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Occult Rituals


Spiritualist 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

Abjuration

Resistance: Subject gains +1 on saving throws.

Conjuration

Stabilize: Cause a dying creature to stabilize.

Divination

Detect Magic: Detects spells and magic items within 60 ft.
Detect Psychic Significance: Find psychically charged items.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.

Enchantment

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

Evocation

Light: Object shines like a torch.
Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

Necromancy

Bleed: Cause a stabilized creature to resume dying.
Grave Words: Force a corpse to babble.

Transmutation

Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Virtue: Subject gains 1 temporary hp.

1st-Level

Abjuration

Alarm: Wards an area for 2 hours/level.
Endure ElementsY: Exist comfortably in hot or cold regions.
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.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
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: Invisible disc gives +4 to AC, blocks magic missiles.

Conjuration

Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
FumblestepR: Target takes -1 penalty to Reflex and Acrobatics, discharge to perform a trip combat maneuver.
Mage ArmorY: Gives subject +4 armor bonus.
Obscuring MistY: Fog surrounds you.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Summon Monster 1: Summons extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.

Divination

Anticipate PerilY: Target gains a bonus on one initiative check.
Comprehend Languages: You understand all languages.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Charm: Detect charm, compulsion, and possession effects in the area
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Good: Reveals creatures, spells, or objects of selected alignment.
Detect Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Discern Next of Kin: Read the target’s mind to learn about its family.
Identify: Gives +10 bonus to identify magic items.
Mindlink: Communicate a great deal of information in an instant.
Psychic Reading: Read surface thoughts to learn information about a subject.
Speechreader's Sight: Read lips from a distance

Enchantment

Implant Urge: Implant a subconscious goal into a creature
Telempathic Projection: Alter the target’s attitude or give bonuses to those interacting with the target.

Evocation

Dancing Darkness: Create four spheres of floating darkness.
Sanctify Corpse: Prevent a corpse from becoming an undead.

Illusion

Echo: Cause a sound to repeat itself
Ventriloquism: Throws voice for 1 min./level.

Necromancy

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Decompose Corpse: Turn a corpse into a clean skeleton.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Grasping CorpseM: Cause a corpse to grab or trip a foe
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Positive Pulse: Energy harms undead or bolsters the living
Preserve: Prevent objects from rotting and spoiling
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring

Transmutation

Alter Winds: Increase/decrease strength of natural winds.
Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.
Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.
Charge Object: Infuse psychic energy and ownership history into an item.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Feather FallY: Objects or creatures fall slowly.
LightfingersR: Cause target to drop one small object, or perform a disarm or steal combat maneuver.
Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.

2nd-Level

Abjuration

Escape Alarm: As alarm, but alerts you when a creatuer leaves the area
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Soul Vault: Protect your soul from harmful effects after death
Surmount AfflictionY: Temporarily suppress one condition.
With the Wind: Protect a target from being blown away by wind of less than windstorm force

Conjuration

Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Remove Paralysis: Frees creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions
Summon Monster 2: Summons extraplanar creature to fight for you.

Divination

AuguryMF: Learns whether an action will be good or bad.
Detect Magic, Greater: As detect magic, but learn more information.
Detect Thoughts: Allows “listening” to surface thoughts.
Enchantment Sight: See enchantment spells active on creatures
Mindshock: Charge your attacks with violent psychic energy.
Object Reading: Read psychic impressions left on an object.
See Invisibility: Reveals invisible creatures or objects.
Sense Fear: Perceive nearby creatures that are experiencing fear
Status: Monitors condition, position of allies.

Enchantment

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Emotive Block: Add an emotion component to all of the target’s spells.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Intensify Psyche: Amplify the targets emotions
Jealous Rage: Fill the target with a sense of entitled self-importance.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.

Evocation

Force Sword: Create a magical longsword made entirely of force.
Ghost Whip: Create a ghost touch whip that passes through objects.
Pilfering Hand: You may seize an object or manipulate it from afar.
Protective Penumbra: Shadow protects the target from light.
Spiritual Squire: Create an ally out of force to assist you in combat
Spiritual WeaponY: Magic weapon attacks on its own.

Illusion

Absurdity: Threats seem like a ridiculous farce.
Blur: Attacks miss subject 20% of the time.
Instigate Psychic Duel: Start a psychic duel between yourself and another creature.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Invisibility Bubble: As invisibility, but altered to work better underwater
Misdirection: Misleads divinations for one creature or object.
Phantom TrapM: Makes item seem trapped.
Shadow Claws: Claws of shadow deal slashing damage and Strength damage
Shifted Steps: Make a target sound as if elsewhere.
Twilight Haze: Illusory fog obscures vision.

Necromancy

Animate Dead, LesserM: Create one skeleton or zombie.
Bloodbath: Cause yourself and enemies to bleed.
Boneshaker: Momentarily control a living or undead creature's skeleton.
Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.
Catatonia: Make a willing target appear to be dead.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Mind Over Matter: Reassign ability damage/drain from one ability to another.
Necrostasis: Stagger an undead creature
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.

Transmutation

Disfiguring TouchY: Target becomes disfigured.
LevitateY: Subject moves up and down at your direction.
Quick Change: Use change shape as a swift action and surprise foes.

3rd-Level

Abjuration

Cloak of Winds: Creates a screen of wind around you.
Dispel MagicY: Cancels one magical spell or effect.
Free Spirit: Gain the effects of freedom of movement, but also become drunk
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
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.
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Sealed Life: Prevent a creature from transferring life force to or from others.
Selective Alarm: As alarm, but only against selected creatures.

Conjuration

Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Minor Creation: Creates one cloth or wood object.
Phantom Driver: Conjures a phantom to drive vehicles.
Phantom SteedY: Magic horse appears for 1 hour/level.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Disease: Cures all diseases affecting subject.
Summon Monster 3: Summons extraplanar creature to fight for you.
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.

Divination

Analyze Aura: Read a creature’s or an object’s alignment, emotion, health, and magic auras.
Aura Sight: Alignment auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Detect Anxieties: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Locate Object: Senses direction toward object (specific or type).
Pack Empathy: Create an empathic bond with allies.
Seek Thoughts: Detects thinking creatures' thoughts.
Tongues: Speak and understand any language.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.

Enchantment

Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.

Evocation

Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Force PunchY: Target takes force damage and is pushed away.
Helping Hand: Ghostly hand leads subject to you.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Shield of Darkness: Shield yourself with darkness, granting yourself total concealment.
Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.
Twilight Knife: Floating knife attacks with you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Appearance of Life: Undead appear to be alive
Displacement: Attacks miss subject 50% of the time.

Necromancy

Animate DeadMY: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/DeafnessY: Makes subject blinded or deafened.
Calamitous Flailing: Cause the target’s attacks to gain a miss chance.
Create Soul GemF: Draw a recently dead creature's soul into a gem.
Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability.
Cursed Treasure: Target object curses the next creature to touch it
Flesh PuppetM: Control a zombie in human guise.
Horrifying Visage: Cause creatures to gain a phobia
Howling Agony: Screaming pain limits the target's actions.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Object Possession, Lesser: Project your soul into an object, animating it.
Ray of Exhaustion: Ray makes subject exhausted.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
Riding Possession: As possession, but you observe instead of control the subject.
Sands of TimeY: Target temporarily ages.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Speak with Dead: Corpse answers one question/two levels.
Unliving Rage: As rage, except affecting only undead.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

Transmutation

Assume Appearance: Use a creature's corpse to adopt its form
Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.
Deft Digits: Animate a glove or gauntlet from a distance.
Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.
Fair is Foul: Curse someone with a disfiguring or painful mutation.
FlyY: Subject flies at speed of 60 ft.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Hostile Levitation: Levitates the targeted creature up off the ground.
Magic Fang, GreaterY: One natural weapon gets + 1/four levels (max +5).
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Rigor Mortis: Painfully swell a targets joints.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Tail Current: Create a current in water to enhance or impede swimming
Tailwind: Create a current of wind to enhance or impede flight
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.

4th-Level

Abjuration

Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Charon's Dispensation: Protection from the River Styx.
Conjuration Foil: Interfere with nearby teleportation effects.
Dimensional Anchor: Bars extradimensional movement.
Erase Impressions: Erase psychic impressions from an object.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Remove Curse: Frees object or person from curse.
Spell Immunity: Subject is immune to one spell per 4 levels.
Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings

Conjuration

Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Dimension DoorY: Teleports you a short distance.
Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Phantom Chariot: Conjures a quasi-real heavy chariot pulled by four horses.
Phantom Steed, Communal: As phantom steed, but you may divide the duration among creatures touched.
RestorationM: Restores level and ability score drains.
Solid FogY: Blocks vision and slows movement.
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Summon Monster 4: Summons extraplanar creature to fight for you.
Surface Excursion: Temporarily teleport yourself and others to the surface

Divination

Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Detect ScryingY: Alerts you to magical eavesdropping.
DivinationM: Provides useful advice for specific proposed actions.
Locate Creature: Indicates direction to known creature.
Reveal Emotions: Create an aura to exposes creature's emotional statebare.
Thoughtsense: Automatically detect nearby conscious creatures.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.

Enchantment

ConfusionY: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Mind Swap: Switch minds with another creature for 1 hour per level.
Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels.
Terrible Remorse: Creature is compelled to harm itself.

Evocation

Ectoplasmic Hand: Draw forth a ghostly, animated ectoplasmic hand to do your bidding.
Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.
Imbue with Spell Ability: Transfer spells to subject.
Spiritual Ally: Creates a divine ally to aid you.
Telekinetic Charge: Launches an ally through the air.

Illusion

Appearance of Life, Greater: As appearance of life, but deceiveing all of the senses
Aura Alteration: Masks a creature’s or an object’s alignment, emotion, health, and magic auras.
False FutureM: Cause divinations of the future to reveal the result you choose.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Asphixiation: Trick a creature into thinking it can't breathe.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Quieting Weapons: Weapons make no sound and quiet their victims.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Jaunt: Teleport, leaving an illusion of yourself in the space you left
Shadow Step: Teleport from one shadow to another.
Shadowform: Replace the target’s body with mystic shadow material, causing them to take less damage from attacks.
Telepathic Silence: Prevent all forms of telepathy in the area

Necromancy

Aura of Doom: Creatures in your aura become shaken.
Death Ward: Grants bonuses against death spells and negative energy.
Decollate: Target can safely remove its head
EnervationY: Subject gains 1d4 negative levels.
Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Fear: Subjects within cone flee for 1 round/level.
Flesh Puppet HordeM: Control multiple zombies in human guise.
Hasten Judgment: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes
Hunger for Flesh: Give a creature a bite attack and a hunger for its own kind's flesh.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Malediction: Banish a soul to Hell if it dies within the next minute.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures
Possession: Project your soul into a creature’s body.
Red Hand of the Killer: Stain the hand of a creature's killer red.
Speak with Haunt: Haunt answers one question/2 levels.
Torpid ReanimationM: Animate dead when a specific trigger condition occurs.
Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures

Transmutation

Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
Ghost BrandM: Allow an item to transform into a brand and back.
Irregular Size: Creature's limb shrivels
Majestic Image: As enter image, but also gain bonuses on social skills while in the image.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Slough: Slough off a target's skin.
Telekinetic Maneuver: Perform a telekinetic combat maneuver.

5th-Level

Abjuration

Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Dismissal: Forces a creature to return to native plane.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Nex's Secret WorkshopM: As nondetection, but any number of creatures or objects in the area
Spell Resistance: Subject gains SR 12 + level.

Conjuration

Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Call Spirit: Make the spirit of one creature manifest.
CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature.
Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.
Plane ShiftY: As many as 8 subjects travel to another plane.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster 5: Summons extraplanar creature to fight for you.
Teleport: Instantly transports you as far as 100 miles per level.

Divination

Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
Contact Other Plane: Lets you ask question of extraplanar entity.
Glimpse of TruthM: Gain true seeing for 1 round.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Remote Viewing: Gain psychic impressions from a distant location.
ScryingF: Spies on subject from a distance.
Telepathic Bond: Link lets allies communicate.

Enchantment

Dominate PersonY: Controls humanoid telepathically.
Feeblemind: Subject's Int and Cha drop to 1.
Foster Hatred: Cause creatures to hate one type of creature.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Pox of Rumors: Curse a creature to attract nasty rumors.

Evocation

Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Int.
Pain Strike, Mass: As pain strike, but affects multiple creatures.
SendingY: Delivers short message anywhere, instantly.
Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.
Wall of Sound: Sonic wall deflects and damages creatures.

Illusion

DreamY: Sends message to anyone sleeping.
False VisionM: Fools scrying with an illusion.
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Phantasmal Web: Catches subjects in illusory web.
Shadow Endurance: Conjure protective wisps of darkness made from shadow.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.

Necromancy

Besmara's Grasping Depths: Use the restless dead to down your targets
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
Curse, Major: As bestow curse, but harder to remove.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Flesh Wall: Create a wall of zombies
Object Possession: As lesser object possession, but with a larger object.
Phantom Limb: Create a semi-visible psychic manifestation of a limb, allowing a creature to replace a missing body part or parts.
Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level.
Slay Living: Touch attack deals 12d6 + 1 per level.
Suffocation: Target quickly suffocates to death.
Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.
Waves of Fatigue: Several targets become fatigued.
Withdraw Affliction: Remove an affliction and inflict it on another creature.

Transmutation

Disrupting Weapon: Melee weapon destroys undead.
Fickle Winds: Wind walls selectively block attacks.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Planar Adaptation: Resist harmful effects of other plane.
Shadow Body: Turn your body into a living shadow.
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
WaftR: Alter the targets so they are light enough to be carried by the wind.

6th-Level

Abjuration

Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself
Banishment: Banishes 2 HD/level of extraplanar creatures.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Impenetrable VeilM: Target can use stealth to hide from blindsight and blindsense as well as divination magic
RepulsionF: Creatures can't approach you.
Sealed Life, Greater: As sealed life, plus death ward and immunity to soul transference.

Conjuration

Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Getaway: Teleports you and select creatures to predetermined location.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Soul TransferM: Easily transfer a soul from one receptacle to another, or capture vulnerable souls that aren't bound to mortal flesh.
Summon Monster 6: Summons extraplanar creature to fight for you.
Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere.

Divination

Analyze DweomerF: Reveals magical aspects of subject.
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.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
PrognosticationM: Gain cryptic information from further in the future than divination.
SoulseekerM: Determine a soul's location
Telepathy: Communicate mentally with creatures within 100 ft.
True SeeingM: Lets you see all things as they really are.

Enchantment

Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

Evocation

Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane.
Leashed Shackles: Target is restricted to a specific location.

Illusion

Baleful Shadow Transmutation: Mutate someone’s shadow and trick the creature into believing they’ve transformed.
MisleadY: Turns you invisible and creates illusory double.
Shadow Transmutation: Alter a creature’s body with energy from the Shadow Plane, altering its form to match a shadow creature.
Shadow Walk: Step into shadow to travel rapidly.

Necromancy

Banshee Blast: Cone deals 1d4 per level and panics creatures.
Circle of DeathMY: Kills 1d4/level HD of creatures.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Eyebite: Target becomes panicked, sickened, and/or comatose.
HarmY: Deals 10 points/level damage to target.
Hunger for Flesh, Mass: Give creatures bite attacks and a hunger for their own kind's flesh.
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Possession, Greater: As possession, but your body vanishes.
Speak with Soul: Hold an extended conversation with a soul
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4).
Unwilling ShieldM: Subject shares wounds you receive.
Wither Limb: Make one of the creature's limbs useless.

Transmutation

DisintegrateY: Reduces one creature or object to dust.
DissolutionM: Cause a tiny item to vanish from existence.
Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
Phasic Challenge: Enemy and ally can only harm and be harmed by each other
TransformationY: You gain combat bonuses.
Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.