SPELL DESCRIPTIONS
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Acid Arrow
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 2
  Components: V, S, M, F
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: One arrow of acid
  Duration: 1 round + 1 round per three levels
  Saving Throw: None
  Spell Resistance: No
  A magical arrow of acid springs from your hand and speeds to its target. You 
  must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 
  points of acid damage with no splash damage. For every three caster levels (to 
  a maximum of 18th), the acid, unless somehow neutralized, lasts for another 
  round, dealing another 2d4 points of damage in that round.
  Material Component: Powdered rhubarb leaf and an adder's stomach.
  Focus: A dart.
Acid Fog
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 6, Water 7
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Fog spreads in 20-ft. radius, 20 ft. high
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Acid fog creates a billowing mass of misty vapors similar to that produced by 
  a solid fog spell. In addition to slowing creatures down and obscuring sight, 
  this spell's vapors are highly acidic. Each round on your turn, starting when 
  you cast the spell, the fog deals 2d6 points of acid damage to each creature 
  and object within it.
  Arcane Material Component: A pinch of dried, powdered peas combined with powdered 
  animal hoof.
Acid Splash
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One missile of acid
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You fire a small orb of acid at the target. You must succeed on a ranged touch 
  attack to hit your target. The orb deals 1d3 points of acid damage.
Aid
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 2, Good 2, Luck 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Aid grants the target a +1 morale bonus on attack rolls and saves against fear 
  effects, plus temporary hit points equal to 1d8 + caster level (to a maximum 
  of 1d8+10 temporary hit points at caster level 10th).
Air Walk
  Transmutation [Air]
  Level: Air 4, Clr 4, Drd 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature (Gargantuan or smaller) touched
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The subject can tread on air as if walking on solid ground. Moving upward is 
  similar to walking up a hill. The maximum upward or downward angle possible 
  is 45 degrees, at a rate equal to one-half the air walker's normal speed.
  A strong wind (21+ mph) can push the subject along or hold it back. At the end 
  of its turn each round, the wind blows the air walker 5 feet for each 5 miles 
  per hour of wind speed. The creature may be subject to additional penalties 
  in exceptionally strong or turbulent winds, such as loss of control over movement 
  or physical damage from being buffeted about.
  Should the spell duration expire while the subject is still aloft, the magic 
  fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. 
  If it reaches the ground in that amount of time, it lands safely. If not, it 
  falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. 
  Since dispelling a spell effectively ends it, the subject also descends in this 
  way if the air walk spell is dispelled, but not if it is negated by an antimagic 
  field.
  You can cast air walk on a specially trained mount so it can be ridden through 
  the air. You can train a mount to move with the aid of air walk (counts as a 
  trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal 
  check.
Alarm
  Abjuration
  Level: Brd 1, Rgr 1, Sor/Wiz 1
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation centered on a point in space
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  Alarm sounds a mental or audible alarm each time a creature of Tiny or larger 
  size enters the warded area or touches it. A creature that speaks the password 
  (determined by you at the time of casting) does not set off the alarm. You decide 
  at the time of casting whether the alarm will be mental or audible.
  Mental Alarm: A mental alarm alerts you (and only you) so long as you remain 
  within 1 mile of the warded area. You note a single mental "ping" 
  that awakens you from normal sleep but does not otherwise disturb concentration. 
  A silence spell has no effect on a mental alarm.
  Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone 
  within 60 feet of the warded area can hear it clearly. Reduce the distance by 
  10 feet for each interposing closed door and by 20 feet for each substantial 
  interposing wall.
  In quiet conditions, the ringing can be heard faintly as far as 180 feet away. 
  The sound lasts for 1 round. Creatures within a silence spell cannot hear the 
  ringing.
  Ethereal or astral creatures do not trigger the alarm.
  Alarm can be made permanent with a permanency spell.
  Arcane Focus: A tiny bell and a piece of very fine silver wire
Align Weapon
  Transmutation [see text]
  Level: Clr 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched or fifty projectiles (all of which must be in contact 
  with each other at the time of casting)
  Duration: 1 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A 
  weapon that is aligned can bypass the damage reduction of certain creatures. 
  This spell has no effect on a weapon that already has an alignment.
  You can't cast this spell on a natural weapon, such as an unarmed strike.
  When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, 
  evil, lawful, or chaotic spell, respectively.
Alter Self
  Transmutation
  Level: Brd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  You assume the form of a creature of the same type as your normal form. The 
  new form must be within one size category of your normal size. The maximum HD 
  of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th 
  level. You can change into a member of your own kind or even into yourself.
  You retain your own ability scores. Your class and level, hit points, alignment, 
  base attack bonus, and base save bonuses all remain the same. You retain all 
  supernatural and spell-like special attacks and qualities of your normal form, 
  except for those requiring a body part that the new form does not have (such 
  as a mouth for a breath weapon or eyes for a gaze attack).
  You keep all extraordinary special attacks and qualities derived from class 
  levels, but you lose any from your normal form that are not derived from class 
  levels.
  If the new form is capable of speech, you can communicate normally. You retain 
  any spellcasting ability you had in your original form, but the new form must 
  be able to speak intelligibly (that is, speak a language) to use verbal components 
  and must have limbs capable of fine manipulation to use somatic or material 
  components.
  You acquire the physical qualities of the new form while retaining your own 
  mind. Physical qualities include natural size, mundane movement capabilities 
  (such as burrowing, climbing, walking, swimming, and flight with wings, to a 
  maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural 
  armor bonus, natural weapons (such as claws, bite, and so on), racial skill 
  bonuses, racial bonus feats, and any gross physical qualities (presence or absence 
  of wings, number of extremities, and so forth). A body with extra limbs does 
  not allow you to make more attacks (or more advantageous two-weapon attacks) 
  than normal.
  You do not gain any extraordinary special attacks or special qualities not noted 
  above under physical qualities, such as darkvision, low-light vision, blindsense, 
  blindsight, fast healing, regeneration, scent, and so forth.
  You do not gain any supernatural special attacks, special qualities, or spell-like 
  abilities of the new form. Your creature type and subtype (if any) remain the 
  same regardless of your new form. You cannot take the form of any creature with 
  a template, even if that template doesn't change the creature type or subtype.
  You can freely designate the new form's minor physical qualities (such as hair 
  color, hair texture, and skin color) within the normal ranges for a creature 
  of that kind. The new form's significant physical qualities (such as height, 
  weight, and gender) are also under your control, but they must fall within the 
  norms for the new form's kind. You are effectively disguised as an average member 
  of the new form's race. If you use this spell to create a disguise, you get 
  a +10 bonus on your Disguise check.
  When the change occurs, your equipment, if any, either remains worn or held 
  by the new form (if it is capable of wearing or holding the item), or melds 
  into the new form and becomes nonfunctional. When you revert to your true form, 
  any objects previously melded into the new form reappear in the same location 
  on your body they previously occupied and are once again functional. Any new 
  items you wore in the assumed form and can't wear in your normal form fall off 
  and land at your feet; any that you could wear in either form or carry in a 
  body part common to both forms at the time of reversion are still held in the 
  same way. Any part of the body or piece of equipment that is separated from 
  the whole reverts to its true form.
Analyze Dweomer
  Divination
  Level: Brd 6, Sor/Wiz 6
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One object or creature per caster level
  Duration: 1 round/level (D)
  Saving Throw: None or Will negates; see text
  Spell Resistance: No
  You discern all spells and magical properties present in a number of creatures 
  or objects. Each round, you may examine a single creature or object that you 
  can see as a free action. In the case of a magic item, you learn its functions, 
  how to activate its functions (if appropriate), and how many charges are left 
  (if it uses charges). In the case of an object or creature with active spells 
  cast upon it, you learn each spell, its effect, and its caster level.
  An attended object may attempt a Will save to resist this effect if its holder 
  so desires. If the save succeeds, you learn nothing about the object except 
  what you can discern by looking at it. An object that makes its save cannot 
  be affected by any other analyze dweomer spells for 24 hours.
  Analyze dweomer does not function when used on an artifact.
  Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone 
  must be worth at least 1,500 gp.
Animal Growth
  Transmutation
  Level: Drd 5, Rgr 4, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of 
  which can be more than 30 ft. apart
  Duration: 1 min./level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A number of animals grow to twice their normal size and eight times their normal 
  weight. This alteration changes each animal's size category to the next largest, 
  grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and 
  thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. 
  The creature's existing natural armor bonus increases by 2. The size change 
  also affects the animal's modifier to AC and attack rolls and its base damage. 
  The animal's space and reach change as appropriate to the new size, but its 
  speed does not change.
  The spell also grants each subject damage reduction 10/magic and a +4 resistance 
  bonus on saving throws. If insufficient room is available for the desired growth, 
  the creature attains the maximum possible size and may make a Strength check 
  (using its increased Strength) to burst any enclosures in the process. If it 
  fails, it is constrained without harm by the materials enclosing it- the spell 
  cannot be used to crush a creature by increasing its size.
  All equipment worn or carried by an animal is similarly enlarged by the spell, 
  though this change has no effect on the magical properties of any such equipment.
  Any enlarged item that leaves the enlarged creature's possession instantly returns 
  to its normal size.
  The spell gives no means of command or influence over the enlarged animals.
  Multiple magical effects that increase size do not stack.
Animal Messenger
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 2, Drd 2, Rgr 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One Tiny animal
  Duration: One day/level
  Saving Throw: None; see text
  Spell Resistance: Yes
  You compel a Tiny animal to go to a spot you designate. The most common use 
  for this spell is to get an animal to carry a message to your allies. The animal 
  cannot be one tamed or trained by someone else, including such creatures as 
  familiars and animal companions.
  Using some type of food desirable to the animal as a lure, you call the animal 
  to you. It advances and awaits your bidding. You can mentally impress on the 
  animal a certain place well known to you or an obvious landmark. The directions 
  must be simple, because the animal depends on your knowledge and can't find 
  a destination on its own. You can attach some small item or note to the messenger. 
  The animal then goes to the designated location and waits there until the duration 
  of the spell expires, whereupon it resumes its normal activities.
  During this period of waiting, the messenger allows others to approach it and 
  remove any scroll or token it carries. The intended recipient gains no special 
  ability to communicate with the animal or read any attached message (if it's 
  written in a language he or she doesn't know, for example).
  Material Component: A morsel of food the animal likes.
Animal Shapes
  Transmutation
  Level: Animal 7, Drd 8
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one willing creature per level, all within 30 ft. of each other
  Duration: 1 hour/level (D)
  Saving Throw: None; see text
  Spell Resistance: Yes (harmless)
  As polymorph, except you polymorph up to one willing creature per caster level 
  into an animal of your choice; the spell has no effect on unwilling creatures. 
  All creatures must take the same kind of animal form. Recipients remain in the 
  animal form until the spell expires or until you dismiss it for all recipients. 
  In addition, an individual subject may choose to resume its normal form as a 
  full-round action; doing so ends the spell for that subject alone. The maximum 
  HD of an assumed form is equal to the subject's HD or your caster level, whichever 
  is lower, to a maximum of 20 HD at 20th level.
Animal Trance
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 2, Drd 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Animals or magical beasts with Intelligence 1 or 2
  Duration: Concentration
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  Your swaying motions and music (or singing, or chanting) compel animals and 
  magical beasts to do nothing but watch you. Only a creature with an Intelligence 
  score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total 
  number of HD worth of creatures that you fascinate. The closest targets are 
  selected first until no more targets within range can be affected.
  A magical beast, a dire animal, or an animal trained to attack or guard is allowed 
  a saving throw; an animal not trained to attack or guard is not.
Animate Dead
  Necromancy [Evil]
  Level: Clr 3, Death 3, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Targets: One or more corpses touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell turns the bones or bodies of dead creatures into undead skeletons 
  or zombies that follow your spoken commands.
  The undead can follow you, or they can remain in an area and attack any creature 
  (or just a specific kind of creature) entering the place. They remain animated 
  until they are destroyed. (A destroyed skeleton or zombie can't be animated 
  again.)
  Regardless of the type of undead you create with this spell, you can't create 
  more HD of undead than twice your caster level with a single casting of animate 
  dead. (The desecrate spell doubles this limit)
  The undead you create remain under your control indefinitely. No matter how 
  many times you use this spell, however, you can control only 4 HD worth of undead 
  creatures per caster level. If you exceed this number, all the newly created 
  creatures fall under your control, and any excess undead from previous castings 
  become uncontrolled. (You choose which creatures are released.) If you are a 
  cleric, any undead you might command by virtue of your power to command or rebuke 
  undead do not count toward the limit.
  Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. 
  The corpse must have bones. If a skeleton is made from a corpse, the flesh falls 
  off the bones. 
  Zombies: A zombie can be created only from a mostly intact corpse. The corpse 
  must be that of a creature with a true anatomy.
  Material Component: You must place a black onyx gem worth at least 25 gp per 
  Hit Die of the undead into the mouth or eye socket of each corpse you intend 
  to animate. The magic of the spell turns these gems into worthless, burned-out 
  shells.
Animate Objects
  Transmutation
  Level: Brd 6, Chaos 6, Clr 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One Small object per caster level; see text
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You imbue inanimate objects with mobility and a semblance of life. Each such 
  animated object then immediately attacks whomever or whatever you initially 
  designate.
  An animated object can be of any nonmagical material. You may animate one Small 
  or smaller object or an equivalent number of larger objects per caster level. 
  A Medium object counts as two Small or smaller objects, a Large object as four, 
  a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object 
  as thirty-two. You can change the designated target or targets as a move action, 
  as if directing an active spell.
  This spell cannot animate objects carried or worn by a creature.
  Animate objects can be made permanent with a permanency spell.
Animate Plants
  Transmutation
  Level: Drd 7, Plant 7
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One Large plant per three caster levels or all plants within range; 
  see text
  Duration: 1 round/level or 1 hour/level; see text
  Saving Throw: None
  Spell Resistance: No
  You imbue inanimate plants with mobility and a semblance of life. Each animated 
  plant then immediately attacks whomever or whatever you initially designate 
  as though it were an animated object of the appropriate size category. You may 
  animate one Large or smaller plant, or an equivalent number of larger plants, 
  per three caster levels. A Huge plant counts as two Large or smaller plants, 
  a Gargantuan plant as four, and a Colossal plant as eight. You can change the 
  designated target or targets as a move action, as if directing an active spell.
  Use the statistics for animated objects, except that plants smaller than Large 
  usually don't have hardness.
  Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable 
  material.
  Entangle: Alternatively, you may imbue all plants within range with a degree 
  of mobility, which allows them to entwine around creatures in the area. This 
  usage of the spell duplicates the effect of an entangle spell. Spell resistance 
  does not keep creatures from being entangled. This effect lasts 1 hour per caster 
  level.
Animate Rope
  Transmutation
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  You can animate a nonliving ropelike object. The maximum length assumes a rope 
  with a 1-inch diameter.
  Reduce the maximum length by 50% for every additional inch of thickness, and 
  increase it by 50% for each reduction of the rope's diameter by half.
  The possible commands are "coil" (form a neat, coiled stack), "coil 
  and knot," "loop," "loop and knot," "tie and knot," 
  and the opposites of all of the above ("uncoil," and so forth). You 
  can give one command each round as a move action, as if directing an active 
  spell.
  The rope can enwrap only a creature or an object within 1 foot of it-it does 
  not snake outward-so it must be thrown near the intended target. Doing so requires 
  a successful ranged touch attack roll (range increment 10 feet). A typical 1- 
  inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength 
  check to burst it. The rope does not deal damage, but it can be used as a trip 
  line or to cause a single opponent that fails a Reflex saving throw to become 
  entangled. A creature capable of spellcasting that is bound by this spell must 
  make a DC 15 Concentration check to cast a spell. An entangled creature can 
  slip free with a DC 20 Escape Artist check.
  The rope itself and any knots tied in it are not magical.
  This spell grants a +2 bonus on any Use Rope checks you make when using the 
  transmuted rope.
  The spell cannot animate objects carried or worn by a creature.
Antilife Shell
  Abjuration
  Level: Animal 6, Clr 6, Drd 6
  Components: V, S, DF
  Casting Time: 1 round
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You bring into being a mobile, hemispherical energy field that prevents the 
  entrance of most types of living creatures.
  The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, 
  magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, 
  elementals, outsiders, or undead.
  This spell may be used only defensively, not aggressively. Forcing an abjuration 
  barrier against creatures that the spell keeps at bay collapses the barrier.
Antimagic Field
  Abjuration
  Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: See text
  An invisible barrier surrounds you and moves with you. The space within this 
  barrier is impervious to most magical effects, including spells, spell-like 
  abilities, and supernatural abilities. Likewise, it prevents the functioning 
  of any magic items or spells within its confines.
  An antimagic field suppresses any spell or magical effect used within, brought 
  into, or cast into the area, but does not dispel it. Time spent within an antimagic 
  field counts against the suppressed spell's duration.
  Summoned creatures of any type and incorporeal undead wink out if they enter 
  an antimagic field. They reappear in the same spot once the field goes away. 
  Time spent winked out counts normally against the duration of the conjuration 
  that is maintaining the creature. If you cast antimagic field in an area occupied 
  by a summoned creature that has spell resistance, you must make a caster level 
  check (1d20 + caster level) against the creature's spell resistance to make 
  it wink out. (The effects of instantaneous conjurations are not affected by 
  an antimagic field because the conjuration itself is no longer in effect, only 
  its result.)
  A normal creature can enter the area, as can normal missiles. Furthermore, while 
  a magic sword does not function magically within the area, it is still a sword 
  (and a masterwork sword at that). The spell has no effect on golems and other 
  constructs that are imbued with magic during their creation process and are 
  thereafter self-supporting (unless they have been summoned, in which case they 
  are treated like any other summoned creatures). Elementals, corporeal undead, 
  and outsiders are likewise unaffected unless summoned. These creatures' spell-like 
  or supernatural abilities, however, may be temporarily nullified by the field. 
  Dispel magic does not remove the field.
  Two or more antimagic fields sharing any of the same space have no effect on 
  each other. Certain spells, such as wall of force, prismatic sphere, and prismatic 
  wall, remain unaffected by antimagic field (see the individual spell descriptions). 
  Artifacts and deities are unaffected by mortal magic such as this. 
  Should a creature be larger than the area enclosed by the barrier, any part 
  of it that lies outside the barrier is unaffected by the field.
  Arcane Material Component: A pinch of powdered iron or iron filings.
Antipathy
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Drd 9, Sor/Wiz 8
  Components: V, S, M/DF
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One location (up to a 10-ft. cube/level) or one object
  Duration: 2 hours/level (D)
  Saving Throw: Will partial
  Spell Resistance: Yes
  You cause an object or location to emanate magical vibrations that repel either 
  a specific kind of intelligent creature or creatures of a particular alignment, 
  as defined by you. The kind of creature to be affected must be named specifically. 
  A creature subtype is not specific enough. Likewise, the specific alignment 
  to be repelled must be named.
  Creatures of the designated kind or alignment feel an overpowering urge to leave 
  the area or to avoid the affected item.
  A compulsion forces them to abandon the area or item, shunning it and never 
  willingly returning to it while the spell is in effect. A creature that makes 
  a successful saving throw can stay in the area or touch the item but feels uncomfortable 
  doing so. This distracting discomfort reduces the creature's Dexterity score 
  by 4 points.
  Antipathy counters and dispels sympathy.
  Arcane Material Component: A lump of alum soaked in vinegar.
Antiplant Shell
  Abjuration
  Level: Drd 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes
  The antiplant shell spell creates an invisible, mobile barrier that keeps all 
  creatures within the shell protected from attacks by plant creatures or animated 
  plants. As with many abjuration spells, forcing the barrier against creatures 
  that the spell keeps at bay strains and collapses the field.
Arcane Eye
  Divination (Scrying)
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Unlimited
  Effect: Magical sensor
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You create an invisible magical sensor that sends you visual information. You 
  can create the arcane eye at any point you can see, but it can then travel outside 
  your line of sight without hindrance. An arcane eye travels at 30 feet per round 
  (300 feet per minute) if viewing an area ahead as a human would (primarily looking 
  at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling 
  and walls as well as the floor ahead. It sees exactly as you would see if you 
  were there.
  The eye can travel in any direction as long as the spell lasts. Solid barriers 
  block its passage, but it can pass through a hole or space as small as 1 inch 
  in diameter. The eye can't enter another plane of existence, even through a 
  gate or similar magical portal.
  You must concentrate to use an arcane eye. If you do not concentrate, the eye 
  is inert until you again concentrate.
  Material Component: A bit of bat fur.
Arcane Lock
  Abjuration
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  An arcane lock spell cast upon a door, chest, or portal magically locks it. 
  You can freely pass your own arcane lock without affecting it; otherwise, a 
  door or object secured with this spell can be opened only by breaking in or 
  with a successful dispel magic or knock spell. Add 10 to the normal DC to break 
  open a door or portal affected by this spell. (A knock spell does not remove 
  an arcane lock; it only suppresses the effect for 10 minutes.)
  Material Component: Gold dust worth 25 gp.
Arcane Mark
  Universal
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to inscribe your personal rune or mark, which can consist 
  of no more than six characters. The writing can be visible or invisible. An 
  arcane mark spell enables you to etch the rune upon any substance without harm 
  to the material upon which it is placed. If an invisible mark is made, a detect 
  magic spell causes it to glow and be visible, though not necessarily understandable.
  See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows 
  the user to see an invisible arcane mark. A read magic spell reveals the words, 
  if any. The mark cannot be dispelled, but it can be removed by the caster or 
  by an erase spell.
  If an arcane mark is placed on a living being, normal wear gradually causes 
  the effect to fade in about a month.
  Arcane mark must be cast on an object prior to casting instant summons on the 
  same object (see that spell description for details).
Arcane Sight
  Divination
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  This spell makes your eyes glow blue and allows you to see magical auras within 
  120 feet of you. The effect is similar to that of a detect magic spell, but 
  arcane sight does not require concentration and discerns aura location and power 
  more quickly.
  You know the location and power of all magical auras within your sight. An aura's 
  power depends on a spell's functioning level or an item's caster level, as noted 
  in the description of the detect magic spell. If the items or creatures bearing 
  the auras are in line of sight, you can make Spellcraft skill checks to determine 
  the school of magic involved in each. (Make one check per aura; DC 15 + spell 
  level, or 15 + one-half caster level for a nonspell effect.)
  If you concentrate on a specific creature within 120 feet of you as a standard 
  action, you can determine whether it has any spellcasting or spell-like abilities, 
  whether these are arcane or divine (spell-like abilities register as arcane), 
  and the strength of the most powerful spell or spell-like ability the creature 
  currently has available for use.
  Arcane sight can be made permanent with a permanency spell.
Arcane Sight, Greater
  Divination
  Level: Sor/Wiz 7
  This spell functions like arcane sight, except that you automatically know which 
  spells or magical effects are active upon any individual or object you see.
  Greater arcane sight doesn't let you identify magic items.
  Unlike arcane sight, this spell cannot be made permanent with a permanency spell.
Astral Projection
  Necromancy
  Level: Clr 9, Sor/Wiz 9, Travel 9
  Components: V, S, M
  Casting Time: 30 minutes
  Range: Touch
  Targets: You plus one additional willing creature touched per two caster levels
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  By freeing your spirit from your physical body, this spell allows you to project 
  an astral body onto another plane altogether.
  You can bring the astral forms of other willing creatures with you, provided 
  that these subjects are linked in a circle with you at the time of the casting. 
  These fellow travelers are dependent upon you and must accompany you at all 
  times. If something happens to you during the journey, your companions are stranded 
  wherever you left them.
  You project your astral self onto the Astral Plane, leaving your physical body 
  behind on the Material Plane in a state of suspended animation. The spell projects 
  an astral copy of you and all you wear or carry onto the Astral Plane. Since 
  the Astral Plane touches upon other planes, you can travel astrally to any of 
  these other planes as you will. To enter one, you leave the Astral Plane, forming 
  a new physical body (and equipment) on the plane of existence you have chosen 
  to enter.
  While you are on the Astral Plane, your astral body is connected at all times 
  to your physical body by a silvery cord. If the cord is broken, you are killed, 
  astrally and physically. Luckily, very few things can destroy a silver cord. 
  When a second body is formed on a different plane, the incorporeal silvery cord 
  remains invisibly attached to the new body. If the second body or the astral 
  form is slain, the cord simply returns to your body where it rests on the Material 
  Plane, thereby reviving it from its state of suspended animation. Although astral 
  projections are able to function on the Astral Plane, their actions affect only 
  creatures existing on the Astral Plane; a physical body must be materialized 
  on other planes.
  You and your companions may travel through the Astral Plane indefinitely. Your 
  bodies simply wait behind in a state of suspended animation until you choose 
  to return your spirits to them. The spell lasts until you desire to end it, 
  or until it is terminated by some outside means, such as dispel magic cast upon 
  either the physical body or the astral form, the breaking of the silver cord, 
  or the destruction of your body back on the Material Plane (which kills you).
  Material Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 
  5 gp for each person to be affected.
Atonement
  Abjuration
  Level: Clr 5, Drd 5
  Components: V, S, M, F, DF, XP
  Casting Time: 1 hour
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  This spell removes the burden of evil acts or misdeeds from the subject. The 
  creature seeking atonement must be truly repentant and desirous of setting right 
  its misdeeds. If the atoning creature committed the evil act unwittingly or 
  under some form of compulsion, atonement operates normally at no cost to you. 
  However, in the case of a creature atoning for deliberate misdeeds and acts 
  of a knowing and willful nature, you must intercede with your deity (requiring 
  you to expend 500 XP) in order to expunge the subject's burden. Many casters 
  first assign a subject of this sort a quest (see geas/quest) or similar penance 
  to determine whether the creature is truly contrite before casting the atonement 
  spell on its behalf.
  Atonement may be cast for one of several purposes, depending on the version 
  selected.
  Reverse Magical Alignment Change: If a creature has had its alignment magically 
  changed, atonement returns its alignment to its original status at no cost in 
  experience points.
  Restore Class: A paladin who has lost her class features due to committing an 
  evil act may have her paladinhood restored to her by this spell.
  Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability 
  to cast spells by incurring the anger of his or her deity may regain that ability 
  by seeking atonement from another cleric of the same deity or another druid. 
  If the transgression was intentional, the casting cleric loses 500 XP for his 
  intercession. If the transgression was unintentional, he does not lose XP.
  Redemption or Temptation: You may cast this spell upon a creature of an opposing 
  alignment in order to offer it a chance to change its alignment to match yours. 
  The prospective subject must be present for the entire casting process. Upon 
  completion of the spell, the subject freely chooses whether it retains its original 
  alignment or acquiesces to your offer and changes to your alignment. No duress, 
  compulsion, or magical influence can force the subject to take advantage of 
  the opportunity offered if it is unwilling to abandon its old alignment. This 
  use of the spell does not work on outsiders or any creature incapable of changing 
  its alignment naturally.
  Though the spell description refers to evil acts, atonement can also be used 
  on any creature that has performed acts against its alignment, whether those 
  acts are evil, good, chaotic, or lawful.
  Note: Normally, changing alignment is up to the player. This use of atonement 
  simply offers a believable way for a character to change his or her alignment 
  drastically, suddenly, and definitively.
  Material Component: Burning incense.
  Focus: In addition to your holy symbol or normal divine focus, you need a set 
  of prayer beads (or other prayer device, such as a prayer wheel or prayer book) 
  worth at least 500 gp.
  XP Cost: When cast for the benefit of a creature whose guilt was the result 
  of deliberate acts, the cost to you is 500 XP per casting (see above).
Augury
  Divination
  Level: Clr 2
  Components: V, S, M, F
  Casting Time: 1 minute
  Range: Personal
  Target: You
  Duration: Instantaneous
  An augury can tell you whether a particular action will bring good or bad results 
  for you in the immediate future.
  The base chance for receiving a meaningful reply is 70% + 1% per caster level, 
  to a maximum of 90%; this roll is made secretly. A question may be so straightforward 
  that a successful result is automatic, or so vague as to have no chance of success. 
  If the augury succeeds, you get one of four results:
  o Weal (if the action will probably bring good results).
  o Woe (for bad results).
  o Weal and woe (for both).
  o Nothing (for actions that don't have especially good or bad results).
  If the spell fails, you get the "nothing" result. A cleric who gets 
  the "nothing" result has no way to tell whether it was the consequence 
  of a failed or successful augury.
  The augury can see into the future only about half an hour, so anything that 
  might happen after that does not affect the result. Thus, the result might not 
  take into account the long-term consequences of a contemplated action. All auguries 
  cast by the same person about the same topic use the same dice result as the 
  first casting.
  Material Component: Incense worth at least 25 gp.
  Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.
Awaken
  Transmutation
  Level: Drd 5
  Components: V, S, DF, XP
  Casting Time: 24 hours
  Range: Touch
  Target: Animal or tree touched
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You awaken a tree or animal to humanlike sentience. To succeed, you must make 
  a Will save (DC 10 + the animal's current HD, or the HD the tree will have once 
  awakened).
  The awakened animal or tree is friendly toward you. You have no special empathy 
  or connection with a creature you awaken, although it serves you in specific 
  tasks or endeavors if you communicate your desires to it.
  An awakened tree has characteristics as if it were an animated object, except 
  that it gains the plant type and its Intelligence, Wisdom, and Charisma scores 
  are each 3d6. An awakened plant gains the ability to move its limbs, roots, 
  vines, creepers, and so forth, and it has senses similar to a human's.
  An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type 
  becomes magical beast (augmented animal). An awakened animal can't serve as 
  an animal companion, familiar, or special mount.
  An awakened tree or animal can speak one language that you know, plus one additional 
  language that you know per point of Intelligence bonus (if any).
  XP Cost: 250 XP.
Baleful Polymorph
  Transmutation
  Level: Drd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent
  Saving Throw: Fortitude negates, Will partial; see text
  Spell Resistance: Yes
  As polymorph, except that you change the subject into a Small or smaller animal 
  of no more than 1 HD. If the new form would prove fatal to the creature the 
  subject gets a +4 bonus on the save.
  If the spell succeeds, the subject must also make a Will save. If this second 
  save fails, the creature loses its extraordinary, supernatural, and spell-like 
  abilities, loses its ability to cast spells (if it had the ability), and gains 
  the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores 
  of its new form in place of its own. It still retains its class and level (or 
  HD), as well as all benefits deriving therefrom (such as base attack bonus, 
  base save bonuses, and hit points). It retains any class features (other than 
  spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.
  Incorporeal or gaseous creatures are immune to being polymorphed, and a creature 
  with the shapechanger subtype can revert to its natural form as a standard action.
Bane
  Enchantment (Compulsion) [Fear, Mind-Affecting]
  Level: Clr 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 50 ft.
  Area: All enemies within 50 ft.
  Duration: 1 min./level
  Saving Throw:Will negates
  Spell Resistance: Yes
  Bane fills your enemies with fear and doubt. Each affected creature takes a 
  -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.
  Bane counters and dispels bless.
Banishment
  Abjuration
  Level: Clr 6, Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more extraplanar creatures, no two of which can be more than 
  30 ft. apart
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  A banishment spell is a more powerful version of the dismissal spell. It enables 
  you to force extraplanar creatures out of your home plane. As many as 2 Hit 
  Dice of creatures per caster level can be banished.
  You can improve the spell's chance of success by presenting at least one object 
  or substance that the target hates, fears, or otherwise opposes. For each such 
  object or substance, you gain a +1 bonus on your caster level check to overcome 
  the target's spell resistance (if any), the saving throw DC increases by 2. 
  
  Certain rare items might work twice as well as a normal item for the purpose 
  of the bonuses (each providing a +2 bonus on the caster level check against 
  spell resistance and increasing the save DC by 4).
  Arcane Focus: Any item that is distasteful to the subject (optional, see above).
Barkskin
  Transmutation
  Level: Drd 2, Rgr 2, Plant 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus 
  to the creature's existing natural armor bonus. This enhancement bonus increases 
  by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 
  12th.
  The enhancement bonus provided by barkskin stacks with the target's natural 
  armor bonus, but not with other enhancement bonuses to natural armor. A creature 
  without natural armor has an effective natural armor bonus of +0.
Bear's Endurance
  Transmutation
  Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes
  The affected creature gains greater vitality and stamina. The spell grants the 
  subject a +4 enhancement bonus to Constitution, which adds the usual benefits 
  to hit points, Fortitude saves, Constitution checks, and so forth.
  Hit points gained by a temporary increase in Constitution score are not temporary 
  hit points. They go away when the subject's Constitution drops back to normal. 
  They are not lost first as temporary hit points are.
Bear's Endurance, Mass
  Transmutation
  Level: Clr 6, Drd 6, Sor/Wiz 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  Mass bear 's endurance works like bear 's endurance, except that it affects 
  multiple creatures.
Bestow Curse
  Necromancy
  Level: Clr 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  You place a curse on the subject. Choose one of the following three effects.
  o -6 decrease to an ability score (minimum 1).
  o -4 penalty on attack rolls, saves, ability checks, and skill checks.
  o Each turn, the target has a 50% chance to act normally; otherwise, it takes 
  no action.
  You may also invent your own curse, but it should be no more powerful than those 
  described above.
  The curse bestowed by this spell cannot be dispelled, but it can be removed 
  with a break enchantment, limited wish, miracle, remove curse, or wish spell.
  Bestow curse counters remove curse.
Binding
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: One minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: See text (D)
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  A binding spell creates a magical restraint to hold a creature. The target gets 
  an initial saving throw only if its Hit Dice equal at least one-half your caster 
  level.
  You may have as many as six assistants help you with the spell. For each assistant 
  who casts suggestion, your caster level for this casting of binding increases 
  by 1. For each assistant who casts dominate animal, dominate person, or dominate 
  monster, your caster level for this casting of binding increases by a number 
  equal to one-third of that assistant's level, provided that the spell's target 
  is appropriate for a binding spell. Since the assistants' spells are cast simply 
  to improve your caster level for the purpose of the binding spell, saving throws 
  and spell resistance against the assistants' spells are irrelevant. Your caster 
  level determines whether the target gets an initial Will saving throw and how 
  long the binding lasts. All binding spells are dismissible.
  Regardless of the version of binding you cast, you can specify triggering conditions 
  that end the spell and release the creature whenever they occur. These triggers 
  can be as simple or elaborate as you desire, but the condition must be reasonable 
  and have a likelihood of coming to pass. The conditions can be based on a creature's 
  name, identity, or alignment but otherwise must be based on observable actions 
  or qualities. Intangibles such as level, class, Hit Dice, or hit points don't 
  qualify. Once the spell is cast, its triggering conditions cannot be changed. 
  Setting a release condition increases the save DC (assuming a saving throw is 
  allowed) by 2.
  If you are casting any of the first three versions of binding (those with limited 
  durations), you may cast additional binding spells to prolong the effect, since 
  the durations overlap. If you do so, the target gets a saving throw at the end 
  of the first spell's duration, even if your caster level was high enough to 
  disallow an initial saving throw. If the creature succeeds on this save, all 
  the binding spells it has received are broken.
  The binding spell has six versions. Choose one of the following versions when 
  you cast the spell.
  Chaining: The subject is confined by restraints that generate an antipathy 
  spell affecting all creatures who approach the subject, except you. The duration 
  is one year per caster level. The subject of this form of binding is confined 
  to the spot it occupied when it received the spell.
  Slumber: This version causes the subject to become comatose for as long 
  as one year per caster level. The subject does not need to eat or drink while 
  slumbering, nor does it age. This form of binding is more difficult to cast 
  than chaining, making it slightly easier to resist. Reduce the spell's save 
  DC by 1.
  Bound Slumber: This combination of chaining and slumber lasts for as 
  long as one month per caster level. Reduce the save DC by 2.
  Hedged Prison: The subject is transported to or otherwise brought within 
  a confined area from which it cannot wander by any means. The effect is permanent. 
  Reduce the save DC by 3.
  Metamorphosis: The subject assumes gaseous form, except for its head 
  or face. It is held harmless in a jar or other container, which may be transparent 
  if you so choose. The creature remains aware of its surroundings and can speak, 
  but it cannot leave the container, attack, or use any of its powers or abilities. 
  The binding is permanent. The subject does not need to breathe, eat, or drink 
  while metamorphosed, nor does it age. Reduce the save DC by 4.
  Minimus Containment: The subject is shrunk to a height of 1 inch or even 
  less and held within some gem, jar, or similar object. The binding is permanent. 
  The subject does not need to breathe, eat, or drink while contained, nor does 
  it age. Reduce the save DC by 4.
  You can't dispel a binding spell with dispel magic or a similar effect, though 
  an antimagic field or Mage's disjunction affects it normally. A bound extraplanar 
  creature cannot be sent back to its home plane due to dismissal, banishment, 
  or a similar effect.
  Components: The components for a binding spell vary according to the version 
  of the spell, but they always include a continuous chanting utterance read from 
  the scroll or spellbook page containing the spell, somatic gestures, and materials 
  appropriate to the form of binding used. These components can include such items 
  as miniature chains of special metals, soporific herbs of the rarest sort (for 
  slumber bindings), a bell jar of the finest crystal, and the like.
  In addition to the specially made props suited to the specific type of binding 
  (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of 
  the target and a vellum depiction or carved statuette of the subject to be captured.
Black Tentacles
  Conjuration (Creation)
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell conjures a field of rubbery black tentacles, each 10 feet long. These 
  waving members seem to spring forth from the earth, floor, or whatever surface 
  is underfoot-including water. They grasp and entwine around creatures that enter 
  the area, holding them fast and crushing them with great strength.
  Every creature within the area of the spell must make a grapple check, opposed 
  by the grapple check of the tentacles. Treat the tentacles attacking a particular 
  target as a Large creature with a base attack bonus equal to your caster level 
  and a Strength score of 19. Thus, its grapple check modifier is equal to your 
  caster level +8. The tentacles are immune to all types of damage.
  Once the tentacles grapple an opponent, they may make a grapple check each round 
  on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue 
  to crush the opponent until the spell ends or the opponent escapes.
  Any creature that enters the area of the spell is immediately attacked by the 
  tentacles. Even creatures who aren't grappling with the tentacles may move through 
  the area at only half normal speed.
  Material Component: A piece of tentacle from a giant octopus or a giant squid.
Blade Barrier
  Evocation [Force]
  Level: Clr 6, Good 6, War 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of 
  whirling blades with a radius of up to 5 ft. per two levels; either form 20 
  ft. high
  Duration: 1 min./level (D)
  Saving Throw: Reflex half or Reflex negates; see text
  Spell Resistance: Yes
  An immobile, vertical curtain of whirling blades shaped of pure force springs 
  into existence. Any creature passing through the wall takes 1d6 points of damage 
  per caster level (maximum 15d6), with a Reflex save for half damage.
  If you evoke the barrier so that it appears where creatures are, each creature 
  takes damage as if passing through the wall. Each such creature can avoid the 
  wall (ending up on the side of its choice) and thus take no damage by making 
  a successful Reflex save.
  A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against 
  attacks made through it.
Blasphemy
  Evocation [Evil, Sonic]
  Level: Clr 7, Evil 7
  Components: V
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: Nonevil creatures in a 40-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None or Will negates; see text
  Spell Resistance: Yes
  Any nonevil creature within the area of a blasphemy spell suffers the following 
  ill effects.
  HD Effect
  Equal to caster level Dazed
  Up to caster level -1 Weakened, dazed
  Up to caster level -5 Paralyzed, weakened, dazed
  Up to caster level -10 Killed, paralyzed, weakened, dazed
  The effects are cumulative and concurrent.
  No saving throw is allowed against these effects.
  Dazed: The creature can take no actions for 1 round, though it defends itself 
  normally.
  Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
  Killed: Living creatures die. Undead creatures are destroyed.
  Furthermore, if you are on your home plane when you cast this spell, nonevil 
  extraplanar creatures within the area are instantly banished back to their home 
  planes. Creatures so banished cannot return for at least 24 hours. This effect 
  takes place regardless of whether the creatures hear the blasphemy. The banishment 
  effect allows a Will save (at a -4 penalty) to negate.
  Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
Bless
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 1, Pal 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 50 ft.
  Area: The caster and all allies within a 50-ft. burst, centered on the caster
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack 
  rolls and on saving throws against fear effects.
  Bless counters and dispels bane.
Bless Water
  Transmutation [Good]
  Level: Clr 1, Pal 1
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Target: Flask of water touched
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This transmutation imbues a flask (1 pint) of water with positive energy, turning 
  it into holy water.
  Material Component: 5 pounds of powdered silver (worth 25 gp).
Bless Weapon
  Transmutation
  Level: Pal 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: No
  This transmutation makes a weapon strike true against evil foes. The weapon 
  is treated as having a +1 enhancement bonus for the purpose of bypassing the 
  damage reduction of evil creatures or striking evil incorporeal creatures (though 
  the spell doesn't grant an actual enhancement bonus). The weapon also becomes 
  good, which means it can bypass the damage reduction of certain creatures. (This 
  effect overrides and suppresses any other alignment the weapon might have.) 
  Individual arrows or bolts can be transmuted, but affected projectile weapons 
  (such as bows) don't confer the benefit to the projectiles they shoot.
  In addition, all critical hit rolls against evil foes are automatically successful, 
  so every threat is a critical hit. This last effect does not apply to any weapon 
  that already has a magical effect related to critical hits, such as a keen weapon 
  or a vorpal sword.
Blight
  Necromancy
  Level: Drd 4, Sor/Wiz 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Duration: Instantaneous
  Saving Throw: Fortitude half; see text
  Spell Resistance: Yes
  This spell withers a single plant of any size. An affected plant creature takes 
  1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving 
  throw for half damage. A plant that isn't a creature doesn't receive a save 
  and immediately withers and dies.
  This spell has no effect on the soil or surrounding plant life.
Blindness/Deafness
  Necromancy
  Level: Brd 2, Clr 3, Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Permanent (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You call upon the powers of unlife to render the subject blinded or deafened, 
  as you choose.
Blink
  Transmutation
  Level: Brd 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You "blink" back and forth between the Material Plane and the Ethereal 
  Plane. You look as though you're winking in and out of reality very quickly 
  and at random.
  Blinking has several effects, as follows.
  Physical attacks against you have a 50% miss chance, and the Blind-Fight feat 
  doesn't help opponents, since you're ethereal and not merely invisible. If the 
  attack is capable of striking ethereal creatures, the miss chance is only 20% 
  (for concealment).
  If the attacker can see invisible creatures, the miss chance is also only 20%. 
  (For an attacker who can both see and strike ethereal creatures, there is no 
  miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes 
  go ethereal just as you are about to strike.
  Any individually targeted spell has a 50% chance to fail against you while you're 
  blinking unless your attacker can target invisible, ethereal creatures. Your 
  own spells have a 20% chance to activate just as you go ethereal, in which case 
  they typically do not affect the Material Plane.
  While blinking, you take only half damage from area attacks (but full damage 
  from those that extend onto the Ethereal Plane). You strike as an invisible 
  creature (with a +2 bonus on attack rolls), denying your target any Dexterity 
  bonus to AC.
  You take only half damage from falling, since you fall only while you are material.
  While blinking, you can step through (but not see through) solid objects. For 
  each 5 feet of solid material you walk through, there is a 50% chance that you 
  become material. If this occurs, you are shunted off to the nearest open space 
  and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters 
  speed (because movement on the Ethereal Plane is at half speed, and you spend 
  about half your time there and half your time material.)
  Since you spend about half your time on the Ethereal Plane, you can see and 
  even attack ethereal creatures. You interact with ethereal creatures roughly 
  the same way you interact with material ones.
  An ethereal creature is invisible, incorporeal, and capable of moving in any 
  direction, even up or down. As an incorporeal creature, you can move through 
  solid objects, including living creatures.
  An ethereal creature can see and hear the Material Plane, but everything looks 
  gray and insubstantial. Sight and hearing on the Material Plane are limited 
  to 60 feet.
  Force effects and abjurations affect you normally. Their effects extend onto 
  the Ethereal Plane from the Material Plane, but not vice versa. An ethereal 
  creature can't attack material creatures, and spells you cast while ethereal 
  affect only other ethereal things. Certain material creatures or objects have 
  attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures 
  and objects as material.
Blur
  Illusion (Glamer)
  Level: Brd 2,Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject's outline appears blurred, shifting and wavering. This distortion 
  grants the subject concealment (20% miss chance).
  A see invisibility spell does not counteract the blur effect, but a true seeing 
  spell does.
  Opponents that cannot see the subject ignore the spell's effect (though fighting 
  an unseen opponent carries penalties of its own).
Break Enchantment
  Abjuration
  Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 minute
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to one creature per level, all within 30 ft. of each other
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  This spell frees victims from enchantments, transmutations, and curses. Break 
  enchantment can reverse even an instantaneous effect. For each such effect, 
  you make a caster level check (1d20 + caster level, maximum +15) against a DC 
  of 11 + caster level of the effect. Success means that the creature is free 
  of the spell, curse, or effect. For a cursed magic item, the DC is 25.
  If the spell is one that cannot be dispelled by dispel magic, break enchantment 
  works only if that spell is 5th level or lower. 
  If the effect comes from some permanent magic item break enchantment does not 
  remove the curse from the item, but it does frees the victim from the item's 
  effects. 
Bull's Strength
  Transmutation
  Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw:Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, 
  adding the usual benefits to melee attack rolls, melee damage rolls, and other 
  uses of the Strength modifier.
  Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
Bull's Strength, Mass
  Transmutation
  Level: Clr 6, Drd 6, Sor/Wiz 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  This spell functions like bull's strength, except that it affects multiple creatures.
Burning Hands
  Evocation [Fire]
  Level: Fire 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 15 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A cone of searing flame shoots from your fingertips. Any creature in the area 
  of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). 
  Flammable materials burn if the flames touch them. A character can extinguish 
  burning items as a full-round action.
Call Lightning
  Evocation [Electricity]
  Level: Drd 3
  Components: V, S
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One or more 30-ft.-long vertical lines of lightning
  Duration: 1 min./level
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Immediately upon completion of the spell, and once per round thereafter, you 
  may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 
  3d6 points of electricity damage. The bolt of lightning flashes down in a vertical 
  stroke at whatever target point you choose within the spell's range (measured 
  from your position at the time). Any creature in the target square or in the 
  path of the bolt is affected.
  You need not call a bolt of lightning immediately; other actions, even spellcasting, 
  can be performed. However, each round after the first you may use a standard 
  action (concentrating on the spell) to call a bolt. You may call a total number 
  of bolts equal to your caster level (maximum 10 bolts).
  If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot 
  and cloudy conditions, or even a tornado (including a whirlwind formed by a 
  djinni or an air elemental of at least Large size)-each bolt deals 3d10 points 
  of electricity damage instead of 3d6.
  This spell functions indoors or underground but not underwater.
Call Lightning Storm
  Evocation [Electricity]
  Level: Drd 5
  Range: Long (400 ft. + 40 ft./level)
  This spell functions like call lightning, except that each bolt deals 5d6 points 
  of electricity damage (or 5d10 if created outdoors in a stormy area), and you 
  may call a maximum of 15 bolts.
Calm Animals
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Animal 1, Drd 1, Rgr 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Animals within 30 ft. of each other
  Duration: 1 min./level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  This spell soothes and quiets animals, rendering them docile and harmless. Only 
  ordinary animals (those with Intelligence scores of 1 or 2) can be affected 
  by this spell. All the subjects must be of the same kind, and no two may be 
  more than 30 feet apart. The maximum number of Hit Dice of animals you can affect 
  is equal to 2d4 + caster level. A dire animal or an animal trained to attack 
  or guard is allowed a saving throw; other animals are not.
  The affected creatures remain where they are and do not attack or flee. They 
  are not helpless and defend themselves normally if attacked. Any threat breaks 
  the spell on the threatened creatures.
Calm Emotions
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 2, Clr 2, Law 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Creatures in a 20-ft.-radius spread
  Duration: Concentration, up to 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell calms agitated creatures. You have no control over the affected creatures, 
  but calm emotions can stop raging creatures from fighting or joyous ones from 
  reveling. Creatures so affected cannot take violent actions (although they can 
  defend themselves) or do anything destructive. Any aggressive action against 
  or damage dealt to a calmed creature immediately breaks the spell on all calmed 
  creatures.
  This spell automatically suppresses (but does not dispel) any morale bonuses 
  granted by spells such as bless, good hope, and rage, as well as negating a 
  bard's ability to inspire courage or a barbarian's rage ability. It also suppresses 
  any fear effects and removes the confused condition from all targets. While 
  the spell lasts, a suppressed spell or effect has no effect. When the calm emotions 
  spell ends, the original spell or effect takes hold of the creature again, provided 
  that its duration has not expired in the meantime.
Cat's Grace
  Transmutation
  Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The transmuted creature becomes more graceful, agile, and coordinated. The spell 
  grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, 
  Reflex saves, and other uses of the Dexterity modifier.
  Material Component: A pinch of cat fur.
Cat's Grace, Mass
  Transmutation
  Level: Brd 6, Drd 6, Sor/Wiz 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  This spell functions like cat's grace, except that it affects multiple creatures.
Cause Fear
  Necromancy [Fear, Mind-Affecting]
  Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 5 or fewer HD
  Duration: 1d4 rounds or 1 round; see text
  Saving Throw: Will partial
  Spell Resistance: Yes
  The affected creature becomes frightened. If the subject succeeds on a Will 
  save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune 
  to this effect.
  Cause fear counters and dispels remove fear.
Chain Lightning
  Evocation [Electricity]
  Level: Air 6, Sor/Wiz 6
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Targets: One primary target, plus one secondary target/level (each of which 
  must be within 30 ft. of the primary target)
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  This spell creates an electrical discharge that begins as a single stroke commencing 
  from your fingertips. Unlike lightning bolt, chain lightning strikes one object 
  or creature initially, then arcs to other targets.
  The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) 
  to the primary target. After it strikes, lightning can arc to a number of secondary 
  targets equal to your caster level (maximum 20). The secondary bolts each strike 
  one target and deal half as much damage as the primary one did (rounded down).
  Each target can attempt a Reflex saving throw for half damage. You choose secondary 
  targets as you like, but they must all be within 30 feet of the primary target, 
  and no target can be struck more than once. You can choose to affect fewer secondary 
  targets than the maximum.
  Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver 
  pin for each of your caster levels.
Changestaff
  Transmutation
  Level: Drd 7
  Components: V, S, F
  Casting Time: 1 round
  Range: Touch
  Target: Your touched staff
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You change a specially prepared quarterstaff into a Huge treantlike creature, 
  about 24 feet tall. When you plant the end of the staff in the ground and speak 
  a special command to conclude the casting of the spell, your staff turns into 
  a creature that looks and fights just like a treant. The staff-treant defends 
  you and obeys any spoken commands. However, it is by no means a true treant; 
  it cannot converse with actual treants or control trees. If the staff-treant 
  is reduced to 0 or fewer hit points, it crumbles to powder and the staff is 
  destroyed. Otherwise, the staff returns to its normal form when the spell duration 
  expires (or when the spell is dismissed), and it can be used as the focus for 
  another casting of the spell. The staff-treant is always at full strength when 
  created, despite any wounds it may have incurred the last time it appeared.
  Focus: The quarterstaff, which must be specially prepared. The staff must be 
  a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished 
  (a process requiring twenty-eight days).
  You cannot adventure or engage in other strenuous activity during the shaping 
  and carving of the staff.
Chaos Hammer
  Evocation [Chaotic]
  Level: Chaos 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaneous (1d6 rounds); see text
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  You unleash chaotic power to smite your enemies. The power takes the form of 
  a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral 
  (not chaotic) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to 
  lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to 
  lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful 
  Will save reduces the damage by half and negates the slow effect.
  The spell deals only half damage against creatures who are neither lawful nor 
  chaotic, and they are not slowed. Such a creature can reduce the damage by half 
  again (down to one-quarter) with a successful Will save.
Charm Animal
  Enchantment (Charm) [Mind-Affecting]
  Level: Drd 1, Rgr 1
  Target: One animal
  This spell functions like charm person, except that it affects a creature of 
  the animal type.
Charm Monster
  Enchantment (Charm) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4
  Target: One living creature
  Duration: One day/level
  This spell functions like charm person, except that the effect is not restricted 
  by creature type or size.
Charm Monster, Mass
  Enchantment (Charm) [Mind-Affecting]
  Level: Brd 6, Sor/Wiz 8
  Components: V
  Targets: One or more creatures, no two of which can be more than 30 ft. apart
  Duration: One day/level
  This spell functions like charm monster, except that mass charm monster affects 
  a number of creatures whose combined HD do not exceed twice your level, or at 
  least one creature regardless of HD. If there are more potential targets than 
  you can affect, you choose them one at a time until you choose a creature with 
  too many HD.
Charm Person
  Enchantment (Charm) [Mind-Affecting]
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This charm makes a humanoid creature regard you as its trusted friend and ally 
  (treat the target's attitude as friendly). If the creature is currently being 
  threatened or attacked by you or your allies, however, it receives a +5 bonus 
  on its saving throw.
  The spell does not enable you to control the charmed person as if it were an 
  automaton, but it perceives your words and actions in the most favorable way. 
  You can try to give the subject orders, but you must win an opposed Charisma 
  check to convince it to do anything it wouldn't ordinarily do. (Retries are 
  not allowed.) An affected creature never obeys suicidal or obviously harmful 
  orders, but it might be convinced that something very dangerous is worth doing. 
  Any act by you or your apparent allies that threatens the charmed person breaks 
  the spell. You must speak the person's language to communicate your commands, 
  or else be good at pantomiming.
Chill Metal
  Transmutation [Cold]
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Metal equipment of one creature per two levels, no two of which can 
  be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more 
  than 30 ft. away from any of the rest
  Duration: 7 rounds
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no 
  saving throw. Magical metal is allowed a saving throw against the spell. An 
  item in a creature's possession uses the creature's saving throw bonus unless 
  its own is higher.
  A creature takes cold damage if its equipment is chilled. It takes full damage 
  if its armor is affected or if it is holding, touching, wearing, or carrying 
  metal weighing one-fifth of its weight. The creature takes minimum damage (1 
  point or 2 points; see the table) if it's not wearing metal armor and the metal 
  that it's carrying weighs less than one-fifth of its weight.
  On the first round of the spell, the metal becomes chilly and uncomfortable 
  to touch but deals no damage. The same effect also occurs on the last round 
  of the spell's duration. During the second (and also the next-to-last) round, 
  icy coldness causes pain and damage. In the third, fourth, and fifth rounds, 
  the metal is freezing cold, causing more damage, as shown on the table below.
| Round | Metal Temperature | Damage | 
| 1 | Cold | None | 
| 2 | Icy | 1d4 Points | 
| 3-5 | Freezing | 2d4 Points | 
| 6 | Icy | 1d4 Points | 
| 7 | Cold | None | 
  Any heat intense enough to damage the creature negates cold damage from the 
  spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals 
  no damage, but ice immediately forms around the affected metal, making it more 
  buoyant.
  Chill metal counters and dispels heat metal.
Chill Touch
  Necromancy
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: Creature or creatures touched (up to one/level)
  Duration: Instantaneous
  Saving Throw: Fortitude partial or Will negates; see text
  Spell Resistance: Yes
  A touch from your hand, which glows with blue energy, disrupts the life force 
  of living creatures. Each touch channels negative energy that deals 1d6 points 
  of damage. The touched creature also takes 1 point of Strength damage unless 
  it makes a successful Fortitude saving throw. You can use this melee touch attack 
  up to one time per level.
  An undead creature you touch takes no damage of either sort, but it must make 
  a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round 
  per caster level.
Circle of Death
  Necromancy [Death]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several living creatures within a 40-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  A circle of death snuffs out the life force of living creatures, killing them 
  instantly.
  The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). 
  Creatures with the fewest HD are affected first; among creatures with equal 
  HD, those who are closest to the burst's point of origin are affected first. 
  No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient 
  to affect a creature are wasted.
  Material Component: The powder of a crushed black pearl with a minimum value 
  of 500 gp.
Clairaudience/Clairvoyance
  Divination (Scrying)
  Level: Brd 3, Knowledge 3, Sor/Wiz 3
  Components: V, S, F/DF
  Casting Time: 10 minutes
  Range: Long (400 ft. + 40 ft./level)
  Effect: Magical sensor
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  Clairaudience/clairvoyance creates an invisible magical sensor at a specific 
  location that enables you to hear or see (your choice) almost as if you were 
  there. You don't need line of sight or line of effect, but the locale must be 
  known-a place familiar to you or an obvious one. Once you have selected the 
  locale, the sensor doesn't move, but you can rotate it in all directions to 
  view the area as desired. Unlike other scrying spells, this spell does not allow 
  magically or supernaturally enhanced senses to work through it. If the chosen 
  locale is magically dark, you see nothing. If it is naturally pitch black, you 
  can see in a 10- foot radius around the center of the spell's effect. Clairaudience/clairvoyance 
  functions only on the plane of existence you are currently occupying.
  Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).
Clenched Fist
  Evocation [Force]
  Level: Sor/Wiz 8, Strength 8
  Components: V, S, F/DF
  This spell functions like interposing hand, except that the hand can interpose 
  itself, push, or strike one opponent that you select. The floating hand can 
  move as far as 60 feet and can attack in the same round. Since this hand is 
  directed by you, its ability to notice or attack invisible or concealed creatures 
  is no better than yours.
  The hand attacks once per round, and its attack bonus equals your caster level 
  + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or 
  sorcerer, respectively), +11 for the hand's Strength score (33), -1 for being 
  Large. The hand deals 1d8+11 points of damage on each attack, and any creature 
  struck must make a Fortitude save (against this spell's save DC) or be stunned 
  for 1 round. Directing the spell to a new target is a move action.
  The clenched fist can also interpose itself as interposing hand does, or it 
  can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength 
  check.
  Clerics who cast this spell name it for their deities.
  Arcane Focus: A leather glove.
Cloak of Chaos
  Abjuration [Chaotic]
  Level: Chaos 8, Clr 8
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 20 ft.
  Targets: One creature/level in a 20-ft.-radius burst centered on you
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: Yes (harmless)
  A random pattern of color surrounds the subjects, protecting them from attacks, 
  granting them resistance to spells cast by lawful creatures, and causing lawful 
  creatures that strike the subjects to become confused. This abjuration has four 
  effects.
  First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance 
  bonus on saves. Unlike protection from law, the benefit of this spell applies 
  against all attacks, not just against attacks by lawful creatures.
  Second, each warded creature gains spell resistance 25 against lawful spells 
  and spells cast by lawful creatures.
  Third, the abjuration blocks possession and mental influence, just as protection 
  from law does.
  Finally, if a lawful creature succeeds on a melee attack against a warded creature, 
  the offending attacker is confused for 1 round (Will save negates, as with the 
  confusion spell, but against the save DC of cloak of chaos).
  Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment 
  from a chaotic text. The reliquary costs at least 500 gp.
Clone
  Necromancy
  Level: Sor/Wiz 8
  Components: V, S, M, F
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: One clone
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell makes an inert duplicate of a creature. If the original individual 
  has been slain, its soul immediately transfers to the clone, creating a replacement 
  (provided that the soul is free and willing to return). The original's physical 
  remains, should they still exist, become inert and cannot thereafter be restored 
  to life. If the original creature has reached the end of its natural life span 
  (that is, it has died of natural causes), any cloning attempt fails.
  To create the duplicate, you must have a piece of flesh (not hair, nails, scales, 
  or the like) with a volume of at least 1 cubic inch that was taken from the 
  original creature's living body. The piece of flesh need not be fresh, but it 
  must be kept from rotting. Once the spell is cast, the duplicate must be grown 
  in a laboratory for 2d4 months.
  When the clone is completed, the original's soul enters it immediately, if that 
  creature is already dead. The clone is physically identical with the original 
  and possesses the same personality and memories as the original. In other respects, 
  treat the clone as if it were the original character raised from the dead, including 
  the loss of one level or 2 points of Constitution (if the original was a 1st-level 
  character). If this Constitution adjustment would give the clone a Constitution 
  score of 0, the spell fails. If the original creature has lost levels since 
  the flesh sample was taken and died at a lower level than the clone would otherwise 
  be, the clone is one level below the level at which the original died.
  The spell duplicates only the original's body and mind, not its equipment.
  A duplicate can be grown while the original still lives, or when the original 
  soul is unavailable, but the resulting body is merely a soulless bit of inert 
  flesh, which rots if not preserved.
  Material Component: The piece of flesh and various laboratory supplies (cost 
  1,000 gp).
  Focus: Special laboratory equipment (cost 500 gp).
Cloudkill
  Conjuration (Creation)
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cloud spreads in 20-ft. radius, 20 ft. high
  Duration: 1 min./level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: No
  This spell generates a bank of fog, similar to a fog cloud, except that its 
  vapors are yellowish green and poisonous. These vapors automatically kill any 
  living creature with 3 or fewer HD (no save). A living creature with 4 to 6 
  HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 
  points of Constitution damage on your turn each round while in the cloud).
  A living creature with 6 or more HD takes 1d4 points of Constitution damage 
  on your turn each round while in the cloud (a successful Fortitude save halves 
  this damage). Holding one's breath doesn't help, but creatures immune to poison 
  are unaffected by the spell.
  Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, 
  rolling along the surface of the ground.
  Figure out the cloud's new spread each round based on its new point of origin, 
  which is 10 feet farther away from the point of origin where you cast the spell.
  Because the vapors are heavier than air, they sink to the lowest level of the 
  land, even pouring down den or sinkhole openings. It cannot penetrate liquids, 
  nor can it be cast underwater.
Color Spray
  Illusion (Pattern) [Mind-Affecting]
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 15 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous; see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  A vivid cone of clashing colors springs forth from your hand, causing creatures 
  to become stunned, perhaps also blinded, and possibly knocking them unconscious.
  Each creature within the cone is affected according to its Hit Dice.
  2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, 
  then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only 
  living creatures are knocked unconscious.)
  3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned 
  for 1 round.
  5 or more HD: The creature is stunned for 1 round.
  Sightless creatures are not affected by color spray.
  Material Component: A pinch each of powder or sand that is colored red, yellow, 
  and blue.
Command
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
  Level: Clr 1
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  You give the subject a single command, which it obeys to the best of its ability 
  at its earliest opportunity. You may select from the following options.
  Approach: On its turn, the subject moves toward you as quickly and directly 
  as possible for 1 round. The creature may do nothing but move during its turn, 
  and it provokes attacks of opportunity for this movement as normal.
  Drop: On its turn, the subject drops whatever it is holding. It can't pick up 
  any dropped item until its next turn.
  Fall: On its turn, the subject falls to the ground and remains prone for 1 round. 
  It may act normally while prone but takes any appropriate penalties.
  Flee: On its turn, the subject moves away from you as quickly as possible for 
  1 round. It may do nothing but move during its turn, and it provokes attacks 
  of opportunity for this movement as normal.
  Halt: The subject stands in place for 1 round. It may not take any actions but 
  is not considered helpless.
  If the subject can't carry out your command on its next turn, the spell automatically 
  fails.
Command, Greater
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
  Level: Clr 5
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  Duration: 1 round/level
  This spell functions like command, except that up to one creature per level 
  may be affected, and the activities continue beyond 1 round. At the start of 
  each commanded creature's action after the first, it gets another Will save 
  to attempt to break free from the spell. Each creature must receive the same 
  command.
Command Plants
  Transmutation
  Level: Drd 4, Plant 4, Rgr 3
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 
  30 ft. apart
  Duration: One day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell allows you some degree of control over one or more plant creatures. 
  Affected plant creatures can understand you, and they perceive your words and 
  actions in the most favorable way (treat their attitude as friendly). They will 
  not attack you while the spell lasts. You can try to give a subject orders, 
  but you must win an opposed Charisma check to convince it to do anything it 
  wouldn't ordinarily do. (Retries are not allowed.) A commanded plant never obeys 
  suicidal or obviously harmful orders, but it might be convinced that something 
  very dangerous is worth doing.
  You can affect a number of plant creatures whose combined level or HD do not 
  exceed twice your level.
Command Undead
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One undead creature
  Duration: One day/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  This spell allows you some degree of control over an undead creature. Assuming 
  the subject is intelligent, it perceives your words and actions in the most 
  favorable way (treat its attitude as friendly). It will not attack you while 
  the spell lasts. You can try to give the subject orders, but you must win an 
  opposed Charisma check to convince it to do anything it wouldn't ordinarily 
  do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal 
  or obviously harmful orders, but it might be convinced that something very dangerous 
  is worth doing.
  A nonintelligent undead creature gets no saving throw against this spell. When 
  you control a mindless being, you can communicate only basic commands, such 
  as "come here," "go there," "fight," "stand 
  still," and so on. Nonintelligent undead won't resist suicidal or obviously 
  harmful orders.
  Any act by you or your apparent allies that threatens the commanded undead (regardless 
  of its Intelligence) breaks the spell.
  Your commands are not telepathic. The undead creature must be able to hear you.
  Material Component: A shred of raw meat and a splinter of bone.
Commune
  Divination
  Level: Clr 5
  Components: V, S, M, DF, XP
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: 1 round/level
  You contact your deity-or agents thereof -and ask questions that can be answered 
  by a simple yes or no. (A cleric of no particular deity contacts a philosophically 
  allied deity.) You are allowed one such question per caster level. The answers 
  given are correct within the limits of the entity's knowledge. "Unclear" 
  is a legitimate answer, because powerful beings of the Outer Planes are not 
  necessarily omniscient. In cases where a one-word answer would be misleading 
  or contrary to the deity's interests, a short phrase (five words or less) may 
  be given as an answer instead.
  The spell, at best, provides information to aid character decisions. The entities 
  contacted structure their answers to further their own purposes. If you lag, 
  discuss the answers, or go off to do anything else, the spell ends.
  Material Component: Holy (or unholy) water and incense.
  XP Cost: 100 XP.
Commune with Nature
  Divination
  Level: Animal 5, Drd 5, Rgr 4
  Components: V, S
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  You become one with nature, attaining knowledge of the surrounding territory. 
  You instantly gain knowledge of as many as three facts from among the following 
  subjects: the ground or terrain, plants, minerals, bodies of water, people, 
  general animal population, presence of woodland creatures, presence of powerful 
  unnatural creatures, or even the general state of the natural setting.
  In outdoor settings, the spell operates in a radius of 1 mile per caster level. 
  In natural underground settings-caves, caverns, and the like-the radius is limited 
  to 100 feet per caster level. The spell does not function where nature has been 
  replaced by construction or settlement, such as in dungeons and towns.
Comprehend Languages
  Divination
  Level: Brd 1, Clr 1, Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  You can understand the spoken words of creatures or read otherwise incomprehensible 
  written messages. In either case, you must touch the creature or the writing. 
  The ability to read does not necessarily impart insight into the material, merely 
  its literal meaning. The spell enables you to understand or read an unknown 
  language, not speak or write it.
  Written material can be read at the rate of one page (250 words) per minute. 
  Magical writing cannot be read, though the spell reveals that it is magical. 
  This spell can be foiled by certain warding magic (such as the secret page and 
  illusory script spells). It does not decipher codes or reveal messages concealed 
  in otherwise normal text.
  Comprehend languages can be made permanent with a permanency spell.
  Arcane Material Component: A pinch of soot and a few grains of salt.
Cone of Cold
  Evocation [Cold]
  Level: Sor/Wiz 5, Water 6
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Cone of cold creates an area of extreme cold, originating at your hand and extending 
  outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster 
  level (maximum 15d6).
  Arcane Material Component: A very small crystal or glass cone.
Confusion
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4, Trickery 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: All creatures in a 15-ft. radius burst
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes the targets to become confused, making them unable to independently 
  determine what they will do.
  Roll on the following table at the beginning of each subject's turn each round 
  to see what the subject does in that round.
  d% Behavior
  01-10 Attack caster with melee or ranged weapons (or close with caster if attack 
  is not possible).
  11-20 Act normally.
  21-50 Do nothing but babble incoherently.
  51-70 Flee away from caster at top possible speed.
  71-100 Attack nearest creature (for this purpose, a familiar counts as part 
  of the subject's self).
  A confused character who can't carry out the indicated action does nothing but 
  babble incoherently. Attackers are not at any special advantage when attacking 
  a confused character. Any confused character who is attacked automatically attacks 
  its attackers on its next turn, as long as it is still confused when its turn 
  comes. Note that a confused character will not make attacks of opportunity against 
  any creature that it is not already devoted to attacking (either because of 
  its most recent action or because it has just been attacked).
  Arcane Material Component: A set of three nut shells.
Confusion, Lesser
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1
  Components: V, S, DF
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round
  This spell causes a single creature to become confused for 1 round. See the 
  confusion spell, above, to determine the exact effect on the subject.
Consecrate
  Evocation [Good]
  Level: Clr 2
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation
  Duration: 2 hours/level
  Saving Throw: None
  Spell Resistance: No
  This spell blesses an area with positive energy. Each Charisma check made to 
  turn undead within this area gains a +3 sacred bonus. Every undead creature 
  entering a consecrated area suffers minor disruption, giving it a -1 penalty 
  on attack rolls, damage rolls, and saves. Undead cannot be created within or 
  summoned into a consecrated area.
  If the consecrated area contains an altar, shrine, or other permanent fixture 
  dedicated to your deity, pantheon, or aligned higher power, the modifiers given 
  above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead 
  in the area). You cannot consecrate an area with a similar fixture of a deity 
  other than your own patron.
  If the area does contain an altar, shrine, or other permanent fixture of a deity, 
  pantheon, or higher power other than your patron, the consecrate spell instead 
  curses the area, cutting off its connection with the associated deity or power. 
  This secondary function, if used, does not also grant the bonuses and penalties 
  relating to undead, as given above.
  Consecrate counters and dispels desecrate.
  Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver 
  dust, all of which must be sprinkled around the area.
Contact Other Plane
  Divination
  Level: Sor/Wiz 5
  Components: V
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Concentration
  You send your mind to another plane of existence (an Elemental Plane or some 
  plane farther removed) in order to receive advice and information from powers 
  there. (See the accompanying table for possible consequences and results of 
  the attempt.) The powers reply in a language you understand, but they resent 
  such contact and give only brief answers to your questions. (All questions are 
  answered with "yes," "no," "maybe," "never," 
  "irrelevant," or some other one-word answer.)
  You must concentrate on maintaining the spell (a standard action) in order to 
  ask questions at the rate of one per round. A question is answered by the power 
  during the same round. For every two caster levels, you may ask one question.
  Contact with minds far removed from your home plane increases the probability 
  that you will incur a decrease to Intelligence and Charisma, but the chance 
  of the power knowing the answer, as well as the probability of the entity answering 
  correctly, are likewise increased by moving to distant planes.
  Once the Outer Planes are reached, the power of the deity contacted determines 
  the effects. (Random results obtained from the table are subject to the personalities 
  of individual deities.)
  On rare occasions, this divination may be blocked by an act of certain deities 
  or forces.
  Plane Contacted Avoid Int/Cha Decrease True Answer Don't Know Lie Random Answer
  Elemental Plane DC 7/1 week 01-34 35-62 63-83 84-100
  (appropriate) (DC 7/1 week) (01-68) (69-75) (76-98) (99-100)
  Positive/Negative Energy Plane DC 8/1 week 01-39 40-65 66-86 87-100
  Astral Plane DC 9/1 week 01-44 45-67 68-88 89-100
  Outer Plane, demideity DC 10/2 weeks 01-49 50-70 71-91 92-100
  Outer Plane, lesser deity DC 12/3 weeks 01-60 61-75 76-95 96-100
  Outer Plane, intermediate deity DC 14/4 weeks 01-73 74-81 82-98 99-100
  Outer Plane, greater deity DC 16/5 weeks 01-88 89-90 91-99 100
  Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this 
  DC to avoid a decrease in Intelligence and Charisma. If the check fails, your 
  Intelligence and Charisma scores each fall to 8 for the stated duration, and 
  you become unable to cast arcane spells. If you lose Intelligence and Charisma, 
  the effect strikes as soon as the first question is asked, and no answer is 
  received. (The entries in parentheses are for questions that pertain to the 
  appropriate Elemental Plane.)
  Results of a Successful Contact: d% is rolled for the result shown on the table:
  True Answer: You get a true, one-word answer. Questions that cannot be answered 
  in this way are answered randomly.
  Don't Know: The entity tells you that it doesn't know.
  Lie: The entity intentionally lies to you.
  Random Answer: The entity tries to lie but doesn't know the answer, so it makes 
  one up.
Contagion
  Necromancy [Evil]
  Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject contracts a disease selected from the table below, which strikes 
  immediately (no incubation period). The DC noted is for the subsequent saves 
  (use contagion's normal save DC for the initial saving throw).
  Disease DC Damage
  Blinding sickness 16 1d4 Str1
  Cackle fever 16 1d6 Wis
  Filth fever 12 1d3 Dex and 1d3 Con
  Mindfire 12 1d4 Int
  Red ache 15 1d6 Str
  Shakes 13 1d8 Dex
  Slimy doom 14 1d4 Con
  1 Each time a victim takes 2 or more points of Strength damage from blinding 
  sickness, he or she must make another Fortitude save (using the disease's save 
  DC) or be permanently blinded.
Contingency
  Evocation
  Level: Sor/Wiz 6
  Components: V, S, M, F
  Casting Time: At least 10 minutes; see text
  Range: Personal
  Target: You
  Duration: One day/level (D) or until discharged
  You can place another spell upon your person so that it comes into effect under 
  some condition you dictate when casting contingency. The contingency spell and 
  the companion spell are cast at the same time. The 10-minute casting time is 
  the minimum total for both castings; if the companion spell has a casting time 
  longer than 10 minutes, use that instead.
  The spell to be brought into effect by the contingency must be one that affects 
  your person and be of a spell level no higher than one-third your caster level 
  (rounded down, maximum 6th level).
  The conditions needed to bring the spell into effect must be clear, although 
  they can be general. In all cases, the contingency immediately brings into effect 
  the companion spell, the latter being "cast" instantaneously when 
  the prescribed circumstances occur. If complicated or convoluted conditions 
  are prescribed, the whole spell combination (contingency and the companion magic) 
  may fail when called on. The companion spell occurs based solely on the stated 
  conditions, regardless of whether you want it to.
  You can use only one contingency spell at a time; if a second is cast, the first 
  one (if still active) is dispelled.
  Material Component: That of the companion spell, plus quicksilver and an eyelash 
  of an ogre mage, rakshasa, or similar spell-using creature.
  Focus: A statuette of you carved from elephant ivory and decorated with gems 
  (worth at least 1,500 gp). You must carry the focus for the contingency to work.
Continual Flame
  Evocation [Light]
  Level: Clr 3, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Effect: Magical, heatless flame
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  A flame, equivalent in brightness to a torch, springs forth from an object that 
  you touch. The effect looks like a regular flame, but it creates no heat and 
  doesn't use oxygen. A continual flame can be covered and hidden but not smothered 
  or quenched.
  Light spells counter and dispel darkness spells of an equal or lower level.
  Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is 
  to carry the flame.
Control Plants
  Transmutation
  Level: Drd 8, Plant 8
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 
  30 ft. apart
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: No
  This spell enables you to control the actions of one or more plant creatures 
  for a short period of time. You command the creatures by voice and they understand 
  you, no matter what language you speak. Even if vocal communication is impossible 
  the controlled plants do not attack you. At the end of the spell, the subjects 
  revert to their normal behavior.
  Suicidal or self-destructive commands are simply ignored.
Control Undead
  Necromancy
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 
  30 ft. apart
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell enables you to command undead creatures for a short period of time. 
  You command them by voice and they understand you, no matter what language you 
  speak. Even if vocal communication is impossible the controlled undead do not 
  attack you. At the end of the spell, the subjects revert to their normal behavior.
  Intelligent undead creatures remember that you controlled them.
  Material Component: A small piece of bone and a small piece of raw meat.
Control Water
  Transmutation [Water]
  Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
  Duration: 10 min./level (D)
  Saving Throw: None; see text
  Spell Resistance: No
  Depending on the version you choose, the control water spell raises or lowers 
  water.
  Lower Water: This causes water or similar liquid to reduce its depth by as much 
  as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered 
  within a squarish depression whose sides are up to caster level x 10 feet long. 
  In extremely large and deep bodies of water, such as a deep ocean, the spell 
  creates a whirlpool that sweeps ships and similar craft downward, putting them 
  at risk and rendering them unable to leave by normal movement for the duration 
  of the spell. When cast on water elementals and other water-based creatures, 
  this spell acts as a slow spell (Will negates). The spell has no effect on other 
  creatures.
  Raise Water: This causes water or similar liquid to rise in height, just as 
  the lower water version causes it to lower. Boats raised in this way slide down 
  the sides of the hump that the spell creates. If the area affected by the spell 
  includes riverbanks, a beach, or other land nearby, the water can spill over 
  onto dry land.
  With either version, you may reduce one horizontal dimension by half and double 
  the other horizontal dimension.
  Arcane Material Component: A drop of water (for raise water) or a pinch of dust 
  (for lower water).
Control Weather
  Transmutation
  Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7
  Components: V, S
  Casting Time: 10 minutes; see text
  Range: 2 miles
  Area: 2-mile-radius circle, centered on you; see text
  Duration: 4d12 hours; see text
  Saving Throw: None
  Spell Resistance: No
  You change the weather in the local area. It takes 10 minutes to cast the spell 
  and an additional 10 minutes for the effects to manifest. You can call forth 
  weather appropriate to the climate and season of the area you are in.
  Season Possible Weather
  Spring Tornado, thunderstorm, sleet storm, or hot weather
  Summer Torrential rain, heat wave, or hailstorm
  Autumn Hot or cold weather, fog, or sleet
  Winter Frigid cold, blizzard, or thaw
  Late winter Hurricane-force winds or early spring (coastal area)
  You control the general tendencies of the weather, such as the direction and 
  intensity of the wind. You cannot control specific applications of the weather-where 
  lightning strikes, for example, or the exact path of a tornado. When you select 
  a certain weather condition to occur, the weather assumes that condition 10 
  minutes later (changing gradually, not abruptly). The weather continues as you 
  left it for the duration, or until you use a standard action to designate a 
  new kind of weather (which fully manifests itself 10 minutes later). Contradictory 
  conditions are not possible simultaneously.
  Control weather can do away with atmospheric phenomena (naturally occurring 
  or otherwise) as well as create them.
  A druid casting this spell doubles the duration and affects a circle with a 
  3-mile radius.
Control Winds
  Transmutation [Air]
  Level: Air 5, Drd 5
  Components: V, S
  Casting Time: 1 standard action
  Range: 40 ft./level
  Area: 40 ft./level radius cylinder 40 ft. high
  Duration: 10 min./level
  Saving Throw: Fortitude negates
  Spell Resistance: No
  You alter wind force in the area surrounding you. You can make the wind blow 
  in a certain direction or manner, increase its strength, or decrease its strength. 
  The new wind direction and strength persist until the spell ends or until you 
  choose to alter your handiwork, which requires concentration. You may create 
  an "eye" of calm air up to 80 feet in diameter at the center of the 
  area if you so desire, and you may choose to limit the area to any cylindrical 
  area less than your full limit.
  Wind Direction: You may choose one of four basic wind patterns to function over 
  the spell's area.
  o A downdraft blows from the center outward in equal strength in all directions.
  o An updraft blows from the outer edges in toward the center in equal strength 
  from all directions, veering upward before impinging on the eye in the center.
  o A rotation causes the winds to circle the center in clockwise or counterclockwise 
  fashion.
  o A blast simply causes the winds to blow in one direction across the entire 
  area from one side to the other.
  Wind Strength: For every three caster levels, you can increase or decrease wind 
  strength by one level. Each round on your turn, a creature in the wind must 
  make a Fortitude save or suffer the effect of being in the windy area.
  Strong winds (21+ mph) make sailing difficult.
  A severe wind (31+ mph) causes minor ship and building damage.
  A windstorm (51+ mph) drives most flying creatures from the skies, uproots small 
  trees, knocks down light wooden structures, tears off roofs, and endangers ships.
  Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even 
  large trees, and cause most ships to founder.
  A tornado (175+ mph) destroys all nonfortified buildings and often uproots large 
  trees.
Create Food and Water
  Conjuration (Creation)
  Level: Clr 3
  Components: V, S
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Food and water to sustain three humans or one horse/level for 24 hours
  Duration: 24 hours; see text
  Saving Throw: None
  Spell Resistance: No
  The food that this spell creates is simple fare of your choice-highly nourishing, 
  if rather bland. Food so created decays and becomes inedible within 24 hours, 
  although it can be kept fresh for another 24 hours by casting a purify food 
  and water spell on it. The water created by this spell is just like clean rain 
  water, and it doesn't go bad as the food does.
Create Greater Undead
  Necromancy [Evil]
  Level: Clr 8, Death 8, Sor/Wiz 8
  This spell functions like create undead, except that you can create more powerful 
  and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. 
  The type or types of undead you can create is based on your caster level, as 
  shown on the table below.
  Caster Level Undead Created
  15th or lower Shadow
  16th-17th Wraith
  18th-19th Spectre
  20th or higher Devourer
Create Undead
  Necromancy [Evil]
  Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One corpse
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  A much more potent spell than animate dead, this evil spell allows you to create 
  more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type 
  or types of undead you can create is based on your caster level, as shown on 
  the table below.
  Caster Level Undead Created
  11th or lower Ghoul
  12th-14th Ghast
  15th-17th Mummy
  18th or higher Mohrg
  You may create less powerful undead than your level would allow if you choose. 
  Created undead are not automatically under the control of their animator. If 
  you are capable of commanding undead, you may attempt to command the undead 
  creature as it forms.
  This spell must be cast at night.
  Material Component: A clay pot filled with grave dirt and another filled with 
  brackish water. The spell must be cast on a dead body. You must place a black 
  onyx gem worth at least 50 gp per HD of the undead to be created into the mouth 
  or eye socket of each corpse. The magic of the spell turns these gems into worthless 
  shells.
Create Water
  Conjuration (Creation) [Water]
  Level: Clr 0, Drd 0, Pal 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Up to 2 gallons of water/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell generates wholesome, drinkable water, just like clean rain water. 
  Water can be created in an area as small as will actually contain the liquid, 
  or in an area three times as large-possibly creating a downpour or filling many 
  small receptacles.
  Note: Conjuration spells can't create substances or objects within a creature. 
  Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 
  8 gallons and weighs about 60 pounds.
Creeping Doom
  Conjuration (Summoning)
  Level: Drd 7
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
  Effect: One swarm of centipedes per two levels
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: No
  When you utter the spell of creeping doom, you call forth a mass of centipede 
  swarms (one per two caster levels, to a maximum of ten swarms at 20th level), 
  which need not appear adjacent to one another.
  You may summon the centipede swarms so that they share the area of other creatures. 
  The swarms remain stationary, attacking any creatures in their area, unless 
  you command the creeping doom to move (a standard action). As a standard action, 
  you can command any number of the swarms to move toward any prey within 100 
  feet of you. You cannot command any swarm to move more than 100 feet away from 
  you, and if you move more than 100 feet from any swarm, that swarm remains stationary, 
  attacking any creatures in its area (but it can be commanded again if you move 
  within 100 feet).
Crushing Despair
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  An invisible cone of despair causes great sadness in the subjects. Each affected 
  creature takes a -2 penalty on attack rolls, saving throws, ability checks, 
  skill checks, and weapon damage rolls.
  Crushing despair counters and dispels good hope.
  Material Component: A vial of tears.
Crushing Hand
  Evocation [Force]
  Level: Sor/Wiz 9, Strength 9
  Components: V, S, M, F/DF
  This spell functions like interposing hand, except that the hand can interpose 
  itself, push, or crush one opponent that you select.
  The crushing hand can grapple an opponent like grasping hand does. Its grapple 
  bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier 
  (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength 
  score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, 
  not nonlethal) on each successful grapple check against an opponent.
  The crushing hand can also interpose itself as interposing hand does, or it 
  can bull rush an opponent as forceful hand does, but at a +18 bonus.
  Directing the spell to a new target is a move action.
  Clerics who cast this spell name it for their deities.
  Arcane Material Component: The shell of an egg.
  Arcane Focus: A glove of snakeskin.
Cure Critical Wounds
  Conjuration (Healing)
  Level: Brd 4, Clr 4, Drd 5, Healing 4
  This spell functions like cure light wounds, except that it cures 4d8 points 
  of damage +1 point per caster level (maximum +20).
Cure Critical Wounds, Mass
  Conjuration (Healing)
  Level: Clr 8, Drd 9, Healing 8
  This spell functions like mass cure light wounds, except that it cures 4d8 points 
  of damage +1 point per caster level (maximum +40).
Cure Light Wounds
  Conjuration (Healing)
  Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless); see text
  When laying your hand upon a living creature, you channel positive energy that 
  cures 1d8 points of damage +1 point per caster level (maximum +5).
  Since undead are powered by negative energy, this spell deals damage to them 
  instead of curing their wounds. An undead creature can apply spell resistance, 
  and can attempt a Will save to take half damage.
Cure Light Wounds, Mass
  Conjuration (Healing)
  Level: Brd 5, Clr 5, Drd 6, Healing 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/level, no two of which can be more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Will half (harmless) or Will half; see text
  Spell Resistance: Yes (harmless) or Yes; see text
  You channel positive energy to cure 1d8 points of damage +1 point per caster 
  level (maximum +25) in each selected creature.
  Like other cure spells, mass cure light wounds deals damage to undead in its 
  area rather than curing them. Each affected undead may attempt a Will save for 
  half damage.
Cure Minor Wounds
  Conjuration (Healing)
  Level: Clr 0, Drd 0
  This spell functions like cure light wounds, except that it cures only 1 point 
  of damage.
Cure Moderate Wounds
  Conjuration (Healing)
  Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
  This spell functions like cure light wounds, except that it cures 2d8 points 
  of damage +1 point per caster level (maximum +10).
Cure Moderate Wounds, Mass
  Conjuration (Healing)
  Level: Brd 6, Clr 6, Drd 7
  This spell functions like mass cure light wounds, except that it cures 2d8 points 
  of damage +1 point per caster level (maximum +30).
Cure Serious Wounds
  Conjuration (Healing)
  Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
  This spell functions like cure light wounds, except that it cures 3d8 points 
  of damage +1 point per caster level (maximum +15).
Cure Serious Wounds, Mass
  Conjuration (Healing)
  Level: Clr 7, Drd 8
  This spell functions like mass cure light wounds, except that it cures 3d8 points 
  of damage +1 point per caster level (maximum +35).
Curse Water
  Necromancy [Evil]
  Level: Clr 1
  Components: V, S, M
  Casting Time: 1 minute
  Range: Touch
  Target: Flask of water touched
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This spell imbues a flask (1 pint) of water with negative energy, turning it 
  into unholy water. Unholy water damages good outsiders the way holy water damages 
  undead and evil outsiders.
  Material Component: 5 pounds of powdered silver (worth 25 gp).
Dancing Lights
  Evocation [Light]
  Level: Brd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Up to four lights, all within a 10- ft.-radius area
  Duration: 1 minute (D)
  Saving Throw: None
  Spell Resistance: No
  Depending on the version selected, you create up to four lights that resemble 
  lanterns or torches (and cast that amount of light), or up to four glowing spheres 
  of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid 
  shape. The dancing lights must stay within a 10-foot-radius area in relation 
  to each other but otherwise move as you desire (no concentration required): 
  forward or back, up or down, straight or turning corners, or the like. The lights 
  can move up to 100 feet per round. A light winks out if the distance between 
  you and it exceeds the spell's range.
  Dancing lights can be made permanent with a permanency spell.
Darkness
  Evocation [Darkness]
  Level: Brd 2, Clr 2, Sor/Wiz 2
  Components: V, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell causes an object to radiate shadowy illumination out to a 20-foot 
  radius. All creatures in the area gain concealment (20% miss chance). Even creatures 
  that can normally see in such conditions (such as with darkvision or low-light 
  vision) have the miss chance in an area shrouded in magical darkness.
  Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening 
  the area, as are light spells of lower level. Higher level light spells are 
  not affected by darkness.
  If darkness is cast on a small object that is then placed inside or under a 
  lightproof covering, the spell's effect is blocked until the covering is removed.
  Darkness counters or dispels any light spell of equal or lower spell level.
  Arcane Material Component: A bit of bat fur and either a drop of pitch or a 
  piece of coal.
Darkvision
  Transmutation
  Level: Rgr 3, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains the ability to see 60 feet even in total darkness. Darkvision 
  is black and white only but otherwise like normal sight. Darkvision does not 
  grant one the ability to see in magical darkness.
  Darkvision can be made permanent with a permanency spell.
  Material Component: Either a pinch of dried carrot or an agate.
Daylight
  Evocation [Light]
  Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  The object touched sheds light as bright as full daylight in a 60-foot radius, 
  and dim light for an additional 60 feet beyond that. Creatures that take penalties 
  in bright light also take them while within the radius of this magical light. 
  Despite its name, this spell is not the equivalent of daylight for the purposes 
  of creatures that are damaged or destroyed by bright light.
  If daylight is cast on a small object that is then placed inside or under a 
  light- proof covering, the spell's effects are blocked until the covering is 
  removed.
  Daylight brought into an area of magical darkness (or vice versa) is temporarily 
  negated, so that the otherwise prevailing light conditions exist in the overlapping 
  areas of effect.
  Daylight counters or dispels any darkness spell of equal or lower level, such 
  as darkness.
Daze
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 0, Sor/Wiz 0
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature of 4 HD or less
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit 
  Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. 
  A dazed subject is not stunned, so attackers get no special advantage against 
  it.
  Material Component: A pinch of wool or similar substance.
Daze Monster
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 2, Sor/Wiz 2
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature of 6 HD or less
  This spell functions like daze, but daze monster can affect any one living creature 
  of any type. Creatures of 7 or more HD are not affected.
Death Knell
  Necromancy [Death, Evil]
  Level: Clr 2, Death 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous/10 minutes per HD of subject; see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  You draw forth the ebbing life force of a creature and use it to fuel your own 
  power. Upon casting this spell, you touch a living creature that has -1 or fewer 
  hit points. If the subject fails its saving throw, it dies, and you gain 1d8 
  temporary hit points and a +2 bonus to Strength. Additionally, your effective 
  caster level goes up by +1, improving spell effects dependent on caster level. 
  (This increase in effective caster level does not grant you access to more spells.) 
  These effects last for 10 minutes per HD of the subject creature.
Death Ward
  Necromancy
  Level: Clr 4, Death 4, Drd 5, Pal 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject is immune to all death spells, magical death effects, energy drain, 
  and any negative energy effects.
  This spell doesn't remove negative levels that the subject has already gained, 
  nor does it affect the saving throw necessary 24 hours after gaining a negative 
  level.
  Death ward does not protect against other sorts of attacks even if those attacks 
  might be lethal.
Deathwatch
  Necromancy [Evil]
  Level: Clr 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped emanation
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  Using the foul sight granted by the powers of unlife, you can determine the 
  condition of creatures near death within the spell's range. You instantly know 
  whether each creature within the area is dead, fragile (alive and wounded, with 
  3 or fewer hit points left), fighting off death (alive with 4 or more hit points), 
  undead, or neither alive nor dead (such as a construct).
  Deathwatch sees through any spell or ability that allows creatures to feign 
  death.
Deep Slumber
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 3
  Range: Close (25 ft. + 5 ft./2 levels)
  This spell functions like sleep, except that it affects 10 HD of creatures.
Deeper Darkness
  Evocation [Darkness]
  Level: Clr 3
  Duration: One day/level (D)
  This spell functions like darkness, except that the object radiates shadowy 
  illumination in a 60-foot radius and the darkness lasts longer.
  Daylight brought into an area of deeper darkness (or vice versa) is temporarily 
  negated, so that the otherwise prevailing light conditions exist in the overlapping 
  areas of effect.
  Deeper darkness counters and dispels any light spell of equal or lower level, 
  including daylight and light.
Delay Poison
  Conjuration (Healing)
  Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject becomes temporarily immune to poison. Any poison in its system or 
  any poison to which it is exposed during the spell's duration does not affect 
  the subject until the spell's duration has expired. Delay poison does not cure 
  any damage that poison may have already done.
Delayed Blast Fireball
  Evocation [Fire]
  Level: Sor/Wiz 7
  Duration: 5 rounds or less; see text
  This spell functions like fireball, except that it is more powerful and can 
  detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 
  points of fire damage per caster level (maximum 20d6).
  The glowing bead created by delayed blast fireball can detonate immediately 
  if you desire, or you can choose to delay the burst for as many as 5 rounds. 
  You select the amount of delay upon completing the spell, and that time cannot 
  change once it has been set unless someone touches the bead (see below). If 
  you choose a delay, the glowing bead sits at its destination until it detonates. 
  A creature can pick up and hurl the bead as a thrown weapon (range increment 
  10 feet). If a creature handles and moves the bead within 1 round of its detonation, 
  there is a 25% chance that the bead detonates while being handled.
Demand
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 8
  Saving Throw: Will partial
  Spell Resistance: Yes
  This spell functions like sending, but the message can also contain a suggestion 
  (see the suggestion spell), which the subject does its best to carry out. A 
  successful Will save negates the suggestion effect but not the contact itself. 
  The demand, if received, is understood even if the subject's Intelligence score 
  is as low as 1. If the message is impossible or meaningless according to the 
  circumstances that exist for the subject at the time the demand is issued, the 
  message is understood but the suggestion is ineffective.
  The demand's message to the creature must be twenty-five words or less, including 
  the suggestion. The creature can also give a short reply immediately.
  Material Component: A short piece of copper wire and some small part of the 
  subject-a hair, a bit of nail, or the like.
Desecrate
  Evocation [Evil]
  Level: Clr 2, Evil 2
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation
  Duration: 2 hours/level
  Saving Throw: None
  Spell Resistance: Yes
  This spell imbues an area with negative energy. Each Charisma check made to 
  turn undead within this area takes a -3 profane penalty, and every undead creature 
  entering a desecrated area gains a +1 profane bonus on attack rolls, damage 
  rolls, and saving throws. An undead creature created within or summoned into 
  such an area gains +1 hit points per HD.
  If the desecrated area contains an altar, shrine, or other permanent fixture 
  dedicated to your deity or aligned higher power, the modifiers given above are 
  doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points 
  per HD for undead in the area).
  Furthermore, anyone who casts animate dead within this area may create as many 
  as double the normal amount of undead (that is, 4 HD per caster level rather 
  than 2 HD per caster level).
  If the area contains an altar, shrine, or other permanent fixture of a deity, 
  pantheon, or higher power other than your patron, the desecrate spell instead 
  curses the area, cutting off its connection with the associated deity or power. 
  This secondary function, if used, does not also grant the bonuses and penalties 
  relating to undead, as given above.
  Desecrate counters and dispels consecrate.
  Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver 
  dust, all of which must be sprinkled around the area.
Destruction
  Necromancy [Death]
  Level: Clr 7, Death 7
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  This spell instantly slays the subject and consumes its remains (but not its 
  equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, 
  it instead takes 10d6 points of damage. The only way to restore life to a character 
  who has failed to save against this spell is to use true resurrection, a carefully 
  worded wish spell followed by resurrection, or miracle.
  Focus: A special holy (or unholy) symbol of silver marked with verses of anathema 
  (cost 500 gp).
Detect Animals or Plants
  Divination
  Level: Drd 1, Rgr 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Cone-shaped emanation
  Duration: Concentration, up to 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect a particular kind of animal or plant in a cone emanating out 
  from you in whatever direction you face. You must think of a kind of animal 
  or plant when using the spell, but you can change the animal or plant kind each 
  round. The amount of information revealed depends on how long you search a particular 
  area or focus on a specific kind of animal or plant.
  1st Round: Presence or absence of that kind of animal or plant in the area.
  2nd Round: Number of individuals of the specified kind in the area, and the 
  condition of the healthiest specimen.
  3rd Round: The condition (see below) and location of each individual present. 
  If an animal or plant is outside your line of sight, then you discern its direction 
  but not its exact location.
  Conditions: For purposes of this spell, the categories of condition are as follows:
  Normal: Has at least 90% of full normal hit points, free of disease.
  Fair: 30% to 90% of full normal hit points remaining.
  Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, 
  or suffering from a debilitating injury.
  Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal 
  stage, or crippled.
  If a creature falls into more than one category, the spell indicates the weaker 
  of the two.
  Each round you can turn to detect a kind of animal or plant in a new area. The 
  spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Chaos
  Divination
  Level: Clr 1
  This spell functions like detect evil, except that it detects the auras of chaotic 
  creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, 
  and you are vulnerable to an overwhelming chaotic aura if you are lawful.
Detect Evil
  Divination
  Level: Clr 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 10 min./ level (D)
  Saving Throw: None
  Spell Resistance: No
  You can sense the presence of evil. The amount of information revealed depends 
  on how long you study a particular area or subject.
  1st Round: Presence or absence of evil.
  2nd Round: Number of evil auras (creatures, objects, or spells) in the area 
  and the power of the most potent evil aura present.
  If you are of good alignment, and the strongest evil aura's power is overwhelming 
  (see below), and the HD or level of the aura's source is at least twice your 
  character level, you are stunned for 1 round and the spell ends.
  3rd Round: The power and location of each aura. If an aura is outside your line 
  of sight, then you discern its direction but not its exact location.
  Aura Power: An evil aura's power depends on the type of evil creature or object 
  that you're detecting and its HD, caster level, or (in the case of a cleric) 
  class level; see the accompanying table. If an aura falls into more than one 
  strength category, the spell indicates the stronger of the two.
  -------- Aura Power --------
  Creature/Object Faint Moderate Strong Overwhelming
  Evil creature1 (HD) 10 or lower 11-25 26-50 51 or higher
  Undead (HD) 2 or lower 3-8 9-20 21 or higher
  Evil outsider (HD) 1 or lower 2-4 5-10 11 or higher
  Cleric of an evil deity 2 (class levels) 1 2-4 5-10 11 or higher
  Evil magic item or spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or 
  higher
  1 Except for undead and outsiders, which have their own entries on the table.
  2 Some characters who are not clerics may radiate an aura of equivalent power. 
  The class description will indicate whether this applies.
  Lingering Aura: An evil aura lingers after its original source dissipates (in 
  the case of a spell) or is destroyed (in the case of a creature or magic item). 
  If detect evil is cast and directed at such a location, the spell indicates 
  an aura strength of dim (even weaker than a faint aura). How long the aura lingers 
  at this dim level depends on its original power:
  Original Strength Duration of Lingering Aura
  Faint 1d6 rounds
  Moderate 1d6 minutes
  Strong 1d6x10 minutes
  Overwhelming 1d6 days
  Animals, traps, poisons, and other potential perils are not evil, and as such 
  this spell does not detect them.
  Each round, you can turn to detect evil in a new area. The spell can penetrate 
  barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 
  or 3 feet of wood or dirt blocks it.
Detect Good
  Divination
  Level: Clr 1
  This spell functions like detect evil, except that it detects the auras of good 
  creatures, clerics or paladins of good deities, good spells, and good magic 
  items, and you are vulnerable to an overwhelming good aura if you are evil. 
  Healing potions, antidotes, and similar beneficial items are not good.
Detect Law
  Divination
  Level: Clr 1
  This spell functions like detect evil, except that it detects the auras of lawful 
  creatures, clerics of lawful deities, lawful spells, and lawful magic items, 
  and you are vulnerable to an overwhelming lawful aura if you are chaotic.
Detect Magic
  Divination
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You detect magical auras. The amount of information revealed depends on how 
  long you study a particular area or subject.
  1st Round: Presence or absence of magical auras.
  2nd Round: Number of different magical auras and the power of the most potent 
  aura.
  3rd Round: The strength and location of each aura. If the items or creatures 
  bearing the auras are in line of sight, you can make Spellcraft skill checks 
  to determine the school of magic involved in each. (Make one check per aura; 
  DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
  Magical areas, multiple types of magic, or strong local magical emanations may 
  distort or conceal weaker auras.
  Aura Strength: An aura's power depends on a spell's functioning spell level 
  or an item's caster level. If an aura falls into more than one category, detect 
  magic indicates the stronger of the two.
  --------- Aura Power ---------
  Spell or Object Faint Moderate Strong Overwhelming
  Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
  Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
  Lingering Aura: A magical aura lingers after its original source dissipates 
  (in the case of a spell) or is destroyed (in the case of a magic item). If detect 
  magic is cast and directed at such a location, the spell indicates an aura strength 
  of dim (even weaker than a faint aura). How long the aura lingers at this dim 
  level depends on its original power:
  Original Strength Duration of Lingering Aura
  Faint 1d6 rounds
  Moderate 1d6 minutes
  Strong 1d6x10 minutes
  Overwhelming 1d6 days
  Outsiders and elementals are not magical in themselves, but if they are summoned, 
  the conjuration spell registers.
  Each round, you can turn to detect magic in a new area. The spell can penetrate 
  barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 
  or 3 feet of wood or dirt blocks it.
  Detect magic can be made permanent with a permanency spell.
Detect Poison
  Divination
  Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Area: One creature, one object, or a 5-ft. cube
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You determine whether a creature, object, or area has been poisoned or is poisonous. 
  You can determine the exact type of poison with a DC 20 Wisdom check. A character 
  with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the 
  Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom 
  check.
  The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, 
  a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Scrying
  Divination
  Level: Brd 4, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius emanation centered on you
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
  You immediately become aware of any attempt to observe you by means of a divination 
  (scrying) spell or effect. The spell's area radiates from you and moves as you 
  move. You know the location of every magical sensor within the spell's area.
  If the scrying attempt originates within the area, you also know its location; 
  otherwise, you and the scrier immediately make opposed caster level checks (1d20 
  + caster level). If you at least match the scrier's result, you get a visual 
  image of the scrier and an accurate sense of his or her direction and distance 
  from you.
  Material Component: A small piece of mirror and a miniature brass hearing trumpet.
Detect Secret Doors
  Divination
  Level: Brd 1, Knowledge 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect secret doors, compartments, caches, and so forth. Only passages, 
  doors, or openings that have been specifically constructed to escape detection 
  are detected by this spell. The amount of information revealed depends on how 
  long you study a particular area or subject.
  1st Round: Presence or absence of secret doors.
  2nd Round: Number of secret doors and the location of each. If an aura is outside 
  your line of sight, then you discern its direction but not its exact location.
  Each Additional Round: The mechanism or trigger for one particular secret portal 
  closely examined by you. Each round, you can turn to detect secret doors in 
  a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of 
  common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Snares and Pits
  Divination
  Level: Drd 1, Rgr 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect simple pits, deadfalls, and snares as well as mechanical traps 
  constructed of natural materials. The spell does not detect complex traps, including 
  trapdoor traps.
  Detect snares and pits does detect certain natural hazards-quicksand (a snare), 
  a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it 
  does not reveal other potentially dangerous conditions. The spell does not detect 
  magic traps (except those that operate by pit, deadfall, or snaring; see the 
  spell snare), nor mechanically complex ones, nor those that have been rendered 
  safe or inactive.
  The amount of information revealed depends on how long you study a particular 
  area.
  1st Round: Presence or absence of hazards.
  2nd Round: Number of hazards and the location of each. If a hazard is outside 
  your line of sight, then you discern its direction but not its exact location.
  Each Additional Round: The general type and trigger for one particular hazard 
  closely examined by you.
  Each round, you can turn to detect snares and pits in a new area. The spell 
  can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin 
  sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Thoughts
  Divination [Mind-Affecting]
  Level: Brd 2, Knowledge 2, Sor/Wiz 2
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: Will negates; see text
  Spell Resistance: No
  You detect surface thoughts. The amount of information revealed depends on how 
  long you study a particular area or subject.
  1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence 
  scores of 1 or higher).
  2nd Round: Number of thinking minds and the Intelligence score of each. If the 
  highest Intelligence is 26 or higher (and at least 10 points higher than your 
  own Intelligence score), you are stunned for 1 round and the spell ends. This 
  spell does not let you determine the location of the thinking minds if you can't 
  see the creatures whose thoughts you are detecting.
  3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents 
  you from reading its thoughts, and you must cast detect thoughts again to have 
  another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual 
  thoughts that you can pick up.
  Each round, you can turn to detect thoughts in a new area. The spell can penetrate 
  barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 
  or 3 feet of wood or dirt blocks it.
  Arcane Focus: A copper piece.
Detect Undead
  Divination
  Level: Clr 1, Pal 1, Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1 minute/ level (D)
  Saving Throw: None
  Spell Resistance: No
  You can detect the aura that surrounds undead creatures. The amount of information 
  revealed depends on how long you study a particular area.
  1st Round: Presence or absence of undead auras.
  2nd Round: Number of undead auras in the area and the strength of the strongest 
  undead aura present. If you are of good alignment, and the strongest undead 
  aura's strength is overwhelming (see below), and the creature has HD of at least 
  twice your character level, you are stunned for 1 round and the spell ends.
  3rd Round: The strength and location of each undead aura. If an aura is outside 
  your line of sight, then you discern its direction but not its exact location.
  Aura Strength: The strength of an undead aura is determined by the HD of the 
  undead creature, as given on the following table:
  HD Strength
  1 or lower Faint
  2-4 Moderate
  5-10 Strong
  11 or higher Overwhelming
  Lingering Aura: An undead aura lingers after its original source is destroyed. 
  If detect undead is cast and directed at such a location, the spell indicates 
  an aura strength of dim (even weaker than a faint aura). How long the aura lingers 
  at this dim level depends on its original power:
  Original Strength Duration of Lingering Aura
  Faint 1d6 rounds
  Moderate 1d6 minutes
  Strong 1d6x10 minutes
  Overwhelming 1d6 days
  Each round, you can turn to detect undead in a new area. The spell can penetrate 
  barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 
  or 3 feet of wood or dirt blocks it.
  Arcane Material Component: A bit of earth from a grave.
Dictum
  Evocation [Lawful, Sonic]
  Level: Clr 7, Law 7
  Components: V
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: Nonlawful creatures in a 40-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None or Will negates; see text
  Spell Resistance: Yes
  Any nonlawful creature within the area of a dictum spell suffers the following 
  ill effects.
  HD Effect
  Equal to caster level Deafened
  Up to caster level -1 Slowed, deafened
  Up to caster level -5 Paralyzed, slowed, deafened
  Up to caster level -10 Killed, paralyzed, slowed, deafened
  The effects are cumulative and concurrent. No saving throw is allowed against 
  these effects.
  Deafened: The creature is deafened for 1d4 rounds.
  Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
  Killed: Living creatures die. Undead creatures are destroyed.
  Furthermore, if you are on your home plane when you cast this spell, nonlawful 
  extraplanar creatures within the area are instantly banished back to their home 
  planes. Creatures so banished cannot return for at least 24 hours. This effect 
  takes place regardless of whether the creatures hear the dictum. The banishment 
  effect allows a Will save (at a -4 penalty) to negate.
  Creatures whose HD exceed your caster level are unaffected by dictum.
Dimension Door
  Conjuration (Teleportation)
  Level: Brd 4, Sor/Wiz 4, Travel 4
  Components: V
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target: You and touched objects or other touched willing creatures
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Spell Resistance: No and Yes (object)
  You instantly transfer yourself from your current location to any other spot 
  within range. You always arrive at exactly the spot desired-whether by simply 
  visualizing the area or by stating direction. After using this spell, you can't 
  take any other actions until your next turn. You can bring along objects as 
  long as their weight doesn't exceed your maximum load. You may also bring one 
  additional willing Medium or smaller creature (carrying gear or objects up to 
  its maximum load) or its equivalent per three caster levels. A Large creature 
  counts as two Medium creatures, a Huge creature counts as two Large creatures, 
  and so forth. All creatures to be transported must be in contact with one another, 
  and at least one of those creatures must be in contact with you.
  If you arrive in a place that is already occupied by a solid body, you and each 
  creature traveling with you take 1d6 points of damage and are shunted to a random 
  open space on a suitable surface within 100 feet of the intended location.
  If there is no free space within 100 feet, you and each creature traveling with 
  you take an additional 2d6 points of damage and are shunted to a free space 
  within 1,000 feet. If there is no free space within 1,000 feet, you and each 
  creature travelling with you take an additional 4d6 points of damage and the 
  spell simply fails.
Dimensional Anchor
  Abjuration
  Level: Clr 4, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes (object)
  A green ray springs from your outstretched hand. You must make a ranged touch 
  attack to hit the target. Any creature or object struck by the ray is covered 
  with a shimmering emerald field that completely blocks extradimensional travel. 
  Forms of movement barred by a dimensional anchor include astral projection, 
  blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, 
  shadow walk, teleport, and similar spell-like or psionic abilities. The spell 
  also prevents the use of a gate or teleportation circle for the duration of 
  the spell.
  A dimensional anchor does not interfere with the movement of creatures already 
  in ethereal or astral form when the spell is cast, nor does it block extradimensional 
  perception or attack forms. Also, dimensional anchor does not prevent summoned 
  creatures from disappearing at the end of a summoning spell.
Dimensional Lock
  Abjuration
  Level: Clr 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius emanation centered on a point in space
  Duration: One day/level
  Saving Throw: None
  Spell Resistance: Yes
  You create a shimmering emerald barrier that completely blocks extradimensional 
  travel. Forms of movement barred include astral projection, blink, dimension 
  door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, 
  and similar spell-like or psionic abilities. Once dimensional lock is in place, 
  extradimensional travel into or out of the area is not possible.
  A dimensional lock does not interfere with the movement of creatures already 
  in ethereal or astral form when the spell is cast, nor does it block extradimensional 
  perception or attack forms. Also, the spell does not prevent summoned creatures 
  from disappearing at the end of a summoning spell.
Diminish Plants
  Transmutation
  Level: Drd 3, Rgr 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: See text
  Target or Area: See text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell has two versions.
  Prune Growth: This version causes normal vegetation within long range (400 feet 
  + 40 feet per level) to shrink to about one-third of their normal size, becoming 
  untangled and less bushy. The affected vegetation appears to have been carefully 
  pruned and trimmed.
  At your option, the area can be a 100- foot-radius circle, a 150-foot-radius 
  semicircle, or a 200-foot-radius quarter-circle.
  You may also designate portions of the area that are not affected.
  Stunt Growth: This version targets normal plants within a range of 1/2 mile, 
  reducing their potential productivity over the course of the following year 
  to one third below normal.
  Diminish plants counters plant growth.
  This spell has no effect on plant creatures.
Discern Lies
  Divination
  Level: Clr 4, Pal 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  Duration: Concentration, up to 1 round/level
  Saving Throw: Will negates
  Spell Resistance: No
  Each round, you concentrate on one subject, who must be within range. You know 
  if the subject deliberately and knowingly speaks a lie by discerning disturbances 
  in its aura caused by lying. The spell does not reveal the truth, uncover unintentional 
  inaccuracies, or necessarily reveal evasions.
  Each round, you may concentrate on a different subject.
Discern Location
  Divination
  Level: Clr 8, Knowledge 8, Sor/Wiz 8
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Unlimited
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  A discern location spell is among the most powerful means of locating creatures 
  or objects. Nothing short of a mind blank spell or the direct intervention of 
  a deity keeps you from learning the exact location of a single individual or 
  object. Discern location circumvents normal means of protection from scrying 
  or location. The spell reveals the name of the creature or object's location 
  (place, name, business name, building name, or the like), community, county 
  (or similar political division), country, continent, and the plane of existence 
  where the target lies.
  To find a creature with the spell, you must have seen the creature or have some 
  item that once belonged to it. To find an object, you must have touched it at 
  least once.
Disguise Self
  Illusion (Glamer)
  Level: Brd 1, Sor/Wiz 1, Trickery 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  You make yourself-including clothing, armor, weapons, and equipment-look different. 
  You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot 
  change your body type. Otherwise, the extent of the apparent change is up to 
  you. You could add or obscure a minor feature or look like an entirely different 
  person.
  The spell does not provide the abilities or mannerisms of the chosen form, nor 
  does it alter the perceived tactile (touch) or audible (sound) properties of 
  you or your equipment. 
  If you use this spell to create a disguise, you get a +10 bonus on the Disguise 
  check.
  A creature that interacts with the glamer gets a Will save to recognize it as 
  an illusion.
Disintegrate
  Transmutation
  Level: Destruction 7, Sor/Wiz 6
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial (object)
  Spell Resistance: Yes
  A thin, green ray springs from your pointing finger. You must make a successful 
  ranged touch attack to hit. Any creature struck by the ray takes 2d6 points 
  of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 
  or fewer hit points by this spell is entirely disintegrated, leaving behind 
  only a trace of fine dust. A disintegrated creature's equipment is unaffected.
  When used against an object, the ray simply disintegrates as much as one 10- 
  foot cube of nonliving matter. Thus, the spell disintegrates only part of any 
  very large object or structure targeted. The ray affects even objects constructed 
  entirely of force, such as forceful hand or a wall of force, but not magical 
  effects such as a globe of invulnerability or an antimagic field.
  A creature or object that makes a successful Fortitude save is partially affected, 
  taking only 5d6 points of damage. If this damage reduces the creature or object 
  to 0 or fewer hit points, it is entirely disintegrated.
  Only the first creature or object struck can be affected; that is, the ray affects 
  only one target per casting.
  Arcane Material Component: A lodestone and a pinch of dust.
Dismissal
  Abjuration
  Level: Clr 4, Sor/Wiz 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One extraplanar creature
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  This spell forces an extraplanar creature back to its proper plane if it fails 
  a special Will save (DC = spell's save DC - creature's HD + your caster level). 
  If the spell is successful, the creature is instantly whisked away, but there 
  is a 20% chance of actually sending the subject to a plane other than its own.
Dispel Chaos
  Abjuration [Lawful]
  Level: Clr 5, Law 5, Pal 4
  This spell functions like dispel evil, except that you are surrounded by constant, 
  blue, lawful energy, and the spell affects chaotic creatures and spells rather 
  than evil ones.
Dispel Evil
  Abjuration [Good]
  Level: Clr 5, Good 5, Pal 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target or Targets: You and a touched evil creature from another plane; or you 
  and an enchantment or evil spell on a touched creature or object
  Duration: 1 round/level or until discharged, whichever comes first
  Saving Throw: See text
  Spell Resistance: See text
  Shimmering, white, holy energy surrounds you. This power has three effects.
  First, you gain a +4 deflection bonus to AC against attacks by evil creatures.
  Second, on making a successful melee touch attack against an evil creature from 
  another plane, you can choose to drive that creature back to its home plane. 
  The creature can negate the effects with a successful Will save (spell resistance 
  applies). This use discharges and ends the spell.
  Third, with a touch you can automatically dispel any one enchantment spell cast 
  by an evil creature or any one evil spell. Exception: Spells that can't be dispelled 
  by dispel magic also can't be dispelled by dispel evil. Saving throws and spell 
  resistance do not apply to this effect. This use discharges and ends the spell.
Dispel Good
  Abjuration [Evil]
  Level: Clr 5, Evil 5
  This spell functions like dispel evil, except that you are surrounded by dark, 
  wavering, unholy energy, and the spell affects good creatures and spells rather 
  than evil ones.
Dispel Law
  Abjuration [Chaotic]
  Level: Chaos 5, Clr 5
  This spell functions like dispel evil, except that you are surrounded by flickering, 
  yellow, chaotic energy, and the spell affects lawful creatures and spells rather 
  than evil ones.
Dispel Magic
  Abjuration
  Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You can use dispel magic to end ongoing spells that have been cast on a creature 
  or object, to temporarily suppress the magical abilities of a magic item, to 
  end ongoing spells (or at least their effects) within an area, or to counter 
  another spellcaster's spell. A dispelled spell ends as if its duration had expired. 
  Some spells, as detailed in their descriptions, can't be defeated by dispel 
  magic. Dispel magic can dispel (but not counter) spell-like effects just as 
  it does spells.
  Note: The effect of a spell with an instantaneous duration can't be dispelled, 
  because the magical effect is already over before the dispel magic can take 
  effect. 
  You choose to use dispel magic in one of three ways: a targeted dispel, an area 
  dispel, or a counterspell:
  Targeted Dispel: One object, creature, or spell is the target of the dispel 
  magic spell. You make a dispel check (1d20 + your caster level, maximum +10) 
  against the spell or against each ongoing spell currently in effect on the object 
  or creature. The DC for this dispel check is 11 + the spell's caster level. 
  If you succeed on a particular check, that spell is dispelled; if you fail, 
  that spell remains in effect.
  If you target an object or creature that is the effect of an ongoing spell (such 
  as a monster summoned by monster summoning), you make a dispel check to end 
  the spell that conjured the object or creature.
  If the object that you target is a magic item, you make a dispel check against 
  the item's caster level. If you succeed, all the item's magical properties are 
  suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed 
  item becomes nonmagical for the duration of the effect. An interdimensional 
  interface (such as a bag of holding) is temporarily closed. A magic item's physical 
  properties are unchanged: A suppressed magic sword is still a sword (a masterwork 
  sword, in fact). Artifacts and deities are unaffected by mortal magic such as 
  this.
  You automatically succeed on your dispel check against any spell that you cast 
  yourself.
  Area Dispel: When dispel magic is used in this way, the spell affects everything 
  within a 20-foot radius.
  For each creature within the area that is the subject of one or more spells, 
  you make a dispel check against the spell with the highest caster level. If 
  that check fails, you make dispel checks against progressively weaker spells 
  until you dispel one spell (which discharges the dispel magic spell so far as 
  that target is concerned) or until you fail all your checks. The creature's 
  magic items are not affected.
  For each object within the area that is the target of one or more spells, you 
  make dispel checks as with creatures. Magic items are not affected by an area 
  dispel.
  For each ongoing area or effect spell whose point of origin is within the area 
  of the dispel magic spell, you can make a dispel check to dispel the spell.
  For each ongoing spell whose area overlaps that of the dispel magic spell, you 
  can make a dispel check to end the effect, but only within the overlapping area.
  If an object or creature that is the effect of an ongoing spell (such as a monster 
  summoned by monster summoning) is in the area, you can make a dispel check to 
  end the spell that conjured that object or creature (returning it whence it 
  came) in addition to attempting to dispel spells targeting the creature or object.
  You may choose to automatically succeed on dispel checks against any spell that 
  you have cast.
  Counterspell: When dispel magic is used in this way, the spell targets a spellcaster 
  and is cast as a counterspell. Unlike a true counterspell, however, dispel magic 
  may not work; you must make a dispel check to counter the other spellcaster's 
  spell.
Dispel Magic, Greater
  Abjuration
  Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
  This spell functions like dispel magic, except that the maximum caster level 
  on your dispel check is +20 instead of +10.
  Additionally, greater dispel magic has a chance to dispel any effect that remove 
  curse can remove, even if dispel magic can't dispel that effect.
Displacement
  Illusion (Glamer)
  Level: Brd 3, Sor/Wiz 3
  Components: V, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject of this spell appears to be about 2 feet away from its true location. 
  The creature benefits from a 50% miss chance as if it had total concealment. 
  However, unlike actual total concealment, displacement does not prevent enemies 
  from targeting the creature normally. True seeing reveals its true location.
  Material Component: A small strip of leather twisted into a loop.
Disrupt Undead
  Necromancy
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You direct a ray of positive energy. You must make a ranged touch attack to 
  hit, and if the ray hits an undead creature, it deals 1d6 points of damage to 
  it.
Disrupting Weapon
  Transmutation
  Level: Clr 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: One melee weapon
  Duration: 1 round/level
  Saving Throw: Will negates (harmless, object); see text
  Spell Resistance: Yes (harmless, object)
  This spell makes a melee weapon deadly to undead. Any undead creature with HD 
  equal to or less than your caster level must succeed on a Will save or be destroyed 
  utterly if struck in combat with this weapon. Spell resistance does not apply 
  against the destruction effect.
Divination
  Divination
  Level: Clr 4, Knowledge 4
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous 
  Similar to augury but more powerful, a divination spell can provide you with 
  a useful piece of advice in reply to a question concerning a specific goal, 
  event, or activity that is to occur within one week. The advice can be as simple 
  as a short phrase, or it might take the form of a cryptic rhyme or omen. If 
  your party doesn't act on the information, the conditions may change so that 
  the information is no longer useful. The base chance for a correct divination 
  is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you 
  know the spell failed, unless specific magic yielding false information is at 
  work.
  As with augury, multiple divinations about the same topic by the same caster 
  use the same dice result as the first divination spell and yield the same answer 
  each time.
  Material Component: Incense and a sacrificial offering appropriate to your religion, 
  together worth at least 25 gp.
Divine Favor
  Evocation
  Level: Clr 1, Pal 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute
  Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on 
  attack and weapon damage rolls for every three caster levels you have (at least 
  +1, maximum +6). The bonus doesn't apply to spell damage.
Divine Power
  Evocation
  Level: Clr 4, War 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Calling upon the divine power of your patron, you imbue yourself with strength 
  and skill in combat. Your base attack bonus becomes equal to your character 
  level (which may give you additional attacks), you gain a +6 enhancement bonus 
  to Strength, and you gain 1 temporary hit point per caster level.
Dominate Animal
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Animal 3, Drd 3
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One animal
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can enchant an animal and direct it with simple commands such as "Attack," 
  "Run," and "Fetch." Suicidal or self-destructive commands 
  (including an order to attack a creature two or more size categories larger 
  than the dominated animal) are simply ignored.
  Dominate animal establishes a mental link between you and the subject creature. 
  The animal can be directed by silent mental command as long as it remains in 
  range. You need not see the creature to control it. You do not receive direct 
  sensory input from the creature, but you know what it is experiencing. Because 
  you are directing the animal with your own intelligence, it may be able to undertake 
  actions normally beyond its own comprehension. You need not concentrate exclusively 
  on controlling the creature unless you are trying to direct it to do something 
  it normally couldn't do. Changing your instructions or giving a dominated creature 
  a new command is the equivalent of redirecting a spell, so it is a move action.
Dominate Monster
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 9
  Target: One creature
  This spell functions like dominate person, except that the spell is not restricted 
  by creature type.
Dominate Person
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 4, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid
  Duration: One day/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can control the actions of any humanoid creature through a telepathic link 
  that you establish with the subject's mind.
  If you and the subject have a common language, you can generally force the subject 
  to perform as you desire, within the limits of its abilities. If no common language 
  exists, you can communicate only basic commands, such as "Come here," 
  "Go there," "Fight," and "Stand still." You know 
  what the subject is experiencing, but you do not receive direct sensory input 
  from it, nor can it communicate with you telepathically.
  Once you have given a dominated creature a command, it continues to attempt 
  to carry out that command to the exclusion of all other activities except those 
  necessary for day-to-day survival (such as sleeping, eating, and so forth). 
  Because of this limited range of activity, a Sense Motive check against DC 15 
  (rather than DC 25) can determine that the subject's behavior is being influenced 
  by an enchantment effect (see the Sense Motive skill description).
  Changing your instructions or giving a dominated creature a new command is the 
  equivalent of redirecting a spell, so it is a move action.
  By concentrating fully on the spell (a standard action), you can receive full 
  sensory input as interpreted by the mind of the subject, though it still can't 
  communicate with you. You can't actually see through the subject's eyes, so 
  it's not as good as being there yourself, but you still get a good idea of what's 
  going on.
  Subjects resist this control, and any subject forced to take actions against 
  its nature receives a new saving throw with a +2 bonus. Obviously self-destructive 
  orders are not carried out. Once control is established, the range at which 
  it can be exercised is unlimited, as long as you and the subject are on the 
  same plane. You need not see the subject to control it.
  If you don't spend at least 1 round concentrating on the spell each day, the 
  subject receives a new saving throw to throw off the domination.
  Protection from evil or a similar spell can prevent you from exercising control 
  or using the telepathic link while the subject is so warded, but such an effect 
  neither prevents the establishment of domination nor dispels it.
Doom
  Necromancy [Fear, Mind-Affecting]
  Level: Clr 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell fills a single subject with a feeling of horrible dread that causes 
  it to become shaken.
Dream
  Illusion (Phantasm) [Mind-Affecting]
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 minute
  Range: Unlimited
  Target: One living creature touched
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  You, or a messenger touched by you, sends a phantasmal message to others in 
  the form of a dream. At the beginning of the spell, you must name the recipient 
  or identify him or her by some title that leaves no doubt as to identity. The 
  messenger then enters a trance, appears in the intended recipient's dream, and 
  delivers the message. The message can be of any length, and the recipient remembers 
  it perfectly upon waking. The communication is one-way. The recipient cannot 
  ask questions or offer information, nor can the messenger gain any information 
  by observing the dreams of the recipient.
  Once the message is delivered, the messenger's mind returns instantly to its 
  body. The duration of the spell is the time required for the messenger to enter 
  the recipient's dream and deliver the message.
  If the recipient is awake when the spell begins, the messenger can choose to 
  wake up (ending the spell) or remain in the trance. The messenger can remain 
  in the trance until the recipient goes to sleep, then enter the recipient's 
  dream and deliver the message as normal. A messenger that is disturbed during 
  the trance comes awake, ending the spell.
  Creatures who don't sleep (such as elves, but not half-elves) or don't dream 
  cannot be contacted by this spell.
  The messenger is unaware of its own surroundings or of the activities around 
  it while in the trance. It is defenseless both physically and mentally (always 
  fails any saving throw) while in the trance.
Eagle's Splendor
  Transmutation
  Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The transmuted creature becomes more poised, articulate, and personally forceful. 
  The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits 
  to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers 
  and bards (and other spellcasters who rely on Charisma) affected by this spell 
  do not gain any additional bonus spells for the increased Charisma, but the 
  save DCs for spells they cast while under this spell's effect do increase.
  Arcane Material Component: A few feathers or a pinch of droppings from an eagle.
Eagle's Splendor, Mass
  Transmutation
  Level: Brd 6, Clr 6, Sor/Wiz 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/level, no two of which can be more than 30 ft. apart
  This spell functions like eagle's splendor, except that it affects multiple 
  creatures.
Earthquake
  Evocation [Earth]
  Level: Clr 8, Destruction 8, Drd 8, Earth 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 80-ft.-radius spread (S)
  Duration: 1 round
  Saving Throw: See text
  Spell Resistance: No
  When you cast earthquake, an intense but highly localized tremor rips the ground. 
  The shock knocks creatures down, collapses structures, opens cracks in the ground, 
  and more. The effect lasts for 1 round, during which time creatures on the ground 
  can't move or attack. A spellcaster on the ground must make a Concentration 
  check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake 
  affects all terrain, vegetation, structures, and creatures in the area. The 
  specific effect of an earthquake spell depends on the nature of the terrain 
  where it is cast.
  Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of 
  bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half 
  ) and pinning that creature beneath the rubble (see below). An earthquake cast 
  on the roof of a very large cavern could also endanger those outside the actual 
  area but below the falling debris.
  Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels 
  horizontally as far as it fell vertically. Any creature in the path takes 8d6 
  points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the 
  rubble (see below).
  Open Ground: Each creature standing in the area must make a DC 15 Reflex save 
  or fall down. Fissures open in the earth, and every creature on the ground has 
  a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end 
  of the spell, all fissures grind shut, killing any creatures still trapped within.
  Structure: Any structure standing on open ground takes 100 points of damage, 
  enough to collapse a typical wooden or masonry building, but not a structure 
  built of stone or reinforced masonry. Hardness does not reduce this damage, 
  nor is it halved as damage dealt to objects normally is. Any creature caught 
  inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex 
  DC 15 half ) and is pinned beneath the rubble (see below).
  River, Lake, or Marsh: Fissures open underneath the water, draining away the 
  water from that area and forming muddy ground. Soggy marsh or swampland becomes 
  quicksand for the duration of the spell, sucking down creatures and structures. 
  Each creature in the area must make a DC 15 Reflex save or sink down in the 
  mud and quicksand. At the end of the spell, the rest of the body of water rushes 
  in to replace the drained water, possibly drowning those caught in the mud.
  Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of 
  nonlethal damage per minute while pinned. If a pinned character falls unconscious, 
  he or she must make a DC 15 Constitution check or take 1d6 points of lethal 
  damage each minute thereafter until freed or dead.
Elemental Swarm
  Conjuration (Summoning) [see text]
  Level: Air 9, Drd 9, Earth 9, Fire 9, Water 9
  Components: V, S
  Casting Time: 10 minutes
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Two or more summoned creatures, no two of which can be more than 30 
  ft. apart
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell opens a portal to an Elemental Plane and summons elementals from 
  it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens 
  a portal to the plane matching his domain.
  When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 
  1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. 
  Each elemental has maximum hit points per HD. Once these creatures appear, they 
  serve you for the duration of the spell.
  The elementals obey you explicitly and never attack you, even if someone else 
  manages to gain control over them. You do not need to concentrate to maintain 
  control over the elementals. You can dismiss them singly or in groups at any 
  time.
  When you use a summoning spell to summon an air, earth, fire, or water creature, 
  it is a spell of that type.
Endure Elements
  Abjuration
  Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 24 hours
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A creature protected by endure elements suffers no harm from being in a hot 
  or cold environment. It can exist comfortably in conditions between -50 and 
  140 degrees Fahrenheit without having to make Fortitude saves). The creature's 
  equipment is likewise protected.
  Endure elements doesn't provide any protection from fire or cold damage, nor 
  does it protect against other environmental hazards such as smoke, lack of air, 
  and so forth.
Energy Drain
  Necromancy
  Level: Clr 9, Sor/Wiz 9
  Saving Throw: Fortitude partial; see text for enervation
  This spell functions like enervation, except that the creature struck gains 
  2d4 negative levels, and the negative levels last longer.
  There is no saving throw to avoid gaining the negative levels, but 24 hours 
  after gaining them, the subject must make a Fortitude saving throw (DC = energy 
  drain spell's save DC) for each negative level. If the save succeeds, that negative 
  level is removed. If it fails, the negative level also goes away, but one of 
  the subject's character levels is permanently drained.
  An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 
  hour.
Enervation
  Necromancy
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray of negative energy
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You point your finger and utter the incantation, releasing a black ray of crackling 
  negative energy that suppresses the life force of any living creature it strikes. 
  You must make a ranged touch attack to hit. If the attack succeeds, the subject 
  gains 1d4 negative levels.
  If the subject has at least as many negative levels as HD, it dies. Each negative 
  level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, 
  ability checks, and effective level (for determining the power, duration, DC, 
  and other details of spells or special abilities).
  Additionally, a spellcaster loses one spell or spell slot from his or her highest 
  available level. Negative levels stack.
  Assuming the subject survives, it regains lost levels after a number of hours 
  equal to your caster level (maximum 15 hours). Usually, negative levels have 
  a chance of permanently draining the victim's levels, but the negative levels 
  from enervation don't last long enough to do so.
  An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 
  hour.
Enlarge Person
  Transmutation
  Level: Sor/Wiz 1, Strength 1
  Components: V, S, M
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature
  Duration: 1 min./level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell causes instant growth of a humanoid creature, doubling its height 
  and multiplying its weight by 8. This increase changes the creature's size category 
  to the next larger one. The target gains a +2 size bonus to Strength, a -2 size 
  penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and 
  AC due to its increased size.
  A humanoid creature whose size increases to Large has a space of 10 feet and 
  a natural reach of 10 feet. This spell does not change the target's speed.
  If insufficient room is available for the desired growth, the creature attains 
  the maximum possible size and may make a Strength check (using its increased 
  Strength) to burst any enclosures in the process. If it fails, it is constrained 
  without harm by the materials enclosing it- the spell cannot be used to crush 
  a creature by increasing its size.
  All equipment worn or carried by a creature is similarly enlarged by the spell. 
  Melee and projectile weapons affected by this spell deal more damage. Other 
  magical properties are not affected by this spell. Any enlarged item that leaves 
  an enlarged creature's possession (including a projectile or thrown weapon) 
  instantly returns to its normal size. This means that thrown weapons deal their 
  normal damage, and projectiles deal damage based on the size of the weapon that 
  fired them. Magical properties of enlarged items are not increased by this spell.
  Multiple magical effects that increase size do not stack,.
  Enlarge person counters and dispels reduce person.
  Enlarge person can be made permanent with a permanency spell.
  Material Component: A pinch of powdered iron.
Enlarge Person, Mass
  Transmutation
  Level: Sor/Wiz 4
  Target: One humanoid creature/level, no two of which can be more than 30 ft. 
  apart
  This spell functions like enlarge person, except that it affects multiple creatures.
Entangle
  Transmutation
  Level: Drd 1, Plant 1, Rgr 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Plants in a 40-ft.-radius spread
  Duration: 1 min./level (D)
  Saving Throw: Reflex partial; see text
  Spell Resistance: No
  Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures 
  in the area or those that enter the area, holding them fast and causing them 
  to become entangled. The creature can break free and move half its normal speed 
  by using a full-round action to make a DC 20 Strength check or a DC 20 Escape 
  Artist check. A creature that succeeds on a Reflex save is not entangled but 
  can still move at only half speed through the area. Each round on your turn, 
  the plants once again attempt to entangle all creatures that have avoided or 
  escaped entanglement.
  Note: The effects of the spell may be altered somewhat, based on the nature 
  of the entangling plants.
Enthrall
  Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]
  Level: Brd 2, Clr 2
  Components: V, S
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Any number of creatures
  Duration: 1 hour or less
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  If you have the attention of a group of creatures, you can use this spell to 
  hold them spellbound. To cast the spell, you must speak or sing without interruption 
  for 1 full round. Thereafter, those affected give you their undivided attention, 
  ignoring their surroundings. They are considered to have an attitude of friendly 
  while under the effect of the spell. Any potentially affected creature of a 
  race or religion unfriendly to yours gets a +4 bonus on the saving throw.
  A creature with 4 or more HD or with a Wisdom score of 16 or higher remains 
  aware of its surroundings and has an attitude of indifferent. It gains a new 
  saving throw if it witnesses actions that it opposes.
  The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those 
  enthralled by your words take no action while you speak or sing and for 1d3 
  rounds thereafter while they discuss the topic or performance. Those entering 
  the area during the performance must also successfully save or become enthralled. 
  The speech ends (but the 1d3-round delay still applies) if you lose concentration 
  or do anything other than speak or sing.
  If those not enthralled have unfriendly or hostile attitudes toward you, they 
  can collectively make a Charisma check to try to end the spell by jeering and 
  heckling. For this check, use the Charisma bonus of the creature with the highest 
  Charisma in the group; others may make Charisma checks to assist. The heckling 
  ends the spell if this check result beats your Charisma check result. Only one 
  such challenge is allowed per use of the spell.
  If any member of the audience is attacked or subjected to some other overtly 
  hostile act, the spell ends and the previously enthralled members become immediately 
  unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score 
  of 16 or higher becomes hostile.
Entropic Shield
  Abjuration
  Level: Clr 1, Luck 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  A magical field appears around you, glowing with a chaotic blast of multicolored 
  hues. This field deflects incoming arrows, rays, and other ranged attacks. Each 
  ranged attack directed at you for which the attacker must make an attack roll 
  has a 20% miss chance (similar to the effects of concealment). Other attacks 
  that simply work at a distance are not affected.
Erase
  Transmutation
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One scroll or two pages
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  Erase removes writings of either magical or mundane nature from a scroll or 
  from one or two pages of paper, parchment, or similar surfaces. With this spell, 
  you can remove explosive runes, a glyph of warding, a sepia snake sigil, or 
  an arcane mark, but not illusory script or a symbol spell. Nonmagical writing 
  is automatically erased if you touch it and no one else is holding it. Otherwise, 
  the chance of erasing nonmagical writing is 90%.
  Magic writing must be touched to be erased, and you also must succeed on a caster 
  level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always 
  a failure on this check.) If you fail to erase explosive runes, a glyph of warding, 
  or a sepia snake sigil, you accidentally activate that writing instead.
Ethereal Jaunt
  Transmutation
  Level: Clr 7, Sor/Wiz 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  You become ethereal, along with your equipment. For the duration of the spell, 
  you are in a place called the Ethereal Plane, which overlaps the normal, physical, 
  Material Plane. When the spell expires, you return to material existence.
  An ethereal creature is invisible, insubstantial, and capable of moving in any 
  direction, even up or down, albeit at half normal speed. As an insubstantial 
  creature, you can move through solid objects, including living creatures. An 
  ethereal creature can see and hear on the Material Plane, but everything looks 
  gray and ephemeral. Sight and hearing onto the Material Plane are limited to 
  60 feet.
  Force effects and abjurations affect an ethereal creature normally. Their effects 
  extend onto the Ethereal Plane from the Material Plane, but not vice versa. 
  An ethereal creature can't attack material creatures, and spells you cast while 
  ethereal affect only other ethereal things. Certain material creatures or objects 
  have attacks or effects that work on the Ethereal Plane.
  Treat other ethereal creatures and ethereal objects as if they were material. 
  
  If you end the spell and become material while inside a material object (such 
  as a solid wall), you are shunted off to the nearest open space and take 1d6 
  points of damage per 5 feet that you so travel.
Etherealness
  Transmutation
  Level: Clr 9, Sor/Wiz 9
  Range: Touch; see text
  Targets: You and one other touched creature per three levels
  Duration: 1 min./level (D)
  Spell Resistance: Yes
  This spell functions like ethereal jaunt, except that you and other willing 
  creatures joined by linked hands (along with their equipment) become ethereal. 
  Besides yourself, you can bring one creature per three caster levels to the 
  Ethereal Plane. Once ethereal, the subjects need not stay together.
  When the spell expires, all affected creatures on the Ethereal Plane return 
  to material existence.
Expeditious Retreat
  Transmutation
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  This spell increases your base land speed by 30 feet. (This adjustment is treated 
  as an enhancement bonus.) There is no effect on other modes of movement, such 
  as burrow, climb, fly, or swim. As with any effect that increases your speed, 
  this spell affects your jumping distance (see the Jump skill).
Explosive Runes
  Abjuration [Force]
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One touched object weighing no more than 10 lb.
  Duration: Permanent until discharged (D)
  Saving Throw: See text
  Spell Resistance: Yes
  You trace these mystic runes upon a book, map, scroll, or similar object bearing 
  written information. The runes detonate when read, dealing 6d6 points of force 
  damage. Anyone next to the runes (close enough to read them) takes the full 
  damage with no saving throw; any other creature within 10 feet of the runes 
  is entitled to a Reflex save for half damage. The object on which the runes 
  were written also takes full damage (no saving throw).
  You and any characters you specifically instruct can read the protected writing 
  without triggering the runes. Likewise, you can remove the runes whenever desired. 
  Another creature can remove them with a successful dispel magic or erase spell, 
  but attempting to dispel or erase the runes and failing to do so triggers the 
  explosion.
  Note: Magic traps such as explosive runes are hard to detect and disable. A 
  rogue (only) can use the Search skill to find the runes and Disable Device to 
  thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.
Eyebite
  Necromancy [Evil]
  Level: Brd 6, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round per three levels; see text
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Each round, you may target a single living creature, striking it with waves 
  of evil power. Depending on the target's HD, this attack has as many as three 
  effects.
  HD Effect
  10 or more Sickened
  5-9 Panicked, sickened
  4 or less Comatose, panicked, sickened
  The effects are cumulative and concurrent.
  Sickened: Sudden pain and fever sweeps over the subject's body. A sickened creature 
  takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill 
  checks, and ability checks. A creature affected by this spell remains sickened 
  for 10 minutes per caster level. The effects cannot be negated by a remove disease 
  or heal spell, but a remove curse is effective.
  Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic 
  ends, the creature remains shaken for 10 minutes per caster level, and it automatically 
  becomes panicked again if it comes within sight of you during that time. This 
  is a fear effect.
  Comatose: The subject falls into a catatonic coma for 10 minutes per caster 
  level. During this time, it cannot be awakened by any means short of dispelling 
  the effect. This is not a sleep effect, and thus elves are not immune to it.
  The spell lasts for 1 round per three caster levels. You must spend a move action 
  each round after the first to target a foe.
Fabricate
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: See text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to 10 cu. ft./level; see text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You convert material of one sort into a product that is of the same material. 
  Creatures or magic items cannot be created or transmuted by the fabricate spell. 
  The quality of items made by this spell is commensurate with the quality of 
  material used as the basis for the new fabrication. If you work with a mineral, 
  the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
  You must make an appropriate Craft check to fabricate articles requiring a high 
  degree of craftsmanship.
  Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to 
  be affected by the spell.
  Material Component: The original material, which costs the same amount as the 
  raw materials required to craft the item to be created.
Faerie Fire
  Evocation [Light]
  Level: Drd 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Creatures and objects within a 5-ft.-radius burst
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A pale glow surrounds and outlines the subjects. Outlined subjects shed light 
  as candles. Outlined creatures do not benefit from the concealment normally 
  provided by darkness (though a 2nd-level or higher magical darkness effect functions 
  normally), blur, displacement, invisibility, or similar effects. The light is 
  too dim to have any special effect on undead or dark-dwelling creatures vulnerable 
  to light. The faerie fire can be blue, green, or violet, according to your choice 
  at the time of casting. The faerie fire does not cause any harm to the objects 
  or creatures thus outlined.
False Life
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged; see text
  You harness the power of unlife to grant yourself a limited ability to avoid 
  death. While this spell is in effect, you gain temporary hit points equal to 
  1d10 +1 per caster level (maximum +10).
  Material Component: A small amount of alcohol or distilled spirits, which you 
  use to trace certain sigils on your body during casting. These sigils cannot 
  be seen once the alcohol or spirits evaporate.
False Vision
  Illusion (Glamer)
  Level: Brd 5, Sor/Wiz 5, Trickery 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Area: 40-ft.-radius emanation
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  Any divination (scrying) spell used to view anything within the area of this 
  spell instead receives a false image (as the major image spell), as defined 
  by you at the time of casting. As long as the duration lasts, you can concentrate 
  to change the image as desired. While you aren't concentrating, the image remains 
  static.
  Arcane Material Component: The ground dust of a piece of jade worth at least 
  250 gp, which is sprinkled into the air when the spell is cast.
Fear
  Necromancy [Fear, Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: 1 round/level or 1 round; see text
  Saving Throw: Will partial
  Spell Resistance: Yes
  An invisible cone of terror causes each living creature in the area to become 
  panicked unless it succeeds on a Will save. If cornered, a panicked creature 
  begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
  Material Component: Either the heart of a hen or a white feather.
Feather Fall
  Transmutation
  Level: Brd 1, Sor/Wiz 1
  Components: V
  Casting Time: 1 free action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One Medium or smaller freefalling object or creature/level, no two 
  of which may be more than 20 ft. apart
  Duration: Until landing or 1 round/level
  Saving Throw: Will negates (harmless) or Will negates (object)
  Spell Resistance: Yes (object)
  The affected creatures or objects fall slowly. Feather fall instantly changes 
  the rate at which the targets fall to a mere 60 feet per round (equivalent to 
  the end of a fall from a few feet), and the subjects take no damage upon landing 
  while the spell is in effect. However, when the spell duration expires, a normal 
  rate of falling resumes.
  The spell affects one or more Medium or smaller creatures (including gear and 
  carried objects up to each creature's maximum load) or objects, or the equivalent 
  in larger creatures: A Large creature or object counts as two Medium creatures 
  or objects, a Huge creature or object counts as two Large creatures or objects, 
  and so forth.
  You can cast this spell with an instant utterance, quickly enough to save yourself 
  if you unexpectedly fall. Casting the spell is a free action, like casting a 
  quickened spell, and it counts toward the normal limit of one quickened spell 
  per round. You may even cast this spell when it isn't your turn.
  This spell has no special effect on ranged weapons unless they are falling quite 
  a distance. If the spell is cast on a falling item the object does half normal 
  damage based on its weight, with no bonus for the height of the drop.
  Feather fall works only upon free-falling objects. It does not affect a sword 
  blow or a charging or flying creature.
Feeblemind
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  If the target creature fails a Will saving throw, its Intelligence and Charisma 
  scores each drop to 1. The affected creature is unable to use Intelligence- 
  or Charisma-based skills, cast spells, understand language, or communicate coherently. 
  Still, it knows who its friends are and can follow them and even protect them. 
  The subject remains in this state until a heal, limited wish, miracle, or wish 
  spell is used to cancel the effect of the feeblemind. A creature that can cast 
  arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving 
  throw.
  Material Component: A handful of clay, crystal, glass, or mineral spheres.
Find the Path
  Divination
  Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6
  Components: V, S, F
  Casting Time: 3 rounds
  Range: Personal or touch
  Target: You or creature touched
  Duration: 10 min./level
  Saving Throw: None or Will negates (harmless)
  Spell Resistance: No or Yes (harmless)
  The recipient of this spell can find the shortest, most direct physical route 
  to a specified destination, be it the way into or out of a locale. The locale 
  can be outdoors, underground, or even inside a maze spell. Find the path works 
  with respect to locations, not objects or creatures at a locale. The location 
  must be on the same plane as you are at the time of casting.
  The spell enables the subject to sense the correct direction that will eventually 
  lead it to its destination, indicating at appropriate times the exact path to 
  follow or physical actions to take. For example, the spell enables the subject 
  to sense trip wires or the proper word to bypass a glyph of warding. The spell 
  ends when the destination is reached or the duration expires, whichever comes 
  first. Find the path can be used to remove the subject and its companions from 
  the effect of a maze spell in a single round.
  This divination is keyed to the recipient, not its companions, and its effect 
  does not predict or allow for the actions of creatures (including guardians).
  Focus: A set of divination counters of the sort you favor.
Find Traps
  Divination
  Level: Clr 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  You gain intuitive insight into the workings of traps. You can use the Search 
  skill to detect traps just as a rogue can. In addition, you gain an insight 
  bonus equal to one-half your caster level (maximum +10) on Search checks made 
  to find traps while the spell is in effect.
  Note that find traps grants no ability to disable the traps that you may find.
Finger of Death
  Necromancy [Death]
  Level: Drd 8, Sor/Wiz 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You can slay any one living creature within range. The target is entitled to 
  a Fortitude saving throw to survive the attack. If the save is successful, the 
  creature instead takes 3d6 points of damage +1 point per caster level (maximum 
  +25).
  The subject might die from damage even if it succeeds on its saving throw.
Fire Seeds
  Conjuration (Creation) [Fire]
  Level: Drd 6, Fire 6, Sun 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Targets: Up to four touched acorns or up to eight touched holly berries
  Duration: 10 min./level or until used
  Saving Throw: None or Reflex half; see text
  Spell Resistance: No
  Depending on the version of fire seeds you choose, you turn acorns into splash 
  weapons that you or another character can throw, or you turn holly berries into 
  bombs that you can detonate on command.
  Acorn Grenades: As many as four acorns turn into special splash weapons that 
  can be hurled as far as 100 feet. A ranged touch attack roll is required to 
  strike the intended target. Together, the acorns are capable of dealing 1d6 
  points of fire damage per caster level (maximum 20d6), divided up among the 
  acorns as you wish.
  Each acorn explodes upon striking any hard surface. In addition to its regular 
  fire damage, it deals 1 point of splash damage per die, and it ignites any combustible 
  materials within 10 feet. A creature within this area that makes a successful 
  Reflex saving throw takes only half damage; a creature struck directly is not 
  allowed a saving throw.
  Holly Berry Bombs: You turn as many as eight holly berries into special bombs. 
  The holly berries are usually placed by hand, since they are too light to make 
  effective thrown weapons (they can be tossed only 5 feet). If you are within 
  200 feet and speak a word of command, each berry instantly bursts into flame, 
  causing 1d8 points of fire damage +1 point per caster level to every creature 
  in a 5-foot radius burst and igniting any combustible materials within 5 feet. 
  A creature in the area that makes a successful Reflex saving throw takes only 
  half damage.
  Material Component: The acorns or holly berries.
Fire Shield
  Evocation [Fire or Cold]
  Level: Fire 5, Sor/Wiz 4, Sun 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  This spell wreathes you in flame and causes damage to each creature that attacks 
  you in melee. The flames also protect you from either cold-based or fire-based 
  attacks (your choice).
  Any creature striking you with its body or a handheld weapon deals normal damage, 
  but at the same time the attacker takes 1d6 points of damage +1 point per caster 
  level (maximum +15). This damage is either cold damage (if the shield protects 
  against fire-based attacks) or fire damage (if the shield protects against cold-based 
  attacks). If the attacker has spell resistance, it applies to this effect. Creatures 
  wielding weapons with exceptional reach are not subject to this damage if they 
  attack you.
  When casting this spell, you appear to immolate yourself, but the flames are 
  thin and wispy, giving off light equal to only half the illumination of a normal 
  torch (10 feet). The color of the flames is determined randomly (50% chance 
  of either color)-blue or green if the chill shield is cast, violet or blue if 
  the warm shield is employed. The special powers of each version are as follows.
  Warm Shield: The flames are warm to the touch. You take only half damage from 
  cold-based attacks. If such an attack allows a Reflex save for half damage, 
  you take no damage on a successful save.
  Chill Shield: The flames are cool to the touch. You take only half damage from 
  fire-based attacks. If such an attack allows a Reflex save for half damage, 
  you take no damage on a successful save.
  Arcane Material Component: A bit of phosphorus for the warm shield; a live firefly 
  or glowworm or the tail portions of four dead ones for the chill shield.
Fire Storm
  Evocation [Fire]
  Level: Clr 8, Drd 7, Fire 7
  Components: V, S
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: Two 10-ft. cubes per level (S)
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  When a fire storm spell is cast, the whole area is shot through with sheets 
  of roaring flame. The raging flames do not harm natural vegetation, ground cover, 
  and any plant creatures in the area that you wish to exclude from damage. Any 
  other creature within the area takes 1d6 points of fire damage per caster level 
  (maximum 20d6).
Fire Trap
  Abjuration [Fire]
  Level: Drd 2, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: Object touched
  Duration: Permanent until discharged (D)
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  Fire trap creates a fiery explosion when an intruder opens the item that the 
  trap protects. A fire trap can ward any object that can be opened and closed.
  When casting fire trap, you select a point on the object as the spell's center. 
  When someone other than you opens the object, a fiery explosion fills the area 
  within a 5-foot radius around the spell's center. The flames deal 1d4 points 
  of fire damage +1 point per caster level (maximum +20). The item protected by 
  the trap is not harmed by this explosion.
  A fire trapped item cannot have a second closure or warding spell placed on 
  it.
  A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell 
  does not detonate the spell.
  Underwater, this ward deals half damage and creates a large cloud of steam.
  You can use the fire trapped object without discharging it, as can any individual 
  to whom the object was specifically attuned when cast. Attuning a fire trapped 
  object to an individual usually involves setting a password that you can share 
  with friends.
  Note: Magic traps such as fire trap are hard to detect and disable. A rogue 
  (only) can use the Search skill to find a fire trap and Disable Device to thwart 
  it. The DC in each case is 25 + spell level (DC 27 for a druid's fire trap or 
  DC 29 for the arcane version).
  Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the 
  warded object.
Fireball
  Evocation [Fire]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A fireball spell is an explosion of flame that detonates with a low roar and 
  deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature 
  within the area. Unattended objects also take this damage. The explosion creates 
  almost no pressure.
  You point your finger and determine the range (distance and height) at which 
  the fireball is to burst. A glowing, pea-sized bead streaks from the pointing 
  digit and, unless it impacts upon a material body or solid barrier prior to 
  attaining the prescribed range, blossoms into the fireball at that point. (An 
  early impact results in an early detonation.) If you attempt to send the bead 
  through a narrow passage, such as through an arrow slit, you must "hit" 
  the opening with a ranged touch attack, or else the bead strikes the barrier 
  and detonates prematurely.
  The fireball sets fire to combustibles and damages objects in the area. It can 
  melt metals with low melting points, such as lead, gold, copper, silver, and 
  bronze. If the damage caused to an interposing barrier shatters or breaks through 
  it, the fireball may continue beyond the barrier if the area permits; otherwise 
  it stops at the barrier just as any other spell effect does.
  Material Component: A tiny ball of bat guano and sulfur.
Flame Arrow
  Transmutation [Fire]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Fifty projectiles, all of which must be in contact with each other at 
  the time of casting
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery 
  projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage 
  to any target it hits. A flaming projectile can easily ignite a flammable object 
  or structure, but it won't ignite a creature it strikes.
  Material Component: A drop of oil and a small piece of flint.
Flame Blade
  Evocation [Fire]
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Sword-like beam
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You 
  wield this bladelike beam as if it were a scimitar. Attacks with the flame blade 
  are melee touch attacks. The blade deals 1d8 points of fire damage +1 point 
  per two caster levels (maximum +10). Since the blade is immaterial, your Strength 
  modifier does not apply to the damage. A flame blade can ignite combustible 
  materials such as parchment, straw, dry sticks, and cloth.
  The spell does not function underwater.
Flame Strike
  Evocation [Fire]
  Level: Clr 5, Drd 4, Sun 5, War 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (10-ft. radius, 40 ft. high)
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  A flame strike produces a vertical column of divine fire roaring downward. The 
  spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage 
  is fire damage, but the other half results directly from divine power and is 
  therefore not subject to being reduced by resistance to fire-based attacks.
Flaming Sphere
  Evocation [Fire]
  Level: Drd 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 5-ft.-diameter sphere
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  A burning globe of fire rolls in whichever direction you point and burns those 
  it strikes. It moves 30 feet per round. As part of this movement, it can ascend 
  or jump up to 30 feet to strike a target. If it enters a space with a creature, 
  it stops moving for the round and deals 2d6 points of fire damage to that creature, 
  though a successful Reflex save negates that damage. A flaming sphere rolls 
  over barriers less than 4 feet tall. It ignites flammable substances it touches 
  and illuminates the same area as a torch would.
  The sphere moves as long as you actively direct it (a move action for you); 
  otherwise, it merely stays at rest and burns. It can be extinguished by any 
  means that would put out a normal fire of its size. The surface of the sphere 
  has a spongy, yielding consistency and so does not cause damage except by its 
  flame. It cannot push aside unwilling creatures or batter down large obstacles. 
  A flaming sphere winks out if it exceeds the spell's range.
  Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting 
  of powdered iron.
Flare
  Evocation [Light]
  Level: Brd 0, Drd 0, Sor/Wiz 0
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Burst of light
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This cantrip creates a burst of light. If you cause the light to burst directly 
  in front of a single creature, that creature is dazzled for 1 minute unless 
  it makes a successful Fortitude save. Sightless creatures, as well as creatures 
  already dazzled, are not affected by flare.
Flesh to Stone
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  The subject, along with all its carried gear, turns into a mindless, inert statue. 
  If the statue resulting from this spell is broken or damaged, the subject (if 
  ever returned to its original state) has similar damage or deformities. The 
  creature is not dead, but it does not seem to be alive either when viewed with 
  spells such as deathwatch.
  Only creatures made of flesh are affected by this spell.
  Material Component: Lime, water, and earth.
Fly
  Transmutation
  Level: Sor/Wiz 3, Travel 3
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or 
  heavy armor, or if it carries a medium or heavy load). It can ascend at half 
  speed and descend at double speed, and its maneuverability is good. Using a 
  fly spell requires only as much concentration as walking, so the subject can 
  attack or cast spells normally. The subject of a fly spell can charge but not 
  run, and it cannot carry aloft more weight than its maximum load, plus any armor 
  it wears.
  Should the spell duration expire while the subject is still aloft, the magic 
  fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. 
  If it reaches the ground in that amount of time, it lands safely. If not, it 
  falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. 
  Since dispelling a spell effectively ends it, the subject also descends in this 
  way if the fly spell is dispelled, but not if it is negated by an antimagic 
  field.
  Arcane Focus: A wing feather from any bird.
Floating Disk
  Evocation [Force]
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 3-ft.-diameter disk of force
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You create a slightly concave, circular plane of force that follows you about 
  and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at 
  its center. It can hold 100 pounds of weight per caster level. (If used to transport 
  a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above 
  the ground at all times and remains level. It floats along horizontally within 
  spell range and will accompany you at a rate of no more than your normal speed 
  each round. If not otherwise directed, it maintains a constant interval of 5 
  feet between itself and you. The disk winks out of existence when the spell 
  duration expires. The disk also winks out if you move beyond range or try to 
  take the disk more than 3 feet away from the surface beneath it. When the disk 
  winks out, whatever it was supporting falls to the surface beneath it.
  Material Component: A drop of mercury.
Fog Cloud
  Conjuration (Creation)
  Level: Drd 2, Sor/Wiz 2, Water 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft. level)
  Effect: Fog spreads in 20-ft. radius, 20 ft. high
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  A bank of fog billows out from the point you designate. The fog obscures all 
  sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment 
  (attacks have a 20% miss chance). Creatures farther away have total concealment 
  (50% miss chance, and the attacker can't use sight to locate the target).
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ 
  mph) disperses the fog in 1 round.
  The spell does not function underwater.
Forbiddance
  Abjuration
  Level: Clr 6
  Components: V, S, M, DF
  Casting Time: 6 rounds
  Range: Medium (100 ft. + 10 ft./level)
  Area: 60-ft. cube/level (S)
  Duration: Permanent
  Saving Throw: See text
  Spell Resistance: Yes
  Forbiddance seals an area against all planar travel into or within it. This 
  includes all teleportation spells (such as dimension door and teleport), plane 
  shifting, astral travel, ethereal travel, and all summoning spells. Such effects 
  simply fail automatically.
  In addition, it damages entering creatures whose alignments are different from 
  yours. The effect on those attempting to enter the warded area is based on their 
  alignment relative to yours (see below). A creature inside the area when the 
  spell is cast takes no damage unless it exits the area and attempts to reenter, 
  at which time it is affected as normal.
  Alignments identical: No effect. The creature may enter the area freely (although 
  not by planar travel).
  Alignments different with respect to either law/chaos or good/evil: The creature 
  takes 6d6 points of damage. A successful Will save halves the damage, and spell 
  resistance applies.
  Alignments different with respect to both law/chaos and good/evil: The creature 
  takes 12d6 points of damage. A successful Will save halves the damage, and spell 
  resistance applies.
  At your option, the abjuration can include a password, in which case creatures 
  of alignments different from yours can avoid the damage by speaking the password 
  as they enter the area. You must select this option (and the password) at the 
  time of casting.
  Dispel magic does not dispel a forbiddance effect unless the dispeller's level 
  is at least as high as your caster level.
  You can't have multiple overlapping forbiddance effects. In such a case, the 
  more recent effect stops at the boundary of the older effect.
  Material Component: A sprinkling of holy water and rare incenses worth at least 
  1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires 
  the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 
  gp per 60-foot cube.
Forcecage
  Evocation [Force]
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  This powerful spell brings into being an immobile, invisible cubical prison 
  composed of either bars of force or solid walls of force (your choice).
  Creatures within the area are caught and contained unless they are too big to 
  fit inside, in which case the spell automatically fails. Teleportation and other 
  forms of astral travel provide a means of escape, but the force walls or bars 
  extend into the Ethereal Plane, blocking ethereal travel.
  Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable 
  to a disintegrate spell, and it can be destroyed by a sphere of annihilation 
  or a rod of cancellation.
  Barred Cage: This version of the spell produces a 20-foot cube made of bands 
  of force (similar to a wall of force spell) for bars. The bands are a half-inch 
  wide, with half-inch gaps between them. Any creature capable of passing through 
  such a small space can escape; others are confined. You can't attack a creature 
  in a barred cage with a weapon unless the weapon can fit between the gaps. Even 
  against such weapons (including arrows and similar ranged attacks), a creature 
  in the barred cage has cover. All spells and breath weapons can pass through 
  the gaps in the bars.
  Windowless Cell: This version of the spell produces a 10-foot cube with no way 
  in and no way out. Solid walls of force form its six sides.
  Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and 
  disappears when you cast the spell.
Forceful Hand
  Evocation [Force]
  Level: Sor/Wiz 6
  Components: V, S, F
  This spell functions like interposing hand, except that the forceful hand pursues 
  and pushes away the opponent that you designate. Treat this attack as a bull 
  rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being 
  Large, and a +2 bonus for charging, which it always gets). The hand always moves 
  with the opponent to push that target back the full distance allowed, and it 
  has no speed limit. Directing the spell to a new target is a move action.
  A very strong creature could not push the hand out of its way because the latter 
  would instantly reposition itself between the creature and you, but an opponent 
  could push the hand up against you by successfully bull rushing it.
  Focus: A sturdy glove made of leather or heavy cloth.
Foresight
  Divination
  Level: Drd 9, Knowledge 9, Sor/Wiz 9
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal or touch
  Target: See text
  Duration: 10 min./level
  Saving Throw: None or Will negates (harmless)
  Spell Resistance: No or Yes (harmless)
  This spell grants you a powerful sixth sense in relation to yourself or another. 
  Once foresight is cast, you receive instantaneous warnings of impending danger 
  or harm to the subject of the spell. You are never surprised or flat-footed. 
  In addition, the spell gives you a general idea of what action you might take 
  to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. 
  This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
  When another creature is the subject of the spell, you receive warnings about 
  that creature. You must communicate what you learn to the other creature for 
  the warning to be useful, and the creature can be caught unprepared in the absence 
  of such a warning. Shouting a warning, yanking a person back, and even telepathically 
  communicating (via an appropriate spell) can all be accomplished before some 
  danger befalls the subject, provided you act on the warning without delay. The 
  subject, however, does not gain the insight bonus to AC and Reflex saves.
  Arcane Material Component: A hummingbird's feather.
Fox's Cunning
  Transmutation
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus 
  to Intelligence, adding the usual benefits to Intelligence-based skill checks 
  and other uses of the Intelligence modifier. Wizards (and other spellcasters 
  who rely on Intelligence) affected by this spell do not gain any additional 
  bonus spells for the increased Intelligence, but the save DCs for spells they 
  cast while under this spell's effect do increase. This spell doesn't grant extra 
  skill points.
  Arcane Material Component: A few hairs, or a pinch of dung, from a fox.
Fox's Cunning, Mass
  Transmutation
  Level: Brd 6, Sor/Wiz 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/level, no two of which can be more than 30 ft. apart
  This spell functions like fox's cunning, except that it affects multiple creatures.
Freedom
  Abjuration
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels) or see text
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The subject is freed from spells and effects that restrict its movement, including 
  binding, entangle, grappling, imprisonment, maze, paralysis, petrification, 
  pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature 
  from imprisonment or maze, you must know its name and background, and you must 
  cast this spell at the spot where it was entombed or banished into the maze.
Freedom of Movement
  Abjuration
  Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
  Components: V, S, M, DF
  Casting Time: 1 standard action
  Range: Personal or touch
  Target: You or creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell enables you or a creature you touch to move and attack normally for 
  the duration of the spell, even under the influence of magic that usually impedes 
  movement, such as paralysis, solid fog, slow, and web. The subject automatically 
  succeeds on any grapple check made to resist a grapple attempt, as well as on 
  grapple checks or Escape Artist checks made to escape a grapple or a pin.
  The spell also allows the subject to move and attack normally while underwater, 
  even with slashing weapons such as axes and swords or with bludgeoning weapons 
  such as flails, hammers, and maces, provided that the weapon is wielded in the 
  hand rather than hurled. The freedom of movement spell does not, however, allow 
  water breathing.
  Material Component: A leather thong, bound around the arm or a similar appendage.
Freezing Sphere
  Evocation [Cold]
  Level: Sor/Wiz 6
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target, Effect, or Area: See text
  Duration: Instantaneous or 1 round/level; see text
  Saving Throw: Reflex half; see text
  Spell Resistance: Yes
  Freezing sphere creates a frigid globe of cold energy that streaks from your 
  fingertips to the location you select, where it explodes in a 10-foot-radius 
  burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to 
  each creature in the area. An elemental (water) creature instead takes 1d8 points 
  of cold damage per caster level (maximum 15d8).
  If the freezing sphere strikes a body of water or a liquid that is principally 
  water (not including water-based creatures), it freezes the liquid to a depth 
  of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster 
  level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. 
  Creatures that were swimming on the surface of frozen water become trapped in 
  the ice. Attempting to break free is a full-round action. A trapped creature 
  must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.
  You can refrain from firing the globe after completing the spell, if you wish. 
  Treat this as a touch spell for which you are holding the charge. You can hold 
  the charge for as long as 1 round per level, at the end of which time the freezing 
  sphere bursts centered on you (and you receive no saving throw to resist its 
  effect). Firing the globe in a later round is a standard action.
  Focus: A small crystal sphere.
Gaseous Form
  Transmutation
  Level: Air 3, Brd 3, Sor/Wiz 3
  Components: S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing corporeal creature touched
  Duration: 2 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  The subject and all its gear become insubstantial, misty, and translucent. Its 
  material armor (including natural armor) becomes worthless, though its size, 
  Dexterity, deflection bonuses, and armor bonuses from force effects still apply. 
  The subject gains damage reduction 10/magic and becomes immune to poison and 
  critical hits. It can't attack or cast spells with verbal, somatic, material, 
  or focus components while in gaseous form. (This does not rule out the use of 
  certain spells that the subject may have prepared using the feats Silent Spell, 
  Still Spell, and Eschew Materials.) The subject also loses supernatural abilities 
  while in gaseous form. If it has a touch spell ready to use, that spell is discharged 
  harmlessly when the gaseous form spell takes effect.
  A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability 
  perfect). It can pass through small holes or narrow openings, even mere cracks, 
  with all it was wearing or holding in its hands, as long as the spell persists. 
  The creature is subject to the effects of wind, and it can't enter water or 
  other liquid. It also can't manipulate objects or activate items, even those 
  carried along with its gaseous form. Continuously active items remain active, 
  though in some cases their effects may be moot.
  Arcane Material Component: A bit of gauze and a wisp of smoke.
Gate
  Conjuration (Creation or Calling)
  Level: Clr 9, Sor/Wiz 9
  Components: V, S, XP; see text
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: See text
  Duration: Instantaneous or concentration (up to 1 round/level); see text
  Saving Throw: None
  Spell Resistance: No
  Casting a gate spell has two effects. First, it creates an interdimensional 
  connection between your plane of existence and a plane you specify, allowing 
  travel between those two planes in either direction.
  Second, you may then call a particular individual or kind of being through the 
  gate.
  The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's 
  choice), oriented in the direction you desire when it comes into existence (typically 
  vertical and facing you). It is a two-dimensional window looking into the plane 
  you specified when casting the spell, and anyone or anything that moves through 
  is shunted instantly to the other side.
  A gate has a front and a back. Creatures moving through the gate from the front 
  are transported to the other plane; creatures moving through it from the back 
  are not.
  Planar Travel: As a mode of planar travel, a gate spell functions much like 
  a plane shift spell, except that the gate opens precisely at the point you desire 
  (a creation effect). Deities and other beings who rule a planar realm can prevent 
  a gate from opening in their presence or personal demesnes if they so desire. 
  Travelers need not join hands with you-anyone who chooses to step through the 
  portal is transported. A gate cannot be opened to another point on the same 
  plane; the spell works only for interplanar travel.
  You may hold the gate open only for a brief time (no more than 1 round per caster 
  level), and you must concentrate on doing so, or else the interplanar connection 
  is severed.
  Calling Creatures: The second effect of the gate spell is to call an extraplanar 
  creature to your aid (a calling effect). By naming a particular being or kind 
  of being as you cast the spell, you cause the gate to open in the immediate 
  vicinity of the desired creature and pull the subject through, willing or unwilling. 
  Deities and unique beings are under no compulsion to come through the gate, 
  although they may choose to do so of their own accord. This use of the spell 
  creates a gate that remains open just long enough to transport the called creatures. 
  This use of the spell has an XP cost (see below).
  If you choose to call a kind of creature instead of a known individual you may 
  call either a single creature (of any HD) or several creatures. You can call 
  and control several creatures as long as their HD total does not exceed your 
  caster level. In the case of a single creature, you can control it if its HD 
  do not exceed twice your caster level. A single creature with more HD than twice 
  your caster level can't be controlled. Deities and unique beings cannot be controlled 
  in any event. An uncontrolled being acts as it pleases, making the calling of 
  such creatures rather dangerous. An uncontrolled being may return to its home 
  plane at any time.
  A controlled creature can be commanded to perform a service for you. Such services 
  fall into two categories: immediate tasks and contractual service. Fighting 
  for you in a single battle or taking any other actions that can be accomplished 
  within 1 round per caster level counts as an immediate task; you need not make 
  any agreement or pay any reward for the creature's help. The creature departs 
  at the end of the spell.
  If you choose to exact a longer or more involved form of service from a called 
  creature, you must offer some fair trade in return for that service. The service 
  exacted must be reasonable with respect to the promised favor or reward; see 
  the lesser planar ally spell for appropriate rewards. (Some creatures may want 
  their payment in "livestock" rather than in coin, which could involve 
  complications.) Immediately upon completion of the service, the being is transported 
  to your vicinity, and you must then and there turn over the promised reward. 
  After this is done, the creature is instantly freed to return to its own plane.
  Failure to fulfill the promise to the letter results in your being subjected 
  to service by the creature or by its liege and master, at the very least. At 
  worst, the creature or its kin may attack you.
  Note: When you use a calling spell such as gate to call an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it becomes a spell of that type.
  XP Cost: 1,000 XP (only for the calling creatures function).
Geas/Quest
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
  Level: Brd 6, Clr 6, Sor/Wiz 6
  Casting Time: 10 minutes
  Target: One living creature
  Saving Throw: None
  This spell functions similarly to lesser geas, except that it affects a creature 
  of any HD and allows no saving throw.
  Instead of taking penalties to ability scores (as with lesser geas), the subject 
  takes 3d6 points of damage each day it does not attempt to follow the geas/quest. 
  Additionally, each day it must make a Fortitude saving throw or become sickened. 
  These effects end 24 hours after the creature attempts to resume the geas/ quest.
  A remove curse spell ends a geas/quest spell only if its caster level is at 
  least two higher than your caster level. Break enchantment does not end a geas/quest, 
  but limited wish, miracle, and wish do.
  Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics 
  call the same spell quest.
Geas, Lesser
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
  Level: Brd 3, Sor/Wiz 4
  Components: V
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 7 HD or less
  Duration: One day/level or until discharged (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  A lesser geas places a magical command on a creature to carry out some service 
  or to refrain from some action or course of activity, as desired by you. The 
  creature must have 7 or fewer Hit Dice and be able to understand you. While 
  a geas cannot compel a creature to kill itself or perform acts that would result 
  in certain death, it can cause almost any other course of activity.
  The geased creature must follow the given instructions until the geas is completed, 
  no matter how long it takes.
  If the instructions involve some open-ended task that the recipient cannot complete 
  through his own actions the spell remains in effect for a maximum of one day 
  per caster level. A clever recipient can subvert some instructions:
  If the subject is prevented from obeying the lesser geas for 24 hours, it takes 
  a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, 
  up to a total of -8. No ability score can be reduced to less than 1 by this 
  effect. The ability score penalties are removed 24 hours after the subject resumes 
  obeying the lesser geas.
  A lesser geas (and all ability score penalties) can be ended by break enchantment, 
  limited wish, remove curse, miracle, or wish. Dispel magic does not affect a 
  lesser geas.
Gentle Repose
  Necromancy
  Level: Clr 2, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Corpse touched
  Duration: One day/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You preserve the remains of a dead creature so that they do not decay. Doing 
  so effectively extends the time limit on raising that creature from the dead 
  (see raise dead). Days spent under the influence of this spell don't count against 
  the time limit. Additionally, this spell makes transporting a fallen comrade 
  more pleasant.
  The spell also works on severed body parts and the like.
  Arcane Material Component: A pinch of salt, and a copper piece for each eye 
  the corpse has (or had).
Ghost Sound
  Illusion (Figment)
  Level: Brd 0, Sor/Wiz 0
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Illusory sounds
  Duration: 1 round/level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  Ghost sound allows you to create a volume of sound that rises, recedes, approaches, 
  or remains at a fixed place. You choose what type of sound ghost sound creates 
  when casting it and cannot thereafter change the sound's basic character.
  The volume of sound created depends on your level. You can produce as much noise 
  as four normal humans per caster level (maximum twenty humans). Thus, talking, 
  singing, shouting, walking, marching, or running sounds can be created. The 
  noise a ghost sound spell produces can be virtually any type of sound within 
  the volume limit. A horde of rats running and squeaking is about the same volume 
  as eight humans running and shouting. A roaring lion is equal to the noise from 
  sixteen humans, while a roaring dire tiger is equal to the noise from twenty 
  humans.
  Ghost sound can enhance the effectiveness of a silent image spell.
  Ghost sound can be made permanent with a permanency spell.
  Material Component: A bit of wool or a small lump of wax.
Ghoul Touch
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Living humanoid touched
  Duration: 1d6+2 rounds
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Imbuing you with negative energy, this spell allows you to paralyze a single 
  living humanoid for the duration of the spell with a successful melee touch 
  attack.
  Additionally, the paralyzed subject exudes a carrion stench that causes all 
  living creatures (except you) in a 10-foot-radius spread to become sickened 
  (Fortitude negates). A neutralize poison spell removes the effect from a sickened 
  creature, and creatures immune to poison are unaffected by the stench.
  Material Component: A small scrap of cloth taken from clothing worn by a ghoul, 
  or a pinch of earth from a ghoul's lair.
Giant Vermin
  Transmutation
  Level: Clr 4, Drd 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to three vermin, no two of which can be more than 30 ft. apart
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  You turn three normal-sized centipedes, two normal-sized spiders, or a single 
  normal-sized scorpion into larger forms. Only one type of vermin can be transmuted 
  (so a single casting cannot affect both a centipede and a spider), and all must 
  be grown to the same size. The size to which the vermin can be grown depends 
  on your level; see the table below.
  Any giant vermin created by this spell do not attempt to harm you, but your 
  control of such creatures is limited to simple commands ("Attack," 
  "Defend," "Stop," and so forth). Orders to attack a certain 
  creature when it appears or guard against a particular occurrence are too complex 
  for the vermin to understand. Unless commanded to do otherwise, the giant vermin 
  attack whoever or whatever is near them.
  Caster Level Vermin Size
  9th or lower Medium
  10th-13th Large
  14th-17th Huge
  18th-19th Gargantuan
  20th or higher Colossal
Glibness
  Transmutation
  Level: Brd 3
  Components: S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff 
  checks made to convince another of the truth of your words. (This bonus doesn't 
  apply to other uses of the Bluff skill, such as feinting in combat, creating 
  a diversion to hide, or communicating a hidden message via innuendo.)
  If a magical effect is used against you that would detect your lies or force 
  you to speak the truth the user of the effect must succeed on a caster level 
  check (1d20 + caster level) against a DC of 15 + your caster level to succeed. 
  Failure means the effect does not detect your lies or force you to speak only 
  the truth.
Glitterdust
  Conjuration (Creation)
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Creatures and objects within 10-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Will negates (blinding only)
  Spell Resistance: No
  A cloud of golden particles covers everyone and everything in the area, causing 
  creatures to become blinded and visibly outlining invisible things for the duration 
  of the spell. All within the area are covered by the dust, which cannot be removed 
  and continues to sparkle until it fades.
  Any creature covered by the dust takes a -40 penalty on Hide checks.
  Material Component: Ground mica.
Globe of Invulnerability
  Abjuration
  Level: Sor/Wiz 6
  This spell functions like lesser globe of invulnerability, except that it also 
  excludes 4th-level spells and spell-like effects.
Globe of Invulnerability, Lesser
  Abjuration
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius spherical emanation, centered on you
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  An immobile, faintly shimmering magical sphere surrounds you and excludes all 
  spell effects of 3rd level or lower. The area or effect of any such spells does 
  not include the area of the lesser globe of invulnerability. Such spells fail 
  to affect any target located within the globe. Excluded effects include spell-like 
  abilities and spells or spell-like effects from items. However, any type of 
  spell can be cast through or out of the magical globe. Spells of 4th level and 
  higher are not affected by the globe, nor are spells already in effect when 
  the globe is cast. The globe can be brought down by a targeted dispel magic 
  spell, but not by an area dispel magic. You can leave and return to the globe 
  without penalty.
  Note that spell effects are not disrupted unless their effects enter the globe, 
  and even then they are merely suppressed, not dispelled. 
  If a given spell has more than one level depending on which character class 
  is casting it, use the level appropriate to the caster to determine whether 
  lesser globe of invulnerability stops it.
  Material Component: A glass or crystal bead that shatters at the expiration 
  of the spell.
Glyph of Warding
  Abjuration
  Level: Clr 3
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target or Area: Object touched or up to 5 sq. ft./level
  Duration: Permanent until discharged (D)
  Saving Throw: See text
  Spell Resistance: No (object) and Yes; see text
  This powerful inscription harms those who enter, pass, or open the warded area 
  or object. A glyph of warding can guard a bridge or passage, ward a portal, 
  trap a chest or box, and so on.
  You set the conditions of the ward. Typically, any creature entering the warded 
  area or opening the warded object without speaking a password (which you set 
  when casting the spell) is subject to the magic it stores. Alternatively or 
  in addition to a password trigger, glyphs can be set according to physical characteristics 
  (such as height or weight) or creature type, subtype, or kind. Glyphs can also 
  be set with respect to good, evil, law, or chaos, or to pass those of your religion. 
  They cannot be set according to class, Hit Dice, or level. Glyphs respond to 
  invisible creatures normally but are not triggered by those who travel past 
  them ethereally. Multiple glyphs cannot be cast on the same area. However, if 
  a cabinet has three drawers, each can be separately warded.
  When casting the spell, you weave a tracery of faintly glowing lines around 
  the warding sigil. A glyph can be placed to conform to any shape up to the limitations 
  of your total square footage. When the spell is completed, the glyph and tracery 
  become nearly invisible.
  Glyphs cannot be affected or bypassed by such means as physical or magical probing, 
  though they can be dispelled. Mislead, polymorph, and nondetection (and similar 
  magical effects) can fool a glyph, though nonmagical disguises and the like 
  can't. Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft 
  check. Identifying the glyph does not discharge it and allows you to know the 
  basic nature of the glyph (version, type of damage caused, what spell is stored).
  Note: Magic traps such as glyph of warding are hard to detect and disable. A 
  rogue (only) can use the Search skill to find the glyph and Disable Device to 
  thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding.
  Depending on the version selected, a glyph either blasts the intruder or activates 
  a spell.
  Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage 
  is acid, cold, fire, electricity, or sonic (caster's choice, made at time of 
  casting). Each creature affected can attempt a Reflex save to take half damage. 
  Spell resistance applies against this effect.
  Spell Glyph: You can store any harmful spell of 3rd level or lower that you 
  know. All level-dependent features of the spell are based on your caster level 
  at the time of casting the glyph. If the spell has a target, it targets the 
  intruder. If the spell has an area or an amorphous effect the area or effect 
  is centered on the intruder. If the spell summons creatures, they appear as 
  close as possible to the intruder and attack. Saving throws and spell resistance 
  operate as normal, except that the DC is based on the level of the spell stored 
  in the glyph.
  Material Component: You trace the glyph 
  with incense, which must first be sprinkled with powdered diamond worth at least 
  200 gp.
Glyph of Warding, Greater
  Abjuration
  Level: Clr 6
  This spell functions like glyph of warding, except that a greater blast glyph 
  deals up to 10d8 points of damage, and a greater spell glyph can store a spell 
  of 6th level or lower.
  Material Component: You trace the glyph with incense, which must first be sprinkled 
  with powdered diamond worth at least 400 gp.
Goodberry
  Transmutation
  Level: Drd 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: 2d4 fresh berries touched
  Duration: One day/level
  Saving Throw: None
  Spell Resistance: Yes
  Casting goodberry upon a handful of freshly picked berries makes 2d4 of them 
  magical. You (as well as any other druid of 3rd or higher level) can immediately 
  discern which berries are affected. Each transmuted berry provides nourishment 
  as if it were a normal meal for a Medium creature. The berry also cures 1 point 
  of damage when eaten, subject to a maximum of 8 points of such curing in any 
  24-hour period.
Good Hope
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One living creature/level, no two of which may be more than 30 ft. 
  apart
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell instills powerful hope in the subjects. Each affected creature gains 
  a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, 
  and weapon damage rolls.
  Good hope counters and dispels crushing despair.
Grasping Hand
  Evocation [Force]
  Level: Sor/Wiz 7, Strength 7
  Components: V, S, F/DF
  This spell functions like interposing hand, except the hand can also grapple 
  one opponent that you select. The grasping hand gets one grapple attack per 
  round.
  Its attack bonus to make contact equals your caster level + your Intelligence, 
  Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), 
  +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus 
  is this same figure, except with a +4 modifier for being Large instead of -1. 
  The hand holds but does not harm creatures it grapples.
  Directing the spell to a new target is a move action.
  The grasping hand can also bull rush an opponent as forceful hand does, but 
  at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, 
  and a +2 bonus for charging, which it always gets), or interpose itself as interposing 
  hand does.
  Clerics who cast this spell name it for their deities.
  Arcane Focus: A leather glove.
Grease
  Conjuration (Creation)
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target or Area: One object or a 10-ft. square
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: No
  A grease spell covers a solid surface with a layer of slippery grease. Any creature 
  in the area when the spell is cast must make a successful Reflex save or fall. 
  This save is repeated on your turn each round that the creature remains within 
  the area. A creature can walk within or through the area of grease at half normal 
  speed with a DC 10 Balance check. Failure means it can't move that round (and 
  must then make a Reflex save or fall), while failure by 5 or more means it falls 
  (see the Balance skill for details).
  The spell can also be used to create a greasy coating on an item. Material objects 
  not in use are always affected by this spell, while an object wielded or employed 
  by a creature receives a Reflex saving throw to avoid the effect. If the initial 
  saving throw fails, the creature immediately drops the item. A saving throw 
  must be made in each round that the creature attempts to pick up or use the 
  greased item. A creature wearing greased armor or clothing gains a +10 circumstance 
  bonus on Escape Artist checks and on grapple checks made to resist or escape 
  a grapple or to escape a pin.
  Material Component: A bit of pork rind or butter.
Greater (Spell Name)
  Any spell whose name begins with greater is alphabetized in this chapter according 
  to the second word of the spell name. Thus, the description of a greater spell 
  appears near the description of the spell on which it is based. Spell chains 
  that have greater spells in them include those based on the spells arcane sight, 
  command, dispel magic, glyph of warding, invisibility, magic fang, magic weapon, 
  planar ally, planar binding, prying eyes, restoration, scrying, shadow conjuration, 
  shadow evocation, shout, and teleport.
Guards and Wards
  Abjuration
  Level: Sor/Wiz 6
  Components: V, S, M, F
  Casting Time: 30 minutes
  Range: Anywhere within the area to be warded
  Area: Up to 200 sq. ft./level (S)
  Duration: 2 hours/level (D)
  Saving Throw: See text
  Spell Resistance: See text
  This powerful spell is primarily used to defend your stronghold. The ward protects 
  200 square feet per caster level. The warded area can be as much as 20 feet 
  high, and shaped as you desire. You can ward several stories of a stronghold 
  by dividing the area among them; you must be somewhere within the area to be 
  warded to cast the spell. The spell creates the following magical effects within 
  the warded area.
  Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 
  5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). 
  Creatures farther away have total concealment (50% miss chance, and the attacker 
  cannot use sight to locate the target). Saving Throw: None. Spell Resistance: 
  No.
  Arcane Locks: All doors in the warded area are arcane locked. Saving Throw: 
  None. Spell Resistance: No.
  Webs: Webs fill all stairs from top to bottom. These strands are identical with 
  those created by the web spell, except that they regrow in 10 minutes if they 
  are burned or torn away while the guards and wards spell lasts. Saving Throw: 
  Reflex negates; see text for web. Spell Resistance: No.
  Confusion: Where there are choices in direction-such as a corridor intersection 
  or side passage-a minor confusion-type effect functions so as to make it 50% 
  probable that intruders believe they are going in the opposite direction from 
  the one they actually chose. This is an enchantment, mind-affecting effect. 
  Saving Throw: None. Spell Resistance: Yes.
  Lost Doors: One door per caster level is covered by a silent image to appear 
  as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). 
  Spell Resistance: No.
  In addition, you can place your choice of one of the following five magical 
  effects.
  1. Dancing lights in four corridors. You can designate a simple program that 
  causes the lights to repeat as long as the guards and wards spell lasts. Saving 
  Throw: None. Spell Resistance: No.
  2. A magic mouth in two places. Saving Throw: None. Spell Resistance: No.
  3. A stinking cloud in two places. The vapors appear in the places you designate; 
  they return within 10 minutes if dispersed by wind while the guards and wards 
  spell lasts. Saving Throw: Fortitude negates; see text for stinking cloud. Spell 
  Resistance: No.
  4. A gust of wind in one corridor or room. Saving Throw: Fortitude negates. 
  Spell Resistance: Yes.
  5. A suggestion in one place. You select an area of up to 5 feet square, and 
  any creature who enters or passes through the area receives the suggestion mentally. 
  Saving Throw: Will negates. Spell Resistance: Yes.
  The whole warded area radiates strong magic of the abjuration school. A dispel 
  magic cast on a specific effect, if successful, removes only that effect. A 
  successful Mage's disjunction destroys the entire guards and wards effect.
  Material Component: Burning incense, a small measure of brimstone and oil, a 
  knotted string, and a small amount of blood.
  Focus: A small silver rod.
Guidance
  Divination
  Level: Clr 0, Drd 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  This spell imbues the subject with a touch of divine guidance. The creature 
  gets a +1 competence bonus on a single attack roll, saving throw, or skill check. 
  It must choose to use the bonus before making the roll to which it applies.
Gust of Wind
  Evocation [Air]
  Level: Drd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Effect: Line-shaped gust of severe wind emanating out from you to the extreme 
  of the range
  Duration: 1 round
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell creates a severe blast of air (approximately 50 mph) that originates 
  from you, affecting all creatures in its path.
  A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, 
  taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller 
  creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage 
  due to battering and buffeting.
  Small creatures are knocked prone by the force of the wind, or if flying are 
  blown back 1d6x10 feet.
  Medium creatures are unable to move forward against the force of the wind, or 
  if flying are blown back 1d6x5 feet.
  Large or larger creatures may move normally within a gust of wind effect.
  A gust of wind can't move a creature beyond the limit of its range.
  Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen 
  checks in the area of a gust of wind.
  The force of the gust automatically extinguishes candles, torches, and similar 
  unprotected flames. It causes protected flames, such as those of lanterns, to 
  dance wildly and has a 50% chance to extinguish those lights.
  In addition to the effects noted, a gust of wind can do anything that a sudden 
  blast of wind would be expected to do. It can create a stinging spray of sand 
  or dust, fan a large fire, overturn delicate awnings or hangings, heel over 
  a small boat, and blow gases or vapors to the edge of its range.
  Gust of wind can be made permanent with a permanency spell.
Hallow
  Evocation [Good]
  Level: Clr 5, Drd 5
  Components: V, S, M, DF
  Casting Time: 24 hours
  Range: Touch
  Area: 40-ft. radius emanating from the touched point
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: See text
  Hallow makes a particular site, building, or structure a holy site. This has 
  four major effects.
  First, the site or structure is guarded by a magic circle against evil effect.
  Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and 
  Charisma checks to command undead take a -4 penalty. Spell resistance does not 
  apply to this effect. (This provision does not apply to the druid version of 
  the spell.)
  Third, any dead body interred in a hallowed site cannot be turned into an undead 
  creature.
  Finally, you may choose to fix a single spell effect to the hallowed site. The 
  spell effect lasts for one year and functions throughout the entire site, regardless 
  of the normal duration and area or effect. You may designate whether the effect 
  applies to all creatures, creatures who share your faith or alignment, or creatures 
  who adhere to another faith or alignment. At the end of the year, the chosen 
  effect lapses, but it can be renewed or replaced simply by casting hallow again.
  Spell effects that may be tied to a hallowed site include aid, bane, bless, 
  cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect 
  magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom 
  of movement, invisibility purge, protection from energy, remove fear, resist 
  energy, silence, tongues, and zone of truth. Saving throws and spell resistance 
  might apply to these spells' effects. (See the individual spell descriptions 
  for details.)
  An area can receive only one hallow spell (and its associated spell effect) 
  at a time. Hallow counters but does not dispel unhallow.
  Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 
  gp per level of the spell to be included in the hallowed area.
Hallucinatory Terrain
  Illusion (Glamer)
  Level: Brd 4, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Long (400 ft. + 40 ft./level)
  Area: One 30-ft. cube/level (S)
  Duration: 2 hours/level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  You make natural terrain look, sound, and smell like some other sort of natural 
  terrain. Structures, equipment, and creatures within the area are not hidden 
  or changed in appearance.
  Material Component: A stone, a twig, and a bit of green plant.
Halt Undead
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to three undead creatures, no two of which can be more than 30 ft. 
  apart
  Duration: 1 round/level
  Saving Throw: Will negates (see text)
  Spell Resistance: Yes
  This spell renders as many as three undead creatures immobile. A nonintelligent 
  undead creature gets no saving throw; an intelligent undead creature does. If 
  the spell is successful, it renders the undead creature immobile for the duration 
  of the spell (similar to the effect of hold person on a living creature). The 
  effect is broken if the halted creatures are attacked or take damage.
  Material Component: A pinch of sulfur and powdered garlic.
Harm
  Necromancy
  Level: Clr 6, Destruction 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half; see text
  Spell Resistance: Yes
  Harm charges a subject with negative energy that deals 10 points of damage per 
  caster level (to a maximum of 150 points at 15th level). If the creature successfully 
  saves, harm deals half this amount, but it cannot reduce the target's hit points 
  to less than 1.
  If used on an undead creature, harm acts like heal.
Haste
  Transmutation
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creatures move and act more quickly than normal. This extra speed 
  has several effects.
  When making a full attack action, a hasted creature may make one extra attack 
  with any weapon he is holding. The attack is made using the creature's full 
  base attack bonus, plus any modifiers appropriate to the situation. (This effect 
  is not cumulative with similar effects, such as that provided by a weapon of 
  speed, nor does it actually grant an extra action, so you can't use it to cast 
  a second spell or otherwise take an extra action in the round.)
  A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC 
  and Reflex saves. Any condition that makes you lose your Dexterity bonus to 
  Armor Class (if any) also makes you lose dodge bonuses.
  All of the hasted creature's modes of movement (including land movement, burrow, 
  climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's 
  normal speed using that form of movement. This increase counts as an enhancement 
  bonus, and it affects the creature's jumping distance as normal for increased 
  speed.
  Multiple haste effects don't stack. Haste dispels and counters slow.
  Material Component: A shaving of licorice root.
Heal
  Conjuration (Healing)
  Level: Clr 6, Drd 7, Healing 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Heal enables you to channel positive energy into a creature to wipe away injury 
  and afflictions. It immediately ends any and all of the following adverse conditions 
  affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, 
  diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, 
  stunned, and poisoned. It also cures 10 hit points of damage per level of the 
  caster, to a maximum of 150 points at 15th level.
  Heal does not remove negative levels, restore permanently drained levels, or 
  restore permanently drained ability score points.
  If used against an undead creature, heal instead acts like harm.
Heal, Mass
  Conjuration (Healing)
  Level: Clr 9, Healing 9
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like heal, except as noted above. The maximum number of 
  hit points restored to each creature is 250.
Heal Mount
  Conjuration (Healing)
  Level: Pal 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Your mount touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell functions like heal, but it affects only the paladin's special mount 
  (typically a warhorse).
Heat Metal
  Transmutation [Fire]
  Level: Drd 2, Sun 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Metal equipment of one creature per two levels, no two of which can 
  be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within 
  a 30-ft. circle
  Duration: 7 rounds
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no 
  saving throw. Magical metal is allowed a saving throw against the spell. An 
  item in a creature's possession uses the creature's saving throw bonus unless 
  its own is higher.
  A creature takes fire damage if its equipment is heated. It takes full damage 
  if its armor is affected or if it is holding, touching, wearing, or carrying 
  metal weighing one-fifth of its weight. The creature takes minimum damage (1 
  point or 2 points; see the table) if it's not wearing metal armor and the metal 
  that it's carrying weighs less than one-fifth of its weight.
  On the first round of the spell, the metal becomes warm and uncomfortable to 
  touch but deals no damage. The same effect also occurs on the last round of 
  the spell's duration. During the second (and also the next-to-last) round, intense 
  heat causes pain and damage. In the third, fourth, and fifth rounds, the metal 
  is searing hot, causing more damage, as shown on the table below.
  Round Metal Temperature Damage
  1 Warm None
  2 Hot 1d4 points
  3-5 Searing 2d4 points
  6 Hot 1d4 points
  7 Warm None
  Any cold intense enough to damage the creature negates fire damage from the 
  spell (and vice versa) on a point-for-point basis. If cast underwater, heat 
  metal deals half damage and boils the surrounding water.
  Heat metal counters and dispels chill metal.
Helping Hand
  Evocation
  Level: Clr 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 5 miles
  Effect: Ghostly hand
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You create the ghostly image of a hand, which you can send to find a creature 
  within 5 miles. The hand then beckons to that creature and leads it to you if 
  the creature is willing to follow.
  When the spell is cast, the hand appears in front of you. You then specify a 
  person (or any creature) by physical description, which can include race, gender, 
  and appearance but not ambiguous factors such as level, alignment, or class. 
  When the description is complete, the hand streaks off in search of a subject 
  that fits the description. The amount of time it takes to find the subject depends 
  on how far away she is.
  Distance Time to Locate
  100 ft. or less 1 round
  1,000 ft. 1 minute
  1 mile 10 minutes
  2 miles 1 hour
  3 miles 2 hours
  4 miles 3 hours
  5 miles 4 hours
  Once the hand locates the subject, it beckons the creature to follow it. If 
  the subject does so, the hand points in your direction, indicating the most 
  direct feasible route. The hand hovers 10 feet in front of the subject, moving 
  before it at a speed of as much as 240 feet per round. Once the hand leads the 
  subject back to you, it disappears.
  The subject is not compelled to follow the hand or act in any particular way 
  toward you. If the subject chooses not to follow, the hand continues to beckon 
  for the duration of the spell, then disappears. If the spell expires while the 
  subject is en route to you, the hand disappears; the subject must then rely 
  on her own devices to locate you.
  If more than one subject in a 5-mile radius meets the description, the hand 
  locates the closest creature. If that creature refuses to follow the hand, the 
  hand does not seek out a second subject.
  If, at the end of 4 hours of searching, the hand has found no subject that matches 
  the description within 5 miles, it returns to you, displays an outstretched 
  palm (indicating that no such creature was found), and disappears.
  The ghostly hand has no physical form. It is invisible to anyone except you 
  and a potential subject. It cannot engage in combat or execute any other task 
  aside from locating a subject and leading it back to you. The hand can't pass 
  through solid objects but can ooze through small cracks and slits. The hand 
  cannot travel more than 5 miles from the spot it appeared when you cast the 
  spell.
Heroes' Feast
  Conjuration [Creation]
  Level: Brd 6, Clr 6
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Feast for one creature/level
  Duration: 1 hour plus 12 hours; see text
  Saving Throw: None
  Spell Resistance: No
  You bring forth a great feast, including a magnificent table, chairs, service, 
  and food and drink. The feast takes 1 hour to consume, and the beneficial effects 
  do not set in until this hour is over. Every creature partaking of the feast 
  is cured of all diseases, sickness, and nausea; becomes immune to poison for 
  12 hours; and gains 1d8 temporary hit points +1 point per two caster levels 
  (maximum +10) after imbibing the nectar-like beverage that is part of the feast. 
  The ambrosial food that is consumed grants each creature that partakes a +1 
  morale bonus on attack rolls and Will saves and immunity to fear effects for 
  12 hours.
  If the feast is interrupted for any reason, the spell is ruined and all effects 
  of the spell are negated.
Heroism
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 2, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell imbues a single creature with great bravery and morale in battle. 
  The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
Heroism, Greater
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 5, Sor/Wiz 6
  Duration: 1 min./level
  This spell functions like heroism, except the creature gains a +4 morale bonus 
  on attack rolls, saves, and skill checks, immunity to fear effects, and temporary 
  hit points equal to your caster level (maximum 20).
Hide from Animals
  Abjuration
  Level: Drd 1, Rgr 1
  Components: S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: One creature touched/level
  Duration: 10 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  Animals cannot see, hear, or smell the warded creatures. Even extraordinary 
  or supernatural sensory capabilities, such as blindsense, blindsight, scent, 
  and tremorsense, cannot detect or locate warded creatures. Animals simply act 
  as though the warded creatures are not there. If a warded character touches 
  an animal or attacks any creature, even with a spell, the spell ends for all 
  recipients.
Hide from Undead
  Abjuration
  Level: Clr 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: One touched creature/level
  Duration: 10 min./level (D)
  Saving Throw: Will negates (harmless); see text
  Spell Resistance: Yes
  Undead cannot see, hear, or smell the warded creatures. Even extraordinary or 
  supernatural sensory capabilities, such as blindsense, blindsight, scent, and 
  tremorsense, cannot detect or locate warded creatures. Nonintelligent undead 
  creatures are automatically affected and act as though the warded creatures 
  are not there. An intelligent undead creature gets a single Will saving throw. 
  If it fails, the subject can't see any of the warded creatures. However, if 
  it has reason to believe unseen opponents are present, it can attempt to find 
  or strike them. If a warded creature attempts to turn or command undead, touches 
  an undead creature, or attacks any creature (even with a spell), the spell ends 
  for all recipients.
Hideous Laughter
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature; see text
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell afflicts the subject with uncontrollable laughter. It collapses into 
  gales of manic laughter, falling prone. The subject can take no actions while 
  laughing, but is not considered helpless. After the spell ends, it can act normally.
  A creature with an Intelligence score of 2 or lower is not affected. A creature 
  whose type is different from the caster's receives a +4 bonus on its saving 
  throw, because humor doesn't "translate" well.
  Material Component: Tiny tarts that are thrown at the target and a feather that 
  is waved in the air.
Hold Animal
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Animal 2, Drd 2, Rgr 2
  Components: V, S
  Target: One animal
  This spell functions like hold person, except that it affects an animal instead 
  of a humanoid.
Hold Monster
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 4, Law 6, Sor/Wiz 5
  Components: V, S, M/DF
  Target: One living creature
  This spell functions like hold person, except that it affects any living creature 
  that fails its Will save.
  Arcane Material Component: One hard metal bar or rod, which can be as small 
  as a three-penny nail.
Hold Monster, Mass
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 9
  Targets: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like hold person, except that it affects multiple creatures 
  and holds any living creature that fails its Will save.
Hold Person
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 2, Clr 2, Sor/Wiz 3
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid creature
  Duration: 1 round/level (D); see text
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  The subject becomes paralyzed and freezes in place. It is aware and breathes 
  normally but cannot take any actions, even speech. Each round on its turn, the 
  subject may attempt a new saving throw to end the effect. (This is a full-round 
  action that does not provoke attacks of opportunity.)
  A winged creature who is paralyzed cannot flap its wings and falls. A swimmer 
  can't swim and may drown.
  Arcane Focus: A small, straight piece of iron.
Hold Person, Mass
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 7
  Targets: One or more humanoid creatures, no two of which can be more than 30 
  ft. apart
  This spell functions like hold person, except as noted above.
Hold Portal
  Abjuration
  Level: Sor/Wiz 1
  Component: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One portal, up to 20 sq. ft./level
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell magically holds shut a door, gate, window, or shutter of wood, metal, 
  or stone. The magic affects the portal just as if it were securely closed and 
  normally locked. A knock spell or a successful dispel magic spell can negate 
  a hold portal spell.
  For a portal affected by this spell, add 5 to the normal DC for forcing open 
  the portal.
Holy Aura
  Abjuration [Good]
  Level: Clr 8, Good 8
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 20 ft.
  Targets: One creature/level in a 20-ft.-radius burst centered on you
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: Yes (harmless)
  A brilliant divine radiance surrounds the subjects, protecting them from attacks, 
  granting them resistance to spells cast by evil creatures, and causing evil 
  creatures to become blinded when they strike the subjects. This abjuration has 
  four effects.
  First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance 
  bonus on saves. Unlike protection from evil, this benefit applies against all 
  attacks, not just against attacks by evil creatures.
  Second, each warded creature gains spell resistance 25 against evil spells and 
  spells cast by evil creatures.
  Third, the abjuration blocks possession and mental influence, just as protection 
  from evil does.
  Finally, if an evil creature succeeds on a melee attack against a warded creature, 
  the offending attacker is blinded (Fortitude save negates, as blindness/deafness, 
  but against holy aura's save DC).
  Focus: A tiny reliquary containing some sacred relic. The reliquary costs at 
  least 500 gp.
Holy Smite
  Evocation [Good]
  Level: Good 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius burst
  Duration: Instantaneous (1 round); see text
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  You draw down holy power to smite your enemies. Only evil and neutral creatures 
  are harmed by the spell; good creatures are unaffected.
  The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to 
  each evil creature in the area (or 1d6 points of damage per caster level, maximum 
  10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful 
  Will saving throw reduces damage to half and negates the blinded effect.
  The spell deals only half damage to creatures who are neither good nor evil, 
  and they are not blinded. Such a creature can reduce that damage by half (down 
  to one-quarter of the roll) with a successful Will save.
Holy Sword
  Evocation [Good]
  Level: Pal 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Melee weapon touched
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell allows you to channel holy power into your sword, or any other melee 
  weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus 
  on attack and damage rolls, extra 2d6 damage against evil opponents). It also 
  emits a magic circle against evil effect (as the spell). If the magic circle 
  ends, the sword creates a new one on your turn as a free action. The spell is 
  automatically canceled 1 round after the weapon leaves your hand. You cannot 
  have more than one holy sword at a time.
  If this spell is cast on a magic weapon, the powers of the spell supersede any 
  that the weapon normally has, rendering the normal enhancement bonus and powers 
  of the weapon inoperative for the duration of the spell. This spell is not cumulative 
  with bless weapon or any other spell that might modify the weapon in any way.
  This spell does not work on artifacts.
  Note: A masterwork weapon's bonus to attack does not stack with an enhancement 
  bonus to attack.
Holy Word
  Evocation [Good, Sonic]
  Level: Clr 7, Good 7
  Components: V
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: Nongood creatures in a 40-ft.-radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None or Will negates; see text
  Spell Resistance: Yes
  Any nongood creature within the area that hears the holy word suffers the following 
  ill effects.
  HD Effect
  Equal to caster level Deafened
  Up to caster level -1 Blinded, deafened
  Up to caster level -5 Paralyzed, blinded, deafened
  Up to caster level -10 Killed, paralyzed, blinded, deafened
  The effects are cumulative and concurrent. No saving throw is allowed against 
  these effects.
  Deafened: The creature is deafened for 1d4 rounds.
  Blinded: The creature is blinded for 2d4 rounds.
  Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
  Killed: Living creatures die. Undead creatures are destroyed.
  Furthermore, if you are on your home plane when you cast this spell, nongood 
  extraplanar creatures within the area are instantly banished back to their home 
  planes. Creatures so banished cannot return for at least 24 hours. This effect 
  takes place regardless of whether the creatures hear the holy word. The banishment 
  effect allows a Will save (at a -4 penalty) to negate.
  Creatures whose HD exceed your caster level are unaffected by holy word.
Horrid Wilting
  Necromancy
  Level: Sor/Wiz 8, Water 8
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Targets: Living creatures, no two of which can be more than 60 ft. apart
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
  This spell evaporates moisture from the body of each subject living creature, 
  dealing 1d6 points of damage per caster level (maximum 20d6). This spell is 
  especially devastating to water elementals and plant creatures, which instead 
  take 1d8 points of damage per caster level (maximum 20d8).
  Arcane Material Component: A bit of sponge.
Hypnotic Pattern
  Illusion (Pattern) [Mind-Affecting]
  Level: Brd 2, Sor/Wiz 2
  Components: V (Brd only), S, M; see text
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Colorful lights in a 10-ft.-radius spread
  Duration: Concentration + 2 rounds
  Saving Throw: Will negates
  Spell Resistance: Yes
  A twisting pattern of subtle, shifting colors weaves through the air, fascinating 
  creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine 
  the total number of Hit Dice of creatures affected. Creatures with the fewest 
  HD are affected first; and, among creatures with equal HD, those who are closest 
  to the spell's point of origin are affected first. Hit Dice that are not sufficient 
  to affect a creature are wasted. Affected creatures become fascinated by the 
  pattern of colors. Sightless creatures are not affected.
  A wizard or sorcerer need not utter a sound to cast this spell, but a bard must 
  sing, play music, or recite a rhyme as a verbal component.
  Material Component: A glowing stick of incense or a crystal rod filled with 
  phosphorescent material.
Hypnotism
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1, Sor/Wiz 1
  Components: V, S
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: Several living creatures, no two of which may be more than 30 ft. apart
  Duration: 2d4 rounds (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Your gestures and droning incantation fascinate nearby creatures, causing them 
  to stop and stare blankly at you. In addition, you can use their rapt attention 
  to make your suggestions and requests seem more plausible. Roll 2d4 to see how 
  many total Hit Dice of creatures you affect. Creatures with fewer HD are affected 
  before creatures with more HD. Only creatures that can see or hear you are affected, 
  but they do not need to understand you to be fascinated.
  If you use this spell in combat, each target gains a +2 bonus on its saving 
  throw. If the spell affects only a single creature not in combat at the time, 
  the saving throw has a penalty of -2.
  While the subject is fascinated by this spell, it reacts as though it were two 
  steps more friendly in attitude. This allows you to make a single request of 
  the affected creature (provided you can communicate with it). The request must 
  be brief and reasonable. Even after the spell ends, the creature retains its 
  new attitude toward you, but only with respect to that particular request.
  A creature that fails its saving throw does not remember that you enspelled 
  it.
Ice Storm
  Evocation [Cold]
  Level: Drd 4, Sor/Wiz 4, Water 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Cylinder (20-ft. radius, 40 ft. high)
  Duration: 1 full round
  Saving Throw: None
  Spell Resistance: Yes
  Great magical hailstones pound down for 1 full round, dealing 3d6 points of 
  bludgeoning damage and 2d6 points of cold damage to every creature in the area. 
  A -4 penalty applies to each Listen check made within the ice storm's effect, 
  and all land movement within its area is at half speed. At the end of the duration, 
  the hail disappears, leaving no aftereffects (other than the damage dealt).
  Arcane Material Component: A pinch of dust and a few drops of water.
Identify
  Divination
  Level: Brd 1, Magic 2, Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 1 hour
  Range: Touch
  Targets: One touched object
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  The spell determines all magic properties of a single magic item, including 
  how to activate those functions (if appropriate), and how many charges are left 
  (if any).
  Identify does not function when used on an artifact.
  Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred 
  into wine with an owl feather; the infusion must be drunk prior to spellcasting.
Illusory Script
  Illusion (Phantasm) [Mind-Affecting]
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 minute or longer; see text
  Range: Touch
  Target: One touched object weighing no more than 10 lb.
  Duration: One day/level (D)
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You write instructions or other information on parchment, paper, or any suitable 
  writing material. The illusory script appears to be some form of foreign or 
  magical writing. Only the person (or people) designated by you at the time of 
  the casting are able to read the writing; it's unintelligible to any other character, 
  although an illusionist recognizes it as illusory script.
  Any unauthorized creature attempting to read the script triggers a potent illusory 
  effect and must make a saving throw. A successful saving throw means the creature 
  can look away with only a mild sense of disorientation. Failure means the creature 
  is subject to a suggestion implanted in the script by you at the time the illusory 
  script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions 
  include "Close the book and leave," "Forget the existence of 
  the book," and so forth. If successfully dispelled by dispel magic, the 
  illusory script and its secret message disappear. The hidden message can be 
  read by a combination of the true seeing spell with the read magic or comprehend 
  languages spell.
  The casting time depends on how long a message you wish to write, but it is 
  always at least 1 minute.
  Material Component: A lead-based ink (cost of not less than 50 gp).
Illusory Wall
  Illusion (Figment)
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Image 1 ft. by 10 ft. by 10 ft.
  Duration: Permanent
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  This spell creates the illusion of a wall, floor, ceiling, or similar surface. 
  It appears absolutely real when viewed, but physical objects can pass through 
  it without difficulty. When the spell is used to hide pits, traps, or normal 
  doors, any detection abilities that do not require sight work normally. Touch 
  or a probing search reveals the true nature of the surface, though such measures 
  do not cause the illusion to disappear.
Imbue with Spell Ability
  Evocation
  Level: Clr 4, Magic 4
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Touch
  Target: Creature touched; see text
  Duration: Permanent until discharged (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You transfer some of your currently prepared spells, and the ability to cast 
  them, to another creature. Only a creature with an Intelligence score of at 
  least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric 
  spells from the schools of abjuration, divination, and conjuration (healing) 
  can be transferred. The number and level of spells that the subject can be granted 
  depends on its Hit Dice; even multiple castings of imbue with spell ability 
  can't exceed this limit.
  HD of Recipient Spells Imbued
  2 or lower One 1st-level spell
  3-4 One or two 1st-level spells
  5 or higher One or two 1st-level spells and one 2nd-level spell
  The transferred spell's variable characteristics (range, duration, area, and 
  the like) function according to your level, not the level of the recipient.
  Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell 
  to replace it until the recipient uses the imbued spells or is slain, or until 
  you dismiss the imbue with spell ability spell. In the meantime, you remain 
  responsible to your deity or your principles for the use to which the spell 
  is put. If the number of 4th-level spells you can cast decreases, and that number 
  drops below your current number of active imbue with spell ability spells, the 
  more recently cast imbued spells are dispelled.
  To cast a spell with a verbal component, the subject must be able to speak. 
  To cast a spell with a somatic component, it must have humanlike hands. To cast 
  a spell with a material component or focus, it must have the materials or focus.
Implosion
  Evocation
  Level: Clr 9, Destruction 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One corporeal creature/round
  Duration: Concentration (up to 4 rounds)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You create a destructive resonance in a corporeal creature's body. For each 
  round you concentrate, you cause one creature to collapse in on itself, killing 
  it. (This effect, being instantaneous, cannot be dispelled.)
  You can target a particular creature only once with each casting of the spell.
  Implosion has no effect on creatures in gaseous form or on incorporeal creatures.
Imprisonment
  Abjuration
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  When you cast imprisonment and touch a creature, it is entombed in a state of 
  suspended animation (see the temporal stasis spell) in a small sphere far beneath 
  the surface of the earth. The subject remains there unless a freedom spell is 
  cast at the locale where the imprisonment took place. Magical search by a crystal 
  ball, a locate object spell, or some other similar divination does not reveal 
  the fact that a creature is imprisoned, but discern location does. A wish or 
  miracle spell will not free the recipient, but will reveal where it is entombed. 
  If you know the target's name and some facts about its life, the target takes 
  a -4 penalty on its save.
Incendiary Cloud
  Conjuration (Creation) [Fire]
  Level: Fire 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cloud spreads in 20-ft. radius, 20 ft. high
  Duration: 1 round/level
  Saving Throw: Reflex half; see text
  Spell Resistance: No
  An incendiary cloud spell creates a cloud of roiling smoke shot through with 
  white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, 
  the white-hot embers within the cloud deal 4d6 points of fire damage to everything 
  within the cloud on your turn each round. All targets can make Reflex saves 
  each round to take half damage.
  As with a cloudkill spell, the smoke moves away from you at 10 feet per round. 
  Figure out the smoke's new spread each round based on its new point of origin, 
  which is 10 feet farther away from where you were when you cast the spell. By 
  concentrating, you can make the cloud (actually its point of origin) move as 
  much as 60 feet each round. Any portion of the cloud that would extend beyond 
  your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.
  As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.
Inflict Critical Wounds
  Necromancy
  Level: Clr 4, Destruction 4
  This spell functions like inflict light wounds, except that you deal 4d8 points 
  of damage +1 point per caster level (maximum +20).
Inflict Critical Wounds, Mass
  Necromancy
  Level: Clr 8
  This spell functions like mass inflict light wounds, except that it deals 4d8 
  points of damage +1 point per caster level (maximum +40).
Inflict Light Wounds
  Necromancy
  Level: Clr 1, Destruction 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  When laying your hand upon a creature, you channel negative energy that deals 
  1d8 points of damage +1 point per caster level (maximum +5).
  Since undead are powered by negative energy, this spell cures such a creature 
  of a like amount of damage, rather than harming it.
Inflict Light Wounds, Mass
  Necromancy
  Level: Clr 5, Destruction 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/level, no two of which can be more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Will half
  Spell Resistance: Yes
  Negative energy spreads out in all directions from the point of origin, dealing 
  1d8 points of damage +1 point per caster level (maximum +25) to nearby living 
  enemies.
  Like other inflict spells, mass inflict light wounds cures undead in its area 
  rather than damaging them. A cleric capable of spontaneously casting inflict 
  spells can also spontaneously cast mass inflict spells.
Inflict Minor Wounds
  Necromancy
  Level: Clr 0
  Saving Throw: Will negates
  This spell functions like inflict light wounds, except that you deal 1 point 
  of damage and a Will save negates the damage instead of halving it.
Inflict Moderate Wounds
  Necromancy
  Level: Clr 2
  This spell functions like inflict light wounds, except that you deal 2d8 points 
  of damage +1 point per caster level (maximum +10).
Inflict Moderate Wounds, Mass
  Necromancy
  Level: Clr 6
  This spell functions like mass inflict light wounds, except that it deals 2d8 
  points of damage +1 point per caster level (maximum +30).
Inflict Serious Wounds
  Necromancy
  Level: Clr 3
  This spell functions like inflict light wounds, except that you deal 3d8 points 
  of damage +1 point per caster level (maximum +15).
Inflict Serious Wounds, Mass
  Necromancy
  Level: Clr 7
  This spell functions like mass inflict light wounds, except that it deals 3d8 
  points of damage +1 point per caster level (maximum +35).
Insanity
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  The affected creature suffers from a continuous confusion effect, as the spell.
  Remove curse does not remove insanity. Greater restoration, heal, limited wish, 
  miracle, or wish can restore the creature.
Insect Plague
  Conjuration (Summoning)
  Level: Clr 5, Drd 5
  Components: V, S, DF
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Effect: One swarm of locusts per three levels, each of which must be adjacent 
  to at least one other swarm
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: No
  You summon a number of swarms of locusts (one per three levels, to a maximum 
  of six swarms at 18th level). The swarms must be summoned so that each one is 
  adjacent to at least one other swarm (that is, the swarms must fill one contiguous 
  area). You may summon the locust swarms so that they share the area of other 
  creatures. Each swarm attacks any creatures occupying its area. The swarms are 
  stationary after being summoned, and won't pursue creatures that flee.
Instant Summons
  Conjuration (Summoning)
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: See text
  Target: One object weighing 10 lb. or less whose longest dimension is 6 ft. 
  or less
  Duration: Permanent until discharged
  Saving Throw: None
  Spell Resistance: No
  You call some nonliving item from virtually any location directly to your hand.
  First, you must place your arcane mark on the item. Then you cast this spell, 
  which magically and invisibly inscribes the name of the item on a sapphire worth 
  at least 1,000 gp. Thereafter, you can summon the item by speaking a special 
  word (set by you when the spell is cast) and crushing the gem. The item appears 
  instantly in your hand. Only you can use the gem in this way.
  If the item is in the possession of another creature, the spell does not work, 
  but you know who the possessor is and roughly where that creature is located 
  when the summons occurs.
  The inscription on the gem is invisible. It is also unreadable, except by means 
  of a read magic spell, to anyone but you.
  The item can be summoned from another plane, but only if no other creature has 
  claimed ownership of it.
  Material Component: A sapphire worth at least 1,000 gp.
Interposing Hand
  Evocation [Force]
  Level: Sor/Wiz 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: 10-ft. hand
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Interposing hand creates a Large magic hand that appears between you and one 
  opponent. This floating, disembodied hand then moves to remain between the two 
  of you, regardless of where you move or how the opponent tries to get around 
  it, providing cover (+4 AC) for you against that opponent. Nothing can fool 
  the hand-it sticks with the selected opponent in spite of darkness, invisibility, 
  polymorphing, or any other attempt at hiding or disguise. The hand does not 
  pursue an opponent, however.
  An interposing hand is 10 feet long and about that wide with its fingers outstretched. 
  It has as many hit points as you do when you're undamaged, and its AC is 20 
  (-1 size, +11 natural). It takes damage as a normal creature, but most magical 
  effects that don't cause damage do not affect it.
  The hand never provokes attacks of opportunity from opponents. It cannot push 
  through a wall of force or enter an antimagic field, but it suffers the full 
  effect of a prismatic wall or prismatic sphere. The hand makes saving throws 
  as its caster.
  Disintegrate or a successful dispel magic destroys it.
  Any creature weighing 2,000 pounds or less that tries to push past the hand 
  is slowed to half its normal speed. The hand cannot reduce the speed of a creature 
  weighing more than 2,000 pounds, but it still affects the creature's attacks.
  Directing the spell to a new target is a move action.
  Focus: A soft glove.
Invisibility
  Illusion (Glamer)
  Level: Brd 2, Sor/Wiz 2, Trickery 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal or touch
  Target: You or a creature or object weighing no more than 100 lb./level
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless) or Will negates (harmless, object)
  Spell Resistance: Yes (harmless) or Yes (harmless, object)
  The creature or object touched becomes invisible, vanishing from sight, even 
  from darkvision. If the recipient is a creature carrying gear, that vanishes, 
  too. If you cast the spell on someone else, neither you nor your allies can 
  see the subject, unless you can normally see invisible things or you employ 
  magic to do so.
  Items dropped or put down by an invisible creature become visible; items picked 
  up disappear if tucked into the clothing or pouches worn by the creature. Light, 
  however, never becomes invisible, although a source of light can become so (thus, 
  the effect is that of a light with no visible source). Any part of an item that 
  the subject carries but that extends more than 10 feet from it becomes visible.
  Of course, the subject is not magically silenced, and certain other conditions 
  can render the recipient detectable (such as stepping in a puddle). The spell 
  ends if the subject attacks any creature. For purposes of this spell, an attack 
  includes any spell targeting a foe or whose area or effect includes a foe. (Exactly 
  who is a foe depends on the invisible character's perceptions.) Actions directed 
  at unattended objects do not break the spell. Causing harm indirectly is not 
  an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, 
  summon monsters and have them attack, cut the ropes holding a rope bridge while 
  enemies are on the bridge, remotely trigger traps, open a portcullis to release 
  attack dogs, and so forth. If the subject attacks directly, however, it immediately 
  becomes visible along with all its gear. Spells such as bless that specifically 
  affect allies but not foes are not attacks for this purpose, even when they 
  include foes in their area.
  Invisibility can be made permanent (on objects only) with a permanency spell.
  Arcane Material Component: An eyelash encased in a bit of gum arabic.
Invisibility, Greater
  Illusion (Glamer)
  Level: Brd 4, Sor/Wiz 4
  Components: V, S
  Target: You or creature touched
  Duration: 1 round/level (D)
  Saving Throw: Will negates (harmless)
  This spell functions like invisibility, except that it doesn't end if the subject 
  attacks.
Invisibility, Mass
  Illusion (Glamer)
  Level: Sor/Wiz 7
  Components: V, S, M
  Range: Long (400 ft. + 40 ft./level)
  Targets: Any number of creatures, no two of which can be more than 180 ft. apart
  This spell functions like invisibility, except that the effect is mobile with 
  the group and is broken when anyone in the group attacks. Individuals in the 
  group cannot see each other. The spell is broken for any individual who moves 
  more than 180 feet from the nearest member of the group. (If only two individuals 
  are affected, the one moving away from the other one loses its invisibility. 
  If both are moving away from each other, they both become visible when the distance 
  between them exceeds 180 feet.)
  Material Component: An eyelash encased in a bit of gum arabic.
Invisibility Purge
  Evocation
  Level: Clr 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  You surround yourself with a sphere of power with a radius of 5 feet per caster 
  level that negates all forms of invisibility.
  Anything invisible becomes visible while in the area.
Invisibility Sphere
  Illusion (Glamer)
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Area: 10-ft.-radius emanation around the creature or object touched
  This spell functions like invisibility, except that this spell confers invisibility 
  upon all creatures within 10 feet of the recipient. The center of the effect 
  is mobile with the recipient.
  Those affected by this spell can see each other and themselves as if unaffected 
  by the spell. Any affected creature moving out of the area becomes visible, 
  but creatures moving into the area after the spell is cast do not become invisible. 
  Affected creatures (other than the recipient) who attack negate the invisibility 
  only for themselves. If the spell recipient attacks, the invisibility sphere 
  ends.
Iron Body
  Transmutation
  Level: Earth 8, Sor/Wiz 8
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  This spell transforms your body into living iron, which grants you several powerful 
  resistances and abilities.
  You gain damage reduction 15/adamantine. You are immune to blindness, critical 
  hits, ability score damage, deafness, disease, drowning, electricity, poison, 
  stunning, and all spells or attacks that affect your physiology or respiration, 
  because you have no physiology or respiration while this spell is in effect. 
  You take only half damage from acid and fire of all kinds. However, you also 
  become vulnerable to all special attacks that affect iron golems.
  You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty 
  to Dexterity as well (to a minimum Dexterity score of 1), and your speed is 
  reduced to half normal. You have an arcane spell failure chance of 50% and a 
  -8 armor check penalty, just as if you were clad in full plate armor. You cannot 
  drink (and thus can't use potions) or play wind instruments.
  Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small 
  characters or 1d6 for Medium characters), and you are considered armed when 
  making unarmed attacks.
  Your weight increases by a factor of ten, causing you to sink in water like 
  a stone. However, you could survive the crushing pressure and lack of air at 
  the bottom of the ocean-at least until the spell duration expires.
  Arcane Material Component: A small piece of iron that was once part of either 
  an iron golem, a hero's armor, or a war machine.
Ironwood
  Transmutation
  Level: Drd 6
  Components: V, S, M
  Casting Time: 1 minute/lb. created
  Range: 0 ft.
  Effect: An ironwood object weighing up to 5 lb./level
  Duration: One day/level (D)
  Saving Throw: None
  Spell Resistance: No
  Ironwood is a magical substance created by druids from normal wood. While remaining 
  natural wood in almost every way, ironwood is as strong, heavy, and resistant 
  to fire as steel. Spells that affect metal or iron do not function on ironwood. 
  Spells that affect wood do affect ironwood, although ironwood does not burn. 
  Using this spell with wood shape or a wood-related Craft check, you can fashion 
  wooden items that function as steel items. Thus, wooden plate armor and wooden 
  swords can be created that are as durable as their normal steel counterparts. 
  These items are freely usable by druids.
  Further, if you make only half as much ironwood as the spell would normally 
  allow, any weapon, shield, or suit of armor so created is treated as a magic 
  item with a +1 enhancement bonus.
  Material Component: Wood shaped into the form of the intended ironwood object.
Irresistible Dance
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 6, Sor/Wiz 8
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1d4+1 rounds
  Saving Throw: None
  Spell Resistance: Yes
  The subject feels an undeniable urge to dance and begins doing so, complete 
  with foot shuffling and tapping. The spell effect makes it impossible for the 
  subject to do anything other than caper and prance in place. The effect imposes 
  a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates 
  any AC bonus granted by a shield the target holds. The dancing subject provokes 
  attacks of opportunity each round on its turn.
Jump
  Transmutation
  Level: Drd 1, Rgr 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus 
  increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 
  9th.
  Material Component: A grasshopper's hind leg, which you break when the spell 
  is cast.
Keen Edge
  Transmutation
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One weapon or fifty projectiles, all of which must be in contact with 
  each other at the time of casting
  Duration: 10 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  This spell makes a weapon magically keen, improving its ability to deal telling 
  blows. This transmutation doubles the threat range of the weapon. A threat range 
  of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range 
  of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. 
  If cast on arrows or crossbow bolts, the keen edge on a particular projectile 
  ends after one use, whether or not the missile strikes its intended target. 
  (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of 
  this spell.)
  Multiple effects that increase a weapon's threat range (such as the keen edge 
  spell and the Improved Critical feat) don't stack. You can't cast this spell 
  on a natural weapon, such as a claw.
Knock
  Transmutation
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One door, box, or chest with an area of up to 10 sq. ft./level
  Duration: Instantaneous; see text
  Saving Throw: None
  Spell Resistance: No
  The knock spell opens stuck, barred, locked, held, or arcane locked doors. It 
  opens secret doors, as well as locked or trick-opening boxes or chests. It also 
  loosens welds, shackles, or chains (provided they serve to hold closures shut). 
  If used to open a arcane locked door, the spell does not remove the arcane lock 
  but simply suspends its functioning for 10 minutes. In all other cases, the 
  door does not relock itself or become stuck again on its own. Knock does not 
  raise barred gates or similar impediments (such as a portcullis), nor does it 
  affect ropes, vines, and the like. The effect is limited by the area. Each spell 
  can undo as many as two means of preventing egress. 
Know Direction
  Divination
  Level: Brd 0, Drd 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You instantly know the direction of north from your current position. The spell 
  is effective in any environment in which "north" exists, but it may 
  not work in extraplanar settings. Your knowledge of north is correct at the 
  moment of casting, but you can get lost again within moments if you don't find 
  some external reference point to help you keep track of direction.
Legend Lore
  Divination
  Level: Brd 4, Knowledge 7, Sor/Wiz 6
  Components: V, S, M, F
  Casting Time: See text
  Range: Personal
  Target: You
  Duration: See text
  Legend lore brings to your mind legends about an important person, place, or 
  thing. If the person or thing is at hand, or if you are in the place in question, 
  the casting time is only 1d4x10 minutes. If you have only detailed information 
  on the person, place, or thing, the casting time is 1d10 days, and the resulting 
  lore is less complete and specific (though it often provides enough information 
  to help you find the person, place, or thing, thus allowing a better legend 
  lore result next time). If you know only rumors, the casting time is 2d6 weeks, 
  and the resulting lore is vague and incomplete (though it often directs you 
  to more detailed information, thus allowing a better legend lore result next 
  time).
  During the casting, you cannot engage in other than routine activities: eating, 
  sleeping, and so forth. When completed, the divination brings legends (if any) 
  about the person, place, or things to your mind. These may be legends that are 
  still current, legends that have been forgotten, or even information that has 
  never been generally known. If the person, place, or thing is not of legendary 
  importance, you gain no information. As a rule of thumb, characters who are 
  11th level and higher are "legendary," as are the sorts of creatures 
  they contend with, the major magic items they wield, and the places where they 
  perform their key deeds.
  Material Component: Incense worth at least 250 gp.
  Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle.
Levitate
  Transmutation
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal or close (25 ft. + 5 ft./2 levels)
  Target: You or one willing creature or one object (total weight up to 100 lb./level)
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  Levitate allows you to move yourself, another creature, or an object up and 
  down as you wish. A creature must be willing to be levitated, and an object 
  must be unattended or possessed by a willing creature. You can mentally direct 
  the recipient to move up or down as much as 20 feet each round; doing so is 
  a move action. You cannot move the recipient horizontally, but the recipient 
  could clamber along the face of a cliff, for example, or push against a ceiling 
  to move laterally (generally at half its base land speed).
  A levitating creature that attacks with a melee or ranged weapon finds itself 
  increasingly unstable; the first attack has a -1 penalty on attack rolls, the 
  second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing 
  allows the creature to begin again at -1.
  Focus: Either a small leather loop or a piece of golden wire bent into a cup 
  shape with a long shank on one end.
Light
  Evocation [Light]
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell causes an object to glow like a torch, shedding bright light in a 
  20-foot radius (and dim light for an additional 20 feet) from the point you 
  touch. The effect is immobile, but it can be cast on a movable object. Light 
  taken into an area of magical darkness does not function.
  A light spell (one with the light descriptor) counters and dispels a darkness 
  spell (one with the darkness descriptor) of an equal or lower level.
  Arcane Material Component: A firefly or a piece of phosphorescent moss.
Lightning Bolt
  Evocation [Electricity]
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 120 ft.
  Area: 120-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  You release a powerful stroke of electrical energy that deals 1d6 points of 
  electricity damage per caster level (maximum 10d6) to each creature within its 
  area. The bolt begins at your fingertips.
  The lightning bolt sets fire to combustibles and damages objects in its path. 
  It can melt metals with a low melting point, such as lead, gold, copper, silver, 
  or bronze. If the damage caused to an interposing barrier shatters or breaks 
  through it, the bolt may continue beyond the barrier if the spell's range permits; 
  otherwise, it stops at the barrier just as any other spell effect does.
  Material Component: A bit of fur and an amber, crystal, or glass rod.
Limited Wish
  Universal
  Level: Sor/Wiz 7
  Components: V, S, XP
  Casting Time: 1 standard action
  Range: See text
  Target, Effect, or Area: See text
  Duration: See text
  Saving Throw: None; see text
  Spell Resistance: Yes
  A limited wish lets you create nearly any type of effect. For example, a limited 
  wish can do any of the following things.
  o Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell 
  is not of a school prohibited to you.
  o Duplicate any other spell of 5th level or lower, provided the spell is not 
  of a school prohibited to you.
  o Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of 
  a prohibited school.
  o Duplicate any other spell of 4th level or lower, even if it's of a prohibited 
  school.
  o Undo the harmful effects of many spells, such as geas/quest or insanity.
  o Produce any other effect whose power level is in line with the above effects, 
  such as a single creature automatically hitting on its next attack or taking 
  a -7 penalty on its next saving throw.
  A duplicated spell allows saving throws and spell resistance as normal (but 
  the save DC is for a 7th-level spell). When a limited wish duplicates a spell 
  that has an XP cost, you must pay that cost or 300 XP, whichever is more. When 
  a limited wish spell duplicates a spell with a material component that costs 
  more than 1,000 gp, you must provide that component.
  XP Cost: 300 XP or more (see above).
Liveoak
  Transmutation
  Level: Drd 6
  Components: V, S
  Casting Time: 10 minutes
  Range: Touch
  Target: Tree touched
  Duration: One day/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell turns an oak tree into a protector or guardian. The spell can be 
  cast on only a single tree at a time; while liveoak is in effect, you can't 
  cast it again on another tree. The tree on which the spell is cast must be within 
  10 feet of your dwelling place, within a place sacred to you, or within 300 
  feet of something that you wish to guard or protect.
  Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one 
  word per caster level is placed on the targeted oak. The liveoak spell triggers 
  the tree into animating as a treant. 
  If liveoak is dispelled, the tree takes root immediately, wherever it happens 
  to be. If released by you, the tree tries to return to its original location 
  before taking root.
Locate Creature
  Divination
  Level: Brd 4, Sor/Wiz 4
  Components: V, S, M
  Duration: 10 min./level
  This spell functions like locate object, except this spell locates a known or 
  familiar creature.
  You slowly turn and sense when you are facing in the direction of the creature 
  to be located, provided it is within range. You also know in which direction 
  the creature is moving, if any.
  The spell can locate a creature of a specific kind or a specific creature known 
  to you. It cannot find a creature of a certain type. To find a kind of creature, 
  you must have seen such a creature up close (within 30 feet) at least once.
  Running water blocks the spell. It cannot detect objects. It can be fooled by 
  mislead, nondetection, and polymorph spells.
  Material Component: A bit of fur from a bloodhound.
Locate Object
  Divination
  Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: No
  You sense the direction of a well-known or clearly visualized object. You can 
  search for general items, in which case you locate the nearest one of its kind 
  if more than one is within range. Attempting to find a certain item requires 
  a specific and accurate mental image; if the image is not close enough to the 
  actual object, the spell fails. You cannot specify a unique item unless you 
  have observed that particular item firsthand (not through divination).
  The spell is blocked by even a thin sheet of lead. Creatures cannot be found 
  by this spell. Polymorph any object fools it.
  Arcane Focus: A forked twig.
Longstrider
  Transmutation
  Level: Drd 1, Rgr 1, Travel 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  This spell increases your base land speed by 10 feet. (This adjustment counts 
  as an enhancement bonus.) It has no effect on other modes of movement, such 
  as burrow, climb, fly, or swim.
  Material Component: A pinch of dirt.
Lullaby
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Living creatures within a 10-ft.-radius burst
  Duration: Concentration + 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  Any creature within the area that fails a Will save becomes drowsy and inattentive, 
  taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves 
  against sleep effects while the lullaby is in effect. Lullaby lasts for as long 
  as the caster concentrates, plus up to 1 round per caster level thereafter.
Mage Armor
  Conjuration (Creation) [Force]
  Level: Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  An invisible but tangible field of force surrounds the subject of a mage armor 
  spell, providing a +4 armor bonus to AC.
  Unlike mundane armor, mage armor entails no armor check penalty, arcane spell 
  failure chance, or speed reduction. Since mage armor is made of force, incorporeal 
  creatures can't bypass it the way they do normal armor.
  Focus: A piece of cured leather.
Mage Hand
  Transmutation
  Level: Brd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One nonmagical, unattended object weighing up to 5 lb.
  Duration: Concentration
  Saving Throw: None
  Spell Resistance: No
  You point your finger at an object and can lift it and move it at will from 
  a distance. As a move action, you can propel the object as far as 15 feet in 
  any direction, though the spell ends if the distance between you and the object 
  ever exceeds the spell's range.
Mage's Disjunction
  Abjuration
  Level: Magic 9, Sor/Wiz 9
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: All magical effects and magic items within a 40-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: No
  All magical effects and magic items within the radius of the spell, except for 
  those that you carry or touch, are disjoined. That is, spells and spell-like 
  effects are separated into their individual components (ending the effect as 
  a dispel magic spell does), and each permanent magic item must make a successful 
  Will save or be turned into a normal item. An item in a creature's possession 
  uses its own Will save bonus or its possessor's Will save bonus, whichever is 
  higher.
  You also have a 1% chance per caster level of destroying an antimagic field. 
  If the antimagic field survives the disjunction, no items within it are disjoined.
  Even artifacts are subject to disjunction, though there is only a 1% chance 
  per caster level of actually affecting such powerful items. Additionally, if 
  an artifact is destroyed, you must make a DC 25 Will save or permanently lose 
  all spellcasting abilities. (These abilities cannot be recovered by mortal magic, 
  not even miracle or wish.)
  Note: Destroying artifacts is a dangerous business, and it is 95% likely to 
  attract the attention of some powerful being who has an interest in or connection 
  with the device.
Mage's Faithful Hound
  Conjuration (Creation)
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Phantom watchdog
  Duration: 1 hour/caster level or until discharged, then 1 round/caster level; 
  see text
  Saving Throw: None
  Spell Resistance: No
  You conjure up a phantom watchdog that is invisible to everyone but yourself. 
  It then guards the area where it was conjured (it does not move). The hound 
  immediately starts barking loudly if any Small or larger creature approaches 
  within 30 feet of it. (Those within 30 feet of the hound when it is conjured 
  may move about in the area, but if they leave and return, they activate the 
  barking.) The hound sees invisible and ethereal creatures. It does not react 
  to figments, but it does react to shadow illusions.
  If an intruder approaches to within 5 feet of the hound, the dog stops barking 
  and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) 
  once per round. The dog also gets the bonuses appropriate to an invisible creature.
  The dog is considered ready to bite intruders, so it delivers its first bite 
  on the intruder's turn. Its bite is the equivalent of a magic weapon for the 
  purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.
  The spell lasts for 1 hour per caster level, but once the hound begins barking, 
  it lasts only 1 round per caster level. If you are ever more than 100 feet distant 
  from the hound, the spell ends.
  Material Component: A tiny silver whistle, a piece of bone, and a thread.
Mage's Lucubration
  Transmutation
  Level: Wiz 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Instantaneous
  You instantly recall any one spell of 5th level or lower that you have used 
  during the past 24 hours. The spell must have been actually cast during that 
  period. The recalled spell is stored in your mind as through prepared in the 
  normal fashion.
  If the recalled spell requires material components, you must provide them. The 
  recovered spell is not usable until the material components are available.
Mage's Magnificent Mansion
  Conjuration (Creation)
  Level: Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  You conjure up an extradimensional dwelling that has a single entrance on the 
  plane from which the spell was cast. The entry point looks like a faint shimmering 
  in the air that is 4 feet wide and 8 feet high. Only those you designate may 
  enter the mansion, and the portal is shut and made invisible behind you when 
  you enter. You may open it again from your own side at will. Once observers 
  have passed beyond the entrance, they are in a magnificent foyer with numerous 
  chambers beyond. The atmosphere is clean, fresh, and warm.
  You can create any floor plan you desire to the limit of the spell's effect. 
  The place is furnished and contains sufficient foodstuffs to serve a nine-course 
  banquet to a dozen people per caster level. A staff of near-transparent servants 
  (as many as two per caster level), liveried and obedient, wait upon all who 
  enter. The servants function as unseen servant spells except that they are visible 
  and can go anywhere in the mansion.
  Since the place can be entered only through its special portal, outside conditions 
  do not affect the mansion, nor do conditions inside it pass to the plane beyond.
  Focus: A miniature portal carved from ivory, a small piece of polished marble, 
  and a tiny silver spoon (each item worth 5 gp).
Mage's Private Sanctum
  Abjuration
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 30-ft. cube/level (S)
  Duration: 24 hours (D)
  Saving Throw: None
  Spell Resistance: No
  This spell ensures privacy. Anyone looking into the area from outside sees only 
  a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how 
  loud, can escape the area, so nobody can eavesdrop from outside. Those inside 
  can see out normally.
  Divination (scrying) spells cannot perceive anything within the area, and those 
  within are immune to detect thoughts. The ward prevents speech between those 
  inside and those outside (because it blocks sound), but it does not prevent 
  other communication, such as a sending or message spell, or telepathic communication, 
  such as that between a wizard and her familiar.
  The spell does not prevent creatures or objects from moving into and out of 
  the area.
  Mage's private sanctum can be made permanent with a permanency spell.
  Material Component: A thin sheet of lead, a piece of opaque glass, a wad of 
  cotton or cloth, and powdered chrysolite.
Mage's Sword
  Evocation [Force]
  Level: Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One sword
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  This spell brings into being a shimmering, swordlike plane of force. The sword 
  strikes at any opponent within its range, as you desire, starting in the round 
  that you cast the spell. The sword attacks its designated target once each round 
  on your turn. Its attack bonus is equal to your caster level + your Int bonus 
  or your Cha bonus (for wizards or sorcerers, respectively) with an additional 
  +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal 
  creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 
  and a critical multiplier of x2.
  The sword always strikes from your direction. It does not get a bonus for flanking 
  or help a combatant get one. If the sword goes beyond the spell range from you, 
  if it goes out of your sight, or if you are not directing it, the sword returns 
  to you and hovers.
  Each round after the first, you can use a standard action to switch the sword 
  to a new target. If you do not, the sword continues to attack the previous round's 
  target.
  The sword cannot be attacked or harmed by physical attacks, but dispel magic, 
  disintegrate, a sphere of annihilation, or a rod of cancellation affects it. 
  The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).
  If an attacked creature has spell resistance, the resistance is checked the 
  first time Mage's sword strikes it. If the sword is successfully resisted, the 
  spell is dispelled. If not, the sword has its normal full effect on that creature 
  for the duration of the spell.
  Focus: A miniature platinum sword with a grip and pommel of copper and zinc. 
  It costs 250 gp to construct.
Magic Aura
  Illusion (Glamer)
  Level: Brd 1, Magic 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: One touched object weighing up
  to 5 lb./level
  Duration: One day/level (D)
  Saving Throw: None; see text
  Spell Resistance: No
  You alter an item's aura so that it registers to detect spells (and spells with 
  similar capabilities) as though it were nonmagical, or a magic item of a kind 
  you specify, or the subject of a spell you specify. 
  If the object bearing magic aura has identify cast on it or is similarly examined, 
  the examiner recognizes that the aura is false and detects the object's actual 
  qualities if he succeeds on a Will save. Otherwise, he believes the aura and 
  no amount of testing reveals what the true magic is.
  If the targeted item's own aura is exceptionally powerful (if it is an artifact, 
  for instance), magic aura doesn't work.
  Note: A magic weapon, shield, or suit of armor must be a masterwork item, so 
  a sword of average make, for example, looks suspicious if it has a magical aura.
  Focus: A small square of silk that must be passed over the object that receives 
  the aura.
Magic Circle against Chaos
  Abjuration [Lawful]
  Level: Clr 3, Law 3, Pal 3, Sor/Wiz 3
  This spell functions like magic circle against evil, except that it is similar 
  to protection from chaos instead of protection from evil, and it can imprison 
  a nonlawful called creature.
Magic Circle against Evil
  Abjuration [Good]
  Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Area: 10-ft.-radius emanation from touched creature
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  All creatures within the area gain the effects of a protection from evil spell, 
  and no nongood summoned creatures can enter the area either. You must overcome 
  a creature's spell resistance in order to keep it at bay (as in the third function 
  of protection from evil), but the deflection and resistance bonuses and the 
  protection from mental control apply regardless of enemies' spell resistance.
  This spell has an alternative version that you may choose when casting it. A 
  magic circle against evil can be focused inward rather than outward. When focused 
  inward, the spell binds a nongood called creature (such as those called by the 
  lesser planar binding, planar binding, and greater planar binding spells) for 
  a maximum of 24 hours per caster level, provided that you cast the spell that 
  calls the creature within 1 round of casting the magic circle. The creature 
  cannot cross the circle's boundaries. If a creature too large to fit into the 
  spell's area is the subject of the spell, the spell acts as a normal protection 
  from evil spell for that creature only.
  A magic circle leaves much to be desired as a trap. If the circle of powdered 
  silver laid down in the process of spellcasting is broken, the effect immediately 
  ends. The trapped creature can do nothing that disturbs the circle, directly 
  or indirectly, but other creatures can. If the called creature has spell resistance, 
  it can test the trap once a day. If you fail to overcome its spell resistance, 
  the creature breaks free, destroying the circle. A creature capable of any form 
  of dimensional travel (astral projection, blink, dimension door, etherealness, 
  gate, plane shift, shadow walk, teleport, and similar abilities) can simply 
  leave the circle through that means. You can prevent the creature's extradimensional 
  escape by casting a dimensional anchor spell on it, but you must cast the spell 
  before the creature acts. If you are successful, the anchor effect lasts as 
  long as the magic circle does. The creature cannot reach across the magic circle, 
  but its ranged attacks (ranged weapons, spells, magical abilities, and the like) 
  can. The creature can attack any target it can reach with its ranged attacks 
  except for the circle itself.
  You can add a special diagram (a two-dimensional bounded figure with no gaps 
  along its circumference, augmented with various magical sigils) to make the 
  magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires 
  a DC 20 Spellcraft check. You do not know the result of this check. If the check 
  fails, the diagram is ineffective. You can take 10 when drawing the diagram 
  if you are under no particular time pressure to complete the task. This task 
  also takes 10 full minutes. If time is no factor at all, and you devote 3 hours 
  and 20 minutes to the task, you can take 20.
  A successful diagram allows you to cast a dimensional anchor spell on the magic 
  circle during the round before casting any summoning spell. The anchor holds 
  any called creatures in the magic circle for 24 hours per caster level. A creature 
  cannot use its spell resistance against a magic circle prepared with a diagram, 
  and none of its abilities or attacks can cross the diagram. If the creature 
  tries a Charisma check to break free of the trap (see the lesser planar binding 
  spell), the DC increases by 5. The creature is immediately released if anything 
  disturbs the diagram-even a straw laid across it. However, the creature itself 
  cannot disturb the diagram either directly or indirectly, as noted above.
  This spell is not cumulative with protection from evil and vice versa.
  Arcane Material Component: A little powdered silver with which you trace a 3-footdiameter 
  circle on the floor (or ground) around the creature to be warded.
magic Circle against Good
  Abjuration [Evil]
  Level: Clr 3, Evil 3, Sor/Wiz 3
  This spell functions like magic circle against evil, except that it is similar 
  to protection from good instead of protection from evil, and it can imprison 
  a nonevil called creature.
Magic Circle against Law
  Abjuration [Chaotic]
  Level: Chaos 3, Clr 3, Sor/Wiz 3
  This spell functions like magic circle against evil, except that it is similar 
  to protection from law instead of protection from evil, and it can imprison 
  a nonchaotic called creature.
Magic Fang
  Transmutation
  Level: Drd 1, Rgr 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Magic fang gives one natural weapon of the subject a +1 enhancement bonus on 
  attack and damage rolls. The spell can affect a slam attack, fist, bite, or 
  other natural weapon. (The spell does not change an unarmed strike's damage 
  from nonlethal damage to lethal damage.)
  Magic fang can be made permanent with a permanency spell.
Magic Fang, Greater
  Transmutation
  Level: Drd 3, Rgr 3
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 hour/level
  This spell functions like magic fang, except that the enhancement bonus on attack 
  and damage rolls is +1 per four caster levels (maximum +5).
  Alternatively, you may imbue all of the creature's natural weapons with a +1 
  enhancement bonus (regardless of your caster level).
  Greater magic fang can be made permanent with a permanency spell.
Magic Jar
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature
  Duration: 1 hour/level or until you return to your body
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  By casting magic jar, you place your soul in a gem or large crystal (known as 
  the magic jar), leaving your body lifeless. Then you can attempt to take control 
  of a nearby body, forcing its soul into the magic jar. You may move back to 
  the jar (thereby returning the trapped soul to its body) and attempt to possess 
  another body. The spell ends when you send your soul back to your own body, 
  leaving the receptacle empty.
  To cast the spell, the magic jar must be within spell range and you must know 
  where it is, though you do not need line of sight or line of effect to it. When 
  you transfer your soul upon casting, your body is, as near as anyone can tell, 
  dead. 
  While in the magic jar, you can sense and attack any life force within 10 feet 
  per caster level (and on the same plane of existence). You do need line of effect 
  from the jar to the creatures. You cannot determine the exact creature types 
  or positions of these creatures. In a group of life forces, you can sense a 
  difference of 4 or more Hit Dice between one creature and another and can determine 
  whether a life force is powered by positive or negative energy. (Undead creatures 
  are powered by negative energy. Only sentient undead creatures have, or are, 
  souls.)
  You could choose to take over either a stronger or a weaker creature, but which 
  particular stronger or weaker creature you attempt to possess is determined 
  randomly.
  Attempting to possess a body is a full-round action. It is blocked by protection 
  from evil or a similar ward. You possess the body and force the creature's soul 
  into the magic jar unless the subject succeeds on a Will save. Failure to take 
  over the host leaves your life force in the magic jar, and the target automatically 
  succeeds on further saving throws if you attempt to possess its body again.
  If you are successful, your life force occupies the host body, and the host's 
  life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, 
  Charisma, level, class, base attack bonus, base save bonuses, alignment, and 
  mental abilities. The body retains its Strength, Dexterity, Constitution, hit 
  points, natural abilities, and automatic abilities. A body with extra limbs 
  does not allow you to make more attacks (or more advantageous two-weapon attacks) 
  than normal. You can't choose to activate the body's extraordinary or supernatural 
  abilities. The creature's spells and spell-like abilities do not stay with the 
  body.
  As a standard action, you can shift freely from a host to the magic jar if within 
  range, sending the trapped soul back to its body. The spell ends when you shift 
  from the jar to your own body.
  If the host body is slain, you return to the magic jar, if within range, and 
  the life force of the host departs (it is dead). If the host body is slain beyond 
  the range of the spell, both you and the host die. Any life force with nowhere 
  to go is treated as slain.
  If the spell ends while you are in the magic jar, you return to your body (or 
  die if your body is out of range or destroyed). If the spell ends while you 
  are in a host, you return to your body (or die, if it is out of range of your 
  current position), and the soul in the magic jar returns to its body (or dies 
  if it is out of range). Destroying the receptacle ends the spell, and the spell 
  can be dispelled at either the magic jar or at the host's location.
  Focus: A gem or crystal worth at least 100 gp.
Magic Missile
  Evocation [Force]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Up to five creatures, no two of which can be more than 15 ft. apart
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  A missile of magical energy darts forth from your fingertip and strikes its 
  target, dealing 1d4+1 points of force damage.
  The missile strikes unerringly, even if the target is in melee combat or has 
  less than total cover or total concealment. Specific parts of a creature can't 
  be singled out. Inanimate objects are not damaged by the spell.
  For every two caster levels beyond 1st, you gain an additional missile-two at 
  3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th 
  level or higher. If you shoot multiple missiles, you can have them strike a 
  single creature or several creatures. A single missile can strike only one creature. 
  You must designate targets before you check for spell resistance or roll damage.
Magic Mouth
  Illusion (Glamer)
  Level: Brd 1, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object
  Duration: Permanent until discharged
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This spell imbues the chosen object or creature with an enchanted mouth that 
  suddenly appears and speaks its message the next time a specified event occurs. 
  The message, which must be twenty-five or fewer words long, can be in any language 
  known by you and can be delivered over a period of 10 minutes. The mouth cannot 
  utter verbal components, use command words, or activate magical effects. It 
  does, however, move according to the words articulated; if it were placed upon 
  a statue, the mouth of the statue would move and appear to speak. Of course, 
  magic mouth can be placed upon a tree, rock, or any other object or creature.
  The spell functions when specific conditions are fulfilled according to your 
  command as set in the spell. Commands can be as general or as detailed as desired, 
  although only visual and audible triggers can be used. Triggers react to what 
  appears to be the case. Disguises and illusions can fool them. Normal darkness 
  does not defeat a visual trigger, but magical darkness or invisibility does. 
  Silent movement or magical silence defeats audible triggers. Audible triggers 
  can be keyed to general types of noises or to a specific noise or spoken word. 
  Actions can serve as triggers if they are visible or audible. A magic mouth 
  cannot distinguish alignment, level, Hit Dice, or class except by external garb.
  The range limit of a trigger is 15 feet per caster level, so a 6th-level caster 
  can command a magic mouth to respond to triggers as far as 90 feet away. Regardless 
  of range, the mouth can respond only to visible or audible triggers and actions 
  in line of sight or within hearing distance.
  Magic mouth can be made permanent with a permanency spell.
  Material Component: A small bit of honeycomb and jade dust worth 10 gp.
Magic Stone
  Transmutation
  Level: Clr 1, Drd 1, Earth 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: Up to three pebbles touched
  Duration: 30 minutes or until discharged
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You transmute as many as three pebbles, which can be no larger than sling bullets, 
  so that they strike with great force when thrown or slung. If hurled, they have 
  a range increment of 20 feet. If slung, treat them as sling bullets (range increment 
  50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. 
  The user of the stones makes a normal ranged attack. Each stone that hits deals 
  1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points 
  against undead.
Magic Vestment
  Transmutation
  Level: Clr 3, Strength 3, War 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Armor or shield touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You imbue a suit of armor or a shield with an enhancement bonus of +1 per four 
  caster levels (maximum +5 at 20th level).
  An outfit of regular clothing counts as armor that grants no AC bonus for the 
  purpose of this spell.
Magic Weapon
  Transmutation
  Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. 
  (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on 
  attack rolls.)
  You can't cast this spell on a natural weapon, such as an unarmed strike (instead, 
  see magic fang). A monk's unarmed strike is considered a weapon, and thus it 
  can be enhanced by this spell.
Magic Weapon, Greater
  Transmutation
  Level: Clr 4, Pal 3, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon or fifty projectiles (all of which must be in contact with 
  each other at the time of casting)
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  This spell functions like magic weapon, except that it gives a weapon an enhancement 
  bonus on attack and damage rolls of +1 per four caster levels (maximum +5).
  Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The 
  projectiles must be of the same kind, and they have to be together (in the same 
  quiver or other container). Projectiles, but not thrown weapons, lose their 
  transmutation when used. (Treat shuriken as projectiles, rather than as thrown 
  weapons, for the purpose of this spell.)
  Arcane Material Component: Powdered lime and carbon.
Major Creation
  Conjuration (Creation)
  Level: Sor/Wiz 5
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: See text
  This spell functions like minor creation, except that you can also create an 
  object of mineral nature: stone, crystal, metal, or the like. The duration of 
  the created item varies with its relative hardness and rarity, as indicated 
  on the following table.
  Hardness and Rarity Examples Duration
  Vegetable matter 2 hr./level
  Stone, crystal, base metals 1 hr./level
  Precious metals 20 min./level
  Gems 10 min./level
  Rare metal1 1 round/level
  1 Includes adamantine, alchemical silver, and mithral. You can't use major creation 
  to create a cold iron item.
Major Image
  Illusion (Figment)
  Level: Brd 3, Sor/Wiz 3
  Duration: Concentration + 3 rounds
  This spell functions like silent image, except that sound, smell, and thermal 
  illusions are included in the spell effect. While concentrating, you can move 
  the image within the range. 
  The image disappears when struck by an opponent unless you cause the illusion 
  to react appropriately.
Make Whole
  Transmutation
  Level: Clr 2
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One object of up to 10 cu. ft./ level
  This spell functions like mending, except that make whole completely repairs 
  an object made of any substance, even one with multiple breaks, to be as strong 
  as new. The spell does not restore the magical abilities of a broken magic item 
  made whole, and it cannot mend broken magic rods, staffs, or wands. The spell 
  does not repair items that have been warped, burned, disintegrated, ground to 
  powder, melted, or vaporized, nor does it affect creatures (including constructs).
Mark of Justice
  Necromancy
  Level: Clr 5, Pal 4
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Touch
  Target: Creature touched
  Duration: Permanent; see text
  Saving Throw: None
  Spell Resistance: Yes
  You draw an indelible mark on the subject and state some behavior on the part 
  of the subject that will activate the mark. When activated, the mark curses 
  the subject. Typically, you designate some sort of criminal behavior that activates 
  the mark, but you can pick any act you please. The effect of the mark is identical 
  with the effect of bestow curse.
  Since this spell takes 10 minutes to cast and involves writing on the target, 
  you can cast it only on a creature that is willing or restrained.
  Like the effect of bestow curse, a mark of justice cannot be dispelled, but 
  it can be removed with a break enchantment, limited wish, miracle, remove curse, 
  or wish spell. Remove curse works only if its caster level is equal to or higher 
  than your mark of justice caster level. These restrictions apply regardless 
  of whether the mark has activated.
Maze
  Conjuration (Teleportation)
  Level: Sor/Wiz 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  You banish the subject into an extradimensional labyrinth of force planes. Each 
  round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth 
  as a full-round action. If the subject doesn't escape, the maze disappears after 
  10 minutes, forcing the subject to leave.
  On escaping or leaving the maze, the subject reappears where it had been when 
  the maze spell was cast. If this location is filled with a solid object, the 
  subject appears in the nearest open space. Spells and abilities that move a 
  creature within a plane, such as teleport and dimension door, do not help a 
  creature escape a maze spell, although a plane shift spell allows it to exit 
  to whatever plane is designated in that spell. Minotaurs are not affected by 
  this spell.
Meld into Stone
  Transmutation [Earth]
  Level: Clr 3, Drd 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  Meld into stone enables you to meld your body and possessions into a single 
  block of stone. The stone must be large enough to accommodate your body in all 
  three dimensions. When the casting is complete, you and not more than 100 pounds 
  of nonliving gear merge with the stone. If either condition is violated, the 
  spell fails and is wasted.
  While in the stone, you remain in contact, however tenuous, with the face of 
  the stone through which you melded. You remain aware of the passage of time 
  and can cast spells on yourself while hiding in the stone. Nothing that goes 
  on outside the stone can be seen, but you can still hear what happens around 
  you. Minor physical damage to the stone does not harm you, but its partial destruction 
  (to the extent that you no longer fit within it) expels you and deals you 5d6 
  points of damage. The stone's complete destruction expels you and slays you 
  instantly unless you make a DC 18 Fortitude save.
  Any time before the duration expires, you can step out of the stone through 
  the surface that you entered. If the spell's duration expires or the effect 
  is dispelled before you voluntarily exit the stone, you are violently expelled 
  and take 5d6 points of damage.
  The following spells harm you if cast upon the stone that you are occupying: 
  Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals 
  you 3d6 points of damage but does not expel you. Transmute rock to mud expels 
  you and then slays you instantly unless you make a DC 18 Fortitude save, in 
  which case you are merely expelled. Finally, passwall expels you without damage.
Mending
  Transmutation
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft.
  Target: One object of up to 1 lb.
  Duration: Instantaneous
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Mending repairs small breaks or tears in objects (but not warps, such as might 
  be caused by a warp wood spell). It will weld broken metallic objects such as 
  a ring, a chain link, a medallion, or a slender dagger, providing but one break 
  exists.
  Ceramic or wooden objects with multiple breaks can be invisibly rejoined to 
  be as strong as new. A hole in a leather sack or a wineskin is completely healed 
  over by mending. The spell can repair a magic item, but the item's magical abilities 
  are not restored. The spell cannot mend broken magic rods, staffs, or wands, 
  nor does it affect creatures (including constructs).
Message
  Transmutation [Language-Dependent]
  Level: Brd 0, Sor/Wiz 0
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One creature/level
  Duration: 10 min./level
  Saving Throw: None
  Spell Resistance: No
  You can whisper messages and receive whispered replies with little chance of 
  being overheard. You point your finger at each creature you want to receive 
  the message. When you whisper, the whispered message is audible to all targeted 
  creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal 
  (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message 
  does not have to travel in a straight line. It can circumvent a barrier if there 
  is an open path between you and the subject, and the path's entire length lies 
  within the spell's range. The creatures that receive the message can whisper 
  a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend 
  language barriers.
  Note: To speak a message, you must mouth the words and whisper, possibly allowing 
  observers the opportunity to read your lips.
  Focus: A short piece of copper wire.
Meteor Swarm
  Evocation [Fire]
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Four 40-ft.-radius spreads; see text
  Duration: Instantaneous
  Saving Throw: None or Reflex half; see text
  Spell Resistance: Yes
  Meteor swarm is a very powerful and spectacular spell that is similar to fireball 
  in many aspects. When you cast it, four 2- foot-diameter spheres spring from 
  your outstretched hand and streak in straight lines to the spots you select. 
  The meteor spheres leave a fiery trail of sparks.
  If you aim a sphere at a specific creature, you may make a ranged touch attack 
  to strike the target with the meteor. Any creature struck by one of these spheres 
  takes 2d6 points of bludgeoning damage (no save) and receives no saving throw 
  against the sphere's fire damage (see below). If a targeted sphere misses its 
  target, it simply explodes at the nearest corner of the target's space. You 
  may aim more than one meteor at the same target.
  Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, 
  dealing 6d6 points of fire damage to each creature in the area. If a creature 
  is within the area of more than one sphere, it must save separately against 
  each. (Fire resistance applies to each sphere's damage individually.)
Mind Blank
  Abjuration
  Level: Protection 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 24 hours
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject is protected from all devices and spells that detect, influence, 
  or read emotions or thoughts. This spell protects against all mind-affecting 
  spells and effects as well as information gathering by divination spells or 
  effects. Mind blank even foils limited wish, miracle, and wish spells when they 
  are used in such a way as to affect the subject's mind or to gain information 
  about it. In the case of scrying that scans an area the creature is in, such 
  as arcane eye, the spell works but the creature simply isn't detected. Scrying 
  attempts that are targeted specifically at the subject do not work at all.
Mind Fog
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Fog spreads in 20-ft. radius, 20 ft. high
  Duration: 30 minutes and 2d6 rounds; see text
  Saving Throw: Will negates
  Spell Resistance: Yes
  Mind fog produces a bank of thin mist that weakens the mental resistance of 
  those caught in it. Creatures in the mind fog take a -10 competence penalty 
  on Wisdom checks and Will saves. (A creature that successfully saves against 
  the fog is not affected and need not make further saves even if it remains in 
  the fog.) Affected creatures take the penalty as long as they remain in the 
  fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes 
  (or until dispersed by wind).
  A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ 
  mph) disperses the fog in 1 round.
  The fog is thin and does not significantly hamper vision.
Minor Creation
  Conjuration (Creation)
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 minute
  Range: 0 ft.
  Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. 
  ft./level
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create a nonmagical, unattended object of nonliving, vegetable matter. The 
  volume of the item created cannot exceed 1 cubic foot per caster level. You 
  must succeed on an appropriate skill check to make a complex item.
  Attempting to use any created object as a material component causes the spell 
  to fail.
  Material Component: A tiny piece of matter of the same sort of item you plan 
  to create with minor creation.
Minor Image
  Illusion (Figment)
  Level: Brd 2, Sor/Wiz 2
  Duration: Concentration +2 rounds
  This spell functions like silent image, except that minor image includes some 
  minor sounds but not understandable speech.
Miracle
  Evocation
  Level: Clr 9, Luck 9
  Components: V, S, XP; see text
  Casting Time: 1 standard action
  Range: See text
  Target, Effect, or Area: See text
  Duration: See text
  Saving Throw: See text
  Spell Resistance: Yes
  You don't so much cast a miracle as request one. You state what you would like 
  to have happen and request that your deity (or the power you pray to for spells) 
  intercede.
  A miracle can do any of the following things.
  o Duplicate any cleric spell of 8th level or lower (including spells to which 
  you have access because of your domains). 
  o Duplicate any other spell of 7th level or lower.
  o Undo the harmful effects of certain spells, such as feeblemind or insanity.
  o Have any effect whose power level is in line with the above effects.
  If the miracle has any of the above effects, casting it has no experience point 
  cost.
  Alternatively, a cleric can make a very powerful request. Casting such a miracle 
  costs the cleric 5,000 XP because of the powerful divine energies involved. 
  Examples of especially powerful miracles of this sort could include the following.
  o Swinging the tide of a battle in your favor by raising fallen allies to continue 
  fighting.
  o Moving you and your allies, with all your and their gear, from one plane to 
  another through planar barriers to a specific locale with no chance of error.
  o Protecting a city from an earthquake, volcanic eruption, flood, or other major 
  natural disaster.
  In any event, a request that is out of line with the deity's (or alignment's) 
  nature is refused.
  A duplicated spell allows saving throws and spell resistance as normal, but 
  the save DCs are as for a 9th-level spell. When a miracle duplicates a spell 
  that has an XP cost, you must pay that cost. When a miracle spell duplicates 
  a spell with a material component that costs more than 100 gp, you must provide 
  that component.
  XP Cost: 5,000 XP (for some uses of the miracle spell; see above).
Mirage Arcana
  Illusion (Glamer)
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Area: One 20-ft. cube/level (S)
  Duration: Concentration +1 hour/ level (D)
  This spell functions like hallucinatory terrain, except that it enables you 
  to make any area appear to be something other than it is. The illusion includes 
  audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, 
  the spell can alter the appearance of structures (or add them where none are 
  present). Still, it can't disguise, conceal, or add creatures (though creatures 
  within the area might hide themselves within the illusion just as they can hide 
  themselves within a real location).
Mirror Image
  Illusion (Figment)
  Level: Brd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal; see text
  Target: You
  Duration: 1 min./level (D)
  Several illusory duplicates of you pop into being, making it difficult for enemies 
  to know which target to attack. The figments stay near you and disappear when 
  struck.
  Mirror image creates 1d4 images plus one image per three caster levels (maximum 
  eight images total). These figments separate from you and remain in a cluster, 
  each within 5 feet of at least one other figment or you. You can move into and 
  through a mirror image. When you and the mirror image separate, observers can't 
  use vision or hearing to tell which one is you and which the image. The figments 
  may also move through each other. The figments mimic your actions, pretending 
  to cast spells when you cast a spell, drink potions when you drink a potion, 
  levitate when you levitate, and so on.
  Enemies attempting to attack you or cast spells at you must select from among 
  indistinguishable targets. Generally, roll randomly to see whether the selected 
  target is real or a figment. Any successful attack against an image destroys 
  it. An image's AC is 10 + your size modifier + your Dex modifier. Figments seem 
  to react normally to area spells (such as looking like they're burned or dead 
  after being hit by a fireball).
  While moving, you can merge with and split off from figments so that enemies 
  who have learned which image is real are again confounded.
  An attacker must be able to see the images to be fooled. If you are invisible 
  or an attacker shuts his or her eyes, the spell has no effect. (Being unable 
  to see carries the same penalties as being blinded.)
Misdirection
  Illusion (Glamer)
  Level: Brd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object, up to a 10-ft. cube in size
  Duration: 1 hour/level
  Saving Throw: None or Will negates; see text
  Spell Resistance: No
  By means of this spell, you misdirect the information from divination spells 
  that reveal auras (detect evil, detect magic, discern lies, and the like). On 
  casting the spell, you choose another object within range. For the duration 
  of the spell, the subject of misdirection is detected as if it were the other 
  object. (Neither the subject nor the other object gets a saving throw against 
  this effect.) Detection spells provide information based on the second object 
  rather than on the actual target of the detection unless the caster of the detection 
  succeeds on a Will save. For instance, you could make yourself detect as a tree 
  if one were within range at casting: not evil, not lying, not magical, neutral 
  in alignment, and so forth. This spell does not affect other types of divination 
  magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).
Mislead
  Illusion (Figment, Glamer)
  Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6
  Components: S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target/Effect: You/one illusory double
  Duration: 1 round/level (D) and concentration + 3 rounds; see text
  Saving Throw: None or Will disbelief (if interacted with); see text
  Spell Resistance: No
  You become invisible (as improved invisibility, a glamer), and at the same time, 
  an illusory double of you (as major image, a figment) appears. You are then 
  free to go elsewhere while your double moves away. The double appears within 
  range but thereafter moves as you direct it (which requires concentration beginning 
  on the first round after the casting). You can make the figment appear superimposed 
  perfectly over your own body so that observers don't notice an image appearing 
  and you turning invisible. You and the figment can then move in different directions. 
  The double moves at your speed and can talk and gesture as if it were real, 
  but it cannot attack or cast spells, though it can pretend to do so.
  The illusory double lasts as long as you concentrate upon it, plus 3 additional 
  rounds. After you cease concentration, the illusory double continues to carry 
  out the same activity until the duration expires. The improved invisibility 
  lasts for 1 round per level, regardless of concentration.
Mnemonic Enhancer
  Transmutation
  Level: Wiz 4
  Components: V, S, M, F
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  Casting this spell allows you to prepare additional spells or retain spells 
  recently cast. Pick one of these two versions when the spell is cast.
  Prepare: You prepare up to three additional levels of spells. A cantrip counts 
  as 1/2 level for this purpose. You prepare and cast these spells normally.
  Retain: You retain any spell of 3rd level or lower that you had cast up to 1 
  round before you started casting the mnemonic enhancer. This restores the previously 
  cast spell to your mind.
  In either event, the spell or spells prepared or retained fade after 24 hours 
  (if not cast).
  Material Component: A piece of string, and ink consisting of squid secretion 
  with black dragon's blood.
  Focus: An ivory plaque of at least 50 gp value.
Modify Memory
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 4
  Components: V, S
  Casting Time: 1 round; see text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: Yes
  You reach into the subject's mind and modify as many as 5 minutes of its memories 
  in one of the following ways.
  o Eliminate all memory of an event the subject actually experienced. This spell 
  cannot negate charm, geas/quest, suggestion, or similar spells.
  o Allow the subject to recall with perfect clarity an event it actually experienced.
  o Change the details of an event the subject actually experienced.
  o Implant a memory of an event the subject never experienced.
  Casting the spell takes 1 round. If the subject fails to save, you proceed with 
  the spell by spending as much as 5 minutes (a period of time equal to the amount 
  of memory time you want to modify) visualizing the memory you wish to modify 
  in the subject. If your concentration is disturbed before the visualization 
  is complete, or if the subject is ever beyond the spell's range during this 
  time, the spell is lost.
  A modified memory does not necessarily affect the subject's actions, particularly 
  if it contradicts the creature's natural inclinations. An illogical modified 
  memory is dismissed by the creature as a bad dream or a memory muddied by too 
  much wine. 
Moment of Prescience
  Divination
  Level: Luck 8, Sor/Wiz 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged
  This spell grants you a powerful sixth sense in relation to yourself. Once during 
  the spell's duration, you may choose to use its effect. This spell grants you 
  an insight bonus equal to your caster level (maximum +25) on any single attack 
  roll, opposed ability or skill check, or saving throw. Alternatively, you can 
  apply the insight bonus to your AC against a single attack (even if flatfooted). 
  Activating the effect doesn't take an action; you can even activate it on another 
  character's turn if needed. You must choose to use the moment of prescience 
  before you make the roll it is to modify. Once used, the spell ends.
  You can't have more than one moment of prescience active on you at the same 
  time.
Mount
  Conjuration (Summoning)
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One mount
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  You summon a light horse or a pony (your choice) to serve you as a mount. The 
  steed serves willingly and well. The mount comes with a bit and bridle and a 
  riding saddle.
  Material Component: A bit of horse hair.
Move Earth
  Transmutation [Earth]
  Level: Drd 6, Sor/Wiz 6
  Components: V, S, M
  Casting Time: See text
  Range: Long (400 ft. + 40 ft./level)
  Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving 
  hillocks, shifting dunes, and so forth.
  However, in no event can rock formations be collapsed or moved. The area to 
  be affected determines the casting time. For every 150-foot square (up to 10 
  feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, 
  takes 4 hours and 10 minutes to move.
  This spell does not violently break the surface of the ground. Instead, it creates 
  wavelike crests and troughs, with the earth reacting with glacierlike fluidity 
  until the desired result is achieved. Trees, structures, rock formations, and 
  such are mostly unaffected except for changes in elevation and relative topography.
  The spell cannot be used for tunneling and is generally too slow to trap or 
  bury creatures. Its primary use is for digging or filling moats or for adjusting 
  terrain contours before a battle.
  This spell has no effect on earth creatures.
  Material Component: A mixture of soils (clay, loam, and sand) in a small bag, 
  and an iron blade.
Neutralize Poison
  Conjuration (Healing)
  Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature or object of up to 1 cu. ft./level touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  You detoxify any sort of venom in the creature or object touched. A poisoned 
  creature suffers no additional effects from the poison, and any temporary effects 
  are ended, but the spell does not reverse instantaneous effects, such as hit 
  point damage, temporary ability damage, or effects that don't go away on their 
  own.
  The creature is immune to any poison it is exposed to during the duration of 
  the spell. Unlike with delay poison, such effects aren't postponed until after 
  the duration -the creature need not make any saves against poison effects applied 
  to it during the length of the spell.
  This spell can instead neutralize the poison in a poisonous creature or object 
  for the duration of the spell, at the caster's option.
  Arcane Material Component: A bit of charcoal.
Nightmlare
  Illusion (Phantasm) [Mind-Affecting, Evil]
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 10 minutes
  Range: Unlimited
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You send a hideous and unsettling phantasmal vision to a specific creature that 
  you name or otherwise specifically designate.
  The nightmlare prevents restful sleep and causes 1d10 points of damage. The nightmlare 
  leaves the subject fatigued and unable to regain arcane spells for the next 
  24 hours.
  The difficulty of the save depends on how well you know the subject and what 
  sort of physical connection (if any) you have to that creature.
  Knowledge Will Save Modifier
  None1 +10
  Secondhand (you have heard of the subject) +5
  Firsthand (you have met the subject) +0
  Familiar (you know the subject well) -5
  1 You must have some sort of connection to a creature you have no knowledge 
  of.
Connection Will Save Modifier
  Likeness or picture -2
  Possession or garment -4
  Body part, lock of hair, bit of nail, etc. -10
  Dispel evil cast on the subject while you are casting the spell dispels the 
  nightmlare and causes you to be stunned for 10 minutes per caster level of the 
  dispel evil.
  If the recipient is awake when the spell begins, you can choose to cease casting 
  (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon 
  you become alert again and complete the casting. If you are disturbed during 
  the trance, you must succeed on a Concentration check as if you were in the 
  midst of casting a spell or the spell ends.
  If you choose to enter a trance, you are not aware of your surroundings or the 
  activities around you while in the trance.
  You are defenseless, both physically and mentally, while in the trance. (You 
  always fail any saving throw, for example.)
  Creatures who don't sleep (such as elves, but not half-elves) or dream are immune 
  to this spell.
Nondetection
  Abjuration
  Level: Rgr 4, Sor/Wiz 3, Trickery 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature or object touched
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  The warded creature or object becomes difficult to detect by divination spells 
  such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection 
  also prevents location by such magic items as crystal balls. If a divination 
  is attempted against the warded creature or item, the caster of the divination 
  must succeed on a caster level check (1d20 + caster level) against a DC of 11 
  + the caster level of the spellcaster who cast nondetection. If you cast nondetection 
  on yourself or on an item currently in your possession, the DC is 15 + your 
  caster level.
  If cast on a creature, nondetection wards the creature's gear as well as the 
  creature itself.
  Material Component: A pinch of diamond dust worth 50 gp.
Obscure Object
  Abjuration
  Level: Brd 1, Clr 3, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One object touched of up to 100 lb./level
  Duration: 8 hours (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This spell hides an object from location by divination (scrying) effects, such 
  as the scrying spell or a crystal ball. Such an attempt automatically fails 
  (if the divination is targeted on the object) or fails to perceive the object 
  (if the divination is targeted on a nearby location, object, or person).
  Arcane Material Component: A piece of chameleon skin.
Obscuring Mist
  Conjuration (Creation)
  Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 20 ft.
  Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: No
  A misty vapor arises around you. It is stationary once created. The vapor obscures 
  all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment 
  (attacks have a 20% miss chance). Creatures farther away have total concealment 
  (50% miss chance, and the attacker cannot use sight to locate the target).
  A moderate wind (11+ mph), such as from a gust of wind spell, disperses the 
  fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, 
  flame strike, or similar spell burns away the fog in the explosive or fiery 
  spell's area. A wall of fire burns away the fog in the area into which it deals 
  damage.
  This spell does not function underwater.
Open/Close
  Transmutation
  Level: Brd 0, Sor/Wiz 0
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Object weighing up to 30 lb. or portal that can be opened or closed
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You can open or close (your choice) a door, chest, box, window, bag, pouch, 
  bottle, barrel, or other container. If anything resists this activity (such 
  as a bar on a door or a lock on a chest), the spell fails. In addition, the 
  spell can only open and close things weighing 30 pounds or less. Thus, doors, 
  chests, and similar objects sized for enormous creatures may be beyond this 
  spell's ability to affect.
  Focus: A brass key.
Order's Wrath
  Evocation [Lawful]
  Level: Law 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Nonlawful creatures within a burst that fills a 30-ft. cube
  Duration: Instantaneous (1 round); see text
  Saving Throw: Will partial; see text
  Spell Resistance: Yes
  You channel lawful power to smite enemies. The power takes the form of a three-dimensional 
  grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by 
  the spell.
  The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to 
  chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to 
  chaotic outsiders) and causes them to be dazed for 1 round. A successful Will 
  save reduces the damage to half and negates the daze effect.
  The spell deals only half damage to creatures who are neither chaotic nor lawful, 
  and they are not dazed. They can reduce the damage in half again (down to one-quarter 
  of the roll) with a successful Will save.
Overland Flight
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S
  Range: Personal
  Target: You
  Duration: 1 hour/level
  This spell functions like a fly spell, except you can fly at a speed of 40 feet 
  (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy 
  load) with average maneuverability. When using this spell for long-distance 
  movement, you can hustle without taking nonlethal damage (a forced march still 
  requires Constitution checks). This means you can cover 64 miles in an eight-hour 
  period of flight (or 48 miles at a speed of 30 feet).
Owl's Wisdom
  Transmutation
  Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus 
  to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, 
  paladins, and rangers (and other Wisdom-based spellcasters) who receive owl's 
  wisdom do not gain any additional bonus spells for the increased Wisdom, but 
  the save DCs for their spells increase.
  Arcane Material Component: A few feathers, or a pinch of droppings, from an 
  owl.
Owl's Wisdom, Mass
  Transmutation
  Level: Clr 6, Drd 6, Sor/Wiz 6
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/level, no two of which can be more than 30 ft. apart
  This spell functions like owl's wisdom, except that it affects multiple creatures.
Passwall
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional 
  levels
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create a passage through wooden, plaster, or stone walls, but not through 
  metal or other harder materials. The passage is 10 feet deep plus an additional 
  5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, 
  and a maximum of 25 feet deep at 18th level). If the wall's thickness is more 
  than the depth of the passage created, then a single passwall simply makes a 
  niche or short tunnel. Several passwall spells can then form a continuing passage 
  to breach very thick walls. When passwall ends, creatures within the passage 
  are ejected out the nearest exit. If someone dispels the passwall or you dismiss 
  it, creatures in the passage are ejected out the far exit, if there is one, 
  or out the sole exit if there is only one.
  Material Component: A pinch of sesame seeds.
Pass without Trace
  Transmutation
  Level: Drd 1, Rgr 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: One creature/level touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject or subjects can move through any type of terrain and leave neither 
  footprints nor scent. Tracking the subjects is impossible by nonmagical means.
Permanency
  Universal
  Level: Sor/Wiz 5
  Components: V, S, XP
  Casting Time: 2 rounds
  Range: See text
  Target, Effect, or Area: See text
  Duration: Permanent; see text
  Saving Throw: None
  Spell Resistance: No
  This spell makes certain other spells permanent.
  Depending on the spell, you must be of a minimum caster level and must expend 
  a number of XP.
  You can make the following spells permanent in regard to yourself.
| Spell | Minimum Caster Level | XP Cost | 
| Arcane 
        sight | 11th | 1,500 XP | 
| Comprehend 
        languages | 9th | 500 XP | 
| Darkvision | 10th | 1,000 XP | 
| Detect 
        magic | 9th | 500 XP | 
| Read 
        magic | 9th | 500 XP | 
| See 
        invisibility | 10th | 1,000 XP | 
| Tongues | 11th | 1,500 XP | 
  You cast the desired spell and then follow it with the permanency spell. You 
  cannot cast these spells on other creatures. This application of permanency 
  can be dispelled only by a caster of higher level than you were when you cast 
  the spell.
  In addition to personal use, permanency can be used to make the following spells 
  permanent on yourself, another creature, or an object (as appropriate).
| Spell | Minimum Caster Level | XP Cost | 
| Enlarge 
        person | 9th | 500 XP | 
| Magic 
        fang | 9th | 500 XP | 
| Magic 
        fang, greater | 11th | 1,500 XP | 
| Reduce 
        person | 9th | 500 XP | 
| Resistance | 9th | 500 XP | 
| Telepathic 
        bond1 | 13th | 2,500 XP | 
| 1 
        Only bonds two creatures per casting of permanency. | ||
Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.
| Spell | Minimum Caster 
        Level | XP Cost | 
| Alarm | 9th | 500 XP | 
| Animate 
        objects | 14th | 3,000 XP | 
| Dancing 
        lights | 9th | 500 XP | 
| Ghost 
        sound | 9th | 500 XP | 
| Gust 
        of wind | 11th | 1,500 XP | 
| Invisibility | 10th | 1,000 XP | 
| Mage’s 
        private sanctum | 13th | 2,500 XP | 
| Magic 
        mouth | 10th | 1,000 XP | 
| Phase 
        door | 15th | 3,500 XP | 
| Prismatic 
        sphere | 17th | 4,500 XP | 
| Prismatic 
        wall | 16th | 4,000 XP | 
| Shrink 
        item | 11th | 1,500 XP | 
| Solid 
        fog | 12th | 2,000 XP | 
| Stinking 
        cloud | 11th | 1,500 XP | 
| Symbol 
        of death | 16th | 4,000 XP | 
| Symbol 
        of fear | 14th | 3,000 XP | 
| Symbol 
        of insanity | 16th | 4,000 XP | 
| Symbol 
        of pain | 13th | 2,500 XP | 
| Symbol 
        of persuasion | 14th | 3,000 XP | 
| Symbol 
        of sleep | 16th | 4,000 XP | 
| Symbol 
        of stunning | 15th | 3,500 XP | 
| Symbol 
        of weakness | 15th | 3,500 XP | 
| Teleportation 
        circle | 17th | 4,500 XP | 
| Wall 
        of fire | 12th | 2,000 XP | 
| Wall 
        of force | 13th | 2,500 XP | 
| Web | 10th | 1,000 XP | 
  XP Cost: See tables above.
Permanent Image
  Illusion (Figment)
  Level: Brd 6, Sor/Wiz 6
  Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level 
  (S)
  Duration: Permanent (D)
  This spell functions like silent image, except that the figment includes visual, 
  auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, 
  you can move the image within the limits of the range, but it is static while 
  you are not concentrating.
  Material Component: A bit of fleece plus powdered jade worth 100 gp.
Persistent Image
  Illusion (Figment)
  Level: Brd 5, Sor/Wiz 5
  Duration: 1 min./level (D)
  This spell functions like silent image, except that the figment includes visual, 
  auditory, olfactory, and thermal components, and the figment follows a script 
  determined by you. The figment follows that script without your having to concentrate 
  on it. The illusion can include intelligible speech if you wish. 
  Material Component: A bit of fleece and several grains of sand.
Phantasmal Killer
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see 
  text
  Spell Resistance: Yes
  You create a phantasmal image of the most fearsome creature imaginable to the 
  subject simply by forming the fears of the subject's subconscious mind into 
  something that its conscious mind can visualize: this most horrible beast. Only 
  the spell's subject can see the phantasmal killer. You see only a vague shape. 
  The target first gets a Will save to recognize the image as unreal. If that 
  save fails, the phantasm touches the subject, and the subject must succeed on 
  a Fortitude save or die from fear. Even if the Fortitude save is successful, 
  the subject takes 3d6 points of damage.
  If the subject of a phantasmal killer attack succeeds in disbelieving and is 
  wearing a helm of telepathy, the beast can be turned upon you. You must then 
  disbelieve it or become subject to its deadly fear attack.
Phantom Steed
  Conjuration (Creation)
  Level: Brd 3, Sor/Wiz 3
  Components: V, S
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: One quasi-real, horselike creature
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  You conjure a Large, quasi-real, horselike creature. The steed can be ridden 
  only by you or by the one person for whom you specifically created the mount. 
  A phantom steed has a black head and body, gray mane and tail, and smoke-colored, 
  insubstantial hooves that make no sound. It has what seems to be a saddle, bit, 
  and bridle. It does not fight, but animals shun it and refuse to attack it.
  The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points 
  +1 hit point per caster level. If it loses all its hit points, the phantom steed 
  disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum 
  of 240 feet. It can bear its rider's weight plus up to 10 pounds per caster 
  level.
  These mounts gain certain powers according to caster level. A mount's abilities 
  include those of mounts of lower caster levels. 
  8th Level: The mount can ride over sandy, muddy, or even swampy ground without 
  difficulty or decrease in speed.
  10th Level: The mount can use water walk at will (as the spell, no action required 
  to activate this ability).
  12th Level: The mount can use air walk at will (as the spell, no action required 
  to activate this ability) for up to 1 round at a time, after which it falls 
  to the ground.
  14th Level: The mount can fly at its speed (average maneuverability).
Phantom Trap
  Illusion (Glamer)
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: Permanent (D)
  Saving Throw: None
  Spell Resistance: No
  This spell makes a lock or other small mechanism seem to be trapped to anyone 
  who can detect traps. You place the spell upon any small mechanism or device, 
  such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect 
  traps, or who uses any spell or device enabling trap detection, is 100% certain 
  a real trap exists. Of course, the effect is illusory and nothing happens if 
  the trap is "sprung"; its primary purpose is to frighten away thieves 
  or make them waste precious time.
  If another phantom trap is active within 50 feet when the spell is cast, the 
  casting fails.
  Material Component: A piece of iron pyrite touched to the object to be trapped 
  while the object is sprinkled with a special dust requiring 50 gp to prepare.
Phase Door
  Conjuration (Creation)
  Level: Sor/Wiz 7, Travel 8
  Components: V
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three 
  levels
  Duration: One usage per two levels
  Saving Throw: None
  Spell Resistance: No
  This spell creates an ethereal passage through wooden, plaster, or stone walls, 
  but not other materials. The phase door is invisible and inaccessible to all 
  creatures except you, and only you can use the passage. You disappear when you 
  enter the phase door and appear when you exit. If you desire, you can take one 
  other creature (Medium or smaller) through the door. This counts as two uses 
  of the door. The door does not allow light, sound, or spell effects through 
  it, nor can you see through it without using it. Thus, the spell can provide 
  an escape route, though certain creatures, such as phase spiders, can follow 
  with ease. A gem of true seeing or similar magic reveals the presence of a phase 
  door but does not allow its use.
  A phase door is subject to dispel magic. If anyone is within the passage when 
  it is dispelled, he is harmlessly ejected just as if he were inside a passwall 
  effect.
  You can allow other creatures to use the phase door by setting some triggering 
  condition for the door. Such conditions can be as simple or elaborate as you 
  desire. They can be based on a creature's name, identity, or alignment, but 
  otherwise must be based on observable actions or qualities. Intangibles such 
  as level, class, Hit Dice, and hit points don't qualify.
  Phase door can be made permanent with a permanency spell.
Planar Ally
  Conjuration (Calling) [see text for lesser planar ally]
  Level: Clr 6
  Effect: One or two called elementals or outsiders, totaling no more than 12 
  HD, which cannot be more than 30 ft. apart when they appear
  This spell functions like lesser planar ally, except you may call a single creature 
  of 12 HD or less, or two creatures of the same kind whose Hit Dice total no 
  more than 12. The creatures agree to help you and request your return payment 
  together.
  XP Cost: 250 XP.
Planar Ally, Greater
  Conjuration (Calling) [see text for lesser planar ally]
  Level: Clr 8
  Effect: Up to three called elementals or outsiders, totaling no more than 18 
  HD, no two of which can be more than 30 ft. apart when they appear.
  This spell functions like lesser planar ally, except that you may call a single 
  creature of 18 HD or less, or up to three creatures of the same kind whose Hit 
  Dice total no more than 18. The creatures agree to help you and request your 
  return payment together.
  XP Cost: 500 XP.
Planar Ally, Lesser
  Conjuration (Calling) [see text]
  Level: Clr 4
  Components: V, S, DF, XP
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One called elemental or outsider of 6 HD or less
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By casting this spell, you request your deity to send you an elemental or outsider 
  (of 6 HD or less) of the deity's choice. If you serve no particular deity, the 
  spell is a general plea answered by a creature sharing your philosophical alignment. 
  If you know an individual creature's name, you may request that individual by 
  speaking the name during the spell (though you might get a different creature 
  anyway).
  You may ask the creature to perform one task in exchange for a payment from 
  you. Tasks might range from the simple to the complex. You must be able to communicate 
  with the creature called in order to bargain for its services.
  The creature called requires a payment for its services. This payment can take 
  a variety of forms, from donating gold or magic items to an allied temple, to 
  a gift given directly to the creature, to some other action on your part that 
  matches the creature's alignment and goals. Regardless, this payment must be 
  made before the creature agrees to perform any services. The bargaining takes 
  at least 1 round, so any actions by the creature begin in the round after it 
  arrives.
  A task taking up to 1 minute per caster level requires a payment of 100 gp per 
  HD of the creature called. For a task taking up to 1 hour per caster level, 
  the creature requires a payment of 500 gp per HD. A long-term task, one requiring 
  up to one day per caster level, requires a payment of 1,000 gp per HD.
  A nonhazardous task requires only half the indicated payment, while an especially 
  hazardous task might require a greater gift. Few if any creatures will accept 
  a task that seems suicidal (remember, a called creature actually dies when it 
  is killed, unlike a summoned creature). However, if the task is strongly aligned 
  with the creature's ethos, it may halve or even waive the payment. 
  At the end of its task, or when the duration bargained for expires, the creature 
  returns to its home plane (after reporting back to you, if appropriate and possible).
  Note: When you use a calling spell that calls an air, chaotic, earth, evil, 
  fire, good, lawful, or water creature, it is a spell of that type.
  XP Cost: 100 XP.
Planar Binding
  Conjuration (Calling) [see text for lesser planar binding]
  Level: Sor/Wiz 6
  Components: V, S
  Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no 
  two of which can be more than 30 ft. apart when they appear
  This spell functions like lesser planar binding, except that you may call a 
  single creature of 12 HD or less, or up to three creatures of the same kind 
  whose Hit Dice total no more than 12. Each creature gets a save, makes an independent 
  attempt to escape, and must be individually persuaded to aid you.
Planar Binding, Greater
  Conjuration (Calling) [see text for lesser planar binding]
  Level: Sor/Wiz 8
  Components: V, S
  Targets: Up to three elementals or outsiders, totaling no more than 18 HD, no 
  two of which can be more than 30 ft. apart when they appear.
  This spell functions like lesser planar binding, except that you may call a 
  single creature of 18 HD or less, or up to three creatures of the same kind 
  whose Hit Dice total no more than 18. Each creature gets a saving throw, makes 
  independent attempts to escape, and must be persuaded to aid you individually.
Planar Binding, Lesser
  Conjuration (Calling) [see text]
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels); see text
  Target: One elemental or outsider with 6 HD or less
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: No and Yes; see text
  Casting this spell attempts a dangerous act: to lure a creature from another 
  plane to a specifically prepared trap, which must lie within the spell's range. 
  The called creature is held in the trap until it agrees to perform one service 
  in return for its freedom.
  To create the trap, you must use a magic circle spell, focused inward. The kind 
  of creature to be bound must be known and stated. If you wish to call a specific 
  individual, you must use that individual's proper name in casting the spell.
  The target creature is allowed a Will saving throw. If the saving throw succeeds, 
  the creature resists the spell. If the saving throw fails, the creature is immediately 
  drawn to the trap (spell resistance does not keep it from being called). The 
  creature can escape from the trap with by successfully pitting its spell resistance 
  against your caster level check, by dimensional travel, or with a successful 
  Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try 
  each method once per day. If it breaks loose, it can flee or attack you. A dimensional 
  anchor cast on the creature prevents its escape via dimensional travel. You 
  can also employ a calling diagram (see magic circle against evil) to make the 
  trap more secure.
  If the creature does not break free of the trap, you can keep it bound for as 
  long as you dare. You can attempt to compel the creature to perform a service 
  by describing the service and perhaps offering some sort of reward. You make 
  a Charisma check opposed by the creature's Charisma check. The check is assigned 
  a bonus of +0 to +6 based on the nature of the service and the reward. If the 
  creature wins the opposed check, it refuses service. New offers, bribes, and 
  the like can be made or the old ones reoffered every 24 hours. This process 
  can be repeated until the creature promises to serve, until it breaks free, 
  or until you decide to get rid of it by means of some other spell. Impossible 
  demands or unreasonable commands are never agreed to. If you roll a 1 on the 
  Charisma check, the creature breaks free of the binding and can escape or attack 
  you.
  Once the requested service is completed, the creature need only so inform you 
  to be instantly sent back whence it came. The creature might later seek revenge. 
  If you assign some open-ended task that the creature cannot complete though 
  its own actions the spell remains in effect for a maximum of one day per caster 
  level, and the creature gains an immediate chance to break free. Note that a 
  clever recipient can subvert some instructions.
  When you use a calling spell to call an air, chaotic, earth, evil, fire, good, 
  lawful, or water creature, it is a spell of that type. 
Plane Shift
  Conjuration (Teleportation)
  Level: Clr 5, Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched, or up to eight willing creatures joining hands
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You move yourself or some other creature to another plane of existence or alternate 
  dimension. If several willing persons link hands in a circle, as many as eight 
  can be affected by the plane shift at the same time. Precise accuracy as to 
  a particular arrival location on the intended plane is nigh impossible. From 
  the Material Plane, you can reach any other plane, though you appear 5 to 500 
  miles (5d%) from your intended destination.
  Note: Plane shift transports creatures instantaneously and then ends. The creatures 
  need to find other means if they are to travel back.
  Focus: A small, forked metal rod. The size and metal type dictates to which 
  plane of existence or alternate dimension the spell sends the affected creatures. 
Plant Growth
  Transmutation
  Level: Drd 3, Plant 3, Rgr 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: See text
  Target or Area: See text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Plant growth has different effects depending on the version chosen.
  Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, 
  thistles, trees, vines) within long range (400 feet + 40 feet per caster level) 
  to become thick and overgrown. The plants entwine to form a thicket or jungle 
  that creatures must hack or force a way through. Speed drops to 5 feet, or 10 
  feet for Large or larger creatures. The area must have brush and trees in it 
  for this spell to take effect.
  At your option, the area can be a 100-foot-radius circle, a 150-foot-radius 
  semicircle, or a 200-foot-radius quarter circle.
  You may designate places within the area that are not affected.
  Enrichment: This effect targets plants within a range of one-half mile, raising 
  their potential productivity over the course of the next year to one-third above 
  normal.
  Plant growth counters diminish plants.
  This spell has no effect on plant creatures.
Poison
  Necromancy
  Level: Clr 4, Drd 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous; see text
  Saving Throw: Fortitude negates; see text
  Spell Resistance: Yes
  Calling upon the venomous powers of natural predators, you infect the subject 
  with a horrible poison by making a successful melee touch attack. The poison 
  deals 1d10 points of temporary Constitution damage immediately and another 1d10 
  points of temporary Constitution damage 1 minute later. Each instance of damage 
  can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis 
  modifier).
Polar Ray
  Evocation [Cold]
  Level: Sor/Wiz 8
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  A blue-white ray of freezing air and ice springs from your hand. You must succeed 
  on a ranged touch attack with the ray to deal damage to a target. The ray deals 
  1d6 points of cold damage per caster level (maximum 25d6).
  Focus: A small, white ceramic cone or prism.
Polymorph
  Transmutation
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Willing living creature touched
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell functions like alter self, except that you change the willing subject 
  into another form of living creature. The new form may be of the same type as 
  the subject or any of the following types: aberration, animal, dragon, fey, 
  giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. 
  The assumed form can't have more Hit Dice than your caster level (or the subject's 
  HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause 
  a subject to assume a form smaller than Fine, nor can you cause a subject to 
  assume an incorporeal or gaseous form. The subject's creature type and subtype 
  (if any) change to match the new form.
  Upon changing, the subject regains lost hit points as if it had rested for a 
  night (though this healing does not restore temporary ability damage and provide 
  other benefits of resting; and changing back does not heal the subject further). 
  If slain, the subject reverts to its original form, though it remains dead.
  The subject gains the Strength, Dexterity, and Constitution scores of the new 
  form but retains its own Intelligence, Wisdom, and Charisma scores. It also 
  gains all extraordinary special attacks possessed by the form but does not gain 
  the extraordinary special qualities possessed by the new form or any supernatural 
  or spell-like abilities.
  Incorporeal or gaseous creatures are immune to being polymorphed, and a creature 
  with the shapechanger subtype can revert to its natural form as a standard action.
  Material Component: An empty cocoon.
Polymorph Any Object
  Transmutation
  Level: Sor/Wiz 8, Trickery 8
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature, or one nonmagical object of up to 100 cu. ft./level
  Duration: See text
  Saving Throw: Fortitude negates (object); see text
  Spell Resistance: Yes (object)
  This spell functions like polymorph, except that it changes one object or creature 
  into another. The duration of the spell depends on how radical a change is made 
  from the original state to its enchanted state. The duration is determined by 
  using the following guidelines.
| Changed 
        Subject Is: | Increase to Duration Factor1 | 
| Same 
        kingdom (animal, vegetable, mineral) | +5 | 
| Same 
        class (mammals, fungi, metals, etc.) | +2 | 
| Same 
        size | +2 | 
| Related 
        (twig is to tree, wolf fur is to wolf, etc.) | +2 | 
| Same 
        or lower Intelligence | +2 | 
| 1 
        Add all that apply. Look up the total on the next table. | |
| Duration Factor | Duration | Example | 
| 0 | 20 
        minutes | Pebble 
        to human | 
| 2 | 1 
        hour | Marionette 
        to human | 
| 4 | 3 
        hours | Human 
        to marionette | 
| 5 | 12 
        hours | Lizard 
        to manticore | 
| 6 | 2 
        days | Sheep 
        to wool coat | 
| 7 | 1 
        week | Shrew 
        to manticore | 
| 9+ | Permanent | Manticore 
        to shrew | 
  Unlike polymorph, polymorph any object does grant the creature the Intelligence 
  score of its new form. If the original form didn't have a Wisdom or Charisma 
  score, it gains those scores as appropriate for the new form.
  Damage taken by the new form can result in the injury or death of the polymorphed 
  creature. In general, damage occurs when the new form is changed through physical 
  force.
  A nonmagical object cannot be made into a magic item with this spell. Magic 
  items aren't affected by this spell.
  This spell cannot create material of great intrinsic value, such as copper, 
  silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce 
  the special properties of cold iron in order to overcome the damage reduction 
  of certain creatures.
  This spell can also be used to duplicate the effects of baleful polymorph, polymorph, 
  flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, 
  or transmute rock to mud.
  Arcane Material Component: Mercury, gum arabic, and smoke.
Power Word Blind
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 7, War 7
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature with 200 hp or less
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  You utter a single word of power that causes one creature of your choice to 
  become blinded, whether the creature can hear the word or not. The duration 
  of the spell depends on the target's current hit point total. Any creature that 
  currently has 201 or more hit points is unaffected by power word blind.
| Hit Points | Duration | 
| 50 
        or less | Permanent | 
| 51–100 | 1d4+1 
        minutes | 
| 101–200 | 1d4+1 
        rounds | 
Power Word Kill
  Enchantment (Compulsion) [Death, Mind-Affecting]
  Level: Sor/Wiz 9, War 9
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature with 100 hp or less
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You utter a single word of power that instantly kills one creature of your choice, 
  whether the creature can hear the word or not. Any creature that currently has 
  101 or more hit points is unaffected by power word kill.
Power Word Stun
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 8, War 8
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature with 150 hp or less
  Duration: See text
  Saving Throw: None
  Spell Resistance: Yes
  You utter a single word of power that instantly causes one creature of your 
  choice to become stunned, whether the creature can hear the word or not. The 
  duration of the spell depends on the target's current hit point total. Any creature 
  that currently has 151 or more hit points is unaffected by power word stun.
| Hit Points | Duration | 
| 50 
        or less | 4d4 
        rounds | 
| 51–100 | 2d4 
        rounds | 
| 101–150 | 1d4 
        rounds | 
Prayer
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 3, Pal 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: All allies and foes within a 40-ft.-radius burst centered on you
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You bring special favor upon yourself and your allies while bringing disfavor 
  to your enemies. You and your each of your allies gain a +1 luck bonus on attack 
  rolls, weapon damage rolls, saves, and skill checks, while each of your foes 
  takes a -1 penalty on such rolls.
Prestidigitation
  Universal
  Level: Brd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft.
  Target, Effect, or Area: See text
  Duration: 1 hour
  Saving Throw: See text
  Spell Resistance: No
  Prestidigitations are minor tricks that novice spellcasters use for practice. 
  Once cast, a prestidigitation spell enables you to perform simple magical effects 
  for 1 hour. The effects are minor and have severe limitations. A prestidigitation 
  can slowly lift 1 pound of material. It can color, clean, or soil items in a 
  1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. 
  It cannot deal damage or affect the concentration of spellcasters. Prestidigitation 
  can create small objects, but they look crude and artificial. The materials 
  created by a prestidigitation spell are extremely fragile, and they cannot be 
  used as tools, weapons, or spell components. Finally, a prestidigitation lacks 
  the power to duplicate any other spell effects. Any actual change to an object 
  (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Prismatic Sphere
  Abjuration
  Level: Protection 9, Sor/Wiz 9, Sun 9
  Components: V
  Range: 10 ft.
  Effect: 10-ft.-radius sphere centered on you
  This spell functions like prismatic wall, except you conjure up an immobile, 
  opaque globe of shimmering, multicolored light that surrounds you and protects 
  you from all forms of attack. The sphere flashes in all colors of the visible 
  spectrum. 
  The sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 
  minutes.
  You can pass into and out of the prismatic sphere and remain near it without 
  harm. However, when you're inside it, the sphere blocks any attempt to project 
  something through the sphere (including spells). Other creatures that attempt 
  to attack you or pass through suffer the effects of each color, one at a time.
  Typically, only the upper hemisphere of the globe will exist, since you are 
  at the center of the sphere, so the lower half is usually excluded by the floor 
  surface you are standing on.
  The colors of the sphere have the same effects as the colors of a prismatic 
  wall.
  Prismatic sphere can be made permanent with a permanency spell.
Prismatic Spray
  Evocation
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  This spell causes seven shimmering, intertwined, multicolored beams of light 
  to spray from your hand. Each beam has a different power. Creatures in the area 
  of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every 
  creature in the area is randomly struck by one or more beams, which have additional 
  effects.
| 1d8 | Color 
        of Beam | Effect | 
| 1 | Red | 20 
        points fire damage (Reflex half) | 
| 2 | Orange | 40 
        points acid damage (Reflex half) | 
| 3 | Yellow | 80 
        points electricity damage (Reflex half) | 
| 4 | Green | Poison 
        (Kills; Fortitude partial, take 1d6 points of Con damage instead) | 
| 5 | Blue | Turned 
        to stone (Fortitude negates) | 
| 6 | Indigo | Insane, 
        as insanity spell (Will negates) | 
| 7 | Violet | Sent 
        to another plane (Will negates) | 
| 8 | Struck 
        by two rays; roll twice more, ignoring any “8” results. | |
Prismatic Wall
  Abjuration
  Level: Sor/Wiz 8
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect:Wall 4 ft./level wide, 2 ft./level high
  Duration: 10 min./level (D)
  Saving Throw: See text
  Spell Resistance: See text
  Prismatic wall creates a vertical, opaque wall-a shimmering, multicolored plane 
  of light that protects you from all forms of attack. The wall flashes with seven 
  colors, each of which has a distinct power and purpose. The wall is immobile, 
  and you can pass through and remain near the wall without harm. However, any 
  other creature with less than 8 HD that is within 20 feet of the wall is blinded 
  for 2d4 rounds by the colors if it looks at the wall.
  The wall's maximum proportions are 4 feet wide per caster level and 2 feet high 
  per caster level. A prismatic wall spell cast to materialize in a space occupied 
  by a creature is disrupted, and the spell is wasted.
  Each color in the wall has a special effect. The accompanying table shows the 
  seven colors of the wall, the order in which they appear, their effects on creatures 
  trying to attack you or pass through the wall, and the magic needed to negate 
  each color.
  The wall can be destroyed, color by color, in consecutive order, by various 
  magical effects; however, the first color must be brought down before the second 
  can be affected, and so on. A rod of cancellation or a mage's disjunction spell 
  destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel 
  magic and greater dispel magic cannot dispel the wall or anything beyond it. 
  Spell resistance is effective against a prismatic wall, but the caster level 
  check must be repeated for each color present.
  Prismatic wall can be made permanent with a permanency spell.
| Color | Order | Effect of Color | Negated By | 
| Red | 1st | Stops 
        nonmagical ranged weapons. Deals 
        20 points of fire damage (Reflex half). | Cone 
        of cold | 
| Orange | 2nd | Stops 
        magical ranged weapons. Deals 
        40 points of acid damage (Reflex half). | Gust 
        of wind | 
| Yellow | 3rd | Stops 
        poisons, gases, and petrification. Deals 
        80 points of electricity damage (Reflex half). | Disintegrate | 
| Green | 4th | Stops 
        breath weapons. Poison 
        (Kills; Fortitude partial for 1d6 points of Con damage instead). | Passwall | 
| Blue | 5th | Stops 
        divination and mental attacks. Turned 
        to stone (Fortitude negates). | Magic 
        missile | 
| Indigo | 6th | Stops 
        all spells. Will 
        save or become insane (as insanity spell). | Daylight | 
| Violet | 7th | Energy 
        field destroys all objects and effects.1 Creatures 
        sent to another plane (Will negates). | Dispel 
        magic | 
| 1 
        The violet effect makes the special effects of the other six colors redundant, 
        but these six effects are included here because certain magic items can 
        create prismatic effects one color at a time, and spell resistance might 
        render some colors ineffective (see above). | |||
Produce Flame
  Evocation [Fire]
  Level: Drd 1, Fire 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 0 ft.
  Effect: Flame in your palm
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Flames as bright as a torch appear in your open hand. The flames harm neither 
  you nor your equipment.
  In addition to providing illumination, the flames can be hurled or used to touch 
  enemies. You can strike an opponent with a melee touch attack, dealing fire 
  damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you 
  can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack 
  with a ranged touch attack (with no range penalty) and deal the same damage 
  as with the melee attack. No sooner do you hurl the flames than a new set appears 
  in your hand. Each attack you make reduces the remaining duration by 1 minute. 
  If an attack reduces the remaining duration to 0 minutes or less, the spell 
  ends after the attack resolves.
  This spell does not function underwater.
Programmed Image
  Illusion (Figment)
  Level: Brd 6, Sor/Wiz 6
  Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. 
  cube/level (S)
  Duration: Permanent until triggered, then 1 round/level
  This spell functions like silent image, except that this spell's figment activates 
  when a specific condition occurs. The figment includes visual, auditory, olfactory, 
  and thermal elements, including intelligible speech.
  You set the triggering condition (which may be a special word) when casting 
  the spell. The event that triggers the illusion can be as general or as specific 
  and detailed as desired but must be based on an audible, tactile, olfactory, 
  or visual trigger. The trigger cannot be based on some quality not normally 
  obvious to the senses, such as alignment. (See magic mouth for more details 
  about such triggers.)
  Material Component: A bit of fleece and jade dust worth 25 gp.
Project Image
  Illusion (Shadow)
  Level: Brd 6, Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One shadow duplicate
  Duration: 1 round/level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  You tap energy from the Plane of Shadow to create a quasi-real, illusory version 
  of yourself. The projected image looks, sounds, and smells like you but is intangible. 
  The projected image mimics your actions (including speech) unless you direct 
  it to act differently (which is a move action).
  You can see through its eyes and hear through its ears as if you were standing 
  where it is, and during your turn you can switch from using its senses to using 
  your own, or back again, as a free action. While you are using its senses, your 
  body is considered blinded and deafened.
  If you desire, any spell you cast whose range is touch or greater can originate 
  from the projected image instead of from you. The projected image can't cast 
  any spells on itself except for illusion spells. The spells affect other targets 
  normally, despite originating from the projected image.
  Objects are affected by the projected image as if they had succeeded on their 
  Will save.
  You must maintain line of effect to the projected image at all times. If your 
  line of effect is obstructed, the spell ends. If you use dimension door, teleport, 
  plane shift, or a similar spell that breaks your line of effect, even momentarily, 
  the spell ends.
  Material Component: A small replica of you (a doll), which costs 5 gp to create.
Protection from Arrows
  Abjuration
  Level: Sor/Wiz 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature gains resistance to ranged weapons. The subject gains damage 
  reduction 10/magic against ranged weapons. (This spell doesn't grant you the 
  ability to damage creatures with similar damage reduction.) Once the spell has 
  prevented a total of 10 points of damage per caster level (maximum 100 points), 
  it is discharged.
  Focus: A piece of shell from a tortoise or a turtle.
Protection from Chaos
  Abjuration [Lawful]
  Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1
  This spell functions like protection from evil, except that the deflection and 
  resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned 
  creatures cannot touch the subject.
Protection from Energy
  Abjuration
  Level: Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level or until discharged
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  Protection from energy grants temporary immunity to the type of energy you specify 
  when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 
  12 points per caster level of energy damage (to a maximum of 120 points at 10th 
  level), it is discharged.
  Note: Protection from energy overlaps (and does not stack with) resist energy. 
  If a character is warded by protection from energy and resist energy, the protection 
  spell absorbs damage until its power is exhausted.
Protection from Evil
  Abjuration [Good]
  Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No; see text
  This spell wards a creature from attacks by evil creatures, from mental control, 
  and from summoned creatures. It creates a magical barrier around the subject 
  at a distance of 1 foot. The barrier moves with the subject and has three major 
  effects.
  First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus 
  on saves. Both these bonuses apply against attacks made or effects created by 
  evil creatures.
  Second, the barrier blocks any attempt to possess the warded creature (by a 
  magic jar attack, for example) or to exercise mental control over the creature 
  (including enchantment (charm) effects and enchantment (compulsion) effects 
  that grant the caster ongoing control over the subject, such as dominate person). 
  The protection does not prevent such effects from targeting the protected creature, 
  but it suppresses the effect for the duration of the protection from evil effect. 
  If the protection from evil effect ends before the effect granting mental control 
  does, the would-be controller would then be able to mentally command the controlled 
  creature. Likewise, the barrier keeps out a possessing life force but does not 
  expel one if it is in place before the spell is cast. This second effect works 
  regardless of alignment.
  Third, the spell prevents bodily contact by summoned creatures. This causes 
  the natural weapon attacks of such creatures to fail and the creatures to recoil 
  if such attacks require touching the warded creature. Good summoned creatures 
  are immune to this effect. The protection against contact by summoned creatures 
  ends if the warded creature makes an attack against or tries to force the barrier 
  against the blocked creature. Spell resistance can allow a creature to overcome 
  this protection and touch the warded creature.
  Arcane Material Component: A little powdered silver with which you trace a 3-foot 
  -diameter circle on the floor (or ground) around the creature to be warded.
Protection from Good
  Abjuration [Evil]
  Level: Clr 1, Evil 1, Sor/Wiz 1
  This spell functions like protection from evil, except that the deflection and 
  resistance bonuses apply to attacks from good creatures, and good summoned creatures 
  cannot touch the subject.
Protection from Law
  Abjuration [Chaotic]
  Level: Chaos 1, Clr 1, Sor/Wiz 1
  This spell functions like protection from evil, except that the deflection and 
  resistance bonuses apply to attacks from lawful creatures, and lawful summoned 
  creatures cannot touch the subject.
Protection from Spells
  Abjuration
  Level: Magic 8, Sor/Wiz 8
  Components: V, S, M, F
  Casting Time: 1 standard action
  Range: Touch
  Targets: Up to one creature touched per four levels
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains a +8 resistance bonus on saving throws against spells and 
  spell-like abilities (but not against supernatural and extraordinary abilities).
  Material Component: A diamond of at least 500 gp value, which must be crushed 
  and sprinkled over the targets.
  Focus: One 1,000 gp diamond per creature to be granted the protection. Each 
  subject must carry one such gem for the duration of the spell. If a subject 
  loses the gem, the spell ceases to affect him.
Prying Eyes
  Divination
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 minute
  Range: One mile
  Effect: Ten or more levitating eyes
  Duration: 1 hour/level; see text (D)
  Saving Throw: None
  Spell Resistance: No
  You create a number of semitangible, visible magical orbs (called "eyes") 
  equal to 1d4 + your caster level. These eyes move out, scout around, and return 
  as you direct them when casting the spell. Each eye can see 120 feet (normal 
  vision only) in all directions.
  While the individual eyes are quite fragile, they're small and difficult to 
  spot. Each eye is a Fine construct, about the size of a small apple, that has 
  1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with 
  perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier 
  equal to your caster level (maximum +15) and is subject to illusions, darkness, 
  fog, and any other factors that would affect your ability to receive visual 
  information about your surroundings. An eye traveling through darkness must 
  find its way by touch.
  When you create the eyes, you specify instructions you want them to follow in 
  a command of no more than twenty-five words. Any knowledge you possess is known 
  by the eyes as well.
  In order to report their findings, the eyes must return to your hand. Each replays 
  in your mind all it has seen during its existence. It takes an eye 1 round to 
  replay 1 hour of recorded images. After relaying its findings, an eye disappears. 
  
  If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. 
  However, your link with the eye is such that you won't know if the eye was destroyed 
  because it wandered out of range or because of some other event.
  The eyes exist for up to 1 hour per caster level or until they return to you. 
  Dispel magic can destroy eyes. Roll separately for each eye caught in an area 
  dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar 
  obstacle and destroy itself.
  Material Component: A handful of crystal marbles.
Prying Eyes, Greater
  Divination
  Level: Sor/Wiz 8
  This spell functions like prying eyes, except that the eyes can see all things 
  as they actually are, just as if they had true seeing with a range of 120 feet. 
  Thus, they can navigate darkened areas at full normal speed. Also, a greater 
  prying eye's maximum Spot modifier is +25 instead of +15.
Purify Food and Drink
  Transmutation
  Level: Clr 0, Drd 0
  Components: V, S
  Casting Time: 1 standard action
  Range: 10 ft.
  Target: 1 cu. ft./level of contaminated food and water
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This spell makes spoiled, rotten, poisonous, or otherwise contaminated food 
  and water pure and suitable for eating and drinking. This spell does not prevent 
  subsequent natural decay or spoilage. Unholy water and similar food and drink 
  of significance is spoiled by purify food and drink, but the spell has no effect 
  on creatures of any type nor upon magic potions.
  Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains 
  roughly 8 gallons and weighs about 60 pounds.
Pyrotechnics
  Transmutation
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target: One fire source, up to a 20-ft. cube
  Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; 
  see text
  Saving Throw: Will negates or Fortitude negates; see text
  Spell Resistance: Yes or No; see text
  Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick 
  cloud of choking smoke, depending on the version you choose.
  Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, 
  colored aerial lights. This effect causes creatures within 120 feet of the fire 
  source to become blinded for 1d4+1 rounds (Will negates). These creatures must 
  have line of sight to the fire to be affected. Spell resistance can prevent 
  blindness.
  Smoke Cloud: A writhing stream of smoke billows out from the source, forming 
  a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 
  round per caster level. All sight, even darkvision, is ineffective in or through 
  the cloud. All within the cloud take -4 penalties to Strength and Dexterity 
  (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates 
  or after the creature leaves the area of the cloud. Spell resistance does not 
  apply.
  Material Component: The spell uses one fire source, which is immediately extinguished. 
  A fire so large that it exceeds a 20-foot cube is only partly extinguished. 
  Magical fires are not extinguished, although a fire-based creature used as a 
  source takes 1 point of damage per caster level.
Quench
  Transmutation
  Level: Drd 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area or Target: One 20-ft. cube/level (S) or one fire-based magic item
  Duration: Instantaneous
  Saving Throw: None or Will negates (object)
  Spell Resistance: No or Yes (object)
  Quench is often used to put out forest fires and other conflagrations. It extinguishes 
  all nonmagical fires in its area. The spell also dispels any fire spells in 
  its area, though you must succeed on a dispel check (1d20 +1 per caster level, 
  maximum +15) against each spell to dispel it. The DC to dispel such spells is 
  11 + the caster level of the fire spell.
  Each elemental (fire) creature within the area of a quench spell takes 1d6 points 
  of damage per caster level (maximum 15d6, no save allowed).
  Alternatively, you can target the spell on a single magic item that creates 
  or controls flame. The item loses all its fire-based magical abilities for 1d4 
  hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)
Rage
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 2, Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One willing living creature per three levels, no two of which may be 
  more than 30 ft. apart
  Duration: Concentration + 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  Each affected creature gains a +2 morale bonus to Strength and Constitution, 
  a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise 
  identical with a barbarian's rage except that the subjects aren't fatigued at 
  the end of the rage.
Rage (Divine)
  Enchantment
  Level: Madness 3
  Components: V, S
  Casting Time: One action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The caster can put a creature into a blood frenzy. In this rage, the creature 
  gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves. 
  (Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period 
  occurs after the rage is over.)
Rainbow Pattern
  Illusion (Pattern) [Mind-Affecting]
  Level: Brd 4, Sor/Wiz 4
  Components: V (Brd only), S, M, F; see text
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Colorful lights with a 20-ft.-radius spread
  Duration: Concentration +1 round/ level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  A glowing, rainbow-hued pattern of interweaving colors fascinates those within 
  it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures 
  with the fewest HD are affected first. Among creatures with equal HD, those 
  who are closest to the spell's point of origin are affected first. An affected 
  creature that fails its saves is fascinated by the pattern.
  With a simple gesture (a free action), you can make the rainbow pattern move 
  up to 30 feet per round (moving its effective point of origin). All fascinated 
  creatures follow the moving rainbow of light, trying to get or remain within 
  the effect. Fascinated creatures who are restrained and removed from the pattern 
  still try to follow it. If the pattern leads its subjects into a dangerous area 
  each fascinated creature gets a second save. If the view of the lights is completely 
  blocked creatures who can't see them are no longer affected.
  The spell does not affect sightless creatures.
  Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, 
  but a bard must sing, play music, or recite a rhyme as a verbal component.
  Material Component: A piece of phosphor.
  Focus: A crystal prism.
Raise Dead
  Conjuration (Healing)
  Level: Clr 5
  Components: V, S, M, DF
  Casting Time: 1 minute
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: Yes (harmless)
  You restore life to a deceased creature. You can raise a creature that has been 
  dead for no longer than one day per caster level. In addition, the subject's 
  soul must be free and willing to return. If the subject's soul is not willing 
  to return, the spell does not work; therefore, a subject that wants to return 
  receives no saving throw.
  Coming back from the dead is an ordeal. The subject of the spell loses one level 
  (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die 
  to an energy-draining creature. If the subject is 1st level, it loses 2 points 
  of Constitution instead (if this would reduce its Con to 0 or less, it can't 
  be raised). This level/HD loss or Constitution loss cannot be repaired by any 
  means. A character who died with spells prepared has a 50% chance of losing 
  any given spell upon being raised, in addition to losing spells for losing a 
  level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) 
  has a 50% chance of losing any given unused spell slot as if it had been used 
  to cast a spell, in addition to losing spell slots for losing a level.
  A raised creature has a number of hit points equal to its current Hit Dice. 
  Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease 
  are cured in the process of raising the subject, but magical diseases and curses 
  are not undone. While the spell closes mortal wounds and repairs lethal damage 
  of most kinds, the body of the creature to be raised must be whole. Otherwise, 
  missing parts are still missing when the creature is brought back to life. None 
  of the dead creature's equipment or possessions are affected in any way by this 
  spell.
  A creature who has been turned into an undead creature or killed by a death 
  effect can't be raised by this spell. Constructs, elementals, outsiders, and 
  undead creatures can't be raised. The spell cannot bring back a creature that 
  has died of old age.
  Material Component: Diamonds worth a total of least 5,000 gp.
Ray of Enfeeblement
  Necromancy
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 min./level
  Saving Throw: None
  Spell Resistance: Yes
  A coruscating ray springs from your hand. You must succeed on a ranged touch 
  attack to strike a target. The subject takes a penalty to Strength equal to 
  1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot 
  drop below 1.
Ray of Exhaustion
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 min./level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  A black ray projects from your pointing finger. You must succeed on a ranged 
  touch attack with the ray to strike a target.
  The subject is immediately exhausted for the spell's duration. A successful 
  Fortitude save means the creature is only fatigued.
  A character that is already fatigued instead becomes exhausted.
  This spell has no effect on a creature that is already exhausted. Unlike normal 
  exhaustion or fatigue, the effect ends as soon as the spell's duration expires.
  Material Component: A drop of sweat.
Ray of Frost
  Evocation [Cold]
  Level: Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  A ray of freezing air and ice projects from your pointing finger. You must succeed 
  on a ranged touch attack with the ray to deal damage to a target. The ray deals 
  1d3 points of cold damage.
Read Magic
  Divination
  Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level
  By means of read magic, you can decipher magical inscriptions on objects-books, 
  scrolls, weapons, and the like-that would otherwise be unintelligible. This 
  deciphering does not normally invoke the magic contained in the writing, although 
  it may do so in the case of a cursed scroll. Furthermore, once the spell is 
  cast and you have read the magical inscription, you are thereafter able to read 
  that particular writing without recourse to the use of read magic. You can read 
  at the rate of one page (250 words) per minute. The spell allows you to identify 
  a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding 
  with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 
  10 + spell level).
  Read magic can be made permanent with a permanency spell.
  Focus: A clear crystal or mineral prism.
Reduce Animal
  Transmutation
  Level: Drd 2, Rgr 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One willing animal of Small, Medium, Large, or Huge size
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell functions like reduce person, except that it affects a single willing 
  animal. Reduce the damage dealt by the animal's natural attacks as appropriate 
  for its new size.
Reduce Person
  Transmutation
  Level: Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One humanoid creature
  Duration: 1 min./level (D)
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell causes instant diminution of a humanoid creature, halving its height, 
  length, and width and dividing its weight by 8. This decrease changes the creature's 
  size category to the next smaller one. The target gains a +2 size bonus to Dexterity, 
  a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack 
  rolls and AC due to its reduced size.
  A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 
  feet and a natural reach of 0 feet (meaning that it must enter an opponent's 
  square to attack). A Large humanoid creature whose size decreases to Medium 
  has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change 
  the target's speed.
  All equipment worn or carried by a creature is similarly reduced by the spell.
  Melee and projectile weapons deal less damage. Other magical properties are 
  not affected by this spell. Any reduced item that leaves the reduced creature's 
  possession (including a projectile or thrown weapon) instantly returns to its 
  normal size. This means that thrown weapons deal their normal damage (projectiles 
  deal damage based on the size of the weapon that fired them).
  Multiple magical effects that reduce size do not stack.
  Reduce person counters and dispels enlarge person.
  Reduce person can be made permanent with a permanency spell.
  Material Component: A pinch of powdered iron.
Reduce Person, Mass
  Transmutation
  Level: Sor/Wiz 4
  Target: One humanoid creature/level, no two of which can be more than 30 ft. 
  apart
  This spell functions like reduce person, except that it affects multiple creatures.
Refuge
  Conjuration (Teleportation)
  Level: Clr 7, Sor/Wiz 9
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Object touched
  Duration: Permanent until discharged
  Saving Throw: None
  Spell Resistance: No
  You create powerful magic in some specially prepared object. This object contains 
  the power to instantly transport its possessor across any distance within the 
  same plane to your abode. Once the item is transmuted, you must give it willingly 
  to a creature and at the same time inform it of a command word to be spoken 
  when the item is used. To make use of the item, the subject speaks the command 
  word at the same time that it rends or breaks the item (a standard action). 
  When this is done, the individual and all objects it is wearing and carrying 
  (to a maximum of the character's heavy load) are instantly transported to your 
  abode. No other creatures are affected (aside from a familiar that is touching 
  the subject).
  You can alter the spell when casting it so that it transports you to within 
  10 feet of the possessor of the item when it is broken and the command word 
  spoken. You will have a general idea of the location and situation of the item 
  possessor at the time the refuge spell is discharged, but once you decide to 
  alter the spell in this fashion, you have no choice whether or not to be transported.
  Material Component: The specially prepared object, whose construction requires 
  gems worth 1,500 gp.
Regenerate
  Conjuration (Healing)
  Level: Clr 7, Drd 9, Healing 7
  Components: V, S, DF
  Casting Time: 3 full rounds
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject's severed body members (fingers, toes, hands, feet, arms, legs, 
  tails, or even heads of multiheaded creatures), broken bones, and ruined organs 
  grow back. After the spell is cast, the physical regeneration is complete in 
  1 round if the severed members are present and touching the creature. It takes 
  2d10 rounds otherwise.
  Regenerate also cures 4d8 points of damage +1 point per caster level (maximum 
  +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal 
  damage the subject has taken. It has no effect on nonliving creatures (including 
  undead).
Reincarnate
  Transmutation
  Level: Drd 4
  Components: V, S, M, DF
  Casting Time: 10 minutes
  Range: Touch
  Target: Dead creature touched
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: Yes (harmless)
  With this spell, you bring back a dead creature in another body, provided that 
  its death occurred no more than one week before the casting of the spell and 
  the subject's soul is free and willing to return. If the subject's soul is not 
  willing to return, the spell does not work; therefore, a subject that wants 
  to return receives no saving throw.
  Since the dead creature is returning in a new body, all physical ills and afflictions 
  are repaired. The condition of the remains is not a factor. So long as some 
  small portion of the creature's body still exists, it can be reincarnated, but 
  the portion receiving the spell must have been part of the creature's body at 
  the time of death. The magic of the spell creates an entirely new young adult 
  body for the soul to inhabit from the natural elements at hand. This process 
  takes 1 hour to complete. When the body is ready, the subject is reincarnated.
  A reincarnated creature recalls the majority of its former life and form. It 
  retains any class abilities, feats, or skill ranks it formerly possessed. Its 
  class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, 
  Dexterity, and Constitution scores depend partly on the new body. First eliminate 
  the subject's racial adjustments (since it is no longer of his previous race) 
  and then apply the adjustments found below to its remaining ability scores. 
  The subject's level (or Hit Dice) is reduced by 1. If the subject was 1st level, 
  its new Constitution score is reduced by 2. (If this reduction would put its 
  Con at 0 or lower, it can't be reincarnated). This level/HD loss or Constitution 
  loss cannot be repaired by any means.
  It's possible for the change in the subject's ability scores to make it difficult 
  for it to pursue its previous character class. If this is the case, the subject 
  is well advised to become a multiclass character.
  For a humanoid creature, the new incarnation is determined using the following 
  table. For nonhumanoid creatures, a similar table of creatures of the same type 
  should be created.
  A creature that has been turned into an undead creature or killed by a death 
  effect can't be returned to life by this spell. Constructs, elementals, outsiders, 
  and undead creatures can't be reincarnated. The spell cannot bring back a creature 
  who has died of old age.
| d% | Incarnation | Str | Dex | Con | 
| 01 | Bugbear | +4 | +2 | +2 | 
| 02–13 | Dwarf | +0 | +0 | +2 | 
| 14–25 | Elf | +0 | +2 | –2 | 
| 26 | Gnoll | +4 | +0 | +2 | 
| 27–38 | Gnome | –2 | +0 | +2 | 
| 39–42 | Goblin | –2 | +2 | +0 | 
| 43–52 | Half-elf | +0 | +0 | +0 | 
| 53–62 | Half-orc | +2 | +0 | +0 | 
| 63–74 | Halfling | –2 | +2 | +0 | 
| 75–89 | Human | +0 | +0 | +0 | 
| 90–93 | Kobold | –4 | +2 | –2 | 
| 94 | Lizardfolk | +2 | +0 | +2 | 
| 95–98 | Orc | +4 | +0 | +0 | 
| 99 | Troglodyte | +0 | –2 | +4 | 
| 100 | Other | ? | ? | ? | 
  The reincarnated creature gains all abilities associated with its new form, 
  including forms of movement and speeds, natural armor, natural attacks, extraordinary 
  abilities, and the like, but it doesn't automatically speak the language of 
  the new form. 
  A wish or a miracle spell can restore a reincarnated character to his or her 
  original form.
  Material Component: Rare oils and unguents worth a total of least 1,000 gp, 
  spread over the remains.
Remove Blindness/Deafness
  Conjuration (Healing)
  Level: Clr 3, Pal 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  Remove blindness/deafness cures blindness or deafness (your choice), whether 
  the effect is normal or magical in nature. The spell does not restore ears or 
  eyes that have been lost, but it repairs them if they are damaged.
  Remove blindness/deafness counters and dispels blindness/deafness.
Remove Curse
  Abjuration
  Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature or item touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Remove curse instantaneously removes all curses on an object or a creature. 
  Remove curse does not remove the curse from a cursed shield, weapon, or suit 
  of armor, although the spell typically enables the creature afflicted with any 
  such cursed item to remove and get rid of it. Certain special curses may not 
  be countered by this spell or may be countered only by a caster of a certain 
  level or higher.
  Remove curse counters and dispels bestow curse.
Remove Disease
  Conjuration (Healing)
  Level: Clr 3, Drd 3, Rgr 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  Remove disease cures all diseases that the subject is suffering from. The spell 
  also kills parasites, including green slime and others. Certain special diseases 
  may not be countered by this spell or may be countered only by a caster of a 
  certain level or higher.
  Note: Since the spell's duration is instantaneous, it does not prevent reinfection 
  after a new exposure to the same disease at a later date.
Remove Fear
  Abjuration
  Level: Brd 1, Clr 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature plus one additional creature per four levels, no two of 
  which can be more than 30 ft. apart
  Duration: 10 minutes; see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You instill courage in the subject, granting it a +4 morale bonus against fear 
  effects for 10 minutes. If the subject is under the influence of a fear effect 
  when receiving the spell, that effect is suppressed for the duration of the 
  spell.
  Remove fear counters and dispels cause fear.
Remove Paralysis
  Conjuration (Healing)
  Level: Clr 2, Pal 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: Up to four creatures, no two of which can be more than 30 ft. apart
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You can free one or more creatures from the effects of any temporary paralysis 
  or related magic, including a ghoul's touch or a slow spell. If the spell is 
  cast on one creature, the paralysis is negated. If cast on two creatures, each 
  receives another save with a +4 resistance bonus against the effect that afflicts 
  it. If cast on three or four creatures, each receives another save with a +2 
  resistance bonus.
  The spell does not restore ability scores reduced by penalties, damage, or drain.
Repel Metal or Stone
  Abjuration [Earth]
  Level: Drd 8
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft. line from you
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  Like repel wood, this spell creates waves of invisible and intangible energy 
  that roll forth from you. All metal or stone objects in the path of the spell 
  are pushed away from you to the limit of the range. Fixed metal or stone objects 
  larger than 3 inches in diameter and loose objects weighing more than 500 pounds 
  are not affected. Anything else, including animated objects, small boulders, 
  and creatures in metal armor, moves back. Fixed objects 3 inches in diameter 
  or smaller bend or break, and the pieces move with the wave of energy. Objects 
  affected by the spell are repelled at the rate of 40 feet per round.
  Objects such as metal armor, swords, and the like are pushed back, dragging 
  their bearers with them. Even magic items with metal components are repelled, 
  although an antimagic field blocks the effects.
  The waves of energy continue to sweep down the set path for the spell's duration. 
  After you cast the spell, the path is set, and you can then do other things 
  or go elsewhere without affecting the spell's power.
Repel Vermin
  Abjuration
  Level: Brd 4, Clr 4, Drd 4, Rgr 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 10 ft.
  Area: 10-ft.-radius emanation centered on you
  Duration: 10 min./level (D)
  Saving Throw: None or Will negates; see text
  Spell Resistance: Yes
  An invisible barrier holds back vermin. A vermin with Hit Dice of less than 
  one-third your level cannot penetrate the barrier.
  A vermin with Hit Dice of one-third your level or more can penetrate the barrier 
  if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 
  2d6 points of damage, and pressing against the barrier causes pain, which deters 
  most vermin.
Repel Wood
  Transmutation
  Level: Drd 6, Plant 6
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: 60-ft. line-shaped emanation from you
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  Waves of energy roll forth from you, moving in the direction that you determine, 
  causing all wooden objects in the path of the spell to be pushed away from you 
  to the limit of the range. Wooden objects larger than 3 inches in diameter that 
  are fixed firmly are not affected, but loose objects are. Objects 3 inches in 
  diameter or smaller that are fixed in place splinter and break, and the pieces 
  move with the wave of energy. Objects affected by the spell are repelled at 
  the rate of 40 feet per round.
  Objects such as wooden shields, spears, wooden weapon shafts and hafts, and 
  arrows and bolts are pushed back, dragging those carrying them along. (A creature 
  being dragged by an item it is carrying can let go. A creature being dragged 
  by a shield can loose it as a move action and drop it as a free action.) If 
  a spear is planted (set) to prevent this forced movement, it splinters. Even 
  magic items with wooden sections are repelled, although an antimagic field blocks 
  the effects.
  The waves of energy continue to sweep down the set path for the spell's duration. 
  After you cast the spell, the path is set, and you can then do other things 
  or go elsewhere without affecting the spell's power.
Repulsion
  Abjuration
  Level: Clr 7, Protection 7, Sor/Wiz 6
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Up to 10 ft./level
  Area: Up to 10-ft.-radius/level emanation centered on you
  Duration: 1 round/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  An invisible, mobile field surrounds you and prevents creatures from approaching 
  you. You decide how big the field is at the time of casting (to the limit your 
  level allows). Any creature within or entering the field must attempt a save. 
  If it fails, it becomes unable to move toward you for the duration of the spell. 
  Repelled creatures' actions are not otherwise restricted.
  They can fight other creatures and can cast spells and attack you with ranged 
  weapons. If you move closer to an affected creature, nothing happens. (The creature 
  is not forced back.) The creature is free to make melee attacks against you 
  if you come within reach. If a repelled creature moves away from you and then 
  tries to turn back toward you, it cannot move any closer if it is still within 
  the spell's area.
  Arcane Focus: A pair of small iron bars attached to two small canine statuettes, 
  one black and one white, the whole array worth 50 gp.
Resilient Sphere
  Evocation [Force]
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1-ft.-diameter/level sphere, centered around a creature
  Duration: 1 min./level (D)
  Saving Throw: Reflex negates
  Spell Resistance: Yes
  A globe of shimmering force encloses a creature, provided the creature is small 
  enough to fit within the diameter of the sphere. The sphere contains its subject 
  for the spell's duration. The sphere is not subject to damage of any sort except 
  from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted 
  dispel magic spell. These effects destroy the sphere without harm to the subject. 
  Nothing can pass through the sphere, inside or out, though the subject can breathe 
  normally.
  The subject may struggle, but the sphere cannot be physically moved either by 
  people outside it or by the struggles of those within.
  Material Component: A hemispherical piece of clear crystal and a matching hemispherical 
  piece of gum arabic.
Resistance
  Abjuration
  Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You imbue the subject with magical energy that protects it from harm, granting 
  it a +1 resistance bonus on saves.
  Resistance can be made permanent with a permanency spell.
  Arcane Material Component: A miniature cloak.
Resist Energy
  Abjuration
  Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  This abjuration grants a creature limited protection from damage of whichever 
  one of five energy types you select: acid, cold, electricity, fire, or sonic. 
  The subject gains energy resistance 10 against the energy type chosen, meaning 
  that each time the creature is subjected to such damage (whether from a natural 
  or magical source), that damage is reduced by 10 points before being applied 
  to the creature's hit points. The value of the energy resistance granted increases 
  to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell 
  protects the recipient's equipment as well.
  Resist energy absorbs only damage. The subject could still suffer unfortunate 
  side effects.
  Note: Resist energy overlaps (and does not stack with) protection from energy. 
  If a character is warded by protection from energy and resist energy, the protection 
  spell absorbs damage until its power is exhausted.
Restoration
  Conjuration (Healing)
  Level: Clr 4, Pal 4
  Components: V, S, M
  This spell functions like lesser restoration, except that it also dispels negative 
  levels and restores one experience level to a creature who has had a level drained. 
  The drained level is restored only if the time since the creature lost the level 
  is equal to or less than one day per caster level. A character who has a level 
  restored by restoration has exactly the minimum number of experience points 
  necessary to restore him or her to his or her previous level.
  Restoration cures all temporary ability damage, and it restores all points permanently 
  drained from a single ability score (your choice if more than one is drained). 
  It also eliminates any fatigue or exhaustion suffered by the target. 
  Restoration does not restore levels or Constitution points lost due to death.
  Material Component: Diamond dust worth 100 gp that is sprinkled over the target.
Restoration, Greater
  Conjuration (Healing)
  Level: Clr 7
  Components: V, S, XP
  Casting Time: 10 minutes
  This spell functions like lesser restoration, except that it dispels all negative 
  levels afflicting the healed creature. This effect also reverses level drains 
  by a force or creature, restoring the creature to the highest level it had previously 
  attained. The drained levels are restored only if the time since the creature 
  lost the level is no more than one week per caster level.
  Greater restoration also dispels all magical effects penalizing the creature's 
  abilities, cures all temporary ability damage, and restores all points permanently 
  drained from all ability scores. It also eliminates fatigue and exhaustion, 
  and removes all forms of insanity, confusion, and similar mental effects. Greater 
  restoration does not restore levels or Constitution points lost due to death.
  XP Cost: 500 XP.
Restoration, Lesser
  Conjuration (Healing)
  Level: Clr 2, Drd 2, Pal 1
  Components: V, S
  Casting Time: 3 rounds
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  Lesser restoration dispels any magical effects reducing one of the subject's 
  ability scores or cures 1d4 points of temporary ability damage to one of the 
  subject's ability scores. It also eliminates any fatigue suffered by the character, 
  and improves an exhausted condition to fatigued. It does not restore permanent 
  ability drain.
Resurrection
  Conjuration (Healing)
  Level: Clr 7
  Casting Time: 10 minutes
  This spell functions like raise dead, except that you are able to restore life 
  and complete strength to any deceased creature.
  The condition of the remains is not a factor. So long as some small portion 
  of the creature's body still exists, it can be resurrected, but the portion 
  receiving the spell must have been part of the creature's body at the time of 
  death. (The remains of a creature hit by a disintegrate spell count as a small 
  portion of its body.) The creature can have been dead no longer than 10 years 
  per caster level.
  Upon completion of the spell, the creature is immediately restored to full hit 
  points, vigor, and health, with no loss of prepared spells. However, the subject 
  loses one level, or 2 points of Constitution if the subject was 1st level. (If 
  this reduction would bring its Con to 0 or lower, it can't be resurrected). 
  This level loss or Constitution loss cannot be repaired by any means.
  You can resurrect someone killed by a death effect or someone who has been turned 
  into an undead creature and then destroyed. You cannot resurrect someone who 
  has died of old age. Constructs, elementals, outsiders, and undead creatures 
  can't be resurrected.
  Material Component: A sprinkle of holy water and diamonds worth a total of at 
  least 10,000 gp.
Reverse Gravity
  Transmutation
  Level: Drd 8, Sor/Wiz 7
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Up to one 10-ft. cube per two levels (S)
  Duration: 1 round/level (D)
  Saving Throw: None; see text
  Spell Resistance: No
  This spell reverses gravity in an area, causing all unattached objects and creatures 
  within that area to fall upward and reach the top of the area in 1 round. If 
  some solid object (such as a ceiling) is encountered in this fall, falling objects 
  and creatures strike it in the same manner as they would during a normal downward 
  fall. If an object or creature reaches the top of the area without striking 
  anything, it remains there, oscillating slightly, until the spell ends. At the 
  end of the spell duration, affected objects and creatures fall downward.
  Provided it has something to hold onto, a creature caught in the area can attempt 
  a Reflex save to secure itself when the spell strikes. Creatures who can fly 
  or levitate can keep themselves from falling.
  Arcane Material Component: A lodestone and iron filings.
Righteous Might
  Transmutation
  Level: Clr 5, Strength 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level (D)
  Your height immediately doubles, and your weight increases by a factor of eight. 
  This increase changes your size category to the next larger one, and you gain 
  a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a 
  +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil 
  (if you normally channel positive energy) or damage reduction 5/good (if you 
  normally channel negative energy). At 12th level this damage reduction becomes 
  10/evil or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). 
  Your size modifier for AC and attacks changes as appropriate to your new size 
  category. This spell doesn't change your speed. Determine space and reach as 
  appropriate to your new size.
  If insufficient room is available for the desired growth, you attain the maximum 
  possible size and may make a Strength check (using your increased Strength) 
  to burst any enclosures in the process. If you fail, you are constrained without 
  harm by the materials enclosing you- the spell cannot crush you by increasing 
  your size.
  All equipment you wear or carry is similarly enlarged by the spell. Melee and 
  projectile weapons deal more damage. Other magical properties are not affected 
  by this spell. Any enlarged item that leaves your possession (including a projectile 
  or thrown weapon) instantly returns to its normal size. This means that thrown 
  weapons deal their normal damage (projectiles deal damage based on the size 
  of the weapon that fired them).
  Multiple magical effects that increase size do not stack.
Rope Trick
  Transmutation
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One touched piece of rope from 5 ft. to 30 ft. long
  Duration: 1 hour/level (D)
  Saving Throw: None
  Spell Resistance: No
  When this spell is cast upon a piece of rope from 5 to 30 feet long, one end 
  of the rope rises into the air until the whole rope hangs perpendicular to the 
  ground, as if affixed at the upper end. The upper end is, in fact, fastened 
  to an extradimensional space that is outside the multiverse of extradimensional 
  spaces ("planes"). Creatures in the extradimensional space are hidden, 
  beyond the reach of spells (including divinations), unless those spells work 
  across planes. The space holds as many as eight creatures (of any size). Creatures 
  in the space can pull the rope up into the space, making the rope "disappear." 
  In that case, the rope counts as one of the eight creatures that can fit in 
  the space. The rope can support up to 16,000 pounds. A weight greater than that 
  can pull the rope free.
  Spells cannot be cast across the extradimensional interface, nor can area effects 
  cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 
  5-foot window were centered on the rope. The window is present on the Material 
  Plane, but it's invisible, and even creatures that can see the window can't 
  see through it. Anything inside the extradimensional space drops out when the 
  spell ends. The rope can be climbed by only one person at a time. The rope trick 
  spell enables climbers to reach a normal place if they do not climb all the 
  way to the extradimensional space.
  Note: It is hazardous to create an extradimensional space within an existing 
  extradimensional space or to take an extradimensional space into an existing 
  one.
  Material Component: Powdered corn extract and a twisted loop of parchment.
Rusting Grasp
  Transmutation
  Level: Drd 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One nonmagical ferrous object (or the volume of the object within 3 
  ft. of the touched point) or one ferrous creature
  Duration: See text
  Saving Throw: None
  Spell Resistance: No
  Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, 
  and worthless, effectively destroyed. If the item is so large that it cannot 
  fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and 
  destroyed. Magic items made of metal are immune to this spell.
  You may employ rusting grasp in combat with a successful melee touch attack. 
  Rusting grasp used in this way instantaneously destroys 1d6 points of Armor 
  Class gained from metal armor (to the maximum amount of protection the armor 
  offered) through corrosion. 
  Weapons in use by an opponent targeted by the spell are more difficult to grasp. 
  You must succeed on a melee touch attack against the weapon. A metal weapon 
  that is hit is destroyed.
  Note: Striking at an opponent's weapon provokes an attack of opportunity. Also, 
  you must touch the weapon and not the other way around.
  Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of 
  damage +1 per caster level (maximum +15) per successful attack. The spell lasts 
  for 1 round per level, and you can make one melee touch attack per round.
Sanctuary
  Abjuration
  Level: Clr 1, Protection 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: No
  Any opponent attempting to strike or otherwise directly attack the warded creature, 
  even with a targeted spell, must attempt a Will save. If the save succeeds, 
  the opponent can attack normally and is unaffected by that casting of the spell. 
  If the save fails, the opponent can't follow through with the attack, that part 
  of its action is lost, and it can't directly attack the warded creature for 
  the duration of the spell. Those not attempting to attack the subject remain 
  unaffected. This spell does not prevent the warded creature from being attacked 
  or affected by area or effect spells. The subject cannot attack without breaking 
  the spell but may use nonattack spells or otherwise act.
Scare
  Necromancy [Fear, Mind-Affecting]
  Level: Brd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One living creature per three levels, no two of which can be more than 
  30 ft. apart
  Duration: 1 round/level or 1 round; see text for cause fear
  Saving Throw: Will partial
  Spell Resistance: Yes
  This spell functions like cause fear, except that it causes all targeted creatures 
  of less than 6 HD to become frightened.
  Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, 
  or mummy.
Scintillating Pattern
  Illusion (Pattern) [Mind-Affecting]
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Colorful lights in a 20-ft.-radius spread
  Duration: Concentration + 2 rounds
  Saving Throw: None
  Spell Resistance: Yes
  A twisting pattern of discordant, coruscating colors weaves through the air, 
  affecting creatures within it. The spell affects a total number of Hit Dice 
  of creatures equal to your caster level (maximum 20). Creatures with the fewest 
  HD are affected first; and, among creatures with equal HD, those who are closest 
  to the spell's point of origin are affected first. Hit Dice that are not sufficient 
  to affect a creature are wasted. The spell affects each subject according to 
  its Hit Dice.
  6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then 
  confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving 
  creatures.)
  7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds. 
  13 or more: Confused for 1d4 rounds. 
  Sightless creatures are not affected by scintillating pattern.
  Material Component: A small crystal prism.
Scorching Ray
  Evocation [Fire]
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One or more rays
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You blast your enemies with fiery rays. You may fire one ray, plus one additional 
  ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). 
  Each ray requires a ranged touch attack to hit and deals 4d6 points of fire 
  damage.
  The rays may be fired at the same or different targets, but all bolts must be 
  aimed at targets within 30 feet of each other and fired simultaneously.
Screen
  Illusion (Glamer)
  Level: Sor/Wiz 8, Trickery 7
  Components: V, S
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 30-ft. cube/level (S)
  Duration: 24 hours
  Saving Throw: None or Will disbelief (if interacted with); see text
  Spell Resistance: No
  This spell combines several elements to create a powerful protection from scrying 
  and direct observation. When casting the spell, you dictate what will and will 
  not be observed in the spell's area. The illusion created must be stated in 
  general terms. Once the conditions are set, they cannot be changed.
  Attempts to scry the area automatically detect the image stated by you with 
  no save allowed. Sight and sound are appropriate to the illusion created. 
  Direct observation may allow a save (as per a normal illusion), if there is 
  cause to disbelieve what is seen. Even entering the area does not cancel the 
  illusion or necessarily allow a save, assuming that hidden beings take care 
  to stay out of the way of those affected by the illusion.
Scrying
  Divination (Scrying)
  Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
  Components: V, S, M/DF, F
  Casting Time: 1 hour
  Range: See text
  Effect Magical sensor
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You can see and hear some creature, which may be at any distance. If the subject 
  succeeds on a Will save, the scrying attempt simply fails. The difficulty of 
  the save depends on how well you know the subject and what sort of physical 
  connection (if any) you have to that creature. Furthermore, if the subject is 
  on another plane, it gets a +5 bonus on its Will save.
  Knowledge Will Save Modifier
  None1 +10
  Secondhand (you have heard of the subject) +5
  Firsthand (you have met the subject) +0
  Familiar (you know the subject well) -5
  1 You must have some sort of connection to a creature you have no knowledge 
  of.
  Connection Will Save Modifier
  Likeness or picture -2
  Possession or garment -4
  Body part, lock of hair, bit of nail, etc. -10
  If the save fails, you can see and hear the subject and the subject's immediate 
  surroundings (approximately 10 feet in all directions of the subject). If the 
  subject moves, the sensor follows at a speed of up to 150 feet.
  As with all divination (scrying) spells, the sensor has your full visual acuity, 
  including any magical effects. In addition, the following spells have a 5% chance 
  per caster level of operating through the sensor: detect chaos, detect evil, 
  detect good, detect law, detect magic, and message.
  If the save succeeds, you can't attempt to scry on that subject again for at 
  least 24 hours.
  Arcane Material Component: The eye of a hawk, an eagle, or a roc, plus nitric 
  acid, copper, and zinc.
  Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished 
  silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 
  4 feet.
  Cleric Focus: A holy water font costing not less than 100 gp.
  Druid Focus: A natural pool of water. 
Scrying, Greater
  Divination (Scrying)
  Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7
  Components: V, S
  Casting Time: 1 standard action
  Duration: 1 hour/level
  This spell functions like scrying, except as noted above. Additionally, all 
  of the following spells function reliably through the sensor: detect chaos, 
  detect evil, detect good, detect law, detect magic, message, read magic, and 
  tongues.
Sculpt Sound
  Transmutation
  Level: Brd 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature or object/level, no two of which can be more than 30 ft. 
  apart
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You change the sounds that creatures or objects make. You can create sounds 
  where none exist, deaden sounds, or transform sounds into other sounds. All 
  affected creatures or objects must be transmuted in the same way. Once the transmutation 
  is made, you cannot change it.
  You can change the qualities of sounds but cannot create words with which you 
  are unfamiliar yourself.
  A spellcaster whose voice is changed dramatically is unable to cast spells with 
  verbal components.
Searing Light
  Evocation
  Level: Clr 3, Sun 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Focusing divine power like a ray of the sun, you project a blast of light from 
  your open palm. You must succeed on a ranged touch attack to strike your target. 
  A creature struck by this ray of light takes 1d8 points of damage per two caster 
  levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster 
  level (maximum 10d6), and an undead creature particularly vulnerable to bright 
  light takes 1d8 points of damage per caster level (maximum 10d8). A construct 
  or inanimate object takes only 1d6 points of damage per two caster levels (maximum 
  5d6).
Secret Chest
  Conjuration (Summoning)
  Level: Sor/Wiz 5
  Components: V, S, F
  Casting Time: 10 minutes
  Range: See text
  Target: One chest and up to 1 cu. ft. of goods/caster level
  Duration: Sixty days or until discharged
  Saving Throw: None
  Spell Resistance: No
  You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve 
  it at will. The chest can contain up to 1 cubic foot of material per caster 
  level (regardless of the chest's actual size, which is about 3 feet by 2 feet 
  by 2 feet). If any living creatures are in the chest, there is a 75% chance 
  that the spell simply fails. Once the chest is hidden, you can retrieve it by 
  concentrating (a standard action), and it appears next to you.
  The chest must be exceptionally well crafted and expensive, constructed for 
  you by master crafters. The cost of such a chest is never less than 5,000 gp. 
  Once it is constructed, you must make a tiny replica (of the same materials 
  and perfect in every detail), so that the miniature of the chest appears to 
  be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these 
  chests at any given time-even a wish spell does not allow more. The chests are 
  nonmagical and can be fitted with locks, wards, and so on, just as any normal 
  chest can be.
  To hide the chest, you cast the spell while touching both the chest and the 
  replica. The chest vanishes into the Ethereal Plane. You need the replica to 
  recall the chest. After sixty days, there is a cumulative chance of 5% per day 
  that the chest is irretrievably lost. If the miniature of the chest is lost 
  or destroyed, there is no way, not even with a wish spell, that the large chest 
  can be summoned back, although an extraplanar expedition might be mounted to 
  find it.
  Living things in the chest eat, sleep, and age normally, and they die if they 
  run out of food, air, water, or whatever they need to survive.
  Focus: The chest and its replica.
Secret Page
  Transmutation
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: Page touched, up to 3 sq. ft. in size
  Duration: Permanent
  Saving Throw: None
  Spell Resistance: No
  Secret page alters the contents of a page so that they appear to be something 
  entirely different. The text of a spell can be changed to show even another 
  spell. Explosive runes or sepia snake sigil can be cast upon the secret page.
  A comprehend languages spell alone cannot reveal a secret page's contents. You 
  are able to reveal the original contents by speaking a special word. You can 
  then peruse the actual page, and return it to its secret page form at will. 
  You can also remove the spell by double repetition of the special word. A detect 
  magic spell reveals dim magic on the page in question but does not reveal its 
  true contents. True seeing reveals the presence of the hidden material but does 
  not reveal the contents unless cast in combination with comprehend languages. 
  A secret page spell can be dispelled, and the hidden writings can be destroyed 
  by means of an erase spell.
  Material Component: Powdered herring scales and will-o'-wisp essence.
Secure Shelter
  Conjuration (Creation)
  Level: Brd 4, Sor/Wiz 4
  Components: V, S, M, F; see text
  Casting Time: 10 minutes
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 20-ft.-square structure
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  You conjure a sturdy cottage or lodge made of material that is common in the 
  area where the spell is cast. The floor is level, clean, and dry. In all respects 
  the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, 
  and a small fireplace.
  The shelter has no heating or cooling source (other than natural insulation 
  qualities). Therefore, it must be heated as a normal dwelling, and extreme heat 
  adversely affects it and its occupants. The dwelling does, however, provide 
  considerable security otherwise-it is as strong as a normal stone building, 
  regardless of its material composition. The dwelling resists flames and fire 
  as if it were stone. It is impervious to normal missiles (but not the sort cast 
  by siege engines or giants).
  The door, shutters, and even chimney are secure against intrusion, the former 
  two being arcane locked and the latter secured by an iron grate at the top and 
  a narrow flue. In addition, these three areas are protected by an alarm spell. 
  Finally, an unseen servant is conjured to provide service to you for the duration 
  of the shelter.
  The secure shelter contains rude furnishings -eight bunks, a trestle table, 
  eight stools, and a writing desk.
  Material Component: A square chip of stone, crushed lime, a few grains of sand, 
  a sprinkling of water, and several splinters of wood. These must be augmented 
  by the components of the unseen servant spell (string and a bit of wood) if 
  this benefit is to be included.
  Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit 
  is to be included.
See Invisibility
  Divination
  Level: Brd 3, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  You can see any objects or beings that are invisible within your range of vision, 
  as well as any that are ethereal, as if they were normally visible. Such creatures 
  are visible to you as translucent shapes, allowing you easily to discern the 
  difference between visible, invisible, and ethereal creatures.
  The spell does not reveal the method used to obtain invisibility. It does not 
  reveal illusions or enable you to see through opaque objects. It does not reveal 
  creatures who are simply hiding, concealed, or otherwise hard to see.
  See invisibility can be made permanent with a permanency spell.
  Material Component: A pinch of talc and a small sprinkling of powdered silver.
Seeming
  Illusion (Glamer)
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature per two levels, no two of which can be more than 30 ft. 
  apart
  Duration: 12 hours (D)
  Saving Throw: Will negates or Will disbelief (if interacted with)
  Spell Resistance: Yes or No; see text
  This spell functions like disguise self, except that you can change the appearance 
  of other people as well. Affected creatures resume their normal appearances 
  if slain.
  Unwilling targets can negate the spell's effect on them by making Will saves 
  or with spell resistance.
Sending
  Evocation
  Level: Clr 4, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 10 minutes
  Range: See text
  Target: One creature
  Duration: 1 round; see text
  Saving Throw: None
  Spell Resistance: No
  You contact a particular creature with which you are familiar and send a short 
  message of twenty-five words or less to the subject. The subject recognizes 
  you if it knows you. It can answer in like manner immediately. A creature with 
  an Intelligence score as low as 1 can understand the sending, though the subject's 
  ability to react is limited as normal by its Intelligence score. Even if the 
  sending is received, the subject is not obligated to act upon it in any manner.
  If the creature in question is not on the same plane of existence as you are, 
  there is a 5% chance that the sending does not arrive. (Local conditions on 
  other planes may worsen this chance considerably.)
  Arcane Material Component: A short piece of fine copper wire.
Sepia Snake Sigil
  Conjuration (Creation) [Force]
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Touch
  Target: One touched book or written work
  Duration: Permanent or until discharged; until released or 1d4 days + one day/level; 
  see text
  Saving Throw: Reflex negates
  Spell Resistance: No
  When you cast sepia snake sigil, a small symbol appears in the text of one written 
  work such as a book, scroll, or map. The text containing the symbol must be 
  at least twenty-five words long. When anyone reads the text containing the symbol, 
  the sepia snake springs into being and strikes the reader, provided there is 
  line of effect between the symbol and the reader.
  Simply seeing the enspelled text is not sufficient to trigger the spell; the 
  subject must deliberately read it. The target is entitled to a save to evade 
  the snake's strike. If it succeeds, the sepia snake dissipates in a flash of 
  brown light accompanied by a puff of dun-colored smoke and a loud noise. If 
  the target fails its save, it is engulfed in a shimmering amber field of force 
  and immobilized until released, either at your command or when 1d4 days + one 
  day per caster level have elapsed.
  While trapped in the amber field of force, the subject does not age, breathe, 
  grow hungry, sleep, or regain spells. It is preserved in a state of suspended 
  animation, unaware of its surroundings. It can be damaged by outside forces 
  (and perhaps even killed), since the field provides no protection against physical 
  injury. However, a dying subject does not lose hit points or become stable until 
  the spell ends.
  The hidden sigil cannot be detected by normal observation, and detect magic 
  reveals only that the entire text is magical.
  A dispel magic can remove the sigil. An erase spell destroys the entire page 
  of text.
  Sepia snake sigil can be cast in combination with other spells that hide or 
  garble text, such as secret page.
  Material Component: 500 gp worth of powdered amber, a scale from any snake, 
  and a pinch of mushroom spores.
Sequester
  Abjuration
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: One willing creature or object (up to a 2-ft. cube/level) touched
  Duration: One day/level (D)
  Saving Throw: None or Will negates (object)
  Spell Resistance: No or Yes (object)
  When cast, this spell not only prevents divination spells from working to detect 
  or locate the creature or object affected by sequester, it also renders the 
  affected creature or object invisible to any form of sight or seeing (as the 
  invisibility spell). The spell does not prevent the subject from being discovered 
  through tactile means or through the use of devices. Creatures affected by sequester 
  become comatose and are effectively in a state of suspended animation until 
  the spell wears off or is dispelled.
  Note: The Will save prevents an attended or magical object from being sequestered. 
  There is no save to see the sequestered creature or object or to detect it with 
  a divination spell.
  Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash.
Shades
  Illusion (Shadow)
  Level: Sor/Wiz 9
  This spell functions like shadow conjuration, except that it mimics sorcerer 
  and wizard conjuration spells of 8th level or lower. The illusory conjurations 
  created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects 
  are 80% likely to work against nonbelievers.
Shadow Conjuration
  Illusion (Shadow)
  Level: Brd 4, Sor/Wiz 4
  Components: V, S
  Casting Time: 1 standard action
  Range: See text
  Effect: See text
  Duration: See text
  Saving Throw: Will disbelief (if interacted with); varies; see text
  Spell Resistance: Yes; see text
  You use material from the Plane of Shadow to shape quasi-real illusions of one 
  or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer 
  or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level 
  or lower.
  Shadow conjurations are actually one-fifth (20%) as strong as the real things, 
  though creatures who believe the shadow conjurations to be real are affected 
  by them at full strength.
  Any creature that interacts with the conjured object, force, or creature can 
  make a Will save to recognize its true nature.
  Spells that deal damage have normal effects unless the affected creature succeeds 
  on a Will save. Each disbelieving creature takes only one-fifth (20%) damage 
  from the attack. If the disbelieved attack has a special effect other than damage, 
  that effect is only 20% likely to occur. Regardless of the result of the save 
  to disbelieve, an affected creature is also allowed any save that the spell 
  being simulated allows, but the save DC is set according to shadow conjuration's 
  level (4th) rather than the spell's normal level. In addition, any effect created 
  by shadow conjuration allows spell resistance, even if the spell it is simulating 
  does not. Shadow objects or substances have normal effects except against those 
  who disbelieve them.
  Against disbelievers, they are 20% likely to work.
  A shadow creature has one-fifth the hit points of a normal creature of its kind 
  (regardless of whether it's recognized as shadowy). It deals normal damage and 
  has all normal abilities and weaknesses. Against a creature that recognizes 
  it as a shadow creature, however, the shadow creature's damage is one-fifth 
  (20%) normal, and all special abilities that do not deal lethal damage are only 
  20% likely to work. (Roll for each use and each affected character separately.) 
  Furthermore, the shadow creature's AC bonuses are one-fifth as large.
  A creature that succeeds on its save sees the shadow conjurations as transparent 
  images superimposed on vague, shadowy forms.
  Objects automatically succeed on their Will saves against this spell.
Shadow Conjuration, Greater
  Illusion (Shadow)
  Level: Sor/Wiz 7
  This spell functions like shadow conjuration, except that it can duplicate any 
  sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 
  6th level or lower. The illusory conjurations created deal three-fifths (60%) 
  damage to nonbelievers, and nondamaging effects are 60% likely to work against 
  nonbelievers.
Shadow Evocation
  Illusion (Shadow)
  Level: Brd 5, Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: See text
  Effect: See text
  Duration: See text
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: Yes
  You tap energy from the Plane of Shadow to cast a quasi-real, illusory version 
  of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell 
  with more than one level, use the best one applicable to you.)
  Spells that deal damage have normal effects unless an affected creature succeeds 
  on a Will save. Each disbelieving creature takes only one-fifth damage from 
  the attack. If the disbelieved attack has a special effect other than damage, 
  that effect is one-fifth as strong (if applicable) or only 20% likely to occur. 
  If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) 
  damage. Regardless of the result of the save to disbelieve, an affected creature 
  is also allowed any save (or spell resistance) that the spell being simulated 
  allows, but the save DC is set according to shadow evocation's level (5th) rather 
  than the spell's normal level.
  Nondamaging effects have normal effects except against those who disbelieve 
  them. Against disbelievers, they have no effect.
  Objects automatically succeed on their Will saves against this spell.
Shadow Evocation, Greater
  Illusion (Shadow)
  Level: Sor/Wiz 8
  This spell functions like shadow evocation, except that it enables you to create 
  partially real, illusory versions of sorcerer or wizard evocation spells of 
  7th level or lower. If recognized as a greater shadow evocation, a damaging 
  spell deals only three-fifths (60%) damage.
Shadow Walk
  Illusion (Shadow)
  Level: Brd 5, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: Up to one touched creature/ level
  Duration: 1 hour/level (D)
  Saving Throw: Will negates
  Spell Resistance: Yes
  To use the shadow walk spell, you must be in an area of shadowy illumination. 
  You and any creature you touch are then transported along a coiling path of 
  shadowstuff to the edge of the Material Plane where it borders the Plane of 
  Shadow. The effect is largely illusory, but the path is quasi-real. You can 
  take more than one creature along with you (subject to your level limit), but 
  all must be touching each other.
  In the region of shadow, you move at a rate of 50 miles per hour, moving normally 
  on the borders of the Plane of Shadow but much more rapidly relative to the 
  Material Plane. Thus, you can use this spell to travel rapidly by stepping onto 
  the Plane of Shadow, moving the desired distance, and then stepping back onto 
  the Material Plane.
  Because of the blurring of reality between the Plane of Shadow and the Material 
  Plane, you can't make out details of the terrain or areas you pass over during 
  transit, nor can you predict perfectly where your travel will end. It's impossible 
  to judge distances accurately, making the spell virtually useless for scouting 
  or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 
  feet in a random horizontal direction from your desired endpoint. If this would 
  place you within a solid object, you are shunted 1d10x1,000 feet in the same 
  direction. If this would still place you within a solid object, you (and any 
  creatures with you) are shunted to the nearest empty space available, but the 
  strain of this activity renders each creature fatigued (no save).
  Shadow walk can also be used to travel to other planes that border on the Plane 
  of Shadow, but this usage requires the transit of the Plane of Shadow to arrive 
  at a border with another plane of reality. The transit of the Plane of Shadow 
  requires 1d4 hours.
  Any creatures touched by you when shadow walk is cast also make the transition 
  to the borders of the Plane of Shadow.
  They may opt to follow you, wander off through the plane, or stumble back into 
  the Material Plane (50% chance for either of the latter results if they are 
  lost or abandoned by you). Creatures unwilling to accompany you into the Plane 
  of Shadow receive a Will saving throw, negating the effect if successful.
Shambler
  Conjuration (Creation)
  Level: Drd 9, Plant 9
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Three or more shambling mounds, no two of which can be more than 30 
  ft. apart; see text
  Duration: Seven days or seven months (D); see text
  Saving Throw: None
  Spell Resistance: No
  The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures 
  willingly aid you in combat or battle, perform a specific mission, or serve 
  as bodyguards. The creatures remain with you for seven days unless you dismiss 
  them. If the shamblers are created only for guard duty, however, the duration 
  of the spell is seven months. In this case, the shamblers can only be ordered 
  to guard a specific site or location. Shamblers summoned to guard duty cannot 
  move outside the spell's range, which is measured from the point where each 
  first appeared. 
  The shamblers have resistance to fire as normal shambling mounds do only if 
  the terrain is rainy, marshy, or damp.
Shapechange
  Transmutation
  Level: Animal 9, Drd 9, Sor/Wiz 9
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  This spell functions like polymorph, except that it enables you to assume the 
  form of any single nonunique creature (of any type) from Fine to Colossal size. 
  The assumed form cannot have more than your caster level in Hit Dice (to a maximum 
  of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms 
  to be assumed.
  You gain all extraordinary and supernatural abilities (both attacks and qualities) 
  of the assumed form, but you lose your own supernatural abilities. You also 
  gain the type of the new form in place of your own. The new form does not disorient 
  you. Parts of your body or pieces of equipment that are separated from you do 
  not revert to their original forms.
  You can become just about anything you are familiar with. You can change form 
  once each round as a free action. The change takes place either immediately 
  before your regular action or immediately after it, but not during the action. 
  If you use this spell to create a disguise, you get a +10 bonus on your Disguise 
  check.
  Focus: A jade circlet worth no less than 1,500 gp, which you must place on your 
  head when casting the spell. (The focus melds into your new form when you change 
  shape.)
Shatter
  Evocation [Sonic]
  Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area or Target: 5-ft.-radius spread; or one solid object or one crystalline 
  creature
  Duration: Instantaneous
  Saving Throw: Will negates (object); Will negates (object) or Fortitude half; 
  see text
  Spell Resistance: Yes (object)
  Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; 
  sunders a single solid, nonmagical object; or damages a crystalline creature.
  Used as an area attack, shatter destroys nonmagical objects of crystal, glass, 
  ceramic, or porcelain. All such objects within a 5-foot radius of the point 
  of origin are smashed into dozens of pieces by the spell. Objects weighing more 
  than 1 pound per your level are not affected, but all other objects of the appropriate 
  composition are shattered.
  Alternatively, you can target shatter against a single solid object, regardless 
  of composition, weighing up to 10 pounds per caster level. Targeted against 
  a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage 
  per caster level (maximum 10d6), with a Fortitude save for half damage.
  Arcane Material Component: A chip of mica.
Shield
  Abjuration [Force]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level (D)
  Shield creates an invisible, tower shield-sized mobile disk of force that hovers 
  in front of you. It negates magic missile attacks directed at you. The disk 
  also provides a +4 shield bonus to AC. This bonus applies against incorporeal 
  touch attacks, since it is a force effect. The shield has no armor check penalty 
  or arcane spell failure chance. Unlike with a normal tower shield, you can't 
  use the shield spell for cover.
Shield of Faith
  Abjuration
  Level: Clr 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell creates a shimmering, magical field around the touched creature that 
  averts attacks. The spell grants the subject a +2 deflection bonus to AC, with 
  an additional +1 to the bonus for every six levels you have (maximum +5 deflection 
  bonus at 18th level).
  Material Component: A small parchment with a bit of holy text written upon it.
Shield of Law
  Abjuration [Lawful]
  Level: Clr 8, Law 8
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 20 ft.
  Targets: One creature/level in a 20-ft.-radius burst centered on you
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: Yes (harmless)
  A dim, blue glow surrounds the subjects, protecting them from attacks, granting 
  them resistance to spells cast by chaotic creatures, and slowing chaotic creatures 
  when they strike the subjects. This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance 
  bonus on saves. Unlike protection from chaos, this benefit applies against all 
  attacks, not just against attacks by chaotic creatures.
  Second, a warded creature gains spell resistance 25 against chaotic spells and 
  spells cast by chaotic creatures.
  Third, the abjuration blocks possession and mental influence, just as protection 
  from chaos does.
  Finally, if a chaotic creature succeeds on a melee attack against a warded creature, 
  the attacker is slowed (Will save negates, as the slow spell, but against shield 
  of law's save DC).
  Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment 
  from a lawful text. The reliquary costs at least 500 gp.
Shield Other
  Abjuration
  Level: Clr 2, Pal 2, Protection 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell wards the subject and creates a mystic connection between you and 
  the subject so that some of its wounds are transferred to you. The subject gains 
  a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, 
  the subject takes only half damage from all wounds and attacks (including that 
  dealt by special abilities) that deal hit point damage. The amount of damage 
  not taken by the warded creature is taken by you. Forms of harm that do not 
  involve hit points, such as charm effects, temporary ability damage, level draining, 
  and death effects, are not affected. If the subject suffers a reduction of hit 
  points from a lowered Constitution score, the reduction is not split with you 
  because it is not hit point damage. When the spell ends, subsequent damage is 
  no longer divided between the subject and you, but damage already split is not 
  reassigned to the subject.
  If you and the subject of the spell move out of range of each other, the spell 
  ends.
  Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you 
  and the warded creature.
Shillelagh
  Transmutation
  Level: Drd 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One touched nonmagical oak club or quarterstaff
  Duration: 1 min./level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement 
  bonus on attack and damage rolls. (A quarterstaff gains this enhancement for 
  both ends of the weapon.) It deals damage as if it were two size categories 
  larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, 
  a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects 
  only occur when the weapon is wielded by you. If you do not wield it, the weapon 
  behaves as if unaffected by this spell.
Shocking Grasp
  Evocation [Electricity]
  Level: Sor/Wiz 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature or object touched
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Your successful melee touch attack deals 1d6 points of electricity damage per 
  caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on 
  attack rolls if the opponent is wearing metal armor (or made out of metal, carrying 
  a lot of metal, or the like).
Shout
  Evocation [Sonic]
  Level: Brd 4, Sor/Wiz 4
  Components: V
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: Fortitude partial or Reflex negates (object); see text
  Spell Resistance: Yes (object)
  You emit an ear-splitting yell that deafens and damages creatures in its path. 
  Any creature within the area is deafened for 2d6 rounds and takes 5d6 points 
  of sonic damage. A successful save negates the deafness and reduces the damage 
  by half. Any exposed brittle or crystalline object or crystalline creature takes 
  1d6 points of sonic damage per caster level (maximum 15d6). An affected creature 
  is allowed a Fortitude save to reduce the damage by half, and a creature holding 
  fragile objects can negate damage to them with a successful Reflex save.
  A shout spell cannot penetrate a silence spell.
Shout, Greater
  Evocation [Sonic]
  Level: Brd 6, Sor/Wiz 8
  Components: V, S, F
  Range: 60 ft.
  Saving Throw: Fortitude partial or Reflex negates (object); see text
  This spell functions like shout, except that the cone deals 10d6 points of sonic 
  damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against 
  exposed brittle or crystalline objects or crystalline creatures). It also causes 
  creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature 
  in the area of the cone can negate the stunning and halve both the damage and 
  the duration of the deafness with a successful Fortitude save. A creature holding 
  vulnerable objects can attempt a Reflex save to negate the damage to those objects.
  Arcane Focus: A small metal or ivory horn.
Shrink Item
  Transmutation
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One touched object of up to 2 cu. ft./level
  Duration: One day/level; see text
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You are able to shrink one nonmagical item (if it is within the size limit) 
  to 1/16 of its normal size in each dimension (to about 1/4,000 the original 
  volume and mass). This change effectively reduces the object's size by four 
  categories. Optionally, you can also change its now shrunken composition to 
  a clothlike one. Objects changed by a shrink item spell can be returned to normal 
  composition and size merely by tossing them onto any solid surface or by a word 
  of command from the original caster. Even a burning fire and its fuel can be 
  shrunk by this spell. Restoring the shrunken object to its normal size and composition 
  ends the spell.
  Shrink item can be made permanent with a permanency spell, in which case the 
  affected object can be shrunk and expanded an indefinite number of times, but 
  only by the original caster.
Silence
  Illusion (Glamer)
  Level: Brd 2, Clr 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20-ft.-radius emanation centered on a creature, object, or point in space
  Duration: 1 min./level (D)
  Saving Throw: Will negates; see text or none (object)
  Spell Resistance: Yes; see text or no (object)
  Upon the casting of this spell, complete silence prevails in the affected area. 
  All sound is stopped: Conversation is impossible, spells with verbal components 
  cannot be cast, and no noise whatsoever issues from, enters, or passes through 
  the area. The spell can be cast on a point in space, but the effect is stationary 
  unless cast on a mobile object. The spell can be centered on a creature, and 
  the effect then radiates from the creature and moves as it moves. An unwilling 
  creature can attempt a Will save to negate the spell and can use spell resistance, 
  if any. Items in a creature's possession or magic items that emit sound receive 
  the benefits of saves and spell resistance, but unattended objects and points 
  in space do not. This spell provides a defense against sonic or language-based 
  attacks.
Silent Image
  Illusion (Figment)
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. 
  cube/level (S)
  Duration: Concentration
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  This spell creates the visual illusion of an object, creature, or force, as 
  visualized by you. The illusion does not create sound, smell, texture, or temperature. 
  You can move the image within the limits of the size of the effect.
  Focus: A bit of fleece.
Simulacrum
  Illusion (Shadow)
  Level: Sor/Wiz 7
  Components: V, S, M, XP
  Casting Time: 12 hours
  Range: 0 ft.
  Effect: One duplicate creature
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Simulacrum creates an illusory duplicate of any creature. The duplicate creature 
  is partially real and formed from ice or snow. It appears to be the same as 
  the original, but it has only one-half of the real creature's levels or Hit 
  Dice (and the appropriate hit points, feats, skill ranks, and special abilities 
  for a creature of that level or HD). You can't create a simulacrum of a creature 
  whose Hit Dice or levels exceed twice your caster level. You must make a Disguise 
  check when you cast the spell to determine how good the likeness is. A creature 
  familiar with the original might detect the ruse with a successful Spot check 
  (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.
  At all times the simulacrum remains under your absolute command. No special 
  telepathic link exists, so command must be exercised in some other manner. A 
  simulacrum has no ability to become more powerful. It cannot increase its level 
  or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts 
  to snow and melts instantly into nothingness. A complex process requiring at 
  least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory 
  can repair damage to a simulacrum.
  Material Component: The spell is cast over the rough snow or ice form, and some 
  piece of the creature to be duplicated (hair, nail, or the like) must be placed 
  inside the snow or ice. Additionally, the spell requires powdered ruby worth 
  100 gp per HD of the simulacrum to be created.
  XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).
Slay Living
  Necromancy [Death]
  Level: Clr 5, Death 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You can slay any one living creature. You must succeed on a melee touch attack 
  to touch the subject, and it can avoid death with a successful Fortitude save. 
  If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.
Sleep
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: One or more living creatures within a 10-ft.-radius burst
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. 
  Creatures with the fewest HD are affected first.
  Among creatures with equal HD, those who are closest to the spell's point of 
  origin are affected first. Hit Dice that are not sufficient to affect a creature 
  are wasted.
  Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, 
  but normal noise does not. Awakening a creature is a standard action (an application 
  of the aid another action).
  Sleep does not target unconscious creatures, constructs, or undead creatures.
  Material Component: A pinch of fine sand, rose petals, or a live cricket.
Sleet Storm
  Conjuration (Creation) [Cold]
  Level: Drd 3, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: Cylinder (40-ft. radius, 20 ft. high)
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  Driving sleet blocks all sight (even darkvision) within it and causes the ground 
  in the area to be icy. A creature can walk within or through the area of sleet 
  at half normal speed with a DC 10 Balance check. Failure means it can't move 
  in that round, while failure by 5 or more means it falls (see the Balance skill 
  for details).
  The sleet extinguishes torches and small fires.
  Arcane Material Component: A pinch of dust and a few drops of water.
Slow
  Transmutation
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  An affected creature moves and attacks at a drastically slowed rate. A slowed 
  creature can take only a single move action or standard action each turn, but 
  not both (nor may it take full-round actions). Additionally, it takes a -1 penalty 
  on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal 
  speed (round down to the next 5-foot increment), which affects the creature's 
  jumping distance as normal for decreased speed.
  Multiple slow effects don't stack. Slow counters and dispels haste.
  Material Component: A drop of molasses.
Snare
  Transmutation
  Level: Rgr 2, Drd 3
  Components: V, S, DF
  Casting Time: 3 rounds
  Range: Touch
  Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter 
  + 2 ft./level
  Duration: Until triggered or broken
  Saving Throw: None
  Spell Resistance: No
  This spell enables you to make a snare that functions as a magic trap. The snare 
  can be made from any supple vine, a thong, or a rope. When you cast snare upon 
  it, the cordlike object blends with its surroundings (Search DC 23 for a character 
  with the trapfinding ability to locate). One end of the snare is tied in a loop 
  that contracts around one or more of the limbs of any creature stepping inside 
  the circle.
  If a strong and supple tree is nearby, the snare can be fastened to it. The 
  spell causes the tree to bend and then straighten when the loop is triggered, 
  dealing 1d6 points of damage to the creature trapped and lifting it off the 
  ground by the trapped limb or limbs. If no such tree is available, the cordlike 
  object tightens around the creature, dealing no damage but causing it to be 
  entangled.
  The snare is magical. To escape, a trapped creature must make a DC 23 Escape 
  Artist check or a DC 23 Strength check that is a full-round action. The snare 
  has AC 7 and 5 hit points. A successful escape from the snare breaks the loop 
  and ends the spell.
Soften Earth and Stone
  Transmutation [Earth]
  Level: Drd 2, Earth 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft. square/level; see text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When this spell is cast, all natural, undressed earth or stone in the spell's 
  area is softened. Wet earth becomes thick mud, dry earth becomes loose sand 
  or dirt, and stone becomes soft clay that is easily molded or chopped. You affect 
  a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or 
  resilience of the ground at that spot. Magical, enchanted, dressed, or worked 
  stone cannot be affected. Earth or stone creatures are not affected.
  A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds 
  and unable to move, attack, or cast spells. A creature that succeeds on its 
  save can move through the mud at half speed, and it can't run or charge.
  Loose dirt is not as troublesome as mud, but all creatures in the area can move 
  at only half their normal speed and can't run or charge over the surface.
  Stone softened into clay does not hinder movement, but it does allow characters 
  to cut, shape, or excavate areas they may not have been able to affect before.
  While soften earth and stone does not affect dressed or worked stone, cavern 
  ceilings or vertical surfaces such as cliff faces can be affected. Usually, 
  this causes a moderate collapse or landslide as the loosened material peels 
  away from the face of the wall or roof and falls.
  A moderate amount of structural damage can be dealt to a manufactured structure 
  by softening the ground beneath it, causing it to settle. However, most well-built 
  structures will only be damaged by this spell, not destroyed.
Solid Fog
  Conjuration (Creation)
  Level: Sor/Wiz 4
  Components: V, S, M
  Duration: 1 min./level
  Spell Resistance: No
  This spell functions like fog cloud, but in addition to obscuring sight, the 
  solid fog is so thick that any creature attempting to move through it progresses 
  at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty 
  on all melee attack and melee damage rolls. The vapors prevent effective ranged 
  weapon attacks (except for magic rays and the like). A creature or object that 
  falls into solid fog is slowed, so that each 10 feet of vapor that it passes 
  through reduces falling damage by 1d6. A creature can't take a 5-foot step while 
  in solid fog.
  However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, 
  and it does so in 1 round.
  Solid fog can be made permanent with a permanency spell. A permanent solid fog 
  dispersed by wind reforms in 10 minutes.
  Material Component: A pinch of dried, powdered peas combined with powdered animal 
  hoof.
Song of Discord
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Creatures within a 20-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell causes those within the area to turn on each other rather than attack 
  their foes. Each affected creature has a 50% chance to attack the nearest target 
  each round. (Roll to determine each creature's behavior every round at the beginning 
  of its turn.) A creature that does not attack its nearest neighbor is free to 
  act normally for that round.
  Creatures forced by a song of discord to attack their fellows employ all methods 
  at their disposal, choosing their deadliest spells and most advantageous combat 
  tactics. They do not, however, harm targets that have fallen unconscious.
Soul Bind
  Necromancy
  Level: Clr 9, Sor/Wiz 9
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Corpse
  Duration: Permanent
  Saving Throw: Will negates
  Spell Resistance: No
  You draw the soul from a newly dead body and imprison it in a black sapphire 
  gem. The subject must have been dead no more than 1 round per caster level. 
  The soul, once trapped in the gem, cannot be returned through clone, raise dead, 
  reincarnation, resurrection, true resurrection, or even a miracle or a wish. 
  Only by destroying the gem or dispelling the spell on the gem can one free the 
  soul (which is then still dead).
  Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed 
  by the creature whose soul is to be bound. If the gem is not valuable enough, 
  it shatters when the binding is attempted. (While creatures have no concept 
  of level or Hit Dice as such, the value of the gem needed to trap an individual 
  can be researched. Remember that this value can change over time as creatures 
  gain more Hit Dice.)
Sound Burst
  Evocation [Sonic]
  Level: Brd 2, Clr 2
  Components: V, S, F/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  You blast an area with a tremendous cacophony. Every creature in the area takes 
  1d8 points of sonic damage and must succeed on a Fortitude save to avoid being 
  stunned for 1 round. 
  Creatures that cannot hear are not stunned but are still damaged.
  Arcane Focus: A musical instrument.
Speak with Animals
  Divination
  Level: Brd 3, Drd 1, Rgr 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  You can comprehend and communicate with animals. You are able to ask questions 
  of and receive answers from animals, although the spell doesn't make them any 
  more friendly or cooperative than normal. Furthermore, wary and cunning animals 
  are likely to be terse and evasive, while the more stupid ones make inane comments. 
  If an animal is friendly toward you, it may do some favor or service for you.
Speak with Dead
  Necromancy [Language-Dependent]
  Level: Clr 3
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: 10 ft.
  Target: One dead creature
  Duration: 1 min./level
  Saving Throw: Will negates; see text
  Spell Resistance: No
  You grant the semblance of life and intellect to a corpse, allowing it to answer 
  several questions that you put to it. You may ask one question per two caster 
  levels. Unasked questions are wasted if the duration expires. The corpse's knowledge 
  is limited to what the creature knew during life, including the languages it 
  spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature's 
  alignment was different from yours, the corpse gets a Will save to resist the 
  spell as if it were alive.
  If the corpse has been subject to speak with dead within the past week, the 
  new spell fails. You can cast this spell on a corpse that has been deceased 
  for any amount of time, but the body must be mostly intact to be able to respond. 
  A damaged corpse may be able to give partial answers or partially correct answers, 
  but it must at least have a mouth in order to speak at all. 
  This spell does not let you actually speak to the person (whose soul has departed). 
  It instead draws on the imprinted knowledge stored in the corpse. The partially 
  animated body retains the imprint of the soul that once inhabited it, and thus 
  it can speak with all the knowledge that the creature had while alive. The corpse, 
  however, cannot learn new information.
  Indeed, it can't even remember being questioned.
  This spell does not affect a corpse that has been turned into an undead creature.
Speak with Plants
  Divination
  Level: Brd 4, Drd 3, Rgr 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  You can comprehend and communicate with plants, including both normal plants 
  and plant creatures. You are able to ask questions of and receive answers from 
  plants. A regular plant's sense of its surroundings is limited, so it won't 
  be able to give (or recognize) detailed descriptions of creatures or answer 
  questions about events outside its immediate vicinity.
  The spell doesn't make plant creatures any more friendly or cooperative than 
  normal. Furthermore, wary and cunning plant creatures are likely to be terse 
  and evasive, while the more stupid ones may make inane comments. If a plant 
  creature is friendly toward you, it may do some favor or service for you.
Spectral Hand
  Necromancy
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: One spectral hand
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  A ghostly, glowing hand shaped from your life force materializes and moves as 
  you desire, allowing you to deliver low-level, touch range spells at a distance. 
  On casting the spell, you lose 1d4 hit points that return when the spell ends 
  (even if it is dispelled), but not if the hand is destroyed. (The hit points 
  can be healed as normal.) For as long as the spell lasts, any touch range spell 
  of 4th level or lower that you cast can be delivered by the spectral hand. The 
  spell gives you a +2 bonus on your melee touch attack roll, and attacking with 
  the hand counts normally as an attack. The hand always strikes from your direction. 
  The hand cannot flank targets like a creature can. After it delivers a spell, 
  or if the hand goes beyond the spell range, goes out of your sight, the hand 
  returns to you and hovers.
  The hand is incorporeal and thus cannot be harmed by normal weapons. It has 
  improved evasion (half damage on a failed Reflex save and no damage on a successful 
  save), your save bonuses, and an AC of at least 22. Your Intelligence modifier 
  applies to the hand's AC as if it were the hand's Dexterity modifier. The hand 
  has 1 to 4 hit points, the same number that you lost in creating it.
Spell Immunity
  Abjuration
  Level: Clr 4, Protection 4, Strength 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature is immune to the effects of one specified spell for every 
  four levels you have. The spells must be of 4th level or lower. The warded creature 
  effectively has unbeatable spell resistance regarding the specified spell or 
  spells. Naturally, that immunity doesn't protect a creature from spells for 
  which spell resistance doesn't apply. Spell immunity protects against spells, 
  spell-like effects of magic items, and innate spell-like abilities of creatures. 
  It does not protect against supernatural or extraordinary abilities, such as 
  breath weapons or gaze attacks.
  Only a particular spell can be protected against, not a certain domain or school 
  of spells or a group of spells that are similar in effect. 
  A creature can have only one spell immunity or greater spell immunity spell 
  in effect on it at a time.
Spell Immunity, Greater
  Abjuration
  Level: Clr 8
  This spell functions like spell immunity, except the immunity applies to spells 
  of 8th level or lower.
  A creature can have only one spell immunity or greater spell immunity spell 
  in effect on it at a time.
Spell Resistance
  Abjuration
  Level: Clr 5, Magic 5, Protection 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The creature gains spell resistance equal to 12 + your caster level.
Spellstaff
  Transmutation
  Level: Drd 6
  Components: V, S, F
  Casting Time: 10 minutes
  Range: Touch
  Target: Wooden quarterstaff touched
  Duration: Permanent until discharged (D)
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You store one spell that you can normally cast in a wooden quarterstaff. Only 
  one such spell can be stored in a staff at a given time, and you cannot have 
  more than one spellstaff at any given time. You can cast a spell stored within 
  a staff just as though it were among those you had prepared, but it does not 
  count against your normal allotment for a given day. You use up any applicable 
  material components required to cast the spell when you store it in the spellstaff.
  Focus: The staff that stores the spell.
Spell Turning
  Abjuration
  Level: Luck 7, Magic 7, Sor/Wiz 7
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Until expended or 10 min./level
  Spells and spell-like effects targeted on you are turned back upon the original 
  caster. The abjuration turns only spells that have you as a target. Effect and 
  area spells are not affected. Spell turning also fails to stop touch range spells. 
  
  From seven to ten (1d4+6) spell levels are affected by the turning. The exact 
  number is rolled secretly.
  When you are targeted by a spell of higher level than the amount of spell turning 
  you have left, that spell is partially turned. The subtract the amount of spell 
  turning left from the spell level of the incoming spell, then divide the result 
  by the spell level of the incoming spell to see what fraction of the effect 
  gets through. For damaging spells, you and the caster each take a fraction of 
  the damage. For nondamaging spells, each of you has a proportional chance to 
  be affected.
  If you and a spellcasting attacker are both warded by spell turning effects 
  in operation, a resonating field is created.
  Roll randomly to determine the result.
  d% Effect
  01-70 Spell drains away without effect.
  71-80 Spell affects both of you equally at full effect.
  81-97 Both turning effects are rendered nonfunctional for 1d4 minutes.
  98-100 Both of you go through a rift into another plane.
  Arcane Material Component: A small silver mirror.
Spider Climb
  Transmutation
  Level: Drd 2, Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject can climb and travel on vertical surfaces or even traverse ceilings 
  as well as a spider does. The affected creature must have its hands free to 
  climb in this manner. The subject gains a climb speed of 20 feet; furthermore, 
  it need not make Climb checks to traverse a vertical or horizontal surface (even 
  upside down). A spider climbing creature retains its Dexterity bonus to Armor 
  Class (if any) while climbing, and opponents get no special bonus to their attacks 
  against it. It cannot, however, use the run action while climbing.
  Material Component: A drop of bitumen and a live spider, both of which must 
  be eaten by the subject.
Spike Growth
  Transmutation
  Level: Drd 3, Rgr 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 20-ft. square/level
  Duration: 1 hour/level (D)
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  Any ground-covering vegetation in the spell's area becomes very hard and sharply 
  pointed without changing its appearance.
  In areas of bare earth, roots and rootlets act in the same way. Typically, spike 
  growth can be cast in any outdoor setting except open water, ice, heavy snow, 
  sandy desert, or bare stone. Any creature moving on foot into or through the 
  spell's area takes 1d4 points of piercing damage for each 5 feet of movement 
  through the spiked area.
  Any creature that takes damage from this spell must also succeed on a Reflex 
  save or suffer injuries to its feet and legs that slow its land speed by one-half. 
  This speed penalty lasts for 24 hours or until the injured creature receives 
  a cure spell (which also restores lost hit points). Another character can remove 
  the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal 
  check against the spell's save DC.
  Spike growth can't be disabled with the Disable Device skill.
  Note: Magic traps such as spike growth are hard to detect. A rogue (only) can 
  use the Search skill to find a spike growth. The DC is 25 + spell level, or 
  DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).
Spike Stones
  Transmutation [Earth]
  Level: Drd 4, Earth 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 20-ft. square/level
  Duration: 1 hour/level (D)
  Saving Throw: Reflex partial
  Spell Resistance: Yes
  Rocky ground, stone floors, and similar surfaces shape themselves into long, 
  sharp points that blend into the background.
  Spike stones impede progress through an area and deal damage. Any creature moving 
  on foot into or through the spell's area moves at half speed.
  In addition, each creature moving through the area takes 1d8 points of piercing 
  damage for each 5 feet of movement through the spiked area.
  Any creature that takes damage from this spell must also succeed on a Reflex 
  save to avoid injuries to its feet and legs. A failed save causes the creature's 
  speed to be reduced to half normal for 24 hours or until the injured creature 
  receives a cure spell (which also restores lost hit points). Another character 
  can remove the penalty by taking 10 minutes to dress the injuries and succeeding 
  on a Heal check against the spell's save DC.
  Spike stones is a magic trap that can't be disabled with the Disable Device 
  skill.
  Note: Magic traps such as spike stones are hard to detect. A rogue (only) can 
  use the Search skill to find spike stones. The DC is 25 + spell level, or DC 
  29 for spike stones.
Spiritual Weapon
  Evocation [Force]
  Level: Clr 2, War 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Magic weapon of force
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: Yes
  A weapon made of pure force springs into existence and attacks opponents at 
  a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per 
  three caster levels (maximum +5 at 15th level). The weapon takes the shape of 
  a weapon favored by your deity or a weapon with some spiritual significance 
  or symbolism to you (see below) and has the same threat range and critical multipliers 
  as a real weapon of its form. It strikes the opponent you designate, starting 
  with one attack in the round the spell is cast and continuing each round thereafter 
  on your turn. It uses your base attack bonus (possibly allowing it multiple 
  attacks per round in subsequent rounds) plus your Wisdom modifier as its attack 
  bonus. It strikes as a spell, not as a weapon, so, for example, it can damage 
  creatures that have damage reduction. As a force effect, it can strike incorporeal 
  creatures without the normal miss chance associated with incorporeality. The 
  weapon always strikes from your direction. It does not get a flanking bonus 
  or help a combatant get one. Your feats or combat actions do not affect the 
  weapon. If the weapon goes beyond the spell range, if it goes out of your sight, 
  or if you are not directing it, the weapon returns to you and hovers.
  Each round after the first, you can use a move action to redirect the weapon 
  to a new target. If you do not, the weapon continues to attack the previous 
  round's target. On any round that the weapon switches targets, it gets one attack. 
  Subsequent rounds of attacking that target allow the weapon to make multiple 
  attacks if your base attack bonus would allow it to. Even if the spiritual weapon 
  is a ranged weapon, use the spell's range, not the weapon's normal range increment, 
  and switching targets still is a move action.
  A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel 
  magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects 
  it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for 
  Tiny object).
  If an attacked creature has spell resistance, you make a caster level check 
  (1d20 + caster level) against that spell resistance the first time the spiritual 
  weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. 
  If not, the weapon has its normal full effect on that creature for the duration 
  of the spell.
  The weapon that you get is often a force replica of your deity's own personal 
  weapon. A cleric without a deity gets a weapon based on his alignment. A neutral 
  cleric without a deity can create a spiritual weapon of any alignment, provided 
  he is acting at least generally in accord with that alignment at the time. The 
  weapons associated with each alignment are as follows.
  Chaos: Battleaxe
  Evil: Light flail
  Good: Warhammer
  Law: Longsword, 
Statue
  Transmutation
  Level: Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 round
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  A statue spell turns the subject to solid stone, along with any garments and 
  equipment worn or carried. In statue form, the subject gains hardness 8. The 
  subject retains its own hit points.
  The subject can see, hear, and smell normally, but it does not need to eat or 
  breathe. Feeling is limited to those sensations that can affect the granite-hard 
  substance of the individual's body. Chipping is equal to a mere scratch, but 
  breaking off one of the statue's arms constitutes serious damage.
  The subject of a statue spell can return to its normal state, act, and then 
  return instantly to the statue state (a free action) if it so desires, as long 
  as the spell duration is in effect.
  Material Component: Lime, sand, and a drop of water stirred by an iron bar, 
  such as a nail or spike.
Status
  Divination
  Level: Clr 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Targets: One living creature touched per three levels
  Duration: 1 hour/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  When you need to keep track of comrades who may get separated, status allows 
  you to mentally monitor their relative positions and general condition. You 
  are aware of direction and distance to the creatures and any conditions affecting 
  them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, 
  panicked, stunned, poisoned, diseased, confused, or the like. Once the spell 
  has been cast upon the subjects, the distance between them and the caster does 
  not affect the spell as long as they are on the same plane of existence. If 
  a subject leaves the plane, or if it dies, the spell ceases to function for 
  it.
Stinking Cloud
  Conjuration (Creation)
  Level: Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Cloud spreads in 20-ft. radius, 20 ft. high
  Duration: 1 round/level
  Saving Throw: Fortitude negates; see text
  Spell Resistance: No
  Stinking cloud creates a bank of fog like that created by fog cloud, except 
  that the vapors are nauseating. Living creatures in the cloud become nauseated. 
  This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds 
  after it leaves. (Roll separately for each nauseated character.) Any creature 
  that succeeds on its save but remains in the cloud must continue to save each 
  round on your turn.
  Stinking cloud can be made permanent with a permanency spell. A permanent stinking 
  cloud dispersed by wind reforms in 10 minutes.
  Material Component: A rotten egg or several skunk cabbage leaves.
Stone Shape
  Transmutation [Earth]
  Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You can form an existing piece of stone into any shape that suits your purpose. 
  While it's possible to make crude coffers, doors, and so forth with stone shape, 
  fine detail isn't possible. There is a 30% chance that any shape including moving 
  parts simply doesn't work.
  Arcane Material Component: Soft clay, which must be worked into roughly the 
  desired shape of the stone object and then touched to the stone while the verbal 
  component is uttered.
Stoneskin
  Abjuration
  Level: Drd 5, Earth 6, Sor/Wiz 4, Strength 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The warded creature gains resistance to blows, cuts, stabs, and slashes. The 
  subject gains damage reduction 10/adamantine. (It ignores the first 10 points 
  of damage each time it takes damage from a weapon, though an adamantine weapon 
  bypasses the reduction.) Once the spell has prevented a total of 10 points of 
  damage per caster level (maximum 150 points), it is discharged.
  Material Component: Granite and 250 gp worth of diamond dust sprinkled on the 
  target's skin.
Stone Tell
  Divination
  Level: Drd 6
  Components: V, S, DF
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: 1 min./level
  You gain the ability to speak with stones, which relate to you who or what has 
  touched them as well as revealing what is covered or concealed behind or under 
  them. The stones relate complete descriptions if asked. A stone's perspective, 
  perception, and knowledge may prevent the stone from providing the details you 
  are looking for.
  You can speak with natural or worked stone.
Stone to Flesh
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in 
  diameter and up to 10 ft. long
  Duration: Instantaneous
  Saving Throw: Fortitude negates (object); see text
  Spell Resistance: Yes
  This spell restores a petrified creature to its normal state, restoring life 
  and goods. The creature must make a DC 15 Fortitude save to survive the process. 
  Any petrified creature, regardless of size, can be restored.
  The spell also can convert a mass of stone into a fleshy substance. Such flesh 
  is inert and lacking a vital life force unless a life force or magical energy 
  is available. (For example, this spell would turn a stone golem into a flesh 
  golem, but an ordinary statue would become a corpse.) You can affect an object 
  that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet 
  long or a cylinder of up to those dimensions in a larger mass of stone.
  Material Component: A pinch of earth and a drop of blood.
Storm of Vengeance
  Conjuration (Summoning)
  Level: Drd 9, Clr 9
  Components: V, S
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Effect: 360-ft.-radius storm cloud
  Duration: Concentration (maximum 10 rounds) (D)
  Saving Throw: See text
  Spell Resistance: Yes
  This spell creates an enormous black storm cloud. Lightning and crashing claps 
  of thunder appear within the storm. Each creature beneath the cloud must succeed 
  on a Fortitude save or be deafened for 1d4x10 minutes.
  If you do not maintain concentration on the spell after casting it, the spell 
  ends. If you continue to concentrate, the spell generates additional effects 
  in each following round, as noted below. Each effect occurs during your turn.
  2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no 
  save).
  3rd Round: You call six bolts of lightning down from the cloud. You decide where 
  the bolts strike. No two bolts may be directed at the same target. Each bolt 
  deals 10d6 points of electricity damage. A creature struck can attempt a Reflex 
  save for half damage.
  4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning 
  damage (no save).
  5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The 
  rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet 
  away has concealment (attacks have a 20% miss chance). Creatures farther away 
  have total concealment (50% miss chance, and the attacker cannot use sight to 
  locate the target). Speed is reduced by three-quarters.
  Ranged attacks within the area of the storm are impossible. Spells cast within 
  the area are disrupted unless the caster succeeds on a Concentration check against 
  a DC equal to the storm of vengeance's save DC + the level of the spell the 
  caster is trying to cast.
Suggestion
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
  Level: Brd 2, Sor/Wiz 3
  Components: V, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 hour/level or until completed
  Saving Throw: Will negates
  Spell Resistance: Yes
  You influence the actions of the target creature by suggesting a course of activity 
  (limited to a sentence or two). The suggestion must be worded in such a manner 
  as to make the activity sound reasonable. Asking the creature to do some obviously 
  harmful act automatically negates the effect of the spell. 
  The suggested course of activity can continue for the entire duration. If the 
  suggested activity can be completed in a shorter time, the spell ends when the 
  subject finishes what it was asked to do. You can instead specify conditions 
  that will trigger a special activity during the duration. If the condition is 
  not met before the spell duration expires, the activity is not performed.
  A very reasonable suggestion causes the save to be made with a penalty (such 
  as -1 or -2).
  Material Component: A snake's tongue and either a bit of honeycomb or a drop 
  of sweet oil.
Suggestion, Mass
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
  Level: Brd 5, Sor/Wiz 6
  Range: Medium (100 ft. + 10 ft./level)
  Targets: One creature/level, no two of which can be more than 30 ft. apart
  This spell functions like suggestion, except that it can affect more creatures. 
  The same suggestion applies to all these creatures.
Summon Instrument
  Conjuration (Summoning)
  Level: Brd 0
  Components: V, S
  Casting Time: 1 round
  Range: 0 ft.
  Effect: One summoned handheld musical instrument
  Duration: 1 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons one handheld musical instrument of your choice. This instrument 
  appears in your hands or at your feet (your choice). The instrument is typical 
  for its type. Only one instrument appears per casting, and it will play only 
  for you. You can't summon an instrument too large to be held in two hands.
Summon Monster I
  Conjuration (Summoning) [see text]
  Level: Brd 1, Clr 1, Sor/Wiz 1
  Components: V, S, F/DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons an extraplanar creature (typically an outsider, elemental, 
  or magical beast native to another plane). It appears where you designate and 
  acts immediately, on your turn. It attacks your opponents to the best of its 
  ability. If you can communicate with the creature, you can direct it not to 
  attack, to attack particular enemies, or to perform other actions.
  The spell conjures one of the creatures from the 1st-level list on the accompanying 
  Summon Monster table. You choose which kind of creature to summon, and you can 
  change that choice each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure another creature, nor 
  can it use any teleportation or planar travel abilities. Creatures cannot be 
  summoned into an environment that cannot support them.
  When you use a summoning spell to summon an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type.
  Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
1st Level 
  Celestial dog LG
  Celestial owl LG
  Celestial giant fire beetle NG
  Celestial porpoise1 NG
  Celestial badger CG
  Celestial monkey CG
  Fiendish dire rat LE
  Fiendish raven LE
  Fiendish monstrous centipede, Medium NE
  Fiendish monstrous scorpion, Small NE
  Fiendish hawk CE
  Fiendish monstrous spider, Small CE
  Fiendish octopus1 CE
  Fiendish snake, Small viper CE
Summon Monster II
  Conjuration (Summoning) [see text for summon monster I]
  Level: Brd 2, Clr 2, Sor/Wiz 2
  Effect: One or more summoned creatures, no two of which can be more than 30 
  ft. apart
  This spell functions like summon monster I, except that you can summon one creature 
  from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level 
  list.
2nd Level 
  Celestial giant bee LG
  Celestial giant bombardier beetle NG
  Celestial riding dog NG
  Celestial eagle CG
  Lemure (devil) LE
  Fiendish squid1 LE
  Fiendish wolf LE
  Fiendish monstrous centipede, Large NE
  Fiendish monstrous scorpion, Medium NE
  Fiendish shark, Medium1 NE
  Fiendish monstrous spider, Medium CE
  Fiendish snake, Medium viper CE
Summon Monster III
  Conjuration (Summoning) [see text for summon monster I]
  Level: Brd 3, Clr 3, Sor/Wiz 3
  Effect: One or more summoned creatures, no two of which can be more than 30 
  ft. apart
  This spell functions like summon monster I, except that you can summon one creature 
  from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, 
  or 1d4+1 creatures of the same kind from the 1st-level list.
3rd Level 
  Celestial black bear LG
  Celestial bison NG
  Celestial dire badger CG
  Celestial hippogriff CG
  Elemental, Small (any) N
  Fiendish ape LE
  Fiendish dire weasel LE
  Hell hound LE
  Fiendish snake, constrictor LE
  Fiendish boar NE
  Fiendish dire bat NE
  Fiendish monstrous centipede, Huge NE
  Fiendish crocodile CE
  Dretch (demon) CE
  Fiendish snake, Large viper CE
  Fiendish wolverine CE
Summon Monster IV
  Conjuration (Summoning) [see text for summon monster I]
  Level: Brd 4, Clr 4, Sor/Wiz 4
  Effect: One or more summoned creatures, no two of which can be more than 30 
  ft. apart
  This spell functions like summon monster I, except that you can summon one creature 
  from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, 
  or 1d4+1 creatures of the same kind from a lower-level list.
  4th Level 
  Archon, lantern LG
  Celestial giant owl LG
  Celestial giant eagle CG
  Celestial lion CG
  Mephit (any) N
  Fiendish dire wolf LE
  Fiendish giant wasp LE
  Fiendish giant praying mantis NE
  Fiendish shark, Large1 NE
  Yeth hound NE
  Fiendish monstrous spider, Large CE
  Fiendish snake, Huge viper CE
  Howler CE
Summon Monster V
  Conjuration (Summoning) [see text for summon monster I]
  Level: Brd 5, Clr 5, Sor/Wiz 5
  Effect: One or more summoned creatures, no two of which can be more than 30 
  ft. apart
  This spell functions like summon monster I, except that you can summon one creature 
  from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, 
  or 1d4+1 creatures of the same kind from a lower-level list.
5th Level 
  Archon, hound LG
  Celestial brown bear LG
  Celestial giant stag beetle NG
  Celestial sea cat1 NG
  Celestial griffon CG
  Elemental, Medium (any) N
  Achaierai LE
  Devil, bearded LE
  Fiendish deinonychus LE
  Fiendish dire ape LE
  Fiendish dire boar NE
  Fiendish shark, Huge NE
  Fiendish monstrous scorpion, Large NE
  Shadow mastiff NE
  Fiendish dire wolverine CE
  Fiendish giant crocodile CE
  Fiendish tiger CE
Summon Monster VI
  Conjuration (Summoning) [see text for summon monster I]
  Level: Brd 6, Clr 6, Sor/Wiz 6
  Effect: One or more summoned creatures, no two of which can be more than 30 
  ft. apart
  This spell functions like summon monster I, except you can summon one creature 
  from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, 
  or 1d4+1 creatures of the same kind from a lower-level list.
6th Level 
  Celestial polar bear LG
  Celestial orca whale1 NG
  Bralani (eladrin) CG
  Celestial dire lion CG
  Elemental, Large (any) N
  Janni (genie) N
  Chaos beast CN
  Devil, chain LE
  Xill LE
  Fiendish monstrous centipede, Gargantuan NE
  Fiendish rhinoceros NE
  Fiendish elasmosaurus1 CE
  Fiendish monstrous spider, Huge CE
  Fiendish snake, giant constrictor CE
Summon Monster VII
  Conjuration (Summoning) [see text for summon monster I]
  Level: Clr 7, Sor/Wiz 7
  This spell functions like summon monster I, except that you can summon one creature 
  from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, 
  or 1d4+1 creatures of the same kind from a lower-level list.
7th Level 
  Celestial elephant LG
  Avoral (guardinal) NG
  Celestial baleen whale1 NG
  Djinni (genie) CG
  Elemental, Huge (any) N
  Invisible stalker N
  Devil, bone LE
  Fiendish megaraptor LE
  Fiendish monstrous scorpion, Huge NE
  Babau (demon) CE
  Fiendish giant octopus1 CE
  Fiendish girallon CE
Summon Monster VIII
  Conjuration (Summoning) [see text for summon monster I]
  Level: Clr 8, Sor/Wiz 8
  This spell functions like summon monster I, except that you can summon one creature 
  from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, 
  or 1d4+1 creatures of the same kind from a lower-level list.
8th Level 
  Celestial dire bear LG
  Celestial cachalot whale1 NG
  Celestial triceratops NG
  Lillend CG
  Elemental, greater (any) N
  Fiendish giant squid1 LE
  Hellcat LE
  Fiendish monstrous centipede, Colossal NE
  Fiendish dire tiger CE
  Fiendish monstrous spider, Gargantuan CE
  Fiendish tyrannosaurus CE
  Vrock (demon) CE
Summon Monster IX
  Conjuration (Summoning) [see text for summon monster I]
  Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9
  This spell functions like summon monster I, except that you can summon one creature 
  from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, 
  or 1d4+1 creatures of the same kind from a lower-level list
9th Level 
  Couatl LG
  Leonal (guardinal) NG
  Celestial roc CG
  Elemental, elder (any) N
  Devil, barbed LE
  Fiendish dire shark1 NE
  Fiendish monstrous scorpion, Gargantuan NE
  Night hag NE
  Bebilith (demon) CE
  Fiendish monstrous spider, Colossal CE
  Hezrou (demon) CE
  1 May be summoned only into an aquatic or watery environment.
  
Summon Nature's Ally I
  Conjuration (Summoning)
  Level: Drd 1, Rgr 1
  Components: V, S, DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned creature
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  This spell summons a natural creature. It appears where you designate and acts 
  immediately, on your turn. It attacks your opponents to the best of its ability. 
  If you can communicate with the creature, you can direct it not to attack, to 
  attack particular enemies, or to perform other actions.
  A summoned monster cannot summon or otherwise conjure another creature, nor 
  can it use any teleportation or planar travel abilities. Creatures cannot be 
  summoned into an environment that cannot support them.
  The spell conjures one of the creatures from the 1st-level list on the accompanying 
  Summon Nature's Ally table. You choose which kind of creature to summon, and 
  you can change that choice each time you cast the spell. All the creatures on 
  the table are neutral unless otherwise noted.
  1st Level
  Dire rat
  Eagle (animal)
  Monkey (animal)
  Octopus1 (animal)
  Owl (animal)
  Porpoise1 (animal)
  Snake, Small viper (animal)
  Wolf (animal)
Summon Nature's Ally II
  Conjuration (Summoning)
  Level: Drd 2, Rgr 2
  Effect: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like summon nature's ally I, except that you can summon 
  one 2nd-level creature or 1d3 1st-level creatures of the same kind.
2nd Level
  Bear, black (animal)
  Crocodile (animal)
  Dire badger
  Dire bat
  Elemental, Small (any)
  Hippogriff
  Shark, Medium1 (animal)
  Snake, Medium viper (animal)
  Squid1 (animal)
  Wolverine (animal)
Summon Nature's Ally III
  Conjuration (Summoning) [see text]
  Level: Drd 3, Rgr 3
  Effect: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like summon nature's ally I, except that you can summon 
  one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level 
  creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type. 
3rd Level
  Ape (animal)
  Dire weasel
  Dire wolf
  Eagle, giant [NG]
  Lion
  Owl, giant [NG]
  Satyr [CN; without pipes]
  Shark, Large1 (animal)
  Snake, constrictor (animal)
  Snake, Large viper (animal)
  Thoqqua
  Summon Nature's Ally IV
  Conjuration (Summoning) [see text]
  Level: Animal 4, Drd 4, Rgr 4
  Effect: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like summon nature's ally I, except that you can summon 
  one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level 
  creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type.
4th Level
  Arrowhawk, juvenile
  Bear, brown (animal)
  Crocodile, giant (animal)
  Deinonychus (dinosaur)
  Dire ape
  Dire boar
  Dire wolverine
  Elemental, Medium (any)
  Salamander, flamebrother [NE]
  Sea cat1
  Shark, Huge1 (animal)
  Snake, Huge viper (animal)
  Tiger (animal)
  Tojanida, juvenile1
  Unicorn [CG]
  Xorn, minor
Summon Nature's Ally V
  Conjuration (Summoning) [see text]
  Level: Drd 5
  Effect: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like summon nature's ally I, except that you can summon 
  one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level 
  creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type.
5th Level
  Arrowhawk, adult
  Bear, polar (animal)
  Dire lion
  Elasmosaurus1 (dinosaur)
  Elemental, Large (any)
  Griffon
  Janni (genie)
  Rhinoceros (animal)
  Satyr [CN; with pipes]
  Snake, giant constrictor (animal)
  Nixie (sprite)
  Tojanida, adult1
  Whale, orca1 (animal)
Summon Nature's Ally VI
  Conjuration (Summoning) [see text]
  Level: Drd 6
  Effect: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like summon nature's ally I, except that you can summon 
  one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level 
  creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type.
6th Level
  Dire bear
  Elemental, Huge (any)
  Elephant (animal)
  Girallon
  Megaraptor (dinosaur)
  Octopus, giant1 (animal)
  Pixie* (sprite) [NG; no special arrows]
  Salamander, average [NE]
  Whale, baleen1
  Xorn, average
  *Can't cast irresistible dance
Summon Nature's Ally VII
  Conjuration (Summoning) [see text]
  Level: Drd 7
  Effect: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like summon nature's ally I, except that you can summon 
  one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level 
  creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type.
7th Level
  Arrowhawk, elder
  Dire tiger
  Elemental, greater (any)
  Djinni (genie) [NG]
  Invisible stalker
  Pixie* (sprite) [NG; with sleep arrows]
  Squid, giant1 (animal)
  Triceratops (dinosaur)
  Tyrannosaurus (dinosaur)
  Whale, cachalot1 (animal)
  Xorn, elder
  *Can't cast irresistible dance
Summon Nature's Ally VIII
  Conjuration (Summoning) [see text]
  Level: Animal 8, Drd 8
  Effect: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like summon nature's ally I, except that you can summon 
  one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level 
  creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type.
8th Level
  Dire shark1
  Roc
  Salamander, noble [NE]
  Tojanida, elder
Summon Nature's Ally IX
  Conjuration (Summoning) [see text]
  Level: Drd 9
  Effect: One or more creatures, no two of which can be more than 30 ft. apart
  This spell functions like summon nature's ally I, except that you can summon 
  one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level 
  creatures of the same kind.
  When you use a summoning spell to summon an air, chaotic, earth, evil, fire, 
  good, lawful, or water creature, it is a spell of that type.
9th Level
  Elemental, elder
  Grig [NG; with fiddle] (sprite)
  Pixie* (sprite) [NG; with sleep and memory loss arrows]
  Unicorn, celestial charger
  *Can cast irresistible dance
  1 May be summoned only into an aquatic or watery environment.
Summon Swarm
  Conjuration (Summoning)
  Level: Brd 2, Drd 2, Sor/Wiz 2
  Components: V, S, M/DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One swarm of bats, rats, or spiders
  Duration: Concentration + 2 rounds
  Saving Throw: None
  Spell Resistance: No
  You summon a swarm of bats, rats, or spiders (your choice), which attacks all 
  other creatures within its area. (You may summon the swarm so that it shares 
  the area of other creatures.) If no living creatures are within its area, the 
  swarm attacks or pursues the nearest creature as best it can. The caster has 
  no control over its target or direction of travel.
  Arcane Material Component: A square of red cloth.
Sunbeam
  Evocation [Light]
  Level: Drd 7, Sun 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Line from your hand
  Duration: 1 round/level or until all beams are exhausted
  Saving Throw: Reflex negates and Reflex half; see text
  Spell Resistance: Yes
  For the duration of this spell, you can use a standard action to evoke a dazzling 
  beam of intense light each round. You can call forth one beam per three caster 
  levels (maximum six beams at 18th level). The spell ends when its duration runs 
  out or your allotment of beams is exhausted.
  Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures 
  to which sunlight is harmful or unnatural take double damage. A successful Reflex 
  save negates the blindness and reduces the damage by half.
  An undead creature caught within the beam takes 1d6 points of damage per caster 
  level (maximum 20d6), or half damage if a Reflex save is successful. In addition, 
  the beam results in the destruction of any undead creature specifically harmed 
  by bright light if it fails its save.
  The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, 
  and slimes just as if they were undead creatures.
Sunburst
  Evocation [Light]
  Level: Drd 8, Sor/Wiz 8, Sun 8
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 80-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Reflex partial; see text
  Spell Resistance: Yes
  Sunburst causes a globe of searing radiance to explode silently from a point 
  you select. All creatures in the globe are blinded and take 6d6 points of damage. 
  A creature to which sunlight is harmful or unnatural takes double damage. A 
  successful Reflex save negates the blindness and reduces the damage by half.
  An undead creature caught within the globe takes 1d6 points of damage per caster 
  level (maximum 25d6), or half damage if a Reflex save is successful. In addition, 
  the burst results in the destruction of any undead creature specifically harmed 
  by bright light if it fail its save.
  The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, 
  and slimes just as if they were undead creatures.
  Sunburst dispels any darkness spells of lower than 9th level within its area.
  Arcane Material Component: A piece of sunstone and a naked flame.
Surelife
  Abjuration
  Level: Repose 8
  Components: V, S, M
  Casting Time: 1 round
  Range: Personal
  Target: You
  Duration: 1 minute/2 levels
  This spell allows the caster to protect him or herself against some condition 
  that would ordinarily cause certain death. The character can only protect him 
  or herself against a natural occurrence or condition, not against a spell or 
  the action of a creature. The character must specify the condition against which 
  he or she wishes to protect him or herself, and the spell is effective only 
  against that condition. Should the character be subjected to that condition 
  during the duration of the spell, he or she feels no discomfort and takes no 
  damage from the condition. However, the spell does not protect any items carried 
  on the caster's person. At the end of the spell's duration, the condition has 
  full normal effects if the character is still subjected to it.
Symbol of Death
  Necromancy [Death]
  Level: Clr 8, Sor/Wiz 8
  Components: V, S, M
  Casting Time: 10 minutes
  Range: 0 ft.; see text
  Effect: One symbol
  Duration: See text
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  This spell allows you to scribe a potent rune of power upon a surface. When 
  triggered, a symbol of death slays one or more creatures within 60 feet of the 
  symbol (treat as a burst) whose combined total current hit points do not exceed 
  150. The symbol of death affects the closest creatures first, skipping creatures 
  with too many hit points to affect. Once triggered, the symbol becomes active 
  and glows, lasting for 10 minutes per caster level or until it has affected 
  150 hit points' worth of creatures, whichever comes first. Any creature that 
  enters the area while the symbol of death is active is subject to its effect, 
  whether or not that creature was in the area when it was triggered. A creature 
  need save against the symbol only once as long as it remains within the area, 
  though if it leaves the area and returns while the symbol is still active, it 
  must save again.
  Until it is triggered, the symbol of death is inactive (though visible and legible 
  at a distance of 60 feet). To be effective, a symbol of death must always be 
  placed in plain sight and in a prominent location. Covering or hiding the rune 
  renders the symbol of death ineffective, unless a creature removes the covering, 
  in which case the symbol of death works normally.
  As a default, a symbol of death is triggered whenever a creature does one or 
  more of the following, as you select: looks at the rune; reads the rune; touches 
  the rune; passes over the rune; or passes through a portal bearing the rune. 
  Regardless of the trigger method or methods chosen, a creature more than 60 
  feet from a symbol of death can't trigger it (even if it meets one or more of 
  the triggering conditions, such as reading the rune). Once the spell is cast, 
  a symbol of death's triggering conditions cannot be changed.
  In this case, "reading" the rune means any attempt to study it, identify 
  it, or fathom its meaning. Throwing a cover over a symbol of death to render 
  it inoperative triggers it if the symbol reacts to touch. You can't use a symbol 
  of death offensively; for instance, a touch-triggered symbol of death remains 
  untriggered if an item bearing the symbol of death is used to touch a creature. 
  Likewise, a symbol of death cannot be placed on a weapon and set to activate 
  when the weapon strikes a foe.
  You can also set special triggering limitations of your own. These can be as 
  simple or elaborate as you desire. Special conditions for triggering a symbol 
  of death can be based on a creature's name, identity, or alignment, but otherwise 
  must be based on observable actions or qualities. Intangibles such as level, 
  class, Hit Dice, and hit points don't qualify. 
  When scribing a symbol of death, you can specify a password or phrase that prevents 
  a creature using it from triggering the effect. Anyone using the password remains 
  immune to that particular rune's effects so long as the creature remains within 
  60 feet of the rune. If the creature leaves the radius and returns later, it 
  must use the password again.
  You also can attune any number of creatures to the symbol of death, but doing 
  this can extend the casting time. Attuning one or two creatures takes negligible 
  time, and attuning a small group (as many as ten creatures) extends the casting 
  time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 
  24 hours. Attuning larger groups takes proportionately longer. Any creature 
  attuned to a symbol of death cannot trigger it and is immune to its effects, 
  even if within its radius when triggered. You are automatically considered attuned 
  to your own symbols of death, and thus always ignore the effects and cannot 
  inadvertently trigger them.
  Read magic allows you to identify a symbol of death with a DC 19 Spellcraft 
  check. Of course, if the symbol of death is set to be triggered by reading it, 
  this will trigger the symbol.
  A symbol of death can be removed by a successful dispel magic targeted solely 
  on the rune. An erase spell has no effect on a symbol of death. Destruction 
  of the surface where a symbol of death is inscribed destroys the symbol but 
  also triggers it.
  Symbol of death can be made permanent with a permanency spell. A permanent symbol 
  of death that is disabled or that has affected its maximum number of hit points 
  becomes inactive for 10 minutes, then can be triggered again as normal.
  Note: Magic traps such as symbol of death are hard to detect and disable. A 
  rogue (only) can use the Search skill to find a symbol of death and Disable 
  Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol 
  of death.
  Material Component: Mercury and phosphorus, plus powdered diamond and opal with 
  a total value of at least 5,000 gp each.
Symbol of Fear
  Necromancy [Fear, Mind-Affecting]
  Level: Clr 6, Sor/Wiz 6
  Saving Throw: Will negates
  This spell functions like symbol of death, except that all creatures within 
  60 feet of the symbol of fear instead become panicked for 1 round per caster 
  level.
  Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue 
  (only) can use the Search skill to find a symbol of fear and Disable Device 
  to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.
  Material Component: Mercury and phosphorus, plus powdered diamond and opal with 
  a total value of at least 1,000 gp.
Symbol of Insanity
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 8, Sor/Wiz 8
  Saving Throw: Will negates
  This spell functions like symbol of death, except that all creatures within 
  the radius of the symbol of insanity instead become permanently insane (as the 
  insanity spell).
  Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, 
  a symbol of insanity simply remains active for 10 minutes per caster level.
  Note: Magic traps such as symbol of insanity are hard to detect and disable. 
  A rogue (only) can use the Search skill to find a symbol of insanity and Disable 
  Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol 
  of insanity.
  Material Component: Mercury and phosphorus, plus powdered diamond and opal with 
  a total value of at least 5,000 gp.
Symbol of Pain
  Necromancy [Evil]
  Level: Clr 5, Sor/Wiz 5
  This spell functions like symbol of death, except that each creature within 
  the radius of a symbol of pain instead suffers wracking pains that impose a 
  -4 penalty on attack rolls, skill checks, and ability checks. These effects 
  last for 1 hour after the creature moves farther than 60 feet from the symbol.
  Unlike symbol of death, symbol of pain has no hit point limit; once triggered, 
  a symbol of pain simply remains active for 10 minutes per caster level.
  Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue 
  (only) can use the Search skill to find a symbol of pain and Disable Device 
  to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain.
  Material Component: Mercury and phosphorus, plus powdered diamond and opal with 
  a total value of at least 1,000 gp.
Symbol of Persuasion
  Enchantment (Charm) [Mind-Affecting]
  Level: Clr 6, Sor/Wiz 6
  Saving Throw: Will negates
  This spell functions like symbol of death, except that all creatures within 
  the radius of a symbol of persuasion instead become charmed by the caster (as 
  the charm monster spell) for 1 hour per caster level.
  Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, 
  a symbol of persuasion simply remains active for 10 minutes per caster level.
  Note: Magic traps such as symbol of persuasion are hard to detect and disable. 
  A rogue (only) can use the Search skill to find a symbol of persuasion and Disable 
  Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol 
  of persuasion.
  Material Component: Mercury and phosphorus, plus powdered diamond and opal with 
  a total value of at least 5,000 gp.
Symbol of Sleep
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 5, Sor/Wiz 5
  Saving Throw: Will negates
  This spell functions like symbol of death, except that all creatures of 10 HD 
  or less within 60 feet of the symbol of sleep instead fall into a catatonic 
  slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures 
  cannot be awakened by nonmagical means before this time expires.
  Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, 
  a symbol of sleep simply remains active for 10 minutes per caster level.
  Note: Magic traps such as symbol of sleep are hard to detect and disable. A 
  rogue (only) can use the Search skill to find a symbol of sleep and Disable 
  Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol 
  of sleep.
  Material Component: Mercury and phosphorus, plus powdered diamond and opal with 
  a total value of at least 1,000 gp.
Symbol of Stunning
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 7, Sor/Wiz 7
  Saving Throw: Will negates
  This spell functions like symbol of death, except that all creatures within 
  60 feet of a symbol of stunning instead become stunned for 1d6 rounds.
  Note: Magic traps such as symbol of stunning are hard to detect and disable. 
  A rogue (only) can use the Search skill to find a symbol of stunning and Disable 
  Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol 
  of stunning.
  Material Component: Mercury and phosphorus, plus powdered diamond and opal with 
  a total value of at least 5,000 gp.
Symbol of Weakness
  Necromancy
  Level: Clr 7, Sor/Wiz 7
  This spell functions like symbol of death, except that every creature within 
  60 feet of a symbol of weakness instead suffers crippling weakness that deals 
  3d6 points of Strength damage.
  Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, 
  a symbol of weakness simply remains active for 10 minutes per caster level.
  Note: Magic traps such as symbol of weakness are hard to detect and disable. 
  A rogue (only) can use the Search skill to find a symbol of weakness and Disable 
  Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol 
  of weakness.
  Material Component: Mercury and phosphorus, plus powdered diamond and opal with 
  a total value of at least 5,000 gp.
Sympathetic Vibration
  Evocation [Sonic]
  Level: Brd 6
  Components: V, S, F
  Casting Time: 10 minutes
  Range: Touch
  Target: One freestanding structure
  Duration: Up to 1 round/level
  Saving Throw: None; see text
  Spell Resistance: Yes
  By attuning yourself to a freestanding structure such you can create a damaging 
  vibration within it. Once it begins, the vibration deals 2d10 points of damage 
  per round to the target structure. (Hardness has no effect on the spell's damage.) 
  You can choose at the time of casting to limit the duration of the spell; otherwise 
  it lasts for 1 round/ level. If the spell is cast upon a target that is not 
  freestanding the surrounding stone dissipates the effect and no damage occurs.
  Sympathetic vibration cannot affect creatures (including constructs). Since 
  a structure is an unattended object, it gets no saving throw to resist the effect.
  Focus: A tuning fork.
Sympathy
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Drd 9, Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One location (up to a 10-ft. cube/level) or one object
  Duration: 2 hours/level (D)
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You cause an object or location to emanate magical vibrations that attract either 
  a specific kind of intelligent creature or creatures of a particular alignment, 
  as defined by you. The particular kind of creature to be affected must be named 
  specifically. A creature subtype is not specific enough. Likewise, the specific 
  alignment must be named.
  Creatures of the specified kind or alignment feel elated and pleased to be in 
  the area or desire to touch or to possess the object. The compulsion to stay 
  in the area or touch the object is overpowering. If the save is successful, 
  the creature is released from the enchantment, but a subsequent save must be 
  made 1d6x10 minutes later. If this save fails, the affected creature attempts 
  to return to the area or object.
  Sympathy counters and dispels antipathy.
  Material Component: 1,500 gp worth of crushed pearls and a drop of honey.
  
  SPELLS (T)
Telekinesis
  Transmutation
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Target or Targets: See text
  Duration: Concentration (up to 1 round/ level) or instantaneous; see text
  Saving Throw: Will negates (object) or None; see text
  Spell Resistance: Yes (object); see text
  You move objects or creatures by concentrating on them. Depending on the version 
  selected, the spell can provide a gentle, sustained force, perform a variety 
  of combat maneuvers, or exert a single short, violent thrust.
  Sustained Force: A sustained force moves an object weighing no more than 25 
  pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per 
  round. A creature can negate the effect on an object it possesses with a successful 
  Will save or with spell resistance.
  This version of the spell can last 1 round per caster level, but it ends if 
  you cease concentration. The weight can be moved vertically, horizontally, or 
  in both directions. An object cannot be moved beyond your range. The spell ends 
  if the object is forced beyond the range. If you cease concentration for any 
  reason, the object falls or stops.
  An object can be telekinetically manipulated as if with one hand. For example, 
  a lever or rope can be pulled, a key can be turned, an object rotated, and so 
  on, if the force required is within the weight limitation. You might even be 
  able to untie simple knots, though delicate activities such as these require 
  Intelligence checks.
  Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform 
  a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts 
  as normal, except that they don't provoke attacks of opportunity, you use your 
  caster level in place of your base attack bonus (for disarm and grapple), you 
  use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) 
  in place of your Strength or Dexterity modifier, and a failed attempt doesn't 
  allow a reactive attempt by the target (such as for disarm or trip). No save 
  is allowed against these attempts, but spell resistance applies normally. This 
  version of the spell can last 1 round per caster level, but it ends if you cease 
  concentration.
  Violent Thrust: Alternatively, the spell energy can be spent in a single round. 
  You can hurl one object or creature per caster level (maximum 15) that are within 
  range and all within 10 feet of each other toward any target within 10 feet 
  per level of all the objects. You can hurl up to a total weight of 25 pounds 
  per caster level (maximum 375 pounds at 15th level).
  You must succeed on attack rolls (one per creature or object thrown) to hit 
  the target with the items, using your base attack bonus + your Intelligence 
  modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard 
  damage (with no Strength bonus; note that arrows or bolts deal damage as daggers 
  of their size when used in this manner). Other objects cause damage ranging 
  from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage 
  per 25 pounds (for hard, dense objects).
  Creatures who fall within the weight capacity of the spell can be hurled, but 
  they are allowed Will saves (and spell resistance) to negate the effect, as 
  are those whose held possessions are targeted by the spell. If a telekinesed 
  creature is hurled against a solid surface, it takes damage as if it had fallen 
  10 feet (1d6 points).
Telekinetic Sphere
  Evocation [Force]
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
  Duration: 1 min./level (D)
  Saving Throw: Reflex negates (object)
  Spell Resistance: Yes (object)
  This spell functions like resilient sphere, with the addition that the creatures 
  or objects inside the globe are nearly weightless. Anything contained within 
  an telekinetic sphere weighs only one-sixteenth of its normal weight. You can 
  telekinetically lift anything in the sphere that normally weighs 5,000 pounds 
  or less. The telekinetic control extends from you out to medium range (100 feet 
  + 10 feet per caster level) after the sphere has succeeded in encapsulating 
  its contents.
  You can move objects or creatures in the sphere that weigh a total of 5,000 
  pounds or less by concentrating on the sphere. You can begin moving a sphere 
  in the round after casting the spell. If you concentrate on doing so (a standard 
  action), you can move the sphere as much as 30 feet in a round. If you cease 
  concentrating, the sphere does not move in that round (if on a level surface) 
  or descends at its falling rate (if aloft) until it reaches a level surface, 
  or the spell's duration expires, or you begin concentrating again. If you cease 
  concentrating (voluntarily or due to failing a Concentration check), you can 
  resume concentrating on your next turn or any later turn during the spell's 
  duration.
  The sphere falls at a rate of only 60 feet per round, which is not fast enough 
  to cause damage to the contents of the sphere.
  You can move the sphere telekinetically even if you are in it.
  Material Component: A hemispherical piece of clear crystal, a matching hemispherical 
  piece of gum arabic, and a pair of small bar magnets.
Telepathic Bond
  Divination
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: You plus one willing creature per three levels, no two of which can 
  be more than 30 ft. apart
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You forge a telepathic bond among yourself and a number of willing creatures, 
  each of which must have an Intelligence score of 3 or higher. Each creature 
  included in the link is linked to all the others. The creatures can communicate 
  telepathically through the bond regardless of language. No special power or 
  influence is established as a result of the bond. Once the bond is formed, it 
  works over any distance (although not from one plane to another).
  If desired, you may leave yourself out of the telepathic bond forged. This decision 
  must be made at the time of casting.
  Telepathic bond can be made permanent with a permanency spell, though it only 
  bonds two creatures per casting of permanency.
  Material Component: Pieces of eggshell from two different kinds of creatures.
Teleport
  Conjuration (Teleportation)
  Level: Sor/Wiz 5, Travel 5
  Components: V
  Casting Time: 1 standard action
  Range: Personal and touch
  Target: You and touched objects or other touched willing creatures
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Spell Resistance: No and Yes (object)
  This spell instantly transports you to a designated destination, which may be 
  as distant as 100 miles per caster level. Interplanar travel is not possible. 
  You can bring along objects as long as their weight doesn't exceed your maximum 
  load. You may also bring one additional willing Medium or smaller creature (carrying 
  gear or objects up to its maximum load) or its equivalent (see below) per three 
  caster levels. A Large creature counts as two Medium creatures, a Huge creature 
  counts as two Large creatures, and so forth. All creatures to be transported 
  must be in contact with one another, and at least one of those creatures must 
  be in contact with you. As with all spells where the range is personal and the 
  target is you, you need not make a saving throw, nor is spell resistance applicable 
  to you. Only objects held or in use (attended) by another person receive saving 
  throws and spell resistance.
  You must have some clear idea of the location and layout of the destination. 
  The clearer your mental image, the more likely the teleportation works. Areas 
  of strong physical or magical energy may make teleportation more hazardous or 
  even impossible.
  To see how well the teleportation works, roll d% and consult the Teleport table. 
  Refer to the following information for definitions of the terms on the table.
  Familiarity: "Very familiar" is a place where you have been very often 
  and where you feel at home. "Studied carefully" is a place you know 
  well, either because you can currently see it, you've been there often, or you 
  have used other means (such as scrying) to study the place for at least one 
  hour. "Seen casually" is a place that you have seen more than once 
  but with which you are not very familiar. "Viewed once" is a place 
  that you have seen once, possibly using magic. 
  "False destination" is a place that does not truly exist or if you 
  are teleporting to an otherwise familiar location that no longer exists as such 
  or has been so completely altered as to no longer be familiar to you. When traveling 
  to a false destination, roll 1d20+80 to obtain results on the table, rather 
  than rolling d%, since there is no real destination for you to hope to arrive 
  at or even be off target from.
  On Target: You appear where you want to be.
  Off Target: You appear safely a random distance away from the destination in 
  a random direction. Distance off target is 1d10x1d10% of the distance that was 
  to be traveled. The direction off target is determined randomly
  Similar Area: You wind up in an area that's visually or thematically similar 
  to the target area.
  Generally, you appear in the closest similar place within range. If no such 
  area exists within the spell's range, the spell simply fails instead.
  Mishap: You and anyone else teleporting with you have gotten "scrambled." 
  You each take 1d10 points of damage, and you reroll on the chart to see where 
  you wind up. For these rerolls, roll 1d20+80. Each time "Mishap" comes 
  up, the characters take more damage and must reroll.
  Familiarity On Target Off Target Similar Area Mishap
  Very familiar 01-97 98-99 100 -
  Studied carefully 01-94 95-97 98-99 100
  Seen casually 01-88 89-94 95-98 99-100
  Viewed once 01-76 77-88 89-96 97-100
  False destination (1d20+80) - - 81-92 93-100
Teleport Object
  Conjuration (Teleportation)
  Level: Sor/Wiz 7
  Range: Touch
  Target: One touched object of up to 50 lb./level and 3 cu. ft./level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  This spell functions like teleport, except that it teleports an object, not 
  you. Creatures and magical forces cannot be teleported.
  If desired, the target object can be sent to a distant location on the Ethereal 
  Plane. In this case, the point from which the object was teleported remains 
  faintly magical until the item is retrieved. A successful targeted dispel magic 
  spell cast on that point brings the vanished item back from the Ethereal Plane.
Teleport, Greater
  Conjuration (Teleportation)
  Level: Sor/Wiz 7, Travel 7
  This spell functions like teleport, except that there is no range limit and 
  there is no chance you arrive off target. In addition, you need not have seen 
  the destination, but in that case you must have at least a reliable description 
  of the place to which you are teleporting. If you attempt to teleport with insufficient 
  information (or with misleading information), you disappear and simply reappear 
  in your original location. Interplanar travel is not possible.
Teleportation Circle
  Conjuration (Teleportation)
  Level: Sor/Wiz 9
  Components: V, M
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: 5-ft.-radius circle that teleports those who activate it
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: Yes
  You create a circle on the floor or other horizontal surface that teleports, 
  as greater teleport, any creature who stands on it to a designated spot. Once 
  you designate the destination for the circle, you can't change it. The spell 
  fails if you attempt to set the circle to teleport creatures into a solid object, 
  to a place with which you are not familiar and have no clear description, or 
  to another plane.
  The circle itself is subtle and nearly impossible to notice. If you intend to 
  keep creatures from activating it accidentally, you need to mark the circle 
  in some way.
  Teleportation circle can be made permanent with a permanency spell. A permanent 
  teleportation circle that is disabled becomes inactive for 10 minutes, then 
  can be triggered again as normal.
  Note: Magic traps such as teleportation circle are hard to detect and disable. 
  A rogue (only) can use the Search skill to find the circle and Disable Device 
  to thwart it. The DC in each case is 25 + spell level, or 34 in the case of 
  teleportation circle.
  Material Component: Amber dust to cover the area of the circle (cost 1,000 gp).
Temporal Stasis
  Transmutation
  Level: Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You must succeed on a melee touch attack. You place the subject into a state 
  of suspended animation. For the creature, time ceases to flow and its condition 
  becomes fixed. The creature does not grow older. Its body functions virtually 
  cease, and no force or effect can harm it. This state persists until the magic 
  is removed (such as by a successful dispel magic spell or a freedom spell).
  Material Component: A powder composed of diamond, emerald, ruby, and sapphire 
  dust with a total value of at least 5,000 gp.
Time Stop
  Transmutation
  Level: Sor/Wiz 9, Trickery 9
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1d4+1 rounds (apparent time); see text
  This spell seems to make time cease to flow for everyone but you. In fact, you 
  speed up so greatly that all other creatures seem frozen, though they are actually 
  still moving at their normal speeds. You are free to act for 1d4+1 rounds of 
  apparent time. Normal and magical fire, cold, gas, and the like can still harm 
  you. While the time stop is in effect, other creatures are invulnerable to your 
  attacks and spells; you cannot target such creatures with any attack or spell. 
  A spell that affects an area and has a duration longer than the remaining duration 
  of the time stop have their normal effects on other creatures once the time 
  stop ends. Most spellcasters use the additional time to improve their defenses, 
  summon allies, or flee from combat.
  You cannot move or harm items held, carried, or worn by a creature stuck in 
  normal time, but you can affect any item that is not in another creature's possession.
  You are undetectable while time stop lasts. You cannot enter an area protected 
  by an antimagic field while under the effect of time stop.
Tiny Hut
  Evocation [Force]
  Level: Brd 3, Sor/Wiz 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 20 ft.
  Effect: 20-ft.-radius sphere centered on your location
  Duration: 2 hours/level (D)
  Saving Throw: None
  Spell Resistance: No
  You create an unmoving, opaque sphere of force of any color you desire around 
  yourself. Half the sphere projects above the ground, and the lower hemisphere 
  passes through the ground. As many as nine other Medium creatures can fit into 
  the field with you; they can freely pass into and out of the hut without harming 
  it. However, if you remove yourself from the hut, the spell ends.
  The temperature inside the hut is 70° F if the exterior temperature is between 
  0° and 100° F. An exterior temperature below 0° or above 100° 
  lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut 
  also provides protection against the elements, such as rain, dust, and sandstorms. 
  The hut withstands any wind of less than hurricane force, but a hurricane (75+ 
  mph wind speed) or greater force destroys it.
  The interior of the hut is a hemisphere. You can illuminate it dimly upon command 
  or extinguish the light as desired. Although the force field is opaque from 
  the outside, it is transparent from within. Missiles, weapons, and most spell 
  effects can pass through the hut without affecting it, although the occupants 
  cannot be seen from outside the hut (they have total concealment).
  Material Component: A small crystal bead that shatters when the spell duration 
  expires or the hut is dispelled.
Tongues
  Divination
  Level: Brd 2, Clr 4, Sor/Wiz 3
  Components: V, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  This spell grants the creature touched the ability to speak and understand the 
  language of any intelligent creature, whether it is a racial tongue or a regional 
  dialect. The subject can speak only one language at a time, although it may 
  be able to understand several languages. Tongues does not enable the subject 
  to speak with creatures who don't speak. The subject can make itself understood 
  as far as its voice carries. This spell does not predispose any creature addressed 
  toward the subject in any way.
  Tongues can be made permanent with a permanency spell.
  Arcane Material Component: A small clay model of a ziggurat, which shatters 
  when the verbal component is pronounced.
Touch of Fatigue
  Necromancy
  Level: Sor/Wiz 0
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You channel negative energy through your touch, fatiguing the target. You must 
  succeed on a touch attack to strike a target.
  The subject is immediately fatigued for the spell's duration.
  This spell has no effect on a creature that is already fatigued. Unlike with 
  normal fatigue, the effect ends as soon as the spell's duration expires.
  Material Component: A drop of sweat.
Touch of Idiocy
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 min./level
  Saving Throw: No
  Spell Resistance: Yes
  With a touch, you reduce the target's mental faculties. Your successful melee 
  touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and 
  Charisma scores. This penalty can't reduce any of these scores below 1.
  This spell's effect may make it impossible for the target to cast some or all 
  of its spells, if the requisite ability score drops below the minimum required 
  to cast spells of that level.
Touch Of Madness
  Enchantment [Mind-Affecting]
  Level: Madness 2
  Components: V, S
  Casting Time: One action
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The caster may daze one living creature by making a successful touch attack. 
  If the target creature does not make a successful Will save, its mind is clouded 
  and it takes no action for 1 round per caster level. The dazed subject is not 
  stunned (so attackers get no special advantage against it), but it can't move, 
  cast spells, use mental abilities, and so on.
Transformation
  Transmutation
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You become a virtual fighting machine- stronger, tougher, faster, and more skilled 
  in combat. Your mind-set changes so that you relish combat and you can't cast 
  spells, even from magic items.
  You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a 
  +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and 
  proficiency with all simple and martial weapons. Your base attack bonus equals 
  your character level (which may give you multiple attacks).
  You lose your spellcasting ability, including your ability to use spell activation 
  or spell completion magic items, just as if the spells were no longer on your 
  class list.
  Material Component: A potion of bull's strength, which you drink (and whose 
  effects are subsumed by the spell effects).
Transmute Metal to Wood
  Transmutation
  Level: Drd 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: All metal objects within a 40-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes (object; see text)
  This spell enables you to change all metal objects within its area to wood. 
  Weapons, armor, and other metal objects carried by creatures are affected as 
  well. A magic object made of metal effectively has spell resistance equal to 
  20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons 
  converted from metal to wood take a -2 penalty on attack and damage rolls. The 
  armor bonus of any armor converted from metal to wood is reduced by 2. Weapons 
  changed by this spell splinter and break on any natural attack roll of 1 or 
  2, and armor changed by this spell loses an additional point of armor bonus 
  every time it is struck with a natural attack roll of 19 or 20.
  Only limited wish, miracle, wish, or similar magic can restore a transmuted 
  object to its metallic state.
Transmute Mud to Rock
  Transmutation [Earth]
  Level: Drd 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Up to two 10-ft. cubes/level (S)
  Duration: Permanent
  Saving Throw: See text
  Spell Resistance: No
  This spell transforms normal mud or quicksand of any depth into soft stone (sandstone 
  or a similar mineral) permanently.
  Any creature in the mud is allowed a Reflex save to escape before the area is 
  hardened to stone.
  Transmute mud to rock counters and dispels transmute rock to mud.
  Arcane Material Component: Sand, lime, and water.
Transmute Rock to Mud
  Transmutation [Earth]
  Level: Drd 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Up to two 10-ft. cubes/level (S)
  Duration: Permanent; see text
  Saving Throw: See text
  Spell Resistance: No
  This spell turns natural, uncut or unworked rock of any sort into an equal volume 
  of mud. Magical stone is not affected by the spell. The depth of the mud created 
  cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free 
  itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 
  feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the 
  mud can support creatures able to climb on top of it. Creatures large enough 
  to walk on the bottom can wade through the area at a speed of 5 feet.
  If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the 
  mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling 
  mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone 
  caught directly beneath the area, or half damage to those who succeed on Reflex 
  saves.
  Castles and large stone buildings are generally immune to the effect of the 
  spell, since transmute rock to mud can't affect worked stone and doesn't reach 
  deep enough to undermine such buildings' foundations. However, small buildings 
  or structures often rest upon foundations shallow enough to be damaged or even 
  partially toppled by this spell.
  The mud remains until a successful dispel magic or transmute mud to rock spell 
  restores its substance-but not necessarily its form. Evaporation turns the mud 
  to normal dirt over a period of days. The exact time depends on exposure to 
  the sun, wind, and normal drainage.
  Arcane Material Component: Clay and water.
Transport via Plants
  Conjuration (Teleportation)
  Level: Drd 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Unlimited
  Target: You and touched objects or other touched willing creatures
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  You can enter any normal plant (Medium or larger) and pass any distance to a 
  plant of the same kind in a single round, regardless of the distance separating 
  the two. The entry plant must be alive. The destination plant need not be familiar 
  to you, but it also must be alive. If you are uncertain of the location of a 
  particular kind of destination plant, you need merely designate direction and 
  distance and the transport via plants spell moves you as close as possible to 
  the desired location. If a particular destination plant is desired but the plant 
  is not living, the spell fails and you are ejected from the entry plant.
  You can bring along objects as long as their weight doesn't exceed your maximum 
  load. You may also bring one additional willing Medium or smaller creature (carrying 
  gear or objects up to its maximum load) or its equivalent per three caster levels. 
  Use the following equivalents to determine the maximum number of larger creatures 
  you can bring along: A Large creature counts as two Medium creatures, a Huge 
  creature counts as two Large creatures, and so forth. All creatures to be transported 
  must be in contact with one another, and at least one of those creatures must 
  be in contact with you.
  You can't use this spell to travel through plant creatures.
  The destruction of an occupied plant slays you and any creatures you have brought 
  along, and ejects the bodies and all carried objects from the tree.
Trap the Soul
  Conjuration (Summoning)
  Level: Sor/Wiz 8
  Components: V, S, M, (F); see text
  Casting Time: 1 standard action or see text
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Permanent; see text
  Saving Throw: See text
  Spell Resistance: Yes; see text
  Trap the soul forces a creature's life force (and its material body) into a 
  gem. The gem holds the trapped entity indefinitely or until the gem is broken 
  and the life force is released, which allows the material body to reform. If 
  the trapped creature is a powerful creature from another plane it can be required 
  to perform a service immediately upon being freed. Otherwise, the creature can 
  go free once the gem imprisoning it is broken.
  Depending on the version selected, the spell can be triggered in one of two 
  ways.
  Spell Completion: First, the spell can be completed by speaking its final word 
  as a standard action as if you were casting a regular spell at the subject. 
  This allows spell resistance (if any) and a Will save to avoid the effect. If 
  the creature's name is spoken as well, any spell resistance is ignored and the 
  save DC increases by 2. If the save or spell resistance is successful, the gem 
  shatters.
  Trigger Object: The second method is far more insidious, for it tricks the subject 
  into accepting a trigger object inscribed with the final spell word, automatically 
  placing the creature's soul in the trap. To use this method, both the creature's 
  name and the trigger word must be inscribed on the trigger object when the gem 
  is enspelled. A sympathy spell can also be placed on the trigger object. As 
  soon as the subject picks up or accepts the trigger object, its life force is 
  automatically transferred to the gem without the benefit of spell resistance 
  or a save.
  Material Component: Before the actual casting of trap the soul, you must procure 
  a gem of at least 1,000 gp value for every Hit Die possessed by the creature 
  to be trapped. If the gem is not valuable enough, it shatters when the entrapment 
  is attempted. (While creatures have no concept of level or Hit Dice as such, 
  the value of the gem needed to trap an individual can be researched. Remember 
  that this value can change over time as creatures gain more Hit Dice.)
  Focus (Trigger Object Only): If the trigger object method is used, a special 
  trigger object, prepared as described above, is needed.
Tree Shape
  Transmutation
  Level: Drd 2, Rgr 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level (D)
  By means of this spell, you are able to assume the form of a Large living tree 
  or shrub or a Large dead tree trunk with a small number of limbs. The closest 
  inspection cannot reveal that the tree in question is actually a magically concealed 
  creature. To all normal tests you are, in fact, a tree or shrub, although a 
  detect magic spell reveals a faint transmutation on the tree. While in tree 
  form, you can observe all that transpires around you just as if you were in 
  your normal form, and your hit points and save bonuses remain unaffected. You 
  gain a +10 natural armor bonus to AC but have an effective Dexterity score of 
  0 and a speed of 0 feet. You are immune to critical hits while in tree form. 
  All clothing and gear carried or worn changes with you.
  You can dismiss tree shape as a free action (instead of as a standard action).
Tree Stride
  Conjuration (Teleportation)
  Level: Drd 5, Rgr 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until expended; see text
  You gain the ability to enter trees and move from inside one tree to inside 
  another tree. The first tree you enter and all others you enter must be of the 
  same kind, must be living, and must have girth at least equal to yours. By moving 
  into an oak tree (for example), you instantly know the location of all other 
  oak trees within transport range (see below) and may choose whether you want 
  to pass into one or simply step back out of the tree you moved into. You may 
  choose to pass to any tree of the appropriate kind within the transport range 
  as shown on the following table.
  Type of Tree Transport Range
  Oak, ash, yew 3,000 feet
  Elm, linden 2,000 feet
  Other deciduous 1,500 feet
  Any coniferous 1,000 feet
  All other trees 500 feet
  You may move into a tree up to one time per caster level (passing from one tree 
  to another counts only as moving into one tree). The spell lasts until the duration 
  expires or you exit a tree. Each transport is a full-round action.
  You can, at your option, remain within a tree without transporting yourself, 
  but you are forced out when the spell ends. If the tree in which you are concealed 
  is chopped down or burned, you are slain if you do not exit before the process 
  is complete.
True Creation
  Conjuration (Creation)
  Level: Creation 8
  Components: V, S , M, X P
  Casting Time: 10 minutes
  Range: 0 ft.
  Effect: Unattended, nonmagical object of nonliving matter, up to
  1 cu. ft./level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  The caster creates a nonmagical, unattended object of any sort of matter. Items 
  created are permanent and cannot be negated by dispelling magics or negating 
  powers. For all intents and purposes, these items are completely real. The volume 
  of the item created cannot exceed 1 cubic foot per caster level. The caster 
  must succeed at an appropriate skill check to make a complex item.
  Unlike the items brought into being by the lower-level spells minor creation 
  and major creation, objects created by the casting of true creation can be used 
  as material components.
  XP Cost: The item's gold piece value in XP, or a minimum of 1 XP, whichever 
  is more.
True Resurrection
  Conjuration (Healing)
  Level: Clr 9
  Casting Time: 10 minutes
  This spell functions like raise dead, except that you can resurrect a creature 
  that has been dead for as long as 10 years per caster level. This spell can 
  even bring back creatures whose bodies have been destroyed, provided that you 
  unambiguously identify the deceased in some fashion (reciting the deceased's 
  time and place of birth or death is the most common method).
  Upon completion of the spell, the creature is immediately restored to full hit 
  points, vigor, and health, with no loss of level (or Constitution points) or 
  prepared spells.
  You can revive someone killed by a death effect or someone who has been turned 
  into an undead creature and then destroyed. This spell can also resurrect elementals 
  or outsiders, but it can't resurrect constructs or undead creatures.
  Even true resurrection can't restore to life a creature who has died of old 
  age.
  Material Component: A sprinkle of holy water and diamonds worth a total of at 
  least 25,000 gp.
True Seeing
  Divination
  Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You confer on the subject the ability to see all things as they actually are. 
  The subject sees through normal and magical darkness, notices secret doors hidden 
  by magic, sees the exact locations of creatures or objects under blur or displacement 
  effects, sees invisible creatures or objects normally, sees through illusions, 
  and sees the true form of polymorphed, changed, or transmuted things. Further, 
  the subject can focus its vision to see into the Ethereal Plane (but not into 
  extradimensional spaces). The range of true seeing conferred is 120 feet.
  True seeing, however, does not penetrate solid objects. It in no way confers 
  X-ray vision or its equivalent. It does not negate concealment, including that 
  caused by fog and the like. True seeing does not help the viewer see through 
  mundane disguises, spot creatures who are simply hiding, or notice secret doors 
  hidden by mundane means. In addition, the spell effects cannot be further enhanced 
  with known magic, so one cannot use true seeing through a crystal ball or in 
  conjunction with clairaudience/clairvoyance.
  Material Component: An ointment for the eyes that costs 250 gp and is made from 
  mushroom powder, saffron, and fat.
True Strike
  Divination
  Level: Sor/Wiz 1
  Components: V, F
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: See text
  You gain temporary, intuitive insight into the immediate future during your 
  next attack. Your next single attack roll (if it is made before the end of the 
  next round) gains a +20 insight bonus. Additionally, you are not affected by 
  the miss chance that applies to attackers trying to strike a concealed target.
  Focus: A small wooden replica of an archery target.
Undeath To Death
  Necromancy
  Level: Sor/Wiz 6, Clr 6, Repose 6
  Components: V, S , M, D F
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area: Several undead creatures within a 50-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Undeath to death snuffs out the animating forces of undead creatures, killing 
  them instantly. The spell slays 1d4 HD worth of undead creatures per caster 
  level (maximum 20d4). Creatures with the fewest HD are affected first; among 
  creatures with equal HD, those closest to the point of origin of the burst are 
  affected first.
  Material Component: worth at least 500 gp.
Undetectable Alignment
  Abjuration
  Level: Brd 1, Clr 2, Pal 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object
  Duration: 24 hours
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  An undetectable alignment spell conceals the alignment of an object or a creature 
  from all forms of divination.
Unhallow
  Evocation [Evil]
  Level: Clr 5, Drd 5
  Components: V, S, M
  Casting Time: 24 hours
  Range: Touch
  Area: 40-ft. radius emanating from the touched point
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: See text
  Unhallow makes a particular site, building, or structure an unholy site. This 
  has three major effects.
  First, the site or structure is guarded by a magic circle against good effect.
  Second, all turning checks made to turn undead take a -4 penalty, and turning 
  checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply 
  to this effect. (This provision does not apply to the druid version of the spell.)
  Finally, you may choose to fix a single spell effect to the unhallowed site. 
  The spell effect lasts for one year and functions throughout the entire site, 
  regardless of its normal duration and area or effect. You may designate whether 
  the effect applies to all creatures, creatures that share your faith or alignment, 
  or creatures that adhere to another faith or alignment. At the end of the year, 
  the chosen effect lapses, but it can be renewed or replaced simply by casting 
  unhallow again.
  Spell effects that may be tied to an unhallowed site include aid, bane, bless, 
  cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect 
  good, dimensional anchor, discern lies, dispel magic, endure elements, freedom 
  of movement, invisibility purge, protection from energy, remove fear, resist 
  energy, silence, tongues, and zone of truth.
  Saving throws and spell resistance might apply to these spells' effects. (See 
  the individual spell descriptions for details.)
  An area can receive only one unhallow spell (and its associated spell effect) 
  at a time.
  Unhallow counters but does not dispel hallow.
  Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 
  gp per level of the spell to be tied to the unhallowed area.
Unholy Aura
  Abjuration [Evil]
  Level: Clr 8, Evil 8
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 20 ft.
  Targets: One creature/level in a 20-ft.-radius burst centered on you
  Duration: 1 round/level (D)
  Saving Throw: See text
  Spell Resistance: Yes (harmless)
  A malevolent darkness surrounds the subjects, protecting them from attacks, 
  granting them resistance to spells cast by good creatures, and weakening good 
  creatures when they strike the subjects. This abjuration has four effects.
  First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance 
  bonus on saves. Unlike the effect of protection from good, this benefit applies 
  against all attacks, not just against attacks by good creatures.
  Second, a warded creature gains spell resistance 25 against good spells and 
  spells cast by good creatures.
  Third, the abjuration blocks possession and mental influence, just as protection 
  from good does.
  Finally, if a good creature succeeds on a melee attack against a warded creature, 
  the offending attacker takes 1d6 points of temporary Strength damage (Fortitude 
  negates).
  Focus: A tiny reliquary containing some sacred relic, such as a piece of parchment 
  from an unholy text. The reliquary costs at least 500 gp.
Unholy Blight
  Evocation [Evil]
  Level: Evil 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: Instantaneous (1d4 rounds); see text
  Saving Throw: Will partial
  Spell Resistance: Yes
  You call up unholy power to smite your enemies. The power takes the form of 
  a cold, cloying miasma of greasy darkness.
  Only good and neutral (not evil) creatures are harmed by the spell.
  The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to 
  a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) 
  and causes it to be sickened for 1d4 rounds. A successful Will save reduces 
  damage to half and negates the sickened effect. The effects cannot be negated 
  by remove disease or heal, but remove curse is effective.
  The spell deals only half damage to creatures who are neither evil nor good, 
  and they are not sickened. Such a creature can reduce the damage in half again 
  (down to one-quarter) with a successful Will save.
Unseen Servant
  Conjuration (Creation)
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One invisible, mindless, shapeless servant
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  An unseen servant is an invisible, mindless, shapeless force that performs simple 
  tasks at your command. It can run and fetch things, open unstuck doors, and 
  hold chairs, as well as clean and mend. The servant can perform only one activity 
  at a time, but it repeats the same activity over and over again if told to do 
  so as long as you remain within range. It can open only normal doors, drawers, 
  lids, and the like. It has an effective Strength score of 2 (so it can lift 
  20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert 
  only 20 pounds of force, which is not enough to activate certain pressure plates 
  and other devices. It can't perform any task that requires a skill check with 
  a DC higher than 10 or that requires a check using a skill that can't be used 
  untrained. Its speed is 15 feet.
  The servant cannot attack in any way; it is never allowed an attack roll. It 
  cannot be killed, but it dissipates if it takes 6 points of damage from area 
  attacks. (It gets no saves against attacks.) If you attempt to send it beyond 
  the spell's range (measured from your current position), the servant ceases 
  to exist.
  Material Component: A piece of string and a bit of wood.
Vampiric Touch
  Necromancy
  Level: Sor/Wiz 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Instantaneous/1 hour; see text
  Saving Throw: None
  Spell Resistance: Yes
  You must succeed on a melee touch attack. Your touch deals 1d6 points of damage 
  per two caster levels (maximum 10d6). You gain temporary hit points equal to 
  the damage you deal. However, you can't gain more than the subject's current 
  hit points +10, which is enough to kill the subject. The temporary hit points 
  disappear 1 hour later.
Veil
  Illusion (Glamer)
  Level: Brd 6, Sor/Wiz 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Targets: One or more creatures, no two of which can be more than 30 ft. apart
  Duration: Concentration + 1 hour/level (D)
  Saving Throw: Will negates; see text
  Spell Resistance: Yes; see text
  You instantly change the appearance of the subjects and then maintain that appearance 
  for the spell's duration. You can make the subjects appear to be anything you 
  wish. The subjects look, feel, and smell just like the creatures the spell makes 
  them resemble. Affected creatures resume their normal appearances if slain. 
  You must succeed on a Disguise check to duplicate the appearance of a specific 
  individual. This spell gives you a +10 bonus on the check.
  Unwilling targets can negate the spell's effect on them by making Will saves 
  or with spell resistance. Those who interact with the subjects can attempt Will 
  disbelief saves to see through the glamer, but spell resistance doesn't help.
Ventriloquism
  Illusion (Figment)
  Level: Brd 1, Sor/Wiz 1
  Components: V, F
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Intelligible sound, usually speech
  Duration: 1 min./level (D)
  Saving Throw: Will disbelief (if interacted with)
  Spell Resistance: No
  You can make your voice (or any sound that you can normally make vocally) seem 
  to issue from someplace else. You can speak in any language you know. With respect 
  to such voices and sounds, anyone who hears the sound and rolls a successful 
  save recognizes it as illusory (but still hears it).
  Focus: A parchment rolled up into a small cone.
Virtue
  Transmutation
  Level: Clr 0, Drd 0, Pal 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 min.
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  The subject gains 1 temporary hit point.
Vision
  Divination
  Level: Sor/Wiz 7
  Components: V, S, M, XP
  Casting Time: 1 standard action
  This spell functions like legend lore, except that it works more quickly but 
  produces some strain on you. You pose a question about some person, place, or 
  object, then cast the spell. If the person or object is at hand or if you are 
  in the place in question, you receive a vision about it by succeeding on a caster 
  level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed 
  information on the person, place, or object is known, the DC is 25, and the 
  information gained is incomplete. If only rumors are known, the DC is 30, and 
  the information gained is vague.
  XP Cost: 100 XP.
Wail of the Banshee
  Necromancy [Death, Sonic]
  Level: Death 9, Sor/Wiz 9
  Components: V
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: One living creature/level within a 40-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  You emit a terrible scream that kills creatures that hear it (except for yourself 
  ). Creatures closest to the point of origin are affected first.
Wall of Fire
  Evocation [Fire]
  Level: Drd 5, Fire 4, Sor/Wiz 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with 
  a radius of up to 5 ft. per two levels; either form 20 ft. high
  Duration: Concentration + 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  An immobile, blazing curtain of shimmering violet fire springs into existence. 
  One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 
  points of fire damage to creatures within 10 feet and 1d4 points of fire damage 
  to those past 10 feet but within 20 feet. The wall deals this damage when it 
  appears and on your turn each round to all creatures in the area. In addition, 
  the wall deals 2d6 points of fire damage +1 point of fire damage per caster 
  level (maximum +20) to any creature passing through it. The wall deals double 
  damage to undead creatures.
  If you evoke the wall so that it appears where creatures are, each creature 
  takes damage as if passing through the wall. If any 5-foot length of wall takes 
  20 points of cold damage or more in 1 round, that length goes out. (Do not divide 
  cold damage by 4, as normal for objects.)
  Wall of fire can be made permanent with a permanency spell. A permanent wall 
  of fire that is extinguished by cold damage becomes inactive for 10 minutes, 
  then reforms at normal strength.
  Arcane Material Component: A small piece of phosphorus.
Wall of Force
  Evocation [Force]
  Level: Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Wall whose area is up to one 10-ft. square/level
  Duration: 1 round /level (D)
  Saving Throw: None
  Spell Resistance: No
  A wall of force spell creates an invisible wall of force. The wall cannot move, 
  it is immune to damage of all kinds, and it is unaffected by most spells, including 
  dispel magic. However, disintegrate immediately destroys it, as does a rod of 
  cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath 
  weapons and spells cannot pass through the wall in either direction, although 
  dimension door, teleport, and similar effects can bypass the barrier. It blocks 
  ethereal creatures as well as material ones (though ethereal creatures can usually 
  get around the wall by floating under or over it through material floors and 
  ceilings). Gaze attacks can operate through a wall of force.
  The caster can form the wall into a flat, vertical plane whose area is up to 
  one 10- foot square per level. The wall must be continuous and unbroken when 
  formed. If its surface is broken by any object or creature, the spell fails.
  Wall of force can be made permanent with a permanency spell.
  Material Component: A pinch of powder made from a clear gem.
Wall of Ice
  Evocation [Cold]
  Level: Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere 
  of ice with a radius of up to 3 ft. + 1 ft./level
  Duration: 1 min./level
  Saving Throw: Reflex negates; see text
  Spell Resistance: Yes
  This spell creates an anchored plane of ice or a hemisphere of ice, depending 
  on the version selected. A wall of ice cannot form in an area occupied by physical 
  objects or creatures. Its surface must be smooth and unbroken when created. 
  Any creature adjacent to the wall when it is created may attempt a Reflex save 
  to disrupt the wall as it is being formed. A successful save indicates that 
  the spell automatically fails. Fire can melt a wall of ice, and it deals full 
  damage to the wall (instead of the normal half damage taken by objects). Suddenly 
  melting a wall of ice creates a great cloud of steamy fog that lasts for 10 
  minutes.
  Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per 
  caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level 
  wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet 
  long and 20 feet high, or some other combination of length and height that does 
  not exceed 1,000 square feet). The plane can be oriented in any fashion as long 
  as it is anchored. A vertical wall need only be anchored on the floor, while 
  a horizontal or slanting wall must be anchored on two opposite sides.
  Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures 
  can hit the wall automatically. A section of wall whose hit points drop to 0 
  is breached. If a creature tries to break through the wall with a single attack, 
  the DC for the Strength check is 15 + caster level.
  Even when the ice has been broken through, a sheet of frigid air remains. Any 
  creature stepping through it (including the one who broke through the wall) 
  takes 1d6 points of cold damage +1 point per caster level (no save).
  Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 
  3 feet + 1 foot per caster level. The hemisphere is as hard to break through 
  as the ice plane form, but it does not deal damage to those who go through a 
  breach.
  Material Component: A small piece of quartz or similar rock crystal.
Wall of Iron
  Conjuration (Creation)
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Iron wall whose area is up to one 5-ft. square/level; see text
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  You cause a flat, vertical iron wall to spring into being. The wall inserts 
  itself into any surrounding nonliving material if its area is sufficient to 
  do so. The wall cannot be conjured so that it occupies the same space as a creature 
  or another object. It must always be a flat plane, though you can shape its 
  edges to fit the available space.
  A wall of iron is 1 inch thick per four caster levels. You can double the wall's 
  area by halving its thickness. Each 5- foot square of the wall has 30 hit points 
  per inch of thickness and hardness 10. A section of wall whose hit points drop 
  to 0 is breached. If a creature tries to break through the wall with a single 
  attack, the DC for the Strength check is 25 + 2 per inch of thickness.
  If you desire, the wall can be created vertically resting on a flat surface 
  but not attached to the surface, so that it can be tipped over to fall on and 
  crush creatures beneath it. The wall is 50% likely to tip in either direction 
  if left unpushed. Creatures can push the wall in one direction rather than letting 
  it fall randomly. A creature must make a DC 40 Strength check to push the wall 
  over. Creatures with room to flee the falling wall may do so by making successful 
  Reflex saves. Any Large or smaller creature that fails takes 10d6 points of 
  damage. The wall cannot crush Huge and larger creatures.
  Like any iron wall, this wall is subject to rust, perforation, and other natural 
  phenomena.
  Material Component: A small piece of sheet iron plus gold dust worth 50 gp (1 
  pound of gold dust).
Wall of Stone
  Conjuration (Creation) [Earth]
  Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Stone wall whose area is up to one 5-ft. square/level (S)
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: No
  This spell creates a wall of rock that merges into adjoining rock surfaces. 
  A wall of stone is 1 inch thick per four caster levels and composed of up to 
  one 5-foot square per level. You can double the wall's area by halving its thickness. 
  The wall cannot be conjured so that it occupies the same space as a creature 
  or another object.
  Unlike a wall of iron, you can create a wall of stone in almost any shape you 
  desire. The wall created need not be vertical, nor rest upon any firm foundation; 
  however, it must merge with and be solidly supported by existing stone. It can 
  be used to bridge a chasm, for instance, or as a ramp. For this use, if the 
  span is more than 20 feet, the wall must be arched and buttressed. This requirement 
  reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, 
  battlements, and so forth by likewise reducing the area.
  Like any other stone wall, this one can be destroyed by a disintegrate spell 
  or by normal means such as breaking and chipping. Each 5-foot square of the 
  wall has 15 hit points per inch of thickness and hardness 8. A section of wall 
  whose hit points drop to 0 is breached. If a creature tries to break through 
  the wall with a single attack, the DC for the Strength check is 20 + 2 per inch 
  of thickness.
  It is possible, but difficult, to trap mobile opponents within or under a wall 
  of stone, provided the wall is shaped so it can hold the creatures. Creatures 
  can avoid entrapment with successful Reflex saves.
  Arcane Material Component: A small block of granite.
Wall of Thorns
  Conjuration (Creation)
  Level: Drd 5, Plant 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Wall of thorny brush, up to one 10-ft. cube/level (S)
  Duration: 10 min./level (D)
  Saving Throw: None
  Spell Resistance: No
  A wall of thorns spell creates a barrier of very tough, pliable, tangled brush 
  bearing needle-sharp thorns as long as a human's finger. Any creature forced 
  into or attempting to move through a wall of thorns takes slashing damage per 
  round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses 
  to AC do not count for this calculation. (Creatures with an Armor Class of 25 
  or higher, without considering Dexterity and dodge bonuses, take no damage from 
  contact with the wall.)
  You can make the wall as thin as 5 feet thick, which allows you to shape the 
  wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. 
  This has no effect on the damage dealt by the thorns, but any creature attempting 
  to break through takes that much less time to force its way through the barrier.
  Creatures can force their way slowly through the wall by making a Strength check 
  as a full-round action. For every 5 points by which the check exceeds 20, a 
  creature moves 5 feet (up to a maximum distance equal to its normal land speed). 
  Of course, moving or attempting to move through the thorns incurs damage as 
  described above. A creature trapped in the thorns can choose to remain motionless 
  in order to avoid taking any more damage.
  Any creature within the area of the spell when it is cast takes damage as if 
  it had moved into the wall and is caught inside. In order to escape, it must 
  attempt to push its way free, or it can wait until the spell ends. Creatures 
  with the ability to pass through overgrown areas unhindered can pass through 
  a wall of thorns at normal speed without taking damage.
  A wall of thorns can be breached by slow work with edged weapons. Chopping away 
  at the wall creates a safe passage 1 foot deep for every 10 minutes of work. 
  Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.
  Despite its appearance, a wall of thorns is not actually a living plant, and 
  thus is unaffected by spells that affect plants.
Warp Wood
  Transmutation
  Level: Drd 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: 1 Small wooden object/level, all within a 20-ft. radius
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  You cause wood to bend and warp, permanently destroying its straightness, form, 
  and strength. A warped door springs open (or becomes stuck, requiring a Strength 
  check to open, at your option). A boat or ship springs a leak. Warped ranged 
  weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.
  You may warp one Small or smaller object or its equivalent per caster level. 
  A Medium object counts as two Small objects, a Large object as four, a Huge 
  object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.
  Alternatively, you can unwarp wood (effectively warping it back to normal) with 
  this spell, straightening wood that has been warped by this spell or by other 
  means. Make whole, on the other hand, does no good in repairing a warped item.
  You can combine multiple consecutive warp wood spells to warp (or unwarp) an 
  object that is too large for you to warp with a single spell. 
  Until the object is completely warped, it suffers no ill effects.
Water Breathing
  Transmutation
  Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creatures touched
  Duration: 2 hours/level; see text
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creatures can breathe water freely. Divide the duration evenly 
  among all the creatures you touch.
  The spell does not make creatures unable to breathe air.
  Arcane Material Component: A short reed or piece of straw.
Water Walk
  Transmutation [Water]
  Level: Clr 3, Rgr 3
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: One touched creature/level
  Duration: 10 min./level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The transmuted creatures can tread on any liquid as if it were firm ground. 
  Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed 
  easily, since the subjects' feet hover an inch or two above the surface. (Creatures 
  crossing molten lava still take damage from the heat because they are near it.) 
  The subjects can walk, run, charge, or otherwise move across the surface as 
  if it were normal ground.
  If the spell is cast underwater (or while the subjects are partially or wholly 
  submerged in whatever liquid they are in), the subjects are borne toward the 
  surface at 60 feet per round until they can stand on it.
Waves of Exhaustion
  Necromancy
  Level: Sor/Wiz 7
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: No
  Spell Resistance: Yes
  Waves of negative energy cause all living creatures in the spell's area to become 
  exhausted. This spell has no effect on a creature that is already exhausted.
Waves of Fatigue
  Necromancy
  Level: Sor/Wiz 5
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  Duration: Instantaneous
  Saving Throw: No
  Spell Resistance: Yes
  Waves of negative energy render all living creatures in the spell's area fatigued. 
  This spell has no effect on a creature that is already fatigued.
Web
  Conjuration (Creation)
  Level: Sor/Wiz 2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Webs in a 20-ft.-radius spread
  Duration: 10 min./level (D)
  Saving Throw: Reflex negates; see text
  Spell Resistance: No
  Web creates a many-layered mass of strong, sticky strands. These strands trap 
  those caught in them. The strands are similar to spider webs but far larger 
  and tougher. These masses must be anchored to two or more solid and diametrically 
  opposed points or else the web collapses upon itself and disappears. Creatures 
  caught within a web become entangled among the gluey fibers. Attacking a creature 
  in a web won't cause you to become entangled.
  Anyone in the effect's area when the spell is cast must make a Reflex save. 
  If this save succeeds, the creature is entangled, but not prevented from moving, 
  though moving is more difficult than normal for being entangled (see below). 
  If the save fails, the creature is entangled and can't move from its space, 
  but can break loose by spending 1 round and making a DC 20 Strength check or 
  a DC 25 Escape Artist check. Once loose (either by making the initial Reflex 
  save or a later Strength check or Escape Artist check), a creature remains entangled, 
  but may move through the web very slowly. Each round devoted to moving allows 
  the creature to make a new Strength check or Escape Artist check. The creature 
  moves 5 feet for each full 5 points by which the check result exceeds 10.
  If you have at least 5 feet of web between you and an opponent, it provides 
  cover. If you have at least 20 feet of web between you, it provides total cover.
  The strands of a web spell are flammable. A magic flaming sword can slash them 
  away as easily as a hand brushes away cobwebs. Any fire can set the webs alight 
  and burn away 5 square feet in 1 round. All creatures within flaming webs take 
  2d4 points of fire damage from the flames.
  Web can be made permanent with a permanency spell. A permanent web that is damaged 
  (but not destroyed) regrows in 10 minutes.
  Material Component: A bit of spider web.
Weird
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Sor/Wiz 9
  Targets: Any number of creatures, no two of which can be more than 30 ft. apart
  This spell functions like phantasmal killer, except it can affect more than 
  one creature. Only the affected creatures see the phantasmal creatures attacking 
  them, though you see the attackers as shadowy shapes.
  If a subject's Fortitude save succeeds, it still takes 3d6 points of damage 
  and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength 
  damage.
Whirlwind
  Evocation [Air]
  Level: Air 8, Drd 8
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates; see text
  Spell Resistance: Yes
  This spell creates a powerful cyclone of raging wind that moves through the 
  air, along the ground, or over water at a speed of 60 feet per round. You can 
  concentrate on controlling the cyclone's every movement or specify a simple 
  program. Directing the cyclone's movement or changing its programmed movement 
  is a standard action for you. The cyclone always moves during your turn. If 
  the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion 
  for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, 
  even if comes back within range.)
  Any Large or smaller creature that comes in contact with the spell effect must 
  succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature 
  that fails its first save must succeed on a second one or be picked up bodily 
  by the cyclone and held suspended in its powerful winds, taking 1d8 points of 
  damage each round on your turn with no save allowed. You may direct the cyclone 
  to eject any carried creatures whenever you wish, depositing the hapless souls 
  wherever the cyclone happens to be when they are released.
Whispering Wind
  Transmutation [Air]
  Level: Brd 2, Sor/Wiz 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 1 mile/level
  Area: 10-ft.-radius spread
  Duration: No more than 1 hour/level or until discharged (destination is reached)
  Saving Throw: None
  Spell Resistance: No
  You send a message or sound on the wind to a designated spot. The whispering 
  wind travels to a specific location within range that is familiar to you, provided 
  that it can find a way to the location. A whispering wind is as gentle and unnoticed 
  as a zephyr until it reaches the location. It then delivers its whisper-quiet 
  message or other sound. Note that the message is delivered regardless of whether 
  anyone is present to hear it. The wind then dissipates.
  You can prepare the spell to bear a message of no more than twenty-five words, 
  cause the spell to deliver other sounds for 1 round, or merely have the whispering 
  wind seem to be a faint stirring of the air. You can likewise cause the whispering 
  wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.
  When the spell reaches its objective, it swirls and remains in place until the 
  message is delivered. As with magic mouth, whispering wind cannot speak verbal 
  components, use command words, or activate magical effects.
Wind Walk
  Transmutation [Air]
  Level: Clr 6, Drd 7
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Targets: You and one touched creature per three levels
  Duration: 1 hour/level (D); see text
  Saving Throw: No and Will negates (harmless)
  Spell Resistance: No and Yes (harmless)
  You alter the substance of your body to a cloudlike vapor (as the gaseous form 
  spell) and move through the air, possibly at great speed. You can take other 
  creatures with you, each of which acts independently.
  Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. 
  If desired by the subject, a magical wind wafts a wind walker along at up to 
  600 feet per round (60 mph) with poor maneuverability. Wind walkers are not 
  invisible but rather appear misty and translucent. If fully clothed in white, 
  they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
  A wind walker can regain its physical form as desired and later resume the cloud 
  form. Each change to and from vaporous form takes 5 rounds, which counts toward 
  the duration of the spell (as does any time spent in physical form). As noted 
  above, you can dismiss the spell, and you can even dismiss it for individual 
  wind walkers and not others.
  For the last minute of the spell's duration, a wind walker in cloud form automatically 
  descends 60 feet per round (for a total of 600 feet), though it may descend 
  faster if it wishes. This descent serves as a warning that the spell is about 
  to end.
Wind Wall
  Evocation [Air]
  Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
  Duration: 1 round/level
  Saving Throw: None; see text
  Spell Resistance: Yes
  An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable 
  strength. It is a roaring blast sufficient to blow away any bird smaller than 
  an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex 
  save allows a creature to maintain its grasp on an object.) Tiny and Small flying 
  creatures cannot pass through the barrier. Loose materials and cloth garments 
  fly upward when caught in a wind wall. Arrows and bolts are deflected upward 
  and miss, while any other normal ranged weapon passing through the wall has 
  a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other 
  massive ranged weapons are not affected.) Gases, most gaseous breath weapons, 
  and creatures in gaseous form cannot pass through the wall (although it is no 
  barrier to incorporeal creatures).
  While the wall must be vertical, you can shape it in any continuous path along 
  the ground that you like. It is possible to create cylindrical or square wind 
  walls to enclose specific points. 
  Arcane Material Component: A tiny fan and a feather of exotic origin.
Wish
  Universal
  Level: Sor/Wiz 9
  Components: V, XP
  Casting Time: 1 standard action
  Range: See text
  Target, Effect, or Area: See text
  Duration: See text
  Saving Throw: See text
  Spell Resistance: Yes
  Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking 
  aloud, you can alter reality to better suit you.
  Even wish, however, has its limits.
  A wish can produce any one of the following effects.
  o Duplicate any wizard or sorcerer spell of 8th level or lower, provided the 
  spell is not of a school prohibited to you.
  o Duplicate any other spell of 6th level or lower, provided the spell is not 
  of a school prohibited to you.
  o Duplicate any wizard or sorcerer spell of 7th level or lower even if it's 
  of a prohibited school.
  o Duplicate any other spell of 5th level or lower even if it's of a prohibited 
  school. 
  o Undo the harmful effects of many other spells, such as geas/quest or insanity.
  o Create a nonmagical item of up to 25,000 gp in value.
  o Create a magic item, or add to the powers of an existing magic item.
  o Grant a creature a +1 inherent bonus to an ability score. Two to five wish 
  spells cast in immediate succession can grant a creature a +2 to +5 inherent 
  bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 
  inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot 
  be dispelled. Note: An inherent bonus may not exceed +5 for a single ability 
  score, and inherent bonuses to a particular ability score do not stack, so only 
  the best one applies.
  o Remove injuries and afflictions. A single wish can aid one creature per caster 
  level, and all subjects are cured of the same kind of affliction. For example, 
  you could heal all the damage you and your companions have taken, or remove 
  all poison effects from everyone in the party, but not do both with the same 
  wish. A wish can never restore the experience point loss from casting a spell 
  or the level or Constitution loss from being raised from the dead.
  o Revive the dead. A wish can bring a dead creature back to life by duplicating 
  a resurrection spell. A wish can revive a dead creature whose body has been 
  destroyed, but the task takes two wishes, one to recreate the body and another 
  to infuse the body with life again. A wish cannot prevent a character who was 
  brought back to life from losing an experience level.
  o Transport travelers. A wish can lift one creature per caster level from anywhere 
  on any plane and place those creatures anywhere else on any plane regardless 
  of local conditions. An unwilling target gets a Will save to negate the effect, 
  and spell resistance (if any) applies.
  o Undo misfortune. A wish can undo a single recent event. The wish forces a 
  reroll of any roll made within the last round (including your last turn). Reality 
  reshapes itself to accommodate the new result. For example, a wish could undo 
  an opponent's successful save, a foe's successful critical hit (either the attack 
  roll or the critical roll), a friend's failed save, and so on. The reroll, however, 
  may be as bad as or worse than the original roll. An unwilling target gets a 
  Will save to negate the effect, and spell resistance (if any) applies.
  You may try to use a wish to produce greater effects than these, but doing so 
  is dangerous. (The wish may pervert your intent into a literal but undesirable 
  fulfillment or only a partial fulfillment.)
  Duplicated spells allow saves and spell resistance as normal (but save DCs are 
  for 9th-level spells).
  Material Component: When a wish duplicates a spell with a material component 
  that costs more than 10,000 gp, you must provide that component.
  XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates 
  a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is 
  more. When a wish creates or improves a magic item, you must pay twice the normal 
  XP cost for crafting or improving the item, plus an additional 5,000 XP.
Wood Shape
  Transmutation
  Level: Drd 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
  Duration: Instantaneous
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
  Wood shape enables you to form one existing piece of wood into any shape that 
  suits your purpose. While it is possible to make crude coffers, doors, and so 
  forth, fine detail isn't possible. There is a 30% chance that any shape that 
  includes moving parts simply doesn't work.
Word of Chaos
  Evocation [Chaotic, Sonic]
  Level: Chaos 7, Clr 7
  Components: V
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: Nonchaotic creatures in a 40-ft.- radius spread centered on you
  Duration: Instantaneous
  Saving Throw: None or Will negates; see text
  Spell Resistance: Yes
  Any nonchaotic creature within the area who hears the word of chaos suffers 
  the following ill effects.
  The effects are cumulative and concurrent. No saving throw is allowed against 
  these effects.
  Deafened: The creature is deafened for 1d4 rounds.
  Stunned: The creature is stunned for 1 round.
  Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. 
  This is a mind-affecting enchantment effect.
  Killed: Living creatures die. Undead creatures are destroyed.
  HD Effect
  Equal to caster level Deafened
  Up to caster level -1 Stunned, deafened
  Up to caster level -5 Confused, stunned, deafened
  Up to caster level -10 Killed, confused, stunned, deafened
  Furthermore, if you are on your home plane when you cast this spell, nonchaotic 
  extraplanar creatures within the area are instantly banished back to their home 
  planes. Creatures so banished cannot return for at least 24 hours. This effect 
  takes place regardless of whether the creatures hear the word of chaos. The 
  banishment effect allows a Will save (at a -4 penalty) to negate.
  Creatures whose HD exceed your caster level are unaffected by word of chaos.
Word of Recall
  Conjuration (Teleportation)
  Level: Clr 6, Drd 8
  Components: V
  Casting Time: 1 standard action
  Range: Unlimited
  Target: You and touched objects or other willing creatures
  Duration: Instantaneous
  Saving Throw: None or Will negates (harmless, object)
  Spell Resistance: No or Yes (harmless, object)
  Word of recall teleports you instantly back to your sanctuary when the word 
  is uttered. You must designate the sanctuary when you prepare the spell, and 
  it must be a very familiar place. The actual point of arrival is a designated 
  area no larger than 10 feet by 10 feet. You can be transported any distance 
  within a plane but cannot travel between planes. You can transport, in addition 
  to yourself, any objects you carry, as long as their weight doesn't exceed your 
  maximum load. You may also bring one additional willing Medium or smaller creature 
  (carrying gear or objects up to its maximum load) or its equivalent per three 
  caster levels. A Large creature counts as two Medium creatures, a Huge creature 
  counts as two Large creatures, and so forth. All creatures to be transported 
  must be in contact with one another, and at least one of those creatures must 
  be in contact with you. Exceeding this limit causes the spell to fail.
  An unwilling creature can't be teleported by word of recall. Likewise, a creature's 
  Will save (or spell resistance) prevents items in its possession from being 
  teleported. Unattended, nonmagical objects receive no saving throw.
Zone of Silence
  Illusion (Glamer)
  Level: Brd 4
  Components: V, S
  Casting Time: 1 round
  Range: Personal
  Area: 5-ft.-radius emanation centered on you
  Duration: 1 hour/level (D)
  By casting zone of silence, you manipulate sound waves in your immediate vicinity 
  so that you and those within the spell's area can converse normally, yet no 
  one outside can hear your voices or any other noises from within, including 
  language-dependent or sonic spell effects. This effect is centered on you and 
  moves with you. Anyone who enters the zone immediately becomes subject to its 
  effects, but those who leave are no longer affected. Note, however, that a successful 
  Spot check to read lips can still reveal what's said inside a zone of silence.
Zone of Truth
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Clr 2, Pal 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 20-ft.-radius emanation
  Duration: 1 min./level
  Saving Throw: Will negates
  Spell Resistance: Yes
  Creatures within the emanation area (or those who enter it) can't speak any 
  deliberate and intentional lies. Each potentially affected creature is allowed 
  a save to avoid the effects when the spell is cast or when the creature first 
  enters the emanation area. Affected creatures are aware of this enchantment. 
  Therefore, they may avoid answering questions to which they would normally respond 
  with a lie, or they may be evasive as long as they remain within the boundaries 
  of the truth. Creatures who leave the area are free to speak as they choose.