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Occult Rituals


Occultist 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

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.
Detect Psychic Significance: Find psychically charged items.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
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

Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Spark: Ignites flammable objects.
Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

Illusion

Ghost Sound: Figment sounds.

Necromancy

Bleed: Cause a stabilized creature to resume dying.
Grave Words: Force a corpse to babble.
Touch of Fatigue: Touch attack fatigues target.

Transmutation

Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

1st-Level

Abjuration

Abjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Alarm: Wards an area for 2 hours/level.
Fastidiousness: Keep yourself and your equipment clean and dry
Hex WardY: Target gains +4 on saves against witch hexes.
Hold PortalY: Holds door shut.
Peacebond: Locks a weapon in place on the target's body.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.

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
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Instant Portrait: Create a portrait of a creature on the touched surface
Mage ArmorY: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Returning Weapon: Grants a weapon the returning special weapon quality.
Unseen Servant: Invisible force obeys your commands.

Divination

Anticipate PerilY: Target gains a bonus on one initiative check.
Comprehend Languages: You understand all languages.
Cultural Adaptation: Adapt to fit the local cultural
Detect Charm: Detect charm, compulsion, and possession effects in the area
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Snares and Pits: Reveals natural or primitive traps.
Diagnose Disease: Detect and identify diseases.
Discern Next of Kin: Read the target’s mind to learn about its family.
Heightened Awareness: Your recall and ability to process information improve.
Identify: Gives +10 bonus to identify magic items.
Linked Legacy: Share information with all targets of the spell in the blink of an eye.
Mindlink: Communicate a great deal of information in an instant.
Object Reading: Read psychic impressions left on an object.
Psychic Reading: Read surface thoughts to learn information about a subject.
Rune TraceM: Learn information about a magical rune without triggering it
Skim: Read four times faster than normal
Speechreader's Sight: Read lips from a distance
True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate

Enchantment

Charm Person: Makes one person your friend.
CommandY: One subject obeys selected command for 1 round.
Forbid Action: Target obeys command to not do something.
Hypnotism: Fascinates 2d4 HD of creatures.
Memorize Page: Target perfectly memorizes one page of information.
Memory LapseY: Subject forgets events back to last turn.
Murderous CommandY: Target is compelled to kill its ally.
SleepY: Puts 4 HD of creatures into magical slumber.

Evocation

Bestow Planar Infusion I: Grant the target the effects of a planar infusion
Burning HandsY: 1d4/level fire damage (max 5d4).
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).

Illusion

Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Auditory Hallucination: Create a phantasm with auditory effects.
Blurred Movement: As blur, but only while you are moving.
Decrepit Disguise: Make an object seem worthless.
Disguise Self: Changes your appearance.
Disguise Weapon: Changes one weapon’s appearance.
Echo: Cause a sound to repeat itself
Hide Bruises: Disguise a creature's injuries, making them more difficult to heal
Illusion of Calm: You appear to be standing still, even when you take some actions.
Magic Aura: Alters object's magic aura.
Mask Dweomer: Hides presence of a spell from detect magic.
Mirror Mantis: Creature sees an looming assassin whenever they see their reflection in a mirror
Quintessence: Mask any flaws of or damage to a creature or object.
Shadow Trap: Pin someone’s target, causing them to become stuck.
Shadow WeaponY: Create a quasi-real masterwork weapon.
Silent ImageY: Creates minor illusion of your design.
Vanish: As invisibility for 1 round/level (5 max).

Necromancy

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Decompose Corpse: Turn a corpse into a clean skeleton.
Grasping CorpseM: Cause a corpse to grab or trip a foe
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Preserve: Prevent objects from rotting and spoiling
Restore Corpse: Skeletal corpse grows flesh.
Sculpt Corpse: Makes corpse look like another creature.
Skin TagM: Curse food or drink to gain afamilar connection to the creature

Transmutation

Alter Winds: Increase/decrease strength of natural winds.
Ant Haul: Triples carrying capacity of a creature.
BreakY: Gives an object the broken condition.
Charge Object: Infuse psychic energy and ownership history into an item.
Crafter's Curse: Subject takes –5 on Craft skill checks.
Crafter's Fortune: Subject gains +5 on next Craft check.
Enlarge PersonY: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Feather FallY: Objects or creatures fall slowly.
Funereal Weapon: Targeted weapon bypasses some DR of undead creatures
Grappling Scarf: Enchanted scarf functions as grappling hook with 100 ft of rope
Gravity Bow: Arrows do damage as though one size category bigger.
Jury-Rig: Removes the broken condition from the targeted object.
Keen Senses: Subject gains +2 Perception, low-light vision.
Lead Blades: Melee weapons damage as if one size bigger.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Magic Weapon: Weapon gains +1 bonus.
Mirror Polish: Polish a metal item until it’s usable as a mirror.
Negate Aroma: Subject cannot be tracked by scent.
Pass without Trace: One subject/level leaves no tracks.
Reduce PersonY: Humanoid creature halves in size.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Sculpted Cape: Enchanted cape stiffens and can bear weight
Spirit Share: Grant beneficial liquids with a touch
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Vocal Alteration: Disguise target's voice.
Wizened Appearance: Make a target appear as an older version of itself.
Youthful Appearance: Target appears younger.

2nd-Level

Abjuration

Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round
Arcane LockM: Magically locks a portal or chest.
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
Crimson Confession: Touching the marked object or area turns one’s skin red.
Escape Alarm: As alarm, but alerts you when a creatuer leaves the area
Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.
Obscure Object: Masks object against scrying.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
With the Wind: Protect a target from being blown away by wind of less than windstorm force

Conjuration

Ablative BarrierY: Surrounds the target with layers of force.
Apport Object: Send or receive a small object via teleportation.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Delay Poison: Stops poison from harming target for 1 hour/level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Restful Cloak: Enchanted cloak functions as a tent
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Wicker Horse: Create a mount out of the surrounding flora

Divination

Analyze Aura: Read a creature’s or an object’s alignment, emotion, health, and magic auras.
AuguryMF: Learns whether an action will be good or bad.
Blood Biography: Learn about a creature with its blood.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Detect Magic, Greater: As detect magic, but learn more information.
Enchantment Sight: See enchantment spells active on creatures
Find Traps: Notice traps as a rogue does.
Know Peerage: Target uses your Knowledge (nobility) ranks.
Locate Object: Senses direction toward object (specific or type).
Mindshock: Charge your attacks with violent psychic energy.
Residual Tracking: Tell creature's appearance by footprint.
See Invisibility: Reveals invisible creatures or objects.
Seed SpiesR: Create a group of wafting seeds with magical intellect that can spy for you.
Sense Fear: Perceive nearby creatures that are experiencing fear
Sense Madness: Determine mental disturbances in nearby creatures
Share Language: Subject understands chosen language.
Share Memory: Share one memory with the target.
Status: Monitors condition, position of allies.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.

Enchantment

Aversion: Cause the target to avoid an object or location.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Calm Emotions: Calms creatures, negating emotion effects.
Daze Monster: Living creature of 6 HD or less loses next action.
Demand Offering: Make a creature give you an object it’s holding.
Hoodwink: Distort all of the targets senses
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.

Evocation

Beacon of Guilt: Cursed object highlights creatures that attempt to take it.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Campfire Wall: Creates a shelter around a campfire.
Contact Entity I: Ask eldritch entities to find and converse with you
Continual FlameM: Makes a permanent, heatless light.
DarknessY: 20-ft. radius of supernatural shadow.
Defensive Shock: Electricity damages your attackers.
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Flickering Lights: Create an area of inconsistent lighting.
Force Sword: Create a magical longsword made entirely of force.
Frost Fall: The area is covered in a chilling frost.
Ghost Whip: Create a ghost touch whip that passes through objects.
Gust of WindY: Blows away or knocks down smaller creatures.
Lead Anchor: Alter a creature's buoyancy so that it plummits to the depths
Neutral Buoyancy: Alter a creature's buoyancy to be neutral, granting them increased maneuverability
Pilfering Hand: You may seize an object or manipulate it from afar.
Protective Penumbra: Shadow protects the target from light.
ShatterY: Sonic vibration damages objects or crystalline creatures.
Sound Burst: Deals 1d8 sonic damage and may stun subjects.

Illusion

Assumed Likeness: Cloak yourself in a phantasm that ellicits certain emotions from observing creatures
Blur: Attacks miss subject 20% of the time.
Disguise Other: As disguise self, but affects you or another.
Ghostly Disguise: You look like a ghost of yourself.
Implant False Reading: Instill false psychic impressions into an object.
Instigate Psychic Duel: Start a psychic duel between yourself and another creature.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Invisibility Bubble: As invisibility, but altered to work better underwater
Magic MouthM: Objects speaks once when triggered.
Mask Dweomer, Communal: As mask dweomer, but you may divide the duration among creatures touched.
Minor Image: As silent image, plus some sound.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Obscured Script: Make the text on a page more difficult to decipher
Phantom TrapM: Makes item seem trapped.
Shifted Steps: Make a target sound as if elsewhere.
Symbol of MirroringM: Triggered rune creates mirror images.
Sympathetic Aura: As magic aura, but affects all similar objects in a 5-foot radius

Necromancy

Animate Dead, LesserM: Create one skeleton or zombie.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Object Possession, Lesser: Project your soul into an object, animating it.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Scare: Panics creatures of less than 6 HD.
Skinsend: Animate and possess your own skin as if it were a separate creature.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others

Transmutation

Accelerate Poison: Hastens targeted poison's onset.
Air Step: Tread unsteadily on air, with limitations.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Badger's Ferocity: Weapons are keen while you concentrate.
Billowing Skirt: Enchanted skirt slows your fall and allows you to hover
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chill MetalY: Cold metal damages those who touch it.
Codespeak: Speak, read, and Write a new code language.
Darkvision: See 60 ft. in total darkness.
Disfiguring TouchY: Target becomes disfigured.
Effortless Armor: Armor you wear no longer slows your speed.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Fear the Sun: Impose light blindness on your enemies.
Feast of AshesY: A target starves with an insatiable hunger.
Fool's Gold (AA)F: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Glide: You take no falling damage and move 60 ft./round while falling.
Grasping VineR: Sprout a 20-ft long vine that can assist with numerous tasks.
Heat MetalY: Makes metal so hot it damages those who touch it.
Hidden Knowledge: Remove one piece of information from your memory and turn it into a magical tattoo
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
KnockY: Opens locked or magically sealed door.
LevitateY: Subject moves up and down at your direction.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Make WholeY: Repairs an object.
Masterwork Transformation: Make a normal item into a masterwork one.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Quick Change: Use change shape as a swift action and surprise foes.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the spell's duration among objects touched.
Rope Trick: As many as eight creatures hide in extradimensional space.
Ropeweave: Create useful tools from a coil of rope
Rotgut: Turn water into cheap alcohol
Rune of RuleM: Bestow upon a creature one of the seven runes of rule
Silk To Steel: Use a scarf as a shield or whip.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Surefoot Boots: Enchanted boots let you treat Acrobatics checks to balance as though you rolled a 20
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Versatile Weapon: Weapon bypasses some DR.
Violent Accident: Curse a target to have a lethal accident in the near future
Warp Wood: Bends wood.
Weapon of Awe: Weapon gets +2 on damage rolls.
Winged Sword: Grant a weapon the throwing special ability.
Wood Shape: Reshapes wooden objects to suit you.

3rd-Level

Abjuration

Cloak of Winds: Creates a screen of wind around you.
Dispel MagicY: Cancels one magical spell or effect.
Erase Impressions: Erase psychic impressions from an object.
Explosive Runes: Deals 6d6 damage when read.
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check
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.
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
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Selective Alarm: As alarm, but only against selected creatures.
Thaumaturgic Circle: As magic circle, but affecting a non-alignment subtype or outsider race.
Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings

Conjuration

Create Drug: Conjure a drug.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Minor Creation: Creates one cloth or wood object.
Penumbral Disguise: Mask your features with shadowy illumination.
Pernicious Pranksters: Fey forces target enemies with random combat maneuvers
Phantom Driver: Conjures a phantom to drive vehicles.
Phantom SteedY: Magic horse appears for 1 hour/level.
Pocketful of Vipers: Ward a container with summoned vipers.
Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
Summon Ship: Conjure a ship out of extradimensional materials
Symbol of HealingM: Triggered rune heals living creatures.
Urban Step: Step into one doorway and out another.

Divination

Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Follow Aura: Gain ability to follow the trail of the aura of an alignment.
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.
Mnemonic Siphon: Steal the spells of a creature carrying the affected object
Pierce Disguise: See through low-level magical disguises.
Replay Tracks: Reconstruct past events from a set of tracks
Retrocognition: Gain psychic impressions from past events in a location.
Seek Thoughts: Detects thinking creatures' thoughts.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Symbol of RevelationM: Triggered symbol reveals illusions.
Threefold Sight: When rolling a d20, roll 3d20 and choose the middle result
Witness: See through the target's eyes and ears.

Enchantment

Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Hold Person: Paralyzes one humanoid for 1 round/level.
SuggestionY: Compels subject to follow stated course of action.
Symbol of LaughterM: Triggered rune makes nearby creatures lose actions for 1 round/level.

Evocation

Agonize: Pain encourages an outsider to obey you.
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
Contact Entity II: Ask more powerful entities to find and converse with you
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
FireballY: 1d6 damage per level, 20-ft. radius.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Lightning BoltY: Electricity deals 1d6/level damage.
Moonrise Arrow: Imbue ammunition with damaging silver light
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Talismanic Implement: As contingency, but invests a spell into one of your implements.
Tiny Hut: Creates shelter for 10 creatures.
Twilight Knife: Floating knife attacks with you.
Unflappable MienF: Protective barrier of force knocks creatures and deals force damage
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
Aura Alteration: Masks a creature’s or an object’s alignment, emotion, health, and magic auras.
Displacement: Attacks miss subject 50% of the time.
Geomessage: Leave a message hidden on a surface
Illusory ScriptM: Only select creatures can read text.
Instant Fake: Provide a short-term replica of an object.
Invisibility Bubble, Giant: As invisibility bubble, but capable of affecting larger creatures
Invisibility Sphere: Makes everyone within 10 feet invisible.
Magic Aura, Greater: As magic aura, but also affects creatures and allows more options.
Major Image: As silent image, plus sound, smell, and thermal effects.
Mirage: Create illusory terrain
Shadowmind: Force a target to see more darkness around them.
Undetectable TrapM: Make a trap extremely difficult to find.
Vision of Hell: Illusory hellscape makes creatures shaken.

Necromancy

Animate DeadMY: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Create Soul GemF: Draw a recently dead creature's soul into a gem.
Flesh PuppetM: Control a zombie in human guise.
Gentle Repose: Preserves one corpse.
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Retributive Reparations: Creatures that take this item become cursed with fatigue.
Riding Possession: As possession, but you observe instead of control the subject.
Sands of TimeY: Target temporarily ages.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Toxic Gift: Target suffers the effect of the poison in you.

Transmutation

Age Resistance, Lesser: Ignore penalties from middle age.
Assume Appearance: Use a creature's corpse to adopt its form
Bloodhound: Gives caster the scent special ability.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Countless Eyes: Extra eyes give all-around vision.
Cup of DustY: Causes a creature to become dehydrated.
Daggermark's Exchange: Transmute one poison into another of equal or lesser value
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Deft Digits: Animate a glove or gauntlet from a distance.
Dongun Shaper's Touch: Temporarily reshape nonmagical materials
Flame Arrow: Arrows deal +1d6 fire damage.
FlyY: Subject flies at speed of 60 ft.
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.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
Ghost BrandM: Allow an item to transform into a brand and back.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Heart of the MetalM: Enable weapons to overcome DR like adamantine, cold iron, or silver.
Hostile Levitation: Levitates the targeted creature up off the ground.
Irregular Size: Creature's limb shrivels
Keen Edge: Doubles normal weapon's threat range.
Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Mark of Buoyancy: Make a touched object weightless
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Stone ShapeY: Sculpts stone into any shape.
Symbol of SlowingM: Triggered rune slows creatures.
Tail Current: Create a current in water to enhance or impede swimming
Tailwind: Create a current of wind to enhance or impede flight
Temporary Graft: Graft a body part onto yourself to gain one of several benefits

4th-Level

Abjuration

Absorb Rune IM: Absorb a magic rune up to 3rd level, which can be moved or dispelled
Ban Corruption: Eliminate the gifts of a nearby corrupted creature
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Conjuration Foil: Interfere with nearby teleportation effects.
Curse of Magic NegationM: Target gains the negated spellblight.
Dimensional Anchor: Bars extradimensional movement.
Dismissal: Forces a creature to return to native plane.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Life Bubble: Protects creatures from sustained environmental effects.
Nondetection, CommunalM: As nondetection, but you may divide the duration among creatures touched.
Peacebond, Greater: As peacebond, but on multiple weapons, even if they aren't sheathed.
Planar Aegis: Use planar energy to protect yourself and retaliate with one energy type
Soothe Construct: Reduce the berserk chance of a construct.
Spell Immunity: Subject is immune to one spell per 4 levels.
StoneskinMY: Grants DR 10/adamantine.
Symbol of SealingM: Create triggered wall of force.
True FormY: Removes polymorph effects.
Unbreakable ConstructM: Increase construct hardness or DR.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

Conjuration

Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Dimension DoorY: Teleports you a short distance.
Flash Forward: Charge, then teleport back to starting poisiton
Major Creation: As minor creation, plus stone and metal.
Phantom Chariot: Conjures a quasi-real heavy chariot pulled by four horses.
Phantom Steed, Communal: As phantom steed, but you may divide the duration among creatures touched.
Poisonous Balm: As cure serious wounds, but leave behind a latent venom.
Rising Water: Create a pillar of water
Straitjacket: Restrain a creautre's arms and grant it a second saving throw against certain magic.
Surface Excursion: Temporarily teleport yourself and others to the surface

Divination

Arcane Eye: Invisible floating eye moves 30 ft./round.
Commune with TextsM: Quckly search though a collection of texts to find the right information
Contact Other Plane: Lets you ask question of extraplanar entity.
Detect ScryingY: Alerts you to magical eavesdropping.
Glimpse of TruthM: Gain true seeing for 1 round.
Locate Creature: Indicates direction to known creature.
Mind Probe: Learn answers from a subject’s memories.
Reveal Emotions: Create an aura to exposes creature's emotional statebare.
ScryingF: Spies on subject from a distance.
Symbol of ScryingM: Triggered rune activates scrying sensor.
Unerring Tracker: Follow an entire trail unerringly.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.

Enchantment

Charm Monster: Makes monster believe it is your ally.
Charm Person, Mass: As charm person, but affects multiple creatures within 30 ft.
ConfusionY: Subjects behave oddly for 1 round/level.
Curse of Disgust: Target is sickened while viewing trigger.
Daze, Mass: As daze, but affecting multiple creatures.
Demanding Message: Send messages as per message with a suggestion for one creature.
Hold Monster: As hold person, but any creature.
Hypnotism, GreaterR: As affecting more creatures and involving more requests
Mad Sultan's Melody: Bizarre cacohony fascinates eldritch creatures.
Mind Swap: Switch minds with another creature for 1 hour per level.
Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels.
Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.
Symbol of DistractionM: Fascinates all creatures within 60 ft.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.

Evocation

Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
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
Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Contingent ScrollF: Transfer a scroll’s power to the target; the scroll is then triggered as contingency.
Controlled Fireball: As fireball, but secretly deals less damage to your allies.
Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Pyrotechnic Eruption: Erupting flames burn a target several times.
Resilient Sphere: Force globe protects but traps one subject.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Rope Tornado: Tornado-force winds knock creatures prone or from the air
SendingY: Delivers short message anywhere, instantly.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.
Unbearable Brightness: Your glowing body dazzles or blinds others.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of IceY: Ice plane creates wall or hemisphere creates dome.

Illusion

Complex Hallucination: Create a phantasm with effects for all senses.
Illusion of Treachery: Make it seem like another is responsible for your attacks.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Impossible Angles: Distort geometry inside
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Quieting Weapons: Weapons make no sound and quiet their victims.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
Symbol of StrikingM: As symbol of death, but fills a 5-foot square.
Telepathic Silence: Prevent all forms of telepathy in the area
Wandering Star Motes: Outlines subject and produces light as a sunrod.

Necromancy

Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
Death Ward: Grants bonuses against death spells and negative energy.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Fear: Subjects within cone flee for 1 round/level.
Flesh Puppet HordeM: Control multiple zombies in human guise.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy.
Object Possession: As lesser object possession, but with a larger object.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Possession: Project your soul into a creature’s body.
Red Hand of the Killer: Stain the hand of a creature's killer red.
Spellcurse: Target takes 1d6 damage for each spell affecting it
Summoner Conduit: The target takes damage whenever its summoned creature does.
Symbol of FearM: Triggered rune panics nearby creatures.
Symbol of PainM: Triggered rune wracks nearby creatures with pain.
Torpid ReanimationM: Animate dead when a specific trigger condition occurs.
Umbral Infusion: Infuse mindless undead with power from the Shadow Plane, increasing their power.

Transmutation

Age Resistance: Ignore penalties from old age.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
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
Darkvision, Greater: See 120 ft. in total darkness.
Echolocation: Sonic sense gives you blindsight 40 ft.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Majestic Image: As enter image, but also gain bonuses on social skills while in the image.
Malfunction: Construct behaves oddly for 1 round/level.
Mirror Transport: Mirror becomes a multiple-use dimension door.
Parchment Swarm: Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll.
Planar Adaptation: Resist harmful effects of other plane.
Rapid Repair: Construct gains fast healing 5.
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Rigor Mortis: Painfully swell a targets joints.
Rusting Grasp: Your touch corrodes iron and alloys.
Slough: Slough off a target's skin.
Treasure StitchingM: Objects on cloth become embroidered.
Warp Metal: Warp wood, affecting metal objects

5th-Level

Abjuration

Bloodstone MirrorM: Protect yourself against a mind-affecting effect and redirect it to a nearby creature
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Nex's Secret WorkshopM: As nondetection, but any number of creatures or objects in the area
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.
Talisman of Reprieve: Create an item that protects against the effects of an aligned plane

Conjuration

Bind Sage: Summon a caulborn to answer questions
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
Create Demiplane, LesserF: Create your own demiplane.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Teleport: Instantly transports you as far as 100 miles per level.
Wall of StoneY: Creates a stone wall that can be shaped.

Divination

Battlemind LinkY: You and an ally gain attack and AC bonuses.
CommuneM: Deity answers one yes-or-no question/level.
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Locate Gate: Find a nearby magical portal
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Remote Viewing: Gain psychic impressions from a distant location.
True SeeingM: Lets you see all things as they really are.

Enchantment

Command, Greater: As command, but affects one subject/level.
Contagious Suggestion: Cast a suggestion that gets passed on to secondary targets
Dahak's Release: You unleash all the target’s anger and destructive urges, causing it to fly into a violent bloodlust.
Dominate PersonY: Controls humanoid telepathically.
Forbid Action, Greater: As forbid action, but 1 creature/level.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Suggestion, Mass: As suggestion, affects subject/level.
Symbol of StunningM: Triggered rune stuns nearby creatures.

Evocation

Alaznist's Jinx: Inlfict the spell burn spellblight
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Cone of ColdY: 1d6/level cold damage.
Ectoplasmic Hand: Draw forth a ghostly, animated ectoplasmic hand to do your bidding.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Interposing Hand: Hand provides cover against 1 opponent.
Wall of ForceY: Wall is immune to damage.

Illusion

Dream Reality: Cause a creature to think it is dreaming
False VisionM: Fools scrying with an illusion.
Illusion of Treachery, Greater: Make it seem like another is responsible for your attacks while concealing your own actions.
MisleadY: Turns you invisible and creates illusory double.
Persistent Image: As major image, but no concentration required.
Scripted Hallucination: As complex hallucination, but without concentration.
Seeming: Changes appearance of one person per two levels.

Necromancy

Curse, Major: As bestow curse, but harder to remove.
Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Suffocation: Target quickly suffocates to death.
Symbol of WeaknessM: Triggered rune weakens nearby creatures.
Unwilling ShieldM: Subject shares wounds you receive.

Transmutation

Age Resistance, Greater: Ignore penalties from venerable age.
Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Awaken ConstructM: Grant a construct humanlike sentience.
Control Winds: Changes wind direction and speed.
Energy Siege Shot: A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose.
Fabricate: Transforms raw materials into finished items.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Particulate Form: Targets gain fast healing 1, immunity to bleed, crtitical hits, and precision damage
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
WaftR: Alter the targets so they are light enough to be carried by the wind.

6th-Level

Abjuration

Absorb Rune IIM: As absorb rune I, but affecting a rune up to 5th level
Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself
Antimagic FieldY: Negates magic within 10 ft.
ForbiddanceM: Blocks planar travel, damages creatures of different alignment.
Globe of InvulnerabilityY: As lesser globe of invulnerability, plus 4th-level spell effects.
RepulsionF: Creatures can't approach you.
Symbol of VulnerabilityM: Triggered rune gives penalties.

Conjuration

Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Call ConstructM: Summon your construct to you.
Create DemiplaneF: As lesser create demiplane, but larger and with planar traits.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Getaway: Teleports you and select creatures to predetermined location.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Planar Binding: As lesser planar binding, but up to 12 HD.
Roaming PitM: Create a mobile extradimensional pit
Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere.
Wall of IronMY: 30 hp/four levels; can topple onto foes.

Divination

Analyze DweomerF: Reveals magical aspects of subject.
Find the Path: Shows most direct way to a location.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.
Scrying, Greater: As scrying, but faster and longer.
SoulseekerM: Determine a soul's location

Enchantment

Antipathy: Object or location affected by spell repels certain creatures.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Demanding Message, Mass: Send messages as per message with one suggestion for each creature.
Lost Legacy: Target cannot leave a lasting impression on other creatures
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
Symbol of StrifeM: Triggered rune makes creatures attack.
SympathyM: Object or location attracts certain creatures.

Evocation

Betraying Sting: Strike down creatures who thought you were their friend
Blade BarrierY: Wall of blades deals 1d6/level damage.
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.
Contact Entity IV: Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
ContingencyFY: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Last Azlanti's Defending SwordF: Create a blade like mage’s sword that focuses more on defense.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.

Illusion

Permanent Image: This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Project ImageM: Illusory double can talk and cast spells.
Triggered HallucinationM: As scripted hallucination, but it only appears when triggered.

Necromancy

HarmY: Deals 10 points/level damage to target.
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Plundered PowerM: Kill a creature and steal its strongest spell-like ability
Possession, Greater: As possession, but your body vanishes.
Rotting Alliance: Creatures waste away while close to one another
Symbol of DeathM: Triggered rune kills nearby creatures.
Temporary ResurrectionM: Bring a creature to life for 24 hours.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.

Transmutation

Animate ObjectsY: Objects attack your foes.
Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item.
Break, GreaterM: Break all nearby objects.
Control Construct: Take control of a construct.
DisintegrateY: Reduces one creature or object to dust.
Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
Energy Siege Shot, Greater: As energy siege shot, but you can affect any size siege engine.
Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm
Ironwood: Magic wood is as strong as steel.
Knock, Mass: As knock, but affecting multiple targets
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Scribe's BindingF: Turn a creature into a biography of their life.
Statue: Subject can become a statue at will.
Transfiguring TouchM: Transmute a touched object to iron, paper, or wood
TransformationY: You gain combat bonuses.