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Occult Rituals


Psychic 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

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.
Grasp: Retry a Climb check as an immediate action
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.
Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.

Evocation

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

Illusion

Ghost Sound: Figment sounds.
Haunted Fey Aspect: You surround yourself with disturbing illusions.

Necromancy

Bleed: Cause a stabilized creature to resume dying.
Grave Words: Force a corpse to babble.

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.
Virtue: Subject gains 1 temporary hp.

Universal

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

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.
Endure ElementsY: Exist comfortably in hot or cold regions.
Entropic ShieldY: Ranged attacks against you have 20% miss chance.
Fastidiousness: Keep yourself and your equipment clean and dry
Hold PortalY: Holds door shut.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Peacebond: Locks a weapon in place on the target's body.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.

Conjuration

Abundant Ammunition: Replaces nonmagical ammunition every round.
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Air Bubble: Creates a small pocket of air around your head or an object.
Glue Seal: Makes one 5-ft. square or one object sticky.
Instant Portrait: Create a portrait of a creature on the touched surface
Ki Arrow: Arrow deals damage as your unarmed strike.
Mage ArmorY: Gives subject +4 armor bonus.
Songbird: Conjure music from a good-aligned plane
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.
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 Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Charm: Detect charm, compulsion, and possession effects in the area
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Thoughts: Allows “listening” to surface thoughts.
Detect Undead: Reveals undead within 60 ft.
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.
Mind Thrust I: Mentally deal 1d6 points of damage per level.
Mindlink: Communicate a great deal of information in an instant.
Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises
Planar Orientation: Locate places of power on your current plane
Psychic Reading: Read surface thoughts to learn information about a subject.
Rune TraceM: Learn information about a magical rune without triggering it
See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Share Language: Subject understands chosen language.
Skim: Read four times faster than normal
Speechreader's Sight: Read lips from a distance
True Skill: Gain an insight bonus equal to half your caster level on one skill check
True StrikeY: +20 on your next attack roll.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.

Enchantment

Animal Purpose Training: Animal gains a new general purpose.
Aphasia: Prevent a target from understanding language.
Beguiling Gift: Subject immediately accepts an offered item and uses it.
Bungle: Target takes a -20 penalty on its next attack roll or check.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Charm Person: Makes one person your friend.
CommandY: One subject obeys selected command for 1 round.
Compel Hostility: Compels opponents to attack you instead of your allies.
Confusion, Lesser: One creature is confused for 1 round.
Coward's Cowl: Enhance a target’s defensive instincts.
Deja Vu: Make a creature repeat its actions.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Egorian Diplomacy: Coerce a target, cloud its memory of the encounter
Forbid Action: Target obeys command to not do something.
Fumbletongue: Target cannot speak intelligently.
Hermean Potential: Roll twice and take the higher roll on the next attack roll, saving throw, ability check, or skill check the target attempts.
Hypnotism: Fascinates 2d4 HD of creatures.
Ill OmenY: Target rolls twice for checks and attacks and uses worst roll.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Memorize Page: Target perfectly memorizes one page of information.
Moment of Greatness: Doubles a morale bonus.
Murderous CommandY: Target is compelled to kill its ally.
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
SleepY: Puts 4 HD of creatures into magical slumber.
Sow ThoughtR: Plant an idea in the mind of the subject.
Telempathic Projection: Alter the target’s attitude or give bonuses to those interacting with the target.
Unprepared Combatant: Target takes -4 on initiative and Reflex saves.
Unwitting Ally: Subject is considered ally for 1 round.

Evocation

Bestow Planar Infusion I: Grant the target the effects of a planar infusion
Dancing Darkness: Create four spheres of floating darkness.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
Flare Burst: As flare, but affects all creatures in 10 ft.
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Touch of CombustionR: Cause someone to combust with a touch.

Illusion

Auditory Hallucination: Create a phantasm with auditory effects.
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blurred Movement: As blur, but only while you are moving.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
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
Fool's Gold (VC): Disguise copper pieces or silver pieces as gold pieces
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.
Incessant Buzzing: Summon illusory wasps to distract creatures
Invigorate: Temporarily relieves fatigue or exhaustion.
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
Negative Reaction: Targeted creature may not positively influence anyone.
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.
Thought Echo: Replace surface thoughts with a mental echo.
Vanish: As invisibility for 1 round/level (5 max).
Ventriloquism: Throws voice for 1 min./level.

Necromancy

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Decompose Corpse: Turn a corpse into a clean skeleton.
Interrogation: Target answers questions or suffers pain.
Restore Corpse: Skeletal corpse grows flesh.

Transmutation

Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Borrow Skill: Make a skill check using another's ranks.
BreakY: Gives an object the broken condition.
Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.
Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.
Charge Object: Infuse psychic energy and ownership history into an item.
Enlarge PersonY: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Fabricate Disguise: Create a disguise in an instant.
Feather FallY: Objects or creatures fall slowly.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Fool's Gold (AA)F: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Forced Quiet: Target cannot make loud noises.
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
LightfingersR: Cause target to drop one small object, or perform a disarm or steal combat maneuver.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Mirror Strike: You may strike multiple opponents with a single attack.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Reduce PersonY: Humanoid creature halves in size.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
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

Animus Mine: Create a mental mine that damages creatures that target you with mind-affecting effects
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Crimson Confession: Touching the marked object or area turns one’s skin red.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Escape Alarm: As alarm, but alerts you when a creatuer leaves the area
Mental Barrier I: Gain a +4 shield bonus to AC and resist mind thrust for 1 round as an immediate action.
Miserable Pity: Opponents cannot attack a pathetic creature.
Obscure Object: Masks object against scrying.
Painful Revelation: damage creature who recognize an illusion for what it is
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Shield OtherFY: You take half of subject's damage.
Stabilize Pressure: Target immediately adjusts to the surrounding pressure
Suppress Charms and Compulsions: Either grant a bonus to saves against, or suppress, charm and compulsion spells
Thought Shield I: As an immediate action, gain a +4 bonus on Will saves against mind-affecting effects.
Undetectable Alignment: Conceals alignment for 24 hours.
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

Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another
Apport Object: Send or receive a small object via teleportation.
Cushioning Bands: Force bands protect against crushing.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Instant Armor: Summon armor temporarily replacing your current attire.
Minor Reversion: Store a replica of yourself in the Akashic Record, end the spell when injured to be healed 1d8+1/level
Returning Weapon: Grants a weapon the returning special weapon quality.
Summon Monster 2: Summons extraplanar creature to fight for you.

Divination

Anticipate Thoughts: Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
AuguryMF: Learns whether an action will be good or bad.
Build Trust: Gain various bonuses when interacting with the target.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Detect Anxieties: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Detect Magic, Greater: As detect magic, but learn more information.
Detect Mindscape: Sense the presence and attributes of mindscapes.
Eagle Eye: Creates a magical sensor high above you.
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.
Hypercognition: Rapidly recall everything you know about a subject.
Know Peerage: Target uses your Knowledge (nobility) ranks.
Locate Object: Senses direction toward object (specific or type).
Locate Portal: Detect portals within range
Mental Block: Prevent the target from using its skill ranks, spells, feats, and abilities.
Mind Thrust II: As mind thrust I, but deal 1d8 points of damage per level (maximum 5d8).
Mindshock: Charge your attacks with violent psychic energy.
Object Reading: Read psychic impressions left on an object.
Open Book: Make it permanently easier to learn more about a target.
See Invisibility: Reveals invisible creatures or objects.
Seek Thoughts: Detects thinking creatures' thoughts.
Sense Fear: Perceive nearby creatures that are experiencing fear
Sense Madness: Determine mental disturbances in nearby creatures
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Share Memory: Share one memory with the target.
Speak with Animals: You can communicate with animals.
Status: Monitors condition, position of allies.

Enchantment

Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Anonymous Interaction: Creatures forget details about you and conversations with you.
Aura of Distraction: Aura of psychic noise makes concentration difficult
Aversion: Cause the target to avoid an object or location.
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.
Calm Emotions: Calms creatures, negating emotion effects.
Compassionate Ally: Target is compelled to help injured ally.
Compulsive Liar: Prevent target from speaking the truth.
Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
Daze Monster: Living creature of 6 HD or less loses next action.
Deflect Blame: Blame someone else for your actions.
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.
False Belief: Temporarily plant a false memory.
Haunting Reminder: After Intimidating a creature, make it afraid of your retribution
Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks.
Hidden Presence: Prevent creatures from noticing your presence.
Hideous LaughterY: Subject loses actions for 1 round/ level.
Hold Animal: Paralyzes one animal for 1 round/level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hoodwink: Distort all of the targets senses
Id Insinuation I: Confuse one creature for the duration of your concentration + 1 round.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
Intensify Psyche: Amplify the targets emotions
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Mortal Terror: Frighten creature with an existential crisis
Oppressive Boredom: Target loses its next action.
Passing Fancy: Control the topic of conversation
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Psychonaut Manifestation: Gain a +4 bonus to a random ability score and a -2 penalty to another one.
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Sensory Overload: Make concentrating difficult for a creautre, forcing a save to perform standard or full-round actions
SuggestionY: Compels subject to follow stated course of action.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Thought Worm I: Lower a creature's Will vs mind-affecting effects
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Unnatural Lust: Target is compelled to kiss or caress another.
Zone of Truth: Subjects within range cannot lie.

Evocation

Contact Entity I: Ask eldritch entities to find and converse with you
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
Force Sword: Create a magical longsword made entirely of force.
Ghost Whip: Create a ghost touch whip that passes through objects.
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
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Piercing Shriek: Target is staggered by a painful sound.
Pilfering Hand: You may seize an object or manipulate it from afar.
Protective Penumbra: Shadow protects the target from light.
Revealing Light: As light, but hampers Stealth checks
ShatterY: Sonic vibration damages objects or crystalline creatures.
Sonic Scream: Create a cone of damaging sound at will.
Spontaneous Immolation: Target takes 3d6 points of fire damage and catches on fire.
Telekinetic Strikes: Imbue a creature's limbs with force, adding damage to unarmed strikes

Illusion

Absurdity: Threats seem like a ridiculous farce.
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.
Haunting Mists: Creatures are shaken and take Wis damage.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
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
JitterbugsRY: Force a creature to become jittery, taking a penalty on Dexterity-related checks and being unable to delay, ready, or take a total defense action.
Mad Hallucination: Target takes penalties to mental actions.
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.
Muffle Sound: Allies gain a bonus on Stealth checks but risk verbal spell failure.
Obscured Script: Make the text on a page more difficult to decipher
Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.
Paranoia: Target becomes hostile to all creatures.
Phantom TrapM: Makes item seem trapped.
Placebo Effect: Temporarily suppress an affliction or condition.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Shifted Steps: Make a target sound as if elsewhere.
SilenceY: Negates sound in 20-ft. radius.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Sympathetic Aura: As magic aura, but affects all similar objects in a 5-foot radius
Twilight Haze: Illusory fog obscures vision.

Necromancy

Blindness/DeafnessY: Makes subject blinded or deafened.
Blood in the Water: Enhance those with a blood frenzy.
Bloodbath: Cause yourself and enemies to bleed.
Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Howling Agony: Screaming pain limits the target's actions.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Mind Over Matter: Reassign ability damage/drain from one ability to another.
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.
Steal Voice: Target gains the croaking spellblight.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others

Transmutation

Acute Senses: Subject gains a bonus on Perception checks.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Alter Self: Assume form of a Small or Medium humanoid.
Amplify Stench: Amplify your natural stench ability.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
Blood BlazeR: Ignite the blood of those who come near you.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Buoyancy: Targets easily float on water.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
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.
Diminish Resistance: Weaken a creature's resistance to one type of energy
Disfiguring TouchY: Target becomes disfigured.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Effortless Armor: Armor you wear no longer slows your speed.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
False Age: Change to become one age category younger or older
Fear the Sun: Impose light blindness on your enemies.
Feast of AshesY: A target starves with an insatiable hunger.
First World RevisionsR: As ancestral regression but for disguising a wayang as a gnome.
Fleshy Facade: Alter your appearance to appear living.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Glide: You take no falling damage and move 60 ft./round while falling.
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
Hidden Speech: Gain +10 on Bluff to send secret messages.
Human Potential: Grant target a +2 enhancement bonus to an ability score.
Ironskin: Harden your skin into iron.
Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.
KnockY: Opens locked or magically sealed door.
LevitateY: Subject moves up and down at your direction.
Make WholeY: Repairs an object.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Overstimulate: Target creature gains the ferocity ability
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Sculpt Simulacrum: Alter a simulacrum's appearance.
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.
Steal BreathR: Steal the breath from a creature’s lungs.
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Time Shudder: Nearby creatures are affected by haste or slow each round.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level

Abjuration

Dispel MagicY: Cancels one magical spell or effect.
Disrupt Silence: Disrupt all silence effects in an area.
Dream Shield: Ward a target’s mind to protect them while unconscious.
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
Mental Barrier II: As mental barrier I, but +6 to AC.
Node of Blasting: Place a trap on an object to mentally damage a creature that touches it.
NondetectionM: Hides subject from divination, scrying.
Pressure Adaptation: Target acclimates to pressure changes more quickly
Protection from Arrows, Communal: As protection from arrows, but you may divide the duration among creatures touched.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
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.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Thought Shield II: As thought shield I, but +6 on Will saves.
Tough Crowd: Grant allies a +4 bonus to resist enchantments/illusions.

Conjuration

Ablative BarrierY: Surrounds the target with layers of force.
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Calistria's Guardian Wasps: Summon a swarm of wasps to ward and area
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Pellet Blast: Creates an explosion of conjured metal pellets.
Rain of Frogs: Summon a swarm of poisonous frogs.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Summon Monster 3: Summons extraplanar creature to fight for you.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.

Divination

Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Analyze Aura: Read a creature’s or an object’s alignment, emotion, health, and magic auras.
Arcane Sight: Magical auras become visible to you.
Aura Sight: Alignment auras become visible to you.
Blood Biography: Learn about a creature with its blood.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Guiding Star: Know approximate distance from where you cast this spell.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Mind Thrust III: As mind thrust II, but deal a maximum of 10d8 points of damage.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Pierce Disguise: See through low-level magical disguises.
Rumormonger: Follow a rumor to see where it spreads.
Sensory Amplifier: Enhance the sight of all creatures near you.
Share Senses: Perceive the world around your familiar.
Shared Training: Share your teamwork feats with allies
Threefold Sight: When rolling a d20, roll 3d20 and choose the middle result
Tongues: Speak and understand any language.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Witness: See through the target's eyes and ears.

Enchantment

Aura of the Unremarkable: Make actions seem mundane to nearby creatures.
Babble: Target becomes nauseated and causes nearby creatures to become fascinated.
Cognitive Block: Add a thought component to all of the target’s spells.
Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature.
Daze, Mass: As daze, but affecting multiple creatures.
Debilitating Pain: Stun a creature with pain for 1 round
Deep SlumberY: Puts 10 HD of creatures to sleep.
Demanding Message: Send messages as per message with a suggestion for one creature.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Ego Whip I: Cause a creature to take a –2 penalty to Int, Wis, or Cha and be staggered for 1 round.
Emotive Block: Add an emotion component to all of the target’s spells.
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.
Id Insinuation II: As id insinuation I, but affects two creatures and has a stronger confusion effect.
Implanted Projection: As telempathic projection, except the effects remain dormant.
Inveigle Person: Humanoid becomes friendly to all other creatures.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
Pillow Talk: Sleeping creature answers your questions
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Reckless Infatuation: Target is compelled to stay near another.
Shamefully Overdressed: Force target to remove equipment.
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Synaptic Pulse: Stun creatures in a 30-ft. radius.
Thought Worm II: As thought worm I, with a greater penalty to Will
Unadulterated Loathing: Target is compelled to avoid another creature.

Evocation

Borrow Fortune: Retry attack or check, but do worse on next two.
Chain of Perdition: Creates a floating chain of force.
Contact Entity II: Ask more powerful entities to find and converse with you
Contingent Action: Set the condition for triggering a target’s readied standard, move, or swift action.
Continual FlameM: Makes a permanent, heatless light.
Distracting Cacophony: Noise makes it difficult to cast.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Force PunchY: Target takes force damage and is pushed away.
Helping Hand: Ghostly hand leads subject to you.
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
Mydriatic Spontaneity: Cause splitting headaches and an oversensitivity to light and darkness.
Reflexive Barrier: Immediate burst of force provides +1 deflection bonus to AC per 2 caster levels
Twilight Knife: Floating knife attacks with you.
Unflappable MienF: Protective barrier of force knocks creatures and deals force damage

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.
Appearance of Life: Undead appear to be alive
Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
Displacement: Attacks miss subject 50% of the time.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Hallucinatory Decor: Change the appearance of a structure to suit your tastes
Horrific Doubles: Call forth disturbing mirror images
Illusory ScriptM: Only select creatures can read text.
Invisibility Bubble, Giant: As invisibility bubble, but capable of affecting larger creatures
Invisibility Sphere: Makes everyone within 10 feet invisible.
Isolate: Make a creature invisible and silent to their allies.
Loathsome Veil: Nauseates and/or sickens weak creatures.
Major Image: As silent image, plus sound, smell, and thermal effects.
Mindscape Door: Create a portal allowing entry to and exit from a mindscape.
Minor DreamR: As the dream spell, except delivering a shorter message.
Mirage: Create illusory terrain
Phantasmal Affliction: Convince a target hat it contracted an affliction.
Phantasmal Reminder: Creature re-lives an injury, taking 1d6 damage/level
Shadowmind: Force a target to see more darkness around them.
Shroud of Innocuity: Disguise creatures as ordinary
Synesthesia: Creature moves at half speed, takes penalties, and has trouble casting spells.
Vision of Hell: Illusory hellscape makes creatures shaken.
Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.

Necromancy

Bleed Glory: Increase the cost to use mythic power.
Catatonia: Make a willing target appear to be dead.
Eldritch Fever: Target gains the eldritch ague spellblight.
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Horrifying Visage: Cause creatures to gain a phobia
Ki Leech: Add to your ki pool when you critically hit.
Marionette Possession: As magic jar, but limited to line of sight.
Mark of Spite: Deal damage to yourself to damage the marked target
Object Possession, Lesser: Project your soul into an object, animating it.
Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it.
Sands of TimeY: Target temporarily ages.
Speak with Dead: Corpse answers one question/two levels.
Spellcurse: Target takes 1d6 damage for each spell affecting it
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

Transmutation

Air Breathing: Allow creatures to breathe air.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Assume Appearance: Use a creature's corpse to adopt its form
BlinkY: You randomly vanish and reappear for 1 round per level.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
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.
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.
DevolutionY: An eidolon temporarily loses 1 evolution +1/five levels.
Enter Image: Transfers your consciousness to an object bearing your likeness.
Excruciating Deformation: Target takes Dex and Con damage.
Feather Step, Mass: As feather step, but affects many targets rather than one.
FlyY: Subject flies at speed of 60 ft.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Hostile Levitation: Levitates the targeted creature up off the ground.
Mark of Buoyancy: Make a touched object weightless
Meld into Stone: You and your gear merge with stone.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
Share Glory: Imbue targets with a fraction of your mythic nature.
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.
Strangling HairY: Your hair animates and grapples.
Telekinetic Maneuver: Perform a telekinetic combat maneuver.
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
Transfer Regeneration: Bestow your regeneration on your allies.
Versatile Weapon: Weapon bypasses some DR.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.

4th-Level

Abjuration

Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
Charon's Dispensation: Protection from the River Styx.
Conjuration Foil: Interfere with nearby teleportation effects.
Curse of Magic NegationM: Target gains the negated spellblight.
Dimensional Anchor: Bars extradimensional movement.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Intellect Fortress I: Suppress emotion and fear effects in a 20-ft. radius as an immediate action.
Mental Barrier III: As mental barrier I, but +8 to AC.
Nondetection, CommunalM: As nondetection, but you may divide the duration among creatures touched.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Spell Immunity: Subject is immune to one spell per 4 levels.
Spellcrash, Lesser: Target loses a 3rd-level prepared spell or spell slot.
StoneskinMY: Grants DR 10/adamantine.
Thought Shield III: As thought shield I, but +8 on Will saves and stun creatures that read your thoughts for 1 round.
True FormY: Removes polymorph effects.
Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings

Conjuration

Anywhere but Here: Transport yourself and willing creatures to a random planar destination
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Create Armaments: Create a nonmagical weapon, shield, or set of armor.
Dimension DoorY: Teleports you a short distance.
Fleshworm Infestation: Worms deal hp and Dex damage.
Ghost WolfR: Summon a wolf mount made of black smoke which emanates fear.
Greater Reversion: As minor reversion, but healing 3d8+1/level
Janni's Jaunt: As plane shift, but only works on willing creatures and only transports to the Inner Planes
Minor Creation: Creates one cloth or wood object.
Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature.
Rising Water: Create a pillar of water
Summon Monster 4: Summons extraplanar creature to fight for you.
Summon Ship: Conjure a ship out of extradimensional materials
Touch of Slime: Touch infests a target with green slime.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.

Divination

Arcane Eye: Invisible floating eye moves 30 ft./round.
Coordinated Effort: Grants allies a teamwork feat.
Detect ScryingY: Alerts you to magical eavesdropping.
Discern Lies: Reveals deliberate falsehoods.
DivinationM: Provides useful advice for specific proposed actions.
Foretell Failure: Learn if an action you are about to take would be too difficult; choose an alternate path if it is.
Glimpse of TruthM: Gain true seeing for 1 round.
Harvest Knowledge: Sift through a creatures memories and make Knowledge checks with their modifier
Insect Scouts: Create insects to scout an area for you.
Locate Creature: Indicates direction to known creature.
Mind Probe: Learn answers from a subject’s memories.
Mind Thrust IV: As mind thrust II, but a maximum of 15d8 points of damage and target is fatigued for 1 round.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Reveal Emotions: Create an aura to exposes creature's emotional statebare.
ScryingF: Spies on subject from a distance.
Telepathic Bond: Link lets allies communicate.
Thoughtsense: Automatically detect nearby conscious creatures.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Trace Teleport: Determine where and when teleportation occurred, and glimpse the origin or destination.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.

Enchantment

Amnesia: Target loses most of its memories
Bereave: Affected creatures don't count as allies for any purpose
Charm Monster: Makes monster believe it is your ally.
ConfusionY: Subjects behave oddly for 1 round/level.
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell
Dominate Animal: One animal obeys your silent mental commands and orders.
Ego Whip II: As ego whip I, but a –4 penalty and staggered for 1d4 rounds.
Fiendish Wrath: Targets gain a moral bonus to Strength, Constitution, and Will, as well as the rend ability with claws or unarmed strikes
Forgetful SlumberR: As deeper slumber, but only on one creature. This also causes them to lose some memories.
Geas, Lesser: Commands subject of 7 HD or less.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Hypnotism, GreaterR: As affecting more creatures and involving more requests
Id Insinuation III: As id insinuation I, but affects three creatures and has a stronger confusion effect.
Mad Sultan's Melody: Bizarre cacohony fascinates eldritch creatures.
Malicious SpiteM: Target is compelled to plot against another.
Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels.
Moonstruck: Subject is enraged and confused.
Out of Sight: Cause creatures to forget about you once you have left their sight.
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
Seeds of Influence: Weaken a creature to your divinations and enchantments
SleepwalkM: Causes creature to move while asleep.
Synaptic Scramble: Prevent the target from communicating and cause it to act randomly.
Terrible Remorse: Creature is compelled to harm itself.
They Know: Convince target that a nearby creature knows her greatest secret.
Thought Worm III: As thought worm II, with a partial penalty on a successful saving throw
Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.

Evocation

Agonize: Pain encourages an outsider to obey you.
Bestow Planar Infusion II: Grants the target the benefits of an improved planar infusion
Bit of LuckR: Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success
Contingent ScrollF: Transfer a scroll’s power to the target; the scroll is then triggered as contingency.
Deadman's ContingencyF: Set one of a list of contingencies for your demise.
Force Hook Charge: Hook of force drags you to the target.
Pain Strike, Mass: As pain strike, but affects multiple creatures.
Resilient Sphere: Force globe protects but traps one subject.
SendingY: Delivers short message anywhere, instantly.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Telekinetic Charge: Launches an ally through the air.
Unbearable Brightness: Your glowing body dazzles or blinds others.

Illusion

Aura Alteration: Masks a creature’s or an object’s alignment, emotion, health, and magic auras.
Complex Hallucination: Create a phantasm with effects for all senses.
Create Mindscape: Form an immersive mindscape.
Deceitful Veneer: Make someone seem like an obvious liar.
Dreadscape: Surroundings and unfamiliar creatures seem like something out of a nightmare.
DreamY: Sends message to anyone sleeping.
Dream Dalliance: Create a phantasm that leeches onto the psyche of a nearby creature.
False FutureM: Cause divinations of the future to reveal the result you choose.
Fool's Teleport: Become invisible, but appear as if you used teleportation magic to escape.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
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.
Inhibiting Patterns: Create illusory pillars that block movement
Invigorate, Mass: As invigorate, but multiple creatures.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Magic Aura, Greater: As magic aura, but also affects creatures and allows more options.
Minor Phantom ObjectR: As minor creation, except the object created is a semi-real illusion.
Oneiric Horror, Greater: As oneiric horror, plus Str damage.
Phantasmal Asphixiation: Trick a creature into thinking it can't breathe.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Quieting Weapons: Weapons make no sound and quiet their victims.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Step: Teleport from one shadow to another.
Shadowform: Replace the target’s body with mystic shadow material, causing them to take less damage from attacks.
Simulacrum, LesserM: Creates a double of a weak creature.
Telepathic Silence: Prevent all forms of telepathy in the area
Wandering Star Motes: Outlines subject and produces light as a sunrod.

Necromancy

Aura of Doom: Creatures in your aura become shaken.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Fear: Subjects within cone flee for 1 round/level.
Hunger for Flesh: Give a creature a bite attack and a hunger for its own kind's flesh.
Interrogation, Greater: As interrogation, except with more pain and more questions.
Mythic Severance: Restrict target’s access to its mythic power.
Riding Possession: As possession, but you observe instead of control the subject.
Speak with Haunt: Haunt answers one question/2 levels.
Umbral Infusion: Infuse mindless undead with power from the Shadow Plane, increasing their power.
Wall of Blindness/Deafness: Translucent wall blinds or deafens creatures that pass through it.
Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures

Transmutation

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Age Resistance, Lesser: Ignore penalties from middle age.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Darkvision, Greater: See 120 ft. in total darkness.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Eyes of the Void: See 60 ft. in darkness, including magical darkness.
Innocuous Shape: Creatures actions are seen as innocent
Mirror Transport: Mirror becomes a multiple-use dimension door.
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Planar Adaptation: Resist harmful effects of other plane.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Resilient ReservoirR: Store hit point damage as magical energy.
Rigor Mortis: Painfully swell a targets joints.
Shadowy HavenR: Create a hidden room to conceal you on the edge of the Plane of Shadow.
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Warp Metal: Warp wood, affecting metal objects
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.

5th-Level

Abjuration

Animus Mine, Greater: As animus mind, but stuns the offending creatures
Arcana Theft: Targeted dispel transfers an effect to you.
Banish Seeming: Dispels touched illusion or a creature's change in form.
Darkvault: Ward shadows so light cannot penetrate them.
Dismissal: Forces a creature to return to native plane.
Erase Impressions: Erase psychic impressions from an object.
Guardian Monument, Greater: As lesser guardian monument, except with DR 4/magic.
Intellect Fortress II: As intellect fortress I, plus reduce the damage of mind-affecting effects.
Life Bubble: Protects creatures from sustained environmental effects.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Mental Barrier IV: As mental barrier III, plus 25% chance to prevent critical hits and sneak attacks.
Nex's Secret WorkshopM: As nondetection, but any number of creatures or objects in the area
Peacebond, Greater: As peacebond, but on multiple weapons, even if they aren't sheathed.
Soul Vault: Protect your soul from harmful effects after death
Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched.
Spell Resistance: Subject gains SR 12 + level.
Spellsteal: Create a discordant blast of energy to disrupt a target’s hold on magic and transfer it to you.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Thought Shield IV: As thought shield III, but stun for 1d4 rounds and resist psychic crush spells.
Tower of Iron Will I: As an immediate action, gives creatures in a 10-ft. radius spell resistance against psychic magic and mind-affecting effects.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

Conjuration

Army Across Time: As ally across time, but more cubes and more duplicates
Bind Sage: Summon a caulborn to answer questions
Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane.
Flash Forward: Charge, then teleport back to starting poisiton
Hostile Juxtaposition: You create a dimensional link with a targeted creature, and switch spots with it.
Major Creation: As minor creation, plus stone and metal.
Minor Reversion, Mass: As minor reversion, but one creature per level
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Plane ShiftY: As many as 8 subjects travel to another plane.
Purify Body: Heal a creature and remove its physical impairments
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster 5: Summons extraplanar creature to fight for you.
Surface Excursion: Temporarily teleport yourself and others to the surface
Teleport: Instantly transports you as far as 100 miles per level.

Divination

Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
Commune with Nature: Learn about terrain for 1 mile/level.
Commune with Plane: Learn about local planar terrain
Contact Other Plane: Lets you ask question of extraplanar entity.
Dream Scan: Read a dreaming creature’s thoughts.
Locate Gate: Find a nearby magical portal
Mind Thrust V: As mind thrust IV, but target is exhausted or fatigued for 1 round.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Remote Viewing: Gain psychic impressions from a distant location.
Replay Tracks: Reconstruct past events from a set of tracks
Retrocognition: Gain psychic impressions from past events in a location.
Synapse Overload: Deal 1d6 points of damage per level and stagger target for 1 minute.
Telepathy: Communicate mentally with creatures within 100 ft.
True SeeingM: Lets you see all things as they really are.
TruespeakR: Communicate with any creature with a mind.

Enchantment

Apathy: Cause a creature to lose interest in its passions
Befuddled Combatant: Curse a creature to weaken the DCs of its abilities and deal minimum damage with its attacks
Charm Person, Mass: As charm person, but affects multiple creatures within 30 ft.
Command, Greater: As command, but affects one subject/level.
Compelling Rant: People believe your ridiculous speech as long as you keep talking
Contagious Suggestion: Cast a suggestion that gets passed on to secondary targets
Debilitating Pain, Mass: As debilitating pain, with multiple targets
Denounce: Worsens creatures' attitudes.
Dominate PersonY: Controls humanoid telepathically.
Ego Whip III: As ego whip I, but a –6 penalty and staggered for 1d6 rounds.
Feeblemind: Subject's Int and Cha drop to 1.
Forbid Action, Greater: As forbid action, but 1 creature/level.
Hold Monster: As hold person, but any creature.
Id Insinuation IV: As id insinuation I, but affects four creatures and you select the confusion effect.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mind Swap: Switch minds with another creature for 1 hour per level.
Modify MemoryY: Changes 5 minutes of subject's memories.
Passing Fancy, Mass: Control the topic of conversation among a group of people.
Pessimism: Force a creature to see the negative side of things.
Seek Shelter: Weak creatures are compelled to seek shelter
Serenity: Peaceful feelings harm those attempting violence.
Sleepwalking SuggestionM: Cause a creature to perform a suggested action while sleeping.
Smug Narcissism: Target is distracted by its sense of self.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, affects subject/level.
Synaptic Pulse, Greater: As synaptic pulse, but for 1d4 rounds.
Thought Worm IV: As thought worm III, with greater penalties
Untold Wonder: Treat penalties from emotion effects as bonuses instead
Utter Contempt: Target's attitude worsens by two categories.

Evocation

Burst of Force: Emit a blast of force to damage and knock creatures prone
Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Ectoplasmic Hand: Draw forth a ghostly, animated ectoplasmic hand to do your bidding.
Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures.
Explode Head: Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it.
Interposing Hand: Hand provides cover against 1 opponent.
Rend Body I: Telekinetic force rips your target limb from limb
Sonic Thrust: Sound moves targets away from you.
Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear.
Wall of ForceY: Wall is immune to damage.
Wall of Sound: Sonic wall deflects and damages creatures.

Illusion

Appearance of Life, Greater: As appearance of life, but deceiveing all of the senses
Charnel House: Create an area of semi-real gore
Deceptive Redundancy: Protect your magic from attempts to dispel it
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.
Impossible Angles: Distort geometry inside
Major Phantom ObjectR: As major creation except the object created is a semi-real illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Phantasmal Web: Catches subjects in illusory web.
Psychic Asylum: Perform a lengthy mental task in a private mindscape.
Scintillating Wall: Create a wall that fascinates creatures that attempt to move through it
Scripted Hallucination: As complex hallucination, but without concentration.
Seeming: Changes appearance of one person per two levels.
Village VeilR: Make an area seem worthless to others.

Necromancy

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Astral Projection, LesserM: Limited astral travel.
Blood Ties: When a target is harmed, so is the target's relative.
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Object Possession: As lesser object possession, but with a larger object.
Possession: Project your soul into a creature’s body.
Psychic Crush I: Sicken a target and cause it to start dying, or deal 3d6 + 1 points of damage per level on a save.
Red Hand of the Killer: Stain the hand of a creature's killer red.
Steal Power: Sap mythic power from another creature.
Suffocation: Target quickly suffocates to death.
Summoner Conduit: The target takes damage whenever its summoned creature does.
Waves of Fatigue: Several targets become fatigued.

Transmutation

Echolocation: Sonic sense gives you blindsight 40 ft.
Fabricate: Transforms raw materials into finished items.
Flexile Curse: Creature's armor and shield lose 1 AC and hardness/hour
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Slough: Slough off a target's skin.

Universal

Permanency: Makes certain spells permanent.

6th-Level

Abjuration

Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Globe of InvulnerabilityY: As lesser globe of invulnerability, plus 4th-level spell effects.
Intellect Fortress III: As intellect fortress II, plus remove partial effects of fear and emotion effects.
Mental Barrier V: As mental barrier III, plus 50% chance to prevent critical hits and sneak attacks.
Spellcrash: Target loses a 5th-level prepared spell or spell slot.
Thought Shield V: As thought shield IV, but lasts 1 round per level.
Tower of Iron Will II: As tower of iron will I, but lasts 2 rounds.

Conjuration

Conjure Black PuddingMY: Summon a black pudding.
Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them.
Dream Travel: Venture into the Dimension of Dreams to enter the dreams of a designated creature, then exit near that creature’s body on the plane where it lies sleeping.
Getaway: Teleports you and select creatures to predetermined location.
Joyful Rapture: Negate harmful emotions.
Planar AllyM: As lesser planar ally, but up to 12 HD.
Planar Binding: As lesser planar binding, but up to 12 HD.
Roaming PitM: Create a mobile extradimensional pit
Summon Monster 6: Summons extraplanar creature to fight for you.
Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere.

Divination

Analyze DweomerF: Reveals magical aspects of subject.
Battlemind LinkY: You and an ally gain attack and AC bonuses.
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.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
Mind Thrust VI: As mind thrust IV, but maximum 20d8 points of damage and target is exhausted and stunned 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
Stone Tell: Talk to natural or worked stone.

Enchantment

Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.
Curse of Disgust: Target is sickened while viewing trigger.
Demanding Message, Mass: Send messages as per message with one suggestion for each creature.
Ego Whip IV: As ego whip I, but a –8 penalty and staggered for 1d8 rounds.
Envious Urge: Targets steal from or disarm others.
Foster Hatred: Cause creatures to hate one type of creature.
Geas/Quest: As lesser geas, but affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Inveigle Monster: As inveigle person, but affects any living creature
Phobia: Induce an irrational fear in a creature to the point of madness.
Primal Regression: Make a creature become bestial and unintelligent.
Psychic SurgeryM: Cure all Int, Wis, and Cha damage and drain, plus remove other mental afflictions and conditions.
Repress Memory: Remove a piece of knowledge from your mind.
Symbol of DistractionM: Fascinates all creatures within 60 ft.
Touch of Slumber: Touched nonhostile creature falls asleep
Vengeful Outrage: Target is compelled to destroy one enemy.

Evocation

Alaznist's Jinx: Inlfict the spell burn spellblight
Betraying Sting: Strike down creatures who thought you were their friend
Blade BarrierY: Wall of blades deals 1d6/level damage.
ContingencyFY: Sets trigger condition for another spell.
Decapitate: Turn a critical hit into a decapitation.
Forceful Hand: Hand pushes creatures away.
Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Int.
Leashed Shackles: Target is restricted to a specific location.
Mage's Decree: Send a message to creatures within miles.
Mydriatic Spontaneity, Mass: As mydriatic spontaneity, except it can affect multiple creatures.
Rend Body II: As rend body I, but more damage

Illusion

Create Mindscape, Greater: As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.
Dream Council: Communicate with multiple sleeping creatures.
Dream Reality: Cause a creature to think it is dreaming
MisleadY: Turns you invisible and creates illusory double.
Night Terrors: Disturb a creature's rest with dark dreams
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.
Programmed ImageM: As major image, plus triggered by event.
Subjective Reality: Convince yourself that something is an illusion, granting you the ability to ignore its actual presence.
Triggered HallucinationM: As scripted hallucination, but it only appears when triggered.
Veil: Changes appearance of group of creatures.

Necromancy

Curse, Major: As bestow curse, but harder to remove.
Decollate: Target can safely remove its head
Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct.
Phantom Limb: Create a semi-visible psychic manifestation of a limb, allowing a creature to replace a missing body part or parts.
Psychic Crush II: As psychic crush I, but deal 5d6 + 1 points of damage per level on a save and harder to resist.
Unwilling ShieldM: Subject shares wounds you receive.
What Grows WithinR: Infect others with Xhamen-Dor’s seeded infestation.
Withdraw Affliction: Remove an affliction and inflict it on another creature.

Transmutation

Age Resistance: Ignore penalties from old age.
Animate ObjectsY: Objects attack your foes.
Awaken ConstructM: Grant a construct humanlike sentience.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Break, GreaterM: Break all nearby objects.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
DisintegrateY: Reduces one creature or object to dust.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
Ethereal Jaunt: You become ethereal for 1 round/level.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/level.
Human Potential, Mass: Grant multiple creatures a +2 enhancement bonus to any ability score.
Knock, Mass: As knock, but affecting multiple targets
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Sonic Form: Turn yourself into a creature of semisolid sound.
TransformationY: You gain combat bonuses.

7th-Level

Abjuration

Antimagic FieldY: Negates magic within 10 ft.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Circle of ClarityF: Emanation hampers illusions and stealth.
Deflection: Attacks that miss are redirected back to the source of the attack.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
RepulsionF: Creatures can't approach you.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Tower of Iron Will III: As tower of iron will I, but lasts 3 rounds.

Conjuration

Create Demiplane, LesserF: Create your own demiplane.
Dimensional Bounce: Teleport multiple times between two designated locations.
Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature.
Hostile Juxtaposition, Greater: You may target one creature for every four of your caster levels.
Instant SummonsM: Prepared object appears in your hand.
Mage's Magnificent MansionF: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through a barrier.
Soul TransferM: Easily transfer a soul from one receptacle to another, or capture vulnerable souls that aren't bound to mortal flesh.
Summon Monster 7: Summons extraplanar creature to fight for you.
Teleport Object: As teleport, but affects a touched object.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Word of Beckoning: As sending, but the target gets the ability to teleport to your side if they desire
Word of Recall: Teleports you back to designated place.

Divination

Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
VisionMF: As legend lore, but quicker.

Enchantment

Crime Wave: Compel targets to commit criminal actions.
Ego Whip V: As ego whip I, but a –10 penalty and staggered for 1d10 rounds.
Foe to Friend: Redirect an enemy creature's attack.
Hold Person, Mass: As hold person, but all within 30 ft.
Hollow Heroism, Greater: Provide a greater heroism effect that you can reverse at any time
Insanity: Subject suffers continuous confusion.
Lost Legacy: Target cannot leave a lasting impression on other creatures
Power Word BlindY: Blinds creature with 200 hp or less.
Pox of Rumors: Curse a creature to attract nasty rumors.
Seeds of Influence, Greater: As seeds of influence, but have a chance to dispel protective magic before it takes effect
Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
Waves of Ecstasy: Pleasure stuns and staggers creatures.

Evocation

Bestow Planar Infusion III: Grants the target the benefits of a greater planar infusion
Contact Entity IV: Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane.
ForcecageM: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Ki Shout: Target takes 1d6 sonic/level and is stunned.
Last Azlanti's Defending SwordF: Create a blade like mage’s sword that focuses more on defense.
Mage's SwordF: Floating magic blade strikes opponents.
Rend Body III: As rend body I, but target is sickened for as long as it bleeds
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.

Illusion

False Vision, GreaterM: As false vision, but moves with the target.
Invisibility Bubble, Mass: As invisibility bubble, but affecting all creatures within range
Invisibility, Mass: As invisibility, but affects all in range.
Lunar Veil: Dispel light and revert lycanthropes.
Permanent Hallucination: As scripted hallucination, but permanent.
Phantasmal Revenge: Ghost from corpse hunts killer.
Project ImageM: Illusory double can talk and cast spells.
SimulacrumM: Creates partially real double of a creature.
Synesthesia, Mass: As synesthesia, but affecting multiple creatures.

Necromancy

Finger of DeathY: Deals 10 damage/level to one subject.
Hunger for Flesh, Mass: Give creatures bite attacks and a hunger for their own kind's flesh.
Psychic Crush III: As psychic crush I, but deal 7d6 + 1 points of damage per level on a save and harder to resist.
Temporary ResurrectionM: Bring a creature to life for 24 hours.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Waves of Exhaustion: Several targets become exhausted.

Transmutation

Age Resistance, Greater: Ignore penalties from venerable age.
Elude TimeM: Puts you in temporary suspended animation.
Fly, Mass: One creature/level gains ability to fly.
Form of the Alien Dragon I: Turns you into a Medium esoteric or outer dragon.
Particulate Form: Targets gain fast healing 1, immunity to bleed, crtitical hits, and precision damage
Resonating WordY: Target is damaged, staggered, and stunned.
Reverse GravityY: Objects and creatures fall upward.
Temporal DivergenceM: Take two distinct actions, learn the results, than choose one to take effect
TerraformM: Expend mythic power to alter the immediate area’s climate and terrain.

Universal

Limited WishMY: Alters reality (within limits).

8th-Level

Abjuration

Dimensional LockY: Teleportation and interplanar travel blocked for 1 day/level.
Fool's Forbiddance: Confuses enemies who come within a magical emanation centered on you.
Mind Blank, Communal: As mind blank, but you may divide the duration among creatures touched.
Prismatic Wall: Wall's colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Tower of Iron Will IV: As tower of iron will I, but lasts 4 rounds.

Conjuration

Bilocation: Exist in two places at once.
Call ConstructM: Summon your construct to you.
Create DemiplaneF: As lesser create demiplane, but larger and with planar traits.
Instant Summons, GreaterM: As instant summons, but for multiple objects and creatures.
MazeY: Traps subject in extradimensional maze.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
RefugeM: Alters item to transport its possessor to you.
Summon Monster 8: Summons extraplanar creature to fight for you.
Temporal RegressionF: Set a beacon in time that you can rewind to
Trap the SoulM: Imprisons subject within gem.
Uncanny Reminder: Summon a replica of the target that attempts to kill them

Divination

Discern Location: Reveals exact location of creature or object.
Glimpse of the Akashic: Gain a massive bonus to all rolls for 1 minute, than stunned and sickened
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
True PrognosticationM: Gain incredibly cryptic information for the distant future.

Enchantment

Antipathy: Object or location affected by spell repels certain creatures.
BindingM: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Euphoric Tranquility: Makes a creature friendly.
Irresistible DanceY: Forces subject to dance.
Life of Crime: Permanently turn someone into a crazed criminal.
Power Word StunY: Stuns creature with 150 hp or less.
Song of Discord, Greater: As song of discord, except creatures always attack others and get a bonus to Strength
SympathyM: Object or location attracts certain creatures.

Evocation

Brilliant Inspiration: Take best of two d20 rolls.
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
EarthquakeY: Intense tremor shakes 80-ft. radius.
Rend Body IV: As rend body III, but more damage and a greater chance of removing a limb
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.

Illusion

Mantle of Doubt: Send spectres of crippling doubt into those who would attack you.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision and scrying.

Necromancy

Death Clutch: Rip out someone's heart
Orb of the VoidMY: Sphere inflicts negative levels.
Possession, Greater: As possession, but your body vanishes.
Psychic Crush IV: As psychic crush I, but deal 9d6 + 1 points of damage per level on a save and no Fort save at 1/2 hp or fewer.

Transmutation

Etherealness: Travel to Ethereal Plane with companions.
Form of the Alien Dragon II: Turns you into a Large esoteric or outer dragon.
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Iron Body: Your body becomes living iron.
Phasic Challenge: Enemy and ally can only harm and be harmed by each other
Temporal StasisM: Puts subject into suspended animation.

9th-Level

Abjuration

Freedom: Releases creature from imprisonment.
Impenetrable VeilM: Target can use stealth to hide from blindsight and blindsense as well as divination magic
Imprisonment: Entombs subject beneath the earth.
Mage's DisjunctionY: Dispels magic, disenchants magic items.
Spell Immunity, Greater Communal: As greater spell immunity, but you may divide the duration among creatures touched.
Tower of Iron Will V: As tower of iron will I, but lasts 5 rounds.
Wall of SuppressionM: Creates wall that disables magic.

Conjuration

Create Demiplane, GreaterF: As create demiplane, but larger and with more planar traits.
Dream Voyage: As dream travel, but with more flexibility and able to affect more creatures.
Gate: Connects two planes for travel or summoning.
Interplanetary Teleport: Teleport to another planet.
Maze of Madness and SufferingM: Send a target into a dangerous extradimensional maze.
Resplendent MansionF: Conjure an opulent mansion several stories tall.
Summon Monster 9: Summons extraplanar creature to fight for you.
Teleportation CircleM: Teleports creatures inside circle.

Divination

ForesightY: “Sixth sense” warns of impending danger.
Threefold FormF: As bilocation, but three copies instead of two

Enchantment

Divide Mind: Partition your mind, allowing you to roll twice on Will saves and Int checks, and to take extra mental actions.
Dominate Monster: As dominate person, but any creature.
Heroic Invocation: Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Mind Swap, MajorM: Swap minds with another creature forever.
Overwhelming Presence: Creatures bow before you as if you were divine.
Power Word KillY: Kills one creature with 100 hp or less.

Evocation

Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Implosion: Inflict 10 damage/level to one creature/round.
Telekinetic Storm: Deal 1d6 points of damage per level plus daze and stun in a 40-ft. radius.

Illusion

Microcosm: Trap creatures in a veiled mindscape permanently, causing their bodies to waste away in the real world.
Psychic Image: Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will.
Weird: As phantasmal killer, but affects all within 30 ft.

Necromancy

Akashic Form: Store a copy of your body in the Akashic Record, and restore yourself to that form upon your death.
Astral ProjectionM: Projects you and companions onto Astral Plane.
Judgment UndoneM: Restores a petitioner to its mortal life
Massacre: Slaughter creatures in a line
Parasitic SoulF: Force a trapped soul into a new body.
Psychic Crush V: As psychic crush IV, but deal 11d6 + 1 points of damage per level on a save.
Soul Bind: Traps newly dead soul to prevent resurrection.
Suffocation, Mass: One creature/level suffocates to death.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.

Transmutation

Form of the Alien Dragon III: Turns you into a Huge esoteric or outer dragon.
Time StopY: You act freely for 1d4+1 rounds.
Transmute Blood To AcidM: Target takes acid damage each round, and its attackers take acid damage.

Universal

AscensionMY: Imbue creatures with mythic power.
WishMY: As limited wish, but with fewer limits.