The lists are based on the original AD&D Magic User spell table. Cantrips (0-Level spells) are grouped with Level 1, as they’re essentially less expensive first level spells. By default, we’re using Pathfinder spell descriptions (from the Paizo site); some link to alternate descriptions.
An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.
First Level (AD&D)
- Affect Normal Fires (Transmutation / Alteration)
- Burning Hands: 1d4/level fire damage (max 5d4) (Evocation)
- Charm Person: Makes one person your friend (Enchantment)
- Comprehend Languages: You understand all spoken and written languages (Divination)
- Dancing Lights: (Cantrip) Creates torches or other lights (Evocation)
- Detect Magic: (Cantrip) Detects all spells and magic items within 60 ft. (Evocation)
- Enlarge: Humanoid creature doubles in size. (equivalent to Enlarge Person in Pathfinder)
- Erase: Mundane or magical writing vanishes (Transmutation / Alteration)
- Feather Fall: Objects or creatures fall slowly (Transmutation)
- Find Familiar – This is no longer a spell but a Wizard special ability.
- Friends
- Hold Portal: Holds door shut (Abjuration)
- Identify: Gives +10 bonus to identify magic items. (Divination)
- Jump: Subject gets bonus on Acrobatics checks (Transmutation)
- Light: (Cantrip) Object shines like a torch (Evocation)
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Mending: (Cantrip) Makes minor repairs on an object (Transmutation / Alteration)
- Message: (Cantrip) Whisper conversation at distance (Transmutation / Alteration)
- Nystul’s Magic Aura: Alters object’s magic aura (original AD&D name)
- Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
- Push
- Read Magic: (Cantrip) Read scrolls and spellbooks.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6) (Evocation)
- Sleep: Puts 4 HD of creatures into magical slumber (Enchantment)
- Spider Climb: Grants ability to walk on walls and ceilings.
- Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level (original AD&D name).
- Unseen Servant: Invisible force obeys your commands.
- Ventriloquism: Throws voice for 1 min./level.
- Write
Additional Cantrips
(per SRD 3.5 and Pathfinder)
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Prestidigitation: Performs minor tricks.
Abjuration
- Resistance: Subject gains +1 on saving throws.
Conjuration
- Acid Splash: Orb deals 1d3 acid damage.
Divination
- Detect Poison: Detects poison in one creature or small object.
Enchantment
- Daze: A single humanoid creature with 4 HD or less loses its next action.
Evocation
- Flare: Dazzles one creature (–1 on attack rolls).
- Ray of Frost: Ray deals 1d3 cold damage.
Illusion
- Ghost Sound: Figment sounds.
Necromancy
- Bleed: Cause a stabilized creature to resume dying.
- Disrupt Undead: Deals 1d6 damage to one undead.
- Touch of Fatigue: Touch attack fatigues target.
Transmutation / Alteration
- Mage Hand: 5-pound telekinesis.
- Open/Close: Opens or closes small or light things.
Additional First Level Spells
(per SRD 3.5 and Pathfinder)
Abjuration
- Alarm: Wards an area for 2 hours/level.
- Endure Elements: Exist comfortably in hot or cold regions.
Conjuration
- Grease: Makes 10-ft. square or one object slippery.
- Mage Armor: Gives subject +4 armor bonus.
- Mount: Summons riding horse for 2 hours/level.
- Obscuring Mist: Fog surrounds you.
- Summon Monster I: Summons extraplanar creature to fight for you.
Divination
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Undead: Reveals undead within 60 ft.
- True Strike: +20 on your next attack roll.
Enchantment
- Hypnotism: Fascinates 2d4 HD of creatures.
Illusion
- Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
- Disguise Self: Changes your appearance.
- Silent Image: Creates minor illusion of your design.
Necromancy
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 STR damage.
- Ray of Enfeeblement: Ray causes 1d6 STR penalty + 1 per 2 levels.
Transmutation
- Animate Rope: Makes a rope move at your command.
- Expeditious Retreat: Your base speed increases by 30 ft.
- Magic Weapon: Weapon gains +1 bonus.
- Reduce Person: Humanoid creature halves in size.
Second Level (AD&D)
- Audible Glamer
- Continual Light: Makes a permanent, heatless light.
- Darkness: 20-ft. radius of supernatural shadow.
- Detect Evil
- Detect Invisibility: Reveals invisible creatures or objects.
- ESP
- Fool’s Gold
- Forget
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Knock: Opens locked or magically sealed door.
- Leomund’s TrapM: Makes item seem trapped.
- Levitate: Subject moves up and down at your direction.
- Locate Object: Senses direction toward object
- Magic MouthM: Object speaks once when triggered.
- Mirror Image: Creates decoy duplicates of you.
- Pyrotechnics: Turns fire into blinding light or thick smoke.
- Ray of Enfeeblement
- Rope Trick: As many as eight creatures hide in extradimensional space.
- Scare: Frightens creatures of less than 6 HD (Necromancy)
- Shatter: Sonic energy damages objects or crystalline creatures.
- Stinking Cloud
- Strength: Subject gains +4 to STR for 1 min./level.
- Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
- Wizard LockM: Magically locks a portal or chest.
Additional Second Level Spells
(per SRD 3.5 and Pathfinder)
Abjuration
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Conjuration
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Divination
Detect Thoughts: Allows “listening” to surface thoughts.
Enchantment
Daze Monster: Living creature of 6 HD or less loses its next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 penalty to INT, WIS, and CHA.
Evocation
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Illusion
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for 1 creature or object.
Necromancy
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Transmutation
Alter Self: Assume form of a Small or Medium humanoid.
Bear’s Endurance: Subject gains +4 to CON for 1 min./level.
Cat’s Grace: Subject gains +4 to DEX for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to CHA for 1 min./level.
Fox’s Cunning: Subject gains +4 to INT for 1 min./level.
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to WIS for 1 min./level.
Spider Climb (Greater): Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.
Third Level Spells
Ablative Barrier: Surrounds the target with layers of force.
Ablative Sphere (Garundi)M: Create a protective sphere around yourself, providing you with improved cover.
Accursed GlareR: Channel a fell curse through your gaze.
Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Adroit Retrieval: Instill the target with the ability to withdraw items quickly.
Air Breathing: Allow creatures to breathe air.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Animate Dead, LesserM: Create one skeleton or zombie.
Anthropomorphic Animal: Animal becomes bipedal.
Ape Walk: Enchant someone to climb as well as an ape.
Appearance of Life: Undead appear to be alive
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Apsu’s Shining Scales: Gain +5 armor bonus to your AC, natural attacks are good and silver, and infuse your breath weapon with holy power.
Aqueous Orb: Creates rolling sphere of water.
Arcane Reinforcement: Add your Spellcraft to Craft when creating a magic item.
Arcane Sight: Magical auras become visible to you.
Aroden’s Spellsword: Merge a melee weapon with a rod or staff.
Ash Storm: Hamper vision and movement.
Assume Appearance: Use a creature’s corpse to adopt its form
Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
Aura of Cannibalism: Sap the strength of those around you.
Aura Sight: Alignment auras become visible to you.
Aversion: Cause the target to avoid an object or location.
Babble: Target becomes nauseated and causes nearby creatures to become fascinated.
Barrow Haze: Fog obscures the vision of others and extends the range of your hexes.
Battering Blast: Hurl a fist sized ball of force to damage your enemy and knock them back.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Blacklight: Create an area of total darkness.
Blade Snare: Create an invisible snare to trap weapons.
Blast Barrier: Create a rippling but unstable wall from the earth.
Bleed for your Master: Compel a companion to take damage for you
Bleed Glory: Increase the cost to use mythic power.
Blink: You randomly vanish and reappear for 1 round per level.
Blood Biography: Learn about a creature with its blood.
Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Blood SentinelM: Animate an animal sculpture to be your temporary familiar.
Blot: Destroy all writing within an area.
Bone Flense: Cause a target’s bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
Burdened Thoughts: Force heavy encumberance onto a creature.
Burrow: Target gains a burrow speed of 15.
Business BoomsM: (Downtime Spell) Promote your business with magic and increase the amount of activity it receives.
Calistria’s Guardian Wasps: Summon a swarm of wasps to ward and area
Call the Void: Surround yourself with an aura of nothingness.
Campfire Wall: Creates a shelter around a campfire.
Catatonia: Make a willing target appear to be dead.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Chain of Perdition: Creates a floating chain of force.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Charitable Impulse: Compel a creature to aid others rather than use violence.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Clay Skin: Grants DR 5/Adamantine
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Cloak of Winds: Creates a screen of wind around you.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
Conjure Carriage: Create a fine carriage.
Contact Entity II: Ask more powerful entities to find and converse with you
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Contingent Action: Set the condition for triggering a target’s readied standard, move, or swift action.
Control Vermin: Control a number of vermin for you and your allies to ride.
Countless Eyes: Extra eyes give all-around vision.
Create Soul GemF: Draw a recently dead creature’s soul into a gem.
Daggermark’s Exchange: Transmute one poison into another of equal or lesser value
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Daylight: 60-ft. radius of bright light.
Dazzling Blade, Mass: As dazzling blade, except with multiple weapons.
Deathwine: Turn a potion into a pool of necromantic energy.
Deep Slumber: Puts 10 HD of creatures to sleep.
Deflect Blame: Blame someone else for your actions.
Deft Digits: Animate a glove or gauntlet from a distance.
Detect Anxieties: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Detect Mindscape: Sense the presence and attributes of mindscapes.
Devolution: An eidolon temporarily loses 1 evolution +1/five levels.
Diamond Spray: Fire a cone of slivers that deal 1d6 damage/level and bypass adamantine and cold iron DR.
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
Discern ValueF: Quickly analyze the monetary value of objects and identify which are most valuable.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Dispel MagicY: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Display Aversion: Create an illusion to repulse a vampire.
Distracting Cacophony: Noise makes it difficult to cast.
Domination Link: Read thought echoes of a creature mentally controlling another.
Dongun Shaper’s Touch: Temporarily reshape nonmagical materials
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Draconic Reservoir: Subject can absorb energy damage and enhance melee attacks with it.
Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
Dweomer Retaliation: Gain hit points and damage your opponent immediately after counterspelling a spell.
Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Eldritch Fever: Target gains the eldritch ague spellblight.
Elemental Aura: Creates an aura of energy around you.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.
Eruptive Pustules: Acid boils burst when you are attacked.
Evaluator’s Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items.
Excruciating Deformation: Target takes Dex and Con damage.
Explosive Runes: Deals 6d6 damage when read.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Final Sacrifice: Cause a summoned creature to explode.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Fins to FeetR: Give a creature legs, allowing it to walk on land.
Fire TrailR: Leak a trail of flame that follows your every step.
FireballY: 1d6 damage per level, 20-ft. radius.
FirestreamR: Spray a rushing stream of fire from your hand.
First World RevisionsR: As ancestral regression but for disguising a wayang as a gnome.
Flame Arrow: Arrows deal +1d6 fire damage.
Flash Fire: Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon’s bearer and those around him.
Fleshwarping Swarm (Drow)R: As summon swarm, but the swarm makes creatures more susceptible to transmutation spells along with penalizing Dexterity.
FlyY: Subject flies at speed of 60 ft.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Force Punch: Target takes force damage and is pushed away.
Forced Mutation: Warp a creature’s flesh, inflicting deformaties and penalties to Constitution and Charisma
Fortune’s PathMF: Gain a glimpse of the future
Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
Gaseous FormY\: Subject becomes insubstantial and can fly slowly.
Gentle Repose: Preserves one corpse.
Gilded WhispersM: Use a single coin as a conduit for eavesdropping.
Glimpse the Hidden: As per see invisibility, except affecting a creature you touch
Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target.
Golden Guise: Cause an object to briefly transform into gold.
Grasping Tentacles: Use a mass of tentacles to perform dirty tricks.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature’s abilitiy you have identified with a Knowledge check
Gullibility: Target takes a -10 penalty to Sense Motive and creatures using Bluff against them gain a +10 bonus on such checks
Hallucinatory Decor: Change the appearance of a structure to suit your tastes
Halt Undead: Immobilizes undead for 1 round/level.
Harrowing: Use a Harrow deck to predict the future.
Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Healing Leak: Touched target only gains and grants half the benefits from magical healing
Healing Thief: You siphon half of all magical healing that the targeted creature receives.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
Heatstroke: Fire a ray to give someone heatstroke, dealing 1d4 nonleathal damage and inducing exhaustion.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Fey: As hold person, but targets fey
Hold Person: Paralyzes one humanoid for 1 round/level.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Horrifying Visage: Cause creatures to gain a phobia
Hostile Levitation: Levitates the targeted creature up off the ground.
Howling Agony: Screaming pain limits the target’s actions.
Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
Hydrophobia: Make targets become deathly afraid of water.
Ice Spears: Force a number of giant spears of ice from the ground.
Illusory Poison: Create a phantasmal poison on a weapon.
Illusory ScriptM: Only select creatures can read text.
Imbue With Addiction: Target becomes addicted to a drug.
Impede Speech: Interfere with the target’s ability to speak.
Improve TrapR: Increase a trap’s effectiveness.
Infernal Challenger: Summon a bearded devil to preform a Hellknight initiation
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Infuse Self: Assume the form of a native outsider
Insect Scouts: Create insects to scout an area for you.
Invisibility Bubble, Giant: As invisibility bubble, but capable of affecting larger creatures
Invisibility Sphere: Makes everyone within 10 feet invisible.
Iron Spine: Turn creatures skeleton into sharp iron, increased effect against creatures vulnerable to cold iron
Iron Stake: Hurl a spike of cold iron at a foe
Irradiate: Flood an area with dangerous radiation.
Irriseni Mirror Sight: Look through a mirror and see out of another mirror.
Isolate: Make a creature invisible and silent to their allies.
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Kalistocrat’s Nightmare: Any coin a creature touches turns into a copper piece
Keen Edge: Doubles normal weapon’s threat range.
Ki Leech: Add to your ki pool when you critically hit.
Knell of the Depths: Imbue someone with a curse that causes them to sink quickly in water and suffer a -10 penalty to Swim checks.
Leshy SwarmR: Call for a leshy swarm to aid you.
Lightning Bolt: Electricity deals 1d6/level damage.
Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray
Lissalan Snake SigilMR: As sepia snake sigil, except using the Thassilonian schools of magic.
Loathsome Veil: Nauseates and/or sickens weak creatures.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Lover’s VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell, and thermal effects.
Malediction (Hero Points)F: Curse a dying creature to finish it off and gain hero points from its life force.
Marionette Possession: As magic jar, but limited to line of sight.
Mark of Buoyancy: Make a touched object weightless
Mark of Spite: Deal damage to yourself to damage the marked target
Matchmaker: Cause two creatures to fall in love.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Minor DreamR: As the dream spell, except delivering a shorter message.
Minor Reversion: Store a replica of yourself in the Akashic Record, end the spell when injured to be healed 1d8+1/level
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Monstrous Physique I: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Necromantic Burden: Make undead more difficult to control.
Necrostasis: Stagger an undead creature
Night of BladesR: Create an immobile wall of tiny black blades.
NondetectionM: Hides subject from divination, scrying.
Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy.
Numerological Resistance: Use the Path of Numbers to grant your allies resilience in the face of elemental dangers.
Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.
Open Book: Make it permanently easier to learn more about a target.
Outbreak: Diseased creatures in the area become extremely contagious
Pack Empathy: Create an empathic bond with allies.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Pellet Blast: Creates an explosion of conjured metal pellets.
Penumbral Disguise: Mask your features with shadowy illumination.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Phantasmal Affliction: Convince a target hat it contracted an affliction.
Phantasmal Reminder: Creature re-lives an injury, taking 1d6 damage/level
Phantom Driver: Conjures a phantom to drive vehicles.
Phantom SteedY: Magic horse appears for 1 hour/level.
Phase Step: As per dimension door, but with more restrictions and affecting a creature you touch
Pierce Disguise: See through low-level magical disguises.
Pillow Talk: Sleeping creature answers your questions
Planar InquiryM: Call an outsider to answer questions
Polymorph Familiar: Give your familiar the shape of another animal.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Prosperous Room: (Downtime Spell) Increase the appeal a targeted room has.
Protection from Arrows, Communal: As protection from arrows, but you may divide the duration among creatures touched.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Pugwampi’s Grace: Force the unluck effect of a pugwampi onto an unwilling creature.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Puzzle Box: Target forgets how to use commonly used objects.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Rain of Frogs: Summon a swarm of poisonous frogs.
Ray of Exhaustion: Ray makes subject exhausted.
RechargeM: Restore charges to a technological item.
Reckless Infatuation: Target is compelled to stay near another.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Resize ItemM: Resize a magical weapon or suit of armor to become larger or smaller.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Reveal Mirage: Discern illusory terrain from range.
Revelation: Gain great insight into the inner workings of a puzzle, device, or trap.
Rune of Durability: Inscribe a rune upon a weapon to double its hit points.
Rune of WardingM: Place a visible glyph of warding to protect a door or other entryway.
Sands of Time: Target temporarily ages.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Sebaceous TwinR: Extract a half-formed parasitic clone from the target, causing it to siphon blood and distract its host.
Secret Coffer: As secret chest, except the coffer is smaller and can only remain on the Ethereal Plane for a short time.
Secret Page: Changes one page to hide its real content.
See BeyondM: +5 Perception (+10 vs ethereal or invisible) for 24 hours, discharge to temporarily gain x-ray vision
Seed SpiesR: Create a group of wafting seeds with magical intellect that can spy for you.
Seek Thoughts: Detects thinking creatures’ thoughts.
Selective Alarm: As alarm, but only against selected creatures.
Selective Invisibility: Allow one creature to see you while invisible.
Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
Serren’s Armor Lock: Cause the joints of an enemy’s armor to stiffen and wrap around the wearer.
Shadow Enchantment: Use material from the Shadow Plane to create an illusory version of an enchantment spell.
Shadowmind: Force a target to see more darkness around them.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Shared Training: Share your teamwork feats with allies
Sheet Lightning: Create an area of electricity that dazes all those within.
Shield Companion (ACG): As shield other, but affecting your companion creature.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Shifting Shadows: Obscure the appearance of all creatures within the shifting shadows.
Shrink Item: Object shrinks to one-sixteenth size.
Shroud of Innocuity: Disguise creatures as ordinary
Silt Sphere: Illusory silt hides creatures while underwater
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Siphon Might: Drain strength from a creature and transfer it to another.
Skyshroud: Unobstructed view of the sky from underground
Slave to Sin: Draw out a creatures inner sin
Sleet Storm: Hampers vision and movement.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Spectral Scout: Summon a spectral animal to scout for you.
SpherescryF: Scry through a sphere of annihilation.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Spiked PitF: As create pit, but filled with spikes.
Spirit BondsM: Gain a bond with 1 creature/3 levels for 24 hours. End bond to send a message as Sending
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Steal Years: Temporarily steal youth and vitality from the target.
Stinking Cloud: Nauseating vapors, 1 round/level.
Stolen LightF: Store images within a gem.
Storm Step: Use lightning to quickly travel a short distance, harming all in your path.
Strangling Hair: Your hair animates and grapples.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
SuggestionY: Compels subject to follow stated course of action.
Summon Monster 3: Summons extraplanar creature to fight for you.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies.
Sunstalker: Creature becomes invisible in sunlight
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Swipe: Attempt to magically wrest an item from the target.
Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
Tail Strike: Grow a tail and gain a tail slam attack.
Threefold Face: Gain two more faces, which grant you bonuses to sight
Threefold Sight: When rolling a d20, roll 3d20 and choose the middle result
Thunderous Footfalls: Knock down smaller creatures by moving close to them.
Thunderstomp, Greater: Trip multiple creatures within range.
Tiny Hut: Creates shelter for 10 creatures.
Tongues: Speak and understand any language.
Touch Injection: You can deliver an infusion, elixir, poison, or potion as a touch attack.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Toxic Gift: Target suffers the effect of the poison in you.
Toxic Rupture: Force a target to save against its own poison.
Trial of Fire and Acid: Cover the target creature in burning acid.
Twilight Knife: Floating knife attacks with you.
Twine Double: Create a simulacrum of yourself out of cloth and twine.
Unadulterated Loathing: Target is compelled to avoid another creature.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Unflappable MienF: Protective barrier of force knocks creatures and deals force damage
Unhallowed Blows, Greater: As per unhallowed blows, but a +1 bonus per 4 caster levels
Unliving Rage: As rage, except affecting only undead.
Unravel Destiny: Creature takes a penalty to rolls based on number of hero points possessed.
Unseen Engineers: Conjure a small team of tiny engineers to construct a trap for you.
Unspoken Name: Learn when a nearby creature refers to you with a particular name or title
Urban Step: Step into one doorway and out another.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Vengeful Comets: Create a group of orbiting comets that can immediately strike those who target you with spells.
Versatile Weapon: Weapon bypasses some DR.
Violent Misfire: Cause a firearm to misfire and explode
Virulent Miasma: As fog cloud, but vapor is diseased
Vision of Hell: Illusory hellscape makes creatures shaken.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Wall of Mist: Create a wall of mist that creates concealment
Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Water Breathing: Subjects can breathe underwater.
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.
Wind Wall: Deflects arrows, smaller creatures, and gases.
F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race’s guarded secrets. Members of other races can learn to cast them with DM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual. For 24 hours after the ritual, the caster may prepare spells.