An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage.
You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
A cone of searing flame shoots from your fingertips.
Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
Flammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them.
A character can extinguish burning items as a full-round action.
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures
.
Each touch channels negative energy that deals 1d6 points of damage.
The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw.
You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
An orb of cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of cold damage.
You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
An orb of fire about 2 inches across shoots from your palm at its target, dealing 1d8 points of fire damage.
You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatures and objects within the area.
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
This spell functions like lesser orb of acid, except it deals 1d6 points of sonic damage, plus an additional 1d6 points of damage per two caster levels beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).
When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
An orb of electricity about 2 inches across shoots from your palm at its target, dealing 1d8 points of electrical damage.
You must succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful, the ray deals 1d6 points of fire damage per two caster levels (maximum 5d6). The target must also make a Reflex save or catch fire, taking 1d6 points of fire damage each round until the flames are put out (requiring a DC 15 Reflex save, see Catching on Fire, DMG 303).
Trait: Advanced Learning Ex.
You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for purposes of attacks, grapple checks, or breaking and crushing items.
In addition, you gain the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks that round).
You can make the slam attack as a natural secondary attack with the normal -5 penalty (or -2 penalty if you have the Multiattack feat, see page 304 of the Monster Manual) as part of a full attack action.
However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).
Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell's effect.
When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to improve its chance of hitting distant targets.
For the duration of the spell, the range increment for the affected weapon or weapons is doubled.
A ray of freezing air and ice projects from your pointing finger.
You must succeed on a ranged touch attack with the ray to deal damage to a target.
The ray deals 1d3 points of cold damage.
This spell causes an object to glow like a torch, shedding bright light in a 20-footradius (and dim light for an additional 20 feet) from the point you touch.
The effect is immobile, but it can be cast on a movable object.
Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
You direct a ray of positive energy.
You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
You fire a small orb of acid at the target.
You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.