| Name | Scl | Sv | Rs | Dur | CT | Rng | Re | Description |
|---|---|---|---|---|---|---|---|---|
| Aura of the Sun | A | N | N | 1r/l | 1a | 10f | G | Fills an area with light that damages undead and hampers magical darkness. |
| Backblast | A | N | N | 10m/l*#;x | 1a | P | G | Grants fire resistance* 10 and functions like spell turning with respect to spells with the fire descriptor that are targeted on you. |
| Bloodbriars | Ev | W- | Y | 1m/l* | 1a | M | G | Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted. |
| Clearstone | T | N | N | 1m/l* | 1a | T | G | Makes rock or stone transparent. |
| Crushing Sphere | Ev | R- | Y | 1r/l* | 1a | M | G | Force globe traps and crushes subject for 3d6 points of nonlethal damage per round. |
| Ebon Ray of Doom | N | F~ | Y | 1r/l | 1a | C | G | Black energy prevents magical healing and special healing abilities from functioning. |
| Ghost Pipes | T | W- | Y | 1m/l* | 1a | T | G | Causes an instrument to float above the ground and play itself. If used with your bardic music ability, grants a +2 competence bonus on your Perform check. |
| Know Bloodline | D | W- | Y | ! | 1a | C | G | Reveals target's type, race, subrace, and all subtypes possessed. |
| Mailed Might of The Magelords | C | W- | Y | 1m/l | 1a | T | G | Field of force around subject grants +8 armor bonus, immunity to 2nd level or lower force spells, and DR 5/magic. |
| Nar Fiendbond (XP) | T | W- | Y | ! | 1h | T | G | Subject gains half-fiend template. |
| Nezram's Amethyst Aura | A | N | N | 10m/l* | 1a | T | G | Prevents poisons and diseases from affecting the subject. |
| Nezram's Emerald Energy Shield | A | W- | Y | 1m/l* | 1a | T | G | Grants immunity to deafness effects and language-dependent, mind-affecting effects, plus sonic resistance* 10 and a +4 bonus on saves against spells and effects with the sonic descriptor to which the subject isn't already immune. |
| Nezram's Sapphire Screen of Shielding | A | N | N | 1r/l* | 1a | P | G | Moving shield of force grants +4 bonus to AC against ranged attacks and DR 10/magic against all other attacks. |
| Ray of Resurgence | Ev | F- | Y | ! | 1a | C | G | Yellow light restores 1 point/level (max 5 points) of Strength damage, negates penalties to Strength (up to 1d6+1/level, max +5) and either converts exhaustion to fatigue or removes fatigue. |
| Sakkratar's Triple Strike | T | F- | Y | 1r | 1a | C | G | Grants each subject two extra attacks with a held melee weapon at its highest base attack bonus; grants the keen and flaming burst abilities to melee weapons held by subjects. |
| Sandblast (LE) | Ev | F~ | Y | ! | 1a | 60f | G | Cone of sand and wind deals 6d8 points of damage and blows away opponents. |
| Shalantha's Delicate Disk | C | N | * | P#* | 1a | T | G | Conjures disk that can store a single spell of up to 5th level and release it when broken. |
| Srinshee's Spell Shift | A | N | N | 1r/l* | 1a | P | G | Instead of countering another's spell, you can apply a metamagic feat to it, manipulate one of its properties, or stun the caster. |
| Storm Shield | A | N | * | 1m/l#* | 1a | M | G | Glowing sphere absorbs 20 points per caster level of electricity damage from effects that pass within 30 ft. |
| Sun Scepter | C! | N | N | 1r/l* | 1a | 0f | G | Scepter of light deals 2d6 points of bludgeoning damage and has the axiomatic, disruption, and flaming burst abilities. You hit with a melee touch attack. |
| Theskyn's Hearty Heave | Ev | N | Y | ! | 1a | 10f | G | Blast of force pushes away creatures surrounding you as though via a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (max 25). |
| Toothed Tentacle | Ev | N | N | C:1r/l* | 1a | P | G | Shadowy tentacle ending in three mouths (each AC 15, hp 10 + your caster level) projects from your hand. The mouths can strike foes within 10 feet of each other independently, dealing 2d6 points of damage each. |
| Tyche's Touch | A | W- | Y | 1d# | 1a | T | G | Confers a decreasing sacred bonus or penalty on the subject's next four saving throws, starting at +4 or -4. |