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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.

Occultist Spells

0-Level Spells

Bleed: Cause a stabilized creature to resume dying.
Create Water: Creates 2 gallons/level of pure water.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Detect Psychic Significance: Find psychically charged items.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Grave Words: Force a corpse to babble.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
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.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sift: See area as though examining it.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.
Touch of Fatigue: Touch attack fatigues target.

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.
Alarm: Wards an area for 2 hours/level.
Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Alter Winds: Increase/decrease strength of natural winds.
Ant Haul: Triples carrying capacity of a creature.
Anticipate PerilY: Target gains a bonus on one initiative check.
Auditory Hallucination: Make actions seem mundane to nearby creatures.
Barbed Chains: Hellish chains attack and cause a target to become shaken
Blurred Movement: As blur, but only while you are moving.
BreakY: Gives an object the broken condition.
Burning HandsY: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charge Object: Infuse psychic energy and ownership history into an item.
Charm Person: Makes one person your friend.
CommandY: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all languages.
Crafter's Curse: Subject takes –5 on Craft skill checks.
Crafter's Fortune: Subject gains +5 on next Craft check.
Cultural Adaptation: Adapt to fit the local cultural
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Decompose Corpse: Turn a corpse into a clean skeleton.
Decrepit Disguise: Make an object seem worthless.
Desperate Weapon: Create an improvised weapon.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Snares and Pits: Reveals natural or primitive traps.
Diagnose Disease: Detect and identify diseases.
Discern Next of Kin: Read the target’s mind to learn about its family.
Disguise Self: Changes your appearance.
Disguise Weapon: Changes one weapon’s appearance.
Enlarge PersonY: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Feather FallY: Objects or creatures fall slowly.
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Forbid Action: Target obeys command to not do something.
Grasping CorpseM: Cause a corpse to grab or trip a foe
Gravity Bow: Arrows do damage as though one size category bigger.
Guardian Armor: Teleport your armor onto an ally in range
Heightened Awareness: Your recall and ability to process information improve.
Hex WardY: Target gains +4 on saves against witch hexes.
Hold PortalY: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Identify: Gives +10 bonus to identify magic items.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Jury-Rig: Removes the broken condition from the targeted object.
Keen Senses: Subject gains +2 Perception, low-light vision.
Lead Blades: Melee weapons damage as if one size bigger.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Linked Legacy: Share information with all targets of the spell in the blink of an eye.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Mage ArmorY: Gives subject +4 armor bonus.
Magic Aura: Alters object's magic aura.
Magic Weapon: Weapon gains +1 bonus.
Mask Dweomer: Hides presence of a spell from detect magic.
Memorize Page: Target perfectly memorizes one page of information.
Memory LapseY: Subject forgets events back to last turn.
Mindlink: Communicate a great deal of information in an instant.
Mirror Polish: Polish a metal item until it’s usable as a mirror.
Mount: Summons riding horse for 2 hours/level.
Murderous CommandY: Target is compelled to kill its ally.
Negate Aroma: Subject cannot be tracked by scent.
Object Reading: Read psychic impressions left on an object.
Pass without Trace: One subject/level leaves no tracks.
Peacebond: Locks a weapon in place on the target's body.
Psychic Reading: Read surface thoughts to learn information about a subject.
Quintessence: Mask any flaws of or damage to a creature or object.
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.
Restore Corpse: Skeletal corpse grows flesh.
Returning Weapon: Grants a weapon the returning special weapon quality.
Sculpt Corpse: Makes corpse look like another creature.
Shadow Trap: Pin someone’s target, causing them to become stuck.
Shadow WeaponY: Create a quasi-real masterwork weapon.
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.
Skin TagM: Curse food or drink to gain afamilar connection to the creature
SleepY: Puts 4 HD of creatures into magical slumber.
Speechreader's Sight: Read lips from a distance
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Unseen Servant: Invisible force obeys your commands.
Vanish: As invisibility for 1 round/level (5 max).
Vocal Alteration: Disguise target's voice.
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Wizened Appearance: Make a target appear as an older version of itself.
Youthful Appearance: Target appears younger.

2nd-Level Spells

Ablative BarrierY: Surrounds the target with layers of force.
Accelerate Poison: Hastens targeted poison's onset.
Air Step: Tread unsteadily on air, with limitations.
Analyze Aura: Read a creature’s or an object’s alignment, emotion, health, and magic auras.
Animate Dead, LesserM: Create one skeleton or zombie.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Apport Object: Send or receive a small object via teleportation.
Arcane LockM: Magically locks a portal or chest.
AuguryMF: Learns whether an action will be good or bad.
Aversion: Cause the target to avoid an object or location.
Badger's Ferocity: Weapons are keen while you concentrate.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Blood Biography: Learn about a creature with its blood.
Blur: Attacks miss subject 20% of the time.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Calm Emotions: Calms creatures, negating emotion effects.
Campfire Wall: Creates a shelter around a campfire.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chill MetalY: Cold metal damages those who touch it.
Codespeak: Speak, read, and Write a new code language.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
Contact Entity I: Ask eldritch entities to find and converse with you
Continual FlameM: Makes a permanent, heatless light.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Crimson Confession: Touching the marked object or area turns one’s skin red.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
DarknessY: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Defensive Shock: Electricity damages your attackers.
Delay Poison: Stops poison from harming target for 1 hour/level.
Demand Offering: Make a creature give you an object it’s holding.
Detect Magic, Greater: As detect magic, but learn more information.
Disfiguring TouchY: Target becomes disfigured.
Disguise Other: As disguise self, but affects you or another.
Effortless Armor: Armor you wear no longer slows your speed.
Enchantment Sight: See enchantment spells active on creatures
Enter Image: Transfers your consciousness to an object bearing your likeness.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Fear the Sun: Impose light blindness on your enemies.
Feast of AshesY: A target starves with an insatiable hunger.
Find Traps: Notice traps as a rogue does.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Flickering Lights: Create an area of inconsistent lighting.
Fool's GoldF: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Force Sword: Create a magical longsword made entirely of force.
Frost Fall: The area is covered in a chilling frost.
Ghost Whip: Create a ghost touch whip that passes through objects.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Ghostly Disguise: You look like a ghost of yourself.
Glide: You take no falling damage and move 60 ft./round while falling.
Glitterdust: Blinds creatures, outlines invisible creatures.
Gust of WindY: Blows away or knocks down smaller creatures.
Heat MetalY: Makes metal so hot it damages those who touch it.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Implant False Reading: Instill false psychic impressions into an object.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Instigate Psychic Duel: Start a psychic duel between yourself and another creature.
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
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
KnockY: Opens locked or magically sealed door.
Know Peerage: Target uses your Knowledge (nobility) ranks.
LevitateY: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Magic MouthM: Objects speaks once when triggered.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Make WholeY: Repairs an object.
Mask Dweomer, Communal: As mask dweomer, but you may divide the duration among creatures touched.
Masterwork Transformation: Make a normal item into a masterwork one.
Mindshock: Charge your attacks with violent psychic energy.
Minor Image: As silent image, plus some sound.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.
Object Possession, Lesser: Project your soul into an object, animating it.
Obscure Object: Masks object against scrying.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Phantom TrapM: Makes item seem trapped.
Pilfering Hand: You may seize an object or manipulate it from afar.
Protective Penumbra: Shadow protects the target from light.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Quick Change: Use change shape as a swift action and surprise foes.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
Residual Tracking: Tell creature's appearance by footprint.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Panics creatures of less than 6 HD.
See Invisibility: Reveals invisible creatures or objects.
Sense Fear: Perceive nearby craetures that are experiencing fear
Sense Madness: Determine mental disturbances in nearby creatures
Share Language: Subject understands chosen language.
Share Memory: Share one memory with the target.
ShatterY: Sonic vibration damages objects or crystalline creatures.
Shifted Steps: Make a target sound as if elsewhere.
Silk To Steel: Use a scarf as a shield or whip.
Skinsend: Animate and possess your own skin as if it were a separate creature.
Sound Burst: Deals 1d8 sonic damage and may stun subjects.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
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.
Status: Monitors condition, position of allies.
Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
Symbol of MirroringM: Triggered rune creates mirror images.
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.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others
Versatile Weapon: Weapon bypasses some DR.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Warp Wood: Bends wood.
Weapon of Awe: Weapon gets +2 on damage rolls.
Winged Sword: Grant a weapon the throwing special ability.
Wood Shape: Reshapes wooden objects to suit you.

3rd-Level Spells

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Age Resistance, Lesser: Ignore penalties from middle age.
Agonize: Pain encourages an outsider to obey you.
Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Animate DeadMY: Creates undead skeletons and zombies.
Arcane Sight: Magical auras become visible to you.
Assume Appearance: Use a creature's corpse to adopt its form
Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
Aura Alteration: Masks a creature’s or an object’s alignment, emotion, health, and magic auras.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bloodhound: Gives caster the scent special ability.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Cloak of Winds: Creates a screen of wind around you.
Contact Entity II: Ask more powerful entities to find and converse with you
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Countless Eyes: Extra eyes give all-around vision.
Create Food and Water: Feeds three humans (or one horse)/level.
Cup of DustY: Causes a creature to become dehydrated.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Deft Digits: Animate a glove or gauntlet from a distance.
Dispel MagicY: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Erase Impressions: Erase psychic impressions from an object.
Explosive Runes: Deals 6d6 damage when read.
FireballY: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
Flesh PuppetM: Control a zombie in human guise.
FlyY: Subject flies at speed of 60 ft.
Follow Aura: Gain ability to follow the trail of the aura of an alignment.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
Gentle Repose: Preserves one corpse.
Ghost BrandM: Allow an item to transform into a brand and back.
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
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hostile Levitation: Levitates the targeted creature up off the ground.
Illusory ScriptM: Only select creatures can read text.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Instant Fake: Provide a short-term replica of an object.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Irregular Size: Creature's limb shrivels
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 Aura, Greater: As magic aura, but also affects creatures and allows more options.
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.
Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell, and thermal effects.
Meticulous Match: Determine if two things are identical.
Minor Creation: Creates one cloth or wood object.
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
NondetectionM: Hides subject from divination, scrying.
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.
Pierce Disguise: See through low-level magical disguises.
Pocketful of Vipers: Ward a container with summoned vipers.
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
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
Retrocognition: Gain psychic impressions from past events in a location.
Riding Possession: As possession, but you observe instead of control the subject.
Sands of TimeY: Target temporarily ages.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Secret Page: Changes one page to hide its real content.
Seek Thoughts: Detects thinking creatures' thoughts.
Selective Alarm: As alarm, but only against selected creatures.
Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Shadowmind: Force a target to see more darkness around them.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
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.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Stone ShapeY: Sculpts stone into any shape.
SuggestionY: Compels subject to follow stated course of action.
Symbol of HealingM: Triggered rune heals living creatures.
Symbol of LaughterM: Triggered rune makes nearby creatures lose actions for 1 round/level.
Symbol of RevelationM: Triggered symbol reveals illusions.
Symbol of SlowingM: Triggered rune slows creatures.
Talismanic Implement: As contingency, but invests a spell into one of your implements.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits
Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.
Tiny Hut: Creates shelter for 10 creatures.
Toxic Gift: Target suffers the effect of the poison in you.
Twilight Knife: Floating knife attacks with you.
Undetectable TrapM: Make a trap extremely difficult to find.
Urban Step: Step into one doorway and out another.
Vision of Hell: Illusory hellscape makes creatures shaken.
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.
Witness: See through the target's eyes and ears.

4th-Level Spells

Age Resistance: Ignore penalties from old age.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Arcane Eye: Invisible floating eye moves 30 ft./round.
Aroden's Spellsword: Merge a melee weapon with a rod or staff.
Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Ban Corruption: Eliminate the gifts of a nearby corrupted creature
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Charm Monster: Makes monster believe it is your ally.
Charm Person, Mass: As charm person, but affects multiple creatures within 30 ft.
Complex Hallucination: Create a phantasm with effects for all senses.
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
ConfusionY: Subjects behave oddly for 1 round/level.
Conjuration Foil: Interfere with nearby teleportation effects.
Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Contact Other Plane: Lets you ask question of extraplanar entity.
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.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Curse of Disgust: Target is sickened while viewing trigger.
Curse of Magic NegationM: Target gains the negated spellblight.
Darkvision, Greater: See 120 ft. in total darkness.
Daze, Mass: As daze, but affecting multiple creatures.
Death Ward: Grants bonuses against death spells and negative energy.
Demanding Message: Send messages as per message with a suggestion for one creature.
Detect ScryingY: Alerts you to magical eavesdropping.
Dimension DoorY: Teleports you a short distance.
Dimensional Anchor: Bars extradimensional movement.
Dismissal: Forces a creature to return to native plane.
Echolocation: Sonic sense gives you blindsight 40 ft.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Fear: Subjects within cone flee for 1 round/level.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Flash Forward: Charge, then teleport back to starting poisiton
Flesh Puppet HordeM: Control multiple zombies in human guise.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Glimpse of TruthM: Gain true seeing for 1 round.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Hold Monster: As hold person, but any creature.
Hypnotism, GreaterR: As affecting more creatures and involving more requests
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
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.
Impossible Angles: Distort geometry inside
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Life Bubble: Protects creatures from sustained environmental effects.
Locate Creature: Indicates direction to known creature.
Mad Sultan's Memory: Bizarre cacohony fascinates eldritch creatures.
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.
Major Creation: As minor creation, plus stone and metal.
Malfunction: Construct behaves oddly for 1 round/level.
Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy.
Mind Probe: Learn answers from a subject’s memories.
Mind Swap: Switch minds with another creature for 1 hour per level.
Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Nondetection, CommunalM: As nondetection, but you may divide the duration among creatures touched.
Object Possession: As lesser object possession, but with a larger object.
Parchment Swarm: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.
Peacebond, Greater: As peacebond, but on multiple weapons, even if they aren't sheathed.
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.
Planar Adaptation: Resist harmful effects of other plane.
Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Poisonous Balm: As cure serious wounds, but leave behind a latent venom.
Possession: Project your soul into a creature’s body.
Pyrotechnic Eruption: Erupting flames burn a target several times.
Quieting Weapons: Weapons make no sound and quiet their victims.
Rapid Repair: Construct gains fast healing 5.
Red Hand of the Killer: Stain the hand of a creature's killer red.
Resilient Sphere: Force globe protects but traps one subject.
Reveal Emotions: Create an aura to exposes creature's emotional statebare.
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.
Rusting Grasp: Your touch corrodes iron and alloys.
ScryingF: Spies on subject from a distance.
SendingY: Delivers short message anywhere, instantly.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Slough: Slough off a target's skin.
Soothe Construct: Reduce the berserk chance of a construct.
Spell Immunity: Subject is immune to one spell per 4 levels.
Spellcurse: Target takes 1d6 damage for each spell affecting it
Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.
StoneskinMY: Grants DR 10/adamantine.
Straitjacket: Restrain a creautre's arms and grant it a second saving throw against certain magic.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Symbol of DistractionM: Fascinates all creatures within 60 ft.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Symbol of ScryingM: Triggered rune activates scrying sensor.
Symbol of SealingM: Create triggered wall of force.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Symbol of StrikingM: As symbol of death, but fills a 5-foot square.
Telepathic Silence: Prevent all forms of telepathy in the area
Torpid ReanimationM: Animate dead when a specific trigger condition occurs.
Treasure StitchingM: Objects on cloth become embroidered.
True FormY: Removes polymorph effects.
Umbral Infusion: Infuse mindless undead with power from the Shadow Plane, increasing their power.
Unbearable Brightness: Your glowing body dazzles or blinds others.
Unbreakable ConstructM: Increase construct hardness or DR.
Unerring Tracker: Follow an entire trail unerringly.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.
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.
Wandering Star Motes: Outlines subject and produces light as a sunrod.
Warp Metal: Warp wood, affecting metal objects
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

5th-Level Spells

Age Resistance, Greater: Ignore penalties from venerable age.
Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Alaznist's Jinx: Inlfict the spell burn spellblight
Awaken ConstructM: Grant a construct humanlike sentience.
Battlemind LinkY: You and an ally gain attack and AC bonuses.
Bind Sage: Summon a caulborn to answer questions
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Command, Greater: As command, but affects one subject/level.
CommuneM: Deity answers one yes-or-no question/level.
Cone of ColdY: 1d6/level cold damage.
Contagious Suggestion: Cast a suggestion that gets passed on to secondary targets
Control Winds: Changes wind direction and speed.
Create Demiplane, LesserF: Create your own demiplane.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Curse, Major: As bestow curse, but harder to remove.
Dahak's Release: You unleash all the target’s anger and destructive urges, causing it to fly into a violent bloodlust.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dominate PersonY: Controls humanoid telepathically.
Ectoplasmic Hand: Draw forth a ghostly, animated ectoplasmic hand to do your bidding.
Energy Siege Shot: A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose.
Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.
Fabricate: Transforms raw materials into finished items.
False VisionM: Fools scrying with an illusion.
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Forbid Action, Greater: As forbid action, but 1 creature/level.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Illusion of Treachery, Greater: Make it seem like another is responsible for your attacks while concealing your own actions.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Interposing Hand: Hand provides cover against 1 opponent.
Locate Gate: Find a nearby magical portal
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
MisleadY: Turns you invisible and creates illusory double.
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Particulate Form: Targets gain fast healing 1, immunity to bleed, crtitical hits, and precision damage
Persistent Image: As major image, but no concentration required.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Remote Viewing: Gain psychic impressions from a distant location.
Scripted Hallucination: As complex hallucination, but without concentration.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of one person per two levels.
Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched.
Spell Resistance: Subject gains SR 12 + level.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Suffocation: Target quickly suffocates to death.
Suggestion, Mass: As suggestion, affects subject/level.
Symbol of StunningM: Triggered rune stuns nearby creatures.
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Teleport: Instantly transports you as far as 100 miles per level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
True SeeingM: Lets you see all things as they really are.
Unwilling ShieldM: Subject shares wounds you receive.
Wall of ForceY: Wall is immune to damage.
Wall of StoneY: Creates a stone wall that can be shaped.

6th-Level Spells

Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself
Analyze DweomerF: Reveals magical aspects of subject.
Animate ObjectsY: Objects attack your foes.
Antimagic FieldY: Negates magic within 10 ft.
Antipathy: Object or location affected by spell repels certain creatures.
Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item.
Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Blade BarrierY: Wall of blades deals 1d6/level damage.
Break, GreaterM: Break all nearby objects.
Call ConstructM: Summon your construct to you.
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.
Contact Entities IV: Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
ContingencyFY: Sets trigger condition for another spell.
Control Construct: Take control of a construct.
Create DemiplaneF: As lesser create demiplane, but larger and with planar traits.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Demanding Message, Mass: Send messages as per message with one suggestion for each creature.
DisintegrateY: Reduces one creature or object to dust.
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.
Find the Path: Shows most direct way to a location.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Getaway: Teleports you and select creatures to predetermined location.
Globe of InvulnerabilityY: As lesser globe of invulnerability, plus 4th-level spell effects.
HarmY: Deals 10 points/level damage to target.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Ironwood: Magic wood is as strong as steel.
Last Azlanti's Defending SwordF: Create a blade like mage’s sword that focuses more on defense.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Lost Legacy: Target cannot leave a lasting impression on other creatures
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.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Planar Binding: As lesser planar binding, but up to 12 HD.
Plundered PowerM: Kill a creature and steal its strongest spell-like ability
Possession, Greater: As possession, but your body vanishes.
Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.
Project ImageM: Illusory double can talk and cast spells.
RepulsionF: Creatures can't approach you.
Roaming PitM: Create a mobile extradimensional pit
Scribe's BindingF: Turn a creature into a biography of their life.
Scrying, Greater: As scrying, but faster and longer.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Statue: Subject can become a statue at will.
Symbol of DeathM: Triggered rune kills nearby creatures.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
Symbol of StrifeM: Triggered rune makes creatures attack.
Symbol of VulnerabilityM: Triggered rune gives penalties.
SympathyM: Object or location attracts certain creatures.
Temporary ResurrectionM: Bring a creature to life for 24 hours.
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.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Wall of IronMY: 30 hp/four levels; can topple onto foes.