Current Level: 20 Long Range=   Medium Range Close Range
0th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss 1200 300 75
  Amanuensis (S. Comp.) 1sa 200 Min 75 ft 1 Text No
  Copy Text                  
  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.                    
  Bleed (Necro.) (Pathfinder) 1sa Instant 75 ft 1 Living Creature Will V, S Yes
Cause a living creature that is stabilizes and below 0 hit points to continue to die taking 1 hit point of damage per
  round.  The creature can later by stabilized.  The spell itself causes 1 hit point of damage to dying creatures.        
  Caltrops (Conj.) (S. Comp.) 1sa 20 Rnds 75 ft 5' squares No
Caltrops make 1 attack roll +0, but ignore shield, armor and deflection bonuses.  Targets wearing footwear gain a
+2 AC.  If it hits it deals 1 hp and if the target is small to large it reduces their move by 1/2, this penalty lasts for
24 hours or until magically healed or until a DC 15 Heal check is made.  A charging character must stop
immediately upon hitting caltrops, creatures can pick their way through the area by moving at 1/2 their normal
speed.  The caster can cover up to 10 5'x5' squares and the caltrops attack bonus increases by +
  10 .  Multiple castings or the addition of normal caltrops doesn't change this spell's effects.  
  Dancing Lights (Evoc.) (Pathfinder) 1sa 1 Min. 300 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.                        
  Dawn (S. Comp.) 1 swift Instant 15 ft 15' radius burst Fort neg
  Wakens all sleeping creatures in the A.O.E. it doesn't affect dying creatures      
  Daze (Ench.) (Pathfinder) 1sa 1 Rnds 75 ft 1 humanoid Will neg   V, S, M Yes  
  This spell effects a single humanoid up to 4 HD worth rendering them unable to attack for 1 round.     A pinch of wool or something similar
  Detect Magic (Div.) (Pathfinder) 1sa 20 Rnds 60 ft cone No V, S No
Detects Magic
Original Strength Duration of Aura Original Strength     Duration of Aura
Faint 1d6 rounds Strong 1d6x10 minutes
  Moderate   1d6 minutes Overwhelming     1d6 days          
  Detect Poison (Div.) (Pathfinder) 1sa 20 Rnds 60 ft cone No V, S No
  Detects Poison                        
  Electric Jolt (Evoc.) (S. Comp.) 1sa Instant 75 ft 1 Ray No
  Make a ranged touch attack and if successful deal 1d3 points of electrical damage.    
  Guidance (Pathfinder) 1sa 1 Min. Touch 1 creature No   V, S    
  +1 on single attack/save/skill roll                      
  Launch Item (Trans.) (S. Comp.) 1sa Instant Touch 1 Fine item No
Launches a fine item up to 10 lbs for a distance of 300 feet, allowing you to launch items like alchemist
  fire or thunderstones.  An attack roll is still required.          
  Light (Evoc.) (Pathfinder) 1sa 200 Min. Touch Object Touched No   V, M No  
  Causes the touched object to glow like a torch shedding light over 20' radius.  Dispelled by a higher level darkness. a firefly    
  Mending (Trans.) (Pathfinder) 1sa Instant 10 ft Up to 1 lb. No V, S Yes
Repairs a small item, but can't repair warped wood, constructs or broken magic items restoring 1d4 hit points.  All
parts of the object must be present to repair it.  Magic items can be repaired, but the caster must have at least 2x
the level of the minimum caster level needed to create the magic item and it can't be destroyed.  It doesn't
  restore the magic abilities to a magic item.                    
  Message (Trans.) (Pathfinder) 1sa 200 Min. 300 ft Special No V, S, F
Can whisper messages and receive replies, you point at each creature you want to receive the message and they piece of copper wire
must be within range of the spell.  The message doesn't travel in a straight line, it can circumvent a barrier and
make it if there is a line of effect.  Magical silence, 1' of stone, 1" of common metal, a thin sheet of lead or 3' of wood
or dirt can block the spell.  It doesn't transcend language barriers nor magically impart meaning you also must
  mouth the words to carry the message.                    
  Purify Food and Drink (Pathfinder) 1sa Inst 10 ft No V, S Yes
  Purifies food and drink                        
  Read Magic (Pathfinder) 1sa 200 Min. Personal Self No V, S, F
  Reads Magic                   clear crystal or mineral prism
  Repair Minor Damage (Trans.) (C. Arcane) 1sa Permanent Touch Construct Touched No
  Allows you to repair 1 hp of damage to a construct or structure.        
  Resistance (Pathfinder) 1sa 1 Min. Touch 1 Creature No   V, S, M/DF Yes  
  1+ on saves can be made permanent with the permancy spell.             miniature cloak  
  Spark (Evoc.) (Adv. Player's) 1sa Instant 75 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.        
  Stabilize (Pathfinder) 1sa Instant 25 ft 1 living creature Will neg V, S Yes
  Stabilizes any subject of the spell who has -1 or less hit points and are not yet dead.          
  Stick (Trans.) (S. Comp.) 1sa Instant Touch Up to 5 lb object Will neg
Sticks 1 object to another, but it can be separated with as small amount of force as a 10 mph wind, unseen servant
  or the spell mage hand.                
  Touch of Fatigue (Necro.) (Pathfinder) 1sa 20 Rnds Touch Creature Touched Fort neg   V, S, M Yes  
Uses negative energy to cause the subject to become fatigued for the duration of the spell.  It has not effect on a drop of sweat
  someone who is already fatigued.                      
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Adhesive Spittle (Conj.) (Adv. Class Guide) 1sa 20 Rnds 15 ft 1 Creature Reflex part V, S No
  Once during this spell's duration, you can spit a viscous liquid as a standard action. This liquid functions as a
 tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract
this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell's DC
    rather than a tanglefoot bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it.          
  Adoration (Trans.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Creature Will neg V, S Yes
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during
performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes
to influence creatures. If the creature is engaged in performance combat the target gains a +2 morale bonus on all
  performance combat checks.                      
  Air Bubble (Conj.) (Ul. Combat) 1sa 20 Min. Touch 1 Creature/Object Will neg S, M/DF Yes
Air bubble creates a small pocket of breathable air that surrounds the touched creature’s head or the touched small bladder filled with air
object.  The air bubble allows the creature touched to breathe underwater or in similar airless environments, or
protects the object touched from water damage. A firearm within an air bubble can be loaded—assuming the black
powder comes from a powder horn, a cartridge, or some other airtight protective device—and fired. When shooting
such a firearm underwater, the shot still takes the standard –2 penalty on attack rolls for every 5 feet of water the
 bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the
  explosion occurs normally.                      
  Adoration (Trans.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Creature Will neg V, S Yes
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during
performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes
to influence creatures. If the creature is engaged in performance combat the target gains a +2 morale bonus on all
  performance combat checks.                      
  Alchemical Tinkering (Trans.) (Race) 1sa 20 Min. Touch Firearm or 1 Item Fort neg V, S Yes
You transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost.
Magic Items are unaffected by this spell. At the end of the spell's duration, alchemical items used while
transformed are destroyed and do not return to a usable state and firearms transformed revert back to their
  original type.                        
  Alter Musical Instrument (Illus.) (Adv. Class Guide) 1sa 20 Hrs. 75 ft 1 Musical Insturment Fort neg V, S, F Yes D
You alter an instrument so it sounds like a different kind of instrument you are familiar with. The change could be a musical instrument
minor (such as making a lute sound like a guitar) or major (making a keyboard sound like drums). All other aspects
of the instrument—such as volume, pitch, and how it is played—are unchanged. For example, a piccolo made to
sound like an organ is no louder than a normal piccolo, can produce only high notes in the piccolo range, and is a
  wind instrument.                        
  Animal Purpose Training (Ench.) (Adv. Class Guide) 1sa 20 Hrs. 75 ft 1 Animal None V, S, M Yes
You instill the target animal with a general purpose (see the Handle Animal skill), which can be any purpose except
combat training—fighting, guarding, heavy labor, hunting, performance, or riding. This purpose supersedes the
animal's previous trained purpose and any tricks it knows. When the spell ends, the animal reverts to its previous
  trained purpose and known tricks.                      
  Beast Claws (S. Comp.) 1sa 20 Hrs Personal Self No
You gain 2 claw attacks dealing 1d4 damage with a critical threat range of 19-20.  Attacks with your claws do
not provoke attacks of opportunity.  The claws do not hinder spellcasting or using other weapons.  You take
no penalties for make two attacks in 1 round and if you have a BAB of +6 or higher you don't gain an extra
  attack beyond the two granted to you by the spell.          
  Beguiling Gift (Adv. Player's) 1sa 1 Rnds 5 ft 1 creature Will neg   V, S, F Yes  
You offer an object to an adjacent creature, and entice it inot using or consuming the proffered item.  If the target the object offered
fails its Will save, it immediately takes the offered object, dropping any object it is holding if necessary.  On its
next turn it consumes, or dons the object as appropriate for the item.  If the target is physically unable to accept
object, the spell fails.  The subject is under no obligation to continue consuming or using the item once the spell's
    duration has expired, although a cursed item may be hard to get rid of.              
  Blend (Illus.) (Race) 1sa 200 Min. Self Self None S No
  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.
  Bouncing Body (Trans.) (Monster Codex) 1sa 200 Min. Self   Self None   V, S No  
The target's flesh becomes flexible and rubbery.  It gains a +2 circumstance bonus on grapple combat maneuver
checks and Escape Artist checks, as well as to its CMD against combat maneuver checks to grapple. Anytime the
target would take falling damage, it treats falls as 20 feet shorter (minimum 0) for the purpose of determining
damage. In addition, if the target falls against a hard surface, it can attempt an Acrobatics check (DC = the distance
fallen) to attempt to bounce upward; success means the creature bounces upward half the distance fallen. 
  Bungle (Ul. Magic)     1sa Conc+2 Rnds 75 ft 1 Humanoid Will neg   V, S Yes  
The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one
  deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.        
  Burning Hands (Evoc.) (Pathfinder) 1sa Instant 15 ft Cone Burst Reflex 1/2 V, S Yes
  Shoots for flame for 20 d4 (max 5d4) points of damage, it can ignite flammable items.          
  Buzzing Bee (Conj.) (S. Comp.) 1sa 20 Min. 300 ft 1 Creature No
Creates an unnerving buzzing noise that distracts the subject giving them a -10 penalty on Move Silently Checks
and forcing spell casters to make a Concentration Check with a DC of the spell's DC + the level of the spell to be
cast.  The bee has a fly speed of 180', it remains near the subject in spite of darkness, invisibility, polymorph,
cover, concealment or any other attempt at disguising or hiding.  The bee remains until the spell expires or the
subject moves out of range.  The bee can't be attacked, but it can be dispelled.
  Carrion Compass (Div.) (Undead Slayer's Handbook) 1sa 200 Min. 75 ft 1 Undead Creature Will neg   V. S No  
You animate one of the target's fetid organs so that it leads you to the undead creature's most recent controller or
the cause of the creature's undeath. The organ (typically the heart, the brain, or an eyeball) floats in front of you at
chest level and slowly leads you to the undead creature's most recent controller at a rate of 30 feet per round,
always staying within your range of vision. If the creature from which the organ originated had no controller, but
rather was created deliberately by another creature, the organ instead leads you to that creator. If the undead was
animated by an effect or event at a particular location, the organ leads you to that location. If the creature was
animated by none of the methods above, if it was self-created, or if the creature's most recent controller no longer
exists, the spell fails. Once the organ is within 10 feet of its intended destination, the spell ends, and the organ falls
    to the ground.                        
  Cause Fear 1sa 1d4 or 1 Rnds 75 ft 1 creature Will   V, S Yes  
Frighten foes of 5HD or less for 1d4 rounds, those that save are shaken for 1 round.  6+ HD immune.  It is
  countered by remove fear.                      
  Charm Person (Ench.) (Pathfinder) 1sa 20 Hrs 75 ft 1 humanoid Will neg V, S Yes
Charms a person into thinking they are your friend, you don’t control the person though.  You must pass a Cha
  check to order them around.                      
  Cheat (Trans.) (S. Comp.) 1sa 20 Min Personal Self Will neg
At 1 point during the spell you can attempt to alter a game of nonmagical chance, you can make 2 die rolls and
  use the better roll.  Those observing the game get a Will check to notice what you have done.  
  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 20 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.                    
  Close Wounds (S. Comp.) Immediate Instant 75 ft 1 creature No
  Cures 1d4 hp + 20 (+5 max) can return from -10 if cast the same rnd & harms undead.
  Command (Pathfinder) 1sa 1 Rnds 25 ft 1 creature Will neg   V Yes  
1 word command:
Approach:  the subject must move toward the caster as quickly as possible.
Drop:  The subject drops whatever it is holding until the next turn.
Fall: On its turn the subject falls prone, but may otherwise act normally.
Flee:  On its turn the subject must move away as quickly as possible.
  Halt:  The subject must stand in place for 1 round and may not take any actions.            
  Commune with Birds (Div.) (Race) 1sa 10 Min. Self Self No V, S
must be You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can
Tengu understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked
them the question using speak with animals, giving you a general consensus answer to the question based on
their knowledge. For example, you could ask if there is drinkable water in the area, the location of predators or
other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities
would answer to the best of their ability.  If there are no birds in range, the spell has no effect and you do not get
a response. Any creature using speak with animals (or a similar ability) who hears this bird call can understand
    your question, though it may not be able to reply in a way you can hear.              
  Compel Hostility (Ench.) (Ul. Combat) 1sa 20 Rnds Self Self Will V, S, M Special
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate drop of your blood
action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must
first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the
  compulsion.                          
  Comprehend Languages (Pathfinder) 1sa 200  Min. Personal Self No V, S, M
Allows you to understand the speech or written word of any language; you must touch the word or creature to Pinch of soot and salt
gain understanding.  Written material can be read at the rate of 1 page (250 words) per minutes.  Magical writing.
  can't be read with this spell and secret page or illusionary script can foil this spell.            
  Cure Light Wounds (Pathfinder) 1sa Instant Touch 1 Creature No V, S Yes
  heals 1d8+ 20 points of damage (+5 max).                  
  Curse of Ill Fortune (S. Comp.) 1sa 20 Min. 300 ft 1 Creature Will
  -3 penalty to attacks, saves, ability checks and skill checks (negated by Remove Curse).  
  Damp Powder (Trans.) (Ul Combat) 1sa Instant 75 ft 1 Loaded Firearm Will neg   V, S,  M/DF Yes  
This spell causes ammunition already loaded into the target firearm is ruined with moisture. Any attempt to fire that a damp piece of cotton
ammunition fails, with no chance for misfire, and the user must then take a full-round action to clear the weapon
before reloading and firing it. If aware of this spell’s effect prior to firing the altered ammunition (a DC 16 Spellcraft
check to identify the spell being cast or similar effect), the firearm’s user can spend a standard action to clear the
  altered ammunition from the firearm. Doing so destroys that ammunition.              
  Dancing Lantern (Trans.) (Adv. Player's) 1sa 20 Hrs Touch 1 Lantern No V, S, F No
You can animate a lantern and order it to follow you.  The lantern floats at shoulder height and remains within 5' a lantern
of you, no matter how fast you move.  The lantern can't support any additional weight.  The lantern illuminates its
normal area, even if it doesn't have any oil in it.  For the purposes of spells or effects targeting the lantern always
acts as if in your possession even when not directly on your person.  A dancing lantern can be made permanent
  with a permanency spell (Caster Level 9th, cost 2,500 gp).                  
  Decompose Corpse (Necro.) (Ul. Magic) 1sa Instant Touch 1 Corpse/Undead Fort neg V, S, M Yes
Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving pinch of dried toadstool
behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a –2
  penalty on all rolls and to its Armor Class and CMD for 1 minute.                
  Deep Breath (Conj.) (S. Comp.) Immediate 20 Rnds Personal Self No
You lungs fill with air for the duration of the spell at the end of the spell you can continue to hold your breath.
  You can cast this spell quickly enough to avoid drowning.          
  Deep Slumber (Ench.) 1sa 20 Min. 300 ft 10' Radius Burst Will neg   V, S, M Yes  
This spell functions like sleep, except that it affects 10 HD of targets; affecting those with the lowest HD first and fine sand, rose petals, or a
then those nearest the center of the spell.  HD that are not sufficient to affect a creature are wasted. Sleeping live cricket
creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action). Sleep does not target
    unconscious creatures, constructs, or undead creatures.                  
  Delay Disease (Conj.) (Adv. Class Guide) 1sa 1 Day Touch Creature Touched Fort neg V, S, DF Yes
  must be The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration
Ratfolk does not affect the target until the spell's duration has expired. If the target is currently infected with a disease, you
must make a caster level check against the disease's DC to suspend it for the duration of the spell; otherwise, that
    disease affects the target normally. Delay disease does not cure any damage a disease may have already done.        
  Delusional Pride (Ench.) (Ul. Magic) 1sa 1 Min. 75 ft 1 Creature Will neg V, S No
The target becomes so distracted by an overblown sense of its worth that it takes a –2 penalty on attacks and
skill checks. However, this feeling also gives the target a +2 morale bonus on saves against charm and
  compulsion effects.                        
  Detect Secret Doors (Div.) 1sa 20 Min. 60 ft Cone No V, S No
Detects secret doors, compartments, caches and so forth, but not anything hidden by mere circumstance.  On the
1st round you detect the absence or presence of secret doors.  On the 2nd round it determines the number of
  secret doors.  On the 3rd round you detect the mechanism for the secret closure.            
  Diagnose Disease (Div.) (Ul. Magic) 1sa Instant 75 ft 1 Creature/Object None V, S No
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds,
slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects.
If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4
bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone,
  1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.              
  Discern Next of Kin (Div.) (Adv. Class Guide) 1sa 20 Min. 60 ft 1 Creature Will neg V, S, F Yes
You can scan the thoughts of one individual and learn the names and locations of the target's living relatives, as a copper piece
well as the attitude of the target toward those relatives (and vice versa). You learn about one relative per round
you concentrate on the target. For example, you might learn the target's father's name, that the father lives on a
nearby farm, and that the target and his father don't get along. Since this spell reads the target's mind, you can  
  learn only what the target knows or believes.            
  Disguise Weapon (Illus.) (Adv. Class Guide) 1 Round 20 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.
  Ear-Piercing Scream (Evoc.) (Ul. Magic) 1sa Instant   75 ft 1 Creature Fort part   V, S Yes  
  You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6
points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and
    halves the damage.                        
  Ectoplasmic Armor (Abjur.) (S. Comp.) 1sa 20 Hrs Touch Creature Touched Will neg
Gains a bonus to AC of 10 (max +9), but only against incorporeal touch attacks all other attacks ignore
    this bonus.                  
  Endothermis Touch (Trans.) (Monster Codex) 1sa 20 Rnds Touch Special Fort neg   V, S, M/DF Yes  
  This spell works on 1 creature of the dragon or reptilian subtype.  This spell slows the metabolism and other bodily a bit of snakeskin
functions of a creature for a short amount of time.  The target is staggered and moves at half its normal speed
  (round down to the next 5-foot increment), but it can hold its breath for twice as long as normal.          
  Enlarge Person (Trans.) (Pathfinder) 1sa 20 Min. 75 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.          
  Ethereal Chamber (Evoc..) (S. Comp.) 1sa 20 Min 75 ft 1 Ethereal Creature Reflex neg
Creates a crystalline prison for an ethereal creature that you can see holding it in the ethereal plane for the duration
    of the spell.  The subject can't attack or be attacked, except with gaze or sonic attacks, but it gains a +2 save.
  Forced Quiet (Trans.) (Ul. Magic) 1sa 20 Rnds 300 ft 1 Creature Will neg   S Yes  
With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This
does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects
decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4
    circumstance bonus on Stealth checks.                    
  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.        
  Fumbletongue (Ul. Magic) 1sa 1d4 Rnds 75 ft 1 Creature Will neg V, S Yes
This enchantment causes a creature to be unable to speak intelligibly. Any effort the target makes to talk, in any
language, comes out as a useless mix of unconnected words and noises. Even magic words are affected to some
extent; the target has a 20% spell failure chance for any spell it attempts to cast with verbal components, and a
20% chance to incorrectly use a command word to activate a magic item. This spell has no effect on telepathic
  communication, or the vocalizations of creatures that lack a spoken language.              
  Gentle Breeze (Evoc.) (Adv. Class Guide) 1sa 1 Hr 75 ft 1 Creature/Object Will neg V, S Yes
You create a light wind that blows only against the target, from a direction of your choice. The breeze grants the
target a +2 circumstance bonus on saves against very hot conditions, severe heat, and saves against clouds,
vapors, and gases (such as cloudkill, stinking cloud, and inhaled poisons). There must be air present to use this
  spell.                          
  Haze of Dreams (Ench.) (Inner Sea Gods) 1sa 20 Rnds 75 ft 1 Creature Will neg V, M Yes
  You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the a pinch of sand
dream world. While in this strange dream state, the target moves at half its normal speed (round down to the next
5-foot increment), which affects the creature's jumping distance as normal for decreased speed.  Multiple haze of
    dreams effects do not stack, nor does this spell's effect stack with slow.              
  Hex Vulnerability (Necro.) (Adv. Class Guide) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S, M Yes
  The targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target a drop of your blood
that creature with a particular hex for a certain time period. For example, normally after you target a creature with a
charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm
hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a
creature. For example, if the creature failed its save against a second use of your charm hex, it remains charmed for
the normal duration, even if the spell expires before the hex does.  Each subsequent casting of this spell on a target
within a 24-hour period gives the target a +4 bonus on its save against the spell and imposes a –4 penalty on your
    caster level check to overcome the target's spell resistance with this spell.              
  Hex Ward (Ul. Magic) 1sa 20 Hrs Touch Creature Touched Will neg V, S Yes
  You give the target a +4 resistance bonus on saving throws against witch hexes.            
  Horrible Taste (Trans.) (S. Comp.) 1sa 200 Min. Touch Creature Touched Fort neg
Any creature that bites the subject of this spell must make a Fort save or become nauseated until the end of its
next turn.  Creatures of 2 or less Int that fail their save will require a successful Handle Animal check to push them
  to bite the subject again.  Creatures immune to poison or those without taste are immune to this spell.  
  Hypnotism (Ench.) (Pathfinder) 1sa 2d4 Rounds 75 ft 30' Radius Will neg   V, S Yes D
You fascinate nearby creatures causing them to stop  and stare at you; roll 2d4 to see how many HD you can
affect, starting with the lower HD first.  Only creatures who can see or hear are affected, but they don't need to
to understand you to fall prey to this spell.  If you use this spell in combat the targets get a +2 to their saves.  If
the spell only effects 1 creature it gets a -2 to its save.  The creature's attitude toward you improves by 2 places
(PHB 72).  They will keep this attitude and will fulfill a brief request without even knowing that they had been
  hypnotized.                          
  Icicle Dagger (Conj.) (Ul. Magic) 1sa 20 Min. 0 ft 1 icicle None V, S No
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger
damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the
dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away
  and reforming in your hand just before your next turn.                  
  Identify (Div.) (Pathfinder) 1 Hour Instant Touch Object Touched No V, S, M No D
Provides +10 Spellcraft to determine all the magical properties, included the use, command words and how wine stirred with an owl's feather
  many charges are left.  This spell will not work on Artifacts.                  
  Ice Dagger (Evoc.) (S. Comp.) 1sa Instant 75 ft 1 Ice Dagger No
Creates an ice dagger that flies to the target and if you make a successful ranged touch attack the dagger deals
  20 d4 (max 5d4) points of cold damage and splash damage of 1 (PHB 158).  
  Ill Omen (Adv. Player's) 1sa 20 Rnds 75 ft 1 Creature None   V, S, M Yes  
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less hair from a black cat
favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a
maximum of five rolls at 20th level).  A target who can speak and has at least one free hand and who is aware of the
spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by
spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.
  Inflict Light Wounds (Pathfinder)   1sa Perm   Touch   1 Creature Will 1/2   V, S Yes  
  Deals 20 +1d8 damage, up to +5 max                  
  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.
  Instant Search (Div.) (C. Adv. & S. Comp.) 1 Swift 1 Round   Personal   Self No        
    You gain a +2 bonus on 1 Perception Check.            
  Interrogation (Ul. Magic) 1 Round 20 Min. Touch 1 Living Creature Fort neg   V, S Yes  
You question the target backed up by the threat of magical pain.  You may ask 10 questions.  The target can
either answer the question or take 1d4 points of damage plus your Wisdom bonus.  The target is not compelled
  to answer truthfully, but the threat of pain gives a -4 penalty on Bluff checks to convince you when it is lying.        
  Iron Guts (Abjur.) (S. Comp.) 1sa 200 Min. Touch Creature Touched Will neg
Subject gains a +5 bonus on Fort saves against all kinds of poisons.  After the spell ends the subject is
  nauseated for 1 round.                
  Jury Rig (Trans.) (Ul. Combat) 1sa 20 Rnds Touch 1 broken object Will neg   V, S, M Yes  
When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a a pinch of tree resin
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.                          
  Karmic Blessing (Div.) (Race) 1sa 20 Rnds Touch Creature Touched Will neg V, S Yes
must be The target treats one skill of your choice as a class skill.
Samsaran                            
  Ki Arrow (Conj.) (Ul. Magic) 1sa Instant Touch Arrow Touched Fort S Yes
You imbue an arrow with your power and throw it at a target up to 100 feet away. Make a ranged attack roll. If it
hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your
  Strength bonus).                        
  Levitate (Trans.) (Pathfinder) 1sa 20 Min. 75 ft Special No V, S, F
Lifts 1 willing creature or an object that weighs nor more than 2000 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.          
  Lock Gaze (Ench.) (Ul. Combat) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S Yes
You compel the target to look at you and only you for the spell’s duration or until the spell is discharged. While
staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures
other than you concealment against the target’s attacks. If the target willingly leaves your line of sight, it is
blinded for 1 round and the spell ends. If you willingly leave the target’s line of sight or become unconscious or
dead, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to
  this spell.                          
  Long Arm (Trans.) (Adv. Class Guide) 1sa 20 Min. Self Self No V, S No D
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Mage Armor (Conj.) (Pathfinder) 1sa 20 Hrs Touch Creature Touched No V, S, F No D
  Grants the subject a +4 armor bonus from a tangible field of force so incorporeal creatures can't bypass it.   piece of cured leather  
  Marid's Mastery (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Will neg V, S Yes
  must be The target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water. If the opponent
  Undine or the target is touching the ground, the target takes a –4 penalty on attack and damage rolls.          
  Mask Dweomer (Adv. Player's) 1sa 20 Days Touch Creature Touched None V, S, M No
You mask and manipulate a spell's magic aura to make it harder to detect. Select one spell effect on the target
creature or object. You must have either cast this spell yourself or have perceived it by means of detect magic or
arcane sight.  Both the desired spell effect and mask dweomer are hidden from detect magic, although more
powerful spells (such as arcane sight) pierce the deception if the caster succeeds on a Will save. Analyze
dweomer automatically detects both mask dweomer and any masked spell effects.
  Memorize Page (Ench.) (Adv. Class Guide) 10 Minutes Instant   Touch   1 Living Creature Will neg   V, S, F Yes  
The target gains a perfect memory of the page you used as a focus component. The target can visualize this page the page to be memorized
as easily as looking at it in person, including minute details visible to close scrutiny by the naked eye. The memory
of the page includes text and images, such as a drawing or a map. Someone unfamiliar with the language on the
page (or even an illiterate person) could relay what is written simply by copying the shapes of the letters so
another person can read them.  The maximum number of pages that a particular target can memorize through
repeated castings of this spell is equal to the target's Intelligence modifier (minimum 1); any attempts beyond this
limit have no effect, although the target's memory of a page could be erased (using modify memory or a similar
effect) to effectively make room for a different one.  A creature that memorizes magical writing (such as a scroll or a
page from a spellbook) cannot borrow, duplicate, or retain any of the magic in the writing. However, this would
allow a wizard to copy a spell into his spellbook so he could prepare the spell from his book (assuming the spell
takes up only one page in a spellbook).
  Mirror Polish (Trans.) (Adv. Class Guide) 1sa Instant   Touch   1 sq. ft. of metal Yes   V, S, M Yes  
You polish a metal item until it is reflective enough to be used as a mirror. This does not prevent the item from later a soft cloth
damage or corrosion that would ruin the mirrored surface. The spell can be cast only on a metal item with a fairly
smooth and contiguous surface, such as a breastplate, a helm, a shield, or a sword, but not a mace, chainmail, or
    scale mail.                          
  Mount (Conj.) (Pathfinder)   1 Round 40 Hrs 75 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 75 ft Fist of sticky mud Reflex neg V, S No
must be When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy's face as a ranged
Goblin 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.        
  Nauseating Dart (Conj.) (Adv. Class Guide) 1sa Instant   75 ft 1 poison stinger Fort part   S, DF No  
You spit a poisonous stinger around the size of a quill at a creature within range, as though you had fired a dart
from a blowgun. You must succeed at a ranged attack to hit your target. The stinger deals 1d2 points of piercing
  damage and poisons the target, causing it to become nauseated for 1 round unless it succeeds at a Fortitude save.        
  Negative Reaction (Illus.) (Ul. Combat) 1sa 20 Rnds 75 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.          
  Nereid's Grace (Ench.) (Race) 1sa 20 Rnds Self Self No V, S
must be You radiate the unearthly grace of a nereid. If you are not wearing armor (or your armor is not visible, such as
Undine when using glamered armor), you gain a deflection bonus to your Armor Class and CMD equal to your Charisma
  bonus.                          
  Obscuring Mist (Conj.) (Pathfinder) 1sa 20 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.            
  Peacebond (Ul. Combat) 1sa 20 Min. 25 ft 1 Weapon Will neg S Yes
You lock a weapon in place on its owner’s body, or within the weapon’s sheath or holster. Anyone who then tries
to draw the weapon must spend a standard action and succeed at a Strength check (DC equal to the saving throw
  DC) to do so, provoking attacks of opportunity whether the attempt succeeds or fails.          
  Poisoned Egg (Trans.) (Inner Sea Gods) 1sa 20 Min. Touch 1 Egg None 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.                      
  Raging Flame (Trans.) (S. Comp.) 1sa 1 Min 300 ft 30' radius spread No
Inflames existing fires causing them to burn twice as hot and twice as bright (fire does 2x damage and sheds
light over twice the range).  Normal fires burn up twice as much fuel and so burn out faster.  Magical fires gain
  1 extra point of damage per damage die.            
  Ray of Clumsiness (Trans.) (S. Comp.) 1sa 20 Min. 75 ft 1 Ray No
  Make a ranged touch attack and deal 1d6+ 10 (max +5) points of Dex damage.  
  Ray of Enfeeblement (Necro.) (Pathfinder) 1sa 20 Min. 75 ft 1 Ray Fort 1/2   V, S Yes  
A ranged touch attack deals 1d6+ 10 (max +5) points of Str damage.  The subject's Str can't drop to
  below 1.  Rays of Enfeeblement don’t stack take the lager value.                
  Ray of Flame (Evoc.) (S. Comp.) 1sa Instant 75 ft 1 Ray Reflex part
With a ranged touch attack you deal 1d6+ 10 (max +5) points of fire damage.  The target must
  make a Reflex save (DC 15) to avoid catching on fire (DMG 303).        
  Ray of Sickening (Necro.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Creature Fort neg   V, S, M Yes  
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike drop of sweat
a target.  The subject is immediately sickened for the spell's duration. A successful Fortitude save means the
  creature is unaffected.                        
  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 20 Min. 75 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.) (Ul. Combat) 1sa 200 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.                    
  Remove Scent (S. Comp.) 1sa 200 Min Touch 1 Creature No
  It hides the scent of 1 creature it also negates the noxious stench exuded by some creatures like a ghast.
  Remove Sickness (Conj.) (Ul. Magic) 1sa 200 Min. 75 ft 1 Creature Fort neg   V, S Yes  
  You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against        
  Reprobation (Trans.) (Ul. Magic) 1 Minute Permanent 75 ft 1 Creature None V, S, DF Yes
You cast the target out of your religion as a curse and punishment for acts or misdeeds against the tenets of your
faith. This has three effects:
First, the target is marked with a magical symbol visible only to members of your faith. This symbol indicates that
the target has transgressed and that the faithful should not help it. Likewise, the target is not to be persecuted
because of the mark (though this would not keep members of a lawful faith from imprisoning a known criminal if
these crimes were known to have taken place after he gained the mark).
Second, the target is no longer affected by helpful spells cast by the faithful and is always treated as an enemy
for the purpose of other spells cast by those of your faith. For example, cure light wounds cast by a member of
your faith has no effect on the target. If the target were traveling with a cleric of your faith who cast prayer, that
spell would penalize rather than aid the target, despite the target’s friendship with the cleric.
Third, if the target is a divine spellcaster, a member of a prestige class of your faith, or otherwise has some ability
because the target belongs to your faith, it cannot use those abilities while the mark remains in place. For example,
a paladin of your faith would be unable to cast paladin spells or use lay on hands or other class abilities. The
target can join another faith to regain the use of these abilities, but the mark remains visible to those of your faith,
even if those of the new faith accept the target.
This powerful spell with no saving throw is used to punish severe transgressions that do not deserve death or
when you prefer to be merciful rather than meting out a more severe punishment. However, the spell has one
drawback that prevents it from being overused. If the target did not commit any acts or misdeeds against your
faith, the spell does not affect it but affects you instead, even if you are innocent of the charges. This potential
backlash prevents inquisitions run by corrupt members of the faith, and it means that most accusations of
misconduct are carefully investigated (and usually verified with magic) before this sentence is handed down.
This mark can be removed like any other curse effect. In addition, a member of your faith can use atonement to
break the curse if he makes a caster level check against your caster level; remove curse also requires a caster of
  your faith and a caster level check to end the reprobation.                  
  Restore Corpse (Necro.) (Ul. Magic) 1sa Instant Touch Corpse Touched None V, S No
You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with
sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did when the
  creature died. The new flesh is somewhat rotted and not fit for eating.              
  Sanctify Corpse (Evoc.) (Ul. Magic) 1sa 24 Hrs Touch Corpse Touched None V, S, DF/M No
This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts pinch of silver dust
to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates
undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed until the end of this
spell. It is possible to protect a corpse for an extended time by casting this spell each day.  sanctify corpse can be
  made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.          
  Shadow Weapon (Ul. Magic) 1sa 20 Min. 0 ft 1 Shadow Weapon Will neg V, S Yes
Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient
with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of
its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the
weapon deals damage normally, success means it only takes 1 point of damage from the weapon’s attacks. The
weapon only deals 1 point of damage to objects.  If an attacked creature has spell resistance, you make a caster
level check (1d20 + caster level) against that spell resistance the first time the shadow weapon strikes it. If the
weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.
At 5th level, the weapon gains a +1 enhancement bonus. At 10th-level, you may increase the enhancement bonus
to +2 or add the frost or keen weapon property. The frost and keen properties have no effect if the target makes its
  disbelief save.  The spell ends if the weapon leaves your possession.              
  Shield Companion (Abjur.) (Animal Archive) 1sa 20 Hrs. 75 ft Special Will neg   V, S, F Yes  
The spell affects 1 animal companion, familiar or fiendish servant.  This spell wards the subject and creates a mystic a pair of platinum rings worth 50 gp
connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 worn by both the caster and the target
deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from
all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of
damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as
charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a
reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit
point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but
  damage already split is not reassigned to the subject.                  
  Sleep (Ench.) (Pathfinder) 1sa 20 Min. 300 ft 4 HD of Creatures Will neg V, S, M Yes
Puts 4 HD creatures asleep starting with the lowest level and the closest creature.  It doesn't target undead, fine sand, rose petals or a live
  constructs or creatures that are already asleep.               cricket    
  Snowball (Conj.) (People of the North) 1sa Instant 25 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.
  Sow Thought (Ench.) (Race)   1sa Permanent   75 ft 1 Creature Will neg   V, S Yes  
must be You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is
Changeling his own, but is not required to act upon it. If the idea is contrary to the target's normal thoughts (such as making
a paladin think, “I should murder my friends”) the target may suspect mind-altering magic is at play. The idea
must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a
common language for the spell to succeed, but without a common language you can only sow the most basic
  rudimentary ideas.                        
  Spell Flower (Trans.) (S. Comp.) 1sa 20 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.
  Spirit Worm (Neco.) (S. Comp.) 1sa 5 Rnds Touch 1 Living Creature Fort neg
Creates a spirit decay in the subject causing them to lose 1 Con each round (max 5 points).  The subject can save
  each round and a successful save ends the spell.            
  Spontaneous Search (Div.) (S. Comp.) 1 Round 1 Rnd Touch Creature Touched No
The subject knows all that is within 20' radius as if they had taken 10 on a search, including the location of traps,
  but with traps greater than a DC of 20 can only be found by a Rogue.      
  Strong Wings (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg   V, S Yes  
must be The target's wings grow more powerful, causing its fly speed to increase by +10 feet and its maneuverability to
Strix improve by one category (to a maximum of good). This increase counts as an enhancement bonus. This spell has
    no effect on wingless creatures or winged creatures that cannot fly.                
  Summon Minor Monster (Conj.) (Ul. Magic) 1 Round 20 Rnds 75 ft 1d3 Creatures None V, S, F/DF No D
This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller animals, such as bats, tiny bag and a small candle
lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.
As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these
  animals.                          
  Summon Monster I (Pathfinder) 1 round 20 rnd 75 ft 1 Creature No V, S, F No D
Summons a monster from the table Patfinder 351.  It attacks as soon as it arrives and fights to death or until the a tiny bag and a small candle
spell expires. Monster   Subtype Monster Subtype
Dire Rat -- Frog, Poison -  
Dolphin -- Pony (horse) -  
Eagle -- Riding Dog -  
      Fire Beetle   -- Viper (snake) -            
  Sundering Shards (Trans.) (Adv. Class Guide) 1sa 0 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.
  Theft Ward (Abjur.) (Race)   1sa 1 Day Touch   1 Object No   V, S    
must be You ward a single object in your possession against theft. You gain a +10 bonus on Perception checks to notice
  Tengu someone trying to take the object from you.                    
  Thunderhead (Evoc.) (S. Comp.)   1sa 20 Rnds 75 ft 1 Creature Reflex neg        
Creates a small thundercloud over the subject's head that follows them each round it fires a small bolt of
electricity that deals 1 point of damage (this damage is negated by a successful Reflex roll).
  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.                          
  Transfer Tattoo (Trans.) (Inner Sea Magic) 1sa Instant   Touch   1 Magic Tattoo Fort neg   V, S, M Yes  
  With this spell, you can transfer one magic tattoo from one creature to another. A target that isn’t willing to have tattooing needle
his tattoo removed or to receive the transferred tattoo can resist this spell with a Fortitude save—if successful, the
transfer fails and the caster of this spell is staggered for 1 round by the backlash of magical energy. A tattoo can be
transferred from a dead creature in this manner to a living host, provided the body has been dead no longer than
    one hour per caster level.                      
  Unbreakable Heart (Ench.) (Inner Sea World Guide) 1sa 20 Rnds. 75 ft 1 Creature Will neg V, S Yes
  The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative
emotions (such as crushing despair, rage, or fear effects) or that would force him to harm an ally (such as
confusion). If the target is already under such an effect when receiving this spell, that effect is suppressed for the
duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as good hope or
the inspire courage bard ability). A creature can still be charmed or otherwise magically controlled while under this
spell’s effects, but if such a creature ever receives a new saving throw against that effect as a result of being
ordered to attempt to harm or otherwise oppose a true ally, he can roll that saving throw twice and take the better
    result as his actual roll.  Calm emotions counters and dispels unbreakable heart.            
  Undine's Curse (Necro.) (Race) 1sa 20 Hrs 75 ft 1 Creature Will neg V, S Yes
must be The target loses its body's natural ability to breathe automatically. As long as it remains conscious and is able to
Undine take physical actions, it keeps breathing and is able to function normally. If it is ever unconscious (including
sleeping) or unable to take physical actions, it stops breathing and begins to suffocate. Creatures that do not
  have to breathe are immune to this spell.                    
  Unerring Weapon (Trans.) (Ul. Combat) 1sa 0 Rnds 25 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
  Unprepared Combatant (Ul. Magic)   1sa 20 Min. 75 ft 1 Creature Will neg   V, S Yes  
  The target takes a –4 penalty on initiative checks and Reflex saves.                
  Unseen Servant (Conj.) (Pathfinder) 1sa 20 Hrs 75 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.              
  Urban Grace (Race-Half-Elf) 1sa 20 Min. Self Self No V, S No
must be You become one with the city around you, allowing you to move more easily through its crowds and buildings.
Half-Elf For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2 squares
of movement to enter a square with crowds, though the crowd still provides cover to you. This ability does not
allow you to enter the space of enemy creatures without making the appropriate Acrobatics check. In addition, you
receive a +4 circumstance bonus on Acrobatics checks made to move across uneven urban surfaces, such as roofs
and broken pavement, and on Climb checks made to scale walls and other artificial surfaces. Whenever you make
an Acrobatics check to make a long jump between two buildings or artificial structures, you are always treated as if
you had a running start, regardless of the actual distance traveled.
  Vocal Alteration (Trans.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Humanoid Fort neg   V, S Yes  
You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched,
husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise,
the target gets a +10 bonus on the Disguise check when trying to fool a listener.  The target can vary the
disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble’s voice
  and accent could speak in falsetto, with a rural halfling accent, and so on.              
  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.
  Weaken Powder (Trans.) (Ul. Combat) 1sa Instant   75 ft 1 Loaded Firearm Will neg   V, S, M/DF Yes  
Ammunition in the target firearm generates less of an explosive charge when fired. With such ammunition, the an empty paper cartridge
firearm’s range increment is halved and the firer takes a –2 penalty on damage rolls. If aware of this spell’s effect
prior to firing the altered ammunition (a DC 16 Spellcraft check to identify the spell being cast or similar effect), the
firearm’s user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that
  ammunition.                          
  Web Bolt (Conj.) (Race)   1sa 20 Min. 75 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.                      
  Whispering Lore (Race-Elf) 1 round 200 Min. Self Self No V, S, M/DF D
must be Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it an owl's beak
Elf whispers information in a language you understand, though the whispering is so rambling it is hard to distinguish
useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to
the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water
environment, you gain the bonus on Knowledge (nature) checks. If you are within an underground environment,
you gain the bonus on Knowledge (dungeoneering) checks. If you are within an urban environment, you gain the
bonus on Knowledge (local) checks. If you are on a plane other than the Material Plane, you gain the bonus on
Knowledge (planes) checks. If you enter a new terrain, you lose the previous terrain's skill bonus and gain the
  new bonus.                          
  Wings of the Sea (Trans.) (S. Comp.) 1sa 20 Min. Touch Creature Touched Fort neg
It changes the subject's swim speed by 30'.  It doesn't grant swim speed to creatures that don't have one.
  Youthful Appearance (Trans.) (Ul. Magic) 1sa 20 Hrs Touch   Creature Touched     V, S    
You make your target look like a younger version of itself. You select how much younger it looks (for example,
“10 years” or “as a young adult”). You cannot otherwise change details of the target’s appearance other than
those directly associated with aging (for example, gray hair returns to its original color). The target cannot
appear so much younger that it changes size. This spell does not affect any age-based modifications to ability
scores or other age-related effects.
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Aboleth's Lung (Trans.) (Race) 1sa 20 hrs Touch Living Creatures Will neg V, S, M/DF Yes
  must be The targets are able to breathe water, freely. However, they can no longer breathe air. Divide the duration evenly seaweed
  Gillman among all the creatures you touch. This spell has no effect on creatures that can already breathe water.        
  Adoration (Trans.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Creature Will neg V, S Yes
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during
performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes
to influence creatures. If the creature is engaged in performance combat the target gains a +2 morale bonus on all
  performance combat checks.                      
  Adhesive Blood (Trans.) (Adv. Class Guide) 1sa 20 Min Self Self Reflex neg V, S No
Your blood thickens to becomes a glue-like substance upon contact with air. A piercing or slashing weapon that
deals hit point damage to you is stuck fast unless the wielder succeeds at a Reflex save. A creature can pry off a
stuck weapon on its turn as a standard action with a successful Strength check against the spell's DC. Strong
alcohol or universal solvent dissolves the adhesive. The glue breaks down 5 rounds after you die, or when the
  duration ends. This glue has no effect while underwater or in environments that lack air.          
  Aggressive Thundercloud (Evoc.) (Adv. Class Guide) 1sa 20 Rnds 300 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.
  Aiming at the Target (Abjur.) (S. Comp.) Immediate up to 20 Min. Personal   Self No        
    Grants +10 on Concentration checks for as long as you concentrate on a spell.      
  Air Step (Trans.) (Adv. Class Guide) 1sa 20 Min Self Self None   V, S, M No  
This spell functions as air walk, except you can rise no higher than 1 foot off the ground, you cannot pass over a goose feather
liquid, and the air you walk on is less stable than solid ground. When walking on air, you ignore difficult terrain
that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any
creature trying to track you through areas you crossed with this spell takes a –10 penalty on its Perception or
Survival check to do so. However, because of the instability of the air you walk on, your speed is reduced by 10'
(to a minimum of 5 feet) and you take a –4 penalty on Acrobatics, Climb, and Ride checks.  If you have 1 rank in
Fly, your speed is not reduced when using this spell, and you can cross over liquid at half speed. If you have 5
  ranks in Fly, you can cross liquid at full speed and do not take the penalties to your skill checks.          
  Ancestral Regression (Trans.( (Race) 1sa 24 Hrs Touch Will Drow Will neg   V, S Yes  
must be The target drow transforms into a surface elf. The drow loses her darkvision and light-blindness racial traits and
Drow gains the low-light vision racial trait in their place. The alignment and personality of the drow are not affected by
the transformation, but the spell conceals her alignment as an undetectable alignment spell. The spell grants the
target a +10 bonus on Disguise checks to pass as an elf, though she appears to be an elven analog of herself and
  can be recognized as such by other drow who know her.                  
  Alter Self (Trans.) (Pathfinder) 1sa 200 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.                          
  Anonymous Interaction (Ench.) (Adv. Class Guide) 1sa Permanent 75 ft 30' Radius Will neg V, S Yes
You cause the targets to forget all but the most general information about you. If they saw you or interacted with
you, they still remember your presence and your general shape (such as humanoid), as well as the gist of your
interactions with them (such as "She was asking about the queen"), but they don't remember specifically what you
said, details of your appearance, or any identifying information about you. This spell targets any memories of you
in the minute preceding its casting, but is otherwise permanent. Effects 20 creatures which have to be
  within 30' of each other.                        
  Arcane Disruption (Ench.) (Adv. Class Origins) 1sa 0 Rnds 75 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.
  Augment Familiar (Trans.) (C. W. & S. C.) 1sa 20 +C Rnds 75 ft Your Familiar No        
  Grants your familiar +4 Str, Dex and Con, DR 5/magic and +2 on all saving rolls.      
  Augury 1 minute Instant Personal Self No
70%+ 20 % chance (max 90%) of an accurate reading:  Weal = good results, Woe = bad,
  Weal and Woe = both or Nothing, Nothing = bad or good will happen.              
  Beastspeak (Div.) (Adv. Class Guide) 1sa 200 Min. Self Self None S, DF No
When you're in the form of an animal (such as when you are using wild shape or are affected by a polymorph
effect), you can speak normally, including when you cast spells with verbal components, and you sound like your
normal self when you speak. You can cast this spell while in animal form, using animal-appropriate somatic
  components.                        
  Bestow Insight (Ench.) (Race) 1sa 20 Min. Touch Creature Touched No V, S
must be When casting this spell, choose a single skill that you have at least one rank in. The target gains a +2 insight
Human bonus on skill checks with this skill and is considered trained in that skill. The insight bonus increases by 1 for
every four levels of the caster (maximum +6). Furthermore, once before the spell's duration, the target can choose
  to roll two checks and take the greater result. Doing so ends the spell's other effects.          
  Bestow Weapon Proficiency (Ul. Combat) 1sa 20 Min. 75 ft 1 Creature Will neg V, S, M Yes
You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were pieces of shaved metal
proficient with that weapon. The weapon can be any type, including an exotic weapon, but the subject of the
  spell must be holding the weapon* when you cast it.                  
  Binding Earth (Trans.) (Race) 1sa 20 Rnds 75 ft 1 Creature/Object Fort neg V, S, DF Yes
must be If the target of this spell fails its Fortitude save, areas of earth and stone floor act as a snapping quagmire that
Oread pulls the target down and damages it if it attempts to move through such terrain.  If the target is a creature, it treats
all areas of earth and stone it moves through as difficult terrain. Furthermore, for each 5 feet a creature moves
through such areas, it takes 1d6 points of damage. Creatures with a burrow speed or the earth glide ability are
unaffected by binding earth.  If cast on an unattended object resting on an area of stone or earth, the stone or
earth warps and wraps around it, pulling it firmly to the ground. A DC 15 Strength check is required to pull the
  object free from snapping earth or stone.                    
  Blindness/Deafness 1sa 20 Min. 300 ft 1 Creature Will V yes D
  Blinds or Deafens the creature                      
  Blood Armor (Trans.) (Adv. Class Guide) 1sa 20 Min. Self Self None V, S No
Your blood becomes as hard as iron upon contact with air. Each time you take at least 5 points of piercing or
slashing damage, your armor gains a +1 enhancement bonus to your AC. An outfit of regular clothing counts as
armor that grants no AC bonus for the purpose of this spell. This enhancement bonus stacks with itself to a
  maximum enhancement bonus of +5. This spell has no effect while underwater or in environments that lack air.        
  Blood Blaze (Trans.) (Race) 1sa 20 Rnds Touch Creature Touched Fort neg V, S Yes
must be The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air.
Orc Any creature (including the spell's target) within the aura that takes at least 5 points of piercing, slashing, or bleed
damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a
randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any
creature in that square, and 1 point of splash damage to all creatures within 5 feet of the spray's target, including
the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not
  have blood (including oozes and most constructs and undead) do not create blood sprays when attacked.        
  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.
  Boiling Blood (Trans.) (Ul. Magic)   1sa Conc. +1 rnd 300 ft Special Fort neg   V, S Yes  
The blood of the targeted creatures begins to boil. If a target fails its save, it takes 1 point of fire damage per
  round. This spell has no effect on creatures that don’t have blood.                
  Bonefiddle (Necro.) (S. Comp.) 1sa 20 Rnds 75 ft 1 Creature Fort neg
As long as you concentrate you manifest a ghostly fiddle bow that saws at the target's bones creating music and
causing intense pain.  The victim must make a Fort save each round or take 3d6 sonic damage and taking a -20
  on Move Silently checks; a successful save ends the spell.          
  Bullet Shield (Abjur.) (Ul. Combat) 1sa 200 Min. Touch Creature Touched Will neg   V, S, M Yes  
The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 a bullet
to the bonus for every five caster levels you have (to a maximum of +8 at 20th level). Though the spell is called
  bullet shield, it also grants this protection from attacks made from firearms with the scatter weapon quality.        
  Bullet Ward (Abjur.) (Adv. Class Guide) 1sa 200 Min. Self Self None V, S, F No
You toss several adamantine bullets into the air, which then hover protectively nearby and intercept firearm attacks 1 to 4 adamantine bullets, each worth 61 gp
targeting you. The number of bullets protecting you is equal to half your caster level (maximum 4). When an
opponent takes a shot at you with a firearm, as an immediate action you can designate a hovering bullet to attempt
to block the attack, increasing your AC against that attack by 10. Doing this destroys the adamantine bullet
whether or not the attack hits. The spell is discharged when all affected adamantine bullets are destroyed or taken
  from you. Each adamantine bullet has AC 24, 20 hit points, and hardness 20.              
  Buoyancy (Trans.) (Pirates of the Inner Sea) 1sa 20 Rnds 25 ft 20' Radius Will neg   V Yes  
The affected creatures or objects become incredibly buoyant. The affected creatures (including gear and carried
objects up to each creature’s maximum load) and objects naturally float on any water at least 1 foot deep. An
affected creature that deliberately tries to submerge must succeed at a DC 20 Swim check every round to stay
    underwater. The spell ends if the creature or object spends at least 1 round on dry land.          
  Burning Gaze (Adv. Player's) 1sa 20 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.                          
  Callback (Conj.) (Familiar Folio) 1sa 200 Min. 1200 ft Your Familiar Fort neg V, S, M Yes
If your familiar takes hit point damage while within range of this spell, it immediately teleports to your space after
the damage is applied. If it's killed, its corpse teleports instead. Optionally, you can specify a number of points of
damage for your familiar to take before the spell takes effect. Once the familiar has teleported back to you, the
spell ends.
  Carry Companion )Trans.) (Knights of the Inner Sea) 1sa Permanent   Touch   1 Willing Creature None`   V, S, M Yes  
You touch an animal or magical beast that has a helpful attitude toward you, instantly transforming the creature a pinch of sand or limestone dust
into a miniature figurine of stone, small enough to fit into the palm of your hand. Creatures with an attitude of less
than helpful will not tolerate this spell, and it automatically fails to work on them.  An intelligent animal or magical
beast must be a willing subject in order for this spell to take effect. Any items that the creature wears (such as a
harness or saddle) or carries (such as those stowed in saddlebags) are transformed along with the creature.  While
miniaturized, the creature is under an effect similar to that of a flesh to stone spell: It is mindless and inert, and
does not seem alive when viewed with spells like deathwatch. However, you may return the creature to its normal
form at any time simply by placing the figurine on the ground, touching it, and uttering a word of command.
Otherwise, the creature remains in miniature form unless the spell is broken, such as by dispel magic or stronger
magic. Unlike a flesh to stone spell, a creature affected by carry companion is unaffected by stone to flesh. If the
miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or
    deformities.                          
  Chain of Eyes (C. Divine & S. Comp.) 1sa 20 Hrs Touch 1 Creature Will
Use another creature's vision, each time the subject contacts another you may shift your vision to that one.
  Each transfer allows a new saving roll and spell resistance check.        
  Climbing Beanstalk (Conj.) (Adv. Class Guide) 1sa Instant   75 ft 5 sq.ft .of beanstalk None   V, S, DF No  
You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2
caster levels. The growing stalk anchors itself to sturdy objects such as walls or ceilings, and grows around
objects that do not fully obstruct its square (such as tree branches), but is stopped by solid obstacles. The
beanstalk provides numerous hand- and footholds; its climb DC 5. The beanstalk can support up to 200 pounds
plus 50 pounds per caster level, or double that amount if anchored on its upper end. If it anchors itself to a sturdy
mobile object (such as a ship or a siege engine), breaking the object free requires a DC 23 Strength check or cutting
through the beanstalk (hardness 2, 40 hp).  If the ground is capable of supporting plant life, the beanstalk continues
to live as a normal plant, and it produces nutritious (if unappetizing) beans. Otherwise, the plant dies after 1d6
  hours; its husk remains as durable as a small tree.                    
  Cloud of Bewilderment (Conj. ) (S. Comp.) 1sa 20 Rnds 75 ft 10' cube Fort neg
Creates a cloud of nauseating gas that effects any creature inside and for 1d4+1 rounds after leaving.  It obscures
  all vision providing concealment. Fort save or be nauseated.          
  Commune with Birds (Div.) (Race)   1sa 10 Min. Self   Self No   V, S    
must be You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can
Tengu understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked
them the question using speak with animals, giving you a general consensus answer to the question based on
their knowledge. For example, you could ask if there is drinkable water in the area, the location of predators or
other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities
would answer to the best of their ability.  If there are no birds in range, the spell has no effect and you do not get
a response. Any creature using speak with animals (or a similar ability) who hears this bird call can understand
  your question, though it may not be able to reply in a way you can hear.              
  Companion Life Link (Necro.) (Adv. Class Guide) 1sa 20 Min. Touch Special Fort neg V, S, M/DF Yes
This spell works on 1 animal companion or familiar, creating a life link between yourself and the target.  You sense a drop of eidolon ichor
whenever the target is wounded and are made immediately aware if the target is slain. If you are wounded or slain,
the target is made aware. As a free action, you can call out to the target, causing it to return to you (if able and
  willing); this ends the spell.                      
  Control Vermin (Trans.) (Monster Codex) 1sa 20 Hrs 75 ft 30' Radius Will neg   V, S, DF/M No  
This spell effects up to 0 HD of vermin no two of which can be more than 30' apart.  You and a number a beetle
of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to
    influence or control the targeted vermin as if they were animals and had animal-level intelligence.          
  Create Magic Tattoo (Conj.) (S. Comp.) 10 Minutes 24 Hrs Touch Creature Touched No
You must have at least 1 rank Craft (drawing or painting or calligraphy) to inscribe a magical tattoo if you are
3rd-6th level  +2 resistance bonus on 1 type of saving roll (Fort, Reflex or Will)
+1 luck bonus on attack rolls
+1 bonus to AC
At 7th-12th level you can add the following:
+2 Resistance on saving rolls
+2 Competence bonus on attack rolls
At 13th+ levels you can add the following:
SR 6
+2 enhancement to 1 ability score
+1 spellcaster level (increases the level of spells, but not the number of spells)
A creature can only have 3 tattoos at once.  An erase spell can remove 1 tattoo, but dispel magic removes all.
  Crimson Confessiion (Ajbur.) (Adv. Class Guide) 1sa Special   Touch   area/object 1sq.ft. Fort neg   V, S Yes  
You ward an object or an area with your personal rune or mark. You can choose for the writing to be visible or
invisible, and it doesn't harm the material upon which it is placed. A detect magic spell causes an invisible mark to
glow and be visible. If any creature other than you touches the warded object or area and fails a Fortitude save, its
skin turns bright red for 1 hour per level. This coloring cannot be washed away, but it can be dispelled.  The spell
last for 20 hours or permanent.  See invisibility, true seeing, a gem of seeing, or a robe of eyes
likewise allows the user to see an invisible mark. A read magic spell reveals the words, if any. The ward cannot be
  dispelled, but it can be removed by the caster or by an erase spell.                
  Cure Moderate Wounds (Pathfinder) 1sa Permanent Touch 1 Creature Will V, S Yes
  Heals 2d8+ 20 damage (+10 max).                    
  Daze Monster (Ench.) (Pathfinder) 1sa 1 Rnds 300 ft 1 Living Creature Will neg V, S, M Yes
  Dazes a monster up to 6 HD, those with more HD are not affected           pinch of wool or similar substance
  Death Candle (Necro.) (Adv. Class Guide) 1sa Special Touch 1 Living Creature Fort neg V, S Yes
must be This spell functions like death knell, except instead of using the slain target's life energy to enhance yourself, you
Ifrit use it to summon a Small fire elemental resembling a burning, howling version of the slain creature. The elemental
acts immediately on your turn and otherwise behaves as if you had summoned it with summon monster II. The
  elemental remains for a number of rounds equal to the Hit Dice of the slain creature.          
  Decomposition (C. Divine & S. Comp.) 1sa 20 rnds 50 ft 50' radius No
Whenever a foe in the A.O.E. takes normal damage the wound festers for an additional 3 points of damage at
the beginning of each round thereafter until a DC 15 Heal check is made or a cure/heal spell is applied.  Only 1
  wound festers at a time.                
  Death Knell (Pathfinder) 1sa Special Touch 1 Creature Will   V, S Yes  
    If touch foe at -1 hp or less then you kill them and gain 1d8 hp & +2 Str (duration 10 min/HD)          
  Deathwine (Necro.) (Rise of the Runelords) 1 Minute 20 Hrs. Touch 1 Potion/Level None V, S No
This spell allows you to turn a potion into a temporary pool of necromantic energy. Only a potion created using
a conjuration (healing) spell can be affected by this spell. An affected potion turns dark red and reveals a
necromantic aura if detect magic is cast on it while it remains under this spell's effects.  When you drink a potion
affected by this spell, you do not gain the potion's normal effect. Instead, the first necromancy spell you cast
within the next minute is cast at a higher caster level. The bonus to caster level is equal to the spell level of the
spell used to create the potion that deathwine affects. For example, a 5th-level wizard who drinks deathwine made
from a potion of cure serious wounds would cast his next necromancy spell as an 8th-level caster, as cure serious
wounds is a 3rd-level spell.  In addition, any undead creature (or other creature healed by negative energy) that
drinks a potion affected by deathwine is healed of 1d8 points of damage. Any potion not imbibed before this
  spell's duration expires is destroyed at the end of the deathwine's duration.              
  Defending Bone (Necro.) (Inner Sea Gods) 1sa 20 Hrs. Self Self None V, S, F, DF No
You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself a Medium creature's skull or femur
against physical attacks.  You gain damage reduction 5/bludgeoning. Once the bone has prevented a total of 5
points of damage per caster level (maximum 50 points), it is destroyed and the spell is discharged. This spell has
  no effect if you have damage reduction from another source.                  
  Delay Disease (Conj.) (Race) 1sa 1 Day Touch Creature Touched Fort neg. V, S, DF Yes
must be The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration
Ratfolk does not affect the target until the spell's duration has expired. If the target is currently infected with a disease,
you must make a caster level check against the disease's DC to suspend it for the duration of the spell; otherwise,
  that disease affects the target normally. Delay disease does not cure any damage a disease may have already done.      
  Delay Pain (Ench.) (Ul. Magic) 1sa 20 Hrs. 75 ft 1 Creature Will neg. V, S Yes
You override the target’s ability to feel pain. Pain effects (such as pain strike and symbol of pain) do not affect
the target until this spell’s duration has expired. This does not negate any physical damage, ability damage, or
ability drain that a pain effect has already done, but it does negate ongoing penalties from pain while the spell
  lasts.                          
  Delay Poison Communal (Ul. Combat) 1sa 20 Hrs. Touch Creatures Touched Fort neg V, S, DF Yes
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is
exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison
does not cure any damage that poison may have already done.  You can divide the duration in 1-hour intervals
  among the creatures touched.                      
  Destabilize Powder (Trans.) (Ul. Combat) 1sa Instant 75 ft 1 Loaded Firearm Will neg V, S, M Yes
This spell makes the ammunition in the target firearm is prone to misfire. Increase the misfire range by 1 + 1 per five few drops of liquor
caster levels (maximum +5) for the ammunition currently loaded into that firearm. If aware of this spell’s effect prior
to firing the altered ammunition (a DC 17 Spellcraft check to identify the spell being cast or similar effect), the
firearm’s user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that
  ammunition.                          
  Detect Thoughts (Div.) (Pathfinder) 1sa 20 Min. 60 ft Cone Will neg V, S, F
Detects the surface thoughts, in the 1st round it only tells you of the presence or absence of thoughts from copper piece
creatures with a 1+ Int.  2nd round number of thinking minds and their Int score.  If they have an Int of 26+ (and
are 10 points higher than you) you are stunned for 1 round and the spell ends.  On the 3rd round the target must
make a Will save or you can pick up their surface thoughts.  The spell requires constant concentration and each
  round you can turn to cover a new area.                    
  Disfiguring Touch (Trans.) (Ul. Magic) 1sa 20 Days Touch Creature Touched Will neg V, S Yes
With a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously
disfigured. The physical appearance of the deformity is subject to the caster’s whim (most demon worshipers
choose deformities that reflect their Abyssal patron’s shape or form). The target takes one of the following
penalties.
–2 decrease to an ability score (minimum 1).
–2 penalty on attack rolls or saving throws.
Land speed reduced by 5 feet.
  You may also invent other effects, but they should be no more powerful than those described above.          
  Disrupt Link (Abjur.) (Familiar Folio) 1sa 20 Rnds 300 ft 30' radius Will neg   V, S Yes  
The target has her link with her bonded creature temporarily severed. If the subject has a familiar, she loses the
benefits of the alertness, deliver touch spells, empathic link, scry on familiar, share spells, and speak with master
abilities. If the target has an animal companion, she loses the benefits of the link, share spells, and devotion
abilities. The target and her familiar or animal companion also lose any other abilities (such as those from
  archetypes or feats) that rely on the two having a connection.                
  Earthbind (S. Comp.) 1sa 20 Min 300 ft 1 Creature Fort neg
Hinders the subject's ability to fly if it fails to save then its fly speed drops to 0'.  Airborne creatures hit by this
spell fall to the ground as per feather fall  It has no effect on other types of movement or even effects that
grant airborne movement like jumping, levitate or air walk.
  Eldritch Conduit (Trans.) (Inner Sea Magic) 1sa 20 Rnds 75 ft 1 Creature Will neg   V, S, M Yes  
If the target of this spell fails to resist its effects with a Will save, he becomes outlined in faint radiance, as if via a small mirror
faerie fire. At any time before the eldritch conduit expires, you may cast another spell with an area effect of cone,
cylinder, line, or sphere and use the subject of the eldritch conduit as the point of origin for that spell. Doing so
ends the spell immediately. The target must be within close range (25 feet + 5 feet/2 levels) in order for you to use
the conduit—if the target moves out of range, the eldritch conduit effect persists but cannot be utilized by you
    until you get back within range.                      
  Embrace Destiny (Div.) (Lost Kingdoms) 1sa 20 Rnds Self Self None V, S No
  Upon completing this spell, roll a single d20 and record the result. At any point during the duration of this spell,
you may use that roll for a single ability check, attack roll, initiative check, saving throw, or skill check, using the
recorded result in place of a roll. This spell cannot be used to replace a roll that has already been made; the
recorded result must be used instead of a roll. Once you have used this recorded result or the duration of the spell
ends, the spell's effect ends. You can't have more than one instance of embrace destiny active on you at the same
    time.                          
  Enemy's Heart (Necro.) (Race) 1 Round Special Touch 1 Living Creature None V, S, M Yes
must be You cut out an enemy's heart and consume it, absorbing that enemy's power as your own. As part of casting this target creature's heart
Orc spell, you perform a coup de grace with a slashing weapon on a helpless, living adjacent target. If the target dies,
you eat its heart to gain the spell's benefits. If the target survives, the spell is not wasted and you can try again as
long as you continue concentrating on the spell. When you consume the heart, you gain the benefits of a death
knell spell, except you gain 1d8 temporary hit points +1 per Hit Die of the target, and the bonus to Strength is a
  profane bonus.  The spell lasts for one round per HD of the creature whose heart you consume.          
  Enshroud Thoughts (Ench.) (Blood of the Elements) 1sa 200 Min. Self Self Will neg ? Yes D
You become warded against the mental prying of others, including the effects of divination spells such as detect
thoughts and seek thoughts as well as enchantment spells like modify memory and memory lapse. If another
creature attempts to target you with a mind-affecting spell that detects or alters your thoughts or memories, the
caster must succeed at a caster level check against a DC of 11 + your caster level or the spell fails. Only spells
that detect or alter your thoughts or memories are blocked by this spell; effects such as locate creature, detect
  evil, and clairaudience/clairvoyance continue to affect you as normal.              
  Enthrall (Pathfinder) 1 rnd 1 hr or less 300 ft 1 crowd Will V, S Yes
As long as you speak or sing you capture the audience attention, those with 4+ HD or 16+ Wis
are not enthralled others avoid action for span of the spell +1d3 rounds unless see something
  against their alignment.  Attacks end the spell immediately.                  
  False Life, Greater (Ul. Magic) 1sa 20 Hrs. Self Self None V, S, M No
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you
  gain temporary hit points equal to 2d10 + 20 (maximum +20).              
  Feast of Ashes (Adv. Player's) 1sa 40 Days 75 ft 1 Creature Fort neg V, S, M Yes
You curse the target with a hunger no food can assuage.  On a failed saving roll, the target begins to starve (see a pinch of ash
Core Rulebook page 444).  The effects of this spell cannot inflict more nonlethal damage than the target has hit
points.  No amount of nonlethal damage than the target has hit points.  No amount of eating can counter the
effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a
DC 12 Fort  save.  The target still experiences the other normal effects of anything consumed (such as poisons or
potions).  Feast of ashes can be removed with a break enchantment, limited wish, miracle, remove curse, or
  wish spell, but effects suffered as a result of starvation must be healed by normal means.          
  Fester (Adv. Player's) 1sa Special 75 ft 1 Living Creature Fort Part V, S, M Yes
Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + rotted meat
your caster level ( 32 ) against effects that restore hit points or grant temporary hit points. In
addition, any healing provided by effects that ignore Spell Resistance (such as fast healing, regeneration, and 
some spells) are halved.  If the target succeeds on a Fortitude Saving Throw, fester lasts only a single round.
If the saving roll is failed the spell lasts for 20 rounds.
  Find Traps (Pathfinder)     1sa 20 Min. Personal   Self No   V, S    
  Gain insight of 1/2 level to search for traps (max +10)                  
  Fins to Feet (Trans.) (S. Comp.) 1sa 20 Hrs Touch 1 willing creature Fort neg
Transforms tentacles, fins, or tails into hands and feet giving the creature land speed of 30' (small 20', large 40').
The affected creature lose any natural swim speed they have and lose any natural attacks based on tail or
  tentacles.                  
  Fly Swift (Trans.) (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
Allows the subject to fly at 60'/rnd (40' in medium or heavy armor).  Ascent is at 1/2 speed and descent is at 2x
  speed with good maneuverability requiring as much concentration as walking.      
  Fog Cloud (Conjuration) (Pathfinder) 1sa 200 Min 300 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.            
  Frost Fall (Evoc.) (Ul. Combat) 1sa 10 Rnds 75 ft 5' Radius Burst Fort part V, S Yes
The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it.
Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The
area remains chilled for the spell’s duration. Any creature that starts your turn within the spell’s area takes 1d6
points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving
  throw.                          
  Fury of the Sun (Trans.) (Adv. Race Guide) 1sa 200 Min. 75 ft 1 Creature Fort neg V, S Yes
must be You curse the target to suffer unbearable heat. On a failed saving throw, the target is immediately subjected to
Ifrit severe heat, takes 1d4 points of nonlethal damage, and is suffering from heatstroke (fatigued). The target must
save every 10 minutes as normal for severe heat (starting at DC 15 rather than the DC of this spell). Because this
heat is internal, the target cannot avoid it using the normal methods for escaping heat dangers such as Survival
  checks or finding shade.                        
  Gentle Repose (Pathfinder) 1sa 20 days Touch 1 corpse Will V, S, M/DF Yes
  Preserve from decay, days spent under the spell do not count against the raise dead limit.          
  Ghost Touch Armor (S. Comp.) 1sa 20 Min. Touch 1 armor Will
  Armor gains the ghost touch protection vs. incorporeal undead and can be handled by undead.  
  Ghostly Disguise (Ul. Magic) 1sa 200 Min. Self Self No   V, S No  
You make yourself—including clothing, armor, weapons, and equipment—appear translucent like a ghost. Any
mundane or magical disguise on you is affected by this illusion as well; for example, if you are disguised as the
king or a sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly form may have a pale
green, blue, or violet coloration, or a muted version of your normal appearance.  The spell does not actually make
you ghostly or provide any incorporeal abilities. If you choose, the illusion can make you appear to float slightly
above the ground, though you are actually still on the ground. A creature that interacts with the glamour gets a
  Will save to recognize it as an illusion.                    
  Glide (Trans.) (Adv. Player's) 1sa 20 Min. Self Self No V, S, M/DF No
You take no damage from falls (as if from feather fall).  In addition you can move up to 5' in any horizontal a leaf
direction.  For every foot you fall, at a speed of 60' per round.  You can't use this spell to actually gain height,
merely to coast in other directions as you fall.  If subjected to a strong wind or any other effect that causes you to
rise you can take advantage of it in order to increase the distance you can glide.  The spell ends as soon as your
feet touch the ground regardless of its remaining duration.  If the spell expires while you are still in the air you fall
  the remaining distance as normal.                      
  Glitterdust (Ajbur.) (Pathfinder) 1sa 20 Rnds 300 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.            
  Haunting Mists (Illus.) (Ul. Magic) 1sa 20 Min. 20 ft 20' radius x20' high Will part V, S No
An illusion of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist
obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a
20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use
sight to locate the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain
  the shaken condition. The shaken condition lasts as long as the creature remains in the mist.          
  Hidden Speech (Adv. Player's) 1sa 200 Min. 75 ft 30' Diameter Will neg V, S M/DF Yes D
You greatly enhance the ability of the subjects to communicate hidden messages to each other.  Each target gains a cipher written on a piece of parchment.
a +10 competence bonus on Bluff checks to send secret messages to other recipients.  Others using opposed
Sense Motive checks to decipher these messages receive a -5 penalty.  All subjects affected by the spell must
    share a language to be able to pass messages.                    
  Hold Person 1sa 20 Rnds 300 ft 1 Humanoid Will neg V, S, M
  Paralyzed, but can save each round.                 1 hard metal bar or rod which can be as small as a 3 penny hell
  Ice Knife (Conj.) (C. Arcane & S. Comp) 1sa Instant 1200 ft 1 Icy Missile Special
Must succeed with a normal ranged touch attack with a bonus of + 10 to hit.  If it hits the ice knife
deals 2d8 points of cold damage and 2 Dex points.  A successful Fort save negates the Dex damage, those that
are immune to cold are immune to the Dex damage.  If the knife misses it creates a shower of ice in a 10' radius
  dealing 1d8 to all creatures in that area.            
  Inflict Moderate Wounds (Pathfinder) 1sa Instant Touch 1 Creature Will 1/2   V, S Yes  
  Inflicts 2d8+ 20 (max +15) damage                    
  Investigative Mind (Ench.) (Adv. Class Guide) 1sa 200 Min. Self Self No V, S No
  Your mind is able to correlate information effectively. When attempting an Appraise, Knowledge, Linguistics, or
Spellcraft check, you can roll twice and take the higher result. If you have an ability that allows you to roll twice,
  you cannot use that ability and this benefit on the same roll.                  
  Ironskin (Trans.) (Monster Codex)   1sa 20 Min. Self   Self No   V, S, DF, M No  
Your skin hardens and takes on the color and texture of rough iron.  You gain a +4 enhancement bonus to your a pinch of forge soot
existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective
natural armor bonus of +0).  This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a
maximum of +7 at 15th level.  While you're under the effects of this spell, if an opponent confirms a critical hit or
sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to
negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an
    action, but you must be conscious and aware of the attack to do so.              
  Levitate (Trans.) (Pathfinder) 1sa 20 Min. 75 ft Special No V, S, F
Lifts 1 willing creature or an object that weighs nor more than 2000 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.          
  Life Pact (Necro.) (Adv. Class Guide) 1sa 20 Min. 75 ft 30' Radius None   V, S, DF/.M No  
You bind the life forces of the targets into a mystical pact. If any target is reduced to fewer than 0 hit points, that a drop of blood from each target
target automatically triggers the power of the pact. The triggering target drains 1 hit point from all other targets
who have at least 1 hit point and are within 30 feet of the triggering target; these hit points are applied to the
triggering target as magical healing. This healing can prevent the triggering creature from dying, if the attack would
cause the target's to have an amount of negative hit points equal to its Constitution score. This healing cannot
    raise the triggering creature above 1 hit point; any excess hit points drained from other targets are wasted.        
  Limp Lash (Necro.) (Goblins of Golarion) 1sa Special   20 ft 1 Creature None   V, S, M Yes  
You create a dark whip-shaped field of energy that wraps around an enemy’s neck, leaving everything except his a dead wasp
head paralyzed until you let go of the whip or it is destroyed.  You must make a ranged touch attack with this spell.
If you strike your target, he takes a 1d6 penalty to his Strength, Dexterity, and Constitution each round. This
penalty cannot reduce any attribute to less than 1, and once any of these attributes reaches 1 the target collapses
and his body, except his head, becomes paralyzed. While paralyzed in this way, the target retains full use of his
senses, including the ability to feel pain, and can speak (including casting spells with only verbal components).
The whip has a maximum length of 20 feet, 15 hit points, and a hardness of 5. The spell ends immediately if you let
go of the whip or it is destroyed. When the spell ends, all penalties the target took from this spell also end.  The
target of the whip is not paralyzed until their stat score is reduce to 1 or less.  If the caster moves outside of the
    spell's 20' range, has line of effected blocked, or drops the whip the spell ends.              
  Lipstitch (Necro.) (Pathfinder Society Field Guide) 1sa Instant 75 ft 1 Creature Fort neg S, M Yes
A rare spell without verbal components, lipstitch sews the target’s lips tightly together if it fails a saving throw, a bone needle and sinew thread
such that no clear speech, bite attacks, spellcasting, or use of command words is possible. The target takes 1d6
points of damage as the stitches weave through flesh. The victim can still make enough noise to be heard at a
distance with a DC 10 Perception check.  he thread created by lipstitch can be burst with a DC 20 Strength check
as a standard action or can be sliced open with a piercing or slashing weapon (wielded by the target or an ally) as
a full-round action. Cutting the thread provokes attacks of opportunity, while making a Strength check does not.
Either option causes 1d6 points of damage and 1 point of bleed damage. The target has a 20% chance of failing to
cast spells with verbal components until the bleeding is stopped. The effects of multiple castings of this spell do
not stack. Optionally, the thread can be removed more carefully over the course of a minute with a DC 20 Heal
check. If the check fails, the target takes damage and bleeds as described above. If the check succeeds, the
stitches are removed with no harm. Creatures with no mouths are unaffected by lipstitch. Creatures with multiple
  mouths lose the use of only one mouth per casting—the particular mouth is chosen by the caster.          
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Mad Hallucination (Illus.) (Ul. Magic) 1sa 100 Min. 20 ft 1 Humanoid Will neg V, S Yes
This spell induces a hallucinogenic reality in the mind of your target. Surfaces seem to swim, and movement
constantly distracts the eye. The target takes a –2 penalty on Will saving throws, caster level checks, Intelligence-
  based skill checks, and Wisdom-based skill checks.  The spell has a maximum duration of 60 minutes.          
  Mask Dweomer, Communal (Ul. Combat) 1sa 20 Days Touch Creatures Touched None V, S, M No
You mask and manipulate a spell's magic aura to make it harder to detect. Select one spell effect on the target piece of gauze
creature or object. You must have either cast this spell yourself or have perceived it by means of detect magic or
arcane sight.  Both the desired spell effect and mask dweomer are hidden from detect magic, although more
powerful spells (such as arcane sight) pierce the deception if the caster succeeds on a Will save. Analyze
dweomer automatically detects both mask dweomer and any masked spell effects.
  Masterworkd Transformat. (Trans.)  (Ul. Magic) 1 Hour Instant   Touch   Special None   V, S, M No  
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, Special
a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork
thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can
affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to
reflect this improved quality.  The material component for the spell is magical reagents worth the cost difference
between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50
gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that
could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can
  cast the spell again to affect another option).                    
  Merge with Familiar (Trans.) (Familiar Folio) 1sa 20 Hrs. Touch Your familiar Fort neg   V, S Yes  
Your familiar merges harmlessly into your body.  For the duration of this spell, you or your familiar can separate
or merge at will as a move action. While merged, your familiar can't be targeted or affected by any means
  (including ongoing effects).                      
  Mesmerizing Glare (Ench.) (S. Comp.) 1sa 20 Rnds 75 ft 30' Radius Will neg
  Creatures that fail their save become fascinated and can do nothing by stare at you.
  Minor Dream (Illus.) (Race) 1 Minute Special Unlimited 1 Gnome None   V, S Yes  
must be This spell functions as the dream spell, except as follows. The messenger must be yourself or a gnome touched.
Gnome The message can be no longer than 20 words. If the recipient of the message is not asleep when the spell is cast,
  the spell automatically fails.                      
  Mirror Hideaway (Trans.) (Adv. Class Guide) 1sa 0 Hrs. Touch   1 Mirror None   V, S, M No  
You transform a mirror into a portal to an extradimensional space. The space can hold as many as eight Medium a glass or metal marble and a twisted loop of parchment
creatures. Creatures that enter this space are hidden and beyond the reach of spells (including divinations), unless
those spells work across planes. If the mirror is covered (such as by a cloth, or by being placed face down or
against a wall), the portal becomes inactive. If the mirror is broken or moved more than 5 feet from where it was
when you cast the spell, the spell ends; any creatures within the extradimensional space are expelled from it (see
below) and become nauseated for 1d6 rounds.  Spells cannot be cast across the extradimensional interface, nor can
area effects cross it. Those in the space can see and hear through it as if looking through an open window the same
size as the mirror. Creatures outside the extradimensional space see only what is normally reflected in the mirror.
Any creature in the space can make itself visible in the reflection of the mirror for 1 round at a time, however
creatures outside the space cannot hear any sounds that originate inside. Anything inside the extradimensional
space is expelled when the spell ends (even if the mirror is covered). Only one creature at a time can enter the mirror,
and creatures can enter only if they can fit through an opening the same size as the mirror. For example, a hand
mirror isn't big enough for a Small or larger creature to use it as a portal. Objects can enter the extradimensional
    space only if brought by a creature able to fully pass through the mirror.              
  Miserable Pity (Abjur.) (Ul. Magic) 1sa 20 Rnds Touch Creature Touched Will neg V, S Yes
This spell functions as sanctuary, except creatures attempting to attack the target who fail their saves also feel a
strong sense of pity toward the target, as if it were weak, pathetic, and not a threat. If the target breaks the spell
by attacking, any creature that failed its save against the spell gains a +2 morale bonus on attack rolls against the
  target for 1 minute.                        
  Mount, Communal (Conj.) (Ul. Combat) 1sa 40 Hrs 75 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.                      
  Mud Buddy (Conj.) (Monster Codex) 1sa 20 Hrs 75 ft 5 cu. Ft. of mud None V, S, M No
  You create a Small minion out of mud, and it obeys your commands.  The mud buddy has AC 12, 10 hit points, 1 pint of water
Strength 5, and a speed of 30 feet. It can perform any tasks an unseen servant can, plus any similar tasks its
Strength allows (it's able to lift up to 50 pounds), but instead of walking on water, it gains a swim speed of 30 feet.
You can command a mud buddy to move up to 5 feet and trip an opponent (CMB = your caster level + your
spellcasting ability score modifier). After the trip attempt is resolved, the spell ends.  When the spell ends, the
    mud buddy reverts to a patch of wet earth.                    
  Perceive Cues (Trans.) (Adv. Player's Guide) 1sa 200 Min. Self   Self None   V, S, M No  
Your senses become preternaturally keen, and you gain insight into subtle behavioral cues. For the duration of the a drop of water
    spell, you receive a +5 competence bonus on Perception and Sense Motive checks.          
  Pernicious Poison (Ul. Magic) 1sa 200 Min. Touch Creature Touched None V, S, DF Yes
You weaken the target’s defenses against poison. The target gains a –4 penalty on saves against poison, and
poisons affecting the target continue for another 2 frequency increments (for example, black adder venom lasts 8
rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with skill
  or magic take a –4 penalty.                      
  Phantasm. Assailants (Illus.) (C. A. & (S. C.) 1sa Instant 75 ft 1 Living Creature Special
Creates phantasmal images of nightmarish creatures, if the target makes its initial saving roll then it sees that the
images are not real.  If not then the images strike dealing 8 Wis and 8 Dex damage 1/2 on a Fort save.  If the
  subject makes its saving roll and is wearing a helm of telepathy it can turn the spell back on the caster.  
  Pox Pustules (Necro.) (Adv. Player's) 1sa 20 Min. 75 ft 1 Creature Fort neg   V, S, M Yes  
You inflict a painful, itching rash on the target creature.  The target is sickened and takes a -4 penalty to Dex leaves from a toxic plant
(this penalty cannot lower Dex below 0).  The target can spend a move action  scratching furiously at the rash to
    remove the sickened condition (but not the Dex penalty) until the start of its next turn.          
  Protective Penumbra (Evoc.) (Ul. Magic) 1sa 200 Min. Touch Creature Touched Will neg V, S Yes
This spell keeps the target slightly in shadow. A target with light blindness, light sensitivity, or vulnerability to
sunlight (such as vampires and wraiths) may ignore penalties from those qualities. The spell gives the target a +2
  bonus on saving throws against nonmagical hazards related to bright light, such as glare or sunburn.          
  Qualm (Ench.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Creature Will neg V, S Yes
The target is suddenly beset with unexplainable doubts about the effectiveness of its actions and the
righteousness of its cause. The creature takes a –10 penalty on its ability checks, skill checks, and concentration
checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a full-round
  action gaining focus). Spending an entire turn doing nothing discharges the spell.            
  Quick Potion (Trans.) (S. Comp.) 1 Minute 20 Hrs. Touch 1 Flask of Water No
  Transform the water in a flask into a potion holding the next spell you cast.      
  Ray of Sickness (Necro.) (S. Comp.) 1sa 20 Rnds 75 ft Ray No
  With a successful ranged touch attack the target becomes sickened (-2 to all rolls and checks).  
  Ray of Stupidity (Ench.) (S. Comp.) 1sa Instant 75 ft Ray No
  A successful ranged touch attack clouds the subject's mind causing them to lose 1d4+1 Int points.  
  Ray of Weakness (Necro.) (S. Comp.) 1sa 20 Min. 75 ft Ray No
With a successful ranged touch attack the target becomes weakened taking a -2 on attack rolls and reducing .
  their speed by 10'/round.              
  Recoil Fire (Trans.) (Ul. Combat) 1sa Instant 75 ft A Firearm Will neg   V, S, M Yes  
The target firearm suddenly fires of its own volition, even if it is unloaded, generating a recoil so great that the hoof shavings from a mule
wielder or carrier of the firearm must scramble to hold onto it and becomes flat-footed until the start of his next
turn.  If the wielder is already flat-footed, he is instead knocked prone. If the firearm was loaded, that ammunition
  is wasted.                          
  Reinforce Armaments Comm. (Trans.) (Ul. Combat) 1sa 200 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 (Conj.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Throw. Weapon Will neg V, S Yes
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
  can be used as the prerequisite for the returning weapon special ability.              
  Scale Spikes (Trans.) (Web) 1sa 20 Min. 75 ft Special Fort neg V, S, M/DF Yes
  Targets 1 living creature/level that is a reptile, has the dragon type, or has the reptilian subtype, and that also has a small thorn
a natural armor bonus of at least +1; When the target is affected by this spell, its scales grow jagged spikes.
    These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes.        
  Scare (Necro.) (Pathfinder) 1sa Special 300 ft 30' Diameter Will part V, S Yes
This spell effects 6 creatures causing all below 6 HD to be frightened.  The spell lasts for 1
  round if they make their save and 20 rounds if they fail.              
  Scorch (Evoc.) (S. Comp.) 1sa Instant 30 ft 30' Line Reflex 1/2
  Deals 10 d8 (max 5d8) points of damage  to each target it hits.      
  See Invisible (Div.) (Pathfinder) 1sa 200 Min. Self Self No   V, S, M No D
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as talc and powdered silver
if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to
discern the difference between visible, invisible, and ethereal creatures.  The spell does not reveal the method
used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not
  reveal creatures who are simply hiding, concealed, or otherwise hard to see.              
  Sentry Skull (Necro.) (Race) 1 Hour Permanent Touch 1 Severed Head None V, S, M No
must be You restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, onyx gem worth at least 10 gp
Orc creating a grisly sentinel. The head must be affixed to a pole, spear, tree branch, or other stable object, and the
spell ends if the head or its object is moved. The head has darkvision 60 feet and low-light vision, can swivel in
place to look in any direction, and has a +5 bonus on Perception checks.  If you are within 30 feet of the head, as a
standard action you can shift your senses to it, seeing and hearing from its location and gaining the benefit of its
darkvision and low-light vision, and you may use its Perception skill instead of your own. While your senses are
in the severed head, your body is blind and deaf until you spend a free action to shift your senses back to your
own body.  When you create the head, you can imprint it with a single triggering condition, similar to magic
mouth. Once this triggering condition is set, it can never be changed. If you are within 30 feet of the head, you
immediately know if it is triggered (if you have multiple active sentry skulls, you also know which one was
triggered). This wakens you from normal sleep but does not otherwise disturb your concentration. For example,
you could have a sentry skull alert you if any humanoid comes into view, if a particular rival approaches, if your
guard animal is killed, and so on, as long as it occurs where the severed head can see it.  This spell does not give
the head any ability to speak, think, or take any kind of action other than to turn itself, though it is a suitable
  target for other spells such as magic mouth.                    
  Shadow Anchor (Illus.) (Race) 1sa 20 Rnds Touch 1 Creature Will neg S Yes D
must be The target's shadow becomes a flexible tether to its current square. The creature can move up to 5 feet from that
Wayang square without penalty. Moving farther than 5 feet from the tether point requires the target to make a bull rush
combat maneuver check against a CMB of 10 + 1/2 your caster level + your Intelligence modifier (if a witch or
wizard) or Charisma modifier (if a bard or sorcerer). The target takes a –1 penalty for every 5 feet of distance
between it and its tethered square. Failing this check means the target's move is wasted and it cannot move farther
away. If it fails this check by 10 or more, it is pulled 5 feet toward the tether square and is knocked prone. If it beats
the check by 10 or more, the spell ends. This spell does not work on creatures that do not cast shadows or
  reflections. If the target uses a teleportation effect or leaves the current plane, the spell ends.          
  Share Memory (Div.) (Ul. Magic) 1sa Instant Touch You and 1 Creature Will neg V, S Yes
You momentarily link your mind with the target and share a single memory of no longer than 1 minute. You can
show the target one of your memories, show the target one of its own memories, or view one of the target’s
  memories.                          
  Shared Sacrifice (Necro.) (Inner Sea Gods) 1 Round 20 Rnds 75 ft 1 Creature Will neg   V, S Yes  
  You create a link to a target and can direct pain and damage through this link. You take only half damage from
effects and attacks that deal hit point damage.  The target of this spell takes the remainder of the damage. Forms
of harm that do not involve hit points, such as charm effects, temporary ability damage, level drain, and death
effects cannot be shared through this link. If you suffer a reduction in hit points because of a lowered
Constitution score, the reduction is not split with the target of this spell because it is not hit point damage. When
the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is
not reassigned back to you.  If you and the target of the spell move out of range of each other, the spell
    immediately ends.                        
  Sickening Strikes (Trans.) (Race) 1sa 0 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.          
  Silk to Steel (Trans.) (Ul. Magic) 1sa 20 Rnds Touch 1 Scarf None V, S No
You imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or
flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 shield bonus
  to your Armor Class) or to attack as if the scarf were a whip.                  
  Silent Table (Illus.) (Adv. Class Guide) 1 Round 20 Min. 75 ft 5' Diameter None V No D
You protect an area against casual eavesdropping. Sounds and sonic effects that originate inside the area are
muffled for anyone outside the area; Perception DCs to hear or understand sounds leaving the area increase by
20, and any saving throw DCs of these effects decrease by 2. The spell does not affect sounds that enter the area
  or the Perception checks of creatures inside it.                    
  Silk to Steel (Trans.) (Ul. Magic) 1sa 20 Rnds Touch 1 Scarf None V, S No
You imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or
flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 shield bonus
  to your Armor Class) or to attack as if the scarf were a whip.                  
  Skinsend (Necro.) (Ul. Magic) 1sa 20 Hrs Self Self No V, S No D
You cause your own skin to peel off your body and animate as a magical creature you control. You may project
your consciousness to your animated skin or return it to your actual body as a standard action. When your
consciousness is in your body, you are helpless (except for transferring your will to your skin, or dismissing the
spell).  Your possessed skin is identical to you in all ways, except the following: It has only half the number of hit
points you had at the time you cast the spell, and cannot be healed above this maximum; construct type, traits,
and immunities; Str 3, Con —; DR 10/piercing or slashing; and compression (as the universal monster ability).
Your skin can take any actions you could normally take in your own body (such as to fight or cast spells).  When
your skin leaves your body, your body’s hit points drop to 0. Your body cannot heal damage naturally while you
have no skin, nor do spells that cure hit point damage work on your body; only regeneration (from a regenerate
spell, ring of regeneration, the regeneration monster ability, or any other effect that can regrow missing limbs) or
heal can regrow your skin and allow you to heal above 0 hit points.  If your body is regenerated before your skin
returns to it, the skin dies and your consciousness returns automatically to your body. Your skin can be
preserved with gentle repose and is suitable for any purpose that requires some of your flesh (such as a
resurrection spell) or any magic or ritual that requires a creature’s skin.  When your skin returns to your body,
you regain hit points equal to your skin’s remaining hit points. If the spell ends before you reunite with your skin
or if your skin is killed while you are in your body, you remain helpless and at 0 hit points until your full body is
restored to you (requiring powerful magic, as described above). If your body dies while you are possessing your
skin, you die when the spell ends, regardless of how many hit points the skin has left. If your body or skin is
slain with your consciousness in it, the spell ends and you are instantly killed.  This spell leaves long scars on
  your skin where it split apart, although these fade normally with the use of healing magic.          
  Snake's Swiftness (S. Comp.) 1sa Instant 25 ft 1 allied creature No
Allows the subject to make an immediate attack out of the normal initiative order.  It is not cumulative with
  itself or haste.                
  Snowball Swarm (Evoc.) (S. Comp.) 1sa Instant 300 ft 10' radius burst Reflex 1/2
  A flurry of magic snowballs erupt from the target location dealing 12 d6 (max 5d6) points of damage.
  Soothing Word (Conj.) (Condition Cards) 1sa Instant 75 ft 1 Creature Will neg   V, S Yes  
The target of this spell causes several conditions that he suffers from to be lessened in severity one step. If he is
nauseated, he is instead sickened. If he is stunned, he is instead dazed. If he is exhausted, he is fatigued. If he is
frightened, he is shaken. If he is paralyzed, he is staggered. The duration of the effect is unchanged; the effect is
  simply reduced to the lesser version. This spell has no effect on conditions not listed above.          
  Speak to Allies (Trans.) (S. Comp.) 1sa 200 Min. 300 ft 30' Radius No
  Allows all allies within 30' to communicate with each other without having to mouth the words.  
  Spectral Hand (Necro.) (Pathfinder) 1sa 20 Min. 300 ft 1 Spectral Hand No   V, S    
A ghostly hand appears allowing you to deliver touch spells of 4th level or lower at range, you temporarily lose
1d4 hp, but gain it back when the spell expires or is dispelled.  The spell gives you a +2 to hit, but it can't flank a
target like a person could.  After it delivers its touch attack, or if it moves out of range it disappears and reappears
in front of you, the hand is incorporeal and can't be harmed by normal weapons it also has improved evasion
(half damage on a failed Reflex save, no damage on a successful save).  It has your saves And AC 22 with your Int
modifier applied to its AC is if it were the hand's Dex modifier, the hand has the same number of hit points that
you temporarily lost.  You will lose those hit points for the duration of the spell and gain them when it ends.
  Unless the spectral hand is somehow destroyed.  Those lost hit points can be regained through normal healing.        
  Squeeze (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg V, S Yes
must be The target becomes flexible regardless of its actual size and mass. It can move through areas at least half its size
Vishkanyas with no penalty for squeezing. It can move through a space at least one-quarter its width using the penalties for
  squeezing through a space at least half its width.                    
  Stabilize Powder (Trans.) (Ul. Combat) 1sa Instant 75 ft 1 Loaded Firearm Will neg V, S, M Yes
Ammunition currently loaded in the target firearm is less prone to misfire. Decrease the misfire range by 1 + 1 per few drops of liquor
  five caster levels (maximum +5, minimum misfire 0) for the ammunition currently loaded into that firearm.        
  Staggering Fall (Trans.) (Rival Guide) 1sa 20 Rnds 300 ft 1 falling creature Fort part V, S Yes
This spell must be cast on a creature as it falls, either from a height or after being knocked prone or tripped. The
magic of this spell causes the creature to hit the ground particularly hard, knocking the wind from it. The creature
takes an additional 1d6 points of damage from the fall. In addition, the creature becomes staggered for the duration
of the spell unless it makes a Will save. Each round the spell’s effects persist, the creature may attempt a new Will
save as a free action to end the staggered effect early. A creature under the effects of this spell must take a
  standard action to stand up.                      
  Status (Pathfinder) 1sa 20 hr Touch 1 Creature Will V, S Yes
Mentality monitor creature; unharmed, wounded, disabled, staggered, unconscious, dying, nauseated,
panicked, stunned, poisoned, diseased, confused or the like. It also gives the caster the general direction of the
  subject.  Once the spell has been cast it works at any range, but ceases if the subject leaves the plane or dies.        
  Steal Breath (Trans.) (Race) 1sa 0 Rnds 25 ft 1 Living Creature Fort neg V, S Yes
must be You pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons, or
Catfolk cast spells with verbal components. If the target fails its saving throw, it takes 2d6 points of damage, and it cannot
speak, use breath weapons, or anything else requiring breathing, and a visible line of swirling air leaves the target's
mouth and enters your mouth.  If, during the duration, the target moves out of range or line of effect to you, the
  spell immediately ends. This spell has no effect on creatures that do not need to breathe air.          
  Steal Voice (Necro.) (Ul. Magic) 1sa Permanent 300 ft 1 Creature Fort neg V Yes D
  The target’s throat constricts, giving it the caster croak spellblight.                
  Sting Ray (Ench.) (S. Comp.) 1sa 20 Rnds 75 ft 1 Ray Will part
With a ranged touch attack you make the victim feel that they have many tiny insects crawling on and biting
them.  The target can attempt a Will save to shake off the effect, but until they do they suffer a -2 AC and can
only perform single move or standard actions.  To cast a spell affected creatures must make a DC check equal to
  the spell's DC + the level of the spell being cast.  A successful Will save negates all but the -2 to AC.  
  Stricken Heart (Necro.) (Adv. Class Guide) 1sa Instant Touch Creature Touched None   V, S Yes  
This spell covers your hand with a writhing black aura. As part of casting the spell, you can make a melee touch
attack that deals 2d6 points of negative energy damage and causes the target to be staggered for 1 round. If the
attack is a critical hit, the target is staggered for 1 minute instead. Creatures immune to precision damage are
  immune to the staggered effect.                      
  Summon Monster II (Conj.) (Pathfinder) 1 rnd 20 Rnd 75 ft 1 creature No   V, S, M No D
Summons a monster from the tables on Pathfinder 351.  The monster starts to fight on your turn immediately when a tiny bag and a small candle
summoned.  Fighting for you until the expiration of the spell or death.  Can summon 1 creature from table 1 or 1d3
creatures from table 1.              
Monster   Subtype   Monster       Subtype
Ant, Giant (worker) -- Horse --
Elemental (Small) Elemental Hyena --
Giant Centipede -- Lemure (Devil) Evil, lawful
Giant Frog -- Octopus --
Giant spider -- Squid --
  Goblin dog       Wolf       --          
  Summon Swarm (Pathfinder) 1 round Conc. +2 Rnds 75 ft 1 swarm No V, S, M No
Summons a swarm of bats, rats or spiders (your choice) which attacks all creatures in it’s A.O.E.  If no living square of red cloth
  creatures are present the swarm will attack the nearest creature.  The caster has no control over the swarm.        
  Swim (Trans.) (C. Arcana & S. Comp.) 1 round 200 Min 300 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.          
  Symbol of Mirroring (Ul. Magic) 1sa Special 0 ft Special Will part   V, S, M Yes  
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of mirroring mercury and phosphorous plus
creates and illusionary copy of, that function as per mirror image, one or more creatures within 60 feet of the powdered diamond and opal worth
symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of mirroring 100 gp
affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol 
becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of
creatures, whichever comes first. A creature that enters the area while the symbol of death is active is subject to its
effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol
only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still
active, it must save again.  If an illusionary double is destroyed, and the rune is still active, then a new image is
created.  The images mimic the movements and actions of the characters within 60' of the symbol and for
20 rounds.  Once activated the symbol of mirroring remains active for 200 minutes.
A symbol of mirroring can be made permanent with a permanency spell by a caster of at least 10th level for the
cost of 5,000 gp.  Until it is triggered, the symbol of mirroring is inactive (though visible
and legible at a distance of 60 feet). To be effective, a symbol of mirroring must always be placed in plain sight
and in a prominent location. Covering or hiding the rune renders the symbol of mirroring is ineffective, unless a
creature removes the covering, in which case the symbol of mirroring works normally.  As a default the symbol
is activated whenever someone looks at or reads the rune, touches the rune, unsuccessfully tires to deactivate,
passes under the rune or passes through a portal bearing the rune.  Throwing a cover over the rune will also
activate it.  It can't be placed on a weapon set to trigger when the weapon is used in combat.  When scribing the
rune any trigger action can be named to activate it, provided that trigger is something visible within the 60' trigger
range.  Intangibles such as level, class, HD, and hit points don't qualify.  The conditions are set when the rune is
first written and cannot be changed, but a password or phrase can be incorporated into the symbol to let those
armed with that knowledge to pass the rune safely.  As long as that creature is within 60' of the symbol they are
immune to its effects.  They must repeat the password or phrase if they leave and re-enter the 60' area protected
by the symbol.  The symbol may be attuned to specific people, but doing so adds to the casting time at the rate
of 1 extra hour per 25 people attuned to pass the symbol safely.  The caster is always considered attuned to the
symbol they inscribe.   Read magic allows you to identify a symbol with a Spellcraft check (DC 10 + the symbol's
spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.  A symbol
can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a
symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also
  triggers it.                          
  Tattoo Potion (Trans.) (Inner Sea Magic) 1 Minute Instant Touch 1 Potion None   V, S, M No  
When you cast this spell, you mix special tattoo inks into a potion of your choice. Once you finish casting tattoo a potion to be tattooed, special inks worth 500 gp
potion , the potion begins bubbling and fizzing—if no one drinks the potion within 1 minute of the spell being
cast, the potion bubbles away into vapor and is destroyed.  When a potion under the effects of tattoo potion is
imbibed, the effects of the potion do not occur. Instead, the potion transforms into a spell tattoo on the drinker’s
chest tattoo slot—if the drinker already has a magic tattoo in this location, the tattoo potion is wasted. Once the
  potion transforms into a tattoo spell, it remains in place permanently until it is used as a spell tattoo.          
  Thunder Fire (Trans.) (Ul. Combat) 1sa Instant 75 ft 1 Loaded Firearm Will neg V, S, M Yes
The firearm targeted creates a thunderous report, even if the firearm is not loaded. Every creature within 15 feet of a piece of spend thunderstone
the creature wielding or carrying the firearm must succeed at a Fortitude save or be deafened for 1 minute. The
creature wielding or carrying the firearm takes a –4 penalty on this saving throw, and his misfire range increases
  by 1 for 1d4 rounds. If the firearm was loaded when it was targeted by this spell, that ammunition is wasted.        
  Touch of Bloodletting (Necro.) (Inner Sea Gods) 1sa 20 Rnds Touch 1 Living Creature Will neg   V, S Yes  
This spell causes any existing wounds that the target possesses to bleed profusely. If the creature's current total
hit points are less than its maximum, this spell causes the creature to take 1 point of bleed damage each round
and become exhausted for the duration of the spell. A successful DC 15 Heal check or any spell that cures hit
  point damage negates the effects of this spell.                    
  Touch of Idiocy (Ench.) 1sa 200 Min. Touch 1 Living Creature No V, S Yes
  With a successful melee touch you reduce the subject's Int, Wis and Cha scores by 1d6 (to a min of 1).        
  Tremor Blast (Trans.) (Inner Sea Gods) 1sa Instant 30 ft Cone None V, S Yes
You create a minor earthquake that can trip creatures. Attempt a single combat maneuver check and apply the result
against the CMD of every creature in the area. If your roll equals or exceeds a creature's CMD, that creature is
knocked prone. This trip attack does not provoke an attack of opportunity (though you do provoke one for casting
the spell), nor are you knocked prone if you fail the check by 10 or more. Unlike with a regular trip attack, you can
trip any creature touching the ground, regardless of size. Improved Trip does not affect this spell in any way.
Though the earthquake is small and focused on the ground, if the area is particularly unstable, the spell might cause
  items to topple, stones to shake loose from the walls or ceiling, and so on at the GM's discretion.          
  Twilight Haze (Illus.) (Adv. Class Guide) 1sa 20 Rnds 75 ft 20' radius Fog None   V, S No  
You create a gray haze that obscures sight (as fog cloud) and causes the illumination level within it to drop one
step (as darkness). Since this spell produces an illusion rather than a true physical fog, it is unaffected by wind and
  can be cast underwater.                        
  Unnatural Lust (Ench.) (Ul. Magic) 1sa 1 Rnds 75 ft 1 Creature Will neg V, S Yes
Your target is filled with lust and desire for a single creature or object as designated by you at the time of casting.
That creature or object must be within the spell’s range and perceivable by the target of the spell. The target is
filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next
turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature
  or object, it receives a +4 bonus on its saving throw.                  
  Unshakable Chill (Necro.) (Ul. Magic) 1sa 200 Min. 75 ft 1 Creature Fort neg V, S, M Yes
The target is filled with an unshakable chill for the duration of the spell, and suffers from the effects of severe
cold.  Severe cold effects: If the initial saving throw fails, the target takes 1d6 points of nonlethal cold damage
and must save every 10 minutes (using the DC of severe cold instead of this spell’s DC) or take additional
  damage.                          
  Vomit Swarm (Conj.) (Adv. Player's) 1sa 20 Rnds 0 ft 1 Swarm No S
You vomit forth a swarm of spiders that attacks all other creatures within its area. The swarm begins adjacent to
you, but if no living creatures are within its area, it moves in one direction of your choosing at its normal speed.
You can move the swarm or change the swarm's direction by spending a standard action to concentrate on the
swarm, otherwise it continues moving in its current direction. If your caster level is at least 7th, you can vomit forth
a swarm of wasps instead. Finally, if your caster level is at least 13th, you can vomit forth a swarm of army ants.
  Web (Conj.) (Pathfinder)   1sa 200 Min. 300 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.          
  Web Shelter (Conj.) (Ul. Magic) 1sa 20 Hrs 75 ft Special None V, S, DF No
You create a shelter of slightly sticky webbing. The shelter has a hinged door large enough to accommodate a
Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total cover to anyone within it.
You can create a shelter that is 5'-10' diameter sphere, or a 5'-20' hemisphere.  Only Fine creatures with negligible
Strength can be caught in the webbing (including swarms); all other creatures can pull themselves free without
making a Strength check or taking an action. The webbing is sticky enough to hold twigs, leaves, dirt, and other
light items, allowing you to conceal the shelter. The shelter is watertight and insulated when the door is closed.
Its surface has a hardness of 0 and 2 hit points for every 5-foot square of web surface area. It takes normal damage
  from fire and burns as easily as wood. When the spell ends, the webbing decays rapidly and disappears.        
  Whip of Spiders (Conj.) (Adv. Class Guide) 1sa 0 Rnds 0 ft Whiplike Swarm None V, S, M/DF Yes
You summon hundreds of Diminutive spiders, which cling together in the form of a whip made for a creature of a square of red cloth
your size. You can wield this object as if it were an actual whip, except you make a melee touch attack with it instead
of a regular attack. Any creature you strike with the whip takes swarm damage as if it were attacked by a spider
swarm (1d6 points of damage plus poison and distraction). The swarm whip is able to damage creatures with armor
or natural armor, even if a normal whip could not. It cannot be used to make bull rush, grapple, or trip attacks, and
(unlike a swarm) is subject to a miss chance for concealment and cover.  The whip is immune to all weapon damage,
is never staggered or reduced to a dying state by damage, and is immune to any spell or effect that targets a
specific number of creatures (including single-target spells such as disintegrate). The whip takes half again as much
damage from spells or effects that affect an area, but since it is considered part of your gear, it takes damage only if
you fail a saving throw on a 1 or if it is specifically targeted by an opponent. The whip does not have a swarm's
susceptibility to high winds.  As a standard action, you can transform the whip into a spider swarm (all squares of
the swarm must be within 15 feet of you); thereafter it functions as summon swarm. The spider swarm has 3 hit
  points and persists in that form for 2 rounds or until the end of this spell's duration, whichever comes first.        
  Wings of Air (Trans.) (S. Comp.) 1sa 20 Min Touch 1 winged creature No
  The creature becomes more agile improving its movement capability by 1 level.  Multiple versions can't be used.
  Zone of Truth (Pathfinder) 1sa 20 Min. 75 ft 20' radius Will   V, S, DF Yes  
Creatures in the area cannot tell any deliberate and intentional lies, only 1 save when first encountered.  Creatures
  inside the zone know that they are under a zone of truth.          
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Accept Affliction (Conj.) (Champions of Purity) 1sa Instant   Touch   Creature Touched Fort neg   V, S, M/DF Yes  
The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to a dove's heart
himself. This spell can also transfer the blinded, deafened, fatigued, nauseated, shaken, and sickened conditions.
All aspects of the transferred afflictions (save DCs, remaining duration, removal conditions, and so on) remain the
same, but affect the caster instead of the original target. After transferring the affliction or condition, the caster is
    free to cure it in any way he can.                      
  Adjustable Disguise (Illus.) (Adv. Class Guide) 1sa 200 Min Self Self None V, S No D
This spell functions as disguise self, except as a swift action you can alter the disguise (within the limitations of
disguise self). For example, you could make yourself look like a young human city guard, then an old elven wizard
of the opposite gender, then a halfling thief, and so on. You can change the disguise a number of times equal to
  your caster level.                        
  Agonizing Rebuke (Illus.) (Race) 1sa 20 Rnds 75 ft 1 Living Creature Will neg V, S Yes
  must be With a word and a gesture, you instill such apprehension about attacking you in your target that doing so causes
Hobgoblin it mental distress and pain. Each time the target makes an attack against you, targets you with a harmful spell, or
  otherwise takes an action that would harm you, it takes 2d6 points of nonlethal damage.           
  Aggravate Affliction (Necro.) (Secrets of the Sphinx) 1sa Instant 75 ft 1 Creature Special V, S Yes
All recurring afflictions (those with a frequency, including curses, diseases, and poison) possessed by the targeted
creature immediately trigger, requiring an immediate saving throw (as described in the affliction) to avoid suffering
their effects. A successful saving throw does not count toward ending the affliction, and this extra save does not
  change the timing of the next save against the affliction. Afflictions without a frequency are unaffected by this spell.    
  Air Breathing (Trans.) (S. Comp.) 1sa 40 Hrs. Touch Living Creatures No
Divide the duration among those touched giving them the ability to breathe air, it doesn't stop them from
  breathing water normally.              
  Anchored Step (Trans.) (Adv. Class Guide) 1sa 0 Min Self Self None   V, S, M No D
Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and a bit of oak root
making it more difficult for others to move you against your will. These tendrils dig into any surface, but leave no
trace of your passing. You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition, and
trip combat maneuvers, as well as any other effect that would move you from your current position (such as
being swallowed whole) or knock you prone. The tendrils slow your movement, however; your speed is reduced
by 10 feet (to a minimum of 5 feet). This spell has no effect if you are moving without touching the ground
  (climbing, flying, swimming, and so on).                    
  Anthropomorphic Animal (Trans.) (Ul. Magic) 1sa 20 Hrs Touch Animal Touched Fort neg   V, S, M Yes  
You transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a humanoid thumb bone
lycanthrope's hybrid form is a mix of a humanoid and animal form. The animal's size, type, and ability scores do not
change. It loses its natural attacks except for bite (if it had one as an animal), all types of movement other than its
land speed, and special attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects
and weapons as well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The
creature's Intelligence increases to 3, and it gains the ability to speak one language you know. It is not considered
proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a
creature of its size (unless it has a bite attack, which is a natural attack).
Anthropomorphic animal can be made permanent with a permanency spell cast by a caster of 11th level or higher
  at a cost of 7,500 gp.                        
  Arcane Sight (Div.) (Pathfinder) 1sa 20 Min. Personal Self No V, S yes D
With eyes glowing blue you can see magical auras within 120', it is similar to detect magic but without the need
to concentrate.  You know the location and strength of all auras within range.  You can make Spellcraft checks to
determine the school of magic and if you concentrate you can determine if a creature is a spellcaster or capable of
using spell-like abilities and if it uses divine or arcane magic.  However if the caster has used its higher level
spells you will only know the power of their current highest level spell.  Make checks at DC 15+ spell level or 1/2
  caster level.  Can be used to identify magic items except for artifacts.              
  Armor Lock (Trans.) (Knights of the Inner Sea) 1sa 20 Rnds 100 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.
  Ash Storm (Conj.) (Ul. Magic)   1sa 20 Rnds 1200 ft 40' rad. X 20' High None   V, S, M/DF No  
Driving ash blocks all sight (even darkvision) within the spell’s area of effect, and falling cinders cause the ground pinch of ash
  in the area to become difficult terrain.                    
  Aura of Cannibalism (Necro.) (Monster Codex) 1sa 20 Min. 20 ft 20' radius Fort neg   V, S, M Yes  
You emanate an aura that saps the strength of others of your kind and channels their energy into you.  Each round a piece of flesh from another
that a creature starts its turn in the spell's area and shares both your creature type and at least one subtype you creature of your species
possess (if any), that creature must succeed at a Fortitude save or take 1d4 points of damage.  You gain a number
of temporary hit points equal to the amount of damage you deal with this spell (maximum 10 + your caster level).
These temporary hit points go away when the spell ends.  As long as you have at least 5 temporary hit points while
this spell is in effect, you gain a +1 competence bonus on attack rolls, saving throws, and skill checks. If you have
  15 or more temporary hit points, this competence bonus increases to +2.              
  Aura Sight (Div.) (Adv. Class Guide) 1sa 20 Min. Self   Self None   V, S No  
This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you. The effect is
similar to that of a detect chaos/evil/good/law spell, but aura sight does not require concentration, and it discerns
an aura's location and power more quickly.  You know the location and power of all chaotic, evil, good, and lawful
auras within your sight. An aura's power depends on a creature's Hit Dice or an item's caster level, as noted in the
description of the detect evil spell. If an item or a creature bearing an aura is in line of sight, you can attempt a
Knowledge (religion) check to determine the aura's strength (one check per aura; DC 15 + spell level, or 15 + 1/2
  caster level 25 for a non-spell effect).                    
  Bands of Steel (Conj.) (C. A. & S. Comp.) 1sa 20 Rnds 300 ft 1 Creature Reflex part
The Medium sized or smaller creature must make a saving roll or be immobilized and unable to move requiring a
DC 18 Str check or an DC 18 Escape Artist check.  Creatures that make their save are entangled and need a DC 13
  Str or Escape artist check to escape.              
  Bestow Curse (Necro.) (Pathfinder) 1sa Permanent Touch 1 Creature Will   V, S yes  
Subject curses either -6 to an ability score (min 1), -4 to attack, saves, ability and skill checks or each turn
the subject has a 50% chance to act normally, otherwise it takes no action.  Can invent your own curse.  The
curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or
  wish spell.                          
  Blindsight (S. Species) 1sa 20 Min. Touch Creature Touched No
  Grants the subject Blindsight 30'.              
  Blood Scent (Trans.) (Race) 1sa 20 Min. 300 ft 30' Diameter Will neg   V, S Yes  
must be You greatly magnify the target's ability to smell the presence of blood. The target is considered to have the scent
Orc universal monster ability, but only for purposes of detecting and pinpointing injured creatures (below full hit
points). Creatures below half their full hit points or suffering bleed damage are considered strong scents for this
  ability.  This spell effects 10 creatures no two of which can be more than 30' apart.                    
  Bloody Arrows (Necro.) (Ranged Tactics Toolkit) 1sa 20 Rnds 75 ft 1 Willing Creature None   V, S No  
Whenever this spell's target hits a creature with a ranged weapon that successfully deals piercing or slashing
damage, the struck creature takes 1 point of bleed damage. Unlike most bleed damage, the bleed damage dealt by
the subject of this spell is cumulative up to an amount equal to 1/2 your caster level (to a maximum of 5 points of
  bleed damage at 10th level).                      
  Capricious Zephyr (S. Comp.) 1sa 20 Rnds 300 ft 5' diameter sphere Special
A ball of swirling wind and dust moves at 30'/rnd as you direct regardless of the terrain.  If the sphere enters a
space with a creature in it  tries to bowl the creature over; the creature must resist a bull rush with a +6 on the
attack.  If the spell wins it pushes the creature in a random direction and the creature must make a Reflex save or
fall prone.  The spell moves as you direct, as a move action, otherwise it stays in the same spot.  If it leaves the.
  spell's range it expires.                
  Clairaudience/Clairvoyance (Div.) (Pathfinder) 10 Minutes 20 Min. 1200 ft 1 Magical Sensor No   V, S, F No D
Able to hear or see at place that is familiar to you or oblivious, once located it doesn't move, but it can rotate.  If
the location is magically dark you do not see anything, if it is dark you see within 10'.  It only works on your
  current plane.                        
  Cackling Skull (Illus.) (Ul. Magic) 1sa Till used 75 ft 1 Skull Will neg. V, S Yes
This spell functions as magic mouth, except rather than creating an illusory mouth on any surface, it affects a skull.
In addition, when the skull’s magic is triggered, it releases wild and unnerving cackles before speaking its message.
All creatures that can hear the cackles must save or become shaken for 1d4 rounds.  It's message can be up to 25
  words long                          
  Cone of Dimness (Illusion/Phantasm.) (S. Comp.) 1sa 20 Rnds 60 ft Cone Will neg
Those in the cone must make a Will save or believe they are in darkness, rendering them blind.  Creatures that
save suffer no further effect, those that fail can attempt a new save each round if they save then they suffer a dim
  vision with a 20% chance to miss their targets.            
  Contagious Fog (Conj.) (S. Comp.) 1sa 20 Rnds 300 ft 20' radius x20' high Special
This spell functions like fog cloud only creatures inside must make a Fort save or contract a disease equivalent to
the shakes (DMG 292) with sticks immediately with no incubation period.  Creatures affected take 1d8 Dex
damage immediately and for each day that the disease persists.  It must make a DC 13 Fort save or take another
1d8 Dex damage.  The fog moves away from the caster at 10'/round because the vapors are heavier than air they
sink to the lowest level of the surface for which they are over.  The cloud can't penetrate liquids and the spell
  can't be cast underwater.              
  Corpse Candle (Conj.) (C. Arcane & S. C.) 1sa 20 Min. 75 ft Ghostly Hand No
A ghostly hand carries a lit candle that sheds light for a 5' radius the candle is incorporeal and can be directed as
a free action it can be passed though objects.  The candle illuminates hidden, ethereal and invisible items visible
as faintly outlines.  Invisible and incorporeal creatures no longer have concealment.  The hand can't be attacked,
  but it can be dispelled normally, it winks out if it passes beyond the spell's range.    
  Countless Eyes (Ul. Magic) 1sa 0 Hrs. Touch Creature Touched Will neg   V, S Yes  
The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision and
  cannot be flanked.                        
  Cup of Dust (Adv. Player's) 1sa 20 Days 75 ft 1 Creature Fort neg V, S, M Yes D
You curse the target with a thirst no drink can quench.  On a failed saving roll, the target begins to dehydrate a pinch of dust
(Core Rulebook page 444).  The effects of this spell can't inflict more nonlethal damage than the target has hit
points.  No amount of drinking can counter this effect, although the target still experiences the other normal effects
of any liquid imbibed (such as poison or potions).  Cup of dust can be removed with a break enchantment, limited
wish, miracle, remove curse or wish spell, but the effects suffered as a result of dehydration must be healed by
    normal means.                        
  Curse of Impending Blades, Mass 1sa 20 Min. 300 ft 20' Radius No
Subjects 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              
  Deep Slumber (Ench.) (Pathfinder) 1sa 20 Min. 300 ft 10' Radius Burst Will neg.   V, S, M Yes  
Causes the subjects to fall asleep affecting the lower HD creatures first up to 10 HD.  Slapping or wounding will
  awaken the sleeping creatures.  The spell doesn't affect creatures that are already unconscious.          
  Delay Poison Communal (Ul. Combat) 1sa 20 Hrs. Touch Creatures Touched Fort neg V, S, DF Yes
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is
exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison
does not cure any damage that poison may have already done.  You can divide the duration in 1-hour intervals
  among the creatures touched.                      
  Disable Construct (Trans.) (Adv. Class Guide) 1sa 20 Rnds Touch Construct Touched Will neg   V, S No D
You can make a melee touch attack to send a pulse into the target, interfering with the magic that endows it with
  life. If the construct fails its saving throw, it becomes helpless for the duration of the spell.          
  Dispel Magic (Abjur.) (Pathfinder) 1sa Instant 300 ft 20' Radius Special V, S No
Targeted Dispel on 1 object check 1d20 +your level +10 vs. 11 + spell caster's level, this same result is applied to
any other magical effects that are on effective on the target.  You can also name a magical effect and target the
spell to end that effect.  If you caster level equals or beats the spell's caster level the magical effect is ended,
without ending any other magical effects that could be operating in the area.  You automatically succeed at
dispelling your own spells.  Artifacts and Deities are unaffected.  A targeted dispel magic cast upon a
summoned creature causes it to return to it's home plane.
Area Dispel 20' radius check 1d20 + your level+10 vs. 11 + highest spell level in the A.O.E., magic items are safe.
Permanent magic items will have their powers suppressed  1d4 rounds.
  Counterspell to block a spell as it is cast 1d20+your level +10 vs. 11+spell caster's level.          
  Eldritch Fever (Ul. Magic) 1sa Instant 75 ft 1 Creature Fort neg V, S Yes
The target gains the eldritch ague spellblight.  Eldritch ague manifests itself as a sickness that is debilitating to
spellcasters. A spellcaster with this spellblight is sickened until the curse is removed. When the subject of the curse
casts a spell, she is overcome with shaking for 1 round, requiring any spellcasting or the use of a spell-like ability
during that time to succeed at a concentration check (DC 15 + twice the spell level of the spell being cast). If she
fails the save, the spell and the action to cast it is lost.  While a curse, eldritch ague acts much like a disease, and
creatures with immunity to disease are also immune to eldritch ague. Remove disease cures eldritch ague; unlike
  with most spellblights, using this spell to remove the spellblight does not impose a -5 caster level check penalty.        
  Enhance Familiar (Trans) (C. A. & S. C.) 1sa 20 Hrs. Touch Familiar Touched No
  Infuses your familiar with vigor granting +2 on saves, attack rolls, AC and melee damage.  
  Eruptive Pustules (Trans.) (Ul. Magic) 1sa 20 Min. Self Self No V, S No
Your skin erupts in swollen, pus-filled bumps that burst open if you are struck. Any creature that strikes you with
its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid
damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save
  or be nauseated instead of sickened. This damage can harm a swarm.              
  Euphoric Cloud (Conj.) (Adv. Class Guide) 1sa 20 Rnds 100 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.                          
  Excruciating Deformation (Trans.) (Ul. Magic) 1sa 20 Rnds Touch Creature Touched Fort part   V, S Yes  
Your touch attack causes your target to become painfully malformed. Its limbs twist and buckle, while its body
contorts uncontrollably, shifting and warping. Each round the target suffers excruciating pain and takes 2d6
points of nonlethal damage, 1 point of Dexterity damage, and 1 point of Constitution damage, and its speed is