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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.

Shaman Spells

0-Level Spells

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
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.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
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.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.
Virtue: Subject gains 1 temporary hp.

1st-Level Spells

Alleviate Addiction: Ignore the effects of addictions.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
BaneY: Enemies take –1 on attack rolls and saves against fear.
Barbed Chains: a
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
BlessY: Allies gain +1 on attack rolls and saves against fear.
Burning HandsY: 1d4/level fire damage (max 5d4).
Calm Animals: Calms 2d4 + level HD of animals.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Animal: Makes one animal your friend.
Charm Person: Makes one person your friend.
Cheetah’s Sprint: Sprint or charge with amazing speed.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Comprehend Languages: You understand all languages.
Coward’s Cowl: Enhance a target’s defensive instincts.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Dancing Lantern: Animates a lantern that follows you.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Good: Reveals creatures, spells, or objects of selected alignment.
Detect Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Discern Next of Kin: Read the target’s mind to learn about its family.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Dream FeastR: Feed someone while they sleep.
Ears of the City: The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events.
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Endure ElementsY: Exist comfortably in hot or cold regions.
EntangleY: Plants entangle everyone in 40-ft. radius.
Frostbite: Target takes cold damage and is fatigued.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
Hairline FracturesR: Create hairline fractures in earth and stone.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Heightened Awareness: Your recall and ability to process information improve.
Hex Vulnerability: Reuse a hex on a specific target.
Hex WardY: Target gains +4 on saves against witch hexes.
Hide from Animals: Animals can't perceive one subject/level.
Hydraulic PushY: Wave of water bull rushes an enemy.
Illusory Crowd: Create an illusion of a stationary group of people milling about.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Linked Legacy: Share information with all targets of the spell in the blink of an eye.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Mindlink: Communicate a great deal of information in an instant.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Nature’s Paths: Find the shortest and easiest paths through the wilderness.
Obscuring MistY: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Poisoned EggR: Transform a single egg into a dose of poison.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Read WeatherFR: Forecast the weather for the next 48 hours.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Sense Spirit Magic: Gain bonuses on identifying and resisting spells associated with your spirits.
Skin TagM: Curse food or drink to gain afamilar connection to the creature
SleepY: Puts 4 HD of creatures into magical slumber.
Spirit Call: Increase the power of spells related to your spirit/domain.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Summon Nature's Ally 1: Summons creature to fight.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Wave Shield: Water blunts one incoming attack or fire effect.

2nd-Level Spells

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Alter Self: Assume form of a Small or Medium humanoid.
Amplify Stench: Amplify your natural stench ability.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Purpose Training: Animal gains a new general purpose.
Animate Dead, LesserM: Create one skeleton or zombie.
AuguryMF: Learns whether an action will be good or bad.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Beastspeak: Speak normally while in animal form.
Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area.
Blessing of Liberty: +1-3 luck bonus to CMD and saves vs. spells/traps that would impede your movement; can end the spell early to gain a boost to speed.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Buoyancy: Targets easily float on water.
Burdened Thoughts: Force heavy encumberance onto a creature.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Calm Emotions: Calms creatures, negating emotion effects.
Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.
Codespeak: Allow targets to share understanding in a secret and unique language.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Contact Entity I: a
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Curse of Keeping: Curse a target with the inability to sell, barter, or give away any item they own.
DarknessY: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming target for 1 hour/level.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Eagle Eye: Creates a magical sensor high above you.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Flame BladeY: Touch attack deals 1d8 + 1/two levels damage.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Fog CloudY: Fog obscures vision.
Fool’s GoldF: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Gentle Repose: Preserves one corpse.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Glide: You take no falling damage and move 60 ft./round while falling.
Guiding Star: Know approximate distance from where you cast this spell.
Harmless Form: Transform the target into a "harmless" animal.
Harvest Season: Cause an explosive burst of growth in a single plant.
Hold Person: Paralyzes one humanoid for 1 round/level.
Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Insect Scouts: Create insects to scout an area for you.
Invigorating Poison: Transform the negative effects of a poison into positive ones.
LevitateY: Subject moves up and down at your direction.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Mindshock: Charge your attacks with violent psychic energy.
Night Blindness: Impair target’s vision as if it were darker.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scare: Panics creatures of less than 6 HD.
Secret SpeechR: Send secret messages to others within normal speech.
Shared SacrificeR: Create a link to the target and direct pain and damage through it.
Shield Companion: As shield other, but affecting your companion creature.
Sickening Entanglement: As entangle, but plants have sickening sap.
Spiritual WeaponY: Magic weapon attacks on its own.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Summon Nature's Ally 2: Summons creature to fight.
Summon SwarmY: Summons swarm of bats, rats, or spiders.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Tree Shape: You look exactly like a tree for 1 hour/level.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others
Venomous BiteM: Enhance a target creature’s bite with poison.
Vine Strike: Entangle enemies while in close combat.
Warp Wood: Bends wood.
Web Shelter: Create a comfortable shelter made of webbing.
Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.
Wood Shape: Reshapes wooden objects to suit you.

3rd-Level Spells

Air Breathing: Allow creatures to breathe air.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Animate DeadMY: Creates undead skeletons and zombies.
Assume Appearance: a
Aura Sight: Alignment auras become visible to you.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/DeafnessY: Makes subject blinded or deafened.
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Clear Grove: Clear out vegetation from a small area.
Contact Entity II: a
Contact High: Duplicate a drug’s effects on others.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
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.
Dispel MagicY: Cancels one magical spell or effect.
Dominate Animal: One animal obeys your silent mental commands and orders.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Final Sacrifice: Cause a summoned creature to explode.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Fins to FeetR: Give a creature legs, allowing it to walk on land.
FlyY: Subject flies at speed of 60 ft.
Font of Spirit MagicM: When allies cast your spirit’s spells, they gain other bonuses.
HarrowingY: Use a Harrow deck to predict the future.
Hex GlyphM: Inscription casts your hex on those who pass it.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Horrifying Visage: Cause creatures to gain a phobia
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Jealous Rage: Fill the target with a sense of entitled self-importance.
Lover's VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
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.
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Mind Maze: Target must act as though they are wandering through a maze.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Pierce Disguise: See through low-level magical disguises.
Planar InquiryM: Call an extraplanar creature to answer your questions.
Polymorph Familiar: Give your familiar the shape of another animal.
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
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Sky SwimR: Allow the target to swim through the air.
Sleet Storm: Hampers vision and movement.
Speak with Dead: Corpse answers one question/two levels.
Speak with Haunt: Haunt answers one question/2 levels.
Stench of Prey: Predatory animals must successfully save or attack the target.
Stinking CloudY: Nauseating vapors, 1 round/level.
Stone ShapeY: Sculpts stone into any shape.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Summon Nature's Ally 3: Summons creature to fight.
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Toxic Rupture: Force a target to save against its own poison.
Transfer Regeneration: Bestow your regeneration on your allies.
Trial of Fire and Acid: Cover the target creature in burning acid.
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
Ward of the SeasonR: Enhance a creature with the power of a season.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
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.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Assume Appearance, Greater: a
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Borrow Corruption: a
Claim Identity: Steal a creature's face
Command Plants: Sways the actions of plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Detect ScryingY: Alerts you to magical eavesdropping.
Dismissal: Forces a creature to return to native plane.
DivinationM: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Familiar Melding: Possess your familiar.
Fear: Subjects within cone flee for 1 round/level.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Frigid Souls: Disrupt and dispel spells that protect against cold
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Rain of Frogs: Summon a swarm of poisonous frogs.
ReincarnateFM: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
RestorationM: Restores level and ability score drains.
Ride The Waves: Target can breathe water and swim.
Sands of TimeY: Target temporarily ages.
ScryingF: Spies on subject from a distance.
SendingY: Delivers short message anywhere, instantly.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Slowing Mud: Targets are covered in mud that blinds them and acts like slow.
Solid FogY: Blocks vision and slows movement.
Spike StonesY: Creatures in area take 1d8 damage, may also be slowed.
Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.
Spit Venom: Spit blinding black adder venom.
Summon Nature's Ally 4: Summons creature to fight.
Sword to Snake: Change an object into a venemous creature.
Thorn Body: Your attackers take 1d6 +1 damage/level.
Tongues: Speak and understand any language.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.
Wandering Star Motes: Outlines subject and produces light as a sunrod.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.

5th-Level Spells

Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Animal Growth: One animal doubles in size.
Baleful PolymorphY: Transforms subject into harmless animal.
Ban Corruption: a
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Blood Tentacles: Create writhing tentacles from your chest.
Blood Ties: a
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Call Spirit: Make the spirit of one creature manifest.
CommuneM: Deity answers one yes-or-no question/level.
Commune with Nature: Learn about terrain for 1 mile/level.
Contact Entity III: a
Control Winds: Changes wind direction and speed.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Curse of Unexpected DeathR: Curse a creature with a chance of instant and unexpected death.
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 Chaos: +4 bonus against attacks.
Dispel Evil: +4 bonus against attacks.
Dispel Good: +4 bonus against attacks.
Dispel Law: +4 bonus against attacks.
Dominate PersonY: Controls humanoid telepathically.
Empathy Conduit: Create a conduit between master and familiar, allowing you to affect one while targeting the other.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Grove of Respite: Creates trees and a small spring.
Hex Glyph, GreaterM: Inscription casts your hex or major hex on those who pass it.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Imbue Hex: Transfer a hex to someone else, allowing them to make use of it.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Insect Plague: Wasp swarms attack creatures.
Mantle of the Magic WarriorsR: Imbue targets with animal spirits, granting them unique bonuses.
Mask from DivinationM: Guard someone from divination attempts with a protective mask.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Rest Eternal: Dead creature cannot be revived.
Shadow Endurance: Conjure protective wisps of darkness made from shadow.
Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area.
SoulswitchF: Swap your soul with your familiar’s.
StoneskinMY: Grants DR 10/adamantine.
Summon KamiR: As summon nature’s ally V, except you can summon one kodama, 1d3 fukujin, or 1d4+1 shikigami.
Summon Nature's Ally 5: Summons creature to fight.
True SeeingM: Lets you see all things as they really are.
Vengeful StingerR: Grow a long, wasp-like tail with stinger.
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 ThornsY: Thorns damage anyone who tries to pass.

6th-Level Spells

Alleviate CorruptionM: a
Antilife Shell: 10-ft.-radius field hedges out living creatures.
AwakenM: Animal or tree gains human intellect.
Awaken ConstructM: Grant a construct humanlike sentience.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Besmara's Grasping Depths: Use the restless dead to down your targets
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Cone of ColdY: 1d6/level cold damage.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Find the Path: Shows most direct way to a location.
Fire SeedsY: Acorns and berries become grenades and bombs.
Flesh to StoneY: Turns subject creature into statue.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Planar AllyM: As lesser planar ally, but up to 12 HD.
Primal Regression: Make a creature become bestial and unintelligent.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Slay Living: Touch attack deals 12d6 + 1 per level.
Snake Staff: Transforms wood into snakes to fight for you.
Stone to Flesh: Restores petrified creature.
Summon Laborers: Summon helpful petitioners to aid in construction and labor.
Summon Nature's Ally 6: Summons creature to fight.
Wall of StoneY: Creates a stone wall that can be shaped.
Withdraw Affliction: Remove an affliction and inflict it on another creature.

7th-Level Spells

Animate PlantsY: One or more plants animate and fight for you.
Artificer’s Curse: Temporarily suppress the most powerful qualities of a magical item.
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Contact Entities IV: a
Control WeatherY: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.
Grim Stalker: Create a Grim to disrupt the targets sleep
HarmY: Deals 10 points/level damage to target.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Ice Body: Your body becomes living ice.
Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Liveoak: Oak becomes treant guardian.
Planar RefugeM: Enforce the rules of the Material Plane on another plane.
Plane ShiftY: As many as 8 subjects travel to another plane.
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Restoration, GreaterM: As restoration, plus restores all levels and ability scores.
Scrying, Greater: As scrying, but faster and longer.
Stone Tell: Talk to natural or worked stone.
Summon Nature's Ally 7: Summons creature to fight.
SunbeamY: Beam blinds and deals 4d6 damage.
Transport via Plants: Move instantly from one plant to another of the same kind.
VisionMF: As legend lore, but quicker.
Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.
Vortex: Creates a whirlpool in water.
Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level Spells

Animal Shapes: One ally/level polymorphs into chosen animal.
Aroden’s Magic Army: Imbue all manufactured weapons in range with magic.
Blood Mist: Mist causes Wisdom damage and rage.
Circle of ClarityF: Emanation hampers illusions and stealth.
Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
DestructionF: Kills subject and destroys remains.
Discern Location: Reveals exact location of creature or object.
EarthquakeY: Intense tremor shakes 80-ft. radius.
Fire StormY: Deals 1d6/level fire damage.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
Irresistible DanceY: Forces subject to dance.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
ResurrectionM: Fully restore dead subject.
Stormbolts: 1d8 damage/level (max 20d8) to targets.
Summon Nature's Ally 8: Summons creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Symbol of DispellingM: Dispel all magical effects within range of this symbol.
WhirlwindY: Cyclone deals damage and can pick up creatures.

9th-Level Spells

Elemental Swarm: Summons multiple elementals.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
ForesightY: “Sixth sense” warns of impending danger.
Heal, Mass: As heal, but affects 1 subject/level.
Polar Midnight: Cold darkness paralyzes and deals damage.
Shambler: Creates 1d4+2 shambling mounds to fight for you.
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
Soul Bind: Traps newly dead soul to prevent resurrection.
Storm of VengeanceY: Storm rains acid, lightning, and hail.
Summon Nature's Ally 9: Summons creature to fight.
TsunamiY: Huge wave damages and sweeps up all in its path.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Winds of Vengeance: Gives you the ability to fly and attack with wind.