We’re using the Pathfinder spell descriptions, except where noted.
An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.
Cantrips (0-Level Spells)
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one musical instrument.
First Level Spells
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all languages.
Confusion, Lesser: One creature is confused for 1 round.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base land speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify: Gives +10 bonus to identify magic items.
Magic Aura: Alters object’s magic aura.
Magic MouthM: Objects speaks once when triggered.
Obscure Object: Masks object against scrying.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Summons extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.
Second Level Spells
Alter Self: Assume form of a Small or Medium humanoid.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage and may stun subjects.
Suggestion: Compels subject to follow stated course of action.
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tongues: Speak and understand any language.
Whispering Wind: Sends a short message 1 mile/level.
Third Level Spells
Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Air of AuthorityR: Creatures believe you are their direct superior.
Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round
Alpha Instinct: Gain bonuses when you’re interacting with animals
Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
Arcane Concordance: Grants metamagic to arcane spells.
Assume Appearance: Use a creature’s corpse to adopt its form
Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
Aura of the Unremarkable: Make actions seem mundane to nearby creatures.
Beacon of LuckR: Send out a burst of luck to allies around you.
Bereave: Affected creatures don’t count as allies for any purpose
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
Blink: You randomly vanish and reappear for 1 round per level.
Blot: Destroy all writing within an area.
Business BoomsM: (Downtime Spell) Promote your business with magic and increase the amount of activity it receives.
Calamitous Flailing: Cause the target’s attacks to gain a miss chance.
Campfire Wall: Creates a shelter around a campfire.
Champion’s BoutR: Prevent others from interfering in a duel.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Charm Monster: Makes monster believe it is your ally.
Claim Identity: Steal a creature’s face
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
Confusion: Subjects behave oddly for 1 round/level.
Conjure Carriage: Create a fine carriage.
Contingent Action: Set the condition for triggering a target’s readied standard, move, or swift action.
Control Summoned Creature: Direct a summoned monster as if you had summoned it.
Coordinated Effort: Grants allies a teamwork feat.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Curse of Disgust: Target is sickened while viewing trigger.
Daylight: 60-ft. radius of bright light.
Death from BelowR: Target gains dodge bonus to AC against larger creatures.
Deep Slumber: Puts 10 HD of creatures to sleep.
Deft Digits: Animate a glove or gauntlet from a distance.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Demanding Message: Send messages as per message with a suggestion for one creature.
Detect Anxieties: Learn what makes a creautre anxious.
Discern ValueF: Quickly analyze the monetary value of objects and identify which are most valuable.
Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
Dispel Magic: Cancels one magical spell or effect.
Displacement: Attacks miss subject 50% of the time.
Disrupt Link: Sever the target’s link with her bonded creature.
Domination Link: Read thought echoes of a creature mentally controlling another.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Dreadscape: Surroundings and unfamiliar creatures seem like something out of a nightmare.
Elemental Speech: Enables you to speak to elementals and some creatures.
Enticing Adulation: Force a creature to protect and care for you.
Exquisite Accompaniment: Instrument maintains bardic performance for you.
False AlibiMR: Modify the target’s memory in a specific way.
False FutureM: Cause divinations of the future to reveal the result you choose.
Fear: Subjects within cone flee for 1 round/level.
Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
Feather Step, Mass: As feather step, but affects many targets rather than one.
Fiendish Wrath: Targets gain a moral bonus to Strength, Constitution, and Will, as well as the rend ability with claws or unarmed strikes
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Fleeting Memory: Create a gap in the target’s memory.
Flexible Fury: Swap one rage power for another.
Flexile Curse: Creature’s armor and shield lose 1 AC and hardness/hour
Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
Free Spirit: Gain the effects of freedom of movement, but also become drunk
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Geomessage: Leave a message hidden on a surface
Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature’s abilitiy you have identified with a Knowledge check
Gullibility: Target takes a -10 penalty to Sense Motive and creatures using Bluff against them gain a +10 bonus on such checks
Hallucinatory Decor: Change the appearance of a structure to suit your tastes
Harrowing: Use a Harrow deck to predict the future.
Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Haunting Choir: Spirits cause wracking pain to listeners.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Horrifying Visage: Cause creatures to gain a phobia
Hypercognition: Rapidly recall everything you know about a subject.
Illusory ScriptM: Only select creatures can read text.
Infuse Self: Assume the form of a native outsider
Inhibiting Patterns: Create illusory pillars that block movement
Instant Fake: Provide a short-term replica of an object.
Inveigle Person: Humanoid becomes friendly to all other creatures.
Invigorate, Mass: As invigorate, but multiple creatures.
Invisibility Bubble, Giant: As invisibility bubble, but capable of affecting larger creatures
Invisibility Sphere: Makes everyone within 10 feet invisible.
Isolate: Make a creature invisible and silent to their allies.
Jester’s Jaunt: Teleport target within 30 ft. of itself.
Leshy SwarmR: Call for a leshy swarm to aid you.
Liquefy: Transmute an object into a liquid version of itself.
Lover’s VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Mad Sultan’s Melody: Bizarre cacohony fascinates eldritch creatures.
Magic Aura, Greater: As magic aura, but also affects creatures and allows more options.
Major Image: As silent image, plus sound, smell, and thermal effects.
Malicious SpiteM: Target is compelled to plot against another.
Mark of Buoyancy: Make a touched object weightless
Martial Marionette: Take partial control of an opponent’s limbs.
Meticulous Match: Determine if two things are identical.
Mind Maze: Target must act as though they are wandering through a maze.
Minor DreamR: As the dream spell, except delivering a shorter message.
Mirage: Create illusory terrain
Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
Mydriatic Spontaneity: Cause splitting headaches and an oversensitivity to light and darkness.
Nixie’s LureR: Create a seductive song to lure all nearby creatures.
OverlookR: Enhance your ability to seem small and unimportant, increasing your Stealth.
Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
Penumbral Disguise: Mask your features with shadowy illumination.
Pernicious Pranksters: Fey forces target enemies with random combat maneuvers
Phantom Driver: Conjures a phantom to drive vehicles.
Phantom SteedY: Magic horse appears for 1 hour/level.
Phase Step: As per dimension door, but with more restrictions and affecting a creature you touch
Pierce Disguise: See through low-level magical disguises.
Pillow Talk: Sleeping creature answers your questions
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Prosperous Room: (Downtime Spell) Increase the appeal a targeted room has.
Purging Finale: Removes one negative effect.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Rags to Riches: Enhance an object to function as if it were masterwork quality.
Rain of Frogs: Summon a swarm of poisonous frogs.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Remove Curse: Frees object or person from curse.
Repungant Taste: Foul liquid nauseates creatures that bite the target
Respectful QuietR: Render all targets silent, but only one-way.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Reviving Finale: Allies cured 2d6 damage.
Sand Table: Create a model of the surrounding land and the creatures nearby
ScryingF: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones into new sounds.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Seeds of Influence: Weaken a creature to your divinations and enchantments
Seek Thoughts: Detects thinking creatures’ thoughts.
Selective Alarm: As alarm, but only against selected creatures.
Selective Invisibility: Allow one creature to see you while invisible.
Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
Sequester ThoughtsM: Erase a creature’s memory about a single topic.
Shadow Enchantment: Use material from the Shadow Plane to create an illusory version of an enchantment spell.
Shifting Shadows: Obscure the appearance of all creatures within the shifting shadows.
Shroud of Innocuity: Disguise creatures as ordinary
Silt Sphere: Illusory silt hides creatures while underwater
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Skyshroud: Unobstructed view of the sky from underground
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Smug Narcissism: Target is distracted by its sense of self.
Speak with Animals: You can communicate with animals.
Spectral Scout: Summon a spectral animal to scout for you.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Stolen LightF: Store images within a gem.
Summon Ancestral Guardian: Conjure your ancestors’ spirits to help you in combat.
Summon Monster 3: Summons extraplanar creature to fight for you.
Sunstalker: Creature becomes invisible in sunlight
Terrible Remorse: Creature is compelled to harm itself.
They Know: Convince target that a nearby creature knows her greatest secret.
Threefold Sight: When rolling a d20, roll 3d20 and choose the middle result
Thundering Drums: 1d8 damage/level and knocked prone.
Tiny Hut: Creates shelter for 10 creatures.
Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
Trade Items: Swap a focus object with a target object.
Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.
Unflappable MienF: Protective barrier of force knocks creatures and deals force damage
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
Vision of Hell: Illusory hellscape makes creatures shaken.
Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.
Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
Witness: See through the target’s eyes and ears
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.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual. For 24 hours after the ritual, the caster may prepare spells.