Current Level: 20 Magus
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Adjuring Step (Ul. Combat) 1sa 20 Rnds Self Self No V, S, M No
This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving rabbit's food
spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still
cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges
as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a
single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still
  provokes attacks of opportunity as normal.                    
  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).              
  Corrosive Touch (Conj.) (Ul. Magic) 1sa Instant Touch 1 Creature/Object None V, S Yes
  Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4).          
  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.        
  Half-Blood Extraction (Trans.) (Race) 1 Hour Instant Touch 1 willing half-orc None V, S, M/DF No
must be You transform the target half-orc into a full-blooded orc. The target loses all of its half-orc racial traits and gains oils and poisons worth 3,000 gp
  Half-Orc the orc racial traits.                        
  Illusion of Calm (Ul. Combat) 1sa 20 Min. Self Self Will V, S No
When casting this spell, you create an illusory double that takes the same space of you. That double makes it
look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke
attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your
first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a
  successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.          
  Ironbeard (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg V, S Yes
must be This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1
Dwarf armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used
as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting
   with a verbal component has a 20% spell failure chance.                  
  Jury Rig (Trans.) (Ul. Combat) 1sa 20 Rnds Touch 1 broken object Will neg Yes
When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a
short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from
that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy
  the object.                          
  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.                        
  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.                          
  Mirror Strike (Ul. Combat) 1sa Special Self Self No V, S, M No
You briefly alter the flow of time to split a melee attack into two attacks. Before the end of your next turn, when shard of mirror
you make your next melee attack roll, compare the result to the AC of two opponents within your reach. If the
selected opponents are flanking you, you gain a +2 bonus on your attack roll (and confirmation attack roll, see
below). If you hit both enemies, you can deal half damage to each. Hitting only one opponent allows you to deal
that opponent normal damage for your attack. On a critical threat, you can make only one attack roll to confirm the
critical hit against both opponents. If you confirm against both, you deal half your critical hit damage to each.
Your hit is a normal hit rather than a critical if you confirm against only one opponent. If you fail to use the effect
  before the end of your next turn, the spell ends.                    
  Negative Reaction (Illus.) (Ul. Combat) 1sa 20 Rnds 75 ft 1 Creature Will neg S Yes
The target’s actions and words fail to impress. The target of this spell takes a –10 penalty on any Bluff,
  Diplomacy, and Intimidate checks as well as any performance combat checks it attempts.          
  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
  Reinforce Armaments (Trans.) (Ulf. Combat) 1sa 200 Min. Touch   1 Armor/Weapon Will neg   V, S, M/DF Yes  
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of
armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s
duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s
duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their
  hardness is doubled for the duration of the spell.                    
  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.              
  Shock Shield (Abjur.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
This spell creates an invisible shield similar to but not as strong as the shield spell. This shield hovers in front of
you and negates magic missile attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus
applies against incorporeal touch attacks. At any time, as a free action, you may dismiss your shield, at which
point it deals 1d6 points of electrical damage to all creatures within a 5-foot burst, including you. A Reflex saving
  throw halves the damage.                      
  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                
  Warding Weapon (Abjur.) (Ul. Combat) 1sa 20 Rnds Self Self No V, S, F No
The focus of this spell flies upward above your head and takes a defensive position within your space. It lunges 1 melee weapon you are proficient with
at opponents, as if guided by a martially trained hand, parrying and turning back melee attacks aimed at you, but and are holding
does not strike back at any opponent nor does it damage them. The weapon serves only as a defense. While it
protects you, you can cast spells without provoking attacks of opportunity, without the need to cast them
defensively. A creature with the Disruptive feat can easily bypass this spell’s defenses. You provoke attacks of
opportunity for casting spells against these creatures even when subject to this spell, though you can still
  choose to cast defensively.                      
  Windy Escape (Trans.) (Race) 1 Immediate Instant Self Self No V, S
must be You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly
Sylph through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit
effect from that attack.  You cannot use windy escape against an attack of opportunity you provoked by casting
a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when
used.
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Ablative Barrier (Ul. Combat) 1sa 20 hrs Touch Creature Touched Will neg V, S, M No
Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. piece of metal cut from a shield
Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal
damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has
  converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.        
  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.              
  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.                  
  Blood Blaze (Trans.) (Race) 1sa 20 Rnds Touch Creature Touched Fort neg V, S Yes
must be The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air.
Orc Any creature (including the spell's target) within the aura that takes at least 5 points of piercing, slashing, or bleed
damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a
randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any
creature in that square, and 1 point of splash damage to all creatures within 5 feet of the spray's target, including
the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not
  have blood (including oozes and most constructs and undead) do not create blood sprays when attacked.        
  Blood Transcription (Ul. Magic) 1sa 24 Hrs Touch 1 Dead Spellcaster None V, S No
By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that
spellcaster knew. Select one spell available to the dead spellcaster (this must be a spell on your spell list); you
gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if
you are a witch) using the normal rules for copying a spell from another source. Once you have learned it, you
  may prepare the spell normally.                      
  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.          
  Defensive Shock (Evoc.) (Ul. Magic) 1sa 20 Min. Self Self None V, S, M
Electrical energy floods your body, shocking the next creature that touches you. Any creature striking you with a hollow metal sphere
its body or a handheld weapon takes 1d6 points of electricity damage per two caster levels (maximum 6d6). If the
attacker has spell resistance, it applies against this damage. Each time the spell discharges, the number of damage
  dice it deals is halved (rounded down); when the spell’s damage dice reach 0, the spell ends.          
  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).                      
  Elemental Touch (Evoc.) (Adv. Player's) 1sa 20 Rnds Self Self No V, S, M No
Upon completing the casting of this spell, elemental energy infuses your hands.  Choose an energy type: acid, a bit of the chosen element: earth, water, air, or fire
cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along
with a special effect described below. You also deal energy damage and the related special effect when you
attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can
never apply to multiple weapons.
Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The
target must make a Fortitude save or be sickened for the duration of the ongoing acid damage.
Cold: The target must make a Fortitude save or be fatigued. A creature that is already fatigued suffers no
additional effect.
Electricity: The target must make a Fortitude save or be staggered for 1 round.
Fire: Your hands ignite and shed light as a torch. Your touch may cause targets to catch on fire.
Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no
special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold,
  electricity, or fire damage, it is a spell of that type.                    
  Fire Breath (Evoc.) (Adv. Player's) 1sa 20 Rnds 15 ft cone burst Reflex 1/2 V, S, M Yes
Up to thrice during this spell's duration, you can belch forth a cone of fire as a standard action.  The first cone a chili pepper
deals 4d6 points of fire damage to every creature in the A.O.E.  The second cone of flame deals 2d6 points of fire
damage to all in the A.O.E.  The third and final cone deals 1d6 points of fire damage to all in the A.O.E.  A
  successful Reflex save will halve the damage any cone does.                  
  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.                        
  Groundswell (Trans.) (Race) 1sa 20 Rnds Touch Creature Touched Fort neg V, S Yes
must be This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the
Dwarf ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The groundswell precludes flanking
from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the
ground returns to its normal elevation at the end of his turn; otherwise, it remains in place until the target moves
or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground
    beyond 5 feet.                        
  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.                    
  Imbue with Elemental Might (Evoc.) (Race) 1sa 24 Hrs. Self Self Reflex 1/2 V, S Yes
must be The target must have an Intelligence score of at least 5 to use the ability. The imbued elemental assault functions
Sulis exactly like yours, except the ability's duration is based on the target's level or Hit Dice. Once you cast this spell,
you cannot use your elemental assault ability until the duration of the spell is over.  The person is imbued with
magical power that forms an aura of energy around you, damaging all those that come near you. Choose an
energy type: acid, cold, electricity, or fire. Creatures adjacent to you when this spell is cast and at the start of 
your turn take 2d6 points of energy damage of the selected type. This aura has an additional effect, depending
upon the type of energy chosen.  The elemental aura lasts for 20 rounds.
Acid: Creatures affected by your aura take 1 point of ongoing acid damage per round for 1 round per three caster
levels, and are sickened for the duration of the ongoing acid damage.
Cold: Creatures affected by your aura are fatigued. A creature that is already fatigued suffers no additional effect.
Electricity: Creatures affected by your aura are staggered for 1 round.
Fire: Creatures affected by your aura catch on fire.
Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect. The
aura's additional effects do not stack if a creature takes damage from your aura multiple times. You may only have
one elemental aura in effect at one time. When you cast this spell to deal acid, cold, electricity, or fire damage, it is
  a spell of that type.                        
  Mount, Communal (Conj.) (Ul. Combat) 1sa 40 Hrs 75 ft Up to 6 Mounts None V, S, M No
You summon up to 6 light horse or a ponies (your choice) to serve you as a mounts. The steed serves willingly bit of horse hair
and well. The mounts come with a bit and bridle and a riding saddle.  You can divide the duration into 2 hour
    increments among up to 6 targets.                      
  Pilfering Hand (Evoc.) (Ul. Combat) 1sa Special 75 ft 1 Object None S Yes
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful
deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize
this force to one of two ends.
Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range.
Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer),
Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier.
This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell
might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch
it. Otherwise, the object lands in your square as if you dropped it.
Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within
range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that
duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check,
you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception
  check to notice the successful attempt.                    
  Ray of Exhaustion (Necro.) (Pathfinder) 1sa 20 Min. 75 ft 1 Ray Fort part V, S, M
With a successful ranged touch attack the subject immediately becomes exhausted, with a successful save they a drop of sweat
are only fatigued, fatigued characters become exhausted.  The spell has no effect on exhausted creatures.  The
  effect ends when the spell expires.                      
  Reloading Hands (Conj.) (Ul. Combat) 1sa 20 Rnds Touch Projectile Weapon Will neg V, S Yes
Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This
ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the
standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition
ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.
  Reinforce Armaments Comm. (Trans.) (Ul. Combat) 1sa 200 Min. Touch   1 Armor/Weapon Will neg   V, S, M/DF Yes  
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of
armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s
duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s
duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their
hardness is doubled for the duration of the spell.  The duration can be spread among several items in 10 minute
  intervals.                          
  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.                  
  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.        
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.          
  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).        
  Telekinetic Assembly (Trans.) (Ul. Combat) 1 Minute Instant 75 ft 1 Siege Engine None V, S, F No
You assemble a siege engine, using up to one fewer worker per two caster levels you possess. You can do a miniature of the target siege engine
without one additional worker if you have any ranks in Knowledge (engineering), plus one additional worker per
5 ranks you have in that skill. If your caster level combined with Knowledge (engineering) fails to eliminate the
  need for workers, this spell fails.                      
  Twisted Space (Trans.) (Ul. Combat) 1sa 1 Rnds 75 ft 1 Creature Will neg V, S, M Yes
You distort the space around a creature, twisting the path of its melee attacks unpredictably, but always toward a length of wire bent into a circle
nearby creature that the target threatens. Until the start of your next turn, melee attacks made by the target
creature affect a random target instead of their intended target.
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.                        
  Burst of Speed (Trans.) (Ul. Combat) 1 Swift 1 Rnds 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.                          
  Elemental Aura (Evoc.) (Adv. Player's) 1sa 20 Rnds Self Self Reflex 1/2 V, S Yes
This spell forms an aura of energy around you, damaging all those that come near you.  Choose an energy type:
acid, cold, electricity or fire.  Creatures adjacent to you when this spell is cast and at the start of your turn take
2d6 points of energy damage of the selected type.  This aura has an additional effect, depending upon the type of
energy chosen.
Acid:  Creatures affect by your aura take 1 point of ongoing acid damage per round for 6
rounds.  The target must make a Fort save or be sickened for the duration of the ongoing acid damage.
Cold:  The target  must make a Fort save or be fatigued.  A creature that is already fatigued suffers no additional
effect.
Electricity:  The target must make a Fort save or be staggered for 1 round.
Fire:  Your hands ignite and shed light as a torch.  Your touch may cause targets to catch on fire (Core Rulebook
page 444).
Creatures adjacent to you are allowed a Reflex save to halve the damage and negate the additional effect.  The
aura's additional effects do not stack if a creature takes damage from your aura multiple times.  You may only
  cast this spell to deal acid, cold electricity or fire damage, and it becomes a spell of that type.          
  Force Hook Charge (Ul. Magic) 1sa Instant 75 ft Special None V, S Yes
You create a hook of force that strikes the target and drags you to a space adjacent to it. Make a ranged touch
attack against the target; if the touch attack succeeds, the target takes 1 point of force damage per caster level.
Whether or not the touch attack hits, the force hook drags you in a straight line to a square adjacent to the target.
This movement provokes attacks of opportunity as normal. The pulling hook keeps you from falling as part of
this movement; therefore you can use it to cross a pit or chasm, or reach a higher or lower elevation. If the line of
effect from you to the target passes through an area that is too small to fit your body (such as a portcullis or
arrow slit), the hook pulls you to that location and you take damage as if you had fallen the distance from your
starting point to that location. If you are restrained, such as being chained to a wall, the hook pulls you to the
maximum extent of your restraints but does not break the restraints.  If your travel to the destination is not
blocked, you land on your feet, unharmed by the sudden motion. However, the spell does not guarantee you a
safe landing space when you arrive. For example, if your target is flying or on a ledge with no room for you to
stand, once the hook pulls you adjacent to the target, you begin to fall.  If you use this spell with your spell
  combat class ability, you can make your melee attack from your starting position or your ending position.        
  Force Punch (Ul. Magic) 1sa Instant Touch Creature Touched Fort part. V, S Yes
This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force
damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet
per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet
(–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A
  successful Fortitude save negates the movement but not the damage.              
  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.      
  Monstrous Physique I (Trans.) (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
  bonus to your Strength and a +2 natural armor bonus.                  
  Prehensile Pilfer (Trans.) (Race) 1sa 20 Rnds. Touch Creature Touched Fort neg V, S Yes
must be The target's tail moves and acts more quickly, almost with a mind of its own. When making a full-attack action,
Vanaras the target may use its tail to make a dirty trick or steal combat maneuver as a swift action. For the purpose of this
attack, the target's tail is a natural weapon with a reach of 5 feet. This spell has no effect on creatures lacking a
prehensile tail. If the target already has an extra attack from haste or a similar effect, this spell only allows the tail
  to make dirty trick and steal combat maneuvers, but does not grant an extra attack.            
  Resilient Reservoir (Trans.) (Race) 1sa 20 Rnds. Self Special None V, S Yes
must be This spell creates a magical well of retribution that a caster can unleash with blinding speed.  Upon casting this
Half-Elf spell, damage from melee attacks and touch spells gets transferred into a special pool that you then redirect
before the spell's duration expires.  Each time you are struck by a melee attack or touch spell that deals hit point
damage, 1 point of damage is negated and transferred into the reservoir created by this spell. The total number
of points in the reservoir cannot exceed your caster level (to a maximum of 20 points at 20th level). As an
immediate action, anytime before the spell's duration expires, you can release some or all of the energy of the
reservoir, granting yourself an insight bonus on one skill check, attack roll, damage roll, or combat maneuver
check, but you must do so before the roll is made. This bonus is equal to the number of points in the reservoir.
For every five caster levels, you may call upon the reservoir one additional time (maximum of four times at 15th
  level).                          
  Sickening Strikes (Trans.) (Race) 1sa 20 Rnds Self Self Fort neg V, S Yes
must be You are imbued with disease, and any creature you strike with a melee attack must make a Fortitude save or be
Ratfolk sickened for 1 minute. Creatures that are immune to disease are immune to this sickened effect.          
  Undead Anatomy I (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type,  piece of the creature whose form
which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for you plan to assume
Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and
darkvision 60'. If the form you assume has any of the following abilities, you gain the listed ability: climb 30', fly
30' (average maneuverability), swim 30', low-light vision, and scent.  In this form, you detect as an undead creature
(such as with detect undead, but not with magic that reveals your true form, such as true seeing) and are treated
as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that
specifically target or react differently to undead (such as searing light).  Small undead: If the form you take is that
of a Small undead, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.  Medium undead: If
the form you take is that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor
  bonus.                          
  Vomit Twin (Conj.) (Race) 1sa 20 Rnds Self Ooze duplicate None V, S
Goblin Upon casting this spell, you vomit forth a disgusting ooze copy of yourself into a single adjacent square. As
spell long as the twin exists, whenever you take a move action to move, the twin can move as well, although it does
not need to follow you and cannot take any other actions. On subsequent rounds, at the start of your turn, you
can instantaneously exchange places with your twin, as if using teleport. This is not an action and does not
provoke an attack of opportunity.  The twin has a speed of 30 feet and provokes attacks of opportunity from
movement as normal. It has an AC equal to 10 + 1/2 your caster level and a number of hit points equal to your
caster level. If the twin is reduced to 0 hit points, it is destroyed, although you can create a new one on your turn
    as a standard action as long as the duration persists. You cannot have more than one vomit twin at a time.        
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Arcana Theft (Ul. Magic) 1sa Instant Touch Creature Touched None V, S Yes
This spell functions as a targeted dispel magic spell, except it only affects creatures and it requires a melee
touch attack. If the melee touch attack is successful and the spell successfully dispels one spell affecting the
target, that spell is instead transferred to you, treating you as the original target. You do not receive a new saving
throw or spell resistance check against this spell and must accept its affects even if they are not beneficial. This
does not alter the spell’s duration; for example, if the spell only has 4 rounds of duration remaining when it is
stolen, it only affects you for 4 rounds. If the spell or effect has a duration of permanent, its duration continues for
1 hour per caster level of the original caster, after which it ends. The stolen spell does not revert to the original
  target.                          
  Detonate (Evoc.) (Adv. Player's) 1sa 1 Rnds 30 ft 30' Radius Reflex 1/2 V, S, M Yes
You flood yourself with a potent surge of elemental energy.  One round after completing the casting of the spell 2 vials; 1 containing acid and the other
the energy explodes from your body.  When this spell creates the explosion of energy, choose one of the containing an alkaline solution worth
following 4 energy types:  acid, cold, electricity, or fire.  The explosion inflicts 20 points of damage (max 10d8) a total of 50 gp.
to all creatures and unattended objects within 15' and half that amount to targets between 15'-30'.  You
automatically take half damage from the explosion, without a saving roll, but any other energy resistance or
energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the
    explosion.                          
  Monstrous Physique II (Trans.) (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
bonus to your Strength and a +2 natural armor bonus.
This spell functions as monstrous physique I, except it also allows you to assume the form of a Tiny or Large
creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the
listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision,
scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, and trip. If the creature has
the undersized weapons special quality, you gain that quality.
Tiny monstrous humanoid: If the form you take is that of a Tiny monstrous humanoid, you gain a +4 size bonus
to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus
  to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.              
  Paragon Surge (Trans.) (Race) 1sa 20 Min. Self Self No V, S
must be You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind
Half-Elf simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike
with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural
abilities of your half-elven form as well as all of your gear. For the duration of the spell, you receive a +2
enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you
  meet the prerequisites, chosen when you cast this spell.                  
  Pellet Blast (Ul. Combat) 1sa Instant 30 ft Cone Reflex 1/2 V, S, M No
This spell creates an explosion of conjured metal pellets, striking everything within its area and dealing 1d8 points handful of metal pellets or handful
of piercing damage per two caster levels, maximum 5d8. This damage is subject to damage reduction. If the of cold iron, silver, adamantine
material component is made of cold iron (costing 50 gp), silver (costing 20 gp), or adamantine (costing 100 gp), the pellets
resulting blast can overcome damage reduction of the appropriate type. The pellets disappear after the spell is
cast and the damage is dealt.
  Vermin Shape I (Ul. Magic)   1sa 20 Min. Self   Self No   V, S, M No  
When you cast this spell, you assume the form of any Small or Medium creature of the vermin type. If the form piece of the creature whose form
you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average you plan to assume
maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You don’t gain full immunity
to mind-affecting effects, but you do gain a +2 resistance bonus on all saving throws against such effects.
Small vermin: If you take the form of a Small vermin, you gain a +2 size bonus to your Dexterity and a +2 natural
armor bonus.
Medium vermin: If you take the form of a Medium vermin, you gain a +2 size bonus to your Strength and a +3
  natural armor bonus.                        
  Wall of Sound (Evoc.) (Ul. Magic) 1sa Special 300 ft Wall of Sound None V, S, M Yes
A translucent barrier of pure sound springs into existence. This wall is silent except for a faint hum, but bursts with  tuning fork and a quartz crystal
discordant noise when touched by an object or creature. The wall deflects arrows, bolts, loose debris, and Small
or smaller flying creatures like a wind wall spell, except these things rebound harmlessly rather than being directed
upward. The burst of discordant noise deals 2d4 points of sonic damage to creatures within 10 feet of the
triggering object or creature; touching or passing through the wall deals 2d6 points of sonic damage + 1 point of
sonic damage per caster level (maximum +20). If you evoke the wall so that it appears where creatures are, each
creature takes damage as if passing through the wall. A silence spell suppresses the wall within its area, but the
wall reappears when the silence ends.  The wall is created as either a wall 400 feet long
or a circle 50 foot radius; both versions are 20' tall.  The wall lasts as long as the caster concentrates
  plus 20 rounds.                      
  Wreath of Blades (Abjur.) (Ul. Combat) 1sa 20 Rnds Self Self Reflex 1/2 V, S, F No
The daggers serving as focus of this spell take on a deadly sharpness as they animate and spin around you, 4 mithral daggers worth 502 gp each
creating a 5-foot-radius emanation of spinning mithral blades that moves with you. Any creature that starts its
turn within the area of the spinning blades takes 1d4 points of damage for every two caster levels (maximum 10d4
at 20th level) and the damage bypasses DR/silver. Furthermore, the daggers ward off some attacks, in a way
similar to the warding weapon spell. While subject to this spell, you do not provoke attacks of opportunity for
casting spells, even from creatures with the Disruptive feat. Creatures with the Spellbreaker feat can easily
bypass this defensive property, though they still take damage from the spell. Your casting (even failing to cast
defensively) still provokes attacks of opportunity from creatures with that feat. Lastly, the blades that serve as
the focus for this spell can be enchanted for greater effect. When all of the blades share the same enhancement
bonus and special weapon qualities, a creature that is damaged by this spell is also treated as if hit by one of
these weapons. For example, if a 12th-level magus casts this spell using four +1 frost mithral daggers as focus,
the damage dealt by the blades would be 6d4+1 plus 1d6 cold damage, as long as the daggers were commanded
to be sheathed in ice. No matter the modifications made to the focus weapons, they must always be mithral
daggers. No other type of weapons can serve as a focus for this spell.
5th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Acidic Spray (Ul. Magic) 1sa Instant 60 ft 60' Line Reflex part V, S, M Yes
A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum vial of acid worth 10 gp
15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing 1d6 points of
acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a
  second Reflex save on the creature's turn negates this additional damage).              
  Corrosive Consumption (Ul. Magic) 1sa 3 Rnds Touch Creature Touched None V, S Yes
With a touch, this spell causes a small, rapidly growing patch of corrosive acid to appear on the target. On the
first round, the acid deals 1 point of acid damage per caster level (maximum 15). On the second round, the acid
patch grows and deals 1d4 points of acid damage per caster level (maximum 15d4). On the third and final round,
the acid patch covers the entire creature and deals 1d6 points of acid damage per caster level (maximum 15d6).
The target can spend a full-round action to scrape off the acid, or can wash it off with at least 1 gallon of liquid to
  halve the damage for that round and negate the remaining rounds of the spell.              
  Monstrous Physique III (Trans.) (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
bonus to your Strength and a +2 natural armor bonus.
This spell functions as monstrous physique I, except it also allows you to assume the form of a Tiny or Large
creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the
listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision,
scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, and trip. If the creature has
the undersized weapons special quality, you gain that quality.
Tiny monstrous humanoid: If the form you take is that of a Tiny monstrous humanoid, you gain a +4 size bonus
to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size
bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
This spell functions as monstrous physique II, except it also allows you to assume the form of a Diminutive or
Huge creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you
gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, all-around
vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, blood frenzy, cold vigor, constrict, ferocity,
freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake,
sound mimicry, speak with sharks, trample, trip, and web. If the creature has the undersized weapons special
quality, you gain that quality.
Diminutive monstrous humanoid: If the form you take is that of a Diminutive monstrous humanoid, you gain a
+6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge monstrous humanoid: If the form you take is that of a Huge monstrous humanoid, you gain a +6 size bonus
  to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.              
  Symbol of Striking (Illus.) (Ul. Combat) 10 Minutes Special 0 ft 1 Symbol Will 1/2 V, S, M Special
This spell functions like symbol of death, except that using the material component, you scribe a symbol of
striking so it fills a 5-foot square. Once triggered, the symbol of striking glows and lasts for 10 minutes per caster
level or until it has made a number of attacks of opportunity equal to your level, whichever comes first. When
triggered, the symbol threatens its area and the area around it as if it were a Medium creature wielding a magic
version of the weapon you used as the material component. Using your caster level + 1 + your Intelligence
modifier (magus, witch, wizard) or Wisdom modifier (cleric) or Charisma modifier (oracle, sorcerer) as its attack
bonus, the symbol can make a number of attacks of opportunity each round equal to 1 + the same ability score
modifier you used to determine its attack bonus. It gains a bonus on damage rolls equal to the same ability score
modifier you used to determine its attack bonus. A shadowy version of you wielding the material component
appears to make these attacks. The symbol attacks any non-attuned creature that provokes an attack of
opportunity from the symbol. However, when the symbol first attacks a creature, the symbol must overcome that
creature’s spell resistance or be rendered unable to harm it. The symbol never again attacks such creatures.
Further, when the symbol first attacks a creature, a successful Will saving throw allows the creature to see the
  shadow nature of the attacks and take half damage when such attacks hit.              
  Undead Anatomy II (Ul. Magic) 1sa 0 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type,  piece of the creature whose form
which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for you plan to assume
Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and
darkvision 60'. If the form you assume has any of the following abilities, you gain the listed ability: climb 60', fly
60' (average maneuverability), swim 60', low-light vision, blood drain, freeze, trap, grab, mimicry, pounce,
shadowless, sound mimicry and scent.  In this form, you detect as an undead creature (such as with detect
undead, but not with magic that reveals your true form, such as true seeing) and are treated as undead for the
purposes of channeled energy, cure spells, and inflict spells, but not for other effects that specifically target or
react differently to undead (such as searing light).  Small undead: If the form you take is that of a Small undead,
you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.  Medium undead: If the form you take is
that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.  In this form,
you gain a +4 bonus on saves against mind-affecting effects, disease, poison, sleep, and stunning. If the form has
a vulnerability to an attack (such as sunlight), you gain that vulnerability.  Tiny undead: If the form you take is
that of a Tiny undead, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural
armor bonus.  Large undead: If the form you take is that of a Large undead, you gain a +4 size bonus to your
    Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.              
  Vermin Shape II (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you assume the form of any Small or Medium creature of the vermin type. If the form piece of the creature whose form
you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 60 feet (good you plan to assume
maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You don’t gain full immunity
to mind-affecting effects, but you do gain a +2 resistance bonus on all saving throws against such effects.  If the
form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 60 feet, swim
60 feet, darkvision 60 feet, low-light vision, tremorsense 30 feet, scent, blood drain, constrict, grab, lunge, poison,
pull, trample, and web. You don’t gain full immunity to mind-affecting effects, but you do gain a +4 bonus on all
saving throws against such effects.
Tiny vermin: If you take the form of a Tiny vermin, you gain a +4 size bonus to your Dexterity, a –2 penalty to
your Strength, and a +1 natural armor bonus
Small vermin: If you take the form of a Small vermin, you gain a +2 size bonus to your Dexterity and a +2 natural
armor bonus.
Medium vermin: If you take the form of a Medium vermin, you gain a +2 size bonus to your Strength and a +3
natural armor bonus.
Large vermin: If you take the form of a Large vermin, you gain a +4 size bonus to your Strength, a –2 penalty to
  your Dexterity, and a +5 natural armor bonus                    
6th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Monstrous Physique IV (Trans.) (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium creature of the monstrous humanoid piece of the creature whose form
type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet you plan to assume
(average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume
has the aquatic subtype, you gain the aquatic and amphibious subtypes.
Small monstrous humanoid: If the form you take is that of a Small monstrous humanoid, you gain a +2 size bonus
to your Dexterity and a +1 natural armor bonus.
Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size
bonus to your Strength and a +2 natural armor bonus.
This spell functions as monstrous physique I, except it also allows you to assume the form of a Tiny or Large
creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you gain the
listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision,
scent, freeze, grab, leap attack, mimicry, pounce, sound mimicry, speak with sharks, and trip. If the creature has
the undersized weapons special quality, you gain that quality.
Tiny monstrous humanoid: If the form you take is that of a Tiny monstrous humanoid, you gain a +4 size bonus
to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large monstrous humanoid: If the form you take is that of a Large monstrous humanoid, you gain a +4 size bonus
to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.
This spell functions as monstrous physique II, except it also allows you to assume the form of a Diminutive or
Huge creature of the monstrous humanoid type. If the form you assume has any of the following abilities, you
gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, all-around
vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, blood frenzy, cold vigor, constrict, ferocity,
freeze, grab, horrific appearance, jet, leap attack, mimicry, natural cunning, overwhelming, poison, pounce, rake,
sound mimicry, speak with sharks, trample, trip, and web. If the creature has the undersized weapons special
quality, you gain that quality.
Diminutive monstrous humanoid: If the form you take is that of a Diminutive monstrous humanoid, you gain a
+6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge monstrous humanoid: If the form you take is that of a Huge monstrous humanoid, you gain a +6 size bonus
to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
This spell functions as monstrous physique III except it allows you to use more abilities. If the form you assume
has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good
maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60
feet, blood frenzy, breath weapon, cold vigor, constrict, ferocity, freeze, grab, horrific appearance, jet, leap attack,
mimicry, natural cunning, overwhelming, poison, pounce, rake, rend, roar, sound mimicry, speak with sharks,
spikes, trample, trip, and web. If the creature has immunity or resistance to any energy types, you gain resistance
20 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. If the
  creature has immunity to poison, you gain a +8 bonus on saves against poison.            
  Undead Anatomy III (Ul. Magic) 1sa 20 Min. Self Self No V, S, M No
When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the undead type,  piece of the creature whose form
which must be vaguely humanoid-shaped (like a ghoul, skeleton, or zombie). You gain a bite attack (1d6 for you plan to assume
Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and
darkvision 60'. If the form you assume has any of the following abilities, you gain the listed ability: climb 90', fly
90' (good maneuverability), burrow 30', swim 90', low-light vision, blood drain, freeze, trap, grab, mimicry, pounce
constrict, shadowless, DR 5/--, disease, fear aura, grab, jet, natural cunning, overwhelming, poison, pounce, rake,
trample, trip, unnatural aura, web, sound mimicry and scent.  In this form, you detect as an undead creature (such
as with detect undead, but not with magic that reveals your true form, such as true seeing) and are treated as 
undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that
specifically target or react differently to undead (such as searing light).  Small undead: If the form you take is
that of a Small undead, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.  Medium undead:
If the form you take is that of a Medium undead, you gain a +2 size bonus to your Strength and a +2 natural armor  
bonus.  In this form, you gain a +4 bonus on saves against mind-affecting effects, disease, poison, sleep, and
stunning.  If the form has a vulnerability to an attack (such as sunlight), you gain that vulnerability.  Tiny undead:
 If the form you take is that of a tiny undead, you gain a +4 size bonus to your Dexterity, a –2 penalty to your
Strength and a +1 natural armor bonus.  Large undead: If the form you take is that of a Large undead, you gain a
+4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.  If the creature has
immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has
vulnerability to an energy type, you gain that vulnerability. In this form, you gain a +8 bonus on saves against
mind-affecting effects, disease, poison, sleep, and stunning. If the form has a vulnerability to an attack (such as
sunlight), you gain that vulnerability.  Diminutive undead: If the form you take is that of a Diminutive undead,
you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.  Huge
undead: If the form you take is that of a Huge undead, you gain a +6 size bonus to your Strength, a –4 penalty
  to your Dexterity, and a +6 natural armor bonus.                    
  Walk Through Space (Conj.) (Ul. Combat) 1sa 20 Rnds Self Self No V, S, M No
When under the effects of this spell, you can teleport up to 30 feet as a move action. You must end this wren's egg
movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a
move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of
    opportunity.