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Occult Rituals


Warpriest 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

Create Water: Creates 2 gallons/level of pure water.
Stabilize: Cause a dying creature to stabilize.

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.
Detect Poison: Detects poison in one creature or object.
Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject.
Grasp: Retry a Climb check as an immediate action
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.

Evocation

Light: Object shines like a torch.
Spark: Ignites flammable objects.

Necromancy

Bleed: Cause a stabilized creature to resume dying.
Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.

Transmutation

Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Vigor: Give someone a +1 bonus on their next melee damage roll.
Virtue: Subject gains 1 temporary hp.

1st-Level

Abjuration

Endure ElementsY: Exist comfortably in hot or cold regions.
Entropic ShieldY: Ranged attacks against you have 20% miss chance.
Fallback StrategyR: Gain a free re-roll while this spell is active.
Fastidiousness: Keep yourself and your equipment clean and dry
FirebellyR: Breathe fire and become resistant to it.
Hedging Weapons: Floating weapons protect you and make ranged attacks
Hide from Undead: Undead can't perceive one subject/level.
Obscure PoisonM: Make it harder to detect a poison or venomous creature.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
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.
Rite of Bodily PurityM: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison
Rite of Centered MindM: +1 to saves vs mind-affecting effects for 24 hours, discharge to reroll a failed save vs a mind-affecting effect.
SanctuaryY: Opponents can't attack you, and you can't attack.
Shield of FaithY: Aura grants +2 or higher deflection bonus.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Shield the Banner: Protect your tribe's banner with a sanctuary-like effect.
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.
Watchful EyeFRT: As shield other, but with a shorter duration and the requirement that you must maintain line of effect with whom you are linked to.
Waterproof: Target becomes waterproof for the spells duration
Winter FeathersR: Protect a feathered creature from the cold for a day.

Conjuration

Abundant Ammunition: Replaces nonmagical ammunition every round.
Air Bubble: Creates a small pocket of air around your head or an object.
Alleviate Addiction: Ignore the effects of addictions.
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Desperate Weapon: Create an improvised weapon.
Dream FeastR: Feed someone while they sleep.
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.
Instant Clot: Touched creature doesn't bleed
Instant Portrait: Create a portrait of a creature on the touched surface
Mighty Fist of the EarthRY: Fling a fist-sized rock at your opponent, this rock can channel your ki.
Murderous CrowR: Conjure a supernaturally vicious and clever crow to watch over you.
Obscuring MistY: Fog surrounds you.
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Songbird: Conjure music from a good-aligned plane
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.

Divination

Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath.
Comprehend Languages: You understand all languages.
Cultural Adaptation: Adapt to fit the local cultural
Cultural Adaptation (Taldan): Better impersonate the member of a specific culture.
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 Radiation: Detect radiation in the surrounding area.
Detect the Faithful: Find others of the same faith.
Detect Undead: Reveals undead within 60 ft.
Diagnose Disease: Detect and identify diseases.
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.
Karmic BlessingR: Target treats one skill of your choice as a class skill.
Know the EnemyY: Gain +10 on a monster Knowledge check.
Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour.
Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises
Planar Orientation: Locate places of power on your current plane
Read WeatherFR: Forecast the weather for the next 48 hours.
Rune TraceM: Learn information about a magical rune without triggering it
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
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
Tap Inner BeautyR: Grant yourself a +2 insight bonus to Charisma-related checks.
True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate

Enchantment

Abadar's TruthtellingR: Force the target to speak the truth.
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.
Coward's Cowl: Enhance a target’s defensive instincts.
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
FairnessR: Force humanoid creatures to trade fairly with each other.
Forbid Action: Target obeys command to not do something.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Moment of Greatness: Doubles a morale bonus.
Murderous CommandY: Target is compelled to kill its ally.
Opportunistic Loyalty: Temporarily act as an ally to benefit from other creatures’ spells.
Swallow Your FearR: Increase creatures' combat effectiveness when they under a fear effect.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.

Evocation

Bestow Planar Infusion I: Grant the target the effects of a planar infusion
Divine FavorY: You gain +1 per three levels on attack and damage rolls.
Sanctify Corpse: Prevent a corpse from becoming an undead.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.
Unwelcome HaloR: Force a halo around a target, preventing it from hiding in the dark.

Illusion

Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
Clarion Call: Make yourself heard over great distances.
Cloak of Secrets: Filter speech from a given area to sound like a different conversation.
Mirror Mantis: Creature sees an looming assassin whenever they see their reflection in a mirror
Shadow Trap: Pin someone’s target, causing them to become stuck.

Necromancy

Advanced ScurvyR: Force the target to contract an advanced form of scurvy.
Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Curse WaterM: Makes unholy water.
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).
Positive Pulse: Energy harms undead or bolsters the living
Preserve: Prevent objects from rotting and spoiling
Ray of Sickening: Ray makes subject sickened.
Restore Corpse: Skeletal corpse grows flesh.
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring
Touch of Blindness: Coat a creature’s eyes in darkness, blinding them.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.

Transmutation

AbstemiousnessR: Enhance simple food to provide greater nutrition.
Ant Haul: Triples carrying capacity of a creature.
Aspect of the NightingaleR: Your voice becomes clear and pleasant, like a nightingale.
Bless WaterM: Makes holy water.
Blessed Fist: Target doesn’t provoke attacks of opportunity with unarmed strikes.
Brightest Night: Grant improved low-light vision to several creatures
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
Ceremony: Harness divine power to create a ceremony.
Dancing Lantern: Animates a lantern that follows you.
Enhance WaterR: Transform water into an alcoholic beverage.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Ferment: Affected liquid becomes alcoholic
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.
Hairline FracturesR: Create hairline fractures in earth and stone.
Hidden Spring: Discover a temporary spring of fresh, flowing water
Ice ArmorR: Create a thick suit of ice armor.
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
Ironbloom SproutsFMR: Transform mushrooms into magical ironbloom mushrooms.
Keyhole: Create a keyhole in any door or enlarge an existing keyhole
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Lighten ObjectR: Decrease the target’s weight by half or reduce the armor check penalty of armor.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
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.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Resist Starvation: Last longer without food
Spirit Share: Grant beneficial liquids with a touch
Sun MetalY: Weapon touched bursts into flames.
Suspend Drowning: Targets temporarily stop drowning
Unhallowed Blows: One natural weapon or unarmed strike of subject undead gets +1 on attack and damage rolls
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-Level

Abjuration

AbeyanceM: Suppress the effects of a single curse.
Book Ward: Protect a book from fire, acid, and water.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Gird Ally: Grant your summoned creatures a deflection bonus to their AC.
Grace: Movement doesn't provoke attacks of opportunity.
Influence Wild Magic: Stabilize an area of primal magic
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.
Protection from Spores: Bolster a creature’s body against the harmful effects of spore and fungus.
Protection from Technology: +2 to AC and saves, plus additional protection against technology.
Radiation Ward: Protect a creature against radiation
Recentering Drone: Emit a calming drone so targets under the effect of negative conditions can suffer a lesser version of them instead.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Shield OtherFY: You take half of subject's damage.
Stabilize Pressure: Target immediately adjusts to the surrounding pressure
Stave Off Corruption: Protect against a corruption's progression.
Suppress Charms and Compulsions: Either grant a bonus to saves against, or suppress, charm and compulsion spells
Surmount AfflictionY: Temporarily suppress one condition.
Sympathetic WoundsMR: Force half of the damage you take onto another creature.
Undetectable Alignment: Conceals alignment for 24 hours.

Conjuration

Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another
Alter Summoned Monster: Swap one summoned creature with another.
Blessing of Courage and Life: Grants a +2 bonus on saves vs. fear and death.
Cloud of SeasicknessR: Create a sickening cloud that mimics the effects of seasickness.
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.
Drunkard's BreathR: Spew a noxious cloud in a 30 ft. cone.
Hanspur's Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
Instant Armor: Summon armor temporarily replacing your current attire.
Instant Weapon: Summon a melee weapon to wield.
Lead Plating: Enclose the target in a thin sheath of lead.
Path of Glory: Create an expanding glow that heals allies within it of 1 hp of damage.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Restful Cloak: Enchanted cloak functions as a tent
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Returning Weapon: Grants a weapon the returning special weapon quality.
Rock Whip: Create a whip that passes through unworked stone
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
Summon Cacodaemon: Summon a cacodaemon.
Summon Monster 2: Summons extraplanar creature to fight for you.
Web Shelter: Create a comfortable shelter made of webbing.

Divination

Ancestral Communion: Contact the spirits of your ancestors to bolster your own knowledge.
AuguryMF: Learns whether an action will be good or bad.
Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area.
Build Trust: Gain various bonuses when interacting with the target.
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Detect Magic, Greater: As detect magic, but learn more information.
Detect Relations: Detect whether or not creatures are related by blood.
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.
Halfling Vengeance: Grant a Small creature the ability to make debilitating blows with daggers and slings
Know Peerage: Target uses your Knowledge (nobility) ranks.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Locate Portal: Detect portals within range
Page-Bound Epiphany: Fill an empty book with knowledge on a topic from around the world.
Preserve GraceF: Grant a creature the guidence of a phylactery of faithfulness
Reveal True ShapeM: Reveal the true form of a magically disguised/transformed creature.
Secret SpeechR: Send secret messages to others within normal speech.
Sense Madness: Determine mental disturbances in nearby creatures
Share Language: Subject understands chosen language.
Spell GaugeR: Discover some spells the target has prepared.
Status: Monitors condition, position of allies.
Storm Sight: Spread your senses through a storm, learning about other creatures affected by the weather
Track Ship: Use a piece of a ship to track it on a nautical chart.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Undeath Sense: As per detect undead, but affecting a creature you touch
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.

Enchantment

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
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.
Compassionate Ally: Target is compelled to help injured ally.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Delay Pain: Ignore pain for 1 hour/level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Hold Fey: As hold person, but targets fey
Hold Person: Paralyzes one humanoid for 1 round/level.
Intensify Psyche: Amplify the targets emotions
Mortal Terror: Frighten creature with an existential crisis
Peacemaker's ParleyRT: Quickly manipulate unfriendly or hostile creatures with diplomacy.
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Touch of Mercy: Change the damage a creature can deal from lethal to nonlethal.
Vexing Miscalculation: Prevent the target from scoring critical hits.
Zone of Truth: Subjects within range cannot lie.

Evocation

Admonishing Ray: Fire multiple rays that deal nonlethal force.
Arrow of Law: Harm and possibly daze chaotic creatures.
Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.
Burst of Radiance: Fill the area with a blinding light.
ConsecrateMY: Fills area with positive energy, weakening undead.
Contact Entity I: Ask eldritch entities to find and converse with you
DarknessY: 20-ft. radius of supernatural shadow.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
DesecrateMY: Fills area with negative energy, making undead stronger.
Dread Bolt: Harm and possibly sicken good creatures.
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
Flickering Lights: Create an area of inconsistent lighting.
Ghost Whip: Create a ghost touch whip that passes through objects.
Gozreh's TridentR: Create a forked trident of electricity.
Heroic FortuneFM: Grant a temporary hero point.
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.
Pilfering Hand: You may seize an object or manipulate it from afar.
Protective Penumbra: Shadow protects the target from light.
Revealing Light: As light, but hampers Stealth checks
Sacred SpaceR: Sanctify an area with holy power.
Shard of Chaos: Harm and possibly slow lawful creatures.
ShatterY: Sonic vibration damages objects or crystalline creatures.
Sound Burst: Deals 1d8 sonic damage and may stun subjects.
Spear of Purity: Harm and possibly blind evil creatures.
Spiritual Squire: Create an ally out of force to assist you in combat
Spiritual WeaponY: Magic weapon attacks on its own.

Illusion

Dark Whispers: Whisper through the shadows.
Display Aversion: Create an illusion to repulse a vampire.
Inner Focus: Ignore divine focus components of your spells.
Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Semblance of FleshR: Disguise a construct as a creature of flesh.
SilenceY: Negates sound in 20-ft. radius.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Trail of the RoseR: Cause a rose to leave a scented trail along your path as you move.

Necromancy

Animate Dead, LesserM: Create one skeleton or zombie.
Blood in the Water: Enhance those with a blood frenzy.
Blood of the Martyr: Cause someone to bleed from every orifice; drinking this blood will heal your wounds.
Bloodbath: Cause yourself and enemies to bleed.
Bloody Tears and Jagged SmileR: Become more intimidating with black eyes that weep blood and turn your teeth into jagged fangs.
Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons.
Boneshaker: Momentarily control a living or undead creature's skeleton.
Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.
Curse ItemR: Curse an object to make it flawed and prone to failure.
Curse Terrain, LesserM: Curse an area with three mild hazards
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.
Deathwine: Turn a potion into a pool of necromantic energy.
Defending BoneR: Animate a bone to float near you and block physical attacks.
Dress Corpse: Doctor the evidence on a corpse.
Enemy's HeartR: Absorb an enemy’s power by eating it’s heart.
Gentle Repose: Preserves one corpse.
Ghoul HungerR: Awaken an unnatural hunger in the target, causing it to seek out humanoid flesh.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Necromantic Burden: Make undead more difficult to control.
Necrostasis: Stagger an undead creature
Night Blindness: Impair target’s vision as if it were darker.
Outbreak: Diseased creatures in the area become extremely contagious
Sentry SkullMR: Create a grisly sentinel from the severed head of a humanoid or monstrous humanoid.
Shared SacrificeR: Create a link to the target and direct pain and damage through it.
Unliving Rage: As rage, except affecting only undead.
Urgathoa's Beacon: Cause creatures to attract the attention of undead

Transmutation

Aboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air.
Air Step: Tread unsteadily on air, with limitations.
Alchemical TinkeringR: Transform an alchemical item or firearm into another similar item.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Amplify Stench: Amplify your natural stench ability.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Ashen Path: Allow one or more creatures to ignore airborne effects and see through magical smoke and fog
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blood BlazeR: Ignite the blood of those who come near you.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Brittle PortalR: Reduce the hardness of objects within the area.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Diminish Resistance: Weaken a creature's resistance to one type of energy
Disfiguring TouchY: Target becomes disfigured.
Dwarven VeilRT: Enhance a target's dwarf-like qualities, giving it a +2 bonus to influence dwarves.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Effortless Armor: Armor you wear no longer slows your speed.
Eroding Ray: ranged touch attack deals 2d6 to construct or object, +1 ray/four levels (max 3)
Fear the Sun: Impose light blindness on your enemies.
First World RevisionsR: As ancestral regression but for disguising a wayang as a gnome.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
GroundswellR: Raise the ground up underneath you.
Holy Ice WeaponM: Create a masterwork weapon made of frozen holy water.
Imbue with Aura: Target emulates your cleric aura.
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.
Invigorating Poison: Transform the negative effects of a poison into positive ones.
Ironskin: Harden your skin into iron.
Life ChannelR: Allow those with affinity to negative energy to gain healing from positive energy.
Magic Boulder: As magic stone, but with boulders.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Make WholeY: Repairs an object.
Marching Chant: Allies can hustle without penalty while you sing or chant.
Martyr's Bargain: Delay the effects of damage dealt to you.
Masterwork Transformation: Make a normal item into a masterwork one.
Overstimulate: Target creature gains the ferocity ability
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
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
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons.
Solidify Earth: Harden earth and stone, impeding burrowing creatures
Staggering Fall: Make a falling creature hit the ground harder.
Stoke the Inner FireR: Increase the natural heat of your body, transferring it to weapons and armor.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Transmute Wine to Blood: Transform a bottle of fine wine into a pint of animal blood.
Unholy Ice WeaponM: Create a masterwork weapon made of frozen unholy water.
Violent Accident: Curse a target to have a lethal accident in the near future
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
Visualization of the MindM: Gain a +5 bonus on checks with one mental ability score for 24 hours, discharge for a one-time mental boost
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.
Weapon of Awe: Weapon gets +2 on damage rolls.

3rd-Level

Abjuration

Aura of Inviolate Ownership: Ward your attended items against theft.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Dispel MagicY: Cancels one magical spell or effect.
Disrupt Silence: Disrupt all silence effects in an area.
Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
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
Glyph of WardingMY: Inscription harms those who pass it.
Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check
Hide from Undead, Greater: As per hide from undead, but doesn't automatically end due to combat actions
Homeward Bound: Return a creature to its home plane
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.
Numerological Resistance: Use the Path of Numbers to grant your allies resilience in the face of elemental dangers.
Obscure Object: Masks object against scrying.
Pressure Adaptation: Target acclimates to pressure changes more quickly
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
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
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.
Tactical FormationRT: Grant targets a bonus to AC so long as they remain in formation.

Conjuration

Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Create Food and Water: Feeds three humans (or one horse)/level.
Curative DistillationM: Enhance an healing remady
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
Infernal Challenger: Summon a bearded devil to preform a Hellknight initiation
Iron Stake: Hurl a spike of cold iron at a foe
Irradiate: Flood an area with dangerous radiation.
Life Current: Infuse a current with positive energy, healing all living creatures within
Life Shield: Ward yourself with positive energy so any attacking undead take damage.
Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy.
Martyr's Last BlessingR: Burst with healing energy when you are dying or killed.
Minor Reversion: Store a replica of yourself in the Akashic Record, end the spell when injured to be healed 1d8+1/level
Planar InquiryM: Call an outsider to answer questions
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Disease: Cures all diseases affecting subject.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Sacred BondFY: Cast touch healing spells from a distance.
Sand Whirlwind: Create a whirling cloud of sand around someone, making it harder for them to speak.
Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp
Spiral Ascent: Teleport straight upwards
Storm of Blades: Create swords and propel them towards your target.
Summon Ancestral Guardian: Conjure your ancestors' spirits to help you in combat.
Summon Monster 3: Summons extraplanar creature to fight for you.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Symbol of HealingM: Triggered rune heals living creatures.
Teratoid Caress: Imbue a creature with disfiguring abyssal energy, harming them when they use celestial or healing magic
Unlife Current: Infuse a current with negative energy, damaging all living creatures within
Waters of LamashtuMY: Create a poison which looks like clean and pure water.

Divination

Aura Sight: Alignment auras become visible to you.
Beacon of LuckR: Send out a burst of luck to allies around you.
Blood Biography: Learn about a creature with its blood.
Calculated Luck: Use the Path of Numbers to boost your combat preparedness.
Detect Anxieties: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Elemental Speech: Enables you to speak to elementals and some creatures.
Fortune's PathMF: Gain a glimpse of the future
Guiding Star: Know approximate distance from where you cast this spell.
Locate Object: Senses direction toward object (specific or type).
Mark of Obvious Ethics: Other creatures can determine the target’s alignment.
Pack Empathy: Create an empathic bond with allies.
Reveal Mirage: Discern illusory terrain from range.
Revelation: Gain great insight into the inner workings of a puzzle, device, or trap.
Riversight: See events transpiring along a natural watercourse you touch.
See BeyondM: +5 Perception (+10 vs ethereal or invisible) for 24 hours, discharge to temporarily gain x-ray vision
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Shared Training: Share your teamwork feats with allies
Skyshroud: Unobstructed view of the sky from underground
Spirit BondsM: Gain a bond with 1 creature/3 levels for 24 hours. End bond to send a message as Sending
Unravel Destiny: Creature takes a penalty to rolls based on number of hero points possessed.
Unspoken Name: Learn when a nearby creature refers to you with a particular name or title
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.

Enchantment

Bestow InsightR: Grant the target a bonus on a skill check and consider them trained.
Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC.
Champion's BoutR: Prevent others from interfering in a duel.
Charitable Impulse: Compel a creature to aid others rather than use violence.
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.
Lover's VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Mind Maze: Target must act as though they are wandering through a maze.
PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty.
Severed Fate: Prevent the target from using hero points.
Slave to Sin: Draw out a creatures inner sin

Evocation

Agonize: Pain encourages an outsider to obey you.
Archon's Aura: Aura penalizes enemy attacks and AC.
Chain of Perdition: Creates a floating chain of force.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Contact Entity II: Ask more powerful entities to find and converse with you
Continual FlameM: Makes a permanent, heatless light.
Damnation: Punish creatures for evil spells they know or that affect them
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses.
Final Sacrifice: Cause a summoned creature to explode.
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Helping Hand: Ghostly hand leads subject to you.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Lightning Lash: Create a cackling lash of unholy lightning.
Moonrise Arrow: Imbue ammunition with damaging silver light
RechargeM: Restore charges to a technological item.
Screaming Flames: Send forth a wave a flames screaming with the agony of the damned
Searing LightY: Ray deals 1d8/two levels damage (more against undead).
Shield of Darkness: Shield yourself with darkness, granting yourself total concealment.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
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.
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.
Wrathful Mantle: Subject shines and gets +1/four levels on all saves.

Illusion

Agonizing RebukeR: Force your attacker to suffer mental pain when harming you.
Appearance of Life: Undead appear to be alive
Shadowmind: Force a target to see more darkness around them.
Vision of Hell: Illusory hellscape makes creatures shaken.

Necromancy

Aggravate Affliction: Force ongoing afflictions to trigger.
Animate DeadMY: Creates undead skeletons and zombies.
Aura of Cannibalism: Sap the strength of those around you.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Bleed Glory: Increase the cost to use mythic power.
Blindness/DeafnessY: Makes subject blinded or deafened.
Catatonia: Make a willing target appear to be dead.
ContagionY: Infects subject with chosen disease.
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
Deadly Juggernaut: Your might increases with every kill you make.
Flesh PuppetM: Control a zombie in human guise.
Healing Leak: Touched target only gains and grants half the benefits from magical healing
Horrifying Visage: Cause creatures to gain a phobia
Hydrophobia: Make targets become deathly afraid of water.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Ki Leech: Add to your ki pool when you critically hit.
Mathematical Curse: Use the Path of Numbers to place a mathematical curse on someone.
Nap StackM: Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.
Oath of JusticeRT: Seal an oath between two creatures.
Project WeaknessR: Curse the target with the weaknesses of your vampirism.
Reaper's Coterie: Target weapon gains bonus damage for defeating enemies.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Sands of TimeY: Target temporarily ages.
Sharesister: Take a negative level to grant another creature of the same gender a bonus on their casting ability.
Skeleton Crew: Turn corpses into obedient skeleton crew.
Speak with Dead: Corpse answers one question/two levels.
Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.

Transmutation

Air Breathing: Allow creatures to breathe air.
Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.
Badger's Ferocity: Weapons are keen while you concentrate.
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.
Blot: Destroy all writing within an area.
Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Contact High: Duplicate a drug’s effects on others.
Contest of Skill: Cause two creatures to automatically fail to confirm critical hits
Control Vermin: Control a number of vermin for you and your allies to ride.
Daggermark's Exchange: Transmute one poison into another of equal or lesser value
Detoxify: Remove a creature's ability to poison others
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Fair is Foul: Curse someone with a disfiguring or painful mutation.
Forced Mutation: Warp a creature's flesh, inflicting deformaties and penalties to Constitution and Charisma
Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
Irregular Size: Creature's limb shrivels
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
Mark of Buoyancy: Make a touched object weightless
Meld into Stone: You and your gear merge with stone.
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Planned AssaultRT: Increase the effectiveness of actions planned in advance.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Qlippoth Appearance: Assault the mind of your enemies with your hideous face
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
Sebaceous TwinR: Extract a half-formed parasitic clone from the target, causing it to siphon blood and distract its host.
Share Glory: Imbue targets with a fraction of your mythic nature.
Shield of WingsR: Five burning wings grant you flight and protect you from fire.
Sky SwimR: Allow the target to swim through the air.
Steal Years: Temporarily steal youth and vitality from the target.
Stone ShapeY: Sculpts stone into any shape.
Titanic Anchoring: Become grounded and nearly immovable.
Transfer Regeneration: Bestow your regeneration on your allies.
Unhallowed Blows, Greater: As per unhallowed blows, but a +1 bonus per 4 caster levels
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.

Universal

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

4th-Level

Abjuration

Absolution: Removes enchantments and forgives actions taken under their effects.
Absorb Rune IM: Absorb a magic rune up to 3rd level, which can be moved or dispelled
Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Charon's Dispensation: Protection from the River Styx.
Devil SnareM: Create an invisible circle to trap outsiders.
Dimensional Anchor: Bars extradimensional movement.
Dismissal: Forces a creature to return to native plane.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Firewalker's MeditationM: resist fire 5, DR 5/magic, +4 to saves vs pain for 24 hours, discharge to temporarily increase to resist 30, DR 10, and immunity to pain
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Guardian of Faith: Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Magic Circle Against Technology: Protects those in an area with protection from technology, and other effects that suppress or resist technology.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear.
Soothe Construct: Reduce the berserk chance of a construct.
Spell Immunity: Subject is immune to one spell per 4 levels.
Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.
Suppress Primal Magic: Suppress the effects of primal magic.
Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.
Unholy Ward: Resist damage from holy sources, smite evil, etc.
Ward of the SeasonR: Enhance a creature with the power of a season.
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.

Conjuration

Ancestral Gift: Summon an ancestor to bring you a ghostly, magical weapon.
Bountiful Banquet: Create a luxurious feast for two creatures/level.
Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1.
Create Drug: Conjure a drug.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash
Fleshworm Infestation: Worms deal hp and Dex damage.
Hallucinogenic Smoke: Exhale a cone of smoke which disorients those caught inside. It has a side effect of improving the effects of augury when cast within.
Healing Flames: Holy flames damage evil creatures and heal good creatures
Infernal Healing, Greater: As infernal healing, except using fast healing 4.
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Janni's Jaunt: As plane shift, but only works on willing creatures and only transports to the Inner Planes
Master's Escape: Create a link between you and a summoned creature, allowing you to switch places.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Path of Glory, Greater: Create an expanding glow that heals allies within it of 5 hp of damage.
Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature.
Purify Body: Heal a creature and remove its physical impairments
Remove Radioactivity: Remove radiation effects from a target.
Replenish KiR: Attune the target’s energy to replenish their ki pool.
RestorationM: Restores level and ability score drains.
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Summon Accuser: Summon an accuser devil to do your bidding.
Summon Barghest I: Summon a barghest to serve you
Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons.
Summon Genie, LesserF: As summon monster I, except you can summon one janni.
Summon Monster 4: Summons extraplanar creature to fight for you.
Summon Ship: Conjure a ship out of extradimensional materials

Divination

Discern Lies: Reveals deliberate falsehoods.
DivinationM: Provides useful advice for specific proposed actions.
Gilded WhispersM: Use a single coin as a conduit for eavesdropping.
Glimpse of TruthM: Gain true seeing for 1 round.
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Speak with Plane: Speak with a manifestation of a sentient plane
Symbol of RevelationM: Triggered symbol reveals illusions.
Tongues: Speak and understand any language.
Traveling DreamR: Create a magical sensor that you can watch through while you sleep.

Enchantment

Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Bereave: Affected creatures don't count as allies for any purpose
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Sacrifice: Make a sacrifice to aid conjuring and commanding a planar creature.
Terrible Remorse: Creature is compelled to harm itself.

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
Bit of LuckR: Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success
Blood Crow StrikeY: Unarmed strikes create crows that deal fire and negative energy damage.
Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Burst with Light: Fill the target with powerful and damaging light.
Chaos HammerY: Harms and slows lawful creatures (1d8 damage/2 levels).
Deadman's ContingencyF: Set one of a list of contingencies for your demise.
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).
Imbue with Spell Ability: Transfer spells to subject.
Order's WrathY: Harms and dazes chaotic creatures (1d8 damage/2 levels).
SendingY: Delivers short message anywhere, instantly.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Spiritual Ally: Creates a divine ally to aid you.
Unholy BlightY: Harms and sickens good creatures (1d8 damage/2 levels).
Water Shield: Surround yourself with a protective spout of acid.

Illusion

False FutureM: Cause divinations of the future to reveal the result you choose.
Quieting Weapons: Weapons make no sound and quiet their victims.
Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.

Necromancy

Aura of Doom: Creatures in your aura become shaken.
Black Spot: Inflict a specific and feared pirate curse onto your target.
Bloatbomb: Kill a weak creature and turn its corpse into an explosive trap.
Calamitous Flailing: Cause the target’s attacks to gain a miss chance.
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
Curse of Unexpected DeathR: Curse a creature with a chance of instant and unexpected death.
Curse TerrainM: Curse an area with four hazards
Daemon WardM: As death ward, but against daemons.
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.
Flesh Puppet HordeM: Control multiple zombies in human guise.
Frigid Souls: Disrupt and dispel spells that protect against cold
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).
Infuse Effigy: Infuse an effigy with a powerful curse.
Malediction: Banish a soul to Hell if it dies within the next minute.
Mythic Severance: Restrict target’s access to its mythic power.
Nature's Ravages: Speed up the decomposition of a corpse.
Plague Carrier: Target's attacks carry filth fever.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
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.
Rest Eternal: Dead creature cannot be revived.
Speak with Haunt: Haunt answers one question/2 levels.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Torpid ReanimationM: Animate dead when a specific trigger condition occurs.
Umbral Infusion: Infuse mindless undead with power from the Shadow Plane, increasing their power.
Undeath Inversion: Alter an undead creature’s energy affinity so it takes damage from negative energy and heals from positive energy.
Virulence: Quickly advance the spread of diseases within the targeted creatures.
Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures

Transmutation

Abyssal VerminR: Infuse vermin with fiendish qualities.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Alter River: Alter the flow of water in a natural freshwater channel.
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Blade of Light: Imbue a weapon with sunlight, making it bane to the undead
Blessing of FervorY: Gives allies a choice of benefits.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Concealed Breath: Hold breath without negative effects
Control Water: Raises or lowers bodies of water.
Crimson Breath: Spit poison at a creature
Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin.
Gift of the Deep: Grant a sahuagin unique powers like mutants.
Heavy Water: Make water heavier and harder to swim through.
Iron Spine: Turn creatures skeleton into sharp iron, increased effect against creatures vulnerable to cold iron
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Majestic Image: As enter image, but also gain bonuses on social skills while in the image.
Make Whole, Greater: As make whole, but repairs 1d6+1/level damage to a max of 10d6+10.
Mark of the Reptile God: Mark a creature with an acidic curse.
Mighty StrengthRT: As bull’s strength, except it grants a +8 enhancement bonus to Strength.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Planar Adaptation: Resist harmful effects of other plane.
Planetary Adaptation: As planar adaptation, but only on different worlds of the Material Plane.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Ride The Waves: Target can breathe water and swim.
Rigor Mortis: Painfully swell a targets joints.
Spit Venom: Spit blinding black adder venom.
Sword to Snake: Change an object into a venemous creature.
Symbol of SlowingM: Triggered rune slows creatures.
Tail Current: Create a current in water to enhance or impede swimming
Tailwind: Create a current of wind to enhance or impede flight
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Warp Metal: Warp wood, affecting metal objects
Wave Form: Briefly turn into a huge wave that knocks down everything in your path
Wrathful Weapon: Enhance a weapon with the anarchic, axiomatic, holy, or unholy special ability.

5th-Level

Abjuration

AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change.
Ban Corruption: Eliminate the gifts of a nearby corrupted creature
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Curse of Magic NegationM: Target gains the negated spellblight.
Darkvault: Ward shadows so light cannot penetrate them.
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.
Life Bubble: Protects creatures from sustained environmental effects.
Siphon Magic: Transfer a magical effect from another creature to yourself.
Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched.
Spell Resistance: Subject gains SR 12 + level.
Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you.
Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies.
Talisman of Reprieve: Create an item that protects against the effects of an aligned plane
Undeath Ward: Create a barrier to repel undead.

Conjuration

Army Across Time: As ally across time, but more cubes and more duplicates
Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Call Spirit: Make the spirit of one creature manifest.
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
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.
Greater Reversion: As minor reversion, but healing 3d8+1/level
Insect Plague: Wasp swarms attack creatures.
Invigorating ReposeRT: Enhance your spells that bring the dead back to life.
Pillar of LifeY: Created pillar heals 2d8 + 1/level (max +20).
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.
Sand Whirlwind, Greater: Create a large whirlwind of sand, blinding and hampering the ability to speak of those within.
Summon Ceustodaemon: Summon a ceustodaemon.
Summon GenieF: As lesser summon genie, except summon one djinni or 1d3 jann.
Summon Infernal Host: Summon host devils.
Summon Lesser Demon: As summon monster, except to summon a brimorak, incubus, thoxel demon, 1d3 schir demons, or 1d4+1 vermlek demons.
Summon Lesser Psychopomp: Summon 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps.
Summon Monster 5: Summons extraplanar creature to fight for you.
Unleash Pandemonium: Call upon the wild winds of the Abyssal atmosphere.
Wall of Clockwork: Create a wall made up of spinning cogs and gears.
Wall of StoneY: Creates a stone wall that can be shaped.

Divination

Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
CommuneM: Deity answers one yes-or-no question/level.
Commune with Plane: Learn about local planar terrain
DungeonsightF: Receive a clear and memorable view of the layout of the nearby area.
Locate Gate: Find a nearby magical portal
ScryingF: Spies on subject from a distance.
Symbol of ScryingM: Triggered rune activates scrying sensor.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
True SeeingM: Lets you see all things as they really are.

Enchantment

Burst of GloryR: Increase your allie’s attack rolls, saves against fear, and hit points.
Command, Greater: As command, but affects one subject/level.
Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Compelling Rant: People believe your ridiculous speech as long as you keep talking
Constricting CoilsR: Paralyze a target with constricting snake coils.
Forbid Action, Greater: As forbid action, but 1 creature/level.
Heretic's TongueR: Fill the target’s mind with blasphemous thoughts, blocking them from some magical abilities temporarily.
Hymn of Mercy: As touch of mercy, except affecting an area.
Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.
Seek Shelter: Weak creatures are compelled to seek shelter
Serenity: Peaceful feelings harm those attempting violence.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Touch of Slumber: Touched nonhostile creature falls asleep
Untold Wonder: Treat penalties from emotion effects as bonuses instead

Evocation

Cleanse: As heal, but only cures 4d8 damage +1/level (max +25).
Cleansing Fire: Create a ring of fire that damages creatures passing through and dispels evil magic within
Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
HallowM: Designates location as holy.
Heroic Fortune, MassFM: As heroic fortune, but with multiple people.
Profane Nimbus: Unholy energy damages good creatures that attack you and protects you from good attacks.
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
Smite AbominationR: Emulate a paladin’s power to smite undead.
Spellcasting Contract, LesserR: Forge a contract to grant someone spellcasting abilities.
UnhallowM: Designates location as unholy.
Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.

Illusion

Appearance of Life, Greater: As appearance of life, but deceiveing all of the senses
Charnel House: Create an area of semi-real gore
Respectful QuietR: Render all targets silent, but only one-way.
Symbol of StrikingM: As symbol of death, but fills a 5-foot square.
Village VeilR: Make an area seem worthless to others.

Necromancy

Astral Projection, LesserM: Limited astral travel.
Blood Tentacles: Create writhing tentacles from your chest.
Blood Ties: When a target is harmed, so is the target's relative.
Boneshatter: Create fractures and splinters in the bones/carapace of a creature.
Contagion, Greater: Infect a subject with a magical disease.
Curse, Major: As bestow curse, but harder to remove.
Daywalker: Reshape an undead creature to appear living.
Decollate: Target can safely remove its head
Hasten Judgment: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Khain's Army: Create a small squad of ghouls led by a ghast, charged with necromantic energy.
Mark of Justice: Designates action that triggers curse on subject.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Slay Living: Touch attack deals 12d6 + 1 per level.
SoulswitchF: Swap your soul with your familiar’s.
Spawn WardR: Protect the target from energy drain, blood drain, and being made into undead spawn.
Steal Power: Sap mythic power from another creature.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.

Transmutation

Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Angelic Aspect: As angelic aspect, lesser with improved angelic qualities.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Disrupting Weapon: Melee weapon destroys undead.
Fickle Winds: Wind walls selectively block attacks.
Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour
GeniekindY: Gain the power and influence of a genie.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Holy IceM: Create wall or javelins of frozen holy water.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Lighten Object, MassR: As lighten object, except for multiple objects.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Rapid Repair: Construct gains fast healing 5.
RebootF: Bring a destroyed construct back to action for a limited time.
Reprobation: Marked target is shunned by your religion.
Righteous Might: Your size increases, and you gain bonuses in combat.
Sanctify Weapons: Allow all weapons in the area to bypass a specific type of fiendish DR.
Sawtooth Terrain: Cause giant mantis limbs to sprout from the ground, damaging and cripping creatures
Slough: Slough off a target's skin.
Snake Staff: Transforms wood into snakes to fight for you.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
Sun's Disdain, Mass: As sun's disdain, but targeting multiple creatures
Treasure StitchingM: Objects on cloth become embroidered.
Unholy IceM: Create wall or javelins of frozen unholy water.
Vile Dog Transformation: Transform ordinary dogs into fiendish minions.
WaftR: Alter the targets so they are light enough to be carried by the wind.

6th-Level

Abjuration

Absorb Rune IIM: As absorb rune I, but affecting a rune up to 5th level
Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Discharge, Greater: As discharge, but with greater effects that can effect an area.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dust Ward: Ward an item so it will be destroyed if others try to learn its purpose or use it.
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.
Seer's BaneR: As nondetection, but damages those who cast divination spells on the warded creature/item.
Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine).
Spellcrash: Target loses a 5th-level prepared spell or spell slot.
Symbol of SealingM: Create triggered wall of force.
Wall of Silver: Wall of energy that only blocks and affects evil creatures and spells

Conjuration

Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel.
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.
Eaglesoul: Infuse yourself with power from a good-aligned outsider.
Genius Avaricious: Channel the power of Mammon into a single coin.
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
Joyful Rapture: Negate harmful emotions.
Minor Reversion, Mass: As minor reversion, but one creature per level
Music of the Spheres: Amplify music of the spheres to grant fast healing, resistance, and saving throw bonuses to all creatures in the area.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Open the Dead Roads: Open a path to the Dead Roads, speeding your travel on the Material Plane or the Boneyard
Planar AllyM: As lesser planar ally, but up to 12 HD.
Realm Retribution: Target's attacks count as being of your alignment, can banish creature's critically hit to an Outer Plane matching your alignment
Roaming PitM: Create a mobile extradimensional pit
Summon Barghest II: Summon a greater barghest or 1d3 normal barghest
Summon Genie, GreaterF: As lesser summon genie, except summon one shaitan, 1d3 djinn, or 1d4+1 jann.
Summon Laborers: Summon helpful petitioners to aid in construction and labor.
Summon Monster 6: Summons extraplanar creature to fight for you.
Summon Stampede: Conjure a herd of aurochs to trample your enemies.
Summon Vanth: Summon a single vanth psychopomp.
Sustaining Legend: Amplify the mythic powers of the target creatures, bolstering them with healing energy.
Vermicious Assumption: Call upon a vermlek demon to invade and inhabit the body of a nearby corpse.
Word of Recall: Teleports you back to designated place.

Divination

Commune with TextsM: Quckly search though a collection of texts to find the right information
Contact NalfeshneeMF:
Find the Path: Shows most direct way to a location.
Perceive BetrayalF: Sense when nearby creatures have tratorous intent towards your lord
PrognosticationM: Gain cryptic information from further in the future than divination.
Sarzari Shadow MemoryM: Learn information to aid you in assassinating a creature
TruespeakR: Communicate with any creature with a mind.

Enchantment

Bless Army: (Mass Combat Spell) +1 OM/Morale to an army.
Blessing of Luck and Resolve, MassR: As blessing of luck and resolve but with multiple creatures.
Curse of the Outcast: Curse someone to rub people the wrong way.
Geas/Quest: As lesser geas, but affects any creature.
Symbol of DistractionM: Fascinates all creatures within 60 ft.
Symbol of PersuasionM: Triggered rune charms nearby creatures.

Evocation

Alaznist's Jinx: Inlfict the spell burn spellblight
Betraying Sting: Strike down creatures who thought you were their friend
Blade BarrierY: Wall of blades deals 1d6/level damage.
Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.
Elemental Assessor: Shoot a ray made up of multiple energies at your enemy.
Hellfire Ray: Damn creatures to Hell with a blast of pure hellfire.
Mage's Decree: Send a message to creatures within miles.
Shield of the Dawnflower, GreaterR: Create a shield of sunlight.
Sign of WrathF: Create a giant symbol of wrath to forcibly repulse all nearby creatures.
Symbol of StormsM: Symbol creates stormwinds and lightning when triggered

Illusion

Demon Dream: Target enemies as nightmare or fellow worshipers of Lamashtu as dream
Dream Reality: Cause a creature to think it is dreaming

Necromancy

Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Curse Terrain, GreaterM: Curse an area with six dangerous hazards
Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura.
Epidemic: Infect a subject with a highly contagious disease.
Flesh Wall: Create a wall of zombies
HarmY: Deals 10 points/level damage to target.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels.
Overwhelming Poison: Make a poison more difficult to resist.
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
Speak with Soul: Hold an extended conversation with a soul
Symbol of FearM: Triggered rune panics nearby creatures.
Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4).
What Grows WithinR: Infect others with Xhamen-Dor’s seeded infestation.
Wither Limb: Make one of the creature's limbs useless.

Transmutation

Animate ObjectsY: Objects attack your foes.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Enlightened StepM: Air Walk for 24 hours, discharge to temporarily gain a fly speed
Hammer of MendingFR: Release a wave of energy to repair objects and constructs.
Impart MindM: Impart a portion of your intellect and personality into a magical item.
Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm
Knock, Mass: As knock, but affecting multiple targets
Metabolic MoltingMR: Place the target in suspended animation, restoring ability drain and regenerating missing limbs.
Oasis: Redirect the flow of water toward a designated point.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Planetary Adaptation, Mass: As planetary adaptation but on a group of creatures.
Vengeful StingerR: Grow a long, wasp-like tail with stinger.
Wind Walk: You and your allies turn vaporous and travel fast.