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: 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: Cure Light Wounds, Mass School: Conjuration Components: Verbal,Somatic Description: Grants Cure Light Wounds on multiple targets.
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.