Current Level: 20   Inquisitor            
0st Level (Orisons)     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Brand (Adv. Player's) 1sa 20 Days Touch Creature Touched Fort neg V, S, DF Yes
Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage.
The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be
hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if
  the damage is healed.                        
  Sift (Div.) (Adv. Player's) 1sa Instant 30 ft 10' cube No V, S No
You examine an areas at range as if you were searching for fine details with the Perception Skill.  Make a
Perception check with a -5 penalty, modified as normal for conditions.  No penalty is applied for distance.  Apply
the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure.  You must be
able to see the area you are attempting to search, and you only find details that can b e perceived with sight or
  touch.  Sift detects only objects and features, not actual creatures.                
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Bowstaff (Ul. Combat) 1 Swift 20 Rnds Self 1 Bow Will neg V Yes
The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee
weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the
bow retains its normal hit points and hardness. The bow’s enhancement bonus, if any, applies on melee attack
and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be
  added to a melee weapon.                      
  Burst Bonds (Adv. Player's) 1sa Instant Touch Item/Person Touch Fort 1/2 V
You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object
(maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical
restraints receive a Saving Throw.  You can also target a creature that is grappling or otherwise restraining you
(such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use
burst bonds against a creature, and you can cast this spell without making a concentration check while grappled
or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you
may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to
your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability
that originally allowed a Saving Throw, burst bonds allows a new Saving Throw with a +1 luck bonus per two
caster levels (maximum +5).
  Compel Hostility (Ench.) (Ul. Combat) 1sa 20 Rnds Self   Self Special   V, S, M Special  
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate drop of your blood
action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must
first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the
  compulsion. A summoned casting this spell can choose his eidolon as the target of the spell.          
  Deadeye'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.          
  Deep Slumber     1sa 20 Min. 300 ft 10' Radius Burst Will neg   V, S, M Yes  
This spell functions like sleep, except that it affects 10 HD of targets; affecting those with the lowest HD first and fine sand, rose petals, or a
then those nearest the center of the spell.  HD that are not sufficient to affect a creature are wasted. Sleeping live cricket
creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action). Sleep does not target
    unconscious creatures, constructs, or undead creatures.                  
  Ear-Piercing Scream (Evoc.) (Ul. Magic) 1sa Instant   75 ft 1 Creature Fort part   V, S Yes  
  You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6
points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and
    halves the damage.                        
  Forbid Action (Ench.) (Ul. Magic) 1sa 1 Rnd 75 ft 1 Creature Will neg V Yes
You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the
target not take actions that fall into one of the following options.
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe
or an area that includes a foe.
Cast: Target cannot cast spells or use spell-like abilities.
Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such
acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent
verbalizations made for purposes other than communication, such as command words or the verbal component
of spellcasting.
Draw: Target cannot ready or prepare any item, weapon, component, or equipment.
Move: The target can take no act that would cause it to end up in a different location. The target does not resist
being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not
consciously attempt to move (including not directing a mount to move).
The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell’s
  demand to not move is still free to cast spells, make attacks, or shout for help.              
  Forced Quiet (Trans.) (Ul. Magic) 1sa 20 Rnds 300 ft 1 Creature Will neg S Yes
With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This
does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects
decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4
  circumstance bonus on Stealth checks.                    
  Hex Ward (Ul. Magic) 1sa 20 Hrs Touch Creature Touched Will neg V, S Yes
  You give the target a +4 resistance bonus on saving throws against witch hexes.            
  Horn of Pursuit (Evoc.) (Ul. Magic) 1sa 1 Rnds Self 3 Peals of a Horn None S No
You create the sound of a large hunting horn, blowing up to three notes as loud as a roaring dragon. These notes
can be heard up to 2 miles away in typical outdoor conditions. You can make these sounds at any point during
the spell’s duration as a free action, and each sounding can be short or long, allowing you to send very simple
  coded messages.                        
  Interrogation (Ul. Magic) 1 Round 20 Min. Touch 1 Living Creature Fort neg V, S Yes
You question the target backed up by the threat of magical pain.  You may ask 10 questions.  The target can
either answer the question or take 1d4 points of damage plus your Wisdom bonus.  The target is not compelled
  to answer truthfully, but the threat of pain gives a -4 penalty on Bluff checks to convince you when it is lying.        
  Know the Enemy (Ul. Magic) 1sa Instant Self Self None S, V, DF No
You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make
  a Knowledge check regarding that creature type with a +10 insight bonus.              
  Lend Judgment (Ul. Magic) 1sa 20 Rnds Touch 1 Ally Will neg V, DF Yes
You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one
of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are
frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you
  have multiple judgments active, the ally gains only one, chosen when you cast this spell.          
  Linebreaker (Race-Half Orc)   1sa 20 Min. Self   Self No   V, S No  
You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made
  to bull rush or overrun.                        
  Litany of Sloth (Ul. Combat)   1 Swift 1 Rnd 25 ft 1 Creature No   V, S , DF Yes  
With a litany against the wages of sloth, you slow the target’s defenses. The target cannot make attacks of
opportunity or cast spells defensively.  While subject to this spell, the target cannot be the target of another
  spell that has the word "litany" in the title.                    
  Litany of Weakness (Ul. Combat) 1 Swift 1 Rnd 25 ft 1 Creature No V, S, DF Yes
Your litany proclaims your target weak, sapping its strength. The target is fatigued for 1 round. While subject to
  this spell, the target cannot be the target of another spell that has the word "litany" in the title.          
  Lock Gaze (Ench.) (Ul. Combat) 1sa 20 Rnds 75 ft 1 Creature Will neg   V, S Yes  
You compel the target to look at you and only you for the spell’s duration or until the spell is discharged. While
staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures
other than you concealment against the target’s attacks. If the target willingly leaves your line of sight, it is
blinded for 1 round and the spell ends. If you willingly leave the target’s line of sight or become unconscious or
dead, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to
  this spell.                          
  Longshot (Trans.) (Ul. Combat)   1sa 20 Min. Self   Self No   V, S, M/DF No  
This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by piece of fletching
  the subject.                          
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Peacebond (Ul. Combat) 1sa 20 Min. 75 ft 1 Weapon Will neg S Yes
You lock a weapon in place on its owner’s body, or within the weapon’s sheath or holster. Anyone who then tries
to draw the weapon must spend a standard action and succeed at a Strength check (DC equal to the saving throw
DC) to do so, provoking attacks of opportunity whether the attempt succeeds or fails.
  Persuasive Goad (Ul. Magic)   1sa Special   75 ft 1 Creature Fort neg   V, S Yes  
Your eyes flash and the target takes 1d6 points of nonlethal damage. For the next minute, you gain a +4
  circumstance bonus on Intimidate checks against the target.                  
  Recharge Innate Magic (Trans.) (Race) 1sa Instant Self Self None V, S No
must be You channel magic energy into your own aura, recharging your innate magic abilities. You regain one use of all .
Gnome 0-level and 1st-level spell-like abilities you can use as a result of a racial trait
  Returning Weapon (Conj.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Throw. Weapon Will neg   V, S Yes  
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
  can be used as the prerequisite for the returning weapon special ability.              
  Sanctify Corpse (Evoc.) (Ul. Magic) 1sa 24 Hrs Touch Corpse Touched None V, S, DF/M No
This spell blesses a corpse with positive energy, preventing it from being turned into an undead creature. Attempts  pinch of silver dust
to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates
undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed until the end of this
spell. It is possible to protect a corpse for an extended time by casting this spell each day.  sanctify corpse can be
  made permanent with a permanency spell by a caster of 9th level or higher for the cost of 500 gp.          
  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.                    
  Tireless Pursuit (Adv. Player's) 1sa 20 Days Self Self No V, S, M No
You harden your body against the stresses of long travel. You halve the damage caused by hustling and forced hard biscuit
marching. In addition, for the duration of the spell you ignore any fatigue caused by such travel. Once the spell
ends, if you still have any nonlethal damage caused by the hustling or forced march, you become fatigued, or
exhausted if already fatigued.
  Unerring Weapon (Trans.) (Ul. Combat) 1sa 20 Rnds 75 ft Special Will neg   V, S Yes  
This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation
grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point per four caster levels
(maximum total bonus +7). If the spell is cast on projectiles, the effect ends on a specific projectile whenever that
projectile is used to make an attack, regardless of whether the attack hits. For this spell, shuriken are considered
projectiles.  You are able to affect 1 weapon or up to 20 projectiles
  Vocal Alteration (Trans.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Humanoid Fort neg   V, S Yes  
You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched,
husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise,
the target gets a +10 bonus on the Disguise check when trying to fool a listener.  The target can vary the
disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble’s voice
  and accent could speak in falsetto, with a rural halfling accent, and so on.              
  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.            
  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.        
  Wrath (Adv. Player's) 1sa 1 Min. Self Self No V, S, M No
  You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale a thorny vine
bonus on attack rolls and weapon damage rolls against that designated creature for every three caster levels you
have (at least +1, maximum +3). You also receive this bonus on caster level checks made to overcome the
creature's Spell Resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls
made against the designated creature. This effect doesn't stack with any other effect that expands the threat
  range of a weapon.
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Acute Senses (Ul. Magic)   1sa 20 Min. Touch   Creature Touched Will neg   V, S, M Yes  
The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, glass lens
  and +30 (the maximum) at caster level 16th.                    
  Bestow Insight (Ench.) (Race) 1sa 20 Min. Touch Creature Touched No   V, S    
must be When casting this spell, choose a single skill that you have at least one rank in. The target gains a +2 insight
Human bonus on skill checks with this skill and is considered trained in that skill. The insight bonus increases by 1 for
every four levels of the caster (maximum +6). Furthermore, once before the spell's duration, the target can choose
  to roll two checks and take the greater result. Doing so ends the spell's other effects.          
  Bestow Weapon Proficiency (Ul. Combat) 1sa 20 Min. 75 ft 1 Creature Will neg V, S, M Yes
You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were pieces of shaved metal
proficient with that weapon. The weapon can be any type, including an exotic weapon, but the subject of the
  spell must be holding the weapon* when you cast it.                  
  Blessing of Luck and Resolve (Enoch.) (Race) 1sa 20 Min. Touch Creature Touched None V, S D
must be A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear
Hafling effects. If the target has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw
against fear, it can end the spell as an immediate action to reroll the save with a +4 morale bonus, and must take
   the new result, even if it is worse.                      
  Blistering Invective (Ul. Combat) 1sa Instant Self 30' Radius Reflex part V, S Special
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your
fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies
that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire.
Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the
  demoralizing effect.                        
  Bloodhound (C. Adv. & S. Comp.) 1sa 24 Hrs Personal Self No        
If you fail a survival check to track a creature while this spell functions you can roll against the same DC
immediately to reestablish the trail.  If the reroll fails you must search for the trail 30 minutes if outdoors, or 5
  minutes is indoors before trying again.                    
  Brow Gasher (Necro.) (Ul. Combat)   1sa 20 Rnds Touch   Slashing Weapon Will neg   V, S Yes  
You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits
a living creature, in addition to the normal effects of that hit, the wielder can discharge this spell as a free action to
open a gash on the target’s forehead that deals bleed damage equal to half your caster level. At the start of each
of the target’s turns, when it takes bleed damage, it also takes a cumulative –1 penalty on all attack rolls. When
that penalty reaches –3, the target also treats all targets as having concealment (20% miss chance). When the
penalty reaches –5, the target is blinded. Stopping the bleed damage ends the effects this spell imposes on the
  bleeding creature. A target that is immune to bleed damage is also immune to all this spell’s effects.          
  Castigate (Adv. Player's) 1sa Special 75 ft 1 Living Creature Will part V, S, DF Yes
You compel the target to beg for forgiveness. On a failed save, the target cowers with fear. On a successful save,
it is shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect. A
  creature who worships the same god as you takes a -2 penalty on its Saving Throw.          
  Confess (Adv. Player's) 1sa 1 Rnd 75 ft 1 Creature Will part V, S, DF Yes
You ask the target creature a single question. On the subject's next action, it must answer truthfully in the same
language as the question or take 1d6 points of damage per two caster levels (maximum 5d6) and be sickened for
2d4 rounds. A successful Will save negates the sickening effect and halves the damage. A creature that is unable
to answer still takes damage.
  Corruption Resistance (Adv. Player's) 1sa 200 Min. Touch   Creature Touched Fort neg   V, S, DF Yes  
You grant the touched creature limited protection from magical effects that inflict damage based on the target
creature's alignment, such as holy smite, order's wraith, a paladin's smite evil attack, or an unholy weapon.
Choose 1 alignment type; chaos, evil, good or law.  The subject takes 5 less points of damage from effects that
specifically harm creatures of that alignment.  The value of the protection increases to 10 points at 7th level and
to 15 points at 11th level.  The spell protects the recipient's equipment as well.  Corruption resistance protects
against spells, spell-like abilities and special abilities, not physical attacks.  Corruption resistance only protects
against damage.  The subject can still suffer side effects from such attacks.  When you use this spell to protect
  an alignment, it gains the descriptor of that alignment.                  
  Delay Pain (Ench.) (Ul. Magic) 1sa 20 Hrs. 75 ft 1 Creature Will neg. V, S Yes
You override the target’s ability to feel pain. Pain effects (such as pain strike and symbol of pain) do not affect
the target until this spell’s duration has expired. This does not negate any physical damage, ability damage, or
ability drain that a pain effect has already done, but it does negate ongoing penalties from pain while the spell
  lasts.                          
  Desecrate (Pathfinder) 1sa 40 hours 75 ft 20' radius No V, S, M Yes
Each Cha check made to turn undead is at -3 and Undead at +1 on attack, damage and save, Undead created or vial of unholy water and 25 gp (5 lbs)
summoned into the area gain +1 hp/HD, if it contains an altar or shrine 2x these changes and can create twice as of silver dust
much undead; 4 HD/level.  Can be used to help destroy an opposing aligned god's temple or altar, but doesn't
  then grant Undead any powers.  Requires 25 gp (5 lbs) of silver dust sprinkled around the A.O.E.
  Discovery Torch (Evoc.) (Ul. Combat) 1 Round 200 Min. Touch Object Touched None   V, S No  
An object you touch emanates bright light within the spell’s area. The effect looks like a regular flame but creates
no heat and uses no oxygen. Allies within the area of this light gain a +2 enhancement bonus on Perception and
Sense Motive checks, as well as on Knowledge checks to identify monsters that are also within the area and their
special powers and vulnerabilities.  Light spells counter and dispel darkness spells of an equal or lower level. 
When an inquisitor casts this spell, the light emanation doubles (40-ft.-radius emanation) while that inquisitor has
  a judgment active.                    
  Disguise Other (Illus.) (Ul. Magic)   1sa 200 Min. Touch   Creature Touched None   V, S No D
You make a willing person - including clothing, armor, weapons, and equipment - look different. You can seem 1
foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as
another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor
feature or look like an entirely different person or gender.  The spell does not provide the abilities or mannerisms
of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your
equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that
  interacts with the glamer gets a Will save to recognize it as an illusion.              
  Distressing Tone (Evoc.) (Ul. Magic) 1 Round 20 Rnds 75 ft 1d4 Creatures Fort neg   V, S Yes  
You create a powerful tone that vibrates living flesh. Targets must save or gain the sickened condition. Creatures
  that are immune to critical hits are immune to this spell.                  
  Effortless Armor (Trans.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
Armor you wear no longer reduces your speed. You also reduce the armor’s armor check penalty by 1 + 1 per five
  caster levels (maximum 5).                      
  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.      
  Flames of the Faithful (Adv. Player's) 1sa 20 Rnds Touch Weapon Touched Fort neg V Yes
With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming
property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the
judgment class feature, your weapon gains the flaming burst property instead.  The spell functions only for
weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this
spell do not stack with any existing flaming or flaming burst weapon property that the target weapon may already
  possess.                          
  Follow Aura (Adv. Player's) 1sa 200 Min Self Self No V, S, DF No
Choose one alignment type: chaotic, evil, good, or lawful. You gain the ability to follow the trail of a strong or
overwhelming aura of that alignment (see detect evil). This is treated as tracking using the scent special quality,
except you are following the traces of their aura upon the ground rather than their scent, and you receive no
bonus on Perception checks. At 10th level, you can track the trail of creatures with a moderate alignment aura as
well.  When you use this spell to track a given alignment, it gains the descriptor of the opposite alignment. For
  example, when follow aura is used to track evil, it gains the good descriptor.              
  Ghostbane Dirge (Adv. Player's) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S, M/DF Yes
The incorporeal creature, that is the target of this spell, coalesces into a semi-physical form for a short period of old reed from a wind instrument
time.  While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms,
  and full damage from magic weapons, spells, spell-like effects, and supernatural effects.          
  Ghostly Disguise (Ul. Magic)   1sa 200 Min. Self   Self No   V, S No  
You make yourself—including clothing, armor, weapons, and equipment—appear translucent like a ghost. Any
mundane or magical disguise on you is affected by this illusion as well; for example, if you are disguised as the
king or a sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly form may have a pale
green, blue, or violet coloration, or a muted version of your normal appearance.  The spell does not actually make
you ghostly or provide any incorporeal abilities. If you choose, the illusion can make you appear to float slightly
above the ground, though you are actually still on the ground. A creature that interacts with the glamour gets a
  Will save to recognize it as an illusion.                    
  Honeyed Tongue (Adv. Player's) 1sa 200 Min. Self Self No V, M/DF
This spell augments your diplomacies.  While under the effects of the spell, you roll two dice each time you make drop of honey
a Diplomacy check to change a creature's attitude, taking the highest roll.  If this results in a roll low enough to
reduce the creature's attitude by a step, that creature gets some clue that you are manipulating it with a spell.
Alternatively you can cast this spell before making a Diplomacy check to gather information gaining a +5
  competence bonus on the check.                      
  Howling Agony (Ul. Magic) 1sa 20 Rnds 75 ft 30' Diameter Fort neg V, S, M Yes
You send wracking pains through the targets’ bodies. Because of the pain, affected creatures take a –2 penalty to a needle and a dried eyeball
AC, attacks, melee damage rolls, and Reflex saving throws, and must succeed at a concentration check (DC equal
to the DC of this spell) to cast spells. However, if an affected creature spends a move action screaming as loudly
as possible, it can act without any other penalties for the remainder of its turn. “Screaming,” for the purposes of
this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as
  creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell.          
  Instrument of Agony (Trans.) (Ul. Combat) 1sa 20 Min. Touch Weapon Touched Will neg V, S Yes
You cause a weapon to exude a palpable aura of divine fury. While wielding this weapon, a creature gains a +2
morale bonus on Intimidate checks. When an attack made using the targeted weapon hits, the wielder can spend
a free action to discharge the effect to inflict agony on the creature the weapon hit. If that creature has spell
resistance, it applies against this effect. If the creature fails a Will save, it is nauseated for 1d4+1 rounds. If it
succeeds at the saving throw, the creature is instead sickened for 1 round. The sickened condition created by the
  instrument is a mind-affecting effect.                      
  Litany of Defense (Ul. Combat)   1sa 1 Rnd Self   Self No   V, S, DF Yes  
Invoking this litany strengthens your defenses. Any enhancement bonus your armor has is doubled and you are
immune to fear. While subject to this spell, the target cannot be the target of another spell that has the word
  litany in the title.                        
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Magic Siege Engine (Ul. Combat) 1sa 20 Min. Touch 1 Siege Engine Will neg V, S, DF Yes
This spell permits an indirect fire siege engine to bombard its targets with greater accuracy, delivering more
damage. The siege weapon receives a +1 enhancement bonus on targeting rolls and damage rolls. If used on a
  direct fire siege weapon, this spell acts a magic weapon.                  
  Perceive Cues (Trans.) (Adv. Player's) 1sa 200 Min. Self Self No V, S, M
Your senses become preternaturally keen, and you gain insight into subtle behavioral cues.  For the duration of the drop of water
  spell, you receive a +5 competence bonus on Perception and Sense Motive checks.          
  Protection from Chaos/Evil/Good/Law, Comm. (Ul. Combat) 1sa 20 Min. Touch   Creature Touched Will neg   V, S, M/DF No  
(Ul Comb.) This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It
creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has 3
major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses
apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any
spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects
and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving
throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are
suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under .
the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the
target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does
prevent them from controlling the target. This second effect only functions against spells and effects created by
evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of
such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned
creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends
if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell
Resistance can allow a creature to overcome this protection and touch the warded creature.  The duration can be
divided among the creatures touched in one minute intervals.  The spell doesn't defend against sleep and
  confusion.                          
  Qualm (Ench.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Creature Will neg V, S Yes
The target is suddenly beset with unexplainable doubts about the effectiveness of its actions and the
righteousness of its cause. The creature takes a –10 penalty on its ability checks, skill checks, and concentration
checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a full-round
  action gaining focus). Spending an entire turn doing nothing discharges the spell.            
  Returning Weapon. Comm. (Conj.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Throw. Weapon Will neg   V, S Yes  
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
can be used as the prerequisite for the returning weapon special ability.  The duration of the spell can be spread
  out among the weapons touched in 1 minute intervals.                  
  Sacred Bond (Conj.) (Adv. Player's) 1 Round 200 Min. Touch Creature Touched Will neg V, S, F Yes
To use this spell, you first touch the intended recipient, creating a sympathetic field of healing energies between a pair of golden bracelets worth
you.  Once the spell has been cast, you and the target may cast conjuration (healing) spells with a range of touch 100 gp each worn by both you and
upon each other so long as you are within close range 75 feet.  Should either you or the target remove the target
  your bracelet, the spell immediately ends.                    
  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.        
  See Invisible (Div.) (Pathfinder)   1sa 200 Min. Self   Self No   V, S, M No D
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as talc and powdered silver
if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to
discern the difference between visible, invisible, and ethereal creatures.  The spell does not reveal the method
used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not
  reveal creatures who are simply hiding, concealed, or otherwise hard to see.              
  Surmount Affliction (Ul. Magic)   1sa 20 Rnds Self   Self None   V, S No  
You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just
suspends that condition’s effect for the duration of the spell. You can surmount any one of the following
  conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened.        
  Tactical Acumen (Ench.) (Ul. Combat) 1sa 20 Rnds 30 ft 30' Radius Burst Will neg   V, S, M/DF Yes D
Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on small piece of a map
attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional
  +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).        
  Weapon of Awe (Trans.) (Adv. Player's) 1sa 20 Min. Touch 1 Weapon Will neg   V, S, DF Yes  
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on
damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with
no Saving Throw.  This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these
  effects to its ammunition.  You can't cast this spell on a natural weapon, but you can cast it on an unarmed strike.        
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Banish Seeming (Adv. Player's) 1sa 20 Rnds Touch 1 Item/Creature None V, S, M No
With a melee touch attack you can dispel an illusion or return a creature to its natural form. This functions as a cold iron nail
dispel magic directed at the effect in question, except you receive a +2 enhancement bonus on your dispel check
and you can only dispel illusions or changes in form created by supernatural effects or spells. If multiple effects
are changing the creature's appearance, you can dispel one such effect for every four caster levels you possess,
starting with the highest caster level spells and proceeding to spells with lower caster levels.  The caster level for
supernatural abilities such as change shape is equal to the target creature's Hit Dice. A creature returned to its
natural form by banish seeming is prevented from changing its form again for a number of rounds equal to your
caster level.  Banish seeming has no effect on nonmagical means of changing appearance, such as that provided
  by a disguise or extraordinary ability.                    
  Battle Trance (Ench.) (Race)   1sa 20 Min. Self   Self Will neg   V, S Yes  
must be You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a
Half-Orc number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving
throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature
that has attacked you.  When you use this spell, you immediately take 4 points of Intelligence damage. You must
make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a –5
  penalty.                          
  Blessing of the Mole (Trans.) (Ul. Magic) 1 Round 20 Min. 75 ft 1 Creature/Level None   V, S Yes  
  The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks.            
  Blood Biography ( Div.) (Adv. Player's) 1 minute Instant Touch 1 Creature Will neg V, S, M No
You learn the answers to a specific set of questions about a creature so long as you have access to at least 1 scrap of parchment
drop of its blood.  You can cast this spell on the blood of the living or the dead, but living or undead creatures are
allowed a Will save to resist the spell.  You can cast the spell on dried or fresh blood.  The following 4 questions
are answered, appearing on any flat surface you designate.
- Who are you (usually the name of the creature)?
- What are you (gender, race profession/role)?
- How was your blood shed (brief outline of the events that caused the wound to the best of the
victim's knowledge)?
- When was your blood shed?
  These answers always appear in a language you can read even if the creature couldn't speak that language.        
  Blood Scent (Trans.) (Race)   1sa #REF! Min. #REF! 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 #REF! creatures no two of which can be more than 30' apart.                    
  Burst of Speed (Trans.) (Ul. Combat) 1 Swift 1 Rnd Self   Self No   V No  
Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or
Heavy armor), your movement does not provoke attacks of opportunity, and you can move through the space of
creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a
  creature.                          
  Cast Out (Adv. Player's) 1sa Instant Touch Creature Touched Will part V, S, DF
With a melee touch attack you blast a single creature and disrupt any magic controlling it. The target takes 2d8
points of damage + 1 point per caster level (maximum +15). In addition, you make a dispel check against any magic
jar effect (including a ghost's malevolence ability) or enchantment (compulsion) spells on the target creature,
starting with the highest level spells and proceeding to lower level spells. Treat this as a targeted dispel magic
spell, except cast out can dispel one such spell for every four caster levels you possess. A successful Will save
  halves the damage and limits the dispelling to a single spell or effect.              
  Coordinated Effort (Div.) (Adv. Player's) 1sa 20 Min. 75 ft 30' Diameter No V, S No
  Choose a single teamwork feat that you possess.  You forge a link with your allies, up to 6
creatures, allowing them to gain the benefits of the chosen feat even if they don't have it themselves.  You must be
a part of the group qualifying for a given bonus for your allies to gain the benefits.  Your allies positioning and
    actions must still meet the prerequisites listed in the teamwork feat for either of you to receive the listed bonus.        
  Countless Eyes (Ul. Magic) 1sa 20 Hrs. Touch Creature Touched Will neg   V, S Yes  
The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision and
  cannot be flanked.                        
  Daybreak Arrow (Evoc.) (Ul. Combat) 1sa 200 Min. Touch up to 50 ammo Fort neg V, S Yes
You cause ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light
take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight
take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage
you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance.
  Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.          
  Deadly Juggernaut (Necro.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of
the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks,
and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit
points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice
  equal to or greater than your Hit Dice –4.                    
  Deeper Darkness (Pathfinder) 1sa 20 Days Touch 1 Object No V, M/DF No D
  Darkness in 60' range counters and dispels any light spell of equal or lower level.       bat fur and a piece of coal
  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.                      
  Eldritch Fever (Ul. Magic)   1sa Instant   75 ft 1 Creature Fort neg   V, S Yes  
The target gains the eldritch ague spellblight.  Eldritch ague manifests itself as a sickness that is debilitating to
spellcasters. A spellcaster with this spellblight is sickened until the curse is removed. When the subject of the curse
casts a spell, she is overcome with shaking for 1 round, requiring any spellcasting or the use of a spell-like ability
during that time to succeed at a concentration check (DC 15 + twice the spell level of the spell being cast). If she
fails the save, the spell and the action to cast it is lost.  While a curse, eldritch ague acts much like a disease, and
creatures with immunity to disease are also immune to eldritch ague. Remove disease cures eldritch ague; unlike
  with most spellblights, using this spell to remove the spellblight does not impose a -5 caster level check penalty.        
  Fearsome Duplicate (Illus.) (Race) 1sa 20 Min. 300 ft Monster Duplicate Will V, S Yes D
must be You create a larger and far more menacing version of yourself that you can send forth, manipulate like a puppet,
Hafling and use to interact with others. You can make the duplicate up to two size categories larger than you are and
determine a theme as to how it alters your original appearance. However, this duplicate always retains some
vestiges of your actual appearance. Creatures who already know you gain a +2 bonus on saving throws made to
disbelieve this spell. Your duplicate has no actual substance, and you cannot use it to alter its surroundings or to
attack or otherwise harm creatures it encounters. You can use the duplicate to speak, and interact verbally with
creatures using the Bluff, Diplomacy, and Intimidate skills, and you gain a +2 competence bonus on Intimidate
checks when using that skill through the duplicate.  You can see, hear, taste, and smell your duplicate's
surroundings as if you are actually present using your Perception skill. While you also remain aware of your own
immediate surroundings when controlling your duplicate, controlling it does take a toll on your senses. You take a
–4 penalty on Perception checks while you control your duplicate.  The duplicate moves under your mental
command, and while you need not act out its movements, you must take a standard action to control your
duplicate for 1 round (concentrating on the spell) or it winks out of existence. You can maintain control of your
duplicate even if you have no line of sight or line of effect to it.  The duplicate immediately winks out of existence
  if it is hit by an attack or in the area of a damaging effect, or if it moves beyond the maximum range of the spell.        
  Fester (Adv. Player's)     1sa Special   75 ft 1 Living Creature Fort Part   V, S, M Yes  
Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + rotted meat
your caster level against effects that restore hit points or grant temporary hit points. In addition, any healing
provided by effects that ignore Spell Resistance (such as fast healing, regeneration, and some spells) are halved.
  If the target succeeds on a Fortitude Saving Throw, fester lasts only a single round.          
  Glyph of Warding 10 Min. Permanent Touch 5 sqft/level No V, S, M
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can 200 gp of powdered diamond dust
guard a bridge or passage, ward a portal, trap a chest or box, and so on.  You set all of the conditions of the ward.
Typically, any creature entering the warded area or opening the warded object without speaking a password
(which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password
trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type,
subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion.
They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not
triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a
cabinet has three different drawers, each can be separately warded.  When casting the spell, you weave a tracery
of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the
limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be
dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-
magical disguises and the like can't. Read magic allows you to identify a glyph of warding with a DC 13 Knowledge
(arcana) check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph
(version, type of damage caused, what spell is stored).  Depending on the version selected, a glyph either blasts
the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to
all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of
casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this
effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of
the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the
intruder. If the spell has an area or an amorphous effect, the area or effect is centered on the intruder. If the spell
summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance
operate as normal, except that the DC is based on the level of the spell stored in the glyph.
  Detect/Disable DC 28.  Blast Glyph deals 10 d8 damage (max 5).            
  Hidden Speech (Adv. Player's) 1sa 200 Min. 75 ft 30' Diameter Will neg V, S M/DF Yes D
  You greatly enhance the ability of the subjects to communicate hidden messages to each other.  Each target gains a cipher written on a piece of parcharment.
a +10 competence bonus on Bluff checks to send secret messages to other recipients.  Others using opposed
Sense Motive checks to decipher these messages receive a -5 penalty.  All subjects affected by the spell must
    share a language to be able to pass messages.                    
  Hunter's Eye (Adv. Player's) 1sa 20 Min. 300 ft 1 Creature None V, S, DF Yes
Sharpening your perceptive abilities and tuning them against obfuscating effects, hunter's eye greatly enhances
your senses against the target creature.  You gain the ability to perceive the target when it is invisible or ethereal as
though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the
target.  You ignore concealment provided by fog or mist, blur displacement, invisibility, and similar effects affecting
the target, but not concealment provided by darkness.  This spell provides no benefits to your allies, and no
  benefits against creatures other than the target.                      
  Litany of Eloquence (Ul. Combat)   1 Swift 1 Rnd 75 ft 1 Creature No   V, S, DF Yes  
Your litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The target is fascinated.
  While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.        
  Litany of Entanglement (Ul. Combat) 1 Swift 1 Rnd 75 ft 1 Creature Will neg V, S, DF Yes
Your litany conjures chains of energy that lash upward from the ground and hamper the target’s movement. The
target is entangled. This spell has no effect on flying creatures, or creatures not standing upon solid ground.
  While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.        
  Litany of Righteousness (Ul. Combat) 1 Swift 1 Rnd 75 ft 1 Creature No V, S, DF Yes
Calling down a litany of anathema, you make an evil more susceptible to the attacks of good creatures. If the
target is evil, it takes double damage from attacks made by creatures with a good aura (from a class feature or as
a creature with the good subtype). If the target also has the evil subtype; when it is hit with attacks made by
creatures with a good aura, it is also dazzled for 1d4 rounds. If this spell targets a nonevil creature (or one that
  lacks the evil subtype), it has no effect, and the spell is wasted.                
  Litany of Warding (Ul. Combat) 1 Swift 1 Rnd Self Self No V, S, DF No
With this litany, you become more aware of your opponents. You can make two additional attacks of opportunity
this round. Furthermore, you gain a +2 sacred bonus to AC against attacks of opportunity. While subject to this
  spell, the target cannot be the target of another spell that has the word "litany" in the title.          
  Locate Weakness (Ul. Combat) 1sa 20 Min Self Self No V, S, M/DF No
You can sense your foes’ weak points, granting you greater damage with critical hits. Whenever you score a a pickled predator's eye
  critical hit, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.        
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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            
  Righteous Vigor (Ench.) (Adv. Player's) 1sa 20 Rnds Touch Creature Touched Will neg V, S, DF Yes
Infusing the target with a surge of furious divine energy, you enhance a creature's ability to hit an foe based on
the number of times it has already hit that foe with a successful attack.  Each time the subject successfully
strikes a foe with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (max
+4 ) and gains 1d8 temporary hit points (to a max of 20 temp hit points).  If an attack misses, the attack bonus
resets to +0 but any accumulated temporary hit points remain.   The temporary hit points disappear at the end
  of the spell's duration.                        
  Seek Thoughts (Div.) (Adv. Player's) 1sa 20 Min. 40 ft 40' radius Will neg   V, S, M No  
  Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. handful of copper coins
You may scan for either the answer to a simple question (such as "Where is the hidden lair of the wererats?") or
for information on a general topic (such as the beliefs of an evil cult).  You detect the number of creatures who are
thinking about this question or topic within range, as well as their location if they are visible to you.  Seek
thoughts doesn't let you read actual surface thoughts, only if a given creature is thinking about the topic you are
concentrating on.  A successful Will save prevents you from sensing a creature's thoughts for the duration of the
spell.  You can maintain concentration on seek thoughts while you engage in normal conversation, allowing you
to ask leading questions about topics of interest.  A creature conversing with you while you concentrate can
notice that you are distracted with a successful DC 25 Sense Motive check.  The spell lasts for as long as you
    concentrate up to the maximum duration of the spell.                  
  Terrible Remorse (Ench.) (Ul. Magic) 1sa 20 Rnds 75 ft 1 Living Creature Will part   V, S Yes  
You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal
1d8 points of damage + its Strength modifier to itself using an item held in its hand or with unarmed attacks. If the
  creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which the spell ends.        
  Ward the Faithful (Adv. Player's) 1sa 200 Min 10 ft 10' Radius Will neg V, S, DF No
All creatures within the area who worship the same god as you gain a +2 deflection bonus to AC and a +2
resistance bonus on all saves. At 12th level, these bonuses increase to +3. At 18th level, the bonuses increase to
+4.  If you do not worship a specific deity, the bonuses apply to those who share your faith. If you do not have a
specific faith or religion, the spell provides benefits only to yourself. Enemies gain the benefits of this spell if they
worship the same god or share the same faith as you, even if you view them as heretical.
  Witness (Div.) (Ul. Magic)   1sa 20 Min. 1200 ft 1 Living Creature Will neg   V, S Yes  
You link your senses to the target, allowing you to see and hear through its eyes and ears. As a move action you
can shift your senses from yourself to the target or back again. When using the target’s senses, you are blind and
deaf. When perceiving through the target, you use its normal and special senses (such as darkvision), not your
  own.                          
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Battlemink Link (Ul. Magic) 1sa 20 Min. 75 ft You and 1 Ally Will neg V, S Yes
You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. You and
the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.
Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the
higher of the two dice for your attack rolls (plus bonuses).
Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the
higher of the two dice for your attack roll (plus bonuses).
Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on
their saving throw against the spells.
You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or
  helpless.                          
  Brand, Greater (Adv. Player's) 1 Round Permanent Touch Creature Touched Fort neg V, S, DF Yes
This spell functions like brand, except that it inflicts 1d6 points of damage when applied and cannot be removed,
even temporarily. In addition, a greater brand blazes as bright as a torch when brought within 30 feet of a visible
symbol of your faith. While the symbol is blazing, the recipient is sickened.  Like the effects of bestow curse, a
  greater brand cannot be dispelled, but it can be removed by any means that removes a mark of justice.          
  Coward's Lament (Adv. Player's) 1sa 20 Rnds 75 ft 1 Living Creature V, S, DF Yes D
You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to
attack you in melee, it receives a cumulative -1 penalty to its Armor Class, attack rolls, and saving throws
(maximum penalty -5). Each round at the end of its turn, the target may attempt a Will Saving Throw to prevent the
penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but
increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or
impassable terrain, the penalties do not increase. If you move away from the target, the spell ends.
  Curse of Magic Negation (Abjur.) (Ul. Magic) 1 Round 200 Min. 300 ft 1 Creature Will neg   V, S, M No  
You disrupt the target creature’s ability to draw upon magical energies. For the duration of the spell, it gains the powdered lead and platinum
negated spellblight. Dispel checks to remove the spellblight take a –5 penalty due to this spell’s interference worth 250 gp
  with magical energies.                        
  Daze, Mass (Ench.) (Ul. Magic) 1sa 1 Rnd 300 ft 30' Diameter Will neg V, S, M Yes
This spell clouds the mind of humanoid creatures with 4 or fewer Hit Dice so that it takes no actions. Humanoids pinch of wool or similar substance
of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
  After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.          
  Defile Armor (Adv. Player's) 1sa 20 Min. Touch Armor Touched Will neg V, S Yes
You gain DR 5/good while wearing the target armor. While using your judgment or smite ability, this improves to 
  DR 10/good.                        
  Denounce (Adv. Player's) 1sa 20 Hrs 75 ft 30' Radius Will neg V Yes
You speak out against a single creature within line of sight and turn possible allies against it be drawing upon the
power of your voice and conviction.  Creatures in the area who can see the denounced creature must make a Will
saving roll or have their starting attitude toward the denounced creature worsened by 2 levels (Core Rulebook
page 94)
Starting Attitude Diplomacy DC  
Hostile 25 + creature's Cha Modifier  
Unfriendly 20 + creature's Cha Modifier
Indifferent 15 + creature's Cha Modifier
Friendly 10 + creature's Cha Modifier
  Helpful 0 + creature's Cha Modifier  
  Find Quarry (Ul. Combat)   1sa Instant   Self   Self No   None No  
You sense whether a well-known creature you can clearly visualize is within a 20-mile radius of your current
location, as well as the distance and direction to the creature in relation to you. You also discern whether the
creature is moving, and its direction, speed, and mode of movement. The radius you can sense increases by 5
  miles for every two caster levels you have above 10th (to a maximum of a 45-mile radius at 20th level).          
  Fear (Necro.) (Pathfinder) 1sa 20 Rnds 30 ft Cone Will part V, S, M Yes
Creates an invisible cone of terror panicking all inside unless they make a Will save in which case they willl be heart of hen or white feather
  shaken.  If corned a panicked creature begins cowering.                  
  Fleshworm Infestation (Conj.) (Ul. Magic) 1sa 20 Rnds Touch Creature Touched Fort part V, S Yes D
With a touch, you cause an infestation of ravenous worms to manifest in the target’s flesh. The target must make
a Fortitude save every round. Failure means it takes 1d6 hit points of damage and 2 points of Dexterity damage,
and is staggered for 1 round. If it makes the save, it takes no hit point or Dexterity damage and is only sickened
for 1 round rather than staggered. Fleshworm infestation cannot be ended early by remove disease or heal, as the
infestation starts anew if the current worms are slain. Protection from evil negates this spell’s effects for as long
  as the two durations overlap. Dispel evil automatically ends a fleshworm infestation.          
  Forced Repentance (Adv. Player's) 1sa 20 Rnds 75 ft 1 Evil Creature Will neg V, S, DF Yes
You force an evil creature that doesn't have the evil subtype to momentarily reflect on its past actions and be
overcome by grief and conscience.  The target immediately drops prone and begins to loudly confess all of its
sins and transgression to the caster for the duration of the spell.  The spell immediately ends if you move out of
  line of sight or if the target is attacked.                    
  Interrogation, greater (Ul. Magic)   1 Round 20 Min. Touch   1 Living Creature Fort neg   V, S Yes  
You question the target backed up by the threat of magical pain.  You may ask 20 questions.  The target can
either answer the question or take 1d8 points of damage plus your Wisdom bonus.  The target is not compelled
  to answer truthfully, but the threat of pain gives a -4 penalty on Bluff checks to convince you when it is lying.        
  Judgment Light (Evoc.) (Ul. Combat) 1sa Instant 30' radius Self No V, S No
An inquisitor may only cast this spell while she has a judgment active. When she does cast this spell, it causes
one or more of the following effects based on the inquisitor’s active judgments.
Destruction: Red light erupts from the caster. Enemies in the area take 4d8 points of damage and become shaken
for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect.
Healing: Green light erupts from the caster. Allies in the area regain a number of hit points equal to 1d8 + the
caster’s Wisdom modifier.
Justice: Blue light erupts from the caster, revealing hidden and invisible creatures to all. The light outlines such
creatures for 1 round per caster level, imposing a –20 penalty on Stealth checks on those creatures.
Piercing: Violet light erupts from the caster, reducing the spell resistance of enemies within the burst by 5 for 1
round per caster level.
Protection: Amber light erupts from the caster, granting allies in the burst a +2 sacred bonus to AC and CMD, and
a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level.
Purity: White light erupts from the caster, allowing each ally within the burst to attempt a saving throw against a
single effect that allows a saving throw with a +2 sacred bonus on the roll.
Resiliency: Golden light erupts from the caster, granting allies within the burst DR 3/magic or the alignment your
 judgment allows for 1 round per caster level.
Resistance: Copper light erupts from the caster, granting allies within the burst resistance 5 against the energy the
judgment protects the inquisitor against when she casts this spell for 1 round per caster level.
Smiting: Silver light erupts from the caster, making allies’ weapons within the burst count as magic, the alignment
her weapon is, and adamantine for purposes of overcoming damage reduction for 1 round per caster level.
  Leashed Shackles (Evoc.) (Ul. Magic) 1sa 20 Min. 300 ft 1 Creature Reflex neg   V, S Yes  
You create shackles of force that attach to the target’s limbs. You designate an object or location within 30 feet of
the target for the shackles to anchor themselves to; this must be the ground, a wall, or a sturdy structure for the
anchoring to occur. The target is entangled, and cannot move more than 30 feet from the anchor point of the spell.
The shackle itself cannot be attacked (though it can be dispelled), but if the object or area it is attached to is
  broken, the target is free to move away (though it is still entangled).              
  Litany of Escape (Ul. Combat)   1 Swift Instant   75 ft 1 Willing Creature No   V, S, DF Yes  
With a powerful prayer, you call upon the servants of your god to whisk a friend out of a grapple. The target
  loses the grappled and pinned conditions and is teleported 10 feet.                
  Litany of Sight (Ul. Combat) 1 Swift 1 Rnd Self Self No V, S, DF Yes
This litany reveals the unseen to you. You can see invisible creatures and objects within 30 feet. While subject
  to this spell, the target cannot be the target of another spell that has the word "litany" in the title.          
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Magic Siege Engine, Greater (Ul. Combat) 1sa 20 Hrs. Touch 1 Siege Engine Will neg   V, S, DF Yes  
This spell permits an indirect fire siege engine to bombard its targets with greater accuracy, delivering more
damage. The siege weapon receives a +1 enhancement bonus on targeting rolls and damage rolls. If used on a
direct fire siege weapon, this spell acts a magic weapon.  It gives an indirect fire siege weapon an enhancement
bonus on targeting and damage rolls of +1 per four caster levels (maximum +5). If used on a direct-fire siege
  weapon, this spell functions as greater magic weapon.                  
  Named Bullet (Ul. Combat) 1sa 200 Min. Touch 1 Piece of Ammo Will neg V, S, M/DF Yes
You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or an item from the selected creature
outsiders) or a specific creature you know and can name. When used against the selected creature, the type
ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet
or less, the attack targets the selected creature’s touch AC. When the target hits the selected creature, you must
overcome that creature’s spell resistance, or this spell has no effect. A normal hit scored using the target against
the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level
(maximum 20), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that
damage is multiplied due to the critical.  Once the target is used to attack the selected creature, successfully or not,
  this spell is discharged.                        
  Protection from Energy, Communal (Ul. Combat) 1sa 200 Min. Touch Creatures Touched Fort neg   V, S, DF Yes  
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of
120 points at 10th level), it is discharged.  Protection from energy overlaps (and does not stack with) resist energy.
If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its
  power is exhausted.  The spell's duration may be divided among the creatures touched in 10 minute intervals.        
  Rebuke (Adv. Player's) 1sa Instant 20 ft 20' Radius Fort part V, S, DF Yes
Your wrathful words cause physical harm to your enemies.  Your enemies take 1d8 points of damage per two
caster levels (maximum 5d8) and are staggered for 1 round. Half of this damage is sonic damage, but the other half
results directly from divine power and is therefore not subject to being reduced by resistance to sonic-based
attacks. Rebuke is especially devastating to foes who worship your god, inflicting 1d6 points of damage per
caster level (maximum 10d6) and stunning them for 1d4 rounds. A successful Fortitude save halves the damage
  and negates the staggering or stunning effect.                    
  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.                  
  Sanctify Armor (Adv. Player's)   1sa 20 Min. Touch   Armor Touched Will neg   V, S Yes  
You imbue your armor with a righteous aura. It gains a +1 enhancement bonus per four caster levels (maximum +5 at 20th level). When using your judgment or smite ability, you gain DR 5/evil.
  An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.          
  Shared Wrath (Adv. Player's) 1sa 1 Min. 75 ft 30' Diameter Will neg V, S, M Yes
This spell functions as wrath, except that you grant multiple creatures the bonuses against your designated foe.
All subjects of shared wrath receive their bonuses against the same creature.  You may affect up to 20
creatures.
  Sleepwalk (Adv. Player's)   1 round 20 Hrs Touch   Special Will   V, S, M Yes D
You compel an unconscious or sleeping creature to rise and move in a half-awake state. The target creature a sprig of belladonna worth 100 gp
staggers about if led or guided, but remains helpless for all other purposes.  The subject moves at half speed and is
limited to a single move action each round. It is not capable of moving at a higher rate of speed or taking actions
other than movement except by magical assistance, and automatically fails any Dexterity- or Strength-based skill
checks. If the creature takes any damage while sleepwalking it must make a new saving throw or the spell ends and
the creature awakes (if it has more than 0 hit points). When the spell ends or is dismissed, the target remains
unconscious and must be awoken normally. While sleepwalk allows an unconscious creature to move, it does not
awaken the creature, nor does it stabilize or otherwise heal them. A disabled creature that moves about while under
  the effects of this spell does not start dying again as a result of this movement.              
  Tireless Pursuers (Trans.) (Adv. Player's) 1sa 20 Hrs Touch Special Fort neg V, S, M Yes
You harden your body against the stresses of long travel.  You halve the damage caused by hustling and forced a hard biscuit broken into pieces
marching (see Core Rulebook page 171).  In addition, for the duration of the spell you ignore any fatigue caused by
such travel.  Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march,
  you become fatigued, or exhausted if already fatigued.  You are able to affect # creatures.      
5th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Castigate, Mass (Adv. Player's) 1sa Special 300 ft 30' Diameter Will part V, S, DF Yes
You compel the targets to beg for forgiveness. On a failed save, the targets cower with fear. On a successful save,
they are shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect.
Creature who worships the same god as you takes a -2 penalty on its Saving Throw.  You may affect 20
creatures.
  Divine Pursuit (Ul. Magic)   1sa 20 Min. Self   Self None   V, S No  
Select one creature within 60 feet that you have damaged. If that creature has a burrow, climb, fly, or swim speed,
you gain that form of movement for the duration of the spell at the same speed and maneuverability as the
selected creature. If this gives you the burrow or swim speed, you can breathe while burrowing or swimming. If
the creature moves 1,000 feet or more from you, the spell ends. If the creature has more than one of these types of
  movement, you select one from the types available to the creature                
  Forbid Action, Greater (Ench.) (Ul. Magic) 1sa 1 Rnd 25 ft 1 Creature Will neg V Yes
You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the
target not take actions that fall into one of the following options.
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe
or an area that includes a foe.
Cast: Target cannot cast spells or use spell-like abilities.
Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such
acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent
verbalizations made for purposes other than communication, such as command words or the verbal component
of spellcasting.
Draw: Target cannot ready or prepare any item, weapon, component, or equipment.
Move: The target can take no act that would cause it to end up in a different location. The target does not resist
being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not
consciously attempt to move (including not directing a mount to move).
The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell’s
demand to not move is still free to cast spells, make attacks, or shout for help.
  20 Creatures can be affected, but they must each receive the same forbidden action.          
  Ghostbane Dirge, Mass (Adv. Player's) 1sa 20 Rnds Touch 1 Ally Will Neg V, DF Yes
You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one
of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are
frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you
  have multiple judgments active, the ally gains the benefits of all of them.              
  Lend Greater Judgment (Ul. Magic) 1sa 20 Rnds Touch 1 Ally Will V, DF Yes
You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of
one of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are
frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you
have multiple judgments active, the ally gains only one, chosen when you cast this spell.
  Litany of Thunder (Ul. Combat)   1 Swift 1 Rnds 25 ft 1 Creature Fort neg   V, S, DF Yes  
You call down a thunderous boom upon your enemy. The target becomes deafened until the condition is
removed, and is confused for 1 round. While subject to this spell, the target cannot be the target of another spell
  that has the word "litany" in the title.                    
  Litany of Vengeance (Ul. Combat) 1 Swift Instant 25 ft 1 Creature No V, S, DF Yes
This litany causes your enemy to feel the pain of blows more sharply. Anyone who hits the target with an attack
gains a +5 sacred or profane bonus (depending on the alignment of the caster) to that attack’s damage. While
  subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.        
  Mark of Justice (Pathfinder) 10 minutes Permanent Touch 1 Creature No V, S, DF Yes
Draws an indelible mark on the subject that activates cursing the subject if it performs a proscribed act.
See bestow curse.  Due to the casting time it should only be castable on willing subjects.  The mark can be
  removed with break enchantment, remove curse if cast by a higher level caster, miracle, limited wish or wish.        
5th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Resounding Blow (Evoc.) (Adv. Player's) 1 Swift 20 rnds Self Self Fort part V No
You must have a melee weapon in hand to cast this spell.  On a successful melee attack, your weapon resounds
with a thunderous clash.  The target takes 1d6 points of sonic damage.  Your weapon is not harmed by this
attack.  If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a
successful attack.  A successful Fort save negates the staggering effect.  On a successful critical hit, the target
is stunned for 1 round and deafened for 1d6 rounds.  A successful Fort save negates the stunning and
deafening effects.  If you are also using judgment or smite, your foe makes only a single save against all effects
This spell immediately ends if your weapon leaves your hand.  Resounding blow stacks with the thundering
  weapon property.                        
  Spell Immunity, Communal (Ul. Combat) 1sa 200 Min. Touch   Creatures Touched Will neg   V, S, DF Yes  
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells
must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the
specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance
doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities
of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze
attacks.  The duration can be split up among those touched in 10 minute intervals.  Only a particular spell can be
protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature
can have only one spell immunity or greater spell immunity spell in effect on it at a time.  You can render immunity
  to up to 5 spells of 4th level or less.                  
  Stoneskin, Communal (Ul. Combat)   1sa 200 Min Touch   Creatures Touched No   V, S, M    
Protects the subject with DR 10/adamantine, it can prevent up to 200 (max 150) points of damage granite and diamond dust worth
before it is discharged. or it expires when the spell ends.  The duration of the spell may be split among the 100 gp per creature affected
creatures touched in 10 minute intervals.  Once the spell absorbs 200 (max 150) points of damage the
  spell ends.                          
  Unwilling Shield (Necro.) (Adv. Player's) 1sa 20 Rnds 75 ft 1 Creature Will neg   V, S, M Yes D
Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield ruby dust worth 250 gp
other, the target shares the wounds that you receive. In addition, the link draws upon the target's life force to
supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half
damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The
amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as
charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points
from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage.
When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already
split is not assigned to you.  If you and the target of the spell move out of range of each other, the spell remains
  active, but damage is no longer shared until you are once again within range of each other.  
6th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Blessing of Luck and Resolve, mass (Ench.) (Race) 1sa 20 Min. 75 ft 30' Diameter None V, S D
must be A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear
Hafling effects. If the target has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw
against fear, it can end the spell as an immediate action to reroll the save with a +4 morale bonus, and must take
   the new result, even if it is worse. You are able to affect 20 creatures.              
  Cleanse (Adv. Player's) 1sa Instant Self Self No   S, DF    
  Positive energy infuses and cleanses your body.  This spell cures 4d8 points of damage + #REF!
(max 25) and ends any and all of the following adverse conditions affecting you:  ability damage, blinded, confused
dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned and sickened.  In addition cleanse functions
functions as break enchantment upon a single additional effect of your choice that is affecting you and that can
be legally affected by this effect.  If used by undead or other creatures healed by negative energy, the spell
    cleanses with negative, the spell cleanses with negative energy rather than positive.          
  Fester, Mass (Adv. Player's)   1sa Special   75 ft 1 Living Creature Fort Part   V, S, M Yes  
  Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 +
your caster level against effects that restore hit points or grant temporary hit points. In addition, any healing rotted meat
provided by effects that ignore Spell Resistance (such as fast healing, regeneration, and some spells) are halved.
    If the target succeeds on a Fortitude Saving Throw, fester lasts only a single round.          
  Litany of Madness (Ul. Combat)   1 Swift Instant   75 ft 1 Creature No   V, S, DF Yes  
This litany is a sermon of madness. The target is confused. At the start of each of its turns, it can make a saving
throw against the confused effect (DC of the spell). If the target fails the save, it continues to be confused. If it
  makes the save, the effect ends.                      
6th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Named Bullet (Greater) (Ul. Combat) 1sa 200 Min. Touch   1 Piece of Ammo Will neg   V, S, M/DF Yes  
You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or an item from the selected creature
outsiders) or a specific creature you know and can name. When used against the selected creature, the type
ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet
or less, the attack targets the selected creature’s touch AC. When the target hits the selected creature, you must
overcome that creature’s spell resistance, or this spell has no effect. A normal hit scored using the target against
the selected creature is considered to be a critical threat and deals 2 extra point of damage per caster level
(maximum 40), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that
damage is multiplied due to the critical.  Once the target is used to attack the selected creature, successfully or not,
this spell is discharged.
  Overwhelming Presence (Ench.) (Ul. Magic) 1sa 20 Rnds 300 ft 1 Creature Will neg   V, S Yes  
Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the
ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable
of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for
the duration of the spell. Each round on its turn, a target of this spell may attempt a new saving throw to end the
effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this
spell early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d4
  rounds. A creature that makes the initial save to resist this spell is merely staggered for 1 round.