Drillbeam Cannon | Evocation | Cleric 3, Psychic 3 | A powerful ray of ki, which is capable of going through multiple creatures. | High |
Drillbee Infestation | Conjuration, Necromancy | Druid 7, Sorcerer/Wizard 7, Bee 7 | Summon a swarm of drill-tipped bees which bore into the bodies of those they injure and cause internal problems. | High |
Drown | Conjuration | Druid 5, Sorcerer/Wizard 5, Water 5 | Create water inside the target's lungs. | Very High |
Drowsing Hypnosis | Enchantment | Bard 3 | You hypnotize and put creatures to sleep. | Very High |
Dry Ray | Transmutation | Cleric 1, Druid 1, Sorcerer/Wizard 1, Shugenja (Fire) 1 | Water evaporates before your eyes, dessicating creatures and drying objects. | High |
Dull Weapon | Transmutation | Cleric 3, Sorcerer/Wizard 3, Bard 2 | This minimizes the damage on a weapon. | High |
Dusk Wisp | Necromancy, Evocation | Witch 1 | A version of magic missile for witches; with a shorter range and dealing fire damage, but deals extra damage against hexed target and can be laid as a trap. | High |
Dust Bomb | Conjuration | Bard 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, Shugenja (Earth) 1, Wu Jen (Earth) 1 | Throw a ball of dust and grit which obscures vision and reveals invisible beings. | High |
Dust to Dust | Necromancy | Cleric 1, Obliteration 1, Sorcerer/Wizard 1, Death Delver 1 | Destroys corpse. | |
Dyfen's Mind Corrosion | Enchantment | Sorcerer/Wizard 3, Patron Witch 3 | You cause the mind a creature to quickly deteriorate based on the action they take. | Very High |
Dyfen's Mind Extraction | Enchantment | Sorcerer/Wizard 6, Bard 5 | You extract memories out of your victim. | Very High |
Dyfen's Oneiric Daemon | Illusion | Beguiler 5, Sorcerer/Wizard 5 | Create a horrible dream construct to torment a foe and deal very real wounds. | Very High |
Dyfen's Self Erasure | Enchantment | Sorcerer/Wizard 5, Patron Witch 5 | You erase yourself from the memories of others. | Very High |
Dyfen's Violent Flashback | Enchantment | Sorcerer/Wizard 2, Patron Witch 2, Beguiler 2 | You cause a creature to experience extremely realistic flashbacks, possibly wasting his or her action. | Very High |
Dynamic User Navbox | Conjuration | Sorcerer/Wizard 8 | Create an interdimensional railway traversed by a magical box. | Unquantifiable |
Dynashock | Evocation | Sorcerer/Wizard 7 | You summon a titanic bolt of lightning to strike down your foes, especially effective against larger targets. | High |
E=mc^2 | Transmutation | Sorcerer/Wizard 9 | A more powerful version of telekinesis that can also make things go boom via the power of relativity. | Very High |
Eagle's Splendor, Greater | Transmutation | Sorcerer/Wizard 5 | Subject gains a great boost to charisma. | High |
Earth Power | Evocation | Druid 4, Shugenja (Earth) 5, Sorcerer/Wizard 6, Warmage 6, Wu Jen (Earth) 5 | Make the ground erupt with power — it's like flame strike, except that it comes from below. (Useful against foes on the ground, not so much against foes in the air.) | Moderate |
Earthshaking Growl | Evocation | Sorcerer/Wizard 2, Druid 3, Ranger 2 | Keeping your tail low and growling from deep in your throat, you make the ground rumble and shake, knocking people over. | High |
Earthshape | Transmutation | Druid 4, Shugenja (Earth) 5, Sorcerer/Wizard 5, Wu Jen (Earth) 5 | Become a rock | High |
Eclipse | Evocation | Cleric 8, Sorcerer/Wizard 8, Evil 8 | Create a zone of darkness around yourself. | Very High |
Ectoplasmic Strangulation | Conjuration, Necromancy | Patron Witch 3, Sorcerer/Wizard 3 | You create hand, claws and other appendages from ectoplasm and send them out to attack and harass your foes. | High |
Egg Timer | Divination | Sorcerer 0, Wizard 0, Cleric 0, Psychic 0, Bard 0 | Creates a small ball of light that slowly empties until disappearing. | Moderate |
Ekbom's Egotistical Episode | Enchantment | Bard 2, Pride 2, Sorcerer/Wizard 2, Antitheist 3 | Target becomes obsessed with themselves and prioritizes maintaining their own well-being above all else. | Very High |
Ekbom's Imaginary Insects | Illusion | Bard 2, Sorcerer/Wizard 2 | Target hallucinates insects all over their body and attacks themselves. | Very High |
Elder Bolts | Evocation | Dark Insight 1 | A fire a scaling number of magic bolts. | High |
Electromagnetic Cannon | Conjuration, Evocation | Sorcerer/Wizard 5 | You fire a slug of conjured iron like a magical railgun, dealing bludgeoning and electricity damage in a line. | High |
Elemental Augmentation | Transmutation | Cleric 2, Druid 2, Sorcerer/Wizard 2 | Enhance yourself so that when you cast an elemental spell, you gain additional bonuses in that round. | High |
Elemental Confluence | Conjuration | Druid 9 | Call forth an Omnimental to fight. | High |
Elementalize Wood | Transmutation | Druid 3, Ranger 2 | Transform wood into an elemental variant of wood. | Moderate |
Ell's Dramatic Action | Illusion | Sorcerer/Wizard 0, Ki Master 0 | Target's actions appear more awesome, possibly photoshopped even. | High |
Ell's Erratic Lifespark | Transmutation | Sorcerer/Wizard 3 | Give life to an object, which projects to move around randomly and without purpose. | High |
Ell's Great Effort | Divination | Sorcerer/Wizard 1 | You gain a bonus to a future roll. | High |
Ell's Handy Homunculus | Conjuration | Sor/Wiz 1 | You bring a handy homunculus to life. | High |
Ell's Magic Timepiece | Divination | Sorcerer/Wizard 0 | Object divines exact local time. | High |
Elush's Elemental Extraction | Transmutation | Corrupt 6, Druid 6, Sorcerer/Wizard 6 | Drain water from target, create water elemental. | Very High |
Elush's Epiphyseal Erosion | Transmutation | Corrupt 5, Druid 5, Sorcerer/Wizard 5 | Break apart target's bones, causes pain, stunning, damage. | Very High |
Elush's Explosive Exsanguination | Transmutation | Blood 8, Corrupt 8, Slime 8, Sorcerer/Wizard 8 | Explode creatures with blood to kill them, scare others. | Very High |
Elush's Eye-Blasting Explosion | Transmutation | Corrupt 2, Sorcerer/Wizard 2 | Convert enemy's eyes to acid, explode outward. | Very High |
Elush's Leaden Investiture | Transmutation | Sorcerer/Wizard 1 | Fills the targets' bodies with lead, making any kind of movement very difficult. ToP-compliant. | Very High |
Elush's Limb Calcification | Transmutation | Sorcerer/Wizard 1 | Begins to transform key muscles in the target's legs to stone, making movement difficult if not impossible. | Very High |
Ember | Evocation | Sorcerer/Wizard 0 | Like Acid Splash, but fire. | |
Emotional Switch | Enchantment | Bard 4, Sorcerer/Wizard 4 | Cause a morale penalty to become a bonus, or vice versa. | High |
Empower Royal Kiss | Abjuration | Bard 2, Cleric 3, Paladin 2, Sorcerer/Wizard 3, Sylvan Occultist 3 | Give aristocrat the ability to break an enchantment with a kiss | |
Empower Smite | Evocation | Blackguard 1, Paladin 1 | Smite harder, better, stronger. | High |
Emulate Ouroboros | Transmutation | Gluttony 6, Sorcerer/Wizard 6 | You polymorph a target creature into a vaguely serpentine form of its original self, which then begins to consume itself. | |
Enchant Item | Transmutation | Sorcerer/Wizard 4, Cleric 4, Druid 4, Paladin 2 | Magically enchant weapons, shields or armor. | Very High |
Enchanted Shot | Transmutation | Bard 1, Sorcerer/Wizard 1, Ranger 1 | This spell grant an enhancement bonus to a single arrow or bolt, and the distance and seeking enhancement. | High |
Enchanted Volley | Transmutation | Bard 3, Ranger 3, Sorcerer/Wizard 3 | As enchanted shot, except that it can be used on full attack and be fired as a cone. | High |
Encroaching Doubt | Enchantment | Bard 6, Cleric 7 | Every round the target gains another daunt level. | High |
Encrypt/Decrypt | Universal | Sorcerer/Wizard 1 | Encrypts or decrypts a volume of text | Unquantifiable |
Energy Subjugation | Transmutation | Sorcerer/Wizard 8 | Globe surrounds and travels with you, absorbing energy damage to be released later. | |
Energy Weapon | Evocation | Armory 8, Sorcerer/Wizard 8, Shugenja 8 | Create and wield a weapon made of the raw essence of any of the five energy types. | High |
Enfluffen | Transmutation | Bard 1, Druid 1, Sorcerer/Wizard 1 | You make things fluffier! Poof poof poof! | Moderate |
Enforce Square-Cubed Law | Transmutation | Sorcerer/Wizard 5 | Highly effective the larger the target is, this spell immobilizes and injures massive beasts. | High |
Engraving of Planar Touchstone | Transmutation | Artificer 5, Bard 6, Sorcerer/Wizard 6 | You enchant a mundane item with the power of a Planar Touchstone. | Moderate |
Enhance Potion | Transmutation | Cleric 3, Druid 3, Sorcerer/Wizard 3 | This spell raises a potion's caster level among other possibilities. | High |
Enlarge Housecat | Transmutation | Sorcerer/Wizard 6, Witch 5 | Transmute a simple housecat into a huge one. | |
Enlarge Item | Transmutation | Sorcerer/Wizard 3 | The target object grows four size categories larger than before. | Very High |
Enlarge Monster | Transmutation | Sorcerer/Wizard 4 | Enlarge Person for everyone! | High |
Enlightened Fist | Divination | Paladin 4, Psychic 6, Spiritualist 4 | You deliver a ki-enhanced attack per caster level. | High |
Enspell Field | Abjuration | Sorcerer/Wizard 6, Cleric 8 | Developed as a counter against Dispel and Antimagic Fields, it floods an area or target with magical energy. | High |
Entangle | Transmutation | Druid 2, Ranger 1 | Animates nearby vines, briars and bushes to impede movement and hold creatures in place. | High |
Entmoot | Transmutation | Druid 8, Organic 8, Plant 8, Sorcerer/Wizard 8 | Create an army of treants. | Very High |
Entoutcas | Conjuration | Bard 0, Druid 0, Sorcerer/Wizard 0 | Summons a translucent force umbrella, for deflecting rain and/or lowering the brightness of the sun. | Moderate |
Entropic Blast | Transmutation | Wizard 3, Sorcerer 3, Cleric 3, Druid 3 | A conical blast of Entropy. | Very High |
Erupting Firebolt | Evocation | Sorcerer/Wizard 2, Ki Master 2, Wu Jen (Fire) 2 | You fire a bolt of flame which explodes and deals fire damage within a versatile area of effect. | High |
Erupting Firebolt, Dire | Evocation | Sorcerer/Wizard 7, Wu Jen (Fire) 7, Ki Master 7 | A much stronger version of erupting firebolt. | High |
Erupting Firebolt, Greater | Evocation | Sorcerer/Wizard 4, Wu Jen (Fire) 4, Ki Master 4 | A stronger version of erupting firebolt. | High |
Eruption of Thorns | Conjuration | Druid 4 | A physical version of flame strike which inflict bleed damage. | High |
Erzebet's Skull Bomb | Necromancy | Corrupt 1, Sorcerer/Wizard 1 | Throws a skull, explodes for damage, slow. | Very High |
Erzebet's Soul-Flensing Ligature | Necromancy | Cleric 3, Diabolic 3, Sorcerer/Wizard 3 | Grabs target's soul, positive damage in area, daze. | Very High |
Escape Pod | Evocation | Sorcerer/Wizard 4, Ki Master 4 | You generate an orb not unlike resilient sphere, which rockets you away to safety. | High |
Espoir | Transmutation | Cleric 4, White Mage 4 | Cures a list of conditions and debuffs. | High |
Espoir, Mass | Transmutation | Cleric 6, White Mage 6 | As espoir, but affects up to one creature per caster level. | High |
Essence Inhalation | Evocation, Necromancy | Cleric 4, Sorcerer/Wizard 3 | Inhale a part of your target's Essence. | Very High |
Essence Rip | Evocation, Necromancy | Cleric 2, Sorcerer/Wizard 2 | Tear away part of your target's Essence. | Very High |
Essence Ward | Evocation, Necromancy | Cleric 3, Sorcerer/Wizard 3 | A spell that wards the target from Essence damage. | High |
Eternal Charm Monster | Enchantment | Bewitcher 7, Cleric 7, Antitheist 5 | As Charm Monster but permanent. | High |
Eternal Charm Person | Enchantment | Bewitcher 5, Cleric 5 | As Charm Person but permanent. | High |
Eternal Lightning | Evocation | Druid 8 | As call lightning storm, but forever in an area. | High |
Eternal Slumber | Enchantment | Bewitcher 5, Cleric 5 | Places subject into a permanent comalike sleep. | High |
Eternity of Torture | Transmutation | Pain 9, Sorcerer/Wizard 9 | You condemn one foe to their own personal hell. | Very High |
Ethereal Arming | Abjuration | Grim 1 | Give allies the ability to defend against and attack ghosts for a round. | High |
Eventide's Freeze Dry | Evocation | Druid 4 | A spell which freeze the moisture out of the target, dealing both cold and desiccation damage. | Very High |
Evil Within | Necromancy | Cleric 9, Sorcerer/Wizard 9 | Why animate skeletons from the dead, when you can harvest them from the still living... | High |
Evince Lineage | Transmutation | Cleric 5, Druid 5, Family 5, Sorcerer/Wizard 5 | Give someone a racial "half-" template. | Very High |
Exalted Word | Evocation | Good 7, Cleric 7 | A replacement for the holy word spell, which invokes divine power words to punish the opposing alignment. | Very High |
Exemplary/Atrophied Body | Transmutation | Transmogrification 6 | Bestows either penalties or enhancement bonuses to Strength, Dexterity and Constitution. | High |
Expand Area | Transmutation | Sylvan Occultist 1, Geometry 1 | Make a 5 ft. cube twice as big on the inside. | High |
Expanding Breath | Transmutation | Sorcerer/Wizard 3 | Extend the range of your breath weapon, or shape it into a line or a cone. | High |
Expeditious Invisibility | Illusion | Assassin 2, Bard 2, Sorcerer/Wizard 2, Ki Master 2 | Gain the benefits of invisibility and expeditious retreat, but at reduced duration. | High |
Exploding Flaresprite | Conjuration | Druid 5, Sorcerer/Wizard 5 | Summon a living mote of fire that chases down the enemy and explodes! | High |
Explosive Runes Cannon | Abjuration | Sorcerer/Wizard 4 | You fire a cluster of explosive runes which either explode on a creature or are readied to be detonated. | Very High |
Explosive Runes Field | Abjuration | Sorcerer/Wizard 4 | A remake of explosive runes field, which makes it more in line with its replacement. | High |
Explosive Runes, Variant | Abjuration | Rune 4, Sorcerer/Wizard 3 | A remake of explosive runes, make it less cheesy and more usable in battle. | High |
Exsanguinate | Necromancy | Blackguard 3, Sorcerer/Wizard 4 | You immediately rip the blood right out your targets. | High |
Extermination Beam | Necromancy | Cleric 3 | You conjure a beam which finishes off wounded target, lightly damaging others. | High |
Extinguish Ball | Abjuration | Bard 1, Cleric 1, Druid 1, Shugenja (Water) 1 | Make a fire-eating ball which extinguishes flames. Can explode to extinguish a large area, or used to counterspell a single magical fire effect. | Moderate |
Extract Spell | Universal | Sorcerer/Wizard 0, Wu Jen 0 | Magically pull a spell from one storage device into another. | Unquantifiable |
Extraplanar Disruption | Abjuration | Cleric 1, Druid 1, Sorcerer/Wizard 1 | Disrupt an extraplanar creature's connection to reality, reducing attack and defense and making it easier to banish them. | High |
Eye Scream | Necromancy | Assassin 4, Blighter 8, Eyebane 8, Sorcerer/Wizard 8, Dread Necromancer 7 | Pop goes the eyeball! | High |
Eye of the Gods | Divination | Envy 9, Sorcerer/Wizard 9 | You see everything in a huge area around you. | Very High |
Eyebeams | Evocation | Ki Master 2, Sorcerer/Wizard 2 | With a steely glare, you fire laser beams from your eyes. | High |
Eyefire | Evocation | Cleric 6, Ki Master 5 | Shoot two fiery rays from your eyes at any creature within range for 1 round/CL | Moderate |
Eyesear | Evocation, Transmutation | Sorcerer/Wizard 5, Witch 5 | Deal fire damage to a target's eyes, staggering them and possibly blinding them. | High |
Fabricate Birdcall | Abjuration | Sylvan Occultist 1 | Listen to the birds, and you won't be ambushed. | Very High |
Fabrication Machine | Transmutation | Sorcerer/Wizard 6 | Make a machine which fabricates for you. | High |
Faerie Glow | Evocation | Druid 0 | Outlines single target with light, canceling blur, concealment, and the like. | |
Faith's Inspiring Encouragement | Enchantment | Cleric 1, Ki Master 1, Bard 1, Hairbinder 1, Paladin 1 | Increase the bonus from aid another. | High |
Faith's Reactive Nest | Conjuration | Sorcerer/Wizard 2 | Creates a web, summons spider, traps others. | Very High |
Fallacy | Enchantment | Assassin 2, Bard 2, Sorcerer/Wizard 3, Antitheist 2 | Use logical fallacies to distract and aid in social checks. | High |
Falling Wall | Abjuration | Cleric 5, Sorcerer/Wizard 5 | Let those high walls fall down. | High |
False Teleport | Illusion | Sorcerer/Wizard 4 | You teleport! Except that was a lie, you're actually just invisible. | High |
Familicide | Necromancy | Sorcerer/Wizard Epic | You made the mistake of involving family in our conflict. | Very High |
Fan | Evocation | Druid 0, Sorcerer/Wizard 0, Shugenja (Air) 0, Ki Master 0 | Generates a small local wind to cool you off and blow away gases. | High |
Fang Attack | Evocation | Sorcerer/Wizard 3, Druid 3 | You shoot your fangs at people. | Moderate |
Fanservice | Enchantment | Bard 1, Sorcerer/Wizard 1 | You provide some fanservice. This is rather distracting. | High |
Fast Reload | Transmutation | Assassin 1, Bard 1, Blackguard 1, Gun 1, Paladin 1, Ranger 1 | You reload fully a firearm. | Moderate |
Fatal Geas | Enchantment, Necromancy | Bard 6, Cleric 6, Sorcerer/Wizard 6 | Target must complete geas or die, but is under no other compulsion. | Unquantifiable |
Fated Consequences | Divination | Cleric 4, Sorcerer/Wizard 4 | Predict doom to creatures who perform a particular action. | High |
Fear, Revision | Necromancy | Bard 3, Sorcerer/Wizard 4 | scare people into flight, fight or freezing. | High |
Feast or Famine | Necromancy | Cleric 4, Druid 4 | If the victims or this curse does not eats, they start starving. | High |
Feather | Transmutation | Sorcerer/Wizard 3, Bard 2 | Lightens the target's load. | |
Feelings of Generosity | Enchantment | Bard 3, Sylvan Occultist 4, Salvation 3 | Sharing is caring! Well, in this case, it's not caring. | |
Fertilize | Necromancy | Cleric 2, Druid 2, Sorcerer/Wizard 2 | Heal swarms, flourish crops, contaminate areas, and cover objects in vines. | High |
Field of Blades | Conjuration | Blade 5, Cleric 4, Solidarity 4, Sorcerer/Wizard 4, Duskblade 3 | You make it rain swords. | Very High |
Field of Eruption | Transmutation | Druid 4, Volcanic 4 | The earth spits out random spouts of lava each round. | High |
Fiend Form | Transmutation | Sorcerer/Wizard 5 | Target gains form of a fiendish race, as well as some of their abilities. | |
Fight or Flight | Enchantment | Druid 4, Ranger 4, Sorcerer/Wizard 3 | Target has a fight or flight response and is panicked and/or enraged. | |
Fimbulvetr | Evocation | Sorcerer/Wizard 9, Boreal 9, Hellrime 9, Druid 9 | You summon air so cold it freezes targets solid. | Very High |
Final Destination | Divination | Sorcerer/Wizard 6 | You weave the probabilities of fate to bring death to your enemy | Very High |
Final Destination, Mass | Divination | Sorcerer/Wizard 9 | Mass version of Final Destination | Very High |
Final Resurrect Fossil | Transmutation | Druid 9 | Resurrect fossil creatures. | High |
Final Salvation | Abjuration | Cleric 9, Salvation 9 | Everyone tries out being Good for a while. If this contradicts their fundamental nature, bad Good things might happen to them instead. | |
Finger of Death, Variant | Necromancy | Druid 8, Sorcerer/Wizard 7 | A variant of finger of death, which deals damage and can raise the target as a zombie under the caster's control. | Very High |
Finger of Destruction | Evocation | Sorcerer/Wizard 9, Ki Master 9 | A powerful evocation spell which can level a castle, but leave the caster drained. | Very High |
Fingertip Lightning | Evocation | Sorcerer/Wizard 2, Witch 2 | Fire a ray of electricity which may knock opponent prone. | Moderate |
Fire Breath | Transmutation | Alchemist 5 (Flame Secret), Elementalist 5, Sorcerer/Wizard 5 | Breathe a cone of fire for 1d6 damage/caster level | |
Fire Breath, Greater | Transmutation | Alchemist 9 (Flame Secret), Elementalist 9, Sorcerer/Wizard 9 | Breathe a cone of fire for 1d8 damage/caster level and leave a cloud of fire | |
Fire Breath, Lesser | Transmutation | Alchemist 1 (Flame Secret), Elementalist 1, Sorcerer/Wizard 2 | Breathe a cone of fire for 1d4 damage/caster level | |
Fire Hayball | Conjuration, Transmutation | Druid 6, Sorcerer/Wizard 6 | Create a ball of hay on fire that rolls over your enemies. | High |
Fire Path | Evocation | Druid 2, Sorcerer/Wizard 2 | Release a gout of flame that leaves burning puddles behind. | High |
Fire Potency | Evocation | Sorcerer/Wizard 1 | You create a strong link between yourself and the elemental plane of fire. | Very High |
Fire Sweeper | Evocation | Druid 6, Sorcerer/Wizard 5, Shugenja (Fire) 5, Wu Jen (Fire) 5 | Create a wall of flame you can move around, running over creatures and damaging them. | High |
Fireball, GT Variant | Evocation | Sorcerer/Wizard 1 | With muttered words, the spot you point at bursts into flames. | Moderate |
Firebreathing | Conjuration | Sylvan Occultist 1 | You breathe a short line of fire. | High |
Fireproofing | Abjuration | Cleric 1, Druid 1, Sorcerer/Wizard 1 | Coat an object in a thin magical patina that protects it from fire damage. | Moderate |
Firering | Abjuration, Evocation | Duskblade 1, Sorcerer/Wizard 1, Warmage 1 | Invoke a ring of flames around the target, both to protect and deal damage | Moderate |
Firestar | Evocation | Sorcerer/Wizard 3, Ki Master 3 | A variant of fireball, it is stronger and concussive but is easily telegraphed. | High |
Fist of God | Evocation | Cleric 9, Ki Master 9 | You summon a fist made of divine energy that smash into your enemies. | Very High |
Five Point Exploding Heart | Transmutation | Ki Master 5 | Those affected by this ability must not take action, or they die. | High |
Flak Burst | Conjuration | Sorcerer/Wizard 3, Wu Jen 3 (Metal) | You project a cone of high-speed metal projectiles, particularly effective against mirror images. | High |
Flame Breath | Evocation | Sorcerer/Wizard 2, Wu Jen (Fire) 2 | You gain a limited breath weapon dealing moderate fire damage. | High |
Flame Breath, Greater | Evocation | Sorcerer/Wizard 4, Wu Jen (Fire) 4 | You gain a powerful fire breath weapon for the spell's duration. | High |
Flame Breath, Primeval | Evocation | Sorcerer/Wizard 7, Wu Jen (Fire) 7 | You gain an incredibly powerful fire breath weapon for the spell's duration. | High |
Flame Pillars | Evocation | Druid 4, Sorcerer/Wizard 4 | Cause multiple random pillars of fire to spring up around you. | High |
Flameshape | Transmutation | Druid 3, Shugenja (Fire) 3, Sorcerer/Wizard 3, Warmage 3, Wu Jen (Fire) 3 | I am the Human Torch!! | High |
Flamewind Spikes | Evocation | Sorcerer/Wizard 4, Druid 6 | You wave your tail in a spiral, then shoot out several beams of fire from the tip. | Moderate |
Flaming Cannonball | Evocation | Sorcerer/Wizard 5 | Blast through walls and blow up everyone in the room | High |
Flaying Wind | Evocation | Air 8, Druid 8 | Create a blast of wind that strips flesh from bones. | Very High |
Flee | Transmutation | Sorcerer/Wizard 1, Druid 1, Ranger 1, Bard 1 | You run from the scene with your tail between your legs. | Moderate |
Float | Transmutation | Sorcerer/Wizard 2, Ki Master 1 | Gain a hover speed (perfect) equal to your land speed. | High |
Flood Pump | Evocation | Druid 7, Shugenja (Water) 7, Sorcerer/Wizard 7, Wu Jen (Water) 7 | Surround a target in watery orbs which spray high pressure blasts of water and push the target where you want to go. | Very High |
Flower's Flame | Evocation | Sorcerer/Wizard 1 | Throw a small explosive with just enough time for the target to choose how to react. | High |
Fluffy Bunny Beam | Transmutation | Sorcerer/Wizard 2, Druid 2 | Turn your target (or a different target) into a fluffy bunny for a brief moment. | High |
Fluttery Things | Illusion | Sylvan Occultist 0 | You make some fluttering things, and they do something distracting | High |
Flying Deathscythes | Conjuration | Sorcerer/Wizard 4, Shugenja (Earth) 5, Wu Jen (Metal) 4, Ki Master 4 | Surround yourself in spinning animated sickles which attack your enemy. | High |
Flying Swarmshape | Transmutation | Assassin 3, Druid 5, Sorcerer/Wizard 5, Blackguard 3 | For the duration, turn into a flying swarm. | High |
Focus Radiance | Evocation | Sorcerer/Wizard 2 | Focus nearby light onto a single point, damaging and possibly dazzling or blinding foes. | Very High |
Focus Shield | Abjuration | Bard 1, Sorcerer/Wizard 1, Ki Master 1 | Generate a barrier which raises your AC and ablates incoming damage, but must be actively maintained. | High |
Focus Spell | Abjuration | Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2, Sor/Wiz 2 | Increase DC of next spell cast. | Very High |
Focus Target | Divination | Bard 1, Cleric 1, Sorcerer/Wizard 1 | Aid your allies with accuracy. Like True Strike, but with a chance to fail. | High |
Fogbank | Conjuration | Druid 5, Sorcerer/Wizard 5 | A fog cloud large enough to consume a small town. | Moderate |
Fool's Gold | Illusion | Sylvan Occultist 2, Paladette 2 | You can trick people into accepting your trash as gold. | Unquantifiable |
Fool’s Speech | Illusion | Wild 3, Antitheist 3 | Gives targets a shared language that sounds like nonsense to others. | |
Foot Trap | Conjuration | Druid 1 | Trap an area with a "bear trap". It deals no damage, but briefly ceases a creature's movements. | High |
Forbidden Call | Conjuration | Cleric 8 | You call that which waits behind the wall. Oh god, what have you don- HE COMES! | High |
Force Bit | Conjuration | Sorcerer/Wizard 2, Ki Master 2 | You create a "force bit" which can attack for you, or give defensive bonuses. | High |
Force Disturbance | Conjuration | Cleric 9, Sorcerer/Wizard 9 | You call forth countless souls and slay them, frying the minds of psionic and incarnum users. | |
Force Fence | Evocation | Cleric 3, Paladin 1, Sorcerer/Wizard 3 | You create a weaker miniature wall of force to act as a barrier. | High |
Force Mortality | Transmutation | Sorcerer/Wizard 6 | Force the rigors of age on ageless creatures, possibly killing them through entropy. | High |
Force Pulse | Evocation | Cleric 2, Paladin 1, Ki Master 2 | You generate a quick pulse of force to knock people away from you, and possibly stagger them. | High |
Force Stool | Evocation | Sorcerer/Wizard 0, Ki Master 0 | Create a chair made of force to sit on. | Moderate |
Foresight | Divination | Knowledge 9, Sorcerer/Wizard 9 | You become significantly more aware of your surroundings. | Very High |
Foretell Pain | Divination | Cleric 2, Sorcerer/Wizard 2 | Foretell the next most likely damage you will take within 1 round. | Moderate |
Forge Plane | Conjuration | Lesser God 5 | Create or modify your divine realm. | Very High |
Forgiveness | Enchantment | Sorcerer/Wizard 8, Bard 6, Salvation 8 | It looks like flaying all his family members alive wasn't so bad after all. | |
Form Philosopher's Stone | Transmutation | State Alchemist 6, Sorcerer/Wizard 9, Cleric 8 | You convert irrelevant people into wonderful wonderful power. | Very High |
Form of Death | Necromancy | Sorcerer/Wizard 2 | Target gains qualities of an undead creature. | |
Form of the Colossus | Transmutation | Druid 9, Wu Jen (Earth) 9, Ki Master 9 | Transform into an impossibly large colossus, able to go toe to toe with the biggest of kaiju. You are effectively living terrain! | Very High |
Fracturing Teleport | Conjuration | Sorcerer/Wizard 7 | You cast a creature through space, but fail to take the usual precautions required to ensure it survives the trip. | |
Fragile Shield | Abjuration | Sorcerer/Wizard 0, Duskblade 0, Ki Master 0 | You get a one-use force shield that might just save your life. | High |
Freeze Blood | Necromancy | Cleric 5, Sorcerer/Wizard 5 | Freezes the blood or other life components of a creature; death soon follows. | |
Freeze Mind | Enchantment | Sorcerer/Wizard 4 | Freeze a creature's thought processes, dazing them and then rendering them into a zombie-like mental fugue. | High |
Frighten | Necromancy | Blackguard 1, Bard 1, Cleric 1, Death 1, Sorcerer/Wizard 1 | Subjects within cone flee for 5 rounds. | Very High |
Frigid Downdraft | Evocation | Druid 3 | A column of freezing air brings down flying creatures. | High |
Frog Touch | Transmutation | Druid 3, Sorcerer/Wizard 3 | Reshape weak or weakened creature into harmless animal | |
Frostbite | Evocation | Sorcerer/Wizard 2 | A simple spell used to lock enemies in Ice. | High |
Frosted Shell | Conjuration | Druid 0 | Coat an object or square in a thin layer of ice, making use of the object difficult. | Moderate |
Frostfire Spray | Evocation | Druid 3, Sorcerer/Wizard 3, Ki Master 3 | Release two cones of fire and cold damage. If you overlap them it becomes more difficult to resist. | Moderate |
Frozen Blizzard | Conjuration | Druid 5, Sorcerer/Wizard 6 | A whirling blizzard immobilizes targets over a wide area. | High |
Frozen Lightning | Evocation, Conjuration | Druid 4, Witch 4 | You call upon a bolt of cold lightning, dealing both cold and electricity damage and encase damaged creatures in ice. | |
Frozen Spiral Wind | Evocation | Druid 3 | You increase wind severity and create extreme cold around you, you can concentrate the wind on a creature to inflict large amounts of cold damage to them. | High |
Frozen Stillness | Transmutation | Alchemist 9 (Ice Secret), Sorcerer/Wizard 9 | Parylize a group of enemies | |
Fungal Infection | Transmutation | Cleric 2, Druid 2, Ranger 2 | Irritating mushrooms sprout from the victim's skin, making it hard to concentrate. | |
Furtive Shadow | Illusion, Transmutation | Bard 2, Beguiler 2, Bewitcher 2, Dread Necromancer 2, Spellthief 1, Sorcerer/Wizard 2 | You infuse your shadow with a semblance of life, making it your temporary assistant. | Moderate |
Fuse Weapons | Transmutation | Bard 2, Sorcerer/Wizard 3, Duskblade 2 | Fuse two weapons together into a new transforming weapon. | High |
Fustigate | Transmutation | Sorcerer/Wizard 3, Druid 4 | Improve blunt weapons | Moderate |
Gaban's Chaos Firelance | Evocation | Sorcerer/Wizard 2 | Gaban's Chaos Firelance is a channeled spell calling extreme heat and magical power into the form of a single fire spear. | High |
Gaban's Scorching Embers | Evocation | Sorcerer/Wizard 1, Shugenja (Fire) 1, Wu Jen (Fire) 1 | You project a cone of extremely hot embers, dealing fire damage and leaving dangerous terrain behind. | High |
Galaxy Stop | Transmutation | Druid 9, Sorcerer/Wizard 9 | A powerful chronological effect which locks your opponents in extremely slow time. | High |
Gale Force | Evocation | Druid 3, Sorcerer/Wizard 3, Shugenja (Air) 4, Ki Master 3 | Generate a large blast of wind shaped in various forms. | Moderate |
Galea's Drenching Orb | Conjuration | Druid 1, Sorcerer/Wizard 1 | Throw a ball of water that puts out fires. | High |
Galea's Energy Corona | Abjuration | Cleric 4, Druid 4, Sorcerer/Wizard 4 | Surround yourself in a damaging corona of magic. | Very High |
Galea's Get Up Get Down | Conjuration | Cleric 2, druid 2, duskblade 2, sorcerer/wizard 2 | Teleport a creature to be standing or laying down in the same space. | High |
Galea's Reverse Merform | Transmutation | Druid 2, Sorcerer/Wizard 2 | Turn a creature into a reverse mermaid. | High |
Galea's Shark's Swiftness | Transmutation | Druid 4, Sorcerer/Wizard 4 | Allies in burst may move and attack instantly. | Very High |
Gaze of Wrath | Evocation | Cleric 2 | You fire a blast of divine retribution from your eyes. | High |
Gazer Laser | Evocation | Sorcerer/Wizard 1 | Your eyes shoot lasers uncontrollably. Is this awesome? | High |
Gemcraft | Transmutation | Druid 8, Sorcerer/Wizard 8, Earth 8, Gem 8 | You transform creatures or objects into gemstones. | Very High |
Genesis | Conjuration | Cleric 9, Sorcerer/Wizard 9 | Create a demiplane | |
Geyser | Evocation | Druid 3, Sorcerer/wizard 2 | Ray of water. | Low |
Ghostly Chant | Evocation | Bard 4, Cleric 4, Sorcerer/Wizard 4 | Why wait for a spell with a long casting time to finish, when you can have magic finish casting itself? | High |
Glacial Juggernaut | Conjuration | Hellrime 7, Sorcerer/Wizard 7 | You create a giant block of semi-sentient ice that moves as you do. | Very High |
Glorious Vision | Enchantment, Illusion | Bard 5, Cleric 7 | Create the image of your god to break morale into enemies and reinforce your allies. | High |
Gnawing Maggots | Conjuration, Transmutation | Blackguard 2, Druid 3, Sorcerer/Wizard 3 | Causes ravenous maggots to sprout from the target's body, causing bloody lacerations. | High |
Golden Body | Transmutation | Cleric 3, Ki Master 3 | Become incredibly resilient to any form of attack for an instant. | High |
Golden Chains of Kronos | Conjuration, Transmutation | Sorcerer/Wizard 8, Cleric 8 | These golden chains lock the creature or object that they bind in temporal stasis. | High |
Good Night | Enchantment | Bard 0, Cleric 0 | You grant a creature about to sleep (or who is sleeping) a comfortable night's rest. | Unquantifiable |
Gorgon's Glare | Transmutation | Druid 9, Sorcerer/Wizard 9, Shugenja (Earth) 9, Wu Jen (Earth) 9 | Targets within cone become petrified, succumbing at once or slowly over several rounds. | High |
Gossamer Thread | Illusion | Sorcerer/Wizard 1, Bard 1, Cleric 1, Paladin 1 | Create a thread that binds a target. To them, it is strongest steel. | Very High |
Grant WIshes | Universal | Sorcerer/Wizard 9 | Grants unreliable wishes. | |
Grave's Chill | Necromancy | Assassin 2, Blackguard 2, Cleric 3, Dread Necromancer 3, Hexblade 2, Shugenja (Water) 3, Sorcerer/Wizard 3, Wu Jen (Water) 3 | Call the coldness of the grave upon your enemies. | High |
Gravehorde | Conjuration, Necromancy | Cleric 5, Sorcerer/Wizard 5 | Curse an area to endlessly spawn an endless stream of undead which harass, entangle, and damage opponents. | High |
Gravel of Grovel | Evocation | Druid 4, Cleric 5 | Use gravel to make your foes grovel | High |
Gravelord's Dance | Necromancy | Dread Necromancer 7 | Jutting swords of black energy emerge from the ground, slashing everyone. | High |
Gravitational Distortion | Evocation, Illusion | Psychic 2 | You cause a gravitational distortion which bend incoming ranged attacks and line and is dangerous to go through. | Very High |
Gravitational Missile | Transmutation | Sorcerer/Wizard 4 | You fire missiles of gravitational energy, which batters your foes. | High |
Graviton Crash | Evocation | Sorcerer/Wizard 8 | Creates a well of intense gravity that is strong enough to literally crush people to the ground. | High |
Graviton Implosion | Transmutation | Cleric 2, Paladin 2, Sorcerer/Wizard 3, Ki Master 3 | Pull targets together to a single point. | Moderate |
Graviton Lance | Evocation | Sorcerer/Wizard 4 | Creates a line of gravity force that nearby creatures will fall after. | High |
Graviton Zero | Evocation | Sorcerer/Wizard 6 | Creates a bubble of zero-gravity. | High |
Gravity Collapsar | Evocation | Druid 9, Sorcerer/Wizard 8 | The target becomes a gravity well which sucks in any loose objects or creatures. | Very High |
Gravity Sling | Transmutation | Sorcerer/Wizard 1 | As magic missile, but deals higher bludgeoning damage and does not allows spell resistance. | High |
Great Flaming Sphere | Evocation | Druid 6, Sorcerer/Wizard 6 | An improved flaming sphere with several options. | High |
Great Gout of Fire | Conjuration | Sylvan Occultist 3 | You breathe a huge spray of fire. | High |
Great Lightning Arrow | Evocation | Cleric 5, Druid 5, Paladin 4, Ranger 4 | An upgraded version of lightning arrows, which pierce through targets. | High |
Greater Awaken | Transmutation | Druid 6 | As awaken, but better. It can also create elementals, and grant a single class level. | Unquantifiable |
Greater Bamf | Conjuration | Warmage 6, Sorcerer/Wizard 5 | Like bamf, but with greater range and flexibility. | Very High |
Greater Boomshine | Evocation | Cleric 7, Shugenja (Fire) 7, Ki Master 7 | A burst of light severely damages opponents and leaves them blind and deaf permenantly. | High |
Greater Clairaudience/Clairvoyance | Divination | Bard 5, Sorcerer/Wizard 5, Ki Master 5 | An improved version of Clairaudience/Clairvoyance. | High |
Greater Cone of Cold | Evocation | Sorcerer/Wizard 7 | A greater version of the cone of cold spell, so cold it capable of freezing the veins of your enemies. | Very High |
Greater Cone of Pebbles | Evocation | Druid 5, Cleric 6 | Fire stronger pebbles at your foes | Moderate |
Greater Contract | Necromancy | Sylvan Occultist 4, Paladette 4 | You write up a contract, and anyone who breaks it feels very dead. | |
Greater Crushing Despair | Enchantment | Bard 5, Sorcerer/Wizard 6 | A stronger version of crushing despair, which completely crush the heart of those afflicted. | Very High |
Greater Duelward | Abjuration | Sorcerer/Wizard 8 | You can counterspell as an immediate action, and gain a +7 bonus to Spellcraft checks for counterspelling. | High |
Greater Endure Elements | Abjuration | Cleric 3, Druid 3, Paladin 3, Ranger 3, Sorcerer/Wizard 3, Shugenja 3, Ki Master 3 | Endure elements now will protect you from any temperature extreme, and allows you to perform acts of physical endurance. | Moderate |
Greater Fireball | Evocation | Ki Master 6, Shugenja (Fire) 6, Sorcerer/Wizard 6, Wu Jen (Fire) 6 | What fireball always wanted to be. | Very High |
Greater Freedom of Movement | Abjuration | Cleric 8, Druid 8 | Gain freedom of movement, plus avoid attacks of opportunity and move faster. | High |
Greater Gaseous Form | Transmutation | Bard 5, Sorcerer/Wizard 5 | A faster gaseous form spell which can save you from death. | High |
Greater Glibness | Transmutation | Bard 6 | More powerful glibness | Very High |
Greater Globe of Invulnerability | Abjuration | Sorcerer/Wizard 8 | A higher-level globe of invulnerability that deflects higher-level spells | |
Greater Healing Spirit | Conjuration | Cleric 7, Druid 8 | A more improved mobile healing spirit for you and your allies that can also damage undead foes. | |
Greater Imbue Sentience | Transmutation | Artificer 6, Sorcerer/Wizard 8 | Imbue a non-living object with intelligent weapon-like sentience or create a permenant intelligent item. | High |
Greater Invisibility, Grimoire | Illusion | Assassin 4, Bard 4, Sorcerer/Wizard 4 | An improved version of the Grimoire Invisibility spell. | High |
Greater Invisibility, Variant | Illusion | Assassin 4, Bard 4, Sorcerer/Wizard 4 | A different kind of invisibility for High-level games. | High |
Greater Invulnerable Shield | Abjuration | Sylvan Occultist 5 | You make yourself impervious to everything until the specified object is dealt with. | Very High |
Greater Mage's Lucubration | Transmutation | Sorcerer/Wizard 9 | Recall a previously used spell | Very High |
Greater Magic Saturation | Evocation | Sylvan Occultist 7, Bard 7, Sorcerer/Wizard 8 | You fill the world with magic, and everybody can cast spells now. | |
Greater Nonlethal Field | Abjuration | Bard 4, Cleric 6, Paladin 4 | Create sphere where lethal damage is not. | Very High |
Greater Refresh Magic | Transmutation | Bard 5, Cleric 6, Druid 6, Sorcerer/Wizard 6, Wu Jen (Water) 6, Shugenja 6 | The antithesis of greater dispel magic; a spell that prolongs magical effects. | High |
Greater Reject Earth | Evocation | Druid 4, Shugenja (Earth) 4, Sorcerer/Wizard 4, Wu Jen (Earth) 4, Duskblade 3, Ki Master 4 | As reject earth, but a much larger area centered on you. | High |
Greater Resurrect Fossil | Transmutation | Druid 7 | Resurrect fossil creatures. | High |
Greater Telekinesis | Transmutation | Sorcerer/Wizard 8 | Even more telekinesis than before. Now you can lift actual weight. | Very High |
Greater Vampiric Touch | Necromancy | Blackguard 4, Duskblade 4, Sorcerer/Wizard 7th | Drain the life out of your foe and make it your own. | High |
Greater Warp | Universal | Sorcerer/Wizard 6, Travel 7 | A teleportation spell with a limited list of possible destinations (that can be added to), an effect delay, and unlimited range. Intended to replace greater teleport. | High |
Grip of Death | Necromancy | Sorcerer/Wizard 9 | Cast multiple finger of death spells, turned those slain by it into zombies under your control. | Very High |
Ground Lightning | Abjuration | Cleric 5, Druid 5 | An area is protected from electrical damage by funneling all possible shocks into its center. | High |
Guillotine | Conjuration | Cleric 8, Metal 8, Sorcerer/Wizard 8 | Because there's no kill like overkill. | Very High |
Guilt | Enchantment | Cleric 2, Paladin 1 | Make your opponent feel guilt for what they've done. | High |
Gust Bellow | Evocation | Druid 1, Sorcerer/Wizard 1, Ki Master 1 | Project a 15 ft cone of wind in front of you, a sort of long lasting but short range gust of wind. | Moderate |
Gutwrench | Evocation | Cleric 8, Sorcerer/Wizard 8, Vivisection 8 | You take the most important part of the opponent’s body and rip it out. | Very High |
Hag Coven | Conjuration | Druid 7 | You summon a host of night hags that serve you in battle. | Very High |
Half Shot | Enchantment | Cleric 1, Sorcerer/Wizard 1 | Far Shot? No, try half shot, and cut those ranges in two! | High |
Harm, Greater | Necromancy | Cleric 9 | Subject suffers 15 points of damage per caster level. | |
Harper's Frozen Weapon | Transmutation | Druid 4 | An advance and specialized version of chill metal, this spell cause a weapon to become completely frozen over. | Very High |
Harper's Giant Snowball | Conjuration, Evocation | Druid 4 | Create a giant snowball which crushes and push people. | |
Haste, Greater | Transmutation | Bard 6, Sorcerer/Wizard 6 | | High |
Haunting Death Curse | Necromancy | Sorcerer/Wizard 6, Cleric 6 | If you die with this spell active, you will return as a ghost, giving you a chance to avenge your death. | Very High |
Headache | Enchantment | Sorcerer/Wizard 2, Bard 2 | Give you target a pounding headache for a few rounds. | High |
Heal Disease | Conjuration | Cleric 5, Druid 5, Sorcerer/Wizard 6, Infection 5 | You cure all afflictions hampering the diseases in the area. | |
Heal, Greater | Conjuration | Cleric 9 | Heal 15 damage per caster level. | High |
Healing Gust | Necromancy | Cleric 1, Paladin 1 | A minor amount of healing to a wide area, at low levels. | High |
Healing Humidifier | Transmutation | Cleric 2, Druid 2, Sorcerer/Wizard 2 | Convert a potion into a thin mist that provides its healing benefits over a large area over time. | Moderate |
Healing Spirit | Conjuration | Bard 6, Cleric 6, Druid 7 | A slightly improved mobile healing spirit for you and your allies that can also damage undead foes. | |
Healing Whip | Conjuration | Cleric 2 | You conjure a whip made of positive energy, good for healing your guys and harming undead. | Moderate |
Hear Prayers | Divination | Lesser God 3 | Hear the prayers of your followers. | High |
Hear the Earth's Murmurs | Divination | Druid 3, Ranger 1 | Listen in for creatures far away, as if using Tremorsense. | High |
Heartstop | Necromancy | Assassin 4, Sorcerer/Wizard 5, Witch 4 | You stop the heart of a target, causing an assured death unless others intervene. | High |
Heat Draining Vortex | Transmutation | Cleric 8 | A badass version of heat drain from spell compendium. Drain away all the heat in the room to heal yourself. | Very High |
Heat Object | Transmutation | Cleric 4, Druid 2, Sorcerer/Wizard 3 | Can heat cloth, wood, metal, stone, water, earth, air - and fire. | High |
Heavenly Voice | Evocation | Cleric 3 | A celestial voice shouts down aerial creatures with divine might. | High |
Heavy Ray | Evocation | Sorcerer/Wizard 4 | A ray of metallic matter caught in a high-velocity stream of kinetic energy. | High |
Heavy Weapon | Transmutation | Sorcerer/Wizard 2 | Make a weapon unusually heavy, which could be a boon or a bane. | High |
Hedgehog Curse | Transmutation | Druid 5, Sorcerer/Wizard 5 | The target is covered in spines that let no one touch them, especially not allies. | High |
Hellbat Swarm | Conjuration, Necromancy | Sorcerer/Wizard 5 | You conjure a swarm of hellish necromantic bats. | High |
Hellfire Void | Evocation | Cleric 8, Hellfire 8, Sorcerer/Wizard 8 | You make a ball of flames that sap magical energy from those within to sustain itself. | Very High |
Hellish Fumes | Transmutation | Diabolic 6, Sorcerer/Wizard 6 | You create a cloud of gas from Hell itself. | Very High |
Hellmouth | Conjuration | Sorcerer/Wizard 8 | Creates a portal to hell that can be used as a conduit for more powerful summons. | |
Helpful Lick | Conjuration | Sorcerer/Wizard 1, Druid 1, Ranger 1 | You lick someone's face and they feel better. | Moderate |
Hero's Coma | Transmutation | Sloth 5, Sorcerer/Wizard 5 | Grant target creature the benefits of heroes' feast, but knock them out for one hour. | Very High |
Heroics | Divination | Sorcerer/Wizard 2 | You gain the benefit of a single feat. | High |
Hijack Animal | Necromancy | Druid 4 | As magic jar but restricted to animals, and you may communicate in your new form. | Unquantifiable |
Hijack Spell | Abjuration | Bard 3, Sorcerer/Wizard 3, Vengeance 3, Duskblade 3 | Steal one spell. | Very High |
Hijacking Dispel | Abjuration | Conquest 8, Cleric 8, Magic 8, Sorcerer/Wizard 8 | Dispel, steal spells. | Very High |
Hinder | Enchantment | Cleric 2 | You weaken foes with the effects of bane and make them susceptible to weapon attacks. | Moderate |
Hindsight | Divination | Sorcerer/Wizard 0, Cleric 0 | Tells you whether certain actions will bring good or bad result, but only after the event has already transpired. | Low |
Hive Armor | Conjuration, Transmutation | Druid 3, Ranger 1 | Summon an armor of hive material, with buzzing bees ready to strike. | Moderate |
Hivecraft | Conjuration | Druid 5 | You call bees from around the world to rapidly build structures for your benefit. | High |
Hollow Point Ray | Conjuration | Sorcerer/Wizard 3, Ki Master 3 | A bullet of force pierces the target, then explodes outward in a wave of shrapnel. | High |
Holt's Backhanded Slap | Evocation | Sorcerer/Wizard 0 | You use a hand made of force to slap your target senseless. | Very High |
Holt's Clenched Fist | Evocation | Sorcerer/Wizard 7, Strength 7 | As Holt's grasping hand, except the hand can also launch people a long way. | Very High |
Holt's Crushing Hand | Evocation | Sorcerer/Wizard 9, Strength 9 | As Holt's clenched fist, except the hand crushes its victims to death. | Very High |
Holt's Energy Booster | Transmutation | Sorcerer/Wizard 0, Duskblade 0 | Temporarily relieve fatigue, become tired after spell ends. | Very High |
Holt's Extra Hands | Evocation | Sorcerer/Wizard 3 | You gain extra hands. | Very High |
Holt's Forceful Hand | Evocation | Sorcerer/Wizard 3, Strength 3, Duskblade 2 | As Holt's interposing hand, except the hand can also pimp slap enemies. | Very High |
Holt's Grasping Hand | Evocation | Sorcerer/Wizard 5, Strength 5, Duskblade 4 | As Holt's forceful hand, except the hand can also initiate grapples. | Very High |
Holt's Hemorrhaging Hematoma | Transmutation | Blood 1, Sorcerer/Wizard 1 | You incite internal bleeding in a target, causing them to take damage and become more vulnerable to physical attack. | Very High |
Holt's Interposing Hand | Evocation | Sorcerer/Wizard 1, Strength 1, Duskblade 1 | You create a massive hand of force that grants cover to a creature of your choosing. | Very High |
Holy Bolt | Evocation | Cleric 1, Paladin 1 | A bolt of holy power that can be charged up for greater effect. | Moderate |
Holy Hold | Conjuration | Cleric 5, Entrapment 5, Paladin 4, Paladette 5 | Create a large ring of light that shrinks into a singularity over the course of 5 rounds, perfectly binding any who fail to escape. | Moderate |
Holy Light | Conjuration | Paladin 3 | The Paladin calls forth holy beams of light from the sky to heal his allies and purge the undead. | High |
Holy Light Grenades | Evocation | Cleric 4 | Create a mote of light which may be aimed at a creature, or left in a square as a trap. | High |
Honey Ambrosia | Conjuration | Cleric 3, Druid 3, Gastronomy 3 | Conjure a cup of honey ambrosia, which is good for eating, patching up wounds, disinfecting, preservation, and a host of other things. | High |
Hood of the Cobra | Illusion | Druid 1, Ranger 1 | Gain bonus on Intimidate checks and improve your ability to instill fear | High |
Hornung’s Chaos Shield | Abjuration | Wild 2 | Protects you from wild surges. | |
Hornung’s Surge Selector | Abjuration | Wild 7 | Tries to control surge to avoid a total disaster. | |
Host to Madness | Enchantment | Cleric 5 | Your enemy is possessed with a legion of insane spirits, driving him to kill, kill, kill! | High |
Hotfoot | Evocation | Bard 0, Sorcerer/Wizard 0, Shugenja (Fire) 0, Wu Jen (Fire) 0, Ki Master 0 | You give them the ol' hotfoot, forcing the target to move or take damage. | High |
Howl of the Shadow Wilds | Conjuration, Illusion | Sorcerer/Wizard 7, Druid 6 | Summon a pack of shadow wolves into the mind of your targets. | High |
Hulk Out | Transmutation | Druid 3 | Convert BAB into strength, for heavy blows at the cost of speed. | Moderate |
Human Form | Transmutation | Bard 1, Sorcerer/Wizard 2 | Target assumes appearance and form of a humanoid. | |
Hunger of the Deep | Illusion | Druid 6, Shugenja (Water) 6, Sorcerer/Wizard 6, Wu Jen (Water) 6 | Curse a target so that they may never approach a body of water, lest that which lurks within devour them whole. | Very High |
Hurl Debris | Evocation | Psychic 1 | You pick up and throw thrash and rocks telekinetically. It can be undercast. | High |
Hurricane Disc | Evocation | Druid 6, Sorcerer/Wizard 6, Warmage 6, Shugenja (Air) 7, Ki Master 7 | Create a spinning disc of sharp wind, controlling it with your mind and gestures. | High |
Hurricane Force | Evocation | Druid 8, Shugenja (Air) 8, Ki Master 8 | Gale Force amped up to 11, the winds produced can destroy cities in the shockwave. | High |
Huxley's Shooting Star | Evocation | Sorcerer/Wizard 4 | The caster creates a small shooting star, which deals impact damage and explodes. May be fired as a cluster shot. | High |
Hyperbite | Conjuration | Druid 8, Sorcerer/Wizard 8, Hairbinder 6, Gastronomy 8 | A giant mouth appears and devours your opponent. | High |
Hyperjump | Conjuration | Sorcerer/Wizard 5 | With a cry of joy or terror, you jump... and with a flash of light, you're gone, off in a semi-distant land. | High |
Hyperspatial Barrier | Transmutation | Psychic 9 | | Very High |
Hypersphere | Conjuration | Psychic 7, Occultist 6 | You fold space into a sphere, creating a prison of infinite space which can violently explode if disrupted. | Very High |
Hypnotic Light | Illusion | Sorcerer/Wizard 2, Beguiler 2 | You create hypnotic lights, allowing you to enthrall your target. | High |
Hypnotism, Greater | Enchantment | Beguiler 3, Sorcerer/Wizard 3, Patron Witch 3 | A more powerful version of hypnotism. | High |
Hysteria | Enchantment | Bard 2, Cleric 2 | The target becomes unhinged, he can't stop giggling or weeping, or both at once. Can't you see it too? | High |
Ib-Dyn's Ionic Conduit | Evocation | Secret of the Black Lightning 9 | Electrify a large number oc lose targets to death, heal yourself and allies. | Very High |
Icarus Wings | Transmutation | Sorcerer/Wizard 3 | Grow a pair of wax wings to fly, but don't fly too close to the sun or... | High |
Ice 9 | Transmutation | Sorcerer/Wizard 9 | Create a dangerous water polymorph which freezes water at room temperature, killing creatures and freezing entire bodies of water. | Very High |
Ice Barrage | Evocation | Sorcerer/Wizard 2 | You fire sharp chunks of ice at foes within close range, after impact they explode, dealing splash damage. | High |
Ice Crystal Phalanx | Conjuration | Druid 1, Sorcerer/Wizard 2 | You create a line of freezing cold which leaves sharp ice crystals in its wake. | Moderate |
Ice Slider | Evocation | Druid 1 | Generate an icy path which allows passage without provoking attacks of opportunity | High |
Ice Spike | Conjuration | Druid 4, Sorcerer/Wizard 4, Warmage 4 | You conjure up a super-sharp icicle to impale an enemy from below. | High |
Ice of the Frozen Cavern | Transmutation | Sorcerer/Wizard 3 | Cover the ground immediately under the target with incredibly selectively slippery ice. | High |
Icicle Lance | Evocation | Druid 4, Sorcerer/Wizard 4 | Create a spear of ice which you can wield as a weapon, and snuff out [Fire] effects. | High |
Icicle Spears | Evocation | Druid 3, Patron Witch 3 | You summon spears made of ice from the ground, impaling foes with great prejudice. | High |
Identify Symbol | Divination | Blackguard 1, Cleric 1, Paladin 1, Sorcerer/Wizard 1, Bard 1 | Gain 5 + your caster level as a bonus on checks to identify symbols for what they are. | Moderate |
Identity Death | Enchantment | Mentalist 6 | A powerful spell which utterly destroy the identity of the target. | Very High |
Ignite | Evocation | Druid 0, Ranger 1, Sorcerer/Wizard 0 | Start a fire with a gesture and word. | Moderate |
Illuminating Blast | Evocation | Cleric 8, Druid 8, Sorcerer/Wizard 8, Warmage 8 | Light-force wave similar to Delayed Fireball | High |
Illusory Eyes | Illusion | Bard 3, Sorcerer/Wizard 4 | You can see, even if you have been blinded, by projecting a mental illusion of your surroundings. | Moderate |
Illustrate Text | Transmutation | Sorcerer/Wizard 0, Cleric/Oracle 0, Bard 0 | Some books also have useful non-written information. Feel free to copy that too. | Unquantifiable |
Ilyre's Conspicuous Combustion | Evocation | Sorcerer/Wizard 2 | A flashy version of combustion created by a pyromaniac sorcerer who wanted to make setting things on fire more interesting. | Low |
Imbed Suspicion | Enchantment | Bard 1, Sorcerer/Wizard 2 | Cause a target to no longer treat their allies as allies. | Moderate |
Imbue Illusion | Illusion | 4 Sorcerer/Wizard | So many illusions to maintain! What if you could store them in a convenient container? | Very High |
Imbue Sentience | Transmutation | Artificer 4, Sorcerer/Wizard 5 | Imbue a non-living object with intelligent weapon-like sentience. | High |
Imbue Will | Enchantment, Transmutation | Sorcerer/Wizard 8, Beguiler 8 | You imbue a magic item with your own will, turning it into an intelligent object who seeks to do your task. | Unquantifiable |
Imminent Omen | Divination | Cleric 2 | Look into the immediate future for an action that is have planned. | Moderate |
Immolating Holy Water | Evocation | Paladin 2, Inquisitor 2 | Turn a flask of holy water into a potent flaming weapon. | High |
Impale | Evocation | Cleric 3, Druid 3, Earth 3, Ranger 3, Sorcerer/Wizard 3, Ki Master 3 | Impale your enemies into the air, then watch them fall. | Moderate |
Impossible Cover | Illusion | Assassin 2, Bard 2, Sorcerer/Wizard 2 | When using this spell you can gain total cover from objects which otherwise are too small or thin. | High |
Imprisonment | Abjuration | Sorcerer/Wizard 9 | You banish a creature to the phantom zone. | Very High |
Improved Dimension Door | Conjuration | Bard 5, Sorcerer/Wizard 5 | Teleports you a short distance, and allows you to act immediately afterwards. | High |
Improved Phantasmal Killer | Illusion | Obliteration 8, Sorcerer/Wizard 7 | You destroy your target utterly with a hallucination. | |
Improved Telekinesis | Transmutation | Sorcerer/Wizard 7, Ki Master 8 | As telekinesis, but you can maintain concentration as a swift action and it doesn't end with a violent thrust. | Very High |
Improved Tree Shape | Transmutation | Druid 4, Ranger 4 | This spell works like tree shape, but you actually have tree properties. | Moderate |
Incarnate Agent | Divination, Enchantment | Beguiler 7, Sorcerer/Wizard 7 | Imbue a shard of your mind in another, slowly influencing them towards your benefit. | Very High |
Incendiary Jelly | Evocation | Sorcerer/Wizard 4 | Jelly within the spell's area turns into gelatinous fire. | |
Incessant Momentum | Evocation | Bard 2, Sorcerer/Wizard 3 | When under the effects of this spell, its like you're ice skating on frictionless feet whenever you get going. | Unquantifiable |
Incite Violence | Enchantment | Bard 3, BeguilerPHB2 3, Blackguard 3, Sorcerer 3, Wizard 3 | Cause one creature to attack another creature | Moderate |
Increase Susceptibility | Necromancy | Cleric 2, Sorcerer/Wizard 2, Druid 1, Infection 1, Paladette 2, Sylvan Occultist 2 | You make your hapless victim more susceptible to diseases. | |
Incubate | Abjuration | Cleric 0, Druid 0, Sorcerer/Wizard 0 | This spell regulates the temperature, humidity, and environmental effects of a "nest". | Low |
Indra's Arrow | Evocation | Ranger 4, Sorcerer/Wizard 8, Cleric 8 | Imbues an arrow drawn with divine black lightning. | High |
Inescapable Thorns | Conjuration | Druid 6 | You conjure thorns which deals damage and hold the target in place, and cannot be escaped without magic. | High |
Infectious Affliction | Transmutation | Cleric 3, Sorcerer/Wizard 3 | When you are afflicted by a status effect, your body becomes a carrier capable of passing the effect off to another by touch. | High |
Infernal Desert | Evocation | Druid 9 | Subject a huge area to fantastical amounts of supernatural heat, baking the surface dry. | Very High |
Infernal Lash | Conjuration | Cleric 2, Sorcerer/Wizard 2 | Restrain and damage foes with diabolic chains. | High |
Infinite Geyser | Evocation | Druid 8, Shugenja (Water) 8, Sorcerer/Wizard 9, Wu Jen (Water) 9 | Blast targets with a high-pressure geyser which does not lose momentum, and will eventually reach outer space. | Very High |
Inflict Psychosis | Enchantment | Sorcerer/Wizard 2 | Inflict one or more psychosis effects. | Unquantifiable |
Inflict Wounds | Necromancy | Blackguard 1, Cleric 1, Destruction 1 | Cause hp damage with a touch. Designed to replace the inflict series of spells. | High |
Ink Blot | Conjuration, Evocation | Assassin 1, Bard 0, Hexblade 1, Sorcerer/Wizard 1 | Splash enemies with sticky ink and reveal their position. | High |
Ink Splash | Conjuration, Evocation | Assassin 1, Bard 1, Hexblade 1, Sorcerer/Wizard 2 | Coalesce a blob of ink and then shoot it as an arrow. | High |
Inner Darkness | Evocation | Cleric 4 | Upon being wounded you create a cloud of devouring darkness. | High |
Insanity Variant | Enchantment | Charm 7, Madness 7, Sorcerer/Wizard 7 | A variant of the insanity spell that deals with out-of-combat issues. | Very High |
Inscribe | Transmutation | Cleric 1, Shadowcaster 1 (Black Writings), Sorcerer/Wizard 1 | Writing implement writes on its own | |
Insidious Domination | Enchantment | Bard 5, Sorcerer/Wizard 6 | A slower acting, but much subtler Domination. | Very High |
Insidious Suggestion | Enchantment | Bard 3, Sorcerer/Wizard 4, Beguiler 4 | Like suggestion but much more subtle and insidious. | Very High |
Inspire Mortal | Enchantment | Lesser God 4 | Inspire someone into a follower. | Unquantifiable |
Instant Bread | Transmutation | Cleric 0, Druid 0 | Create bread from nothing more that wheat or flour. | Moderate |
Instant Cure Critical Wounds | Conjuration | Cleric 6 | Cure Critical Wounds as a swift action | Moderate |
Instant Cure Light Wounds | Conjuration | Cleric 3 | Cure Light Wounds as an swift action | Moderate |
Instant Cure Moderate Wounds | Conjuration | Cleric 4, Life 3 | Cure Moderate Wounds as a swift action | Moderate |
Instant Cure Serious Wounds | Conjuration | Cleric 5 | Cure Serious Wounds as an swift action | Moderate |
Instant Hypothermia | Evocation | Cleric 7, Druid 7, Shugenja (Water) 7, Wu Jen (Water) 7 | You cause a creature to freeze to death instantly. | Very High |
Instant Spittake | Conjuration | Bard 0, Cleric 0, Sorcerer/Wizard 0 | Always have a drink on hand to spit out in shock and surprise. | Moderate |
Instant Wall of Invincibility | Abjuration | Cleric 9 | Create a massive wall that prevents all movement through it. | Very High |
Instantaneous Portal | Conjuration | Sorcerer/Wizard 2 | You create a short-lived portal for transportation. | Very High |
Intensify Flavor | Transmutation | Bard 0 | Any one food item becomes rich in flavor and smell. | Moderate |
Internal Explosive | Evocation | Sorcerer/Wizard 5, Warmage 5, Wu Jen (Fire) 5, Shugenja (Fire) 5 | Cause an internal explosion, which might spill out and consume those standing around them. | High |
Intoxication | Transmutation | Bard 1, Beer 1 | Make target drunk, or aggravate intoxication. | Moderate |
Inversion Scope | Divination | Cleric 5, Druid 4, Ranger 3, Sorcerer/Wizard 5, Gun 5 | you find yourself able to hit at long range, but unable to focus at close range. For some a buff, and others a bane. | Very High |
Invert Motion | Transmutation | Bard 2, Sorcerer/Wizard 3 | Reverse the direction creatures move in, causing them to move in unexpected ways. | High |
Investigate Portal | Divination | Bard 2, Elementalist 3, Sorcerer/Wizard 2, Summoner 1 | Learn about a portal's operation and what's on the other side | |
Invigoration | Transmutation | Cleric 0 | Gives a single re-roll on a d20 roll used within 1 round. | Very High |
Invincible Golden Body | Transmutation | Cleric 9, Ki Master 9 | Become invincible to any form of attack for an instant. | Very High |
Invisibility, Grimoire | Illusion | Assassin 2, Bard 2, Sorcerer/Wizard 2, Trickery 2 | A different kind of invisibility for High-level games. | High |
Invulnerability | Abjuration | Sorcerer/Wizard 10 | Total protection from harm for a brief duration. | Very High |
Invulnerable Field | Abjuration | Sylvan Occultist 4 | You protect an area with a force field linked to an object. | Very High |
Invulnerable Shield | Abjuration | Sylvan Occultist 3 | You make yourself impervious to weaponry until the specified object is dealt with. | Very High |
Io's Tears | Conjuration | Druid 6, Sorcerer/Wizard 6, Shugenja (Earth) 7 | Ground spews acid and debris into the air, damaging and blinding creatures caught within the area. | High |
Ionic Drain of Motion | Transmutation | Sorcerer/Wizard 7 | Create a synergy with electricity effect you have. | High |
Ionic Generator | Transmutation | Artificer 3, Sorcerer/Wizard 3, Warmage 3 | Turn your body into an electric battery. | Moderate |
Ipsophagia | Transmutation | Assassin 4, Druid 8, Sorcerer/Wizard 7 | You inhabit the body of a recently dead sapient creature, and become them. | High |
Iron Body | Transmutation | Cleric 7, Metal 7, Sorcerer/Wizard 7 | You or someone you touch turns into Colossus from X-Men. | Very High |
Iron Body, Variant | Abjuration, Transmutation | Earth 8, Sorcerer/Wizard 8, Wu Jen (Metal) 8 | A version of Iron Body which don't make you wonder why you even cast it. | Very High |
Iron Wheel | Conjuration | Sorcerer/Wizard 5, Wu Jen (Metal) 4 | Summon a giant wheel which runs over your opponents again and again and again. | High |
Ishara's Enticing Directive | Enchantment | Bard 1, Greed 1, Sorcerer/Wizard 1 | Tell one creature to give you object, creature approaches, gives over. | Very High |
Ishara's Fiery Ring | Evocation | Sorcerer/Wizard 6, Duskblade 4 | You make a ring of fire around yourself, protecting you from fire damage and dishing it out the foes. | Very High |
Ishara's Fiery Transfiguration | Evocation | Sorcerer/Wizard 7 | You turn yourself into a being made of fire. | Very High |
Ishara's Inactivity Incantation | Transmutation | Sloth 4, Sorcerer/Wizard 4 | For every action the target of this spell takes, they must save or forgo an identical action on their next turn. | Very High |
Ishara's Instant Infarction | Transmutation | Blood 4, Sorcerer/Wizard 4 | You cause a blood clot in a target's arm, leg, or similar appendage. | Very High |
Item Morph | Transmutation | Sorcerer/Wizard 7 | Transform a creature into an object of value. | Very High |
Jack-o'-lantern Bomb | Evocation, Necromancy | Sorcerer/Wizard 3 | A necromantic fireball that can seek it target and deal negative energy damage. | High |
Jaws | Evocation | Druid 2, Wu Jen 2 | Invoke a water shark that bites enemies into pieces. | High |
Jellification | Transmutation | Sorcerer/Wizard 6 | Water in target's body turns to jelly. | |
Jellify | Transmutation | Jelly 8, Sorcerer/Wizard 9 | Target creature is transformed into jelly. | |
Jelly Aura, Greater | Abjuration | Sorcerer/Wizard 4 | Covers target in jelly, halving bludgeoning damage and providing DR 3/-. | |
Jelly Aura, Lesser | Abjuration | Sorcerer/Wizard 2 | Covers target in jelly, halving bludgeoning damage. | |
Jelly Bath | Conjuration | Sorcerer/Wizard 7 | The targeted creature is enveloped in a thick sheet of jelly, reducing its movement and Dexterity score by half. | |
Jelly Bones | Transmutation | Sorcerer/Wizard 8 | Target's bones are transformed into jelly, reducing its Dexterity score to 0. | |
Jelly Flavor | Conjuration | Sorcerer/Wizard 0 | You give any food or drink the consistency and flavor of jelly. | |
Jelly Floor | Transmutation | Sorcerer/Wizard 1 | This spell turns the floor into a thick layer of bouncy jelly. | |
Jelly Form | Transmutation | Sorcerer/Wizard 6 | You become a creature of jelly, resembling a living ooze. | |
Jelly Katamari | Conjuration | Jelly 9, Sorcerer/Wizard 9 | Conjures a katamari of uncountable poisonous jellies that suffocate and burn creatures caught inside. | High |
Jelly Legs | Transmutation | Sorcerer/Wizard 3 | Target's legs become gelatinous, limiting its mobility. | |
Jelly Orb | Conjuration | Jelly 2, Sorcerer/Wizard 1 | An orb of magical jelly flies from your hand to its target. | |
Jelly Rain | Conjuration | Jelly 5, Sorcerer/Wizard 6 | Jelly falls from the sky, damaging foes and limiting movement. | |
Jelly Thoughts | Enchantment | Jelly 4, Sorcerer/Wizard 4 | Target creature desires jelly to the exclusion of all else. | |
Jerri's Constant Body Alteration | Transmutation | Sorcerer/Wizard 3 (see below) | Touched creature's body changes daily. | Unquantifiable |
Jerri's Random Self Polymorph | Transmutation | Sorcerer/Wizard 3 | You decided to turn yourself into a random hodgepodge of things. It seemed like a good idea at the time. | Unquantifiable |
Jet Flame | Evocation | Sorcerer/Wizard 3 | This spell creates a jet of pressurized air and fire, sending opponents to the ground and you into the air. | High |
Jewel/Gem Creation | Conjuration | Artifice 7, Creation 6, Sorcerer/Wizard 7, Cleric 7, Gem 6 | create jewels/gems for material components | Moderate |
Jitsuko's Cursed Snakes | Conjuration | Hexblade 3 | You summon two snakes which bite a target and carry a deadly venom. | High |
Judge Naughty or Nice | Divination | Cleric 2, Paladin 1 | You call upon the power of the Holidays to detect a creature's behavior, much like the detect evil spell. | Moderate |
Kaioken | Transmutation | Ki Master 4 | You artificially enhance yourself, suffering for the additional strain. | High |
Kamehameha Wave | Evocation | Ki Master 6 | Wide line of focused ki damages enemies. | High |
Kamehameha Wave, Greater | Evocation | Ki Master 9 | Very wide line of focused ki damages enemies. | High |
Kamehameha Wave, Lesser | Evocation | Ki Master 3 | Line of focused ki damages enemies. | High |
Karmic Annihilation | Universal | Sorcerer/Wizard 9 | Slays target creature or object and annihilates all karmic ties with it. | High |
Karmic Justice | Transmutation | Cleric 2, Paladin 1 | Retaliate with the accumulated spite from your enemies' assault. | High |
Karxon's Luminous Aura | Evocation | Ki Master 1 | You shield your body with dangerous light, damaging anyone foolish enough to touch you! | High |
Keepaway Shield | Abjuration | Cleric 2, Paladin 2 | Summon a pair of shields which block flankers and provide cover. | High |
Khonsou's Zoomorphism | Transmutation | Bard 4, Druid 4, Wizard/Sorcerer 4 | Metamorphose into a myriad of different creatures. | High |
Ki Ball | Evocation | Ki Master 2 | Explosion of ki damages enemies. | High |
Ki Barrage | Evocation | Ki Master 4 | Bolts of ki dart from your hand to unerringly strike your targets. | High |
Ki Barrage, Lesser | Evocation | Ki Master 1 | Bolts of ki dart from your hand to unerringly strike your target. | High |
Ki Bullet | Evocation | Ki Master 1 | Aimed bolt of ki strikes target. | High |
Ki Push/Mage Push | Transmutation | Bard 0, Ki Master 0, Sorcerer/Wizard 0, Viewtiful Monarch 0, Duskblade 0 | Bolt of force pushes creature 5'. | High |
Kiden's Combustive Torch | Evocation | Druid 2, Sorcerer/Wizard 2 | A powerful and utilitarian version of produce flame. | High |
Kiden's Curse of Calling | Illusion, Necromancy | Sorcerer/Wizard 1 | A curse which cause illusory hallucination. | Moderate |
Kiden's Harassing Spirit | Conjuration | Cleric 1, Sorcerer/Wizard 1 | Summon a spirit to annoy and possibly kill people if you invest enough into it. | High |
Kiden's Miniaturized Entrapment | Transmutation | Patron Witch 4 | A long term spell that allow you to imprison your target, or at least inconvenience them for a round. | High |
Kiden's Polymorph Peons | Transmutation | Patron Witch 4 | You turn weak humanoids into small animals or object permanently. | Very High |
Kinetic Forcefield | Abjuration | Bard 2, Duskblade 2, Warmage 2, Sorcerer/Wizard 2 | Take control of the kinetic power. | High |
Kinetic Mine | Evocation | Psychic 3 | You create a orb of kinetic force, which explode dramatically. | Very High |
Know Distance | Divination | Cleric 0, Druid 0, Ranger 1, Sorcerer/Wizard 0, Ki Master 0 | You can determine the distance away something is. | Unquantifiable |
Lantern of the Moon | Evocation | Grim 1 | Provides 120 feet of dim illumination. | Moderate |
Lapis Bolt | Evocation | Azure Sorcery 1 | You project and shoot one or multiple bolt of blue minerals. | High |
Last Cast | Divination | Sorcerer/Wizard 2 | Determine what spell was cast last from a spellcaster or item. | High |
Last Rites | Necromancy | Cleric 3, Paladin 3, Druid 5, Paladette 3, Dream Lord 4 | Choose the afterlife the dead character goes to. | |
Last Word | Enchantment | Assassin 2, Bard 1, Blackguard 2, Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2 | deal damage and silence target. | High |
Last Words | Necromancy | Sylvan Occultist 0 | Give a dead creature time to speak. | High |
Lavation | Abjuration | Cleric 0, Sorcerer/Wizard 0 | Wash away the filth. | High |
Leaping Lightning | Evocation | Druid 1, Sorcerer/Wizard 1 | A bolt of lightning jumps from creature to creature. | High |
Leather Seed | Necromancy | Druid 1, Sorcerer/Wizard 1, Adept 1 | Let a tree grow to create leather or let it consume the insides of a dead creature, leaving only its skin. | |
Legally Dead | Necromancy | Assassin 4, Bard 4, Cleric 4, Sorcerer 4, Wizard 4 | Save or die! For a round or two, that is. | Very High |
Leidenfrost Shell | Abjuration | Cleric 3, Druid 3, Ranger 3, Sorcerer/Wizard 4, Shugenja (Water) 3, Wu Jen (Water) 3 | Cover yourself in a protective shell of water, warding off fire damage. | High |
Lesser Animate Dead | Necromancy | Cleric 1, Sorcerer/Wizard 2 | As animate dead, but you don't have control... | Moderate |
Lesser Baleful Polymorph | Transmutation | Druid 3, Sorcerer/Wizard 2 | baleful polymorph's little sibling | Very High |
Lesser Bamf | Conjuration | Sorcerer/Wizard 1 | Short-range limited teleportation once per round. | Very High |