Current Level: 20 Alchemist
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Adjuring Step (Ul. Combat) 1sa 20 Rnds Self Self No V, S, M No
This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving rabbit's food
spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still
cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges
as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a
single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still
provokes attacks of opportunity as normal.
  Ant Haul (Trans.) (Adv. Player's)   1sa 40 hrs Touch   1 Creature Fort neg   V, S, M/DF Yes  
The target creature's carry capacity triples (Table 7-4:  Carrying Capacity Core Rulebook page 171).  This doesn't a small pulley
affect the creature's actual Str in any way, merely the amount of material it can carry while under the effects of the
spell.  It also suffers no effect on encumbrance due to armor, but if the target is wearing armor it takes the normal
  armor penalties for doing so regardless of how much weight it carries.              
  Anticipate Peril (Div.) (Ul. Magic) 1sa 20 Min. Touch Creature Touched Will neg. V, S Yes
A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell's
duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check
  equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end.          
  Blend (Illus.) (Trans.) 1sa 200 Min. Self Self No S
must be You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to
Elf match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to
make Stealth checks without cover or concealment, but only while you move no more than half your base speed or
less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start
  of your next turn. If you make an attack, this spell ends (as invisibility).              
  Blood 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.                      
  Bomber's Eye (Adv. Player's) 1sa 20 Rnds Self Self No S No
This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the
range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with
  thrown weapons.                        
  Crafter's Fortune (Trans.) (Adv. Player's) 1sa 20 Days 75 ft 1 Creature Will neg V, S, F Yes D
The target is struck by inspiration and gains a +5 luck bonus on its next Craft check.  Doing so before the spell a tool
  expires discharges the spell.                      
  Illusion of Calm (Ul. Combat) 1sa 20 Min. Self Self Will V, S No
When casting this spell, you create an illusory double that takes the same space of you. That double makes it
look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke
attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your
first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a
  successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.          
  Keen Senses (Trans.) (Adv. Player's) 1sa 20 Min. Touch Creature Touched Will neg V, S, M/DF Yes
The subject gains a +2 competence bonus on Perception checks and gains low-light vision.  Subjects that have hawk's fair
  low-light vision double the distance they can see under the effects of this spell.            
  Linebreaker (Race-Half Orc) 1sa 20 Min. Self Self No V, S No
You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made
  to bull rush or overrun.                        
  Longshot (Trans.) (Ul. Combat) 1sa 20 Min. Self Self No V, S, M/DF No
This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by piece of fletching
the subject.
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Negate Aroma (Adv. Player's) 1sa 20 Hrs 75 ft 1 Item/Level Fort neg V, S, M/DF Yes D
With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents.  When cast, the pinch of alum
targeted creatures or objects lose all natural and unnatural odors.  A creature under the effect of negate aroma
can't be tracked, located, or pinpointed by the scent special quality.  In addition, this spell prevents the target
creature from using the stench special ability and similar odor-based abilities (such as those possessed by
troglodytes).  Negate aroma doesn't prevent the target from acquiring outside smells or odors.  Dowsing the
creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized
  or washed away.                        
  Polypurpose Panacea (Ul. Magic) 1sa Special Self Self No S No
This creates one of several cantrip-level effects relating to your health, well-being, and entertainment. The
panacea has no side effects (for example, the intoxication panacea does not cause a hangover). When you use
polypurpose panacea, choose one of the following effects.
Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover, for 1 hour. For
the duration, you gain a +2 resistance bonus against pain-related spells.
Clarity: You get a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute. You
must choose to use the bonus before making the roll to which it applies.
Hallucination: You have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal
animals, and so on. You can tell these are not real, but they are distracting, and you take a –2 penalty on
Perception checks for the duration.
Intoxication: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages.
Lucid Dream: If you take this panacea within 1 hour of going to sleep, you have a lucid dream that is under your
control and lasts for an hour.
Resistance: You gain a +1 resistance bonus on saves for 1 minute.
Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin
sleeping at this time, when the panacea ends you continue sleeping normally.
Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for being drunk
(Game Mastery Guide 237). Magical and alchemical methods (such as detect poison) still detect you as inebriated.
Time spent under the effect of this panacea do not count toward the time necessary to sober up (it merely delays
your intoxication).
Tenacity: You gain 1 temporary hit point for 1 minute.
Wakefulness: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitteriness.
You gain a +5 resistance bonus against sleep-related spells such as lullaby and sleep. This use of the panacea
merely delays your need for sleep and does not count as rest or sleep. You can use it multiple times in succession,
  but as each effect wears off, you are as tired as you would be had you not used the panacea.          
  Reacharge 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
  See Alignment (Div.) (Ul. Combat)   1sa 20 Rnds Self   Self No   V, S, M No  
When you cast this spell, select a single alignment (such as lawful good or chaotic evil). Creatures of that eye of newt
alignment glow with a ghostly radiance while they are within your vision. Though you can see this radiance,
other creatures cannot. Spells and effects that obscure alignment, like undetectable alignment, also obscure the
  effects of this spell.                        
  Shock Shield (Abjur.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
This spell creates an invisible shield similar to but not as strong as the shield spell. This shield hovers in front of
you and negates magic missile attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus
applies against incorporeal touch attacks. At any time, as a free action, you may dismiss your shield, at which
point it deals 1d6 points of electrical damage to all creatures within a 5-foot burst, including you. A Reflex saving
  throw halves the damage.                      
  Stone Fist (Trans.) (Adv. Player's) 1sa 20 Min. Self Self No V, S, M D
This spell transforms your hands into living stone.  While this spell is in effect, your unarmed strikes do not a chip of granite
provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small).  In
addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.  Stone to flesh
immediately dispels stone fist.  Should you be the target of transmute rock to mud, this spell immediately ends
  and you take 4d6 points of damage.                      
  Targeted Bomb Admixture (Ul. Combat) 1sa 20 Rnds Self Self No V, S No
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that
modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical
reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one
admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb
admixture, the effects of the former bomb admixture end and the new one becomes active.  When you throw
bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus
  double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.          
  Touch of the Sea (Trans. ) (Adv. Player's) 1sa 20 Min. Touch Creature Touched Fort neg V, S, M Yes
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed
of 30' along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered
You can also use the run action while swimming, provided you swim in a straight line. This transformation causes
any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect
  continue to function). This spell does not grant the target any ability to breathe water.          
  Urban Grace (Trans.) (Race) 1sa 20 Min. Self Self None V, S
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.              
  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
  Ablative Barrier (Ul. Combat) 1sa 20 hrs Touch Creature Touched Will neg V, S, M No
Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. piece of metal cut from a shield
Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal
damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has
converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.
  Acute Senses (Ul. Magic)   1sa 20 Min. Touch   Creature Touched Will neg   V, S, M Yes  
The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, glass lens
  and +30 (the maximum) at caster level 16th.                    
  Alchemical Allocation (Adv. Player's) 1sa 1 Rnd Self Self No S No
This extract causes a pale aura to emanate from your mouth.  If you consume a potion or elixir on the round
following the consumption of this extract, you can spit it back into its container as a free action. You gain all the
benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this
 way per use of this extract.
  Animal Aspect (Ul. Combat)   1sa 20 Min. Self   Self None   V, S, M/DF Yes  
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is part of the animal
unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for
the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the
associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and
you always jump as if you had a running start.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type
increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the
grapple or reposition combat maneuver.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb
checks, and you can throw objects as if you had the Throw Anything feat.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water
with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed.
Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to keep holding your breath.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence
bonus on Disable Device, Sleight of Hand, and Stealth checks.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus
of +20 feet to your base speed.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half
  your normal speed and all the benefits of having a natural climb speed.              
  Ant Haul, Communal (Ul. Combat) 1sa 40 hrs Touch  Creatures Touched Fort neg V, S, M/DF Yes
The target creature's carry capacity triples (Table 7-4:  Carrying Capacity Core Rulebook page 171).  This doesn't a small pulley
affect the creature's actual Str in any way, merely the amount of material it can carry while under the effects of the
spell.  It also suffers no effect on encumbrance due to armor, but if the target is wearing armor it takes the normal
armor penalties for doing so regardless of how much weight it carries.  A group can share the spell in 2 hour
  blocks.                          
  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.                  
  Blistering Invective (Ul. Combat) 1sa Instant Self 30' Radius Reflex part V, S Special
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your
fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies
that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire.
Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the
  demoralizing effect.                        
  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.                    
  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.        
  Certain Grip (Ul. Combat) 1sa 200 Min. Touch Creature Touched Will neg V, S, M/DF Yes
The subject’s grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics tiny ball of fur
checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell,
the target is also immune to the disarm combat maneuver.
  Defensive Shock (Evoc.) (Ul. Magic) 1sa 20 Min. Self   Self None   V, S, M    
Electrical energy floods your body, shocking the next creature that touches you. Any creature striking you with a hollow metal sphere
its body or a handheld weapon takes 1d6 points of electricity damage per two caster levels (maximum 6d6). If the
attacker has spell resistance, it applies against this damage. Each time the spell discharges, the number of damage
  dice it deals is halved (rounded down); when the spell’s damage dice reach 0, the spell ends.  
  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.    
  Elemental Touch (Evoc.) (Adv. Player's) 1sa 20 Rnds Self Self No V, S, M No
Upon completing the casting of this spell, elemental energy infuses your hands.  Choose an energy type: acid, a bit of the chosen element: earth, water, air, or fire
cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along
with a special effect described below. You also deal energy damage and the related special effect when you
attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can
never apply to multiple weapons.
Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The
target must make a Fortitude save or be sickened for the duration of the ongoing acid damage.
Cold: The target must make a Fortitude save or be fatigued. A creature that is already fatigued suffers no
additional effect.
Electricity: The target must make a Fortitude save or be staggered for 1 round.
Fire: Your hands ignite and shed light as a torch. Your touch may cause targets to catch on fire.
Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no
special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold,
  electricity, or fire damage, it is a spell of that type.                    
  Fire Breath (Evoc.) (Adv. Player's) 1sa 20 Rnds 15 ft cone burst Reflex 1/2 V, S, M Yes
Up to thrice during this spell's duration, you can belch forth a cone of fire as a standard action.  The first cone a chili pepper
deals 4d6 points of fire damage to every creature in the A.O.E.  The second cone of flame deals 2d6 points of fire
damage to all in the A.O.E.  The third and final cone deals 1d6 points of fire damage to all in the A.O.E.  A
  successful Reflex save will halve the damage any cone does.                  
  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.                    
  Kinetic Reverberation (Ul. Combat) 1sa 20 Rnds Touch Creature Touched Fort neg V, S, M Yes
This spell converts the momentum and force from melee attacks made against the target of the spell, reflecting rubber tree sap
them back upon the attacker’s weapon. After making a successful melee attack against the target, an attacker
must make a Fortitude saving throw for the weapon used. If the weapon fails the save, it takes damage equal to
the damage rolled against the target. Creatures using natural attacks or unarmed strikes are unaffected by this
spell.
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Perceive Cues (Trans.) (Adv. Player's) 1sa 200 Min. Self Self No V, S, M
Your senses become preternaturally keen, and you gain insight into subtle behavioral cues.  For the duration of the drop of water
  spell, you receive a +5 competence bonus on Perception and Sense Motive checks.          
  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.              
  Shadow Bomb Admixture (Ul. Combat) 1sa 20 Rnds Self Self No V, S No
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that
modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical
reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one
admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb
admixture, the effects of the former bomb admixture end and the new one becomes active.  When you throw a
bomb and hit a direct target, a shadowy substance is released from the bomb covering the direct target and up to
3 creatures that take damage from the bomb’s splash (alchemist’s choice). The affected creatures must
successfully make a Fortitude saving throw, or they gain concealment but treat all other creatures as having
concealment for the duration of the shadow bomb admixture. This effect does not ignore spell resistance.
  Sickening Strikes (Trans.) (Race)   1sa 20 Rnds Self   Self Fort neg   V, S Yes  
must be You are imbued with disease, and any creature you strike with a melee attack must make a Fortitude save or be
Ratfolk sickened for 1 minute. Creatures that are immune to disease are immune to this sickened effect.          
  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.
  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.                    
  Touch Injection (Trans.) (Ul. Combat) 1sa 20 Hrs Self Self None V, S No
You must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. The held substance
drains from its container into a magical sac in your body. While the spell lasts, you can deliver the substance
with a mere touch. To do so to an opponent, you must make a successful melee touch attack. If you hit, the
substance takes effect immediately, despite any onset period, and that opponent receives the normal saving
throw (if any) against the substance. If you miss, the substance remains in the magical sac for you to use later.
This spell protects you from poison in the sac, but unless you have the poison use class feature, you suffer a
5% chance of exposing yourself to the poison when you first cast the spell. If you roll a natural 1 while
  attempting to inject the poison into an enemy, you are exposed to it.              
  Transmute Potion to Poison (Adv. Player's) 1sa Special Self Self No S No
This extract causes you to take on a pale, sickly pallor for 1 round. During this time, if you consume a potion, it
has no effect. Instead, your mouth fills with a vile poison that you can spit onto a weapon as a free action. If you
do not spit out the poison in 1 round, it affects you instead. The effect of the poison depends on the level of
spell contained in the potion consumed (see sidebar). If the poison is not used within 1 minute per caster level it
becomes inert. You can only create one dose of poison in this way per casting of this spell.
  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.
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Absorbing Touch (Adv. Player's) 1sa 20 Days Touch Object Touched Fort neg S No D
You absorb the next object your hand touches into your body. If you are already holding an object, you can
attempt to absorb it; otherwise, you may touch an object as a standard action separate from casting the spell.
You can absorb any nonmagical, nonliving object weighing no more than 1 pound per caster level. A container
and its contents count as a single object. Objects in the possession of another creature receive a Fortitude
Saving Throw to prevent absorption. You may continue to attempt to absorb objects until one is absorbed.
An absorbed object melds with your hand and cannot be targeted, but the object's weight still counts against
your carrying capacity. If you dismiss the spell, the item appears in the hand that absorbed it, or falls to the
ground if that hand is full. Multiple castings let you absorb additional items, but you can only store a single item
per hand.
  Absorb Toxicity (Ul. Combat)   1sa 200 Min. Self   Self No   V, S, M No  
You absorb the toxicity of your surroundings, becoming toxic as a result. While under the effect of this spell, you thorn from a poisonous plant
are immune to diseases and poisons with which you come into contact. When you are exposed to a disease or
poison, you can choose to absorb it. Doing so ends the immunity due to this spell to any disease and poison
other than the one you absorbed. You remain immune to the new affliction until this spell ends. Casting absorb
toxicity on yourself a second time does not allow you to absorb a second toxin, but instead resets the duration of
the effect to its full 10 minutes/level.  While you have a disease or poison absorbed, you can use a melee touch
attack to transfer that affliction to another creature. A missed attack does not discharge the spell, and you can try
to transfer the affliction again in subsequent rounds. If you hit, this spell is discharged, and your target must
make a saving throw against the transferred affliction (DC equal to this spell’s save DC or the affliction’s save DC,
whichever is higher) or suffer its effect or initial effect immediately. The target then continues to suffer from the
affliction’s normal effects.  If the spell’s duration expires before you have transferred the affliction, you are
exposed to any absorbed poison or disease as if you had transferred it to yourself, but you gain a +2 bonus on
saves against that particular instance of the poison or disease.
  Age Resistance, Lesser (Trans.) (Ul. Magic) 1sa 24 Hrs Self   Self No   V, S    
You ignore the physical detriments of being middle-aged. This spell does not cause you to look younger, nor
does it prevent you from dying of old age, but as long as the spell is in effect, you ignore the –1 penalties to
Strength, Dexterity, and Constitution that accrue once you become middle-aged. You retain the age-related
  bonuses to Intelligence, Wisdom, and Charisma while under the effects of this spell.          
  Amplify Elixir (Adv. Player's) 1sa 20 Rnds Self Self No S No
This extract greatly enhances the effects of any potion or elixir you consume. For the duration of this extract, any
potion or elixir you consume is treated as if it were empowered. Increase all variable numeric effects of the potion
or elixir by half. If the potion or elixir does not have any variable numeric effects, it is instead treated as if it were
extended (double the duration of the potion or elixir). If the potion or elixir does not have any variable numeric
effects, or has an instantaneous duration, amplify elixir has no effect. Amplify elixir affects oils that target you,
but it has no effect on oils that target your equipment.
  Animal Aspect (Ul. Combat)   1sa 20 Min. Self   Self None   V, S, M/DF Yes  
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is part of the animal
unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for
the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the
associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and
you always jump as if you had a running start, you gain a Swim speed equal to half your normal speed, and all the
benefits of having a swim speed.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type
increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the
grapple or reposition combat maneuver.  You gain a +2 competence bonus on Perception checks, and a +1
competence bonus on Fortitude saves.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb
checks, and you can throw objects as if you had the Throw Anything feat.  You gain a +4 competence bonus on
Acrobatics checks.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water
with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed.
Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to keep holding your breath.  Your swim speed increases to your full normal speed, and you
need not make concentration checks to cast spells underwater.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence
bonus on Disable Device, Sleight of Hand, and Stealth checks.  Your competence bonuses on Disable Device,
Sleight of Hand, and Stealth checks increase to +4.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus
of +20 feet to your base speed.  Your enhancement bonus to speed increases to +30 feet, and you gain the benefit
of the Run feat.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half
your normal speed and all the benefits of having a natural climb speed.  You gain a +4 competence bonus on
  Stealth checks.                        
  Battle Trance (Ench.) (Race) 1sa 20 Min. Self Self Will neg V, S Yes
must be You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a
Half-Orc number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving
throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature
that has attacked you.  When you use this spell, you immediately take 4 points of Intelligence damage. You must
make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a –5
  penalty.                          
  Bloodhound (C. Adv. & S. Comp.) 1sa 24 Hrs Personal Self No
If you fail a survival check to track a creature while this spell functions you can roll against the same DC
immediately to reestablish the trail.  If the reroll fails you must search for the trail 30 minutes if outdoors, or 5
  minutes is indoors before trying again.                    
  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
Or 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.                    
  Burrow (Ulf. Magic) 1sa 20 Min. Touch Creature Touched Will neg V, S Yes
The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor, or if it carries a medium
or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. Using burrow requires
only as much concentration as walking, so the subject can attack or cast spells normally. The burrowing
creature cannot charge or run. Loose material collapses behind the target 1 round after it leaves the area. This
spell does not give the target the ability to breathe underground, so when passing through loose material, the
  creature must hold its breath and take only short trips, or else it may suffocate.              
  Burst of Speed (Trans.) (Ul. Combat) 1 Swift 1 Rnd Self Self No V No
Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or
Heavy armor), your movement does not provoke attacks of opportunity, and you can move through the space of
creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a
  creature.                          
  Countless Eyes (Ul. Magic) 1sa 20 Hrs. Touch Creature Touched Will neg V, S Yes
The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision and
  cannot be flanked.                        
  Darkvision, Communal (Ul. Combat) 1sa 20 Hrs Touch Creatures Touched Will neg V, S, M Yes
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but either a pinch of dried carrot or an agate
  otherwise like normal sight.  You may divide the spell's duration among several creatures at the rate of 1 hour each.      
  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.                      
  Draconic Reservoir (Adv. Player's) 1sa 200 Min. Touch Creature Touched Fort neg Yes
Draconic reservoir functions as protection from energy, absorbing 6 points of one type of energy damage per
caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as a swift action, the subject can
release 1d6 points of the absorbed energy and apply it to any melee attack, as if using an acidic, flaming, frost, or
shock weapon. The first creature the subject strikes with this attack takes the energy damage in addition to any
other consequences of the attack.  Releasing energy in this way does not "free up" space to absorb still more
energy; the maximum amount of energy the spell can absorb remains fixed. The subject cannot release more
energy than he currently has absorbed. Once the subject has absorbed all the energy allowed by the spell, he 
takes damage as normal from that energy type. Once the energy has been released, the spell is discharged. 
Draconic reservoir does not stack with protection from energy.  Draconic reservoir overlaps (and does not stack
with) resist energy. If a character is warded by draconic reservoir and resist energy, draconic reservoir absorbs
  damage until it reaches its maximum limit.                    
  Elemental Aura (Evoc.) (Adv. Player's) 1sa 20 Rnds Self Self Reflex 1/2 V, S Yes
This spell forms an aura of energy around you, damaging all those that come near you.  Choose an energy type:
acid, cold, electricity or fire.  Creatures adjacent to you when this spell is cast and at the start of your turn take
2d6 points of energy damage of the selected type.  This aura has an additional effect, depending upon the type of
energy chosen.
Acid:  Creatures affect by your aura take 1 point of ongoing acid damage per round for 6
rounds.  The target must make a Fort save or be sickened for the duration of the ongoing acid damage.
Cold:  The target  must make a Fort save or be fatigued.  A creature that is already fatigued suffers no additional
effect.
Electricity:  The target must make a Fort save or be staggered for 1 round.
Fire:  Your hands ignite and shed light as a torch.  Your touch may cause targets to catch on fire (Core Rulebook
page 444).
Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect.  The
aura's additional effects do not stack if a creature takes damage from your aura multiple times.  You may only
  cast this spell to deal acid, cold electricity or fire damage, and it becomes a spell of that type.          
  Endure Elements, Comm. (Trans.) (Ul. Combat) 1sa 24 Hrs Touch Creatures Touched Will neg V, S Yes
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist
comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having
to make Fortitude saves. The creature's equipment is likewise protected.  Endure elements doesn't provide any
protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack
  of air, and so forth.  You divide the duration in 1-hour increments among the creatures touched.          
  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.              
  Lightning Lash Bomb, Admixture (Ul. Combat) 1sa 20 Rnds Self Self No V, S No
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that
modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical
reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one
admixture effect (formulae with the word “bomb admixture” in its title) active at a time. If you drink another bomb
admixture, the effects of the former bomb admixture end and those of the new one become active.  When you
throw a bomb and hit a direct target, lashes of electrical energy are released from the bomb, coalescing on the
bomb’s direct target and up to three creatures that take damage from the bomb’s splash (alchemist’s choice).
Those affected by the electricity must succeed at a Reflex saving throw or take 1d6 points of electrical damage
each time they take a move action to move more than 5 feet for the duration of the effect. This effect does not
ignore spell resistance.
  Marionette Possession (Ul. Magic)   1sa 200 Min. 300 ft 1 Willing Creature None   V, S, F Yes  
You project your soul out of your body and into the body of a willing creature. This possession is blocked by piece of paper with the target's name
protection from evil or a similar ward. The target’s soul shares its body with you; it is helpless but can still use
its senses. You and the target’s soul can communicate telepathically as if using a common language.  You keep
your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental
abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and natural attacks
(such as a bite or sting). A body with extra limbs does not allow you to make more attacks (or more advantageous
two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary, spell-like, or
supernatural abilities.  As a standard action, you can return to your own body, ending the spell. While your soul
is possessing the target, your body is helpless. If the host body is slain, you return to your own body if it is
within range, and the life force of the host departs (it is slain). If the host body is slain beyond the range of the
spell, both you and the host die. Any life force with nowhere to go is treated as slain.  This spell cannot target
  intelligent undead.                        
  Monstrous Physique I (Trans.) (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
  bonus to your Strength and a +2 natural armor bonus.                  
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Paragon Surge (Trans.) (Race) 1sa 20 Min. Self Self No V, S
must be You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind
Half-Elf simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike
with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural
abilities of your half-elven form as well as all of your gear. For the duration of the spell, you receive a +2
enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you
  meet the prerequisites, chosen when you cast this spell.                  
  Prehensile Pilfer (Trans.) (Race) 1sa 20 Rnds. Touch Creature Touched Fort neg V, S Yes
must be The target's tail moves and acts more quickly, almost with a mind of its own. When making a full-attack action,
Vanaras the target may use its tail to make a dirty trick or steal combat maneuver as a swift action. For the purpose of this
attack, the target's tail is a natural weapon with a reach of 5 feet. This spell has no effect on creatures lacking a
prehensile tail. If the target already has an extra attack from haste or a similar effect, this spell only allows the tail
  to make dirty trick and steal combat maneuvers, but does not grant an extra attack.            
  Protect. from Arrows, Comm.(Ul. Combat) 1sa 20 Hrs Touch Creatures Touched No V, S, F Yes
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against piece of tortoiseshell or turtle shell
ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction.
Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
The duration can be spread among several creatures in 1 hour intervals.  Once the spell absorbs 200
  points of damage (max 100 points) the spell's effects end.                  
  Resinous Skin (Trans.) (Ul. Combat) 1sa 200 Min. Self Self No V, S No
You coat your body with a resinous substance, protecting you from attacks and binding weapons that strike you.
You gain DR 5/piercing, as well as a +4 circumstance bonus to your CMD against disarm attempts and on saving
throws against effects that cause you to drop something you are holding. Additionally, you gain a +2
circumstance bonus on combat maneuver checks to initiate a grapple, maintain a grapple, and pin a foe. Any
enemy you grapple takes a –2 penalty on attempts to break the grapple and to escape the grapple using Escape
Artist. Any weapon, that strikes you becomes stuck unless its wielder succeeds at a Reflex saving throw. Such a
weapon can be pulled free of you only with a successful Strength check (DC = your saving throw DC for this
  spell). This spell has no effect on unarmed strikes or natural weapons.              
  Resist Energy, Communal (Abjur.) (Ul. Combat) 1sa 200 Mins. Touch Creatures Touched No V, S, DF Yes
Grants the subject resistance 10 against 1 specific type of energy (acid, cold, electricity, fire or sonic), the
resistance increases to 20 at 7th level and to 30 at 11th level.  It overlaps, doesn't stack with other energy
  protection.  The resistance can be split among individuals in 10 minute intervals            
  Seek Thoughts (Div.) (Adv. Player's) 1sa 20 Min. 40 ft 40' radius Will neg V, S, M No
Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. handful of copper coins
You may scan for either the answer to a simple question (such as "Where is the hidden lair of the wererats?") or
for information on a general topic (such as the beliefs of an evil cult).  You detect the number of creatures who are
thinking about this question or topic within range, as well as their location if they are visible to you.  Seek
thoughts doesn't let you read actual surface thoughts, only if a given creature is thinking about the topic you are
concentrating on.  A successful Will save prevents you from sensing a creature's thoughts for the duration of the
spell.  You can maintain concentration on seek thoughts while you engage in normal conversation, allowing you
to ask leading questions about topics of interest.  A creature conversing with you while you concentrate can
notice that you are distracted with a successful DC 25 Sense Motive check.  The spell lasts for as long as you
    concentrate up to the maximum duration of the spell.                  
  Spider Climb Communal (Ul. Combat) 1sa 200 Min. Touch Creatures Touched Will neg V, S, M Yes
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The live spider
affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and
a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or
horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if
any) while climbing, and opponents.  The duration of the spell can be split among several individuals in 10
  minute intervals.                        
  Thorn Body (Trans.) (Adv. Player's) 1sa 20 Rnds Self Self No V, S, DF
This spell causes spines to grow from your exposed skin, damaging creatures that strike you.  Any creature striking
you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage+ 20
(max 15).  Creatures using melee weapons with reach are unaffected by this spell.  Creatures that successfully
grapple you take 2d6 points of piercing damage+ 20 (max 15).  In addition, your natural attacks and
unarmed strikes deal an additional 1d6 points of piercing damage.  Thorns created by this spell persist through
  any new physical shape or form you assume, such as via wildshape or any polymorph effect.          
  Undead Anatomy I (Ul. Player's) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type,  piece of the creature whose form
which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for you plan to assume
Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and
darkvision 60'. If the form you assume has any of the following abilities, you gain the listed ability: climb 30', fly
30' (average maneuverability), swim 30', low-light vision, and scent.  In this form, you detect as an undead creature
(such as with detect undead, but not with magic that reveals your true form, such as true seeing) and are treated
as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that
specifically target or react differently to undead (such as searing light).  Small undead: If the form you take is that
of a Small undead, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.  Medium undead: If
the form you take is that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor
  bonus.                          
  Vomit Twin (Conj.) (Race) 1sa 20 Rnds Self Ooze duplicate None V, S
Goblin Upon casting this spell, you vomit forth a disgusting ooze copy of yourself into a single adjacent square. As
spell long as the twin exists, whenever you take a move action to move, the twin can move as well, although it does
not need to follow you and cannot take any other actions. On subsequent rounds, at the start of your turn, you
can instantaneously exchange places with your twin, as if using teleport. This is not an action and does not
provoke an attack of opportunity.  The twin has a speed of 30 feet and provokes attacks of opportunity from
movement as normal. It has an AC equal to 10 + 1/2 your caster level and a number of hit points equal to your
caster level. If the twin is reduced to 0 hit points, it is destroyed, although you can create a new one on your turn
    as a standard action as long as the duration persists. You cannot have more than one vomit twin at a time.        
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Absorbing Inhalation (Trans.) (Race) 1sa 20 Rnds 75 ft Special Special V, S No
must be You grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas,
 Sylph fog, smoke, mist, or similar cloud-like effect. If the targeted cloud is a magical effect, you must succeed at a caster
level check (DC 11 + the effect's caster level) to inhale it. Inhaling the cloud removes it from the area, leaving
normal air in its place. If the cloud is too large for you to affect with a single casting of this spell, you may instead
  inhale a portion of the cloud, but you must inhale the portion of the cloud closest to you. This spell has no effect
on gaseous creatures. It can only affect an instantaneous-duration cloud (such as a breath weapon) if you ready
an action to cast the spell in response.  While inhaled, the cloud does not harm you. You may keep the cloud
harmlessly contained within you for up to 1 round per level, but you must hold your breath to do so (even if you
do not normally have to breathe). If the cloud has a duration, the time the cloud is contained within you counts
toward that duration. As a standard action, you may release the stored cloud as a breath weapon, filling a 60-foot
cone (or the cloud's original area, if smaller than a 60-foot cone). Any creature in the breath's area is subject to its
normal effects, making saving throws and spell resistance checks as appropriate against the cloud's original DC.
The exhaled cloud resumes its duration, if any. Exhaling the stored cloud ends this spell. If you do not exhale the
cloud before this spell's duration expires, you suffer the cloud's effects and automatically fail any saving throw to
    resist it.                          
  Air Walk, Communal (Ul. Combat) 1sa 200 Min. Touch Creatures Touched None V, S, DF Yes
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The
maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.
A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn
each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be
subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement
or physical damage from being buffeted about.  Should the spell duration expire while the subject is still aloft, the
magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that
amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall.
Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled,
but not if it is negated by an antimagic field.  You can cast air walk on a specially trained mount so it can be ridden
through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill)
with 1 week of work and a DC 25 Handle Animal check.  Divide the duration in 10 minute intervals among those
touched and made targets of the spell.
  Age Resistance (Trans.) (Ul. Magic) 1sa 24 Hrs Self   Self No   V, S    
You ignore the physical detriments of being middle-aged. This spell does not cause you to look younger, nor
does it prevent you from dying of old age, but as long as the spell is in effect, you ignore the –1 penalties to
Strength, Dexterity, and Constitution that accrue once you become middle-aged and old age . You retain the
  age-related bonuses to Intelligence, Wisdom, and Charisma while under the effects of this spell.          
  Detonate (Evoc.) (Adv. Player's) 1sa 1 Rnd 30 ft 30' Radius Reflex 1/2 V, S, M Yes
You flood yourself with a potent surge of elemental energy.  One round after completing the casting of the spell 2 vials; 1 containing acid and the other
the energy explodes from your body.  When this spell creates the explosion of energy, choose one of the containing an alkaline solution worth
following 4 energy types:  acid, cold, electricity, or fire.  The explosion inflicts 20 points of damage (max 10d8) a total of 50 gp.
to all creatures and unattended objects within 15' and half that amount to targets between 15'-30'.  You
automatically take half damage from the explosion, without a saving roll, but any other energy resistance or
energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the
    explosion.                          
  Darkvision, Greater (Ul. Magic) 1sa 20 Hrs. Touch Creature Touched Will neg V, S, M Yes
The subject gains the ability to see 120 feet even in total darkness. Darkvision is black and white only but pinch of dried carrot or an agate
  otherwise like normal sight.  Darkvision, Greater can be made permanent with a permanency spell.          
  Dragon's Breath (Adv. Player's) 1sa Instant 30-60 ft Cone or Burst Reflex 1/2 V, S, M Yes
You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster dragon scale
level (maximum of 12d6). A successful Reflex save results in half damage. The spell's effect and energy type
depend on the type of dragon scale used: Silver or white dragon: 30-foot cone of cold.
Black dragon: 60-foot line of acid. Brass dragon: 60-foot line of fire.
Blue or bronze dragon: 60-foot line of electricity. Copper dragon: 60-foot line of acid.
Green dragon: 30-foot cone of acid.
Gold or red dragon: 30-foot cone of fire.
  Earth Glide (Trans.) (Race)   1sa 20 Rnds Touch   Creature Touched Will neg   V, S Yes  
must be The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims
Svirfneblin through water, traveling at a speed of 5 feet. If protected against fire damage, it can move through lava.
This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. It
requires as much concentration as walking, so the subject can attack or cast spells normally, but cannot charge
or run. Casting move earth on an area containing the target flings the target back 30 feet, stunning it for 1 round
(DC 15 Fort negates). This spell does not give the target the ability to breathe underground, so when passing
  through solid material, the creature must hold its breath.                  
  Echolocation (Ul. Magic) 1sa 200 Min. Self Self No V No
You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you
blindsight to a range of 40 feet. The echo-producing noises are too high-pitched to be heard by most creatures,
and can only be detected by dragons, other creatures with this ability (such as bats), and creatures with hearing-
based blindsense or blindsight. You cannot use this ability if you are deaf, and cannot detect anything in an area
  of silence.                          
  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).              
  Fluid Form (Trans.) (Adv. Player's) 1sa 20 Min. Self Self No S, M
When you cast this spell, your body takes on a slick, oily appearance.  For the duration of this spell, your form a mix of oil and water
can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid.  This
transparency is not enough to grant concealment.  You gain DR 10/slashing and your reach increases by 10'.  In
addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were
carrying at the time the spell was cast (except other creatures).  Finally, you can move through water with a swim
speed of 60' and can breathe both water and air for the duration of this effect.  You are treated as if you had the
  water subtype while this spell is in effect.                    
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Miasmatic Form (Trans.) (Race) 1sa 20 Min Touch 1 Willing Creature No S, M No D
The subject and all its gear becomes insubstantial mist, its armor including natural armor is useless though its bit of gauze and wisp of smoke
size, Dex, deflection and armor bonuses still apply.  The subject gains DR 10/magic and becomes immune to
poison, sneak attacks, and critical hits.  It can't attack or cast spells with a verbal or somatic, material or focus
components unless you have the proper feats.  If the creature has a touch spell ready to use it is discharged
harmlessly.  A gaseous creature can't run, but it can fly at 10' (Perfect) and loses all supernatural abilities.  It can
pass through small holes or narrow openings even mere cracks with all it was wearing or carrying.  The subject is
subject to the effects of wind and it can't enter water or other liquids.  It also can't manipulate objects or activate
 items even those carried along, continuously active items remain active.  The cloud is composed of dangerous
gas, the target's vaporous body is dangerous to creatures that touch it. A creature can make a Fortitude save
(DC 14 + your Intelligence modifier) on its turn to resist the vapors. When you cast this spell, you select one of
the following options.
Stinking cloud: The target's body nauseates creatures that fail their saving throws, as stinking
cloud (Fort negates, see text). This form of the spell does not require a material component.
Poisonous cloud: The target's body is deadly poison, dealing 1d2 points of Constitution damage
to creatures that fail their saves (Fortitude halves). This form of the spell requires a material
    component.                      
  Monstrous Physique II (Trans.) (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
bonus to your Strength and a +2 natural armor bonus.
This spell functions as monstrous physique I, except it also allows you to assume the form of a Tiny or Large
creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the
listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision,
scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, and trip. If the creature has
the undersized weapons special quality, you gain that quality.
Tiny monstrous humanoid: If the form you take is that of a Tiny monstrous humanoid, you gain a +4 size bonus
to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus
  to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.              
  Mutagenic Touch (Ul. Combat) 1sa Special Touch Creature Touched No V, S, M
When you are under of the effects of your mutagen, you can cast this spell to safely pass it to another creature whole fingernail
with a touch. You must make a successful touch attack against the target. On a hit, the effect of the mutagen
passes to the target touched, though in a lesser form. The mutagen’s effect ends for you, and passes on to the
creature touched, but the target only gets half of the alchemical bonus to the physical ability modifier you chose
when took the mutagen, and twice the penalty to the corresponding mental ability score. If the target’s mental
ability score drops below 3, the target is also confused for the remaining duration of the mutagen. The mutagen
continues until the duration has ended. It can be ended earlier if the target drinks or is fed the contents of a vial
of antitoxin, but with only 50% chance of success.  You can use this spell on a mutagen with either the greater
mutagen or advance mutagen discoveries. When you do, you always pass on half the alchemical bonus to
physical abilities and twice the penalty to the mental ability score.
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Tongues, Communal (Ul. Combat) 1sa 200 Min. Touch Creatures Touched Will neg V, S, M/DF No
This spell grants the creature touched the ability to speak and understand the language of any intelligent clay model of a ziggurat
creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time,
although it may be able to understand several languages. Tongues does not enable the subject to speak with
creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not
predispose any creature addressed toward the subject in any way.  The duration can be split among the creatures
touched in 10 minute intervals.
  Touch of Slime (Ul. Magic)   1sa Instant   Touch   1 Living Creature Fort neg   V, S, M Yes  
You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls drop of acid and a blank glass
free of you and sticks to the target, at which point it acts like green slime (Core Rulebook 416), dealing 1d3 points sphere
of Constitution damage per round. Anything that destroys green slime (scraping, freezing, burning, cutting,
sunlight, or remove disease) destroys this slime. If the slime kills a creature, it consumes the body and then dies.
  It cannot transfer to a creature other than the original target, and dies if separated from the original target.        
  Universal Formula (Adv. Player's) 1sa Instant Self Self No V, S, M No
As you ingest this extract, it transforms into the appropriate extract for any formula you know of 3rd level or lower quicksilver and powdered platinum worth 100 gp
and takes effect immediately. If the chosen formula has an expensive material component, it must be provided
along with the component for this formula. You may not create an infused extract with this formula.
  Vermin Shape I (Ul. Magic)   1sa 20 Min. Self   Self No   V, S, M No  
When you cast this spell, you assume the form of any Small or Medium creature of the vermin type. If the form piece of the creature whose form
you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average you plan to assume
maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You don’t gain full immunity
to mind-affecting effects, but you do gain a +2 resistance bonus on all saving throws against such effects.
Small vermin: If you take the form of a Small vermin, you gain a +2 size bonus to your Dexterity and a +2 natural
armor bonus.
Medium vermin: If you take the form of a Medium vermin, you gain a +2 size bonus to your Strength and a +3
  natural armor bonus.                        
  Viper Bomb Admixture (Ul. Combat) 1sa 20 Rnds Self Self No V, S No
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that
modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical
reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one
admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb
admixture, the effects of the former bomb admixture end and the new one becomes active.  When you throw a
bomb and hit a target directly, up to four vipers are released from the bomb. One viper attacks the target of the
direct hit, and the other vipers attack up to three creatures that take damage from the splash damage. The vipers
make melee touch attacks (using your base attack bonus + Intelligence modifier) and on a hit deal 1d4 + your
Intelligence modifier damage, and the target is poisoned as if by a venomous snake. Hit or miss, the conjured
vipers disappear after they make the attack. The conjured snakes are not damaged or adversely affected by the
bombs you throw.
  Vitriolic Mist (Ul. Magic)   1sa 20 Rnds Self   Self No   V, S, M No  
Works as fire shield only it protects you against acid and does acid damage to those who melee with the caster. piece of lemon rind
The caster is wreathed in yellow or green acidic mists instead of hot or cold flames.  The caster only takes 1/2
damage from acid attacks and if they are entitled to a Reflex saving roll they take 1/2 damage and can make their
Reflex save for no damage.  Any creature striking you with its body or a hand-held weapon deals normal damage,
but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This
damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the
attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not
subject to this damage if they attack you.
5th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Age Resistance (Trans.) (Ul. Magic) 1sa 24 Hrs Self Self No V, S
You ignore the physical detriments of being middle-aged. This spell does not cause you to look younger, nor
does it prevent you from dying of old age, but as long as the spell is in effect, you ignore the –1 penalties to
Strength, Dexterity, and Constitution that accrue once you become middle-aged, old age and venerable age. You
  retain the age-related bonuses to Intelligence, Wisdom, and Charisma while under the effects of this spell.        
  Delayed Consumption (Adv. Player's) 1sa 20 Days Self Self No S No D
When you consume this extract, you quickly consume another extract of your choice-this second extract's effects
do not come into effect until a later point. You must consume this second, companion extract on the round
following delayed consumption or waste the extract. The companion extract can be no higher than 4th level, and
you must pay any costs associated with the companion extract when you consume it.  At any point during the
duration of this extract, you can cause the companion extract to take effect as an immediate action. You can only
have one delayed consumption in effect at one time. If a second is consumed, the first is dispelled without any
effect.
  Dust Form (Trans.) (Ul. Combat)   1sa 20 Rnds Self   Self No   V, S, M No  
Upon casting this spell, you keep your relative form, but you and your equipment become composed entirely of pinch of dust gathered from a
dust. While in this dust form, you take no penalties for squeezing, and can move through spaces as if you were a gravestone or sacred shrine
creature three size categories smaller without penalty. You are also considered incorporeal, though any
nonmagical attack you make deals half damage (50%). Magic attacks are unaffected, and you can still use your
magic items and other equipment as normal. If the duration ends in a square that your normal space cannot
  occupy, you take 3d6 damage and are shunted to the nearest open space that you can normally occupy.        
  Elude Time (Adv. Player's) 1sa 20 Min. Self Self No V, S, M No
You place yourself in a state of suspended animation, similar to temporal stasis. At the time of casting, you powdered diamond, emerald, ruby, and sapphire dust worth 500 gp
choose when the stasis will expire, up to the maximum duration of the spell.  Until the duration ends, time ceases
to flow for you, and all bodily functions cease. No force or effect can harm you until the spell expires or is
removed, such as by a successful dispel magic spell.
  Half-Blood Extraction (Trans.) (Race) 1 Hour Instant   Touch   1 willing half-orc None   V, S, M/DF No  
must be You transform the target half-orc into a full-blooded orc. The target loses all of its half-orc racial traits and gains oils and poisons worth 3,000 gp
  Half-Orc the orc racial traits.                        
  Languid Bomb Admixture (Ench.) (Ul. Combat) 1sa 20 Rnds Self Self Will neg V, S Yes
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that
modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical
reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one
admixture effect (formulae with the words “bomb admixture” in their titles) active at a time. If you drink another
bomb admixture, the effects of the former bomb admixture end and the those of the new one become active.
When you throw a bomb and hit a direct target, it affects up to four creatures—the creature the bomb hit directly,
and up to three other creatures damaged by the splash (alchemist’s choice). Those creatures must succeed at a
Will saving throw or become fatigued.
  Monstrous Physique III (Trans.) (Ul. Magic) 1sa 20 Min. Self   Self No   V, S, M No  
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
bonus to your Strength and a +2 natural armor bonus.
This spell functions as monstrous physique I, except it also allows you to assume the form of a Tiny or Large
creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the
listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision,
scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, and trip. If the creature has
the undersized weapons special quality, you gain that quality.
Tiny monstrous humanoid: If the form you take is that of a Tiny monstrous humanoid, you gain a +4 size bonus
to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus
to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
This spell functions as monstrous physique II, except it also allows you to assume the form of a Diminutive or
Huge creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you
gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, all-around
vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, blood frenzy, cold vigor, constrict, ferocity,
freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake,
sound mimicry, speak with sharks, trample, trip, and web. If the creature has the undersized weapons special
quality, you gain that quality.
Diminutive monstrous humanoid: If the form you take is that of a Diminutive monstrous humanoid, you gain a
+6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge monstrous humanoid: If the form you take is that of a Huge monstrous humanoid, you gain a +6 size bonus
  to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.              
5th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Planar Adaptation, Mass (Trans.) (Adv. Player's) 1sa 20 Hrs 75 ft 30' Diameter Will neg V Yes D
Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence,
including such hazards as toxicity, extreme temperatures, and lack of air.  Additionally, you gain energy resistance
20 to a single energy type prevalent on that plane (choose 1 if more than 1 type is equally prevalent).  Planar
  adaptation has no effect when cast upon your native plane.  You are able to affect 20 creatures.        
  Resurgent Transformation (Adv. Player's) 1sa Special Self Self None V, S, M No
Resurgent transformation grants you the ability to recover from deadly wounds with restored vitality and a will a pinch of meteoric iron worth 100 gp
to fight, but at a price. Once cast, resurgent transformation lies dormant for up to 1 hour per level until you are
reduced to one-quarter hit points or less. Once triggered, you immediately gain a +4 enhancement bonus to
Constitution and Strength, damage reduction 5/-, and the benefits of a haste spell. In addition, you heal 4d8
points of damage + 1 point per caster level (maximum +25). Resurgent transformation can even save you from
death by healing the damage from an otherwise mortal wound, though it does not prevent death from massive
damage or from causes other than hit point loss. Your mental faculties are impaired by this magical transformation,
however, causing 1d4 points of Intelligence and Wisdom damage.  The advantages from your transformation
persist for 1 round per caster level after the spell is triggered. Once the spell ends, it takes a heavy toll, leaving
you exhausted and inflicting 1d4 points of Constitution damage. Utilizing more than one resurgent transformation
in a day is particularly risky.  The expiration of a second resurgent transformation in a 24- hour period inflicts an
additional 1d4 points of Constitution damage and results in death from system shock unless you succeed at a
DC 15 Fortitude save, made after the Constitution damage has been applied.  If the spell expires or is dispelled
before the transformation has been triggered, no adverse effects result.
  Stoneskin, Communal (Ul. Combat)   1sa 200 Min Touch   Creatures Touched No   V, S, M    
Protects the subject with DR 10/adamantine, it can prevent up to 200 (max 150) points of damage granite and diamond dust worth
before it is discharged. or it expires when the spell ends.  The duration of the spell may be split among the 100 gp per creature affected
creatures touched in 10 minute intervals.  Once the spell absorbs 200 (max 150) points of damage the
spell ends.                          
  Undead Anatomy II (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type,  piece of the creature whose form
which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for you plan to assume
Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and
darkvision 60'. If the form you assume has any of the following abilities, you gain the listed ability: climb 60', fly
60' (average maneuverability), swim 60', low-light vision, blood drain, freeze, trap, grab, mimicry, pounce,
shadowless, sound mimicry and scent.  In this form, you detect as an undead creature (such as with detect
undead, but not with magic that reveals your true form, such as true seeing) and are treated as undead for the
purposes of channeled energy, cure spells, and inflict spells, but not for other effects that specifically target or
react differently to undead (such as searing light).  Small undead: If the form you take is that of a Small undead,
you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.  Medium undead: If the form you take is
that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.  In this form,
you gain a +4 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. If the form has
a vulnerability to an attack (such as sunlight), you gain that vulnerability.  Tiny undead: If the form you take is
that of a Tiny undead, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural
armor bonus.  Large undead: If the form you take is that of a Large undead, you gain a +4 size bonus to your
    Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.              
  Vermin Shape II (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you assume the form of any Small or Medium creature of the vermin type. If the form piece of the creature whose form
you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 60 feet (good you plan to assume
maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You don’t gain full immunity
to mind-affecting effects, but you do gain a +2 resistance bonus on all saving throws against such effects.  If the
form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 60 feet, swim
60 feet, darkvision 60 feet, low-light vision, tremorsense 30 feet, scent, blood drain, constrict, grab, lunge, poison,
pull, trample, and web. You don’t gain full immunity to mind-affecting effects, but you do gain a +4 bonus on all
saving throws against such effects.
Tiny vermin: If you take the form of a Tiny vermin, you gain a +4 size bonus to your Dexterity, a –2 penalty to
your Strength, and a +1 natural armor bonus
Small vermin: If you take the form of a Small vermin, you gain a +2 size bonus to your Dexterity and a +2 natural
armor bonus.
Medium vermin: If you take the form of a Medium vermin, you gain a +2 size bonus to your Strength and a +3
natural armor bonus.
Large vermin: If you take the form of a Large vermin, you gain a +4 size bonus to your Strength, a –2 penalty to
  your Dexterity, and a +5 natural armor bonus                    
6th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Caging Bomb Admixture (Ul. Combat) 1sa 20 Rnds Self Self No V, S No
Upon drinking an extract created with this formulae, you make a significant change to your magical reserve that
modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical
reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one
admixture effect (formulae with the word “bomb admixture” in its title) active at a time. If you drink another bomb
admixture, the effects of the former bomb admixture end and the new one becomes active. When you throw a
bomb and hit a direct target, it creates an invisible cubical prison composed of a solid wall of force. The prison is
as large as the splash area of the bomb that you threw, and traps any creature that is entirely inside the area.
Creatures within the area are caught and contained unless any creature within the splash radius is too big to fit
inside, in which case the effect automatically fails. Teleportation and other forms of astral travel provide means
for escape, but the force walls extend into the Ethereal Plane, blocking ethereal travel. Like a wall of force, the
cage created by the caging bomb admixture resists dispel magic, although a mage’s disjunction still functions.
The walls of the cage can be damaged by spells as normal, except for disintegrate, which automatically destroys
the cage. The walls of this cage can be damaged by weapons and supernatural abilities, but the cage has a
hardness of 20 and a number of hit points equal to 20 per alchemist level. Contact with a sphere of annihilation or
a rod of cancellation instantly destroys this cage. When using caging bomb admixture, an alchemist can only
have one cage in effect at a time. If the alchemist throws another bomb during the duration of caging bomb
admixture, any other cage created by the earlier admixture ends, and a new one is created. When the duration of
the caging bomb admixture ends, so does any remaining cage created by this admixture’s effect.
  Monstrous Physique IV (Trans.) (Ul. Magic) 1sa 20 Min. Self   Self No   V, S, M No  
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
bonus to your Strength and a +2 natural armor bonus.
This spell functions as monstrous physique I, except it also allows you to assume the form of a Tiny or Large
creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the
listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision,
scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, and trip. If the creature has
the undersized weapons special quality, you gain that quality.
Tiny monstrous humanoid: If the form you take is that of a Tiny monstrous humanoid, you gain a +4 size bonus
to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus
to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
This spell functions as monstrous physique II, except it also allows you to assume the form of a Diminutive or
Huge creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you
gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, all-around
vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, blood frenzy, cold vigor, constrict, ferocity,
freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake,
sound mimicry, speak with sharks, trample, trip, and web. If the creature has the undersized weapons special
quality, you gain that quality.
Diminutive monstrous humanoid: If the form you take is that of a Diminutive monstrous humanoid, you gain a
+6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge monstrous humanoid: If the form you take is that of a Huge monstrous humanoid, you gain a +6 size bonus
to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
This spell functions as monstrous physique III except it allows you to use more abilities. If the form you assume
has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good
maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60
feet, blood frenzy, breath weapon, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack,
mimicry, natural cunning, overwhelming, poison, pounce, rake, rend, roar, sound mimicry, speak with sharks,
spikes, trample, trip, and web. If the creature has immunity or resistance to any energy types, you gain resistance
20 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. If the
  creature has immunity to poison, you gain a +8 bonus on saves against poison.            
6th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Twin Form (Adv. Player's) 1sa 20 Rnds Self Self No V, S, M No
This extract splits a perfect double of yourself from your body, dressed and equipped exactly as you are. You are
able to shift your consciousness from one body to the other once each round as a free action. This shift takes
This shift takes place either immediately before your turn or immediately after it, but not during the round. You
may act normally in the body you inhabit. Your other self is treated as though dazed, except it may take a single
move action each round during your turn. Your twin cannot speak while you are in your other body, and cannot
flank, make attacks of opportunity, or otherwise threaten enemies.  Both you and your twin have the same
statistics and start with the number of hit points you had when you ingested the extract. Once you have split,
these hit points are tracked separately. Any spells, extracts, or magical effects (such as from potions) that were
active when you ingested the extract are active for both you and your twin. If any such effects expire, are
dispelled, dismissed, or otherwise used or ended, they end for both of you. Extracts or spells cast after you split
affect you and your twin as though you were two separate targets. Your equipment is linked between your two
selves, and if an item on one is consumed or destroyed, its duplicate is used up or destroyed as well.  The body
you do not inhabit crumbles into dust when the extract's duration expires or is dismissed. If the body you inhabit
is destroyed, you immediately shift to your surviving self and the extract immediately ends. The body you left
behind crumbles into dust, and you are stunned until the start of your next turn. If the body you do not inhabit is
destroyed, the extract also ends immediately, but you suffer no ill effects.  You have no special ability to sense
what your second body is experiencing, though you immediately know if it has been destroyed. You may switch
between bodies at any distance on the same plane. If your bodies cross into separate planes (including through
the use of teleport or blink), the body you inhabit survives, while your other body is destroyed.
  Undead Anatomy III (Ul. Magic)   1sa 0 Min. Self   Self No   V, S, M No  
When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type,  piece of the creature whose form
which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for you plan to assume
Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and
darkvision 60'. If the form you assume has any of the following abilities, you gain the listed ability: climb 90', fly
90' (good maneuverability), burrow 30', swim 90', low-light vision, blood drain, freeze, trap, grab, mimicry, pounce
constrict, shadowless, DR 5/--, disease, fear aura, grab, jet, natural cunning, overwhelming, poison, pounce, rake,
trample, trip, unnatural aura, web, sound mimicry and scent.  In this form, you detect as an undead creature (such
as with detect undead, but not with magic that reveals your true form, such as true seeing) and are treated as 
undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that
specifically target or react differently to undead (such as searing light).  Small undead: If the form you take is
that of a Small undead, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.  Medium undead:
If the form you take is that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor  
bonus.  In this form, you gain a +4 bonus on saves against mind-affecting effects, disease, poison, sleep, and
stunning.  If the form has a vulnerability to an attack (such as sunlight), you gain that vulnerability.  Tiny undead:
 If the form you take is that of a tiny undead, you gain a +4 size bonus to your Dexterity, a –2 penalty to your
Strength and a +1 natural armor bonus.  Large undead: If the form you take is that of a Large undead, you gain a
+4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.  If the creature has
immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has
vulnerability to an energy type, you gain that vulnerability. In this form, you gain a +8 bonus on saves against
mind-affecting effects, disease, poison, sleep, and stunning. If the form has a vulnerability to an attack (such as
sunlight), you gain that vulnerability.  Diminutive undead: If the form you take is that of a Diminutive undead,
you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.  Huge
undead: If the form you take is that of a Huge undead, you gain a +6 size bonus to your Strength, a –4 penalty
  to your Dexterity, and a +6 natural armor bonus.                    
  Walk Through Space (Conj.) (Ul. Combat) 1sa 20 Rnds Self Self No V, S, M No
When under the effects of this spell, you can teleport up to 30 feet as a move action. You must end this wren's egg
movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a
move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of
    opportunity.