Spells by Class

Alchemist

Antipaladin Spells

Bard Spells

Cleric Spells

Druid Spells

Inquisitor Spells

Magus Spells

Paladin Spells

Ranger Spells

Sorcerer / Wizard Spells

Summoner Spells

Witch Spells

Alchemist Spells

1st-Level Alchemist Spells

Anticipate Peril: Target gains a bonus on one initiative check.

Polypurpose Panacea: Gain a relaxing or entertaining effect.

Vocal Alteration: Disguise target's voice.

Youthful Appearance: Target appears younger.

2nd-Level Alchemist Spells

Acute Senses: Subject gains a bonus on Perception checks.

Blood Transcription: Learn a spell from the target's blood.

Defensive Shock: Electricity damages your attackers.

Ghostly Disguise: You look like a ghost of yourself.

Skinsend: Animate and possess your own skin as if it were a separate creature.

3rd-Level Alchemist Spells

Age Resistance, Lesser: Ignore penalties from middle age.

Burrow: Target gains a burrow speed of 15.

Countless Eyes: Extra eyes give all-around vision.

Eruptive Pustules: Acid boils burst when you are attacked.

Marionette Possession: As magic jar, but limited to line of sight.

Monstrous Physique I: Take the form and some of the powers of a Small or Medium monstrous humanoid.

Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.

4th-Level Alchemist Spells

Age Resistance: Ignore penalties from old age.

Darkvision, Greater: See 120 ft. in total darkness.

Echolocation: Sonic sense gives you blindsight 40 ft.

False Life, Greater: Gain 2d10 temporary hp + 1/level.

Monstrous Physique II: Take the form and some of the powers of a Tiny or Large monstrous humanoid.

Touch of Slime: Touch infests a target with green slime.

Vermin Shape I: Take the form and some of the powers of a Small or Medium vermin.

Vitriolic Mist: As fire shield, except acid damage.

5th-Level Alchemist Spells

Age Resistance, Greater: Ignore any penalties from venerable age.

Monstrous Physique III: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.

Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.

Vermin Shape II: As vermin shape, but Tiny or Large.

6th-Level Alchemist Spells

Monstrous Physique IV: As monstrous physique III, with more abilities.

Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.

Antipaladin Spells

1st-Level Antipaladin Spells

Murderous Command: Target is compelled to kill its ally.

Summon Minor Monster: Summon 1d3 Tiny animals.

Wartrain Mount: Animal gains the combat training general purpose.

2nd-Level Antipaladin Spells

Pernicious Poison: Target takes a –4 penalty against poison.

Toxic Gift: Target suffers the effect of a poison in you.

Unadulterated Loathing: Target is compelled to avoid another creature.

Vestment of the Champion: Armor or shield gains a
+1 enhancement per four levels.

3rd-Level Antipaladin Spells

Blade of Dark Triumph: Bonded weapon gains ghost touch.

Utter Contempt: Target's attitude worsens by two categories.

4th-Level Antipaladin Spells

Darkvision, Greater: See 120 ft. in total darkness.

Unholy Sword: Weapon becomes +5, deals +2d6 damage vs. good.

Bard Spells

1st-Level Bard Spells

Anticipate Peril: Target gains a bonus on one initiative check.

Chord of Shards: Performance deals 2d6 piercing damage.

Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.

Ear-Piercing Scream: Deal sonic damage and daze target.

Forced Quiet: Target cannot make loud noises.

Fumbletongue: Target cannot speak intelligently.

Horn of Pursuit: Create three notes heard miles away.

Ki Arrow: Arrow deals damage as your unarmed strike.

Play Instrument: Play instrument as if you were skilled.

Summon Minor Monster: Summon 1d3 Tiny animals.

Unnatural Lust: Target is compelled to kiss or caress another.

Unprepared Combatant: Target takes –4 on initiative and Reflex saves.

Vocal Alteration: Disguise target's voice.

Youthful Appearance: Target appears younger.

2nd-Level Bard Spells

Acute Senses: Subject gains bonus on Perception checks.

Allegro: Gain haste while maintaining bardic performance.

Boiling Blood: Targets take fire damage; orcs get +2 Strength.

Compassionate Ally: Target compelled to help injured ally.

Delay Pain: Ignore pain for 1 hour/level.

Disguise Other: As disguise self, but affects you or another.

Distracting Cacophony: Noise makes it difficult to cast.

Distressing Tone: Sound sickens 1d4 creatures.

Ghostly Disguise: You look like a ghost of yourself.

Haunting Mists: Creatures are shaken and take Wis damage.

Mad Hallucination: Target takes penalties to mental actions.

Masterwork Transformation: Make a normal item into a masterwork one.

Miserable Pity: Opponents cannot attack a pathetic creature.

Oppressive Boredom: Target loses its next action.

Piercing Shriek: Target is staggered by a painful sound.

Reckless Infatuation: Target is compelled to stay near another.

Share Memory: Share one memory with the target.

Silk to Steel: Use a scarf as a shield or whip.

Snapdragon Fireworks: Create 1 dragon firework/level.

Steal Voice: Target gains the croaking spellblight.

Unadulterated Loathing: Target is compelled to avoid another creature.

Wartrain Mount: Animal gains the combat training general purpose.

3rd-Level Bard Spells

Control Summoned Creature: Direct a summoned monster as if you had summoned it.

Curse of Disgust: Target is sickened when viewing a trigger.

Exquisite Accompaniment: Instrument maintains bardic performance for you.

Rain of Frogs: Summon a swarm of poisonous frogs.

Haunting Choir: Spirits cause wracking pain to listeners.

Mad Monkeys: Summon a swarm of mischievous monkeys.

Malicious Spite: Target is compelled to plot against another.

Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.

Smug Narcissism: Target is distracted by its sense of self.

Terrible Remorse: Creature is compelled to harm itself.

Vision of Hell: Illusory hellscape makes creatures shaken.

Witness: See through the target's eyes and ears.

4th-Level Bard Spells

Dance of a Hundred Cuts: Gain +1 combat bonus/3 levels.

Daze, Mass: As daze, but affecting multiple creatures.

Echolocation: Sonic sense gives you blindsight 40 ft.

Envious Urge: Targets steal from or disarm others.

Primal Scream: Free yourself from enchantments and paralysis effects.

Serenity: Peaceful feelings harm those attempting violence.

Shadow Step: Teleport from one shadow to another.

Sonic Thrust: Sound moves targets away from you.

Utter Contempt: Target's attitude worsens by two categories.

Virtuoso Performance: Start a second bardic performance while maintaining the first.

Wall of Sound: Sonic wall deflects and damages creatures.

5th-Level Bard Spells

Joyful Rapture: Negate harmful emotions.

Ki Shout: Target takes 1d6 sonic/level and is stunned.

Resonating Word: Target is damaged, staggered, and stunned.

Shadowbard: Shadowy duplicate starts a bardic performance.

Vengeful Outrage: Target is compelled to destroy one enemy.

6th-Level Bard Spells

Dance of a Thousand Cuts: As dance of a hundred cuts, plus the benefits of haste.

Overwhelming Presence: Creatures bow before you as if you were divine.

Waves of Ecstasy: Pleasure stuns and staggers creatures.

Cleric Spells

1st-Level Cleric Spells

Decompose Corpse: Turn corpse into clean skeleton.

Diagnose Disease: Detect and identify diseases.

Forbid Action: Target obeys your command to not do something.

Know the Enemy: Gain +10 on a monster Knowledge check.

Murderous Command: Target is compelled to kill its ally.

Ray of Sickening: Ray makes the subject sickened.

Remove Sickness: Suppress disease, nausea, and the sickened condition.

Restore Corpse: Skeletal corpse grows flesh.

Sanctify Corpse: Prevent a corpse from becoming an undead creature.

Summon Minor Monster: Summon 1d3 Tiny animals.

2nd-Level Cleric Spells

Animate Dead, Lesser: Create one skeleton or zombie.

Arrow of Law: Harm and possibly daze chaotic creatures.

Boiling Blood: Targets take fire damage; orcs get +2 Strength.

Compassionate Ally: Target is compelled to help injured ally.

Delay Pain: Ignore pain for 1 hour/level.

Disfiguring Touch: Target becomes disfigured.

Dread Bolt: Harm and possibly sicken good creatures.

Imbue with Aura: Target emulates your cleric aura.

Masterwork Transformation: Make a normal item into a masterwork one.

Protective Penumbra: Shadow protects the target from light.

Shard of Chaos: Harm and possibly slow lawful creatures.

Spear of Purity: Harm and possibly blind evil creatures.

Surmount Affliction: Temporarily suppress one condition.

Web Shelter: Create a comfortable shelter made of webbing.

3rd-Level Cleric Spells

Agonize: Pain encourages an outsider to obey you.

Archon's Aura: Aura penalizes enemy attacks and AC.

Badger's Ferocity: Weapons are keen while you concentrate.

Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.

Ki Leech: Add to your ki pool when you critically hit.

Sands of Time: Target temporarily ages.

Symbol of Healing: Triggered rune heals living creatures.

Vision of Hell: Illusory hellscape makes creatures shaken.

4th-Level Cleric Spells

Aura of Doom: Creatures in your aura become shaken.

Blood Crow Strike: Unarmed strikes create crows that deal fire and negative energy damage.

Control Summoned Creature: Direct a summoned monster as if you had summoned it.

Fleshworm Infestation: Worms deal hp and Dex damage.

Oracle's Vessel: Oracle only. Target gains the benefits of your oracle's curse.

Plague Carrier: Target's attacks carry filth fever.

Ride the Waves: Target can breathe water and swim.

Soothe Construct: Reduce the berserk chance of a construct.

Spit Venom: Spit blinding black adder venom.

Symbol of Revelation: Triggered symbol reveals illusions.

Symbol of Slowing: Triggered rune slows creatures.

Terrible Remorse: Creature is compelled to harm itself.

5th-Level Cleric Spells

Astral Projection, Lesser: Limited astral travel.

Contagion, Greater: Infect a subject with a magical disease.

Curse of Magic Negation: Target gains the negated spellblight.

Curse, Major: As bestow curse, but harder to remove.

Fickle Winds: Wind walls selectively block attacks.

Forbid Action, Greater: As forbid action, but 1 creature/level.

Holy Ice: Create wall or javelins of frozen holy water.

Rapid Repair: Construct gains fast healing 5.

Reprobation: Marked target is shunned by your religion.

Serenity: Peaceful feelings harm those attempting violence.

Symbol of Scrying: Triggered rune activates scrying sensor.

Unholy Ice: Create wall or javelins of frozen unholy water.

6th-Level Cleric Spells

Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.

Epidemic: Infect a subject with a highly contagious disease.

Joyful Rapture: Negate harmful emotions.

Plague Storm: Cloud infects creatures like contagion.

Symbol of Sealing: Creates triggered wall of force.

7th-Level Cleric Spells

Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level.

Circle of Clarity: Emanation hampers illusions and stealth.

Create Demiplane, Lesser: Create your own demiplane.

Lunar Veil: Dispel light and revert lycanthropes.

Waves of Ecstasy: Pleasure stuns and staggers creatures.

8th-Level Cleric Spells

Call Construct: Summon your golem to you.

Create Demiplane: As lesser create demiplane, but larger and with planar traits.

Orb of the Void: Sphere inflicts negative levels.

9th-Level Cleric Spells

Create Demiplane, Greater: As create demiplane, but larger and with more planar traits.

Cursed Earth: Plants die, living creatures catch diseases, or dead creatures rise as zombies.

Interplanetary Teleport: Teleport to another planet.

Overwhelming Presence: Creatures bow before you as if you were divine.

Polar Midnight: Cold darkness paralyzes and deals damage.

Symbol of Strife: Triggered rune makes creatures attack.

Symbol of Vulnerability: Triggered rune gives penalties.

Wooden Phalanx: Creates 1d4+2 temporary wood golems to fight for you.

Druid Spells

1st-Level Druid Spells

Decompose Corpse: Turn a corpse into a clean skeleton.

Diagnose Disease: Detect and identify diseases.

Frostbite: Target takes cold damage and is fatigued.

Ray of Sickening: Ray makes the subject sickened.

Remove Sickness: Suppress disease, nausea, and the sickened condition.

Restore Corpse: Skeletal corpse grows flesh.

Summon Minor Ally: Summon 1d3 Tiny animals.

2nd-Level Druid Spells

Frigid Touch: Target takes cold damage and is staggered.

Masterwork Transformation: Make a normal item into a masterwork one.

Pernicious Poison: Target takes a –4 penalty against poison.

Tar Ball: Burning tar harms target and penalizes its Dex.

Unshakable Chill: Target is afflicted with severe cold.

Wartrain Mount: Animal gains the combat training general purpose.

Web Shelter: Create a comfortable shelter made of webbing.

3rd-Level Druid Spells

Anthropomorphic Animal: Animal becomes bipedal.

Ash Storm: Hamper vision and movement.

Badger's Ferocity: Weapons are keen while you concentrate.

Burrow: Target gains a burrow speed of 15.

Burst of Nettles: Burst deals 3d6 damage and 1d6 acid.

Fungal Infestation: Target takes bleed from attacks.

Mad Monkeys: Summon a swarm of mischievous monkeys.

Rain of Frogs: Summon a swarm of poisonous frogs.

Spit Venom: Spit blinding black adder venom.

Vermin Shape I: Take the form and some of the powers of a Small or Medium vermin.

4th-Level Druid Spells

Age Resistance, Lesser: Ignore penalties from middle age.

Arboreal Hammer: Tree branches attack opponents.

Atavism: Animal gains advanced creature simple template.

Cape of Wasps: Wasp swarm defends or carries you.

Echolocation: Sonic sense gives you blindsight 40 ft.

Plague Carrier: Target's attacks carry filth fever.

Ride the Waves: Target can breathe water and swim.

Touch of Slime: Touch infests a target with green slime.

Vermin Shape II: As vermin shape, but Tiny or Large.

Volcanic Storm: Hot rocks deal 5d6 damage.

5th-Level Druid Spells

Contagion, Greater: Infect a subject with a magical disease.

Fickle Winds: Wind walls selectively block attacks.

Raise Animal Companion: As raise dead, but on an animal.

Reprobation: Marked target is shunned by your religion.

6th-Level Druid Spells

Age Resistance: Ignore penalties from old age.

Eagle Aerie: Summon 1 giant eagle/3 levels.

Epidemic: Infect a subject with a highly contagious disease.

Plague Storm: Cloud infects creatures like contagion.

7th-Level Druid Spells

Age Resistance, Greater: Ignore penalties from venerable age.

Scouring Winds: Winds block vision and deal 3d6 damage.

8th-Level Druid Spells

Atavism, Mass: One animal/level gains advanced template.

Blood Mist: Mist causes Wisdom damage and rage.

9th-Level Druid Spells

Polar Midnight: Cold darkness paralyzes and deals damage.

Summon Elder Worm: Summon a giant purple worm.

Summon Froghemoth: Summon a froghemoth.

Inquisitor Spells

1st-Level Inquisitor Spells

Ear-Piercing Scream: Deal sonic damage and daze target.

Forbid Action: Target obeys command to not do something.

Forced Quiet: Target cannot make loud noises.

Hex Ward: Target gains +4 on saves against witch hexes.

Horn of Pursuit: Create three notes heard miles away.

Interrogation: Target answers questions or suffers pain.

Know the Enemy: Gain +10 on a monster Knowledge check.

Lend Judgment: Ally gains the benefit of one judgment.

Persuasive Goad: Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.

Sanctify Corpse: Prevent a corpse from becoming an undead.

Vocal Alteration: Disguise target's voice.

Wartrain Mount: Animal gains combat training.

2nd-Level Inquisitor Spells

Acute Senses: Subject gains a bonus on Perception checks.

Delay Pain: Ignore pain for 1 hour/level.

Disguise Other: As disguise self, but affects you or another.

Distressing Tone: Sound sickens 1d4 creatures.

Ghostly Disguise: You look like a ghost of yourself.

Howling Agony: Screaming pain limits the target's actions.

Surmount Affliction: Temporarily suppress one condition.

3rd-Level Inquisitor Spells

Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.

Countless Eyes: Extra eyes give all-around vision.

Eldritch Fever: Target gains the eldritch ague spellblight.

Terrible Remorse: Creature is compelled to harm itself.

Witness: See through the target's eyes and ears.

4th-Level Inquisitor Spells

Battlemind Link: You and an ally gain attack and AC bonuses.

Curse of Magic Negation: Target gains the negated spellblight.

Daze, Mass: As daze, but affecting multiple creatures.

Fleshworm Infestation: Worms deal hp and Dex damage.

Interrogation, Greater: As interrogation, except with more pain and more questions.

Leashed Shackles : Target is restricted to a specific location.

Reprobation: Marked target is shunned by your religion.

5th-Level Inquisitor Spells

Divine Pursuit: Gain a movement type of your prey.

Forbid Action, Greater: As forbid action, but 1 creature/level.

Lend Greater Judgment: Ally receives all your judgments.

6th-Level Inquisitor Spells

Overwhelming Presence: Creatures bow before you as if you were divine.

Magus Spells

1st-Level Magus Spells

Corrosive Touch: Touch attack deals 1d4 acid/level.

Frostbite: Target takes cold damage and is fatigued.

2nd-Level Magus Spells

Blood Transcription: Learn a spell from the target's blood.

Defensive Shock: Electricity damages your attackers.

Frigid Touch: Target takes cold damage and is staggered.

3rd-Level Magus Spells

Force Hook Charge: Hook of force drags you to the target.

Force Punch: Target takes 1d4 force damage per level and is pushed away.

Monstrous Physique I: Take the form and some of the powers of a Small or Medium monstrous humanoid.

Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.

4th-Level Magus Spells

Arcana Theft: Targeted dispel transfers an effect to you.

Monstrous Physique II: Take the form and some of the powers of a Tiny or Large monstrous humanoid.

Vermin Shape I: Take the form and some of the powers of a Small or Medium vermin.

Wall of Sound: Sonic wall deflects and damages creatures.

5th-Level Magus Spells

Acidic Spray: 1d6/level acid damage plus 1 round of acid.

Corrosive Consumption: Acidic patch damages an opponent.

Monstrous Physique III: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.

Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.

Vermin Shape II: As vermin shape, but Tiny or Large.

6th-Level Magus Spells

Monstrous Physique IV: As monstrous physique III, with more abilities.

Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.

Paladin Spells

1st-Level Paladin Spells

Diagnose Disease: Detect and identify diseases.

Horn of Pursuit: Create three notes heard miles away.

Know the Enemy: Gain +10 on a monster Knowledge check.

Sanctify Corpse: Prevent a corpse from becoming an undead.

Wartrain Mount: Animal gains the combat training general purpose.

Word of Resolve: Ally rerolls a save against charm or fear.

2nd-Level Paladin Spells

Arrow of Law: Harm and possibly daze chaotic creatures.

Holy Shield: Lend your shield's protection to another.

Vestment of the Champion: Armor or shield gains a
+1 enhancement per four levels.

3rd-Level Paladin Spells

Archon's Aura: Aura penalizes enemy attacks and AC.

Blade of Bright Victory: Bonded weapon gains ghost touch.

Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.

4th-Level Paladin Spells

Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level.

Raise Animal Companion: As raise dead, but on an animal.

Reprobation: Marked target is shunned by your religion.

Symbol of Healing: Triggered rune heals living creatures.

Ranger Spells

1st-Level Ranger Spells

Anticipate Peril: Target gains a bonus on one initiative check.

Diagnose Disease: Detect and identify diseases.

Horn of Pursuit: Create three notes heard miles away.

Know the Enemy: Gain +10 on a monster Knowledge check.

Summon Minor Ally: Summon 1d3 Tiny animals.

Wartrain Mount: Animal gains combat training.

2nd-Level Ranger Spells

Acute Senses: Subject gains a bonus on Perception checks.

Badger's Ferocity: Weapons are keen while you concentrate.

Web Shelter: Create a comfortable shelter made of webbing.

3rd-Level Ranger Spells

Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.

Burrow: Target gains a burrow speed of 15.

Fickle Winds: Wind walls selectively block attacks.

4th-Level Ranger Spells

Darkvision, Greater: See 120 ft. in total darkness.

Raise Animal Companion: As raise dead, but on an animal.

Sorcerer/Wizard Spells

1st-Level Sorcerer/Wizard Spells

Anticipate Peril: Target gains a bonus on one initiative check.

Bungle: Target takes a –20 penalty on its next attack roll or check.

Corrosive Touch: Touch attack deals 1d4 acid/level.

Decompose Corpse: Turn a corpse into a clean skeleton.

Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.

Ear-Piercing Scream: Deal sonic damage and daze target.

Forced Quiet: Target cannot make loud noises.

Icicle Dagger: Masterwork ice dagger deals +1 cold damage.

Interrogation: Target answers questions or suffers pain.

Ki Arrow: Arrow deals damage as your unarmed strike.

Polypurpose Panacea: Gain a relaxing or entertaining effect.

Ray of Sickening: Ray makes the subject sickened.

Restore Corpse: Skeletal corpse grows flesh.

Shadow Weapon: Create a quasi-real masterwork weapon.

Snapdragon Fireworks: Create 1 dragon firework/level.

Summon Minor Monster: Summon 1d3 Tiny animals.

Unprepared Combatant: Target takes –4 on initiative and Reflex saves.

Vocal Alteration: Disguise target's voice.

Youthful Appearance: Target appears younger.

2nd-Level Sorcerer/Wizard Spells

Badger's Ferocity: Weapons are keen while you concentrate.

Blood Transcription: Wizard only. Learn a spell from the target's blood.

Boiling Blood: Targets take fire damage; orcs get +2 Strength.

Compassionate Ally: Target is compelled to help injured ally.

Cushioning Bands: Force bands protect against crushing.

Defensive Shock: Electricity damages your attackers.

Delay Pain: Ignore pain for 1 hour/level.

Disfiguring Touch : Target becomes disfigured.

Disguise Other: As disguise self, but affects you or another.

Frigid Touch: Target takes cold damage and is staggered.

Ghostly Disguise: You look like a ghost of yourself.

Haunting Mists: Creatures are shaken and take Wis damage.

Mad Hallucination: Target takes penalties to mental actions.

Masterwork Transformation: Make a normal item into a masterwork one.

Miserable Pity: Opponents cannot attack a pathetic creature.

Oppressive Boredom: Target loses its next action.

Pernicious Poison: Target takes a –4 penalty against poison.

Protective Penumbra: Shadow protects the target from light.

Sculpt Simulacrum: Alter a simulacrum's appearance.

Share Memory: Share one memory with the target.

Silk To Steel: Use a scarf as a shield or whip.

Skinsend: Animate and possess your own skin as if it were a separate creature.

Steal Voice: Target gains the croaking spellblight.

Symbol of Mirroring: Triggered rune creates mirror images.

Unnatural Lust: Target is compelled to kiss or caress another creature.

Unshakable Chill: Target is afflicted with severe cold.

Web Shelter: Create a comfortable shelter made of webbing.

3rd-Level Sorcerer/Wizard Spells

Animate Dead, Lesser: Create one skeleton or zombie.

Anthropomorphic Animal: Animal becomes bipedal.

Ash Storm: Hamper vision and movement.

Burrow: Target gains a burrow speed of 15.

Countless Eyes: Extra eyes give all-around vision.

Distracting Cacophony: Noise makes it difficult to cast.

Eldritch Fever: Target gains the eldritch ague spellblight.

Eruptive Pustules: Acid boils burst when you are attacked.

Excruciating Deformation: Target takes Dex and Con damage.

Force Punch: Target takes force damage and is pushed away.

Howling Agony: Screaming pain limits the target's actions.

Ki Leech: Add to your ki pool when you critically hit.

Loathsome Veil: Nauseate and/or sicken weak creatures.

Mad Monkeys: Summon a swarm of mischievous monkeys.

Marionette Possession: As magic jar, but limited to line of sight.

Monstrous Physique I: Take the form and some of the powers of a Small or Medium monstrous humanoid.

Rain of Frogs: Summon a swarm of poisonous frogs.

Reckless Infatuation: Target is compelled to stay near another.

Sands of Time: Target temporarily ages.

Strangling Hair: Your hair animates and grapples.

Toxic Gift: Target suffers the effect of the poison in you.

Unadulterated Loathing: Target is compelled to avoid another creature.

Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.

Vision of Hell: Illusory hellscape makes creatures shaken.

4th-Level Sorcerer/Wizard Spells

Age Resistance, Lesser: Ignore penalties from middle age.

Agonize: Pain encourages an outsider to obey you.

Control Summoned Creature: Direct a summoned monster as if you had summoned it.

Curse of Magic Negation: Target gains the negated spellblight.

Darkvision, Greater: See 120 ft. in total darkness.

Daze, Mass: As daze, but affecting multiple creatures.

False Life, Greater: Gain 2d10 temporary hp + 1/level.

Familiar Melding: Possess your familiar.

Fleshworm Infestation: Worms deal hp and Dex damage.

Malfunction: Construct behaves oddly for 1 round/level.

Malicious Spite: Target is compelled to plot against another.

Monstrous Physique II: Take the form and some of the powers of a Tiny or Large monstrous humanoid.

Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.

Ride the Waves: Target can breathe water and swim.

Shadow Step: Teleport from one shadow to another.

Simulacrum, Lesser: Creates a double of a weak creature.

Symbol of Revelation: Triggered symbol reveals illusions.

Symbol of Slowing: Triggered rune slows creatures.

Terrible Remorse: Creature is compelled to harm itself.

Touch of Slime: Touch infests a target with green slime.

Vermin Shape I: Take the form and some of the powers of a Small or Medium vermin.

Vitriolic Mist: As fire shield, except acid damage.

Volcanic Storm: Hot rocks deal 5d6 damage.

5th-Level Sorcerer/Wizard Spells

Acidic Spray: 1d6/level acid damage plus 1 round of acid.

Astral Projection, Lesser: Limited astral travel.

Corrosive Consumption: Acidic patch damages an opponent.

Curse of Disgust: Target is sickened when viewing a trigger.

Echolocation: Sonic sense gives you blindsight 40 ft.

Fickle Winds: Wind walls selectively block attacks.

Icy Prison: Thick ice holds and damages the target.

Lightning Arc: Targets in a line take 1d6 electricity/level.

Monstrous Physique III: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.

Plague Carrier: Target's attacks carry filth fever.

Possess Object: Possess and animate one object.

Rapid Repair: Construct gains fast healing 5.

Smug Narcissism: Target is distracted by its sense of self.

Sonic Thrust: Sound moves targets away from you.

Soothe Construct: Reduce the berserk chance of a construct.

Symbol of Scrying: Triggered rune activates scrying sensor.

Unbreakable Construct: Increase construct hardness or DR.

Undead Anatomy II: Take the form and some of the powers of a Tiny or Large undead.

Vermin Shape II: As vermin shape, but Tiny or Large.

Wall of Sound: Sonic wall deflects and damages creatures.

6th-Level Sorcerer/Wizard Spells

Age Resistance: Ignore penalties from old age.

Battlemind Link: You and an ally gain attack and AC bonuses.

Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.

Conjure Black Pudding: Summon a black pudding.

Contagion, Greater: Infect a subject with a magical disease.

Curse, Major: As bestow curse, but harder to remove.

Envious Urge: Targets steal from or disarm others.

Ice Crystal Teleport: Target is frozen, then teleported.

Leashed Shackles : Target is restricted to a specific location.

Monstrous Physique IV: As monstrous physique III, with more abilities.

Serenity: Peaceful feelings harm those attempting violence.

Symbol of Sealing: Create triggered wall of force.

Undead Anatomy III: Take the form and some of the powers of a Diminutive or Huge undead.

Utter Contempt: Target's attitude worsens by two categories.

Vengeful Outrage: Target is compelled to destroy one enemy.

7th-Level Sorcerer/Wizard Spells

Age Resistance, Greater: Ignore penalties from venerable age.

Caustic Eruption: Burst deals 1d6 acid/level and lingers.

Circle of Clarity: Emanation hampers illusions and stealth.

Control Construct: Take control of a construct.

Create Demiplane, Lesser: Create your own demiplane.

Epidemic: Infect a subject with a highly contagious disease.

Ice Body: Your body becomes living ice.

Joyful Rapture: Negate harmful emotions.

Ki Shout: Target takes 1d6 sonic/level and is stunned.

Lightning Rod: Absorb electrical attacks and gain immunity to electricity.

Lunar Veil: Dispel light and revert lycanthropes.

Plague Storm: Cloud infects creatures like contagion.

Resonating Word: Target is damaged, staggered, and stunned.

Scouring Winds: Winds block vision and deal 3d6 damage per round.

Temporary Resurrection: Bring a creature to life for 24 hours, after which it dies again.

Waves of Ecstasy: Pleasure stuns and staggers creatures.

8th-Level Sorcerer/Wizard Spells

Call Construct: Summon your construct to you.

Create Demiplane: As lesser create demiplane, but larger and with planar traits.

Orb of the Void: Sphere inflicts negative levels.

Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.

Undead Anatomy IV: As undead anatomy III, but with more abilities.

9th-Level Sorcerer/Wizard Spells

Create Demiplane, Greater: As create demiplane, but larger and with more planar traits.

Cursed Earth: Plants die, living creatures catch diseases, or dead creatures rise as zombies.

Icy Prison, Mass: As icy prison, but it affects 1 creature/level.

Interplanetary Teleport: Teleport to another planet.

Overwhelming Presence: Creatures bow before you as if you were divine.

Ride the Lightning: Transform into electricity.

Symbol of Strife: Triggered rune makes creatures attack.

Symbol of Vulnerability: Triggered rune gives penalties.

Transmute Blood to Acid: Target takes acid damage each round, and its attackers take acid damage.

Wooden Phalanx: Creates 1d4+2 temporary wood golems to fight for you.

Summoner Spells

1st-Level Summoner Spells

Corrosive Touch: Touch attack deals 1d4 acid/level.

Icicle Dagger: Masterwork ice dagger deals +1 cold damage.

Ray of Sickening: Ray makes the subject sickened.

Summon Minor Monster: Summon 1d3 Tiny animals.

2nd-Level Summoner Spells

Cushioning Bands: Force bands protect against crushing.

Restore Eidolon, Lesser: Lesser restoration for an eidolon.

Web Shelter: Create a comfortable shelter made of webbing.

3rd-Level Summoner Spells

Agonize: Pain encourages an outsider to obey you.

Control Summoned Creature: Direct a summoned monster as if you had summoned it.

Mad Monkeys: Summon a swarm of mischievous monkeys.

Marionette Possession: As magic jar, but limited to line of sight.

Rain of Frogs: Summon a swarm of poisonous frogs.

Restore Eidolon: Restoration for an eidolon.

4th-Level Summoner Spells

Daze, Mass: As daze, but affecting multiple creatures.

Vitriolic Mist: As fire shield, except acid damage.

5th-Level Summoner Spells

Conjure Black Pudding: Summon a black pudding.

Create Demiplane, Lesser: Create your own demiplane.

Ice Crystal Teleport: Target is frozen, then teleported.

6th-Level Summoner Spells

Create Demiplane: As lesser create demiplane, but larger and with planar traits.

Eagle Aerie: Summon 1 giant eagle/3 levels.

Witch Spells

1st-Level Witch Spells

Bungle: Target takes a –20 penalty on its next attack roll or check.

Decompose Corpse: Turn a corpse into a clean skeleton.

Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.

Diagnose Disease: Detect and identify diseases.

Ear-Piercing Scream: Deal sonic damage and daze target.

Forced Quiet: Target cannot make loud noises.

Frostbite: Target takes cold damage and is fatigued.

Fumbletongue: Target cannot speak intelligently.

Hex Ward: Target gains +4 on saves against witch hexes.

Icicle Dagger: Masterwork ice dagger deals +1 cold damage.

Interrogation: Target answers questions or suffers pain.

Ki Arrow: Arrow deals damage as your unarmed strike.

Ray of Sickening: Ray makes subject sickened.

Remove Sickness: Suppress disease, nausea, and the sickened condition.

Restore Corpse: Skeletal corpse grows flesh.

Sanctify Corpse: Prevent a corpse from becoming an undead.

Shadow Weapon: Create a quasi-real masterwork weapon.

Summon Minor Monster: Summon 1d3 Tiny animals.

Unprepared Combatant: Target takes –4 on initiative and Reflex saves.

Vocal Alteration: Disguise target's voice.

Youthful Appearance: Target appears younger.

2nd-Level Witch Spells

Blood Transcription: Learn a spell from the target's blood.

Boiling Blood: Targets take fire damage; orcs get +2 Strength.

Delay Pain: Ignore pain for 1 hour/level.

Disfiguring Touch : Target becomes disfigured.

Ghostly Disguise: You look like a ghost of yourself.

Haunting Mists: Creatures are shaken and take Wis damage.

Mad Hallucination: Target takes penalties to mental actions.

Masterwork Transformation: Make a normal item into a masterwork one.

Miserable Pity: Opponents cannot attack a pathetic creature.

Pernicious Poison: Target takes a –4 penalty against poison.

Protective Penumbra: Shadow protects the target from light.

Share Memory: Share one memory with the target.

Silk to Steel: Use a scarf as a shield or whip.

Skinsend: Animate and possess your own skin as if it were a separate creature.

Steal Voice: Target gains the croaking spellblight.

Symbol of Mirroring: Triggered rune creates mirror images.

Unnatural Lust: Target is compelled to kiss or caress another.

Unshakable Chill: Target is afflicted with severe cold.

Web Shelter: Create a comfortable shelter made of webbing.

3rd-Level Witch Spells

Anthropomorphic Animal: Animal becomes bipedal.

Ash Storm: Hamper vision and movement.

Cackling Skull: Skull acts as magic mouth, listeners are shaken.

Countless Eyes: Extra eyes give all-around vision.

Eldritch Fever: Target gains the eldritch ague spellblight.

Eruptive Pustules: Acid boils burst when you are attacked.

Excruciating Deformation: Target takes Dex and Con damage.

Howling Agony: Screaming pain limits the target's actions.

Ki Leech: Add to your ki pool when you critically hit.

Loathsome Veil: Nauseates and/or sickens weak creatures.

Marionette Possession: As magic jar, but limited to line of sight.

Rain of Frogs: Summon a swarm of poisonous frogs.

Reckless Infatuation: Target is compelled to stay near another.

Sands of Time: Target temporarily ages.

Spit Venom: Spit blinding black adder venom.

Strangling Hair: Your hair animates and grapples.

Unadulterated Loathing: Target is compelled to avoid another creature.

Vermin Shape I: Take the form and some of the powers of a Small or Medium vermin.

Vision of Hell: Illusory hellscape makes creatures shaken.

Witness: See through the target's eyes and ears.

4th-Level Witch Spells

Age Resistance, Lesser: Ignore penalties from middle age.

Cape of Wasps: Wasp swarm defends or carries you.

Curse of Magic Negation: Target gains the negated spellblight.

Daze, Mass: As daze, but affecting multiple creatures.

False Life, Greater: Gain 2d10 temporary hp + 1/level.

Familiar Melding: Possess your familiar.

Fleshworm Infestation: Worms deal hp and Dex damage.

Ride the Waves: Target can breathe water and swim.

Shadow Step: Teleport from one shadow to another.

Symbol of Healing: Triggered rune heals living creatures.

Symbol of Revelation: Triggered symbol reveals illusions.

Symbol of Slowing: Triggered rune slows creatures.

Touch of Slime: Touch infests a target with green slime.

Vermin Shape II: As vermin shape, but Tiny or Large.

Volcanic Storm: Hot rocks deal 5d6 damage.

5th-Level Witch Spells

Contagion, Greater: Infect a subject with a magical disease.

Curse, Major: As bestow curse, but harder to remove.

Curse of Disgust: Target is sickened while viewing trigger.

Plague Carrier: Target's attacks carry filth fever.

Possess Object: Possess and animate one object.

Smug Narcissism: Target is distracted by its sense of self.

Symbol of Scrying: Triggered rune activates scrying sensor.

6th-Level Witch Spells

Age Resistance: Ignore penalties from old age.

Epidemic: Infect a subject with a highly contagious disease.

Ice Crystal Teleport: Target is frozen, then teleported.

Plague Storm: Cloud infects creatures like contagion.

Symbol of Sealing: Create triggered wall of force.

Vengeful Outrage: Target is compelled to destroy one enemy.

7th-Level Witch Spells

Age Resistance, Greater: Ignore penalties from venerable age.

Create Demiplane, Lesser: Create your own demiplane.

Ice Body: Your body becomes living ice.

Lunar Veil: Dispel light and revert lycanthropes.

Scouring Winds: Winds block vision and deal 3d6 damage per round.

Temporary Resurrection: Bring a creature to life for 24 hours.

Waves of Ecstasy: Pleasure stuns and staggers creatures.

8th-Level Witch Spells

Create Demiplane: As lesser create demiplane, but larger and with planar traits.

Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.

9th-Level Witch Spells

Create Demiplane, Greater: As create demiplane, but larger and with more planar traits.

Cursed Earth: Plants die, living creatures catch diseases, or dead creatures rise as zombies.

Symbol of Strife: Triggered rune makes creatures attack.

Symbol of Vulnerability: Triggered rune gives penalties.

Polar Midnight: Cold darkness paralyzes and deals damage.