Atlantean Trilogy Archive
A meditating mystic glows on an altar beneath swirling stars, black flame, holy light, fire, waves, spirits and sigils in a sunken hall.

Spells

Nearly five hundred spells across nine fields of magic, from the first level to the seventh.

Read them as spellbooks
Field of magic
Level

489 spells

  1. Acid RainSorceryLevel 7Drenches 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.
  2. Air SignAstrologyLevel 5Grants one of three air powers: a wind sphere that scatters and stuns, flight, or dispersing magical earth or stone barriers.
  3. Alchemy I (Quantitative Analysis)SorceryLevel 4Identifies one elixir, powder, venom, potion, dust or gas the caster holds.
  4. Alchemy IISorceryLevel 5Enchants the ingredients for one powder, potion, dust or gas, halving the time to make it (an alchemist may still be needed).
  5. Alchemy IIISorceryLevel 6Enchants the ingredients for a golem, living statue, machina or homonculous, halving their preparation time.
  6. Alter AuraMysticismLevel 4Disguises the caster's alignment so aura-reading or good/evil detection gives the answer he chooses, though some magic can see through it.
  7. Alter GravitySorceryLevel 2Doubles or halves the weight of an object or creature, changing its damage or encumbrance; living targets may resist.
  8. Alter MatterSorceryLevel 7Temporarily turns a quantity of material into another non-living substance, such as rock to mud or flesh to stone; nothing magical can be made.
  9. Altered StateLow MagicLevel 2After 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.
  10. Animal ControlElemental MagicLevel 4Takes 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.
  11. Animal MimicryElemental MagicLevel 1The 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.
  12. Animate DeadBlack MagicLevel 3Raises a skeleton or zombie from remains that obeys until destroyed or dispelled; more creatures with each level.
  13. Animate ObjectEnchantmentLevel 4Brings an object to life under the caster's concentrated control; it can fly about, strike foes or strangle them.
  14. Answer (Command)High MagicLevel 3Forces 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.
  15. Anti-Magic ShieldSorceryLevel 6A close dome that makes the caster immune to all magic but blocks his own spells and offers no defense against mundane attacks.
  16. ApparitionEnchantmentLevel 2Conjures a frightening illusion that can freeze viewers with terror.
  17. Arcane BoltBlack MagicLevel 1Hurls a black bolt of magical energy at one creature, gaining damage with level.
  18. Astral BoltAstrologyLevel 1Fires a bolt of astral energy at one creature, its damage growing with the caster's level.
  19. Astral ProjectionMysticismLevel 3Sends 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.
  20. Astral VisionAstrologyLevel 3Lets the caster see astral, ethereal, spirit or invisible presences.
  21. AstromancyAstrologyLevel 1A 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).
  22. Auditory EnchantmentEnchantmentLevel 2Produces one sound effect: mimicking a known voice, throwing the caster's voice, or making an object speak a set phrase when approached.
  23. Aura of AwarenessHigh MagicLevel 4Lets the caster sense being watched and locate the watcher, unless a scrying device is used.
  24. Aura of DeceptionHigh MagicLevel 2Disguises either the caster's appearance (not race) or apparent alignment, fooling Read Aura and Detect Good/Evil; not both at once.
  25. Aura of Non-DetectionSorceryLevel 5Cloaks an area, object or trap against one chosen detection spell until dispelled; True Sight may fail against it and Spell Analysis always finds it.
  26. Aura of ProtectionHigh MagicLevel 3Surrounds the caster with an aura that absorbs half the damage of any attack.
  27. Aura of SilenceHigh MagicLevel 4Lets the caster move silently anywhere, but prevents speech and verbal spells.
  28. Aura of Spell FailureHigh MagicLevel 7Makes a non-living object or area permanently immune to one named spell; undetectable by Detect Magic but revealed by Spell Analysis.
  29. Aura of Spell TurningHigh MagicLevel 6Reflects curses, influences and attack spells aimed directly at the caster back at their source; not area spells or item-cast spells.
  30. Aura ReadingMysticismLevel 1Reveals one being's alignment from the color of its aura.
  31. Away (Command)High MagicLevel 4Commands a creature to leave and stay away from the caster for at least an hour, unless the caster attacks it.
  32. AweDivine MagicLevel 7The 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.
  33. Bands of ForceSorceryLevel 2Spiralling bands of energy bind one target helpless; even one who resists spends a minute getting free.
  34. BanishDivine MagicLevel 7One spoken word sends a summoned creature back to its home plane; weaker creatures get no save.
  35. Baser Influence of ScorpioAstrologyLevel 5Drives everyone within 20 ft. into one base passion: greed over visible treasure, lust, or indiscriminate berserk fury that ignores the caster.
  36. Beam of LightSorceryLevel 6Fires a focused light beam that burns one target; mirrors can bounce it back and mist or smoke scatters it. Requires a crystal.
  37. BilocationMysticismLevel 7The caster stays fully aware and mobile in body while also traveling by astral projection, though he cannot cast spells meanwhile.
  38. BlendingElemental MagicLevel 2Makes the caster wholly invisible in forest or woodland by merging with the surroundings, so long as the caster keeps still.
  39. BlessingDivine MagicLevel 1A touch that grants a small bonus to saves, offense and defense for a short time.
  40. Body ControlMysticismLevel 4Grants one bodily mastery: walking on water or mud, enduring extreme climates unharmed, or feigning death in suspended animation.
  41. BotanomancyAstrologyLevel 5Identifies a plant or herb and its possible uses after a minute of study.
  42. Call Nature SpiritLow MagicLevel 5Calls 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.
  43. Call Woodland CreatureElemental MagicLevel 7Summons a small group of one kind of woodland being, such as sprites, centaurs, nymphs or dryads, who serve the caster for an hour.
  44. CallingLow MagicLevel 6Lets a person or creature the caster has met sense, at any distance, that the caster is summoning them, though no message is carried.
  45. Celestial VisionMysticismLevel 6Lets the caster look into any plane of existence, at known places or scanning widely, and spot astral presences.
  46. ChantLow MagicLevel 1The 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.
  47. Chariot of the SunAstrologyLevel 6Summons a shining chariot drawn by four winged steeds that carries up to six people at great speed, for travel or escape only, never combat.
  48. CharismaDivine MagicLevel 1Temporarily raises one person's Charisma.
  49. CharmEnchantmentLevel 1Enchants one creature into treating the caster as a trusted friend for at least a day; it gets a new save each following day.
  50. ChartomancyAstrologyLevel 2Divines the meaning of one page's worth of writing, inscriptions or symbols, whether magical or mundane.
  51. ChiromancyAstrologyLevel 3By studying a subject's hands (or claws), the caster diagnoses whether the ailment is disease, psychosis, poison, parasites or magic.
  52. Circle of DarknessBlack MagicLevel 1Creates a 20 ft. radius zone of impenetrable darkness at range.
  53. Circle of Divine ProtectionDivine MagicLevel 4By speaking the deity's name the caster raises a protective circle against one chosen type: undead, demons or devils, lasting while concentration holds.
  54. Circle of LightDivine MagicLevel 1Creates a 10 ft. radius zone of bright light at range.
  55. Circle of Light/DarknessEnchantmentLevel 1Creates a circle of bright light or of impenetrable darkness.
  56. Circle of SilenceEnchantmentLevel 3Creates a stationary zone that swallows all sound, preventing speech and verbal spells.
  57. Circle of the ZodiacAstrologyLevel 6The caster inscribes a protective circle that blocks scrying and crystal divination for as long as the markings stay intact.
  58. ClairaudienceMysticismLevel 2Lets the caster hear what is happening at a familiar location as if present; distance is irrelevant but metal sheeting blocks it.
  59. ClairsentienceMysticismLevel 3Combines Clairvoyance and Clairaudience at once, with the same limits.
  60. ClairvoyanceMysticismLevel 1Lets 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.
  61. CoercionBlack MagicLevel 5Using 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.
  62. Commune with Nature SpiritsLow MagicLevel 1Lets 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.
  63. Confer InvisibilitySorceryLevel 3By touch, makes objects, areas or living things invisible, up to a volume set by caster level.
  64. Conjure AnimalEnchantmentLevel 3Creates one ordinary animal (not a monster) that dissolves after a short time.
  65. Conjure EarthEnchantmentLevel 4From a little earth or stone, creates either a moving, blinding dust storm or a wall of stone.
  66. Conjure FireEnchantmentLevel 3Draws on a nearby fire to hurl a fireball or raise a wall of fire; flammables hit may ignite.
  67. Conjure MissilesEnchantmentLevel 11-4 per level of abilityForms stinging projectiles from dust and dirt in the air and sends them at one target.
  68. Conjure MonsterEnchantmentLevel 6Creates one monster (not undead, demons, devils or outer-plane beings) that dissolves after a short time.
  69. Conjure PlantEnchantmentLevel 2Creates one full-grown plant of any kind that vanishes after a short time.
  70. Conjure SimulacrumEnchantmentLevel 7Creates a loyal duplicate of a creature, with its abilities and imperfect memories, using a piece of the original.
  71. Conjure SmokeEnchantmentLevel 1Produces a dense cloud of smoke from a fire source, blinding those inside.
  72. Conjure Toxic CloudEnchantmentLevel 4Conjures a directed cloud of poisonous vapor whose effect depends on the toxic powder used.
  73. Conjure WaterEnchantmentLevel 3Using 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.
  74. Conjure WindEnchantmentLevel 4Using 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.
  75. Contact Lower PlaneBlack MagicLevel 4Puts the caster in touch with a named greater demon or devil who truthfully, if cryptically, answers one question.
  76. ContemplationMysticismLevel 2A minute of meditation reveals hidden doors, secret passages or concealed objects in a small area.
  77. Contra-influence of GeminiAstrologyLevel 2Nudges 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.
  78. ControlBlack MagicLevel 2Forces one creature that understands the caster's language to obey commands for an hour; an order to harm itself allows a second save.
  79. Control EarthElemental MagicLevel 7Either dissolves an earth, stone or mortar structure (possibly triggering rockslides) or opens a fissure through it.
  80. Control FireElemental MagicLevel 6Snuffs 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.
  81. Control WaterElemental MagicLevel 5Disperses a body of water or ice, magical or not, or lets the caster pass unharmed through a stretch of ice.
  82. Control WeatherElemental MagicLevel 7Imposes one of four weather conditions (clear, monsoon, blizzard or drought) over a wide region for a week or more.
  83. Control WindsElemental MagicLevel 4Lets 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.
  84. CountermandHigh MagicLevel 2Wrests control of a creature already under another caster's control (Charm, Hypnosis, Spellbind, etc.) if the caster passes a Will save.
  85. Courage of LeoAstrologyLevel 3Removes fear from the caster or one other creature and makes them immune to fear for the duration.
  86. Create Food and DrinkDivine MagicLevel 3Produces a day of nourishing food and drink, feeding more creatures at higher levels.
  87. CrystalomancyAstrologyLevel 4Turns any crystal into a scrying device, working like the High Magic spell Divination but allowing up to three subjects per casting.
  88. Curative Influence of CapricornAstrologyLevel 6A touch that cures insanity, restores one lost sense, or restores lost attributes.
  89. Cure DiseaseDivine MagicLevel 2A touch that cures one disease.
  90. Cure InsanityDivine MagicLevel 3Restores 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.
  91. Cure ParalysisDivine MagicLevel 2A touch that cures one victim of paralysis.
  92. CurseBlack MagicLevel 1Lays 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.
  93. Cursed Incantation of PowerHigh MagicLevel 5Lays a curse of illness (possibly fatal after a week), transformation or halved attribute on one victim; knowing their true name removes the save.
  94. Dark OmenBlack MagicLevel 1Asks 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).
  95. Dazzling LightsEnchantmentLevel 5Sets off a multicolored flash that can blind everyone around the caster, allies included if not warned.
  96. Death HandBlack MagicLevel 6A 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.
  97. Death MagicBlack MagicLevel 7One spoken word slays all creatures of fewer hit points or lower level within 20 ft. who fail to resist.
  98. DematerializationMysticismLevel 7Disintegrates one object or creature in a blinding flash, permanently; living beings and magic items may resist.
  99. DestructionBlack MagicLevel 7Makes a block of non-living material instantly decay: wood rots, iron rusts, stone crumbles.
  100. Detect CurseAstrologyLevel 3Shows whether an object, device or person is cursed, but not what kind of curse.
  101. Detect DangerAstrologyLevel 4Warns the caster of nearby threats and their rough direction and distance, but not their nature.
  102. Detect Good/EvilDivine MagicLevel 2Senses good or evil creatures nearby, even unseen ones.
  103. Detect IllusionEnchantmentLevel 1Lets the caster spot and see through illusions and magical disguises.
  104. Detect InfluenceHigh MagicLevel 1Reveals whether one creature is under magical control, and what kind.
  105. Detect InvisibilityEnchantmentLevel 3Lets the caster perceive invisible creatures and objects.
  106. Detect LieDivine MagicLevel 4Judges whether one statement is true, if the caster understands the language.
  107. Detect MagicAstrologyLevel 1Lets the caster see whether magic is present nearby.
  108. Detect MagicBlack MagicLevel 1Lets the caster see whether magic is present nearby.
  109. Detect MagicDivine MagicLevel 1Lets the caster see whether magic is present nearby.
  110. Detect MagicElemental MagicLevel 1Lets the caster see whether magic is present nearby.
  111. Detect MagicEnchantmentLevel 1Lets the caster see whether magic is present nearby.
  112. Detect MagicLow MagicLevel 1The caster can see whether magic is present close by for a short time.
  113. Detect MagicSorceryLevel 1The caster can see whether magic is present close by for a short time.
  114. Detect PoisonAstrologyLevel 3Reveals poison in or on a substance or object.
  115. Detect PresencesBlack MagicLevel 2Senses the rough location of spirit, ethereal or invisible beings near the caster, without identifying them.
  116. DexterityDivine MagicLevel 2Temporarily raises one person's Dexterity.
  117. Dimension TrackSorceryLevel 7Like Teleport Tracer, but follows a dimensional traveler, optionally bringing companions.
  118. Dimension TrapSorceryLevel 6An 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.
  119. Dimensional TravelEnchantmentLevel 6Works like Teleportation but reaches any known plane or dimension, including the astral plane, with companions.
  120. DisappearEnchantmentLevel 4Like Phase Shift but longer: the caster hides in an extra-dimensional space for up to a minute and reappears at a pre-chosen spot.
  121. DisguiseBlack MagicLevel 1Gives 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.
  122. Dispel IllusionEnchantmentLevel 3Clears the effects of illusion from one touched creature's mind, restoring its perception, without removing the illusion itself.
  123. Disperse EnergySorceryLevel 3A 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.
  124. DissociationMysticismLevel 5Splits the caster's mind so he can run two of these at once: Subliminal Perception, normal conversation, E.S.P., Empathy.
  125. Divert EnergyMysticismLevel 7By 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.
  126. DivinationHigh MagicLevel 3Turns a mirror, water or reflective surface into a scrying device giving a brief glimpse of a chosen subject's direction, distance and surroundings.
  127. Divine GuidanceDivine MagicLevel 4A prayer answered by the deity with one truthful but vague reply.
  128. Divine LightDivine MagicLevel 1Hurls a bolt of astral light that harms living creatures and deals double damage to undead, demons and devils.
  129. Divine Symbol of PowerDivine MagicLevel 7Lets the caster inscribe one of the divine symbols of power.
  130. DowsingMysticismLevel 4With a forked hazel twig, the caster locates water, a chosen metal, or (by map dowsing) the direction of a place once visited.
  131. DreamsLow MagicLevel 4Grants the caster or another person a prophetic dream about his own future that is certain to come true, for good or ill.
  132. Dual ConsciousnessLow MagicLevel 7Splits 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.
  133. Dwindle/EnlargeEnchantmentLevel 2Shrinks a touched creature to as little as an inch tall, or in reverse doubles its size.
  134. E.S.P.MysticismLevel 2The 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.
  135. Earth LoreElemental MagicLevel 6Lets the caster commune with an area of ground or stone and ask it truthful questions about past events there.
  136. Earth SignAstrologyLevel 5Grants one of three earth powers: a volley of meteor-like spheres, opening a passage through stone or earth walls, or dispersing magical wind.
  137. Eldritch FireElemental MagicLevel 1Hurls a bolt of magical flame that burns the creature it hits and may set its combustible gear alight.
  138. Elemental ShieldElemental MagicLevel 5Protects the caster from natural heat, cold, lightning, wind and precipitation, and halves magical elemental damage (quarter on a save).
  139. Emotional InfluenceMysticismLevel 3Nearby beings who fail to resist feel sympathy for the caster's party, or dislike or boredom toward whomever the caster names.
  140. EmpathyMysticismLevel 1Senses the emotions of one sentient being, regardless of language.
  141. Energy DrainBlack MagicLevel 5A touch that drains hit points which only magical healing can restore; demons, devils and undead are immune.
  142. Energy FieldSorceryLevel 6An immovable, unbreakable wall, cube, dome or cage of force; only Negative Energy dissolves it.
  143. EnlightenmentDivine MagicLevel 6The 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.
  144. Environmental AdaptationElemental MagicLevel 6Adapts the recipient to a natural environment, making them immune to its ordinary climate and as capable there as a native animal.
  145. Eternal FlameDivine MagicLevel 4Creates 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.
  146. Evoke SpiritsBlack MagicLevel 1Calls 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.
  147. Exorcise SpiritLow MagicLevel 7Drives a hostile spirit out of a person, creature or building, unless it resists.
  148. Exorcism IDivine MagicLevel 4Attempts to drive one spirit out of a possessed victim; if the spirit resists, the caster must try again or use other methods.
  149. Exorcism IIDivine MagicLevel 5Banishes a haunting spirit or demonic presence from a dwelling and forces any possessed person to leave the place at once.
  150. Exorcism IIIDivine MagicLevel 6Casts one demon out of a possessed creature unless the demon resists.
  151. Exorcism IVDivine MagicLevel 7Casts out any number of spirits, devils or demons from a person or dwelling; weaker beings get no save.
  152. Expanded ConsciousnessMysticismLevel 7A heightened awareness that detects magic, every kind of presence, hidden things, scrying on the caster, and the moods of those nearby.
  153. Extra-Dimensional SpaceEnchantmentLevel 5Turns a bag or pocket into a weightless extra-dimensional store; contents are lost if the container is destroyed or the spell expires.
  154. Eyes of the HawkElemental MagicLevel 2Grants sharp long-distance sight, picking out fine detail as far as a mile away.
  155. Faith HealingDivine MagicLevel 1A touch that heals four points of damage per level.
  156. False DweomerEnchantmentLevel 1Gives an object or area a fake magical aura; True Sight or Spell Analysis exposes it but Identify does not.
  157. Fast TravelingLow MagicLevel 2The caster can run flat out without tiring or resting, covering double the usual distance over any terrain.
  158. Fire SignAstrologyLevel 4Grants one of three fire powers: an exploding fireball, extinguishing a large area of fire, or dispersing magical barriers of ice or water.
  159. FirestormElemental MagicLevel 6Fills an area with roaring flame that heavily burns creatures, incinerates paper, wood, cloth and hide, and may melt soft metals.
  160. FlightEnchantmentLevel 4Lets the recipient fly at double normal speed, provided they stay within normal encumbrance.
  161. FogElemental MagicLevel 1Creates a large, mobile bank of fog that the caster can steer, cutting visibility to almost nothing and making fast movement inside it hazardous.
  162. Force ShieldSorceryLevel 1Wraps 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.
  163. Force SphereSorceryLevel 4A large invisible bubble of force that keeps out weather, insects, gases, small animals and ordinary missiles for a day; heavy creatures can break through.
  164. ForetellLow MagicLevel 1A 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.
  165. Forget (Command)High MagicLevel 2Commands a creature to forget one incident or fact.
  166. FortuneAstrologyLevel 1Grants one person good luck for up to a day, improving magic saves and luck-based rolls.
  167. Free ActionHigh MagicLevel 3Wraps the caster in an aura that grants immunity to command, slow and entangling magic and allows normal movement in mud, quagmire or water.
  168. Free WillDivine MagicLevel 3Breaks any magical control, such as charm or hypnosis, on one victim.
  169. FrostElemental MagicLevel 2Coats an area in slick ice that trips anyone crossing it, or alternatively freezes one person so they can neither move nor speak.
  170. GeasHigh MagicLevel 6Lays a quest on a humanoid who hears it explained; refusing brings sickness and death within a week, and only completing it lifts it.
  171. GeomancyAstrologyLevel 7A divination on a large block of earth, sand or stone that answers one question of the caster's choice about it, past or present.
  172. Gesture of PowerHigh MagicLevel 7Silent hand gestures with six effects: Beckon, Burn, Protection From Evil, Gate, Hold or Death.
  173. Ghost WindBlack MagicLevel 7Summons a vast mist-like wind from ancient tombs, full of wailing spirits, that drives the living permanently insane.
  174. Globe of IlluminationSorceryLevel 2Creates a small floating ball of light, fixed or portable.
  175. Greater EvocationHigh MagicLevel 6Evokes a greater spirit, greater demon or greater devil.
  176. Greater Incantation of JupiterAstrologyLevel 7Automatically banishes a summoned creature, dispels one non-permanent magic, or lifts one non-permanent curse.
  177. Greater Incantation of MarsAstrologyLevel 6The caster takes on the war god's traits: weapon proficiency, bigger attack and damage bonuses, and twice the normal attacks per round.
  178. Greater Incantation of MercuryAstrologyLevel 4Like the lesser version but empathic, allowing communication with any creature, even non-speaking or semi-intelligent ones, with the same reaction bonus.
  179. Greater Incantation of SaturnAstrologyLevel 7Surrounds 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.
  180. Greater Incantation of the MoonAstrologyLevel 5Makes the caster invisible and undetectable by any means, provided they keep full concentration and cast nothing else.
  181. Greater Incantation of the SunAstrologyLevel 5The 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.
  182. Greater Incantation of VenusAstrologyLevel 6Floods everyone within 20 ft. with one strong emotion of the caster's choosing.
  183. Greater InvocationDivine MagicLevel 5Summons one of the Irin, a greater servant of the deity, with an offering of prayer, incense or candles.
  184. HallucinationEnchantmentLevel 6Projects an illusion so horrifying that viewers who fail a Perception save go permanently mad until cured.
  185. Haste/SlowEnchantmentLevel 3Doubles, or in reverse halves, the speed and number of physical attacks of one creature.
  186. Healing Influence of VirgoAstrologyLevel 4A touch that either cures one disease, neutralizes a poison, or heals a small amount of damage.
  187. Heightened PerceptionMysticismLevel 1Lets 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.
  188. Hold PortalHigh MagicLevel 1Magically bars a door so it cannot be forced short of breaking it or countering the spell.
  189. Holy WordDivine MagicLevel 6One 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.
  190. HydromancyAstrologyLevel 7The water counterpart of Geomancy, divining one answer about a large volume of water, swamp or ice.
  191. HypnosisSorceryLevel 1With 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.
  192. Ice StormElemental MagicLevel 5Unleashes 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.
  193. IdentifyEnchantmentLevel 1Reveals what a held object or substance is and its uses or powers; it cannot identify living creatures or magical/alchemical mixtures.
  194. Identify Herbs and PlantsSorceryLevel 3After a minute's observation, identifies a plant and its uses, powers and level.
  195. Illusory CreatureEnchantmentLevel 4Creates an illusion of one creature up to 20 ft. tall that moves and speaks while the caster concentrates and can see it.
  196. Illusory ImageEnchantmentLevel 3Creates an illusory double of the caster that moves as directed while the caster concentrates, but cannot make noise or affect anything.
  197. Illusory ObjectEnchantmentLevel 3Creates 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.
  198. Illusory TerrainEnchantmentLevel 5Creates a vast illusory landscape, optionally populated with illusory creatures and objects.
  199. Image (Black Magic)Black MagicLevel 2A 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.
  200. Image Magic ILow MagicLevel 1Sympathetic healing: using a small doll of wood, grass or straw and a touch, the caster restores hit points to one living creature.
  201. Image Magic IILow MagicLevel 2Using an image, the caster cures one person of a disease; reversed, it inflicts a disease instead.
  202. Image Magic IIILow MagicLevel 3A 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.
  203. Image Magic IVLow MagicLevel 4Voodoo-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.
  204. Image ProjectionEnchantmentLevel 6Projects an insubstantial image of the caster to a familiar place, through which the caster can see, speak and cast spells.
  205. Infernal Circle of FlameBlack MagicLevel 3Creates a ring of hellfire that burns anyone crossing it; demons and devils are immune.
  206. Influence AnimalsElemental MagicLevel 3Sways nearby animals to be friendly to the caster's party or hostile toward chosen targets, whom they will attack or hunt down.
  207. Infra-VisionSorceryLevel 1Lets the caster see heat images in darkness; any light nearby spoils it.
  208. Initiative of AriesAstrologyLevel 1Sharpens the caster's reflexes so that surprise never costs initiative or a move; it gives no advance warning of danger.
  209. Inner StrengthMysticismLevel 3Channels ki to lift the caster's Strength to his race's maximum briefly.
  210. Inner VisionMysticismLevel 1The caster perceives surroundings normally despite darkness, fog or even blindness.
  211. InscriptionHigh MagicLevel 5Inscribes a High Magic spell with magical inks onto a surface; anyone studying it triggers the spell.
  212. Insect SwarmElemental MagicLevel 6Summons a directed swarm of stinging wasps, hornets and bees that damages and panics creatures; smoke or large fires repel it.
  213. InvisibilityEnchantmentLevel 2Renders the caster or a touched creature invisible until they fight, cast spells or fall asleep.
  214. Lawful Influence of LibraAstrologyLevel 4Invokes the law of equivalence so that anyone who physically harms the caster takes the same damage; it does not work against magic or missiles.
  215. LegendAstrologyLevel 5Reveals whether an object, artifact or building has legendary or hidden significance, including secret powers and command words, if the caster asks precisely.
  216. Lesser EvocationHigh MagicLevel 4Evokes a lesser spirit, lesser demon or lesser devil.
  217. Lesser Incantation of JupiterAstrologyLevel 3Forces a summoned, evoked or invoked being to stay at least 10 ft. away unless it resists.
  218. Lesser Incantation of MarsAstrologyLevel 2Boosts the caster's combat skill with small attack and damage bonuses and temporary proficiency in one weapon type.
  219. Lesser Incantation of MercuryAstrologyLevel 2Lets 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.
  220. Lesser Incantation of SaturnAstrologyLevel 4Wraps 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.
  221. Lesser Incantation of the MoonAstrologyLevel 1Creates a sphere of magical darkness, from 1 inch up to 20 ft. across, in which mundane light sources fail; any light spell dispels it.
  222. Lesser Incantation of the SunAstrologyLevel 1Creates 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.
  223. Lesser Incantation of VenusAstrologyLevel 3Instils 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.
  224. Lesser InvocationDivine MagicLevel 3Summons one of the kerubin, a lesser servant of the caster's deity, with an offering of prayer, incense or candles.
  225. Lesser Spirit ForceLow MagicLevel 5The 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.
  226. LevitationEnchantmentLevel 1Makes the caster or a touched creature or object float upward, within a weight limit.
  227. Lightning StormElemental MagicLevel 7Calls down an electrical storm over a large area; cast over water, the area doubles.
  228. Limited InvisibilityLow MagicLevel 4The caster alone turns invisible, but fighting or casting further spells breaks the effect at once.
  229. Locate AnimalElemental MagicLevel 1Finds any one species of animal native to the surrounding area.
  230. Locate DirectionAstrologyLevel 2Tells the caster which compass direction they face, in any terrain.
  231. Locate ObjectAstrologyLevel 1Acts as a directional homing sense toward a lost item the caster knows or has had described by someone who knew it.
  232. Locate PlantElemental MagicLevel 2Finds any one type of herb, plant or tree native to the area.
  233. Locate Power AnimalLow MagicLevel 1Summons 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.
  234. Locate WaterElemental MagicLevel 2Leads the caster to the closest water source within a mile; the water may be foul, underground or simply out of range in dry country.
  235. Lock/KnockEnchantmentLevel 2Magically fastens or opens any single lock, bolt, latch or padlock.
  236. Magic ArrowLow MagicLevel 5Enchants 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.
  237. Magic DartsLow MagicLevel 1The 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.
  238. Magic PortalEnchantmentLevel 5Opens a doorway or tunnel through solid material at a touched spot.
  239. Magic ResistanceHigh MagicLevel 4Grants a touched target an extra save against spells, scaling with level.
  240. Magnetic FieldSorceryLevel 4A zone of magnetism that either drags iron-bearing creatures and gear to its center or pushes them away.
  241. Major EnchantmentEnchantmentLevel 7Makes another spell the caster has cast permanent through an hour-long ritual that exhausts the caster; cast in reverse it removes a permanent spell.
  242. MaledictionBlack MagicLevel 3A 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.
  243. Mantric InvocationMysticismLevel 7Summons one devil, demon or spirit by invoking its mantra or true name (see Summoning Rituals).
  244. Mass CharmEnchantmentLevel 7Charms several creatures near the caster at once, as the Charm spell.
  245. Mass HypnosisSorceryLevel 3Hypnosis on several creatures at once.
  246. Mass InvisibilitySorceryLevel 5Makes several people, creatures or objects invisible.
  247. Mass SuggestionMysticismLevel 5Suggestion applied to several creatures at once.
  248. Mass Telepathic ControlMysticismLevel 7Telepathic Command sent to several subjects at once.
  249. Mass Telepathic SuggestionMysticismLevel 6Telepathic Suggestion sent to several known subjects at once.
  250. Mass Trance StateLow MagicLevel 7A group version of Trance State: after a ten-minute ritual the caster and several companions nearby enter the damage-halving trance.
  251. MaterializationMysticismLevel 6Conjures a single ordinary, light object of common material into the caster's hand; it lasts until countered.
  252. Mental BarrierMysticismLevel 4Projects ki as a tight protective aura that makes the caster immune to physical damage, but he can neither attack nor cast while holding it.
  253. Mind BlastMysticismLevel 7A burst of psychic force knocks out nearby beings who fail to resist.
  254. Mind MaskMysticismLevel 2Shields the caster's thoughts, making him immune to mental influence, charm, hypnosis and the like.
  255. Mind over BodyMysticismLevel 2A feat of mental power: levitation, self-healing, or moving freely despite slowing, entangling magic, water or mud.
  256. Mind over MatterMysticismLevel 6The caster turns ethereal, passing through solid barriers, ignoring non-magical harm, and flying at double speed.
  257. Mind ReadMysticismLevel 5Reads 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.
  258. Minor EnchantmentEnchantmentLevel 5Grants a mundane weapon, shield or armor a temporary +1 to offense or defense.
  259. Minor EvocationHigh MagicLevel 1Evokes a minor (familiar) spirit, minor demon or minor devil.
  260. Minor HealingElemental MagicLevel 1Heals a living creature the caster touches, three points of damage per level of ability.
  261. Minor HealingEnchantmentLevel 3Heals a touched creature one point of damage per level of ability.
  262. Minor MiracleDivine MagicLevel 5Draws 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.
  263. MiracleDivine MagicLevel 7The 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.
  264. MisfortuneAstrologyLevel 2Curses 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.
  265. MistsBlack MagicLevel 1Conjures a cloud of gray vapor that limits sight to 1 ft. and makes anyone moving quickly likely to stumble.
  266. Mists of DeathBlack MagicLevel 5Conjures a red mist that kills those who fail to resist within minutes unless an antidote or Neutralize Poison is used.
  267. Mists of EntrapmentBlack MagicLevel 3Conjures dense gray vapor that traps those within unless they resist, with the same poor visibility as Mists.
  268. Mists of SleepBlack MagicLevel 2Conjures a drifting gray cloud that puts those inside into magical sleep for an hour unless they resist.
  269. Mists of StranglingBlack MagicLevel 41-6 per minuteConjures choking gray vapor that deals constriction damage each minute and prevents spell casting; only leaving the cloud helps.
  270. Mnemonic Influence of CancerAstrologyLevel 3Lets the caster memorize pages of writing at a glance, even undeciphered or magical text; the memory lasts until the caster transcribes or discusses it.
  271. Multiple ImageEnchantmentLevel 2Creates up to three illusory doubles that mirror every move the caster makes; a solid hit pops an image.
  272. Mystic BoltMysticismLevel 1Focuses ki into a bolt of energy that damages a single target at range.
  273. Mystic Circle of ProtectionMysticismLevel 5Creates a small circle that no summoned creature can enter.
  274. Mystic GiftMysticismLevel 7Gives 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.
  275. Mystic Healing IMysticismLevel 3Heals a touched living creature a set amount per caster level.
  276. Mystic Healing IIMysticismLevel 4By touch, cures one being of any disease, including magically caused afflictions.
  277. Mystic Healing IIIMysticismLevel 5By touch, cures insanity or ends magical fear, confusion or hypnosis.
  278. Necromantic HealingBlack MagicLevel 2A touch that heals a point per level, doubled for demons, devils and undead.
  279. Necromantic Shape ChangeBlack MagicLevel 3A 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.
  280. Negative EnergySorceryLevel 7A bolt of negative force that unmakes force barriers or disintegrates what it hits; any force shield neutralizes it.
  281. Negative GravitySorceryLevel 5Lifts everything in an area into the air, then holds it hovering, drops it, or sets it down gently.
  282. Negative IllusionEnchantmentLevel 7Makes an object or creature seem to have vanished; only Dispel Illusion restores true perception.
  283. Neutralize PoisonElemental MagicLevel 3Halts the progress of poison in one touched victim.
  284. Night VisionElemental MagicLevel 1Lets the caster or one recipient see clearly even in total darkness.
  285. OathDivine MagicLevel 5Binds a willing person to a promise; breaking it causes collapse and death within seven days.
  286. Obey (Command)High MagicLevel 5Commands a creature to perform one simple action or service (never self-harm); a successful save only confuses it for a round.
  287. Object ReadingMysticismLevel 1By 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.
  288. Object TeleportationSorceryLevel 5By touch, teleports a non-living object that nobody is holding or wearing.
  289. Object TransformationEnchantmentLevel 6Temporarily changes a non-living object's size, shape and substance into something sympathetically related to it.
  290. OmenDivine MagicLevel 1Asks 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).
  291. Omni-VisionSorceryLevel 3Gives the caster all-round sight; repeating it within an hour risks permanent blindness.
  292. OmniscienceDivine MagicLevel 7The 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.
  293. Open (Command)High MagicLevel 1Flings open an unlocked door or chest, or unlocks one lock, bar or latch.
  294. Optical IllusionEnchantmentLevel 2Distorts light around the caster so attackers must pass a Perception save or miss; needs strong light to work.
  295. PainBlack MagicLevel 2Wracks one target with agony so they cannot attack or cast and move at half speed at best.
  296. ParalysisBlack MagicLevel 4A touch that paralyses one creature for several minutes.
  297. Part WaterDivine MagicLevel 6Opens a dry path through water while the caster concentrates, if the depth is within the caster's limit.
  298. Pass through Earth and StoneElemental MagicLevel 7Lets the caster travel through soil or rock unimpeded, or stay inside stone for the duration; remaining beyond it kills the caster.
  299. Pass Through Plants and TreesElemental MagicLevel 6Lets 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.
  300. Passage of AquariusAstrologyLevel 6For 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.
  301. Path of DirectionMysticismLevel 3After ten minutes of meditation, the caster learns which way to go to find a person, creature, object or place he knows fairly well.
  302. Path of WisdomMysticismLevel 2After ten minutes of meditation, the caster learns which of several routes is safest, most direct, most perilous or most roundabout, in relative terms.
  303. Pathway of KnowledgeMysticismLevel 7After a full day of meditation and a successful Will save, the caster learns the mantra or true name of one spirit, devil or demon.
  304. PerceptionDivine MagicLevel 2Temporarily raises one person's Perception.
  305. PetrificationElemental MagicLevel 7Turns one creature to stone by pointing and incanting; the reverse only cures petrification from any source.
  306. PhantomBlack MagicLevel 4Calls 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.
  307. Phase ShiftEnchantmentLevel 2The caster blinks through an extra-dimensional space and reappears a short distance away at a pre-declared spot.
  308. Plague of LocustsElemental MagicLevel 4Summons 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.
  309. Plague of SpidersElemental MagicLevel 52-5 (d4+1) per minuteSummons a teeming carpet of spiders the caster can steer; victims caught in it take damage each minute unless they escape.
  310. Plant ControlElemental MagicLevel 3Reshapes 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.
  311. PointingLow MagicLevel 7The caster silently points at a living creature facing him, and it must resist or die.
  312. PossessionBlack MagicLevel 6The caster leaves their body to inhabit and control another creature, keeping their magic and gaining its voice and memories; only exorcism removes them.
  313. PowerLow MagicLevel 4Drawing on bound spirit forms, the caster raises Strength, Dexterity, Constitution or Will to the human maximum for a short time.
  314. Power BoltSorceryLevel 1A versatile bolt of force for bludgeoning damage, battering doors, stunning or knocking foes down.
  315. Power HealingLow MagicLevel 6Through 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.
  316. Power Word: BlindHigh MagicLevel 6Everyone close to the caster must resist or be blinded for a time.
  317. Power Word: HoldHigh MagicLevel 4Everyone close to the caster must resist or be unable to move or speak.
  318. Power Word: KillHigh MagicLevel 7Everyone close to the caster, if not higher level than the caster, must resist or die.
  319. Power Word: StunHigh MagicLevel 5Everyone close to the caster must resist or be stunned for several minutes.
  320. PrayerDivine MagicLevel 3A touch that grants a moderate bonus to saves, offense and defense for a short time.
  321. PrecognitionMysticismLevel 3The caster concentrates and receives a vague, dreamlike vision of something that will surely happen to a person or group within a day.
  322. Predict WeatherElemental MagicLevel 1Forecasts the coming weather for a period that grows with the caster's level.
  323. PremonitionLow MagicLevel 3For one hour the caster gets a single warning tingle before walking into danger, with no details.
  324. PreserveEnchantmentLevel 1Protects plant or animal materials from spoiling due to heat, cold or damp.
  325. ProphecyAstrologyLevel 7Grants a vivid, partly symbolic vision of a future event, on a chosen or random topic; the foretold event always comes true.
  326. Protection from AnimalsElemental MagicLevel 5Surrounds the caster with a circle that keeps out animals (but not monsters).
  327. Protection from EvilDivine MagicLevel 1Surrounds the caster with a 10 ft. circle that keeps out evil summoned or evoked creatures.
  328. Protection from GoodBlack MagicLevel 1Creates a 10 ft. circle that keeps out summoned or invoked creatures of good alignment.
  329. Protection from InsectsElemental MagicLevel 4Surrounds the caster with a circle that keeps out all insects.
  330. Protection from PlantsElemental MagicLevel 5Surrounds the caster with a circle that keeps out plants of every kind.
  331. Protection from SpiritsLow MagicLevel 2Creates an unseen warded circle that keeps out spirits of every kind, including summoned elementals and incorporeal undead, and suppresses spirit-based spells inside it.
  332. Psychic AssaultMysticismLevel 4A mental attack that causes terror, crippling confusion, or a draining of Intelligence; anyone mid-way through psychic casting gets no save.
  333. Psychic ShieldMysticismLevel 3Raises an unseen psychic barrier against mind-reading and mental spells, for example E.S.P., Detect Lie, Aura Reading and Psychic Assault.
  334. PsychomancyAstrologyLevel 2Reveals whether a visible individual or creature is hostile, friendly or neutral, though that intent may change with circumstances.
  335. Purify Food and DrinkDivine MagicLevel 1Cleanses a day's rations of spoilage, impurities and mild poison, with some chance of neutralizing potions it touches.
  336. QuagmireElemental MagicLevel 6Turns ground into a deep, sticky pit of mire that traps and slowly swallows creatures; failing to break free leads to suffocation.
  337. RainstormElemental MagicLevel 4Brings a heavy downpour over an area, halving movement, cutting sight, dousing all flames and turning dirt to mud.
  338. Read LanguagesEnchantmentLevel 2Lets the caster read or write one language.
  339. Read TracksElemental MagicLevel 2Reveals the age, type and number of creatures that left a set of tracks.
  340. Recall SpiritLow MagicLevel 7Brings back to life someone slain within the past day, provided the body is reasonably whole; the revived person has very few hit points.
  341. ReflectionSorceryLevel 2An invisible aura bounces light-based spells and gaze attacks back at their source.
  342. Remove CurseDivine MagicLevel 2A touch that lifts one non-permanent curse, always if the caster's level matches or beats the curser's, otherwise with reduced odds.
  343. RepelBlack MagicLevel 3Radiates an evil aura that makes living creatures unwilling to approach the caster; very evil creatures resist more easily.
  344. Resist Fire/ColdElemental MagicLevel 3Makes the caster immune to ordinary heat or cold (one, not both) and halves magical fire or cold damage, quartering it on a successful save.
  345. Restorative Power of PiscesAstrologyLevel 7Brings back someone dead for no more than an hour, though they revive weak with very few hit points; badly damaged bodies cannot be restored.
  346. Restore LifeElemental MagicLevel 7Brings one dead creature back to life with full hit points if it passes a Constitution save; it does not lift curses or cure disease.
  347. RetributionDivine MagicLevel 7If 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.
  348. RetrocognitionMysticismLevel 6Shows the caster a cryptic vision of a notable past event in an area, such as a violent death or someone's passage.
  349. Return to SanctumDivine MagicLevel 6Speaking one word instantly returns the caster home to their quarters or temple from any place or plane, with some cargo.
  350. ReturningLow MagicLevel 6A simple teleport that takes the caster back to anywhere he has been earlier the same day, but not across planes.
  351. RevealHigh MagicLevel 5Divines one of: whether something is illusory, what ward protects it, or a being's true race, alignment and rough level.
  352. Reveal the PastBlack MagicLevel 6Lets 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.
  353. Reverse TimeSorceryLevel 7The 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.
  354. Ring of FireElemental MagicLevel 4Rings the caster with a wall of magical flame that burns anyone who crosses it.
  355. Ring of IceElemental MagicLevel 4Rings the caster with a thick wall of magical ice that must be chopped through or climbed with difficulty.
  356. Ritual MagicHigh MagicLevel 2A preparatory ritual that improves the caster's chance at one skill or operation.
  357. Rock to MudElemental MagicLevel 5Turns a large mass of rock into soft mud that slows creatures and wagons to a crawl; it can also be reversed.
  358. Safe PassageDivine MagicLevel 4Creates a faint rose path that fully protects those walking it, but travelers may lose the path, cannot fight, cast, hurry or stop on it.
  359. SafekeepDivine MagicLevel 3Wards one possession so it cannot be stolen or touched by anyone else; those who try get shocked each time.
  360. SanctuaryDivine MagicLevel 2Seals 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.
  361. SeeingLow MagicLevel 1Reveals the alignment and a rough gauge of the power level of one being.
  362. Seeing StoneLow MagicLevel 3Turns a crystal or translucent stone into a scrying glass for watching a person, creature or place the caster has seen before.
  363. SendingMysticismLevel 4Sends a short message to someone the caster knows, at any range and across planes; replying needs similar magic.
  364. Sensory RestorationDivine MagicLevel 3A touch that restores one of the five senses.
  365. Shadow BeingEnchantmentLevel 61-12 stranglingA stronger Shadow Form: the shadow resists ordinary weapons, strangles harder and serves as the caster's remote eyes and ears.
  366. Shadow FormEnchantmentLevel 4Animates the caster's own shadow into a controllable, semi-solid fighter that light spells disperse.
  367. Shape Change: AnimalLow MagicLevel 3While wearing a cloak or mask made from an animal's hide, feathers or the like, the caster takes that animal's form and abilities.
  368. Shape Change: WereformLow MagicLevel 5Wearing the hide of the matching beast, the caster takes the shape and powers of a were-creature.
  369. Shatter/RepairEnchantmentLevel 2Breaks a brittle non-magical object into pieces, or in reverse mends any broken non-magical object.
  370. SigilHigh MagicLevel 1Uses the caster's personal sigil to seal a door or lock permanently, or to guard an item so touching it deals energy damage.
  371. Sixth SenseMysticismLevel 4Warns the caster minutes before danger strikes, indicating how close or urgent the threat is but not its nature or exact timing.
  372. Sleep (Command)High MagicLevel 2Commands several people into a deep magical sleep that ordinary means cannot break.
  373. Slow GravitySorceryLevel 1Slows a falling creature or object to a gentle glide so it takes no damage within the spell's range.
  374. Song of CourageLow MagicLevel 3The caster's song makes allies fearless against ordinary fright or breaks magical fear, acting as a counterspell to fear effects including Song of Fear.
  375. Song of FearLow MagicLevel 3A chant-like song that sends nearby enemies fleeing in terror while it lasts; it can also cancel a Chant or Song of Courage.
  376. Sonic BlastSorceryLevel 4A thunderclap that can stun living things nearby, deafens even those who resist, and may shatter glass.
  377. Sorcerer's GateSorceryLevel 7Opens a permanent, invisible two-way gate between two well-known places, at any distance or even between planes; Detect Magic can reveal it.
  378. Soul SearchDivine MagicLevel 6Tracks one living individual's soul across any distance, even other planes, for a day; only Spiritual Shield blocks it.
  379. Soul TransferenceLow MagicLevel 7After 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.
  380. SoulstoneBlack MagicLevel 7Traps 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.
  381. SoundingSorceryLevel 3Measures the depth or thickness of walls, water, mists and so on, which can reveal secret doors and hidden spaces.
  382. Speak in TonguesDivine MagicLevel 3A touch that lets the caster or someone they choose speak and understand one language.
  383. Speak LanguagesEnchantmentLevel 1Lets the caster or a touched person speak and understand one language.
  384. Speak with AnimalsElemental MagicLevel 1Lets the caster converse with one species of animal.
  385. Speak with PlantsElemental MagicLevel 3Lets the caster communicate with any plant life.
  386. Speak with the DeadBlack MagicLevel 2Lets the caster question a recently dead creature, getting one truthful answer per level.
  387. Species IdentificationSorceryLevel 4After a minute's observation, gives general knowledge of an unfamiliar creature's strength, habits and motives, sometimes its special abilities.
  388. Spell AnalysisSorceryLevel 4Examines an area, object or creature at arm's reach and reveals exactly what spells, curses or traps affect it and how strong they are.
  389. Spell of ConstraintHigh MagicLevel 1Binds a summoned being to one specific service, or frees another caster's summoned creature and sends it home.
  390. Spell of Eternal ConfinementHigh MagicLevel 7Imprisons a spirit, demon or devil in a prepared brass vessel inscribed with its true name, forcing three services before release.
  391. SpellbindHigh MagicLevel 1Paralyses and/or silences one creature, as chosen when cast.
  392. Sphere of ConfusionHigh MagicLevel 4Creates a zone where creatures who fail a Perception save wander about disoriented.
  393. Sphere of ControlHigh MagicLevel 7Creates a zone whose victims fall under the caster's sway for a day.
  394. Sphere of DelusionHigh MagicLevel 6Victims in the zone believe whatever the caster says; a described lethal situation can actually kill on a second failed save.
  395. Sphere of InfluenceHigh MagicLevel 3Creates a zone around the caster where creatures must resist or turn either friendly or contrary to their usual behavior.
  396. Sphere of PanicHigh MagicLevel 5Creates a zone of terror whose victims flee the caster heedless of danger.
  397. Sphere of SecrecyHigh MagicLevel 5Creates a zone that blocks all scrying and location magic.
  398. Spirit ContactLow MagicLevel 4Lets 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.
  399. Spirit EmpathyLow MagicLevel 1Wordless communication with one living creature at the level of feelings, intentions and wants, though not complex ideas.
  400. Spirit ForceLow MagicLevel 6Hurls 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.
  401. Spirit SelfLow MagicLevel 2The 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.
  402. Spirit TrackLow MagicLevel 2After 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.
  403. Spiritual ShieldDivine MagicLevel 4Shields the caster from possession, magical influence and control, and all magical detection including Soul Search; only Divine Magic practitioners can benefit.
  404. Spontaneous CombustionSorceryLevel 2Ignites flammable material at range; the fire starts tiny but doubles in size every minute while fuel lasts.
  405. Stop (Command)High MagicLevel 3Commands a creature to cease one specific action; a successful save still costs it a round.
  406. StrengthDivine MagicLevel 2Temporarily raises one person's Strength.
  407. Structural AnalysisSorceryLevel 2Finds the weakest point of a structure, material or device and how much weight it can bear; not usable on living things.
  408. Subliminal PerceptionMysticismLevel 2Lets the caster perceive hidden, invisible, ethereal, spirit or astral presences, or see magic, at close range; not usable with Mind Mask.
  409. SuggestionMysticismLevel 1Plants a plausible, non-harmful idea in one being's mind empathically, needing no shared language; those who see through it can resist.
  410. Summon AnimalsElemental MagicLevel 3Magically calls a few animals of any type, which arrive shortly, appear where the caster wishes and obey any command.
  411. Summon Arch Demon/DevilBlack MagicLevel 7Summons one arch demon or arch devil under the summoning ritual rules.
  412. Summon ElementalElemental MagicLevel 6Summons one elemental being: a sylph, undine, salamander or earth gnome.
  413. Summon FamiliarBlack MagicLevel 1Summons 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.
  414. Summon Greater Demon/DevilBlack MagicLevel 5Summons one greater demon or greater devil under the summoning ritual rules.
  415. Summon Lesser Demon/DevilBlack MagicLevel 3Summons one lesser demon or lesser devil under the summoning ritual rules.
  416. Summon Nether Demon/DevilBlack MagicLevel 6Summons one nether demon or nether devil under the summoning ritual rules.
  417. Summon PlantsElemental MagicLevel 5Magically calls a few plants of any kind to a spot of the caster's choosing; mobile or sentient ones obey the caster.
  418. Summon True ElementalElemental MagicLevel 7Summons a single True Elemental.
  419. Summon UndeadBlack MagicLevel 2Summons 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.
  420. Summon Winged Demon/DevilBlack MagicLevel 4Summons one winged demon or winged devil under the summoning ritual rules.
  421. Superior EvocationHigh MagicLevel 7Calls up a spirit of the very highest rank, or an arch-demon or arch-devil.
  422. Superior InvocationDivine MagicLevel 7Summons a guardian or avatar of the deity with an offering of prayer, incense or candles.
  423. SupplicationDivine MagicLevel 5A touch that grants a strong bonus to saves, offense and defense for a short time.
  424. Suspended AnimationEnchantmentLevel 6Puts a touched creature into a deathlike trance needing no food or air for a preset time; it cannot be woken early.
  425. Symbol of PowerHigh MagicLevel 7Lets the caster inscribe any one of the Symbols of Power.
  426. Symbol of PowerMysticismLevel 7Appears in the Mysticism Level VII spell list, but no description is printed in the Mysticism spell section.
  427. TalismanHigh MagicLevel 6Makes a coin-shaped medallion that stores one High Magic spell, released with a word and rechargeable.
  428. Tangle/UntangleEnchantmentLevel 3Animates rope, vine, chain or similar to bind one creature, or undoes knots and frees someone from entanglement.
  429. TelekinesisMysticismLevel 2Moves objects with the mind, which can be hurled for damage after building speed; it cannot act on living beings directly.
  430. Telepathic CommandMysticismLevel 6Sends a command to someone the caster knows, anywhere; if they fail to resist they obey for an hour.
  431. Telepathic SuggestionMysticismLevel 5A Suggestion sent telepathically to someone the caster knows, at unlimited range and without line of sight.
  432. Teleport SelfMysticismLevel 6Instantly moves the caster and his carried load to any fairly familiar place on the same plane.
  433. Teleport TracerSorceryLevel 6Follows another caster's teleport to the same destination if cast within a minute.
  434. TeleportalSorceryLevel 5Sets 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.
  435. TeleportationEnchantmentLevel 5Instantly moves the caster, plus cargo and willing passengers, to any place the caster knows or has studied; no inter-dimensional travel.
  436. Temperature ControlElemental MagicLevel 3Raises or lowers the temperature around the caster; the affected radius can be shrunk.
  437. TempestElemental MagicLevel 7Raises 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.
  438. TerrorBlack MagicLevel 5Radiates overwhelming fear around the caster; those who fail flee in panic, dropping everything, and fight like berserkers if restrained.
  439. The Black WindBlack MagicLevel 6Summons a whirling cloud of black vapor that can blind the living, hurl summoned beings home, and batter everyone inside with debris.
  440. The Evil EyeBlack MagicLevel 5The necromancer's True Sight: sees through illusions, disguises and transformations, spots the invisible, secret doors and traps, and learns a creature's weakest trait.
  441. The Grand IllusionEnchantmentLevel 7Creates an elaborate, programmable illusion over a vast area, with sound, smell and heat as desired.
  442. The Great ConjurationEnchantmentLevel 7Conjures a large structure such as a tower, bridge or small fort from a pound of the required material, lasting a day.
  443. The Great CurseBlack MagicLevel 7A 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).
  444. The MandirinMysticismLevel 5Lets the caster use Astral Projection and Subliminal Perception together.
  445. TheriomancyAstrologyLevel 6Identifies a creature's species, relative power and basic temperament after a minute of study; works on living and non-living creatures.
  446. ThunderboltElemental MagicLevel 4Hurls a combined lightning and thunder bolt that blasts an area with electrical damage and may stun those nearby.
  447. Trail ErasureElemental MagicLevel 2Wipes away tracks and prints along a path behind the caster.
  448. Trance StateLow MagicLevel 4A ten-minute ritual meditation puts the caster in a deep trance in which all physical attacks, even from magic weapons, do only half damage.
  449. Transcend Hunger/ThirstMysticismLevel 2The caster goes without food or water for days at a time, even in harsh climates.
  450. Transcend PainMysticismLevel 6A 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.
  451. Transfer ConsciousnessMysticismLevel 5Temporarily moves the caster's mind into a person, creature or object, keeping full senses and wits; unwilling hosts may resist.
  452. Transfer SensationLow MagicLevel 5Any wound a melee attacker deals to the caster is dealt back to that attacker in equal measure.
  453. TransformationEnchantmentLevel 7Lets the caster or a touched person take the form and abilities of one type of creature.
  454. TrapsEnchantmentLevel 5Enchants an object or area to hold one spell and release it on a set trigger.
  455. Travel to Astral PlaneDivine MagicLevel 6Carries the caster and one companion per level to the astral plane; cast in reverse it returns them home.
  456. Travel to Outer PlaneAstrologyLevel 6Instantly carries the caster, and one companion per level, to an outer (not lower) plane; cast in reverse it returns the caster home.
  457. Travel to Spirit RealmLow MagicLevel 5The 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.
  458. TricksEnchantmentLevel 1Produces harmless, somewhat fake-looking minor illusions that can transfix or distract onlookers of modest intelligence.
  459. True SightDivine MagicLevel 5Lets the caster see through illusions, disguises and transformations and spot secret doors, traps and invisible things.
  460. TruenameHigh MagicLevel 7Forces a lesser creature to disclose its true name, earning its lasting enmity.
  461. TruthDivine MagicLevel 6Forces any being to answer one question honestly unless it passes a Will save that worsens with the caster's level.
  462. Truth of SagittariusAstrologyLevel 5Compels one individual to answer a single question truthfully unless they resist, in which case they may lie.
  463. Unholy WordBlack MagicLevel 6A 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.
  464. Variable Light/DarknessSorceryLevel 1Creates a ray, sphere or area of bright light or impenetrable darkness.
  465. VertigoSorceryLevel 1Makes one creature badly dizzy; unless it sits or lies down it is likely to fall each minute.
  466. VisionsLow MagicLevel 6Grants 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.
  467. WardingDivine MagicLevel 5A touch that protects one person from a single chosen weapon type, one elemental force, or one specific spell for an hour.
  468. WarpwoodElemental MagicLevel 2Twists and gnarls a quantity of wood, enough to ruin a small chest or a bundle of arrows.
  469. Warrior's SpiritLow MagicLevel 6The caster calls on an ancestral warrior's spirit; if it answers, he gets twice his usual attacks per round.
  470. Water BreathingElemental MagicLevel 2Lets the caster or another person breathe normally underwater.
  471. Water SignAstrologyLevel 4Grants one of three water powers: a shattering ice sphere, breathing underwater, or dispersing magical fire barriers.
  472. WaterwalkDivine MagicLevel 4Lets the caster walk on water for a set distance.
  473. Whither PlantsBlack MagicLevel 4Withers and kills a patch of vegetation at range, larger with each level; intelligent plants may resist.
  474. WillDivine MagicLevel 2Temporarily raises one person's Will.
  475. Will of TaurusAstrologyLevel 2Makes the caster resistant to magical influence, charm and mind control for a short time.
  476. WindsongElemental MagicLevel 3By listening to sounds on the wind outdoors, the caster learns whether one chosen kind of creature is nearby.
  477. Wings of DarknessBlack MagicLevel 4Grows black bat wings on the caster, allowing flight at double speed while still fighting or casting.
  478. Wings of HeavenDivine MagicLevel 5Grows white wings on the caster for flight at double speed while still able to fight or cast.
  479. WitchwindBlack MagicLevel 5Animates 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.
  480. Word of CommandDivine MagicLevel 7The caster speaks a single command word that everyone within earshot must obey unless they resist; it lasts an hour.
  481. Word of DestructionHigh MagicLevel 6Reduces a block of non-living matter to dust, or disperses an energy field or magical barrier.
  482. Word of ExileHigh MagicLevel 7Banishes one creature whose given name the caster knows to any place or plane (not instantly lethal ones).
  483. Word of GuardHigh MagicLevel 3Shields the caster from all magical control and influence.
  484. Word of HealingHigh MagicLevel 2Heals a touched creature one point per level while the word is intoned.
  485. Word of PassageHigh MagicLevel 4Opens a passage through any non-living substance, even energy, water, fire or gas.
  486. Word of PowerHigh MagicLevel 1A spoken word of command strikes a visible target with fire, cold or electricity.
  487. Word of SummoningHigh MagicLevel 6Instantly brings an object the caster owns into their hands.
  488. Word of TransportHigh MagicLevel 5Sends the caster or one person, with their gear, to any place the caster knows; not across dimensions nor into instantly lethal places.
  489. Word of WarningHigh MagicLevel 2Places an invisible ward that alerts the caster at any distance when an intruder touches or enters; it fires once.