Ray of Resurgence: 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.
Ebon Ray of Doom: Black energy prevents magical healing and special healing abilities from functioning.
Bard Spells
1st-Level Bard Spells
Tran
Ghost Pipes: Causes an instrument to float above the ground and play itself.
Cleric Spells
1st-Level Cleric Spells
Evoc
Ray of Resurgence: 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.
Storm Shield: Glowing sphere absorbs 20 points per caster level of electricity damage from effects that pass within 30 ft.
4th-Level Druid Spells
Evoc
Bloodbriars: Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.
Paladin Spells
4th-Level Paladin Spells
Abjur
Aura of the Sun: Fills an area with light that damages undead and hampers magical darkness.
Sorcerer/Wizard Spells
2nd-Level Sorcerer/Wizard Spells
Evoc
Ray of Resurgence: 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.
Toothed Tentacle: 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.
Nezram's Emerald Energy Shield: 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.
Evoc
Bloodbriars: Wraps target in invisible briars that deal 1d8 points of damage per round if movement is attempted.
Necr
Ebon Ray of Doom: Black energy prevents magical healing and special healing abilities from functioning.
Srinshee's Spell Shift: Instead of countering another's spell, you can apply a metamagic feat to it, manipulate one of its properties, or stun the caster.