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Occult Rituals


Wizard 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

Acid Splash: Orb deals 1d3 acid damage.
Drench: Soak the target creature or object.

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

Enchantment

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

Evocation

Breeze: Create a light wind.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Penumbra: Keep something in the shadows.
Ray of Frost: Ray deals 1d3 cold damage.
Scoop: Use a small vessel of force to scoop up liquid or small objects.
Spark: Ignites flammable objects.

Illusion

Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Oath of Anonymity: Cloak yourself in an illusion that hides your true identity
Vacuous Vessel: Make a single container appear empty.

Necromancy

Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.
Touch of Fatigue: Touch attack fatigues target.

Transmutation

Chameleon Scales: Change the color of your skin to something else.
Jolt: Deal 1d3 electricity with a ranged touch attack.
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.
Root: Bolster the subject’s CMD vs. trips and Acrobatics checks to remain standing.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.

Universal

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

1st-Level

Abjuration

Abjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Alarm: Wards an area for 2 hours/level.
Endure ElementsY: Exist comfortably in hot or cold regions.
Fastidiousness: Keep yourself and your equipment clean and dry
Hold PortalY: Holds door shut.
Incendiary Runes: As explosive runes, except it creates a small surge of flames instead of an explosion of force.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Line in the Sand: Increase your attacks of opportunity per round.
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.
Peacebond: Locks a weapon in place on the target's body.
Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
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.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shield Companion (AA)F: As shield other, but affects the caster’s animal companion or familiar.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
Waterproof: Target becomes waterproof for the spells duration
Wave Shield: Water blunts one incoming attack or fire effect.
Winter FeathersR: Protect a feathered creature from the cold for a day.

Conjuration

Abundant Ammunition: Replaces nonmagical ammunition every round.
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Air Bubble: Creates a small pocket of air around your head or an object.
Arcane Pocket: Conjure an extradimensional space inside a pouch or pocket.
Burning Sands: Create a field of hot sand that creates difficult terrain and minor fire damage
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Desperate Weapon: Create an improvised weapon.
Expeditious Construction: Create a low wall or other simple structure of packed earth or stone.
FumblestepR: Target takes -1 penalty to Reflex and Acrobatics, discharge to perform a trip combat maneuver.
Glue Seal: Makes one 5-ft. square or one object sticky.
GreaseY: Makes 10-ft. square or one object slippery.
Guardian Armor: Teleport your armor onto an ally in range
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
Instant Portrait: Create a portrait of a creature on the touched surface
Ki Arrow: Arrow deals damage as your unarmed strike.
Mage ArmorY: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
MudballR: Throw a ball of mud to blind your enemy.
Murderous CrowR: Conjure a supernaturally vicious and clever crow to watch over you.
Obscuring MistY: Fog surrounds you.
Secluded Grimoire: Safeguard your spellbook on the Ethereal Plane
Songbird: Conjure music from a good-aligned plane
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Stumble GapF: Small hole trips creatures.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them.

Divination

Anticipate PerilY: Target gains a bonus on one initiative check.
Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
Comprehend Languages: You understand all languages.
Cultural Adaptation: Adapt to fit the local cultural
Cultural Adaptation (Taldan): Better impersonate the member of a specific culture.
Detect Charm: Detect charm, compulsion, and possession effects in the area
Detect Metal: Detect metal objects or creatures.
Detect Radiation: Detect radiation in the surrounding area.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Discern Next of Kin: Read the target’s mind to learn about its family.
Ears of the City: The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events.
Heightened Awareness: Your recall and ability to process information improve.
Identify: Gives +10 bonus to identify magic items.
Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour.
Linked Legacy: Share information with all targets of the spell in the blink of an eye.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Mindlink: Communicate a great deal of information in an instant.
Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises
Planar Orientation: Locate places of power on your current plane
Rune TraceM: Learn information about a magical rune without triggering it
See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
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
Technomancy: As detect magic, except detecting the presence of technological objects.
True Skill: Gain an insight bonus equal to half your caster level on one skill check
True StrikeY: +20 on your next attack roll.

Enchantment

Aphasia: Prevent a target from understanding language.
Bungle: Target takes a -20 penalty on its next attack roll or check.
Charm Fey: As charm person, but targets fey
Charm Person: Makes one person your friend.
Coward's Cowl: Enhance a target’s defensive instincts.
Deja Vu: Make a creature repeat its actions.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Hypnotism: Fascinates 2d4 HD of creatures.
Implant Urge: Implant a subconscious goal into a creature
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Memorize Page: Target perfectly memorizes one page of information.
Memory LapseY: Subject forgets events back to last turn.
Moment of Greatness: Doubles a morale bonus.
Reveal Secrets: Target reveals if it has secret knowledge of a topic
SleepY: Puts 4 HD of creatures into magical slumber.
Sow ThoughtR: Plant an idea in the mind of the subject.
Unprepared Combatant: Target takes -4 on initiative and Reflex saves.

Evocation

Bestow Planar Infusion I: Grant the target the effects of a planar infusion
Burning HandsY: 1d4/level fire damage (max 5d4).
Dancing Darkness: Create four spheres of floating darkness.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
Flare Burst: As flare, but affects all creatures in 10 ft.
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Hydraulic PushY: Wave of water bull rushes an enemy.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).
Snowball: Throw a conjured ball of snow at a target
Thunderstomp: Trip one creature within range.
Touch of CombustionR: Cause someone to combust with a touch.
Unwelcome HaloR: Force a halo around a target, preventing it from hiding in the dark.

Illusion

Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Auditory Hallucination: Create a phantasm with auditory effects.
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
Blurred Movement: As blur, but only while you are moving.
Clarion Call: Make yourself heard over great distances.
Cloak of Secrets: Filter speech from a given area to sound like a different conversation.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Dazzling Blade: Make a weapon appear dazzingly shiny, making it easier to disarm and feint in combat.
Decrepit Disguise: Make an object seem worthless.
Disguise Self: Changes your appearance.
Disguise Weapon: Changes one weapon’s appearance.
Fool's Gold (VC): Disguise copper pieces or silver pieces as gold pieces
Hide Bruises: Disguise a creature's injuries, making them more difficult to heal
Illusion of Calm: You appear to be standing still, even when you take some actions.
Incessant Buzzing: Summon illusory wasps to distract creatures
Lose the TrailR: Obscure a target’s tracks when fleeing from a pursuer.
Magic Aura: Alters object's magic aura.
Mirror Mantis: Creature sees an looming assassin whenever they see their reflection in a mirror
Negative Reaction: Targeted creature may not positively influence anyone.
Open and Shut: Obfuscate whether a door is open or closed.
Quintessence: Mask any flaws of or damage to a creature or object.
Shadow Trap: Pin someone’s target, causing them to become stuck.
Shadow WeaponY: Create a quasi-real masterwork weapon.
Shadowfade: Become invisibile to creatures using darkvision
Silent ImageY: Creates minor illusion of your design.
Vanish: As invisibility for 1 round/level (5 max).
Ventriloquism: Throws voice for 1 min./level.

Necromancy

Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Decompose Corpse: Turn a corpse into a clean skeleton.
DepilateR: Creature takes -2 penalty to Diplomacy, Intimidate, and Perform for 1 week
Grasping CorpseM: Cause a corpse to grab or trip a foe
Interrogation: Target answers questions or suffers pain.
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Night Blindness: Impair target’s vision as if it were darker.
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
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening: Ray makes subject sickened.
Repair Undead: Heals one undead of 1d8 hp + 1/level (max +5).
Restore Corpse: Skeletal corpse grows flesh.
Sculpt Corpse: Makes corpse look like another creature.
Skin TagM: Curse food or drink to gain afamilar connection to the creature
Touch of Blindness: Coat a creature’s eyes in darkness, blinding them.
Undine's CurseR: The target loses it’s body’s natural ability to breathe automatically.
Unlock Flesh: Stagger a living creature or deal 1d6 damage/level to a corporeal undead

Transmutation

Alchemical TinkeringR: Transform an alchemical item or firearm into another similar item.
Alter Winds: Increase/decrease strength of natural winds.
Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Blood Money: Use your own blood in order to create valuable material components.
Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
BreakY: Gives an object the broken condition.
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.
Chastise: +5 bonus to convince a target to do what you want or get in trouble with their superiors.
Coin Shot: Turn coins into deadly projectiles.
Crafter's Curse: Subject takes –5 on Craft skill checks.
Crafter's Fortune: Subject gains +5 on next Craft check.
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Dancing Lantern: Animates a lantern that follows you.
Emblazon Crest: Display your crest on anything you carry.
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Erase: Mundane or magical writing vanishes.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Fabricate BulletsM: Converts 1 pound of metal into ammunition.
Fabricate Disguise: Create a disguise in an instant.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
False Face: Polymorph into a disguised identity
Feather FallY: Objects or creatures fall slowly.
Ferment: Affected liquid becomes alcoholic
Forced Quiet: Target cannot make loud noises.
Grappling Scarf: Enchanted scarf functions as grappling hook with 100 ft of rope
Gravity Bow: Arrows do damage as though one size category bigger.
Handy Grapnel: Transform a ropelike object into a retracting grapple.
Hide Weapon: Hide a weapon within your own arm.
Hobble: Reduce creature's speed
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
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.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Weapon: Weapon gains +1 bonus.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Mirror Polish: Polish a metal item until it’s usable as a mirror.
Mirror Strike: You may strike multiple opponents with a single attack.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Pattern Recognition: Gain an insight bonus on Search checks and Survival checks to follow tracks.
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.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reduce PersonY: Humanoid creature halves in size.
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.
Sculpted Cape: Enchanted cape stiffens and can bear weight
Serren's Swift Girding: Immediately clad a number of targets in armor.
Snapdragon Fireworks: Create 1 dragon firework/level.
Spirit Share: Grant beneficial liquids with a touch
Stone Fist: Your unarmed strikes are lethal.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea: Swim speed becomes 30 ft.
Transfer Tattoo: Transfer a magical tattoo from one creature to another.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unhallowed Blows: One natural weapon or unarmed strike of subject undead gets +1 on attack and damage rolls
Urban GraceR: Move through crowds and urban settings with ease.
Vocal Alteration: Disguise target's voice.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Wizened Appearance: Make a target appear as an older version of itself.
Youthful Appearance: Target appears younger.

2nd-Level

Abjuration

Anti-Summoning Shield: Impede the use of summon spells.
Arcane LockM: Magically locks a portal or chest.
Book Ward: Protect a book from fire, acid, and water.
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Crimson Confession: Touching the marked object or area turns one’s skin red.
Death from BelowR: Target gains dodge bonus to AC against larger creatures.
Diminished Detection: Reduce the areas of divination spells for the purpose of targeting you
Disrupt Link: Sever the target’s link with her bonded creature.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Escape Alarm: As alarm, but alerts you when a creatuer leaves the area
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Gird Ally: Grant your summoned creatures a deflection bonus to their AC.
Influence Wild Magic: Stabilize an area of primal magic
Miserable Pity: Opponents cannot attack a pathetic creature.
Nondetection, Lesser: As nondetection, but only protects against spells that target an area
Obscure Object: Masks object against scrying.
Painful Revelation: damage creature who recognize an illusion for what it is
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
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 Technology: +2 to AC and saves, plus additional protection against technology.
Radiation Ward: Protect a creature against radiation
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Suppress Charms and Compulsions: Either grant a bonus to saves against, or suppress, charm and compulsion spells
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
With the Wind: Protect a target from being blown away by wind of less than windstorm force

Conjuration

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another
Alter Summoned Monster: Swap one summoned creature with another.
Apport Object: Send or receive a small object via teleportation.
Arrow Eruption: Creates duplicates of killing arrow.
Blade Tutor's Spirit: Summon a spirit to help your more reckless attacks.
Callback: Teleport a familiar or spirit animal to your side when it is injured
Cloud of SeasicknessR: Create a sickening cloud that mimics the effects of seasickness.
Create PitF: Creates an extradimensional pit.
Cushioning Bands: Force bands protect against crushing.
Dust of TwilightY: Black particles extinguish light sources within area.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Fiery Shuriken: Calls forth several fiery projectiles ready to be flung at opponents.
Fog CloudY: Fog obscures vision.
Garden of Peril: Grow a group of poisonous mushrooms.
Glitterdust: Blinds creatures, outlines invisible creatures.
Instant Weapon: Summon a melee weapon to wield.
Lead Plating: Enclose the target in a thin sheath of lead.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Mud Buddy: Create a small minion out of mud.
Reloading Hands: Loads a single shot into your weapon every round.
Retrieve Item: Call a small item into your hand from anywhere.
Returning Weapon: Grants a weapon the returning special weapon quality.
River Whip: Create a whip of water that you wield as a weapon.
Rock Whip: Create a whip that passes through unworked stone
Shackle: Summon manacles onto a target creature
Slick Walls: Increase the DC of Climb checks in the area
Slipstream: Wave boosts creature's speed.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Storm of Blades: Create swords and propel them towards your target.
Summon Cacodaemon: Summon a cacodaemon.
Summon Monster 2: Summons extraplanar creature to fight for you.
Summon SwarmY: Summons swarm of bats, rats, or spiders.
Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth
WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Web Shelter: Create a comfortable shelter made of webbing.
Whip of Spiders: Create a whip made of poisonous spiders.

Divination

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Aram Zey's FocusF: Grant the trapfinding ability or a +5 Disable Device bonus.
Blood Transcription: Learn a spell from the target's blood.
Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Detect Magic, Greater: As detect magic, but learn more information.
Detect Thoughts: Allows “listening” to surface thoughts.
Determine Depth: Determine the exact thickness of a wall, ceiling, or other barrier.
Elemental Speech: Enables you to speak to elementals and some creatures.
Embrace Destiny: Roll a single d20 and use its result later on.
Enchantment Sight: See enchantment spells active on creatures
Identifier's Eye: As per detect magic, except affecting a creature you touch
Know Peerage: Target uses your Knowledge (nobility) ranks.
Locate Object: Senses direction toward object (specific or type).
Locate Portal: Detect portals within range
Page-Bound Epiphany: Fill an empty book with knowledge on a topic from around the world.
Psychic Reading: Read surface thoughts to learn information about a subject.
Reveal True ShapeM: Reveal the true form of a magically disguised/transformed creature.
Secret SpeechR: Send secret messages to others within normal speech.
See Invisibility: Reveals invisible creatures or objects.
Sense Vitals: Gain the ability to sneak attack.
Share Language: Subject understands chosen language.
Share Memory: Share one memory with the target.
Spell GaugeR: Discover some spells the target has prepared.
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

Enchantment

Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Arcane Disruption: Make it difficult for others to cast arcane spells.
Aura of Distraction: Aura of psychic noise makes concentration difficult
Bestow InsightR: Grant the target a bonus on a skill check and consider them trained.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
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.
Compulsive Liar: Prevent target from speaking the truth.
Covetous Urge: Target is compelled to steal valuable objects
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Pain: Ignore pain for 1 hour/level.
Demand Offering: Make a creature give you an object it’s holding.
Haunting Reminder: After Intimidating a creature, make it afraid of your retribution
Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks.
Hidden Presence: Prevent creatures from noticing your presence.
Hideous LaughterY: Subject loses actions for 1 round/ level.
Hoodwink: Distort all of the targets senses
Intensify Psyche: Amplify the targets emotions
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Mortal Terror: Frighten creature with an existential crisis
Oppressive Boredom: Target loses its next action.
Passing Fancy: Control the topic of conversation
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Seducer's EyesR: Gain a bonus on Charisma-based skills towards those who find you attractive.
Sensory Overload: Make concentrating difficult for a creautre, forcing a save to perform standard or full-round actions
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Touch of Mercy: Change the damage a creature can deal from lethal to nonlethal.
Unnatural Lust: Target is compelled to kiss or caress another.

Evocation

Admonishing Ray: Fire multiple rays that deal nonlethal force.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Beacon of Guilt: Cursed object highlights creatures that attempt to take it.
Burning Arc (Keleshite): Fire an arc of flame from your fingers which bounces from target to target.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Burst of Radiance: Fill the area with a blinding light.
Contact Entity I: Ask eldritch entities to find and converse with you
Continual FlameM: Makes a permanent, heatless light.
DarknessY: 20-ft. radius of supernatural shadow.
Defensive Shock: Electricity damages your attackers.
Elemental Touch: Gain energy damage touch attack.
Fiery Runes: Charge a weapon with magical fiery runes.
Fire Breath: Exhale a cone of flame at will.
Fire Sneeze: Sneeze flame to set your enemies on fire and knock them prone.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Flickering Lights: Create an area of inconsistent lighting.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
Force Sword: Create a magical longsword made entirely of force.
Frigid Touch: Target takes cold damage and is staggered.
Frost Fall: The area is covered in a chilling frost.
Ghost Whip: Create a ghost touch whip that passes through objects.
Gust of WindY: Blows away or knocks down smaller creatures.
Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about.
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target.
Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape.
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Pilfering Hand: You may seize an object or manipulate it from afar.
Protective Penumbra: Shadow protects the target from light.
Revealing Light: As light, but hampers Stealth checks
Ricochet ShotY: Imbues a projectile weapon to give its ammunition the ability to ricochet.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
ShatterY: Sonic vibration damages objects or crystalline creatures.
Sonic Scream: Create a cone of damaging sound at will.
Spontaneous Immolation: Target takes 3d6 points of fire damage and catches on fire.
Telekinetic Strikes: Imbue a creature's limbs with force, adding damage to unarmed strikes
Veil of Ash: Conjure a small cloud of burning ash in the target's face.

Illusion

Assumed Likeness: Cloak yourself in a phantasm that ellicits certain emotions from observing creatures
Blur: Attacks miss subject 20% of the time.
Body Double: Change one creature to look and act like another.
Dark Whispers: Whisper through the shadows.
Disguise Other: As disguise self, but affects you or another.
Familiar Figment: Create an illusory duplicate of your familiar to fool enemies.
Ghostly Disguise: You look like a ghost of yourself.
Haunting Mists: Creatures are shaken and take Wis damage.
Hidden Blades: Turn weapon or ammunition invisible
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Illusory Maze: Create an illusion of an ever-changing maze of glass.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Invisibility Bubble: As invisibility, but altered to work better underwater
JitterbugsRY: Force a creature to become jittery, taking a penalty on Dexterity-related checks and being unable to delay, ready, or take a total defense action.
Mad Hallucination: Target takes penalties to mental actions.
Magic MouthM: Objects speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Obscured Script: Make the text on a page more difficult to decipher
Paranoia: Target becomes hostile to all creatures.
Peerless Integrity: Conceal the alignment of creatures from divination magic.
Phantom TrapM: Makes item seem trapped.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Raiment of Command: Cloak yourself in an illusion of authority.
Searching Shadows: Shadows search for a creature or object in range
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Semblance of FleshR: Disguise a construct as a creature of flesh.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Shadow Claws: Claws of shadow deal slashing damage and Strength damage
Shifted Steps: Make a target sound as if elsewhere.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Symbol of MirroringM: Triggered rune creates mirror images.
Sympathetic Aura: As magic aura, but affects all similar objects in a 5-foot radius
Twilight Haze: Illusory fog obscures vision.
Umbral Weapon: Create a shadowy afterimage that can damage enemies if the initial attack misses.

Necromancy

Blindness/DeafnessY: Makes subject blinded or deafened.
Blood in the Water: Enhance those with a blood frenzy.
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.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Command Undead: Undead creature obeys your commands.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Corpse Lanterns: Create a sickly version of dancing lights.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Curse Terrain, LesserM: Curse an area with three mild hazards
Defending BoneR: Animate a bone to float near you and block physical attacks.
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Drain Construct: Incapacitate a construct by draining its animating force
Dress Corpse: Doctor the evidence on a corpse.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Ghoul HungerR: Awaken an unnatural hunger in the target, causing it to seek out humanoid flesh.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Languid VenomM: Delay a poison's onset and hide its presence.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Limp Lash: Paralyze an enemy from the neck down.
Lipstitch: Sew the target's lips together.
Mathematical Curse: Use the Path of Numbers to place a mathematical curse on someone.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Scare: Panics creatures of less than 6 HD.
Sentry SkullMR: Create a grisly sentinel from the severed head of a humanoid or monstrous humanoid.
Shared SufferingF: Deal damage to another creature by harming yourself.
Skinsend: Animate and possess your own skin as if it were a separate creature.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Steal Voice: Target gains the croaking spellblight.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others
Unshakable ChillY: Target is afflicted with severe cold.

Transmutation

Aboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air.
Accelerate Poison: Hastens targeted poison's onset.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Air Step: Tread unsteadily on air, with limitations.
Alter Self: Assume form of a Small or Medium humanoid.
Amplify Stench: Amplify your natural stench ability.
Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures.
Animal AspectY: You gain some of the beneficial qualities of an animal.
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
Badger's Ferocity: Weapons are keen while you concentrate.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Billowing Skirt: Enchanted skirt slows your fall and allows you to hover
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
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.
Buoyancy: Targets easily float on water.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Celestial Companion: Give your companion protections against evil creatures
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Codespeak: Speak, read, and Write a new code language.
Darkvision: See 60 ft. in total darkness.
Destabilize Powder: Ammunition in the targeted firearm is prone to misfire.
Diminish Resistance: Weaken a creature's resistance to one type of energy
Disfiguring TouchY: Target becomes disfigured.
Dragonvoice: Emulate the vocal inflections of dragons.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Eldritch Conduit: Create a conduit with which you can cast area effect spells from.
Eroding Ray: ranged touch attack deals 2d6 to construct or object, +1 ray/four levels (max 3)
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
False Age: Change to become one age category younger or older
Fear the Sun: Impose light blindness on your enemies.
Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force.
FleshcurdleY: Warp a creature's flesh, penalizing it in attack, defense, or movement.
Fleshy Facade: Alter your appearance to appear living.
Fool's Gold (AA)F: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Fungal BlistersR: Develop a small number of fungal growths which burst as you take damage, choking your enemies with harmful spores.
Glide: You take no falling damage and move 60 ft./round while falling.
Grasping VineR: Sprout a 20-ft long vine that can assist with numerous tasks.
Greensight: Grant a target the ability to see through plant matter as if it were transparent
Harmless Form: Transform the target into a "harmless" animal.
Hidden Knowledge: Remove one piece of information from your memory and turn it into a magical tattoo
Human Potential: Grant target a +2 enhancement bonus to an ability score.
Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.
KnockY: Opens locked or magically sealed door.
LevitateY: Subject moves up and down at your direction.
Mage's Crawl Space: Create a personal hideaway in a surface
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Make WholeY: Repairs an object.
Mark of Blood: Imbue some of your life force into a creature, being able to permanently detect its location.
Masterwork Transformation: Make a normal item into a masterwork one.
Merge with Familiar: Merge the body of your familiar or spirit animal into your own
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Pouncing Fury: Make a full attack with your claws after a charge
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Change: Use change shape as a swift action and surprise foes.
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Recoil Fire: Ammunition in the targeted firearm generates excessive recoil.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
Remarkable Legerdemain: Conceal items with uncanny skill.
Rope Trick: As many as eight creatures hide in extradimensional space.
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Rune of RuleM: Bestow upon a creature one of the seven runes of rule
Scale Spikes: Enhance a target’s scales with jagged spikes.
Sculpt Simulacrum: Alter a simulacrum's appearance.
Silk To Steel: Use a scarf as a shield or whip.
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons.
Solidify Earth: Harden earth and stone, impeding burrowing creatures
Spider ClimbY: Grants ability to walk on walls and ceilings.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
SqueezeR: Increase the target’s flexibility, allowing it to move through tight spaces and squeeze with ease.
Stabilize Powder: Ammunition in the targeted firearm is less likely to misfire.
Staggering Fall: Make a falling creature hit the ground harder.
Steal BreathR: Steal the breath from a creature’s lungs.
Steal Size: Reduce a creature’s size, enlarge your own.
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
Tattoo PotionM: Mix a potion that creates a magical chest tattoo when drunk.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Telekinetic Volley: Touch a group of items, launching them as ranged attacks.
Thunder Fire: Ammunition in the targeted firearm deafens opponents.
Time Shudder: Nearby creatures are affected by haste or slow each round.
Transmute Wine to Blood: Transform a bottle of fine wine into a pint of animal blood.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Visualization of the BodyM: Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost
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
Whispering Wind: Sends a short message 1 mile/level.
Winged Sword: Grant a weapon the throwing special ability.

3rd-Level

Abjuration

Ablative Sphere (Garundi)M: Create a protective sphere around yourself, providing you with improved cover.
Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round
Blade Snare: Create an invisible snare to trap weapons.
Clay Skin: Grants DR 5/Adamantine
Cloak of Winds: Creates a screen of wind around you.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Dispel MagicY: Cancels one magical spell or effect.
Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
Dweomer Retaliation: Gain hit points and damage your opponent immediately after counterspelling a spell.
Explosive Runes: Deals 6d6 damage when read.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check
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.
Numerological Resistance: Use the Path of Numbers to grant your allies resilience in the face of elemental dangers.
Protection from Arrows, Communal: As protection from arrows, but you may divide the duration among creatures touched.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Rune of WardingM: Place a visible glyph of warding to protect a door or other entryway.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Selective Alarm: As alarm, but only against selected creatures.
Shield Companion (ACG): As shield other, but affecting your companion creature.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.

Conjuration

Ablative BarrierY: Surrounds the target with layers of force.
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Aqueous Orb: Creates rolling sphere of water.
Ash Storm: Hamper vision and movement.
Calistria's Guardian Wasps: Summon a swarm of wasps to ward and area
Conjure Carriage: Create a fine carriage.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Evaluator's Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items.
Fleshwarping Swarm (Drow)R: As summon swarm, but the swarm makes creatures more susceptible to transmutation spells along with penalizing Dexterity.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target.
Grasping Tentacles: Use a mass of tentacles to perform dirty tricks.
Ice Spears: Force a number of giant spears of ice from the ground.
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.
Knell of the Depths: Imbue someone with a curse that causes them to sink quickly in water and suffer a -10 penalty to Swim checks.
Leshy SwarmR: Call for a leshy swarm to aid you.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Minor Reversion: Store a replica of yourself in the Akashic Record, end the spell when injured to be healed 1d8+1/level
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Pellet Blast: Creates an explosion of conjured metal pellets.
Penumbral Disguise: Mask your features with shadowy illumination.
Phantom Driver: Conjures a phantom to drive vehicles.
Phantom SteedY: Magic horse appears for 1 hour/level.
Phase Step: As per dimension door, but with more restrictions and affecting a creature you touch
Planar InquiryM: Call an outsider to answer questions
Rain of Frogs: Summon a swarm of poisonous frogs.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Secret Coffer: As secret chest, except the coffer is smaller and can only remain on the Ethereal Plane for a short time.
Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Sleet Storm: Hampers vision and movement.
Spectral Scout: Summon a spectral animal to scout for you.
Spiked PitF: As create pit, but filled with spikes.
Stinking CloudY: Nauseating vapors, 1 round/level.
Storm Step: Use lightning to quickly travel a short distance, harming all in your path.
Summon Monster 3: Summons extraplanar creature to fight for you.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Swipe: Attempt to magically wrest an item from the target.
Unseen Engineers: Conjure a small team of tiny engineers to construct a trap for you.
Urban Step: Step into one doorway and out another.
Wall of Mist: Create a wall of mist that creates concealment
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.

Divination

Arcane Sight: Magical auras become visible to you.
Aura Sight: Alignment auras become visible to you.
Blood Biography: Learn about a creature with its blood.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Detect Anxieties: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Detect Mindscape: Sense the presence and attributes of mindscapes.
Discern ValueF: Quickly analyze the monetary value of objects and identify which are most valuable.
Domination Link: Read thought echoes of a creature mentally controlling another.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Fortune's PathMF: Gain a glimpse of the future
Gilded WhispersM: Use a single coin as a conduit for eavesdropping.
Glimpse the Hidden: As per see invisibility, except affecting a creature you touch
HarrowingY: Use a Harrow deck to predict the future.
Insect Scouts: Create insects to scout an area for you.
Irriseni Mirror Sight: Look through a mirror and see out of another mirror.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Open Book: Make it permanently easier to learn more about a target.
Pack Empathy: Create an empathic bond with allies.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Pierce Disguise: See through low-level magical disguises.
Reveal Mirage: Discern illusory terrain from range.
Revelation: Gain great insight into the inner workings of a puzzle, device, or trap.
See BeyondM: +5 Perception (+10 vs ethereal or invisible) for 24 hours, discharge to temporarily gain x-ray vision
Seed SpiesR: Create a group of wafting seeds with magical intellect that can spy for you.
Seek Thoughts: Detects thinking creatures' thoughts.
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
SpherescryF: Scry through a sphere of annihilation.
Spirit BondsM: Gain a bond with 1 creature/3 levels for 24 hours. End bond to send a message as Sending
Threefold Sight: When rolling a d20, roll 3d20 and choose the middle result
Tongues: Speak and understand any language.
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

Aversion: Cause the target to avoid an object or location.
Babble: Target becomes nauseated and causes nearby creatures to become fascinated.
Bleed for your Master: Compel a companion to take damage for you
Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC.
Burdened Thoughts: Force heavy encumberance onto a creature.
Business BoomsM: (Downtime Spell) Promote your business with magic and increase the amount of activity it receives.
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.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Deflect Blame: Blame someone else for your actions.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Gullibility: Target takes a -10 penalty to Sense Motive and creatures using Bluff against them gain a +10 bonus on such checks
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hold Fey: As hold person, but targets fey
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Lover's VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
Matchmaker: Cause two creatures to fall in love.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Pillow Talk: Sleeping creature answers your questions
Prosperous Room: (Downtime Spell) Increase the appeal a targeted room has.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Pugwampi's Grace: Force the unluck effect of a pugwampi onto an unwilling creature.
Puzzle Box: Target forgets how to use commonly used objects.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Reckless Infatuation: Target is compelled to stay near another.
Slave to Sin: Draw out a creatures inner sin
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
SuggestionY: Compels subject to follow stated course of action.
Unadulterated Loathing: Target is compelled to avoid another creature.

Evocation

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Apsu's Shining Scales: Gain +5 armor bonus to your AC, natural attacks are good and silver, and infuse your breath weapon with holy power.
Battering Blast: Hurl a fist sized ball of force to damage your enemy and knock them back.
Blacklight: Create an area of total darkness.
Call the Void: Surround yourself with an aura of nothingness.
Campfire Wall: Creates a shelter around a campfire.
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
Contingent Action: Set the condition for triggering a target’s readied standard, move, or swift action.
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
DaylightY: 60-ft. radius of bright light.
Diamond Spray: Fire a cone of slivers that deal 1d6 damage/level and bypass adamantine and cold iron DR.
Distracting Cacophony: Noise makes it difficult to cast.
Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Elemental Aura: Creates an aura of energy around you.
Final Sacrifice: Cause a summoned creature to explode.
FireballY: 1d6 damage per level, 20-ft. radius.
FirestreamRY: Spray a rushing stream of fire from your hand.
Force PunchY: Target takes force damage and is pushed away.
Heatstroke: Fire a ray to give someone heatstroke, dealing 1d4 nonleathal damage and inducing exhaustion.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Lightning BoltY: Electricity deals 1d6/level damage.
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
Night of BladesR: Create an immobile wall of tiny black blades.
Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
RechargeM: Restore charges to a technological item.
Sheet Lightning: Create an area of electricity that dazes all those within.
Shifting Shadows: Obscure the appearance of all creatures within the shifting shadows.
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.
Thunderstomp, Greater: Trip multiple creatures within range.
Tiny Hut: Creates shelter for 10 creatures.
Trial of Fire and Acid: Cover the target creature in burning acid.
Twilight Knife: Floating knife attacks with you.
Unflappable MienF: Protective barrier of force knocks creatures and deals force damage
Vengeful Comets: Create a group of orbiting comets that can immediately strike those who target you with spells.
Violent Misfire: Cause a firearm to misfire and explode
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Appearance of Life: Undead appear to be alive
Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
Dazzling Blade, Mass: As dazzling blade, except with multiple weapons.
Displacement: Attacks miss subject 50% of the time.
Display Aversion: Create an illusion to repulse a vampire.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Hallucinatory Decor: Change the appearance of a structure to suit your tastes
Illusory Poison: Create a phantasmal poison on a weapon.
Illusory ScriptM: Only select creatures can read text.
Invisibility Bubble, Giant: As invisibility bubble, but capable of affecting larger creatures
Invisibility Sphere: Makes everyone within 10 feet invisible.
Isolate: Make a creature invisible and silent to their allies.
Loathsome Veil: Nauseates and/or sickens weak creatures.
Major Image: As silent image, plus sound, smell, and thermal effects.
Minor DreamR: As the dream spell, except delivering a shorter message.
Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.
Phantasmal Affliction: Convince a target hat it contracted an affliction.
Phantasmal Reminder: Creature re-lives an injury, taking 1d6 damage/level
Selective Invisibility: Allow one creature to see you while invisible.
Shadow Enchantment: Use material from the Shadow Plane to create an illusory version of an enchantment spell.
Shadowmind: Force a target to see more darkness around them.
Shroud of Innocuity: Disguise creatures as ordinary
Silt Sphere: Illusory silt hides creatures while underwater
Stolen LightF: Store images within a gem.
Sunstalker: Creature becomes invisible in sunlight
Twine Double: Create a simulacrum of yourself out of cloth and twine.
Vision of Hell: Illusory hellscape makes creatures shaken.
Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.

Necromancy

Accursed GlareR: Channel a fell curse through your gaze.
Animate Dead, LesserM: Create one skeleton or zombie.
Aura of Cannibalism: Sap the strength of those around you.
Barrow Haze: Fog obscures the vision of others and extends the range of your hexes.
Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Bleed Glory: Increase the cost to use mythic power.
Catatonia: Make a willing target appear to be dead.
Create Soul GemF: Draw a recently dead creature's soul into a gem.
Deathwine: Turn a potion into a pool of necromantic energy.
Eldritch Fever: Target gains the eldritch ague spellblight.
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Healing Leak: Touched target only gains and grants half the benefits from magical healing
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Horrifying Visage: Cause creatures to gain a phobia
Howling Agony: Screaming pain limits the target's actions.
Hydrophobia: Make targets become deathly afraid of water.
Impede Speech: Interfere with the target's ability to speak.
Ki Leech: Add to your ki pool when you critically hit.
Malediction (Hero Points)F: Curse a dying creature to finish it off and gain hero points from its life force.
Marionette Possession: As magic jar, but limited to line of sight.
Mark of Spite: Deal damage to yourself to damage the marked target
Necromantic Burden: Make undead more difficult to control.
Necrostasis: Stagger an undead creature
Outbreak: Diseased creatures in the area become extremely contagious
Ray of Exhaustion: Ray makes subject exhausted.
Sands of TimeY: Target temporarily ages.
Siphon Might: Drain strength from a creature and transfer it to another.
Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
Toxic Gift: Target suffers the effect of the poison in you.
Toxic Rupture: Force a target to save against its own poison.
Unliving Rage: As rage, except affecting only undead.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Virulent Miasma: As fog cloud, but vapor is diseased

Transmutation

Adroit Retrieval: Instill the target with the ability to withdraw items quickly.
Air Breathing: Allow creatures to breathe air.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Anthropomorphic Animal: Animal becomes bipedal.
Ape Walk: Enchant someone to climb as well as an ape.
Arcane Reinforcement: Add your Spellcraft to Craft when creating a magic item.
Aroden's Spellsword: Merge a melee weapon with a rod or staff.
Assume Appearance: Use a creature's corpse to adopt its form
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Blast Barrier: Create a rippling but unstable wall from the earth.
BlinkY: You randomly vanish and reappear for 1 round per level.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Blood SentinelM: Animate an animal sculpture to be your temporary familiar.
Blot: Destroy all writing within an area.
Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
BurrowY: Target gains a burrow speed of 15.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Control Vermin: Control a number of vermin for you and your allies to ride.
Countless Eyes: Extra eyes give all-around vision.
Daggermark's Exchange: Transmute one poison into another of equal or lesser value
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Deft Digits: Animate a glove or gauntlet from a distance.
DevolutionY: An eidolon temporarily loses 1 evolution +1/five levels.
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
Dongun Shaper's Touch: Temporarily reshape nonmagical materials
Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them
Enter Image: Transfers your consciousness to an object bearing your likeness.
Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.
Eruptive Pustules: Acid boils burst when you are attacked.
Excruciating Deformation: Target takes Dex and Con damage.
Fins to FeetR: Give a creature legs, allowing it to walk on land.
Fire TrailR: Leak a trail of flame that follows your every step.
First World RevisionsR: As ancestral regression but for disguising a wayang as a gnome.
Flame Arrow: Arrows deal +1d6 fire damage.
Flash Fire: Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him.
FlyY: Subject flies at speed of 60 ft.
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.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
Golden Guise: Cause an object to briefly transform into gold.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Hostile Levitation: Levitates the targeted creature up off the ground.
Imbue With Addiction: Target becomes addicted to a drug.
Improve TrapR: Increase a trap’s effectiveness.
Infuse Self: Assume the form of a native outsider
Iron Spine: Turn creatures skeleton into sharp iron, increased effect against creatures vulnerable to cold iron
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
Keen Edge: Doubles normal weapon's threat range.
Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Mark of Buoyancy: Make a touched object weightless
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Polymorph Familiar: Give your familiar the shape of another animal.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resize ItemM: Resize a magical weapon or suit of armor to become larger or smaller.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
Rune of Durability: Inscribe a rune upon a weapon to double its hit points.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Sebaceous TwinR: Extract a half-formed parasitic clone from the target, causing it to siphon blood and distract its host.
Secret Page: Changes one page to hide its real content.
Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer.
Share Glory: Imbue targets with a fraction of your mythic nature.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Shrink Item: Object shrinks to one-sixteenth size.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Steal Years: Temporarily steal youth and vitality from the target.
Strangling HairY: Your hair animates and grapples.
Tail Strike: Grow a tail and gain a tail slam attack.
Threefold Face: Gain two more faces, which grant you bonuses to sight
Thunderous Footfalls: Knock down smaller creatures by moving close to them.
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Unhallowed Blows, Greater: As per unhallowed blows, but a +1 bonus per 4 caster levels
Versatile Weapon: Weapon bypasses some DR.
Water Breathing: Subjects can breathe underwater.

Universal

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

4th-Level

Abjuration

Absorb Rune IM: Absorb a magic rune up to 3rd level, which can be moved or dispelled
Absorbing Barrier: Protect an area from ranged attacks
Aram Zey's Trap WardM: Protect yourself against magical traps.
Caustic Safeguard: Imbue an object with an acidic protective ward.
Charon's Dispensation: Protection from the River Styx.
Conjuration Foil: Interfere with nearby teleportation effects.
Curse of Magic NegationM: Target gains the negated spellblight.
Dimensional Anchor: Bars extradimensional movement.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
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
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Homeward Bound: Return a creature to its home plane
Magic Circle Against Technology: Protects those in an area with protection from technology, and other effects that suppress or resist technology.
Medusa's Bane: Become immune to gaze attacks and reflect them back on the creature using it
Nondetection, CommunalM: As nondetection, but you may divide the duration among creatures touched.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Rebuke Technology: Render a piece of technology inert.
Remove Curse: Frees object or person from curse.
Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear.
Soul Vault: Protect your soul from harmful effects after death
Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.
StoneskinMY: Grants DR 10/adamantine.
Suppress Primal Magic: Suppress the effects of primal magic.
Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
True FormY: Removes polymorph effects.
Unholy Ward: Resist damage from holy sources, smite evil, etc.
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.

Conjuration

Acid PitF: Creates a pit with a layer of acid on the bottom.
Anywhere but Here: Transport yourself and willing creatures to a random planar destination
Beanstalk: Create an enormous beanstalk that leads into the clouds.
Bind Sage: Summon a caulborn to answer questions
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1.
Conjure Deadfall: Create a spiked falling block above the heads of your enemies.
Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Curse of Dragonflies: Target a creature with a curse that impacts its ability to fly.
Dimension DoorY: Teleports you a short distance.
Fleshworm Infestation: Worms deal hp and Dex damage.
Freedom's ToastR: Teleport the target a short distance while freeing them from restraints.
Ghost WolfR: Summon a wolf mount made of black smoke which emanates fear.
Gravel Vortex: Create a hail of tiny pieces of rock and dust.
Infernal Healing, Greater: As infernal healing, except using fast healing 4.
Master's Escape: Create a link between you and a summoned creature, allowing you to switch places.
Minor Creation: Creates one cloth or wood object.
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.
Poisonous Cloud: As per fog cloud, but lethally poisonous
Rising Water: Create a pillar of water
Secure Shelter: Creates sturdy cottage.
Shadow Invasion: Create an area of darkness that strengthens shadow spells and attracts kytons
Solid FogY: Blocks vision and slows movement.
Summon Accuser: Summon an accuser devil to do your bidding.
Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons.
Summon Genie, LesserF: As summon monster I, except you can summon one janni.
Summon Monster 4: Summons extraplanar creature to fight for you.
Summon Ship: Conjure a ship out of extradimensional materials
Touch of Slime: Touch infests a target with green slime.
Trade Items: Swap a focus object with a target object.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.
Web CloudR: Create a cloud-like spread of flame-resistant webbing.

Divination

Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect ScryingY: Alerts you to magical eavesdropping.
Harvest Knowledge: Sift through a creatures memories and make Knowledge checks with their modifier
Hypercognition: Rapidly recall everything you know about a subject.
Insect Spies: Use magic beetles as spies.
Locate Creature: Indicates direction to known creature.
Meticulous Match: Determine if two things are identical.
Mnemonic Siphon: Steal the spells of a creature carrying the affected object
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Questing Stone: Turn an ioun stone into a scrying sensor.
Sand Table: Create a model of the surrounding land and the creatures nearby
ScryingF: Spies on subject from a distance.
Share Senses: Perceive the world around your familiar.
Speak with Plane: Speak with a manifestation of a sentient plane
Symbol of RevelationM: Triggered symbol reveals illusions.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.

Enchantment

Amnesia: Target loses most of its memories
Antithetical Constraint: Constrain the target so they cannot make attack rolls against anyone except those of the opposite alignment.
Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
Aura of the Unremarkable: Make actions seem mundane to nearby creatures.
Bite the Hand: Compel a summoned creature to attack its summoner.
Charm Monster: Makes monster believe it is your ally.
ConfusionY: Subjects behave oddly for 1 round/level.
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Daze, Mass: As daze, but affecting multiple creatures.
Debilitating Speech: Disparage your opponents, sapping their will to fight
Demanding Message: Send messages as per message with a suggestion for one creature.
Enticing Adulation: Force a creature to protect and care for you.
Fiendish Wrath: Targets gain a moral bonus to Strength, Constitution, and Will, as well as the rend ability with claws or unarmed strikes
Fleeting Memory: Create a gap in the target’s memory.
Forgetful SlumberR: As deeper slumber, but only on one creature. This also causes them to lose some memories.
Geas, Lesser: Commands subject of 7 HD or less.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Hypnotism, GreaterR: As affecting more creatures and involving more requests
Inveigle Person: Humanoid becomes friendly to all other creatures.
Lost PassageR: Enchant an area to confuse those who travel within it.
Mad Sultan's Melody: Bizarre cacohony fascinates eldritch creatures.
Malicious SpiteM: Target is compelled to plot against another.
Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels.
Moonstruck: Subject is enraged and confused.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
Sacrifice: Make a sacrifice to aid conjuring and commanding a planar creature.
Seeds of Influence: Weaken a creature to your divinations and enchantments
Symbol of LaughterM: Triggered rune makes nearby creatures lose actions for 1 round/level.
Terrible Remorse: Creature is compelled to harm itself.
Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.

Evocation

Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Agonize: Pain encourages an outsider to obey you.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
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
Blast of Wind: As gust of wind, treater creatures in the area as smaller than they are for the effects of the wind
Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Contingent ScrollF: Transfer a scroll’s power to the target; the scroll is then triggered as contingency.
Controlled Fireball: As fireball, but secretly deals less damage to your allies.
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.
Deadman's ContingencyF: Set one of a list of contingencies for your demise.
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dragon's BreathY: Gives you a dragon's breath weapon.
Emergency Force Sphere: Create a quick hemispherical wall of force to protect you from falling debris.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Hurricane Blast: Create a severe blast of air bursting out from you.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Martial TelekinesisR: As the combat maneuver version of telekinesis, with some additional changes
Mydriatic Spontaneity: Cause splitting headaches and an oversensitivity to light and darkness.
Pyrotechnic Eruption: Erupting flames burn a target several times.
Resilient Sphere: Force globe protects but traps one subject.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Rope Tornado: Tornado-force winds knock creatures prone or from the air
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Suppressing StoneFR: Infuse arcane power into an ioun stone to protect you from mental attacks.
Telekinetic Charge: Launches an ally through the air.
Unbearable Brightness: Your glowing body dazzles or blinds others.
Vitriolic Mist: As fire shield, except acid damage.
Volcanic Storm: Hot rocks deal 5d6 damage.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of IceY: Ice plane creates wall or hemisphere creates dome.
Water Shield: Surround yourself with a protective spout of acid.

Illusion

Complex Hallucination: Create a phantasm with effects for all senses.
Dreadscape: Surroundings and unfamiliar creatures seem like something out of a nightmare.
Dream Dalliance: Create a phantasm that leeches onto the psyche of a nearby creature.
Fool's Teleport: Become invisible, but appear as if you used teleportation magic to escape.
Geomessage: Leave a message hidden on a surface
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Horrific Doubles: Call forth disturbing mirror images
Illusion of Treachery: Make it seem like another is responsible for your attacks.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Inhibiting Patterns: Create illusory pillars that block movement
Instant Fake: Provide a short-term replica of an object.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Magic Aura, Greater: As magic aura, but also affects creatures and allows more options.
Mindscape Door: Create a portal allowing entry to and exit from a mindscape.
Minor Phantom ObjectR: As minor creation, except the object created is a semi-real illusion.
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.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Dragon Aspect: Shroud yourself in a shadowy illusion of a dragon.
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.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
Simulacrum, LesserM: Creates a double of a weak creature.
Wandering Star Motes: Outlines subject and produces light as a sunrod.

Necromancy

Aggravate Affliction: Force ongoing afflictions to trigger.
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.
Bloatbomb: Kill a weak creature and turn its corpse into an explosive trap.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Boneshatter: Create fractures and splinters in the bones/carapace of a creature.
Calamitous Flailing: Cause the target’s attacks to gain a miss chance.
ContagionY: Infects subject with chosen disease.
Contingent VenomM: As languid venom, but with a triggering condition.
Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability.
Curse TerrainM: Curse an area with four hazards
Cursed Treasure: Target object curses the next creature to touch it
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.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
Earsend: Animate and send your ear to spy for you
EnervationY: Subject gains 1d4 negative levels.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Familiar Melding: Possess your familiar.
Fear: Subjects within cone flee for 1 round/level.
Flesh PuppetM: Control a zombie in human guise.
Frigid Souls: Disrupt and dispel spells that protect against cold
Geb's Hammer: Draw the remains of nearby destroyed undead, throwing them as a single mass of flesh at your enemy.
Hunger for Flesh: Give a creature a bite attack and a hunger for its own kind's flesh.
Infuse DecayF: Imbue a corporeal undead's natural attacks with dangerous spells
Infuse Effigy: Infuse an effigy with a powerful curse.
Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Mythic Severance: Restrict target’s access to its mythic power.
Object Possession, Lesser: Project your soul into an object, animating it.
Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures
Project WeaknessR: Curse the target with the weaknesses of your vampirism.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Riding Possession: As possession, but you observe instead of control the subject.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Shadow Projection: Temporarily become a shadow.
Skeleton Crew: Turn corpses into obedient skeleton crew.
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.
Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.
Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures

Transmutation

Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Abyssal VerminR: Infuse vermin with fiendish qualities.
Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Age Resistance, Lesser: Ignore penalties from middle age.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Claim Identity: Steal a creature's face
Cloud ShapeR: Assume the appearance of a large cloud.
Concealed Breath: Hold breath without negative effects
Conversing Wind: As whispering wind, except it can carry responses and multiple messages.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Crimson Breath: Spit poison at a creature
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Darkvision, Greater: See 120 ft. in total darkness.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Elemental Body IY: Turns you into a Small elemental.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Energy Hack: Change the energy of your spells to match an energy you were attacked with.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Eyes of the Void: See 60 ft. in darkness, including magical darkness.
Fair is Foul: Curse someone with a disfiguring or painful mutation.
Fey Form I: Assume the form of a Small or Medium fey creature
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Hellmouth LashR: Transform your tongue into a whip made out of energy.
Ignoble Form: Transform the target into a half-elf form.
Imbue with FlightY: Grant creatures the ability to fly at your command.
Innocuous Shape: Creatures actions are seen as innocent
Irregular Size: Creature's limb shrivels
Liquefy: Transmute an object into a liquid version of itself.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
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.
Malfunction: Construct behaves oddly for 1 round/level.
Miasmatic FormMR: As gaseous form, except the form is dangerous to creatures who touch it.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Mnemonic EnhancerF: Prepare extra spells or retain one just cast.
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Naga Shape IR: Take the form of a Large naga
Obsidian Flow: Converts the surface of the ground into molten glass.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
RenovationM: (Downtime Spell) Rearrange and resize rooms in a building you constructed.
Resilient ReservoirR: Store hit point damage as magical energy.
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.
Scorching Ash FormRY: Change someone into a gaseous cloud of hot ash and smoke, dealing fire damage to those they move through.
Shadowy HavenR: Create a hidden room to conceal you on the edge of the Plane of Shadow.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Stone ShapeY: Sculpts stone into any shape.
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
Telekinetic Maneuver: Perform a telekinetic combat maneuver.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits
Thanatotic Fury: Stifle other creatures’ abilities to cast divine spells by attacking them.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Warp Metal: Warp wood, affecting metal objects
Wave Form: Briefly turn into a huge wave that knocks down everything in your path

5th-Level

Abjuration

Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Calm Air: Reduce the strength of wind in an area.
Covetous AuraY: Sap the powers of beneficial spells cast near to you.
Darkvault: Ward shadows so light cannot penetrate them.
Devil SnareM: Create an invisible circle to trap outsiders.
Dismissal: Forces a creature to return to native plane.
Draconic Suppression: Stop a dragon from using its breath weapon along with reducing its magical prowess.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Life Bubble: Protects creatures from sustained environmental effects.
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
Peacebond, Greater: As peacebond, but on multiple weapons, even if they aren't sheathed.
Planar Aegis: Use planar energy to protect yourself and retaliate with one energy type
Siphon Magic: Transfer a magical effect from another creature to yourself.
Soothe Construct: Reduce the berserk chance of a construct.
Spell Absorption: Use a counterspelled spell's energy in order to regain the use of your own spells.
Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Unbreakable ConstructM: Increase construct hardness or DR.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

Conjuration

Acidic SprayM: 1d6/level acid damage plus 1 round of acid.
Arid Refuge: Creates a safe house for air-breathing creatures underwater
Army Across Time: As ally across time, but more cubes and more duplicates
Callback, Greater: Teleport a familiar or spirit animal to your side from miles away when it is injured
CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
Companion Transportation: Swap places with your animal companion, familiar, or spirit animal via teleportation
Corrosive Consumption: Acidic patch damages an opponent.
Damnation StrideRY: As dimension door, except you leave behind a burst of flame.
Duplicate Familiar: Create a duplicate of your familiar.
Flash Forward: Charge, then teleport back to starting poisiton
Geyser: Creates a geyser of boiling water.
Grease, Greater: As grease, but with a greater area and/or targets
Greater Reversion: As minor reversion, but healing 3d8+1/level
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
Hungry PitF: As create pit, but dealing 4d6 damage to those in it as it closes.
Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.
Major Creation: As minor creation, plus stone and metal.
Pernicious Pranksters: Fey forces target enemies with random combat maneuvers
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Release the Hounds: Summon a swarm of wolves
Roaming PitM: Create a mobile extradimensional pit
Sealed Sending: Send a message scroll to any location you have previously been
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Straitjacket: Restrain a creautre's arms and grant it a second saving throw against certain magic.
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.
Surface Excursion: Temporarily teleport yourself and others to the surface
Teleport: Instantly transports you as far as 100 miles per level.
Unseen Crew: Create a number of invisible crew members to work on a ship.
Walk the Plank: As create pit, but filled with water and contains sharks
Wall of Clockwork: Create a wall made up of spinning cogs and gears.
Wall of StoneY: Creates a stone wall that can be shaped.
Whip of Centipedes: Create a whip made of poisonous centipedes.

Divination

Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
Commune with TextsM: Quckly search though a collection of texts to find the right information
Contact Other Plane: Lets you ask question of extraplanar entity.
DungeonsightF: Receive a clear and memorable view of the layout of the nearby area.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Glimpse of TruthM: Gain true seeing for 1 round.
Locate Gate: Find a nearby magical portal
Mask from DivinationM: Protect a creature from divination effects
Mind Probe: Learn answers from a subject’s memories.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Symbol of ScryingM: Triggered rune activates scrying sensor.
Telepathic Bond: Link lets allies communicate.
Thoughtsense: Automatically detect nearby conscious creatures.
Trace Teleport: Determine where and when teleportation occurred, and glimpse the origin or destination.
TruespeakR: Communicate with any creature with a mind.

Enchantment

Apathy: Cause a creature to lose interest in its passions
Apparent Master: Take control over a construct, forcing it to regard you as its master.
Befuddled Combatant: Curse a creature to weaken the DCs of its abilities and deal minimum damage with its attacks
Charm Person, Mass: As charm person, but affects multiple creatures within 30 ft.
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.
Contagious Suggestion: Cast a suggestion that gets passed on to secondary targets
Curse of Disgust: Target is sickened while viewing trigger.
Dahak's Release: You unleash all the target’s anger and destructive urges, causing it to fly into a violent bloodlust.
Die for Your Master: A stronger version of bleed for your master, this forces the animal servant to intercept any attack that targets you, even if it does not require an attack roll.
Dominate PersonY: Controls humanoid telepathically.
Feeblemind: Subject's Int and Cha drop to 1.
Grand Destiny: Grant target a +4 competence bonus on any attack, caster level check, saving throw, or skill check (can be used multiple times at higher levels).
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Passing Fancy, Mass: Control the topic of conversation among a group of people.
Pessimism: Force a creature to see the negative side of things.
Seek Shelter: Weak creatures are compelled to seek shelter
Sequester ThoughtsM: Erase a creature's memory about a single topic.
Sleepwalking SuggestionM: Cause a creature to perform a suggested action while sleeping.
Smug Narcissism: Target is distracted by its sense of self.
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

Augmenting Wall: Create a wall of faintly shimmering elemental energy; this can be configured to allow ranged weapons to pass through it in one direction.
Burn CorruptionR: Scour the life in an area, especially Abyssal life.
Burst of Force: Emit a blast of force to damage and knock creatures prone
Cone of ColdY: 1d6/level cold damage.
Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Icy Prison: Thick ice holds and damages the target.
Interposing Hand: Hand provides cover against 1 opponent.
Lightning ArcY: Targets in a line take 1d6 electricity/level.
Pain Strike, Mass: As pain strike, but affects multiple creatures.
Runic Overload: Charge magical runes to an explosive degree.
SendingY: Delivers short message anywhere, instantly.
Shroud of Darkness: Affected creatures have their vision impaired
Sonic Thrust: Sound moves targets away from you.
Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.
Wall of ForceY: Wall is immune to damage.
Wall of Light: Create a wall of blinding light.
Wall of Sound: Sonic wall deflects and damages creatures.

Illusion

Appearance of Life, Greater: As appearance of life, but deceiveing all of the senses
Charnel House: Create an area of semi-real gore
Cloak of Shadows: Shadows protect you from bright light and grants defensive abilities
Create Mindscape: Form an immersive mindscape.
Deceitful Veneer: Make someone seem like an obvious liar.
Deceptive Redundancy: Protect your magic from attempts to dispel it
DreamY: Sends message to anyone sleeping.
False FutureM: Cause divinations of the future to reveal the result you choose.
False VisionM: Fools scrying with an illusion.
Illusory Hoard: Force the target to believe nothing in its hoard is missing or disturbed.
Impossible Angles: Distort geometry inside
Major Phantom ObjectR: As major creation except the object created is a semi-real illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Oneiric Horror, Greater: As oneiric horror, plus Str damage.
Persistent Image: As major image, but no concentration required.
Phantasmal Web: Catches subjects in illusory web.
Scintillating Wall: Create a wall that fascinates creatures that attempt to move through it
Scripted Hallucination: As complex hallucination, but without concentration.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Symbol of StrikingM: As symbol of death, but fills a 5-foot square.
Village VeilR: Make an area seem worthless to others.

Necromancy

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Astral Projection, LesserM: Limited astral travel.
Black Spot: Inflict a specific and feared pirate curse onto your target.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Blood Boil: Boil the blood of your enemies, dealing constitution damage and causing fatigue.
Blood Tentacles: Create writhing tentacles from your chest.
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
Daywalker: Reshape an undead creature to appear living.
Decollate: Target can safely remove its head
Empathy Conduit: Create a conduit between master and familiar, allowing you to affect one while targeting the other.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Flesh Puppet HordeM: Control multiple zombies in human guise.
Khain's Army: Create a small squad of ghouls led by a ghast, charged with necromantic energy.
Magic JarF: Enables possession of another creature.
Object Possession: As lesser object possession, but with a larger object.
Plague Carrier: Target's attacks carry filth fever.
Possess ObjectF: Possess and animate one object.
Possession: Project your soul into a creature’s body.
Possession TrapF: Place a protective ward to ensare creatures that attempt to possess you.
Red Hand of the Killer: Stain the hand of a creature's killer red.
Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level.
SoulswitchF: Swap your soul with your familiar’s.
Steal Power: Sap mythic power from another creature.
Suffocation: Target quickly suffocates to death.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Torpid ReanimationM: Animate dead when a specific trigger condition occurs.
Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.
Waves of Fatigue: Several targets become fatigued.
Wracking Ray: Fire a ray to deal Dexterity and Strength damage.

Transmutation

Alter River: Alter the flow of water in a natural freshwater channel.
Angelic Aspect: As angelic aspect, lesser with improved angelic qualities.
Animal Growth: One animal doubles in size.
Baleful PolymorphY: Transforms subject into harmless animal.
Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Blightburn Weapon: Transform a weapon into pure blightburn.
Carve PassageFR: Excavate and move snow, earth, dust, and loose/packed rocks or ice chunks.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.
DissolutionM: Cause a tiny item to vanish from existence.
Echolocation: Sonic sense gives you blindsight 40 ft.
Elemental Body IIY: Turns you into a Medium elemental.
Energy Siege Shot: A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose.
Fabricate: Transforms raw materials into finished items.
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.
Gift of the Deep: Grant a sahuagin unique powers like mutants.
Gravity Sphere: Alter the gravity in a 30-foot-radius area.
Gravity Well: Increase the power of gravity in an area.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Hammer of MendingFR: Release a wave of energy to repair objects and constructs.
Hungry Earth: Enchant the ground to pull creatures beneath the surface.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Lighten Object, MassR: As lighten object, except for multiple objects.
Mantle of the Magic WarriorsR: Imbue targets with animal spirits, granting them unique bonuses.
Master's Mutation: Mutate a summoned creature to grant it new abilities.
Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Naga Shape IIR: As naga shape I, with improved abilities
Ooze Form I: Assume the form of a Small or Medium ooze creature
Open Arms: Ward off the challenge/smite and similar attempts of an enemy creature.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Parchment Swarm: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.
Passwall: Creates passage through wood or stone wall.
Planar Adaptation: Resist harmful effects of other plane.
Planetary Adaptation: As planar adaptation, but only on different worlds of the Material Plane.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Rapid Repair: Construct gains fast healing 5.
RebootF: Bring a destroyed construct back to action for a limited time.
Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Sawtooth Terrain: Cause giant mantis limbs to sprout from the ground, damaging and cripping creatures
Shapechanger's Gift: Temporarily change a target into an animal, humanoid, or monstrous humanoid
Slough: Slough off a target's skin.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
Strip Scales: Reduce the target’s natural armor.
Sun's Disdain, Mass: As sun's disdain, but targeting multiple creatures
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Treasure StitchingM: Objects on cloth become embroidered.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Vengeful StingerR: Grow a long, wasp-like tail with stinger.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Vile Dog Transformation: Transform ordinary dogs into fiendish minions.
WaftR: Alter the targets so they are light enough to be carried by the wind.
Wind BladesR: Harden the air around the target into jagged invisible blades.

Universal

Permanency: Makes certain spells permanent.

6th-Level

Abjuration

Absorb Rune IIM: As absorb rune I, but affecting a rune up to 5th level
Antimagic FieldY: Negates magic within 10 ft.
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.
Globe of InvulnerabilityY: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and WardsY: Array of magic effects protect area.
RepulsionF: Creatures can't approach you.
Spellcrash: Target loses a 5th-level prepared spell or spell slot.
Symbol of SealingM: Create triggered wall of force.
Undeath Ward: Create a barrier to repel undead.
Wall of Silver: Wall of energy that only blocks and affects evil creatures and spells

Conjuration

Acid Fog: Fog deals acid damage.
Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel.
Conjure Black PuddingMY: Summon a black pudding.
Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them.
Flash Flood: Wave of water batters and pushes creatures
Genius Avaricious: Channel the power of Mammon into a single coin.
Getaway: Teleports you and select creatures to predetermined location.
Ice Crystal Teleport: Target is frozen, then teleported.
Janni's Jaunt: As plane shift, but only works on willing creatures and only transports to the Inner Planes
Minor Reversion, Mass: As minor reversion, but one creature per level
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Flight of EaglesF: Summon giant eagles as mounts or battle companions
Summon Genie, GreaterF: As lesser summon genie, except summon one shaitan, 1d3 djinn, or 1d4+1 jann.
Summon Monster 6: Summons extraplanar creature to fight for you.
Summon Vanth: Summon a single vanth psychopomp.
Teleport StructureM: (Downtime Spell) Teleport a building to a different lot.
Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere.
Wall of IronMY: 30 hp/four levels; can topple onto foes.
Whip of Ants: Create a whip made of army ants.

Divination

Analyze DweomerF: Reveals magical aspects of subject.
Battlemind LinkY: You and an ally gain attack and AC bonuses.
Contact NalfeshneeMF:
Dream Scan: Read a dreaming creature’s thoughts.
Harrowing, Greater: As harrowing, except affect an entire group of creatures and allow them some measure of control over their destiny.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.
Prophetic LoreMF: Prophesize about a person, place, item, or event
Sarzari Shadow MemoryM: Learn information to aid you in assassinating a creature
Telepathy: Communicate mentally with creatures within 100 ft.
True SeeingM: Lets you see all things as they really are.

Enchantment

Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Envious Urge: Targets steal from or disarm others.
Geas/Quest: As lesser geas, but affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Swap: Switch minds with another creature for 1 hour per level.
Phobia: Induce an irrational fear in a creature to the point of madness.
Serenity: Peaceful feelings harm those attempting violence.
Suggestion, Mass: As suggestion, affects subject/level.
Symbol of DistractionM: Fascinates all creatures within 60 ft.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Unconscious Agenda: Plant a subconscious directive in the target’s mind.
Utter Contempt: Target's attitude worsens by two categories.
Vengeful Outrage: Target is compelled to destroy one enemy.

Evocation

Alaznist's Jinx: Inlfict the spell burn spellblight
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Chains of FireR: As chain lightning but with fire damage, albeit at a shorter range.
Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
ContingencyFY: Sets trigger condition for another spell.
Cosmic Ray: Attack a creature with cosmic energy.
Decapitate: Turn a critical hit into a decapitation.
Elemental Assessor: Shoot a ray made up of multiple energies at your enemy.
Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Furious Fire Barrage: Conjure balls of flame to throw.
Hellfire Ray: Damn creatures to Hell with a blast of pure hellfire.
Last Azlanti's Defending SwordF: Create a blade like mage’s sword that focuses more on defense.
Leashed Shackles: Target is restricted to a specific location.
Mage's Decree: Send a message to creatures within miles.
Path of the WindsR: Call forth mighty winds to clear a path for you.
Sign of WrathF: Create a giant symbol of wrath to forcibly repulse all nearby creatures.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Symbol of StormsM: Symbol creates stormwinds and lightning when triggered
Torrent of Elemental Rage: Fire raw elemental energy in a 30 ft. long line.
Transfer Familiar: Temporarily grant control of your familiar to another creature.
Violent Misfire, Greater: As per violent misfire, but 1 target/level

Illusion

Baleful Shadow Transmutation: Mutate someone’s shadow and trick the creature into believing they’ve transformed.
Dream Reality: Cause a creature to think it is dreaming
Illusion of Treachery, Greater: Make it seem like another is responsible for your attacks while concealing your own actions.
MisleadY: Turns you invisible and creates illusory double.
Night Terrors: Disturb a creature's rest with dark dreams
Permanent Image: This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Phantasmal Putrefaction: Trick a creature into thinking their flesh is rotting.
Programmed ImageM: As major image, plus triggered by event.
Psychic Asylum: Perform a lengthy mental task in a private mindscape.
Shadow Enchantment, Greater: As shadow enchantment, except with higher level enchantments.
Shadow Endurance: Conjure protective wisps of darkness made from shadow.
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.
Triggered HallucinationM: As scripted hallucination, but it only appears when triggered.
Veil: Changes appearance of group of creatures.

Necromancy

Banshee Blast: Cone deals 1d4 per level and panics creatures.
Circle of DeathMY: Kills 1d4/level HD of creatures.
Contagion, Greater: Infect a subject with a magical disease.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Curse Terrain, GreaterM: Curse an area with six dangerous hazards
Curse, Major: As bestow curse, but harder to remove.
Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Flesh Wall: Create a wall of zombies
Hasten Judgement: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes
Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels.
Spectral SaluqiF: Create a spectral saluqi, an undead canine, that can assist you in fighting spirits.
Symbol of FearM: Triggered rune panics nearby creatures.
Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4).
Unwilling ShieldM: Subject shares wounds you receive.
What Grows WithinR: Infect others with Xhamen-Dor’s seeded infestation.
Wither Limb: Make one of the creature's limbs useless.

Transmutation

Age Resistance: Ignore penalties from old age.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Borrowed TimeY: Take extra swift actions at the cost of Con damage.
Break, GreaterM: Break all nearby objects.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Control Water: Raises or lowers bodies of water.
Delectable FleshR: Make a creature so delicious that all others nearby are consumed by the desire to eat it.
Destroy Robot: Focus electricity on destroying a robot or robot-like creation.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
DisintegrateY: Reduces one creature or object to dust.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Eldritch Conduit, Greater: Use Eldritch Conduit on more creatures at greater range.
Elemental Body IIIY: Turns you into a Large elemental.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
Energy Siege Shot, Greater: As energy siege shot, but you can affect any size siege engine.
Ether Step: Step briefly into the Ethereal Plane to avoid attacks and dangers that would otherwise harm you
Fey Form II: assume the form of a Tiny or Large fey creature
Flesh to OozeM: Turn someone into an ooze.
Flesh to StoneY: Turns subject creature into statue.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Form of the Alien Dragon I: Turns you into a Medium esoteric or outer dragon.
Form of the Dragon IY: Turns you into a Medium dragon.
Form of the Exotic Dragon I: Turns you into a Medium imperial or primal dragon
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/level.
Hardening: Increase the hardness of materials.
Human Potential, Mass: Grant multiple creatures a +2 enhancement bonus to any ability score.
Impart MindM: Impart a portion of your intellect and personality into a magical item.
Jatembe's Ire: Create evil-seeking tendrils from tall grass and weeds.
Knock, Mass: As knock, but affecting multiple targets
Mage's Lucubration: Recalls spell of 5th level or lower.
Monstrous Physique IVY: As monstrous physique III, with more abilities.
Move EarthY: Digs trenches and builds hills.
Naga Shape IIIR: As naga shape I, with greater abilities
Oasis: Redirect the flow of water toward a designated point.
Ooze Form II: Assume the form of a Large ooze creature
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Plant Shape II: Turns you into a Large plant creature.
Redcap's Touch: Gain a +2 bonus on damage rolls and heal slightly when you kill a creature
Sabotage Construct: As confusion, but only affects constructs.
Sonic Form: Turn yourself into a creature of semisolid sound.
Stone to Flesh: Restores petrified creature.
Tar Pool: Converts the top layer of the ground into hot tar.
Transfiguring TouchM: Transmute a touched object to iron, paper, or wood
TransformationY: You gain combat bonuses.
Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.

7th-Level

Abjuration

Antitech Field: Create a field that prevents advanced technology from entering
Banishment: Banishes 2 HD/level of extraplanar creatures.
Circle of ClarityF: Emanation hampers illusions and stealth.
Deflection: Attacks that miss are redirected back to the source of the attack.
Expend: Wastes creatures' limited use magical ability.
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell ScourgeR: Create a whip that can lash spells from the minds of enemy spellcasters.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Teleport TrapM: Create a trap that redirects teleport attempts into an area of your choosing.

Conjuration

Caustic Eruption: Burst deals 1d6 acid/level and lingers.
Create Demiplane, LesserF: Create your own demiplane.
Dimensional Bounce: Teleport multiple times between two designated locations.
Elemental BombardmentY: Hurl elementals from their respective planes onto your enemies.
Expel Blood: Rip out the targets blood, forming it into a fiendish water elemental with blood drain
Frost Mammoth: Conjure a Huge mastodon made of ice and snow
Hostile Juxtaposition, Greater: You may target one creature for every four of your caster levels.
Instant SummonsM: Prepared object appears in your hand.
Joyful Rapture: Negate harmful emotions.
Maddening OublietteR: Transport the target to a dank prison in a horrific demiplane.
Mage's Magnificent MansionF: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through a barrier.
Planar RefugeM: Enforce the rules of the Material Plane on another plane.
Plane ShiftY: As many as 8 subjects travel to another plane.
Rampart: Creates 5-ft.-thick earthen barrier.
Signifer's RallyM: Teleport allies to your location.
Soul TransferM: Easily transfer a soul from one receptacle to another, or capture vulnerable souls that aren't bound to mortal flesh.
Summon Monster 7: Summons extraplanar creature to fight for you.
Teleport Object: As teleport, but affects a touched object.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Word of Beckoning: As sending, but the target gets the ability to teleport to your side if they desire

Divination

Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Insect Spies, Greater: Use magic beetles as spies and also share their senses.
Perceive BetrayalF: Sense when nearby creatures have tratorous intent towards your lord
Retrocognition: Gain psychic impressions from past events in a location.
Scrying, Greater: As scrying, but faster and longer.
VisionMF: As legend lore, but quicker.

Enchantment

Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Crime Wave: Compel targets to commit criminal actions.
Demanding Message, Mass: Send messages as per message with one suggestion for each creature.
Hold Person, Mass: As hold person, but all within 30 ft.
Hollow Heroism, Greater: Provide a greater heroism effect that you can reverse at any time
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Insanity: Subject suffers continuous confusion.
Inveigle Monster: As inveigle person, but affects any living creature
Lost Legacy: Target cannot leave a lasting impression on other creatures
Power Word BlindY: Blinds creature with 200 hp or less.
Pox of Rumors: Curse a creature to attract nasty rumors.
Seeds of Influence, Greater: As seeds of influence, but have a chance to dispel protective magic before it takes effect
Symbol of StunningM: Triggered rune stuns nearby creatures.
Waves of Ecstasy: Pleasure stuns and staggers creatures.

Evocation

Archon's Trumpet: Paralyze all creatures in the area with the sound of a booming trumpet.
Bestow Planar Infusion III: Grants the target the benefits of a greater planar infusion
Contact Entity IV: Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
ForcecageM: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Hungry Darkness: Create an area of massive darkness filled with unseen chewing teeth and ravenous maws.
Ki Shout: Target takes 1d6 sonic/level and is stunned.
Mage's SwordF: Floating magic blade strikes opponents.
Mydriatic Spontaneity, Mass: As mydriatic spontaneity, except it can affect multiple creatures.
Prismatic SprayY: Rays hit subjects with variety of effects.
Scouring WindsY: Winds block vision and deal 3d6 damage per round.
Steam Ray Fusillade: As scorching ray, but once per round and works underwater
Vortex: Creates a whirlpool in water.

Illusion

Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.
Dream Council: Communicate with multiple sleeping creatures.
False Vision, GreaterM: As false vision, but moves with the target.
Invisibility Bubble, Mass: As invisibility bubble, but affecting all creatures within range
Invisibility, Mass: As invisibility, but affects all in range.
Lunar Veil: Dispel light and revert lycanthropes.
Permanent Hallucination: As scripted hallucination, but permanent.
Phantasmal Revenge: Ghost from corpse hunts killer.
Project ImageM: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
SimulacrumM: Creates partially real double of a creature.
Subjective Reality: Convince yourself that something is an illusion, granting you the ability to ignore its actual presence.

Necromancy

Control Undead: Undead don't attack you while under your command.
Create Variant MummyM: Create a bog mummy, ice mummy, or Osirian tomb guardian.
Epidemic: Infect a subject with a highly contagious disease.
Finger of DeathY: Deals 10 damage/level to one subject.
Grim Stalker: Create a Grim to disrupt the targets sleep
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.
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
Plundered PowerM: Kill a creature and steal its strongest spell-like ability
Recorporeal IncarnationF: Wear the target corpse like a suit, disguising yourself as the deceased
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
Temporary ResurrectionM: Bring a creature to life for 24 hours.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Waves of Exhaustion: Several targets become exhausted.

Transmutation

Age Resistance, Greater: Ignore penalties from venerable age.
Arcane CannonFY: Your focus becomes a magical cannon that fires on its own.
Aroden's Magic Army: Imbue all manufactured weapons in range with magic.
Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item.
Awaken ConstructM: Grant a construct humanlike sentience.
Control Construct: Take control of a construct.
Control WeatherY: Changes weather in local area.
Elemental Body IVY: Turns you into a Huge elemental.
Ethereal Jaunt: You become ethereal for 1 round/level.
Fey Form III: Assume the form of a Diminutive or Huge fey creature
Firebrand: Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack.
Fly, Mass: One creature/level gains ability to fly.
Form of the Alien Dragon II: Turns you into a Large esoteric or outer dragon.
Form of the Dragon IIY: Turns you into a Large dragon.
Form of the Exotic Dragon II: Turns you into a Large imperial or primal dragon
Giant Form I: Turns you into a Large giant.
Ice Body: Your body becomes living ice.
Infuse Robot: Transform a robot into a magical construct.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Magical Beast Shape: Assume the form of a magical beast
Memory of Function: Restore a broken object, drained piece of timeworn technology, or destroyed construct to a functional state.
Ooze Form III: Assume the form of a Huge ooze creature
Particulate Form: Targets gain fast healing 1, immunity to bleed, crtitical hits, and precision damage
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Planetary Adaptation, Mass: As planetary adaptation but on a group of creatures.
Plant Shape III: Turns you into a Huge plant.
Polymorph, Greater: Gives one willing subject a new, more powerful form.
Resonating WordY: Target is damaged, staggered, and stunned.
Reverse GravityY: Objects and creatures fall upward.
Shadow Body: Turn your body into a living shadow.
Shapechanger's Gift, Greater: Temporarily change a target into an animal, elemental, fey, humanoid, monstrous humanoid, or vermin
Statue: Subject can become a statue at will.
Submerge Ship: Turn a ship into a submarine.
Temporal DivergenceM: Take two distinct actions, learn the results, than choose one to take effect
TerraformM: Expend mythic power to alter the immediate area’s climate and terrain.

Universal

Limited WishMY: Alters reality (within limits).

8th-Level

Abjuration

Dimensional LockY: Teleportation and interplanar travel blocked for 1 day/level.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Prismatic Wall: Wall's colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.
Spell Absorption, Greater: Use Spell Absorption with higher level spells.
Spellcrash, Greater: Target loses a 7th-level prepared spell or spell slot.
Spellscar: Cause spells cast within an area to trigger primal magic effects.
Symbol of DispellingM: Dispel all magical effects within range of this symbol.

Conjuration

Call ConstructM: Summon your construct to you.
Create DemiplaneF: As lesser create demiplane, but larger and with planar traits.
Fey Gate: Create a portal that allows travel to the First World
Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Instant Summons, GreaterM: As instant summons, but for multiple objects and creatures.
Maw of Chaos: Create a destructive and chaotic rip in reality.
MazeY: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Rain of ArrowsM: Conjure a cloud of magical arrows.
Rift of Ruin: Create a rift filled with demons that extends into the Abyss.
Seamantle: Sheathes you in protective water.
Secret Vault: As secret chest, except it affects a small structure, vault, or oversized chest.
Summon Erodaemon: Summon an erodaemon.
Summon Meladaemon: Summon a meladaemon.
Summon Monster 8: Summons extraplanar creature to fight for you.
Temporal RegressionF: Set a beacon in time that you can rewind to
Trap the SoulM: Imprisons subject within gem.
Uncanny Reminder: Summon a replica of the target that attempts to kill them
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.

Divination

Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

Enchantment

Antipathy: Object or location affected by spell repels certain creatures.
BindingM: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Euphoric Tranquility: Makes a creature friendly.
Fleeting Memory, Mass: As fleeting memory, except that it affects multiple creatures.
Irresistible DanceY: Forces subject to dance.
Life of Crime: Permanently turn someone into a crazed criminal.
Power Word StunY: Stuns creature with 150 hp or less.
Symbol of DebaucheryM: Conjure a symbol that makes all who see it lust for each other.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
SympathyM: Object or location attracts certain creatures.

Evocation

Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Curse of NightF: Curse an area with eternal night
Polar RayY: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Stormbolts: 1d8 damage/level (max 20d8) to targets.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.

Illusion

Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision and scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.

Necromancy

Bestow Curse, Greater: Place an even greater curse on the subject.
CloneMF: Duplicate awakens when original dies.
Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
Curse Terrain, SupremeM: Curse an area with seven deadly hazards
Death Clutch: Rip out someone's heart
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Orb of the VoidMY: Sphere inflicts negative levels.
Possession, Greater: As possession, but your body vanishes.
SoulreaverY: Deal 1d6 damage/level to living creatures in a 20-ft. radius area.
Symbol of DeathM: Triggered rune kills nearby creatures.
Tomb Legion: Summon 1d4+2 advanced mummies.
Umbral Infusion, Mass: As umbral infusion, except it can affect multiple mindless undead creatures.

Transmutation

Angelic Aspect, Greater: As angelic aspect, lesser except granting the greatest qualities of angelic creatures.
EntombM: Turn a location into a secure, underground vault
Form of the Alien Dragon III: Turns you into a Huge esoteric or outer dragon.
Form of the Dragon IIIY: Turns you into a Huge dragon.
Form of the Exotic Dragon III: Turns you into a Huge imperial or primal dragon.
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Giant Form II: Turns you into a Huge giant.
Heart of the Mammoth: Imbue a creature with the strength and toughness of the greatest megafauna of the tundra.
Iron Body: Your body becomes living iron.
Phasic Challenge: Enemy and ally can only harm and be harmed by each other
Polymorph Any Object: Changes a subject into anything else.
Quintessence MasteryF: Exercise limited control over the quintessence of an Outer Plane, creating or shaping terrain
Temporal StasisM: Puts subject into suspended animation.
Undead Anatomy IV: As undead anatomy III, but with more abilities.
Wandering Weather: Control weather in a large area that moves with you

9th-Level

Abjuration

Absorb Rune IIIM: As absorb rune I, but affecting a rune up to 8th level
Aroden's SpellbaneFY: Create an area to completely block out spells of your choosing.
Echean's Excellent EnclosureM: Create a combination spherical wall of force and antimagic field.
Freedom: Releases creature from imprisonment.
Impenetrable VeilM: Target can use stealth to hide from blindsight and blindsense as well as divination magic
Imprisonment: Entombs subject beneath the earth.
Mage's DisjunctionY: Dispels magic, disenchants magic items.
Mind Blank, Communal: As mind blank, but you may divide the duration among creatures touched.
Prismatic SphereY: As prismatic wall, but surrounds on all sides.
Symbol of VulnerabilityM: Triggered rune gives penalties.
Wall of SuppressionM: Creates wall that disables magic.

Conjuration

Bilocation: Exist in two places at once.
Clashing Rocks: 20d6 damage to target creature.
Create Demiplane, GreaterF: As create demiplane, but larger and with more planar traits.
Gate: Connects two planes for travel or summoning.
Interplanetary Teleport: Teleport to another planet.
Maze of Madness and SufferingM: Send a target into a dangerous extradimensional maze.
RefugeM: Alters item to transport its possessor to you.
Resplendent MansionF: Conjure an opulent mansion several stories tall.
Spawn CallingRY: Call the Spawn of Rovagug.
Summon Derghodaemon: Summon a derghodaemon.
Summon Greater Demon: As summon monster, except to summon a coloxus, omox demon, or 1d3 kalavakus demons.
Summon Monster 9: Summons extraplanar creature to fight for you.
Summon Thanadaemon: Summon a thanadaemon.
Teleportation CircleM: Teleports creatures inside circle.
TsunamiY: Huge wave damages and sweeps up all in its path.
Wooden Phalanx: Creates 1d4+2 temporary wood golems to fight for you.

Divination

ForesightY: “Sixth sense” warns of impending danger.

Enchantment

Dominate Monster: As dominate person, but any creature.
Heroic Invocation: Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Lost LocaleR: As lost passage, except covering a much larger area.
Overwhelming Presence: Creatures bow before you as if you were divine.
Power Word KillY: Kills one creature with 100 hp or less.
Symbol of StrifeM: Triggered rune makes creatures attack.
Yellow SignMR: Use this symbol to subject all who view it to the will of Hastur.

Evocation

Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Icy Prison, Mass: As icy prison, but it affects 1 creature/level.
Last Azlanti's Defending Sword, MassF: As Aroden’s defending sword, but with multiple swords
Meteor SwarmY: Four exploding spheres each deal 6d6 fire damage.
Ride the Lightning: Transform into electricity.
Winds of Vengeance: Gives you the ability to fly and attack with wind.

Illusion

Shades: As shadow conjuration, but up to 8th level and 80% real.
Shadow Transmutation, Greater: As shadow transmutation, but it mimics greater polymorph instead of polymorph.
Weird: As phantasmal killer, but affects all within 30 ft.

Necromancy

Astral ProjectionM: Projects you and companions onto Astral Plane.
Canopic ConversionFM: Eviscerate a target, creating an advanced mummy from its life essence.
Cursed EarthM: Plants die, living creatures catch diseases, or dead creatures rise as zombies.
Energy Drain: Subject gains 2d4 negative levels.
Massacre: Slaughter creatures in a line
Parasitic SoulF: Force a trapped soul into a new body.
Scourge of the Horsemen: Blast an area with soul-rending energy, dealing 1d4 negative levels and 1d6 acid/level.
Soul Bind: Traps newly dead soul to prevent resurrection.
Suffocation, Mass: One creature/level suffocates to death.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.

Transmutation

Curse of Fell SeasonsF: Curse an area's weather
Etherealness: Travel to Ethereal Plane with companions.
Fey Form IV: Assume the form of a powerful fey creature
Fiery Body: You gain various fire-related powers.
Rune of JandelayM: Create a potent rune that evokes the mighty Oliphant of Jandelay, warding the area against chaos and destruction.
Salvage: Pull together the remains of a shipwreck and reform it into a working vessel.
Scribe's BindingF: Turn a creature into a biography of their life.
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
Time StopY: You act freely for 1d4+1 rounds.
Transmute Blood To AcidM: Target takes acid damage each round, and its attackers take acid damage.
Transmute Golem: Turn one type of golem into another.
World Wave: Earth moves you across distances.

Universal

AscensionMY: Imbue creatures with mythic power.
WishMY: As limited wish, but with fewer limits.