Void Mender
Duration: 2 minutes
Saving Throw: Fortitude negates (harmless); Spell Resistance: yes (harmless)
The transmuted creature move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Empowering Shine
Duration: 2 minutes
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
The subject becomes filled with eldritch Voidshine. This effect grants a +4 enhancement bonus to all abilities, adding the usual benefits from increased ability score modifiers (such as saving throws, AC, damage rolls, etc.).
Haste
Litany of Defense
Duration: 2 rounds
Saving Throw: no; Spell Resistance: yes (harmless)
Invoking this litany strengthens your subject's defenses. Any enhancement bonus your subject's armor has is doubled and it is immune to fear. While subject to this effect, the target cannot be the target of another spell that has the word "litany" in the title.
Persistent Vigor
Duration: 2 minutes
Saving Throw: no; Spell Resistance: yes (harmless)
Your subject is filled with a persistent vigor. The subject gains fast healing 2 and is immune to bleed effects as well as the sickened and nauseated conditions. When it succeeds at a saving throw against a disease or poison effect, that disease or poison effect ends (as if it had succeeded at enough saving throws to cure that effect).
If the subject fails a saving throw against a disease or poison effect, it can instantly dismiss this effect to reroll that saving throw with a +4 bonus; it must take the result of this reroll, even if it is lower.
Protection from Good/Evil/Law/Chaos
Duration: 20 minutes
Saving Throw: no; Spell Resistance: yes (harmless)
As the effect is created, you must choose either Good, Evil, Law, or Chaos. This effect wards a creature from attacks by creatures of the chosen alignment, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures of the chosen alignment.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this effect. The effects resume when the duration of this effect expires. While under the effects of this effect, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by creatures or objects of the chosen alignment, subject to GM discretion.
Third, the effect prevents bodily contact by summoned creatures of the chosen alignment. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not of the chosen alignment are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.
Void Restoration
Duration: instantaneous
Saving Throw: no; Spell Resistance: yes (harmless)
This effect dispels all permanent and temporary negative levels afflicting the healed creature. Restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. The subject then takes 1d6 negative energy damage, positive energy if the subject is undead, for each spell and effect removed, up to a maximum of 6d6.
Negative Level Removal, Ability Score Reduction, Ability Score Damage, Ability Score Drain, Fatigue/Exhaustion, Mental Effects.
True Seeing
Duration: 20 minutes
Saving Throw: no; Spell Resistance: yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.