Subject takes no actions for 1 round.
Detect Magical Aura:
and magic items within 60 ft.
Object shines like a torch.
Whispered conversation at distance.
Perform minor tricks.
: Read scrolls
, spellbooks, and magical writing.
One creature flees for 1d4 rounds.
Changes your appearance.
Understands all spoken and written languages.
Objects or creatures fall slowly.
Holds door shut.
Subject gets bonus on Jump
Gives subject +4 Defense
; +1 missile/two levels above 1st (max 5).
Magic Weapon: Weapon
gains +1 bonus.
Powers one inoperative electrical or mechanical device.
Ray of Fatigue:
Ray fatigues target
Put 2d4 HD of creatures into comatose slumber.
Magically locks a portal or chest.
Attacks miss subject 20% of the time.
See 60 ft: in total darkness.
Subject gains +5 bonus to one ability score
for 1 min./Level:
Blinds creatures, outlines invisible creatures.
Subject is invisible for 10 min./level
or until it attacks.
Opens locked or magically sealed door.
Subject moves up and down at your direction.
Senses direction toward object (specific or type).
Speaks once when triggered.
Protection from Arrows/Bullets:
Subject immune to most ranged attacks.
Ignores 10 points of damage
/round from one energy type.
Reveals invisible creatures or objects.
Grants ability to travel on walls and ceilings.
Fills 20-ft.-radius spread with sticky spider webs.
Cancels magical spells
Attacks miss subject 50% of the time.
Projectiles deal +1d6 fire damage
Greater Magic Weapon:
+1/three levels (max +5).
Immobilizes undead for 1 round/level
Holds one person helpless; 1 round/level
Makes everyone within 10 ft: invisible.
may only move or attack; -2 to Defense
, -2 on melee attack and damage
rolls, -2 on Reflex saves.
Speak any language.
Subjects can breathe underwater.
Creates undead skeletons and zombies.
Invisible floating eye moves 30 ft./round.
-6 to an ability; -4 on attacks, saves, and checks; or 50% chance of taking no action.
Makes subject behave oddly for 1 round/Level:
Teleports you and up to 50 lb./level
Opened object deals 1d4 +1/level damage
of given energy type.
Subjects within cone flee for 1 round/level
Hail deals 5d6 damage
in cylinder 40 ft: across:
Minor Globe of Invulnerability:
Stops 1st- through 3rd-level spell
Frees object or person from curse.
Deafens all within cone and deals 2d6 damage
Stops blows, cuts, stabs, and slashes.
Wall of Fire:
Deals 2d4 fire damage
out to 10 ft: and 1d4 out to 20 ft: Passing through wall deals 2d6 +1/level
Wall of Ice:
Ice plane creates wall with 15 hp +1/level
, or hemisphere can trap creatures inside.
Kills 3 HD or less; 4-6 HD save or die.
Breaches walls 1 ft: thick/level
Spectral dog can guard or attack.
Lifts or moves 25 lb./level
at long range
Wall of Force:
Wall is immune to damage
Wall of Iron:
30 hp/four levels; can topple onto foes.
Wall of Stone:
Creates a stone wall that can be shaped.