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Occult Rituals


Magus Spells

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

0-Level

Conjuration

Acid Splash: Orb deals 1d3 acid damage.

Divination

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.
Grasp: Retry a Climb check as an immediate action
Read Magic: Read scrolls and spellbooks.

Enchantment

Daze: Humanoid creature of 4 HD or less loses next action.

Evocation

Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Spark: Ignites flammable objects.

Illusion

Ghost Sound: Figment sounds.

Necromancy

Disrupt Undead: Deals 1d6 damage to one undead.

Transmutation

Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.

Universal

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st-Level

Abjuration

Abjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Fallback StrategyR: Gain a free re-roll while this spell is active.
Line in the Sand: Increase your attacks of opportunity per round.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Waterproof: Target becomes waterproof for the spells duration
Wave Shield: Water blunts one incoming attack or fire effect.

Conjuration

Blade Tutor's Spirit: Summon a spirit to help your more reckless attacks.
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Desperate Weapon: Create an improvised weapon.
Glue Seal: Makes one 5-ft. square or one object sticky.
GreaseY: Makes 10-ft. square or one object slippery.
Guardian Armor: Teleport your armor onto an ally in range
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
Mount: Summons riding horse for 2 hours/level.
MudballR: Throw a ball of mud to blind your enemy.
Obscuring MistY: Fog surrounds you.
Returning Weapon: Grants a weapon the returning special weapon quality.
Secluded Grimoire: Safeguard your spellbook on the Ethereal Plane
Unseen Servant: Invisible force obeys your commands.
Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them.

Divination

Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour.
Skim: Read four times faster than normal
True Skill: Gain an insight bonus equal to half your caster level on one skill check
True StrikeY: +20 on your next attack roll.

Enchantment

Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Lock Gaze: Compels the target to look only at you for the duration of the spell.

Evocation

Bestow Planar Infusion I: Grant the target the effects of a planar infusion
Burning HandsY: 1d4/level fire damage (max 5d4).
Dancing Darkness: Create four spheres of floating darkness.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Flare Burst: As flare, but affects all creatures in 10 ft.
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Hydraulic PushY: Wave of water bull rushes an enemy.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).
Snowball: Throw a conjured ball of snow at a target
Tamer's Lash: Create a whip made of sound that damages foes and can frighten animals
Thunderstomp: Trip one creature within range.
Touch of CombustionR: Cause someone to combust with a touch.

Illusion

Auditory Hallucination: Create a phantasm with auditory effects.
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blurred Movement: As blur, but only while you are moving.
Clarion Call: Make yourself heard over great distances.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Disguise Weapon: Changes one weapon’s appearance.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Negative Reaction: Targeted creature may not positively influence anyone.
Silent ImageY: Creates minor illusion of your design.
Vanish: As invisibility for 1 round/level (5 max).

Necromancy

Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.

Transmutation

Blade Lash: Use your weapon like a whip to trip an opponent.
Blood Money: Use your own blood in order to create valuable material components.
Call Weapon: Summon an ally's weapon from a distance.
Coin Shot: Turn coins into deadly projectiles.
Deivon's Parry: Parry an incoming melee attack
Emblazon Crest: Display your crest on anything you carry.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Feather FallY: Objects or creatures fall slowly.
Frostbite: Target takes cold damage and is fatigued.
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
Hide Weapon: Hide a weapon within your own arm.
Hobble: Reduce creature's speed
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
Lighten ObjectR: Decrease the target’s weight by half or reduce the armor check penalty of armor.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Magic Weapon: Weapon gains +1 bonus.
Mirror Strike: You may strike multiple opponents with a single attack.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Pesh VigorM: Increase target’s strength with consumption of pesh.
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.
Reduce PersonY: Humanoid creature halves in size.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Serren's Swift Girding: Immediately clad a number of targets in armor.
Stone Fist: Your unarmed strikes are lethal.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.

2nd-Level

Abjuration

Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
With the Wind: Protect a target from being blown away by wind of less than windstorm force

Conjuration

Ablative BarrierY: Surrounds the target with layers of force.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Fog CloudY: Fog obscures vision.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Glitterdust: Blinds creatures, outlines invisible creatures.
Instant Weapon: Summon a melee weapon to wield.
Knell of the Depths: Imbue someone with a curse that causes them to sink quickly in water and suffer a -10 penalty to Swim checks.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Reloading Hands: Loads a single shot into your weapon every round.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
River Whip: Create a whip of water that you wield as a weapon.
Rock Whip: Create a whip that passes through unworked stone
Slick Walls: Increase the DC of Climb checks in the area
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Storm of Blades: Create swords and propel them towards your target.
WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

Divination

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Blood Transcription: Learn a spell from the target's blood.
Detect Magic, Greater: As detect magic, but learn more information.
Page-Bound Epiphany: Fill an empty book with knowledge on a topic from around the world.
Shared Training: Share your teamwork feats with allies

Enchantment

Arcane Disruption: Make it difficult for others to cast arcane spells.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.

Evocation

Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
DarknessY: 20-ft. radius of supernatural shadow.
Defensive Shock: Electricity damages your attackers.
Elemental Touch: Gain energy damage touch attack.
Fiery Runes: Charge a weapon with magical fiery runes.
Fire Breath: Exhale a cone of flame at will.
Fire's FriendR: Cloak yourself in flames that harm nearby enemies.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Flickering Lights: Create an area of inconsistent lighting.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
Force Sword: Create a magical longsword made entirely of force.
Frigid Touch: Target takes cold damage and is staggered.
Ghost Whip: Create a ghost touch whip that passes through objects.
Gust of WindY: Blows away or knocks down smaller creatures.
Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about.
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target.
Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape.
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Pilfering Hand: You may seize an object or manipulate it from afar.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
ShatterY: Sonic vibration damages objects or crystalline creatures.
Sonic Scream: Create a cone of damaging sound at will.
Telekinetic Strikes: Imbue a creature's limbs with force, adding damage to unarmed strikes

Illusion

Assumed Likeness: Cloak yourself in a phantasm that ellicits certain emotions from observing creatures
Blur: Attacks miss subject 20% of the time.
Body Double: Change one creature to look and act like another.
Hidden Blades: Turn weapon or ammunition invisible
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Invisibility Bubble: As invisibility, but altered to work better underwater
Minor Image: As silent image, plus some sound.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Shadow Claws: Claws of shadow deal slashing damage and Strength damage
Shifted Steps: Make a target sound as if elsewhere.
Umbral Weapon: Create a shadowy afterimage that can damage enemies if the initial attack misses.

Necromancy

Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Defending BoneR: Animate a bone to float near you and block physical attacks.

Transmutation

Aldori Alacrity: Gain a +10 ft. bonus to speed and a +1 dodge bonus to AC
Alter Self: Assume form of a Small or Medium humanoid.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bladed Dash: Make a magically-powered charge attack.
Blood BlazeR: Ignite the blood of those who come near you.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Contest of Skill: Cause two creatures to automatically fail to confirm critical hits
Diminish Resistance: Weaken a creature's resistance to one type of energy
Effortless Armor: Armor you wear no longer slows your speed.
Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force.
GroundswellR: Raise the ground up underneath you.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
LevitateY: Subject moves up and down at your direction.
Pouncing Fury: Make a full attack with your claws after a charge
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Change: Use change shape as a swift action and surprise foes.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Spider ClimbY: Grants ability to walk on walls and ceilings.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Telekinetic Volley: Touch a group of items, launching them as ranged attacks.
Time Shudder: Nearby creatures are affected by haste or slow each round.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Visualization of the BodyM: Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost
Winged Sword: Grant a weapon the throwing special ability.

3rd-Level

Abjuration

Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round
Blade Snare: Create an invisible snare to trap weapons.
Caustic Safeguard: Imbue an object with an acidic protective ward.
Clay Skin: Grants DR 5/Adamantine
Cloak of Winds: Creates a screen of wind around you.
Conjuration Foil: Interfere with nearby teleportation effects.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Dispel MagicY: Cancels one magical spell or effect.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.

Conjuration

Aqueous Orb: Creates rolling sphere of water.
Conjure Carriage: Create a fine carriage.
Curse of Dragonflies: Target a creature with a curse that impacts its ability to fly.
Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target.
Grasping Tentacles: Use a mass of tentacles to perform dirty tricks.
Irradiate: Flood an area with dangerous radiation.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Phantom SteedY: Magic horse appears for 1 hour/level.
Phase Step: As per dimension door, but with more restrictions and affecting a creature you touch
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Sleet Storm: Hampers vision and movement.
Stinking CloudY: Nauseating vapors, 1 round/level.
Storm Step: Use lightning to quickly travel a short distance, harming all in your path.
Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies.
Urban Step: Step into one doorway and out another.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
Wall of Mist: Create a wall of mist that creates concealment
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.

Divination

Arcane Sight: Magical auras become visible to you.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Mnemonic Siphon: Steal the spells of a creature carrying the affected object
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.

Enchantment

Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.

Evocation

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
DaylightY: 60-ft. radius of bright light.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Elemental Aura: Creates an aura of energy around you.
FireballY: 1d6 damage per level, 20-ft. radius.
FirestreamRY: Spray a rushing stream of fire from your hand.
Force Hook Charge: Hook of force drags you to the target.
Force PunchY: Target takes force damage and is pushed away.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Lightning BoltY: Electricity deals 1d6/level damage.
Moonrise Arrow: Imbue ammunition with damaging silver light
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy.
RechargeM: Restore charges to a technological item.
Reflexive Barrier: Immediate burst of force provides +1 deflection bonus to AC per 2 caster levels
Shining CordM: Ensare a creature with a silver cord, allowing you to predict its actions and keep you close together.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Thunderstomp, Greater: Trip multiple creatures within range.
Trial of Fire and Acid: Cover the target creature in burning acid.
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
Displacement: Attacks miss subject 50% of the time.
Major Image: As silent image, plus sound, smell, and thermal effects.
Selective Invisibility: Allow one creature to see you while invisible.

Necromancy

Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Horrifying Visage: Cause creatures to gain a phobia
Ray of Exhaustion: Ray makes subject exhausted.
Siphon Might: Drain strength from a creature and transfer it to another.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

Transmutation

Air Breathing: Allow creatures to breathe air.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Aroden's Spellsword: Merge a melee weapon with a rod or staff.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
BlinkY: You randomly vanish and reappear for 1 round per level.
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.
Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them
Fire TrailR: Leak a trail of flame that follows your every step.
Flame Arrow: Arrows deal +1d6 fire damage.
FlyY: Subject flies at speed of 60 ft.
Forced Mutation: Warp a creature's flesh, inflicting deformaties and penalties to Constitution and Charisma
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
Infuse Self: Assume the form of a native outsider
Iron Spine: Turn creatures skeleton into sharp iron, increased effect against creatures vulnerable to cold iron
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Keen Edge: Doubles normal weapon's threat range.
Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Mark of Buoyancy: Make a touched object weightless
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Resilient ReservoirR: Store hit point damage as magical energy.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Steal Size: Reduce a creature’s size, enlarge your own.
Tactical AdaptationF: Gain a combat feat for the spell's duration
Titanic Anchoring: Become grounded and nearly immovable.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Versatile Weapon: Weapon bypasses some DR.
Water Breathing: Subjects can breathe underwater.

Universal

Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.

4th-Level

Abjuration

Absorb Rune IM: Absorb a magic rune up to 3rd level, which can be moved or dispelled
Arcana Theft: Targeted dispel transfers an effect to you.
StoneskinMY: Grants DR 10/adamantine.
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

Conjuration

Anywhere but Here: Transport yourself and willing creatures to a random planar destination
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1.
Dimension DoorY: Teleports you a short distance.
Flash Forward: Charge, then teleport back to starting poisiton
Infernal Healing, Greater: As infernal healing, except using fast healing 4.
Pellet Blast: Creates an explosion of conjured metal pellets.
Poisonous Cloud: As per fog cloud, but lethally poisonous
Rising Water: Create a pillar of water
Shadow Invasion: Create an area of darkness that strengthens shadow spells and attracts kytons
Solid FogY: Blocks vision and slows movement.
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.

Evocation

Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Bestow Planar Infusion II: Grants the target the benefits of an improved planar infusino
Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Controlled Fireball: As fireball, but secretly deals less damage to your allies.
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dragon's BreathY: Gives you a dragon's breath weapon.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Martial TelekinesisR: As the combat maneuver version of telekinesis, with some additional changes
Pyrotechnic Eruption: Erupting flames burn a target several times.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Rope Tornado: Tornado-force winds knock creatures prone or from the air
Runic Overload: Charge magical runes to an explosive degree.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of IceY: Ice plane creates wall or hemisphere creates dome.
Wall of Sound: Sonic wall deflects and damages creatures.

Illusion

Complex Hallucination: Create a phantasm with effects for all senses.
Illusion of Treachery: Make it seem like another is responsible for your attacks.
Instant Fake: Provide a short-term replica of an object.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Quieting Weapons: Weapons make no sound and quiet their victims.

Necromancy

Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
SadomasochismR: Take more damage from opponents, but force them to become demoralized.

Transmutation

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Blightburn Weapon: Transform a weapon into pure blightburn.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Elemental Body IY: Turns you into a Small elemental.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.
Fey Form I: Assume the form of a Small or Medium fey creature
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Naga Shape IR: Take the form of a Large naga
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Rigor Mortis: Painfully swell a targets joints.
Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.
Tail Current: Create a current in water to enhance or impede swimming
Tailwind: Create a current of wind to enhance or impede flight
Telekinetic Maneuver: Perform a telekinetic combat maneuver.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Wing ThornsR: Sprout poisonous thorns from your wings.

5th-Level

Abjuration

Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.

Conjuration

Acidic SprayM: 1d6/level acid damage plus 1 round of acid.
CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Conjure Deadfall: Create a spiked falling block above the heads of your enemies.
Corrosive Consumption: Acidic patch damages an opponent.
Geyser: Creates a geyser of boiling water.
Grease, Greater: As grease, but with a greater area and/or targets
Surface Excursion: Temporarily teleport yourself and others to the surface
Teleport: Instantly transports you as far as 100 miles per level.
Wall of StoneY: Creates a stone wall that can be shaped.

Divination

Glimpse of TruthM: Gain true seeing for 1 round.
Mask from DivinationM: Protect a creature from divination effects

Evocation

Augmenting Wall: Create a wall of faintly shimmering elemental energy; this can be configured to allow ranged weapons to pass through it in one direction.
Burn CorruptionR: Scour the life in an area, especially Abyssal life.
Cone of ColdY: 1d6/level cold damage.
Cosmic Ray: Attack a creature with cosmic energy.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Furious Fire Barrage: Conjure balls of flame to throw.
Interposing Hand: Hand provides cover against 1 opponent.
Wall of ForceY: Wall is immune to damage.

Illusion

Scripted Hallucination: As complex hallucination, but without concentration.
Symbol of StrikingM: As symbol of death, but fills a 5-foot square.

Necromancy

Blood Boil: Boil the blood of your enemies, dealing constitution damage and causing fatigue.
Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels.
SoulswitchF: Swap your soul with your familiar’s.
Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.

Transmutation

Baleful PolymorphY: Transforms subject into harmless animal.
Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Bladed Dash, Greater: As Bladed Dash, except allowing you to make an attack against every creature you pass through during the dash.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Elemental Body IIY: Turns you into a Medium elemental.
Ether Step: Step briefly into the Ethereal Plane to avoid attacks and dangers that would otherwise harm you
Impart MindM: Impart a portion of your intellect and personality into a magical item.
Lighten Object, MassR: As lighten object, except for multiple objects.
Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Naga Shape IIR: As naga shape I, with improved abilities
Ooze Form I: Assume the form of a Small or Medium ooze creature
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Parchment Swarm: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.
Shapechanger's Gift: Temporarily change a target into an animal, humanoid, or monstrous humanoid
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
WaftR: Alter the targets so they are light enough to be carried by the wind.
Wind BladesR: Harden the air around the target into jagged invisible blades.
Wooden Wing ShieldR: Transmute your wings into a wooden shield-like barrier.

6th-Level

Abjuration

Absorb Rune IIM: As absorb rune I, but affecting a rune up to 5th level
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.
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.

Conjuration

Acid Fog: Fog deals acid damage.
Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them.
Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Wall of IronMY: 30 hp/four levels; can topple onto foes.

Divination

True SeeingM: Lets you see all things as they really are.

Evocation

Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Chains of FireR: As chain lightning but with fire damage, albeit at a shorter range.
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
Decapitate: Turn a critical hit into a decapitation.
Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Hellfire Ray: Damn creatures to Hell with a blast of pure hellfire.
Last Azlanti's Defending SwordF: Create a blade like mage’s sword that focuses more on defense.
Shield of the Dawnflower, GreaterR: Create a shield of sunlight.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.

Illusion

Illusion of Treachery, Greater: Make it seem like another is responsible for your attacks while concealing your own actions.
MisleadY: Turns you invisible and creates illusory double.
Triggered HallucinationM: As scripted hallucination, but it only appears when triggered.

Necromancy

Grim Stalker: Create a Grim to disrupt the targets sleep
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.

Transmutation

Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Borrowed TimeY: Take extra swift actions at the cost of Con damage.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
DisintegrateY: Reduces one creature or object to dust.
Elemental Body IIIY: Turns you into a Large elemental.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Fey Form II: assume the form of a Tiny or Large fey creature
Flesh to StoneY: Turns subject creature into statue.
Form of the Alien Dragon I: Turns you into a Medium esoteric or outer dragon.
Form of the Dragon IY: Turns you into a Medium dragon.
Monstrous Physique IVY: As monstrous physique III, with more abilities.
Naga Shape IIIR: As naga shape I, with greater abilities
Ooze Form II: Assume the form of a Large ooze creature
Stone to Flesh: Restores petrified creature.
TransformationY: You gain combat bonuses.
Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.