Current Level: 20   Druid            
0st Level (Orisons)     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Animal Trick (M. Wild) 1sa Instant 75 ft 1 animal companion Will neg
  Causes your bonded animal companion to perform one trick (as listed DMG or M. Wild)          
  Create Water (Pathfinder) 1sa Instant 75 ft 1 ft cube No V, S No
  40 gallons                        
  Cure Minor Wounds 1sa Permanent Touch Touch No
  Heals 1 hit point                
  Darkseed (M. Wild) 1sa 1 day 75 ft 1 plant Ref neg
  The plant (normal or monstrous) takes 1 hp per hour for 24 hours.        
  Dawn (S. Comp.) 1 swift Instant 15 ft 15' radius burst Fort neg
  Wakens all sleeping creatures in the A.O.E. it doesn't affect dying creatures              
  Detect Magic 1sa 20 Rnds 60 ft cone No V, S No D
  Detects Magic                        
  Detect Poison 1sa #REF! Rnds 60 ft cone No V, S No
  Detects Poison                        
  Flare (Pathfinder) 1sa Instant 75 ft 1 Burst Fort neg V Yes
  Creates a burst of light, save or be dazzled for 1 minute, sightless creatures are immune.          
  Guidance 1sa 1 Min. Touch 1 creature No V, S
  +1 on a single attack/save/skill roll                      
  Know Direction (Pathfinder) 1sa Instant Personal Self No V, S
  Tells you the direction of north, but it may not work on extraplannar landscapes.            
  Light (Evoc.) (Pathfinder) 1sa 200 Min. Touch Object Touched No V, M No
  Causes the touched object to glow like a torch shedding light over 20' radius.  Dispelled by a higher level darkness. a firefly    
  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.                    
  Naturewatch (C. Divine & S. Comp.) 1sa 200 Min. 30 ft Cone No
Gives you the status on plants and animals in the area.  You know if they are "alive" = 4+hp, "fragile" = 3 hp
  undead or neither alive or undead.              
  Purify Food and Drink 1sa Instant 10 ft No
  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  
  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.          
  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
  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.                      
  Alter Winds (Tans.) (Adv. Players) 1sa 20 hrs Touch 10' radius Will neg V, S, Yes
Enhance or diminish the effects of natural winds within the spell's A.O.E. which is immobile emanation around
a point touched by the caster when casting the spell.  Within the A.O.E. natural (but not magical) winds are
either increased or decreased by 1 step in intensity (Core Rulebook page 439).  The maximum wind force you can
affect with this spell is based on your caster level as shown in the table.  This spell has no effect on magical winds.
Caster Level Wind Force Caster Level   Wind Force
1st-3rd Light   10th-15th   Strong  
    4th-9th   Moderate   16th+   Severe              
  Animate Fire (S. Comp.) 1 round 20 till C 75 ft Campfire No
  Control it like a small fire elemental (MM1 98).            
  Animate Water (C. Arcana & S. Comp.) 1 round 20 till C 75 ft 4 cubic feet No
  Control it like a small water elemental (MM1 100).            
  Animate Wood (C. Arcana & S. Comp.) 1 round 20 till C Touch small wood object No
  Creates a small animated object with hardness 5, can't animate attended objects.    
  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.              
  Aqueous Orb (Conj.) (Adv. Player's) 1sa 20 rnds 300 ft 10' diameter sphere Reflex neg V, S, M No
Creates a rolling sphere of churning water that can engulf those it strikes.  The aqueous orb can move up to 30'/rnd
rolling over barriers less than 10' tall.  It automatically quenches any nonmagical fires as long as those fires are size
large or less.  Any creature in the path of an aqueous orb takes 2d6 points of nonlethal damage.  A successful
Reflex save negates this damage, but a Large or smaller creature that fails is save must make a second save or be
engulfed and carried along by the aqueous orb.  Engulfed creatures must hold their breath unless they are capable
of breathing water.  They gain cover from vs. attacks from outside the orb, but are considered entangled by it
taking 2d6 points of damage per round at the start of their turn, for each round that they remain trapped.  They may
attempt a new Reflex saving roll each round to escape the aqueous orb in which case they end up in a square
adjacent to the aqueous orb.  The orb can hold 1 Large creature, 4 Medium creatures, or 16 smaller creatures inside.
The sphere moves as directed (a move action for the caster) otherwise it stays at rest and churns in place.  If the
    orb move outside of its range it stops at that point.                  
  Aspect of the Falcon (Adv. Player's) 1sa 20 min. Self Self No V, S, DF
Take on an aspect of a falcon gaining wide raptor-like eyes and feathers on the side of the caster's head, giving the
caster a +3 competence bonus to Perception and a +1 competence bonus on ranged attacks, and the critical
multiplier for your bow or crossbow becomes 19-20/x3.  This effect doesn't stack with any other effect that expands
    the threat range of a weapon, such as improved Critical or keen weapon.              
  Aspect of the Wolf (S. Comp.) 1sa 200 Min Personal Self No
Transform into a wolf, subtype animal, Str 13, Dex 15, Con 15, same mental stats, move 50', gain low light vision
scent and bite (medium creatures do 1d6+1 damage).  You lose any extraordinary abilities, but retain your level
hp and alignment.  Can't cast speak or cast spells unless you have the Natural Spell Feat.  Your natural AC
becomes +2, you gain the trip extraordinary capability, your equipment melds into your new form and is
  useless.                  
  Aquatic Escape 1 Swift 20 Rnds Personal Self No
Take the form of a Diminutive fish (use the stats of a toad MM1 282 except for the following changes; add the
aquatic subtype, replace the land speed with 30' swim, remove the amphibious quality and replace the toad's skills
with Listen +4, Spot +4 and Swim +13).  A fish adds its Dex modifier not its Str on Swim Checks and it has a +8
  racial bonus on Swim checks.              
  Aura Against Flame (S. Comp.) 1sa 20 Rnds Personal Self No
Creates a blue aura that absorbs 10 points of damage like energy resistance. Extinguishes any normal flames it
comes in contact with.  Caster can attempt to dispel magical flames as per dispel magic, this ends the spell.
  May also be used to counter a fire spell.            
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Babau Slime (S. Comp.) 1sa 20 Min Touch 1 Creature No
Covers the subject in a red layer of jelly, an unarmed attack, a touch attack cause the creature to take 1d8 hp
  of acid damage.  It does the same damage against a melee weapon or against anyone grappling the subject.
  Beast Claws (S. Comp.) 1sa 20 Hrs Personal Self No
You gain 2 claw attacks dealing 1d4 damage with a critical threat range of 19-20.  Attacks with your claws do
not provoke attacks of opportunity.  The claws do not hinder spellcasting or using other weapons.  You take
no penalties for make two attacks in 1 round and if you have a BAB of +6 or higher you don't gain an extra
  attack beyond the two granted to you by the spell.          
  Beastland Ferocity (Planar & S. Comp.) 1sa 20 Min Touch 1 Creature Fort neg
  Subject fights even when between -1 and -9 hp with a +4 Str enhancement.  If reduced to -10 hp it still dies.
  Beget Bogun (C. Divine & S. Comp.) 1sa Instant Touch 1 tiny construct No
  Creates a Bogun, a construct made out of vegetable matter, costs 25 EXP.  See S. Comp. p26.  
  Blend (Illus.) (Trans.) 1sa 200 Min. Self Self No   S    
must be You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to
Elf match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to
make Stealth checks without cover or concealment, but only while you move no more than half your base speed or
less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start
  of your next turn. If you make an attack, this spell ends (as invisibility).              
  Blockade (C. Scoundrel) 1 Swift 3 Rnds 0 ft 5' Cube of Wood No
Conjures a solid wooden cube 5' on a side.  It must be created on solid ground in an empty square, and if in water
  it floats.  It weighs 2000 lbs has hardness 5 and 600 hit points, completely fills its square and can be stacked.
  Branch to Branch (S. Comp.) 1sa 20 Hrs Personal Self No
Gain +10 bonus to climb trees, caster can brachiate in dense or medium forests with a +10' move.  You can
  charge, but not run.                
  Breath of the Jungle (S. Comp.) 1sa 20 Min 300 ft 40' radius 20' high No
  The mist doesn't provide concealment, any saving rolls vs. poison suffer a +2 DC while inside the mist.        
  Bristle (Adv. Player's) 1sa 20 Min. Touch 1 Creature Fort neg V, S, DF Yes
Give a creature the ability  to redirect a portion of its innate toughness away from its own defense and toward the
amount of damage it deals with natural attacks.  Each round, as a swift action, at the start of its turn, the creature
can choose to reduce some or all of its natural AC and gain an enhancement bonus on all damage rolls for natural
attacks equal to that amount.  The reduction to natural AC and thus the enhancement bonus on damage rolls,
can't exceed  6  (max -5/+5 at 15th level).  A creature can't reduce its natural AC to less than 0 with this
spell.  All attacks directed against the creature use its adjusted AC until the start of its next turn, at which time it
can choose to modify its AC again or keep it at its current level.  Creatures make this decision without any need
for conscious though or reflection; even creatures with no Intelligence score can benefit from this spell, although
they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might
  have.                          
  Buoyant Lifting (S. Comp.) Immediate 20 Min 75 ft 20' radius No
Raises the subjects of the spell, up to 10 Creatures at 60'/rnd, allowing them to swim
  normally.  If the subject leaves the water the spell ends.                  
  Call Animal (Adv. Player's) 1sa 20 Hrs Special 1 animal No V, S, DF None
Calls the nearest wild animal of a particular type that caster designates (provided the animal's CR is equal to or less
than the caster's level) to seek you out.  The animal moves toward you under its own power, so the time it takes to
arrive depends on how close an animal of the desired type is when the spell is cast.  If there is no animal, of that
type, capable of reaching the caster within the spell's duration you are made aware of this and the spell is wasted.
Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge (Nature) skill
check DC 15 can be made to know what animals can be found in the area.  When the called animal arrives, it
approaches to within 5' of you and remains nearby for the duration of the spell.  Its starting attitude is indifferent
modified by circumstances and interaction.  Other than starting attitude, this spell gives you no special influence
or ability to communicate with called animal, although you may use other spells or abilities to do so.  Once the
spell expires the animal acts in accordance with its attitude.  Most animals are likely to wander off, but a hostile
predatory animal may attack, especially if it is hungry or provoked.  Domesticated animals or animals trained by
  someone else, including familiars or animal companions are unaffected by call animals.          
  Calm Animals 1sa 20 Min 75 ft animals in 30' dia. Will neg V, S Yes
Quiets animals rendering them harmless (only those with Int 1-2) able to effect 20 +2d4 HD
worth of animals.  The animals must be of the same kind.  Any attack on them breaks the spell.  They can defend
  themselves, are not helpless, but will not attack or flee.                  
  Camouflage (C. Divine & S. Comp.) 1sa 200 Min Personal Self Ref part
Your coloration changes to match the background of any environment you enter granting you a +10 Hide
  bonus.                          
  Charm Animal 1sa 20 Hr 75 ft 1 animal Will neg V, S Yes
Charms the animal to make it think the caster is a trusted friend.  Any threat by the caster to the animal breaks
  the spell.                          
  Claws of the Bear (S. Comp.) 1sa 20 Rnds Personal Self No
Your hands become natural weapons that deal 1d8 points of damage.  You are considered armed and can add
your Str bonus for damage.  You take no penalties for 2-weapon fighting and if your BAB is 6+ you do not gain
  a third attack.                
  Climb Walls (S. Comp.) 1sa 20 Min Touch 1 Creature No
  Subject gains +10 Climb bonus, +20 at 5th level and +30 at 9th level.  Cannot cling to the wall like spider climb.
  Climbing Tree (C. Mage) 1 Round 20 Min. 0 ft A thin Tree No
Causes a 1' diameter tree to grow as high as 200 (max 50').  The branches are evenly spaced and only
requires a DC 5 Climb.  The tee can grow only in soft terrain, it has hardness 5 and 120 hit points.  If cut down it
vanishes instantly.  It can't be animated, nor can it be used for any plant related spells.  The tree is as slender as
  a pillar for terrain purposes.              
  Cloak of Shade (Adv. Player's) 1sa 20 Hrs Touch Special Will neg   V, S, M Yes D
This spell provides the subject with some degree of protection from the harmful effects of the sun.  The cloaked leaf from a shade tree
subject treats environmental heat due to sun exposure as one level less:  severe heat is considered very hot
conditions, while very hot is considered average temperature (Core Rulebook page 444).  The cloak of shade also
reduces any penalties from sunlight by 1.  The spell does not, however, eliminate the effects of direct sunlight on
creatures vulnerable to sunlight.  Cloak of shade has no effect on environmental heat from sources other than the
  sun.                          
  Cloudburst (S. Comp.) 1 round 200 Min 1200 ft 100' radius No
Causes a heavy rain resulting in -4 Spot & Search checks.  Automatically extinguishes normal flames and 50%
chance to extinguish protected flames.  Range weapon attacks takes a -4 penalty and fire damage is reduced by
1 point/damage die.  Doesn't work underground, underwater, indoors, or in a desert climate.  The water created
  is not enough to slake thirst or provide any nourishment to plants.        
  Cold Fire (S. Comp.) 1sa Special 75 ft 1 fire in 20' cube Fort 1/2
Changes normal and magical flames into cold flames dealing cold damage.  A creature vulnerable to cold takes
  10 (max 5) points of damage.            
  Commune with Birds (Div.) (Race) 1sa 10 Min. Self Self No   V, S    
must be You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can
Tengu understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked
them the question using speak with animals, giving you a general consensus answer to the question based on
their knowledge. For example, you could ask if there is drinkable water in the area, the location of predators or
other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities
would answer to the best of their ability.  If there are no birds in range, the spell has no effect and you do not get
a response. Any creature using speak with animals (or a similar ability) who hears this bird call can understand
  your question, though it may not be able to reply in a way you can hear.              
  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 chooses the type of monster
    conjured each time the spell is cast apply the ice beast template from Frostburn p138.  
  Crabwalk (S. Comp.) 1sa 20 Min. Touch 1 Creature No
  Charging subjects gain +4 to attack and no penalty to AC, this applies only to the first attack.  
  Crunchy Snow (Frost) 1 Round 20 Hrs. 300 ft Special No
Creates a an area of snow that is crumbly and makes a loud crunch when stepped on, giving creatures a -20 on
  Move Silently checks.  An area of 20 x 20'x20' sqft can be affected.      
  Cure Light Wounds 1sa Perm Touch 1 Creature No
  heals 1d8+ 20 points of damage (+5 max)..          
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.          
  Decompose Corpse (Necro.) (Ul. Magic) 1sa Instant Touch 1 Corpse/Undead Fort neg V, S, M Yes
Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving pinch of dried toadstool
behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a –2
  penalty on all rolls and to its Armor Class and CMD for 1 minute.                
  Deep Breath (S. Comp.) Immediate 20 Rnds Personal Self No
  Fills your lungs with air for the duration of the spell.          
  Delay Disease (S. Comp.) 1sa 24 hrs Touch 1 creature Will neg
  Halts the progression of a nonmagical disease                    
  Detect Aberration (Adv. Player's) 1sa 200 Min. 1200 ft Cone None V, S No D
1st Rnd = detects 1 kind of aberration, 2nd Rnd = Number of individuals, 3rd Rnd = The condition of each one and
its location.  Condition; Normal =90% hp, Fair =30%-90% hp, Poor = less than 30% hp, Weak = 0 or less hp.
  Each round a new type of aberration can be detected.                  
  Detect Animals or Plants (Pathfinder) 1sa 200 Min. 1200 ft Cone No V, S No D
1st Rnd = detects 1 kind of animal or plant, 2nd Rnd = Number of individuals, 3rd Rnd = The condition of each
one and its location.  Condition; Normal =90% hp, Fair =30%-90% hp, Poor = less than 30% hp, Weak = 0 or
    less hp.  Each round a new type of plant or animal can be detected.                
  Detect Snares and Pits (Pathfinder) 1sa 20 Min 60 ft Cone No V, S No D
Detects simple pits, deadfalls and snares as well as mechanical traps constructed out of natural materials.  It
doesn't detect magic or complex traps, but can detect natural hazards that would be traps.  1st Rnd = presence
of traps, 2nd Rnd = Number of hazards, 3rd Rnd = General type and trigger for each trap.  You can detect new
    traps, snares or pits once each round.                    
  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.              
  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.                  
  Endure Elements (Pathfinder) 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          
  Entangle (Pathfinder) 1sa 20 Min 1200 ft 40' radius spread Reflex part V, S, DF No D
Causes weeds, bushes even trees to twist and entwine about the creatures in the A.O.E.  Creatures can break
free and move at 1/2 normal speed by using a full round DC 20 Str or Escape Artist check.  Those that save are
  not entangled but still move at 1/2 their normal speed.                  
  Expeditious Excavation (Trans.) (Adv. Player's) 1sa Instant 75 ft Dirt in 5' cube Special V, S, M No
You can excavate and move earth, dust and sand up to the size of a 5' cube.  If you are buried, you may open a 5' tiny shovel
cube around yourself, but the spell can't be used for tunneling.  Besides its mundane applications, you can open
a 5' deep pit at a creature's feet.  A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex
save.  With a successful save, it can chose to land harmlessly on its feet in the pit or hop to an adjacent square;
this movement doesn't provoke attacks of opportunity.  A creature can escape a 5' deep pit with a DC 5 Climb
check.  Larger creatures may ignore pits smaller than their size.  The earth excavated by this spell is ordinarily
distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when
you dig a pit.  This cloud of debris provides concealment to any creatures in the square affected and all adjacent
  squares for 1 round.  Expeditious excavation has no effect on solid rock or earth creatures.          
  Eyes of the Avoral (Ex. D.) 1sa 200 Min Touch 1 Creature No
  Subject gains +8 racial bonus to Spot Checks.                    
  Faerie Fire (Pathfinder) 1sa 20 Min 1200 ft 5' radius burst No V, S, DF Yes D
Highlights the subjects so they no longer gain benefit of concealment by darkness (although higher level
spells function normally), blur, displacement, invisibility or similar effects.  The light is a dim as a candle and
  has no effect on undead or creatures vulnerable to light.  It causes no harm to the subjects.          
  Feather Step (Trans.) (Adv. Player's) 1sa 0 Min. 25 ft 1 Creature Fort neg V, S Yes
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even
  take a 5' step in difficult terrain.                      
  Flare Burst (Evoc.) (Adv. Player's) 1sa Instant 75 ft 10' radius burst Fort neg V Yes
This spell functions as flare (Creates a burst of light, save or be dazzled for 1 minute, sightless creatures are
  immune), except it affects all creatures in a 10' radius burst from the target point.              
  Foundation of Stone (S. Comp.) 1sa 20 Rnds 75 ft 30' radius No
As long as the subject doesn't move they gain a +2 bonus to AC and +4 on Str checks to resist bull rush or
  trip.  If cast in mountainous terrain the Str bonus rises to +6.                  
  Frostbite (Trans.) (Ul. Magic) 1sa Instant Touch Creature Touched None V, S Yes
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued.
The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a
  creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.        
  Goodberry (Pathfinder) 1sa 20 Days Touch 2d4 fresh berries No V, S, DF
The caster and any druid of 3rd level or higher can tell which berries are magical.  Those berries provide Berries
  nourishment as if a normal meal for a Medium sized creature.  It also heal 1 hp (max 8 hp/day).          
  Hawkeye (S. Comp.) 1sa 20 Min Personal Self No
  Grants +5 bonus to Spot and increases ranged weapon increment by 50%.      
  Healthful Best (S. Comp.) 10 minutes 24 Hrs 75 ft 30' radius No
Doubles the subjects, up to 10 creatures normal heal rate for hp gain and ability damage
  healing.                          
  Hide from Animals (Pathfinder) 1sa 200 Min Touch Special No S, DF Yes
Animals can't see, hear or smell the protected subjects, even blindsense, blindsight, scent and tremorsense are
blocked.  Animals act like the subject is not there.  Up to 20 Subjects can be protected.  If one subject
  touches the animal then it breaks the spell for all subjects.                  
  Horrible Taste (S. Comp.) 1sa 200 Min Touch 1 Creature Fort neg
Creatures that bite the subject must make a Fort save or be nauseated until the end of its turn.  If a creature of
1-2 Int fails to save it will not willingly bite the subject a Handle Animal Check is required to get the creature to
  bite the subject.  Creatures immune to poison are immune to this spell.      
  Hydraulic Push (Evoc.) (Adv. Player's) 1sa Instant 75 ft 1 Creature/Object None   V, S Yes  
You call forth a quick blast of water that knocks over and soaks 1 creature or square.  You can use this blast of
water to make a bull rush against any 1 creature or object.  Your CMB for this bull rush is equal to your caster
level  + your Int, Wis, or Cha modifier, whichever is highest.  This bull rush doesn't provoke an attack of
opportunity.  Hydraulic push extinguishes any normal fires on a creature, object or in a single 5' square which it is
  targeted against.  Magical fires are unaffected.                    
  Ice Skate (Frost) 1sa 200 Min. Touch Creature Touched No
Allows the creature to skate with a move of 60' without having to make balance checks, unless attempting an
  exceptional maneuver such as jumping a crevasse--even then the recipient gains a +4 Acrobatics enhancement.
  Impending Stones (City) 1sa 20 Min. 300 ft 40' Radius Ref part
Stones, bricks, hard dirt or any similar surface cracks and shits in its foundation, rendering footing treacherous and.
potentially tripping anyone in the area who fail their Reflex save.  Those who remain standing can only move at
1/2 speed and must make a Reflex save or Balance check each round.  Attacks made in the A.O.E. are at -2 (doesn't
  stack with penalty for attacking prone).  Spell casters have to pass a Concentration Check of DC 15+Spell Level.
  Ivory Flesh (Frost) 1sa 20 Hrs Touch Creature Touched No
Turns the subject and all their gear white granting them a +5 Hide in heavy snow or ice areas, in any non-white
  area they suffer a -5 Hide.                      
  Jump (Pathfinder) 1sa 20 Min. Touch Creature Touched No V, S, M Yes D
The caster gets a +10 enhancement on Acrobatics checks made to attempt high jumps or long jumps, +20 at grasshopper's hind leg
  level 5, and +30 at level 9.                      
  Keen Senses (Trans.) (Adv. Player's) 1sa 20 Min. Touch Creature Touched Will neg V, S, M/DF Yes
The subject gains a +2 competence bonus on Perception checks and gains low-light vision.  Subjects that have hawk's fair
low-light vision double the distance they can see under the effects of this spell.
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Liberating Command (Conj.) (Ul. Combat) 1sa Instant 25 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).              
  Lion's Charge (S. Species) 1sa 20 Min. Touch Creature Touched No
  Grants the subject the pounce ability.            
  Locate Touchstone (Planar) 1sa Instant Infinite 1 touchstone No
Sense the direction of the nearest planar touchstone.  You must have the Planar Touchstone feat to use this
  spell.  Locates only the touchstones on your current plane.                  
  Longstrider (Pathfinder) 1sa 20 Hrs Personal Self No V, S, M D
  Increases your landspeed movement by +10.               pinch of dirt  
  Low-Light Vision (S. Comp.) 1sa 20 Hrs Touch Creature Touched No V, S, DF
  The subject gains low-light vision.                      
  Madrid's Mastery (Trans.) (Race) 1sa 0 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 Fang (Pathfinder) 1sa 20 Min Touch 1 living creature No V, S, DF Yes
  Gives 1 natural weapon a +1 bonus 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.                    
  Mighty Fist of the Earth (Conj.) (Race) 1sa Instant 25 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).                          
  Mudball (Conj.) (Race) 1sa Instant 75 ft Fist sized blob Reflex neg V, S No
Goblin When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy's face as a ranged
spell  touch attack. If the mudball hits, the target is blinded. Each round at the beginning of its turn, a creature blinded
by this spell can attempt a Reflex saving throw to shake off the mud, ending the effect. The mudball can also be
  wiped off by the creature affected by it or by a creature adjacent to the creature affected by it as a standard action.      
  Negate Aroma (Adv. Player's) 1sa 20 Hrs 75 ft 1 Item/Level Fort neg V, S, M/DF Yes D
With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents.  When cast, the pinch of alum
targeted creatures or objects lose all natural and unnatural odors.  A creature under the effect of negate aroma
can't be tracked, located, or pinpointed by the scent special quality.  In addition, this spell prevents the target
creature from using the stench special ability and similar odor-based abilities (such as those possessed by
troglodytes).  Negate aroma doesn't prevent the target from acquiring outside smells or odors.  Dowsing the
creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized
  or washed away.                        
  Nereid's Grace (Ench.) (Race) 1sa 20 Rnds Self Self No V, S
must be You radiate the unearthly grace of a Nereid. If you are not wearing armor (or your armor is not visible, such as
Undine when using glamered armor), you gain a deflection bonus to your Armor Class and CMD equal to your Charisma
  bonus.                          
  Obscuring Mist (Conj.) (Pathfinder) 1sa 20 Min. 20 ft 20' radius Cloud No V, S No D
A misty vapor obscures all sight including Darkvision beyond 5'.  Creatures within 5' have 20% Concealment.
Creatures further away have total concealment with a 50% miss chance.  A wind of 11+ mph such as a ghust 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          
  Pass without Trace 1sa 20 Hrs Touch Special No   V, S, DF Yes  
  Allows 20 subjects to move through any terrain and leave neither footprints or scent.          
  Power Sight (M. Wild) 1sa Instant 75 ft 1 Creature No
Allows the subject to determine the HD of other creatures, but not the level types and it ignores negative
  levels.                          
  Produce Flame (Pathfinder) 1sa 20 Min 0 ft Flame in your palm No V, S Yes D
Creates a flame as bright as a torch that doesn't harm you or your equipment.  It can provide illumination or be
thrown up to 120' feet as a ranged touch attack to do 1d6+ 20 (max +5) points of damage.  Each attack
  reduces the duration by 1 minute.  This spell may also be used hand-to-hand, but not underwater.          
  Raging Flame (S. Comp.) 1sa 1 Min 300 ft 30' radius spread No
Inflames existing fires causing them to burn twice as hot and twice as bright (fire does 2x damage and sheds
light over twice the range).  Normal fires burn up twice as much fuel and so burn out faster.  Magical fires gain
  1 extra point of damage per damage die.            
  Ram's Might (S. Comp.) 1sa 20 Min Personal Self No
  Gain a +2 bonus to Str and your unarmed attacks deal lethal damage instead of nonlethal.  
  Rapid Burrowing (S. Comp.) 1sa 200 Min Touch 1 Creature No
Increases the burrow speed by +20, doesn't grant the ability to tunnel through stone unless the creature
  already has that capability.              
  Raptor's Sight (Races of Wild) 1sa 20 hrs Personal Self No
Your vision improves granting you a +5 bonus to Spot Checks, if you have 5 or more ranks in Spot then you
  only take 1/2 the range increment penalty for ranged attacks.                  
  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.                        
  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.              
  Remove Scent (S. Comp.) 1sa 200 Min Touch 1 Creature No
  It hides the scent of 1 creature it also negates the noxious stench exuded by some creatures like a ghast.
  Remove Sickness (Conj.) (Ul. Magic) 1sa 200 Min. 75 ft 1 Creature Fort neg   V, S Yes  
  You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against        
  Reprobation (Trans.) (Ul. Magic) 1 Minute Permanent 75 ft 1 Creature None V, S, DF Yes
You cast the target out of your religion as a curse and punishment for acts or misdeeds against the tenets of your
faith. This has three effects:
First, the target is marked with a magical symbol visible only to members of your faith. This symbol indicates that
the target has transgressed and that the faithful should not help it. Likewise, the target is not to be persecuted
because of the mark (though this would not keep members of a lawful faith from imprisoning a known criminal if
these crimes were known to have taken place after he gained the mark).
Second, the target is no longer affected by helpful spells cast by the faithful and is always treated as an enemy
for the purpose of other spells cast by those of your faith. For example, cure light wounds cast by a member of
your faith has no effect on the target. If the target were traveling with a cleric of your faith who cast prayer, that
spell would penalize rather than aid the target, despite the target’s friendship with the cleric.
Third, if the target is a divine spellcaster, a member of a prestige class of your faith, or otherwise has some ability
because the target belongs to your faith, it cannot use those abilities while the mark remains in place. For example,
a paladin of your faith would be unable to cast paladin spells or use lay on hands or other class abilities. The
target can join another faith to regain the use of these abilities, but the mark remains visible to those of your faith,
even if those of the new faith accept the target.
This powerful spell with no saving throw is used to punish severe transgressions that do not deserve death or
when you prefer to be merciful rather than meting out a more severe punishment. However, the spell has one
drawback that prevents it from being overused. If the target did not commit any acts or misdeeds against your
faith, the spell does not affect it but affects you instead, even if you are innocent of the charges. This potential
backlash prevents inquisitions run by corrupt members of the faith, and it means that most accusations of
misconduct are carefully investigated (and usually verified with magic) before this sentence is handed down.
This mark can be removed like any other curse effect. In addition, a member of your faith can use atonement to
break the curse if he makes a caster level check against your caster level; remove curse also requires a caster of
  your faith and a caster level check to end the reprobation.                  
  Resist Planar Alignments (Pl.& S. Comp.) 1sa 0 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.              
  Sandblast (C. Divine & C. Comp.) 1sa Instant 10 ft 10' radius burst Reflex 1/2
  Creatures in the A.O.E. take 1d6 points of nonlethal damage, if the save is failed they are stunned for 1 round.        
  Shillelagh (Pathfinder) 1sa 20 Min Touch 1 club/quarterstaff No V, S, DF Yes
A nonmagical club or quarterstaff gains a +1 bonus to attack and damage rolls (both ends for a quarterstaff).
  It deals damage as if two size categories larger, but only when wielded by you.              
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Silvered Claws (Ex. D.) 1sa 20 Min Touch 1 living creature No
Allows the subject to treat all its natural attacks as silvered weapons, it doesn't change nonlethal damage into
  lethal damage.                
  Slow Burn (S. Comp.) 1sa 1 Min 300 ft 30' radius spread No
Lends fuel to a fire allowing it to burn twice as long and requires twice as much power to extinguish the fire.
(2 rolls over 2 rounds are needed to extinguish the fire).  Magical fire doesn't burn as hot taking -1 points of
  damage per damage die.  This spell negates raging flame.          
  Snake's Swiftness (S. Comp.) 1sa Instant 75 ft 1 allied creature No
Allows the subject to make an immediate attack out of the normal initiative order.  It is not cumulative with
  itself or haste.                
  Snowdrift (Frost) 1sa Instant Touch Special No
Forms existing snow up to 30 cubic feet into any shape that suits your purpose.  It permits
  you to raise berms, raise barriers to future snow fall etc.  Snow can't be made into weapons.  
  Snowshoes (S. Comp.) 1sa 20 Hrs Touch 1 Creature No
Allows the subject to walk over ice or snow with a +10' move and the subject is not required to make a balance
  or Reflex check to walk on ice without slipping.  It also leaves no discernible trail.    
  Snowsight (Frost) 1sa 20 Hrs Touch Creature Touched No
Gains the ability to see to their normal limits of their vision even in whiteout conditions and ignore all penalties
  due to snow blindness or snow glare.  It doesn't grant vision in darkness to those that don't have darkvision.
  Speak with Animals (Pathfinder) 1sa 20 Min Personal Self No   V, S    
Allows you to communicate with and understand animals, it doesn't make an animal friendly, it just allows you
to talk with them.  Wary animals will be evasive and the more stupid ones will make inane comments.  If an
  animal is friendly to the caster they may perform a service.                  
  Spore Field (C. Scoundrel) 1sa 20 Min. 300 ft 10' Radius Fort part
Causes the ground to become thick with spore-ridden fungus making it difficult terrain that costs 2 squares of
movement.  Creatures can't charge or run though the are and the uneven surface increases the DC of Balance
and Tumble Checks by +5 and the DC of Move Silently Checks is increased by +2.  Any creature in the A.O.E.
when the spores first erupt must make a Fort save or be sickened for 1 round.  Treat the spores as an inhaled
  poison, entering multiple affects squares don't force multiple saves.  You can cast this spell on any surface.        
  Stone Fist (Trans.) (Adv. Player's) 1sa 20 Min. Self Self No V, S, M D
This spell transforms your hands into living stone.  While this spell is in effect, your unarmed strikes do not a chip of granite
provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small).  In
addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.  Stone to flesh
immediately dispels stone fist.  Should you be the target of transmute rock to mud, this spell immediately ends
  and you take 4d6 points of damage.                      
  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.          
  Strong Wings (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg V, S Yes
must be The target's wings grow more powerful, causing its fly speed to increase by +10 feet and its maneuverability to
Strix improve by one category (to a maximum of good). This increase counts as an enhancement bonus. This spell has
    no effect on wingless creatures or winged creatures that cannot fly.              
  Summon Minor Ally (Conj.) (Ul. Magic) 1 Round 20 Rnds 75 ft 1d3 Creatures None V, S, DF No D
This spell functions as summon nature’s ally I, except you can summon 1d3 Tiny or smaller animals, such as bats,
  lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.        
  Summon Nature's Ally I 1 Round 20 Rnds 75 ft 1 Creature No V, S, DF No D
Monster Subtype Monster Subtype Monster Subtype
Dire Rat -- Frog, poison -- Pony (horse) --
Dolphin -- Giant Centipede -- Stirge --
Dog -- Fire Beetle -- Viper (snake) --
Eagle -- Mite (Gremlin) --    
  Summons 1 creature that fights for you the moment it is summoned.              
  Surefooted Stride (S. Comp.) 1sa 20 Min Personal Self No
  You can move through difficult terrain at full speed, you also gain a +2 Climb bonus.  
  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.                    
  Thunderhead (S. Comp.) 1sa 20 Rnds 75 ft 1 creature Reflex neg
  Creates a small cloud over the subject's head following it, each round it strikes a bolt of electricity for 1 hp.        
  Touch of Combustion (Evoc.) (Race) 1sa Instant Touch 1 Creature/Object Reflex neg V, S Yes
must be Your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire
Ifrit damage. If it fails its saving throw, the target also catches on fire. If the target catches fire, on the first round
thereafter, creatures adjacent to it (including you) must each succeed at a Reflex save or take 1d4 points of fire
  damage.                          
  Touch of the Sea (Trans. ) (Adv. Player's) 1sa 20 Min. Touch Creature Touched Fort neg V, S, M Yes
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed
of 30' along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered
You can also use the run action while swimming, provided you swim in a straight line. This transformation causes
any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect
  continue to function). This spell does not grant the target any ability to breathe water.          
  Traveler's Mount (C. Divine & S. Comp.) 1sa 20 Hrs Touch 1 animal or beast No
Gives the subject magical beast or animal +20' move bonus, it can hustle without fatigue, but the steed can't
  attack in battle.                
  Updraft (S. Comp.) 1 Swift Instant Personal Self No
Conjures a rush of air that gives 200 feet of vertical movement and allows you to gently float back to
  the ground.  At any point during your descent you 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).      
  Vine Strike (C. Adv. & S. Comp.) 1 swift 1 Rnd Personal Self No
Gives you the ability to make sneak attacks on plants (if you can already make sneak attacks).  It doesn't
  overcome DR or allow critical to apply.            
  Wall of Smoke (S. Comp.) 1sa 20 Rnds 75 ft 1 straight wall Fort part
Creates a thin black wall of smoke 200 square feet long.  The wall blocks sight, passing through the
wall requires the creature to make a Fort save or be nauseated for 1 round.  A moderate wind 11+ mph
  destroys the wall (as does a gust of wind spell).            
  Weaken Powder (Trans.) (Ul. Combat) 1sa Instant 75 ft 1 Loaded Firearm Will neg   V, S, M/DF Yes  
Ammunition in the target firearm generates less of an explosive charge when fired. With such ammunition, the an empty paper cartridge
firearm’s range increment is halved and the firer takes a –2 penalty on damage rolls. If aware of this spell’s effect
prior to firing the altered ammunition (a DC 16 Spellcraft check to identify the spell being cast or similar effect), the
firearm’s user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that
  ammunition.                    
  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.                          
  Windy Escape (Trans.) (Race) 1 Immediate Instant Self Self No V, S
must be You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly
Sylph through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit
effect from that attack.  You cannot use windy escape against an attack of opportunity you provoked by casting
a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when
  used.                          
  Winged Watcher (C. Scoundrel) 1 Swift 20 Rnds Personal Self No
You take the form of an owl (MM1 277) or raven (MM1 278) chosen when you cast the spell  You Int score
  changes to 2, but you retain your ability to understand your surroundings.      
  Wings of the Sea (S. Comp.) 1sa 20 Min. Touch 1 Creature Fort Neg
  +30' swim speed                
  Winter Chill (S. Comp.) 1sa Instant 75 ft 1 Creature Fort Neg
The target must make a Fort save or take 1d6 cold damage and become fatigued.  Creatures immune to cold
are immune to this spell.
  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.        
  Wood Wose (C. Divine & S. Comp.) 1sa 20 Hrs 75 ft 1 nature servant No
  Creates a translucent green spirit that can perform simple tasks for you.  It can only do 1 activity at a time, it
has Str 2 so it can lift 20 lbs and drag 100 lbs.  It has a land speed of 15' and a fly speed of 15' (perfect).  It can't
attack in any way nor is it allowed a saving roll, it can't be killed, but it dissipates if it takes 6 hp of damage.  It
    also ceases to exist if you send it beyond the spell's range.          
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.        
  Accelerate Poison (Adv. Players) 1sa Instant Touch Creature Touched Fort neg V, S, M Yes
Hasten the onset time of poison in the target.  If it has an onset time its effects happen immediately, its frequency
is doubled inflicting damage twice a round and requiring two saving rolls, although the duration is halved.  The
conditions to cure the poison remain unchanged.  If the target is affected by more than one poison the caster can
    choose which poison to accelerate, if the caster administered the poison, otherwise it is randomly determined.        
  Adrenaline Surge (M. Wild) 1sa 20 Rnds 75 ft Special No
  Gives each of your summoned creatures, in range, +4 Str.          
  Align Fang (S. Comp.) 1sa 20 Min Touch 1 Living Creature No
Makes a creature's natural weapons good-, evil-, lawful-, or chaotic-aligned as you choose.  It doesn't effect
a creature that already has aligned natural weapons (like a demon).  It can't be cast on a manufactured weapon
  such as a sword.                        
  Animal Aspect (Ul. Combat) 1sa 20 Min. Self Self None V, S, M/DF Yes
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is part of the animal
unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for
the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the
associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and
you always jump as if you had a running start.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type
increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the
grapple or reposition combat maneuver.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb
checks, and you can throw objects as if you had the Throw Anything feat.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water
with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed.
Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to keep holding your breath.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence
bonus on Disable Device, Sleight of Hand, and Stealth checks.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus
of +20 feet to your base speed.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half
  your normal speed and all the benefits of having a natural climb speed.              
  Animal Messenger 1sa 20 Days 75 ft 1 tiny animal No V, S, M
Compels a tiny animal to go to a spot you specify.  It is most often used to carry a message.  The animal can't a morsel of food the animal likes
be trained or tamed by someone.  The directions must be simple.  The animal will wait at the location for the
duration of the spell.  During this period it allows others to approach it and remove any scroll or token that it
  is carrying.  The intended recipient gains no ability to communicate with the animal or read the message.        
  Animal Reduction (M. Wild) 1sa 20 Hrs Touch 1 willing animal Will neg
This spell works on a willing small, medium, large or huge animal decreasing its size, usually to fit into tight
spaces.  Huge to Large = -8 Str, -4 Con, -3 pts of natural AC, gains +2 Dex its face becomes 10'/5'.
Large to Medium = -8 Str, -4 Cons, -2 pts of natural AC, gains +2 Dex, its face becomes 5'/5'.
  Medium to Small = -4 Str, -2 Con, +2, +1 to AC, +1 to attack rolls face changes to 5'/5'.          
  Animal Trance 1sa Concentration 75 ft Animals w/1-2 Int Will neg V, S Yes
You can effect 2d6 worth of HD of animals, effecting the closest creatures first; putting them into a trance-like
  state.  Magical beasts, dire animals and those trained to guard are allowed a saving roll.          
  Animalistic Power (PHB2) 1sa 20 Min Touch Creature Touched No
  Subject gains +2 Str, +2 Dex and +2 Con.            
  Animate Fire (C. Arcana) 1 Round 20 Rnd 75 ft 5' cube of fire No
  Animates a small fire as per a fire elemental (MM1 p99).          
  Aspect of the Bear (Adv. Player's) 1sa 20 min. Self Self No   V, S, DF    
Take on the aspect of a bear gaining +2 natural AC and a +2 to CMB rolls  You can also perform bull rush,
  grapple, and overrun combat maneuvers without provoking attacks of opportunity.          
  Avoid Planar Effects (S. Comp.) Immediate 0 Min. 20' 20' burst No
  Temporary respite from the natural effects of a hostile plane, see text p.19 for more    
2nd Level Spells     Cast Duration   Range   A.O.E. Save
  Balancing Lorecall (C. Adv. & S. Comp.) 1sa 20 Min Personal Self No
Gain a +4 insight bonus to Balance can even balance on other-wise impossible surfaces.  If you have +5 ranks
in Balance you can balance on vertical surfaces.  If you have +10 ranks you can balance on liquids, the DC
  increases by +5 per round of balancing.                    
  Barkskin (Pathfinder) 1sa 200 Min Touch 1 Living Creature No V, S, DF
Grants bonus to natural AC + 6 (max +5) stacks with other natural armor bonuses, but not with
  other enhancements to natural armor.                    
  Bear's Endurance (Pathfinder) 1sa 20 Min Touch 1 Living Creature No V, S, DF Yes
  Grants subject +4 Con.                   pinch of dung or few hairs from a bear
  Binding Winds (S. Comp.) 1s Concentration 300 ft 1 Creature Reflex neg
The subject can't move from its current location.  The winds make it impossible to hear or to be heard and a
Concentration check with a DC of the spell's DC + the level of the spell being cast, must be past for the subject
to cast a spell.  No sonic or language dependent spells or effects can be cast into or out of the winds.  Ranged
  attacks are made with a -2 penalty.  Binding Winds holds flying creatures in midair.  
  Bite of the Wererat (S. Comp.) 1sa 20 Rnds Personal Self No
Gain +6 Dex, +2 Con and a +3 natural AC bonus.  Your face elongates, you gain the Weapon Finesse feat and
  a bite the deals 1d4 (1d3 if small) +1.5x Str bonus.  If your BAB is +6 you do not gain additional bites.  
  Binding Earth (Trans.) (Race) 1sa 20 Rnds 75 ft 1 Creature/Object Fort neg   V, S, DF Yes  
must be If the target of this spell fails its Fortitude save, areas of earth and stone floor act as a snapping quagmire that
Oread pulls the target down and damages it if it attempts to move through such terrain.  If the target is a creature, it treats
all areas of earth and stone it moves through as difficult terrain. Furthermore, for each 5 feet a creature moves
through such areas, it takes 1d6 points of damage. Creatures with a burrow speed or the earth glide ability are
unaffected by binding earth.  If cast on an unattended object resting on an area of stone or earth, the stone or
earth warps and wraps around it, pulling it firmly to the ground. A DC 15 Strength check is required to pull the
  object free from snapping earth or stone.                    
  Blinding Spittle (S. Comp.) 1sa Instant 75 ft 1 missile of spit No
With a successful ranged touch attack you blind the subject causing a -4 to attack rolls until it can wash its
  eyes which requires a standard action.            
  Blackrot (C. Mage) 1sa 20 Rnds Touch Special Fort
This spell either damages a plant-creature over a number of rounds or it renders a wooden weapon poisonous.
When used on a plant it deals 1d8 points of damage for each round of the spell, a successful Fort save reduces
the time to 1 round.  If used on a wooden weapon then any creature that is touched by the weapon is sickened for
  1 round unless they make a Fort save.  Treat this effect as a poison so those immune to poison are not affected.
  Blindsight (S. Species) 1sa 20 Min. Touch Creature Touched No
  Grants the subject Blindsight 30'.              
  Blood Frenzy (S. Comp.) 1sa Special Touch Creature w/rage Will neg
  Subject enters the rage state, but that doesn't count against their normal amount of times they can rage daily.
  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.        
  Body of the Sun (C. Divine & S. Comp.) 1sa 20 Rnds 5 ft 5' radius Reflex 1/2
Fire extends 5' from your body in all directions dealing 10 d4 points of damage (max 5d4).  Adjacent
  creatures take fire damage each round.            
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Body Ward (C. Champ.) 1sa 20 Min Touch 1 Creature No
Caster selects either Str, Con or Dex and during the spell's duration it can absorb up to 5 points of ability
damage to that ability.  If the spell is cast twice then it wards each stat for 8 points.  If cast 3 times it wards each
  each stat against 10 points of ability damage.  You can't cast it multiple times on the same stat though.  
  Brambles (C. Divine & S. Comp.) 1sa 20 Rnds Touch 1 wooden weapon No
The weapon deals both piercing and bludgeoning damage and it gains a 21 (max +10) bonus to attack and
  damage.  It works only on wooden weapons with striking surfaces.        
  Branch to Branch (C. Adv. S. Comp.) 1sa 20 Hrs Personal Self No
Gain +10 Climb in trees as long as you stay 10' of the ground you can branchiate with a +10' to your normal
  move, you can charge, but can't run while swinging and you can ignore undergrowth's penalties.  
  Briar Web (C. Divine & S. Comp.) 1sa 20 Min 300 ft 40' radius spread No
Moving through the A.O.E. is like moving over difficult terrain 1/2 your normal move and you take 1 point of
  nonmagical piercing damage per 5 foot moved.            
  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
  Burning Gaze (Adv. Player's) 1sa 20 Rnds Self Self Fort neg V, S, M/DF Yes
As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single eye of a mundane salamander
creature or object within 30' of your location.  Targeted creatures must succeed at a Fort save or take 1d6 points of
fire damage.  Unattended objects do not get a save.  Creatures damaged by the spell must make a Reflex save or
catch fire.  Each round burning creatures may attempt a Reflex save to quench the flames; failure results in another
1d6 points of fire damage.  Flammable items worn by a creature must also save or take the same damage as the
creature.  If a creature or object is already on fire, it suffers no additional effects from burning gaze.  This spell
doesn't grant an actual gaze attack, foes and allies are not in danger of catching on fire simply by meeting your
  gaze.                            
  Burrow (S. Comp.) 1sa 20 Min Touch 1 Creature No
  The subject can burrow through the earth at 30' (20' in medium or heavy armor or if carrying a medium load).
  Buoyant Lifting (S. Species) 1sa 200 Min. 300 ft Special No
Causes the water to support a willing swimming creature or a single object of up to 4000 lbs.
The spell creates a smooth wave that supports the targets 20' above the water, unless there is an overhead
obstruction in which case it rises to height of the obstruction.  If the subject is removed the wave gently
  collapses.                  
  Camouflage, Mass (S. Comp.) 1sa 200 Min 300 ft 60' radius No
Any number of creatures in the spell's range can be affected, causing their coloration to match that of their
background granting the subjects +10 on Hide checks.  The effect is mobile with the subjects, but it is broken
  if one subject moves more than 60' away from another.                  
  Campfire Wall (Adv. Player's) 1sa 40 Hrs 75 ft 20' radius sphere No V, S, M/DF Yes D
You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire ash from burn thorns
continues to burn.  The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as
much illumination as a torch.  The barrier blocks L.O.S. granting creatures on either side of the barrier total
concealment from creatures on the other side.  Any object or creature passing through the barrier from outside
takes 1d6 points of fire damage and is also outlined with that equivalent to that of a torch, for 1d6 minutes.
Creatures outlined in this way are plainly visible regardless of the light conditions and do no benefit from an sort
of concealment, magical or otherwise.  The light is not bright enough to have any special effect on undead or
creatures vulnerable to light.  Creatures inside the barrier can leave without penalty, but if they try to return they
suffer the same consequences as anyone else.  If the fire source at the barrier's center is extinguished or moved
  the spell ends.                        
  Cat's Grace 1sa 20 Min Touch Creature Touched No V, S M Yes
  Grants the subject +4 Dex bonus with usual increase in AC and  Reflex rolls.         Pinch of cat fur  
  Certain Grip (Ul. Combat) 1sa 200 Min. Touch Creature Touched Will neg V, S, M/DF Yes
The subject’s grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics tiny ball of fur
checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell,
  the target is also immune to the disarm combat maneuver.                  
  Chameleon (C. Arcana) 1 round 20 Hrs Touch Creature Touched No
Causes the subject clothing and body to assume a coloration that blends in with the background giving them a
  plus 10 bonus to Hide.  The spell takes 1 round to adjust to a change in background.          
  Chill Metal (Pathfinder) 1sa 7 Rnds 75 ft 30' radius Will neg V, S, DF
Unattended metal items get no saving roll, unless they are magic.  This spell effects up to 500
lbs of metal damaging those wearing more than 1/5th their weight in metal (those wearing less than 1/5th their
weight take 1-2 points of damage.  Any heat warm enough to damage a creature negates the spell.
Round Temp. Damage Underwater the spell deals no damage, instead it incases the
1 Cold None subject in ice.  Chill Metal counters and is countered by
2 Icy 14d points Heat Metal.
3-5 Freezing 2d4 points
6 Icy 1d4 points
  7 Cold None                      
  Cloud Wings (S. Comp.) 1sa 20 Hrs Touch Creature Touched No
  Increases the subjects fly speed by 30', it doesn't grant flying or effect other forms of movement.  
  Cloudburst (C. Divine) 1 round 200 ft 1200 ft 100' radius No
Causes clouds to gather and a heavy rain to fall, reducing vision ranged by 1/2 and causing a -4 penalty to
Spot and Search checks.  It automatically extinguished unprotected flames and has a 50% chance to extinguish
protected fires.  Ranged attacks suffer a -4 to hit.  The spell doesn't function indoors, underground, underwater
or in desert climates.  After the spell ends the water evaporates in the next 10 minutes.  Water created doesn't
  slake thirst or provide any nourishment to plants.            
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.  
  Countermoon (S. Comp.) 1sa 12 Hrs. 75 ft 1 lycanthrope Will neg
  Forces a lycanthrope back into its natural form and keeps it from changing.      
  Creeping Cold (C. Divine & S. Comp.) 1sa 3 Rnds 75 ft 1 Creature Fort 1/2
Subject takes cumulative 1d6 damage per round; 1st Rnd = 1d6, 2nd Rnd = 2d6, 3Rd Rnd =3d6.  Only 1 save
  roll is allowed.                
  Daggerspell Stance (C. Adv. & S. Comp.) 1 swift 20 Rnds Personal Self No
While this spell is in effect and you are holding a dagger in each hand you gain a +2 to attack and damage.
  You also can deflect spells and gain SR of 25 When using total defense you have DR 5/magic.
  Decomposition (C. Divine & S. Comp.) 1sa 20 rnds 50 ft 50' radius No
Whenever a foe in the A.O.E. takes normal damage the wound festers for an additional 3 points of damage at
the beginning of each round thereafter until a DC 15 Heal check is made or a cure/heal spell is applied.  Only 1
  wound festers at a time.                        
  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 Poison 1sa 20 hr Touch 1 Creature Fort V, S, DF Yes
  Delays the harmful effects of a poison for the duration of the spell.                
  Divine Presence (C. Champ.) 1sa 200 Min Personal Self No
Gain a +5 bonus to Intimidate checks made against any creature that doesn't worship your deity.  When making
a check against someone who has one alignment opposed to yours you have a +10 bonus.  When making a
  check against someone with a diametrically opposed alignment you get a +15 bonus.  
  Drifts of the Shalm (PHB2) 1sa 20 Rnds 300 ft Special No
With an area of 100 sqft you create drifts of snow, leaves or ash 30' thick causing twice them
normal movement to enter the effected squares.  Anyone moving through a ash or snow drift takes 3 points of
  damage per round.  If part of a leaves drift catches fire for 2d6 points of damage to anyone in it.  
  Eagle Eye (Adv. Player's) 1 minute 20 Min. 1200 ft 1 Magical Sensor None   V, S, DF No  
Eagle eye creates a magical sensor directly above you.  The sensor can appear anywhere above you, to a max
height equal to the spell's range.  You can see from this vantage as if you were actually there, rotating your
viewpoint 360 degrees.  You perceive with your normal visual senses.  A caster suing eagle eye can easily see for
a considerable distance.  The spell doesn't penetrate any solid surface, although it is unaffected by foliage and
  the like.                          
  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.          
  Earthbind (S. Comp.) 1sa 20 Min 300 ft 1 Creature Fort neg
Hinders the subject's ability to fly if it fails to save then its fly speed drops to 0'.  Airborne creatures hit by this
spell fall to the ground as per feather fall  It has no effect on other types of movement or even effects that
  grant airborne movement like jumping, levitate or air walk.          
  Earthen Grace (S. Comp.) 1sa 20 Min Touch 1 living creature No
Grants the subject an affinity for earth and stone and any damage from those sources count as nonlethal
damage.  The spell ends when the subject's nonlethal damage from earth or stone materials equals their total
  hit points.                  
  Earthfast (S. Comp.) 1sa Permanent 75 ft Special No
Reinforces an earthen or stone structure giving it hardness 10 and doubling the hit points.  It effects 500
  pounds of rocks, it doesn't work on constructs though.          
  Easy Trail (C. Adv. & S. Comp.) 1sa 20 Hrs 40 ft 40' radius No
Pushes aside the plants essentially providing a trail through trackless terrain as if having a trail.  Trackers have
  a +5 DC penalty to track the trail of subjects of this spell.          
  Embrace the Wild (C. Adv. & S. Comp.) 1sa 200 Min Personal Self No
  You gain low-light vision and either blindsense to 30' or scent.  You also gain +2 to Listen and Spot checks.
  Estanna's Stew (Ex. Deeds) 1 round Instant 0 ft 1 pot of stew No
Heals 1d6+1 damage for 1 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.  
  Evergreen (Frost) 1sa 20 Hrs. 300 ft 10' radius No
Imbues the A.O.E. with magical heat instantly healing 1d8+ 20 (max +10) points of damage and granting
immunity to cold for the duration of the spell.  The spell effects natural plants as well as creatures with the plant
  subtype.                          
  Feast of Ashes (Adv. Player's) 1sa 40 Days 75 ft 1 Creature Fort neg V, S, M Yes
You curse the target with a hunger no food can assuage.  On a failed saving roll, the target begins to starve (see a pinch of ash
Core Rulebook page 444).  The effects of this spell cannot inflict more nonlethal damage than the target has hit
points.  No amount of nonlethal damage than the target has hit points.  No amount of eating can counter the
effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a
DC 12 Fort  save.  The target still experiences the other normal effects of anything consumed (such as poisons or
potions).  Feast of ashes can be removed with a break enchantment, limited wish, miracle, remove curse, or
  wish spell, but effects suffered as a result of starvation must be healed by normal means.          
  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.
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Fins to Feet (S. Comp.) 1sa 20 Hrs Touch 1 willing creature Fort neg
Transforms tentacles, fins, or tails into hands and feet giving the creature land speed of 30' (small 20', large 40').
The affected creature lose any natural swim speed they have and lose any natural attacks based on tail or
  tentacles.                  
  Fire Trap 10 minutes Till used Touch object touched Reflex 1/2
Cast upon an object that closes like a box, creating a trap that when opened does 1d4 + 20
(max 20) points of damage over a 5' area.  The trapped object cannot have a second ward on it.  A knock spell
  doesn't bypass the trap.  An unsuccessful dispel magic spell doesn't detonate the trap.          
  Flame Blade (Pathfinder) 1sa 20 Min 0 ft 1 swordlike beam No V, S, DF
Creates a 3' vertical column of divine fire that deals 1d8+ 10 (max +10) points of damage.  Since the blade
is not solid you can't apply your Str bonus to damage, it can ignite combustible materials and doesn't work
  underwater.                          
  Flaming Sphere (Pathfinder) 1sa 20 Rnds 300 ft 5' diameter sphere Reflex 1/2 V, S, M Yes
A burning globe of fire that moves at 30'/rnd to strike a target, it can ascend/jump 30'.  If it enters a space with a tallow, brimstone, and powered
creature it stops moving that round and deals 3d6 fire damage to that creature.  It can cross barriers of 4' or less iron
directing it is a move action, otherwise it stays at rest.  It ignites flammable substances and illuminates the same
area as a torch.  It can be extinguished by anything that would extinguish normal fires. It's surface is spongy and
  yields easily it can't push aside unwilling creatures or batter down obstacles, it winks out when it expires.        
  Flash-Freeze (Frost) 1sa Instant 75 ft Special No
Drains heat, earth, mud and stone becomes everfrost and water freezes.  You affect 200 sqft to a
depth of 1'.  Magical, enchanted, dressed or worked stone cannot be affected.  In water it can create small
  icebergs, but they are extremely slippery and unstable requiring a DC 15 balance check per round to stay on them.      
  Fog Cloud (Pathfinder) 1sa 200 Min 300 ft 20' rad x 20' high No V, S No
Creates a bank of fog that obscures all vision beyond 5'.  Creatures at 5' have 20% concealment and creatures
over 5' receive 50% concealment.  A moderate wind (11+ mp) disperses the fog cloud in 4 rounds, a strong wind
  (21+ mph) disperses the fog cloud in 1 round.  This spell doesn't work underwater.            
  Forest Friend (Abjur.) (Ul. Combat) 1 Round 20 Min. 75 ft 30' Diameter None V, S, M No
While subject to this spell, the targets find that forested areas become helpful instead of hindering. The targets pinch of manure
suffer no hindrances to movement and suffer no penalties on Acrobatics and Stealth checks from undergrowth in
forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal. When moving
in and among trees, those subject to the spell gain a +5 circumstance bonus on Acrobatics checks and Climb
checks. Rangers in their favored terrain can also add their favored terrain bonus on such Acrobatics and Climb
  checks.                          
  Frigid Touch (Evoc.) (Ul. Magic) 1sa Instant Touch Creature Touched None V, S Yes
This spell causes your hand to glow with a pale blue radiance.  Your melee touch attack deals 4d6 points of cold
damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1
minute instead.        
  Frost Breath (S. Comp.)   1sa Instant   30 ft cone Reflex 1/2
  10 d4 (max 5d4) cold damage, those that fail to save are dazed for 1 round.  
  Frost Fall (Evoc.) (Ul. Combat) 1sa 10 Rnds 75 ft 5' Radius Burst Fort part   V, S Yes  
The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it.
Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The
area remains chilled for the spell’s duration. Any creature that starts your turn within the spell’s area takes 1d6
points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving
  throw.                          
  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.                        
  Fury of the Sun (Trans.) (Race) 1sa 200 Min. 75 ft 1 Creature Fort neg V, S Yes
must be You curse the target to suffer unbearable heat. On a failed saving throw, the target is immediately subjected to
Ifrit severe heat, takes 1d4 points of nonlethal damage, and is suffering from heatstroke (fatigued). The target must
save every 10 minutes as normal for severe heat (starting at DC 15 rather than the DC of this spell). Because this
heat is internal, the target cannot avoid it using the normal methods for escaping heat dangers such as Survival
  checks or finding shade.                        
  Gusting Sphere (Evoc.) (Race) 1sa 20 Rnds 300 ft 5' Diameter Sphere Fort net V, S Yes
must be A swirling ball of wind rolls in whichever direction you point, hurling those it strikes with great force. The sphere
Sylph is treated in all ways as an area of severe wind, applying a –4 penalty on ranged weapon attacks that pass through
it. The sphere moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a
target. If it enters a space containing a Medium or smaller creature, it stops moving for that round and generates a
sharp thrust of wind to bull rush the creature. The sphere's CMB for bull rush combat maneuvers uses your caster
level in place of its base attack bonus, with a +2 bonus for its Strength score (14). Whether or not the bull rush is
successful, the creature takes 1d6 points of nonlethal bludgeoning damage from the attack. If the bull rush fails,
the creature is still subject to the severe winds from the sphere as long as they remain in the same square as it. A
gusting sphere rolls over objects or barriers that are less than 4 feet tall.  The sphere moves as long as you
actively direct it (a move action for you); otherwise, it merely stays at rest. A gusting sphere immediately
  dissipates if it exceeds the spell's range.                
  Glide (Trans.) (Adv. Player's) 1sa 20 Min. Self Self No V, S, M/DF No  
You take no damage from falls (as if from feather fall).  In addition you can move up to 5' in any horizontal a leaf
direction.  For every foot you fall, at a speed of 60' per round.  You can't use this spell to actually gain height,
merely to coast in other directions as you fall.  If subjected to a strong wind or any other effect that causes you to
rise you can take advantage of it in order to increase the distance you can glide.  The spell ends as soon as your
feet touch the ground regardless of its remaining duration.  If the spell expires while you are still in the air you fall
  the remaining distance as normal.                      
  Green Blockade (M. Wild) 1sa 20 Rnds 75 ft 20' long x 1' thick No
Raises a barrier of plants requiring a Str DC 15 check to pass through, ending their move.  Fire burns the
  blockade in one round or creatures armed with appropriate implements can chop through it in 1 minute.        
  Groundswell (Trans.) (Race) 1sa 0 Rnds Touch Creature Touched Fort neg V, S Yes
must be This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the
Dwarf ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The groundswell precludes flanking
from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the
ground returns to its normal elevation at the end of his turn; otherwise, it remains in place until the target moves
or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground
    beyond 5 feet.                        
  Gust of Wind 1sa 1 Rnd 60 ft Line shaped gust Fort neg V, S Yes
A severe blast of air (50 mph) originates from you blowing out straight.  Flying creatures suffer a -4 on any fly
check.  Tiny or smaller creatures must make a DC 25 Fly skill check or be blown back 2d4x10' taking 2d6 points of
 damage. Small creatures are knocked prone by the wind.  Medium or smaller creatures are unable to move forward
against the wind unless they make a DC 15 Str check.  Large or larger creatures may move normally in the A.O.E.
The force of the spell can't move a creature beyond the spell's range.  Ranged attacks and Perception checks suffer
a -4.  It can do anything that a sudden blast of wind could do; creating a stinging spray of sand or dust, fan a
large fire, overturn delicate awnings or hangings, heel over a small boat and blow gases or vapors to the edge of
  the A.O.E.                          
  Healing Lorecall (C. Adv. & S. Comp.) 1sa 200 Min Personal Self No
A caster with 5+ Heal ranks can remove 1 of the following; dazed, dazzled, or fatigued.  A caster with 10+ ranks
in Heal  can heal 1 of the following exhausted, nauseated or sickened.  When determining the amount of damage
healed by spells you can substitute your total ranks in Heal for your caster level.  The normal caster level
  limit for individual spells still applies.            
  Healing Sting (S. Comp.) 1sa Instant Touch You & 1 creature No
  Focusing negative energy you deal 1d12+ 20  (max +10) points of damage to a living creature.
  Heart of Air (C. Mage) 1sa 20 Hrs. Personal Self No
Turns part of your body into air giving you +10 Jump and if you have a fly speed it is enhanced by +10'.  While
this spell is active you can activate a feather fall, on yourself, as an immediate action the spell lasts 20
rounds. If heart of air is active on you at the same time heart of earth, heart of fire, or heart of water you gain
  light fortification.  If all 4 spells are active on you then you gain immunity to critical hits and sneak attacks.
  Heartfire (S. Comp.) 1sa 20 Rnds 75 ft 5' radius burst Fort part
Outlined subjects glow like a torch they do not benefit from concealment normally provided by darkness.
(although 3rd level or higher spells work normally). blur displacement, invisibility or similar effects.  If they fail
a Fort save they take 1d4 fire damage each round.  Those that make a successful Fort save take 1/2 damage
each round (min 1 point per round).  Spellcasters affected by this spell must make a Concentration Check DC
10+1/2 the damage last dealt each round.  The fire created by this spell can be extinguished by normal means
    doing so ends the spell.                
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Heat Metal (Pathfinder) 1sa 7 Rnds 75 ft 30' radius Will neg V, S, DF Yes
Heats up 500 pounds of metal up to 10 creatures can be affected.  Unattended nonmagical
metal gets no saving roll.  Any cold strong enough to injure the wearer will negate the spell.
Round Temp Damage Round Temp Damage
1 Warm None 6 Hot 1d4 points
2 Hot 1d4 points. 7 Warm None
  3-5 Searing 2d4 points                      
  Hold Animal (Pathfinder) 1sa 20 Rnds 300 ft 1 Animal Will neg V, S
  The subject becomes paralyzed, but is allowed a save each round.  Winged creatures fall.          
  Interfaith Blessing (C. Champ.) 1 round 20 Min 10 ft 20' radius burst Will neg
Brings down the blessing of their person's deity upon them.
Deity       Blessing    
Bahamut, St, Cuthbert, Yondalla +1 on attacks and saves
Boccob, Corellon Larethian, Vecna or Wee Jas +1 on attacks and saves
Ehlonna, Obad-Hai or nature in general +1 on attacks and saves
Erythnul, Gruumsh or Loth +2 on damage
Fharlanghn, Moradin or Pelor +2 AC
Carl Glittergold, Olidammara or no deity Roll 1d8, a 6 is the player's choice
Heironeous, Hextor, Nerull +2 on attack rolls
  Kord, Kurtulmak or Timat   +1 on attack and damage rolls    
  Kelpstrand (S. Comp.) 1sa 20 Rnds 75 ft 30' radius No
Effects 6 Creatures.  Make a ranged touch attack at each target if you hit you must immediately
make an opposed grapple check against the subject as a free action without provoking an attack of
opportunity, add caster level + bonus to your grapple check.  If you succeed the target becomes entangled in
in thick strands of kelp.  Each round the target can attempt to escape the kelpstrand with a successful grapple
check.  You are not considered grappled, once you shoot your strands of kelp you need not take any action to
maintain the effect.  A creature targeted with multiple kelpstrands have to make separate grapple or Escape
Artist checks against each kelpstrand.  If you cast this spell within 300' of the ocean you gain a +4 bonus on
  the grapple attacks.                
  Linked Perception (PHB2) 1sa 20 Min 20 ft 20' radius on you No
Each ally in the area gains a +2 bonus on Spot and Listen Checks if you and 3 allies are in the area each of you
  gains a +6 bonus.                
  Listening Lorecall (C. Adv. & S. Comp.) 1sa 200 Min Personal Self No
  Gain a +4 bonus on Listen checks and blindsense 30'  If you have 12+ ranks in Listen you gain blindsight 15'.
  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.          
  Lockjaw (Adv. Player's) 1sa 20 Rnds Touch Creature Touched Fort neg V, S, M Yes
You give a creature the ability to use one of its natural attacks to firmly attach itself to an opponent.  Choose one sticky tree gum
of the creature's natural attacks (usually a claw or bite attack).  The creature gains the grab ability with that natural
attack, including the +4 bonus on combat maneuver checks to start or maintain a grapple.  A creature with
multiple natural attacks can strike at its grappled opponent with its other natural attacks, but can't attack any other
  creature.  If a creature or object is already on fire, it suffers no additional effects from burning gaze.  This spell        
  Major Resistance (S. Species) 1sa 20 Hrs. Touch Creature Touched No
  Grants the subject +3 to all saving rolls.            
  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      
  Master Air (S. Comp.) 1sa 20 Rnds Personal Self No
You sprout wings, feathery or batlike your choice, and move at 90' (60' in medium armor) (Good).  You can
  charge, but not run and you can only carry your max load.  If the spell fails you drop at 60'/rnd for 1d6 rnds.
  Masterworkd Transformat. (Trans.)  (Ul. Magic) 1 Hour Instant Touch Special None   V, S, M No  
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, Special
a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork
thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can
affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to
reflect this improved quality.  The material component for the spell is magical reagents worth the cost difference
between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50
gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that
could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can
  cast the spell again to affect another option).                    
  Metal Fang (S. Comp.) 1sa 20 Min. Touch 1 Living Creature No
Temporarily transform one of the subject's natural weapons into either cold iron or silvered, allowing it to bypass
some DR, the affected weapon also counts as magical, but it gains no bonus to attack or damage.  You can cast
  this spell twice to make it both cold iron and silvered.          
  Might of the Oak (M. Wild) 1sa 200 Min Touch 1 Living Creature Will neg
  Grants +2 to Str and -2 to Dex              
  Mountain Stance (S. Comp.) 1sa 20 Min Touch 1 creature No
The subject gains a + 20 bonus to any attempt to grapple, lift push, bulrush, overrun, throw trip or
otherwise force them to move against their will.  If the subject is forced to move the spell ends, but the subject
  can move under their own power.                      
  Natural Rhythm (Adv. Player's) 1sa 20 Rnds Touch Creature Touched Will neg V, S, M Yes
You enhance a creature's ability to harm an opponent based on the number of times it has already injured that handful of pebbles dropped one by
opponent with a natural attack.  Each time the creature successfully strikes and opponent with a natural attack, the one onto the ground
subject gains a cumulative +1 bonus on damage rolls made against that opponent when making natural attacks
  (max +5 bonus).  If an attack misses the bonus to damage for all attacks resets to +0.          
  Nature's Favor (C. Adv. & S. Comp.) 1 swift 1 Min Touch Animal touched No
  Subject gains + 6 luck bonus to attack and damage rolls.      
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Numbing Sphere (Frost) 1sa 20 Rnds 300 ft 5' Diameter Sphere Reflex neg
A sphere of intense cold rolls in the direction indicated at 30' per round, it can climb or ascend up to 30' to strike a
single target.  If it enters a space with a creature it deals 1d6 points of cold and 14d points of Dex damage, but a
successful Reflex save negates both.  It can roll over barriers up to 4' tall, it instantly freezes water in 5' squares.
The sphere moves as long as you actively direct it (a move action), it can be destroyed by attacks it has DR 10/--
and 10 hp.  The surface is yielding and its impact doesn't do damage nor can it move anything, it winks out if it
  goes out of range.                
  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  area into which it deals damage.  
  One with the Land (S. Comp.) 1sa 20 Hrs Personal Self No
  Gain +2 on Handle Animal, Hide, Move Silently, Search, Survival and wild empathy checks.  
  Owl's Wisdom (Pathfinder) 1sa 20 Min Touch Creature Touched No   V, S, M    
  Grants +4 Wis.                   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 surprised for the duration of peaceful serenity of Io.  
  Pernicious Poison (Ul. Magic) 1sa 200 Min. Touch Creature Touched None   V, S, DF Yes  
You weaken the target’s defenses against poison. The target gains a –4 penalty on saves against poison, and
poisons affecting the target continue for another 2 frequency increments (for example, black adder venom lasts 8
rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with skill
  or magic take a –4 penalty.                      
  Persistence of the Waves (M. Wild) 1sa 200 Min Touch 1 living creature Will neg
    Gain +4 Con and -2 Str.                        
  Pox Pustules (Necro.) (Adv. Player's) 1sa 20 Min. 75 ft 1 Creature Fort neg V, S, M Yes
You inflict a painful, itching rash on the target creature.  The target is sickened and takes a -4 penalty to Dex leaves from a toxic plant
(this penalty cannot lower Dex below 0).  The target can spend a move action  scratching furiously at the rash to
    remove the sickened condition (but not the Dex penalty) until the start of its next turn.          
  Reduce Animal (Pathfinder) 1sa 20 Hrs Touch Special No V, S No D
This spell effects 1 willing animal of small, medium, large or huge size; halving the dimensions giving the
target a +2 Dex and -2 Str, a +1 on attack rolls and AC due to size.  Consult DMG table 2-3 p28 for adjusted
  damage dice.                        
  Regenerate Moderate Wounds (M. Wild) 1sa Permanent Touch 1 living creature No
Grants fast healing 2 for 10 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.  
  Remove Addiction (Ex. Deeds) 1sa Instant Touch Creature touched Fort
  Cures all addictions to drugs.                      
  Resist Energy (Pathfinder) 1sa 0 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.        
  Saltray (S. Comp.) 1sa Instant 75 ft Ray Fort part
With a successful ranged touch attack the subject takes 10 d6 points of damage (max 5d6) and must
  make a Fort save or be stunned for 1 round.                    
  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.        
  Scent (C. Divine & S. Comp.) 1sa 200 Min Touch Creature Touched No
  Grants the subject scent ability (MM1 134).                    
  Scent Trail (Trans.) (Adv. Player's) 1sa 20 Hrs 75 ft 30' Diameter Fort neg V, S, M Yes
You, or a willing creature you touch, up to 20 creatures, lay down a trail of scents that only the Queen Ant
creatures you designate at the time of casting can detect.  These creatures find it very easy to follow this trail.
They gain a +20 competence bonus on any Survival checks made for the purpose of tracking the creature laying
this trail.  Subject creatures with the scent special ability gain a +10 competence bonus on Wis or Survival checks
to follow the trail.  In addition, you can leave scent messages along the trail.  Each world or emotion in this
message requires spending a move action in the same spot.  Subject creatures seeking to understand this message
in order to understand this message must make another DC 20 Survival checked, with a -1 penalty for each word or
emotion in the message, in order to understand it.  Creatures cannot benefits form this smell if they cannot use, or
do not have, a sense of smell.  Creatures can used this spell to backtrack through a dungeon, maze or similar areas
  even if the creature laying down the trail crossed over the spot multiple times.              
  Share Husk (S. Comp.) 1sa 20 Min Touch Animal Touched No
You sense through an animal; seeing thru its eyes and hear though its ears.  You use your Listen and Spot
modifiers or the animals, which ever is better.  You can switch your senses from your body to the animal as a
  free action on your turn.                
  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.                      
  Sickening Strikes (Trans.) (Race) 1sa 0 Rnds Self Self Fort neg V, S Yes
must be You are imbued with disease, and any creature you strike with a melee attack must make a Fortitude save or be
Ratfolk sickened for 1 minute. Creatures that are immune to disease are immune to this sickened effect.          
  Slipstream (Conj.) (Adv. Player's) 1sa 200 Min. Touch Creature Touched Reflex neg V, S, M/DF No D
You create a low-cresting wave of water that carries the target along the surface of water or the ground.  When few drops of oil and water
moving across the level ground, the target's speed increases by 10'.  If going downhill, speed increases by 20'
instead, but slipstream provides no movement bonus when going uphill.  While swimming, the slipstream
increases the target's swim speed by 20'--if the target doesn't have a swim speed, this spell grants a swim speed of
  20'.                          
  Smoke Stairs (C. Scoundrel) 1sa 20 Min. Personal Self No
Gain the ability to run up columns of smoke as if they were normal stairs, requiring at a minimum of 5' square fire.
After casting this spell you can step onto the smoke stairs that only you can see, when in the column of smoke
you are considered to be above the fire and take no damage, every 5' upward costs 2 squares of movement.  If
anything dissipates the smoke, while you are climbing it, you lose your footing and fall.  If the fire is extinguished
  the smoke remains for 1 round.              
  Snake Swiftness, Mass (S. Comp.) 1sa Instant 75 ft 1 allied creature No
The subject can take an immediate attack without losing their place in the initiative order.  Not cumulative with
  itself or with haste.  Doesn't allow you to take more than 1 attack per turn.      
  Snow Walk (Frost) 1sa 200 Min. Touch Special No
20 subjects can walk on top of the snow instead of through it, avoiding the usual movement penalties
  and tracking is impossible by nonmagical means.  The gliding on the surface adds 10' to the subject's move rate.        
  Soften Earth and Stone (Pathfinder) 1sa Instant 75 ft Special No V, S, DF No
Softens all natural undressed earth or stone in the A.O.E.  Wet earth becomes thick mud, dry earth becomes
loose sand or dirt and stone becomes soft clay that is easily molded. Able to affect 200 sqft to a
depth of 1-4 feet.  Magical, enchanted, dressed or worked stone can't be affected, nor can earth creatures.  Must
succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack or cast spells.  A creature in
mud must save or be caught for 1d2 rounds and unable to attack, move, or cast spells.  All creatures in the A.O.E.
of much can move at 1/2 speed and can't run or charge.  In loose dirt subjects can only move at 1/2 speed.  Softened
stone doesn't affect movement.  Damage can be done by softening areas around dressed stone.  Stone formed
into clay doesn't affect movement through the A.O.E.  The spell can be used to create a landslide or moderate
collapse, as the loosened material is softened an peels away (treat as a cave-in with no bury zone).  A moderate
amount of structural damage can be dealt to worked foundations by softening the ground underneath, but it won't
  destroy most buildings.                        
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Speed of the Wind (M. Wild) 1sa 200 Min Touch 1 living creature No
  Gain +4 Dex and -2 Con for the duration of the spell.                  
  Spider Climb (Trans.) (Pathfinder) 1sa 200 Min. Touch Creature Touched No V, S, M Yes
The subject can climb and travel across vertical surfaces or even ceilings with a climb speed of 20', further more it a live spider
gets a +8 on Climb checks.  The subject retains their Dex bonus to AC and creatures get no special attacks or
  bonuses to hit the subject.  However, the subject can't run while climbing.              
  Splinterbolt (S. Comp.) 1sa Instant 75 ft 30' radius No
Make a ranged touch attack to hit the target for 4d6 points of damage with a critical threat range of 18-20.
Can fire 1 additional ray for every 4 levels beyond 3rd to a maximum of three at 11th level.  You can fire these
spllinterbolts at the same or different targets, but all bolts are fired at the same time.  For purposes of DR damage
  from this attack is considered magical piercing.            
  Steal Breath (Trans.) (Race) 1sa 1 Rnd 25 ft 1 Living Creature Fort neg   V, S Yes  
Catfolk You pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons,
spell or cast spells with verbal components. If the target fails its saving throw, it takes 2d6 points of damage, and it
cannot speak, use breath weapons, or anything else requiring breathing, and a visible line of swirling air leaves
the target's mouth and enters your mouth.  If, during the duration, the target moves out of range or line of effect
  to you, the spell immediately ends. This spell has no effect on creatures that do not need to breathe air.        
  Stone Call (Conj.) (Adv. Player's) 1sa 20 Rnds 300 ft 40' radius x20' high None V, S, DF No
A rain of dirt, gravel and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in
the A.O.E.  This damage only occurs once, when the spell is cast.  For the remaining duration of the spell, this
debris covers the ground, making the entire area difficult terrain.  At the end of the duration, the rocks disappear,
  leaving no after effects (other than the damage dealt).                  
  Summon Dire Hawk (Conj.) (Masters of Wild) 1 Round 20 Min. 75 ft 1 Creature No
Summons a Dire Hawk (Master of the Wild 189), it attacks immediately acting on your turn and it can be
  commanded mentality.                
  Summon Nature's Ally II 1 round 20 Rnds 75 ft 1 creature No   V, S, DF No D
Monster Subtype Monster Subtype Monster Subtype
Ant, Giant (worker) -- Goblin Dog -- Octopus --
Elemental (Small) -- Horse -- Squid --
Giant Spider   -- Hyena -- Wolf --
  Summons a creature that acts in the round that it is summoned or 1d3 creatures from the level 1 list.          
  Summon Swarm (Pathfinder) 1 round Conc. +2 Rnds 75 ft 1 swarm No V, S, DF No
Summons a swarm of bats, rats or spiders (your choice) which attacks all creatures in it’s A.O.E.  If no living
  creatures are present the swarm will attack the nearest creature.  The caster has no control over the swarm.        
  Surefooted Stride (S. Comp.) 1sa 0 Min. Personal Self No
Gain a +10 bonus on Balance, Climb, Jump and Tumble checks and you don't lose your Dex bonus to AC when
  balancing or climbing.                
  Swim (C. Arcana & S. Comp.) 1 round 200 Min 300 ft 1 Creature No
Gives the subject a swim speed of 30', but not the ability to breathe water or hold their breath longer.  As long as
the creature doesn't carry more than a light load no swim checks are required.  It also gains +8 on any Swim
checks made to avoid hazards or perform special actions (it takes a weight penalty of -1 per 5 lbs).  The subject
  can take 10 on  Swim checks even if rushed or threatened.          
  Tar Ball (Trans.) (Ul. Magic) 1sa Instant 75 ft Sticky Ball of Tar None   V, S, M No  
You create a sticky ball of burning tar that you can hurl at your enemies as a ranged attack. If the tar ball strikes, it tiny ball of bitumen
deals 1d4 points of fire damage + your Strength modifier, and splashes the target with hot, sticky tar. The tar deals
1d4 points of fire damage each round on the creature’s turn for the next 1d4 rounds and gives the target a –2
penalty to Dexterity for that duration. If desired, the target can use a full-round action to attempt to extinguish or
cool the tar before taking this additional damage. Extinguishing or cooling the tar requires a DC 15 Reflex save or
at least 1 gallon of nonflammable liquid. Rolling on the ground provides the target a +2 bonus on the save.
  Leaping into a lake or magically cooling the target automatically ends the effect.            
  Thaw (Frost) 1sa Instant 75 ft 10' cube No
All everfrost, slush, snow, mud and ice are heated; ice and snow become slush, slush becomes everfrost and
  everfrost becomes bog (DMG 88).              
  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.          
  Tiger's Tooth (S. Comp.) 1 Swift 1 Round Touch 1 living creature No
    Grants a +1 bonus on attack and damage rolls.  The spell can effect a slam attack, fist, bite or a natural weapon.
  Train Animal (C. Adv. & S. Comp.) 10 minutes 20 Hrs Touch Animal Touched No
  The affected animal gains 10 (max 5) new tricks, it doesn't make the animal like you though.
  Tree Shape (Pathfinder) 1sa 20 Hrs Personal Self No   V, S, DF   D
Able to magically conceal yourself as a tree, dead tree or bush.  You can observe all that happens around you
and your hp and save bonuses remain the same.  You gain +10 natural AC, but have a Dex score of 0.  You can
dismiss the tree shape as a free action.  You are immune to critical hits and all equipment changes with you.  To all
  forms of normal observation you are a tree, but under detect magic the tree will glow faintly.          
  Unshakable Chill (Necro.) (Ul. Magic) 1sa 200 Min. 75 ft 1 Creature Fort neg V, S, M Yes
The target is filled with an unshakable chill for the duration of the spell, and suffers from the effects of severe
cold.  Severe cold effects: If the initial saving throw fails, the target takes 1d6 points of nonlethal cold damage
and must save every 10 minutes (using the DC of severe cold instead of this spell’s DC) or take additional
  damage.                          
  Wartrain Mount (Ench.) (Ul. Magic) 1 Minute 20 Hrs. 75 ft 1 Animal None V, S, M Yes
You instill the target animal with the combat training general purpose (see Handle Animal). This supersedes the swatch of black cloth
animal’s previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous trained
    purpose and known tricks.  The spell works on only friendly or indifferent animals.            
  Warp Wood (Pathfinder) 1sa Instant 75 ft 20' radius Will neg V, S Yes
Causes wood to bend and warp, permanently destroying its straightness, form and strength.  A warped door
springs open (or becomes struck).  A boat or ship springs a leak, and warped weapons have a -4 on attack rolls.
you can warp 1 small object or its equivalent per caster level.  A medium object counts as 2 small objects.  A
large object counts as 4 small objects a huge object counts as 8 and a gargantuan object counts as 16.  You can
  also unwarp wood to straighten it or you can use the spell multiple times to warp big objects.          
  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.        
  Wilderness Soldiers (Trans.) (Ul. Combat) 1sa 20 Rnds 30 ft 30' Radius None V, S No
You call on the plants nearby to aid you in combat. This spell is ineffective if no plants you can direct are within
the area. You can spend a swift action and/or a standard action on each of your turns to direct one of the
following attacks. The attack bonus or CMB for these attacks equals your base attack bonus + your Wisdom
modifier. You grant a +1 bonus per three caster levels (maximum +5) on damage rolls due to this spell. Your
wilderness soldiers never provoke attacks of opportunity, and they do not count as allies for flanking or other
purposes.
Tree: A tree makes a melee attack with a 10-foot reach from its trunk. A hit deals an amount of damage equal to
1d8 points + your Wisdom modifier. The tree can instead attempt a bull rush, drag, or reposition combat maneuver
with the same reach, but the tree cannot move itself.
Undergrowth or Hedgerow: Acting as a Medium creature, one square of undergrowth or hedgerow attempts a
grapple combat maneuver against an opponent within or adjacent to that square. Heavy undergrowth gains a +2
bonus to its CMD. Undergrowth cannot move the grapple or pin a foe, but it can deal an amount of damage equal
to 1d4 points + your Wisdom modifier by making a successful grapple check against a foe it is grappling. The
undergrowth’s CMD is 5 + its CMB. If you fail to direct the undergrowth to maintain the grapple, it releases its
  opponent.                          
  Wings of Air (S. Comp.) 1sa 20 Min Touch 1 winged creature No
  The creature becomes more agile improving its movement capability by 1 level.  Multiple versions can't be used.
  Winter's Embrace (S. Comp.) 1sa 20 Rnds 75 ft 1 creature Fort neg
The subject takes 1d8 points of damage/round, eave round the subject can make a Fort save to avoid taking
damage.  The second time the subject takes damage from this spell he becomes fatigued, the 4th time it becomes
  exhausted.                  
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Wood Shape 1sa Instant Touch Special Will neg V, S, DF Yes
You can shape 30 cubic feet of wood into any shape you want.  There is a 30% that anything
  with moving parts won't work.                      
  Woodland Veil (Master of Wild) 1sa 200 Min. 75 ft 30' Radius No
    Causes the subjects to blend into their natural surroundings granting them a +5 on Hide and Move Silently.
  Wracking Touch (C. Adv. & S. Comp.) 1sa Instant Touch Creature Touched Fort 1/2
Deal 1d6+ 20 (max +10) points of damage with a touch.  If you have the sneak attack ability you can
also deal sneak attack damage, unless it is immune to sneak attacks.  You don't need to flank the target or have
    its dexterity bonus negated.              
  Zone of Glacial Cold (Frost) 1sa 20 Rnds 300 ft 20' radius Fort 1/2
Creates a zone of icy cold dealing 1d6 points of cold damage per round.
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            
  Air Breathing (S. Comp.) 1sa 40 Hrs Touch Living Creatures Will neg
  The transmuted creatures can breathe air, divide the duration among the number of creatures touched.  
  Alter Fortune (PHB2) Immediate Instant 75 ft 1 Creature No
  You reroll any die roll just made, you must abide by the second roll; costs 200 Exp.    
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Align Fang, Mass (S. Comp.) 1sa 20 Min 25 ft 30' radius No
Grants 20 natural weapons an alignment either good-, evil-, lawful, or chaotic-.  It has no effect on
  naturally aligned weapons like a demon's claws.            
  Animal Aspect (Ul. Combat) 1sa 20 Min. Self Self None   V, S, M/DF Yes  
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is part of the animal
unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for
the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the
associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and
you always jump as if you had a running start, you gain a Swim speed equal to half your normal speed, and all the
benefits of having a swim speed.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type
increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the
grapple or reposition combat maneuver.  You gain a +2 competence bonus on Perception checks, and a +1
competence bonus on Fortitude saves.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb
checks, and you can throw objects as if you had the Throw Anything feat.  You gain a +4 competence bonus on
Acrobatics checks.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water
with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed.
Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to keep holding your breath.  Your swim speed increases to your full normal speed, and you
need not make concentration checks to cast spells underwater.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence
bonus on Disable Device, Sleight of Hand, and Stealth checks.  Your competence bonuses on Disable Device,
Sleight of Hand, and Stealth checks increase to +4.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus
of +20 feet to your base speed.  Your enhancement bonus to speed increases to +30 feet, and you gain the benefit
of the Run feat.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half
your normal speed and all the benefits of having a natural climb speed.  You gain a +4 competence bonus on
  Stealth checks.                        
  Anthropomorphic Animal (Trans.) (Ul. Magic) 1sa 20 Hrs Touch Animal Touched Fort neg V, S, M Yes
You transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a humanoid thumb bone
lycanthrope's hybrid form is a mix of a humanoid and animal form. The animal's size, type, and ability scores do not
change. It loses its natural attacks except for bite (if it had one as an animal), all types of movement other than its
land speed, and special attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects
and weapons as well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The
creature's Intelligence increases to 3, and it gains the ability to speak one language you know. It is not considered
proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a
creature of its size (unless it has a bite attack, which is a natural attack).
Anthropomorphic animal can be made permanent with a permanency spell cast by a caster of 11th level or higher
  at a cost of 7,500 gp.                        
  Artic Haze (Frost) 1sa 200 Min. 300 ft 30' radius 20' high Fort 1/2
Creates a cloud of razor-sharp ice shards obscuring all sight beyond 5' (20% miss chance and 50% at 10'+) the ice
particles tear causing 4 points of damage (1/2 cold) to anyone passing through it.  A strong wind (21+ mph)
dispersers the cloud in 4 rounds, a severe wind (31+ mph) disperses the cloud in 1 round, but doing so causes
  damage to those down wind 4 points (1/2 cold) for a strong wind and 8 points (1/2 cold) for a severe wind.
  Ash Storm (Conj.) (Ul. Magic) 1sa 20 Rnds 1200 ft 40' rad. X 20' High None   V, S, M/DF No  
Driving ash blocks all sight (even darkvision) within the spell’s area of effect, and falling cinders cause the ground pinch of ash
  in the area to become difficult terrain.                    
  Attune Form (Planar & S. Comp.) 1sa 24 Hrs Touch 7 Creatures No
  Attune to the current plane negating its harmful effects          
  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.  
  Babau Slime (S. Comp.) 1sa 0 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.              
  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.                    
  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.              
  Bite of the Werewolf (S. Comp.) 1sa 20 Rnds Personal Self No
You gain +2 Str, +4 Dex, +4 Con, and +4 to natural AC.  You also gain a bite attack that deals 1d6 points of
damage (1d4 if you are small) + 1.5 times your Str modifier.  You also gain the benefit of the Blind Fight Feat.
  If your BAB is 6+ you do not gain additional bite attacks.          
  Beast Claws (C. Divine) 1sa 20 Rnds Personal Self No
Changes your hands into claws that deal 1d6 points of damage with a critical threat range of 19-20.  Attacks with
    your new claws do not provoke attacks of opportunity nor do they hinder spellcasting or manual dexterity.
  Blindsight (S. Comp.) 1sa 20 Min. Touch 1 Creature Will
  Grants subject the blindsight ability out to 30'.            
  Blood Scent (Trans.) (Race) 1sa 0 Min. 100 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.          
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Bottle of Smoke (S. Comp.) 10 Minutes 20 Hrs Touch 1 smoky horse No
Creates a bottle of smoke that brings forth a smoky horse like force that you can ride.  It is silent and those who
do not have the bottle can't touch it.  To mount you must make a rider check DC 10 while holding the bottle.
Letting go of the bottle dispels the spell, if the bottle is broken the spell ends.  It has a move speed of 400
feet per round (to a max of 240).  It sends out smoke beyond the rider 5' wide and 20' high, providing concealment
to anyone behind the rider.  Any severe or magical wind can dispel the horse, it can't otherwise be attacked.  The
rider can pause the spell and return the smoke to the bottle by corking it.  Uncorking it activates the spell, but
  after 24 hours any unused portion of the spell is lost.  If dispelled while the bottle is corked the spell is dispelled.        
  Burrow (Ul. Magic) 1sa 20 Min. Touch Creature Touched Will neg V, S Yes
The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor, or if it carries a medium
or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. Using burrow requires
only as much concentration as walking, so the subject can attack or cast spells normally. The burrowing
creature cannot charge or run. Loose material collapses behind the target 1 round after it leaves the area. This
spell does not give the target the ability to breathe underground, so when passing through loose material, the
  creature must hold its breath and take only short trips, or else it may suffocate.              
  Burst of Nettles (Conj.) (Ul. Magic) 1sa Instant 75 ft 10' Radius Burst Reflex 1/2 V, S Yes
You release a burst of barbed, acid-filled nettles. Creatures caught in the burst take 3d6 points of damage plus 1d6
points of acid damage on the next round. Those that save take half damage from the initial burst and no damage
  on the next round.                        
  Call Lightning (Pathfinder) 1 round 20 Min 300 ft 30' lightning stroke Reflex 1/2 V, S Yes
Once per round you can call down a 5' wide by 30' long stroke of lightning dealing 3d6 points of damage.  You
can call down a total of 20 bolts, (max 10) using a standard action to call down a bolt, but you can still
cast other spells during the duration of the spell.  If you are outdoors in a stormy area each bolt does 3d10 points
  of damage.  The spell functions indoors or underground, but not underwater.              
  Capricious Zephyr (S. Comp.) 1sa 20 Rnds 300 ft 5' diameter sphere Special
A ball of swirling wind and dust moves at 30'/rnd as you direct regardless of the terrain.  If the sphere enters a
space with a creature in it  tries to bowl the creature over; the creature must resist a bull rush with a +6 on the
attack.  If the spell wins it pushes the creature in a random direction and the creature must make a Reflex save or
fall prone.  The spell moves as you direct, as a move action, otherwise it stays in the same spot.  If it leaves the.
  spell's range it expires.                
  Charge of the Triceratops (S. Comp.) 1sa 20 Rnds Touch 1 Living Creature No
Grants the subject a natural gore attack for 1d8 points of damage (1d6 if small, 2d6 if large).  The subject may add
1.5 times their strength bonus to the attack, if it is used as a primary attack, 1/2 their strength bonus if it is used
  as a secondary attack with a -5 penalty on the attack roll.  Also adds +4 natural AC.  
  Circle Dance (S. Comp.) 1 Min. Instant Personal Self No
    Divine the relative direction and condition of a known creature, if on the same plane.  
  Cloak of Winds (Abjur.) (Adv. Player's) 1sa 20 Min. 75 ft 1 Living Creature Fort neg   V, S Yes  
You shroud a creature in a whirling screen of strong, howling wind.  The subject is never checked or blown away
by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls
against the subject take a -4 penalty.  Tiny or smaller creatures must succeed at a Fort save to successfully touch
or attack the subject in melee.  Failure knocks the attacker prone and pushes it 0 feet.  This movement can pass
through squares of other creatures without affecting them and doesn't provoke attacks of opportunity, but the
creature talked 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its
  movement.                          
  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.          
  Companion Mind Link (Ench.) (Ul. Combat) 1sa 20 Min. 75 ft Animal Companion V, S
The link between you and your animal companion becomes stronger. As long as you are within line of sight of
your animal companion, you can telepathically communicate with it as if you two shared a language. Also, as
long as you are within line of sight of the animal companion, you can push your animal companion a swift action
instead of a move action, and you do not need to succeed at Handle Animal checks to handle your animal
    companion. Such checks automatically succeed.                    
  Contagion 1sa Instant Touch 1 Creature Fort V, S Yes
  Subject contracts a disease (as per PHB 213)                    
  Control Temperature (Frost) 1 Round 20 Hrs. 400 ft Special No
  Raise or lower the temperature by 4 bands, see Cold/Heat dangers DMG 303.  
  Corona of Cold (S. Comp.) 1sa 20 Rnd 10 ft 10' radius Fort neg
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.  
  Countermooon (M. Wild) 1sa 12 Hrs 75 ft 1 lycanthrope Will neg
  Prevents a lycanthrope from changing shape, natural lycanthropes gain a +4 to save vs. this spell.  
  Creaking Cacophony (S. Comp.) 1sa 20 Rnds 300 ft 40' radius No
The sound is as loud as a pitched battle and is overwhelming inside the spell area and heard well outside of the
spell's A.O.E.  Inside the A.O.E. all creatures take a -4 Listen check and spellcasters must make a Concentration
check with a DC of the spell's DC + the spell being cast DC.  Creatures in the A.O.E gain vulnerability to sonic
  damage.                  
  Crown of Clarity (PHB2) 1sa 20 Hrs Touch 1 Creature No
Creates an arcane crown granting +2 on Listen and Spot checks.  As an immediate action you discharge the spell
granting you a +8 on 1 single Spot or Listen check, ending the spell.  The spell occupies space on the head as a
  headband, hat or helm.  If it is removed the spell ends.          
  Crumble (S. Comp.) 1sa Instant 300 ft Special Fort 1/2
This force brings the forces of erosion to bear on a structure or construct dealing 20 d8 points
of damage (max 10d8).  The maximum size of the object depends on your level.
Level Size of Object Affected
Up to 9th Large
10th - 15th Huge
16th - 18th Gargantuan
  19th - 20th Colossal                
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Cup of Dust (Adv. Player's) 1sa 20 Days 75 ft 1 Creature Fort neg V, S, M Yes D
You curse the target with a thirst no drink can quench.  On a failed saving roll, the target begins to dehydrate a pinch of dust
(Core Rulebook page 444).  The effects of this spell can't inflict more nonlethal damage than the target has hit
points.  No amount of drinking can counter this effect, although the target still experiences the other normal effects
of any liquid imbibed (such as poison or potions).  Cup of dust can be removed with a break enchantment, limited
wish, miracle, remove curse or wish spell, but the effects suffered as a result of dehydration must be healed by
    normal means.                        
  Cure Moderate Wounds 1sa Permanent Touch 1 Creature Will
  Heals 2d8+ 20 damage (+10 max).                    
  Create Treasure Map (Div.) (Adv. Player's) 1 hour Instant Touch 1 Dead Creature No V, S, M No
You can take a piece from a dead creature's body and use it to create a map that reveals the locations of any powdered metal and rare inks
valuables that creature know about while still alive.  You must cut this piece off yourself and the creature can't worth 100 gap
have died more than 24 hours prior to casting this spell.  You can't cast this spell on a creature without a physical
body, and the portion you remove must have a fairly level surface such as a piece of hide, carapace, or skin.  The
map you create is accurate to the best knowledge the creature had at the time of its death.  It reveals the location
of 6 sources of treasure.  Any inaccuracies or faulty information held by the creature are
represented on the map as well.  Similarly, the map cannot account for any changes that occur after the creature's
death.  You must choose the scale of the map when creating it, opting between nearby (1-2 dungeon levels), local
(a valley or community) or broad (a country or larger).  The map reveals the locations of what the creature deemed
most valuable within its area.  Depending on the creature, the map might reveal a source of tasty food, suitable
  mates, or even your own treasure vault.                    
  Damp Powder (Trans.) (Ulf. Combat) 1sa Instant 75 ft 1 Loaded Firearm Will neg V, S, M/DF Yes
This spell causes ammunition already loaded into the target firearm is ruined with moisture. Any attempt to fire a sample piece of cotton
that ammunition fails, with no chance for misfire, and the user must then take a full-round action to clear the
 weapon before reloading and firing it. If aware of this spell’s effect prior to firing the altered ammunition (a DC 16
Spellcraft check to identify the spell being cast or similar effect), the firearm’s user can spend a standard action to
  clear the altered ammunition from the firearm. Doing so destroys that ammunition.            
  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.          
  Dehydrate (S. Comp.) 1sa Instant 300 ft 1 Living Creature Fort neg
A curse that deals 1d6 + 6 (max +5) points of Con damage.  Oozes, plants and aquatic creatures take
  1d8+ 6 (max +5) points of damage.                  
  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.                      
  Diminish Plants (Pathfinder) 1sa Instant Special Special No V, S, DF No
Prune Growth causes normal vegetation within 1200 feet to reduce its size by 1/3, becoming untangled
and appearing carefully pruned and trimmed. Or it can affect, a 100' semi circle, a 150' quarter circle or a 200' circle.
Stunt Growth reduces the potential producitivy to 1/3 normal for all plants within 1/2 mile over the course of 1
  year.                          
  Dominate Animal (Pathfinder) 1 Round 20 Days 75 ft 1 animal Will neg V, S
Allows you to direct an animal with simple commands (like Attack, Run, Fetch) suicidal or self-destructive
commands including the order to attack a creature 2 or more sizes large are ignored.  You can mentally direct the
creature and you don't need to see the creature to command it, but you can't see through its eyes.  Because you
are directing the animal with your Int it may be able to perform actions normally beyond its comprehension.  You
do not have to control it directly unless you are directing it to do something that it normally wouldn't do.
  Directing the animal is a move action.                    
  Elemental Speech (Div.) (Adv. Player's) 1sa 0 Min Self Self No V, S, M
This spell enables you to converse with creatures associated with a chosed 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 Aura and with any creature that has the air subtype or a fly speed.
When cast as an earth spell, you can converse in Terrain 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.                      
  Embrace the Wild (C. Divine) 1sa 200 Min Personal Self No
  Gain low-light vision and either blindsense 30' or scent (your choice) also gain +2 on Listen and Spot checks.
  Energize Potion 1sa Instant 25 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).
  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.      
  Entangling Staff (C. Adv. & S. Comp.) 1 Swift 20 Rnds Touch 1 Quarterstaff No
Each time your enchanted staff touches a foe you can order it to attempt a grapple as a free action without
provoking attacks of opportunity.  You gain a +8 bonus on grapple checks and can attempt to grapple creatures
up to 1 size larger than you.  If the grapple succeeds vines constrict dealing 2d6 points of damage (nonlethal if
if wish).  You can release leaving your foe entangled for the duration of the spell or you can maintain your hold
  dealing constrictive damage with a successful grapple check.          
  Evard's Menacing Tentacles (PHB2) 1sa 20 Rnds Personal Self No
Each round as a free action you can direct the 10' tentacles to attack a foe in range.  You use your base BAB +
your Str modifier.  The tentacles threaten the area they are within and can make 1 attack of opportunity per round.
  The tentacles also grant you a +4 Climb check bonus.          
  False Bravado (M. Wild) 1sa Special 75 ft 1 humanoid Will neg
This spell lasts for 3 round + the subject's Con modifier giving the subject a false sense of confidence like a
barbarian's rage, but they do not gain the benefit of a barbarian's rage and gain all the negatives including -2 AC
and cannot use skills or abilities that require patience and concentration.  At the end of the spell the subject is
  fatigued with -2 to Str and Dex and unable to charge or run for the rest of that encounter.          
  Feather Step Mass (Trans.) (Adv. Player's) 1sa 0 Min. 25 ft 30' Diameter Fort neg V, S Yes
For the duration of this spell, the subjects ignore the adverse movement effects of difficult terrain, and can even
  take a 5' step in difficult terrain. 0 Creatures can be affected.              
  Fins to Feet (Trans.) (Race) 1sa 20 Hrs Touch 1 Willing Creature None V, S Yes
must be You transform the target's fins, flippers, or tail into legs and feet, allowing it to walk on land. The target loses its
Merfolk swim speed but gains a base speed appropriate for a humanoid of its size (speed 30 if a Medium or larger creature,
speed 20 if Small). If the creature is immersed in water for 1 round, the transformation reverts, allowing it to swim
normally. One round after leaving the water, the transformation occurs again, allowing it to walk.  This spell only
works on merfolk, tritons, seals, fish, and other creatures whose bodies or limbs are used mainly for swimming
  and are not suitable for walking. It does not give the target the ability to breathe air.          
  Fire Wings (C. Divine & S. Comp.) 1 Round 20 Min Personal Self No
Your arms are transformed into fiery wings, the flame doesn't damage you or your equipment, but it renders you
unable to cast spells that require somatic components, rings, bracers and other items still work though.  You can
fly at 60' (40' if you carry a medium or heavy load) (Good).  You can't carry more than a light load and you can
charge, but not run.  If the spell expires while you are aloft you descend at a rate of 60'/rnd for 1d6 rounds.  If not
flying you can make 2 attacks each round as if they were natural weapons dealing 2d6 points of fire damage.  The
  fire wings can be dispelled by a quench spell, immersing in water or a wind of hurricane force.  
  Fly, Swift (C. Adv. & S. Comp.) 1 Swift 1 Rnd Personal Self No
Gives you the ability to fly at speed 60' (40' if wearing medium or heavy armor).  When the spell expires you float
  down at 60'/rnd for 1d6 rounds.              
  Forest Eyes (C. Champ.) 1 Minute 20 Min Unlimited Special No
You can look into a plant and see out of another plant of the same type.  You can't move the plant, but you can
see all around.  Unlike other scrying spells you cannot use magically enhanced senses through the plants.  If the
  other plant is in the dark you can see out to 10'.  Both plants must be alive for the spell to work.  
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Forest Voice (C. Champ.) 1 Minute 20 Min Unlimited Special No
This spell allows you to talk to someone within 10' of another plant of the same type, it doesn't transmit sonic
damage though the conversation would be as clear as if you were 10' away.  Both plants must be alive for the
    spell to work.                
  Forestfold (C. Adv. & S. Comp.) 1sa 20 Hrs Personal Self No
You attune your coloring and footfalls to one specific type terrain giving you a +10 Hide and +10 Move Silently
  in that area.                  
  Fungal Infestation (Necro.) (Ul. Magic) 1sa 1d3 Days Touch Creature Touched Fort neg   V, S Yes  
You coat the target in necrotic fungus that makes its flesh soft and fragile. Toadstools, ringworm, and other
disgusting fungal growths sprout from its skin. The target takes 1d3 points of Charisma damage. Any physical
  attack against the target automatically adds 1d6 points of bleed damage.              
  Giant's Wrath (S. Comp.) 1 swift 20 Rnd Personal Pebbles No
This spell lets you enchant 6 pebbles you can hurl 1 pebble as an attack option.  When the
pebble leaves your had it turns into a boulder with a range increment of 120'.  If you hit the target you deal 2d6+
Str bonus.  You gain an insight bonus equal to your caster level on to hit and damage rolls (10 max).  If you give
  the pebble to another creature or drop it the spell ends.          
  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.  
  Heart of Water (C. Mage) 1sa 20 Hrs. Personal Self No
Converts part of your body to elemental water giving you a swim speed equal to your land speed.  You also gain
plus 8 racial bonus on Swim Checks and the ability to breathe water as if under a water breathing spell.  You
also gain +5 Escape Artist and you can activate a freedom of movement spell as a swift action which lasts for
20 rounds or for the duration of heart of water.  If heart of air, heart of earth or heart of fire is cast
upon you, you gain light fortification, if all 4 spells are active you become immune to critical hits and sneak
  attacks.                  
  Heatstroke (S. Comp.) 1sa Instant 300 ft 1 Creature Fort part
The subject immediately becomes fatigued, if already fatigued they become exhausted unless they make their
saving roll.  Regardless of the saving roll they take 2d6 points of nonlethal damage.  A creature wearing heavy
  armor takes a -4 saving roll modifier.              
  Hide Campsite (Adv. Player's) 10 Minutes 40 Hrs 75 ft 20' Cube Will   V, S, M No D
You make the are around a campsite appear to be a thicket of untouched and forbidding foliage, or some other a sprig of mistletoe and a vial of quicksilver.
unwelcoming feature matching the surrounding terrain.  Creatures outside the area can't sense any activity going
on inside the area--they can't smell campfires or cooking food they can't hear conversations, loud noises or spells
being cast, and they can't even feel heat or a rush of wind coming from the area.  Those inside the area can see out
  normally.  Once a creature steps into the area of the spell, it can see everything in and around the area normally.        
  Hydraulic Torrent (Evoc.) (Adv. Player's) 1sa Instant 60 ft 60' Line None V, S Yes
You call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes
something it can't push past.  Against creatures and moveable objects this stream acts as a bull rush.  You can
bull rush creatures of any size, not just those 1 size larger than your own.  Make a combat maneuver check and
apply its results to each creature within the area.  Your CMB for this bull rush is equal to your caster level plus
your Int, Wis or Cha modifier, whichever is higher.  This bull rush doesn't provoke an attack of opportunity.
Against immovable objects this stream instead allow you to make a Str check to destroy the target.  When
attempting to break and object, the stream has an effective Str equal to your caster level plus the ability score
modifier as above.  The Break DC depends on the object you're trying to break--page 175 of the Pathfinder Core
Rulebook lists several sample Break DCs for various objects.  Hydraulic torrent extinguishes any normal fires it
  encounters along its path.  Magical fires are unaffected.                  
  Hypothermia (S. Comp.) 1sa Instant 75 ft 1 creature Fort part
The subject takes 20 d6 (max 10) and becomes fatigued, a successful save reduces the damage
    1/2 and removes the fatigue.                      
  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          
  Ice Lance (S. Comp.) 1sa Instant 300 ft 1 lance of ice Fort part
You must make a normal ranged touch attack, with a +4 to your chance.  If you hit you deal 6d6 points of damage
Half of the damage is cold, rest is piercing.  The subject must make a Fort save or be stunned for 1d4 rounds.
  The icelance is good for only 1 attack.            
  Improve Trap (Trans.) (Race) 1sa Instant 75 ft 1 Trap Will neg   V, S Yes  
must be When this spell is cast upon a trap, it improves one specific element of the trap chosen at the time of casting. The
Kobold caster can improve the trap in any of the following ways (each one raises the trap's CR by +1).
Increase DC of the Perception check required to locate the trap by +5.
Increase DC of the Disable Device check required to disarm trap by +5.
Increase the trap's attack bonus or saving throw by +2.
To cast this on a trap, you must know that the trap exists and its precise location. A trap can only have one
improvement from this spell at a time. A second casting changes the improvement on the trap, but does not add
  another improvement.                        
  Infestation of Maggots (C. D. & S. Comp.) 1sa 10 Rnds Touch 1 Creature Fort neg
With a successful touch and a failed Fort save you infect the subject with maggots dealing 1d4 Con damage/rnd.
  The subject is allowed a saving roll each round to end the spell.        
  Jagged Tooth (S. Comp.) 1sa 200 Min 75 ft 1 natural weapon Will neg
  Doubles the critical threat range for one natural piercing or slashing weapon.      
  Junglerazer (S. Comp.) 1sa Instant 120 ft 120' line Reflex 1/2
Fey, vermin, plants and plant creatures in the A.O.E. take 20 d10 (max 10) points of negative energy
  damage.                  
  Lion's Charge (S. Comp.) 1 Swift 1 Rnd Personal Self No
  Grants the pounce ability allowing you to make a full attack at the end of your charge.          
  Lily Pad Stride (Adv. Player's) 1sa 200 Min. 1200 ft Trail of Lily Pads No V, S, M No D
Your every footstep creates aquatic plants capable of supporting your weight and that of any creature of your frog's leg
size or smaller that is following you.  Those lily pads only appear when your cross water or other liquids which do
not immediately destroy plants.  You can walk across these liquid surfaces without any fear of stumbling (though
if knocked prone, dragged under or otherwise pulled off your feet you still sink in the liquid).  For the duration of
the spell any creature of your size or smaller can attempt to follow you by making a DC 10 Acrobatics check every
round.  Each such check allows it to move at half its normal land speed.  If the takes a -5 penalty on is check it can
move at its normal speed.  If a creature fails an Acrobatics check, or if a creature that's larger than you attempts to
follow, it falls through damaging the plants.  Each time a creature falls though all subsequent creatures take a
cumulative -5 penalty on their Acrobatics checks when traveling across that particular stretch of plants.  As you
move, the lily pads disapear behind you once you pass beyond the spell's range.  Otherwise, they remain until
  the spell's duration expires.                      
  Mad Monsters (Conj.) (Ul. Magic) 1 Round 20 Rnds 75 ft Swarm of Monkeys None V, S, DF No
You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands
and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys’ distraction
attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver
each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your
casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers,
and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt
against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in
  possession of the object.                      
  Magic Fang, Greater 1sa 20 Hrs 75 ft 1 Living Creature No V, S, DF Yes
Grants a bonus of + 10 (max +5) on attack and damage rolls for 1 attack or you can give a +1 bonus
  to all the creature's attacks.                      
  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 no do so before the spell expires you take 5d6 damage and are
expeled 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.
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.    
  Nature's Balance (S. Comp.) 1sa 200 Min Touch Creature Touched No
You take a -4 penalty to Str Dex or Con (your choice) granting a +4 bonus to the same stat to the creature
  touched.                          
  Nature's Exile (Adv. Player's) 1sa Permanent Touch Creature Touched Will neg V, S, DF Yes
This spell curses the creature touched, making it inimical to the natural world.  All animals have an initial attitude
hostile, toward the target.  Familiars, being magical beasts, are not affected by this spell, but animal companions
are.  If you have an animal companion, it doesn't become hostile, but as long as you remain cursed, your animal
companion takes a -2 penalty on all attack rolls, skill checks, and saving throws.  The target also takes a -10
penalty on Survival skill checks as the weather and environment themselves seem to conspire to cause trouble.
  Nature's exile can be removed with break enchantment, limited wish, miracle, remove curse or wish.          
  Nature's Favor (C. Divine M. Wild) 1 Swift 1 Minute Touch Animal Touched No
  You grant the animal a + 6 (max +5) luck bonus to attacks and damage rolls.  
  Nature's Rampart (S. Comp.) 10 Minutes Instant 300 ft 40-ft sq Structure No
You shape natural terrain to help your defense.  In open outdoor sites you can create a 5' high by 5' thick wall
with a 5 deep ditch in front of it.  In rough outdoor sites or caverns you create a wall 5' high by 2' thick wall
around the perimeter.  In marshy or a low lying site you create a ditch 5' deep forcing creatures approaching you
    compound to wade through water at 1/4 move and unable to run or charge.              
  Neutralize Poison (Pathfinder) 1sa 200 min Touch 1 Creature or object No V, S, M, DF Yes
Detoxify any sort of venom in the creature or object touched.  You must make a caster level check (1d20+caster charcoal
level) against the DC of each poison affecting the target.  A cured creature suffers no additional effects from any
poison and any temporary effects are ended, but the spell doesn't reverse hit point loss, ability damage or effects
  that don't go away on their own.  The spell can neutralize for 200 minutes any poison a creature might have.        
  Nixie's Lure (Ench.) (Race) 1sa Special 300 ft 300' Radius Will neg V, S Yes
must be This spell creates an unearthly and infectious song that seductively summons all who hear it. Nixie's lure affects
Undine a maximum of 24 Hit Dice of creatures. Creatures in the area who fail their saves are lured by the song and move
toward you using the most direct means available. If the path leads them into a dangerous area such as through
fire or off a cliff, the creatures each receive a second saving throw to end the effect before moving into peril.
Creatures lured by the spell's song can take no actions other than to defend themselves. A victim within 5 feet of
  you simply stands still and for the duration of the spell remains fascinated.              
  Plant Growth (Pathfinder) 1sa Instant Special Special No V, S, DF No
Overgrowth = cause normal vegetation within 400 ft to become thick and overgrown.  Speed through
the area is reduced 5'/rnd or 10'/rnd for large creatures.  The area must have vegetation in the area for the spell to
work.  At your option the area can be a 100' circle, a 150' semicircle or a 200' quarter circle.  You may also
designate an area that is not effected.  Enrichment = raising the productivity over the next year by 1/3 for all
  plants inside of a 1/2 mile radius.  If cast upon an area affected by entangle or wall of thorns the +4 to the Spell's DC.    
  Poison (Pathfinder) 1sa Instant Touch 1 Creature Fort V, S, DF Yes
Infect with poison that deals 1d3 Con damage for 6 rounds.  Poisoned creatures must make a Fort save each round
  to avoid suffering the poison's effect.                    
  Prickling Torment (C. Mage) 1sa 5 Rnds 300 ft 1 Living Creature Fort neg
Causes the subject's skin to erupt in a blistering rash with a maddening itch; sickening the creature for the spell's
duration.  If the creature takes any actions except for Swift or Immediate it takes 1d8 points of damage that round.
While affected by this spell the creature takes a -2 penalty to resist the distraction effects of a swarm.  If the
  subject is also the subject of a fever dream (C. Mage 104) the Fort save's DC is increased by +2.  
  Primal Form (S. Comp.) 1sa 20 Min Personal Self No
You assume the form of an elemental (your choice of type).  You gain the elemental subtype and a +4 bonus on
saving rolls vs. mind influencing spells, there is a 25% chance that critical hits and sneak attacks on you don't
work.  You can't cast spells and lose any spell-like supernatural or extraordinary abilities.  You gain powers based
on the element type chosen:  Fire =Fly 20' (Perfect), Earth = DR 5/--, Fire 1d4 fire damage and resistance to fire 10,
  Water = Swim 90' and drench ability (MM1 p101).            
  Protection from Energy 1sa 0 Min. Touch 1 Creature Fort
  Absorbs 240 points of a specific energy (max 120).                
  Pup Shape (Trans.) (Ul. Combat) 1sa 20 Rnds 75 ft Special Fort neg V, S, M Yes
The spell works on any single animal or magical beast.  You transform the subject animal into a Small magical beast,  rag doll
creating a young magical version of itself for a short period of time. While in this form, the target has only 1 HD
(maximum hit points), and the target takes a –4 penalty to Strength, Constitution, Intelligence and Wisdom
(minimum 1). The creature also gains a +4 size bonus to Dexterity and a +2 natural bonus.  Any nonevil creature
that attempts to attack a creature in this form must succeed at a Will saving throw (using the DC of the spell) to
overcome feelings of guilt and protectiveness toward the young and innocent-seeming creature. On a failed
saving throw, it cannot follow through with the attack, that part of the action is lost, and it can’t directly attack the
transformed creature for the duration of the spell or until the spell’s target attacks it. This part of the spell is a
mind-affecting effect. Evil creatures have no qualms about attacking the target of this spell, in fact, some
  particularly heinous creatures might go out of their ways to do the target harm.              
  Quench (Pathfinder) 1sa Instant 300 ft Special Will neg V, S, DF Special
Extinguishes all nonmagical fires in the area, also dispels any fire spells in it’s A.O.E. though you must succeed
on a dispel check (1d20+ 20 (max +15) against each spell to dispel it.  The DC to dispel such spells is 11+
the caster level of the fire spell.  Fire type creatures in the A.O.E. take 20 +d6 points of damage (max +15).
(max +10d6).  Or you can target a single magic item that creates or uses fire causing it to not operate for 1d4 hours unless
  unless it makes a Will save.                      
  Quilfire (S. Comp.) 1sa 20 Rnds Personal Self No
Your hand sprouts poisonous quills that deal 1d8 points of melee damage, or they can be thrown (range
  increment 10').  The quills are poisonous with a DC equal to DC of quillfire 1d6 Str/1d6 Str.          
  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.          
  Rain of Frogs (Conj.) (Ul. Magic) 1 Round Conc+2 Rnds 75 ft 1 Swarm None V, S, M/DF No
You summon a swarm of poisonous frogs, which attacks all other creatures within its area. (You may summon the square of red cloth
swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or
pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.  Use the
statistics of a centipede swarm (Bestiary 43) except it has the animal type and its poison deals Con damage not
  Dex damage.                        
  Regenerate Ring (M. Wild) 1sa 30 Rnds 20' 30' radius No
Invoke healing energy in  10 Creatures healing only damage sustained during the spell's duration at the
rate of 1 hp/rnd.  Creatures that fall below 0 hp are automatically stabilized.  Multiple Regenerate spells only
  extend the duration, they do not stack.                    
  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.              
  Resinous Skin (Trans.) (Ul. Combat) 1sa 0 Min. Self Self No V, S No
You coat your body with a resinous substance, protecting you from attacks and binding weapons that strike you.
You gain DR 5/piercing, as well as a +4 circumstance bonus to your CMD against disarm attempts and on saving
throws against effects that cause you to drop something you are holding. Additionally, you gain a +2
circumstance bonus on combat maneuver checks to initiate a grapple, maintain a grapple, and pin a foe. Any
enemy you grapple takes a –2 penalty on attempts to break the grapple and to escape the grapple using Escape
Artist. Any weapon, that strikes you becomes stuck unless its wielder succeeds at a Reflex saving throw. Such a
weapon can be pulled free of you only with a successful Strength check (DC = your saving throw DC for this
  spell). This spell has no effect on unarmed strikes or natural weapons.              
  Resist Energy, Communal (Abjur.) (Ul. Combat) 1sa 200 Mins. Touch Creatures Touched No V, S, DF Yes
Grants the subject resistance 10 against 1 specific type of energy (acid, cold, electricity, fire or sonic), the
resistance increases to 20 at 7th level and to 30 at 11th level.  It overlaps, doesn't stack with other energy
  protection.  The resistance can be split among individuals in 10 minute intervals            
  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.              
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Resist Taint (H. Horror) 1sa 200 Min. Touch Creature Touched Fort neg
    Plus four resistance bonus on saving throws made to resist acquiring taint.      
  Rusted Blade (C. Mage) 1sa 20 Rnds Touch Weapon Touched Special
Causes a rustlike patina to cover the target weapon, for the duration of the spell any living creature damage by
that weapon must make a Fort save or contract Filth Fever (DMG 292).  Use this spell's DC for the initial saving
roll against Filth Fever, but use the normal DC 12 for later saves.  Multiple castings do not stack and after the
    spell expires the weapon returns to its normal condition.