0-LevelAbjuration Resistance: Subject gains +1 on saving throws.
Conjuration Acid Splash: Orb deals 1d3 acid damage.
Create Water: Creates 2 gallons/level of pure water.
Stabilize: Cause a dying creature to stabilize.
Divination 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.
Read Magic: Read scrolls and spellbooks.
Sift: See area as though examining it.
Enchantment Daze: Humanoid creature of 4 HD or less loses next action.
Evocation Light: Object shines like a torch.
IllusionOath of Anonymity: Cloak yourself in an illusion that hides your true identity
Necromancy Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Transmutation Brand: Creates permanent brand on target creature.
Virtue: Subject gains 1 temporary hp.
1st-LevelAbjuration Alarm: Wards an area for 2 hours/level.
Fallback StrategyR: Gain a free re-roll while this spell is active.
Hedging Weapons: Floating weapons protect you and make ranged attacks
Hex WardY: Target gains +4 on saves against witch hexes.
Hide from Undead: Undead can't perceive one subject/level.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
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.
Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
SanctuaryY: Opponents can't attack you, and you can't attack.
Shield of FaithY: Aura grants +2 or higher deflection bonus.
Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Strand of the Tangled Knot: Next attack against you takes -10 penalty
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
Winter FeathersR: Protect a feathered creature from the cold for a day.
Conjuration Barbed Chains: Hellish chains attack and cause a target to become shaken
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Desperate Weapon: Create an improvised weapon.
Guardian Armor: Teleport your armor onto an ally in range
Instant Clot: Touched creature doesn't bleed
Instant Portrait: Create a portrait of a creature on the touched surface
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Returning Weapon: Grants a weapon the returning special weapon quality.
Divination Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
Comprehend Languages: You understand all languages.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Charm: Detect charm, compulsion, and possession effects in the area Detect Demon: Sense the presence of demons, their servants, and the Abyss.
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Good: Reveals creatures, spells, or objects of selected alignment.
Detect Law: Reveals creatures, spells, or objects of selected alignment.
Detect the Faithful: Find others of the same faith.
Detect Undead: Reveals undead within 60 ft. 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.
Heightened Awareness: Your recall and ability to process information improve.
Know the EnemyY: Gain +10 on a monster Knowledge check.
Lend Judgment: Ally gains the benefit of one judgment.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Nature's Paths: Learn the best way to travel overland
Petulengro's Validation: Detect what creature a missing portion came from.
Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises
Planar Orientation: Locate places of power on your current plane
Preserve GraceF: Grant a creature the guidence of a phylactery of faithfulness
Secret SpeechR: Send secret messages to others within normal speech.
Skim: Read four times faster than normal
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Speechreader's Sight: Read lips from a distance
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate
True StrikeY: +20 on your next attack roll.
Enchantment Abadar's TruthtellingR: Force the target to speak the truth.
Animal Purpose Training: Animal gains a new general purpose.
BaneY: Enemies take –1 on attack rolls and saves against fear.
BlessY: Allies gain +1 on attack rolls and saves against fear.
Blessing of the WatchR: Functions as bless, except lasts for 1 hour/level but only in the caster’s home city.
CommandY: One subject obeys selected command for 1 round.
Compel Hostility: Compels opponents to attack you instead of your allies.
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Forbid Action: Target obeys command to not do something.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Litany of Sloth: Single target cannot make attacks of opportunity for 1 round.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Opportunistic Loyalty: Temporarily act as an ally to benefit from other creatures’ spells.
Reveal Secrets: Target reveals if it has secret knowledge of a topic
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Wartrain Mount: Animal gains combat training.
Wrath: +1 attack and damage against target creature.
Evocation Bestow Planar Infusion I: Grant the target the effects of a planar infusion
Burst Bonds: 1d6 damage/level (max 5d6) to restraints.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Divine FavorY: You gain +1 per three levels on attack and damage rolls.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
Horn of Pursuit: Create three notes heard miles away.
Sanctify Corpse: Prevent a corpse from becoming an undead.
Touch of CombustionR: Cause someone to combust with a touch.
IllusionCloak of Secrets: Filter speech from a given area to sound like a different conversation.
Disguise Self: Changes your appearance.
Hide Bruises: Disguise a creature's injuries, making them more difficult to heal
Open and Shut: Obfuscate whether a door is open or closed.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Shadowfade: Become invisibile to creatures using darkvision
Necromancy Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Curse WaterM: Makes unholy water.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Interrogation: Target answers questions or suffers pain.
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Litany of Weakness: Single target is fatigued for 1 round.
Persuasive Goad: Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.
Positive Pulse: Energy harms undead or bolsters the living
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring
Transmutation Aspect of the NightingaleR: Your voice becomes clear and pleasant, like a nightingale.
Batrachian SurgeR: Amplify your latent amphibian nature
Bless WaterM: Makes holy water.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Brand of Conformity: Brand a target with a mark that takes away its languages
Expeditious RetreatY: Your base land speed increases by 30 ft.
Fabricate Disguise: Create a disguise in an instant.
False Face: Polymorph into a disguised identity
Forced Quiet: Target cannot make loud noises.
Funereal Weapon: Targeted weapon bypasses some DR of undead creatures
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
Grappling Scarf: Enchanted scarf functions as grappling hook with 100 ft of rope
Handy Grapnel: Transform a ropelike object into a retracting grapple.
Hide Weapon: Hide a weapon within your own arm.
Hobble: Reduce creature's speed
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Weapon: Weapon gains +1 bonus.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
Poisoned EggR: Transform a single egg into a dose of poison.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Tireless Pursuit: Ignore fatigue while hustling.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. Unhallowed Blows: One natural weapon or unarmed strike of subject undead gets +1 on attack and damage rolls
Vocal Alteration: Disguise target's voice.
Weapons Against EvilR: Enhance weapons with pale light that allow them to bypass minor DR of evil creatures.
Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.
2nd-LevelAbjuration AbeyanceM: Suppress the effects of a single curse.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Escape Alarm: As alarm, but alerts you when a creatuer leaves the area
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check
Litany of Duty: Reroll a failed save against an effect that would force you to take an action against your will
Nondetection, Lesser: As nondetection, but only protects against spells that target an area
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched. Protection from Outsiders: Ward a creature against attacks from outsides with a specific racial subtype, more powerful than protection from evil or similar spells.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type. Righteous Blood: Infuse a good target with holy energy.
Shield OtherFY: You take half of subject's damage.
Surmount AfflictionY: Temporarily suppress one condition. Telepathic Censure: Create an invisible psychic interference that inhibits telepathic communication.
Undetectable Alignment: Conceals alignment for 24 hours.
Conjuration Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Evaluator's Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
Instant Weapon: Summon a melee weapon to wield.
Iron Stake: Hurl a spike of cold iron at a foe
Remove Paralysis: Frees creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Sacred BondFY: Cast touch healing spells from a distance.
Shackle: Summon manacles onto a target creature Soothing Word: Lessen the severity of a target’s conditions.
Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions
Spiral Descent: Teleport straight downwards
Divination Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Build Trust: Gain various bonuses when interacting with the target.
Detect Magic, Greater: As detect magic, but learn more information.
Detect Relations: Detect whether or not creatures are related by blood.
Detect Thoughts: Allows “listening” to surface thoughts.
Early JudgmentR: Show a creature the reward or punishment that awaits it after death.
Enchantment Sight: See enchantment spells active on creatures
Find Traps: Notice traps as a rogue does.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Follow Aura: Gain ability to follow the trail of the aura of an alignment.
Halfling Vengeance: Grant a Small creature the ability to make debilitating blows with daggers and slings
Hunter's Lore: Make untrained Knowledge checks to identify monsters, and take 20 on Knowledge checks you are already trained in.
Know Peerage: Target uses your Knowledge (nobility) ranks.
Mindshock: Charge your attacks with violent psychic energy.
Open Book: Make it permanently easier to learn more about a target.
Psychic Reading: Read surface thoughts to learn information about a subject.
Rumormonger: Follow a rumor to see where it spreads.
See Invisibility: Reveals invisible creatures or objects.
Sense Fear: Perceive nearby creatures that are experiencing fear Sense Madness: Determine mental disturbances in nearby creatures Shared Training: Share your teamwork feats with allies
Spell GaugeR: Discover some spells the target has prepared.
Tongues: Speak and understand any language.
Undeath Sense: As per detect undead, but affecting a creature you touch
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Enchantment Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Bestow InsightR: Grant the target a bonus on a skill check and consider them trained.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Blessing of Luck and ResolveR: Increase resistance against fear.
Calm Emotions: Calms creatures, negating emotion effects.
Castigate: Causes target to be shaken and cower.
Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
Delay Pain: Ignore pain for 1 hour/level.
Demand Offering: Make a creature give you an object it’s holding.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
FairnessR: Force humanoid creatures to trade fairly with each other.
Haunting Reminder: After Intimidating a creature, make it afraid of your retribution
Hidden Presence: Prevent creatures from noticing your presence.
Hold Fey: As hold person, but targets fey
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks. Mortal Terror: Frighten creature with an existential crisis
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Shamefully Overdressed: Force target to remove equipment.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
Vexing Miscalculation: Prevent the target from scoring critical hits.
Zone of Truth: Subjects within range cannot lie.
Evocation Beacon of Guilt: Cursed object highlights creatures that attempt to take it.
Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
ConsecrateMY: Fills area with positive energy, weakening undead.
DarknessY: 20-ft. radius of supernatural shadow.
DesecrateMY: Fills area with negative energy, making undead stronger.
Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses.
Distressing Tone: Sound sickens 1d4 creatures.
Flickering Lights: Create an area of inconsistent lighting. Ghost Whip: Create a ghost touch whip that passes through objects.
Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape.
Revealing Light: As light, but hampers Stealth checks
Spiritual Squire: Create an ally out of force to assist you in combat
Spiritual WeaponY: Magic weapon attacks on its own.
Illusion Disguise Other: As disguise self, but affects you or another.
Display Aversion: Create an illusion to repulse a vampire.
Ghostly Disguise: You look like a ghost of yourself.
Hidden Blades: Turn weapon or ammunition invisible
Inner Focus: Ignore divine focus components of your spells.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Invisibility Bubble: As invisibility, but altered to work better underwater
Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Shadowmind: Force a target to see more darkness around them.
Shifted Steps: Make a target sound as if elsewhere.
SilenceY: Negates sound in 20-ft. radius.
Necromancy Bloodbath: Cause yourself and enemies to bleed.
Boneshaker: Momentarily control a living or undead creature's skeleton.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
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.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Howling Agony: Screaming pain limits the target's actions.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10). Litany of the Red Crusader: Creature takes bleed damage from piercing and slashing weapons
Necrostasis: Stagger an undead creature Shared SufferingF: Deal damage to another creature by harming yourself.
Spellcurse: Target takes 1d6 damage for each spell affecting it
Stricken Heart: Touch attack deals 2d6 damage and staggers target. Urgathoa's Beacon: Cause creatures to attract the attention of undead
Transmutation Acute Senses: Subject gains a bonus on Perception checks.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Billowing Skirt: Enchanted skirt slows your fall and allows you to hover
Bloodhound: Gives caster the scent special ability.
Brand of Hobbling: Brand a target with a mark that cripples its movement
Brittle PortalR: Reduce the hardness of objects within the area.
Diminish Resistance: Weaken a creature's resistance to one type of energy
Effortless Armor: Armor you wear no longer slows your speed.
Fear the Sun: Impose light blindness on your enemies.
Flames of the FaithfulY: Gives weapon flaming property. Fleshy Facade: Alter your appearance to appear living.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Holy Ice WeaponM: Create a masterwork weapon made of frozen holy water.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Inheritor's SmiteR: Gain a bonus on your next attack; if it hits, attempt a free bull rush.
Instrument of Agony: Weapon exudes divine fury, granting a bonus on Intimidate checks. Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
KnockY: Opens locked or magically sealed door.
Litany of Defense: Doubles armor's enhancement bonus. Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Mark of Blood: Imbue some of your life force into a creature, being able to permanently detect its location.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Quick Change: Use change shape as a swift action and surprise foes.
Rotgut: Turn water into cheap alcohol
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Stoke the Inner FireR: Increase the natural heat of your body, transferring it to weapons and armor.
Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells
Unholy Ice WeaponM: Create a masterwork weapon made of frozen unholy water.
Weapon of Awe: Weapon gets +2 on damage rolls.
Whispering Wind: Sends a short message 1 mile/level.
3rd-LevelAbjurationAnti-Summoning Shield: Impede the use of summon spells.
Aura of Inviolate Ownership: Ward your attended items against theft.
Banish Seeming: Dispels touched illusion or a creature's change in form.
Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
Clay Skin: Grants DR 5/Adamantine
Dimensional Anchor: Bars extradimensional movement.
Dispel MagicY: Cancels one magical spell or effect.
Disrupt Link: Sever the target’s link with her bonded creature.
Disrupt Silence: Disrupt all silence effects in an area.
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
Glyph of WardingMY: Inscription harms those who pass it.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction. Hide from Undead, Greater: As per hide from undead, but doesn't automatically end due to combat actions
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
NondetectionM: Hides subject from divination, scrying.
Obscure Object: Masks object against scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Remove Curse: Frees object or person from curse.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Righteous Condemnation: Chaotic, neutral, or evil spellcasters who target you with a spell take a -4 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks
Selective Alarm: As alarm, but only against selected creatures.
Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Soul Vault: Protect your soul from harmful effects after death
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Unholy Ward: Resist damage from holy sources, smite evil, etc.
Ward the Faithful: Creatures of same faith gain bonuses to AC and on saving throws.
Conjuration Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Holy Javelin: Deal ongoing damage to evil creatures and apply penalties
Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy.
Litany of Entanglement: Entangles a creature for 1 round. Penumbral Disguise: Mask your features with shadowy illumination.
Planar InquiryM: Call an outsider to answer questions
Remove Disease: Cures all diseases affecting subject.
Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp
Spiral Ascent: Teleport straight upwards
Divination Aquatic Trail: Track creatures underwater
Arcane Sight: Magical auras become visible to you.
Blood Biography: Learn about a creature with its blood.
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Coordinated Effort: Grants allies a teamwork feat.
Detect Anxieties: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Domination Link: Read thought echoes of a creature mentally controlling another.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Glimpse the Hidden: As per see invisibility, except affecting a creature you touch
Hunter's Eye: +20 on Perception checks to locate a target. Insect Scouts: Create insects to scout an area for you.
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.
Meticulous Match: Determine if two things are identical.
Pack Empathy: Create an empathic bond with allies.
Riversight: See events transpiring along a natural watercourse you touch.
Seek Thoughts: Detects thinking creatures' thoughts. Unspoken Name: Learn when a nearby creature refers to you with a particular name or title
Witness: See through the target's eyes and ears.
Enchantment Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Bite the Hand: Compel a summoned creature to attack its summoner.
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature. Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
False AlibiMR: Modify the target’s memory in a specific way.
Gullibility: Target takes a -10 penalty to Sense Motive and creatures using Bluff against them gain a +10 bonus on such checks
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Litany of Eloquence: Fascinates a single creature for 1 round.
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts.
Pillow Talk: Sleeping creature answers your questions
PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty.
Righteous Vigor: Boosts attack bonus with each hit.
Slave to Sin: Draw out a creatures inner sin
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Terrible Remorse: Creature is compelled to harm itself.
They Know: Convince target that a nearby creature knows her greatest secret.
Evocation Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.
Continual FlameM: Makes a permanent, heatless light.
Damnation: Punish creatures for evil spells they know or that affect them
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Lightning Lash: Create a cackling lash of unholy lightning.
Litany of Order: Weaken chaotic creatures against the attacks of lawful creatures
Litany of Righteousness: A single evil creature takes more damage from creatures with a good aura.
Moonrise Arrow: Imbue ammunition with damaging silver light
Night of BladesR: Create an immobile wall of tiny black blades.
Searing LightY: Ray deals 1d8/two levels damage (more against undead).
Shield of Darkness: Shield yourself with darkness, granting yourself total concealment.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Trial by Fire: Test a creature's purity of convictions by exposing it to a sheet of divine fire.
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Illusion 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.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Instant Fake: Provide a short-term replica of an object.
Isolate: Make a creature invisible and silent to their allies.
Respectful QuietR: Render all targets silent, but only one-way.
Selective Invisibility: Allow one creature to see you while invisible.
NecromancyBlood of the Martyr: Cause someone to bleed from every orifice; drinking this blood will heal your wounds.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Deadly Juggernaut: Your might increases with every kill you make. Eldritch Fever: Target gains the eldritch ague spellblight.
Fester: Gives subject SR 12 + your level vs. healing effects.
Halt Undead: Immobilizes undead for 1 round/level. Horrifying Visage: Cause creatures to gain a phobia
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15). Mythic Severance: Restrict target’s access to its mythic power.
Reaper's Coterie: Target weapon gains bonus damage for defeating enemies.
Retribution: Recent attacker is afflicted with penalties.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Speak with Dead: Corpse answers one question/two levels.
Sweat PoisonR: Secrete a poison from your skin
Transmutation Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus. Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
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.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Claim Identity: Steal a creature's face
Countless Eyes: Extra eyes give all-around vision.
Detoxify: Remove a creature's ability to poison others
Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour Forced Mutation: Warp a creature's flesh, inflicting deformaties and penalties to Constitution and Charisma
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Hidden Speech: Gain +10 on Bluff to send secret messages. Improve TrapR: Increase a trap’s effectiveness.
Keen Edge: Doubles normal weapon's threat range.
Litany of Warding: You gain two additional attacks of opportunity for 1 round.
Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Shield of WingsR: Five burning wings grant you flight and protect you from fire. Unhallowed Blows, Greater: As per unhallowed blows, but a +1 bonus per 4 caster levels
Winged Sword: Grant a weapon the throwing special ability.
4th-LevelAbjuration Ban Corruption: Eliminate the gifts of a nearby corrupted creature
Charon's Dispensation: Protection from the River Styx. Curse of Magic NegationM: Target gains the negated spellblight.
Defile ArmorY: As sanctify armor, but gain DR 5/good when using judgment or smite.
Dismissal: Forces a creature to return to native plane.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Peacebond, Greater: As peacebond, but on multiple weapons, even if they aren't sheathed.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Sanctify ArmorY: +1 AC/four levels (max +5).
Spell Immunity: Subject is immune to one spell per 4 levels.
Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies.
StoneskinMY: Grants DR 10/adamantine.
Talisman of Reprieve: Create an item that protects against the effects of an aligned plane
Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
Undeath Ward: Create a barrier to repel undead.
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.
Conjuration Army Across Time: As ally across time, but more cubes and more duplicates
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Flash Forward: Charge, then teleport back to starting poisiton
Fleshworm Infestation: Worms deal hp and Dex damage.
Healing Flames: Holy flames damage evil creatures and heal good creatures
Litany of Escape: Teleports a friend out of a grapple.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Remove Radioactivity: Remove radiation effects from a target.
RestorationM: Restores level and ability score drains.
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Straitjacket: Restrain a creautre's arms and grant it a second saving throw against certain magic.
Divination Aerial Tracks: Track flying creatures through the air.
Aura Sight: Alignment auras become visible to you.
Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
Battlemind LinkY: You and an ally gain attack and AC bonuses.
Beacon of LuckR: Send out a burst of luck to allies around you.
Detect ScryingY: Alerts you to magical eavesdropping.
Discern Lies: Reveals deliberate falsehoods.
DivinationM: Provides useful advice for specific proposed actions.
DungeonsightF: Receive a clear and memorable view of the layout of the nearby area.
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
Glimpse of TruthM: Gain true seeing for 1 round. Harvest Knowledge: Sift through a creatures memories and make Knowledge checks with their modifier
Litany of Sight: You can see invisible creatures and objects within 30 feet of you.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Perceive BetrayalF: Sense when nearby creatures have tratorous intent towards your lord Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Replay Tracks: Reconstruct past events from a set of tracks
Enchantment Burst of GloryR: Increase your allie’s attack rolls, saves against fear, and hit points.
Coward's Lament: If subject doesn't attack you it receives a penalty.
Curse of the Outcast: Curse someone to rub people the wrong way.
Daze, Mass: As daze, but affecting multiple creatures.
Denounce: Worsens creatures' attitudes.
Forced Repentance: Target falls prone and confesses sins.
Geas, Lesser: Commands subject of 7 HD or less.
Hold Monster: As hold person, but any creature.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Litany of Dependability: Creature takes the average of its next roll
Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.
Seek Shelter: Weak creatures are compelled to seek shelter
Shared Wrath: As wrath, but affects multiple creatures.
SleepwalkM: Causes creature to move while asleep.
Evocation Ardor's Onslaught: The power of conviction assaults neutral foes
Bestow Planar Infusion II: Grants the target the benefits of an improved planar infusion
Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Chaos HammerY: Harms and slows lawful creatures (1d8 damage/2 levels).
Cleansing Fire: Create a ring of fire that damages creatures passing through and dispels evil magic within
Divine Power: You gain attack bonuses and 1 hp/level.
Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.
Holy SmiteY: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Judgment Light: You gain an additional effect while a judgment is active.
Leashed Shackles: Target is restricted to a specific location.
Order's WrathY: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Rebuke: Foes take 1d8 damage/two caster levels (max 5d8).
SendingY: Delivers short message anywhere, instantly.
Smite AbominationR: Emulate a paladin’s power to smite undead.
Unholy BlightY: Harms and sickens good creatures (1d8 damage/2 levels).
Illusion Deceitful Veneer: Make someone seem like an obvious liar.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Quieting Weapons: Weapons make no sound and quiet their victims.
Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.
Necromancy Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
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.
Fear: Subjects within cone flee for 1 round/level.
Hasten Judgment: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Interrogation, Greater: As interrogation, except with more pain and more questions.
Litany of Admonition: Stagger a creautre with a list of their faults
Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures
Red Hand of the Killer: Stain the hand of a creature's killer red.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Transmutation Blade of Light: Imbue a weapon with sunlight, making it bane to the undead Blightburn Weapon: Transform a weapon into pure blightburn.
Brand of Tracking: Brand a target with a mark that allows you to track it
Brand, Greater: As brand, but brand glows when near your holy symbol.
Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit. Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels. Mark of the Reptile God: Mark a creature with an acidic curse.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Reprobation: Marked target is shunned by your religion.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Tireless Pursuers: As tireless pursuit, but affects many targets rather than one. Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
5th-LevelAbjuration AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change.
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Dispel Balance: You are protected from neutral enemies
Dispel Chaos: +4 bonus against attacks.
Dispel Evil: +4 bonus against attacks.
Dispel Good: +4 bonus against attacks.
Dispel Law: +4 bonus against attacks.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched.
Spell Resistance: Subject gains SR 12 + level.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Wall of Silver: Wall of energy that only blocks and affects evil creatures and spells
Conjuration Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Freedom's ToastR: Teleport the target a short distance while freeing them from restraints.
Divination CommuneM: Deity answers one yes-or-no question/level.
Lend Judgment, Greater: Ally receives all your judgments.
Telepathic Bond: Link lets allies communicate.
True SeeingM: Lets you see all things as they really are.
Enchantment Castigate, Mass: As castigate, but affects multiple creatures.
Command, Greater: As command, but affects one subject/level.
Compelling Rant: People believe your ridiculous speech as long as you keep talking
Forbid Action, Greater: As forbid action, but 1 creature/level.
Foster Hatred: Cause creatures to hate one type of creature.
Geas/Quest: As lesser geas, but affects any creature. Heretic's TongueR: Fill the target’s mind with blasphemous thoughts, blocking them from some magical abilities temporarily.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Evocation Alaznist's Jinx: Inlfict the spell burn spellblight
Decapitate: Turn a critical hit into a decapitation.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
HallowM: Designates location as holy.
Litany of Thunder: A single target is deafened until the condition is removed, and is confused for 1 round.
Mage's Decree: Send a message to creatures within miles.
Profane Nimbus: Unholy energy damages good creatures that attack you and protects you from good attacks.
Resounding Blow: Melee attack deals 1d6 more damage.
Sacred Nimbus: Holy energy damages evil creatures that attack you and protects you from good attacks
Shroud of Darkness: Affected creatures have their vision impaired
UnhallowM: Designates location as unholy.
NecromancyBlood Ties: When a target is harmed, so is the target's relative.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Mark of Justice: Designates action that triggers curse on subject.
SoulswitchF: Swap your soul with your familiar’s.
Spawn WardR: Protect the target from energy drain, blood drain, and being made into undead spawn.
Unwilling ShieldM: Subject shares wounds you receive.
TransmutationClaim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Disrupting Weapon: Melee weapon destroys undead.
Divine PursuitY: Gain a movement type of your prey.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Litany of Vengeance: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Righteous Might: Your size increases, and you gain bonuses in combat.
Sabotage Construct: As confusion, but only affects constructs.
Sun's Disdain, Mass: As sun's disdain, but targeting multiple creatures
6th-LevelAbjuration Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell.
RepulsionF: Creatures can't approach you.
Seer's BaneR: As nondetection, but damages those who cast divination spells on the warded creature/item.
Conjuration Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Realm Retribution: Target's attacks count as being of your alignment, can banish creature's critically hit to an Outer Plane matching your alignment
Divination Commune with TextsM: Quckly search though a collection of texts to find the right information
Find the Path: Shows most direct way to a location.
Halfling Vengeance, Mass: As halfling vengeance, but affecting 1 creature/level
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Litany of Truth: Illusions affecting the target are stripped away for 1 round
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level. PrognosticationM: Gain cryptic information from further in the future than divination.
Sarzari Shadow MemoryM: Learn information to aid you in assassinating a creature Tactical Insight: (Mass Combat Spell) Grant mastery of a single tactic to an army.
Enchantment Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Blessing of Luck and Resolve, MassR: As blessing of luck and resolve but with multiple creatures.
Litany of Madness: A single target is confused for at least 1 round.
Lost Legacy: Target cannot leave a lasting impression on other creatures
Overwhelming Presence: Creatures bow before you as if you were divine.
Unconscious Agenda: Plant a subconscious directive in the target’s mind.
Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
Evocation Arbitrament: Harms creatures of extreme alignments
Blade BarrierY: Wall of blades deals 1d6/level damage.
BlasphemyY: Kills, paralyzes, weakens, or dazes nonevil subjects.
Cleanse: As heal, but only cures 4d8 damage +1/level (max +25).
DictumY: Kills, paralyzes, staggers, or deafens nonlawful targets.
Holy WordY: Kills, paralyzes, blinds, or deafens nongood subjects.
Morning SunM: Create a sphere that sheds sunlight
Word of ChaosY: Kills, confuses, stuns, or deafens nonchaotic subjects.
Illusion Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.
Necromancy Besmara's Grasping Depths: Use the restless dead to down your targets
Circle of DeathMY: Kills 1d4/level HD of creatures.
Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura.
Fester, Mass: As fester, but affecting multiple targets.
HarmY: Deals 10 points/level damage to target.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Plague BearerR: Make the target a carrier of numerous diseases.
Rotting Alliance: Creatures waste away while close to one another
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4).
Wither Limb: Make one of the creature's limbs useless.
Transmutation Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm
Knock, Mass: As knock, but affecting multiple targets
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