Spells that are unmarked are from the Spell Compendium. Spells marked with a * are from Complete Mage. Spells marked with a ** are from Player’s Handbook II.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
Benign Transposition: Two willing subjects switch places.
Buzzing Bee: Bee gives subject -10 penalty on Move Silently checks and hinders Concentration checks.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
Dispel Ward: As dispel magic, but affects only wards.
Ebon Eyes: Subject can see through magical darkness.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Expeditious Retreat, Swift: You gain +30 ft. bonus to speed for 1 round.
Golem Strike: You can sneak attack constructs for 1 round.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Ironguts: Subject gets +5 bonus on saving throws against poison.
Karmic Aura*: Any creature damaging you becomes fatigued for 3 rounds.
Low-Light Vision: See twice as far as a human in poor illumination.
Mage Hand, Greater: As mage hand, but medium range and up to 40 lbs.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Nerveskitter: Subject gains +5 bonus to initiative checks.
Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
Remove Scent: Hide touched creature’s scent.
Resinous Tar*: Sticky substance slows movement or renders objects difficult to drop.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Slide: Move subject 5 ft.
Sniper’s Shot: No range limit on next ranged sneak attack.
True Casting*: +10 on your next spell penetration roll.
Vigilant Slumber*: Set specific conditions under which you immediately wake up.
Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Wings of the Sea: +30 ft. to subject’s swim speed.
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, Greater: As alarm, and it works on coexistant planes.
Allied Footsteps*: Subject knows direction and distance to your location.
Animalistic Power**: Subject gains +2 bonus to Strength, Dexterity, and Constitution.
Arcane Turmoil*: Targeted dispel magic on one subject and subject loses one spell.
Attentive Alarm*: As alarm, plus learn type and number of creatures that triggered alarm.
Baleful Transposition: Two subjects switch places.
Blinding Color Surge**: Blind subject for 1 round, gain invisibility.
Chain of Eyes: See through other creatures’ eyes.
Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
Deflect**: Gain bonus to AC for one attack.
Dimension Hop**: Teleport subject short distance.
Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
Dispelling Touch**: Dispel one magical effect on touched subject.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earthbind: Subject creature can’t fly.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Ethereal Chamber: You trap ethereal subject in a chamber of force.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Heart of Air*: Gain +10 on Jump checks +10 ft. to fly speed, use feather fall once.
Insight of Good Fortune**: Subject rolls twice, takes best result.
Force Ladder: Create an immobile ladder of force.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Incendiary Slime*: Creates slippery substance like grease, but highly flammable.
Inky Cloud: Obscures sight underwater beyond 5 ft.
Ironthunder Horn: Intense vibrations trip those in area.
Lively Step: You and allies gain +10 ft. increase to speed.
Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level.
Master’s Touch**: Subject gains immediate +4 bonus on a skill check.
Mountain Stance: Subject becomes hard to move.
Reflective Disguise: Viewers see you as their own race and gender.
Scale Weakening: Subject’s natural armor weakens.
Share Talents**: Subject gains +2 bonus on skill checks.
Slide, Greater: Move subject 20 ft.
Snake’s Swiftness: Subject immediately makes one attack.
Speak to Allies: Subjects can converse at distance without moving lips.
Sure Strike**: Gain +1 bonus/3 levels on next attack.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Wall of Gloom: Shadow barrier obscures vision.
Wings of Air: Subject’s flight maneuverability improves by one step.
Air Breathing: Subject can breath air freely.
Alter Fortune**: Cause one creature to reroll any die roll.
Amorphous Form: Subject becomes puddle-like and can slip through cracks quickly.
Anticipate Teleportation: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon Aura: Allies gain bonus to AC and saves against dragons.
Avoid Planar Effects: Provides temporary damage against overtly harmful planar traits.
Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level.
Caustic Smoke*: Cloud deals 1d6 acid damage/round, blinds creatures.
Celerity, Lesser**: Take a move action immediately but be dazed for 1 round.
Circle Dance: Indicates direction to known individual.
Contagious Fog: 20-ft. radius cloud of fog inflicts disease.
Deceptive Facade*: Disguise appearance of another creature or object.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Dimension Step**: Allies can immediately teleport a distance equal to their speed.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
Earthen Grace: Subject only takes nonlethal damage from stone and earth.
Enduring Scrutiny*: Become aware when target performs designated action.
Energy Aegis**: Subject gains resistance 20 against one energy type for one attack.
Energy Vulnerability**: Subject gains vulnerability to the specified energy.
False Gravity: Travel on solid surface as if that surface had its own gravity.
Girallon’s Blessing: Subject gains one additional pair of arms.
Halt**: Subject’s feet become stuck to ground.
Hamatula Barbs: Subject grows barbs, which damage foes that attack subject in melee.
Heart of Water*: Gain swim speed, ability to breath water, +5 on Escape Artist checks, freedom of movement once.
Karmic Backlash*: Any creature damaging you becomes exhausted for 2 rounds.
Luminous Assassin, Lesser**: Summons an assassin to attack the subject.
Mage Armor, Greater: Gives subject +6 armor bonus.
Mage Armor, Mass: As mage armor, but one creature/level.
Nauseating Breath: Exhale a cone of nauseating gas.
Ray of Dizziness: Subject can only take move or standard actions.
Regroup**: Teleport nearby allies to your side.
Repelling Shield*: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers.
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Scattering Trap**: Imbue one 5-ft. square/2 levels with teleport trap.
Servant Horde: Create 2d6 unseen servants +1/level (max +15).
Shadow Phase: Subject becomes partially incorporeal.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Spell Vulnerability: Reduces creature’s spell resistance by 1/caster level (max reduction 15).
Spellcaster’s Bane*: Gain +2 on dispel, counterspell checks; recognize cast spell and caster level.
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
Tenacious Dispelling*: As targeted dispel magic, but second consecutive casting is more potent.
Tremorsense: Grants tremorsense to a range of 30 ft.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level.
Viprgout: You spit forth celestial or fiendish vipers that attack your foes.
Wall of Light: Creates wall of light, can dazzle creatures.
Wraithstrike: Your melee weapons strike as touch attacks for 1 round.
Assay Spell Resistance: +10 bonus on next caster level check to defeat one creature’s spell resistance.
Attune Form: Grant creature temporary protection against overtly damaging planar effects.
Backlash: Subject takes damage if it uses spells against another creature.
Baleful Blink**: Subject has 50% chance of failure on attacks and spells.
Bright Worms**: Fiery worms damage enemies within 20-ft. spread.
Call of Stone**: Subject slowly turns to stone.
Caustic Mire*: Acidic sludge slows progress, deals damage.
Condemnation**: Lower subject outsider’s spell resistance and stuns for 1 round.
Corporeal Instability: Transform a creature into an amorphous mass.
Darkvision, Mass: As darkvision, but affects one subject/level.
Defenestrating Sphere: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level checks.
Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
Explosive Rune Field**: Area is covered with runes that explode on contact with creatures.
Flight of the Dragon: You grow dragon wings.
Floating Disc, Greater: As floating disc, but you can ride it.
Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Forcewave: Bull rushes all creatures within 10 ft.
Force Chest: Create 2-ft. cube chest made of force.
Heart of Earth*: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
Melf’s Slumber Arrows*: Your arrows cause the target to fall asleep for 1 hour.
Mirror Image, Greater**: As mirror image, but gain an additional image each round.
Mystic Surge**: Ally’s spell gains +2 DC and +1 caster level.
Nightmare Terrain: Creates patch of illusory terrain that hinders foes and allows you to hide.
Otiluke’s Suppressing Field*: Spells of a designated school or subtype are suppressed.
Raise from the Deep: Creature or sunken ship made buoyant.
Ray Deflection: Ray attacks are reflected away.
Resistance, Greater: Subject gains +3 on saving throws.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Ruin Delver’s Fortune: Cast on another creature’s turn and gain one of several benefits.
Spell Enhancer: Lets you cast another spell in the same round at +2 caster level.
Stifle Spell**: Subject must concentrate or botch spell.
Translocation: You and subject switch places and appear as each other.
Treasure Scent: You detect valuable metals and gems.
Wall of Chaos/Evil/Good/Law: Wall blocks creatures of opposite alignment.
Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
Wall of Water: Creates shapeable transparent wall of water.
Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.
Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
Blink, Greater: Controlled blinking between Material and Ethereal Planes grants defenses for 1 round/level.
Call Zelekhut: A zelekhut performs one duty for you.
Celerity**: Take a standard action immediately, but be dazed for 1 round.
Contingent Energy Resistance: Energy damage triggers a resist energy spell.
Dimension Door, Greater: Short-range, multiple-use dimension door.
Dimension Jumper*: Teleport up to 30 feet 1/round.
Dimension Shuffle**: Teleport multiple creatures short distances within line of sight.
Draconic Might: Gain +5 to Strength, Constitution, Charisma; +4 natural armor; immunity to magical sleep and paralysis effects.
Dragon Ally, Lesser: Exchange services with a 9 HD dragon.
Dragonsight: Gain low-light vision, darkvision, and blindsense.
Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
Enlarge Person, Greater: Subject remains enlarged for 1 hour/level.
Etherealness, Swift**: Subject momentarily becomes ethereal.
Field of Resistance**: Zone provides spell resistance 11 + caster level.
Fly, Mass: One creature/level flies at speed of 60 ft.
Heart of Fire*: Gain +10 ft. to land speed; resistance to fire 10; use fire shield once.
Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
Ironguard, Lesser: Subject becomes immune to non-magical metal.
Indomitability: Subject can’t be reduced below 1 hp.
Luminous Assassin**: As lesser luminous assassin, but the assassin is more powerful.
Mana Flux**: Magic in area has 20% failure chance.
Nightstalker’s Transformation: Gain +4 Dexterity, +3 luck bonus to AC, +5 luck bonus on Reflex saves, +3d6 sneak attack, and evasion.
Phantasmal Thief: Creates an unseen force that steals from others.
Planar Tolerance: Provide long-term protection against overtly damaging planar traits.
Prismatic Ray: Ray of light blinds subject, deals random effect.
Reduce Person, Greater: Subject remains reduced for 10 minutes/level.
Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
Retributive Image*: Created illusion deals damage to those who disbelieve it.
Spell Matrix, Lesser: Magical matrix stores a 3rd-level or lower spell to be cast later as a quickened spell.
Surefooted Stride, Mass: As surefooted stride, but multiple subjects.
Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
Unicorn Blood*: Gain immunity to poison, compulsion, charm effects, bestow temporary hp once.
Viscid Glob: Ranged touch attack hurls 5-ft. diameter glob of glue at subject.
Vulnerability: Reduces an opponent’s damage reduction.
Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic.
Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.
Xorn Movement: Touched creature swims through earth like a xorn.
Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
Anticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
Aura of Evasion: All within 10 ft. gain evasion against breath weapons.
Chasing Perfection**: Subject gains +4 bonus to all abilities.
Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
Endless Slumber*: Subject falls asleep and is not easily roused.
Extract Water Elemental: Pulls water from victim, forms water elemental.
Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area.
Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
Illusory Pit: Creatures in area are knocked prone while believing they’re falling.
Interplanar Telepathic Bond: Link lets allies communicate across planes.
Karmic Retribution*: Any creature damaging you becomes stunned for 1 round.
Mage’s Trusted Bloodhound*: Create a ferocious hound that tracks and attacks foes.
Make Manifest: You case a creature on a coexistant plane to appear on your plane.
Ooze Puppet: You telekinetically control an ooze.
Prismatic Aura*: Shield of colors offers concealment and damages your attackers.
Probe Thoughts: Read subject’s memories, one question/round.
Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
Resistance, Superior: Subject gains +6 on saving throw.
Ruby Ray of Reversal: Ray negates magical or mundane hazards.
Smoky Confinement*: Subject is imprisoned within a Tiny receptacle.
Steal Summoning*: Take control of another caster’s summoned monster.
Stone Body: Your body becomes living stone.
Subvert Planar Essence: Reduce subject’s damage reduction and spell resistance.
Tactical Teleportation*: Teleport one creature/3 levels a short distance.
Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
Adamantine Wings*: Wings grant fly 60 ft., provide natural attacks.
Animalistic Power, Mass**: As animalistic power, but multiple subjects.
Antimagic Ray: Subject loses all magical powers.
As the Frost**: Transform into a creatre of cold.
Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
Call Kolyarut: A kolyarut performs one duty for you.
Choking Cobwebs*: Cobwebs provide concealment, slow movement, sicken creatures.
Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level checks.
Dragon Ally: As lesser dragon ally, but up to 15 HD.
Elemental Body: You take on the qualities of a type of elemental.
Energy Absorption*: Target gains resistance 10 to energy; can turn one energy attack to healing.
Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
Energy Transformation Field: Area absorbs energy to power a predetermined spell.
Ghost Trap: Incorporeal creatures turn corporeal.
Glass Strike: Turns subject into glass.
Hide from Dragons: Dragons can’t perceive one subject/2 levels.
Hiss of Sleep: You induce comatose slumber in subjects.
Ironguard: Subject becomes immune to all metal.
Luminous Assassin, Greater**: As luminous assassin, but the assassin is more powerful.
Planar Bubble: Creates bubble around creature that emulates its native planar environment.
Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
Spell Matrix: Stores up to two spells of 3rd-level or lower to be reduced lower.
Stun Ray: Subject stunned 1d4+1 rounds.
Submerge Ship: You control ship mentally while it travels under water.
Synostodweomer: Channel a spell into positive energy to cure 1d8 damage/spell level.
Transfix: Humanoids freeze in place until condition you specify is met.
Unicorn Heart*: Gain speed 60 ft., +4 on Strength, Dexterity, and Constitution-based checks; use dimension door once.
Chain Dispel**: Dispel multiple magical effects in multiple creatures.
Deadly Lahar*: Create a wave of molten volcanic rock that sticks to creatures.
Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
Make Manifest, Mass: As make manifest, but affecting all creatures in the area.
[i]Mysterious Redirection[i]*: Attacks against you have 50% chance to strike adjacent target instead.
Plane Shift, Greater: Plane shift accurately to your desired destination.
Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
Absorption: You absorb spell energy to power spells of your own.
Abyssal Army: Summons demons to fight for you.
Awaken Construct: Construct gains human-like sentience.
Call Marut: A marut performs one duty for you.
Celerity, Greater: Take a full-round action immediately, but be dazed for 1 round.
Dimension Jumper, Greater*: Teleport yourself up to 60 ft. once per round.
Dragon Ally, Greater: As lesser dragon ally, but up to 21 HD.
Effulgent Epuration: Creates one sphere/level to negate hostile magic.
Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it.
Genius Loci*: Create a guardian spirit for a specific location.
Heavenly Host: Summons archons to fight for you.
Hellish Horde: Summons devils to fight for you.
Hindsight: You see into the past.
Instant Refuge: Teleport to a safe location of your choice.
Magic Miasma: Solid fog reduces caster level by 4.
Obedient Avalanche: Snowy avalanche crushes and buries your foes.
Prismatic Deluge*: Call down a prismatic effect over a wide area.
Reality Maelstrom: Hole in reality sends creatures and objects to another plane.
Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
Replicate Casting: Duplicate observed spell or spell-like ability.
Spell Matrix: Stores up to three spells of 3rd-level or lower to be reduced lower.
Summon Elemental Monolith: Calls powerful elemental creature to fight for you.
Summon Golem**: Summons a clay, flesh, iron, or stone golem from a small amount of like material.
Unbinding: Frees everyone in range from spells that constrain or bind.
Undermaster: You gain earth-related spell-like abilities.