Current Level: 20                 Long Range=   Medium Range Close Range
0st Level (Orisons)     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss 1200 300 75
  Acid Splash (Conj.) (Pathfinder) 1sa Instant 75 ft 1 missile of acid No V, S no
  If successful with a ranged touch attack your foe takes 1d3 points of acid damage.            
  Bleed (Necro.) (Pthfinder) 1sa Instant 25 ft 1 Living Creature Will neg V, S Yes
  A stabalized creature at 0 or less hit points, resumes dying at the rate of -1 hit point per round.
  Brand (Adv. Player's)     1sa 20 Days Touch   Creature Touched Fort neg   V, S, DF Yes  
Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage.
The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be
hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if
  the damage is healed.                        
  Create Water (Pathfinder) 1sa Inst 25 ft 1 ft cube No V, S No
  0 gallons                        
  Daze (Ench.) (Pathfinder) 1sa 1 Rnds 75 ft 1 humanoid Will neg V, S, M Yes
  This spell effects a single humanoid up to 4 HD worth rendering them unable to attack for 1 round.     A pinch of wool or something similar
  Detect Magic (Div.) (Pathfinder) 1sa 20 Rnds 60 ft cone No V, S No
Detects Magic
Original Strength Duration of Aura Original Strength Duration of Aura
Faint 1d6 rounds Strong 1d6x10 minutes
  Moderate   1d6 minutes Overwhelming   1d6 days          
  Detect Poison (Pathfinder) 1sa 20 Rnds 60 ft cone No
  Detects Poison                        
  Disrupt Undead (Necro.) (Pathfinder) 1sa Instant 75 ft 1 Undead Creature No V, S Yes
  Make a ranged touch attack and if successful deal 1d6 points of positive energy damage.          
  Guidance (Pathfinder) 1sa 1 Min. Touch 1 creature No V, S
  +1 on 1 skill check/attack roll/or saving roll                    
  Light (Evoc.) (Pathfinder) 1sa 200 Min. Touch Object Touched No V, M No
  Causes the touched object to glow like a torch shedding light over 20' radius.  Dispelled by a higher level darkness. a firefly    
  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.                      
  Resistance (Abjur.) (Pathfinder) 1sa 1 Min. Touch Creature Touched No   V, S, M Yes  
  Grants the subject at +1 save bonus.                 miniature cloak  
  Sift (Div.) (Adv. Player's) 1sa Instant 30 ft 10' cube No V, S No
You examine an areas at range as if you were searching for fine details with the Perception Skill.  Make a
Perception check with a -5 penalty, modified as normal for conditions.  No penalty is applied for distance.  Apply
the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure.  You must be
able to see the area you are attempting to search, and you only find details that can b e perceived with sight or
  touch.  Sift detects only objects and features, not actual creatures.                
  Stabilize (Pathfinder) 1sa Instant 75 ft 1 living creature Will neg   V, S Yes  
  Stabilizes any subject of the spell who has -1 or less hit points and are not yet dead.          
  Virtue (Pathfinder) 1sa 1 Min. Touch 1 Creature No   V, S, DF Yes  
    1+ temporary hit point              
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Alarm (Abjur.) (Pathfinder) 1sa 40 Hrs 75 ft 20' Radius No V, S, F No
Sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area.
A mental alarm has a range of 1 mile, it wakes you up, if asleep, but doesn't interrupt spell casting.  An audible
alarm can be heard for 60', the ringing can be heard as far away as 180', doors and obstacles between you and the
alarmed area can reduce the noise.  The noise can be heard for 1 round and can be quieted by a silence spell. A
password can be included to allow quite entry.  The ringing lasts 1 round.  It doesn't detect Ethereal or Astral
  creatures.                          
  Animal Purpose Training (Ench.) (Adv. Class Guide) 1sa 20 Hrs. 75 ft 1 Animal None   V, S, M Yes  
You instill the target animal with a general purpose (see the Handle Animal skill), which can be any purpose except
combat training—fighting, guarding, heavy labor, hunting, performance, or riding. This purpose supersedes the
animal's previous trained purpose and any tricks it knows. When the spell ends, the animal reverts to its previous
  trained purpose and known tricks.                      
  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.        
  Bed of Iron (Necromancy) (Knights of the Inner Sea) 1sa 8 Hrs Touch 1 creature/level Fort neg V, S, M Yes
This spell makes even the clunkiest armor feel soft as silk to the wearer.  The subjects of this spell are able to sleep a feather or swatch of soft fabric
comfortably in medium or heavy armor without suffering from fatigue the following day.
  Bless (Pathfinder)     1sa 20 Min. 50 ft 50' radius No   V, S, DF Yes  
  Adds +1 morale bonus to attack and saving rolls vs. fear (dispels Bane)              
  Bless Water (Pathfinder) 1 min Instant Touch 1 Flask No V, S, M
  Adds positive energy to 1 pint of water turning it into holy water.           5 lbs of powdered silver worth 25 gp
  Blood Blaze (Trans.)  (Adv. Race) 1sa 20 Rnds Touch Creature Touched Fort neg V, S Yes D
The target gains  5' radius aura that causes the blood of creatures in that area to ignite upon contact with the air.
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  spray of burning blood.  The spray deals 1d6 points of fire
damage to any creature in that sqaure, and 1 point of splash damage to all creatures within 5' of the spray's target
including the target of this spell.  A creatrue can only create 1 spray of burning blood per round.  Creatures that
don't have blood (including oozes and most constructs and undead) do not create blood sprays when attacked.
  Bloodhound (C. Adv. & S. Comp.)   1sa 24 Hrs Personal   Self No        
If you fail a survival check to track a creature while this spell functions you can roll against the same DC
immediately to reestablish the trail.  If the reroll fails you must search for the trail 30 minutes if outdoors, or 5
  minutes is indoors before trying again.            
  Bowstaff (Ul. Combat) 1 Swift 20 Rnds Self 1 Bow Will neg   V Yes  
The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee
weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the
bow retains its normal hit points and hardness. The bow’s enhancement bonus, if any, applies on melee attack
and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be
  added to a melee weapon.                      
  Burst Bonds (Adv. Player's) 1sa Instant Touch Item/Person Touch Fort 1/2 V
You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object
(maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical
restraints receive a Saving Throw.  You can also target a creature that is grappling or otherwise restraining you
(such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use
burst bonds against a creature, and you can cast this spell without making a concentration check while grappled
or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you
may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to
your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability
that originally allowed a Saving Throw, burst bonds allows a new Saving Throw with a +1 luck bonus per two
caster levels (maximum +5).
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Camouflage (C. Divine & S. Comp.)   1sa 200 Min Personal   Self Ref part
Your coloration changes to match the background of any environment you enter granting you a +10 Hide
  bonus.                  
  Cause Fear (Pathfinder) 1sa 1d4 or 1 Rnd 75 ft 1 creature Will   V, S Yes  
Frighten foes of 5HD or less for 1d4 rounds, those that save are shaken for 1 round.  6+ HD immune.  It is
  countered by remove fear.                      
  Command (Pathfinder) 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.            
  Compel Hostility (Ench.) (Ul. Combat) 1sa 20 Rnds Self Self Special   V, S, M Special  
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate drop of your blood
action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must
first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the
  compulsion. A summoned casting this spell can choose his eidolon as the target of the spell.          
  Comprehend Languages (Pathfinder) 1sa 200  Min. Personal Self No V, S, M
Allows you to understand the speech or written word of any language; you must touch the word or creature to Pinch of soot and salt
gain understanding.  Written material can be read at the rate of 1 page (250 words) per minutes.  Magical writing.
  can't be read with this spell and secret page or illusionary script can foil this spell.            
  Cure Light Wounds (Pathfinder) 1 sa Instant Touch 1 Creature No V, S Yes
  heals 1d8+ 20 points of damage (+5 max).                  
  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 Candle (Adv. Race-Ifrit) 1 round Instant Touch Living Creat Touch Fort neg V, S Yes
Functions like death knell, except instead of using the slain target's life energy to enhance yourself, you use it to
summon a Small fire elemental resembling a burning, howling version of the slain creature.  The elemental acts
immediately on your turn and otherwise behaves as if you had summoned it with summon monster II.  The
elemental remains for a number of rounds equal to the HD of the slain creature.
  Deadeye's Lore (Div.) (Ul. Combat)   1 Round 20 Hrs. Self   Self No   V, S No  
While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits
of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have
    to move at half your speed while traveling through the wilderness or while tracking.          
  Deep Slumber 1sa 20 Min. 300 ft 10' Radius Burst Will neg V, S, M Yes
This spell functions like sleep, except that it affects 10 HD of targets; affecting those with the lowest HD first and fine sand, rose petals, or a
then those nearest the center of the spell.  HD that are not sufficient to affect a creature are wasted. Sleeping live cricket
creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action). Sleep does not target
    unconscious creatures, constructs, or undead creatures.                  
  Detect Chaos/Evil/Good/Law (Pathfinder) 1sa 200 Min 60 ft Cone No V, S, DF No D
  Detects evil, good, chaotic, or lawful alignment                    
  Detect Undead (Pathfinder) 1sa 20 Min. 60 ft Cone No V, S, M No
Detects undead on the 1st round the presence or absence of undead is detected, on the 2nd round the number earth from grave
and strength of undead are detected.  If you are good alignment and the HD is twice yours then you are stunned
for 1 round.  On the 3rd round you detect the location of each undead aura.  If an undead is out of the range of
  the spell then on the 3rd round you detect its direction, but not location.              
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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 Favor (Pathfinder) 1sa 1 Min. Personal Self No V, S, DF
  1 Bonus to Str and Wis, attack and damage rolls, up to +6              
  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)              
  Ear-Piercing Scream (Evoc.) (Ul. Magic) 1sa Instant 75 ft 1 Creature Fort part V, S Yes
  You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6
points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and
    halves the damage.                        
  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.  
  Expeditious Retreat (Trans.) (Pathfinder) 1sa 20 Min Personal Self No   V, S   D
Increases your base move by 30'/rnd it doesn't affect burrow, climb, fly or swim speed.  It also increases your
  jump chance.                        
  Faith Healing (S. Comp.) 1sa Permanent Touch 1 creature No
  heals 8+ 20 hp up to +5 hp max.            
  Forbid Action (Ench.) (Ul. Magic) 1sa 1 Rnd 75 ft 1 Creature Will neg   V Yes  
You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the
target not take actions that fall into one of the following options.
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe
or an area that includes a foe.
Cast: Target cannot cast spells or use spell-like abilities.
Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such
acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent
verbalizations made for purposes other than communication, such as command words or the verbal component
of spellcasting.
Draw: Target cannot ready or prepare any item, weapon, component, or equipment.
Move: The target can take no act that would cause it to end up in a different location. The target does not resist
being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not
consciously attempt to move (including not directing a mount to move).
The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell’s
  demand to not move is still free to cast spells, make attacks, or shout for help.              
  Forced Quiet (Trans.) (Ul. Magic) 1sa 20 Rnds 300 ft 1 Creature Will neg S Yes
With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This
does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects
decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4
  circumstance bonus on Stealth checks.                    
  Ghost Touch Armor (S. Comp.) 1sa 20 Min. Touch 1 armor Will
  Armor gains the ghost touch protection vs. incorporeal undead and can be handled by undead.  
  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 doesn’t extend the
  the maximum range you can attack at or effect a creature behind total cover.      
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Haze of Dreams (Ench.) (Inner Sea Gods) 1sa 20 Rnds 75 ft 1 Creature Will neg V, M Yes
  You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the a pinch of sand
dream world. While in this strange dream state, the target moves at half its normal speed (round down to the next
5-foot increment), which affects the creature's jumping distance as normal for decreased speed.  Multiple haze of
    dreams effects do not stack, nor does this spell's effect stack with slow.              
  Heightened Awareness (Div.) (Adv. Class Guide) 1sa 200 Min. Self Self None   V, S, M, DF No D
You enter a heightened state of awareness that allows you to notice more about your surroundings and recall a coffee bean
information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks
that you are trained in.  If this spell is active when you have to make an initiative check, you can instantly dismiss
  this spell and gain a +4 bonus on that check.                    
  Hex Ward (Ul. Magic) 1sa 20 Hrs Touch Creature Touched Will neg   V, S Yes  
  You give the target a +4 resistance bonus on saving throws against witch hexes.            
  Hide from Undead (Pathfinder) 1sa 200 Min. Touch No V, S, DF D
  20 Creatures can't be seen, heard, or smelled by undead.                
  Horn of Pursuit (Evoc.) (Ul. Magic) 1sa 1 Rnds Self 3 Peals of a Horn None S No
You create the sound of a large hunting horn, blowing up to three notes as loud as a roaring dragon. These notes
can be heard up to 2 miles away in typical outdoor conditions. You can make these sounds at any point during
the spell’s duration as a free action, and each sounding can be short or long, allowing you to send very simple
  coded messages.                        
  Hunter's Lore (Div.) (Ul. Combat) 1sa 20 Hrs. Self Self None V, S No
While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits
of the wild.  You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to
  move at half your speed while traveling through the wilderness or while tracking.            
  Inflict Light Wounds (Pathfinder) 1sa Perm Touch 1 Creature Will 1/2 V, S Yes
  Deals 20 +1d8 damage, up to +5 max                  
  Instant Search (Div.) (C. Adv. & S. Comp.) 1 Swift 1 Round Personal Self No
    You gain a +2 bonus on 1 Perception Check.            
  Interrogation (Ul. Magic) 1 Round 20 Min. Touch 1 Living Creature Fort neg   V, S Yes  
You question the target backed up by the threat of magical pain.  You may ask 10 questions.  The target can
either answer the question or take 1d4 points of damage plus your Wisdom bonus.  The target is not compelled
  to answer truthfully, but the threat of pain gives a -4 penalty on Bluff checks to convince you when it is lying.        
  Invisibility Alarm (Abjur.) (Adv. Class Guide) 1sa 40 Hrs. 75 ft 20' Radius None V, S, F, DF No
This spell functions as alarm, except it is triggered only by invisible creatures entering or leaving the warded area.
The spell has a different mental alarm depending on whether the invisible creature is entering or leaving the area.
This spell does not aid you in sensing or pinpointing the location of an invisible creature within the spell's area.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area.
You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb
concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded
area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each
substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures
within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.  Invisibility alarm can be made permanent with a permanency
  spell by a caster of 9th level or higher at a cost of 2,500 gp.                  
  Ironbeard (Adv. Race--Dwarf) 1sa 20 Min. Touch Creature Touched Fort neg V, S Yes
Causes a brushy beard of stiff iron to erupt from the face of the willing target.  The Ironbeard grants a +1 armor
bonus to AC and this 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.
  Keep Watch (Ench.) (Knights of the Inner Sea) 1sa 8 Hrs Touch   1 Creature/2 levels Will neg   V, S Yes  
This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.  The
subjects suffer no fatigue and gain all the usual benefits of a full night's rest.  The subjects gain hit points as
though from resting, wizards may prepare their spells as though they had slept for 8 hours, and so on. Effects that
rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put
them to sleep, such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends the
effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to
avoid fatigue and gain the benefits of a full night's rest.
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Know the Enemy (Ul. Magic)   1sa Instant   Self   Self None   S, V, DF No  
You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make
  a Knowledge check regarding that creature type with a +10 insight bonus.              
  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        
  Lend Judgment (Ul. Magic) 1sa 20 Rnds Touch 1 Ally Will neg   V, DF Yes  
You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one
of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are
frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you
  have multiple judgments active, the ally gains only one, chosen when you cast this spell.          
  Linebreaker (Race-Half Orc) 1sa 20 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.                        
  Lionheart (S. Comp.) 1sa 20 Rnds Touch Creature Touched No
  The subject gains immunity to fear effects.            
  Litany of Sloth (Ul. Combat) 1 Swift 1 Rnd 25 ft 1 Creature No   V, S , DF Yes  
With a litany against the wages of sloth, you slow the target’s 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 25 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.          
  Living Prints (S. Comp.) 1sa 20 Hrs. Personal Self No
You perceive tracks as they had just been made removing and penalties due to the passage of time.  You still
  must find the tracks with a Search or Survival Check and the spell has no effect on tracks more than 30 days old.
  Lock Gaze (Ench.) (Ul. Combat) 1sa 20 Rnds 75 ft 1 Creature Will neg   V, S Yes  
You compel the target to look at you and only you for the spell’s duration or until the spell is discharged. While
staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures
other than you concealment against the target’s attacks. If the target willingly leaves your line of sight, it is
blinded for 1 round and the spell ends. If you willingly leave the target’s line of sight or become unconscious or
dead, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to
  this spell.                          
  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.                          
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Low-Light Vision (Trans.) (C. A.) (S. C.) 1sa 20 Hrs Touch Creature Touched No
  Grants the subject low-light vision.              
  Magic Weapon (Trans.) (Pathfinder) 1sa 20 Min. Touch Weapon Touched Will neg V, S Yes  
Grants a weapon a +1 attack and damage bonus (it doesn't stack with masterwork weapons).  It can't be cast
  upon natural weapons except a monk's fists.                    
  Peacebond (Ul. Combat) 1sa 20 Min. 75 ft 1 Weapon Will neg   S Yes  
You lock a weapon in place on its owner’s body, or within the weapon’s sheath or holster. Anyone who then tries
to draw the weapon must spend a standard action and succeed at a Strength check (DC equal to the saving throw
DC) to do so, provoking attacks of opportunity whether the attempt succeeds or fails.
  Persuasive Goad (Ul. Magic)   1sa Special   75 ft 1 Creature Fort neg   V, S Yes  
Your eyes flash and the target takes 1d6 points of nonlethal damage. For the next minute, you gain a +4
  circumstance bonus on Intimidate checks against the target.                  
  Poisoned Egg (Trans.) (Inner Sea Guide) 1sa 20 Min. Touch   1 Egg No   V, S, DF No  
You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11;
frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save). The poison reverts to a normal egg at the end of the
spell's duration (the reverted egg substance is harmless unless the poisoned creature is vulnerable to eggs). The
egg may be raw or cooked but must be whole and not empty when you cast the spell. When applying the
poisoned egg's contents to a weapon, the wielder has no chance of poisoning herself, as though she had the
poison use class feature.
  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          
  Recharge Innate Magic (Trans.) (Race) 1sa Instant Self Self None V, S No
must be You channel magic energy into your own aura, recharging your innate magic abilities. You regain one use of all .
Gnome 0-level and 1st-level spell-like abilities you can use as a result of a racial trait
  Remove Fear (Pathfinder)   1sa 10 Min. 25 ft 30' No   V, S Yes  
  1 Creatures gain a +4, moral bonus vs. fear, if under fear spell then spell is suspended for duration.        
  Returning Weapon (Conj.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Throw. Weapon Will neg   V, S Yes  
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
  can be used as the prerequisite for the returning weapon special ability.              
  Sanctify Corpse (Evoc.) (Ul. Magic) 1sa 24 Hrs Touch Corpse Touched None V, S, DF/M No
This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts  pinch of silver dust
to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates
undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed until the end of this
spell. It is possible to protect a corpse for an extended time by casting this spell each day.  sanctify corpse can be
  made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.          
  Sanctuary (Pathfinder) 1sa 20 rnd Touch 1 Creature Will neg V, S, DF No
  Foes must make Will save to attack subject, attacks by the caster breaks the spell.            
  Scent (S. Comp.) 1sa 200 Min Touch Creature Touched No
  Grants the subject scent ability (MM1 134).            
  Secret Speech (Div.) (Inner Sea Gods) 1sa 200 Min. Touch   Creature Touched Will neg   V, S No  
  This spell grants the target the ability to send secret messages embedded within normal speech. This is similar to
the secret messages ability of the Bluff skill, but no check is needed; the speaker's intended recipient always
understands the hidden message perfectly, but other listeners cannot perceive the message at all. The target can
send only one message at a time, though it can send that message to multiple listeners.  The secret message is
considered to be in the same language the target is speaking, and intended recipients hear and understand both
the actual speech and the secret message. The target can make itself understood as far as its voice carries.  For
example, at a fancy noble's wedding, a jealous former suitor casts this spell on himself before making a speech.
Everyone hears his glowing words of praise, but only his allies hear his secret message instructing them to attack
    the groom.                          
  Shield of Faith (Pathfinder) 1sa 20 Min. Touch 1 Creature No        
  Grants deflection bonus to AC + 2 Max +5          
  Sign (Minitatures) 1sa 20 Min. Self Self No   V, S, M None  
Grants a vision that shows how your foes will act each round and enables you to respond to them.  You gain +20 small piece of dried goat intestine or some tea leaves
Initiative.  You also know your foe's initiative and which one will act first.  This is true for all foes in sight.
  Sniper's Shot (C. Adv. & S. Comp.)   1 Swift 1 Rnds Personal   Self No        
  Your ranged attacks next turn can be sneak attacks if you have the ability to make sneak attacks.
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Snowshoes (S. Comp.) 1sa 20 Hrs Touch 1 Creature No
Allows the subject to walk over ice or snow with a +10' move and the subject is not required to make a balance
  or Reflex check to walk on ice without slipping.  It also leaves no discernible trail.    
  Stabilize (S. Comp.) 1 Swift Special 50 ft 50' Radius No
A burst of positive energy goes out from the caster granting 1 piont of healing to all creatures within range and
harming undead by 1 hit point.
  Stalking Brand (S. Comp.)   1sa 20 Days 75 ft 1 Creature No
Marks your target with a tiny symbol visible only to you and to detect magic.  The brand appears as you
envision it, approximately 1" in diameter.  You can see the brand even if the subject uses magical means to change
  or hide it.  Spells aren't able to hide the mark, which glows a light green to your eyes.  
  Theft Ward (Abjur.) (Race) 1sa 1 Day Touch 1 Object No   V, S    
must be You ward a single object in your possession against theft. You gain a +10 bonus on Perception checks to notice
Tengu someone trying to take the object from you.                    
  Tireless Pursuit (Adv. Player's) 1sa 20 Days Self Self No V, S, M No
You harden your body against the stresses of long travel. You halve the damage caused by hustling and forced hard biscuit
marching. In addition, for the duration of the spell you ignore any fatigue caused by such travel. Once the spell
ends, if you still have any nonlethal damage caused by the hustling or forced march, you become fatigued, or
exhausted if already fatigued.
  Touch of Combustion (Evoc.) (Race) 1sa Instant   Touch   1 Creature/Object Reflex neg   V, S Yes  
  must be Your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire
Ifrit damage. If it fails its saving throw, the target also catches on fire. If the target catches fire, on the first round
thereafter, creatures adjacent to it (including you) must each succeed at a Reflex save or take 1d4 points of fire
    damage.                          
  True Strike (Div.) (Pathfinder)   1sa Special   Personal   Self No   V, F    
Grants you a +20 insight bonus on your next single attack roll in the round after the spell is cast, it also negates small wooden replica of an
  the miss chance caused by concealment.               archery target  
  Unerring Weapon (Trans.) (Ul. Combat) 1sa 20 Rnds 75 ft Special Will neg   V, S Yes  
This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation
grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point per four caster levels
(maximum total bonus +7). If the spell is cast on projectiles, the effect ends on a specific projectile whenever that
projectile is used to make an attack, regardless of whether the attack hits. For this spell, shuriken are considered
projectiles.  You are able to affect 1 weapon or up to 20 projectiles
  Vigor, Lesser (C. Divine & S. Comp.) 1sa 30 rnds. Touch   1 Creature No
  Fast Healing 1 and auto stabilization if fall below 0 hp (max 15 rnds).      
  Vocal Alteration (Trans.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Humanoid Fort neg   V, S Yes  
You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched,
husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise,
the target gets a +10 bonus on the Disguise check when trying to fool a listener.  The target can vary the
disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble’s voice
  and accent could speak in falsetto, with a rural halfling accent, and so on.              
  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
animal’s 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.            
  Weaponwand (Trans.) (Inner Sea Magic) 1 Round 20 Min. Touch 1 Weapon Will neg   V, S, F Yes  
When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially a Magic Wand
peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you
can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand
held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who
wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with
the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack
roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at
its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack
with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead
allows you to use your skill with the weapon to boost your chance of hitting with the spell.  At the end of the
spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the
weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or
destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Winter Feathers (Abjur.) (Race)   1sa 24 Hrs Touch   1 Feathered Creat. Will neg   V, S Yes  
must be The target's feathers thicken and fluff up to ward against winter's chill. The target suffers no harm from being in a
Tengu cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to
make Fortitude saves. The creature's equipment is likewise protected. This spell doesn't provide any protection
from cold damage, nor does it protect against other environmental hazards associated with cold weather (such as
slipping on ice, blindness from snow, and so on).  When you cast this spell, you may have the target's feathers
    turn white for the duration, granting it a +4 circumstance bonus on Stealth checks to hide in ice and snow.        
  Wrath (Adv. Player's) 1sa 1 Min. Self Self No V, S, M No
You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale a thorny vine
bonus on attack rolls and weapon damage rolls against that designated creature for every three caster levels you
have (at least +1, maximum +3). You also receive this bonus on caster level checks made to overcome the
creature's Spell Resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls
made against the designated creature. This effect doesn't stack with any other effect that expands the threat
  range of a weapon.
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Acute Senses (Ul. Magic) 1sa 20 Min. Touch Creature Touched Will neg V, S, M Yes
The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, glass lens
  and +30 (the maximum) at caster level 16th.                    
  Aid (Ench.) (Pathfinder) 1sa 20 Min. Touch 1 Creature No   V, S, DF Yes  
  Gain 1d8+ 20 (max 1d8+10) temporary hit points, up to 10 hp max, and +1 save vs. fear          
  Align Weapon (Pathfinder) 1sa 20 Min. Touch 1 Weapon No V, S, DF Yes
  Adds alignment selected to 1 weapon, can't cast on natural weapon or already aligned weapon.          
  Bailiff (Illus.) (Genius Guide to 110 Spell Variants) 1sa 20 Min. Touch Creature Touched Will neg V Yes
The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (50%
miss chance).  A see invisibility spell does not counteract the blur effect, but a true seeing spell does.  Opponents
that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its
  own).                          
  Bestow Insight (Ench.) (Race) 1sa 20 Min. Touch Creature Touched No V, S
must be When casting this spell, choose a single skill that you have at least one rank in. The target gains a +2 insight
Human bonus on skill checks with this skill and is considered trained in that skill. The insight bonus increases by 1 for
every four levels of the caster (maximum +6). Furthermore, once before the spell's duration, the target can choose
  to roll two checks and take the greater result. Doing so ends the spell's other effects.          
  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.                  
  Blessing of Luck and Resolve (Enoch.) (Race) 1sa 20 Min. Touch Creature Touched None V, S D
must be A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear
Hafling effects. If the target has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw
against fear, it can end the spell as an immediate action to reroll the save with a +4 morale bonus, and must take
   the new result, even if it is worse.                      
  Blistering Invective (Ul. Combat) 1sa Instant Self 30' Radius Reflex part V, S Special
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your
fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies
that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire.
Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the
  demoralizing effect.                        
  Bloodhound (Adv. P. G) 1sa 20 Hrs Self Self No   V, S, M No  
You gain the scent special quality, including the ability to track by scent. You receive a +8 competence bonus on a drop of blood and a pinch of cinnamon
Perception checks involving smell and a +4 competence bonus on Survival checks to track using scent. You take a
-4 penalty on saving throws against odor-related effects such as the stench ability and stinking cloud. A creature C67
under the effects of bloodhound can detect poison by scent with a DC 20 Perception check.
  Bloodhound (C. Adv. & S. Comp.)   1sa 24 Hrs Personal   Self No        
If you fail a survival check to track a creature while this spell functions you can roll against the same DC
immediately to reestablish the trail.  If the reroll fails you must search for the trail 30 minutes if outdoors, or 5
  minutes is indoors before trying again.                    
  Brow Gasher (Necro.) (Ul. Combat) 1sa 20 Rnds Touch Slashing Weapon Will neg V, S Yes
You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits
a living creature, in addition to the normal effects of that hit, the wielder can discharge this spell as a free action to
open a gash on the target’s forehead that deals bleed damage equal to half your caster level. At the start of each
of the target’s turns, when it takes bleed damage, it also takes a cumulative –1 penalty on all attack rolls. When
that penalty reaches –3, the target also treats all targets as having concealment (20% miss chance). When the
penalty reaches –5, the target is blinded. Stopping the bleed damage ends the effects this spell imposes on the
  bleeding creature. A target that is immune to bleed damage is also immune to all this spell’s effects.          
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Bullet Ward (Abjur.) (Adv. Class Guide) 1sa 200 Min. Self Self None V, S, F No
You toss several adamantine bullets into the air, which then hover protectively nearby and intercept firearm 1-4 adamantine bullets each worth 61 gp.
attacks targeting you. The number of bullets protecting you is equal to half your caster level (maximum 4). When
an opponent takes a shot at you with a firearm, as an immediate action you can designate a hovering bullet to
attempt to block the attack, increasing your AC against that attack by 10. Doing this destroys the adamantine
bullet whether or not the attack hits. The spell is discharged when all affected adamantine bullets are destroyed
  or taken from you. Each adamantine bullet has AC 24, 20 hit points, and hardness 20.          
  Calm Emotions (Pathfinder) 1sa 20 Rnd 300 ft 20' Radius Will
  Calms agitated creatures preventing rage & violent actions, suppresses Bless, Good Hope & Rage  
  Camouflage, Mass (S. Comp.) 1sa 200 Min 300 ft 60' radius No
Any number of creatures in the spell's range can be affected, causing their coloration to match that of their
background granting the subjects +10 on Hide checks.  The effect is mobile with the subjects, but it is broken
  if one subject moves more than 60' away from another.          
  Castigate (Adv. Player's) 1sa Special 75 ft 1 Living Creature Will part   V, S, DF Yes  
You compel the target to beg for forgiveness. On a failed save, the target cowers with fear. On a successful save,
it is shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect. A
  creature who worships the same god as you takes a -2 penalty on its Saving Throw.          
  Confess (Adv. Player's) 1sa 1 Rnd 75 ft 1 Creature Will part V, S, DF Yes
You ask the target creature a single question. On the subject's next action, it must answer truthfully in the same
language as the question or take 1d6 points of damage per two caster levels (maximum 5d6) and be sickened for
2d4 rounds. A successful Will save negates the sickening effect and halves the damage. A creature that is unable
to answer still takes damage.
  Consecrate (Pathfinder)   1sa 40 Hrs 25 ft 20' radius No   V, S, M. DF    
Blesses an area with positive energy giving +3 to each undead turn attempt.  Undead entering the A.O.E. suffer a vial of holy water and 25 gp
minus 1 to attack/damage/save rolls.  Also undead can't be created in the A.O.E.  If there is an altar in the A.O.E. worth of silver dust
the turn bonus increases to +6 and the penalty to undead increases to -2, but you can't consecrate an area that is
already dedicated to another god the spell instead curses the A.O.E. cutting off its divine connection.  This spell
  counters and dispels desecrate.                      
  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.                  
  Cure Moderate Wounds (Pathfinder) 1sa Permanent Touch 1 Creature Will V, S Yes
  Heals 2d8+ 20 damage (+10 max).                    
  Darkness (Pathfinder) 1sa 200 Min. Touch 1 object No V, M, DF
  20' radius darkness                   bat fur and a piece of coal
  Death Candle (Necro.) (Adv. Class Guide) 1sa Special Touch 1 Living Creature Fort neg V, S Yes
must be This spell functions like death knell, except instead of using the slain target's life energy to enhance yourself, you
Ifrit use it to summon a Small fire elemental resembling a burning, howling version of the slain creature. The elemental
acts immediately on your turn and otherwise behaves as if you had summoned it with summon monster II. The
  elemental remains for a number of rounds equal to the Hit Dice of the slain creature.          
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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)          
  Defending Bone (Necro.) (Inner Sea Gods) 1sa 20 Hrs. Self Self None V, S, F, DF No
You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself a Medium creature's skull or femur
against physical attacks.  You gain damage reduction 5/bludgeoning. Once the bone has prevented a total of 5
points of damage per caster level (maximum 50 points), it is destroyed and the spell is discharged. This spell has
  no effect if you have damage reduction from another source.                  
  Delay Disease (Conj.) (Race) 1sa 1 Day Touch Creature Touched Fort neg. V, S, DF Yes
must be The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration
Ratfolk does not affect the target until the spell's duration has expired. If the target is currently infected with a disease,
you must make a caster level check against the disease's DC to suspend it for the duration of the spell; otherwise,
  that disease affects the target normally. Delay disease does not cure any damage a disease may have already done.      
  Delay Pain (Ench.) (Ul. Magic) 1sa 20 Hrs. 75 ft 1 Creature Will neg. V, S Yes
You override the target’s ability to feel pain. Pain effects (such as pain strike and symbol of pain) do not affect
the target until this spell’s duration has expired. This does not negate any physical damage, ability damage, or
ability drain that a pain effect has already done, but it does negate ongoing penalties from pain while the spell
  lasts.                          
  Delay Poison (Pathfinder) 1sa 20 hr Touch 1 Creature Fort V, S, DF Yes
  Delays the harmful effects of a poison for the duration of the spell.                
  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.
  Detect Thoughts (Div.) (Pathfinder) 1sa 20 Min. 60 ft Cone Will neg   V, S, F    
Detects the surface thoughts, in the 1st round it only tells you of the presence or absence of thoughts from copper piece
creatures with a 1+ Int.  2nd round number of thinking minds and their Int score.  If they have an Int of 26+ (and
are 10 points higher than you) you are stunned for 1 round and the spell ends.  On the 3rd round the target must
make a Will save or you can pick up their surface thoughts.  The spell requires constant concentration and each
  round you can turn to cover a new area.                    
  Discovery Torch (Evoc.) (Ul. Combat) 1 Round 200 Min. Touch Object Touched None   V, S No  
An object you touch emanates bright light within the spell’s area. The effect looks like a regular flame but creates
no heat and uses no oxygen. Allies within the area of this light gain a +2 enhancement bonus on Perception and
Sense Motive checks, as well as on Knowledge checks to identify monsters that are also within the area and their
special powers and vulnerabilities.  Light spells counter and dispel darkness spells of an equal or lower level. 
When an inquisitor casts this spell, the light emanation doubles (40-ft.-radius emanation) while that inquisitor has
  a judgment active.                    
  Disguise Other (Illus.) (Ul. Magic) 1sa 200 Min. Touch Creature Touched None V, S No D
You make a willing person - including clothing, armor, weapons, and equipment - look different. You can seem 1
foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as
another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor
feature or look like an entirely different person or gender.  The spell does not provide the abilities or mannerisms
of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your
equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that
  interacts with the glamer gets a Will save to recognize it as an illusion.              
  Distressing Tone (Evoc.) (Ul. Magic) 1 Round 20 Rnds 75 ft 1d4 Creatures Fort neg V, S Yes
You create a powerful tone that vibrates living flesh. Targets must save or gain the sickened condition. Creatures
  that are immune to critical hits are immune to this spell.                  
  Effortless Armor (Trans.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
Armor you wear no longer reduces your speed. You also reduce the armor’s armor check penalty by 1 + 1 per five
  caster levels (maximum 5).                      
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Enshroud Thoughts (Ench.) (Blood of the Elements) 1sa 200 Min. Self Self Will neg ? Yes D
You become warded against the mental prying of others, including the effects of divination spells such as detect
thoughts and seek thoughts as well as enchantment spells like modify memory and memory lapse. If another
creature attempts to target you with a mind-affecting spell that detects or alters your thoughts or memories, the
caster must succeed at a caster level check against a DC of 11 + your caster level or the spell fails. Only spells
that detect or alter your thoughts or memories are blocked by this spell; effects such as locate creature, detect
  evil, and clairaudience/clairvoyance continue to affect you as normal.              
  Enthrall (Pathfinder) 1 rnd 1 hr or less 300 ft 1 crowd Will V, S Yes
As long as you speak or sing you capture the audience attention, those with 4+ HD or 16+ Wis
are not enthralled others avoid action for span of the spell +1d3 rounds unless see something
  against their alignment.  Attacks end the spell immediately.                  
  Escaping Ward (Abjur.) (Race) 1sa 20 Rnds Self Self No V, S No
must be This ward grants you extra maneuverability when you avoid attacks against larger foes. While affected by this
Hafling spell, when you are attacked and missed by a creature that is at least one size category larger than you, you can,
as an immediate action, move up to 5 feet away from the attacking creature. You can increase this movement by 5'
  for every 5 caster levels. This movement does not provoke attacks of opportunity (+ 4 ).    
  Fell the Greatest Foe (S. Comp.) 1sa 20 Rnds Touch 1 Creature Fort
  Gain ability to deal an extra 1d6 per size category beyond small (1d6 medium, 2d6 large, 3d6 gargantuan etc.)
  Find Traps (Pathfinder) 1sa gallons Min. Personal Self No   V, S    
  Gain insight of 1/2 level to search for traps (max +10)                  
  Flame of Faith (S. Comp.) 1sa 20 Rnds Touch 1 weapon No
  Nonmagical weapon turns into a flaming weapon dealing 1d6 extra fire damage.      
  Flames of the Faithful (Adv. Player's) 1sa 20 Rnds Touch Weapon Touched Fort neg   V Yes  
With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming
property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the
judgment class feature, your weapon gains the flaming burst property instead.  The spell functions only for
weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this
spell do not stack with any existing flaming or flaming burst weapon property that the target weapon may already
  possess.                          
  Focused Scrutiny (Div.) (Adv. Class Guide) 1sa 200 Min. Self Self No V, S No  
You gain heightened sensitivity to the mannerisms, reactions, and body language of one creature you can
perceive, allowing you to sense its state of mind and easily influence it. You gain a +10 bonus on Perception,
Sense Motive, and Survival checks attempted against the target creature, as well as a +5 bonus on Diplomacy
  and Intimidate checks attempted against it.                    
  Follow Aura (Adv. Player's) 1sa 200 Min Self Self No V, S, DF No
Choose one alignment type: chaotic, evil, good, or lawful. You gain the ability to follow the trail of a strong or
overwhelming aura of that alignment (see detect evil). This is treated as tracking using the scent special quality,
except you are following the traces of their aura upon the ground rather than their scent, and you receive no
bonus on Perception checks. At 10th level, you can track the trail of creatures with a moderate alignment aura as
well.  When you use this spell to track a given alignment, it gains the descriptor of the opposite alignment. For
  example, when follow aura is used to track evil, it gains the good descriptor.              
  Force Anchor (Conj.) (Undead Slayer Hand.) 1sa 20 Rnds. 300 ft 1 Force Anchor None V, S, M Yes
You conjure an anchor of pure force that immediately skewers your target on a successful ranged touch attack. If a twisted nail
it hits, the attack deals the target 1d4 points of force damage per 2 caster levels (max 5d4) and the anchor becomes
firmly lodged in the target's torso. The anchor has no weight, but its wide flukes prevent the target from moving
through any space smaller than the creature's size. The anchor also prevents incorporeal targets from moving
through solid objects. Whenever the target moves through a square occupied by another creature, the square
counts as 2 squares for the purpose of calculating movement, even if the square's occupant is the target's ally.
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Ghostbane Dirge (Adv. Player's)   1sa 20 Rnds 75 ft 1 Creature Will neg   V, S, M/DF Yes  
The incorporeal creature, that is the target of this spell, coalesces into a semi-physical form for a short period of old reed from a wind instrument
time.  While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms,
  and full damage from magic weapons, spells, spell-like effects, and supernatural effects.          
  Ghostly Disguise (Ul. Magic) 1sa 200 Min. Self Self No V, S No
You make yourself—including clothing, armor, weapons, and equipment—appear translucent like a ghost. Any
mundane or magical disguise on you is affected by this illusion as well; for example, if you are disguised as the
king or a sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly form may have a pale
green, blue, or violet coloration, or a muted version of your normal appearance.  The spell does not actually make
you ghostly or provide any incorporeal abilities. If you choose, the illusion can make you appear to float slightly
above the ground, though you are actually still on the ground. A creature that interacts with the glamour gets a
  Will save to recognize it as an illusion.                    
  Hold Person (Pathfinder) 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
  Honeyed Tongue (Adv. Player's) 1sa 200 Min. Self Self No V, M/DF
This spell augments your diplomacies.  While under the effects of the spell, you roll two dice each time you make drop of honey
a Diplomacy check to change a creature's attitude, taking the highest roll.  If this results in a roll low enough to
reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell.
Alternatively you can cast this spell before making a Diplomacy check to gather information gaining a +5
  competence bonus on the check.                      
  Howling Agony (Ul. Magic) 1sa 20 Rnds 75 ft 30' Diameter Fort neg V, S, M Yes
You send wracking pains through the targets’ bodies. Because of the pain, affected creatures take a –2 penalty to a needle and a dried eyeball
AC, attacks, melee damage rolls, and Reflex saving throws, and must succeed at a concentration check (DC equal
to the DC of this spell) to cast spells. However, if an affected creature spends a move action screaming as loudly
as possible, it can act without any other penalties for the remainder of its turn. “Screaming,” for the purposes of
this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as
  creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell.          
  Hunter's Lore (Div.) (Inner Sea Magic) 1sa 20 Min. Self Self None   V, S, M No  
Inquisitors and rangers alike learned long ago that knowledge of an enemy grants power over that enemy. This a scrap of paper torn from a book about monsters
spell was created so that almost any enemy could have its vulnerabilities known and exploited.  For the duration of
this spell you may spend a full-round action to take 20 on any Knowledge skill checks made to identify a foe’s
weaknesses, provided the foe in question is within line of sight and provided that you have at least one rank in
that particular Knowledge skill. This spell allows you to make untrained Knowledge checks to determine a
  monster’s weaknesses as if you had ranks in that skill, but you cannot take 20 on these checks.          
  Inflict Moderate Wounds (Pathfinder) 1sa Instant Touch 1 Creature Will 1/2   V, S Yes  
  Inflicts 2d8+ 20 (max +15) damage                    
  Instrument of Agony (Trans.) (Ul. Combat) 1sa 20 Min. Touch Weapon Touched Will neg V, S Yes
You cause a weapon to exude a palpable aura of divine fury. While wielding this weapon, a creature gains a +2
morale bonus on Intimidate checks. When an attack made using the targeted weapon hits, the wielder can spend
a free action to discharge the effect to inflict agony on the creature the weapon hit. If that creature has spell
resistance, it applies against this effect. If the creature fails a Will save, it is nauseated for 1d4+1 rounds. If it
succeeds at the saving throw, the creature is instead sickened for 1 round. The sickened condition created by the
  instrument is a mind-affecting effect.                      
  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.                
  Knight's Move (S. Comp.) 1 Swift Instant 50 ft Self No
  You can teleport to flank an enemy.              
  Knock (Trans.) (Pathfinder) 1sa Instant 300 ft 1 door, box or chest No   V No  
Opens stuck, bared, locked, held or acracne locked doors.  It opens secret doors as well as chests with a trick
lock.  It also loosens welds, shackles or chains.  If used to open an arcane locked door it only suppresses the
effect for 10 minutes.  In other cases it doesn't relock, no does it raise barred gates or portcullis, nor does it affect
  ropes and vines.  The A.O.E. is limited to 200 sqft. Each casting only opens 2 closures.        
  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.                        
2nd Level Spells Continued     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      
  Perceive Cues (Trans.) (Adv. Player's) 1sa 200 Min. Self Self No   V, S, M    
Your senses become preternaturally keen, and you gain insight into subtle behavioral cues.  For the duration of the drop of water
  spell, you receive a +5 competence bonus on Perception and Sense Motive checks.          
  Persecution (Trans.) (Genius Guide to 110 Spell Variants) 1sa 20 Min. 75 ft 1 weapon/50 proj. Will neg   V, S, M Yes  
You transform the physical makeup of a weapon as you desire.  This spell functions like greater magic weapon, iron filings
except that it subtly alters the physical properties of a weapon, enabling it to bypass damage reduction of one the
following types: bludgeoning, cold iron, piercing, silver, or slashing. The affected weapon still inflicts damage of
its normal type and its hardness and hit points are unchanged. This spell can be cast on a natural weapon or
    unarmed strike.  It apples to all your attacks and the caster must expend 1 daily use of their judgement ability.                          
  Protection from Chaos/Evil/Good/Law, Comm. (Ul. 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.                          
  Qualm (Ench.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Creature Will neg V, S Yes
The target is suddenly beset with unexplainable doubts about the effectiveness of its actions and the
righteousness of its cause. The creature takes a –10 penalty on its ability checks, skill checks, and concentration
checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a full-round
  action gaining focus). Spending an entire turn doing nothing discharges the spell.            
  Remove Charm (Abjur.) (Genius Guide to 110 Spell Variants) 1sa 10 Min. 75 ft 30' radius Will neg V, S Yes
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is
under the influence of a mind-effecting effect when receiving this spell, that effect is suppressed for the duration
of the spell.
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Remove Paralysis (Pathfinder)   1sa Instant   75 ft 30' radius Will V, S Yes
  Removes paralysis from up 1 creature; if cast on 2 creatures +4 save, if cast on 3 creatures +2 save.          
  Resist Energy (Pathfinder) 1sa 200 Min Touch Creature Touched No V, S, DF Yes
Caster selects 1 type of energy and gives the subject 10 points of resistance against it, 20 at 7th level and 30 at
11th level. Reduces energy of that energy's attack each round of attack.  Overlaps with protection from energy,
  not on top of.                        
  Restoration, Lesser (Pathfinder) 3 Rnds Instant Touch 1 Creature Will V, S Yes
    Dispels magical ability reduction or cures 1d4 points of ability damage, eliminates fatigue & improves exhaustion.        
  Resistance, Superior (S. Comp.) 1sa 24 hrs Touch 1 Creature No
  Gives the subject a +1 on all saving rolls.            
  Returning Weapon. Comm. (Conj.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Throw. Weapon Will neg   V, S Yes  
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
can be used as the prerequisite for the returning weapon special ability.  The duration of the spell can be spread
  out among the weapons touched in 1 minute intervals.                  
  Sacred Bond (Conj.) (Adv. Player's) 1 Round 200 Min. Touch Creature Touched Will neg V, S, F Yes
To use this spell, you first touch the intended recipient, creating a sympathetic field of healing energies between a pair of golden bracelets worth
you.  Once the spell has been cast, you and the target may cast conjuration (healing) spells with a range of touch 100 gp each worn by both you and
upon each other so long as you are within close range 75 feet.  Should either you or the target remove the target
  your bracelet, the spell immediately ends.                    
  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 –5, 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.        
  See Invisible (Div.) (Pathfinder) 1sa 200 Min. Self Self No V, S, M No D
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as talc and powdered silver
if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to
discern the difference between visible, invisible, and ethereal creatures.  The spell does not reveal the method
used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not
  reveal creatures who are simply hiding, concealed, or otherwise hard to see.              
  Shield of Warding (S. Comp.) 1sa 20 Min. Touch 1 Shield/buckler Will
  Sacred bonus of 1+ 5 (max +5 at 20th level)          
  Shield Other (Pathfinder) 1sa 20 hr 75 ft 1 Creature Will   V, S F    
  Subject gains +1 AC & takes half damage from hits, you take the other half, ability drain is not shared.     pair of platinum rings worth 50 gp worn by the caster and their target.
  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).        
  Soothing Word (Conj.) (Condition Cards) 1sa Instant 75 ft 1 Creature Will neg   V, S Yes  
The target of this spell causes several conditions that he suffers from to be lessened in severity one step. If he is
nauseated, he is instead sickened. If he is stunned, he is instead dazed. If he is exhausted, he is fatigued. If he is
frightened, he is shaken. If he is paralyzed, he is staggered. The duration of the effect is unchanged; the effect is
  simply reduced to the lesser version. This spell has no effect on conditions not listed above.          
  Spiritual Weapon (Pathfinder) 1sa 20 rnd 300 ft 1 weapon No   V, S, DF Yes D
Creates a force weapon that does 1d8 + 6 points of damage (max +5).  The weapon takes form
of the caster's weapon for their Alignment.  It attacks in the round that the spell is cast and continues to attack
once per round for the spell's duration.  It uses your base attack bonuses plus your Wis modifier (and multiple
attacks if you have them).  It is a force effect and can hit incorporeal creatures.  It strikes as a spell so DR doesn't
apply.  It always strikes from the caster's direction, and cannot give or get a flanking bonus.  Combat feats don't
affect the spell.  If the weapon goes beyond its range it returns and hovers near the caster.  It can be redirected
with a move action.  It can't be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere
of annihilation or a rod of cancellation can end the spell.  It's AC vs. Touch Attacks is 12.  If the target has SR
then the SR is first checked when the spiritual weapon attacks, not on each attack.  Weapons for alignment are
  chaos--battleaxe (x3), evil--light flail (x2), good--warhammer (x3), or law--longsword (19-20/x2).          
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Stricken Heart (Necro.) (Adv. Class Guide) 1sa Instant Touch Creature Touched None V, S Yes
This spell covers your hand with a writhing black aura. As part of casting the spell, you can make a melee touch
attack that deals 2d6 points of negative energy damage and causes the target to be staggered for 1 round. If the
attack is a critical hit, the target is staggered for 1 minute instead. Creatures immune to precision damage are
  immune to the staggered effect.                      
  Surmount Affliction (Ul. Magic) 1sa 20 Rnds Self Self None   V, S No  
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just
suspends that condition’s effect for the duration of the spell. You can surmount any one of the following
  conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened.        
  Tactical Acumen (Ench.) (Ul. Combat) 1sa 20 Rnds 30 ft 30' Radius Burst Will neg V, S, M/DF Yes D
Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on small piece of a map
attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional
  +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).        
  Tongues (Pathfinder) 1sa 200 Rnds Touch 1 Creature No V, M No
  Grants the ability to speak and understand the language of any intelligent creature, but only 1 language at a time.   a clay model of a ziggurat
  Tremor Blast (Trans.) (Inner Sea Gods) 1sa Instant 30 ft Cone None V, S Yes
You create a minor earthquake that can trip creatures. Attempt a single combat maneuver check and apply the result
against the CMD of every creature in the area. If your roll equals or exceeds a creature's CMD, that creature is
knocked prone. This trip attack does not provoke an attack of opportunity (though you do provoke one for casting
the spell), nor are you knocked prone if you fail the check by 10 or more. Unlike with a regular trip attack, you can
trip any creature touching the ground, regardless of size. Improved Trip does not affect this spell in any way.
Though the earthquake is small and focused on the ground, if the area is particularly unstable, the spell might cause
  items to topple, stones to shake loose from the walls or ceiling, and so on at the GM's discretion.          
  Tremorsense (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'.
  Undetectable Alignment (Pathfinder) 1sa 24 Hrs. 75 ft 1 creature Will   V, S Yes  
  Conceals your alignment from all forms of divination.                  
  Weapon of Awe (Trans.) (Adv. Player's) 1sa 20 Min. Touch 1 Weapon Will neg   V, S, DF Yes  
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on
damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with
no Saving Throw.  This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these
  effects to its ammunition.  You can't cast this spell on a natural weapon, but you can cast it on an unarmed strike.        
  Whispering Wind (Trans.) (Pathfinder) 1sa Special Special 10' Radius Spread No V, S No
This spell has a range of  20 miles and lasts until it reaches the target or 20 hours.
You can send a message or sound on the wind as a gentle zephyr until it reaches its target where it delivers its
message.  The message can be no more than 25 words it can move at 1-10 mph, when it arrives it swirls around
as it delivers its message.  The whispering wind can't speak verbal components, use command words or active
  magical effects.                        
  Zone of Truth (Pathfinder) 1sa 20 Min. 75 ft 20' radius Will V, S, DF Yes  
Creatures in the area cannot tell any deliberate and intentional lies, only 1 save when first encountered.  Creatures
  inside the zone know that they are under a zone of truth.          
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Agonizing Rebuke (Illus.) (Race) 1sa 20 Rnds 75 ft 1 Living Creature Will neg V, S Yes
  must be With a word and a gesture, you instill such apprehension about attacking you in your target that doing so causes
Hobgoblin it mental distress and pain. Each time the target makes an attack against you, targets you with a harmful spell, or
  otherwise takes an action that would harm you, it takes 2d6 points of nonlethal damage.           
  Arcane Sight (Div.) (Pathfinder) 1sa 20 Min. Personal Self No V, S yes D
With eyes glowing blue you can see magical auras within 120', it is similar to detect magic but without the need
to concentrate.  You know the location and strength of all auras within range.  You can make Spellcraft checks to
determine the school of magic and if you concentrate you can determine if a creature is a spellcaster or capable of
using spell-like abilities and if it uses divine or arcane magic.  However if the caster has used its higher level
spells you will only know the power of their current highest level spell.  Make checks at DC 15+ spell level or 1/2
  caster level.  Can be used to identify magic items except for artifacts.              
  Adjustable Disguise (Illus.) (Adv. Class Guide) 1sa 0 Min Self Self None   V, S No D
This spell functions as disguise self, except as a swift action you can alter the disguise (within the limitations of
disguise self). For example, you could make yourself look like a young human city guard, then an old elven wizard
of the opposite gender, then a halfling thief, and so on. You can change the disguise a number of times equal to
  your caster level.                        
  Banish Seeming (Adv. Player's) 1sa 20 Rnds Touch 1 Item/Creature None V, S, M No
With a melee touch attack you can dispel an illusion or return a creature to its natural form. This functions as a cold iron nail
dispel magic directed at the effect in question, except you receive a +2 enhancement bonus on your dispel check
and you can only dispel illusions or changes in form created by supernatural effects or spells. If multiple effects
are changing the creature's appearance, you can dispel one such effect for every four caster levels you possess,
starting with the highest caster level spells and proceeding to spells with lower caster levels.  The caster level for
supernatural abilities such as change shape is equal to the target creature's Hit Dice. A creature returned to its
natural form by banish seeming is prevented from changing its form again for a number of rounds equal to your
caster level.  Banish seeming has no effect on nonmagical means of changing appearance, such as that provided
  by a disguise or extraordinary ability.                    
  Blade Storm (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
You cast this spell at the beginning of your turn prior to taking any other actions.  After casting this spell you
may take a full round action to make 1 attack with each melee weapon your are wielding against every foe in
range.  If you wield more than one weapon or a double weapon you can make 1 attack with each under the normal
rules for using two weapons.  If you choose not to take a full round action after casting this spell then the spell
  is wasted.                  
  Battle Trance (Ench.) (Race) 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
Half-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 –5
  penalty.                          
  Blessing of the Mole (Trans.) (Ul. Magic) 1 Round 20 Min. 75 ft 1 Creature/Level None V, S Yes
  The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks.            
3rd Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Blindsight (Trans.) (S. Species) 1sa 20 Min. Touch Creature Touched No
  Grants the subject blindsight 30'.              
  Blood Biography ( Div.) (Adv. Player's) 1 minute Instant Touch 1 Creature Will neg   V, S, M No  
You learn the answers to a specific set of questions about a creature so long as you have access to at least 1 scrap of parchment
drop of its blood.  You can cast this spell on the blood of the living or the dead, but living or undead creatures are
allowed a Will save to resist the spell.  You can cast the spell on dried or fresh blood.  The following 4 questions
are answered, appearing on any flat surface you designate.
- Who are you (usually the name of the creature)?
- What are you (gender, race profession/role)?
- How was your blood shed (brief outline of the events that caused the wound to the best of the
victim's knowledge)?
- When was your blood shed?
  These answers always appear in a language you can read even if the creature couldn't speak that language.        
  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.                    
  Bloody Arrows (Necro.) (Ranged Tactics Toolkit) 1sa 20 Rnds 75 ft 1 Willing Creature None V, S No
Whenever this spell's target hits a creature with a ranged weapon that successfully deals piercing or slashing
damage, the struck creature takes 1 point of bleed damage. Unlike most bleed damage, the bleed damage dealt by
the subject of this spell is cumulative up to an amount equal to 1/2 your caster level (to a maximum of 5 points of
bleed damage at 10th 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.                          
  Cast Out (Adv. Player's) 1sa Instant Touch Creature Touched Will part V, S, DF
With a melee touch attack you blast a single creature and disrupt any magic controlling it. The target takes 2d8
points of damage + 1 point per caster level (maximum +15). In addition, you make a dispel check against any magic
jar effect (including a ghost's malevolence ability) or enchantment (compulsion) spells on the target creature,
starting with the highest level spells and proceeding to lower level spells. Treat this as a targeted dispel magic
spell, except cast out can dispel one such spell for every four caster levels you possess. A successful Will save
  halves the damage and limits the dispelling to a single spell or effect.              
  Continual Flame (Pathfinder) 1sa Permanent Touch 1 Object No V, S, M No
  Creates a permanent flame that lights as per torch (20') it creates no heat and counters darkness of equal or less.   Ruby dust worth 50 gp  
  Coordinated Effort (Div.) (Adv. Player's) 1sa 20 Min. 75 ft 30' Diameter No V, S No
Choose a single teamwork feat that you possess.  You forge a link with your allies, up to 6
creatures, allowing them to gain the benefits of the chosen feat even if they don't have it themselves.  You must be
a part of the group qualifying for a given bonus for your allies to gain the benefits.  Your allies positioning and
    actions must still meet the prerequisites listed in the teamwork feat for either of you to receive the listed bonus.        
3rd Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Countless Eyes (Ul. Magic) 1sa 20 Hrs. Touch Creature Touched Will neg V, S Yes
The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision and
  cannot be flanked.                        
  Cure Serious Wounds (Pathfinder) 1sa Permanent Touch 1 Creature Will 1/2 V, S Yes
  Cures 3d8 + 20 (max +15) points of damage or inflicts that damage on undead.          
  Daybreak Arrow (Evoc.) (Ul. Combat) 1sa 200 Min. Touch up to 50 ammo Fort neg V, S Yes
You cause ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light
take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight
take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage
you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance.
  Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.          
  Daylight (Pathfinder) 1sa 200 Min. Touch 1 Object No V, S No D
  Object sheds light in 60' radius it counters or dispels any darkness spell of equal or lower level.          
  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/— each time you reduce a qualifying opponent to 0 or few hit
points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice
  equal to or greater than your Hit Dice –4.                    
  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
  Delay Poison Communal (Ul. Combat) 1sa 20 Hrs. Touch Creatures Touched Fort neg V, S, DF Yes
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is
exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison
does not cure any damage that poison may have already done.  You can divide the duration in 1-hour intervals
  among the creatures touched.                      
  Detect Curse (Div.) (Pathfinder) 1sa 20 Rnds 60 ft cone No V, S No
Detects Curse
Original Strength Duration of Aura Original Strength Duration of Aura
Faint 1d6 rounds Strong 1d6x10 minutes
  Moderate   1d6 minutes Overwhelming   1d6 days          
  Dimensional Anchor (Abjur.) (Pathfinder) 1sa 20 Min. 300 ft 1 Ray No V, S Yes
With a ranged touch attack you can completely block all forms of extradimensional travel by 1 creature.  This spell
prevents dimensional anchor, astral protection, blink, dimension door, ethereal jaunt, etherealness, dimension
door, gate, maze, plane shift, shadow walk and teleport.  It doesn't interfere with the movement of creatures that
are already ethereal or astral, nor does it block extradimensional perception or attack forms like a basilisk's gaze nor
  does it prevent summoned creatures from disappearing at the end of a summoning spell.          
  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.  Artifacts and Deities are unaffected.  A targeted dispel magic cast upon a
summoned creature causes it to return to it's home plane.
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 suppressed  1d4 rounds.
  Counterspell to block a spell as it is cast 1d20+your level +10 vs. 11+spell caster's level.          
  Disrupt Link (Abjur.) (Familiar Folio) 1sa 20 Rnds 300 ft 30' radius Will neg   V, S Yes  
The target has her link with her bonded creature temporarily severed. If the subject has a familiar, she loses the
benefits of the alertness, deliver touch spells, empathic link, scry on familiar, share spells, and speak with master
abilities. If the target has an animal companion, she loses the benefits of the link, share spells, and devotion
abilities. The target and her familiar or animal companion also lose any other abilities (such as those from
  archetypes or feats) that rely on the two having a connection.                
3rd Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Eldritch Fever (Ul. Magic) 1sa Instant 75 ft 1 Creature Fort neg V, S Yes
The target gains the eldritch ague spellblight.  Eldritch ague manifests itself as a sickness that is debilitating to
spellcasters. A spellcaster with this spellblight is sickened until the curse is removed. When the subject of the curse
casts a spell, she is overcome with shaking for 1 round, requiring any spellcasting or the use of a spell-like ability
during that time to succeed at a concentration check (DC 15 + twice the spell level of the spell being cast). If she
fails the save, the spell and the action to cast it is lost.  While a curse, eldritch ague acts much like a disease, and
creatures with immunity to disease are also immune to eldritch ague. Remove disease cures eldritch ague; unlike
  with most spellblights, using this spell to remove the spellblight does not impose a -5 caster level check penalty.        
  Fearsome Duplicate (Illus.) (Race) 1sa 20 Min. 300 ft Monster Duplicate Will V, S Yes D
must be You create a larger and far more menacing version of yourself that you can send forth, manipulate like a puppet,
Hafling and use to interact with others. You can make the duplicate up to two size categories larger than you are and
determine a theme as to how it alters your original appearance. However, this duplicate always retains some
vestiges of your actual appearance. Creatures who already know you gain a +2 bonus on saving throws made to
disbelieve this spell. Your duplicate has no actual substance, and you cannot use it to alter its surroundings or to
attack or otherwise harm creatures it encounters. You can use the duplicate to speak, and interact verbally with
creatures using the Bluff, Diplomacy, and Intimidate skills, and you gain a +2 competence bonus on Intimidate
checks when using that skill through the duplicate.  You can see, hear, taste, and smell your duplicate's
surroundings as if you are actually present using your Perception skill. While you also remain aware of your own
immediate surroundings when controlling your duplicate, controlling it does take a toll on your senses. You take a
–4 penalty on Perception checks while you control your duplicate.  The duplicate moves under your mental
command, and while you need not act out its movements, you must take a standard action to control your
duplicate for 1 round (concentrating on the spell) or it winks out of existence. You can maintain control of your
duplicate even if you have no line of sight or line of effect to it.  The duplicate immediately winks out of existence
  if it is hit by an attack or in the area of a damaging effect, or if it moves beyond the maximum range of the spell.        
  Fester (Adv. Player's) 1sa Special 75 ft 1 Living Creature Fort Part V, S, M Yes
Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + rotted meat
your caster level against effects that restore hit points or grant temporary hit points. In addition, any healing
provided by effects that ignore Spell Resistance (such as fast healing, regeneration, and some spells) are halved.
  If the target succeeds on a Fortitude Saving Throw, fester lasts only a single round.          
  Glyph of Warding 10 Min. Permanent Touch 5 sqft/level No V, S, M
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can 200 gp of powdered diamond dust
guard a bridge or passage, ward a portal, trap a chest or box, and so on.  You set all of the conditions of the ward.
Typically, any creature entering the warded area or opening the warded object without speaking a password
(which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password
trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type,
subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion.
They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not
triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a
cabinet has three different drawers, each can be separately warded.  When casting the spell, you weave a tracery
of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the
limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be
dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-
magical disguises and the like can't. Read magic allows you to identify a glyph of warding with a DC 13 Knowledge
(arcana) check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph
(version, type of damage caused, what spell is stored).  Depending on the version selected, a glyph either blasts
the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to
all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of
casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this
effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of
the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the
intruder. If the spell has an area or an amorphous effect, the area or effect is centered on the intruder. If the spell
summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance
operate as normal, except that the DC is based on the level of the spell stored in the glyph.
  Detect/Disable DC 28.  Blast Glyph deals 10 d8 damage (max 5).            
3rd Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Halt Undead (Necro.) (Pathfinder) 1sa 20 Rnds 300 ft 30' Diameter Will neg V, S, M
This spell effects up to 3 undead rendering them immobile, nonintelligent undead (zombies and skeletons) get no pinch of sulfur and powdered
  saving roll.  The effect is broken if the undead is attacked or takes damage.         garlic    
  Heroism (Ench.) (Pathfinder) 1sa 200 Min. Touch Creature Touched Will neg V, S Yes
  Grants a single subject with great bravery giving them a +2 morale bonus on attack rolls, saves and skill checks.        
  Hidden Speech (Adv. Player's) 1sa 200 Min. 75 ft 30' Diameter Will neg V, S M/DF Yes D
You greatly enhance the ability of the subjects to communicate hidden messages to each other.  Each target gains a cipher written on a piece of parcharment.
a +10 competence bonus on Bluff checks to send secret messages to other recipients.  Others using opposed
Sense Motive checks to decipher these messages receive a -5 penalty.  All subjects affected by the spell must
    share a language to be able to pass messages.                    
  Hunter's Eye (Adv. Player's) 1sa 20 Min. 300 ft 1 Creature None V, S, DF Yes
Sharpening your perceptive abilities and tuning them against obfuscating effects, hunter's eye greatly enhances
your senses against the target creature.  You gain the ability to perceive the target when it is invisible or ethereal as
though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the
target.  You ignore concealment provided by fog or mist, blur displacement, invisibility, and similar effects affecting
the target, but not concealment provided by darkness.  This spell provides no benefits to your allies, and no
  benefits against creatures other than the target.                    
  Inflict Serious Wounds (Pathfinder) 1sa Instant   Touch   1 creature Will 1/2 V, S Yes
  Inflicts 3d8+ 20 points of damage (max +15).                  
  Invisibility Purge (Pathfinder)   1sa 20 Min. Personal   Self No   V, S   D
    Surround yourself with a  100 foot radius sphere that negates all forms of invisibility.          
  Isolate (Illus.) (Monster Codex)   1sa 0 Rnds Touch   Creature Touched Will part   V, S Yes  
You cause the target to become invisible and silent, but only to his allies.  Any creature with an attitude of
indifferent or worse toward the target, and any creature that wishes the target harm, can see the target normally.
The target can see and hear himself, can cast spells with verbal components, and can use command words
normally, but any effect that requires allies to see or hear the target does not function. An ally that can see
invisible creatures can both see and hear the target of isolate.  If the target succeeds at its save, the duration of
    the spell is reduced to 1 round.                      
  Keen Edge (Trans.) (Pathfinder) 1sa 200 Min. 75 ft Special No V, S Yes
This spell effects 1 weapon or up to 50 projectiles which all must be touching.  It magically doubles the threat
range of the weapon.  It can only be cast upon slashing or piercing weapons and if cast on crossbow bolts,
arrows or shuriken the spell on them ends after their use.  Doesn't stack with Improved Critical and it can't be cast
  on natural weapons                        
  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 target’s 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 Righteousness (Ul. Combat) 1 Swift 1 Rnd 75 ft 1 Creature No V, S, DF Yes
Calling down a litany of anathema, you make an evil more susceptible to the attacks of good creatures. If the
target is evil, it takes double damage from attacks made by creatures with a good aura (from a class feature or as
a creature with the good subtype). If the target also has the evil subtype; when it is hit with attacks made by
creatures with a good aura, it is also dazzled for 1d4 rounds. If this spell targets a nonevil creature (or one that
  lacks the evil subtype), it has no effect, and the spell is wasted.                
3rd Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.          
  Locate Object (Pathfinder) 1sa 20 Min. 1200 ft 1200 No V, S, F/DF No
  Sense the direction of a well known object, you must know the object before casting the spell.     forked twig    
  Locate Weakness (Ul. Combat) 1sa 20 Min Self Self No V, S, M/DF No
You can sense your foes’ weak points, granting you greater damage with critical hits. Whenever you score a a pickled predator's eye
  critical hit, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.        
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Magic Circle against Chaos/Evil/Good/Law (Pathfinder) 1sa 200 Min. Touch 10' radius Will V, S, M/DF
Gain Protection from Evil (+2 AC & +2 save bonus) keeping foes at bay (if you can overcome their SR).  Can 3' diameter circle of powdered silver
  Magic Vestment (Pathfinder)   1sa 20 Hrs Touch Armor or Shield No   V, S, DF Yes  
  AC bonus + 5 (max +5) can be used on regular clothing.                
  Magic Weapon, Greater (Trans) (Pathfinder) 1sa 20 Hrs. 75 ft Special Will V, S Yes
  Gives a weapon a + 5 enhancement bonus to attack and damage. Won't work on natural weapons.        
  Mark of the Hunter (C. Divine & S. Comp.) 1sa 20 Min. 300 ft 1 Favored Enemy Will neg        
You inscribe a rune in the air marking your favored enemy making your bonuses against them 4x normal and
outlining them so you can see them better negating any cover or concealment short of total cover or total
    concealment or incorporeality.              
  Nondetection (Abjur.) (Pathfinder) 1sa 20 Hrs Touch 1 Creature/Object No   V, S, M Yes  
The warded creature becomes difficult to detect by divination spells like crystal balls, locate object, detect spells
clairaudience/clairvoyance and the like.  If a divination is attempted they must pass a DC check of 1d20+caster
level against a DC of 11+caster level of the spell caster who cast nondetection (if you cast it on yourself or an item
    you possess the DC is 15+your caster level).                    
  Obscure Object (Abjur.) (Pathfinder) 1sa 8 Hrs Touch 1 Object Will V, S, M
  Hides an object from scrying, such spells targeting the protected object automatically fail.     chameleon skin  
  Perceive Cues (Trans.) (Adv. Player's) 1sa 0 Min. Self Self No   V, S, M    
Your senses become preternaturally keen, and you gain insight into subtle behavioral cues.  For the duration of the drop of water
  spell, you receive a +5 competence bonus on Perception and Sense Motive checks.          
  Phantasmal Decoy (C. Divine & S. Comp.) 1sa 20 Rnds 300 ft 1 Living Creature Will neg
Crates an image of the subject's most hated enemy, from their subconscious, only you and the subject can see
the image and it seems blurry and indistinct to you.  If the subject fails is Will save it must attack the phantasm or
move to a space closer to it.  A creature attacking the phantasm gets another Will save.  If moving p to the
phantasm would cause the subject to move across dangerous terrain it only has to move closer to the phantasm
and can take no action unless the phantasm moves to a spot where it can reach it.  As a move action you can
move the phantom decoy up to 60', it is not slowed by terrain, but you can make it move slower to help the
  maintain the illusion.                
  Posse (Trans.) (Genius Guide to 110 Spell Variants) 1sa 20 Rnds. 75 ft 30' radius Fort neg   V, S, M Yes  
The transmuted creatures gain the benefit of the judgement you are currently using.  Effects 1 creature/level ( a shaving of licorice root
  20 creatures).  The creatures must be within 30' of each other.              
  Prayer (Pathfinder) 1sa 20 Rnds 40' All Allies in 40' No   V, S, DF Yes  
  Gain +1 luck bonus on attack, damage, saves and skill checks while foe's take a -1 penalty on same.          
  Protection from Energy (Pathfinder) 1sa 200 Min. Touch 1 Creature Fort V, S, DF Yes
  Absorbs 240 points of a specific energy (max 120)                
  Remove Curse (Abjur.) (Pathfinder) 1sa Instant Touch 1 Creature/Object Will neg V, S Yes
Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster
level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is
removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a
successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.
  Remove curse counters and dispels bestow curse.                  
  Remove Disease (Pathfinder) 1sa Instant Touch Creature Touched No V, S Yes
Removes any disease that the creature is suffering.  It also kills parasites including green slime.  Some spells
  require a caster of higher level than the caster who created the disease.              
  Resist Energy, Communal (Abjur.) (Ul. Combat) 1sa 200 Mins. Touch Creatures Touched No   V, S, DF Yes  
Grants the subject resistance 10 against 1 specific type of energy (acid, cold, electricity, fire or sonic), the
resistance increases to 20 at 7th level and to 30 at 11th level.  It overlaps, doesn't stack with other energy
  protection.  The resistance can be split among individuals in 10 minute intervals            
  Resistance, Greater (S. Comp.) 1sa 24 hrs Touch 1 Creature No
  +1 to all saves                
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Righteous Vigor (Ench.) (Adv. Player's) 1sa 20 Rnds Touch Creature Touched Will neg   V, S, DF Yes  
Infusing the target with a surge of furious divine energy, you enhance a creature's ability to hit an foe based on
the number of times it has already hit that foe with a successful attack.  Each time the subject successfully
strikes a foe with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (max
+4 ) and gains 1d8 temporary hit points (to a max of 20 temp hit points).  If an attack misses, the attack bonus
resets to +0 but any accumulated temporary hit points remain.   The temporary hit points disappear at the end
  of the spell's duration.                        
  Sadomasochism (Necro.) (Inner Sea Gods) 1sa 20 Min. Self   Self Will neg   V, S Yes  
While subject to this spell, any time you are dealt damage, your attacker must roll damage for the attack twice and
take the higher roll, but the attacker must also succeed at a Will saving throw or become demoralized for 1 round.
Each time you deal damage to a creature demoralized by this spell, you roll damage twice and take the higher
    result.                          
  Safe Clearing (S. Comp.) 10 Minutes 20 Hrs 30 ft 30' Radius Will neg
You make an area safe from attack like that of a sanctuary spell (creatures must make a Will saving roll to attack).
The A.O.E. is fixed, the spell doesn't affect those creatures who are casting spells in or out of the A.O.E., and a
  creature that makes its saving roll once doesn't have to save again.        
  Searing Light (Pathfinder) 1sa Instant 300 ft 1 Ray None   V, S Yes  
Focus a divine ray of the sun projected as a blast from the palm of the caster's hand.  You need to make a ranged
Touch Attack to strike a target dealing 10 d8 (max 5d8) points of damage.  Undead take
20 d6 (max 10d6) points of damage, those especially vulnerable to bright light take 20
  d8 (max 10d8) points of damage.  A construct or inanimate object takes only 20 d6 (max 5d6) point of damage.        
  Seek Thoughts (Div.) (Adv. Player's) 1sa 20 Min. 40 ft 40' radius Will neg   V, S, M No  
Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. handful of copper coins
You may scan for either the answer to a simple question (such as "Where is the hidden lair of the wererats?") or
for information on a general topic (such as the beliefs of an evil cult).  You detect the number of creatures who are
thinking about this question or topic within range, as well as their location if they are visible to you.  Seek
thoughts doesn't let you read actual surface thoughts, only if a given creature is thinking about the topic you are
concentrating on.  A successful Will save prevents you from sensing a creature's thoughts for the duration of the
spell.  You can maintain concentration on seek thoughts while you engage in normal conversation, allowing you
to ask leading questions about topics of interest.  A creature conversing with you while you concentrate can
notice that you are distracted with a successful DC 25 Sense Motive check.  The spell lasts for as long as you
    concentrate up to the maximum duration of the spell.                  
  Speak with Dead (Pathfinder)   10 Min. 20 Min. 10 ft 1 dead creature Will   V, S, DF No  
You may ask 10 questions from a dead subject, undead are immune.  Answers are brief, cryptic or
repetitive.  The corpse gets a Will save if it is of a different alignment than the caster.  Or the corpse can attempt
to Bluff the questioner.  It can't answer to any events that happened after it died.  If cast upon the corpse within
  one week the spell fails.  The body must be mostly intact or it will on give partial answers, it must have a mouth.        
  Terrible Remorse (Ench.) (Ul. Magic) 1sa 20 Rnds 75 ft 1 Living Creature Will part V, S Yes
You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal
1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the
  creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which the spell ends.        
  Vigor (C. Divine & S. Comp.) 1sa 30 Rnds  Touch 1 Creature Will
  Grants fast healing 4 for a maximum of 25 rounds, automatically stabilizes those dying from hit point loss.
  Vigor, Mass Lesser (C. Divine & S. Comp.) 1sa 30 Rnds 20 ft 30' radius Will
  Grants fast healing 1 for a maximum of 25 rounds, automatically stabilizes those dying from hit point loss.
  Ward the Faithful (Adv. Player's) 1sa 200 Min 10 ft 10' Radius Will neg   V, S, DF No  
All creatures within the area who worship the same god as you gain a +2 deflection bonus to AC and a +2
resistance bonus on all saves. At 12th level, these bonuses increase to +3. At 18th level, the bonuses increase to
+4.  If you do not worship a specific deity, the bonuses apply to those who share your faith. If you do not have a
specific faith or religion, the spell provides benefits only to yourself. Enemies gain the benefits of this spell if they
worship the same god or share the same faith as you, even if you view them as heretical.
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Witness (Div.) (Ul. Magic)   1sa 20 Min. 1200 ft 1 Living Creature Will neg   V, S Yes  
You link your senses to the target, allowing you to see and hear through its eyes and ears. As a move action you
can shift your senses from yourself to the target or back again. When using the target’s senses, you are blind and
deaf. When perceiving through the target, you use its normal and special senses (such as darkvision), not your
  own.                          
  Word of Binding (S. Comp.) 1sa 20 Rnds 75 ft 1 Humanoid Neg V, DF Yes D
You create masterwork steel manacles that attempt to bind your target. A successful Reflex save allows the target
to dodge the forming manacles; otherwise it is bound at its wrists and ankles.  The imprisoned creature can slip
free with a DC 35 Escape Artist check or a DC 28 Strength check. The manacles have hardness 10 and hit points
equal to 10 + 1 per caster level. The manacles automatically scale to fit any Medium or smaller humanoid creature.
While imprisoned by the manacles, the subject cannot take any actions requiring the use of its hands and can
move only 5 feet per round. The manacles come complete with an average quality lock (Open Lock DC 25).
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Aura Sight (Div.) (Adv. Class Guide) 1sa 20 Min. Self Self None V, S No
This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you. The effect is
similar to that of a detect chaos/evil/good/law spell, but aura sight does not require concentration, and it discerns
an aura's location and power more quickly.  You know the location and power of all chaotic, evil, good, and lawful
auras within your sight. An aura's power depends on a creature's Hit Dice or an item's caster level, as noted in the
description of the detect evil spell. If an item or a creature bearing an aura is in line of sight, you can attempt a
Knowledge (religion) check to determine the aura's strength (one check per aura; DC 15 + spell level, or 15 + 1/2
  caster level 25 for a non-spell effect).                    
  Banish Ward (Abjur.) (Genius Guide to 110 Spell Variants) 1sa 20 Rnds. Touch 1 creature/object None V, S, M No
With a melee touch attack you can dispel an abjuration or return a creature to its natural form. This functions as a cold iron nail
dispel magic directed at the effect in question, except you receive a +2 enhancement bonus on your dispel check
and you can only dispel abjurations or changes in form created by supernatural effects or spells. If multiple effects
are changing the creature's appearance, you can dispel one such effect for every four caster levels you possess,
starting with the highest caster level spells and proceeding to spells with lower caster levels.  The caster level for
supernatural abilities such as change shape is equal to the target creature's Hit Dice. A creature returned to its
natural form by banish ward is prevented from changing its form again for a number of rounds equal to your
caster level.  Banish ward has no effect on nonmagical means of changing appearance, such as that provided by
  a disguise or extraordinary ability.                      
  Battlemink Link (Ul. Magic) 1sa 20 Min. 75 ft You and 1 Ally Will neg V, S Yes
You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. You and
the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.
Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the
higher of the two dice for your attack rolls (plus bonuses).
Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the
higher of the two dice for your attack roll (plus bonuses).
Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on
their saving throw against the spells.
You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or
  helpless.                          
  Blindsight, Greater (S. Comp.) 1sa 20 Min Touch 1 Creature No
  Grants the subject blindsight 30'.              
  Brand, Greater (Adv. Player's) 1 Round Permanent Touch Creature Touched Fort neg   V, S, DF Yes  
This spell functions like brand, except that it inflicts 1d6 points of damage when applied and cannot be removed,
even temporarily. In addition, a greater brand blazes as bright as a torch when brought within 30 feet of a visible
symbol of your faith. While the symbol is blazing, the recipient is sickened.  Like the effects of bestow curse, a
  greater brand cannot be dispelled, but it can be removed by any means that removes a mark of justice.          
  Chaos Hammer (Pathfinder) 1sa Instant 300 ft 20' radius burst W part V, S Yes
Harms only Lawful and Neutral (not CN) creatures 10 d8 (max 5d8, max 10d8 for Lawful Outsiders) damage
to all in range and slows them for 1d6 rounds.  A Will save cuts the damage in half and negates the slow.  Those
that are neither Lawful or Neutral take 1/2 damage and are not slowed, a Will save reduces damage by 1/2.
  Coward's Lament (Adv. Player's)   1sa 20 Rnds 75 ft 1 Living Creature     V, S, DF Yes D
You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to
attack you in melee, it receives a cumulative -1 penalty to its Armor Class, attack rolls, and saving throws
(maximum penalty -5). Each round at the end of its turn, the target may attempt a Will Saving Throw to prevent the
penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but
increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or
impassable terrain, the penalties do not increase. If you move away from the target, the spell ends.
  Crusader's Edge (Trans.) (Inner Sea Magic) 1sa 20 Min. Touch   1 Melee Weapon Fort neg   V, S, M No  
When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the dried blood from an evil outsider
bane weapon quality against evil outsiders. Furthermore, whenever you score a successful critical hit against an sprinkled on the weapon
outsider with the evil subtype, you not only deal normal critical damage with the weapon but also nauseate the
outsider for 1d3 rounds—the outsider can reduce this nauseated condition to sickened for 1 round with a
    successful Fortitude save.                      
  Cure Critical Wounds (Pathfinder)   1sa Instant   Touch   1 Creature Will   V, S Yes  
    Heals 4d8 + 20 hit points (max +20).                    
  Curse of Magic Negation (Abjur.) (Ul. Magic) 1 Round 200 Min. 300 ft 1 Creature Will neg   V, S, M No  
You disrupt the target creature’s ability to draw upon magical energies. For the duration of the spell, it gains the powdered lead and platinum
negated spellblight. Dispel checks to remove the spellblight take a –5 penalty due to this spell’s interference worth 250 gp
  with magical energies.                        
4th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Daze, Mass (Ench.) (Ul. Magic) 1sa 1 Rnd 300 ft 30' Diameter Will neg V, S, M Yes
This spell clouds the mind of humanoid creatures with 4 or fewer Hit Dice so that it takes no actions. Humanoids pinch of wool or similar substance
of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
  After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.          
  Death Ward (Pathfinder) 1sa 20 Min. Touch 1 Living Creature No V, S, DF Yes
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
This spell doesn't remove negative levels nor does it affect the saving rolls made 24 hours later.  To remove those
    negative levels.                        
  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.                        
  Denounce (Adv. Player's) 1sa 20 Hrs 75 ft 30' Radius Will neg V Yes
You speak out against a single creature within line of sight and turn possible allies against it be drawing upon the
power of your voice and conviction.  Creatures in the area who can see the denounced creature must make a Will
saving roll or have their starting attitude toward the denounced creature worsened by 2 levels (Core Rulebook
page 94)
Starting Attitude Diplomacy DC  
Hostile 25 + creature's Cha Modifier
Unfriendly 20 + creature's Cha Modifier
Indifferent 15 + creature's Cha Modifier
Friendly 10 + creature's Cha Modifier
  Helpful 0 + creature's Cha Modifier
  Detect Scrying (Div.) (Pathfinder)   1sa 24 Hrs 40 ft 40' Radius No   V, S, M    
You immediately become aware of any attempt to observe you by means of a scrying spell or effect.  The spell a piece of mirror and a miniature
moves as you move.  You know the location of every magical sensor within the spell's A.O.E.  If the scrying brass hearing trumpet
attempt originates in the A.O.E. you know its location, otherwise you and the scryer must make opposed caster
level checks (d120+caster level).  If you at least match the scrier's result you get a visual image of the scrier and
    an accurate sense of their direction and distance from you.                  
  Discern Lies (Pathfinder) 1sa 20 Rnds 75 ft 1 Creature/Level Will V, S, DF No
    Each round you concentrate on the subject you can tell if it is telling a lie, it doesn't compel the truth though.        
  Dismissal (Abjur.) (Pathfinder) 1sa Instant 75 ft 1 Extraplanar Will neg V, S Yes
  Forces an extraplanar creature back to its proper plane if it fails a Will save DC =Spell's Save DC - Creature's HD+
your level.  If the spell is successful the creature is instantly sent away, but there is a 20% chance that it will be
    sent to the wrong plane.                        
  Divination (Pathfinder) 10 Minutes Instant Personal Self No V, S, M
Applies divine advice to a subject that will happen in 1 week; 70% + 20 % to a max of 90%.  If the spell Incense and an appropriate offering
    fails then the caster knows it.                 worth 25 gp    
  Divine Power (Pathfinder) 1sa 20 Rnds Personal Self No V, S, DF
    BAB = Character Level and +6 Str, & 20 temporary hit points              
  Enchantment Foil (Abjur.) (Adv. Class Guide) 1sa 20 Hrs. Self   Self None   V, S No  
You gain a +4 bonus on saving throws against enchantment effects. If you succeed at a save against an
enchantment effect, you identify the effect as if you had succeeded at a Spellcraft check to do so. Furthermore, you
can choose to act as if you had failed your saving throw. If you do so, you gain a +20 bonus on Bluff checks to
convince others that you failed your save and are under the enchantment's effects. A creature that attempts to use
magic to detect this ruse or to make you speak truthfully about it must succeed at a caster level check (DC 15 +
    your caster level) to do so.                      
  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.                  
4th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Find Quarry (Ul. Combat)   1sa Instant   Self   Self No   None No  
You sense whether a well-known creature you can clearly visualize is within a 20-mile radius of your current
location, as well as the distance and direction to the creature in relation to you. You also discern whether the
creature is moving, and its direction, speed, and mode of movement. The radius you can sense increases by 5
  miles for every two caster levels you have above 10th (to a maximum of a 45-mile radius at 20th level).          
  Fleshworm Infestation (Conj.) (Ul. Magic) 1sa 20 Rnds Touch Creature Touched Fort part V, S Yes D
With a touch, you cause an infestation of ravenous worms to manifest in the target’s flesh. The target must make
a Fortitude save every round. Failure means it takes 1d6 hit points of damage and 2 points of Dexterity damage,
and is staggered for 1 round. If it makes the save, it takes no hit point or Dexterity damage and is only sickened
for 1 round rather than staggered. Fleshworm infestation cannot be ended early by remove disease or heal, as the
infestation starts anew if the current worms are slain. Protection from evil negates this spell’s effects for as long
  as the two durations overlap. Dispel evil automatically ends a fleshworm infestation.          
  Forced Repentance (Adv. Player's) 1sa 20 Rnds 75 ft 1 Evil Creature Will neg V, S, DF Yes
You force an evil creature that doesn't have the evil subtype to momentarily reflect on its past actions and be
overcome by grief and conscience.  The target immediately drops prone and begins to loudly confess all of its
sins and transgression to the caster for the duration of the spell.  The spell immediately ends if you move out of
  line of sight or if the target is attacked.                    
  Forceful Strike (Evoc.) (Inner Sea Gods) 1 Swift Instant Touch 1 Creature Fort part. V, S Yes
  You cast this spell as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a
concussive blast of force. You deal normal weapon damage from the blow, but also deal an additional amount of
force damage equal to 1d4 points per caster level (maximum of 10d4). The force of the blow may be enough to
knock the target backward as well. To determine if the target is pushed back, make a combat maneuver check with
a bonus equal to your caster level to resolve a bull rush attempt against the creature struck. You do not move as
a result of this free bull rush, but it can push the target back if it defeats the target’s CMD. A successful Fortitude
  save halves the force damage and negates the bull rush effect.                
  Freedom of Movement (Pathfinder) 1sa 200 Min. Touch You or 1 Creature Will V, S, M
The subject of the spell can move and attack normally even under paralysis, solid fog, slow and web.  This spell leather strip bound to the target
    also allows normal movement and attacks while under water, provided the weapon is not hurled.          
  Geas, Lesser (Ench.) (Pathfinder) 1 Round 20 Days 75 ft 1 7 HD or less Will neg V Yes D
Places a magical command on a creature to perform some action or service or to refrain, as desired by you.  The
creature must have 7 or fewer HD and it must be able to understand you.  You can't compel a creature to kill itself
or perform acts that result in certain death.  It can cause almost any other course of activity.  The geased creature
must follow the given instructions until the geas is completed no matter how long it takes.  If the instructions are
an open task the recipient can't the spell remains in effect for 20 days.  If the subject is prevented from
obeying the lesser geas for 24 hours it takes a -2 penalty to each of its ability scores, this penalty is cumulative
up to -8 (no ability score can be dropped below 1).  The penalties are removed 24 hours after the subject resumes
obeying the lesser geas.  It can be ended by a break enchantment, limited wish, wish, remove curse miracle or
  wish.  Dispel magic will not work.                      
  Healing Warmth (Abjur.) (Race) 1sa 20 Min. Self Self None V, S No
  must be This spell grants you temporary immunity to fire damage as protection from energy. As a standard action, you
Irfit may sacrifice 12 points of remaining energy absorption from the spell to heal a touched creature of 1d8 points of
damage. Healing a creature provokes an attack of opportunity. When the spell has absorbed 12 points of fire
    damage per caster level (to a maximum of 120 points at 10th level), it is discharged.            
  Hold Monster (Pathfinder) 1sa 20 Rnds 300 ft 30' Radius Will neg V, S, M
The subjects become paralyzed, freezing in place unable to take any actions.  Each round on their turn they can 1 hard metal bar or rod which can
  make a new saving roll as a full round action that doesn't provoke attacks of opportunity.     be as small as a 3-penny nail
4th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Holy Smite (Pathfinder) 1sa Instant 130 ft 20' radius burst Will part V, S Yes
Only evil and neutral creatures are harmed by this spell.  The spell deals 10 d8 (max 5d8) to evil creatures
or 10 d6 max 10d6) for evil outsiders and the spell causes the subjects to be blinded for
1 round.  A successful Will save negates the blindness and reduces the damage by 1/2.  The spell only deals 1/2
  damage to neutral creatures, they aren't blinded and they can make a Will save for 1/4 of the total damage.        
  Inflict Critical Wounds (Pathfinder) 1sa Instant Touch 1 Creature Will V, S Yes
    Inflict 4d8+ 20 (max 40) hp damage, Will save reduces damage by 1/2.            
  Interrogation, greater (Ul. Magic) 1 Round 20 Min. Touch 1 Living Creature Fort neg V, S Yes
You question the target backed up by the threat of magical pain.  You may ask 20 questions.  The target can
either answer the question or take 1d8 points of damage plus your Wisdom bonus.  The target is not compelled
  to answer truthfully, but the threat of pain gives a -4 penalty on Bluff checks to convince you when it is lying.        
  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.          
  Judgment Light (Evoc.) (Ul. Combat) 1sa Instant 30' radius Self No V, S No
An inquisitor may only cast this spell while she has a judgment active. When she does cast this spell, it causes
one or more of the following effects based on the inquisitor’s active judgments.
Destruction: Red light erupts from the caster. Enemies in the area take 4d8 points of damage and become shaken
for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect.
Healing: Green light erupts from the caster. Allies in the area regain a number of hit points equal to 1d8 + the
caster’s Wisdom modifier.
Justice: Blue light erupts from the caster, revealing hidden and invisible creatures to all. The light outlines such
creatures for 1 round per caster level, imposing a –20 penalty on Stealth checks on those creatures.
Piercing: Violet light erupts from the caster, reducing the spell resistance of enemies within the burst by 5 for 1
round per caster level.
Protection: Amber light erupts from the caster, granting allies in the burst a +2 sacred bonus to AC and CMD, and
a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level.
Purity: White light erupts from the caster, allowing each ally within the burst to attempt a saving throw against a
single effect that allows a saving throw with a +2 sacred bonus on the roll.
Resiliency: Golden light erupts from the caster, granting allies within the burst DR 3/magic or the alignment your
 judgment allows for 1 round per caster level.
Resistance: Copper light erupts from the caster, granting allies within the burst resistance 5 against the energy the
judgment protects the inquisitor against when she casts this spell for 1 round per caster level.
Smiting: Silver light erupts from the caster, making allies’ weapons within the burst count as magic, the alignment
her weapon is, and adamantine for purposes of overcoming damage reduction for 1 round per caster level.
  Leashed Shackles (Evoc.) (Ul. Magic) 1sa 20 Min. 300 ft 1 Creature Reflex neg   V, S Yes  
You create shackles of force that attach to the target’s limbs. You designate an object or location within 30 feet of
the target for the shackles to anchor themselves to; this must be the ground, a wall, or a sturdy structure for the
anchoring to occur. The target is entangled, and cannot move more than 30 feet from the anchor point of the spell.
The shackle itself cannot be attacked (though it can be dispelled), but if the object or area it is attached to is
  broken, the target is free to move away (though it is still entangled).              
  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.          
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.                  
  Mark of the Reptile God (Trans.) (Monster Codex) 1sa Permanent 75 ft 1 Creature Fort neg V, S, DF Yes
If you succeed at a ranged touch attack, you burn your handprint onto the flesh of a creature, dealing 1d6 points
of acid damage.  The mark can be placed on any exposed portion of the creature, typically the head or forearm.
The flesh around the handprint becomes rough and scaly, like the hide of a lizard. It also glows with a green
radiance (shedding light as a torch) when brought within 60 feet of you. While the handprint glows, the target
takes a -2 penalty to AC against your attacks and on saving throws to resist any spell you cast or spell-like ability
you use.  Additionally, each day the target remains cursed, more and more of its flesh becomes covered in
reptilian scales. The target must succeed at a Fortitude save each day or take 1d4 points of Charisma damage, 1
point of which is Charisma drain instead. A creature reduced to 0 Charisma by this effect is immediately
transformed into a small, harmless cave lizard, as the baleful polymorph spell.  As with the effects of bestow curse,
the curse inflicted by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish,
  miracle, remove curse, or wish spell.                      
  Named Bullet (Ul. Combat) 1sa 200 Min. Touch 1 Piece of Ammo Will neg V, S, M/DF Yes
You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or an item from the selected creature
outsiders) or a specific creature you know and can name. When used against the selected creature, the type
ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet
or less, the attack targets the selected creature’s touch AC. When the target hits the selected creature, you must
overcome that creature’s spell resistance, or this spell has no effect. A normal hit scored using the target against
the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level
(maximum 20), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that
damage is multiplied due to the critical.  Once the target is used to attack the selected creature, successfully or not,
  this spell is discharged.                        
  Neutralize Poison (Pathfinder) 1sa 200 min Touch 1 Creature or object No V, S, M, DF Yes
Detoxify any sort of venom in the creature or object touched.  You must make a caster level check (1d20+caster charcoal
level) against the DC of each poison affecting the target.  A cured creature suffers no additional effects from any
poison and any temporary effects are ended, but the spell doesn't reverse hit point loss, ability damage or effects
  that don't go away on their own.  The spell can neutralize for 200 minutes any poison a creature might have.        
  Order's Wrath (Pathfinder) 1sa Instant 300 ft 30' cube Will part V, S Yes
You channel lawful power to smite enemies as the form of a 3D grid of energy.  Only chaotic and neutral creatures
are harmed by this spell.  It does 10 d8 (max 5d8) points of damage to chaotic creatures or
20 d6 (max 10d6) to chaotic outsiders and dazes them for 1 round.  A successful Will save negates the
daze and halves the damage.  The spell only delivers half damage to creatures who are neither chaotic or lawful
  and they are not dazed.  The damage is reduced by 1/2 and they may make a Will save to take 1/4 damage.        
  Persistent Vigor (Trans.) (Adv. Class Guide) 1sa 20 Rnds Self Self None V, S, M/DF No D
You are filled with a persistent vigor. You gain fast healing 2 and are immune to bleed effects as well as the ginseng root shavings
sickened and nauseated conditions. When you succeed at a saving throw against a disease or poison effect, that
  disease or poison effect ends (as if you had succeeded at enough saving throws to cure that effect).          
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Protection from Energy, Communal (Ul. Combat) 1sa 200 Min. Touch Creatures Touched Fort neg V, S, DF Yes
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of
120 points at 10th level), it is discharged.  Protection from energy overlaps (and does not stack with) resist energy.
If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its
  power is exhausted.  The spell's duration may be divided among the creatures touched in 10 minute intervals.        
  Rebuke (Adv. Player's) 1sa Instant 20 ft 20' Radius Fort part V, S, DF Yes
Your wrathful words cause physical harm to your enemies.  Your enemies take 1d8 points of damage per two
caster levels (maximum 5d8) and are staggered for 1 round. Half of this damage is sonic damage, but the other half
results directly from divine power and is therefore not subject to being reduced by resistance to sonic-based
attacks. Rebuke is especially devastating to foes who worship your god, inflicting 1d6 points of damage per
caster level (maximum 10d6) and stunning them for 1d4 rounds. A successful Fortitude save halves the damage
  and negates the staggering or stunning effect.                    
  Reprobation (Trans.) (Ul. Magic) 1 Minute Permanent 75 ft 1 Creature None V, S, DF Yes
You cast the target out of your religion as a curse and punishment for acts or misdeeds against the tenets of your
faith. This has three effects:
First, the target is marked with a magical symbol visible only to members of your faith. This symbol indicates that
the target has transgressed and that the faithful should not help it. Likewise, the target is not to be persecuted
because of the mark (though this would not keep members of a lawful faith from imprisoning a known criminal if
these crimes were known to have taken place after he gained the mark).
Second, the target is no longer affected by helpful spells cast by the faithful and is always treated as an enemy
for the purpose of other spells cast by those of your faith. For example, cure light wounds cast by a member of
your faith has no effect on the target. If the target were traveling with a cleric of your faith who cast prayer, that
spell would penalize rather than aid the target, despite the target’s friendship with the cleric.
Third, if the target is a divine spellcaster, a member of a prestige class of your faith, or otherwise has some ability
because the target belongs to your faith, it cannot use those abilities while the mark remains in place. For example,
a paladin of your faith would be unable to cast paladin spells or use lay on hands or other class abilities. The
target can join another faith to regain the use of these abilities, but the mark remains visible to those of your faith,
even if those of the new faith accept the target.
This powerful spell with no saving throw is used to punish severe transgressions that do not deserve death or
when you prefer to be merciful rather than meting out a more severe punishment. However, the spell has one
drawback that prevents it from being overused. If the target did not commit any acts or misdeeds against your
faith, the spell does not affect it but affects you instead, even if you are innocent of the charges. This potential
backlash prevents inquisitions run by corrupt members of the faith, and it means that most accusations of
misconduct are carefully investigated (and usually verified with magic) before this sentence is handed down.
This mark can be removed like any other curse effect. In addition, a member of your faith can use atonement to
break the curse if he makes a caster level check against your caster level; remove curse also requires a caster of
  your faith and a caster level check to end the reprobation.                  
  Restoration (Pathfinder) 3 Rnds Permanent Touch 1 Creature No V, S, M
Dispels negative levels and restores 1 exp level, if less than 1 day since gaining the negative levels.  It also 100 gp of diamond dust or
restores all temporary ability damage and any points permanently drained from a single ability score.  It also 1,000 gp if used to dispel a
  eliminates fatigue or exhaustion suffered by the target.             Permanent Negative Level.
  Sanctify Armor (Adv. Player's) 1sa 20 Min. Touch Armor Touched Will neg V, S Yes
You imbue your armor with a righteous aura. It gains a +1 enhancement bonus per four caster levels (maximum +5 at 20th level). When using your judgment or smite ability, you gain DR 5/evil.
  An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.          
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Sending (Evoc.) (Pathfinder) 10 min 1 round Special 1 Creature No V, S, M No
Send a message of 25 words or less, the subject recognizes you and can respond, but is not required to act on it. fine copper wire
  5% chance of failure if the subject is not on the same plane.                  
  Shared Wrath (Adv. Player's) 1sa 1 Min. 75 ft 30' Diameter Will neg V, S, M Yes
This spell functions as wrath, except that you grant multiple creatures the bonuses against your designated foe.
All subjects of shared wrath receive their bonuses against the same creature.  You may affect up to 20
creatures.
  Sleepwalk (Adv. Player's)   1 round 20 Hrs Touch   Special Will   V, S, M Yes D
You compel an unconscious or sleeping creature to rise and move in a half-awake state. The target creature a sprig of belladonna worth 100 gp
staggers about if led or guided, but remains helpless for all other purposes.  The subject moves at half speed and is
limited to a single move action each round. It is not capable of moving at a higher rate of speed or taking actions
other than movement except by magical assistance, and automatically fails any Dexterity- or Strength-based skill
checks. If the creature takes any damage while sleepwalking it must make a new saving throw or the spell ends and
the creature awakes (if it has more than 0 hit points). When the spell ends or is dismissed, the target remains
unconscious and must be awoken normally. While sleepwalk allows an unconscious creature to move, it does not
awaken the creature, nor does it stabilize or otherwise heal them. A disabled creature that moves about while under
  the effects of this spell does not start dying again as a result of this movement.              
  Spell Immunity (Pathfinder) 1sa 200 min Touch 1 Creature No   V, S, DF Yes  
Immune to 5 spells 4th level and lower spells with an unbeatable SR, it doesn't protect vs.
  supernatural or extraordinary powers.  Naturally spell which don't allow SR aren't affected.          
  Stoneskin (Abjur.) (Pathfinder) 1sa 200 Min Touch Creature Touched No V, S, M
Protects the subject with DR 10/adamantine, it can prevent up to 200 (max 150) points of damage granite and diamond dust worth
  before it is discharged. or it expires when the spell ends.             250 gp.    
  Tireless Pursuers (Trans.) (Adv. Player's) 1sa 20 Hrs Touch Special Fort neg V, S, M Yes
You harden your body against the stresses of long travel.  You halve the damage caused by hustling and forced a hard biscuit broken into pieces
marching (see Core Rulebook page 171).  In addition, for the duration of the spell you ignore any fatigue caused by
such travel.  Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march,
  you become fatigued, or exhausted if already fatigued.  You are able to affect 6 creatures.  
  Transplant Visage (Trans.) (Inner Sea Gods) 1 Round Permanent Self Self No   V, S, M No  
  This spell allows you to add a creature's stolen face to or remove such a face that you've already applied from 1 corpse
your own. Before casting this spell, you must remove the face and eyes of a creature that has been dead no
longer than 1 minute per caster level and place it over your own. Once you cast transplant visage, the creature's
stolen skin magically melds with your own, making the expressions and eye color on your new face seem
perfectly natural. Your new appearance grants you a +10 bonus on Disguise checks. Because the alteration made
by transplant visage is permanent, there is no residual magical aura, and your new appearance is not recognized
by detect spells. Transplant visage may be cast innumerable times, allowing a single caster to wear
layers upon layers of stolen faces. However, only the topmost face is visible at any one time.  Transplant visage
may also be used to remove a previously stolen face. This is the only way to remove a face short of using greater
polymorph, miracle, or wish. When used in this way, transplant visage causes the topmost face to flake off and
crumble into dust. A face so removed may not be reused. If the caster is wearing several stolen faces when the
  topmost face is removed, the next face down is revealed, and may be used as normal.          
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Undeath Ward (Abjur.) (Dungeons of Golorion) 1sa 20 Min. 10 ft 10' radius Special   V, S, M/DF Yes  
You create a pale silver barrier that repels undead.  Mindless undead and intelligent undead with fewer Hit Dice powdered silver
than your caster level cannot enter the area or penetrate the barrier. Undead of Hit Dice equal to or greater than
your caster level can pass through this barrier by making a successful Will save against the spell, but as they do
so, they take 3d6 points of damage. Once an undead creature makes its save against this spell and takes this
damage, it can come and go without further penalty. This spell may only be used defensively, not aggressively.
    Forcing an undeath ward against creatures that the spell keeps at bay collapses the barrier.          
  Unholy Blight (Evoc.) (Pathfinder) 1sa Special 300 ft 20' radius spread Will part   V, S Yes  
Calls up unholy power to smite your foes.  The power takes the form of a cold, cloying miasma of greasy
darkness.  Only good and neutral (not evil) creatures are harmed by this spell.  The spell deals 10
d8 (max 5d8) to a good creature and 20 d6 to a good outsider (max 10d6) and causes the creature to be
sickened for 1d4 rounds.  A successful Will save reduces damage to half and negates the sickened effect.  The
effects can't be negated by remove disease or heal, but remove curse is effective.  The spell deals only 1/2
  to creatures who are neither evil or good and they are not sickened they can save for 1/4 damage.          
  Vigor, Greater (C. Divine & S. Comp.) 1sa 30 Rnds  Touch 1 Creature No
  Grants fast healing 4 (max 35 rounds).            
  Vigorous Circle (C. Divine & S. Comp.) 1sa Special 20 ft 30' radius No
  Grants fast healing 3 to 10 creatures for 10 + 20 rounds (max 40 rounds).    
  Ward Shield (Abjur.) (Knights of the Inner Sea) 1sa 20 Min Touch Sheild Touched Will neg V, S Yes  
With a touch, you enchant a shield and enable it to protect its wielder from hostile spells.  The shield grants spell
resistance 10 + your caster level against spells so long as the shield can be interposed between the wielder and
the spell effect. A spell shield does not provide spell resistance against area effect spells such as fireball, but
  does provide a +5 bonus on Reflex saving throws against such spells.              
5th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Atonement (Pathfinder) 1 hour Instant Touch 1 Creature No V, S, M, F
Removes the burden of evil acts or misdeeds, provided the subject is truly repentant.  It costs 2,500 gp worth of  burning incense
burning incense.  It can be cast for one of 4 purposes:  Reverse Magical Alignment Change, Restore Class; for a F = pray beads or other 500 gp value device.
paladin or other character class who lost their class abilities due to violating ther class restrictions.  Restore Cleric
or Druid Powers:  reverse the anger of a deity that has removed a character's spell casting ability due to some
problem with their god.  If the transgression was intentional it requires 2,500 gp in rare incense and offerings to
their god.  Redemption or Temptation:  Offer a willing creature the chance to repent and change their alignment to
match that of the caster.  No duress, compulsion or magical force can force this upon a subject if it is unwilling to
  change.  Normally changing alignment is up to the player and is a dramatic change in personality and character.        
  Banishment (Abjur.) (Pathfinder) 1sa Instant 75 ft 30' Diameter Will neg V, S, F yes
A more powerful version of dismissal.  Enabling you to force 40 HD worth of extraplanar creatures to be sent item the creature hates
back to its home plane.  You can improved the spell's chance of success by presenting at least 1 object or
substance that the target creature hates, fears or otherwise opposes.  For each such substance you gain a +1
bonus on your caster level check to overcome your foe's SR and the saving roll DC increases by +2.  At the DM's
  option certain rare substances might be doubly effective (+2 vs. SR and +4 to the DC).          
  Break Enchantment (Pathfinder) 1 Minute Instant 75 ft 30' Radius Special V, S No
  Frees the victims from enchantments, transmutations and curses even flesh to stone.  For each such effect you
make a caster level check (1d20+level max +15) against a DC of 11+caster level of the curse.  For a cursed magic
item the DC is equal to the DC of the original curse.  If the spell is one that can't be dispelled by dispel magic,
break enchantment it only works if the spell is 5th level or less.  It doesn't remove the curse form a permanently
cursed item, only allows you to free the victim.  For example is the creature has their alignment changed the remove
curse, if successful, could remove the alignment change and free the victim of the cursed item, but the curse on the
    object remains in place.                        
  Castigate, Mass (Adv. Player's) 1sa Special 300 ft 30' Diameter Will part V, S, DF Yes
You compel the targets to beg for forgiveness. On a failed save, the targets cower with fear. On a successful save,
they are shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect.
Creature who worships the same god as you takes a -2 penalty on its Saving Throw.  You may affect 20
creatures.
  Command, Greater (Pathfinder)   1sa 20 Rnds 75 ft 30' Diameter Will        
  The subjects, up to 1/level, must obey a command; approach, drop, fall, flee or halt for the duration of the spell.        
  Commune (Pathfinder) 10 minutes 20 Rnds Personal Self No V, S, M, DF
  Contact and ask questions of your deity (1/level) with a short answer.         Holy/Unholy water and incense worth 500 gp
  Cure Light Wounds, Mass (Pathfinder) 1sa Permanent 75 ft 30' radius No V, S Yes
  Heals 1d8 + 20 (max 25) in the creatures in range, undead are harmed and may make a Will save for 1/2.        
  Dispel Chaos/Evil/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.                    
  Disrupting Weapon (Pathfinder) 1sa 20 Rnds Touch 1 Weapon Will V, S Yes
  Any undead hit by this weapon that have less than your level in HD must make a Will save or be destroyed.        
  Divine Pursuit (Ul. Magic)   1sa 20 Min. Self   Self None   V, S No  
Select one creature within 60 feet that you have damaged. If that creature has a burrow, climb, fly, or swim speed,
you gain that form of movement for the duration of the spell at the same speed and maneuverability as the
selected creature. If this gives you the burrow or swim speed, you can breathe while burrowing or swimming. If
the creature moves 1,000 feet or more from you, the spell ends. If the creature has more than one of these types of
  movement, you select one from the types available to the creature                
5th Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Flame Strike (Pathfinder) 1sa Instant 300 ft 5' radius 40' high R1/2 V, S, DF
  20 d6 (max 15d6) damage half fire, half divine wraith.                
  Forbid Action, Greater (Ench.) (Ul. Magic) 1sa 1 Rnd 25 ft 1 Creature Will neg V Yes
You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the
target not take actions that fall into one of the following options.
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe
or an area that includes a foe.
Cast: Target cannot cast spells or use spell-like abilities.
Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such
acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent
verbalizations made for purposes other than communication, such as command words or the verbal component
of spellcasting.
Draw: Target cannot ready or prepare any item, weapon, component, or equipment.
Move: The target can take no act that would cause it to end up in a different location. The target does not resist
being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not
consciously attempt to move (including not directing a mount to move).
The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell’s
demand to not move is still free to cast spells, make attacks, or shout for help.
  20 Creatures can be affected, but they must each receive the same forbidden action.          
  Geas/Quest (Ench.) (Pathfinder) 10 minutes 20 days 75 ft 1 creature No V Yes D
Forces the subject to perform a task that would not directly result in the creature's death.  If it fails to do so it
takes a -3 penalty to each ability score each day up to a total of -12, no ability score can be dropped to below 1.
The ability score penalties apply until 24 hours after the subject assumes the task.  It can be removed with a
remove curse if the caster of that spell is at least 2 levels higher than the caster of the Geas/Quest.  Break
    enchantment doesn't work, but limited wish, miracle and wish can remove the Geas/Quest.          
  Ghostbane Dirge, Mass (Adv. Player's) 1sa 20 Rnds Touch 1 Ally Will Neg V, DF Yes
You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one
of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are
frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you
  have multiple judgments active, the ally gains the benefits of all of them.              
  Hallow (Pathfinder) 24 hours Instant Touch 40' radius Special V, S, M
Makes a site or structure holy.  All subjects gain a +4 sacred bonus to Chr to turn undead.  The area is protected herbs, oils and incense worth at
by a magic circle against evil.  Any dead bodies in the area of effect cannot be turned into undead.  Finally, a least 1,000 gp per level of the spell
spell can be attached to the site including aid, bane, bless, cause fear, darkness, daylight, death ward, deeper to be included.
darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of
movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, & zone of
  truth.                          
  Hunter's Blessing (Trans.) (Inner Sea Gods) 1sa 20 Hrs 75 ft 30' radius Will neg V, S, DF Yes
When casting this spell, you designate a type or type and subtype of creature (using the ranger's favored enemy
categories and a type of terrain (using the list of ranger's favored terrain categories).  Effects 0
creatures which can be no more than 30' apart.  Targets of the spell gain a +2 sacred bonus on Bluff, Perception,
Sense Motive, and Survival checks attempted against creatures of the selected type, and a +2 sacred bonus on
attack rolls and damage rolls made against creatures of that type.  Furthermore, they gain a +2 sacred bonus on
initiative checks, Perception, Stealth, and Survival checks while they are in the type of terrain you designate.
Lastly, when tracking the designated creature type in the chosen terrain, the targets can follow the tracks of such
  creatures untrained, even if the DC for the task is 11 or higher.                
  Inflict Light Wounds, Mass (Pathfinder) 1sa Permanent 75 ft 30' radius Will 1/2 V, S Yes
20 Creatures (up to 25 max) may be inflicted with wounds for 1d8+ 20 (25 max)
  Like other inflict spells this spell heals undead.                    
  Lend Greater Judgment (Ul. Magic) 1sa 20 Rnds Touch 1 Ally Will V, DF Yes
You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of
one of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are
frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you
have multiple judgments active, the ally gains only one, chosen when you cast this spell.
5th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Litany of Thunder (Ul. Combat)   1 Swift 1 Rnds 25 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 25 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 attack’s damage. While
  subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.        
  Mark of Justice (Pathfinder) 10 minutes Permanent Touch 1 Creature No V, S, DF Yes
Draws an indelible mark on the subject that activates cursing the subject if it performs a proscribed act.
See bestow curse.  Due to the casting time it should only be castable on willing subjects.  The mark can be
  removed with break enchantment, remove curse if cast by a higher level caster, miracle, limited wish or wish.        
  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.                        
  Righteous Might (Pathfinder) 1sa 20 Rnds Personal Self No V, S, DF
Height doubles, weight increases by x8 and you gain a +4 Str, +4 Con and become the next size larger.  You also
gain +2 AC and DR 5/evil or good (DR 10 at 15th level) and -2 Dex, your speed remains unchanged.  If there is not
enough space for your increase you grow to fill the available space, a Str check can be made to break out.  All
equipment worn or carried is also increased in size and effect, but magical properties remain unchanged.  Any item
  that leaves your possession shrinks back to its normal size.  Magical effects that increase size do not stack.        
  Soulswitch (Necro.) (Familiar Folio) 1sa 200 Min. Touch You & your familiar Will neg V, S, F Yes
You may only cast this spell if you currently have a familiar. You place your soul into the body of your familiar,
and your familiar's soul is placed in your body. This functions as if you possessed your familiar using magic jar;
your familiar simultaneously possesses your body in the same manner. You can't freely transfer your soul between
your body and your familiar's—if you choose to return to your body as a standard action, the spell ends. If either
body is killed, both spirits return to their original bodies, the spell ends, and the original owner of the slain body
  dies.                          
  Spell Immunity, Communal (Ul. Combat) 1sa 200 Min. Touch Creatures Touched Will neg V, S, DF Yes
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells
must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the
specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance
doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities
of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze
attacks.  The duration can be split up among those touched in 10 minute intervals.  Only a particular spell can be
protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature
can have only one spell immunity or greater spell immunity spell in effect on it at a time.  You can render immunity
  to up to 5 spells of 4th level or less.                  
  Spell Resistance (Pathfinder) 1sa 20 min. Touch 1 creature No
  The creature gains SR 32                      
  Stoneskin, Communal (Ul. Combat) 1sa 200 Min Touch Creatures Touched No V, S, M
Protects the subject with DR 10/adamantine, it can prevent up to 200 (max 150) points of damage granite and diamond dust worth
before it is discharged. or it expires when the spell ends.  The duration of the spell may be split among the 100 gp per creature affected
creatures touched in 10 minute intervals.  Once the spell absorbs 200 (max 150) points of damage the
  spell ends.                          
  Telepathic Bond (Div.) (Pathfinder) 1sa 200 Min. 75 ft Willing Creatures No V, S, M No D
Forges a telepathic blond among yourself and a number of willing creatures which must have an Int score of 3+. 2 eggshells from 2 different
Each creature included in the link is linked to all the others able to telepathically communicate through the bond creatures
regardless of their native language.  No special power or influence is formed and the bond works over any
distance, but not across planes.  If desired you can leave yourself out of the casting of the spell.  It can be made
  permanent, but only among two creatures.                    
5th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  True Seeing (Div.) (Pathfinder) 1sa 20 Min. Touch Creature Touched Will neg V, S, M Yes
The subject sees things as they really are, they see through illusions, they see through normal and magical eye ointment that costs 250 gp
darkness, they see through blur or displacement, sees the true form of polymorphed creatures as well as any
transmuted or changed things, they also see invisible and can focus their vision to see into the Ethereal Plane,
but not into extradimensional spaces.  The subject sees through normal and magical darkness and notices secret
doors hidden by magic.  The range of vision is 120', but it doesn't give x-ray vision or allow anyone to see through
anything.  It sees secret doors, but not those hidden by mundane means the same is true for disguises.  It can't be
enhanced by other magic , used in conjunction with clairaudience or through a crystal ball or other scrying
  device.  It doesn't negate concealment by fog and the like.  It in no way confers x-ray vision          
  Unhallow (Pathfinder) 24 hours Instant Touch 40' radius Special V, S, M No
Guards a site or structure with a magic circle against good, adds -4 to any turning checks and gives a +4 bonus herbs, oils and incense worth at least
to any attempts to rebuke or control undead and a +4 profane bonus to the DC to resist negative energy 1,000 gp +1,000 gp per level of the
channeling.  A spell can be fixed in place for 1 year throughout the area of effect and you may designate if the spell
applies to all creatures or only those that worship your god.  You can tie these spells; aid, bane, bless, cause fear, spell tied to the unhallowed area.
darkness, detect magic, detect good, dimensional anchor, endure elements, freedom of movement, invisibility
purge protection from energy, remove fear, resist energy, silence, tongues and zone of truthfulness.  This spell
counters but doesn't dispel hallow.  The caster may designate if the effect applies to all creatures, creatures that
share your faith or alignment or creatures that adhere to another faith or alignment.  At the end of the year the
effect lapses, but can be replaced with another casting of the spell.  Only 1 unhallow spell may be in effect at a
  time for a specific area.                        
  Unwilling Shield (Necro.) (Adv. Player's) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S, M Yes D
Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield ruby dust worth 250 gp
other, the target shares the wounds that you receive. In addition, the link draws upon the target's life force to
supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half
damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The
amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as
charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points
from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage.
When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already
split is not assigned to you.  If you and the target of the spell move out of range of each other, the spell remains
  active, but damage is no longer shared until you are once again within range of each other.  
  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).      
6th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Blade Barrier (Pathfinder) 1sa 20 Min 300 ft Special Reflex 1/2 V, S Yes D
Creates a wall 400 feet long or a ringed wall 20' 50 feet in diameter. With damage of
  20 d6 (max 15d6).  The both walls are 20' high.                  
  Blasphemy (Pathfinder) 1sa Instant 30 ft 40' radius Will neg V Yes
HD Effect If on home plane then an outsider can be
Equal to Caster Dazed banished for 24 hours, they are allowed a Will Dazed = no actions for 1 round, can defend itself normally, save negates
1 less than caster Weakened, Dazed save at +4 to avoid this. Weakened = -2d6 Str for 2d4 rounds
5 less than caster Weakened, Dazed, Paralyzed See Dictim (level 7 for explanation of effect) Paralyzed = Paralyzed for 1d10 minutes, save 1 round
10 less than caster Killed, Paralyzed, Weakened, Dazed if the save is made the creature takes   Killed = dead, undead are destroyed, if save  vs.
  20 + 3d6 (max 25) points of damage.      
Affects nonevil creatures.
Dazed =1round unable to act, Paralyzed=1d10 minutes, Weakened= -2d6 Str 2d6 rounds.
  Blessing of Luck and Resolve, mass (Ench.) (Race) 1sa 20 Min. 75 ft 30' Diameter None   V, S   D
must be A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear
Hafling effects. If the target has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw
against fear, it can end the spell as an immediate action to reroll the save with a +4 morale bonus, and must take
   the new result, even if it is worse. You are able to affect 20 creatures.              
  Circle of Death (Necro.) (Pathfinder) 1sa Instant 300 ft 40' Radius Burst Fort neg V, S, M Yes
Kills up to 20 d4 (max 20d4) worth of creatures affecting those with the lower HD first, among those 500 gp crushed black pearl
  with the same HD the closest is affected first, up to 9 HD can be affected, any HD not used are wasted.
  Cleanse (Adv. Player's) 1sa Instant Self Self No   S, DF    
Positive energy infuses and cleanses your body.  This spell cures 4d8 points of damage + 20
(max 25) and ends any and all of the following adverse conditions affecting you:  ability damage, blinded, confused
dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned and sickened.  In addition cleanse functions
functions as break enchantment upon a single additional effect of your choice that is affecting you and that can
be legally affected by this effect.  If used by undead or other creatures healed by negative energy, the spell
    cleanses with negative, the spell cleanses with negative energy rather than positive.          
 </