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: Charm Person
School: Enchantment
Components: Verbal,Somatic
Description: Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. 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: Detect Secret Doors
School: Divination
Components: Verbal,Somatic
Description: Reveals secret and hidden doors.
 
Name: Expeditious Retreat
School: Transmutation
Components: Verbal,Somatic
Description: Increases base run speed by 25%.
 
Name: Feather Fall
School: Transmutation
Components: Verbal
Description: Causes an ally to fall slowly, although faster than feathers typically do.
 
Name: Grease
School: Conjuration
Components: Verbal,Somatic,Material
Description: Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall.
 
Name: Hypnotism
School: Enchantment
Components: Verbal,Somatic
Description: Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect.
 
Name: Otto's Resistible Dance
School: Enchantment
Components: Verbal
Description: Enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect.
 
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: Sleep
School: Enchantment
Components: Verbal,Somatic,Material
Description: Induces a magical slumber to come upon 2d4 Hit Dice of enemies, rendering them helpless until attacked. Ineffective on undead or constructs. A successful Will save negates this effect.
 
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: Blindness
School: Necromancy
Components: Verbal
Description: The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect.
 
Name: Cat's Grace
School: Transmutation
Components: Verbal,Somatic,Material
Description: An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
 
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: Daze Monster
School: Enchantment
Components: Verbal,Somatic,Material
Description: Clouds the mind of an enemy so that it takes no actions for 6 seconds. Creatures of 7 or more Hit Dice are not affected. A successful Will save negates this effect.
 
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: Fox's Cunning
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: The ally gains wit, giving a +4 enhancement bonus to Intelligence.
 
Name: Glitterdust
School: Conjuration
Components: Verbal,Somatic,Material
Description: A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. Any creature covered by the dust takes a -40 penalty on Hide checks. A successful Will save negates the blindness portion of the spell.
 
Name: Heroism
School: Enchantment
Components: Verbal,Somatic
Description: Imbues a single ally with great bravery and morale in battle, gaining a +2 morale bonus on attacks, saves, and skill checks.
 
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: Hypnotic Pattern
School: Illusion
Components: Somatic,Material
Description: A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect.
 
Name: Invisibility
School: Illusion
Components: Verbal,Somatic,Material
Description: Ally becomes invisible, vanishing from sight, even from darkvision. Attacking a target removes the effect.
 
Name: Rage
School: Enchantment
Components: Verbal,Somatic
Description: Causes the target to fly into a screaming blood frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a +2 morale bonus to Strength, Constitution, and a+1 moral bonus to Will saves, but causes the target to take a -2 penalty to armor.
 
Name: Scare
School: Necromancy
Components: Verbal,Somatic,Material
Description: Casts Cause Fear on multiple targets.
 
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: Suggestion
School: Enchantment
Components: Verbal,Material
Description: Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect.
 
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: Blur
School: Illusion
Components: Verbal
Description: An ally's outline becomes slightly blurred, granting a 20% miss chance.
 
Name: Charm Monster
School: Enchantment
Components: Verbal,Somatic
Description: An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saving throws every 3d6+12 seconds. A successful Will save negates this effect.
 
Name: Crushing Despair
School: Enchantment
Components: Verbal,Somatic,Material
Description: An invisible cone of despair causes great sadness in its enemies, giving -2 penalties to attack, saving throws, skill checks, and weapon damage. A successful Will 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: Deep Slumber
School: Enchantment
Components: Verbal,Somatic,Material
Description: Induces a magical slumber to come upon a maximum of 2d4 Hit Dice of enemies, rendering them helpless until attacked or for a duration of 1 minute per caster level. Ineffective on undead or constructs. A successful Will save negates this effect.
 
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: Fear
School: Necromancy
Components: Verbal,Somatic,Material
Description: An invisible cone of terror causes each living enemy in an area to become panicked. Cornered enemies cower. A successful Will save causes enemies to become shaken.
 
Name: Good Hope
School: Enchantment
Components: Verbal,Somatic
Description: Instills powerful hope, giving a +2 morale bonus to attack, saving throws, abilities, skills, and weapon damage.
 
Name: Haste
School: Transmutation
Components: Verbal,Somatic,Material
Description: Quickens allies, causing them to move 40% faster and attack 25% faster than normal. In addition the recipient gains +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saving throws.
 
Name: Remove Curse
School: Abjuration
Components: Verbal,Somatic
Description: Removes all curses on an ally. Counters and dispels Bestow Curse.
 
Name: See Invisibility
School: Divination
Components: Verbal,Somatic,Material
Description: You can see invisible creatures and objects.
 
Name: Slow
School: Transmutation
Components: Verbal,Somatic,Material
Description: Causes an enemy to move at 50% speed and attack at a 30% slowed rate. A successful Will save negates this effect.
 
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: Displacement
School: Illusion
Components: Verbal,Material
Description: An ally's outline becomes blurred, granting a 50% miss chance.
 
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 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: Dominate Person
School: Enchantment
Components: Verbal,Somatic
Description: Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, but the target only gains additional Will saving throws every 10d6+30 seconds and has less chance to break free.
 
Name: Hold Monster
School: Enchantment
Components: Verbal,Somatic,Material,Focus
Description: An enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
 
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: Otto's Sphere of Dancing
School: Enchantment
Components: Verbal
Description: A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
 
Name: Shout
School: Evocation
Components: Verbal
Description: Emits an ear-splitting yell that does 5d6 damage to targets in its path.
 
Name: Dimension Door
School: Conjuration
Components: Verbal,Material
Description: Creates a magical portal that can transport you and your companions back to the entrance of your dungeon.
 
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: Cure Light Wounds, Mass
School: Conjuration
Components: Verbal,Somatic
Description: Grants Cure Light Wounds 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 Heroism
School: Enchantment
Components: Verbal,Somatic
Description: Imbues a single ally with great bravery and morale in battle, gaining a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.
 
Name: Mind Fog
School: Conjuration
Components: Verbal,Somatic
Description: Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect.
 
Name: Mass Suggestion
School: Enchantment
Components: Verbal,Material
Description: Casts Suggestion on multiple enemies.
 
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.