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489 spells
- Acid RainDrenches an area in corrosive rain that damages everything caught in it and may ruin gear; stone, glass and ceramics are spared and full armor cuts the damage.
- Air SignGrants one of three air powers: a wind sphere that scatters and stuns, flight, or dispersing magical earth or stone barriers.
- Alchemy I (Quantitative Analysis)Identifies one elixir, powder, venom, potion, dust or gas the caster holds.
- Alchemy IIEnchants the ingredients for one powder, potion, dust or gas, halving the time to make it (an alchemist may still be needed).
- Alchemy IIIEnchants the ingredients for a golem, living statue, machina or homonculous, halving their preparation time.
- Alter AuraDisguises the caster's alignment so aura-reading or good/evil detection gives the answer he chooses, though some magic can see through it.
- Alter GravityDoubles or halves the weight of an object or creature, changing its damage or encumbrance; living targets may resist.
- Alter MatterTemporarily turns a quantity of material into another non-living substance, such as rock to mud or flesh to stone; nothing magical can be made.
- Altered StateAfter a minute of ritual meditation the caster slips into a light trance in which magic and hidden presences (illusory, invisible, astral or ethereal) become perceptible.
- Animal ControlTakes control of an animal nearby, making it flee, fight the caster's enemies or follow simple orders; afterwards it may turn on a non-druid caster.
- Animal MimicryThe caster can reproduce any wild animal's call flawlessly. It does not let the caster talk to animals but works as a scare tactic or distraction.
- Animate DeadRaises a skeleton or zombie from remains that obeys until destroyed or dispelled; more creatures with each level.
- Animate ObjectBrings an object to life under the caster's concentrated control; it can fly about, strike foes or strangle them.
- Answer (Command)Forces a creature to answer one question truthfully; on a successful save it may lie, but the caster knows. True names cannot be learned this way.
- Anti-Magic ShieldA close dome that makes the caster immune to all magic but blocks his own spells and offers no defense against mundane attacks.
- ApparitionConjures a frightening illusion that can freeze viewers with terror.
- Arcane BoltHurls a black bolt of magical energy at one creature, gaining damage with level.
- Astral BoltFires a bolt of astral energy at one creature, its damage growing with the caster's level.
- Astral ProjectionSends the caster's consciousness out in an astral body across the astral or material plane, sensing but unable to affect the physical world; disturbing the entranced body snaps him back, briefly disoriented.
- Astral VisionLets the caster see astral, ethereal, spirit or invisible presences.
- AstromancyA night-sky reading that yields one of three divinations: an individual's condition or whereabouts (Fate), a yes/no verdict on a course of action (Wisdom), or a yes/no on whether an event happens within 24 hours (Destiny).
- Auditory EnchantmentProduces one sound effect: mimicking a known voice, throwing the caster's voice, or making an object speak a set phrase when approached.
- Aura of AwarenessLets the caster sense being watched and locate the watcher, unless a scrying device is used.
- Aura of DeceptionDisguises either the caster's appearance (not race) or apparent alignment, fooling Read Aura and Detect Good/Evil; not both at once.
- Aura of Non-DetectionCloaks an area, object or trap against one chosen detection spell until dispelled; True Sight may fail against it and Spell Analysis always finds it.
- Aura of ProtectionSurrounds the caster with an aura that absorbs half the damage of any attack.
- Aura of SilenceLets the caster move silently anywhere, but prevents speech and verbal spells.
- Aura of Spell FailureMakes a non-living object or area permanently immune to one named spell; undetectable by Detect Magic but revealed by Spell Analysis.
- Aura of Spell TurningReflects curses, influences and attack spells aimed directly at the caster back at their source; not area spells or item-cast spells.
- Aura ReadingReveals one being's alignment from the color of its aura.
- Away (Command)Commands a creature to leave and stay away from the caster for at least an hour, unless the caster attacks it.
- AweThe caster glows with spiritual power; foes who fail to resist will not interfere as long as they are left alone, and even those who resist hesitate for a minute.
- Bands of ForceSpiralling bands of energy bind one target helpless; even one who resists spends a minute getting free.
- BanishOne spoken word sends a summoned creature back to its home plane; weaker creatures get no save.
- Baser Influence of ScorpioDrives everyone within 20 ft. into one base passion: greed over visible treasure, lust, or indiscriminate berserk fury that ignores the caster.
- Beam of LightFires a focused light beam that burns one target; mirrors can bounce it back and mist or smoke scatters it. Requires a crystal.
- BilocationThe caster stays fully aware and mobile in body while also traveling by astral projection, though he cannot cast spells meanwhile.
- BlendingMakes the caster wholly invisible in forest or woodland by merging with the surroundings, so long as the caster keeps still.
- BlessingA touch that grants a small bonus to saves, offense and defense for a short time.
- Body ControlGrants one bodily mastery: walking on water or mud, enduring extreme climates unharmed, or feigning death in suspended animation.
- BotanomancyIdentifies a plant or herb and its possible uses after a minute of study.
- Call Nature SpiritCalls one nature spirit of the caster's level, provided enough of its element is at hand; it serves for up to an hour but cannot be bound.
- Call Woodland CreatureSummons a small group of one kind of woodland being, such as sprites, centaurs, nymphs or dryads, who serve the caster for an hour.
- CallingLets a person or creature the caster has met sense, at any distance, that the caster is summoning them, though no message is carried.
- Celestial VisionLets the caster look into any plane of existence, at known places or scanning widely, and spot astral presences.
- ChantThe caster chants, sings or dances to give allies a bonus to attack rolls in a wide circle, or turns the chant against foes to penalize theirs; it lasts as long as the chanting goes on.
- Chariot of the SunSummons a shining chariot drawn by four winged steeds that carries up to six people at great speed, for travel or escape only, never combat.
- CharismaTemporarily raises one person's Charisma.
- CharmEnchants one creature into treating the caster as a trusted friend for at least a day; it gets a new save each following day.
- ChartomancyDivines the meaning of one page's worth of writing, inscriptions or symbols, whether magical or mundane.
- ChiromancyBy studying a subject's hands (or claws), the caster diagnoses whether the ailment is disease, psychosis, poison, parasites or magic.
- Circle of DarknessCreates a 20 ft. radius zone of impenetrable darkness at range.
- Circle of Divine ProtectionBy speaking the deity's name the caster raises a protective circle against one chosen type: undead, demons or devils, lasting while concentration holds.
- Circle of LightCreates a 10 ft. radius zone of bright light at range.
- Circle of Light/DarknessCreates a circle of bright light or of impenetrable darkness.
- Circle of SilenceCreates a stationary zone that swallows all sound, preventing speech and verbal spells.
- Circle of the ZodiacThe caster inscribes a protective circle that blocks scrying and crystal divination for as long as the markings stay intact.
- ClairaudienceLets the caster hear what is happening at a familiar location as if present; distance is irrelevant but metal sheeting blocks it.
- ClairsentienceCombines Clairvoyance and Clairaudience at once, with the same limits.
- ClairvoyanceLets the caster watch a familiar location remotely as if present; distance does not matter but metal sheeting blocks it, and it works only on the material plane.
- CoercionUsing a carved wax or wood effigy prepared over a week, the caster holds it over a flame to torment a victim anywhere into obeying one mental command. The image crumbles after three successful resists.
- Commune with Nature SpiritsLets the caster put one question to the minor spirits of a natural place; they answer truthfully about their own surroundings and stay silent on anything else.
- Confer InvisibilityBy touch, makes objects, areas or living things invisible, up to a volume set by caster level.
- Conjure AnimalCreates one ordinary animal (not a monster) that dissolves after a short time.
- Conjure EarthFrom a little earth or stone, creates either a moving, blinding dust storm or a wall of stone.
- Conjure FireDraws on a nearby fire to hurl a fireball or raise a wall of fire; flammables hit may ignite.
- Conjure MissilesForms stinging projectiles from dust and dirt in the air and sends them at one target.
- Conjure MonsterCreates one monster (not undead, demons, devils or outer-plane beings) that dissolves after a short time.
- Conjure PlantCreates one full-grown plant of any kind that vanishes after a short time.
- Conjure SimulacrumCreates a loyal duplicate of a creature, with its abilities and imperfect memories, using a piece of the original.
- Conjure SmokeProduces a dense cloud of smoke from a fire source, blinding those inside.
- Conjure Toxic CloudConjures a directed cloud of poisonous vapor whose effect depends on the toxic powder used.
- Conjure WaterUsing a little water, the caster either pelts an area with hail or raises a wall of water that bursts and sweeps people away and douses fires.
- Conjure WindUsing the caster's breath, creates a gust that redirects mists and gases, or a moving vortex that flings creatures into the air and breaks up magical earth barriers.
- Contact Lower PlanePuts the caster in touch with a named greater demon or devil who truthfully, if cryptically, answers one question.
- ContemplationA minute of meditation reveals hidden doors, secret passages or concealed objects in a small area.
- Contra-influence of GeminiNudges one individual to act against their usual nature (a miser turns generous, suspicion becomes trust); it cannot sway the truly hostile or peaceful, nor animals.
- ControlForces one creature that understands the caster's language to obey commands for an hour; an order to harm itself allows a second save.
- Control EarthEither dissolves an earth, stone or mortar structure (possibly triggering rockslides) or opens a fissure through it.
- Control FireSnuffs out any fire, magical or mundane, in a large area, or lets the caster walk through flames or magma unharmed for as long as it takes to cross.
- Control WaterDisperses a body of water or ice, magical or not, or lets the caster pass unharmed through a stretch of ice.
- Control WeatherImposes one of four weather conditions (clear, monsoon, blizzard or drought) over a wide region for a week or more.
- Control WindsLets the caster calm a windstorm, turn the wind's direction, or raise a steerable whirlwind that scatters mists and insects and can overturn a small boat.
- CountermandWrests control of a creature already under another caster's control (Charm, Hypnosis, Spellbind, etc.) if the caster passes a Will save.
- Courage of LeoRemoves fear from the caster or one other creature and makes them immune to fear for the duration.
- Create Food and DrinkProduces a day of nourishing food and drink, feeding more creatures at higher levels.
- CrystalomancyTurns any crystal into a scrying device, working like the High Magic spell Divination but allowing up to three subjects per casting.
- Curative Influence of CapricornA touch that cures insanity, restores one lost sense, or restores lost attributes.
- Cure DiseaseA touch that cures one disease.
- Cure InsanityRestores one person's mental health; deep-seated flaws such as phobias need a natural 20 on d20, with one try per level. Also undoes harm from psychic spells.
- Cure ParalysisA touch that cures one victim of paralysis.
- CurseLays one of four curses on a creature: a penalty to saves, ten years of aging, chronic sleeplessness and irritability, or disfigurement that halves Charisma. It lasts until removed.
- Cursed Incantation of PowerLays a curse of illness (possibly fatal after a week), transformation or halved attribute on one victim; knowing their true name removes the save.
- Dark OmenAsks one yes/no question about whether an action will benefit the party, answered by an omen from the lower planes (a crow or serpent is favorable, a dove unfavorable).
- Dazzling LightsSets off a multicolored flash that can blind everyone around the caster, allies included if not warned.
- Death HandA palm touch that kills; a successful save still costs half the victim's hit points. A normal hit is needed against a victim who is not helpless.
- Death MagicOne spoken word slays all creatures of fewer hit points or lower level within 20 ft. who fail to resist.
- DematerializationDisintegrates one object or creature in a blinding flash, permanently; living beings and magic items may resist.
- DestructionMakes a block of non-living material instantly decay: wood rots, iron rusts, stone crumbles.
- Detect CurseShows whether an object, device or person is cursed, but not what kind of curse.
- Detect DangerWarns the caster of nearby threats and their rough direction and distance, but not their nature.
- Detect Good/EvilSenses good or evil creatures nearby, even unseen ones.
- Detect IllusionLets the caster spot and see through illusions and magical disguises.
- Detect InfluenceReveals whether one creature is under magical control, and what kind.
- Detect InvisibilityLets the caster perceive invisible creatures and objects.
- Detect LieJudges whether one statement is true, if the caster understands the language.
- Detect MagicLets the caster see whether magic is present nearby.
- Detect MagicLets the caster see whether magic is present nearby.
- Detect MagicLets the caster see whether magic is present nearby.
- Detect MagicLets the caster see whether magic is present nearby.
- Detect MagicLets the caster see whether magic is present nearby.
- Detect MagicThe caster can see whether magic is present close by for a short time.
- Detect MagicThe caster can see whether magic is present close by for a short time.
- Detect PoisonReveals poison in or on a substance or object.
- Detect PresencesSenses the rough location of spirit, ethereal or invisible beings near the caster, without identifying them.
- DexterityTemporarily raises one person's Dexterity.
- Dimension TrackLike Teleport Tracer, but follows a dimensional traveler, optionally bringing companions.
- Dimension TrapAn invisible gate laid on a door, chest or passage that pulls in whoever comes close into a pocket dimension, escapable only by dimensional magic; it closes after one catch.
- Dimensional TravelWorks like Teleportation but reaches any known plane or dimension, including the astral plane, with companions.
- DisappearLike Phase Shift but longer: the caster hides in an extra-dimensional space for up to a minute and reappears at a pre-chosen spot.
- DisguiseGives the caster the outward look of any human or humanoid up to about seven feet tall; only magic sees through it, and the voice is unchanged.
- Dispel IllusionClears the effects of illusion from one touched creature's mind, restoring its perception, without removing the illusion itself.
- Disperse EnergyA very fast counterspell that soaks up part of an incoming magical or elemental attack like a fireball, though the caster gives up his normal save against it.
- DissociationSplits the caster's mind so he can run two of these at once: Subliminal Perception, normal conversation, E.S.P., Empathy.
- Divert EnergyBy thought alone the caster can deflect a focused energy attack aimed at him to one side, possibly hitting a neighbor; area attacks cannot be diverted.
- DivinationTurns a mirror, water or reflective surface into a scrying device giving a brief glimpse of a chosen subject's direction, distance and surroundings.
- Divine GuidanceA prayer answered by the deity with one truthful but vague reply.
- Divine LightHurls a bolt of astral light that harms living creatures and deals double damage to undead, demons and devils.
- Divine Symbol of PowerLets the caster inscribe one of the divine symbols of power.
- DowsingWith a forked hazel twig, the caster locates water, a chosen metal, or (by map dowsing) the direction of a place once visited.
- DreamsGrants the caster or another person a prophetic dream about his own future that is certain to come true, for good or ill.
- Dual ConsciousnessSplits the caster's mind and spirit into two independent selves, so he can sleep and act, or travel as a spirit while staying active; each half has half the hit points and magic saves suffer.
- Dwindle/EnlargeShrinks a touched creature to as little as an inch tall, or in reverse doubles its size.
- E.S.P.The caster reads the thoughts of creatures near him, though thoughts come in the thinker's own language; clever subjects may notice the intrusion but cannot stop it.
- Earth LoreLets the caster commune with an area of ground or stone and ask it truthful questions about past events there.
- Earth SignGrants one of three earth powers: a volley of meteor-like spheres, opening a passage through stone or earth walls, or dispersing magical wind.
- Eldritch FireHurls a bolt of magical flame that burns the creature it hits and may set its combustible gear alight.
- Elemental ShieldProtects the caster from natural heat, cold, lightning, wind and precipitation, and halves magical elemental damage (quarter on a save).
- Emotional InfluenceNearby beings who fail to resist feel sympathy for the caster's party, or dislike or boredom toward whomever the caster names.
- EmpathySenses the emotions of one sentient being, regardless of language.
- Energy DrainA touch that drains hit points which only magical healing can restore; demons, devils and undead are immune.
- Energy FieldAn immovable, unbreakable wall, cube, dome or cage of force; only Negative Energy dissolves it.
- EnlightenmentThe deity reveals information on one subject: an object's powers and history, an unknown plant or creature, or a building's makers, purpose and legends.
- Environmental AdaptationAdapts the recipient to a natural environment, making them immune to its ordinary climate and as capable there as a native animal.
- Eternal FlameCreates a white flame globe that can burn forever in a temple brazier (bonus to the faithful nearby), be carried as a light that aids saves, or crown a staff to keep undead and lesser fiends at bay.
- Evoke SpiritsCalls up 1-3 minor spirits, each of which performs one service: interpreting a rune or sigil, carrying a short message, or naming the last owner of an item.
- Exorcise SpiritDrives a hostile spirit out of a person, creature or building, unless it resists.
- Exorcism IAttempts to drive one spirit out of a possessed victim; if the spirit resists, the caster must try again or use other methods.
- Exorcism IIBanishes a haunting spirit or demonic presence from a dwelling and forces any possessed person to leave the place at once.
- Exorcism IIICasts one demon out of a possessed creature unless the demon resists.
- Exorcism IVCasts out any number of spirits, devils or demons from a person or dwelling; weaker beings get no save.
- Expanded ConsciousnessA heightened awareness that detects magic, every kind of presence, hidden things, scrying on the caster, and the moods of those nearby.
- Extra-Dimensional SpaceTurns a bag or pocket into a weightless extra-dimensional store; contents are lost if the container is destroyed or the spell expires.
- Eyes of the HawkGrants sharp long-distance sight, picking out fine detail as far as a mile away.
- Faith HealingA touch that heals four points of damage per level.
- False DweomerGives an object or area a fake magical aura; True Sight or Spell Analysis exposes it but Identify does not.
- Fast TravelingThe caster can run flat out without tiring or resting, covering double the usual distance over any terrain.
- Fire SignGrants one of three fire powers: an exploding fireball, extinguishing a large area of fire, or dispersing magical barriers of ice or water.
- FirestormFills an area with roaring flame that heavily burns creatures, incinerates paper, wood, cloth and hide, and may melt soft metals.
- FlightLets the recipient fly at double normal speed, provided they stay within normal encumbrance.
- FogCreates a large, mobile bank of fog that the caster can steer, cutting visibility to almost nothing and making fast movement inside it hazardous.
- Force ShieldWraps the caster in a close dome of energy that soaks up a few points of every attack, except from directly below; it keeps off insects, rain and magical gases but also stops him taking in anything from outside.
- Force SphereA large invisible bubble of force that keeps out weather, insects, gases, small animals and ordinary missiles for a day; heavy creatures can break through.
- ForetellA divination revealing whether a chosen route or course of action holds danger for the caster, another person or a group, and roughly how serious it is.
- Forget (Command)Commands a creature to forget one incident or fact.
- FortuneGrants one person good luck for up to a day, improving magic saves and luck-based rolls.
- Free ActionWraps the caster in an aura that grants immunity to command, slow and entangling magic and allows normal movement in mud, quagmire or water.
- Free WillBreaks any magical control, such as charm or hypnosis, on one victim.
- FrostCoats an area in slick ice that trips anyone crossing it, or alternatively freezes one person so they can neither move nor speak.
- GeasLays a quest on a humanoid who hears it explained; refusing brings sickness and death within a week, and only completing it lifts it.
- GeomancyA divination on a large block of earth, sand or stone that answers one question of the caster's choice about it, past or present.
- Gesture of PowerSilent hand gestures with six effects: Beckon, Burn, Protection From Evil, Gate, Hold or Death.
- Ghost WindSummons a vast mist-like wind from ancient tombs, full of wailing spirits, that drives the living permanently insane.
- Globe of IlluminationCreates a small floating ball of light, fixed or portable.
- Greater EvocationEvokes a greater spirit, greater demon or greater devil.
- Greater Incantation of JupiterAutomatically banishes a summoned creature, dispels one non-permanent magic, or lifts one non-permanent curse.
- Greater Incantation of MarsThe caster takes on the war god's traits: weapon proficiency, bigger attack and damage bonuses, and twice the normal attacks per round.
- Greater Incantation of MercuryLike the lesser version but empathic, allowing communication with any creature, even non-speaking or semi-intelligent ones, with the same reaction bonus.
- Greater Incantation of SaturnSurrounds the caster with an invisible sphere that shields up to seven people from all attacks; no one can cast spells or leave until it ends.
- Greater Incantation of the MoonMakes the caster invisible and undetectable by any means, provided they keep full concentration and cast nothing else.
- Greater Incantation of the SunThe caster blazes with blinding light in a 20 ft. radius; onlookers are blinded for a time, and light-sensitive creatures must flee or lose their sight permanently.
- Greater Incantation of VenusFloods everyone within 20 ft. with one strong emotion of the caster's choosing.
- Greater InvocationSummons one of the Irin, a greater servant of the deity, with an offering of prayer, incense or candles.
- HallucinationProjects an illusion so horrifying that viewers who fail a Perception save go permanently mad until cured.
- Haste/SlowDoubles, or in reverse halves, the speed and number of physical attacks of one creature.
- Healing Influence of VirgoA touch that either cures one disease, neutralizes a poison, or heals a small amount of damage.
- Heightened PerceptionLets the caster sense physical presences nearby and their broad type, but not details or spirit, ethereal and astral beings; it cannot be combined with Mind Mask.
- Hold PortalMagically bars a door so it cannot be forced short of breaking it or countering the spell.
- Holy WordOne spoken word either dispels control-type spells on everyone within earshot or makes undead within hearing back away and keep their distance for 10 minutes.
- HydromancyThe water counterpart of Geomancy, divining one answer about a large volume of water, swamp or ice.
- HypnosisWith a small polished object and a few seconds of attention, the caster controls one creature for a day, and may plant a post-hypnotic suggestion; commands against its beliefs fail.
- Ice StormUnleashes a stationary storm of driving ice that batters everyone in the area; shields can deflect half, and flyers may be iced down out of the sky.
- IdentifyReveals what a held object or substance is and its uses or powers; it cannot identify living creatures or magical/alchemical mixtures.
- Identify Herbs and PlantsAfter a minute's observation, identifies a plant and its uses, powers and level.
- Illusory CreatureCreates an illusion of one creature up to 20 ft. tall that moves and speaks while the caster concentrates and can see it.
- Illusory ImageCreates an illusory double of the caster that moves as directed while the caster concentrates, but cannot make noise or affect anything.
- Illusory ObjectCreates a convincing illusion of a non-living object; touching it allows a disbelief save, and those who believe can be genuinely harmed by it. This entry holds the general rules for illusions.
- Illusory TerrainCreates a vast illusory landscape, optionally populated with illusory creatures and objects.
- Image (Black Magic)A week-long ritual carving a mandrake-root effigy of a victim, used with a personal item to inflict pain or disable limbs and senses from afar. Destroying the image before it is neutralized wounds the victim.
- Image Magic ISympathetic healing: using a small doll of wood, grass or straw and a touch, the caster restores hit points to one living creature.
- Image Magic IIUsing an image, the caster cures one person of a disease; reversed, it inflicts a disease instead.
- Image Magic IIIA curse cast through an image: the victim loses half of one attribute, or is blinded, struck mute or paralyzed, permanently until magic lifts it; reversed, the spell removes such curses.
- Image Magic IVVoodoo-style control through an image of the victim: holding its limbs immobilizes, covering its mouth silences, and pins cause crippling pain that disables a limb or sense until removed; a second healthy image with the reversed spell undoes it.
- Image ProjectionProjects an insubstantial image of the caster to a familiar place, through which the caster can see, speak and cast spells.
- Infernal Circle of FlameCreates a ring of hellfire that burns anyone crossing it; demons and devils are immune.
- Influence AnimalsSways nearby animals to be friendly to the caster's party or hostile toward chosen targets, whom they will attack or hunt down.
- Infra-VisionLets the caster see heat images in darkness; any light nearby spoils it.
- Initiative of AriesSharpens the caster's reflexes so that surprise never costs initiative or a move; it gives no advance warning of danger.
- Inner StrengthChannels ki to lift the caster's Strength to his race's maximum briefly.
- Inner VisionThe caster perceives surroundings normally despite darkness, fog or even blindness.
- InscriptionInscribes a High Magic spell with magical inks onto a surface; anyone studying it triggers the spell.
- Insect SwarmSummons a directed swarm of stinging wasps, hornets and bees that damages and panics creatures; smoke or large fires repel it.
- InvisibilityRenders the caster or a touched creature invisible until they fight, cast spells or fall asleep.
- Lawful Influence of LibraInvokes the law of equivalence so that anyone who physically harms the caster takes the same damage; it does not work against magic or missiles.
- LegendReveals whether an object, artifact or building has legendary or hidden significance, including secret powers and command words, if the caster asks precisely.
- Lesser EvocationEvokes a lesser spirit, lesser demon or lesser devil.
- Lesser Incantation of JupiterForces a summoned, evoked or invoked being to stay at least 10 ft. away unless it resists.
- Lesser Incantation of MarsBoosts the caster's combat skill with small attack and damage bonuses and temporary proficiency in one weapon type.
- Lesser Incantation of MercuryLets the caster converse with any language user (as Speak in Tongues) while adopting the speech habits the listeners associate with wisdom, earning a small reaction bonus.
- Lesser Incantation of SaturnWraps the caster in a 1 ft. field of astral energy that halves physical damage (a quarter from magic if the save succeeds) without hampering movement or casting.
- Lesser Incantation of the MoonCreates a sphere of magical darkness, from 1 inch up to 20 ft. across, in which mundane light sources fail; any light spell dispels it.
- Lesser Incantation of the SunCreates a sphere of bright light (1 inch to 20 ft. across) that can be fixed to a wand, staff or sword as a light source, drives off light-sensitive creatures, and disperses magical darkness.
- Lesser Incantation of VenusInstils one of three emotions in a target toward a person the caster names: love, hatred, or indifference. Intelligent victims may try to break free once per day.
- Lesser InvocationSummons one of the kerubin, a lesser servant of the caster's deity, with an offering of prayer, incense or candles.
- Lesser Spirit ForceThe caster's bound spirits push creatures or objects back and hold them at a short distance without harming them, as long as he concentrates; ranged attacks still get through.
- LevitationMakes the caster or a touched creature or object float upward, within a weight limit.
- Lightning StormCalls down an electrical storm over a large area; cast over water, the area doubles.
- Limited InvisibilityThe caster alone turns invisible, but fighting or casting further spells breaks the effect at once.
- Locate AnimalFinds any one species of animal native to the surrounding area.
- Locate DirectionTells the caster which compass direction they face, in any terrain.
- Locate ObjectActs as a directional homing sense toward a lost item the caster knows or has had described by someone who knew it.
- Locate PlantFinds any one type of herb, plant or tree native to the area.
- Locate Power AnimalSummons a guardian animal spirit that serves the shaman for life, matching his level and hit points; three times a day it can fight for him, identify a spirit presence, or turn him into its shape, and while it dwells in him he cannot be possessed.
- Locate WaterLeads the caster to the closest water source within a mile; the water may be foul, underground or simply out of range in dry country.
- Lock/KnockMagically fastens or opens any single lock, bolt, latch or padlock.
- Magic ArrowEnchants one arrow so it cannot miss a target at least a foot across, flies twice as far and does double damage; the charm is spent in one shot.
- Magic DartsThe caster sends a few lesser nature spirits flying out of his body to strike a foe for a point of damage each; a Protection from Spirits spell stops them.
- Magic PortalOpens a doorway or tunnel through solid material at a touched spot.
- Magic ResistanceGrants a touched target an extra save against spells, scaling with level.
- Magnetic FieldA zone of magnetism that either drags iron-bearing creatures and gear to its center or pushes them away.
- Major EnchantmentMakes another spell the caster has cast permanent through an hour-long ritual that exhausts the caster; cast in reverse it removes a permanent spell.
- MaledictionA strong curse with three forms: animals of one type turn hostile, the victim becomes dangerously clumsy in danger, or nightmares drain Will daily until death.
- Mantric InvocationSummons one devil, demon or spirit by invoking its mantra or true name (see Summoning Rituals).
- Mass CharmCharms several creatures near the caster at once, as the Charm spell.
- Mass HypnosisHypnosis on several creatures at once.
- Mass InvisibilityMakes several people, creatures or objects invisible.
- Mass SuggestionSuggestion applied to several creatures at once.
- Mass Telepathic ControlTelepathic Command sent to several subjects at once.
- Mass Telepathic SuggestionTelepathic Suggestion sent to several known subjects at once.
- Mass Trance StateA group version of Trance State: after a ten-minute ritual the caster and several companions nearby enter the damage-halving trance.
- MaterializationConjures a single ordinary, light object of common material into the caster's hand; it lasts until countered.
- Mental BarrierProjects ki as a tight protective aura that makes the caster immune to physical damage, but he can neither attack nor cast while holding it.
- Mind BlastA burst of psychic force knocks out nearby beings who fail to resist.
- Mind MaskShields the caster's thoughts, making him immune to mental influence, charm, hypnosis and the like.
- Mind over BodyA feat of mental power: levitation, self-healing, or moving freely despite slowing, entangling magic, water or mud.
- Mind over MatterThe caster turns ethereal, passing through solid barriers, ignoring non-magical harm, and flying at double speed.
- Mind ReadReads one being's thoughts or feelings undetected, or tries to pry out one specific secret, which the subject may notice and resist; it cannot uncover true names.
- Minor EnchantmentGrants a mundane weapon, shield or armor a temporary +1 to offense or defense.
- Minor EvocationEvokes a minor (familiar) spirit, minor demon or minor devil.
- Minor HealingHeals a living creature the caster touches, three points of damage per level of ability.
- Minor HealingHeals a touched creature one point of damage per level of ability.
- Minor MiracleDraws on the deity to fully heal one creature, create a weatherproof comfortable shelter of light for a day, or undo an accidental mishap as if it never happened.
- MiracleThe deity's full power: raise the dead regardless of time or condition, restore lost limbs or drained life, create an impervious barrier, halt a natural disaster, or strip all magic from an object or area.
- MisfortuneCurses one victim with a day of bad luck: traps and dangers find them, reaction rolls and Charisma saves always fail, gambling always loses, and all saves suffer a penalty.
- MistsConjures a cloud of gray vapor that limits sight to 1 ft. and makes anyone moving quickly likely to stumble.
- Mists of DeathConjures a red mist that kills those who fail to resist within minutes unless an antidote or Neutralize Poison is used.
- Mists of EntrapmentConjures dense gray vapor that traps those within unless they resist, with the same poor visibility as Mists.
- Mists of SleepConjures a drifting gray cloud that puts those inside into magical sleep for an hour unless they resist.
- Mists of StranglingConjures choking gray vapor that deals constriction damage each minute and prevents spell casting; only leaving the cloud helps.
- Mnemonic Influence of CancerLets the caster memorize pages of writing at a glance, even undeciphered or magical text; the memory lasts until the caster transcribes or discusses it.
- Multiple ImageCreates up to three illusory doubles that mirror every move the caster makes; a solid hit pops an image.
- Mystic BoltFocuses ki into a bolt of energy that damages a single target at range.
- Mystic Circle of ProtectionCreates a small circle that no summoned creature can enter.
- Mystic GiftGives another person a single use of Heightened Perception, Aura Reading, Mind Mask or Subliminal Perception at the caster's level, to be used within a day.
- Mystic Healing IHeals a touched living creature a set amount per caster level.
- Mystic Healing IIBy touch, cures one being of any disease, including magically caused afflictions.
- Mystic Healing IIIBy touch, cures insanity or ends magical fear, confusion or hypnosis.
- Necromantic HealingA touch that heals a point per level, doubled for demons, devils and undead.
- Necromantic Shape ChangeA limited version of a vampire's power, letting the caster switch among vampire bat, wolf and gaseous form for an hour; animals are not fooled and no spells can be cast while changed.
- Negative EnergyA bolt of negative force that unmakes force barriers or disintegrates what it hits; any force shield neutralizes it.
- Negative GravityLifts everything in an area into the air, then holds it hovering, drops it, or sets it down gently.
- Negative IllusionMakes an object or creature seem to have vanished; only Dispel Illusion restores true perception.
- Neutralize PoisonHalts the progress of poison in one touched victim.
- Night VisionLets the caster or one recipient see clearly even in total darkness.
- OathBinds a willing person to a promise; breaking it causes collapse and death within seven days.
- Obey (Command)Commands a creature to perform one simple action or service (never self-harm); a successful save only confuses it for a round.
- Object ReadingBy holding an item, the caster learns one fact per minute about it: its inscriptions, age, powers, and an image of its last owner, with a small chance of error; traps and curses on it usually go off.
- Object TeleportationBy touch, teleports a non-living object that nobody is holding or wearing.
- Object TransformationTemporarily changes a non-living object's size, shape and substance into something sympathetically related to it.
- OmenAsks one yes/no question about whether an action helps or harms, answered by an omen from the caster's deity (a dove is favorable, a crow unfavorable).
- Omni-VisionGives the caster all-round sight; repeating it within an hour risks permanent blindness.
- OmniscienceThe caster may put up to three specific questions about things within 100 ft.; the spell combines Soul Search, Enlightenment, Locate Object, Detect Good/Evil and Detect Magic.
- Open (Command)Flings open an unlocked door or chest, or unlocks one lock, bar or latch.
- Optical IllusionDistorts light around the caster so attackers must pass a Perception save or miss; needs strong light to work.
- PainWracks one target with agony so they cannot attack or cast and move at half speed at best.
- ParalysisA touch that paralyses one creature for several minutes.
- Part WaterOpens a dry path through water while the caster concentrates, if the depth is within the caster's limit.
- Pass through Earth and StoneLets the caster travel through soil or rock unimpeded, or stay inside stone for the duration; remaining beyond it kills the caster.
- Pass Through Plants and TreesLets the caster move through vegetation without hindrance or trail, or hide inside a large plant and emerge from any part of it; staying in past the duration is fatal.
- Passage of AquariusFor one minute the caster alone can walk through any barrier up to 10 ft. thick, unless it is made of something harmful such as fire.
- Path of DirectionAfter ten minutes of meditation, the caster learns which way to go to find a person, creature, object or place he knows fairly well.
- Path of WisdomAfter ten minutes of meditation, the caster learns which of several routes is safest, most direct, most perilous or most roundabout, in relative terms.
- Pathway of KnowledgeAfter a full day of meditation and a successful Will save, the caster learns the mantra or true name of one spirit, devil or demon.
- PerceptionTemporarily raises one person's Perception.
- PetrificationTurns one creature to stone by pointing and incanting; the reverse only cures petrification from any source.
- PhantomCalls a shadowy spirit that takes form by draining the caster's hit points (one per level), becoming a servant of equal level that strangles foes; the hit points return only when it is destroyed or dismissed.
- Phase ShiftThe caster blinks through an extra-dimensional space and reappears a short distance away at a pre-declared spot.
- Plague of LocustsSummons a huge cloud of locusts that the caster directs; it strips all vegetation and stings creatures, possibly sending them into a panic. Smoke or fire holds it off.
- Plague of SpidersSummons a teeming carpet of spiders the caster can steer; victims caught in it take damage each minute unless they escape.
- Plant ControlReshapes a block of vegetation in one of four ways: grow it into a barrier, part it to clear a path, mold it into useful shapes, or make it entangle creatures.
- PointingThe caster silently points at a living creature facing him, and it must resist or die.
- PossessionThe caster leaves their body to inhabit and control another creature, keeping their magic and gaining its voice and memories; only exorcism removes them.
- PowerDrawing on bound spirit forms, the caster raises Strength, Dexterity, Constitution or Will to the human maximum for a short time.
- Power BoltA versatile bolt of force for bludgeoning damage, battering doors, stunning or knocking foes down.
- Power HealingThrough spiritual strength and touch, the caster restores a lost sense, heals nearly all damage, or cures a mental illness, at the cost of halving his own Constitution for the rest of the day.
- Power Word: BlindEveryone close to the caster must resist or be blinded for a time.
- Power Word: HoldEveryone close to the caster must resist or be unable to move or speak.
- Power Word: KillEveryone close to the caster, if not higher level than the caster, must resist or die.
- Power Word: StunEveryone close to the caster must resist or be stunned for several minutes.
- PrayerA touch that grants a moderate bonus to saves, offense and defense for a short time.
- PrecognitionThe caster concentrates and receives a vague, dreamlike vision of something that will surely happen to a person or group within a day.
- Predict WeatherForecasts the coming weather for a period that grows with the caster's level.
- PremonitionFor one hour the caster gets a single warning tingle before walking into danger, with no details.
- PreserveProtects plant or animal materials from spoiling due to heat, cold or damp.
- ProphecyGrants a vivid, partly symbolic vision of a future event, on a chosen or random topic; the foretold event always comes true.
- Protection from AnimalsSurrounds the caster with a circle that keeps out animals (but not monsters).
- Protection from EvilSurrounds the caster with a 10 ft. circle that keeps out evil summoned or evoked creatures.
- Protection from GoodCreates a 10 ft. circle that keeps out summoned or invoked creatures of good alignment.
- Protection from InsectsSurrounds the caster with a circle that keeps out all insects.
- Protection from PlantsSurrounds the caster with a circle that keeps out plants of every kind.
- Protection from SpiritsCreates an unseen warded circle that keeps out spirits of every kind, including summoned elementals and incorporeal undead, and suppresses spirit-based spells inside it.
- Psychic AssaultA mental attack that causes terror, crippling confusion, or a draining of Intelligence; anyone mid-way through psychic casting gets no save.
- Psychic ShieldRaises an unseen psychic barrier against mind-reading and mental spells, for example E.S.P., Detect Lie, Aura Reading and Psychic Assault.
- PsychomancyReveals whether a visible individual or creature is hostile, friendly or neutral, though that intent may change with circumstances.
- Purify Food and DrinkCleanses a day's rations of spoilage, impurities and mild poison, with some chance of neutralizing potions it touches.
- QuagmireTurns ground into a deep, sticky pit of mire that traps and slowly swallows creatures; failing to break free leads to suffocation.
- RainstormBrings a heavy downpour over an area, halving movement, cutting sight, dousing all flames and turning dirt to mud.
- Read LanguagesLets the caster read or write one language.
- Read TracksReveals the age, type and number of creatures that left a set of tracks.
- Recall SpiritBrings back to life someone slain within the past day, provided the body is reasonably whole; the revived person has very few hit points.
- ReflectionAn invisible aura bounces light-based spells and gaze attacks back at their source.
- Remove CurseA touch that lifts one non-permanent curse, always if the caster's level matches or beats the curser's, otherwise with reduced odds.
- RepelRadiates an evil aura that makes living creatures unwilling to approach the caster; very evil creatures resist more easily.
- Resist Fire/ColdMakes the caster immune to ordinary heat or cold (one, not both) and halves magical fire or cold damage, quartering it on a successful save.
- Restorative Power of PiscesBrings back someone dead for no more than an hour, though they revive weak with very few hit points; badly damaged bodies cannot be restored.
- Restore LifeBrings one dead creature back to life with full hit points if it passes a Constitution save; it does not lift curses or cure disease.
- RetributionIf the caster has been faithful, the deity grants a means of revenge for an attack on a follower: banishing one foe to a lower plane, a seven-year curse on a settlement or region, or reducing a block of material to dust.
- RetrocognitionShows the caster a cryptic vision of a notable past event in an area, such as a violent death or someone's passage.
- Return to SanctumSpeaking one word instantly returns the caster home to their quarters or temple from any place or plane, with some cargo.
- ReturningA simple teleport that takes the caster back to anywhere he has been earlier the same day, but not across planes.
- RevealDivines one of: whether something is illusory, what ward protects it, or a being's true race, alignment and rough level.
- Reveal the PastLets the caster question bone or tissue found in an area for an hour and learn truthfully what happened there; remains can even be planted for later surveillance.
- Reverse TimeThe caster steps back through the last ten minutes within a small area and may undo one event, then returns to the moment of casting; he cannot harm anyone or cast spells while doing so.
- Ring of FireRings the caster with a wall of magical flame that burns anyone who crosses it.
- Ring of IceRings the caster with a thick wall of magical ice that must be chopped through or climbed with difficulty.
- Ritual MagicA preparatory ritual that improves the caster's chance at one skill or operation.
- Rock to MudTurns a large mass of rock into soft mud that slows creatures and wagons to a crawl; it can also be reversed.
- Safe PassageCreates a faint rose path that fully protects those walking it, but travelers may lose the path, cannot fight, cast, hurry or stop on it.
- SafekeepWards one possession so it cannot be stolen or touched by anyone else; those who try get shocked each time.
- SanctuarySeals a room or enclosed space against hostile intruders for an hour, provided it is clear of enemies when cast and those inside stay peaceful; leaving is still possible.
- SeeingReveals the alignment and a rough gauge of the power level of one being.
- Seeing StoneTurns a crystal or translucent stone into a scrying glass for watching a person, creature or place the caster has seen before.
- SendingSends a short message to someone the caster knows, at any range and across planes; replying needs similar magic.
- Sensory RestorationA touch that restores one of the five senses.
- Shadow BeingA stronger Shadow Form: the shadow resists ordinary weapons, strangles harder and serves as the caster's remote eyes and ears.
- Shadow FormAnimates the caster's own shadow into a controllable, semi-solid fighter that light spells disperse.
- Shape Change: AnimalWhile wearing a cloak or mask made from an animal's hide, feathers or the like, the caster takes that animal's form and abilities.
- Shape Change: WereformWearing the hide of the matching beast, the caster takes the shape and powers of a were-creature.
- Shatter/RepairBreaks a brittle non-magical object into pieces, or in reverse mends any broken non-magical object.
- SigilUses the caster's personal sigil to seal a door or lock permanently, or to guard an item so touching it deals energy damage.
- Sixth SenseWarns the caster minutes before danger strikes, indicating how close or urgent the threat is but not its nature or exact timing.
- Sleep (Command)Commands several people into a deep magical sleep that ordinary means cannot break.
- Slow GravitySlows a falling creature or object to a gentle glide so it takes no damage within the spell's range.
- Song of CourageThe caster's song makes allies fearless against ordinary fright or breaks magical fear, acting as a counterspell to fear effects including Song of Fear.
- Song of FearA chant-like song that sends nearby enemies fleeing in terror while it lasts; it can also cancel a Chant or Song of Courage.
- Sonic BlastA thunderclap that can stun living things nearby, deafens even those who resist, and may shatter glass.
- Sorcerer's GateOpens a permanent, invisible two-way gate between two well-known places, at any distance or even between planes; Detect Magic can reveal it.
- Soul SearchTracks one living individual's soul across any distance, even other planes, for a day; only Spiritual Shield blocks it.
- Soul TransferenceAfter two weeks crafting images, the caster rips a victim's soul into another body, an animal or a stone; the soulless body becomes a mindless slave, and only a Wish, Miracle or another Soul Transference can reunite them.
- SoulstoneTraps a victim's life essence in an inscribed perfect gem, turning the body to dust; the holder gains half its hit points or one of its abilities and may question it monthly. If the stone breaks, the freed victim hunts its captor.
- SoundingMeasures the depth or thickness of walls, water, mists and so on, which can reveal secret doors and hidden spaces.
- Speak in TonguesA touch that lets the caster or someone they choose speak and understand one language.
- Speak LanguagesLets the caster or a touched person speak and understand one language.
- Speak with AnimalsLets the caster converse with one species of animal.
- Speak with PlantsLets the caster communicate with any plant life.
- Speak with the DeadLets the caster question a recently dead creature, getting one truthful answer per level.
- Species IdentificationAfter a minute's observation, gives general knowledge of an unfamiliar creature's strength, habits and motives, sometimes its special abilities.
- Spell AnalysisExamines an area, object or creature at arm's reach and reveals exactly what spells, curses or traps affect it and how strong they are.
- Spell of ConstraintBinds a summoned being to one specific service, or frees another caster's summoned creature and sends it home.
- Spell of Eternal ConfinementImprisons a spirit, demon or devil in a prepared brass vessel inscribed with its true name, forcing three services before release.
- SpellbindParalyses and/or silences one creature, as chosen when cast.
- Sphere of ConfusionCreates a zone where creatures who fail a Perception save wander about disoriented.
- Sphere of ControlCreates a zone whose victims fall under the caster's sway for a day.
- Sphere of DelusionVictims in the zone believe whatever the caster says; a described lethal situation can actually kill on a second failed save.
- Sphere of InfluenceCreates a zone around the caster where creatures must resist or turn either friendly or contrary to their usual behavior.
- Sphere of PanicCreates a zone of terror whose victims flee the caster heedless of danger.
- Sphere of SecrecyCreates a zone that blocks all scrying and location magic.
- Spirit ContactLets the caster ask up to three questions of a dead person's spirit, with the odds of an answer depending on their relationship; hostile spirits may lie or try to possess someone nearby.
- Spirit EmpathyWordless communication with one living creature at the level of feelings, intentions and wants, though not complex ideas.
- Spirit ForceHurls a bolt of spirit energy that damages spirits, undead and fiends without a save; against a living creature it can tear the soul from the body, killing it and stranding the spirit.
- Spirit SelfThe caster's astral form leaves the body to roam the material plane at speed and through solid matter, seeing and hearing but unable to touch anything physical; the empty body is helpless, and if it is destroyed the caster is stranded as a spirit forever.
- Spirit TrackAfter a trance of at least ten minutes, the caster learns the direction of a particular creature, or whether it has passed through a given area; it does not work on undead, demons or devils.
- Spiritual ShieldShields the caster from possession, magical influence and control, and all magical detection including Soul Search; only Divine Magic practitioners can benefit.
- Spontaneous CombustionIgnites flammable material at range; the fire starts tiny but doubles in size every minute while fuel lasts.
- Stop (Command)Commands a creature to cease one specific action; a successful save still costs it a round.
- StrengthTemporarily raises one person's Strength.
- Structural AnalysisFinds the weakest point of a structure, material or device and how much weight it can bear; not usable on living things.
- Subliminal PerceptionLets the caster perceive hidden, invisible, ethereal, spirit or astral presences, or see magic, at close range; not usable with Mind Mask.
- SuggestionPlants a plausible, non-harmful idea in one being's mind empathically, needing no shared language; those who see through it can resist.
- Summon AnimalsMagically calls a few animals of any type, which arrive shortly, appear where the caster wishes and obey any command.
- Summon Arch Demon/DevilSummons one arch demon or arch devil under the summoning ritual rules.
- Summon ElementalSummons one elemental being: a sylph, undine, salamander or earth gnome.
- Summon FamiliarSummons a minor demon, minor devil or animal-shaped familiar spirit that serves indefinitely. Necromancers choose the type; dabblers roll on a table. Castable once per year.
- Summon Greater Demon/DevilSummons one greater demon or greater devil under the summoning ritual rules.
- Summon Lesser Demon/DevilSummons one lesser demon or lesser devil under the summoning ritual rules.
- Summon Nether Demon/DevilSummons one nether demon or nether devil under the summoning ritual rules.
- Summon PlantsMagically calls a few plants of any kind to a spot of the caster's choosing; mobile or sentient ones obey the caster.
- Summon True ElementalSummons a single True Elemental.
- Summon UndeadSummons one undead of lower ability level than the caster to carry out a single command; no offering is needed but a magic circle and thaumaturgic triangle are.
- Summon Winged Demon/DevilSummons one winged demon or winged devil under the summoning ritual rules.
- Superior EvocationCalls up a spirit of the very highest rank, or an arch-demon or arch-devil.
- Superior InvocationSummons a guardian or avatar of the deity with an offering of prayer, incense or candles.
- SupplicationA touch that grants a strong bonus to saves, offense and defense for a short time.
- Suspended AnimationPuts a touched creature into a deathlike trance needing no food or air for a preset time; it cannot be woken early.
- Symbol of PowerLets the caster inscribe any one of the Symbols of Power.
- Symbol of PowerAppears in the Mysticism Level VII spell list, but no description is printed in the Mysticism spell section.
- TalismanMakes a coin-shaped medallion that stores one High Magic spell, released with a word and rechargeable.
- Tangle/UntangleAnimates rope, vine, chain or similar to bind one creature, or undoes knots and frees someone from entanglement.
- TelekinesisMoves objects with the mind, which can be hurled for damage after building speed; it cannot act on living beings directly.
- Telepathic CommandSends a command to someone the caster knows, anywhere; if they fail to resist they obey for an hour.
- Telepathic SuggestionA Suggestion sent telepathically to someone the caster knows, at unlimited range and without line of sight.
- Teleport SelfInstantly moves the caster and his carried load to any fairly familiar place on the same plane.
- Teleport TracerFollows another caster's teleport to the same destination if cast within a minute.
- TeleportalSets up a lasting teleport gate between two sites on the same plane, which the caster must visit and enchant; it passes one person a minute.
- TeleportationInstantly moves the caster, plus cargo and willing passengers, to any place the caster knows or has studied; no inter-dimensional travel.
- Temperature ControlRaises or lowers the temperature around the caster; the affected radius can be shrunk.
- TempestRaises a ferocious storm across a very large area that sinks vessels, flattens light wooden buildings, puts out fires, grounds flyers and pelts creatures with debris.
- TerrorRadiates overwhelming fear around the caster; those who fail flee in panic, dropping everything, and fight like berserkers if restrained.
- The Black WindSummons a whirling cloud of black vapor that can blind the living, hurl summoned beings home, and batter everyone inside with debris.
- The Evil EyeThe necromancer's True Sight: sees through illusions, disguises and transformations, spots the invisible, secret doors and traps, and learns a creature's weakest trait.
- The Grand IllusionCreates an elaborate, programmable illusion over a vast area, with sound, smell and heat as desired.
- The Great ConjurationConjures a large structure such as a tower, bridge or small fort from a pound of the required material, lasting a day.
- The Great CurseA dreadful curse with three uses: blighting a large area of crops, making a building decay and collapse over 13 days, or slaying a creature with a look and a word (a successful save only delays death seven hours).
- The MandirinLets the caster use Astral Projection and Subliminal Perception together.
- TheriomancyIdentifies a creature's species, relative power and basic temperament after a minute of study; works on living and non-living creatures.
- ThunderboltHurls a combined lightning and thunder bolt that blasts an area with electrical damage and may stun those nearby.
- Trail ErasureWipes away tracks and prints along a path behind the caster.
- Trance StateA ten-minute ritual meditation puts the caster in a deep trance in which all physical attacks, even from magic weapons, do only half damage.
- Transcend Hunger/ThirstThe caster goes without food or water for days at a time, even in harsh climates.
- Transcend PainA trance that makes the caster wholly immune to pain and harm for one declared task, like walking through arrows or pulling something from a fire; his gear gets no protection.
- Transfer ConsciousnessTemporarily moves the caster's mind into a person, creature or object, keeping full senses and wits; unwilling hosts may resist.
- Transfer SensationAny wound a melee attacker deals to the caster is dealt back to that attacker in equal measure.
- TransformationLets the caster or a touched person take the form and abilities of one type of creature.
- TrapsEnchants an object or area to hold one spell and release it on a set trigger.
- Travel to Astral PlaneCarries the caster and one companion per level to the astral plane; cast in reverse it returns them home.
- Travel to Outer PlaneInstantly carries the caster, and one companion per level, to an outer (not lower) plane; cast in reverse it returns the caster home.
- Travel to Spirit RealmThe caster journeys in spirit to one of the upper or lower planes, optionally taking others by touch, and stays as long as desired; returning needs the spell cast in reverse.
- TricksProduces harmless, somewhat fake-looking minor illusions that can transfix or distract onlookers of modest intelligence.
- True SightLets the caster see through illusions, disguises and transformations and spot secret doors, traps and invisible things.
- TruenameForces a lesser creature to disclose its true name, earning its lasting enmity.
- TruthForces any being to answer one question honestly unless it passes a Will save that worsens with the caster's level.
- Truth of SagittariusCompels one individual to answer a single question truthfully unless they resist, in which case they may lie.
- Unholy WordA single spoken word that either breaks control-type spells (and turning) on everyone within earshot, or makes lower-level undead treat the caster as an ally and obey one command.
- Variable Light/DarknessCreates a ray, sphere or area of bright light or impenetrable darkness.
- VertigoMakes one creature badly dizzy; unless it sits or lies down it is likely to fall each minute.
- VisionsGrants a hazy but reliable glimpse of something that will happen within the next day, such as an item's location, a coming danger or a death.
- WardingA touch that protects one person from a single chosen weapon type, one elemental force, or one specific spell for an hour.
- WarpwoodTwists and gnarls a quantity of wood, enough to ruin a small chest or a bundle of arrows.
- Warrior's SpiritThe caster calls on an ancestral warrior's spirit; if it answers, he gets twice his usual attacks per round.
- Water BreathingLets the caster or another person breathe normally underwater.
- Water SignGrants one of three water powers: a shattering ice sphere, breathing underwater, or dispersing magical fire barriers.
- WaterwalkLets the caster walk on water for a set distance.
- Whither PlantsWithers and kills a patch of vegetation at range, larger with each level; intelligent plants may resist.
- WillTemporarily raises one person's Will.
- Will of TaurusMakes the caster resistant to magical influence, charm and mind control for a short time.
- WindsongBy listening to sounds on the wind outdoors, the caster learns whether one chosen kind of creature is nearby.
- Wings of DarknessGrows black bat wings on the caster, allowing flight at double speed while still fighting or casting.
- Wings of HeavenGrows white wings on the caster for flight at double speed while still able to fight or cast.
- WitchwindAnimates a wind to carry a short whispered message a long way, drive a sailing ship, or snuff out mundane fires so they cannot be relit for a day.
- Word of CommandThe caster speaks a single command word that everyone within earshot must obey unless they resist; it lasts an hour.
- Word of DestructionReduces a block of non-living matter to dust, or disperses an energy field or magical barrier.
- Word of ExileBanishes one creature whose given name the caster knows to any place or plane (not instantly lethal ones).
- Word of GuardShields the caster from all magical control and influence.
- Word of HealingHeals a touched creature one point per level while the word is intoned.
- Word of PassageOpens a passage through any non-living substance, even energy, water, fire or gas.
- Word of PowerA spoken word of command strikes a visible target with fire, cold or electricity.
- Word of SummoningInstantly brings an object the caster owns into their hands.
- Word of TransportSends the caster or one person, with their gear, to any place the caster knows; not across dimensions nor into instantly lethal places.
- Word of WarningPlaces an invisible ward that alerts the caster at any distance when an intruder touches or enters; it fires once.