0-Level Spells Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
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.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.
1st-Level Spells Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
Blade Lash: Use your weapon like a whip to trip an opponent.
Blade Tutor’s Spirit: Summon a spirit to help your more reckless attacks.
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blood Money: Use your own blood in order to create valuable material components.
Blurred Movement: As blur, but only while you are moving.
Burning HandsY: 1d4/level fire damage (max 5d4).
Call Weapon: Summon an ally's weapon from a distance.
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Clarion Call: Make yourself heard over great distances.
Coin Shot: Turn coins into deadly projectiles.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Disguise Weapon: Changes one weapon’s appearance.
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Emblazon Crest: Display your crest on anything you carry.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Fallback StrategyR: Gain a free re-roll while this spell is active.
Feather FallY: Objects or creatures fall slowly.
Flare Burst: As flare, but affects all creatures in 10 ft.
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Frostbite: Target takes cold damage and is fatigued.
Glue Seal: Makes one 5-ft. square or one object sticky.
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
GreaseY: Makes 10-ft. square or one object slippery.
Hide Weapon: Hide a weapon within your own arm.
Hydraulic PushY: Wave of water bull rushes an enemy.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour.
Lighten ObjectR: Decrease the target’s weight by half or reduce the armor check penalty of armor.
Line in the Sand: Increase your attacks of opportunity per round.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
Mirror Strike: You may strike multiple opponents with a single attack.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Mount: Summons riding horse for 2 hours/level.
MudballR: Throw a ball of mud to blind your enemy.
Negative Reaction: Targeted creature may not positively influence anyone.
Obscuring MistY: Fog surrounds you.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Poisoned EggR: Transform a single egg into a dose of poison.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reduce PersonY: Humanoid creature halves in size.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Returning Weapon: Grants a weapon the returning special weapon quality.
Serren's Swift Girding: Immediately clad a number of targets in armor.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).
Silent ImageY: Creates minor illusion of your design.
Snowball: Conjure a hard packed ball of ice and snow to throw.
Stone Fist: Your unarmed strikes are lethal.
Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Thunderstomp: Trip one creature within range.
Touch of CombustionR: Cause someone to combust with a touch.
True StrikeY: +20 on your next attack roll.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unseen Servant: Invisible force obeys your commands.
Vanish: As invisibility for 1 round/level (5 max).
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Wave Shield: Water blunts one incoming attack or fire effect.
Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.
Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
2nd-Level Spells Ablative BarrierY: Surrounds the target with layers of force.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Alter Self: Assume form of a Small or Medium humanoid.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Arcane Disruption: Make it difficult for others to cast arcane spells.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Bladed Dash: Make a magically-powered charge attack.
Blood BlazeR: Ignite the blood of those who come near you.
Blood Transcription: Learn a spell from the target's blood.
Blur: Attacks miss subject 20% of the time.
Body Double: Change one creature to look and act like another.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
DarknessY: 20-ft. radius of supernatural shadow.
Defending BoneR: Animate a bone to float near you and block physical attacks.
Defensive Shock: Electricity damages your attackers.
Effortless Armor: Armor you wear no longer slows your speed.
Elemental Touch: Gain energy damage touch attack.
Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
Fiery Runes: Charge a weapon with magical fiery runes.
Fire Breath: Exhale a cone of flame at will.
Fire’s FriendR: Cloak yourself in flames that harm nearby enemies.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
Fog CloudY: Fog obscures vision.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Force Sword: Create a magical longsword made entirely of force.
Frigid Touch: Target takes cold damage and is staggered.
Ghost Whip: Create a ghost touch whip that passes through objects.
Glitterdust: Blinds creatures, outlines invisible creatures.
GroundswellR: Raise the ground up underneath you.
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.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
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.
Instant Weapon: Summon a melee weapon to wield.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
LevitateY: Subject moves up and down at your direction.
Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape.
Minor Image: As silent image, plus some sound.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Page-Bound Epiphany: Fill an empty book with knowledge on a topic from around the world.
Pilfering Hand: You may seize an object or manipulate it from afar.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
Reloading Hands: Loads a single shot into your weapon every round.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
River Whip: Create a whip of water that you wield as a weapon.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer.
ShatterY: Sonic vibration damages objects or crystalline creatures.
Sonic Scream: Create a cone of damaging sound at will.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Storm of Blades: Create swords and propel them towards your target.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Telekinetic Volley: Touch a group of items, launching them as ranged attacks.
Time Shudder: Nearby creatures are affected by haste or slow each round.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Umbral Weapon: Create a shadowy afterimage that can damage enemies if the initial attack misses.
WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Winged Sword: Grant a weapon the throwing special ability.
3rd-Level Spells Air Breathing: Allow creatures to breathe air.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Aqueous Orb: Creates rolling sphere of water.
Arcane Sight: Magical auras become visible to you.
Aroden’s Spellsword: Merge a melee weapon with a rod or staff.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Blade Snare: Create an invisible snare to trap weapons.
BlinkY: You randomly vanish and reappear for 1 round per level.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Caustic Safeguard: Imbue an object with an acidic protective ward.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Cloak of Winds: Creates a screen of wind around you.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
DaylightY: 60-ft. radius of bright light.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Dispel MagicY: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Elemental Aura: Creates an aura of energy around you.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Fire TrailR: Leak a trail of flame that follows your every step.
FireballY: 1d6 damage per level, 20-ft. radius.
FirestreamRY: Spray a rushing stream of fire from your hand.
Flame Arrow: Arrows deal +1d6 fire damage.
FlyY: Subject flies at speed of 60 ft.
Force Hook Charge: Hook of force drags you to the target.
Force PunchY: Target takes force damage and is pushed away.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
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.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
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.
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.
Horrifying Visage: Cause creatures to gain a phobia
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Irradiate: Flood an area with dangerous radiation.
Keen Edge: Doubles normal weapon's threat range.
Lightning BoltY: Electricity deals 1d6/level damage.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell, and thermal effects.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Phantom SteedY: Magic horse appears for 1 hour/level.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Ray of Exhaustion: Ray makes subject exhausted.
RechargeM: Restore charges to a technological item.
Resilient ReservoirR: Store hit point damage as magical energy.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Selective Invisibility: Allow one creature to see you while invisible.
Shining CordM: Ensare a creature with a silver cord, allowing you to predict its actions and keep you close together.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Siphon Might: Drain strength from a creature and transfer it to another.
Sleet Storm: Hampers vision and movement.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Steal Size: Reduce a creature’s size, enlarge your own.
Stinking CloudY: Nauseating vapors, 1 round/level.
Storm Step: Use lightning to quickly travel a short distance, harming all in your path.
Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies.
Thunderstomp, Greater: Trip multiple creatures within range.
Titanic Anchoring: Become grounded and nearly immovable.
Trial of Fire and Acid: Cover the target creature in burning acid.
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.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Versatile Weapon: Weapon bypasses some DR.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Spells Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Arcana Theft: Targeted dispel transfers an effect to you.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Blightburn Weapon: Transform a weapon into pure blightburn.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1.
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dimension DoorY: Teleports you a short distance.
Dragon's BreathY: Gives you a dragon's breath weapon.
Elemental Body IY: Turns you into a Small elemental.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Infernal Healing, Greater: As infernal healing, except using fast healing 4.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Martial TelekinesisR: As the combat maneuver version of telekinesis, with some additional changes
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Pellet Blast: Creates an explosion of conjured metal pellets.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.
Runic Overload: Charge magical runes to an explosive degree.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Solid FogY: Blocks vision and slows movement.
StoneskinMY: Grants DR 10/adamantine.
Telekinetic Maneuver: Perform a telekinetic combat maneuver.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of IceY: Ice plane creates wall or hemisphere creates dome.
Wall of Sound: Sonic wall deflects and damages creatures.
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.
5th-Level Spells Acidic SprayM: 1d6/level acid damage plus 1 round of acid.
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.
Baleful PolymorphY: Transforms subject into harmless animal.
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Bladed Dash, Greater: As Bladed Dash, except allowing you to make an attack against every creature you pass through during the dash.
Blood Boil: Boil the blood of your enemies, dealing constitution damage and causing fatigue.
Burn CorruptionR: Scour the life in an area, especially Abyssal life.
CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Cone of ColdY: 1d6/level cold damage.
Conjure Deadfall: Create a spiked falling block above the heads of your enemies.
Corrosive Consumption: Acidic patch damages an opponent.
Cosmic Ray: Attack a creature with cosmic energy.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Elemental Body IIY: Turns you into a Medium elemental.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Furious Fire Barrage: Conjure balls of flame to throw.
Geyser: Creates a geyser of boiling water.
Grease, Greater: As grease, but with a greater area and/or targets
Impart MindM: Impart a portion of your intellect and personality into a magical item.
Interposing Hand: Hand provides cover against 1 opponent.
Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels.
Lighten Object, MassR: As lighten object, except for multiple objects.
Mask from DivinationM: Guard someone from divination attempts with a protective mask.
Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
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.
SoulswitchF: Swap your soul with your familiar’s.
Symbol of StrikingM: As symbol of death, but fills a 5-foot square.
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Teleport: Instantly transports you as far as 100 miles per level.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Wall of ForceY: Wall is immune to damage.
Wall of StoneY: Creates a stone wall that can be shaped.
Wind BladesR: Harden the air around the target into jagged invisible blades.
6th-Level Spells Acid Fog: Fog deals acid damage.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Borrowed TimeY: Take extra swift actions at the cost of Con damage.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Chains of FireR: As chain lightning but with fire damage, albeit at a shorter range.
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
Discharge, Greater: As discharge, but with greater effects that can effect an area.
DisintegrateY: Reduces one creature or object to dust.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
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.
Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.
Flesh to StoneY: Turns subject creature into statue.
Forceful Hand: Hand pushes creatures away.
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.
Freezing Sphere: Freezes water or deals cold damage.
Grim Stalker: Create a Grim to disrupt the targets sleep
Last Azlanti’s Defending SwordF: Create a blade like mage’s sword that focuses more on defense.
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.
MisleadY: Turns you invisible and creates illusory double.
Monstrous Physique IVY: As monstrous physique III, with more abilities.
Shield of the Dawnflower, GreaterR: Create a shield of sunlight.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Stone to Flesh: Restores petrified creature.
TransformationY: You gain combat bonuses.
True SeeingM: Lets you see all things as they really are.
Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Wall of IronMY: 30 hp/four levels; can topple onto foes.