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: Fireball
School: Evocation
Components: Verbal,Somatic,Material
Description: Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6 per caster level fire damage (max 10d6) to targets around it. A successful Reflex save reduces the damage by half.
 
Name: Flame Arrow
School: Evocation
Components: Verbal,Somatic,Material
Description: Creates fifty flaming ammo of the selected type within your inventory. This spell requires and consumes 1 normal ammo of that type.
 
Name: Halt Undead
School: Necromancy
Components: Verbal,Somatic,Material
Description: Renders undead targets in range immobile for 6 seconds per caster level. Non-intelligent undead do not get a Will saving throw.
 
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: 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: Lightning Bolt
School: Evocation
Components: Verbal,Somatic,Material
Description: A powerful stroke of electrical energy deals 1d6 per caster level (max 10d6) damage to targets in its path. A successful Reflex save reduces the damage by half.
 
Name: Protection from Energy
School: Abjuration
Components: Verbal,Somatic,Focus
Description: Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed.
 
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: Ray of Exhaustion
School: Necromancy
Components: Verbal,Somatic,Material
Description: A ray projects towards the target enemy, causing it to become immediately exhausted. Exhausted characters take a -6 penalty on Strength and Dexterity. A successful Fortitude save means the creature is only Fatigued.
 
Name: Repair Serious Damage
School: Transmutation
Components: Verbal,Somatic
Description: Transmutes the structure of a living construct ally to repair 3d8 +1 per caster level damage.
 
Name: Sleet Storm
School: Conjuration
Components: Verbal,Somatic,Material
Description: Driving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%.
 
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: Stinking Cloud
School: Conjuration
Components: Verbal,Somatic,Material
Description: Creates a bank of fog that nauseates living targets and obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). A successful Fortitude save negates the nausea.
 
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 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: Water Breathing
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: Grants the ability to breathe water to you and your allies.
 
Name: Displacement
School: Illusion
Components: Verbal,Material
Description: An ally's outline becomes blurred, granting a 50% miss chance.