Name: Bane
School: Enchantment
Components: Verbal,Somatic,Divine Focus
Description: Enemies are filled with fear and doubt, giving a -1 penalty on attack rolls and saves versus fear on all affected targets. A successful Will save negates this effect. Bane counters and dispels Bless.
 
Name: Bless
School: Enchantment
Components: Verbal,Somatic,Divine Focus
Description: Allies are filled with courage, granting +1 morale bonuses to attack rolls and saves versus fear.
 
Name: Cause Fear
School: Necromancy
Components: Verbal,Somatic
Description: An enemy becomes frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect.
 
Name: Command
School: Enchantment
Components: Verbal
Description: An enemy is commanded to fall to the ground and lie prone. A successful Will save negates this effect.
 
Name: Cure Light Wounds
School: Conjuration
Components: Verbal,Somatic
Description: Positive energy is channeled to heal light wounds of your target or damage undead for 1d8 hit points +1 per caster level.
 
Name: Divine Favor
School: Evocation
Components: Verbal,Somatic,Divine Focus
Description: The strength and wisdom of a deity are called upon to grant a +1 luck bonus on weapon attack and damage. This bonus is increased by +1 for every 3 caster levels.
 
Name: Doom
School: Necromancy
Components: Verbal,Somatic,Divine Focus
Description: A single enemy is filled with a feeling of horrible dread that causes it to become shaken, penalizing all saving throws, attack rolls, and and skill rolls by -2. A successful Will save negates this effect.
 
Name: Inflict Light Wounds
School: Necromancy
Components: Verbal,Somatic
Description: Negative energy is channeled to inflict 1d8 +1 per caster level damage on your target enemy or heal undead a like amount. A successful Will save reduces the damage by half.
 
Name: Nimbus of Light
School: Evocation
Components: Verbal,Somatic,Focus
Description: A glittering corona of light coalesces around your outstretched arm, dealing 1d8 points of light damage +1 per caster level.
 
Name: Obscuring Mist
School: Conjuration
Components: Verbal,Somatic
Description: A misty vapor arises around the caster, obscuring all sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist.
 
Name: Protection from Evil
School: Abjuration
Components: Verbal,Somatic,Material,Focus
Description: Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 deflection bonus to AC and a +2 resistance bonus to saves versus attacks from evil creatures. The target is also warded from magical mental control and compulsions.
 
Name: Remove Fear
School: Abjuration
Components: Verbal,Somatic
Description: Instills courage in an ally, granting a +4 morale bonus against Fear effects. Counters and dispels Cause Fear.
 
Name: Shield of Faith
School: Abjuration
Components: Verbal,Somatic,Material
Description: Creates a shimmering, magical field around an ally that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels.
 
Name: Summon Monster I
School: Conjuration
Components: Verbal,Somatic,Material
Description: Summons a celestial dog to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 1 minute.
 
Name: Aid
School: Enchantment
Components: Verbal,Somatic,Divine Focus
Description: Adds 8 + 1 per caster level (max level 10) temporary hit points and +1 morale bonuses on attack rolls and saves versus fear are granted to an ally.
 
Name: Bear's Endurance
School: Transmutation
Components: Verbal,Somatic,Focus
Description: An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
 
Name: Bull's Strength
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: The affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
 
Name: Cure Moderate Wounds
School: Conjuration
Components: Verbal,Somatic
Description: Positive energy is channeled to heal moderate wounds of your target or damage undead for 2d8 hit points +1 per caster level.
 
Name: Deific Vengeance
School: Conjuration
Components: Verbal,Somatic,Divine Focus
Description: The divine power of an angry deity imposes a punishment in the form of a sharp, spiritual blow to the target, dealing 1d6 points of good damage per two caster levels (maximum 5d6) or 1d6 points per caster level (max 10d6) if the target is undead. A successful Will save reduces this damage by half.
 
Name: Eagle's Splendor
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
 
Name: Find Traps
School: Divination
Components: Verbal,Somatic
Description: Grants the caster the ability to find traps much like a skilled rogue. The caster gains an insight bonus of caster level / 2 to the search skill.
 
Name: Hold Person
School: Enchantment
Components: Verbal,Somatic,Focus
Description: The enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
 
Name: Inflict Moderate Wounds
School: Necromancy
Components: Verbal,Somatic
Description: Negative energy is channeled to inflict 2d8 +1 per caster level damage on your target or heal undead for a like amount. A successful Will save reduces the damage by half.
 
Name: Lesser Restoration
School: Conjuration
Components: Verbal,Somatic
Description: Dispels magical effects reducing one of an ally's ability scores, eliminates fatigue, and improves exhaustion to fatigue.
 
Name: Owl's Wisdom
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: Grants an ally a +4 enhancement bonus to wisdom.
 
Name: Remove Paralysis
School: Conjuration
Components: Verbal,Somatic
Description: Frees ally from paralysis and effects of a slow spell.
 
Name: Resist Energy
School: Abjuration
Components: Verbal,Somatic,Focus
Description: Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.
 
Name: Soundburst
School: Evocation
Components: Verbal,Somatic
Description: Blasts an area with a tremendous cacophony, doing 1d8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude save negates the stun.
 
Name: Summon Monster II
School: Conjuration
Components: Verbal,Somatic,Material
Description: Summons a fiendish scorpion to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 2 minutes.
 
Name: Bestow Curse
School: Necromancy
Components: Verbal,Somatic
Description: The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saving throws. A successful Will save negates this effect.
 
Name: Blindness
School: Necromancy
Components: Verbal
Description: The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect.
 
Name: Cure Serious Wounds
School: Conjuration
Components: Verbal,Somatic
Description: Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level.
 
Name: Dispel Magic
School: Abjuration
Components: Verbal,Somatic
Description: Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect.
 
Name: Glyph of Warding
School: Abjuration
Components: Verbal,Somatic,Material
Description: A powerful inscription that explodes when entered, doing 1d8 per two caster levels (max 5d8) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.
 
Name: Inflict Serious Wounds
School: Necromancy
Components: Verbal,Somatic
Description: Negative energy is channeled to inflict 3d8 +1 per caster level damage on your target enemy or heal undead for a like amount. A successful Will save reduces the damage by half.
 
Name: Prayer
School: Enchantment
Components: Verbal,Somatic,Divine Focus
Description: Gives special favor to allies and disfavor to enemy targets, giving a +1 luck bonus to friend's attack rolls, weapon damage, saves, and skill checks and a -1 penalty to enemies for the same rolls.
 
Name: Protection from Energy
School: Abjuration
Components: Verbal,Somatic,Focus
Description: Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed.
 
Name: Remove Blindness
School: Conjuration
Components: Verbal,Somatic
Description: Cures blindness in an ally.
 
Name: Remove Curse
School: Abjuration
Components: Verbal,Somatic
Description: Removes all curses on an ally. Counters and dispels Bestow Curse.
 
Name: Remove Disease
School: Conjuration
Components: Verbal,Somatic
Description: Cures all diseases on an ally. Does not prevent re-infection after a new exposure.
 
Name: Searing Light
School: Evocation
Components: Verbal,Somatic
Description: Focuses divine power like a ray of the sun, causing a blast of light to do 1d8 per 2 caster levels (max 5d8) light damage to enemies. Undead creatures take 1d6 per caster level (max 10d6) damage.
 
Name: Water Breathing
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: Grants the ability to breathe water to you and your allies.
 
Name: Summon Monster III
School: Conjuration
Components: Verbal,Somatic,Material
Description: Summons a hellhound to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 3 minutes.
 
Name: Cure Critical Wounds
School: Conjuration
Components: Verbal,Somatic
Description: Positive energy is channeled to heal critical wounds of your target or damage undead for 4d8 +1 per caster level.
 
Name: Death Ward
School: Transmutation
Components: Verbal,Somatic,Divine Focus
Description: Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.
 
Name: Dismissal
School: Abjuration
Components: Verbal,Somatic,Focus
Description: Instantly forces an extra planar enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level).
 
Name: Divine Power
School: Evocation
Components: Verbal,Somatic,Divine Focus
Description: The divine power of a god imbues the caster with power and skill in combat, granting a +6 enhancement bonus to Strength, 1 temporary hit point per cast level, and a base attack bonus equal to a fighter of the same level.
 
Name: Holy Smite
School: Evocation
Components: Verbal,Somatic
Description: Smites targets with holy power, evil targets take 1d8 holy damage per 2 caster levels and are stunned for 6 seconds. Does not affect good targets. Neutral targets take half damage. Evil Outsiders take instead 1d6 holy damage per caster level. A successful Will save halves the damage and negates the stun effect.
 
Name: Inflict Critical Wounds
School: Necromancy
Components: Verbal,Somatic
Description: Negative energy is channeled to inflict 4d8 +1 per caster level damage on your target enemy or heal undead a like amount. A successful Will save reduces the damage by half.
 
Name: Neutralize Poison
School: Conjuration
Components: Verbal,Somatic,Focus
Description: Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
 
Name: Poison
School: Necromancy
Components: Verbal,Somatic,Divine Focus
Description: Calls upon the venomous powers of natural predators to infect the enemy with a horrible poison. This poison does 1d10 Constitution damage immediately and 1d10 Constitution damage after 1 minute. A successful Fortitude save negates this effect.
 
Name: Restoration
School: Conjuration
Components: Verbal,Somatic,Material
Description: Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
 
Name: Symbol of Flame
School: Evocation
Components: Verbal,Somatic,Material
Description: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, any targets that come within range of the symbol take 1d6 damage per caster level (max 10d6). A successful Reflex save negates this effect.
 
Name: Summon Monster IV
School: Conjuration
Components: Verbal,Somatic,Material
Description: Summons a fiendish spider to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 4 minutes.
 
Name: Break Enchantment
School: Abjuration
Components: Verbal,Somatic
Description: Affected allies and foes are freed from enchantments, transmutations, and curses, whether helpful or harmful.
 
Name: Cure Light Wounds, Mass
School: Conjuration
Components: Verbal,Somatic
Description: Grants Cure Light Wounds on multiple targets.
 
Name: Flame Strike
School: Evocation
Components: Verbal,Somatic,Divine Focus
Description: Produces a vertical column of divine fire roaring downward, dealing 1d6 per caster level (max 15d6) damage to a target. Half the damage is fire. Half is from pure divine power. A successful Reflex save reduces the damage by half.
 
Name: Greater Command
School: Enchantment
Components: Verbal
Description: Enemies are commanded to fall to the ground and lie prone. A successful Will save negates this effect.
 
Name: Inflict Light Wounds, Mass
School: Necromancy
Components: Verbal,Somatic
Description: Casts Inflict Light Wounds on multiple targets.
 
Name: Raise Dead
School: Enchantment
Components: Verbal,Somatic,Material
Description: A low level resurrection spell.
 
Name: Slay Living
School: Necromancy
Components: Verbal,Somatic
Description: Slays one living enemy or deal 3d6 damage on a successful Fortitude saving throw.
 
Name: Spell Resistance
School: Abjuration
Components: Verbal,Somatic,Divine Focus
Description: Wards an ally with a Spell Resistance of 12 plus 1 per caster level.
 
Name: True Seeing
School: Divination
Components: Verbal,Somatic,Material
Description: You confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally.
 
Name: Summon Monster V
School: Conjuration
Components: Verbal,Somatic,Material
Description: Summons an earth elemental to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
 
Name: Banishment
School: Abjuration
Components: Verbal,Somatic,Focus
Description: A more powerful version of the dismissal spell. It enables you to force several extraplanar creatures out of your home plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level).
 
Name: Bear's Endurance, Mass
School: Transmutation
Components: Verbal,Somatic,Focus
Description: Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them.
 
Name: Bull's Strength, Mass
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: Casts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each.
 
Name: Cometfall
School: Conjuration
Components: Verbal,Somatic,Divine Focus
Description: You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 2d6 points of bludgeon damage for every 2 caster levels. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.
 
Name: Create Undead
School: Necromancy
Components: Verbal,Somatic,Material
Description: This evil spell allows you to create several powerful sorts of undead: ghouls, ghasts, or mummies. Created undead are automatically under the control of their creator, but have a chance to resist every 3d12+12 seconds.
 
Name: Cure Moderate Wounds, Mass
School: Conjuration
Components: Verbal,Somatic
Description: Grants Cure Moderate Wounds on multiple targets.
 
Name: Eagle's Splendor, Mass
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: Casts Eagle's Splendor on multiple targets.
 
Name: Greater Dispel Magic
School: Abjuration
Components: Verbal,Somatic
Description: Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +20) versus 11 + the spell's caster level to remove an effect.
 
Name: Greater Glyph of Warding
School: Abjuration
Components: Verbal,Somatic,Material
Description: A powerful inscription that explodes when entered, doing 1d8 per two caster levels (max10d8) to the intruder and all nearby targets. A successful Reflex save reduces the damage by half.
 
Name: Harm
School: Necromancy
Components: Verbal,Somatic
Description: Charges the target with negative energy, dealing 10 points of damage per caster level (max 150hp). Harm cannot reduce the target's hit points to less than 1. Against undead targets acts as Heal. A successful Will save reduces the damage by half.
 
Name: Heal
School: Conjuration
Components: Verbal,Somatic
Description: Channels positive energy into a target to wipe away injury and afflictions, restores 10 hit points per caster level (max 150hp) and removes ability damage, the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead acts as Harm.
 
Name: Heroes Feast
School: Conjuration
Components: Verbal,Somatic,Focus
Description: Brings forth a great feast for all nearby allies. While this spell is active on the player, the next time they use a rest shrine they consume the feast. The nectarlike beverage which is part of the feast cures them of all diseases, sickness, and nausea; makes them immune to poison for 1 minute per caster level; and grants 1d8 temporary hit points +1 per two caster levels (maximum 10). The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 1 minute per caster level.
 
Name: Inflict Moderate Wounds, Mass
School: Necromancy
Components: Verbal,Somatic
Description: Casts Inflict Moderate Wounds on multiple targets.
 
Name: Owl's Wisdom, Mass
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: Casts Owl's Wisdom on multiple targets.
 
Name: Symbol of Fear
School: Necromancy
Components: Verbal,Somatic,Material
Description: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 1 round per caster level or until the Symbol expires. A successful Will save negates this effect.
 
Name: Symbol of Persuasion
School: Enchantment
Components: Verbal,Somatic,Material
Description: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 1 round per caster level or until the Symbol expires. A successful Will save negates this effect.
 
Name: Undeath to Death
School: Necromancy
Components: Verbal,Somatic,Material,Divine Focus
Description: Destroys undead creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Will save negates this effect.
 
Name: Word of Recall
School: Conjuration
Components: Verbal
Description: Teleports you to the Temple of the Sovereign Host in House Deneith.
 
Name: Blade Barrier
School: Evocation
Components: Verbal,Somatic
Description: Creates a circular wall of blades. Any enemy passing through the blade barrier takes 1d6 points of damage per caster level (max 15d6). A successful Reflex save reduces the damage by half.
 
Name: Summon Monster VI
School: Conjuration
Components: Verbal,Somatic,Material
Description: Summons a fiendish troll to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
 
Name: Cure Serious Wounds, Mass
School: Conjuration
Components: Verbal,Somatic
Description: Grants Cure Serious Wounds on multiple targets.
 
Name: Destruction
School: Necromancy
Components: Verbal,Somatic,Focus
Description: Raw destructive power is channeled to utterly annihilate an enemy, killing them instantly or causing 10d6 damage with a successful Fortitude save.
 
Name: Inflict Serious Wounds, Mass
School: Necromancy
Components: Verbal,Somatic
Description: Casts Inflict Serious Wounds on multiple targets.
 
Name: Resurrection
School: Abjuration
Components: Verbal,Somatic,Material
Description: Resurrects the target.