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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.

Magus Spells

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.
Auditory Hallucination: Make actions seem mundane to nearby creatures.
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.
Dancing Darkness: Create four spheres of floating darkness.
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.
Desperate Weapon: Create an improvised weapon.
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.
Guardian Armor: Teleport your armor onto an ally in range
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.
Secluded Grimoire: Safeguard your spellbook on the Ethereal Plane
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.
Detect Magic, Greater: As detect magic, but learn more information.
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.
Flickering Lights: Create an area of inconsistent lighting.
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.
Hidden Blades: Turn weapon or ammunition invisible
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.
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
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.
Pouncing FuryR: Gain pounce when using your natural claw attacks
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Change: Use change shape as a swift action and surprise foes.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
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.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Shifted Steps: Make a target sound as if elsewhere.
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 Strikes: Imbue a creature's limbs with force, adding damage to unarmed strikes
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.
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
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.
Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
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.
Conjuration Foil: Interfere with nearby teleportation effects.
Conjure Carriage: Create a fine carriage.
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.
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
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.
Reflexive Barrier: Immediate burst of force provides +1 deflection bonus to AC per 2 caster levels
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.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
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.
Urban Step: Step into one doorway and out another.
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.
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Water Breathing: Subjects can breathe underwater.
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.
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.
Complex Hallucination: Create a phantasm with effects for all senses.
Controlled Fireball: As fireball, but secretly deals less damage to your allies.
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.
Flash Forward: Charge, then teleport back to starting poisiton
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.
Illusion of Treachery: Make it seem like another is responsible for your attacks.
Infernal Healing, Greater: As infernal healing, except using fast healing 4.
Instant Fake: Provide a short-term replica of an object.
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
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
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Naga Shape IR: Take the form of a Large naga
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Pellet Blast: Creates an explosion of conjured metal pellets.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Pyrotechnic Eruption: Erupting flames burn a target several times.
Quieting Weapons: Weapons make no sound and quiet their victims.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Rigor Mortis: Painfully swell a targets joints.
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.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
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.
Glimpse of TruthM: Gain true seeing for 1 round.
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.
Naga Shape IIR: As naga shape I, with improved abilities
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.
Scripted Hallucination: As complex hallucination, but without concentration.
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.
Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them.
Decapitate: Turn a critical hit into a decapitation.
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
Illusion of Treachery, Greater: Make it seem like another is responsible for your attacks while concealing your own actions.
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.
Naga Shape IIIR: As naga shape I, with greater 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.
Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere.
Triggered HallucinationM: As , but it only appears when triggered.
True SeeingM: Lets you see all things as they really are.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
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.