Post by Stix on Apr 26, 2007 23:58:09 GMT -5
3. Animate Dead M: Creates undead skeletons and zombies.
3. Arcane Sight: Magical auras become visible to you.
3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
3. Blacklight: Creates an aura of darkness that you can see through.
3. Blindness/Deafness: Makes subject blinded or deafened.
3. Blink: You randomly vanish and reappear for 1 round/level.
3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
3. Contagion: Infects subject with chosen disease.
3. Create Food and Water: Feeds three humans (or one horse)/level.
3. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
3. Cure Serious Wounds: Cures a wound up to 3d8+(1/level, max +15) HP.
3. Daylight: 60-ft. radius of bright light.
3. Deep Slumber: Puts 10 HD of creatures to sleep.
3. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
3. Diminish Plants: Reduces size or blights growth of normal plants.
3. Dispel Magic: Cancels spells and magical effects.
3. Displacement: Attacks miss subject 50%.
3. Dominate Animal: Subject animal obeys silent mental commands.
3. Explosive Runes: Deals 6d6 damage when read.
3. Fear: Subjects within cone flee for 1 round/level.
3. Fireball: 1d6 damage per level, 20-ft. radius.
3. Flame Arrow: Arrows deal +1d6 fire damage.
3. Fly: Subject flies at speed of 60 ft.
3. Gaseous Form: Subject becomes insubstantial and can fly slowly.
3. Geas, Lesser: Commands subject of 7 HD or less.
3. Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
3. Glyph of Warding M: Inscription harms those who pass it.
3. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
3. Halt Undead: Immobilizes undead for 1 round/level.
3. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
3. Helping Hand: Ghostly hand leads subject to you.
3. Illusory Script M: Only intended reader can decipher.
3. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
3. Invisibility Purge: Dispels invisibility within 5 ft./level.
3. Invisibility Sphere: Makes everyone within 10 ft. invisible.
3. Keen Edge: Doubles normal weapon’s threat range.
3. Lightning Bolt: Electricity deals 1d6/level damage.
3. Locate Object: Senses direction toward object (specific or type).
3. Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
3. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
3. Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
3. Magic Weapon, Greater: +1 bonus/four levels (max +5).
3. Major Image: As silent image, plus sound, smell and thermal effects.
3. Meld into Stone: You and your gear merge with stone.
3. Nondetection M: Hides subject from divination, scrying.
3. Phantom Steed: Magic horse appears for 1 hour/level.
3. Plant Growth: Grows vegetation, improves crops.
3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
3. Quench: Extinguishes nonmagical fires or one magic item.
3. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
3. Ray of Exhaustion: Ray makes subject exhausted.
3. Remove Blindness/Deafness: Cures normal or magical conditions.
3. Remove Curse: Frees object or person from curse.
3. Remove Disease: Cures all diseases affecting subject.
3. Sculpt Sound: Creates new sounds or changes existing ones.
3. Searing Light: Ray deals 1d8/two levels damage, more against undead.
3. Secret Page: Changes one page to hide its real content.
3. Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
3. Shrink Item: Object shrinks to one-sixteenth size.
3. Sleet Storm: Hampers vision and movement.
3. Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
3. Snare: Creates a magic booby trap.
3. Speak with Animals: You can communicate with animals.
3. Speak with Dead: Corpse answers one question/two levels.
3. Speak with Plants: You can talk to normal plants and plant creatures.
3. Spike Growth: Creatures in area take 1d4 damage, may be slowed.
3. Stinking Cloud: Nauseating vapors, 1 round/level.
3. Stone Shape: Sculpts stone into any shape.
3. Suggestion: Compels subject to follow stated course of action.
3. Summon Monster III: Calls extraplanar creature to fight for you.
3. Summon Nature’s Ally III: Calls creature to fight.
3. Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 min./level.
3. Tiny Hut: Creates shelter for ten creatures.
3. Tongues: Speak any language.
3. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
3. Water Breathing: Subjects can breathe underwater.
3. Water Walk: Subject treads on water as if solid.
3. Arcane Sight: Magical auras become visible to you.
3. Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
3. Blacklight: Creates an aura of darkness that you can see through.
3. Blindness/Deafness: Makes subject blinded or deafened.
3. Blink: You randomly vanish and reappear for 1 round/level.
3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
3. Contagion: Infects subject with chosen disease.
3. Create Food and Water: Feeds three humans (or one horse)/level.
3. Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
3. Cure Serious Wounds: Cures a wound up to 3d8+(1/level, max +15) HP.
3. Daylight: 60-ft. radius of bright light.
3. Deep Slumber: Puts 10 HD of creatures to sleep.
3. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
3. Diminish Plants: Reduces size or blights growth of normal plants.
3. Dispel Magic: Cancels spells and magical effects.
3. Displacement: Attacks miss subject 50%.
3. Dominate Animal: Subject animal obeys silent mental commands.
3. Explosive Runes: Deals 6d6 damage when read.
3. Fear: Subjects within cone flee for 1 round/level.
3. Fireball: 1d6 damage per level, 20-ft. radius.
3. Flame Arrow: Arrows deal +1d6 fire damage.
3. Fly: Subject flies at speed of 60 ft.
3. Gaseous Form: Subject becomes insubstantial and can fly slowly.
3. Geas, Lesser: Commands subject of 7 HD or less.
3. Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
3. Glyph of Warding M: Inscription harms those who pass it.
3. Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
3. Halt Undead: Immobilizes undead for 1 round/level.
3. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
3. Helping Hand: Ghostly hand leads subject to you.
3. Illusory Script M: Only intended reader can decipher.
3. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
3. Invisibility Purge: Dispels invisibility within 5 ft./level.
3. Invisibility Sphere: Makes everyone within 10 ft. invisible.
3. Keen Edge: Doubles normal weapon’s threat range.
3. Lightning Bolt: Electricity deals 1d6/level damage.
3. Locate Object: Senses direction toward object (specific or type).
3. Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
3. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
3. Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
3. Magic Weapon, Greater: +1 bonus/four levels (max +5).
3. Major Image: As silent image, plus sound, smell and thermal effects.
3. Meld into Stone: You and your gear merge with stone.
3. Nondetection M: Hides subject from divination, scrying.
3. Phantom Steed: Magic horse appears for 1 hour/level.
3. Plant Growth: Grows vegetation, improves crops.
3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
3. Quench: Extinguishes nonmagical fires or one magic item.
3. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
3. Ray of Exhaustion: Ray makes subject exhausted.
3. Remove Blindness/Deafness: Cures normal or magical conditions.
3. Remove Curse: Frees object or person from curse.
3. Remove Disease: Cures all diseases affecting subject.
3. Sculpt Sound: Creates new sounds or changes existing ones.
3. Searing Light: Ray deals 1d8/two levels damage, more against undead.
3. Secret Page: Changes one page to hide its real content.
3. Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
3. Shrink Item: Object shrinks to one-sixteenth size.
3. Sleet Storm: Hampers vision and movement.
3. Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
3. Snare: Creates a magic booby trap.
3. Speak with Animals: You can communicate with animals.
3. Speak with Dead: Corpse answers one question/two levels.
3. Speak with Plants: You can talk to normal plants and plant creatures.
3. Spike Growth: Creatures in area take 1d4 damage, may be slowed.
3. Stinking Cloud: Nauseating vapors, 1 round/level.
3. Stone Shape: Sculpts stone into any shape.
3. Suggestion: Compels subject to follow stated course of action.
3. Summon Monster III: Calls extraplanar creature to fight for you.
3. Summon Nature’s Ally III: Calls creature to fight.
3. Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 min./level.
3. Tiny Hut: Creates shelter for ten creatures.
3. Tongues: Speak any language.
3. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
3. Water Breathing: Subjects can breathe underwater.
3. Water Walk: Subject treads on water as if solid.