Current Level: 20 Bard
Cantrips       Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Dancing Lights (Pathfinder) 1sa 1 Min. 300 ft 1-4 Lights in 10' rad No V, S No D
Creates 1 manlike shape or up to 4 balls of light that can move up to 100'/rnd.  They wink out if they go outside
  the spell's range.                        
  Daze (Pathfinder) 1sa 1 Rnd 75 ft 1 humanoid Will neg V, S, M
  This spell effects a single humanoid up to 4 HD worth rendering them unable to attack for 1 round.     pinch of wool or similar substance
  Detect Magic (Pathfinder) 1sa 20 Rnds 60 ft cone No V, S No D
  Detects Magic                        
  Easy Math (Song and Silence) 1sa 1 Rnd Personal Self No
Makes simple math easy with a Perform Check DC 15 they can make an estimate.  Success equals within 10% and
  failure indicates +20%.                
  Fine-Tuning (Song and Silence) 1 Round 20 Min. Touch 1 Instrument No
  Grants a +2 to your Perform Check, if cast upon a normal instrument it has no effect on masterwork instruments.        
  Flare (Pathfinder) 1sa Instant 75 ft Fort neg V Yes
  Creates a burst of light, save or be dazzled for 1 minute, sightless creatures are immune.          
  Ghost Sounds (Pathfinder) 1sa 20 Rnd 75 ft Illusionary Sound Will neg V, S, M
Creates noise like 80 (max 20) humans.  The sound can seem to increase and decrease and any bit of wool or small lump of wax
  sound within the spell's volume range can be created.                  
  Ghostharp (S. Comp.) 1 Minute 100 Min. Touch Object Touched No
Prepares an object that records and replays any music played within 50'.  It doesn't record conversations and it
  can't produce bardic music or other magical effects, nor can it cast spells.              
  Haunted Fey Aspect (Illus.) (Ul. Combat) 1sa 20 Rnds Self Self No S No D
You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature.
  You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.          
  Know Direction (Pathfinder) 1sa Instant Personal Self No V, S
  Tells you the direction of north, but it may not work on extraplannar landscapes.            
  Light (Evoc.) (Pathfinder) 1sa 200 Min. Touch Object Touched No V, M No
  Causes the touched object to glow like a torch shedding light over 20' radius.  Dispelled by a higher level darkness. a firefly    
  Lullaby 1sa Special 300 ft 10' Radius Will neg V, S Yes D
Any creature in the A.O.E. that fails its Will save gets drowsy and inattentive taking a -5 on Perception
checks and a -2 on Will saves against sleep effects.  It lasts for as long as the caster concentrates + 20
  rounds.                          
  Mage Hand 1sa Concentration 75 ft 1 item up to 5 lb No
  Allows you to pick up 1 object and move it as far as 15'.                  
  Mending (Trans.) (Pathfinder) 1sa Instant 10 ft Up to 1 lb. No V, S Yes
Repairs a small item, but can't repair warped wood, constructs or broken magic items restoring 1d4 hit points.  All
parts of the object must be present to repair it.  Magic items can be repaired, but the caster must have at least 2x
the level of the minimum caster level needed to create the magic item and it can't be destroyed.  It doesn't
  restore the magic abilities to a magic item.                    
  Message 1sa 200 Min. 300 ft Special No V, S, F No
Sends a whisper to 20 creatures, you point at each creature to receive the message and you will a piece of copper wire
  hear their whispered response.                      
  Mimicry (C. Scoundrel) 1sa 20 Rnds Personal Self No
You can perfectly mimic familiar sounds, voices and accents.  You can't recreate noises that your voice is unable
  to duplicate nor can you speak languages that you normally don't speak.      
  Minor Disguise (S. Comp.) 1sa 1 Hr. Personal Self No
Use magic to make minor, cosmetic changes in your appearance.  The spell doesn't change the actual structure of
either your features or body.  It can add color to hair, paint wrinkles upon your face, give you a scar or darken
  your teeth; giving you a +2 Disguise Check made during the spell's duration.              
  Open/Close (Trans.) (Pathfinder) 1sa Instant 75 ft Up to 30 lbs Will neg V, S, F Yes
You can open/close 1 door, chest, box, window, bag, pouch, bottle, barrel or other container.  Locks and arcane a brass key
  lock blocks the spell and it can only affect objects of 30 lbs or less.                
  Percussion (Song and Silence) 1sa 100 Min. 75 ft Illusionary Sounds Will
Fills the area with percussion music from a gentle tapping up to a squad of drummers.  You cast the spell and set
  the tempo (it takes a round of concentration to change the tempo).  Often used to accompany a bard's playing.        
  Prestidigitation (Univ.) (Pathfinder) 1sa 1 Hour 10 ft Special Special V, S No
Allows you to perform minor magic tricks and effects.  You can't injure or duplicate another spell nor can the
products of the spell be used as spell components or keys etc.  Objects created look crude and artificial as well as
  extremely fragile.  Physical changes to an object (color, flavor etc.) last only 1 hour.          
Cantrips Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Read Magic (Pathfinder) 1sa 200 Min. Personal Self No V, S, F
Allows you to decipher magical texts inscriptions and the like at the rate of 250 words per minute (1 page/min). clear crystal or mineral prism
You can identify and not set off a Greater Glyph of Warding with a DC 16 spellcraft check or any other magical
  text with a DC of 10+spell level.                      
  Resistance (Pathfinder) 1sa 1 Min. Touch 1 Creature No V, S, M/DF Yes
  1+ on saves can be made permanent with the permanency spell.           miniature cloak  
  Shock and Awe (C. Scoundrel) 1 Swift 1 Rnd 75 ft 30' Radius No
Distracts 20 opponents, when cast in the surprise round they suffer a -10 on their next initiative
  check targets that can't be caught flat-footed (uncanny dodge) are immune.              
  Sift (Div.) (Adv. Player's) 1sa Instant 30 ft 10' cube No V, S No
You examine an areas at range as if you were searching for fine details with the Perception Skill.  Make a
Perception check with a -5 penalty, modified as normal for conditions.  No penalty is applied for distance.  Apply
the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure.  You must be
able to see the area you are attempting to search, and you only find details that can b e perceived with sight or
  touch.  Sift detects only objects and features, not actual creatures.                
  Songbird (S. Comp.) 1 Round Special Personal Self No
You acquire a +1 Cha bonus to your next Cha check involving anyone who saw your performance.  This effect
lasts for up to 1 hour after your performance and you must start your performance within 1 hour of casting the
  spell.                  
  Spark (Evoc.) (Adv. Player's) 1sa Instant 75 ft 1 Fine Object Fort neg   V or S Yes  
You can make an unattended Fine flammable object catch on fire.  This works as if you were using flint and steel
  except that you can use spark in any sort of weather and if it takes much less time to actually ignite and object.        
  Stick (S. Comp.) 1sa Instant Touch Up to 5 lb object Will neg
Sticks 1 object to another, but it can be separated with as small amount of force as a 10 mph wind, unseen servant
    or the spell mage hand.                
  Summon Instrument 1 Round 20 Min. 0 ft 1 Instrument No   V, S No D
Summons 1 handheld instrument of your choice that appears in your hand or at your feet (your choice).  The
instrument is typical for its type.  You can summon only 1 instrument per casting and it will only play for you and
  you can't summon an instrument too large to fit in both hands.                
  Unwitting Ally (Ench.) (Adv. Player's) 1sa 1 Rnd 75 ft 1 Living Creature Will neg V, S Yes
You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The
subject is considered your ally and not your enemies' ally while determining flanking. The subject takes no other
hostile action against your enemies due to this spell's effect.
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Abundant Ammunition (Conj.) (Ul. Magic) 1sa 20 Min. Touch Container Touched None V, S, M/DF No
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including  single piece of ammunition
masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the
container the round before. The ammunition taken from the container the round before vanishes. If, after casting
this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same
    container, all projectiles this spell conjures are affected by that spell.              
  Accelerated Movement (C. Adv. & S. Comp.) 1 Swift 20 Rnds Personal Self No
  While under the spell the subject can move normally while Climbing, Hiding, Moving Silently or Tumbling.        
  Adjuring Step (Abjur.) (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.                    
  Adoration (Trans.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Creature Will neg V, S Yes
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during
performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes
to influence creatures. If the creature is engaged in performance combat the target gains a +2 morale bonus on all
  performance combat checks.                      
  Alarm (Abjur.) (Pathfinder) 1sa 40 Hrs 75 ft 20' Radius No V, S, F No D
Sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area. tiny bell and a piece of very fine
A mental alarm has a range of 1 mile, it wakes you up, if asleep, but doesn't interrupt spell casting.  An audible silver wire
alarm can be heard for 60', the ringing can be heard as far away as 180', doors and obstacles between you and the
alarmed area can reduce the noise.  The noise can be heard for 1 round and can be quieted by a silence spell. A
password can be included to allow quite entry.  The ringing lasts 1 round.  It doesn't detect Ethereal or Astral
  creatures.                          
  Ambient Song (Song and Silence) 1sa 20 Min. Personal Self Will
Transforms the sounds need to produce bardic music into background noise making listeners unaware.  A subject
  who makes their saving roll realizes the background noise is actually music.      
  Amplify (S. Comp.) 1sa 20 Min. 1200 ft 20' Radius Will neg
Amplifies the sounds in the spell's area reducing the DC to hear them by 20.  Those in the A.O.E. don't notice the
amplification.  If centered on a creature it moves with them and if unwilling they can attempt a Will save to avoid
the spell or apply SR, if they have any.  It can also be cast on a space or on an unattended object in which case
  there is no save.  It counters and dispels silence or in turn can be countered and dispelled by a silence spell.        
  Animate Rope (Trans.) (Pathfinder) 1sa 20 Rnds 300 ft 1 rope No V, S No D
Can animate a typical 1" diameter nonmagical rope can change the length by 50%.  Commands "coil", "coil and
knot," "loop," "loop and knot," or "tie and knot."  Can enwrap only a creature or object within 1'.  The rope has
AC 10 w/2 hp and requires Str DC 23 check to break.  Rope can't damage anyone, but it can trip someone if so
then Reflex save to avoid becoming entangled.  Casters entangled by the rope must make a concentration check
  DC 15+spell level to cast.  Entangled creatures can slip free with DC 20 Escape Artist.          
  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.          
  Appraising Touch (S. Comp.) 1sa 20 Hrs Personal Self No
Gain a +10 bonus to Appraise Checks, even if you fail you never are off by more than 50%.  Appraising an object
  takes 2 minutes instead of 1 minute.              
  Armor Lock (C. Scoundrel) 1sa 20 Rnds 75 ft 1 Creature in Armor Fort neg
Causes the target's armor to swell trapping them within and reducing their move to 10'/round and causes them to
lose any Dex bonus to AC.  The target cannot remove the armor due to the swelling.  This spell has no effect on
  those not wearing armor or only in natural armor.            
  Beastland Ferocity (Planar & S. Comp.) 1sa 20 Min Touch 1 Creature Fort neg
  Subject fights even when between -1 and -9 hp with a +4 Str enhancement.  If reduced to -10 hp it still dies.
1st Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Beguiling Gift (Adv. Player's) 1sa 1 Rnd 5 ft 1 creature Will neg V, S, F Yes
You offer an object to an adjacent creature, and entice it into using or consuming the proffered item.  If the target the object offered
fails its Will save, it immediately takes the offered object, dropping any object it is holding if necessary.  On its
next turn it consumes, or dons the object as appropriate for the item.  If the target is physically unable to accept
object, the spell fails.  The subject is under no obligation to continue consuming or using the item once the spell's
    duration has expired, although a cursed item may be hard to get rid of.              
  Borrow Skill (Adv. Player's) 1sa 20 Rnds Touch 1 Creature Will neg S Yes
Borrow 1 of the target's known skills.  After touching the subject you can make a single check with the chosen
skill using the subject's skill ranks, but modified by your own key ability.  If you take longer than the spell's
duration to make the check or the check requires more time then this spell fails and you must use your own
    skill ranks.  If the borrowed skill is a class skill for you, you gain the +3 bonus on checks for using a class skill.        
  Cause Fear 1sa 1d4 or 1 Rnd 75 ft 1 creature Will V, S Yes
  Frighten foes of 5HD or less, those that save are shaken for 1 round.  6+ HD immune          
  Catsfeet (C. Mage) Immediate Instant Personal Self No
Allow you to immediately reroll a Balance, Climb, Jump or Move Silently Check that you just rolled with a +5
  insight bonus, you must abide by the second result even if it is worse.              
  Charm Person (Pathfinder) 1sa 20 Hrs 75 ft 1 humanoid Will neg V, S Yes
Charms a person into thinking they are your friend, you don’t control the person though.  You must pass a Cha
  check to order them around.                      
  Cheat (S. Comp.) 1sa 20 Min Personal Self Will neg
At 1 point during the spell you can attempt to alter a game of nonmagical chance, you can make 2 die rolls and
  use the better roll.  Those observing the game get a Will check to notice what you have done.          
  Chord of Shards (Evoc.) (Ul. Magic) 1sa Instant 15 ft Cone Reflex neg. V, S No
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp,
  crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.        
  Combined Talent (C. Mage) 1sa Special 75 ft 30' Diameter Will neg
This spell lasts 10 minutes or until expended.  You allow 1 subject to make use of the skill ranks of another, in
place of their own, up to a value equal to 20 (max 10), both creatures must be willing.  The spell
lasts for 1 use of the skill or up to 10 minutes.  The beneficiary of the spell uses their own ability, racial and other
  modifiers.  The second subject doesn't lose access to his skill ranks while under the effect of this spell.          
  Compel Hostility (Ench.) (Ul. Combat) 1sa 20 Rnds Self Self Special V, S, M Special
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate drop of your blood
action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must
first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the
  compulsion. A summoner casting this spell can choose his eidolon as the target of the spell.          
  Comprehend Languages (Pathfinder) 1sa 200  Min. Personal Self No V, S, M
Allows you to understand the speech or written word of any language; you must touch the word or creature to Pinch of soot and salt
gain understanding.  Written material can be read at the rate of 1 page (250 words) per minutes.  Magical writing.
  can't be read with this spell and secret page or illusionary script can foil this spell.            
  Confusion, Lesser, (Ench.) 1sa 1 Rnd 75 ft 1 Creature No V, S, M Yes
Causes all creatures in the A.O.E. to become confused rendering their reactions random. 3 nutshells
% Dice Roll Behavior        
1-25 Act normally.   A confused character that can't carry out a
26-50 Do nothing but babble incoherently.   action does nothing but, babble.  Attackers
51-70 Deal 1d8+Str mod. Damage to self with item in hand. are not at any special advantage when
71-100 Attack nearest creature (excluding familiars).   attacking confused characters.
Any confused creature who is attacked automatically attacks its attackers on its next turn, provided it is still
confused.  A confused character will not make attacks of opportunity against any creature that is not already
  devoted  to attacking.                        
  Crabwalk (S. Comp.) 1sa 20 Min. Touch 1 Creature No
  Charging subjects gain +4 to attack and no penalty to AC, this applies only to the first attack.  
  Critical Strike (S. Comp.) 1 Swift 1 Rnd Personal Self No
Against creatures who can be affected by critical attacks you are able to deal an extra 1d6 points of damage, your
critical threat range is doubled and you gain a +4 insight bonus to confirm any critical hits.  You still have to hit
  and this doesn't stack with other critical affecting spells or powers.                
  Cure Light Wounds (Pathfinder) 1sa Perm Touch 1 Creature No V, S Yes
  heals 1d8+ 20 points of damage (+5 max).                  
  Dancing Lantern (Trans.) (Adv. Player's) 1sa 20 Hrs Touch 1 Lantern No V, S, F No
You can animate a lantern and order it to follow you.  The lantern floats at shoulder height and remains within 5' a lantern
of you, no matter how fast you move.  The lantern can't support any additional weight.  The lantern illuminates its
normal area, even if it doesn't have any oil in it.  For the purposes of spells or effects targeting the lantern always
acts as if in your possession even when not directly on your person.  A dancing lantern can be made permanent
  with a permanency spell (Caster Level 9th, cost 2,500 gp).                  
  Dead End (S. Comp.) 1sa 200 Min. Touch Special Special
Creates an illusionary cover for your trail that defeats scent and tracking abilities unless a Will save is made by
    the tracker.  Those merely passing by don't get a save vs. this illusion.              
  Deadey's Lore (Div.) (Ul. Combat) 1 Round 20 Hrs. Self Self No V, S No
While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits
of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have
    to move at half your speed while traveling through the wilderness or while tracking.          
  Delusional Pride (Ench.) (Ul. Magic) 1sa 1 Min. 75 ft 1 Creature Will neg V, S No
The target becomes so distracted by an overblown sense of its worth that it takes a –2 penalty on attacks and
skill checks. However, this feeling also gives the target a +2 morale bonus on saves against charm and
  compulsion effects.                        
  Detect Secret Doors (Pathfinder) 1sa 20 Min. 60 ft Cone No V, S D
Detects secret doors, compartments, caches and so forth, but not anything hidden by mere circumstance.  On the
1st round you detect the absence or presence of secret doors.  On the 2nd round it determines the number of
  secret doors.  On the 3rd round you detect the mechanism for the secret closure.            
  Detect Weaponry (City) 1sa 200 Min 75 ft Cone No
Detects weaponry for as long as you concentrate up to the duration of the spell:  1st Round; Presence or absence
of weapons.  2nd Round; Number of Weapons in the area.  3rd Round; Specific locations of the weapons and the
type of damage that they deal.  The spell doesn't reveal anything else about them or if the weapons are magical.
  A nondectection spell can defeat this spell.                    
  Disguise Self (Pathfinder) 1sa 200 Min Personal Self No V, S D
Can change your height by plus or minus 1' and can't change basic humanoid form, otherwise you can change as
much as you wish to give yourself up to a +10 Disguise bonus.  Creatures who interact with the illusion, like
  touching you and finding your height is different are allowed a Will save to disbelieve.          
  Distort Speech (C. Adv. & S. Comp.) 1sa 20 Rnds 75 ft 1 Creature Fort neg
The target of this spell has a 50% chance to miscast spells that have verbal components and any time the subject
  speaks, including to try and activate spell completion devices, they have a 50% chance to speak gibberish.
  Distract (S. Comp.) 1sa 20 Rnds 300 ft 30' Radius Will neg
You are able to effect 20 Creatures they must save or lose themselves taking a -4 on Concentration
  Listen, Search and Spot Checks.  They may only take a single move or single standard action per round.
1st Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Ear-Piercing Scream (Evoc.) (Ul. Magic) 1sa Instant 75 ft 1 Creature Fort part V, S Yes
  You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6
points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and
    halves the damage.                        
  Erase 1sa Instant 75 ft 1 scroll or 2 pages Special V, S No
Removes writings of magical or mundane nature.  You can remove explosive runes, glyph of warding, sepia
snake single or arcane mark.  It can't remove illusionary script.  Nonmagical writing is automatically erased, if
you touch it, otherwise the chance is 90%.  To erase a glyph you must succeed on a caster level check of 1d20+
caster level against DC 15 (a natural 1 or 2 is always a failure).  If you fail to erase explosive runes a glyph of
  warding or a  sepia snake sigil you activate the writing instead.                
  Expeditious Retreat, Swift (C. Adv. S. Comp.) 1sa 20 Min Personal Self No V, S D
Increases your base move by 30'/rnd it doesn't affect burrow, climb, fly or swim speed.  It also increases your
  jump chance (PHB 77).                        
  Feather Fall Free Action Special 75 ft 20' Radius No V Yes
This spell can be cast on 10 falling creatures causing their rate of fall to slow to 60'/rnd.  When the spell
expires if the subjects are still falling they continue to fall at the normal rate of 32'/sec/sec.  A large creature
counts as 2 Medium creatures, a Huge creature counts as 2 Large creatures and so forth.  You can cast this spell
as a free action even if it is not your turn.  The spell has no effect on ranged weapons, but if used against a
  boulder dropped from top of a castle wall it reduces the damage done by that rock to 1/2.          
  Feather Step (Trans.) (Adv. Player's) 1sa 200 Min. 75 ft 1 Creature Fort neg V, S Yes
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even
  take a 5' step in difficult terrain.                      
  Flare Burst (Evoc.) (Adv. Player's) 1sa Instant 75 ft 10' radius burst Fort neg V Yes
This spell functions as flare (Creates a burst of light, save or be dazzled for 1 minute, sightless creatures are
  immune), except it affects all creatures in a 10' radius burst from the target point.            
  Focusing Chant (C. Adv. & S. Comp.) 1 Swift 1 Min. Personal Self No
  Gain a +1 circumstance bonus on attack rolls, skill checks, and ability checks for the duration of the spell.        
  Forced Quiet (Trans.) (Ul. Magic) 1sa 20 Rnds 300 ft 1 Creature Will neg S Yes
With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This
does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects
decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4
  circumstance bonus on Stealth checks.                    
  Fumbletongue (Ul. Magic) 1sa 1d4 Rnds 75 ft 1 Creature Will neg V, S Yes
This enchantment causes a creature to be unable to speak intelligibly. Any effort the target makes to talk, in any
language, comes out as a useless mix of unconnected words and noises. Even magic words are affected to some
extent; the target has a 20% spell failure chance for any spell it attempts to cast with verbal components, and a
20% chance to incorrectly use a command word to activate a magic item. This spell has no effect on telepathic
  communication, or the vocalizations of creatures that lack a spoken language.              
  Grease (Pathfinder) 1sa 20 Rnds 75 ft 1 10sqft Object Special V, S, M
Creates a slippery area where those that pass through it must make a Reflex save or fall for each round that the Butter
creature remains in the A.O.E.  Creatures can walk though the area with a successful Balance check at 1/2 speed.
failure means it must make a Reflex save or fall and can't move that round.  The spell can also be cast on an item
to make holding it requiring a Reflex save to maintain a hold on it.  Greased armor gives the creature wearing it a
  bonus of +10 on Escape Artist Checks.                    
  Guided Path (C. Mage) 1sa 200 Min. Personal Self No
  Tells you the most direct route to a type of location within 1 mile.  The location's purpose must be publicly known.
  Guiding Light (S. Comp.) 1sa 20 Min. 1200 ft 5' radius No
  2+ bonus to ranged attacks for highlighted creatures          
  Healthful Rest (C. Adv. & S. Comp.) 10 Min. 24 hrs 75 30' Will neg
  Gives 20 creatures gain twice the heal rate for hp and ability damage.  
  Herald's Call (C. Adv. & S. Comp.) 1 Swift 1 Rnds 20 ft 20' Radius Will neg.
  Slows any creature in the A.O.E. with 5 HD or less.  If under a haste spell that spell is surprised.          
  Hideous Laughter (Pathfinder) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S, M Yes
The subject is afflicted with uncontrollable gales of laughter, falling prone, but they are not helpless and after the tiny fruit tarts and a feather
the spell ends they can act normally.  Creatures with 2 or less Int are immune.  Creatures that are a different type
  than the caster gain a +4 saving roll modifier.                    
  Horn of Pursuit (Evoc.) (Ul. Magic) 1sa 1 Rnds Self 3 Peals of a Horn None S No
You create the sound of a large hunting horn, blowing up to three notes as loud as a roaring dragon. These notes
can be heard up to 2 miles away in typical outdoor conditions. You can make these sounds at any point during
the spell’s duration as a free action, and each sounding can be short or long, allowing you to send very simple
  coded messages.                        
  Hypnotism 1sa 2d4 Rounds 75 ft 30' Radius Will neg V, S Yes D
You fascinate nearby creatures causing them to stop  and stare at you; roll 2d4 to see how many HD you can
affect, starting with the lower HD first.  Only creatures who can see or hear are affected, but they don't need to
to understand you to fall prey to this spell.  If you use this spell in combat the targets get a +2 to their saves.  If
the spell only effects 1 creature it gets a -2 to its save.  The creature's attitude toward you improves by 2 places
(PHB 72).  They will keep this attitude and will fulfill a brief request without even knowing that they had been
  hypnotized.                          
  Identify (Pathfinder) 1 Hour Instant Touch Object Touched No V, S, M No D
Provides +10 Spellcraft to determine all the magical properties, including the use, command words and how wine stirred with an owl's feather
  many charges are left.  This spell will not work on Artifacts.                  
  Immediate Assistance (C. Mage) Immediate Instant 75 ft 1 Willing Creature No
Grants the subject the chance to reroll a skill check.  You must cast this spell prior to determining success for failure
    and the subject must abide by the new roll, they can't take 10 or 20 on the roll.      
  Improvisation (S. Comp.) 1sa 20 Rnds Personal Self No
Creates a "pool of luck" with 40 points of luck in it, which you can spend as you like to improve
attack rolls, skill checks and ability checks, although no check can receive a bonus greater than 10
points.  You must declare any bonus point usage before the roll is made.  Used points disappear from the pool
and any points remaining when the spell ends are wasted.  For purposes of stacking these points count as luck
  points.                  
  Incite (S. Comp.) 1 swift 0 Min. 75 ft 10' burst Will neg
  Loses any delayed action, unless currently delaying then it must act.      
  Inhibit (S. Comp.) 1sa Instant 300 ft 1 Creature Will neg
  Forces the foe to delay their action until the next round acting immediately before you on the next round.
  Innocence (Trans.) (Adv. Player's) 1sa 20 Min. 75 ft Self Self   V, S   D
You surround yourself with an aura of innocence and trustworthiness.  You gain a +10 competence bonus on
Bluff skill checks to convince others of your innocence.  They find it difficult to believer you capable of any
wrongdoing.  This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a
diversion to hide, or communicating secret messages via innuendo, nor does it apply to any use of the skill to
complete innocence and blamelessness.
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Insidious Rhythm (S. Comp.) Immediate 20 Min 300 ft 1 Creature Will neg
Subject takes a -4 to Int based checks and Concentration checks and to cast a spell they must pass a Concentrate
  check of a DC equal to this spell's DC + the spell level of the spell trying to be cast.  
  Inspirational Boost (C. Adv. & S. Comp.) 1 Swift Special Personal Self No
Increases your moral bonus by +1 granted by your inspire courage bardic music lasting until your inspire courage
  ends.  If you don't begin to use your inspire courage effect after casting this spell the spell ends.  
  Instant Diversion (R. of Dragon)1 1 Swift 1 Rnd Personal Self No
Creates 5 (min 1, max 5) illusionary double(s) of you, as you spin in place, you double takes off
allowing you to go elsewhere while your double moves as you direct.  The double moves at your speed and can
emit sounds such as footsteps or metal clanking, but they can only be made to move, withdrawal or run.  Any
successful attack on the illusionary double destroys it, it has AC 10+ Size modifier +Dex modifier.  Figments seem
  to react normally such as looking burned or dead after being hit by a fireball.              
  Invigorate (Adv. Player's) 1sa 200 Min. Touch Creature Touched Will neg V Yes
This spell banishes feelings of weariness.  For the duration, the subject takes no penalties from the fatigued or
exhausted conditions.  The effect of invigorate is merely an illusion, however, not a substitute for actual rest or
respite.  When the spell ends, the subject takes 1d6 points of nonlethal damage, along with the return of the
original condition(s).  A creature can be under the effects of only 1 invigorate spell at a time; if it is cast a second
  time on that creature, the first effect immediately ends.                  
  Ironguts (S. Comp.) 1sa 200 Min. Touch Creature Touched Will neg
Subject gains a +5 bonus on Fort saves against all kinds of poisons.  After the spell ends the subject is
  nauseated for 1 round.                
  Ironthunder Horn (S. Comp.) 1sa Instant 30 ft Cone Reflex neg
  Creatures in the A.O.E. must make a Reflex save or get shaken off their feet.              
  Jester's Jaunt (Adv. Player's) 1sa Instant Touch 1 Living Creature Will neg V, S Yes
You teleport the target to a space you can see within 30' of the target.  The destination must be on solid ground
  and the teleportation can't end in a space that is by nature hazardous to the creature you are teleporting.        
  Jitterbugs (Illus.) (Race) 1sa 20 Rnds. 75 ft 1 Creature Will neg V, S Yes
must be You cause the target to perceive itself as being covered in creeping, crawling, stinging bugs. This causes the
Gnome target to become jittery and unable to stay still, forcing it to constantly move and twitch. The target takes a –4
penalty on all Dexterity checks and Dexterity-based skill checks, and cannot take the delay, ready, or total defense
  actions.                          
  Joyful Noise (C. Adv. & S. Comp.) 1sa Special 10 ft 10' Radius No
Creates magic vibrations that negate any magical silence effect.  The effect is centered on and moves with you for
  as long as you Concentrate.  The silence is not dispelled, merely held in abeyance in the A.O.E.          
  Jury Rig (Trans.) (Ul. Combat) 1sa 20 Rnds Touch 1 broken object Will neg Yes
When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a
short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from
that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy
  the object.                          
  Ki Arrow (Conj.) (Ul. Magic) 1sa Instant Touch Arrow Touched Fort S Yes
You imbue an arrow with your power and throw it at a target up to 100 feet away. Make a ranged attack roll. If it
hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your
  Strength bonus).                        
  Lesser Confusion (Pathfinder) 1sa 1 Rnd 75 ft 1 Living Creature Will neg V, S, DF Yes
Causes all creatures in the A.O.E. to become confused rendering their reactions random.
% Dice Roll Behavior              
01-30 Attack caster with melee or ranged weapons (or close with the caster to attack them).        
11-20 Act normally.   A confused character that can't carry out a
25-50 Do nothing but babble incoherently. action does nothing but, babble.  Attackers
51-70 Flee away from the caster at top possible speed. are not at any special advantage when
71-100 Attack nearest creature (excluding familiars). attacking confused characters.
Any confused creature who is attacked automatically attacks its attackers on its next turn, provided it is still
confused.  A confused character will not make attacks of opportunity against any creature that is not already
  devoted  to attacking.                        
  Liberating Command (Conj.) (Ul. Combat) 1sa Instant 75 ft 1 Creature Will neg V Yes
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an
immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20).
This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were
  under the effects of a hold person spell or paralyzed by Strength damage).              
  Locate Touchstone (Planar) 1sa Instant Infinite 1 touchstone No
Sense the direction of the nearest planar touchstone.  You must have the Planar Touchstone feat to use this
  spell.  Locates only the touchstones on your current plane.          
  Lock Gaze (Enoch.) (Ul. Combat) 1sa 20 Rnds 75 ft 1 Creature Will neg   V, S Yes  
You compel the target to look at you and only you for the spell’s duration or until the spell is discharged. While
staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures
other than you concealment against the target’s attacks. If the target willingly leaves your line of sight, it is
blinded for 1 round and the spell ends. If you willingly leave the target’s line of sight or become unconscious or
dead, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to
  this spell.                          
  Lucky Streak (C. Scoundrel) 1sa 20 Min. 75 ft 1 Creature No
  Improves the luck of the subject granting a +2 bonus with any luck feats.      
  Lullaby (Song and Silence) 1sa 20 Rnds 300 ft 15' Radius Will neg
A gentle melody lulls the senses of those that hear it forcing those in the A.O.E. to make a Will save or become
drowsy and inattentive suffering a -2 to Spot and Listen Checks and a -2 save vs. Sleep spells.  Can be used in
  conjunction with ambient song, a silent spell or disguised spell to mask the spell.    
  Mage Burr (C. Scoundrel) 1sa 20 Rnds 75 ft Special Fort neg
Affects 1 target wearing armor or using a shield causing jagged edges and rough surfaces to break forth, they
deal no damage merely making it more uncomfortable, but Arcane spellcasters suffer twice the normal chance of
spell failure and take a -5 penalty to Concentration checks.  No effect on unarmored foes or those only in natural
  armor.                          
  Magic Aura (Illus.) (Pathfinder) 1sa 20 Days Touch 1 Object No V, S, F No D
Gives an object, of up to a magical aura of the type you desire or covers up the existing magical aura, but Artifacts small square of silk that must be
can't be altered nor magic items with strong auras.  Casting Identify on the object will show that the aura is fake passed over the object that receives
  if caster passes a Will save.  The item covered should be masterwork or suspicions could be raised.     the aura    
  Magic Mouth (Pathfinder) 1sa Till Discharged 75 ft 1 Creature/Object No V, S, M
Creates a magical mouth that when a specific condition is met will speak 25 words or less.  It can't cast spells or small bit of honeycomb and jade
speak command words.  The limit of the trigger conditions is 300 ft.  It can only respond to visible or auditory dust worth 10 gp
  triggers.                          
  Master's Touch (PHB2) Immediate Instant 75 ft 1 Creature Will
  Gain +4 bonus on skill check if skill takes 1 round or less.                  
  Memory Lapse (Ench.) (Adv. Player's) 1sa 20 Days Touch Creature Touched Will neg V, S Yes
You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn.
This may allows a retry on a Diplomacy, Intimidate or opposed skill check, through only with respect to the
  target, not other creatures that may be present.                    
1st Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Mimicry (C. Scoundrel) 1sa 20 Rnds Personal Self No
You can perfectly mimic familiar sounds, voices and accents.  You can't recreate noises that your voice is unable
  to duplicate nor can you speak languages that you normally don't speak.              
  Moment of Greatness (Ench.) (Ul. Combat) 1sa 20 Min. 50 ft 50' Radius Burst None V, S, M/DF Yes
Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is rabbit fur
benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making
  the roll. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.          
  Negative Reaction (Illus.) (Ul. Combat) 1sa 20 Rnd 75 ft 1 Creature Will neg S Yes
The target’s actions and words fail to impress. The target of this spell takes a –10 penalty on any Bluff,
  Diplomacy, and Intimidate checks as well as any performance combat checks it attempts.          
  Obscure Object (Abjur.) (Pathfinder) 1sa 8 Hrs Touch 1 Object Will V, S, M
  Hides an object from scrying, such spells targeting the protected object automatically fail.     chameleon skin  
  Phantom Threat (C. Warrior & S. Comp.) 1sa 20 Rnd 25 ft 1 Creature Will neg
Creates a sensation in the target's mind that it is threatened by more foes than it really is.  It is considered flanked
even when not flanked, but it won't waste attacks on the phantom threats.  Creatures that can't be flanked are
  immune to this spell.                        
  Play Instrument (Div.) (Ul. Magic) 1sa 200 Min. Self Self None V, S No
You may play one instrument of your choice as if you had 1 rank in the appropriate Perform skill. Instead of a
conventional instrument, you may use an object as an improvised instrument, such as using a barrel as a drum or
  a bow as a harp, playing it as if it were crafted to make music.                  
  Ray of Hope (Ex. D.) 1sa 20 rnds 1200 ft 80' radius x80' high No
  Gain a +2 morale bonus on saving, attack, ability checks and skill checks.              
  Recharge Innate Magic (Trans.) (Race) 1sa Instant Self Self None V, S
must be You channel magic energy into your own aura, recharging your innate magic abilities. You regain one use of all .
Gnome 0-level and 1st-level spell-like abilities you can use as a result of a racial trait              
  Remove Fear (Pathfinder) 1sa 10 Min. 75 ft 30' No V, S Yes
  6 Creatures gain a +4 morale bonus vs. fear, if under fear spell then spell is suspended for duration.        
  Remove Scent (S. Comp.) 1sa 200 Min. Touch Creature Touched Will neg
This spell hides the scent of the subject creature making them immune to tracking by scent and it can negate
  noxious stenches such as that from a ghast.            
  Resinous Tar (C. Mage) 1sa 20 Rnds 75 ft 1 Object or 10' sq Special
The resinous tar makes a solid surface sticky and doubles the movement cost across it.  Any prone creature in
the A.O.E. must make a DC 10 Str to stand up.  The spell can also be used to create a sticky coating on an item.
An object wielded or held by a creature receives a Reflex save to avoid the effect, other items don't get a save.
A creature holding an affected item must use a full-round action to let go of it, drop it, put it away, pick it up, or
ready it for use.  A creature wielding an affected item gains a +5 bonus on the opposed Str check to hold it.  A
creature wearing armor or clothing affected by this spell take a -5 penalty on Escape Artist checks and on
  grapple checks or to escape a pin.                      
  Restful Sleep (Necro.) (Adv. Player's) 10 Minutes 8 or 24 Hrs 75 ft 30' Diameter Fort neg V, S, M Yes
You cast this spell immediately prior to resting.  While under the effects of this spell, you and your allies enjoy a a pinch of sand
restful night's sleep.  If a subject completes a full night's rest, it regains hit points as if it had undergoes a full day
of bed rest (regaining twice its character's level in hit points).  If a subject completes a full day's rest, it regains 3x
its character level in hit points.  Any significant interruption during the rest (such as being awoken) prevents any
healing that night and ends the effect of this spell on the awakened subject.  Any healing acquired while under
  the effects of restful sleep is considered natural healing, and has no effects requiring magical healing to cure.        
  Saving Finale (Evoc.) (Adv. Player's) 1 Immediate Instant 75 ft 1 Living Creature Will neg V, S Yes
You must have a bardic performance in effect to cast this spell.  With a flourish you end your bardic performance
  immediately when a creature in range fails their saving roll allowing them to immediately reroll that saving roll.        
  Secret Weapon (City) 1sa 200 Min. Touch Weapon Touched No
Makes a weapon become easily overlooked giving you +20 Sleight of Hand to hide a light weapon and +10 to
hide a larger weapon (even one that normally can't be hidden).  A weapon is defined as any manufactured
weapon.  You don't need Sleight of Hand to use this spell, you can hide the weapon from detection spells, but
  more powerful spells like true seeing can see the weapon.          
  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.                        
  Serene Visage (S. Comp.) 1sa 20 Min. Personal Self No
  Using simple illusions you gain a + 20 on Bluff Checks.        
  Share Language (Div.) (Adv. Player's) 1sa 24 Hrs Touch Creature Touched Will neg   V, S, M Yes  
You can share your facility for one particular language with another creature.  For 24 hours the target can read, page from a dictionary
understand and communicate to the best of its ability in any one language which you already know.   You get
5 languages that you can transfer in this manner to a max of 5 languages at 20th level.  The target
must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method
speakers of the language use to communicate with each other in order to actually converse.  If the target lacks the
mental capacity to grasp an actual language it still gains enough knowledge to respond to and carry out even
extremely complex commands or suggestions coached in the language (whether written or spoken).  However,
since this spell doesn't endow the target with greater reasoning capacity, merely a temporarily enhanced
vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any
ambiguity or guesswork.  Similarly, this spell doesn't effect the basic nature of the target, or its disposition
toward you or anyone else, so convincing it  to actually carry out these instructions could require negotiation,
  threats, or outright bribery.                      
  Share Talents (PHB2) 1 Rnd 200 Min. Touch 2 Creatures Will
  Each subject gain a +2 bonus on any skill as long as one has at least 1 rank in that skill.  
  Shock and Awe (S. Comp.) 1 Swift 1 Rnd 75 ft 30' Radius No
  Distracts it targets, only effective against flat-footed creatures; -10 on initiative check.          
  Silent Image (Pathfinder) 1sa Concentration 1200 ft Special Will V, S, F
  A visual illusion with a size of 240 cubic feet.  It has no sound or thermal components.     a bit of fleece  
  Sleep (Ench.) (Pathfinder) 1sa 20 Min. 300 ft 4 HD of Creatures Will neg V, S, M Yes
Puts 4 HD creatures asleep starting with the lowest level and the closest creature.  It doesn't target undead, fine sand, rose petals or a live
  constructs or creatures that are already asleep.               cricket    
  Solid Note (Conj.) (Adv. Player's) 1sa Special 75 ft 1 solidified note None V No
You give temporary physical form to a single musical note (for 20 rounds + as long as you concentrate) and
can hang it, suspended, wherever you wish within range, allowing you to use it as a hook, pulley, door blocker, or
anything else your imagination desires.  The exact appearance of the solid note depends on your melody.  You
can make it spiked or smooth simple or convoluted, and with any color pattern you wish, however , it always has
a size approximately equal to that of your outstretched hand.  Once created the solid note resists all attempts to
move it but instantly disappears if enough force or weight is brought to bear against it.  The note has an
effective Str equal to 30 .  It can't hold more weight than the equivalent of a heavy load for its Str
without disappearing.  Any creature that wins an opposed Str check against the note (by pushing open a door
which the note is holding shut for example) also causes it to disappear.  The note can never deal actual harm to a
creature and disappears if successfully attacked (AC 10+your Cha modifier).  Any creature obstructed by the
  solid note simply fails to budge it and loses that action for the round.              
  Sow Thought (Ench.) (Race) 1sa Permanent 75 ft 1 Creature Will neg V, S Yes
must be You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is
Changeling his own, but is not required to act upon it. If the idea is contrary to the target's normal thoughts (such as making
a paladin think, “I should murder my friends”) the target may suspect mind-altering magic is at play. The idea
must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a
common language for the spell to succeed, but without a common language you can only sow the most basic
  rudimentary ideas.                        
  Stay the Hand (PHB2) Immediate Instant 300 ft 1 humanoid Will
  If fails save then it refrains from attacking for the remainder of the current round, -4 to attack other target.
  Sticky Fingers (S. Comp.) 1sa 1 Rnd Personal Self No
  Grants you +10 bonus on Sleight of Hand checks.            
  Summon Component (C. Mage) 1 Swift 1 Rnd 0 ft Special No
Conjures 1 noncostly (1 gp or less) material component for a single spell that you can cast that can't be magical.
  Summoned components disappear when the spell expires if they are not consumed in casting the spell.          
  Summon Minor Monster (Conj.) (Ul. Magic) 1 Round 20 Rnds 75 ft 1d3 Creatures None V, S, F/DF No D
This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller animals, such as bats, tiny bag and a small candle
lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.
As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these
  animals.                          
  Summon Monster I (Pathfinder) 1 round 20 rnd 75 ft 1 Creature No V, S, F No D
Summons a monster from the table Patfinder 351.  It attacks as soon as it arrives and fights to death or until the a tiny bag and a small candle
spell expires. Monster   Subtype Monster Subtype
Dire Rat -- Frog, Poison --  
Dolphin -- Pony (horse) --  
Eagle -- Riding Dog --  
Fire Beetle   -- Viper (snake) --  
1st Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Targeting Ray (S. Comp.) 1sa 20 Rnds 300 ft Ray No
Acts as a rangefinder if you succeed with a ranged touch attack and your allies can see the ray impact then they
  gain a + 6 to hit bonus.                    
  Toilsome Chant (Ench.) (Race) Special Special 75 ft 1 living creature Will neg V, S Yes
must be You can cast this spell as part of the action to begin an inspire competence bardic performance. The benefit of
Dwarf inspire competence persists for as long as is necessary to complete the target's next skill check using the chosen
  skill (up to a maximum of 1 hour per caster level), even if you cease your bardic performance.          
  Touch of Gracelessness (Trans.) (Adv. Player's) 1sa 20 Rnds Touch Creature Touched Fort Part V, S Yes
With a single touch, you reduce a creature to a fumbling clown.  The target takes a penalty to its Dex equal to
1d6+ 10 (max 1d6+5).  This penalty cannot drop the target's Dex score below 1.  In addition, if the
subject moves more than half its speed, it falls prone.  If the subject flies, its maneuverability is reduced by 1 step
(perfect maneuverablilty becomes good, good becomes average and so on).  A successful Fort save halves the
  penalty to Dex and negates the possibility of falling prone or the reduction to fly maneuverabilities.          
  Undersong (S. Comp.) 1sa 200 Min. Personal Self No
  Allows you to make a Perform check in place of a Concentration Check.      
  Undetectable Alignment (Pathfinder) 1sa 24 Hrs. 75 ft 1 creature Will   V, S Yes  
  Conceals alignment from all forms of divination                    
  Unnatural Lust (Ench.) (Ul. Magic) 1sa 1 Rnd 75 ft 1 Creature Will neg V, S Yes
Your target is filled with lust and desire for a single creature or object as designated by you at the time of casting.
That creature or object must be within the spell’s range and perceivable by the target of the spell. The target is
filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next
turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature
  or object, it receives a +4 bonus on its saving throw.                  
  Unseen Servant (Pathfinder) 1sa 20 Hrs 75 ft 1 Invisible Servant No V, S, M No
Creates a mindless shapeless servant that performs simple tasks.  It can run and fetch things, open unstuck doors piece of string and a bit of wood
hold chairs, clean and mend.  The servant can only perform 1 task at a time, but it repeats the task over and over
if told to do so.  It can only open normal doors, drawers, lids and the like with a Str score of 2 (so it can lift 20 lbs
or drag 100 lbs).  It can trigger some traps with 20 lbs of force, but that is not enough to activate most pressure
plates.  It can't perform any task that requires a skill check with a DC higher than 10 or that can't be used untrained.
It can't attack in any way and is dissipated if it receives more than 6 points of damage from area attacks (it gets no
  saving roll).  It winks out if you try to send it beyond the spell's range.              
  Urban Grace (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.        
  Ventriloquism (Illus.) (Pathfinder) 1sa 20 Min. 75 ft Intelligible Sound Will V, F No
You can make any sound, that you can normally make, come from another location.  Anyone who hears the parchment rolled into a cone
  sound is allowed a saving roll to believe in it or not,  but regardless they do hear the noise.          
  Vigilant Slumber (C. Mage) 1 Round 12 Hrs Personal Self No
Set a condition that you could normally observe and you are automatically woken up fully alert and ready for
  action.  This spell lasts 12 hours or until used.                    
  Vocal Alteration (Trans.) (Ul. Magic) 1sa 0 Min. 25 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.              
  Windy Escape (Trans.) (Race) 1 Immediate Instant Self Self No V, S
must be You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly
Sylph through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit
effect from that attack.  You cannot use windy escape against an attack of opportunity you provoked by casting
a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when
used.
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.                    
  Alarm, Greater (S. Comp.) 1sa 80 Hrs. 75 ft 20' Radius No
Sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area.
A mental alarm has a range of 1 mile, it wakes you up, if asleep, but doesn't interrupt spell casting.  An audible
alarm can be heard for 60', the ringing can be heard as far away as 180', doors and obsticals between you and the
alarmed area can reduce the noise.  The noise can be heard for 1 round and can be quieted by a silence spell.
  Furthermore the spell alerts you to travelers on the Ethereal or Shadow Planes that pass through the A.O.E.        
  Allegro (Tans.) (Ul. Magic) 1sa 20 Rnds Self Self None V D
This spell allows you to act more swiftly while maintaining a bardic performance. You must already be maintaining
a bardic performance before you can cast allegro. You gain the benefits of the spell haste for as long as you
maintain that bardic performance. If you cease maintaining the bardic performance or it is interrupted, this spell's
duration ends. As an immediate action while you are maintaining a bardic performance, you can dismiss allegro to
reroll a Reflex save or Dexterity-based skill check. You must choose to reroll before the result of the original roll is
known. You must take the result of the reroll, even if it's worse than the original roll. Allegro dispels and is
  dispelled by slow.                        
  Alter Self (Trans.) (Pathfinder) 1sa 200 Min. Personal Self No V, S, M no D
You assume the form of a creature of a small to medium creature of your type.  If the form is listed as having
darkvision, low-light vision, scent or swim (up to 30') you get the same abilities.  If you assume a small shape you
gain a +2 size bonus to Dex.  If you take the form of a Medium creature and you are small you gain a +2 bonus to
  Str.                          
  Animal Messenger 1sa 20 Days 25 ft 1 tiny animal No V, S, M
Compels a tiny animal to go to a spot you specify.  It is most often used to carry a message.  The animal can't a morsel of food the animal likes
be trained or tamed by someone.  The directions must be simple.  The animal will wait at the location for the
duration of the spell.  During this period it allows others to approach it and remove any scroll or token that it
  is carrying.  The intended recipient gains no ability to communicate with the animal or read the message.        
  Animal Trance 1sa Concentration 75 ft Animals w/1-2 Int Will neg V, S Yes
You can effect 2d6 worth of HD of animals, effecting the closest creatures first; putting them into a trance-like
  state.  Magical beasts, dire animals and those trained to guard are allowed a saving roll.          
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Animate Instruments (C. Scoundrel) 1sa 20 Min. Touch 1 Instrument No
Imbue your musical instrument with the ability to play any tune, on your command, even while you are busy
with other tasks.  As long as the spell is in effect you can mimic and continue your performance as a Swift
action, you don't have to concentrate to maintain the effect.  You can do anything else even use magic, cast
spells or use bardic music.  You can animate any nonmagical instrument, if the instrument needs to be carried or
held it floats in midair in the square in which you cast the spell (it can't move).  It continues to play until the spell
  ends or it is damaged; it is AC 10+size modifier (most are Tiny).        
  Battle Hymn (S. Comp.) 1sa 20 Rnds 30 ft 30' Radius Will neg
Creates a martial tune allowing all allies in the A.O.E. to reroll 1 Will save during the spell's duration.  They must
  declare the reroll before the results are figured and they must take the results of the new roll no matter what it is.
  Bestow Insight (Ench.) (Race) 1sa 20 Min. Touch Creature Touched No   V, S    
must be When casting this spell, choose a single skill that you have at least one rank in. The target gains a +2 insight
Human bonus on skill checks with this skill and is considered trained in that skill. The insight bonus increases by 1 for
every four levels of the caster (maximum +6). Furthermore, once before the spell's duration, the target can choose
  to roll two checks and take the greater result. Doing so ends the spell's other effects.          
  Blade Brothers (PHB2) 1sa 20 Min. Touch 2 Creatures No
  Both subjects can make 1 saving roll and take best result, this ends the spell or if move >120' away  
  Bladeweave (C. Adv. S. Comp.) 1 Swift 1 Rnd Personal Self Special
  1/round chose 1 target that you successfully attack and force them to make a Will save or be dazed for 1 round.
  Blindness/Deafness 1sa 20 Min. 300 ft 1 Creature Will
  Blinds or Deafens the creature                      
  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 Biography ( Div.) (Adv. Player's) 1 minute Instant Touch 1 Creature Will neg V, S, M No
You learn the answers to a specific set of questions about a creature so long as you have access to at least 1 scrap of parchment
drop of its blood.  You can cast this spell on the blood of the living or the dead, but living or undead creatures are
allowed a Will save to resist the spell.  You can cast the spell on dried or fresh blood.  The following 4 questions
are answered, appearing on any flat surface you designate.
- Who are you (usually the name of the creature)?
- What are you (gender, race profession/role)?
- How was your blood shed (brief outline of the events that caused the wound to the best of the
victim's knowledge)?
- When was your blood shed?
  These answers always appear in a language you can read even if the creature couldn't speak that language.        
  Blur (Illus.) (Pathfinder) 1sa 20 Min. Touch Creature Touched No V Yes D
Blur's the subject's outline giving foes a 20% miss chance, blind foes are immune.  See invisible won't work, but
    true sight will.                        
  Boiling Blood (Trans.) (Ul. Magic) 1sa Conc. +1 rnd 300 ft Special Fort neg V, S Yes
The blood of the targeted creatures begins to boil. If a target fails its save, it takes 1 point of fire damage per
round. This spell has no effect on creatures that don’t have blood.  round. This spell has no effect on creatures
    that don’t have blood.                        
  Bonefiddle (S. Comp) 1sa 20 Rnd 75 ft 1 Creature Fort neg
As long as you concentrate you manifest a ghostly fiddle bow that saws at the target's bones creating music and
causing intense pain.  The victim must make a Fort save each round or take 3d6 sonic damage and taking a -20
  on Move Silently checks; a successful save ends the spell.          
  Bothersome Babble (C. Mage) 1sa 3 Rnds 75 ft 1 Creature Will neg
The subject can't make themselves understood verbally no matter how hard they try only uttering nonsense
Their ability to write is unimpeded.  To cast a spell with a verbal component the subject must make a
a Concentration check with a DC equal to the spell's DC plus the level of the spell being cast.  If you cast
bothersome babble a second time for the duration of both spells speech is painful dealing it 1d8 points of damage.
  Threat this as continuous damage for the purposes of making the Concentration check.  
  Cacophonous Alarm (C. Mage) 1sa 40 Hrs 75 ft 20' Radius No
Sounds an audible alarm each time a creature of Tiny or larger size enters or touches the warded area.
A mental alarm has a range of 1 mile, it wakes you up, if asleep, but doesn't interrupt spell casting.  An audible
alarm can be heard for 60', the ringing can be heard as far away as 180', doors and obsticals between you and the
alarmed area can reduce the noise.  The noise can be heard for 1 round and can be quieted by a silence spell.  In
addition the first creature to violate the warded area (and only that creature) is affected by a sound burst; taking
  1d8 points of sonic damage and forcing them to make a Fort save or be stunned for 1 round.          
  Cacophonous Call (Adv. Player's) 1sa 20 Rnds 1 creature 1 Creature Will neg V, S, M Yes
Fill the target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and scrap of sheet music
concentrate.  The creature gains the nauseated condition (unable to attack, cast spells, concentrate on spells or do
anything else requiring attention; the only action the creature can take are single move actions) for the duration of
  the spell if it fails its Will save.                      
  Calm Emotions 1sa 20 Rnd 300 ft 20' Radius Will V, S, DF Yes D
Calms agitated creatures preventing rage & violent actions, suppresses Bless, Good Hope & Rage.  Creatures so
protected cannot take violent actions except to protect themselves.  Aggressive action taken against the calmed
creature breaks the spell.  It also suppresses any fear and removes the confused condition from all targets.  When
  the spell expires any suppressed spells, that still have a duration running, resume action.          
  Cat's Grace 1sa 20 Min Touch Creature Touched No V, S M Yes
  Grants the subject +4 Dex bonus with usual increase in AC and  Reflex rolls.         Pinch of cat fur  
  Catapult (C. Scoundrel) 1sa Instant Touch Up to 1x 5 lb Object No
Propels a single object at fantastic speed allowing you to make a normal ranged attack even with an object that is
not meant to be thrown.  Use a BAD of  + 6 (max +5), the range increment is 30' regardless of
its normal range increment.  If you use an object not meant to be thrown take a -4 nonproficiency penalty.  The
damage is 1d6 if the item weighs at least 1 lb.  You must have the object in your hands to use the spell, but you
  can't propel living creatures.              
  Caterwaul (C. Mage) 1sa 1 Rnd 30 ft Cone Will part
Emit a stomach-churning wail creatures in the A.O.E. must make a Will save or be nauseated for 1 round, those
  that make their save become sickened for 1 round instead.          
  Celerity, Lesser Immediate Instant Personal Self No
  After casting the spell you can take a move action., but you are dazed until the end of your next turn.  
  Circle Dance (S. Comp.) 1 Min. Instant Personal Self No
  Divine the relative direction and condition of a known creature, if on the same plane.  
  Cloak Pool (Planar & S. Comp.) 1sa 20 hr 75 ft 1 Color Pool Will neg
Causes a color pool on the Astral Plane (a Gate) to seem to disappear.  See invisibility, true seeing and analyze
portal reveal the portal.
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Cloud of Bewilderment (S. Comp.) 1sa 20 Rnd 75 ft 10' cube Fort neg
Creates a cloud of nauseating gas that effects any creature inside and for 1d4+1 rounds after leaving.  It obscures
  all vision providing concealment. Fort save or be nauseated.                  
  Commune with Birds (Div.) (Race) 1sa 10 Min. Self Self No V, S
must be You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can
Tengu understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked
them the question using speak with animals, giving you a general consensus answer to the question based on
their knowledge. For example, you could ask if there is drinkable water in the area, the location of predators or
other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities
would answer to the best of their ability.  If there are no birds in range, the spell has no effect and you do not get
a response. Any creature using speak with animals (or a similar ability) who hears this bird call can understand
  your question, though it may not be able to reply in a way you can hear.              
  Compassionate Ally (Ench.) (Ul. Magic) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S Yes
At the sight of an injured ally, the target immediately disengages from its current course of action and rushes to
provide aid. If the target possesses curative spells or magic items, it utilizes them to help the injured ally. If not,
the target provides aid by performing a Heal check. The target remains with the injured ally to assure her safety
and refuses to leave the ally’s side until her wounds are fully treated or the spell ends, but can otherwise defend
  itself and make attacks.                        
  Create Treasure Map (Div.) (Adv. Player's) 1 hour Instant Touch 1 Dead Creature No V, S, M No
You can take a piece from a dead creature's body and use it to create a map that reveals the locations of any powdered metal and rare inks
valuables that creature knows about while still alive.  You must cut this piece off yourself and the creature can't worth 100 gp
have died more than 24 hours prior to casting this spell.  You can't cast this spell on a creature without a physical
body, and the portion you remove must have a fairly level surface such as a piece of hide, carapace, or skin.  The
map you create is accurate to the best knowledge the creature had at the time of its death.  It reveals the location
of 6 sources of treasure.  Any inaccuracies or faulty information held by the creature are
represented on the map as well.  Similarly, the map cannot account for any changes that occur after the creature's
death.  You must choose the scale of the map when creating it, opting between nearby (1-2 dungeon levels), local
(a valley or community) or broad (a country or larger).  The map reveals the locations of what the creature deemed
most valuable within its area.  Depending on the creature, the map might reveal a source of tasty food, suitable
  mates, or even your own treasure vault.                    
  Crescendo (Song and Silence) 1sa 4 Rnds 30 ft 30' Radius Sphere No
Creates a martial fanfare that slowly builds in volume.  In the first round the music can be faintly heard.  On the
second round the music becomes louder and your allies gain a +1 bonus to hit.  It increases to +2 in the third
round and +3 in the fourth, and final, round.  Allies who move further than 30' away lose the bonus, but regain it
  if they reenter the A.O.E. at the current bonus.            
  Crown of Veils (PHB2) 1sa 20 Hrs Touch Creature Touched No
Creates a magic crown that grants a +2 bonus on Disguise and Hide checks as an immediate action the creature
    wearing it can discharge its magic to gain a +8 competence bonus on 1 Disguise or Hide check ending the spell.        
  Cure Moderate Wounds (Pathfinder) 1sa Permanent Touch 1 Creature Will V, S Yes
  Heals 2d8+ 20 damage (+10 max).                    
  Curse of Impending Blades (S. Comp.) 1sa 20 Min. 300 ft 1 Creature No
Subject takes a -2 penalty to AC, it cannot be dispelled, but it can be removed with break enchantment, limited
  wish, wish, miracle or remove curse              
  Dark Way (S. Comp.) 1sa 61 Rnds 75 ft Special No
Creates a ribbon like weightless unbreakable bridge 5' wide, 1" thick and up to 400 ft long.
It must be anchored at both ends, but can be at any angle it can support a max of 4000 lbs.
  If the weight limit is exceeded all creatures fall through it.                  
  Darkness 1sa 200 Min. Touch 1 object No V, M, DF
  20' radius darkness                   bat fur and a piece of coal
  Daze Monster (Pathfinder) 1sa 1 Rnd 300 ft 1 Living Creature Will neg V, S, M Yes
  Dazes a monster up to 6 HD, those with more HD are not affected           pinch of wool or similar substance
  Deceptive Façade (C. Mage) 1sa 200 Min. Touch Special Will
Allows you to alter the appearance of another being or object (up to 20 cubic feet).  When cast upon
another being it functions as a disguise self, except that it can affect a target other than yourself.  When cast
upon an object you can alter its visible characteristics, changing its color or its size by up to 10%.  Other cosmetic
changes can be made, but no other properties can be altered.  Those that interact with the illusion can make a
  Will save to disbelieve in the illusion.                    
  Delay Pain (Ench.) (Ul. Magic) 1sa 20 Hrs. 75 ft 1 Creature Will neg. V, S Yes
You override the target’s ability to feel pain. Pain effects (such as pain strike and symbol of pain) do not affect
the target until this spell’s duration has expired. This does not negate any physical damage, ability damage, or
ability drain that a pain effect has already done, but it does negate ongoing penalties from pain while the spell
  lasts.                          
  Delay Poison 1sa 20 hr Touch 1 Creature Fort V, S, DF Yes
  Delays the harmful effects of a poison for the duration of the spell.                
  Delusion s of Grander (S. Comp.) 1sa 200 Mins. 300 ft 1 Creature Will neg
Fools the subject into thinking they are more competent and safe than there really are deadly wounds seem to
  be a scratch the subject takes -2 attack/save/ability checks/skill checks and Wis (min 1 Wis).          
  Detect Thoughts (Pathfinder) 1sa 20 Min. 60 ft Cone Will neg V, S, F
Detects the surface thoughts, in the 1st round it only tells you of the prescense or absence of thoughts from copper piece
creatures with a 1+ Int.  2nd round number of thinking minds and their Int score.  If they have an Int of 26+ (and
are 10 points higher than you) you are stunned for 1 round and the spell ends.  On the 3rd round the target must
make a Will save or you can pick up their surface thoughts.  The spell requires constant concentration and each
  round you can turn to cover a new area.                    
  Discolor Pool (Planar & S. Comp.) 1sa 20 Hrs 75 ft 1 Color Pool Disbelief
  Causes a color pool on the Astral Plane to assume a different color and leading to another plane.  
  Discovery Torch (Evoc.) (Ul. Combat) 1 Round 200 Min. Touch Object Touched None   V, S No  
An object you touch emanates bright light within the spell’s area. The effect looks like a regular flame but creates
no heat and uses no oxygen. Allies within the area of this light gain a +2 enhancement bonus on Perception and
Sense Motive checks, as well as on Knowledge checks to identify monsters that are also within the area and their
  special powers and vulnerabilities.  Light spells counter and dispel darkness spells of an equal or lower level.    
  Disguise Other (Illus.) (Ul. Magic) 1sa 200 Min. Touch Creature Touched None V, S No D
You make a willing person - including clothing, armor, weapons, and equipment - look different. You can seem 1
foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as
another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor
feature or look like an entirely different person or gender.  The spell does not provide the abilities or mannerisms
of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your
equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that
  interacts with the glamour gets a Will save to recognize it as an illusion.              
  Disquietude (S. Comp.) 1sa 20 Rnds 75 ft 1 Living Creature Will neg
The subject remains 15' away from any other creature even an ally.  An ally must make a touch attack to touch
  the spell's subject.  If it can't move 15' away then it must take a full defense action.    
  Dissonant Chant (S. Comp.) 1sa 20 Rnds 75 ft 100' radius No
Create a distracting chant that requires a Concentrate check equal to the spell's DC, actions that automatically
require a Concentration check have that check increased by 4.  Creatures in the A.O.E. get a +4 save vs. spells
  with language-dependent effects.              
  Distracting Cacophony (Evoc.) (Ul. Magic) 1sa 20 Rnds 300 ft 20' radius spread None   V, S Yes  
The air fills with loud and discordant noise, making concentration difficult. Casting a spell in this area of
cacophony requires a concentration check (DC 15 + the level of the spell being cast). Any other concentration
checks in the area have their DCs increased by 5. The DC of Perception checks involving hearing is likewise
  increased by 5.                        
  Distracting Ray (S. Comp.) 1sa Instant 75 ft Ray No
Make a ranged touch attack forcing the subject caster to make a Concentration check with a DC = 17+ the spell
  level of the spell they are trying to cast.          
  Distressing Tone (Evoc.) (Ul. Magic) 1 Round 20 Rnds 75 ft 1d4 Creatures Fort neg   V, S Yes  
You create a powerful tone that vibrates living flesh. Targets must save or gain the sickened condition. Creatures
that are immune to critical hits are immune to this spell.
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Doublespeak (C. Mage) 1sa 20 Min. Touch Special Will neg
You can affect yourself and up to 5 other creature(s) allowing the subject to speak about anything
but to everyone else it sounds like a mundane conversation about the weather, or similarly banal topics.  The
illusion also modifies facial expressions and mouth movements to match the illusory words spoken.  Anyone who
spends at least 1 full round studying the conversation is allowed a Will save.  Subjects of the spell know the gist
  of the illusory conversation, but not precise phrases or details.                
  Dust of Twilight (Conj.) (Adv. Player's) 1sa Instant 300 ft 10' Spread Fort neg V, S, M No
A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane coal dust
light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic).  Creatures in
  the area must make a Fort save or become fatigued.                  
  Eagle's Splendor (Pathfinder) 1sa 20 min Touch 1 Creature No V, S, DF Yes
    Grants +4 Cha to 1 creature.                    
  Elation (Ex. D.) 1sa 20 Rnds 80 ft 80' radius spread No
Grants a +2 morale bonus to Str and Dex and increases their speed by +5'.  It doesn't remove fatigue, but it
  cancels out its worst penalties.                      
  Enter Image (Trans.) (Adv. Player's) 1sa Concentration 1000 ft Special No V, S, M/DF No
Gain a dim impression of the activities around any object bearing your face or form and can also project your drop of paint and a ball of clay
consciousness into 1 such object at a tie, allowing you to observe or even interact with nearby creatures.  This
spell allows you to leave your body and subconsciously monitor the immediate area around any depiction of your
image whether one, hundreds, or even thousands.  Each such image has the full range of your normal senses
(sight, hearing, smell etc.) and you can make a Perception check to notice anything occurring nearby.  The DC of
this check is always 10 greater than what it would be if you were actually present at that location, so even if you
you would normally notice something automatically (such as talking, normally a DC of 0), you would need to
make a DC 10 Perception check to notice it.  You may at any time, choose to fill one specific image within range
with you consciousness.  While inside an image you lose the ability to monitor any other images within range but
remain fully aware of your own body's surroundings.  Your body is defenseless and helpless (always failing any
saving roll) while your consciousness is filling and image, but you can return to it at any time as an immediate
action.  When you fill an image with your consciousness it gains a limited form of animation.  Statues and similar
3-D representations can move their heads, make gestures, and talk, but cannot attack or leave their square without
assistance.  Portraits or similar 2-D representations  bearing your likeness can also talk and your image can move
anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting).  You can't
use any spells or other abilities while within an image.  You may lave the image at any time, returning you to your
body.  Once your consciousness departs from an object bearing your likeness, it immediately reverts to the
appearance it had before you entered it, if someone destroys or damages the image you return to your body
unharmed.  The spell lasts until your cease concentrating, or until it is terminated by some outside means, such as
  a dispel magic upon either the image or your body, or if your body is killed.              
  Enthrall (Pathfinder) 1 rnd 1 hr or less 100 ft 1 crowd Will V, S Yes
As long as you speak or sing you capture the audience attention, those with 4+ HD or 16+ Wis
are not enthralled others avoid action for span of the spell +1d3 rounds unless see something
  against their alignment.  Attacks end the spell immediately.                  
  Entice Gift (S. Comp.) 1sa 1 Rnd 75 ft 1 Creature Will neg
Compels the  subject to give you what they are holding when the spell is cast, you can act out of your turn
  to accept the gift.                
  Escaping Ward (Abjur.) Race 1sa 20 Rnds. Self Self None        
must be This ward grants you extra maneuverability when you avoid attacks against larger foes. While affected by this
Hafling spell, when you are attacked and missed by a creature that is at least one size category larger than you, you can,
 as an immediate action, move up to 5 feet away from the attacking creature. You can increase this movement by
  5 feet for every 5 caster levels. This movement does not provoke attacks of opportunity.          
  Faerinaal’s Hymn (Ex. D.) 1sa Concentration 75 ft Special Will neg
A gentle hymn that affects up to 20 evil creatures; clouding their minds and causing them to miss
  attacks of opportunity for the spell's duration.  Deaf targets are immune to this spell.  
  False Lie (C. Mage) 1sa 20 Hrs 75 ft 1 Creature Will neg
Causes the subject to appear dishonest or deceptive with a -10 on Sense Motive checks and any failure
convinces the observer that the subject is lying, even if they are not.  Anyone who casts a spell that reveals lies
can attempt a caster level check with a DC of 31 if this fails then the spell registers the subject as
  lying even when they are not.              
  Fly, Swift (C. Adv. & S. Comp.) 1 Swift 1 Rnd Personal Self No
Allows the subject to fly at 60'/rnd (40' in medium or heavy armor).  Ascent is at 1/2 speed and descent is at 2x
  speed with good maneuverability requiring as much concentration as walking.      
  Force Whip (C. Arcana) 1sa 20 Rnds Touch 1 Whip of Force Will neg
Creates a whip of force that you can wield as if you have proficiency with it.  Simply cracking it keeps normal
animals at bay (not magical or vermin) unless they make a Will save.  Affected animals stay at least 30' away.
Any normal animal struck with the whip must make a Will save or be frightened.  It can be used in combat as a
  normal whip                  
  Fortissimo (Song and Silence) 1sa 20 Min. 300 ft 1 Creature/Item No
Doubles the volume of 1 source of sound.  It can be cast upon a creature, an item or both.  If a sonic or language
based attack is made in conjunction with this spell it increases the spell's DC +2, if the spell does damage than the
damage is increased by 1d6 points.  It counters and dispels silence and is countered by silence.  If cast upon a
  creature or item it only negates the silence for that creature or item.                
  Fox's Cunning (Pathfinder) 1sa 20 Min Touch Creature Touched No V, S, M/DF Yes
  Grants the subject +4 Int.                 hairs or dung from a fox  
  Gallant Inspiration (Adv. Player's) 1 Immediate Instant 75 ft 1 Living Creature Will neg V Yes
This word of arcane-empowered inspiration often ensures success of a crucial endeavor.  Cast this spell when a
creature fails an attack roll or skill check.  The creature gains a +2d4 competence bonus to the attack roll or the
  skill check retroactively.  If the bonus is enough to turn the failure into a success, the roll succeeds.          
  Ghostbane Dirge (Adv. Player's) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S, M/DF Yes
The incorporeal creature, that is the target of this spell, coalesces into a semi-physical form for a short period of old reed from a wind instrument
time.  While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms,
  and full damage from magic weapons, spells, spell-like effects, and supernatural effects.          
  Ghostly Disguise (Ul. Magic) 1sa 200 Min. Self Self No V, S No
You make yourself—including clothing, armor, weapons, and equipment—appear translucent like a ghost. Any
mundane or magical disguise on you is affected by this illusion as well; for example, if you are disguised as the
king or a sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly form may have a pale
green, blue, or violet coloration, or a muted version of your normal appearance.  The spell does not actually make
you ghostly or provide any incorporeal abilities. If you choose, the illusion can make you appear to float slightly
above the ground, though you are actually still on the ground. A creature that interacts with the glamour gets a
  Will save to recognize it as an illusion.                    
  Glitterdust (Pathfinder) 1sa 20 Rnds 300 ft 10' Radius Spread Will neg
A cloud of golden particles cover everything and everyone in the A.O.E. outlining invisible creatures.  The dust
  can't be removed for the duration of the spell and it provides a -40 penalty to any Stealth checks.  
  Glossolalia (Psionic) 1sa Instant 60 ft Cone Fort part
Uttering shrieks of nonsense and gibberish that thinking creatures find distracting and confusing.  The spell
affects only creatures with Int scores of 3+.  Any such creature in the A.O.E. must make a Fort save or be stunned
for 1 round (if they have Int scores of 20+), dazed for 1 round (if they have Int 10-19) or shaken for 1 round (if
they have Int scores between 3-9).  In addition a creature within the A.O.E. take a -4 penalty on Concentration
  Checks for 1 round.  This this happens whether or not the creature succeeds on its saving roll.  
  Grace (S. Comp.) 1 Swift 20 Rnds Personal Self No
Glow with light for 60' with -20 on Hide checks and gain +2 sacred bonus to Dex and increase move 10', your
  touch or weapon becomes a good-aligned weapon.          
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Harmonic Chorus (S. Comp.) 1sa Special 75 ft 1 Living Creature Will neg
As long as the caster concentrates + 20 rounds the caster gains a +2 level to casting their spells and
  those spells have a +2 modifier to their DC.            
  Harmonize (Song and Silence) 3 Rounds 20 Rnds Touch 10' diameter No
This spell can effect up to 5 bards enabling them to pool their talents.  1 Player is picked as the lead and the others
  provide back-up granting the group + 6 bonus on their perform check.    
  Haunting Mists (Illus.) (Ul. Magic) 1sa 20 Min. 20 ft 20' radius x20' high Will part   V, S No  
An illusion of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist
obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a
20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use
sight to locate the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain
  the shaken condition. The shaken condition lasts as long as the creature remains in the mist.          
  Heartfire (S. Comp.) 1sa 20 Rnds 75 ft 5' radius burst Fort part
Outlined subjects glow like a torch they do not benefit from concealment normally provided by darkness
(although 3rd level or higher spells work normally).  Blur displacement, invisibility or similar effects.  If they fail
a Fort save they take 1d4 fire damage each round.  Those that make a successful Fort save take 1/2 damage
each round (min 1 point per round).  Spellcasters affected by this spell must make a Concentration Check DC
10+1/2 the damage last dealt each round.  The fire created by this spell can be extinguished by normal means
  doing so ends the spell.                        
  Heroism (Pathfinder) 1sa 200 Min. Touch Creature Touched Will neg V, S Yes
  Grants a single subject with great bravery giving them a +2 bonus on attack rolls, saves and skill checks.        
  Hold Person (Pathfinder) 1sa 20 Rnds 300 ft 1 Humanoid Will neg V, S, M
The subject becomes paralyzed and freezes in place, they are allowed a new save each round, which doesn't 1 hard metal bar or rod which can
  provoke an attack of opportunity.                 be as small as a 3 penny hell
  Honeyed Tongue (Adv. Player's) 1sa 200 Min. Self Self No V, M/DF
This spell augments your diplomacies.  While under the effects of the spell, you roll two dice each time you make drop of honey
a Diplomacy check to change a creature's attitude, taking the highest roll.  If this results in a roll low enough to
reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell.
Alternatively you can cast this spell before making a Diplomacy check to gather information gaining a +5
  competence bonus on the check.                      
  Hypnotic Pattern (Illus.) (Pathfinder) 1sa Special 300 ft 10' radius Will neg S, M Yes
Creates a pattern of shifting colors fascinating creatures that look at it; you can fascinate 2d4+ 20 stick of incense or crystal rod
(max +10) HD worth of creatures affecting those with lower HD first and the closer ones.  Blind creatures are
  immune.  The spell lasts as long as you concentrate +2 rounds.                
  Insidious Rhythm (C. Adv.) 1sa 20 Min. 300 ft 1 Creature Will neg
Your catchy, silly, little tune gets stuck in the mind of the subject unless they make a Will save.  The melody
makes it difficult for the subject to cast spells or perform any other action that requires mental focus.  The subject
takes a -4 on all Int based skill checks and on Concentration checks.  Whenever they attempt to cast, concentrate
or direct a spell they must make a Concentration check with a DC equal to the spell's rhythm + the spell's level or
  fail.                  
  Insight of Good Fortune (PHB2) 1sa 20 Min. 75 ft 1 Creature Will neg
  1 time the subject can roll twice for an attack, save, skill check or ability check and take the best roll.          
  Invisibility 1sa 20 Min. Touch Special No V, S, M
Turns the subject or object invisible up to 2000 lbs.  Items separated from you become visible, you eyelash in gum Arabic
  turn visible when the spell expires or if you make a hostile action.                
  Invisibility, Swift (C. Adv.) 1 Swift 1 Rnd Personal Self No
  This spell functions like Invisibility (above) except for only 1 round.        
  Iron Silence (C. Adv. & S. Comp.) 1sa 20 hr Touch 1 Armor/3 Level Will
  Removes armor penalty from Hide and Move Silently checks if you are proficient in the armor  
  Know Vulnerabilities (S. Comp.) 1sa Instant 75 ft 1 Creature Will
    Learn special qualities & vulnerabilities of foe including any that cause the creature more than normal damage.
  Lively Step (S. Comp.) 1sa Up to 12 Hrs. 30 ft 30' radius No
Increases the speed of your allies within 30' by 10'/rnd; provided they only take move actions.  Taking another
  action will end the spell.                        
  Locate Object (Pathfinder) 1sa 20 Min. 1200 ft 1 Object No V, S, F/DF No
  Sense the direction of a well known object, you must know the object before casting the spell.     forked twig    
  Lucky Streak (C. Scoundrel) 1sa 20 Min. 75 ft 1 Creature No
  Improves the luck of the subject creature; any reroll the subject makes while using a luck feat gains a +2 bonus.
  Mad Hallucination (Illus.) (Ul. Magic) 1sa 100 Min. 20 ft 1 Humanoid Will neg   V, S Yes  
This spell induces a hallucinogenic reality in the mind of your target. Surfaces seem to swim, and movement
constantly distracts the eye. The target takes a –2 penalty on Will saving throws, caster level checks, Intelligence-
  based skill checks, and Wisdom-based skill checks.  The spell has a maximum duration of 60 minutes.          
  Magic Savant (C. Mage) 1 Swift 20 Rnds Personal Self No
Align yourself with the magic items around you giving you a +4 on Use Magic Device checks.  If you have 10 or
  more ranks in Use Magic Device you can take 10 even if the situation wouldn't normally allow you to do so.
  Mask of the Ideal (C. Mage) 1sa 200 Min. Personal Self No
Any creature that sees you perceives you in an aesthetically pleasing manner giving you a +4 to all Bluff and
Diplomacy checks as well as on Disguise checks made to disguise yourself.  You also gain a +4 Cha on any check
  you make to influence a creature.              
  Master's Touch (PHB2) Immediate Instant 25 ft 1 Creature Will
  Gain +4 bonus on skill check if skill takes 1 round or less.          
  Masterwork Transformat. (Trans.)  (Ul. Magic) 1 Hour Instant Touch Special None   V, S, M No  
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, Special
a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork
thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can
affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to
reflect this improved quality.  The material component for the spell is magical reagents worth the cost difference
between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50
gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that
could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can
  cast the spell again to affect another option).                    
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Mesmerizing Glare (S. Comp.) 1sa 20 Rnds 75 ft 30' Radius Will neg
  Creatures that fail their save become fascinated and can do nothing by stare at you.  
  Mindless Rage (C. Adv. & S. Comp.) 1sa 20 Rnds 300 ft 1 Creature Will neg
Fills the subject with such great rage that it can only attack you, a loss of L.O.S. ends the spell.  If the subject
threatens you it must make a full attack on you, if it doesn't threaten you it must move closer to you taking
nothing but move actions until it closes and gets into range to attack you.  The subject can't make ranged attacks
cast spells or activate magic items that require a command word, a spell trigger or spell completion device the
subject must make physical attacks (either with melee or natural weapons).  Although overcome with range the
subject won't do something stupid like run off a cliff to attack.  If the subject has the rage ability this spell
  automatically activates that rage and uses 1 of the subject's daily uses of rage.              
  Minor Image (Illus.) (Pathfinder) 1sa Special 1200 ft Special Will V, S, M
Creates a visual illusion with some auditory components that lasts for as long as you concentrate+2 rounds.  It a bit of fleece
  can fill an area of 210 cubic feet.                    
  Mirror Image (Illus.) (Pathfinder) 1sa 20 Min. Personal Self No V, S
Creates figments of you that stay near you and disappear when struck.  You can create 1d4+ 6
images (max +8).  The images mimic your actions and are indestinguishble from yourself, enemies attacking you
must chose an image, they have an AC of 10+your size modifier + your Dex modifier, the image doesn't work on
blind creatures.  If an image is hit or missed by 5 or less, that figment is destroyed.  Area of Effect spells don't
  destroy images nor do spells that don't require a "to hit" attack roll.                
  Misdirection (Illus.) (Pathfinder) 1sa 20 Hrs. 75 ft 1 Creature/Object No V, S No
Misdirects the information from a divination, that reveals auras, spells cast upon you or the warded object up to a
10' cube.  It doesn't affect spells like detect thoughts, clairaudience/clairvoyance and the like.  For the spell's
  duration the object being detected has the aura of another object that the caster designates when casting the spell.      
  Miser's Envy (S. Comp.) 1sa 20 Rnds 300 ft 1 Living Creature Will neg
You designate a target creature and an object, both of which must be in the spell's range, causing the target to be
consumed with a powerful desire for the object, they seek to hold the object going as far as to attack anyone
holding the object.  Once they grab the object they will attack anyone who approaches within 30' or who look
  like they are going to try and take it away from the target.  Dragons have a -4 penalty on their save rolls.
  Miserable Pity (Abjur.) (Ul. Magic) 1sa 20 Rnds Touch Creature Touched Will neg   V, S Yes  
This spell functions as sanctuary, except creatures attempting to attack the target who fail their saves also feel a
strong sense of pity toward the target, as if it were weak, pathetic, and not a threat. If the target breaks the spell
by attacking, any creature that failed its save against the spell gains a +2 morale bonus on attack rolls against the
  target for 1 minute.                        
  Nightmare Lullaby (S. Comp.) 1sa 20 Rnds 300 ft 1 Creature Will neg
  The target must make a Will save or become confused, believing they are in a nightmare.  
  Opportune Dodge (C. Scoundrel) 1 Swift 20 Rnds Touch Creature Touched No
Anytime the subject of this spell might provoke an attack of opportunity they can chose to activate this spell
instead (as a free action).  They are then able to contort or move swiftly enough not to provoke the attack.
Because the opponent doesn’t attack they retain their ability to make an attack of opportunity.  Once an attack is
negated the spell ends.  It is possible for the subject to provoke an attack of opportunity, activate this spell's
effect to cancel it, and then provoke another attack of opportunity in the same round.  The subject does not have
  to activate the spell's effect, they can chose to save it for another attack.      
  Oppressive Boredom (Ench.) (Ul. Magic) 1sa 20 Rnds 75 ft 1 Creature Will neg   V, S Yes  
You fill your target with boredom. The target loses all interest in its current task and must make a Will save
against the spell’s effect in order to perform its next action. If the target fails, it takes no action that round. The
  boredom lasts until the duration expires or the target breaks the spell’s effect with a successful Will save.        
  Painful Echoes (C. Mage) 1sa 20 Rnds 75 ft 30' Radius Fort part
You are able to effect up to 5 creature(s) dealing the subject 1d4 points of sonic damage and
sickened for 1 round.  A successful Fort save negates the damage and the sickening, but the subject must
continue to save each round until the spell expires.  Creatures immune to extra damage from critical are immune
to the sickening effect.  If the subject is affected by resonating agony (C. Mage 115) or painful echoes (C Mage
  101) the 2 spells interact to create a greater effect stunning the subject(s) for 1 round.  
  Peaceful Serenity of Io (R. of Dragon)1 1sa 10 Min. 75 ft 30' Diameter No
Grants a +4 morale bonus to Concentration checks and saves against compulsions and fear effects for up to
5 creatures.  If the subject is under the effect of a compulsion or fear effect when this spell is cast
  upon them the effects of those spells are suppressed for the duration of peaceful serenity of Io.  
  Piercing Shriek (Evoc.) (Ul. Magic) 1sa 20 Rnds 300 ft 1 Creature Fort Neg   V Yes  
You emit an ear-splitting shriek which can be heard only by the target of this spell; all other observers merely see
you screaming silently. The target suffers wracking pain from the scream, gaining the staggered condition. This
  spell has no effect on deaf creatures and cannot penetrate an area of silence.              
  Pilfering Hand (Evoc.) (Ul. Combat) 1sa Special 75 ft 1 Object None S Yes
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful
deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize
this force to one of two ends.
Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range.
Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer),
Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier.
This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell
might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch
it. Otherwise, the object lands in your square as if you dropped it.
Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within
range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that
duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check,
you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception
  check to notice the successful attempt.                    
  Portal Alarm (S. Comp.) 1sa 40 Hrs. 75 ft 1 Gate/Portal No
Sounds a mental or audible alarm each time a tiny or larger creature passes through the magical gate or portal.  A
mental alarm only alerts you for as long as you remain within 1 mile of the warded portal, it will awake you, but is
not strong enough to interfere with Concentration.  An audible alarm creates a sound that can be heard up to 60'
away lasting for 1 round.  Ethereal and astral creatures do trigger a portal alarm.  You can set a password so that
  the portal can be used without triggering the alarm, but it can be discerned with analyze portal.          
  Pyrotechnics (Trans.) (Pathfinder) 1sa Special 1200 ft 1 fire source 20cuft Special V, S, M Yes or No
Turns a fire into either a bust of blinding fireworks or a thick cloud of chocking smoke, your choice. fire source
Fireworks:  a flashing momentary burst of colored lights that blinds creatures with 120' for 1d4+1 rounds unless
they make a Will save (provided they have L.O.S. to the fire).
Smoke Cloud:  A stream of chocking smoke forms a cloud that spreads out 20' in all directions and lasts for
20 rounds.  All sight is affected those in the cloud suffer -4 Dex and -4 Str (a Fort save negates) for
1d4+1 rounds after leaving the cloud.  SR doesn't apply.
  The spell extinguishes any fire that is 20 cubic feet or less.                  
  Qualm (Ench.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Creature Will neg V, S Yes
The target is suddenly beset with unexplainable doubts about the effectiveness of its actions and the
righteousness of its cause. The creature takes a –10 penalty on its ability checks, skill checks, and concentration
checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a full-round
  action gaining focus). Spending an entire turn doing nothing discharges the spell.            
  Rage (Ench.) (Pathfinder) 1sa Conc+1 rnd/lv 300 ft 30' diameter No V, S Yes D
You are able to effect 6 willing creatures granting them +2 Str and Con, +1 on Will saves and -2
  penalty to AC; as per a barbarian's rage, except the subjects are not fatigued at the end of the spell.          
  Rain of Frogs (Conj.) (Ul. Magic) 1 Round Conc+2 Rnds 75 ft 1 Swarm None V, S, M/DF No
You summon a swarm of poisonous frogs, which attacks all other creatures within its area. (You may summon the square of red cloth
swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or
pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.  Use the
statistics of a centipede swarm (Bestiary 43) except it has the animal type and its poison deals Con damage not
  Dex damage.                          
  Ray of Python (PHB2) 1sa 1 Min. 75 ft 1 Creature Reflex neg
Creates a ropy strand of arcane energy that restricts a creature's movements.  The creature can only make 1
attack per round and cannot make attacks of opportunity, in addition the creature's speed is reduced by 10'.  After
the spell has been in effect for 1 round at the start of each turn it is allowed a Reflex save, but it must save for
  each round that the spell is active.              
  Reckless Infatuation (Ench.) (Ul. Magic) 1sa 20 Days 75 ft 1 Creature Will neg   V, S Yes  
You fill your target with feelings of intense infatuation for a specific individual known to the target. At the time of
the casting, you designate a single creature as the focus of the target’s desire. Thereafter, the target does all it
can to remain within 30 feet of the object of its desire. If the target moves outside this range, it gains the
staggered condition until it is again near the focus of its desire. If remaining within 30 feet of the focus of its
affection would place the target in obvious physical danger, the target can attempt a second save to break the
  spell’s effect.  Reckless infatuation counters unadulterated loathing.              
  Reflective Disguise (S. Comp.) 1sa 200 Mins. Personal Self Will
Causes any intelligent creature looking at you to believe that they are of their same species, it appears to change
race and gender.  A creature that interacts with you gets a Will save to disbelieve, those with scent get an
  automatic chance to make their Will save.            
  Returning Weapon (Conj.) (Ul. Combat) 1sa 20 Min. 25 ft 1 Throw. Weapon Will neg   V, S Yes  
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
  can be used as the prerequisite for the returning weapon special ability.              
  Reveille (S. Comp.) 1 Round 5 Rnds Touch 1 Creature No
Cause a corpse that has been dead up to 3 days to reveal information about the events that lead to its death.  It
speaks tersely, in its native language, using no more than 12 words or so in a round.  In the first round it describes
the last thing it saw, in the second it describes its dying with, in the third it describes the attack that killed it, in the
  fourth it tells who killed it and in the fifth it tells why it believes it was killed.              
  Scare (Necro.) (Pathfinder) 1sa Special 300 ft 30' Diameter Will part V, S Yes
This spell effects 6 creatures causing all below 6 HD to be frightened.  The spell lasts for 1
  round if they make their save and 20 rounds if they fail.              
  Shadow Anchor (Illus.) (Race) 1sa 20 Rnds Touch Creature Touched Will neg S Yes D
must be The target's shadow becomes a flexible tether to its current square. The creature can move up to 5 feet from that
Wayangs square without penalty. Moving farther than 5 feet from the tether point requires the target to make a bull rush
combat maneuver check against a CMB of 10 + 1/2 your caster level + your Intelligence modifier (if a witch or
wizard) or Charisma modifier (if a bard or sorcerer). The target takes a –1 penalty for every 5 feet of distance
between it and its tethered square. Failing this check means the target's move is wasted and it cannot move farther
away. If it fails this check by 10 or more, it is pulled 5 feet toward the tether square and is knocked prone. If it beats
the check by 10 or more, the spell ends. This spell does not work on creatures that do not cast shadows or
  reflections. If the target uses a teleportation effect or leaves the current plane, the spell ends.          
  Share Language, Communal (Div.) (Ul. Combat) 1sa 24 Hrs Touch Creatures Touched No V, S, M No
You can share your facility for one particular language with another creature. For 24 hours the target can read, page from a dictionary
understand, and communicate to the best of its ability in any one language which you already know. For every 5
levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th
level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other
method speakers of the language use to communicate with each other in order to actually converse. If the target
lacks the mental capacity to grasp an actual language it still gains enough knowledge to respond to and carry out
even extremely complex commands or suggestions coached in the language (whether written or spoken). However,
since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced .
vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity
or guesswork.  Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or
anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or
  outright bribery.  The duration can be divided among the creatures touched in 1 hour intervals.          
  Share Memory (Div.) (Ul. Magic) 1sa Instant Touch You and 1 Creature Will neg V, S Yes
You momentarily link your mind with the target and share a single memory of no longer than 1 minute. You can
show the target one of your memories, show the target one of its own memories, or view one of the target’s
  memories.                          
  Shatter (Trans.) (Evoc.) (Pathfinder) 1sa Instant 75 ft 5' Radius Spread Will neg V, S, M Yes
Creates a loud ringing noise that breaks brittle nonmagical objects, sunders a single object or damages a crystal a chip of mica
creature.  You can shatter all in the 5' radius, or target 1 object or target a crystal creature dealing 20
  d6 points of damage (max 10d6).                      
  Silence (Pathfinder) 1sa 0 Min. 1200 ft 20' radius W or none V, S Special
  Can be cast on point in space or an object or person, only if cast on creature a Will save applies (as does SR).        
  Silk to Steel (Trans.) (Ul. Magic) 1sa 20 Rnds Touch 1 Scarf None V, S No
You imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or
flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 shield bonus
  to your Armor Class) or to attack as if the scarf were a whip.                  
  Snapdragon Fireworks (Trans.) (Ul. Magic) 1sa 20 Rnds 1200 ft Fireworks Reflex neg V, S, M Yes
A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. bundle of sulfur wrapped in cloth
Once per round, as a move action, you may designate a target 5-foot-square within range and launch a
pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing
creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light.
Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful
save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is
  high in the sky to increase visibility and protect observers.                  
  Sonic Weapon (C. Adv. & S. Comp.) 1sa 20 Min. Touch Weapon Touched No
  The weapon deals and extra 1d6 points of sonic damage, bows transmit the energy to the ammo.  
  Sonic Whip (S. Comp.) 1sa 20 Rnds 0 ft 1 Whip of Force Will neg
Creates a whip of sonic energy that you use as if you had proficiency, simply cracking the whip as a free action
keeps normal animals (but not magical or dire) at bay.  Affected animals stay at least 30' away from you for the
spell's duration, as space permits.  On a successful ranged attack with the whip any normal animal you strike must
  make a Will check or be frightened.  You can use the sonic whip as a normal whip in combat.  
  Sonorous Hum (S. Comp.) 1sa 20 Min. Personal Self No
  Maintains concentration on a spell for you allowing you to do other things like cast another spell.  
  Sound Burst (Pathfinder) 1sa Instant 75 ft 10' radius F partial   V, S, F/DF    
  1d8 Sonic damage, Fort save or stun 1 round, those that can't hear are immune to only the stun.     a musical instrument  
  Speak to Allies (S. Comp.) 1sa 200 Min. 300 ft 30' Radius No
  Allows all allies within 30' to communicate with each other without having to mouth the words.  
  Spymaster's Coin (C. Scoundrel) 1sa 20 Hrs. Touch 1 Magical Sensor No
Converts a Fine object with a dormant magical sensor.  Anyone attempting to detect its magical aura must pass
a caster level check with a DC of 35 .  At any time during the duration of the spell as a standard
action you can concentrate upon the object allowing you to see or hear (your choice) as if you were in the
object's location like a clairaudience/clairvoyance spell.  You have no control over the item's movement nor do you
gain any special senses and the spell only functions if both you and the item are on the same plane.  The spell
is useful for 1 use and continues as long as you concentrate on it; once activated it lasts for 20
  rounds.                  
  Steal Breath (Trans.) (Race) 1sa 1 Rnd 75 ft 1 Living Creature Fort neg   V, S Yes  
Catfolk You pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons,
spell or cast spells with verbal components. If the target fails its saving throw, it takes 2d6 points of damage, and it
cannot speak, use breath weapons, or anything else requiring breathing, and a visible line of swirling air leaves
the target's mouth and enters your mouth.  If, during the duration, the target moves out of range or line of effect
  to you, the spell immediately ends. This spell has no effect on creatures that do not need to breathe air.        
  Steal Voice (Necro.) (Ul. Magic) 1sa Permanent 300 ft 1 Creature Fort neg V Yes D
  The target’s throat constricts, giving it the caster croak spellblight.                
  Sting Ray (S. Comp.) 1sa 20 Rnds 75 ft 1 Ray Will part
With a ranged touch attack you make the victim feel that they have many tiny insects crawling on and biting
them.  The target can attempt a Will save to shake off the effect, but until they do they suffer a -2 AC and can
only perform single move or standard actions.  To cast a spell affected creatures must make a DC check equal to
  the spell's DC+ the level of the spell being cast.  A successful Will save negates all but the -2 to AC.  
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Stretch Weapon (PHB2) 1 Swift 1 attack 0 ft 1 Weapon Will
  Adds 5' reach to a weapon for a single attack.                    
  Suggestion (Ench.) (Pathfinder) 1sa 20 Hrs 75 ft 1 Living Creature Will neg V, M
Influence the actions of the target by suggesting a course of action (a sentence or two).  It must be worded in a snake's tongue and a honeycomb
manner as to make the activity sound reasonable.  Suicide is not, however a suggestion that a pool of acid is
actually pure water would be possible.  The spell lasts as long as it takes to complete the suggestion up to its
  max duration.  Very reasonable suggestions have a -1 or -2 saving roll modifier.              
  Summon Elysian Thrush (Plan. & S. Comp.) 10 Min. 8 Hrs 75 ft 1 thrush No
Summons Elysian Thrush HD 1d10, 5 hp, Initiative +2, Speed 10' Fly 40' (average), AC 14, Touch 14,
  12 flat, Claws +5 (1d2-5), Elysian Song all within 30' who are resting recover hp at twice normal.          
  Summon Monster II (Conj.) (Pathfinder) 1 rnd 20 Rnd 75 ft 1 creature No V, S, M No D
Summons a monster from the tables on Pathfinder 351.  The monster starts to fight on your turn immediately when a tiny bag and a small candle
summoned.  Fighting for you until the expiration of the spell or death.  Can summon 1 creature from table 1 or 1d3
creatures from table 1.              
Monster   Subtype   Monster       Subtype
Ant, Giant (worker) -- Horse --
Elemental (Small) Elemental Hyena --
Giant Centipede -- Lemure (Devil) Evil, lawful
Giant Frog -- Octopus --
Giant spider -- Squid --
  Goblin dog       Wolf       --          
  Summon Swarm (Pathfinder) 1 round Conc. +2 Rnds 75 ft 1 swarm No V, S, M No
Summons a swarm of bats, rats or spiders (your choice) which attacks all creatures in it’s A.O.E.  If no living square of red cloth
  creatures are present the swarm will attack the nearest creature.  The caster has no control over the swarm.        
  Summon Weapon (C. Mage) 1 Swift 20 Rnds 0 ft Light Weapon No
  You summon a normal light weapon that is sized for you, it is not masterwork or made out of a special material.
  Surefooted Stride (S. Comp.) 1sa 20 Min Personal Self No
  You can move through difficult terrain at full speed, you also gain a +2 Climb bonus.  
  Tactical Acumen (Ench.) (Ul. Combat) 1sa 20 Rnds 30 ft 30' Radius Burst Will neg   V, S, M/DF Yes D
Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on small piece of a map
attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional
  +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).        
  Tactical Precision (C. Adv. & S. Comp.) 1sa 20 Rnds 75 ft 30' Diameter No
Affects up to 20 creatures granting your allies greater insight to better coordinate their attacks.  If 2
affected allies flank the same creature each gains +2 insight bonus on melee attack rolls and deals an extra 1d6
  points of damage against the flanked creature.  Creatures immune to sneak attacks are immune to this spell.        
  Thunder Fire (Trans.) (Ul. Combat) 1sa Instant 75 ft 1 Loaded Firearm Will neg V, S, M Yes
The firearm targeted creates a thunderous report, even if the firearm is not loaded. Every creature within 15 feet of a piece of spend thunderstone
the creature wielding or carrying the firearm must succeed at a Fortitude save or be deafened for 1 minute. The
creature wielding or carrying the firearm takes a –4 penalty on this saving throw, and his misfire range increases
  by 1 for 1d4 rounds. If the firearm was loaded when it was targeted by this spell, that ammunition is wasted.        
  Tongues 1sa 200 Rnds Touch 1 Creature No V, M No
  Grants the ability to speak and understand the language of any intelligent creature, but only 1 language at a time.   a clay model of a ziggurat
  Torrent of Tears (C. Mage) 1sa 5 Rnds 75 ft 1 Living Creature Will neg
  Force the subject to cry sickening and blinding them.  A successful Will save negates the effect.          
  Unadulterated Loathing (Ench.) (Ul. Magic) 1sa 0 Days 25 ft 1 Creature Will neg V, S, M Yes
You fill the target with a terrible loathing aimed at a specific creature. At the time of the casting, you designate a
single creature as the object of the target’s revulsion. Thereafter, the target does all it can to remain at least 60'
away from the object of its loathing. As soon as the target moves within this range, it becomes nauseated until it
can again get away from the object of its revulsion. If traveling beyond 60 feet of the object of its loathing would
  place the target in obvious physical danger, the target can attempt a second save to break the spell’s effect.  
  Versatile Weapon (Trans.) (Adv. Player's) 1sa 0 Min. 25 ft Special Will neg V, S, M Yes  
You transform the physical makeup of a weapon as you desire.  This spell functions like greater magic weapon, iron fillings
except that it subtly alters the physical properties of a weapon, enabling it to bypass damage reduction of one the
 following types: bludgeoning, cold iron, piercing, silver, or slashing. The affected weapon still inflicts damage of
its normal type and its hardness and hit points are unchanged. This spell can be cast on a natural weapon or
  unarmed strike.  It works on one weapon or up to 50 projectiles.                
  Vertigo (PHB2) 1sa 20 Rnds 300 ft 20' Radius Spread Fort part
Creates a field of illusionary magic that hampers movement and senses of any creature that enters it.  The area
counts as difficult terrain.  Attacks made through the field have a 20% miss chance.  A creature that begins its
turn inside the field must make a Fort save or be nauseated for 1 round, once this save is failed the creature can't
make another saving roll.  When you cast this spell you can choose for this nauseating effect not to apply to a
number of allies you designate less than or equal to your caster level.  Your allies still treat the area as difficult
  and suffer a 20% miss chance on attacks.            
  War Cry(S. Comp.) 1 Swift 1 Rnd Personal Self No
Gain a +4 moral bonus on attack and damage rolls from a charge and if you deal damage your foe must succeed on
  a Will save or become panicked for 1 round.                    
  Wartrain Mount (Ench.) (Ul. Magic) 1 Minute 20 Hrs. 75 ft 1 Animal None V, S, M Yes
You instill the target animal with the combat training general purpose (see Handle Animal). This supersedes the swatch of black cloth
animal’s previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous trained
    purpose and known tricks.  The spell works on only friendly or indifferent animals.            
  Wave of Grief (C. Divine & S. Comp.) 1sa 20 Rnds 30 ft Cone Will
  All in the cone take a -3 penalty to attack, save, ability checks and skills checks.    
  Weapon Shift (S. Comp.) 1sa 20 Min. Touch 1 15 lb Weapon Fort neg
Temporarily transforms 1 melee weapon into another melee weapon.  Magic weapons retain their special abilities
  and weapons made out of a special material are still made out of that material.      
  Whirling Blade (C. Arcana & S. Comp.) 1sa Instant 60 ft 60' line No
Hurl a weapon that magically attacks all on the line with a normal melee attack as if you were attacking them, but
you can substitute your Int or Cha modifier for your Str modifier on the weapon's attack and damage rolls.  You
only gain 1 attack on each creature even if you have a high BAB, after the last hand it instantly returned to your
  hand.                          
  Whispering Wind 1sa Special Special 10' Radius Spread No V, S No
This spell has a range of 20 miles and lasts until it reaches the target or 20 hours.
You can send a message or sound on the wind as a gentle zephyr until it reaches its target where it delivers its
message.  The message can be no more than 25 words it can move at 1-10 mph, when it arrives it swirls around
as it delivers its message.  The whispering wind can't speak verbal components, use command words or active
    magical effects.                        
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Allegro (C. Adv. & S. Comp.) 1 Swift 20 Min. 20 ft 20' Radius No
Each creature in the A.O.E. gain a 30' move enhancement to a maximum of 2x their land speed.  Affected creatures
  retain this ability even if they leave the spell's A.O.E.          
  Alter Fortune (PHB2) Immediate Instant 75 ft 1 Creature No
  The subject must reroll any die roll just made and take the results of the second roll.  
  Analyze Portal (Planar & S. Comp.) 1 Minute 20 Rnds 60 ft Cone Special
You can tell if an area contains a magical portal or gate exists.  Once you find the portal hole you can study it
Finding any key command word needed to activate
Any special circumstances governing the portal's use
If the portal is one-way or two-way
A glimpse of the area where the portal leads for 1 round out to the limit of your unmodified vision.
For each property you make a caster level (1d20+ 20 ) if you fail you can try again in the next round.
Analyze portal has only a limited ability to reveal unusual properties as follows:
Random Portals:  if it is random or not and whether it can be activated now.  It doesn't reveal when the portal
starts or stops functioning
Variable Portals:  The spell reveals only that the portal is variable, it only tells you the current settings.
Creature Only Portals:  The spell reveals this property.  If you study the portal's destination the spell reveals
where it sends creatures.  You don't know if it is the type that transports creatures and equipments to different
  locations.                  
  Analyze Touchstone (Planar) 1 Minute Special 60 ft Special Special
You can tell if an area contains a planar touchstone.  If you study an area for 1 round you know the location of
any touchstone in the area.  Each round of continued concentration you can learn 1 of the following properties:
The base ability granted to anyone who takes the Planar Touchstone.
Any conditions that must be met to recharge the higher order ability granted by the site.
The higher order ability gained by someone who visits the site fulfills the recharge conditions
  The number of uses of the higher order ability the character gains from visiting  the site and fulfill its conditions.        
  Arcane Concordance (Evoc.) (Adv. Player's) 1sa 20 rnds Self 10' radius No V, S, M No
A shimmering blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. spent wand
Such spells gain +1 enhancement to the DC of any saving rolls and can be cast as if one of the following
metamagic feats was applied to it (without increasing the spell's level):  Enlarge Spell, Extend Spell, Silent Spell, or
  Still Spell.  The caster chooses the modification when casting the spell.              
  Blink 1sa 20 Rnds Personal Self No
You blink in and out of reality; physical attacks have a 50% chance to miss you, if they have a weapon capable
of hitting ethereal creatures then the miss chance is only 20%.  If the attacker can see ethereal then they have a 0%
miss chance.  You also have a 20% miss chance on your attacks.  The same conditions apply if a spell is cast
upon you, and your spells have a 20% miss chance.  Area effect spells only deliver half damage except for those
that extend into the ethereal plane (force attacks).  You get to strike as an invisible creature with a +2 to hit and
your foe is caught flat-footed.  You can step through, but not into solid objects, if you do so there is a 50%
chance that you will appear while in the object and so be shunted aside to the nearest open space taking 1d6/5'
shifted.  You can move at 3/4 your normal speed and you spend about half the time on the ethereal plane where
you are invisible, incorporeal, and capable of moving in any direction even up.  Your sight is limited to 60' and
  everything looks gray.                
  Blunt Weapon (Song and Silence) 1sa 20 Min. 300 ft 20' Radius Fort neg
Reduces the effectiveness of all piercing and slashing weapons in the A.O.E. by rendering them semisubstantial
reducing its base damage by half.  A magic weapon gets its to hit bonus as a bonus on the save.  Only
manufactured weapons are affected, natural weapons are not affected.  Projectile weapons affected by this spell
  remain blunted even after leaving the A.O.E.                    
  Campfire Wall (Adv. Player's) 1sa 0 Hrs 25 ft 20' radius sphere No V, S, M/DF Yes D
You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire ash from burn thorns
continues to burn.  The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as
much illumination as a torch.  The barrier blocks L.O.S. granting creatures on either side of the barrier total
concealment from creatures on the other side.  Any object or creature passing through the barrier from outside
takes 1d6 points of fire damage and is also outlined with that equivalent to that of a torch, for 1d6 minutes.
Creatures outlined in this way are plainly visible regardless of the light conditions and do no benefit from an sort
of concealment, magical or otherwise.  The light is not bright enough to have any special effect on undead or
creatures vulnerable to light.  Creatures inside the barrier can leave without penalty, but if they try to return they
suffer the same consequences as anyone else.  If the fire source at the barrier's center is extinguished or moved
  the spell ends.                        
  Charm Monster (Pathfinder) 1sa 20 Days 75 ft 1 Living Creature Will neg V, S Yes
Charms any creature type making them regard the caster as a trusted friend, if it is being threatened it gets a +5
to its saving roll.  You can't control the creature, but it will regard your suggestions in the most favorable way.
You must win an opposed Cha check to  get the creature to do anything that it normally wouldn't do.  It never
obeys suicidal orders and any act from you or your allies that threatens the creature ends the spell.  You must be
  able to speak a language the creature understands.                  
  Clairaudience/Clairvoyance (Pathfinder) 10 Minutes 20 Min. 1200 ft 1 Magical Sensor No V, S, F No D
Able to hear or see at place that is familiar to you or obvious, once located it doesn't move, but it can rotate.  If
the location is magically dark you do not see anything, if it is dark you see within 10'.  It only works on your
  current plane.                        
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Confusion (Pathfinder) 1sa 20 Rnds 300 ft 15' Radius Burst Will neg V, S, M Yes
Causes all creatures in the A.O.E. to become confused rendering their reactions random. 3 nutshells
% Dice Roll Behavior              
01-30 Attack caster with melee or ranged weapons (or close with the caster to attack them).        
11-20 Act normally.   A confused character that can't carry out a
25-50 Do nothing but babble incoherently. action does nothing but, babble.  Attackers
51-70 Flee away from the caster at top possible speed. are not at any special advantage when
71-100 Attack nearest creature (excluding familiars). attacking confused characters.
Any confused creature who is attacked automatically attacks its attackers on its next turn, provided it is still
confused.  A confused character will not make attacks of opportunity against any creature that is not already
    devoted  to attacking.                        
  Control Summoned Creature (Ench.) (Ul. Magic) 1sa 20 Rnds 75 ft 1 Summoned Creat. Will neg V, S Yes
You seize control of a summoned creature by disrupting the bond between it and the caster who summoned it. If
the creature fails its save, you may command it as if you had summoned it. The original caster can attempt to
regain control of the creature as a standard action by making an opposed Spellcraft check against you. When your
spell ends, control reverts to the original summoned. If the summoning spell ends before this spell ends, the
    remaining duration of this spell is lost.                    
  Coordinated Effort (Div.) (Adv. Player's) 1sa 20 Min. 75 ft 30' Diameter No V, S No
Choose a single teamwork feat that you possess.  You forge a link with your allies, up to 6
creatures, allowing them to gain the benefits of the chosen feat even if they don't have it themselves.  You must be
a part of the group qualifying for a given bonus for your allies to gain the benefits.  Your allies positioning and
    actions must still meet the prerequisites listed in the teamwork feat for either of you to receive the listed bonus.        
  Creaking Cacophony (S. Comp.) 1sa 20 Rnds 300 ft 40' radius No
The sound is as loud as a pitched battle and is overwhelming inside the spell area and heard well outside of the
spell's A.O.E.  Inside the A.O.E. all creatures take a -4 Listen check and spellcasters must make a Concentration
check with a DC of the spell's DC + the spell being cast DC.  Creatures in the A.O.E gain vulnerability to sonic
  damage.                  
  Create Fetch (C. Scoundrel) 1sa 200 Min. 75 ft 1 Duplicate No
You create a perfect replica of yourself, it is mindless but capable of performing simple tasks or imitating you.
It is the same size of you, occupies your space, and you can give it new orders as standard action.  It duplicates
you in every way but texture.  You must make a Disguise Check when you cast this spell to determine how good
the likeness is; the result is opposed by observers Spot Checks.  Anyone touching the Fetch finds it rubbery and
soft and immediately realizes its magical nature.  The Fetch includes useless duplicates of your equipment, but the
copies are too flimsy to be of any use and if separated from you they dissipate.  At your order the Fetch can
retrieve things for you, open unstuck doors, hold chairs etc. as well as menial tasks like cleaning and mending;
provided a skill check is not required with a DC higher than 10 or requires a skill you don't have.  It can only do
one activity at  time, but repeats that until you order it to do otherwise.  It can also be set to imitate you, though
it can't actually perform and automatically fails such attempts.  It weighs roughly your weight so it can set off
some traps.  Its land speed is normal for your kind, but it can't swim or fly.  It automatically fails any saving rolls
and if you attempt to send it outside the spell's range it disappears.  It has a Str score of 6 so it can lift 60 lbs or
drag 300 lbs.  It has Dex 10 and an AC 10.  It can't benefit from any armor that you wear, but it can wear real armor.
It has no Con score and 10 hit points, if reduced to 0 hit points it is destroyed.  It has no mental scores.  You can
command it to make noise, but it can't communicate in any way nor can it follow orders other than your simple
telepathic ones.  It is not allowed an attack roll and even if it is armed it doesn't threaten an area around it and
can't flank an opponent for you or use the aid another to improve your AC.  It has the same alignment as you do
  but detect thoughts doesn't work on it and detect magic reveals it as a magical effect.          
  Crushing Despair (Pathfinder) 1sa 20 Min. 30 ft Cone Will neg V, S, M Yes
Causes great sadness in the subjects, each affected creatures takes a -2 penalty on saving rolls, attack rolls, skill single tear
  and ability checks as well as damage rolls.  It counters and is dispelled by good hope.          
  Cure Serious Wounds 1sa Permanent Touch 1 Creature Will 1/2 V, S Yes
  Cures 3d8 + 20 (max +15) points of damage or inflicts that damage on undead.          
  Curse of Disgust (Ench.) (Ul. Magic) 1sa Permanent 75 ft 1 Creature Will neg V, S Yes
You place a curse upon a creature, causing it to avoid the sight of a specific trigger, which is a kind of creature,
object, or condition designated by you. When the target is within 30 feet of a trigger and is aware of the trigger, it
gains the sickened condition and feels an urge to leave. A successful Will save negates the urge to leave, but the
sickened condition persists as long as the target is within 30 feet of a trigger and aware of it. Example triggers
  include beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, corpses, and sewage.        
  Curse of Impending Blades, Mass 1sa 20 Min. 300 ft 20' Radius No
Subjects takes a -2 penalty to AC, it cannot be dispelled, but it can be removed with break enchantment, limited
  wish, wish, miracle or remove curse                      
  Daylight (Pathfinder) 1sa 200 Min. Touch 1 Object No V, S No D
  Object sheds light in 60' radius it counters or dispels any darkness spell of equal or lower level.          
  Deafening Blast (C. Mage) 1sa Instant 300 ft 20' Radius Fort part
All creatures in the A.O.E. are permanently deafened, a successful Fort save reduces the deafness to 1 round.  If
the subject is under the effect of painful echoes (C. Mage 112) the two spells interact stunning the subjects for
  1 round.                          
  Death from Below (Abjur.) (Race) 1sa 20 Rnds. Touch Creature Touched Fort neg V, S Yes
must be You grant the target a dodge bonus to its Armor Class against attacks from larger creatures. The bonus is equal to
gnome +1 for every size category the attacker is larger than the target of the spell, to a maximum of +1 per 3 caster levels.
  If the spell's target is a gnome, the maximum bonus is equal to +1 per 2 caster levels.          
  Deep Slumber (Pathfinder) 1sa 20 Min. 300 ft 10' Radius Burst Will neg. V, S, M Yes
Causes the subjects to fall asleep affecting the lower HD creatures first up to 10 HD.  Slapping or wounding will fine sand, rose petals or a live
  awaken the sleeping creatures.  The spell doesn't affect creatures that are already unconscious.     cricket    
  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.                      
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Dirge of Discord (C. Adv. & S. Comp.) 1sa Special 75 ft 20' Radius Will neg
Those affected by this spell take a -4 to attack rolls and Dex checks, a 50% reduction in speed (to a min of 5') and
must make a concentration check DC equals spell's DC + level of the spell being cast.  The spell lasts as long as
  you concentrate + 20 rounds.            
  Disobedience (C. Scoundrel) 1sa 20 Hrs. 75 ft 1 Creature No
Shields the subject against mind-controlling spells and abilities.  It blocks any attempt to mentally control the
subject along with any charm or compulsion effects.  The spell doesn't prevent the subject from being targeted
by an effect it merely suppresses the effect for the duration of the spell, if the spell ends before the mental control
effect expires the subject can be put under their mental control again.  The would-be controller must make a Will
save or they believe that their mental control effect works.  The subject is aware of the commands from the
  creature trying to mentally control them, but they can act or not as they desire, they can pretend to go along.        
  Dispel Magic (Pathfinder) 1sa Instant 300 ft 20' Radius Special V, S No
Targeted Dispel on 1 object check 1d20 +your level +10 vs. 11 + spell caster's level
Area Dispel 30' radius check 1d20 + your level+10 vs. 11 + highest spell level in the A.O.E., magic items are safe.
  Counterspell to block a spell 1d20+your level +10 vs. 11+spell caster's level.              
  Displacement (Pathfinder) 1sa 20 Rnds Touch Creature Touched No V, M D
Emulates a displacer beast making the subject appear to be 2' to the side of their actual location, causing a 50% small loop of leather
  miss chance.  True seeing reveals its true location.                  
  Dissonant Chord (C. Adv. & S. Comp.) 1sa Instant 10 ft 10' Radius Fort 1/2
  Creatures in the A.O.E., except you, take 10 d8 (max 5d8) points of damage.  
  Dolorous Blow (S. Comp.) 1sa 20 Min. Touch Weapon Touched No
Doubles the threat range of a weapon and automatically confirms a critical, except for those weapons that have
  effects like keen edge, nor does it stack with the Improved Critical Feat.              
  Elemental Speech (Div.) (Adv. Player's) 1sa 20 Min Self Self No V, S, M
This spell enables you to converse with creatures associated with a chosen element, including but not limited to iron filings
true elemental creatures.  This spell gains the elemental subtype based on the version of the spell you cast.
Elemental speech doesn't guarantee a friendly reaction; it merely enables communication.  You may converse with
all creatures of the selected type with an Int score of 1 or greater, even if they do not understand one another.
When cast as a air spell, you can converse in Auran and with any creature that has the air subtype or a fly speed.
When cast as an earth spell, you can converse in Terran and with any creature that has the earth subtype or a
burrow speed.  When cast as a fire spell, you can converse in Ignan and with any creature that has the fire
subtype.  When cast as a water spell, you can converse in Aquan and with any creature that has the water
  subtype or a swim speed.                      
  Enduring Scrutiny (C. Mage) 1sa 20 Days 75 ft 1 Creature No
You designate a particular action when casting this spell and if the subject engages in that action you are
  alerted of that regardless of the distance or even the plane.                  
  Exquisite Accompaniment (Illus.) (Ul. Magic) 1sa 20 Rnds Self Phantom Instrum. None V, S No
You create a phantom instrument, a glowing construct of magic in the form of a portable musical instrument of
your choice. The instrument floats beside you, moving as you move (even if you teleport). It cannot be damaged,
but can be dispelled. The instrument plays as you direct, and as long as it plays, you do not have to expend
rounds of bardic performance from your daily allotment to maintain an effect. Activating a bardic performance or
  switching to a new effect still costs a round of your overall bardic performances per day.          
  Fear (Pathfinder) 1sa 20 Rnds 30 ft Cone Will part V, S, M Yes
Creates an invisible cone of terror panicking all inside unless they make a Will save in which case they will be heart of hen or white feather
  shaken.  If corned a panicked creature begins cowering.                  
  Fearsome Duplicate (Illus.) (Race) 1sa 20 Min. 300 ft Monster Duplicate Will V, S Yes D
must be You create a larger and far more menacing version of yourself that you can send forth, manipulate like a puppet,
Hafling and use to interact with others. You can make the duplicate up to two size categories larger than you are and
determine a theme as to how it alters your original appearance. However, this duplicate always retains some
vestiges of your actual appearance. Creatures who already know you gain a +2 bonus on saving throws made to
disbelieve this spell. Your duplicate has no actual substance, and you cannot use it to alter its surroundings or to
attack or otherwise harm creatures it encounters. You can use the duplicate to speak, and interact verbally with
creatures using the Bluff, Diplomacy, and Intimidate skills, and you gain a +2 competence bonus on Intimidate
checks when using that skill through the duplicate.  You can see, hear, taste, and smell your duplicate's
surroundings as if you are actually present using your Perception skill. While you also remain aware of your own
immediate surroundings when controlling your duplicate, controlling it does take a toll on your senses. You take a
–4 penalty on Perception checks while you control your duplicate.  The duplicate moves under your mental
command, and while you need not act out its movements, you must take a standard action to control your
duplicate for 1 round (concentrating on the spell) or it winks out of existence. You can maintain control of your
duplicate even if you have no line of sight or line of effect to it.  The duplicate immediately winks out of existence
  if it is hit by an attack or in the area of a damaging effect, or if it moves beyond the maximum range of the spell.        
  Feather Step Mass (Trans.) (Adv. Player's) 1sa 0 Min. 25 ft 30' Diameter Fort neg V, S Yes
For the duration of this spell, the subjects ignore the adverse movement effects of difficult terrain, and can even
  take a 5' step in difficult terrain. 20 Creatures can be affected.              
  Gaseous Form (Trans.) (Pathfinder) 1sa 40 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.              
  Geas, Lesser (Ench.) (Pathfinder) 1 Round 20 Days 75 ft 1 7 HD or less Will neg V Yes D
Places a magical command on a creature to perform some action or service or to refrain, as desired by you.  The
creature must have 7 or fewer HD and it must be able to understand you.  You can't compel a creature to kill itself
or perform acts that result in certain death.  It can cause almost any other course of activity.  The geased creature
must follow the given instructions until the geas is completed no matter how long it takes.  If the instructions are
an open task the recipient can't the spell remains in effect for 20 days.  If the subject is prevented from
obeying the lesser geas for 24 hours it takes a -2 penalty to each of its ability scores, this penalty is cumulative
up to -8 (no ability score can be dropped below 1).  The penalties are removed 24 hours after the subject resumes
obeying the lesser geas.  It can be ended by a break enchantment, limited wish, wish, remove curse miracle or
  wish.  Dispel magic will not work.                      
  G'Elsewhere Chant (S. Comp.) 1sa Instant Touch Special Will neg
This spell effects 1 creature or object transporting it to a random, safe location up to 100' away and visible to you.
Use the splash table for the direction and roll 1d10x10 to determine the distance from the subject's previous
location, roll again if this is out of your L.O.S., within a solid object or more than 5' above the ground.  If the target
  is being held the holder gets a Will save to maintain their grip on the target.              
  Glibness (Pathfinder) 1sa 200 Min. Personal Self No S D
Your speech becomes fluent and more believable giving you Bluff +30 when trying to convince others you are
telling the truth.  If a divination is attempted that would detect lies or force the truth the caster of that spell must
succeed on a Caster level check of 1d20+their level vs. a DC of 15+your level to succeed.  Failure means the
    divination doesn't detect your lies or force you to speak the truth.                
  Good Hope (Pathfinder) 1sa 20 Min. 300 ft 30' Diameter No V, S Yes
Instills hope in the subjects, up to 20 living creatures, granting them +2 on saves, attack rolls, ability
  checks, skill checks and damage rolls.  It counters and dispels crushing despair.            
  Halt (PHB2) Immediate 1 Rnd 75 ft 1 Creature Will neg
Forces the subjects feet to become stuck stopping their movement for 1 round.  It has no effect on flying
  creatures or those that are not touching the ground.          
  Harmonic Chorus (C. Adv.) 1sa Special 75 ft
  Lets you improve the spellcasting ability of another giving them a +2 level adjustment and a +2 on the spell's DC.
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Haste (Pathfinder) 1sa 20 Rnds 75 ft 30' Diameter No V, S, M Yes
The transmuted creatures move and act more quickly you can effect 20 creatures granting them an extra shaving of licorice root
attack with the weapon they are holding at their full BAB.  The hasted creatures also gain +1 dodge bonus to AC
and Reflex saves, you lose this bonus if you are any situation where you lose your Dex bonus.  Furthermore all
of the hasted creatures movements are increased by 10' to a maximum of twice their normal movement this also
  affects the subject's jump distance.  Multiple haste effects do not stack.              
  Haunting Choir (Necro.) (Ul. Magic) 1sa Conc.+2 Rnds 75 ft 30' Radius Will neg V, S Yes
You create a spectral choir and conduct its tortured, ghostly moans, deluding listeners into believing they are
suffering the torments of the dead. The transparent singers occupy a 10-foot cube, but they are intangible and do
not interfere with creatures in any physical way, nor can they be attacked. Creatures within 30 feet of the choir
experience wracking pain that causes them to take a –2 penalty on attack rolls, skill checks, and ability checks.
  Individuals who exit the area of effect take these penalties for an additional 2 rounds before the delusion wears off.      
  Haunting Tune (S. Comp.) 1 Round 200 Min. 300 ft 30' Diameter Will neg
  Targets that fail their save become shaken.            
  Hesitate (PHB2) Immediate 20 Rnds 75 ft 1 Living Creature Will neg
Fills the subject with doubts making them believe they are inferior to you, on a failed save they can take no other
action than a move action on their turn.  Hesitate confers no special bonus for attackers attacking the effected
creature and a successful attack on the subject breaks the spell.  Each round as a swift action at the start of its
  turn the subject can attempt a new saving roll to end the effect and act normally.    
  Hymn of Praise (C. Adv. & S. Comp.) 1sa 20 Rnds 50 ft 50' Radius Will neg
Your tune boots the effective caster level by +2 or each good aligned divine caster within in range (it doesn't
grant extra spells).  Also divine spell casters gain a +4 Cha bonus to turn undead and evil ones take a -4 Cha
  penalty to rebuke undead.                      
  Illusionary Script (Pathfinder) 1+ Minutes 20 days Touch 1 Object up to 10 lbs. Will neg V, S, M Yes D
Allows you to write information that appears to be in some form of foreign writing, only the people designated by Lead based ink worth 50 gp
you, at the time of casting, are able to read the writing although any illusionist recognizes it as illusionary script.
Any unauthorized creature attempting to read the script must make a save or be subjected to a suggestion
implanted in the script at the time of casting that lasts up to 30 minutes.  The hidden message can be read by a
combination of true seeing with read magic or comprehend languages spell.  The casting time depends on how
  long a message you wish to write takes, but it is at least 1 minute.  Dispel magic removes the script.          
  Infernal Threnody (C. Adv. & S. Comp.) 1 Round 20 Rnds 50 ft 50' Radius Will neg
Strike up a rhythm that temporarily boosts the level of the caster by +2 level for each evil divine caster (but it
doesn't grant new spells).  It also gains a +4 Cha bonus to rebuke undead and each good aligned creature suffers
  a -4 to Cha checks to turn undead.                      
  Invigorate, Mass (Adv. Player's) 1sa 200 Min. Touch Creature Touched Will neg V Yes
This spell banishes feelings of weariness.  For the duration, the subjects takes no penalties from the fatigued or
exhausted conditions.  The effect of invigorate is merely an illusion, however, not a substitute for actual rest or
respite.  When the spell ends, the subjects takes 1d6 points of nonlethal damage, along with the return of the
original condition(s).  A creature can be under the effects of only 1 invigorate spell at a time; if it is cast a second
  time on that creature, the first effect immediately ends.  Up to 20 creatures can be affected.          
  Invisibility Sphere (Pathfinder) 1sa 20 Min. Touch Special No V, S, M
Confers invisibility on all within 10' of the subject.  The sphere moves with the subject and all within the sphere
can see each other.  Any subject moving out of A.O.E. becomes visible, those that attack negate the invisibility
  only for themselves, if the recipient of the spell attacks the invisibility is dropped for all.          
  Jester's Jaunt (Adv. Player's) 1sa Instant Touch 1 Living Creature Will neg V, S Yes
You teleport the target to a space you can see within 30' of the target.  The destination must be on solid ground,
  and the teleportation can't end in a space that is by nature hazardous to the creature you are teleporting.        
  Know Opponent (S. Comp.) 1sa Instant 75 ft 1 Creature Will
  Learn strengths & weakness of foe 1/2 levels max 4.          
  Listening Coin (S. Comp.) 1sa 20 Hrs. Touch 1 Magical Sensor No
Turns two ordinary coins into listening devices--one a listener the other a receiver.  By holding the coin up to
your ear you can hear whatever goes on around the sensor as if you were there.  If the coin is put into a pocket or
sack the Listening Check increases by 5.  The coins function as long as they remain on the same plane no matter
  the distance.                  
  Love's Lament (S. Comp.) 1sa Instant 60 ft Cone Will neg
  Creatures in the A.O.E. that fail their save take 1d6 Wis damage and are nauseated for 1d4 rounds.          
  Mad Monsters (Conj.) (Ul. Magic) 1 Round 20 Rnds 75 ft Swarm of Monkeys None V, S, DF No
You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands
and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys’ distraction
attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver
each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your
casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers,
and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt
against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in
  possession of the object.                      
  Make Whole (Trans.) (Pathfinder) 10 Minutes Instant 75 ft 1 item No V, S Yes
Repairs and object restoring a broken item to whole.  All pieces of the object must be present to be restored.
Magic items can be repaired if the caster's level is at least twice the level of the caster needed to create the item.
  Single use items can't be restored.  It can restore 20 d6 hit points of damage to a construct.          
  Major Image (Pathfinder) 1sa Concentration 1200 ft Special Will V, S, F No
Creates an illusion with visual, olfactory and audio components.  The illusion can fill as space of 24 a bit of fleece
cubic feet.  If the image is struck, in battle, it disappears, unless you make it react to being attacked.  The spell lasts
as long as you concentrate on it.
  Malicious Spite (Ench.) (Ul. Magic)   1sa 20 days 75 ft 1 Creature Will neg   V, S, M Yes  
You invoke feelings of a driving malicious intent. The target’s malice is directed at a second individual as powdered turquoise worth 150 gp
designated by you at the time of casting. Thereafter, the target attempts to slander, abuse, and even plot murder
against the target of its spite. This loathing is not overt, and the target’s actions against the object of its spite
remain subtle and indirect. The enchanted target remains within its financial and ethical means when acting
against the second individual, though the malice toward this other person pushes the target to the limit of what
it would do to a hated individual.  Each day, the target takes 2 points of Wisdom damage as the all-encompassing
spite dominates its thoughts. The target can only alleviate the ability damage by acting upon the emotion and
performing a spiteful act. Examples of spiteful acts are spiking the target’s drink to make it an easier target for
thugs, damaging the target’s property, starting foul rumors about the target, framing the target for a crime,
paying lepers or beggars to accost the target, extorting or blackmailing the target, or arranging for others to
physically harm the target.  When the spell ends, the target remembers the spiteful behavior, but not the
  motivation for it                        
  Morale Façade (Song and Silence) 1sa 24 hrs Touch No
  Puts up a false alignment to detection spells decided at the casting of this spell.    
  Nightmare Terrain (C. Mage) 1sa 20 Rnds 75 ft Special Will
Causes the terrain to look, sound and smell like something out of a nightmare.  You can affect up to 25
cubic feet.  The terrain is illusionary, but the obstacle is partially real.  Creatures that enter the A.O.E. are allowed
a Will save.  Regardless of the save those within 5' have concealment and those at 10' or further have total
    concealment.  As long as you are in the A.O.E. you can attempt a Hide Check, but not other creatures.  
  Otto's Imperative Ambulation (C. Mage) 1sa 6 Rnds 75 ft 1 Creature Will neg
For the duration of the spell the  subject must begin its turn by moving at least 10' (possibly provoking attacks
of opportunity).  The subject has full control where it moves as long as it moves 10', if it is incapable of moving
  10' for any reason it is instead dazed for 1 round.                    
  Overwhelming Grief (Ench.) (Ul. Magic) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S Yes
You cause a single opponent to become profoundly stricken with intense grief. He can take no actions, takes a
–2 penalty to Armor Class, and loses his Dexterity bonus (if any). He can attempt a new save each round to break
  the spell’s effect.                
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Phantom Battle (PHB2) 1sa 20 Rnds 300 ft 20' Radius Spread Will neg
Creates an illusion of a battle.  Your enemies move cautiously and pass up the opportunity to strike their foes
since the roar of battle distracts them.  All creature that are within the A.O.E. and fail their saving roll can't make
attacks of opportunity.  In addition all these creatures are considered flanked, a creature can ignore this when it
leaves the A.O.E.  If a creature reenters they are entitled to another saving roll.  A creature that enters the A.O.E.
must make a Will save for prey to the illusion.  A phantom battle produces noise appropriate to the mob of
battle.  Anyone in the battle can plainly see that the conjured fighters are no threat since they strike solely at
other fighters, but the nose and confusion make it difficult to focus on the true foes at hand.  Those that make
their saving roll can see the spectral outline of the fighters, but are able to block out the distraction and fight
  normally.  You can choose up to 20 creatures to be immune to the spell when it is first cast.        
  Phantom Chariot (Conj.) (Ul. Combat) 10 Minutes 20 Hrs 1 Chariot & Team None V, S No D
You conjure a quasi-real heavy chariot with four horselike creatures in a team to pull it. (The exact description can
be customized as you wish.) The chariot has all the normal qualities of a heavy chariot with metal scythes. You or
a person you designate while casting the spell must drive the chariot, which can carry up to six passengers
(including the driver). The team and chariot make no sound and the team does not fight, although the driver can
use the chariot like any normal chariot. The chariot and team are essentially a single entity with an AC of 19 (–2
size, +6 natural armor, +5 Dex), and 10 hit points + 2 hit points per caster level (maximum 50). If the entity loses all
its hit points, it disappears, possibly subjecting all aboard to a crash (treat as wrecked). The entity gains certain
powers according to caster level, just like a mount does in the phantom steed spell.  Phantom Steed conjures
forth a quasi-real horselike creature that can be ridden by you or 1 person whom you specify.  It has a black head
and body, gray main and tail and smoke colored insubstantial hooves that make no sound.  It has a saddle,
bridle and bit.  It doesn't attack, but other creatures shun it.  It has AC 18 and 7+ 20 hit points
and disappears if it loses all of its hit points.  It has a speed of 200 (max 240) swampy ground without
It can carry 200 lbs (+ the weight of the person riding it).  At 8th level it can ride over sandy, muddy or
difficulty or a decrease in speed.  At 10th level it can water walk at will, at 12th level it can air walk at will.  14th
  level it can fly at its speed with a + 20 bonus on Fly skill checks.              
  Phantom Driver (Conj.) (Ul. Combat) 10 Minutes 20 Hrs 10 ft 1 quasi-humanoid None V, S No D
You conjure a Small or Medium, quasi-real, humanlike creature (the exact physical features can be customized as
you wish). This creation can drive any vehicle you command it to. This phantom creature does not fight, and
while animals that power a muscle-propelled vehicle driven by the creature do respond to its commands, animals
  otherwise shun the creature and refuse to attack it.                  
  Phantom Steed (Conj.) (Pathfinder) 10 Minutes 20 Hrs 0 ft 1 quasi horse No V, S No D
Conjures forth a quasi-real horselike creature that can be ridden by you or 1 person whom you specify.  It has a
black head and body, gray main and tail and smoke colored insubstantial hooves that make no sound.  It has a
saddle, bridle and bit.  It doesn't attack, but other creatures shun it.  It has AC 18 and 7+ 20
hit points and disappears if it loses all of its hit points.  It has a speed of 200 (max 240)
It can carry 200 lbs (+ the weight of the person riding it).  At 8th level it can ride over sandy, muddy or
swampy ground without difficulty or a decrease in speed.  At 10th level it can water walk at will, at 12th level it
  can air walk at will.  14th level it can fly at its speed with a + 20 bonus on Fly skill checks.          
  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.            
  Puppeteer (S. Comp.) 1sa 20 Rnds 300 ft 1 Creature Will neg
Forces the subject to mimic your actions, though it takes a -4 to Dex and Str.  Its movements look awkward and its
actions aren't as effective.  You can try to make the subject commit a suicidal act, but that allows another save if
that save is successful the subject collapses, helpless and in a comatose state for 1d4 rounds.  Anyone observing
the subject of this spell can tell they are being controlled with a Sense Motive DC 15 check (DC 10 if the bard is
visible).  This spell doesn't grant the subject extraordinary, supernatural, spell-like abilities even if you have and
  use such abilities during the spell's duration.                    
  Purified Calling (Conj.) (Adv. Player's) 1sa 1 Min. 75 ft 1 Living Creature Will neg V, S Yes
You must have a bardic performance in effect to cast this spell.  With a flourish, you immediately end your bardic
performance, removing one of the following conditions on a creature within range affected by your bardic
  performance:  cowering, dazzled, exhausted, paralyzed, shaken, or stunned.              
  Raging Rubble (Trans.) (Race) 1 Round Conc+2 Rnds 75 ft 1 Swarm of Stone None V, S, DF Yes
must be You animate an area of rubble, gravel, or other small stones, creating a dangerous, rolling area of debris. The
Oread animated rubble has a space of 10 feet and acts like a swarm, damaging (1d6 hit points) and distracting (DC 12)
anything within it. As a move action, you can direct the rubble to move up to 10 feet. If the rubble is attacked, treat
  it as a Medium animated object with the young creature simple template and the swarm subtype.          
  Ray of Dizziness (S. Comp.) 1sa 1 Min. 75 ft 1 Creature Reflex neg
Creates a ropy strand of arcane energy that restricts a creature's movements.  The creature can only make 1
attack per round and cannot make attacks of opportunity, in addition the creature's speed is reduced by 10'.  After
the spell has been in effect for 1 round at the start of each turn it is allowed a Reflex save, but it must save for
  each round that the spell is active.              
  Refreshment (Ex. D.) 1sa 20 Rnds 75 ft 20' Radius No
Channels celestial energy to remove all nonlethal damage from the subjects including damage from starvation
  thirst and related effects.                
  Remove curse 1sa Instant Touch 1 Creature Will
  Removes a curse                        
  Returning Weapon. Comm. (Conj.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Throw. Weapon Will neg V, S Yes
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
can be used as the prerequisite for the returning weapon special ability.  The duration of the spell can be spread
  out among the weapons touched in 1 minute intervals.                  
  Reviving Finale (Conj.) (Adv. Player's) 1 Swift Instant 20 ft 20' radius burst Will half V, S Yes
You must have a bardic performance in effect to cast this spell.  With a flourish, you immediately end your bardic
  performance, and allies within the area of the spell regain 2d6 hit points.  This spell has no effect on undead.        
  Scrying (Pathfinder) 1 Hour 20 Min. Special Special Will neg V, S, M/DF
You can see and hear some creature, which may be at any distance unless the subject makes a Will save in which a pool of water
case the spell doesn't work.  Creatures on another plane get a +5 saving roll bonus.  Any other saving roll Focus a silver mirror with 1,000 gp
modifiers depend on how well you know the creature.
Knowledge       Will Save Mod. You must have some knowledge of the
None +10   subject in order to scry it.  If the save fails
Secondhand, you have heard of +5   you can see, but not hear, the subject and its
First hand, you have met the subject +0   immediate surroundings a 10' radius and the
Familiar, you know the subject well -5   sensor follows the subject up to 150'.  The
You have a likeness or picture -2   following spells have a 100
You have a possession or garment -4   percent chance to operate through the scry
You have a body part, a nail, bit of hair etc. -10   detect chaos, detect law, detect good, detect
  If the save is successful you can't scry on them again for 24 hours. evil and message.          
  Sculpt Sound (Pathfinder) 1sa 20 Hrs 75 ft Special Will neg V, S Yes
Changes the sounds that creatures or objects make.  You can create sounds where none exist, deaden sound or
transform sounds into other sounds.  All affected creatures and objects must be transmuted in the same way.
Once the transmutation is made you can't change it.  You can change the qualities of sounds, but can't change
your voice as it sounds while you are giving the command word to activate a magic item unless you know that
command word.  A spellcaster whose voice is changed dramatically is unable to cast spells with verbal
  components.                          
  Secret Page (Trans.) (Pathfinder) 1sa Permanent Touch Page up to 3sqft No V, S, M
Alters the contents of a page so they appear to be something different.  Explosive Runes or Sepia Snake Sigil powdered herring scales and a
can be cast upon secret page.  A comprehend languages spell can't reveal a secret page's contents.  You can vial of will-o'-wisp essence.
the original contents by speaking a special word.  You can then read the page and return it to a secret with a
reveal command word.  Detect magic reveals a dim magic on the page, but it must be cast with comprehend
  languages to be read.                        
  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.