Current Level:  20 Cleric
0 Level (Orisons)     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Amanuensis (S. Comp.) 1sa 200 Min 75 ft 1 Text No
  Copy Text                          
  Create Water (Pathfinder) 1sa Inst 75 ft 1 ft cube No V, S No
  40 gallons                        
  Detect Magic (Pathfinder) 1sa 20 Rnds 60 ft cone No V, S No D
  Detects Magic                        
  Detect Poison (Pathfinder) 1sa 20 Rnds 60 ft cone No
  Detects Poison                        
  Guidance (Pathfinder) 1sa 1 Min. Touch 1 creature No V, S
  +1 on 1 skill check/attack roll/or saving roll                    
  Light (Evoc.) (Pathfinder) 1sa 200 Min. Touch Object Touched No V, M No
  Causes the touched object to glow like a torch shedding light over 20' radius.  Dispelled by a higher level darkness. a firefly    
  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.                    
  No Light (V. Dark.) 1sa 20 Min. 75 ft 20' radius spread No
  Leaves an area of darkness, higher level light spells can dispel it.        
  Preserve Organ (V. Dark.) 10 Minutes 24 hrs Touch 1 organ Fort neg
  Preserves a single severed organ from decay and rot.  Often used for material components for a spell.          
  Purify Food and Drink (Pathfinder) 1sa Inst 10 ft No V, S Yes
  Purifies food and drink                        
  Read Magic (Pathfinder) 1sa 200 Min. Personal Self No V, S, F
  Reads Magic                   clear crystal or mineral prism
  Resistance (Pathfinder) 1sa 1 Min. Touch 1 Creature No V, S, M/DF Yes
  1+ on saves can be made permanent with the permancy spell.             miniature cloak  
  Slash Tongue (Vile Dark.) 1sa 1 Rnd 75 ft 1 living creature Fort neg
The subject's tongue gets a thin cut for 1 hp damage and takes a -1 penalty on all rolls on the next round due to
  the pain.                  
  Spark (Evoc.) (Adv. Player's) 1sa Instant 75 ft 1 Fine Object Fort neg   V or S Yes  
You can make an unattended Fine flammable object catch on fire.  This works as if you were using flint and steel
  except that you can use spark in any sort of weather and if it takes much less time to actually ignite and object.        
  Stabilize (Pathfinder) 1sa Instant 75 ft 1 living creature Will neg V, S Yes
  Stabilizes any subject of the spell who has -1 or less hit points and are not yet dead.          
  Summon Holy Symbol (C. Champ.) 1sa Instant 0 ft 1 symbol No
  Summons 1 wooden holy symbol, that can be used as a focus or to turn undead.    
  Virtue 1sa 1 Min. Touch 1 Creature No   V, S, DF Yes  
    1+ temporary hit point                
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.              
  Air Bubble (Conj.) (Ul. Combat) 1sa 20 Min. Touch 1 Creature/Object Will neg S, M/DF Yes
Air bubble creates a small pocket of breathable air that surrounds the touched creature’s head or the touched small bladder filled with air
object.  The air bubble allows the creature touched to breathe underwater or in similar airless environments, or
protects the object touched from water damage. A firearm within an air bubble can be loaded—assuming the black
powder comes from a powder horn, a cartridge, or some other airtight protective device—and fired. When shooting
such a firearm underwater, the shot still takes the standard –2 penalty on attack rolls for every 5 feet of water the
 bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the
  explosion occurs normally.                      
  Angry Ache (V. Dark.) 1 sa 20 Min. 75 Ft 1 living creature Fort neg
    Temporarily strains the subject's muscles so that they suffer a -5 (max -10).      
  Anarchic Water (Planar & S. Comp.) 1 min Inst Touch 1 Flask Will
  Adds chaotic alignment to 1 pint of water            
  Ant Haul (Trans.) (Adv. Player's) 1sa 40 hrs Touch 1 Creature Fort neg   V, S, M/DF Yes  
The target creature's carry capacity triples (Table 7-4:  Carrying Capacity Core Rulebook page 171).  This doesn't a small pulley
affect the creature's actual Str in any way, merely the amount of material it can carry while under the effects of the
spell.  It also suffers no effect on encumbrance due to armor, but if the target is wearing armor it takes the normal
  armor penalties for doing so regardless of how much weight it carries.              
  Axiomatic Water (Planar & S. Comp.) 1 min Inst Touch 1 Flask Will
  Adds law alignment to 1 pint of water                    
  Bane (Pathfinder) 1sa 20 Min. All in 50 ft 50' radius Will V, S, DF Yes
  Fills foe with fear -1 on attack rolls, -1 save on saving rolls vs. fear.  Counters and is dispelled by bless.        
  Blade of Blood (PHB2) 1 swift 20 rnds Touch 1 Weapon No
  Adds extra 1d6 damage, for 5 hp it adds total of 3d6; duration one use              
  Bless (Pathfinder) 1sa 20 Min. 50 ft 50' radius No V, S, DF Yes
  Adds +1 morale bonus to attack and saving rolls vs. fear (dispels Bane)              
  Bless Water (Pathfinder) 1 min Inst Touch 1 Flask No V, S, M
  Adds positive energy to 1 pint of water turning it into holy water.           5 lbs of powdered silver worth 25 gp
  Blessed Aim (S. Comp.) 1sa 20 Min. 50' 50' radius No
  Grants +2 to a ranged attack              
  Blood Wind (S. Comp.) 1 swift 1 Rnd 75 ft 1 creature Will
  Creature with +4 intelligence uses all natural weapons as if cast weapons; range 20', no flanking  
1st level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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          
  Cold Fire (S. Comp.) 1sa 20 Min. 75 ft up to 20'c F 1/2
  Fire does cold damage, dealing 1d6 per level (up to 5d6) damage to those sensitive to cold  
  Command 1sa 1 Rnd 75 ft 1 creature Will neg   V Yes  
1 word command:
Approach:  the subject must move toward the caster as quickly as possible.
Drop:  The subject drops whatever it is holding until the next turn.
Fall: On its turn the subject falls prone, but may otherwise act normally.
Flee:  On its turn the subject must move away as quickly as possible.
  Halt:  The subject must stand in place for 1 round and may not take any actions.            
  Compel Hostility (Ench.) (Ul. Combat) 1sa 20 Rnds Self Self Special V, S, M Special
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate drop of your blood
action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must
first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the
  compulsion. A summoner casting this spell can choose his eidolon as the target of the spell.          
  Comprehend Languages 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.            
  Conjure Ice Beast I (Frost) 1 Round 20 Rnds 75 ft 1 Ice Creature No
Calls a magical creature constructed of ice that acts on your turn as soon as it has been called.  Consult the PHB
Nature's Ally P 287-288 and the creature may not have the fire subtype, the caster chose the type of monster
    conjured each time the spell is cast apply the ice beast template from Frostburn p138.  
  Conviction (S. Comp.) 1sa 200 Min Touch 1 Creature No
  + 17 save bonus up to max +5                  
  Cure Light Wounds (Pathfinder) 1 sa Instant Touch 1 Creature No V, S Yes
  heals 1d8+ 20 points of damage (+5 max).                  
  Curse Water (Pathfinder) 1 min 1 Min. Touch 2 flask No V, S, M Yes
  Add negative energy to 1 pint of water               5 lbs of powdered silver worth 25 gp
  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).                  
  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.          
  Deathwatch (Pathfinder) 1sa 200 Min. 30'   Cone No V, S
  Know the condition of people; alive & wounded fragile at 3< hp, alive at 4+ hp,            
  Decompose Corpse (Necro.) (Ul. Magic) 1sa Instant Touch 1 Corpse/Undead Fort neg V, S, M Yes
Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving pinch of dried toadstool
behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a –2
  penalty on all rolls and to its Armor Class and CMD for 1 minute.                
  Delay Disease (S. Comp.) 1sa 24 hrs Touch 1 creature Will neg
  Halts the progression of a nonmagical disease                    
  Detect Chaos/Evil/Good/Law (Pathfinder) 1sa 200 Min 60 ft Cone No V, S, DF No D
  Detects evil, good, chaotic, or lawful alignment                    
  Detect Fire (Frost) 1sa 200 Min. 60 ft Cone No
Detects the energy from normal and magical fires and from all living beings other than those of the cold subtype.
you are vulnerable to an overwhelming heat aura if you have the cold subtype.  Living beings without the fire
  subtype are detected with a faint heat aura.            
  Detect Taint (H. Horror) 1sa 200 Min. 60 ft Cone No
For as long as you concentrate you can detect taint.  On the 1st round:   you detect the presence of taint within
the area.  2nd round:  Number of tainted creatures in the area and the strength of the strongest tainted aura.  If that
that strength is twice your level the spell ends.  3rd round:  The strength and location of each tainted aura, if one
  is outside your L.O.S. you discern its direction only.                  
  Detect Undead (Pathfinder) 1sa 20 Min. 60 ft Cone No V, S, M No
Detects undead on the 1st round the presence or absence of undead is detected, on the 2nd round the number earth from grave
and strength of undead are detected.  If you are good alignment and the HD is twice yours then you are stunned
for 1 round.  On the 3rd round you detect the location of each undead aura.  If an undead is out of the range of
  the spell then on the 3rd round you detect its direction, but not location.              
  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.            
  Diagnose Disease (Div.) (Ul. Magic) 1sa Instant 75 ft 1 Creature/Object None   V, S No  
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds,
slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects.
If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4
bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone,
  1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.              
  Dispel Ward (S. Comp.) 1sa 300 ft 1 warded area Inst No
  Destroys the ward as per Dispel Magic with up to +10 bonus                  
  Divine Favor (Pathfinder) 1sa 1 Min. Personal Self No V, S, DF
  7 Bonus to Str and Wis, attack and damage rolls, up to +6              
  Drug Resistance (V. Dark.) 1sa 20 Hr Touch 1 Living Creature Fort neg
Renders the subject immune to the possibility of drug addiction and the effects of drug resistance for the
  duration of the spell.                        
  Doom (Pathfinder) 1sa 20 Min. 300 ft 1 creature Will neg V, S, DF Yes
  Causes target to be shaken (-2 to hit, save, skill checks and ability checks)              
  Ease of Breath (Frost) 1sa 20 Hrs. Touch Creature Touched No
Grants the subject the ability to survive in thin air giving them a +20 on Fort saves to resist altitude sickness and
  to resist becoming fatigued due to altitude or thin air.          
  Ebon Eyes (S. Comp.) 1sa 200 Min. Touch 1 creature No
  Can see in normal or magical darkness.            
1st level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Endure Elements 1sa 24 hrs Touch 1 creature Will neg V, S
  Can safely live in conditions from +50 to +140 degrees F without having to make a Fort save          
  Entopic Shield (Pathfinder) 1sa 20 Min. Personal Self No V, S D
  20% miss chance on any incoming ranged attacks.                  
  Extract Drug (V. Dark.) 1 minute Permanent Touch 1 dose of a drug No
Creates greenish fumes infusing a substance with a drug.  The drug lasts 1 round and must be inhaled.
Material Drug   Effect on Focus      
Metal Baccarian   Metal's hardness drops by 1  
Stone Vodare   Stone's hardness drops by 1  
Water Sannish   Water become brackish and foul  
Air Mordayn Vapor Foul ordor fills the are (50' radius) for 1 hour.
  Wood Mushroom Powder Wood takes on a permanent foul odor.      
  Eyes of the Avoral (Ex. Deeds) 1sa 200 min Touch 1 creature Will neg
  Grants a +8 racial bonus on spot checks for the spell's duration.        
  Faith Healing (S. Comp.) 1sa Perm Touch 1 creature No
  heals 8+ 20 hp up to +5 hp max.                    
  Forbid Action (Ench.) (Ul. Magic) 1sa 1 Rnd 75 ft 1 Creature Will neg V Yes
You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the
target not take actions that fall into one of the following options.
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe
or an area that includes a foe.
Cast: Target cannot cast spells or use spell-like abilities.
Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such
acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent
verbalizations made for purposes other than communication, such as command words or the verbal component
of spellcasting.
Draw: Target cannot ready or prepare any item, weapon, component, or equipment.
Move: The target can take no act that would cause it to end up in a different location. The target does not resist
being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not
consciously attempt to move (including not directing a mount to move).
The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell’s
  demand to not move is still free to cast spells, make attacks, or shout for help.              
  Fortify Cold Creatures (Frost) 1sa Instant 75 ft 30' Radius No
  Able to fortify up to 20 cold creatures giving them a +1 sacred bonus on attack/save rolls vs. fire.
  Foundation of Stone (S. Comp.) 1sa 20 Rnd 75 ft 30' No
  20 Creatures get +2 AC, +4 Str to resist Bull Rush or trip (+6 in mountains)  
  Grave Strike (C. Adv. & S. Comp.) 1swift 1 Rnd Personal Self No
  If can sneak attack then can use it on undead            
  Guiding Light (S. Comp.) 1sa 20 Min. 1200 ft 5' radius No
  2+ bonus to ranged attacks for highlighted creatures          
  Healer's Vision (C. Scoundrel) 1sa 20 Rnds Personal Self No
Gain a +2 bonus on an attack and damage rolls when making a precision-based attack (such as a sneak attack)
against a living creature by picking out the creature's vital points.  It doesn't allow you to make a precision-based
attack if you don't have that capability and it doesn't allow you to use such an attack on creatures that normally
cannot be attacked in such fashion.  It doesn't penetrate illusions or magical disguises.  You also gain a +5 on
  any Heal Check and any cure spells you cast get 20 extra points of healing.  
  Healthful Rest (S. Comp.) 10 Min. 24 hrs 75 30' Will neg
  Gives 20 creatures gain twice the heal rate for hp and ability damage.  
  Heartache (V. Dark.) 1sa 1 Rnd 75 ft 1 creature Will neg
  The subject is incapacited for 1 round unable to take any actions and helpless due to sorrow.          
  Hide from Undead 1sa 200 Min. Touch No V, S, DF D
  20 Creatures can't be seen, heard, or smelled by undead.                
  Ice Gauntlet (S. Comp.) 1sa 20 Min. Personal Self No
  Fist attacks as if spiked gauntlet 1d3 (if medium)+1d4 cold damage, melts if exposed to fire.  
  Ice Slick (Frost) 1sa 20 Rnds 75 ft Special Special
Coats a solid surface with layer of slippery ice any creature caught in, or entering, the A.O.E. must make a
Acrobatics check or slip, skid and fall.  Those that succeed move at 1/2 their normal movement.  Those that remain
  in the A.O.E. (20' square) must make a Acrobatics check each round to avoid falling and to be able to move.
  Impede (C. Champ.) 1sa 20 Rnds 300 ft 1 creature Will part
Locks creature in place -1 to attack, -2 to Reflex saves, can save 1/rnd; if save -10 to base speed
  If save in 1st round then no effect.  If under other Impediment -4 to Dex.      
  Incite (S. Comp.) 1 swift 20 Min. 75 ft 10' burst Will neg
  Loses any delayed action, unless currently delaying then it must act.      
  Inhibit (S. Comp.) 1sa Inst Touch 1 Creature Fort neg
  Foe fails to act until just before your initiative on the next round                
  Inflict Light Wounds (Pathfinder) 1sa Perm Touch 1 Creature Will 1/2 V, S Yes
  Deals 20 +1d8 damage, up to +5 max                  
  Invest Light Protection (PHB2) 1sa Instant Touch 1 Creature Will neg
  Foe must attack nearest creature friend or foe for 1 round.          
  Ironbread (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg   V, S Yes  
must be This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1
 Dwarf armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used
as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting
   with a verbal component has a 20% spell failure chance.                  
  Ironguts (S. Comp.) 1sa 200 Min. Touch 1 Creature Will
  +5 alchemical bonus to Fort saves vs. poison, subject is nauseated for 1 round.      
1st Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Karmic Blessing (Div.) (Race) 1sa 20 Rnds Touch Creature Touched Will neg V, S Yes
must be The target treats one skill of your choice as a class skill.
Samsaran                            
  Know the Enemy (Ul. Magic) 1sa Instant Self Self None S, V, DF No
You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make
  a Knowledge check regarding that creature type with a +10 insight bonus.              
  Lantern Light (Ex. Deeds) 1sa 20 rnds 75 ft Ray No
Fires 11 rays, but no more than 1 ray per round are fired from your eyes.  You must succeed on
    on a ranged touch attack.  The target takes 1d6 points of damage per ray.      
  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).              
  Light of Luna (Planar & S. Comp.) 1sa 200 Min 75 ft 30' radius No
30' glow, after 1st round can deal 1d6 damage (2d6 to undead or evil outsiders) then 15' glow
  2nd attack ends the spell.                      
  Marid's Mastery (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Will neg V, S Yes
must be The target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water. If the opponent
Undine or the target is touching the ground, the target takes a –4 penalty on attack and damage rolls.          
  Magic Stone (Pathfinder) 1sa 30 Min. Touch 1-3 pebbles No V, S, DF
+1 to Attack and Damage for effected stones, range increment as per sling or 20' each stone up to 2 pebbles
  deals 1d6+1 damage or 2d6+2 damage to undead.                    
  Magic Weapon (Pathfinder) 1sa 20 Min. Touch 1 Weapon No V, S, DF Yes
  Adds +1 enhancement for attack and damage to 1 weapon (can't be used on natural weapons).          
  Mighty Fist of the Earth (Conj.) (Race) 1sa Instant 75 ft 1 Creature None V, S, DF Yes
must be You create a fist-sized rock that flies toward one enemy. Make an unarmed strike attack roll against the target as if
Oread it were in your threatened area. If the attack is successful, the rock deals bludgeoning damage to the target as if
you had hit the target with your unarmed strike. If you have a ki pool, as long as you have at least 1 point in your
ki pool, the rock counts as a ki strike.  At 4th level, a quinggong monk may select this spell as a ki power costing
1 ki point to activate (if the monk has 0 ki points after activating this ki power, the rock does not count as a ki
  strike).                          
  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.          
  Moon Lust (S. Comp.) 1sa 20 rnds. 300 ft 1 creature Will part
  Fascinated by the moon for duration, if save then dazzled for duration.      
  Murderous Command (Ul. Magic) 1sa 1 Round 75 ft 1 Living Creature Will neg   V Yes  
You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks
its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the
nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its
  turn to get as close as possible to the ally.                    
  Nightshield (S. Comp.) 1sa 20 Min. Personal Self No
  Negates Magic Missile and + 4 bonus to saving rolls      
  Nimbus of Light (C. Divine & S. Comp.) 1sa 20 Min. Personal Self No
You glow like a lantern for 30', with ranged touch attack fling light for 1d8+1/round of spell damage
  This attack ends the spell.                      
  Obscuring Mist (Conj.) (Pathfinder) 1sa 20 Min. 20 ft 20' radius Cloud No V, S No D
A misty vapor obscures all sight including Darkvision beyond 5'.  Creatures within 5' have 20% Concealment.
Creatures further away have total concealment with a 50% miss chance.  A wind of 11+ mph such as a gust of
wind can disperse the fog in 4 rounds, a strong wind 21+ mph can disperse the fog in 1 round.  A fireball, flame
strike or similar spell burns away the fog in the spell's A.O.E.  The spell creates a 20' high cloud and doesn't work
  underwater.  A wall of fire burns away the spell in the area that is dealt damage.            
  Omen of Peril (C. Divine & S. Comp.) 1 rnd Inst Personal Self No
70% + 20 % chance of an accurate reading:  Safety; no peril for 1 hour,
  Peril foes of your level, Danger foes over your level          
  Peacebond (City) 1sa 200 Min 75 ft 1 Weapon No
The targeted weapon remains stuck in its sheath, holder, quiver or whatever is used to hold it.  A weapon is
defined as any manufactured weapon.  No physical force can draw it before the spell expires, the weapon glows
    faintly for the duration of the spell.  The spell has no effect on a weapon in hand.    
  Portal Beacon (S. Comp.) 1sa 20 hrs 75 ft 1 gate No
  Cause gate to emit a mental beacon for up to 6 creatures going to another plane ends the spell.          
  Protection from Chaos/Evil/Good/Law (Pathfinder) 1sa 20 Min. Touch 1 creature No V, S, M/DF D
Gain +2 deflection AC and +2 saves, blocks warded creatures vs. attempts of mental control
  Prevents body contact from summoned creatures of that alignment and attacks fail          
  Ray of Hope (Ex. Deeds) 1sa 20 rnds 1200 ft 80' radius x80' high No
  Gain a +2 morale bonus on saving, attack, ability checks and skill checks.      
  Ray of Sickening (Necro.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Creature Fort part.   V, S, M Yes  
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike drop of sweat
a target.  The subject is immediately sickened for the spell's duration. A successful Fortitude save means the
  creature is unaffected.                        
  Reaving Aura (C. Scoundrel) 1 Swift Instant 10 ft 10' Radius No
Deals 1 point of damage to all creatures that are at 0 or fewer hit points.  Creatures at 0 start dieing and those at
  -9 hit points die.                        
  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              
  Regenerate Light Wounds (M. Wild) 1sa 30 Rnds Touch 1 Living Creature Will neg
Grants the subject fast healing 1, but only for the damage done during the duration of the spell.  If the subject
begins to die they are automatically stabilized.  Regenerate spells don't stack and this spell does not allow the
  regrowing of missing body parts.                      
  Reinforce Armaments (Trans.) (Ul. Combat) 1sa 200 Min. Touch 1 Armor/Weapon Will neg V, S, M/DF Yes
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of
armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s
duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s
duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their
  hardness is doubled for the duration of the spell.                    
  Remove Fear (Pathfinder) 1sa 10 Min. 75 ft 30' No V, S Yes
  6 Creatures gain a +4, moral bonus vs. fear, if under fear spell then spell is suspended for duration.        
  Remove Sickness (Conj.) (Ul. Magic) 1sa 200 Min. 75 ft 1 Creature Fort neg V, S Yes
  You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against        
  Resist Planar Alignments (Pl.& S. Comp.) 1sa 200 Min. Touch 1 Creature Fort neg
  Immune to Chr based attacks from opposed plane and halves the Int, Chr & Wis penalties  
  Restore Corpse (Necro.) (Ul. Magic) 1sa Instant Touch Corpse Touched None   V, S No  
You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with
sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did when the
  creature died. The new flesh is somewhat rotted and not fit for eating.              
  Resurgence (C. Divine & S. Comp.) 1sa Inst Touch 1 Creature Will neg
  Subject gets another saving roll vs. spell, if more than one spell subject chooses.    
  Sacrificial Skill (V. Dark.) 1sa 20 Min. Personal Self No
  Caster receives +5 bonus to any Knowledge (Religion) check on sacrifices to evil gods.          
  Sanctify Corpse (Evoc.) (Ul. Magic) 1sa 24 Hrs Touch Corpse Touched None V, S, DF/M No
This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts  pinch of silver dust
to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates
undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed until the end of this
spell. It is possible to protect a corpse for an extended time by casting this spell each day.  sanctify corpse can be
  made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.          
  Sanctuary (Pathfinder) 1sa 20 rnd Touch 1 Creature Will neg V, S, DF No
  Foes must make Will save to attack subject, attacks by the caster breaks the spell.            
  Shield of Faith 1sa 20 Min. Touch 1 Creature No
  Grants deflection bonus to AC + 5 Max +5          
1st Level Spells Continued     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Shivering Touch, Lesser (Frost) 1sa 20 Rnds Touch Creature Touched No
Your successful melee touch cases the target to shiver uncontrollably and suffer the loss of 1d6 points of Dex.
  Creatures with the cold subtype are immune to this spell.          
  Sign (S. Comp.) 1sa 40 Min. Personal Self No
  Initiative bonus of +4                
  Slow Consumption (V. Dark.) 10 minutes Permanent Touch 1 Living Creature Fort neg
Absorbs the life force from a living subject that must be held helpless.  For that day the caster heals at 2x their
normal rate and doesn't need to eat.  The subject takes 1 Con damage and doesn't gain any hp.  As long as the
  caster keeps touching the subject once per 24 hour they enjoy the effects of this spell.  
  Sorrow (V. Dark.) 1sa 20 Rnds 75 ft 1 Living Creature Will neg
  Grief causes the subject to take a -3 morale penalty on all attack, saving throws, ability checks and skill checks.
  Snowshoes (S. Comp.) 1sa 20 Hr Touch 1 Creature No
  10'+ to speed without having to make Balance Checks or Ref saves, leaves no trail.    
  Spell Flower (S. Comp.) 1sa 20 rnd Personal Self No
  Allows you to hold a spell charge in each hand (up to 1 per limb).        
  Spider Hand (V. Dark.) 1sa 20 Min. Personal Self No
The caster detaches their hand which transforms into a small monstrous spider (MM1 288).  It can travel
400 feet away and the caster can see through the spider's eyes.  If the spider is killed or prevented from
  returning to the caster then the hand regrows and the caster takes 1d6 damage.      
  Stone Shield (Conj.) (Race) 1 Immediate 1 Round 0 ft 5 square feet None   V, S, DF No  
must be A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your
Oread choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting
you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent's attack misses you by 4
or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is
destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area
deal damage to the shield.  You cannot use this spell if you are not adjacent to a large area of earth or stone such
    as the ground or a wall. A qinggong monk may select this spell as a ki power at 4th level.          
  Stupor (V. Dark.) 1 minute 20 hrs Touch 1 Helpless Creature Fort neg
Places 1 helpless creature into a clouded, confused state where they are unable to do anything and may be
  dragged around as if they are drugged.  The subject will be unaware of what is going on.          
  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 Pathfinder 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) --            
  Summon Undead (S. Comp.) 1 round 20 rnd 75 ft 1 Creature No
Human Warrior Skeleton; 1 HD, 6 HP, AC 15, touch 11 flat 14, Scimitar +1 (1d6+1/18-20)
    +5 Initiative, DR 5/Bludgeoning, Darkvision 60', undead immunities        
  Sun Metal (Trans.) (Ul. Combat) 1sa 20 Rnds Touch 1 Melee Weapon Fort neg   V, S Yes  
The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the
weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This
damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in
water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that
grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special
ability or any other effect that grants a weapon extra cold damage.
  Surmount Affliction (Ul. Magic)   1sa 20 Rnds Self   Self None   V, S No  
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just
suspends that condition’s effect for the duration of the spell. You can surmount any one of the following
  conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened.        
  Suspend Disease (V. Dark.) 1sa 24 Hrs Touch 1 Creature Fort neg
  Keeps a disease, that already infects the subject, from harming the subject for that day.  
  Theft Ward (Abjur.) (Race) 1sa 1 Day Touch 1 Object No   V, S    
You ward a single object in your possession against theft. You gain a +10 bonus on Perception checks to notice
  someone trying to take the object from you.                    
  Tongue of Baalzebul (V. Dark.) 1 round 20 Hrs Personal Self No
The caster gains the ability to lie, seduce and beguile with a +2 bonus to Bluff, Diplomacy and Gather Information
  checks.                  
  Updraft (S. Comp.) 1 swift Instant Personal Self No
  Gain 200 feet of upward rushing air, can move 5' laterally.      
  Vigor, Lesser (C. Divine & S. Comp.) 1sa 30 rnds. Touch 1 Creature No
  Fast Healing 1 and auto stabilization if fall below 0 hp (max 15 rnds).        
  Vision of Glory (S. Comp.) 1sa 20 Min. Touch 1 Creature No
  Gain Chr bonus on a saving roll.              
  Vision of Heaven (E. Deeds) 1sa 1 round 75 ft 1 evil creature Will
Your words give the target a glimpse of the 7 heavens.  For 1 round the subject is dazed, it takes a -1 penalty on
  all Will saves for 24 hours as the creature becomes more susceptible to future redemption.  
  Wings of the Sea (S. Comp.) 1sa 20 Min. Touch 1 Creature Fort Neg
  +30' swim speed                        
  Winter Feathers (Abjur.) (Race) 1sa 24 Hrs Touch 1 Feathered Creat. Will neg V, S Yes
must be The target's feathers thicken and fluff up to ward against winter's chill. The target suffers no harm from being in a
Tengu cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to
make Fortitude saves. The creature's equipment is likewise protected. This spell doesn't provide any protection
from cold damage, nor does it protect against other environmental hazards associated with cold weather (such as
slipping on ice, blindness from snow, and so on).  When you cast this spell, you may have the target's feathers
    turn white for the duration, granting it a +4 circumstance bonus on Stealth checks to hide in ice and snow.
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Aboleth's Lung (Trans.) (Race) 1sa 20 hrs Touch Living Creatures Will neg V, S, M/DF Yes
  must be The targets are able to breathe water, freely. However, they can no longer breathe air. Divide the duration evenly seaweed
  Gillman among all the creatures you touch. This spell has no effect on creatures that can already breathe water.        
  Addiction (V. Dark.) 1sa Instant Touch 1 Living Creature Fort neg.
The subject become addicted to a drug.  At 5th level or less they can be addicted to a low addiction level drug.
If the caster is 6th-10th level they can addict the subject to a medium addiction level drug.  If the caster is 11th-
15th level they can addict the subject to a high addiction level drug.  Casters of 16th level or higher can cause the
    subject to become addicted to a drug with an extreme addiction rate.  See Book of Vile Darkness Chap 3 for drugs.
  Aid (Ench.) 1sa 20 Min. Touch 1 Creature No   V, S, DF Yes  
  Gain 1d8+ 20 (max 1d8+10) temporary hit points, up to 10 hp max, and +1 save vs. fear          
  Alchemical Tinkering (Trans.) (Race) 1sa 20 Min. Touch Firearm or 1 Item Fort neg V, S Yes
You transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost.
Magic Items are unaffected by this spell. At the end of the spell's duration, alchemical items used while
transformed are destroyed and do not return to a usable state and firearms transformed revert back to their
  original type.                        
  Align Weapon 1sa 20 Min. Touch 1 Weapon No V, S, DF Yes
  Adds alignment selected to 1 weapon, can't cast on natural weapon or already aligned weapon.  
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Animalistic Power (PHB2) 1sa 20 Min. Touch 1 creature No
  +2 to Str, Dex and Con                        
  Animate Dead, Lesser (Necro.) (Ul. Magic) 1sa Instant Touch Corpse Touched None V, S, M No
This spell turns a single small or medium corpse into undead skeletons or zombies that obey your spoken onyx gem worth at least 25 gp per
commands.  The undead can be made to follow you, or they can be made to remain in an area and attack any Hit Die of the undead
creature (or just a specific kind of creature) entering the place. They remain animated until they are
destroyed. A destroyed skeleton or zombie can't be animated again.  Regardless of the type of undead you create
with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate
dead. The desecrate spell doubles this limit.  The undead you create remain under your control indefinitely. No
matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per
caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess
undead from previous castings become uncontrolled. You choose which creatures are released. Undead you
control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones.
If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a
  physical anatomy.                        
  Ant Haul, Communal (Ul. Combat) 1sa 40 hrs Touch  Creatures Touched Fort neg V, S, M/DF Yes
The target creature's carry capacity triples (Table 7-4:  Carrying Capacity Core Rulebook page 171).  This doesn't a small pulley
affect the creature's actual Str in any way, merely the amount of material it can carry while under the effects of the
spell.  It also suffers no effect on encumbrance due to armor, but if the target is wearing armor it takes the normal
armor penalties for doing so regardless of how much weight it carries.  A group can share the spell in 2 hour
  blocks.                          
  Arrow of Law (Evoc.) (Ul. Magic) 1sa Instant 75 ft Arrow shape Will part V, S, DF Yes
You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch
attack. A chaotic creature struck by an arrow of law takes 1d8 points of damage per two caster levels (maximum
5d8). A chaotic outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is dazed for 1
round. A successful Will save reduces the damage to half and negates the daze effect. This spell deals only half
damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no effect on lawful
  creatures.                          
  Augury 1 minute Instant Personal Self No
70%+ 20 % chance (max 90%) of an accurate reading:  Weal = good results, Woe = bad,
  Weal and Woe = both or Nothing, Nothing = bad or good will happen.      
  Aura Against Flame (S. Comp.) 1sa 20 Rnd Personal Self No
Aura of blue mist that provides Resistance 10 vs. flame and can put out nonmagical fires
  Can attempt to dispel magical flames as if dispel magic, but it consumes the aura.    
  Avoid Planar Effects (S. Comp.) Immediate 20 Min. 20' 20' burst No
  Temporary respite from the natural effects of a hostile plane, see text p.19 for more    
  Ayailla's Radiant Burst (Ex. Deeds) 1sa Instant 60 ft cone Fort
Shards of heavenly light blind evil creatures for 1 round and sear for 11 d6 (max 5d6).  A successful
  save negates the blindness and halves the damage.  You must sacrifice 1d2 points of Str to cast.  
  Balor Nimbus (S. Comp.) 1sa 20 Rnd Personal Self No
  Flames surround you with no harm, but do 6d6 to anyone grappling you      
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Bear's Endurance (Pathfinder) 1sa 20 Min. Touch 1 Creature Will V, S, M
  +4 Con                     few hairs or dung from a bear
  Benediction (C. Champ.) 1 rnd 200 Min. Touch 1 Creature No
  +2 unnamed saving roll bonus, can use to reroll 1 saving roll, but this ends the spell.          
  Bestow Weapon Proficiency (Ul. Combat) 1sa 20 Min. 75 ft 1 Creature Will neg V, S, M Yes
You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were pieces of shaved metal
proficient with that weapon. The weapon can be any type, including an exotic weapon, but the subject of the
  spell must be holding the weapon* when you cast it.                  
  Bewildering Substitution (C. Champ.) 1sa 20 Rnd 75 ft 1 Creature Will
  Makes foe think one ally and one foe have changed places.          
  Black Karma Curse (PHB2) 1sa Instant 75 ft 1 Creature Will
  Foes takes damage from his own weapon (the weapon that does the best damage).    
  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          
  Blessing of Courage and Life (Adv. Player's) 1sa 20 Min. 75 ft 1 living creature Will neg V, S, DF Yes
Provides long lasting succor to a wounded creature.  For as long as the effect lasts, the target receives a +2
morale bonus on saving throws against fear and death effects.  At any time during the spell's duration the target
can choose to end the spell as a swift action for a burst of healing.  The target loses the saving roll bonus, but
  gains 1d8+ 20 (max 10) hit points.                    
  Blessing of Luck and Resolve (Ench.) (Race) 1sa 20 Min. Touch Creature Touched None V, S D
mut be A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear
Hafling effects. If the target has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw
against fear, it can end the spell as an immediate action to reroll the save with a +4 morale bonus, and must take
   the new result, even if it is worse.                      
  Blinding Ray (Evoc.) (Race) 1sa Instant 75 ft 1 or more rays Fort neg V, S, DF Yes
Dhampir You blast your enemies with blinding rays of sunlight. You may fire one ray, plus one additional ray for every
spell four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit. If
a ray hits, it explodes into powerful motes of light, and the target must save or be blinded for 1 round. If the target
has light blindness, light sensitivity, or is otherwise vulnerable to bright light, it instead must save or be blinded
for 1d4 rounds and take 1d4 points of damage per two caster levels (maximum 5d4). Any creature blinded by a ray
sheds light as a sunrod for the duration of its blindness. The rays may be fired at the same or different targets,
  but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.          
  Blood Blaze (Trans.) (Race) 1sa 20 Rnds Touch Creature Touched Fort neg V, S Yes
must be The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air.
Orc Any creature (including the spell's target) within the aura that takes at least 5 points of piercing, slashing, or bleed
damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a
randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any
creature in that square, and 1 point of splash damage to all creatures within 5 feet of the spray's target, including
the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not
  have blood (including oozes and most constructs and undead) do not create blood sprays when attacked.        
  Blood Snow (Frost) 1sa 20 Rnds 300 ft Special Fort neg
Corrupts an existing snowfield imbuing it with negative energy over and area of 400 sqft.
Each round in contact with the snow creatures must make a Fort save or take 1d2 points of Con drain, in addition
  if they fail to save they are nauseated for the duration of the spell.        
  Blood Wind (S. Species) 1sa 20 Rnds 75 ft 1 Creature No
Use a natural weapon as a ranged weapon; you make the motions and the attack is carried out.  The attack
  doesn't provide a flanking bonus all normal modifiers to ranged combat apply.      
  Body Blades (S. Comp.) 1sa 20 Min. Personal Self No
  Sprout blades that deal 1d6+ 20 (max 5) damage to grappled foe.    
  Body Ward (C. Champ.) 1sa 20 Min. Touch 1 Creature No
  Select 1 ability stat and the spell can absorb up to 5 points of damage; has synergistic effect p117          
  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.                        
  Boneblade (V. Dark.) 1sa 200 Min Touch 1 Bone No
Changes a bone of at least 6" long into a longsword, short sword or greatsword (caster's choice).  The weapon
has an enhancement of + 4 (max +4), furthermore the weapon deals an extra 1d6 points of damage to
  living targets and an additional 1d6 points to good aligned creatures, but it doesn't confer proficiency.  
  Brambles (C. Divine & S. Comp.) 1sa 20 Rnds Touch 1 weapon No
  Weapon gains + 20 (max +10) enhance and does both piercing & bludgeoning damage.
  Brumal Stiffening (Frost) 1sa 20 Rnds 75 ft 1 Weapon Reflex neg
The targeted weapon becomes brittle reducing its hardness by 5 increasing the effectiveness of sunder attempts.
  In addition if a 1 is rolled on an attack the weapon takes the damage as if it had successfully hit.  
  Bull's Strength (Trans.) (Pathfinder) 1sa 200 Min. Touch 1 Creature No V, S, M
  +4 Str                   few hairs or a pinch of dung from a bull
  Calm Emotions 1sa 20 Rnd 300 ft 20' Radius Will
  Calms agitated creatures preventing rage & violent actions, suppresses Bless, Good Hope & Rage  
  Close Wounds (S. Comp.) Immediate Instant 75 ft 1 creature No
  Cures 1d4 hp + 20 (+5 max) can return from -10 if cast the same rnd & harms undead.
  Cloud of Knives (PHB2) 1sa 20 Rnd 30 ft Silver Knives No
  1d6+ 7 hp damage/19-20 critical, acts as magical vs. damage reduction.  
  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.                        
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Conduit of Life (C. Champ.) 1sa 200 Min. Personal Self No
  When turn undead or cast healing spell you heal 2d10+ 20 (10 max)      
  Conjure Ice Beast II (Frost) 1 Round 20 Rnds 75 ft 1 Ice Creature No
Calls a magical creature constructed of ice that acts on your turn as soon as it has been called.  Consult the PHB
Nature's Ally P 287-288 and the creature may not have the fire subtype, the caster chooses the type of monster
    conjured each time the spell is cast apply the ice beast template from Frostburn p138.  
  Conjure Ice Object (Frost) 1sa 20 Min Personal 1 Object No
Creates a block of transparent ice in any shape you wish up to 100 lbs worth (max 50 lbs.) can be
    created.  Any object with moving parts will not work, you must succeed on the proper Craft check.          
  Consecrate (Pathfinder) 1sa 40 Hrs 75 ft 20' radius No V, S, M. DF
Blesses an area with positive energy giving +3 to each undead turn attempt.  Undead entering the A.O.E. suffer a vial of holy water and 25 gp
minus 1 to attack/damage/save rolls.  Also undead can't be created in the A.O.E.  If there is an altar in the A.O.E. worth of silver dust
the turn bonus increases to +6 and the penalty to undead increases to -2, but you can't consecrate an area that is
already dedicated to another god the spell instead curses the A.O.E. cutting off its divine connection.  This spell
  counters and dispels desecrate.                      
  Cure Moderate Wounds (Pathfinder) 1sa Permanent Touch 1 Creature Will V, S Yes
  Heals 2d8+ 20 damage (+10 max).                    
  Curse of Ill Fortune (S. Comp.) 1sa 20 Min. 300 ft 1 Creature Will
  -3 penalty to attacks, saves, ability checks and skill checks (negated by Remove Curse).  
  Dance of Ruin (V. Dark.) 1 round Instant 75 ft Full Range Ref1/2
  The caster dances wildly creating a wave of energy that deals 2d10 points of damage to all nondemons in range.
  Dark Way (S. Comp.) 1sa 20 Rnds 75 ft 1 bridge No
  Creates a bridge 5', 1" thick by 400 feet if supported at both ends    
  Darkbolt (V. Dark.) 1sa Instant 75 ft 1 creature Fort part
The target makes a ranged touch attack against a foe dealing 10 d8 points of damage (max 5d8).  Half the
damage is cold and the other has no specific type.  When struck the foe must make a Fort save or be stunned 1
  round.                          
  Darkness 1sa 200 Min. Touch 1 object No V, M, DF
  20' radius darkness                   bat fur and a piece of coal
  Death Candle (Necro.) (Race) 1 Rnd 1 Rnd/HD Touch 1 Creature Will V, S Yes
Ifrit If touch foe at -1 hp or less then you kill them and summon a small fire elemental resembling a burning howling version
spell version of the slain creature.  The elemental acts immediately on your turn and otherwise behaves as if you had
summoned it with summon monster II.  The elemental remains for a number of rounds equal to the HD of the slain
  creature.                          
  Death Knell (Pathfinder) 1sa Special Touch 1 Creature Will V, S Yes
    If touch foe at -1 hp or less then you kill them and gain 1d8 hp & +2 Str (duration 10 min/HD)          
  Deific Vengeance (C. Divine & S. Comp.) 1sa Instant 75 ft 1 Creature Will 1/2
  Deals 1d6/2 caster levels (max 5d6) damage or 1d6 damage per level to undead              
  Delay Disease (Conj.) (Race) 1sa 1 Day Touch Creature Touched Fort neg. V, S, DF Yes
must be The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration
Ratfolk does not affect the target until the spell's duration has expired. If the target is currently infected with a disease,
you must make a caster level check against the disease's DC to suspend it for the duration of the spell; otherwise,
  that disease affects the target normally. Delay disease does not cure any damage a disease may have already done.      
  Delay Pain (Ench.) (Ul. Magic) 1sa 20 Hrs. 75 ft 1 Creature Will neg. V, S Yes
You override the target’s ability to feel pain. Pain effects (such as pain strike and symbol of pain) do not affect
the target until this spell’s duration has expired. This does not negate any physical damage, ability damage, or
ability drain that a pain effect has already done, but it does negate ongoing penalties from pain while the spell
  lasts.                          
  Delay Poison (Pathfinder) 1sa 20 hr Touch 1 Creature Fort V, S, DF Yes
  Delays the harmful effects of a poison for the duration of the spell.                
  Desecrate (Pathfinder) 1sa 40 hours 75 ft 20' radius No V, S, M Yes
Each Cha check made to turn undead is at -3 and Undead at +1 on attack, damage and save, Undead created or vial of unholy water and 25 gp (5 lbs)
summoned into the area gain +1 hp/HD, if it contains an altar or shrine 2x these changes and can create twice as of silver dust
much undead; 4 HD/level.  Can be used to help destroy an opposing aligned god's temple or altar, but doesn't
  then grant Undead any powers.  Requires 25 gp (5 lbs) of silver dust sprinkled around the A.O.E.
  Disfiguring Touch (Trans.) (Ul. Magic) 1sa 20 Days Touch Creature Touched Will neg   V, S Yes  
With a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously
disfigured. The physical appearance of the deformity is subject to the caster’s whim (most demon worshipers
choose deformities that reflect their Abyssal patron’s shape or form). The target takes one of the following
penalties.
–2 decrease to an ability score (minimum 1).
–2 penalty on attack rolls or saving throws.
Land speed reduced by 5 feet.
  You may also invent other effects, but they should be no more powerful than those described above.          
  Divine Insight (C. Adv. & S. Comp.) 1sa 20 hr Personal Self No
  Grants you an insight bonus 5+ 20 (max +5) to any single skill check  
  Divine Interdiction (S. Comp.) 1sa 20 Rnd 75 ft 10' radius Will
  Cuts off a character's ability to turn, rebuke or control undead.  Can be cast upon an object.  
  Divine Presence (C. Champ.) 1sa 200 Min. Personal Self No
  Grants a +5 bonus on Intimidate checks vs. someone who doesn't follow your deity.  
  Divine Protection (S. Comp.) 1sa 20 Min. 300 ft. 20' radius Will
  +1 morale bonuses to AC and save rolls                    
  Dread Bolt (Evoc.) (Ul. Magic) 1sa Special 75 ft Arrow Projectile Will part V, S, DF Yes
You unleash a crackling missile of darkness from your unholy symbol at any one target in range as a ranged
touch attack.  A good creature struck by dread bolt takes 10 d8 (maximum 5d8 points of damage.  A good
outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is sickened for 1 round.  A
successful Will save reduces the damage to half and negates the sickened effect. This spell deals only half
damage to creatures that are neither good nor evil, and they are not sickened. The bolt has no effect on evil
  creatures.                          
  Eagle's Splendor 1sa 20 Min. Touch 1 Creature Will V, S, DF Yes
  +4 Chr bonus (spellcasters do not gain any bonus spells).                  
  Effortless Armor (Trans.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
Armor you wear no longer reduces your speed. You also reduce the armor’s armor check penalty by 1 + 1 per five
  caster levels (maximum 5).                      
  Endure Elements, Comm. (Trans.) (Ul. Combat) 1sa 24 Hrs Touch Creatures Touched Will neg V, S Yes
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist
comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having
to make Fortitude saves. The creature's equipment is likewise protected.  Endure elements doesn't provide any
protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack
  of air, and so forth.  You divide the duration in 1-hour increments among the creatures touched.          
  Enemy's Heart (Necro.) (Race) 1 Round Special Touch 1 Living Creature None V, S, M Yes
must be You cut out an enemy's heart and consume it, absorbing that enemy's power as your own. As part of casting this target creature's heart
Orc spell, you perform a coup de grace with a slashing weapon on a helpless, living adjacent target. If the target dies,
you eat its heart to gain the spell's benefits. If the target survives, the spell is not wasted and you can try again as
long as you continue concentrating on the spell. When you consume the heart, you gain the benefits of a death
knell spell, except you gain 1d8 temporary hit points +1 per Hit Die of the target, and the bonus to Strength is a
  profane bonus.  The spell lasts for one round per HD of the creature whose heart you consume.          
  Energized Shield, Lesser (S. Comp.) 1sa 20 Rnd Touch 1 Shield No
  Gain Resistance 5 vs. one type of energy, shield bash does 1d6 of chosen energy damage.          
  Enthrall (Pathfinder) 1 rnd 1 hr or less 300 ft 1 crowd Will V, S Yes
As long as you speak or sing you capture the audience attention, those with 4+ HD or 16+ Wis
are not enthralled others avoid action for span of the spell +1d3 rounds unless see something
  against their alignment.  Attacks end the spell immediately.                  
  Estanna's Stew (Ex. Deeds) 1 round Instant 0 ft 1 pot of stew No
Heals 1d6+1 damage for 11 creatures.  The unconsumed stew disappears after 1 hour.  If splashed onto
  a single undead creature within 10' takes 1d6+1 points do damage with a Will save for half damage.  
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Execration (C. Champ.) 1 rnd 200 Min. Touch 1 Creature Will
  -2 save penalty or you can force the subject to reroll a single attack, save, skill check or ability check  
  Extend Tentacles (S. Comp.) 1sa 20 Rnd Personal Self No
  Extends the length of your tentacles by 5', no effect if you don't have tentacles.              
  Find Traps (Pathfinder) 1sa 20 Min. Personal Self No V, S
  Gain insight of 1/2 level to search for traps (max +10)                  
  Fins to Feet (S. Species) 1 Minute 200 Min. Touch Creature touched No
  Transforms tails of fined extremities into feet giving Medium sized creatures a move of 30'.  
  Fox's Cunning (S. Species) 1sa 20 Min. Touch Creature Touched No   V, S, M    
Grants 1d4+1 extra points of Int, doesn't grant extra spells to Wizards     hairs or dung from a fox  
  Frost Breath (S. Comp.)     1sa Instant   30'   cone Reflex 1/2
  10 d4 (max 5d4) cold damage, those that fail to save are dazed for 1 round.  
  Frost Weapon (Frost) 1sa 20 Rnds Touch Weapon Touched No
Imbue a weapon with icy cold granting it an extra 1d6 points of cold damage.  If cast on a bow or sling it sends the
  cold through the ammo.                
  Frostburn, Lesser (Frost) 1sa Instant Touch Creature Touched Fort 1/2
Deals 1d12+ 20 (max +5) points of cold damage, when cast upon a cold subtype creature the spell
  heals a like amount of damage.                      
  Fuse Arms (S. Comp.) 1sa 200 Min. Touch 1 Creature Fort
  Fuse multiple limbs into a single pair with +4 Str, if have only 2 limbs then form into 1 limb with +4 Str          
  Gentle Repose 1sa 20 days Touch 1 corpse Will V, S, M/DF Yes
  Preserve from decay, days spent under the spell do not count against the raise dead limit.          
  Ghost Touch Armor (S. Comp.) 1sa 20 Min. Touch 1 armor Will
  Armor gains the ghost touch protection vs. incorporeal undead and can be handled by undead.          
  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.          
  Grace (Adv. Player's) 1 Swift Special Self Self No V
    Until the end of your turn, your movement doesn't provoke attacks of opportunity.            
  Groundswell (Trans.) (Race) 1sa 20 Rnds Touch Creature Touched Fort neg V, S Yes
must be This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the
Dwarf ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The groundswell precludes flanking
from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the
ground returns to its normal elevation at the end of his turn; otherwise, it remains in place until the target moves
or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground
    beyond 5 feet.                        
  Hand of Divinity (S. Comp.) 1 min. 20 Min. Touch 1 Creature No
  +2 save roll bonus (sacred or profane) will not work on those that follow other gods.  
  Healing Lorecall (C. Adv. & S. Comp.) 1sa 200 Min. Personal Self No
If 5+ ranks in heal can remove dazed, dazzled or fatigued, if 10+ ranks can remove exhausted,
  nauseated or sickened.                        
  Hold Person 1sa 20 Rnds 300 ft 1 Humanoid Will neg V, S, M
  Paralyzed, but can save each round.                 1 hard metal bar or rod which can be as small as a 3 penny hell
  Imbue with Aura (Trans.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Creature Will neg V, S, DF Yes
You infuse another creature with your divine aura, causing the target to radiate an aura identical to your own
clerical aura. The target’s actual alignment is not changed, but spells like detect evil or detect good detect only
the aura, not the creature’s actual alignment. For the duration of this spell, effects influenced by the target’s
alignment function according to the imposed aura, not the creature’s actual aura. When the spell ends, the
  target’s aura returns to normal, and alignment-affecting magic affects it according to its actual alignment.        
  Imbue with Elemental Might (Evoc.) (Race) 1sa 24 Hrs. Self Self Reflex 1/2 V, S Yes
must be The target must have an Intelligence score of at least 5 to use the ability. The imbued elemental assault functions
Sulis exactly like yours, except the ability's duration is based on the target's level or Hit Dice. Once you cast this spell,
you cannot use your elemental assault ability until the duration of the spell is over.  The person is imbued with
magical power that forms an aura of energy around you, damaging all those that come near you. Choose an
energy type: acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast and at the start of 
your turn take 2d6 points of energy damage of the selected type. This aura has an additional effect, depending
upon the type of energy chosen.  The elemental aura lasts for 20 rounds.
Acid: Creatures affected by your aura take 1 point of ongoing acid damage per round for 1 round per three caster
levels, and are sickened for the duration of the ongoing acid damage.
Cold: Creatures affected by your aura are fatigued. A creature that is already fatigued suffers no additional effect.
Electricity: Creatures affected by your aura are staggered for 1 round.
Fire: Creatures affected by your aura catch on fire.
Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect. The
aura's additional effects do not stack if a creature takes damage from your aura multiple times. You may only have
one elemental aura in effect at one time. When you cast this spell to deal acid, cold, electricity, or fire damage, it is
  a spell of that type.                  
  Infernal Wound (S. Comp.) 1sa 20 Rnds Touch 1 weapon No      
  Bleed 2 additional hp/rnd until healed or helped with Heal Check  over 12+relavent ability.          
  Inflict Moderate Wounds (Pathfinder) 1sa Instant Touch 1 Creature Will 1/2 V, S Yes
  Inflicts 2d8+ 20 (max +15) damage                    
  Inky Cloud (S. Comp.) 1sa 200 Min. 30 ft 30' radius No
  Blocks all sight beyond 5', inside 5' concealment, over 5' total concealment      
  Instant Armor (Adv. Player's) 1sa 0 Min. Self Self No   V, S, DF   D
You instantly wrap your body in a suit of armor made from opaque force.  At your option, the armor can be
decorated with your religion's holy symbol in a prominent place, such as upon the breastplate or helm.  While it
exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane.  You lose
access to and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.
Instant armor acts in all ways as armor typical of its type (armor bonus, max Dex bonus, arcane spell failure
chance, and so on).  Since instant armor is made of force, incorporeal creatures can't bypass it the way they do
normal armor.  The sort of armor you can create with this spell depends on your caster level.
Caster Level Armor Created Caster Level   Armor Created  
5th or lower chainmail   9th-11th half-plate  
6th-8th banded mail 12th +   full plate    
If you choose to create lesser armor than your level allows you gain a +1 magical enhancement bonus to the
armor you do create fore every type of armor you pass over.  For instance, if you have the capacity to create full
plate instant armor you could instead choose to create +1 half-plate, +2 banded mail, or +3 chainmail.  You can't
  replace these bonuses with armor special properties.                  
  Interfaith Blessing (C. Camp.) 1 Rnd 20 Min. 20 ft 20' radius Will
  Individual blessing unique to your deity (p123 +2 to AC for Fharlanghn, Moradin, or Pelor)  
  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.          
  Instrument of Agony (Trans.) (Ul. Combat) 1sa 20 Min. Touch Weapon Touched Will neg V, S Yes
You cause a weapon to exude a palpable aura of divine fury. While wielding this weapon, a creature gains a +2
morale bonus on Intimidate checks. When an attack made using the targeted weapon hits, the wielder can spend
a free action to discharge the effect to inflict agony on the creature the weapon hit. If that creature has spell
resistance, it applies against this effect. If the creature fails a Will save, it is nauseated for 1d4+1 rounds. If it
succeeds at the saving throw, the creature is instead sickened for 1 round. The sickened condition created by the
  instrument is a mind-affecting effect.                      
  Iron Silence (C. Adv.) 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  
  Laogzed's Breath (S. Species) 1sa Instant 75 ft Cone Fort neg
  Creates a cloud of nauseating vapors the nausea lasts 10 rounds        
  Lastai's Caress (Ex. Deeds) 1sa 20 rnds Touch 1 evil creature No
You must touch an undead and give it a random effect 1=Cowering, 2=Frightened, 3=Nauseated, 4= Shaken.
  Or you can elect to leave the creature shaken.          
  Life Bubble (Abjur.) (Adv. Player's) 1sa 40 Hrs Touch Creatures Touched Will neg   V, S, M/DF Yes  
You surround the touched creatures with a constant and moveable 1" shell of tolerable living conditions.  This bit of eggshell
shell enables the subjects to breathe freely, even underwater or in a vacuum as well as making them immune to
harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill, and stinking cloud.
In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of
pressure.  Life bubble doesn't provide protection from negative or positive energy (such as found on the
Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog),
nor the ability to move or act normally in conditions that impede movement (such as underwater).  When you cast
this spell it has a total duration of 2 hours per level.  You can divide this duration up in any manner you wish, not
  necessarily equally, between up to 1 creature per caster level ( 20 creatures)              
  Life Channel (Trans.) (Race) 1sa 20 Min. Touch Touched Creature Fort neg V, S Yes
Dhampir When cast on a creature with negative energy affinity, the target is able to convert channeled positive energy into
spell temporary hit points. When subject to an effect that heals hit points only to living creatures (such as cure light
wounds or channel positive energy), the target gains a number of temporary hit points equal to half the number
of hit points that the positive energy would normally heal. These temporary hit points go away at the end of this
  spell's duration.                        
  Light of Faith (C. Champ.) 1 swift 20 Rnds Touch 1 Holy Symbol No
  Bonus of 10 Profane or Sacred to on your next undead turning attempt.  
  Light of Luna (Planar) 1sa 200 Min. 300 ft 30' No
  You glow 30' in next round can fire ray for 1d6 damage, can fire 2nd ray for 1d6 ends the spell.  
  Light of Mercuria (S. Comp.) 1sa 200 Min. 300 ft 30' No
  You glow 30' in next round can fire ray for 1d6 damage, can fire 2nd ray for 2d6 ends the spell.  
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Living Undeath (S. Comp.) 1sa 20 Min. Touch 1 Creature Fort
  Subject is immune to criticals and sneak attacks but suffers -4 Chr.        
  Local Tremor (R. of Dragon) 1sa 20 Min. 30 ft 30' Line Reflex neg
Immediately upon completion of this spell and as often a 1/round you can cause the ground to shake along a
30' line up to 20 (5 max) tremors can be generated.  The tremors begin at your location and extend in the
direction you indicate; any creature caught standing on that line must make a Reflex save or fall prone.  A spell
caster caught on 1 of these squares must make a Concentration check with a DC of 20+spell level or lose the
spell that was being attempted.  You don't have to produce a tremor immediately after casting this spell you can
  perform other actions, even casting another spell.  Calling forth a tremor is a standard action.  
  Locate Touchstone (Planar) 1sa Instant Infinite on plane 1 touchstone No
  Sense direction of nearest touchstone and vague idea of its power.        
  Lore of the Gods (C. Champ.) 1sa 200 Min. Personal Self No
  +5 insight bonus to all Knowledge checks, if your deity grants Knowledge Domain then +10 bonus.          
  Magic Siege Engine (Ul. Combat) 1sa 20 Min. Touch 1 Siege Engine Will neg V, S, DF Yes
This spell permits an indirect fire siege engine to bombard its targets with greater accuracy, delivering more
damage. The siege weapon receives a +1 enhancement bonus on targeting rolls and damage rolls. If used on a
  direct fire siege weapon, this spell acts a magic weapon.                  
  Major Resistance (S. Species) 1sa 20 Hrs. Touch Creature Touched No
  Subject gains a +3 on all saving rolls              
  Make Whole 1sa Perm 75 ft 1 object No
  Repairs up to 10 cu ft/level of non magical material.          
  Mark of Judgment (PHB2) 1sa 20 Rnd 300 ft 30' Will
  Mark foe and if attack is successful then attacker heals 2 hp foe's alignment must oppose your own.  
  Mark of the Outcast (S. Comp.) 1sa Perm 75 ft 1 Creature Will
  Indelibly Marks subject who suffers -5 Bluff and Diplomacy and -2 to AC      
  Manifestation of the Deity (C. Scoundrel) 1 Swift 6 Rnds 0 ft Image of Deity Will neg
Creates an illusion of your deity overlaid on your form.  It appears to be ghostly, fearsome with its favored
weapon drawn and making threatening overtures (roaring, spouting scripture, making threats etc.)  The image is
transparent enough that it provides no concealment.  Enemies who see the image must pass a Will check or
become shaken for 1 round, they may only be affected once and are only required to make 1 saving roll to be
  immune to the spell.                
  Master Cavalier (C. Champ.) 1sa 200 Min. Personal Self No
  Gain +10 to ride checks, +20 on special mount, synergy with phantom charge and war mount  
  Master's Touch (PHB2) Immediate Instant 75 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).                    
  Necrotic Cyst (L. M.) 1sa Instant Touch 1 living creature Fort
Inflict subject with cyst, from now on they save at -2 vs. necromancy spells, and when dealt damage from a
natural weapon by an undead creature they take 1d6 extra damage.  Removal requires a spell or the work of a
chirurgeon 1 hour DC 20 Heal check; and unsuccessful Heal check results in death of the subject.  Protection
  from Evil will block this spell, but has no effect on an infected character.      
  Necrotic Scrying (L. M.) 1sa 20 min. unlimited 1 infected cyst No
  Use a necrotic cyst as a magical sensor for scrying.  Standard items like lead sheathing can block the effects.
  Obscuring Snow (Frost) 1sa 20 Hrs. 30 ft 30' radius 30' high No
A swirling snow vapor rises around you and follows you from that point on, obscuring all vision beyond 5' with
20% concealment and a 50% miss chance beyond 5'.  A strong wind (21+ mph) disperses the snow in 4 rounds, a
very strong wind (31+ mph) disperses the snow in 1 round.  A fireball, flame strike or similar spell burns away
  the snow in the explosion.  A wall of fire burns the snow in the the area into which it deals damage.  
  Owl's Wisdom (Pathfinder) 1sa 20 Min. Touch 1 Creature Will   V, S, M    
  +4 Wisdom                     feathers or droppings from an owl
  Peaceful Serenity of Io (R. of Dragon) 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.  
  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.                    
  Protection from Chaos/Evil/Good/Law, Comm.(Ul. Combat) 1sa 20 Min. Touch Creature Touched Will neg V, S, M/DF No
(Ul Comb.) This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It
creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has 3
major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses
apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any
spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects
and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving
throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are
suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under .
the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the
target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does
prevent them from controlling the target. This second effect only functions against spells and effects created by
evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of
such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned
creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends
if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell
Resistance can allow a creature to overcome this protection and touch the warded creature.  The duration can be
divided among the creatures touched in one minute intervals.  The spell doesn't defend against sleep and
  confusion.                          
  Protection from Negative Energy (S. Comp.) 1sa 200 Min. Touch 1 Creature Will
  Protection 10 from hit point damage by negative energy.          
  Protection from Positive Energy (S. Comp.) 1sa 200 Min. Touch 1 Creature Will
  Protection 10 from hit point damage by positive energy.          
  Protective Penumbra (Evoc.) (Ul. Magic) 1sa 200 Min. Touch Creature Touched Will neg   V, S Yes  
This spell keeps the target slightly in shadow. A target with light blindness, light sensitivity, or vulnerability to
sunlight (such as vampires and wraiths) may ignore penalties from those qualities. The spell gives the target a +2
  bonus on saving throws against nonmagical hazards related to bright light, such as glare or sunburn.          
  Quick March (S. Comp.) 1 Swift 1 Rnd 300 ft 20' radius Will
  Increases land move by 30'              
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Rapid Burrowing (S. Species) 1sa 20 Min. Touch Creature Touched No
  Increases the creature's burrowing speed by 20'/round.          
  Regenerate Moderate Wounds (M. Wild) 1sa Permanent Touch 1 living creature No
Grants fast healing 2 for 30 rounds, but only for damage taken while under the spell.  Creatures that
  drop to -1 to -9 hp stabilize automatically.  It doesn't reattach or regeneration missing body parts.  
  Reinforce Armaments Comm. (Trans.) (Ul. Combat) 1sa 200 Min. Touch 1 Armor/Weapon Will neg   V, S, M/DF Yes  
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of
armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s
duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s
duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their
hardness is doubled for the duration of the spell.  The duration can be spread among several items in 10 minute
  intervals.                          
  Remove Addiction (Ex. Deeds) 1sa Instant Touch Creature touched Fort
Cures all addictions to drugs.        
  Remove Paralysis (Pathfinder)   1sa Instant   75 ft 30' radius Will V, S Yes
  Removes paralysis from up 1 creature; if cast on 2 creatures +4 save, if cast on 3 creatures +2 save.          
  Resist Energy (Pathfinder) 1sa 200 Min Touch Creature Touched No V, S, DF Yes
Caster selects 1 type of energy and gives the subject 10 points of resistance against it, 20 at 7th level and 30 at
11th level. Reduces energy of that energy's attack each round of attack.  Overlaps with protection from energy,
  not on top of.                        
  Restoration, Lesser 3 Rnds Instant Touch 1 Creature Will V, S Yes
    Dispels magical ability reduction or cures 1d4 points of ability damage, eliminates fatigue & improves exhaustion.        
  Returning Weapon (Conj.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Throw. Weapon Will neg V, S Yes
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
  can be used as the prerequisite for the returning weapon special ability.              
  Rigor Mortis (H. Horror) 1sa 1d6+2 Rnds Touch Creature Touched Fort neg
Wrap target in death making them both appear and feel dead for the spell's duration provided they have a Wis
score.  All vital functions are suspended; targets don't need to breathe, pump blood or otherwise indicate in any
    way that they still live.  Any physical harm done to the target grants them another saving roll.  
  Sap Strength 1sa Instant Touch 1 living creature Fort neg
The subject becomes exhausted, after 1 hour of complete rest they become only fatigued.  They need 8 hours to
    recover completely.                        
  Sacred Space (Evoc.) (Race) 1sa 40 Hrs 75 ft 20' Radius None V, S, M No
Aasimar This spell sanctifies an area with heavenly power. The DC to resist spells or spell-like abilities with the good vial of ambrosia
 spell descriptor or channeled energy that damages evil outsiders (as when using Alignment Channel) increases by +2.
In addition, evil outsiders take a –1 penalty on attack rolls, damage rolls, and saving throws, and they cannot be
called or summoned into a sacred space. If the sacred space contains an altar, shrine, or other permanent fixture
dedicated to your deity, pantheon, or good-aligned higher power, the modifiers given above are doubled. You
    cannot cast sacred space in an area with a permanent fixture dedicated to a deity other than yours.          
  Savage Maw (Trans.) (Race) 1sa 20 Min. Self Self V, S D
must be Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You gain a bite attack
Half-Orc that deals 1d4 points of damage plus your Strength modifier. If you confirm a critical hit with this attack, it also
deals 1 point of bleed damage. If you already have a bite attack, your bite deals 2 points of bleed damage on a
critical hit. You are considered proficient with this attack. If used as part of a full-attack action, the bite is
considered a secondary attack, is made at your full base attack bonus –5, and adds half your Strength modifier
to its damage. You can end this spell before its normal duration by making a bestial roar as a swift action. When
     you do, you can make an Intimidate check to demoralize all foes within a 30-foot radius that can hear the roar.        
  Sentry Skull (Necro.) (Race) 1 Hour Permanent Touch 1 Severed Head None V, S, M No
must be You restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, onyx gem worth at least 10 gp
Orc creating a grisly sentinel. The head must be affixed to a pole, spear, tree branch, or other stable object, and the
spell ends if the head or its object is moved. The head has darkvision 60 feet and low-light vision, can swivel in
place to look in any direction, and has a +5 bonus on Perception checks.  If you are within 30 feet of the head, as a
standard action you can shift your senses to it, seeing and hearing from its location and gaining the benefit of its
darkvision and low-light vision, and you may use its Perception skill instead of your own. While your senses are
in the severed head, your body is blind and deaf until you spend a free action to shift your senses back to your
own body.  When you create the head, you can imprint it with a single triggering condition, similar to magic
mouth. Once this triggering condition is set, it can never be changed. If you are within 30 feet of the head, you
immediately know if it is triggered (if you have multiple active sentry skulls, you also know which one was
triggered). This wakens you from normal sleep but does not otherwise disturb your concentration. For example,
you could have a sentry skull alert you if any humanoid comes into view, if a particular rival approaches, if your
guard animal is killed, and so on, as long as it occurs where the severed head can see it.  This spell does not give
the head any ability to speak, think, or take any kind of action other than to turn itself, though it is a suitable
  target for other spells such as magic mouth.                    
  Shard of Chaos (Evoc.) (Ul. Magic) 1sa Instant 75 ft Energy Dart Will part V, S, DF Yes
You hurl a multicolored shard of congealed chaos from your holy symbol, affecting any one target in range as a
ranged touch attack.  A lawful creature struck by the shard takes 1d8 points of damage per two caster levels
(maximum 5d8). A lawful outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is
slowed (as slow) for 1 round. A successful Will save reduces the damage to half and negates the slow effect. The
bolt has no effect on chaotic creatures. This spell deals only half damage to creatures that are neither lawful nor
  chaotic, and they are not slowed.                  
  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.          
  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).  Breaks brittle substances breaking nonmagical items, objects over
  20 lbs are not affected.                      
  Shield Other (Pathfinder) 1sa 20 hr 75 ft 1 Creature Will V, S F
  Subject gains +1 AC & takes half damage from hits, you take the other half, ability drain is not shared.     pair of platinum rings worth 50 gp worn by the caster and their target.
  Shroud of Undeath (S. Comp.) 1sa 200 Min. Personal Self No
  Shrouded in negative energy undead see you as undead, intelligent undead may question it though.          
  Silence (Pathfinder) 1sa 20 Min. 1200 ft 20' radius W or none V, S Special
  Can be cast on point in space or an object or person, only if cast on creature a Will save applies (as does SR).        
  Sonorous Hum (S. Species) 1sa 20 Min. Personal Self No
  Maintains concentration on a spell for you allowing you to do other things like cast another spell.  
  Soul Ward (C. Champ.) 1sa 20 Min. Touch 1 Creature Will
  Absorbs 5 points of ability damage to chosen mental ability; Int, Wis, Chr      
  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  
  Spawn Screen (S. Comp.) 1sa 20 Hr Touch 20 Creatures Fort
    Will not rise as spawn if killed by undead during the duration.                
  Spear of Purity (Evoc.) (Ul. Magic) 1sa Instant 75 ft Energy Spear Will part V, S, DF Yes
You hurl a pure white or golden spear of light from your holy symbol, affecting any one target within range as a
ranged touch attack.  An evil creature struck by the spear takes 1d8 points of damage per two caster levels d
10 d8 (maximum 5d8). An evil outsider instead takes 1d6 points of damage per caster level 20
d6 (maximum 10d6) and is blinded for 1 round. A successful Will save reduces the damage to half and negates the 
blinded effect. This spell deals only half damage to creatures that are neither evil nor good, and they are not
    blinded. The spear has no effect on good creatures.                  
  Spell Immunity, Lesser (S. Comp.) 1sa 200 Min. Touch 1 Creature No
  Protects from one 1st or 2nd level spell, only one spell can be selected.              
  Spider Legs (V. Dark.) 1sa 20 Min. Personal Self No
You grow 4 long spider legs and can move at 30' with a climb speed of 15'.  A creature with Str 20+ 20
  can pull you off a wall.                
  Spiritual Weapon 1sa 20 rnd 300 ft 1 weapon No   V, S, DF Yes D
Creates a force weapon that does 1d8 + 6 points of damage (max +5).  The weapon takes form
of the caster's weapon for their Alignment.  It attacks in the round that the spell is cast and continues to attack
once per round for the spell's duration.  It uses your base attack bonuses plus your Wis modifier (and multiple
attacks if you have them).  It is a force effect and can hit incorporeal creatures.  It strikes as a spell so DR doesn't
apply.  It always strikes from the caster's direction, and cannot give or get a flanking bonus.  Combat feats don't
affect the spell.  If the weapon goes beyond its range it returns and hovers near the caster.  It can be redirected
with a move action.  It can't be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere
of annihilation or a rod of cancellation can end the spell.  It's AC vs. Touch Attacks is 12.  If the target has SR
then the SR is first checked when the spiritual weapon attacks, not on each attack.  Weapons for alignment are
  chaos--battleaxe (x3), evil--light flail (x2), good--warhammer (x3), or law--longsword (19-20/x2).          
  Spores of the Vrock (V. Dark.) 1 round Instant 5 ft 5' radius Fort neg
The summoned spored do 1d8 points of damage to all creatures within 5', except the caster.  They then penetrate
the skin and grow doing an additional 1d2 points of damage each round for 10 rounds covering the subject in
  a tangle of viny growth.  Bless, neutralize poison or remove disease kills the spores as does holy water.
  Stabilize (S. Comp.) 10 Minutes Special Touch 1 Living Creature No
This spell remains dormant until the subject is reduced to 1/2 of its normal total hit points it immediately gains
50 temporary hit points (max 35 hit points at 14th level), DR 5/magic and +2 luck bonus on saving rolls
  this effect lasts for 20 rounds.            
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Status (Pathfinder) 1sa 20 hr Touch 1 Creature Will V, S Yes
Mentality monitor creature; unharmed, wounded, disabled, staggered, unconscious, dying, nauseated,
panicked, stunned, poisoned, diseased, confused or the like. It also gives the caster the general direction of the
  subject.  Once the spell has been cast it works at any range, but ceases if the subject leaves the plane or dies.        
  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.
  Stretch Weapon (PHB2) 1 Swift 1 attack 0 ft 1 Weapon Will
  Adds 5' reach to a weapon for a single attack.            
  Stabilize (S. Comp.) 1 Swift Instant 50 ft 50' radius Will
  Heals 1 hp to all living creatures in the A.O.E. and stabilizes anyone between -9 and -1 hit points.  
  Stone Bones (S. Comp.) 1sa 200 Min. Touch 1 undead Will
  Thickens bones creating +3 enhancement AC bonus.          
  Substitute Domain (C. Champ.) 10 Min. 20 days Personal Self Will
  Can swap a domain for another one that your deity offers.          
  Summon Elysian Thrush (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 Undead II (S. Comp.) 1 rnd 20 Rnd +3 (1d6+3) ft 1 creature No
Owlbear Skeleton HD 5d12, 32 hp, Initiative +6, Move 30', AC 13, Touch 11, Flat 11, 2 claws
  +6 (1d6+5) and bite +1 (1d8+2), DR 5/Bludgeoning, Immune to Cold, Low-Light Vision  
  Thin Air (Frost) 1sa 20 Min. 300 ft 30' radius Fort neg
Thins the oxygen in the A.O.E. giving those that fail their Fort save 1 point of damage to all ability scores due to
altitude sickness (DMG 90).  Characters acclimated to high altitude get a +4 bonus on their saving rolls.  Creatures
  that do not breathe are immune to the effects of this spell.          
  Turn Anathema (C. Champ.) 1sa 200 Min. Personal Self No
  Chose 1 non-neutral alignment and are able to turn or rebuke as if undead.      
  Undetectable Alignment (Pathfinder) 1sa 24 Hrs. 75 ft 1 creature Will   V, S Yes  
  Conceals your alignment from all forms of divination.                  
  Veil of Shadow (S. Comp.) 1sa 20 Min. Personal Self No
  Gain 20% Concealment despite darkvision or see invisibility, but not true seeing.    
  Wave of Grief (C. Divine & S. Comp.) 1sa 20 Rnd 30 ft Cone Will
  All in the cone take a -3 penalty to attack, save, ability checks and skills checks.    
  Weapon of Awe (Trans.) (Adv. Player's) 1sa 20 Min. Touch 1 Weapon Will neg   V, S, DF Yes  
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on
damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with
no Saving Throw.  This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these
  effects to its ammunition.  You can't cast this spell on a natural weapon, but you can cast it on an unarmed strike.      
  Web Shelter (Conj.) (Ul. Magic) 1sa 20 Hrs 75 ft Special None V, S, DF No
You create a shelter of slightly sticky webbing. The shelter has a hinged door large enough to accommodate a
Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total cover to anyone within it.
You can create a shelter that is 5'-10' diameter sphere, or a 5'-20' hemisphere.  Only Fine creatures with negligible
Strength can be caught in the webbing (including swarms); all other creatures can pull themselves free without
making a Strength check or taking an action. The webbing is sticky enough to hold twigs, leaves, dirt, and other
light items, allowing you to conceal the shelter. The shelter is watertight and insulated when the door is closed.
Its surface has a hardness of 0 and 2 hit points for every 5-foot square of web surface area. It takes normal damage
  from fire and burns as easily as wood. When the spell ends, the webbing decays rapidly and disappears.        
  Whispering Lore (Div.) (Race) 1 round 200 Min. Self Self No V, S, M/DF D
must be Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it an owl's beak
Elf whispers information in a language you understand, though the whispering is so rambling it is hard to distinguish
useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to
the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water
environment, you gain the bonus on Knowledge (nature) checks. If you are within an underground environment,
you gain the bonus on Knowledge (dungeoneering) checks. If you are within an urban environment, you gain the
bonus on Knowledge (local) checks. If you are on a plane other than the Material Plane, you gain the bonus on
Knowledge (planes) checks. If you enter a new terrain, you lose the previous terrain's skill bonus and gain the
  new bonus.                          
  Wings of the Sea (S. Species) 1sa 20 Min. Touch Person Touched No
  Increases the creature's swim speed by 30'/round.            
  Wither Limb (V. Dark.) 1sa 20 Rnds 75 ft 1 creature w/limbs Fort neg
The caster chooses which limbs to wither.  If it is the legs the subject falls prone unable to move more than 5'/rnd
If it is the arms then it is impossible to cast spells with somatic components and they must drop anything that
  they are holding.  At the end of the spell the limbs return to normal.        
  Zone of Truth (Pathfinder) 1sa 20 Min. 75 ft 20' radius Will V, S, DF Yes  
Creatures in the area cannot tell any deliberate and intentional lies, only 1 save when first encountered.  Creatures
  inside the zone know that they are under a zone of truth.          
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Affliction (Ex. Deeds) 1sa Instant Touch 1 Evil Creature Fort neg
The subject contracts an affliction immediately (no incubation period).  Evil creatures take damage equal to their
Cha bonus.  Evil elementals and undead take 1 extra hp of damage an evil cleric takes 2 extra points of damage.
Affliction   DC Damage
Depraved Decadence 18 1d4 Str
Eternal Torpor 14 1d6 Dex
Raging Desire 15 1d3 Con
Consuming Passion 17 1d4 Int
Haunting Conscience 16 1d4 Wis
    Pride in Vain   20 1d8 Cha            
  Agonize (Evoc.) (Ul. Magic) 1sa 1 Rnd 75 ft 1 Outsider/Element. Fort neg.   V, S Yes  
You afflict a creature you have conjured via planar ally (or a similar spell) with bolts of vicious energy. These
foul energies inflict terrible pain upon the conjured creature, torturing it to make it more pliant to your will. The
targeted creature must make a Fortitude save or take a -1 penalty for every 2 levels you possess (maximum -10)
on all saves and checks made against you for the next hour. In addition, creatures that demand payment for their
services reduce the payment by 20% for every 4 levels you possess (maximum 60% reduction). However, beings
tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to
malicious ends or try to seek retribution after their release. This spell has no effect on creatures that are immune
    to nonlethal damage.                  
  Agonizing Rebuke (Illus.) (Race) 1sa 20 Rnds 75 ft 1 Living Creature Will neg V, S Yes  
Hobgoblin With a word and a gesture, you instill such apprehension about attacking you in your target that doing so
spell causes it mental distress and pain. Each time the target makes an attack against you, targets you with a harmful
  spell, or otherwise takes an action that would harm you, it takes 2d6 points of nonlethal damage.           
  Aid, Mass (S. Comp.) 1sa 20 Min. 75 ft 30' Diameter No
  Grants 1d8+ 20 temporary hp (max +10), +1 morale bonus on attack rolls and saves vs. fear.  
  Air Breathing (S. Comp.) 1sa 40 Hrs Touch All Touched Will
  Gives the ability to breathe air for all touched creatures; divide the duration among them.  
  Align Weapon, Mass (S. Comp.) 1sa 20 Min. 75 ft 30' Will
  Gives an alignment to all weapons in the 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.  
  Anarchic Storm (Planar & S. Comp.) 1sa 20 Rnd 20' radius 20' high No
The rain causes -4 to Listen, Spot and Search checks and -4 to ranged attacks made out of it.  Lawful creatures
  take 2d6 damage per round, each round a bolt of lightning strikes a random lawful outsider for 5d6 electricity.        
  Animate Dead (Necro) (Pathfinder) 1sa Instant Touch 1+ Corpses No V, S, M no
Creates zombies or skeletons, but no more than twice your HD.  The undead follow your commands. onyx gem 25 gp/HD
You can never control more than 4 HD/caster level.  If you try to control more unead than is allowable
  the new undead will replace the oldest undead.                    
  Antidragon Aura (S. Comp.) 1sa 20 Min. 75 ft 30' Will
    Affects 1 creature per 2 levels giving luck AC +2+ 7 (Max +5).      
  Archon's Aura (Evoc.) (Ul. Magic) 1sa 20 Min. 20 ft 20' Radius Will neg   V, S Yes  
You gain a powerful aura, similar to an archon’s aura of menace. Any hostile creature within a 20-foot radius of
you must make a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack
rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an
attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of
    Archon's Aura.                        
  Attune Form (Planar & S. Comp.) 1sa 24 Hrs Touch 7 Creatures No
  Attune to the current plane negating its harmful effects          
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Aura of Cold, Lesser (Frost) 1sa 20 Rnds 5 ft 5' radius No
  You are covered in a thin coat of frost that deals 1d6 points of cold damage to all within 5' of you.  
  Awaken Sin (S. Comp.) 1sa Instant Touch 1 evil creature Will
Creatures with 3+ intelligence take 20 d6 nonlethal damage (max 10d6) & stunned 1 round
  If knocked out take 1d6 Wis damage.              
  Axiomatic Storm (Planar & S. Comp.) 1sa 20 Rnd 20' radius 20' high No
-4 penalty to Listen, Spot and Search checks.  -4 to ranged attacks from inside and chaotic creatures take
  2d6/round damage.  Each round a gout of acid doing 5d6 strikes a random chaotic outsider in the A.O.E.        
  Badger's Ferocity (Trans.) (Ul. Magic) 1sa Concentration 75 ft Special Will neg V, S Yes
This functions like keen edge, except it affects multiple weapons and requires your concentration. You select the
weapons to be affected, and can only affect one weapon per creature. If a creature’s weapon exceeds the spell’s
  range, the spell ends for that weapon.                    
  Battle Trance (Ench.) (Race) 1sa 20 Min. Self Self Will neg V, S Yes
must be You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a
Half-Orc number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving
throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature
that has attacked you.  When you use this spell, you immediately take 4 points of Intelligence damage. You must
make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a –5
  penalty.                          
  Bestow Curse (Necro.) (Pathfinder) 1sa Permanent Touch 1 Creature Will V, S yes
Subject curses either -6 to an ability score (min 1), -4 to attack, saves, ability and skill checks or each turn
the subject has a 50% chance to act normally, otherwise it takes no action.  Can invent your own curse.  The
curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or
  wish spell.                          
  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.          
  Babau Slime (S. Comp.) 1sa 20 Min Touch Creature Touched No
Coats the subject in a slimy red layer of jelly; creatures that touch the subject with a touch attack, an unarmed
  attack, a natural weapon or a grapple take 1d8 points of acid damage.      
  Binding Snow (Frost) 1sa 20 Hrs 300 ft Special Reflex neg
This spell effects 200 sqft freezing an existing snow field, those in the A.O.E. can only move at
1/2 their normal speed unless they make a DC 20 Str check or a DC 25 Escape Artist check.  Those that save can
  move at their normal rate.              
  Blade of Pain and Fear (S. Comp.) 1sa 20 Rnds 0 ft Special Will part
Creates a sword like column of gnashing teeth that do 1d6 + 10 (max 10) damage, Str modifier does not
  apply.  Subject must make a W save or be frightened for 1d4 rounds.      
  Blessed Aim (C. Divine & S. Comp.) 1sa 20 Min. 50 ft 50' radius Will
  50' radius centered on caster that provides allies +2 morale bonus on ranged attack rolls.  
  Blessed Sight (Ex. Deeds) 1sa 20 rnds Personal Self Fort
Gain the beauty of a nymph.  All humanoids in 60', who look directly at you, must succeed on a Fort save or be
permanently blinded.  You can suppress the spell's effect as a free action.  You must abstain from sex for 1 week
  to cast this spell.                
  Blessing of the Mole (Trans.) (Ul. Magic) 1 Round 20 Min. 75 ft 1 Creature/Level None   V, S Yes  
  The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks.            
  Binding Snow (Frost) 1sa 20 Hrs. 300 ft Special Reflex neg
This spell must be cast in a snow field, it instantly freezes 200 sqft causing creatures in the A.O.E. to move
at 1/2 speed.  A creature can make a DC 20 Str Check or a DC 25 Escape Artist Check to move at their normal
  speed.  A creature that makes its Reflex save can move at normal speed.              
  Blindness/Deafness (necro.) 1sa 20 Min. 300 ft 1 Creature Will V yes D
  Blinds or Deafens the creature                      
  Blindsight (S. Comp.) 1sa 20 Min. Touch 1 Creature Will
  Grants subject the blindsight ability out to 30'.            
  Blood Biography ( Div.) (Adv. Player's) 1 minute Instant Touch 1 Creature Will neg V, S, M/DF No
You learn the answers to a specific set of questions about a creature so long as you have access to at least 1 scrap of parchment
drop of its blood.  You can cast this spell on the blood of the living or the dead, but living or undead creatures are
allowed a Will save to resist the spell.  You can cast the spell on dried or fresh blood.  The following 4 questions
are answered, appearing on any flat surface you designate.
- Who are you (usually the name of the creature)?
- What are you (gender, race profession/role)?
- How was your blood shed (brief outline of the events that caused the wound to the best of the
victim's knowledge)?
- When was your blood shed?
  These answers always appear in a language you can read even if the creature couldn't speak that language.        
  Blood Scent (Trans.) (Race) 1sa 0 Min. 300 ft 30' Diameter Will neg V, S Yes
must be You greatly magnify the target's ability to smell the presence of blood. The target is considered to have the scent
Orc universal monster ability, but only for purposes of detecting and pinpointing injured creatures (below full hit
points). Creatures below half their full hit points or suffering bleed damage are considered strong scents for this
  ability.  This spell effects 0 creatures no two of which can be more than 30' apart.          
  Bolster Aura (C. Champ.) 1sa 200 Min. Touch 1 Creature Will
  Increases subject's aura making it appear stronger by 1 HD.          
  Briar Web (C. Divine & S. Comp.) 1sa 20 Min. 300 ft 40' radius No
  The A.O.E. becomes difficult terrain (1/2 move) and anything moving through the area takes 1 hp/5'.  
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Bridge of Sound (Conj) (S. Species) 1sa Concentrate +1 r 75 ft 1 Bridge of Sound No
Creates a ribbon-like weightless unbreakable, invisible bridge of sound 5' wide x1" thick by 200
feet long.  Both ends must be anchored to something solid, but it can be set at any angle  It can support a max of
4000 lbs. creatures that exceed the weight limit sink through the bridge of sound as if it wasn't there.  A
  silence spell negates the bridge temporarily.            
  Chain of Eyes (C. Dinve & S. Comp.) 1sa 20 Hrs Touch 1 Living Creature Will neg
Use another creature's vision, each time the subject contacts another you may shift your vision to that one.
  Each transfer allows a new saving roll and spell resistance check.                
  Chain of Perdition (Evoc.) (Ul. Combat) 1sa 20 Rnds 75 ft 10' Chain None V, S, M/DF Yes
A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within chain link
range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of
perdition, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it normally. The
chain’s AC against touch attacks is 10 + your Charisma modifier (sorcerer), Intelligence modifier (wizard), or
Wisdom modifier (cleric).  The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip
combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma
modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or
Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers
no penalty or miss chance due to darkness, invisibility, or other forms of concealment.  As a move action, you
can move the chain up to 30 feet. If the chain goes beyond the spell’s range or out of your sight, it returns to you.
If a creature that the chain attacks has spell resistance, you must make a caster level check (1d20 + caster level)
against that spell resistance the first time the chain performs a successful maneuver against that creature. If the
chain is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature
  for the duration of the spell.                      
  Channeled Divine Shield (PHB2) Special 20 Rnd Personal Self No
If cast as a Swift action you gain DR 2/evil.  If cast as a standard action DR 5/evil, if cast as a 1 round action
  DR 8/evil, if cast as a 2 round action gain DR 10/evil.          
  Checkmate's Light (S. Comp.) 1sa 20 Rnd Touch 1 melee weapon No
Imbue weapon with + 7 bonus (Max +5) it also glows red as per torch 20' radius and provides +1
  morale save vs. fear.                
  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.  
  Circle of Nausea (V. Dark.) 1sa 20 Min Personal 20' radius Fort neg
Everyone in the spell's A.O.E. must make a Fort save or take a -2 penalty on all attack rolls, saving rolls, and skill
checks.  Creating the circle takes 1 hour, but it can be reused.  If anyone attempts to cross the circle they must
succeed a Fort saving roll or be nauseated until the spell ends.  Nauseated characters can't cross the circle.  If
    someone breaches the circle without becoming nauseated the spell ends.      
  Cloak of Bravery (C. Warrior & S. Comp.) 1sa 200 Min. 60' 60' radius Will
  Allies gain + 20 morale bonus vs. fear. (max +10).          
  Clutch of Orcus (V. Dark.) 1sa Concentration 300 ft 1 humanoid Will neg
The subject's heart is grabbed with magical force paralyzing the subject and taking 1d3 points of damage per
round.  Each round the caster has to concentrate to keep the spell active and the subject gains a saving roll to
end the spell, if the victim dies as a result of this spell their chest ruptures and the smoking heart appears in the
  caster's hand.                
  Clutch of Orcus (S. Comp.) 1sa 20 Rnd 300 ft 1 humanoid Fort neg
  Crush foe's heart, foe is paralyzed taking 1d12 damage/round.  Concentration is required to keep the spell up.
  Conduit of Life (C. Champ.) 1sa 200 Min. Personal Self No
  When use positive energy to turn or heal you also heal 2d10+ 20 points (max +10).  
  Conjure Ice Beast III (Frost) 1 Round 20 Rnds 75 ft 1 Ice Creature No
Calls a magical creature constructed of ice that acts on your turn as soon as it has been called.  Consult the PHB
Nature's Ally P 287-288 and the creature may not have the fire subtype, the caster chooses the type of monster
    conjured each time the spell is cast apply the ice beast template from Frostburn p138.          
  Contagion (Pathfinder) 1sa Instant Touch 1 Creature Fort V, S Yes
  Subject contracts a disease (as per PHB 213)                    
  Continual Flame (Pathfinder) 1sa Permanent Touch 1 Object No V, S, M No
  Creates a permanent flame that lights as per torch (20') it creates no heat and counters darkness of equal or less.   Ruby dust worth 50 gp  
  Control Snow and Ice 1sa 200 Min. 1200 ft Special No
Raises or lowers the level of snow in a volume of 200 ft by 200 by 40 ft.
Lower Snow and Ice drops the snow to a minimum of 1", in large and deep ice or snow field it can create a
crevasse.  Creatures caught in the crevasse can climb out with a DC 18 Climb check.  When cast upon ice-based
creatures it acts as a slow spell.  Raise Snow and Ice causes creatures in the A.O.E. to be raised with the snow
  and ice.                          
  Create Food and Water (Pathfinder) 10 Min. 24 Hr 75 ft Special No V, S
  Can feed 3x 20 humans or 20 horses, food so created decays in 24 hours.          
  Crown of the Grave (PHB2) 1sa 20 Hr Touch 1 Creature Will
Once per minute subject can command undead as per the spell.  In addition can increase DC of turning by 4.
  The crown occupies the head space for magical items.          
  Consumptive Field (L. M.) 1sa 20 rnds Personal 30' radius Will
This spell kills all within range that fail to save and are at 0 hp or lower, fueling you with 1d8 temporary hp per
death.  Your level increases per death to a maximum of 10 level.  You also gain +2 Str.  Creatures within
  range that fall to -1 or less hit points during the duration of the spell are also effected.  
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Conviction, Mass (S. Comp.) 1sa 200 Min. 300 ft 20' radius Will
  Grants allies 3 (max +5) morale bonus to saving rolls.        
  Corona of Cold (S. Comp.) 1sa 20 Rnd 10 ft 10' radius Fort
Resistance Fire 10 also deal 1d12 cold damage each round, a save prevents any damage for that round.
    Creatures damaged by the spell shiver with a -2 penalty to Str and Dex and move at 1/2 speed.  
  Crown of Might (PHB2) 1sa 20 Hr Touch 1 Creature Will
Grants +2 Str, as an immediate action can discharge the magic for +8 Str for 1 round, then the spell ends.
  The crown occupies the head space for magical items.          
  Crown of Protection (PHB2) 1sa 20 Hr Touch 1 Creature Will
+1 deflection AC bonus & +1 on saves.  Can discharge the magic for a +4 bonus ending the spell.
  The crown occupies the head space for magical items.          
  Crown of Smiting (PHB2) 1sa 20 Hrs Touch Creature Touched No
Creates a magic crown of divine energy that occupies the head, once per minute it grants a +2 divine damage
bonus against a creature of a previously chosen single alignment; chaotic, evil, good or lawful.  The wearer must
decide to use the damage prior to the attack and if they miss the damage bonus is lost for that minute.  As an
immediate action the wearer can discharge the spell to gain a +8 damage bonus on a single attack.  If the crown is
  removed the spell ends.                        
  Cure Serious Wounds (Pathfinder) 1sa Permanent Touch 1 Creature Will 1/2 V, S Yes
  Cures 3d8 + 20 (max +15) points of damage or inflicts that damage on undead.          
  Curse of Arrow Attraction (PHB2) 1sa 20 Rnd 300 ft 1 Creature Will
  The subject is cursed to suffer a -5 AC to missile weapons (including ranged touch and projectile weapons).
  Darkfire (S. Comp.) 1sa 20 Rnd 0 ft Flame in hand No
Can be thrown or touched to foes on the following round inflicting 10 d6 (Max 5d6) of fire damage.
  Flames can be thrown 120' with no penalty.                    
  Daybreak Arrow (Evoc.) (Ul. Combat) 1sa 200 Min. Touch up to 50 ammo Fort neg V, S Yes
You cause ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light
take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight
take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage
you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance.
  Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.          
  Daylight (Pathfinder) 1sa 200 Min. Touch 1 Object No V, S No D
  Object sheds light in 60' radius it counters or dispels any darkness spell of equal or lower level.          
  Deadly Juggernaut (Necro.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of
the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks,
and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit
points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice
  equal to or greater than your Hit Dice –4.                    
  Deeper Darkness (Pathfinder) 1sa 20 Days Touch 1 Object No V, M/DF No D
  Darkness in 60' range counters and dispels any light spell of equal or lower level.       bat fur and a piece of coal
  Defile Snow and Ice (Frost) 1sa 20 Min. 300 ft Special No
Covers an area of 200 ft granting a +4 turn resistance to all undead, and cold creatures gain SR 15
  against fire effects.                
  Deific Bastion (C. Champ.) 1sa 20 Rnd Touch Shield or Armor Fort
+1 AC for shield or heavy armor (9th-11th +2, 12th-14th +3, 15th-16th +4, 18th + +5).  Plus a special granted ability
  see the table in the Complete Champion p119.                    
  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.                      
  Demon Dirge (S. Comp.) 1sa 1d6 Rnds 75 ft 1 Creature No or F
  Deals 2d6/rnd to CE creatures, if they are tanar'ri F save or stunned for the spell's duration.  
  Devil Blight (Planar & S. Comp.) 1sa 1d6 Rnds 75 ft 1 Creature No or F
  Deals 2d6/rnd to LE creatures, if they are baatezu F save or stunned for the spell's duration.  
  Devil's Eye (V. Dark.) 1sa 20 Min Personal Self No
  The caster can see in darkness and magical darkness with a range of 30'.              
  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.        
  Dispel Magic (Abjur.) (Pathfinder) 1sa Instant 300 ft 20' Radius Special V, S No
Targeted Dispel on 1 object check 1d20 +your level +10 vs. 11 + spell caster's level, this same result is applied to
any other magical effects that are on effective on the target.  You can also name a magical effect and target the
spell to end that effect.  If you caster level equals or beats the spell's caster level the magical effect is ended,
without ending any other magical effects that could be operating in the area.  You automatically succeed at
dispelling your own spells.  Artifacts and Deities are unaffected.  A targeted dispel magic cast upon a
summoned creature causes it to return to it's home plane.
Area Dispel 20' radius check 1d20 + your level+10 vs. 11 + highest spell level in the A.O.E., magic items are safe.
Permanent magic items will have their powers suppressed  1d4 rounds.
  Counterspell to block a spell as it is cast 1d20+your level +10 vs. 11+spell caster's level.          
  Divine Retaliation (PHB2) 1 Swift 1 Rnd 0 ft Force Weapon No
The force strikes your foe when they hit you with a BAB of your level + your Wis or Str bonus.
  It gains 1.5x your Str bonus on damage and strikes for each successful attack on the caster.  
  Downdraft (S. Comp.) 1sa Instant 1200 ft 20' rad, 100' tall Reflex part
Airborne creatures caught in the downdraft must make a R save or fall 100' down that that save fall only 50'.
  Those on the ground must make a R save or be knocked prone by the spell.              
  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.                      
  Energize Potion 1sa Instant 75 ft 10' Radius burst Reflex 1/2
  Transforms a magic potion into a volatile substance that can be thrown dealing damage of 1d6 per level (max +d3).
  Energized Shield (S. Comp.) 1sa 20 Rnd Touch 1 Shield No
  Resistance one type of energy 10 also deal 1d6 energy damage with a shield bash.    
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Energy Aegis (PHB2) Immediate 1 Rnd 75 ft 1 Creature Will
  Gain Resistance 20 vs. one attack from one named type of energy (acid, cold, electricity, fire or sonic).  
  Energy Vortex (S. Comp.) 1sa Instant 20 ft 20' radius Reflex 1/2
Choose 1 energy type for a blast dealing 1d8 + 20 (Max +20) damage.  If you take the damage you
  deal twice the normal damage and you don't get a R save, but SR still applies.      
  Energy Vulnerability (PHB2) 1sa 20 Rnd 300 ft 10' radius Will
  Affect 2x your level in HD of creatures with vulnerability to one named type of energy (+50% damage).          
  Enter Image (Trans.) (Adv. Player's) 1sa Concentration 0 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.              
  Eye's of the Zombie (V. Dark.) 30 minutes 20 Hr Personal Caster & 1 zombie No
The caster can see through the eyes of a zombie, and control it.  The caster temporarily takes 1d6 points of
damage when they replace their eyes with that of the zombie.  When the spell ends the caster's eyes automatically
    return to them, returning the lost hp.              
  Favorable Sacrifice (S. Comp.) 1sa 20 Hr Touch 1 Creature Will
Expending a gem you gain resistance against attacks
250 gp gem = 5/magic; Resistance to acid, cold, electricity, fire and sonic 10 and SR = your level.
1,000 gp gem = 10/magic; Resistance to acid, cold, electricity, fire and sonic 15 and SR = your level +5.
  10,000 gem = 20/magic; Resistance to acid, cold, electricity, fire and sonic 20 and SR = your level +10.  
  Fell the Greatest Foe (S. Comp.) 1sa 20 Rnd Touch 1 Creature Fort
  Gain ability to deal an extra 1d6 per size category beyond small (1d6 medium, 2d6 large, 3d6 gargantuan etc.)
  Filter (Tome and Blood) 1sa 200 Min Touch Creature Touched Will neg
Creates an invisible bubble around the subject that filters out gases and poisons from spells less than 4th level or
  from creatures of 8 HD or less, against more powerful effects it grants a +2 save bonus.  
  Flame of Faith (C. Divine & S. Comp.) 1sa 20 Rnd Touch 1 weapon No
  Nonmagical weapon turns into a flaming weapon dealing 1d6 extra fire damage.      
  Flesh Ripper (V. Dark.) 1sa Instant 75 ft 1 living creature No
The caster makes a ranged touch attack creating a claw that deals 20 d8 points of damage (max 10d8).
  On a critical hit in addition to dealing 2x damage the wound bleeds for 1 point/round until magically healed.
  Footsteps of the Divine (C. Champ.) 1sa 20 Rnd Personal Self No
You gain a new move type as per chart p120. At any point you can put on a burst of extra energy, +10 move
  but this ends the spell that round.              
  Ghost Touch Weapon (S. Comp.) 1sa 20 Min. 75 ft Special Will
  1 Weapon or 50 Projectile weapons gain the ghost touch ability; able to hit incorporeal creatures.  
  Girallon's Blessing (S. Comp.) 1sa 200 Min. Touch 1 Creature Fort
Gain extra set of arms with clawed hands, you now have 4 attacks with your BAB + Str modifier dealing 1d4+Str
damage.  If you strike with more than 2 claws you can rend for 2d4 damage+1.5x Str bonus.  Can't use normal
  weapons and claw attacks in the same round, nor do you gain additional attacks from a high BAB.          
  Glyph of Warding 10 Min. Permanent Touch 5 sqft/level No V, S, M
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can 200 gp of powdered diamond dust
guard a bridge or passage, ward a portal, trap a chest or box, and so on.  You set all of the conditions of the ward.
Typically, any creature entering the warded area or opening the warded object without speaking a password
(which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password
trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type,
subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion.
They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not
triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a
cabinet has three different drawers, each can be separately warded.  When casting the spell, you weave a tracery
of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the
limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be
dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-
magical disguises and the like can't. Read magic allows you to identify a glyph of warding with a DC 13 Knowledge
(arcana) check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph
(version, type of damage caused, what spell is stored).  Depending on the version selected, a glyph either blasts
the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to
all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of
casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this
effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of
the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the
intruder. If the spell has an area or an amorphous effect, the area or effect is centered on the intruder. If the spell
summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance
operate as normal, except that the DC is based on the level of the spell stored in the glyph.
  Detect/Disable DC 28.  Blast Glyph deals 10 d8 damage (max 5).            
  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.          
  Guiding Star (Adv. Player's) 1 Minute 20 Days Self Self No   V, S, M No D
You form a bond with your surroundings when you cast this spell.  For the remaining duration of the spell you can spool of thread or string
always, as a standard action, determine your approximate distance from that area  as well as the direction you must
travel in order to reach it.  You can't determine the location of the area if you are in a different plane.  The area
counts as "very familiar" for the purposes of teleport or similar spells.  You can only attune yourself to 1 location
  at a time.  If you cast the spell at another spot you lose the ability to locate your original area.          
  Hamatula Barbs (Planar & S. Comp.) 1sa 200 Min. Touch 1 Creature Fort
  Subject grows barbs that deal 1d8 slashing & piercing damage to any attacker in 5'.  
  Heart's Ease (Ex. Deeds) 1sa Permanent 75 ft 1 creature/level No
Cures fear, despair or similar effects excluding charm person, dominate person and similar spells.  It also removes
the effects of torture (not the hp loss), confusion and insanity and restores 2d4 points of Wis damage, leaving the
  subject feeling refreshed and at peace.                    
  Helping Hand (Pathfinder) 1sa 20 hr 5 miles 1 ghost hand No V, S DF No
Ghostly hand goes to the nearest creature and beckons for help in your direction.  See text for time to locate.
Distance Time to Locate Distance Time to Locate
100' or less 1 round 3 miles 2 hours
1,000' 1 minute 4 miles 3 hours
1 mile 10 minutes 5 miles 4 hours
  2 miles 1 hour                  
  Hesitate (PHB2) Immediate 20 Rnds 75 ft 1 Creature Will
  On a failed save foe can take no action against you, it is allowed a swift action save once each round.          
  Holy Smite (Pathfinder) 1sa Instant 130 ft 20' radius burst Will part V, S Yes
Only evil and neutral creatures are harmed by this spell.  The spell deals 10 d8 (max 5d8) to evil creatures
or 10 d6 max 10d6) for evil outsiders and the spell causes the subjects to be blinded for
1 round.  A successful Will save negates the blindness and reduces the damage by 1/2.  The spell only deals 1/2
  damage to neutral creatures, they aren't blinded and they can make a Will save for 1/4 of the total damage.        
  Holy Storm (Planar & S. Comp.) 1sa 20 Rnd 20 ft 20' radius No
20' high cylinder of rain resulting in -4 Listen, Spot and Search and -4 on ranged attacks made out of the storm.
  The rain does 2d6 damage per round to evil creatures (2x for evil outsiders).      
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Ice Axe (S. Comp.) 1sa 20 Rnds 0 ft 1 Battle Axe No
A battle axe shaped formation of ice deals 2d12 + 10 points of cold damage (max +10) with a successful
  attack.  It cannot be sundered or disarmed and you are considered proficient with the weapon.  
  Ice Shape (Frost) 1sa Instant Touch Special No
Forms existing ice of 200 cubic feet into any shape that suits, fine detail is not possible and any
  shape that includes moving parts has a 30% not to work          
  Infallible Servant (Ex. of E.) 1 Minute 20 Hrs Touch Creature Touched Will neg
If the subject is captured by non-evil creatures or is slain his body dissolves into foul sludge, utterly destroying
the body so that it is impossible to use any spell to bring them back.  When the body dissolves all within 30'
must make a Fort save or be nauseated for 1d4 rounds.        
  Inflict Serious Wounds (Pathfinder)   1sa Instant   Touch   1 creature Will 1/2 V, S Yes
  Inflicts 3d8+ 20 points of damage (max +15).                  
  Inspired Aim (Ex. Deeds) 1sa Concentration 40' 40' radius No
  Gives the subjects +2 insight bonus on all ranged attacks.          
  Interplanar Message (S. Comp.) 1sa 480 Hrs Special 1 creature Will
Send a 25 word or less message to another creature even on a different plane at anytime after casting the spell
  inside its duration.  The message pops into the target's mind.          
  Invest Moderate Protection (PHB2) 1sa 1 Min. Touch 1 Creature Will 1/2
Cures 3d4+ 10 hit points  and grants DR 3/evil, Undead creatures take from any weapon or physical
  attack capable of overcoming good damage reduction.                  
  Invisibility Purge (Pathfinder) 1sa 20 Min. Personal Self No V, S D
  Surround yourself with a  100 foot radius sphere that negates all forms of invisibility.          
  Ki Leech (Necro.) (Ul. Magic) 1sa 20 Min. Self Self No V, S No
You place your spirit in a receptive state so when you confirm a critical hit against a living enemy or reduce a
living enemy to 0 or fewer hit points, you can steal some of that creature’s ki. This replenishes 1 point of ki as
long as you have at least 1 ki point in your ki pool. This does not allow you to exceed your ki pool’s maximum.
This ability does not stack with similar abilities (such as the steal ki ability of the hungry ghost monk). This spell
  has no effect if you do not have a ki pool.                    
  Knight's Move (S. Comp.) 1 Swift Instant 50 ft Self No
  You can teleport to flank an enemy.              
  Know Opponent (S. Comp.) 1sa Instant 75 ft 1 Creature Will
  Learn strengths & weakness of foe 1/2 levels max 4.          
  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.
  Light of Mercuria (Planar & S. Comp.) 1sa 200 Min. 300 ft You No
  You glow 30' in next round can fire ray for 2d6 damage, can fire 2nd ray for 4d6 which ends the spell.  
  Light of Venya (Planar & S. Comp.) 1sa 200 Min. 300 ft You & 2 rays No
You glow 30' in next round can fire ray for 3d6 damage, can fire 2nd ray for 6d6 which ends the spell.
  Alternatively you can chose for a ray to heal 1d6+ 20 (max +10) to a living non-evil creature.  
  Light of Wisdom (C. Champ.) 1 Swift 20 Rnds Touch 1 Holy Symbol No
Increase turning power by 20 level only for purposes of determining the most powerful
    undead you can turn.  It doesn't increase your turning damage.                
  Locate Object (Pathfinder) 1sa 20 Min. 1200 ft 1200 No V, S, F/DF No
  Sense the direction of a well known object, you must know the object before casting the spell.     forked twig    
  Locate Touchstone (Planar) 1sa Instant Special 1 touchstone No
  Sense the direction of the nearest planar touchstone and gain a vague sense of its power.          
  Magic Circle against Chaos/Evil/Good/Law (Pathfinder) 1sa 200 Min. Touch 10' radius Will V, S, M/DF
Gain Protection from Evil (+2 AC & +2 save bonus) keeping foes at bay (if you can overcome their SR).  Can 3' diameter circle of powdered silver
  also be used to confine a creature.                      
  Mantle of Chaos/Evil/Gd/Law  (Pl. & S. C.) 1sa 200 Min. Personal Self No V, S, DF
  Grants you SR 12+ 20 against spells of the opposing alignment.              
  Magic Vestment 1sa 20 Hrs Touch Armor or Shield No
  AC bonus + 5 (max +5) can be used on regular clothing.        
  Mark of Doom (PHB2) 1sa 20 Rnds 300 ft 1 Creature No
Marks foe who takes 1d6 damage anytime they cast a spell that causes damage, disables someone, or makes a
  melee or ranged attack.  The subject must have at least one alignment component that opposes yours.  
  Masochism (V. Dark.) 1sa 20 Rnds Personal Self No
For each 10 points of damage you gain a +1 luck bonus on your attack rolls, saving rolls, or skill checks made in
  the next round.  The more damage the higher the bonus.          
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Meld into Ice (Frost) 1sa 200 Min. Personal Self No
Meld into ice melding your body and possessions into a single block of ice, the ice must be large enough to
accommodate your body in all 3 dimensions.  When the spell is finished you can take 100 pounds of nonliving
gear.  If either condition is violated the spell doesn't work.  While in ice you remain in contact with the face of the
ice into which you melded, you remain aware of the passage of time and can cast spells on yourself.  You can't
see what is going on outside of the ice, but you can still hear.  Minor physical damage to the ice doesn't hurt you,
but its partial destruction expels you, when you no longer fit inside, dealing 5d6 points of damage.  The ice's
complete destruction or melting slays you instantly unless you make a Fort save DC 18.  Any time during the
spell's duration you can exit the ice, if you do not do so before the spell expires you take 5d6 damage and are
expelled anyway.  These spells harm you if cast upon the ice:  ice to flesh expels you for 5d6 points of damage,
ice shape deals you 3d6 points of damage but doesn't expel you, thaw expels you dealing 5d6 points of damage
    unless you make a DC 18 Fort save, in which case you are merely expelled, pass through ice merely expels you.        
  Meld into Stone (Pathfinder) 1sa 200 Min Personal Self No V, S, DF
Allows you to meld your body and great into a single block of stone, the stone must be large enough to hold you.
You can't carry more than 100 lbs of nonliving gear with you.  While in the stone you are aware of the passage of
time and can cast spells on yourself, but you can't see outside of the stone.  Minor physical damage done to the
stone doesn't affect you, but its partial destruction does 5d6 points of damage to you.  The stone's complete
destruction requires you to pass a DC 18 Fort save or be killed, if save take 5d6 damage.  At anytime during the
spell's duration you can exit the stone voluntarily, if the spell ends first you are violently ejected for 5d6 points of
damage.  Flesh to Stone deals you 5d6 points of damage, stone shape deals 3d6 points of damage.  Transmute
  rock to mud forces you out killing you if you do not make a DC 18 Fort save.  Passwall expels you with no damage.    
  Nap Stack (Adv. Player's) 1 Minute 8 Hrs 30 ft 30' radius Will neg V, S, M Yes
You reduce the amount of uninterrupted sleep or rest creatures within the spell's are need in order to recover from little silk pillow worth 100 gp
injuries, regain spells, or other special abilities to 2 hours instead of the normal eight.  In addition, if creatures
continue to sleep or rest beyond the initial 2 hours, every additional 2 hours counts as a day of rest for the
purpose of recovering hit points, ability damage, as well as for enduring diseases, poisons, or other afflictions.
This means 8 total hours of sleep counts as 4 days for natural healing and for saving rolls as diseases or similar
afflictions run their course.  When suffering from diseases, poison or other afflictions, sleepers experience vivid
dreams that help them track their recovery.  If things go poorly they can, at any time wake themselves up in order
to seek a better alternative.  If awoken or otherwise disturbed during this 8-hour period, creatures may return to
sleep but they no longer enjoy the benefits of the accelerated recovery time.  Creatures can only enjoy the
  benefits of this spell once in any 1-week period.                    
  Nauseating Breath (S. Comp.) 1sa 200 Min. 30' Cone Fort
  F save or be nauseated for 1d6 rounds.            
  Necrotic Bloat (L. M.) 1sa Instant 300 ft Special No
You cause the cyst, on a creature already harboring a necrotic cyst, to pulse and swell tearing the cyst dealing
20 d6 (max 10) points of damage, half of which is vile damage and can only be healed with magical
  healing cast in a consecrate or hallow spell.                    
  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  
  Paragon Surge (Trans.) (Race) 1sa 20 Min. Self Self No V, S
must be You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind
Half-Elf simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike
with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural
abilities of your half-elven form as well as all of your gear. For the duration of the spell, you receive a +2
enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you
  meet the prerequisites, chosen when you cast this spell.                  
  Pillar of Life (Conj.) (Adv. Player's) 1sa 20 Rnds 300 ft 5' by 20' high pillar None V, S, DF No
You conjure a pillar of positive energy in a single 5' square within range that radiates light as if it were a sunrod.
Living creatures adjacent to the pillar can spend a standard action to touch the pillar and heal 2d8 points of
damage + 20 (max +20).  Creatures can move into the square containing the pillar, but if an undead
creature moves into the pillar it takes 20 points of damage (max 10d60).  Undead creatures vulnerable to
bright light take 20 d8 points of damage (max 10d8).  A creature cannot benefit or suffer more
  than once from a single casting of this spell.                    
  Prayer (Pathfinder) 1sa 20 Rnds 40' All Allies in 40' No V, S, DF Yes
  Gain +1 luck bonus on attack, damage, saves and skill checks while foe's take a -1 penalty on same.          
  Protection from Energy 1sa 200 Min. Touch 1 Creature Fort
  Absorbs 240 points of a specific energy (max 120)                
  Protection from Negative Energy (Planar) 1sa 200 Min. Touch 1 Creature Will
  10 protection from negative energy damage like an inflict spell.        
  Protection from Positive Energy (Planar) 1sa 200 Min. Touch 1 Creature Will
  10 protection from positive energy damage like an cure spell.                  
  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.          
  Refreshment (Ex. Deeds) 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.                
  Regenerate Moderate Wounds (M. Wild) 1sa 30 rnds Touch 1 Living Creature Will neg
Grants fast heal 2, but only for the damage sustained during the spell's duration.  If the subject falls to below 0
  hp they will become stabilized.              
  Rejuvenative Corpse (S. Comp.) 1 Min. 24 Hrs. Touch 1 dead humanoid Will
Charge a body with negative energy that heals an undead that eats the corpse, generally 10 minutes then gain
  Fast Heal 1 for 5 minutes.  Can be cast multiple times on one corpse (see text).              
  Remove Blindness/Deafness (Pathfinder) 1sa Instant Touch 1 Creature Fort V, S Yes
  Cures blindness or deafness on the subject, but it doesn’t restore lost body parts.            
  Remove Curse 1sa Instant Touch 1 Creature Will
  Removes a curse                        
  Remove Disease (Pathfinder) 1sa Instant Touch Creature Touched No V, S Yes
Removes any disease that the creature is suffering.  It also kills parasites including green slime.  Some spells
  require a caster of higher level than the caster who created the disease.              
  Remove Nausea (Ex. Deeds) 1sa Instant Touch 1 Creature No
  Restores to health a nauseated or sickened creature.  It doesn't cure the damage of a poison though.  
  Resist Energy (C. Arcana) 1sa 200 Min. Touch 1 Creature Fort
  Resistance 10 vs. a chosen type of energy, increases to 20 at 7th level and 30 at 11th level.  
  Resist Energy, Communal (Abjur.) (Ul. Combat) 1sa 200 Mins. Touch Creatures Touched No   V, S, DF Yes  
Grants the subject resistance 10 against 1 specific type of energy (acid, cold, electricity, fire or sonic), the
resistance increases to 20 at 7th level and to 30 at 11th level.  It overlaps, doesn't stack with other energy
  protection.  The resistance can be split among individuals in 10 minute intervals            
  Resist Energy, Mass (S. Comp.) 1sa 200 Min. 75 ft 30' radius Fort
Resistance 10 vs. a chosen type of energy, increases to 20 at 7th level and 30 at 11th level.
  Affects 20 Creatures.              
  Resist Taint (H. Horror) 1sa 200 Min. Touch Creature Touched Fort neg
  Plus four resistance bonus on saving throws made to resist acquiring taint.      
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Resurgence, Mass (S. Comp.) 1sa Instant 75 ft 30' radius Will
  Grants a second saving roll vs. one spell or ability.          
  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.                  
  Ring of Blades (C. Arcana & S. Comp.) 1sa 20 Min. Personal Self No
  Ring of horiz. blades extending 5' moves as you move deals 1d6 + 20 damage (max +10).          
  Sacred Bond (Conj.) (Adv. Player's) 1 Round 200 Min. Touch Creature Touched Will neg V, S, F Yes
To use this spell, you first touch the intended recipient, creating a sympathetic field of healing energies between a pair of goldend bracelets worth
you.  Once the spell has been cast, you and the target may cast conjuration (healing) spells with a range of touch 100 gp each worn by both you and
upon each other so long as you are within close range 75 feet.  Should either you or the target remove the target
  your bracelet, the spell immediately ends.                    
  Sadism (V. Dark.) 1sa 20 Rnds Personal Self No
For each 10 points of damage done by the caster in a given round he gains a +1 luck bonus on attack rolls, skill
  checks, and saving rolls on the next round.  The more damage done the higher the bonus.  
  Safety (S. Comp.) 1sa 200 Min. Touch 1 Creature Special
Finds the shortest, most direct direction to a place of safety where an immediate threat is not evident.
  It has an unique action on specific planes.                    
  Sands of Time (Necro.) (Ul. Magic) 1sa Special Touch  Object/Creature None V, S Yes
You temporarily age the target, immediately advancing it to the next age category. The target immediately takes the
age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for
that category. A creature whose age is unknown is treated as if the spell advances it to middle age. Ageless or
immortal creatures are immune to this spell.  If you cast this on an object, construct, or undead creature, it takes
3d6 points of damage + 1 point per caster level (maximum +15) as time weathers and corrodes it. This version of the
  spell has an instantaneous duration.                      
  Searing Light (Pathfinder) 1sa Instant 300 ft 1 Ray None V, S Yes
Focus a divine ray of the sun projected as a blast from the palm of the caster's hand.  You need to make a ranged
Touch Attack to strike a target dealing 10 d8 (max 5d8) points of damage.  Undead take
20 d6 (max 10d6) points of damage, those especially vulnerable to bright light take 20
  d8 (max 10d8) points of damage.  A construct or inanimate object takes only 20 d6 (max 5d6) point of damage.      
  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.          
  Shield of Warding (S. Comp.) 1sa 20 Min. Touch 1 Shield/buckler Will
  Sacred bonus of 1+ 5 (max +5 at 20th level)          
  Sheltered Vitality (L. M.) 1sa 20 min. Touch 1 living creature No
  Subject is immune to fatigue, exhaustion and ability damage or drain regardless of source.  
  Shriveling (V. Dark.) 1sa Instant 75 ft 1 living creature Reflex 1/2
  Channeling dark energy the subject takes 20 d4 points of damage (max 10d4).  
  Shivering Touch (Frost) 1sa 20 Rnds Touch Creature Touched No
Your successful melee touch delivers a bitter chill to the target causing it to take 3d6 Dex damage and shiver for
  the spell's duration.  Creatures with the cold subtype are immune to this spell.      
  Sink (S. Comp.) 1sa 1 round 75 ft 30' Will
  Affects 7 Creatures causing them to skink 100' forcing them to move at 1/4 swim speed.
  Skull Watch (S. Comp.) 1sa Permanent Touch 1 humanoid skull Special
The skull floats 5' monitoring an area 20' wide by 90' long, though walls and opaque barriers.  If any tiny or larger
creature enters the A.O.E. it shrieks those in 60' must make an F save or be deafened 1d6 rounds, resets 1d4
rounds later.  The alarm alerts you provided you are on the same plane.  You can specify creatures that don't
  trigger the spell.                
  Slashing Darkness (S. Comp.) 1sa Instant 300 ft Ray No
  Make a ranged touch attack inflicting 11 d8 points of damage (max 5d8), Undead heal instead.
  Snowshoes, Mass (S. Comp.) 1sa 20 Hrs 75 ft 30' radius Will
  Gain +10 move speed over ice and snow, and don't need to make Balance checks or R saves, leaves no trail.
  Sonorous Hum (S. Comp.) 1sa 20 Min. Personal Self No
The next spell you cast, that requires concentration, lasts for the duration of the Sonorous Hum.  If the spell has
  a shorter duration then it expires normally.  The spell is DC 5 Listen to detect, you can end it as a free action.
  Spark of Life (S. Comp.) 1sa 20 Rnds Touch 1 Undead Creature Will
Undead is subject to critical hits and sneak attacks and loses immunity to spells that require F saves, but the
undead gains its Chr bonus to its F saves.  Both negative and positive energy heal the undead.
  Speak with Dead (Pathfinder)   10 Min. 20 Min. 10 ft 1 dead creature Will   V, S, DF No  
You may ask 10 questions from a dead subject, undead are immune.  Answers are brief, cryptic or
repetitive.  The corpse gets a Will save if it is of a different alignment than the caster.  Or the corpse can attempt
to Bluff the questioner.  It can't answer to any events that happened after it died.  If cast upon the corpse within
  one week the spell fails.  The body must be mostly intact or it will on give partial answers, it must have a mouth.        
  Spikes (C. Divine & S. Comp.) 1sa 20 Rnds Touch 1 wood weapon No
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