Compulsion Spells
Compulsion spells can affect the mind and thinking of another creature. Sometimes in beneficial ways, other times in negative ways. Mind control and suggestions are the most famous types of compulsion spells. Spells that instill divine fervor, or battle trances are also considered compulsion.
Simplex
Bless: Increase attack and damage of group members by +1 for round per CL
Level 1
Calm: Remove fear and protect from fear on a single target.
Charm: Targets become friendly and are easier to manipulate, for a time
Fervor: Gain at least a +1 holy/unholy bonus to AC and damage for a time.
Sleep: Put at least 2 HD of creatures to sleep in an area
Stifle: Subject becomes stifled with emotion, unable to act unless directly threatened.
Level 2
Lesser Command: Direct an action of subject, so long as it isn't dangerous or deadly
Hold Animal: Hold an animal in its square for a time
Hold Humanoid: Hold a humanoid creature in its square for a time
Level 3
Blind Rage: Force a subject to engage in melee combat with bonuses.
Forced March: Force a creature to walk in a specified direction, for a time
Hopelessness: Fill a subject's mind with hopelessness and break their morale
Smooth Guile: Gain a temporary bonus when telling lies
Supplication: Grants luck bonus to nearby allies and a luck penalty to nearby enemies
Level 4
Mass Fervor: Give allies at least a +1 holy/unholy bonus to AC and damage for a time.
Grief: Give a target a false memory that applies a penalty to will saves and causes other effects.
Paranoia: Forces foe into thinking they are being attacked by someone behind them
Level 5
Bestow Curse: Apply a non-wound affliction to a creature as a curse.
Mantra: Inspire concentration in allies, and break the concentration of foes
Stay Your Hand: Force subject to be unable to use martial combat for a short time
Level 6
Greater Command: Direct an action of subject, so long as it isn't dangerous or deadly
Divine Rush: Gain combat bonuses for a short time
Doubt: Attack a creature's sense of competency and give them penalties to their skill checks.
Predator's Prowess: Channel the aggression and prowess of a predator, gain combat bonuses
Level 7
Epiphany: Plant an intrusive thought that the subject believes is their own profound realization.
Inner Focus: Become immune to fear, stifle, and figments. Distractions are less effective for the duration.
Level 8
Sacred Scarab: Infuse a target with multiple bonuses and spell resistance for a time
Weight of Inevitability: Force enemies to feel certain their efforts will fail.
Level 9
Creeping Doubt: Instill long lasting penalties on a target that accumulate over time.
Divine Injunction: Give a command with the force of the divine behind it