Name: Bear's Endurance
School: Transmutation
Components: Verbal,Somatic,Focus
Description: An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
 
Name: Blindness
School: Necromancy
Components: Verbal
Description: The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect.
 
Name: Bull's Strength
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: The affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
 
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: Command Undead
School: Necromancy
Components: Verbal,Somatic,Material
Description: Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 3d100 seconds. Other undead get an additional Will saving throw every 20 seconds up to a maximum of 10 minutes.
 
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: False Life
School: Necromancy
Components: Verbal,Somatic,Material
Description: Harnesses the power of unlife to grant a limited ability to avoid death, giving a bonus of 10 +1 per caster level (max 20) temporary hit points.
 
Name: Flaming Sphere
School: Evocation
Components: Verbal,Somatic,Material
Description: This spell creates a burning ball of flame that burns targets in its path, doing 2d6 points of damage. A successful Reflex save negates this effect.
 
Name: Fog Cloud
School: Conjuration
Components: Verbal,Somatic,Material
Description: A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance).
 
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: 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: Invisibility
School: Illusion
Components: Verbal,Somatic,Material
Description: Ally becomes invisible, vanishing from sight, even from darkvision. Attacking a target removes the effect.
 
Name: Knock
School: Transmutation
Components: Verbal
Description: Unlocks any lock which could be picked by a sufficiently skilled rogue.
 
Name: Melf's Acid Arrow
School: Conjuration
Components: Verbal,Somatic,Material,Focus
Description: Deals 2d4 acid damage to a target with a magical arrow of acid. The arrow does an additional 2d4 damage every 2 seconds for every 3 caster levels.
 
Name: Otto's Resistible Dance
School: Enchantment
Components: Verbal
Description: Enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect.
 
Name: Owl's Wisdom
School: Transmutation
Components: Verbal,Somatic,Material,Focus
Description: Grants an ally a +4 enhancement bonus to wisdom.
 
Name: Repair Moderate Damage
School: Transmutation
Components: Verbal,Somatic
Description: Transmutes the structure of a living construct ally to repair 2d8 +1 per caster level damage.
 
Name: Resist Energy
School: Abjuration
Components: Verbal,Somatic,Focus
Description: Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11.
 
Name: Scare
School: Necromancy
Components: Verbal,Somatic,Material
Description: Casts Cause Fear on multiple targets.
 
Name: Scorching Ray
School: Evocation
Components: Verbal,Somatic
Description: Blasts a target with fiery rays, doing 4d6 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level.
 
Name: See Invisibility
School: Divination
Components: Verbal,Somatic,Material
Description: You can see invisible creatures and objects.
 
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: Touch of Idiocy
School: Enchantment
Components: Verbal,Somatic
Description: Reduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores.
 
Name: Web
School: Conjuration
Components: Verbal,Somatic,Material
Description: Creates a many-layered mass of strong, sticky strands, entangling targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength each round to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes and spiders are naturally immune. Fire elementals and other fire creatures are immune from burning through the webs.
 
Name: Blur
School: Illusion
Components: Verbal
Description: An ally's outline becomes slightly blurred, granting a 20% miss chance.