Current Level: 20 Dan's Antipaladin
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Anarchic Water (Planar & S. Comp.) 1 min Inst Touch 1 Flask Will
  Adds chaotic alignment to 1 pint of water            
  Babau Slime (S. Comp.) 1sa 20 Min Touch Creature Touched No
Coats the subject in a slimy red layer of jelly; creatures that touch the subject with a touch attack, an unarmed
  attack, a natural weapon or a grapple take 1d8 points of acid damage.      
  Bane (Pathfinder) 1sa 20 Min. All in 50 ft 50' radius Will   V, S, DF Yes  
  Fills foe with fear -1 on attack rolls, -1 save on saving rolls vs. fear.Counters and is dispelled by bless.        
  Blood Blaze (Trans.) (Race) 1sa 20 Rnds Touch Creature Touched Fort neg V, S Yes
must be The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air.
Orc Any creature (including the spell's target) within the aura that takes at least 5 points of piercing, slashing, or bleed
damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a
randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any
creature in that square, and 1 point of splash damage to all creatures within 5 feet of the spray's target, including
the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not
  have blood (including oozes and most constructs and undead) do not create blood sprays when attacked.        
  Body Blades (S. Comp.) 1sa 20 Min. Personal Self No
  Sprout blades that deal 1d6+ #REF! (max 5) damage to grappled foe.    
  Cause Fear 1sa 1d4 or 1 Rnd 75 ft 1 creature Will   V, S Yes  
  Frighten foes of 5HD or less, those that save are shaken for 1 round.6+ HD immune          
  Command 1sa 1 Rnd 75 ft 1 creature Will neg V Yes
1 word command:
Approach:the subject must move toward the caster as quickly as possible.
Drop:The subject drops whatever it is holding until the next turn.
Fall: On its turn the subject falls prone, but may otherwise act normally.
Flee:On its turn the subject must move away as quickly as possible.
  Halt:The subject must stand in place for 1 round and may not take any actions.            
  Curse Water (Pathfinder) 1 min 1 Min. Touch 2 flask No V, S, M Yes
  Add negative energy to 1 pint of water               5 lbs of powdered silver worth 25 gp
  Death Knell (Pathfinder) 1sa Special Touch 1 Creature Will V, S Yes
    If touch foe at -1 hp or less then you kill them and gain 1d8 hp & +2 Str (duration 10 min/HD)          
  Deep Breath (Conj.) (S. Comp.) Immediate 20 Rnds Personal Self No
You lungs fill with air for the duration of the spell at the end of the spell you can continue to hold your breath.
  You can cast this spell quickly enough to avoid drowning.          
  Detect Poison (Pathfinder) 1sa 20 Rnds 60 ft cone No
  Detects Poison                        
  Disguise Self (Illus.) (Pathfinder) 1sa 200 Min Personal Self No V, S D
Can change your height by plus or minus 1' and can't change basic humanoid form, otherwise you can change as
much as you wish to give yourself up to a +10 Disguise bonus.Creatures who interact with the illusion, like
  touching you and finding your height is different are allowed a Will save to disbelieve.          
  Divine Interdiction (S. Comp.) 1sa 20 Rnd 75 ft 10' radius Will
  Cuts off a character's ability to turn, rebuke or control undead.Can be cast upon an object.  
  Doom (Pathfinder) 1sa 20 Min. 300 ft 1 creature Will neg   V, S, DF Yes  
  Causes target to be shaken (-2 to hit, save, skill checks and ability checks)              
  Ebon Eyes (Trans.) (S. Comp.) 1sa 200 Min Touch Creature Touched No
A jet black film covers the subject's eyes giving them the ability to see normally in magical and natural darkness.
  The subject ignores the miss chance due to lack of illumination.        
  Energized Shield, Lesser (S. Comp.) 1sa 20 Rnd Touch 1 Shield No
  Gain Resistance 5 vs. one type of energy, shield bash does 1d6 of chosen energy damage.  
  Guided Shot (Div) (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
Your ranged attacks don't take penalty due to distance or any cover less than total.The spell doesnít extend the
  the maximum range you can attack at or effect a creature behind total cover.      
  Inflict Light Wounds (Pathfinder) 1sa Perm Touch 1 Creature Will 1/2   V, S Yes  
  Deals 20 +1d8 damage, up to +5 max                  
  Invisibility, Swift (C. Adv.) 1 Swift 1 Rnd Personal Self No
  This spell functions like Invisibility (above) except for only 1 round.      
  Ironbread (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg   V, S Yes  
must be This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1
Dwarf armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used
as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting
  with a verbal component has a 20% spell failure chance.                  
  Ironguts (S. Comp.) 1sa 200 Min. Touch 1 Creature Will
  +5 alchemical bonus to Fort saves vs. poison, subject is nauseated for 1 round.    
  Know Greatest Enemy (S. Comp.) 1sa 20 Rnds 60 ft Cone No
Evaluates the creatures in the A.O.E. determining the relative power level of each creature.
CR Strength CR Strength  
4 or Less Weak 11-15 Strong  
  5-10 Moderate   16+ Overwhelming        
  Linebreaker (Race-Half Orc) 1sa 0 Min. Self Self No   V, S No  
You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made
  to bull rush or overrun.                        
  Litany of Sloth (Ul. Combat) 1 Swift 1 Rnd 75 ft 1 Creature No V, S , DF Yes
With a litany against the wages of sloth, you slow the targetís defenses. The target cannot make attacks of
opportunity or cast spells defensively.While subject to this spell, the target cannot be the target of another
  spell that has the word "litany" in the title.                    
  Litany of Weakness (Ul. Combat) 1 Swift 1 Rnd 75 ft 1 Creature No V, S, DF Yes
Your litany proclaims your target weak, sapping its strength. The target is fatigued for 1 round. While subject to
  this spell, the target cannot be the target of another spell that has the word "litany" in the title.          
  Longshot (Trans.) (Ul. Combat) 1sa 20 Min. Self Self No V, S, M/DF No
This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by piece of fletching
  the subject.                          
  Low-Light Vision (S. Comp.) 1sa 20 Hrs Touch Creature Touched No
  The subject gains low-light vision.                      
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Magic Weapon (Pathfinder) 1sa 20 Min. Touch 1 Weapon No V, S, DF Yes
  Adds +1 enhancement for attack and damage to 1 weapon (can't be used on natural weapons).          
  Murderous Command (Ul. Magic) 1sa 1 Round 75 ft 1 Living Creature Will neg V Yes
You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks
its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the
nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its
  turn to get as close as possible to the ally.                    
  Protection from Chaos/Evil/Good/Law (Pathfinder) 1sa 20 Min. Touch 1 creature No V, S, M/DF D
Gain +2 deflection AC and +2 saves, blocks warded creatures vs. attempts of mental control
  Prevents body contact from summoned creatures of that alignment and attacks fail          
  Read Magic (Div.) (Pathfinder) 1sa 200 Min. Personal Self No V, S, F
Allows you to decipher magical texts inscriptions and the like at the rate of 250 words per minute (1 page/min). clear crystal or mineral prism
You can identify and not set off a greater glyph of warding with a DC 13 spellcraft check or any other magical
  text with a DC of 10+spell level.                      
  Rebuke (Ench.) (S. Comp.) 1sa 20 Rnds 75 ft 1 Living Creature Will neg
The subject is dazed for 1 round and shaken for the duration of the spell and must make a successful Concentrate
  check (with a DC of the spell's DC) to cast a spell.            
  Remove Scent (S. Comp.) 1sa 200 Min Touch 1 Creature No
  It hides the scent of 1 creature it also negates the noxious stench exuded by some creatures like a ghast.
  Savage Maw (Trans.) (Race) 1sa 20 Min. Self Self   V, S   D
must be Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You gain a bite attack
Half-Orc that deals 1d4 points of damage plus your Strength modifier. If you confirm a critical hit with this attack, it also
deals 1 point of bleed damage. If you already have a bite attack, your bite deals 2 points of bleed damage on a
critical hit. You are considered proficient with this attack. If used as part of a full-attack action, the bite is
considered a secondary attack, is made at your full base attack bonus Ė5, and adds half your Strength modifier
to its damage. You can end this spell before its normal duration by making a bestial roar as a swift action. When
    you do, you can make an Intimidate check to demoralize all foes within a 30-foot radius that can hear the roar.        
  Scent (S. Comp.) 1sa 200 Min Touch Creature Touched No
  Grants the subject scent ability (MM1 134).            
  Sentry Skull (Necro.) (Race) 1 Hour Permanent Touch 1 Severed Head None V, S, M No
must be You restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, onyx gem worth at least 10 gp
Orc creating a grisly sentinel. The head must be affixed to a pole, spear, tree branch, or other stable object, and the
spell ends if the head or its object is moved. The head has darkvision 60 feet and low-light vision, can swivel in
place to look in any direction, and has a +5 bonus on Perception checks.If you are within 30 feet of the head, as a
standard action you can shift your senses to it, seeing and hearing from its location and gaining the benefit of its
darkvision and low-light vision, and you may use its Perception skill instead of your own. While your senses are
in the severed head, your body is blind and deaf until you spend a free action to shift your senses back to your
own body.When you create the head, you can imprint it with a single triggering condition, similar to magic
mouth. Once this triggering condition is set, it can never be changed. If you are within 30 feet of the head, you
immediately know if it is triggered (if you have multiple active sentry skulls, you also know which one was
triggered). This wakens you from normal sleep but does not otherwise disturb your concentration. For example,
you could have a sentry skull alert you if any humanoid comes into view, if a particular rival approaches, if your
guard animal is killed, and so on, as long as it occurs where the severed head can see it.This spell does not give
the head any ability to speak, think, or take any kind of action other than to turn itself, though it is a suitable
  target for other spells such as magic mouth.                    
  Summon Minor Monster (Conj.) (Ul. Magic) 1 Round 20 Rnds 75 ft 1d3 Creatures None V, S, F/DF No D
This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller animals, such as bats, tiny bag and a small candle
lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.
As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these
  animals.                          
  Summon Monster I (Pathfinder) 1 round 20 rnd 75 ft 1 Creature No V, S, F No D
Summons a monster from the table Patfinder 351.It attacks as soon as it arrives and fights to death or until the a tiny bag and a small candle
spell expires. Monster   Subtype Monster Subtype
Dire Rat -- Frog, Poison --  
Dolphin -- Pony (horse) --  
Eagle -- Riding Dog --  
      Fire Beetle   -- Viper (snake) --            
  Summon Undead (S. Comp.) 1 round 20 rnd 75 ft 1 Creature No
Human Warrior Skeleton; 1 HD, 6 HP, AC 15, touch 11 flat 14, Scimitar +1 (1d6+1/18-20)
    +5 Initiative, DR 5/Bludgeoning, Darkvision 60', undead immunities        
  Wartrain Mount (Ench.) (Ul. Magic) 1 Minute 20 Hrs. 75 ft 1 Animal None   V, S, M Yes  
You instill the target animal with the combat training general purpose (see Handle Animal). This supersedes the swatch of black cloth
animalís previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous trained
  purpose and known tricks.The spell works on only friendly or indifferent animals.
2nd Level Spells         Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Bestow Weapon Proficiency (Ul. Combat) 1sa 20 Min. 75 ft 1 Creature Will neg V, S, M Yes
You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were pieces of shaved metal
proficient with that weapon. The weapon can be any type, including an exotic weapon, but the subject of the
  spell must be holding the weapon* when you cast it.                  
  Blindness/Deafness (necro.) 1sa 20 Min. 300 ft 1 Creature Will V yes D
  Blinds or Deafens the creature                      
  Blood Scent (Trans.) (Race) 1sa 20 Min. 300 ft 30' Diameter Will neg V, S Yes
must be You greatly magnify the target's ability to smell the presence of blood. The target is considered to have the scent
Orc universal monster ability, but only for purposes of detecting and pinpointing injured creatures (below full hit
points). Creatures below half their full hit points or suffering bleed damage are considered strong scents for this
  ability.This spell effects 10 creatures no two of which can be more than 30' apart.          
  Bull's Strength (Trans.) (Pathfinder) 1sa 200 Min. Touch 1 Creature No V, S, M
  +4 Str                   few hairs or a pinch of dung from a bull
  Checkmate's Light (S. Comp.) 1sa 20 Rnd Touch 1 melee weapon No
Imbue weapon with + 7 bonus (Max +5) it also glows red as per torch 20' radius and provides +1
  morale save vs. fear.                
  Corruption Resistance (Adv. Player's) 1sa 200 Min. Touch Creature Touched Fort neg   V, S, DF Yes  
You grant the touched creature limited protection from magical effects that inflict damage based on the target
creature's alignment, such as holy smite, order's wraith, a paladin's smite evil attack, or an unholy weapon.
Choose 1 alignment type; chaos, evil, good or law.The subject takes 5 less points of damage from effects that
specifically harm creatures of that alignment.The value of the protection increases to 10 points at 7th level and
to 15 points at 11th level.The spell protects the recipient's equipment as well.Corruption resistance protects
against spells, spell-like abilities and special abilities, not physical attacks.Corruption resistance only protects
against damage.The subject can still suffer side effects from such attacks.When you use this spell to protect
  an alignment, it gains the descriptor of that alignment.                  
  Darkness 1sa 200 Min. Touch 1 object No V, M, DF
  20' radius darkness                   bat fur and a piece of coal
  Darkvision (Trans.) (Pathfinder) 1sa 20 Hrs Touch Creature Touched Will neg V, S, M Yes
  Grants the subject Darkvision 60', but cannot see in darkness.           pinch of dried carrot or an agate
  Desecrate (Pathfinder) 1sa 40 hours 75 ft 20' radius No V, S, M Yes
Each Cha check made to turn undead is at -3 and Undead at +1 on attack, damage and save, Undead created or vial of unholy water and 25 gp (5 lbs)
summoned into the area gain +1 hp/HD, if it contains an altar or shrine 2x these changes and can create twice as of silver dust
much undead; 4 HD/level.Can be used to help destroy an opposing aligned god's temple or altar, but doesn't
  then grant Undead any powers.Requires 25 gp (5 lbs) of silver dust sprinkled around the A.O.E.
  Eagle's Splendor (Pathfinder) 1sa 20 min Touch 1 Creature No V, S, M Yes
  Grants +4 Cha to 1 creature.                    
  Enemy's Heart (Necro.) (Race) 1 Round Special Touch 1 Living Creature None V, S, M Yes
You cut out an enemy's heart and consume it, absorbing that enemy's power as your own. As part of casting this target creature's heart
spell, you perform a coup de grace with a slashing weapon on a helpless, living adjacent target. If the target dies,
you eat its heart to gain the spell's benefits. If the target survives, the spell is not wasted and you can try again as
long as you continue concentrating on the spell. When you consume the heart, you gain the benefits of a death
knell spell, except you gain 1d8 temporary hit points +1 per Hit Die of the target, and the bonus to Strength is a
  profane bonus.The spell lasts for one round per HD of the creature whose heart you consume.          
  Energy Vortex (S. Comp.) 1sa Instant 20 ft 20' radius Reflex 1/2
Choose 1 energy type for a blast dealing 1d8 + 20 (Max +20) damage.If you take the damage you
  deal twice the normal damage and you don't get a R save, but SR still applies.      
  Flame of Faith (C. Divine & S. Comp.) 1sa 20 Rnd Touch 1 weapon No
  Nonmagical weapon turns into a flaming weapon dealing 1d6 extra fire damage.      
  Hold Person 1sa 20 Rnds 300 ft 1 Humanoid Will neg   V, S, M    
  Paralyzed, but can save each round.                 1 hard metal bar or rod which can be as small as a 3 penny hell
  Invisibility (Illus.) (Pathfinder) 1sa 20 Min. Touch Special No V, S, M
Turns the subject or object invisible up to 2000 lbs.Items separated from you become visible, you eyelash in gum Arabic
  turn visible when the spell expires or if you make a hostile action.                
  Iron Silence (C. Adv.) 1sa 20 hr Touch 1 Armor/3 Level Will
  Removes armor penalty from Hide and Move Silently checks if you are proficient in the armor  
  Litany of Defense (Ul. Combat) 1sa 1 Rnd Self Self No   V, S, DF Yes  
Invoking this litany strengthens your defenses. Any enhancement bonus your armor has is doubled and you are
immune to fear. While subject to this spell, the target cannot be the target of another spell that has the word
  litany in the title.                        
  Litany of Eloquence (Ul. Combat) 1 Swift 1 Rnd 75 ft 1 Creature No V, S, DF Yes
Your litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The target is fascinated.
  While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.        
  Litany of Entanglement (Ul. Combat) 1 Swift 1 Rnd 75 ft 1 Creature Will neg V, S, DF Yes
Your litany conjures chains of energy that lash upward from the ground and hamper the targetís movement. The
target is entangled. This spell has no effect on flying creatures, or creatures not standing upon solid ground.
  While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.        
  Litany of Warding (Ul. Combat) 1 Swift 1 Rnd Self Self No V, S DF No
With this litany, you become more aware of your opponents. You can make two additional attacks of opportunity
this round. Furthermore, you gain a +2 sacred bonus to AC against attacks of opportunity. While subject to this
  spell, the target cannot be the target of another spell that has the word "litany" in the title.          
  Living Undeath (S. Comp.) 1sa 20 Min. Touch 1 Creature Fort
  Subject is immune to criticals and sneak attacks but suffers -4 Chr.                
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Magic Siege Engine (Ul. Combat) 1sa 20 Min. Touch 1 Siege Engine Will neg V, S, DF Yes
This spell permits an indirect fire siege engine to bombard its targets with greater accuracy, delivering more
damage. The siege weapon receives a +1 enhancement bonus on targeting rolls and damage rolls. If used on a
direct fire siege weapon, this spell acts a magic weapon.
  Mark of the Outcast (S. Comp.)   1sa Perm   75 ft 1 Creature Will        
  Indelibly Marks subject who suffers -5 Bluff and Diplomacy and -2 to AC      
  Pernicious Poison (Ul. Magic) 1sa 200 Min. Touch Creature Touched None   V, S, DF Yes  
You weaken the targetís defenses against poison. The target gains a Ė4 penalty on saves against poison, and
poisons affecting the target continue for another 2 frequency increments (for example, black adder venom lasts 8
rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with skill
  or magic take a Ė4 penalty.                      
  Phantom Foe (Illus.) (S. Comp.) 1sa 20 Rnds Touch Creature Touched Will
If the target fails its saving roll then the spell creates an illusory double of whichever creatures currently
threatening it is the most dangerous.The subject now believes that they are flanked by the phantom foe.Also
the subject is unable to determine which target is real and so has a 50% chance to attack a real creature.If the
  subject is not threatenedby any creature at the start of its turn the spell ends.      
  Protection from Chaos/Evil/Good/Law, . Combat) 1sa 20 Min. Touch Creature Touched Will neg   V, S, M/DF No  
(Ul Comb.) This spell wards a creature from attacks by evil creatures, 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 3
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 evil creatures.
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 spell. The effects resume when the duration of this spell expires. While under .
the effects of this spell, 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
evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. 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 evil 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.The duration can be
divided among the creatures touched in one minute intervals.The spell doesn't defend against sleep and
  confusion.                          
  Protection from Positive Energy (S. Comp.) 1sa 200 Min. Touch 1 Creature Will
  Protection 10 from hit point damage by positive energy.          
  Scare (Necro.) (Pathfinder) 1sa Special 300 ft 30' Diameter Will part   V, S Yes  
This spell effects 6 creatures causing all below 6 HD to be frightened.The spell lasts for 1
  round if they make their save and 20 rounds if they fail.              
  Shadow Mask (Illus.) (S. Comp.) 1sa 200 Min. Personal Self No
You cause a mask of shadows to shield your face completely hiding it and giving you a +4 save bonus vs. any
light or darkness spells cast or spells that require bright lights.You also gain a 50% chance to avoid a gaze
  attack spell.When the spell ends the mask fades over 1d4 rounds, even a dispel magic grants you 1d4 rounds.
  Shield of Warding (S. Comp.) 1sa 20 Min. Touch 1 Shield/buckler Will
  Sacred bonus of 1+ #REF! (max +5 at 20th level)          
  Silence (Pathfinder) 1sa 20 Min. 1200 ft 20' radius W or none   V, S Special  
  Can be cast on point in space or an object or person, only if cast on creature a Will save applies (as does SR).        
  Summon Monster II (Conj.) (Pathfinder) 1 rnd 20 Rnd 75 ft 1 creature No V, S, M No D
Summons a monster from the tables on Pathfinder 351.The monster starts to fight on your turn immediately when a tiny bag and a small candle
summoned.Fighting for you until the expiration of the spell or death.Can summon 1 creature from table 1 or 1d3
creatures from table 1.              
Monster   Subtype   Monster       Subtype
Ant, Giant (worker)* -- Horse* --
Elemental (Small) Elemental Hyena* --
Giant Centipede* -- Lemure (Devil) Evil, lawful
Giant Frog* -- Octopus* --
Giant spider* -- Squid* --
Goblin dog*       Wolf*       --
  * if good use the celestial template, if evil use the fiendish template.                
  Summon Undead II (S. Comp.) 1 rnd 20 Rnd +3 (1d6+3) ft 1 creature No
Owlbear Skeleton HD 5d12, 32 hp, Initiative +6, Move 30', AC 13, Touch 11, Flat 11, 2 claws
  +6 (1d6+5) and bite +1 (1d8+2), DR 5/Bludgeoning, Immune to Cold, Low-Light Vision  
  Toxic Gift (Ench.) (Ul. Magic) 1sa Instant Touch 1 Living Creature Fort neg   V, S Yes  
You can cast this spell only if you are currently poisoned. You draw upon the poison in your body and duplicate
its effects in the target, which is affected by the same poison you are, except it uses this spellís DC instead of the
  poisonís normal DC. If you are affected by more than one poison, you must choose one to afflict upon the target.      
  Tremorsense (Trans.) (S. Comp.) 1sa 200 Min Personal Self No
  Grants tremorsense 30' giving you the ability to pinpoint the location of any creature touching the ground in 30'.
  Unadulterated Loathing (Ench.) (Ul. Magic) 1sa 20 Days 75 ft 1 Creature Will neg   V, S, M Yes  
You fill the target with a terrible loathing aimed at a specific creature. At the time of the casting, you designate a
single creature as the object of the targetís revulsion. Thereafter, the target does all it can to remain at least 60'
away from the object of its loathing. As soon as the target moves within this range, it becomes nauseated until it
can again get away from the object of its revulsion. If traveling beyond 60 feet of the object of its loathing would
place the target in obvious physical danger, the target can attempt a second save to break the spellís effect.
  Veil of Shadow (S. Comp.)   1sa 20 Min. Personal   Self No        
  Gain 20% Concealment despite darkvision or see invisibility, but not true seeing.    
  Vestment of the Champion (Abjur.) (Ul. Magic) 1sa 20 Min. Touch Armor or Shield None   V, S No  
This spell only works on your armor and shield, if loaned or taken by another the shield and/or armor protection
won't work for them, it will work for you if it is returned to you.You imbue a suit of armor or a shield with an
    enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).              
  Wave of Grief (C. Divine & S. Comp.) 1sa 20 Rnd 30 ft Cone Will
  All in the cone take a -3 penalty to attack, save, ability checks and skills checks.    
  Wraithstrike (Trans.) (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
    While this spell is in effect your melee attacks are resolved as if they were touch attacks.  
  Zeal (C. Divine & S. Comp.) 1Swift 20 Rnds Personal Self No
Choose a foe and you gain +4 AC to all attacks of opportunity from opponents other than the chosen foe.Also
you can move through enemies as if they were allies for the duration of this spell as long as you end up closer
  to the chosen foe.                
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Animate Dead (Necro) (Pathfinder) 1sa Instant Touch 1+ Corpses No V, S, M no
Creates zombies or skeletons, but no more than twice your HD.The undead follow your commands. onyx gem 25 gp/HD
You can never control more than 4 HD/caster level.If you try to control more unread than is allowable
  the new undead will replace the oldest undead.                    
  Battle Trance (Race-Half-Orc) 1sa 20 Min. Self Self Will neg V, S Yes
must be You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a
Orc number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving
throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature
that has attacked you.When you use this spell, you immediately take 4 points of Intelligence damage. You must
make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a Ė5
  penalty.                          
  Bestow Curse (Necro.) (Pathfinder) 1sa Permanent Touch 1 Creature Will V, S yes
Subject curses either -6 to an ability score (min 1), -4 to attack, saves, ability and skill checks or each turn
the subject has a 50% chance to act normally, otherwise it takes no action.Can invent your own curse.The
curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or
  wish spell.                          
  Blade of Dark Triumph (Ul. Magic) 1sa 20 Min. Touch Your Fiend Boon Will neg V, S No
You strengthen the bond between your fiendish boon weapon and its unholy spirit. The weapon gains the ghost
touch property. You may change your weaponís damage type (bludgeoning, piercing, slashing) as a swift action.
You gain a profane bonus to your CMD against disarm and sunder attacks directed at your boon weapon; this
  bonus is equal to half your caster level.                    
  Burst of Speed (Trans.) (Ul. Combat) 1 Swift 1 Rnd Self Self No V No
Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or
Heavy armor), your movement does not provoke attacks of opportunity, and you can move through the space of
creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a
  creature.                          
  Contagion (Pathfinder) 1sa Instant Touch 1 Creature Fort V, S Yes
  Subject contracts a disease (as per PHB 213)                    
  Darkvision, Communal (Ul. Combat) 1sa 20 Hrs Touch Creatures Touched Will neg V, S, M Yes
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but either a pinch of dried carrot or an agate
  otherwise like normal sight.You may divide the spell's duration among several creatures at the rate of 1 hour each.      
  Deadly Juggernaut (Necro.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of
the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks,
and Strength-based skill checks as well as DR 2/ó each time you reduce a qualifying opponent to 0 or few hit
points (maximum +5 bonus and DR 10/ó) with a melee attack. A qualifying opponent has a number of Hit Dice
  equal to or greater than your Hit Dice Ė4.                    
  Deeper Darkness (Pathfinder) 1sa 20 Days Touch 1 Object No V, M/DF No D
  Darkness in 60' range counters and dispels any light spell of equal or lower level.       bat fur and a piece of coal
  Defile Armor (Adv. Player's) 1sa 20 Min. Touch Armor Touched Will neg V, S Yes
You gain DR 5/good while wearing the target armor. While using your judgment or smite ability, this improves to 
DR 10/good.
  Diamondsteel (Trans.) (S. Comp.)   1sa 20 Rnds Touch 1 suit of metal armor No        
  Gives DR/adamantine equal to 1/2 the bonus of the armor.          
  Dispel Magic (Abjur.) (Pathfinder) 1sa Instant 300 ft 20' Radius Special   V, S No  
Targeted Dispel on 1 object check 1d20 +your level +10 vs. 11 + spell caster's level, this same result is applied to
any other magical effects that are on effective on the target.You can also name a magical effect and target the
spell to end that effect.If you caster level equals or beats the spell's caster level the magical effect is ended,
without ending any other magical effects that could be operating in the area.You automatically succeed at
dispelling your own spells.Artificats and Deities are unaffected.A targeted dispel magic cast upon a
summoned creature causes it to return to it's home plane. V, S No
Area Dispel 20' radius check 1d20 + your level+10 vs. 11 + highest spell level in the A.O.E., magic items are safe.
Permanent magic items will have their powers surprised1d4 rounds.
  Counterspell to block a spell as it is cast 1d20+your level +10 vs. 11+spell caster's level.          
  Fangs of the Vampire King (S. Comp.) 1sa 20 Rnds Self Self No V, S No
Grow vampire-like fangs that allow the caster to make bite attacks that deals 1d6 points of damage +1 Con point.
If a full attack is made with other weapons then the bite attack can be made as a secondary attack (-5 penalty to
hit).
  Fear (Necro.) (Pathfinder)   1sa 20 Rnds 30 ft Cone Will part   V, S, M Yes  
Creates an invisible cone of terror panicking all inside unless they make a Will save in which case they will be heart of hen or white feather
  shaken.If corned a panicked creature begins cowering.                  
  Find the Gap (S. Comp.) 1sa 20 Rnds Personal Self No
Gain the ability to see weak points in your foe's armor, letting you resolve your first attack as a touch attack
disregarding the subject's armor, shield and natural armor bonuses (including any enhancement bonuses) to
  AC.Other AC bonuses such as dodge, deflection and luck bonuses still apply.    
  Hand of the Faithful (S. Comp.) 1 Minute 20 Hrs 10 ft 10' radius Fort
Creates a warded area that only people who worship your god or were their holy symbol can enter without having
    to make a Fort save each round or be stunned for that round.Those that save can ignore the spell.  
  Inflict Moderate Wounds, Mass (Pathfinder) 1sa Permanent 75 ft 30' radius Will 1/2
  Inflicts 2d8+ 20 points of damage (max 24) to nearby enemies, heals undead an equal amount.        
  Litany of Escape (Ul. Combat) 1 Swift Instant 75 ft 1 Willing Creature No V, S, DF Yes
With a powerful prayer, you call upon the servants of your god to whisk a friend out of a grapple. The target
  loses the grappled and pinned conditions and is teleported 10 feet.                
  Litany of Sight (Ul. Combat) 1 Swift 1 Rnd Self Self No V, S, DF Yes
This litany reveals the unseen to you. You can see invisible creatures and objects within 30 feet. While subject
  to this spell, the target cannot be the target of another spell that has the word "litany" in the title.          
  Litany of Warding (Ul. Combat) 1 Swift 1 Rnd Self Self No V, S, DF No
With this litany, you become more aware of your opponents. You can make two additional attacks of opportunity
this round. Furthermore, you gain a +2 sacred bonus to AC against attacks of opportunity. While subject to this
  spell, the target cannot be the target of another spell that has the word "litany" in the title.          
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Magic Circle Against Chaos/Evil (Pathfinder) 1sa 200 Min. Touch 10' radius Will V, S, M/DF
Gain Protection from Chaos or Evil (+2 AC & +2 save bonus) keeping foes at bay (if you can overcome their 3' diameter circle of powdered silver
  SR).Can also be used to confine a creature.                    
  Magic Siege Engine, Greater (Ul. Combat) 1sa 20 Hrs. Touch 1 Siege Engine Will neg V, S, DF Yes
This spell permits an indirect fire siege engine to bombard its targets with greater accuracy, delivering more
damage. The siege weapon receives a +1 enhancement bonus on targeting rolls and damage rolls. If used on a
direct fire siege weapon, this spell acts a magic weapon.It gives an indirect fire siege weapon an enhancement
bonus on targeting and damage rolls of +1 per four caster levels (maximum +5). If used on a direct-fire siege
  weapon, this spell functions as greater magic weapon.                  
  Magic Weapon, Greater (Pathfinder) 1sa 20 Hrs. 75 ft Special Will V, S, DF Yes
    Gives a weapon a + 5 enhancement bonus to attack and damage. Won't work on natural weapons.      
  Mantle of Chaos/Evil/Gd/Law(Pl. & S. C.) 1sa 200 Min. Personal Self No V, S, DF
  Grants you SR 12+ 20 against spells of the opposing alignment.              
  Mind Poison (Necro.) (S. Comp.) 1sa Instant Touch 1 Living Creature Fort neg
Infect the subject with a poison that saps their willpower dealing 1d10 points of Wis damage with a save DC of
  10+ 10 + your Int or Cha modifier as for Wizards or Sorcerers.    
  Nondetection, Communal (Ul. Combat) 1sa 20 Hrs Touch Creatures Touched Will neg   V, S, M Yes  
The warded creatures or objects becomes difficult to detect by divination spells such as 50 gp worth of diamond dust
clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic
items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster
who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC
  is 15 + your caster level.You can divide the duration in 1 hour increments among those touched.          
  Regal Procession (Trans.) (S. Comp.) 1sa 40 Hrs. #REF! ft Special No
Creates a group of 20 mounts each with a riding saddle, saddle blanket, bit, bridle and ribbons
  You select the color of the horses and liverly which may include a heraldic or personal symbol.  
  Resounding Blow (Evoc.) (Adv. Player's) 1 Swift 20 rnds Self Self Fort part   V No  
You must have a melee weapon in hand to cast this spell.On a successful melee attack, your weapon resounds
with a thunderous clash.The target takes 1d6 points of sonic damage.Your weapon is not harmed by this
attack.If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a
successful attack.A successful Fort save negates the staggering effect.On a successful critical hit, the target
is stunned for 1 round and deafened for 1d6 rounds.A successful Fort save negates the stunning and
deafening effects.If you are also using judgment or smite, your foe makes only a single save against all effects
This spell immediately ends if your weapon leaves your hand.Resounding blow stacks with the thundering
  weapon property.                        
  Slay Living 1sa 1 round 300 ft 1 creature Fort part V, S Yes
  Slay one creature, with a melee touch, if they make their save they take 3d6+ 20 hp damage          
  Sickening Strikes (Trans.) (Race) 1sa 20 Rnds Self Self Fort neg V, S Yes
must be You are imbued with disease, and any creature you strike with a melee attack must make a Fortitude save or be
Ratfolk sickened for 1 minute. Creatures that are immune to disease are immune to this sickened effect.          
  Spider Poison (Necro.) (S. Comp.) 1sa Instant Touch 1 Living Creature Fort neg
With a successful melee touch you poison a subject the poison does 1d6 points of Str damage and 1d6 Str
damage again 1 minute later.Each instance can be negated by a Fort save of 20 plus your
  relevant spellcasting ability modifier.              
  Summon Monster III (Conj.) (Pathfinder) 1 Round 20 Rnds 75 ft 1 Creature No   V, S, M No D
Allows you to summon forth 1 or more creatures from the tables on Pathfinder 351.The summoned creature acts a tiny bag and a small candle
on your turn immediately after being summoned.You can summon 1 creature from table 3, 1d3 from table 2 or
1d4+1 from table 1.              
Monster   Subtype   Monster       Subtype
Ant, giant (soldier)* -- Dretch (demon) chaotic, evil
Ape* -- Electric Eel* --
Aurochs (heard animal)* -- Giant Lizard* --
Boar* -- Lantern Archon Good, Lawful
Cheetah* -- Leopard (cat)* --
Constrictor Snake* -- Shark* --
Crocodile* -- Wolverine* --
Dire Bat*   ---            
  * = use the fiendish template for evil and the celestial template for good.              
  Summon Undead III (S. Comp.) 1 round 20 Rnds 75 ft 1 creature No
Ghoul HD 2d12, 13 hp, +2 Initiative, move 30', Bite +2 (1d6+1+paralysis) and 2 claws +0 (1d3+paralysis), Ghoul
  Fever with bite F DC 12 incubation 1 day 1d3 Con & 1d3 Dex, paralysis lasts 1d4+1 rnds F DC 12 to avoid.
  Undead Lieutenant (Necro.) (S. Comp.) 1sa 24 Hrs 75 ft 1 Undead Creature No
Empower the subject undead with the ability to command undead.It must have an Int of at lest 5 and it controls
undead as if those orders where giving by you, you can still order your own undead superseding the orders of
your undead lieutenant.You can control up to your level in undead.If the target creatures is destroyed the
  spell ends.                  
  Undead Torch (Necro.) (S. Comp.) 1sa 20 Rnds 75 ft 30' Radius Will neg
Up to #REF! undead gain an extra 2d6 points of damage with their melee damage.If the target of the
undead's attack has SR then check that prior to resolving the combat because it can resist this spell.If the
undead creature is destroyed the fire from the torch continues to burn and does 2d6 points of damage to anyone
  who passes though it.If the undead creature assumes a nonphysical form the spell ends.  
  Unholy Storm (Planar & S. Comp.) 1sa 20 Rnds 20' radius 20' high No
Driving rain causing -4 to Listen, Spot and Search checks, also -4 to ranged attacks from within.The rain
  damages good creatures 2d6 points per round.            
  Utter Contempt (Ul. Magic) 1sa 20 Min. 75 ft 1 Creature Will neg   V, S, M Yes  
You fill the targetís heart with malice for all other creatures. The targetís attitude toward all creatures other than Spittle
  itself worsens by two steps.                      
  Vampiric Touch (Necro.) (Pathfinder) 1sa Special Touch 1 Living Creature No V, S
With a successful melee attack you touch deals 10 d6 points of damage giving you temporary hp
equal to the damage you deal (max 10d6).However, you can't get more than the subject's current hit points + their
  Con score (which is enough to kill the subject).The temporary hit points last 1 hour.          
  Vestment of the Champion (Abjur.) (Ul. Magic) 1sa 20 Min. Touch Armor or Shield None V, S No
This spell only works on your armor and shield, if loaned or taken by another the shield and/or armor protection
won't work for them, it will work for you if it is returned to you.You imbue a suit of armor or a shield with an
enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Absorb Weapon (S. Comp.) 1sa 20 Hrs Touch Touched Weapon Will neg V, S Yes D
Caster can harmlessly absorb a weapon they touch (even a poisoned one) into the caster's arm as long as it is not
in another creature's possession and the weapon is a light weapon.The absorbed weapon can't be felt under the
skin and doesn't restrict the caster's range of motion in any way.The weapon can't be detected with a careful
search, although detect magic reveals the presence of a magical aura.The only evidence of the weapon is a faint
bloch, shaped like the weapon, on the caster's arm.When the caster touches the spot (an action equal to drawing
a weapon) the spell expires and the weapon appears in their hand.If the caster attacks on the same round that
the release the weapon they can make a Bluff check to feint in combat as a free action and the caster gains a +4
bonus on the Bluff check.An intelligent magic weapon gets a saving throw against this spell, but other weapons
  do not.
  Acid Sheath (Conj.) (S. Comp.)   1sa 20 Rnds Personal   Self No        
Enclose yourself in a fluid sheath of acid that doesn't harm you.Any creature striking you deals normal damage,
but they take 40 (max 30) points of damage, provided they are not using reach weapons.Also those
that try to grapple you take acid damage 1/round.Any spell you cast with the acid descriptor does 1 extra point
  of damage                  
  Castigate (Evoc.) (C. Divine & S. Comp.) 1sa Instant 10 ft 10' radius burst Fort 1/2
    Those who alignment differ from yours on the good-evil axis take 20 d4 (max 10d4) sonic damage.
  Contagious Touch (S. Comp.) 1sa 20 Rnds Touch Creature Touched Fort neg
Immediately infects the creature touched with a disease either; blinding sickness, cackle fever, filth fever, mindfire
    red ache, the shakes or slimy doom unless it makes a successful Fort save.      
  Darkvision, Greater (Ul. Magic) 1sa 20 Hrs. Touch Creature Touched Will neg   V, S, M Yes  
The subject gains the ability to see 120 feet even in total darkness. Darkvision is black and white only but pinch of dried carrot or an agate
  otherwise like normal sight.Darkvision, Greater can be made permanent with a permanency spell.          
  Dispel Good/Law (Pathfinder) 1sa 20 Rnds Touch You and 1 outsider Special V, S, DF Special
Gain +4 AC bonus vs. evil creatures.If you touch an evil creature you can drive it back to its plane, if it fails a
Will save, this use ends the spell.Or you can dispel one enchantment cast by an evil creature, except for spells
  that cannot be dispelled by dispel magic spells.                    
  Draconic Might (Trans.) (S. Comp.) 1sa 20 Min. Touch 1 Living Creature No
The subject gains +4 Str, Con, Cha and AC, it also has immunity to magic sleep and paralysis, sorcerers cast
  this spell at 1 level higher.              
  Favor of the Martyr (S. Comp.) 1sa 20 Min. 300 ft 1 Willing Creature None   V, S Yes  
The subject gains immunity to nonlethal damage, charm an compulsion effects, and attacks that function
specifically by causing pain, such as the wrack spell.It is further immune to effects that would cause it to be
dazed, exhausted, fatigued, nauseated, sickened, staggered or stunned.The subject remains conscious at -1 to
-9 hit points and can take a single action each round while in that state, and doesn't lose hit pionts for acting.If
any of the above conditions were in effect on the subject at the time of casting, they are suspended for the spell's
duration.(Thus an unconscious subject becomes conscious and functional.)When the spell ends, any effects
suspended by the spell ends, any effects suspended by the spell that have not expired in the interm (such as the
fatigued condition) return.Effects that expired during the duration of this spell do not resume when it ends.In
addition to these effects, the subject gains the benefit of the Endurance feat for the duration of the spell.
  Fear (Pathfinder)     1sa 20 Rnds 30 ft Cone Will part   V, S, M Yes  
Creates an invisible cone of terror panicking all inside unless they make a Will save in which case they will be heart of hen or white feather
  shaken.If corned a panicked creature begins cowering.                  
  Inflict Serious Wounds (Pathfinder) 1sa Instant Touch 1 creature Will 1/2 V, S Yes
  Inflicts 3d8+ 20 points of damage (max +15).                  
  Invisibility, Greater (Illus.) (Pathfinder) 1sa 20 Rnds Touch Creature Touched No V, S D
  Turns the subject invisible, but they do not appear if they attack, only when the spell ends.          
  Litany of Madness (Ul. Combat) 1 Swift Instant 75 ft 1 Creature No V, S, DF Yes
This litany is a sermon of madness. The target is confused. At the start of each of its turns, it can make a saving
throw against the confused effect (DC of the spell). If the target fails the save, it continues to be confused. If it
  makes the save, the effect ends.                      
  Litany of Sight (Ul. Combat) 1 Swift 1 Rnd Self Self No V, S, DF Yes
This litany reveals the unseen to you. You can see invisible creatures and objects within 30 feet. While subject
  to this spell, the target cannot be the target of another spell that has the word "litany" in the title.          
  Litany of Thunder (Ul. Combat) 1 Swift 1 Rnd 75 ft 1 Creature Fort neg V, S, DF Yes
You call down a thunderous boom upon your enemy. The target becomes deafened until the condition is
removed, and is confused for 1 round. While subject to this spell, the target cannot be the target of another spell
  that has the word "litany" in the title.                    
  Litany of Vengeance (Ul. Combat) 1 Swift Instant 75 ft 1 Creature No V, S, DF Yes
This litany causes your enemy to feel the pain of blows more sharply. Anyone who hits the target with an attack
gains a +5 sacred or profane bonus (depending on the alignment of the caster) to that attackís damage. While
  subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.        
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Magic Siege Engine, Greater (Ul. Combat) 1sa 20 Hrs. Touch 1 Siege Engine Will neg V, S, DF Yes
This spell permits an indirect fire siege engine to bombard its targets with greater accuracy, delivering more
damage. The siege weapon receives a +1 enhancement bonus on targeting rolls and damage rolls. If used on a
direct fire siege weapon, this spell acts a magic weapon.It gives an indirect fire siege weapon an enhancement
bonus on targeting and damage rolls of +1 per four caster levels (maximum +5). If used on a direct-fire siege
  weapon, this spell functions as greater magic weapon.                  
  Nondetection, Communal (Ul. Combat) 1sa 20 Hrs Touch Creatures Touched Will neg V, S, M Yes
The warded creatures or objects becomes difficult to detect by divination spells such as 50 gp worth of diamond dust
clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic
items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster
who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC
  is 15 + your caster level.You can divide the duration in 1 hour increments among those touched.          
  Poison (Pathfinder) 1sa Instant Touch 1 Creature Fort V, S, DF Yes
Infect with poison that deals 1d3 Con damage for 6 rounds.Poisoned creatures must make a Fort save each round
  to avoid suffering the poison's effect.                    
  Resounding Blow (Evoc.) (Adv. Player's) 1 Swift 20 rnds Self Self Fort part V No
You must have a melee weapon in hand to cast this spell.On a successful melee attack, your weapon resounds
with a thunderous clash.The target takes 1d6 points of sonic damage.Your weapon is not harmed by this
attack.If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a
successful attack.A successful Fort save negates the staggering effect.On a successful critical hit, the target
is stunned for 1 round and deafened for 1d6 rounds.A successful Fort save negates the stunning and
deafening effects.If you are also using judgment or smite, your foe makes only a single save against all effects
This spell immediately ends if your weapon leaves your hand.Resounding blow stacks with the thundering
  weapon property.                        
  Slay Living 1sa 1 round 300 ft 1 creature Fort part V, S Yes
  Slay one creature, with a melee touch, if they make their save they take 3d6+ 20 hp damage          
  Summon Monster IV (Conj.) (Pathfinder 1 Round 20 Rnds 75 ft 1 Creature No V, S, M D
Calls forth 1 of the monsters on Pathfinder 351.The creature appears a round after you start casting and attacks a tiny bag and a small candle
on your turn.You may summon 1 creature from table 4, 1d3 from table 3 or 1d4+1 from table 1 or 2.
Monster     Subtype Monster       Subtype
Ant, Giant (Drone)* -- Giant Wasp* --
Bison (Herd Animal)* -- Grizzly Bear* --
Deinonychus (Dinosaur)* -- Hell Hound Evil, Lawful
Dire Ape* -- Hound Archon Good, Lawful
Dire Boar* -- Lion* --
Dire Wolf* -- Mephit (any) Elemental
Elemental (Medium) Elemental Peteranodon (Dinosaur)* --
Giant Scorpion*   -- Rhinoceros*     --
  * = use celestial template if good and fiendish if evil                  
  Summon Undead IV (S. Comp.) 1 round 20 Rnds 75 ft 1 creature No
  Summons an Undead Monster; Allip, ghast, or wyvern zombie.        
  Unholy Sword (Ul. Magic) 1sa 20 Rnds Touch Melee Weapon None   V, S No  
This spell allows you to channel the powers of evil into your sword, or any other melee weapon you choose. The
weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage
against good opponents). It also emits a magic circle against good effect (as the spell). If the magic circle ends,
the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the
    weapon leaves your hand. You cannot have more than one unholy sword at a time.          
  Visage of Deity, Lesser (C. Divine & S. C.) 1sa 20 Rnd Personal Self No
  Gain +4 Chr enhancement and Resistance to Acid, Cold, and Electricity 10, or Resistance 10 to cold and fire if evil.
  Vulnerability (Trans.) (S. Comp.) 1sa 20 Rnds Touch 1 Creature Will neg
  Lowers the subject DR 25 (minimum DR 5, max 15 at 19th level).