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 SpellsAlleviate 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.