Detect Law Detect Magic Detect Magic (In) Detect Metal and Minerals Detect Poison Detect Scrying Detect Secret Doors Detect Ship Detect Snares and Pits Detect Taint Detect Thoughts Detect Undead Detect Weaponry Deteriorating Blast Detonate Detoxify Devil Blight Devil's Ego Devil's Eye Devil's Sight Devil's Tail Devil's Tongue Devil's Whispers Devour Magic Devour Magic (drm) Diamond Spray Diamondsteel Dictum Dimension Door Dimension Door, Greater Dimension Hop Dimension Jumper Dimension Jumper, Greater Dimension Shuffle Dimension Step Dimensional Anchor Dimensional Lock Diminish Plants Diminish Protection Dinosaur Stampede Dire Hunger Dirge Dirge of Discord Disable Construct Discern Bloodline Discern Lies Discern Location Discern Shapechanger

Discolor Pool Discordant Malediction Disembodied Hand Disguise Self Disguise Ship Disguise Undead Disintegrate Dismissal Dispel Chaos Dispel Cold Dispel Evil Dispel Fire Dispel Good Dispel Law Dispel Magic Dispel Magic, Greater Dispel Ward Dispel Water Dispelling Breath Dispelling Screen Dispelling Screen, Greater Dispelling Touch Displacement Displacer Form Disquietude Disrupt Undead Disrupt Undead, Greater Disrupting Weapon Dissonant Chant Dissonant Chord Distilled Joy Distort Speech Distort Summons Distort Weapon Distract Distract Assailant Distracting Ray Divination Divine Agility Divine Favor Divine Insight Divine Inspiration Divine Interdiction Divine Power Divine Presence Divine Protection Divine Retaliation Divine Retribution Divine Sacrifice Dolorous Blow Dolorous Motes Dominate Animal

Dominate Monster Dominate Person Doom Doom of the Seas Doom Scarabs Doomtide Door of Decay Doublespeak Downdraft Draconic Flight Draconic Flight, Greater Draconic Knowledge Draconic Might Draconic Polymorph Draconic Toughness Dragon Ally Dragon Ally, Greater Dragon Ally, Lesser Dragon Breath Dragon Cloud Dragonshape Dragonsight Dragonskin Dragonward Drain Incarnum Drawmij's Instant Summons Dread Blast Dread Seizure Dread Word Dreaded Form of the Eye Tyrant Dream Dream Casting Dream Sight Dream Walk Dreaming Puppet Drifts of the Shalm Drown Drown, Mass Drug Resistance Drums of War Duelward Dust to Dust Eagle's Splendor Eagle's Splendor, Mass Early Twilight Earth Glide Earth Hammer Earth Lock Earth Reaver Earthbind Earthbolt Earthen Grace

Earthen Grasp Earthen Grasp (In) Earthfast Earthquake Ease of Breath Ease Pain Easy Climb Easy Trail Ebon Eyes Echo Skull Ectoplasmic Armor Ectoplasmic Enhancement Ectoplasmic Feedback Effulgent Epuration Eladrin Form Elation Eldritch Blast Eldritch Chain Eldritch Cone Eldritch Doom Eldritch Glaive Eldritch Line Eldritch Spear Electric Jolt Electric Loop Electric Vengeance Electric Vengeance, Greater Elemental Body Elemental Burst Elemental Eye Elemental Swarm Elemental Ward Embrace The Wild Emerald Burst Emerald Flame Fist Empyreal Ecstasy End to Strife Endless Slumber Endure Elements Endure Exposure Enduring Flight Enduring Scrutiny Energetic Healing Energize Potion Energized Shield Energized Shield, Lesser Energy Absorption Energy Aegis Energy Alteration Energy Drain Energy Ebb Energy Immunity

Energy Immunity Energy Resistance Energy Spheres Energy Surge Energy Surge, Greater Energy Surge, Lesser Energy Transformation Field Energy Vortex Energy Vulnerability Enervating Breath Enervating Shadow Enervation Enhance Familiar Enhance Wild Shape Enhancement Alteration Enlarge Person Enlarge Person, Greater Enlarge Person, Mass Enrage Animal Entangle Entangling Scarf Entangling Staff Enthrall Enthralling Voice Entice Gift Entomb Entropic Shield Entropic Warding Enveloping Cocoon Eradicate Earth Erase Esclating Enfeeblement Essence of the Dragon Essence of the Raptor Estanna's Stew Eternity of Torture Ethereal Breath Ethereal Chamber Ethereal Jaunt Ethereal Mount Etherealness Etherealness, Swift Evard's Black Tentacles Evard's Menacing Tentacles Evergreen Evil Eye Evil Glare Evil Weather Exacting Shot Exalted Fury Exalted Raiment Excavate

Execration Expeditious Retreat Expeditious Retreat, Swift Explosive Cascade Explosive Rune Field Explosive Runes Extend Tentacles Extract Drug Extract Water Elemental Eye of Power Eye of Stone Eye of the Beholder Eye of the Hurricane Eyebite Eyes of the Avoral Eyes of the King Eyes of the Zombie Fabricate Faerie Fire Faerinaal's Hymn Faith Healing False Gravity False Lie False Life False Peacebond False Sending False Vision Familial Geas Familiar Pocket Familiar Refuge Fangs of the Vampire King Fantastic Machine Fantastic Machine, Greater Favor of the Martyr Favorable Sacrifice Favorable Wind Fear Fearsome Grapple Feast of Champions Feather Fall Feeblemind Fell Flight Fell the Greatest Foe Fever Dream Field of Ghouls Field of Icy Razors Field of Resistance Fiendform Fiendish Clarity Fiendish Quickening Fierce Pride of the Beastlands Fiery Eyes

Fimbulwinter Find Temple Find the Gap Find the Path Find Traps Finding the Center Finger of Agony Finger of Death Fins to Feet Fire and Brimstone Fire Breath Fire in the Blood Fire Seeds Fire Shield Fire Shield, Mass Fire Shuriken Fire Spiders Fire Storm Fire Stride Fire Trap Fire Wings Fireball Firebrand Fireburst Fireburst, Greater Fires of Purity Fireward Fist of Stone Flame Arrow Flame Blade Flame Dagger Flame of Faith Flame Strike Flame Whip Flaming Sphere Flare Flashburst Flashflood Flash-Freeze Flaying Tendrils Flaywind Burst Flee the Scene Flensing Flesh Armor Flesh Ripper Flesh to Ice Flesh to Salt Flesh to Salt, Mass Flesh to Stone Fleshshiver Flight of the Dragon Float

Floating Disk, Greater Flowsight Fly Fly, Mass Fly, Swift Focus of the Apprentice Focus of the Journeyman Focus of the Master Focus Touchstone Energy Focusing Chant Foebane Fog Cloud Footsteps of the Divine Forbiddance Forbidden Speech Force Chest Force Claw Force Ladder Force Missiles Forcecage Forceward Forcewave Foresight Forest Child Forest Eyes Forest Voice Forestfold Form of the Threefold Beast Fortify Cold Creatures Fortify Familiar Fortunate Fate Foundation of Stone Fox's Cunning Fox's Cunning, Mass Freedom Freedom of Breath Freedom of Movement Freeze Freeze Armor Freezing Fog Freezing Glance Friend to Foe Friendly Face Frightful Blast Frightful Presence Frost Breath Frost Weapon Frostbite Frostburn Frostburn, Lesser Frostburn, Mass Frostfell

Frostfell Slide Fugue Fuse Arms Fuse Sand Gaseous Form Gate Geas, Lesser Geas/Quest Gedlee's Electric Loop Gelid Blood G'elsewhere Chant Gembomb Gemjump General of Undeath Genius Loci Gentle Repose Ghost Lantern Ghost Light Ghost Sound Ghost Touch Armor Ghost Touch Weapon Ghost Trap Ghostform Ghostharp Ghostly Reload Ghostly Tail Ghoul Gauntlet Ghoul Gesture Ghoul Glyph Ghoul Light Ghoul Touch Giant Size Giant Vermin Giant's Wrath Girallon's Blessing Glacial Globe of Invulnerability Glacial Ward Glacial Ward, Greater Glacier Glass Strike Glaze Lock Glibness Glimpse of Truth Glitterdust Globe of Invulnerability Globe of Invulnerability, Lesser Glorious Raiment Glory of the Martyr Glowing Orb Glyph of Warding Glyph of Warding, Greater Gnome Blight

Golden Barding Golem Strike Good Hope Goodberry Grace Grave Strike Graymantle Graz'zt's Long Grasp Grease Great Thunderclap Great Worm of the Earth Greatreach Blast Grim Revenge Guards and Wards Guidance Guided Path Guided Shot Guiding Light Gust of Wind Gutsnake Gutwrench Haboob Hail of Stone Hailstones Hallow Hallucinatory Terrain Halo of Sand Halt Halt Deathless Halt Undead Hamatula Barbs Hammer Blast Hammer of Righteousness Hand of Divinity Hand of the Faithful Handfang Handfire Hardening Harm Harm, Greater Harm, Mass Harmonic Chorus Harmonize Harmonize, Greater Haste Haste, Swift Haunt Shift Haunting Tune Hawkeye Heal Heal Animal Companion Heal Mount

Heal, Mass Healing Circle Healing Lorecall Healing Spirit Healing Sting Healing Touch Healthful Rest Heart of Air Heart of Earth Heart of Fire Heart of Stone Heart of Water Heart Ripper Heartache Heartclutch Heartfire Heartfreeze Heart's Ease Heat Drain Heat Leech Heat Metal Heatstroke Heavenly Host Heavenly Lightning Heavenly Lightning Storm Heaven's Trumpet Hellfire Hellfire Storm Hellish Horde Hellrime Blast Hell's Power Hellspawned Grace Helping Hand Herald's Call Heroes' Feast Heroics Heroism Heroism, Greater Hero's Blade Hesitate Hibernal Healing Hibernate Hidden Lodge Hide from Animals Hide from Dragons Hide from Undead Hide the Path Hideous Blow Hindering Blast Hindsight Hiss of Sleep Hoard Life

Hold Animal Hold Monster Hold Monster, Mass Hold Person Hold Person, Mass Hold Portal Holy Aura Holy Blast Holy Mount Holy Smite Holy Spurs Holy Star Holy Storm Holy Sword Holy Transformation Holy Transformation, Lesser Holy Word Hood of the Cobra Horrible Taste Horrid Sickness Horrid Wilting Hound of Doom Howling Chain Humanoid Shape Hungry Darkness Hungry Gizzard Hunter's Eye Hunter's Mercy Hunters of Hades Hurl Hurtling Stone Hydrate Hymn of Praise Hypnotic Pattern Hypnotism Hypothermia Ice Assassin Ice Axe Ice Blast Ice Castle Ice Claw Ice Dagger Ice Darts Ice Flowers Ice Gauntlet Ice Knife Ice Rift Ice Shape Ice Shield Ice Ship Ice Skate Ice Slick

Ice Storm Ice to Flesh Ice Web Iceberg Icelance Icicle Iconic Manifestation Identify Identify Transgressor Ignore The Pyre Illusory Feast Illusory Pit Illusory Script Illusory Wall Imbue Familiar with Spell Ability Imbue Holy Water Imbue with Spell Ability Immediate Assistance Impede Impede Sun's Brilliance Impeding Stones Impenetrable Barrier Imperious Glare Implacable Pursuer Implosion Impotent Possessor Imprison Possessor Imprison Soul Imprisonment Improvisation Incarnum Blast Incarnum Shroud Incendiary Cloud Incendiary Slime Incendiary Surge Incite Incite Riot Incorporeal Enhancement Incorporeal Nova Increase Virulence Indomitability Inevitable Defeat Infernal Threnody Infernal Transformation Infernal Transformation, Lesser Infernal Wound Inferno Infestation of Maggots Inflict Critical Damage Inflict Critical Wounds Inflict Critical Wounds, Mass Inflict Light Damage

Inflict Light Wounds Inflict Light Wounds, Mass Inflict Minor Wounds Inflict Moderate Damage Inflict Moderate Wounds Inflict Moderate Wounds, Mass Inflict Serious Damage Inflict Serious Wounds Inflict Serious Wounds, Mass Inhibit Inky Cloud Inquisition Insanity Insect Plague Insidious Rhythm Insight of Good Fortune Insightful Feint Insignia of Alarm Insignia of Blessing Insignia of Healing Insignia of Warding Inspirational Boost Inspired Aim Instant Diversion Instant Locksmith Instant Refuge Instant Search Instill Vulnerability Interfaith Blessing Intermindable Echo Internal Fire Interplanar Message Interplanar Telepathic Bond Invest Heavy Protection Invest Light Protection Invest Moderate Protection Invisibility Invisibility Purge Invisibility Sphere Invisibility, Greater Invisibility, Mass Invisibility, Superior Invisibility, Swift Invoke Magic Invoke the Cerulean Sign Iron Body Iron Bones Iron Construct Iron Scarf Iron Silence Ironguard Ironguard, Lesser

Ironguts Ironthunder Horn Ironwood Item Alteration Ivory Flesh Jagged Tooth Jaws of the Moray Jaws of the Wolf Jet of Steam Jig of the Waves Joyful Noise Jump Junglerazer Jungle's Rapture Karmic Aura Karmic Backlash Karmic Retribution Keen Edge Kelgore's Fire Bolt Kelgore's Grave Mist Kelpstrand Kiss of the Toad Kiss of the Vampire Knight's Move Knock Know Direction Know Greatest Enemy Know Opponent Know Protections Know Vulnerabilities Kuo-Toa Skin Lahm's Finger Darts Land Womb Languor Lantern Light Lash of Force Last Breath Last Judgement Lastai's Caress Launch Bolt Launch Item Lawful Sword Lay of the Land Leaps and Bounds Legend Lore Legion of Sentinels Leomund's Billet Leomund's Secret Chest Leomund's Secure Shelter Leomund's Spacious Carriage Leomund's Tiny Hut Leomund's Tiny Igloo

Leomund's Trap Leonal's Roar Levitate Life Bolt Life Ward Life's Grace Light Light of Courage Light of Faith Light of Lunia Light of Mercuria Light of Purity Light of Venya Light of Wisdom Lightfoot Lighting Blade Lightning Bolt Lightning Leap Lightning Ring Lightning Spread Limited Wish Lingering Chorus Lingering Flames Linked Perception Lionheart Lion's Charge Lion's Roar Liquid Pain Listening Coin Listening Lorecall Lively Step Liveoak Living Prints Living Undeath Local Tremor Locate City Locate Creature Locate Object Locate Touchstone Locate Water Longstrider Longstrider, Mass Lore of the Gods Love's Lament Love's Pain Lower Spell Resistance Low-Light Vision Loyal Vassal Lucent Lance Lullaby Luminous Armor Luminous Armor, Greater

Luminous Assassin Luminous Assassin, Greater Luminous Assassin, Lesser Luminous Gaze Luminous Swarm Lutzaen's Frequent Jaunt Mace of Odo Maddening Scream Maddening Whispers Maelstrom Mage Armor Mage Armor, Greater Mage Armor, Mass Mage Hand Mage Hand, Greater Magecraft Magic Circle against Chaos Magic Circle against Evil Magic Circle against Good Magic Circle against Law Magic Convalescence Magic Fang Magic Fang, Greater Magic Fang, Superior Magic Impediment Magic Insight Magic Jar Magic Manacles, Greater Magic Manacles, Lesser Magic Miasma Magic Missile Magic Mouth Magic Savant Magic Stone Magic Vestment Magic Weapon Magic Weapon, Greater Magnetism Maintenance Major Creation Major Image Make Manifest Make Manifest, Mass Make Whole Malevolent Miasma Mana Flux Manifest Desire Manifest Dragon Heritage Manifest Dragon Heritage, Greater Manifest Nightmare Mantle of Chaos Mantle of Evil

Mantle of Good Mantle of Law Mantle of Pure Spite Mantle of the Fiery Spirit Mantle of the Icy Soul Manyjaws Map Mark of Doom Mark of Judgment Mark of Justice Mark of Sin Mark of the Hunter Mark of the Outcast Marked Object Mask of Flesh Mask of the Ideal Mask Spell Masochism Master Air Master Cavalier Master Earth Master's Lament Master's Touch (PH2) Master's Touch (SpC) Mastery of the Sky Maw of Chaos Maw of Stone Maze Mechanus Mind Megalodon Empowerment Meld into Ice Meld into Stone Melf's Acid Arrow Melf's Slumber Arrows Melf's Unicorn Arrow Melt Memory Rot Mending Mephit Mob Mesmerizing Glare Message Metal Fang Metal Melt Metal Skin Metamagic Item Meteor Swarm Meteoric Strike Miasma Miasma of Entropy Miasmic Cloud Mighty Wallop Mighty Wallop, Greater

Mind Blank Mind Bond Mind Fog Mind Poison Mindfrost Mindless Rage Mindrape Minor Creation Minor Disguise Minor Image Minute Form Miracle Mirage Arcana Mirror Image Mirror Image, Greater Mirror Sending Misdirection Miser's Envy Mislead Modify Memory Mold Touch Molten Strike Moment of Clarity Moment of Prescience Monstrous Thrall Moon Blade Moon Bolt Moon Lust Moon Path Moonbeam Moonbow Moonfire Moonweb Morale Facade Morality Undone Mordenkainen's Capable Caravel Mordenkainen's Disjunction Mordenkainen's Faithful Hound Mordenkainen's Lucubration Mordenkainen's Magnificent Mansion Mordenkainen's Private Sanctum Mordenkainen's Sword Mordenkainen's Trusted Bloodhound Mount Mountain Stance Move Earth Move Snow and Ice Mudslide Mummify Murderous Mist Mysterious Redirection Mystic Aegis

Mystic Lash Mystic Surge Nature's Avatar Nature's Balance Nature's Favor Nature's Purity Nature's Rampart Nature's Wrath Naturewatch Nauseating Breath Near Horizon Necrotic Awareness Necrotic Bloat Necrotic Burst Necrotic Curse Necrotic Cyst Necrotic Domination Necrotic Empowerment Necrotic Eruption Necrotic Scrying Necrotic Termination Necrotic Tumor Negative Energy Aura Nerveskitter Net of Shadows Nether Trail Neutralize Poison Nightmare Nightmare Lullaby Nightmare Terrain Nightmares Made Real Night's Caress Nightshield Nightstalker's Transformation Nimbus of Light Nixie's Grace No Light Nondetection Noxious Blast Numbing Sphere Nystul's Magic Aura Oath of Blood Obedient Avalanche Obscure Object Obscuring Mist Obscuring Snow Omen of Peril One Mind One Mind, Greater One Mind, Lesser One with the Land Ooze Puppet

Opalescent Glare Open/Close Orb of Acid Orb of Acid, Lesser Orb of Cold Orb of Cold, Lesser Orb of Electricity Orb of Electricity, Lesser Orb of Fire Orb of Fire, Lesser Orb of Force Orb of Sound Orb of Sound, Lesser Order's Wrath Otherworldly Whispers Otiluke Supressing Field Otiluke's Freezing Sphere Otiluke's Resilient Sphere Otiluke's Telekinetic Sphere Otto's Imperative Ambulation Otto's Irresistible Dance Otyugh Swarm Overland Flight Overwhelm Owl's Insight Owl's Wisdom Owl's Wisdom, Mass Pact of Martyrdom Pact of Return Pain Painful Echoes Painful Slumber of Ages Pall of Twilight Panacea Parboil Parching Touch Pass through Ice Pass without Trace Passwall Path of Shadow Path of the Exalted Pavilion of Grandeur Peacebond Peaceful Serenity of Io Penetrating Blast Perfect Summons Perilous Veil Perinarch Perinarch, Planar Permanency Permanent Image Persistent Blade

Persistent Image Pestilence Phantasmal Assailants Phantasmal Decoy Phantasmal Disorientation Phantasmal Killer Phantasmal Strangler Phantasmal Thief Phantom Battle Phantom Bear Phantom Charge Phantom Foe Phantom Guardians Phantom Stag Phantom Steed Phantom Threat Phantom Wolf Phase Door Phieran's Resolve Phoenix Fire Physical Impediment Plague Plague Carrier Plague of Nightmares Plague of Rats Plague of Undead Planar Ally Planar Ally, Greater Planar Ally, Lesser Planar Binding Planar Binding, Greater Planar Binding, Lesser Planar Bubble Planar Exchange Planar Exchange, Greater Planar Exchange, Lesser Planar Navigation Planar Tolerance Plane Shift Plane Shift, Greater Plant Body Plant Growth Poison Poison Needles Poison Thorns Poison Vines Polar Ray Polymorph Polymorph Any Object Portal Alarm Portal Alarm, Improved Portal Beacon

Positive Energy Aura Possess Animal Power Leech Power Surge Power Word Blind Power Word Deafen Power Word Disable Power Word Distract Power Word Fatigue Power Word Kill Power Word Maladroit Power Word Nauseate Power Word Pain Power Word Petrify Power Word Sicken Power Word Stun Power Word Weaken Pox Prayer Precipitate Breach Precipitate Complete Breach Preserve Organ Pressure Sphere Prestidigitation Prickling Torment Primal Form Prismatic Aura Prismatic Bow Prismatic Deluge Prismatic Eye Prismatic Mist Prismatic Ray Prismatic Sphere Prismatic Spray Prismatic Wall Probe Thoughts Produce Flame Profane Item Programmed Amnesia Programmed Image Project Image Pronouncement of Fate Protection from Arrows Protection from Chaos Protection From Charm Protection from desiccation Protection from Energy Protection from Evil Protection from Good Protection from Law Protection from Negative Energy Protection from Positive Energy

Protection from Spells Protective Field Protg Proud Arrogance Prying Eyes Prying Eyes, Greater Psychic Poison Pulse of Hate Puppeteer Purify Food and Drink Pyrotechnics Quench Quick March Quick Potion Quickshift Quickswim Quill Blast Quillfire Radiance Radiant Assault Radiant Fog Radiant Shield Rage Raging Flame Rain of Black Tulips Rain of Embers Rain of Needles Rain of Roses Rain of Spines Rainbow Beam Rainbow Blast Rainbow Pattern Raise Dead Raise from the Deep Raise Ice Forest Ram's Might Rapid Burrowing Raptor's Sight Rapture of Rupture Rapture of the Deep Rary's Arcane Conversion Rary's Mnemonic Enhancer Rary's Telepathic Bond Ravenous Darkness Ray of Clumsiness Ray of Deanimation Ray of Deflection Ray of Dizziness Ray of Enfeeblement Ray of Entropy Ray of Exhaustion Ray of Flame

Ray of Frost Ray of Hope Ray of Ice Ray of Light Ray of Sickness Ray of Stupidity Ray of the Python Ray of Weakness Razorfangs Read Magic Reality Blind Reality Maelstrom Reanimation Reaving Aura Reaving Dispel Rebirth of Iron Rebuke Rebuke, Final Rebuke, Greater Rebuking Breath Reciprocal Gyre Recitation Red Fester Red Tide Reduce Animal Reduce Person Reduce Person, Greater Reduce Person, Mass Reflective Disguise Reflective Disguise, Mass Refreshment Refuge Refusal Regal Procession Regenerate Regroup Reincarnate Rejection Rejuvenating Light Rejuvenation Cocoon Rejuvenative Corpse Relentless Dispelling Remove Addiction Remove Blindness/Deafness Remove Curse Remove Disease Remove Fatigue Remove Fear Remove Nausea Remove Paralysis Remove Scent Renewal Pact

Renewed Vigor Repair Critical Damage Repair Light Damage Repair Minor Damage Repair Moderate Damage Repair Serious Damage Repel Metal or Stone Repel Vermin Repel Wood Repelling Blast Repelling Shield Replicate Casting Repulsion Resinous Tar Resist Energy Resist Energy, Mass Resist Planar Alignment Resist Taint Resistance Resistance Item Resistance, Greater Resistance, Superior Resonating Agony Resonating Bolt Resonating Resistance Resounding Thunder Resounding Voice Restful Slumber Restoration Restoration, Greater Restoration, Lesser Restoration, Mass Restore Soul's Treasure Resurgence Resurgence, Mass Resurrection Retributive Enervation Retributive Image Retributive Invisibility Return to Nature Returning Weapon Reveille Revenance Reverse Arrows Reverse Gravity Revive Outsider Revive Undead Revivify Rhino's Rush Righteous Aura Righteous Burst Righteous Fury

Righteous Glare Righteous Might Righteous Smite Righteous Wrath of the Faithful Rigor Mortis Ring of Blades Roar of the Waves Rooftop Strider Rope Trick Rosemantle Rotting Curse of Urfestra Rouse Ruby Ray of Reversal Ruin Delver's Fortune Rushing Waters Rust Ray Rusted Blade Rusting Grasp Sacred Guardian Sacred Haven Sacred Item Sacrificial Skill Sadism Safe Clearing Safety Saltray Sanctify the Wicked Sanctuary Sanctuary, Mass Sandblast Sandform Sandstorm Sap Strength Sarcophagus of Stone Scalding Gust Scalding Mud Scale Weakening Scales of the Lizard Scales of the Sealord Scare Scattering Trap Scatterspray Scent Scholar's Touch Scimitar of Sand Scintillating Pattern Scintillating Scales Scintillating Sphere Scorch Scorching Ray Scourge Scramble Portal

Screen Scrying Scrying, Greater Sculpt Sound Seal Portal Searing Exposure Searing Light Second Wind Secret Page Secret Signs Secret Weapon Secure Corpse See Invisibility See the Unseen See The Unseen (drm) Seed of Life Seed of Undeath Seed of Undeath, Greater Seek Eternal Rest Seeking Ray Seeming Seething Eyebane Sending Sense Heretic Sense of the Dragon Sensory Deprivation Sepia Snake Sigil Sequester Serene Visage Serpents of Theggeron Serpent's Tongue Servant Horde Shades Shadow Binding Shadow Cache Shadow Canopy Shadow Conjuration Shadow Conjuration, Greater Shadow Evocation Shadow Evocation, Greater Shadow Form Shadow Guardians Shadow Hand Shadow Landscape Shadow Mask Shadow Phase Shadow Radiance Shadow Spray Shadow Walk Shadow Well Shadowblast Shadowfade

Shadowy Grappler Shambler Shape Metal Shape of the Hellspawned Stalker Shapechange Shard Storm Share Husk Share Talents Sharptooth Shatter Shatterfloor Sheltered Vitality Shield Shield of Faith Shield of Faith, Mass Shield of Lathander Shield of Lathander, Greater Shield of Law Shield of the Archons Shield of Warding Shield Other Shieldbearer Shifting Paths Shillelagh Shivering Touch Shivering Touch, Lesser Shock and Awe Shocking Grasp Shout Shout, Greater Shrieking Blast Shrink Item Shriveling Shroud of Flame Shroud of Undeath Sicken Evil Sickening Blast Sign Sign of Sealing Sign of Sealing, Greater Silence Silent Image Silent Portal Silverbeard Silvered Claws Silvered Weapon Simulacrum Sink Sirens's Call Sirine's Grace Skeletal Guard Skill Enhancement

Skin of the Cactus Skull Eyes Skull of Secrets Skull Watch Skyline Runner Slapping Hand Slash Tongue Slashing Darkness Slashing Dispel Slay Living Sleep Sleep Mote Sleet Storm Slide Slide, Greater Slime Wave Slipsand Slow Slow Burn Slow Consumption Sluggishness Smell of Fear Smite Good/Evil Smite Heretic Smoke Ladder Smokey Confinement Snake Darts Snakebite Snake's Swiftness Snake's Swiftness, Mass Snare Snare Astral Traveler Sniper's Eye Sniper's Shot Snow Walk Snow Wave Snowball Storm Snowdrift Snowshoes Snowshoes, Mass Snowsight Snowsong Soften Earth and Stone Solid Fog Solipism Song of Discord Song of Festering Death Songbird Sonic Blast Sonic Rumble Sonic Shield Sonic Snap

Sonic Weapon Sonic Whip Sonorous Hum Sorrow Soul Bind Soul of the Waste Soul Shackles Soul Ward Soulreaving Aura Soul's Treasure Lost Sound Burst Sound Lance Spark of Life Spawn Screen Speak to Allies Speak with Animals Speak with Dead Speak with Plants Spear of Valarian Spectral Hand Spectral Stag Spectral Touch Spectral Weapon Speechlink Speed Swim Spell Engine Spell Enhancer Spell Flower Spell Immunity Spell Immunity, Greater Spell Immunity, Lesser Spell Matrix Spell Matrix, Greater Spell Matrix, Lesser Spell Phylactery Spell Resistance Spell Resistance, Mass Spell Shield Spell Storing Item Spell Turning Spell Vulnerability Spellblast Spellcaster's Bane Spellmantle Spellstaff Sphere of Ultimate Destruction Spider Climb Spider Curse Spider Hand Spider Legs Spider Plague

Spider Poison Spider Shapes Spiderform Spider-Shape Spiderskin Spiderwalk Spike Growth Spike Stones Spikes Spirit Binding Spirit Binding, Greater Spirit Binding, Lesser Spirit Blast Spirit Needle Spirit Self Spirit Steed Spirit Worm Spiritjaws Spiritual Advisor Spiritual Cavalry Spiritual Charger Spiritual Chariot Spiritual Guardian Spiritual Weapon Spiritwall Splinterbolt Spontaneous Search Spore Cloak Spores of the Vrock Spread of Contentment Spread of Savagery Stabilize Stalking Brand Stalwart Pact Stand Standing Wave Starmantle Stars of Arvandor Starvation Statue Status Status, Greater Stay the Hand Steal Incarnum Steal Life Steal Size Steal Summoning Steal Summoning (In) Steam Breath Steed of the Seas Steeldance Stick

Sticky Fingers Sticky Floor Sticky Saddle Stifle Spell Sting Ray Stinking Cloud Stolen Breath Stone Body Stone Bones Stone Construct Stone Fist Stone Shape Stone Shape, Greater Stone Shatter Stone Sphere Stone Spiders Stone Tell Stone to Flesh Stone Walk Stonehold Stoneskin Stony Grasp Stony Grasp (In) Stop Heart Storm Mote Storm of Elemental Fury Storm of Fire and Ice Storm of Needles Storm of Shards Storm of Vengeance Storm Tower Stormrage Stormrunner's Ward Stormwalk Strategic Charge Strength of Stone Strength of the Beast Stretch Weapon Stun Ray Stunning Breath Stunning Breath, Greater Stunning Screech Stupor Subdue Aura Sublime Revelry Submerge Ship Substitue Domain Subvert Planar Essence Sudden Stalagmite Sudden Swarm Suggestion Suggestion, Mass

Summon Aspect of Bahamut Summon Babau Demon Summon Bearded Devil Summon Bralani Eladrin Summon Component Summon Desert Ally I Summon Desert Ally II Summon Desert Ally III Summon Desert Ally IV Summon Desert Ally IX Summon Desert Ally V Summon Desert Ally VI Summon Desert Ally VII Summon Desert Ally VIII Summon Devoted Roc Summon Dire Hawk Summon Elemental Monolith Summon Elementite Swarm Summon Elysian Thrush Summon Giants Summon Golem Summon Greater Elemental Summon Holy Symbol Summon Hound Archon Summon Instrument Summon Monster I Summon Monster II Summon Monster III Summon Monster IV Summon Monster IX Summon Monster V Summon Monster VI Summon Monster VII Summon Monster VIII Summon Nature's Ally I Summon Nature's Ally II Summon Nature's Ally III Summon Nature's Ally IV Summon Nature's Ally IX Summon Nature's Ally V Summon Nature's Ally VI Summon Nature's Ally VII Summon Nature's Ally VIII Summon Pest Swarm Summon Swarm Summon Swarm (In) Summon Undead I Summon Undead II Summon Undead III Summon Undead IV Summon Undead V Summon Weapon

Summoning Wind Sunbeam Sunburst Sunmantle Sunrise Sunstroke Suppress Breath Weapon Suppress Flame Suppress Glyph Suppress Requirement Sure Strike Surefoot Surefooted Stride Surefooted Stride, Mass Surelife Surge of Fortune Suspend Disease Suspended Silence Sustain Swamp Lung Swamp Stride Swim Swim, Mass Swimming The Styx Sword and Hammer Sword and Hammer, Greater Sword of Conscience Sword of Darkness Sword of Deception Symbol of Death Symbol of Fear Symbol of Insanity Symbol of Pain Symbol of Persuasion Symbol of Sleep Symbol of Spell Loss Symbol of Stunning Symbol of Thirst Symbol of Weakness Sympathetic Vibration Sympathy Symphonic Nightmare Synostodweomer Tactical Precision Tactical Teleportation Tail Slap Tail Sweep Targeting Ray Tasha's Hideous Laughter Telekinesis Telepathic Aura Telepathic Bond, Lesser

Telepathy Block Telepathy Tap Teleport Teleport Object Teleport, Greater Teleportation Circle Temporal Stasis Tenacious Dispelling Tenacious Plague

Tensers Improved Disk Tenser's Floating Disk Tenser's Transformation Tern's Persistance Terra Cotta Lion Terra Cotta Warrior Terrifying Roar Thalassemia Thaw Thieves' Bane Thin Air Thorn Spray Thornskin Thousand Needles Thunder Field Thunderhead Thunderlance Thunderous Roar Tidal Surge Tiger's Tooth Time Stop Tojanida Sight Tomb of Light Tongue of Baalebul Tongue Serpents Tongue Tendrils Tongues Tormenting Thirst Torrent of Tears Tortoise Shell Total Repair Touch of Adamantine Touch of Fatigue Touch of Idiocy Touch of Juiblex Touch of Madness Touch of Restoration Touch of the Graveborn Touch of Vecna Touch of Years Touchstone Lightning

Toughen Construct Towering Oak Towering Thunderhead Toxic Tongue Toxic Weapon Train Animal Transcribe Symbol Transend Mortality Transfix Transform Magic Transformation of the Deeps Translocation Trick Transmute Metal to Wood Transmute Mud to Rock Transmute Rock to Lava Transmute Rock to Mud Transmute Sand to Glass Transmute Sand to Stone Transmute Stone to Sand Transport via Plants Trap the Soul Traveler's Mount Treasure Scent Tree Healing Tree Shape Tree Stride Tremor Tremorsense Triadspell Trip Vine Triple Mask Trollshape True Casting True Creation True Domination True Resurrection True Seeing True Strike Tsunami Tunnel Swallow Turbidity Turn Anathema Twilight Luck Unbinding Undead Bane Weapon Undead Lieutenant Undead Torch Undeath After Death Undeath to Death Undeath's Eternal Foe Undermaster Undersong

Understand Device Undetectable Alignment Undulant Innards Unearthly Beauty Unearthly Heat Unfettered Grasp Unhallow Unheavened Unholy Aura Unholy Blight Unholy Storm Unicorn Blood Unicorn Heart Unicorn Horn Unliving Weapon Unluck Unnerving Gaze Unseen Servant Unseen Servant, Mass Unseen Strike Unyielding Form of Inevitable Death Unyielding Roots Updraft Urban Shield Urchin's Spines Utterdark Utterdark Blast Utterdark Blast (In) Valiant Fury Valiant Steed Vampiric Touch Vanishing Weapon Vecna's Malevolent Whisper Veil Veil of Shadow Veil of Undeath Vengeance Halo Ventriloquism Verraketh's Shadow Crown Vertigo Vertigo Field Vigilant Slumber Vigor Vigor, Greater Vigor, Lesser Vigor, Mass Lesser Vigorous Circle Vile Death Vile Lance Vine Mine Vine Strike Vipergout

Virtue Visage of the Deity Visage of the Deity, Greater Visage of the Deity, Lesser Viscid Glob Vision Vision of Glory Vision of Heaven Visions of the Future Vital Strike Vitrify Vitriolic Blast Vitriolic Sphere Voice of Madness Voice of the Dragon Voidsense Voidsense (drm) Voracious Dispelling Voracious Dispelling (drm) Vortex of Teeth Vulnerability Wages of Sin Wail of Doom Wail of the Banshee Wake Trailing Walk the Mountain's Path Walk Unseen Walk Unseen (drm) Wall of Bones Wall of Chains Wall of Chaos Wall of Coldfire Wall of Deadly Chains Wall of Dispel Magic Wall of Evil Wall of Eyes Wall of Fire Wall of Force Wall of Gears Wall of Gloom Wall of Gloom (In) Wall of Good Wall of Greater Dispel Magic Wall of Ice Wall of Iron Wall of Law Wall of Light Wall of Limbs Wall of Magma Wall of Moonlight Wall of Ooze Wall of Perilous Flame

Wall of Salt Wall of Sand Wall of Scales Wall of Smoke Wall of Stone Wall of Thorns Wall of Water War Cry Warcry Warding Gems Warlock's Call War-Mount Warning Warning Shout Warp Destiny Warp Wood Waste Strider Water Breathing Water to Acid Water to Poison Water Walk Waterspout Wave Blessing Wave of Grief Wave of Pain Waves of Cold Waves of Exhaustion Waves of Fatigue Weapon Augmentation Weapon Augmentation, Greater Weapon Augmentation, Lesser Weapon Augmentation, Personal Weapon of Energy Weapon of Impact Weapon of the Deity Weapon Shift Weather Eye Web Webfoot Weighed in the Balance Weight of Sin Weighty Utterance Weird Were-Doom Whelm Whelm, Mass Whelming Blast Whirling Blade Whirlwind Whirlwind of Teeth Whirlwind, Greater Whispering Sand

Whispering Wind Whiteout Wieldskill Wild Runner Wind at Back Wind Tunnel Wind Walk Wind Wall Winding Alleys Wingbind Winged Mount Wings of Air Wings of Air, Greater Wings of Bounding Wings of Cover Wings of Flurry Wings of Swift Flying Wings of the Sea Wingstorm Winter Chill Winter's Embrace Wish Witchwood Step Wither Wither Limb Withering Palm Wood Rot Wood Shape Wood Wose Wooden Blight Woodland Veil Word of Balance Word of Binding Word of Changing Word of Chaos Word of Group Recall Word of Recall Wounding Whispers Wrack Wrack Earth Wracking Touch Wraithstrike Wrathful Castigation Wretched Blight Xorn Movement Yoke of Mercy Zeal Zealot Pact Zone of Glacial Cold Zone of Natural Purity Zone of Peace Zone of Respite

Zone of Revelation Zone of Silence Zone of Truth

Spell Description You transform one creature into an aberration. Subject's skin undergoes horrible transformation. You gain 25% chance of knowing information in a brain eaten. You gain 1/4 of a creature's Str and Con when he eats it. Hide weapon; +4 Bluff check feint when drawn. Absorbs 1d4+6 ranged spells that have you as a target. Sumons demons to fight for you. You gain +2 to Str, Con, Dex, and SR. Balance/climb/hide/move slightly/tumble at normal speed w/ no penalty on skill check. Enhances 0 thrown weapon or one projectile weapon touched Cone of acid deals 0d6 damage. Fog deals 2d6 acid damage each round. 20-ft.-radius cylinder deals 7d6 acid damage. Sheath of acid damages attackers. Orb deals 1d3 acid damage. Deals 0d6 acid damage in a 20-ft. radius. Wings grant you fly 60', provide natural attacks. Subject becomes addicted to a drug. Increase fly speed and maneuverability. Dodge bonus to AC while airborne. Wards an area against flying creatures. You and four aarakocra summon a large air elemental via flying dance. Infects evil subject with chosen affliction. +1 on attack rolls and saves against fear, 1d8+0 temporary hp. Allies gain +1 on attacks, saves against fear and 1d8+0 temporary hp. Gives caster +10 on concentration checks to maintain concentration Subject can breathe air as easily as water. Subject treads on air as if solid (climb at 45-degree angle). Turn normal water into breathable substance, negate underwater penalties. Wards an area for 0 hours. Wards an area for 0 hours. Detects creatures on conterminous or coexistent planes. Functions like Alarm spell except it wards a single object or container. Summons bebilith to deal with a demon. Give bonuses to cold subtype creatures. Natural weapon becomes good, evil, lawful, or chaotic. Allies' natural weapons become good, evil, lawful, or chaotic. Weapon becomes good, evil, lawful, or chaotic. Allies' weapons become good, evil, lawful, or chaotic. Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. Increases own and allies speed. Subject knows direction and distance to your location. As comprehend languages on written material, bonus on Search and Spot checks. Reroll any die roll Assume form of a similar creature. Copy nonmagical text. Target is trapped in stasis inside amber.

Target and gear become ozzelike. Lowers Listen DC by 20. Reveals magical aspects of subject. Find a nearby portal and discover its properties. Find a nearby planar touchstone and discovery its properties. Chaotic-aligned rain falls in 20-ft radius. Makes chaotic-aligned water. Target gains DR 5/evil. Blinds creatures within 20 ft. for 0 min. Damages or destroys undead. Subject takes -2 penalty on attack rolls. 0 animals double in size. Sends a Tiny animal to a specific place. 0 ally polymorph(s) into chosen animal. Fascinates 2d6 HD of animals. +2 enhancement to STR, DEX, CON +2 STR, DEX, CON to 0 creatures Your breath weapon becomes a construct. Buildings attack as one gargantuan animated object plus other effects. Creates undead skeletons and zombies. Able to animate fire (use sm. fire elemental MM pg 98) Creates skeletons or zombies You imbue inanimate objects with mobility and a semblance of life. Objects attack your foes. One or more trees animate and fight for you. Makes a rope move at your command. Siege weapon attacks your foes. Animates snow to become animated object (MM 14) to fight for you. Able to animate water (use sm. water elemental MM pg 100) A weapon animates and fights for you. Able to animate wood (use sm. Animated object in MM pg 13) Allows subject to predict (size and number) and delay teleportation by others by 1 round Allows subject to predict (size, number, type) and delay teleportation by others by 3 rounds Mobile sphere grants immunity to cold. Hedges out cold subtype creatures. Grants +0 luck bonus to AC and Saves against Dragons. Creatures within sphere gain immunity to fire damage. 10-ft. field hedges out living creatures. Antimagic Field that affects one creature. Negates magic within 10 ft. Forms Antimagic Field around one Creature or Object. Object or location affected by spell repels certain creatures. Keeps animated plants at bay. You can read and prepare up to 2nd level arcane spell in 3rd level domain slot. You can read and prepare up to a 5th level arcane spell in a 6th level domain slot. All in a 0-mile radius take 10d6 damage. Causes subject's face to take on a horrible appearance. By taking 2 min instead of 1 you gain a +10 insight bonus on Appraise checks. Breathe and use breath weapon underwater; gain swim speed. Transform your foe into a tree, which temorarily animates and serves you. Causes 0d6 electricity damage to two or more creatures Invisible floating eye moves 30 ft./round. Cast two spells you know without expending additional slots. Cast two spells you know without expending additional slots.

Magically locks a portal or chest. Inscribes a personal rune (visible or invisible). Magical auras become visible to you. As arcane sight, but also reveals magic effects on creatures and objects. Targeted dispel magic on one subject, and subject loses one spell Fog cloud obscures vision and causes damage. Calls powerful good outsiders to fight at your side. Touch armor or shield gains +3 equivalent special ability. Touch armor or shield gains +5 equivalent special ability. Touch armor or shield gains +1 equivalent special ability. Grants +1 deflect bonus to AC. Darkvision, +2 save vs holy, good or light spells. Grow two additional arms. Threaten with bow and fire without AOO. Gives one projectile or thrown weapon a +4 enhance.; slays, or 3d6+0 dam Take a full-round action to attack up to 0 targets once each w/in 1 range increment. Become outsider, immune cold, DR 10/magic, DR 10/pierce, 2d6 cold damage in 15' radius, Fort save or slowed Drains moisture from a creature, possibly killing it and destroying its body. Hovering construct dehydrates a wounded creature. You become more like your deity. Transforms creature into an axiomatic creature. Transforms creature into an axiomatic creature. You assume the physical appearance and many of the qualities and abilities of a bulette. You take the form of a Winter Wolf. You assume the physical appearance and many of the qualities and abilities of a wolf. Gives +10 bonus on caster level to overcome SR of a single creature While on the Astral Plane, open a portal to a demiplane to heal naturally. Projects you and companions onto Astral Plane. Removes burden of misdeeds from subject. As alarm, plus learn one type and number of creatures that triggered alarm. Grant target creature protection against damaging planar traits. Your familiar gains +4 enhancement to Str, Dex, & Con; DR 5/magic; & +2 saves. Learns whether an action will be good or bad. Ignore 10 fire dam/rnd and extinguish fires. Touch to snuff out fires. Cold emanates from you dealing 2d6 cold damage to all within range. Cold emanates from you dealing 1d6 cold damage to all within range. You and all creatures within 10 ft. gain Evasion against Breath Weapons. Aura deals fire damage to creatures that strike you. Removes any fear effects from all allies You gain an aura of fear, or your frightful presence becomes more effective. +4 morale bonus to Str, Dex, & Con. Reduce foe to half hp and stun foe, traps creatures in 20 ft radius from victim. Reduce foe to half hp and stun foe. Provides temporary protection against overtly damaging planar traits. Animal or tree gains human intellect. Awakens a humanoid shaped construct A region of san forms into a Huge, sentient creature. 0d6 non lethal damage & stuned for 1 rnd. If unconscious 1d6 points Wis dam. Grant sentience to otherwise mindless undead. As awaken, but multiple trees or creatures of one kind. Transforms creature into an axiomatic creature. Lawful-aligned rain falls in 20-ft. radius. Makes lawful-aligned water.

Evil creatures are blinded for 1 round and take 0d6 damage. Secrete a body-covering acid does 1d8 points of damages foes' weapons. Allows one wooden hafted two-handed weapon to attack wielder once Spells and spell like abilities backfire causing 1d6 per level of the spell being cast. +4 on balance, can balance on impossible if 5 ranks. Subject blinks only when attacking or casting - 50% miss chance A single creature becomes your servant, but slowly sickens and dies. You summon a tiny woodland creature to take a tiny message (written on paper or cloth) to a place you designate. Transforms subject into harmless animal. Two subjects switch places. As the Shatter spell plus possibly daze and deafen. Energy balls deal 0d6 electricity damage. Subject's flaming body damages foes in grapple. Able to immobilize one medium or smaller creature Enemies take -1 on attack rolls and saves against fear. Eldritch blast deals extra damage against specified creature type. Banishes 0 HD of extraplanar creatures. Destroy target corpse, potentially preventing its return to life. Grants a +2 enhancement bonus to the target's existing natural armor bonus. Acts as minor globe of invulnerability and double strength magic circle against evil. Deals 1d6 plus bull rush. Allies within 30ft may reroll Will saves. Gain bonus on attack, save; bardic music effects extended. Create trench or berm. Improve light in 80-ft.-radius cylinder. Sense and counter spellcasting within 100 feet. Targets take penalties, you gain bonuses. Subject gains +4 to Con. As bear's endurance, affects 0 subjects. Your hands become slashing natural weapons. Subject fights without penalty while disabled or dying. Large amount of water becomes poisonous. You create a Tiny nature servant. You gain +6 bonus on Bluff, Diplomacy, and Intimidate Checks. Gain bonus on Bluff, Diplomacy, and Intimidate checks. Your touch deals 2d12 damage and lingers for 0 rds. Subject gains a +2 luck bonus on saves, can reroll one att., save, skill or ability check. Two willing subjects switch places. Creature struck by beshadowned blast is blinded. -6 to one stat, or -4 on attacks, saves, checks, or 50% chance of losing actions. Curses target with one of several effects. Transfer 0 of wounds to another. Target must take the lower of two rolls for each save, att. roll or skill check. Seemingly swap one ally with one enemy. Subject is sickened or nauseated. Creature struck by bewitching blast is confused. Large hand provides cover, pushes, or attacks your foes. Large hand provides cover, pushes, or crushes your foes. Hand punches subject when casting, forcing conc check Hand pushes creatures away. Large hand provides cover, pushes, or grapples. Hand holds things for you and helps some skill checks

Hand provides cover against one opponent. #VALUE! #VALUE! #VALUE! Utilizes an array of techniques to imprison a creature. Target of your eldritch blast must make Will save or be stunned for 1 round. Snow field freezes impeding movement Air prevents target from moving, hinders ranged attacks. Swallow enemies your size or smaller whole. Become like a werebear. Become like a wereboar. Become like a wererat. Become like a weretiger. Become like a werewolf. Create extra-dimensional bag of torture tools. Floating magic weapon does damage and may disintegrate. Makes creature attack itself Creates a 20 foot radius area of deadly black sand. Your arm becomes a claw that gives +5 ft. reach, bonus to attack/damage. Ray may cause 1d4 points of Constitution damage and nausea per round Creates a 20-ft. radius of supernatural darkness you can see through. Deal damage to plant creatures, or use wooden weapon to sicken foes. Greatly enhances staff or quarterstaff. Desecrate water, deal 0d6 negative energy damage, bestow negative level. Create blackwater tentacle that attacks your foe. Wall of blades deals 0d6 damage. Two subjects share saving throw and use best, both get targeted if fail Next weapon strike +1d6, add 2d6 to this if you take 5hp dam Creates blade of gnashing teeth doing 1d6+0. Take a full round action to take a melee attack w/ ea weapon to all foes within reach. Slashing weapon glows and gains +3 bonus. Your melee weapons deal an extra 1d8 pts of fire damage. Melee attacks daze opponent. Kills, paralyzes, weakens, or dazes non-evil subjects. A cone shaped burst of fire causes 0d6 fire damage Ray deals 0d6 damage. Ranged touch attack. A ray of intense light blast from your finger. The subject is blinded for 1d6+0 rounds. Cone deals 0d6 damage. 60-ft. cone of light dazzles creatures. Negative Energy sucks 1d6 hp/rd from living in 20' radius Creature takes Con dmg. from piercing/slashing weapons; repeated use imposes -4 on Fort. saves. Allies gain +1 morale bonus on attack rolls and saves against fear. Makes holy water. Weapon strikes true against evil foes. Weapon strikes true against evil foes for 1 round(swift). All allies' within a 50 ft r spread gain a +2 on ranged attacks. Evil auras become visible to you. You gain damage reduction 10/magic. All allies in 40' burst get +1d6 holy damage and are considered-good aligned Withers one plant or deals 0d6 damage to plant creature. You become as beautiful as a nymph, and can blind humanoids who look at you. Your breath weapon blinds targets.

Become invisible to target, Will save or target blinded 1rd 0' radius of light that blinds evil creatures. Ranged touch at -4, subject is blinded until his eyes are washed out. Makes subject blind or deaf. Grants blindsight (mm 306) out to 30 ft. Grants blindsight (mm 306) out to 60 ft. You randomly vanish and reappear for 0 rounds. As blink, but safer and with more control. All within a 50-ft radius spread are dazzled and take 2d6 damage. Blizzard obscures vision, impedes movement and causes cold damage. Entangles creature, 0/rd damage Rage gives +2 Str & Con, +1 Will saves, and -1 to AC. You heal a target at range and take a like amount of damage. A windstorm (DMG 95) knocks creature prone doing damage. Corrupts snow field draining 1d2 Con each round and nausea to all within. Turn subjects blood to water doing 2d6 points on Con damage. Attack w/ natural/unarmed attacks as thrown weapons w/ 20 ft. range increment. Immediate retry for failed Survival check while tracking. Your light weapon creates bleeding wound that deals damage. Hovering construct doing 1 pt of Con damage each time the disignated foe is damaged. Attacks miss subject 20% of the time. Transforms a willing subject into a bodak. You slay a creature, which turns into a bodak 24 hours later. You attack as if armed, deal bonus damage, harm grapplers. You are surrounded by fire and leave a wall-like trail behind you. Victim takes 1d10 points of different ability damage ea rd. Your body emanates fire 5 ft in all directions dealing 0d4 damage. You assume the appearance and many of the abilities of a warforged Creates one or more indistinguishable duplicates of you. Protects against 5 pts. of ability dmg. to Str, Dex or Con; repeated use increases dmg. absorbed. Deal damage per round, second casting sickens target. 10-ft. cylinder deals 4d6 damage+2d6 per round for 0 rounds. Subject's aura strengthens as if it had 1HD/2 CL more than it actually does. Positive energy ray, deals 0d12 damage to evil outsiders & undead or 0d12 to others. One ray/round, dazes 1d3 rounds. Falling rocks deal 0d8 damage and bury targets under 5 ft of rock. Ray of cold rendering corporeal undead immobile. Turns a bone into a magic weapon. 1d3 Con damage to subject. Save each rd or take 3d6 sonic damage and a -20 penalty on Move Silently." Pillars erupt from wall or floor, knocking over creatures or smashing them Stronger Gust of Wind that also does cold damage Subject's speech becomes incoherent. Uncorking bottle creates fast horse made of smoke. Eavesdrop on thoughts of up to eight other creatures. Wooden weapon gains a +1 enhancement and grows spikes that deal 0 damage. +10 on Climb in trees, swing like monkey. Frees subjects from enchantments, alterations, curses, and petrification. Your breath weapon dazzles targets for 1 min. Create mist, DC of saves made in this mist against poison & disease increased by +2. Similar to Fog Cloud. Create a fog cloud as the spell.

Your breath weapon also deals a second type of damage. Your breath weapon deals a different kind of damage than normal. 40 ft. radius spread entangles creatures and thorns deal 1 pt of damage for each 5 ft moved. As entangle, excpet that targets take 1d8+0 damage each round. Flaming worms deal 0.25/rd fire damage to enemies in 20' radius All of the targets' weapons become brilliant energy, ignoring armor. Transforms one weapon or 50 projectiles into a brillant energy weapon Wearer blinds evil creatures. Blast deals fire damage. Creature struck catches fire (2d6 damage per round). Armor grows spikes that attack with the subjects 1st attack/rd, +0 bonus doing 2d4. Makes weapon brittle. Subject gains +4 to Str. As bull's strength, affects 0 subjects. Target float to the surface of water at 60 ft/rd until they are floating. Deals 1d8 acid & fire damage/round, target can take only single move actions. 0d4 fire damage. +1 att, +2 dam, DR 2/magic, sub takes 4 hp fire damage/rd Weapon give light for 30 ft. Does extra 1d6 fire damage. Subject grows claws and gains burrow speed of 30 ft. Subjects grows claws and gains burrow speed of 30 ft. Bee gives subject -10 penalty on Move Silently and Concentration checks. 0d6 sonic damage in a 20 ft burst. Barrier inflicts d6+0 damage. As alarm, plus learn one type and number of creatures that triggered alarm. Causes an avalanche to fall from sky crushing and burying creatures Summon 2d4 dretches. Summons 1d4 lantern archons, coure eladrins, or musteval guardinals. Target wakes up chaotic evil and goes on a rampage. Calls a kolyarut to aid you. Summon 2d4 lemures. Calls down lightning bolts (3d6 per bolt) from sky. As call lightning, but 5d6 damage per bolt. Calls a marut to aid you. Call your special mount, even if you have already called it today. Summons a nightmare. On missed save speed drops 10'/rd, DEX -2/rd, 4 missed saves and turn to stone Speak with animals and influence their behavior. Calls a zelekhut to aid you. Calms 2d4+0 HD of animals. Calms creatures, negating emotion effects. Covers several spots with magical caltrops. Grants +10 bonus on Hide checks. Grants +10 on Hide checks to a group. Ball of wind pushes targets around. Gaze turns creatures to stone (as Flesh to Stone) Your touch can break enchantment, and you can counterspell. Verbal rebuke damages those whose alignment differs. Horrible wail renders creatures nauseated or sickened for 1 round. Subject gains +4 to Dex. As cat's grace, affects 0 subjects. Reroll a balance, climb, jump or move silently with a bonus. One creature of 5 HD or less flees for 1d4 rounds.

Acidic sludge slows progress, deals damage. Acidic sludge slows progress, deals damage. Cloud deals damage, blinds creatures. Intoxicate subjects. Can immediately take a standard action and then dazed until end of next turn Can immediately take a full-round action and then dazed until end of next turn Can immediately take a move action and then dazed until end of next turn Target gains one of four celestial properties. Grant energy resistance, +4 on saves vs. poison, and damage reduction 10/evil. Object sheds brilliant light to 120 ft. and hurts undead and evil outsiders. Gain a fly speed with good maneuverability. Good creatures gain +2 on attacks/saves vs. fear, 1d8+0 temp hps. Evil takes -2. One or more creatures affected by targeted dispel magic, add 0 to dispel check 0d6 damage; 0 secondary bolts each deals half damage. 0 missiles doing 1d4+1 pts of damage strike target and may hit one other target within 30'. You can see through another creatures eyes. Target takes 2d10 Cha drain, deals same to next ally she touches. You change a leather cord into an assassin vinelike reature, about 16 feet long. Your staff becomes a treant on command. You change a twig (found on the ground) into a Small shrubcreature. You invite a celestial(up to 12 HD) to occupy your body. You invite a celestial(up to 12 HD) to occupy your body. Heals creature/dam undead at range - more hp and range as casting time increases Gives DR/evil - more DR as casting time increases Fatigue, exhasut and deal damage to target, depending on casting time. Fire damage to enemies- increase dam and area as casting time increases Deal sonic damage in cone; area and damage increase based on casting time. Damages and staggers lawful creatures. Target gains horns and a gore attack. Similar to Charm Monster. Cause a single creature to regard you as a friend. Makes one animal your friend. Makes monster believe it is your ally. As charm monster, but all within 30 ft. Makes one person your friend. Like Charm Person, at least one creature or up to 0 combined HD of creatures. Consumes one corpse or undead creature. +4 to each attribute Once, take the better of two rolls when attempting to win a game of chance. You imbue a weapon with a 0 enhancement bonus, and lawful-alignment. Cold metal damages those who touch it over seven rounds (0,1d4,2d4x3,1d4,0). Ray causes cold damage. 0 touch deals 1d6 damage and possibly 1 Str damage. Create solid fog that deals cold damage. Similar to Evard's Black Tentacles except cold damage. Cobwebs provide concelment, slow movement, sicken creatures. Touched creature begins to suffocate on sand. Roll twice for attacks, skill checks, ability checks, and saves. Use better of two. Indicates direction and condition of a known target. Kills 0d4 HD of creatures. Foes denied all actions or take -2 penalty on attacks, saves, and skill checks. Blind all other creatures in area for 1 round, dazzle for 1 min.

Transports you and others from one small city or larger to another. Enh bonus to STR and CON, and DR adamantine based on size of city. Hear or see at a distance. +4 bonus saves vs mind-affecting spells and effects & blind fighting. Your hands become reach melee touch attacks, 1d8 cold damage, slow opponents. Your hands become weapons dealing 1d8 damage each. You gain claws based on her size. Subject gains claws that deal damage based on size. You gain a +4 sacred bonus on saves vs mind-affecting spells and effects. Enhancement bonus on Climb checks. Temporarily grow a tall tree for use as a ladder. You and your allies gain a +0 bonus on saves against fear. You and your allies become immune to fear and get +2 morale bonus on attack rolls. +4 to AC, +4 resistance, and SR 25 against lawful spells. Protects from effcts of sunlight, +4 resistance on saves vs. light or darkness effcts. Target provokes hostile reactions, takes -10 penalty on Diplomacy checks. Touched creature gains protection from heat and sun. Blur, Freedom of Movement and Water Breating and no non-lethal damage while in water. Hide a color pool on the Astral Plane from view. Duplicate awakens when original dies. Cure 1d4 + 0 damage. If cast imediately after a subject takes damage it prevents the damage. Creates a magical cloud chariot for you and any other willing touched creature Generates a nauseating 10-ft. cube. #VALUE! Cloud deals 2d6 damage plus confusion. Increases subjects fly speed by 30 ft. Hampers vision and ranged attacks, puts out normal fires. Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage. This spell generates a bank of fog, similar to a fog cloud, except that its vapors are reddish brown and poisonous. Targets gain a 60 ft(perfect) outdoor fly speed. While you concentrate the target takes 1d12 damage/round and is paralyzed. Surround yourself with blades of force. Saliva can be sprayed forth in a 10-ft-cone causing 1d3 Con damage A creature dead no longer than 0 rnds is preserved & begin a slow process of rebirth. Subject is entangled by trash and detritus in an area. You and nearby allies protected by endure elements. Turn fires cold. Creatures with the fire subtype or cold vulnerability, take 0d6 damage. A powerful cold front lowers temperatures 0 degrees. Knocks unconscious, blinds, and/or stuns creatures in a 15 ft. cone. Creates an ice pillar that rises from the ground lifting creatures into the air. Allows one subject to use the skill ranks of a second subject in place of her own. Combustable objects burst into flame. If the target creatures it takes 0d8 with no save. Comet falls atop foes doing 0d6 points of damage and knocking them prone. 3 frozen comets strike down One subject obeys selected command for 1 round. Sway the actions of one or more plant creatures. Undead creature obeys your commands. As command, but affects 0 subjects. Deity answers 0 yes-or-no questions. Gain knowledge of the surrounding community You gain knowledge of hills, mountains and underground areas. Contacts any local spirit, and can ask up to 0 questions

Contacts any local spirit (4HD or less), and can ask 0 questions Learn about terrain for 0 miles. You understand all spoken and written languages. If outsider target fails Will save, stunned for 1 rd and DR decreased by 10 Heal 2d10+1/CL (max.10) pts. of dmg. to yourself while channeling pos. energy. 0d6 cold damage. Creatures caught in a 60 ft cone must save or believe they are blind. Gain a +2 circ. bonus on att. rolls against subject and impose a -2 penalty on ist att. rolls against you; subject cannot make AoO 01-10: Atk you;11-20: Act normal;21-50: Drool;51-70 Flee;71-00: Atk nearest. One creature is confused for 1 round. Creates ice creature to fight for you. Creates ice creature to fight for you. Creates ice creature to fight for you. Creates ice creature to fight for you. Creates ice creature to fight for you. Creates ice creature to fight for you. Creates ice creature to fight for you. Creates ice creature to fight for you. Creates ice creature to fight for you. Conjure an object made of ice. Fills area with positive energy, making undead weaker. Fills large area with positive energy, making undead weaker Creature is entangled, unable to move, and takes 3d6 nonlethal damage per round. Construct gains resistance 10 to specified energy type. Construct gains immunity to specified energy type. You steal the appearance of a dead person, adding +10 on Disguise checks. Draw life from creatures within 30 ft. with -1 or fewer hit points that fail save. Draw life from creatures within 30 ft. with 9 or fewer hit points that fail save. Lets you ask question of extraplanar entity. Infects subject with chosen disease. As contagion, but affects all creatures in the area of affect. Creates a fog cloud the causes disease. You can infect one creature per round with chosen disease. Sets trigger condition for another spell. Ignores 10 points of damage/attack from first encountered elemental energy type. Makes a permanent, heatless torch. Changes current direction and speed. Enables you to command deathless creatures. Control actions of one or more plant creatures. Raise or lower the level of sand. Raises or lowers ice and snow. Raises or lowers the temperature. Undead don't attack you while under your command. Raises or lowers bodies of water. Changes weather in local area. Change wind direction and speed. Transforms a magic wand into a healing wand. Subject gains +2 morale bonus on saving throws. Subjects gains +2 morale bonus on saving throws. Aura of cold deals 1d12 to others. They shiver (-2 to Str & Dex) & move at half speed. Target becomes a soft-bodied ooze-like creature. Target becomes a spongy writhing, amorphous mass suffering from searing pain.

Conjures a ghostly hand with a candle that provides light in a 5 ft. radius. Melee touch attack doing 1d8 points of acid damage. Forces a lycanthrope back to its natural form and keeps it from changing. When the subject charges it gains a +4 attack roll and takes no penalty to AC. Shatters or damages ice structures and creatures. Tentacles granting concealment, other bonuses & attacking those that attack you. Your eye leaves your head and grows spidery legs, enabling it to scout for you. -4 penalty on Listen & concentration check to cast spells. Links two locations by a magical path. This spell allows you to create an undying soldier. Feeds 0 humans (or 0 horses). This spell allows you to create an undying councilor. Create shadows, wraiths, spectres, or devourers. Subject receives a magic tattoo with various effects. Creates a CR 1 trap. Create ghouls, ghasts, mummies, or mohrgs. Creates 0 gallons of pure water. Creature feels chill that increases each round(1d6,2d6,3d6). As creeping cold, but longer duration and more damage. Creates a amophous cloud of inky blackness which you control Swarms of centipedes attack at your command. Target loses commander rating aura; can't add Cha to rally checks Ignore miss chance from concealment. Sneak attack: +1d6 damage, doubled threat range, +4 to confirm crit. Holy light blinds or dazzles foes, repels light-sensitive creatures, damages undead. +2 on listen and spot checks, discharge for +5 on final check Aura burns evil outsiders, undead and fey for 2d6 points of damage/round. You +4 Cha. Subjects +4 attack rolls/saves/skill checks/immunity to fear/0 temp hp. +2 to STR, discharge spell for +8 on final round +1 bonus to AC and +1 bonus for save, discharge spell for +4 on final round +2 damage to chosen alignment, 1/min, discharge for +8 on final attack One command undead/min, dischagre for +4 on one turn or rebuke +2 on hide and disguise checks, discharge for +8 on final check Fools subject for 1 round, then -4 penalty on attacks, saves, and checks. You erode building or other structure doing 0d8 points of damage by passing hardness. Area of snow becomes crunchy penalizing Move Silently -20. Subjects take -2 on attack rolls, damage rolls, saves, and checks. Fist deals 0d6 damage each round. -2 att, saves, checks when you start casting until end; after casting complete, Fort save or be paralyzed Calls 2d4 bariaur defenders of Ysgard. Bestow mummy rot with your touch. Read subject's surface thoughts, deal hit point and int damage. Cures 4d8+0 damage. Cures 4d8+0 damage for many creatures. Cures 1d8+0 damage. Cures 1d8+0 damage for many creatures. Cures 1 point of damage. Cures 2d8+0 points of damage. Cures 2d8+0 damage for many creatures. Cures 3d8+0 damage. Cures 3d8+0 damage for many creatures. -5 AC vs. ranged, all crit threats confirm

Similar to Bestow Curse. Target suffers -3 penalty on attacks, checks, and saves. Target in a 20 ft radius suffers -3 penalty on attacks, checks, and saves. Subject takes -2 penalty to AC. Subjects in a 20 ft radius take -2 penalty to AC. Target dies and 1d6 wererats claw their way out of its body. Subject is unconscious for 1d10 minutes. Makes unholy water. Wounds dealt by weapon can't be healed without remove curse. Light deals 2d4 to evil out to 10 ft, 1d4 out to 20 ft. Passing through deals 2d6+0. Hands gain +2 enhancement bonus; considered 'armed', do 1d6 points of damage. You send a cyclonic wind in a 120 ft. line doing 0d6 points of damage. +2 attack & damage (full attack), SR+5 (defensive), DR5/magic (total defense). Darkness deals either 2d6 or 1d6 damage per round. Decrease enh. bons of magic weapons as well as save DC and CL of magical effects used against subject by 1 or more points Non-demons take 2d20 damage. Mist washes air clean. +4 save vs magical & supernatural gas effects. Causes one sword to hover and attack on its own #VALUE! Animates 0 chains. Creates torches or other lights. Energy strands deal 0d6 nonlethal damage plus entangles evil for 1d6 rounds Change to a swarm of bats with additional effects. Similar to Foresight. Luck bonus to one save equal to or less than your CHA modifier. Water over large area causes weakness and 0d6 damage per hour. Creates temp. bridge of shadow supporting 0lbs. Create 0 bolts doing 2d8 each and dazes the target if they fail their save. Create flames visible with darkvision, melee/ranged touch doing 0d6 fire damage. Creates 5-ft.-radius area where all can see without light. 20-ft. radius of supernatural shadow. Use darkness as the spell. As the Darkness spell. See 60 ft. in total darkness. This spell functions like darkvision, except that the subject is able to see 120 feet in total darkness. This spell functions like darkvision, except that the subject is only able to see 20 feet in total darkness. All targets in a 10ft radius burst gain the benefits of darkvison Create ten projectiles that you can launch at allies to cure 1d8 points of damage each. All sleeping creatures in a 15 ft radius burst awaken. Illuminates all creaytures in a 10' radius, deals damage to light-sensitive creatures. 60-ft. radius of bright light. Humanoid creature of 4 HD or less loses next action. Living creature of 6 HD or less loses next action. Hides spoor left by subjects. Actively tracking allows a disbelieve attempt. Creates a mass of dead wood in a 20 ft radius which falls doing 0d6 points of damage. Similar to Animate Dead. Create a wave of molten volcanic rock that sticks to creatures. Creatures take fire damage and become fatigued. Permanently deafen all targets in a 20' raidus spread. Weapon deals 1d6 sonic damage and creatures struck must save or be deafened for 1 min. Cone of sound deafens creatures. Black flames surround you. Creatures striking you take 1d4+0 points of damage.

Up to 3 creatures die in 1d4 rounds or are incapacitated, taking 4d6 damage. +4 natural armor, +4 deflection bonus, & natural attacks with the damage of short swords. You leave a magical "calling card" on a corpse. Calls a hailstorm causing 1d2 of Str and Con damage. Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level. Deity brings you back from the dead automatically. Your body explodes when you die doing 0d8 points of damage in a 30ft radius. Grants immunity to death spells and negative energy effects. As death ward, but affects multiple creatures. Scream deals damage, fatigues all within 10'. Make death attack without spending rounds in observation. Reveals how near death subjects within 30 ft. are. Imbues a scarf that decapitates your target, or if saves takes 0d4 dam Disguise appearance of another creature or object. Wounds deal 3 extra point of damage each round. Figment mimics you and allies. Fill your lungs with air for the duration of the spell. Puts 10 HD of creatures to sleep. Object sheds supernatural shadow in 60-ft. radius. 90 ft darkvision & ignore th 20% miss chance of shadowy illumination. Creates a gray sphere of whirling air that attacks your enemies Imbues area of ice or snow with negative energy Gain a bonus of 0 against one attack. Gain a bonus of 0 against one attack. Deal 1d6+0 Con damage. Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. God's punishment deals 0d6 damage (0d6 vs. undead). Subject cannot die from hp damage. Can still die from abiltiydrains/damage etc. The progress of any nonmagical disease is halted for the spell duration. Stops poison from harming subject. 0d6 fire damage; you can postpone blast for 5 rounds. Subject takes -2 penalty on attack rolls, save, ability checks, skill checks, and Wis. As sending, plus you can send suggestion. Chaotic evil creatures take 2d6 points of damage/rd. Tanar'ri are stunned. You fly at your land speed. Gain +10 on one Know(planes), Know(arcana), or Know(religion) check. You gain +0 natural armor. Evil creature gains DR 5/cold iron or good. Water slam deals 2d6+0 damage to all within 20-ft radius, pushes target back, sinks ships. Fills area with negative energy, making undead stronger. Fills large area with negative energy, making undead stronger. Imprisons creature as sand in an hourglass or as wind in the waste. Those attempting planar travel are diverted to a random wasteland. Deals 0d6 of desiccation damage and dehydrates 1 living creature. Deals 0d6 of desiccation damage and dehydrates 0 living creatures. Creates rolling sphere of supernaturally dry air doing 2d4 points of damage. Kills plants, damages objects in 0-ft. radius. Kills subject and destroys remains. Detects the presence of aberrations. Detects kinds of animals or plants. Reveals creatures, spells, or objects of selected alignment. Detect fey crossroads within 60-ft.

Reveals creatures, spells, or objects of selected alignment. You know if favored enemies are within 60 ft. Detects heat, fire spells, fire magic items, clerics of fire deities and most living. Reveals creatures, spells, or objects of selected alignment. Reveals creatures, spells, or objects of selected alignment. Detects spells and magic items within 60 ft. As Detect Magic. Detects large accumulations of metal and other minerals. Detects poison in one creature or object. Alerts you of magical eavesdropping. Reveals hidden doors within 60 ft. Detect and identify ships. Reveals natural or primitive traps. Reveals creatures or objects with taint. Allows "listening" to surface thoughts. Reveals undead within 60 ft. You can detect the presence of weapons in a cone emanating from you. Lowers targets DR Slays target and deals 0d6 fire damage on 20 foot radius. 7d6 fire damage if target makes save. You detoxify any sort of venom within 30 feet of you. Lawful evil creatures take 2d6 points of damage/rd. Baatezu are stunned. You gain 1d4+1 Cha and becomes and outsider. You can see darkness(even magical), up to 30 ft. See in darkness or magical darkness to 30 ft. You gain a spiked tail that deals 1d4 damage. Tongue grapples with a 15 ft. reach. As suggestion, plus subject believes his actions were his own ideas. Similar to Dispel Magic, Greater, with additional benefits. Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled Dazzles evil creatures for 2d6 rounds and deals 0d6 damage to evil creatures. Armor has DR Half the AC bonus/adamantine Kills, paralyzes, slows, or deafens non-lawful subjects. Teleports you and 0 Medium creatures up to Long range. Demension Door lasting rounds. Transport targets up to 25 ft as a move action no AoO. Teleport subject 0 Teleport yourself up to 30' once per round. Teleport yourself up to 30' once per round. Teleport multiple creatures short distances within line of sight. Allies can immediately teleport a distance equal to their speed. Bars extra-dimensional movement. Teleportation and interplanar travel blocked. Reduces size or blights growth of normal plants. Diminish Protection reduces target's armor and natural armor bonuses by 0 Creatures in a 20 ft radius spread take 1d12+0 points of damage. Subject maddened by hunger gains a bite attack with 1 1/2 time Str bonus. Enemies suffer 2 Str & Dex damage per round. -4 attacks & dex, 50% reduction in speed, &Concentration check needed to cast spells. Deals 0 points of damage to target construct. Identify race and any inherited templates on one target per round. Reveals deliberate falsehoods. Reveals exact location of creature or object. By taking a standard action you are able to discern the true form of creatures within 60ft

Changes the apparent color of a color pool on the Astral Plane. Subject takes sonic damage each time she casts a spell with a verbal component. Detach one of your hands and send it forth to manipulate objects or attack. Changes your appearance. Disguises a ship. Makes one undead, including clothing, armor, weapons, equipment look different. Makes one creature or object vanish. Forces a creature to return to native plane. +4 bonus against attacks by chaotic creatures. +4 bonus against attacks by cold creatures. +4 bonus against attacks by evil creatures. +4 bonus against attacks by fire creatures. +4 bonus against attacks by good creatures. +4 bonus against attacks by lawful creatures. Cancels magical spells and effects with dispell check of 1d20+0. Cancels magical spells and effects with dispell check of 1d20+0. Dispel Magic, targeted or area version only, affects only abjuration magic. Cancels water spells and effects or dismisses water creatures. Your breath weapon acts as a targeted dispel magic to all creatures in its area. Creates a shimmering screen of Dispel Magic (PHB:223), max +10 Creates a shimmering screen of Dispel Magic (PHB:223), max +20 Dispel one magical effect on touched subject. Attacks miss subject 50%. You assume the appearance and many of the abilities of a displacer beast. Target avoids physical contact with others. Deals 1d6 damage to one undead. Deals 0d8 damage to undead. Melee weapon destroys undead. -4 Concentration checks neededto cast spells. Creatures take 0d8 damage. Creates ambrosia Speech is 50% unintelligible, affects spellcasting. Creates area where only evil creatures can be summoned. Weapon confirms critical hits against good foes. -4 penalty on all Concentration, Listen, Search, Spot, & can take only a single action. Creature is flat-footed. If ray strikes spell caster casting a spell: make a Concentration check or lose the spell. Provides useful advice for specific proposed actions. Grants the subject a +10 enhancement bonus to Dex. You gain +1 on attack and damage rolls. Insight bonus of 5 on single skill check. Target gains +3 sacred bonus on attack rolls against evil creatures. Loss of turn/rebuke ability, domain powers, & many devine feats. You gain attack bonus, +6 to Str, and 0 hps. Gain a +5, +10 or +15 bonus on Intimidate checks against those who don't worship your deity. Allies gain +1 morale bonus to AC, saves. Weapon appears and strikes those who attack you Any creature that harms you takes 1d6/caster lvl. (max. 15d6) points of damage (half energy, half divine) and 1d4 points of abil 1st attack ea rd deal extra 5d6 but take 10 points of damage Weapon's threat range is doubled and threats atomatically confirm Creates clouds of flickering light (0 10-foot cubes) that dazes creatures. Subject animal obeys silent mental commands.

As dominate person, but any creature. Controls humanoid telepathically. One subject takes -2 on attack rolls, damage rolls, saves, and checks. Summons a fiendish kraken under your command. Scarab swarm deals 0d6 to all in 60 foot cone, if SR is broken gives you temporary hit points. Black mist obscures all sight, dazes those inside. Move instantly from one willing or controlled undead to another. Subject's speech is masked for listeners. Flying creatures caught in the area plummet up to 100 ft./50 ft if save Sprout wings and fly at good maneuverability; fly longer overland. Sprout wings and fly at perfect maneuverability; gain overland speed. Gain bonus on Knowledge and Spellcraft checks. +4 to Str, Con, and Cha. +4 to Natural Armor. Immune to sleep & paralysis You change into a dragon's form. Gain temporary hitpoints equal to your level. Summons a dragon of up to 18 HD. Summons a dragon of up to 22 HD. Summons a dragon of up to 15 HD. You choose a dragon type and mimic its breath weapon. Calls forth an elemental spirit that assumes a cloudy, dragon-like form. You take on the form and abilities of a Huge red dragon Grants vision of a dragon, including low-light vision, darkvision, blindsense. You gain +0 natural armor bonus and an energy resistance of 10 Gain protective benefits vs. dragonblood subtype Drain 1 point of essentia or Wisdom from target. Prepared object appears in your hand. Fires a ray of negative energy that deals 4d8+0 damage and dazes target. Reduce targets mobility 1d3 Cha drain on one target. You take the form of a beholder. Sends message to anyone sleeping. Sends message and one emotional effect to anyone sleeping. Your spirit can leave your body and travel 100 ft per round. As many as eight subjects enter a dreamscape. Control the physical body of a sleeping creature. Create difficult, damaging terrain made of snow, leaves, or ash. Subject's lungs fill with water and he begins to drown (DMG 304). Subjects', no more than 30 ft. apart, lungs fill with water and they begins to drown (DMG 304). Subject is immune to addiction. Enemies take -2 penalty on attack rolls and saves. Allows you to counterspell as an immediate action. +4 Spellcraft. Ray inflicts 0d8 damage to corpses and undead. Disintegrate if reduced to 0 hp. Subject gains +4 to Cha. As eagle's splendor, affects 0 subjects. Reduce light in 80-ft.-radius cylinder. Gives touched creature the ability to glide though the earth. Melee weapon improves base damage, acts like adamantine bludgeoning weap. You cause a 1 ft length of natural tunnel to constrict. Creatures in 20' spread take 4d6 points of impact damage & 3d6 points fire damage. You hamper the subject creature's ability to fly. Creates a line of earth, rock and sand to strike creatures doing 0d6 dam Any damage caused by stone is nonlethal damage.

Creates a earthen hand that is able to grapple opponents As the Earthen Grasp spell. Doubles hp of stone structure or rock and increases hardness to 10. Intense tremor shakes 0-ft. radius. +20 Fort save to resist altitude sickness and altitude saves against fatigue Remove lingering effects of pain. Makes climbing vertical surfaces DC 10. Temporary trail through any growth. See normally in natural and magical darkness. See/hear/speak through a prepared animal skull. Gain a +5 armor bonus against incorporeal touch attacks. Incorporeal undead gain +0 AC, +0d8 hp, +0 on attacks, +0 turn resistance. Incorporeal attackers take 1d6+0 force damage. Creates 0 spheres to negate hostile magic. You become an incorporeal globe. Allies gain +2 to Strength and Dexterity, +5 ft. of speed. Ray deals 0d6 damage. "Chain" Eldritch Blast. Blast takes the shape of a cone. Deal Eldritch Blast damage to multiple targets within 20 ft. Blast takes the shape of a reach weapon. Blast takes the shape of a line. Extend distance of Eldritch Blast to 250 ft with no range inc. Ranged touch attack (1d3 dam). Deals 0d6 electricity damage plus stunning to 0 target. 2d8 + 0 to opponent who damages you in melee. 5d8 damage + 0 to opponent who damages you in melee and daze subject. Transform your body and equipment into a particular type of elemental substance. Creates a target (1 of the 5 wu-jen elements) that explodes, 10ft radius See through a designated object. Summons multiple elementals. Drives off elementals of a specific type in a 60ft radius emanation Gain low-light vision, blindsence (30 ft) or scent, and +2 Listen & Spot checks. 20-ft. radius burst dazes neutral creatures for 1 rd, stuns evil creatures for 1d4 rds. Emerald fire in hand does 3d6+0 and engulfs target Immune to pain and [mind] effects, half damage from phys attacks; -4 to skills. Attacks w/in 80 feet of you causes attacker to take 0d6 lethal or nonlethal dmg. Subject falls asleep or exhausts target, makes spellcasting difficult. Exist comfortably in hot or cold environments. Use endure elements as the spell; target gains immunity to your breath weapon. Carry more weight while flying and extend length of flight. Become aware when target performs designated action. Immune to one type of energy and heal 1/10th the damage done by that type. Transforms potion into a grenade that deals energy damage in a 10-ft. radius burst. Shield of one type of energy, resistance 10, shield bash deals 2d6 energy damage. Shield of one type of energy, resistance 5, & shield bash 1d6 energy damage. Target gains resistanc 10 to energy; can turn one energy attack into healing. Subject gains resistance 20 against one energy type for one attack. Item using one kind of energy uses another instead Subject gains 2d4 negative levels. Gives subject one negative level/round for 0 rounds. Grants creature & equipment immunity to 1 type of energy

Gain immunity to acid, cold, electricity, fire, or sonic damage. Gain resistance 10 to acid, cold, electricity, fire, or sonic damage. Spheres attack with or negate 5 energy types. One attack deals an extra 2d6 energy damage One attack deals an extra 3d6 energy damage One attack deals an extra 1d6 energy damage Area absorbs magic energy to power a preset spell. Burst of energy doing 1d8+0 points. Double if you take damage yourself. Subjects gain vulnerability to the specified energy. Your breath weapon also bestows 2d4 negative levels. Shadows provide concealment and drain nearby foes of Strength. Subject gains 1d4 negative levels. Grants familiar +2 competence bonus to saves, attacks, and dmg, +2 AC Grants you special abilities when you assume wild shape. Change the purpose of offensive or defensive enhancement bonuses. Humanoid creature doubles in size. Humanoid creature doubles in size. Enlarges several creatures. Enrages an animal Plants entangle everyone in 40-ft.-radius. Imbues a scarf that entangles target Quarterstaff grapples with +8 bonus & constrict grappled opponents doing 2d6 damage Captivates all within range. Make nearby creatures fascinated. You enchant a creature to give you what it is holding. Traps creatures in a block of ice. Ranged attacks against you have 20% miss chance. Similar to Entropic Shield and Pass without Trace. Entraps target creature and denies save for attached spell. All earth subtype creatures in a 40ft radius burst take 0d8 points of damage. Mundane or magical writing vanishes. As ray of enfeeblement, but greater effect against already weakened target. Confer the dragon type on touched creature. Speed increases to 60 ft, gain scent, & +8 to Hide, Jump, Listen, Spot, & Survival. Conjures stew that heals 1d6+1 per serving. Target rendered helpless, ageless, and all abilities scores except for Con drop to 0. Your breath weapon manifests on the Ethereal Plane. You create a prison of force around a creature on the etherial plane You become ethereal. Magic horse appears that can move fast on the ethereal plane. Travel to Ethereal Plane with companions. Subject momentarily becomes ethereal Tentacles grapple all within 20-ft.-radius spread and may cause 1d6+4 bludgeoning damage Grow two tentacles with 10-ft. reach that deal 1d8 + -1 damage each. Imbues area of plants with heat, heals, and makes immune to cold. Subject takes -4 penalty on attacks, saves, and checks. Paralyze creature with your glare for 1d8 rd. You conjure one type of evil weather. Ranged weapons automatically confirm critical hits against favored enemies Creatures within 40 ft. take damage equal to 50 plus your current HP, and you die. Gain +0 sacred bonus to AC, DR 10/evil, SR 5, reduce ability damage by 1 (min 1). Creates a 5 ft by 5 ft opening 1 ft deep in wooden, plaster, or stone walls.

Target takes a -2 penalty on saves and must take the lower of two rolls on one attack. Your speed increases by 30 ft. Speed increases 30 feet. Create a 5 ft wide path of flame doing 0d6 of fire damage. Area is covered with runes that explode on contact with creatures Deals 6d6 damage when read. Extend the reach of your tentacles by 5 ft. Creates drug from inanimate object. Extract moisture from a creature doing 0d6 points of damage. Arcane eye that you cast any nonpersonal spell 3rd level of lower through. Invisible sensor like Arcane Eye can move through stone. Your eye gains random beholder ray. Hurricane force winds 40 ft emanation centered on you & a 10 ft radius quite area. Target becomes panicked, sickened, and comatose. Subject gets +8 on Spot checks. Summon 4 fiendish dire bats. You can see through their eyes. You see through a zombie's eyes. Transforms raw materials into finished items. 5 ft. radius burst outlines subjects w/ light, canceling blur, concealment, etc. Up to 0 opponents cannot take attacks of opportunity. Heal 8 points of damage to follower of same deity as you. Travel on a solid surface as if that surface had its own gravity. Subject seems to be lying, both to Sense Motive and divinations, even when she is not. Gain 1d10+0 temporary hps. Functions as Peacebond except you can choose one individual who can still freely draw their weapon. As sending, except you imitate someone else. Fools scrying with an illusion. Familial Geas Creates a extradimensional space for your familiar Safely teleport self to familiar or familiar to self as a swift action. Grow vampire fangs doing 1d6 + Str Mod + 1 point Con damage. Creates a machine, functions as Large animated object, & can perform any simple task. As fantastic machine but more powerful, you control its actions or specify a simple program. Subject gains immunities, can function at -1 to -9 hp. Subject gains better protection the more valuable your sacrifice. Produce a strong wind. Subjects within cone flee. You grow 2 granting you a +4 bonus Food for 0 creatures and grants comprehensive bonuses. Objects or creatures fall slowly. Subject's Int and Cha drop to 1. Fly at land speed with good maneuverability for 24 hours. Grants the ability to deal greater damage against Large or Larger creatures. Illusory vision fatigues or exhausts target, makes spellcasting difficult. Transform dying creatures into ghouls. Ice crystal surrounds 0 targets, 0d6 damage cold & slashing, & speed reduced by 20. 20 foot radius zone provides SR 11 Like alter self except can transform into fiendish creatures, demons, or devils. You see in magical darkness, see invisible up to 60 feet, and can detect good. Your ability to teleport without error is quickened. Summon celestial lions and celestial dire lions to follow your commands. Causes eyes to glow and combust materials

Changes climate to winter or strengthens existing winter. Sence the direction of the nearest temple to your god or of your alignment. You gain the ability to perceive weak points in your opponents armor. Shows most direct way to a location. Notice traps as a rogue does. As Aiming the Target except you do not need to maintain concentration Deals damage per round and nauseates or sickens target. Kills one subject. Transform tails, tentacles, or finned extremeties into humanoid legs and feet. Subject takes fire damage, might be sickened. Allows you to breath fire once per round dealing 0d8 dam Your blood becomes a potent corrosive that burns attackers Acorns and berries become grenades and bombs. Creatures attacking you take 1d6+0 fire damage; you're protected from heat or cold. Creatures attacking you/allies take 1d6+0 fire damage; you're protected from heat or cold. Targets allies not more then 30' apa Creates 0 magical fire shuriken Swarm of Fine fire elementals attacks target. Deals 0d6 fire damage. Multiple-use dimension door that works only through large fires. Opened object deals 1d4+0 damage. Your arms become wings that enable flight, deal 2d6 fire damage. 0d6 damage, 20-ft. radius. 0, 5-ft bursts dealing 0d6 fire damage that round and 0d6 the following round. A fireburst deals 0d8 damage to all within a 10ft radius A fireburst deals 0d8 damage to all within a 10ft radius Target bursts into magical flame. Target can deal an extra 0 pts of fire damage. As quench, but also suppresses magical fire effects in affected area. Transforms one hand into stone, +6 to STR for attacks, grapple, breaking, slam attack Arrows deal 1d6 fire damage. Touch attack deals 1d8 +0 damage. As flame blade, but 1d4+0. Gives weapon the flaming burst quality. 10 ft. radius, 40 ft. high cylinder smites foes with divine fire (0d6 damage). Turn forelimbs into flaming whips. 2 melee touch attacks w/ 15' reach doing 6d6. Creates rolling ball of fire, 2d6 damage. Dazzles one creature (-1 on attack rolls). Flash of light dazzles and blinds in a 20-ft. burst. Wave of water smashes everything in its path and floods area. All non-living matter in area is drained of heat. You grow mind flayer tentacles, which you can use to attack your foes. Blows away & knocks down smaller creatures & deals 0d6 points of damage. Similar to Dimensin Door with limitations and additional benefits. Strips flesh, causing 2d6 dmg, 1d6 Cha dmg, and 1d6 Con dmg per rnd You gain DR 10/magic. Black claw deals 0d8 damage and critical hits deal bleeding wounds. Turns creature into ice. Turns 1 creature into a statue of salt. Turns 0 creatures into statues of salt. Turns subject creature into statue. Target stunned 1 round. The next round takes 0d6 damage, nauseated 1d4+2 rounds. You gain a pair of powerful draconic wings, granting you Fly 100ft.(avg), 15 mph. Target creature or object floats on water.

As Tenser's Floating Disk (PHB 294) moves anywhere w/in 15', fly on it, speed 20(perfect). You can scry creatures in contact with a body of water. Subject flies at speed of 60 ft. As fly(PHB:232), grants 0 targets the ability to fly. They must be w/in 20' of each other Gain fly speed of 60 feet. The target of this spell gains a +3 bonus to a single skill of the casters choice for the duration of this spell. The target of this spell gains a +6 bonus to a single skill of the casters choice for the duration of this spell. The target of this spell gains a +10 bonus to a single skill of the casters choice for the duration of this spell. Convert unused touchstone abilities into temporary hit points. +1 on attack, skill and ability checks. Weapon becomes +5, extra 2d6 against 1 favored enemy, +4 to your saves vs that enemy. Fog obscures vision. Gain a new movement type and speed based on the deity choosen. Blocks planar travel, damages creatures of different alignment. Subject cannot speak about a certain topic. Created a lidded 2 ft cube of force, opened only with password. Invisible claw of force attacks guards an area, with a +10 attack bonus doing 1d8+10. Creates a immoble ladder of force. 0 missiles of force, unerringly stike, 2d6 points of damage, 1/2 damage to adjacent. Cube or cage of force imprisons all inside. Stationary sphere of force prevents spell with force descriptors & incorporeal creatures. Initiates a +10 bull rush to all creatures in a 10' burst. "Sixth sense" warns of impending danger. Create a wooden duplicate of yourself. See through a distant plant. Converse with a creature through a distant plant. +10 competence bonus on Hide and Move Silently. You take the form of a chimera. Gives cold creatures a +1 sacred bonus to attack and saves versus fire. Grants familiar 2d8 temp HP, +2 Natural armor, and Light fortication (25%) Target immediately receives Heal if killed by damage. Unmoving subject receives a +2 to AC & +4 bonus to Str vs bull rush & trip. Subject gains +4 to Int. As fox's cunning, affects 0 subjects. Releases creature from imprisonment. Protects against suffocation and dangerous vapors. Subject moves normally despite impediments, auto-succeed grapple checks. Ranged touch attack, 2d6 cold damage & encase target in ice, 2d6 cold per round. Freezes metal armor causing penalties and damage. Creates 20'-radius freezing fog that affects vision, movement, does1d6 dmg Gaze freezes creatures. Make subject creature believe its allies are its enemies. Appear friendly to viewer, +5 circumstance to Diplomacy and Gather Info Change Eldritch Blast to cause fear effects. Make nearby creatures shaken. Breath a cone of cold doing 0d4 points of damage & dazes targets. Imbues weapon with frost. Chills creatures causing damage and Dex damage. 3d12+0 cold damage. 1d12+0 cold damage. 3d12+0 cold damage to 0 creatures. Drops temperature, causes snow and freezes creatures.

Teleports between areas of slush, snow and ice. All targets in a 30 ft radius spead are effected based on your perform check. Target's multiple sets of arms fuse together, +4 str per each fused limb. Hardens sand and may trap creatures. Subject becomes insubstantial and can fly slowly. Connects two planes for travel or summoning. Commands subject of 7 HD or less. As lesser geas, plus it affects any creature. Deals 0d6 electricity damage plus stunning to a single creature. Chills creature causing a -4 penalty on attacks, AC and all Str and Dex checks. Teleport target to random safe place within 100-ft. Converts 5 gems into bombs that explode in a 5' radius, 0d8 force damage. Teleport to location of other specially prepared gem. Increases your maximum HD of controlled undead by 0. Create a guardian spirit for a specific location. Preserves one corpse. Generate light only you and your companions can see. Creates a ghostly torch that illuminates, and shakens all within 30ft Figment sounds. Armor works normally against incorporeal attacks. Weapon works normally against incorporeal creatures. Incorporeal creatures turn corporeal within a 0 ft radius. Transforms you into visible, incorporeal form Object records and plays a song at your command. Automatically pulls crossbow string into catch. Your tail of force can be used to take advantage of an attack of opportunity. Take 3d6/rd, body turns into a ghoul (MM 118) when reaching 0 HP. Ray paralyzes target. Glyph wards area, paralyzes victims. Light provides turn resistance +1. Paralyzes one subject, which exudes stench makeing those nearby sickened. Transforms you into size Huge or larger with reach Turns centipedes, scorpions, or spiders into giant vermin. Toss pebbles that turn into boulders. Range 120', 2d6+-1 Bludgeoning Damage. Subject gains 2 new arms. All arms have claw attacks doing 1d4, w/ possible rend. Stops 1st- through 3rd-level fire spells and spell effects. Grants creature SR 18 against fire spells and spell-like abilities. Globe grants those within SR 25 against fire spells and spell-like abilities. Summons animated glaciers to fight for you. Turns subject into glass. Freezes a lock with ice increasing Open Lock DC by 10 and hardness by 5. You gain +30 bonus on Bluff checks, your lies can escape magical discernment. You get an answer to a yes-or-no question. 10 ft. radius spread blinds creatures, outlines invisible creatures. As lesser globe of invulnerability, plus 4th-level spell effects. Stops 1st- through 3rd-level spell effects. Gain +0 sacred bonus to AC, DR 5/evil. As shield other, but with multiple targets. Creates permanent magical light; you control brightness. Inscription harms those who pass it. As glyph of warding, but up to 10d8 damage or 6th-level spell. Cloud of itchy debilitating pollen sickens living creatures.

You create a suit of barding with no armor check penalty for your mount. Sneak attack constructs. Subjects gain +2 on attack rolls, damage rolls, saves, and checks. 2d4 berries each cure 1 hp (max 8 hp/24 hours). You glow to a radius of 20 ft. & gain a +2 Dex bonus & your speed increases by 10'. Sneak attack undead. Target is prevented from regaining hit points by any means. Your hand flies from your arm to make grapple attacks. Makes 10-ft. square or one object slippery. Loud noise causes stunning, deafness, and knocks creatures prone in area. Enormous wormlike maw attemtps to swallow target. Apply an arcane touch spell to your eldritch blast. Tears hand from target, dealing 6d6 damage, then hand attacks target. Array of magic effects protect area. +1 on one attack roll, saving throw, or skill check. Find the nearest establishment of designated type. Ignore distance & cover penalties on ranged attacks. A bright light shines on targets. +2 on ranged attacks. Blows away or knocks down smaller creatures. 15-ft jawed tentacle grows from stomach and attacks enemies. Kills subject and gives you 4d6 temporary hit points and +4 strength. Cloud of dust obscures sight and abrades those passing through it. Creates a rain of stone that deals 0d4 damage Creates 0 hailstones. With a ranged touch attack, each does 5d6 points of cold damage and can be tossed at foes w/in 30' of e Designates location as holy. Makes one type of terrain appear like another (field into forest, or the like). Swirling sand grants a +0 deflection bonus. Subject's feet become stuck to ground Render up to 3 deathless immobile. Immobilizes undead. Subject grows barbs, which damage (1d8 slashing & piercing) foes that attack the subject in melee. Eldritch blast deals normal damage to objects. 0d6 damage or 0d8 damage if the target is evil. +2 sacred/profane bonus to worshippers of your patron or your patrons alignment. Immobile warded zone, stuns those with different patrons. Biting mouth in your palm deals 1d8 damage and starts grapple. Touch attack for 1d8+0, 2d6+0 against undead. Increases target object's hardness by 0. Deals 0 points of damage to target. Deals 0d12 points of damage to target. Deals 0 points of damage to target. Grants another caster +2 caster levels and +2 on save DCs. Starting a bardic music effect is a move action. Concentrating is a standard. Like Harmonize, but concentrating is now a move action as well. 0 creatures move faster, +1 on attack rolls, AC, and Reflex saves. As haste, counters slow. Turn corporeal and incorporeal undead into haunting presences. 0 targets w/in 30' of each other becomes shaken. Increase range by 50%; +5 on Spot. Cures 0 points of damage, all diseases and mental conditions. As heal, affecting only your animal companion. As heal on warhorse or other special mount.

As heal, but with several subjects and max 250 hp restored to each creature. Allies can tap healing energy pool for cure spells. When casting healing spells, remove harmful conditions and heal more damage. Ball of light heals 1d8/round Touch deals 1d12+0 damage, You gain damage as hp. You heal target up to 0d6 points and take half that much as damage. Heal at twice normal rate. Gain +10 on jump checks, +10 to fly speed; feather fall once. Gain Temp. hit points, +8 to resist bull rush, overrun and trip; use stoneskin once. Gain Temp. hit points, +8 to resist bull rush, overrun and trip; use stoneskin once. You gain damage reduction 5/-, & resistance to cold, fire, & electricity 5 but natural healing slows to 1 pt per day. Gain Temp. hit points, +8 to resist bull rush, overrun and trip; use stoneskin once. Creates a bolt that slays a target with up to your HD & stuns a target with more HD than you for 1d4 rounds. Subject is helpless for 1 round. Subject dies in 1d3 rounds or takes 3d6+0 damage. Outlines target in flame that negates concealment from darkness, blur, displacement, & invisibility & does 1d4 heat damage pe Freezes the heart of the target. Remove fear, despair, confusion, insanity, [mind] effects; restore 2d4 Wis dmg. All living creatures w/in 20' of you take 0d6 points of cold damage. You gain 2 tempory hp for each creature damaged. Implants a tiny sphere of cold that does cold damage each round. Make metal so hot it damages those who touch it(0,1d4,2d4x3,1d4,0). Target becomes fatigued & takes 2d6 points of heat damage. Summons archons to do your will. Leaping bolt of radiant lightning deals 3d6 damage to each of 0 targets. Leaping bolt of radiant lightning deals 5d6 damage to each of 0 targets. Blast of music paralyzes foes. Explosion of brimstone deals 3d6 damage in 5-ft. radius. Explosion of brimstone deals 5d6 damage in 20-ft. radius. Summons devils to do your will. Change Eldritch Blast to do cold damage and give Dex penalty. You gain +2 AC and +1 to existing DR. Transform into a hellcat for 1 round/2 warlock levels. Ghostly hand leads subject to you. Creatures of 5HD or less within 20 feet slowed. Food for 0 creatures cures and grants combat bonuses. The target of the spell temporily gains one feat, that he has the prerecs for, from the fighters bonus feat list. Gives +2 on attack rolls, saves, skill checks. Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temp hp. Weapon gains comprehensive benefits. Force subject to lose actions. Absorbs slush, snow and ice and heals the caster by 0 hps. Puts a creature into suspended animation. As Leomund's secure shelter (PHB:247) except perfectly camouflaged Animals can't perceive 0 subject(s). Dragons cannot see, hear or smell the warded creatures, even with blindsense. Undead can't perceive 0 subject(s). Wards of 200 sq. ft. area from divinations Add Eldritch Blast damage to weapon damage as part of standard attack. Target of your eldritch blast must succeed on a Will save or be slowed for 1 round. See & hear events in the past. You induce comatose slumber in targets. Store some of your life force for later healing.

Paralyzes one animal. As hold person, but any creature. As hold monster, but all within 30 ft. Paralyzes one humanoid. As hold person, but all within 30 ft. Holds door shut. +4 to AC, +4 resistance, and SR 25 against evil spells. Increases eldritch blast damage versus outsiders. Your special mount gains the celestrial template Damages and blinds evil creatures. Special mount's speed increases by 40 ft. for 1 round(swift). Creates a glowing star that turns spells, grants +6 AC, or fires energy bolt doing 0d6 points of fire damage. Driving rain falls in 20-ft. -4 on Listen, Spot, Search, & ranged attacks. Extinquish flames & 2d6 points of damage to evil creatur Weapon becomes +5, deals +2d6 damage against evil. You assume the appearance and many of the abilities of a hound archon. You assume the appearance and many of the abilities of a protectar. Kills, paralyzes, blinds, or deafens non-good subjects. You appear seprentine to target, and can deliver illsuory poison bites. Creature biting you are nauseated and will not willingly bite you again. Subjects are nauseated or sickened. Deals 0d6 damage within 30 ft. Creates shadowy protector. Chain of force trips and attacks opponent. Take the form of any humanoid creature. As Darkness with bat swarm. Target is engulfed by a gizzard taking 2d8+8 crushing and 1d8 acid damage. Gain + 0d6 sneak attack damage. Next strike with a bow automatically crits. Summons a retriever or a pair of pack fiends that follow your commands. Enhances one melee weapon to return to the thrower when thrown. Stone deals 6d6 damage, knocks targets prone. Heals desiccation damage. +2 caster levels & +4 cha checks to turn undead to all good divine casters within range. Fascinates 2d4+0 HD of creatures. Fascinates 2d4 HD of creatures. Target takes 0d6 points of cold damage & becomes fatigued. Creates a Simulacrum-like assassin made of ice. Create an axe of ice that does 2d12+0 points of cold damage. A cone shaped burst of icy crystals deals 0d6 dam, plus frostbite Creates a huge ice castle. Ice claw grapples and deals 1d8 points of cold damage. Ranged touch attack deals 0d4 of cold damage, plus 1 point of splash damage. Fires 1 ice dart as a ranged touch attack. Causes a 20' radius burst of rock and ice shards doing 0d6 points of damage & turning the area into dense rubble. Turns your fist into a +1 spiked gauntlet of ice doing normal damage + 1d4 points of cold damage. Creates a +0 shard of ice (ranged melee) that does 2d8 dmg, 2 dex dmg Creates tremor in ice terrain. Shapes ice into form of a useful object. DR 15/- to a total of 0 points of damage but vulnerable to fire. Creates a ship of ice. Allows a creature to skate on ice increasing its speed by 60ft. Makes surface slippery with ice. Those on the ice must make balance checks.

Hail deals 5d6 damage in cylinder 40 ft. across. Restores a frozen creature back to its normal state. Creates an entangling web of ice. Drops an iceberg on your target. Creates a +4 ranged attack dealing 6d6 points of damage (1/2 cold,1/2 piercing) and stunning the target. Creates icicles that fall on your target. Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template, according to your alignment. Determines properties of magic item. You learn the identity of one person. Gain energy resistance to 1 type. Creatures in a 40 ft radius spread drop held or carried items and begin eatting illusionary food. Creatures are considered dazed Creates an illusory pit. Those who believe they are falling fall prone for one round and arestuned for one round. Only intended reader can decipher. Wall, floor, or ceiling looks real, but anything can pass through. Allows you to imbue your familiar with 0 spells of no higher than 0th level You can imbue holy water with the power to impart special effects. Transfer spells to subject. Allow subject to reroll a skill check. Subject is locked in place and takes a -1 penalty an melee attack rolls and a-2 penalty on Ref. Saves. Diminishes the heat and light of the sun in an area. Stones, bricks, hard dirt etc. cracks and shift in its foundations making footing treacherous. Creates an opaque wall of force. If you have the frightful presence ability this spell cause targets to cower in fear. You know where prey is, as long as it's moving. Kills one creature/round. Subject that can possess creatures is rendered powerless. Subject that can possess creatures is trapped in current body. Traps soul in a small object, and victim takes 1d4 Con damage per day. Entombs subject beneath the earth. Gain 0 bonus luck points for attack rolls, skill and ability checks. Daze and drain 1 point of essentia from target with opposite alignment component. Gain concealment and 1 point of essentia. Cloud deals 4d6 fire damage/round. Create slippery substance like grease, but highly flammable. Cone of fire deals damage, more damage on consecutive casting. Subject can't ready actions or delay. Subjects attack nearest creature. Grant incorporeal undead a +-1 bonus to AC & attack rolls, +-1d8 bonus hit points, & a +-2 turn resistance. This spell destroys 0d4 HD of undead within a 50ft radius burst. Poison's DC increases by 2. Protects the recipient form the first incapacitating attack. The attack will only do enough damage to take the recipient to 1 HP. Subject takes 3d6 nonlethal damage/round +2 caster levels & +4 cha checks to rebuke undead to all evil divine casters within range. You assume the appearance and many of the qualities of a bone devil You assume the appearance and many of the qualities of a bearded devil Creatures hit by weapon lose 2 additional HP each round. Creature bursts into flames and takes 6d6 fire damage the 1st round and one less die of damage each subsequent round. Touch attack deals 1d4 Con per round. Deals 4d8 +0 damage to a construct Touch attack, 4d8+0 damage. Deals 4d8+0 damage to many creatures. Deals 1d8+0 damage to a construct.

Touch attack, 1d8+0 damage. Deals 1d8+0 damage to many creatures. Touch attack, 1 point of damage. Deals 2d8+0 damage to a construct. Touch attack, 2d8+0 damage. Deals 2d8+0 damage to many creatures. Deals 3d8+0 damage to a construct. Touch attack, 3d8+0 damage. Deals 3d8+0 damage to many creatures. Subject delays until next round. Fill water in a 30 ft. radius spread with an inky clound obscuring sight beyound 5 ft. Compels target to divulge information truthfully. Subject suffers continuous confusion. Locust swarms attack creatures. Target has -4 on Int based skills & Concentration checks, must make Concentration check to cast. Subject rolls twice, takes better result. +10 on next Bluff to feint in combat. Creatures wearing special insignia are warned similar to alarm spell Creatures wearing special insignia warned and affected as though by a Bless. Creatures wearing special insignia are healed for 1d8 +0 points of damage. Creatures wearing special insignia warned and gain +1 to AC and Fort saves. Increases inspire courage ability by +1. Allies within 40 ft. gain +2 insight bonus on ranged attack rolls. Creates illusory doubles of you. Disable Device or Open Lock check as free action, +2 Enhanced contingency spell teleports you under 6 possible conditions. Search check as free action, +2 on search check Make target creature vulnerable to chosen energy type. Subjects gain combat benefits based on their individual deities. Illusory sound applies - 10 penalty on listen checks, deals 2d6 damage each round. Causes subject to die or to take 6d6+0 fire damage Send a 25 word message to recipient even on another plane. Link lets allies communicate across planes. Heals 5d4 + 0 damage, grants DR 5/evil for one minute. Heals 1d4 + 0 damage, grants DR 1/evil for one minute. Heals 3d4 + 0 damage, grants DR 3/evil for one minute. Subject is invisible for 0 minutes or until it attacks. Dispels invisibility within 0 ft. Makes everyone within 10 ft. invisible. As invisibility, but subject can attack and stay invisible. As invisibility, but affects all in range. As invisibility but mask image, scent, & sound. Doesn't dispell w/ attack. Invisible. Momentarily negate antimagic effects. Aberrations become sickened, nauseated, dazed or stunned. Your body becomes living iron. +6 natural armor bonus. Construct gains DR 15/adamantine and takes half damage from acid and fire. Imbues a scarf that range attacks target for 1d8+0 damage 0 suits of armor have no penalty on Hide and Move Silently. Subject becomes immune to all metal. You or a creature you touch becomes immune to non-magical metal.

Target gains +5 bonus to save against poison. Intense vibrations shakes creatures prone. Magic wood is strong as steel. Item that provides one type of bonus, now provides another. Turns the subject white granting a +5 circumstance bonus to hide in snow. Doubles the threat range of one natural weapon doing slashing or piercing damage. Subject gains bite attack. 0 carvings turn into worgs (MM 256). 30' line of steam deals damage. Force creatures to dance which causes penalties and forces random movement. Negates silence. Subject gets +10 bonus on Jump checks. Fey, vermin, plant, & plant creatures take 0d10 pts of negative energy damage. Curse creature to turn into a plant (1d6 points of Dex drain per day). Any creature damaging you becomes fatigued for 3 rounds. Any creature damaging you becomes fatigued for 3 rounds. Any creature damaging you becomes fatigued for 3 rounds. Doubles normal weapon's threat range. 0d6 fire damage, partially ignore SR. 1d6 cold damage/rd, cause fatigue, partially ignore SR. Grapple 0 creatures as a free action using your caster level and Wis bonus as modifiers. touch becomes toxic, deals 1d6 Con dmg, plus 1d6 Con dmg 1 min later Gain vampirelike supernatural abilities and vulnerablilities. Teleport to a square that leaves you flanking an enemy. Opens locked or magically sealed door. You discern north. Determines relative power level of creatures in area. Learn 1 strength or weakness of your opponent. Determine target's defenses. Determines targets vulnerabilities and resistances. Subject gains +8 on Escape Artist checks and cannot be snared by webs. Your fingers become projectiles that deal 1d4 Dex damage. You and 0 others hide within the earth. Ray slows target and causes it of have a 1d6+0 Str penalty. Ranged touch attacks deal 1d6 points of damage. Whip of force strikes damage, can become a line attack. Return a creature that died in the last round back to life in a reincarnated body. Evil creatures are struck dead and sent to lower planes. Feelings of good & love leave evil tgt cowering, frightened, nauseated, or shaken. Launches a crossbow bolt as if fired from a light crossbow. Hurls Fine item up to med range w/ no range penalty. Weapon becomes +5 axiomatic weapon and emits magic circle against chaos. You gain an overview of the geography around you for 50 miles. You gain +6 bonus on Balance, Jump, and Tumble checks for 24 hrs. Lets you learn tales about a person, place, or thing. Ghostly swordsmen threaten a 10-foot radius, deal 1d8 + 0. Creates sturdy barracks. Hides expensive chest on Ethereal Plane; you retrieve it at will. Creates sturdy cottage. You conjure a carriage seating four comfortably or six in cramped conditions. Creates shelter for ten creatures. Creates a snow house.

Makes item seem trapped. Kills, paralyzes, weakens, or dazes non-good tgts, deals 2d6 points of sonic dmg. Subject moves up and down at your direction. You can create up to -1 rays that deal 1d12 points of damage to undead & doing -1 points of nonlethal damage to you. Protects the recipient from positive energy including healing. Target is immune to all death spells, death effects, energy drain, nagative energy, & special attack from undead. Object shines like a torch. Each undead creature targeted by your turning check takes 1d8/two caster lvl. (max. 10d8) points of damage, wether the check Gain a bonus equal to one-half your divine caster lvl. (max. +5) on your next turning check. Radiate silvery light in a 30' radius, & expend as 2 bolts that deal 1d6 damage. Radiate golden light in a 30' radius, & expend as 2 bolts that deal 2d6 damage. Your turning dmg. incr. by 1d6/four divine caster lvl. (max. +5) on your next successful turning check. Radiate a soft pearly light in a 30' radius, & expend as 2 bolts that deal 3d6 damage or heal 1d6+devine caster level. Your effective turning lvl. incr. by 1/three caster levels for the purpose of det. affected undead and destruction potential. You provoke no attacks of opportunity when moving. Creates in hand blade of lightning that does 0d6 elect.dmg (no STR) Electricity deals 0d6 damage. Transform into bolt of lightning, damaging foes and transporting yourself. You gain electricity resistance 20, on your turn adjacent creatures take 10d6, As a free action you can emit two 5d6 lightning bo A cone shaped area of crackling electric bursts emanates from your hand. The spread does 0d4 points of damage. Alters reality-within spell limits. Magic voices maintain your bardic music. Eruption of fire deals damage/caster level for a number of rounds. Allies gain +2 bonus/ally in spell area on Listen and Spot checks. Subject gains immunity to fear effects. You gain the pounce special ability and can make a full attack on a charge. Enemies take 0d8 points of damage & are stunned 1 rd; allies 1d8+0 temp HP; +1 on attacks, saves vs. fear. Extracts one does of liquid pain from tortured victim. Listen through magic coin. +4 on Listen, plus blindsense or blindsight if 5 or more ranks in Listen. You and your allies in a 30' radius gain +10 increase to speed as long as you take only move actions. Oak becomes treant guardian. You perceive tracks as if they had just been made. Subject becomes immune to critical hits and sneak attacks but has a +4 Cha. Light Tremor shakes in a 30-ft. line. Locate closest city of size specified within range. Indicates direction to familiar creature. Senses direction toward object (specific or type). Find Nearest planar touchstone on the plane you currently inhabit. Reveals location, size, and quality of water sources. Grants a +10 enhancement bonus to your speed. Allies within 60 ft. gain +10 ft. bonus to speed. Gain a +5 insight bonus on Knowledge checks; make one check with untrained Knowledge skill or retry a failed Knowledge che Those that fail their save take 1d6 points of Wis damage & are nauseated for 1d4 rds. Deals 0d6 to subject's dearest loved one. Reduces subjects SR by -0 to a minimum of 0 Target gains low-light vision Protects up to 0 allies, +3 saves vs mind-affecting spells & abilities, and they can't harm you or each other. A ray that blinds and dazzles creatures struck & does damage depending on the light level. Makes subject drowsy; -5 on Spot & Listen checks, -2 on Will saves vs. sleep. Light grants +5 armor bonus, dispels magical darkness; -4 to enemy melee attcks. Light grants +8 armor bonus, dispels magical darkness, -4 to enemy melee attcks.

Summons an assassin to attack the subject Summons an assassin to attack the subject Summons an assassin to attack the subject Your eyes produce light & dazzle any creature w/in 20' radius Target takes damage and has chance to miss attacks. Creates short-range, multiple-use dimension door. Creates a glowing mace that deals 0d6 damage, paralysis, more against undead. Target must do nothing but race about caterwauling w/ a -4 AC. You can inflict 0 creature with Hysteria, Panic, Violent Halluncinations, or Stupor. Conjures a deadly whirlpool to suck in and batter foes. Gives subject +4 armor bonus. Gives subject +6 armor bonus. Gives 0 subjects +4 armor bonus. 5-pound telekinesis. You cam lift object weighing up to 40 lbs & as a move action move them 20'. +5 competence bonus on one Craft check. As protection spells, but 10-ft. radius and 0 minutes. As protection spells, but 10-ft. radius and 0 minutes. As protection spells, but 10-ft. radius and 0 minutes. As protection spells, but 10-ft. radius and 0 minutes. Spells cast nearby heal you 1 hp/spell level One natural weapon of subject creature gets +1 on attack and damage rolls. One natural weapon of subject creature gets +0 on attack and damage rolls. Your natural weapons gain a +0 enhancement bonus. Magic Impediment protects the subject from all magical effects cast upon them for the duration of the spell. Detect magical auras; identify magic items. Enables possession of another creature. A band of force comes into existence around the wrists of a helpless creature that you touch. This spell functions like lesser magic manacles, except that it comes with leg irons that keeps the subject from moving more th Solid fog reduces caster level by -4. 0 missile deals 1d4+1 damage . Speaks once when triggered. Gain +4 bonus on use Magic Device. Three stones gain +1 on attack, deal 1d6 +1 damage. Armor or shield gains +0 enhancement bonus. Weapon gains +1 bonus. Weapon gains +0 bonus. A magnetic ray pulls iron or steel towards you with STR 30 This spell cleans, conditions, oils, sharpens, and/or performs other normal maintenance on the item it is cast upon. As minor creation, plus stone and metal. As silent image, plus sound, smell and thermal effects. Cause 1 creature on a coexistent plane to appear on your plane Cause all creatures on a coexistent plane in a 25' radius to appear on your plane. Repairs an object. Cloud of fog deals 0d4 nonlethal damage. Magic in area has 20% failure chance Target's greatest desire appears before her. Conjures a wyvern. Conjures a dragon turtle. Target's greatest fear appears before him. You gain SR 12 against spells with the law descriptor. You gain SR 12 against spells with the good descriptor.

You gain SR 12 against spells with the evil descriptor. You gain SR 12 against spells with the chaos descriptor. Gain cumulative bonuses each time a foe strikes you. Permanently grants one creature the fire subtype. Adds cold subtype to targeted creature. 0 sets of jaws attack enemies for 1d6 damage. This spell creates a map in the casters mind of the area that the caster is currently in within a 0 ft radius. Subject takes 1d6 damage for each hostile action Creatures that attack subject heal 2 points of damage each successful hit Designates action that will trigger curse on subject. Subject takes a -10 circumstance penalty on Diplo. checks to change other's attitude and a -4 penalty to one ability score based Rune a favored enemy increasing your bonuses by 4, cover and conceal less than total does not work against your attacks. Creates an indelible mark on subjects face. -5 to Bluff & Diplomacy & -2 to AC. Gain a +10 bonus on search & survival checks to track an items owner. Touch attack imposes 1d6 Cha penalty and transforms you to look like target. Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures. This spell allows you to change the visible representation of the next spell you cast to appear as the effect of any other spell you For every 10 hp damage you take, you gain +1 on attacks, saves, and checks. You sprout insubstantial wings and can fly. Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed. Travel through the earth to any location. Target and familiar take each other's damage as well as their own. Subject gains immediate +4 bonus on skill check. Gain proficiency with a weapon or shield you're holding. +2 to attack and damage while flying, perfect maneuverability and possible miss. Chaotic energy damages all in a 15' radius for 0d6 points of damage per round. Animates natural opening or chamber to attack enemies. Traps subject in extra-dimensional maze. *4 Will saves, +2 Int based checks, -2 Cha based checks. Gain scent, water breathing, swim speed. Melds your body and possessions into a block of ice. You and your gear merge with stone. Ranged touch attack; 2d4 damage each rd Your arrows cause the subject to fall asleep for 1 hour. -1 arrows do 1d8+8 damage and bull rush. Allows you to melt 0-ft-cu of ice, or 0-ft-cu of snow, or 0 cold creatures Spores deal 1d6 Int drain to target +1 Int/rnd. Makes minor repairs on an object. Summons 2d6 mephits of a kind you choose. You can facinate 0 creatures within 30 ft. of each other. Whispered conversation at distance. One of subject's natural weapons becomes cold iron or silvered and counts as magical for overcoming DR. Melts metal object without heat. Turns skin into metal, giving target +8 natural armor, and -2 dexterity Imbue spell triger item with metamagic feat. Four exploding spheres each deal 6d6 fire damage. Melee attack deals an extra 1d6 damage, adjacent creatures take half damage. Gas fills creature's mouth, suffocating it. Rot all natural materials in 30-ft. cone-shaped burst. Fog effect causes fatigue. +1 size category of bludgeoning weapon +0 size category of bludgeoning weapon.

Subject is immune to mental/emotional magic and scrying. You+mount gain +4 flanking bonus when flanking same trgt; mount gains attck bonus. Subjects in fog get -10 to Wis and Will checks. Target take 1d10 points of Wis damage immediately and another in 1 minute. Freezes the mind doing 5d6 cold and 1d4 Int damage. Subject compelled to attack you. You learn everything subject knows and can alter its memory or knowledge. Creates one cloth or wood object. Makes slight changes to your appearance, +2 Disguise. As silent image, plus some sound. Caster shinks to Tiny size or smaller Requests a deity's intercession. As hallucinatory terrain, plus structures. Creates 1d4+0 decoy duplicates of you. As mirror image, but gain an additional image each round. You send your image to a mirror and can see and speak through it. Misleads divinations for one creature or object. Target creature becomes consumed by desire to acquire target object. Turns you invisible and creates illusory double. Changes 5 minutes of subject's memories. Creates a 5-ft. patch of brown mold. 5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets. Target immediately makes a new saving throw to resist a [mind] spell or effect. You gain insight bonus of +0 on single attack roll, check, or save. As true domination, but permanent and affects any creature. Touch attack deals 1d8+0 damage, undead take 2d8+0, & scrambles spellcasting. A moon bolt unerringly strikes doing 0d4 Str damage, undead fall helpless for 1d4 rds. The target if fascinated with the moon. Create a path from one point to another. 0 designated creatures gain sanctuary while on the path. A cone of moonlight springs forth, lycanthropes in human form to revert to animal form. Creates 3 motes of electricity that attack as a ranged touch attack and do 1d6+0 damage. A cone of moonlight does 0d8 damage, 0 to undead, reveals magical auras, returns creature to normal form, negates electric a Glowing shield gives +8 bonus to AC, +4 bonus on Ref saves, evasion. Divination spells give a false alignment reading. Subject becomes evil. Creates magical ship with extradimensional staterooms. Dispels magic, disenchants magic items. Phantom dog can guard, attack. Wizard only. Recalls spell of 5th level or lower. Door leads to extra-dimensional mansion. Prevents anyone from viewing or scrying an area for 24 hours. Floating magic blade strikes opponents: Atk +3 (4d6+3 force , 19-20/x2) Create a ferocious hound that tracks and attacks foes. Summons riding horse. Subject receives a +0 bonus against any attemp to move him against his will. Digs trenches and builds hills. Moves snow and ice. Landslide buries, mires creatures within a 40-ft. radius. Touched living creature dies and is mummified. Create a 30' radius steam cloud 20' high that moves away from you 10'/rd and deals 2d6 damage, & blinds creatures. Attacks against you have chance to strike adjacent target instead. You gain SR 12 against one spell.

Energy whip deals 0d6 electricity damage, stuns for 1 round. Ally's spell gains +2 DC and +1 caster level Animal gains +10 on attack and damage, haste, and 0d8 hp. You transfer 4 of your ability score points from Str, Dex, or Con points to the target. Animal gains +0 luck bonus on attack and damage. Ray deals 2d6 force damage to undead and 5d6 to aberrations. Creates a defensive position. Damages and dazes aberrations; damages other creatures. Reveals the genral health & how near death animal & plants within 30 ft. are. Breath a cone of nauseating vapor, those in the vapor are nauseated for 1d6 rd. Remove increment-based penalties on ranged attacks. Sense encysted subjects. Encysted subject takes 0d6 damage. Encysted subject killed, cyst begins to roam. Cure spells in aera deal damage, living beings don't heal with rest. Encyst undead sac of tissue in subject. Completely control encysted subject. Draw personal vigor from mother cyst. Encysted subject killed, those nearby damaged and possibly encysted. Hear or see encysted subject at a distance. Permanently eliminates ecysted subject. Permanently control encysted subject. 10-ft. radius surrounding you deals 0 points of damage/rd, undead gain 2 pts per round. Grants +5 bonus on initiative check. 0 subjects within 25' of each other gain concealment but can't see 5'. Creates a trail compelling evil outsiders to follow. Immunizes subject against poison, detoxifies venom in or on subject. Sends vision dealing 1d10 damage, fatigue. Target is act confused. Create patch of illusory terrain. Create illusory terrain that damages foes and allows you to hide. Touched foe takes 0d6 points of damage plus 1d6+2 Con damage. +1 saves & negates magic missile. You gain rogue-like abilities. Sunlight illuminates you until released as an attack for 1d8+ the number of rounds since you cast the spell up to +0 damage. Gain many of the traits and abilities of a Nixie (MM 235). Prevents normal light from illuminating. Hides subject from divination, scrying. Change Eldritch Blast to cause nausea. Creates rolling ball of cold, 1d6 cold and 1d4 Dex damage. Alters object's magic aura. Extends a geas beyond death that compels the target to animate and continue. Snowy avalanche crushes and buries your foes. Masks object against scrying. Fog surrounds you. Snow obscures vision. Vision hints at danger in immediate future. Strengthen your bond w/ your mount gaining +2 attack rolls while mounted, +4 on Spot, Listen, & Scent Ability. Strengthen your bond w/ your mount gaining +2 attack & damage rolls while mounted, +4 on Spot, Listen, & Scent Ability. Strengthen your bond w/ your mount gaining +4 on Spot, Listen, & Scent Ability. +2 bonus on Handle Animal, Hide, Move Silently, Search, Survival, & wild empathy checks. You telekinetically take control of a ooze.

Kill evil creatures with a look, or make them very afraid. Opens or closes small or light things. Orb of acid on ranged touch attack deals 0d6 of damage and sickens Orb of acid on ranged touch attack deals 0d8 of damage Orb of cold on ranged touch attack deals 0d6 of damage and blinds Orb of cold on ranged touch attack deals 0d8 of damage Orb of electricity on ranged touch attack deals 0d6 of damage and entangles target in metal armor Orb of electricity on ranged touch attack deals 0d8 of damage Orb of fire on ranged touch attack deals 0d6 of damage and dazes Orb of fire on ranged touch attack deals 0d8 of damage Orb of force on ranged touch attack deals 0d6 of damage Orb of sound on ranged touch attack deals 0d4 of damage and deafens Orb of sound on ranged touch attack deals 0d6 of damage Damages and dazes chaotic creatures. Gain bonus on Knowledge checks. Spells of a designated school or subtype are suppressed. Freezes water or deals cold damage. 0-ft. diameter force globe protects but traps one subject. As resilient sphere, but you move sphere telekinetically. subject must move at least 10' each round. Forces subject to dance. Creates 3d4 otyughs or 1d3+1 Huge otyughs. You fly at a speed of 40 ft. and can hustle over long distances. Nonlethal damage knocks out subject. Subject gains +0 Wis. Subject gains +4 to Wis. As owl's wisdom, affects 0 subjects. You exchange hit point totals with the target. If you die as you predict, you are resurrected instantly. Targets struck by pain, -4 penalty on attacks, skill and ability checks Deal 1d4 sonic damage per round and sicken targets. Creature falls asleep, takes damage when awakened. Veil of shadow impedes sight and sound. Removes most afflictions. Flash heats air dealing fire and Intelligence damage to one or more creatures. 0 touch deals 1d6 desiccation damage and possibly 1 Constitution damage. Subject can pass through ice like it was water. 0 subject(s) leaves no tracks. Creates passage through wood or stone wall. Similar to Shadow Walk. You receive divine guidance from a higher power. A feast and a great pavilion are created. The weapon targeted remains stuck in its sheath, holder etc. Grant subject +4 bonus on Concentration checks vs fear and compulsion Blast lowers targets spell resistance Creates area where only good creatures can be summoned. Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage. Gain greater control over Limbo's morphic essence. Gain control over small area of any divinely morphic plane. Makes certain spells permanent. Includes sight, sound, and smell. Blade of force attacks target dealing 1d4, & automatically moves into flanking.

As major image, but no concentration required. Subject gains a disease, as do all who touch him. Creates phantasmal images in mind causing 8 pointsof WIS and DEX damage Creates illusory image of a targets hated enemy to chase. Fools creature's sense of direction, making movement & ranged attacks difficult. Fearsome illusion kills subject or deals 3d6 damage. Nightemare grapples and strangles one foe. An invisible force comes into being to steal from creatures at your direction. Illusion of battle flanks creatures and denies attacks of opportunity. Incorporeal bear fights for you. Mount teleports forward 5 ft. /two caster levels; use with other spells grants mount fly speed. Creates an illusory double of threatening creature, providing flank, 50% miss chance. One illusory figure per level (per Minor Image), follows simple orders Magic stag w/ magical powers appears to be riden. Magic horse appears. Subject thinks its flanked. Incorporeal wolf fights for you. Creates an invisible passage through wood or stone. Grants +4 sacred bonus on saves against spells with the evil descriptor. Evil creatures take 0d6 damage as you immolate yourself. Physical Impediment protects the recipient from all damage done to them through physical means. 0 creatures contracts quickly terminal disease. Infects subject with chosen disease, but with incubation period. Subject takes 1d4 con damage and does not heal. Summons 0 rat swarms (MM 239). Animate up to 0 HD of skeletons or zombies w/ maximum hp. As lesser planar ally, but up to 12 HD. As lesser planar ally, but up to 18 HD. Exchange services with a 6 HD extraplanar creature. As lesser planar binding, but up to 12 HD. As lesser planar binding, but up to 18 HD. Traps extraplanar creature of 6 HD or less until it performs a task. Create bubble around target creature that emulates it's native planar environment. Trade places with one of three planar creatures (your choice). Trade places with one of three greater planar creatures (your choice). Trade places with one of four lesser planar creatures (your choice). Send a whole ship to another plane. Provide long-term protection against overtly damaging planar effects. As many as eight subjects travel to another plane. Plane shift accurately to your desired destination. Gain characteristics of Plant type. Grows vegetation, improves crops. Touch deals 1d10 Con damage, repeats in 1 min. Creates needles that range attack a target for 0d4 dam, plus other effects You grow thorns that damage (1d6,piercing) & poison (1d4 Str/1d4 Str) your attackers. Grow vine with contact poison (1d6/2d6 Dex). You and & up to 0 others are immune to this poison. Ranged touch attack deals 0d6 cold damage. Gives one willing subject a new form. Changes any subject into anything else. A mental or audible alarm sounds when a creature passes through the gate or portal it is cast on. As portal alarm plus you can see creatures passing through & or disignate another to receive the alarm. Alter a gate or portal to send out a mental beacon to up to six creatures.

10-ft. radius surrounding you heals 0 points of damage. You possess a normal animal. You drain subject's ability score 1 point/round and gain +1 bonus per point. Charged spell trigger item gains 0 temporary charges. Blinds creature with 200 hp or less. Deafens one creature with 100 hp or less. Reduces living creature with 50 hp or less to 0 hp. Makes one creature with 150 hp or less-footed. Makes one creature with 100 hp or less fatigued Kills creature with 100 hp or less. Deals 2 points of Dex damage to one creature with 75 hp or less. Makes one creature with 150 hp or less nauseated. Deal 1d6 points of damage per round to one creature with 100 hp or less. Petrifies one creature with 100 hp or less. Sickens one creature with 100 hp or less. Stuns creature with 150 hp or less. Deals 2 points of Str damage to one creature with 75 hp or less. Up to 0 creatures take 1d4 Con drain. Allies +1 luck bonus on most rolls, enemies -1 penalty. You can force planar boundaries to rip, creating a planar breach. You can force planar boundaries to rip, creating a complete planar breach. Protects one detached organ from decay for 24 hours. Water pressure deals 4d6 damage to submerged targets. Performs minor tricks. Target is sickened, takes damage whenever it acts. You assume the appearance & many of the qualities of a medium elemental. Shield of colors offers concealment and damage your attackers. Cretaes a bow that allows seven attackes, each with a different prismatic effect. Call down a prismatic effect over a wide area. Orb produces individual prismatic rays as touch attacks. Multicolored mist has random effect in 30 ft burst Ray of brillant colored light causes Blindness plus varied effects As prismatic wall, but surrounds on all sides. Rays hit subjects with variety of effects. Wall's colors have array of effects. Read subject's memories, one question/round. 1d6+0 damage, touch or thrown. Target object deals 1d4/caster lvl. (max. 10d4) points of neg. energy damage to the next animal, plant, good outsider or good s Allows you to selectively destroy, alter, or implant memories in one creature As major image, plus triggered by event. Illusory double can talk and cast spells. Imposes a -4 penalty on an offender's attacks, damage, saves, and checks. DR 10/magic vs. ranged weapons, can absorb 0 damage. +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Gain +1 resistance bonus on any will save vs. charms and compulsions Prevents 0 points of desiccation damage. Absorb 0 of damage from one kind of energy. +2 to AC and saves, counter mind control, hedge out elementals and outsiders. +2 to AC and saves, counter mind control, hedge out elementals and outsiders. +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Ignore 10 points of negative energy damage per attack. Ignore 10 points of positive energy damage per attack.

Confers +8 resistance bonus. An invisible shield surrounds you that provides resistance to damage. Use bardic music and bardic knowledge as bard of half your level. 1 creature/ level gains +4 bonus vs charm, compulsion, and fear. 1d4+0 floating eyes scout for you. As prying eyes, but eyes have true seeing. Poisons those casting divination spells or [mind] spells at object, creature or area. Enemies within 20' take 2d6 damage/round. Target mimics your actions. Purifies 0 cu. ft. of food or water. Turns fire into blinding light or choking smoke. Extinguishes nonmagical fires or one magic item, deals 0d6 to fire creatures. Allies' speed increases by 30 ft. Transform water in a flask so that it is capable of storing a spell as a potion. You can use teleport or greater teleport spell-like ability as a free action. Your swim speed increases by 10 ft. You fling quills in a 20' radius spread, dealing damage and a -1 penalties on attacks & saves. Poisonous quills sprout from hands for melee or ranged (1d8+poison 1d6 Str/1d6 Str). Creates daylight that dazzles undead Rainbow colored beam erupt in a 20' radius blast doing 0d6 damage and dazes targets. As solid fog, but dazzles or blinds creatures within. Creatures attacking you take electricity damage; you're protected from electricity. Gives +2 to Str and Con, +1 on Will saves, -2 to AC. Fires in a 30' radius burn twice as bright & twice as hot. Black tulips fall from sky; evil creatures take 5d6 damage/round and nauseated. Rain of divine fire deals 10d6 damage/round to evil creatures. A hail of needles targets up to 0 creatures dealing 0d4 dam Roses fall from sky; evil creatures take 1d4 Wis damage/round and sickened. Spines rain down on area, dealing damage and pinning creatures to ground. A ranged touch attack deals 0d12 points of random energy damage. A 120' line of acid, cold, electric, fire, & sonic energy dose 5d6 points of damage. Lights fascinate 24 HD of creatures. Restores life to subject who died as long as 0 days ago. The subject of this spell becomes boyant rise to the surface at a speed of 150' Ice trees grow from frostfell area. +2 to Str, unarmed attacks inflict lethal damage, considered armed. Increase target's burrow speed by +20'. +5 bonus to Spot plus additional effects for ranged attacks. Subject takes 6d6 damage and stunned, then takes 1d6/round thereafter. Target becomes comatose. Instantly lose a prepared wizard spell and replace it with another spell from your spellbook Wizard only. Prepares extra spells or retains one just cast. Link lets allies communicate. Touched object sheds darkness; living creatures nearby take 1d6/rd. neg. energy dmg. while undead gain fast healing 1. Ray imposes a Dex penalty 1d6 +0. Ray does 0d6 points of damage to animated objects. You're protected against ranged touch attacks, the reflect harmlessly away. Ray causes vertigo. The target can take only one move or standard (not both) action per round. Ray imposes a Str penalty 1d6 +0. Ray imposes a -4 penalty to Str, Con, & Dex. Ray makes subject exhausted. Ray does 0d6 points of fire damage, target catches on fire.

Ray deals 1d3 cold damage. Subject gains +2 bonus on attacks, saves, and checks. Ray does 0d6 points of cold damage, target frozen to the ground(can't move, no Dex bonus to AC, -2 to attack. With a successful ranged touch attack a target is blinded for 1d4 rounds. With a successful ranged touch attack a target is sickened. With a successful ranged touch attack a target takes 1d4+1 points of Int damage. Creature can only attack once per round, cannot make attacks of opportunity,-10 ft. penalty to speed With a successful ranged touch attack a target takes a -2 penalty on attack rolls & a -10' to speed. One of your natural attacks that does slashing or piercing damage has its threat range doubles. Read scrolls and spellbooks. Subject can take no actions and afterward does not heal naturally You tear a whole in reality sucking materials and creatures into and sending them to a random plane. You restore a creature to a sort of half-life All creatures below 0 hit points in 10' area take damage. As Dispel Magic(PHB:223), max +20, you can take the spells for yourself. Completely restores any metal item destroyed by rust, even if reduced to powder. Target is dazed 1 round, shaken for the duration, and must make a concentration check to cast spells. As rebuke, except the target dies instantly if it fails its save. Target cowers for 1d4 rounds. Your breath weapon rebukes undead. Spells on target feedback dealing 1d12 dmg per active spell or spell like ability (max 25d12) Your allies gain a +2 (+3 if they worship your diety) luck bonus to AC, attack rolls, and saves within a 60ft radius burst. Subject takes 1d6 Str damage and 1d4 Cha damage. Creatures in a 30' radius burst are knocked prone, sickened or nauseated, and poisoned (2d6 Str/2d6 Str). Shrinks one willing animal. Humanoid creature halves in size. Humanoid creature halves in size for longer duration. Reduces several creatures. Intellegent creatures view you as the same species & gender as themselves. Intellegent creatures view you, and others you target, as the same species & gender as themselves. Cures all nonlethal damage on one creature. Alters item to transport its possessor to you. Wards an area against spellcasters, or creatures wth spell-like abilities Summons 0 riding horses & gear. Subject's severed limbs grow back, cures 4d8+0 points of damage. Teleports 0 nearby allies to your side. Brings dead subject back in a random body. Pushes creatures in the area back 0 ft. Touched object sheds light; undead nearby take 1d6/rd. pos. energy dmg. while living creatures gain fast healing 1. Energy cocoon shields creature, then heals it 0 points & purges poison & disease. Charge a dead body w/ negative energy, undead who eat it gain fast healing 1 for 5 min. As targeted dispel magic, with additional targeted dispel magic the next turn. Cures target of drug addictions. Cures normal or magical conditions. Frees object or person from curse. Cures all diseases affecting subject. Removes effects of fatigue as 8 hours of rest. Suppresses fear or gives +4 on saves against fear for 1 subjects. Cure a nauseated or sickened character. Frees one or more creatures from paralysis or slow effect. Hides the scent of spell recipient. Creature is automatically healed if adverse condition affects it.

Remove fatigue and +2 bonus to Constitution for 1 round/level Repairs 4d8+0 points of damage to a construct Repairs 1d8+0 points of damage to a construct Repairs 1 point of damage to a construct Repairs 2d8+0 points of damage to a construct Repairs 3d8+0 points of damage to a construct Pushes away metal and stone. Insects, spiders, and other vermin stay 10 ft. away. Pushes away wooden objects. Eldritch Blast hurls creatures away from you. Invisible disc gives bonues to AC, blcosk magic missiles, pushes away attackers. Duplicates observed spell or spell-like ability. Creatures can't approach you. Sticky substance slows movement or renders object difficult to drop. Subject Ignores 10 points of damage/attack from specified energy type. As resist energy (PHB:272), affects up to 0 creatures, no two >30' apart Subject can resist penalties for having an opposed alignment on an aligned plane Bestows +4 bonus on saves against taint. Subject gains +1 on saving throws. Item bestows +1 resistance bonus on saving throws. Subject gains +3 on saving throws. Subject gains +6 on saving throws. Subject nauseated or sickened. A bolt of sonic energy does 0d4 damage to all in its path Foes must check spell resistance twice against you. Lasting sound deals sonic damage per round, deafens creatures withing area. Your voice carries 0 ft. Sleep soundly, without nightmares. Restores level and ability score drains. As restoration, plus restores all levels and ability scores. Dispels magical ability penalty or repairs 1d4 ability damage. As restoration for 0 targets w/in 30'. Restores a magic item destroyed by soul's treasure lost spell. You grant a subject a second chance at a saving throw. As resurgence for 0 targets w/in 30'. Fully restore dead subject. Any living creature that strikes you in melee gains a negative level. Created illusion deals damage to those who disbelieve it. Similar to Greater Invisibility with limitation and blast if dispelled. Reduces Intelligence and magical abilities of target. Weapon gains the returning special ability. See DMG, pg 225. Target dead speaks short sentence about cause of death. Temporarily restores dead creature to life. As protection from arrows, but if a ranged weapon has all its damage negated, DR (10/magic), it is turned back upon their sour Objects and creatures fall upward. Restores outsiders to life as Raise Dead spell. Restores undeath to undead that was destroyed up to 0 days ago. Restore recently dead to life with no level loss. You deal double damage on a charge made this round. You detonate on death, healing good creatures and dealing 0d6 damage to others. Allies healed, enemies damaged 1d8 + 0. You receive 0 temp HP& a +4 to Str.

Your gaze attack kills evil creatures with less than 5 HD, causes fear in others. Your size increases, and you gain combat bonuses. Deals 0d6 (0d8 to evil outsiders) in a 20-ft. radius, blinds evil foes for 1d4 rounds. Your allies get one additional melee attack ea rd & a +3 morale bonus on attack & damage rolls. Suspends all vital functions; target appears dead. Creates a horizontal ring of metal blades that deal 1d6+0 to all around you Make one target/2 levels deafened and shaken. +5 bonus to Balance and Jump checks, autosucceed on Jump checks <= 5ft. As many as eight creatures hide in extra-dimensional space. Target gains a 0 sacred bonus on saves against pain, sickness, nausea or fear. Subject takes 1d6 Con damage per hour. Awakens creatures in area. Ray negates magical or mundane hazards. This spell can grant you a luck bonus to one type of save or temp HP's. A wave gushes outward in a 15' radius, bull rushing with a +15, & drenching in the area. Ray that rust non-magical iron alloys object, 2d6+0 damage ignoring hardness. Touched weapon delivers filth fever. Your touch corrodes iron and alloys. You know the status of subject and can teleport or scry without error. You & allies gain a +2 AC, retain Dex bonus when flat footed or attacked by invisible opponent, aware of health of allies, can lay Target object deals 1d4/caster lvl. (max. 10d4) points of pos. energy damage to the next undead, evil outsider or evil shapecha You gain +5 bonus on Knowledge(religion) checks made during sacrifice. For every 10 hp damage you deal, you gain +1 on attacks, saves, and checks. As Sanctuary, but protects an area. The recipient can find the shortest, most direct directions to a safe place. Ray doing 0d6 damage. Traps evil creature in a diamond for 1 year, then releases it as sanctified creature. Opponents can't attack you, and you can't attack. Sanctuarty affecting 0 creatures w/in 30' of each other. You fire sand that deals 1d6 nonlethal damage, stuns enemies. You become an ooze like being of sand. Creates a controlled duststorm. Subject becomes exhausted. Traps creature in a stone sarcophagus. Use gust of wind as the spell; any creature in area takes fire damage equal to your level. Transmute rock or earth into boiling muck. With a ranged touch attack a targets natural armor is reduced by 0. Gives a +2 enhancement to natural amor bonus Add 10 ft. to swim speed, or gain swim speed 15 ft. +0 NA bonus. Panics creatures of less than 6 HD. Imbue 0 5-ft. squares with teleport trap. Targeted items scatter in a 10' radius burst dealing 1d8 damage. Grants the scent special ability. Read one non-magical book per round, but must be able to read the language. Sand sword deals 1d6+0 damage and renders target dehydrated. Twisting colors confuse, stun, or render unconscious. Changes natural AC bonus into deflection bonus. 20-ft radius spread deal 0d6 electricity damage. Path of fire deals 0d8. 0 ranged touch attack(s) deal 4d6 fire damage. Inflicts a disease (1d6 Str & Dex) that must be magically cured in 0 subjects. Randomize the destination of one interplanar gate or portal.

Illusion hides area from vision, scrying. Spies on subject from a distance. As scrying, but faster and longer. Creates new sounds or changes existing ones. You permanently seal a gate or portal. Target suffers hours of wasteland exposure in a moment. Ray deals 0d8 damage, 0d6 against undead. Removes fatigue & provides a +4 bonus on Con checks. Changes one page to hide its real content. Using nonverbal means, you can communicate with one intelligent creature You enable someone to hide a weapon on their person. Traps corpse inside holy symbol. Reveals invisible creatures or objects. See Invisibility + 60 ft. dark vission Gain see invisibility as the spell and darkvision. Subject gains fast healing 2 and can invoke a burst of healing. Subject that dies before spell expires rises a sa zombie under your command. Subject that dies before spell expires rises a sa zombie under your command. You improve your ability to turn undead as a cleric of your level. Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 (does not stack) on attacks with rays against th Changes appearance of 0 people. Subject is blinded and all within 5 ft. take 1d6 damage. Delivers short message anywhere, instantly. Causes an item to glow blue if an evil creature able to cast divine spells comes w/in 100'. Nonvisual senses out to 30 ft. that pinpoints creatures. Illusion that blocks all senses including blindsense, blindsight, scent, & tremorsense. Creates text symbol that immobilizes reader. Subject is invisible to sight and scrying; renders creature comatose. Adds +0 to bluff checks. You arms become serpents with 10 ft. reach, +10 attack, 1d8 damage plus poison. Gain the scent ability, +5 bonus on saves against poison Creates 2d6+0 unseen servants (PHB:297) As shadow conjuration, but up to 8th level and 80% real. Creates ribbons of shadows that can entangle. You can stash small (30 cubic ft. or 250 lbs) item on the Plane of Shadows. Dome of shadow is impenetrable to vision and dark inside. Mimics conjuring below 4th level, but only 20% real. As shadow conjuration, but up to 6th level and 60% real. Mimics evocation of lower than 5th level, but only 20% real. As shadow evocation, but up to 7th level and 60% real. Shadowy form gaining concealment & +4 to Escape Artist, Hide, Move Silently. Use Escape Artist to slip solid objects. As Phantom Guardians except partially real. Can also attack - see text. Create a 5' x 5' hand it can grant total concealment from an opponent, carry items, or point or gesture. Makes natural terrain more dangerous, creates guardians that you command. Shadows hide your face and protect against darkness, light, gazes. Attacks against the subject have a miss chance (50% nonmagical,20% magical). Creates an illusion of brite light in a 20' radius burst. Blinded for one round and then dazzled. Shadows explode in a 5' radius burst doing 4 points of Str damage & dazing. Step into shadow to travel rapidly. Target enters gloomy pocket plane, comes out frightened. Natives of he plane of Shadows are stunned 1d6 rd. Those that are undead or vulnerable to light take 2d10. Create a portal to the plane of shadow.

Shadowy force attempts to grapple opponent. Summons 1d4+2 shambling mounds to fight for you. As stone shape, but affects metal instead of stone. You take the form of a hell hound. Transforms you into any creature, and change forms once per round. Once per round shards of magical force explode in a 20' radius doing 3d6 damage. See and hear through the senses of a touched animal. Subjects gain +2 bonus on skill checks One of your natural weapons deals damage as if you were one size larger. Sonic vibration damages objects or crystalline creatures. Deals 0d4 sonic damage plus damages floors leaving difficult terain in the area. Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain. Invisible disc gives +4 to AC, blocks magic missiles. Aura grants +2 deflection bonus to Armor Class. Aura grants 0 allies w/in 30' of each other a +2 deflection bonus to Armor Class. Touched creature gains DR 15/- for 1 round. Touched creature gains DR 20/-, elemental resistance 10, immune to neg energy. +4 to AC, +4 resistance, and SR 25 against chaotic spells. Shield dissipates targeted magical attacks, grants +4 on saves vs. areas/effects. The touched shield grants its wielder +1 sacred bonus to AC & reflex saves. You take half of subject's damage. Enchant one shield to float in front of & protect an allie with a shield bonus to AC. Illusion hides a path or road and creates a false one. Your nonmagical club or quarterstaff gains a +1 enhancement bonus on attack and damage rolls. It deals damage as if it were 3d6 Dex damage. 1d6 Dex damage. When cast on flat footed targets they get a -10 to their iniative roll. Touch delivers 0d6 electricity damage. Deafens all within cone and deals 5d6 sonic damage. Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. 40-ft. radius burst deafens and deals 8d6 sonic damage. Object shrinks to one-sixteenth size. Subject takes 0d4 damage. Target bursts into flame, 2d6 fire damage/round and give bright illumination in a 40' radius. Negative energy shroud makes nonintelligent undead perceive you as undead. Evil creatures are sickened by your presence. Change Eldritch Blast to cause creatures to become sickened. Gain a +4 bonus to your next iniative check. Seals a closure, causing 0d4 damage, 30' radius if breached Seals a closure or opening, causing 0d6 damage, 40' radius Negates sound in 20-ft. radius. Creates minor illusion of your design. Negates the sound from opening a door or window. Grow a hard silver beard (+2 sacred bonus to AC). One creature's natural attacks are treated as silvered weapons. Transforms one weapon into a silvered weapon. Creates partially real double of a creature. 0 swimming targets w/in 30' of each other sink 100' down. Compel one creature/2 levels to submerse itself. Gain a +4 bonus to Cha & Dex, a +-1 to AC, a +8 to Perform, & a 60' swim speed. Creates 0 skeletons with +-1 turn resistance. Item bestows +2 circumstance bonus on skill checks.

Grants natural armor, thorns, and resistance to dehydration. Grants you a gaze attack that acts as either charm monster or confusion. Illusionary flaming skull speaks message, spits tongue of flame dealing 0 damage. Skull shrieks when creature enters warded area. Walk normally on any city surface as if it were level ground. Hand makes creature provoke attacks of opportunity. Subject takes -1 penalty on attacks, saves and checks for 1 round. Ray of negative energy deals 0d8 damage, and heals undead the same amount. As dispel magic, but creatures take damage for spells dispelled. Touch attack kills subject. Puts 4 HD of creatures into magical slumber. Dust devil of magic sand puts foes to sleep. 40 ft. radius 20 ft. high cylinder hampers vision and movement. Move subject 5 feet. Move subject 20 feet in a strait line. Creates a 15-ft. radius spread of green slime. Creates a volume of slipsand. 0 subjects take only one action/round, -1 on attack rolls, AC, and Reflex saves. Fire burns twice as long w/ half the light & takes twice as long to put out. You absorb health and sustenance from helpless subject. A feeling of sluggishness and lethargy washes over your target. The subject has a 75% chance of missing his first attack each Preditory animals prefer to attack the subject and have a +0 on attacks and damage. Causes a burst of holy or unholy energy. This burst does 0d6 damage to the target Grants +2 sac. bonus to attack, extra damage w/ smite evil vs. evil divine cstrs. Creates a misty ladder up to 0-ft long from the smoke off a fire Subject is imprisoned within a tiny receptacle. Transforms tattoo's into snakes that deal 3d6 damage, 1d6 CON damage Your arm turns into poisonous snake you can attack with. Subject immediately makes one attack. Allies in a 20' radius each immediately make one attack. Creates a magic booby trap. Captures one astral creature and holds it motionless. +10 Spot, darkvision, 60 ft. range for sneak 60', death attack with ranged weapon. No range limit on next ranged sneak attack. Subject glides on top of snow with base land speed increased by 10 ft. Creates a crushing wave of snow. A flurry of magic snowballs erupts in a 10' burst dealing 2d6 damage. Shapes existing snow. Subject can walk on ice and snow at +10' speed w/o Balance or Reflex save. 0 subjects w/in 30' of ea other, can walk on ice and snow at +10' speed w/o Balance or Reflex save. Subject can see despite whiteout, snow, snow glare and snow blindness. Creates an area of snow that aids allies and hinders enemies. Turns 0 ft.-square of stone to clay or dirt to sand or mud. Blocks vision and slows movement. Subject stands around helpless doing nothing. Forces targets to attack each other. Subject takes 2d6 damage per round while you concentrate. Grants +1 bonus on your next Cha check after performance. Target takes 0d4 points of sonic damage, plus deafness. Cone of sound dealing 0d6 points of damage. +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee. Targets take 1 dam sonic and is deafened for 1 round.

Weapon deals +1d6 sonic damage on each hit. Creates a magical whip that keeps normal animals at bay Allows you to cast spells that require concentration & not concentrate on them. Subject takes -3 penalty on attacks, saves, and checks. Traps newly dead soul to prevent resurrection. Meld into surrounding sand. Imprisons soul of dead creature in talisman, from which you can question it. Subject is protected against 5 points of ability damage to Int., Wis. or Chr.; rep. use for diff. scores also increases dmg. absorb As reaving aura, plus gain temporary hit points if nearby creature dies. Disintegrates subject's most valuable object. Deals 1d8 sonic damage to subjects; may stun them. Projectile of sonic energy does 0d8 to target. Undead creature loses most immunities. You resist being transformed into an undead spawn if slain. Carry on a non-verbal conversation with allies w/in 30' of each other. You can communicate with animals. Corpse answers 0 question(s). You can talk to normal plants and plant creatures. Nonmagical weapon -> a +1 silvered spear(+3 vs. magical beasts, +2d6 damage). Creates disembodied glowing hand to deliver touch attacks. Conjures a phantom stag that you can ride or direct to attack a target. Your melee touch attacks bestows one negative level and grants you 5 temp HP. Use spectral weapon to make touch attacks. Can talk to one other creature, regardless of distance. Targets gains swim speed of 30. Allows you to swap out prepared spells with other spells of the same level from your spellbook. Lets you cast another spell in the same round at +2 caster level & +1 DC. You can hold a touch spell per arm. Subject is immune to 0 spell(s). As spell immunity, but up to 8th-level spells. Subject is immune to a 1st or 2nd level spell. When you cast this spell you take 2d6 points of damage. You can then stores up to two spells of 3rd level or lower to be release When you cast this spell you take 3d6 points of damage. You can then stores up to three spells of 3rd level or lower to be relea When you cast this spell you take 1d6 points of damage. You can then stores up a spell of 3rd level or lower to be released as a swift action later. Activates a spell on a scroll when a triggering condition is met. Subject gains SR 12. Subjects gain +12 spell resistance. Grants +3 resistance bonus on saves against spells and spell-like abilities. Store one spell in an item Reflect 1d4+6 spell levels back at caster. Reduce target creature's spell resistance by 0. Apply an arcane area effect spell to your eldritch blast. Gain bonus on dispel, counterspell checks, recognize cast spell and caster level. Absorbs designated incoming spells, redirects energy to healing or other spell. Stores one spell in wooden quarterstaff. Creates black sphere that does 0d6 damage and disintegrates what it touches Grants ability to walk on walls and ceilings. You turn a humanoid into a drider-like creature that obeys you. Your hand becomes a Small monstrous spider. You grow long spider legs that have a speed of 30 ft., move on vertical surfaces. Summon 5 celestial or fiendish Large monstrous spiders (MM 289).

Touch attack poisons (1d6 Str/1d6 Str). You polymorph up to 0 willing creatures into a monstrous spiders of any size (MM 288). You can polymorph in a drider (MM 89) or monstrous spider (MM 288). Transform into a fiendish monstrous spider for 1 hr/warlock level You gain a +0 bonus to natural armor, saves vs poison, and Hide checks. Similar to Spider Climb. Lasts 24 hours. Creatures in area take 1d4 damage, may be slowed. Creatures in area take 1d8 damage, may be slowed. As brambles, but weapon gains +2 bonus and doubled threat range. Like Lesser Spirit Binding versus spirits up to 16HD Like Lesser Spirit Binding versus spirits up to 24HD Like Lesser Planar Binding(PHB:262) versus spirits up to 8HD Increases eldritch blast damage versus undead. With ranged touch attack, spirit loses incorporealness and is pinned You send your incorporeal spirit outside your body Mount gains comprehensive bonuses Target takes 1 point of Con damage per round. Jaws of force attack target doing 2d6 & a grapple as a free action doing an additional 2d6 ea round target is grappled. Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or retry a failed Knowledge chec Horsemen of force attack enemies. Horseman of force attacks enemy Creates ghostly chariot behind your mount. Translucent knight grants you a +6 deflection bonus to AC and attacks at your command. Magic weapon attacks on its own. Creates wall of spirits frightens creatures and deals 1d10 damage and a negative level Fire 0 Splinter bolts. Range Attacks: 4d6(18-20). Search a 20' radius as if taking a 10 Search check. Cloud of yellow mold spores gives you concealment, deals 1d6 Con to others. All within 5 ft. take 1d8 damage and 1d2 damage/round thereafter for 10 rounds. Calms hostile creatures within 0-ft. radius. Creatures within 0-ft. become hostile and savage. Cures 1 point of damage in a 50' radius burst. Target marked with symbol only you can see even if magically disguised. At 1/2 hp, target gains 0 temp hp, DR 5/magic, and +2 luck to saves. Subject stands up from prone. Magically lifts and moves an object or creature 60' per round over water. Cloak destroys nonmagic weapons, 1/2 dmg from magic weapons(Ref DC 15). Starbursts deal 1d8 damage to evil creatures(all others take half nonlethal). Target is inflicted with wracking hunger pains, taking 0 points of damage & becoming fatigues. Subject can become a statue at will. Monitors condition, position of allies. Monitors condition, position of allies. Change subject creature's attitude to helpful for 1 round Temporarily steal essentia from touched opponent. You drain 1 ability score point/round and become younger. Humanoid creature doubles in size as targeted humanoid halves in size. Take control of another caster's summoned monster. Take control of another caster's summoned monster. You breath steam that deal 0d6 fire damage Make your special mount amphibious. 2 Daggers hover near you attacking adjacent opponents. Affix one object weighing up to 5 lbs to another object.

Grant a +10 bonus on Slight of Hand. Entangles and Immobilizes creatures in affected area You are glued to your saddle w/ a +10 Ride check for staying in the saddle. #VALUE! With ranged touch attack, target can take only single actions, has a -2 AC, & must make Concentration check to cast spells. Nauseating vapors. Steal the air from subject's lungs causing the subject to sicken for 1 minute. Your body becomes living stone (DR10/admantine, immunities, +4 Str & -4 Dex, 1/2 speed). Corporeal undead gains +3 natural armor bonus. Construct gains DR 10/adamantine Fists become like cold iron, increase in damage and deal lethal damage. Sculpts 10 cu. ft. of stone into any shape. Sculpts 10 cu. ft. of stone into any shape. Shatter a stone object or cause 0d6 of damage to stonecreature. Create a 5' diameter stone sphere that can roll into enemies doing 0d6 points of damage. Transforms 1d3 pebbles into stone constructs that resemble spiders. Talk to natural or worked stone. Restores petrified creature. Links two stones for teleportation. Stony arm trap grapples and damages (1d6+5) creatures. Ignore 10 points of damage per attack, up to 0 total. Creates a stone hand that is able to grapple opponents As the Stony Grasp spell. Subject drops to -8 hp immediately. Dust devil of flensing sand. Magic storm creates windstorm, then chunks of rock (5d6), then rainstorm, then flame (0d6). Storm provides concealment, slows movement, deals cold anf fire damage. A deluge of needles deals damage in 30' cone. Evil creatures blinded for 1 round; evil outsiders and undead take 0d6 damage. Storm rains acid, lightning, and hail. Swirling clouds absorb elec. and magic missiles and prevent ranged attacks. You can fly (40'), immune to ranged attacks, & fire electricity from your eyes. Add +4 to ship's check to weather storms. Teleport yourself and one creature/2 levels from a storm. Gain benefits of the Mobility feat (PH 98). You gain +8 to Str that ends if you lose contact with the ground. You gain benefits of your lycanthropic animal form while in human form. Melee weapon gains 5 ft. of reach for one attack. Electrical ranged touch attack stunning the target, Your breath weapon also stuns creatures for one round. Your breath weapon also stuns creatures for 2d4 rounds. All within 30 ft. are stunned for 1 round. One helpless subject can take no actions, but can be moved. Subject's aura weakens as if it had 1HD/two caster levels fewer than it actually does. Target immune to pain and [mind] effects, half damage from physical attacks. Grant ship a swim speed of 60', and the ability to move underwater at your command. Temporarily swap one domain for another your deity offers. Reduces Outsider's DR and SR by 10. A stalagmite burst from the ground impaling a target and doing 0d6 points of damage. Create a swarm when you kill a living creature with an invocation. Compels subject to follow stated course of action. As suggestion, plus 0 subjects.

Summon an Aspect of Bahamut Summon a babau demon (MM 40) to follow your commands. Summon a bearded devil (MM 52) to follow your commands. Summon a bralani eladrin (MM 93) to follow your commands. Create a noncostly spell component. Calls dustform creature to fight. Calls dustform creature to fight. Calls dustform creature to fight. Calls dustform creature to fight. Calls dustform creature to fight. Calls dustform creature to fight. Calls dustform creature to fight. Calls dustform creature to fight. Calls dustform creature to fight. Summons enhanced roc (see MM) that you can control telepathically. Summons a dire hawk (see page 189 RotW) that you command telepathically. Summons a powerful elemental monolith (CA:156) Summon an elementite swarm (Planar Handbook 114) to follow your commands. Summon an Elysian thrush (Planar Handbook 118), which accelerates natural healing. Summons one or more giants to attack your enemies. Summon a clay, flesh, iron, or stone golem from a small amount of like material. Summon a greater elemental (MM 96 - 100) to follow your commands. Wooden holy symbol appears in your hand. Summon a hound archon (MM 16) to follow your commands. Summons one instrument of the your choice. Calls extraplanar creature to fight for you. Calls extraplanar creature to fight for you. Calls extraplanar creature to fight for you. Calls extraplanar creature to fight for you. Calls extraplanar creature to fight for you. Calls extraplanar creature to fight for you. Calls extraplanar creature to fight for you. Calls extraplanar creature to fight for you. Calls extraplanar creature to fight for you. Calls creature to fight. Calls creature to fight. Calls creature to fight. Calls creature to fight. Calls creature to fight. Calls creature to fight. Calls creature to fight. Calls creature to fight. Calls creature to fight. Creates a horde of small mammals, birds and vermin that appear throughout the target area. Summons swarm of bats, rats, or spiders. Similar to Summon Swarm. Summons undead to fight for you(human warrior skeleton(MM 226) or kolbold zombie (MM 266). Summons undead to fight for you(owlbear skeleton (MM 226), bugbear zombie (MM 267). Summons undead to fight for you(Ghoul (MM 118), troll skeleton (MM 227), ogre zombie (MM 267). Summons undead to fight for you(Allip (MM 10), ghast (MM 119), wyvern zombie (MM 267). Summons undead to fight for you(mummy (MM 190), shadow (MM 221), wight (MM 225), vampire spawn (MM 253)). Create normal, nonmagical light weapon.

Sends a message or sound to as many as 0 creatures Beam blinds and deals 4d6 damage. Blinds all within 80 ft., deals 6d6 damage. As Daylight spell, plus DR 5/-, and deals attackers 5 damage per strike. Burst of light blinds and damages creatures. Target takes 2d6 nonlethal damage and is fatigued. The target cannot choose to use its breath weapon. Creates an area that suppresses flame, fire spells, and spell-like effects. You notice, do not trigger, & may suppress magical writing traps. Item that has requirements to function to its fullest potential no longer does. 0 bonus on your next attack roll. Gain +10 bonus on Balance, Climb, Jump, & Tumble checks. Move through difficult terrain at full speed. Up to 0 creatures can move through difficult terrain at full speed. Protects against death due to hazards. Gain a +2 luck bonus on att. and dmg. rolls, saving throws, skill, ability and spell penetration checks and AC; take an automatic Keeps disease from harming creature for 24 hours. Object becomes programmed to create an area of silence on command for 6 rounds. Recipients need no food or drink for 0 hours. Subject falls prone, in a helpless coughing fit for 1d6 rounds & contracts filth fever. Teleport from pool of water to pool of water w/in 500' of each other. Subject gains swim speed of 30' and a +8 bonus on Swim checks. 0 subjects w/in 30' of each other gain a swim speed of 30' and a +8 bonus on Swim checks. Gain swim speed and ability to breathe water. As spiritual weapon, creates longsword/hammer of force, +1 to attacks, auto-flank. As sword and hammer, except +2 on attack rolls, improved critical. Evil creature confesses crimes, takes Wisdom damage. Creates a blade of negative energy: BAB +0, 1 negative level(19-20). Creates a blade of force: BAB +0, 1d8 (19-20/x2), & affects saves. Triggered rune slays nearby creatures. Triggered rune panics nearby creatures. Triggered rune renders nearby creatures insane. Triggered rune wracks nearby creatures with pain. Triggered rune charms nearby creatures. Triggered rune puts nearby creatures into catatonic slumber. Triggered rune attacks the minds of spell caster depleteing spells & spell like abilities. Triggered rune stuns nearby creatures. Triggered rune overwhelms nearby creatures with thirst. Triggered rune weakens nearby creatures. Deals 2d10 damage/round to freestanding structure. Object or location attracts certain creatures. Target can' get restful sleep: -2 Wis, doesn't regain HP or heal ability damage, can't rememorize spells. Channel two spells into positive energy to cure 1d6/spell level and 1d8/spell level. Allies gain +2 on attack and +1d6 additional damage when flanking Teleport one creature/3 levels a short distance. Attack a foe and knock him back on the first round. Your tail of force can attack a group of foes within 10 ft. Ranged touch attack gives gain +1 insight bonus on ranged attacks on target. Subject loses actions. Moves object, attacks creature, or hurls object or creature. One-way communication with all allies within 100 ft. As Rary's Telepathic Bond, but you and one other creature.

Blocks all telepathic communication within 80-ft. radius. Overhear creatures' telepathic communications. Instantly transports you as far as 0 miles. As teleport, but affects a touched object. As teleport, but no range limit and no off-target arrival. Circle teleports any creature inside to designated spot. Puts subject into suspended animation. As targeted Dispel Magic, but second consecutive casting is more potent. Similar to Insect Plague with additional benefits. Functions like Tensers floating except the disk created always remains at waist level regardless of how high above the ground you might be and can hold 0 pounds of weight. Creates 3-ft.-diameter horizontal disk that holds 0 lbs. You gain combat bonuses. Subject can travel overland 50% longer without fatigue. Transforms statuette into a Huge construct (Lion) Transforms statuette into a Medium construct (Warrior) Use fear as the spell; creatures shaken by effect can't attack you. Turns blood to seawater, dealing 0d6 damage. Heats up areas of everfrost, slush, snow, mud and ice. As hold portal, plus the portal explodes for 5d6 damage when forced open. Creates an area of thin air causing altitude sickness. Your ranged attak deals 0d6 damage, divided among multiple targets, sickens. Skin sprouts, adds 1d6 damage to unarmed strike, damages opponents Subject takes 2d6 damage and -4 penalty on attacks, saves and checks. Creatures in area take 1d8 sonic damage, round, knocked prone. Cloud moves with subject dealing 1 electricity damage per round. Lance of force deals 3d6 damage, plus can dispel force effects. Roar deals 1d6 sonic damage. Double dmg to Crystalline. Wave of water deals 0d6 damage and bull rushes. One natural weapon of subject gets +1 on attack and damage rolls for 1 rd (swift). You act freely for 1d4+1 rounds. Gain all-around vision. Entraps and harms evil extraplanar creatures. You gain +2 bonus on Bluff, Diplomacy, and Gather Information checks. You spit out 0 Tiny vipers. You spit out tendrils that grapple. Speak any language. Subject is overwhelmed by thirst. Subject is temprarily blinded and emotinally distraught. Creature gains +6 natural armor and slows movement. Heals 0 points of damage to target construct. Weapon gains the properties of an adamantine weapon. Touch attack fatigues target. Subject takes 1d6 points of Int, Wis, and Cha damage. Subject turns into green slime in 4 rounds. Dazes one creature for 0 rds. Use part of your lay on hands ability to cure 1 point of ability damage. Melee touch attack deals damage or controls undead creature. Deal negative energy damage and paralysis with your touch. Target loses Str, Dex and con, 2nd casting blinds and deafens. Use your Planar Touchstone-granted higher-order abilities to fuel damaging rays.

Grants construct +1 enchancement to natural armor. Gain +10 competence on Intimidate checks and +2 enhancement to Strength Clouds provide concealment, block ranged attacks, empower osnic or electricty spells Generate small amount of poison that you can spit or place on weapon. Coats weapon with poison. Animal gains 0 tricks. Move a magic sigil to a new location You are nigh-unkillable for a brief period, but die immediately afterward. Paralyzes medium or smaller humanoids in or entering 10' area Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled Grant water breathing, darkvision, and pressure immunity to 0 creatures. You and target switch places and appear as each other. Metal within 40 ft. becomes wood. Transforms 0 10-ft. cubes. Transforms natural rock to lava dealing 20d6 damage per round Transforms 0 10-ft. cubes. Transforms 0 10 foot cubes of sand into glass. Transforms 0 10 foot cubes of sand into stone. Transforms 0 10 foot cubes of stone into sand. Move instantly from one plant to another of the same kind. Imprisons subject within gem. Creature moves faster but can't attack. You can detect precious metals within 30 ft. You enter a tree that nourishes and heals you. You look exactly like a tree. Step from one tree to another far away. Cause minor earthquake forcing concentration checks You can automatically pinpoint the location of any object on ground within 30' Allows you to cast one of your prepared spells 3rd level or less 3 times. Plants trip creatures entering area. Creates three shadow duplicates of you. You take on the form and abilities of a troll. Bonus on your next spell penetration roll. As major creation, but permanent. As dominate person, but save at -4. As resurrection, plus remains aren't needed. Lets you see all things as they really are. +20 on your next attack roll. The tsunami deals 0d6 of bludg damage per round. The tunnel causes 0d6 damage and moves creatures. Water surrounding you becomes cloudy, granting concealment. Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. Grants +1 luck bonus on all saving throws. Frees everyone in range from spells that constrain or bind. Weapon gains undead bane property and is considered good aligned. Targeted undead can give orders to undead in your control. Undead gains blue aura that deals +2d6 against living. Deals 2 Con damage and causes subject to rise as a crypt spawn after death. Destroys 0d4 HD of undead. Grants subjects numerous combat advantages against undead opponents. Cast a list of spells as spell-like abilities. Make perform checks in lieu of concentration checks

Grants a +0 insight bonus on Disable Device and Open Lock checks. Conceals alignment for 24 hours. Gain immunity to extra damage from critical hits and sneak attacks. As blinding beauty, but now creatures must save or die. Target is subjected to unearthly heat for 0 rounds. Grappling creature immediately gains free attempt to escape. Designates location as unholy. Subject gains +4 save bonus against powers of good outsiders. +4 to AC, +4 resistance, and SR 25 against good spells. Damages and sickens good creatures. Evil-aligned rain falls in 20-ft. radius. Gain immunity to poison, compulsion, charm effects; bestow temp hp onces. Gain immunity to poison, compulsion, charm effects; bestow temp hp onces. Gain immunity to poison, compulsion, charm effects; bestow temp hp onces. Undead subject explodes for 0d6 damage when struck or at specific time. Causes target to take worst of 2 die rolls on all die rolls Subject takes -1 penalty on attacks. Invisible force obeys your commands. Creates one servant per level. Invisibility effect triggered to activate the instant you successfully attack someone. You take the form of a marut. Creature grows roots that keep it stationary and heal it every round. You gain 0 ft of altitude then gently float back down with optional 5 ft lateral move. City protects you with cover. +4 to AC, +2 to Reflex. Target grows spines that damage opponents. 0-ft. radius of darkness that evil creatures can see through. 0-ft. radius of darkness that evil creatures can see through. Change Eldritch Blast to negative energy. +4 Str,Con; +2 Will saves; extra attack with full attack. Calls a pegasus or unicorn, which serves you for up to 1 year. Touch deals 0d6 damage; You gain damage as hp. Weapons' touch dispels summoned or quasi-real creatures. Reduces living creatures with 10hp or lower to -9. Changes appearance of group of creatures. Darkness grants you concealment (20% miss chance). You gain undead traits. Any creature that slays the spell's recipient takes 0d6 damage. Throws voice. +4 comp bonus on Perform checks, bardic music uses Shadow Weave. Subject creature must succeed on a DC 10 Balance check to move each round. Creatures have 20% miss chance and possibly become nauseated. Set specific conditions under which you immediately wake up. As lesser vigor, but 2 hp/round. As lesser vigor, but 4 hp/round. Creature heals 1 hp/round. As lesser vigor, but multiple targets. As mass lesser vigor except 3 hp/round. Summon the spirit of a fiend into the body of a corporeal undead creature. Creates a +2 shortspear that deals vile damage. Vines grow rapidly, giving various effects. Sneak attack plant creatures. You spit forth celestial of fiendish vipers that attack your foes.

Subject gains 1 temporary hp. As lesser visage of the deity, but you become celestial or fiendish. As lesser visage of the deity, but you become half-celestial or half-fiendish. You gain +4 Cha and resistance 10 to certain energy types. Ranged touch attack to stick a creature in place. As legend lore, but quicker and strenuous. Target gains morale bonus on next save equal to your charisma modifier. Evil creature is dazed for 1 round. +2 bonus on saves, +2 bonus to AC; discharge spell to gain bonuses equal to 0. Your next attack deals sneak attack damage. Melts 0 10 foot cubes of sand into glass. Change Eldritch Blast to acid damage. Creates sphere of acid that deals 6d6 acid damage, plus damage for 2 rds Similar to lesser confusion. Grants +10 enh. bonus on Bluff, Diplomacy and Intimidate, speak Draconic. Gain blindsense to 30 ft for 24 hours. Gain blindsense out to 30 feet. Similar to Dispel Magic, with additional benefits. Use dispel magic as the spell, dealing damage to creatures whose effects are dispelled. Creatures in the area take 3d8 points of force damage per round. This spell lowers the subjects damage reduction by 5.To a minimum of 5. Evil creatures attack other evil creatures. Subjects in cone take 0d4 damage and become panicked or shaken. Kills 0 creatures. You can track a ship across the sea. Removes some hindrances to movement, improves Jump and Balance checks. Similar to Invisibility (self only). Use invisibility (self only) as the spell. Creates wall of bones with an area of up to 0 10' squares Creates barrier of woven chains that has 0 hp. As Magic Circle against Law, except as one-sided wall. Creates an opaque wall of coldfire. Barrier of woven chains has 0 hp, and deals 3d6 damage to all within 5 ft. Anyone passing through this unseeable wall is targetted by Dispel Magic As Magic Circle against Good, except as one-sided wall. Barrier that you can see through, paralyzes and consumes those that touch it. Deal 2d4 fire damage out to 10 ft., 1d4 out to 20 ft. Passing through: 2d6+0 dmg. Wall is immune to damage. Creates wall of moving gears that deals 0d6 damage to all in 10 ft. Wall obscures vision and blocks line of sight, including darkvision. As per Wall of Gloom. As Magic Circle against Evil, except as one-sided wall. Anyone passing through this unseeable wall is targetted by Greater Dispel Magic Creates wall of hemisphere that can trap creatures inside. 0 hp; can topple onto foes. As Magic Circle against Chaos, except as one-sided wall. Creates a wall of light blocking line of sight. Creatures passing become dazzled Creates a wall of limbs causing 5d6 damage and grappling Deals 2d6 fire damage out to 10 ft., 1d6 out to 20 ft. Passing through: 5d6+0 dmg. Luminous wall deals 4d12 damage to undead, 2d10 to evil, illuminates area. Barrier of woven chains has 0 hp, paralyzes and deals 2d6 damage on touch. Similar to Wall of Fire.

Wall of salt that can be shaped. Wall impedes movement, obscures vision, and block some attacks. Create a barrier of dragonhide. Wall gives concealment and causes nausea. Creates a stone wall that can be shaped. Thorns damage anyone who tries to pass. Wall impedes movement and can drown creatures. You gain +4 morale bonus on attack and damage when charging and panic opponents. Creatures within a 30-foot cone cower for 1d4 rounds. Store healing energy in gem, encircle the target, release healing power on cmd. Similar to Sending. Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells gra Grants uncanny dodge and +4 insight bonus on Listen and Spot checks. Allies are no longer flat-footed. Sleeping creatures awaken. Reroll save or recalc AC with a +0 bonus. Then -4 penalty until next turn. Bends 0 small wooden objects (shaft, handle, etc.) in a 20-ft. radius. Move through the wasteland without pnealties. Subjects can breathe underwater. Transforms 0 cubic feet of water into acid. Creates 0 ounces of CON poison with save DC = spell DC Subject treads on water as if solid. Creates waterspout that moves, damages creatures, sucks creatures upwards. Keeps one creature/level from sinking. Cone imposes -3 penalty on attacks, checks, and saves. Stuns all within cone for 0 rd. Makes all fire subtype creatures in the cone shaken. Several targets become exhausted. Several targets become fatigued. Weapon gains special ability with a +3 bonus modifier. Weapon gains special ability with a +5 bonus modifier. Weapon gains special ability with a +1 bonus modifier. Your weapon gains special ability with +1 bonus modifier. Your weapon gains energy damage. As Keen Edge, but aids blunt weapons. Your weapon gains enhancement bonus and special ability. Transform base weapon type. You accurately predict weather up to one week ahead. Fills 20-ft.-radius spread with sticky spider webs. Target gains +4 on Swim and is less hindered by bog terrain. Harms or heals creatures in area based on their alignment. Subject takes dmg. according to ist degree of alignment difference from your own and suffers a secondary spell effect if ist alig Force a target flying creature down towards the ground. As phantasmal killer, but affects all within 30 ft. 1d4 creatures are infected with lycanthropy. Deal 1d6 nonlethal damage. Deal 0d6 nonlethal damage to 0 living creatures. 15-foot cone deals 0d6 nonlethal damage. Hurled slashing weapon deals damage to all enemies in a 60ft line Cyclone deals damage and can pick up creatures. Creates a moving 0 cylinder that deals 0d8 damage each round. As whirlwind, but larger and more destructive. Sand delivers your message.

Sends a short message 0 miles. Creates area of snow that follows target enveloping them in whiteout conditions. Grants +5 comp bonus on a skill check or prof with a weapon, armor, or shield. You take the form of an average centaur. Doubles overland speed of all targets. Ranged weapons gain +5 bonus, double range increment. You and your allies turn vaporous and travel fast. Deflects arrows, smaller creatures, and gases. Subject is stunned for duration or until making DC15 Int check. A net of force entangles the target, preventing it from charging, running or flying. Your mount grows wings and flies at speed of 60 ft. Target's flight maneuverability improves by one step. Target's flight maneuverability improves by two steps. Get a +20 circumstance bonus on a Jump check. Grant cover against a specific attack. Your wings of force can attack all foes within 30 ft. Increase your temporary fly speed by 30 ft. Improves swim speed of creature by 30 ft. Create powerful gusts of wind with your invocation-granted wings. Creature takes 1d6 cold damage and becomes fatigued. Covers the victim in ice and snow causing damage. As limited wish, but with fewer limits. Walk on water and move through some obstacles unimpeded. Deals 0d6 desiccation damage and dehydrates living creature. Cause enemy's limbs to wither. A successful touch attack deals 0 damage to STR and CON. Crit drains, not x2. Rots one non-magical wooden object, volume of wood, or plant Rearranges a 10 cu ft. wooden object to suit you. Nature spirit does simple tasks for you. Subject turns to wood and takes ld4/ round Dex damage, becoming a wooden statue at 0 Dex. Bonuses for a number of creatures to move silently and hide in natural settings. Kills, paralyzes, weakens, nausiates or banishes subjects. You bind humanoid with masterwork steel manacles. Similar to Baleful Polymorph. Kills, confuses, stuns, or deafens non-chaotic subjects. Functions like Word of Recall, except that all designated creatures and people in a 15 radius around the caster are teleported t Teleports you back to designated place. Sonic aura damages foes that strike you. Target experiences excruciating pain. Deals 0 damage to creatures in a line and creates a wall of rubble. Deal 1d6 +0 damage plus sneak attack. Melee attacks hit as touch attacks. Target creature writhes in pain ending in death 1 round later. Deals 0d8 damage in 20-ft. radius and stuns foes for 1d4 rounds. Subject gains movement through natural earth and stone as per Xorn. Target deals nonlethal damage. You move through foes to attack the enemy you want and gain +4 AC against AoOs. You gain combat bonuses when you attack someone of opposing alignment. Creates a zone of cold doing 1d6 cold damage each round. Aberrations in area become weaker, fey and plants become stronger. Functions as Peacebond except on a failed save each individuals weapon remains trapped for the duration or leave the area. You create a region protected against interplanar intrusion.

All creatures and objects within the region are made visible. Keeps eavesdroppers from overhearing conversations. Subjects within range cannot lie.

References Book of Vile Darkness: pg 84 Stormwrack: pg 112 Book of Vile Darkness: pg 84 Book of Vile Darkness: pg 84 Spell Compendium: pg 6 Spell Compendium: pg 6 Spell Compendium: pg 7 Book of Vile Darkness: pg 84 Spell Compendium: pg 7 Complete Arcane: pg 96 Spell Compendium: pg 7 Player's Handbook: pg 196 Heroes of Battle: pg 124 Spell Compendium: pg 7 Player's Handbook: pg 196 Spell Compendium: pg 7 Complete Mage: pg 95 Book of Vile Darkness: pg 84 Races of the Wild: pg 174 Heroes of Battle: pg 124 Races of Faerun: pg 189 Book of Exalted Deeds: pg 89 Player's Handbook: pg 196 Spell Compendium: pg 8 Spell Compendium: pg 8 Spell Compendium: pg 8 Player's Handbook: pg 196 Stormwrack: pg 113 Player's Handbook: pg 197 Spell Compendium: pg 8 Technmancer Press: Player's Companion: pg 84 Book of Vile Darkness: pg 84 Frostburn: pg 88 Spell Compendium: pg 9 Spell Compendium: pg 9 Player's Handbook: pg 197 Spell Compendium: pg 9 Complete Champion: pg 116 Spell Compendium: pg 9 Complete Mage: pg 95 Complete Mage: pg 123 Player's Handbook II: pg 101 Player's Handbook: pg 197 Spell Compendium: pg 9 Book of Exalted Deeds: pg 90

Spell Compendium: pg 9 Spell Compendium: pg 10 Player's Handbook: pg 197 Spell Compendium: pg 10 Planar Handbook: pg 93 Spell Compendium: pg 11 Spell Compendium: pg 11 Spell Compendium: pg 11 Spell Compendium: pg 11 Book of Vile Darkness: pg 85 Player's Handbook: pg 198 Player's Handbook: pg 198 Player's Handbook: pg 198 Player's Handbook: pg 198 Player's Handbook II: pg 101 Player's Handbook II: pg 101 Spell Compendium: pg 11 Races of Destiny: pg 164 Player's Handbook: pg 198 Spell Compendium: pg 12 Heroes of Battle: pg 124 Technmancer Press: Player's Companion: pg 84 Player's Handbook: pg 199 Player's Handbook: pg 199 Player's Handbook: pg 199 Heroes of Battle: pg 125 Spell Compendium: pg 12 Spell Compendium: pg 13 Complete Mage: pg 95 Spell Compendium: pg 13 Spell Compendium: pg 13 Spell Compendium: pg 13 Spell Compendium: pg 13 Spell Compendium: pg 14 Sandstorm: pg 110 Player's Handbook: pg 199 Magic of Faerun: pg 77 Player's Handbook: pg 200 Spell Compendium: pg 14 Player's Handbook: pg 200 Player's Handbook: pg 200 Spell Compendium: pg 14 Spell Compendium: pg 15 Book of Vile Darkness: pg 85 Complete Arcane: pg 97 Spell Compendium: pg 15 drm:79 Complete Mage: pg 95 Spell Compendium: pg 15 Player's Handbook: pg 200 Complete Mage: pg 96 Complete Mage: pg 96

Player's Handbook: pg 200 Player's Handbook: pg 201 Player's Handbook: pg 201 Player's Handbook: pg 201 Complete Mage: pg 96 Frostburn: pg 88 Book of Exalted Deeds: pg 90 Eberron Campaign Setting: pg 108 Eberron Campaign Setting: pg 109 Eberron Campaign Setting: pg 109 Spell Compendium: pg 15 Libris Mortis: pg 209 Spell Compendium: pg 15 Spell Compendium: pg 16 Spell Compendium: pg 16 Player's Handbook II: pg 101 Sandstorm: pg 110 Sandstorm: pg 111 Book of Exalted Deeds: pg 91 Book of Exalted Deeds: pg 91 Book of Exalted Deeds: pg 91 Spell Compendium: pg 16 Complete Mage: pg 96 Spell Compendium: pg 16 Spell Compendium: pg 17 Spell Compendium: pg 17 Player's Handbook: pg 201 Player's Handbook: pg 201 Complete Mage: pg 96 Spell Compendium: pg 17 Spell Compendium: pg 17 Player's Handbook: pg 202 Spell Compendium: pg 18 Frostburn: pg 88 Frostburn: pg 88 Spell Compendium: pg 18 drm:79 Spell Compendium: pg 18 Spell Compendium: pg 18 Spell Compendium: pg 18 Spell Compendium: pg 19 Spell Compendium: pg 19 Spell Compendium: pg 19 Player's Handbook: pg 202 Spell Compendium: pg 21 Sandstorm: pg 111 Spell Compendium: pg 21 Spell Compendium: pg 21 Spell Compendium: pg 21 Book of Exalted Deeds: pg 91 Spell Compendium: pg 22 Spell Compendium: pg 22

Book of Exalted Deeds: pg 91 Spell Compendium: pg 22 Spell Compendium: pg 23 Spell Compendium: pg 23 Spell Compendium: pg 23 Player's Handbook II: pg 102 drm:79 Technmancer Press: Player's Companion: pg 85 Player's Handbook: pg 202 Spell Compendium: pg 23 Complete Arcane: pg 132 Spell Compendium: pg 23 Spell Compendium: pg 24 Spell Compendium: pg 24 Player's Handbook: pg 203 Complete Mage: pg 123 Player's Handbook: pg 203 Spell Compendium: pg 24 Player's Handbook: pg 203 Book of Exalted Deeds: pg 92 Spell Compendium: pg 24 Spell Compendium: pg 25 Complete Mage: pg 96 Heroes of Battle: pg 125 Heroes of Battle: pg 125 Heroes of Battle: pg 125 Players Guide to Faerun: pg 99 Player's Handbook: pg 203 Player's Handbook: pg 203 Spell Compendium: pg 25 Spell Compendium: pg 25 Book of Vile Darkness: pg 85,Libris Mortis: pg 209 Spell Compendium: pg 26 Complete Arcane: pg 132 drm:79 Spell Compendium: pg 26 Complete Champion: pg 116 Spell Compendium: pg 27 Complete Arcane: pg 132 Player's Handbook: pg 203 Spell Compendium: pg 27 Book of Vile Darkness: pg 85,Heroes of Horror: pg 127 Complete Champion: pg 116 Complete Champion: pg 116 Complete Champion: pg 117 Complete Arcane: pg 132 Player's Handbook: pg 203 Player's Handbook: pg 203 Player's Handbook II: pg 102 Player's Handbook: pg 204 Player's Handbook: pg 204 Player's Handbook II: pg 102

Player's Handbook: pg 204 Player's Handbook II: pg 103 Player's Handbook II: pg 103 Player's Handbook II: pg 103 Player's Handbook: pg 204 Complete Mage: pg 123 Frostburn: pg 89 Spell Compendium: pg 27 Spell Compendium: pg 28 Spell Compendium: pg 28 Spell Compendium: pg 28 Spell Compendium: pg 28 Spell Compendium: pg 28 Spell Compendium: pg 29 Book of Vile Darkness: pg 86 Spell Compendium: pg 29 Player's Handbook II: pg 103 Sandstorm: pg 111 Players Guide to Faerun: pg 100 Spell Compendium: pg 29 Spell Compendium: pg 30 Complete Mage: pg 96 Magic of Faerun: pg 81 Stormwrack: pg 112 Stormwrack: pg 112 Player's Handbook: pg 205 Player's Handbook II: pg 103 Player's Handbook II: pg 103 Spell Compendium: pg 30 Spell Compendium: pg 30 Spell Compendium: pg 31 Spell Compendium: pg 31 Spell Compendium: pg 31 Player's Handbook: pg 205 Spell Compendium: pg 31 Spell Compendium: pg 31 Technmancer Press: Player's Companion: pg 85 Sandstorm: pg 112 Heroes of Battle: pg 125 Player's Handbook II: pg 104 Complete Champion: pg 117 Player's Handbook: pg 205 Player's Handbook: pg 205 Player's Handbook: pg 205 Spell Compendium: pg 31 Spell Compendium: pg 31 Book of Exalted Deeds: pg 92 Spell Compendium: pg 31 Player's Handbook II: pg 104 Player's Handbook: pg 206 Book of Exalted Deeds: pg 92 Spell Compendium: pg 31

Player's Handbook II: pg 104 Book of Exalted Deeds: pg 92 Spell Compendium: pg 32 Player's Handbook: pg 206 Spell Compendium: pg 32 Spell Compendium: pg 32 Player's Handbook: pg 206 Spell Compendium: pg 32 Spell Compendium: pg 33 Frostburn: pg 89 Player's Handbook II: pg 104 Spell Compendium: pg 33 Book of Exalted Deeds: pg 92 Spell Compendium: pg 33 Frostburn: pg 89 Spell Compendium: pg 33 Spell Compendium: pg 33 Spell Compendium: pg 34 Complete Mage: pg 97 Spell Compendium: pg 34 Player's Handbook: pg 206 Book of Vile Darkness: pg 86 Spell Compendium: pg 34 Spell Compendium: pg 35 Sandstorm: pg 112 Spell Compendium: pg 35 Spell Compendium: pg 35 Spell Compendium: pg 35 Complete Arcane: pg 100 Complete Champion: pg 117 Complete Mage: pg 97 Heroes of Battle: pg 125 Complete Champion: pg 117 Spell Compendium: pg 35 Spell Compendium: pg 37 Spell Compendium: pg 37 Frostburn: pg 89 Book of Vile Darkness: pg 86 Book of Vile Darkness: pg 86 Spell Compendium: pg 37 Player's Handbook II: pg 104 Frostburn: pg 89 Complete Mage: pg 97 Spell Compendium: pg 37 Spell Compendium: pg 38 Spell Compendium: pg 38 Spell Compendium: pg 38 Player's Handbook: pg 207 Spell Compendium: pg 38 Spell Compendium: pg 39 Complete Arcane: pg 132 drm:79

Spell Compendium: pg 39 Spell Compendium: pg 39 Spell Compendium: pg 39 Players Guide to Faerun: pg 100 Player's Handbook II: pg 105 Spell Compendium: pg 39 Spell Compendium: pg 40 Book of Exalted Deeds: pg 92 Complete Arcane: pg 132 Spell Compendium: pg 40 Frostburn: pg 89 Player's Handbook: pg 207 Player's Handbook: pg 207 Spell Compendium: pg 40 Spell Compendium: pg 40 Player's Handbook: pg 207 Player's Handbook II: pg 105 Spell Compendium: pg 41 Spell Compendium: pg 41 Spell Compendium: pg 41 Spell Compendium: pg 41 Spell Compendium: pg 41 Spell Compendium: pg 41 Complete Mage: pg 98 Frostburn: pg 90 Book of Vile Darkness: pg 86 Book of Exalted Deeds: pg 93 Heroes of Horror: pg 127 Spell Compendium: pg 42 Book of Vile Darkness: pg 86 Player's Handbook: pg 207 Player's Handbook: pg 207 Spell Compendium: pg 42 Book of Exalted Deeds: pg 93 Book of Vile Darkness: pg 87 Player's Handbook II: pg 105 Complete Mage: pg 123 Spell Compendium: pg 42 Player's Handbook: pg 207 Player's Handbook: pg 207 Spell Compendium: pg 42 Spell Compendium: pg 43 Spell Compendium: pg 43 Spell Compendium: pg 43 Spell Compendium: pg 43 Complete Mage: pg 123 Spell Compendium: pg 44 Complete Mage: pg 98 Player's Handbook: pg 208 Player's Handbook: pg 208 Complete Mage: pg 98 Player's Handbook: pg 208

Complete Mage: pg 98 Complete Mage: pg 123 Complete Mage: pg 98 Spell Compendium: pg 44 Player's Handbook II: pg 105 Player's Handbook II: pg 105 Player's Handbook II: pg 105 Book of Exalted Deeds: pg 93 Book of Exalted Deeds: pg 94 Book of Exalted Deeds: pg 94 Complete Mage: pg 61 Book of Exalted Deeds: pg 94 Player's Handbook II: pg 105 Player's Handbook: pg 208 Spell Compendium: pg 44 Spell Compendium: pg 45 Heroes of Horror: pg 128 Technmancer Press: Player's Companion: pg 86 Player's Handbook: pg 208 Technmancer Press: Player's Companion: pg 86 Book of Exalted Deeds: pg 94 Book of Exalted Deeds: pg 94 Player's Handbook II: pg 106 Player's Handbook II: pg 106 Complete Mage: pg 98 Player's Handbook II: pg 106 Complete Mage: pg 99 Player's Handbook: pg 208 Spell Compendium: pg 45 Complete Arcane: pg 132 drm:79 Player's Handbook: pg 208 Player's Handbook: pg 209 Player's Handbook: pg 209 Player's Handbook: pg 209 Races of Destiny: pg 164 Book of Vile Darkness: pg 87 Player's Handbook II: pg 106 Spell Compendium: pg 46 Spell Compendium: pg 46 Player's Handbook: pg 209 Spell Compendium: pg 46 Player's Handbook: pg 209 drm:79 Complete Arcane: pg 132 Complete Mage: pg 99 Sandstorm: pg 112 Races of Destiny: pg 164 Spell Compendium: pg 46 Player's Handbook: pg 209 Book of Vile Darkness: pg 88 Races of Destiny: pg 164

Races of Destiny: pg 164 Races of Destiny: pg 165 Player's Handbook: pg 209 Spell Compendium: pg 46 Spell Compendium: pg 67 Spell Compendium: pg 47 Book of Vile Darkness: pg 88 Book of Vile Darkness: pg 88 Spell Compendium: pg 47 Spell Compendium: pg 47 Complete Mage: pg 99 Spell Compendium: pg 47 Spell Compendium: pg 48 Player's Handbook: pg 210 Spell Compendium: pg 48 Heroes of Horror: pg 128 Sandstorm: pg 112 Spell Compendium: pg 48 Spell Compendium: pg 48 Player's Handbook: pg 210 Spell Compendium: pg 48 Complete Arcane: pg 100 Spell Compendium: pg 48 Player's Handbook II: pg 107 Book of Vile Darkness: pg 88 Spell Compendium: pg 49 Spell Compendium: pg 49 Player's Handbook: pg 210 Technmancer Press: Player's Companion: pg 86 Spell Compendium: pg 49 Spell Compendium: pg 49 Complete Mage: pg 99 Complete Arcane: pg 101 Spell Compendium: pg 49 cty:68 Complete Mage: pg 123 Spell Compendium: pg 50 Spell Compendium: pg 50 Player's Handbook: pg 210 Frostburn: pg 90 Complete Mage: pg 100 Spell Compendium: pg 50 Spell Compendium: pg 50 Frostburn: pg 90 Player's Handbook: pg 211 Player's Handbook: pg 211 Player's Handbook: pg 211 Player's Handbook: pg 211 Player's Handbook: pg 211 Races of Destiny: pg 165 Races of Faerun: pg 189 Complete Arcane: pg 101

Complete Arcane: pg 101 Player's Handbook: pg 211 Player's Handbook: pg 212 Player's Handbook II: pg 107 Complete Champion: pg 118 Player's Handbook: pg 212 Spell Compendium: pg 50 Complete Champion: pg 118 Player's Handbook: pg 212 Player's Handbook: pg 212 Frostburn: pg 91 Frostburn: pg 91 Frostburn: pg 91 Frostburn: pg 91 Frostburn: pg 91 Frostburn: pg 91 Frostburn: pg 91 Frostburn: pg 91 Frostburn: pg 91 Frostburn: pg 91 Player's Handbook: pg 212 Heroes of Battle: pg 126 Book of Exalted Deeds: pg 94 Eberron Campaign Setting: pg 109 Eberron Campaign Setting: pg 109 Book of Vile Darkness: pg 89 Spell Compendium: pg 51 Spell Compendium: pg 51 Player's Handbook: pg 212 Player's Handbook: pg 213 Spell Compendium: pg 51 Spell Compendium: pg 52 Spell Compendium: pg 52 Player's Handbook: pg 213 Spell Compendium: pg 52 Player's Handbook: pg 213 Stormwrack: pg 112 Eberron Campaign Setting: pg 109 Player's Handbook: pg 213 Sandstorm: pg 112 Frostburn: pg 92 Frostburn: pg 92 Player's Handbook: pg 214 Player's Handbook: pg 214 Player's Handbook: pg 214 Player's Handbook: pg 214 Book of Exalted Deeds: pg 95 Spell Compendium: pg 52 Spell Compendium: pg 52 Spell Compendium: pg 52 Magic of Faerun: pg 118 Spell Compendium: pg 53

Spell Compendium: pg 53 Spell Compendium: pg 53 Spell Compendium: pg 53 Spell Compendium: pg 55 Frostburn: pg 92 Spell Compendium: pg 55 Complete Mage: pg 123 Spell Compendium: pg 55 Magic of Faerun: pg 86 Eberron Campaign Setting: pg 110 Player's Handbook: pg 214 Eberron Campaign Setting: pg 110 Player's Handbook: pg 215 Spell Compendium: pg 55 Races of the Dragon: pg 112 Player's Handbook: pg 215 Player's Handbook: pg 215 Spell Compendium: pg 55 Spell Compendium: pg 56 Complete Arcane: pg 102 Player's Handbook: pg 215 Heroes of Battle: pg 126 Complete Mage: pg 100 Spell Compendium: pg 56 Book of Exalted Deeds: pg 95 Player's Handbook II: pg 107 Book of Exalted Deeds: pg 95 Spell Compendium: pg 56 Player's Handbook II: pg 105 Player's Handbook II: pg 105 Player's Handbook II: pg 105 Player's Handbook II: pg 107 Player's Handbook II: pg 105 Book of Vile Darkness: pg 89 Spell Compendium: pg 56 Frostburn: pg 92 Player's Handbook: pg 215 Book of Vile Darkness: pg 89 Player's Handbook II: pg 109 Book of Exalted Deeds: pg 95 Complete Mage: pg 100 Complete Mage: pg 100 Player's Handbook: pg 215 Player's Handbook: pg 215 Player's Handbook: pg 215 Player's Handbook: pg 216 Player's Handbook: pg 216 Player's Handbook: pg 216 Player's Handbook: pg 216 Player's Handbook: pg 216 Player's Handbook: pg 216 Player's Handbook II: pg 109

Complete Arcane: pg 132 Spell Compendium: pg 56 Spell Compendium: pg 56 Spell Compendium: pg 56 Spell Compendium: pg 57 Spell Compendium: pg 57 Book of Vile Darkness: pg 89 Player's Handbook: pg 216 Spell Compendium: pg 57 Book of Exalted Deeds: pg 96 Spell Compendium: pg 57 Spell Compendium: pg 57 Spell Compendium: pg 57 Book of Vile Darkness: pg 89,Libris Mortis: pg 210 Complete Champion: pg 118 Book of Vile Darkness: pg 90 Spell Compendium: pg 58 Complete Arcane: pg 102 Player's Handbook II: pg 109 Book of Vile Darkness: pg 90 Player's Handbook: pg 216 Book of Exalted Deeds: pg 96 Complete Arcane: pg 132 Complete Arcane: pg 133 Complete Arcane: pg 133 Stormwrack: pg 112 Spell Compendium: pg 58 Spell Compendium: pg 58 Spell Compendium: pg 59 Book of Vile Darkness: pg 91 Player's Handbook: pg 216 drm:79 Complete Arcane: pg 133 Player's Handbook: pg 216 Technmancer Press: Player's Companion: pg 87 Technmancer Press: Player's Companion: pg 87 Spell Compendium: pg 59 Complete Champion: pg 118 Spell Compendium: pg 59 Complete Mage: pg 101 Player's Handbook: pg 216 Player's Handbook: pg 217 Player's Handbook: pg 217 Spell Compendium: pg 59 Spell Compendium: pg 59 Complete Arcane: pg 133 Complete Mage: pg 101 Complete Mage: pg 101 Complete Mage: pg 101 Spell Compendium: pg 59 drm:80 Spell Compendium: pg 60

Book of Vile Darkness: pg 91 Spell Compendium: pg 60 Book of Vile Darkness: pg 91 Frostburn: pg 92 Player's Handbook: pg 217 Spell Compendium: pg 60 Spell Compendium: pg 60 Player's Handbook: pg 217 Spell Compendium: pg 61 Complete Mage: pg 101 Complete Mage: pg 102 Player's Handbook: pg 217 Complete Arcane: pg 102 Complete Mage: pg 102 Spell Compendium: pg 61 Spell Compendium: pg 61 Spell Compendium: pg 61 Player's Handbook: pg 217 Player's Handbook: pg 217 Spell Compendium: pg 62 Spell Compendium: pg 62 Frostburn: pg 92 Player's Handbook II: pg 109 Player's Handbook II: pg 109 Spell Compendium: pg 62 Complete Champion: pg 119 Spell Compendium: pg 62 Spell Compendium: pg 62 Spell Compendium: pg 62 Player's Handbook: pg 217 Player's Handbook: pg 217 Spell Compendium: pg 63 Player's Handbook: pg 217 Spell Compendium: pg 63 Book of Vile Darkness: pg 91 Book of Vile Darkness: pg 91 Book of Vile Darkness: pg 92 Spell Compendium: pg 63 Stormwrack: pg 112 Player's Handbook: pg 218 Heroes of Battle: pg 126 Sandstorm: pg 113 Sandstorm: pg 113 Sandstorm: pg 114 Sandstorm: pg 114 Spell Compendium: pg 63 Book of Vile Darkness: pg 92,Libris Mortis: pg 210 Player's Handbook: pg 218 Eberron Campaign Setting: pg 110,Libris Mortis: pg 210 Player's Handbook: pg 218 Player's Handbook: pg 218 Magic of Faerun: pg 88

Player's Handbook: pg 218 Spell Compendium: pg 64 Frostburn: pg 92 Player's Handbook: pg 219 Player's Handbook: pg 219 Player's Handbook: pg 219 Complete Arcane: pg 8 Races of Faerun: pg 189 Player's Handbook: pg 219 Player's Handbook: pg 219 Player's Handbook: pg 220 Stormwrack: pg 112 Player's Handbook: pg 220 Heroes of Horror: pg 128 Player's Handbook: pg 220 Player's Handbook: pg 220 cty:66 drm:81 Player's Handbook II: pg 109 Eberron Campaign Setting: pg 110 Spell Compendium: pg 64 Book of Vile Darkness: pg 92 Book of Vile Darkness: pg 92 Complete Arcane: pg 133 Book of Vile Darkness: pg 92 Book of Vile Darkness: pg 92 cty:68 Complete Arcane: pg 133 drm:80 Book of Exalted Deeds: pg 96 Spell Compendium: pg 64 Player's Handbook: pg 220 Player's Handbook: pg 221 Spell Compendium: pg 64 Player's Handbook II: pg 110 Complete Mage: pg 102 Complete Mage: pg 102 Player's Handbook II: pg 110 Player's Handbook II: pg 110 Player's Handbook: pg 221 Player's Handbook: pg 221 Player's Handbook: pg 221 Technmancer Press: Player's Companion: pg 87 Spell Compendium: pg 64 Spell Compendium: pg 65 Spell Compendium: pg 65 Spell Compendium: pg 66 Eberron Campaign Setting: pg 111 Races of Destiny: pg 165 Player's Handbook: pg 221 Player's Handbook: pg 222 Spell Compendium: pg 66

Spell Compendium: pg 66 Complete Mage: pg 102 Complete Mage: pg 124 Player's Handbook: pg 222 Stormwrack: pg 112 Spell Compendium: pg 66 Player's Handbook: pg 222 Player's Handbook: pg 222 Player's Handbook: pg 222 Frostburn: pg 93 Player's Handbook: pg 222 Frostburn: pg 93 Player's Handbook: pg 222 Player's Handbook: pg 223 Player's Handbook: pg 223 Player's Handbook: pg 223 Spell Compendium: pg 67 Sandstorm: pg 114 Spell Compendium: pg 67 Spell Compendium: pg 67 Spell Compendium: pg 67 Player's Handbook II: pg 110 Player's Handbook: pg 223 Spell Compendium: pg 67 Spell Compendium: pg 68 Player's Handbook: pg 223 Spell Compendium: pg 68 Player's Handbook: pg 223 Spell Compendium: pg 69 Spell Compendium: pg 69 Book of Exalted Deeds: pg 96 Spell Compendium: pg 69 Book of Vile Darkness: pg 92 Book of Vile Darkness: pg 92 Spell Compendium: pg 69 Spell Compendium: pg 69 Spell Compendium: pg 69 Player's Handbook: pg 224 Spell Compendium: pg 70 Player's Handbook: pg 224 Spell Compendium: pg 70 Book of Exalted Deeds: pg 96 Spell Compendium: pg 70 Player's Handbook: pg 224 Complete Champion: pg 119 Spell Compendium: pg 70 Player's Handbook II: pg 110 Complete Champion: pg 119 Spell Compendium: pg 70 Spell Compendium: pg 70 Book of Exalted Deeds: pg 97 Player's Handbook: pg 224

Player's Handbook: pg 224 Player's Handbook: pg 224 Player's Handbook: pg 225 Stormwrack: pg 112 Player's Handbook II: pg 110 Spell Compendium: pg 70 Complete Champion: pg 120 Complete Mage: pg 102 Spell Compendium: pg 72 drm:80 drm:80 drm:80 Spell Compendium: pg 72 Draconomicon: pg 79 drm:80 Spell Compendium: pg 72 Spell Compendium: pg 72 Spell Compendium: pg 72 Spell Compendium: pg 73 Book of Exalted Deeds: pg 97 Player's Handbook II: pg 111 Spell Compendium: pg 73 Spell Compendium: pg 73 drm:82 Magic of Incarnum: pg107 Player's Handbook: pg 225 Players Guide to Faerun: pg 101 drm:82 Book of Vile Darkness: pg 93 Complete Mage: pg 102 Player's Handbook: pg 225 Spell Compendium: pg 73 Heroes of Horror: pg 128,Spell Compendium: pg 74 Heroes of Horror: pg 129 Heroes of Horror: pg 129 Player's Handbook II: pg 111 Spell Compendium: pg 74 Spell Compendium: pg 74 Book of Vile Darkness: pg 93 Heroes of Battle: pg 126 Spell Compendium: pg 74 Races of the Wild: pg 174 Player's Handbook: pg 225 Player's Handbook: pg 225 Heroes of Battle: pg 126 Races of Stone: pg 162 Races of Stone: pg 162 Spell Compendium: pg 75 Spell Compendium: pg 75 Spell Compendium: pg 76 Complete Arcane: pg 104 Spell Compendium: pg 76

Spell Compendium: pg 76 Complete Arcane: pg 133 Spell Compendium: pg 76 Player's Handbook: pg 225 Frostburn: pg 93 Book of Exalted Deeds: pg 97 Spell Compendium: pg 76 Spell Compendium: pg 77 Spell Compendium: pg 77 Spell Compendium: pg 77 Spell Compendium: pg 77 Book of Vile Darkness: pg 93 Spell Compendium: pg 78 Spell Compendium: pg 78 Book of Exalted Deeds: pg 98 Book of Exalted Deeds: pg 98 Complete Arcane: pg 7 Complete Arcane: pg 133 Complete Arcane: pg 133 Complete Arcane: pg 133 drm:82 drm:82 Complete Arcane: pg 133 Spell Compendium: pg 78 Spell Compendium: pg 78 Player's Handbook II: pg 111 Player's Handbook II: pg 111 Spell Compendium: pg 78 Complete Arcane: pg 104 Complete Mage: pg 103 Player's Handbook: pg 226 Complete Arcane: pg 105 Spell Compendium: pg 79 Book of Exalted Deeds: pg 98 Spell Compendium: pg 79 Book of Exalted Deeds: pg 98 Book of Exalted Deeds: pg 98 Complete Mage: pg 103 Player's Handbook: pg 226 drm:80 Races of the Wild: pg 175 Complete Mage: pg 103 Book of Exalted Deeds: pg 98 Book of Exalted Deeds: pg 98 Spell Compendium: pg 79 Spell Compendium: pg 79 Complete Mage: pg 103 Player's Handbook II: pg 111 Eberron Campaign Setting: pg 111 Player's Handbook: pg 226 Spell Compendium: pg 80 Spell Compendium: pg 80

drm:80 drm:80 Spell Compendium: pg 80 Player's Handbook II: pg 112 Player's Handbook II: pg 112 Player's Handbook II: pg 112 Spell Compendium: pg 80 Spell Compendium: pg 81 Player's Handbook II: pg 112 Spell Compendium: pg 82 Complete Arcane: pg 133 Player's Handbook: pg 226 Spell Compendium: pg 82 Spell Compendium: pg 82 Eberron Campaign Setting: pg 111 Player's Handbook: pg 226 Spell Compendium: pg 82 Player's Handbook: pg 227 Spell Compendium: pg 82 Player's Handbook: pg 227 Complete Arcane: pg 105 Spell Compendium: pg 83 Player's Handbook: pg 227 drm:80 Spell Compendium: pg 83 Frostburn: pg 93 Player's Handbook: pg 227 Complete Arcane: pg 134 Spell Compendium: pg 83 Spell Compendium: pg 84 Player's Handbook: pg 227 Complete Mage: pg 103 Races of the Dragon: pg 112 Spell Compendium: pg 84 Book of Exalted Deeds: pg 99 Book of Vile Darkness: pg 93 Spell Compendium: pg 84 Spell Compendium: pg 84 Player's Handbook: pg 227 Spell Compendium: pg 85 Player's Handbook: pg 228 Player's Handbook II: pg 113 Player's Handbook: pg 228 Player's Handbook II: pg 113 Frostburn: pg 93 Book of Vile Darkness: pg 94 Spell Compendium: pg 85 Book of Vile Darkness: pg 94 Spell Compendium: pg 85 Book of Exalted Deeds: pg 99 Book of Exalted Deeds: pg 99 Spell Compendium: pg 85

Complete Champion: pg 120 Player's Handbook: pg 228 Spell Compendium: pg 85 Spell Compendium: pg 85 Player's Handbook II: pg 113 Player's Handbook: pg 228 Spell Compendium: pg 86 Book of Vile Darkness: pg 94 Spell Compendium: pg 86 Spell Compendium: pg 87 Races of Stone: pg 162 Book of Vile Darkness: pg 94 Spell Compendium: pg 86 Player's Handbook: pg 228 Book of Exalted Deeds: pg 99 Spell Compendium: pg 87 Book of Vile Darkness: pg 94 Player's Handbook: pg 229 Player's Handbook: pg 229 Book of Exalted Deeds: pg 99 Spell Compendium: pg 87 Spell Compendium: pg 87 Complete Mage: pg 104 Player's Handbook: pg 229 cty:66 Book of Vile Darkness: pg 95 Player's Handbook: pg 229 Heroes of Horror: pg 129 Spell Compendium: pg 88 Complete Mage: pg 104 Spell Compendium: pg 88 Spell Compendium: pg 88 Spell Compendium: pg 89 Spell Compendium: pg 89 Spell Compendium: pg 89 Stormwrack: pg 117 Player's Handbook: pg 229 Spell Compendium: pg 90 Eberron Campaign Setting: pg 111 Player's Handbook: pg 229 Player's Handbook: pg 229 Complete Arcane: pg 134 Spell Compendium: pg 90 Complete Mage: pg 104 Spell Compendium: pg 90 Spell Compendium: pg 90 Player's Handbook II: pg 113 Spell Compendium: pg 90 Book of Vile Darkness: pg 95 Book of Vile Darkness: pg 95 Spell Compendium: pg 91 Complete Arcane: pg 106

Frostburn: pg 93 Spell Compendium: pg 91 Spell Compendium: pg 91 Player's Handbook: pg 230 Player's Handbook: pg 230 Complete Arcane: pg 106 Complete Mage: pg 104 Player's Handbook: pg 230 Spell Compendium: pg 92 Complete Mage: pg 104 Complete Arcane: pg 106 Heroes of Horror: pg 129 Player's Handbook: pg 230 Player's Handbook: pg 230 Spell Compendium: pg 92 Spell Compendium: pg 92 Spell Compendium: pg 92 Player's Handbook: pg 231 Spell Compendium: pg 93 Player's Handbook: pg 231 Spell Compendium: pg 93 Player's Handbook: pg 231 Spell Compendium: pg 93 Spell Compendium: pg 93 Spell Compendium: pg 94 Spell Compendium: pg 94 Spell Compendium: pg 94 Spell Compendium: pg 94 Player's Handbook: pg 231 Player's Handbook: pg 231 Spell Compendium: pg 94 Spell Compendium: pg 95 Player's Handbook: pg 231 Spell Compendium: pg 95 Player's Handbook: pg 232 Player's Handbook: pg 232 Spell Compendium: pg 95 Sandstorm: pg 114 Frostburn: pg 94 Complete Mage: pg 104 Sandstorm: pg 115 Complete Arcane: pg 134 Spell Compendium: pg 95 Book of Vile Darkness: pg 96 Book of Vile Darkness: pg 96 Frostburn: pg 94 Sandstorm: pg 116 Sandstorm: pg 116 Player's Handbook: pg 232 Spell Compendium: pg 95 Spell Compendium: pg 96 Frostburn: pg 94

Spell Compendium: pg 96 Stormwrack: pg 117 Player's Handbook: pg 232 Spell Compendium: pg 96 Spell Compendium: pg 96 Technmancer Press: Player's Companion: pg 87 Technmancer Press: Player's Companion: pg 88 Technmancer Press: Player's Companion: pg 88 Planar Handbook: pg 98 Spell Compendium: pg 96 Spell Compendium: pg 96 Player's Handbook: pg 232 Complete Champion: pg 120 Player's Handbook: pg 232 Book of Vile Darkness: pg 96 Spell Compendium: pg 97 Spell Compendium: pg 97 Spell Compendium: pg 97 Spell Compendium: pg 98 Player's Handbook: pg 233 Spell Compendium: pg 98 Spell Compendium: pg 98 Player's Handbook: pg 233 Complete Champion: pg 121 Complete Champion: pg 121 Complete Champion: pg 122 Spell Compendium: pg 98 Complete Mage: pg 105 Frostburn: pg 94 Spell Compendium: pg 98 Spell Compendium: pg 99 Spell Compendium: pg 99 Player's Handbook: pg 233 Player's Handbook: pg 233 Player's Handbook: pg 233 Sandstorm: pg 116 Player's Handbook: pg 233 Spell Compendium: pg 99 Frostburn: pg 94 Spell Compendium: pg 99 Frostburn: pg 95 Player's Handbook II: pg 114 Races of Destiny: pg 166 Complete Arcane: pg 134 drm:80 Spell Compendium: pg 100 Frostburn: pg 95 Frostburn: pg 95 Frostburn: pg 95 Frostburn: pg 95 Frostburn: pg 95 Frostburn: pg 95

Frostburn: pg 96 Spell Compendium: pg 100 Spell Compendium: pg 100 Sandstorm: pg 116 Player's Handbook: pg 234 Player's Handbook: pg 234 Player's Handbook: pg 235 Player's Handbook: pg 234 Players Guide to Faerun: pg 103 Frostburn: pg 96 Spell Compendium: pg 100 Spell Compendium: pg 101 Spell Compendium: pg 101 Spell Compendium: pg 102 Complete Mage: pg 105 Player's Handbook: pg 235 Complete Mage: pg 106 Complete Arcane: pg 109 Player's Handbook: pg 235 Spell Compendium: pg 102 Spell Compendium: pg 102 Spell Compendium: pg 103 Spell Compendium: pg 103 Spell Compendium: pg 104 Races of the Dragon: pg 113 Races of the Dragon: pg 113 Spell Compendium: pg 104 Spell Compendium: pg 104 Spell Compendium: pg 105 Spell Compendium: pg 105 Player's Handbook: pg 235 Complete Arcane: pg 109 Player's Handbook: pg 235 Spell Compendium: pg 105 Spell Compendium: pg 106 Frostburn: pg 96 Frostburn: pg 96 Frostburn: pg 96 Frostburn: pg 96 Spell Compendium: pg 106 Frostburn: pg 97 Player's Handbook: pg 235 Book of Vile Darkness: pg 96 Player's Handbook: pg 236 Player's Handbook: pg 236 Player's Handbook: pg 236 Book of Exalted Deeds: pg 99 Players Guide to Faerun: pg 103,Book of Exalted Deeds: pg 99 Spell Compendium: pg 106 Player's Handbook: pg 236 Player's Handbook: pg 237 Races of the Dragon: pg 113

Spell Compendium: pg 106 Spell Compendium: pg 106 Player's Handbook: pg 237 Player's Handbook: pg 237 Spell Compendium: pg 107 Spell Compendium: pg 107 Spell Compendium: pg 107 Book of Vile Darkness: pg 96 Player's Handbook: pg 237 Spell Compendium: pg 107 Complete Mage: pg 106 Complete Mage: pg 58 Book of Vile Darkness: pg 97 Player's Handbook: pg 237 Player's Handbook: pg 238 Complete Mage: pg 106 Spell Compendium: pg 108 Spell Compendium: pg 108 Player's Handbook: pg 238 Spell Compendium: pg 108 Book of Vile Darkness: pg 97 Sandstorm: pg 117 Complete Arcane: pg 110,Spell Compendium: pg 108 Spell Compendium: pg 109 Player's Handbook: pg 238 Player's Handbook: pg 238 Sandstorm: pg 117 Player's Handbook II: pg 114 Eberron Campaign Setting: pg 111 Player's Handbook: pg 238 Planar Handbook: pg 98,Spell Compendium: pg 109 Complete Mage: pg 124 Book of Exalted Deeds: pg 100 Magic of Faerun: pg 99, Spell Compendium: pg 109 Magic of Faerun: pg 99,Spell Compendium: pg 109 Races of Faerun: pg 190 Players Guide to Faerun: pg 103 Magic of Faerun: pg 99,Eberron Campaign Setting: pg 112,Spell Compendium: pg 109 Player's Handbook: pg 239 Heroes of Horror: pg 130 Heroes of Horror: pg 130 Complete Adventurer: pg 150,Spell Compendium: pg 110 Races of Stone: pg 162 Races of Stone: pg 162 Player's Handbook: pg 239 Miniatures Handbook: pg 36,Complete Adventurer: pg 151,Spell Compendium: pg 110 Libris Mortis: pg 66 Magic of Faerun: pg 100,Spell Compendium: pg 110 Complete Divine: pg 166,Complete Adventurer: pg 149,Spell Compendium: pg 110 Player's Handbook: pg 239 Spell Compendium: pg 110 Player's Handbook: pg 239

Player's Handbook: pg 239 Complete Champion: pg 122 Complete Adventurer: pg 151,Spell Compendium: pg 110 Player's Handbook II: pg 114 Magic of Faerun: pg 100,Spell Compendium: pg 110 Magic of Faerun: pg 100,Book of Exalted Deeds: pg 100,Spell Compendium: pg 111 Complete Adventurer: pg 151,Spell Compendium: pg 111 Complete Mage: pg 106 Complete Mage: pg 106 Complete Mage: pg 107 Complete Arcane: pg 110,Spell Compendium: pg 111 Complete Mage: pg 107 Complete Arcane: pg 110,Spell Compendium: pg 111 Book of Vile Darkness: pg 97 Book of Vile Darkness: pg 97 Book of Vile Darkness: pg 97.Spell Compendium: pg 112 Frostburn: pg 97 Book of Exalted Deeds: pg 100 Frostburn: pg 97,Spell Compendium: pg 112 Frostburn: pg 97 Player's Handbook: pg 239 Spell Compendium: pg 113 Planar Handbook: pg 99,Spell Compendium: pg 113 Book of Exalted Deeds: pg 100 Book of Exalted Deeds: pg 100 Book of Exalted Deeds: pg 101 Book of Vile Darkness: pg 97 Book of Vile Darkness: pg 97 Planar Handbook: pg 99,Spell Compendium: pg 113 Complete Arcane: pg 134 Book of Vile Darkness: pg 97 Complete Mage: pg 124 Player's Handbook: pg 239 Complete Adventurer: pg 151,Spell Compendium: pg 113 Player's Handbook: pg 240 Spell Compendium: pg 113 Player's Handbook: pg 240 Player's Handbook: pg 240 Eberron Campaign Setting: pg 112 Player's Handbook II: pg 114 Frostburn: pg 97 Frostburn: pg 97 Complete Arcane: pg 113,Spell Compendium: pg 113 Player's Handbook: pg 241 Draconomicon: pg 113,Spell Compendium: pg 114 Player's Handbook: pg 241 Spell Compendium: pg 114 Complete Arcane: pg 134 Complete Mage: pg 124 Complete Adventurer: pg 151,Spell Compendium: pg 114 Draconomicon: pg 79,Spell Compendium: pg 114 Races of the Dragon: pg 113

Player's Handbook: pg 241 Player's Handbook: pg 241 Player's Handbook: pg 241 Player's Handbook: pg 241 Player's Handbook: pg 241 Player's Handbook: pg 241 Player's Handbook: pg 241 Complete Mage: pg 62 Spell Compendium: pg 115 Player's Handbook: pg 241 Miniatures Handbook: pg 36.Spell Compendium: pg 115 Players Guide to Faerun: pg 104,Spell Compendium: pg 115 Planar Handbook: pg 99,Spell Compendium: pg 115 Player's Handbook: pg 242 Spell Compendium: pg 116 Spell Compendium: pg 116 Player's Handbook: pg 242 Complete Mage: pg 107 Spell Compendium: pg 116 Complete Mage: pg 108 Player's Handbook: pg 242 Complete Warrior: pg 117 Players Guide to Faerun: pg 104,Spell Compendium: pg 116 drm:80 Complete Arcane: pg 134 Spell Compendium: pg 117 Player's Handbook II: pg 114 Magic of Faerun: pg 101,Spell Compendium: pg 117 Planar Handbook: pg 99,Spell Compendium: pg 117 Spell Compendium: pg 117 Heroes of Battle: pg 127 Sandstorm: pg 117 Complete Adventurer: pg 152,Spell Compendium: pg 117 Player's Handbook: pg 242 Player's Handbook: pg 242 Spell Compendium: pg 118 Frostburn: pg 97 Spell Compendium: pg 118 Complete Arcane: pg 110 Frostburn: pg 98 Magic of Faerun: pg 135,Spell Compendium: pg 118 Magic of Faerun: pg 101.Spell Compendium: pg 118 Frostburn: pg 98 Spell Compendium: pg 119 Spell Compendium: pg 119 Complete Arcane: pg 112.Spell Compendium: pg 119 Frostburn: pg 99 Frostburn: pg 99 Frostburn: pg 99 Frostburn: pg 99 Frostburn: pg 100 Frostburn: pg 100

Player's Handbook: pg 243 Frostburn: pg 100 Frostburn: pg 100 Frostburn: pg 101 Spell Compendium: pg 119 Frostburn: pg 101 Complete Champion: pg 122 Player's Handbook: pg 243 Book of Vile Darkness: pg 97 drm:82 Spell Compendium: pg 120 Complete Arcane: pg 112:Spell Compendium: pg 120 Player's Handbook: pg 243 Player's Handbook: pg 243 Complete Arcane: pg 112,Spell Compendium: pg 120 Technmancer Press: Player's Companion: pg 85 Player's Handbook: pg 243 Complete Mage: pg 108 Complete Champion: pg 122 Sandstorm: pg 117 cty:66 drm:82 Draconomicon: pg 79,Spell Compendium: pg 120 Complete Divine: pg 166,Spell Compendium: pg 120 Player's Handbook: pg 243 Book of Vile Darkness: pg 98 Book of Vile Darkness: pg 98 Book of Vile Darkness: pg 98,Heroes of Horror: pg 130 Player's Handbook: pg 244 Complete Adventurer: pg 152,Spell Compendium: pg 121 Magic of Incarnum: pg109 Magic of Incarnum: pg110 Player's Handbook: pg 244 Complete Mage: pg 108 Complete Mage: pg 108 Miniatures Handbook: pg 36,Spell Compendium: pg 121 Player's Handbook II: pg 115 Libris Mortis: pg 67,Spell Compendium: pg 121 Libris Mortis: pg 67,Spell Compendium: pg 121 Player's Handbook II: pg 115 Spell Compendium: pg 121 Player's Handbook II: pg 115 Complete Adventurer: pg 152,Spell Compendium: pg 122 Spell Compendium: pg 122 Spell Compendium: pg 122 Planar Handbook: pg 99,Spell Compendium: pg 122 Players Guide to Faerun: pg 105,Spell Compendium: pg 123 Complete Divine: pg 166,Spell Compendium: pg 123 Eberron Campaign Setting: pg 112 Player's Handbook: pg 244 Player's Handbook: pg 244 Eberron Campaign Setting: pg 112

Player's Handbook: pg 244 Player's Handbook: pg 244 Player's Handbook: pg 244 Eberron Campaign Setting: pg 113 Player's Handbook: pg 244 Player's Handbook: pg 244 Eberron Campaign Setting: pg 113 Player's Handbook: pg 244 Player's Handbook: pg 244 Miniatures Handbook: pg 36,Spell Compendium: pg 123 Spell Compendium: pg 123 Book of Exalted Deeds: pg 101 Player's Handbook: pg 244 Player's Handbook: pg 244 Complete Adventurer: pg 152,Spell Compendium: pg 124 Player's Handbook II: pg 115 Complete Adventurer: pg 153,Spell Compendium: pg 124 Races of Destiny: pg 166 Races of Destiny: pg 166 Races of Destiny: pg 166 Races of Destiny: pg 166 Players Guide to Faerun: pg 104,Spell Compendium: pg 124 Book of Exalted Deeds: pg 101 Races of the Dragon: pg 113 Complete Adventurer: pg 153,Spell Compendium: pg 124 Forgotten realms Campaign Setting: pg 69,Spell Compendium: pg 124 Complete Adventurer: pg 153,Spell Compendium: pg 124 drm:81 Complete Champion: pg 123 Complete Mage: pg 108 Complete Arcane: pg 112 Spell Compendium: pg 124 Planar Handbook: pg 104 Player's Handbook II: pg 115 Player's Handbook II: pg 115 Player's Handbook II: pg 115 Player's Handbook: pg 245 Player's Handbook: pg 245 Player's Handbook: pg 245 Player's Handbook: pg 245 Player's Handbook: pg 245 Spell Compendium: pg 125 Miniatures Handbook: pg 36,Complete Adventurer: pg 153,Spell Compendium: pg 125 Libris Mortis: pg 212 Libris Mortis: pg 211 Player's Handbook: pg 245 Spell Compendium: pg 125 Eberron Campaign Setting: pg 113 Complete Arcane: pg 112 Complete Adventurer: pg 153,Spell Compendium: pg 125 Magic of Faerun: pg 97,Spell Compendium: pg 125 Forgotten realms Campaign Setting: pg 72,Spell Compendium: pg 125

Magic of Faerun: pg 102,Spell Compendium: pg 126 Magic of Faerun: pg 79,Spell Compendium: pg 126 Player's Handbook: pg 246 Eberron Campaign Setting: pg 113 Frostburn: pg 101 Spell Compendium: pg 126 Stormwrack: pg 117 Magic of Faerun: pg 102,Spell Compendium: pg 127 Complete Mage: pg 108 Stormwrack: pg 117 Complete Adventurer: pg 154,Spell Compendium: pg 127 Player's Handbook: pg 246 Spell Compendium: pg 127 Spell Compendium: pg 128 Complete Mage: pg 108 Complete Mage: pg 109 Complete Mage: pg 109 Player's Handbook: pg 246 Player's Handbook II: pg 116 Player's Handbook II: pg 116 Spell Compendium: pg 128 Complete Arcane: pg 113 Libris Mortis: pg 67,Spell Compendium: pg 128 Spell Compendium: pg 129 Player's Handbook: pg 246 Player's Handbook: pg 246 Magic of Faerun: pg 103,Spell Compendium: pg 129 Spell Compendium: pg 129 Magic of Faerun: pg 104 Magic of Faerun: pg 104,Spell Compendium: pg 129 Stormwrack: pg 118 Book of Vile Darkness: pg 98 Magic of Faerun: pg 104,Spell Compendium: pg 130 Complete Divine: pg 167,Spell Compendium: pg 130 Book of Exalted Deeds: pg 101 Complete Mage: pg 109 Complete Divine: pg 167,Spell Compendium: pg 130 Book of Exalted Deeds: pg 102 Book of Exalted Deeds: pg 102 Magic of Faerun: pg 105,Spell Compendium: pg 130 Magic of Faerun: pg 105,Spell Compendium: pg 130 Players Guide to Faerun: pg 105,Spell Compendium: pg 131 Planar Handbook: pg 100,Spell Compendium: pg 131 Complete Arcane: pg 134 Player's Handbook: pg 246 Player's Handbook II: pg 116 Heroes of Battle: pg 127 Player's Handbook: pg 247 Player's Handbook: pg 247 cty:66 Player's Handbook: pg 247 Frostburn: pg 101

Player's Handbook: pg 247 Book of Exalted Deeds: pg 102 Player's Handbook: pg 248 Magic of Faerun: pg 105,Spell Compendium: pg 131 Spell Compendium: pg 131 Spell Compendium: pg 131 Player's Handbook: pg 248 Complete Champion: pg 123 Complete Champion: pg 123 Planar Handbook: pg 100,Spell Compendium: pg 132 Planar Handbook: pg 100,Spell Compendium: pg 132 Complete Champion: pg 123 Planar Handbook: pg 100,Spell Compendium: pg 132 Complete Champion: pg 124 Miniatures Handbook: pg 37,Spell Compendium: pg 132 Complete Arcane: pg 113 Player's Handbook: pg 248 Complete Mage: pg 109 Players Guide to Faerun: pg 105,Spell Compendium: pg 132 Technmancer Press: Player's Companion: pg 88 Player's Handbook: pg 248 Complete Mage: pg 110 Complete Mage: pg 110 Player's Handbook II: pg 117 Miniatures Handbook: pg 37,Spell Compendium: pg 132 Miniatures Handbook: pg 37,Spell Compendium: pg 133 Complete Warrior: pg 118,Spell Compendium: pg 133 Book of Vile Darkness: pg 98 Complete Adventurer: pg 154,Spell Compendium: pg 133 Complete Adventurer: pg 154 pfL106,Spell Compendium: pg 133 Player's Handbook: pg 248 Magic of Faerun: pg 106:Spell Compendium: pg 134 Miniatures Handbook: pg 37,Spell Compendium: pg 134 Races of the Dragon: pg 114 Races of Destiny: pg 166 Player's Handbook: pg 249 Player's Handbook: pg 249 Planar Handbook: pg 100 Sandstorm: pg 117 Player's Handbook: pg 249 Player's Handbook II: pg 117 Complete Champion: pg 124 Spell Compendium: pg 134 Book of Vile Darkness: pg 98 Draconomicon: pg 114 Complete Arcane: pg 113,Spell Compendium: pg 134 Magic of Faerun: pg 106,Spell Compendium: pg 134 Spell Compendium: pg 134 Player's Handbook: pg 249 Book of Exalted Deeds: pg 102 Book of Exalted Deeds: pg 102

Player's Handbook II: pg 117 Player's Handbook II: pg 117 Player's Handbook II: pg 117 Spell Compendium: pg 135 Complete Mage: pg 110 Magic of Faerun: pg 106 Players Guide to Faerun: pg 106 Complete Divine: pg 168,Eberron Campaign Setting: pg 113,Libris Mortis: pg 212,Spell Compendium: pg 135 Draconomicon: pg 80,Spell Compendium: pg 135 Complete Divine: pg 168,Stormwrack: pg 118,Spell Compendium: pg 135 Player's Handbook: pg 249 Complete Arcane: pg 114,Spell Compendium: pg 136 Spell Compendium: pg 136 Player's Handbook: pg 249 Magic of Faerun: pg 97,Spell Compendium: pg 136 Eberron Campaign Setting: pg 113 Player's Handbook: pg 249 Player's Handbook: pg 249 Player's Handbook: pg 250 Player's Handbook: pg 250 Player's Handbook II: pg 118 Player's Handbook: pg 250 Player's Handbook: pg 250 Draconomicon: pg 80,Spell Compendium: pg 136 Technmancer Press: Player's Companion: pg 89 drm:81 Player's Handbook: pg 250 Technmancer Press: Player's Companion: pg 89 Technmancer Press: Player's Companion: pg 89 Players Guide to Faerun: pg 107,Spell Compendium: pg 137 Player's Handbook: pg 251 Player's Handbook: pg 251 Complete Mage: pg 110 Player's Handbook: pg 251 Player's Handbook: pg 251 Player's Handbook: pg 251 Player's Handbook: pg 251 Complete Arcane: pg 114 Technmancer Press: Player's Companion: pg 88 Player's Handbook: pg 252 Player's Handbook: pg 252 Spell Compendium: pg 137 Spell Compendium: pg 137 Player's Handbook: pg 252 Magic of Faerun: pg 101,Spell Compendium: pg 137 Player's Handbook II: pg 119 Heroes of Horror: pg 130 Races of the Dragon: pg 114 Races of the Dragon: pg 114 Heroes of Horror: pg 130 Planar Handbook: pg 100,Spell Compendium: pg 137 Planar Handbook: pg 100,Spell Compendium: pg 137

Planar Handbook: pg 100,Spell Compendium: pg 137 Planar Handbook: pg 100,Spell Compendium: pg 137 Heroes of Horror: pg 130 Sandstorm: pg 118 Frostburn: pg 101, Spell Compendium: pg 138 Players Guide to Faerun: pg 106,Spell Compendium: pg 138 Technmancer Press: Player's Companion: pg 89 Player's Handbook II: pg 119 Player's Handbook II: pg 119 Player's Handbook: pg 252 Complete Champion: pg 124 Complete Divine: pg 168,Spell Compendium: pg 138 Spell Compendium: pg 138 Spell Compendium: pg 139 Complete Mage: pg 124 Complete Mage: pg 110 Technmancer Press: Player's Companion: pg 90 Book of Vile Darkness: pg 99 Magic of Faerun: pg 107,Spell Compendium: pg 139 Complete Champion: pg 124 Magic of Faerun: pg 107,Spell Compendium: pg 139 Heroes of Horror: pg 131 Player's Handbook II: pg 119 Complete Adventurer: pg 154,Spell Compendium: pg 139 Races of the Wild: pg 175 Magic of Faerun: pg 107,Spell Compendium: pg 140 Forgotten realms Campaign Setting: pg 72,Spell Compendium: pg 140 Player's Handbook: pg 252 Planar Handbook: pg 101,Spell Compendium: pg 140 Stormwrack: pg 118 Frostburn: pg 102 Player's Handbook: pg 252 Player's Handbook: pg 253 Complete Mage: pg 110 Player's Handbook II: pg 119 Complete Arcane: pg 114 Magic of Faerun: pg 108,Spell Compendium: pg 140 Player's Handbook: pg 253 Sandstorm: pg 118 Draconomicon: pg 80,Spell Compendium: pg 140 Player's Handbook: pg 253 Complete Champion: pg 124 Magic of Faerun: pg 96,Spell Compendium: pg 140 Complete Arcane: pg 115 Eberron Campaign Setting: pg 113 Player's Handbook: pg 253 Player's Handbook II: pg 120 Complete Divine: pg 168,Spell Compendium: pg 141 Planar Handbook: pg 101,Spell Compendium: pg 141 Complete Arcane: pg 134 Races of the Dragon: pg 114 Races of the Dragon: pg 115

Player's Handbook: pg 253 Book of Exalted Deeds: pg 102 Player's Handbook: pg 253 Spell Compendium: pg 141 Frostburn: pg 102 Complete Adventurer: pg 155,Spell Compendium: pg 142 Book of Vile Darkness: pg 99 Player's Handbook: pg 253 Magic of Faerun: pg 108,Spell Compendium: pg 142 Player's Handbook: pg 254 Complete Arcane: pg 115 Player's Handbook: pg 254 Player's Handbook: pg 254 Player's Handbook: pg 254 Player's Handbook II: pg 120 Book of Vile Darkness: pg 99 Player's Handbook: pg 254 Draconomicon: pg 114,Spell Compendium: pg 142 Player's Handbook: pg 255 Player's Handbook: pg 255 Players Guide to Faerun: pg 106 Heroes of Battle: pg 127 Book of Exalted Deeds: pg 103,Spell Compendium: pg 142 Player's Handbook: pg 255 Draconomicon: pg 114,Complete Divine: pg 169,Spell Compendium: pg 142 Forgotten realms Campaign Setting: pg 72,Spell Compendium: pg 143 Spell Compendium: pg 143 Spell Compendium: pg 143 frc:72,Spell Compendium: pg 143 Forgotten realms Campaign Setting: pg 73,Spell Compendium: pg 144 Players Guide to Faerun: pg 108,Spell Compendium: pg 144 Forgotten realms Campaign Setting: pg 73,Spell Compendium: pg 144 Players Guide to Faerun: pg 106 Complete Champion: pg 125 Book of Vile Darkness: pg 99,Libris Mortis: pg 212 Stormwrack: pg 119 Player's Handbook: pg 255 Player's Handbook: pg 255 Player's Handbook: pg 256 Player's Handbook: pg 256 Player's Handbook: pg 256 Player's Handbook: pg 256 Complete Mage: pg 111 Player's Handbook: pg 256 Spell Compendium: pg 144 Player's Handbook: pg 257 Frostburn: pg 102 Stormwrack: pg 119 Sandstorm: pg 118 Complete Divine: pg 169,Spell Compendium: pg 145 Complete Mage: pg 111 Player's Handbook II: pg 120

Players Guide to Faerun: pg 106 Player's Handbook II: pg 120 Complete Divine: pg 170,Spell Compendium: pg 145 Players Guide to Faerun: pg 107,Spell Compendium: pg 145 Complete Divine: pg 170,Complete Adventurer: pg 155,Spell Compendium: pg 146 Libris Mortis: pg 212 Spell Compendium: pg 146 Eberron Campaign Setting: pg 114 Complete Divine: pg 170,Spell Compendium: pg 146 Spell Compendium: pg 146 Complete Mage: pg 111 Libris Mortis: pg 67 Libris Mortis: pg 67 Libris Mortis: pg 67 Complete Mage: pg 111 Libris Mortis: pg 68 Libris Mortis: pg 68 Libris Mortis: pg 68 Libris Mortis: pg 69 Libris Mortis: pg 69 Libris Mortis: pg 69 Libris Mortis: pg 69 Planar Handbook: pg 101,Spell Compendium: pg 146 Magic of Faerun: pg 103,Spell Compendium: pg 146 Magic of Faerun: pg 110,Spell Compendium: pg 147 Book of Vile Darkness: pg 99 Player's Handbook: pg 257 Player's Handbook: pg 257 Magic of Faerun: pg 110,Spell Compendium: pg 147 Complete Mage: pg 111 Complete Mage: pg 124 Libris Mortis: pg 69,Spell Compendium: pg 147 Spell Compendium: pg 147 Complete Adventurer: pg 155,Spell Compendium: pg 148 Complete Divine: pg 170,Spell Compendium: pg 148 Spell Compendium: pg 148 Book of Vile Darkness: pg 100 Player's Handbook: pg 257 Complete Arcane: pg 135 Frostburn: pg 102 Player's Handbook: pg 257 Heroes of Horror: pg 131 Players Guide to Faerun: pg 108,Complete Divine: pg 170,Frostburn: pg 102,Spell Compendium: pg 148 Player's Handbook: pg 258 Player's Handbook: pg 258 Frostburn: pg 103 Complete Divine: pg 171,Races of Destiny: pg 166,Spell Compendium: pg 149 Spell Compendium: pg 149 Spell Compendium: pg 149 Spell Compendium: pg 149 Magic of Faerun: pg 111,Spell Compendium: pg 149 Spell Compendium: pg 150

Planar Handbook: pg 101,Spell Compendium: pg 150 Player's Handbook: pg 258 Complete Arcane: pg 115,Spell Compendium: pg 150 Miniatures Handbook: pg 33,Complete Arcane: pg 115,Spell Compendium: pg 150 Complete Arcane: pg 115,Spell Compendium: pg 151 Miniatures Handbook: pg 34,Complete Arcane: pg 116,Spell Compendium: pg 151 Complete Arcane: pg 116,Spell Compendium: pg 151 Miniatures Handbook: pg 35,Complete Arcane: pg 116,Spell Compendium: pg 151 Complete Arcane: pg 116,Spell Compendium: pg 151 Miniatures Handbook: pg 36,Complete Arcane: pg 116,Spell Compendium: pg 151 Complete Arcane: pg 116,Spell Compendium: pg 151 Complete Arcane: pg 116,Spell Compendium: pg 151 Miniatures Handbook: pg 39,Complete Arcane: pg 116,Spell Compendium: pg 151 Player's Handbook: pg 258 Complete Mage: pg 124 Complete Mage: pg 112 Player's Handbook: pg 258 Player's Handbook: pg 258 Player's Handbook: pg 259 Complete Mage: pg 112 Player's Handbook: pg 259 Complete Divine: pg 172,Spell Compendium: pg 151 Player's Handbook: pg 259 Player's Handbook II: pg 120 mag111,Spell Compendium: pg 152 Player's Handbook: pg 259 Player's Handbook: pg 259 Players Guide to Faerun: pg 108 Heroes of Horror: pg 131 Complete Arcane: pg 117 Complete Mage: pg 112 Complete Mage: pg 124 Complete Mage: pg 113 Miniatures Handbook: pg 37,Spell Compendium: pg 152 Sandstorm: pg 118 Sandstorm: pg 118 Frostburn: pg 103 Player's Handbook: pg 259 Player's Handbook: pg 259 Complete Arcane: pg 135 Book of Exalted Deeds: pg 103 Complete Divine: pg 172,Spell Compendium: pg 151 cty:67 Races of the Dragon: pg 115 drm:82 Book of Exalted Deeds: pg 103 drm:81 Planar Handbook: pg 101,Spell Compendium: pg 153 Planar Handbook: pg 102,Spell Compendium: pg 154 Player's Handbook: pg 259 Player's Handbook: pg 260 Magic of Faerun: pg 117,Spell Compendium: pg 154

Player's Handbook: pg 260 Book of Vile Darkness: pg 100 Complete Arcane: pg 117,Spell Compendium: pg 154 Complete Divine: pg 172,Spell Compendium: pg 155 Complete Divine: pg 172,Spell Compendium: pg 155 Player's Handbook: pg 260 Complete Mage: pg 113 Book of Vile Darkness: pg 100,Draconomicon: pg 114,Spell Compendium: pg 155 Player's Handbook II: pg 120 Complete Divine: pg 173,Spell Compendium: pg 155 Complete Champion: pg 125 Spell Compendium: pg 156 Races of Destiny: pg 167 Complete Divine: pg 174,Spell Compendium: pg 157 Player's Handbook: pg 260 Complete Warrior: pg 118,Spell Compendium: pg 157 Complete Divine: pg 174,Spell Compendium: pg 157 Player's Handbook: pg 261 Book of Exalted Deeds: pg 103 Book of Exalted Deeds: pg 103 Technmancer Press: Player's Companion: pg 90 Player's Handbook II: pg 121 Races of Faerun: pg 190 Book of Vile Darkness: pg 100 Complete Divine: pg 174,Spell Compendium: pg 157 Li:70,Spell Compendium: pg 158 Player's Handbook: pg 261 Player's Handbook: pg 261 Player's Handbook: pg 261 Player's Handbook: pg 261 Player's Handbook: pg 261 Player's Handbook: pg 261 Planar Handbook: pg 102,Spell Compendium: pg 158 Planar Handbook: pg 103,Spell Compendium: pg 159 Planar Handbook: pg 103,Spell Compendium: pg 159 Planar Handbook: pg 103,Spell Compendium: pg 159 Stormwrack: pg 119 Planar Handbook: pg 103,Spell Compendium: pg 159 Player's Handbook: pg 262 Planar Handbook: pg 103,Spell Compendium: pg 159 Spell Compendium: pg 159 Player's Handbook: pg 262 Player's Handbook: pg 262 Complete Arcane: pg 117 Complete Divine: pg 175,Spell Compendium: pg 159 Complete Divine: pg 175,Spell Compendium: pg 160 Player's Handbook: pg 262 Player's Handbook: pg 263 Player's Handbook: pg 263 Spell Compendium: pg 160 Spell Compendium: pg 160 Spell Compendium: pg 161

Planar Handbook: pg 103,Spell Compendium: pg 161 Players Guide to Faerun: pg 108 Book of Vile Darkness: pg 101 Eberron Campaign Setting: pg 114 Player's Handbook: pg 263 Races of the Dragon: pg 115 Races of the Dragon: pg 115 Races of the Dragon: pg 115 Races of the Dragon: pg 115 Player's Handbook: pg 263 Races of the Dragon: pg 116 Races of the Dragon: pg 116 Races of the Dragon: pg 116 Races of the Dragon: pg 116 Races of the Dragon: pg 116 Player's Handbook: pg 263 Races of the Dragon: pg 117 Book of Vile Darkness: pg 101,Libris Mortis: pg 213 Player's Handbook: pg 264 Planar Handbook: pg 103 Planar Handbook: pg 104 Book of Vile Darkness: pg 101 Stormwrack: pg 120 Player's Handbook: pg 264 Complete Mage: pg 113 Spell Compendium: pg 161 Complete Mage: pg 113 Complete Mage: pg 113 Complete Mage: pg 114 Players Guide to Faerun: pg 109,Spell Compendium: pg 161 Player's Handbook II: pg 121 Complete Arcane: pg 118,Spell Compendium: pg 162 Player's Handbook: pg 264 Player's Handbook: pg 264 Player's Handbook: pg 264 Complete Divine: pg 176,Libris Mortis: pg 213,Spell Compendium: pg 162 Player's Handbook: pg 265 Complete Champion: pg 126 Complete Arcane: pg 118,Spell Compendium: pg 162 Player's Handbook: pg 265 Player's Handbook: pg 265 Heroes of Horror: pg 132 Player's Handbook: pg 266 Player's Handbook: pg 266 Complete Arcane: pg 118 Sandstorm: pg 119 Player's Handbook: pg 266 Player's Handbook: pg 266 Player's Handbook: pg 266 Player's Handbook: pg 266 Planar Handbook: pg 104,Libris Mortis: pg 70,Spell Compendium: pg 163 Planar Handbook: pg 104,Libris Mortis: pg 70,Spell Compendium: pg 163

Player's Handbook: pg 266 Technmancer Press: Player's Companion: pg 90 Complete Adventurer: pg 155,Spell Compendium: pg 163 Races of Destiny: pg 167 Player's Handbook: pg 266 Player's Handbook: pg 267 Book of Vile Darkness: pg 101 Player's Handbook II: pg 122 Magic of Faerun: pg 112,Spell Compendium: pg 163 Player's Handbook: pg 267 Player's Handbook: pg 267 Player's Handbook: pg 267 Miniatures Handbook: pg 37,Spell Compendium: pg 164 Magic of Faerun: pg 87,Spell Compendium: pg 164 Book of Exalted Deeds: pg 104 Stormwrack: pg 120 Complete Divine: pg 176,Spell Compendium: pg 164 Magic of Faerun: pg 112,Spell Compendium: pg 164 Player's Handbook II: pg 122 Spell Compendium: pg 164 Book of Exalted Deeds: pg 104 Book of Exalted Deeds: pg 104 Player's Handbook: pg 268 Spell Compendium: pg 164 Book of Exalted Deeds: pg 104 Book of Exalted Deeds: pg 104 Complete Arcane: pg 118 Book of Exalted Deeds: pg 105 Complete Mage: pg 114 Spell Compendium: pg 165 Spell Compendium: pg 165 Player's Handbook: pg 268 Player's Handbook: pg 268 Spell Compendium: pg 165 Frostburn: pg 103 Magic of Faerun: pg 112 Spell Compendium: pg 166 Races of the Wild: pg 175 Book of Vile Darkness: pg 101 Stormwrack: pg 120 Complete Mage: pg 114 Player's Handbook: pg 268 Player's Handbook: pg 268 Complete Champion: pg 126 Spell Compendium: pg 166 Spell Compendium: pg 166 Spell Compendium: pg 166 Spell Compendium: pg 166 Player's Handbook: pg 269 Spell Compendium: pg 167 Player's Handbook: pg 269 Spell Compendium: pg 167

Player's Handbook: pg 269 Book of Exalted Deeds: pg 105 Spell Compendium: pg 167 Spell Compendium: pg 167 Spell Compendium: pg 167 Spell Compendium: pg 167 Player's Handbook II: pg 122 Spell Compendium: pg 168 Draconomicon: pg 80,spc168 Player's Handbook: pg 269 Book of Vile Darkness: pg 101 Book of Vile Darkness: pg 101,Spell Compendium: pg 168 Complete Arcane: pg 119 Complete Mage: pg 114 Complete Arcane: pg 119,Spell Compendium: pg 169 Complete Mage: pg 114 Players Guide to Faerun: pg 107,Spell Compendium: pg 170 Players Guide to Faerun: pg 107,Spell Compendium: pg 170 Players Guide to Faerun: pg 107,Spell Compendium: pg 170 Draconomicon: pg 80,Spell Compendium: pg 170 Complete Arcane: pg 119,Spell Compendium: pg 170 Complete Divine: pg 176,Spell Compendium: pg 170 Book of Vile Darkness: pg 102 Stormwrack: pg 120,Spell Compendium: pg 170 Player's Handbook: pg 269 Player's Handbook: pg 269 Spell Compendium: pg 171 Player's Handbook: pg 269 Spell Compendium: pg 171 Spell Compendium: pg 171 Book of Exalted Deeds: pg 105 Player's Handbook: pg 269 Complete Arcane: pg 120,Spell Compendium: pg 171 Spell Compendium: pg 172 Player's Handbook: pg 270 Player's Handbook II: pg 122 Player's Handbook: pg 270 Spell Compendium: pg 172 Complete Champion: pg 126 Complete Divine: pg 177,Spell Compendium: pg 172 Spell Compendium: pg 172 Complete Mage: pg 124 Book of Exalted Deeds: pg 105 Player's Handbook: pg 270 Player's Handbook: pg 270 Player's Handbook: pg 271 Book of Exalted Deeds: pg 105 Player's Handbook: pg 271 Book of Exalted Deeds: pg 105 Player's Handbook: pg 271 Spell Compendium: pg 173 Complete Divine: pg 177,Spell Compendium: pg 173

Player's Handbook II: pg 123 Miniatures Handbook: pg 38,Eberron Campaign Setting: pg 114,Complete Arcane: pg 120,Spell Compendium: pg 173 Miniatures Handbook: pg 38,Eberron Campaign Setting: pg 114,Complete Arcane: pg 120,Spell Compendium: pg 173 Miniatures Handbook: pg 38,Eberron Campaign Setting: pg 114,Complete Arcane: pg 120,Spell Compendium: pg 173 Miniatures Handbook: pg 38,Eberron Campaign Setting: pg 114,Complete Arcane: pg 120,Spell Compendium: pg 173 Miniatures Handbook: pg 38,Eberron Campaign Setting: pg 114,Complete Arcane: pg 120,Spell Compendium: pg 173 Player's Handbook: pg 271 Player's Handbook: pg 271 Player's Handbook: pg 271 Complete Arcane: pg 135 Complete Mage: pg 115 Magic of Faerun: pg 76,spc173 Player's Handbook: pg 271 Complete Mage: pg 115 Player's Handbook: pg 272 Complete Arcane: pg 120,Spell Compendium: pg 174 Planar Handbook: pg 104,Spell Compendium: pg 174 Heroes of Horror: pg 132 Player's Handbook: pg 272 Eberron Campaign Setting: pg 114 Spell Compendium: pg 174 Spell Compendium: pg 174 Complete Mage: pg 115 Complete Arcane: pg 121,spc174 Book of Vile Darkness: pg 102 Complete Mage: pg 115 Heroes of Battle: pg 127 Heroes of Horror: pg 132 Player's Handbook: pg 272 Player's Handbook: pg 272 Player's Handbook: pg 272 Libris Mortis: pg 70,Spell Compendium: pg 174 Book of Exalted Deeds: pg 105 Complete Divine: pg 177,Spell Compendium: pg 174 Complete Divine: pg 177,Spell Compendium: pg 175 Player's Handbook: pg 272 Complete Mage: pg 116 Complete Mage: pg 116 Complete Arcane: pg 135 Eberron Campaign Setting: pg 114 Races of the Wild: pg 175 Magic of Faerun: pg 113,spc175 Complete Divine: pg 178,Spell Compendium: pg 175 Magic of Faerun: pg 114,Spell Compendium: pg 175 Player's Handbook: pg 273 Spell Compendium: pg 175 Libris Mortis: pg 70,Spell Compendium: pg 175 Miniatures Handbook: pg 38,spc176 Magic of Faerun: pg 114,Miniatures Handbook: pg 38,Spell Compendium: pg 176 Miniatures Handbook: pg 38,spc177 Player's Handbook II: pg 123 Book of Exalted Deeds: pg 105.Spell Compendium: pg 177

Book of Exalted Deeds: pg 105 Player's Handbook: pg 273 Book of Exalted Deeds: pg 106 Complete Divine: pg 178,Spell Compendium: pg 177 Heroes of Horror: pg 132 Miniatures Handbook: pg 38,Complete Arcane: pg 121,Spell Compendium: pg 177 Stormwrack: pg 120 Races of Destiny: pg 167 Player's Handbook: pg 273 Players Guide to Faerun: pg 109 Book of Vile Darkness: pg 102 Player's Handbook II: pg 123 Players Guide to Faerun: pg 110,Spell Compendium: pg 177 Spell Compendium: pg 177 Spell Compendium: pg 177 Spell Compendium: pg 177 Complete Mage: pg 116 Player's Handbook: pg 273 Book of Exalted Deeds: pg 106 Book of Exalted Deeds: pg 106,Complete Divine: pg 178,Spell Compendium: pg 178 Complete Champion: pg 126 Book of Vile Darkness: pg 103 Book of Vile Darkness: pg 103 Magic of Faerun: pg 114,Spell Compendium: pg 179 Spell Compendium: pg 179 Spell Compendium: pg 179 Book of Exalted Deeds: pg 106 Player's Handbook: pg 274 Spell Compendium: pg 179 Complete Divine: pg 178,Spell Compendium: pg 180 Sandstorm: pg 119 Sandstorm: pg 119 Book of Vile Darkness: pg 103 Spell Compendium: pg 180 drm:81 Sandstorm: pg 120 Draconomicon: pg 114,Spell Compendium: pg 180 Complete Arcane: pg 121 Stormwrack: pg 121 Player's Handbook: pg 274 Player's Handbook II: pg 123 Forgotten realms Campaign Setting: pg 73,Spell Compendium: pg 180 Complete Divine: pg 178,Spell Compendium: pg 180 Races of Destiny: pg 167 Sandstorm: pg 120 Player's Handbook: pg 274 Draconomicon: pg 80,Spell Compendium: pg 181 Magic of Faerun: pg 115,Spell Compendium: pg 181 Forgotten realms Campaign Setting: pg 66, Spell Compendium: pg 181 Player's Handbook: pg 274 Complete Divine: pg 179,Spell Compendium: pg 181 Spell Compendium: pg 181

Player's Handbook: pg 274 Player's Handbook: pg 274 Player's Handbook: pg 275 Player's Handbook: pg 275 Forgotten realms Campaign Setting: pg 70,Spell Compendium: pg 181 Sandstorm: pg 120 Player's Handbook: pg 275 Book of Exalted Deeds: pg 106,Spell Compendium: pg 182 Player's Handbook: pg 275 Complete Arcane: pg 121 cty:67 Book of Exalted Deeds: pg 106 Player's Handbook: pg 275 Complete Arcane: pg 135 drm:81 Complete Champion: pg 127 Complete Mage: pg 116 Complete Mage: pg 116 Magic of Faerun: pg 115,Spell Compendium: pg 182 Player's Handbook II: pg 124 Player's Handbook: pg 275 Book of Vile Darkness: pg 103 Player's Handbook: pg 275 Spell Compendium: pg 182 Races of the Dragon: pg 117 Spell Compendium: pg 182 Player's Handbook: pg 276 Player's Handbook: pg 276 Spell Compendium: pg 182 Book of Vile Darkness: pg 103 Complete Mage: pg 124 Complete Arcane: pg 121,Spell Compendium: pg 182 Player's Handbook: pg 276 Complete Arcane: pg 122,Spell Compendium: pg 182 Spell Compendium: pg 183 Races of Faerun: pg 190 Player's Handbook: pg 276 Player's Handbook: pg 276 Player's Handbook: pg 277 Player's Handbook: pg 277 Complete Adventurer: pg 156,Spell Compendium: pg 183 Races of Destiny: pg 168 Magic of Faerun: pg 115,Spell Compendium: pg 183 Complete Divine: pg 180,Spell Compendium: pg 184 Forgotten realms Campaign Setting: pg 73,Spell Compendium: pg 185 Spell Compendium: pg 185 Spell Compendium: pg 185 Forgotten realms Campaign Setting: pg 74,Spell Compendium: pg 186 Player's Handbook: pg 277 Magic of Faerun: pg 116,Spell Compendium: pg 186 Spell Compendium: pg 186 Spell Compendium: pg 186

Spell Compendium: pg 186 Player's Handbook: pg 277 Races of Faerun: pg 191 Complete Mage: pg 117 Player's Handbook: pg 277 Spell Compendium: pg 187 Magic of Faerun: pg 116,Spell Compendium: pg 187 Player's Handbook II: pg 124 Draconomicon: pg 81,Spell Compendium: pg 187 Player's Handbook: pg 278 Magic of Faerun: pg 116,Spell Compendium: pg 187 Libris Mortis: pg 71,Spell Compendium: pg 188 Player's Handbook: pg 278 Player's Handbook: pg 278 Eberron Campaign Setting: pg 115,Spell Compendium: pg 188 Players Guide to Faerun: pg 110 Players Guide to Faerun: pg 110 Player's Handbook: pg 278 Book of Exalted Deeds: pg 107 Draconomicon: pg 115,Spell Compendium: pg 188 Player's Handbook: pg 278 Spell Compendium: pg 188 Spell Compendium: pg 188 Player's Handbook: pg 278 Frostburn: pg 104 Frostburn: pg 104 Spell Compendium: pg 189 Player's Handbook: pg 279 Player's Handbook: pg 279 Player's Handbook: pg 279 Heroes of Battle: pg 127 Player's Handbook: pg 279 Book of Vile Darkness: pg 103 Players Guide to Faerun: pg 110,Spell Compendium: pg 189 Magic of Faerun: pg 117,Spell Compendium: pg 189 Book of Exalted Deeds: pg 107 Complete Arcane: pg 135 Miniatures Handbook: pg 39,Spell Compendium: pg 189 Complete Arcane: pg 122,Spell Compendium: pg 189 Complete Arcane: pg 122,Spell Compendium: pg 190 Player's Handbook: pg 279 Player's Handbook: pg 279 Magic of Faerun: pg 117,Spell Compendium: pg 190 Magic of Faerun: pg 117,Spell Compendium: pg 190 Book of Exalted Deeds: pg 107 Book of Exalted Deeds: pg 107 Player's Handbook: pg 279 Stormwrack: pg 121,Spell Compendium: pg 190 Stormwrack: pg 121 Stormwrack: pg 121,Spell Compendium: pg 191 Magic of Faerun: pg 119,Spell Compendium: pg 191 Eberron Campaign Setting: pg 115

Sandstorm: pg 120 Players Guide to Faerun: pg 111 Players Guide to Faerun: pg 111 Players Guide to Faerun: pg 111,Spell Compendium: pg 191 Races of Destiny: pg 168 Miniatures Handbook: pg 34,Spell Compendium: pg 191 Book of Vile Darkness: pg 103 Miniatures Handbook: pg 39,Spell Compendium: pg 191 Player's Handbook II: pg 125 Player's Handbook: pg 280 Player's Handbook: pg 280 Sandstorm: pg 121 Player's Handbook: pg 280 Miniatures Handbook: pg 39,Spell Compendium: pg 191 Miniatures Handbook: pg 39,Spell Compendium: pg 192 Complete Divine: pg 180,Spell Compendium: pg 192 Sandstorm: pg 121 Player's Handbook: pg 280 Spell Compendium: pg 192 Book of Vile Darkness: pg 103 Technmancer Press: Player's Companion: pg 91 Magic of Faerun: pg 119,Spell Compendium: pg 193 Technmancer Press: Player's Companion: pg 91 Book of Exalted Deeds: pg 107 Complete Arcane: pg 122 Complete Mage: pg 117 Complete Arcane: pg 122 Magic of Faerun: pg 120,Spell Compendium: pg 193 Miniatures Handbook: pg 39,Spell Compendium: pg 193 Miniatures Handbook: pg 39,Spell Compendium: pg 193 Player's Handbook: pg 280 Book of Vile Darkness: pg 104 Complete Adventurer: pg 156,Spell Compendium: pg 193 Complete Adventurer: pg 157,Spell Compendium: pg 194 Frostburn: pg 104 Frostburn: pg 104 Forgotten realms Campaign Setting: pg 74,Spell Compendium: pg 194 Frostburn: pg 104 Spell Compendium: pg 194 Spell Compendium: pg 194 Frostburn: pg 104 Frostburn: pg 105 Player's Handbook: pg 280 Player's Handbook: pg 281 Spell Compendium: pg 194 Player's Handbook: pg 281 Book of Vile Darkness: pg 104 Magic of Faerun: pg 120,Spell Compendium: pg 195 Magic of Faerun: pg 101,Spell Compendium: pg 195 Magic of Faerun: pg 101,Spell Compendium: pg 195 Player's Handbook II: pg 125 Magic of Faerun: pg 101,Spell Compendium: pg 195

Complete Adventurer: pg 157,Spell Compendium: pg 195 Complete Arcane: pg 108,Spell Compendium: pg 195 Spell Compendium: pg 196 Book of Vile Darkness: pg 104 Player's Handbook: pg 281 Sandstorm: pg 121 Book of Vile Darkness: pg 104 Complete Champion: pg 127 Complete Mage: pg 124 Book of Vile Darkness: pg 104 Player's Handbook: pg 281 Spell Compendium: pg 196 Libris Mortis: pg 71,Spell Compendium: pg 196 Libris Mortis: pg 71,Spell Compendium: pg 197 Spell Compendium: pg 109 Player's Handbook: pg 281 Player's Handbook: pg 281 Player's Handbook: pg 282 Book of Exalted Deeds: pg 107 Player's Handbook: pg 282 Players Guide to Faerun: pg 112 Libris Mortis: pg 71,Spell Compendium: pg 197 Complete Adventurer: pg 157,Spell Compendium: pg 197 Complete Adventurer: pg 157,Spell Compendium: pg 198 Magic of Faerun: pg 121 Magic of Faerun: pg 121,Spell Compendium: pg 198 Players Guide to Faerun: pg 112 Spell Compendium: pg 198 Player's Handbook: pg 282 Player's Handbook: pg 282 Spell Compendium: pg 199 Players Guide to Faerun: pg 111,Spell Compendium: pg 199 Players Guide to Faerun: pg 111,Spell Compendium: pg 199 Players Guide to Faerun: pg 111,Spell Compendium: pg 199 Players Guide to Faerun: pg 113 Player's Handbook: pg 282 Magic of Faerun: pg 79,Spell Compendium: pg 199 Players Guide to Faerun: pg 113 Eberron Campaign Setting: pg 115 Player's Handbook: pg 282 Planar Handbook: pg 104 Complete Mage: pg 57 Complete Mage: pg 117 Players Guide to Faerun: pg 112 Player's Handbook: pg 283 Complete Arcane: pg 123,Spell Compendium: pg 200 Player's Handbook: pg 283 Forgotten realms Campaign Setting: pg 74,Spell Compendium: pg 200 Book of Vile Darkness: pg 104 Book of Vile Darkness: pg 105 Spell Compendium: pg 201

Magic of Faerun: pg 123,spc201 Forgotten realms Campaign Setting: pg 74,Spell Compendium: pg 201 Forgotten realms Campaign Setting: pg 74,Spell Compendium: pg 201 dru:63 Spell Compendium: pg 202 Complete Arcane: pg 135 Player's Handbook: pg 283 Player's Handbook: pg 283 Complete Divine: pg 181,Spell Compendium: pg 202 Complete Arcane: pg 123 Complete Arcane: pg 123 Complete Arcane: pg 123 Complete Mage: pg 61 Complete Arcane: pg 123 Complete Arcane: pg 123 Eberron Campaign Setting: pg 115 Magic of Faerun: pg 123,Spell Compendium: pg 202 Spell Compendium: pg 202 Complete Champion: pg 127 Heroes of Battle: pg 127 Heroes of Battle: pg 128 Complete Divine: pg 181,Spell Compendium: pg 202 Complete Champion: pg 127 Player's Handbook: pg 283 Complete Arcane: pg 124,Spell Compendium: pg 203 Spell Compendium: pg 203 Spell Compendium: pg 204 Races of Faerun: pg 191 Book of Vile Darkness: pg 105 Book of Exalted Deeds: pg 107 Book of Vile Darkness: pg 105 Spell Compendium: pg 204 Magic of Faerun: pg 123.Spell Compendium: pg 204 Complete Divine: pg 181,Races of Destiny: pg 168,Spell Compendium: pg 204 Player's Handbook II: pg 125 Complete Divine: pg 182,Spell Compendium: pg 204 Book of Exalted Deeds: pg 108 Book of Exalted Deeds: pg 108 Spell Compendium: pg 206 Player's Handbook: pg 284 Player's Handbook: pg 284 Book of Exalted Deeds: pg 100,Eberron Campaign Setting: pg 116,Heroes of Battle: pg 128 Player's Handbook II: pg 126 Magic of Incarnum: pg108 Book of Vile Darkness: pg 106 Races of the Dragon: pg 117 Complete Mage: pg 118 Complete Mage: pg 124 Complete Arcane: pg 124 Stormwrack: pg 122 Magic of Faerun: pg 123,Spell Compendium: pg 206 Spell Compendium: pg 206

Spell Compendium: pg 206 Races of the Dragon: pg 117 Spell Compendium: pg 206 Player's Handbook II: pg 126 Spell Compendium: pg 206 Player's Handbook: pg 284 Spell Compendium: pg 207 Players Guide to Faerun: pg 113,Spell Compendium: pg 207 Magic of Faerun: pg 123,Spell Compendium: pg 208 Eberron Campaign Setting: pg 116 Races of Stone: pg 163 Player's Handbook: pg 284 Spell Compendium: pg 208 Magic of Faerun: pg 124,Spell Compendium: pg 208 Magic of Faerun: pg 124,Spell Compendium: pg 209 frSpell Compendium: pg 75,Spell Compendium: pg 209 Player's Handbook: pg 284 Player's Handbook: pg 285 Players Guide to Faerun: pg 113 Magic of Faerun: pg 124,Spell Compendium: pg 209 Player's Handbook: pg 285 Complete Arcane: pg 124,Spell Compendium: pg 209 Complete Arcane: pg 135 Book of Vile Darkness: pg 106 Sandstorm: pg 121 Complete Divine: pg 182,Spell Compendium: pg 209 Complete Mage: pg 118 Complete Mage: pg 118 Book of Exalted Deeds: pg 108 Player's Handbook: pg 285 Complete Divine: pg 182,Spell Compendium: pg 210 Complete Divine: pg 182,Spell Compendium: pg 210 Stormwrack: pg 122 Stormwrack: pg 122 Magic of Faerun: pg 125,Spell Compendium: pg 210 Magic of Faerun: pg 125,Spell Compendium: pg 212 Players Guide to Faerun: pg 114 Player's Handbook II: pg 126 Spell Compendium: pg 211 Draconomicon: pg 81.Spell Compendium: pg 212 Draconomicon: pg 81.Spell Compendium: pg 212 Book of Vile Darkness: pg 106 Book of Vile Darkness: pg 106 Complete Champion: pg 128 Book of Exalted Deeds: pg 109 Spell Compendium: pg 212 Complete Champion: pg 128 Complete Divine: pg 183,Spell Compendium: pg 212 Spell Compendium: pg 213 dru:63 Player's Handbook: pg 285 Player's Handbook: pg 285

Races of the Dragon: pg 118 Planar Handbook: pg 104,Spell Compendium: pg 213 Planar Handbook: pg 105,Spell Compendium: pg 213 Planar Handbook: pg 105,Spell Compendium: pg 213 Complete Mage: pg 118 Sandstorm: pg 122 Sandstorm: pg 122 Sandstorm: pg 122 Sandstorm: pg 123 Sandstorm: pg 123 Sandstorm: pg 123 Sandstorm: pg 123 Sandstorm: pg 123 Sandstorm: pg 123 Races of the Wild: pg 175 Races of the Wild: pg 175 Complete Arcane: pg 124,Spell Compendium: pg 214 Planar Handbook: pg 105,Spell Compendium: pg 214 Planar Handbook: pg 105,Spell Compendium: pg 214 Frostburn: pg 105 Player's Handbook II: pg 126 Planar Handbook: pg 105,Spell Compendium: pg 214 Complete Champion: pg 128 Planar Handbook: pg 106,Spell Compendium: pg 214 Player's Handbook: pg 285 Player's Handbook: pg 285 Player's Handbook: pg 286 Player's Handbook: pg 286 Player's Handbook: pg 286 Player's Handbook: pg 288 Player's Handbook: pg 286 Player's Handbook: pg 287 Player's Handbook: pg 287 Player's Handbook: pg 287 Player's Handbook: pg 288 Player's Handbook: pg 288 Player's Handbook: pg 288 Player's Handbook: pg 288 Player's Handbook: pg 289 Player's Handbook: pg 289 Player's Handbook: pg 289 Player's Handbook: pg 289 Player's Handbook: pg 289 cty:67 Player's Handbook: pg 289 Complete Arcane: pg 135 Players Guide to Faerun: pg 114,Libris Mortis: pg 71,Spell Compendium: pg 215 Players Guide to Faerun: pg 114,Libris Mortis: pg 71,Spell Compendium: pg 215 Players Guide to Faerun: pg 114,Libris Mortis: pg 71,Spell Compendium: pg 215 Players Guide to Faerun: pg 114,Libris Mortis: pg 71,Spell Compendium: pg 215 Players Guide to Faerun: pg 114,Libris Mortis: pg 71,Spell Compendium: pg 215 Complete Mage: pg 118

Complete Arcane: pg 124 Player's Handbook: pg 289 Player's Handbook: pg 289 Book of Exalted Deeds: pg 109 Players Guide to Faerun: pg 114 Sandstorm: pg 123 Draconomicon: pg 115,Spell Compendium: pg 216 Frostburn: pg 105 Magic of Faerun: pg 126,Spell Compendium: pg 216 Eberron Campaign Setting: pg 116 Player's Handbook II: pg 126 Magic of Faerun: pg 127,Spell Compendium: pg 216 Magic of Faerun: pg 127,Spell Compendium: pg 216 Magic of Faerun: pg 127,Spell Compendium: pg 216 Players Guide to Faerun: pg 115,Sandstorm: pg 123 Complete Champion: pg 128 Book of Vile Darkness: pg 106 Magic of Faerun: pg 103,Spell Compendium: pg 216 Book of Exalted Deeds: pg 109 Spell Compendium: pg 216 Spell Compendium: pg 217 Complete Arcane: pg 125,Stormwrack: pg 122,spc217 Spell Compendium: pg 217 Complete Mage: pg 124 Players Guide to Faerun: pg 115 Players Guide to Faerun: pg 115 Book of Exalted Deeds: pg 109 Complete Arcane: pg 126,Spell Compendium: pg 217 Complete Arcane: pg 126,Spell Compendium: pg 217 Player's Handbook: pg 289 Player's Handbook: pg 290 Player's Handbook: pg 290 Player's Handbook: pg 290 Player's Handbook: pg 290 Player's Handbook: pg 291 Spell Compendium: pg 218 Player's Handbook: pg 291 Sandstorm: pg 123 Player's Handbook: pg 291 Player's Handbook: pg 291 Player's Handbook: pg 292 Spell Compendium: pg 218 Magic of Faerun: pg 119,Spell Compendium: pg 218 Spell Compendium: pg 218 Complete Mage: pg 118 Races of the Dragon: pg 118 Races of the Dragon: pg 118 Spell Compendium: pg 219 Player's Handbook: pg 292 Player's Handbook: pg 292 Spell Compendium: pg 219 Spell Compendium: pg 219

Book of Exalted Deeds: pg 109 Book of Exalted Deeds: pg 110 Player's Handbook: pg 292 Player's Handbook: pg 293 Player's Handbook: pg 293 Player's Handbook: pg 293 Player's Handbook: pg 293 Complete Mage: pg 119 Complete Arcane: pg 135

Technmancer Press: Player's Companion: pg 91 Player's Handbook: pg 294 Player's Handbook: pg 294 Stormwrack: pg 123 Complete Arcane: pg 126 Complete Arcane: pg 126 drm:81 Stormwrack: pg 123 Frostburn: pg 105 cty:68 Frostburn: pg 105 Players Guide to Faerun: pg 115 Spell Compendium: pg 219 Book of Vile Darkness: pg 106 Player's Handbook II: pg 126 Spell Compendium: pg 219 Spell Compendium: pg 220 Spell Compendium: pg 220 Spell Compendium: pg 220 Spell Compendium: pg 221 Player's Handbook: pg 294 Stormwrack: pg 123 Book of Exalted Deeds: pg 110 Book of Vile Darkness: pg 107 Book of Vile Darkness: pg 107 Book of Vile Darkness: pg 107 Player's Handbook: pg 294 Sandstorm: pg 124 Complete Mage: pg 119 Spell Compendium: pg 221 Eberron Campaign Setting: pg 116 Book of Exalted Deeds: pg 110 Player's Handbook: pg 294 Player's Handbook: pg 294 Book of Vile Darkness: pg 107 Complete Divine: pg 184,Eberron Campaign Setting: pg 116,Libris Mortis: pg 213,Spell Compendium: pg 221 Complete Champion: pg 129 Complete Mage: pg 119 Complete Mage: pg 120 Complete Mage: pg 120 Planar Handbook: pg 106

Eberron Campaign Setting: pg 116 Spell Compendium: pg 221 Complete Mage: pg 120 Complete Mage: pg 120 Player's Handbook II: pg 126 Complete Adventurer: pg 157, Spell Compendium: pg 221 Players Guide to Faerun: pg 116,Sandstorm: pg 124,Spell Compendium: pg 221 Complete Mage: pg 120 Complete Arcane: pg 127, Spell Compendium: pg 222 Complete Mage: pg 62 Stormwrack: pg 123 Magic of Faerun: pg 128,Spell Compendium: pg 222 Player's Handbook: pg 294 Player's Handbook: pg 295 Complete Arcane: pg 127, Spell Compendium: pg 222 Player's Handbook: pg 295 Sandstorm: pg 124 Sandstorm: pg 124 Sandstorm: pg 125 Player's Handbook: pg 295 Player's Handbook: pg 295 Spell Compendium: pg 223,Complete Divine: pg 184 Spell Compendium: pg 223 Players Guide to Faerun: pg 116 Player's Handbook: pg 296 Player's Handbook: pg 296 Spell Compendium: pg 223 Spell Compendium: pg 224 Spell Compendium: pg 224 Heroes of Battle: pg 128 Players Guide to Faerun: pg 116 Player's Handbook II: pg 127 Complete Mage: pg 121 Complete Divine: pg 184,Eberron Campaign Setting: pg 117,Spell Compendium: pg 224 Draconomicon: pg 115,Complete Divine: pg 185,Spell Compendium: pg 224 Player's Handbook: pg 296 Player's Handbook: pg 296 Player's Handbook: pg 296 Spell Compendium: pg 224 Spell Compendium: pg 225 Stormwrack: pg 123 Complete Champion: pg 129 Book of Exalted Deeds: pg 110 Spell Compendium: pg 225 Players Guide to Faerun: pg 117,Libris Mortis: pg 72,Spell Compendium: pg 226 Magic of Faerun: pg 129,Spell Compendium: pg 226 Magic of Faerun: pg 129,Spell Compendium: pg 226 Players Guide to Faerun: pg 117 Player's Handbook: pg 297 Spell Compendium: pg 226,Players Guide to Faerun: pg 117 Spell Compendium: pg 227 Spell Compendium: pg 227

Players Guide to Faerun: pg 117 Player's Handbook: pg 297 Libris Mortis: pg 213 Book of Exalted Deeds: pg 110 Sandstorm: pg 125 Races of the Dragon: pg 118 Player's Handbook: pg 297 Book of Vile Darkness: pg 107 Player's Handbook: pg 297 Player's Handbook: pg 297 Spell Compendium: pg 227,Players Guide to Faerun: pg 106 Complete Mage: pg 121 Complete Mage: pg 121 Complete Mage: pg 121 Book of Vile Darkness: pg 108 Spell Compendium: pg 227,Complete Arcane: pg 128 Book of Vile Darkness: pg 108 Player's Handbook: pg 297 Races of Destiny: pg 168 Complete Mage: pg 122 Complete Mage: pg 122 Spell Compendium: pg 228,Complete Divine: pg 185 Spell Compendium: pg 228,Book of Vile Darkness: pg 108 Races of Destiny: pg 168 Stormwrack: pg 124 Book of Vile Darkness: pg 108 Libris Mortis: pg 213 Complete Arcane: pg 135 Spell Compendium: pg 228,Complete Warrior: pg 118 Book of Exalted Deeds: pg 110 Player's Handbook: pg 298 Book of Exalted Deeds: pg 111 Complete Mage: pg 122 Player's Handbook: pg 298 Spell Compendium: pg 228,Miniatures Handbook: pg 40 Spell Compendium: pg 229,Libris Mortis: pg 72 Book of Exalted Deeds: pg 111 Player's Handbook: pg 298 Races of Faerun: pg 191 Player's Handbook II: pg 127 Player's Handbook II: pg 128 Complete Mage: pg 122 Spell Compendium: pg 229,Complete Divine: pg 186 Spell Compendium: pg 229,Complete Divine: pg 186 Spell Compendium: pg 229,Complete Divine: pg 186 Spell Compendium: pg 229,Complete Divine: pg 186 Spell Compendium: pg 229,Complete Divine: pg 187 Spell Compendium: pg 229,Heroes of Horror: pg 133 Book of Vile Darkness: pg 108 Spell Compendium: pg 230,Magic of Faerun: pg 130 Complete Adventurer: pg 158, Spell Compendium: pg 230 Spell Compendium: pg 230,Players Guide to Faerun: pg 117

Player's Handbook: pg 298 Spell Compendium: pg 230,Complete Divine: pg 187 Spell Compendium: pg 231,Complete Divine: pg 187 Spell Compendium: pg 231,Complete Divine: pg 187 Spell Compendium: pg 231 Player's Handbook: pg 298 Spell Compendium: pg 231,Magic of Faerun: pg 131 Book of Exalted Deeds: pg 111 Player's Handbook II: pg 128 Complete Mage: pg 122 Sandstorm: pg 125 Complete Arcane: pg 136 Complete Arcane: pg 128, Spell Compendium: pg 231 dr332:44 Spell Compendium: pg 232,Draconomicon: pg 115 Complete Arcane: pg 136 drm:81 Complete Arcane: pg 136 drm:81 Frostburn: pg 106, Spell Compendium: pg 232 Spell Compendium: pg 232,Draconomicon: pg 115 Book of Exalted Deeds: pg 111 Complete Adventurer: pg 158,Spell Compendium: pg 231 Player's Handbook: pg 298 Stormwrack: pg 124 Races of Stone: pg 163 Complete Arcane: pg 136 drm:81 Complete Arcane: pg 128 Book of Vile Darkness: pg 108 Spell Compendium: pg 233,Magic of Faerun: pg 131 Frostburn: pg 106 Book of Vile Darkness: pg 108 Spell Compendium: pg 233 Spell Compendium: pg 233Magic of Faerun: pg 131 Book of Vile Darkness: pg 108 Player's Handbook: pg 298 Player's Handbook: pg 298 Spell Compendium: pg 233,Planar Handbook: pg 106 Complete Arcane: pg 129, Spell Compendium: pg 233 Complete Arcane: pg 136 Spell Compendium: pg 233Magic of Faerun: pg 131 Spell Compendium: pg 234 Player's Handbook: pg 299 Player's Handbook: pg 299 Spell Compendium: pg 234,Magic of Faerun: pg 131 Spell Compendium: pg 234 Spell Compendium: pg 234,Magic of Faerun: pg 131 Sandstorm: pg 126 Players Guide to Faerun: pg 118 Book of Vile Darkness: pg 109 Complete Arcane: pg 136

Sandstorm: pg 127 Players Guide to Faerun: pg 118,Sandstorm: pg 127,Spell Compendium: pg 235 Races of the Dragon: pg 118 Spell Compendium: pg 235 Player's Handbook: pg 299 Player's Handbook: pg 300 Spell Compendium: pg 235,Sandstorm: pg 128 Complete Adventurer: pg 158, Spell Compendium: pg 236 Book of Exalted Deeds: pg 111 Book of Exalted Deeds: pg 111 Complete Arcane: pg 136 Complete Champion: pg 129 Players Guide to Faerun: pg 118 Spell Compendium: pg 236,Magic of Faerun: pg 132 Races of Destiny: pg 169 Player's Handbook: pg 300 Sandstorm: pg 128 Player's Handbook: pg 300 Stormwrack: pg 124 Complete Arcane: pg 129 Player's Handbook: pg 300 Complete Divine: pg 187,Stormwrack: pg 124,Spell Compendium: pg 236 Stormwrack: pg 125 Book of Vile Darkness: pg 109,Complete Divine: pg 188,Spell Compendium: pg 236 Book of Vile Darkness: pg 109 Frostburn: pg 106 Player's Handbook: pg 301 Player's Handbook: pg 301 Eberron Campaign Setting: pg 117 Eberron Campaign Setting: pg 117 Eberron Campaign Setting: pg 117 Eberron Campaign Setting: pg 117 Spell Compendium: pg 236 Spell Compendium: pg 237,Magic of Faerun: pg 134 Spell Compendium: pg 237,Complete Divine: pg 188 Spell Compendium: pg 237,Complete Divine: pg 188 Spell Compendium: pg 238,Complete Divine: pg 189 Player's Handbook: pg 301 Stormwrack: pg 125 Spell Compendium: pg 238 Complete Champion: pg 129 drm:82 Player's Handbook: pg 301 Book of Vile Darkness: pg 109 Player's Handbook II: pg 128 Player's Handbook II: pg 128 Player's Handbook II: pg 128 Complete Arcane: pg 129,Spell Compendium: pg 238 Player's Handbook: pg 301 Book of Vile Darkness: pg 110 Spell Compendium: pg 239,Complete Divine: pg 189 Sandstorm: pg 128

Player's Handbook: pg 301 Frostburn: pg 106 Players Guide to Faerun: pg 118 Spell Compendium: pg 239 Spell Compendium: pg 239,Magic of Faerun: pg 134 Spell Compendium: pg 239,Magic of Faerun: pg 134 Player's Handbook: pg 302 Player's Handbook: pg 302 Races of Destiny: pg 169 Spell Compendium: pg 240,Draconomicon: pg 81 Book of Exalted Deeds: pg 112,Complete Divine: pg 190,Spell Compendium: pg 240 Spell Compendium: pg 240,Draconomicon: pg 82 Spell Compendium: pg 240,Draconomicon: pg 82 Races of the Dragon: pg 119 Races of the Dragon: pg 119 Races of the Dragon: pg 119 Races of the Dragon: pg 119 Spell Compendium: pg 240 drm:81 Spell Compendium: pg 241 Frostburn: pg 106,Spell Compendium: pg 241 Player's Handbook: pg 302 Complete Mage: pg 124 Sandstorm: pg 128 Book of Vile Darkness: pg 110,Libris Mortis: pg 72,Spell Compendium: pg 241 Eberron Campaign Setting: pg 117,Complete Arcane: pg 130,Spell Compendium: pg 241 Complete Arcane: pg 130,Spell Compendium: pg 241 Player's Handbook: pg 303 Spell Compendium: pg 242,Complete Divine: pg 190 Complete Champion: pg 130 Races of the Wild: pg 176 Spell Compendium: pg 242 Spell Compendium: pg 242 Complete Arcane: pg 136 Player's Handbook: pg 303 Technmancer Press: Player's Companion: pg 92 Player's Handbook: pg 303 Spell Compendium: pg 242,Magic of Faerun: pg 134 Book of Vile Darkness: pg 110,Complete Divine: pg 190,Spell Compendium: pg 243 Player's Handbook II: pg 128 Complete Adventurer: pg 158,Spell Compendium: pg 243 Complete Adventurer: pg 158,Spell Compendium: pg 243 Magic of Faerun: pg 111,Spell Compendium: pg 243 Book of Vile Darkness: pg 110 Spell Compendium: pg 244 Book of Exalted Deeds: pg 112 Spell Compendium: pg 244,Complete Divine: pg 191 Spell Compendium: pg 244,Complete Divine: pg 191 Frostburn: pg 106 Eberron Campaign Setting: pg 117 cty:68 Spell Compendium: pg 244,Complete Divine: pg 191

Spell Compendium: pg 244,Complete Divine: pg 191 Player's Handbook: pg 303 Player's Handbook: pg 303

pendium: pg 173 pendium: pg 173 pendium: pg 173 pendium: pg 173 pendium: pg 173

Wizard CASTER LVL SPELL SAVE


1

# 2 SPELL SAVE DC LEVEL SPELLS PER DAY

# 2

# 2

# 2

# 2

# 2

# 2

# 2

# 2

# 2

12 0 3
3

13 1ST 2
2 # # Character: # # # # # #

SPELL RANGES
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level) 25 ft. 110 ft. 440 ft.

2ND

3RD

4TH

5TH

6TH

7TH

8TH

9TH

+2
DC MOD

*Requires LG Spell Access

SPELL LIST
prep spell name
0-Level Spells (Cantrips) Acid Splash Arcane Mark Dancing Lights Daze Detect Magic Detect Poison Disrupt Undead Flare Ghost Sound Light Mage Hand Mending Message Open/Close Prestidigitation Ray of Frost Read Magic Resistance Touch of Fatigue 1st-Level Spells Animate Rope Detect Secret Doors Feather Fall Identify Jump Magic Missile Mount Obscuring Mist Shocking Grasp Tenser's Floating Disk

school
con[creation][acid] uni evo[light] en[comp][mind] div div nec evo[light] ill[fig] evo[light] tra tra tra[lang] tra uni evo[cold] div abj nec tra div tra div tra evo[force] con[summon] con[creation] evo[electricity] evo[force]

comp
vs vs vs vsm vs vs vs v vsm vm/df vs vs vsf vsf vs vs vsf vsm/df vsm vs vs v vsm/df vsm vs vsm vs vs vsm

cast time
1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1sa 1 imm 1 hr 1sa 1sa 1r 1sa 1sa 1sa

range
Close 0 ft. Med Close 60 ft. Close Close Close Close Touch Close 10 ft. Med Close 10 ft. Close Personal Touch Touch Med 60 ft. Close Touch Touch Med Close 20 ft. Touch Close

duration
Inst Perm 1 min(D) 1 rd [c]->1 min(D) Inst Inst Inst 1 rd(D) 10 min(D) [c] Inst 10 min Inst 1 hr Inst 10 min 1 min 1 rd 1 rd [c]->1 min(D) Land/1 rd Inst 1 min(D) Inst 2 hr(D) 1 min Inst 1 hrs

save
None None None Will neg None None None Fort neg Will dis None None Will neg(h,o) None Will neg(o) see text None Will neg(h) Fort neg None None Will neg(h,o) None Will neg(h) None None None None None

SR
No No No Yes No No Yes Yes No No No Yes(h,o) No Yes(o) No Yes Yes(h) Yes No No Yes(o) No Yes Yes No No Yes No

description
Orb deals 1d3 acid damage. Inscribes a personal rune (visible or invisible). Creates torches or other lights. Humanoid creature of 4 HD or less loses next action. Detects spells and magic items within 60 ft. Detects poison in one creature or object. Deals 1d6 damage to one undead. Dazzles one creature (-1 on attack rolls). Figment sounds. Object shines like a torch. 5-pound telekinesis. Makes minor repairs on an object. Whispered conversation at distance. Opens or closes small or light things. Performs minor tricks. Ray deals 1d3 cold damage. Read scrolls and spellbooks. Subject gains +1 on saving throws. Touch attack fatigues target. Makes a rope move at your command. Reveals hidden doors within 60 ft. Objects or creatures fall slowly. Determines properties of magic item. Subject gets +10 bonus on Jump checks. 1 missile deals 1d4+1 damage . Summons riding horse. Fog surrounds you. Touch delivers 1d6 electricity damage. Creates 3-ft.-diameter horizontal disk that holds 100 lbs.

ref
ph:196 ph:201 ph:216 ph:217 ph:219 ph:219 ph:223 ph:232 ph:235 ph:248 ph:249 ph:253 ph:253 ph:258 ph:264 ph:269 ph:269 ph:272 ph:294 ph:199 ph:220 ph:229 ph:243 ph:246 ph:251 ph:256 ph:258 ph:279 ph:294

Page 233 of 234

# POWER SAVE DC

POWER RANGES
9TH
CLOSE RANGE (25 ft. + 5 ft. / 2 levels) MEDIUM RANGE (100 ft. + 10 ft. / level) LONG RANGE (400 ft. + 40 ft. / level)

MANIFESTER LVL POWER SAVE


DC MOD

Power Pts

LEVEL POWER COST #

1ST

2ND

3RD

4TH

5TH

6TH

7TH

8TH

# Character:

POWER LIST
xp power name discipline disp mfst time range duration save PR description ref

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