Blake's Spell list:
[INDENT]Spell List: Any not of the schools of Enchantment, Necromancy, and Divination.
List for ease of use:
O (5/day) - *Detect Magic, *Read Magic, *Light, *Ray of Frost (1d3 Damage), *Ghost sound, *Mage hand (5 lb telekinesis), *Mending (fixes minor items), *Message (sends whispered message at a distance), *Open/close (opens and closes unlocked objects)
1 (1 S.P.)- *Endure Elements (5pts/level elemental damage reduction), *Hold Portal (Magically locks doors),
*Protection from "--" (+2 AC, Saves, Immune to mind control, and keeps away elementals and outsiders of specified alignment, 1 hr/level),
*Shield (+4 AC, Blocks Magic Missile Spells for duration from frontal attacks, 1 turn/level),
*Grease (10 ft square becomes slippery),
*Mage Armor (+4 to AC for 1hr/level),
*Mount (summons horse for 2 hrs/level),
*Summon Monster 1 (summons Dire Badger monster to fight for you, 24 hrs or until dead),
*Burning Hands (5d4 fire damage in 30ft long spray, 5 ft wide at start),
*Magic Missile (1d4+1 damage, 4 missiles, +1 more at level 9),
*Shocking Grasp (touch delivers 5d6 shock damage),
*Disguise Self, *Ventriloquism (throws voice, 1 min/lvl),
*Enlarge Person (doubles size),
*Expeditious Retreat (+30ft/round movement rate),
*Feather Fall (negates falling damage),
*Magic Weapon (+1 bonus to weapon, 1hr/lvl),
*Reduce Person (half size),
2 (3 S.P.)- *Elemental Dart (1d6+1/level of elemental damage {1d6+8}, choose damage type upon casting, +1 dart at 5th, 7th, 9th and 11th lvl), *Shocking Spark (4d6 electricity damage to one target, +1 attack at 7th and 10th level),
*Protection from Arrows,
*Resist energy (10/level of one energy type),
*Fog Cloud,
*Summon Monster 2 ( Summons Dire Boar),
*Web (20ft spread filled with webs, traps/slows targets),
*Darkness (20ft radius goes dark),
*Flaming/Spark Sphere (Ball of fire or electricity, 2d6, 1 round/level), *Scorching Ray (4d6, +1 ray/4 levels, max 3 rays),
*Shatter (Breaks crystal objects in 20 ft radius, or 1 metal/stone object), *Blur (gives 20% chance of attackers to miss you, 1rd/lvl),
*Invisibility (1min/lvl, or until you attack),
*Mirror Image (Creates decoys of you 1d4+1/3 levels, each time your struck, one dissapears and you take no damage),
*Bear's Endurance (+4 Con for 1min/level),
*Bull's Strength (+4 Str for 1/min/level), *
*Cat's Grace (+4 Dex),
*Eagles Splendor (+4 Cha),
*Fox's Cunning (+4 Int.),
*Owl's Wisdom (+4 Wis),
*Darkvision,
*Knock (opens locks),
*Levitate,
*Spider Climb (walk on walls and ceilings, 1 rd/lvl)
3 (5 S.P.)- *Dispel Magic: Cancels magical spells and effects.
*Explosive Runes: Deals 6d6 damage when read.
*Magic Circle against Chaos/Evil/Good/Law: As protection
spells, but 10-ft. radius and 10 min./level.
*Nondetection M: Hides subject from divination, scrying.
*Protection from Energy: Absorb 12 points/level of damage
from one kind of energy.
*Summon Monster III: Calls extraplanar creature to fight
for you.
*Daylight: 60-ft. radius of bright light.
*Fireball: 1d6 damage per level, 20-ft. radius.
*Leomund’s Tiny Hut: Creates shelter for ten creatures.
*Lightning Bolt: Electricity deals 1d6/level damage.
*Wind Wall: Deflects arrows, smaller creatures, and gases.
*Displacement: Attacks miss subject 50%.
*Illusory Script M: Only intended reader can decipher.
*Invisibility Sphere: Makes everyone within 10 ft. invisible.
*Major Image: Illusion of your design, plus sound, smell and thermal
effects
*Blink: You randomly vanish and reappear for 1 round/level.
*Flame Arrow: Arrows deal +1d6 fire damage. +1 arrow/3 lvls.
*Fly: Subject flies at speed of 60 ft.
*Gaseous Form: Subject becomes insubstantial and can fly
slowly.
*Haste: One creature/level moves faster, +1 on attack rolls,
AC, and Reflex saves.
*Keen Edge: Doubles normal weapon’s threat range.
*Magic Weapon, Greater: +1/four levels (max +5).
*Secret Page: Changes one page to hide its real content.
*Shrink Item: Object shrinks to one-sixteenth size.
*Slow: One subject/level takes only one action/round, –2 to
AC, –2 on attack rolls.
*Water Breathing: Subjects can breathe underwater.
*Billim's Bifrost Bride: Creates bridge, 2 5ft squares/level (10ft wide, 40 ft long, or 5 ft wide, 80ft long at 8th level), 1min/level
*Earthen Shield: 5x5x1ft Sections, 1 section/level, 100 hit points per foot of thickness, 2 sections can be put on top of one another to make a 10 ft high wall, sections can be stacked behind each other to create a thicker wall)
*Palin's Pyre: 3d6 fire damage to all within an area of a 5ft square/level (40ftx40ft at 8th level), failed Reflex save means they catch on fire
4 (7 S.P.) - *Dimensional Anchor: Bars extradimensional movement.
*Fire Trap M: Opened object deals 1d4 damage +1/level.
*Globe of Invulnerability, Lesser: Stops 1st- through 3rdlevel
spell effects.
*Remove Curse: Frees object or person from curse.
*Stoneskin M: Ignore 10 points of damage per attack.
*Dimension Door: Teleports you short distance.
*Evard’s Black Tentacles: Tentacles grapple all within 15 ft.
spread.
*Leomund’s Secure Shelter: Creates sturdy cottage.
*Minor Creation: Creates one cloth or wood object.
*Solid Fog: Blocks vision and slows movement.
*Summon Monster IV: Calls extraplanar creature to fight
for you
*Fire Shield: Creatures attacking you take fire damage;
you’re protected from heat or cold.
*Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
*Otiluke’s Resilient Sphere: Force globe protects but traps
one subject.
*Shout: Deafens all within cone and deals 5d6 sonic damage.
*Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out
to 20 ft. Passing through wall deals 2d6 damage +1/level.
*Wall of Ice: Ice plane creates wall with 15 hp +1/level, or
hemisphere can trap creatures inside.
*Hallucinatory Terrain: Makes one type of terrain appear
like another (field into forest, or the like).
I*llusory Wall: Wall, floor, or ceiling looks real, but
anything can pass through.
*Invisibility, Greater: As invisibility, but subject can attack
and stay invisible.
*Phantasmal Killer: Fearsome illusion kills subject or deals
3d6 damage.
*Rainbow Pattern: Lights fascinate 24 HD of creatures.
*Shadow Conjuration: Mimics conjuration below 4th level,
but only 20% real.
*Enlarge Person, Mass: Enlarges several creatures.
*Polymorph: Gives one willing subject a new form.
*Rary’s Mnemonic Enhancer F: Wizard only. Prepares extra
spells or retains one just cast.
*Reduce Person, Mass: Reduces several creatures.
*Stone Shape: Sculpts stone into any shape.
*Storm Wall: Deals 2d4/rd electrical damage to those within 10ft and 2d4+1/lvl passing through it, double for those wearing a lot of metal, 1d4 for those between 10-20ft away, lasts until concentration has ended +1rd/level
*Spark Shield: Provides light, Half damage to electricity, anyone striking you takes 1d4+1/lvl damage, double if wearing a lot of metal or hit you with a metal melee weapon (2d4+2/level), 1rd/lvl
*Dalamar's Lighting Lance: Ranged 100+10/lvl feet, 3d6 damage, +1d6/lvl electricity damage, +1 lance at 10th and 15th lvl[/INDENT]
I know that's a lot to go through.
Ask me to clarify anything if you don't get it, each of those spells has like a 3 paragraph description so it would be insane to give all of that to you on here if you don't need it. You have all of those spells in your spell book though, and you need your spell book to memorize the ones you wish to use each day. I gave you a feat letting you pick 3 spells that you know so well you don't need your spell book to use them at all, just in case it gets stolen, lost, taken or destroyed.
The Spell Point system works like this. You have a daily allotment of points, each spell level requires a certain amount of S.P., it says on each of your sheets (1st level spells require 1 S.P., 2nd level 3 S.P, etc). You have "Metamagic Feats", such as your Empower and Heighten spells feats. Using these allows you 3 times per day to use them for free, then you need to pay extra S.P. to modify your spells. They make your spells more powerful than a usual version of the spell, but it's harder to cast because of that.
I figured this way, you'd end up knowing what your limits and abilities are, and can see what you can do and choose what to do accordingly rather than just picking something random everytime there's a fight or situation. It's more work, but more organized. Let me know what you think of it. If you want suggestions Blake, let me know too, I know there's a ton of spells there, you have more than half of all of the spells in the game your character can cast at his level there to use. I can give you a list of spells I'd suggest for you to pick from to memorize and what not if you want me to.
I'll be keeping track of experience and let you know when you level up and I'll update things for you. You'll get to see how you progress this way too.