Arcane Spells
Simplex Spells
Conjuration
Free Hand: Invisible hand that can move up to 5 lb of objects, trigger traps, etc. lasts up to 1 minute +1 minute per 2 CL
Divination
Detect Magic: Detect magical auras and if a thing is magical by focusing on it.
Evocation
Energy Bolt: Selected energy type deals 1d4 and +1d4 per 2 CL (Max 5d4) damage
Illusion
Distract: Subject takes -1 on attack rolls and AC for 1 + 1 round per 3 levels
Far Whisper: Whisper a short conversation at a distance
Throw Noise: Creates a noise up to 30 feet away. Noise must be generated by the caster
Thaumaturgy
Touch of Fatigue: Touch fatigues target for 1 round per CL
Transmutation
Zephyr: Create a small wind for various minor effects.
Level 1 Spells
Abjuration
Arcane Armor: Gain at least +1 armor enhancement bonus for a time.
Energy Warding, Minor: Gain small amount of specific energy resistance for a short time
Shield: Gain +4 Shield Enhancement bonus and some force resistance for a time
Compulsion
Calm: Remove fear and protect from fear on a single target.
Charm: Targets become friendly and are easier to manipulate, 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.
Conjuration
Conjure Tool: Conjure a temporary mundane tool for a time
Orb of Energy, Lesser: Throw a ball of energy at your foe for at least 1d8 energy damage
Divination
Combat Foresight: Gain at least +1 insight bonus to attack and reflex saves
Discern Location: With the use of a map, place a magical marker at your current location, it moves with you, for a time.
Identify: Divine the magical properties of all objects in an area.
Evocation
Darkness: Make area around yourself dark; impenetrable by most light sources
Energy Spray: 15 ft. cone of at least 1d4 energy damage
Flash Bang: 15 ft. radius temporary stun and blind.
Magic Missile, Lesser: Fire unerring missiles at your foe
Palm Burst: Melee touch for at least 1d10 energy damage
Sonic Lance: Deals at least 1d6 sonic damage, temporarily deafens, does extra damage to materials
Illusion
Conceal Object: Make a Large or smaller object blend into its surroundings for a time
Figment, Minor: With concentration, create a small sized figment that performs dictated actions.
Illusory Disguise: Create an illusory costume that grants bonuses to disguise for a time
Reflexive Decoy: Create a short lived decoy and get away from danger
Shadow Shape: Shape shadows around yourself, gain bonuses to conceal skill and partial concealment
Warped Light: Change the lights around you to create disorienting effects
Thaumaturgy
Harming Touch: Melee Touch deals 1d8 + 1d8 per HD negative damage to foe
Soul Bolster: Gain Temporary health based on CL and PMA. Also gain immunity to fear.
Soul Burn: Deal damage to foe based on CL and PMA. Also fear opponent
Vivum Pulse: Lightning fast spell heals allies in sight and gives a minor fortitude bonus for a round.
Transmutation
Control rope or chain: Makes ropes or chains move and perform simple actions
Double Time: Gain a 30 ft. bonus to ground speed
Enhance Weapon: Imbue your weapon with at least +1 enhancement bonus to attack and damage for a time
Mend: Repair object touched for at least 1d6
Slow Fall: Subjects drop slowly for a time
Level 2 Spells
Abjuration
Bronze Skin: Touched creature gains 6/- damage reduction for a while.
Counterspell: Cancel out an enemy spell caster's spell
Energy Flux: Immediate action that redirects some energy damage safely away from you
Interdiction: Intercept an attack on a nearby ally.
Invisibility Retort: Reveal most invisible creatures within a radius around the caster
Secure: Use magic to secure a door or container.
Signal Scramble, lesser: Obscure non-living things from scrying
Compulsion
Lesser Command: Direct an action of subject, so long as it isn't dangerous or deadly
Hold Humanoid: Hold a humanoid creature in its square for a time
Conjuration
Summon Inferentity Mk. I: Summon a chosen Inferentity for a time
Tagging Hand: Create a floating hand to deliver touch spells for a brief time
Divination
Night Sight: Gain dark vision 60 ft. for some time
Polyglot: Speak, understand, read, and write any language, for a long time
Scan: Learn important information about a target
Thought Probe: Passively pick up on surface thoughts, or detect surface thoughts from specified person
Evocation
Energy Imbuement: Swiftly apply energy damage to a weapon, for a short time.
Mote: Concentration spell; Deal at least 1d6 energy damage a round for several rounds
Illusion
Fairy Flame: Mark an invisible target as well as instill bad luck for a time.
Hallucination, lesser: Fool opponent with an environmental illusion that will force them to think the world is different than it is
Invisibility: Become invisible while not performing directly offensive actions, for a time. Mark an invisible target as well as instill bad luck for a time
Reflections: Create illusory body doubles to mislead your foes
Thaumaturgy
Blindness: Subjects that fail their saves become permanently blind.
Bloom: Gain immunity to several conditions while in the area, as well as a bonus against poison and disease.
Thaumic Pulse: Subject at range is hit with at least 1d10 positive or negative energy.
Transmutation
Liquefaction: Renders terrain difficult to pass, for a short time
Level 3 Spells
Abjuration
Channeled Ward: Put a regenerative warding on allies for a brief time.
Lesser Dispel Magic: Instantly remove magic effects from willing target, save for unwilling.
Energy Warding: Grant a moderate amount of resistance to one energy type to yourself and nearby allies.
Hand's Off!!: Throw a single flanking foe back, gain attack of opportunity against them
Shared Pain: Take half of incoming damage for a selected target
Compulsion
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
Conjuration
Conjure Fine Tool: Summon a well-made tool that gives bonuses to a task.
Divination
Discerning Eyes: See magic as colors based on the power and function and identify spells instantly.
Evocation
Energy Burst: Deal at least 1d6 points of selected energy damage in a radial area.
Energy line: Deal at least 1d6 points of a selected energy damage to all subjects in a line
Magic Missile, Moderate: Unerring missile swarm deals 1d6 force damage per missile, divided evenly among visible targets in range
Palm Toss: Throw subject into the air and knock them prone
Illusion
Figment: Make a medium or large sized illusion perform actions dictated by the caster.
Flickering Form: Your character flickers in and out of visibility making it hard to track them
Illusory Fireball: Detonate a fireball that only hurts creatures who believe it is real.
Silver Shroud: Make party members indistinguishable from each-other
Thaumaturgy
Animate Object: Temporarily breathe life into an object, said object will fight for you.
Revitalize: Restore fatigue and exhaustion, give immunities and temporary HP
Siphon Tether: Create a link that pulls HP from one target, and gives it to another
Transmutation
Enlarge Monster: Make a touched creature larger, they gain combat bonuses as well as some penalties
Haste: Gain an extra attack, movement bonuses, as well as minor AC and Attack bonuses, for a time
Keened Edge: Increase the critical threat range of a weapon for a while.
Greater Mending: Repair large amounts of damage to objects, cannot mend imbued/magical items at 0 hp.
Reduce Monster: Make a touched creature smaller, they gain some bonuses and penalties
Slow: Reduce the speeds, AC, Attack, and reflex of foes; limits targets to 1 attack per round
Tremor Spike: Create a line of spiking ground to deal damage to foes
Level 4 Spells
Abjuration
Banishment: Send summoned creatures back to where they came from with a caster level check
Lesser Counterspell Snare: Bait an enemy into wasting a counterspell on a harmless spell matrix.
Mystic Weave: Create a personal veil that protects against entropic damage
Null Strike: Disable magical effects on critical hits
Privacy Field: Create an area that only participants can hear each other
Steel Skin: Gain 15/- damage reduction for a short time
Universal Energy Warding, minor: Gain a small amount of broad energy resistance for a short time
Compulsion
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
Conjuration
Erromand's Adamant Plate: Call a sheet of adamantium to defend against attacks and spells.
Frost Wall: Create a barrier of Ice that blocks line of sight and line of effect
Orb of Energy: Ranged touch attack deals at least 1d6 damage of a selected energy type. Not subject to spell resistance
Summon Inferentity Mk. II: Summon a chosen Inferentity for a time
Trick Step: Instantly close distance and make creatures flat-footed.
Divination
Spying Eye: Invisible floating eye expands caster's vision
Evocation
Energy Cloak: Deal retaliation damage with selected energy type. Take half damage from selected type
Scoria Spray: 30 ft. cone deals heat and bludgeoning damage; obscures vision
Illusion
Improved Hallucination: Fool opponent with an environmental illusion that will greatly alter their behavior
Invisibility, Greater: Invisibility that lasts through offensive actions
Thaumaturgy
Blood Circle: Create an area where wounded enemies take more damage, and allies are healed; for a sacrifice.
Infection: Give a subject a disease
Transmutation
Air Lash: Affected weapons gain more reach for a short time.
Gravity Wave: Push targets in a specified direction, up to 15 ft
Martial Reversal: Give a 50% chance for a subject's weapon to strike them instead.
Shape Shelter: Create a shelter out of the natural surroundings
Level 5 Spells
Abjuration
Break Curse: Break most non-item-based curses on a subject.
Interposing Ward: Quickly place a ward on a creature that is not the caster.
Missile Bulwark: Protection from all missile spells and ranged weaponry
Ray Reversal: Send Rays and Orbs back at the caster
Compulsion
Bestow Curse: Apply a non-wound affliction to a creature as a curse.
Stay Your Hand: Force subject to be unable to use martial combat for a short time
Conjuration
Giant Boulder: Summon a large stone above a creature's head.
Wall of Fire: Create of wall of fire that deals heat damage to creatures on one side, and not the other.
Divination
Sky Eyes: Create a small swarm of eyes to gather intelligence.
Evocation
Area Denial: Turn squares into traps that deal energy damage
Bulwark of Force: Create a very sturdy wall of force the breaks line of effect, but not line of sight.
Energy Chain: Deal at least 1d10 energy damage to selected targets in an area
Illusion
Thoughtless Figment: Up to a huge sized figment and requires no concentration.
Thaumaturgy
Thaumic Chain Bolt: Deal at least 1d10 positive or negative damage to selected targets in an area
Transmutation
Complete Repair: Very large repair to objects, can repair broken magical items
Flight: Gain 60 ft. (Average) fly speed for a time.
Lockjoint: Fuse a target's joints for a brief time
Level 6 Spells
Abjuration
Greater Dispel Magic: Instantly remove a large amount of magic effects from willing target, save for unwilling
Energy Flux, Grand: Quickly redirect a large amount of incoming energy damage into another square
Entropic Reversal: Reduce entropic damage for allies within 30 ft
Compulsion
Greater Command: Direct an action of subject, so long as it isn't dangerous or deadly
Doubt: Attack a creature's sense of competency and give them penalties to their skill checks.
Divination
Pure Vision: Gain immunity to most illusions, ignore any kind of concealing effect; for a time
Evocation
Greater Magic Missile: Fire up to 4 large missiles for moderate damage
Illusion
Glamour, Mass: Disguise up to 8 subjects as similarly sized creatures; for a time
Invisibility, Superior: Gain nearly perfect invisibility for a brief time
Thaumaturgy
Cancerous Tumors: This spell injects extra positive energy into a target wreaking havoc on their health
Vivum Torrent: Very swift healing spell heals for at least 1d6 positive energy and gives minor luck bonus to fortitude.
Transmutation
Disintegrate: Deal immense amounts of entropic damage to a target
Mass Keened Edge: Increase the critical threat range of all allies' weapons for a short time.
Martial Reversal, mass: Subjects have a 50% chance for their weapons to strike themselves rather than their opponents
Spell Strike: Plant a spell, or scroll, into a weapon that can trigger as an immediate action on hit.
Level 7 Spells
Abjuration
Adamant Barrier: Apply a powerful ward to a touched creature.
Disarcana Corpum: Turn user's magic effects against them
Dispelling Burst: As Greater Dispel but in an area.
Let Go of Me!: Terminate a grapple, throw and damage the grappler
Compulsion
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.
Conjuration
Chaos Orb: Orb does large amount of mixed damage types
Greater Orb of Energy: Throw orbs of energy at the same, or multiple, targets.
Summon Inferentity Mk. III: Summon a chosen Inferentity for a time
Divination
Communion: Speak with a greater attendant for insight and information
Evocation
Deflagration: Greatly burn a foe with fire, ignite nearby foes as well
Rime Deposition: Freeze the water in the air around a subject, deals damage and locks target in place
Saline Encasement: Form a damaging crust of salt on your foe dealing upfront damage, and damage over time
Illusion
False Continuity: Make an area continue to look, sound, and smell as it did when the spell was cast.
Thaumaturgy
Judgement: Expose a target's soul to the judgement of a god or the dead
Vivify: Revive a very recently deceased person to half hp
Transmutation
Terraphage: Use the ground to crush and entrap opponents
Level 8 Spells
Abjuration
Anti-Magic Ray: Disable the casting of supernatural abilities, spell-like abilities and spells in general, for a time.
Counterspell Snare: Bait counterspells and punish anyone who tries to unravel the lure.
Compulsion
Weight of Inevitability: Force enemies to feel certain their efforts will fail.
Conjuration
Voiding Sphere: Conjure a deadly sphere that pulls all creatures in
Divination
Contingency: Prepare a spell to go off with a pre-determined trigger
Evocation
Crystal Halo: Create a halo of crystal shards that does several things
Illusion
Emerald Parallax: Create a coronet of crystalline lenses that misdirect enemies and bend their choices.
Thaumaturgy
Black Flames: Engulf a target with black flames of death.
White Flame: Persistent buff provides large health bonus to target, and doubles damage against undead for said target
Transmutation
Disintegration Ray: Deal immense amounts of entropic damage to a target
Flesh to Bomb: Prime a target to explode after three rounds for immense damage
Level 9 Spells
Abjuration
Mystic Mire: Make magic users ill and spells harder to cast.
Siddel's Disarming Disjunction: Disable all current magic effects on a creature and disenchant random equipment, permanently
Mass Universal Energy Ward: As an immediate action grant many energy resistances at once to allies
Compulsion
Creeping Doubt: Instill long lasting penalties on a target that accumulate over time.
Conjuration
Summon Inferentity Mk. IV: Summon a chosen Inferentity for a time
Divination
Malteo's Vicarious Vagrants: Create three flying eyes that have a multitude of effects
Illusion
Counterfeit World: Replace an entire area's perceived environment with a complete and persistent false world.
Illusory Spell: Mimic an 8th level spell or lower and fool the target into thinking they are affected
Perfect Mirror: Create a perfect mirror image of yourself that is indistinguishable. It gains an initiative and can cast up to 4th level spells.
Thaumaturgy
Cerebrum Crepitus: Cause the target's brain to rapidly grow tumors, instantly killing them
Radia's Reconstitution: Reform even after being obliterated.
Reaving Maelstrom: Negative energy aura drains the life of enemies, heals allies
Transmutation
Energy Emulsion: Temporarily become an energy aspect of an element