5th
Construct Essence: Makes living constructs (a category which for practical purposes reduces to 'warforged') gain many of the benefits of the construct type for min/CL. [Magical Creature-Affecting]
Lesser Revitalize Legacy: Regain a use of a legacy item's lesser ability. [Magic Item-Affecting]
Suppress Legacy: Temporarily suppress the bond between a legacy item and the creature it's bound to. [Magic Item-Affecting]
Necrotic Burst: A target carrying a necrotic cyst takes 1d6/CL, max 15, or dies outright. [Specific Synergy]
Investiture of the Narzugon: Grants fire resistance that stacks with other Investiture of the X spells, among other benefits [Specific Synergy]
Investiture of the Orthon: Grants fire resistance that stacks with other Investiture of the X spells, can duplicate Dimensional Lock as an immediate action, has an effect strongly resembling Fire Shield. [Specific Synergy]
Oath of Blood: Enhances a Geas 'or similar spell' such that if the target dies before completing their task, they get to be raised as an undead creature until they finish. [Specific Synergy]
Shadow Form: Pass through barriers of magical force or 'similar magical obstacles' with 15 ranks in Escape Artist [Weird, Specific Interactions]
Nezram's Sapphire Screen of Shielding: As Shield (Magic Missile negation), plus DR. [Weird, Specific Interactions]
Zone of Respite: Teleportation, summoning, Gates don't work within 20' of the caster [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Telepathy Block: Blocks telepathic communication in an 80-ft radius [Special-Purpose Countermagics]
Mailed Might of the Magelords: Better Mage Armor that grants immunity to 2nd-level or lower force spells, grants DR. [Special-Purpose Countermagics]
Psychic Turmoil: All psionic creatures in a 40-ft emanation lose 1 pp/manifester level/round, Will save halves. [Special-Purpose Countermagics] [Interaction with Other Magic Systems]
Spurn the Supernatural: Deactivate one or more supernatural abilities of the target. Concentration spell, permits a save, requires you to speak the personal truename of the target. [Special-Purpose Countermagics] [Interaction with Other Magic Systems] [Supernatural Ability-Affecting]
Break Enchantment: Undoes enchantments, transmutations, and curses, even ordinarily *instantaneous* ones (!) Affects many spells on a case-by-case basis [Essential Countermagics] [Weird, Specific Interactions]
Reciprocal Gyre: subject takes 1d12 damage per spell effect on them with a failed Will save, stunned if they also fail a Fort save [Actively Interfere with Casting]
Symbol of Spell Loss: make spellcasters or creatures with spell-likes lose their highest-level spell/slot/ability use per round on a failed spell save [Actively Interfere with Casting] [Supernatural Ability-Affecting]
Fever Dream: Fatigues on a successful save, exhausts on a successful one: reguardless of save, forces Concentration checks to cast spells: Confuses for one round as it ends. Save DC, Concentration DCs increase if Prickling Torment is already active on subject [Actively Interfere with Casting] [Specific Synergy]
Gelid Blood: Impose 50%/25% ASF on spells with somatic components on a failed/made save, among other penalties [Actively Interfere with Casting]
Field of Resistance: Everyone in a 20' radius gets SR 11 + CL [Passive Defenses]
Duelward: for 1 round/level, counterpslling is an immediate action and you get a bonus to ID spells being cast. On the first successful counterspell, Duelward discharges. [Passive Defenses] [General Magic Analyzers]
Refusal: Spellcasters or creatures with SLAs must make a Will save to enter an area [Passive Defenses] [Supernatural Ability-Affecting]
Mana Flux: Anyone in a 20' radius has a 20% chance of failing to cast a spell, use a spell completion item, activate a supernatural ability [Passive Defenses] [Magic Item-Affecting] [Supernatural Ability-Affecting]
Shard-Blessing Aura: Acts as a Lesser Globe of Invuln, also as Protection from Evil for Selune-worshipping sorcerors. 1 rnd/lvl [Passive Defenses]
Skin of the Steel Dragon: Grants SR 10+CL, 1 rnd/3 levels, immediate action [Passive Defenses]
Improved Blink: 50% miss and spell failure cnce for enemies, none for you: ready an action to make an enemy spell/attack auto-fail: spells work vs. ethereal targets [Passive Defenses]
Greater Spider Form: Turn into a Huge monstrous spider, gain SR 13 [Passive Defenses]
Draconic Might: Immunity to magic sleep and paralysis, +5 to Cha (DCs) [General Spell Boosters] [Special-Purpose Countermagics]
Lesser Spell Matrix/Simbul's Spell Matrix: cast a Quickenable spell of up to 3rd level, take 1d6 unhealable damage: up to 10 minutes/level later, cast it as a quickened spell [General Spell Boosters]
Extract Gift: Can substitute for casting-ability and Spellcraft, Concentration items in low-item campaigns. Boosting CL may grant permanent enhancement bonuses of over +6 pre-epic: bonus spells, save DCs. XP, GP cost. [General Spell Boosters] [Magic Item-Affecting]
Improved Blink: 50% miss and spell failure cnce for enemies, none for you: ready an action to make an enemy spell/attack auto-fail: spells work vs. ethereal targets [Narrow Spell Boosters]
Lord of the Sky: Gain a fly speed or improve an existing fly speed by +10 ft: maneuverability improves to good unless it's already better. Grants swift-action bolts of lightning that slow others' fly speeds to half: can expend to produce a Lightning Bolt. [Narrow Spell Boosters] [Spells with Dismissal Effects] [Special-Purpose Countermagics]
Precipitate Breach: Create a planar breach or widen one that's already there: this can enhance spells with certain descriptors, make a dead magic or wild magic zone, or have other interestingly magical effects at random. GP cost. [Narrow Spell Boosters] [Special-Purpose Countermagics] [Magical Environment-Affecting]
Dispelling Breath: swift action, your breath weapon dispels [Breath Weapon Boosters/Granters] [Dispel Variants]
Breath Weapon Substitution: swift action, BW does a different energy type of damage [Breath Weapon Boosters/Granters]
Ethereal Breath: swift action, BW hits the Ethereal. [Breath Weapon Boosters/Granters]
Stunning Breath: swift action, BW stuns [Breath Weapon Boosters/Granters]
Dragon Breath: Gain a breath weapon (modifiable with many other spells) for 1 round/lvl, but you still have to wait 1d4 rounds between uses! [Breath Weapon Boosters/Granters]
Burning Blood: Deal damage = CL of a type identical to your breath weapon when weapon damage is taken [Breath Weapon Boosters/Granters] [Supernatural Ability-Affecting]
Heart of Fire: Can dismiss to to gain fire shield effect, among other benefits: gain light fortification and eventually crit/SA immunity with other Heart of X spells [Spells with Dismissal Effects] [Specific Synergy]
Shard-Blessing Aura: Acts as a Lesser Globe of Invuln, also as Protection from Evil for Selune-worshipping sorcerors. 1 rnd/lvl [Package Deals] [Passive Defenses]
Kiss of the Vampire: Gain supernatural abilities: Enervation and Vampiric Touch as a melee touch attack, Charm Person, Gaseous Form (self only). Also invert the effect of Cure/Inflict spells and gain a partial vulnerability to Turn Undead. 1 round/level. [Package Deals] [Spell Mutators]
Investiture of the Orthon: Grants fire resistance that stacks with other Investiture of the X spells, can duplicate Dimensional Lock as an immediate action, has an effect strongly resembling Fire Shield. [Package Deals]
Shadow Evocation: simulate an Evocation spell of 4th level or lower, 20% real [Category Simulators]
Summon Monster V: Summon a hound archon for Aid, Continual Flame, Detect Evil, or Message, an achaierai for a damaging Insanity analogue, or a bearded devil for Greater Teleportation of objects. [Summoning things with Spellcasting or SLAs]
Lesser Planar Binding: Indirectly grants access to an enormous amount of other spells through the spell-like abilities of the outsider or elemental you call. [Summoning things with Spellcasting or SLAs]
Lesser Dragon Ally: Summon a dragon of HD 9 or lower. They'll have sorceror spellcasting and interesting spell-likes. Best for spellcasting: Tome dragon, Dragon 343, 9th-level sorc casting and free metamagic. Can you summon a loredrake? A Spellhoarding dragon? XP and GP cost. [Summoning things with Spellcasting or SLAs]
Summon Undead V: Can summon a vampire spawn, which emulates Dominate Person [Summoning things with Spellcasting or SLAs]
Lesser Truename Binding: Like Lesser Planar Binding, but its target is CR 6 or less instead of HD 6 or less, it's an opposed Truespeak check instead of an opposed Charisma check, it can't try to escape the binding after initially bound, beating their Truespeak check by greater margins increases the duration, and there's an XP cost. (whyyyyyyy) [Summoning things with Spellcasting or SLAs] [Interaction with Other Magic Systems]
Call Zelekhut: Summon a zelekhut to gain access to clairaudience/clairvoyance, dimensional anchor, dispel magic, fear, hold person, locate creature, true seeing, hold monster, mark of justice, and lesser geas. XP cost. [Summoning things with Spellcasting or SLAs]
Permanency: make many spells permanent [Spell Mutators]
Haunt Shift: Convert 20d4 HD of undead creatures into haunting presences, difficult-to-detect poltergeists that haunt an object or location [Spell Mutators]
Mage's Private Sanctum: Makes everything within a volume immune to Divination (scrying) spells [Counter-Divinations]
Vanishing Weapon: Weapon's touch dispels summoned or Illusion(shadow) creatures [Counter-Illusions] [Dispel Variants] [Special-Purpose Countermagics]
Wall of Dispel Magic: pass through it, get a targeted dispel. The Underdark version is invisible, but the Spell Compendium version is not. [Dispel Variants]
Spell Theft: Know every spell affecting a creature, make a dispel check on every one of them, and take 'em for yourself if you win. [Dispel Variants]
Dispel Possession: Force a being possessing a creature out of the host's body, as if it had left them voluntarily: can also be used as a special-purpose Dispel Magic for 'charm, dominate, or similar [effects]' only. [Special-Purpose Countermagics] [Dispel Variants] [Supernatural Ability-Affecting]
Dispel Water: Dispel non-instantaneous spells with the Water descriptor, on the Water domain list, or those that 'clearly involve water': dismiss extraplanar creatures with the water subtype. [Dispel Variants]
Involuntary Shapeshifting: Force the target creature to shapeshift as much and as often as possible if they have a supernatural or extraordinary ability that lets them, and damages them when they do. [Supernatural Ability-Affecting]
Trait Removal: casting time 1 hour, duration 1 hour/level. Permanently take a supernatural or extraordinary ability away from a touched creature: no constructs, oozes, or undead, Fort negates. Interesting, I guess, but unless you can get that casting time under control I can't imagine what it's useful for besides...I dunno, safe sex with succubi? [Supernatural Ability-Affecting]
6th
Quickshift: The caster's Teleport or Greater Teleport spell-like ability is quickened for 1r/lvl. [Magical Creature-Affecting]
Necrotic Eruption: As Necrotic Burst, but if the subject dies everyone within 20 feet takes 1d6/CL max 15d6, half vile, and are subject to the base Necrotic Cyst spell. Caster must posess a Mother Cyst (feat) [Specific Synergy]
Investiture of the Barbed Devil: Grants fire resistance that stacks with other Investiture of the X spells, among other benefits [Specific Synergy]
Investiture of the Malebranche: Grants fire resistance that stacks with other Investiture of the X spells, among other benefits [Specific Synergy]
Disintegrate: Can destroy force constructs as well as physical objects [Weird, Specific Interactions]
Stone to Flesh: Reverse petrification [Weird, Specific Interactions]
Seal Portal: Seal an interplanar portal or gate [Weird, Specific Interactions] [Magical Environment-Affecting]
Analyze Dweomer: Get comprehensive magical information on one object or creature per caster level [General Magic Analyzers]
Greater Anticipate Teleportation: delay teleporters in a radius from you for 3 rounds, you know they're coming [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Ruby Ray of Reversal: Undo those trapped in force effects, de-polymorph, de-petrify, de-magic jar, destroy movement-hampering effects [Special-Purpose Countermagics] [Weird, Specific Interactions]
Fires of Purity: Target gains Improved Evasion for fire effects, damage shield [Special-Purpose Countermagics]
Suppress Flame: All damage caused by fire, incl. fire spells, is reduced to 1 point/die for 1 hour/level. [Special-Purpose Countermagics]
Incorporeal Nova: Outright destroy 1d4 HD/CL of incorporeal or gaseous creatures, 9 HD individual max [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Wrathful Doom: Daze a target for 1 round/level, with a save each round: also damage them if they have an essentia pool. Requires Incarnum Spellshaping. [Special-Purpose Countermagics] [Interaction with Other Magic Systems]
Aura of Evasion: Grants evasion vs. breath weapons [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Fleshbound: When cast on a posessed creature, forces the posessor to control the posessee completely: any attack dealing HP or ability damage to the host creature deals the same damage to the posessor. The posessing spirit can't be killed in this way, but can be banished. [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Halaster's Shaking Hand: As Bigby's Interposing Hand, but it can also negate the other Bigby's Hand spells by giving them a handshake/grapple. Halaster is an amusing fellow. [Special-Purpose Countermagics]
Undeath to Death: Re-kill 20d4 HD of undead creatures in a 50-ft radius burst, Will negates. GP cost. [Special-Purpose Countermagics] [Magical Creature-Affecting]
Control Elemental: Control an elemental with up to 2 * CL Hit Dice. Some special rules for elementals bound in special Eberron ways. [Special-Purpose Countermagics]
Hidden Truename: The target gains +2 on saves vs. utterances, and anyone trying to research their personal truename takes a -8 penalty on the Knowledge check to do so. Must pronounce their personal truename to cast. [Special-Purpose Countermagics] [Interaction with Other Magic Systems]
Antimagic Field: magic doesn't work in a 10' radius [Passive Defenses]
Globe of Invulnerability: as Lesser Globe, but excludes 4th-level spells, effects [Passive Defenses]
Greater Spell Snare: Automatically negate the next spell or SLA of 6th-level or lower targeted at the bearer of the object this spell creates. RAW, requires a material component that is probably unavailable outside the Eberron campaign setting. [Passive Defenses]
Greater Dispel Magic: does its job good [Dispel Variants]
Mass EagleFoxOwl's SplendourCunningWisdom: boost spell save DCs [General Spell Boosters]
Greater Channel the Mishtai: Can grant +1 insight to CL at a cost of 1 HP/HD. Requires Incarnum Spellshaping. Essentia investment extends duration by hours. [General Spell Boosters] [Interaction with Other Magic Systems]
Aura of Terror: affects existing frightful presence or fear aura, including a magically-generated fear aura: expands by 10', increases DC by 2, makes the shaken frightened and the frightened panicked [Narrow Spell Boosters] [Supernatural Ability-Affecting]
Sherem Transformation: Cast on an unborn female child to give it the ability to take a feat much like the old 3.0 Spellcasting Prodigy, for sorcerors only. If these schenanigans have been going on for ten generations, they can take it again, and it stacks. [Narrow Spell Boosters]
Subvert Planar Essence: reduce the SR (and DR) of outsiders in a radius [Narrow Spell Boosters] [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Lesser Dragonshape: Swift action, 1 round/level, become a red dragon with a breath weapon. (Can be further modifed with many spells...) [Breath Weapon Boosters/Granters]
Fiendform: Gain weak SR by transforming into a fiendish creature, flight by transforming into a yeth, a breath weapon (modifiable!) by transforming into a hell hound, access to Scare, Stinking Cloud, and Telepathy by transforming into a dretch, and immunity to mind-affecting by transforming into a lemure. [Breath Weapon Boosters/Granters] [Package Deals] [Passive Defenses]
Cloak of the Sea: Combines the benefits of Water Breathing, Freedom of Movement, and Blur while underwater only [Package Deals]
Mental Pinnacle: Gain 3 pp/level, Mind Thrust, Ego Whip, Psionic Blast, Id Insinuation, Psychic Crush, ML = CL, and turn off your own spellcasting for 1 round/level. [Package Deals] [Interaction with Other Magic Systems]
Shadow Conjuration, Greater: Simulate conjuration spells of 6th level or lower, 60% real [Category Simulators]
Summon Monster VI: Summon a bralani for Blur, Charm Person, Gust of Wind, Mirror Image, Wind Wall, Lightning Bolt, Cure Serious Wounds, or to indirectly benefit from Tongues. Summon a janni for Enlarge/Reduce Person, Invisibility, Speak with Animals, or Create Food and Water. Summon a xill to travel to and from the Ethereal Plane. [Summoning things with Spellcasting or SLAs]
Planar Binding: Indirectly grants access to an enormous amount of other spells through the spell-like abilities of the outsider or elemental you call. [Summoning things with Spellcasting or SLAs]
Halaster's Fetch III: Summon a dretch for Scare, Stinking Cloud, or telepathy, then it sticks around afterwards and is probably confused and ticked off at you. [Summoning things with Spellcasting or SLAs]
Call of the Twilight Defender: Summons a twilight guardian, which has Transport Via Plants (works with other willing creatures) [Summoning things with Spellcasting or SLAs]
Blackwater Taint: Summon a Doom of the Seas, a half-fiend kraken, for its Blasphemy, Contaigen, Desecrate, Destruction, Horrid Wilting, Summon Monster IX, Unhallow, Unholy Blight, Control Weather, Control Winds, Dominate Animal, Resist Energy, Darkness, Poison, or Unholy Aura SLAs. (!) A bizzare spell that grants you indirect access to SLAs far above the spell level you'd be able to access normally. And it's supposed to obey you for the spell's duration, but it *has* no listed duration. And it's a Necromancy spell, not a Conjuration spell, and in particular not a Conjuration (summoning) spell, so I don't think it goes away when the spell ends. Whenever it ends. XP cost. [Summoning things with Spellcasting or SLAs]
Energy Transformation Field: Make a permanent 40-ft field that seems to totally auto-negate any spellcasting, magic items, or supernatural abilities within it, absorbs, transforms the energy into a single spell you can cast. XP component, costly material component. [Other Spell Simulators] [Spell Mutators] [Passive Defenses] [Magic Item-Affecting] [Supernatural Ability-Affecting]
Contingency: A spell triggers given certain conditions. [Spell Mutators]
Transcribe Symbol: move stuff like Glyph of Warding or Symbol of Death with a successful CL check: see Dragon Compendium's Glyph Scriber feat to expand utility. [Spell Mutators] [Special-Purpose Countermagics]
Imbue Familiar with Spell Ability: Transfer the ability to cast one spell/3 CL, max level 1/3 CL, max 5, to your familiar [Spell Mutators]
Steal Summoning: Immediate action. With a CL check, gain control over a creature somebody else summons, control it for concentration+1 round [Spell Mutators] [Special-Purpose Countermagics]
Scry Location: Enables remote Detect spells, message. [Spell Mutators]
Awaken Undead: Mindless undead aren't mindless any more, regain armor, weapon proficiencies, extraordinary abilities [Spell Mutators] [Magical Creature-Affecting]
Shalantha's Delicate Disk: Summons a disk that permanently holds a spell of 5th-level or lower: it can be later broken. Touch spells are targeted on the creature that shattered the disk, area effect spells treat the broken disk's location as their origin. 200 gp material component. [Spell Mutators]
Contingent Spell Lock: Ghostwalk campaign-setting schenanigans for letting your ghost cast spells immediately after your death. [Spell Mutators]
True Seeing: See all things as they are, screw illusionists! Interacts with many spells on an individual basis. [Counter-Illusions] [General Magic Analyzers] [Weird, Specific Interactions]
Ironguard: Become immune to magical metal, including spells, spell-like abilities, and supernatural effects involving metal like Blade Barrier, Bands of Steel or Rain of Needles. Also, walk through iron bars, punch dudes straight through their full plate. [Passive Defenses] [Magic Item-Affecting]
7th
Hide from Dragons: Multi-person invisibility vs. dragons, defeats blindsense. [Magical Creature-Affecting]
Open Lesser Chakra: Target can open their arms, brow, crown, feet, hands, or shoulders chakra, permitting them to either 'attune' to a magic item for bonuses related to its function or bind a soulmeld to it for same. [Interaction with Other Magic Systems] [Magic Item-Affecting]
Investiture of the Ice Devil: Grants fire resistance that stacks with other Investiture of the X spells, among other benefits [Specific Synergy]
Barghest's Feast: 50% chance to prevent resurrection of a dead creature even by wish, miracle, or true resurrection. GP cost. [Resurrection Preventing]
Greater Arcane Sight: More betterful Detect Magic-vision [General Magic Analyzers]
Body of War: Bigger, badder Tenser's. Gain construct immunities, incl. mind-effecting [Special-Purpose Countermagics]
Necrotic Curse: Those casting healing spells in a 20-foot radius must make a CL check or damage their targets instead. 1 hour/level. [Special-Purpose Countermagics]
Cacophonic Shield: Create a barrier that forces 'supernatural or spell-based sounds or sonic effects' to make a CL check to pass, damages creatures that cross it [Special-Purpose Countermagics]
Greater Glacial Ward: Gain SR 25 vs. fire spells and abilities [Special-Purpose Countermagics]
Ghost Trap: 5 ft/CL field of energy negates incorporeality or etherealness [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Greater Psychic Turmoil: All psionic creatures in a 40-ft emanation lose 1 pp/manifester level/round, Will save halves. For each pp so lost, gain a temporary hit point. [Special-Purpose Countermagics] [Interaction with Other Magic Systems]
Antimagic Ray: Hit a creature with a ray AND have it fail a Will save and it's trapped in its own personal AMF for 1 round/level [Actively Interfere with Casting]
Kiss of Draconic Defiance: Those in a 40-ft emanation from the caster must make Fortitude saves to sucessfully cast: can counterspell a spell of 5th- level or lower as an immediate action without needing to make a Spellcraft check to ID it, expending and ending the spell. Concentration spell. [Actively Interfere with Casting]
Spell Turning: Spells targeted on you rebound on their caster [Passive Defenses]
(Otiluke's) Greater Dispelling Screen: those who go through a wall get a big, bad targeted dispel. Spell effects not operating on creatures or objects explicitly can't pass through it. [Dispel Variants]
Arcane Spellsurge: Shortens spell casting times for 1 round/level. Cast as a swift action if you're a dragon or dragonblood. [General Spell Boosters]
Simbul's Spell Sequencer/Spell Matrix: Take 2d6 points of damage. Either pick two spells of up to 3rd level that you can subsequently cast as Quickened spells at any point in the next 10 minutes/level, or pick two spells of up to 2nd level and cast them as one simultaneous Quickened spell. [General Spell Boosters]
Mass Adept Spirit: +1 insight to CL, +2 insight to Will saves, Concentration checks, Intelligence checks, Intelligence-based skill checks for 1 minute- to a crowd. Requires Incarnum Spellshaping, essentia investment can improve every benefit but the CL boost. [General Spell Boosters] [Interaction with Other Magic Systems]
Nar Fiendbond: Transforms the subject into a half-fiend: grants SR, spell- likes, ability boosts (incl. to casting scores), among other things. XP cost, GP cost, casting time 1 hour. [General Spell Boosters] [Package Deals] [Passive Defenses]
Planar Bubble: Creates an area around the target creature that emulates their native planar environment. This can include magic planar traits. [General Spell Boosters] [Spell Mutators] [Passive Defenses] [Magical Environment-Affecting]
Lifebound: When cast on a posessed creature, forces the posessor to control the posessee completely and enables the posessor to use their spell-like, psi-like, or supernatural abilities, even those not normally usable when posessing someone: if the host dies, so does the posessor. [Narrow Spell Boosters] [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Soul Link: Combines a Status and a Scrying effect on a touched creature for 1 hour/level: they also take a -4 penalty to Will saves vs. mind-affecting spells and abilities you use. [Narrow Spell Boosters] [Package Deals]
Animate Breath: Swift action: Energy-damage breath weapon becomes creature, hits things [Breath Weapon Boosters/Granters]
Ice Castle: Create a castle with Icicle spells in two designated areas, Ice Slick spells for intruders on the stairs, Obscuring Snow in any corridor or room, obscuring sight. [Package Deals]
Necrotic Tumor: On a subject already bearing a necrotic cyst, give a long- term Suggestion on a successful save, or a permanent Dominate Person on a failed one. [Package Deals] [Specific Synergy]
Gem Tracer: Create a permanent link between a gem and an object: anyone with the gem can sense the object's location as with Locate Object but with unlimited distance, and can scry on the bearer of the object as per Scrying. [Package Deals]
Fiendish Clarity: See through magical darkness up to 60 ft, see invisibility, detect good at will for 10 minutes/CL. [Package Deals] [Counter-Illusions]
Limited Wish: Duplicate any non-prohibited school sorc/wiz spell of 6th level or lower, any prohibited-school sorc/wiz spell or any non-prohibited school spell from another class' list of 5th level or lower, or any prohibited-school spell from another class' list of 4th level or lower. Also has the unique power to undo some powerful curses. Other effects as GM rules. Expensive XP component. [Category Simulators] [Essential Countermagics] [Weird, Specific Interactions]
Summon Monster VII: Summon an avoral for aid, blur, command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic missile, see invisibility, or lightning bolt, or to benefit from its self- only magic circle against evil, speak with animals, and true seeing effects. Summon a djinni for create food and water, a version of Major Creation with permanent vegetable matter, persistent image, or wind walk. Summon a bone devil for Greater Teleport of objects, dimensional anchor, fly, major image, or wall of ice. Summon a babau for darkness, dispel magic, see invisibility, or greater teleport of objects. [Summoning things with Spellcasting or SLAs]
Halaster's Fetch IV: Summon a lantern archon for Aid, Detect Evil, or Continual Flame, or an appropriate kind of mephit for Gust of Wind, Wind Wall, Soften Earth and Stone, Scorching Ray, Heat Metal, Magic Missile, Chill Metal, Pyrotechnics, Acid Arrow, Stinking Cloud, or Glitterdust. Then it sticks around afterwards and is probably confused and ticked off at you. [Summoning things with Spellcasting or SLAs]
Dragon Ally: Summon a dragon of HD 18 or lower. They'll have sorceror spellcasting and interesting spell-likes. Best for spellcasting: Tome dragon, Dragon 343, 11th-level sorc casting and free metamagic. Can you summon a loredrake? A Spellhoarding dragon? XP and GP cost. [Summoning things with Spellcasting or SLAs]
Call Kolyarut: Summon a kolyarut to gain access to discern lies, fear, hold person, invisibility, locate creature, suggestion, hold monster, mark of justice, or geas/quest. Also an Enervation effect. XP cost. [Summoning things with Spellcasting or SLAs]
Truename Binding: Like Planar Binding, but it's a level higher, its target is CR 10 or less instead of HD 12 or less, it's an opposed Truespeak check instead of an opposed Charisma check, it can't try to escape the binding after initially bound, beating their Truespeak check by greater margins increases the duration, and there's an XP cost. (whyyyyyy) [Summoning things with Spellcasting or SLAs] [Interaction with Other Magic Systems]
Greater Scrying: Detect spells and messages can reliably be passed through the sensor [Spell Mutators]
Project Image: Make a shadow double through which you can cast spells: must mantain LOS [Spell Mutators]
(Simbul's) Synostodweomer: swift action, converts the next spell you cast into 1d8 points of touch healing per spell level [Spell Mutators]
Sequester: Creature or object becomes invisible and completely impossible to find through Divination. Creatures also become comatose for the duration. [Counter-Divinations]
Ability Rip: Casting time 1 hour, duration 1 hour/level. Permanently take a supernatural ability- including a spell-like ability- away from one creature and give it to another, who must also permanently sacrifice a spell-like ability. They get to use the transplanted ability for that 1 hour/level, then it vanishes. Naturally, this works best when you've got some way to generate temporary spell-like abilities, like Kiss of the Vampire or Polymorph and the Assume Supernatural Ability feat from Savage Species. And the stuff you steal can't be class features, so no going around stealing warlocks' blasts. Or other casters' whole casting ability. [Other Spell Simulators] [Spell Mutators] [Supernatural Ability-Affecting]
8th
Devastate Undead: Destroy one undead creature/level, take 5 HP damage per HD of destroyed undead- or heal that much, if you're undead yourself. [Magical Creature-Affecting]
Golem Immunity: Grants a touched construct the magic immunity special quality of a particular type of golem for 1 min/level- including its weaknesses/limitations. [Magical Creature-Affecting]
Phantasmal Thief: Creates a stuff-stealing force that can steal 'any object a creature possesses but is not holding or wearing', including those in extradimensional storage spaces. (Stuff in their house? Stuff in their feudal vassals' houses?) [Magic Item-Affecting]
Sever Legacy: Sever the bond between the target and their legacy item. [Magic Item-Affecting]
Ritual of Renaming: Gives the willing target a new personal truename: the old one doesn't work. Requires two Truespeak checks and an XP cost: fail either, and the XP is still down the drain. [Interaction with Other Magic Systems]
Investiture of the Horned Devil: Grants fire resistance that stacks with other Investiture of the X spells, among other benefits [Specific Synergy]
Blackfire: Deals Con damage. If a foe is reduced to 0 Con by this spell, only true resurrection or wish can bring them back, and only with a DC 30 CL check at that. [Resurrection Preventing]
Trap the Soul: Traps the victim alive in a gem, permanently
Dimensional Lock: Prevent teleportation/dimensional travel in an area [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Soulbanned Zone: No incarnum can be used in a 40 ft radius from a touched point. [Special-Purpose Countermagics] [Interaction with Other Magic Systems]
Expunge the Supernatural: Permanently deny the target of this spell the use of one supernatural ability. Permits a save, requires you to speak the personal truename of the target, XP cost. [Special-Purpose Countermagics] [Interaction with Other Magic Systems] [Supernatural Ability-Affecting]
Bestow Greater Curse: One of the listed BOVD options is the permanent removal of all spellcasting ability, spell-likes, and the ability to use spell completion and spell trigger items. [Actively Interfere with Casting]
Avascular Mass: Enemy's blood vessels explode out of them, entangle them, force a DC 30 Concentration check to cast [Actively Interfere with Casting]
Protection from Spells: +8 resistance bonus to saves vs. spells and spell-likes [Passive Defenses]
Axiomatic Creature: Permanent transformation grants SR = 2 * HD, among other benefits [Passive Defenses]
Wall of Greater Dispel Magic: those going through the wall get a big, bad targeted dispel. The Underdark version is invisible, but the Spell Compendium version is not. [Dispel Variants]
Chain Dispel: Targeted dispel magic on selected creatures no more than 30' apart, CL cap 25 [Dispel Variants]
Truename Dispel: As Dispel Magic, but requires the caster to speak the target's personal truename, it tells you what all of the ongoing magical effects on the target do, and you can dispel them or leave them alone selectively without actually requiring a check besides the Truename check you make to cast the spell. [Dispel Variants] [Interaction with Other Magic Systems]
Greater Stunning Breath: Your BW stuns for 2d4 rounds [Breath Weapon Boosters/Granters]
Mind of the Labyrinth: Anyone who casts a mind-affecting spell or uses a mind-affecting ability on the caster is Confused for 1 round, Will negates. Can expend as an immediate action to create a shorter-term Dominate Person effect on someone who uses a mind-affecting ability on the caster. [Spells with Dismissal Effects] [Special-Purpose Countermagics]
Greater Shadow Evocation: simulate evocations of 7th level or lower: 60% real [Category Simulators]
Summon Monster VIII: Summon a lillend for 6th-level bard spellcasting and its darkness, hallucinatory terrain, knock, light, charm person, speak with animals, and speak with plants SLAs. Summon a vrock for mirror image, telekinesis, greater teleport of objects, or heroism: summon three for a slow but wide-area 20d6 blast effect. [Summoning things with Spellcasting or SLAs]
Greater Planar Binding: Indirectly grants access to an enormous amount of other spells through the spell-like abilities of the outsider or elemental you call. [Summoning things with Spellcasting or SLAs]
Halaster's Fetch V: Summon a hound archon for Aid, Continual Flame, Detect Evil, or Message, an achaierai for a damaging Insanity analogue, or a bearded devil for Greater Teleportation of objects. Then it sticks around afterwards and is probably confused and ticked off at you. [Summoning things with Spellcasting or SLAs]
Lightning Ring: Generate two weak Lightning Bolts as a free action per round: 1 round/2 CL duration. [Other Spell Simulators]
Spell Engine: Freely rechoose prepared spells for the day, except those you've already used today. Minor XP component. 10-minute casting time. [Spell Mutators]
Veil of Undeath: Gain many of the benefits and detriments of the undead type, incl. immunity to mind-affecting spells/abilities, ability and energy drain, ability damage, and Fort-affecting stuff that's not harmless or object-affecting, as well as inverting the effect of Cure and Inflict spells [Spell Mutators] [Passive Defenses]
Embrace the Dark Chaos: One-half of the legendary feat loop that can transform specific bonus feats into general ones, including those that impact spellcasting. XP cost. [Spell Mutators]
Shun the Dark Chaos: The other half.
Mind Blank: blanket immunity to all mind magic and scrying [Counter-Divinations] [Special-Purpose Countermagics]
Prismatic Wall: creates a barrier that prevents 'all objects and effects', and spells specifically, and divination and mental attacks *specifically* specifically, from crossing it. [Counter-Divinations] [Passive Defenses]
Screen: Selectively specify what in a large area can be observed by divinations [Counter-Divinations]
Greater Prying Eyes: lots of magic True Seeing sensors make illusionists very sad [Counter-Illusions]
Illusion Purge: Temporarily negate all illusions of 7th level or lower in a 5-ft/level radius emanation, centered on you, for 1 min/level. [Counter-Illusions]
9th
Node Genesis: Create a node, which can boost spellcasting in a variety of ways. Needs the Node Spellcasting feat. XP cost. [Magical Environment-Affecting]
Planar Perinarch: Can manipulate the environment in any highly morphic or divinely morphic plane. [Magical Environment-Affecting]
Precipitate Complete Breach: Create a total planar breach or widen one that's already there: this can enhance spells with certain descriptors, make a dead magic or wild magic zone, or have other interestingly magical effects at random. GP and XP cost. [Magical Environment-Affecting]
Greater Construct Essence: Makes living constructs (a category which for practical purposes reduces to 'warforged') lose that subtype and gain the construct type, with all attendant bonuses and penalties (no Con, no healing spells, no crits...) 1 min/level. [Magical Creature-Affecting]
Greater Revitalize Legacy: Regain a daily use of a greater legacy item ability. [Magic Item-Affecting]
Open Greater Chakra: Target can open their arms, brow, crown, feet, hands, shoulders, throat, or waist chakra, permitting them to either 'attune' to a magic item for bonuses related to its function or bind a soulmeld to it for same. [Interaction with Other Magic Systems] [Magic Item-Affecting]
Investiture of the Pit Fiend: Grants fire resistance that stacks with other Investiture of the X spells, among other benefits [Specific Synergy]
Necrotic Termination: On a target with a necrotic cyst, do 1d6/CL, max 25d6, on a successful save, and perma-kill them such that Raise Dead, Resurrection, True Ressurection, Wish, and Miracle don't work on a failed one. XP cost, requires a mother cyst (feat) [Resurrection Preventing] [Specific Synergy]
Unname: Erase a creature from reality: it can't be resurrected except with truename magic. Requires the pronunciation of the target's personal truename. [Resurrection Preventing] [Interaction with Other Magic Systems]
Soul Bind: Traps the soul of an opponent immediately post-death. The only way out is destroying the gem or dispelling the spell. [Resurrection Preventing]
Sphere of Ultimate Destruction: Negates multiple force effects or other stuff specifically affected by Disintegrate. [Weird, Specific Interactions]
Freedom: Automatically frees a creature from 'spells and effects that restrict its movement', including a laundry list of specific ones. Special complications for Imprisonment or Maze. [Special-Purpose Countermagics] [Weird, Specific Interactions]
Blinding Glory: Negates magical darkness in a 100-ft area, restoring natural light conditions. [Special-Purpose Countermagics]
Halaster's Teleport Cage: All conjuration (teleportation) spells and SLAs in a given area transport the user to another random location within that area: all attempts to teleport into that area from outside it instead transport the user to another random location within range of their spell. [Special-Purpose Countermagics]
Mordenkaiden's/Mage's Disjunction: comprehensively mess up any and all magic items and effects within a large radius. Special interactions with Antimagic Field, artifacts. [Actively Interfere with Casting] [Weird, Specific Interactions]
(Mystra's) Magic Miasma: as solid fog, but spells cast within the fog are at -4 CL and -2 save DC. [Actively Interfere with Casting]
Maw of Chaos: area of chaos damages, dazes, forces a Concentration check to succeed on spellcasting [Actively Interfere with Casting]
Unbinding: Negate charm and hold spells of all types, arcane locks and similar closures, and spells that create physical magical barriers...temporal stasis and slow spells...statue spells...shatter magic jars, destroying the soul therein...spells that hold other magical effects, including other spells....magic circles against X that imprison a creature...curses and geas/quest spells if you're of a a higher CL...but not protective spells, petrification, or those magically bound to serve, or an antimagic field. Wide area. [Actively Interfere with Casting] [Special-Purpose Countermagics] [Weird, Specific Interactions]
Binding Chain of Fate: Chain of force prevents target from leaving wth an antimagic field, and has *separate and independent* effects that prevent the target from changing form and act as a Dimensional Anchor on them- presumably for those Initiate of Mystra/Invoke Magic/Iron Heart Surge/Initiate of the Sevenfold Veil types. [Actively Interfere with Casting] [Weird, Specific Interactions]
Laeral's Crowning Touch: Make a spellcaster's life horribly miserable with bucketfuls of negative levels whenever they try to cast spells. Duration: year and a day. XP cost. [Actively Interfere with Casting]
Absorption: Ranged spells that have you as a target are absorbed without effect: 1d4+6 spell levels, partial absorption possible. Captured spell energy can power any spell you know/have prepared without counting against spells/day. [Passive Defenses]
(Elminister's) Effulgent Epuration: Negate one spell or SLA directly targeted on you/CL. Epic magic isn't explicitly excluded. Deific magic is. [Passive Defenses]
Shrinshee's Spell Shift: +4 to Spellcraft checks to ID spells for counterspelling. Can apply metamagic feats to an ally or enemy's spell, change its range, area, or targets, or counter it normally in addition to a stun effect. 1 round/level. [Passive Defenses] [General Magic Analyzers]
Reaving Dispel: as Dispel Magic with the option to steal or redirect dispelled spells [Dispel Variants]
Soulmeld Disjunction: Like Dispel Magic against all the soulmelds of one creature. [Dispel Variants] [Interaction with Other Magic Systems]
Khelben's Dweomerdoom: Eliminate the target's highest-level prepared spell or spell slot with a successful dispel check. (whyyyyyy) [Dispel Variants]
Wish: Duplicate non-prohibited sorc/wiz spells of 8th level or lower, prohibited or non-class spells of 7th level or lower, or prohibited non-class spells of 5th level or lower. Unique power to undo some magics. Create a magic item of 25,000 gp or less. Give a creature an inherent bonus to an ability score, including a casting stat for +DCs. Undo recent effects, including spell effects. Get screwed by the GM. Massive XP cost. [General Spell Boosters] [Category Simulators] [Essential Countermagics] [Weird, Specific Interactions] [Magic Item-Affecting]
Greater Spell Matrix/Simbul's Spell Trigger: the love child of Simbul's Spell Sequencer and Contingency. Take 3d6 unhealable damage, store 3 spells of 3rd level or below for 10 minutes/level, during which they can be cast as Quickened- or make 'em 2nd level and cast two at once, or make 'em 1st level and cast them all at once. Also, key a contingency to a 'condition that effects your person' to activate one of the spells or spell sequences. [General Spell Boosters] [Spell Mutators]
Node Genesis: Create a node, which can boost spellcasting in a variety of ways. Needs the Node Spellcasting feat. XP cost. [General Spell Boosters]
Towering Thunderhead: 40-ft cylinder 60 ft tall is as Fog Cloud + Wind Wall, hampers movement. None of these affect the caster. Any sonic or electricity spell of 7th level or below cast by a creature within the Thunderhead is automatically Empowered. [Narrow Spell Boosters] [Package Deals]
Frostfell: Create a large zone of frigid and icy environment in which, among other things, any cold spells are cast at +1 CL. [Narrow Spell Boosters]
Abyssal Rift: Opens up a chasm that gives a +2 boost CL of conjuration spells with the evil descriptor cast within 60 feet of it, among other effects [Narrow Spell Boosters]
Deafening Breath: Add sonic energy, deafening effect to a breath weapon [Breath Weapon Boosters/Granters]
Enervating Breath: Swift action, BW deals negative levels [Breath Weapon Boosters/Granters]
Breath Weapon Admixture: Swift action, BW deals extra energy type [Breath Weapon Boosters/Granters]
Investiture of the Hellfire Engine: Grants fire resistance that stacks with other Investiture of the X spells, grants a breath weapon that can be enhanced by other spells [Breath Weapon Boosters/Granters] [Specific Synergy]
Undermaster: Grants access to a wide variety of underground-themed spell- like abilities for 1 round/level. XP cost. [Package Deals]
Shades: simulate conjuration spells of 8th level or lower, 80% real [Category Simulators]
Summon Monster IX: Summon a couatl for 9th-level sorcerer casting and its detect [alignment], detect thoughts, invisibility, and plane shift SLAs. Summon a leonal for detect thoughts, fireball, hold monster, wall of force, cure critical wounds, neutralize poison, remove disease, heal, or a damaging Holy Word analogue, or to indirectly benefit from its self-only combination Magic Circle against Evil and Lesser Globe of Invulnerability effect, or its Speak with Animals effect. Summon a hatumala for Greater Teleport of objects, hold person, major iamge, scorching ray, order's wrath, or unholy blight. Summon a night hag for detect [alignment], detect magic, magic missile, ray of enfeeblement, sleep, or etherealness. Summon a hezrou for Chaos Hammer, Greater Teleport of objects, Unholy Blight, Blasphemy, and Gaseous Form. [Summoning things with Spellcasting or SLAs]
Gate: Indirectly grants access to a ridiculously large amount of other spells through the spell-like abilities of the outsider you call. XP cost. [Summoning things with Spellcasting or SLAs]
Halaster's Fetch VI: Summon a bralani for Blur, Charm Person, Gust of Wind, Mirror Image, Wind Wall, Lightning Bolt, Cure Serious Wounds, or to indirectly benefit from Tongues. Summon a janni for Enlarge/Reduce Person, Invisibility, Speak with Animals, or Create Food and Water. Summon a xill to travel to and from the Ethereal Plane. Then it sticks around afterwards and is probably confused and ticked off at you. [Summoning things with Spellcasting or SLAs]
Ice Assassin: Permanently duplicate a touched creature (which can have spellcasting, even better than yours): share spells with it, including exclusively personal ones. [Summoning things with Spellcasting or SLAs] [Spell Mutators]
Greater Dragon Ally: Summon a dragon of 27 HD or less. They'll have sorcerer spellcasting and interesting spell-likes. Best for spellcasting is a Tome dragon, Dragon 343: they'll have 19th level sorcerer spellcasting. Can you summon a loredrake? A Spellhoarding dragon? XP and GP cost. [Summoning things with Spellcasting or SLAs]
Abyssal Army: Summon 2d4 dretches, 1d4 babaus, and one vrock: you get access to Scare, Stinking Cloud, and telepathy through the dretch, darkness, dispel magic, see invisibility, or greater teleport of objects through the babaus, and mirror image, telekinesis, and heroism through the vrock. Nothing here you can't individually get through Summon Monster, let alone more flexible summon spells. [Summoning things with Spellcasting or SLAs]
Heavenly Host: Summon 2d4 lantern archons and 1d4 hound archons: you get access to aid, detect evil, and continual flame through the lantern archon and all those plus Message through the hound archon. Nothing here you can't individually get through Summon Monster, let alone more flexible summon spells. [Summoning things with Spellcasting or SLAs]
Hellish Horde: Summon 2d4 bearded devils, 1d4 chain devils, and a bone devil: get access to Greater Teleportation of objects through the bearded devil, and additionally dimensional anchor, fly, major image, or wall of ice through the bone devil. Bo-ring. [Summoning things with Spellcasting or SLAs]
Call Marut: Summon a marut to gain access to air walk, dimension door, fear, greater command, greater dispel magic, mass inflict light wounds, locate creature, true seeing, chain lightning, circle of death, mark of justice, wall of force, earthquake, geas/quest, and plane shift. XP cost. [Summoning things with Spellcasting or SLAs]
Greater Truename Binding: Like Greater Planar Binding, but it's a level higher, its target is CR 14 or less instead of HD 18 or less, it's an opposed Truespeak check instead of an opposed Charisma check, it can't try to escape the binding after initially bound, beating their Truespeak check by greater margins increases the duration, and there's an XP cost. (WHY?) [Summoning things with Spellcasting or SLAs]
Replicate Casting (Alamanther's Return): Duplicate a spell or spell-like ability you've just seen cast, 8th level or lower but otherwise without restriction [Other Spell Simulators]
Invoke Magic: Freely cast spells of 4th level or lower in an antimagic field or similar, for 1 round. Costly material component. [Spell Mutators]
Absorption: Ranged spells that have you as a target are absorbed without effect: 1d4+6 spell levels, partial absorption possible. Captured spell energy can power any spell you know/have prepared without counting against spells/day. [Spell Mutators]
Eye of Power: As an Arcane Eye, but visible, and can cast any spell of 7th level or lower through it [Spell Mutators]
Ice Assasin: Permanently duplicate a touched creature (which can have spellcasting, even better than yours): share spells with it, including exclusively personal ones. [Spell Mutators]
Shrinshee's Spell Shift: +4 to Spellcraft checks to ID spells for counterspelling. Can apply metamagic feats to an ally or enemy's spell, change its range, area, or targets, or counter it normally in addition to a stun effect. 1 round/level. [Spell Mutators]
Elminister's Evasion/Instant Refuge: Super-Contingency. [Spell Mutators]
Awaken Construct: Raise a mindless construct to humanlike sentience. XP cost. Creepy material component. [Spell Mutators] [Magical Creature-Affecting]
Prismatic Sphere: creates a spherical barrier that prevents 'all objects and effects', and spells specifically, and divination and mental attacks *specifically* specifically, from crossing it. [Counter-Divinations] [Passive Defenses]
Mystic Shield: For 1 round/level, spells and SLAs of 6th level or lower don't work on the recipiant: they can still cast themselves, but friendly castings are negated. Also negates the enhancement bonuses and special properties of magic weapons used against the target (!) GP cost. [Passive Defenses] [Magic Item-Affecting]
Wizard 4
(Rary's) Mnemonic Enhancer: Prepare up to three add'l spell levels, or call back a recently-cast perpared spell of 3rd level or lower. [Spell Mutators]
Wizard 6
Mage's Lucubration: call back a spell of 5th level or lower that was cast in the last 24 hours. [Spell Mutators]
Rary's Arcane Conversion: Exchange a prepared wizard spell for another prepared wizard spell of equal or lower level. [Spell Mutators]
Sorcerer 1
Strength of the True Form: Immediate action, duration 1 round. If altered 'due to the use of polymorph, alternate form, or a similar effect', use the best of your natural stats and the altered form's for natural armor, DR, or physical ability scores. [Narrow Spell Boosters] [Supernatural Ability-Affecting]
Wings of Swift Flying: Add 30 ft to the speed of an existing magical flight effect or power, 40 ft if you're a dragon or dragonblooded. [Narrow Spell Boosters] [Supernatural Ability-Affecting]
Sorcerer 2
Primal Hunter: Mobility skill bonuses: gain uncanny dodge and eventually improved uncanny dodge with other Primal X spells [Specific Synergy]
Essence of the Dragon: Touched creature gains the dragon type for 1 minute/level: they're treated as a dragon for purposes of spell effects, are immune to magic sleep and paralysis, ignore the frightful presence of dragons. [Spell Mutators] [Special-Purpose Countermagics] [Supernatural Ability-Affecting]
Wings of Cover: Disrupt line of effect as an immediate action, negating a single targeted spell, SLA, supernatural ability, psionic power, attack, whatever, and providing a bonus to AC and reflex saves vs. area attacks. Dragonblooded characters or dragons can use it on behalf of adjacent allies. [Passive Defenses]
Sorcerer 3
Primal Instinct: Initiative and Survival bonuses: gain uncanny dodge and eventually improved uncanny dodge with other Primal X spells [Specific Synergy]
Sorcerer 4
Primal Instinct: Initiative and Survival bonuses: gain uncanny dodge and eventually improved uncanny dodge with other Primal X spells [Specific Synergy]
Sorcerer 5
Arcane Fusion: Cast a 1st and a 4th level spell you know simultaneously, without expending additional slots. [General Spell Boosters]
Dragonblood Spell-Pact: Dragonblood creatures can swap known spells of the same level. XP cost. [Spell Mutators]
Sorcerer 6
Primal Speed: +10' to all speeds, including magically granted fly, swim, burrow, etc. speeds: gain uncanny dodge and eventually improved uncanny dodge with other Primal X spells [Narrow Spell Boosters] [Specific Synergy]
Sorcerer 8
Arcane Fusion, Greater: Cast a 4th and a 7th-level spell you know simultaneously, without expending additional slots. [General Spell Boosters]
Sanctified 2
Luminous Armor: Better mage armor auto-counters darkness spells of 2nd level or lower on contact
Sanctified 3
Create Lantern Archon: permanently make a lantern archon, which listens to you for an hour and has CL 3 aid, detect evil, continual flame at will. 1d3 Constitution drain. [Summoning things with Spellcasting or SLAs]
Telepathy Tap: Overhear telepathic communications [General Magic Analyzers] [Supernatural Ability-Affecting]
Phieran's Resolve: +4 sacred bonus to saves vs. spells with the evil descriptor [Special-Purpose Countermagics]
Greater Luminous Armor: Much better mage armor auto-counters darkness spells of 2nd level or lower on contact [Special-Purpose Countermagics]
Celestial Fortress: Create a Leomund's Secure Shelter effect w/Consecrate (easier undead turning) and Magic Circle Against Evil (anti-posession and summoned creatures) effects [Special-Purpose Countermagics]
Sanctified 5
Curtain of Light: Vertical curtain of light energy damages nearby evil creatures, damages evil creatures that pass through it more. Arguably blocks the passage of all spells ('impervious') except for Antimagic Field, Dispel Magic, Greater Dispel Magic, Mordy's Disjunction. [Passive Defenses]
Sanctified 6
Benign Projection: Create an effect similar to Project Image through which only Abjuration, Divination, and Conjuration (healing) spells can be cast [Spell Mutators]
Exalted Raiment: Defensive bonuses incl. SR 5 + CL [Passive Defenses]
Sanctified 7
Channel Celestial: Channel a celestial of up to 12 HD, granting access to their supernatural and spell-like abilities, as well as any spells known [Package Deals]
Sanctified 8
Restore Soul's Treasure: Restores a magic item destroyed by Soul's Treasure Lost spell in the last 4 hours [Weird, Specific Interactions]
Sanctified 9
Channel Greater Celestial: Channel a celestial of up to 24 HD, granting access to their supernatural and spell-like abilities, as well as any spells known [Package Deals]
Cleric 2
Owl's Wisdom [General Spell Boosters]
Eagle's Splendor [General Spell Boosters]
Cleric 4
Imbue with Spell Ability [Spell Mutators]
Assay Spell Resistance [General Spell Boosters]
Spell Vulnerability [General Spell Boosters] [Supernatural Ability-Affecting]
Cleric 5
Triadspell (Azuth's Exalted Triad): Alter a memorized spell of 3rd-level or lower so you can cast it three times before it's expended. Lasts forever, so if you have a few days of off time you can triple all your 1st-3rd level slots. [Spell Booster]
Cleric 6
Mass Owl's Wisdom [General Spell Boosters]
Mass Eagle's Splendor [General Spell Boosters]
Cleric 9
Miracle [Category Simulators] [Essential Countermagics]
Druid 2
Owl's Wisdom [General Spell Boosters]
Eagle's Splendor [General Spell Boosters]
Druid 4
Friendly Fire: Cast it as an immediate action, and a ranged attack or ranged touch attack is automatically redirected to another target within 30 feet. Cast it as a full-round action, and *all* such attacks are redirected for 1 round/level. [Passive Defenses]
Druid 5
Owl's Insight [General Spell Boosters]
Sirines Grace [General Spell Boosters]
Druid 6
Mass Owl's Wisdom [General Spell Boosters]
Mass Eagle's Splendor [General Spell Boosters]
Spellstaff [General Spell Boosters
Spell Domain 3
Anyspell [Category Simulators]
Spell Domain 4
Rary's Mnemonic Enhancer [Spell Mutators]
Spell Domain 6
Greater Anyspell [Category Simulators]
Spell Domain 7
Limited Wish [Category Simulators] [Essential Countermagics] [Weird, Specific Interactions]
Everyone who contributed anything gets a thank-you here.
, for making me realize I had two different versions of Spell Enhancer listed twice at 4th and 5th, when all printed versions are 4th level. They are now merged.
, for informing me that I'd made the embarrassingly basic mistake of listing Fox's Cunning, Owl's Wisdom, and Eagle's Splendor at 1st level instead of 2nd, where they belong. Also for suggesting that each individual spell include a book source- maybe next draft.
, for the first batch of divine metaspells (Eagle's Splendor and Owl's Wisdom at Cleric 2, Imbue with Spell Ability, Assay SR, and Spell Vulnerability at Cleric 4, Mass Eagle's Splendor and Owl's Wisdom at Cleric 6, Miracle at Cleric 9, Eagle's Splendor and Owl's Wisdom at Druid 2, Owl's Insight and Sirene's Grave at Druid 5, Spellstaff and Mass Eagle's Splendor/Owl's Wisdom at Druid 6, and Anyspell, Rary's Mnemonic Enhancer, Greater Anyspell, and Limited Wish from the Spell Domain)
made me aware of the existence of some very interesting spells: Ability Rip and Trait Removal from Serpent Kingdoms, Dweomer Vortex and Mystic Shield from Anauroch: Empire of Shade, and Friendly Fire from Exemplars of Evil.
project has been helpful in double-checking much. (And brujon again for pointing me to it.)