| Original Spell / Effect | Spell Opportunist Spell | Casting Time Limit | Extra Effect(s) |
| burning hands | greater magic weapon | 3 rounds | melee/ammunition weapon gains +1d6 fire damage for duration if held by target of fire spell |
| burning hands | magic weapon | 3 rounds | melee/ammunition weapon gains +1d4 fire damage for duration if held by target of fire spell |
| crashing wave | ball lightning | 2 rounds | save DC +2 for electrical spell |
| crashing wave | call lightning | 2 rounds | save DC +2 for electrical spell |
| crashing wave | chain lightning | 2 rounds | save DC +2 for electrical spell |
| crashing wave | gedlee's electric loop | 2 rounds | save DC +2 for electrical spell |
| crashing wave | gnimish's shockwave | 2 rounds | save DC +2 for electrical spell |
| crashing wave | lightning bolt | 2 rounds | save DC +2 for electrical spell |
| crashing wave | phoenix's shocking blast | 2 rounds | save DC +2 for electrical spell |
| crashing wave | scintillating sphere | 2 rounds | save DC +2 for electrical spell |
| crashing wave | tempest's sheet lightning | 2 rounds | save DC +2 for electrical spell |
| darkness | greater shadow conjuration | **** | if target is affected by darkness, duration of shadow spells extended by 3 rounds |
| darkness | shades | **** | if target is affected by darkness, duration of shadow spells extended by 3 rounds - cone of cold & fireball variants instead have save DC +2 |
| darkness | shadow conjuration | **** | if target is affected by darkness, duration of shadow spells extended by 3 rounds |
| drown | ball lightning | 2 rounds | save DC +2 for electrical spell |
| drown | call lightning | 2 rounds | save DC +2 for electrical spell |
| drown | chain lightning | 2 rounds | save DC +2 for electrical spell |
| drown | gedlee's electric loop | 2 rounds | save DC +2 for electrical spell |
| drown | gnimish's shockwave | 2 rounds | save DC +2 for electrical spell |
| drown | lightning bolt | 2 rounds | save DC +2 for electrical spell |
| drown | phoenix's shocking blast | 2 rounds | save DC +2 for electrical spell |
| drown | scintillating sphere | 2 rounds | save DC +2 for electrical spell |
| drown | tempest's sheet lightning | 2 rounds | save DC +2 for electrical spell |
| earthen rupture | crag's armor of stone | 2 rounds | if cast within 15 meters of rupture's center, duration of second spell extended by 3 rounds |
| earthen rupture | crag's sacrificial stones | 2 rounds | if cast within 15 meters of rupture's center, duration of second spell extended by 3 rounds |
| earthen rupture | earthquake | 2 rounds | if cast within 15 meters of rupture's center, quake inflicts 2 extra dice of damage |
| earthen rupture | greater earthen rupture | 2 rounds | if cast within 15 meters of rupture's center, 2nd rupture inflicts 2 extra dice of damage |
| earthen rupture | greater stoneskin | 2 rounds | if cast within 15 meters of rupture's center, duration of second spell extended by 3 rounds |
| earthen rupture | stoneskin | 2 rounds | if cast within 15 meters of rupture's center, duration of second spell extended by 3 rounds |
| earthquake | crag's armor of stone | 2 rounds | if cast within 15 meters of quake's center, duration of second spell extended by 3 rounds |
| earthquake | crag's sacrificial stones | 2 rounds | if cast within 15 meters of quake's center, duration of second spell extended by 3 rounds |
| earthquake | earthen rupture | 2 rounds | if cast within 15 meters of quake's center, rupture inflicts 2 extra dice of damage |
| earthquake | greater earthen rupture | 2 rounds | if cast within 15 meters of quake's center, rupture inflicts 2 extra dice of damage |
| earthquake | greater stoneskin | 2 rounds | if cast within 15 meters of quake's center, duration of second spell extended by 3 rounds |
| earthquake | stoneskin | 2 rounds | if cast within 15 meters of quake's center, duration of second spell extended by 3 rounds |
| entangle | burning hands | **** | entangle inflicts +1d2 points of fire damage each round |
| entangle | delayed blast fireball | **** | entangle inflicts +1d2 points of fire damage each round |
| entangle | fireball | **** | entangle inflicts +1d2 points of fire damage each round |
| entangle | firestorm | **** | entangle inflicts +1d2 points of fire damage each round |
| entangle | flamestrike | **** | entangle inflicts +1d2 points of fire damage each round |
| entangle | meteor swarm | **** | entangle inflicts +1d2 points of fire damage each round |
| entangle | phoenix's field of flame | **** | entangle inflicts +1d2 points of fire damage each round |
| fear | phantasmal killer | **** | frightened target makes save against a DC +4 points higher |
| fireball | greater magic weapon | 3 rounds | melee/ammunition weapon gains +1d6 fire damage for duration if held by target of fire spell |
| fireball | magic weapon | 3 rounds | melee/ammunition weapon gains +1d4 fire damage for duration if held by target of fire spell |
| firestorm | greater magic weapon | 3 rounds | melee/ammunition weapon gains +1d6 fire damage for duration if held by target of fire spell |
| firestorm | magic weapon | 3 rounds | melee/ammunition weapon gains +1d4 fire damage for duration if held by target of fire spell |
| flame strike | greater magic weapon | 3 rounds | melee/ammunition weapon gains +1d6 fire damage for duration if held by target of fire spell |
| flame strike | magic weapon | 3 rounds | melee/ammunition weapon gains +1d4 fire damage for duration if held by target of fire spell |
| flesh to stone | sound burst | **** | petrified target suffers +1d8 damage |
| gate | banishment | 3 rounds | within same area of a gate opening, makes save against a DC +4 points higher |
| gate | dismissal | 3 rounds | within same area of a gate opening, makes save against a DC +4 points higher |
| gate | summon monster I | 3 rounds | within same area of a gate opening, summon monster spell duration extended by +50% |
| gate | summon monster II | 3 rounds | within same area of a gate opening, summon monster spell duration extended by +50% |
| gate | summon monster III | 3 rounds | within same area of a gate opening, summon monster spell duration extended by +50% |
| gate | summon monster IV | 3 rounds | within same area of a gate opening, summon monster spell duration extended by +50% |
| gate | summon monster V | 3 rounds | within same area of a gate opening, summon monster spell duration extended by +50% |
| gate | summon monster VI | 3 rounds | within same area of a gate opening, summon monster spell duration extended by +50% |
| gate | summon monster VII | 3 rounds | within same area of a gate opening, summon monster spell duration extended by +50% |
| gate | summon monster VIII | 3 rounds | within same area of a gate opening, summon monster spell duration extended by +50% |
| gate | summon monster IX | 3 rounds | within same area of a gate opening, summon monster spell duration extended by +50% |
| grease | burning hands | **** | grease inflicts +1d4 points of fire damage each round |
| grease | delayed blast fireball | **** | grease inflicts +1d4 points of fire damage each round |
| grease | fireball | **** | grease inflicts +1d4 points of fire damage each round |
| grease | firestorm | **** | grease inflicts +1d4 points of fire damage each round |
| grease | flamestrike | **** | grease inflicts +1d4 points of fire damage each round |
| grease | meteor swarm | **** | grease inflicts +1d4 points of fire damage each round |
| grease | phoenix's field of flame | **** | grease inflicts +1d4 points of fire damage each round |
| greater earthen rupture | crag's armor of stone | 2 rounds | if cast within 15 meters of rupture's center, duration of second spell extended by 3 rounds |
| greater earthen rupture | crag's sacrificial stones | 2 rounds | if cast within 15 meters of rupture's center, duration of second spell extended by 3 rounds |
| greater earthen rupture | earthen rupture | 2 rounds | if cast within 15 meters of rupture's center, 2nd rupture inflicts 2 extra dice of damage |
| greater earthen rupture | earthquake | 2 rounds | if cast within 15 meters of rupture's center, quake inflicts 2 extra dice of damage |
| greater earthen rupture | greater stoneskin | 2 rounds | if cast within 15 meters of rupture's center, duration of second spell extended by 3 rounds |
| greater earthen rupture | stoneskin | 2 rounds | if cast within 15 meters of rupture's center, duration of second spell extended by 3 rounds |
| meteor swarm | greater magic weapon | 3 rounds | melee/ammunition weapon gains +1d6 fire damage for duration |
| meteor swarm | magic weapon | 3 rounds | melee/ammunition weapon gains +1d4 fire damage for duration |
| negative energy burst | circle of death | 2 rounds | save DC +2 for second spell |
| negative energy burst | energy drain | 2 rounds | save DC +2 for second spell |
| negative energy burst | enervation | 2 rounds | save DC +2 for second spell |
| negative energy burst | finger of death | 2 rounds | save DC +2 for second spell |
| negative energy ray | circle of death | 2 rounds | save DC +2 for second spell |
| negative energy ray | energy drain | 2 rounds | save DC +2 for second spell |
| negative energy ray | enervation | 2 rounds | save DC +2 for second spell |
| negative energy ray | finger of death | 2 rounds | save DC +2 for second spell |
| shadow shield | greater shadow conjuration | **** | if caster is affected by first spell, duration of shadow spells extended by 3 rounds |
| shadow shield | shades | **** | if caster is affected by first spell, duration of shadow spells extended by 3 rounds - cone of cold & fireball variants instead have save DC +2 |
| shadow shield | shadow conjuration | **** | if caster is affected by first spell, duration of shadow spells extended by 3 rounds |
| stoneskin | flesh to stone | **** | save DC +3 for second spell |
| water throw | ball lightning | 2 rounds | save DC +2 for electrical spell |
| water throw | call lightning | 2 rounds | save DC +2 for electrical spell |
| water throw | chain lightning | 2 rounds | save DC +2 for electrical spell |
| water throw | gedlee's electric loop | 2 rounds | save DC +2 for electrical spell |
| water throw | gnimish's shockwave | 2 rounds | save DC +2 for electrical spell |
| water throw | lightning bolt | 2 rounds | save DC +2 for electrical spell |
| water throw | phoenix's shocking blast | 2 rounds | save DC +2 for electrical spell |
| water throw | scintillating sphere | 2 rounds | save DC +2 for electrical spell |
| water throw | tempest's sheet lightning | 2 rounds | save DC +2 for electrical spell |
| web | cone of cold | **** | web inflicts +1d2 points of cold damage each round |
| web | glacius' breath of winter | **** | web inflicts +1d2 points of cold damage each round |
| web | glacius' hypothermia | **** | web inflicts +1d2 points of cold damage each round |
| web | glacius' ice blast | **** | web inflicts +1d2 points of cold damage each round |
| web | ice storm | **** | web inflicts +1d2 points of cold damage each round |
| web | negative energy burst | **** | web inflicts +1d2 points of negative energy damage each round |
| ultravision | color spray | **** | target with ultravision/darkvision/low light vision makes save against a DC +2 points higher |
| ultravision | flare | **** | target with ultravision/darkvision/low light vision makes save against a DC +2 points higher |
| ultravision | sunbeam | **** | target with ultravision/darkvision/low light vision makes save against a DC +2 points higher |
| ultravision | sunburst | **** | target with ultravision/darkvision/low light vision makes save against a DC +2 points higher |
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| **** | acid fog | **** | stinking cloud at target location, 1/2 normal duration |
| **** | ball lightning | **** | target(s) dazed for 1 round on a failed save |
| **** | barkskin | **** | if cast in an above ground natural area, AC bonus provided is normal +1 |
| **** | camouflage | **** | if cast in an above ground natural area, Hide bonus is +15 (instead of +10) |
| **** | circle of great healing | **** | target(s) regenerates 1 hitpoint per round for 1 minute |
| **** | contagion | **** | affected target suffers a -4 to saves vs. disease for 5 rounds |
| **** | chain lightning | **** | target(s) dazed for 1 round on a failed save |
| **** | dispel magic | **** | friendly target(s) gain a +2 bonus to saving throws for 3 rounds |
| **** | earthquake | **** | summons a small earth elemental to fight for the caster for 1 minute |
| **** | feeblemind | **** | affected target suffers -1 to Will saves for duration |
| **** | freedom of movement | **** | target gains +1 dodge AC for duration |
| **** | heal | **** | target regenerates 1 hitpoint per round for 1 minute |
| **** | greater dispelling | **** | friendly target(s) gain a +3 bonus to saving throws for 3 rounds |
| **** | horrid wilting | **** | target(s) suffer a -3 penalty to Fortitude saves for 3 rounds |
| **** | infestation of maggots | **** | any food/rations the target may be carrying are ruined |
| **** | lesser dispel | **** | friendly target(s) gain a +1 bonus to saving throws for 3 rounds |
| **** | lightning bolt | **** | target(s) dazed for 1 round on a failed save |
| **** | mass camouflage | **** | if cast in an above ground natural area, Hide bonus is +15 (instead of +10) |
| **** | mestil's acid breath | **** | stinking cloud at target location, 1/2 normal duration |
| **** | mordenkainen's disjunction | **** | friendly target(s) gain a +4 bonus to saving throws for 3 rounds |
| **** | neutralize poison | **** | target gains +4 to saves vs. poison for 1 hour |
| **** | phoenix's shocking blast | **** | target(s) dazed for 1 round on a failed save |
| **** | remove disease | **** | target gains +4 to saves vs. disease for 1 hour |
| **** | resurrection | **** | target regenerates 1 hitpoint per round for 1 minute |
| **** | scintillating sphere | **** | target(s) dazed for 1 round on a failed save |
| **** | see invisibility | **** | target gains +2 to Spot checks for duration |
| **** | silvania's golden aura | **** | caster turns undead as if 1 level higher for duration |
| **** | tempest's sheet lightning | **** | target(s) dazed for 1 round on a failed save |
| **** | transference | **** | caster gains +25% movement speed for 2 rounds after arriving |