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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.

Witch Spells

0-Level Spells

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
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.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.

1st-Level Spells

AbstemiousnessR: Enhance simple food to provide greater nutrition.
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Air Bubble: Creates a small pocket of air around your head or an object.
Alchemical TinkeringR: Transform an alchemical item or firearm into another similar item.
Alleviate Addiction: Ignore the effects of addictions.
Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Animal Purpose Training: Animal gains a new general purpose.
Aphasia: Prevent a target from understanding language.
Beguiling Gift: Subject immediately accepts an offered item and uses it.
Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack.
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.
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
Bungle: Target takes a -20 penalty on its next attack roll or check.
Burning HandsY: 1d4/level fire damage (max 5d4).
Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath.
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.
Cheetah’s Sprint: Sprint or charge with amazing speed.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Cloak of Secrets: Filter speech from a given area to sound like a different conversation.
CommandY: One subject obeys selected command for 1 round.
Compel Hostility: Compels opponents to attack you instead of your allies.
Comprehend Languages: You understand all languages.
Coward’s Cowl: Enhance a target’s defensive instincts.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Dancing Darkness: Create four spheres of floating darkness.
Dancing Lantern: Animates a lantern that follows you.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Decompose Corpse: Turn a corpse into a clean skeleton.
Delay DiseaseR: Grant the target temporary immunity to disease.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
DepilateR: Creature takes -2 penalty to Diplomacy, Intimidate, and Perform for 1 week
Detect Secret Doors: Reveals hidden doors within 60 ft.
Diagnose Disease: Detect and identify diseases.
Discern Next of Kin: Read the target’s mind to learn about its family.
Disguise Weapon: Changes one weapon’s appearance.
Early JudgmentR: Show a creature the reward or punishment that awaits it after death.
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.
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Fabricate Disguise: Create a disguise in an instant.
False Face: Polymorph into a disguised identity
Forced Quiet: Target cannot make loud noises.
Frostbite: Target takes cold damage and is fatigued.
FumblestepR: Target takes -1 penalty to Reflex and Acrobatics, discharge to perform a trip combat maneuver.
Fumbletongue: Target cannot speak intelligently.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Grasping CorpseM: Cause a corpse to grab or trip a foe
Hairline FracturesR: Create hairline fractures in earth and stone.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Hermean Potential: Roll twice and take the higer roll on the next attack roll, saving throw, ability check, or skill check the target attempts.
Hex Vulnerability: Reuse a hex on a specific target.
Hex WardY: Target gains +4 on saves against witch hexes.
Hypnotism: Fascinates 2d4 HD of creatures.
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Identify: Gives +10 bonus to identify magic items.
Ill OmenY: Target rolls twice for checks and attacks and uses worst roll.
Illusory Crowd: Create an illusion of a stationary group of people milling about.
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Interrogation: Target answers questions or suffers pain.
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Jury-Rig: Removes the broken condition from the targeted object.
Karmic BlessingR: Target treats one skill of your choice as a class skill.
Ki Arrow: Arrow deals damage as your unarmed strike.
LightfingersR: Cause target to drop one small object, or perform a disarm or steal combat maneuver.
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.
Long Arm: Your arms lengthen, giving you extra reach.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Mage ArmorY: Gives subject +4 armor bonus.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Mask Dweomer: Hides presence of a spell from detect magic.
Memorize Page: Target perfectly memorizes one page of information.
Mirror Polish: Polish a metal item until it’s usable as a mirror.
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.
Nature’s Paths: Find the shortest and easiest paths through the wilderness.
Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.
Negative Reaction: Targeted creature may not positively influence anyone.
Nereid's GraceR: Gain your charisma bonus as a deflection bonus to AC when not wearing armor.
Night Blindness: Impair target’s vision as if it were darker.
Obscure PosionM: Make it harder to detect a poison or venomous creature.
Obscuring MistY: Fog surrounds you.
Open and Shut: Obfuscate whether a door is open or closed.
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.
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises
Poisoned EggR: Transform a single egg into a dose of poison.
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening: Ray makes subject sickened.
Read WeatherFR: Forecast the weather for the next 48 hours.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reduce PersonY: Humanoid creature halves in size.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Restore Corpse: Skeletal corpse grows flesh.
Sanctify Corpse: Prevent a corpse from becoming an undead.
Shadow Trap: Pin someone’s target, causing them to become stuck.
Shadow WeaponY: Create a quasi-real masterwork weapon.
Skin TagM: Curse food or drink to gain afamilar connection to the creature
SleepY: Puts 4 HD of creatures into magical slumber.
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.
Speechreader's Sight: Read lips from a distance
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.
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
Tap Inner BeautyR: Grant yourself a +2 insight bonus to Charisma-related checks.
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
Touch of Blindness: Coat a creature’s eyes in darkness, blinding them.
Touch of CombustionR: Cause someone to combust with a touch.
Transfer Tattoo: Transfer a magical tattoo from one creature to another.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
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.
Urban GraceR: Move through crowds and urban settings with ease.
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.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.
Wizened Appearance: Make a target appear as an older version of itself.
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.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
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.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Anonymous Interaction: Creatures forget details about you and conversations with you.
Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Apport Object: Send or receive a small object via teleportation.
Arcane Disruption: Make it difficult for others to cast arcane spells.
AuguryMF: Learns whether an action will be good or bad.
Aura of Distraction: Aura of psychic noise makes concentration difficult
Beastspeak: Speak normally while in animal form.
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.
Binding EarthR: Areas of earth and stone attempt to drag the target of this spell down.
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 Transcription: Learn a spell from the target's blood.
Bloodbath: Cause yourself and enemies to bleed.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Bone Fists: Gain armor spikes which provide +1 natural armor a +2 damage with natural weapons
Boneshaker: Momentarily control a living or undead creature's skeleton
Brittle PortalR: Reduce the hardness of obejcts within the area.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Buoyancy: Targets easily float on water.
Burdened Thoughts: Force heavy encumberance onto a creature.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Callback: Your familiar teleports back to you when hurt.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Climbing Beanstalk: Create a beanstalk that is easy to climb.
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.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Compulsive Liar: Prevent target from speaking the truth.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
Contact Entity I: Ask eldritch entities to find and converse with you
Control Vermin: Control a number of vermin for you and your allies to ride.
Corpse Lanterns: Create a sickly version of dancing lights.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Crimson Confession: Touching the marked object or area turns one’s skin red.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Curse of Keeping: Curse a target with the inability to sell, barter, or give away any item they own.
Curse Terrain, LesserM: Curse an area with three mild hazards
Dark Whispers: Whisper through the shadows.
Daze Monster: Living creature of 6 HD or less loses next action.
Death CandleR: Create a howling fire elemental from the remains of the target’s life energy.
Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Defending BoneR: Animate a bone to float near you and block physical attacks.
Delay Pain: Ignore pain for 1 hour/level.
Delay Poison: Stops poison from harming target for 1 hour/level.
Demand Offering: Make a creature give you an object it’s holding.
Destabilize Powder: Ammunition in the targeted firearm is prone to misfire.
Detect Magic, Greater: As detect magic, but learn more information.
Detect Relations: Detect whether or not creatures are related by blood.
Detect Thoughts: Allows “listening” to surface thoughts.
Disfiguring TouchY: Target becomes disfigured.
Display Aversion: Create an illusion to repulse a vampire.
Disrupt Link: Sever the target’s link with her bonded creature.
Dragonvoice: Emulate the vocal inflections of dragons.
Dress Corpse: Doctor the evidence on a corpse.
Eldritch Conduit: Create a conduit with which you can cast area effect spells from.
Embrace Destiny: Roll a single d20 and use its result later on.
Enchantment Sight: See enchantment spells active on creatures
Enemy's HeartR: Absorb an enemy’s power by eating it’s heart.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
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.
Fear the Sun: Impose light blindness on your enemies.
Feast of AshesY: A target starves with an insatiable hunger.
Fester: Gives subject SR 12 + your level vs. healing effects.
Find Traps: Notice traps as a rogue does.
First World RevisionsR: As ancestral regression but for disguising a wayang as a gnome.
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.
Frost Fall: The area is covered in a chilling frost.
Fury of the SunR: Curse the target with internal heatstroke.
Garden of Peril: Grow a group of poisonous mushrooms.
Gentle Repose: Preserves one corpse.
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.
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.
Gozreh's TridentR: Create a forked trident of electricity.
Harmless Form: Transform the target into a "harmless" animal.
Haunting Mists: Creatures are shaken and take Wis damage.
Hidden Presence: Prevent creatures from noticing your presence.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Hold Person: Paralyzes one humanoid for 1 round/level.
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.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Ironskin: Harden your skin into iron.
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
Lay of the Land: Instantly learn about the geography of the surrounding area.
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.
Limp Lash: Paralyze an enemy from the neck down.
Lipstitch: Sew the target's lips together.
Mad Hallucination: Target takes penalties to mental actions.
Mask Dweomer, Communal: As mask dweomer, but you may divide the duration among creatures touched.
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.
Mindshock: Charge your attacks with violent psychic energy.
Minor DreamR: As the dream spell, except delivering a shorter message.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
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.
Paranoia: Target becomes hostile to all creatures.
Passing Fancy: Control the topic of conversation
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Pouncing FuryR: Gain pounce when using your natural claw attacks
Pox PustulesY: Subject is sickened and has –4 Dex.
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.
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Quick Change: Use change shape as a swift action and surprise foes.
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.
Returning Weapon: Grants a weapon the returning special weapon quality.
River Whip: Create a whip of water that you wield as a weapon.
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.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Seducer's EyesR: Gain a bonus on Charisma-based skills towards those who find you attractive.
See Invisibility: Reveals invisible creatures or objects.
Sense Fear: Perceive nearby craetures that are experiencing fear
Sensory Overload: Make concentrating difficult for a creautre, forcing a save to perform standard or full-round actions
Sentry SkullMR: Create a grisly sentinel from the severed head of a humanoid or monstrous humanoid.
Severed Fate: Prevent the target from using hero points.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Shadowmind: Force a target to see more darkness around them.
Share Memory: Share one memory with the target.
Shared SacrificeR: Create a link to the target and direct pain and damage through it.
Shared SufferingF: Deal damage to another creature by harming yourself.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
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.
Soothing Word: Lessen the severity of a target’s conditions.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spell GaugeR: Discover some spells the target has prepared.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
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.
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Status: Monitors condition, position of allies.
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 Discus: Flying discus deals bludgeoning or slashing damage.
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.
Symbol of MirroringM: Triggered rune creates mirror images.
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.
Thunder Fire: Ammunition in the targeted firearm deafens opponents.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Transmute Wine to Blood: Transform a bottle of fine wine into a pint of animal blood.
Twilight Haze: Illusory fog obscures vision.
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.
Venomous BiteM: Enhance a target creature’s bite with poison.
Vexing Miscalculation: Prevent the target from scoring critical hits.
Vomit Swarm: Produces a spider swarm that fights for you.
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.
Winter's Grasp: Cover the ground in a layer of supernaturally cold ice.
Zone of Truth: Subjects within range cannot lie.

3rd-Level Spells

Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Accursed GlareR: Channel a fell curse through your gaze.
Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Aggravate Affliction: Force ongoing afflictions to trigger.
Agonizing RebukeR: Force your attacker to suffer mental pain when harming you.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Anthropomorphic Animal: Animal becomes bipedal.
Appearance of Life: Undead appear to be alive
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Arcane Sight: Magical auras become visible to you.
Ash Storm: Hamper vision and movement.
Assume Appearance: Use a creature's corpse to adopt its form
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.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bleed for Your Master: Force your animal servant to take a blow for you.
Bleed Glory: Increase the cost to use mythic power.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Cackling Skull: Skull acts as magic mouth, listeners are shaken.
Call the Void: Surround yourself with an aura of nothingness.
Catatonia: Make a willing target appear to be dead.
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.
Claim Identity: Steal a creature's face
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Clear Grove: Clear out vegetation from a small area.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
Conjure Carriage: Create a fine carriage.
Contact Entity II: Ask more powerful entities to find and converse with you
Countless Eyes: Extra eyes give all-around vision.
Create Soul GemF: Draw a recently dead creature's soul into a gem.
Cup of DustY: Causes a creature to become dehydrated.
Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability.
Deathwine: Turn a potion into a pool of necromantic energy.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Deflect Blame: Blame someone else for your actions.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Detect Anxities: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Dibilitating Pain: Stun a creature with pain for 1 round
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Dispel MagicY: Cancels one magical spell or effect.
Domination Link: Read thought echoes of a creature mentally controlling another.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Eldritch Fever: Target gains the eldritch ague spellblight.
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.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
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.
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.
Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour
FlyY: Subject flies at speed of 60 ft.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target.
Glyph of WardingMY: Inscription harms those who pass it.
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.
Guiding Star: Know approximate distance from where you cast this spell.
Gullibility: Target takes a -10 penalty to Sense Motive and creatures using Bluff against them gain a +10 bonus on such checks
HarrowingY: Use a Harrow deck to predict the future.
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.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hex GlyphM: Inscription casts your hex on those who pass it.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Horrifying Visage: Cause creatures to gain a phobia
Hostile Levitation: Levitates the targeted creature up off the ground.
Howling Agony: Screaming pain limits the target's actions.
Hydrophobia: Make targets become deathly afraid of water.
Ice Spears: Force a number of giant spears of ice from the ground.
Imbue With Addiction: Target becomes addicted to a drug.
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.
Irradiate: Flood an area with dangerous radiation.
Irregular Size: Creature's limb shrivels
Irriseni Mirror Sight: Look through a mirror and see out of another mirror.
Isolate: Make a creature invisible and silent to their allies.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Ki Leech: Add to your ki pool when you critically hit.
Lightning BoltY: Electricity deals 1d6/level damage.
Lightning Lash: Create a cackling lash of unholy lightning.
Loathsome Veil: Nauseates and/or sickens weak creatures.
Locate Object: Senses direction toward object (specific or type).
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.
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.
Matchmaker: Cause two creatures to fall in love.
Mind Maze: Target must act as though they are wandering through a maze.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
Nature's Exile: Gives subject –10 on Survival checks.
Nature's Ravages: Speed up the decomposition of a corpse.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Necromantic Burden: Make undead more difficult to control.
Open Book: Make it permanently easier to learn more about a target.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Penumbral Disguise: Mask your features with shadowy illumination.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Phantasmal Affliction: Convince a target hat it contracted an affliction.
Phantasmal Reminder: Creature re-lives an injury, taking 1d6 damage/level
Pierce Disguise: See through low-level magical disguises.
Planar InquiryM: Call an extraplanar creature to answer your questions.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Pocketful of Vipers: Ward a container with summoned vipers.
Polymorph Familiar: Give your familiar the shape of another animal.
Project WeaknessR: Curse the target with the weaknesses of your vampirism.
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.
Reaper’s Coterie: Target weapon gains bonus damage for defeating enemies.
Reckless Infatuation: Target is compelled to stay near another.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
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.
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Riversight: See events transpiring along a natural watercourse you touch.
Sands of TimeY: Target temporarily ages.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Screech: Foes provoke attacks of opportunity.
Secret Coffer: As secret chest, except the coffer is smaller and can only remain on the Ethereal Plane for a short time.
See BeyondM: +5 Perception (+10 vs ethereal or invisible) for 24 hours, discharge to temporarily gain x-ray vision
Seek Thoughts: Detects thinking creatures' thoughts.
Sensory Amplifier: Enhance the sight of all creatures near you.
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.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Senses: Perceive the world around your familiar.
Sharesister: Take a negative level to grant another creature of the same gender a bonus on their casting ability.
Shifting Shadows: Obscure the appearance of all creatures within the shifting shadows.
Shroud of Innocuity: Disguise creatures as ordinary
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Siphon Might: Drain strength from a creature and transfer it to another.
Sky SwimR: Allow the target to swim through the air.
Sleet Storm: Hampers vision and movement.
Speak with Dead: Corpse answers one question/two levels.
Spellcurse: Target takes 1d6 damage for each spell affecting it
Spirit BondsM: Gain a bond with 1 creature/3 levels for 24 hours. End bond to send a message as Sending
Spit Venom: Spit blinding black adder venom.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
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.
Storm Step: Use lightning to quickly travel a short distance, harming all in your path.
Strangling HairY: Your hair animates and grapples.
SuggestionY: Compels subject to follow stated course of action.
Summon Monster 3: Summons extraplanar creature to fight for you.
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.
Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Tongues: Speak and understand any language.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
Toxic Rupture: Force a target to save against its own poison.
Transfer Regeneration: Bestow your regeneration on your allies.
Trial of Fire and Acid: Cover the target creature in burning acid.
Twilight Knife: Floating knife attacks with you.
Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around.
Unadulterated Loathing: Target is compelled to avoid another creature.
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.
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Vision of Hell: Illusory hellscape makes creatures shaken.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Ward of the SeasonR: Enhance a creature with the power of a season.
Water Walk: Subject treads on water as if solid.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.
Witness: See through the target's eyes and ears.

4th-Level Spells

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Abyssal VerminR: Infuse vermin with fiendish qualities.
Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Age Resistance, Lesser: Ignore penalties from middle age.
Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Antithetical Constraint: Constrain the target so they cannot make attack rolls against anyone except those of the opposite alignment.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Aroden’s Spellsword: Merge a melee weapon with a rod or staff.
Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Beanstalk: Create an enormous beanstalk that leads into the clouds.
Bit of LuckR: Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success
Bite the Hand: Compel a summoned creature to attack its summoner.
Black Spot: Inflict a specific and feared pirate curse onto your target.
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Blast Barrier: Create a rippling but unstable wall from the earth.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Calculated Luck: Use the Path of Numbers to boost your combat preparedness.
Cape of WaspsY: Wasp swarm defends or carries you.
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.
Complex Hallucination: Create a phantasm with effects for all senses.
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
ConfusionY: Subjects behave oddly for 1 round/level.
Conjuration Foil: Interfere with nearby teleportation effects.
Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Curse of Magic NegationM: Target gains the negated spellblight.
Curse TerrainM: Curse an area with four hazards
Daemon WardM: As death ward, but against daemons.
Daze, Mass: As daze, but affecting multiple creatures.
Deadman's ContingencyF: Set one of a list of contingencies for your demise.
Death Knell Aura: Create an aura that feeds on the souls of those who die within it.
Death Ward: Grants bonuses against death spells and negative energy.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Demanding Message: Send messages as per message with a suggestion for one creature.
Detect ScryingY: Alerts you to magical eavesdropping.
Dimension DoorY: Teleports you a short distance.
Discern Lies: Reveals deliberate falsehoods.
DivinationM: Provides useful advice for specific proposed actions.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Earsend: Animate and send your ear to spy for you
Enchantment Foil: Trick opponents who try to cast enchantments on you.
EnervationY: Subject gains 1d4 negative levels.
Enticing Adulation: Force a creature to protect and care for you.
False FutureM: Cause divinations of the future to reveal the result you choose.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Familiar Melding: Possess your familiar.
Fear: Subjects within cone flee for 1 round/level.
Final Sacrifice: Cause a summoned creature to explode.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Flesh PuppetM: Control a zombie in human guise.
Fleshworm Infestation: Worms deal hp and Dex damage.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Forgetful SlumberR: As deeper slumber, but only on one creature. This also causes them to lose some memories.
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 BrandM: Allow an item to transform into a brand and back.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Hallucinogenic Smoke: Exhale a cone of smoke which disorients those caught inside. It has a side effect of improving the effects of augury when cast within.
Hellmouth LashR: Transform your tongue into a whip made out of energy.
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.
Hypnotism, GreaterR: As affecting more creatures and involving more requests
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Ignoble Form: Transform the target into a half-elf form.
Infernal Healing, Greater: As infernal healing, except using fast healing 4.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Innocuous Shape: Creatures actions are seen as innocent
Insect Spies: Use magic beetles as spies.
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Locate Creature: Indicates direction to known creature.
Mad Sultan's Memory: Bizarre cacohony fascinates eldritch creatures.
Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy.
Master’s Escape: Create a link between you and a summoned creature, allowing you to switch places.
Medusa's Bane: Become immune to gaze attacks and reflect them back on the creature using it
Meticulous Match: Determine if two things are identical.
Minor Creation: Creates one cloth or wood object.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Moonstruck: Subject is enraged and confused.
Mydriatic Spontaneity: Cause splitting headaches and an oversensitivity to light and darkness.
Mythic Severance: Restrict target’s access to its mythic power.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
Numerological Evocation: Use the Path of Numbers to fire rays of elemental energy.
Object Possession, Lesser: Project your soul into an object, animating it.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Phantasmal Asphixiation: Trick a creature into thinking it can't breathe.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Remove Radioactivity: Remove radiation effects from a target.
Resilient ReservoirR: Store hit point damage as magical energy.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
Ride The Waves: Target can breathe water and swim.
Riding Possession: As possession, but you observe instead of control the subject.
Rigor Mortis: Painfully swell a targets joints.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
ScryingF: Spies on subject from a distance.
Secure Shelter: Creates sturdy cottage.
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.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Skeleton Crew: Turn corpses into obedient skeleton crew.
SleepwalkM: Causes creature to move while asleep.
Solid FogY: Blocks vision and slows movement.
Speak with Haunt: Haunt answers one question/2 levels.
Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.
SpiteM: Inflict touch spell upon creature that attacks you.
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.
Symbol of HealingM: Triggered rune heals living creatures.
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.
Thanatotic Fury: Stifle other creatures’ abilities to cast divine spells by attacking them.
They Know: Convince target that a nearby creature knows her greatest secret.
Threefold AspectF: Appear older or younger.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Touch of Slime: Touch infests a target with green slime.
Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.
Umbral Infusion: Infuse mindless undead with power from the Shadow Plane, increasing their power.
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.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.
Virulence: Quickly advance the spread of diseases within the targeted creatures.
Volcanic Storm: Hot rocks deal 5d6 damage.
Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.
Wandering Star Motes: Outlines subject and produces light as a sunrod.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.
Web CloudR: Create a cloud-like spread of flame-resistant webbing.

5th-Level Spells

Alaznist's Jinx: Inlfict the spell burn spellblight
Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
Baleful PolymorphY: Transforms subject into harmless animal.
Banish Seeming: Dispels touched illusion or a creature's change in form.
Befuddled Combatant: Curse a creautre to weaken the DCs of its abilities and deal minimum damage with its attacks
Bind Sage: Summon a caulborn to answer questions
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.
Blood Ties: When a target is harmed, so is the target's relative.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Callback, Greater: As callback, except for a greater distance and longer duration.
Charm Person, Mass: As charm person, but affects multiple creatures within 30 ft.
Charnel House: Create an area of semi-real gore
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
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.
Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Contact Other Plane: Lets you ask question of extraplanar entity.
Contagion, Greater: Infect a subject with a magical disease.
Contagious Suggestion: Cast a suggestion that gets passed on to secondary targets
Covetous AuraY: Sap the powers of beneficial spells cast near to you.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Curse of Disgust: Target is sickened while viewing trigger.
Curse of Unexpected DeathR: Curse a creature with a chance of instant and unexpected death.
Curse, Major: As bestow curse, but harder to remove.
Dahak's Release: You unleash all the target’s anger and destructive urges, causing it to fly into a violent bloodlust.
Damnation StrideRY: As dimension door, except you leave behind a burst of flame.
Darkvault: Ward shadows so light cannot penetrate them.
Daywalker: Reshape an undead creature to appear living.
Debilitating Pain, Mass: As debilitating pain, with multiple targets
Deceitful Veneer: Make someone seem like an obvious liar.
Decollate: Target can safely remove its head
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.
Dominate PersonY: Controls humanoid telepathically.
Draconic Suppression: Stop a dragon from using its breath weapon along with reducing its magical prowess.
Duplicate Familiar: Create a duplicate of your familiar.
Empathy Conduit: Create a conduit between master and familiar, allowing you to affect one while targeting the other.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Feeblemind: Subject's Int and Cha drop to 1.
Flesh Puppet HordeM: Control multiple zombies in human guise.
Glimpse of TruthM: Gain true seeing for 1 round.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Hex Glyph, GreaterM: Inscription casts your hex or major hex on those who pass it.
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.
Imbue Hex: Transfer a hex to someone else, allowing them to make use of it.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
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.
Magic JarF: Enables possession of another creature.
Major Creation: As minor creation, plus stone and metal.
Mark of Justice: Designates action that triggers curse on subject.
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.
Object Possession: As lesser object possession, but with a larger object.
Old Salt's CurseR: Permanently sicken someone, worse if target is on or in the water far from shore.
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.
Passing Fancy, Mass: Control the topic of conversation among a group of people.
Peacebond, Greater: As peacebond, but on multiple weapons, even if they aren't sheathed.
Pessimism: Force a creature to see the negative side of things.
Plague Carrier: Target's attacks carry filth fever.
Poisonous Balm: As cure serious wounds, but leave behind a latent venom.
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.
RebootF: Bring a destroyed construct back to action for a limited time.
Red Hand of the Killer: Stain the hand of a creature's killer red.
ReincarnateFM: Brings dead subject back in a random body.
Release the Hounds: Summon a swarm of wolves
Rest Eternal: Dead creature cannot be revived.
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.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Siphon Magic: Transfer a magical effect from another creature to yourself.
Sleepwalking SuggestionM: Cause a creature to perform a suggested action while sleeping.
Slough: Slough off a target's skin.
Smug Narcissism: Target is distracted by its sense of self.
SoulswitchF: Swap your soul with your familiar’s.
Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you.
Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies.
Steal Power: Sap mythic power from another creature.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
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.
Swallow Poison: Protect yourself against ingested poison, then spit it out in a cone.
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.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles per level.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
TruespeakR: Communicate with any creature with a mind.
Unleash Pandemonium: Call upon the wild winds of the Abyssal atmosphere.
Unseen Crew: Create a number of invisible crew members to work on a ship.
Vengeful StingerR: Grow a long, wasp-like tail with stinger.
Vile Dog Transformation: Transform ordinary dogs into fiendish minions.
Village VeilR: Make an area seem worthless to others.
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

Age Resistance: Ignore penalties from old age.
Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself
Analyze DweomerF: Reveals magical aspects of subject.
Animate ObjectsY: Objects attack your foes.
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.
Banshee Blast: Cone deals 1d4 per level and panics creatures.
Besmara's Grasping Depths: Use the restless dead to down your targets
Binding Earth, MassR: As binding earth but with multiple targets.
Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Cone of ColdY: 1d6/level cold damage.
Contact NalfeshneeMF:
Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Curse of the Outcast: Curse someone to rub people the wrong way.
Curse Terrain, GreaterM: Curse an area with six dangerous hazards
Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura.
Death Pact: Take control of a creature’s mind and implant deadly subconscious commands.
Discharge, Greater: As discharge, but with greater effects that can effect an area.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Dust Ward: Ward an item so it will be destroyed if others try to learn its purpose or use it.
Eldritch Conduit, Greater: Use Eldritch Conduit on more creatures at greater range.
Epidemic: Infect a subject with a highly contagious disease.
Eyebite: Target becomes panicked, sickened, and/or comatose.
Fester, Mass: As fester, but affecting multiple targets.
Find the Path: Shows most direct way to a location.
Flesh to StoneY: Turns subject creature into statue.
Flesh Wall: Create a wall of zombies
Geas/Quest: As lesser geas, but affects any creature.
Green Caress: Slowly transform a creature into an inanimate plant.
Guards and WardsY: Array of magic effects protect area.
Harrowing, Greater: As harrowing, except affect an entire group of creatures and allow them some measure of control over their destiny.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Ice Crystal Teleport: Target is frozen, then teleported.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Lash of the Astradaemon: Enhance your hands into fearsome claws that inflict negative levels.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Lost Legacy: Target cannot leave a lasting impression on other creatures
Mage's Decree: Send a message to creatures within miles.
Metabolic MoltingMR: Place the target in suspended animation, restoring ability drain and regenerating missing limbs.
Mind Swap: Switch minds with another creature for 1 hour per level.
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Night Terrors: Disturb a creature's rest with dark dreams
Overwhelming Poison: Make a poison more difficult to resist.
Percieve BetrayalF: Sense when nearby creatures have tratorous intent towards your lord
Phantasmal Putrefaction: Trick a creature into thinking their flesh is rotting.
Phobia: Induce an irrational fear in a creature to the point of madness.
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
PrognosticationM: Gain cryptic information from further in the future than divination.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Runic Overload: Charge magical runes to an explosive degree.
Sabotage Construct: As confusion, but only affects constructs.
Shadow Transmutation: Alter a creature’s body with energy from the Shadow Plane, altering its form to match a shadow creature.
Share SkinR: Possess the body of an animal
Slay Living: Touch attack deals 12d6 + 1 per level.
Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine).
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 Genie, GreaterF: As lesser summon genie, except summon one shaitan, 1d3 djinn, or 1d4+1 jann.
Summon Laborers: Summon helpful petitioners to aid in construction and labor.
Summon Monster 6: Summons extraplanar creature to fight for you.
Summon Vanth: Summon a single vanth psychopomp.
Swarm Skin: Turns your body into a swarm of vermin.
Symbol of DistractionM: Fascinates all creatures within 60 ft.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Symbol of SealingM: Create triggered wall of force.
Touch of Slumber: Touched nonhostile creature falls asleep
Transfer Familiar: Temporarily grant control of your familiar to another creature.
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.
Unconscious Agenda: Plant a subconscious directive in the target’s mind.
Undeath Ward: Create a barrier to repel undead.
Unwilling ShieldM: Subject shares wounds you receive.
Vengeful Outrage: Target is compelled to destroy one enemy.
Whip of Ants: Create a whip made of army ants.
Wither Limb: Make one of the creature's limbs useless.

7th-Level Spells

Age Resistance, Greater: Ignore penalties from venerable age.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Artificer’s Curse: Temporarily suppress the most powerful qualities of a magical item.
Bestow Curse, Greater: Place an even greater curse on the subject.
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Black MarkRY: Mark someone which makes them afraid of water and turns aquatic creatures against them.
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Contact Entities IV: Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Control WeatherY: Changes weather in local area.
Create Demiplane, LesserF: Create your own demiplane.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Demanding Message, Mass: Send messages as per message with one suggestion for each creature.
Dimensional Bounce: Teleport multiple times between two designated locations.
Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.
Familiar DoubleM: As project image, but the image follows your familiar.
Grim Stalker: Create a Grim to disrupt the targets sleep
HarmY: Deals 10 points/level damage to target.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Hold Person, Mass: As hold person, but all within 30 ft.
Hollow Heroism, Greater: Provide a greater heroism effect that you can reverse at any time
Hostile Juxtaposition, Greater: You may target one creature for every four of your caster levels.
Hunger for Flesh, Mass: Give creatures bite attacks and a hunger for their own kind's flesh.
Ice Body: Your body becomes living ice.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
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.
Insect Spies, Greater: Use magic beetles as spies and also share their senses.
Instant SummonsM: Prepared object appears in your hand.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Lunar Veil: Dispel light and revert lycanthropes.
Maddening OublietteR: Transport the target to a dank prison in a horrific demiplane.
Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.
Mydriatic Spontaneity, Mass: As mydriatic spontaneity, except it can affect multiple creatures.
Nature's Ravages, Greater: As nature’s ravages, except the target corpse ages much faster.
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Particulate Form: Targets gain fast healing 1, immunity to bleed, crtitical hits, and precision damage
Phase Door: Creates an invisible passage through a barrier.
Phasic Challange: Enemy and ally can only harm and be harmed by each other
Planar RefugeM: Enforce the rules of the Material Plane on another plane.
Plane ShiftY: As many as 8 subjects travel to another plane.
Plundered PowerM: Kill a creature and steal its strongest spell-like ability
Poison Breath: Expel a cone of poison from your mouth.
Power Word BlindY: Blinds creature with 200 hp or less.
Pox of Rumors: Curse a creature to attract nasty rumonrs.
Primal Regression: Make a creature become bestial and unintelligent.
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Reincarnte SpyFM: As reincarnate, but creating a body similar to that of a chosen creature, and you secretly keep part of the body.
Scouring WindsY: Winds block vision and deal 3d6 damage per round.
Scrying, Greater: As scrying, but faster and longer.
Shadow Body: Turn your body into a living shadow.
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.
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, 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.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Verminous Transformation: Partially transform into a swarm.
VisionMF: As legend lore, but quicker.
Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.
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.
Withdraw Affliction: Remove an affliction and inflict it on another creature.

8th-Level Spells

Antipathy: Object or location affected by spell repels certain creatures.
Charm Monster, Mass: As charm monster, but all within 30 ft.
CloneMF: Duplicate awakens when original dies.
Create DemiplaneF: As lesser create demiplane, but larger and with planar traits.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Curse of NightF: Curse an area with eternal night
Curse Terrain, SupremeM: Curse an area with seven deadly hazards
Death Clutch: Rip out someone's heart
Demand: As sending, plus you can send suggestion.
DestructionF: Kills subject and destroys remains.
Discern Location: Reveals exact location of creature or object.
False ResurrectionM: Appear to resurrect someone but instead allow a shadow demon to possess the corpse.
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
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.
Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
Instant Summons, GreaterM: As instant summons, but for multiple objects and creatures.
Irresistible DanceY: Forces subject to dance.
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.
Nine LivesR: Avoid trouble and harmful effects up to nine times.
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.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Remove Radioactivity, Greater: Remove all ongoing radiation effects along with restoring ability damage and drain taken as a result.
ResurrectionM: Fully restore dead subject.
Secret Vault: As secret chest, except it affects a small structure, vault, or oversized chest.
Share Skin, GreaterR: Possess the body of any creature.
SoulreaverY: Deal 1d6 damage/level to living creatures in a 20-ft. radius area.
Spellcrash, Greater: Target loses a 7th-level prepared spell or spell slot.
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.
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.
Trap the SoulM: Imprisons subject within gem.
True PrognosticationM: Gain incredibly cryptic information for the distant future.
Umbral Infusion, Mass: As umbral infusion, except it can affect multiple mindless undead creatures.

9th-Level Spells

AscensionMY: Imbue creatures with mythic power.
Astral ProjectionM: Projects you and companions onto Astral Plane.
Create Demiplane, GreaterF: As create demiplane, but larger and with more planar traits.
Cruse of Fell SeasonsF: Curse an area's weather
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Cursed EarthM: Plants die, living creatures catch diseases, or dead creatures rise as zombies.
Dominate Monster: As dominate person, but any creature.
Elemental Swarm: Summons multiple elementals.
ForesightY: “Sixth sense” warns of impending danger.
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.
Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.
Massacre: Slaughter creatures in a line
Maze of Madness and SufferingM: Send a target into a dangerous extradimensional maze.
Mind Blank, Communal: As mind blank, but you may divide the duration among creatures touched.
Parasitic SoulF: Force a trapped soul into a new body.
Polar Midnight: Cold darkness paralyzes and deals damage.
Power Word KillY: Kills one creature with 100 hp or less.
RefugeM: Alters item to transport its possessor to you.
Rune of JandelayM: Create a potent rune that evokes the mighty Oliphant of Jandelay, warding the area against chaos and destruction.
Scribe's BindingF: Turn a creature into a biography of their life.
Shadow Transmutation, Greater: As shadow transmutation, but it mimics greater polymorph instead of polymorph.
Soul Bind: Traps newly dead soul to prevent resurrection.
Spawn CallingRY: Call the Spawn of Rovagug.
Storm of VengeanceY: Storm rains acid, lightning, and hail.
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.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.