Cantrips / Orisons:
Create Water -- Creates 2 gallons/level of pure water.
Detect Magic -- Detects spells and magic items within 60 ft.
Detect Poison -- Detects poison in one creature or object.
Guidance -- Touched creature gains +1 on one attack roll, saving throw, or skill check.
Light -- Object shines like a torch.
Mending -- Makes minor repairs on an object.
Purify Food and Drink -- Purifies 1 cu. ft./level of food or water.
Read Magic -- Read scrolls and spellbooks.
Resistance -- Touched creature gains +1 on saving throws.
Spark -- Ignites flammable objects.
Stabilize -- Cause a dying creature to stabilize.
1st circle:
Air Bubble -- Creates a small pocket of air around your head or an object.
Ant Haul -- Triples carrying capacity of a creature.
Bane -- Enemies take –1 on attack rolls and saves against fear.
Barbed Chains -- Hellish chains attack and cause a target to become shaken.
Bless -- Allies gain +1 on attack rolls and saves against fear.
Bless Water -- Makes holy water.
Cause Fear -- One creature of 5 HD or less flees for 1d4 rounds.
Command -- One subject obeys selected command for 1 round.
Compel Hostility -- Compels opponents to attack you instead of your allies.
Comprehend Languages -- You understand all spoken and written languages.
Cure Light Wounds -- Cures 1d8 damage + 1/level (max +5).
Curse Water -- Makes unholy water.
Detect Chaos/Evil/Good/Law -- Reveals creatures, spells, or objects of selected alignment.
Detect Charm -- Detect strength and location of charms, compulsions, and possession auras on creatures in the area.
Detect Life -- Determine whether a creature is alive or dead.
Detect Demon -- You sense the presence of a specific kind of evil—that of demons, their servants, and the Abyss. The amount of information revealed depends on how long you study a particular area or subject.
Detect Undead -- Reveals undead within 60 ft.
Diagnose Disease -- Detect and identify diseases.
Doom -- One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements -- Exist comfortably in hot or cold regions.
Hide from Undead -- Undead can’t perceive one subject/level.
Infernal Healing -- Touch a creature with devils blood, giving it fast healing 1.
Inflict Light Wounds -- Touch deals 1d8 damage +1/level (max +5).
Keltham's Truth Spell -- One touched target can only speak truth. 2 min / caster circle.
Lighten Object -- Halve the weight of one object for 1 min/level. Size of the object is limited to 1 cubic foot per level.
Magic Weapon -- Weapon gains +1 bonus.
Moment of Greatness -- Doubles a morale bonus.
Murderous Command -- Target is compelled to kill its ally.
Obscure Poison -- Make it harder to detect a poison or a venomous creature.
Obscuring Mist -- Fog surrounds you.
Protection from Chaos/Evil/Good/Law -- +2 to AC and saves, plus additional protection against selected alignment.
Read Weather -- Precisely forecast natural weather phenomenon that will occur in your area over the next 48 hours.
Recharge Innate Magic -- Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Remove Fear -- Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Sickness -- Suppress disease, nausea, and the sickened condition.
Rite of Bodily Purity -- You energize your body’s immune system, improving your ability to resist toxins and ailments.
Sanctuary -- Opponents can’t attack you, and you can’t attack.
Shadow Trap -- You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if anchored to the terrain.
Shield of Faith -- Aura grants +2 or higher deflection bonus.
Summon Monster I -- Summons extraplanar creature to fight for you.
Touch of Blindness -- A touch from your hand, which is engulfed in darkness, disrupts a creature’s vision by coating its eyes in supernatural darkness.
Ione already suspects some of the edits they'll want from her.
2nd circle:
Abeyance -- You suppress the effects of a curse on a creature.
Aid -- +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Alchemical Tinkering -- Perform one of a limited number of possible alchemical transformations.
Align Weapon -- Weapon becomes good, evil, lawful, or chaotic.
Ancestral Communion -- You contact your ancestors to bolster your own knowledge.
Animate Dead, Lesser -- Create one skeleton or zombie.
Arrow of Law -- Harm and possibly daze chaotic creatures.
Augury -- Learns whether an action will have good or bad consequences over the next half-hour.
Bear’s Endurance -- Subject gains +4 to Con for 1 min./level.
Bestow Weapon Proficiency -- Grant a creature proficiency in a single weapon for short period of time.
Blood Blaze -- Aura that makes injured creatures spray burning blood.
Book Ward -- As protection from energy, except lasting 1 day/level instead of 10 minutes per level and that the spell only protects against acid and fire damage (and while energy protection remains, the item is also completely waterproof).
Bull’s Strength -- Subject gains +4 to Str for 1 min./level.
Calm Emotions -- Calms creatures, negating emotion effects.
Conditional Favor -- Provide another spell whose effects reverse if the target breaks a restriction.
Consecrate -- Fills area with positive energy, weakening undead.
Cure Moderate Wounds -- Cures 2d8 damage + 1/level (max +10).
Curse Terrain, Lesser -- Curse an area with three mild hazards.
Darkness -- 20-ft. radius of supernatural shadow.
Death Knell -- Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Disease -- Gain immunity to disease for 24h.
Delay Pain -- Ignore pain for 1 hour/level.
Delay Poison -- Stops poison from harming target for 1 hour/level.
Desecrate -- Fills area with negative energy, making undead stronger.
Detect Magic, Greater -- As detect magic, but learn more information.
Dread Bolt -- Harm and possibly sicken good creatures.
Dress Corpse -- Doctor the evidence on a corpse.
Eagle’s Splendor -- Subject gains +4 to Cha for 1 min./level.
Early Judgement -- Show creatures a glimpse of their judgement in the afterlife. This fascinates good, confuses neutral, and shakes evil creatures.
Effortless Armor -- Armor you wear no longer slows your speed.
Enthrall -- Captivates all within 100 ft. + 10 ft./level.
Find Traps -- Notice traps as a rogue does.
Flotsam Vessel -- Creates a sturdy raft and oars from driftwood, reeds, and other river detritus.
Gentle Repose -- Preserves one corpse.
Grace -- Movement doesn’t provoke attacks of opportunity.
Hold Person -- Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds -- Touch attack, 2d8 damage + 1/level (max +10).
Ironskin -- Your skin hardens and takes on the color and texture of rough iron.
Lay of the Land -- In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area.
Make Whole -- Repairs an object.
Marching Chant -- Allies can hustle without penalty while you sing or chant.
Masterwork Transformation -- Make a normal item into a masterwork one.
Muffle Sound -- Allies gain a bonus on Stealth checks but risk verbal spell failure.
Owl’s Wisdom -- Subject gains +4 to Wis for 1 min./level.
Pilfering Hand -- You may seize an object or manipulate it from afar.
Remove Paralysis -- Frees creatures from paralysis or slow effect.
Resist Energy -- Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser -- Dispels magical ability penalty or repairs 1d4 ability damage.
Sense Fear -- Perceive nearby creatures that are experiencing fear.
Sense Madness -- Determine mental disturbances in nearby creatures.
Share Language -- Subject understands chosen language.
Shatter -- Sonic vibration damages objects or crystalline creatures.
Silence -- Negates sound in 20-ft. radius.
Silent Table -- Give yourself privacy by muffling sound.
Spell Gauge -- Reveal a number of spells – lowest first – that the target creature knows, up to your caster level.
Status -- Monitors condition, position of allies.
Summon Monster II -- Summons extraplanar creature to fight for you.
Suppress Charms and Compulsions -- You can grant a bonus to saving throws against charms and compulsions or suppress an existing, in-effect charm or compulsion.
Track Ship -- Track a ship's location and movement with the aid of a nautical chart and a piece of the ship to be tracked.
Undetectable Alignment -- Conceals alignment for 24 hours.
She writes down spells like Augury and Conditional Favor on a separate piece of scrap, since her guess is that those spells won't get passed, and if she guesses right she can maybe save herself rewriting the whole list.
3rd circle:
Agonize -- Pain encourages an outsider to obey you.
(Would that spell work on Keltham himself?)
Animate Dead -- Creates undead skeletons and zombies.
Aura Sight -- Alignment auras become visible to you.
Bestow Curse -- –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
It's at this point that Ione gets interrupted to ask for her current draft, Ione realizes she lost track of time, and Ione frantically tries to write down at least some 3s and 4s while her 0s, 1s, and 2s get reviewed.
Continual Flame -- Makes a permanent, heatless light.
Create Food and Water -- Feeds three humans (or one horse)/level.
Cure Serious Wounds -- Cures 3d8 damage + 1/level (max +15).
Dispel Magic -- Cancels one magical spell or effect.
Inflict Serious Wounds -- Touch attack, 3d8 damage + 1/level (max +15).
Invisibility Purge -- Dispels invisibility within 5 ft./level.
Locate Object -- Senses direction toward object (specific or type).
Planar Inquiry -- This spell calls a creature from another plane to your precise location, functioning like lesser planar ally except as noted.
Why is she thinking of so many spells they shouldn't tell him about!
Remove Blindness/Deafness -- Cures normal or magical blindness or deafness.
Remove Curse -- Frees object or person from curse.
Remove Disease -- Cures all diseases affecting subject.
Stone Shape -- Sculpts stone into any shape.
Summon Monster III -- Summons extraplanar creature to fight for you.
Vision of Hell -- Illusory hellscape makes creatures shaken.
Water Walk -- Subject treads on water as if solid.
Wind Wall -- Deflects arrows, smaller creatures, and gases
4th circle:
Aura of Doom -- Creatures in your aura become shaken.
Conditional Curse -- Bestow a curse that is difficult to remove without fulfilling a condition.
Control Summoned Creature -- Direct a summoned monster as if you had summoned it.
Control Water -- Raises or lowers bodies of water.
Cure Critical Wounds -- Cures 4d8 damage + 1/level (max +20).
Death Ward -- Grants bonuses against death spells and negative energy.
Dimensional Anchor -- Bars extradimensional movement.
Discern Lies -- Reveals deliberate falsehoods.
Dismissal -- Forces a creature (like Keltham??) to return to native plane.
Enchantment Foil -- Trick opponents who try to cast enchantments on you.
False Future -- Cause divinations of the future to reveal the result you choose.
Glimpse of Beyond -- Reveal hidden things and shapechanged creatures, peer into Ethereal
Infernal Healing, Greater -- Touch a creature with devils blood, giving it fast healing 4.
Inflict Critical Wounds -- Touch attack, 4d8 damage + 1/level (max +20).
Make Whole, Greater -- Repairs 1d6 +1 points per caster level on a construct (maximum 10d6+10) and can fix destroyed magic items or technological items (items at 0 hit points or fewer), and restores the magic properties of the item if your caster level at least equal to that of the item. This spell otherwise functions as make whole.
Malediction -- Fuck with the entire afterlife system and send a paladin to the Abyss, it's not like Pharasma really gives a shit.
Neutralize Poison -- Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser -- Exchange services with a 6 HD extraplanar creature.
Or is that safe to tell him about, now that they're under Forbiddance anyways?
No, because Keltham might ask to walk outside under guard for a few minutes.
Sending -- Delivers short message anywhere, instantly, to someone the caster is familiar with.
Summon Monster IV -- Summons extraplanar creature to fight for you.
Tongues -- Speak and understand any language.
Aaaaaand she's out of time, Security wants her later drafts too.