Ranged Touch Attack
Up to one target per two levels, no two of which can be more than 30 ft. apart
Up to one target per level, all within 30 ft. of each other
Racial type(s), up to HD cap
One small object per level
One Large plant per three caster levels or all plants within range
One ropelike object, length up to 50 ft. + 5 ft./level
The door, chest, or portal touched, up to 30 sq. ft./level in size
Fog spreads in 20-ft. radius, 20 ft. high
10-ft.-radius emanation, centred on caster
One location (up to a 10-ft. cube/level)
All enemies within 50 ft.
Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
15 ft. Cone-shaped burstDuration
Initial impact, then once every X rounds/level
Temporary hit points
Morale bonus to attack
Morale bonus to fear savesAir WalkAlarm
Makes a weapon good, evil, lawful, or chaotic to pass DRAlter SelfAnalyze Dweomer
Increase size category by one, granting +8 Str, +4 Con, -2 Dex, NA +2. Gear enlarges as appropriate.
Damage Reduction X/magic
Resistance bonus to saving throwsAnimal Messenger
Transform target into an animal of caster's choice, using alternate form
to determine new abilities. Max HD of animal = caster level
FascinateAnimate DeadAnimate ObjectAnimate PlantsAnimate Rope
Hemispherical energy field that prevents the entrance of most types of living creatures: animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and verminAntimagic Field
Cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Create an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants.Arcane Eye
Magically lock door, chest, or portal. Caster can freely pass his lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell.Arcane MarkArcane SightArcane Sight, GreaterAstral ProjectionAtonementAuguryAwakenBaleful Polymorph
Penalty on attack rolls
Penalty on fear saves
Enhancement bonus to natural armour
Enhancement bonus to ability scoreBestow CurseBindingEvard's Spiked Tentacles of Forced Intrusion
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level. A blade barrier provides cover against attacks made through it.Blasphemy
Imbue a flask (1 pint) of water with positive energy, turning it into holy water.
Make a weapon strike true against [alignment] foes. The weapon has a +1 enhancement bonus for the purpose of bypassing the damage reduction of [alignment] creatures or striking [alignment] incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon becomes [opposite alignment], and can bypass that DR. Arrows or bolts can be targeted, but affected projectile weapons don’t confer the benefit to projectiles they shoot. All critical hit rolls against [alignment] foes are automatically successful.
Wither a single plant of any size. An affected plant creature takes 1d6 points of damage per level. Destroys non-creature plants outright.
Grant the subject concealment (20% miss chance)Break Enchantment
Call lightning bolts that deal 3d10 damage. 1/round for duration, max of caster level bolts. Each bolt is 5 ft wide. Greater version uses 5d10 bolts.
Render target docile and harmless for duration. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.