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: 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: 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.