TEXT: 1
  INTRODUCTION
  Ultimate Arcane Spellbook Errata
  Introduction
  The release of the Ultimate Arcane Spellbook 
  was the end result of a monumental undertaking - 
  collating every arcane spell we could get our hands 
  on into one book.
  Needless to say, with a project this big, there was 
  always the likelihood that a few errors would creep 
  past our watchful eyes.  Add the fact that the book 
  was created during the transition period for the 3.5 
  amendments and you can see the diffi culties.
  We have now been able to analyse the gremlins 
  in the system and this update provides not only 
  the corrected spells, but also full listings of all the 
  spells referenced by class and type as appropriate.
  The corrected spells appear in the lists marked 
  with an asterisk (*) so that you can tell at a glance 
  what has changed.
  
  2
  SPELL LISTS
  Assassin Spells
  1st Level
  Assassin’s Strike – Sneak attack granted or increased 
  by 1d6
  Assassin’s Whispers – Caster speaks without danger 
  of being overheard
  Barb - Creates a single arrow, bolt, bullet or sling stone
  Deep Shadows – Enhances shadows, granting a +4 
  bonus to Hide checks
  Detect Poison – Caster senses presence of poison
  Dwelling Sense – Caster learns name of creature who 
  last remained in the area
  Ghost Sound – Creates a volume of noise
  Ice Bomb – Creates a timed exploding ice bomb, 
  dealing 2d6 damage
  Obscuring Mist – Creates thick mist that blankets area
  Spider Climb - The subject can climb and travel on 
  vertical surfaces and ceilings
  2nd Level
  Alter Self – Changes caster’s appearance
  Aura of Glory – Grants a temporary +4 bonus to 
  Charisma
  Bone Field – Spikes rise from the ground, dealing 1d4 
  points of damage
  *Darkness – Creates an area of utter blackness
  Undetectable Alignment – Masks the subject’s 
  alignment
  3rd Level
  Invisibility – Makes the subject invisible
  Misdirection – Misleads divination spells
  Nondetection – Warded creature becomes diffi cult to 
  fi nd by divination
  Venomblade – Creates a slashing weapon that deals 
  Strength damage
  4th Level
  Dimension Door – Caster transfers from one location 
  to another
  Freedom of Movement - Subject moves normally 
  despite impediments 
  Skin Walking – Grants a +25 bonus to Disguise checks 
  when impersonating a slain victim
  Bard Spells
  0 Level
  Breeze – Creates a gentle breeze, allowing a +1 bonus 
  to Fortitude saves against hot weather
  Cleanliness – Cleans any one creature, granting a +1 
  bonus to saves against disease
  Dancing Lights – Caster creates four lights which 
  follow his commands
  Daze – Subject is dazed for one round
  *Detect Magic – Caster determines presence of magic 
  and magical effects in area
  Dwelling Sense – Caster learns name of creature who 
  last remained in the area
  Flare – Bright fl are dazzles an enemy
  Fool’s Coin – Makes a single metallic disk seem like 
  precious metal
  Ghost Sound – Creates a volume of noise
  Hear Me! – All caster’s words can be heard within 100 
  ft.
  Know Direction - The caster is able to discern North 
  Know the Blood – Caster learns family details of the 
  subject
  Light – Creates bright light, equivalent to a torch
  Living Tattoo – Creates a tattoo with the ability to 
  move
  Lullaby - Makes subject drowsy; -5 on Spot and Listen 
  checks; -2 on Will saves against sleep 
  Mage Hand – Allows caster to remotely lift small 
  objects
  Mending – Mends a broken object
  Message – Whispers message to one creature per level
  Mystical Performance – Grants a +5 bonus to Perform 
  checks
  Open/Close – Caster opens a single portal that is not 
  locked or barred
  Preservation – Ensures food does not rot or spoil
  Prestidigitation – Allows the caster to perform minor 
  tricks
  Quill – Forms a writing quill which requires no ink
  Read Magic – Allows caster to read magical writings
  Resist Water – Protects one object from getting wet
  Resistance – Grants a +1 bonus to all saving throws
  Shelve – Places a book where it belongs in a library
  Summarise – Allows the caster to know the general 
  content of a book
  Summon Instrument - Summons one instrument of 
  the caster’s choice 
  The Written Word – Fills paper with non-magical text 
  of caster’s choosing
  1st Level
  Alarm – Creates a mental or audible alarm when 
  enemies approach
  Animate Rope – Brings life to a normal rope
  Assassin’s Whispers – Caster speaks without danger 
  of being overheard
  Avoidance – Searches an area without endangering the 
  caster
  *Beauty – Grants a +5 bonus to Bluff, Diplomacy and 
  Gather Information checks
  Ultimate Arcane 
  Spellbook Spell Lists
  
  3
  SPELL LISTS
  Blindness/Deafness, Lesser – Makes subject blind or 
  deaf for a limited time
  Cause Fear – Frightens or shakens a subject
  Charm Person – Causes subject to believe caster is 
  friendly
  Command Craft – Caster can steer a boat, ship, cart 
  of wagon
  Comprehend Languages – Caster understands spoken 
  and written words of any language
  Confusion, Lesser - One creature is confused for one 
  round 
  Crescendo of Indefatigability – Caster gains a +2 
  bonus on specified dice roll
  Cure Critical Wounds – Caster heals 1d8 points of 
  damage, +1 per caster level
  Deep Shadows – Enhances shadows, granting a +4 
  bonus to Hide checks
  Detect Secret Doors – Caster finds secret doors in area
  Disguise Self – Caster can change his appearance
  Eagle Eyes – Caster gains +10 bonus to Spot checks
  Energy Armour – Creates a positive energy shield 
  against undead
  Erase – Removes all writings from several pages
  Expeditious Retreat – Caster’s land speed increase by 
  30 ft.
  Far Strike – Multiplies range increments by five
  Feather Fall – Creatures or objects fall slowly
  Foretelling, Lesser – Grants a magical answer to a 
  simple question
  Forge Mastery – Grants a +2 bonus to certain Craft 
  checks
  Grease – Makes surfaces very slippery
  Hideous Laughter – Subject laughs uncontrollably
  Hypnotism – Hypnotises several creatures
  *Identify – Determines properties of magical items
  Jester’s Gift – Caster angers any creature, no matter 
  what language it speaks
  Indescribable Creep – Panics the subject
  Keen Ear – Grants a +10 bonus to Listen checks
  Magic Aura – Makes an item register to detect magic 
  spells
  Magic Mouth – Creates an animated mouth that can 
  speak a specified phrase
  Mantle of Dread – Grants a +4 bonus to Intimidate 
  checks
  Mantle of Shadows – Grants a +4 bonus to Hide 
  checks
  Object Lore – Caster learns something about a single 
  object
  Obscure Object – Hides an object from detection
  Phantasmal Force – Creates an image that torments 
  enemies
  Remorse – Fills a creature with remorse, denying it 
  any action
  Remove Fear - Suppress fear or gives +4 on saves 
  against fear for one subject + one per four levels 
  Replace the Senses – Changes how one creature 
  perceives the world
  Restful Sleep – Grants a good night’s sleep no matter 
  the conditions
  Silent Image – Creates a single visual illusion
  Sleep – Sends several creatures into a deep slumber
  Stand the Test of Time – Makes one object immune to 
  the affects of time
  Subtle Blast – Sonic energy deals 1d6 damage per 
  level
  Summon Monster I – Summons an outside to fight for 
  the caster
  Tickle Finger – Inflicts a –2 penalty to subject’s saves 
  and attack rolls
  Undetectable Alignment – Masks the subject’s 
  alignment
  Unravel – Unravels any fabric, including belts and 
  straps
  Unseen Servant – Conjures a mindless force that can 
  perform simple tasks
  Ventriloquism – Caster’s voice appears to come from 
  somewhere else
  2nd Level
  Alter Self – Changes caster’s appearance
  Animal Messenger - Sends a Tiny animal to a specific 
  location 
  Animal Trance – Puts animals into a static trance
  Assassin’s Strike – Sneak attack granted or increased 
  by 1d6
  Befuddle – Affected creatures act in an unpredictable 
  manner
  *Blindness/Deafness – Strikes a target deaf or blind
  Blur – Grants the subject concealment
  Calm Emotions - Calms creatures, negating emotion 
  effects 
  Cat’s Grace – Grants a +4 bonus to Dexterity
  Chatterbox – Imbues item with magical mouth that 
  constantly distracts
  Cure Critical Wounds – Caster heals 2d8 points of 
  damage, +1 per caster level
  *Darkness – Creates an area of utter blackness
  Daylight – Touched object sheds light as if it were day
  Daze Monster - Living creature of 6HD or less loses 
  their next action 
  Delay Poison – Subject becomes immune to poison
  Detect Hazard – Caster detects mining hazards
  Detect Thoughts – Caster detects surface thoughts in 
  area
  Dirge of the Walking Dead – Allows subject to act at 
  negative hit points
  Dramatic Visage – Creates special effects around the 
  subject
  Drums of the Righteous – Allies and enemies gain 
  +1/-1 to attack rolls respectively
  Eagle’s Splendour - Subject gains +4 to Charisma for 
  one minute per level 
  Enthral – Holds subjects spellbound
  Felonious Friend I – As unseen servant, but also gains 
  Sleight of Hand skill
  Fool’s Gold – As fool’s coin, but affects 2 lb. of metal 
  per level
  Fox’s Cunning - Subject gains +4 to Intelligence for 
  one minute per level 
  
  4
  SPELL LISTS
  Glitterdust – Golden particles cover everything in the 
  area
  Heroes’ Luck – Grants a +2 bonus to a single roll or 
  check
  Heroes’ Visage – Caster emanates an aura of greatness
  Heroism - Gives +2 on all attack rolls, saves and skill 
  checks 
  Hold Person – Stops one character in its tracks
  Hypnotic Pattern – Pattern fascinates several creatures
  Immobilise – Stops constructs in their tracks
  Imprint – Stores the printed word in the caster’s mind
  Inspire – Grants +1 bonus to attack rolls and +2 bonus 
  on Reflex saves for allies
  Instability – Takes all the strength out of a victim
  Invisibility – Makes the subject invisible
  Knock Asunder – Subjects are shaken and knocked 
  prone
  Locate Object – Caster senses direction of familiar 
  object
  Mask Scent – Banishes all smells within the area
  Mirror Image – Creates 1d4 images, +1 per 3 caster 
  levels
  Misdirection – Misleads divination spells
  Mystic Lullaby – Lulls single creature into a deep 
  sleep
  Pass Through Element – Allows caster to walk 
  through barrier of specified element unharmed
  Pyrotechnics – Turns a fire into blazing fireworks or 
  billowing smoke
  Rage - Gives +2 to Strength, and Constitution, +1 on 
  Will saves, -2 to AC 
  Scare – Makes creatures frightened
  Shatter – Creates a noise that shatters brittle objects
  Silence – Kills all sound in the area
  Slipping the Ranks – Caster can make 10 ft. teleport 
  instead of 5 ft. step
  Sound Burst – Inflicts 1d8 sonic damage in the area 
  and stuns enemies
  Suggestion – Forces a subject to complete a specified 
  action
  Summon Monster II – Summons an outside to fight 
  for the caster
  Summon Swarm – Summons a swarm of tiny 
  creatures
  Tongues – Grants ability to understand and speak any 
  language
  *Unseen Trickster – Much improved version of 
  unseen servant
  Voice of Authority – Grants a +10 bonus to all 
  Charisma based checks
  Weightless Cube – Negates all gravity within area
  Whispering Wind – Sends a message, borne by the 
  wind
  Wind Armour – Grants a +4/+6 bonus to AC against 
  melee and ranged attacks
  3rd Level
  Blink – Cycles the caster in and out of the ethereal 
  plane
  Cacophony – Creates continuous loud noise which can 
  daze creatures
  Charm Monster – Causes creature to believe caster is 
  friendly
  Clairaudience/Clairvoyance – Allows the caster to see 
  or hear in a remote location
  Combat Blessing – Grants a +1 bonus to attack rolls 
  and a +2 bonus to damage rolls
  Confusion – Subjects act in a random manner
  Cure Critical Wounds – Caster heals 3d8 points of 
  damage, +1 per caster level
  Dancing Shield – Grants a +10 bonus to AC to a 
  specified number of attacks
  Debilitating Decrescendo – Subjects suffer –2 penalty 
  to attack rolls, Armour Class and saving throws
  Deep Slumber - Sends 10 HD of creatures to sleep 
  Dispel Magic – Ends spells and spell effects within 
  area
  Displacement – Grants 50% miss chance to all 
  incoming attacks
  Emotion – Encourages a single emotion within the 
  subject
  False History – Gives false readings to divination 
  spells
  False Love’s Kiss – Powerful version of charm person
  Fear – All creatures within area become panicked
  Fearsome Fortissimo – Induces fear in all enemies 
  within 20 ft.
  Frightful Presence – Creates a fearsome manifestation 
  that panics those nearby
  Gaseous Form – The subject and all its equipment 
  becomes insubstantial
  Geas, Lesser – Forces subject to follow a specified 
  quest
  Glibness - The caster gains +30 bonus to all Bluff 
  checks, lies escape magical detection 
  Gossip – Causes subject to gossip constantly
  Haste – speeds up the actions of a subject
  Illusory Script – Caster makes writings legible only to 
  those he nominates
  Improved Phantasmal Force – As phantasmal force 
  but illusion has better attacks
  Invisibility Sphere – All subjects in area become 
  invisible
  Lighten Burden – Subjects can carry 50% more than 
  is normal
  Magic Weapon, Greater – Grants a weapon a +1 
  enhancement bonus per 3 caster levels
  Major Image - As silent image, plus sound, smell and 
  thermal effects 
  Paraphasic Pianissimo – Jumbles words and 
  intelligent speech
  Phantom Steed – Creates a quasi-real horse-like 
  creature
  Remove Curse – Banishes a curse placed on a person 
  or object
  Scales of the Dragon – Grants +4 AC and energy 
  resistance depending on colour of scales chosen
  Scrying – Caster is able to view a remote location
  Sculpt Sound – Changes the sound creatures or objects 
  make
  
  5
  SPELL LISTS
  See Invisibility – Allows the caster to see invisible 
  creatures and objects
  Sepia Snake Sigil – Creates a snake trap in text
  Shadow Sight – Allows the caster to see the shadow 
  image of an enemy
  Sleep, Greater – Sends several creatures into a deep 
  slumber
  Slow – Slows down the actions of an enemy
  Summon Monster III – Summons an outside to fight 
  for the caster
  Tiny Hut – Creates a spherical hut, offering rest and 
  safety
  Trigger Trap – Sets off all traps within range
  4th Level
  Break Enchantment – Frees a subject from all 
  enchantments
  Cure Critical Wounds – Caster heals 4d8 points of 
  damage, +1 per caster level
  Detect Scrying – Caster becomes aware of any magical 
  viewing
  Dimension Door – Caster transfers from one location 
  to another
  Dominate Person – Caster controls the actions of one 
  character
  Felonious Friend II – As unseen servant, but also 
  gains new skills
  Fickle Finger of Fate – Grants either a bonus or 
  penalty to attack rolls and saves
  Fool’s Trove – As fool’s coin but affects all objects in 
  a location
  Freedom of Movement - Subject moves normally 
  despite impediments 
  Hallucinatory Terrain – Changes the appearance of 
  natural terrain
  Hold Monster – Stops one creature in its tracks
  Invisibility, Greater – Subject becomes invisible, even 
  while attacking
  Legend Lore – Uncovers legends about people and 
  objects
  Lethargy – Subject becomes extremely tired
  Locate Creature – Caster sense direction of familiar 
  creature
  Maddening Babble – Bard’s voice causes creatures to 
  lose Wisdom
  Magic Circle Against Chaos, Greater – Wards away 
  all chaotic creatures
  Magic Circle Against Evil, Greater – Wards away all 
  evil creatures
  Magic Circle Against Good, Greater – Wards away 
  all good creatures
  Magic Circle Against Law, Greater – Wards away all 
  lawful creatures
  Modify Memory – Changes memory of subject
  Multi Image s– As mirror image, but images can 
  perform their own actions
  Neutralise Poison – Eliminates poison within subject
  Privacy – Guards against divination spells
  Rainbow Pattern – Captivates affected creatures
  Repel Vermin - Insects, spiders and other vermin stay 
  at 10-ft  away 
  Secure Shelter – Creates a sturdy cottage or hut
  Shout – Yell deafens for 2d6 rounds and deals 5d6 
  damage
  Speak with Plants - The cast can talk with plants and 
  plant creatures 
  Summon Monster IV – Summons an outside to fight 
  for the caster
  Wall of Fear - Creates an imperceptible wall of pure 
  fear
  Zone of Silence - Keeps eavesdroppers from 
  overhearing conversations 
  5th Level
  Cure Light Wounds, Mass - Cures 1d8 damage +1/
  levl for many creatures 
  Dispelling, Greater – Ends spells and spell effects 
  within area
  Dispel Magic, Greater - As dispel magic, but +20 on 
  check 
  Dream – Caster can send a message in the form of a 
  dream
  False Vision – All scrying spells receive false 
  information
  Healing Circle – Cures 1d8 hit points in wide area, +1 
  per caster level
  Heroism, Greater - Gives +4 bonus on attacks, saves 
  and skill checks, immunity to fear; temporary hp 
  Magic Circle Against Elements – As protection from 
  elements but protects many people
  Mind Fog – Weakens the mental resistance of all 
  within cloud
  Mirage Arcana – Makes area to be something other 
  than what it is
  Mislead – Figment of caster generated, even as he 
  becomes invisible
  Nightmare – Plagues subject with terrible nightmares 
  and 1d10 damage
  Persistent Image – Creates illusion without need for 
  concentration
  Phantasmal Force, Greater – Creates an image that 
  torments enemies
  Shadow Evocation – Mimics evocation spells
  Shadow Walk – Caster can move at speed through 
  shadows
  Song of Discord - Forces targets to attack each other 
  Spell Filch – Steals effects of spells upon a creature
  Suggestion, Mass – Forces several subjects to 
  complete a specified action
  Summon Monster V – Summons an outside to fight 
  for the caster
  Sumptuous Feast – Creates an entire banquet
  6th Level
  Analyse Dweomer – Obtains information on spells and 
  magical properties of creatures
  Animate Objects - Objects attack the caster’s foes 
  Cat’s Grace, Mass - As cat’s grace, affects one subject 
  per level 
  Charm Monster, Mass – Forces several creatures to 
  become friendly to the caster
  
  6
  SPELL LISTS
  Cure Moderate Wounds, Mass - Cures 2d8 damage 
  +1/level for many creatures 
  Eagle’s Splendour, Mass - As eagle’s splendour, 
  affects one subject per level 
  Eerie – Causes the subject to doubt its perceptions
  *Eyebite – Caster gains gaze attacks that renders 
  subjects sick, panicked or comatose
  Felonious Friend III – As unseen servant, but also 
  gains new skills and can engage in combat
  Find the Path - Shows most direct route to a location 
  Fox’s Cunning, Mass - As fox’s cunning, affects one 
  subject per level 
  Geas – Forces the subject into performing a service or 
  mission
  Haste, Mass – Speeds up the actions of several 
  creatures
  Heroes’ Feast - Food for one creature per level; cures; 
  combat bonuses 
  Irresistible Dance – Forces subject to caper and prance
  Permanent Image – Creates illusion of creature or 
  object
  Programmed Image – Creates an illusion triggered by 
  a specified event
  Project Image – Creates a shadow duplicate of the 
  caster
  Puppet Master – Caster dominates one construct
  Scrying, Greater – Caster is able to view a remote 
  location with no restriction on distance
  Shout, Greater - Yells that deal 10d6 sonic damage, 
  stuns creatures, damages objects 
  Song of Farsending – Transports the target to a place 
  the caster is familiar with
  Summon Monster VI – Summons an outside to fight 
  for the caster
  Sympathetic Vibration - Deals 2d10 damage/round to 
  free-standing structures 
  Veil - Changes the appearance of subjects
  Sorcerer and 
  Wizard Spells
  0 Level
  Abjuration
  Preservation – Ensures food does not rot or spoil
  Resist Water – Protects one object from getting wet
  Resistance – Grants a +1 bonus to all saving throws
  Conjuration
  Acid Splash - Deals 1d3 acid damage 
  Barb - Creates a single arrow, bolt, bullet or sling stone
  Conjurer’s Toolbelt – Creates a small tool
  Obtain Sample – Gathers material and holds it safely
  Quill – Forms a writing quill which requires no ink
  Silken Glue – Sticks two objects together securely
  Trail of Bread Crumbs – Creates a trail, visible only 
  to named recipients
  Divination
  Detect Curse – Cater determines whether creature or 
  object is cursed
  Detect Disease – Caster detects presence of disease in 
  area
  *Detect Magic – Caster determines presence of magic 
  and magical effects in area
  Detect Poison – Caster senses presence of poison
  Dwelling Sense – Caster learns name of creature who 
  last remained in the area
  Know the Blood – Caster learns family details of the 
  subject
  Summarise – Allows the caster to know the general 
  content of a book
  Synchronised Alert - All subjects receive a 
  simultaneous mental alert
  Enchantment
  Daze – Subject is dazed for one round
  Fumble – Target drops whatever it is holding
  Stumble – Forces a moving creature to kneel
  Evocation
  Breeze – Creates a gentle breeze, allowing a +1 bonus 
  to Fortitude saves against hot weather
  Dancing Lights – Caster creates four lights which 
  follow his commands
  Flare – Bright flare dazzles an enemy
  Light – Creates bright light, equivalent to a torch
  Ray of Frost – Stream of cold deals 1d3 points of 
  damage
  Illusion
  Fool’s Coin – Makes a single metallic disk seem like 
  precious metal
  Ghost Sound – Creates a volume of noise
  Living Tattoo – Creates a tattoo with the ability to 
  move
  Necromancy
  Animate Animal – Creates a skeleton or zombie from 
  a tiny or smaller creature
  Detect Dead – Caster detects all corpses in the area
  Disrupt Undead – Deals 1d6 points of damage to 
  undead
  Identify Undead – Informs caster of all undead types 
  in area
  Skull Snare – Makes a single skull into an intelligent 
  trap
  Touch of Fatigue - Fatigues target 
  Transmutation
  Celestial Tongue – Caster can speak celestial
  Cleanliness – Cleans any one creature, granting a +1 
  bonus to saves against disease
  Enthralling Favour – Grants pleasant flavour to 
  several meals
  Dissolving Arrow – Arrows affected by this spell 
  disintegrate after they strike their target
  Fiend’s Tongue – Caster can speak infernal
  Hear Me! – All caster’s words can be heard within 100 
  ft.
  Lasting Flame – Increases duration of natural flames
  
  7
  SPELL LISTS
  Mage Hand – Allows caster to remotely lift small 
  objects
  Mending – Mends a broken object
  Message – Whispers message to one creature per level
  Open/Close – Caster opens a single portal that is not 
  locked or barred
  Shelve – Places a book where it belongs in a library
  The Written Word – Fills paper with non-magical text 
  of caster’s choosing
  Universal
  Arcane Mark – Inscribes caster’s personal rune or 
  mark
  Prestidigitation – Allows the caster to perform minor 
  tricks
  Read Magic – Allows caster to read magical writings
  1st Level
  Abjuration
  Alarm – Creates a mental or audible alarm when 
  enemies approach
  Armoured Familiar – Grants a +1 armour bonus per 
  caster level to familiar
  Avoidance – Searches an area without endangering the 
  caster
  Cleanse Minor Vermin – Clears area of all vermin 
  with 2 or less hit points
  Endure Elements – Subject suffers no harm in 
  extreme environments
  Hold Portal – Magically bars a single portal
  Protection from Chaos – Provides defensive bonuses 
  from chaotic creatures
  Protection from Evil – Provides defensive bonuses 
  from evil creatures
  Protection from Good – Provides defensive bonuses 
  from good creatures
  Protection from Law – Provides defensive bonuses 
  from lawful creatures
  Resist Scrying – Decreases the Will save DC to resist 
  scrying
  Resist the Divine – Grants a bonus to resist divine 
  spells
  Restful Sleep – Grants a good night’s sleep no matter 
  the conditions
  Shield – Grants a +4 bonus to AC
  Stand the Test of Time – Makes one object immune to 
  the affects of time
  Conjuration
  Bind Guardian I – Binds summoned creatures to 
  service
  Craft Material – Summons material to be crafted
  Diabolic Treasurer – Summons imp capable of 
  appraising accurately
  Energy Armour – Creates a positive energy shield 
  against undead
  Grease – Makes surfaces very slippery
  Ice Bomb – Creates a timed exploding ice bomb, 
  dealing 2d6 damage
  Lightning Arrow – Creates an arrow of electricity that 
  shoots towards a target
  Mage Armour – Grants a +4 bonus to AC
  Mount – Summons a light horse or pony
  Obscuring Mist – Creates thick mist that blankets area
  Power Word Push – Throws a single creature away 
  from caster
  Shadow Mist – Creates a blanket of shadow that can 
  conceal the caster and allies
  Silken Rope – Creates rope that can be stuck securely 
  to any surface
  Summon Familiar – Calls the caster’s familiar to his 
  side
  Summon Monster I – Summons an outside to fight for 
  the caster
  Unseen Servant – Conjures a mindless force that can 
  perform simple tasks
  Divination
  Anticipate Attack – Causes a –20 penalty to attack 
  rolls
  Comprehend Languages – Caster understands spoken 
  and written words of any language
  Creature Lore – Caster learns something about a 
  creature he faces
  Detect Secret Doors – Caster finds secret doors in area
  *Detect Undead – Caster locates undead in the vicinity
  Foretelling, Lesser – Grants a magical answer to a 
  simple question
  Forge Mastery – Grants a +2 bonus to certain Craft 
  checks
  *Identify – Determines properties of magical items
  *Law of Simplification – Removes penalties on next 
  roll
  Moment’s Brilliance – Enhances Intelligence to an 
  amazing degree
  Object Lore – Caster learns something about a single 
  object
  Shadow Strike – Grants a +4 bonus to Initiative and a 
  +10 bonus to the next attack roll
  Touch of the Merchant – Accurately appraises any 
  object held
  True Strike – Grants a +20 bonus to one attack roll
  Enchantment
  Animus – Causes resentment and hostility
  Awakening – Awakens all sleeping creatures in an area
  Charm Person – Causes subject to believe caster is 
  friendly
  Clumsy – Inflicts a –1d6 penalty to Dexterity, -1 per 
  caster level
  *Delusion – Subject suffers from minor hallucinations
  Drowsy – Subject becomes very tired
  Enforced Answer – Forces a single word truthful 
  answer from the subject
  Enhance Bond – Familiar’s abilities and hit points 
  increase
  Favour’s Focus I – Grants +1 DC to enchantment 
  spells on subject
  Hypnotism – Hypnotises several creatures
  Moment’s Pause – Holds a target immobile
  Phobia – Subject affected by phobia of caster’s choice
  Remorse – Fills a creature with remorse, denying it 
  any action
  
  8
  SPELL LISTS
  Sleep – Sends several creatures into a deep slumber
  Tickle Finger – Inflicts a –2 penalty to subject’s saves 
  and attack rolls
  Evocation
  Bolt of Frost – Bolt deals 1d6 points of damage per 
  two caster levels
  Curse of Acid – Deals 1d4 points of damage and 
  blinds victim
  Disarm – Blast of force disarms a subject
  Fire Puff – Small ball of fire deals 1d6 damage per 
  caster level
  Floating Disk – Creates a field of force that can carry 
  loads
  Arcane Weapon, Lesser – Brings into being a weapon 
  of pure force
  Magic Missile – Creates bolt of force that deals 1d4+1 
  damage
  Quakethrust – Throws creatures to the ground
  Ray of Fire – Stream of fire deals 1d6 points of 
  damage per caster level
  Stench – Carrion stench causes all within area to 
  become nauseated
  Subduing Bolt – Blue bolt deals 1d6 subdual damage, 
  +1 per level
  Subtle Blast – Sonic energy deals 1d6 damage per 
  level
  Illusion
  Aromatic Fragrance – Creates a scent of the caster’s 
  choosing
  *Beauty – Grants a +5 bonus to Bluff, Diplomacy and 
  Gather Information checks
  Colour Spray – Blinds and stuns subjects
  Deep Shadows – Enhances shadows, granting a +4 
  bonus to Hide checks
  Disguise Self – Caster can change his appearance
  Illusory Bolt – Creates bolt that deals 2d4 subdual 
  damage
  Indescribable Creep – Panics the subject
  Magic Aura – Makes an item register to detect magic 
  spells
  Mantle of Shadows – Grants a +4 bonus to Hide 
  checks
  Phantasmal Force – Creates an image that torments 
  enemies
  Silent Image – Creates a single visual illusion
  Undetectable Aura – Masks a magic item’s aura from 
  detection
  Unseen Companion – Caster’s familiar is rendered 
  invisible
  Ventriloquism – Caster’s voice appears to come from 
  somewhere else
  Necromancy
  *Animate Skeleton – Creates a skeleton from a corpse
  Cause Fear – Frightens or shakens a subject
  Chill Blood – Stuns target and deals 1d4 points of 
  damage +1 per caster level
  Chill Touch – Deals 1d6 points of damage and 1 point 
  of Strength damage
  Death’s Shadow – Deals 1d12 points of temporary hit 
  point damage
  Mantle of Dread – Grants a +4 bonus to Intimidate 
  checks
  Palsy – Subject overcome by convulsions and seizures
  Protection from Undead – Provides defensive bonuses 
  from undead creatures
  Ray of Enfeeblement – Deals 1d6 points of Strength 
  damage, +1 per 2 caster levels
  Renew the Tide of Unlife – Prepares a destroyed 
  corpse for reanimation
  Wound – Subject suffers an extra hit point of damage 
  for every wound it takes
  Transmutation
  Animate Rope – Brings life to a normal rope
  Assassin’s Whispers – Caster speaks without danger 
  of being overheard
  Blindness/Deafness, Lesser – Makes subject blind or 
  deaf for a limited time
  Blood Thorns – Hardens blood, dealing 2d6 points of 
  damage
  Burning Hands – Creates fire sheet, dealing 1d4 points 
  of damage per caster level
  Command Craft – Caster can steer a boat, ship, cart 
  of wagon
  Competence – Caster gains proficiency in a single 
  weapon
  Deflect Arrow – Caster deflects one ranged attack per 
  round
  Elemental Weapon – Touched weapon deals another 
  1d6 points of damage
  Empower Companion – Familiar gains +2 
  Constitution and Dexterity, and speed increases by +10
  Enlarge Person – Causes instant growth of a creature
  Erase – Removes all writings from several pages
  Expeditious Retreat – Caster’s land speed increase by 
  30 ft.
  Extradimensional Pocket – Creates hidden pocket on 
  the caster’s person
  Far Strike – Multiplies range increments by five
  Feather Fall – Creatures or objects fall slowly
  Forgetfulness – Inflicts a –2 penalty to all Intelligence 
  based checks
  Hammerstrike – Transforms subject’s hands into 
  powerful weapons
  Hawksight – Caster gains a +5 bonus to Search and 
  Spot checks
  Ignite – Causes flammable object to burst into flames
  Jump – Grants a +10 bonus to Jump checks
  Magic Weapon – Grants a weapon a +1 enhancement 
  bonus
  Mystical Performance – Grants a +5 bonus to Perform 
  checks
  Physical Prowess – Grants a +2 bonus to Strength, 
  Dexterity or Constitution
  Preserve Food and Drink – Ensures food does not 
  spoil or rot for a long period of time
  Reduce Person – Shrinks one creature in size
  Replace the Senses – Changes how one creature 
  perceives the world
  
  9
  SPELL LISTS
  Shadow Hands – As burning hands, but shadow 
  energy is used instead
  Shape Weapon – Alters weapon to reform it into 
  another
  Shocking Grasp – Touch deals 1d6 points of damage 
  per level
  Spider Climb - The subject can climb and travel on 
  vertical surfaces and ceilings
  Unravel – Unravels any fabric, including belts and 
  straps
  Web Walking – Allows the caster to move normally 
  through webs, even magical ones
  2nd Level
  Abjuration
  Arcane Lock – Seals any door, chest or portal
  Avoid Touch – Grants a +2 bonus to AC (+1/3 caster 
  levels) to touch attacks
  Helm of Mental Fortification – Grants a +5 bonus to 
  mind-affecting spells
  Masked Presence – Creates an area that resist scrying
  Obscure Object – Hides an object from detection
  Pass Through Element – Allows caster to walk 
  through barrier of specified element unharmed
  Protect Book – Shields a book from the ravages of 
  time and the elements
  Protection from Arrows – Provides defensive bonuses 
  from ranged weapons
  *Resist Energy – Protects subject from specified 
  energy type
  Zone of Brightness - All Hide and Move Silently 
  checks suffer a -10 penalty
  Conjuration
  Acid Arrow – 2d4 acid damage to target, for 1 round 
  +1/3 levels
  Acid Fog – Creates fog dealing 2d6 points of acid 
  damage to those caught within
  Apportation – Immediately teleports a prepared object 
  as a free action
  Bind Guardian II – Binds summoned creatures to 
  service
  Call Radiance – As call darkness, except a blinding 
  light is called forth
  Felonious Friend I – As unseen servant, but also gains 
  Sleight of Hand skill
  Flaming Goo – Creates glob of sticky fiery goo, 
  dealing 2d6 damage per round
  Fog Cloud – Creates billowing, thick fog
  Glitterdust – Golden particles cover everything in the 
  area
  Goblin Stench – As stinking cloud but with shorter 
  duration
  Lead the Unruly Beast – Creates magical leash to lead 
  helpless creature
  Osseus Staff – Creates staff of bone that can be used as 
  a fearsome weapon
  Power Word Block – Deflects a single attack
  Sphere of Shrapnel – Thrown globe explodes dealing 
  1d6 damage per 2 caster levels
  Summon Monster II – Summons an outside to fight 
  for the caster
  Summon Swarm – Summons a swarm of tiny 
  creatures
  *Unseen Trickster – Much improved version of 
  unseen servant
  Web – Holds subjects in mass of sticky fibres
  Divination
  Analyse Creature – Determines abilities of a single 
  creature
  Detect Hazard – Caster detects mining hazards
  Detect Thoughts – Caster detects surface thoughts in 
  area
  Detect Ward – Senses presence of any active ward
  Estimation – Allows caster to estimate number of 
  creatures and objects within the area
  Eyes of the Cat – The caster gains low light vision and 
  a +1 bonus to AC
  Heroes’ Luck – Grants a +2 bonus to a single roll or 
  check
  Locate Object – Caster senses direction of familiar 
  object
  Mental Unity, Lesser – Subjects know instantly of 
  each others condition
  Scrying Sight – Caster may learn the identity of those 
  scrying upon him
  See Invisibility – Allows the caster to see invisible 
  creatures and objects
  *Touch of the Scoundrel – Grants 5 ranks in several 
  rogue-related skills
  Watcher Talk – Allows the caster to communicate via 
  a scrying spell
  Enchantment
  Canard – Causes subject to believe one statement
  Cloudy Thoughts – Impairs subject’s thoughts, 
  making him vulnerable to enchantment spells
  Daze, Greater – As daze but any creature may be 
  affected
  Daze Monster - Living creature of 6HD or less loses 
  their next action 
  Decree of the Topaz – Subject stands perfectly still
  Favour’s Focus II – Grants +2 DC to enchantment 
  spells on subject
  Hideous Laughter – Subject laughs uncontrollably
  Imprint – Stores the printed word in the caster’s mind
  Insomnia – Renders victim unable to sleep
  Jester’s Gift – Caster angers any creature, no matter 
  what language it speaks
  Mercy Blow – Forces killing blows to deal subdual 
  damage
  Mystic Lullaby – Lulls single creature into a deep 
  sleep
  Piercing Gaze – Caster’s gaze deals 5d4 points of 
  damage, which may be subdual
  Rapturous Touch – All touches by the caster are seen 
  as extremely pleasurable
  Seductive Smile – Grants a gaze attack that enamours 
  others
  
  10
  SPELL LISTS
  Somnolent Slumber – Forces a target into a deep sleep
  Thrall’s Understanding – Charmed subjects are given 
  a common language with the caster
  Touch of Idiocy - Subject takes 1d6 damage to 
  Intelligence, Wisdom and Charisma 
  Evocation
  Arcane Weapon – Creates a weapon of pure force, 
  dealing 1d8 points of damage
  Aura of Lightning – When caster is hit, he deals 1d6 
  points of damage per level to attacker
  Bolt of Ice – Bolt deals 1d6 points of damage, plus 
  1d6cold damage +1 per caster level
  Brand of Air – Grants a +2 bonus to Dexterity and a 
  +5 bonus to AC
  Brand of Earth – Grants a +2 bonus to Strength and 
  can conjure a huge rock which can be thrown
  Brand of Fire - Grants a +2 bonus to Dexterity and can 
  conjure a 3d6 damage fire attack
  Brand of Frost – Grants a +1 bonus to AC, plus 
  subject can create an icy spear
  Brand of Water – Grants a +2 bonus to Constitution, 
  plus subject can conjure a 5d6 water attack
  Continual Flame – Creates a permanent flame, equal 
  to a torch
  *Darkness – Creates an area of utter blackness
  Daylight – Touched object sheds light as if it were day
  Disruption Missile – Missiles deal 2d4+2 points of 
  damage to undead
  Energy Whip – Creates whip of energy, dealing 1d6 
  damage, +1 per 2 caster levels
  Fire Burst – Creates flame that deals 1d6 damage per 
  two caster levels
  Flaming Sphere – A ball of fire rolls from the caster, 
  dealing 2d6 damage
  Knock Asunder – Subjects are shaken and knocked 
  prone
  Piercing Bolt – Creates bolt of force that destroys a 
  target’s defences
  Scorching Ray - Ranged touch attack, deals 4d6 fire 
  damage, +1 ray per 4 levels (max  3 rays) 
  Shadow Bolt – Dark missile deals 1d4 points of 
  damage per level
  Shatter – Creates a noise that shatters brittle objects
  Shrapnel – Detonates a bone, dealing 1d10 damage, 
  +1 per level
  Wind Armour – Grants a +4/+6 bonus to AC against 
  melee and ranged attacks
  Illusion
  Blur – Grants the subject concealment
  Dark Aura – Grants target cover and a +4 bonus to 
  Intimidate checks
  Encumbering Load – Increases encumbrance by 25 lb. 
  per level
  Fade – Grants +8 bonus to Hide checks
  Fool’s Gold – As fool’s coin, but affects 2 lb. of metal 
  per level
  Hypnotic Pattern – Pattern fascinates several creatures
  Invisibility – Makes the subject invisible
  Magic Mouth – Creates an animated mouth that can 
  speak a specified phrase
  Mask Death – Masks the presence of undead creatures
  Mirror Image – Creates 1d4 images, +1 per 3 caster 
  levels
  Misdirection – Misleads divination spells
  Missive – Stores image of caster
  Trap – Creates the illusion of a trap
  Necromancy
  *Animate Zombie – Creates a zombie from a corpse
  Aura of Death – Creates a creepy and unsettling aura
  Bleeding Wound – Causes an extra hit point of damage 
  per round
  Bones of Steel – Grants +2 bonus to skeleton’s AC
  Command Undead - Undead creatures obey the 
  caster’s commands 
  False Life - Gain 1d10 temporary hp +1/level (max  
  +10) 
  Ghoul Touch – Touch attacks paralyse victims
  Scare – Makes creatures frightened
  Sensory Link – Sees through the eyes of controlled 
  undead
  Spectral Hand – Creates a ghostly hand that can 
  deliver touch attacks
  Visage of the Dead – Causes the caster to take the 
  form of a zombie
  Voice of Deathly Whispers – Caster can project his 
  voice through an undead creature
  Transmutation
  Acidic Vapours – Turns fog to acid, dealing 1d6 points 
  of damage/3 caster levels
  Aegis Beaker – Ignores armour and enhancement 
  bonuses (up to +2)
  Alter Self – Changes caster’s appearance
  Assassin’s Strike – Sneak attack granted or increased 
  by 1d6
  Aura of Glory – Grants a temporary +4 bonus to 
  Charisma
  Bear’s Endurance - Subject gains +4 to Constitution 
  for 1 min/level 
  Bedtime Arrow – Causes arrows to deal subdual rather 
  than normal damage
  Bind the Arcane Connection – Binds two objects 
  together tightly
  Bladelimb – Transforms limb into weapon, dealing 
  1d8 damage with a +1 enhancement bonus
  *Blindness/Deafness – Strikes a target deaf or blind
  Bounding Gait – Grants a +15 or +40 bonus to Jump 
  checks
  Bull’s Strength – Grants a +4 bonus to Strength
  Cat’s Grace – Grants a +4 bonus to Dexterity
  Claws of the Demon – Caster’s hands turn into claws, 
  dealing 2d8 points of damage
  Darkvision – Subject gains Darkvision 60 ft.
  Dig – Clears out section of earth
  Eagle’s Splendour - Subject gains +4 to Charisma for 
  one minute per level 
  Empower Item – Increases DC of magic item’s effects  
  by +1
  
  11
  SPELL LISTS
  Exhaust – All subjects are dazed and take 3d6 points 
  of subdual damage
  Fire Arrow – Causes arrows to ignite, dealing an extra 
  2d6 damage
  Flaming Missile – Causes object to ignite and may 
  then be thrown
  Fox’s Cunning - Subject gains +4 to Intelligence for 
  one minute per level 
  Glittering Robe – Imbues clothes with magical 
  protective qualities
  Instability – Takes all the strength out of a victim
  Knock – Opens barred doors and other portals
  Levitate – Subject slowly rises or falls at will
  Locomotion – Moves one cart, wagon, boat or ship
  Merciful Weapon – Causes weapon to deal only 
  subdual damage
  Monk’s Fighting Grace – Allows the caster to fight 
  effectively unarmed
  One With the Dead – Makes caster seem to be one of 
  the dead
  Owl’s Wisdom - Subject gains +4 to Wisdom for one 
  minute per level 
  Pyrotechnics – Turns a fire into blazing fireworks or 
  billowing smoke
  Rope Trick – Rises a rope straight into the air
  Slipping the Ranks – Caster can make 10 ft. teleport 
  instead of 5 ft. step
  Spider Climb - Grants ability to walk on walls and 
  ceilings 
  *Vigilant Guardians – Animates thrown weapons
  Volume – Caster can increase or decrease non-magical 
  sounds in the area
  Weightless Cube – Negates all gravity within area
  Whispering Wind – Sends a message, borne by the 
  wind
  Universal
  Empowerment – Increases DC of caster’s spells by +1
  3rd Level
  Abjuration
  Dispel Magic – Ends spells and spell effects within 
  area
  Explosive Runes – Inscribes runes that detonate when 
  read, dealing 6d6 damage
  Extract Ore – Processes 100 lb. of rock per caster level
  Just Reversal – Reverses the effects of charm spells
  Magic Circle Against Chaos – Wards away all chaotic 
  creatures
  Magic Circle Against Evil – Wards away all evil 
  creatures
  Magic Circle Against Good – Wards away all good 
  creatures
  Magic Circle Against Law – Wards away all lawful 
  creatures
  Nondetection – Warded creature becomes difficult to 
  find by divination
  Protection from Air Creatures – Provides defensive 
  bonuses from air creatures
  Protection from Earth Creatures – Provides 
  defensive bonuses from earth creatures
  Protection from Energy – Provides defensive bonuses 
  from a specified energy type
  Protection from Fire Creatures – Provides defensive 
  bonuses from fire creatures
  Protection from Water Creatures – Provides 
  defensive bonuses from water creatures
  Repel Fey – Keeps fey creatures at bay
  Traceless Teleport – Blocks the use of trace teleport
  Trigger Trap – Sets off all traps within range
  Zone of Visibility – Negates invisibility, hiding and 
  concealment
  Conjuration
  Bind Guardian III – Binds summoned creatures to 
  service
  Bolt of Conjuration – Deals 1d4 points of damage per 
  level plus summons a monster
  Bone Arrow – Enchant bone to deal 1d4 points of 
  damage per caster level
  Bone Field – Spikes rise from the ground, dealing 1d4 
  points of damage
  Call Darkness – Blocks line of sight and deals 2d6 
  points of damage
  Doom Fog – As fog cloud but subjects must save or 
  suffer –2 penalty to rolls
  Phantom Steed – Creates a quasi-real horse-like 
  creature
  Power Word Fear – Causes several creatures to act as 
  if under a cause fear spell
  Scales of the Dragon – Grants +4 AC and energy 
  resistance depending on colour of scales chosen
  Sepia Snake Sigil – Creates a snake trap in text
  Sleet Storm – Driving sleet makes movement difficult 
  and knocks enemies prone
  Stinking Cloud – Creates a fog cloud that nauseates 
  those inside
  Summon Monster III – Summons an outside to fight 
  for the caster
  Venomblade – Creates a slashing weapon that deals 
  Strength damage
  Divination
  Arcane Sight - Magical auras are visible to the caster 
  Clairaudience/Clairvoyance – Allows the caster to see 
  or hear in a remote location
  Combat Link – Grants a +4 bonus to AC and saving 
  throws against a target
  Detect Dimensional Disturbance – Caster determines 
  disturbance of the material plane
  Gilded Tongue – Permits the caster to always say the 
  best thing possible
  *Law of the Wild – Grants a +10 bonus to Animal 
  Empathy, Handle Animal and Survival checks
  Master of the Game – Grants the caster the sight of 
  multiple possibilities
  Shadow Sight – Allows the caster to see the shadow 
  image of an enemy
  Singular Focus – Speeds up task and guarantees 
  success
  Speak with Shadows – Communicates with shadows 
  to learn about the immediate vicinity
  
  12
  SPELL LISTS
  Ties of Blood - Forges a mental connection among 
  subjects related to the caster by blood
  Tongues – Grants ability to understand and speak any 
  language
  Touch of the Sage – Grants 10 ranks in any 
  Knowledge or Spellcraft skill
  Transfer Item – Summons an item to the caster via a 
  scrying spell
  War Mastery – Grants subject a single Fighter feat
  Enchantment
  Befuddle – Affected creatures act in an unpredictable 
  manner
  Beyond Words – As thrall’s understanding, except 
  caster can communicate telepathically
  Chaotic Communication – Changes speech to babble, 
  though those affected by spell still understand
  Confidante – Charmed creature treats caster as an 
  utterly trusted friend
  Delirium – Subject suffers from hallucinations and 
  misguided thoughts
  Enforced Answer, Greater – Forces truthful answer 
  from subject
  False Love’s Kiss – Powerful version of charm person
  Favour’s Focus III – Grants +3 DC to enchantment 
  spells on subject
  Fickle Finger of Fate – Grants either a bonus or 
  penalty to attack rolls and saves
  Heroism - Gives +2 on all attack rolls, saves and skill 
  checks 
  Hesitate – Subject pauses before every action
  Hold Person – Stops one character in its tracks
  Hysteria – Subject becomes mentally unhinged
  Narcolepsy – Causes subject to suffer from bouts of 
  deep sleep
  Permanent Levity – Makes the spirit extremely jovial 
  and non-combatant
  Phobia, Greater – Subject affected by phobia of 
  caster’s choice
  Rage - Gives +2 to Strength, and Constitution, +1 on 
  Will saves, -2 to AC 
  Sleep, Greater – Sends several creatures into a deep 
  slumber
  Suggestion – Forces a subject to complete a specified 
  action
  Wave of Hesitation – Stuns all creatures within a cone
  Evocation
  Acidic Touch – Touch deals 1d8 points of damage, +1 
  per level
  Blast of Force – Causes 1d4 points of damage per 
  caster level in an extended area
  Dancing Shield – Grants a +10 bonus to AC to a 
  specified number of attacks
  Desiccate – Removes moisture from all inanimate 
  objects in area
  Fireball – Creates a fiery explosion, dealing 1d6 points 
  of damage per caster level
  Floor of Fire – Creates a sheet of flame just above the 
  floor, dealing 1d6+1 damage
  Gust of Wind – Creates a strong blast of air
  Lightning Bolt – A stream lightning strikes a target, 
  dealing 1d6 damage per caster level
  Malediction of Razors – Creates a number of missiles, 
  each dealing 1d4 +1 damage
  Mass Missile - Releases pulsating helix of pure 
  magical force, dealing 1d6 damage per level
  Murmur of the Earth – Generates shock wave that 
  knocks creatures prone and deals 2d6 damage
  Shadow Blade – Creates a shadow sword that bypasses 
  normal armour
  Shadow Wall – Creates a wall of shadow that grants 
  concealment
  Shockwave – Massive shockwave deals 3d6 subdual 
  damage and performs a bull rush
  Tiny Hut – Creates a spherical hut, offering rest and 
  safety
  Vitriolic Spheres – Creates orbiting globes that may be 
  thrown at enemies
  Wall of Force, Lesser - Creates a wall of pure force
  Watcher Retaliation – Allows the caster to strike back 
  at those scrying him
  Wind Wall – Creates an invisible vertical curtain of 
  wind
  Illusion
  Chameleon Skin – Subject’s skin matches background
  Chatterbox – Imbues item with magical mouth that 
  constantly distracts
  Creeping Shadows – Creates shadows that grant a +2 
  bonus to attacks rolls or AC
  Displacement – Grants 50% miss chance to all 
  incoming attacks
  Frightful Presence – Creates a fearsome manifestation 
  that panics those nearby
  Illusory Script – Caster makes writings legible only to 
  those he nominates
  Improved Phantasmal Force – As phantasmal force 
  but illusion has better attacks
  Invisibility Sphere – All subjects in area become 
  invisible
  Lucid Tones – Forces creatures to listen to music
  Major Image - As silent image, plus sound, smell and 
  thermal effects 
  Necromancy 
  Channelling Ward – Undead gain a +4 bonus to resist 
  turning
  Gentle Repose – Preserves corpses so they do not 
  decay
  *Halt Undead – Renders up to three undead immobile
  *Invigoration of Undeath – Grants zombies the 
  Improved Initiative feat
  Necromantic Blessing, Lesser – Augments undead
  Ray of Exhaustion - Targets become exhausted 
  Shadow Horror – Drains target of 1d6 Strength and 
  stuns it
  Shadow Mastery – Causes an enemy’s shadow to 
  attack it
  Skeletal Tattoo – Tattoo grants spell resistance
  
  13
  SPELL LISTS
  Strike Barren – Makes one subject permanently 
  infertile
  Strike the Bereft – Deals 1d6 damage per level to all 
  creatures lacking souls
  Thin Blood – Inflicts a wave of weakness on the 
  subject
  Undead Conduit – Channels necromancy spells 
  through controlled undead
  Vampiric Touch – Drains hit points from subject, 
  granting temporary hit points to caster
  Transmutation
  Awaken Element – Grants an element sentience
  Blink – Cycles the caster in and out of the ethereal 
  plane
  Claim From the Earth – Brings any buried creature to 
  the surface
  Companion’s Defence – Renders a subject immune to 
  caster’s spells
  Curse Lineage – Deals –1 penalty to attack rolls, saves 
  and skill checks on 1d6 family members
  Elemental Shape – Transforms the caster’s body into 
  pure elemental matter
  Elemental Vulnerability – Makes the subject 
  extremely vulnerable to one energy type
  Flame Arrow – Ignites arrows, dealing 1d6 fire 
  damage
  Fly – Allows the subject to fly with good 
  manoeuvrability
  Gaseous Form – The subject and all its equipment 
  becomes insubstantial
  Haste – speeds up the actions of a subject
  Hummingbird’s Flight – Increases manoeuvrability of 
  flying caster
  Immobilise – Stops constructs in their tracks
  Keen Edge – Doubles threat range of a weapon
  Life’s Veil – Grants seeming of life to an undead 
  creature
  Magic Weapon, Greater – Grants a weapon a +1 
  enhancement bonus per 3 caster levels
  Phantom Charges – Allows magic items to be used 
  without expending charges
  Reflect Arrow – Diverts the course of arrows aimed at 
  the caster
  Restore Page – Restores fragments of a page to their 
  original form
  Scribe – Copies contents of a book to empty pages
  Secret Page – Alters the contents of a page to hide the 
  real text
  Shrink Item – Reduces size of one non-magical object
  Gift – Transfers an object from caster to another 
  creature
  Skeletal Strength – Enchants bone to make it harder 
  and more resilient
  Skin Walking – Grants a +25 bonus to Disguise checks 
  when impersonating a slain victim
  Slow – Slows down the actions of an enemy
  Targeter – Grants a bow a +4 bonus to attack rolls
  Theft – Steals an object from the subject’s grasp
  Token of Communication – Imbues a tiny object with 
  telepathic message
  Water Breathing – Permits the subject to breathe 
  normally underwater
  4th Level
  Abjuration
  Binding Gem – Causes a gem to absorb a specified 
  spell
  Dimensional Anchor – Subject is prevented from 
  using planar travel
  Fire Trap – Creates fiery trap when an object is opened
  Globe of Invulnerability, Lesser – Protects against 
  spells of up to 3rd level
  Magic Circle Against Chaos, Greater – Wards away 
  all chaotic creatures
  Magic Circle Against Evil, Greater – Wards away all 
  evil creatures
  Magic Circle Against Good, Greater – Wards away 
  all good creatures
  Magic Circle Against Law, Greater – Wards away all 
  lawful creatures
  Privacy – Guards against divination spells
  Remove Curse – Banishes a curse placed on a person 
  or object
  Repel Undead – Keeps undead creatures at bay
  Roguebane – Magically traps objects
  Stoneskin – Grants damage reduction 10/adamantine
  Conjuration
  Bind Guardian IV – Binds summoned creatures to 
  service
  Black Tentacles – Causes rubbery tentacles to grab and 
  trap victims
  Call Energy – As call darkness except caster can 
  specify energy type
  Energy Reflection – Ignores and redirects one type of 
  energy damage
  Felonious Friend II – As unseen servant, but also 
  gains new skills
  Freeze Bolt – Creates an arrow of ice that deal 5d6 
  damage
  Infusion, Lesser – Strengthens summoned creatures
  Creation, Lesser – Temporarily creates a single non-
  magical object
  Phantom Artillery – Creates temporary siege energy
  Poisoned Goblet – Coats object with lethal poison
  Power Word Pain – Cripples several creatures with 
  agonising pain
  Secure Shelter – Creates a sturdy cottage or hut
  Solid Fog – Creates a bank of fog that greatly hinders 
  movement
  Summon Monster IV – Summons an outside to fight 
  for the caster
  Thunderclap Arrow – Creates an arrow of sonic 
  energy dealing 4d6 damage
  Divination
  Arcane Eye – Creates invisible and mobile magic 
  sensor that the caster can see through
  Detect Scrying – Caster becomes aware of any magical 
  viewing
  
  14
  SPELL LISTS
  Hand of the Guilty – Indicates the last creature to hold 
  an object
  Intuitive Insight – Grants a +5 bonus to any skill the 
  caster does not possess
  Locate Creature – Caster sense direction of familiar 
  creature
  Portents and Omens – Allows caster to subtly 
  influence the future for himself or others
  Scrying – Caster is able to view a remote location
  Telepathic Assault - Deals 5d6 subdual damage and 
  5d6 mental damage
  Touch of the Healer – Stabilises injured creatures and 
  heals hit points
  Enchantment
  Amnesia – Blocks recent events from target’s memory
  Bind the Unruly Apprentice – Stops target from 
  casting spells
  Binding Circle – Anyone within area is trapped
  Charm Monster – Causes creature to believe caster is 
  friendly
  Confusion – Subjects act in a random manner
  Emotion – Encourages a single emotion within the 
  subject
  Favour’s Focus IV – Grants +4 DC to enchantment 
  spells on subject
  Fearless – Makes subjects immune to fear-based spells 
  of 4th level or lower
  Flashback – Causes 1d8 damage every time the subject 
  attempts a specified action
  Fractured Unity – Sows discord throughout the entire 
  area
  Geas, Lesser – Forces subject to follow a specified 
  quest
  Hatred’s Puppet – Subject flies into a murderous rage
  Labyrinthine Conundrum – Occupies subject with an 
  intellectual problem
  Wall of Distrstandard Action – Creates a wall of pale 
  mist that unsettles those who pass through it
  Wall of Fear - Creates an imperceptible wall of pure 
  fear
  Evocation
  Blast of Earth – Blasts earth at target, dealing 1d4 
  points of damage per caster level
  Brand of Air, Greater – As brand of air, except 
  subject can also fly.
  Brand of Earth, Greater – As brand of earth, but also 
  grants DR 2/magic
  Brand of Fire, Greater – As brand of fire, but also 
  provides 10 points of fire resistance
  Brand of Frost, Greater – As brand of frost, but also 
  provides 10 points of cold resistance
  Brand of Water, Greater – As brand of water but also 
  allows subject to breathe water
  Chains of Fire – Fire wraps a target, dealing 2d6 
  points of damage per round
  Condemnation – Ray deals 1d6 points of subdual 
  damage per caster level, plus entangles target
  Curtail Movement – Caster sets maximum speed 
  within designated area
  Fire Shield – Wreathes caster in fire, dealing damage 
  to anyone who comes close to him
  Globes of Warding – Summons globes that protect the 
  caster
  Ice Storm – Great hail stones pound area, dealing 5d6 
  damage
  Item Binding – Encases object in globe of force
  Resilient Sphere – Encloses the subject in a sphere 
  through which nothing can pass
  Sand Cone – Blasting sand deals 1d6 damage per level
  Scream of Ice – Shrill shriek deals 1d6 points of 
  damage per level
  Shout – Yell deafens for 2d6 rounds and deals 5d6 
  damage
  Vitriolic Flames – Blasts a cone of burning acid 
  dealing 1d6 damage per level
  Wall of Fire - Creates a wall of raw fire
  Wall of Ice - Creates a wall of solid ice
  Wind Tunnel - Creates concentrated blast of wind that 
  disrupts and knock down enemies
  Illusion
  Catalytic Mouth – As magic mouth except it can speak 
  a command word to trigger a spell
  Faces – Duplicates characteristics of someone caster 
  knows
  Fool’s Trove – As fool’s coin but affects all objects in 
  a location
  Hallucinatory Terrain – Changes the appearance of 
  natural terrain
  Illusion Breaker – Summons one illusion to destroy 
  another
  Illusory Wall – Creates illusion of wall, floor or ceiling
  Invisibility, Greater – Subject becomes invisible, even 
  while attacking
  Multi Image – As mirror image, but images can 
  perform their own actions
  Phantasmal Killer – Creates an image that torments 
  and attacks enemies
  Rainbow Pattern – Captivates affected creatures
  Shadow Conjuration – Mimics conjuration spells
  Necromancy
  Animate Dead – Creates skeletons or zombies from 
  corpses
  Bolster Familiar – Increases Strength and hit points of 
  familiar
  Burrowing Bony Digits – Fires five bony digits which 
  deal 1d6 points of damage plus burrowing
  Contagion – Subject spreads a random disease
  *Enervation – Deals 1d4 negative levels to subject
  Fear – All creatures within area become panicked
  Feast of Flesh – Caster paralyses subjects and can turn 
  them into ghouls
  Ghoulish Curse – Subject slowly turns into a ghoul
  Graft Weapons – Fuses weapons on to skeletons and 
  zombies
  Siphon Elemental Lifeforce – Inflicts negative levels 
  to boost future spells
  Spirit Strike – Living creatures only suffer 1d6 
  damage per level
  
  15
  SPELL LISTS
  Venom – Grants a bite attack with a debilitating poison
  Transmutation
  Avenge the Family – Causes the body of the target to 
  rot
  *Bestow Curse – Places powerful curse on touched 
  creature
  Bolster Item – Increases damage dealt by magic item 
  by 150%
  Dimension Door – Caster transfers from one location 
  to another
  Enlarge Person, Mass – Increases size of several 
  creatures
  Focal Strength – Caster sacrifices Strength to grant a 
  weapon greater damage
  Imbue Familiar – Familiar gains ability to cast a spell
  Imbue Touch Spell – Caster may pass one spell onto 
  another creature to cast
  Improved Mage Armour – Grants a +10 bonus to AC 
  and a +4 bonus to melee attacks
  Lethargy – Subject becomes extremely tired
  Magnetic Covering – Victim is covered by particles of 
  dust and dirt, hindering attacks
  Mnemonic Enhancer – Prepares or retains additional 
  spell
  Polymorph – Changes the form of a single creature
  Redirect Arrow – Caster changes direction of a ranged 
  weapon fired at him
  Reduce Person, Mass - Reduces several creatures 
  Sight of Doom – One spell may be used as a gaze 
  attack
  Spell Filch – Steals effects of spells upon a creature
  Titan’s Strength – Grants an effective Strength of 40 
  for certain actions
  Unseen Item – Renders an object invisible and 
  immune to divination spells
  Universal
  Empowerment, Greater – Increases DC of caster’s 
  spells by +2
  5th Level
  Abjuration 
  Block Teleport – Blocks all attempts to teleport in an 
  area
  Break Enchantment – Frees a subject from all 
  enchantments
  Dismissal – Forces extraplanar creature back to its 
  home plane
  False History – Gives false readings to divination 
  spells
  Loyal Guardian – Invisible globe absorbs attacks
  Magic Circle Against Elements – As protection from 
  elements but protects many people
  Protection from Force – Provides defensive bonuses 
  from force effects
  Weapon Ward – Caster becomes invulnerable to one 
  type of weapon
  Conjuration
  Bind Guardian V – Binds summoned creatures to 
  service
  Caustic Spray – Spews forth acid, dealing 1d8 points 
  of damage per caster level
  Cloudkill – Creates yellow fog that kills weak creature
  Drown – Creates volume of water around subject’s 
  head
  Faithful Hound – Conjures a phantom watchdog
  Girding Call – As apportation but weight limit 
  increased
  Latch of Teeth – Summons fiendish dire weasel to 
  latch on to target
  Creation, Greater – Creates a non-magical object
  Planar Binding, Lesser – Summons an extraplanar 
  creature and forces it to service
  Poison Armour – Provides a +4 bonus to AC and 
  resists poisons
  Power Word Slumber – Sends several creatures to 
  sleep
  Secret Chest – Hides a chest on the ethereal plane
  Summon Monster V – Summons an outside to fight 
  for the caster
  Teleport - Transports the caster to a designated 
  destination
  Wall of Stone - Creates a wall of solid stone
  Wall of Vermin - Creates a wall of vicious vermin
  Divination
  Contact Outer Plane – Caster seeks advice from the 
  outer planes
  Foretelling – Caster derives magical answer to any 
  question
  Mathemagic Principal – Optimises the casting of 
  spells
  Mind Probe – Caster seeks out thoughts from subject
  Penetrating Snare – Permits caster to see through 
  solid matter
  Prying Eyes – Caster creates ten roving eyes to scout 
  out the area
  Telepathic Bond – Subjects can communicate 
  telepathically
  Timesight - Caster reads the past or future of an object, 
  person or place
  Touch of the Soldier – Subject gains utter mastery of a 
  chosen weapon
  Enchantment
  Attention Disorder – Causes target to lose 
  concentration and purpose
  Camaraderie – Shares name and appearance with 
  charmed subjects
  Chronic Phobia – As phobia, greater but with a longer 
  duration
  Dazing Aura – Any subject entering aura may be dazed
  Decree of the Ruby – Subject attacks nearest creature
  Disperse – Affected creatures double move away from 
  each other
  Dominate Person – Caster controls the actions of one 
  character
  
  16
  SPELL LISTS
  Favour’s Focus V – Grants +5 DC to enchantment 
  spells on subject
  Feeblemind – Subject’s Intelligence and Charisma 
  drop to one
  Fleeting Genius – Allows the caster to perform one 
  action flawlessly
  Hold Monster – Stops one creature in its tracks
  Kill Kin – Subject is compelled to seek out and slay 
  blood kin
  Mind Fog – Weakens the mental resistance of all 
  within cloud
  Shattered Will – Renders target helpless against 
  enchantment spells
  Symbol of Sleep – Scribes potent runes of sleep
  Wall of Sleep - Creates a wall that forces sleep
  Evocation
  Army of Shrapnel – Causes a skeleton to explode, 
  dealing 1d10 +1 per caster level points of damage
  Blast of Elemental Fury – Creates elemental cone, 
  dealing 1d6 points of damage per caster level
  Cone of Cold – Cone deals 1d6 points of damage per 
  caster level
  Hall of Fire – Creates an immobile corridor of flame
  Interposing Hand – Creates a magical hand that 
  protects the caster
  Peal of Madness – Deafens victims and drives them 
  insane
  Redirect Teleport – Caster can alter the destination of 
  a teleport cast near him
  Ring of Repulsion – Performs a bull rush against all 
  nearby creatures
  Sending – Sends a short message to a familiar creature
  Static Sign – Brings forth four lightning bolts
  *Wall of Force - Creates a wall of pure force
  Wind Bindings - A storm-like force presses on the 
  target from all sides, keeping it from moving
  Illusion
  Animate Images – Turns two dimensional images into 
  animated objects
  Dark Forces – As dark aura but affects multiple 
  targets
  Dream – Caster can send a message in the form of a 
  dream
  False Vision – All scrying spells receive false 
  information
  Mirage Arcana – Makes area to be something other 
  than what it is
  Nightmare – Plagues subject with terrible nightmares 
  and 1d10 damage
  Persistent Image – Creates illusion without need for 
  concentration
  Phantasmal Force, Greater – Creates an image that 
  torments enemies
  Phantom Guardians – Protects caster from sneak and 
  surprise attacks
  Seeming – Changes the appearance of creatures
  Shadow Evocation – Mimics evocation spells
  Necromancy
  Agony – Deals 1d8 points of subdual damage every 
  round
  Animate Wound – Causes wounds to terrify and attack 
  the target
  Annihilation – Slays all creatures and plants within the 
  area
  Arcane Poison – Touch attack introduces deadly 
  poison to target
  Blight – Withers any single plant, dealing 1d6 points of 
  damage per level
  Globe of Negative Energy, Lesser – All creatures 
  moving in contact gain 1d4 negative levels
  Magic Jar – Allows caster to take over the body of 
  another creature
  Necrotic Blast – Channels death magic into a blast 
  dealing 1d6 damage per corpse
  Recall Spirit – Brings a spirit or soul back to its 
  original body
  Shrieking Missile – A ranged weapon screams, 
  causing fear
  Shroud of the Elements – Augments undead with on 
  energy type
  Skeletal Spikes – Creates huge bony spikes that act as 
  natural weaponry
  Symbol of Pain – Scribes potent runes of pain
  Wall of Bones – Creates a solid wall of human bones
  Waves of Fatigue - Several targets become fatigued 
  Transmutation
  Animal Growth – Increases size of animals
  Baleful Polymorph - Transforms subject into helpless 
  animal 
  Bandersnatch – Creates a trap with a small sack
  Fabricate – Converts raw material into finished object
  Armourless Arrow – Creates arrows that ignore 
  mundane and natural armour
  Minotaur’s Might – Grants 2d4 extra Strength
  Overland Flight - The caster may fly at a speed of 40-
  ft  and hustle over long distances 
  Passwall – Permits the caster to create a passage 
  through stone or wooden barriers
  Pick Hands – Subject’s arms transform into light picks 
  +1
  Relative Spatial Lock – Locks two objects together
  Spinal Limb – Causes an extra limb to grow from the 
  caster’s spine to attack enemies
  Stone Shape – Reshapes stone into a new form
  Telekinesis - The caster moves objects or creatures by 
  concentrating on them
  Transmute Mud to Rock – Transforms mud to soft 
  stone
  Transmute Rock to Mud – Transforms rock to mud
  Weighty Arrow – Increases the weight of an arrow to 
  stun victims
  Universal
  Permanency – Makes the duration of certain spells 
  permanent
  
  17
  SPELL LISTS
  6th Level
  Abjuration
  Antimagic Field – All magic within area fails to 
  function
  Dispelling, Greater – Ends spells and spell effects 
  within area
  Dispel Magic, Greater - As dispel magic, but +20 on 
  check 
  Globe of Invulnerability – Protects against all spells 
  of up to 4th level
  Guards and Wards – Creates defences for a 
  stronghold
  Repulsion – Prevents creatures approaching the caster
  Victim’s Revenge - Any creature that attacks the caster 
  suffers magical feedback
  Conjuration
  Bind Guardian VI – Binds summoned creatures to 
  service
  Claw of Ice – Creates claw that deals 3d6 points of 
  damage
  Dimensional Rift – Creates linked portals, allowing 
  instantaneous travel
  Dismissive Glance – By glancing at a target, the caster 
  can send it to the astral plane
  Elemental Fabrication – Creates an elemental out of 
  raw material
  Felonious Friend III – As unseen servant, but also 
  gains new skills and can engage in combat
  Infusion, Greater – As infusion but energies are much 
  more potent
  Piercing Arrow – Arrow of pure force deals 4d8 points 
  of damage, +1d8 per level above 11th
  Planar Binding – Summons an extraplanar creature 
  and forces it to service
  Power Word Deafen – Makes a single creature 
  completely deaf
  Summon Monster VI – Summons an outside to fight 
  for the caster
  Tsunami – Summons a tall wall of seawater that moves 
  with devastating speed
  Venom Arrow – Creates a magical arrow which has 
  the effect of the venom spell
  Wall of Iron - Creates a wall of solid iron
  Wall of Snakes - Creates a wall of writhing snakes
  Divination
  Analyse Dweomer – Obtains information on spells and 
  magical properties of creatures
  Guided Strike – Guided spells automatically strike 
  their target
  Legend Lore – Uncovers legends about people and 
  objects
  Shared Minds – Several characters begin operating 
  together, accomplishing difficult tasks
  *Touch of the Artisan – Grants a +25 bonus to one 
  Craft skill
  Transfer Teleport Co-Ordinates – Communicates 
  location to teleport to
  True Seeing – Allows caster to see through all illusions 
  and visual falsehoods
  Enchantment
  Coma – Causes subjects to fall into a deep sleep
  Decree of the Emerald – Causes subject to steal 
  nearest object
  Decree of the Sapphire – Subject is forced to travel to 
  its home
  Favour’s Focus VI – Grants +6 DC to enchantment 
  spells on subject
  Friendship – Makes friendship element of charm spell 
  permanent
  Geas – Forces the subject into performing a service or 
  mission
  Heroism, Greater - Gives +4 bonus on attacks, saves 
  and skill checks, immunity to fear; temporary hp 
  Lingering Daze – Subjects are daze, no matter how 
  many Hit Dice they have
  Hysteria, Mass – Causes several subjects to act 
  randomly
  Suggestion, Mass – Forces several subjects to 
  complete a specified action
  Symbol of Persuasion – Scribes potent runes of 
  persuasion
  Evocation
  Chain Lightning – Deals 1d6 points per caster level, 
  then arcs to secondary targets
  Contingency – When cast, allows another spell to be 
  cast on a specified trigger
  Contingent Spell – Stores spell until specified trigger
  Electrical Flood – The caster floods an entire area with 
  electrical activity
  Forceful Hand – Creates a magical hand that can bull 
  rush enemies
  Freezing Sphere – Creates exploding sphere of ice that 
  deals 1d6 damage per caster level
  Pulsing Fireball – As fireball but pulses with 
  successive detonations
  Trace Teleport – Informs caster the destination of any 
  teleport cast near him
  Watcher Blast – Channels powerful blast via a scrying 
  spell
  Illusion
  Eerie – Causes the subject to doubt its perceptions
  Horrific Aspect – Caster changes appearance to 
  horrifying monster
  Mislead – Figment of caster generated, even as he 
  becomes invisible
  Permanent Image – Creates illusion of creature or 
  object
  Programmed Image – Creates an illusion triggered by 
  a specified event
  Shadow Walk – Caster can move at speed through 
  shadows
  Veil - Changes the appearance of subjects
  Necromancy
  Circle of Death – Slays 1d4 Hit Dice of creatures per 
  caster level
  Delay Death – Allows subject to function at negative 
  hit points
  
  18
  SPELL LISTS
  Kidnap Soul – Traps soul in a clay jug
  Longevity – Caster does not age for one day
  Suffocate – Draws air out of the subject’s lungs, plus 
  deals subdual damage
  Symbol of Fear – Scribes potent runes of fear
  Threshold of Unlife - Greatly increases the ambient 
  negative energy present in the area
  Undeath to Death - Destroys 1d4/level HD of undead 
  (max  20d4) 
  Unfetter Undead – All undead within range become 
  uncontrolled
  Transmutation
  Bear’s Endurance, Mass - As bear’s endurance, 
  affects one subject/level 
  Bull’s Strength, Mass - As bull’s strength, affects one 
  subject/level 
  Cat’s Grace, Mass - As cat’s grace, affects one 
  subject/level 
  Control Water – Caster can raise or lower a body of 
  water
  Control Weather – Caster can control the weather in a 
  limited area
  Disintegrate – Annihilates one creature or object
  Disrupt Negative Energy – Destroys or damages 
  undead
  Eagle’s Splendour, Mass - As eagle’s splendour, 
  affects one subject per level 
  Elemental Aura – Enhances other elemental spells
  *Eyebite – Caster gains gaze attacks that renders 
  subjects sick, panicked or comatose
  Flesh to Stone – Turns one subject into a mindless 
  statue
  Fox’s Cunning, Mass - As fox’s cunning, affects one 
  subject per level 
  Haste, Mass – Speeds up the actions of several 
  creatures
  Lucubration – Recalls spells of up to 5th level
  Merger – Fuses two creatures for a period of time
  Move Earth – Moves a large quantity of earth
  No Such Spell – A specified spell cannot function in 
  the area
  Owl’s Wisdom, Mass - As owl’s wisdom, affects one 
  subject/level 
  Restore Book – Restores an entire volume from a mere 
  scarp
  Stone to Flesh – Restores a petrified creature to life
  Suffering Death – Transforms blood to molten lead, 
  causing an agonising death
  Transformation – Transforms the caster into a killing 
  machine
  7th Level
  Abjuration
  Antimagic Fog – Creates a Fog cloud that causes all 
  magic within to fail
  Banishment – Forces extra-planar creature out of 
  home plane
  Sequester – Renders subject invisible and protected 
  against divination
  Spell Turning – Rebounds spell upon original caster
  Conjuration
  Bind Guardian VII – Binds summoned creatures to 
  service
  Creation, Greater – As major creation but with longer 
  duration
  Echoing Call I – Continues to summon monsters
  Elemental Sagitta – Creates elemental arrows, dealing 
  6d8 points of damage
  Instant Summons – Calls an object to the caster’s 
  hand
  Magnificent Mansion – Creates an extradimensional 
  dwelling
  Phase Door – Creates an ethereal passage through 
  stone and wood
  Plane Shift – Caster moves to another plane of 
  existence
  Purple Haze – Creates an intoxicating fog
  Summon Monster VII – Summons an outside to fight 
  for the caster
  Teleport, Greater - Transports the caster to a 
  designated destination with no restrictions
  Wave of Unbinding – Undoes the effects of many 
  conjuration spells
  Divination
  Analyse Creature, Greater – Obtains detailed 
  information on encountered creatures
  Arcane Sight, Greater - As arcane sight, but also 
  reveal magical effects on creatures and objects 
  Darkest Knowing – Forces subject to confront inner 
  truths, rendering it catatonic
  *Farview – Allows caster to view a distant location
  Gilded Thoughts – Intercepts any attempt to read 
  thoughts
  Mindshriek – Guards the caster’s mind against attack
  Scrying, Greater – Caster is able to view a remote 
  location with no restriction on distance
  Touch of the Mystic – Subject can freely use detect 
  magic and identify
  Vision – Creates a vision of legends about an important 
  person, place or object
  Enchantment
  Bonded Souls – Binds charmed subject as a familiar
  Bonded Thoughts – Initiates telepathic contact with 
  charmed subject
  Decree of the Diamond – Causes subject to travel to 
  the caster
  Favour’s Focus VII – Grants +7 DC to enchantment 
  spells on subject
  Hold Person, Mass - As hold person, within 30-ft 
  Insanity – Affected subject suffers confusion 
  permanently
  Normalcy – Creatures affected believe the subject is 
  completely normal
  Permanent Phobia – As greater phobia but with 
  permanent duration
  Symbol of Stunning – Scribes potent runes of stunning
  
  19
  SPELL LISTS
  Torment of Loss – Subject is overcome with regret at 
  having lost bond with caster
  Evocation
  Delayed Blast Fireball – As fireball but may caster 
  times detonation
  Disruption Wave – Undead creatures must save or be 
  destroyed
  Forcecage - Brings into being an immobile cubical 
  prison
  Grasping Hand – Summons magical hand that 
  grapples opponents
  Prismatic Spray – Creatures are struck by a multitude 
  of harmful beams
  Sword – Creates a force sword that attacks specified 
  targets
  Vacuum Slash – Creates an area of hard vacuum, 
  dealing 10d6 damage
  Illusion
  Burden of Proof – Makes subject look as if he is 
  constantly lying
  Invisibility, Mass – Causes several subjects to become 
  invisible
  Project Image – Creates a shadow duplicate of the 
  caster
  Recurring Image – As programmed image but illusion 
  can follow a script
  Shadow Conjuration, Greater – Mimics conjuration 
  spells
  Simulacrum – Creates illusory duplicate of a creature
  Necromancy
  Control Undead – Caster can vocally command 
  undead
  Finger of Death – Slays any one living creature
  Globe of Negative Energy – Creature that come into 
  contact with the globe gains 2d4 negative levels
  Grave Storm – Creates a spray of death magic that 
  deals 1d6 damage per caster level
  Necromantic Aura – All creatures that die rise as a 
  zombie
  Necromantic Blessing – Augments undead
  Plague – Brings mass infection to an area
  Raise Death Hulk – Raises undead ship from the 
  depths of the sea
  Spirit Knife – Summons a knife that slays or cripples 
  an enemy
  Symbol of Weakness – Scribes potent runes of 
  weakness
  Venomous Strike – Touch attack deals massive 
  Constitution damage
  Waves of Exhaustion - Several targets become 
  exhausted 
  Transmutation
  Arcane Mastery – Range and duration of subsequent 
  spells increased by 50%
  Blood Boundary – Freezes enemies within the area
  Ethereal Jaunt – Allows caster to enter the ethereal 
  plane
  Fly, Mass – Allows several subjects to fly
  Fourfold Ostracism – Sends up to four creatures or 
  objects to the ethereal plane
  Gestalt – Merges caster and familiar into one.
  Magical Vacuum – Creates a magical vortex around a 
  subject
  Puppet Master – Caster dominates one construct
  Reverse Gravity – Changes the direction of gravity 
  within the area
  Speed of the Spider – Subject becomes faster and can 
  walk on walls and ceilings
  Statue – Transforms one subject into a lifeless statue
  Vanish – Transports an object to a designated location
  Universal
  Limited Wish – Grants the caster one small wish
  8thLevel
  Abjuration
  Dimensional Lock - Teleportation and interplanar 
  travel blocked for one day/level 
  Mind Blank – Subject is protected from all things that 
  affect or read thoughts
  Prismatic Wall – Creates wall of multi-coloured beams 
  that harm enemies
  Protection from Spells – Provides defensive bonuses 
  from spells
  Conjuration
  Bind Guardian VIII – Binds summoned creatures to 
  service
  Echoing Call II – Continues to summon monsters
  Gate, Lesser – Creates a temporary gate between 
  planes
  Incendiary Cloud – Creates hot smoking cloud, 
  dealing 4d6 damage
  Maze – Traps subject in an extradimensional maze
  Planar Binding, Greater – Summons several 
  extraplanar creatures and forces them to service
  Planar Promise – Makes bargain with an extraplanar 
  creature
  Rending Grasp – Causes sheer agony to a summoned 
  creature
  Spectral Gallows – Invisible tentacles pin an enemy 
  and begin to deal Constitution damage
  Summon Monster VIII – Summons an outside to fight 
  for the caster
  Swarm of Voracious Hell Beetles – Summons a 
  swarm of terrifying demonic beetles
  Trap the Soul - Holds trapped entity indefinitely 
  within a gem
  *Undead Gate – Opens a portal that summons undead
  Divination
  Discern Location – Caster learns the exact location of 
  a creature or object
  Mental Unity – Those within bond instantly know of 
  each other’s condition
  Moment of Prescience - The caster gains an insight 
  bonus to a single attack roll, check or save 
  Pure Sight – Permits the caster to use a number of 
  divination spells
  
  20
  SPELL LISTS
  Touch of the Torturer – Grants the wounding special 
  ability
  Word of Absolution – Invokes break enchantment and 
  mindblank
  Enchantment
  Antipathy – Causes a specified race to leave an area or 
  object
  Binding – Creates a magical restraint that holds target
  Charm Monster, Mass – Forces several creatures to 
  become friendly to the caster
  Demand – Caster send message which can carry a 
  suggestion
  Dominate Person, Greater – Caster enslaves a 
  character
  Endless Daze – Permanently dazes the subject
  Favour’s Focus VIII – Grants +8 DC to enchantment 
  spells on subject
  Irresistible Dance – Forces subject to caper and prance
  Power Word Blind – Makes a single creature blind
  Power Word Stun – Stuns a single creature
  Rallying Cry – Compels all creatures in the area to aid 
  his close
  Sympathy – Forces a specified species into moving 
  near an area or object
  Evocation
  Bonds of Negation – Holds victims and stops casting 
  of spells
  Brand of Death – Subject must save or die, losing 1d4 
  Constitution even if they do save
  Clenched Fist – Creates large magic fist that can bull 
  rush enemies
  Sunburst – Blinds all creatures within the area and 
  deals 6d6 damage
  Illusion
  Death Dirge – Song of death automatically slays weak 
  creatures
  Improved Simulacrum – As simulacrum but the copy 
  is stronger
  Scintillating Pattern - Twisting patterns confuse, stun 
  or render unconscious 
  Screen – Caster dictates what is and is not seen in an 
  area
  Shadow Beast – Creates quasi-real beast that serves as 
  mount and protector
  Shadow Evocation, Greater – Mimics evocation 
  spells
  Necromancy
  Clone – Creates identical copy of a creature
  Crippling Fog – Creates fog that weakens enemies
  Dark Channelling – Caster gains control of single 
  undead creature
  Flesh Made Foul – Deals 1d4 negative levels, +1 per 4 
  caster levels
  Horrid Wilting – Evaporates moisture from the target, 
  dealing 1d6 points of damage per level
  Risen Armies – Animates all dead within range
  Shadow Skin – Protects the caster from life force 
  drains and damage
  Symbol of Death – Scribes potent runes of death
  Transmutation
  Disintegration Sphere – All creatures and objects 
  within area are annihilated
  Empower Guardian – Makes subject an effective 
  guard for a specified area
  *Field of Disintegration – Creates an area that 
  destroys all matter
  Iron Body – Transforms caster’s body into living iron
  Luck of Ages – Grants +4 bonus to many rolls
  Merge Lineage – Ensorcels two creatures to ensure 
  their offspring share similar traits
  Polymorph Any Object – Changes the shape of any 
  object
  Primal Rage – Unleashes raw fury of a single creature
  Telekinetic Sphere – Creates a globe in which objects 
  are nearly weightless
  Temporal Stasis – Places subject in suspended 
  animation
  9th Level
  Abjuration
  Disjunction – Disjoins all spells and magic items in 
  area
  Divination Immunity – Subject is hidden from all 
  divination spells
  Freedom – Subject is free from all effects on 
  movement
  Imprisonment – Imprisons the subject far beneath the 
  earth
  Prismatic Sphere – Caster is protected from all forms 
  of attack
  Conjuration
  Bind Guardian IX – Binds summoned creatures to 
  service
  Echoing Call III – Continues to summon monsters
  Gate – Opens gateway to another plane
  Planar Breach – Tears the barriers between the planes
  Song of Farsending – Transports the target to a place 
  the caster is familiar with
  Summon Monster IX – Summons an outside to fight 
  for the caster
  Teleportation Circle – Any creature standing within 
  the circle is teleported
  Volcanic Explosion – Opens a volcanic vent, spraying 
  rock and magma over the area
  Divination
  Equation of Man – Allows automatic successes 
  against a single race
  Foresight – Grants caster a powerful sixth sense
  Foretelling, Greater – Grants accurate answer to any 
  question
  Touch of the Divine – Caster gains intuitive knowledge 
  of the true name of a god
  Enchantment
  Change of Heart – Inflicts a permanent change of 
  alignment
  
  21
  SPELL LISTS
  Dominate Monster – Caster controls the actions of 
  any creature
  Dreamstealer – Caster steals the dreams of another, 
  causing overwhelming emptiness
  Favour’s Focus IX – Grants +9 DC to enchantment 
  spells on subject
  Mindcrypt – Caster’s mind becomes a trap to any who 
  would assault it
  Power Word Kill – Slays a single creature
  Evocation
  Crushing Hand – Creates magic hand that crushes 
  enemies
  Meteor Swarm – Four meteors explode, dealing 6d6 
  damage
  Illusion
  Masquerade – Causes identity of subjects to be utterly 
  masked
  Shades – Mimics conjuration spells
  Weird – Creates several phantasmal creatures
  Necromancy
  Astral Projection – Allows caster and allies to travel to 
  the astral plane
  Duplicate Self – Creates temporary copy of caster
  Energy Drain – Deals 2d4 negative levels to subject
  Necromantic Blessing, Greater – Augments undead
  *Raise City – Creates an entire legion of skeletons
  *Raise Death Fleet – Raises an undead fleet from the 
  depths of the sea
  Soul Bind – Imprisons soul of recently deceased within 
  a gem
  Thief Soul - Caster gains skills a rogue possessed in 
  life
  Wail of the Banshee – Terrible scream kills all who 
  hear it
  Transmutation
  Command Construct – Caster takes permanent 
  control of a construct
  Deterioration – Causes living creatures to wither and 
  crumble
  Etherealness – The caster and his allies can enter the 
  ethereal plane
  Legacy of Arcane Might – Transfers portion of arcane 
  ability to a relative
  Metamagic Sphere – Infuses spells with metamagic 
  feats
  Passage to a Distant Land – Creates door to a far 
  away location
  Refuge – Permits the caster to travel any distance back 
  to his abode
  Reptilebane – Bursts a creature’s natural armour
  *Shapechange – Caster can assume the form of any 
  single creature
  Spirit of Magic – The caster is transformed into a 
  being of pure energy
  Time Stop – Freezes those around the caster, leaving 
  him to act
  Universal
  Wish – Grants the caster a single wish
  
  22
  SPELL ERRATA
  Animate Skeleton
  Necromancy
  Level:  Sor/Wiz 1
  Components:  V, S, M
  Casting Time:  1 standard action
  Range:  Touch
  Targets:  One corpse touched
  Duration:  Instantaneous
  Saving Throw:  None
  Spell Resistance:  No
  This spell turns the bones or body of one dead creature 
  into an undead skeleton that follows the caster’s spoken 
  commands.  This spell will only animate skeletons of 
  medium-size or smaller.  The skeleton can follow the 
  caster or can remain in an area and attack any creature 
  (or just a specifi c type of creature) entering the place.  
  The skeleton remains animated until it is destroyed.  A 
  destroyed skeleton cannot be reanimated again.  
  Regardless of the amount of times this spell is cast, only 
  a single skeleton may be controlled at any one time by 
  a single caster.  If a skeleton is animated using this spell 
  whilst another is already under the caster’s control, the 
  original skeleton becomes uncontrolled.
  An undead skeleton can be created only from a mostly 
  intact skeleton or corpse.  If a skeleton is made from a 
  corpse, the fl esh falls off the bones.  The statistics for a 
  skeleton can be found in Core Rulebook III.
  Arcane Material Component:  A small black onyx 
  gem worth at least 50 gp must be placed into the mouth 
  or eye socket of the corpse.  The magic of the spell 
  makes this gem worthless.
  Animate Zombie
  Necromancy
  Level:  Sor/Wiz 2
  Components:  V, S, M
  Casting Time:  1 standard action
  Range:  Touch
  Targets:  One corpse touched
  Duration:  Instantaneous
  Saving Throw:  None
  Spell Resistance:  No
  This spell turns the bones or body of one dead creature 
  into an undead zombie that follows the caster’s spoken 
  commands.  This spell will only animate zombies of 
  medium-size or smaller.  The zombie can follow the 
  caster or can remain in an area and attack any creature 
  (or just a specifi c type of creature) entering the place.  
  The zombie remains animated until it is destroyed.  A 
  destroyed zombie cannot be reanimated again.  
  Regardless of the amount of times this spell is cast, only 
  a single zombie may be controlled at any one time by 
  a single caster.  If a zombie is animated using this spell 
  whilst another is already under the caster’s control, the 
  original zombie becomes uncontrolled.
  An undead zombie can be created only from a mostly 
  intact corpse.  The statistics for a zombie can be found 
  in Core Rulebook III.
  Arcane Material Component:  A small black onyx 
  gem worth at least 50 gp must be placed into the mouth 
  or eye socket of the corpse.  The magic of the spell 
  makes this gem worthless.
  Beauty
  Illusion
  Level:  Brd 1, Sor/Wiz 1
  Components:  V, S, M
  Casting Time:  1 standard action
  Range:  Personal
  Target:  The caster
  Duration:  10 minutes/level (D)
  The caster makes himself appear beautiful to 
  anyone looking upon him.  Not only will they fi nd 
  him attractive, but all Bluff, Diplomacy and Gather 
  Information checks gain a +5 circumstance bonus.  
  This spell does not change any specifi cs of the caster’s 
  appearance, such as gender, race and so forth, although 
  it proves useful to cast in conjunction with disguise self 
  or alter self.
  Arcane Material Component:  A drop of perfume.
  Bestow Curse
  Necromancy
  Level:  Brd 3, Clr 3, Luck 3, Sor/Wiz 4
  Components:  V, S
  Casting Time:  1 action
  Range:  Touch
  Target:  Creature touched
  Duration:  Permanent
  Saving Throw:  Will negates
  Spell Resistance:  Yes
  The caster places a powerful curse on the creature 
  touched.  The caster chooses one of the three following 
  effects:
  † 
  -6 effective decrease to a single ability score (to a 
  minimum of one).  
  † 
  -4 enhancement penalty on attack rolls, saving 
  throws, ability checks and skill checks.  
  † 
  Each turn, the target has a 50% chance to act 
  normally; otherwise, the target takes no standard 
  action.  
  destroyed zombie cannot be reanimated again.  
  Regardless of the amount of times this spell is cast, only 
  a single zombie may be controlled at any one time by 
  a single caster.  If a zombie is animated using this spell 
  Spell Errata
  
  23
  SPELL ERRATA
  The caster may also invent a new curse, but it should 
  be no more powerful than those listed above, and the 
  Games Master has final say on its effect.
  The curse 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.
  Blindness/Deafness
  Necromancy
  Level:  Brd 2, Clr 3, Sor/Wiz 2
  Components:  V
  Casting Time:  1 action
  Range:  Medium (100 ft. + 10 ft./level)
  Target:  One living creature
  Duration:  Permanent (D)
  Saving Throw:  Fortitude negates
  Spell Resistance:  Yes
  The subject becomes blinded or deafened, as the 
  character chooses.  In addition to the obvious effects, a 
  blinded creature suffers a 50% miss chance in combat, 
  loses any Dexterity bonus to AC, grants a +2 bonus to 
  his opponents’ attack rolls, moves at half speed and 
  suffers a -4 penalty on most Strength and Dexterity-
  based skills.  A deafened character, in addition to the 
  obvious effects, automatically fails Listen checks, 
  suffers a -4 penalty on initiative and has a 20% chance 
  to miscast and lose any spell with a verbal component 
  that he tries to cast.
  Darkness
  Evocation (Darkness)
  Level:  Brd 2, Clr 2, Sor/Wiz 2
  Components:  V, M/DF
  Casting Time:  1 action
  Range:  Touch
  Target:  Object touched
  Duration:  10 minutes/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.
  Delusion
  Enchantment (Compulsion) (Mind-Affecting)
  Level:  Sor/Wiz 1
  Components:  V, S
  Casting Time:  1 action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Target:  1 creature
  Duration:  1 round/level
  Saving Throw:  Will negates
  Spell Resistance:  Yes
  Subjects of this spell suffer from minor hallucinations 
  and slightly distorted thoughts.
  Delusion hobbles any perception-based skills, including 
  Appraise, Diplomacy, Gather Information, Heal, Hide, 
  Intuit Direction, Listen, Move Silently, Read Lips, 
  Search, Sense Motive, Spellcraft, Spot and Wilderness 
  Lore.  Subjects of this spell suffer a -2 circumstance 
  penalty to checks involving these skills.
  Detect Magic
  Divination
  Level:  Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components:  V, S
  Casting Time:  1 action
  Range:  60 ft.
  Area:  Quarter circle emanating from the character to 
  the extreme of the range
  Duration:  Concentration, up to 1 minute/level (D)
  Saving Throw:  None
  Spell Resistance:  No
  The character can detect magical auras.  The amount 
  of information revealed depends on how long the 
  character studies a particular area or subject:
  Number of rounds  
  Level of Information 
  spent in concentration 
  revealed
   
  1 
   
  Presence or absence of  
   
   
   
  magical auras.
   
  2 
   
  Number of different  
   
   
   
  magical auras and the  
   
   
   
  strength of the strongest  
   
   
   
  aura.
   
  3 
   
  The strength and location  
   
   
   
  of each aura.  If the  
   
   
   
  items or creatures   
   
   
   
  bearing the auras are in 
   
              
   
   line of sight, the caster  
   
   
   
  can make Spellcraft skill  
   
   
   
  checks (DC 15 + spell  
  
  24
  SPELL ERRATA
   
   
   
  level, or 15 + half caster  
   
   
   
  level for a non-spell  
   
   
   
  effect) to determine the  
   
   
   
  school of magic involved  
   
   
   
  in each.  Make one check  
   
   
   
  per aura. 
  Magical areas, multiple types of magic or strong local 
  magical emanations may confuse or conceal weaker 
  auras.
  Aura Strength:  An aura’s magical power and strength 
  depend on a spell’s functioning spell level or an item’s 
  caster level.
   
   
  Functioning 
  Item
   
   
  Spell  
   
  Caster
  Strength  
  Level  
   
  Level
  Dim  
   
  0-level or  
  Lingering
   
   
  lingering aura 
  aura
  Faint   
  1st–3rd 
   
  1st–5th
  Moderate  
  4th–6th 
   
  6th–11th
  Strong  
  7th–9th 
   
  12th–20th
  Overwhelming  Artifact or  
  Beyond
   
   
  deity-level  
  mortal
   
   
  magic  
   
  caster
  If an aura falls into more than one category, detect 
  magic indicates the stronger of the two.
  Length Aura Lingers:  How long the aura lingers 
  depends on its original strength:
  Aura Strength 
  Duration
  Faint 
   
  1d6 minutes
  Moderate 
  1d6 X 10 minutes
  Strong  
  1d6 hours
  Overwhelming 
  1d6 days
  Note that each round, the caster can turn to detect 
  things in a new area.  The spell can penetrate barriers, 
  but one foot of stone, one inch of common metal, a 
  thin sheet of lead or three feet of wood or dirt blocks it.  
  Outsiders and elementals are not magical in themselves 
  but if they are conjured the conjuration spell registers.
  Detect Undead
  Divination
  Level:  Clr 1, Pal 1, Sor/Wiz 1
  Components:  V, S, M/DF
  Casting Time:  1 action
  Range:  60 ft.
  Area:  Quarter circle emanating from the character to 
  the extreme of the range
  Duration:  Concentration, up to 1 minute/ level (D)
  Saving Throw:  None
  Spell Resistance:  No
  The caster can detect the aura that surrounds undead.  
  The amount of information revealed depends on how 
  long he studies a particular area or subject:
  Rounds  spent in   
  Level of Information 
  concentration 
   
   revealed 
   
   
   
   
   
  1 
   
  Presence or absence of  
   
   
   
  undead auras.
  2 
   
  Number of undead auras  
   
   
   
  in the area and the strength   
   
   
  of the strongest undead aura  
   
   
  present.  If the caster is of good  
   
   
  alignment, the strongest undead  
   
   
  aura’s strength is ‘overwhelming’  
   
   
  (see below) and the strength is  
   
   
  at least twice his character   
   
   
  level, he is stunned for one   
   
   
  round and the spell ends.  While  
   
   
  the character is stunned, he cannot  
   
   
  act, loses any Dexterity bonus to  
   
   
  AC and attackers gain +2 bonuses  
   
   
  to attack him.
  3 
   
  The strength and location of each  
   
   
  aura.  If an aura is outside the  
   
   
  caster’s line of sight, then he  
   
   
  discerns its direction but not its  
   
   
  exact location.
  Aura Strength:  The strength of the undead aura is 
  determined by the HD of the undead creature.
  HD 
   
  Strength
  Lingering aura 
  Dim
  1 or less 
  Faint
  2–4 
   
  Moderate
  5–10 
   
  Strong
  11 or more 
  Overwhelming
  Length Aura Lingers:  How long the aura lingers 
  depends on its original strength:
  Aura Strength 
  Duration
  Faint   
  1d6 minutes
  Moderate  
  1d6 X 10 minutes
  Strong  
  1d6 hours
  Overwhelming  1d6 days
  Note that each round, the caster can turn to detect 
  things in a new area.  The spell can penetrate barriers, 
  but one foot of stone, one inch of common metal, a thin 
  sheet of lead or three feet of wood or dirt blocks it.
  Arcane Material Component:  A bit of earth from a 
  grave.
  Enervation
  Necromancy
  Level:  Sor/Wiz 4
  Components:  V, S
  Casting Time:  1 action
  Range:  Medium (100 ft. + 10 ft./level)
  Effect:  Ray of negative energy
  
  25
  SPELL ERRATA
  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.
  Eyebite
  Necromany [Evil]
  Level:  Brd 6, Sor/Wiz 6
  Components:  V, S
  Casting Time:  1 action
  Range:  Close (25 ft. + 5 ft./2 levels)
  Target:  The character
  Duration:  1 round/three levels (see text)
  Saving Throw:  See text
  Spell Resistance:  Yes
  The caster can meet the gaze of a creature and speak a 
  single word to affect it with up to three magical effects, 
  depending on the target’s HD;
  HD 
   
  Effect
  10 or more 
  Sickened
  9-9 
  Panicked, sickened
  4 or less 
  Comatose, panicked, sickened
  These effects do not affect undead creatures or extend 
  beyond the plane the caster currently occupies.  He is 
  subject to the effects of a reflected gaze and is allowed 
  any applicable saving throw.  In the case of a reflected 
  charm gaze, the caster is frozen, as if under the effects 
  of a hold monster spell.
  The spell lasts for 1 round for every three caster levels 
  – a move action is required each round after the first to 
  target an enemy.
  Farview
  Divination
  Level:  Sor/Wiz 7
  Components:  V, S, M
  Casting Time:  One hour
  Range:  See text
  Effect:  A one-way window-like aperture
  Duration:  Permanent
  Saving Throw:  None
  Spell Resistance:  No
  This spell creates a window-like aperture through 
  which you view another location.
  The window is a vertical oval, four feet tall and two feet 
  wide.  This one-way magical hole allows you to look 
  into the desired location and observe all that transpires 
  there, but not interact with or affect it normally.  You 
  cannot choose or change the position, orientation or 
  angle of the window, but if you successfully create the 
  window to view the desired locale, it always provides 
  a good view of the place (unless new obstructions arise 
  in the locale).
  Any creature in the viewed location with an 
  Intelligence of 12 or higher can notice the window by 
  making an Intelligence check (DC 20).  Even if the 
  creature notices the window, however, it remains a one-
  way view, so the creature cannot look back through, he 
  merely knows someone might be viewing him.
  When creating the window, choose a place known to 
  you for the window to look into – somewhere you have 
  been or had described to you.  To determine whether 
  the window looks out upon the place you want it to, roll 
  on the following table.
  Familiarity:  ‘Very familiar’ refers to 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’ve been there often or because you have 
  used other means to study the place.  ‘Seen casually’ is 
  a place you have seen more than once but with which 
  you are not very familiar.  ‘Viewed once’ is a place you 
  have seen once, possibly using magic.  ‘Description’ 
  is a place whose location and appearance you know 
  through someone else’s description, perhaps even from 
  a precise map.
  ‘False destination’ is a place that doesn’t exist, such 
  as if you have mistranslated an ancient tome and tried 
  to look into a non-existent treasure vault that you 
  believe you read about, or if a traitorous guide has 
  carefully described an enemy’s sanctum to you wholly 
  inaccurately.  When looking into to a false destination, 
  roll 1d20+80 to obtain results on the table, rather than 
  rolling percentile dice, since there is no real location 
  for you to hope to see or even be off target from.
  On Target:  The window looks into the place you 
  want.
  
  26
  On 
  Off 
  Similar
  Familiarity 
   
  Target 
  Target 
  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
  Description 
   
  01–52 
  53–76 
  77–92 
  93–100
  False destination — 
  — 
  81–92 
  93–100
  (1d20+80)
  SPELL ERRATA
  Off Target:  The window looks into a location a 
  random distance away from the desired location in a 
  random direction.  Distance off target measures 1d10 
  x 1d10 percent of the distance between you and the 
  original location.  If the window goes to another plane, 
  the off-target location is another plane.
  Similar Area:  The window looks into a location 
  that’s visually or thematically similar to the target 
  area.  Generally, you look into the closest similar 
  place, but since the spell has no range limit, you could 
  conceivably look into somewhere else across the globe.
  Mishap:  The window’s energy explodes around you, 
  inflicting 3d6 points of damage to you and everyone 
  within 10 feet.
  Arcane Material Component:  An oval pane of 
  quality glass with a silver frame, worth at least 500 gp.
  Field of Disintegration
  Transmutation
  Level:  Sor/Wiz 8
  Components:  V, S
  Casting Time:  1 round
  Range:  Close (25-ft. + 5-ft./2 levels)
  Area:  One 10-foot cube/5 levels
  Duration:  1 round/level
  Saving Throw:  Fortitude partial
  Spell Resistance:  Yes
  This spell creates an area that destroys matter.  
  Creatures and objects within the area are disintegrated 
  (2d6/caster level, 40d6 maximum) unless they make 
  successful Fortitude saves (unattended, non-magical 
  objects get no saving throw; attended objects are 
  treated as part of the creature holding or wearing 
  them).  Those that make their saves are only partially 
  affected, suffering 5d6 points of damage instead of 
  disintegrating.  Even an object passing quickly through 
  the field, such as a fired arrow, is disintegrated. 
  Halt Undead
  Necromancy
  Level:  Death 3, Sor/Wiz 3
  Components:  V, S, M/DF
  Casting Time:  1 action
  Range:  Medium (100 ft. + 10 ft./level)
  Targets:  Up to three undead, no two of which can be 
  more than 30 ft. apart
  Duration:  1 round/level
  Saving Throw:  Will - see text
  Spell Resistance:  Yes
  This spell renders up to three undead creatures 
  immobile.  Non-intelligent undead get no saving throw, 
  while intelligent undead do.  If the spell is successful, 
  it renders the undead immobile for the duration of the 
  spell.  The effect is broken if the halted creatures are 
  attacked or take damage.
  Arcane Material Component:  A pinch of sulphur and 
  powdered garlic.
  Identify
  Divination
  Level:  Brd 1, Magic 2, Sor/Wiz 1
  Components:  V, S, M/DF
  Casting Time:  1 hour
  Range:  Touch
  Targets:  Up to 1 touched object per level
  Duration:  Instantaneous
  Saving Throw:  None
  Spell Resistance:  No
  The spell determines all functions of a magic item 
  touched, including how to activate the functions (if 
  appropriate) and how many charges are left (if any).  
  For a weapon, this will be the enhancement bonus 
  to attack and damage.  This spell does not work on 
  artefacts.
  Arcane Material Components:  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.
  Invigoration of Undeath
  Necromancy
  Level:  Sor/Wiz 3
  Components:  V, S, M
  Casting Time:  1 action
  Range:  30 ft.
  Area:  Zombies in a 30 ft.-radius centred 
  on you
  Duration:  Instantaneous
  Saving Throw:  None
  Spell Resistance:  No
   As with the spell disintegrate, this spell even affects 
  magical matter or energy of a magical nature, such 
  as forceful hand or wall of force, but not a globe of 
  invulnerability or antimagic field.
  
  27
  SPELL ERRATA
  This spell increases the flow of negative energy through 
  zombies, causing them to move with far greater speed 
  and fluidity than normal.  Zombies within the area of 
  effect automatically gain the Improved Initiative feat.  
  The invigoration of undeath lasts indefinitely, until the 
  zombies are destroyed.  No matter how many times you 
  use this spell, however, only two Hit Dice per caster 
  level worth of zombies may benefit from its effects.  
  Further castings will simply have no effect.
  Arcane Material Component:  The heart of a fighter 
  or warrior.
  Law of Simplification
  Divination
  Level:  Sor/Wiz 1
  Components:  V, S
  Casting Time:  1 action
  Range:  Self
  Target:  You
  Duration:  1 round
  Saving Throw:  None (harmless)
  Spell Resistance:  No
  This spell allows the caster to manipulate fate and 
  reduce a single action down to its simplest chance for 
  success, negating all mitigating circumstances except 
  the basic odds of its being accomplished.  What this 
  does in practice is affect the next standard or full 
  attack taken by the caster, by removing any armour, 
  circumstance, competence, concealment, cover, 
  deflection, insight or morale modifiers enjoyed or 
  suffered by the caster and the target.  For example, if 
  the caster were firing a crossbow at an invisible kobold 
  behind a low wall while under the effects of a bless 
  spell, the only modifiers to the roll would be the caster’s 
  ranged attack bonus, the weapon’s enhancement bonus 
  (if any) and the kobold’s Dexterity bonus.
  The chance manipulated by the caster will swing back 
  out of the caster’s favour after this is done.  The next 
  time the caster makes a skill check or attack roll that 
  could possibly fail, it will do so.
  Law of the Wild
  Divination (Contingent – Enchantment)
  Level:  Sor/Wiz 3, Drd 2
  Components:  V, S
  Casting Time:  1 action
  Range:  Self
  Target:  You
  Duration:  1 hour
  Saving Throw:  None (harmless)
  Spell Resistance:  No
  The natural world follows its own rules, rules that can 
  be quite confusing to wizards and sorcerers, who often 
  spend more time dealing with arcane affairs than what 
  resides in the heart of sylvan glades.  However, the life 
  of an adventuring wizard can take him into some very 
  inhospitable places, such as dark forests filled with 
  wild creatures.  This spell allows a caster to divine the 
  purpose, motivation and desires of animals and beasts.
  When cast, the spellcaster gains a +10 insight bonus to 
  Handle Animal and Survival checks.  A subtle field of 
  magic surrounds the caster, which keeps creatures of 
  the animal and beast types from attacking him unless 
  he attacks them first.
  Raise City
  Necromancy
  Level:  Sor/Wiz 9
  Components:  V, S, M, XP
  Casting Time:  1 day
  Range:  Special
  Targets:  Ruined settlement
  Duration:  Instantaneous
  Saving Throw:  None
  Spell Resistance:  No
  There are few spells more powerful in the 
  necromancer’s repertoire than the ability to raise an 
  entire civilisation from death.  This is the ultimate 
  goal of many practitioners who do not quest solely for 
  undeath themselves, the animation and control of an 
  entire legion of skeletons ready to do their bidding.  
  From the ruins of an ancient town or city, the caster 
  will cause skeletons to claw their way out of the 
  ground, to rise up in perfect servitude to the caster’s 
  every demand.
  The caster must be upon the site of a ruined and 
  deserted settlement to cast this spell successfully.  
  Complete skeletons are not required for the use of this 
  powerful spell (scattered dust and bones are just fine) 
  but no sentient creature must have lived within the 
  settlement for at least 50 years.
  Once cast, a number of skeletons will animate in 
  accordance with the size of the settlement as it was 
  when it was inhabited.  A small village will yield 
  between 60 and 600 skeletons, a town between 800 
  and 8,000 and a city between 1,000 and 10,000.  The 
  skeletons will be under the caster’s complete control 
  until destroyed.  A destroyed skeleton cannot be 
  reanimated again and, once cast, this spell may never 
  be cast again by any other wizard in the same location.
  The skeletons are unable to venture further than 25 
  miles from the settlement.  Any ordered to do so will 
  instantly crumble to dust and are destroyed.
  Arcane Material Component:  Ruined, deserted 
  settlement and a collection of items from the ruined 
  settlement worth at least 5,000 gp.  The items are 
  consumed in the casting, the settlement itself remains 
  intact after the skeletons have risen.
  XP Cost:  10 XP per skeleton raised.
  
  28
  SPELL ERRATA
  Raise Death Fleet
  Necromancy
  Level:  Sor/Wiz 9
  Components:  V, S, M, XP
  Casting Time:  1 day
  Range:  Long (400-ft. + 40-ft./level)
  Targets:  One or more sunken ships
  Duration:  Instantaneous
  Saving Throw:  None
  Spell Resistance:  No
  Few necromancers ever uncover the secret knowledge 
  to perform one of the most awesome acts of the art 
  – the raising of an entire fleet of death hulks.  Such an 
  standard action is worthy of the very greatest of arcane 
  spellcasters and history itself may be changed, as a 
  powerful undead fleet suddenly appears to destroy a 
  nation’s shipping.
  One or more sunken ships must be in range of the 
  spellcaster for this spell to have any effect.  
  Raise death fleet will cause up to one ship per spell 
  caster level to rise to the surface of the sea, where they 
  will be magically seaworthy and under the full control 
  of the necromancer.  A destroyed ship cannot be raised 
  from the sea again.  Regardless of the amount of times 
  this spell is cast, only one ship per caster level may be 
  controlled at any one time by a single caster.
  Any type of ship may be raised this way and they will 
  have a full complement of crew, usually zombies, 
  though skeletons may also appear if the ships have 
  lain at the bottom of the sea for more than a year.  The 
  Games Master is the final arbitrator of the ship types 
  and the nature of their crew.
  Arcane Material Component:  One or more sunken 
  ships and the corpse of a renowned sea captain.  The 
  corpse is consumed in the casting, the ships themselves 
  are raised to the surface.
  XP Cost:  1,000 XP per ship raised.
  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 minutes/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.
  Shapechange
  Transmutation
  Level:  Animal 9, Drd 9, Sor/Wiz 9
  Components:  V, S, F
  Casting Time:  1 standard action
  Range:  Personal
  Target:  The caster
  Duration:  10 minutes/level
  This spell functions like polymorph, except that it 
  enables you to assume the form of any single non-
  unique creature (of any type) from Fine to Colossal 
  size. The assumed form cannot have more than twice 
  your caster level in Hit Dice (to a maximum of 50 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.
  Arcane 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.)
  Touch of the Artisan
  Divination
  Level:  Sor/Wiz 6
  Components:  V, S, M
  Casting Time:  1 action
  Range:  Touch
  Target:  Creature Touched
  
  29
  SPELL ERRATA
  Duration:  Varies
  Saving Throw:  Will negates (harmless)
  Spell Resistance:  Yes
  This spell opens the recipient’s mind to an incredible 
  amount of information about the crafting arts.  The 
  caster must choose a focus for this spell when he 
  casts it, choosing from any Craft skill available in the 
  campaign world.  
  Once cast, the recipient gains a +25 virtual skill 
  modifier (22 ranks in skill and the Skill Focus feat) for 
  the purposes of the chosen Craft.  This supersedes any 
  ranks or Skill Focus the subject might already have in 
  that skill.  This bonus lasts as long as it takes for the 
  recipient to create a single item and its masterwork 
  element, if applicable.  
  While working on this item (which can be as simple 
  as a poem or as complex as a suit of full plate), the 
  recipient must work at least eight hours a day and do 
  nothing more than rest and converse for the remainder 
  of each day.  Any significant interruption ends the spell 
  immediately and has a 50% chance of ruining the item.  
  The subject must begin work on the item the same day 
  this spell is cast or it ends with no further effect.
  Material Component:  A masterwork set of tools for the 
  chosen Craft.
  Touch of the Scoundrel
  Divination
  Level:  Sor/Wiz 2
  Components:  V, S, F
  Casting Time:  1 action
  Range:  Self
  Target:  You
  Duration:  10 minutes per level
  Saving Throw:  Will negates (harmless)
  Spell Resistance:  Yes
  By focusing the divinatory arts on the skills of 
  criminals, the caster imparts a basic understanding of 
  how to perform them upon the recipient.  While this is 
  no replacement for a true practitioner of the shadowy 
  arts, it can allow the recipient to perform in a crisis or 
  act stealthily when the need arises.
  The recipient gains five virtual ranks in Disable Device, 
  Hide, Move Silently, Open Lock, Sleight of Hand and 
  Search for the duration of the spell.  These supersede 
  (do not stack with) skill ranks already possessed by 
  the recipient.  In addition, while this spell is in effect, 
  the recipient is considered a rogue for purposes of trap 
  detection and disarming.
  Arcane Focus:  A set of masterwork thieves’ tools.
  Undead Gate
  Conjuration (Summoning) [Evil]
  Level:  Sor/Wiz 8
  Components:  V, S, M, F
  Casting Time:  1 minute
  Range:  Close (25-ft. + 5-ft./2 levels)
  Effect:  One or more undead creatures, no two of 
  which can be more than 30-ft. apart
  Duration:  See text
  Saving Throw:  None
  Spell Resistance:  No
  By means of this spell the caster empowers any normal 
  portal (doorway, archway, window, etc.) to act as a gate 
  for summoning undead monsters.  The portal need not 
  be large enough to allow the undead to pass through it, 
  as the magic of the spell causes the undead to appear 
  within range of the portal.
  Once the undead gate has been placed, it cannot 
  be moved.  Furthermore, no more than one undead 
  gate can exist in any given one-square-mile area.  
  Any attempt to create more than one in such an 
  area destroys both gates.  An undead gate remains 
  empowered indefinitely but can only be used once per 
  level of the caster.  For example, a 16th-level wizard 
  could use his undead gate 16 times, after which the 
  spell would end.  An undead gate registers to detect 
  magic, although this may not reveal the portal’s nature.  
  A successful dispel magic rids the portal of the spell.
  Once the undead gate is in place, the caster can use 
  it so long as he is within range of the portal.  Upon 
  command, the gate summons a random number of 
  the desired type of undead monster.  Summoned 
  undead appear anywhere within range of the portal, 
  as designated by the caster.  They behave in a manner 
  consistent with creatures called forth by the various 
  summon monster spells, remaining until destroyed or 
  dismissed for up to one round per level of the caster.  
  The magic of this spell imbues the undead with the 
  ability to understand the caster’s spoken commands.
  The caster may only summon one group of undead 
  at a time.  Once the gate is activated, no additional 
  undead may be summoned by that particular gate until 
  the first group is dead.  Undead that are turned but not 
  destroyed count against this limit.  As soon as the last 
  of the group is destroyed or disappears, the gate may be 
  used again.
  To determine the number and type of undead 
  summoned, choose from the following:
  Type and Size 
   
  Number
  of Undead 
   
  Summoned
  Skeleton, Huge 
   
  1d3
  Skeleton, Large 1d6+1
  Zombie, Large 
   
  1d6+1
  Undead summoned via an undead gate are standard 
  representatives of their type as determined by the 
  Games Master (see Core Rulebook III).
  
  30
  SPELL ERRATA
  Arcane Focus:  A mortar and pestle made from human 
  bone.
  Arcane Material Component:  19 teeth extracted 
  from a fresh human corpse (no more than one week old 
  that must be crushed in the mortal bowl.  The resulting 
  powder is then blown at the frame of the portal.
  Unseen Trickster
  Conjuration (Creation)
  Level:  Brd 2, Sor/Wiz 2
  Components:  V, S, M
  Casting Time:  1 standard action
  Range:  Close (25-ft.  + 5-ft./level)
  Effect:  One invisible, mindless, shapeless body of 
  force
  Duration:  1 minute/level
  Saving Throw:  None
  Spell Resistance:  No
  This improved form of unseen servant is capable of 
  taking on a much wider range of standard actions than 
  its simpler, lower level brother.  The unseen trickster 
  can fulfil all the roles and abilities listed for an unseen 
  servant.  In addition, it can take a limited number 
  of standard actions to disrupt or annoy the caster’s 
  enemies.  The trickster may not attack, but it may use 
  the aid another combat standard action.  It attacks using 
  its caster’s base attack bonus.  The trickster tugs at its 
  target’s belt straps, pokes him in the eye or otherwise 
  makes a nuisance of itself.  The trickster also has the 
  limited ability to filch items from the unwary.  The 
  trickster has four ranks in the Sleight of Hand skill and 
  has a Dexterity score of 10.  Items it steals seem to 
  hover in mid-air as the trickster carries them and it has 
  an effective Strength score of two.  Thus, it can lift 20 
  pounds or drag 100 pounds.
  Apart from the exceptions listed above, the unseen 
  trickster acts as an unseen servant.  It cannot be killed, 
  but is destroyed if it takes six points of damage from 
  an area attack.  Against such assaults, it automatically 
  fails its saving throw.  If the caster orders the trickster 
  to move beyond the range of this spell, it immediately 
  dissipates.
  Arcane Material Components:  A short length of 
  string tied into a loose knot.
  Vigilant Guardians
  Transmutation
  Level:  Sor/Wiz 2
  Components:  V, S
  Casting Time:  1 standard action
  Range:  Touch
  Target:  One touched weapon/level (maximum 5 
  weapons)
  Duration:  1 minute/level
  Saving Throw:  None
  Spell Resistance:  No
  The caster can animate one simple, light, thrown 
  weapon, such as darts or daggers, per caster level 
  (maximum 5 weapons).  The weapons hover about 
  him within arm’s reach.  Each weapon threatens as a 
  reach weapon to a distance equal to its rang increment.  
  Whenever an enemy provokes an attack of opportunity 
  within one of his guardian’s threatened area, it 
  attacks using his ranged attack bonus.  Any number 
  of guardians may make such attacks in a given round, 
  but only one vigilant guardian per round may attack a 
  specific creature.
  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 minute/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.
  Arcane Material Component: A pinch of powder 
  made from a clear gem.
  
  31
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  10 Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute.
  11.  Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected.
  13 Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach.  All sublicenses 
  shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.;
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by 
  E.  Gary Gygax and Dave Arneson.;
  The D20 System(r) License Version 1.0 Copyright 2000, Wizards Of The 
  Coast Inc;
  Cook, Skip Williams, based on original material by E.  Gary Gygax and 
  Dave Arneson.;
  Dragons Copyright 2001, Alderac Entertainment Group
  Magic of Rokugan Copyright 2001, Alderac Entertainment Group
  Rokugan Copyright 2001, Alderac Entertainment Group
  Undead Copyright 2001, Alderac Entertainment Group
  Librum Equitis Volume 1 Copyright 2001, Ambient, Inc.
  Librum Equitis Volume 2 Copyright 2001, 2002, Ambient, Inc.
  Portable Hole Full of Beer (This Product Contains No Alcohol) Copyright 
  2002, Ambient, Inc.
  Thee Compleat Librum ov Gar’udok’s Necromantic Artes Copyright 2002, 
  Ambient, Inc.
  Spells & Magic Copyright 2002, Bastion Press, Inc.
  Call of Duty Copyright 2002, Chainmail Bikini Games, Ltd.
  Creature Collection Copyright 2000, Clark Peterson
  Relics & Rituals Copyright 2001, Clark Peterson
  Seafarer’s Handbook Copyright 2001, Fantasy Flight Publishing, Inc.
  Spells & Spellcraft Copyright 2002, Fantasy Flight Publishing, Inc.
  The Complete Guide to Drow Copyright 2002, Goodman Games
  Legions of Hell Copyright 2001, Green Ronin Publishing
  Arcana: Societies of Magic Copyright 2001, Kevin Brannan and James 
  Maliszewski
  Broadsides!  Naval Adventuring Copyright 2001, 2002, Living Imagination, 
  Inc.
  3e Tower Copyright 2000, 2002, John T. Dodson
  Open Game Content from The Tide of Years Copyright 2001, Michelle A. 
  Brown Nephew
  The Book of Eldritch Might, The Book of Eldritch Might II: Songs and Souls 
  of Power, The Banewarrens, Requiem for a God, The Book of Eldritch Might 
  III: The Nexus Copyright 2001, 2002, Monte J. Cook
  The Book of Hallowed Might Copyright 2002, Monte J. Cook
  Tournaments, Fairs & Taverns Copyright 2002, Natural 20 Press
  Wild Spellcraft Copyright 2002, Natural 20 Press
  The Primal Codex Copyright 2001, Netherland Games, Inc.
  Book of Broken Dreams Copyright 2002, Netherland Games, Inc.
  A Dozen Free Spellbooks Copyright 2002,Philip Reed, www.philipjreed.com
  Fast Spell Copyright 2001, Carl Cramér
  Elemental Aura, Elemental Sagitta, Freeze Bolt, Lightning Arrow, 
  Metamagic Sphere, Piercer Arrow, Thunderclap Arrow – Copyright © 2002 
  by Francisco A. Sucre.
  Fickle Finger of Fate - Copyright © 2002 by Hal R. Greenberg.
  Felb’s Armorless Arrow, Felb’s Bedtime Arrow, Felb’s Dissolving Arrow, 
  Felb’s Fire Arrow, Felb’s Targeter, Felb’s Weighty Arrow - Copyright © 2002 
  by Ian Cheesman.
  Preserve Food and Drink - Copyright © 2002 by Nikolaos K. Tsouhlarakis.
  Suyt’s Relative Spacial Lock - Copyright © 2002 by Paul Bartlett.
  Lesser Gate, Minor Gate - Copyright © 2002 by Ricardo Gladwell.
  Detect Curse, Mask Scent - Copyright © 2002 by Scott C. Metzger.
  Omar’s Sand Cone - Copyright © 2002 by Spencer Cooley.
  Fire Burst, Fire Puff, Flaming Goo, Flaming Missile, Ignite, Ray of Fire 
  - Copyright © 2002 by Tomas Carl Abraham.
  Encyclopaedia Arcane – Conjuration Copyright 2003, Mongoose Publishing
  Encyclopaedia Arcane – Divination Copyright 2003, Mongoose Publishing
  Encyclopaedia Arcane – Elementalism Copyright 2002, Mongoose 
  Publishing
  Encyclopaedia Arcane – Enchantment Copyright 2002, Mongoose Publishing
  Encyclopaedia Arcane – Illusionism Copyright 2002, Mongoose Publishing
  Encyclopaedia Arcane – Necromancy Copyright 2001, Mongoose Publishing
  Encyclopaedia Divine – Fey magic Copyright 2002, Mongoose Publishing
  Encyclopaedia Divine – Shamans Copyright 2002, Mongoose Publishing
  The Quintessential Cleric Copyright 2002, Mongoose Publishing
  The Quintessential Druid Copyright 2002, Mongoose Publishing
  The Quintessential Dwarf Copyright 2002, Mongoose Publishing
  The Quintessential Elf Copyright 2002, Mongoose Publishing
  The Quintessential Paladin Copyright 2002, Mongoose Publishing
  The Quintessential Witch Copyright 2002, Mongoose Publishing
  The Quintessential Wizard Copyright 2002, Mongoose Publishing
  Ultimate Arcane Spellbook Copyright 2003, Mongoose Publishing
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/Mongoose/Mongoose - Ult - Arcane Spellbook Errata.pdf