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Occult Rituals


Investigator 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.

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.
Antitoxin Touch: Protect a creautre from incedental exposure to poison
Endure ElementsY: Exist comfortably in hot or cold regions.
FirebellyR: Breathe fire and become resistant to it.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Obscure PoisonM: Make it harder to detect a poison or venomous creature.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Waterproof: Target becomes waterproof for the spells duration

Conjuration

Adhesive Spittle: Spit a tanglefoot bag at a creature.
Alleviate Addiction: Ignore the effects of addictions.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Instant Clot: Touched creature doesn't bleed

Divination

Anticipate PerilY: Target gains a bonus on one initiative check.
Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
Comprehend Languages: You understand all languages.
Detect Metal: Detect metal objects or creatures.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Heightened Awareness: Your recall and ability to process information improve.
Identify: Gives +10 bonus to identify magic items.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Petulengro's Validation: Detect what creature a missing portion came from.
Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises
See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Skim: Read four times faster than normal
Speechreader's Sight: Read lips from a distance
Starsight: Observe the night sky as if it were a clear and unobstructed night.
True Skill: Gain an insight bonus equal to half your caster level on one skill check
True StrikeY: +20 on your next attack roll.

Enchantment

Coward's Cowl: Enhance a target’s defensive instincts.

Illusion

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.
Disguise Self: Changes your appearance.
Illusion of Calm: You appear to be standing still, even when you take some actions.

Necromancy

Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring

Transmutation

Ant Haul: Triples carrying capacity of a creature.
Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.
Bomber's Eye: Increases thrown weapon range; +1 attack.
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
Chameleon Scales: Change the color of your skin to something else.
Coin Shot: Turn coins into deadly projectiles.
Crafter's Fortune: Subject gains +5 on next Craft check.
Enlarge PersonY: Humanoid creature doubles in size.
Enlarge Tail: Increase the reach and power of your tail.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Fabricate Disguise: Create a disguise in an instant.
False Face: Polymorph into a disguised identity
Ferment: Affected liquid becomes alcoholic
Fool's Gold (AA)F: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Jump: Subject gets bonus on Acrobatics checks.
Keen Senses: Subject gains +2 Perception, low-light vision.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Negate Aroma: Subject cannot be tracked by scent.
Pesh VigorM: Increase target’s strength with consumption of pesh.
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.
Spirit Share: Grant beneficial liquids with a touch
Stone Fist: Your unarmed strikes are lethal.
Targeted Bomb Admixture: Empowers bombs you throw to deal more damage to a single creature.
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.
Urban GraceR: Move through crowds and urban settings with ease.
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

Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Diminished Detection: Reduce the areas of divination spells for the purpose of targeting you
Dream Shield: Ward a target’s mind to protect them while unconscious.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Nondetection, Lesser: As nondetection, but only protects against spells that target an area
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Protection from Spores: Bolster a creature’s body against the harmful effects of spore and fungus.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Stabilize Pressure: Target immediately adjusts to the surrounding pressure
Undetectable Alignment: Conceals alignment for 24 hours.

Conjuration

Ablative BarrierY: Surrounds the target with layers of force.
Curative DistillationM: Enhance an healing remady
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shadow Bomb Admixture: Empowers bombs you throw to cover the target with a shadowy substance that grants it concealment and limits its vision.
Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth
Vomit Swarm: Produces a spider swarm that fights for you.

Divination

Aram Zey's FocusF: Grant the trapfinding ability or a +5 Disable Device bonus.
Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area.
Blood Transcription: Learn a spell from the target's blood.
Detect Thoughts: Allows “listening” to surface thoughts.
Enchantment Sight: See enchantment spells active on creatures
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Identifier's Eye: As per detect magic, except affecting a creature you touch
See Invisibility: Reveals invisible creatures or objects.
Undeath Sense: As per detect undead, but affecting a creature you touch

Enchantment

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.

Evocation

Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Defensive Shock: Electricity damages your attackers.
Elemental Touch: Gain energy damage touch attack.
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
Fiery Runes: Charge a weapon with magical fiery runes.
Fire Breath: Exhale a cone of flame at will.
Fire Sneeze: Sneeze flame to set your enemies on fire and knock them prone.
Fire's FriendR: Cloak yourself in flames that harm nearby enemies.
Heroic FortuneFM: Grant a temporary hero point.
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

Illusion

Blur: Attacks miss subject 20% of the time.
Ghostly Disguise: You look like a ghost of yourself.
Hidden Blades: Turn weapon or ammunition invisible
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Invisibility Bubble: As invisibility, but altered to work better underwater
Minor DreamR: As the dream spell, except delivering a shorter message.
Shifted Steps: Make a target sound as if elsewhere.

Necromancy

Catatonia: Make a willing target appear to be dead.
Deathwine: Turn a potion into a pool of necromantic energy.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Languid VenomM: Delay a poison's onset and hide its presence.
Skinsend: Animate and possess your own skin as if it were a separate creature.
Sweat PoisonR: Secrete a poison from your skin

Transmutation

Acute Senses: Subject gains a bonus on Perception checks.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Air Step: Tread unsteadily on air, with limitations.
Alchemical Allocation: Gain potion's benefits without consuming it.
Aldori Alacrity: Gain a +10 ft. bonus to speed and a +1 dodge bonus to AC
Alter Self: Assume form of a Small or Medium humanoid.
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.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
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.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Contact High: Duplicate a drug’s effects on others.
Daggermark's Exchange: Transmute one poison into another of equal or lesser value
Darkvision: See 60 ft. in total darkness.
Dongun Shaper's Touch: Temporarily reshape nonmagical materials
Dragonvoice: Emulate the vocal inflections of dragons.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Empower Holy Water: Empower holy water to deal more damage to the undead.
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
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.
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.
Grasping VineR: Sprout a 20-ft long vine that can assist with numerous tasks.
Human Potential: Grant target a +2 enhancement bonus to an ability score.
Ignoble Form: Transform the target into a half-elf form.
Imbue With Addiction: Target becomes addicted to a drug.
Invigorating Poison: Transform the negative effects of a poison into positive ones.
Ironskin: Harden your skin into iron.
Kalistocrat's Nightmare: Any coin a creature touches turns into a copper piece
Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.
LevitateY: Subject moves up and down at your direction.
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.
Pouncing Fury: Make a full attack with your claws after a charge
Quick Change: Use change shape as a swift action and surprise foes.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Spider ClimbY: Grants ability to walk on walls and ceilings.
SqueezeR: Increase the target’s flexibility, allowing it to move through tight spaces and squeeze with ease.
Tattoo PotionM: Mix a potion that creates a magical chest tattoo when drunk.
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
Transmute Potion to Poison: Spit poison onto weapon after drinking potion.
Twisted Innards: Avoid critical hits and sneak attacks by making your vital organs writhe around.
Venomous BiteM: Enhance a target creature’s bite with poison.

3rd-Level

Abjuration

Caustic Safeguard: Imbue an object with an acidic protective ward.
Clay Skin: Grants DR 5/Adamantine
Darkvault: Ward shadows so light cannot penetrate them.
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.
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature's abilitiy you have identified with a Knowledge check
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.
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Remove Curse: Frees object or person from curse.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.

Conjuration

Create Drug: Conjure a drug.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Lead Plating: Enclose the target in a thin sheath of lead.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Penumbral Disguise: Mask your features with shadowy illumination.
Phase Step: As per dimension door, but with more restrictions and affecting a creature you touch
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Disease: Cures all diseases affecting subject.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.

Divination

Arcane Sight: Magical auras become visible to you.
Aura Sight: Alignment auras become visible to you.
Glimpse the Hidden: As per see invisibility, except affecting a creature you touch
Hypercognition: Rapidly recall everything you know about a subject.
Seek Thoughts: Detects thinking creatures' thoughts.
Tongues: Speak and understand any language.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.

Enchantment

Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Fiendish Wrath: Targets gain a moral bonus to Strength, Constitution, and Will, as well as the rend ability with claws or unarmed strikes
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Evocation

Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it.
Elemental Aura: Creates an aura of energy around you.
Lightning Lash Bomb Admixture: Empowers bombs you throw with a ward that deals lightning damage each time those damaged by the bomb move more than 5 feet.

Illusion

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Displacement: Attacks miss subject 50% of the time.
Selective Invisibility: Allow one creature to see you while invisible.

Necromancy

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Marionette Possession: As magic jar, but limited to line of sight.

Transmutation

Absorbing Touch: Caster absorbs an item for 1 day/level.
Age Resistance, Lesser: Ignore penalties from middle age.
Air Breathing: Allow creatures to breathe air.
Amplify Elixir: Empowers or extends the effects of any potion or elixir.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Assume Appearance: Use a creature's corpse to adopt its form
Barghest FeastR: Absorb power by devouring a humanoid corpse.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Blood SentinelM: Animate an animal sculpture to be your temporary familiar.
Bloodhound: Gives caster the scent special ability.
Bouncing Bomb Admixture: Deal direct damage to one creature who would have recieved splash damage
BurrowY: Target gains a burrow speed of 15.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Claim Identity: Steal a creature's face
Countless Eyes: Extra eyes give all-around vision.
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Disable Construct: Touch attack makes a construct helpless for 1 round/level.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Eruptive Pustules: Acid boils burst when you are attacked.
Fey Form I: Assume the form of a Small or Medium fey creature
Fire TrailR: Leak a trail of flame that follows your every step.
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.
Infuse Self: Assume the form of a native outsider
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Liquefy: Transmute an object into a liquid version of itself.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Orchid's DropM: Add a potent healing effect to your mutagens.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Repugnant Taste: Foul liquid nauseates creatures that bite the target
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits
Thorn Body: Your attackers take 1d6 +1 damage/level.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Water Breathing: Subjects can breathe underwater.
Wing ThornsR: Sprout poisonous thorns from your wings.

4th-Level

Abjuration

Absorbing Barrier: Protect an area from ranged attacks
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Spell Immunity: Subject is immune to one spell per 4 levels.
StoneskinMY: Grants DR 10/adamantine.

Conjuration

Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Duplicate Familiar: Create a duplicate of your familiar.
Flash Forward: Charge, then teleport back to starting poisiton
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
RestorationM: Restores level and ability score drains.
Touch of Slime: Touch infests a target with green slime.
Viper Bomb Admixture: Empowers bombs you throw to summon poisonous biting vipers that bite those hit or splashed by the bomb.

Divination

Arcane Eye: Invisible floating eye moves 30 ft./round.
Discern Lies: Reveals deliberate falsehoods.
Harvest Knowledge: Sift through a creatures memories and make Knowledge checks with their modifier
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.

Enchantment

Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.

Evocation

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
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dragon's BreathY: Gives you a dragon's breath weapon.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Unbearable Brightness: Your glowing body dazzles or blinds others.
Vitriolic Mist: As fire shield, except acid damage.

Illusion

Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Necromancy

Death Ward: Grants bonuses against death spells and negative energy.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
Decollate: Target can safely remove its head
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Umbral Infusion: Infuse mindless undead with power from the Shadow Plane, increasing their power.

Transmutation

Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Age Resistance: Ignore penalties from old age.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Blightburn Weapon: Transform a weapon into pure blightburn.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Concealed Breath: Hold breath without negative effects
Crimson Breath: Spit poison at a creature
Darkvision, Greater: See 120 ft. in total darkness.
DissolutionM: Cause a tiny item to vanish from existence.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Echolocation: Sonic sense gives you blindsight 40 ft.
Elemental Body IY: Turns you into a Small elemental.
Eyes of the Void: See 60 ft. in darkness, including magical darkness.
Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water.
Hobbling Bomb AdmixtureR: Slow creatures hit by your bombs.
Innocuous Shape: Creatures actions are seen as innocent
Miasmatic FormMR: As gaseous form, except the form is dangerous to creatures who touch it.
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Mutagenic Touch: You can pass a weaker version of your mutagen to another creature.
Naga Shape IR: Take the form of a Large naga
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.
Rune of Ruin: Curse a magic item, weakening it and causing its magical qualities to fail half of the time.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Scorching Ash FormRY: Change someone into a gaseous cloud of hot ash and smoke, dealing fire damage to those they move through.
Tail Strike: Grow a tail and gain a tail slam attack.
Universal FormulaM: Acts as any extract 3rd level or lower.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.

5th-Level

Abjuration

Spell Resistance: Subject gains SR 12 + level.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.

Conjuration

Resurgent TransformationM: Gain second wind when close to death.

Divination

Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Contact Other Plane: Lets you ask question of extraplanar entity.
Glimpse of TruthM: Gain true seeing for 1 round.
Mask from DivinationM: Protect a creature from divination effects
Unerring Tracker: Follow an entire trail unerringly.

Enchantment

Grand Destiny: Grant target a +4 competence bonus on any attack, caster level check, saving throw, or skill check (can be used multiple times at higher levels).
Languid Bomb Admixture: Empowers bombs you throw to cause fatigue in those directly hit or splashed by the bomb.

Evocation

SendingY: Delivers short message anywhere, instantly.

Illusion

DreamY: Sends message to anyone sleeping.
Dream Reality: Cause a creature to think it is dreaming
NightmareY: Sends vision dealing 1d10 damage, fatigue.

Necromancy

Magic JarF: Enables possession of another creature.

Transmutation

Age Resistance, Greater: Ignore penalties from venerable age.
Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Defensive Grace: Roll an inspiration die each round without expending uses of inspiration.
Delayed Consumption: Extract doesn't come into effect until you want it to.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Elemental Body IIY: Turns you into a Medium elemental.
Elude TimeM: Puts you in temporary suspended animation.
Fey Form II: assume the form of a Tiny or Large fey creature
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Naga Shape IIR: As naga shape I, with improved abilities
Ooze Form I: Assume the form of a Small or Medium ooze creature
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Planar Adaptation: Resist harmful effects of other plane.
Planetary Adaptation: As planar adaptation, but only on different worlds of the Material Plane.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Shapechanger's Gift: Temporarily change a target into an animal, humanoid, or monstrous humanoid
Swallow Poison: Protect yourself against ingested poison, then spit it out in a cone.
Transfiguring TouchM: Transmute a touched object to iron, paper, or wood
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.
Vermin Shape IIY: As vermin shape, but Tiny or Large.

6th-Level

Abjuration

Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.

Conjuration

HealY: Cures 10 points/level damage, all diseases and mental conditions.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.

Divination

Analyze DweomerF: Reveals magical aspects of subject.
True SeeingM: Lets you see all things as they really are.

Evocation

Caging Bomb Admixture: Your bombs create a cage of force that traps creatures inside the bomb's splash radius.

Illusion

Baleful Shadow Transmutation: Mutate someone’s shadow and trick the creature into believing they’ve transformed.
MisleadY: Turns you invisible and creates illusory double.
Shadow Walk: Step into shadow to travel rapidly.

Necromancy

Eyebite: Target becomes panicked, sickened, and/or comatose.
Plague BearerR: Make the target a carrier of numerous diseases.

Transmutation

Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Borrowed TimeY: Take extra swift actions at the cost of Con damage.
Elemental Body IIIY: Turns you into a Large elemental.
Fey Form III: Assume the form of a Diminutive or Huge fey creature
Form of the Dragon IY: Turns you into a Medium dragon.
Form of the Exotic Dragon I: Turns you into a Medium imperial or primal dragon
Giant Form I: Turns you into a Large giant.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Monstrous Physique IVY: As monstrous physique III, with more abilities.
Naga Shape IIIR: As naga shape I, with greater abilities
Ooze Form II: Assume the form of a Large ooze creature
Plant Shape II: Turns you into a Large plant creature.
Sonic Form: Turn yourself into a creature of semisolid sound.
Statue: Subject can become a statue at will.
TransformationY: You gain combat bonuses.
Transmute Golem: Turn one type of golem into another.
Twin Form: Creates controllable duplicate of you.
Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.
Verminous Transformation: Partially transform into a swarm.
Wind Walk: You and your allies turn vaporous and travel fast.