Name: Burning Hands School: Evocation Components: Verbal,Somatic Description: A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d4 damage per caster level (max 5d4). A successful Reflex save reduces the damage by half.
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: Chill Touch School: Necromancy Components: Verbal,Somatic Description: Makes a touch echo with the chill of death causing 1d6 per caster level (max 5d6) of negative damage and one point of Strength damage. Chill Touch causes fear in the undead instead of damage.
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: Jump School: Transmutation Components: Verbal,Somatic,Material Description: Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.
Name: Mage Armor School: Conjuration Components: Verbal,Somatic,Focus Description: An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC. Because mage armor is made of force, incorporeal attackers cannot bypass it like normal armor.
Name: Magic Missile School: Evocation Components: Verbal,Somatic Description: A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 force damage. For every 2 caster levels beyond first you gain an additional missile.
Name: Niac's Cold Ray School: Conjuration Components: Verbal,Somatic,Material,Focus Description: A ray of freezing ice and air projects from your finger. It deals 1d10 cold damage per caster level (max 5d10). A successful Reflex saving throw negates this effect.
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: Ray of Enfeeblement School: Necromancy Components: Verbal,Somatic Description: A coruscating ray springs towards the target, inflicting a 1d6, +1 per 2 caster levels (max 1d6+5), penalty to strength.
Name: Repair Light Damage School: Transmutation Components: Verbal,Somatic Description: Transmutes the structure of a living construct ally to repair 1d8 +1 per caster level damage.
Name: Shield School: Abjuration Components: Verbal,Somatic Description: Grants a +4 shield bonus to Armor Class and protection from magic missiles.
Name: Shocking Grasp School: Evocation Components: Verbal,Somatic Description: Delivers a jolt of 1d6 per caster level (max 5d6) electricity damage. A successful Reflex save reduces the damage by half.
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: Tumble School: Transmutation Components: Verbal,Somatic,Material Description: Gives an ally a +10 enhancement bonus on Tumbling.