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Occult Rituals


Druid Spells

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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

0-Level

Abjuration

Resistance: Subject gains +1 on saving throws.

Conjuration

Create Water: Creates 2 gallons/level of pure water.
Stabilize: Cause a dying creature to stabilize.

Divination

Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject.
Grasp: Retry a Climb check as an immediate action
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Read Magic: Read scrolls and spellbooks.

Evocation

Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Spark: Ignites flammable objects.

Transmutation

Chameleon Scales: Change the color of your skin to something else.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Virtue: Subject gains 1 temporary hp.

1st-Level

Abjuration

Antitoxin Touch: Protect a creautre from incedental exposure to poison
Cloak of Shade: Reduces effects of intense sun exposure and environmental heat.
Endure ElementsY: Exist comfortably in hot or cold regions.
FirebellyR: Breathe fire and become resistant to it.
Hide from Animals: Animals can't perceive one subject/level.
Nereid's GraceR: Gain your charisma bonus as a deflection bonus to AC when not wearing armor.
Obscure PoisonM: Make it harder to detect a poison or venomous creature.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Rite of Bodily PurityM: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison
Rite of Centered MindM: +1 to saves vs mind-affecting effects for 24 hours, discharge to reroll a failed save vs a mind-affecting effect.
Shield Companion (AA)F: As shield other, but affects the caster’s animal companion or familiar.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Waterproof: Target becomes waterproof for the spells duration
Wave Shield: Water blunts one incoming attack or fire effect.
Winter FeathersR: Protect a feathered creature from the cold for a day.

Conjuration

Air Bubble: Creates a small pocket of air around your head or an object.
Alleviate Addiction: Ignore the effects of addictions.
Burning Sands: Create a field of hot sand that creates difficult terrain and minor fire damage
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Dream FeastR: Feed someone while they sleep.
Expeditious Construction: Create a low wall or other simple structure of packed earth or stone.
Instant Clot: Touched creature doesn't bleed
Mighty Fist of the EarthRY: Fling a fist-sized rock at your opponent, this rock can channel your ki.
MudballR: Throw a ball of mud to blind your enemy.
Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.
Obscuring MistY: Fog surrounds you.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Summon Minor Ally: Summon 1d3 Tiny animals.
Summon Nature's Ally 1: Summons creature to fight.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.

Divination

Commune with BirdsR: Ask a question to all birds within a mile of your location.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Radiation: Detect radiation in the surrounding area.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect the Faithful: Find others of the same faith.
Diagnose Disease: Detect and identify diseases.
Heightened Awareness: Your recall and ability to process information improve.
Nature's Paths: Learn the best way to travel overland
Planar Orientation: Locate places of power on your current plane
Read WeatherFR: Forecast the weather for the next 48 hours.
Speak with Animals: You can communicate with animals.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.

Enchantment

Call AnimalY: Makes an animal come to you.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Spirit Call: Increase the power of spells related to your spirit/domain.

Evocation

Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Faerie FireY: Outlines subjects with light, canceling blur, concealment, and the like.
Flare Burst: As flare, but affects all creatures in 10 ft.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Hydraulic PushY: Wave of water bull rushes an enemy.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Snowball: Throw a conjured ball of snow at a target
Thunderstomp: Trip one creature within range.
Touch of CombustionR: Cause someone to combust with a touch.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.

Illusion

BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
Echo: Cause a sound to repeat itself

Necromancy

Advanced ScurvyR: Force the target to contract an advanced form of scurvy.
Decompose Corpse: Turn a corpse into a clean skeleton.
DepilateR: Creature takes -2 penalty to Diplomacy, Intimidate, and Perform for 1 week
Hibernate: Place a willing subject into a cataleptic state.
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Ray of Sickening: Ray makes subject sickened.
Restore Corpse: Skeletal corpse grows flesh.
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.

Transmutation

AbstemiousnessR: Enhance simple food to provide greater nutrition.
Acid Maw: Enhance your animal companion’s bite attack with acid.
Alter Winds: Increase/decrease strength of natural winds.
Ant Haul: Triples carrying capacity of a creature.
Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
Aspect of the NightingaleR: Your voice becomes clear and pleasant, like a nightingale.
Batrachian SurgeR: Amplify your latent amphibian nature
Brightest Night: Grant improved low-light vision to several creatures
Bristle: Trade natural armor bonus for a bonus on attacks with natural weapons.
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
Cheetah's Sprint: Sprint or charge with amazing speed.
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Enlarge Tail: Increase the reach and power of your tail.
EntangleY: Plants entangle everyone in 40-ft. radius.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Ferment: Affected liquid becomes alcoholic
Frostbite: Target takes cold damage and is fatigued.
GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hairline FracturesR: Create hairline fractures in earth and stone.
Hidden Spring: Discover a temporary spring of fresh, flowing water
Ice ArmorR: Create a thick suit of ice armor.
Ironbloom SproutsFMR: Transform mushrooms into magical ironbloom mushrooms.
Jump: Subject gets bonus on Acrobatics checks.
Keen Senses: Subject gains +2 Perception, low-light vision.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Longstrider: Your speed increases by 10 ft.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Negate Aroma: Subject cannot be tracked by scent.
Pass without Trace: One subject/level leaves no tracks.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons.
Spirit Share: Grant beneficial liquids with a touch
Steady Saddle: Affected saddle has reduced penalties for actions requiring focus
Stone Fist: Your unarmed strikes are lethal.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Suspend Drowning: Targets temporarily stop drowning
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Touch of the Sea: Swim speed becomes 30 ft.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
Underbrush Decoy: Create a rustling distraction to hide.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.

2nd-Level

Abjuration

Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies.
Gird Ally: Grant your summoned creatures a deflection bonus to their AC.
Harvest Season: Cause an explosive burst of growth in a single plant.
Influence Wild Magic: Stabilize an area of primal magic
Protection from Spores: Bolster a creature’s body against the harmful effects of spore and fungus.
Radiation Ward: Protect a creature against radiation
Recentering Drone: Emit a calming drone so targets under the effect of negative conditions can suffer a lesser version of them instead.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Stabilize Pressure: Target immediately adjusts to the surrounding pressure
Sympathetic WoundsMR: Force half of the damage you take onto another creature.
With the Wind: Protect a target from being blown away by wind of less than windstorm force

Conjuration

Alluring Spores: Creatures take penalty to saving throws against your enchantment spells
Alter Summoned Monster: Swap one summoned creature with another.
Aquatic Cavalry: Summon hippocampi to serve as aquatic mounts
Climbing Beanstalk: Create a beanstalk that is easy to climb.
Cloud of SeasicknessR: Create a sickening cloud that mimics the effects of seasickness.
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Fog CloudY: Fog obscures vision.
Garden of Peril: Grow a group of poisonous mushrooms.
Hanspur's Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
Lead Plating: Enclose the target in a thin sheath of lead.
Mud Buddy: Create a small minion out of mud.
Restful Cloak: Enchanted cloak functions as a tent
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Rock Whip: Create a whip that passes through unworked stone
Slipstream: Wave boosts creature's speed.
Soothing Word: Lessen the severity of a target’s conditions.
Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Summon Nature's Ally 2: Summons creature to fight.
Summon SwarmY: Summons swarm of bats, rats, or spiders.
Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth
Web Shelter: Create a comfortable shelter made of webbing.
Whip of Spiders: Create a whip made of poisonous spiders.
Wing BountyR: Sprout berries from your wings, enhanced as if by goodberry.
Winter Grasp: Create a slippery sheet of ice on the ground

Divination

Beastspeak: Speak normally while in animal form.
Detect Magic, Greater: As detect magic, but learn more information.
Determine Depth: Determine the exact thickness of a wall, ceiling, or other barrier.
Eagle Eye: Creates a magical sensor high above you.
Elemental Speech: Enables you to speak to elementals and some creatures.
Insect Scouts: Create insects to scout an area for you.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Locate Portal: Detect portals within range
Reveal Mirage: Discern illusory terrain from range.
Reveal True ShapeM: Reveal the true form of a magically disguised/transformed creature.
Riversight: See events transpiring along a natural watercourse you touch.
Seed SpiesR: Create a group of wafting seeds with magical intellect that can spy for you.
Sense Fear: Perceive nearby creatures that are experiencing fear
Share Language: Subject understands chosen language.
Storm Sight: Spread your senses through a storm, learning about other creatures affected by the weather
Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.

Enchantment

Alpha Instinct: Gain bonuses when you're interacting with animals
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Purpose Training: Animal gains a new general purpose.
Animal Trance: Fascinates 2d6 HD of animals.
Burdened Thoughts: Force heavy encumberance onto a creature.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Hold Animal: Paralyzes one animal for 1 round/level.
Make Lost: Make the targets become lost.
Wartrain Mount: Animal gains combat training.

Evocation

Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Burst of Radiance: Fill the area with a blinding light.
Campfire Wall: Creates a shelter around a campfire.
Dousing Rain: Magical rain dampens fire but amplfies electricity
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
Fiery Runes: Charge a weapon with magical fiery runes.
Fire Sneeze: Sneeze flame to set your enemies on fire and knock them prone.
Flame BladeY: Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
Frigid Touch: Target takes cold damage and is staggered.
Frost Fall: The area is covered in a chilling frost.
Gozreh's TridentR: Create a forked trident of electricity.
Gust of WindY: Blows away or knocks down smaller creatures.
Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about.
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
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
Pale Flame: As produce flame, but shedding dimlight and increased damage vs plants
Pinecone Bomb: Thrown pinecone deals 1d6 piercing damage/2 levels in a 10-ft.-radius

Illusion

Inner Focus: Ignore divine focus components of your spells.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.

Necromancy

Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Curse Terrain, LesserM: Curse an area with three mild hazards
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Outbreak: Diseased creatures in the area become extremely contagious
Pernicious PoisonY: Target takes a -4 penalty against poison.
Pox PustulesY: Subject is sickened and has –4 Dex.
Unshakable ChillY: Target is afflicted with severe cold.

Transmutation

Aboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air.
Accelerate Poison: Hastens targeted poison's onset.
Air Step: Tread unsteadily on air, with limitations.
Amplify Stench: Amplify your natural stench ability.
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.
Ashen Path: Allow one or more creatures to ignore airborne effects and see through magical smoke and fog
Aspect of the Bear: +2 AC and combat maneuver rolls.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Binding EarthR: Areas of earth and stone attempt to drag the target of this spell down.
Brittle PortalR: Reduce the hardness of objects within the area.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Celestial Companion: Give your companion protections against evil creatures
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chill MetalY: Cold metal damages those who touch it.
Control Vermin: Control a number of vermin for you and your allies to ride.
Daggermark's Exchange: Transmute one poison into another of equal or lesser value
Eroding Ray: ranged touch attack deals 2d6 to construct or object, +1 ray/four levels (max 3)
Fear the Sun: Impose light blindness on your enemies.
Feast of AshesY: A target starves with an insatiable hunger.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Fungal BlistersR: Develop a small number of fungal growths which burst as you take damage, choking your enemies with harmful spores.
Fury of the SunR: Curse the target with internal heatstroke.
Glide: You take no falling damage and move 60 ft./round while falling.
Grasping VineR: Sprout a 20-ft long vine that can assist with numerous tasks.
Greensight: Grant a target the ability to see through plant matter as if it were transparent
GroundswellR: Raise the ground up underneath you.
Harmless Form: Transform the target into a "harmless" animal.
Heat MetalY: Makes metal so hot it damages those who touch it.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Invigorating Poison: Transform the negative effects of a poison into positive ones.
Ironskin: Harden your skin into iron.
Lockjaw: Gives creature grab ability with a natural attack.
Magic Boulder: As magic stone, but with boulders.
Masterwork Transformation: Make a normal item into a masterwork one.
Natural Rhythm: +1 on damage rolls with each hit (max +5).
Overstimulate: Target creature gains the ferocity ability
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Pouncing Fury: Make a full attack with your claws after a charge
Quick Change: Use change shape as a swift action and surprise foes.
Reduce Animal: Shrinks one willing animal.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scamper: Grant your animal companion astonishing agility
Scent Trail: Leave trail for allies to follow.
Sea Steed: Your mount adapts to an aquatic environment
Sickening Entanglement: As entangle, but plants have sickening sap.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Solidify Earth: Harden earth and stone, impeding burrowing creatures
Spider ClimbY: Grants ability to walk on walls and ceilings.
Steal BreathR: Steal the breath from a creature’s lungs.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Surefoot Boots: Enchanted boots let you treat Acrobatics checks to balance as though you rolled a 20
Tar Ball: Burning tar harms target and penalizes its Dex.
Tree Shape: You look exactly like a tree for 1 hour/level.
Venomous BiteM: Enhance a target creature’s bite with poison.
Visualization of the BodyM: Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost
Warp Wood: Bends wood.
Wilderness Soldiers: Nearby plants aid you in combat.
Wood Shape: Reshapes wooden objects to suit you.

3rd-Level

Abjuration

Blade Snare: Create an invisible snare to trap weapons.
Cloak of Winds: Creates a screen of wind around you.
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
Pressure Adaptation: Target acclimates to pressure changes more quickly
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.
Ward of the SeasonR: Enhance a creature with the power of a season.
Woodland Rune: Triggered rune slows the movements of creatures in the area

Conjuration

Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Aqueous Orb: Creates rolling sphere of water.
Ash Storm: Hamper vision and movement.
Burst of Nettles: Burst deals 3d6 damage and 1d6 acid.
Calistria's Guardian Wasps: Summon a swarm of wasps to ward and area
Carrying Wind: Buffeting winds increase your fly speed or carry you aloft
Create Drug: Conjure a drug.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Curse of Dragonflies: Target a creature with a curse that impacts its ability to fly.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Ice Spears: Force a number of giant spears of ice from the ground.
Iron Stake: Hurl a spike of cold iron at a foe
Knell of the Depths: Imbue someone with a curse that causes them to sink quickly in water and suffer a -10 penalty to Swim checks.
Leshy SwarmR: Call for a leshy swarm to aid you.
Life Current: Infuse a current with positive energy, healing all living creatures within
Life Shield: Ward yourself with positive energy so any attacking undead take damage.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar InquiryM: Call an outsider to answer questions
Pocketful of Vipers: Ward a container with summoned vipers.
Rain of Frogs: Summon a swarm of poisonous frogs.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Soothing Mud: Create restorative mud that heals hit point and ability damage
Spectral Scout: Summon a spectral animal to scout for you.
Summon Nature's Ally 3: Summons creature to fight.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Sylvan Hideaway: Create a secret extradimensional hideaway.
Unlife Current: Infuse a current with negative energy, damaging all living creatures within
Waters of LamashtuMY: Create a poison which looks like clean and pure water.

Divination

Aquatic Trail: Track creatures underwater
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Insect Spies: Use magic beetles as spies.
Pack Empathy: Create an empathic bond with allies.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Signs of the Land: Learn up to three details about the surrounding territory
Speak with Plants: You can talk to plants and plant creatures.

Enchantment

Aversion: Cause the target to avoid an object or location.
Bite the Hand: Compel a summoned creature to attack its summoner.
Bleed for your Master: Compel a companion to take damage for you
Companion Mind LinkY: You can talk with your animal companion, and can handle it with supernatural ease.
Dominate Animal: One animal obeys your silent mental commands and orders.
Reinvigorating Wind: Magical wind invigorates your allies

Evocation

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Burning Entanglement: As entangle, but deals fire damage and obscures the area with smoke
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
DaylightY: 60-ft. radius of bright light.
Flashfire: Cause smoky fires to spring up to burn foes and set them alight
Heatstroke: Fire a ray to give someone heatstroke, dealing 1d4 nonleathal damage and inducing exhaustion.
Hurricane Blast: Create a severe blast of air bursting out from you.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Sheet Lightning: Create an area of electricity that dazes all those within.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Thunderstomp, Greater: Trip multiple creatures within range.
Vengeful Comets: Create a group of orbiting comets that can immediately strike those who target you with spells.
Water Shield: Surround yourself with a protective spout of acid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Hide Campsite: Hides all traces of your campsite.
Mirage: Create illusory terrain
Shadowmind: Force a target to see more darkness around them.

Necromancy

Aggravate Affliction: Force ongoing afflictions to trigger.
ContagionY: Infects subject with chosen disease.
Fungal Infestation: Target takes bleed from attacks.
Hydrophobia: Make targets become deathly afraid of water.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Siphon Might: Drain strength from a creature and transfer it to another.
Sweat PoisonR: Secrete a poison from your skin
Toxic Rupture: Force a target to save against its own poison.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Virulent Miasma: As fog cloud, but vapor is diseased

Transmutation

Air Breathing: Allow creatures to breathe air.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Anthropomorphic Animal: Animal becomes bipedal.
Ape Walk: Enchant someone to climb as well as an ape.
Badger's Ferocity: Weapons are keen while you concentrate.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
BurrowY: Target gains a burrow speed of 15.
Clear Grove: Clear out vegetation from a small area.
Cup of DustY: Causes a creature to become dehydrated.
Detoxify: Remove a creature's ability to poison others
Diminish Plants: Reduces size or blights the growth of normal plants.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them
Feather Step, Mass: As feather step, but affects many targets rather than one.
Fey Form I: Assume the form of a Small or Medium fey creature
Fins to FeetR: Give a creature legs, allowing it to walk on land.
Hag's Seasoning: Curse a target with a supernatually delicious scent, attracting animalistic monsters.
Hunter's Friend: Share some of your class abilities with your animal companion.
Ignoble Form: Transform the target into a half-elf form.
Improve TrapR: Increase a trap’s effectiveness.
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray
Lily Pad Stride: Walk across water on moving lily pads.
Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.
Magic Fang, GreaterY: One natural weapon gets + 1/four levels (max +5).
Meld into Stone: You and your gear merge with stone.
Nature's Exile: Gives subject –10 on Survival checks.
Plant Growth: Grows vegetation, improves crops.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Quench: Extinguishes fires.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Sebaceous TwinR: Extract a half-formed parasitic clone from the target, causing it to siphon blood and distract its host.
Share Glory: Imbue targets with a fraction of your mythic nature.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Sky SwimR: Allow the target to swim through the air.
Snare: Creates a magic booby trap.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Spit Venom: Spit blinding black adder venom.
Steal Size: Reduce a creature’s size, enlarge your own.
Steal Years: Temporarily steal youth and vitality from the target.
Stench of Prey: Predatory animals must successfully save or attack the target.
Stone ShapeY: Sculpts stone into any shape.
Tail Current: Create a current in water to enhance or impede swimming
Tailwind: Create a current of wind to enhance or impede flight
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Transfer Regeneration: Bestow your regeneration on your allies.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Water Breathing: Subjects can breathe underwater.
Wing ThornsR: Sprout poisonous thorns from your wings.

Universal

Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.

4th-Level

Abjuration

Antiplant Shell: Keeps animated plants at bay.
Calm Air: Reduce the strength of wind in an area.
Dispel MagicY: Cancels one magical spell or effect.
Firewalker's MeditationM: resist fire 5, DR 5/magic, +4 to saves vs pain for 24 hours, discharge to temporarily increase to resist 30, DR 10, and immunity to pain
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Life Bubble: Protects creatures from sustained environmental effects.
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
Rebuke Technology: Render a piece of technology inert.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear.
Soul Vault: Protect your soul from harmful effects after death
True FormY: Removes polymorph effects.

Conjuration

Bountiful Banquet: Create a luxurious feast for two creatures/level.
Cape of WaspsY: Wasp swarm defends or carries you.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash
Geyser: Creates a geyser of boiling water.
Gravel Vortex: Create a hail of tiny pieces of rock and dust.
Grove of Respite: Creates trees and a small spring.
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Irradiate: Flood an area with dangerous radiation.
Master's Escape: Create a link between you and a summoned creature, allowing you to switch places.
Remove Radioactivity: Remove radiation effects from a target.
Rising Water: Create a pillar of water
Slowing Mud: Targets are covered in mud that blinds them and acts like slow.
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Summon Nature's Ally 4: Summons creature to fight.
Touch of Slime: Touch infests a target with green slime.
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.

Divination

Aerial Tracks: Track flying creatures through the air.
Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Forest's Sense: Sense the location of a distant target that is near a plant or fungus
ScryingF: Spies on subject from a distance.
See Through Stone: Look through solid rock as if it were glass.
Sensory Amplifier: Enhance the sight of all creatures near you.
Traveling DreamR: Create a magical sensor that you can watch through while you sleep.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.

Enchantment

Animal Ambassador: Grant an animal messenger sentience to deliver your message.
Moonstruck: Subject is enraged and confused.
Nixie's LureR: Create a seductive song to lure all nearby creatures.

Evocation

Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Blast of Wind: As gust of wind, treater creatures in the area as smaller than they are for the effects of the wind
Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Rope Tornado: Tornado-force winds knock creatures prone or from the air
Volcanic Storm: Hot rocks deal 5d6 damage.

Necromancy

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks.
Curse TerrainM: Curse an area with four hazards
Explosion of Rot: Call forth a burst of decay that damages and can stagger targets
Frigid Souls: Disrupt and dispel spells that protect against cold
Infuse Effigy: Infuse an effigy with a powerful curse.
Life Blast: Drain life from local vegetation to launch a blast of positive energy
Plague Carrier: Target's attacks carry filth fever.

Transmutation

Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Age Resistance, Lesser: Ignore penalties from middle age.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Alter River: Alter the flow of water in a natural freshwater channel.
Arboreal HammerY: Tree branches attack opponents.
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Atavism: Animal gains advanced creature simple template.
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Blast Barrier: Create a rippling but unstable wall from the earth.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Claim Identity: Steal a creature's face
Cloud ShapeR: Assume the appearance of a large cloud.
Command Plants: Sways the actions of plant creatures.
Concealed Breath: Hold breath without negative effects
Control Water: Raises or lowers bodies of water.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Crimson Breath: Spit poison at a creature
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Echolocation: Sonic sense gives you blindsight 40 ft.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin.
Heavy Water: Make water heavier and harder to swim through.
Kiss of the First WorldM: Imbue a creature with raw energy from the First World.
Liquefy: Transmute an object into a liquid version of itself.
Obsidian Flow: Converts the surface of the ground into molten glass.
Phantom Hunt: Grant yourself and your animal companion numerous enhanced senses and tracking abilities.
ReincarnateFM: Brings dead subject back in a random body.
Repugnant Taste: Foul liquid nauseates creatures that bite the target
Ride The Waves: Target can breathe water and swim.
Rusting Grasp: Your touch corrodes iron and alloys.
Sea Stallion: You and your mount adapt to an aquatic environment
Spike StonesY: Creatures in area take 1d8 damage, may also be slowed.
Strip Scales: Reduce the target’s natural armor.
Strong Jaw: Natural attacks damage as two sizes bigger.
Substitute Trail: Disguise a creature's tracks as though made by a different creature
Sword to Snake: Change an object into a venemous creature.
Thirsting Entanglement: As entangle, but thorns deal Constitution damage
Thorn Body: Your attackers take 1d6 +1 damage/level.
Thorn Snare: Create a snare trap covered with sharp thorns.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Warp Metal: Warp wood, affecting metal objects
Wave Form: Briefly turn into a huge wave that knocks down everything in your path
Wooden Wing ShieldR: Transmute your wings into a wooden shield-like barrier.
Zone of Foul Flames: Create an area that returns fire spells and effects back onto their caster.

5th-Level

Abjuration

AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change.
Darkvault: Ward shadows so light cannot penetrate them.
Planar Aegis: Use planar energy to protect yourself and retaliate with one energy type
StoneskinMY: Grants DR 10/adamantine.

Conjuration

Cave FangsM: Create a trap from stalactites and stalagmites
Companion Transportation: Swap places with your animal companion, familiar, or spirit animal via teleportation
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Entice Fey, LesserM: Entice service from a fey with 6 Hit Dice or fewer.
Insect Plague: Wasp swarms attack creatures.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Pernicious Pranksters: Fey forces target enemies with random combat maneuvers
Poisonous Balm: As cure serious wounds, but leave behind a latent venom.
Raise Animal CompanionM: As raise dead, but on an animal.
Release the Hounds: Summon a swarm of wolves
Summon KamiR: As summon nature’s ally V, except you can summon one kodama, 1d3 fukujin, or 1d4+1 shikigami.
Summon Nature's Ally 5: Summons creature to fight.
Tidal Surge: Create a surge of water to bludgeon foes and extinguish fires
Tree Stride: Step from one tree to another far away.
Wall of ThornsY: Thorns damage anyone who tries to pass.
Whip of Centipedes: Create a whip made of poisonous centipedes.

Divination

Commune with Nature: Learn about terrain for 1 mile/level.
Glimpse of TruthM: Gain true seeing for 1 round.
Jungle Mind: Merge your mind with the wild beasts in a wide area, gaining knowledge on all those within and reading the thoughts of some animals.
Replay Tracks: Reconstruct past events from a set of tracks

Enchantment

Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Die for Your Master: A stronger version of bleed for your master, this forces the animal servant to intercept any attack that targets you, even if it does not require an attack roll.
Touch of Slumber: Touched nonhostile creature falls asleep

Evocation

Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
HallowM: Designates location as holy.
Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area.
UnhallowM: Designates location as unholy.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Light: Create a wall of blinding light.

Necromancy

Blood Ties: When a target is harmed, so is the target's relative.
Contagion, Greater: Infect a subject with a magical disease.
Daemon WardM: As death ward, but against daemons.
Death Ward: Grants bonuses against death spells and negative energy.
Hasten Judgment: Quicken a soul's journey to judgement-hampering ressurection or weakening undead foes
Old Salt's CurseR: Permanently sicken someone, worse if target is on or in the water far from shore.
Rest Eternal: Dead creature cannot be revived.
SoulswitchF: Swap your soul with your familiar’s.

Transmutation

Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Animal Growth: One animal doubles in size.
Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
AwakenM: Animal or tree gains human intellect.
Baleful PolymorphY: Transforms subject into harmless animal.
Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
Carve PassageFR: Excavate and move snow, earth, dust, and loose/packed rocks or ice chunks.
Control Winds: Changes wind direction and speed.
Destroy Robot: Focus electricity on destroying a robot or robot-like creation.
Fey Form II: assume the form of a Tiny or Large fey creature
Fickle Winds: Wind walls selectively block attacks.
GeniekindY: Gain the power and influence of a genie.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Hungry Earth: Enchant the ground to pull creatures beneath the surface.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Invoke Primal Power: Amplify the power of your wildshaped form at the cost of duration
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Mantle of the Magic WarriorsR: Imbue targets with animal spirits, granting them unique bonuses.
Master's Mutation: Mutate a summoned creature to grant it new abilities.
Oasis: Redirect the flow of water toward a designated point.
Reprobation: Marked target is shunned by your religion.
Sawtooth Terrain: Cause giant mantis limbs to sprout from the ground, damaging and cripping creatures
Snake Staff: Transforms wood into snakes to fight for you.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
Sturdy Tree Fort: Create a tree that supports a defensive fort within its branches
Swallow Poison: Protect yourself against ingested poison, then spit it out in a cone.
Threefold AspectF: Appear older or younger.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Vile Dog Transformation: Transform ordinary dogs into fiendish minions.
WaftR: Alter the targets so they are light enough to be carried by the wind.
Wind BladesR: Harden the air around the target into jagged invisible blades.

6th-Level

Abjuration

Antilife Shell: 10-ft.-radius field hedges out living creatures.
Antitech Field: Create a field that prevents advanced technology from entering
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine).
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.

Conjuration

Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Eagle Aerie: Summon 1 giant eagle/3 levels.
Fire SeedsY: Acorns and berries become grenades and bombs.
Flash Flood: Wave of water batters and pushes creatures
Reincarnate SpyFM: As reincarnate, but creating a body similar to that of a chosen creature, and you secretly keep part of the body.
Roaming PitM: Create a mobile extradimensional pit
Summon Flight of EaglesF: Summon giant eagles as mounts or battle companions
Summon Giant Ally IR: Summon a giant ally (cave, hill, marsh, river, slag, stone, or wood).
Summon Nature's Ally 6: Summons creature to fight.
Summon Stampede: Conjure a herd of aurochs to trample your enemies.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of StoneY: Creates a stone wall that can be shaped.
Whip of Ants: Create a whip made of army ants.

Divination

Find the Path: Shows most direct way to a location.
Insect Spies, Greater: Use magic beetles as spies and also share their senses.
Speak with Waves: As stone tell, but speaking with standing or flowing water
Stone Tell: Talk to natural or worked stone.
Unerring Tracker: Follow an entire trail unerringly.

Enchantment

Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.
Primal Regression: Make a creature become bestial and unintelligent.

Evocation

Blazing Rainbow: Create bow with brilliant energy arrows or a bridge that helps allies and hinders opponents.
Path of the WindsR: Call forth mighty winds to clear a path for you.
Poison Breath: Expel a cone of poison from your mouth.
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Symbol of StormsM: Symbol creates stormwinds and lightning when triggered

Necromancy

Curse Terrain, GreaterM: Curse an area with six dangerous hazards
Epidemic: Infect a subject with a highly contagious disease.
Overwhelming Poison: Make a poison more difficult to resist.
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
Share SkinR: Possess the body of an animal
What Grows WithinR: Infect others with Xhamen-Dor’s seeded infestation.

Transmutation

Age Resistance: Ignore penalties from old age.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Binding Earth, MassR: As binding earth but with multiple targets.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Cyclic ReincarnationFM: Return a creature to life in a new body closely resembling their original one.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Enlightened StepM: Air Walk for 24 hours, discharge to temporarily gain a fly speed
Fey Form III: Assume the form of a Diminutive or Huge fey creature
Gravity Sphere: Alter the gravity in a 30-foot-radius area.
Gravity Well: Increase the power of gravity in an area.
Green Caress: Slowly transform a creature into an inanimate plant.
Ironwood: Magic wood is as strong as steel.
Jatembe's Ire: Create evil-seeking tendrils from tall grass and weeds.
Liveoak: Oak becomes treant guardian.
Metabolic MoltingMR: Place the target in suspended animation, restoring ability drain and regenerating missing limbs.
Move EarthY: Digs trenches and builds hills.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Redcap's Touch: Gain a +2 bonus on damage rolls and heal slightly when you kill a creature
Repel WoodY: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Swarm Skin: Turns your body into a swarm of vermin.
Tar Pool: Converts the top layer of the ground into hot tar.
TerraformM: Expend mythic power to alter the immediate area’s climate and terrain.
Wandering Trail: Warp a creatures trail through the area.

7th-Level

Conjuration

Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Elemental BombardmentY: Hurl elementals from their respective planes onto your enemies.
Entice FeyM: Entice service from a fey with 12 Hit Dice or fewer.
Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.
Frost Mammoth: Conjure a Huge mastodon made of ice and snow
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Planar RefugeM: Enforce the rules of the Material Plane on another plane.
Rampart: Creates 5-ft.-thick earthen barrier.
Summon Giant Ally IIR: As summon giant ally I, except you can summon a desert, fire, frost, or jungle giant (or 1d3 more of the earlier giants).
Summon Nature's Ally 7: Summons creature to fight.

Divination

Scrying, Greater: As scrying, but faster and longer.
Tectonic Communion: As commune with nature but at a much greater range.
True SeeingM: Lets you see all things as they really are.

Evocation

Fire StormY: Deals 1d6/level fire damage.
Morning SunM: Create a sphere that sheds sunlight
Scouring WindsY: Winds block vision and deal 3d6 damage per round.
SunbeamY: Beam blinds and deals 4d6 damage.
Vortex: Creates a whirlpool in water.

Illusion

Baleful Shadow Transmutation: Mutate someone’s shadow and trick the creature into believing they’ve transformed.

Necromancy

Black MarkRY: Mark someone which makes them afraid of water and turns aquatic creatures against them.
Plundered PowerM: Kill a creature and steal its strongest spell-like ability
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.

Transmutation

Age Resistance, Greater: Ignore penalties from venerable age.
Animate PlantsY: One or more plants animate and fight for you.
ChangestaffY: Your staff becomes a treant on command.
Control WeatherY: Changes weather in local area.
Delectable FleshR: Make a creature so delicious that all others nearby are consumed by the desire to eat it.
Form of the Exotic Dragon I: Turns you into a Medium imperial or primal dragon
Infuse Robot: Transform a robot into a magical construct.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Seismic Fissure: Create a massive fissure in the earth
Siege of Trees: Transforms Large trees into arboreal catapults of the same size.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level

Abjuration

Repel Metal or Stone: Pushes away metal and stone.

Conjuration

Blood Mist: Mist causes Wisdom damage and rage.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Fey Gate: Create a portal that allows travel to the First World
Remove Radioactivity, Greater: Remove all ongoing radiation effects along with restoring ability damage and drain taken as a result.
Seamantle: Sheathes you in protective water.
Summon Giant Ally IIIR: As summon giant ally I, except you can summon an ash or cloud giant (or greater quantities of previous giants).
Summon Nature's Ally 8: Summons creature to fight.
Vinetrap: Constrict the subject with choking vines.
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.
Word of Recall: Teleports you back to designated place.

Enchantment

Euphoric Tranquility: Makes a creature friendly.

Evocation

Curse of NightF: Curse an area with eternal night
EarthquakeY: Intense tremor shakes 80-ft. radius.
Stormbolts: 1d8 damage/level (max 20d8) to targets.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
WhirlwindY: Cyclone deals damage and can pick up creatures.

Necromancy

Curse Terrain, SupremeM: Curse an area with seven deadly hazards
Finger of DeathY: Deals 10 damage/level to one subject.
Rotting Alliance: Creatures waste away while close to one another

Transmutation

Animal Shapes: One ally/level polymorphs into chosen animal.
Atavism, Mass: One animal/level gains advanced template.
Control Plants: Controls actions of one or more plant creatures.
EntombM: Turn a location into a secure, underground vault
Fey Form IV: Assume the form of a powerful fey creature
Form of the Exotic Dragon II: Turns you into a Large imperial or primal 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.
Heart of the Mammoth: Imbue a creature with the strength and toughness of the greatest megafauna of the tundra.
Reverse GravityY: Objects and creatures fall upward.
Wandering Weather: Control weather in a large area that moves with you

9th-Level

Conjuration

Clashing Rocks: 20d6 damage to target creature.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Entice Fey, GreaterM: Entice service from a fey of 18 Hit Dice or fewer.
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Creates 1d4+2 shambling mounds to fight for you.
Storm of VengeanceY: Storm rains acid, lightning, and hail.
Summon Elder Worm: Summon a giant purple worm.
Summon Elemental Steed: Create a mighty chariot with a greater elemental bound to serve it.
Summon Froghemoth: Summon a froghemoth.
Summon Nature's Ally 9: Summons creature to fight.
Temporal RegressionF: Set a beacon in time that you can rewind to
TsunamiY: Huge wave damages and sweeps up all in its path.

Divination

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

Enchantment

Antipathy: Object or location affected by spell repels certain creatures.
SympathyM: Object or location attracts certain creatures.

Evocation

Winds of Vengeance: Gives you the ability to fly and attack with wind.

Necromancy

Death Clutch: Rip out someone's heart

Transmutation

Curse of Fell SeasonsF: Curse an area's weather
Form of the Exotic Dragon III: Turns you into a Huge imperial or primal dragon.
Polar Midnight: Cold darkness paralyzes and deals damage.
Rival's Weald: Transform the target into a tree
Sea of Dust: Permanently drive water out of a region to create a desert
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
Siege of Trees, Greater: As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
World Wave: Earth moves you across distances.

Universal

AscensionMY: Imbue creatures with mythic power.