An invisible but tangible field of force surrounds the subject of a mage armor spell; providing a +4 armor bonus to AC.
Unlike mundane armor; mage armor entails no armor check penalty; arcane spell failure chance; or speed reduction. Since mage armor is made of force; incorporeal creatures cannot bypass it the way they do normal armor.
A piece of cured leather.
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it cannot move that round (and must then make a Reflex save or fall); while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell; while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails; the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
A bit of pork rind or butter.
The air crackles around your outstretched hand and the smell of ozone assaults your nostrils as a ball of electrical energy; its surface crackling with bolts of lightning; streaks from your open palm.
An orb of electricity about 2 inches across shoots from your palm at its target; dealing 1d8 points of electric 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 vivid cone of clashing colors springs forth from your hand; causing creatures to become stunned; perhaps also blinded; and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.
2 HD or less
The creature is unconscious; blinded; and stunned for 2d4 rounds; then blinded and stunned for 1d4 rounds; and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD
The creature is blinded and stunned for 1d4 rounds; then stunned for 1 round.
5 or more HD
The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
A pinch each of powder or sand that is colored red; yellow; and blue.
This spell creates the visual illusion of an object; creature; or force; as visualized by you. The illusion does not create sound; smell; texture; or temperature. You can move the image within the limits of the size of the effect.
A bit of fleece.
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD; those who are closest to the spells point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature; but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures; constructs; or undead creatures.
A pinch of fine sand; rose petals; or a live cricket.
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ping that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
An audible alarm produces the sound of a hand bell; and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions; the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
A tiny bell and a piece of very fine silver