1st-Level Spells Adhesive Spittle: Spit a tanglefoot bag at a creature.
Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Alleviate Addiction: Ignore the effects of addictions.
Ant Haul: Triples carrying capacity of a creature.
Anticipate PerilY: Target gains a bonus on one initiative check.
Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blurred Movement: As blur, but only while you are moving.
Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.
Bomber's Eye: Increases thrown weapon range; +1 attack.
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
Chameleon Scales: Change the color of your skin to something else.
Coin Shot: Turn coins into deadly projectiles.
Comprehend Languages: You understand all languages.
Coward’s Cowl: Enhance a target’s defensive instincts.
Crafter's Fortune: Subject gains +5 on next Craft check.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Detect Metal: Detect metal objects or creatures.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Disguise Self: Changes your appearance.
Endure ElementsY: Exist comfortably in hot or cold regions.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Expeditious RetreatY: Your base land speed increases by 30 ft.
FirebellyR: Breathe fire and become resistant to it.
Fool’s GoldF: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Heightened Awareness: Your recall and ability to process information improve.
Identify: Gives +10 bonus to identify magic items.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Jump: Subject gets bonus on Acrobatics checks.
Keen Senses: Subject gains +2 Perception, low-light vision.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Negate Aroma: Subject cannot be tracked by scent.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Petulengro's Validation: Detect what creature a missing portion came from.
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reduce PersonY: Humanoid creature halves in size.
See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Skin TagM: Curse food or drink to gain afamilar connection to the creature
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Stone Fist: Your unarmed strikes are lethal.
Targeted Bomb Admixture: Empowers bombs you throw to deal more damage to a single creature.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Touch of the Sea: Swim speed becomes 30 ft.
True StrikeY: +20 on your next attack roll.
Urban GraceR: Move through crowds and urban settings with ease.
Vocal Alteration: Disguise target's voice.
Youthful Appearance: Target appears younger.
2nd-Level Spells Ablative BarrierY: Surrounds the target with layers of force.
Acute Senses: Subject gains a bonus on Perception checks.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Air Step: Tread unsteadily on air, with limitations.
Alchemical Allocation: Gain potion's benefits without consuming it.
Alter Self: Assume form of a Small or Medium humanoid.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Aram Zey's FocusF: Grant the trapfinding ability or a +5 Disable Device bonus.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
Blood BlazeR: Ignite the blood of those who come near you.
Blood Transcription: Learn a spell from the target's blood.
Blur: Attacks miss subject 20% of the time.
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Catatonia: Make a willing target appear to be dead.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Contact High: Duplicate a drug’s effects on others.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Deathwine: Turn a potion into a pool of necromantic energy.
Defensive Shock: Electricity damages your attackers.
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Thoughts: Allows “listening” to surface thoughts.
Dragonvoice: Emulate the vocal inflections of dragons.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Elemental Touch: Gain energy damage touch attack.
Empower Holy Water: Empower holy water to deal more damage to the undead.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Fiery Runes: Charge a weapon with magical fiery runes.
Fire Breath: Exhale a cone of flame at will.
Fire Sneeze: Sneeze flame to set your enemies on fire and knock them prone.
Fire’s FriendR: Cloak yourself in flames that harm nearby enemies.
Fleshy Facade: Alter your appearance to appear living.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Ghostly Disguise: You look like a ghost of yourself.
Heroic FortuneFM: Grant a temporary hero point.
Human Potential: Grant target a +2 enhancement bonus to an ability score.
Imbue With Addiction: Target becomes addicted to a drug.
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Invigorating Poison: Transform the negative effects of a poison into positive ones.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Ironskin: Harden your skin into iron.
Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.
LevitateY: Subject moves up and down at your direction.
Merge with Familiar: Merge your familiar with your own body.
Minor DreamR: As the dream spell, except delivering a shorter message.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Scale Spikes: Enhance a target’s scales with jagged spikes.
See Invisibility: Reveals invisible creatures or objects.
Shadow Bomb Admixture: Empowers bombs you throw to cover the target with a shadowy substance that grants it concealment and limits its vision.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Skinsend: Animate and possess your own skin as if it were a separate creature.
Spider ClimbY: Grants ability to walk on walls and ceilings.
SqueezeR: Increase the target’s flexibility, allowing it to move through tight spaces and squeeze with ease.
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Tattoo PotionM: Mix a potion that creates a magical chest tattoo when drunk.
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
Transmute Potion to Poison: Spit poison onto weapon after drinking potion.
Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around.
Undetectable Alignment: Conceals alignment for 24 hours.
Venomous BiteM: Enhance a target creature’s bite with poison.
Vine Strike: Entangle enemies while in close combat.
Vomit Swarm: Produces a spider swarm that fights for you.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
3rd-Level Spells Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Absorbing Touch: Caster absorbs an item for 1 day/level.
Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Age Resistance, Lesser: Ignore penalties from middle age.
Air Breathing: Allow creatures to breathe air.
Amplify Elixir: Empowers or extends the effects of any potion or elixir.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Apsu's Shining Scales: Gain +5 armor bonus to your AC, natural attacks are good and silver, and infuse your breath weapon with holy power.
Arcane Sight: Magical auras become visible to you.
Assume Appearance: a
Aura Sight: Alignment auras become visible to you.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Blood SentinelM: Animate an animal sculpture to be your temporary familiar.
Bloodhound: Gives caster the scent special ability.
BurrowY: Target gains a burrow speed of 15.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Caustic Safeguard: Imbue an object with an acidic protective ward.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Claim Identity: Steal a creature's face
Countless Eyes: Extra eyes give all-around vision.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
Displacement: Attacks miss subject 50% of the time.
Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it.
Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Elemental Aura: Creates an aura of energy around you.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Eruptive Pustules: Acid boils burst when you are attacked.
Fire TrailR: Leak a trail of flame that follows your every step.
FlyY: Subject flies at speed of 60 ft.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hypercognition: Rapidly recall everything you know about a subject.
Lead Plating: Enclose the target in a thin sheath of lead.
Lightning Lash Bomb Admixture: Empowers bombs you throw with a ward that deals lightning damage each time those damaged by the bomb move more than 5 feet.
Liquefy: Transmute an object into a liquid version of itself.
Marionette Possession: As magic jar, but limited to line of sight.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
NondetectionM: Hides subject from divination, scrying.
Orchid's DropM: Add a potent healing effect to your mutagens.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Protection from Arrows, Communal: As protection from arrows, but you may divide the duration among creatures touched.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Seek Thoughts: Detects thinking creatures' thoughts.
Selective Invisibility: Allow one creature to see you while invisible.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Thorn Body: Your attackers take 1d6 +1 damage/level.
Tongues: Speak and understand any language.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
Water Breathing: Subjects can breathe underwater.
4th-Level Spells Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Age Resistance: Ignore penalties from old age.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Assume Appearance, Greater: a
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.
Blightburn Weapon: Transform a weapon into pure blightburn.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Darkvision, Greater: See 120 ft. in total darkness.
Death Ward: Grants bonuses against death spells and negative energy.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Discern Lies: Reveals deliberate falsehoods.
DissolutionM: Cause a tiny item to vanish from existence.
Dragon's BreathY: Gives you a dragon's breath weapon.
Duplicate Familiar: Create a duplicate of your familiar.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Echolocation: Sonic sense gives you blindsight 40 ft.
Elemental Body IY: Turns you into a Small elemental.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Eyes of the Void: See 60 ft. in darkness, including magical darkness.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Miasmatic FormMR: As gaseous form, except the form is dangerous to creatures who touch it.
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Mutagenic Touch: You can pass a weaker version of your mutagen to another creature.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
RestorationM: Restores level and ability score drains.
Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Scorching Ash FormRY: Change someone into a gaseous cloud of hot ash and smoke, dealing fire damage to those they move through.
Spell Immunity: Subject is immune to one spell per 4 levels.
StoneskinMY: Grants DR 10/adamantine.
Tail Strike: Grow a tail and gain a tail slam attack.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Touch of Slime: Touch infests a target with green slime.
Unbearable Brightness: Your glowing body dazzles or blinds others.
Universal FormulaM: Acts as any extract 3rd level or lower.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Viper Bomb Admixture: Empowers bombs you throw to summon poisonous biting vipers that bite those hit or splashed by the bomb.
Vitriolic Mist: As fire shield, except acid damage.
5th-Level Spells Age Resistance, Greater: Ignore penalties from venerable age.
Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Contact Other Plane: Lets you ask question of extraplanar entity.
Delayed Consumption: Extract doesn't come into effect until you want it to.
DreamY: Sends message to anyone sleeping.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Elemental Body IIY: Turns you into a Medium elemental.
Elude TimeM: Puts you in temporary suspended animation.
Grand Destiny: Grant target a +4 competence bonus on any attack, caster level check, saving throw, or skill check (can be used multiple times at higher levels).
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Languid Bomb Admixture: Empowers bombs you throw to cause fatigue in those directly hit or splashed by the bomb.
Magic JarF: Enables possession of another creature.
Mask from DivinationM: Guard someone from divination attempts with a protective mask.
Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Planar Adaptation: Resist harmful effects of other plane.
Planetary Adaptation: As planar adaptation, but only on different worlds of the Material Plane.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Resurgent TransformationM: Gain second wind when close to death.
SendingY: Delivers short message anywhere, instantly.
Spell Resistance: Subject gains SR 12 + level.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
6th-Level Spells Analyze DweomerF: Reveals magical aspects of subject.
Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Borrowed TimeY: Take extra swift actions at the cost of Con damage.
Caging Bomb Admixture: Your bombs create a cage of force that traps creatures inside the bomb's splash radius.
Elemental Body IIIY: Turns you into a Large elemental.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Form of the Alien Dragon I: Turns you into a Medium esoteric or outer dragon.
Form of the Dragon IY: Turns you into a Medium dragon.
Form of the Exotic Dragon I: Turns you into a Medium imperial or primal dragon
Giant Form I: Turns you into a Large giant.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.
MisleadY: Turns you invisible and creates illusory double.
Monstrous Physique IVY: As monstrous physique III, with more abilities.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Plague BearerR: Make the target a carrier of numerous diseases.
Plant Shape II: Turns you into a Large plant creature.
Shadow Walk: Step into shadow to travel rapidly.
Sonic Form: Turn yourself into a creature of semisolid sound.
Statue: Subject can become a statue at will.
TransformationY: You gain combat bonuses.
Transmute Golem: Turn one type of golem into another.
True SeeingM: Lets you see all things as they really are.
Twin Form: Creates controllable duplicate of you.
Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Wind Walk: You and your allies turn vaporous and travel fast.