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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.

Spiritualist Spells

0-Level Spells

Bleed: Cause a stabilized creature to resume dying.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Psychic Significance: Find psychically charged items.
Grave Words: Force a corpse to babble.
Guidance: +1 on one attack roll, saving throw, or skill check.
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.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.
Virtue: Subject gains 1 temporary hp.

1st-Level Spells

Alarm: Wards an area for 2 hours/level.
Alter Winds: Increase/decrease strength of natural winds.
Anticipate PerilY: Target gains a bonus on one initiative check.
Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.
Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charge Object: Infuse psychic energy and ownership history into an item.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Comprehend Languages: You understand all languages.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Dancing Darkness: Create four spheres of floating darkness.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Decompose Corpse: Turn a corpse into a clean skeleton.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Good: Reveals creatures, spells, or objects of selected alignment.
Detect Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Discern Next of Kin: Read the target’s mind to learn about its family.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure ElementsY: Exist comfortably in hot or cold regions.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Feather FallY: Objects or creatures fall slowly.
FumblestepR: Target takes -1 penalty to Reflex and Acrobatics, discharge to perform a trip combat maneuver.
Grasping CorpseM: Cause a corpse to grab or trip a foe
Identify: Gives +10 bonus to identify magic items.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
LightfingersR: Cause target to drop one small object, or perform a disarm or steal combat maneuver.
Mage ArmorY: Gives subject +4 armor bonus.
Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
Mindlink: Communicate a great deal of information in an instant.
Obscuring MistY: Fog surrounds you.
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
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.
Psychic Reading: Read surface thoughts to learn information about a subject.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Sanctify Corpse: Prevent a corpse from becoming an undead.
SanctuaryY: Opponents can't attack you, and you can't attack.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Speechreader's Sight: Read lips from a distance
Summon Monster 1: Summons extraplanar creature to fight for you.
Telempathic Projection: Alter the target’s attitude or give bonuses to those interacting with the target.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.

2nd-Level Spells

Absurdity: Threats seem like a ridiculous farce.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Animate Dead, LesserM: Create one skeleton or zombie.
AuguryMF: Learns whether an action will be good or bad.
Bloodbath: Cause yourself and enemies to bleed.
Blur: Attacks miss subject 20% of the time.
Boneshaker: Momentarily control a living or undead creature's skeleton
Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.
Catatonia: Make a willing target appear to be dead.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Detect Magic, Greater: As detect magic, but learn more information.
Detect Thoughts: Allows “listening” to surface thoughts.
Disfiguring TouchY: Target becomes disfigured.
Emotive Block: Add an emotion component to all of the target’s spells.
Enchantment Sight: See enchantment spells active on creatures
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Force Sword: Create a magical longsword made entirely of force.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Gentle Repose: Preserves one corpse.
Ghost Whip: Create a ghost touch whip that passes through objects.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Instigate Psychic Duel: Start a psychic duel between yourself and another creature.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Jealous Rage: Fill the target with a sense of entitled self-importance.
LevitateY: Subject moves up and down at your direction.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Mind Over Matter: Reassign ability damage/drain from one ability to another.
Mindshock: Charge your attacks with violent psychic energy.
Misdirection: Misleads divinations for one creature or object.
Object Reading: Read psychic impressions left on an object.
Phantom TrapM: Makes item seem trapped.
Pilfering Hand: You may seize an object or manipulate it from afar.
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Protective Penumbra: Shadow protects the target from light.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Quick Change: Use change shape as a swift action and surprise foes.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Scare: Panics creatures of less than 6 HD.
See Invisibility: Reveals invisible creatures or objects.
Sense Fear: Perceive nearby craetures that are experiencing fear
Shifted Steps: Make a target sound as if elsewhere.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spiritual Squire: Create an ally out of force to assist you in combat
Spiritual WeaponY: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Summon Monster 2: Summons extraplanar creature to fight for you.
Surmount AfflictionY: Temporarily suppress one condition.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Twilight Haze: Illusory fog obscures vision.

3rd-Level Spells

Analyze Aura: Read a creature’s or an object’s alignment, emotion, health, and magic auras.
Animate DeadMY: Creates undead skeletons and zombies.
Appearance of Life: Undead appear to be alive
Assume Appearance: Use a creature's corpse to adopt its form
Aura Sight: Alignment auras become visible to you.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/DeafnessY: Makes subject blinded or deafened.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Cloak of Winds: Creates a screen of wind around you.
Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability.
Deft Digits: Animate a glove or gauntlet from a distance.
Detect Anxities: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Dispel MagicY: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures.
Flesh PuppetM: Control a zombie in human guise.
FlyY: Subject flies at speed of 60 ft.
Force PunchY: Target takes force damage and is pushed away.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Helping Hand: Ghostly hand leads subject to you.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
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.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
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 Fang, GreaterY: One natural weapon gets + 1/four levels (max +5).
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Minor Creation: Creates one cloth or wood object.
NondetectionM: Hides subject from divination, scrying.
Object Possession, Lesser: Project your soul into an object, animating it.
Obscure Object: Masks object against scrying.
Pack Empathy: Create an empathic bond with allies.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Phantom Driver: Conjures a phantom to drive vehicles.
Phantom SteedY: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Ray of Exhaustion: Ray makes subject exhausted.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Disease: Cures all diseases affecting subject.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Riding Possession: As possession, but you observe instead of control the subject.
Rigor Mortis: Painfully swell a targets joints.
Sands of TimeY: Target temporarily ages.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Sealed Life: Prevent a creature from transferring life force to or from others.
Seek Thoughts: Detects thinking creatures' thoughts.
Selective Alarm: As alarm, but only against selected creatures.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Shield of Darkness: Shield yourself with darkness, granting yourself total concealment.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Speak with Dead: Corpse answers one question/two levels.
Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.
Summon Monster 3: Summons extraplanar creature to fight for you.
Tongues: Speak and understand any language.
Twilight Knife: Floating knife attacks with you.
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.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Spells

Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
Aura Alteration: Masks a creature’s or an object’s alignment, emotion, health, and magic auras.
Aura of Doom: Creatures in your aura become shaken.
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
ConfusionY: Subjects behave oddly for 1 round/level.
Conjuration Foil: Interfere with nearby teleportation effects.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Death Ward: Grants bonuses against death spells and negative energy.
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Decollate: Target can safely remove its head
Detect ScryingY: Alerts you to magical eavesdropping.
Dimension DoorY: Teleports you a short distance.
Dimensional Anchor: Bars extradimensional movement.
DivinationM: Provides useful advice for specific proposed actions.
Ectoplasmic Hand: Draw forth a ghostly, animated ectoplasmic hand to do your bidding.
EnervationY: Subject gains 1d4 negative levels.
Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.
Erase Impressions: Erase psychic impressions from an object.
Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane.
Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.
False FutureM: Cause divinations of the future to reveal the result you choose.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Fear: Subjects within cone flee for 1 round/level.
Flesh Puppet HordeM: Control multiple zombies in human guise.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Ghost BrandM: Allow an item to transform into a brand and back.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Hunger for Flesh: Give a creature a bite attack and a hunger for its own kind's flesh.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Irregular Size: Creature's limb shrivels
Locate Creature: Indicates direction to known creature.
Majestic Image: As enter image, but also gain bonuses on social skills while in the image.
Mind Swap: Switch minds with another creature for 1 hour per level.
Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Phantasmal Asphixiation: Trick a creature into thinking it can't breathe.
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.
Possession: Project your soul into a creature’s body.
Quieting Weapons: Weapons make no sound and quiet their victims.
Red Hand of the Killer: Stain the hand of a creature's killer red.
Remove Curse: Frees object or person from curse.
RestorationM: Restores level and ability score drains.
Reveal Emotions: Create an aura to exposes creature's emotional statebare.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Step: Teleport from one shadow to another.
Shadowform: Replace the target’s body with mystic shadow material, causing them to take less damage from attacks.
Slough: Slough off a target's skin.
Solid FogY: Blocks vision and slows movement.
Speak with Haunt: Haunt answers one question/2 levels.
Spell Immunity: Subject is immune to one spell per 4 levels.
Spiritual Ally: Creates a divine ally to aid you.
Summon Monster 4: Summons extraplanar creature to fight for you.
Telekinetic Charge: Launches an ally through the air.
Telekinetic Maneuver: Perform a telekinetic combat maneuver.
Telepathic Silence: Prevent all forms of telepathy in the area
Terrible Remorse: Creature is compelled to harm itself.
Thoughtsense: Automatically detect nearby conscious creatures.
Torpid ReanimationM: Animate dead when a specific trigger condition occurs.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.
Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures

5th-Level Spells

Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Besmara's Grasping Depths: Use the restless dead to down your targets
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Call Spirit: Make the spirit of one creature manifest.
CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
Contact Other Plane: Lets you ask question of extraplanar entity.
Curse, Major: As bestow curse, but harder to remove.
Dismissal: Forces a creature to return to native plane.
Disrupting Weapon: Melee weapon destroys undead.
Dominate PersonY: Controls humanoid telepathically.
DreamY: Sends message to anyone sleeping.
Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature.
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.
Flesh Wall: Create a wall of zombies
Foster Hatred: Cause creatures to hate one type of creature.
Glimpse of TruthM: Gain true seeing for 1 round.
Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Int.
Inflict Pain, Mass: As inflict pain, but affecting one creature per 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.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Object Possession: As lesser object possession, but with a larger object.
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.
Phantasmal Web: Catches subjects in illusory web.
Phantom Limb: Create a semi-visible psychic manifestation of a limb, allowing a creature to replace a missing body part or parts.
Planar Adaptation: Resist harmful effects of other plane.
Plane ShiftY: As many as 8 subjects travel to another plane.
Pox of Rumors: Curse a creature to attract nasty rumonrs.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Remote Viewing: Gain psychic impressions from a distant location.
Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level.
ScryingF: Spies on subject from a distance.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
SendingY: Delivers short message anywhere, instantly.
Shadow Body: Turn your body into a living shadow.
Shadow Endurance: Conjure protective wisps of darkness made from shadow.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Slay Living: Touch attack deals 12d6 + 1 per level.
Spell Resistance: Subject gains SR 12 + level.
Suffocation: Target quickly suffocates to death.
Summon Monster 5: Summons extraplanar creature to fight for you.
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.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you.
Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.
Wall of Sound: Sonic wall deflects and damages creatures.
Waves of Fatigue: Several targets become fatigued.
Withdraw Affliction: Remove an affliction and inflict it on another creature.

6th-Level Spells

Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself
Analyze DweomerF: Reveals magical aspects of subject.
Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Baleful Shadow Transmutation: Mutate someone’s shadow and trick the creature into believing they’ve transformed.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Banshee Blast: Cone deals 1d4 per level and panics creatures.
Circle of DeathMY: Kills 1d4/level HD of creatures.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
DisintegrateY: Reduces one creature or object to dust.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
DissolutionM: Cause a tiny item to vanish from existence.
Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane.
Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Find the Path: Shows most direct way to a location.
Getaway: Teleports you and select creatures to predetermined location.
HarmY: Deals 10 points/level damage to target.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Hunger for Flesh, Mass: Give creatures bite attacks and a hunger for their own kind's flesh.
Impenetrable VeilM: Target can use stealth to hide from blindsight and blindsense as well as divination magic
Leashed Shackles: Target is restricted to a specific location.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
MisleadY: Turns you invisible and creates illusory double.
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Phasic Challange: Enemy and ally can only harm and be harmed by each other
Possession, Greater: As possession, but your body vanishes.
PrognosticationM: Gain cryptic information from further in the future than divination.
RepulsionF: Creatures can't approach you.
Sealed Life, Greater: As sealed life, plus death ward and immunity to soul transference.
Shadow Transmutation: Alter a creature’s body with energy from the Shadow Plane, altering its form to match a shadow creature.
Shadow Walk: Step into shadow to travel rapidly.
Summon Monster 6: Summons extraplanar creature to fight for you.
Telepathy: Communicate mentally with creatures within 100 ft.
TransformationY: You gain combat bonuses.
Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere.
True SeeingM: Lets you see all things as they really are.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
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).
Unshakeable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
Unwilling ShieldM: Subject shares wounds you receive.
Wither Limb: Make one of the creature's limbs useless.