Name: Burning Hands School: Evocation Components: Verbal,Somatic Description: A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d4 damage per caster level (max 5d4). A successful Reflex save reduces the damage by half.
Name: Cause Fear School: Necromancy Components: Verbal,Somatic Description: An enemy becomes frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect.
Name: Charm Person School: Enchantment Components: Verbal,Somatic Description: Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. A successful Will save negates this effect.
Name: Chill Touch School: Necromancy Components: Verbal,Somatic Description: Makes a touch echo with the chill of death causing 1d6 per caster level (max 5d6) of negative damage and one point of Strength damage. Chill Touch causes fear in the undead instead of damage.
Name: Expeditious Retreat School: Transmutation Components: Verbal,Somatic Description: Increases base run speed by 25%.
Name: Feather Fall School: Transmutation Components: Verbal Description: Causes an ally to fall slowly, although faster than feathers typically do.
Name: Grease School: Conjuration Components: Verbal,Somatic,Material Description: Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall.
Name: Hypnotism School: Enchantment Components: Verbal,Somatic Description: Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect.
Name: Jump School: Transmutation Components: Verbal,Somatic,Material Description: Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.
Name: Mage Armor School: Conjuration Components: Verbal,Somatic,Focus Description: An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC. Because mage armor is made of force, incorporeal attackers cannot bypass it like normal armor.
Name: Magic Missile School: Evocation Components: Verbal,Somatic Description: A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 force damage. For every 2 caster levels beyond first you gain an additional missile.
Name: Niac's Cold Ray School: Conjuration Components: Verbal,Somatic,Material,Focus Description: A ray of freezing ice and air projects from your finger. It deals 1d10 cold damage per caster level (max 5d10). A successful Reflex saving throw negates this effect.
Name: Obscuring Mist School: Conjuration Components: Verbal,Somatic Description: A misty vapor arises around the caster, obscuring all sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist.
Name: Protection from Evil School: Abjuration Components: Verbal,Somatic,Material,Focus Description: Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 deflection bonus to AC and a +2 resistance bonus to saves versus attacks from evil creatures. The target is also warded from magical mental control and compulsions.
Name: Ray of Enfeeblement School: Necromancy Components: Verbal,Somatic Description: A coruscating ray springs towards the target, inflicting a 1d6, +1 per 2 caster levels (max 1d6+5), penalty to strength.
Name: Repair Light Damage School: Transmutation Components: Verbal,Somatic Description: Transmutes the structure of a living construct ally to repair 1d8 +1 per caster level damage.
Name: Shield School: Abjuration Components: Verbal,Somatic Description: Grants a +4 shield bonus to Armor Class and protection from magic missiles.
Name: Shocking Grasp School: Evocation Components: Verbal,Somatic Description: Delivers a jolt of 1d6 per caster level (max 5d6) electricity damage. A successful Reflex save reduces the damage by half.
Name: Sleep School: Enchantment Components: Verbal,Somatic,Material Description: Induces a magical slumber to come upon 2d4 Hit Dice of enemies, rendering them helpless until attacked. Ineffective on undead or constructs. A successful Will save negates this effect.
Name: Tumble School: Transmutation Components: Verbal,Somatic,Material Description: Gives an ally a +10 enhancement bonus on Tumbling.
Name: Summon Monster I School: Conjuration Components: Verbal,Somatic,Material Description: Summons a celestial dog to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 1 minute.
Name: Bear's Endurance School: Transmutation Components: Verbal,Somatic,Focus Description: An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
Name: Blindness School: Necromancy Components: Verbal Description: The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect.
Name: Bull's Strength School: Transmutation Components: Verbal,Somatic,Material,Focus Description: The affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
Name: Cat's Grace School: Transmutation Components: Verbal,Somatic,Material Description: An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
Name: Command Undead School: Necromancy Components: Verbal,Somatic,Material Description: Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 3d100 seconds. Other undead get an additional Will saving throw every 20 seconds up to a maximum of 10 minutes.
Name: Daze Monster School: Enchantment Components: Verbal,Somatic,Material Description: Clouds the mind of an enemy so that it takes no actions for 6 seconds. Creatures of 7 or more Hit Dice are not affected. A successful Will save negates this effect.
Name: Eagle's Splendor School: Transmutation Components: Verbal,Somatic,Material,Focus Description: An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
Name: False Life School: Necromancy Components: Verbal,Somatic,Material Description: Harnesses the power of unlife to grant a limited ability to avoid death, giving a bonus of 10 +1 per caster level (max 20) temporary hit points.
Name: Flaming Sphere School: Evocation Components: Verbal,Somatic,Material Description: This spell creates a burning ball of flame that burns targets in its path, doing 2d6 points of damage. A successful Reflex save negates this effect.
Name: Fog Cloud School: Conjuration Components: Verbal,Somatic,Material Description: A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance).
Name: Fox's Cunning School: Transmutation Components: Verbal,Somatic,Material,Focus Description: The ally gains wit, giving a +4 enhancement bonus to Intelligence.
Name: Glitterdust School: Conjuration Components: Verbal,Somatic,Material Description: A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. Any creature covered by the dust takes a -40 penalty on Hide checks. A successful Will save negates the blindness portion of the spell.
Name: Hypnotic Pattern School: Illusion Components: Somatic,Material Description: A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect.
Name: Invisibility School: Illusion Components: Verbal,Somatic,Material Description: Ally becomes invisible, vanishing from sight, even from darkvision. Attacking a target removes the effect.
Name: Melf's Acid Arrow School: Conjuration Components: Verbal,Somatic,Material,Focus Description: Deals 2d4 acid damage to a target with a magical arrow of acid. The arrow does an additional 2d4 damage every 2 seconds for every 3 caster levels.
Name: Otto's Resistible Dance School: Enchantment Components: Verbal Description: Enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect.
Name: Owl's Wisdom School: Transmutation Components: Verbal,Somatic,Material,Focus Description: Grants an ally a +4 enhancement bonus to wisdom.
Name: Repair Moderate Damage School: Transmutation Components: Verbal,Somatic Description: Transmutes the structure of a living construct ally to repair 2d8 +1 per caster level damage.
Name: Resist Energy School: Abjuration Components: Verbal,Somatic,Focus Description: Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.
Name: Scare School: Necromancy Components: Verbal,Somatic,Material Description: Casts Cause Fear on multiple targets.
Name: Scorching Ray School: Evocation Components: Verbal,Somatic Description: Blasts a target with fiery rays, doing 4d6 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level.
Name: See Invisibility School: Divination Components: Verbal,Somatic,Material Description: You can see invisible creatures and objects.
Name: Touch of Idiocy School: Enchantment Components: Verbal,Somatic Description: Reduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores.
Name: Web School: Conjuration Components: Verbal,Somatic,Material Description: Creates a many-layered mass of strong, sticky strands, entangling targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength each round to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes and spiders are naturally immune. Fire elementals and other fire creatures are immune from burning through the webs.
Name: Summon Monster II School: Conjuration Components: Verbal,Somatic,Material Description: Summons a fiendish scorpion to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 2 minutes.
Name: Blur School: Illusion Components: Verbal Description: An ally's outline becomes slightly blurred, granting a 20% miss chance.
Name: Deep Slumber School: Enchantment Components: Verbal,Somatic,Material Description: Induces a magical slumber to come upon a maximum of 2d4 Hit Dice of enemies, rendering them helpless until attacked or for a duration of 1 minute per caster level. Ineffective on undead or constructs. A successful Will save negates this effect.
Name: Dispel Magic School: Abjuration Components: Verbal,Somatic Description: Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect.
Name: Fireball School: Evocation Components: Verbal,Somatic,Material Description: Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6 per caster level fire damage (max 10d6) to targets around it. A successful Reflex save reduces the damage by half.
Name: Flame Arrow School: Evocation Components: Verbal,Somatic,Material Description: Creates fifty flaming ammo of the selected type within your inventory. This spell requires and consumes 1 normal ammo of that type.
Name: Halt Undead School: Necromancy Components: Verbal,Somatic,Material Description: Renders undead targets in range immobile for 6 seconds per caster level. Non-intelligent undead do not get a Will saving throw.
Name: Haste School: Transmutation Components: Verbal,Somatic,Material Description: Quickens allies, causing them to move 40% faster and attack 25% faster than normal. In addition the recipient gains +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saving throws.
Name: Heroism School: Enchantment Components: Verbal,Somatic Description: Imbues a single ally with great bravery and morale in battle, gaining a +2 morale bonus on attacks, saves, and skill checks.
Name: Hold Person School: Enchantment Components: Verbal,Somatic,Focus Description: The enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Name: Lightning Bolt School: Evocation Components: Verbal,Somatic,Material Description: A powerful stroke of electrical energy deals 1d6 per caster level (max 10d6) damage to targets in its path. A successful Reflex save reduces the damage by half.
Name: Protection from Energy School: Abjuration Components: Verbal,Somatic,Focus Description: Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed.
Name: Rage School: Enchantment Components: Verbal,Somatic Description: Causes the target to fly into a screaming blood frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a +2 morale bonus to Strength, Constitution, and a+1 moral bonus to Will saves, but causes the target to take a -2 penalty to armor.
Name: Ray of Exhaustion School: Necromancy Components: Verbal,Somatic,Material Description: A ray projects towards the target enemy, causing it to become immediately exhausted. Exhausted characters take a -6 penalty on Strength and Dexterity. A successful Fortitude save means the creature is only Fatigued.
Name: Repair Serious Damage School: Transmutation Components: Verbal,Somatic Description: Transmutes the structure of a living construct ally to repair 3d8 +1 per caster level damage.
Name: Slow School: Transmutation Components: Verbal,Somatic,Material Description: Causes an enemy to move at 50% speed and attack at a 30% slowed rate. A successful Will save negates this effect.
Name: Sleet Storm School: Conjuration Components: Verbal,Somatic,Material Description: Driving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%.
Name: Stinking Cloud School: Conjuration Components: Verbal,Somatic,Material Description: Creates a bank of fog that nauseates living targets and obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). A successful Fortitude save negates the nausea.
Name: Suggestion School: Enchantment Components: Verbal,Material Description: Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect.
Name: Water Breathing School: Transmutation Components: Verbal,Somatic,Material,Focus Description: Grants the ability to breathe water to you and your allies.
Name: Summon Monster III School: Conjuration Components: Verbal,Somatic,Material Description: Summons a hellhound to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 3 minutes.
Name: Displacement School: Illusion Components: Verbal,Material Description: An ally's outline becomes blurred, granting a 50% miss chance.
Name: Acid Rain School: Conjuration Components: Verbal,Somatic,Material Description: You create a storm that sends down a single torrent of searing rain. Any creatures that are hit with the rain continue to take 3d4 acid damage every 2 seconds every 3 caster levels.
Name: Bestow Curse School: Necromancy Components: Verbal,Somatic Description: The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saving throws. A successful Will save negates this effect.
Name: Burning Blood School: Necromancy Components: Verbal,Somatic,Material Description: You taint a living creature's blood with a hot, corrosive infusion, dealing both 1d8 points of acid damage and 1d8 points of fire damage per round per caster level. A successful Fortitude save negates the damage for one round.
Name: Charm Monster School: Enchantment Components: Verbal,Somatic Description: An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saving throws every 3d6+12 seconds. A successful Will save negates this effect.
Name: Crushing Despair School: Enchantment Components: Verbal,Somatic,Material Description: An invisible cone of despair causes great sadness in its enemies, giving -2 penalties to attack, saving throws, skill checks, and weapon damage. A successful Will save negates this effect.
Name: Fear School: Necromancy Components: Verbal,Somatic,Material Description: An invisible cone of terror causes each living enemy in an area to become panicked. Cornered enemies cower. A successful Will save causes enemies to become shaken.
Name: Fire Shield School: Evocation Components: Verbal,Somatic,Material,Focus Description: Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d6 +1 per caster level (max 15) damage. The Fire version of this spell deals fire damage and reduces damage the caster takes from cold by half. The cold version of this spell deals cold damage and protects from fire. The flame from this spell will burn away any webs that attempt to entangle you.
Name: Force Missiles School: Evocation Components: Verbal,Somatic Description: A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d6+2 points of force damage. You gain one missile for every four caster levels.
Name: Ice Storm School: Evocation Components: Verbal,Somatic,Material Description: Great magical hailstones pound down, dealing 2d6 cold and 3d6 bludgeoning damage and slowing the land speed of targets within the area.
Name: Lesser Globe of Invulnerability School: Abjuration Components: Verbal,Somatic,Material Description: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
Name: Phantasmal Killer School: Illusion Components: Verbal,Somatic Description: Creates a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. Enemies must make Will save to disbelieve the spell and then a Fortitude save or die from fear. A successful Fortitude save still results in 3d6 damage.
Name: Remove Curse School: Abjuration Components: Verbal,Somatic Description: Removes all curses on an ally. Counters and dispels Bestow Curse.
Name: Repair Critical Damage School: Transmutation Components: Verbal,Somatic Description: Transmutes the structure of a living construct ally to repair 4d8 +1 per caster level damage.
Name: Shout School: Evocation Components: Verbal Description: Emits an ear-splitting yell that does 5d6 damage to targets in its path.
Name: Solid Fog School: Conjuration Components: Verbal,Somatic,Material Description: A bank of fog slows movement and obscures sight, giving a -2 penalty to melee attack and damage rolls and a 20% concealment miss chance to all those inside.
Name: Stoneskin School: Abjuration Components: Verbal,Somatic,Material Description: Wards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level (maximum 150 points) it is discharged. Otherwise it lasts 10 minutes/level.
Name: Symbol of Flame School: Evocation Components: Verbal,Somatic,Material Description: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, any targets that come within range of the symbol take 1d6 damage per caster level (max 10d6). A successful Reflex save negates this effect.
Name: Wall of Fire School: Evocation Components: Verbal,Somatic,Material Description: Creates a wall of fire. This spell does 2d6 damage +1 per caster level (max 20) to enemies passing through it, 2d4 points of damage to nearby enemies, and double damage to undead.
Name: Dimension Door School: Conjuration Components: Verbal,Material Description: Creates a magical portal that can transport you and your companions back to the entrance of your dungeon.
Name: Summon Monster IV School: Conjuration Components: Verbal,Somatic,Material Description: Summons a fiendish spider to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 4 minutes.
Name: Ball Lightning School: Evocation Components: Verbal,Somatic,Material Description: Fills an area with deadly energy that does 1d6 electrical damage per caster level (max 15d6). A successful Reflex save reduces the damage by half.
Name: Break Enchantment School: Abjuration Components: Verbal,Somatic Description: Affected allies and foes are freed from enchantments, transmutations, and curses, whether helpful or harmful.
Name: Cloudkill School: Conjuration Components: Verbal,Somatic Description: A bank of heavy yellowish green and poisonous fog rises up, slaying weak targets within the cloud while inflicting 1d4 Constitution damage on stronger targets. A successful Fortitude save reduces the Constitution loss by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance).
Name: Cone of Cold School: Evocation Components: Verbal,Somatic,Material Description: Creates an area of extreme cold, originating at your hand and spreading outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level, up to a maximum of 15d6. A successful Reflex save reduces the damage by half.
Name: Dismissal School: Abjuration Components: Verbal,Somatic,Focus Description: Instantly forces an extra planar enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level).
Name: Dominate Person School: Enchantment Components: Verbal,Somatic Description: Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, but the target only gains additional Will saving throws every 10d6+30 seconds and has less chance to break free.
Name: Feeblemind School: Enchantment Components: Verbal,Somatic,Material Description: Causes the enemy's Intelligence and Charisma levels each to drop to 1, giving it roughly the intelligence of a lizard. A successful Will save negates this effect.
Name: Hold Monster School: Enchantment Components: Verbal,Somatic,Material,Focus Description: An enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Name: Mind Fog School: Conjuration Components: Verbal,Somatic Description: Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect.
Name: Waves of Fatigue School: Necromancy Components: Verbal,Somatic Description: Waves of negative energy cause all living creatures to become fatigued. Fatigued creatures take a -2 penalty to strength and dexterity.
Name: Summon Monster V School: Conjuration Components: Verbal,Somatic,Material Description: Summons an earth elemental to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
Name: Teleport School: Conjuration Components: Verbal,Material Description: Teleports you to one of a variety of locations.
Name: Acid Fog School: Conjuration Components: Verbal,Somatic,Material,Focus Description: A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2d6 acid damage per round to targets within the cloud.
Name: Bear's Endurance, Mass School: Transmutation Components: Verbal,Somatic,Focus Description: Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them.
Name: Bull's Strength, Mass School: Transmutation Components: Verbal,Somatic,Material,Focus Description: Casts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each.
Name: Cat's Grace, Mass School: Transmutation Components: Verbal,Somatic,Material Description: Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each.
Name: Chain Lightning School: Evocation Components: Verbal,Somatic,Material Description: An electrical discharge strikes a primary target for 1d6 per caster level electrical damage then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.
Name: Circle of Death School: Necromancy Components: Verbal,Somatic,Material Description: Snuffs the life force out of living creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Fortitude save negates this effect.
Name: Create Undead School: Necromancy Components: Verbal,Somatic,Material Description: This evil spell allows you to create several powerful sorts of undead: ghouls, ghasts, or mummies. Created undead are automatically under the control of their creator, but have a chance to resist every 3d12+12 seconds.
Name: Disintegrate School: Transmutation Components: Verbal,Somatic,Material Description: A sickly green ray emanates forth, doing 2d6 damage per caster level to the target. Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 5d6.
Name: Eagle's Splendor, Mass School: Transmutation Components: Verbal,Somatic,Material,Focus Description: Casts Eagle's Splendor on multiple targets.
Name: Flesh to Stone School: Transmutation Components: Verbal,Somatic,Material Description: Turns a single fleshy target into a mindless, inert statue. If the statue resulting from the spell is broken or damaged, the subject has similar damage or deformities. In stone form, creatures are much more difficult to damage. Only creatures made of flesh are affected by this spell. This effect is permanent, but the target has a chance to remake its Fortitude saving throw every 2d6+6 seconds.
Name: Fox's Cunning, Mass School: Transmutation Components: Verbal,Somatic,Material,Focus Description: Casts Fox's Cunning on multiple targets.
Name: Globe of Invulnerability School: Abjuration Components: Verbal,Somatic,Material Description: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
Name: Greater Dispel Magic School: Abjuration Components: Verbal,Somatic Description: Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +20) versus 11 + the spell's caster level to remove an effect.
Name: Greater Heroism School: Enchantment Components: Verbal,Somatic Description: Imbues a single ally with great bravery and morale in battle, gaining a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.
Name: Otiluke's Freezing Sphere School: Evocation Components: Verbal,Somatic,Focus Description: A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d6 per caster level (max 15d6) cold damage to targets in the area. A successful Reflex save reduces the damage by half.
Name: Owl's Wisdom, Mass School: Transmutation Components: Verbal,Somatic,Material,Focus Description: Casts Owl's Wisdom on multiple targets.
Name: Stone to Flesh School: Transmutation Components: Verbal,Somatic,Material Description: Restores a petrified creature, such as one affected by the Flesh to Stone spell, to its normal state.
Name: Mass Suggestion School: Enchantment Components: Verbal,Material Description: Casts Suggestion on multiple enemies.
Name: Symbol of Fear School: Necromancy Components: Verbal,Somatic,Material Description: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 1 round per caster level or until the Symbol expires. A successful Will save negates this effect.
Name: Symbol of Persuasion School: Enchantment Components: Verbal,Somatic,Material Description: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 1 round per caster level or until the Symbol expires. A successful Will save negates this effect.
Name: True Seeing School: Divination Components: Verbal,Somatic,Material Description: You confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally.
Name: Undeath to Death School: Necromancy Components: Verbal,Somatic,Material,Divine Focus Description: Destroys undead creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Will save negates this effect.
Name: Summon Monster VI School: Conjuration Components: Verbal,Somatic,Material Description: Summons a fiendish troll to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
Name: Reconstruct School: Transmutation Components: Verbal,Somatic Description: Greatly repairs the ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.
Name: Banishment School: Abjuration Components: Verbal,Somatic,Focus Description: A more powerful version of the dismissal spell. It enables you to force several extraplanar creatures out of your home plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level).
Name: Control Undead School: Necromancy Components: Verbal,Somatic,Material Description: Control is granted over the enemy undead, forcing it to fight for you. Controlled undead get an additional saving throw every 2 minutes.
Name: Delayed Blast Fireball School: Evocation Components: Verbal,Somatic,Material Description: Creates a ball of fire that detonates on impact, causing an explosion of flame that does 1d6 per caster level (max 20d6) damage to targets around it. A successful Reflex save reduces the damage by half.
Name: Finger of Death School: Necromancy Components: Verbal,Somatic Description: Slays one living Enemy. Those that succeed their saving throws instead are dealt 3d6 negative energy damage.
Name: Hold Person, Mass School: Enchantment Components: Verbal,Somatic,Focus Description: Casts Hold Person on multiple targets.
Name: Otto's Sphere of Dancing School: Enchantment Components: Verbal Description: A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
Name: Waves of Exhaustion School: Necromancy Components: Verbal,Somatic Description: Waves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity.