| 0-Level Bleed: Cause a stabilized creature to resume dying. 
  Daze: Humanoid creature of 4 HD or less loses next action. 
  Detect Magic: Detects spells and magic items within 60 ft. 
  Detect Psychic Significance: Find psychically charged items. 
  Grave Words: Force a corpse to babble. 
  Guidance: +1 on one attack roll, saving throw, or skill check. 
  Light: Object shines like a torch. 
  Mage Hand: 5-pound telekinesis. 
  Mending: Makes minor repairs on an object. 
  Message: Whisper conversation at distance. 
  Open/Close: Opens or closes small or light things. 
  Read Magic: Read scrolls and spellbooks. 
  Resistance: Subject gains +1 on saving throws. 
  Stabilize: Cause a dying creature to stabilize. 
  Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object. 
  Virtue: Subject gains 1 temporary hp. 
 1st-Level Alarm: Wards an area for 2 hours/level. 
  Alter Winds: Increase/decrease strength of natural winds. 
  Anticipate PerilY: Target gains a bonus on one initiative check. 
  Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round. 
  Burst of Insight: Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round. 
  Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. 
  Charge Object: Infuse psychic energy and ownership history into an item. 
  Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. 
  Comprehend Languages: You understand all languages. 
  Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5). 
  Dancing Darkness: Create four spheres of floating darkness. 
  Deathwatch: Reveals how near death subjects within 30 ft. are. 
  Decompose Corpse: Turn a corpse into a clean skeleton. 
  Detect Chaos: Reveals creatures, spells, or objects of selected alignment. 
  Detect Charm: Detect charm, compulsion, and possession effects in the area 
  Detect Evil: Reveals creatures, spells, or objects of selected alignment. 
  Detect Good: Reveals creatures, spells, or objects of selected alignment. 
  Detect Law: Reveals creatures, spells, or objects of selected alignment. 
  Detect Undead: Reveals undead within 60 ft. 
  Discern Next of Kin: Read the target’s mind to learn about its family. 
  Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. 
  Echo: Cause a sound to repeat itself 
  Endure ElementsY: Exist comfortably in hot or cold regions. 
  Expeditious RetreatY: Your base land speed increases by 30 ft. 
  Feather FallY: Objects or creatures fall slowly. 
  FumblestepR: Target takes -1 penalty to Reflex and Acrobatics, discharge to perform a trip combat maneuver. 
  Grasping CorpseM: Cause a corpse to grab or trip a foe 
  Identify: Gives +10 bonus to identify magic items. 
  Implant Urge: Implant a subconscious goal into a creature 
  Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5). LightfingersR: Cause target to drop one small object, or perform a disarm or steal combat maneuver.
 
  Mage ArmorY: Gives subject +4 armor bonus. 
  Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls. 
  Mindlink: Communicate a great deal of information in an instant. 
  Obscuring MistY: Fog surrounds you. 
  Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you. 
  Positive Pulse: Energy harms undead or bolsters the living 
  Preserve: Prevent objects from rotting and spoiling 
  Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment. 
  Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment. 
  Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment. 
  Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment. 
  Psychic Reading: Read surface thoughts to learn information about a subject. 
  Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker. 
  Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. 
  Remove Sickness: Suppress disease, nausea, and the sickened condition. 
  Sanctify Corpse: Prevent a corpse from becoming an undead. 
  SanctuaryY: Opponents can't attack you, and you can't attack. 
  Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring 
  Shield: Invisible disc gives +4 to AC, blocks magic missiles. 
  Speechreader's Sight: Read lips from a distance 
  Summon Monster 1: Summons extraplanar creature to fight for you. 
  Telempathic Projection: Alter the target’s attitude or give bonuses to those interacting with the target. 
  Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. 
  Unseen Servant: Invisible force obeys your commands. 
  Ventriloquism: Throws voice for 1 min./level. 
 2nd-Level Absurdity: Threats seem like a ridiculous farce. 
  Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). 
  Animate Dead, LesserM: Create one skeleton or zombie. 
  AuguryMF: Learns whether an action will be good or bad. 
  Bloodbath: Cause yourself and enemies to bleed. 
  Blur: Attacks miss subject 20% of the time. 
  Boneshaker: Momentarily control a living or undead creature's skeleton. 
  Calm Spirit: Postpone hostile action by a haunt or incorporeal undead. 
  Catatonia: Make a willing target appear to be dead. 
  Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting 
  Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10). 
  Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. 
  Detect Magic, Greater: As detect magic, but learn more information. 
  Detect Thoughts: Allows “listening” to surface thoughts. 
  Disfiguring TouchY: Target becomes disfigured. 
  Emotive Block: Add an emotion component to all of the target’s spells. 
  Enchantment Sight: See enchantment spells active on creatures 
  Escape Alarm: As alarm, but alerts you when a creatuer leaves the area 
  False LifeY: Gain 1d10 temporary hp + 1/level (max +10). 
  Force Sword: Create a magical longsword made entirely of force. 
  Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt. 
  Gentle Repose: Preserves one corpse. Ghost Whip: Create a ghost touch whip that passes through objects.
 
  Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. 
  Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10). 
  Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks. Instigate Psychic Duel: Start a psychic duel between yourself and another creature.
 
  Intensify Psyche: Amplify the targets emotions 
  InvisibilityY: Subject is invisible for 1 min./level or until it attacks. 
  Invisibility Bubble: As invisibility, but altered to work better underwater 
  Jealous Rage: Fill the target with a sense of entitled self-importance. 
  LevitateY: Subject moves up and down at your direction. 
  Life Pact: Affected creatures automatically donate hp to stabilize fallen ally. 
  Mind Over Matter: Reassign ability damage/drain from one ability to another. 
  Mindshock: Charge your attacks with violent psychic energy. 
  Misdirection: Misleads divinations for one creature or object. 
  Necrostasis: Stagger an undead creature 
  Object Reading: Read psychic impressions left on an object. 
  Phantom TrapM: Makes item seem trapped. 
  Pilfering Hand: You may seize an object or manipulate it from afar. 
  Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks. 
  Protective Penumbra: Shadow protects the target from light. 
  Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power. 
  Purge Spirit: Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it. 
  Quick Change: Use change shape as a swift action and surprise foes. 
  Remove Paralysis: Frees creatures from paralysis or slow effect. 
  Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type. 
  Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. 
  Scare: Panics creatures of less than 6 HD. 
  See Invisibility: Reveals invisible creatures or objects. 
  Sense Fear: Perceive nearby creatures that are experiencing fear 
  Shadow Claws: Claws of shadow deal slashing damage and Strength damage 
  Shifted Steps: Make a target sound as if elsewhere. 
  Soul Vault: Protect your soul from harmful effects after death 
  Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. 
  Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions 
  Spiritual Squire: Create an ally out of force to assist you in combat 
  Spiritual WeaponY: Magic weapon attacks on its own. 
  Status: Monitors condition, position of allies. 
  Stricken Heart: Touch attack deals 2d6 damage and staggers target. 
  Summon Monster 2: Summons extraplanar creature to fight for you. 
  Surmount AfflictionY: Temporarily suppress one condition. 
  Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha. 
  Twilight Haze: Illusory fog obscures vision. 
  With the Wind: Protect a target from being blown away by wind of less than windstorm force 
 3rd-Level Analyze Aura: Read a creature’s or an object’s alignment, emotion, health, and magic auras. 
  Animate DeadMY: Creates undead skeletons and zombies. 
  Appearance of Life: Undead appear to be alive 
  Assume Appearance: Use a creature's corpse to adopt its form 
  Aura Sight: Alignment auras become visible to you. 
  Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. 
  Blindness/DeafnessY: Makes subject blinded or deafened. 
  Calamitous Flailing: Cause the target’s attacks to gain a miss chance. 
  Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. 
  Cloak of Winds: Creates a screen of wind around you. 
  Condensed Ether: Creates a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks. 
  Contagious Zeal: Grant bonuses and temporary hit points that spread from creature to creature. 
  Create Armaments: Create a nonmagical weapon, shield, or set of armor. Create Soul GemF: Draw a recently dead creature's soul into a gem.
 
  Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15). 
  Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability. 
  Cursed Treasure: Target object curses the next creature to touch it 
  Deft Digits: Animate a glove or gauntlet from a distance. 
  Detect Anxieties: Learn what makes a creautre anxious. 
  Detect Desires: Learn what a creatures desire. 
  Dispel MagicY: Cancels one magical spell or effect. 
  Displacement: Attacks miss subject 50% of the time. 
  Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you. 
  Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it. 
  Ethereal Fists: Your claws, unarmed strikes, and touch spells affect ethereal creatures. 
  Fair is Foul: Curse someone with a disfiguring or painful mutation. 
  Flesh PuppetM: Control a zombie in human guise. 
  FlyY: Subject flies at speed of 60 ft. 
  Force PunchY: Target takes force damage and is pushed away. 
  Free Spirit: Gain the effects of freedom of movement, but also become drunk 
  Free Swim: As freedom of movement, but only allowing a creature to move freely underwater 
  Gaseous FormY: Subject becomes insubstantial and can fly slowly. 
  HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves. 
  Helping Hand: Ghostly hand leads subject to you. 
  HeroismY: Gives +2 on attack rolls, saves, skill checks. Horrifying Visage: Cause creatures to gain a phobia
 
  Hostile Levitation: Levitates the targeted creature up off the ground. 
  Howling Agony: Screaming pain limits the target's actions. 
  Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15). 
  Invisibility Purge: Dispels invisibility within 5 ft./level. 
  Locate Object: Senses direction toward object (specific or type). 
  Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level. 
  Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. 
  Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. 
  Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level. 
  Magic Fang, GreaterY: One natural weapon gets + 1/four levels (max +5). 
  Mindlocked Messenger: Target gains a message that can be given only to its intended recipient. 
  Minor Creation: Creates one cloth or wood object. 
  NondetectionM: Hides subject from divination, scrying. 
  Object Possession, Lesser: Project your soul into an object, animating it. 
  Obscure Object: Masks object against scrying. 
  Pack Empathy: Create an empathic bond with allies. 
  Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level. 
  Phantom Driver: Conjures a phantom to drive vehicles. 
  Phantom SteedY: Magic horse appears for 1 hour/level. 
  Protection from Energy: Absorb 12 points/level of damage from one kind of energy. 
  Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack 
  Ray of Exhaustion: Ray makes subject exhausted. 
  Remove Blindness/Deafness: Cures normal or magical blindness or deafness. 
  Remove Disease: Cures all diseases affecting subject. 
  Retributive Reparations: Creatures that take this item become cursed with fatigue. 
  Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed 
  Riding Possession: As possession, but you observe instead of control the subject. 
  Rigor Mortis: Painfully swell a targets joints. 
  Sands of TimeY: Target temporarily ages. 
  Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you. 
  Sealed Life: Prevent a creature from transferring life force to or from others. 
  Seek Thoughts: Detects thinking creatures' thoughts. 
  Selective Alarm: As alarm, but only against selected creatures. 
  Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant. 
  Shield of Darkness: Shield yourself with darkness, granting yourself total concealment. 
  SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. 
  Speak with Dead: Corpse answers one question/two levels. 
  Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion. 
  Summon Monster 3: Summons extraplanar creature to fight for you. 
  Tail Current: Create a current in water to enhance or impede swimming 
  Tailwind: Create a current of wind to enhance or impede flight 
  Tongues: Speak and understand any language. 
  Twilight Knife: Floating knife attacks with you. 
  Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead. 
  Unliving Rage: As rage, except affecting only undead. 
  Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp. 
  Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours. 
  Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick. 
  Wind Wall: Deflects arrows, smaller creatures, and gases. 
 4th-Level Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus 
  Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you. 
  Appearance of Life, Greater: As appearance of life, but deceiveing all of the senses Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
 
  Aura Alteration: Masks a creature’s or an object’s alignment, emotion, health, and magic auras. 
  Aura of Doom: Creatures in your aura become shaken. 
  Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread. 
  Charon's Dispensation: Protection from the River Styx. 
  ConfusionY: Subjects behave oddly for 1 round/level. 
  Conjuration Foil: Interfere with nearby teleportation effects. 
  Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. 
  Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20). 
  Death Ward: Grants bonuses against death spells and negative energy. 
  Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell 
  Decollate: Target can safely remove its head 
  Detect ScryingY: Alerts you to magical eavesdropping. 
  Dimension DoorY: Teleports you a short distance. 
  Dimensional Anchor: Bars extradimensional movement. 
  DivinationM: Provides useful advice for specific proposed actions. 
  Ectoplasmic Hand: Draw forth a ghostly, animated ectoplasmic hand to do your bidding. 
  EnervationY: Subject gains 1d4 negative levels. 
  Entrap Spirit: Trap an incorporeal creature or a haunt in a mirror. 
  Erase Impressions: Erase psychic impressions from an object. 
  Ethereal Envelope: Shroud your unconscious self in a cocoon on the Ethereal Plane. 
  Etheric Shards: Fill an area with invisible shards that slow movement and damage creatures. 
  False FutureM: Cause divinations of the future to reveal the result you choose. 
  False Life, Greater: Gain 2d10 temporary hp + 1/level. 
  Fear: Subjects within cone flee for 1 round/level. 
  Flesh Puppet HordeM: Control multiple zombies in human guise. 
  Freedom of Movement: Subject moves normally despite impediments to restrict movement. 
  Ghost BrandM: Allow an item to transform into a brand and back. 
  Hasten Judgment: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes 
  Hollow Heroism: Provide a heroism effect that you can reverse at any time Hunger for Flesh: Give a creature a bite attack and a hunger for its own kind's flesh.
 
  Imbue with Spell Ability: Transfer spells to subject. 
  Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20). 
  Invisibility, Greater: As invisibility, but subject can attack and stay invisible. 
  Irregular Size: Creature's limb shrivels 
  Locate Creature: Indicates direction to known creature. 
  Majestic Image: As enter image, but also gain bonuses on social skills while in the image. Malediction: Banish a soul to Hell if it dies within the next minute.
 
  Mind Swap: Switch minds with another creature for 1 hour per level. 
  Mindwipe: Erase a portion of the target’s mind and experiences, inflicting negative levels. 
  Mirror Transport: Mirror becomes a multiple-use dimension door. 
  Mischievous Shadow: Curse a creature's shadow to disrupt their actions 
  Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. 
  Phantasmal Asphixiation: Trick a creature into thinking it can't breathe. 
  Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage. 
  Phantom Chariot: Conjures a quasi-real heavy chariot pulled by four horses. 
  Phantom Steed, Communal: As phantom steed, but you may divide the duration among creatures touched. 
  Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures 
  Possession: Project your soul into a creature’s body. 
  Quieting Weapons: Weapons make no sound and quiet their victims. 
  Red Hand of the Killer: Stain the hand of a creature's killer red. 
  Remove Curse: Frees object or person from curse. 
  RestorationM: Restores level and ability score drains. 
  Reveal Emotions: Create an aura to exposes creature's emotional statebare. 
  Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real. 
  Shadow Jaunt: Teleport, leaving an illusion of yourself in the space you left 
  Shadow Step: Teleport from one shadow to another. 
  Shadowform: Replace the target’s body with mystic shadow material, causing them to take less damage from attacks. Slough: Slough off a target's skin.
 
  Solid FogY: Blocks vision and slows movement. 
  Speak with Haunt: Haunt answers one question/2 levels. 
  Spell Immunity: Subject is immune to one spell per 4 levels. 
  Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level 
  Spiritual Ally: Creates a divine ally to aid you. 
  Summon Monster 4: Summons extraplanar creature to fight for you. 
  Surface Excursion: Temporarily teleport yourself and others to the surface 
  Telekinetic Charge: Launches an ally through the air. 
  Telekinetic Maneuver: Perform a telekinetic combat maneuver. 
  Telepathic Silence: Prevent all forms of telepathy in the area 
  Terrible Remorse: Creature is compelled to harm itself. 
  Thoughtsense: Automatically detect nearby conscious creatures. 
  Torpid ReanimationM: Animate dead when a specific trigger condition occurs. 
  Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location. 
  Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings 
  Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures 
 5th-Level Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused. 
  Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks. 
  Besmara's Grasping Depths: Use the restless dead to down your targets 
  Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses. 
  Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures. 
  Call Spirit: Make the spirit of one creature manifest. 
  CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage. 
  Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition. 
  Contact Other Plane: Lets you ask question of extraplanar entity. 
  Curse, Major: As bestow curse, but harder to remove. 
  Dismissal: Forces a creature to return to native plane. 
  Disrupting Weapon: Melee weapon destroys undead. 
  Dominate PersonY: Controls humanoid telepathically. 
  DreamY: Sends message to anyone sleeping. 
  Ethereal Envelopment: As ethereal envelope, but able to affect an unwilling creature. 
  False VisionM: Fools scrying with an illusion. 
  Feast on Fear: Targets are panicked, and you gain temporary hit points. 
  Feeblemind: Subject's Int and Cha drop to 1. 
  Fickle Winds: Wind walls selectively block attacks. 
  Flesh Wall: Create a wall of zombies 
  Foster Hatred: Cause creatures to hate one type of creature. 
  Glimpse of TruthM: Gain true seeing for 1 round. 
  Incorporeal Chains: Grapple incorporeal creatures and deal damage equal to 1d8 + Int. 
  Inflict Pain, Mass: As inflict pain, but affecting one creature per level. 
  Mage's Faithful Hound: Phantom dog can guard a location and attack intruders. 
  Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. 
  Mind Fog: Subjects in fog get –10 to Wis and Will checks. 
  Nex's Secret WorkshopM: As nondetection, but any number of creatures or objects in the area 
  NightmareY: Sends vision dealing 1d10 damage, fatigue. 
  Object Possession: As lesser object possession, but with a larger object. 
  Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. 
  Pain Strike, Mass: As pain strike, but affects multiple creatures. 
  Phantasmal Web: Catches subjects in illusory web. 
  Phantom Limb: Create a semi-visible psychic manifestation of a limb, allowing a creature to replace a missing body part or parts. 
  Planar Adaptation: Resist harmful effects of other plane. 
  Plane ShiftY: As many as 8 subjects travel to another plane. 
  Pox of Rumors: Curse a creature to attract nasty rumors. 
  Prying Eyes: 1d4 + 1/level floating eyes scout for you. 
  Raise DeadM: Restores life to subject who died as long as one day/level ago. 
  Remote Viewing: Gain psychic impressions from a distant location. 
  Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level. 
  ScryingF: Spies on subject from a distance. 
  Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will. 
  SendingY: Delivers short message anywhere, instantly. 
  Shadow Body: Turn your body into a living shadow. 
  Shadow Endurance: Conjure protective wisps of darkness made from shadow. 
  Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real. 
  Slay Living: Touch attack deals 12d6 + 1 per level. 
  Spell Resistance: Subject gains SR 12 + level. 
  Suffocation: Target quickly suffocates to death. 
  Summon Monster 5: Summons extraplanar creature to fight for you. 
  TelekinesisY: Moves object, attacks creature, or hurls object or creature. 
  Telepathic Bond: Link lets allies communicate. 
  Teleport: Instantly transports you as far as 100 miles per level. 
  Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead. 
  Vampiric Shadow Shield: As fire shield, except attackers take negative energy damage and attacks heal you. 
  WaftR: Alter the targets so they are light enough to be carried by the wind. 
  Wall of Ectoplasm: Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear. 
  Wall of Sound: Sonic wall deflects and damages creatures. 
  Waves of Fatigue: Several targets become fatigued. 
  Withdraw Affliction: Remove an affliction and inflict it on another creature. 
 6th-Level Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself 
  Analyze DweomerF: Reveals magical aspects of subject. 
  Balance of Suffering: Steal lifeforce from one creature and imbue it into another 
  Baleful Shadow Transmutation: Mutate someone’s shadow and trick the creature into believing they’ve transformed. 
  Banishment: Banishes 2 HD/level of extraplanar creatures. 
  Banshee Blast: Cone deals 1d4 per level and panics creatures. 
  Circle of DeathMY: Kills 1d4/level HD of creatures. 
  Commune with TextsM: Quckly search though a collection of texts to find the right information 
  Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies. 
  DisintegrateY: Reduces one creature or object to dust. 
  Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets. 
  DissolutionM: Cause a tiny item to vanish from existence. 
  Ectoplasmic Eruption: Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane. 
  Enemy HammerY: Allows you to telekinetically use a creature as a weapon. 
  Eyebite: Target becomes panicked, sickened, and/or comatose. 
  Find the Path: Shows most direct way to a location. 
  Getaway: Teleports you and select creatures to predetermined location. 
  HarmY: Deals 10 points/level damage to target. 
  HealY: Cures 10 points/level damage, all diseases and mental conditions. 
  Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Hunger for Flesh, Mass: Give creatures bite attacks and a hunger for their own kind's flesh.
 
  Impenetrable VeilM: Target can use stealth to hide from blindsight and blindsense as well as divination magic 
  Leashed Shackles: Target is restricted to a specific location. 
  Legend LoreMF: Lets you learn tales about a person, place, or thing. 
  MisleadY: Turns you invisible and creates illusory double. 
  Object Possession, Greater: As possess object, but the object is more powerful and you can possess a construct. 
  Phasic Challenge: Enemy and ally can only harm and be harmed by each other 
  Possession, Greater: As possession, but your body vanishes. PrognosticationM: Gain cryptic information from further in the future than divination.
 
  RepulsionF: Creatures can't approach you. 
  Sealed Life, Greater: As sealed life, plus death ward and immunity to soul transference. 
  Shadow Transmutation: Alter a creature’s body with energy from the Shadow Plane, altering its form to match a shadow creature. 
  Shadow Walk: Step into shadow to travel rapidly. 
  Soul TransferM: Easily transfer a soul from one receptacle to another, or capture vulnerable souls that aren't bound to mortal flesh. 
  SoulseekerM: Determine a soul's location 
  Speak with Soul: Hold an extended conversation with a soul 
  Summon Monster 6: Summons extraplanar creature to fight for you. 
  Telepathy: Communicate mentally with creatures within 100 ft. 
  TransformationY: You gain combat bonuses. Treacherous Teleport: As teleport, except you choose some creatures to suffer a mishap or go elsewhere.
 
  True SeeingM: Lets you see all things as they really are. 
  Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage. 
  Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead. 
  Undeath to DeathFM: Destroys 1d4 HD/level undead (max. 20d4). 
  Unshakable Zeal: Grant benefits on future attempts after failed checks, and protect against fear and emotion effects. 
  Unwilling ShieldM: Subject shares wounds you receive. 
  Wither Limb: Make one of the creature's limbs useless. 
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