Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a number of Hit Dice of creatures. A creature with only Hit Dice from its species, not from any classes it may have, has a character level equal to its Hit Dice. A creature with class levels is considered to have Hit Dice equal to the total of its Hit Dice and its class levels.

Caster Level: A spell's power often depends on caster level, which is the caster's level in the appropriate spellcasting class. Creatures with no classes have a caster level equal to their Hit Dice unless otherwise specified.

Creatures and Characters: "Creatures" and "characters" are used synonymously in the spell descriptions.

List Format: Spells in the following lists are presented in alphabetical order with and a brief description of the spell's effect is provided.

Aid+1 attack, +1 on saves against fear, 1d8 temporary hit points.
Animate DeadCreates undead skeletons and zombies.
Arcane EyeInvisible floating eye moves 30 ft./round.
Arcane LockMagically locks a portal or chest.
AuguryLearn whether an action will be good or bad.
BaneEnemies suffer -1 attack, -1 on saves against fear.
Bestow Curse-6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
BlessAllies gain +1 attack and +1 on saves against fear.
BlurAttacks miss subject 20% of the time.
Break EnchantmentFrees subjects from enchantments, alterations, curses, and petrification.
Burning Hands1d4 fire damage/level (max 5d4).
Cause FearOne creature flees for 1d4 rounds.
Change SelfChanges the caster's appearance.
CloudkillKills 3 HD or less; 4-6 HD save or die.
CommandOne subject obeys one-word command for 1 round.
Comprehend LanguagesUnderstands all spoken and written languages.
Cone of Cold1d6 cold damage/level.
ConfusionMakes subject behave oddly for 1 round/level.
Create WaterCreates 2 gallons/level of pure water.
Cure Critical WoundsCures 4d8 +1/level damage (max +10).
Cure Light WoundsCures 1d8 +1/level damage (max +5).
Cure Minor WoundsCures 1 point of damage.
Cure Moderate WoundsCures 2d8 +1/level damage (max +10).
Cure Serious WoundsCures 3d8 +1/level damage (max +10).
DarkvisionSee 60 ft. in total darkness.
DazeSubject takes no actions for 1 round.
Delay PoisonStops poison from harming subject for 1 hour/_level.
Detect Magical AuraDetects spells, magic items within 60 ft.
Dimension DoorTeleports caster and up to 50 lb./level.
Discern LiesReveals deliberate falsehoods.
Dispel MagicCancels magical spells and effects.
DisplacementAttacks miss subject 50% of the time.
Energy TrapOpened object deals 1d4 +1/level damage of given energy type.
Enhance AbilitySubject gains +5 bonus to one ability score for 1 min./level.
Faith's FuryDamages and blinds creatures with a specific allegiance.
FearSubjects within cone flee for 1 round/level.
Feather FallObjects or creatures fall slowly.
Fireball1d6 damage per level, 20-ft. radius.
Flaming ProjectilesProjectiles deal +1d6 fire damage.
Flaming WrathSmites foes with fire (1d6/level).
Freedom of MovementSubject moves normally despite _impediments.
GlitterdustBlinds creatures, outlines invisible creatures.
Glyph of WardingInscription harms those who pass it.
Greater CommandAs command, but affects one subject/level.
Greater Magic Weapon+1/three levels (max +5).
Halt UndeadImmobilizes undead for 1 round/level.
HasteExtra attack action, additional move, and +2 Defense.
Hold MonsterAs hold person, but any creature.
Hold PersonHolds one person helpless; 1 round/level.
Hold PortalHolds door shut.
Ice StormHail deals 5d6 damage in cylinder 40 ft. across.
Inflict Critical WoundsTouch attack, 4d8 +1/level damage (max +10).
Inflict Light WoundsTouch, 1d8 +1/level damage (max +5).
Inflict Minor WoundsTouch attack, 1 point of damage.
Inflict Moderate WoundsTouch attack, 2d8 +1/level damage (max +10).
Inflict Serious WoundsTouch attack, 3d8 +1/level dam_age (max +10).
Insect PlagueInsect horde limits vision, inflicts damage, and weak creatures flee.
InvisibilitySubject is invisible for 10 min./level or until it attacks.
Invisibility SphereMakes everyone within 10 ft. invisible.
JumpSubject gets bonus on Jump checks.
Keen EdgeDoubles normal weapon's threat range.
KnockOpens locked or magically sealed door.
Lesser RestorationDispels magic ability penalty or repairs 1d4 ability damage.
LevitateSubject moves up and down at caster's direction.
LightObject shines like a torch.
Lightning BoltElectricity deals 1d6 damage/level.
Locate ObjectSenses direction toward object (specific or type).
Mage ArmorGives subject +4 Defense bonus.
Mage Hand 5-pound telekinesis.
Magic Missile1d4+1 damage; +1 missile/two levels above 1st (max 5).
Magic MouthSpeaks once when triggered.
Magic WeaponWeapon gains +1 bonus.
Mass Cure Light WoundsCures 1d8 +1/level damage for many creatures.
Mass Inflict Light WoundsDeals 1d8 +1/level damage to many creatures.
MessageWhispered conversation at distance.
Minor Globe of InvulnerabilityStops 1st- through 3rd-level spell effects.
Neutralize PoisonDetoxifies venom in or on subject.
PasswallBreaches walls 1 ft. thick/level.
Phantom WatchdogSpectral dog can guard or attack.
Power DevicePowers one inoperative electrical or mechanical device.
PrayerAllies gain +1 on most rolls, and enemies suffer -1.
PrestidigitationPerform minor tricks.
Protection From Arrows/BulletsSubject immune to most ranged attacks.
Raise DeadRestores life to subject who died up to 1 day/level ago.
Ray of FatigueRay fatigues target.
Read MagicRead scrolls, spellbooks, and magical writing.
Remove CurseFrees object or person from curse.
Remove DiseaseCures all diseases affecting subject.
Remove Fear+4 on saves against fear for one subject + one additional subject/four levels.
Remove ParalysisFrees one or more creatures from paralysis, hold, or slow.
Resist EnergyIgnores 10 points of damage/round from one energy type.
ResistanceSubject gains +1 on saving throws.
RestorationRestores level and ability score drains.
Searing LightRay deals 1d8/two levels, more against undead.
See InvisibilityReveals invisible creatures or objects.
ShatterSonic vibration damages objects or crystalline creatures.
ShieldInvisible disc gives cover, blocks magic missiles.
Shield of FaithAura grants +2 or higher deflection bonus.
ShoutDeafens all within cone and deals 2d6 damage.
SilenceNegates sound in 15-ft. radius.
SleepPut 2d4 HD of creatures into comatose slumber.
SlowOne subject/level may only move or attack; -2 to Defense, -2 on melee attack and damage rolls, -2 on Reflex saves.
Spider ClimbGrants ability to travel on walls and ceilings.
StatusMonitors condition and position of one ally per 3 caster levels.
StoneskinStops blows, cuts, stabs, and slashes.
TelekinesisLifts or moves 25 lb./level at long range.
TonguesSpeak any language.
True SeeingSee all things as they really are.
True StrikeAdds +20 bonus to caster's next attack roll.
VirtueSubject gains 1 temporary hp.
Wall of FireDeals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level.
Wall of ForceWall is immune to damage.
Wall of IceIce plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Wall of Iron30 hp/four levels; can topple onto foes.
Wall of StoneCreates a stone wall that can be shaped.
Water BreathingSubjects can breathe underwater.
WebFills 20-ft.-radius spread with sticky spider webs.
Zone of TruthSubjects within range cannot lie.