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Occult Rituals


Shaman 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.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Read Magic: Read scrolls and spellbooks.

Enchantment

Daze: Humanoid creature of 4 HD or less loses next action.

Evocation

Dancing Lights: Creates torches or other lights.
Light: Object shines like a torch.

Necromancy

Bleed: Cause a stabilized creature to resume dying.
Touch of Fatigue: Touch attack fatigues target.

Transmutation

Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Virtue: Subject gains 1 temporary hp.

Universal

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

1st-Level

Abjuration

Antitoxin Touch: Protect a creautre from incedental exposure to poison
Endure ElementsY: Exist comfortably in hot or cold regions.
Hex WardY: Target gains +4 on saves against witch hexes.
Hide from Animals: Animals can't perceive one subject/level.
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.
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.
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.
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.
Strand of the Tangled Knot: Next attack against you takes -10 penalty
Waterproof: Target becomes waterproof for the spells duration
Wave Shield: Water blunts one incoming attack or fire effect.

Conjuration

Alleviate Addiction: Ignore the effects of addictions.
Barbed Chains: Hellish chains attack and cause a target to become shaken
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.
Instant Clot: Touched creature doesn't bleed
Obscuring MistY: Fog surrounds you.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Summon Nature's Ally 1: Summons creature to fight.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.

Divination

Comprehend Languages: You understand all languages.
Detect Animals or Plants: Detects kinds of animals or plants.
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 the Faithful: Find others of the same faith.
Detect Undead: Reveals undead within 60 ft.
Discern Next of Kin: Read the target’s mind to learn about its family.
Ears of the City: The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events.
Heightened Awareness: Your recall and ability to process information improve.
Linked Legacy: Share information with all targets of the spell in the blink of an eye.
Mindlink: Communicate a great deal of information in an instant.
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.
Sense Spirit Magic: Gain bonuses on identifying and resisting spells associated with your spirits.
Skim: Read four times faster than normal
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.

Enchantment

BaneY: Enemies take –1 on attack rolls and saves against fear.
BlessY: Allies gain +1 on attack rolls and saves against fear.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Charm Person: Makes one person your friend.
Coward's Cowl: Enhance a target’s defensive instincts.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
SleepY: Puts 4 HD of creatures into magical slumber.
Spirit Call: Increase the power of spells related to your spirit/domain.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.

Evocation

Burning HandsY: 1d4/level fire damage (max 5d4).
Dancing Darkness: Create four spheres of floating darkness.
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.

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.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Illusory Crowd: Create an illusion of a stationary group of people milling about.
Incessant Buzzing: Summon illusory wasps to distract creatures
Secret Sign: Invisibly inscribe a small mark or message on a creature or obejct.
Shadow Trap: Pin someone’s target, causing them to become stuck.

Necromancy

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Grasping CorpseM: Cause a corpse to grab or trip a foe
Hex Vulnerability: Reuse a hex on a specific target.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Positive Pulse: Energy harms undead or bolsters the living
Preserve: Prevent objects from rotting and spoiling
Scarify: Convert some lethal damage to nonlethal damage, causing massive scarring
Skin TagM: Curse food or drink to gain afamilar connection to the creature
Touch of Blindness: Coat a creature’s eyes in darkness, blinding them.

Transmutation

Aspect of the NightingaleR: Your voice becomes clear and pleasant, like a nightingale.
Cheetah's Sprint: Sprint or charge with amazing speed.
Dancing Lantern: Animates a lantern that follows you.
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
EntangleY: Plants entangle everyone in 40-ft. radius.
Frostbite: Target takes cold damage and is fatigued.
GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
Hairline FracturesR: Create hairline fractures in earth and stone.
Hidden Spring: Discover a temporary spring of fresh, flowing water
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Pass without Trace: One subject/level leaves no tracks.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Poisoned EggR: Transform a single egg into a dose of poison.
Resist Starvation: Last longer without food
Sculpted Cape: Enchanted cape stiffens and can bear weight
Spirit Share: Grant beneficial liquids with a touch
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Underbrush Decoy: Create a rustling distraction to hide.

2nd-Level

Abjuration

Blessing of Liberty: +1-3 luck bonus to CMD and saves vs. spells/traps that would impede your movement; can end the spell early to gain a boost to speed.
Dream Shield: Ward a target’s mind to protect them while unconscious.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Harvest Season: Cause an explosive burst of growth in a single plant.
Protection from Spores: Bolster a creature’s body against the harmful effects of spore and fungus.
Radiation Ward: Protect a creature against radiation
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Companion (ACG): As shield other, but affecting your companion creature.
Stabilize Pressure: Target immediately adjusts to the surrounding pressure
Suppress Charms and Compulsions: Either grant a bonus to saves against, or suppress, charm and compulsion spells

Conjuration

Alluring Spores: Creatures take penalty to saving throws against your enchantment spells
Aquatic Cavalry: Summon hippocampi to serve as aquatic mounts
Callback: Teleport a familiar or spirit animal to your side when it is injured
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Delay Poison: Stops poison from harming target for 1 hour/level.
Fog CloudY: Fog obscures vision.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
Remove Paralysis: Frees creatures from paralysis or slow effect.
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
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).
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.
Wicker Horse: Create a mount out of the surrounding flora
Wing BountyR: Sprout berries from your wings, enhanced as if by goodberry.
Winter Grasp: Create a slippery sheet of ice on the ground

Divination

AuguryMF: Learns whether an action will be good or bad.
Beastspeak: Speak normally while in animal form.
Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Detect Magic, Greater: As detect magic, but learn more information.
Eagle Eye: Creates a magical sensor high above you.
Focused Scrutiny: Gain skill bonuses when interacting with the target.
Guiding Star: Know approximate distance from where you cast this spell.
Insect Scouts: Create insects to scout an area for you.
Locate Portal: Detect portals within range
Mindshock: Charge your attacks with violent psychic energy.
Secret SpeechR: Send secret messages to others within normal speech.
Sense Fear: Perceive nearby creatures that are experiencing fear
Storm Sight: Spread your senses through a storm, learning about other creatures affected by the weather
Undeath Sense: As per detect undead, but affecting a creature you touch
Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.

Enchantment

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
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.
Burdened Thoughts: Force heavy encumberance onto a creature.
Calm Emotions: Calms creatures, negating emotion effects.
Curse of Keeping: Curse a target with the inability to sell, barter, or give away any item they own.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Mortal Terror: Frighten creature with an existential crisis
Reinvigorating Wind: Magical wind invigorates your allies

Evocation

Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Contact Entity I: Ask eldritch entities to find and converse with you
DarknessY: 20-ft. radius of supernatural shadow.
Dousing Rain: Magical rain dampens fire but amplfies electricity
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
Flame BladeY: Touch attack deals 1d8 + 1/two levels damage.
Flickering Lights: Create an area of inconsistent lighting.
Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target.
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
Spiritual Squire: Create an ally out of force to assist you in combat
Spiritual WeaponY: Magic weapon attacks on its own.

Necromancy

Animate Dead, LesserM: Create one skeleton or zombie.
Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons.
Calm Spirit: Postpone hostile action by a haunt or incorporeal undead.
Curse Terrain, LesserM: Curse an area with three mild hazards
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Gentle Repose: Preserves one corpse.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Languid VenomM: Delay a poison's onset and hide its presence.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Necrostasis: Stagger an undead creature
Night Blindness: Impair target’s vision as if it were darker.
Scare: Panics creatures of less than 6 HD.
Shared SacrificeR: Create a link to the target and direct pain and damage through it.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Unsettling Presence: Inflict creatures with paranoia and be repulsive to others

Transmutation

Alter Self: Assume form of a Small or Medium humanoid.
Amplify Stench: Amplify your natural stench ability.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Billowing Skirt: Enchanted skirt slows your fall and allows you to hover
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Buoyancy: Targets easily float on water.
Celestial Companion: Give your companion protections against evil creatures
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Fear the Sun: Impose light blindness on your enemies.
Fool's Gold (AA)F: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Glide: You take no falling damage and move 60 ft./round while falling.
Grasping VineR: Sprout a 20-ft long vine that can assist with numerous tasks.
Greensight: Grant a target the ability to see through plant matter as if it were transparent
Harmless Form: Transform the target into a "harmless" animal.
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.
LevitateY: Subject moves up and down at your direction.
Mage's Crawl Space: Create a personal hideaway in a surface
Merge with Familiar: Merge the body of your familiar or spirit animal into your own
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.
Quick Change: Use change shape as a swift action and surprise foes.
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Sickening Entanglement: As entangle, but plants have sickening sap.
Solidify Earth: Harden earth and stone, impeding burrowing creatures
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells
Surefoot Boots: Enchanted boots let you treat Acrobatics checks to balance as though you rolled a 20
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
Visualization of the MindM: Gain a +5 bonus on checks with one mental ability score for 24 hours, discharge for a one-time mental boost
Warp Wood: Bends wood.
Wood Shape: Reshapes wooden objects to suit you.

3rd-Level

Abjuration

Dispel MagicY: Cancels one magical spell or effect.
Free Spirit: Gain the effects of freedom of movement, but also become drunk
Hex GlyphM: Inscription casts your hex on those who pass it.
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.
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
Remove Curse: Frees object or person from curse.
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

Carrying Wind: Buffeting winds increase your fly speed or carry you aloft
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Font of Spirit MagicM: When allies cast your spirit’s spells, they gain other bonuses.
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.
Life Current: Infuse a current with positive energy, healing all living creatures within
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Planar InquiryM: Call an outsider to answer questions
Pocketful of Vipers: Ward a container with summoned vipers.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
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.
Stinking CloudY: Nauseating vapors, 1 round/level.
Summon Nature's Ally 3: Summons creature to fight.
Sylvan Hideaway: Create a secret extradimensional hideaway.
Unlife Current: Infuse a current with negative energy, damaging all living creatures within
Wall of Mist: Create a wall of mist that creates concealment

Divination

Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Aquatic Trail: Track creatures underwater
Aura Sight: Alignment auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
HarrowingY: Use a Harrow deck to predict the future.
Pierce Disguise: See through low-level magical disguises.
See BeyondM: +5 Perception (+10 vs ethereal or invisible) for 24 hours, discharge to temporarily gain x-ray vision
Seed SpiesR: Create a group of wafting seeds with magical intellect that can spy for you.
Signs of the Land: Learn up to three details about the surrounding territory
Spirit BondsM: Gain a bond with 1 creature/3 levels for 24 hours. End bond to send a message as Sending

Enchantment

Deep SlumberY: Puts 10 HD of creatures to sleep.
Dominate Animal: One animal obeys your silent mental commands and orders.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Lover's VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Mind Maze: Target must act as though they are wandering through a maze.
Mindlocked Messenger: Target gains a message that can be given only to its intended recipient.

Evocation

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.
Contact Entity II: Ask more powerful entities to find and converse with you
DaylightY: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Ectoplasmic Snare: Tendril of ectoplasm grapples a creature and tethers you to it.
Final Sacrifice: Cause a summoned creature to explode.
Flashfire: Cause smoky fires to spring up to burn foes and set them alight
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
Shield of Darkness: Shield yourself with darkness, granting yourself total concealment.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Trial of Fire and Acid: Cover the target creature in burning acid.
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Shadowmind: Force a target to see more darkness around them.
Shroud of Innocuity: Disguise creatures as ordinary

Necromancy

Animate DeadMY: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/DeafnessY: Makes subject blinded or deafened.
Create Soul GemF: Draw a recently dead creature's soul into a gem.
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
Flesh PuppetM: Control a zombie in human guise.
Healing Leak: Touched target only gains and grants half the benefits from magical healing
Horrifying Visage: Cause creatures to gain a phobia
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Speak with Dead: Corpse answers one question/two levels.
Speak with Haunt: Haunt answers one question/2 levels.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Toxic Rupture: Force a target to save against its own poison.

Transmutation

Air Breathing: Allow creatures to breathe air.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Assume Appearance: Use a creature's corpse to adopt its form
Clear Grove: Clear out vegetation from a small area.
Contact High: Duplicate a drug’s effects on others.
Detoxify: Remove a creature's ability to poison others
Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them
Fair is Foul: Curse someone with a disfiguring or painful mutation.
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.
FlyY: Subject flies at speed of 60 ft.
Hag's Seasoning: Curse a target with a supernatually delicious scent, attracting animalistic monsters.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Irregular Size: Creature's limb shrivels
Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
Polymorph Familiar: Give your familiar the shape of another animal.
Qlippoth Appearance: Assault the mind of your enemies with your hideous face
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Sky SwimR: Allow the target to swim through the air.
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.
Transfer Regeneration: Bestow your regeneration on your allies.
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wing ThornsR: Sprout poisonous thorns from your wings.

4th-Level

Abjuration

Anti-Incorporeal Shell: Incorporeal creatures stay 10 ft. away from you.
Charon's Dispensation: Protection from the River Styx.
Dismissal: Forces a creature to return to native plane.
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
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Soul Vault: Protect your soul from harmful effects after death
Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings

Conjuration

Bountiful Banquet: Create a luxurious feast for two creatures/level.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Curse of Dragonflies: Target a creature with a curse that impacts its ability to fly.
Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash
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.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, LesserM: Exchange services with a 6 HD extraplanar creature.
Poisonous Balm: As cure serious wounds, but leave behind a latent venom.
Poisonous Cloud: As per fog cloud, but lethally poisonous
Rain of Frogs: Summon a swarm of poisonous frogs.
RestorationM: Restores level and ability score drains.
Rising Water: Create a pillar of water
Slowing Mud: Targets are covered in mud that blinds them and acts like slow.
Solid FogY: Blocks vision and slows movement.
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Summon Nature's Ally 4: Summons creature to fight.
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.

Divination

Aerial Tracks: Track flying creatures through the air.
Detect ScryingY: Alerts you to magical eavesdropping.
DivinationM: Provides useful advice for specific proposed actions.
Forest's Sense: Sense the location of a distant target that is near a plant or fungus
Glimpse of TruthM: Gain true seeing for 1 round.
ScryingF: Spies on subject from a distance.
Speak with Plane: Speak with a manifestation of a sentient plane
Tongues: Speak and understand any language.
Vicarious View: Plant a scrying sensor that you can use to spy on a creature, object, or location.
Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.

Enchantment

Animal Ambassador: Grant an animal messenger sentience to deliver your message.
They Know: Convince target that a nearby creature knows her greatest secret.

Evocation

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
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
Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Divine Power: You gain attack bonuses and 1 hp/level.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Imbue with Spell Ability: Transfer spells to subject.
Rope Tornado: Tornado-force winds knock creatures prone or from the air
SendingY: Delivers short message anywhere, instantly.
Spirit-Bound Blade: Give a weapon ghost touch and another ability tied to an emotion.

Illusion

False FutureM: Cause divinations of the future to reveal the result you choose.
Phantasmal Reminder: Creature re-lives an injury, taking 1d6 damage/level
Wandering Star Motes: Outlines subject and produces light as a sunrod.

Necromancy

Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Conditional Curse: Bestow a curse that is difficult to remove without fulfilling the condition.
Contingent VenomM: As languid venom, but with a triggering condition.
Curse TerrainM: Curse an area with four hazards
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Familiar Melding: Possess your familiar.
Fear: Subjects within cone flee for 1 round/level.
Flesh Puppet HordeM: Control multiple zombies in human guise.
Frigid Souls: Disrupt and dispel spells that protect against cold
Hunger for Flesh: Give a creature a bite attack and a hunger for its own kind's flesh.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Life Blast: Drain life from local vegetation to launch a blast of positive energy
Malediction: Banish a soul to Hell if it dies within the next minute.
Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy.
Mischievous Shadow: Curse a creature's shadow to disrupt their actions
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures
Sands of TimeY: Target temporarily ages.
Sessile Spirit: Cause a spirit inhabiting a creature or an object to go dormant.
Spellcurse: Target takes 1d6 damage for each spell affecting it
Torpid ReanimationM: Animate dead when a specific trigger condition occurs.
Umbral Infusion: Infuse mindless undead with power from the Shadow Plane, increasing their power.

Transmutation

Adjustable Polymorph: As alter self, but you can change the shape as a swift action.
Assume Appearance, Greater: Use a likeness to adopt a dead creature's form
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Claim Identity: Steal a creature's face
Command Plants: Sways the actions of plant creatures.
Concealed Breath: Hold breath without negative effects
Control Water: Raises or lowers bodies of water.
Curse of Burning Sleep: Creature catches fire the next time it sleeps for an hour.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin.
Innocuous Shape: Creatures actions are seen as innocent
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
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.
Rigor Mortis: Painfully swell a targets joints.
Spike StonesY: Creatures in area take 1d8 damage, may also be slowed.
Spit Venom: Spit blinding black adder venom.
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.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
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.

5th-Level

Abjuration

Ban Corruption: Eliminate the gifts of a nearby corrupted creature
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Darkvault: Ward shadows so light cannot penetrate them.
Dispel Chaos: +4 bonus against attacks.
Dispel Evil: +4 bonus against attacks.
Dispel Good: +4 bonus against attacks.
Dispel Law: +4 bonus against attacks.
Hex Glyph, GreaterM: Inscription casts your hex or major hex on those who pass it.
StoneskinMY: Grants DR 10/adamantine.

Conjuration

Bind Sage: Summon a caulborn to answer questions
Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Call Spirit: Make the spirit of one creature manifest.
Callback, Greater: Teleport a familiar or spirit animal to your side from miles away when it is injured
Cave FangsM: Create a trap from stalactites and stalagmites
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
Companion Transportation: Swap places with your animal companion, familiar, or spirit animal via teleportation
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Entice Fey, LesserM: Entice service from a fey with 6 Hit Dice or fewer.
Grove of Respite: Creates trees and a small spring.
Insect Plague: Wasp swarms attack creatures.
Pernicious Pranksters: Fey forces target enemies with random combat maneuvers
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.
Surface Excursion: Temporarily teleport yourself and others to the surface
Tidal Surge: Create a surge of water to bludgeon foes and extinguish fires
Wall of ThornsY: Thorns damage anyone who tries to pass.

Divination

Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Awaken the Devoured: Deal 1d8/level nonlethal damage to a daemon and make it confused.
CommuneM: Deity answers one yes-or-no question/level.
Commune with Nature: Learn about terrain for 1 mile/level.
Mask from DivinationM: Protect a creature from divination effects
True SeeingM: Lets you see all things as they really are.

Enchantment

Befuddled Combatant: Curse a creature to weaken the DCs of its abilities and deal minimum damage with its attacks
Charm Person, Mass: As charm person, but affects multiple creatures within 30 ft.
Dahak's Release: You unleash all the target’s anger and destructive urges, causing it to fly into a violent bloodlust.
Dominate PersonY: Controls humanoid telepathically.
Touch of Slumber: Touched nonhostile creature falls asleep

Evocation

Alaznist's Jinx: Inlfict the spell burn spellblight
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Contact Entity III: Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
Imbue Hex: Transfer a hex to someone else, allowing them to make use of it.
Shroud of Darkness: Affected creatures have their vision impaired
Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area.
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.

Illusion

Shadow Endurance: Conjure protective wisps of darkness made from shadow.

Necromancy

Blight: Withers one plant or deals 1d6/level damage to plant creature.
Blood Tentacles: Create writhing tentacles from your chest.
Blood Ties: When a target is harmed, so is the target's relative.
Curse of Unexpected DeathR: Curse a creature with a chance of instant and unexpected death.
Curse, Major: As bestow curse, but harder to remove.
Empathy Conduit: Create a conduit between master and familiar, allowing you to affect one while targeting the other.
Feast on Fear: Targets are panicked, and you gain temporary hit points.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Rest Eternal: Dead creature cannot be revived.
SoulswitchF: Swap your soul with your familiar’s.

Transmutation

Animal Growth: One animal doubles in size.
Baleful PolymorphY: Transforms subject into harmless animal.
Control Winds: Changes wind direction and speed.
Fey Form II: assume the form of a Tiny or Large fey creature
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Mantle of the Magic WarriorsR: Imbue targets with animal spirits, granting them unique bonuses.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Sun's Disdain, Mass: As sun's disdain, but targeting multiple creatures
Swallow Poison: Protect yourself against ingested poison, then spit it out in a cone.
Vengeful StingerR: Grow a long, wasp-like tail with stinger.
Vile Dog Transformation: Transform ordinary dogs into fiendish minions.
WaftR: Alter the targets so they are light enough to be carried by the wind.

6th-Level

Abjuration

Alleviate CorruptionM: Attempt to weakne a corruption's effect at risk to yourself
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.

Conjuration

Balance of Suffering: Steal lifeforce from one creature and imbue it into another
Cruel Jaunt: Sense creatures suffering from fear, then teleport close to them.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Fire SeedsY: Acorns and berries become grenades and bombs.
Flash Flood: Wave of water batters and pushes creatures
Janni's Jaunt: As plane shift, but only works on willing creatures and only transports to the Inner Planes
Planar AllyM: As lesser planar ally, but up to 12 HD.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Reincarnate SpyFM: As reincarnate, but creating a body similar to that of a chosen creature, and you secretly keep part of the body.
Summon Flight of EaglesF: Summon giant eagles as mounts or battle companions
Summon Laborers: Summon helpful petitioners to aid in construction and labor.
Summon Nature's Ally 6: Summons creature to fight.
Wall of StoneY: Creates a stone wall that can be shaped.

Divination

Find the Path: Shows most direct way to a location.
PrognosticationM: Gain cryptic information from further in the future than divination.

Enchantment

Curse of the Outcast: Curse someone to rub people the wrong way.
Primal Regression: Make a creature become bestial and unintelligent.

Evocation

Betraying Sting: Strike down creatures who thought you were their friend
Cone of ColdY: 1d6/level cold damage.

Illusion

Baleful Shadow Transmutation: Mutate someone’s shadow and trick the creature into believing they’ve transformed.
Shadow Transmutation: Alter a creature’s body with energy from the Shadow Plane, altering its form to match a shadow creature.

Necromancy

Besmara's Grasping Depths: Use the restless dead to down your targets
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Curse Terrain, GreaterM: Curse an area with six dangerous hazards
Flesh Wall: Create a wall of zombies
Inflict Moderate Wounds, Mass: Deals 2d8 damage + 1/level, affects 1 subject/level.
Overwhelming Poison: Make a poison more difficult to resist.
Slay Living: Touch attack deals 12d6 + 1 per level.
Speak with Soul: Hold an extended conversation with a soul
Withdraw Affliction: Remove an affliction and inflict it on another creature.
Wither Limb: Make one of the creature's limbs useless.

Transmutation

AwakenM: Animal or tree gains human intellect.
Awaken ConstructM: Grant a construct humanlike sentience.
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.
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
Flesh to StoneY: Turns subject creature into statue.
Green Caress: Slowly transform a creature into an inanimate plant.
Metabolic MoltingMR: Place the target in suspended animation, restoring ability drain and regenerating missing limbs.
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
Snake Staff: Transforms wood into snakes to fight for you.
Stone to Flesh: Restores petrified creature.

7th-Level

Conjuration

Creeping Doom: Swarms of centipedes attack at your command.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
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.
Plane ShiftY: As many as 8 subjects travel to another plane.
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Restoration, GreaterM: As restoration, plus restores all levels and ability scores.
Soul TransferM: Easily transfer a soul from one receptacle to another, or capture vulnerable souls that aren't bound to mortal flesh.
Summon Nature's Ally 7: Summons creature to fight.
Transport via Plants: Move instantly from one plant to another of the same kind.

Divination

Scrying, Greater: As scrying, but faster and longer.
Speak with Waves: As stone tell, but speaking with standing or flowing water
Stone Tell: Talk to natural or worked stone.
VisionMF: As legend lore, but quicker.

Enchantment

Cloak of Dreams: Causes living creatures within 5 ft. to fall asleep.

Evocation

Contact Entity IV: Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Morning SunM: Create a sphere that sheds sunlight
SunbeamY: Beam blinds and deals 4d6 damage.
Vortex: Creates a whirlpool in water.

Illusion

Vision of Lamashtu: As nightmare, but can deliver a second spell when the target awakens.

Necromancy

Grim Stalker: Create a Grim to disrupt the targets sleep
HarmY: Deals 10 points/level damage to target.
Hunger for Flesh, Mass: Give creatures bite attacks and a hunger for their own kind's flesh.
Inflict Serious Wounds, Mass: Deals 3d8 damage + 1/level, affects 1 subject/level.
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

Animate PlantsY: One or more plants animate and fight for you.
Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item.
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.
Emblem of Greed: Transform a melee weapon into a powerful burning glaive like ones wielded by the ancient Runelords.
Ice Body: Your body becomes living ice.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Liveoak: Oak becomes treant guardian.
Seismic Fissure: Create a massive fissure in the earth
Verminous Transformation: Partially transform into a swarm.
Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level

Abjuration

Circle of ClarityF: Emanation hampers illusions and stealth.
Symbol of DispellingM: Dispel all magical effects within range of this symbol.

Conjuration

Blood Mist: Mist causes Wisdom damage and rage.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
False ResurrectionM: Appear to resurrect someone but instead allow a shadow demon to possess the corpse.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
ResurrectionM: Fully restore dead subject.
Summon Nature's Ally 8: Summons creature to fight.

Divination

Discern Location: Reveals exact location of creature or object.
SoulseekerM: Determine a soul's location
True PrognosticationM: Gain incredibly cryptic information for the distant future.

Enchantment

Irresistible DanceY: Forces subject to dance.

Evocation

EarthquakeY: Intense tremor shakes 80-ft. radius.
Fire StormY: Deals 1d6/level fire damage.
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

Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
Curse Terrain, SupremeM: Curse an area with seven deadly hazards
DestructionF: Kills subject and destroys remains.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level.

Transmutation

Animal Shapes: One ally/level polymorphs into chosen animal.
Aroden's Magic Army: Imbue all manufactured weapons in range with magic.
EntombM: Turn a location into a secure, underground vault
Fey Form IV: Assume the form of a powerful fey creature
Phasic Challenge: Enemy and ally can only harm and be harmed by each other
Wandering Weather: Control weather in a large area that moves with you

9th-Level

Conjuration

Elemental Swarm: Summons multiple elementals.
Entice Fey, GreaterM: Entice service from a fey of 18 Hit Dice or fewer.
Heal, Mass: As heal, but affects 1 subject/level.
Shambler: Creates 1d4+2 shambling mounds to fight for you.
Storm of VengeanceY: Storm rains acid, lightning, and hail.
Summon Nature's Ally 9: Summons creature to fight.
TsunamiY: Huge wave damages and sweeps up all in its path.

Divination

ForesightY: “Sixth sense” warns of impending danger.

Evocation

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

Illusion

Shadow Transmutation, Greater: As shadow transmutation, but it mimics greater polymorph instead of polymorph.

Necromancy

Energy Drain: Subject gains 2d4 negative levels.
Judgment UndoneM: Restores a petitioner to its mortal life
Parasitic SoulF: Force a trapped soul into a new body.
Soul Bind: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.

Transmutation

Curse of Fell SeasonsF: Curse an area's weather
Etherealness: Travel to Ethereal Plane with companions.
Polar Midnight: Cold darkness paralyzes and deals damage.
Rival's Weald: Transform the target into a tree
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.