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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.

Sorcerer Spells

0-Level Spells

Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Breeze: Create a light wind.
Chameleon Scales: Change the color of your skin to something else.
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.
Detect Poison: Detects poison in one creature or object.
Disrupt Undead: Deals 1d6 damage to one undead.
Drench: Soak the target creature or object.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Jolt: Deal 1d3 electricity with a ranged touch attack.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Penumbra: Keep something in the shadows.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Root: Bolster the subject’s CMD vs. trips and Acrobatics checks to remain standing.
Scoop: Use a small vessel of force to scoop up liquid or small objects.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
Sotto Voce: Use your dry, rasping whisper to fill a creature with dread.
Spark: Ignites flammable objects.
Touch of Fatigue: Touch attack fatigues target.
Vacuous Vessel: Make a single container appear empty.

1st-Level Spells

Abundant Ammunition: Replaces nonmagical ammunition every round.
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Air Bubble: Creates a small pocket of air around your head or an object.
Alarm: Wards an area for 2 hours/level.
Alchemical TinkeringR: Transform an alchemical item or firearm into another similar item.
Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Alter Winds: Increase/decrease strength of natural winds.
Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Anticipate PerilY: Target gains a bonus on one initiative check.
Arcane Pocket: Conjure an extradimensional space inside a pouch or pocket.
Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
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.
Blood Money: Use your own blood in order to create valuable material components.
Blurred Movement: As blur, but only while you are moving.
Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
BreakY: Gives an object the broken condition.
Bungle: Target takes a -20 penalty on its next attack roll or check.
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
Burning HandsY: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
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.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str 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.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
Comprehend Languages: You understand all languages.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Coward’s Cowl: Enhance a target’s defensive instincts.
Crafter's Curse: Subject takes –5 on Craft skill checks.
Crafter's Fortune: Subject gains +5 on next Craft check.
Cultural Adaptation (Taldan): Better impersonate the member of a specific culture.
Damp Powder: Ruins ammunition loaded in the targeted firearm.
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.
Decompose Corpse: Turn a corpse into a clean skeleton.
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.
Detect Undead: Reveals undead 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.
Emblazon Crest: Display your crest on anything you carry.
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.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Erase: Mundane or magical writing vanishes.
Expeditious Construction: Create a low wall or other simple structure of packed earth or stone.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Fabricate BulletsM: Converts 1 pound of metal into ammunition.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Feather FallY: Objects or creatures fall slowly.
Flare Burst: As flare, but affects all creatures in 10 ft.
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Forced Quiet: Target cannot make loud noises.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Glue Seal: Makes one 5-ft. square or one object sticky.
Gravity Bow: Arrows do damage as though one size category bigger.
GreaseY: Makes 10-ft. square or one object slippery.
Heightened Awareness: Your recall and ability to process information improve.
Hide Weapon: Hide a weapon within your own arm.
Hold PortalY: Holds door shut.
Hydraulic PushY: Wave of water bull rushes an enemy.
Hypnotism: Fascinates 2d4 HD of creatures.
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Identify: Gives +10 bonus to identify magic items.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Incendiary Runes: As explosive runes, except it creates a small surge of flames instead of an explosion of force.
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
Interrogation: Target answers questions or suffers pain.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
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.
Line in the Sand: Increase your attacks of opportunity per round.
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.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lose the TrailR: Obscure a target’s tracks when fleeing from a pursuer.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Mage ArmorY: Gives subject +4 armor bonus.
Magic Aura: Alters object's magic aura.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Memorize Page: Target perfectly memorizes one page of information.
Memory LapseY: Subject forgets events back to last turn.
Mindlink: Communicate a great deal of information in an instant.
Mirror Polish: Polish a metal item until it’s usable as a mirror.
Mirror Strike: You may strike multiple opponents with a single attack.
Moment of Greatness: Doubles a morale bonus.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Mount: Summons riding horse for 2 hours/level.
MudballR: Throw a ball of mud to blind your enemy.
Murderous CrowR: Conjure a supernaturally vicious and clever crow to watch over you.
Negative Reaction: Targeted creature may not positively influence anyone.
Night Blindness: Impair target’s vision as if it were darker.
Obscuring MistY: Fog surrounds you.
Pattern Recognition: Gain an insight bonus on Search checks and Survival checks to follow tracks.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Peacebond: Locks a weapon in place on the target's body.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Poisoned EggR: Transform a single egg into a dose of poison.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
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.
Quintessence: Mask any flaws of or damage to a creature or object.
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening: Ray makes subject sickened.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reduce PersonY: Humanoid creature halves in size.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Repair Undead: Heals one undead of 1d8 hp + 1/level (max +5).
Restore Corpse: Skeletal corpse grows flesh.
Sculpt Corpse: Makes corpse look like another creature.
See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Serren's Swift Girding: Immediately clad a number of targets in armor.
Shadow WeaponY: Create a quasi-real masterwork weapon.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).
Silent ImageY: Creates minor illusion of your design.
Skin TagM: Curse food or drink to gain afamilar connection to the creature
SleepY: Puts 4 HD of creatures into magical slumber.
Snapdragon Fireworks: Create 1 dragon firework/level.
Snowball: Conjure a hard packed ball of ice and snow to throw.
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.
Stone Fist: Your unarmed strikes are lethal.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Stumble GapF: Small hole trips creatures.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.
Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
Technomancy: As detect magic, except detecting the presence of technological objects.
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
Thunderstomp: Trip one creature within range.
Touch of CombustionR: Cause someone to combust with a touch.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea: Swim speed becomes 30 ft.
Transfer Tattoo: Transfer a magical tattoo from one creature to another.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
True StrikeY: +20 on your next attack roll.
Undine's CurseR: The target loses it’s body’s natural ability to breathe automatically.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unprepared Combatant: Target takes -4 on initiative and Reflex saves.
Unseen Servant: Invisible force obeys your commands.
Unwelcome HaloR: Force a halo around a target, preventing it from hiding in the dark.
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.
Wave Shield: Water blunts one incoming attack or fire effect.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Winter FeathersR: Protect a feathered creature from the cold for a day.
Youthful Appearance: Target appears younger.

2nd-Level Spells

Aboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air.
Accelerate Poison: Hastens targeted poison's onset.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Admonishing Ray: Fire multiple rays that deal nonlethal force.
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Air Step: Tread unsteadily on air, with limitations.
Alter Self: Assume form of a Small or Medium humanoid.
Alter Summoned Monster: Swap one summoned creature with another.
Amplify Stench: Amplify your natural stench ability.
Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
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.
Arcane LockM: Magically locks a portal or chest.
Arrow Eruption: Creates duplicates of killing arrow.
Badger's Ferocity: Weapons are keen while you concentrate.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bestow InsightR: Grant the target a bonus on a skill check and consider them trained.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Blade Tutor’s Spirit: Summon a spirit to help your more reckless attacks.
Blindness/DeafnessY: Makes subject blinded or deafened.
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
Blood BlazeR: Ignite the blood of those who come near you.
Blood in the Water: Enhance those with a blood frenzy.
Bloodbath: a
Bloody Tears and Jagged SmileR: Become more intimidating with black eyes that weep blood and turn your teeth into jagged fangs.
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.
Boneshaker: a
Book Ward: Protect a book from fire, acid, and water.
Brittle PortalR: Reduce the hardness of obejcts within the area.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Buoyancy: Targets easily float on water.
Burning Arc (Keleshite): Fire an arc of flame from your fingers which bounces from target to target.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Burst of Radiance: Fill the area with a blinding light.
Callback: Your familiar teleports back to you when hurt.
Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Cloud of SeasicknessR: Create a sickening cloud that mimics the effects of seasickness.
Codespeak: Allow targets to share understanding in a secret and unique language.
Command Undead: Undead creature obeys your commands.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Compassionate Ally: Target is compelled to help injured ally.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Contact Entity I: a
Continual FlameM: Makes a permanent, heatless light.
Corpse Lanterns: Create a sickly version of dancing lights.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Create PitF: Creates an extradimensional pit.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Crimson Confession: Touching the marked object or area turns one’s skin red.
Cushioning Bands: Force bands protect against crushing.
DarknessY: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Death from BelowR: Target gains dodge bonus to AC against larger creatures.
Defending BoneR: Animate a bone to float near you and block physical attacks.
Defensive Shock: Electricity damages your attackers.
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Delay Pain: Ignore pain for 1 hour/level.
Demand Offering: Make a creature give you an object it’s holding.
Destabilize Powder: Ammunition in the targeted firearm is prone to misfire.
Detect Thoughts: Allows “listening” to surface thoughts.
Determine Depth: Determine the exact thickness of a wall, ceiling, or other barrier.
Disfiguring TouchY: Target becomes disfigured.
Disguise Other: As disguise self, but affects you or another.
Disrupt Link: Sever the target’s link with her bonded creature.
Dragonvoice: Emulate the vocal inflections of dragons.
Dust of TwilightY: Black particles extinguish light sources within area.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Eldritch Conduit: Create a conduit with which you can cast area effect spells from.
Elemental Speech: Enables you to speak to elementals and some creatures.
Elemental Touch: Gain energy damage touch attack.
Embrace Destiny: Roll a single d20 and use its result later on.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Familiar Figment: Create an illusory duplicate of your familiar to fool enemies.
Fiery Runes: Charge a weapon with magical fiery runes.
Fiery Shuriken: Calls forth several fiery projectiles ready to be flung at opponents.
Fire Breath: Exhale a cone of flame at will.
Fire Sneeze: Sneeze flame to set your enemies on fire and knock them prone.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force.
FleshcurdleY: Warp a creature's flesh, penalizing it in attack, defense, or movement.
Fleshy Facade: Alter your appearance to appear living.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
Fog CloudY: Fog obscures vision.
Fool’s GoldF: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Force Sword: Create a magical longsword made entirely of force.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Frigid Touch: Target takes cold damage and is staggered.
Frost Fall: The area is covered in a chilling frost.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Garden of Peril: Grow a group of poisonous mushrooms.
Ghost Whip: Create a ghost touch whip that passes through objects.
Ghostly Disguise: You look like a ghost of yourself.
Ghoul HungerR: Awaken an unnatural hunger in the target, causing it to seek out humanoid flesh.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Gird Ally: Grant your summoned creatures a deflection bonus to their AC.
Glide: You take no falling damage and move 60 ft./round while falling.
Glitterdust: Blinds creatures, outlines invisible creatures.
Greensight: Allow a person to see through 60 ft. of plant life.
Gust of WindY: Blows away or knocks down smaller creatures.
Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about.
Harmless Form: Transform the target into a "harmless" animal.
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.
Hidden Knowledge: Transfer knowledge into runes.
Hideous LaughterY: Subject loses actions for 1 round/ level.
Human Potential: Grant target a +2 enhancement bonus to an ability score.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
Illusory Maze: Create an illusion of an ever-changing maze of glass.
Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target.
Instant Weapon: Summon a melee weapon to wield.
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.
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.
Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.
KnockY: Opens locked or magically sealed door.
Lead Plating: Enclose the target in a thin sheath of lead.
LevitateY: Subject moves up and down at your direction.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape.
Limp Lash: Paralyze an enemy from the neck down.
Lipstitch: Sew the target's lips together.
Locate Object: Senses direction toward object (specific or type).
Mad Hallucination: Target takes penalties to mental actions.
Magic MouthM: Objects speaks once when triggered.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Make WholeY: Repairs an object.
Mark of Blood: Track a creature you strike with a weapon.
Masterwork Transformation: Make a normal item into a masterwork one.
Mathematical Curse: Use the Path of Numbers to place a mathematical curse on someone.
Merge with Familiar: Merge your familiar with your own body.
Minor Image: As silent image, plus some sound.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Miserable Pity: Opponents cannot attack a pathetic creature.
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Mud Buddy: Create a small minion out of mud.
Obscure Object: Masks object against scrying.
Oppressive Boredom: Target loses its next action.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
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
Peerless Integrity: Conceal the alignment of creatures from divination magic.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Phantom TrapM: Makes item seem trapped.
Pilfering Hand: You may seize an object or manipulate it from afar.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched.
Protection from Technology: +2 to AC and saves, plus additional protection against technology.
Protective Penumbra: Shadow protects the target from light.
Psychic Reading: Read surface thoughts to learn information about a subject.
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.
Raiment of Command: Cloak yourself in an illusion of authority.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Recoil Fire: Ammunition in the targeted firearm generates excessive recoil.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
Reloading Hands: Loads a single shot into your weapon every round.
Remarkable Legerdemain: Conceal items with uncanny skill.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
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.
Ricochet ShotY: Imbues a projectile weapon to give its ammunition the ability to ricochet.
River Whip: Create a whip of water that you wield as a weapon.
Rope Trick: As many as eight creatures hide in extradimensional space.
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scare: Panics creatures of less than 6 HD.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Sculpt Simulacrum: Alter a simulacrum's appearance.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Secret SpeechR: Send secret messages to others within normal speech.
Seducer's EyesR: Gain a bonus on Charisma-based skills towards those who find you attractive.
See Invisibility: Reveals invisible creatures or objects.
Semblance of FleshR: Disguise a construct as a creature of flesh.
Sense Vitals: Gain the ability to sneak attack.
Sentry SkullMR: Create a grisly sentinel from the severed head of a humanoid or monstrous humanoid.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Share Language: Subject understands chosen language.
Share Memory: Share one memory with the target.
Shared SufferingF: Deal damage to another creature by harming yourself.
ShatterY: Sonic vibration damages objects or crystalline creatures.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Silk To Steel: Use a scarf as a shield or whip.
Skinsend: Animate and possess your own skin as if it were a separate creature.
Slipstream: Wave boosts creature's speed.
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons.
Sonic Scream: Create a cone of damaging sound at will.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spell GaugeR: Discover some spells the target has prepared.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Spontaneous Immolation: Target takes 3d6 points of fire damage and catches on fire.
SqueezeR: Increase the target’s flexibility, allowing it to move through tight spaces and squeeze with ease.
Stabilize Powder: Ammunition in the targeted firearm is less likely to misfire.
Staggering Fall: Make a falling creature hit the ground harder.
Steal BreathR: Steal the breath from a creature’s lungs.
Steal Size: Reduce a creature’s size, enlarge your own.
Steal Voice: Target gains the croaking spellblight.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Storm of Blades: Create swords and propel them towards your target.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Summon Cacodaemon: Summon a cacodaemon.
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.
Symbol of MirroringM: Triggered rune creates mirror images.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tattoo PotionM: Mix a potion that creates a magical chest tattoo when drunk.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Telekinetic Volley: Touch a group of items, launching them as ranged attacks.
Thunder Fire: Ammunition in the targeted firearm deafens opponents.
Time Shudder: Nearby creatures are affected by haste or slow each round.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
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.
Transmute Wine to Blood: Transform a bottle of fine wine into a pint of animal blood.
Twilight Haze: Illusory fog obscures vision.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Umbral Weapon: Create a shadowy afterimage that can damage enemies if the initial attack misses.
Unnatural Lust: Target is compelled to kiss or caress another.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others
Unshakable ChillY: Target is afflicted with severe cold.
Veil of Ash: Conjure a small cloud of burning ash in the target's face.
Vine Strike: Entangle enemies while in close combat.
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Web Shelter: Create a comfortable shelter made of webbing.
Whip of Spiders: Create a whip made of poisonous spiders.
Whispering Wind: Sends a short message 1 mile/level.
Winged Sword: Grant a weapon the throwing special ability.

3rd-Level Spells

Ablative BarrierY: Surrounds the target with layers of force.
Ablative Sphere (Garundi)M: Create a protective sphere around yourself, providing you with improved cover.
Accursed GlareR: Channel a fell curse through your gaze.
Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Adroit Retrieval: Instill the target with the ability to withdraw items quickly.
Air Breathing: Allow creatures to breathe air.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Animate Dead, LesserM: Create one skeleton or zombie.
Anthropomorphic Animal: Animal becomes bipedal.
Ape Walk: Enchant someone to climb as well as an ape.
Appearance of Life: a
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Apsu's Shining Scales: Gain +5 armor bonus to your AC, natural attacks are good and silver, and infuse your breath weapon with holy power.
Aqueous Orb: Creates rolling sphere of water.
Arcane Reinforcement: Add your Spellcraft to Craft when creating a magic item.
Arcane Sight: Magical auras become visible to you.
Aroden’s Spellsword: Merge a melee weapon with a rod or staff.
Ash Storm: Hamper vision and movement.
Assume Appearance: a
Aura of Cannibalism: Sap the strength of those around you.
Aura Sight: Alignment auras become visible to you.
Aversion: Cause the target to avoid an object or location.
Babble: Target becomes nauseated and causes nearby creatures to become fascinated.
Barrow Haze: Fog obscures the vision of others and extends the range of your hexes.
Battering Blast: Hurl a fist sized ball of force to damage your enemy and knock them back.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Blacklight: Create an area of total darkness.
Blade Snare: Create an invisible snare to trap weapons.
Blast Barrier: Create a rippling but unstable wall from the earth.
Bleed for Your Master: Force your animal servant to take a blow for you.
Bleed Glory: Increase the cost to use mythic power.
BlinkY: You randomly vanish and reappear for 1 round per level.
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.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Blood SentinelM: Animate an animal sculpture to be your temporary familiar.
Blot: Destroy all writing within an area.
Burdened Thoughts: Force heavy encumberance onto a creature.
BurrowY: Target gains a burrow speed of 15.
Business BoomsM: (Downtime Spell) Promote your business with magic and increase the amount of activity it receives.
Call the Void: Surround yourself with an aura of nothingness.
Campfire Wall: Creates a shelter around a campfire.
Catatonia: Make a willing target appear to be dead.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Chain of Perdition: Creates a floating chain of force.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Charitable Impulse: Compel a creature to aid others rather than use violence.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Cloak of Winds: Creates a screen of wind around you.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
Contact Entity II: a
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Contingent Action: Set the condition for triggering a target’s readied standard, move, or swift action.
Control Vermin: Control a number of vermin for you and your allies to ride.
Countless Eyes: Extra eyes give all-around vision.
Create Soul GemF: Draw a recently dead creature's soul into a gem.
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
DaylightY: 60-ft. radius of bright light.
Dazzling Blade, Mass: As dazzling blade, except with multiple weapons.
Deathwine: Turn a potion into a pool of necromantic energy.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Deft Digits: Animate a glove or gauntlet from a distance.
Detect Mindscape: Sense the presence and attributes of mindscapes.
DevolutionY: An eidolon temporarily loses 1 evolution +1/five levels.
Diamond Spray: Fire a cone of slivers that deal 1d6 damage/level and bypass adamantine and cold iron DR.
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
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.
Display Aversion: Create an illusion to repulse a vampire.
Distracting Cacophony: Noise makes it difficult to cast.
Domination Link: Read thought echoes of a creature mentally controlling another.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it.
Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
Dweomer Retaliation: Gain hit points and damage your opponent immediately after counterspelling a spell.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Eldritch Fever: Target gains the eldritch ague spellblight.
Elemental Aura: Creates an aura of energy around you.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.
Eruptive Pustules: Acid boils burst when you are attacked.
Evaluator’s Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items.
Excruciating Deformation: Target takes Dex and Con damage.
Explosive Runes: Deals 6d6 damage when read.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
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.
Fire TrailR: Leak a trail of flame that follows your every step.
FireballY: 1d6 damage per level, 20-ft. radius.
FirestreamRY: Spray a rushing stream of fire from your hand.
Flame Arrow: Arrows deal +1d6 fire damage.
Flash Fire: Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him.
Fleshwarping Swarm (Drow)R: As summon swarm, but the swarm makes creatures more susceptible to transmutation spells along with penalizing Dexterity.
FlyY: Subject flies at speed of 60 ft.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Force PunchY: Target takes force damage and is pushed away.
Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
Gentle Repose: Preserves one corpse.
Gilded WhispersM: Use a single coin as a conduit for eavesdropping.
Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target.
Golden Guise: Cause an object to briefly transform into gold.
Grasping Tentacles: Use a mass of tentacles to perform dirty tricks.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Halt Undead: Immobilizes undead for 1 round/level.
HarrowingY: Use a Harrow deck to predict the future.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
Heatstroke: Fire a ray to give someone heatstroke, dealing 1d4 nonleathal damage and inducing exhaustion.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Horrifying Visage: Cause creatures to gain a phobia
Hostile Levitation: Levitates the targeted creature up off the ground.
Howling Agony: Screaming pain limits the target's actions.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Hydrophobia: Make targets become deathly afraid of water.
Ice Spears: Force a number of giant spears of ice from the ground.
Illusory Poison: Create a phantasmal poison on a weapon.
Illusory ScriptM: Only select creatures can read text.
Imbue With Addiction: Target becomes addicted to a drug.
Impede Speech: Interfere with the target's ability to speak.
Improve TrapR: Increase a trap’s effectiveness.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Insect Scouts: Create insects to scout an area for you.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Irradiate: Flood an area with dangerous radiation.
Irriseni Mirror Sight: Look through a mirror and see out of another mirror.
Isolate: Make a creature invisible and silent to their allies.
Keen Edge: Doubles normal weapon's threat range.
Ki Leech: Add to your ki pool when you critically hit.
Lightning BoltY: Electricity deals 1d6/level damage.
Lissalan Snake SigilMR: As sepia snake sigil, except using the Thassilonian schools of magic.
Loathsome Veil: Nauseates and/or sickens weak creatures.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Lover's VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
Mad Monkeys: Summon a swarm of mischievous monkeys.
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 Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell, and thermal effects.
Malediction (Hero Points)F: Curse a dying creature to finish it off and gain hero points from its life force.
Marionette Possession: As magic jar, but limited to line of sight.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Minor DreamR: As the dream spell, except delivering a shorter message.
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Necromantic Burden: Make undead more difficult to control.
Night of BladesR: Create an immobile wall of tiny black blades.
NondetectionM: Hides subject from divination, scrying.
Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy.
Numerological Resistance: Use the Path of Numbers to grant your allies resilience in the face of elemental dangers.
Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Pellet Blast: Creates an explosion of conjured metal pellets.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
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.
Planar InquiryM: Call an extraplanar creature to answer your questions.
Polymorph Familiar: Give your familiar the shape of another animal.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Prosperous Room: (Downtime Spell) Increase the appeal a targeted room has.
Protection from Arrows, Communal: As protection from arrows, but you may divide the duration among creatures touched.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Pugwampi's Grace: Force the unluck effect of a pugwampi onto an unwilling creature.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Puzzle Box: Target forgets how to use commonly used objects.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Rain of Frogs: Summon a swarm of poisonous frogs.
Ray of Exhaustion: Ray makes subject exhausted.
RechargeM: Restore charges to a technological item.
Reckless Infatuation: Target is compelled to stay near another.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Resize ItemM: Resize a magical weapon or suit of armor to become larger or smaller.
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.
Reveal Mirage: Discern illusory terrain from range.
Revelation: Gain great insight into the inner workings of a puzzle, device, or trap.
Rune of Durability: Inscribe a rune upon a weapon to double its hit points.
Rune of WardingM: Place a visible glyph of warding to protect a door or other entryway.
Sands of TimeY: Target temporarily ages.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Secret Coffer: As secret chest, except the coffer is smaller and can only remain on the Ethereal Plane for a short time.
Secret Page: Changes one page to hide its real content.
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.
Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer.
Shadow Enchantment: Use material from the Shadow Plane to create an illusory version of an enchantment spell.
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.
Sheet Lightning: Create an area of electricity that dazes all those within.
Shield Companion: As shield other, but affecting your companion creature.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Shifting Shadows: Obscure the appearance of all creatures within the shifting shadows.
Shrink Item: Object shrinks to one-sixteenth size.
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Siphon Might: Drain strength from a creature and transfer it to another.
Sleet Storm: Hampers vision and movement.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
SpherescryF: Scry through a sphere of annihilation.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Spiked PitF: As create pit, but filled with spikes.
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Steal Years: Temporarily steal youth and vitality from the target.
Stinking CloudY: Nauseating vapors, 1 round/level.
Stolen LightF: Store images within a gem.
Storm Step: Use lightning to quickly travel a short distance, harming all in your path.
Strangling HairY: Your hair animates and grapples.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
SuggestionY: Compels subject to follow stated course of action.
Summon Monster 3: Summons extraplanar creature to fight for you.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Swipe: Attempt to magically wrest an item from the target.
Tail Strike: Grow a tail and gain a tail slam attack.
Thunderous Footfalls: Knock down smaller creatures by moving close to them.
Thunderstomp, Greater: Trip multiple creatures within range.
Tiny Hut: Creates shelter for 10 creatures.
Tongues: Speak and understand any language.
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
Toxic Gift: Target suffers the effect of the poison in you.
Toxic Rupture: Force a target to save against its own poison.
Trial of Fire and Acid: Cover the target creature in burning acid.
Twilight Knife: Floating knife attacks with you.
Twine Double: Create a simulacrum of yourself out of cloth and twine.
Unadulterated Loathing: Target is compelled to avoid another creature.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Unliving Rage: As rage, except affecting only undead.
Unravel Destiny: Creature takes a penalty to rolls based on number of hero points possessed.
Unseen Engineers: Conjure a small team of tiny engineers to construct a trap for you.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Vengeful Comets: Create a group of orbiting comets that can immediately strike those who target you with spells.
Versatile Weapon: Weapon bypasses some DR.
Vision of Hell: Illusory hellscape makes creatures shaken.
Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Spells

Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Abyssal VerminR: Infuse vermin with fiendish qualities.
Acid PitF: Creates a pit with a layer of acid on the bottom.
Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Age Resistance, Lesser: Ignore penalties from middle age.
Aggravate Affliction: Force ongoing afflictions to trigger.
Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Agonize: Pain encourages an outsider to obey you.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Animate DeadMY: Creates undead skeletons and zombies.
Antithetical Constraint: Constrain the target so they cannot make attack rolls against anyone except those of the opposite alignment.
Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
Aram Zey's Trap WardM: Protect yourself against magical traps.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Assume Appearance, Greater: a
Aura of the Unremarkable: Create an aura that causes creatures within it to not see anything you do as cause for alarm.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Beanstalk: Create an enormous beanstalk that leads into the clouds.
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bite the Hand: Compel a summoned creature to attack its summoner.
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Bloatbomb: Kill a weak creature and turn its corpse into an explosive trap.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Boneshatter: Create fractures and splinters in the bones/carapace of a creature.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Caustic Safeguard: Imbue an object with an acidic protective ward.
Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1.
Charm Monster: Makes monster believe it is your ally.
Charon's Dispensation: Protection from the River Styx.
Claim Identity: Steal a creature's face
Cloud ShapeR: Assume the appearance of a large cloud.
ConfusionY: Subjects behave oddly for 1 round/level.
Conjure Deadfall: Create a spiked falling block above the heads of your enemies.
ContagionY: Infects subject with chosen disease.
Contingent ScrollF: Transfer a scroll’s power to the target; the scroll is then triggered as contingency.
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Conversing Wind: As whispering wind, except it can carry responses and multiple messages.
Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Curse of Magic NegationM: Target gains the negated spellblight.
Daemon WardM: As death ward, but against daemons.
Darkvision, Greater: See 120 ft. in total darkness.
Daze, Mass: As daze, but affecting multiple creatures.
Death Knell Aura: Create an aura that feeds on the souls of those who die within it.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
Detect ScryingY: Alerts you to magical eavesdropping.
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dimension DoorY: Teleports you a short distance.
Dimensional Anchor: Bars extradimensional movement.
Dragon's BreathY: Gives you a dragon's breath weapon.
Dream Dalliance: Create a phantasm that leeches onto the psyche of a nearby creature.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Elemental Body IY: Turns you into a Small elemental.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Emergency Force Sphere: Create a quick hemispherical wall of force to protect you from falling debris.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Energy Hack: Change the energy of your spells to match an energy you were attacked with.
EnervationY: Subject gains 1d4 negative levels.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Enticing Adulation: Force a creature to protect and care for you.
Eyes of the Void: See 60 ft. in darkness, including magical darkness.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Familiar Melding: Possess your familiar.
Fear: Subjects within cone flee for 1 round/level.
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Fleeting Memory: Create a gap in the target’s memory.
Fleshworm Infestation: Worms deal hp and Dex damage.
Fool’s Teleport: Become invisible, but appear as if you used teleportation magic to escape.
Forgetful SlumberR: As deeper slumber, but only on one creature. This also causes them to lose some memories.
Freedom's ToastR: Teleport the target a short distance while freeing them from restraints.
Frigid Souls: Disrupt and dispel spells that protect against cold
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Geas, Lesser: Commands subject of 7 HD or less.
Geb's Hammer: Draw the remains of nearby destroyed undead, throwing them as a single mass of flesh at your enemy.
Ghost WolfR: Summon a wolf mount made of black smoke which emanates fear.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Gravel Vortex: Create a hail of tiny pieces of rock and dust.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Hellmouth LashR: Transform your tongue into a whip made out of energy.
Hurricane Blast: Create a severe blast of air bursting out from you.
Hypercognition: Rapidly recall everything you know about a subject.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Imbue with FlightY: Grant creatures the ability to fly at your command.
Infernal Healing, Greater: As infernal healing, except using fast healing 4.
Infuse Effigy: Infuse an effigy with a powerful curse.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Liquefy: Transmute an object into a liquid version of itself.
Locate Creature: Indicates direction to known creature.
Lost PassageR: Enchant an area to confuse those who travel within it.
Magic Circle Against Technology: Protects those in an area with protection from technology, and other effects that suppress or resist technology.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Make Whole, Greater: As make whole, but repairs 1d6+1/level damage to a max of 10d6+10.
Malfunction: Construct behaves oddly for 1 round/level.
Malicious SpiteM: Target is compelled to plot against another.
Martial TelekinesisR: As the combat maneuver version of telekinesis, with some additional changes
Master’s Escape: Create a link between you and a summoned creature, allowing you to switch places.
Miasmatic FormMR: As gaseous form, except the form is dangerous to creatures who touch it.
Mindscape Door: Create a portal allowing entry to and exit from a mindscape.
Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels.
Minor Creation: Creates one cloth or wood object.
Minor Phantom ObjectR: As minor creation, except the object created is a semi-real illusion.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Moonstruck: Subject is enraged and confused.
Mythic Severance: Restrict target’s access to its mythic power.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
Nondetection, CommunalM: As nondetection, but you may divide the duration among creatures touched.
Object Possession, Lesser: Project your soul into an object, animating it.
Obsidian Flow: Converts the surface of the ground into molten glass.
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Phantom Chariot: Conjures a quasi-real heavy chariot pulled by four horses.
Phantom Steed, Communal: As phantom steed, but you may divide the duration among creatures touched.
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Project WeaknessR: Curse the target with the weaknesses of your vampirism.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Questing Stone: Turn an ioun stone into a scrying sensor.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Rebuke Technology: Render a piece of technology inert.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Remove Curse: Frees object or person from curse.
RenovationM: (Downtime Spell) Rearrange and resize rooms in a building you constructed.
Resilient ReservoirR: Store hit point damage as magical energy.
Resilient Sphere: Force globe protects but traps one subject.
Ride The Waves: Target can breathe water and swim.
Riding Possession: As possession, but you observe instead of control the subject.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Sacrifice: Make a sacrifice to aid conjuring and commanding a planar creature.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Scorching Ash FormRY: Change someone into a gaseous cloud of hot ash and smoke, dealing fire damage to those they move through.
ScryingF: Spies on subject from a distance.
Secure Shelter: Creates sturdy cottage.
Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Dragon Aspect: Shroud yourself in a shadowy illusion of a dragon.
Shadow Projection: Temporarily become a shadow.
Shadow Step: Teleport from one shadow to another.
Shadowy HavenR: Create a hidden room to conceal you on the edge of the Plane of Shadow.
Share Senses: Perceive the world around your familiar.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Simulacrum, LesserM: Creates a double of a weak creature.
Skeleton Crew: Turn corpses into obedient skeleton crew.
Solid FogY: Blocks vision and slows movement.
Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.
Stone ShapeY: Sculpts stone into any shape.
StoneskinMY: Grants DR 10/adamantine.
Summon Accuser: Summon an accuser devil to do your bidding.
Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons.
Summon Genie, LesserF: As summon monster I, except you can summon one janni.
Summon Monster 4: Summons extraplanar creature to fight for you.
Suppress Primal Magic: Suppress the effects of primal magic.
Suppressing StoneFR: Infuse arcane power into an ioun stone to protect you from mental attacks.
Sword to Snake: Change an object into a venemous creature.
Symbol of LaughterM: Triggered rune makes nearby creatures lose actions for 1 round/level.
Symbol of RevelationM: Triggered symbol reveals illusions.
Symbol of SlowingM: Triggered rune slows creatures.
Telekinetic Charge: Launches an ally through the air.
Telekinetic Maneuver: Perform a telekinetic combat maneuver.
Terrible Remorse: Creature is compelled to harm itself.
Thanatotic Fury: Stifle other creatures’ abilities to cast divine spells by attacking them.
Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Touch of Slime: Touch infests a target with green slime.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.
True FormY: Removes polymorph effects.
Unbearable Brightness: Your glowing body dazzles or blinds others.
Undeath Inversion: Alter an undead creature’s energy affinity so it takes damage from negative energy and heals from positive energy.
Unholy Ward: Resist damage from holy sources, smite evil, etc.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Vitriolic Mist: As fire shield, except acid damage.
Volcanic Storm: Hot rocks deal 5d6 damage.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of IceY: Ice plane creates wall or hemisphere creates dome.
Wandering Star Motes: Outlines subject and produces light as a sunrod.
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.
Water Shield: Surround yourself with a protective spout of acid.
Web CloudR: Create a cloud-like spread of flame-resistant webbing.

5th-Level Spells

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Acidic SprayM: 1d6/level acid damage plus 1 round of acid.
Alter River: Alter the flow of water in a natural freshwater channel.
Angelic Aspect: As angelic aspect, lesser with improved angelic qualities.
Animal Growth: One animal doubles in size.
Apparent Master: Take control over a construct, forcing it to regard you as its master.
Astral Projection, LesserM: Limited astral travel.
Augmenting Wall: Create a wall of faintly shimmering elemental energy; this can be configured to allow ranged weapons to pass through it in one direction.
Baleful PolymorphY: Transforms subject into harmless animal.
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Black Spot: Inflict a specific and feared pirate curse onto your target.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Blightburn Weapon: Transform a weapon into pure blightburn.
Blood Boil: Boil the blood of your enemies, dealing constitution damage and causing fatigue.
Blood Tentacles: Create writhing tentacles from your chest.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Burn CorruptionR: Scour the life in an area, especially Abyssal life.
Callback, Greater: As callback, except for a greater distance and longer duration.
Calm Air: Reduce the strength of wind in an area.
Carve PassageFR: Excavate and move snow, earth, dust, and loose/packed rocks or ice chunks.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Charnel House: a
CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Compelling Rant: a
Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.
Cone of ColdY: 1d6/level cold damage.
Constricting CoilsR: Paralyze a target with constricting snake coils.
Contact Entity III: a
Contact Other Plane: Lets you ask question of extraplanar entity.
Corrosive Consumption: Acidic patch damages an opponent.
Covetous AuraY: Sap the powers of beneficial spells cast near to you.
Create Mindscape: Form an immersive mindscape.
Curse of Disgust: Target is sickened while viewing trigger.
Dahak's Release: You unleash all the target’s anger and destructive urges, causing it to fly into a violent bloodlust.
Damnation StrideRY: As dimension door, except you leave behind a burst of flame.
Daywalker: Reshape an undead creature to appear living.
Devil SnareM: Create an invisible circle to trap outsiders.
Die for Your Master: A stronger version of bleed for your master, this forces the animal servant to intercept any attack that targets you, even if it does not require an attack roll.
Dismissal: Forces a creature to return to native plane.
DissolutionM: Cause a tiny item to vanish from existence.
Dominate PersonY: Controls humanoid telepathically.
Draconic Suppression: Stop a dragon from using its breath weapon along with reducing its magical prowess.
DreamY: Sends message to anyone sleeping.
DungeonsightF: Receive a clear and memorable view of the layout of the nearby area.
Duplicate Familiar: Create a duplicate of your familiar.
Echolocation: Sonic sense gives you blindsight 40 ft.
Elemental Body IIY: Turns you into a Medium elemental.
Empathy Conduit: Create a conduit between master and familiar, allowing you to affect one while targeting the other.
Energy Siege Shot: A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose.
Fabricate: Transforms raw materials into finished items.
False VisionM: Fools scrying with an illusion.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Feeblemind: Subject's Int and Cha drop to 1.
Fickle Winds: Wind walls selectively block attacks.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
GeniekindY: Gain the power and influence of a genie.
Geyser: Creates a geyser of boiling water.
Gift of the Deep: Grant a sahuagin unique powers like mutants.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
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).
Gravity Sphere: Alter the gravity in a 30-foot-radius area.
Gravity Well: Increase the power of gravity in an area.
Grease, Greater: As grease, but with a greater area and/or targets
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Hammer of MendingFR: Release a wave of energy to repair objects and constructs.
Hold Monster: As hold person, but any creature.
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
Hungry Earth: Enchant the ground to pull creatures beneath the surface.
Hungry PitF: As create pit, but dealing 4d6 damage to those in it as it closes.
Icy Prison: Thick ice holds and damages the target.
Illusory Hoard: Force the target to believe nothing in its hoard is missing or disturbed.
Interposing Hand: Hand provides cover against 1 opponent.
Khain's Army: Create a small squad of ghouls led by a ghast, charged with necromantic energy.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Life Bubble: Protects creatures from sustained environmental effects.
Lighten Object, MassR: As lighten object, except for multiple objects.
Lightning ArcY: Targets in a line take 1d6 electricity/level.
Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Magic JarF: Enables possession of another creature.
Major Creation: As minor creation, plus stone and metal.
Major Phantom ObjectR: As major creation except the object created is a semi-real illusion.
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.
Master’s Mutation: Mutate a summoned creature to grant it new abilities.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mind Probe: Learn answers from a subject’s memories.
Mirage Arcana: As hallucinatory terrain, plus structures.
Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Object Possession: As lesser object possession, but with a larger object.
Oneiric Horror, Greater: As oneiric horror, plus Str damage.
Open Arms: Ward off the challenge/smite and similar attempts of an enemy creature.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Pain Strike, Mass: As pain strike, but affects multiple creatures.
Parchment Swarm: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.
Passing Fancy, Mass: Control the topic of conversation among a group of people.
Passwall: Creates passage through wood or stone wall.
Permanency: Makes certain spells permanent.
Persistent Image: As major image, but no concentration required.
Phantasmal Web: Catches subjects in illusory web.
Plague Carrier: Target's attacks carry filth fever.
Planar Adaptation: Resist harmful effects of other plane.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Planetary Adaptation: As planar adaptation, but only on different worlds of the Material Plane.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Possess ObjectF: Possess and animate one object.
Possession: Project your soul into a creature’s body.
Possession TrapF: Place a protective ward to ensare creatures that attempt to possess you.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Rapid Repair: Construct gains fast healing 5.
RebootF: Bring a destroyed construct back to action for a limited time.
Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level.
Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Runic Overload: Charge magical runes to an explosive degree.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming: Changes appearance of one person per two levels.
SendingY: Delivers short message anywhere, instantly.
Sequester ThoughtsM: Erase a creature's memory about a single topic.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Siphon Magic: Transfer a magical effect from another creature to yourself.
Smug Narcissism: Target is distracted by its sense of self.
Sonic Thrust: Sound moves targets away from you.
Soothe Construct: Reduce the berserk chance of a construct.
SoulswitchF: Swap your soul with your familiar’s.
Spell Absorption: Use a counterspelled spell's energy in order to regain the use of your own spells.
Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you.
Steal Power: Sap mythic power from another creature.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Strip Scales: Reduce the target’s natural armor.
Suffocation: Target quickly suffocates to death.
Summon Ceustodaemon: Summon a ceustodaemon.
Summon GenieF: As lesser summon genie, except summon one djinni or 1d3 jann.
Summon Infernal Host: Summon host devils.
Summon Lesser Demon: As summon monster, except to summon a brimorak, incubus, thoxel demon, 1d3 schir demons, or 1d4+1 vermlek demons.
Summon Lesser Psychopomp: Summon 1d3 esobok psychopomps or 1d4+1 nosoi psychopomps.
Summon Monster 5: Summons extraplanar creature to fight for you.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Symbol of ScryingM: Triggered rune activates scrying sensor.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Symbol of StrikingM: As symbol of death, but fills a 5-foot square.
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles per level.
Thoughtsense: Automatically detect nearby conscious creatures.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Treasure StitchingM: Objects on cloth become embroidered.
TruespeakR: Communicate with any creature with a mind.
Unbreakable ConstructM: Increase construct hardness or DR.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Unseen Crew: Create a number of invisible crew members to work on a ship.
Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.
Vengeful StingerR: Grow a long, wasp-like tail with stinger.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Village VeilR: Make an area seem worthless to others.
Wall of Clockwork: Create a wall made up of spinning cogs and gears.
Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.
Wall of ForceY: Wall is immune to damage.
Wall of Light: Create a wall of blinding light.
Wall of Sound: Sonic wall deflects and damages creatures.
Wall of StoneY: Creates a stone wall that can be shaped.
Waves of Fatigue: Several targets become fatigued.
Whip of Centipedes: Create a whip made of poisonous centipedes.
Wind BladesR: Harden the air around the target into jagged invisible blades.
Wracking Ray: Fire a ray to deal Dexterity and Strength damage.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

6th-Level Spells

Acid Fog: Fog deals acid damage.
Age Resistance: Ignore penalties from old age.
Analyze DweomerF: Reveals magical aspects of subject.
Antimagic FieldY: Negates magic within 10 ft.
Banshee Blast: Cone deals 1d4 per level and panics creatures.
Battlemind LinkY: You and an ally gain attack and AC bonuses.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.
Borrowed TimeY: Take extra swift actions at the cost of Con damage.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Chains of FireR: As chain lightning but with fire damage, albeit at a shorter range.
Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel.
Circle of DeathMY: Kills 1d4/level HD of creatures.
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.
Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.
Conjure Black PuddingMY: Summon a black pudding.
Contact NalfeshneeMF:
Contagion, Greater: Infect a subject with a magical disease.
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
ContingencyFY: Sets trigger condition for another spell.
Control Water: Raises or lowers bodies of water.
Cosmic Ray: Attack a creature with cosmic energy.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Curse, Major: As bestow curse, but harder to remove.
Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura.
Destroy Robot: Focus electricity on destroying a robot or robot-like creation.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Discharge, Greater: As discharge, but with greater effects that can effect an area.
DisintegrateY: Reduces one creature or object to dust.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dream Scan: Read a dreaming creature’s thoughts.
Dust Ward: Ward an item so it will be destroyed if others try to learn its purpose or use it.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Eldritch Conduit, Greater: Use Eldritch Conduit on more creatures at greater range.
Elemental Assessor: Shoot a ray made up of multiple energies at your enemy.
Elemental Body IIIY: Turns you into a Large elemental.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
Energy Siege Shot, Greater: As energy siege shot, but you can affect any size siege engine.
Envious Urge: Targets steal from or disarm others.
Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Flesh to OozeM: Turn someone into an ooze.
Flesh to StoneY: Turns subject creature into statue.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Forceful Hand: Hand pushes creatures away.
Form of the Alien Dragon I: Turns you into a Medium esoteric or outer dragon.
Form of the Dragon IY: Turns you into a Medium dragon.
Form of the Exotic Dragon I: Turns you into a Medium imperial or primal dragon
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/level.
Freezing Sphere: Freezes water or deals cold damage.
Furious Fire Barrage: Conjure balls of flame to throw.
Geas/Quest: As lesser geas, but affects any creature.
Genius Avaricious: Channel the power of Mammon into a single coin.
Getaway: Teleports you and select creatures to predetermined location.
Globe of InvulnerabilityY: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and WardsY: Array of magic effects protect area.
Hardening: Increase the hardness of materials.
Harrowing, Greater: As harrowing, except affect an entire group of creatures and allow them some measure of control over their destiny.
Hellfire Ray: Damn creatures to Hell with a blast of pure hellfire.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Human Potential, Mass: Grant multiple creatures a +2 enhancement bonus to any ability score.
Ice Crystal Teleport: Target is frozen, then teleported.
Impart MindM: Impart a portion of your intellect and personality into a magical item.
Jatembe’s Ire: Create evil-seeking tendrils from tall grass and weeds.
Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels.
Last Azlanti’s Defending SwordF: Create a blade like mage’s sword that focuses more on defense.
Leashed Shackles: Target is restricted to a specific location.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Mind Swap: Switch minds with another creature for 1 hour per level.
MisleadY: Turns you invisible and creates illusory double.
Monstrous Physique IVY: As monstrous physique III, with more abilities.
Move EarthY: Digs trenches and builds hills.
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.
Oasis: Redirect the flow of water toward a designated point.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Path of the WindsR: Call forth mighty winds to clear a path for you.
Permanent Image: This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Planar Binding: As lesser planar binding, but up to 12 HD.
Plant Shape II: Turns you into a Large plant creature.
Programmed ImageM: As major image, plus triggered by event.
Psychic Asylum: Perform a lengthy mental task in a private mindscape.
RepulsionF: Creatures can't approach you.
Sabotage Construct: As confusion, but only affects constructs.
Serenity: Peaceful feelings harm those attempting violence.
Shadow Enchantment, Greater: As shadow enchantment, except with higher level enchantments.
Shadow Endurance: Conjure protective wisps of darkness made from shadow.
Shadow Walk: Step into shadow to travel rapidly.
Sign of WrathF: Create a giant symbol of wrath to forcibly repulse all nearby creatures.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Sonic Form: Turn yourself into a creature of semisolid sound.
Spectral SaluqiF: Create a spectral saluqi, an undead canine, that can assist you in fighting spirits.
Spellcrash: Target loses a 5th-level prepared spell or spell slot.
Stone to Flesh: Restores petrified creature.
Suggestion, Mass: As suggestion, affects subject/level.
Summon Flight of EaglesF: Summon 1d4+1 giant eagles to serve as mounts.
Summon Genie, GreaterF: As lesser summon genie, except summon one shaitan, 1d3 djinn, or 1d4+1 jann.
Summon Monster 6: Summons extraplanar creature to fight for you.
Summon Vanth: Summon a single vanth psychopomp.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Symbol of SealingM: Create triggered wall of force.
Tar Pool: Converts the top layer of the ground into hot tar.
Telepathy: Communicate mentally with creatures within 100 ft.
Teleport StructureM: (Downtime Spell) Teleport a building to a different lot.
Torrent of Elemental Rage: Fire raw elemental energy in a 30 ft. long line.
Transfer Familiar: Temporarily grant control of your familiar to another creature.
TransformationY: You gain combat bonuses.
True SeeingM: Lets you see all things as they really are.
Unconscious Agenda: Plant a subconscious directive in the target’s mind.
Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.
Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4).
Undeath Ward: Create a barrier to repel undead.
Unwilling ShieldM: Subject shares wounds you receive.
Utter Contempt: Target's attitude worsens by two categories.
Veil: Changes appearance of group of creatures.
Vengeful Outrage: Target is compelled to destroy one enemy.
Wall of IronMY: 30 hp/four levels; can topple onto foes.
Whip of Ants: Create a whip made of army ants.

7th-Level Spells

Age Resistance, Greater: Ignore penalties from venerable age.
Antitech Field: Create a field that prevents advanced technology from entering
Arcane CannonFY: Your focus becomes a magical cannon that fires on its own.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Archon's Trumpet: Paralyze all creatures in the area with the sound of a booming trumpet.
Aroden’s Magic Army: Imbue all manufactured weapons in range with magic.
Artificer’s Curse: Temporarily suppress the most powerful qualities of a magical item.
Awaken ConstructM: Grant a construct humanlike sentience.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Caustic Eruption: Burst deals 1d6 acid/level and lingers.
Circle of ClarityF: Emanation hampers illusions and stealth.
Contact Entities IV: a
Control Construct: Take control of a construct.
Control Undead: Undead don't attack you while under your command.
Control WeatherY: Changes weather in local area.
Create Demiplane, LesserF: Create your own demiplane.
Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.
Create Variant MummyM: Create a bog mummy, ice mummy, or Osirian tomb guardian.
Deflection: Attacks that miss are redirected back to the source of the attack.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
Dimensional Bounce: Teleport multiple times between two designated locations.
Dream Council: Communicate with multiple sleeping creatures.
Elemental Body IVY: Turns you into a Huge elemental.
Elemental BombardmentY: Hurl elementals from their respective planes onto your enemies.
Epidemic: Infect a subject with a highly contagious disease.
Ethereal Jaunt: You become ethereal for 1 round/level.
Expend: Wastes creatures' limited use magical ability.
Finger of DeathY: Deals 10 damage/level to one subject.
Firebrand: Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack.
Fly, Mass: One creature/level gains ability to fly.
ForcecageM: Cube or cage of force imprisons all inside.
Form of the Alien Dragon II: Turns you into a Large esoteric or outer dragon.
Form of the Dragon IIY: Turns you into a Large dragon.
Form of the Exotic Dragon II: Turns you into a Large imperial or primal dragon
Frost Mammoth: Create a mammoth ally out of snow.
Giant Form I: Turns you into a Large giant.
Grasping Hand: Hand provides cover, pushes, or grapples.
Grim Stalker: Create a Grim to disrupt the targets sleep
Hold Person, Mass: As hold person, but all within 30 ft.
Hostile Juxtaposition, Greater: You may target one creature for every four of your caster levels.
Hungry Darkness: Create an area of massive darkness filled with unseen chewing teeth and ravenous maws.
Ice Body: Your body becomes living ice.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Infuse Robot: Transform a robot into a magical construct.
Insanity: Subject suffers continuous confusion.
Instant SummonsM: Prepared object appears in your hand.
Invisibility, Mass: As invisibility, but affects all in range.
Joyful Rapture: Negate harmful emotions.
Ki Shout: Target takes 1d6 sonic/level and is stunned.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Limited WishMY: Alters reality (within limits).
Lunar Veil: Dispel light and revert lycanthropes.
Maddening OublietteR: Transport the target to a dank prison in a horrific demiplane.
Mage's Magnificent MansionF: Door leads to extradimensional mansion.
Mage's SwordF: Floating magic blade strikes opponents.
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.
Memory of Function: Restore a broken object, drained piece of timeworn technology, or destroyed construct to a functional state.
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Phantasmal Revenge: Ghost from corpse hunts killer.
Phase Door: Creates an invisible passage through a barrier.
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Planar RefugeM: Enforce the rules of the Material Plane on another plane.
Plane ShiftY: As many as 8 subjects travel to another plane.
Planetary Adaptation, Mass: As planetary adaptation but on a group of creatures.
Plant Shape III: Turns you into a Huge plant.
Polymorph, Greater: Gives one willing subject a new, more powerful form.
Power Word BlindY: Blinds creature with 200 hp or less.
Prismatic SprayY: Rays hit subjects with variety of effects.
Project ImageM: Illusory double can talk and cast spells.
Rampart: Creates 5-ft.-thick earthen barrier.
Recorporeal IncarnationF: Switch the appearance of a living creature with that of a corpse's form.
Resonating WordY: Target is damaged, staggered, and stunned.
Retrocognition: Gain psychic impressions from past events in a location.
Reverse GravityY: Objects and creatures fall upward.
Scouring WindsY: Winds block vision and deal 3d6 damage per round.
Scrying, Greater: As scrying, but faster and longer.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Shadow Body: Turn your body into a living shadow.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Signifer's RallyM: Teleport allies to your location.
SimulacrumM: Creates partially real double of a creature.
Soul TransferM: Easily transfer a soul from one receptacle to another, or capture vulnerable souls that aren't bound to mortal flesh.
Spell ScourgeR: Create a whip that can lash spells from the minds of enemy spellcasters.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Statue: Subject can become a statue at will.
Subjective Reality: Convince yourself that something is an illusion, granting you the ability to ignore its actual presence.
Submerge Ship: Turn a ship into a submarine.
Summon Monster 7: Summons extraplanar creature to fight for you.
Symbol of StunningM: Triggered rune stuns nearby creatures.
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
Teleport Object: As teleport, but affects a touched object.
Teleport TrapM: Create a trap that redirects teleport attempts into an area of your choosing.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Temporary ResurrectionM: Bring a creature to life for 24 hours.
TerraformM: Expend mythic power to alter the immediate area’s climate and terrain.
VisionMF: As legend lore, but quicker.
Vortex: Creates a whirlpool in water.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Waves of Ecstasy: Pleasure stuns and staggers creatures.
Waves of Exhaustion: Several targets become exhausted.

8th-Level Spells

Angelic Aspect, Greater: As angelic aspect, lesser except granting the greatest qualities of angelic creatures.
Antipathy: Object or location affected by spell repels certain creatures.
Bestow Curse, Greater: Place an even greater curse on the subject.
BindingM: Utilizes an array of techniques to imprison a creature.
Call ConstructM: Summon your construct to you.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
CloneMF: Duplicate awakens when original dies.
Create DemiplaneF: As lesser create demiplane, but larger and with planar traits.
Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
Demand: As sending, plus you can send suggestion.
Dimensional LockY: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Euphoric Tranquility: Makes a creature friendly.
Fleeting Memory, Mass: As fleeting memory, except that it affects multiple creatures.
Form of the Alien Dragon III: Turns you into a Huge esoteric or outer dragon.
Form of the Dragon IIIY: Turns you into a Huge dragon.
Form of the Exotic Dragon III: Turns you into a Huge imperial or primal dragon.
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Giant Form II: Turns you into a Huge giant.
Heart of the Mammoth: Imbue a creature with the strength and toughness of the greatest megafauna of the tundra.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Iron Body: Your body becomes living iron.
Irresistible DanceY: Forces subject to dance.
Maw of Chaos: Create a destructive and chaotic rip in reality.
MazeY: Traps subject in extradimensional maze.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Orb of the VoidMY: Sphere inflicts negative levels.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Polar RayY: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Polymorph Any Object: Changes a subject into anything else.
Possession, Greater: As possession, but your body vanishes.
Power Word StunY: Stuns creature with 150 hp or less.
Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.
Prismatic Wall: Wall's colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Rain of ArrowsM: Conjure a cloud of magical arrows.
Rift of Ruin: Create a rift filled with demons that extends into the Abyss.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision and scrying.
Seamantle: Sheathes you in protective water.
Secret Vault: As secret chest, except it affects a small structure, vault, or oversized chest.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
SoulreaverY: Deal 1d6 damage/level to living creatures in a 20-ft. radius area.
Spell Absorption, Greater: Use Spell Absorption with higher level spells.
Spellcrash, Greater: Target loses a 7th-level prepared spell or spell slot.
Spellscar: Cause spells cast within an area to trigger primal magic effects.
Stormbolts: 1d8 damage/level (max 20d8) to targets.
Summon Erodaemon: Summon an erodaemon.
Summon Meladaemon: Summon a meladaemon.
Summon Monster 8: Summons extraplanar creature to fight for you.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Symbol of DeathM: Triggered rune kills nearby creatures.
Symbol of DebaucheryM: Conjure a symbol that makes all who see it lust for each other.
Symbol of DispellingM: Dispel all magical effects within range of this symbol.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
SympathyM: Object or location attracts certain creatures.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.
Temporal StasisM: Puts subject into suspended animation.
Tomb Legion: Summon 1d4+2 advanced mummies.
Trap the SoulM: Imprisons subject within gem.
Undead Anatomy IV: As undead anatomy III, but with more abilities.
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.

9th-Level Spells

Aroden's SpellbaneFY: Create an area to completely block out spells of your choosing.
AscensionMY: Imbue creatures with mythic power.
Astral ProjectionM: Projects you and companions onto Astral Plane.
Bilocation: Exist in two places at once.
Canopic ConversionFM: Eviscerate a target, creating an advanced mummy from its life essence.
Clashing Rocks: 20d6 damage to target creature.
Create Demiplane, GreaterF: As create demiplane, but larger and with more planar traits.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Cursed EarthM: Plants die, living creatures catch diseases, or dead creatures rise as zombies.
Dominate Monster: As dominate person, but any creature.
Echean's Excellent EnclosureM: Create a combination spherical wall of force and antimagic field.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Fiery Body: You gain various fire-related powers.
ForesightY: “Sixth sense” warns of impending danger.
Freedom: Releases creature from imprisonment.
Gate: Connects two planes for travel or summoning.
Heroic Invocation: Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Icy Prison, Mass: As icy prison, but it affects 1 creature/level.
Imprisonment: Entombs subject beneath the earth.
Interplanetary Teleport: Teleport to another planet.
Last Azlanti’s Defending Sword, MassF: As Aroden’s defending sword, but with multiple swords
Lost LocaleR: As lost passage, except covering a much larger area.
Mage's DisjunctionY: Dispels magic, disenchants magic items.
Meteor SwarmY: Four exploding spheres each deal 6d6 fire damage.
Mind Blank, Communal: As mind blank, but you may divide the duration among creatures touched.
Overwhelming Presence: Creatures bow before you as if you were divine.
Parasitic SoulF: Force a trapped soul into a new body.
Power Word KillY: Kills one creature with 100 hp or less.
Prismatic SphereY: As prismatic wall, but surrounds on all sides.
RefugeM: Alters item to transport its possessor to you.
Ride the Lightning: Transform into electricity.
Rune of JandelayM: Create a potent rune that evokes the mighty Oliphant of Jandelay, warding the area against chaos and destruction.
Salvage: Pull together the remains of a shipwreck and reform it into a working vessel.
Scourge of the Horsemen: Blast an area with soul-rending energy, dealing 1d4 negative levels and 1d6 acid/level.
Scribe's BindingF: Turn a creature into a biography of their life.
Shades: As shadow conjuration, but up to 8th level and 80% real.
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
Soul Bind: Traps newly dead soul to prevent resurrection.
Spawn CallingRY: Call the Spawn of Rovagug.
Suffocation, Mass: One creature/level suffocates to death.
Summon Derghodaemon: Summon a derghodaemon.
Summon Greater Demon: As summon monster, except to summon a coloxus, omox demon, or 1d3 kalavakus demons.
Summon Monster 9: Summons extraplanar creature to fight for you.
Summon Thanadaemon: Summon a thanadaemon.
Symbol of StrifeM: Triggered rune makes creatures attack.
Symbol of VulnerabilityM: Triggered rune gives penalties.
Teleportation CircleM: Teleports creatures inside circle.
Time StopY: You act freely for 1d4+1 rounds.
Transmute Blood To AcidM: Target takes acid damage each round, and its attackers take acid damage.
Transmute Golem: Turn one type of golem into another.
TsunamiY: Huge wave damages and sweeps up all in its path.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Wall of SuppressionM: Creates wall that disables magic.
Weird: As phantasmal killer, but affects all within 30 ft.
Winds of Vengeance: Gives you the ability to fly and attack with wind.
WishMY: As limited wish, but with fewer limits.
Wooden Phalanx: Creates 1d4+2 temporary wood golems to fight for you.
World Wave: Earth moves you across distances.