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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.

Skald Spells

0-Level Spells

Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Fiendish Presence: As detect evil, except this specifically detects outsiders with the evil subtype and their servants.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.
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.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
Sift: See area as though examining it.
Spark: Ignites flammable objects.
Summon Instrument: Summons one musical instrument.
Unwitting Ally: Subject is considered ally for 1 round.
Vacuous Vessel: Make a single container appear empty.

1st-Level Spells

AbstemiousnessR: Enhance simple food to provide greater nutrition.
Abundant Ammunition: Replaces nonmagical ammunition every round.
Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Alarm: Wards an area for 2 hours/level.
Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Animate Rope: Makes a rope move at your command.
Anticipate PerilY: Target gains a bonus on one initiative check.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
Beguiling Gift: Subject immediately accepts an offered item and uses it.
Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
Blurred Movement: As blur, but only while you are moving.
Borrow Skill: Make a skill check using another's ranks.
Call Weapon: Summon an ally's weapon from a distance.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Chastise: +5 bonus to convince a target to do what you want or get in trouble with their superiors.
Chord of ShardsY: Performance deals 2d6 piercing damage.
Clarion Call: Make yourself heard over great distances.
Cloak of Secrets: Filter speech from a given area to sound like a different conversation.
Coin Shot: Turn coins into deadly projectiles.
Compel Hostility: Compels opponents to attack you instead of your allies.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Comprehend Languages: You understand all languages.
Confusion, Lesser: One creature is confused for 1 round.
Coward’s Cowl: Enhance a target’s defensive instincts.
Cultural Adaptation (Taldan): Better impersonate the member of a specific culture.
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.
Dazzling Blade: Make a weapon appear dazzingly shiny, making it easier to disarm and feint in combat.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Decrepit Disguise: Make an object seem worthless.
Deja Vu: Make a creature repeat its actions.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Detect Charm: Detect charms, compulsions, and possessions, along with who might be affecting who else with them.
Detect Metal: Detect metal objects or creatures.
Detect Radiation: Detect radiation in the surrounding area.
Detect Secret Doors: Reveals hidden doors within 60 ft.
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.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
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.
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Enhance WaterR: Transform water into an alcoholic beverage.
Erase: Mundane or magical writing vanishes.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Feather FallY: Objects or creatures fall slowly.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Flare Burst: As flare, but affects all creatures in 10 ft.
Fool’s GoldF: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Forced Quiet: Target cannot make loud noises.
Fumbletongue: Target cannot speak intelligently.
Glue Seal: Makes one 5-ft. square or one object sticky.
GreaseY: Makes 10-ft. square or one object slippery.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Heightened Awareness: Your recall and ability to process information improve.
Hideous LaughterY: Subject loses actions for 1 round/ level.
Horn of Pursuit: Create three notes heard miles away.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Illusory Crowd: Create an illusion of a stationary group of people milling about.
Innocence: Gain +10 on Bluff checks to seem innocent.
Invigorate: Temporarily relieves fatigue or exhaustion.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
JitterbugsRY: Force a creature to become jittery, taking a penalty on Dexterity-related checks and being unable to delay, ready, or take a total defense action.
Jury-Rig: Removes the broken condition from the targeted object.
Ki Arrow: Arrow deals damage as your unarmed strike.
Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Lighten ObjectR: Decrease the target’s weight by half or reduce the armor check penalty of armor.
Linked Legacy: Share information with all targets of the spell in the blink of an eye.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Aura: Alters object's magic aura.
Magic MouthM: Objects speaks once when triggered.
Memorize Page: Target perfectly memorizes one page of information.
Memory LapseY: Subject forgets events back to last turn.
Moment of Greatness: Doubles a morale bonus.
Nature’s Paths: Find the shortest and easiest paths through the wilderness.
Negative Reaction: Targeted creature may not positively influence anyone.
Night Blindness: Impair target’s vision as if it were darker.
Obscure Object: Masks object against scrying.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Play Instrument: Play instrument as if you were skilled.
Poisoned EggR: Transform a single egg into a dose of poison.
Quintessence: Mask any flaws of or damage to a creature or object.
Read WeatherFR: Forecast the weather for the next 48 hours.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Restful Sleep: Gain more hit points while sleeping.
Saving FinaleY: Subject rerolls failed saving throw.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Secret SpeechR: Send secret messages to others within normal speech.
See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Share Language: Subject understands chosen language.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Silent ImageY: Creates minor illusion of your design.
SleepY: Puts 4 HD of creatures into magical slumber.
Solid Note: Creates tangible music note.
Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.
Sow ThoughtR: Plant an idea in the mind of the subject.
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
Swallow Your FearR: Increase creatures' combat effectiveness when they under a fear effect.
Tap Inner BeautyR: Grant yourself a +2 insight bonus to Charisma-related checks.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Technomancy: As detect magic, except detecting the presence of technological objects.
Timely Inspiration: Gives bonus on failed check/attack.
Toilsome ChantR: Allow inspire competence to last for the duration of the skill affected.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Transfer Tattoo: Transfer a magical tattoo from one creature to another.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
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.
Undetectable Alignment: Conceals alignment for 24 hours.
Unnatural Lust: Target is compelled to kiss or caress another.
Unprepared Combatant: Target takes -4 on initiative and Reflex saves.
Unseen Servant: Invisible force obeys your commands.
Urban GraceR: Move through crowds and urban settings with ease.
Vanish: As invisibility for 1 round/level (5 max).
Ventriloquism: Throws voice for 1 min./level.
Vocal Alteration: Disguise target's voice.
Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Youthful Appearance: Target appears younger.

2nd-Level Spells

Absurdity: a
Acute Senses: Subject gains a bonus on Perception checks.
Air Step: Tread unsteadily on air, with limitations.
Allegro: Gain haste while maintaining bardic performance.
Alter Self: Assume form of a Small or Medium humanoid.
Alter Summoned Monster: Swap one summoned creature with another.
Ancestral Communion: Contact the spirits of your ancestors to bolster your own knowledge.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Purpose Training: Animal gains a new general purpose.
Animal Trance: Fascinates 2d6 HD of animals.
Anonymous Interaction: Creatures forget details about you and conversations with you.
Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Anti-Summoning Shield: Impede the use of summon spells.
Apport Object: Send or receive a small object via teleportation.
Aram Zey's FocusF: Grant the trapfinding ability or a +5 Disable Device bonus.
Arcane Disruption: Make it difficult for others to cast arcane spells.
Aversion: Cause the target to avoid an object or location.
Babble: Target becomes nauseated and causes nearby creatures to become fascinated.
Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area.
Bestow InsightR: Grant the target a bonus on a skill check and consider them trained.
Bladed Dash: Make a magically-powered charge attack.
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.
Blindness/DeafnessY: Makes subject blinded or deafened.
Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Blood Biography: Learn about a creature with its blood.
Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC.
Blur: Attacks miss subject 20% of the time.
Body Double: Change one creature to look and act like another.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Book Ward: Protect a book from fire, acid, and water.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Buoyancy: Targets easily float on water.
Cacophonous Call: Nauseates target.
Callback: Your familiar teleports back to you when hurt.
Calm Emotions: Calms creatures, negating emotion effects.
Catatonia: Make a willing target appear to be dead.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Charitable Impulse: Compel a creature to aid others rather than use violence.
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.
Compassionate Ally: Target is compelled to help injured ally.
Contact High: Duplicate a drug’s effects on others.
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
DarknessY: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Pain: Ignore pain for 1 hour/level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Demand Offering: Make a creature give you an object it’s holding.
Detect Relations: Detect whether or not creatures are related by blood.
Detect Thoughts: Allows “listening” to surface thoughts.
Determine Depth: Determine the exact thickness of a wall, ceiling, or other barrier.
Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses.
Disguise Other: As disguise self, but affects you or another.
Display Aversion: Create an illusion to repulse a vampire.
Distracting Cacophony: Noise makes it difficult to cast.
Distressing Tone: Sound sickens 1d4 creatures.
Dragonvoice: Emulate the vocal inflections of dragons.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Drunkard's BreathR: Spew a noxious cloud in a 30 ft. cone.
Dust of TwilightY: Black particles extinguish light sources within area.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Empower Holy Water: Empower holy water to deal more damage to the undead.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force.
Fleshy Facade: Alter your appearance to appear living.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Gallant Inspiration: +2d4 bonus on failed attack roll or skill check.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Ghostly Disguise: You look like a ghost of yourself.
Glitterdust: Blinds creatures, outlines invisible creatures.
Golden Guise: Cause an object to briefly transform into gold.
Haunting Mists: Creatures are shaken and take Wis damage.
Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks.
Heightened Reflexes: Each ally in area gains a +10 bonus on one Reflex save.
Heroic FortuneFM: Grant a temporary hero point.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hold Person: Paralyzes one humanoid for 1 round/level.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Human Potential: Grant target a +2 enhancement bonus to an ability score.
Hydrophobia: Make targets become deathly afraid of water.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Illusory Maze: Create an illusion of an ever-changing maze of glass.
Impede Speech: Interfere with the target's ability to speak.
Instant Weapon: Summon a melee weapon to wield.
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.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Lament of Summer’s Last BreathR: Wrap the target in a mantle of summery air; this also harms creatures with the cold subtype.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape.
Locate Object: Senses direction toward object (specific or type).
Mad Hallucination: Target takes penalties to mental actions.
Make Lost: Make the targets become lost.
Marching Chant: Allies can hustle without penalty while you sing or chant.
Masterwork Transformation: Make a normal item into a masterwork one.
Mathematical Curse: Use the Path of Numbers to place a mathematical curse on someone.
Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.
Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Minor Image: As silent image, plus some sound.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Miserable Pity: Opponents cannot attack a pathetic creature.
Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.
Oppressive Boredom: Target loses its next action.
Page-Bound Epiphany: Fill an empty book with knowledge on a topic from around the world.
Paranoia: Target becomes hostile to all creatures.
Passing Fancy: Control the topic of conversation
Path of Glory: Create an expanding glow that heals allies within it of 1 hp of damage.
Peerless Integrity: Conceal the alignment of creatures from divination magic.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Piercing Shriek: Target is staggered by a painful sound.
Pilfering Hand: You may seize an object or manipulate it from afar.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Psychic Reading: Read surface thoughts to learn information about a subject.
Pugwampi's Grace: Force the unluck effect of a pugwampi onto an unwilling creature.
Puzzle Box: Target forgets how to use commonly used objects.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Raiment of Command: Cloak yourself in an illusion of authority.
RechargeM: Restore charges to a technological item.
Reckless Infatuation: Target is compelled to stay near another.
Remarkable Legerdemain: Conceal items with uncanny skill.
Resounding Clang: Create a loud clangor that causes metallic objects to vibrate wildly.
Retrieve Item: Call a small item into your hand from anywhere.
Returning Weapon: Grants a weapon the returning special weapon quality.
Reveal True ShapeM: Reveal the true form of a magically disguised/transformed creature.
Revelation: Gain great insight into the inner workings of a puzzle, device, or trap.
Scare: Panics creatures of less than 6 HD.
Seducer's EyesR: Gain a bonus on Charisma-based skills towards those who find you attractive.
Sense Vitals: Gain the ability to sneak attack.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Share Memory: Share one memory with the target.
ShatterY: Sonic vibration damages objects or crystalline creatures.
SilenceY: Negates sound in 20-ft. radius.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Silk To Steel: Use a scarf as a shield or whip.
Snapdragon Fireworks: Create 1 dragon firework/level.
Sonic Scream: Create a cone of damaging sound at will.
Sound Burst: Deals 1d8 sonic damage and may stun subjects.
Spell GaugeR: Discover some spells the target has prepared.
Steal BreathR: Steal the breath from a creature’s lungs.
Steal Voice: Target gains the croaking spellblight.
SuggestionY: Compels subject to follow stated course of action.
Summon Monster 2: Summons extraplanar creature to fight for you.
Summon SwarmY: Summons swarm of bats, rats, or spiders.
Suppress Charms and Compulsions: Free a group of creatures from charms or compulsions.
Swipe: Attempt to magically wrest an item from the target.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
Tattoo PotionM: Mix a potion that creates a magical chest tattoo when drunk.
Telepathic Censure: Create an invisible psychic interference that inhibits telepathic communication.
Thunder Fire: Ammunition in the targeted firearm deafens opponents.
Tongues: Speak and understand any language.
Touch of Mercy: Change the damage a creature can deal from lethal to nonlethal.
Track Ship: Use a piece of a ship to track it on a nautical chart.
Trail of the RoseR: Cause a rose to leave a scented trail along your path as you move.
Umbral Weapon: Create a shadowy afterimage that can damage enemies if the initial attack misses.
Unadulterated Loathing: Target is compelled to avoid another creature.
Versatile Weapon: Weapon bypasses some DR.
Wartrain Mount: Animal gains combat training.
Whip of Spiders: Create a whip made of poisonous spiders.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Spells

Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Air of AuthorityR: Creatures believe you are their direct superior.
Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
Arcane Concordance: Grants metamagic to arcane spells.
Assume Appearance: a
Aura of the Unremarkable: Create an aura that causes creatures within it to not see anything you do as cause for alarm.
Beacon of LuckR: Send out a burst of luck to allies around you.
BlinkY: You randomly vanish and reappear for 1 round per level.
Blot: Destroy all writing within an area.
Business BoomsM: (Downtime Spell) Promote your business with magic and increase the amount of activity it receives.
Campfire Wall: Creates a shelter around a campfire.
Champion’s BoutR: Prevent others from interfering in a duel.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Charm Monster: Makes monster believe it is your ally.
Claim Identity: Steal a creature's face
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
ConfusionY: Subjects behave oddly for 1 round/level.
Contingent Action: Set the condition for triggering a target’s readied standard, move, or swift action.
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Coordinated Effort: Grants allies a teamwork feat.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Curse of Disgust: Target is sickened while viewing trigger.
DaylightY: 60-ft. radius of bright light.
Death from BelowR: Target gains dodge bonus to AC against larger creatures.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Deft Digits: Animate a glove or gauntlet from a distance.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Discern ValueF: Quickly analyze the monetary value of objects and identify which are most valuable.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Dispel MagicY: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Disrupt Link: Sever the target’s link with her bonded creature.
Domination Link: Read thought echoes of a creature mentally controlling another.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Elemental Speech: Enables you to speak to elementals and some creatures.
Enticing Adulation: Force a creature to protect and care for you.
Exquisite Accompaniment: Instrument maintains bardic performance for you.
False AlibiMR: Modify the target’s memory in a specific way.
Fear: Subjects within cone flee for 1 round/level.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Feather Step, Mass: As feather step, but affects many targets rather than one.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Fleeting Memory: Create a gap in the target’s memory.
Flexible Fury: Swap one rage power for another.
Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
HarrowingY: Use a Harrow deck to predict the future.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Haunting Choir: Spirits cause wracking pain to listeners.
Horrifying Visage: Cause creatures to gain a phobia
Hypercognition: Rapidly recall everything you know about a subject.
Illusory ScriptM: Only select creatures can read text.
Invigorate, Mass: As invigorate, but multiple creatures.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Isolate: Make a creature invisible and silent to their allies.
Jester's Jaunt: Teleport target within 30 ft. of itself.
Liquefy: Transmute an object into a liquid version of itself.
Lover's VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Major Image: As silent image, plus sound, smell, and thermal effects.
Malicious SpiteM: Target is compelled to plot against another.
Martial Marionette: Take partial control of an opponent's limbs.
Mind Maze: Target must act as though they are wandering through a maze.
Minor DreamR: As the dream spell, except delivering a shorter message.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
OverlookR: Enhance your ability to seem small and unimportant, increasing your Stealth.
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
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.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Prosperous Room: (Downtime Spell) Increase the appeal a targeted room has.
Purging Finale: Removes one negative effect.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Rain of Frogs: Summon a swarm of poisonous frogs.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Remove Curse: Frees object or person from curse.
Respectful QuietR: Render all targets silent, but only one-way.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Reviving Finale: Allies cured 2d6 damage.
ScryingF: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones into new sounds.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Seek Thoughts: Detects thinking creatures' thoughts.
Selective Invisibility: Allow one creature to see you while invisible.
Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
Sequester ThoughtsM: Erase a creature's memory about a single topic.
Shadow Enchantment: Use material from the Shadow Plane to create an illusory version of an enchantment spell.
Shifting Shadows: Obscure the appearance of all creatures within the shifting shadows.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Smug Narcissism: Target is distracted by its sense of self.
Speak with Animals: You can communicate with animals.
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Stolen LightF: Store images within a gem.
Summon Ancestral Guardian: Conjure your ancestors' spirits to help you in combat.
Summon Monster 3: Summons extraplanar creature to fight for you.
Terrible Remorse: Creature is compelled to harm itself.
Thundering Drums: 1d8 damage/level and knocked prone.
Tiny Hut: Creates shelter for 10 creatures.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
Vision of Hell: Illusory hellscape makes creatures shaken.
Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.
Witness: See through the target's eyes and ears.

4th-Level Spells

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Ancestral Gift: Summon an ancestor to bring you a ghostly, magical weapon.
Antithetical Constraint: Constrain the target so they cannot make attack rolls against anyone except those of the opposite alignment.
Apparent Master: Take control over a construct, forcing it to regard you as its master.
Aroden’s Spellsword: Merge a melee weapon with a rod or staff.
Assume Appearance, Greater: a
Blood Song: Sacrifice your own blood to imbue others with spell-like abilities.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Contingent ScrollF: Transfer a scroll’s power to the target; the scroll is then triggered as contingency.
Conversing Wind: As whispering wind, except it can carry responses and multiple messages.
Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Dance of a Hundred Cuts: Gain +1 combat bonus/3 levels.
Daze, Mass: As daze, but affecting multiple creatures.
Denounce: Worsens creatures' attitudes.
Detect ScryingY: Alerts you to magical eavesdropping.
Dimension DoorY: Teleports you a short distance.
Discordant BlastY: 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures.
Dominate PersonY: Controls humanoid telepathically.
DungeonsightF: Receive a clear and memorable view of the layout of the nearby area.
Echolocation: Sonic sense gives you blindsight 40 ft.
Envious Urge: Targets steal from or disarm others.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Forgetful SlumberR: As deeper slumber, but only on one creature. This also causes them to lose some memories.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Grand Destiny: Grant target a +4 competence bonus on any attack, caster level check, saving throw, or skill check (can be used multiple times at higher levels).
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Heroic Finale: Subject within range of your bardic performance can take an action.
Heroic Fortune, MassFM: As heroic fortune, but with multiple people.
Hold Monster: As hold person, but any creature.
Illusory Hoard: Force the target to believe nothing in its hoard is missing or disturbed.
Insect Scouts: Create insects to scout an area for you.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Kiss of the First WorldM: Imbue a creature with raw energy from the First World.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Locate Creature: Indicates direction to known creature.
Lost PassageR: Enchant an area to confuse those who travel within it.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Modify MemoryY: Changes 5 minutes of subject's memories.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Oneiric Horror, Greater: As oneiric horror, plus Str damage.
Passing Fancy, Mass: Control the topic of conversation among a group of people.
Path of Glory, Greater: Create an expanding glow that heals allies within it of 5 hp of damage.
Phantom Steed, Communal: As phantom steed, but you may divide the duration among creatures touched.
Primal Scream: Free yourself from enchantments and paralysis effects.
Questing Stone: Turn an ioun stone into a scrying sensor.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Remove Radioactivity: Remove radiation effects from a target.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Secure Shelter: Creates sturdy cottage.
Serenity: Peaceful feelings harm those attempting violence.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Dragon Aspect: Shroud yourself in a shadowy illusion of a dragon.
Shadow of DoubtR: Create a shadowy aura of doubt fueled by a foe’s own inner flaws.
Shadow Step: Teleport from one shadow to another.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Song of Kyonin: Enhance your bardic performance to grant fast healing to three creatures.
Sonic Thrust: Sound moves targets away from you.
Speak with Plants: You can talk to plants and plant creatures.
Summon Accuser: Summon an accuser devil to do your bidding.
Summon Monster 4: Summons extraplanar creature to fight for you.
Treasure StitchingM: Objects on cloth become embroidered.
TruespeakR: Communicate with any creature with a mind.
Unseen Crew: Create a number of invisible crew members to work on a ship.
Utter Contempt: Target's attitude worsens by two categories.
Virtuoso Performance: Start a second bardic performance while maintaining the first.
Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.
Wall of Sound: Sonic wall deflects and damages creatures.
Wandering Star Motes: Outlines subject and produces light as a sunrod.
Zone of Silence: Keeps eavesdroppers from overhearing you.

5th-Level Spells

Archon's Trumpet: Paralyze all creatures in the area with the sound of a booming trumpet.
Bard's Escape: You and allies escape an emergency by teleporting to safety.
Bladed Dash, Greater: As Bladed Dash, except allowing you to make an attack against every creature you pass through during the dash.
Cacophonous Call, Mass: Nauseates multiple targets.
Callback, Greater: As callback, except for a greater distance and longer duration.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Deafening Song Bolt: Blast of song deals 3d10 damage and deafens targets.
Death Pact: Take control of a creature’s mind and implant deadly subconscious commands.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
DreamY: Sends message to anyone sleeping.
Fable TapestryR: Summon a shadowy version of a legendary character.
False VisionM: Fools scrying with an illusion.
Foe to Friend: Redirect an enemy creature's attack.
Freedom's ToastR: Teleport the target a short distance while freeing them from restraints.
Frozen Note: Paralyzes creatures listening to your song.
Grease, Greater: As grease, but with a greater area and/or targets
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Harrowing, Greater: As harrowing, except affect an entire group of creatures and allow them some measure of control over their destiny.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Hymn of Mercy: As touch of mercy, except affecting an area.
Joyful Rapture: Negate harmful emotions.
Ki Shout: Target takes 1d6 sonic/level and is stunned.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
MisleadY: Turns you invisible and creates illusory double.
Music of the Spheres: Amplify music of the spheres to grant fast healing, resistance, and saving throw bonuses to all creatures in the area.
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Phantasmal Web: Catches subjects in illusory web.
RenovationM: (Downtime Spell) Rearrange and resize rooms in a building you constructed.
Repress Memory: Remove a piece of knowledge from your mind.
Resonating WordY: Target is damaged, staggered, and stunned.
Sabotage Construct: As confusion, but only affects constructs.
Seeming: Changes appearance of one person per two levels.
Shadow Endurance: Conjure protective wisps of darkness made from shadow.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Shadowbard: Shadowy duplicate starts a bardic performance.
Song of Discord: Forces targets to attack each other.
SoulswitchF: Swap your soul with your familiar’s.
Stunning Finale: Stuns 3 creatures for 1 round.
Suggestion, Mass: As suggestion, affects subject/level.
Summon Infernal Host: Summon host devils.
Summon Monster 5: Summons extraplanar creature to fight for you.
Sustaining Legend: Amplify the mythic powers of the target creatures, bolstering them with healing energy.
Unshakeable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
Unwilling ShieldM: Subject shares wounds you receive.
Vengeful Outrage: Target is compelled to destroy one enemy.
Village VeilR: Make an area seem worthless to others.
Whip of Centipedes: Create a whip made of poisonous centipedes.

6th-Level Spells

Analyze DweomerF: Reveals magical aspects of subject.
Animate ObjectsY: Objects attack your foes.
Artificer’s Curse: Temporarily suppress the most powerful qualities of a magical item.
Borrowed TimeY: Take extra swift actions at the cost of Con damage.
Brilliant Inspiration: Take best of two d20 rolls.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Damnation of MemoryFR: Excise memories involving a single creature from others.
Dance of a Thousand Cuts: As dance of a hundred cuts, plus the benefits of haste.
Deadly Finale: Deals 2d8 damage to multiple targets.
Dirge of the Victorious KnightsFY: Perform a dirge to call forth spectral mounted Hellknights to trample your foes.
Discharge, Greater: As discharge, but with greater effects that can effect an area.
Dream Council: Communicate with multiple sleeping creatures.
Dream Scan: Read a dreaming creature’s thoughts.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Euphoric Tranquility: Makes a creature friendly.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Find the Path: Shows most direct way to a location.
Fleeting Memory, Mass: As fleeting memory, except that it affects multiple creatures.
Fool's Forbiddance: Confuses enemies who come within a magical emanation centered on you.
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/level.
Geas/Quest: As lesser geas, but affects any creature.
Getaway: Teleports you and select creatures to predetermined location.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Human Potential, Mass: Grant multiple creatures a +2 enhancement bonus to any ability score.
Hymn of Peace: Prevent all nearby creatures from attacking others.
Irresistible DanceY: Forces subject to dance.
Magnifying Chime: Touched object deals increasing sonic damage each round.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Overwhelming Presence: Creatures bow before you as if you were divine.
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.
Pied Piping: Compel similar creatures to follow you.
Programmed ImageM: As major image, plus triggered by event.
Project ImageM: Illusory double can talk and cast spells.
Scrying, Greater: As scrying, but faster and longer.
Shadow Enchantment, Greater: As shadow enchantment, except with higher level enchantments.
Shield of the Dawnflower, GreaterR: Create a shield of sunlight.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Sonic Form: Turn yourself into a creature of semisolid sound.
Subjective Reality: Convince yourself that something is an illusion, granting you the ability to ignore its actual presence.
Summon Monster 6: Summons extraplanar creature to fight for you.
Symbol of DebaucheryM: Conjure a symbol that makes all who see it lust for each other.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Tactical Insight: (Mass Combat Spell) Grant mastery of a single tactic to an army.
Unconscious Agenda: Plant a subconscious directive in the target’s mind.
Veil: Changes appearance of group of creatures.
Waves of Ecstasy: Pleasure stuns and staggers creatures.
Whip of Ants: Create a whip made of army ants.