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Healing (as written)
Hell Blast
Sorcery
Base DC:40
Spell Slots: 2
Range: Medium
Target: I creature
Duration: Instantaneous
Saving Throw: Fortitude partial
This spell calls a spear of darkness to siphon off the life energy of the target, doing 1d6 damage per caster level (maximum 15d6) and 1d3 negative levels. On a successful Fortitude save, only the damage is taken. This spell is effective against the undead.
Holy Bless
White
Base DC:40
Spell Slots: 3
Range: Long
Area: 50 feet radius per caster level
Duration: Instantaneous
Saving Throw: Will negates
This spell destroys any undead that fail their saving throw. It has no effect on living creatures, objects, mazoku, or undead that make their saving throws.
Holy Resist (as written)
Howl Freeze
Shamanist [Cold]
Base DC:45
Spell Slots: 2
Range: Long
Area: 100 foot radius
Duration: Concentration
Saving Throw: Special
This spell creates blizzard conditions in the area. It does 1d6 nonlethal damage per round of exposure, which a Fortitude save can negate. It creates high wind (50 mph) conditions, with all effects outlined in the DMG. It also gives concealment within the area (20% miss chance within 5 feet, and 50% within 10).
Iceball (note this spell may be called Freeze Brid or Freeze Bullet)
Icicle Lance (as written)
Identify (as written)
Illusion (as written)
Kyu Kyum Spin
Sorcery Note: Inverse.org lists this as a Water Shamanism spell
Base DC:25
Spell Slots: 1
Range: Close
Effect: One swarm of creatures
Duration: Instantaneous
Saving Throw: None
This spell summons a swarm of simple water animals -- sea cucumbers are preferred, but any marine invertebrate will do. It must be cast near a body of water for it to work. It has no real combat use unless you are very creative, but it's good if you are hungry.
Lah Freeze
Shamanist [Cold]
Base DC:35
Spell Slots: 1
Range: Touch
Target: 1 creature
Duration: 1 round/level
Saving Throw: None
This spell encases the target in ice, doing 1d8 damage per caster level (maximum 10d8) and holding them immobile for 1 round per caster level or until the ice melts, whichever comes first. The caster must make a touch attack to use this spell. The caster must also make a Reflex save to avoid trapping his or her hand in the ice.
Levitation (change the following things:
Lighting (as written)
Lock
Common, White
Base DC:20
Spell Slots: 1
Range: Close
Target: One door or window.
Duration: Instantaneous
Saving Throw: None
This spell prevents a door from opening. It may only be undone by the Opening (Unlock) spell or a spell to dispell magic. Or you could just break down the door.
Ly Briem (as written)