Name: Cat's Grace
School: Transmutation
Components: Verbal,Somatic,Material
Description: An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
 
Name: Cure Moderate Wounds
School: Conjuration
Components: Verbal,Somatic
Description: Positive energy is channeled to heal moderate wounds of your target or damage undead for 2d8 hit points +1 per caster level.
 
Name: Daze Monster
School: Enchantment
Components: Verbal,Somatic,Material
Description: Clouds the mind of an enemy so that it takes no actions for 6 seconds. Creatures of 7 or more Hit Dice are not affected. A successful Will save negates this effect.
 
Name: Eagle's Splendor
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
 
Name: Fox's Cunning
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: The ally gains wit, giving a +4 enhancement bonus to Intelligence.
 
Name: Glitterdust
School: Conjuration
Components: Verbal,Somatic,Material
Description: A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. Any creature covered by the dust takes a -40 penalty on Hide checks. A successful Will save negates the blindness portion of the spell.
 
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: Invisibility
School: Illusion
Components: Verbal,Somatic,Material
Description: Ally becomes invisible, vanishing from sight, even from darkvision. Attacking a target removes the effect.
 
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: Scare
School: Necromancy
Components: Verbal,Somatic,Material
Description: Casts Cause Fear on multiple targets.
 
Name: Soundburst
School: Evocation
Components: Verbal,Somatic
Description: Blasts an area with a tremendous cacophony, doing 1d8 of sonic damage and stunning enemies for 6 seconds. A successful Fortitude save negates the stun.
 
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: Hypnotic Pattern
School: Illusion
Components: Somatic,Material
Description: A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect.
 
Name: Blindness
School: Necromancy
Components: Verbal
Description: The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect.
 
Name: Summon Monster II
School: Conjuration
Components: Verbal,Somatic,Material
Description: Summons a fiendish scorpion to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 2 minutes.
 
Name: Blur
School: Illusion
Components: Verbal
Description: An ally's outline becomes slightly blurred, granting a 20% miss chance.