Current Level: 6 Long Range=   Medium Range Close Range
0th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss 640 160 40
  Acid Splash (Conj.) (Pathfinder) 1sa Instant 40 ft 1 missile of acid No V, S no
  If successful with a ranged touch attack your foe takes 1d3 points of acid damage.            
  Arcane Mark (Univ.) (Pathfinder) 1sa Permanent 0 ft Special No V,  S no
Marks a person or object with up to 6 characters.  The writing can be visibly or only visible under detect magic.
If put on a person it wears off after 1 month.  It can't be dispelled, but it can be erased by a higher level caster.
See invisibility, true seeing, a gem of seeing or a robe of eyes can see the mark.  Must be cast on an object prior
  to casting instant summons on that object.                    
  Dancing Lights (Evoc.) (Pathfinder) 1sa 1 Min. 160 ft 1-4 Lights in 10' rad No V, S No D
Creates 1 manlike shape or up to 4 balls of light that can move up to 100'/rnd.  They wink out if they go outside
  the spell's range.                        
  Daze (Ench.) (Pathfinder) 1sa 1 Rnds 40 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 0 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          
  Disrupt Undead (Necro.) (Pathfinder) 1sa Instant 40 ft 1 Undead Creature No V, S Yes
  Make a ranged touch attack and if successful deal 1d6 points of positive energy damage.          
  Flare (Evoc.) (Pathfinder) 1sa Instant 40 ft Fort neg V Yes
  Creates a burst of light, save or be dazzled for 1 minute, sightless creatures are immune.          
  Ghost Sound (Illus.) (Pathfinder) 1sa 6 Rnds 40 ft Illusionary Sound Will neg V, S, M No D
Creates noise like 24 (max 40) humans.  The sound can seem to increase and decrease and any
sound within the spell's volume range can be created.  Sound equal to a horde of squeaking rats, a roaring lion,
  the noise from 16 humans running and shouting can be created.                
  Light (Evoc.) (Pathfinder) 1sa 60 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    
  Mage Hand (Trans.) (Pathfinder) 1sa Concentration 40 ft 1 item up to 5 lb No
  Allows you to pick up 1 object and move it as far as 15'.  The spell ends if it moves more than 15' away from you.        
  Open/Close (Trans.) (Pathfinder) 1sa Instant 40 ft Up to 30 lbs Will neg V, S, F Yes
You can open/close 1 door, chest, box, window, bag, pouch, bottle, barrel or other container.  Locks and arcane a brass key
  lock blocks the spell and it can only affect objects of 30 lbs or less.                
  Prestidigitation (Univ.) (Pathfinder) 1sa 1 Hour 10 ft Special Special V, S No
Allows you to perform minor magic tricks and effects.  You can't injure or duplicate another spell nor can the
products of the spell be used as spell components or keys etc.  Objects created look crude and artificial as well as
  extremely fragile.  Physical changes to an object (color, flavor etc.) last only 1 hour.          
  Ray of Frost (Evoc.) (Pathfinder) 1sa Instant 40 ft 1 Ray No V, S Yes
  With a successful ranged touch attack you can deal 1d3 points of cold damage.            
  Read Magic (Div.) (Pathfinder) 1sa 60 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.                      
  Spark (Evoc.) (Adv. Player's) 1sa Instant 40 ft 1 Fine Object Fort neg   V or S Yes  
You can make an unattended Fine flammable object catch on fire.  This works as if you were using flint and steel
  except that you can use spark in any sort of weather and if it takes much less time to actually ignite and object.        
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Adjuring Step (Ul. Combat) 1sa 6 Rnds Self Self No V, S, M No
This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving rabbit's food
spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still
cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges
as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a
single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still
  provokes attacks of opportunity as normal.                    
  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.
  Blade Lash (Trans.) (Game Adv. Class Guide) 1sa Instant   Touch   Melee Weapon No   V, S No  
Your weapon elongates and becomes whip-like. As part of casting this spell, you can use this weapon to attempt
a trip combat maneuver against one creature within 20 feet, and you gain a +10 bonus on your roll, after which the
 weapon returns to its previous form.
  Blade Thirst (S. Comp.)     1 Swift 6 Rnds Touch   1 Slashing Weapon No        
  Grants a slashing weapon a +3 enhancement bonus.  The weapon sheds light as if it were a torch.  
  Blades of Fire (S. Comp.) 1 Swift 1 Rnds Touch Up to 2 Weapons No
  Your weapon does an extra 1d8 points of for damage this stacks with any other energy damage.  
  Blend (Illus.) (Trans.) 1sa 60 Min. Self Self No   S    
must be You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to
Elf match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to
make Stealth checks without cover or concealment, but only while you move no more than half your base speed or
less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start
  of your next turn. If you make an attack, this spell ends (as invisibility).              
  Blood Money (Trans.) (Rise of the Runelords) 1 Swift Instant 0 ft 1 material component No V, S No
You cast blood money just before casting another spell. As part of this spell's casting, you must cut one of your
hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in
that same round, your blood transforms into one material component of your choice required by that second spell.
Even valuable components worth more than 1 gp can be created, but creating such material components requires
an additional cost of 1 point of Strength damage, plus a further point of damage for every full 500 gp of the
component's value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You
cannot create magic items with blood money.  For example, a sorcerer with the spell stoneskin prepared could cast
blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and
1 point of Strength damage in the process.  Material components created by blood money transform back into
blood at the end of the round if they have not been used as a material component. Spellcasters who do not have
blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters)
cannot use blood money to create valuable material components.
  Blured Movement (Illusion) (Advanced Class Guide) 1sa 6 Min Self   Self No   V, S No  
This spell functions as blur, except that the blurring occurs only when you move at least 10 feet on your turn and
ceases at the end of your movement. It is therefore mainly used to thwart attacks on your turn, such as attacks of
opportunity. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn.
  Burning Hands (Evoc.) (Pathfinder)   1sa Instant   15 ft Cone Burst Reflex 1/2   V, S Yes  
  Shoots for flame for 6 d4 (max 5d4) points of damage, it can ignite flammable items.          
  Call Weapon (Trans.) (Inner Sea Magic) 1 Swift Instant 30 ft Ally's Melee Weap No V, S No
You cause a weapon wielded by an ally within 30 feet to telekinetically fly across the space between you and into
your open hand. This extra energy persists in the weapon for the rest of the round, granting you a +2
circumstance bonus on attack rolls and weapon damage rolls made during the same round you cast this spell.
If the ally targeted for this spell is unwilling to give up her weapon, the spell fails. An unconscious or dying ally
is considered a “willing” target so long as the weapon to be called is still in contact with the ally’s body.
  Chill Touch (Necro.) (Pathfinder)   1sa Instant   Touch   Creatures Touched Fort part   V, S Yes  
The caster is able to affect creatures with a touch.  Up to 6 touches can be made, each touch deals 1d6
points of damage and unless a Fort save is made 1 point of Str damage.  Undead take no damage, but must make
  a Will save or flee in panic for 1d4+1 rounds.          
  Clairon Call (Illus.) (Knights of the Inner Sea) 1sa 60 Min Touch Creature Touched Fort neg   V, S, M Yes  
The subject of this spell gains two benefits. First, the affected creature gains the ability to create a sound like the a piece of brass
blast of a mighty horn or trumpet simply by miming the action of sounding one. Second, the subject can speak in
a booming voice that carries easily over great distances, lowering the DC of any check to hear what is said by –15.
This spell is particularly prized by battlefield commanders and champions who wish to make themselves clearly
heard or gain the attention of their allies or foes.
  Color Spray (Illus.) (Pathfinder)   1sa Instant   15 ft Cone Shaped Burst Will neg   V, S, M Yes  
The effect depends on the HD of the creatures, blinded or sightless creatures are immune to this spell. red, yellow, and blue powder or colored sand
1-2 HD:  Unconscious, blinded and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds then
stunned for 1 round (only living creatures are knocked unconscious).
3-4 HD:  blinded and stunned or 1 round
    5+ HD:  the creature is stunned for 1 round.                    
  Corrosive Touch (Conj.) (Ul. Magic) 1sa Instant   Touch   1 Creature/Object None   V, S Yes  
  Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4).          
  Critical Strike (Div) (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
Against creatures who can be affected by critical attacks you are able to deal an extra 1d6 points of damage, your
critical threat range is doubled and you gain a +4 insight bonus to confirm any critical hits.  You still have to hit
  and this doesn't stack with other critical affecting spells or powers.        
  Disguise Weapon (Illus.) (Adv. Class Guide) 1 Round 6 Hrs Touch Weapon Touched No   V, S D No
You make one manufactured weapon look like a different manufactured weapon of the same size and relative
encumbrance (light, one-handed, or two-handed). For example, you could make a Small greatsword look like a
Small quarterstaff, a Medium club, or a Large dagger. Even the appearance of an improvised weapon is possible.
The extent of the apparent change is up to you. You could add or obscure a minor feature or make the item look
like it is composed of different materials (stone, wood, adamantine, and so on). The spell does not provide any of
the abilities of the chosen form, nor does it alter the perceived tactile or audible properties of the item or how it is
wielded. A creature that interacts with the glamer may attempt a Will save to recognize it as an illusion.
  Distract Assailant (Ench.) (S. Comp.) 1sa 1 Swift   40 ft 1 Creature Will neg        
  A creature distracted by this spell if flat-footed until the beginning of its next turn.    
  Emblazon Crest (Trans.) (Knights of the Inner Sea) 1sa 6 Hrs Touch Creature Touched Will neg   S, F   Yes
This spell ensures the subject touched is always able to display her proper crest and coat of arms.  Any tabard or a coat of arms
tunic worn and any shield carried by the subject while this spell is active can be made to display a coat of arms
when the spell is cast. For example, even if the subject picks up a different shield, it still displays the subject's
crest, regardless of the shield's normal appearance.
  Enlarge Person (Trans.) (Pathfinder) 1sa 6 Min. 40 ft 1 humanoid  Fort neg   V, S, M Yes D
Growth causes 2x height, 8x weight increasing the creatures size category to the next larger size.  The increase Powdered iron
provides +2 Str, -2 Dex (to a minimum of 1) and a -1 penalty on AC due to size.  Medium creatures gain reach.  All
equipment worn by the creature increases in size along with the creature up to a max of the available volume a
  creature's size won't exceed the space that it can fit into.  Multiple casting won't stack.          
  Expeditious Retreat (Trans.) (Pathfinder) 1sa 6 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.                        
  Feather Fall (Trans.) (Pathfinder) Free Action 6 Rnds 40 ft 20' Radius No V Yes
This spell can be cast on 3 falling creatures causing their rate of fall to slow to 60'/rnd.  When the spell
expires if the subjects are still falling they continue to fall at the normal rate of 32'/sec/sec.  A large creature
counts as 2 Medium creatures, a Huge creature counts as 2 Large creatures and so forth.  You can cast this spell
as a free action even if it is not your turn.  The spell has no effect on ranged weapons, but if used against a
  boulder dropped from top of a castle wall it reduces the damage done by that rock to 1/2.          
  Flare Burst (Evoc.) (Adv. Player's Guide) 1sa Instant 40 ft 10' Radius Burst Fort neg V Yes
Creates a burst of light, save or be dazzled for 1 minute, sightless creatures are immune.  Effects all in 10' radius.
  Floating Disk (Abjur.) (Pathfinder)   1sa 6 Hr 40 ft 3' Diameter Disk No   V, S, M No  
Creates a slightly concave circular plane of force that is 3' diameter and 1" deep in the center and able to hold a drop of mercury
600 pounds of weight (if used to carry a liquid it can carry 2 gallons).  The disk floats at 3' off the
ground and follows the caster at their normal move rage at a distance of 5' (unless commanded to travel
differently).  The disk winks out, and drops whatever it is carrying, if you cause it to exceed the spell's range or
    tries to lift it higher than 3'.                      
  Frostbite (Trans.) (Ul. Magic)   1sa Instant   Touch   Creature Touched None   V, S Yes  
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued.
The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a
  creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.        
  Glue Seal (Conj.) (Adv. Class Guide) 1sa 6 Min. 40 ft 5' square/1 object Special V, S No D
You cover a solid surface with a layer of sticky glue. Anyone in the area when the spell is cast must attempt a
Reflex save. Those who fail become entangled, but can break free by succeeding at a combat maneuver check or
an Escape Artist check as a standard action against the DC of this spell. The area of the spell is considered
difficult terrain. A creature moving through the glue must succeed at a combat maneuver check or an Escape
Artist check as part of its move action (DC = the spell's DC). Creatures that fail lose their movement and become
entangled in the first square they enter.  The spell can also be used to create a sticky coating on an item. A
creature holding a targeted item can attempt a Reflex saving throw against the spell's DC. If the initial saving
throw succeeds, the item is unaffected. If it fails, the item is stuck in place. If an affected item is connected to
another item (such as a sword in a sheath or a cork in a potion bottle), it cannot be separated from the other item
unless the creature succeeds at a combat maneuver check or a Strength check as a move action to free it (DC =
the spell's DC). A creature must succeed at saving throw each time it attempts to use the sticky item; otherwise,
the item becomes stuck to the creature. Sticky armor or clothing imposes a –10 circumstance penalty on Escape
Artist checks and combat maneuver checks to escape a grapple attempted by the wearer, as well as to the
wearer's CMD to avoid being grappled.
  Grease (Conj.) (Pathfinder)   1sa 6 Rnds 40 ft 1 10sqft Object Special   V, S, M No D
Creates a slippery area where those that pass through it must make a Reflex save or fall for each round that the Butter
creature remains in the A.O.E.  Creatures can walk though the area with a successful Acrobatics check, DC 10, at
1/2 speed.  failure means it must make a Reflex save or fall and can't move that round.  The spell can also be cast
on an item to make holding it requiring a Reflex save to maintain a hold on it.  Greased armor gives the creature
wearing it a bonus of +10 on Escape Artist Checks.  CMB and CMD checks are made at +10 if wearing greased
  armor                          
  Half-Blood Extraction (Trans.) (Race) 1 Hour Instant   Touch   1 willing half-orc None   V, S, M/DF No  
must be You transform the target half-orc into a full-blooded orc. The target loses all of its half-orc racial traits and gains oils and poisons worth 3,000 gp
  Half-Orc the orc racial traits.                        
  Illusion of Calm (Ul. Combat) 1sa 6 Min. Self Self Will V, S No
When casting this spell, you create an illusory double that takes the same space of you. That double makes it
look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke
attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your
first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a
  successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.          
  Hydraulic Push (Evoc.) (Adv. Player's) 1sa Instant 40 ft 1 Creature/Object None   V, S Yes  
You call forth a quick blast of water that knocks over and soaks 1 creature or square.  You can use this blast of
water to make a bull rush against any 1 creature or object.  Your CMB for this bull rush is equal to your caster
level  + your Int, Wis, or Cha modifier, whichever is highest.  This bull rush doesn't provoke an attack of
opportunity.  Hydraulic push extinguishes any normal fires on a creature, object or in a single 5' square which it is
  targeted against.  Magical fires are unaffected.                    
  Illusion of Calm (Ul. Combat) 1sa 0 Min. Self Self Will V, S No
When casting this spell, you create an illusory double that takes the same space of you. That double makes it
look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke
attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your
first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a
  successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.          
  Infernal Healing (Conj.) (Inner Sea World Guide) 1 Round 1 Min. Touch Creature Touched Will neg   V, S, M Yes  
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot 1 drop of devil blood or 1 dose of unholy water
repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor.
The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this
has no long-term effect on the target’s alignment.
  Ironbeard (Trans.) (Race)   1sa 6 Min. Touch   Creature Touched Fort neg   V, S Yes  
must be This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1
Dwarf armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used
as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting
   with a verbal component has a 20% spell failure chance.                  
  Jump (Trans.) (Pathfinder) 1sa 6 Min. Touch Creature Touched No V, S, M Yes D
The caster gets a +10 enhancement on Acrobatics checks made to attempt high jumps or long jumps, +20 at grasshopper's hind leg
  level 5, and +30 at level 9.                      
  Jury Rig (Trans.) (Ul. Combat) 1sa 6 Rnds Touch 1 broken object Will neg Yes
When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a
short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from
that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy
  the object.                          
  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.
  Linebreaker (Race-Half Orc)   1sa 6 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.                        
  Line in the Sand (Abjur.) (Adv. Class Guide) 1sa 6 Rnds 5 ft 5' Burst No V, S No
You create a glowing crimson line around the area. Against creatures in the area, you can attempt a number of
additional attacks of opportunity per round equal to your spellcasting ability score modifier (Intelligence for magi
and wizards, Charisma for bloodragers and sorcerers), although this does not allow you to make more than one
attack against a creature per action that provokes.
  Lionheart (S. Comp.)     1sa 6 Rnds Touch   Creature Touched No        
  The subject gains immunity to fear effects.            
  Lock Gaze (Ench.) (Ul. Combat) 1sa 6 Rnds 40 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.                          
  Long Arm (Trans.) (Adv. Class Guide) 1sa 6 Min. Self Self No V, S No D
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.
  Longshot (Trans.) (Ul. Combat)   1sa 6 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.                          
  Magic Missile (Evoc.) (Pathfinder) 1sa Instant 160 ft Up to 5 Creatures No V, S Yes
Creates 3 (max 5) magic missiles that can be targeted at 1 or individual creatures.  The missiles
  are creations of force so they can effect incorporeal creatures and each deal 1d4+1 points of damage.          
  Magic Weapon (Pathfinder) 1sa 6 Min. Touch 1 Weapon No V, S, DF Yes
  Adds +1 enhancement for attack and damage to 1 weapon (can't be used on natural weapons).          
  Mirror Strike (Ul. Combat) 1sa Special Self Self No V, S, M No
You briefly alter the flow of time to split a melee attack into two attacks. Before the end of your next turn, when shard of mirror
you make your next melee attack roll, compare the result to the AC of two opponents within your reach. If the
selected opponents are flanking you, you gain a +2 bonus on your attack roll (and confirmation attack roll, see
below). If you hit both enemies, you can deal half damage to each. Hitting only one opponent allows you to deal
that opponent normal damage for your attack. On a critical threat, you can make only one attack roll to confirm the
critical hit against both opponents. If you confirm against both, you deal half your critical hit damage to each.
Your hit is a normal hit rather than a critical if you confirm against only one opponent. If you fail to use the effect
  before the end of your next turn, the spell ends.                    
  Monkey Fish (Trans.) (Adv. Class Guide) 1sa 6 Min. Self Self No V, S No
Gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or
carrying a medium or heavy load.
  Mount (Conj.) (Pathfinder)   1 Round 12 Hrs 40 ft 1 Mount No   V, S, M No D
  You summon a pony or horse (comes with bit, bridle and riding saddle) for you to ride.     a bit of horse hair  
  Mudball (Conj.) (Race)     1sa Instant   40 ft Fist sized blob Reflex neg   V, S No  
Goblin When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy's face as a ranged
spell  touch attack. If the mudball hits, the target is blinded. Each round at the beginning of its turn, a creature blinded
by this spell can attempt a Reflex saving throw to shake off the mud, ending the effect. The mudball can also be
  wiped off by the creature affected by it or by a creature adjacent to the creature affected by it as a standard action.      
  Negative Reaction (Illus.) (Ul. Combat) 1sa 6 Rnds 40 ft 1 Creature Will neg   S Yes  
The target’s actions and words fail to impress. The target of this spell takes a –10 penalty on any Bluff,
  Diplomacy, and Intimidate checks as well as any performance combat checks it attempts.          
  Obscuring Mist (Conj.) (Pathfinder) 1sa 6 Min. 20 ft 20' radius Cloud No V, S No D
A misty vapor obscures all sight including Darkvision beyond 5'.  Creatures within 5' have 20% Concealment.
Creatures further away have total concealment with a 50% miss chance.  A wind of 11+ mph such as a gust of
wind can disperse the fog in 4 rounds, a strong wind 21+ mph can disperse the fog in 1 round.  A fireball, flame
strike or similar spell burns away the fog in the spell's A.O.E.  The spell creates a 20' high cloud and doesn't work
  underwater.  A wall of fire burns away the spell in the area that is dealt damage.            
  Phantom Blood (Necromancy) (Adv. Class Guide) 1sa 60 Min. Self Self No V, S No
You bolster your life energy. If the loss of hit points at the end of a temporary effect that modifies your
Constitution (such as barbarian's rage or bloodrager's bloodrage) would cause you to become unconscious or kill
you, you gain temporary hit points equal to your caster level (maximum 10). Each casting of this spell grants you
temporary hit points only once.
  Poisoned Egg (Trans.) (Inner Sea Guide) 1sa 6 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.
  Ray of Enfeeblement (Necro.) (Pathfinder) 1sa 6 Min. 40 ft 1 Ray Fort 1/2   V, S Yes  
A ranged touch attack deals 1d6+ 3 (max +5) points of Str damage.  The subject's Str can't drop to
  below 1.  Ray's of Enfeeblement don’t stack take the lager value.                
  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
  Reduce Person (Trans.) (Pathfinder) 1 Round 6 Min. 40 ft 1 Humanoid Fort neg   V, S, M Yes D
Halves the humanoid's height and divides its weight by 8 changing the size to the next category smaller.  The a pinch of powdered iron
target gain +2 Dex and a -2 Str penalty with a +1 bonus to AC and attack rolls.  A small humanoid decreases to a
space of 2.5' and must enter a creature's space to attack them, thus provoking an attack of opportunity.  The
spell tiny has a doesn't reduce the creature's speed.  All equipment is also reduced and their damage die is reduce
 (Pathfinder 145).  Items that leave the creature's possession return to normal size so a projectile weapon will do
normal damage.  Multiple castings of this spell don't stack.  The humanoid's weight is decreased by a factor of 8
    and its size drops to that of the next lowest size.                    
  Reinforce Armaments (Trans.) (Ulf. Combat) 1sa 60 Min. Touch   1 Armor/Weapon Will neg   V, S, M/DF Yes  
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of
armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s
duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s
duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their
  hardness is doubled for the duration of the spell.                    
  Returning Weapon (Conj.) (Ul. Combat) 1sa 6 Min. 40 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.              
  Shield (Abjur.) (Pathfinder) 1sa 6 Min. Personal Self No V, S D
  Creates a tower shield of force, providing +4 shield AC and negates magic missile, no penalties.          
  Shocking Grasp (Evoc.) (Pathfinder) 1sa Instant Touch 1 Creature/Object No V, S
With a successful melee touch you deal 6 d6 (max 5d6) points of touch.  You gain a +3 to
  your touch if the creature is wearing or carrying a lot of metal.                
  Shock Shield (Abjur.) (Ul. Combat) 1sa 6 Min. Self Self No V, S No
This spell creates an invisible shield similar to but not as strong as the shield spell. This shield hovers in front of
you and negates magic missile attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus
applies against incorporeal touch attacks. At any time, as a free action, you may dismiss your shield, at which
point it deals 1d6 points of electrical damage to all creatures within a 5-foot burst, including you. A Reflex saving
  throw halves the damage.                      
  Silent Image (Illus.) (Pathfinder) 1sa Concentration 640 ft Special Will V, S, F
  A visual illusion with a size of 100 cubic feet.  It has no sound or thermal components.     a bit of fleece  
  Snowball (Conj.) (People of the North) 1sa Instant 40 ft 1 Snow/Ice ball Fort part V, S No
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The
snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must
make a successful Fortitude saving throw or be staggered for 1 round.
  Stone Fist (Trans.) (Adv. Player's)   1sa 6 Min. Self   Self No   V, S, M   D
This spell transforms your hands into living stone.  While this spell is in effect, your unarmed strikes do not a chip of granite
provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small).  In
addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.  Stone to flesh
immediately dispels stone fist.  Should you be the target of transmute rock to mud, this spell immediately ends
  and you take 4d6 points of damage.                      
  Sunder Breaker (Abjur.) (Adv. Class Guide) 1sa 6 Min. Touch Creature Touched Will neg V, S Yes D
You place an invisible ward upon the target. The next time a creature succeeds at a sunder combat maneuver
against the target, the attacker's weapon takes 1d6 points of damage per caster level (maximum 10d6). If the
attacker used a natural weapon for the sunder, the attacker takes half this damage. Spell resistance applies to this
damage. The attacker can attempt a Fortitude save to halve this damage.
  Sundering Shards (Trans.) (Adv. Class Guide) 1sa 6 Hrs. Touch   1 Melee Weapon Reflex neg   V Yes  
You channel power into a melee weapon. If the weapon's wielder destroys an item with a successful sunder
combat maneuver, she can release the extra power in the weapon, shattering the sundered item into jagged shards
that deal 1d6 points of piercing and slashing damage to the creature that was wearing, carrying, or wielding the
now-shattered item. Any creature (other than the wielder of the weapon targeted by this spell) adjacent to that
creature must succeed at a Reflex saving throw or take 1d6 points of piercing and slashing damage from flying
shards. The shards also count as whatever special materials the sundered item was made of (for example, the
shards from a shattered cold iron weapon are cold iron). Once the weapon's extra power is unleashed, the spell is
discharged.
  Swift Girding (Trans.) (Knights of the Inner Sea) 1sa Instant   40 ft 1 Creature/Level None   V, S, M Yes  
With a sweep of your hand, you select a number of targets and the same number of suits of armor.  The targets of Chosen Armor
this spell are immediately clad in the armor that you choose. The subjects of the spell must be capable of wearing
the chosen armor, cannot be wearing other armor, and must be able to properly fit into the chosen armor.  The
chosen armor must be empty and cannot be currently worn by another creature (thus you cannot move armor
from one wearer to another with this spell). Creatures armored with this spell are considered to have donned the
armor properly.
  Thunderstomp (Trans.) (Adv. Class Guide) 1sa Instant   40 ft 1 Creature No   V, S Yes  
You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can
use to trip a creature. Attempt the combat maneuver check to trip the target, but instead of your base attack
bonus you can use your caster level, and instead of your Strength modifier you can use your spellcasting ability
score modifier (Intelligence for magi and wizards; Wisdom for druids and rangers; Charisma for bloodragers and
sorcerers). This does not provoke an attack of opportunity. This spell has no effect if you cannot reach the
ground or floor, or if your target is not in contact with the ground or floor.
  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 6 Rnds 40 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                
  Unseen Servant (Conj.) (Pathfinder) 1sa 6 Hrs 40 ft 1 Invisible Servant No V, S, M No
Creates a mindless shapeless servant that performs simple tasks.  It can run and fetch things, open unstuck doors piece of string and a bit of wood
hold chairs, clean and mend.  The servant can only perform 1 task at a time, but it repeats the task over and over
if told to do so.  It can only open normal doors, drawers, lids and the like with a Str score of 2 (so it can lift 20 lbs
or drag 100 lbs).  It can trigger some traps with 20 lbs of force, but that is not enough to activate most pressure
plates.  It can't perform any task that requires a skill check with a DC higher than 10 or that can't be used untrained.
It can't attack in any way and is dissipated if it receives more than 6 points of damage from area attacks (it gets no
  saving roll).  It winks out if you try to send it beyond the spell's range.              
  Vanish (Illusion) (Adv. Player's) 1sa Special Touch Creature Touched Will neg V, S Yes D
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5
  rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.          
  Warding Weapon (Abjur.) (Ul. Combat) 1sa 6 Rnds Self Self No V, S, F No
The focus of this spell flies upward above your head and takes a defensive position within your space. It lunges 1 melee weapon you are proficient with
at opponents, as if guided by a martially trained hand, parrying and turning back melee attacks aimed at you, but and are holding
does not strike back at any opponent nor does it damage them. The weapon serves only as a defense. While it
protects you, you can cast spells without provoking attacks of opportunity, without the need to cast them
defensively. A creature with the Disruptive feat can easily bypass this spell’s defenses. You provoke attacks of
opportunity for casting spells against these creatures even when subject to this spell, though you can still
  choose to cast defensively.                      
  Wave Shield (Abjur.) (Adv. Class Guide) 1 Immediate 1 Rnd Self Self No V No
You create a rushing torrent of water in the rough outline of a shield. The water protects you from one physical or
fire attack, granting you DR/— and fire resistance equal to half your caster level (minimum 1) on that attack. Once
the spell has reduced the damage of one attack against you, it is discharged.
  Weapon Shift (Trans.) (S. Comp.)   1sa 6 Min. Touch   1 15 lb Weapon Fort neg        
Temporarily transforms 1 melee weapon into another melee weapon.  Magic weapons retain their special abilities
  and weapons made out of a special material are still made out of that material.      
  Weaponwand (Trans.) (Inner Sea Magic) 1 Round 6 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.
  Web Bolt (Conj.) (Race)   1sa 6 Min. 40 ft Fist Blob of Web Reflex neg   V, S No  
must be You launch a ball of webbing at a target, which must make a save or be affected as if by a web spell occupying only
Drow the creature's space. If the creature saves or breaks free of the webbing, the remaining webs dissolve and the
square is not considered difficult terrain. The spell has no effect if the target is not on or adjacent to a solid surface
    that can support the webbing.                      
  Windy Escape (Trans.) (Race)   1 Immediate Instant   Self   Self No   V, S    
must be You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly
Sylph through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit
effect from that attack.  You cannot use windy escape against an attack of opportunity you provoked by casting
a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when
used.
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Ablative Barrier (Ul. Combat) 1sa 6 hrs Touch Creature Touched Will neg V, S, M No
Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. piece of metal cut from a shield
Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal
damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has
  converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.        
  Acid Arrows (Conj.) (Pathfinder) 1sa 3 Rnds 640 ft 1 Arrow of Acid No V, S, M no
Creates a magical arrow that requires a ranged touch to attack, if you hit the arrow deals 2d4 points of acid
  damage per round.                        
  Aggressive Thundercloud (Evoc.) (Adv. Class Guide) 1sa 6 Rnds 160 ft 5' Diameter Sphere Reflex neg V, S, M, DF Yes
A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it
strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the
storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a
successful Reflex save negates that damage. It provides concealment (20% miss chance) to anything within it,
and its flickering light illuminates the same area a candle would.  The sphere moves as long as you actively direct
it (as a move action for you); otherwise, it stays at rest and crackles with lightning. It can be moved by wind
effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no
physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the
spell's range.
  Alter Self (Trans.) (Pathfinder)   1sa 60 Min. Personal   Self No   V,  S,  M no D
You assume the form of a creature of a small to medium creature of your type.  If the form is listed as having
darkvision, low-light vision, scent or swim (up to 30') you get the same abilities.  If you assume a small shape you
gain a +2 size bonus to Dex.  If you take the form of a Medium creature and you are small you gain a +2 bonus to
  Str.                          
  Animal Aspect (Ul. Combat)   1sa 6 Min. Self   Self None   V, S, M/DF Yes  
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is part of the animal
unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for
the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the
associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and
you always jump as if you had a running start.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type
increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the
grapple or reposition combat maneuver.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb
checks, and you can throw objects as if you had the Throw Anything feat.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water
with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed.
Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to keep holding your breath.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence
bonus on Disable Device, Sleight of Hand, and Stealth checks.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus
of +20 feet to your base speed.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half
  your normal speed and all the benefits of having a natural climb speed.              
  Arcane Disruption (Ench.) (Adv. Class Origins) 1sa 6 Rnds 40 ft 1 Creature Will neg V, S, M Yes
This spell makes it difficult for the subject to cast arcane spells, use spell-like abilities, and use some abilities a Pinch of Pepper
granted by arcane spellcasting classes. The subject must succeed at a concentration check (DC = 10 + 1/2 its
caster level) in order to cast an arcane spell, use any spell-like ability (even those that come from a divine source),
use arcane spell completion or spell trigger magic items, or use any of the following class features that come from
an arcane spellcasting class: arcane school powers, arcanist exploits, bardic performances, magus arcana, or
witch hexes. Spells, spell-like abilities, or class features that take a free, swift, or immediate action aren't affected
by this spell, nor are mythic spells or mythic powers.  While under the effect of this spell, if the subject must
attempt a concentration check to cast an arcane spell or use an arcane spell-like ability for any reason other than
the effect of this spell (such as casting defensively, being injured while casting, and so on), it takes a penalty on
that check equal to 1/2 its caster level.
  Armor Lock (Trans.) (Knights of the Inner Sea) 1sa 6 Rnds 160 ft 1 Armored Creature Reflex part V, S, M Yes D
Upon pointing at an armored foe, you cause all of the joints of the target's armor to stiffen as otherworldly chains a Pinch of Rust
wrap around the target.  On a failed Reflex save, a target in heavy metal armor becomes staggered. A target in light
or medium metal armor instead becomes entangled. Targets wearing no armor or nonmetallic armor are unaffected.
If the target is wearing heavy metal armor and succeeds at its Reflex save, it becomes entangled instead of
staggered; a target in light or medium metal armor that succeeds at its saving throw is unaffected by the spell.
  Bear's Endurance (Pathfinder)   1sa 6 Min. Touch   1 Creature Will   V, S, M    
  +4 Con                     few hairs or dung from a bear
  Bestow Weapon Proficiency (Ul. Combat) 1sa 6 Min. 40 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.                  
  Bladed Dash (Trans.) (Inner Sea Magic) 1sa Instant Self Self No V No
When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving
a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may
make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any
point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or Charisma
modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square.
If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee
weapon.
  Bladeweave (Illus.) (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal   Self Will        
  1/round chose 1 target that you successfully attack and force them to make a Will save or be dazed for 1 round.
  Blood Blaze (Trans.) (Race) 1sa 6 Rnds Touch Creature Touched Fort neg   V, S Yes  
must be The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air.
Orc Any creature (including the spell's target) within the aura that takes at least 5 points of piercing, slashing, or bleed
damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a
randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any
creature in that square, and 1 point of splash damage to all creatures within 5 feet of the spray's target, including
the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not
  have blood (including oozes and most constructs and undead) do not create blood sprays when attacked.        
  Blood Transcription (Ul. Magic) 1sa 24 Hrs Touch 1 Dead Spellcaster None V, S No
By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that
spellcaster knew. Select one spell available to the dead spellcaster (this must be a spell on your spell list); you
gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if
you are a witch) using the normal rules for copying a spell from another source. Once you have learned it, you
  may prepare the spell normally.                      
  Blur (Illus.) (Pathfinder) 1sa 6 Min. Touch Creature Touched No V yes D
Blur's the subject's outline giving foes a 20% miss chance, blind foes are immune.  See invisible won't work, but
  true sight will.                        
  Bristle (Trans.) (S. Comp.) 1sa 6 Min Touch 1 Suit of Armor No
Grows long hard spikes from the armor, they do not interfere with movement, each round the spikes attack a foe
  with a BAB of + 6 and dealing 2d6 points of damage (Str modifier doesn’t apply).  
  Brow Gasher (Necro.) (Ul. Combat) 1sa 6 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.          
  Bull's Strength (Trans.) (Pathfinder) 1sa 6 Min. Touch 1 Creature No   V, S, M    
  +4 Str                     few hairs or a pinch of dung from a bull
  Burning Gaze (Adv. Player's) 1sa 6 Rnds Self Self Fort neg V, S, M/DF Yes
As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single eye of a mundane salamander
creature or object within 30' of your location.  Targeted creatures must succeed at a Fort save or take 1d6 points of
fire damage.  Unattended objects do not get a save.  Creatures damaged by the spell must make a Reflex save or
catch fire.  Each round burning creatures may attempt a Reflex save to quench the flames; failure results in another
1d6 points of fire damage.  Flammable items worn by a creature must also save or take the same damage as the
creature.  If a creature or object is already on fire, it suffers no additional effects from burning gaze.  This spell
doesn't grant an actual gaze attack, foes and allies are not in danger of catching on fire simply by meeting your
  gaze.                          
  Cat's Grace (Trans.) (Pathfinder)   1sa 6 Min Touch   1 Creature No   V, S, M Yes  
  +4 to Dex                     pinch of cat fur  
  Darkness (Pathfinder) 1sa 60 Min. Touch 1 object No V, M, DF
  20' radius darkness                   bat fur and a piece of coal
  Defending Bone (Necro.) (Inner Sea Gods) 1sa 6 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.                  
  Defensive Shock (Evoc.) (Ul. Magic) 1sa 6 Min. Self Self None V, S, M
Electrical energy floods your body, shocking the next creature that touches you. Any creature striking you with a hollow metal sphere
its body or a handheld weapon takes 1d6 points of electricity damage per two caster levels (maximum 6d6). If the
attacker has spell resistance, it applies against this damage. Each time the spell discharges, the number of damage
  dice it deals is halved (rounded down); when the spell’s damage dice reach 0, the spell ends.          
  Effortless Armor (Trans.) (Ul. Combat) 1sa 6 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).                      
  Elemental Touch (Evoc.) (Adv. Player's) 1sa 6 Rnds Self Self No V, S, M No
Upon completing the casting of this spell, elemental energy infuses your hands.  Choose an energy type: acid, a bit of the chosen element: earth, water, air, or fire
cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along
with a special effect described below. You also deal energy damage and the related special effect when you
attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can
never apply to multiple weapons.
Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The
target must make a Fortitude save or be sickened for the duration of the ongoing acid damage.
Cold: The target must make a Fortitude save or be fatigued. A creature that is already fatigued suffers no
additional effect.
Electricity: The target must make a Fortitude save or be staggered for 1 round.
Fire: Your hands ignite and shed light as a torch. Your touch may cause targets to catch on fire.
Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no
special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold,
  electricity, or fire damage, it is a spell of that type.                    
  Escaping Ward (Abjur.) (Race) 1sa 6 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 (+ 1 ).    
  Euphoric Cloud (Conj.) (Adv. Class Guide) 1sa 6 Rnds 40 ft 20' Radius Fort neg   V, S, M No  
You create a bank of fog similar to that created by fog cloud except its vapors are intoxicating. Living creatures in rare mushrooms worth 5 gp
the cloud become fascinated. This condition lasts as long as a creature is in the cloud and for 1d4+1 rounds after
it leaves. Any creature that succeeds at its save but remains in the cloud must continue to save each round on
  your turn.                          
  Extreme Flexibility (Trans.) (Adv. Class Guide) 1sa 6 Min. Self Self No V, S No
You gain a +1 dodge bonus to AC, a +4 circumstance bonus on Escape Artist checks and combat maneuver
  checks to grapple, and +4 circumstance bonus to your CMD against grapple attempts.          
  Fire Breath (Evoc.) (Adv. Player's) 1sa 6 Rnds 15 ft cone burst Reflex 1/2 V, S, M Yes
Up to thrice during this spell's duration, you can belch forth a cone of fire as a standard action.  The first cone a chili pepper
deals 4d6 points of fire damage to every creature in the A.O.E.  The second cone of flame deals 2d6 points of fire
damage to all in the A.O.E.  The third and final cone deals 1d6 points of fire damage to all in the A.O.E.  A
  successful Reflex save will halve the damage any cone does.                  
  Flaming Sphere (Evoc.) (Pathfinder) 1sa 6 Rnds 160 ft 5' diameter sphere Reflex 1/2 V, S, M Yes
A burning globe of fire that moves at 30'/rnd to strike a target, it can ascend/jump 30'.  If it enters a space with a tallow, brimstone, and powered
creature it stops moving that round and deals 3d6 fire damage to that creature.  It can cross barriers of 4' or less iron
directing it is a move action, otherwise it stays at rest.  It ignites flammable substances and illuminates the same
area as a torch.  It can be extinguished by anything that would extinguish normal fires. It's surface is spongy and
  yields easily it can't push aside unwilling creatures or batter down obstacles, it winks out when it expires.        
  Fog Cloud (Conjuration) (Pathfinder) 1sa 60 Min 160 ft 20' rad x 20' high No V, S No
Creates a bank of fog that obscures all vision beyond 5'.  Creatures at 5' have 20% concealment and creatures
over 5' receive 50% concealment.  A moderate wind (11+ mp) disperses the fog cloud in 4 rounds, a strong wind
  (21+ mph) disperses the fog cloud in 1 round.  This spell doesn't work underwater.            
  Force Anchor (Conj.) (Undead Slayer Hand.) 1sa 6 Rnds. 160 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.
  Frigid Touch (Evoc.) (Ul. Magic)   1sa Instant   Touch   Creature Touched None   V, S Yes  
This spell causes your hand to glow with a pale blue radiance.  Your melee touch attack deals 4d6 points of cold
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.                        
  Glitterdust (Ajbur.) (Pathfinder) 1sa 6 Rnds 160 ft 10' Radius Spread Will neg V, S, M No
A cloud of golden particles cover everything and everyone in the A.O.E. outlining invisible creatures.  The dust ground mica
can't be removed for the duration of the spell it visibly outlines invisible things.  It can blind the targets (Will negates)
negates), the blindness lasts for the duration of the spell, but the blinded creatures are allowed a saving roll each
  round until they successfully save against the spell, ending the blindness effect.            
  Groundswell (Trans.) (Race) 1sa 6 Rnds Touch Creature Touched Fort neg V, S Yes
must be This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the
Dwarf ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The groundswell precludes flanking
from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the
ground returns to its normal elevation at the end of his turn; otherwise, it remains in place until the target moves
or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground
    beyond 5 feet.                        
  Gust of Wind (Evoc.) (Pathfinder) 1sa 1 Rnd 60 ft Line shaped gust Fort neg V, S Yes
A severe blast of air (50 mph) originates from you blowing out straight.  Flying creatures suffer a -4 on any fly
check.  Tiny or smaller creatures must make a DC 25 Fly skill check or be blown back 2d4x10' taking 2d6 points of
 damage. Small creatures are knocked prone by the wind.  Medium or smaller creatures are unable to move forward
against the wind unless they make a DC 15 Str check.  Large or larger creatures may move normally in the A.O.E.
The force of the spell can't move a creature beyond the spell's range.  Ranged attacks and Perception checks suffer
a -4.  It can do anything that a sudden blast of wind could do; creating a stinging spray of sand or dust, fan a
large fire, overturn delicate awnings or hangings, heel over a small boat and blow gases or vapors to the edge of
  the A.O.E.                          
  Gusting Sphere (Evoc.) (Race) 1sa 6 Rnds 160 ft 5' Diameter Sphere Fort net V, S Yes
must be A swirling ball of wind rolls in whichever direction you point, hurling those it strikes with great force. The sphere
Sylph is treated in all ways as an area of severe wind, applying a –4 penalty on ranged weapon attacks that pass through
it. The sphere moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a
target. If it enters a space containing a Medium or smaller creature, it stops moving for that round and generates a
sharp thrust of wind to bull rush the creature. The sphere's CMB for bull rush combat maneuvers uses your caster
level in place of its base attack bonus, with a +2 bonus for its Strength score (14). Whether or not the bull rush is
successful, the creature takes 1d6 points of nonlethal bludgeoning damage from the attack. If the bull rush fails,
the creature is still subject to the severe winds from the sphere as long as they remain in the same square as it. A
gusting sphere rolls over objects or barriers that are less than 4 feet tall.  The sphere moves as long as you
actively direct it (a move action for you); otherwise, it merely stays at rest. A gusting sphere immediately
  dissipates if it exceeds the spell's range.                    
  Haste, Swift (C. Adv. & S. Comp.) 1 Swift 1d4 Rnds Personal Self No
Allows you to make an additional attack at your full BAB (doesn't stack with a weapon of speed), you also gain
plus 1 bonus to attack rolls, +1 dodge bonus to AC and Reflex saves.  Your speed increases by 30' up to twice
your maximum move, this counts as an enhancement bonus and affects the creature's jumping distance as normal
  for increased speed.  Multiple haste effects don't stack.          
  Heroics (Trans.) (S. Comp.) 1sa 60 Min Touch Creature Touched No
  Grants the subject a feat from the fighter bonus feat list, prerequisites must still be met.  
  Ice Slick (Evoc.) (Game Monster Codex) 1sa Instant 40 ft 5' Radius Burst Reflex part   V, S See Text  
You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.  Any creature in
the area when the spell is cast takes 1d6 points of cold damage + 1 point per caster level (maximum +10) and falls
prone; creatures that succeed at a Reflex save take half damage and don't fall prone. Spell resistance applies to
this initial effect.  A creature can walk within or through the area of ice at half its normal speed with a successful
DC 10 Acrobatics check. Failure by 4 or less means the creature can't move that round (and must succeed at a
Reflex save or fall); failure by 5 or more means it falls (see the Acrobatics skill). Creatures that do not move on
their turn do not need to attempt this check.  A 5-foot square of ice has hardness 0 and 3 hit points. The ice is an
instantaneous effect, but persists as non-magical ice. Under temperate conditions, the ice lasts 1 minute per level.
In tropical environments, it might last only half as long. In cold environments where ice and snow persist without
  melting, it could last indefinitely.                      
  Imbue with Elemental Might (Evoc.) (Race) 1sa 24 Hrs. Self Self Reflex 1/2 V, S Yes
must be The target must have an Intelligence score of at least 5 to use the ability. The imbued elemental assault functions
Sulis exactly like yours, except the ability's duration is based on the target's level or Hit Dice. Once you cast this spell,
you cannot use your elemental assault ability until the duration of the spell is over.  The person is imbued with
magical power that forms an aura of energy around you, damaging all those that come near you. Choose an
energy type: acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast and at the start of 
your turn take 2d6 points of energy damage of the selected type. This aura has an additional effect, depending
upon the type of energy chosen.  The elemental aura lasts for 6 rounds.
Acid: Creatures affected by your aura take 1 point of ongoing acid damage per round for 1 round per three caster
levels, and are sickened for the duration of the ongoing acid damage.
Cold: Creatures affected by your aura are fatigued. A creature that is already fatigued suffers no additional effect.
Electricity: Creatures affected by your aura are staggered for 1 round.
Fire: Creatures affected by your aura catch on fire.
Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect. The
aura's additional effects do not stack if a creature takes damage from your aura multiple times. You may only have
one elemental aura in effect at one time. When you cast this spell to deal acid, cold, electricity, or fire damage, it is
  a spell of that type.                        
  Invisibility (Illus.) (Pathfinder) 1sa 6 Min. Touch Special No V, S, M
Turns the subject or object invisible up to 600 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.                
  Levitate (Trans.) (Pathfinder) 1sa 6 Min. 40 ft Special No V, S, F
Lifts 1 willing creature or an object that weighs nor more than 600 lbs.  You can mentally direct the subject up leather loop or golden wire bent
or down 20'/rnd, but you can't move them horizontally.  Attacking while levitated is unstable with a cumulative into a cup shape.
    -1 penalty (up to a max of -5).  Stabilizing oneself for an entire round resets the penalty to -1.          
  Minor Image (Illus.) (Pathfinder) 1sa Special 640 ft Special Will V, S, M
Creates a visual illusion with some auditory components that lasts for as long as you concentrate+2 rounds.  It a bit of fleece
  can fill an area of 70 cubic feet.                    
  Mirror Image (Illus.) (Pathfinder) 1sa 6 Min. Personal Self No V, S
Creates figments of you that stay near you and disappear when struck.  You can create 1d4+ 2
images (max +8).  The images mimic your actions and are indistinguishable from yourself, enemies attacking you
must chose an image, they have an AC of 10+your size modifier + your Dex modifier, the image doesn't work on
blind creatures.  If an image is hit or missed by 5 or less, that figment is destroyed.  Area of Effect spells don't
  destroy images nor do spells that don't require a "to hit" attack roll.                
  Molten Orb (Trans.) (Adv. Race Guide) 1sa Instant 40 ft 5' Radius Burst No V, S Yes
You create a fist-sized, red-hot ball of molten metal that you immediately hurl as a splash weapon. A direct hit
deals 2d6 points of fire damage. Every creature within 5 feet of where the ball hits takes 1d6 points of fire damage
from the splash (Reflex half). Each of these creatures takes an additional 1d6 points of fire damage on its turn for
the next 1d3 rounds, unless it is cooled off (with water, snow, or any effect that deals 5 or more points of cold
  damage).                          
  Mount, Communal (Conj.) (Ul. Combat) 1sa 12 Hrs 40 ft Up to 6 Mounts None V, S, M No
You summon up to 6 light horse or a ponies (your choice) to serve you as a mounts. The steed serves willingly bit of horse hair
and well. The mounts come with a bit and bridle and a riding saddle.  You can divide the duration into 2 hour
    increments among up to 6 targets.                      
  Pilfering Hand (Evoc.) (Ul. Combat) 1sa Special 40 ft 1 Object None S Yes
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful
deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize
this force to one of two ends.
Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range.
Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer),
Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier.
This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell
might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch
it. Otherwise, the object lands in your square as if you dropped it.
Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within
range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that
duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check,
you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception
  check to notice the successful attempt.                    
  Pyrotechnics (Trans.) (Pathfinder) 1sa Special 640 ft 1 fire source 20cuft Special V, S, M Yes or No
Turns a fire into either a bust of blinding fireworks or a thick cloud of chocking smoke, your choice. fire source
Fireworks:  a flashing momentary burst of colored lights that blinds creatures with 120' for 1d4+1 rounds unless
they make a Will save (provided they have L.O.S. to the fire).
Smoke Cloud:  A stream of chocking smoke forms a cloud that spreads out 20' in all directions and lasts for
6 rounds.  All sight is affected those in the cloud suffer -4 Dex and -4 Str (a Fort save negates) for
1d4+1 rounds after leaving the cloud.  SR doesn't apply.
  The spell extinguishes any fire that is 20 cubic feet or less.                  
  Reloading Hands (Conj.) (Ul. Combat) 1sa 6 Rnds Touch Projectile Weapon Will neg V, S Yes
Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This
ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the
standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition
ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.
  Reinforce Armaments Comm. (Trans.) (Ul. Combat) 1sa 60 Min. Touch   1 Armor/Weapon Will neg   V, S, M/DF Yes  
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of
armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s
duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s
duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their
hardness is doubled for the duration of the spell.  The duration can be spread among several items in 10 minute
  intervals.                          
  Returning Weapon. Comm. (Conj.) (Ul. Combat) 1sa 6 Min. 40 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.                  
  River Whip (Conj.) (Adv. Class Guide) 1sa 6 Min. 0 ft Water Whip None V, S No D
You create a coil of flowing fresh water, functioning a whip appropriate for your size, except you make a melee
touch attack instead of a regular attack. Anything you strike with the whip takes damage and is doused with 1
pint of water. A creature with the fire subtype takes an additional 1d6 points of damage. If the target is on fire, it
  gains a +2 bonus on its next saving throw to extinguish the flames.                
  Savage Maw (Trans.) (Race) 1sa 6 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.        
  Scorching Ray (Evoc.) (Pathfinder) 1sa Instant 40 ft 30' Diameter No V, S Yes
  You fire 1 rays with each ray dealing 4d6 points of fire damage with a ranged touch attack.        
  Shatter (Trans.) (Evoc.) (Pathfinder) 1sa Instant 40 ft 5' Radius Spread Will neg V, S, M Yes
Creates a loud ringing noise that breaks brittle nonmagical objects, sunders a single object or damages a crystal a chip of mica
creature.  You can shatter all in the 5' radius, or target 1 object or target a crystal creature dealing 6
  d6 points of damage (max 10d6).                      
  Sonic Scream (Evoc.) (Adv. Class Guide) 1sa 6 Rnds 15 ft Cone Reflex half V, S Yes
Up to three times during this spell's duration, you can emit a cone of powerful sound as a standard action. The
first cone deals 4d4 points of sonic damage to every creature in the area. The second deals 2d4 points of sonic
damage to every creature in the area. The third deals 1d4 points of sonic damage to every creature in the area. A
successful Reflex save against a cone halves that cone's damage. After the third cone of sound, the spell ends.
Until you use all three cones, you cannot use your voice for any magic-related purpose (bardic performance,
  verbal spellcasting, and so on), and cannot speak at any volume lower than a shout.          
  Spider Climb (Trans.) (Pathfinder) 1sa 60 Min. Touch Creature Touched No V, S, M Yes
The subject can climb and travel across vertical surfaces or even ceilings with a climb speed of 20', further more it a live spider
gets a +8 on Climb checks.  The subject retains their Dex bonus to AC and creatures get no special attacks or
  bonuses to hit the subject.  However, the subject can't run while climbing.              
  Stone Call (Conj.) (Adv. Player's) 1sa 6 Rnds 160 ft 40' radius x20' high None   V, S, DF No  
A rain of dirt, gravel and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in
the A.O.E.  This damage only occurs once, when the spell is cast.  For the remaining duration of the spell, this
debris covers the ground, making the entire area difficult terrain.  At the end of the duration, the rocks disappear,
  leaving no after effects (other than the damage dealt).                  
  Stone Discus (Conj.) (Adv. Class Guide) 1sa Instant 40 ft 1 or more Discus None V, S, M No
You create a stone discus, which flies at an enemy. You can create one discus, plus one additional discus at 7th
and 11th caster levels. For each discus you create, you decide whether its edge is blunt (and deals bludgeoning
damage) or sharp (and deals slashing damage). Each discus requires a ranged attack to hit and deals 4d6 points of
damage. The discuses can be launched at more than one target, but all must be aimed at targets within 30 feet of
  each other and launched simultaneously.                    
  Stone Shield (Conj.) (Race) 1 Immediate 1 Round 0 ft 5 square feet None V, S, DF No
must be A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your
Oread choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting
you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent's attack misses you by 4
or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is
destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area
deal damage to the shield.  You cannot use this spell if you are not adjacent to a large area of earth or stone such
  as the ground or a wall. A qinggong monk may select this spell as a ki power at 4th level.          
  Swim (Trans.) (C. Arcana & S. Comp.) 1 round 60 Min 160 ft 1 Creature No
Gives the subject a swim speed of 30', but not the ability to breathe water or hold their breath longer.  As long as
the creature doesn't carry more than a light load no swim checks are required.  It also gains +8 on any Swim
checks made to avoid hazards or perform special actions (it takes a weight penalty of -1 per 5 lbs).  The subject
  can take 10 on  Swim checks even if rushed or threatened.          
  Tactical Acumen (Ench.) (Ul. Combat) 1sa 6 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).        
  Telekinetic Assembly (Trans.) (Ul. Combat) 1 Minute Instant 40 ft 1 Siege Engine None V, S, F No
You assemble a siege engine, using up to one fewer worker per two caster levels you possess. You can do a miniature of the target siege engine
without one additional worker if you have any ranks in Knowledge (engineering), plus one additional worker per
5 ranks you have in that skill. If your caster level combined with Knowledge (engineering) fails to eliminate the
  need for workers, this spell fails.                      
  Telekinetic Volley (Trans.) (Ranged Tactics Toolbox) 1sa 6 Rnds Touch 1 5lb Object/Level None V, S No D
The touched items levitate in your space. When you cast the spell and once per round thereafter, you can launch
one item at a target of your choice as a standard action. The ranged attack is made as if you had thrown the item
unless it's ammunition for a weapon, in which case the attack is made as if fired from a heavy crossbow (if a bolt),
a halfling sling staff (if a sling bullet), a blowgun (if a blowgun dart), a composite longbow with a +2 Strength
rating (if an arrow), an atlatl (if an atlatl dart), or a pistol (if a firearm bullet). A firearm pellet launched by the spell
functions as a shuriken.  When you launch ammunition with this spell, you don't take a penalty on your attack
rolls for lacking proficiency with the ammunition's weapon; you do, however, take the usual –4 penalty for
throwing an improvised weapon if you launch an item not intended to be used as a weapon. The attack roll uses
your caster level in place of your base attack bonus and your Intelligence or Charisma modifier (whichever is
higher) in place of your Dexterity modifier. Range increment and proficiency penalties apply as normal. The attack
has an effective Strength bonus, if applicable, equal to the higher of your Intelligence and Charisma modifiers.
  The spell is discharged when all touched items have been launched.              
  Time Shudder (Trans.) (Adv. Class Guide) 1sa 1 Rnd 30 ft 30' Radius None V, S, M Yes
You cause a ripple in time that affects all creatures in the area. At the start of each creature's turn, there is a 50%
  chance the creature is hasted (as haste); otherwise it is slowed (as slow).              
  Twisted Space (Trans.) (Ul. Combat) 1sa 1 Rnds 40 ft 1 Creature Will neg V, S, M Yes
You distort the space around a creature, twisting the path of its melee attacks unpredictably, but always toward a length of wire bent into a circle
nearby creature that the target threatens. Until the start of your next turn, melee attacks made by the target
creature affect a random target instead of their intended target.
  Web (Conj.) (Pathfinder)   1sa 60 Min. 160 ft 20' Radius Spread Reflex neg   V, S, M No D
Creates strands similar to a spider's web.  It must be anchored to 2 opposed points, anyone that fails their saving spider web
roll are entangled in the web.  They can break lose with a full round action and a Str check or by making an
Escape Artist check, with a DC equal to the spell's DC, letting the creature move 5'.  If a creature has 5' of web
between them and another they have it provides cover (20% miss chance) 20' of web provides total cover (50%
miss chance).  The web is flammable and can be burned away at the rate of 5'/round, creatures within flaming web
take 2d4 fire damage.  Those who make their save, but are still in the A.O.E. are stuck inside the web, but not
entangled by it.  They may escape by making a Combat Maneuver Check or Escape Artist check at the spell's DC.
Creatures caught in the web are grappled, attacking grappled creatures may not grapple the attacker.  The web is
  considered difficult terrain to move in.  It can be made permanent with a permancy spell.          
  Whirling Blade (Trans.) (C. A. & S. C.) 1sa Instant   60 ft 60' line No
Hurl a weapon that magically attacks all on the line with a normal melee attack as if you were attacking them, but
you can substitute your Int or Cha modifier for your Str modifier on the weapon's attack and damage rolls.  You
only gain 1 attack on each creature even if you have a high BAB, after the last hand it instantly returned to your
  hand.                  
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Air Breathing (Trans.) (Monster Codex) 1sa 12 Hrs Touch Aquatic Creature(s) Will neg V, S, M, DF Yes
The transmuted creatures can breathe air freely.  Divide the duration evenly among all the creatures you touch. flower or piece of grass
  The spell doesn't make creatures unable to breathe water.                  
  Air Geyser (Evoc.) (Adv. Class Guide) 1sa Instant 40 ft 1 Creature/Object Reflex part.   V, S Yes  
You create a powerful blast of air capable of flinging an opponent upward. If the target fails its Reflex save, the
force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 ×
your caster level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same
manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying),
taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not
  moved by it.  Affects up to 1 large creature or object.                  
  Animal Aspect, Greater (Trans.) (Ul. Combat) 1sa 6 Min. Self Self None V, S, M/DF Yes
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is part of the animal
unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for
the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the
associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and
you always jump as if you had a running start, you gain a Swim speed equal to half your normal speed, and all the
benefits of having a swim speed.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type
increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the
grapple or reposition combat maneuver.  You gain a +2 competence bonus on Perception checks, and a +1
competence bonus on Fortitude saves.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb
checks, and you can throw objects as if you had the Throw Anything feat.  You gain a +4 competence bonus on
Acrobatics checks.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water
with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed.
Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to keep holding your breath.  Your swim speed increases to your full normal speed, and you
need not make concentration checks to cast spells underwater.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence
bonus on Disable Device, Sleight of Hand, and Stealth checks.  Your competence bonuses on Disable Device,
Sleight of Hand, and Stealth checks increase to +4.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus
of +20 feet to your base speed.  Your enhancement bonus to speed increases to +30 feet, and you gain the benefit
of the Run feat.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half
your normal speed and all the benefits of having a natural climb speed.  You gain a +4 competence bonus on
  Stealth checks.                        
  Aqueous Orb (Conj.) (Adv. Player's) 1sa 6 Rnds 160 ft 10' diameter sphere Reflex neg   V, S, M No  
Creates a rolling sphere of churning water that can engulf those it strikes.  The aqueous orb can move up to 30'/rnd drop of water and a glass bead
rolling over barriers less than 10' tall.  It automatically quenches any nonmagical fires as long as those fires are size
large or less.  Any creature in the path of an aqueous orb takes 2d6 points of nonlethal damage.  A successful
Reflex save negates this damage, but a Large or smaller creature that fails is save must make a second save or be
engulfed and carried along by the aqueous orb.  Engulfed creatures must hold their breath unless they are capable
of breathing water.  They gain cover from vs. attacks from outside the orb, but are considered entangled by it
taking 2d6 points of damage per round at the start of their turn, for each round that they remain trapped.  They may
attempt a new Reflex saving roll each round to escape the aqueous orb in which case they end up in a square
adjacent to the aqueous orb.  The orb can hold 1 Large creature, 4 Medium creatures, or 16 smaller creatures inside.
The sphere moves as directed (a move action for the caster) otherwise it stays at rest and churns in place.  If the
    orb move outside of its range it stops at that point.                  
  Arcane Sight (Div.) (Pathfinder) 1sa 6 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.              
  Beast Shape I  (Trans.) (Pathfinder) 1sa 6 Min Self Self No V, S, M D
Can assume the shape of any Small or Medium creature.  If that form has the following abilities you get them: a piece of the creature whose shape you plan to assume
climb 30', fly 30' (average), swim 30', darkvision 60', low-light vision, and scent.  If into a Small animal you gain a +2
size bonus to Dex and a +1 natural AC bonus.  If into Medium animal gain +2 size bonus to Str and +2 natural AC.                      
  Blade Snare (Abjur.) (Inner Sea Gods) 1sa 6 Rnds Self Self No   V, S No  
  This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from
moving toward you, but impedes their motion when they are retracted. When you are hit with a melee attack,
attempt a caster level check against your opponent's CMD. If your check succeeds, your opponent's attacking
weapon or body part becomes caught in the field, as if magically affixed to your body. If your check fails, your
opponent may retract its weapon.  If your opponent's melee weapon becomes trapped in the field, the opponent
may release the weapon and move away from you. If your opponent attacked with a part of its body (such as a fist,
a horn, a tail, etc.) or it attacked with a weapon but refuses to release it, your opponent gains the grappled
condition. Because you are not using any part of your body to maintain control over your opponent, you do not
gain the grappled condition.  Once an opponent's weapon is snared, you may attempt a new caster level check
against that opponent's CMD on each of your subsequent turns to maintain the grapple. This is a standard action,
during which you may make any of the usual grappling actions, but if you choose to pin the opponent, you gain
the grappled condition as well. On your opponent's turn, it may try to retract its weapon or limb by attempting a
combat maneuver check or Escape Artist check, the DC of which is equal to the spell's saving throw.  While blade
snare is active, you may make melee attacks and cast spells as normal, though you may not make ranged weapon
attacks; the magic field thwarts such attacks. You may not snare more than one limb or weapon in the field at a
time. If you already have an opponent's weapon or limb stuck in the field and you are hit by a second melee attack,
    you must choose which weapon or limb to snare. The other limb or weapon is unaffected by the spell.          
  Blink (Trans.) (Pathfinder) 1sa 6 Rnds Personal Self No V, S D
You blink in and out of reality; physical attacks have a 50% chance to miss you, if they have a weapon capable
of hitting ethereal creatures then the miss chance is only 20%.  The Blind-Fight Feat is of no use.  If the attacker
can see ethereal then they have a 0% miss chance, if can see invisible 20% miss chance.  You also have a 20%
miss conditions apply if a spell is cast upon you, and your spells have a 20% miss chance.  Area effect spells only
chance on your attacks.  The same  deliver half damage except for those that extend into the ethereal plane (force
attacks).  You get to strike as an invisible creature with a +2 to hit and your foe is caught flat-footed.  You can step
through, but not into solid objects, if you do so there is a 50% chance that you will appear while in the object and
so be shunted aside to the nearest open space taking 1d6/5' shifted.  You can move at 3/4 your normal speed and
you spend about half the time on the ethereal plane where you are invisible, incorporeal, and capable of moving in 
any direction even up.  Your sight is limited to 60' and everything looks gray.  Also take 1/2 falling damage.  You
interact with creatures on the ethereal plane as you do with those on the prime material plane.  Sight and hearing
on the Ethereal plane is reduced to 60'.  Force effects affect you normally, extending into the Ethereal Plane, but
  not vice versa.  Treat other ethereal creatures and objects as material.              
  Bloody Arrows (Necro.) (Ranged Tactics Toolkit) 1sa 6 Rnds 25 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 Rnds 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.                          
  Cloak of Winds (Abjur.) (Adv. Player's) 1sa 0 Min. 25 ft 1 Living Creature Fort neg   V, S Yes  
You shroud a creature in a whirling screen of strong, howling wind.  The subject is never checked or blown away
by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls
against the subject take a -4 penalty.  Tiny or smaller creatures must succeed at a Fort save to successfully touch
or attack the subject in melee.  Failure knocks the attacker prone and pushes it 0 feet.  This movement can pass
through squares of other creatures without affecting them and doesn't provoke attacks of opportunity, but the
creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its
  movement.                          
  Curse of Impending Blades (Necro.) (S. C.) 1sa 6 Min. 160 ft 1 Creature No
Subject takes a -2 penalty to AC, it cannot be dispelled, but it can be removed with break enchantment, limited
  wish, wish, miracle or remove curse              
  Daylight (Pathfinder) 1sa 60 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.          
  Diamondsteel (S. Comp.) 1sa 6 Rnds Touch 1 suit of metal armor No
  Gives DR/adamantine equal to 1/2 the bonus of the armor.          
  Dispel Magic (Abjur.) (Pathfinder) 1sa Instant 160 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.          
  Displacement (Illusion) (Pathfinder) 1sa 6 Rnds Touch Creature Touched No V, M D
  Emulates a displacer beast making the subject appear to be 2' to the side of their actual location, causing a 50% small loop of leather
    miss chance.  True seeing reveals its true location.                  
  Dolorous Blow (Trans.) (S. Comp.) 1sa 6 Min. Touch Weapon Touched No
Doubles the threat range of a weapon and automatically confirms a critical, except for those weapons that have
  effects like keen edge, nor does it stack with the Improved Critical Feat.      
  Elemental Aura (Evoc.) (Adv. Player's) 1sa 6 Rnds Self Self Reflex 1/2   V, S Yes  
This spell forms an aura of energy around you, damaging all those that come near you.  Choose an energy type:
acid, cold, electricity or fire.  Creatures adjacent to you when this spell is cast and at the start of your turn take
2d6 points of energy damage of the selected type.  This aura has an additional effect, depending upon the type of
energy chosen.
Acid:  Creatures affect by your aura take 1 point of ongoing acid damage per round for 2
rounds.  The target must make a Fort save or be sickened for the duration of the ongoing acid damage.
Cold:  The target  must make a Fort save or be fatigued.  A creature that is already fatigued suffers no additional
effect.
Electricity:  The target must make a Fort save or be staggered for 1 round.
Fire:  Your hands ignite and shed light as a torch.  Your touch may cause targets to catch on fire (Core Rulebook
page 444).
Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect.  The
aura's additional effects do not stack if a creature takes damage from your aura multiple times.  You may only
  cast this spell to deal acid, cold electricity or fire damage, and it becomes a spell of that type.          
  Fire Trail (Trans.) (Race) 1sa 6 Rnds Self Self None V, S Yes
Goblin When you cast this spell, flammable liquid oozes from your pores, dripping onto the ground and spontaneously
spell combusting. The flame does not harm you. During this spell's duration, each time you leave your space, you
create a trail of fire that burns within the spaces you move through for 1 round before it burns out. You can leave
up to 60 feet of flame trail each round, assuming you are Small or Medium. If you are larger than Medium, the
maximum trail length is reduced based on your size. If you are Large, you can leave a trail up to 30 feet long (and
10 feet wide), and if you are Huge, you can leave a trail up to 15 feet long (and 15 feet wide); even larger casters
can only leave a trail up to 10 feet long (and as wide as your space) each round. You choose where to leave a
flame trail. Creatures that start their turn adjacent to the flame trail take 1d6 points of fire damage. Creatures that
start their turn within the flame trail or that enter an area of flame take a number of points of fire damage equal to
1d6 + 1 per caster level (maximum +10). If a creature moves into an area of the flame trail multiple times in a round,
it takes this damage each time it enters the area of the flame trail. Flammable objects in or adjacent to the fire trail
  catch fire.                          
  Fireball (Evoc.) (Pathfinder) 1sa Instant 640 ft 20' Radius Spread Reflex 1/2   V, S, M    
Creates an explosion of flame that deals 0 d6 (max 10d6) points of damage.  If you attempt to ball of bat guano and sulfur
fire the spell through a narrow opening a ranged touch attack must be made.  Fireball sets fire to all combustibles
  and damages objects in the area.  It can melt metals with a low melting point such as lead, gold, copper and silver.      
  Firestream (Evoc.) (Race) 1sa 6 Rnds 20 ft 20' Line Reflex 1/2 V, S Yes
must be A rushing stream of fire sprays from your outstretched hand, dealing 2d6 points of fire damage to every creature
Ifrit in the area. Each round you continue to concentrate on the spell, you can select a new area for it to affect. 
Firestream sets fire to combustibles and damages objects in the area. It can melt metals with low melting points,
such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks
through it, the firestream may continue beyond the barrier if the area permits; otherwise it stops at the barrier just
  as any other spell effect does.                      
  Flame Arrow (Trans.) (Pathfinder) 1sa 60 Min. 40 ft 50 projectiles No V, S, M No
Effects up to 50 projectiles that are touching each other such as arrows, bolts, shuriken and stones, the weapon drop of oil and a small piece of
deals an extra 1d6 points of damage.  Flaming projectiles can easily ignite a flammable object, but it won't ignite flint
  the creature it strikes.                        
  Fly (Trans.) (Pathfinder) 1sa 6 Min. Touch Creature Touched No V, S, F Yes
The subject can fly at 60' (40' if they wear medium or heavier armor, or if carrying a medium or heavy load).  It can a wing feather
ascend at 1/2 speed and descend at 2x speed with Good maneuverability.  Flying takes as much effort as walking
so the subject can cast spells and fight.  They can charge, but not run and can't carry more than their max load.
If the spell expires while the subject is aloft the subject falls downward at 60' for 1d6 rounds, the same happens if
  the spell is dispelled, or if negated by an antimagic field (the antimagic field won't dispel fly).          
  Force Hook Charge (Ul. Magic) 1sa Instant 40 ft Special None V, S Yes
You create a hook of force that strikes the target and drags you to a space adjacent to it. Make a ranged touch
attack against the target; if the touch attack succeeds, the target takes 1 point of force damage per caster level.
Whether or not the touch attack hits, the force hook drags you in a straight line to a square adjacent to the target.
This movement provokes attacks of opportunity as normal. The pulling hook keeps you from falling as part of
this movement; therefore you can use it to cross a pit or chasm, or reach a higher or lower elevation. If the line of
effect from you to the target passes through an area that is too small to fit your body (such as a portcullis or
arrow slit), the hook pulls you to that location and you take damage as if you had fallen the distance from your
starting point to that location. If you are restrained, such as being chained to a wall, the hook pulls you to the
maximum extent of your restraints but does not break the restraints.  If your travel to the destination is not
blocked, you land on your feet, unharmed by the sudden motion. However, the spell does not guarantee you a
safe landing space when you arrive. For example, if your target is flying or on a ledge with no room for you to
stand, once the hook pulls you adjacent to the target, you begin to fall.  If you use this spell with your spell
  combat class ability, you can make your melee attack from your starting position or your ending position.        
  Force Punch (Ul. Magic) 1sa Instant Touch Creature Touched Fort part. V, S Yes
This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force
damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet
per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet
(–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A
  successful Fortitude save negates the movement but not the damage.              
  Hamatula Barbs (Planar & S. Comp.) 1sa 60 Min. Touch 1 Creature Fort
  Subject grows barbs that deal 1d8 slashing & piercing damage to any attacker in 5'.  
  Gaseous Form (Trans.) (Pathfinder) 1sa 12 Min Touch 1 Willing Creature No   S, M No D
The subject and all its gear becomes insubstantial mist, its armor including natural armor is useless though its bit of gauze and wisp of smoke
size, Dex, deflection and armor bonuses still apply.  The subject gains DR 10/magic and becomes immune to
poison, sneak attacks, and critical hits.  It can't attack or cast spells with a verbal or somatic, material or focus
components unless you have the proper feats.  If the creature has a touch spell ready to use it is discharged
harmlessly.  A gaseous creature can't run, but it can fly at 10' (Perfect) and loses all supernatural abilities.  It can
pass through small holes or narrow openings even mere cracks with all it was wearing or carrying.  The subject is
subject to the effects of wind and it can't enter water or other liquids.  It also can't manipulate objects or activate
   items even those carried along, continuously active items remain active.              
  Gloomblind Bolts (Conj.) (Race) 1sa Instant 160 ft Reflex neg V, S Yes
Fetchling You create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. You can
spell fire one bolt, plus one for every four levels beyond 5th (to a maximum of three bolts at 13th level) at the same or
different targets, but all bolts must be aimed at targets within 30 feet of each other and require a ranged touch
attack to hit. Each bolt deals 4d6 points of damage to a living creature or heals 4d6 points of damage to an
undead creature. Furthermore, the bolt's energy spreads over the skin of creature, possibly blinding it for a short
  time. Any creature struck by a bolt must succeed at a Reflex saving throw or become blinded for 1 round.        
  Haste (Trans.) (Pathfinder) 1sa 0 Rnds 25 ft 30' Diameter No V, S, M Yes
The transmuted creatures move and act more quickly you can effect 0 creatures granting them an extra shaving of licorice root
attack with the weapon they are holding at their full BAB.  The hasted creatures also gain +1 dodge bonus to AC
attack rolls, and Reflex saves, you lose this bonus if you are any situation where you lose your Dex bonus.
Furthermore all of the hasted creatures movements are increased by 10' to a maximum of twice their normal
  movement this also affects the subject's jump distance.  Multiple haste effects do not stack.          
  Heart of Metal (Trans.) (Adv. Class Guide) 1sa 6 Min. 40 ft 1 Weapon/Level None V, S,  M No
You lend the nature of adamantine, cold iron, or silver to the targeted weapons, with the following effects: a chunk of adamantine worth 100 gp, or a chunk of cold iron or silver worth 20 gp
Adamantine: The weapons overcome DR/adamantine and ignore hardness less than 20.
Cold Iron: The weapons overcome DR/cold iron.
Silver: The weapons overcome DR/silver.
No other advantages or disadvantages of these metal types apply. For example, a weapon given the nature of
adamantine is not automatically masterwork.  This is able to affect nonmetal weapons. If you grant the target
  weapons the property of cold iron, the spell lasts half as long as normal.              
  Hydraulic Torrent (Evoc.) (Adv. Player's) 1sa Instant 60 ft 60' Line None   V, S Yes  
You call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes
something it can't push past.  Against creatures and moveable objects this stream acts as a bull rush.  You can
bull rush creatures of any size, not just those 1 size larger than your own.  Make a combat maneuver check and
apply its results to each creature within the area.  Your CMB for this bull rush is equal to your caster level plus
your Int, Wis or Cha modifier, whichever is higher.  This bull rush doesn't provoke an attack of opportunity.
Against immovable objects this stream instead allow you to make a Str check to destroy the target.  When
attempting to break and object, the stream has an effective Str equal to your caster level plus the ability score
modifier as above.  The Break DC depends on the object you're trying to break--page 175 of the Pathfinder Core
Rulebook lists several sample Break DCs for various objects.  Hydraulic torrent extinguishes any normal fires it
  encounters along its path.  Magical fires are unaffected.                  
  Knight's Move (S. Comp.) 1 Swift Instant 15 ft Self No
  You can teleport to flank an enemy.              
  Lion's Charge (S. Species) 1sa 6 Min. Touch Creature Touched No
  Grants the subject the pounce ability.            
  Keen Edge (Trans.) (Pathfinder) 1sa 0 Min. 25 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                        
  Lightning Bolt (Evoc.) (Pathfinder) 1sa Instant 120 ft 120' line Reflex 1/2 V, S, M Yes
Creates a stroke of lightning that travels from the caster's fingertips out to 120' dealing 6 fur and a glass rod
d6 (max 10d6) points of damage.  Like a fireball it can set combustible objects on fire and melt metals with a low
  melting point like lead, gold, copper, silver or bronze.                  
  Locate Weakness (Ul. Combat) 1sa 6 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.      
  Magic Weapon, Greater (Trans) (Pathfinder) 1sa 6 Hrs. 40 ft Special Will V, S Yes
  Gives a weapon a + 0 enhancement bonus to attack and damage. Won't work on natural weapons.      
  Major Image (Illus.) (Pathfinder) 1sa Concentration 640 ft Special Will V, S, F No
Creates an illusion with visual, olfactory and audio components.  The illusion can fill as space of 40 a bit of fleece
  cubic feet.  If the image is struck, in battle, it disappears.                  
  Monstrous Physique I (Trans.) (Ul. Magic) 1sa 6 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
  bonus to your Strength and a +2 natural armor bonus.                  
  Nauseating Trail (Conj.) (Adv. Class Guide) 1sa 6 Rnds 160 ft 1 Willing Creature Fort neg V, S, M No
  The target exudes stinking vapors that fill its space. The vapors do not obscure sight, but it nauseates creatures a rotten egg or cabbage leaves
as stinking cloud. The target is immune to these vapors. These vapors persist as the creature moves, filling every
square it passes through until it has filled a number of squares equal to 4 × your caster level—if you move
through more squares than that, the squares over that amount at not filled with the vapors. Each creature that
enters or ends its turn in the area filled with these vapors must succeed at a Fortitude save or become nauseated
  as long as it remains in the square and for 1d4+1 rounds after it leaves.              
  Prehensile Pilfer (Trans.) (Race) 1sa 6 Rnds. Touch Creature Touched Fort neg V, S Yes
must be The target's tail moves and acts more quickly, almost with a mind of its own. When making a full-attack action,
Vanaras the target may use its tail to make a dirty trick or steal combat maneuver as a swift action. For the purpose of this
attack, the target's tail is a natural weapon with a reach of 5 feet. This spell has no effect on creatures lacking a
prehensile tail. If the target already has an extra attack from haste or a similar effect, this spell only allows the tail
  to make dirty trick and steal combat maneuvers, but does not grant an extra attack.            
  Ray of Exhaustion (Necro.) (Pathfinder) 1sa 6 Min. 40 ft 1 Ray Fort part V, S, M
With a successful ranged touch attack the subject immediately becomes exhausted, with a successful save they a drop of sweat
are only fatigued, fatigued characters become exhausted.  The spell has no effect on exhausted creatures.  The
  effect ends when the spell expires.                      
  Resilient Reservoir (Trans.) (Race) 1sa 6 Rnds. Self Special None V, S Yes
must be This spell creates a magical well of retribution that a caster can unleash with blinding speed.  Upon casting this
Half-Elf spell, damage from melee attacks and touch spells gets transferred into a special pool that you then redirect
before the spell's duration expires.  Each time you are struck by a melee attack or touch spell that deals hit point
damage, 1 point of damage is negated and transferred into the reservoir created by this spell. The total number
of points in the reservoir cannot exceed your caster level (to a maximum of 20 points at 20th level). As an
immediate action, anytime before the spell's duration expires, you can release some or all of the energy of the
reservoir, granting yourself an insight bonus on one skill check, attack roll, damage roll, or combat maneuver
check, but you must do so before the roll is made. This bonus is equal to the number of points in the reservoir.
For every five caster levels, you may call upon the reservoir one additional time (maximum of four times at 15th
  level).                          
  Resistance, Greater (S. Comp.) 1sa 24 hrs Touch 1 Creature No
  +1 to all saves                
  Shining Cord (Evoc.) (Inner Sea Magic) 1sa Special 30 ft 1 Creature Fort part   V, S, M Yes  
When you cast this spell, you make a ranged touch attack against a single opponent within 30 feet. If you hit, a a small length fine of silver chain worth 100 gp
thin silver strand extends from your body to its, forming a connection that allows you to anticipate its actions.
For the duration of the spell, you receive a +5 insight bonus on all Perception and Sense Motive checks opposed
by the target. You gain a +5 insight bonus on all Spellcraft checks made to identify your opponent’s spell as part
of a counterspelling attempt. Finally, you gain a +2 dodge bonus to your AC against attacks made against you
by the target.  Lastly, if either you or the target moves more than 30 feet away from the other, the cord crackles
with a surge of light and sends a blast of force along its length to the other end. This blast deals 1d6 points of
damage per two caster levels (maximum 10d6) and stuns the one who moved out of range for 1 round—a
successful Fortitude save halves the damage and negates the stun effect. This blast ends the spell and severs the
connection between you and your target.  Although the shining cord makes a visible connection between you
and your target, creatures can move through it without ill effect. The cord even passes through solid objects as
  necessary to maintain the connection between you and the target.                
  Sickening Strikes (Trans.) (Race) 1sa 6 Rnds Self Self Fort neg   V, S Yes  
must be You are imbued with disease, and any creature you strike with a melee attack must make a Fortitude save or be
Ratfolk sickened for 1 minute. Creatures that are immune to disease are immune to this sickened effect.          
  Undead Anatomy I (Ul. Magic) 1sa 6 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type,  piece of the creature whose form
which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for you plan to assume
Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and
darkvision 60'. If the form you assume has any of the following abilities, you gain the listed ability: climb 30', fly
30' (average maneuverability), swim 30', low-light vision, and scent.  In this form, you detect as an undead creature
(such as with detect undead, but not with magic that reveals your true form, such as true seeing) and are treated
as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that
specifically target or react differently to undead (such as searing light).  Small undead: If the form you take is that
of a Small undead, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.  Medium undead: If
the form you take is that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor
  bonus.                          
  Silver Darts (Conj.) (Adv. Class Guide) 1sa Instant 15 ft Cone Reflex 1/2 V, S, M Yes
  A cone of silver darts springs from your hand. These darts act as a silver weapon that deals 1d6 points of piercing  a silver needle
damage per caster level (maximum 10d6). Any creature with an armor bonus greater than +4 or a natural armor
    bonus greater than +4 takes 50% less damage.                    
  Sleet Storm (Conj.) (Pathfinder) 1sa 6 Rnds 640 ft 40' radius 20' high No V, S, M No
Creates driving sleet that blocks all sight (even darkvision) and covers the ground in ice.  A creature can walk dust and water
through the area at 1/2 normal movement with a DC 10 Acrobatics check.  Failure means that it can't move that
  round.  Failure by 5 or more means it falls.  The sleet extinguished torches and small fire.          
  Slow (Trans.) (Pathfinder) 1sa 6 Rnds 40 ft 30' Radius Will neg V, S, M
The spell is able to affect 6 creatures forcing them to only take a single move action or standard action a drop of molasses
each round.  Additionally it takes a -1 penalty on attack rolls, AC and Reflex saves.  A slowed creatures moves at.
1/2 speed (round down to the nearest 5') and the creature's jumping distance is decreased as normal for speed.
  Multiple slow effects don't stack, it counters and dispels haste.                
  Spectral Weapon (Evoc.) (S. Comp.) 1 Swift 6 Rnds 0 ft 1 Shadowy Blade Special
Using material from the Plane of Shadow you fashion a quasi-real melee weapon of a type that you are proficient
with.  It appears in your hand and behaves as a normal weapon of its type; except the attacks are resolved as
melee touch attacks, but your foe is entitled to a Will save to recognize the blade's semi-insubstantial nature and
if they save they only take 1/2 damage from the attack and follow up attacks suffer a 50% miss chance.  You can
  only have 1 spectral weapon at a time and it dissipates if you let go of it or when the spell expires.  
  Spell Vulnerability (Trans.) (Planar & S. Comp.) 1 round 6 min 40 ft 1 Creature Fort
  Reduces SR by 6 (max 15), but it can't reduce SR to 0.    
  Stinking Cloud (Conj.) (Pathfinder) 1sa 6 Rnds 160 ft 20' Radius 20' high Fort neg   V, S, M No  
Creates a bank of fog with nauseating vapors.  Living creatures in the cloud become nauseated for as long as the a rotten egg or cabbage leaves
creatures remain in the cloud +1d4+1 rounds.  Saves must be made for each round of exposure to the cloud.  The
cloud provides concealment as a fog cloud (20% miss chance at 5' and less and 50% miss chance at over 5').  The
spell can be made permanent with a permanency spell.  A wind can disperse a permanency stinking cloud, but it
  reforms in 10 minutes.                        
  Storm Step (Conj.) (Blood of the Elements) 1sa Instant 40 ft Self Reflex 1/2 ? Yes
You are able to harness the power of the storm to transport yourself a short distance, by taking the form of a
furious, sizzling bolt of elemental electricity.  You must either have line of sight to your destination or you must
specify a direction and distance within range. Creatures and objects in the path of your passage take 1d8 points
of electricity damage per 2 caster levels (maximum 5d8). A successful Reflex save halves the damage.  If your path
intersects with a solid object, you damage the barrier accordingly. If the damage is enough to break through the
barrier, you continue beyond the barrier as long as the spell's range permits; otherwise, your movement stops in
the square adjacent to the barrier and the effect ends.
  Sundered Serpent Coils (Conj.) (Monster Codex) 1sa 6 Rnds 160 ft 1 x 5' square None   V, S, M No D
This spell functions like black tentacles, except it creates a Large decapitated snake, which erupts from the ground a Snake Scale
and grapples a creature you specify within its 5-foot reach. As a standard action, you can command the snake to
  release its grappled target and direct it to attack a different creature.                
  Suspended Silence (Illus.) (S. Comp.) 1sa 6 Rnds Touch   1 Object No        
  The touched object becomes the center of a silence spell that moves with the object.  
  Thunderstomp, Greater (Evoc.) (Adv. Classes Guide) 1sa Instant 60 ft 60' Line None   V, S Yes  
You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can
use to trip a creature. Attempt the combat maneuver check to trip the target, but instead of your base attack
bonus you can use your caster level, and instead of your Strength modifier you can use your spellcasting ability
score modifier (Intelligence for magi and wizards; Wisdom for druids and rangers; Charisma for bloodragers and
sorcerers). This does not provoke an attack of opportunity. This spell has no effect if you cannot reach the
ground or floor, or if your target is not in contact with the ground or floor.  You can affect multiple creatures with
this spell, including creatures more than one size category larger than you. When you attempt the combat
  maneuver check, apply its result to each creature within the area.                
  Trial of Fire and Acid (Evoc.) (Monster Codex) 1sa 6 Rnds Touch Creature Touched Fort 1/2 V, S No
The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage
each round.  The subject can attempt a Fortitude saving throw each round to reduce the damage by half. Dousing
the target in water ends the effect (both the acid and the fire), but rolling on the ground does not extinguish the
  fire or affect the acid.                        
  Undead Anatomy I (Ul. Magic) 1sa 6 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type,  piece of the creature whose form
which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for you plan to assume
Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and
darkvision 60'. If the form you assume has any of the following abilities, you gain the listed ability: climb 30', fly
30' (average maneuverability), swim 30', low-light vision, and scent.  In this form, you detect as an undead creature
(such as with detect undead, but not with magic that reveals your true form, such as true seeing) and are treated
as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that
specifically target or react differently to undead (such as searing light).  Small undead: If the form you take is that
of a Small undead, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.  Medium undead: If
the form you take is that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor
  bonus.                          
  Undead Bane Weapon (S. Comp.) 1sa 6 hrs Touch 1 Weapon or 50 proj. No
  Against undead your weapon  gains +2 bonus and deals 2d6 extra points of damage.
  Vampiric Touch (Necro.) (Pathfinder) 1sa Special Touch 1 Living Creature No   V, S    
With a successful melee attack you touch deals 3 d6 points of damage giving you temporary hp
equal to the damage you deal (max 10d6).  However, you can't get more than the subject's current hit points + their
  Con score (which is enough to kill the subject).  The temporary hit points last 1 hour.          
  Versatile Weapon (Trans.) (Adv. Player's) 1sa 6 Min. 40 ft Special 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 fillings
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 works on one weapon or up to 50 projectiles.                
  Vomit Twin (Conj.) (Race) 1sa 6 Rnds Self Ooze duplicate None   V, S    
Goblin Upon casting this spell, you vomit forth a disgusting ooze copy of yourself into a single adjacent square. As
spell long as the twin exists, whenever you take a move action to move, the twin can move as well, although it does
not need to follow you and cannot take any other actions. On subsequent rounds, at the start of your turn, you
can instantaneously exchange places with your twin, as if using teleport. This is not an action and does not
provoke an attack of opportunity.  The twin has a speed of 30 feet and provokes attacks of opportunity from
movement as normal. It has an AC equal to 10 + 1/2 your caster level and a number of hit points equal to your
caster level. If the twin is reduced to 0 hit points, it is destroyed, although you can create a new one on your turn
    as a standard action as long as the duration persists. You cannot have more than one vomit twin at a time.        
  Water Breathing (Trans.) (Pathfinder) 1sa 12 Hrs. Touch Living Creatures No V, S, M Yes
  Divide the duration of the spell among the creatures touched, it doesn't prevent creatures from breathing air.   short piece of straw  
  Weapon of the Deity (S. Comp.) 1sa 6 Rnds 0 ft Held Weapon No
  Gain a + 1 Bonus to your favored deity's weapon see Complete Deities p188 for the list.          
  Wind Wall (Evoc.) (Pathfinder) 1sa 6 Rnds 160 ft 1 wall No V, S, M
1 Wall 60 ft long by 30 feet long that is 2' thick.  It creates a roaring blast sufficient to tiny fan and an exotic feather
blow any bird smaller than an eagle.  A Reflex save allows a creature to maintain its grasp on an object.  Tiny and
small flying creatures are blocked, arrows & bolts are deflected & miss, other ranged weapons have a 30% chance
to miss. Gases and gaseous creatures are block, but not incorporeal ones.  The wall must be vertical.  While the
wall must be vertical it can be shaped in any continuous path.
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Adjustable Polymorph (Trans.) (Adv. Class Guide) 1sa 6 Min Self Self No V, S, M No
  This spell functions as alter self, except you can as a swift action alter the disguise (within the limitations of alter a small piece of doppelganger flesh
self). For example, you could transform yourself into a halfling, then a lizardfolk, then an elf, and so on. You can
  change your form a number of times equal to your caster level.                
  Aggress. Thundercloud, Greater (Evoc.) (Adv. Class Guide) 1sa 6 Rnds 160 ft 5' Radius Sphere Special V, S, M/DF Yes
A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it a piece of a tree struck by lightning
strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the
storm stops moving for the round and deals 6d6 points of electricity damage to that creature, though a
successful Reflex save negates that damage. It provides concealment (20% miss chance) to anything within it,
and its flickering light illuminates the same area a candle would.  The sphere moves as long as you actively direct
it (as a move action for you); otherwise, it stays at rest and crackles with lightning. It can be moved by wind
effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no
physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the .
  spell's range                          
  Arcana Theft (Ul. Magic) 1sa Instant Touch Creature Touched None V, S Yes
This spell functions as a targeted dispel magic spell, except it only affects creatures and it requires a melee
touch attack. If the melee touch attack is successful and the spell successfully dispels one spell affecting the
target, that spell is instead transferred to you, treating you as the original target. You do not receive a new saving
throw or spell resistance check against this spell and must accept its affects even if they are not beneficial. This
does not alter the spell’s duration; for example, if the spell only has 4 rounds of duration remaining when it is
stolen, it only affects you for 4 rounds. If the spell or effect has a duration of permanent, its duration continues for
1 hour per caster level of the original caster, after which it ends. The stolen spell does not revert to the original
  target.                          
  Ball Lightning (Evoc.) (Adv. Player's) 1sa 6 Rnds. 160 ft 2+ 5' dia. Spheres Reflex neg   V, S, M Yes  
Creates 2 globes of lightning that fly in whichever direction you indicate.  For every 4 caster levels above 7th you small iron ring
create an additional globe (3 at 11th, 4 at 15th, and 5 at 19th).  These globes fly at a rate of 20' per round (Perfect)
and are unaffected by the wind.  If the globe enters a space with a creature it stops moving and deals 3d6 points
of electrical damage, though a successful Reflex save negates the damage.  Creatures wearing metal armor take a
-4 penalty to their saving roll.  Each globe moves as long as you actively direct it (as a move action), otherwise
they stay at rest.  They have no mass and can't push aside unwilling creatures or move solid objects.  If the ball
  lightning goes out of range it winks out.                    
  Beast Shape II (Trans.) (Pathfinder) 1sa 6 Min. Self Self No V, S, M D
Can assume the shape of any tiny, small, medium or large animal.  If the form has the following abilities you get a piece of the creature whose shape you plan to assume
them:  climb 60', fly 60' (good), swim 60', darkvision 60', low-light vision, scent, grab, pounce and trip.  If Tiny get
+4 size bonus to Dex and -2 penalty to Str and +1 natural AC bonus.  If Small get +2 size bonus to Dex and +1
natural AC bonus, if Medium get +2 size bonus to Str and +2 natural AC bonus.  If Large get +4 size bonus to Str
  a -2 size penalty to Dex and a natural AC bonus of +4.                  
  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.                  
  Black Tentacles (Conj.) (Pathfinder) 1sa 6 Rnds 160 ft 20' Radius Spread No   V, S, M no D
Conjures a field of rubbery 10' long tentacles, these waving members seem to spring forth from the ground (even octopus or squid tentacle
water) or whatever surface is underfoot.  The tentacles attack everyone in the A.O.E. as if they are Large creatures
with a 6 BAB; thus its CMB check equals 11 (it has Str 19).  Once the tentacles grab a
creature they deal 1d6+4 points of bludgeoning damage and continue to crush the foe for that damage until the
spell expires or the foe escapes.  Any creature that enters the A.O.E. is immediately attacked and even creatures
that are not attacked may only move at 1/2 their normal speed.  Any creature already in the tentacles clutches
suffers a +5 bonus to the CMB, but it can't pin or move foes.  For escape from black tentacles it has a +10 CMB.
  The tentacles can't be damaged, but dispelled as normal and the area is considered difficult terrain.          
  Caustic Blood (Trans.) (Inner Sea Gods) 1sa 6 Rnd Self Self Reflex 1/2 V, S, M
You imbue your blood with corrosive acid.  Any time you take piercing or slashing damage, a spray of acidic vial of black adder venom
blood spurts from your body in the direction of the opponent who inflicted the wound, dealing 1d6 points of acid
damage per caster level (maximum 15d6, Reflex half). This spurt travels in a 10-foot line, damaging the first creature
or object it touches, with no splash damage. After it contacts a creature or object, your acidic blood continues to
burn that creature for 1 round, dealing 1d6 points of acid damage per 2 caster levels (maximum 7d6). A second
  successful Reflex save negates this additional damage.          
  Detonate (Evoc.) (Adv. Player's) 1sa 1 Rnds 30 ft 30' Radius Reflex 1/2   V, S, M Yes  
You flood yourself with a potent surge of elemental energy.  One round after completing the casting of the spell 2 vials; 1 containing acid and the other
the energy explodes from your body.  When this spell creates the explosion of energy, choose one of the containing an alkaline solution worth
following 4 energy types:  acid, cold, electricity, or fire.  The explosion inflicts 6 points of damage (max 10d8) a total of 50 gp.
to all creatures and unattended objects within 15' and half that amount to targets between 15'-30'.  You
automatically take half damage from the explosion, without a saving roll, but any other energy resistance or
energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the
    explosion.                          
  Dimension Door (Conj.) (Pathfinder) 1sa 640 ft Touch Special No V No
Carries you, your max load and up to 2 other creatures, you always arrive at the exact destination.
After using this spell you can't take any actions next turn.  A Large creature counts at 2 Medium creatures a Huge
creature counts as 2 Large creatures and so on.  If you arrive at a destination that is a solid object you are
shunted aside for 1d6 damage and end up in a clear space within 100', creatures traveling with you take 2d6 points
of damage and are shunted to the nearest free space within 1,000'.  If there is no free space in 1,000' you take 4d6
  points of damage and the spell fails.                      
  Dragon's Breath (Evoc.) (Adv. Player's) 1sa Instant 30 or 60 ft Cone or Line Reflex 1/2   V, S, M Yes  
You breathe out a blast of energy.  Creatures in the affected area take 6 d6 points of energy damage dragon scale
(max 12d6).  A successful Reflex save results in half damage.  The spell's effect and energy type depend on the
Type of dragon scale Effect   Type of Dragon Scale Effect
Black dragon: 60' line of acid Silver or White dragon: 30' cone of cold
Blue or Bronze dragon: 60' line of electricity Brass dragon: 60' line of fire
Green dragon: 30' cone of acid Copper dragon: 60' line of acid
  Gold or red dragon: 30' cone of fire                    
  Elemental Body (Trans.) (Pathfinder) 1sa 6 Min. Self Self No V, S, M D
Transform into a Small elemental shape gaining the following abilities:
-You are immune to poison, sleep, paralysis, stunning, gain darkvision 60' and are immune to extra damage from
critical hits or being flanked.
In addition you gain powers based on the form you take.
-Air Elemental +2 size bonus to Dex, +2 natural AC, fly 60' (perfect), darkvision 60', and can create a whirlwind.
-Earth Elemental:  +2 Size bonus to Str and +4 natural AC bonus, darkvision 60' and the ability to Earth Glide.
-Fire Elemental:  +2 size bonus to Dex and +2 natural AC bonus, gain darkvision 60', resisted fire 20, vunereablity
to cold and the burn Ability
-Water Elemental:  +2 size bonus to Con, +4 natural AC bonus, swim 60', darkvision 60' the ability to create a
vortex and to breathe water.
magical fire you touch as if casting dispel magic.
  The elemental body spell has the spell descriptor of the element you chose.              
  Enlarge Person, Mass (Trans.) (Pathfinder) 1 Round 6 Min. 40 ft 30' Radius Fort neg V, S, M Yes D
This spell enlarges 6 humanoid creatures doubling their height and multiplying their weight by 8. Powdered iron
The creatures go to the next size and gain +2 Str, -2 Dex (min 1) and a -1 on attack rolls and AC due to their size.
A Large humanoid has a range of 10' and uses a space of 10' their speed is unchanged.  If insufficient room is
available for desired growth the  creatures obtain the max possible size and it may use a Str check to burst the
confining space (with its new Str) the spell can't be used to increase a creature's size to crush it.  All equipment
worn or carried is equally enlarged and larger weapons do more damage (as per table 2-2 DMG) other properties
are not changed, an item that leaves the creature's possession reduces to its normal size so larger arrows, bolts or
rocks are not possible.  This spell doesn't stack with itself, it counters and dispels reduce person and can be made
  permanent with a permancy spell.                      
  Fire Shield (Evoc.) (Pathfinder) 1sa 6 Rnds Personal Self No V, S, M Yes D
Wreaths you in flame providing protection from either cold or fire based attacks, you choice, if an attack for which
the shield protects you allows a Reflex Saving roll you take 1/2 damage on a failed save and no damage on a
successful save.  Any creature that melees or grapples you takes 6 +1d6 (max. 15+1d6) points of
 damage.  SR applies.
Chill Shield:  blue or green, protects against heat damage.
  Warm Shield:  violet or ref, protects against cold damage.                  
  Firefall (Trans.) (Adv. Player's Guide) 1sa Instant 640 ft 20' cube Special V, S, M No
  Firefall causes a fire to erupt into a geyser of dazzlingly bright liquid flame. The spell uses one fire source, which 1 source of fire
is immediately extinguished. A fire larger than a 20-foot cube is only partly extinguished. Magical fires are not
extinguished, but a creature of the fire subtype used as the source takes 1 point of damage per caster level (no
Saving Throw).  The coruscating rain of fire fills a hemispherical burst with a radius of 60 feet. All creatures and
objects in the area take 5d6 points of fire damage and catch on fire.  Creatures who make successful Reflex saves
take half damage and don't catch on fire. Creatures within 120 feet of the original fire source are blinded for 1d4+1 negates).
    rounds (Will                        
  Flaming Sphere, Greater (Evoc.) (Adv. Class Guide) 1sa 6 Rnd 160 ft 5' Diameter Sphere Reflex neg. V, S, M/DF
  A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per tallow, brimstone, and powdered iron
round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a
creature, it stops moving for the round and deals 6d6 points of fire damage to that creature, though a successful
Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable
substances it touches and illuminates the same area as a torch would.  Any creature that fails its save against the
    sphere catches on fire. If a creature catches on fire, the DC to extinguish the flames is equal to the DC of this spell.      
  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.                
  Ice Storm (Evoc.) (Pathfinder) 1sa 6 Rnds 640 ft 20'radius 40' high No V, S, M Yes D
On the first round it deals 2d6 cold damage and 3d6 bludgeoning damage, all move is at 1/2 while in the A.O.E. dust and water
 and -4 on all Perception checks and the entire area is covered in ice, heavy snow, and sleet.  It is treated as
  difficult terrain (2x movement cost) for the spell's duration.                  
  Infernal Healing, Greater (Evoc.) (Inner Sea World Guide) 1 Round 1 Min. Touch Creature Touched Will neg V, S, M Yes
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 4. This ability cannot 1 drop of devil blood or 1 dose of unholy water
repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor.
The target detects as an evil cleric for the duration of the spell and can sense the evil of the magic, though this
  has no long-term effect on the target’s alignment.                    
  Invisibility, Greater (Illus.) (Pathfinder) 1sa 6 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.          
  Monstrous Physique II (Trans.) (Ul. Magic) 1sa 6 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
bonus to your Strength and a +2 natural armor bonus.
This spell functions as monstrous physique I, except it also allows you to assume the form of a Tiny or Large
creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the
listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision,
scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, and trip. If the creature has
the undersized weapons special quality, you gain that quality.
Tiny monstrous humanoid: If the form you take is that of a Tiny monstrous humanoid, you gain a +4 size bonus
to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus
  to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.              
  Paragon Surge (Trans.) (Race) 1sa 6 Min. Self Self No V, S
must be You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind
Half-Elf simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike
with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural
abilities of your half-elven form as well as all of your gear. For the duration of the spell, you receive a +2
enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you
  meet the prerequisites, chosen when you cast this spell.                  
  Pellet Blast (Ul. Combat) 1sa Instant 30 ft Cone Reflex 1/2 V, S, M No
This spell creates an explosion of conjured metal pellets, striking everything within its area and dealing 1d8 points handful of metal pellets or handful
of piercing damage per two caster levels, maximum 5d8. This damage is subject to damage reduction. If the of cold iron, silver, adamantine
material component is made of cold iron (costing 50 gp), silver (costing 20 gp), or adamantine (costing 100 gp), the pellets
resulting blast can overcome damage reduction of the appropriate type. The pellets disappear after the spell is
cast and the damage is dealt.
  Phantasmal Killer (Illus.) (Pathfinder) 1sa Instant   160 ft 1 Living Creature Special   V, S Yes  
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the
fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible
beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a
Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject
must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6
points of damage.  If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy
or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become
  subject to its deadly fear attack.                      
  Reduce Person, Mass (Trans.) (Pathfinder) 1sa 6 Min 40 ft 30' Radius Fort neg V, S, M Yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its a pinch of powdered iron
weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size
bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to
its reduced size.  A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural
reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size
decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's
speed.  All equipment worn or carried by a creature is similarly reduced by the spell.  Melee and projectile
weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves
the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size.
This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the .
weapon that fired them).  Multiple magical effects that reduce size do not stack. Reduce person counters and
dispels enlarge person.  Reduce person can be made permanent with a permanency spell.  The spell targets one
  humanoid creature/level, no two of which can be more than 30 ft. apart              
  Resistance, Superior (S. Comp.)   1sa 24 hrs   Touch   1 Creature No
  Gives the subject a +1 on all saving rolls.            
  River of Wind (Evoc.) (Adv. Player's Guide) 1sa 6 Rnds 120 ft 120' Line Fort part   V, S Yes  
Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell
creates a 5-foot-diameter line of wind-the direction of the wind is away from your location when you cast the
spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind take 4d6
nonlethal damage and are knocked prone. A successful Fortitude save halves the damage and prevents being
knocked prone.  A creature that begins its turn wholly or partially within a river of wind must make a Fortitude
save or be pushed 20 feet in the wind's direction of flow, take 2d6 nonlethal damage, and be knocked prone-a
successful Fortitude save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of
  freedom of movement and creatures with the air subtype are unaffected by a river of wind.          
  Runic Overload (Evoc.) (Giant Hunter's Handbook) 1sa Instant 40 ft 1 Creature/Object Special V, S, M Special
This spell charges magical runes to an explosive degree. If cast on a creature with magical runes on its body, such a small rune carved from stone
as a rune giant or a runescarred creature, it deals 1d6 points of sonic damage per caster level (maximum 20d6) to
the target and stuns the target for 1 round. When the spell is cast in this way, it must overcome the target's spell
resistance. A successful Will save halves the damage and negates the stun effect.  The spell can also be cast on
other magical runes, such as those from arcane mark or explosive runes. In this case, the resulting explosion deals
1d8 points of sonic damage per 2 caster levels (maximum 10d8) to all creatures within a 5-foot radius. Creatures in
the area that succeed at a Reflex save take half damage. This spell doesn't destroy runes; targeted runes continue
  to function normally. Mundane runes, such as ones in writing or runic tattoos, cannot be affected by this spell.        
  Sadomasochism (Necro.) (Inner Sea Gods) 1sa 6 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.                          
  Shield of Dawnflower (Evoc.) (Inner Sea Guide) 1sa 6 Rnds. Self Self No V, S, DF No
You create a disk of sunlight on one arm.  Any creature that strikes you with a melee attack deals normal damage,
but also takes 1d6 points of fire damage + 1 point per caster level (maximum +15).  Creatures with reach weapons
are not subject to this damage if they attack you. The shield provides illumination as if it were a continual flame
spell. You can only have one instance of this spell in effect at a time. It does not stack with similar damaging aura
  spells such as fire shield.                      
  Shout (Evoc.) (Pathfinder) 1sa Instant 30 ft Cone Fort part V Yes
You yell deafens creatures caught in the cone for 2d6 rounds and take 5d6 points of sonic damage.  A successful
save negates the deafness and cuts the damage by 1/2.  Any exposed brittle or crystalline object takes  6
d6 points of damage (max 15d6).  An affected creature is allowed a Fort save to reduce the damage by 1/2 and a
creature holding fragile objects can negate damage to them with a successful Reflex save.  A shout spell can
  penetrate a silence spell.                      
  Solid Fog (Conj.) (Pathfinder) 1sa 60 Min. 160 ft 20' radius 20' high No V, S, M
Creates a fog like fog cloud that blocks vision with 20% concealment at 5' or less and 50% concealment at over 5', powdered peas and an animal
but the solid fog is so thick that any creature attempting to move through it progresses at 1/2 speed and take a -2 hoof
penalty on all melee attack and melee damage rolls.  The vapors prevent any ranged weapon attacks (except for
rays and the like).  A creature that falls into solid fog has its falling damage reduced by 1d6.  A creature can't take
a 5' step while in solid fog.  Only a severe wind (31+mph) disperses these vapors doing so in 1 round.  It can be
  made permanent with a permancy spell.                    
  Spell Enhancer (Trans.) (S. Comp.) 1 Swift 1 Rnds Personal Self No
  Makes the next spell you cast stronger cast at +2 levels and +1 to the spell's DC.    
  Spell Flower (Trans.) (S. Comp.) 1sa 6 Rnds Personal Self No
  Allows you to hold a spell's charge in 1 of each of your arms, provided you don't try to cast a spell with that arm.
  Vermin Shape I (Ul. Magic) 1sa 6 Min. Self Self No   V, S, M No  
When you cast this spell, you assume the form of any Small or Medium creature of the vermin type. If the form piece of the creature whose form
you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average you plan to assume
maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You don’t gain full immunity
to mind-affecting effects, but you do gain a +2 resistance bonus on all saving throws against such effects.
Small vermin: If you take the form of a Small vermin, you gain a +2 size bonus to your Dexterity and a +2 natural
armor bonus.
Medium vermin: If you take the form of a Medium vermin, you gain a +2 size bonus to your Strength and a +3
  natural armor bonus.                        
  Wall of Fire (Evoc.) (Pathfinder) 1sa Special 160 ft Special No V, S, M
Creates a wall with an area of 120 sqft or a ring with a radius of 15 feet. a piece of phosphor
Each version is 20' tall.  The immobile wall lasts as long as  1 side of the wall is hot and 6
round and deals 2d4 to those within 10' and 1d4 to those within 20'.  Any creature adjacent to the wall when it 
forms may attempt a Reflex save to disrupt the wall causing the spell to fail.  Any creature that passes though
the wall take  2d6+ 6 hit points, double damage to Undead (max +20 to any creature).  You can 
conjure the creature or object in which case it takes the same damage as if it had crossed the wall.  If any 5'
section takes 20 wall over a points of cold damage in 1 round that length goes out (do not divide cold damage by
4 as normal).  A permancy spell  can be used to make the wall of fire permanent.  The wall normally lasts as long 
  as you concentrate plus 1 round.                      
  Wall of Ice (Evoc.) (Pathfinder) 1sa 6 Min. 160 ft Wall or Hemisphere Reflex neg V, S, M
Creates an anchored plane of ice 60 sqft or a hemisphere of ice with a radius of 9 a piece of quartz or rock crystal
feet.  It can't form in the square of another creature or object.  Any creature adjacent to the wall when created may
attempt a Reflex save to disrupt the wall as it is being formed, a successful save cancels the spell.  Fire deals full
damage to the wall and can bring it down which would create a cloud of steamy fog that lasts for 10 minutes.  The
wall can be oriented in any fashion as long as it is anchored.  It is 6 inches thick and each 10' section
has 3 hit points per inch ( 18 hit points).  A creature trying to break though requires a DC 21  
Strength check.  Even when the wall has been broken through there remains a sheet of frigid air that deals
6 hit points of damage, but only to those who pass through the sheet.  Fire applied to the wall doesn't
do half damage, as is normal for attacking an object.  If a section of the wall is taken to 0 hp it is breached.  If it is
breached with fire then it creates a cloud of steamy fog that lasts for 10 minutes.  The wall can be of any height or
length within the A.O.E.  The wall must be anchored, a vertical wall can be anchored to the floor.  A horizontal  or
  slanting wall must be anchored on both sides.                    
  Wall of Sound (Evoc.) (Ul. Magic) 1sa Special 160 ft Wall of Sound None V, S, M Yes
A translucent barrier of pure sound springs into existence. This wall is silent except for a faint hum, but bursts with  tuning fork and a quartz crystal
discordant noise when touched by an object or creature. The wall deflects arrows, bolts, loose debris, and Small
or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed
upward. The burst of discordant noise deals 2d4 points of sonic damage to creatures within 10 feet of the
triggering object or creature; touching or passing through the wall deals 2d6 points of sonic damage + 1 point of
sonic damage per caster level (maximum +20). If you evoke the wall so that it appears where creatures are, each
creature takes damage as if passing through the wall. A silence spell suppresses the wall within its area, but the
wall reappears when the silence ends.  The wall is created as either a wall 120 feet long
or a circle 15 foot radius; both versions are 20' tall.  The wall lasts as long as the caster concentrates
  plus 6 rounds.                      
  Ward Shield (Abjur.) (Knights of the Inner Sea) 1sa 6 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.              
  Wreath of Blades (Abjur.) (Ul. Combat) 1sa 6 Rnds Self Self Reflex 1/2 V, S, F No
The daggers serving as focus of this spell take on a deadly sharpness as they animate and spin around you, 4 mithral daggers worth 502 gp each
creating a 5-foot-radius emanation of spinning mithral blades that moves with you. Any creature that starts its
turn within the area of the spinning blades takes 1d4 points of damage for every two caster levels (maximum 10d4
at 20th level) and the damage bypasses DR/silver. Furthermore, the daggers ward off some attacks, in a way
similar to the warding weapon spell. While subject to this spell, you do not provoke attacks of opportunity for
casting spells, even from creatures with the Disruptive feat. Creatures with the Spellbreaker feat can easily
bypass this defensive property, though they still take damage from the spell. Your casting (even failing to cast
defensively) still provokes attacks of opportunity from creatures with that feat. Lastly, the blades that serve as
the focus for this spell can be enchanted for greater effect. When all of the blades share the same enhancement
bonus and special weapon qualities, a creature that is damaged by this spell is also treated as if hit by one of
these weapons. For example, if a 12th-level magus casts this spell using four +1 frost mithral daggers as focus,
the damage dealt by the blades would be 6d4+1 plus 1d6 cold damage, as long as the daggers were commanded
to be sheathed in ice. No matter the modifications made to the focus weapons, they must always be mithral
daggers. No other type of weapons can serve as a focus for this spell.
5th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Acidic Spray (Ul. Magic) 1sa Instant 60 ft 60' Line Reflex part V, S, M Yes
A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum vial of acid worth 10 gp
15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing 1d6 points of
acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a
  second Reflex save on the creature's turn negates this additional damage).              
  Acid Sheath (Conj.) (S. Comp.) 1sa 6 Rnds Personal Self No
Enclose yourself in a fluid sheath of acid that doesn't harm you.  Any creature striking you deals normal damage,
but they take 12 (max 30) points of damage, provided they are not using reach weapons.  Also those
that try to grapple you take acid damage 1/round.  Any spell you cast with the acid descriptor does 1 extra point
  of damage                  
  Augmenting Wall (Evoc.) (Ranged Tactics Toolbox) 1sa 3 Rnds 160 ft 20' high wall None   V, S No  
Creates a 60 foot long wall of shimmering energy.  Upon casting this spell, choose either acid, cold,
electricity, or fire.  The spell gains the chosen descriptor, and any thrown weapons or ammunition that pass
through the augmenting wall as part of a ranged attack deal 1d6 points of energy damage of the specified type in
addition to their normal damage. The wall has no effect on melee weapons or items not thrown as part of an attack.
As you cast the spell, you can limit the wall so that it only affects ranged weapons passing through it in the
  direction of your choice. Doing so halves the spell's duration.                
  Baleful Polymorph (Trans.) (Pathfinder) 1sa Permanent 40 ft 1 Creature Fort neg. V, S yes
Changes the creature's form into that of a creature with no more than 1 HD.  If the new form would prove fatal to
the creature it gains a +4 to its saving roll.  If the spell succeeds the creature must also make a Will save if this
save fails the creature loses its extraordinary, supernatural, and spell-like abilities as well as the ability to cast
spells.  It will then gain the alignment, special abilities, Int, Wis and Cha of the new form.  Regardles of the save
it keeps its level of HD, its attack bonus and any class features that are not extraordinary, supernatural or spell
based.  Incorporeal or gaseous creatures are immune to this spell and shapechangers can change back to their
  normal form as a standard action.  Retain spell casting ability, but you can't cast a polymorph spell on yourself.        
  Beast Shape III (Trans.) (Pathfinder) 1sa 6 Min. Self Self No V, S, M D
Can assume the shape of any diminutive, tiny, small, medium, large animal or huge.  If the form has the following a piece of the creature whose shape you plan to assume
them:  burrow 60, blindsense 30, climb 90', fly 90' (good), swim 90', blindsense 30', darkvision 60', low-light vision,
scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip and web  If Diminutive +6 size bonus to Dex,
-4 penalty to Str and +1 natural AC bonus.  If Tiny get a -2 penalty to Str, +4 size bonus to Dex, and +1 to existing
natural armor.  If Small get +2 size bonus to Dex and +1 natural AC bonus, if Medium get +2 size bonus to Str and
+2 natural AC bonus.  If Large get +6 size bonus to Str.  If Huge get +6 bonus to Str, +6 natural AC, and -4 penalty
to Dex.  Space and reach change, but no abilities.  Can change into small or medium sized magical beast.  If small
magical beast gain +4 size bonus to Dex and +2 natural AC bonus.  If Medium magical beast gain +4 size bonus to
  Str and a +4 natural AC bonus.                      
  Bladed Dash, Greater (Trans.) (Inner Sea Magic) 1sa Instant Self Self No V No
When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving
a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may
make a single melee attack at your highest base attack bonus against any creature you are adjacent to at any
point along this 30 feet. Making as many attacks as creatures you pass along your flight.  You gain a circumstance
bonus on your attack roll equal to your Intelligence or Charisma modifier, whichever is higher. You must end the
bonus movement granted by this spell in an unoccupied square.  If no such space is available along the trajectory,
  the spell fails. Despite the name, the spell works with any melee weapon.              
  Blood Boil (Necro.) (Magical Marketplace) 1sa 3 Rnds Touch 1 Living Creature Fort neg V, S, M Yes
The temperature of the target creature's blood (or other similar body fluid) begins to rise over the next 3 rounds a drop of mercury
during the caster's turn. Each round starting with the first, the target creature attempts a new saving throw at the
start of the caster's turn to resist that round's effect. A successful save does not end the spell effect, but does
prevent that round's effect. On the round that this spell is cast, the target becomes fatigued. On the next round,
as the blood temperature begins to rise, the target's capillaries burst, dealing 1d6 points of Constitution damage
to the target. On the third and final round, the target's blood begins to boil; the spell deals 1d6 points of damage
per caster level (to a maximum of 15d6), and—if the target is still alive—the target becomes exhausted rather than
  fatigued.                          
  Cloudkill (Abjur.) (Pathfinder) 1sa 6 Min. 160 ft 20' Radius 20' High Fort part V, S No
Creates a bank of cloud similar to fog cloud except that its vapors are yellowish green and poisonous.  The
cloud automatically kills any creatures of 3 HD or less and 4-6 HD unless they make a Fort save those that do
save take 1d4 Con damage on each turn they remain in the fog.  Those with 6+ HD take 1d4 Con damage each
round Fort save for 1/2.  Holding your breath doesn't help, but those that are immune to poison are immune to
this spell.  The cloud moves away from you at 10'/rnd rolling along the surface of the ground with the vapors
  sinking to the lowest level.  It can't be cast underwater nor can it penetrate liquids.            
  Cone of Cold (Evoc.) (Pathfinder) 1sa Instant 60 ft Cone Burst Reflex1/2 V, S, M
Creates a cone of cold air that extends from your hand outward dealing damage of 6 d6 (max small crystal or glass cone
  15d6).                          
  Conjure Deadfall (Conj.) (Dungeoneer's Handbook) 1sa Instant 160 ft 1 Spiked block Reflex neg V, S, M Yes
You conjure a large metal cube covered in sharp spikes.  If you conjure the block so that it appears in midair, it fistful of mithral tacks
immediately plummets downward onto all creatures below it. When you cast this spell, you select the size of the
square area you wish it to affect. If you choose to create a deadfall over a single 5-foot square, the block deals
1d6 points of bludgeoning damage per caster level (maximum 15d6) to each creature in the area. A deadfall over a
10-foot square deals 1d6 points of bludgeoning damage per 2 caster levels (maximum 7d6), a deadfall over a 15-
foot square deals 1d6 points of bludgeoning damage per 3 caster levels (maximum 5d6), and so on, to a maximum
size of a 25-foot square. Only creatures that are on the outer edge of the area affected by a conjure deadfall spell
can attempt Reflex saves to avoid the effect; creatures whose space does not touch the edge of the deadfall do
not receive a save.  In order to deal damage, the conjured deadfall must start at least 10 feet above the tallest
creature in the area to be affected. A conjured deadfall is as tall as it is wide, and the spell fails if you attempt to
conjure a deadfall in an area already occupied by a creature or object (including the ceiling). Regardless, a
  deadfall conjured by this spell disappears as soon as it deals damage or strikes the ground.          
  Corrosive Consumption (Ul. Magic) 1sa 3 Rnds Touch Creature Touched None V, S Yes
With a touch, this spell causes a small, rapidly growing patch of corrosive acid to appear on the target. On the
first round, the acid deals 1 point of acid damage per caster level (maximum 15). On the second round, the acid
patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4). On the third and final round,
the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6).
The target can spend a full-round action to scrape off the acid, or can wash it off with at least 1 gallon of liquid to
  halve the damage for that round and negate the remaining rounds of the spell.              
  Elemental Body II (Trans.) (Pathfinder) 1sa 6 Min. Self Self No V, S, M D
Transform into a Medium elemental shape gaining the following abilities:
-You are immune to poison, sleep, paralysis, stunning, gain darkvision 60' and are immune to extra damage from
critical hits or being flanked.
In addition you gain powers based on the form you take.
-Air Elemental +4 size bonus to Dex, +3 natural AC, fly 60' (perfect), darkvision 60', and can create a whirlwind.
-Earth Elemental:  +4 Size bonus to Str and +5 natural AC bonus, darkvision 60' and the ability to Earth Glide.
-Fire Elemental:  +4 size bonus to Dex and +3 natural AC bonus, gain darkvision 60', resisted fire 20, vulnerability to
cold and the burn Ability
-Water Elemental:  +4 size bonus to Con, +5 natural AC bonus, swim 60', darkvision 60' the ability to create a
  vortex and to breathe water.                      
  Fire Snake (Evoc.) (Adv. Player's) 1sa Instant 60 ft Special Reflex 1/2 V, S, M Yes
You create a sinuous line of flames that you may shape as desired.  The fire snake affects 6 a snake scale
square feet, and each square must be adjacent to the previous square, starting with you.  The fire snake may not
extend beyond its maximum range.  Creatures in the path of the fire snake take 6 d6 points of fire damage (max
  15d6)                          
  Geyser (Conj.) (Adv. Player's) 1sa 6 Rnds 400 ft Spout of water Reflex part V, S, M/DF No
  You cause a column of boiling water to spring forth from any horizontal surface, to a height of 0 piece of lava rock.
feet, knocking over creatures to searing droplets as its spray falls back to the ground.  Any creature entering the
geyser, or occupying the square it appears in, must make a Reflex saving roll to avoid being hurled into the air and
then tossed to the ground.  If 1 creature fails its saving roll, it takes 3d6 points of fire damage from the boiling
water and it also takes falling damage based upon the height of the geyser (a 50' geyser deals 5d6 points of
damage), landing prone in a random square adjacent to the geyser.  A successful saving roll halves the damage
and negates the falling damage, and the creature is moved to the closest square adjacent to the geyser (Large-
sized or larger creatures are moved enough so that they are not on top of the geyser, but still adjacent to it).
This movement doesn't provoke attacks of opportunity and doesn't count toward the creature's normal movement.
In addition, the geyser sprays boiling water in a hemispherical emanation around its square.  The radius of this
emanation is equal to 1/2 the geyser's height 3 feet.  Any creature in this area including yourself,
takes 1d6 points of fire damage each round as boiling droplets cascade on them.  You can choose to make a
smaller geyser than your level permits if an obstruction prevents it from reaching its full height, or if you simply
    want to create a spread of boiling rain that's smaller than what would be created by a full-height geyser spell.        
  Impart Mind (Trans.) (Pathfinder) 1sa 6 Hrs Touch Magic item touched None V, S, M No
  This spell grants the target magic item temporary intelligence by siphoning off a tiny portion of your own mind to diamond dust worth at least 1,000 gp
infuse the object. Only permanent magic items may be enhanced by this spell—one-use items and charged items
cannot be affected by impart mind. Intelligent magic items cannot be affected by impart mind.  When you cast
impart mind on a magic item, the item gains an Intelligence, Wisdom, and Charisma score of 10 and gains your
alignment. You have no special control over the item once it becomes intelligent, although since it has your
alignment, personality conflicts with items you wield won’t be a problem. Determine the item’s ego normally, as
per the rules on intelligent items in the Core Rulebook.  An item made intelligent via impart mind communicates
via speech and has normal senses to a range of 60 feet. It speaks and reads one language known by you—if you
know multiple languages, you may choose which language the item knows.  When you cast impart mind on an
item, roll once on Table: Intelligent Item Powers to randomly determine the item’s power—add your caster level
to this roll. By expending additional diamond dust in excess of the 1,000 gp worth of material components
required to cast this spell, you can gain further bonuses on the d% roll made to determine the item’s power.
Every additional 100 gp in diamond dust you use in excess grants a cumulative +1 bonus to the roll, up to a
maximum additional bonus equal to your caster level. If the item gains the ability to cast a spell, determine the
spell it can cast randomly from spells you know of the appropriate level. If the item gains ranks in a skill, it gains
ranks in a random skill in which you have at least d% Item Power   Base Price Mod Ego
1 rank.  If you roll above 100, then you can 01-10 can cast 0 level spell +1,000 gp +1
choose one item power on Table: Intelligent 11-20 can cast 1st level spell +1,200 gp +1
Item Powers to grant the item, and the item gains   spell 3/day      
a special purpose. Roll once on Table: Intelligent 21-25 can use magic aura +2,000 gp +1
Item Purpose and Table: Special Purpose Item 26-35 can cast 2nd level +2,400 gp +1
Dedicated Powers to determine what the item’s   1/day      
special purpose and dedicated powers are. These  36-45 has 5 ranks in 1 skill +2,500 gp +1
d% rolls are not modified by your caster level or 46-50 can sprout limbs & +5,000 gp +1
any additional powdered gems you used to cast   move with 10' speed    
the spell.  Once this spell ends, the item reverts to  51-55 can cast 3rd level +6,000 gp +1
its previous nature—if you cast this spell on the   spell 1/day      
item again, it gains entirely different powers as 56-60 can cast 2nd level +7,200 gp +1
determined by a new set of rolls.   spell 3/day      
Intelligent items can only possed Int, Wis or Cha 61-70 Item has 10 ranks in +10,000 gp +2
based skills, unless they also posses some form   1 skill      
of ability to move     71-75 can change shape +10,000 gp +2
d% Dedicated Power Price Mod. Ego   into form of same    
01-20 detects any special +10,000 gp +1   size      
   purpose foes in 60'     76-80 can fly as per spell +10,000 gp +2
21-35 can use 4th spell at will +56,000 gp +2   at 30'      
36-50 +2 luck bonus on attack +80,000 gp +2 81-85 can cast 4th level +11,200 gp +2
  saves and checks       spell 1/day      
51-65 can use 5th spell at will +90,000 gp +2 86-90 can teleport 1/day +15,000 gp +2
66-80 can use 6th spell at will +132,000 gp +2 91-95 can cast 3rd level +18,000 gp +2
81-95 can use 7th spell at will +182,000 gp +2   spell 3/day      
96-100 uses true ressurection +200,000 gp +2 96-100 can cast 4th level +33,600 gp +2
  on wielder 1/month       spell 3/day              
  Interposing Hand (Evoc.) (Pathfinder) 1sa 6 Rnds 160 ft 10' Hand No V, S, F Yes D
Creates a 10' x10' magical hand that appears between you and 1 foe regardless of where you move it remains Soft Glove