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Occult Rituals


Inquisitor Spells

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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.

0-Level

Abjuration

Resistance: Subject gains +1 on saving throws.

Conjuration

Acid Splash: Orb deals 1d3 acid damage.
Create Water: Creates 2 gallons/level of pure water.
Stabilize: Cause a dying creature to stabilize.

Divination

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.
Read Magic: Read scrolls and spellbooks.
Sift: See area as though examining it.

Enchantment

Daze: Humanoid creature of 4 HD or less loses next action.

Evocation

Light: Object shines like a torch.

Illusion

Oath of Anonymity: Cloak yourself in an illusion that hides your true identity

Necromancy

Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.

Transmutation

Brand: Creates permanent brand on target creature.
Virtue: Subject gains 1 temporary hp.

1st-Level

Abjuration

Alarm: Wards an area for 2 hours/level.
Fallback StrategyR: Gain a free re-roll while this spell is active.
Hedging Weapons: Floating weapons protect you and make ranged attacks
Hex WardY: Target gains +4 on saves against witch hexes.
Hide from Undead: Undead can't perceive one subject/level.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
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.
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.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
SanctuaryY: Opponents can't attack you, and you can't attack.
Shield of FaithY: Aura grants +2 or higher deflection bonus.
Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Strand of the Tangled Knot: Next attack against you takes -10 penalty
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
Winter FeathersR: Protect a feathered creature from the cold for a day.

Conjuration

Barbed Chains: Hellish chains attack and cause a target to become shaken
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Desperate Weapon: Create an improvised weapon.
Guardian Armor: Teleport your armor onto an ally in range
Instant Clot: Touched creature doesn't bleed
Instant Portrait: Create a portrait of a creature on the touched surface
Pick Your PoisonR: Temporarily convert a deadly poison into intoxicating alcohol.
Returning Weapon: Grants a weapon the returning special weapon quality.

Divination

Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
Comprehend Languages: You understand all languages.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Charm: Detect charm, compulsion, and possession effects in the area
Detect Demon: Sense the presence of demons, their servants, and the Abyss.
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 the Faithful: Find others of the same faith.
Detect Undead: Reveals undead within 60 ft.
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.
Heightened Awareness: Your recall and ability to process information improve.
Know the EnemyY: Gain +10 on a monster Knowledge check.
Lend Judgment: Ally gains the benefit of one judgment.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Nature's Paths: Learn the best way to travel overland
Petulengro's Validation: Detect what creature a missing portion came from.
Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises
Planar Orientation: Locate places of power on your current plane
Preserve GraceF: Grant a creature the guidence of a phylactery of faithfulness
Secret SpeechR: Send secret messages to others within normal speech.
Skim: Read four times faster than normal
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Speechreader's Sight: Read lips from a distance
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate
True StrikeY: +20 on your next attack roll.

Enchantment

Abadar's TruthtellingR: Force the target to speak the truth.
Animal Purpose Training: Animal gains a new general purpose.
BaneY: Enemies take –1 on attack rolls and saves against fear.
BlessY: Allies gain +1 on attack rolls and saves against fear.
Blessing of the WatchR: Functions as bless, except lasts for 1 hour/level but only in the caster’s home city.
CommandY: One subject obeys selected command for 1 round.
Compel Hostility: Compels opponents to attack you instead of your allies.
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Forbid Action: Target obeys command to not do something.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Litany of Sloth: Single target cannot make attacks of opportunity for 1 round.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Opportunistic Loyalty: Temporarily act as an ally to benefit from other creatures’ spells.
Reveal Secrets: Target reveals if it has secret knowledge of a topic
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Wartrain Mount: Animal gains combat training.
Wrath: +1 attack and damage against target creature.

Evocation

Bestow Planar Infusion I: Grant the target the effects of a planar infusion
Burst Bonds: 1d6 damage/level (max 5d6) to restraints.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Divine FavorY: You gain +1 per three levels on attack and damage rolls.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
Horn of Pursuit: Create three notes heard miles away.
Sanctify Corpse: Prevent a corpse from becoming an undead.
Touch of CombustionR: Cause someone to combust with a touch.

Illusion

Cloak of Secrets: Filter speech from a given area to sound like a different conversation.
Disguise Self: Changes your appearance.
Hide Bruises: Disguise a creature's injuries, making them more difficult to heal
Open and Shut: Obfuscate whether a door is open or closed.
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Shadowfade: Become invisibile to creatures using darkvision

Necromancy

Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Curse WaterM: Makes unholy water.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
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
Litany of Weakness: Single target is fatigued for 1 round.
Persuasive Goad: Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.
Positive Pulse: Energy harms undead or bolsters the living
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring

Transmutation

Aspect of the NightingaleR: Your voice becomes clear and pleasant, like a nightingale.
Batrachian SurgeR: Amplify your latent amphibian nature
Bless WaterM: Makes holy water.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Brand of Conformity: Brand a target with a mark that takes away its languages
Expeditious RetreatY: Your base land speed increases by 30 ft.
Fabricate Disguise: Create a disguise in an instant.
False Face: Polymorph into a disguised identity
Forced Quiet: Target cannot make loud noises.
Funereal Weapon: Targeted weapon bypasses some DR of undead creatures
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
Grappling Scarf: Enchanted scarf functions as grappling hook with 100 ft of rope
Handy Grapnel: Transform a ropelike object into a retracting grapple.
Hide Weapon: Hide a weapon within your own arm.
Hobble: Reduce creature's speed
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Weapon: Weapon gains +1 bonus.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
Poisoned EggR: Transform a single egg into a dose of poison.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Tireless Pursuit: Ignore fatigue while hustling.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unhallowed Blows: One natural weapon or unarmed strike of subject undead gets +1 on attack and damage rolls
Vocal Alteration: Disguise target's voice.
Weapons Against EvilR: Enhance weapons with pale light that allow them to bypass minor DR of evil creatures.
Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.

2nd-Level

Abjuration

AbeyanceM: Suppress the effects of a single curse.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Escape Alarm: As alarm, but alerts you when a creatuer leaves the area
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check
Litany of Duty: Reroll a failed save against an effect that would force you to take an action against your will
Nondetection, Lesser: As nondetection, but only protects against spells that target an area
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched.
Protection from Outsiders: Ward a creature against attacks from outsides with a specific racial subtype, more powerful than protection from evil or similar spells.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Righteous Blood: Infuse a good target with holy energy.
Shield OtherFY: You take half of subject's damage.
Surmount AfflictionY: Temporarily suppress one condition.
Telepathic Censure: Create an invisible psychic interference that inhibits telepathic communication.
Undetectable Alignment: Conceals alignment for 24 hours.

Conjuration

Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Evaluator's Lens: Summon a lens of force to help protect yourself from figments/patterns or identify items.
Force Anchor: Skewer and anchor incorporeal targets with a force anchor.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
Instant Weapon: Summon a melee weapon to wield.
Iron Stake: Hurl a spike of cold iron at a foe
Remove Paralysis: Frees creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Sacred BondFY: Cast touch healing spells from a distance.
Shackle: Summon manacles onto a target creature
Soothing Word: Lessen the severity of a target’s conditions.
Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions
Spiral Descent: Teleport straight downwards

Divination

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Build Trust: Gain various bonuses when interacting with the target.
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.
Early JudgmentR: Show a creature the reward or punishment that awaits it after death.
Enchantment Sight: See enchantment spells active on creatures
Find Traps: Notice traps as a rogue does.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Follow Aura: Gain ability to follow the trail of the aura of an alignment.
Halfling Vengeance: Grant a Small creature the ability to make debilitating blows with daggers and slings
Hunter's Lore: Make untrained Knowledge checks to identify monsters, and take 20 on Knowledge checks you are already trained in.
Know Peerage: Target uses your Knowledge (nobility) ranks.
Mindshock: Charge your attacks with violent psychic energy.
Open Book: Make it permanently easier to learn more about a target.
Psychic Reading: Read surface thoughts to learn information about a subject.
Rumormonger: Follow a rumor to see where it spreads.
See Invisibility: Reveals invisible creatures or objects.
Sense Fear: Perceive nearby creatures that are experiencing fear
Sense Madness: Determine mental disturbances in nearby creatures
Shared Training: Share your teamwork feats with allies
Spell GaugeR: Discover some spells the target has prepared.
Tongues: Speak and understand any language.
Undeath Sense: As per detect undead, but affecting a creature you touch
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.

Enchantment

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
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.
Blessing of Luck and ResolveR: Increase resistance against fear.
Calm Emotions: Calms creatures, negating emotion effects.
Castigate: Causes target to be shaken and cower.
Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
Delay Pain: Ignore pain for 1 hour/level.
Demand Offering: Make a creature give you an object it’s holding.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
FairnessR: Force humanoid creatures to trade fairly with each other.
Haunting Reminder: After Intimidating a creature, make it afraid of your retribution
Hidden Presence: Prevent creatures from noticing your presence.
Hold Fey: As hold person, but targets fey
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Mortal Terror: Frighten creature with an existential crisis
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Shamefully Overdressed: Force target to remove equipment.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
Vexing Miscalculation: Prevent the target from scoring critical hits.
Zone of Truth: Subjects within range cannot lie.

Evocation

Beacon of Guilt: Cursed object highlights creatures that attempt to take it.
Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
ConsecrateMY: Fills area with positive energy, weakening undead.
DarknessY: 20-ft. radius of supernatural shadow.
DesecrateMY: Fills area with negative energy, making undead stronger.
Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses.
Distressing Tone: Sound sickens 1d4 creatures.
Flickering Lights: Create an area of inconsistent lighting.
Ghost Whip: Create a ghost touch whip that passes through objects.
Light PrisonR: Surround a creature with a light prison, damaging and blinding it if it attempts to escape.
Revealing Light: As light, but hampers Stealth checks
Spiritual Squire: Create an ally out of force to assist you in combat
Spiritual WeaponY: Magic weapon attacks on its own.

Illusion

Disguise Other: As disguise self, but affects you or another.
Display Aversion: Create an illusion to repulse a vampire.
Ghostly Disguise: You look like a ghost of yourself.
Hidden Blades: Turn weapon or ammunition invisible
Inner Focus: Ignore divine focus components of your spells.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Invisibility Bubble: As invisibility, but altered to work better underwater
Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Shadowmind: Force a target to see more darkness around them.
Shifted Steps: Make a target sound as if elsewhere.
SilenceY: Negates sound in 20-ft. radius.

Necromancy

Bloodbath: Cause yourself and enemies to bleed.
Boneshaker: Momentarily control a living or undead creature's skeleton.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
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.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Howling Agony: Screaming pain limits the target's actions.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Litany of the Red Crusader: Creature takes bleed damage from piercing and slashing weapons
Necrostasis: Stagger an undead creature
Shared SufferingF: Deal damage to another creature by harming yourself.
Spellcurse: Target takes 1d6 damage for each spell affecting it
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Urgathoa's Beacon: Cause creatures to attract the attention of undead

Transmutation

Acute Senses: Subject gains a bonus on Perception checks.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Billowing Skirt: Enchanted skirt slows your fall and allows you to hover
Bloodhound: Gives caster the scent special ability.
Brand of Hobbling: Brand a target with a mark that cripples its movement
Brittle PortalR: Reduce the hardness of objects within the area.
Diminish Resistance: Weaken a creature's resistance to one type of energy
Effortless Armor: Armor you wear no longer slows your speed.
Fear the Sun: Impose light blindness on your enemies.
Flames of the FaithfulY: Gives weapon flaming property.
Fleshy Facade: Alter your appearance to appear living.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Holy Ice WeaponM: Create a masterwork weapon made of frozen holy water.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Inheritor's SmiteR: Gain a bonus on your next attack; if it hits, attempt a free bull rush.
Instrument of Agony: Weapon exudes divine fury, granting a bonus on Intimidate checks.
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
KnockY: Opens locked or magically sealed door.
Litany of Defense: Doubles armor's enhancement bonus.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Mark of Blood: Imbue some of your life force into a creature, being able to permanently detect its location.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Quick Change: Use change shape as a swift action and surprise foes.
Rotgut: Turn water into cheap alcohol
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Stoke the Inner FireR: Increase the natural heat of your body, transferring it to weapons and armor.
Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells
Unholy Ice WeaponM: Create a masterwork weapon made of frozen unholy water.
Weapon of Awe: Weapon gets +2 on damage rolls.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level

Abjuration

Anti-Summoning Shield: Impede the use of summon spells.
Aura of Inviolate Ownership: Ward your attended items against theft.
Banish Seeming: Dispels touched illusion or a creature's change in form.
Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
Clay Skin: Grants DR 5/Adamantine
Dimensional Anchor: Bars extradimensional movement.
Dispel MagicY: Cancels one magical spell or effect.
Disrupt Link: Sever the target’s link with her bonded creature.
Disrupt Silence: Disrupt all silence effects in an area.
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
Glyph of WardingMY: Inscription harms those who pass it.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Hide from Undead, Greater: As per hide from undead, but doesn't automatically end due to combat actions
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.
NondetectionM: Hides subject from divination, scrying.
Obscure Object: Masks object against scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Remove Curse: Frees object or person from curse.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Righteous Condemnation: Chaotic, neutral, or evil spellcasters who target you with a spell take a -4 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks
Selective Alarm: As alarm, but only against selected creatures.
Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Soul Vault: Protect your soul from harmful effects after death
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Unholy Ward: Resist damage from holy sources, smite evil, etc.
Ward the Faithful: Creatures of same faith gain bonuses to AC and on saving throws.

Conjuration

Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Holy Javelin: Deal ongoing damage to evil creatures and apply penalties
Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy.
Litany of Entanglement: Entangles a creature for 1 round.
Penumbral Disguise: Mask your features with shadowy illumination.
Planar InquiryM: Call an outsider to answer questions
Remove Disease: Cures all diseases affecting subject.
Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp
Spiral Ascent: Teleport straight upwards

Divination

Aquatic Trail: Track creatures underwater
Arcane Sight: Magical auras become visible to you.
Blood Biography: Learn about a creature with its blood.
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Coordinated Effort: Grants allies a teamwork feat.
Detect Anxieties: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Domination Link: Read thought echoes of a creature mentally controlling another.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Glimpse the Hidden: As per see invisibility, except affecting a creature you touch
Hunter's Eye: +20 on Perception checks to locate a target.
Insect Scouts: Create insects to scout an area for you.
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.
Meticulous Match: Determine if two things are identical.
Pack Empathy: Create an empathic bond with allies.
Riversight: See events transpiring along a natural watercourse you touch.
Seek Thoughts: Detects thinking creatures' thoughts.
Unspoken Name: Learn when a nearby creature refers to you with a particular name or title
Witness: See through the target's eyes and ears.

Enchantment

Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Bite the Hand: Compel a summoned creature to attack its summoner.
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
False AlibiMR: Modify the target’s memory in a specific way.
Gullibility: Target takes a -10 penalty to Sense Motive and creatures using Bluff against them gain a +10 bonus on such checks
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Litany of Eloquence: Fascinates a single creature for 1 round.
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts.
Pillow Talk: Sleeping creature answers your questions
PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty.
Righteous Vigor: Boosts attack bonus with each hit.
Slave to Sin: Draw out a creatures inner sin
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Terrible Remorse: Creature is compelled to harm itself.
They Know: Convince target that a nearby creature knows her greatest secret.

Evocation

Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.
Continual FlameM: Makes a permanent, heatless light.
Damnation: Punish creatures for evil spells they know or that affect them
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Lightning Lash: Create a cackling lash of unholy lightning.
Litany of Order: Weaken chaotic creatures against the attacks of lawful creatures
Litany of Righteousness: A single evil creature takes more damage from creatures with a good aura.
Moonrise Arrow: Imbue ammunition with damaging silver light
Night of BladesR: Create an immobile wall of tiny black blades.
Searing LightY: Ray deals 1d8/two levels damage (more against undead).
Shield of Darkness: Shield yourself with darkness, granting yourself total concealment.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Trial by Fire: Test a creature's purity of convictions by exposing it to a sheet of divine fire.
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.

Illusion

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Agonizing RebukeR: Force your attacker to suffer mental pain when harming you.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Instant Fake: Provide a short-term replica of an object.
Isolate: Make a creature invisible and silent to their allies.
Respectful QuietR: Render all targets silent, but only one-way.
Selective Invisibility: Allow one creature to see you while invisible.

Necromancy

Blood of the Martyr: Cause someone to bleed from every orifice; drinking this blood will heal your wounds.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Deadly Juggernaut: Your might increases with every kill you make.
Eldritch Fever: Target gains the eldritch ague spellblight.
Fester: Gives subject SR 12 + your level vs. healing effects.
Halt Undead: Immobilizes undead for 1 round/level.
Horrifying Visage: Cause creatures to gain a phobia
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Mythic Severance: Restrict target’s access to its mythic power.
Reaper's Coterie: Target weapon gains bonus damage for defeating enemies.
Retribution: Recent attacker is afflicted with penalties.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Speak with Dead: Corpse answers one question/two levels.
Sweat PoisonR: Secrete a poison from your skin

Transmutation

Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Claim Identity: Steal a creature's face
Countless Eyes: Extra eyes give all-around vision.
Detoxify: Remove a creature's ability to poison others
Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour
Forced Mutation: Warp a creature's flesh, inflicting deformaties and penalties to Constitution and Charisma
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Improve TrapR: Increase a trap’s effectiveness.
Keen Edge: Doubles normal weapon's threat range.
Litany of Warding: You gain two additional attacks of opportunity for 1 round.
Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Shield of WingsR: Five burning wings grant you flight and protect you from fire.
Unhallowed Blows, Greater: As per unhallowed blows, but a +1 bonus per 4 caster levels
Winged Sword: Grant a weapon the throwing special ability.

4th-Level

Abjuration

Ban Corruption: Eliminate the gifts of a nearby corrupted creature
Charon's Dispensation: Protection from the River Styx.
Curse of Magic NegationM: Target gains the negated spellblight.
Defile ArmorY: As sanctify armor, but gain DR 5/good when using judgment or smite.
Dismissal: Forces a creature to return to native plane.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Peacebond, Greater: As peacebond, but on multiple weapons, even if they aren't sheathed.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Sanctify ArmorY: +1 AC/four levels (max +5).
Spell Immunity: Subject is immune to one spell per 4 levels.
Sphere of Warding: Create a sphere of energy to dispossess incorporeal creatures of stolen bodies.
StoneskinMY: Grants DR 10/adamantine.
Talisman of Reprieve: Create an item that protects against the effects of an aligned plane
Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.
Undeath Ward: Create a barrier to repel undead.
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.

Conjuration

Army Across Time: As ally across time, but more cubes and more duplicates
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Flash Forward: Charge, then teleport back to starting poisiton
Fleshworm Infestation: Worms deal hp and Dex damage.
Healing Flames: Holy flames damage evil creatures and heal good creatures
Litany of Escape: Teleports a friend out of a grapple.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Remove Radioactivity: Remove radiation effects from a target.
RestorationM: Restores level and ability score drains.
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Straitjacket: Restrain a creautre's arms and grant it a second saving throw against certain magic.

Divination

Aerial Tracks: Track flying creatures through the air.
Aura Sight: Alignment auras become visible to you.
Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
Battlemind LinkY: You and an ally gain attack and AC bonuses.
Beacon of LuckR: Send out a burst of luck to allies around you.
Detect ScryingY: Alerts you to magical eavesdropping.
Discern Lies: Reveals deliberate falsehoods.
DivinationM: Provides useful advice for specific proposed actions.
DungeonsightF: Receive a clear and memorable view of the layout of the nearby area.
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
Glimpse of TruthM: Gain true seeing for 1 round.
Harvest Knowledge: Sift through a creatures memories and make Knowledge checks with their modifier
Litany of Sight: You can see invisible creatures and objects within 30 feet of you.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Perceive BetrayalF: Sense when nearby creatures have tratorous intent towards your lord
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Replay Tracks: Reconstruct past events from a set of tracks

Enchantment

Burst of GloryR: Increase your allie’s attack rolls, saves against fear, and hit points.
Coward's Lament: If subject doesn't attack you it receives a penalty.
Curse of the Outcast: Curse someone to rub people the wrong way.
Daze, Mass: As daze, but affecting multiple creatures.
Denounce: Worsens creatures' attitudes.
Forced Repentance: Target falls prone and confesses sins.
Geas, Lesser: Commands subject of 7 HD or less.
Hold Monster: As hold person, but any creature.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Litany of Dependability: Creature takes the average of its next roll
Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.
Seek Shelter: Weak creatures are compelled to seek shelter
Shared Wrath: As wrath, but affects multiple creatures.
SleepwalkM: Causes creature to move while asleep.

Evocation

Ardor's Onslaught: The power of conviction assaults neutral foes
Bestow Planar Infusion II: Grants the target the benefits of an improved planar infusion
Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Chaos HammerY: Harms and slows lawful creatures (1d8 damage/2 levels).
Cleansing Fire: Create a ring of fire that damages creatures passing through and dispels evil magic within
Divine Power: You gain attack bonuses and 1 hp/level.
Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.
Holy SmiteY: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Judgment Light: You gain an additional effect while a judgment is active.
Leashed Shackles: Target is restricted to a specific location.
Order's WrathY: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Rebuke: Foes take 1d8 damage/two caster levels (max 5d8).
SendingY: Delivers short message anywhere, instantly.
Smite AbominationR: Emulate a paladin’s power to smite undead.
Unholy BlightY: Harms and sickens good creatures (1d8 damage/2 levels).

Illusion

Deceitful Veneer: Make someone seem like an obvious liar.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Quieting Weapons: Weapons make no sound and quiet their victims.
Shadow Barbs: Create a vicious spiked chain enshrouded in shadow.

Necromancy

Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
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.
Fear: Subjects within cone flee for 1 round/level.
Hasten Judgment: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Interrogation, Greater: As interrogation, except with more pain and more questions.
Litany of Admonition: Stagger a creautre with a list of their faults
Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures
Red Hand of the Killer: Stain the hand of a creature's killer red.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.

Transmutation

Blade of Light: Imbue a weapon with sunlight, making it bane to the undead
Blightburn Weapon: Transform a weapon into pure blightburn.
Brand of Tracking: Brand a target with a mark that allows you to track it
Brand, Greater: As brand, but brand glows when near your holy symbol.
Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Mark of the Reptile God: Mark a creature with an acidic curse.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Reprobation: Marked target is shunned by your religion.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Tireless Pursuers: As tireless pursuit, but affects many targets rather than one.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.

5th-Level

Abjuration

AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change.
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Dispel Balance: You are protected from neutral enemies
Dispel Chaos: +4 bonus against attacks.
Dispel Evil: +4 bonus against attacks.
Dispel Good: +4 bonus against attacks.
Dispel Law: +4 bonus against attacks.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched.
Spell Resistance: Subject gains SR 12 + level.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Wall of Silver: Wall of energy that only blocks and affects evil creatures and spells

Conjuration

Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Freedom's ToastR: Teleport the target a short distance while freeing them from restraints.

Divination

CommuneM: Deity answers one yes-or-no question/level.
Lend Judgment, Greater: Ally receives all your judgments.
Telepathic Bond: Link lets allies communicate.
True SeeingM: Lets you see all things as they really are.

Enchantment

Castigate, Mass: As castigate, but affects multiple creatures.
Command, Greater: As command, but affects one subject/level.
Compelling Rant: People believe your ridiculous speech as long as you keep talking
Forbid Action, Greater: As forbid action, but 1 creature/level.
Foster Hatred: Cause creatures to hate one type of creature.
Geas/Quest: As lesser geas, but affects any creature.
Heretic's TongueR: Fill the target’s mind with blasphemous thoughts, blocking them from some magical abilities temporarily.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.

Evocation

Alaznist's Jinx: Inlfict the spell burn spellblight
Decapitate: Turn a critical hit into a decapitation.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
HallowM: Designates location as holy.
Litany of Thunder: A single target is deafened until the condition is removed, and is confused for 1 round.
Mage's Decree: Send a message to creatures within miles.
Profane Nimbus: Unholy energy damages good creatures that attack you and protects you from good attacks.
Resounding Blow: Melee attack deals 1d6 more damage.
Sacred Nimbus: Holy energy damages evil creatures that attack you and protects you from good attacks
Shroud of Darkness: Affected creatures have their vision impaired
UnhallowM: Designates location as unholy.

Necromancy

Blood Ties: When a target is harmed, so is the target's relative.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Mark of Justice: Designates action that triggers curse on subject.
SoulswitchF: Swap your soul with your familiar’s.
Spawn WardR: Protect the target from energy drain, blood drain, and being made into undead spawn.
Unwilling ShieldM: Subject shares wounds you receive.

Transmutation

Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Disrupting Weapon: Melee weapon destroys undead.
Divine PursuitY: Gain a movement type of your prey.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Litany of Vengeance: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Righteous Might: Your size increases, and you gain bonuses in combat.
Sabotage Construct: As confusion, but only affects constructs.
Sun's Disdain, Mass: As sun's disdain, but targeting multiple creatures

6th-Level

Abjuration

Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Glyph of Warding, GreaterM: As glyph of warding, but up to 10d8 damage or 6th-level spell.
RepulsionF: Creatures can't approach you.
Seer's BaneR: As nondetection, but damages those who cast divination spells on the warded creature/item.

Conjuration

Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Realm Retribution: Target's attacks count as being of your alignment, can banish creature's critically hit to an Outer Plane matching your alignment

Divination

Commune with TextsM: Quckly search though a collection of texts to find the right information
Find the Path: Shows most direct way to a location.
Halfling Vengeance, Mass: As halfling vengeance, but affecting 1 creature/level
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Litany of Truth: Illusions affecting the target are stripped away for 1 round
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.
PrognosticationM: Gain cryptic information from further in the future than divination.
Sarzari Shadow MemoryM: Learn information to aid you in assassinating a creature
Tactical Insight: (Mass Combat Spell) Grant mastery of a single tactic to an army.

Enchantment

Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Blessing of Luck and Resolve, MassR: As blessing of luck and resolve but with multiple creatures.
Litany of Madness: A single target is confused for at least 1 round.
Lost Legacy: Target cannot leave a lasting impression on other creatures
Overwhelming Presence: Creatures bow before you as if you were divine.
Unconscious Agenda: Plant a subconscious directive in the target’s mind.
Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.

Evocation

Arbitrament: Harms creatures of extreme alignments
Blade BarrierY: Wall of blades deals 1d6/level damage.
BlasphemyY: Kills, paralyzes, weakens, or dazes nonevil subjects.
Cleanse: As heal, but only cures 4d8 damage +1/level (max +25).
DictumY: Kills, paralyzes, staggers, or deafens nonlawful targets.
Holy WordY: Kills, paralyzes, blinds, or deafens nongood subjects.
Morning SunM: Create a sphere that sheds sunlight
Word of ChaosY: Kills, confuses, stuns, or deafens nonchaotic subjects.

Illusion

Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.

Necromancy

Besmara's Grasping Depths: Use the restless dead to down your targets
Circle of DeathMY: Kills 1d4/level HD of creatures.
Death Knell Aura, Greater: As death knell aura, except dying creatures die much faster within the aura.
Fester, Mass: As fester, but affecting multiple targets.
HarmY: Deals 10 points/level damage to target.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Plague BearerR: Make the target a carrier of numerous diseases.
Rotting Alliance: Creatures waste away while close to one another
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4).
Wither Limb: Make one of the creature's limbs useless.

Transmutation

Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm
Knock, Mass: As knock, but affecting multiple targets