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 Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.
1st-Level Spells AbstemiousnessR: Enhance simple food to provide greater nutrition.
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Air Bubble: Creates a small pocket of air around your head or an object.
Alchemical TinkeringR: Transform an alchemical item or firearm into another similar item.
Alleviate Addiction: Ignore the effects of addictions.
Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Animal Purpose Training: Animal gains a new general purpose.
Beguiling Gift: Subject immediately accepts an offered item and uses it.
Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack.
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
Blood Money: Use your own blood in order to create valuable material components.
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
Bungle: Target takes a -20 penalty on its next attack roll or check.
Burning HandsY: 1d4/level fire damage (max 5d4).
Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
Charm Person: Makes one person your friend.
Cheetah’s Sprint: Sprint or charge with amazing speed.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
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.
Coward’s Cowl: Enhance a target’s defensive instincts.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Dancing Lantern: Animates a lantern that follows you.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Decompose Corpse: Turn a corpse into a clean skeleton.
Delay DiseaseR: Grant the target temporary immunity to disease.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Diagnose Disease: Detect and identify diseases.
Discern Next of Kin: Read the target’s mind to learn about its family.
Disguise Weapon: Changes one weapon’s appearance.
Early JudgmentR: Show a creature the reward or punishment that awaits it after death.
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.
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Forced Quiet: Target cannot make loud noises.
Frostbite: Target takes cold damage and is fatigued.
Fumbletongue: Target cannot speak intelligently.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Hairline FracturesR: Create hairline fractures in earth and stone.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Hermean Potential: Roll twice and take the higer roll on the next attack roll, saving throw, ability check, or skill check the target attempts.
Hex Vulnerability: Reuse a hex on a specific target.
Hex WardY: Target gains +4 on saves against witch hexes.
Hypnotism: Fascinates 2d4 HD of creatures.
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Identify: Gives +10 bonus to identify magic items.
Ill OmenY: Target rolls twice for checks and attacks and uses worst roll.
Illusory Crowd: Create an illusion of a stationary group of people milling about.
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Interrogation: Target answers questions or suffers pain.
Jury-Rig: Removes the broken condition from the targeted object.
Karmic BlessingR: Target treats one skill of your choice as a class skill.
Ki Arrow: Arrow deals damage as your unarmed strike.
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.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Mage ArmorY: Gives subject +4 armor bonus.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Mask Dweomer: Hides presence of a spell from detect magic.
Memorize Page: Target perfectly memorizes one page of information.
Mirror Polish: Polish a metal item until it’s usable as a mirror.
Mount: Summons riding horse for 2 hours/level.
MudballR: Throw a ball of mud to blind your enemy.
Murderous CrowR: Conjure a supernaturally vicious and clever crow to watch over you.
Nature’s Paths: Find the shortest and easiest paths through the wilderness.
Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.
Negative Reaction: Targeted creature may not positively influence anyone.
Nereid's GraceR: Gain your charisma bonus as a deflection bonus to AC when not wearing armor.
Night Blindness: Impair target’s vision as if it were darker.
Obscuring MistY: Fog surrounds you.
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.
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Poisoned EggR: Transform a single egg into a dose of poison.
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening: Ray makes subject sickened.
Read WeatherFR: Forecast the weather for the next 48 hours.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reduce PersonY: Humanoid creature halves in size.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Restore Corpse: Skeletal corpse grows flesh.
Sanctify Corpse: Prevent a corpse from becoming an undead.
Shadow WeaponY: Create a quasi-real masterwork weapon.
Skin TagM: Curse food or drink to gain afamilar connection to the creature
SleepY: Puts 4 HD of creatures into magical slumber.
Snowball: Conjure a hard packed ball of ice and snow to throw.
Sow ThoughtR: Plant an idea in the mind of the subject.
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
Tap Inner BeautyR: Grant yourself a +2 insight bonus to Charisma-related checks.
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
Touch of CombustionR: Cause someone to combust with a touch.
Transfer Tattoo: Transfer a magical tattoo from one creature to another.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Undine's CurseR: The target loses it’s body’s natural ability to breathe automatically.
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.
Urban GraceR: Move through crowds and urban settings with ease.
Vocal Alteration: Disguise target's voice.
Wave Shield: Water blunts one incoming attack or fire effect.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.
Youthful Appearance: Target appears younger.
2nd-Level SpellsAboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Air Step: Tread unsteadily on air, with limitations.
Alter Self: Assume form of a Small or Medium humanoid.
Alter Summoned Monster: Swap one summoned creature with another.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Anonymous Interaction: Creatures forget details about you and conversations with you.
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.
Arcane Disruption: Make it difficult for others to cast arcane spells.
AuguryMF: Learns whether an action will be good or bad.
Beastspeak: Speak normally while in animal form.
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.
Binding EarthR: Areas of earth and stone attempt to drag the target of this spell down.
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 Transcription: Learn a spell from the target's blood.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Brittle PortalR: Reduce the hardness of obejcts within the area.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Buoyancy: Targets easily float on water.
Burdened Thoughts: Force heavy encumberance onto a creature.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Callback: Your familiar teleports back to you when hurt.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Climbing Beanstalk: Create a beanstalk that is easy to climb.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Contact Entity I: a
Control Vermin: Control a number of vermin for you and your allies to ride.
Corpse Lanterns: Create a sickly version of dancing lights.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Crimson Confession: Touching the marked object or area turns one’s skin red.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Curse of Keeping: Curse a target with the inability to sell, barter, or give away any item they own.
Daze Monster: Living creature of 6 HD or less loses next action.
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 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.
Destabilize Powder: Ammunition in the targeted firearm is prone to misfire.
Detect Relations: Detect whether or not creatures are related by blood.
Detect Thoughts: Allows “listening” to surface thoughts.
Disfiguring TouchY: Target becomes disfigured.
Display Aversion: Create an illusion to repulse a vampire.
Disrupt Link: Sever the target’s link with her bonded creature.
Dragonvoice: Emulate the vocal inflections of dragons.
Eldritch Conduit: Create a conduit with which you can cast area effect spells from.
Embrace Destiny: Roll a single d20 and use its result later on.
Enemy's HeartR: Absorb an enemy’s power by eating it’s heart.
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).
Familiar Figment: Create an illusory duplicate of your familiar to fool enemies.
Feast of AshesY: A target starves with an insatiable hunger.
Fester: Gives subject SR 12 + your level vs. healing effects.
Find Traps: Notice traps as a rogue does.
Fleshy Facade: Alter your appearance to appear living.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
Fog CloudY: Fog obscures vision.
Fool’s GoldF: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Force Sword: Create a magical longsword made entirely of force.
Frost Fall: The area is covered in a chilling frost.
Fury of the SunR: Curse the target with internal heatstroke.
Garden of Peril: Grow a group of poisonous mushrooms.
Gentle Repose: Preserves one corpse.
Ghost Whip: Create a ghost touch whip that passes through objects.
Ghostly Disguise: You look like a ghost of yourself.
Ghoul HungerR: Awaken an unnatural hunger in the target, causing it to seek out humanoid flesh.
Gird Ally: Grant your summoned creatures a deflection bonus to their AC.
Glide: You take no falling damage and move 60 ft./round while falling.
Glitterdust: Blinds creatures, outlines invisible creatures.
Gozreh's TridentR: Create a forked trident of electricity.
Harmless Form: Transform the target into a "harmless" animal.
Haunting Mists: Creatures are shaken and take Wis damage.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hold Person: Paralyzes one humanoid for 1 round/level.
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
Illusory Maze: Create an illusion of an ever-changing maze of glass.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Ironskin: Harden your skin into iron.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Lead Plating: Enclose the target in a thin sheath of lead.
LevitateY: Subject moves up and down at your direction.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Limp Lash: Paralyze an enemy from the neck down.
Lipstitch: Sew the target's lips together.
Mad Hallucination: Target takes penalties to mental actions.
Mask Dweomer, Communal: As mask dweomer, but you may divide the duration among creatures touched.
Masterwork Transformation: Make a normal item into a masterwork one.
Mathematical Curse: Use the Path of Numbers to place a mathematical curse on someone.
Merge with Familiar: Merge your familiar with your own body.
Mindshock: Charge your attacks with violent psychic energy.
Minor DreamR: As the dream spell, except delivering a shorter message.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Miserable Pity: Opponents cannot attack a pathetic creature.
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Mud Buddy: Create a small minion out of mud.
Paranoia: Target becomes hostile to all creatures.
Passing Fancy: Control the topic of conversation
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Pox PustulesY: Subject is sickened and has –4 Dex.
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.
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Recoil Fire: Ammunition in the targeted firearm generates excessive recoil.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
Returning Weapon: Grants a weapon the returning special weapon quality.
River Whip: Create a whip of water that you wield as a weapon.
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scare: Panics creatures of less than 6 HD.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Seducer's EyesR: Gain a bonus on Charisma-based skills towards those who find you attractive.
See Invisibility: Reveals invisible creatures or objects.
Sentry SkullMR: Create a grisly sentinel from the severed head of a humanoid or monstrous humanoid.
Severed Fate: Prevent the target from using hero points.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Share Memory: Share one memory with the target.
Shared SacrificeR: Create a link to the target and direct pain and damage through it.
Shared SufferingF: Deal damage to another creature by harming yourself.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Silk To Steel: Use a scarf as a shield or whip.
Skinsend: Animate and possess your own skin as if it were a separate creature.
Soothing Word: Lessen the severity of a target’s conditions.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spell GaugeR: Discover some spells the target has prepared.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
SqueezeR: Increase the target’s flexibility, allowing it to move through tight spaces and squeeze with ease.
Stabilize Powder: Ammunition in the targeted firearm is less likely to misfire.
Staggering Fall: Make a falling creature hit the ground harder.
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Status: Monitors condition, position of allies.
Steal BreathR: Steal the breath from a creature’s lungs.
Steal Size: Reduce a creature’s size, enlarge your own.
Steal Voice: Target gains the croaking spellblight.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Summon Cacodaemon: Summon a cacodaemon.
Summon Monster 2: Summons extraplanar creature to fight for you.
Summon SwarmY: Summons swarm of bats, rats, or spiders.
Symbol of MirroringM: Triggered rune creates mirror images.
Tattoo PotionM: Mix a potion that creates a magical chest tattoo when drunk.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Thunder Fire: Ammunition in the targeted firearm deafens opponents.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Transmute Wine to Blood: Transform a bottle of fine wine into a pint of animal blood.
Twilight Haze: Illusory fog obscures vision.
Umbral Weapon: Create a shadowy afterimage that can damage enemies if the initial attack misses.
Unnatural Lust: Target is compelled to kiss or caress another.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others
Unshakable ChillY: Target is afflicted with severe cold.
Venomous BiteM: Enhance a target creature’s bite with poison.
Vexing Miscalculation: Prevent the target from scoring critical hits.
Vomit Swarm: Produces a spider swarm that fights for you.
WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Web Shelter: Create a comfortable shelter made of webbing.
Whip of Spiders: Create a whip made of poisonous spiders.
Winter's Grasp: Cover the ground in a layer of supernaturally cold ice.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Spells Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Accursed GlareR: Channel a fell curse through your gaze.
Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Aggravate Affliction: Force ongoing afflictions to trigger.
Agonizing RebukeR: Force your attacker to suffer mental pain when harming you.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Anthropomorphic Animal: Animal becomes bipedal.
Appearance of Life: a
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Arcane Sight: Magical auras become visible to you.
Ash Storm: Hamper vision and movement.
Assume Appearance: a
Aura of Cannibalism: Sap the strength of those around you.
Aura Sight: Alignment auras become visible to you.
Aversion: Cause the target to avoid an object or location.
Babble: Target becomes nauseated and causes nearby creatures to become fascinated.
Barrow Haze: Fog obscures the vision of others and extends the range of your hexes.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bleed for Your Master: Force your animal servant to take a blow for you.
Bleed Glory: Increase the cost to use mythic power.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Cackling Skull: Skull acts as magic mouth, listeners are shaken.
Call the Void: Surround yourself with an aura of nothingness.
Catatonia: Make a willing target appear to be dead.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Charitable Impulse: Compel a creature to aid others rather than use violence.
Claim Identity: Steal a creature's face
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Clear Grove: Clear out vegetation from a small area.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
Contact Entity II: a
Countless Eyes: Extra eyes give all-around vision.
Create Soul GemF: Draw a recently dead creature's soul into a gem.
Cup of DustY: Causes a creature to become dehydrated.
Deathwine: Turn a potion into a pool of necromantic energy.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Dispel MagicY: Cancels one magical spell or effect.
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.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Eldritch Fever: Target gains the eldritch ague spellblight.
Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.
Eruptive Pustules: Acid boils burst when you are attacked.
Evaluator’s Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items.
Excruciating Deformation: Target takes Dex and Con damage.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Fins to FeetR: Give a creature legs, allowing it to walk on land.
Flash Fire: Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him.
Fleshwarping Swarm (Drow)R: As summon swarm, but the swarm makes creatures more susceptible to transmutation spells along with penalizing Dexterity.
FlyY: Subject flies at speed of 60 ft.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target.
Glyph of WardingMY: Inscription harms those who pass it.
Golden Guise: Cause an object to briefly transform into gold.
Grasping Tentacles: Use a mass of tentacles to perform dirty tricks.
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.
HarrowingY: Use a Harrow deck to predict the future.
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hex GlyphM: Inscription casts your hex on those who pass it.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Horrifying Visage: Cause creatures to gain a phobia
Hostile Levitation: Levitates the targeted creature up off the ground.
Howling Agony: Screaming pain limits the target's actions.
Hydrophobia: Make targets become deathly afraid of water.
Ice Spears: Force a number of giant spears of ice from the ground.
Imbue With Addiction: Target becomes addicted to a drug.
Improve TrapR: Increase a trap’s effectiveness.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Insect Scouts: Create insects to scout an area for you.
Irradiate: Flood an area with dangerous radiation.
Irriseni Mirror Sight: Look through a mirror and see out of another mirror.
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.
Lightning BoltY: Electricity deals 1d6/level damage.
Lightning Lash: Create a cackling lash of unholy lightning.
Loathsome Veil: Nauseates and/or sickens weak creatures.
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.
Lover's VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
Malediction (Hero Points)F: Curse a dying creature to finish it off and gain hero points from its life force.
Marionette Possession: As magic jar, but limited to line of sight.
Mind Maze: Target must act as though they are wandering through a maze.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Nature's Exile: Gives subject –10 on Survival checks.
Nature's Ravages: Speed up the decomposition of a corpse.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Necromantic Burden: Make undead more difficult to control.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Pierce Disguise: See through low-level magical disguises.
Planar InquiryM: Call an extraplanar creature to answer your questions.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Polymorph Familiar: Give your familiar the shape of another animal.
Project WeaknessR: Curse the target with the weaknesses of your vampirism.
Pugwampi's Grace: Force the unluck effect of a pugwampi onto an unwilling creature.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Puzzle Box: Target forgets how to use commonly used objects.
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.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Rain of Frogs: Summon a swarm of poisonous frogs.
Ray of Exhaustion: Ray makes subject exhausted.
Reaper’s Coterie: Target weapon gains bonus damage for defeating enemies.
Reckless Infatuation: Target is compelled to stay near another.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
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.
Reveal Mirage: Discern illusory terrain from range.
Riversight: See events transpiring along a natural watercourse you touch.
Sands of TimeY: Target temporarily ages.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Screech: Foes provoke attacks of opportunity.
Secret Coffer: As secret chest, except the coffer is smaller and can only remain on the Ethereal Plane for a short time.
Seek Thoughts: Detects thinking creatures' thoughts.
Sensory Amplifier: Enhance the sight of all creatures near you.
Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Senses: Perceive the world around your familiar.
Sharesister: Take a negative level to grant another creature of the same gender a bonus on their casting ability.
Shifting Shadows: Obscure the appearance of all creatures within the shifting shadows.
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Siphon Might: Drain strength from a creature and transfer it to another.
Sky SwimR: Allow the target to swim through the air.
Sleet Storm: Hampers vision and movement.
Speak with Dead: Corpse answers one question/two levels.
Spit Venom: Spit blinding black adder venom.
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Steal Years: Temporarily steal youth and vitality from the target.
Stinking CloudY: Nauseating vapors, 1 round/level.
Storm Step: Use lightning to quickly travel a short distance, harming all in your path.
Strangling HairY: Your hair animates and grapples.
SuggestionY: Compels subject to follow stated course of action.
Summon Monster 3: Summons extraplanar creature to fight for you.
Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Tongues: Speak and understand any language.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
Toxic Rupture: Force a target to save against its own poison.
Transfer Regeneration: Bestow your regeneration on your allies.
Trial of Fire and Acid: Cover the target creature in burning acid.
Twilight Knife: Floating knife attacks with you.
Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around.
Unadulterated Loathing: Target is compelled to avoid another creature.
Unliving Rage: As rage, except affecting only undead.
Unravel Destiny: Creature takes a penalty to rolls based on number of hero points possessed.
Unseen Engineers: Conjure a small team of tiny engineers to construct a trap for you.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Vision of Hell: Illusory hellscape makes creatures shaken.
Ward of the SeasonR: Enhance a creature with the power of a season.
Water Walk: Subject treads on water as if solid.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
Witness: See through the target's eyes and ears.
4th-Level Spells Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Abyssal VerminR: Infuse vermin with fiendish qualities.
Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Age Resistance, Lesser: Ignore penalties from middle age.
Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Antithetical Constraint: Constrain the target so they cannot make attack rolls against anyone except those of the opposite alignment.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Aroden’s Spellsword: Merge a melee weapon with a rod or staff.
Assume Appearance, Greater: a
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Beanstalk: Create an enormous beanstalk that leads into the clouds.
Bite the Hand: Compel a summoned creature to attack its summoner.
Black Spot: Inflict a specific and feared pirate curse onto your target.
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Blast Barrier: Create a rippling but unstable wall from the earth.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Borrow Corruption: a
Calculated Luck: Use the Path of Numbers to boost your combat preparedness.
Cape of WaspsY: Wasp swarm defends or carries you.
Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1.
Charm Monster: Makes monster believe it is your ally.
Charon's Dispensation: Protection from the River Styx.
ConfusionY: Subjects behave oddly for 1 round/level.
Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Curse of Magic NegationM: Target gains the negated spellblight.
Daemon WardM: As death ward, but against daemons.
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.
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.
Discern Lies: Reveals deliberate falsehoods.
DivinationM: Provides useful advice for specific proposed actions.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
EnervationY: Subject gains 1d4 negative levels.
Enticing Adulation: Force a creature to protect and care for you.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Familiar Melding: Possess your familiar.
Fear: Subjects within cone flee for 1 round/level.
Final Sacrifice: Cause a summoned creature to explode.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Fleshworm Infestation: Worms deal hp and Dex damage.
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.
Frigid Souls: Disrupt and dispel spells that protect against cold
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Geas, Lesser: Commands subject of 7 HD or less.
Geb's Hammer: Draw the remains of nearby destroyed undead, throwing them as a single mass of flesh at your enemy.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Hallucinogenic Smoke: Exhale a cone of smoke which disorients those caught inside. It has a side effect of improving the effects of augury when cast within.
Hellmouth LashR: Transform your tongue into a whip made out of energy.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Infernal Healing, Greater: As infernal healing, except using fast healing 4.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Locate Creature: Indicates direction to known creature.
Master’s Escape: Create a link between you and a summoned creature, allowing you to switch places.
Minor Creation: Creates one cloth or wood object.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
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.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy.
Object Possession, Lesser: Project your soul into an object, animating it.
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.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Remove Radioactivity: Remove radiation effects from a target.
Resilient ReservoirR: Store hit point damage as magical energy.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
Ride The Waves: Target can breathe water and swim.
Riding Possession: As possession, but you observe instead of control the subject.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
ScryingF: Spies on subject from a distance.
Secure Shelter: Creates sturdy cottage.
Shadow Step: Teleport from one shadow to another.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Skeleton Crew: Turn corpses into obedient skeleton crew.
SleepwalkM: Causes creature to move while asleep.
Solid FogY: Blocks vision and slows movement.
Speak with Haunt: Haunt answers one question/2 levels.
Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.
SpiteM: Inflict touch spell upon creature that attacks you.
Summon Accuser: Summon an accuser devil to do your bidding.
Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons.
Summon Genie, LesserF: As summon monster I, except you can summon one janni.
Summon Monster 4: Summons extraplanar creature to fight for you.
Symbol of HealingM: Triggered rune heals living creatures.
Symbol of LaughterM: Triggered rune makes nearby creatures lose actions for 1 round/level.
Symbol of RevelationM: Triggered symbol reveals illusions.
Symbol of SlowingM: Triggered rune slows creatures.
Thanatotic Fury: Stifle other creatures’ abilities to cast divine spells by attacking them.
Threefold AspectF: Appear older or younger.
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.
Unbearable Brightness: Your glowing body dazzles or blinds others.
Undeath Inversion: Alter an undead creature’s energy affinity so it takes damage from negative energy and heals from positive energy.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Virulence: Quickly advance the spread of diseases within the targeted creatures.
Volcanic Storm: Hot rocks deal 5d6 damage.
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.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.
Web CloudR: Create a cloud-like spread of flame-resistant webbing.
5th-Level Spells Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
Baleful PolymorphY: Transforms subject into harmless animal.
Banish Seeming: Dispels touched illusion or a creature's change in form.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Blightburn Weapon: Transform a weapon into pure blightburn.
Blood Boil: Boil the blood of your enemies, dealing constitution damage and causing fatigue.
Blood Tentacles: Create writhing tentacles from your chest.
Blood Ties: a
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Callback, Greater: As callback, except for a greater distance and longer duration.
Charnel House: a
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Contact Entity III: a
Contact Other Plane: Lets you ask question of extraplanar entity.
Contagion, Greater: Infect a subject with a magical disease.
Covetous AuraY: Sap the powers of beneficial spells cast near to you.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Curse of Disgust: Target is sickened while viewing trigger.
Curse of Unexpected DeathR: Curse a creature with a chance of instant and unexpected death.
Curse, Major: As bestow curse, but harder to remove.
Dahak's Release: You unleash all the target’s anger and destructive urges, causing it to fly into a violent bloodlust.
Damnation StrideRY: As dimension door, except you leave behind a burst of flame.
Daywalker: Reshape an undead creature to appear living.
Die for Your Master: A stronger version of bleed for your master, this forces the animal servant to intercept any attack that targets you, even if it does not require an attack roll.
Dominate PersonY: Controls humanoid telepathically.
Draconic Suppression: Stop a dragon from using its breath weapon along with reducing its magical prowess.
Duplicate Familiar: Create a duplicate of your familiar.
Empathy Conduit: Create a conduit between master and familiar, allowing you to affect one while targeting the other.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Feeblemind: Subject's Int and Cha drop to 1.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Hex Glyph, GreaterM: Inscription casts your hex or major hex on those who pass it.
Hold Monster: As hold person, but any creature.
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
Hungry Earth: Enchant the ground to pull creatures beneath the surface.
Imbue Hex: Transfer a hex to someone else, allowing them to make use of it.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Khain's Army: Create a small squad of ghouls led by a ghast, charged with necromantic energy.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Magic JarF: Enables possession of another creature.
Major Creation: As minor creation, plus stone and metal.
Mark of Justice: Designates action that triggers curse on subject.
Mask from DivinationM: Guard someone from divination attempts with a protective mask.
Master’s Mutation: Mutate a summoned creature to grant it new abilities.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Object Possession: As lesser object possession, but with a larger object.
Old Salt's CurseR: Permanently sicken someone, worse if target is on or in the water far from shore.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Pain Strike, Mass: As pain strike, but affects multiple creatures.
Passing Fancy, Mass: Control the topic of conversation among a group of people.
Plague Carrier: Target's attacks carry filth fever.
Possess ObjectF: Possess and animate one object.
Possession: Project your soul into a creature’s body.
Possession TrapF: Place a protective ward to ensare creatures that attempt to possess you.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
RebootF: Bring a destroyed construct back to action for a limited time.
ReincarnateFM: Brings dead subject back in a random body.
Rest Eternal: Dead creature cannot be revived.
Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Siphon Magic: Transfer a magical effect from another creature to yourself.
Smug Narcissism: Target is distracted by its sense of self.
SoulswitchF: Swap your soul with your familiar’s.
Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you.
Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies.
Steal Power: Sap mythic power from another creature.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
Strip Scales: Reduce the target’s natural armor.
Suffocation: Target quickly suffocates to death.
Summon Ceustodaemon: Summon a ceustodaemon.
Summon GenieF: As lesser summon genie, except summon one djinni or 1d3 jann.
Summon Infernal Host: Summon host devils.
Summon Lesser Demon: As summon monster, except to summon a brimorak, incubus, thoxel demon, 1d3 schir demons, or 1d4+1 vermlek demons.
Summon Lesser Psychopomp: Summon 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps.
Summon Monster 5: Summons extraplanar creature to fight for you.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Symbol of ScryingM: Triggered rune activates scrying sensor.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Symbol of StrikingM: As symbol of death, but fills a 5-foot square.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles per level.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
TruespeakR: Communicate with any creature with a mind.
Unleash Pandemonium: Call upon the wild winds of the Abyssal atmosphere.
Unseen Crew: Create a number of invisible crew members to work on a ship.
Vengeful StingerR: Grow a long, wasp-like tail with stinger.
Village VeilR: Make an area seem worthless to others.
Waves of Fatigue: Several targets become fatigued.
Whip of Centipedes: Create a whip made of poisonous centipedes.
Wind BladesR: Harden the air around the target into jagged invisible blades.
Wracking Ray: Fire a ray to deal Dexterity and Strength damage.
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.
Banshee Blast: Cone deals 1d4 per level and panics creatures.
Besmara's Grasping Depths: Use the restless dead to down your targets
Binding Earth, MassR: As binding earth but with multiple targets.
Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Cone of ColdY: 1d6/level cold damage.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura.
Death Pact: Take control of a creature’s mind and implant deadly subconscious commands.
Discharge, Greater: As discharge, but with greater effects that can effect an area.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Dust Ward: Ward an item so it will be destroyed if others try to learn its purpose or use it.
Eldritch Conduit, Greater: Use Eldritch Conduit on more creatures at greater range.
Epidemic: Infect a subject with a highly contagious disease.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Fester, Mass: As fester, but affecting multiple targets.
Find the Path: Shows most direct way to a location.
Flesh to StoneY: Turns subject creature into statue.
Geas/Quest: As lesser geas, but affects any creature.
Guards and WardsY: Array of magic effects protect area.
Harrowing, Greater: As harrowing, except affect an entire group of creatures and allow them some measure of control over their destiny.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Ice Crystal Teleport: Target is frozen, then teleported.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Mind Swap: Switch minds with another creature for 1 hour per level.
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.
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Runic Overload: Charge magical runes to an explosive degree.
Sabotage Construct: As confusion, but only affects constructs.
Share SkinR: Possess the body of an animal
Slay Living: Touch attack deals 12d6 + 1 per level.
Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine).
Spectral SaluqiF: Create a spectral saluqi, an undead canine, that can assist you in fighting spirits.
Spellcrash: Target loses a 5th-level prepared spell or spell slot.
Stone to Flesh: Restores petrified creature.
Suggestion, Mass: As suggestion, affects subject/level.
Summon Genie, GreaterF: As lesser summon genie, except summon one shaitan, 1d3 djinn, or 1d4+1 jann.
Summon Laborers: Summon helpful petitioners to aid in construction and labor.
Summon Monster 6: Summons extraplanar creature to fight for you.
Summon Vanth: Summon a single vanth psychopomp.
Swarm Skin: Turns your body into a swarm of vermin.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Symbol of SealingM: Create triggered wall of force.
Transfer Familiar: Temporarily grant control of your familiar to another creature.
TransformationY: You gain combat bonuses.
True SeeingM: Lets you see all things as they really are.
Unconscious Agenda: Plant a subconscious directive in the target’s mind.
Undeath Ward: Create a barrier to repel undead.
Unwilling ShieldM: Subject shares wounds you receive.
Vengeful Outrage: Target is compelled to destroy one enemy.
Whip of Ants: Create a whip made of army ants.
7th-Level Spells Age Resistance, Greater: Ignore penalties from venerable age.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Artificer’s Curse: Temporarily suppress the most powerful qualities of a magical item.
Bestow Curse, Greater: Place an even greater curse on the subject.
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Black MarkRY: Mark someone which makes them afraid of water and turns aquatic creatures against them.
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Contact Entities IV: a
Control WeatherY: Changes weather in local area.
Create Demiplane, LesserF: Create your own demiplane.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Dimensional Bounce: Teleport multiple times between two designated locations.
Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.
Familiar DoubleM: As project image, but the image follows your familiar.
Grim Stalker: Create a Grim to disrupt the targets sleep
HarmY: Deals 10 points/level damage to target.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
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.
Ice Body: Your body becomes living ice.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Infuse Robot: Transform a robot into a magical construct.
Insanity: Subject suffers continuous confusion.
Instant SummonsM: Prepared object appears in your hand.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Lunar Veil: Dispel light and revert lycanthropes.
Maddening OublietteR: Transport the target to a dank prison in a horrific demiplane.
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.
Nature's Ravages, Greater: As nature’s ravages, except the target corpse ages much faster.
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Phase Door: Creates an invisible passage through a barrier.
Planar RefugeM: Enforce the rules of the Material Plane on another plane.
Plane ShiftY: As many as 8 subjects travel to another plane.
Poison Breath: Expel a cone of poison from your mouth.
Power Word BlindY: Blinds creature with 200 hp or less.
Primal Regression: Make a creature become bestial and unintelligent.
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Scouring WindsY: Winds block vision and deal 3d6 damage per round.
Scrying, Greater: As scrying, but faster and longer.
Shadow Body: Turn your body into a living shadow.
Soul TransferM: Easily transfer a soul from one receptacle to another, or capture vulnerable souls that aren't bound to mortal flesh.
Spell ScourgeR: Create a whip that can lash spells from the minds of enemy spellcasters.
Summon Monster 7: Summons extraplanar creature to fight for you.
Symbol of StunningM: Triggered rune stuns nearby creatures.
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
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.
VisionMF: As legend lore, but quicker.
Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.
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.
Withdraw Affliction: Remove an affliction and inflict it on another creature.
8th-Level Spells Antipathy: Object or location affected by spell repels certain creatures.
Charm Monster, Mass: As charm monster, but all within 30 ft.
CloneMF: Duplicate awakens when original dies.
Create DemiplaneF: As lesser create demiplane, but larger and with planar traits.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Demand: As sending, plus you can send suggestion.
DestructionF: Kills subject and destroys remains.
Discern Location: Reveals exact location of creature or object.
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Heart of the Mammoth: Imbue a creature with the strength and toughness of the greatest megafauna of the tundra.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
Irresistible DanceY: Forces subject to dance.
MazeY: Traps subject in extradimensional maze.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Nine LivesR: Avoid trouble and harmful effects up to nine times.
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.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Remove Radioactivity, Greater: Remove all ongoing radiation effects along with restoring ability damage and drain taken as a result.
ResurrectionM: Fully restore dead subject.
Secret Vault: As secret chest, except it affects a small structure, vault, or oversized chest.
Share Skin, GreaterR: Possess the body of any creature.
SoulreaverY: Deal 1d6 damage/level to living creatures in a 20-ft. radius area.
Spellcrash, Greater: Target loses a 7th-level prepared spell or spell slot.
Stormbolts: 1d8 damage/level (max 20d8) to targets.
Summon Erodaemon: Summon an erodaemon.
Summon Meladaemon: Summon a meladaemon.
Summon Monster 8: Summons extraplanar creature to fight for you.
Symbol of DeathM: Triggered rune kills nearby creatures.
Symbol of DebaucheryM: Conjure a symbol that makes all who see it lust for each other.
Symbol of DispellingM: Dispel all magical effects within range of this symbol.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
SympathyM: Object or location attracts certain creatures.
Trap the SoulM: Imprisons subject within gem.
9th-Level SpellsAscensionMY: 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.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Cursed EarthM: Plants die, living creatures catch diseases, or dead creatures rise as zombies.
Dominate Monster: As dominate person, but any creature.
Elemental Swarm: Summons multiple elementals.
ForesightY: “Sixth sense” warns of impending danger.
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.
Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
Mind Blank, Communal: As mind blank, but you may divide the duration among creatures touched.
Parasitic SoulF: Force a trapped soul into a new body.
Polar Midnight: Cold darkness paralyzes and deals damage.
Power Word KillY: Kills one creature with 100 hp or less.
RefugeM: Alters item to transport its possessor to you.
Rune of JandelayM: Create a potent rune that evokes the mighty Oliphant of Jandelay, warding the area against chaos and destruction.
Scribe's BindingF: Turn a creature into a biography of their life.
Soul Bind: Traps newly dead soul to prevent resurrection.
Spawn CallingRY: Call the Spawn of Rovagug.
Storm of VengeanceY: Storm rains acid, lightning, and hail.
Suffocation, Mass: One creature/level suffocates to death.
Summon Derghodaemon: Summon a derghodaemon.
Summon Greater Demon: As summon monster, except to summon a coloxus, omox demon, or 1d3 kalavakus demons.
Summon Monster 9: Summons extraplanar creature to fight for you.
Summon Thanadaemon: Summon a thanadaemon.
Symbol of StrifeM: Triggered rune makes creatures attack.
Symbol of VulnerabilityM: Triggered rune gives penalties.
Teleportation CircleM: Teleports creatures inside circle.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.