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: 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: 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: 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: 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.