Spell Lists

Renegade Wizard's Spellbook

Renegade

Author Mark Gedak
Publisher Mongoose Publishing
Publish date 2005
OGL Section 15 rws

The material below is designated as Open Game Content.

Assassin Spells

1st Level Assassin Spells

Alter Poison Damage Type. Alters poison effects temporarily by changing ability damage dealt.
Assassin’s Mark. Inflicted wound instantly reshapes into caster’s mark.
Calling Card. Leaves behind a record of a specific crime committed.
Far Strike. Ranged attacks may be fired to an increased range.
Fly True. Range attacks gain +10 insight bonus to hit.
Poison Weapon. A weapon with magical poison.
Shadow Stitch. Successful touch attack entangles target in own shadow.
Spider Eyes. Caster gains +2 competence bounce to Intimidate checks.

2nd Level Assassin Spells

Shunt. Forces subject into Ethereal Plane for 1 round.
Speed Poison. Increases virulence of affected poisons.
Venom Touch. Infuses caster’s hands with virulent poison.

3rd Level Assassin Spells

Assassin’s Coin. Affected coin can be used to contact spellcaster.
Merge into Art. Allows caster to hide inside large piece of art.
Poison Weapon, Greater. A weapon with magical poison.

4th Level Assassin Spells

Forbidden Script. Text written with affected ink causes immediate poisoning effect to reader.
Spell Legs. Caster usurps control of an ongoing effect and can move it at a rate of 20 ft./round.

Bard Spells

0th Level Bard Spells

Alter Taste. Changes the taste of one meal to a taste that is pleasant for the creature consuming it.
Breeze. A gentle breeze provides some respite from hot weather.
Conjure (specific creature). Calls specific creature.
Dazzling Lights. Pattern of light dazzles creature of 1 or less HD.
Direct Conversation. Caster receives +4 on next Gather Information check.
Fool’s Coin. A small metallic disc can appear as a valuable coin.
Public Whisper. Amplifies your voice within 100 feet radius.
Simple Bed. Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest.
Slapping Hand. Disembodied hand slaps target for 1 point of damage.
Smoke Image. Caster creates any shape out of existing smoke.
Song of Serenity. Song and touch rejuvenates fatigued target. Counters touch of fatigue.
Tuning. Conjures a tuning fork tuned to the frequency of plane the caster is currently on.

1st Level Bard Spells

Calling Card. Leaves behind a record of a specific crime committed.
Case Object/Room. Caster is protected from object/room hazards while searching.
Cleanse of Alcohol. Subject is completely cured of alcohol effects. Counters inebriate.
Compel Parley. Subject is compelled to bring protected characters to the nearest authority figure.
Conjure (specific creature). Calls specific creature.
Crescendo of Indefatigability. Caster receives +2 inspiration bonus on any relevant die roll.
Distract Vermin. Dazes vermin in effect area.
Distracting Pattern. Pattern of light may distract creature.
Foretelling, Lesser. Allows the caster to pose a question and receive a yes or no answer.
Ghost Combatant. Phantasm flanks opponent.
Ground Trap. Ground rises up to trap target’s feet and lower leg for duration of spell.
Hero’s Luck. Target gains a +2 bonus to one attack, skill check or saving throw.
Immobilise Extremity. Paralysing effect to one appendage of target creature.
Indescribable Creep. A creeping sensation causes panic.
Irritation. Causes an itching sensation or rash to cover target’s body.
Mantle of Dread. Caster gains +4 competence bonus to all Intimidate checks.
Phantasmal Force. Target is attacked by phantasmal force dealing 1d6 points of nonlethal damage.
Read History. Caster gains impressions from the past in effect area.
Replace the Senses. Target has one sense replaced with another for duration of spell.
Seal, First. Opens empathic bond between caster and target causing confusion and nonlethal damage.
Secrets of the Heart. Instant knowledge of true identity of single creature within area of effect.
Self-Reflection. Victim suffers –1 morale penalty to attack and will leave battle to contemplate the self.
Silver Voice. Caster gains +10 circumstance bonus to Bluff skill check.
Switch Outfits. Caster switches clothing with target or loose pile of clothing.
Tune Cooties. Places a song in victim’s head that cannot be removed conferring –1 morale penalty to any action.
Vacate Bowels. Victim’s bowels completely evacuate.
Wind Borne Songs. Doubles area of effect of your next bardic music effect.

2nd Level Bard Spells

Beyond Words. Allows mental communication with a charmed opponent.
Blindness/Deafness, Lesser. Target is blinded or deafened for a 1 round/level.
Charm Spirit. Charms creatures with the spirit subtype.
Conjure (specific creature). Calls specific creature.
Deathchant. Creates a wave of negative energy out from caster.
Detect Illusion. Detects illusions cast by a lower level caster.
Dirge of the Walking Dead. Allows you to keep one ally up and conscious if hp less than 0.
Felonious Friend I. Conjured thief helper, like unseen servant.
Fool’s Gold. Can make a limited amount of metal appear as copper, silver, gold or platinum.
Golden Voice. Caster gains a +10 bonus to Bluff and Diplomacy.
Good Intentions. Causes pain to target each time he performs a good act or act of kindness.
Half-Orc Charm. Aura of menace around caster giving bonus to Intimidation checks.
Hero’s Visage. Your appearance demoralises opponents.
Inebriate. Target is rendered drunk for spell duration. Countered by cleanse of alcohol.
Lightning Arrow. Adds 1d8 points of electrical damage (max 10d8) to single arrow or bolt.
Mystic Lullaby. Allows you to lull a single creature into a deep slumber.
Pass Through Element. You can walk through a barrier of a certain element without harm.
Plausible Excuse. Those affected will believe that you were in their company for a specified time.
Poetic License. Caster attaches negative or positive stigma to target.
Rain of Putrescence. Rainfall of faecal waste falls in area of effect.
Seal, Second. Opens empathic bond between caster and target causing confusion and nonlethal damage.
Seas of Fate. Puts the ultimate destination of the voyage into the hands of the gods.
Tether. Rope shoots out of caster’s outstretched hand.
Unbalanced Pattern. Unbalances all creatures in area of effect.
Unseen Trickster. Improved form of unseen servant.
Venom Touch. Infuses caster’s hands with virulent poison.
Whispers of the Mind. Caster hijacks a target’s voice causing them to speak your words.
Wind Armour. Winds swirl around target creating deflection and armour bonus.

3rd Level Bard Spells

Absorb Information. Instant transfer of written information.
Blade Song. Adds 1d6 sonic damage to imbued weapon.
Cacophony. Fills the area with extremely loud sounds, dazing creatures.
Cloaked Light. Object shines with light that emanates in a 60-foot radius but only visible to caster and one other.
Combat Blessing. Allies gain +1 to hit, +2 to damage and have their weapons threat range increased.
Cone of Nausea. A cone of visual, auditory and olfactory elements nauseate opponents.
Conjure (specific creature). Calls specific creature.
Debilitating Decrescendo. Sonic weapon inflicting –2 morale penalty to attack, AC and saving throws.
Dread Scream. Sonic effect that causes unexplained feeling of fear in all creatures in area.
Eye of the Heart. You can sense the location of all living creatures within range.
False History. Gives false history for a specific object.
False Love’s Kiss. Like charm person but more powerful version.
Frightful Presence. A fearsome manifestation mimics a dragon’s frightful presence.
Garble. Disguises target’s speech into incomprehensible gibberish.
Gossip. Forces target to gossip relentlessly, revealing everything including passwords and so on.
Iron Voice. All within a large area can clearly hear you as if you were standing beside the caster.
Lighten Burden. Target can carry 50% more than normal.
Malicious Image. Causes target under mirror image to be attacked by his images.
Phantasmal Force, Improved. As phantasmal force but with the base attack of a cleric.
Player Instrument. Makes a musical instrument play of its own accord.
Read Spirit Echo. Caster can read the memories of a location’s spirits.
Sea Chanty. Gives caster bonuses regarding sailing and sailors.
Seal, Third. Opens empathic bond between caster and target causing confusion and nonlethal damage.
Song of the Tempest. Quadruples (4x) the area of effect of your next bardic music effect.
Spirit Song. Spirit voices interfere with all spellcasting and distracts creatures in area.
Spiritual Bestowment. Spirit boost an ability in a target creature.
Sword Curse. Victim is compelled to attack their allies.
Time to Act. Gives you the time to perform a single complex skill check.
Trigger Trap. Sets off any traps within the spell’s radius of effect.
Twist Speech. Permanently changes the primary language of your target.
Weatherblindness. Victims are unaware of dangers of any type of weather.

4th Level Bard Spells

Blinding/Deafening Pattern. Pattern of light blinds or deafens opponent for a limited time.
Conjure (specific creature). Calls specific creature.
Detoxifying Wave. Purifying energy neutralises all poisons in area.
Drinking Song. Causes temporary intoxication.
Entourage of Pawns. Eight chess pawns become Medium animated objects under your control.
Ethereal Sleep. As caster enters dreamworld, he becomes ethereal.
Felonious Friend II. Conjured thief helper, like unseen servant.
Fool’s Trove. An area may be glamoured to appear as a treasure trove.
Foozle. Target becomes clumsy and oafish with –5 penalty on attack and checks.
Ghost Blade. Weapon acquires ghost touch.
Me First! First creature to see affected object has overwhelming desire to posses it.
Paean of Greater Glory. Song bolsters allies and demoralises enemies.
Paper Tigers. Transforms origami tigers into a real tiger with mirror images.
Seal, Forth. Opens empathic bond between caster and target causing confusion and nonlethal damage.
Steel Voice. Voice strikes fear into all creatures in area of effect.
Wall of Fear. Anyone trying to pass through is overcome by pure fear.

5th Level Bard Spells

Bewildering Aura. Confuses, dazes and stuns up to 30 HD of opponents.
Campfire Lullaby. Targets benefit of having had a full night’s sleep.
Charm Person, Mass. Makes a number of creatures friendly toward caster.
Conjure (specific creature). Calls specific creature.
Destroy Memory. Permanently removes a single memory of one event, person or item.
Ethereal Sleep, Mass. Like ethereal sleep but affects more people than just caster.
Forbidden Script. Text written with affected ink causes immediate poisoning effect to reader.
Ghost Dance. Summoned spirits deal 1d6/spirit to all creatures in a 30 ft. radius.
Magic Circle against Energy. As protection from energy but protects everyone inside area.
Malediction. More severe form of bestow curse.
Manyeyes. Enables you to see in all directions at once granting 60-foot darkvision.
Past’s Façade. Touch returns target to a more youthful form.
Phantasmal force, Greater. As phantasmal force but with the base attack of a fighter.
Player Instrument, Greater. Like player instrument except longer duration.
Seal, Fifth. Opens empathic bond between caster and target causing confusion and nonlethal damage.
Spell Legs. Caster usurps control of an ongoing effect and can move it at a rate of 20 ft./round.
Thunder’s Song. Octuples (8x) the area of effect of your next bardic music effect.
Time to Pause. Like time to act but gives caster sufficient time to take 10 on his check.
Voice of Memories. Allows you to plant hypnotic memories or remove painful experiences from subject.

6th Level Bard Spells

Cone of Paralysis. A cone of patterned light paralyses opponents.
Conjure (specific creature). Calls specific creature.
Eerie. An eerie shape exists at the edge of the victims’ vision.
Lost Wanderer. Target becomes completely lost, wandering aimlessly for duration of spell.
Minotaur’s Might. Target becomes stronger (+8 Strength bonus).
Pocket Paradise. Transports subjects to a paradise of caster’s making.
Song of Farsending. Target is instantly transported to any place you have been before including planar.
Stream of Unconsciousness. Produced pattern causes creatures to fall unconscious.

Blackguard Spells

3rd Level Blackguard Spells

Merge into Art. Allows caster to hide inside large piece of art.

Cleric Spells

0th Level Cleric Spells

Animate Animal. Animates the skeleton of one Tiny dead animal.
Breeze. A gentle breeze provides some respite from hot weather.
Cleanse of Alcohol. Subject is completely cured of alcohol effects. Counters inebriate.
Public Whisper. Amplifies your voice within 100 feet radius.
Ray of Decay. Ranged touch attack dealing 1d3 points of negative energy damage.
Simple Bed. Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest.
Virulence. Weakens the resistance of target making him more susceptible to poison and disease.

1st Level Cleric Spells

Animate Skeleton. Animates the skeleton of one Medium or smaller corpse.
Charm Spirit. Charms creatures with the spirit subtype.
Detect Spirits. You can detect the presence of active and latent spirits in an area.
Diabolic Treasurer. An imp is summoned to count and record treasure.
Immobilise Extremity. Paralysing effect to one appendage of target creature.
Irritation. Causes an itching sensation or rash to cover target’s body.
Murk & Gloom. Causes an area of water to become dark and gloomy, affecting visibility.
Poison Weapon. A weapon with magical poison.
Predict Weather. Caster can predict future weather within radius of effect.
Repel Water. Caster keeps a number of subjects dry when immersed in water.
Wall of Darkness. Wall of darkness that prevents anyone from seeing through to the other side.
Wielder’s Ease. Lightens target weapon, reducing its size category.

2nd level Cleric Spells

Animate Zombie. Animates the body of one Medium or smaller corpse.
Bolt of Ghostslaying. Bolt of energy that deals 1d6 damage to incorporeal beings only.
Compel Parley. Subject is compelled to bring protected characters to the nearest authority figure.
Cure/Cause Bends. Causes or cures high-pressure gas bubbles in bloodstream.
Detect Dimensional Disturbance. Detect recent planar movement.
Detect Transformation. Detect those with ability to change their shape.
Ghost Combatant. Phantasm flanks opponent.
Good Intentions. Causes pain to target each time he performs a good act or act of kindness.
Half-Orc Charm. Aura of menace around caster giving bonus to Intimidation checks.
Hero’s Visage. Your appearance demoralises opponents.
Mass Revelation. Creatures in area of affect can see all spirits in their sight range.
Merciful Weapon. Affects one weapon to only deal nonlethal damage.
Pass Through Element. You can walk through a barrier of a certain element without harm.
Repair Ship. Repairs minor (1d3) structural damage to original seaworthiness.
Rotting Wound. Infects target weapon with filth fever.
Seavision. Underwater vision
Shockwave. Force wave dealing 3d6 nonlethal damage to all in area of affect.

3rd Level Cleric Spells

Agony. Touch deals continuing nonlethal damage (1d8) and causes intense pain.
Cacophony. Fills the area with extremely loud sounds, dazing creatures.
Call Lesser Demon. Summons a lesser demon of 5HD or less.
Celestial Teardrops. Rain from the heavens deal 1d6/level; 2d6/level to undead.
Corruption’s Kiss. Kissed opponent radiates an aura of corruption that sours new relationships.
Dirge of the Walking Dead. Allows you to keep one ally up and conscious if hp less than 0.
Donor. Can transfer hit points between two creatures.
Elemental Shape. Target’s body is transformed into an elemental one.
Faststroke. Doubles normal swim rate of caster and all he touches.
Ghost Armour. Spirits act as armour granting a +1 deflection bonus of DR 10/magic.
Grace. Brings forth a ‘bubble’ of safe reality when travelling between planes.
Harvest of Blades. Seeds an area with long, fine steel blades that sprout when triggered.
Indelible Mark. Like a more powerful variation of arcane mark.
Protection from Oozes and Slimes. Wards a creature from attack by oozes and slimes.
Seas of Fate. Puts the ultimate destination of the voyage into the hands of the gods.
Shield Vessel. Protects ship from attack from sides or above.
Shifting Element Guard. Alters element or energy protection spells so caster can change type he is protected from.
Shunt. Forces subject into Ethereal Plane for 1 round.
Speed Poison. Increases virulence of affected poisons.
Spiritual Bestowment. Spirit boost an ability in a target creature.
Thin Blood. Target suffers a wave of weakness.
Thousand Feet. Confuse a creature that navigates and hunts by tremorsense.
Tuning. Conjures a tuning fork tuned to the frequency of plane the caster is currently on.

4th Level Cleric Spells

Adaptation. Grants immunity to a selected plane’s environmental effects.
City Elemental I. Summon small earth elemental.
Cloaked Light. Object shines with light that emanates in a 60-foot radius but only visible to caster and one other.
Combat Blessing. Allies gain +1 to hit, +2 to damage and have their weapons threat range increased.
Detoxifying Wave. Purifying energy neutralises all poisons in area.
Poison Weapon, Greater. A weapon with magical poison
Skeletal Revolt. Victim’s skeleton twists and writhes within his body, tearing muscles and flesh.
Soul Poison. Infects victim with psychic poison that erodes their soul.
Spirit Song. Spirit voices interfere with all spellcasting and distracts creatures in area.
Swarm Boil. Boils form on victim’s skin erupting and spilling forth tiny spiders.
Weatherblindness. Victims are unaware of dangers of any type of weather.

5th Level Cleric Spells

Animate Crew. Creates undead crew for a ship.
Break Ship’s Enchantments. Attempts to free a ship/crew of any malicious enchantments.
Defencelessness. Target is unable to defend themselves effectively and are considered flat-footed.
Dragonfly. A dragonfly of chaotic energy deals ranged touch attacks against multiple opponents.
Drown. Conjured water drowns target.
Ghost Blade. Weapon acquires ghost touch.
Ghost Dance. Summoned spirits deal 1d6/spirit to all creatures in a 30 ft. radius.
Infected Touch. Ranged touch attack infecting target with Wizard’s Touch.
Infusion, Greater. Creatures summoned later gain the half-fiend or half-celestial template.
Magic Circle against Energy. As protection from energy but protects everyone inside area.
Malediction. More severe form of bestow curse.
Shadow Fangs. Caster’s melee attacks issue forth from any shadow or area of darkness.
Skittering Darkness. Shadow and darkness crawls like a wave striking victims and gnawing at their flesh.
Spider Totem. Subject takes on spider characteristics and inherent bonuses.
Taboo. Enforces a simple prohibition on a creature.
Wind Bindings. Storm-like forces presses on target keeping it from moving.

6th Level Cleric Spells

Bind Crew. Affected crew are unable to leave the ship.
City Elemental II. Summon medium earth elemental.
Kidnap Soul. Targets soul is removed and their body acts as a zombie under your control.
Lost Wanderer. Target becomes completely lost, wandering aimlessly for duration of spell.
Rekindle Youth. Removes any unnatural aging the target has experienced.
Suffocate. Like drown but air is sucked from target’s lungs.
Symbol of Lust. All creatures within 60 feet are overwhelmed with lust and need to act upon their urges.

7th Level Cleric Spells

Call Loyal Servant. Summon a human NPC to your party.
Crippling Fog. Fog cloud weakens physical attributes.
Pestilence. Creates a cloud of deadly plague vapours that carries every virulent disease.
Portal in a Storm. Creates an instability allowing portal to random plane to open.
Scourge. Powerful form of bestow curse that can be cast over a vast distance.
Tempest. Localised storm materialises around a ship attempting to shipwreck it.

8th Level Cleric Spells

Change of Heart. Target suffers a permanent shift in alignment.
City Elemental III. Summon Huge earth elemental.
Dead Magic Zone. Creates a permanent zone of dead magic, like antimagic field.
Grave Storm. Cone of grave dirt, maggots and putrid flesh splatters opponents for 1d6/level (max 20d6).
Steal the Thunder. Caster steal other spellcasters’ ability to work magic.
Symbol of Hate. All creatures within 60 feet are overwhelmed with hate, turning on closest creature.
Xenophobic Rage. Make subjects instantly aggressive to anyone not of their own race.

9th Level Cleric Spells

Hide the Soul. Draw target soul from body and stores it in any single animal.
Lord of the City. Affecting an entire city, caster appears as an important lord or official.
Mindcrypt. Caster’s mind becomes a trap that attempts to destroy the enemy spell caster.

Druid Spells

0th Level Druid Spells

Breeze. A gentle breeze provides some respite from hot weather.
Predict Weather. Caster can predict future weather within radius of effect.
Simple Bed. Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest.
Virulence. Weakens the resistance of target making him more susceptible to poison and disease.

1st Level Druid Spells

Charm Spirit. Charms creatures with the spirit subtype.
Detect Spirits. You can detect the presence of active and latent spirits in an area.
Distract Vermin. Dazes vermin in effect area.
Irritation. Causes an itching sensation or rash to cover target’s body.
Life Net. Wraps target in a magical net of air bubbles that rise to the water’s surface.
Murk & Gloom. Causes an area of water to become dark and gloomy, affecting visibility.
Pass Through Element. You can walk through a barrier of a certain element without harm.
Rooty Feet. Target’s feet sprout roots reducing base movement.
Seavision. Underwater vision
Web Walking. Caster can move within or through any area of webs.

2nd level Druid Spells

Cure/Cause Bends. Causes or cures high-pressure gas bubbles in bloodstream.
Earth Brand. Target gains +2 bonus to Strength & ability to conjure and throw rock.
Earthmaw. Creates gaping maw in section of normal earth.
Faststroke. Doubles normal swim rate of caster and all he touches.
Instant Trap. Uses any mundane weapon to build a trap that attacks when a creature approaches.
Law of the Wild. Caster gains a +10 insight bonus to Handle Animal, Wild Empathy and Wilderness Lore.
Lighten Burden. Target can carry 50% more than normal.
Mass Revelation. Creatures in area of affect can see all spirits in their sight range.
Me First! First creature to see affected object has overwhelming desire to possess it.
Protection from Air Creatures. Wards a creature from attack by creatures with air subtype.
Protection from Earth Creatures. Wards a creature from attack by creatures with earth subtype.
Protection from Fire Creatures. Wards a creature from attack by creatures with fire subtype.
Protection from Water Creatures. Wards a creature from attack by creatures with water subtype.
Quick Freeze. Target takes 1d4 damage (max 10d4) cold damage.
Rat’s Grace. Grants target amazing fluidity of motion.
Repair Ship. Repairs minor (1d3) structural damage to original seaworthiness.
Self-Reflection. Victim suffers –1 morale penalty to attack and will leave battle to contemplate the self.
Shape Boat. Transforms any boat-like object into a semi-seaworthy boat.
Wind Armour. Winds swirl around target creating deflection and armour bonus.

3rd Level Druid Spells

Air Brand. Target gains +2 bonus to Dexterity & bonus shield of swirling air.
Awaken Element. Creates a small elemental for a limited time.
Fire Brand. Target gains +2 bonus to Dexterity & bonus ray of fire (3d6).
Merciful Weapon. Affects one weapon to only deal nonlethal damage.
Midnight Slime. Touch transfers green slime to target.
Read Spirit Echo. Caster can read the memories of a location’s spirits.
Shifting Element Guard. Alters element or energy protection spells so caster can change type he is protected from.
Speed Poison. Increases virulence of affected poisons.
Water Brand. Target gains +2 bonus to Constitution & stream of water attack

4th Level Druid Spells

City Elemental I. Summon small earth elemental.
Council of Stowaways. Momentarily connects caster to all creatures living on a ship or in a structure.
Detoxifying Wave. Purifying energy neutralises all poisons in area.
Elemental Shape. Target’s body is transformed into an elemental one.
Familiaform. Grants wild shape to familiar.
Floor of Fire. Creates immobile, horizontal sheet of flame.
Item Tattoo. Converts one object into a small tattoo.
Shunt Storm. Pushes a storm or cloud mass away from caster.

5th Level Druid Spells

Air Brand, Greater. As air brand, plus ability to fly.
Drown. Conjured water drowns target.
Earth Brand, Greater. As earth brand, plus Damage Reduction.
Fire Brand, Greater. As fire brand, plus 20 points of fire resistance.
Ghost Blade. Weapon acquires ghost touch.
Ghost Dance. Summoned spirits deal 1d6/spirit to all creatures in a 30 ft. radius.
Magic Circle against Energy. As protection from energy but protects everyone inside area.
Magma Blast. Lava jets through tiny gate for 1d6 fire damage (max 15d6).
Rekindle Youth. Removes any unnatural aging the target has experienced.
Wall of Snakes. Forms a flat wall of snakes.
Water Brand, Greater. As water brand, plus allows caster to breathe water.
Wind Bindings. Storm-like forces presses on target keeping it from moving.

6th Level Druid Spells

City Elemental II. Summon medium earth elemental.
Lost Wanderer. Target becomes completely lost, wandering aimlessly for duration of spell.
Pestilence. Creates a cloud of deadly plague vapours that carries every virulent disease.
Suffocate. Like drown but air is sucked from target’s lungs.

7th Level Druid Spells

Call Loyal Servant. Summon a human NPC to your party.
Drowning Wave. Causes air-breathing creatures to drown in area of effect.
Forsaken. Temporarily impedes all contact with target and his deity.
Tempest. Localised storm materialises around a ship attempting to shipwreck it.

8th Level Druid Spells

Body of Fire. You transform your body into elemental fire.
City Elemental III. Summon Huge earth elemental.
Dead Magic Zone. Creates a permanent zone of dead magic, like antimagic field.

9th Level Druid Spells

Hide the Soul. Draw target soul from body and stores it in any single animal.
Lord of the City. Affecting an entire city, caster appears as an important lord or official.
Ward Island. Island is wreathed in magical mists making it almost impossible to find.

Paladin Spells

1st Level Paladin Spells

Merciful Weapon. Affects one weapon to only deal nonlethal damage.
Wielder’s Ease. Lightens target weapon, reducing its size category.

2nd Level Paladin Spells

Hero’s Visage. Your appearance demoralises opponents.

3rd Level Paladin Spells

Combat Blessing. Allies gain +1 to hit, +2 to damage and have their weapons threat range increased.
Harvest of Blades. Seeds an area with long, fine steel blades that sprout when triggered.

4th Level Paladin Spells

Detoxifying Wave. Purifying energy neutralises all poisons in area.

Ranger Spells

1st Level Ranger Spells

Animate Shield. Unattended shield will float in air and defend caster.
Case Object/Room. Caster is protected from object/room hazards while searching.
Far Strike. Ranged attacks may be fired to an increased range.
Fly True. Range attacks gain +10 insight bonus to hit.
Merciful Weapon. Affects one weapon to only deal nonlethal damage.
Poison Weapon. A weapon with magical poison.
Replace the Senses. Target has one sense replaced with another for duration of spell.
Revealing Light. Creates a 10-foot radius illuminated area.
Tether. Rope shoots out of caster’s outstretched hand.
Web Walking. Caster can move within or through any area of webs.

2nd Level Ranger Spells

Detect Spirits. You can detect the presence of active and latent spirits in an area.
Lightning Arrow. Adds 1d8 points of electrical damage (max 10d8) to single arrow or bolt.
Shape Boat. Transforms any boat-like object into a semi-seaworthy boat.
Shifting Element Guard. Alters element or energy protection spells so caster can change type he is protected from.

3rd Level Ranger Spells

Me First! First creature to see affected object has overwhelming desire to possess it.
Poison Weapon, Greater. A weapon with magical poison
Spiritual Bestowment. Spirit boost an ability in a target creature.

4th Level Ranger Spells

Detoxifying Wave. Purifying energy neutralises all poisons in area.
Ethereal Sleep. As caster enters dreamworld, he becomes ethereal.
Ghost Armour. Spirits act as armour granting a +1 deflection bonus of DR 10/magic.
Item Tattoo. Converts one object into a small tattoo.

Sorcerer and Wizard Spells

0th Level Sorcerer and Wizard Spells

Conj Conjure (specific creature). Calls specific creature.
Elemental Sample. Creates a small block of elemental matter.
Div Black Rainbow. Allows the caster to see colours using darkvision.
Evoc Breeze. A gentle breeze provides some respite from hot weather.
Dark Baubles. Object casts deep shadows in 20 ft. radius.
Slapping Hand. Disembodied hand slaps target for 1 point of damage.
Illus Alter Taste. Changes the taste of one meal to a taste that is pleasant for the creature consuming it.
Dazzling Lights. Pattern of light dazzles creature of 1 or less HD.
Fool’s Coin. A small metallic disc can appear as a valuable coin.
Necro Animate Animal. Animates the skeleton of one Tiny dead animal.
Detect Dead. Allows you to detect the aura surrounding corpses.
Identify Undead. Allows you to identify undead in a given area.
Ray of Decay. Ranged touch attack dealing 1d3 points of negative energy damage.
Retch. Caster causes target to retch and heave for a few seconds.
Skull Snare. Animate a single skull to guard a specified area.
Trans Caltrops. Turn pebbles into sharp caltrops over 5 ft area.
Cleanse of Alcohol. Subject is completely cured of alcohol effects. Counters inebriate.
Granitehand. Fists become hard as stone.
Public Whisper. Amplifies your voice within 100 feet radius.
Simple Bed. Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest.
Smoke Image. Caster creates any shape out of existing smoke.
Spider Eyes. Caster gains +2 competence bounce to Intimidate checks.
Tunnel Vision. Targets lose their peripheral vision.
Univ Speak with Familiar. Like speak with animals except only with familiar.

1st Level Sorcerer and Wizard Spells

Abju Anchor. Holds ship’s position against currents.
Case Object/Room. Caster is protected from object/room hazards while searching.
Courage. Immunity to a single fear or emotion changing spell or spell-like effect.
Elemental Bastion. Can block a spell with a specified energy designator.
Familiar Sanctuary. Like sanctuary but can only be used on caster’s familiar.
Repel Water. Caster keeps a number of subjects dry when immersed in water.
Thoughtbane. Protected creature is protected from mind reading or psionic attack.
Word of Warding I. Counters any spell of its own level or lower.
Conj Bind Guardian I. Bind a monster summoning I creature preventing it from leaving.
Conjure (specific creature). Calls specific creature.
Craft Material. Summons 1 cubic ft. of craft material to the caster.
Diabolic Treasurer. An imp is summoned to count and record treasure.
Gaze Reflector. Creates a shimmering veil in front of caster, protecting from gaze attacks.
Irritation. Causes an itching sensation or rash to cover target’s body.
Life Net. Wraps target in a magical net of air bubbles that rise to the water’s surface.
Pearl of Brilliance. Sphere releases flash of intense light.
Poison Weapon. A weapon with magical poison.
Power Word Push. Target creature or object is pushed to end of spell range.
Summon Familiar. Instantly bring caster’s familiar to him.
Web Bind. A jet of webbing wraps an unlucky target in thick sticky silk.
Web Whip. A strand of webbing appears from caster’s palm and can be used as a whip.
Div Dead Man’s Eyes. Caster sees the last thing seen by the target corpse.
Envy’s Glance. Assesses a target’s net worth.
Foes’ Measure. Caster gleans the power of all affected creatures, relative to himself.
Foretelling, Lesser. Allows the caster to pose a question and receive a yes or no answer.
Law of Simplification. Removes all mitigating circumstances that affect an actions chance of success.
Moment’s Brilliance. Enhances caster’s Intelligence.
Predict Weather. Caster can predict future weather within radius of effect.
Secret Desires. Caster learns victim’s subconscious desires and fears.
Touch of the Merchant. Know the approximate value of an object.
Ench Enhance Bond. Familiar and master share a more powerful bond gaining several benefits.
Keening of the Heart. Target’s emotional state is broadcast.
Moment’s Pause. Improved form of daze causing target to become immobile.
Self-Reflection. Victim suffers –1 morale penalty to attack and will leave battle to contemplate the self.
Shadow Stitch. Successful touch attack entangles target in own shadow.
Evoc Concussive Barrier. Knocks down opponents who walk into it.
Corrosive Burst. An explosion of magical acid deals 1d8+1/level (max +5).
Favour’s Focus I. Melee attack grants a bonus to enchantment spell against the struck opponent.
Revealing Light. Creates a 10-foot radius illuminated area.
Torpor. Target suffers –1d3 penalty to Dexterity.
Wall of Darkness. Wall of darkness that prevents anyone from seeing through to the other side.
Illus Calling Card. Leaves behind a record of a specific crime committed.
Crafted Figment I. Create enduring figments.
Crafted Glamour I. Create enduring glamours.
Crafted Pattern I. Create enduring patterns.
Crafted Phantasm I. Create enduring phantasms.
Crafted Shadow I. Create enduring shadows.
Distracting Pattern. Pattern of light may distract creature.
False Visage I. Create glamours to mask the appearance of objects or people.
Ghost Combatant. Phantasm flanks opponent.
Improvised Figment I. Create figments limited by your concentration.
Indescribable Creep. A creeping sensation causes panic.
Phantasmal Force. Target is attacked by phantasmal force dealing 1d6 points of nonlethal damage.
Phantasmal Item I. Creates an image in the minds of all within visual range.
Shadow Conjuration I. Mimics any conjuration spell but are only one-fifth real.
Shadow Evocation I. Mimics any evocation spell but are only one-fifth real.
Umbral Fortification, Minor. Instil shadow energy granting 1d8 temporary hit points.
Necro Animate Skeleton. Animates the skeleton of one Medium or smaller corpse.
Chill Blood. A ray of negative energy deals 1d4+1/level (max +10) and stuns for 1 round.
Mantle of Dread. Caster gains +4 competence bonus to all Intimidate checks.
Palsy. Target is overcome with a mild case of convulsions and seizures.
Protection from Undead. Wards a creature from attack by undead.
Vacate Bowels. Victim’s bowels completely evacuate.
Virulence. Weakens the resistance of target making him more susceptible to poison and disease.
Wound. Accelerates injuries to living tissue and makes wounds more serious.
Wretched Excess. Magical queasiness nauseates all creatures for a single round.
Trans Alchemist’s Boon. You gain a +5 bonus to your next Craft (alchemy) check.
Alter Poison Damage Type. Alters poison effects temporarily by changing ability damage dealt.
Animate Shield. Unattended shield will float in air and defend caster.
Awaiting. Allows the caster to delay to observe other’s actions without losing the action.
Blood like Icicles. Causes target’s blood to harden into spikes that thrust out of creature’s flesh.
Blurred Vision. Target suffers blurred vision.
Command Flotsam. Can drag items through water.
Familiar’s Fang. Like magic fang but limited to caster’s familiar.
Far Strike. Ranged attacks may be fired to an increased range.
Fireshift, Lesser. A tiny object becomes imbued with elemental energy.
Gelid Stream. A stream of chilling cold deals 1d3 cold damage and limits actions.
Ground Trap. Ground rises up to trap target’s feet and lower leg for duration of spell.
Hesitant Caress. Touch attack deals unarmed damage and is slowed for one round.
Ramble of the Mad. Creatures in target area become unable to communicate with each other.
Replace the Senses. Target has one sense replaced with another for duration of spell.
Rooty Feet. Target’s feet sprout roots reducing base movement.
Switch Outfits. Caster switches clothing with target or loose pile of clothing.
Web Walking. Caster can move within or through any area of webs.
Wielder’s Ease. Lightens target weapon, reducing its size category.

2nd level Sorcerer and Wizard Spells

Abju Pass Through Element. You can walk through a barrier of a certain element without harm.
Prevent Missile. Intercepts incoming missile attacks.
Protection from Water. Protects any inanimate object from water.
Shielding Star. Like shield but directed against a single target’s attacks.
Slow Magic. Like dispel magic but spells are suppressed for limited number of rounds.
Word of Warding II. Counters any spell of its own level or lower.
Conj Apportation. Readies an object that can be teleported to you as an immediate action.
Bind Guardian II. Bind a monster summoning II creature to you preventing it from leaving.
Bite of the Seductress. Unarmed attack causes the opponent to fall in love with the caster.
Call Radiance. A burst of light deals 1d4/level (max 5d4) and dazzles opponents.
Conjure (specific creature). Calls specific creature.
Felonious Friend I. Conjured thief helper, like unseen servant.
Flash Bombs. Creates small fire bombs with 2-foot radius.
Hungry Shadow. A shadow creature attacks and envelops opponents.
Power Word Block. Magical force blocks the next physical attack upon caster.
Rain of Putrescence. Rainfall of faecal waste falls in area of effect.
Steel Satellites. Swarm of steel balls interfere with physical attacks against you.
Tether. Rope shoots out of caster’s outstretched hand.
Unseen Trickster. Improved form of unseen servant.
Yellow Smoke. Creates a bank of fog like stinking cloud but vapours are sickening.
Div Analyse Creature. Determines detailed information on a monster selected.
Detect Illusion. Detects illusions cast by a lower level caster.
Detect Spirits. You can detect the presence of active and latent spirits in an area.
Detect Transformation. Detect those with ability to change their shape.
Estimation. Quickly assess the number and location of items within a given in an area.
Eyes of the Cat. Caster gains low-light vision and a bonus to Armour Class.
Hero’s Luck. Target gains a +2 bonus to one attack, skill check or saving throw.
Mental Unity, Lesser. Forges a bond between caster and other creatures.
Read History. Caster gains impressions from the past in effect area.
Touch of the Scoundrel. Imparts a basic understanding of how to perform certain skills of thieves and criminals.
Ench Blood Summoning. Target (7 HD or less) with a blood bond is compelled to travel to the caster.
Bite of the Seductress. Target temporarily falls slavishly in love with caster.
Charm Spirit. Charms creatures with the spirit subtype.
Compel Parley. Subject is compelled to bring protected characters to the nearest authority figure.
Daze, Greater. As daze but not limited by HD.
Favour’s Focus II. Melee attack grants a bonus to enchantment spell against the struck opponent.
Immobilise Extremity. Paralysing effect to one appendage of target creature.
Mystic Lullaby. Allows you to lull a single creature into a deep slumber.
Piercing Gaze. Gaze causes conflicting urges and emotions on target causing mental trauma.
Plausible Excuse. Those affected will believe that you were in their company for a specified time.
Rapturous Touch. Any subsequent touch of target is perceived as extremely pleasurable.
Seductive Smile. Gaze attack permanently enamours target.
Thrall’s Understanding. Follow up to charm subschool spell; target will have a common language with the caster.
Evoc Air Brand. Target gains +2 bonus to Dexterity & bonus shield of swirling air.
Amber Globes. Creates globes of electricity energy that can be hurled or tossed.
Black Lightning. Mixture of electricity and evil energy, deals 1d6 damage/2 levels.
Disruption Missiles. Missiles that disrupt undead creatures.
Earth Brand. Target gains +2 bonus to Strength & ability to conjure and throw rock.
Fire Brand. Target gains +2 bonus to Dexterity & bonus ray of fire (3d6).
Quick Freeze. Target takes 1d4 damage (max 10d4) cold damage.
Spray of Needles. Cone of needles shoot from caster’s hands.
True Sharing. Bond between caster and his familiar is greatly intensified.
Water Brand. Target gains +2 bonus to Constitution & stream of water attack
Wave of Heat. Powerful burst of heat energy of 1d6 points of damage (max 5d6).
Wind Armour. Winds swirl around target creating deflection and armour bonus.
Illus Blindness/Deafness, Lesser. Target is blinded or deafened for 1 round/level.
Crafted Figment II. Create enduring figments.
Crafted Glamour II. Create enduring glamours.
Crafted Pattern II. Create enduring patterns.
Crafted Phantasm II. Create enduring phantasms.
Crafted Shadow II. Create enduring shadows.
Encumbering Load. Lightens recipient’s encumbrance to exceed heavy carrying capacity.
False Visage II. Create glamours to mask the appearance of objects or people.
Fool’s Gold. Can make a limited amount of metal appear as copper, silver, gold or platinum.
Half-Orc Charm. Aura of menace around caster giving bonus to Intimidation checks.
Improvised Figment II. Create figments limited by your concentration.
Phantasmal Item II. Creates an image in the minds of all within visual range.
Shadow Conjuration II. Mimics any conjuration spell but are only one-fifth real.
Shadow Evocation II. Mimics any evocation spell but are only one-fifth real.
Umbral Aura. Protective aura of shadow energies.
Unbalanced Pattern. Unbalances all creatures in area of effect.
Necro Absorb Dead Flesh. Heal 1d6 +1 hit points/ caster level when touching a corpse.
Allip Touch. Touch disrupts the mind of living creatures with 1d4 points Wisdom damage.
Animate Zombie. Animates the body of one Medium or smaller corpse.
Bleeding Wound. Wounds suffered continue to deal hp damage.
Bolt of Ghostslaying. Bolt of energy that deals 1d6 damage to incorporeal beings only.
Bonearm Animation. Creates an extra arm which the caster can use like normal arm.
Bones of Steel. Animated skeletons touched gain Damage Reduction 10.
Death Blossoms. Pollen coats victim and may sprout deadly flower with bloodshed.
Mark of Life. Creates a small bond between caster and target.
Rotting Wound. Infects target weapon with filth fever.
Sensory Link. Caster can see and hear through a controlled undead creature.
Skin Spy. Caster’s skin peels off and animates as a magical creature you control.
Venom Touch. Infuses caster’s hands with virulent poison.
Visage of the Dead. Caster alters his appearance to that of a corpse or zombie.
Trans Alchemistry, Lesser. Allows you to change the nature of a potion.
Bolster Familiar. Temporary +1 hp/caster level to familiar.
Combat Fluidness. Caster gains +2 bonus to initiative and unable to be caught flat-footed.
Corruption’s Kiss. Kissed opponent radiates an aura of corruption that sours new relationships.
Earthmaw. Creates gaping maw in section of normal earth.
Eyes of Light. Dazzling gaze attack within 20 ft.
Indelible Mark. Like a more powerful variation of arcane mark.
Inebriate. Target is rendered drunk for spell duration. Countered by cleanse of alcohol.
Instant Trap. Uses any mundane weapon to build a trap that attacks when a creature approaches.
Lack of Grace. Ranged touch attack disorientates and unbalances target.
Lightning Arrow. Adds 1d8 points of electrical damage (max 10d8) to single arrow or bolt.
Merciful Weapon. Affects one weapon to only deal nonlethal damage.
Murk & Gloom. Causes an area of water to become dark and gloomy, affecting visibility.
Pyrotic Careess. Target bursts into flame.
Rat’s Grace. Grants target amazing fluidity of motion.
Razor the Vein. Wounds inflicted by target weapon continue to bleed.
Seavision. Underwater vision.
Shape Boat. Transforms any boat-like object into a semi-seaworthy boat.
Shunt. Forces subject into Ethereal Plane for 1 round.
Solidify Air. Alters viscosity of air slowing physical movement.
Stinky Toe. Target leaves behind footprints of a foul smelling substance enabling easy tracking.
Switch Fate. Caster steals the target’s initiative.
Univ Familiar’s Fang. One natural attack of the familiar gets a +1 bonus to attack and damage.
Familiar’s Refuge. Familiar is warded against attacks.

3rd Level Sorcerer and Wizard Spells

Abju Creaturebane. Area warded against specific creature type.
Grace. Brings forth a ‘bubble’ of safe reality when travelling between planes.
Protection from Air Creatures. Wards a creature from attack by creatures with air subtype.
Protection from Earth Creatures. Wards a creature from attack by creatures with earth subtype.
Protection from Fire Creatures. Wards a creature from attack by creatures with fire subtype.
Protection from Oozes and Slimes. Wards a creature from attack by oozes and slimes.
Protection from Water Creatures. Wards a creature from attack by creatures with water subtype.
Repercussion, Lesser. Reduces melee, touch or unarmed attack damage and rebounds back to attacker.
Shield Vessel. Protects ship from attack from sides or above.
Shifting Element Guard. Alters element or energy protection spells so caster can change type he is protected from.
Sigil of Fire. Marking that explodes when triggered.
Sigil of Sleep. Marking that causes the target to suffer the effects of a sleep spell when triggered.
Thievesbane. Creates a warded area where thief skills are reduced.
Trigger Trap. Sets off any traps within the spell’s radius of effect.
Word of Warding III. Counters any spell of its own level or lower.
Conj Acidic Rain. Causes acid rain storm.
Bind Guardian III. Bind a monster summoning III creature preventing it from leaving.
Call Darkness. A burst of shadow plane material deals cold and Constitution damage.
Call Lesser Demon. Summons a lesser demon of 5HD or less.
Celestial Teardrops. Rain from the heavens deal 1d6/level; 2d6/level to undead.
Conjuration Bolt. Blast of magic force for 1d4.
Conjure (specific creature). Calls specific creature.
Dimensional Warp. Teleports you and a number creatures.
Grappling Chains. Hooked chains explode from ground and attempt to grapple all in area.
Harvest of Blades. Seeds an area with long, fine steel blades that sprout when triggered.
Painblast. Creates a line of painful force tossing anyone in area 5 ft.
Poison Weapon, Greater. A weapon with magical poison.
Power Word Fear. All affected targets act as if struck with cause fear.
Razor Trap. Creates several eldritch traps trigged by creature entering affected squares.
Spider Gorge. Caster vomits forth a stream of tiny spiders that engulf victims.
Swarm Boil. Boils form on victim’s skin erupting and spilling forth tiny spiders.
Tuning. Conjures a tuning fork tuned to the frequency of plane the caster is currently on.
Div Bliss. Target relives up to an hour's worth of memory in an instance.
Destiny Is My Sword. Target suffers previous pains, sicknesses and injury.
Detect Dimensional Disturbance. Detect recent planar movement.
Gilded Tongue. Divination allows a Concentration check to be used instead of social skills.
Law of the Wild. Caster gains a +10 insight bonus to Handle Animal, Wild Empathy and Wilderness Lore.
Master of the Game. Allows caster to foresee future possibilities of a simple action.
Mass Revelation. Creatures in area of affect can see all spirits in their sight range.
Read Spirit Echo. Caster can read the memories of a location’s spirits.
Singular Focus. Allows caster to focus attention on one-task, guarantees success and cuts time required in half.
Sorcerer’s Parry. Caster may avoid any damage by non-magical attack.
Touch of the Sage. Ability to use a specific Knowledge skill or Spellcraft for duration.
War Mastery. Target is granted a single feat from fighter class list.
Ench Beyond Words. Allows mental communication with a charmed opponent.
Confidante. Charmed designate treats the caster as an utterly trusted friend and will answer any questions posed.
False Love’s Kiss. Like charm person but more powerful version.
Favour’s Focus III. Melee attack grants a bonus to enchantment spell against the struck opponent.
I Speak the Will of Kings. You are able to command beings for a number of rounds.
Me First! First creature to see affected object has overwhelming desire to posses it.
Sword Curse. Victim is compelled to attack their allies.
Twist Speech. Permanently changes the primary language of your target.
Wave of Hesitation. Attempts to stun all creatures in affected cone.
Evoc Cloaked Light. Object shines with light that emanates in a 60-foot radius but only visible to caster and one other.
Corrode. A single object (25 lbs) crumbles to dust from age.
Dragon Claps His Wings. Creates a surge of wind that repels opponents.
Floor of Fire. Creates immobile, horizontal sheet of flame.
Privacy Guarantee. Channels a blast of energy toward scrier.
Ribbon of Light. Ranged touch causing 1d4 damage (max 10d4) of pure white light.
Shockwave. Force wave dealing 3d6 nonlethal damage to all in area of affect.
Illu Cone of Nausea. A cone of visual, auditory and olfactory elements nauseate opponents.
Crafted Figment III. Create enduring figments.
Crafted Glamour III. Create enduring glamours.
Crafted Pattern III. Create enduring patterns.
Crafted Phantasm III. Create enduring phantasms.
Crafted Shadow III. Create enduring shadows.
False Visage III. Create glamours to mask the appearance of objects or people.
Frightful Presence. A fearsome manifestation mimics a dragon’s frightful presence.
Garble. Disguises target’s speech into incomprehensible gibberish.
Improvised Figment III. Create figments limited by your concentration.
Malicious Image. Causes target under mirror image to be attacked by his images.
Phantasmal Force, Improved. As phantasmal force but with the base attack of a cleric.
Phantasmal Item III. Creates an image in the minds of all within visual range.
Shadow Conjuration III. Mimics any conjuration spell but are only one-fifth real.
Shadow Evocation III. Mimics any evocation spell but are only one-fifth real.
Thousand Feet. Confuse a creature that navigates and hunts by tremorsense.
Umbral Fortification. Instil shadow energy granting 2d8 temporary hit points.
Wraithform. Makes subject partially insubstantial.
Necro Blood Doll. Target receives damage done to spell focus.
Corpse Armour. Creates magical armour from the remains of a humanoid.
Cure/Cause Bends. Causes or cures high-pressure gas bubbles in bloodstream.
Donor. Can transfer hit points between two creatures.
Draining Mist. Mist drains Strength of all characters in effect area.
Hand of Vengeance. Deals equal damage to opponent as was sustained by target originally.
Invigoration of Undeath. Zombies targeted gain Improved Initiative and lose the single action only special quality.
Oozing Sores. Target immediately suffers 1d4 points of damage from oozing sores.
Shadow Horror. Sends a ball of negative energy stunning victim.
Shadow Mastery. Enemy’s own shadow rises up against him.
Speed Poison. Increases virulence of affected poisons.
Strike Barren. Target becomes permanently infertile.
Thin Blood. Target suffers a wave of weakness.
Undead Conduit. Cast necromantic spells through a controlled undead creature.
Trans Absorb Information. Instant transfer of written information.
Alacritous Stride. Movement rates are tripled.
Awaken Element. Creates a small elemental for a limited time.
Blade Song. Adds 1d6 sonic damage to imbued weapon.
Cacophony. Fills the area with extremely loud sounds, dazing creatures.
Elemental Shape. Target’s body is transformed into an elemental one.
Enhance Bond. Temporarily enhances connection of caster and familiar.
Ethereal Sleep. As caster enters dreamworld, he becomes ethereal.
Eyes of Fire. Caster’s eyes burn with arcane energy that burns opponents as a gaze attack.
Familiar’s Fang, Greater. Like greater magic fang but limited to the caster’s familiar.
Faststroke. Doubles normal swim rate of caster and all he touches.
Fireshift. A weapon is imbued with elemental damage.
Good Intentions. Causes pain to target each time he performs a good act or act of kindness.
Great Knock. Like knock but also opens secret doors or trick-open boxes or chests.
Invulnerability. Imparts a level of damage reduction upon the target of spell.
Mariner’s Faithful Seachest. Seachest will follow owner and take care of objects.
Monk’s Fighting Grace. Improved unarmed fighting.
Repair Ship. Repairs minor (1d3) structural damage to original seaworthiness.
Reverse Missile. Forces one ranged physical attack back to its source as a free action.
Spiritual Bestowment. Spirit boost an ability in a target creature.
Toxic Caress. Target is considered poisoned.
Vulnerability. Cone of light leaving all highly vulnerable to further magical attack.
Wings of Wrath. Creates bat-like wings granting you basic flight and deflection bonus.
Univ Bolster Familiar. Familiar gains +1 hp/level and +1 bonus to attack and all saves.

4th Level Sorcerer and Wizard Spells

Abjur Acidic Shield. Provides cover, attackers suffer 2d6 acid damage. May be detonated.
Fortify Armour. Targeted armour gains fortification.
Fortify Weapon. Targeted weapons gains increased hardness.
Know thy Master. Marks an object as ‘claimed’ and will buck and twist if picked up by others.
Sensebane. Creatures affected become invisible to detection by senses.
Shielding Star, Greater. Like shielding star but with a deflection bonus of +4.
Sigil of Poison. When triggered causes creatures to be stricken as if injected with deadly poison.
Word of Warding IV. Counters any spell of its own level or lower.
Conj Animated Web. Fills a 20 ft. area with sticky strands that may slowly move.
Bind Guardian IV. Bind a monster summoning IV creature, preventing it from leaving.
Call Energy. A burst of primal energy from the positive energy plane.
City Elemental I. Summon small earth elemental.
Conjure (specific creature). Calls specific creature.
Disarmament. Stream or cone of energy that disarms creatures in area.
Dragonfly. A dragonfly of chaotic energy deals ranged touch attacks against multiple opponents.
Extradimensional Pit. Creates 10-foot pit than opens an extradimensional space.
Felonious Friend II. Conjured thief helper, like unseen servant.
Ghost Armour. Spirits act as armour granting a +1 deflection bonus of DR 10/magic.
Infusion, Lesser. Summoned creatures gain the fiendish or celestial template.
Instant Exit. Door appears transporting creatures 1,000 feet in a random direction.
Midnight Slime. Touch transfers green slime to target.
Phantom Artillery. Creates a temporary siege engine.
Power Word Pain. All affected targets act as if struck with symbol of pain.
Spider Mother. Laces victims’ body with spider’s eggs that hatch inside.
Stone Spears. Stone floors and ceiling erupt with stalactites and stalagmites.
Div Council of Stowaways. Momentarily connects caster to all creatures living on a ship or in a structure.
Echoes of the Past. A spectral image of the recent past is shown.
Glimpse Past the Barrier. This allows you to look through a barrier as if the barrier was from a time in which it did not exist.
Hand of the Guilty. An object directs you toward the last person to touch it.
Intuitive Insight. Grants up to a +5 bonus to skill in which the caster is not skilled.
Portents and Omens. Caster becomes acutely aware of the world around him, increasing his luck.
Seas of Fate. Puts the ultimate destination of the voyage into the hands of the gods.
Telepathic Assault. Like mindshriek but forces information into the mind of a target creature.
Touch of the Healer. Grants temporary mastery of the healing arts.
Ench Dolorous Touch. Melee touch attack knocks the opponent into a deep slumber.
Favour’s Focus IV. Melee attack grants a bonus to enchantment spell against the struck opponent.
Foozle. Target becomes clumsy and oafish with –5 penalty on attack and checks.
Fractured Unity. Dissent spreads through an area disrupting spells affecting allies and prevents casters from using beneficial spells on allies.
Hatred’s Puppets. Target falls into a murderous rage and attacks the nearest living creature.
Wall of Distraction. Wall inflicts an intense distraction on all those who contact or pass through.
Weatherblindness. Victims are unaware of dangers of any type of weather.
Evoc Air Brand, Greater. As air brand, plus ability to fly.
Breath of the Wyrm. Allows caster to spew forth a breath attack similar to a dragon’s breath weapon.
Bubble Goop. You breath forth bubbles that release a sticky goo.
Corrode. Ages inanimate objects in an instant.
Earth Brand, Greater. As earth brand, plus Damage Reduction.
Fire Brand, Greater. As fire brand, plus 20 points of fire resistance.
Magic Missile, Repeating. Like magic missile, but missiles return to caster until used again.
Shriek of Abject Hatred. Unleashes sonic energy blast that can liquefy flesh.
Spirit Song. Spirit voices interfere with all spellcasting and distracts creatures in area.
Volcanic Wave. Unleashes a torrent of flaming lava that engulfs the affected area.
Water Brand, Greater. As water brand, plus allows caster to breathe water.
Illu Blinding/Deafening Pattern. Pattern of light blinds or deafens opponent for a limited time.
Catalytic Mouth. Speaks once when triggered.
Crafted Figment IV. Create enduring figments.
Crafted Glamour IV. Create enduring glamours.
Crafted Pattern IV. Create enduring patterns.
Crafted Phantasm IV. Create enduring phantasms.
Crafted Shadow IV. Create enduring shadows.
Echoes of the Past. Spectral images and sounds re-enact events of the recent past.
False Visage IV. Create glamours to mask the appearance of objects or people.
Fool’s Trove. An area may be glamoured to appear as a treasure trove.
Improvised Figment IV. Create figments limited by your concentration.
Phantasmal Item IV. Creates an image in the minds of all within visual range.
Shadow Conjuration IV. Mimics any conjuration spell but are only one-fifth real.
Shadow Evocation IV. Mimics any evocation spell but are only one-fifth real.
Necro Ageing Stroke. Ray ages target 1d10+1 per two levels years.
Burrowing Bony Digits. You cause skeletal fingers to imbed in the flesh of the targets.
Feast of Flesh. Paralyse your opponent as a ghoul but extend the duration by eating your opponent.
Ghoulish Curse. Curse slowly transforms the target into a ghoul.
Graft Weapons. Graft weapons onto skeletons and zombies to replace their natural weapons.
Infected Touch. Ranged touch attack infecting target with Wizard’s Touch.
Red Hourglass. Victim is infused with a deadly poison that is activated by caster.
Siphon Elemental Lifeforce. Shoots a ray of negative energy tailored to affect target element.
Wall of Bone. Vertical bone wall appears in unoccupied area of floor.
Wave of Mutilation. Wave of phantasmal razor blades, instruments of torture and grasping hands rushes toward victims tearing at whatever victim fears injury to the most.
Trans Alchemistry. Allows the transfer of one scroll to another.
Become Swarm. Caster becomes a spider swarm.
Deny Transformation. Prevents polymorph, wildshaping and alternate form.
Detoxifying Wave. Purifying energy neutralises all poisons in area.
Disarmament. Cone of magical energy disarms opponents.
Enforcer I. Strengthens the level of previously cast spell.
Entourage of Pawns. Eight chess pawns become Medium animated objects under your control.
Exploding Bones. Blast of electrical energy causing target’s bones to explode out of its flesh.
Eyes of Darkness. Punishing gaze attack that reduces the vision of opponents and grants concealment.
Familiar Growth. Like animal growth but can only be used on caster’s familiar.
Ironrope. Strengthens and hardens normal rope to that of forged iron.
Item Tattoo. Converts one object into a small tattoo.
Message in a Bottle. Transforms bottle or scroll case into a messenger.
Necrotic Caress. Touch attack transfers unliving negative energy.
Painted Ship. Transforms targeted vessel into an oil painting.
Sculpt Water. Any water touched by caster can be sculpted.
Shattersight. Causes 1d6 force damage (max 10d6) to item or undead.
Time to Act. Gives you the time to perform a single complex skill check.

5th Level Sorcerer and Wizard Spells

Abju Bloodbane. Strengthens your blood gaining several immunities.
Contingent Spell Immunity. Like contingency but protects caster from one specific spell.
False History. Gives false history for a specific object.
Loyal Guardian. Conjures globe of protection caster can control.
Magic Circle against Energy. As protection from energy but protects everyone inside area.
Repercussion. Reduces melee, touch or unarmed attack damage and rebounds back to attacker.
Sovereign Shield. Like shield but protects in all directions simultaneously.
Weapon Ward. You gain damage reduction against one kind of weapon attack.
Word of Warding V. Counters any spell of its own level or lower.
Conj Bind Guardian V. Bind a monster summoning V creature preventing it from leaving.
Black Wind of Mourning. A black wind deals 1d6 sonic damage (10d6 max) and causes sadness.
Conjure (specific creature). Calls specific creature.
Control Currents. You can guide sea currents to increase ship speed.
Drown. Conjured water drowns target.
Ghost Dance. Summoned spirits deal 1d6/spirit to all creatures in a 30 ft. radius.
Girding Call. Items can be summoned from afar in an instant.
Magma Blast. Lava jets through tiny gate for 1d6 fire damage (max 15d6).
Mariner’s Luxurious Cabin. Creates an extradimensional space, luxurious room onboard a ship.
Power Word, Slumber. One at a time, each target is affected as if under sleep spell.
Shadow Fangs. Caster’s melee attacks issue forth from any shadow or area of darkness.
Div Foretelling. Allows the caster to pose a question and receive a magical answer.
Manyeyes. Enables you to see in all directions at once granting 60-foot darkvision.
Mathemagic Principle. Allows caster to optimise spellcasting.
Timesight. Caster attempts to read the past or future of target.
Touch of the Soldier. Target gains skill and expertise in the use of a single weapon.
Ench Blood Summoning, Greater. Target with a blood bond is compelled to travel to the caster.
Camaraderie. Charmed creatures treat each other as trusted friends.
Charm Person, Mass. Makes a number of creatures friendly toward caster.
Dazing Aura. Opponents attacking the caster are subjected to a daze attack.
Destroy Memory. Permanently removes a single memory of one event, person or item.
Favour’s Focus V. Melee attack grants a bonus to enchantment spell against the struck opponent.
Fleeting Genius. Allows the caster to take 40 on a single skill check, saving throw or attack.
Keening of the Mind. Targets current thoughts are broadcasted.
Shattered Will. Target is permanently rendered unable to resist caster’s enchantment spells.
Taboo. Enforces a simple prohibition on a creature.
Wall of Fear. Anyone trying to pass through is overcome by pure fear.
Evoc Bloodfire. Caster sprays his blood in a flaming stream to strike one target.
Elemental Rupture. A cloud of elemental energy spreads in an area of effect dealing 1d8/level.
Wave of Heat, Greater. Like wave of heat but max 15d6 points of fire damage.
Wind Bindings. Storm-like forces presses on target keeping it from moving.
Illus Animate Shadow. Animates the caster’s shadow.
Bewildering Aura. Confuses, dazes and stuns up to 30 HD of opponents.
Crafted Figment V. Create enduring figments.
Crafted Glamour V. Create enduring glamours.
Crafted Pattern V. Create enduring patterns.
Crafted Phantasm V. Create enduring phantasms.
Crafted Shadow V. Create enduring shadows.
False Visage V. Create glamours to mask the appearance objects or people.
Improvised Figment V. Create figments limited by your concentration.
Phantasmal force, Greater. As phantasmal force but with the base attack of a fighter.
Phantasmal Item V. Creates an image in the minds of all within visual range.
Shadow Conjuration V. Mimics any conjuration spell but are only one-fifth real.
Shadow Evocation V. Mimics any evocation spell but are only one-fifth real.
Umbral Fortification, Greater. Instil shadow energy granting 3d8 temporary hit points.
Necro Agony. Touch deals continuing nonlethal damage (1d8) and causes intense pain.
Annihilation. A burst of negative energy kills opponents.
Forbidden Script. Text written with affected ink causes immediate poisoning effect to reader.
Mark of Life, Greater. Like mark of life but longer duration.
Recall Spirit. Caster summons a spirit back to its original body.
Shrieking Missile. Cast on non-magical missiles, when fired screams unnerve any enemy.
Skeletal Revolt. Victim’s skeleton twists and writhes within his body, tearing muscles and flesh.
Skeletal Spikes. Sharp spikes burst forth from caster’s body granting natural weaponry bonuses.
Soul Poison. Infects victim with psychic poison that erodes their soul.
Wall of Bone, Greater. Vertical bone wall appears in unoccupied area of floor.
Trans Adaptation. Grants immunity to a selected plane’s environmental effects.
Armour Crypt. All opponents in an area have their armour sprouts spikes on the inside.
Aura of Degradation. A personal field of energy deals damage to non-living matter.
Awaken Spellbook. Provides humanlike sentience to a spellbook.
Bandersnatch. Sets a minor trap in a small sack.
Bird of Prey. Caster transforms into a true hunter with increased abilities.
Devolving Caress. Touch attack deals unarmed damage and devolves the victim.
Ethereal Sleep, Mass. Like ethereal sleep but affects more people than just caster.
Familiaform. Grants wild shape to familiar.
Familiar Augmentation. Familiar gains temporary 1d6 hp and bonuses.
Future Dispatcher. One Medium or smaller creature is sent 10 minutes into the future.
Ghost Blade. Weapon acquires ghost touch.
Grappling Spine. Spine lengthens considerably becoming a controllable prehensile weapon.
Lower Spell Resistance. Reduces target’s spell resistance by adding +4 to caster check.
Magma Pit. Affected area of earth boils into magma causing damage to creatures in area.
Minotaur’s Might. Target becomes stronger (+8 Strength bonus).
Past’s Façade. Touch returns target to a more youthful form.
Set Loose the Raging Wind. Creates storm blowing all in area effect back.
Shunt Storm. Pushes a storm or cloud mass away from caster.
Univ Familiar Augmentation. Familiar gains many physical enhancements.
Familiar Growth. Familiar growths to twice its natural size.
Spell Legs. Caster usurps control of an ongoing effect and can move it at a rate of 20 ft./round.

6th Level Sorcerer and Wizard Spells

Abju Break Ship’s Enchantments. Attempts to free a ship/crew of any malicious enchantments.
Deathbane. Wards the caster against death effect, energy drain or negative energy.
Hold Ship. Halts another ship motionless for one round.
Sovereign Self. Caster becomes nearly immune to physical harm.
Word of Warding VI. Counters any spell of its own level or lower.
Conj Bind Guardian VI. Bind a monster summoning VI creature to you preventing it from leaving.
City Elemental II. Summon medium earth elemental.
Conjure (specific creature). Calls specific creature.
Dimension Portal. Like dimension door but passageway remains after you travel.
Dimensional Rift. Paired gates allow quick travel from two points.
Dismissive Glance. Ranged touch attack sends the target to the Astral Plane.
Elemental Fabrication. A native elemental is formed nearby and can be directed to attack.
Elemental Parasite. Elemental creature consumes a target from within.
Infusion, Greater. Creatures summoned later gain the half-fiend or half-celestial template.
Portal in a Storm. Creates an instability allowing portal to random plane to open.
Power Word Deafen. Instantly strikes creatures of less than 50 hp permanently deaf.
Wall of Snakes. Forms a flat wall of snakes.
Wall of Spiders. Forms a flat wall of tiny poisonous spiders.
Div Echo of Past State. Impression of an object or creature at the height of its existence is revealed.
Guided Strike. Allows the next spell cast to not have a Reflex save or to automatically critical if it requires an attack roll.
Shared Minds. Caster and target operate more efficiently as part of a greater whole.
Touch of the Artisan. Caster gains +25 competence bonus for chosen Craft.
Ench Bind Crew. Affected crew are unable to leave the ship.
Dragon’s Awe. Caster gains a frightful presence like that of dragons.
Enamouring Touch. Touch attack has the effect of an elixir of love or provokes jealousy.
Favour’s Focus VI. Melee attack grants a bonus to enchantment spell against the struck opponent.
Friendship. Target creature’s disposition becomes friendly toward the caster.
Lingering Daze. Like daze but no limitation to number of HD that can be affected.
Symbol of Lust. All creatures within 60 feet are overwhelmed with lust and need to act upon their urges.
Evoc Fiery Constrictor. Tendril of flame lashes out in 20 ft. radius.
Pulsing Fireball. Hurl a fireball, and each round detonate another fireball at the same target point.
Wall of Will. Wall of energy that deals 6d6 points of force damage against anyone trying to pass through it.
Illu Cone of Paralysis. A cone of patterned light paralyses opponents.
Crafted Figment VI. Create enduring figments.
Crafted Glamour VI. Create enduring glamours.
Crafted Pattern VI. Create enduring patterns.
Crafted Phantasm VI. Create enduring phantasms.
Crafted Shadow VI. Create enduring shadows.
Eerie. An eerie shape exists at the edge of the victims’ vision.
False Visage VI. Create glamours to mask the appearance of objects or people.
Improvised Figment VI. Create figments limited by your concentration.
Phantasmal Item VI. Creates an image in the minds of all within visual range.
Shadow Conjuration VI. Mimics any conjuration spell but are only one-fifth real.
Shadow Evocation VI. Mimics any evocation spell but are only one-fifth real.
Skittering Darkness. Shadow and darkness crawls like a wave striking victims and gnawing at their flesh.
Temporal Disjunction. Target’s perceptions lag moments behind actual events.
Necro Acid Symbol. Marks an undead which then can deal an extra 1d6 points of acid damage.
Animate Crew. Creates undead crew for a ship.
Kidnap Soul. Targets soul is removed and their body acts as a zombie under your control.
Longevity. Negates the effects of natural ageing for 1 day.
Suffocate. Like drown but air is sucked from target’s lungs.
Threshold of Unlife. Enhances the ambient negative energy of area decreasing effectiveness of healing spells and increasing damage.
Unfettered Undead. Disrupts and distorts bond between undead and their master.
Zombie to Ghoul. Changes a zombie to a ghoul.
Trans 24 Hours. Time is accelerated for one target allowing a day to pass for them in one round.
Alchemistry, Greater. Allows the transfer of a charged magic items power to another object.
Calcifying Caress. An unarmed attack deals normal damage and may turn the target to stone.
Defencelessness. Target is unable to defend themselves effectively and are considered flat-footed.
Desiccate. Moisture is removed from victim’s body.
Enforcer II. Strengthens the level of previously cast spell.
Fatal Attraction. Target becomes a teleportation vortex that draws opponents in to take damage in an every expanding radius.
Fireshift, Greater. A weapon is imbued with an energy burst property and gains a +1 enhancement bonus.
Legs of the Spider. Caster gains 4 spider’s legs allowing him to climb or attack.
Malediction. More severe form of bestow curse.
One. Temporarily links caster and an ally’s life energies, sharing saving throws and ability score modifiers.
Rekindle Youth. Removes any unnatural aging the target has experienced.
Spider Totem. Subject takes on spider characteristics and inherent bonuses.
Time to Pause. Like time to act but gives caster sufficient time to take 10 on his check.
Union of Body. Fuses two creatures together temporarily.

7th Level Sorcerer and Wizard Spells

Abju Blowback. A wall of shrieking power throws any targets it collides with to the ground.
Delay Sinking. Temporarily prevents ship from sinking.
Eldritch Enemy. A band of energy deals damage to a target attempting to cast a spell.
Forsaken. Temporarily impedes all contact with target and his deity.
Slow Skin. Delays onset of damage for a limited numbers of rounds.
Touch of Transference. Allows you to transfer any or all of your abjuration spells to another creature.
Wardbane. Creature protected is defended against the effect of magical wards.
Weaponbane. Target enjoys immunity to attacks from physical weapons of chosen type.
Word of Warding VII. Counters any spell of its own level or lower.
Conj Bind Guardian VII. Bind a monster summoning VII creature, preventing it from leaving.
Call Loyal Servant. Summon a human NPC to your party.
Conjure (specific creature). Calls specific creature.
Creation, Greater. As major creation with increased duration.
Death Wish. Summons an outsider to do battle with caster.
Doorway to the Infernum. Opens a portal to hell.
Echoing Call I. A hanging conjuration repeats a summon monster I, II, or III spell.
Elemental Parasite. Conjures tiny elemental creature.
Fatal Attraction. Creates vortex that inexorably draws creatures into its grasp.
Lightning Vice. Sheets of lightning form a cage surrounding target area.
Raise Island. Island of bare stone raises instantly from depths of ocean.
Wave of Unbinding. Unravels the energies of conjured beings and object to prime material.
Div Analyse Creature, Greater. Details comparative information on one living or dead creature.
Darkest Knowing. Subject is the target of his own darkest truths.
Gilded Thoughts. Caster can project false thoughts and ideas to those attempting to detect his thoughts, establish mental contact, or control his actions.
Mindshriek. Guards caster’s mind by setting up a psychic trap.
Touch of the Mystic. Target can freely use detect magic and identify.
Ench Bonded Souls. Your life force is tied to that of a charmed target. Target can also deliver touch spells and is affected by your personal spells.
Bonded Thoughts. You and a charmed designate share telepathic communication over any distance.
Control Lycanthrope. You can command lycanthropes for a short period, like charm monster.
Dream Thief. Steals the dreams of target and prevents sleep.
Favour’s Focus VII. Melee attack grants a bonus to enchantment spell against the struck opponent.
Torment of Loss. Causes creature formerly under a charm spell to be filled with terrible regret over the loss of the bond with caster.
Undying Loyalty. Initiates a spiritual change in the target bonding target to caster in death.
Xenophobic Rage. Make subjects instantly aggressive to anyone not of their own race.
Evoc Night Bolt. Causes a ray of darkness dealing 1d6 damage (max 15d6).
Rupture the Eye. Blinding light explodes in target’s face searing face and boiling eyes.
Swarming Missiles. Swarm of magic missiles explodes from caster’s hand.
Tempest. Localised storm materialises around a ship attempting to shipwreck it.
Illus Crafted Figment VII. Create enduring figments.
Crafted Glamour VII. Create enduring glamours.
Crafted Pattern VII. Create enduring patterns.
Crafted Phantasm VII. Create enduring phantasms.
Crafted Shadow VII. Create enduring shadows.
Déjà Vu. A target relives the damage he suffered last round.
False Visage VII. Create glamours to mask the appearance objects or people.
Improvised Figment VII. Create figments limited by your concentration.
Phantasmal Item VII. Creates an image in the minds of all within visual range.
Recurring Image. Like programmed image except image follows predetermined script of caster.
Shadow Conjuration VII. Mimics any conjuration spell but are only one-fifth real.
Shadow Evocation VII. Mimics any evocation spell but are only one-fifth real.
Stream of Unconsciousness. Produced pattern causes creatures to fall unconscious.
Necro A King in Crimson with Eyes of Starless Night. Caster assumes traits and powers of a master vampire.
Grave Storm. Cone of grave dirt, maggots and putrid flesh splatters opponents for 1d6/level (max 20d6).
Pestilence. Creates a cloud of deadly plague vapours that carries every virulent disease.
Raise Death Hulk. Raises sunken ship complete with undead crew.
Trans Ethereal Caress. Touch attack deals unarmed damage and may materialise incorporeal opponents.
Future Banishment. Target is sent 10 minute into the future.
Make Manifest. Permanently, transforms an image/icon into the object it represents.
Skyship. Raise a ship above the water to become a skyship for a short period.
Sleep of Power. Caster falls into a coma-like sleep in effect lengthening the duration of previously cast spell.
Teleportive Burst. All creatures in area of effect are instantly teleported to chosen locations.
Univ Bond Transferal. You transfer your familiar to another willing creature.

8th Level Sorcerer and Wizard Spells

Abj Globe of Invulnerability, Major. Like lesser globe of invulnerability but excludes 5th level spells from its radius of effect.
Repercussion, Greater. Reduces melee, touch or unarmed attack damage and rebounds back to attacker.
Spellbane. Target becomes completely immune to one school of magic and its effects.
Steal the Thunder. Caster steal other spellcasters’ ability to work magic.
Word of Warding VIII. Counters any spell of its own level or lower.
Conj Acid Geysers. Geysers of acid deal 4d8 damage to multiple opponents and degrade armour.
Bind Guardian VIII. Bind a monster summoning VIII creature, preventing it from leaving.
City Elemental III. Summon Huge earth elemental.
Conjure (specific creature). Calls specific creature.
Echoing Call II. Repeats summon monster IV.
Lava Wyrm. Serpent of fire controlled by the caster deals 10d6 fire damage to all targets it hits.
Planar Promise. Extremely fast version of greater planar ally.
Rending Grasp.
Spectral Gallows. Invisible tentacles encircle the necks of affected creatures.
Summon Swarm of Voracious Hell Beetles. Creates a swarm of beetles.
Undead Gate. Enchant a portal to act as a gate for undead monsters.
Div Mental Unity. Like lesser mental unity except number of creatures in bond is greater.
Pure Sight. Duplicates several lesser divinations, allowing caster to switch as a free action.
Touch of the Torturer. Imparts an in-depth knowledge of the torturer’s arts.
Ench Endless Daze. A creature is permanently dazed.
Favour’s Focus VIII. Melee attack grants a bonus to enchantment spell against the struck opponent.
Power Word Rage. All affected creatures immediately fly into a murderous frenzy.
Symbol of Grief. All creatures within 60 feet are stricken with grief.
Symbol of Hate. All creatures within 60 feet are overwhelmed with hate, turning on closest creature.
Illus Crafted Figment VIII. Create enduring figments.
Crafted Glamour VIII. Create enduring glamours.
Crafted Pattern VIII. Create enduring patterns.
Crafted Phantasm VIII. Create enduring phantasms.
Crafted Shadow VIII. Create enduring shadows.
False Visage VIII. Create glamours to mask the appearance of objects or people.
Improvised Figment VIII. Create figments limited by your concentration.
Phantasmal Item VIII. Creates an image in the minds of all within visual range.
Shadow Beast. Creates quasi-real beast that serves as protector and mount.
Shadow Conjuration VIII. Mimics any conjuration spell but are only one-fifth real.
Shadow Evocation VIII. Mimics any evocation spell but are only one-fifth real.
Necro Corpsefire. A dead body releases a burst of cold fire (4d6 damage) in an area.
Crippling Fog. Fog cloud weakens physical attributes.
Flesh Made Foul. A bolt of negative energy deals 1d4 + ¼ levels of level damage.
Vampiric Lust. Victim begins to crave human blood.
Witherirng. Ages every living thing in the area.
Trans 2 Minutes. The world appears to stop allowing you to take 20 on a single skill check.
Body of Fire. You transform your body into elemental fire.
Chaotic Caress. A touch attack deals unarmed damage and causes bizarre mutations in the target.
Dead Magic Zone. Creates a permanent zone of dead magic, like antimagic field.
Drowning Wave. Causes air-breathing creatures to drown in area of effect.
Enforcer III. Strengthens the level of previously cast spell.
Scourge. Powerful form of bestow curse that can be cast over a vast distance.
Set Form. Permanently sets creature’s shape changed by baleful polymorph.
Shattered Maelstrom. Creates a storm of force energies affecting all those in 20 ft. radius.
Treasure Hunter Ward. Protective ward that teleports intruders to specified location leaving their equipment.
Void of the Wolf Spider. More powerful version of spider totem.

9th Level Sorcerer and Wizard Spells

Abju Dispel Magic, Superior. As dispel magic with no maximum bonus to dispel.
Hide the Soul. Draw target soul from body and stores it in any single animal.
Sovereign Strike. Allows single effected weapon to strike true.
True Bane. Duplicates the effects of all 9 levels of lesser bane spells.
Ward Island. Island is wreathed in magical mists making it almost impossible to find.
Word of Warding IX. Counters any spell of its own level or lower.
Conj Bind Guardian IX. Bind a monster summoning IX creature, preventing it from leaving.
Conjure (specific creature). Calls specific creature.
Echoing Call III. Repeats summon monster V.
Planar Breach. Tears open the barriers between the planes and forms rift of wild energies.
Song of Farsending. Target is instantly transported to any place you have been before, including planar locations.
Spears of Oblivion. 1d3 spears attack all creatures in affected area deal 2d10 damage.
Tendrils of Destruction. Portal in the ground is created where tendrils spring out and attempt to grapple enemies.
Voice of the Great Wyrm. Calls a mighty dragon of evil alignment to speak with you.
Vorpal Spray. Power erupting from your hand can instantly slay any creature.
Div Equation of Man. Caster cannot fail an attack, skill check or saving throw that relates to his own race.
Foretelling, Greater. Allows the caster to pose a question and receive a magical answer or can duplicate any other divination of 7th level or lower.
Oracle. Reveals hidden or secret information concerning location and condition of object.
Touch of the Divine. Grants caster the ability to ‘trade out’ spells for any spell from the target deities’ domains.
Ench Change of Heart. Target suffers a permanent shift in alignment.
Favour’s Focus IX. Melee attack grants a bonus to enchantment spell against the struck opponent.
Keening the Soul. Target’s alignment, fears, desires and darkest secrets are broadcast.
Lord of the City. Affecting an entire city, caster appears as an important lord or official.
Mindcrypt. Caster’s mind becomes a trap that attempts to destroy the enemy spell caster.
Evoc Engulfing Doom. A shrieking maelstrom fills an increasing area and deals 5d6.
Illus Crafted Figment IX. Create enduring figments.
Crafted Glamour IX. Create enduring glamours.
Crafted Pattern IX. Create enduring patterns.
Crafted Phantasm IX. Create enduring phantasms.
Crafted Shadow IX. Create enduring shadows.
False Visage IX. Create glamours to mask the appearance of objects or people.
Improvised Figment IX. Create figments limited by your concentration.
Phantasmal Item IX. Creates an image in the minds of all within visual range.
Shadow Conjuration IX. Mimics any conjuration spell but are only one-fifth real.
Shadow Evocation IX. Mimics any evocation spell but are only one-fifth real.
Wall of Patterns. One side of wall sends forth waves of patterns that stun foes.
Necro Devour the Shadow. Obliterates shadow and the personality of the target.
Plague. More virulent form of pestilence.
Raise City. Caster raises an entire city of skeletons.
Raise Death Fleet. Caster raises an entire fleet of death hulks with crew.
Thief Soul. Caster acquires skills of rogue.
Trans Alchemistry, True. Allows for the short- term production of magic items by cannibalising others.
Anywhere Door. Creates a one-way magical doorway.
Cathartic Caress. A touch attack deals unarmed damage and polymorphs opponent.
Command Construct. Caster takes permanent control of any construct.
Enforcer IV. Strengthens the level of previously cast spell.
Eternal Sleep. Variation of temporal status, but allows condition to be set to break enchantment.
Eyes of the Retriever. Eyes are replaced by that of a retriever demon.
Future Imprisonment. Target is sent one year into the future.
Sphere of Decay. Causes living creatures to wither and crumble in area of effect.
Temporal Abstraction. Allows caster extra actions by concentrating time.
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