0-Level Spells Acid Splash: Orb deals 1d3 acid damage.
Bleed: Cause a stabilized creature to resume dying.
Brand: Creates permanent brand on target creature.
Create Water: Creates 2 gallons/level of pure water.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Disrupt Undead: Deals 1d6 damage to one undead.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sift: See area as though examining it.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
1st-Level Spells Abadar's TruthtellingR: Force the target to speak the truth.
Alarm: Wards an area for 2 hours/level.
Animal Purpose Training: Animal gains a new general purpose.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
BaneY: Enemies take –1 on attack rolls and saves against fear.
Barbed Chains: a
Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
BlessY: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Blessing of the WatchR: Functions as bless, except lasts for 1 hour/level but only in the caster’s home city.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Burst Bonds: 1d6 damage/level (max 5d6) to restraints.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Cloak of Secrets: Filter speech from a given area to sound like a different conversation.
CommandY: One subject obeys selected command for 1 round.
Compel Hostility: Compels opponents to attack you instead of your allies.
Comprehend Languages: You understand all languages.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Curse WaterM: Makes unholy water.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Demon: Sense the presence of demons, their servants, and the Abyss.
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Good: Reveals creatures, spells, or objects of selected alignment.
Detect Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Disguise Self: Changes your appearance.
Divine FavorY: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
Ears of the City: The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events.
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Expeditious RetreatY: Your base land speed increases by 30 ft.
Fallback StrategyR: Gain a free re-roll while this spell is active.
Forbid Action: Target obeys command to not do something.
Forced Quiet: Target cannot make loud noises.
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Heightened Awareness: Your recall and ability to process information improve.
Hex WardY: Target gains +4 on saves against witch hexes.
Hide from Undead: Undead can't perceive one subject/level.
Hide Weapon: Hide a weapon within your own arm.
Horn of Pursuit: Create three notes heard miles away.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Interrogation: Target answers questions or suffers pain.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Know the EnemyY: Gain +10 on a monster Knowledge check.
Lend Judgment: Ally gains the benefit of one judgment.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Litany of Sloth: Single target cannot make attacks of opportunity for 1 round.
Litany of Weakness: Single target is fatigued for 1 round.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Weapon: Weapon gains +1 bonus.
Nature’s Paths: Find the shortest and easiest paths through the wilderness.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Peacebond: Locks a weapon in place on the target's body.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
Persuasive Goad: Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.
Petulengro's Validation: Detect what creature a missing portion came from.
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Poisoned EggR: Transform a single egg into a dose of poison.
Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Returning Weapon: Grants a weapon the returning special weapon quality.
Sanctify Corpse: Prevent a corpse from becoming an undead.
SanctuaryY: Opponents can't attack you, and you can't attack.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Secret SpeechR: Send secret messages to others within normal speech.
Shield of FaithY: Aura grants +2 or higher deflection bonus.
Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
Tireless Pursuit: Ignore fatigue while hustling.
Touch of CombustionR: Cause someone to combust with a touch.
True StrikeY: +20 on your next attack roll.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Vocal Alteration: Disguise target's voice.
Wartrain Mount: Animal gains combat training.
Weapons Against EvilR: Enhance weapons with pale light that allow them to bypass minor DR of evil creatures.
Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.
Winter FeathersR: Protect a feathered creature from the cold for a day.
Wrath: +1 attack and damage against target creature.
2nd-Level Spells AbeyanceM: Suppress the effects of a single curse.
Acute Senses: Subject gains a bonus on Perception checks.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Bestow InsightR: Grant the target a bonus on a skill check and consider them trained.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Blessing of Luck and ResolveR: Increase resistance against fear.
Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Bloodhound: Gives caster the scent special ability.
Brittle PortalR: Reduce the hardness of obejcts within the area.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Calm Emotions: Calms creatures, negating emotion effects.
Castigate: Causes target to be shaken and cower.
Codespeak: Allow targets to share understanding in a secret and unique language.
Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
ConsecrateMY: Fills area with positive energy, weakening undead.
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
DarknessY: 20-ft. radius of supernatural shadow.
Death CandleR: Create a howling fire elemental from the remains of the target’s life energy.
Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Defending BoneR: Animate a bone to float near you and block physical attacks.
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Pain: Ignore pain for 1 hour/level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Demand Offering: Make a creature give you an object it’s holding.
DesecrateMY: Fills area with negative energy, making undead stronger.
Detect Relations: Detect whether or not creatures are related by blood.
Detect Thoughts: Allows “listening” to surface thoughts.
Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses.
Disguise Other: As disguise self, but affects you or another.
Display Aversion: Create an illusion to repulse a vampire.
Distressing Tone: Sound sickens 1d4 creatures.
Early JudgmentR: Show a creature the reward or punishment that awaits it after death.
Effortless Armor: Armor you wear no longer slows your speed.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Evaluator’s Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items.
FairnessR: Force humanoid creatures to trade fairly with each other.
Find Traps: Notice traps as a rogue does.
Flames of the FaithfulY: Gives weapon flaming property.
Fleshy Facade: Alter your appearance to appear living.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Follow Aura: Gain ability to follow the trail of the aura of an alignment.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Ghost Whip: Create a ghost touch whip that passes through objects.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Ghostly Disguise: You look like a ghost of yourself.
Hold Person: Paralyzes one humanoid for 1 round/level.
Holy Ice WeaponM: Create a masterwork weapon made of frozen holy water.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Howling Agony: Screaming pain limits the target's actions.
Hunter's Lore: Make untrained Knowledge checks to identify monsters, and take 20 on Knowledge checks you are already trained in.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Inheritor's SmiteR: Gain a bonus on your next attack; if it hits, attempt a free bull rush.
Inner Focus: Ignore divine focus components of your spells.
Instant Weapon: Summon a melee weapon to wield.
Instrument of Agony: Weapon exudes divine fury, granting a bonus on Intimidate checks.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
KnockY: Opens locked or magically sealed door.
Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape.
Litany of Defense: Doubles armor's enhancement bonus.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Mindshock: Charge your attacks with violent psychic energy.
Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched.
Protection from Outsiders: Ward a creature against attacks from outsides with a specific racial subtype, more powerful than protection from evil or similar spells.
Psychic Reading: Read surface thoughts to learn information about a subject.
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Remove Paralysis: Frees creatures from paralysis or slow effect.
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.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Righteous Blood: Infuse a good target with holy energy.
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Sacred BondFY: Cast touch healing spells from a distance.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
See Invisibility: Reveals invisible creatures or objects.
Shared SufferingF: Deal damage to another creature by harming yourself.
Shield OtherFY: You take half of subject's damage.
SilenceY: Negates sound in 20-ft. radius.
Soothing Word: Lessen the severity of a target’s conditions.
Spell GaugeR: Discover some spells the target has prepared.
Spiritual WeaponY: Magic weapon attacks on its own.
Stoke the Inner FireR: Increase the natural heat of your body, transferring it to weapons and armor.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Surmount AfflictionY: Temporarily suppress one condition.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
Telepathic Censure: Create an invisible psychic interference that inhibits telepathic communication.
Tongues: Speak and understand any language.
Undetectable Alignment: Conceals alignment for 24 hours.
Unholy Ice WeaponM: Create a masterwork weapon made of frozen unholy water.
Urgathoa's Beacon: Cause creatures to attract the attention of undead
Vexing Miscalculation: Prevent the target from scoring critical hits.
Weapon of Awe: Weapon gets +2 on damage rolls.
Whispering Wind: Sends a short message 1 mile/level.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Spells Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Agonizing RebukeR: Force your attacker to suffer mental pain when harming you.
Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.
Anti-Summoning Shield: Impede the use of summon spells.
Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
Arcane Sight: Magical auras become visible to you.
Aura of Inviolate Ownership: Ward your attended items against theft.
Banish Seeming: Dispels touched illusion or a creature's change in form.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Bite the Hand: Compel a summoned creature to attack its summoner.
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.
Blood Biography: Learn about a creature with its blood.
Blood of the Martyr: Cause someone to bleed from every orifice; drinking this blood will heal your wounds.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
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.
Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Claim Identity: Steal a creature's face
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Continual FlameM: Makes a permanent, heatless light.
Coordinated Effort: Grants allies a teamwork feat.
Countless Eyes: Extra eyes give all-around vision.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Deadly Juggernaut: Your might increases with every kill you make.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Dimensional Anchor: Bars extradimensional movement.
Dispel MagicY: Cancels one magical spell or effect.
Disrupt Link: Sever the target’s link with her bonded creature.
Domination Link: Read thought echoes of a creature mentally controlling another.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Eldritch Fever: Target gains the eldritch ague spellblight.
False AlibiMR: Modify the target’s memory in a specific way.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Fester: Gives subject SR 12 + your level vs. healing effects.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Glyph of WardingMY: Inscription harms those who pass it.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Halt Undead: Immobilizes undead for 1 round/level.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Horrifying Visage: Cause creatures to gain a phobia
Hunter's Eye: +20 on Perception checks to locate a target.
Improve TrapR: Increase a trap’s effectiveness.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Insect Scouts: Create insects to scout an area for you.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Isolate: Make a creature invisible and silent to their allies.
Keen Edge: Doubles normal weapon's threat range.
Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy.
Lightning Lash: Create a cackling lash of unholy lightning.
Litany of Eloquence: Fascinates a single creature for 1 round.
Litany of Entanglement: Entangles a creature for 1 round.
Litany of Righteousness: A single evil creature takes more damage from creatures with a good aura.
Litany of Warding: You gain two additional attacks of opportunity for 1 round.
Locate Object: Senses direction toward object (specific or type).
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts.
Mythic Severance: Restrict target’s access to its mythic power.
Night of BladesR: Create an immobile wall of tiny black blades.
NondetectionM: Hides subject from divination, scrying.
Obscure Object: Masks object against scrying.
Planar InquiryM: Call an extraplanar creature to answer your questions.
PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Reaper’s Coterie: Target weapon gains bonus damage for defeating enemies.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Respectful QuietR: Render all targets silent, but only one-way.
Retribution: Recent attacker is afflicted with penalties.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
Righteous Vigor: Boosts attack bonus with each hit.
Riversight: See events transpiring along a natural watercourse you touch.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Searing LightY: Ray deals 1d8/two levels damage (more against undead).
Seek Thoughts: Detects thinking creatures' thoughts.
Selective Invisibility: Allow one creature to see you while invisible.
Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Speak with Dead: Corpse answers one question/two levels.
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Terrible Remorse: Creature is compelled to harm itself.
Trial by Fire: Test a creature's purity of convictions by exposing it to a sheet of divine fire.
Unholy Ward: Resist damage from holy sources, smite evil, etc.
Ward the Faithful: Creatures of same faith gain bonuses to AC and on saving throws.
Winged Sword: Grant a weapon the throwing special ability.
Witness: See through the target's eyes and ears.
4th-Level Spells Ardor's Onslaught: Unleash the power of zealous conviction to harm those with a neutral alignment component.
Aura Sight: Alignment auras become visible to you.
Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
Ban Corruption: a
Battlemind LinkY: You and an ally gain attack and AC bonuses.
Beacon of LuckR: Send out a burst of luck to allies around you.
Blightburn Weapon: Transform a weapon into pure blightburn.
Brand, Greater: As brand, but brand glows when near your holy symbol.
Burst of GloryR: Increase your allie’s attack rolls, saves against fear, and hit points.
Chaos HammerY: Harms and slows lawful creatures (1d8 damage/2 levels).
Charon's Dispensation: Protection from the River Styx.
Coward's Lament: If subject doesn't attack you it receives a penalty.
Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Curse of Magic NegationM: Target gains the negated spellblight.
Daze, Mass: As daze, but affecting multiple creatures.
Death Knell Aura: Create an aura that feeds on the souls of those who die within it.
Death Ward: Grants bonuses against death spells and negative energy.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
Defile ArmorY: As sanctify armor, but gain DR 5/good when using judgment or smite.
Denounce: Worsens creatures' attitudes.
Detect ScryingY: Alerts you to magical eavesdropping.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
DivinationM: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
DungeonsightF: Receive a clear and memorable view of the layout of the nearby area.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Fear: Subjects within cone flee for 1 round/level.
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
Fleshworm Infestation: Worms deal hp and Dex damage.
Forced Repentance: Target falls prone and confesses sins.
Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Geas, Lesser: Commands subject of 7 HD or less.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Hold Monster: As hold person, but any creature.
Holy SmiteY: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Interrogation, Greater: As interrogation, except with more pain and more questions.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Judgment Light: You gain an additional effect while a judgment is active.
Leashed Shackles: Target is restricted to a specific location.
Litany of Escape: Teleports a friend out of a grapple.
Litany of Sight: You can see invisible creatures and objects within 30 feet of you.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Mark of the Reptile God: Mark a creature with an acidic curse.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order's WrathY: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Rebuke: Foes take 1d8 damage/two caster levels (max 5d8).
Remove Radioactivity: Remove radiation effects from a target.
Reprobation: Marked target is shunned by your religion.
RestorationM: Restores level and ability score drains.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Sanctify ArmorY: +1 AC/four levels (max +5).
SendingY: Delivers short message anywhere, instantly.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.
Shared Wrath: As wrath, but affects multiple creatures.
SleepwalkM: Causes creature to move while asleep.
Smite AbominationR: Emulate a paladin’s power to smite undead.
Spell Immunity: Subject is immune to one spell per 4 levels.
Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies.
StoneskinMY: Grants DR 10/adamantine.
Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.
Tireless Pursuers: As tireless pursuit, but affects many targets rather than one.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Undeath Ward: Create a barrier to repel undead.
Unholy BlightY: Harms and sickens good creatures (1d8 damage/2 levels).
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.
5th-Level Spells AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change.
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Blood Ties: a
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Castigate, Mass: As castigate, but affects multiple creatures.
Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Command, Greater: As command, but affects one subject/level.
CommuneM: Deity answers one yes-or-no question/level.
Compelling Rant: a
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Dispel Balance: Protect yourself from neutral creatures and banish them to their home planes.
Dispel Chaos: +4 bonus against attacks.
Dispel Evil: +4 bonus against attacks.
Dispel Good: +4 bonus against attacks.
Dispel Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Divine PursuitY: Gain a movement type of your prey.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
Forbid Action, Greater: As forbid action, but 1 creature/level.
Foster Hatred: Cause creatures to hate one type of creature.
Freedom's ToastR: Teleport the target a short distance while freeing them from restraints.
Geas/Quest: As lesser geas, but affects any creature.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
HallowM: Designates location as holy.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Lend Judgment, Greater: Ally receives all your judgments.
Litany of Thunder: A single target is deafened until the condition is removed, and is confused for 1 round.
Litany of Vengeance: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Mark of Justice: Designates action that triggers curse on subject.
Resounding Blow: Melee attack deals 1d6 more damage.
Righteous Might: Your size increases, and you gain bonuses in combat.
Sabotage Construct: As confusion, but only affects constructs.
SoulswitchF: Swap your soul with your familiar’s.
Spawn WardR: Protect the target from energy drain, blood drain, and being made into undead spawn.
Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched.
Spell Resistance: Subject gains SR 12 + level.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Telepathic Bond: Link lets allies communicate.
True SeeingM: Lets you see all things as they really are.
UnhallowM: Designates location as unholy.
Unwilling ShieldM: Subject shares wounds you receive.
6th-Level Spells Arbitrament: Create a large effect that can sicken or even kill those with non-neutral alignments.
Artificer’s Curse: Temporarily suppress the most powerful qualities of a magical item.
Besmara's Grasping Depths: Use the restless dead to down your targets
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Blade BarrierY: Wall of blades deals 1d6/level damage.
BlasphemyY: Kills, paralyzes, weakens, or dazes nonevil subjects.
Blessing of Luck and Resolve, MassR: As blessing of luck and resolve but with multiple creatures.
Circle of DeathMY: Kills 1d4/level HD of creatures.
Cleanse: As heal, but only cures 4d8 damage +1/level (max +25).
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura.
DictumY: Kills, paralyzes, staggers, or deafens nonlawful targets.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Fester, Mass: As fester, but affecting multiple targets.
Find the Path: Shows most direct way to a location.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell.
HarmY: Deals 10 points/level damage to target.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Holy WordY: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Litany of Madness: A single target is confused for at least 1 round.
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Overwhelming Presence: Creatures bow before you as if you were divine.
Plague BearerR: Make the target a carrier of numerous diseases.
RepulsionF: Creatures can't approach you.
Seer’s BaneR: As nondetection, but damages those who cast divination spells on the warded creature/item.
Tactical Insight: (Mass Combat Spell) Grant mastery of a single tactic to an army.
Unconscious Agenda: Plant a subconscious directive in the target’s mind.
Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4).
Unshakeable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.
Word of ChaosY: Kills, confuses, stuns, or deafens nonchaotic subjects.