Cause Fear: (Necromancy) [Fear, Mind-Affecting] One creature of 5 HD or less flees for 1d4 rounds. Cause Fear counters and dispels Remove Fear.
Charm Person: (Enchantment (Charm)) [Mind-Affecting] Makes a humanoid creature regard you as its trusted friend and ally.
Chill Touch: (Necromancy) One touch/level deals 1d6 damage and possibly 1 point of Strength damage.
Detect Secret Doors: (Divination) Detects passages, doors, or openings within 60 ft.
Detect Undead: (Divination) Reveals undead within 60 ft.
Endure Elements: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire or sonic damage.
Enlarge Person: (Transmutation) Doubles the height and increases the weight of humanoid creature by a factor of 8. Also increases reach and Strength, but reduces Dexterity, attack and AC.
Expeditious Retreat: (Transmutation) Increases your land speed by 30 ft. (This adjustment is treated as an enchantment bonus).
Grease: (Conjuration (Creation)) Covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall.
Hold Portal: (Abjuration) Magically holds doors and gates shut.
Identify: (Divination) Reveals all magical properties of an item in your inventory. Each use of Identify costs 100 gp.
Mage Armor: (Conjuration (Creation)) [Force] Gives subject +4 armor bonus.
Magic Missile: (Evocation) [Force] Deals 1d4 +1 damage, +1 missile per two levels above 1st (max +4).
Magic Weapon: (Transmutation) Gives a weapon a +1 enhancement bonus on attack and damage rolls. You can't cast this spell on a natural weapon.
Obscuring Mist: (Conjuration (Creation)) Fog surrounds you; it obscures all sight beyond five feet in front of you and creatures have different levels of concealment.
Protection from Chaos: (Abjuration) [Lawful] Subject gains +2 to AC and saves against chaotic creatures, counter mind control, hedge out elementals and outsiders.
Protection from Evil: (Abjuration) [Good] Subject gains +2 to AC and saves against evil creatures, counter mind control, hedge out elementals and outsiders.
Protection from Good: (Abjuration) [Evil] Subject gains +2 to AC and saves against good creatures, counter mind control, hedge out elementals and outsiders.
Protection from Law: (Abjuration) [Chaotic] Subject gains +2 to AC and saves against lawful creatures, counter mind control, hedge out elementals and outsiders.
Ray of Enfeeblement: (Necromancy) Ray deals 1d6+1 per two levels of Strength damage.
Reduce Person: (Transmutation) Humanoid creature halves in size, and reduce in weight by a factor of 8. Increases Dexterity, attack and AC., but reduces Strength.
Shield: (Abjuration) [Force] Invisible disc gives +4 to AC, blocks Magic Missile attacks.
Shocking Grasp: (Evocation) [Electricity] Touch delivers 1d6/level electricity damage (max. 5d6).
Sleep: (Enchantment) [Compulsion, Mind-Affecting] Puts 4HD of creatures into a magical slumber. Sleep does not affect unconscious creatures, constructs, or undead creatures.
Summon Monster I: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
True Strike: (Divination) +20 insight bonus on your next attack roll.