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/ __|___ _ _| |_ ___ _ _| |_ ___
| (__/ _ \ ' \  _/ -_) ' \  _(_-<
\___\___/_||_\__\___|_||_\__/__/
---------------------------------

To find a specific item in the Guide, use Ctrl-F to open a Find box, and type
in the section code.

1.      Background Information
------------------------------

1.1.    Version History
1.2.    About the Author
1.3.    Contact Information
1.4.    Copyrights

2.      About this Guide
------------------------

2.1.    Guide Format

3.      Spell Lists
-------------------

3.1.    Bard
3.2.    Cleric
3.3.    Druid
3.4.    Paladin
3.5.    Ranger
3.6.    Sorcerer/Wizard

4.      Power Lists
-------------------

4.1.    Psion
4.2.    Psychic Warrior

5.      Spell Details
---------------------

5.1.    A - C
5.2.    D - F
5.3.    G - I
5.4.    J - L
5.5.    M - O
5.6.    P - S
5.7.    T - V
5.8.    W - Z

6.      Power Details
---------------------

6.1.    A - C
6.2.    D - F
6.3.    G - I
6.4.    J - L
6.5.    M - O
6.6.    P - S
6.7.    T - V
6.8.    W - Z

1.   Background Information
===========================

1.1  Version History
--------------------

    1.00 - 8th February 2008
    The Guide is finished! Full lists and descriptions for all spell casting
    and power manifesting classes complete. Only minor changes will be done
    now, mostly reader comments and other corrections.

    0.90 - 6th February 2008
    Added the Druid and Ranger spell lists and spell descriptions, and thanks
    to a quick level glitch found on Gamefaqs, I will be able to add the
    Psion and Pyschic Warrior power lists and power descriptions soon. Guide
    should be finished by the end of the month.

    0.80 - 22nd January 2008
    Finished the Sorcerer and Wizard list, plus all the descriptions of the
    spells. Once I complete the game with my current party (2nd play through),
    I will start again with some Psionic based characters, and possibly a
    Ranger to complete some more lists. Hopefully, the guide will be finished
    by end of Febuary.

    0.70 - 29th December 2007
    Hit an impasse when my memory stick wiped itself. Lists for the sorcerer
    are complete, but until I get a sorceror up to the lofty levels of 18
    again, the actual spell details will be missing for the higher level
    spells. If any of you readers (As of now I have submitted the guide),
    wish to add any details to the spells, send them to me in the same
    format as I have written here. Also, the lists for the Bard, Druid
    Ranger, Psion and Pyschic Warrior would be appreciated.

    0.66 - 20th December 2007
    Whew, 2 updates in a day. Paladin spells entered. Now onto the
    Sorcerer/Wizard spells.

    0.33 - 20th December 2007
    Finished adding all the Cleric spells. Now on to the Paladin's.

    0.00 - 18th December 2007
    Started this Guide for ease of reference to my main Guide

1.2  About the Author
---------------------

    My name is Rob McDermott, and this is my second walkthrough/Game Guide.
    This is a separate section to my main Guide, simply to keep the file
    sizes down a bit.  I am a pen and paper Dungeons and Dragons player
    primarily, so there may be some references to that in this guide,
    although I will try to keep them to a minimum.  Any constructive
    critisms are accepted, as well as any tips of your own that you have.

1.3  Contact Information
------------------------

    Please send any comments to [email protected].

    Any e-mails with poor grammer or that are hard to understand I will
    likely not read, or send back to you with a request to re-word or
    make readable. This way information that is in this Guide will be clear.

1.4  Copyrights
---------------

    All work in this Guide is Copyright Rob McDermott 2007. All Dungeons and
    Dragons content in this Guide is Open Source. Go to www.wizards.com/dnd
    for more information.

    Currently, only Gamefaqs has permission to use this guide, if you wish to
    have it on your website, please contact me.

2.   About the Guide
====================

2.1  Guide Format
-----------------

    The first thing in this guide are the spell an power lists for each class,
    current to the characters I have played.

    The next section will have the spells themselves, in alphabetical order.
    The spell entries will look like the following:

    -----------------
    Spell Name
    **********

    Casters and Level
    School
    Casting Time
    Range
    Duration
    Components
    Spell Resistance
    Saving Throw

    Spells Effect
    -----------------

    The Casters and Level part of the spell tells you which classes get the
    spell and what level that they need to be in order to cast it.
    The school section isn't too important in Tactics, as there are no Spell
    Focus feats. Casting time will affect what your character can do after
    casting the spell. A casting time of Standard Action means that you can
    move before or after casting the spell. A casting time of Full Round
    means that you cannot do anything else beside cast the spell.
    The range component is fairly self explanitory, except for Touch and
    Ranged Touch. Touch means you have to hit the targets AC (if an Enemy) for
    the spell to take affect. Ranged Touch means the same thing, except you
    can be up to 30ft (usually) away from your target. Duration is fairly
    straight forward, whereas Components isn't. A Spell with a V component is
    a spoken spell, so your character must be able to speak. A spell with a S
    component requires that you have a hand free in order to cast. For Clerics
    this can be a problem, as you will want to use a shield to boost their AC,
    being that they are front - middle line fighters.
    Spell Resistance, or SR, is Armor Class for magic, your spellcaster needs
    to beat it with a D20 + Character Level. The feats Spell Penetration and
    Greater Spell Penetration add to this check. Most of the more powerful
    enemies in this game have SR, so these feats are a good investment.
    Saving Throw is either Fort, Ref or Will, and if the target succeeds, the
    spell is either negated or the effect lessened.

    Anyway, onto the Lists!


3.   Spell Lists
================


3.1  Bard Spell List
--------------------

       Level 0: Daze
                Detect Magic
                Flare
                Light
                Lullaby
                Resistance

       Level 1: Cause Fear
                Charm Person
                Confusion, Lesser
                Cure Light Wounds
                Expeditious Retreat
                Hypnotism
                Remove Fear
                Sleep
                Summon Monster 1

       Level 2: Animal Trance
                Blindness/Deafness
                Blur
                Calm Emotions
                Cat's Grace
                Cure Moderate Wounds
                Daze Monster
                Delay Poison
                Eagle's Splendor
                Fox's Cunning
                Heroism
                Hold Person
                Hypnotic Pattern
                Invisibility
                Rage
                Scare
                Silence
                Sound Burst
                Summon Monster 2

       Level 3: Blink
                Charm Monster
                Clairvoyance
                Confusion
                Cure Serious Wounds
                Deep Slumber
                Dispel Magic
                Fear
                Haste
                Remove Curse
                See Invisibility
                Slow
                Summon Monster 3

       Level 4: Break Enchantment
                Cure Critical Wounds
                Dominate Person
                Freedom of Movement
                Hold Monster
                Invisibility, Greater
                Neutralise Poison
                Rainbow Pattern
                Shout
                Summon Monster 4

       Level 5: Cure Light Wounds, Mass
                Greater Heroism
                Mind Fog
                Mislead
                Summon Monster 5

       Level 6: Cat's Grace, Mass
                Charm Monster, Mass
                Cure Moderate wounds, Mass
                Fox's Cunning Mass

3.2  Cleric Spell List
----------------------

       Level 0: Cure Minor Wounds
                Detect Magic
                Guidance
                Inflict Minor Wounds
                Light
                Resistance
                Virtue

       Level 1: Bless
                Cause Fear
                Command
                Cure Light Wounds
                Detect Chaos
                Detect Evil
                Detect Good
                Detect Law
                Detect Undead
                Divine Favor
                Doom
                Inflict Light Wounds
                Magic Weapon
                Remove Fear
                Shield of Faith
                Summon Monster 1

       Level 2: Aid
                Bear's Endurance
                Bull's Strength
                Calm Emotions
                Cure Moderate Wounds
                Delay Poison
                Eagle's Splendor
                Find Traps
                Hold Person
                Inflict Moderate Wounds
                Owl's Wisdom
                Remove Paralysis
                Silence
                Sound Burst
                Spirtual Weapon
                Summon Monster 2

       Level 3: Animate Dead
                Bestow Curse
                Blindness/Deafness
                Contagion
                Cure Serious Wounds
                Dispel Magic
                Inflict Serious Wounds
                Invisibility Purge
                Magic Vestment
                Remove Curse
                Remove Disease
                Summon Monster 3

       Level 4: Cure Critical Wounds
                Death Ward
                Dismissal
                Divine Power
                Freedom of Movement
                Inflict Critical Wounds
                Neutralise Poison
                Poison
                Summon Monster 4

       Level 5: Break Enchantment
                Cure Light Wounds, Mass
                Flame Strike
                Inflict Light Wounds, Mass
                Raise Dead
                Summon Monster 5

       Level 6: Bear's Endurance, Mass
                Bull's Strength, Mass
                Create Undead
                Cure Moderate Wounds, Mass
                Eagle's Splendor, Mass
                Harm
                Heal
                Inflict Moderate Wounds, Mass
                Owl's Wisdom, Mass
                Death to Undeath

       Level 7: Cure Serious Wounds, Mass
                Destruction
                Inflict Serious Wounds, Mass
                Regeneration

       Level 8: Antimagic Field
                Cure Critical Wounds, Mass
                Earthquake
                Fire Storm
                Inflict Critical Wounds, Mass

       Level 9: Heal, Mass
                Implosion
                Miracle
                True Resurrection

3.3  Druid Spell List
---------------------

       Level 0: Cure Minor Wounds
                Detect Magic
                Guidance
                Light
                Resistance
                Virtue

       Level 1: Calm Animals
                Charm Animal
                Cure Light
                Detect Snares and Pits
                Entangle
                Longstrider
                Summon Nature's Ally 1

       Level 2: Animal Trance
                Barkskin
                Bear's Endurance
                Bull's Strength
                Delay Poison
                Fog Cloud
                Hold Animal
                Owl's Wisdom
                Soften Earth and Stone
                Summon Nature's Ally 2

       Level 3: Call Lightning
                Contagion
                Cure Moderate Wounds
                Dominate Animal
                Neutralise Poison
                Poison
                Remove Disease
                Summon Nature's Ally 3

       Level 4: Cure Serious Wounds
                Flame Strike
                Freedom of Movement
                Ice Storm
                Summon Nature's Ally 4

       Level 5: Call Lightning Storm
                Commune with Nature
                Control Winds
                Cure Critical Wounds
                Death Ward
                Summon Nature's Ally 5
                Wall of Fire

       Level 6: Bear's Endurance, Mass
                Bull's Strength, Mass
                Cure Light Wounds, Mass
                Eagle's Splendor, Mass
                Owl's Wisdom, Mass

       Level 7: Cure Moderate Wounds, Mass
                Fire Storm
                Heal

       Level 8: Cure Serious Wounds, Mass
                Earthquake
                Finger of Death

       Level 9: Cure Critical Wounds, Mass
                Elemental Swarm
                Foresight
                Regenerate


3.4  Paladin Spell List
-----------------------

       Level 1: Bless
                Bless Weapon
                Cure Light Wounds
                Detect Undead
                Divine Favor
                Magic Weapon
                Resistance
                Virtue

       Level 2: Delay Poison
                Eagle's Splendor
                Owl's Wisdom
                Remove Paralysis

       Level 3: Cure Moderate Wounds
                Neutralise Poison
                Remove Blindness/Deafness
                Remove Curse

       Level 4: Break Enchantment
                Cure Serious Wounds
                Death Ward

3.5  Ranger Spell List
----------------------

       Level 1: Calm Animals
                Charm Animal
                Delay Poison
                Detect Snares and Pits
                Entangle
                Longstrider
                Summon Nature's Ally 1

       Level 2: Barkskin
                Bear's Endurance
                Bull's Strength
                Cure Light Wounds
                Hold Animal
                Owl's Wisdom
                Summon Nature's Ally 2

       Level 3: Cure Moderate Wounds
                Darkvision
                Neutralise Poison
                Remove Disease
                Summon Nature's Ally 3

       Level 4: Commune with Nature
                Cure Serious Wounds
                Freedom of Movement
                Summon Nature's Ally 4

3.6  Sorcerer/Wizard Spell List
-------------------------------

       Level 0: Acid Splash
                Daze
                Detect Magic
                Disrupt Undead
                Flare
                Light
                Ray of Frost
                Resistance
                Touch of Fatigue

       Level 1: Burning Hands
                Cause Fear
                Charm Person
                Chill Touch
                Detect Undead
                Expeditious Retreat
                Hypnotism
                Mage Armor
                Magic Missile
                Magic Weapon
                Ray of Enfeeblement
                Shield
                Shocking Grasp
                Sleep
                Summon Monster 1
                True Strike

       Level 2: Bear's Endurance
                Blindness/Deafness
                Blur
                Bull's Strength
                Cat's Grace
                Control Undead
                Darkvision
                Daze Monster
                Eagle's Splendor
                False Life
                Fog Cloud
                Fox's Cunning
                Hypnotic Pattern
                Invisibility
                Knock
                Melf's Acid Arrow
                Owl's Wisdom
                Scare
                Scorching Ray
                See Invisibility
                Summon Monster 2
                Web

       Level 3: Blink
                Clairvoyance
                Deep Slumber
                Dispel Magic
                Fireball
                Flame Arrow
                Haste
                Heroism
                Hold Person
                Lightning Bolt
                Rage
                Slow
                Summon Monster 3

       Level 4: Animate Dead
                Bestow Curse
                Charm Monster
                Confusion
                Contagion
                Evard's Black Tentacles
                Fear
                Globe of Invulnerability, Lesser
                Ice Storm
                Invisibility, Greater
                Phantasmal Killer
                Rainbow Pattern
                Remove Curse
                Shout
                Solid Fog
                Summon Monster 4
                Wall of Fire

       Level 5: Break Enchantment
                Cloudkill
                Cone of Cold
                Dismissal
                Dominate Person
                Feeblemind
                Hold Monster
                Mind Fog
                Summon Monster 5
                Waves of Fatigue

       Level 6: Acid Fog
                Antimagic Field
                Bear's Endurance, Mass
                Bull's Strength, Mass
                Cat's Grace, Mass
                Chain Lightning
                Circle of Death
                Create Undead
                Disintegrate
                Eagle's Splendor, Mass
                Fox's Cunning, Mass
                Globe of Invulnerability
                Heroism, Greater
                Mislead
                Otiluke's Freezing Sphere
                Owl's Wisdom, Mass
                Undeath to Death

       Level 7: Control Undead
                Finger of Death
                Inivisibilty, Mass
                Mordenkainen's Sword
                Power Word, Blind
                Waves of Exhaustion

       Level 8: Charm Monster, Mass
                Incendiary Cloud
                Mind Blank
                Moment of Prescience
                Polar Ray
                Power Word, Stun
                Protection From Spells

       Level 9: Dominate Monster
                Foresight
                Freedom
                Meteor Swarm
                Power Word, Kill
                Time Stop
                Wail of the Banshee

4.   Power Lists
================

4.1  Psion Power List
---------------------

       Level 1: Crystal Shard
                Deceleration
                Defensive Precognition
                Demoralise
                Detect Psionics
                Dissipating Touch
                Force Screen
                Inertial Armor
                Mind Thrust
                Offensive Precognition
                Psionic Charm
                Psionic Daze
                Psionic Vigor

       Level 2: Aversion
                Brain Lock
                Concussion Blast
                Ego Whip
                Id Insinuation
                Mental Disruption
                Psionic Knock
                Recall Agony
                Swarm of Crystals

       Level 3: Body Adjustment
                Danger Sense
                Eradicate Invisibility
                Psionic Blast
                Psionic Darkvision

       Level 4: Aura Sight
                Psionic Dominate
                Psionic Freedom of Movement

       Level 5: Psychic Crush

       Level 6: Breath of the Black Dragon
                Psionic Disintegrate

       Level 7: Crisis of Life
                Psionic Moment of Prescience
                Ultrablast

       Level 8: Recall Death

       Level 9: Timeless Body


4.2  Psychic Warrior Power List
-------------------------------

       Level 1: Burst
                Defensive Precognition
                Detect Psionics
                Dissipating Touch
                Force Screen
                Inertial Armor
                Metaphysical Weapon
                Offensive Precognition
                Psionic Vigor
                Thick Skin

       Level 2: Body Adjustment
                Dissolving Touch
                Psionic Darkvision

       Level 3: Danger Sense
                Exhalation of the Black Dragon

       Level 4: Psionic Freedom of Movement

       Level 5: Psychofeedback

       Level 6: Breath of the Black Dragon

5.   Spell Details
==================

5.1  A - C
----------

    Acid Fog
    ********

    Sorcerer/Wizard 6
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    You fill an area with a acidic fog. All creatures in the fog have their
    movement speed cut in half. Any creature in the fog takes 2D6 points
    of damage each round that they remain in the fog.
    --------------------------------------------------------------------
    Acid Splash
    ***********

    Sorcerer/Wizard 0
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You conjure a orb of acid, which flies to it's target. If it hits, it
    deals 1D3 points of damage.
    --------------------------------------------------------------------

    Aid
    ***

    Cleric 2
    School: Enchantment
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Gain a +1 to attack rolls, +1 to Will saves against fear, and 1D8 +1 per
    level (maximum 10) temporary Hit Points, which are added to your total
    maximum Hit Points
    --------------------------------------------------------------------

    Animal Trance
    *************

    Bard 2, Druid 2
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Concentrate
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You make up to 2d6 HD of creatures do nothing for the duration of the
    spell. If you perform any action besides moving, the spell ends.
    --------------------------------------------------------------------

    Animate Dead
    ************

    Cleric 3, Sorcerer/Wizard 4
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Bring a corpse to life as a Zombie to fight for you
    --------------------------------------------------------------------

    Antimagic Field
    ***************

    Cleric 8, Sorcerer/Wizard 6
    School: Abjuration
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You create a field around you, 10ft (2 Squares) in diameter. Inside this
    field, no spells can be cast, and any spells cast at you fail, as the
    magical energy cannot enter the field.
    --------------------------------------------------------------------

    Barkskin
    ********

    Druid 2, Ranger 2
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 10 minutes (100 Rounds) per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    You grant the target creature a +2 bonus to AC. This bonus is a Natural
    Armor bonus, so it stacks with any Armor, Shield or Deflection bonus the
    target has. The armor bonus increases by +1 for every three levels beyond
    3rd, (+3 at 6th level, +4 at 9th level, +5 at 12th level). The maximum
    this spell can provide is +5.
    --------------------------------------------------------------------

    Bear's Endurance
    ****************

    Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    The target gains a +4 bonus to his Constitution score.
    --------------------------------------------------------------------

    Bear's Endurance, Mass
    **********************

    Cleric 6, Druid 6, Sorcerer/Wizard 6
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    All targets inside a 15ft radius gain +4 bonus to their Constitution
    scores.
    --------------------------------------------------------------------

    Bestow Curse
    ************

    Cleric 3, Sorcerer/Wizard 4
    School: Necromancy
    Casting Time: Standard Action
    Range: Touch
    Duration: Permanent
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    When you touch the target, you curse him for life. He now takes a -4
    penalty on attack rolls, saving throws, Ability checks and skill checks.
    --------------------------------------------------------------------

    Bless
    *****

    Cleric 1, Paladin 1
    School: Enchantment
    Casting Time: Standard Action
    Range: Long (400ft)
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    All Allies within the area gain +1 to Attack, and a +1 bonus to Will
    Saves against fear.
    --------------------------------------------------------------------

    Bless Weapon
    ************

    Paladin 1
    School: Transmution
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You bless your weapon with holy energy.  The weapon now has a +1
    enhancement and deals an extra 2D6 points of damage to Undead. It is now
    also considered good aligned, which means it can beat the damage reduction
    of evil outsiders.
    --------------------------------------------------------------------

    Blindness/Deafness
    ******************

    Bard 2, Cleric 3, Sorcerer/Wizard 2
    School: Illusion
    Casting Time: Standard Action
    Range: Medium (100ft)
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    The target is made blind and deaf. This means he has a 50% chance per
    attack to miss you entirely
    --------------------------------------------------------------------

    Blink
    *****

    Bard 3, Sorcerer/Wizard 3
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: None

    As you shift at random times between the Material Plane and the Etheral
    Plane, attacks against you have a 50% chance to miss. Area effect spells
    (like fireball) do half damage to you. You also get a 80% chance to hit
    creatures on the Etheral Plane whilst this spell is in effect.
    --------------------------------------------------------------------

    Blur
    ****

    Bard 2, Sorcerer/Wizard 2
    School: Illusion
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 1 minute (10 Rounds) per level
    Components: V
    Spell Resistance: Yes
    Saving Throw: None

    You make the creature touched blur to vision, which gives attacks a 20%
    chance to miss you entirely.
    --------------------------------------------------------------------

    Break Enchantment
    *****************

    Bard 4, Cleric 5, Paladin 4, Sorcerer/Wizard 5
    School: Divination
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    This spell instantly removes all spells cast on the target, such as
    Bless, Bull's Strength, Bestow Curse and similar.
    --------------------------------------------------------------------

    Bull's Strength
    ***************

    Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    The target gains a +4 bonus to his Strength score.
    --------------------------------------------------------------------

    Bull's Strength, Mass
    *********************

    Cleric 6, Druid 6, Sorcerer/Wizard 6
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    All targets inside a 15ft radius gain +4 bonus to their Strength scores.
    --------------------------------------------------------------------

    Burning Hands
    *************

    Sorcerer/Wizard 1
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    A 15ft (3 Squares) cone of fire erupts from your hands, dealing 1D4 points
    (max 5D4) of fire damage to anything in the area.
    --------------------------------------------------------------------

    Call Lightning
    **************

    Druid 3
    School: Divination
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: No
    Saving Throw: Reflex Save

    You call forth from the sky bolts of lightning that deal 3d10 points of
    electric damage.
    --------------------------------------------------------------------


    Call Lightning Storm
    ********************

    Druid 5
    School: Divination
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: No
    Saving Throw: Reflex Save

    You call forth from the sky bolts of lightning that deal 5d10 points of
    electric damage.
    --------------------------------------------------------------------

    Calm Animals
    ************

    Druid 1, Ranger 1
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 minute (10 Rounds) per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    This spell calms an animal, stopping it from attacking you until you make
    a threatening move towards it, or the duration expires.
    --------------------------------------------------------------------

    Calm Emotions
    *************

    Bard 2, Cleric 2
    School: Enchantment
    Casting Time: Standard Action
    Range: Medium (100ft)
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    This spell removes the effects of the Barbarians rage, as well as any
    spells that grant morale bonuses, like Bless and Aid.
    --------------------------------------------------------------------

    Cat's Grace
    ***********

    Bard 2, Sorcerer/Wizard 2
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    The target gains a +4 bonus to his Dexterity score.
    --------------------------------------------------------------------

    Cat's Grace, Mass
    *****************

    Bard 6, Sorcerer/Wizard 6
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    All targets within a 15ft radius gain +4 to their Dexterity score.
    --------------------------------------------------------------------

    Cause Fear
    **********

    Bard 1, Cleric 1, Sorcerer/Wizard 1
    School: Necromancy
    Casting Time: Standard Action
    Range: Close
    Duration: 2 Rounds
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Any creature with less than 5HD (levels) is made afraid, taking a -2
    penalty to attack, damage and saving throws.
    --------------------------------------------------------------------

    Chain Lightning
    ***************

    Sorcerer/Wizard 6
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    You cast a lightning bolt at one target, dealing 1d6 points of damage per
    level (max 20d6). Any enemy target within 30ft of the first target takes
    half the damage of the first bolt, to a maximum of one enemy per level.
    --------------------------------------------------------------------

    Charm Animal
    ************

    Druid 1, Ranger 1
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You can charm any animal, though any threatening move towards the target
    instantly ends the spell.
    --------------------------------------------------------------------

    Charm Monster
    *************

    Bard 3, Sorcerer/Wizard 4
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You cause an enemy monster to join your cause. Any aggressive act made
    by it or towards it ends the spell.
    --------------------------------------------------------------------

    Charm Monster, Mass
    *******************

    Bard 6, Sorcerer/Wizard 8
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V
    Spell Resistance: Yes
    Saving Throw: Will Save

    As per Charm Monster, but affects all targets within a 30ft area.
    --------------------------------------------------------------------

    Charm Person
    ************

    Bard 1, Sorcerer/Wizard 1
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You cause an enemy humanoid to join your cause. Any aggressive act made
    by it or towards it ends the spell.
    --------------------------------------------------------------------

    Chill Touch
    ***********

    Sorcerer/Wizard 1
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    Negative energy deals 1D6 points of damage to the target, which also has
    to make a Fortitude save or take 1 point of Strength damage. Undead that
    this spell hit's take no damage, but if they fail a Will save, they flee
    panicked for 1D4 rounds.
    --------------------------------------------------------------------

    Circle of Death
    ***************

    Sorcerer/Wizard 6
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    You instantly slay 1d4 HD of creatures per level (to a maximum of 20d4)
    in a 40ft radius area. Any creature with more than 9HD is immune to this
    spell.
    --------------------------------------------------------------------

    Clairvoyance
    ************

    Bard 3, Sorcerer/Wizard 3
    School: Divination
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 Round
    Components: Verbal, Somatic, Focus
    Spell Resistance: No
    Saving Throw: None

    This spell removes the fog-of-war effect of the Adventure Map
    --------------------------------------------------------------------

    Cloudkill
    *********

    Sorcerer/Wizard 5
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 2 Rounds
    Components: V, S
    Spell Resistance: No
    Saving Throw: Fortitude Save

    You create a cloud of poisonous fog, that kills any creature below 6HD
    instantly. Higher level creatures are not affected, though the cloud
    provides concealment to all those in it.
    --------------------------------------------------------------------

    Command
    *******

    Cleric 1
    School: Enchantment
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round
    Components: V
    Spell Resistance: Yes
    Saving Throw: Will Save

    You can control the actions of the target for one round.
    --------------------------------------------------------------------

    Command Undead
    **************

    Sorcerer/Wizard 2
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 ROund per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You can commmad any Undead to move and attack for the duration of the
    spell.
    --------------------------------------------------------------------

    Commune with Nature
    *******************

    Druid 5, Ranger 4
    School: Divination
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 Round
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    This spell removes the Fog of War from the level.
    --------------------------------------------------------------------

    Cone of Cold
    ************

    Sorcerer/Wizard 5
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Long (400')
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    You create a cone of frigid air, starting from your character. This cone
    deals 1d6 points if cold damage per level, to a maximum of 15d6.
    --------------------------------------------------------------------

    Confusion, Lesser
    *****************

    Bard 1
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    The target becomes confused for one round.
    --------------------------------------------------------------------

    Confusion
    *********

    Bard 3, Sorcerer/Wizard 4
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    The target of the spell will randomly move, attack a random target, or
    simply stand still and do nothing.
    --------------------------------------------------------------------

    Contagion
    *********

    Cleric 3, Druid 3, Sorcerer/Wizard 4
    School: Necromancy
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    You infect the target with your choice of disease. These all do some
    sort of ability damage to the target.
    --------------------------------------------------------------------

    Control Undead
    **************

    Sorcerer/Wizard 7
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 minute (10 Rounds) per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    2HD per level worth of Undead fall under your control within a 15ft radius
    area.
    --------------------------------------------------------------------

    Create Undead
    *************

    Cleric 6, Sorcerer/Wizard 6
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Like Animate Dead, you summon an Undead to fight for you. The Undead that
    you get depends on your level;
    Level 11 or Lower: Ghoul
    Level 12-13: Ghast
    Level 14-15: Mummy
    Level 16+: Mummy Lord
    --------------------------------------------------------------------

    Control Winds
    *************

    Druid 5
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    This spell removes any fog and cloud based spells from the level, such as
    Cloudkill.
    --------------------------------------------------------------------

    Cure Critical Wounds
    ********************

    Bard 4, Cleric 4, Druid 5
    School: Conjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You use positive energy to heal the target of 4D8 + 1 per level (Max +20),
    points of damage. As this is positive energy, you damage Undead instead
    of healing it.
    --------------------------------------------------------------------

    Cure Critical Wounds, Mass
    **************************

    Cleric 8, Druid 9
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You use positive energy to heal a group of targets within a 30ft diameter
    area to heal 4d8 + 1 per level (max +20) points of damage. This spell
    damages any Undead within the area instead of healing them.
    --------------------------------------------------------------------

    Cure Light Wounds
    *****************

    Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 2.
    School: Conjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You use positive energy to heal the target of 1D8 + 1 per level (Max +5),
    points of damage. As this is positive energy, you damage Undead instead
    of healing it.
    --------------------------------------------------------------------

    Cure Light Wounds, Mass
    ***********************

    Bard 5, Cleric 5, Druid 6
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You use positive energy to heal a group of targets within a 30ft diameter
    area to heal 1d8 + 1 per level (max +5) points of damage. This spell
    damages any Undead within the area instead of healing them.
    --------------------------------------------------------------------

    Cure Minor Wounds
    *****************

    Cleric 0, Druid 0
    School: Conjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will

    Restore 1 Hp to the target.
    --------------------------------------------------------------------

    Cure Moderate Wounds
    ********************

    Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3.
    School: Conjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Yes

    You use positive energy to heal the target of 2D8 + 1 per level (Max +10),
    points of damage. As this is positive energy, you damage Undead instead
    of healing it.
    --------------------------------------------------------------------

    Cure Moderate Wounds, Mass
    **************************

    Bard 6, Cleric 6, Druid 7
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You use positive energy to heal a group of targets within a 30ft diameter
    area to heal 2d8 + 1 per level (max +10) points of damage. This spell
    damages any Undead within the area instead of healing them.
    --------------------------------------------------------------------

    Cure Serious Wounds
    *******************

    Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4.
    School: Conjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Yes

    You use positive energy to heal the target of 3D8 + 1 per level (Max +15),
    points of damage. As this is positive energy, you damage Undead instead
    of healing it.
    --------------------------------------------------------------------


    Cure Serious Wounds, Mass
    *************************

    Cleric 7, Druid 8
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You use positive energy to heal a group of targets within a 30ft diameter
    area to heal 3d8 + 1 per level (max +15) points of damage. This spell
    damages any Undead within the area instead of healing them.
    --------------------------------------------------------------------

5.2. D - F
----------

    Darkvision
    **********

    Ranger 3, Sorcerer/Wizard 2
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 1 hour (600 Rounds) per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You gain the ability to see in the dark, for a distance of 60ft (12
    Squares)
    --------------------------------------------------------------------

    Daze
    ****

    Bard 0, Sorcerer/Wizard 0
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    If the target has less than 4HD, then the target is stunned for 1 round
    if it fails it's save.
    --------------------------------------------------------------------

    Daze Monster
    ************

    Bard 2, Sorcerer/Wizard 2
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    If the target has less than 6HD, then the target is stunned for 1 round
    if it fails it's save.
    --------------------------------------------------------------------

    Death Ward
    **********

    Cleric 4, Druid 5, Paladin 4
    School: Conjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: No

    This spell protects the target from negative energy spells, preventing
    effects like energy drain, death magic and ability damage/drain.
    --------------------------------------------------------------------

    Deep Slumber
    ************

    Bard 3, Sorcerer/Wizard 3
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    This spell functions like sleep, except that it affects up to 10HD of
    targets.
    --------------------------------------------------------------------

    Delay Poison
    ************

    Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
    School: Conjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 hour (600 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: No

    The target becomes immune to poison for the duration of the spell.
    --------------------------------------------------------------------

    Destruction
    ***********

    Cleric 7
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Close (25')
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    Instantly slays the target. If the target makes the save, the target
    instead takes 10D6 damage (which may be enough to kill the target anyway).
    --------------------------------------------------------------------

    Detect Chaos
    ************

    Cleric 1
    School: Divination
    Casting Time: Standard Action
    Range: Long (400ft)
    Duration: 10 minutes (100 rounds)
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Detect the presence of chaos.
    --------------------------------------------------------------------

    Detect Evil
    ***********

    Cleric 1
    School: Divination
    Casting Time: Standard Action
    Range: Long (400ft)
    Duration: 10 minutes (100 rounds)
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Detect the presence of evil.
    --------------------------------------------------------------------

    Detect Good
    ***********

    Cleric 1
    School: Divination
    Casting Time: Standard Action
    Range: Long (400ft)
    Duration: 10 minutes (100 rounds)
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Detect the presence of good.
    --------------------------------------------------------------------

    Detect Law
    **********

    Cleric 1
    School: Divination
    Casting Time: Standard Action
    Range: Long (400ft)
    Duration: 10 minutes (100 rounds)
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Detect the presence of law.
    --------------------------------------------------------------------

    Detect Magic
    ************

    Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
    School: Divination
    Casting Time: Standard Action
    Range: Long (400ft)
    Duration: 10 minutes (100 rounds)
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Detect the presence of magic, usually spells or magic items.
    --------------------------------------------------------------------

    Detect Snares and Pits
    **********************

    Druid 1, Ranger 1
    School: Divination
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: 10 minutes (100 Rounds)
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    You detect the presence of traps in any natural enviroment.
    --------------------------------------------------------------------

    Detect Undead
    *************

    Cleric 1
    School: Divination
    Casting Time: Standard Action
    Range: Long (400ft)
    Duration: 10 minutes (100 rounds)
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Detect the presence of Undead creatures.
    --------------------------------------------------------------------

    Disintegrate
    ************

    Sorcerer/Wizard 6
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    If you succeed at a ranged touch attack, a thin green ray hits the target,
    dealing 2d6 points of damage per level (maximum 40d6). If this deals
    enough damage to kill the target, it is turned into a fine dust. A target
    that succeeds it's saving throw takes 5d6 damage instead, although if
    this damage kills the target, it is also disintegrated.
    --------------------------------------------------------------------

    Dispel Magic
    ************

    Bard 3, Cleric 3, Sorcerer/Wizard 3
    School: Abjuration
    Casting Time: Standard Action
    Range: Medium
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: None

    By making a Caster Level check (1D20 + level), you attempt to remove
    any spells cast on the target. You have to beat a DC of 11 + the Spells
    Casters level on the target.
    --------------------------------------------------------------------

    Dismissal
    *********

    Cleric 4, Sorcerer/Wizard 5
    School: Abjuration
    Casting Time: Standard Action
    Range: Long (400ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    This spell forces any Outsider Type or Elemental Type back to it's
    native plane of existance if it fails a special Will save.
    --------------------------------------------------------------------

    Disrupt Undead
    **************

    Sorcerer/Wizard 0
    School: Necromancy
    Range: Close (25ft)
    Casting Time: 1 Standard Action
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: None

    If you succeed on a ranged touch attack, the targetted Undead takes 1D6
    points of damage.
    --------------------------------------------------------------------

    Divine Favor
    ************

    Cleric 1, Paladin 1
    School: Evocation
    Casting Time: Standard Action
    Range: Personal
    Duration: 1 minute (10 Rounds)
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You gain a +1 bonus per three levels (maximum +3) to attack and damage.
    --------------------------------------------------------------------

    Divine Power
    ************

    Cleric 4
    School: Evocation
    Casting Time: Standard Action
    Range: Personal
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You imbue yourself with great martial skill. Your BAB changes to match
    your level (Maximum +20), and you gain +6 to your Strength, and 1
    temporary Hp per level, which is added to your maximum possible Hp.
    --------------------------------------------------------------------

    Dominate Animal
    ***************

    Druid 3
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V , S
    Spell Resistance: Yes
    Saving Throw: Will Save

    The target animal becomes a faithful ally of the caster for the duration
    of the spell.
    --------------------------------------------------------------------

    Dominate Monster
    ****************

    Sorcerer/Wizard 9
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    The target enemy becomes a faithful friend to the caster for the
    duartion of the spell.
    --------------------------------------------------------------------

    Dominate Person
    ***************

    Bard 4, Sorcerer/Wizard 5
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 2 Rounds per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    The target enemy becomes a faithful friend to the caster for the
    duartion of the spell.
    --------------------------------------------------------------------

    Doom
    ****

    Cleric 1
    School: Enchantment
    Casting Time: Standard Action
    Range: Medium (100ft)
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    The target receives a -2 penalty to all attack rolls, damage rolls, saving
    throws, ability checks and skill checks.
    --------------------------------------------------------------------

    Eagle's Splendor
    ****************

    Bard 2, Cleric 2, Paladin 2, Sorcerer/Wizard 2
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    The target gains a +4 bonus to his Charisma score.
    --------------------------------------------------------------------

    Eagle's Splendor, Mass
    **********************

    Cleric 6, Druid 6, Sorcerer/Wizard 6
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    All targets inside a 15ft radius gain +4 bonus to their Charisma scores.
    --------------------------------------------------------------------

    Earthquake
    **********

    Cleric 8, Druid 8
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: No
    Saving Throw: Reflex Save

    You cause the ground to shake massively, dealing 8D6 points of damage
    to all creatures within a 80ft radius area.
    --------------------------------------------------------------------

    Elemental Swarm
    ***************

    Druid 9
    School: Conjuration
    Casting Time: Full-round Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    You summon a number of Large Earth Elementals to serve you.
    --------------------------------------------------------------------

    Entangle
    ********

    Druid 1, Ranger 1
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: 1 minute (10 Rounds) per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: Reflex Save

    You cause the local vegetation come to life, making it wrap around the
    legs of any creatures in the spells 40ft target radius. A successful
    Reflex save prevents the target from becoming entangled, however, all
    movement through the area is halved.
    --------------------------------------------------------------------

    Evard's Black Tentacles
    ***********************

    Sorcerer/Wizard 4
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    Magical black tentacles grow from the ground in a 20ft radius area from
    the target. These tentacles try to grapple opponents, and if they succeed,
    they deal 1d6 + 4 bludgeoning damage until the target escapes.
    --------------------------------------------------------------------

    Expeditious Retreat
    *******************

    Bard 1, Sorcerer/wizard 1
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You gain 30ft (6 Squares) to your speed.
    --------------------------------------------------------------------

    False Life
    **********

    Sorcerer/Wizard 2
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You gain 1D10 + 1 per level (max +10) temporary Hp, which are added to
    your maximum score, by harnessing the power of Unlife.
    --------------------------------------------------------------------

    Fear
    ****

    Bard 3, Sorcerer/Wizard 4
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    A cone of deep terror washes out to the target, panicking any creatures
    that fail their Will Save.
    --------------------------------------------------------------------

    Feeblemind
    **********

    Sorcerer/Wizard 5
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Permanent
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You reduce the targets Int and Cha to 1, making them incapable of
    casting spells or using skills based of those skills.
    --------------------------------------------------------------------

    Find Traps
    **********

    Cleric 2
    School: Divination
    Casting Time: Standard Action
    Range: Personal
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You gain the ability to search for a traps like a Rogue can. You are also
    granted a bonus to your Search skill equal to half your level (max +10).
    --------------------------------------------------------------------

    Finger of Death
    ***************

    Druid 8, Sorcerer/Wizard 7
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    The target must make the Fortitude save or die. If they succeed, they take
    3d6 +1 per level (maximum +25) points of damage.
    --------------------------------------------------------------------

    Fireball
    ********

    Sorcerer/Wizard 3
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    This spell creates an explosion of fire, dealing 1d6 per level (max 10D6)
    points of fire damage to all targets within a 20ft (4 Squares) radius.
    --------------------------------------------------------------------

    Firestorm
    *********

    Cleric 8, Druid 7
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    You create a massive storm of fire, dealing 1D6 + 1 per level (max +15)
    points of damage to all creatures within a 20ft (4 Squares) area.
    --------------------------------------------------------------------

    Flame Arrow
    ***********

    Sorcerer/Wizard 3
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 10 minutes (100 Rounds) per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    You empower a companions arrows or bolts to do 1D6 points of fire damage.
    --------------------------------------------------------------------

    Flame Strike
    ************

    Cleric 5, Druid 4
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    You call upon a pillar of divine fire, dealing 1D6 points of damage
    per level (max 15D6) to any creature within a 10ft (2 Squares) of the
    target. As this damage is consider divine, fire resistance doesn't apply.
    --------------------------------------------------------------------

    Flare
    *****

    Bard 0, Sorcerer/Wizard 0
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 10 Rounds
    Components: V
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    You make a burst of bright light in front of the target, dazzling it. It
    now has a -1 penalty to attack rolls for the duration of the spell.
    --------------------------------------------------------------------

    Fog Cloud
    *********

    Druid 2, Sorcerer/Wizard 2
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Medium (100ftf)
    Duration: 10 minutes (100 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    A thick fog spreads out from the target location, granting concealment
    to all targets in or behind the fog.
    --------------------------------------------------------------------

    Foresight
    *********

    Druid 9, Sorcerer/Wizard 9
    School: Divination
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 10 minutes (100 Rounds) per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    This spell grants the target a +2 bonus to AC and a +2 bonus to Reflex
    saves.
    --------------------------------------------------------------------

    Fox's Cunning
    *************

    Bard 2, Sorcerer/Wizard 2
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    The target gains a +4 bonus to his Intelligence score.
    --------------------------------------------------------------------

    Fox's Cunning, Mass
    *******************

    Bard 6, Sorcerer/Wizard 6
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    All targets within a 15ft radius gain a +4 bonus to their Intelligence
    score.
    --------------------------------------------------------------------

    Freedom
    *******

    Sorcerer/Wizard 9
    School: Abjuration
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    This spell negates the effects of paralysis and stun, and spells that
    restrict movement.
    --------------------------------------------------------------------

    Freedom of Movement
    *******************

    Bard 4, Cleric 4, Druid 4, Ranger 4
    School: Abjuration
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 1 minute (10 Rounds) per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    The target creature becomes immune to paralysis, stun, sleep,
    and entanglement effects, as well as removing any of these effects on
    the target.
    --------------------------------------------------------------------

5.3. G - I
----------

    Globe of Invulnerability, Lesser
    ********************************

    Sorcerer/Wizard 4
    School: Abjuration
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    This spell blocks all spells of 3rd level or lower from affecting the
    caster.
    --------------------------------------------------------------------

    Globe of Invulnerability
    ************************

    Sorcerer/Wizard 6
    School: Abjuration
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    This spell blocks all spells of 4th level or lower from affecting
    a 10ft radius area around the caster.
    --------------------------------------------------------------------

    Guidance
    ********

    Cleric 0, Druid 0
    School: Divination
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 Round
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Grant a +1 bonus to attack rolls, saving throws and skill checks.
    --------------------------------------------------------------------

    Harm
    ****

    Cleric 6
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    When you touch the target, you deal 10 points of damage per level, (to a
    maximum of 150 points) of damage. If the target makes it's save, it only
    takes half this damage. If the target is an Undead, it gets healed by
    the same amount.
    --------------------------------------------------------------------

    Haste
    *****

    Bard 3, Sorcerer/Wizard 3
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You speed up all beings within a 15ft radius area. While hasted, each
    being moves at twice their movement, has one extra attack during a Full
    Attack, and gains a +1 bonus to AC and attack.
    --------------------------------------------------------------------

    Heal
    ****

    Cleric 6
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    When you touch the target, you heal 10 points of damage per level, (to a
    maximum of 150) points of damage. If the target is Undead, it takes damage
    instead, and a Will save halves the damage.
    --------------------------------------------------------------------

    Heal, Mass
    **********

    Cleric 9
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You heal 10 points of damage per level (max 150) to all creatures within
    a 30ft radius. This spell harms Undead instead of healing it.
    --------------------------------------------------------------------

    Heroism
    *******

    Bard 2, Sorcerer/Wizard 3
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 10 minutes (100 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You inspire great bravery with a touch, granting a +2 bonus to all
    attacks, saving throws and ability checks.
    --------------------------------------------------------------------

    Heroism, Greater
    ****************

    Bard 5, Sorcerer/Wizard 6
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You inspire great bravery with a touch, granting a +4 bonus to all
    attacks, saving throws and ability checks, and temporary Hp equal to the
    casters' level (maximum 20).
    --------------------------------------------------------------------

    Hold Animal
    ***********

    Druid 1, Ranger 1
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    The target animal freezes, and can take no actions for the duration of the
    spell.
    --------------------------------------------------------------------

    Hold Monster
    ************

    Bard 4, Sorcerer/Wizard 5
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    As Hold Person, but any enemy can be targeted with this spell.
    --------------------------------------------------------------------

    Hold Person
    ***********

    Bard 2, Cleric 2, Sorcerer/Wizard 3
    School: Enchantment
    Casting Time: Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You paralyse the target. The target is allowed a new save each round the
    spell lasts. The target must be human-shaped.
    --------------------------------------------------------------------

    Hypnotic Pattern
    ****************

    Bard 2, Sorcerer/Wizard 2
    School: Illusion
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Concentrate
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You create a hypnotic pattern that fascinates up to 2D4 + 1 per level
    (maximum + 10).
    --------------------------------------------------------------------

    Hypnotism
    *********

    Bard 1, Sorcerer/Wizard 1
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 5 Rounds
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You cause up to 4HD of creatures to become fascinated, which means that
    they will focus on you until you attack them.
    --------------------------------------------------------------------

    Ice Storm
    *********

    Druid 4, Sorcerer/Wizard 4
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: 1 Round
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: None

    You call forth a pilar of ice shards, that swirl ina 20ft radius area,
    dealing 5d6 points of ice damage.
    --------------------------------------------------------------------

    Implosion
    *********

    Cleric 9
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    If the target fails it Fortitude save, it is instantly killed.
    --------------------------------------------------------------------

    Incendiary Cloud
    ****************

    Sorcerer/Wizard 8
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: Reflex Save

    You create a large cloud of smoke and embers that deals 4d6 points of fire
    damage to any creature within it every round.
    --------------------------------------------------------------------

    Inflict Critical Wounds
    ***********************

    Cleric 4
    School: Necromancy
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Use negative energy to wound a target, dealing 4D8 + 1 per level (max +20)
    points of damage. As this is negative energy, you heal Undead instead
    of damaging it.
    --------------------------------------------------------------------

    Inflict Critical Wounds,Mass
    ****************************

    Cleric 8
    School: Necromancy
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Use negative energy to wound a targets within a 30ft diameter area,
    dealing 4D8 + 1 per level (max +20) points of damage. This spell heals
    any Undead in the spells area instead of damaging it.
    --------------------------------------------------------------------

    Inflict Light Wounds
    ********************

    Cleric 1
    School: Necromancy
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Use negative energy to wound a target, dealing 1D8 + 1 per level (max +5)
    points of damage. As this is negative energy, you heal Undead instead
    of damaging it.
    --------------------------------------------------------------------

    Inflict Light Wounds,Mass
    *************************

    Cleric 5
    School: Necromancy
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Use negative energy to wound a targets within a 30ft diameter area,
    dealing 1D8 + 1 per level (max +5) points of damage. This spell heals
    any Undead in the spells area instead of damaging it.
    --------------------------------------------------------------------

    Inflict Moderate Wounds
    ***********************

    Cleric 2
    School: Necromancy
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Use negative energy to wound a target, dealing 2D8 + 1 per level (max +10)
    points of damage. As this is negative energy, you heal Undead instead
    of damaging it.
    --------------------------------------------------------------------

    Inflict Moderate Wounds,Mass
    ****************************

    Cleric 6
    School: Necromancy
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Use negative energy to wound a targets within a 30ft diameter area,
    dealing 2D8 + 1 per level (max +10) points of damage. This spell heals
    any Undead in the spells area instead of damaging it.
    --------------------------------------------------------------------

    Inflict Minor Wounds
    ********************

    Cleric 0
    School: Necromancy
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Inflict 1 point of damage to the target.
    --------------------------------------------------------------------

    Inflict Serious Wounds
    **********************

    Cleric 3
    School: Necromancy
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Use negative energy to wound a target, dealing 3D8 + 1 per level (max +15)
    points of damage. As this is negative energy, you heal Undead instead
    of damaging it.
    --------------------------------------------------------------------

    Inflict Serious Wounds,Mass
    ***************************

    Cleric 7
    School: Necromancy
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    Use negative energy to wound a targets within a 30ft diameter area,
    dealing 3D8 + 1 per level (max +15) points of damage. This spell heals
    any Undead in the spells area instead of damaging it.
    --------------------------------------------------------------------

    Invisibility
    ************

    Bard 2, Sorcerer/Wizard 2
    School: Illusion
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    The target of the spell becomes invisible to normal sight. The target
    becomes visible when it takes a offensive action, a invisible cleric can
    cast curing and buff spells without becoming visible.
    --------------------------------------------------------------------

    Invisibility, Greater
    *********************

    Bard 4, Sorcerer/Wizard 4
    School: Illusion
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    This spell makes you invisible to both normal sight and darkvision. The
    same conditions apply to this spell as Invisibility.
    --------------------------------------------------------------------

    Invisibility, Mass
    ******************

    Sorcerer/Wizard 7
    School: Illusion
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    All creatures within a 30ft radius vanish from both normal sight and
    darkvision. Any creature that makes an attack ends the spell for that
    creature.

    Invisibility Purge
    ******************

    Cleric 3
    School: Evocation
    Casting Time: Standard Action
    Range: Personnal
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You surrond yourself with an energy field that reveals any invisible
    creatures within 5ft (1 Square) of you.
    --------------------------------------------------------------------


5.4. J - L
----------

    Knock
    *****

    Sorcerer/Wizard 2
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: Instantaneous
    Components: V
    Spell Resistance: No
    Saving Throw: None

    Instantly unlocks the target. Any door that is magically sealed, or any
    "quest" type chest/door cannot be opened by this spell.
    --------------------------------------------------------------------

    Light
    *****

    Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
    School: Evocation
    Casting Time: Standard Action
    Range: Touch
    Duration: 10 minutes (100 Rounds) per level
    Components: V
    Spell Resistance: No
    Saving Throw: None

    The target emits light like a torch, providing light out to 20ft (4
    Squares), and shadowy light out an additional 20ft.
    --------------------------------------------------------------------

    Lightning Bolt
    **************

    Sorcerer/Wizard 3
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    You send a bolt of electricity towards your target, dealing 1D6 points of
    shock damage per level (max 10D6). This spell only effects a single target
    as the PSP system isn't powerful enough to calculate ricochets.
    --------------------------------------------------------------------

    Longstrider
    ***********

    Druid 1, Ranger 1
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 hour (600 Rounds) per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    This spell increases your movement by 10ft (2 Squares).
    --------------------------------------------------------------------

    Lullaby
    *******

    Bard 0
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Concentrate
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    As long as the caster makes no actions, except to move, any creatures
    affected by this spell fall asleep until the caster does something, such
    as attacking, or casting another spell.
    --------------------------------------------------------------------

5.5. M - O
----------

    Mage Armor
    **********

    Sorcerer/Wizard 1
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 1 Hour (600 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You create a field of force that surrounds you, granting you a +4 AC
    bonus.
    --------------------------------------------------------------------

    Magic Missile
    *************

    Sorcerer/Wizard 1
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: None

    You hurl magical bolts of force into a target. Each missile deals 1D4 + 1
    damage, and you get one extra missile at 3rd, 5th, 7th and 9th levels.
    --------------------------------------------------------------------

    Magic Weapon
    ************

    Cleric 1, Paladin 1, Sorcerer/Wizard 0
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    The characters currently equipped weapon gains a +1 enchancement, which
    means the character gains a +1 to attack and damage.
    --------------------------------------------------------------------

    Magic Vestment
    **************

    Cleric 3
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 hour (600 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You grant the armor or shield touch an enchancement bonus of +1 per four
    levels (maximum +5)
    --------------------------------------------------------------------

    Melf's Acid Arrow
    *****************

    Sorcerer/Wizard 2
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    You lauch a bolt of acid at the target, dealing 2D4 acid damage. The spell
    continues to damage the target for 1 round per three caster levels.
    --------------------------------------------------------------------

    Meteor Shower
    *************

    Sorcerer/Wizard 9
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    You fire a meteor at a target. The target takes 2d6 damage, and the
    resulting explosion deals 6d6 points of damage to all targets within
    20ft of the impact point.
    --------------------------------------------------------------------

    Mind Blank
    **********

    Sorcerer/Wizard 8
    School: Abjuration
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 8 Hours (4800 Rounds)
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    This spell renders the target immune to all mind affecting spells.
    --------------------------------------------------------------------

    Mind Fog
    ********

    Bard 5, Sorcerer/Wizard 5
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 30 minutes (300 rounds)
    Components: Verbal, Somatic
    Spell Resistance: Yes
    Saving Throw: Will Save

    This fog weakens the minds of those in it, giving all a penalty of -10 to
    all Will Saves and Wisdom checks
    --------------------------------------------------------------------

    Miracle
    *******

    Cleric 9
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 10 Rounds
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You instantly remove all negative effects from the target, and heal it
    of 10 points of damage per level. If the target is undamaged, it gains
    50 temporary Hp, which are added to it's maximum total.
    --------------------------------------------------------------------

    Mislead
    *******

    Bard 5, Sorcerer/Wizard 6
    School: Illusion
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 2 Rounds per level
    Components: S
    Spell Resistance: Yes
    Saving Throw: Will Save

    This spell makes you invisible, and misdirects enemies at the smae time,
    granting you +2 AC and +3 to attack (this is in addition to the bonuses
    for being invisible).
    --------------------------------------------------------------------

    Moment of Prescience
    ********************

    Sorcerer/Wizard 8
    School: Divination
    Casting Time: Free Action
    Range: Personal
    Duration: 1 Round
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    During the round that the spell is cast and the next round, you gain a
    bonus to AC, attack, and saving throws equal to his caster level. For
    example a 16th level caster would gain +16 AC, +16 to attack and +16 to
    all his saving throws for the next round.
    --------------------------------------------------------------------

    Mordenkainen's Sword
    ********************

    Sorcerer/Wizard 7
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    You summon a sword that fights for you, dealing 4d6 + 3 points of
    damage.
    --------------------------------------------------------------------

    Neutralise Poison
    *****************

    Bard 4, Cleric 4, Druid 3, Paladin 3, Ranger 3
    School: Abjuration
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 10 minutes (100 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    This spell removes any poison from the target.
    --------------------------------------------------------------------

    Otiluke's Freezing Sphere
    *************************

    Sorcerer/Wizard 4
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    You create a sphere of intense cold, dealing 1d6 per level (maximum 15d6)
    points of cold damage in a 10ft radius area.
    --------------------------------------------------------------------

    Owl's Wisdom
    ************

    Cleric 2, Druid 2, Paladin 2, Ranger 2,Sorcerer/Wizard 2
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    The target gains a +4 bonus to his Wisdom score.
    --------------------------------------------------------------------

    Owl's Wisdom, Mass
    ******************

    Cleric 6, Druid 6, Sorcerer/Wizard 6
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    All targets inside a 15ft radius gain +4 bonus to their Wisdom scores.
    --------------------------------------------------------------------

5.6. P - S
----------

    Phantasmal Killer
    *****************

    Sorcerer/Wizard 4
    School: Illusion
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    This spell instantly kills a target from inflicting intense fear. If they
    succed on the save, they instead take 3d6 points of damage. This spell
    doesn't effect creatures with more than 9HD
    --------------------------------------------------------------------

    Poison
    ******

    Cleric 4, Druid 3
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: Permanent
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    You inflict a deadly poison upon the target. You deal 1D10 points of
    Constitution damage to the target, then another 1D10 points of damage
    1 minute (10 Rounds) later.
    --------------------------------------------------------------------

    Polar Ray
    *********

    Sorcerer/Wizard 8
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Close (25)
    Duration: Instantaneous
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: None

    A ray of freezing cold leaps from your hand to deal 1d6 points of cold
    damage per level (maximum 25d6) to the target.
    --------------------------------------------------------------------

    Power Word, Blind
    *****************

    Sorcerer/Wizard 7
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: Verbal
    Spell Resistance: Yes
    Saving Throw: None

    This spell blinds the target if it has less than 201 Hp.
    --------------------------------------------------------------------

    Power Word, Kill
    ****************

    Sorcerer/Wizard 9
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: Verbal
    Spell Resistance: Yes
    Saving Throw: None

    Instantly kill a target with less than 101 Hp.
    --------------------------------------------------------------------

    Power Word, Stun
    ****************

    Sorcerer/Wizard 8
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 2 minutes (20 Rounds)
    Components: Verbal
    Spell Resistance: Yes
    Saving Throw: None

    This spell stuns any creature with less than 151 Hp.
    --------------------------------------------------------------------

    Protection From Spells
    **********************

    Sorcerer/Wizard 8
    School: Abjuration
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 10 minutes (100 Rounds) per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    This spell grants the target a +8 bonus to all saves against spells and
    spell like abilities.
    --------------------------------------------------------------------

    Rage
    ****

    Bard 2, Sorcerer/Wizard 3
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Concentrate
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    This spell bestows the effects of a Barbarians rage on to the target,
    granting a +4 bonus to Strength and Constitution, a +2 bonus on Will
    Saves, -2 penalty to AC. When the spell ends, the target is fatigued. This
    spell effects one creature per three levels in a 30ft diameter area.
    --------------------------------------------------------------------

    Rainbow Pattern
    ***************

    Bard 4, Sorcerer/Wizard 4
    School: Illusion
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Concentrate
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Will Save

    As long as the caster focuses, all creatures with a 20ft radius are
    fascinated by a field of glowing colours.
    --------------------------------------------------------------------

    Raise Dead
    **********

    Cleric 5
    School: Conjuration
    Casting Time: Full-round Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You return the target to life, however the target only comes back with
    1 Hp per level.
    --------------------------------------------------------------------

    Ray of Enfeeblement
    *******************

    Sorcerer/Wizard 1
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 10 Rounds
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: None

    With a successful ranged touch attack, you drain the Strength of the
    target by 1D6 + 1 per 2 levels.
    --------------------------------------------------------------------

    Ray of Frost
    ************

    Sorcerer/Wizard 0
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: None

    You project a beam of frost from your finger, dealing the target 1D3
    points of cold damage.
    --------------------------------------------------------------------

    Regenerate
    **********

    Cleric 7, Druid 9
    School: Conjuration
    Casting Time: Full-round Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You cure the target of 4D8 +1 per level (max 20) points of damage, and
    remove the effects of exhaustion and fatigue.
    --------------------------------------------------------------------

    Remove Curse
    ************

    Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 4
    School: Conjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    All the effects of a curse and the curse itself are removed from the
    target.
    --------------------------------------------------------------------

    Remove Disease
    **************

    Cleric 3, Druid 3, Ranger 3
    School: Conjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You cure the target of disease, and remove any of the effects of the
    disease.
    --------------------------------------------------------------------

    Remove Fear
    ***********

    Bard 1, Cleric 1
    School: Abjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 10 minutes (100 rounds)
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Grants a +4 bonus to resist fear spells.  Also removes the effect of
    Cause Fear and other fear spells.
    --------------------------------------------------------------------

    Remove Paralysis
    ****************

    Cleric 2, Paladin 2
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Frees up to four paralysed creatures within a 30ft (6 Squares) area.
    --------------------------------------------------------------------

    Resistance
    **********

    Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0
    School: Abjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds)
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Gain a +1 bonus on all Saving Throws.
    --------------------------------------------------------------------

    Scare
    *****

    Bard 2, Sorcerer/Wizard 2
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per Level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    The target creature is affected by fear, if it has less that 5HD, and
    receives a -2 penalty to attack rolls, skill checks and ability checks.
    --------------------------------------------------------------------

    Scorching Ray
    *************

    Sorcerer/Wizard 2
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: None

    You fire a ray of fire to the target location, doing 4D6 points of
    damage in a 20ft diameter area.
    --------------------------------------------------------------------

    See Invisibility
    ****************

    Bard 3, Sorcerer/Wizard 2
    School: Divination
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 10 minutes (100 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You see any object that has been made invisible. This spell doesn't
    reveal any targets that are simply hiding.
    --------------------------------------------------------------------

    Shield
    ******

    Sorcerer/Wizard 1
    School: Abjuration
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You create a disk of force in front of you that gives you a +4 AC bonus.
    You are also immune to Magic Missile spells whilst the spells last.
    --------------------------------------------------------------------

    Shield of Faith
    ***************

    Cleric 1
    School: Abjuration
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Grants a +2 deflection bonus to AC, with an additional +1 to AC for every
    six levels the caster has (maximum +5).
    --------------------------------------------------------------------

    Shocking Grasp
    **************

    Sorcerer/Wizard 1
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: None

    You reach out and grasp the target, dealing 1D6 points of electrical
    damage per level (max 5D6). You also get a +3 bonus to hit the target
    if he his wearing metal armor.
    --------------------------------------------------------------------

    Shout
    *****

    Bard 4, Sorcerer/Wizard 4
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 minute (10 Rounds)
    Components: Verbal
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    You unleash a powerful scream, dealing 5d6 damage to any creature in the
    area. You also deafen the creatures in the target area. A successful save
    halves the damage taken, and negates the deafened affect.
    --------------------------------------------------------------------

    Silence
    *******

    Bard 2, Cleric 2
    School: Illusion
    Casting Time: Standard Action
    Range: Long (100ft)
    Duration: 1 minute (10 rounds) per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    This spell silences all targets in a 20ft diameter area. This prevents
    spellcasters from casting any spells with the "V" component.
    --------------------------------------------------------------------

    Sleep
    *****

    Bard 1, Sorcerer/Wizard 1
    School: Enchantment
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    You put to sleep up to 4HD's worth of targets in a 10ft (2 Squares) radius
    area.
    --------------------------------------------------------------------

    Slow
    ****

    Bard 3, Sorcerer/Wizard 3
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    All creatures in the spells area are slowed. This reduces their movement
    range by 50%, they lose 1 attack per round, get a -1 penalty to AC, Reflex
    saves and attack rolls.
    --------------------------------------------------------------------

    Soften Earth and Stone
    **********************

    Druid 2
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: Reflex Save

    This spell softens the land in the target area. Any creature caught in the
    area of the spell must make a Reflex save or be stuck in the mire.
    --------------------------------------------------------------------

    Solid Fog
    *********

    Sorcerer/Wizard 4
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 minute (10 Rounds) per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: None

    Create a dense, thick fog that makes it so hard to move that all creatures
    in the area move at half speed
    --------------------------------------------------------------------

    Sound Burst
    ***********

    Bard 2, Cleric 2
    School: Evocation
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    You create a sonic boom in a 15ft diameter area, dealing those within it
    1D8 damage. Those who fail their Fortitude save are stunned and unable to
    act for one round.
    --------------------------------------------------------------------

    Spirtual Weapon
    ***************

    Cleric 2
    School: Evocation
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a ghostly weapon, according to your Deity. It uses your attack
    bonus to strike, and deals 1D8 points of damage.
    --------------------------------------------------------------------

    Summon Monster 1
    ****************

    Bard 1, Cleric 1, Sorcerer/Wizard 1
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a Celestial Dog to aid you in combat.
    --------------------------------------------------------------------

    Summon Monster 2
    ****************

    Bard 2, Cleric 2, Sorcerer/Wizard 2
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a Fiendish Wolf to aid you in combat.
    --------------------------------------------------------------------

    Summon Monster 3
    ****************

    Bard 3, Cleric 3, Sorcerer/Wizard 3
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a Dire Wolf to aid you in combat. This creature takes up
    10ft (4 Squares) area on the map, so you cannot cast this spell in
    tight areas.
    --------------------------------------------------------------------

    Summon Monster 4
    ****************

    Bard 4, Cleric 4, Sorcerer/Wizard 4
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a Monstrous Spider to aid you in combat. This creature takes up
    10ft (4 Squares) area on the map, so you cannot cast this spell in
    tight areas.
    --------------------------------------------------------------------

    Summon Monster 5
    ****************

    Bard 5, Cleric 5, Sorcerer/Wizard 5
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a Earth Elemental to aid you in combat.
    --------------------------------------------------------------------

    Summon Nature's Ally 1
    **********************

    Druid 1, Ranger 1
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a wolf to serve as an ally in combat.
    --------------------------------------------------------------------

    Summon Nature's Ally 2
    **********************

    Druid 2, Ranger 2
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a small earth elemental to serve as an ally in combat.
    --------------------------------------------------------------------

    Summon Nature's Ally 3
    **********************

    Druid 3, Ranger 3
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a Dire Wolf to serve as an ally in combat. As this creature is
    large, it requires a 10ft x 10ft space to be available.
    --------------------------------------------------------------------

    Summon Nature's Ally 4
    **********************

    Druid 4, Ranger 4
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a medium earth elemental to serve as an ally in combat.
    --------------------------------------------------------------------

    Summon Nature's Ally 5
    **********************

    Druid 5
    School: Conjuration
    Casting Time: Standard Action
    Range: Close (25ft)
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You summon a large earth elemental to serve as an ally in combat. As this
    creature is large, it requires a 10ft x 10ft square to be avilable.
    --------------------------------------------------------------------

5.7. T - V
----------

    Time Stop
    *********

    Sorcerer/Wizard 9
    School: Transmutation
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 3 Rounds
    Components: V
    Spell Resistance: No
    Saving Throw: None

    You stop time for all creatures on the adventure map for 3 rounds. You
    then have these rounds to act freely (cast more spells, attack etc.,)
    --------------------------------------------------------------------

    Touch of Fatigue
    ****************

    Sorcerer/Wizard 0
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Touch
    Duration: 1 Round per level
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    With a touch, you cause the target to become fatigued.

    True Resurrection
    *****************

    Cleric 9
    School: Conjuration
    Casting Time: 1 Full Round Action
    Range: Personal
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: None

    You return to life all creatures within 15ft (3 Squares) of yourself.
    --------------------------------------------------------------------

    True Strike
    ***********

    Sorcerer/Wizard 1
    School: Divination
    Casting Time: 1 Standard Action
    Range: Personal
    Duration: 2 Rounds
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    You gain a +20 bonus to hit for 1 round. The duration says two, but the
    first round is the round you cast the spell, so you have this bonus to
    Attacks of Opportunity.
    --------------------------------------------------------------------

    Undeath to Death
    ****************

    Level: Cleric 6, Sorcerer/Wizard 6
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: Instantaneous
    Components: V,S
    Spell Resistance: Yes
    Saving Throw: Will Save

    This spell destroys 1D4 HD of Undead per level (max 20D4), destroying
    those Undead with the fewest HD first, in a 40ft radius area. Any Undead
    that have equal HD, the closest to the point of origin will be affected
    first.
    --------------------------------------------------------------------

    Virtue
    ******

    Cleric 0, Druid 0, Paladin 1
    School: Transmutation
    Casting Time: Standard Action
    Range: Touch
    Duration: 1 minute (10 Rounds) per level
    Components: V,S
    Spell Resistance: No
    Saving Throw: None

    Target gains 1 Temporary Hit Point, which is added to the maximum the
    character has.
    --------------------------------------------------------------------

5.8. W - Z
----------

    Wail of the Banshee
    *******************

    Sorcerer/Wizard 9
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Close (25ft)
    Duration: Instantaneous
    Components: V
    Spell Resistance: Yes
    Saving Throw: Fortitude Save

    You kill a number of creatures in a 30ft radius equal to your caster
    level. A Fortitude save prevents death.
    --------------------------------------------------------------------

    Wall of Fire
    ************

    Druid 5, Sorcerer/Wizard 4
    School: Evocation
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 1 Round per level
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: None

    You create a wall of flames that deal 2d6 +1 per level to any creatures
    in the area.
    --------------------------------------------------------------------

    Waves of Exhaustion
    *******************

    Sorcerer/Wizard 7
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Permanent
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: None

    All those in the path of this negative energy become exhausted.
    --------------------------------------------------------------------

    Waves of Fatigue
    ****************

    Sorcerer/Wizard 5
    School: Necromancy
    Casting Time: 1 Standard Action
    Range: Long (400ft)
    Duration: Permanent
    Components: V, S
    Spell Resistance: Yes
    Saving Throw: None

    All creatures in the target area become fatigued.
    --------------------------------------------------------------------

    Web
    ***

    Sorcerer/Wizard 2
    School: Conjuration
    Casting Time: 1 Standard Action
    Range: Medium (100ft)
    Duration: 10 minutes (100 Rounds) per level
    Components: V, S
    Spell Resistance: No
    Saving Throw: Reflex

    You create a thick, ropey spider web in a 20ft radius. These webs slow any
    creature that enters them, except for spiders.
    --------------------------------------------------------------------

6.   Power Details
==================

    The format for these will be similar to that of spells, except for a few
    minor changes. See below:

    Power Name
    **********

    Level
    School
    Power Point Cost
    Augmentable
    Range
    Duration
    Power Resistance
    Saving Throw

    Description of Power effects
    --------------------------------------------------------------------

    The level of the power isn't that important, it only lets you know when
    you can take that power. The important part is the Power Point cost, as
    you need at least that number available to mainfest the power. If you
    can augment teh spell, I will list in the description what the cost is
    for augmentation and what it does. Basically, the more Power Points that
    you spend in the manifestation of the power, the better the effects will
    be. You can manifest powers as long as you have points remaining, the
    weapons and armor you have on should not effect the ability to manifest,
    like with spells. However, there are spells that are not available as'
    powers, and vice versa. Example, while there is a spell to enhance ability
    scores, there is no power to do so, and while their is a power to breathe
    acid, there is no high level acid based spell.

    You can only add up to your current level in power points to augment a
    power. i.e., a 5th level psion can manifest 3rd level powers, costing
    5 Power Points, and can augment a 2nd level power by up to 3 Power points
    (so the total cost is 5 Power Points), and can augment a 1st level power
    by up to 4 Power Points (once again the total cost is up to 5 Power
    Points). This may not be very clear, it is somewhat tricky to explain, but
    if you play a Psion you will soon figure it out.

    For all intents and purposes, Power Resistance is the same as Spell
    Resistance in Tactics.

    Anyway, on to the Powers!


6.1. A - C
----------

    Aura Sight
    **********

    Psion 4
    School: Clairsentience
    Power Point Cost: 7
    Augmentable: No
    Range: 60ft
    Duration: 10 minutes (100 Rounds)
    Power Resistance: No
    Saving Throw: None

    Detect any creature with a good or evil aura in a 60ft cone.
    --------------------------------------------------------------------

    Aversion
    ********

    Psion 2
    School: Telepathy
    Power Point Cost: 3
    Augmentable: No
    Range: Personal
    Duration: 1 minute (10 Rounds) per level
    Power Resistance: Yes
    Saving Throw: Will Save

    Any creature within 30ft (6 squares) of the manifester becomes panicked,
    if they succeed the Will Save, they are instead shaken.
    --------------------------------------------------------------------

    Body Adjustment
    ***************

    Psion 3, Psychic Warrior 2
    School: Psy-metabolism
    Power Point Cost: 5 (Psions), 3 (Psychic Warriors)
    Augmentable: Yes
    Range: Personal
    Duration: Instantaneous
    Power Resistance: No
    Saving Throw: None

    You cure yourself of 1d12 points of damage.

    Augmentation: For every 2 extra points spent, you heal an additional 1d12
                  points of damage.
    --------------------------------------------------------------------

    Brain Lock
    **********

    Psion 2
    School: Telepathy
    Power Point Cost: 3
    Augmentable: No
    Range: Medium (100ft)
    Duration: Concentrate
    Power Resistance: Yes
    Saving Throw: Will Save

    As long as the Psion concentrates, the target is dazed.
    --------------------------------------------------------------------

    Breath of the Black Dragon
    **************************

    Psion 6, Psychic Warrior 6
    School: Psy-metabolism
    Power Point Cost: 11
    Augmentation: Yes
    Range: Close (25ft)
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Reflex Save

    Breath a cone of Acid, dealing 11d6 points of damage to anything in the
    target area.

    Augmentation: For every extra point spent, the damage increases by 1d6.
    --------------------------------------------------------------------

    Burst
    *****

    Psychic Warrior 1
    School: Psychoportation
    Power Point Cost: 1
    Augmentable: No
    Range: Personal
    Duration: 1 Round
    Power Resistance: No
    Saving Throw: None

    Gain a burst of speed for 1 round, moving 40ft (8 Squares) further
    than normal. Manifest this before you move or you will waste the power.
    --------------------------------------------------------------------

    Concussion Blast
    ****************

    Psion 2
    School: Psychokinesis
    Power Point Cost: 3
    Augmentable: Yes
    Range: Medium (100ft)
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: None

    You cause a blast of psychokinetic energy, dealing 1d6 points of damage.

    Augmentation: For every 2 extra points spent, the damage increases by 1d6.
    --------------------------------------------------------------------

    Crisis of Life
    **************

    Psion 7
    School: Metacreativity
    Power Point Cost: 13
    Augmentable: Yes
    Range: Medium (100ft)
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Fortitude Save

    You reach out mentally to stop the heart of the target. If it has less
    than 11HD then it dies if it fails it's save. Targets with more HD or
    ones that succeed their save instead take 7d6 damage.

    Augmentation: For every extra point spent, the HD of the target that can
                  be affected increases by 1. The damage dealt to a target
                  that makes it save or has more HD than the power can affect
                  increases by 1d6.
    --------------------------------------------------------------------

    Crystal Shard
    *************

    Psion 1
    School: Metacreativity
    Power Point Cost: 1
    Augmentable: Yes
    Range: Close (25ft)
    Duration: Instantaneous
    Power Resistance: No
    Saving Throw: None

    You summon shards of crystal, hurling them at the target dealing 1d6
    points of damage.

    Augmentation: For every extra point spent, you deal an extra 1d6 points of
                  damage.
    --------------------------------------------------------------------

6.2. D - F
----------

    Danger Sense
    ************

    Psion 3, Psychic Warrior 3
    School: Clairsentience
    Power Point Cost: 5
    Augmentable: No
    Range: Personal
    Duration: 1 hour (600 Rounds) per level
    Power Resistance: No
    Saving Throw: None

    You gain +4 to Reflex saves and +4 to AC
    --------------------------------------------------------------------

    Deceleration
    ************

    Psion 1
    School: Psychoportation
    Power Point Cost: 1
    Augmentable: No
    Range: Close (25ft)
    Duration: 1 minute (10 Rounds) per level
    Power Resistance: Yes
    Saving Throw: Reflex Save

    Reduce the targets movement speed by 10ft (2 Squares). This power doesn't
    affect targets of large size.
    --------------------------------------------------------------------

    Defensive Precognition
    **********************

    Psion 1, Psychic Warrior 1
    School: Clairsentience
    Power Point Cost: 1
    Augmentable: Yes
    Range: Personal
    Duration: 1 minute (10 Rounds) per level
    Power Resistance: No
    Saving Throw: None

    Gain a +1 bonus to AC, by dodging attacks.

    Augmentation: For every 3 extra power points spent, the AC bonus increases
                  by +1.
    --------------------------------------------------------------------

    Demoralise
    **********

    Psion 1
    School: Telepathy
    Power Point Cost: 1
    Augmentable: Yes
    Range: Personal
    Duration: 1 minute (10 Rounds) per level
    Power Resistance: Yes
    Saving Throw: Will Save

    Demoralise any target within 30ft (6 Squares) of the manifester. Targets
    failing the saving throw become shaken.

    Augmentation: For every 2 points spent, the range of the power increases
                  by 5ft (1 Square).
    --------------------------------------------------------------------

    Detect Psionics
    ***************

    Psion 1, Psychic Warrior 1
    School: Clairsentience
    Power Point Cost: 1
    Augmentable: No
    Range: 60ft
    Duration: 1 minute (10 Rounds) per level
    Power Resistance: No
    Saving Throw: None

    This spell reveals to the caster any active Psionic effects in the powers
    range.
    --------------------------------------------------------------------

    Dissipating Touch
    *****************

    Psion 1, Psychic Warrior 1
    School: Psychoportation
    Power Point Cost: 1
    Augmentable: Yes
    Range: Touch
    Duration: Instantaneous
    Power Resistance: No
    Saving Throw: None

    Your touch teleports small fragments of the target away, dealing 1d6
    points of damage.

    Augmentation: For every power point spent, the damage increases by 1d6.
    --------------------------------------------------------------------

    Dissolving Touch
    ****************

    Psychic Warrior 2
    School: Psy-metabolism
    Power Point Cost: 3
    Augmentable: Yes
    Range: Touch
    Duration: Instantaneous
    Power Resistance: No
    Saving Throw: None

    Your touch deals 4d6 points of acid damage.

    Augmentation: For every 2 extra points spent, you deal an additional 1d6
                  points of damage.
    --------------------------------------------------------------------

    Ego Whip
    ********

    Psion 2
    School: Telepathy
    Power Point Cost: 3
    Augmentable: Yes
    Range: Medium (100ft)
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Will Save

    Your mind lances into your targets personality, dealing 4 points of
    Charisma damage.

    Augmentation: For every 4 extra points spent, you deal an extra 2 points
                  of Charisma damage.
    --------------------------------------------------------------------

    Eradicate Invisibility
    **********************

    Psion 3
    School: Psychokinesis
    Power Point Cost: 3
    Augmentable: Yes
    Range: Personal
    Duration: Instantaneous
    Power Resistance: No
    Saving Throw: Reflex Save

    You cause all invisible creatures to become visible that are within 30ft
    (6 Squares) of you.

    Augmentation: For every extra point spent, the radius increases by 5ft.
    --------------------------------------------------------------------

    Exhalation of the Black Dragon
    ******************************

    Psychic Warrior 3
    School: Psy-metabolism
    Power Point Cost: 5
    Augmentable: Yes
    Range: Close (25ft)
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Reflex Save

    You spew forth a line of acid, dealing 3d6 damage.

    Augmentation: For every 2 extra points spent, the damage is increased by
                  1d6 points.
    --------------------------------------------------------------------

    Force Screen
    ************

    Psion 1, Psychic Warrior 1
    School: Psychokinesis
    Power Point Cost: 1
    Augmentable: Yes
    Range: Personal
    Duration: 1 minute (10 Rounds)
    Spell Resistance: No
    Saving Throw: None

    This spell creates a mobile shield of force that grants +4 to AC.

    Augmentation: For every 4 extra power points spent, the AC granted
                  increases by +1.
    --------------------------------------------------------------------

6.3. G - I
----------

    Id Insinuation
    **************

    Psion 2
    School: Telepathy
    Power Point Cost: 3
    Augmentable: No
    Range: Close (25ft)
    Duration: Concentrate
    Power Resistance: Yes
    Saving Throw: Will Save

    You send random thoughts into the targets mind, causing them to be
    confused for as long as the target concentrates.
    --------------------------------------------------------------------

    Inertial Armor
    **************

    Psion 1, Psychic Warrior 1
    School: Psychokinesis
    Power Point Cost: 1
    Augmentable: Yes
    Range: Personal
    Duration: 1 hour (600 Rounds) per level
    Power Resistance: No
    Saving Throw: None

    Create a field of force that functions like armor, granting a +4 bonus
    to AC.

    Augmentation: For every 2 extra power points spent, the AC granted
                  increases by +1.
    --------------------------------------------------------------------

6.4. J - L
----------

6.5. M - O
----------

    Mental Disruption
    *****************

    Psion 2
    School: Telepathy
    Power Point Cost: 3
    Augmentable: Yes
    Range: Personal
    Duration: 1 Round
    Power Resistance: Yes
    Saving Throw: Will Save

    Every creature within 10ft radius (2 Squares) becomes dazed.

    Augmentation: For every 2 extra points spent, the radius increases by 5ft.
    --------------------------------------------------------------------

    Metaphysical Weapon
    *******************

    Psychic Warrior 1
    School: Metacreativity
    Power Point Cost: 1
    Augmentable: Yes
    Range: Touch
    Duration: 1 minute (10 Rounds) per level
    Power Resistance: Yes
    Saving Throw: Will Save

    Your weapon gains a +1 enhancement bonus.

    Augmentation: For every 4 extra points spent, the bonus increases by +1
    --------------------------------------------------------------------

    Mind Thrust
    ***********

    Psion 1
    School: Telepathy
    Power Point Cost: 1
    Range: Close (25ft)
    Augmentable: Yes
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Will Save

    You launch a barrage of random thoughts at the targets mind, dealing 1d10
    points of damage.

    Augmentation: For every extra point spent, the damage increases by 1d10
                  points.
    --------------------------------------------------------------------

    Offensive Precognition
    **********************

    Psion 1, Psychic Warrior 1
    School: Clairsentience
    Power Point Cost: 1
    Augmentable: Yes
    Range: Personal
    Duration: 1 minute (10 Rounds) per level
    Power Resistance: No
    Saving Throw: None

    You gain a +1 bonus to attack rolls.

    Augmentation: For every 3 extra points spent, the bonus increases by +1
    --------------------------------------------------------------------

6.6. P - S
----------

    Psionic Blast
    *************

    Psion 3
    School: Telepathy
    Power Point Cost: 5
    Augmentable: No
    Range: Close (25ft)
    Duration: 1 Round
    Power Resistance: No
    Saving Throw: Will Save

    You create a cone shaped burst of mental energy, dazing all creatures
    within 30ft for 1 round.
    --------------------------------------------------------------------

    Psionic Charm
    *************

    Psion 1
    School: Telepathy
    Power Point Cost: 1
    Augmentable: No
    Range: Close (25ft)
    Duration: 1 Round per level
    Power Resistance: Yes
    Saving Throw: Will Save

    You become friends with the target. Any aggressive action towards the
    target breaks the power.
    --------------------------------------------------------------------

    Psionic Darkvision
    ******************

    Psion 3, Psychic Warrior 2
    Level: Psion 3, Psychic Warrior 2
    School: Clairsentience
    Power Point Cost: 5 (Psions), 3 (Psychic Warriors)
    Range: Personal
    Duration: 1 hour (600 Rounds) per level
    Power Resistance: Yes
    Saving Throw: Will Save

    This power grants the manifester darkvision to 60ft (12 Squares)
    --------------------------------------------------------------------

    Psionic Daze
    ************

    Psion 1
    School: Telepathy
    Power Point Cost: 1
    Augmentable: Yes
    Range: Close (25ft)
    Duration: 1 Round
    Power Resistance: Yes
    Saving Throw: Will Save

    You daze any creature that has less than 5HD for 1 Round.

    Augmentation: For every extra point spent, the HD of the creature affected
                  increases by +1.
    --------------------------------------------------------------------

    Psionic Disintegrate
    ********************

    Psion 6
    School: Psychoportation
    Power Point Cost: 11
    Augmentable: No
    Range: Medium (100ft)
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Fortitude Save

    You cast a thin ray at the target. If the target fails it's save, it is
    turned into dust. If the target succeeds it's save, it instead takes 5d6
    points of damage.
    --------------------------------------------------------------------

    Psionic Dominate
    ****************

    Psion 4
    School: Telepathy
    Power Point Cost: 1
    Augmentable: No
    Range: Medium (100ft)
    Duration: Concentrate
    Power Resistance: Yes
    Saving Throw: Will Save

    You cause the target to fight for you as long as you concentrate.
    --------------------------------------------------------------------

    Psionic Freedom of Movement
    ***************************

    Psion 4, Psychic Warrior 4
    School: Psychoportation
    Power Point Cost: 7
    Augmentation: No
    Range: Personal
    Duration: 10 minutes (100 Rounds) per level
    Power Resistance: Yes
    Saving Throw: Will Save

    You are freed from, and immune to any spell or power that hampers
    movement in any way.
    --------------------------------------------------------------------

    Psionic Knock
    *************

    Psion 2
    School: Psychoportation
    Power Point Cost: 3
    Augmentable: No
    Range: Touch
    Duration: Instantaneous
    Power Resistance: No
    Saving Throw: None

    Open a chest or door instantly.
    --------------------------------------------------------------------

    Psionic Moment of Prescience
    ****************************

    Psion 7
    School: Clairsentience
    Power Point Cost: 13
    Augmentable: No
    Range: Personal
    Duration: 1 Round
    Power Resistance: No
    Saving Throw: None

    You gain a bonus equal to your level to your attacks, AC and saves for 1
    Round.
    --------------------------------------------------------------------

    Psionic Vigor
    *************

    Psion 1, Psychic Warrior 1
    School: Psy-metabolism
    Power Point Cost: 1
    Augmentable: Yes
    Range: Personal
    Duration: 1 minute (10 Rounds) per level
    Power Resistance: No
    Saving Throw: None

    You gain 5 temporary Hit Points.

    Augmentation: For every extra point spent, you gain an additional 5Hp.
    --------------------------------------------------------------------

    Psychic Crush
    *************

    Psion 5
    School: Telepathy
    Power Point Cost: 9
    Augmentable: Yes
    Range: Close (25ft)
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Will Save

    Instantly kill a target that fails it save. If it succeeds it's save, it
    instead takes 3d6 damage.

    Augmentation: For every 2 extra points spent, the damage dealt to the
                  target when it saves is increased by 1d6.
    --------------------------------------------------------------------

    Psychofeedback
    **************

    Psychic Warrior 5
    School: Psy-metabolism
    Power Point Cost: 9
    Augmentable: No
    Range: Personal
    Duration: 1 Round per level
    Power Resistance: No
    Saving Throw: None

    You gain +4 to Str and take -4 to Wis. I do not recommend using this
    power as it also takes away any power points you have for having a high
    Wis.
    --------------------------------------------------------------------

    Recall Agony
    ************

    Psion 2
    School: Clairsentience
    Power Point Cost: 3
    Augmentable: Yes
    Range: Medium (100ft)
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Will Save

    You make the target recall vividly a previous injury, dealing 2d6 points
    of damage.

    Augmentation: For every extra point spent, the damage increases by 1d6.
    --------------------------------------------------------------------

    Recall Death
    ************

    Psion 8
    School: Clairsentience
    Power Point Cost: 15
    Augmentable: No
    Range: Medium (100ft)
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Will Save

    You make the target see it's death in it's future. The horror caused by
    this instantly kills the target if it fails it's save. If it succeeds it's
    save, it takes 5d6 damage instead.
    --------------------------------------------------------------------

    Swarm of Crystals
    *****************

    Psion 2
    School: Metacreativity
    Power Point Cost: 3
    Augmentable: Yes
    Range: 15ft
    Duration: Instantaneous
    Power Resistance: No
    Saving Throw: None

    You shoot a cloud of razor sharp crystals, dealing 3d4 points of damage to
    all creatures in a 15ft (3 Squares) cone.

    Augmentation: For every extra point spent, the damage increases by 1d4.
    --------------------------------------------------------------------

6.7. T - V
----------

    Thick Skin
    **********

    Psychic Warrior 1
    School: Psy-metabolism
    Power Point Cost: 1
    Augmentable: Yes
    Range: Personal
    Duration: 10 minutes (100 Rounds) per level
    Power Resistance: No
    Saving Throw: None

    Your skin thickens, granting you a +1 natural armor bonus.

    Augmentation: For every 3 extra points spent, the bonus increases by +1.
    --------------------------------------------------------------------

    Timeless Body
    *************

    School: Psychoportation
    Power Point Cost: 17
    Augmentable: No
    Range: Personal
    Duration: 2 Rounds
    Power Resistance: Yes
    Saving Throw: None

    For the rest of this Round and the next, you become immune to all harmful
    effects.
    --------------------------------------------------------------------

    Ultrablast
    **********

    Psion 7
    School: Telepathy
    Power Point Cost: 13
    Augmentable: Yes
    Range: Personal
    Duration: Instantaneous
    Power Resistance: Yes
    Saving Throw: Will Save

    You make a loud psionic shriek, dealing 13d6 points of damage to all
    targets within 15ft (3 Squares) of you.

    Augmentation: For every extra point spent, the damage increases by 1d6.
    --------------------------------------------------------------------


6.8. W - Z
----------

END OF GUIDE