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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

Psychic Spells

0-Level Spells

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
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.
Detect Psychic Significance: Find psychically charged items.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Grave Words: Force a corpse to babble.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
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.
Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.
Virtue: Subject gains 1 temporary hp.

1st-Level Spells

Abundant Ammunition: Replaces nonmagical ammunition every round.
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.
Air Bubble: Creates a small pocket of air around your head or an object.
Alarm: Wards an area for 2 hours/level.
Animal Purpose Training: Animal gains a new general purpose.
Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Anticipate PerilY: Target gains a bonus on one initiative check.
Beguiling Gift: Subject immediately accepts an offered item and uses it.
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.
Borrow Skill: Make a skill check using another's ranks.
BreakY: Gives an object the broken condition.
Bungle: Target takes a -20 penalty on its next attack roll or check.
Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.
Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.
Calm Animals: Calms 2d4 + level HD of animals.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charge Object: Infuse psychic energy and ownership history into an item.
Charm Animal: Makes one animal your friend.
Charm Person: Makes one person your friend.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
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.
Confusion, Lesser: One creature is confused for 1 round.
Coward’s Cowl: Enhance a target’s defensive instincts.
Decompose Corpse: Turn a corpse into a clean skeleton.
Decrepit Disguise: Make an object seem worthless.
Deja Vu: Make a creature repeat its actions.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Thoughts: Allows “listening” to surface thoughts.
Detect Undead: Reveals undead within 60 ft.
Diagnose Disease: Detect and identify diseases.
Discern Next of Kin: Read the target’s mind to learn about its family.
Disguise Self: Changes your appearance.
Disguise Weapon: Changes one weapon’s appearance.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Endure ElementsY: Exist comfortably in hot or cold regions.
Enlarge PersonY: Humanoid creature doubles in size.
Entropic ShieldY: Ranged attacks against you have 20% miss chance.
Erase: Mundane or magical writing vanishes.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Feather FallY: Objects or creatures fall slowly.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Flare Burst: As flare, but affects all creatures in 10 ft.
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Fool’s GoldF: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Forbid Action: Target obeys command to not do something.
Forced Quiet: Target cannot make loud noises.
Fumbletongue: Target cannot speak intelligently.
Glue Seal: Makes one 5-ft. square or one object sticky.
Heightened Awareness: Your recall and ability to process information improve.
Hermean Potential: Roll twice and take the higer roll on the next attack roll, saving throw, ability check, or skill check the target attempts.
Hold PortalY: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Ill OmenY: Target rolls twice for checks and attacks and uses worst roll.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Interrogation: Target answers questions or suffers pain.
Invigorate: Temporarily relieves fatigue or exhaustion.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
Ki Arrow: Arrow deals damage as your unarmed strike.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Linked Legacy: Share information with all targets of the spell in the blink of an eye.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Mage ArmorY: Gives subject +4 armor bonus.
Magic Aura: Alters object's magic aura.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Mask Dweomer: Hides presence of a spell from detect magic.
Memorize Page: Target perfectly memorizes one page of information.
Mind Thrust I: Mentally deal 1d6 points of damage per level.
Mindlink: Communicate a great deal of information in an instant.
Mirror Strike: You may strike multiple opponents with a single attack.
Moment of Greatness: Doubles a morale bonus.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Murderous CommandY: Target is compelled to kill its ally.
Negative Reaction: Targeted creature may not positively influence anyone.
Peacebond: Locks a weapon in place on the target's body.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Psychic Reading: Read surface thoughts to learn information about a subject.
Quintessence: Mask any flaws of or damage to a creature or object.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reduce PersonY: Humanoid creature halves in size.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Restore Corpse: Skeletal corpse grows flesh.
See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Shadow WeaponY: Create a quasi-real masterwork weapon.
Share Language: Subject understands chosen language.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent ImageY: Creates minor illusion of your design.
SleepY: Puts 4 HD of creatures into magical slumber.
Sow ThoughtR: Plant an idea in the mind of the subject.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.
Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Telempathic Projection: Alter the target’s attitude or give bonuses to those interacting with the target.
Thought Echo: Replace surface thoughts with a mental echo.
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.
Unprepared Combatant: Target takes -4 on initiative and Reflex saves.
Unseen Servant: Invisible force obeys your commands.
Unwitting Ally: Subject is considered ally for 1 round.
Vanish: As invisibility for 1 round/level (5 max).
Ventriloquism: Throws voice for 1 min./level.
Vocal Alteration: Disguise target's voice.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.
Youthful Appearance: Target appears younger.

2nd-Level Spells

Absurdity: a
Acute Senses: Subject gains a bonus on Perception checks.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Alter Self: Assume form of a Small or Medium humanoid.
Amplify Stench: Amplify your natural stench ability.
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.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Anonymous Interaction: Creatures forget details about you and conversations with you.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Apport Object: Send or receive a small object via teleportation.
AuguryMF: Learns whether an action will be good or bad.
Aversion: Cause the target to avoid an object or location.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
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.
Blindness/DeafnessY: Makes subject blinded or deafened.
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
Blood BlazeR: Ignite the blood of those who come near you.
Blood in the Water: Enhance those with a blood frenzy.
Bloodbath: a
Blur: Attacks miss subject 20% of the time.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Buoyancy: Targets easily float on water.
Calm Emotions: Calms creatures, negating emotion effects.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Chill MetalY: Cold metal damages those who touch it.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Compassionate Ally: Target is compelled to help injured ally.
Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
Contact Entity I: a
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Crimson Confession: Touching the marked object or area turns one’s skin red.
Cushioning Bands: Force bands protect against crushing.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Pain: Ignore pain for 1 hour/level.
Demand Offering: Make a creature give you an object it’s holding.
Detect Mindscape: Sense the presence and attributes of mindscapes.
Disfiguring TouchY: Target becomes disfigured.
Disguise Other: As disguise self, but affects you or another.
Eagle Eye: Creates a magical sensor high above you.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Effortless Armor: Armor you wear no longer slows your speed.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Feast of AshesY: A target starves with an insatiable hunger.
Find Traps: Notice traps as a rogue does.
Fleshy Facade: Alter your appearance to appear living.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Force Sword: Create a magical longsword made entirely of force.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Ghost Whip: Create a ghost touch whip that passes through objects.
Ghostly Disguise: You look like a ghost of yourself.
Glide: You take no falling damage and move 60 ft./round while falling.
Haunting Mists: Creatures are shaken and take Wis damage.
Heat MetalY: Makes metal so hot it damages those who touch it.
Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hideous LaughterY: Subject loses actions for 1 round/ level.
Hold Animal: Paralyzes one animal for 1 round/level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Howling Agony: Screaming pain limits the target's actions.
Human Potential: Grant target a +2 enhancement bonus to an ability score.
Hypercognition: Rapidly recall everything you know about a subject.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Id Insinuation I: Confuse one creature for the duration of your concentration + 1 round.
Implant False Reading: Instill false psychic impressions into an object.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Instant Armor: Summon armor temporarily replacing your current attire.
Instigate Psychic Duel: Start a psychic duel between yourself and another creature.
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Ironskin: Harden your skin into iron.
JitterbugsRY: Force a creature to become jittery, taking a penalty on Dexterity-related checks and being unable to delay, ready, or take a total defense action.
Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.
KnockY: Opens locked or magically sealed door.
LevitateY: Subject moves up and down at your direction.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Locate Object: Senses direction toward object (specific or type).
Mad Hallucination: Target takes penalties to mental actions.
Magic MouthM: Objects speaks once when triggered.
Make WholeY: Repairs an object.
Mask Dweomer, Communal: As mask dweomer, but you may divide the duration among creatures touched.
Mental Barrier I: Gain a +4 shield bonus to AC and resist mind thrust for 1 round as an immediate action.
Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.
Mind Over Matter: Reassign ability damage/drain from one ability to another.
Mind Thrust II: As mind thrust I, but deal 1d8 points of damage per level (maximum 5d8).
Mindshock: Charge your attacks with violent psychic energy.
Minor Image: As silent image, plus some sound.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Miserable Pity: Opponents cannot attack a pathetic creature.
Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Object Reading: Read psychic impressions left on an object.
Obscure Object: Masks object against scrying.
Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.
Oppressive Boredom: Target loses its next action.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Paranoia: Target becomes hostile to all creatures.
Passing Fancy: Control the topic of conversation
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Phantom TrapM: Makes item seem trapped.
Piercing Shriek: Target is staggered by a painful sound.
Pilfering Hand: You may seize an object or manipulate it from afar.
Placebo Effect: Temporarily suppress an affliction or condition.
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Protective Penumbra: Shadow protects the target from light.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Psychonaut Manifestation: Gain a +4 bonus to a random ability score and a -2 penalty to another one.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Returning Weapon: Grants a weapon the returning special weapon quality.
Rope Trick: As many as eight creatures hide in extradimensional space.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Scare: Panics creatures of less than 6 HD.
Sculpt Simulacrum: Alter a simulacrum's appearance.
See Invisibility: Reveals invisible creatures or objects.
Seek Thoughts: Detects thinking creatures' thoughts.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Share Memory: Share one memory with the target.
ShatterY: Sonic vibration damages objects or crystalline creatures.
Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Shield OtherFY: You take half of subject's damage.
SilenceY: Negates sound in 20-ft. radius.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Skinsend: Animate and possess your own skin as if it were a separate creature.
Sonic Scream: Create a cone of damaging sound at will.
Speak with Animals: You can communicate with animals.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Spontaneous Immolation: Target takes 3d6 points of fire damage and catches on fire.
Status: Monitors condition, position of allies.
Steal BreathR: Steal the breath from a creature’s lungs.
Steal Voice: Target gains the croaking spellblight.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
SuggestionY: Compels subject to follow stated course of action.
Summon Monster 2: Summons extraplanar creature to fight for you.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Thought Shield I: As an immediate action, gain a +4 bonus on Will saves against mind-affecting effects.
Time Shudder: Nearby creatures are affected by haste or slow each round.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Twilight Haze: Illusory fog obscures vision.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Undetectable Alignment: Conceals alignment for 24 hours.
Unnatural Lust: Target is compelled to kiss or caress another.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Whispering Wind: Sends a short message 1 mile/level.
Zone of Truth: Subjects within range cannot lie.

3rd-Level Spells

Ablative BarrierY: Surrounds the target with layers of force.
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.
Air Breathing: Allow creatures to breathe air.
Analyze Aura: Read a creature’s or an object’s alignment, emotion, health, and magic auras.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Appearance of Life: a
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Arcane Sight: Magical auras become visible to you.
Assume Appearance: a
Aura Sight: Alignment auras become visible to you.
Babble: Target becomes nauseated and causes nearby creatures to become fascinated.
Bleed Glory: Increase the cost to use mythic power.
BlinkY: You randomly vanish and reappear for 1 round per level.
Blood Biography: Learn about a creature with its blood.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Borrow Fortune: Retry attack or check, but do worse on next two.
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.
Catatonia: Make a willing target appear to be dead.
Chain of Perdition: Creates a floating chain of force.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Cognitive Block: Add a thought component to all of the target’s spells.
Contact Entity II: a
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Contingent Action: Set the condition for triggering a target’s readied standard, move, or swift action.
Continual FlameM: Makes a permanent, heatless light.
Countless Eyes: Extra eyes give all-around vision.
Cup of DustY: Causes a creature to become dehydrated.
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Daze, Mass: As daze, but affecting multiple creatures.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Deft Digits: Animate a glove or gauntlet from a distance.
DevolutionY: An eidolon temporarily loses 1 evolution +1/five levels.
Dispel MagicY: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Distracting Cacophony: Noise makes it difficult to cast.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Ego Whip I: Cause a creature to take a –2 penalty to Int, Wis, or Cha and be staggered for 1 round.
Eldritch Fever: Target gains the eldritch ague spellblight.
Emotive Block: Add an emotion component to all of the target’s spells.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Excruciating Deformation: Target takes Dex and Con damage.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Feather Step, Mass: As feather step, but affects many targets rather than one.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
FlyY: Subject flies at speed of 60 ft.
Force PunchY: Target takes force damage and is pushed away.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Guiding Star: Know approximate distance from where you cast this spell.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Helping Hand: Ghostly hand leads subject to you.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Horrifying Visage: Cause creatures to gain a phobia
Hostile Levitation: Levitates the targeted creature up off the ground.
Id Insinuation II: As id insinuation I, but affects two creatures and has a stronger confusion effect.
Illusory ScriptM: Only select creatures can read text.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Isolate: Make a creature invisible and silent to their allies.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Ki Leech: Add to your ki pool when you critically hit.
Loathsome Veil: Nauseates and/or sickens weak creatures.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Major Image: As silent image, plus sound, smell, and thermal effects.
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Marionette Possession: As magic jar, but limited to line of sight.
Meld into Stone: You and your gear merge with stone.
Mental Barrier II: As mental barrier I, but +6 to AC.
Mind Thrust III: As mind thrust II, but deal a maximum of 10d8 points of damage.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Mindscape Door: Create a portal allowing entry to and exit from a mindscape.
Minor DreamR: As the dream spell, except delivering a shorter message.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.
NondetectionM: Hides subject from divination, scrying.
Object Possession, Lesser: Project your soul into an object, animating it.
Pellet Blast: Creates an explosion of conjured metal pellets.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Pierce Disguise: See through low-level magical disguises.
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.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Rain of Frogs: Summon a swarm of poisonous frogs.
Reckless Infatuation: Target is compelled to stay near another.
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.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Sands of TimeY: Target temporarily ages.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Sensory Amplifier: Enhance the sight of all creatures near you.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Senses: Perceive the world around your familiar.
Shrink Item: Object shrinks to one-sixteenth size.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Speak with Dead: Corpse answers one question/two levels.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Strangling HairY: Your hair animates and grapples.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Summon Monster 3: Summons extraplanar creature to fight for you.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Synaptic Pulse: Stun creatures in a 30-ft. radius.
Synesthesia: Creature moves at half speed, takes penalties, and has trouble casting spells.
Telekinetic Maneuver: Perform a telekinetic combat maneuver.
Thought Shield II: As thought shield I, but +6 on Will saves.
Tongues: Speak and understand any language.
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
Transfer Regeneration: Bestow your regeneration on your allies.
Twilight Knife: Floating knife attacks with you.
Unadulterated Loathing: Target is compelled to avoid another creature.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Versatile Weapon: Weapon bypasses some DR.
Vision of Hell: Illusory hellscape makes creatures shaken.
Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Witness: See through the target's eyes and ears.

4th-Level Spells

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Age Resistance, Lesser: Ignore penalties from middle age.
Agonize: Pain encourages an outsider to obey you.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Assume Appearance, Greater: a
Aura Alteration: Masks a creature’s or an object’s alignment, emotion, health, and magic auras.
Aura of Doom: Creatures in your aura become shaken.
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Borrow Corruption: a
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
Charm Monster: Makes monster believe it is your ally.
Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.
ConfusionY: Subjects behave oddly for 1 round/level.
Contingent ScrollF: Transfer a scroll’s power to the target; the scroll is then triggered as contingency.
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Coordinated Effort: Grants allies a teamwork feat.
Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Create Mindscape: Form an immersive mindscape.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Curse of Magic NegationM: Target gains the negated spellblight.
Darkvision, Greater: See 120 ft. in total darkness.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Detect ScryingY: Alerts you to magical eavesdropping.
Dimension DoorY: Teleports you a short distance.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
DivinationM: Provides useful advice for specific proposed actions.
Dominate Animal: One animal obeys your silent mental commands and orders.
DreamY: Sends message to anyone sleeping.
Dream Dalliance: Create a phantasm that leeches onto the psyche of a nearby creature.
Ego Whip II: As ego whip I, but a –4 penalty and staggered for 1d4 rounds.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Eyes of the Void: See 60 ft. in darkness, including magical darkness.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Fear: Subjects within cone flee for 1 round/level.
Fleshworm Infestation: Worms deal hp and Dex damage.
Force Hook Charge: Hook of force drags you to the target.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Forgetful SlumberR: As deeper slumber, but only on one creature. This also causes them to lose some memories.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Geas, Lesser: Commands subject of 7 HD or less.
Ghost WolfR: Summon a wolf mount made of black smoke which emanates fear.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Id Insinuation III: As id insinuation I, but affects three creatures and has a stronger confusion effect.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Insect Scouts: Create insects to scout an area for you.
Intellect Fortress I: Suppress emotion and fear effects in a 20-ft. radius as an immediate action.
Interrogation, Greater: As interrogation, except with more pain and more questions.
Invigorate, Mass: As invigorate, but multiple creatures.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to known creature.
Malicious SpiteM: Target is compelled to plot against another.
Mental Barrier III: As mental barrier I, but +8 to AC.
Mind Probe: Learn answers from a subject’s memories.
Mind Thrust IV: As mind thrust II, but a maximum of 15d8 points of damage and target is fatigued for 1 round.
Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels.
Minor Creation: Creates one cloth or wood object.
Minor Phantom ObjectR: As minor creation, except the object created is a semi-real illusion.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Moonstruck: Subject is enraged and confused.
Mythic Severance: Restrict target’s access to its mythic power.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Nondetection, CommunalM: As nondetection, but you may divide the duration among creatures touched.
Oneiric Horror, Greater: As oneiric horror, plus Str damage.
Out of Sight: Cause creatures to forget about you once you have left their sight.
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
Overwhelming Presence: Creatures bow before you as if you were divine.
Pain Strike, Mass: As pain strike, but affects multiple creatures.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Planar Adaptation: Resist harmful effects of other plane.
Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Resilient ReservoirR: Store hit point damage as magical energy.
Resilient Sphere: Force globe protects but traps one subject.
Riding Possession: As possession, but you observe instead of control the subject.
ScryingF: Spies on subject from a distance.
SendingY: Delivers short message anywhere, instantly.
Shadow Step: Teleport from one shadow to another.
Shadowy HavenR: Create a hidden room to conceal you on the edge of the Plane of Shadow.
Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Simulacrum, LesserM: Creates a double of a weak creature.
SleepwalkM: Causes creature to move while asleep.
Speak with Haunt: Haunt answers one question/2 levels.
Spell Immunity: Subject is immune to one spell per 4 levels.
Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.
StoneskinMY: Grants DR 10/adamantine.
Summon Monster 4: Summons extraplanar creature to fight for you.
Synaptic Scramble: Prevent the target from communicating and cause it to act randomly.
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Telekinetic Charge: Launches an ally through the air.
Telepathic Bond: Link lets allies communicate.
Terrible Remorse: Creature is compelled to harm itself.
Thought Shield III: As thought shield I, but +8 on Will saves and stun creatures that read your thoughts for 1 round.
Thoughtsense: Automatically detect nearby conscious creatures.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Touch of Slime: Touch infests a target with green slime.
Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.
True FormY: Removes polymorph effects.
Unbearable Brightness: Your glowing body dazzles or blinds others.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.
Wandering Star Motes: Outlines subject and produces light as a sunrod.
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.

5th-Level Spells

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Arcana Theft: Targeted dispel transfers an effect to you.
Astral Projection, LesserM: Limited astral travel.
Banish Seeming: Dispels touched illusion or a creature's change in form.
Blood Ties: a
Charnel House: a
Command, Greater: As command, but affects one subject/level.
Commune with Nature: Learn about terrain for 1 mile/level.
Compelling Rant: a
Contact Entity III: a
Contact Other Plane: Lets you ask question of extraplanar entity.
Denounce: Worsens creatures' attitudes.
Dismissal: Forces a creature to return to native plane.
Dominate PersonY: Controls humanoid telepathically.
Dream Scan: Read a dreaming creature’s thoughts.
Echolocation: Sonic sense gives you blindsight 40 ft.
Ectoplasmic Hand: Draw forth a ghostly, animated ectoplasmic hand to do your bidding.
Ego Whip III: As ego whip I, but a –6 penalty and staggered for 1d6 rounds.
Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.
Erase Impressions: Erase psychic impressions from an object.
Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane.
Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.
Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.
Fabricate: Transforms raw materials into finished items.
False VisionM: Fools scrying with an illusion.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Feeblemind: Subject's Int and Cha drop to 1.
Forbid Action, Greater: As forbid action, but 1 creature/level.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Hold Monster: As hold person, but any creature.
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
Id Insinuation IV: As id insinuation I, but affects four creatures and you select the confusion effect.
Intellect Fortress II: As intellect fortress I, plus reduce the damage of mind-affecting effects.
Interposing Hand: Hand provides cover against 1 opponent.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Life Bubble: Protects creatures from sustained environmental effects.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Major Creation: As minor creation, plus stone and metal.
Major Phantom ObjectR: As major creation except the object created is a semi-real illusion.
Mental Barrier IV: As mental barrier III, plus 25% chance to prevent critical hits and sneak attacks.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mind Swap: Switch minds with another creature for 1 hour per level.
Mind Thrust V: As mind thrust IV, but target is exhausted or fatigued for 1 round.
Mirage Arcana: As hallucinatory terrain, plus structures.
Modify MemoryY: Changes 5 minutes of subject's memories.
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Object Possession: As lesser object possession, but with a larger object.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passing Fancy, Mass: Control the topic of conversation among a group of people.
Passwall: Creates passage through wood or stone wall.
Permanency: Makes certain spells permanent.
Persistent Image: As major image, but no concentration required.
Phantasmal Web: Catches subjects in illusory web.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Plane ShiftY: As many as 8 subjects travel to another plane.
Possession: Project your soul into a creature’s body.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Psychic Asylum: Perform a lengthy mental task in a private mindscape.
Psychic Crush I: Sicken a target and cause it to start dying, or deal 3d6 + 1 points of damage per level on a save.
Remote Viewing: Gain psychic impressions from a distant location.
Retrocognition: Gain psychic impressions from past events in a location.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of one person per two levels.
Serenity: Peaceful feelings harm those attempting violence.
Smug Narcissism: Target is distracted by its sense of self.
Song of Discord: Forces targets to attack each other.
Sonic Thrust: Sound moves targets away from you.
Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched.
Spell Resistance: Subject gains SR 12 + level.
Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you.
Steal Power: Sap mythic power from another creature.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Suffocation: Target quickly suffocates to death.
Suggestion, Mass: As suggestion, affects subject/level.
Summon Monster 5: Summons extraplanar creature to fight for you.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Synapse Overload: Deal 1d6 points of damage per level and stagger target for 1 minute.
Synaptic Pulse, Greater: As synaptic pulse, but for 1d4 rounds.
Telepathy: Communicate mentally with creatures within 100 ft.
Teleport: Instantly transports you as far as 100 miles per level.
Thought Shield IV: As thought shield III, but stun for 1d4 rounds and resist psychic crush spells.
Tower of Iron Will I: As an immediate action, gives creatures in a 10-ft. radius spell resistance against psychic magic and mind-affecting effects.
True SeeingM: Lets you see all things as they really are.
TruespeakR: Communicate with any creature with a mind.
Utter Contempt: Target's attitude worsens by two categories.
Village VeilR: Make an area seem worthless to others.
Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.
Wall of ForceY: Wall is immune to damage.
Wall of Sound: Sonic wall deflects and damages creatures.
Waves of Fatigue: Several targets become fatigued.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

6th-Level Spells

Age Resistance: Ignore penalties from old age.
Alleviate CorruptionM: a
Analyze DweomerF: Reveals magical aspects of subject.
Animate ObjectsY: Objects attack your foes.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Awaken ConstructM: Grant a construct humanlike sentience.
Battlemind LinkY: You and an ally gain attack and AC bonuses.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Blade BarrierY: Wall of blades deals 1d6/level damage.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Conjure Black PuddingMY: Summon a black pudding.
ContingencyFY: Sets trigger condition for another spell.
Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.
Curse of Disgust: Target is sickened while viewing trigger.
Curse, Major: As bestow curse, but harder to remove.
DisintegrateY: Reduces one creature or object to dust.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dream Council: Communicate with multiple sleeping creatures.
Dream Travel: Venture into the Dimension of Dreams to enter the dreams of a designated creature, then exit near that creature’s body on the plane where it lies sleeping.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Ego Whip IV: As ego whip I, but a –8 penalty and staggered for 1d8 rounds.
Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
Envious Urge: Targets steal from or disarm others.
Ethereal Jaunt: You become ethereal for 1 round/level.
Find the Path: Shows most direct way to a location.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Forceful Hand: Hand pushes creatures away.
Foster Hatred: Cause creatures to hate one type of creature.
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/level.
Geas/Quest: As lesser geas, but affects any creature.
Getaway: Teleports you and select creatures to predetermined location.
Globe of InvulnerabilityY: As lesser globe of invulnerability, plus 4th-level spell effects.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Human Potential, Mass: Grant multiple creatures a +2 enhancement bonus to any ability score.
Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Int.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Intellect Fortress III: As intellect fortress II, plus remove partial effects of fear and emotion effects.
Joyful Rapture: Negate harmful emotions.
Leashed Shackles: Target is restricted to a specific location.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Mental Barrier V: As mental barrier III, plus 50% chance to prevent critical hits and sneak attacks.
Mind Thrust VI: As mind thrust IV, but maximum 20d8 points of damage and target is exhausted and stunned for 1 round.
MisleadY: Turns you invisible and creates illusory double.
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Permanent Image: This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Phantom Limb: Create a semi-visible psychic manifestation of a limb, allowing a creature to replace a missing body part or parts.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Planar AllyM: As lesser planar ally, but up to 12 HD.
Planar Binding: As lesser planar binding, but up to 12 HD.
Primal Regression: Make a creature become bestial and unintelligent.
Programmed ImageM: As major image, plus triggered by event.
Psychic Crush II: As psychic crush I, but deal 5d6 + 1 points of damage per level on a save and harder to resist.
Psychic SurgeryM: Cure all Int, Wis, and Cha damage and drain, plus remove other mental afflictions and conditions.
Repress Memory: Remove a piece of knowledge from your mind.
Sonic Form: Turn yourself into a creature of semisolid sound.
Spellcrash: Target loses a 5th-level prepared spell or spell slot.
Stone Tell: Talk to natural or worked stone.
Subjective Reality: Convince yourself that something is an illusion, granting you the ability to ignore its actual presence.
Summon Monster 6: Summons extraplanar creature to fight for you.
Thought Shield V: As thought shield IV, but lasts 1 round per level.
Tower of Iron Will II: As tower of iron will I, but lasts 2 rounds.
TransformationY: You gain combat bonuses.
Unwilling ShieldM: Subject shares wounds you receive.
Veil: Changes appearance of group of creatures.
Vengeful Outrage: Target is compelled to destroy one enemy.
Withdraw Affliction: Remove an affliction and inflict it on another creature.

7th-Level Spells

Age Resistance, Greater: Ignore penalties from venerable age.
Antimagic FieldY: Negates magic within 10 ft.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Circle of ClarityF: Emanation hampers illusions and stealth.
Contact Entities IV: a
Create Demiplane, LesserF: Create your own demiplane.
Deflection: Attacks that miss are redirected back to the source of the attack.
Dimensional Bounce: Teleport multiple times between two designated locations.
Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane.
Ego Whip V: As ego whip I, but a –10 penalty and staggered for 1d10 rounds.
Elude TimeM: Puts you in temporary suspended animation.
Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature.
Finger of DeathY: Deals 10 damage/level to one subject.
Fly, Mass: One creature/level gains ability to fly.
Foe to Friend: Redirect an enemy creature's attack.
ForcecageM: Cube or cage of force imprisons all inside.
Form of the Alien Dragon I: Turns you into a Medium esoteric or outer dragon.
Grasping Hand: Hand provides cover, pushes, or grapples.
Hold Person, Mass: As hold person, but all within 30 ft.
Hostile Juxtaposition, Greater: You may target one creature for every four of your caster levels.
Insanity: Subject suffers continuous confusion.
Instant SummonsM: Prepared object appears in your hand.
Invisibility, Mass: As invisibility, but affects all in range.
Ki Shout: Target takes 1d6 sonic/level and is stunned.
Last Azlanti’s Defending SwordF: Create a blade like mage’s sword that focuses more on defense.
Limited WishMY: Alters reality (within limits).
Lunar Veil: Dispel light and revert lycanthropes.
Mage's Magnificent MansionF: Door leads to extradimensional mansion.
Mage's SwordF: Floating magic blade strikes opponents.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Phantasmal Revenge: Ghost from corpse hunts killer.
Phase Door: Creates an invisible passage through a barrier.
Power Word BlindY: Blinds creature with 200 hp or less.
Project ImageM: Illusory double can talk and cast spells.
Psychic Crush III: As psychic crush I, but deal 7d6 + 1 points of damage per level on a save and harder to resist.
RepulsionF: Creatures can't approach you.
Resonating WordY: Target is damaged, staggered, and stunned.
Reverse GravityY: Objects and creatures fall upward.
Scrying, Greater: As scrying, but faster and longer.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
SimulacrumM: Creates partially real double of a creature.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Summon Monster 7: Summons extraplanar creature to fight for you.
Synesthesia, Mass: As synesthesia, but affecting multiple creatures.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.
Teleport Object: As teleport, but affects a touched object.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Temporary ResurrectionM: Bring a creature to life for 24 hours.
TerraformM: Expend mythic power to alter the immediate area’s climate and terrain.
Tower of Iron Will III: As tower of iron will I, but lasts 3 rounds.
Unshakeable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
VisionMF: As legend lore, but quicker.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Waves of Ecstasy: Pleasure stuns and staggers creatures.
Waves of Exhaustion: Several targets become exhausted.
Word of Recall: Teleports you back to designated place.

8th-Level Spells

Antipathy: Object or location affected by spell repels certain creatures.
Bilocation: Exist in two places at once.
BindingM: Utilizes an array of techniques to imprison a creature.
Brilliant Inspiration: Take best of two d20 rolls.
Call ConstructM: Summon your construct to you.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Create DemiplaneF: As lesser create demiplane, but larger and with planar traits.
Demand: As sending, plus you can send suggestion.
Dimensional LockY: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
EarthquakeY: Intense tremor shakes 80-ft. radius.
Etherealness: Travel to Ethereal Plane with companions.
Euphoric Tranquility: Makes a creature friendly.
Fool's Forbiddance: Confuses enemies who come within a magical emanation centered on you.
Form of the Alien Dragon II: Turns you into a Large esoteric or outer dragon.
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Iron Body: Your body becomes living iron.
Irresistible DanceY: Forces subject to dance.
Mantle of Doubt: Send spectres of crippling doubt into those who would attack you.
MazeY: Traps subject in extradimensional maze.
Mind Blank, Communal: As mind blank, but you may divide the duration among creatures touched.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Orb of the VoidMY: Sphere inflicts negative levels.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Possession, Greater: As possession, but your body vanishes.
Power Word StunY: Stuns creature with 150 hp or less.
Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.
Prismatic Wall: Wall's colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Psychic Crush IV: As psychic crush I, but deal 9d6 + 1 points of damage per level on a save and no Fort save at 1/2 hp or fewer.
RefugeM: Alters item to transport its possessor to you.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision and scrying.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster 8: Summons extraplanar creature to fight for you.
SympathyM: Object or location attracts certain creatures.
Temporal StasisM: Puts subject into suspended animation.
Tower of Iron Will IV: As tower of iron will I, but lasts 4 rounds.
Trap the SoulM: Imprisons subject within gem.

9th-Level Spells

Akashic Form: Store a copy of your body in the Akashic Record, and restore yourself to that form upon your death.
AscensionMY: Imbue creatures with mythic power.
Astral ProjectionM: Projects you and companions onto Astral Plane.
Create Demiplane, GreaterF: As create demiplane, but larger and with more planar traits.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Divide Mind: Partition your mind, allowing you to roll twice on Will saves and Int checks, and to take extra mental actions.
Dominate Monster: As dominate person, but any creature.
Dream Voyage: As dream travel, but with more flexibility and able to affect more creatures.
ForesightY: “Sixth sense” warns of impending danger.
Form of the Alien Dragon III: Turns you into a Huge esoteric or outer dragon.
Freedom: Releases creature from imprisonment.
Gate: Connects two planes for travel or summoning.
Heroic Invocation: Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Implosion: Inflict 10 damage/level to one creature/round.
Imprisonment: Entombs subject beneath the earth.
Interplanetary Teleport: Teleport to another planet.
Mage's DisjunctionY: Dispels magic, disenchants magic items.
Microcosm: Trap creatures in a veiled mindscape permanently, causing their bodies to waste away in the real world.
Mind Swap, MajorM: Swap minds with another creature forever.
Power Word KillY: Kills one creature with 100 hp or less.
Psychic Crush V: As psychic crush IV, but deal 11d6 + 1 points of damage per level on a save.
Psychic Image: Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will.
Soul Bind: Traps newly dead soul to prevent resurrection.
Spell Immunity, Greater Communal: As greater spell immunity, but you may divide the duration among creatures touched.
Suffocation, Mass: One creature/level suffocates to death.
Summon Monster 9: Summons extraplanar creature to fight for you.
Telekinetic Storm: Deal 1d6 points of damage per level plus daze and stun in a 40-ft. radius.
Teleportation CircleM: Teleports creatures inside circle.
Time StopY: You act freely for 1d4+1 rounds.
Tower of Iron Will V: As tower of iron will I, but lasts 5 rounds.
Transmute Blood To AcidM: Target takes acid damage each round, and its attackers take acid damage.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Wall of SuppressionM: Creates wall that disables magic.
Weird: As phantasmal killer, but affects all within 30 ft.
WishMY: As limited wish, but with fewer limits.