Caster Level: 20 Paladin
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Axiomatic Water (Planar & S. Comp.) 1 min Inst Touch 1 Flask Will
  Adds law alignment to 1 pint of water                    
  Bless (Pathfinder) 1sa 20 Min. 50 ft 50' radius No V, S, DF Yes
  Adds +1 morale bonus to attack and saving rolls vs. fear (dispels Bane)              
  Bless Water (Pathfinder) 1 min Inst Touch 1 Flask No V, S, M
  Adds positive energy to 1 pint of water turning it into holy water.           5 lbs of powdered silver worth 25 gp
  Bless Weapon (Pathfinder) 1sa 20 Min. Touch Weapon Touched No V, S No
The weapon is treated as a +1 weapon and good for purpose of bypassing DR (no actual bonus is granted).
This effect overrides any current magical power on the weapon.  Individual bolts or arrows can be affected, but
affected bows don't confer their power to their ammunition.  In addition all critical hits against evil creatures are
  automatically confirmed.  This effect doesn't happen to a keen or vorpal weapon.    
  Bless Weapon, Swift (S. Comp.) 1 Swift 1 Rnds Touch Weapon Touched No
Treat the weapon as if it was a +1 good aligned weapon with respect to DR, all critical hits are automatically
  confirmed.                  
  Blessed Aim (S. Comp.) 1sa 20 Min. 50 ft 50' Radius Will neg
  Can grant your allies +2 morale bonus on ranged attacks.                  
  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.                      
  Challenge Evil (Adv. Player's) 1sa 20 Min. 75 ft 1 Evil Creature Will neg V, DF Yes D
You challenge an evil creature to bring the fight to you, or suffer the consequences.  You gain a +2 sacred bonus
on all melee attacks against the subject of the spell.  At the end of its turn, if the target has not made at least one
  attack on you, it becomes sickened.  If you move away from the target the spell ends.          
  Clear Mind (S. Comp.) 1sa 200 Min. Personal Self No
  Gain +4 sacred bonus on saving throws vs. mind-affecting spells and effects.              
  Compel Hostility (Ench.) (Ul. Combat) 1sa 20 Rnds Self Self Special V, S, M Special
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate drop of your blood
action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must
first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the
  compulsion. A summoner casting this spell can choose his eidolon as the target of the spell.          
  Create Water 1sa Inst 75 ft 1 ft cube No
  40 gallons                        
  Cure Light Wounds (Pathfinder) 1sa Perm Touch 1 Creature No V, S Yes
  heals 1d8+ 20 points of damage (+5 max).                  
  Deafening Clang (S. Comp.) 1 Swift 1 Rnds Touch Your Weapon Fort part
Your weapon generates a loud clang when struck against a hard subject dealing 1d6 sonic damage and the
  struck creature must make a Fort save or be deafened for 1 minute.      
  Detect Poison 1sa 20 Rnds 60 ft cone No
  Detects Poison                        
  Detect Undead (Pathfinder) 1sa 20 Min. 60 ft Cone No V, S, M No
Detects undead on the 1st round the presence or absence of undead is detected, on the 2nd round the number earth from grave
and strength of undead are detected.  If you are good alignment and the HD is twice yours then you are stunned
for 1 round.  On the 3rd round you detect the location of each undead aura.  If an undead is out of the range of
  the spell then on the 3rd round you detect its direction, but not location.              
  Detect Weaponry (City) 1sa 200 Min 75 ft Cone No
Detects weaponry for as long as you concentrate up to the duration of the spell:  1st Round; Presence or absence
of weapons.  2nd Round; Number of Weapons in the area.  3rd Round; Specific locations of the weapons and the
type of damage that they deal.  The spell doesn't reveal anything else about them or if the weapons are magical.
  A nondectection spell can defeat this spell.                    
  Diagnose Disease (Div.) (Ul. Magic) 1sa Instant 75 ft 1 Creature/Object None   V, S No  
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds,
slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects.
If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4
bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone,
  1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.            
  Divine Favor (Pathfinder) 1sa 1 Min. Personal Self No V, S, DF
  7 Bonus to Str and Wis, attack and damage rolls, up to +6              
  Divine Sacrifice (C. Divine) 1sa 20 Rnds Personal Self No
You sacrifice up to 10 hit points, improving your damage on your next successful hit by 1d6 per 2 hp spent.
  You can sacrifice as much as 10 hp/rnd giving you +5d6/rnd extra damage.              
  Endure Elements 1sa 24 hrs Touch 1 creature Will neg V, S
  Can safely live in conditions from +50 to +140 degrees F without having to make a Fort save          
  Energized Shield, Lesser (S. Comp.) 1sa 20 Rnds Touch 1 Shield No
  Gain Resistance 5 vs. one type of energy, shield bash does 1d6 of chosen energy damage.  
  Faith Healing (S. Comp.) 1sa Perm Touch 1 creature No
  heals 8+ 20 hp up to +5 hp max.            
  Find Temple (S. Comp.) 1sa 20 Hrs Special Special No
Searches an area of 30 miles for the location of the nearest temple dedicated to your god.  If none
exists it will point you toward the nearest temple of a god dedicated to the same alignment as your god.  If you have
  personally visited a temple in the past (not just scryed it) you can seek its location with this spell.  
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.          
  Golden Barding (C. Divine & S. Comp.) 1sa 20 Hrs Touch Special Mount No
Creates a suit of armor for your mount.  It appears on your mount, fits perfectly, and has no armor check penalty
or affect on your mount's speed.  The type of armor depends on your level.
Level Armor   AC Level Armor AC
2nd-3rd: Scale Mail barding   +4 7th-9th Half-Plate barding +7
4th-5th: Chain Mail barding   +5 10th+ Full Plate barding +8
  6th-7th: Splint Mail barding   +6                    
  Grave Strike (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
For 1 round you can sneak attack undead, provided you have the ability.  It still won't let you score a critical hit.
  Hero's Defiance (Adv. Player's)   1 Immediate Instant   Self   Self No   V    
The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to
heal yourself as if you had used lay hand, plus and additional 1d6 hit points.  If this healing brings your hit
point total above 0 hit points, you do not fall, and may continue to act.  If you have no more uses of lay on
hands this spell has no effect.
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Holy Spurs (S. Comp.) 1 Swift 1 Rnds 75 ft Special Mount No
  Increases your special mount's base land speed by +40' as an enhancement bonus.          
  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.                      
  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.                        
  Ironbread (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg   V, S Yes  
must be This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1
Dwarf armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used
as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting
   with a verbal component has a 20% spell failure chance.                  
  Know Greatest Enemy (S. Comp.) 1sa 20 Rnds 60 ft Cone No
Evaluates the creatures in the A.O.E. determining the relative power level of each creature.
CR Strength CR Strength  
4 or Less Weak 11-15 Strong  
  5-10 Moderate   16+ Overwhelming                
  Know the Enemy (Ul. Magic) 1sa Instant Self Self None S, V, DF No
You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make
  a Knowledge check regarding that creature type with a +10 insight bonus.              
  Lantern Light (Ex. D.) 1sa 20 Rnds 75 ft 1 Ray No
10 rays of energy flash from your eyes, you must make a ranged touch attack with each ray and they
  deal 1d6 points of damage.              
  Liberating Command (Conj.) (Ul. Combat) 1sa Instant 75 ft 1 Creature Will neg   V Yes  
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an
immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20).
This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were
  under the effects of a hold person spell or paralyzed by Strength damage).              
  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.                        
  Lionheart (S. Comp.) 1sa 20 Rnds Touch Creature Touched No
  The subject gains immunity to fear effects.                    
  Litany of Sloth (Ul. Combat)   1 Swift 1 Rnds 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.                    
  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.                        
  Magic Weapon (Pathfinder) 1sa 20 Min. Touch Weapon Touched Will neg V, S, DF Yes
Grants a weapon a +1 attack and damage bonus (it doesn't stack with masterwork weapons).  It can't be cast        
  upon natural weapons except a monk's fists.                    
  Moment of Clarity (S. Comp.) 1sa Instant Touch Creature Touched No
You touch a creature that is under the influence of a mind-affecting spell granting them another saving roll vs.
  the same DC to break the spell.  If the spell originally had no saving roll then this spell doesn't grant them one.
  One Mind, Lesser (S. Comp.) 1sa 20 Hrs Personal Self No
Temporarily strengthens the bond between you and your special mount granting you a +4 insight bonus on
Spot and Listen checks  and the scent ability for the duration of the spell.  If you more  than 10' away from
  your mount the spell ends.              
  Peacebond (City) 1sa 200 Min 75 ft 1 Weapon No
The targeted weapon remains stuck in its sheath, holder, quiver or whatever is used to hold it.  A weapon is
defined as any manufactured weapon.  No physical force can draw it before the spell expires, the weapon glows
  faintly for the duration of the spell.  The spell has no effect on a weapon in hand.    
  Protection from Chaos/Evil 1sa 20 Min. Touch 1 creature No
Gain +2 deflection AC and +2 saves, blocks warded creatures vs. attempts of mental control
  Prevents body contact from summoned creatures of that alignment and attacks fail          
  Rally Point (Ench.) (Adv. Player's) 1sa 20 Min. 5 ft 5' square Will neg V, S DF Yes D
You create a spot that has the power to briefly hearten any good creature who comes into contact with it.  A
good creature who enters this square (even if simply as part of its normal move) gains a +2 morale bonus on
attacks, saving rolls, + 40 temporary hit points for 1 round.  Nongood creatures gain no benefit from
  this spell.  A creature cannot benefit more than once from the same casting of the spell.          
  Read Magic (Pathfinder) 1sa 200 Min. Personal Self No V, S, F
Allows you to decipher magical texts inscriptions and the like at the rate of 250 words per minute (1 page/min). clear crystal or mineral prism
You can identify and not set off a Greater Glyph of Warding with a DC 16 spellcraft check or any other magical
  text with a DC of 10+spell level.                      
  Resist Planar Alignment (Plan. & S. Comp.) 1sa 200 Min. Touch 1 Creature Fort neg
  Immune to Chr based attacks from opposed plane and halves the Int, Chr & Wis penalties          
  Resistance (Pathfinder) 1sa 1 Min. Touch 1 Creature No V, S, M/DF Yes
  1+ on saves can be made permanent with the permancy spell.           miniature cloak  
  Restoration, Lesser 3 Rnds Instant Touch 1 Creature Will V, S Yes
  Dispels magical ability reduction or cures 1d4 points of ability damage, eliminates fatigue & improves exhaustion.      
  Resurgence (C. Divine & S. Comp.) 1sa Inst Touch 1 Creature Will neg
  Subject gets another saving roll vs. spell, if more than one spell subject chooses.    
  Rhino's Rush (S. Comp.) 1 Swift 1 Rnds Personal Self No
Allow you to propel yourself in 1 deadly charge, the first charge you make before the end of the spell  deals
  double damage on a successful hit.              
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.          
  Second Wind (S. Comp.) 1sa Special Touch Creature Touched No
Removes fatigue from a subject and provides +4 bonus on Con checks for 20 rounds.  If the subject is
  exhausted then their condition is improved to fatigued.          
  Second Wind II (Ex. D.) 1sa 20 Hrs Touch Creature Touched No
For the duration of the spell the target creature can perform long-term strenuous activity as if they have the
  Endurance Feat.                
  Sense Heretic (S. Comp.) 1sa 200 Min. Touch Object Touched No
Usually cast upon a holy symbol or weapon; if a evil divine caster comes within 100' of the item it begins to
glow with a faint blue radiance.  You can't determine the direction of the creature or its distance only that one is
  there.  The spell can be blocked by 1' of stone, 1" of common metal, a thin sheet of lead or 3' or wood or dirt.
  Silverbeard (S. Comp.) 1sa 20 Min. Personal Self No
Your beard grows and turns into magically hardened silver giving you +2 AC (you grow a beard, even if you
    cannot normally grow one).  You also gain +2 Diplomacy checks with dwarves.    
  Silvered Weapon (Ex. D.) 1sa 20 Rnds Touch 1 Weapon No
Transforms a single weapon of projectile into a silvered weapon, you can't cast this spell on a natural weapon
nor can it be cast on multiple weapons.  If the weapon is made out of a special material it loses that ability for
  the duration of the spell.              
  Summon Holy Symbol (C. Champ.) 1sa Instant 0 ft 1 symbol No
  Summons 1 wooden holy symbol, that can be used as a focus or to turn undead.    
  Sun Metal (Trans.) (Ul. Combat) 1sa 20 Rnds Touch 1 Melee Weapon Fort neg   V, S Yes  
  The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the
weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This
damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in
water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that
grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special
  ability or any other effect that grants a weapon extra cold damage.                
  Sticky Saddle (S. Comp.) 1 Immediate 20 Min. Self Self No
Makes it impossible to fall out of or be thrown out of your saddle, requiring a DC 20 Str Check to remove you
from the saddle.  You gain +10 Ride to actions that involve staying in the saddle.  The spell must be cast after
you are in your saddle on your mount.  Otherwise the spell fails.  If the spell is cast while you are riding bareback
you are stuck to the mount's back, otherwise you are attached to the saddle, but the saddle is normally attached
  to the mount.                
  Strategic Change (S. Comp.) 1 Swift 20 Rnds Personal Self No
  You gain the benefit of the Mobility feat even if you are not charging, giving you a +4 to AC.  
  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).        
  Traveler's Mount (C. Divine & S. Comp.) 1sa 20 Hrs Touch 1 animal or beast No
Gives the subject magical beast or animal +20' move bonus, it can hustle without fatigue, but the steed can't
  attack in battle.                        
  Veil of Heaven (Div.) (Race) 1sa 200 Min. 5 ft 5' radius Will 1/2 V, S, DF No
Aasimar You surround yourself with a veil of positive energy, making it harder for evil outsiders to harm you. For the
spell duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these bonuses apply only
against attacks or effects created by outsiders with the evil subtype. You can dismiss this spell as a swift action
to deal 1d8 points of damage + 1 point per paladin level to all such outsiders within 5 feet. A Will save halves
  this damage.                        
  Veil of Positive Energy (Abjur.) (Adv. Player's) 1sa 200 Min. 5 ft 5' Radius No V, S, DF D
You surround yourself with a veil of positive energy, making it harder for undead creatures to harm you. When
under the effect of this spell, you gain a +2 sacred bonus to AC and a +2 sacred bonus on saves. Both of these
bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its
normal duration as a swift action on your turn to deal a number of points of positive energy damage equal to
  your level to all undead creatures within 5 feet of you.            
  Vestment of the Champion (Abjur.) (Ul. Magic) 1sa 20 Min. Touch Armor or Shield None V, S No
This spell only works on your armor and shield, if loaned or taken by another the shield and/or armor protection
won't work for them, it will work for you if it is returned to you.  You imbue a suit of armor or a shield with an
  enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).          
  Virtue 1sa 1 Min. Touch 1 Creature No V, S, DF Yes  
  1+ temporary hit point                        
  Vision of Glory (S. Comp.) 1sa 1 Min. Touch 1 Creature No
  Gain Chr bonus on a saving roll.                      
  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.          
  Warning Shout (S. Comp.) 1 Immediate Instant 30 ft 30' Radius No
All allies in range are no longer considered flat-footed, even if they have not acted in the current combat.  If you
  deal damage with a charge attack your foe must make a Will save or become panicked for 1 round.          
  Word of Resolve (Abjur.) (Ul. Magic) 1 Immediate Instant 75 ft 1 Ally Will neg V, DF Yes
You focus your aura on one ally, allowing it to reroll a failed saving throw against a charm or fear effect with a
+4 sacred bonus. If you do not have the aura of courage class ability, this spell has no effect on the target’s
fear. If you do not have the aura of resolve class ability, this spell has no effect on any charm effects on the
target.
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Angleskin (S. Comp.) 1sa 20 Rnds. Touch Creature Touched No
  The subject gains DR 5/evil.                      
  Arrow of Law (Evoc.) (Ul. Magic) 1sa Instant 25 ft Arrow shape Will part V, S, DF Yes
You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch
attack. A chaotic creature struck by an arrow of law takes 1d8 points of damage per two caster levels (maximum
5d8). A chaotic outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is dazed for 1
round. A successful Will save reduces the damage to half and negates the daze effect. This spell deals only half
damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no effect on lawful
  creatures.                          
  Aura of Glory (S. Comp.) 1 Swift Instant 10 ft 10' Radius No
  Removes any fear effect from all allies within your aura of courage.              
  Aura of Greater Courage (Adv. Player's) 1sa 200 Min. Self 10' radius on you Will neg V, S, DF Yes
Strengthen your paladin's aura of courage giving immunity to fear to all allies within 10'.  If you don't have the
  class feature of aura of courage this spell has no effect.                  
  Awaken Sin (S. Comp.) 1sa Instant Touch 1 evil creature Will
Creatures with 3+ intelligence take 20 d6 nonlethal damage (max 10d6) & stunned 1 round
  If knocked out take 1d6 Wis damage.                    
  Bestow Grace (Adv. Player's) 1sa 20 Min. Touch 1 good creature Will V, S, DF Yes
You can bestow your divine grace on another good creature for a short amount of time, infusing that creature
with a portion of your holy virtue.  When you touch the subject, you grant that creature a sacred bonus to its
  saving rolls equal to its Cha bonus (if any) on all saving rolls.                
  Benediction (C. Champ.) 1 rnd 200 Min. Touch 1 Creature No
  +2 unnamed saving roll bonus, can use to reroll 1 saving roll, but this ends the spell.  
  Blessed Aim (C. Divine) 1sa 20 Min. 50 ft 50' radius Will
  50' radius centered on caster that provides allies +2 morale bonus on ranged attack rolls.          
  Blessing of Courage and Life (Adv. Player's) 1sa 20 Min. 75 ft 1 living creature Will neg V, S, DF Yes
Provides long lasting succor to a wounded creature.  For as long as the effect lasts, the target receives a +2
morale bonus on saving throws against fear and death effects.  At any time during the spell's duration the target
can choose to end the spell as a swift action for a burst of healing.  The target loses the saving roll bonus, but
  gains 1d8+ 20 (max 10) hit points.                    
  Blessing of Luck and Resolve (Ench.) (Race) 1sa 20 Min. Touch Creature Touched None V, S D
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.                      
  Blinding Ray (Evoc.) (Race) 1sa Instant 75 ft 1 or more rays Fort neg   V, S, DF Yes  
Dhampir You blast your enemies with blinding rays of sunlight. You may fire one ray, plus one additional ray for every
spell four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit. If
a ray hits, it explodes into powerful motes of light, and the target must save or be blinded for 1 round. If the target
has light blindness, light sensitivity, or is otherwise vulnerable to bright light, it instead must save or be blinded
for 1d4 rounds and take 1d4 points of damage per two caster levels (maximum 5d4). Any creature blinded by a ray
sheds light as a sunrod for the duration of its blindness. The rays may be fired at the same or different targets,
  but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.          
  Bull's Strength (Trans.) (Pathfinder) 1sa 200 Min. Touch 1 Creature No V, S, M
  +4 Str                   few hairs or a pinch of dung from a bull
  Call Mount (Ex. D.) 1 Round 20 Hrs. 10 ft Your Mount No
Summons your special mount from the celestial plane, you can cast this spell even if you have already called
    your mount that day.                
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Checkmate's Light (S. Comp.) 1sa 20 Rnds Touch 1 melee weapon No
Imbue weapon with + 7 (Max 15) it also glows red as per torch 20' radius and provides +1 moral
  save vs. fear.                
  Cloak of Bravery (S. Comp.) 1sa 200 Min. 60 ft 60' radius Will
  Allies gain + 20 morale bonus vs. fear. (max +10).          
  Conduit of Life (C. Champ.) 1sa 200 Min. Personal Self No
  When use positive energy to turn or heal you also heal 2d10+ 20 points (max +10).          
  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 equpiment as well.  Corruption resistance protects
against spells, spell-like abilites and special abilites, 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.                  
  Crown of Smiting (PHB2) 1sa 20 Hrs Touch Creature Touched No
Creates a magic crown of divine energy that occupies the head, once per minute it grants a +2 divine damage
bonus agaisnt a creature of a previously chosen single alignment; chaotic, evil, good or lawful.  The wearer must
decide to use the damage prior to the attack and if they miss the damage bonus is lost for that minute.  As an
immediate action the wearer can discharge the spell to gain a +8 damage bonus on a single attack.  If the crown
  is removed the spell ends.              
  Delay Disease (Conj.) (Race) 1sa 1 Day Touch Creature Touched Fort neg.   V, S, DF Yes  
must be The target becomes temporarily immune to disease. Any disease to which it is exposed during the spell's duration
Ratfolk does not affect the target until the spell's duration has expired. If the target is currently infected with a disease,
you must make a caster level check against the disease's DC to suspend it for the duration of the spell; otherwise,
  that disease affects the target normally. Delay disease does not cure any damage a disease may have already done.    
  Delay Poison 1sa 20 hr Touch 1 Creature Fort
  Delays the harmful effects of a poison for the duration of the spell.      
  Divine Arrow (Trans.) (Ul. Combat) 1sa 20 Rnds Touch 1 Projectile None   V, S No  
You imbue a projectile, such as an arrow or shuriken, with holy energy so that it deals extra damage to undead
equal to that dealt by your lay on hands feature. This extra damage is not multiplied on a critical hit. Although
this spell does not expend a daily use of your lay on hands class feature, you must have at least one daily use
available to cast this spell. If the projectile hits a target or is destroyed before the duration ends, the spell is
  discharged.                        
  Divine Insight (C. Adv. & S. Comp.) 1sa 20 hr Personal Self No
  Grants you an insight bonus 5+ 20 (max +5) to any single skill check  
  Divine Presence (C. Champ.) 1sa 200 Min. Personal Self No
  Grants a +5 bonus on Intimidate checks vs. someone who doesn't follow your deity.  
  Divine Protection (S. Comp.) 1sa 20 Min. 300 ft. 20' radius Will
  +1 morale bonuses to AC and save rolls                    
  Eagle's Splendor 1sa 20 Min. Touch 1 Creature Will V, S, DF Yes
  +4 Chr bonus (spellcasters do not gain any bonus spells).                  
  Endure Elements, Comm. (Trans.) (Ul. Combat) 1sa 24 Hrs Touch Creatures Touched Will neg V, S Yes
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist
comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having
to make Fortitude saves. The creature's equipment is likewise protected.  Endure elements doesn't provide any
protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack
  of air, and so forth.  You divide the duration in 1-hour increments among the creatures touched.          
  Energized Shield (S. Comp.) 1sa 20 Rnds Touch 1 Shield No
  Gain Resistance 5 vs. one type of energy, shield bash does 1d6 of chosen energy damage.  
  Estanna’s Stew (Ex. D.) 1 round Instant 0 ft 1 pot of stew No
Heals 1d6+1 damage for 11 creatures.  The unconsumed stew disappears after 1 hour.  If splashed onto
  a single undead creature within 10' takes 1d6+1 points do damage with a Will save for half damage.  
  Fell the Greatest Foe (S. Comp.) 1sa 20 Rnds Touch 1 Creature Fort
  Gain ability to deal an extra 1d6 per size category beyond small (1d6 medium, 2d6 large, 3d6 gargantuan etc.)        
  Fire of Entanglement (Adv. Player's) 1 Swift 20 Rnds Special 1 Creature Reflex part V, S Yes
The next creature you attack using your smite evil class ability is wreathed in flames that impede its movement.
Until the end of the spell's duration, the target is entangled.  If the target starts its turn in a square adjacent to
you, it is considered to be entangled to an immobile object (you) and can't move.  A target that saves against
  this spell is affected for only 1 round.                    
  Flame of Faith (S. Comp.) 1sa 20 Rnds Touch 1 weapon No
  Nonmagical weapon turns into a flaming weapon dealing 1d6 extra fire damage.            
  Grace (Adv. Player's) 1 Swift Special Self Self No V
    Until the end of your turn, your movement doesn't provoke attacks of opportunity.          
  Hand of Divinity (S. Comp.) 1 min. 20 Min. Touch 1 Creature No
  +2 save roll bonus (sacred or profane) will not work on those that follow other gods.  
  Holy Mount (S. Comp.) 1sa 20 Rnds Touch Your Mount No
Your special mount gains the Celestial Template MM1 p31 for the spell's duration.  Able to smite evil once per
day with a damage bonuses against an evil foe equal to its HD (max +20), Darkvision 60', SR of HD+5 (max 25)
HD Resistance to Acid/Cold/Electricity   DR  
1-2 5   none  
4-7 5   5/magic
8-11 10   5/magic
  12+   10     10/magic      
  Holy Shield (Abjur.) (Ul. Magic) 1sa 200 Min. Self Self No   V, S No  
You gain the ability to magically project the defense of your shield to protect another creature at a distance. As
a swift action, you designate one target within 30 feet. The target gains your shield’s shield bonus and
enhancement bonus to Armor Class until your next turn; you gain no benefit from the shield’s shield bonus or
enhancement bonus while using this spell and cannot use any of the shield’s other properties or abilities (such
as magical abilities, making a shield bash, or providing cover with a tower shield). As a swift action, you
may move the protection to another target (including yourself); if you move the protection to yourself, you
may use any of the shield’s properties or abilities as normal. If the shielded creature exceeds the 30-foot range,
your shield’s protection automatically reverts to you. Any circumstance that would make you lose your shield
bonus (such as an enemy breaking the shield, you dropping the shield, or you becoming helpless or
  unconscious) means the protected creature loses the shield’s benefit.        
  Instant Armor (Adv. Player's) 1sa 20 Min. Self Self No V, S, DF   D
You instantly wrap your body in a suit of armor made from opaque force.  At your option, the armor can be
decorated with your religion's holy symbol in a prominent place, such as upon the breastplate or helm.  While it
exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane.  You lose
access to and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.
Instant armor acts in all ways as armor typical of its type (armor bonus, max Dex bonus, arcane spell failure
chance, and so on).  Since instant armor is made of force, incorporeal creatures can't bypass it the way they do
normal armor.  The sort of armor you can create with this spell depends on your caster level.
Caster Level Armor Created Caster Level   Armor Created  
5th or lower chainmail   9th-11th   half-plate  
6th-8th banded mail 12th +   full plate    
If you choose to create lesser armor than your level allows you gain a +1 magical enhancement bonus to the
armor you do create fore every type of armor you pass over.  For instance, if you have the capacity to create full
plate instant armor you could instead choose to create +1 half-plate, +2 banded mail, or +3 chainmail.  You can't
  replace these bonuses with armor special properties.                  
  Light Lance (Adv. Player's) 1sa 21 Rnds Self Self No V, S D
You create a glorious beam of brilliant radiance that acts as a +1 holy lance suitable for your size.  You must have
have a free hand when casting the spell and, once you call the lance into being, you can't switch it to another
hand or put it down without prematurely ending the spell.  As a standard action while holding a light lance
you can choose not to make an attack and instead hold the lance aloft as a beacon of light and truth, creating
an area of bright light with a radius of 90'.  If you choose to do this for 1 or more additional rounds the lance also
casts a spear of brilliant light up into the sky that grows progressively more visible as it continues to climb
toward the heavens.  Under cover of night or other darkness, if nothing obstructs the beam, it becomes visible
for an additional 2 miles during each round in which you continue to aim your lance skyward (2 miles in the
  second round, 4 miles in the third round and so on).                  
  Litany of Eloquence (Ul. Combat) 1 Swift 1 Rnds 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 Rnds 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 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 Righteousness (Ul. Combat) 1 Swift 1 Rnds 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 Rnds 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.          
  Loyal Vassal (S. Comp.) 1sa 200 Min. Touch 1 Willing Creature No
Provides a +3 vs. mind affecting spells and abilities, the spell also helps prevent anyone from attacking you
making such an order be treated as a suicidal order allowing the subject another saving roll vs. the spell or even
  ending the spell.  The subject willingly attempts to harm you the spell is broken.    
  Magic Siege Engine (Ul. Combat) 1sa 20 Min. Touch 1 Siege Engine Will neg   V, S, DF Yes  
This spell permits an indirect fire siege engine to bombard its targets with greater accuracy, delivering more
damage. The siege weapon receives a +1 enhancement bonus on targeting rolls and damage rolls. If used on a
  direct fire siege weapon, this spell acts a magic weapon.                  
  Major Resistance (S. Species) 1sa 20 Hrs. Touch Creature Touched No
  Subject gains a +3 on all saving rolls            
  Mark of Doom (PHB2) 1sa 20 Rnds 300 ft 1 Creature No
Marks foe who takes 1d6 damage anytime they cast a spell that causes damage, disables someone, or makes a
  melee or ranged attack.  The subject must have at least one alignment component that opposes yours.
  Master Cavalier (C. Champ.) 1sa 200 Min. Personal Self No
  Gain +10 to ride checks, +20 on special mount, synergy with phantom charge and war mount  
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Moment of Clarity (Ex. D.) 1sa Instant Touch Creature Touched No
When you touch a creature under the influence of a mind affecting spell or effect they are allowed another
  saving roll against the original DC of the spell.  If that spell allows no saving roll this spell fails.  
  One Mind (S. Comp.) 1sa 20 Hrs. Personal Self No
Grants a stronger bond with your special mount giving you both a +4 on Spot and Listen Checks and the scent
  ability, as well as a +2 damage bonus as long as you are mounted.        
  Owl's Wisdom 1sa 20 Min. Touch 1 Creature Will   V, S, M    
  +4 Wisdom                   feathers or droppings from an owl
  Paladin's Sacrifice (Adv. Player's) 1 Immediate Instant 75 ft 1 Creature Fort neg V, DF
You open up a brief but powerful divine conduit between you and another creature, taking on the damage and
any other effects that creature suffers.  When a creature in range is hit by an attack or fails a saving roll, you can
cast this spell and the wounds and/or effects are magically transmitted to you instead of the target.  You are
affected as if you were hit by the attack or failed the saving roll, taking all the damage and suffering all of the
adverse effects.  Any resistances or immunities you have are applied normally, but you can't otherwise reduce
or negate the damage or effects in any way.  If you use this spell against an effect that also targets you or
includes you in its area, you suffer the effects for both yourself and the target you spared, potentially taking
  damage or suffering other consequences twice.                    
  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.                          
  Quick March (S. Comp.) 1 Swift 1 Rnds 300 ft 20' radius Will
  Increases land move by 30'                      
  Remove Paralysis (Pathfinder)       1sa Instant   75 ft 30' radius Will V, S Yes
  Removes paralysis from up 1 creature; if cast on 2 creatures +4 save, if cast on 3 creatures +2 save.          
  Resist Energy (Pathfinder) 1sa 200 Min Touch Creature Touched No V, S, DF Yes
Caster selects 1 type of energy and gives the subject 10 points of resistance against it, 20 at 7th level and 30 at
11th level. Reduces energy of that energy's attack each round of attack.  Overlaps with protection from energy,
  not on top of.                        
  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.                        
  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.                    
  Sacred Space (Evoc.) (Race) 1sa 40 Hrs 75 ft 20' Radius None V, S, M No
  Aasimar This spell sanctifies an area with heavenly power. The DC to resist spells or spell-like abilities with the good vial of ambrosia
 Spells descriptor or channeled energy that damages evil outsiders (as when using Alignment Channel) increases by +2.
In addition, evil outsiders take a –1 penalty on attack rolls, damage rolls, and saving throws, and they cannot be
called or summoned into a sacred space. If the sacred space contains an altar, shrine, or other permanent fixture
dedicated to your deity, pantheon, or good-aligned higher power, the modifiers given above are doubled. You
    cannot cast sacred space in an area with a permanent fixture dedicated to a deity other than yours.          
  Saddle Surge (Trans.) (Adv. Player's) 1sa 20 Rnds Self You & your mount No V, S, DF D
You and your mount form a perfect synergy that endows both of you with advantages based upon how far you
travel each round.  For every 5' your mount moves in a given round, you gain a +1 competence bonus on Ride
checks and both you and your mount gain a +1 morale bonus on damage rolls made with weapons on natural
attacks for 1 round.  For instance, if your mount traveled 40' in a round, you would gain a +8 bonus on Ride
checks and you and your mount would both gain a +8 bonus on damage rolls for 1 round, to a max bonus of
20 .  You must be mounted to enjoy the benefits of this spell.  If you dismount, get knocked off or take
  any other action that separates you from your mount, the spell immediately ends.          
  Shield of Warding (S. Comp.) 1sa 20 Min. Touch 1 Shield/buckler Will
  Sacred bonus of 1+ 5 (max +5 at 20th level)                  
  Shield Other (Pathfinder) 1sa 20 hr 75 ft 1 Creature Will V, S F
  Subject gains +1 AC & takes half damage from hits, you take the other half, ability drain is not shared.   pair of platinum rings worth 50 gp worn by the caster and their target.
  Spiritual Chariot (S. Comp.) 1sa 20 Hrs 75 ft 1 Special Mount No
Conjures a chariot of force harnessed to your special mount.  The chariot can hold the driver and 1 medium or
2 small creatures.  The chariot has no weight so your mount can travel at full speed, but if it is ever unhitched it
vanishes.  The driver gains +4 bonus on Handle Animal checks.  It interacts with other spells just like a wall of
  force (PHB 298) does granting cover to those inside the chariot.        
  Stabilize (S. Comp.) 10 Minutes Special Touch 1 Living Creature No
This spell remains dormant until the subject is reduced to 1/2 of its normal total hit points it immediately gains
50 temporary hit points (max 35 hit points at 14th level), DR 5/magic and +2 luck bonus on saving rolls
  this effect lasts for 20 rounds.            
  Strength of Stone (S. Comp.) 1 Swift 1 Rnds Personal Self No
Grants a +8 Str bonus, but the spell ends if you lose contact with the ground (a natural stone wall or ceiling
  counts as still being on the ground).            
  Touch of Restoration (C. Champ.) 1sa 1 Min Personal Self No
Allows you to cure ability damage with your lay on hands ability, for each point of ability damage cured you
must subtract 1 from your effective level when determining how many hit points of damage you can cure for the
  remainder of the day.                
  Turn Anathema (C. Champ.) 1sa 200 Min. Personal Self No
  Chose 1 non-neutral alignment and are able to turn or rebuke as if undead.      
  Undetectable Alignment 1sa 24 Hrs. 75 ft 1 creature Will   V, S Yes  
  Conceals your alignment from all forms of divination.                  
  Wake of Light (Evoc.) (Adv. Player's) 1sa 20 Rnds 120 ft 10' wide x120' long None V, S, DF Yes
You and your mount lay down a trail of glowing, heavenly mist behind you as you move that makes passage
easier for good creatures but more difficult for evil creatures. This glowing trail of mist appears behind your
mount in a straight line starting where you cast the spell and ending where your mount ends its movement. The
mist takes the form of a path 10 feet wide and up to 120 feet long and always floats just above the ground, up to
  a height of 1 foot. Thereafter, the mist persists for 1 round per level.              
  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.      
  Zeal (C. Divine & S. Comp.) 1Swift 20 Rnds Personal Self No
Choose a foe and you gain +4 AC to all attacks of opportunity from opponents other than the chosen foe.  Also
you can move through enemies as if they were allies for the duration of this spell as long as you end up closer
  to the chosen foe.                
  Zone of Truth 1sa 20 Min. 75 ft 20' radius Will   V, S, DF Yes  
Creatures in the area cannot tell any deliberate and intentional lies, only 1 save when first encountered.  Creatures
inside the zone know that they are under a zone of truth.
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Archon's Aura (Evoc.) (Ul. Magic) 1sa 20 Min. 20 ft 20' Radius Will neg   V, S Yes  
You gain a powerful aura, similar to an archon’s aura of menace. Any hostile creature within a 20-foot radius of
you must make a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack
rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an
attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of
    Archon's Aura.                        
  Axiomatic Storm (S. Comp.) 1sa 20 Rnd 20' radius 20' high No
-4 penalty to Listen, Spot and Search checks.  -4 to ranged attacks from inside and chaotic creatures take
  2d6/round damage.  Each round a gout of acid doing 5d6 strikes a random chaotic outsider in the A.O.E.
  Blade of Bright Victory (Trans.) (Ul. Magic) 1sa 20 Min. Touch Your bonded Weap Will neg   V, S No  
You strengthen the bond between your divine bond weapon and its celestial spirit. The weapon gains the
ghost touch property. You may change your weapon’s damage type (bludgeoning, piercing, slashing) as a swift
action. You gain a sacred bonus to your CMD against disarm and sunder attacks directed at your bonded
  weapon; this bonus is equal to half your caster level.                  
  Blessed Sight (Ex. D.) 1sa 20 Rnds Personal Self Fort
Gain the beauty of a nymph.  All humanoids in 60', who look directly at you, must succeed on a Fort save or be
permanently blinded.  You can suppress the spell's effect as a free action.  You must abstain from sex for 1 week
  to cast this spell.                
  Blessing of Bahamut (C. Divine & S. C.) 1sa 20 Min 50 ft 50' Radius No
Grants your allies within range of the spell +2 morale bonus on ranged attack rolls.
  Blessing of the Mole (Trans.) (Ul. Magic) 1 Round 0 Min. 25 ft 1 Creature/Level None   V, S Yes  
  The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks.          
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Blinding Snow (Frost) 1sa 20 Hrs. 300 ft Special Reflex neg
This spell must be cast in a snow field, it instantly freezes 200 sqft causing creatures in the A.O.E. to move
at 1/2 speed.  A creature can make a DC 20 Str Check or a DC 25 Escape Artist Check to move at their normal
  speed.  A creature that makes its Reflex save can move at normal speed.              
  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.                          
  Cure Moderate Wounds (Pathfinder) 1sa Permanent Touch 1 Creature No V, S Yes
  Cures 2d8+ 20 points of damage (maximum +10).                  
  Daybreak Arrow (Evoc.) (Ul. Combat) 1sa 200 Min. Touch up to 50 ammo Fort neg V, S Yes
You cause ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light
take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight
take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage
you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance.
  Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.          
  Daylight (Pathfinder) 1sa 200 Min. Touch 1 Object No V, S No D
  Object sheds light in 60' radius it counters or dispels any darkness spell of equal or lower level.          
  Deadly Juggernaut (Necro.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of
the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks,
and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit
points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice
  equal to or greater than your Hit Dice –4.                    
  Deific Bastion (C. Champ.) 1sa 20 Rnds Touch Shield or Armor Fort
+1 AC for shield or heavy armor (9th-11th +2, 12th-14th +3, 15th-16th +4, 18th + +5).  Plus a special granted ability
  see the table in the Complete Champion p119.                    
  Delay Poison Communal (Ul. Combat) 1sa 20 Hrs. Touch Creatures Touched Fort neg V, S, DF Yes
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is
exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison
does not cure any damage that poison may have already done.  You can divide the duration in 1-hour intervals
  among the creatures touched.                      
  Diamondsteel (S. Comp.) 1sa 20 Rnds Touch 1 suit of metal armor No
  Gives DR/adamantine equal to 1/2 the bonus of the armor.                  
  Discern Lies (Pathfinder) 1sa 20 Rnds 75 ft 1 Creature/Level Will V, S, DF No
  Each round you concentrate on the subject you can tell if it is telling a lie, it doesn't compel the truth though.        
  Dispel Magic (Abjur.) (Pathfinder) 1sa Instant 300 ft 20' Radius Special V, S No
Targeted Dispel on 1 object check 1d20 +your level +10 vs. 11 + spell caster's level, this same result is applied to
any other magical effects that are on effective on the target.  You can also name a magical effect and target the
spell to end that effect.  If you caster level equals or beats the spell's caster level the magical effect is ended,
without ending any other magical effects that could be operating in the area.  You automatically succeed at
dispelling your own spells.  Artifacts and Deities are unaffected.  A targeted dispel magic cast upon a
summoned creature causes it to return to it's home plane.
Area Dispel 20' radius check 1d20 + your level+10 vs. 11 + highest spell level in the A.O.E., magic items are safe.
Permanent magic items will have their powers suppressed  1d4 rounds.
  Counterspell to block a spell as it is cast 1d20+your level +10 vs. 11+spell caster's level.          
  Divine Transfer (Adv. Player's) 1sa 20 Rnds Touch 1 Living Creature Fort neg V, S Yes
With a single touch, you transfer some of your life essence to the subject, transferring your hit points and your
resolve.  When you touch the subject you can transfer up to a number of hit points equal to your Con score to
the target.  These hit points heal the subject, but can't raise the subject's hit points higher than its normal hit
  point total.  In addition, the subject gains DR/Evil equal to your Cha modifier for the duration of the spell.        
  Enduring Scrutiny (C. Mage) 1sa 20 Days 75 ft 1 Creature No
You designate a particular action when casting this spell and if the subject engages in that action you are
  alerted of that regardless of the distance or even the plane.          
  Find the Gap (S. Comp.) 1sa 20 Rnds Personal Self No
Gain the ability to see weak points in your foe's armor, letting you resolve your first attack as a touch attack
disregarding the subject's armor, shield and natural armor bonuses (including any enhancement bonuses) to
  AC.  Other AC bonuses such as dodge, deflection and luck bonuses still apply.            
  Fire Judgment (Adv. Player's) 1 Swift 20 Rnds Special 1 Creature Will part V, S Yes
After casting this spell, the next creature you attack using your smite evil class ability is engulfed in flames of
positive energy.  At the start of its turn, the target takes 1d6 points of damage each time it attacks a creature this
other than you.  If the creature is an outsider with the evil subtype and evil-aligned dragon, or an undead
creature this damage increases to 1d10.  With a successful saving roll a creature is affected by this spell for 1
  round.  This damage is divine in nature and bypasses any DR the creature possesses.          
  Ghostbane Dirge, Mass (Adv. Player's) 1sa 20 Rnds 75 ft 30' Diameter Will neg V, S, M/DF Yes
The incorporeal creatures, that are 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 creatures takes half damage (50%) from nonmagical attack forms,
and full damage from magic weapons, spells, spell-like effects, and supernatural effects. Up to 20
  creatures can be affected by this spell.                    
  Hand of the Faithful (S. Comp.) 1 Minute 20 Hrs 10 ft 10' radius Fort
Creates a warded area that only people who worship your god or were their holy symbol can enter without
  having to make a Fort save each round or be stunned for that round.  Those that save can ignore the spell.        
  Heal Mount (Pathfinder) 1sa Instant Touch Mount Touched No V, S Yes
Cures 200 (max 150) hit points and ends; ability damage, blindness, confused, dazed, dazzled,
  deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened stunned and poisoned.        
  Healing Spirit (PHB2) 1sa 10 Rnds 75 ft 1 conjured spirit Will 1/2
The healing spirit resembles a 1' dia. Ball of light that illuminates 10', it can't be affected by spells or attacks.  It
flies at the speed of 30' (perfect).  The spirit can be directed to touch a living creature healing 1d8 hp.  Or it can
  attack undead for 1d8 (will for 1/2) using your BAB + Str bonus to hit.      
  Holy Storm (Planar & S. Comp.) 1sa 20 Rnds 20 ft 20' radius No
20' high cylinder of rain resulting in -4 Listen, Spot and Search and -4 on ranged attacks made out of the storm.
  The rain does 2d6 damage per round to evil creatures (2x for evil outsiders).              
  Holy Whisper (Adv. Player's) 1sa Instant 30 ft Cone-shaped burst Fort neg V, S Yes
You whisper a single word in the primordial language of good that is anathema to the minions of evil and
strengthens the resolve of good creatures.  Evil creatures within the burst must make a Fort saving roll or
become sickened for 1 20 rounds.  Evil outsiders with the evil subtype, evil-aligned dragons, and
undead in the burst also take 2d8 points of damage if they fail their saves.  Good aligned creatures in the burst
  gain a +2 sacred bonus on attack and damage rolls for 1 round.                
  Litany of Sight (Ul. Combat) 1 Swift 1 Rnds 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.          
  Magic Circle Against Chaos/Evil (Pathfinder) 1sa 200 Min. Touch 10' radius Will V, S, M/DF
Gain Protection from Chaos or Evil (+2 AC & +2 save bonus) keeping foes at bay (if you can overcome their 3' diameter circle of powdered silver
  SR).  Can also be used to confine a creature.                    
  Magic Weapon, Greater 1sa 20 Hrs. 75 ft Special Will
  Gives a weapon a + 5 enhancement bonus to attack and damage. Won't work on natural weapons.
  Mantle of Good/Law (Planar & S. Comp.) 1sa 200 Min. Personal Self No
  Grants you SR 12+ 20 against spells of the opposing alignment.              
  Marks of Forbiddance (Adv. Player's) 1sa 20 Rnds 75 ft 1 foe and 1 ally Will neg V, S Yes
Mark of Forbiddance magically brand tow creatures preventing them from committing violence against one
another.  When you cast this spell choose one enemy and one ally within range.  Both targets become branded
 with the sigil of forbiddance.  Until the end of the spell's duration, in order for the 2 targets to attack one
another, even with a targeted spell, each attacker must attempt a Will save.  If the save succeeds, that target
can attack the other normally.  If the save fails, the target can't follow though with the attack and the action is
  lost.  This spell doesn't prevent the targets from attacking each other with area of effect spells or abilities.        
  Mind Bond (Ex. D.) 1sa 20 Rnds 75 ft Special Mount No
Strengthens the mental bond with your mount giving you a +4 flanking bonus (instead of +2) when the to of
you are flanking the same foe.  Furthermore you mount gains + 6 (max +5) as long as your mount
  remains within the spell's range and for the duration of the spell.        
  One Mind, Greater (S. Comp.) 1sa 20 Hrs Personal Self No
Strengthens the mental bond with your mount giving you a +4 on Spot and Listen Checks and the scent ability.
  In addition you gain a +2 on attack and damage rolls as long as you are within 10' of your mount.  
  Prayer 1sa 20 Rnds 40 ft All Allies in 40' No
  Gain +1 luck bonus on attack, damage, saves and skill checks while foe's take a -1 penalty on same.  
  Regal Procession (S. Comp.)
                             
  Remove Blindness/Deafness (Pathfinder) 1sa Instant Touch 1 Creature Fort V, S Yes
  Cures blindness or deafness on the subject, but it doesn’t restore lost body parts.          
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Remove Curse 1sa Instant Touch 1 Creature Will
  Removes a curse                        
  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).                          
  Resist Energy, Communal (Abjur.) (Ul. Combat) 1sa 200 Mins. Touch Creatures Touched No   V, S, DF Yes  
Grants the subject resistance 10 against 1 specific type of energy (acid, cold, electricity, fire or sonic), the
resistance increases to 20 at 7th level and to 30 at 11th level.  It overlaps, doesn't stack with other energy
  protection.  The resistance can be split among individuals in 10 minute intervals            
  Resist Taint (H. of Horror) 1sa 200 Min. Touch Creature Touched Fort neg
  Plus four resistance bonus on saving throws made to resist acquiring taint.      
  Resurgence, Mass (C. Divine & S. Comp.) 1sa Instant 75 ft 30' radius Will
  Grants a second saving roll vs. one spell or ability.          
  Righteous Fury (S. Comp.) 1sa 20 Min. Personal Self No
  With the power of your god you get +4 Str and 100 temporary hit points that last 1 hour.          
  Sanctify Armor (Abjur.) (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 + 5 (max +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 purposes of this spell.                    
  Seek Eternal Rest (S. Comp.) 1sa 20 Hrs. Personal Self No
  You improve your turning ability to that of a cleric of your level as a paladin.      
  Smite Heretic (Ex. D.) 1sa 200 Min. Personal Self No
  For the duration of the spell your smite evil ability gains a + 40 to hit and damage.  
  Undead Bane Weapon (S. Comp.) 1sa 20 hrs Touch 1 Weapon or 50 proj. No
  Against undead your weapon  gains +2 bonus and deals 2d6 extra points of damage.  
  War Mount (C. Champ.) 1sa 20 Min. Touch Special No
Renders the attacks of your special mount of fiendish companion magical with a +2 to hit and damage, they are
also treated as good aligned (for paladins) or evil aligned for (Blackguards) for the purposes of overcoming DR.
If cast in conjunction with master cavalier and phantom charger the 3 spells have a synergistic effect giving
your special mount the ability to walk on water and to walk on air with average maneuverability and a fly speed
  equal to their normal move speed.              
  Weapon of the Deity (S. Comp.) 1sa 20 Rnds 0 ft Held Weapon No
  Gain a + 3 Bonus to your favored deity's weapon see Complete Deities p188 for the list.  
  Word of Binding (S. Comp.) 1sa 20 Rnds 75 ft Special Reflex neg
Creates masterwork steel manacles that attempt to bind your target at the wrists and ankles.  A Reflex save can
negate this.  The imprisoned creature can slip free with a DC 35 Escape Artist check or a DC 28 Str check.  The
manacles have hardness 10 and 30 hit points, automatically scaling to fit any medium or smaller
creature.  While imprisoned by the manacles the subject can't take any actions requiring the uses of its hands
  and can only move 5' per round.  The manacles come complete with an average quality lock (Open Lock DC 25).        
  Wrathful Mantle (Evoc.) (Adv. Player's) 1sa 20 Min. 5 ft All creatures in 5' Will neg V, S, DF
A shimmering mantle of light shrouds the subject, light like a torch. The subject of the spell gains a +1 resistance
bonus on all saving throws per four caster levels (maximum +5 at 20th level). The subject can end the wrathful 
mantle at any time as a swift action to deal 2d8 points of force damage to all creatures within 5 feet.
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Aligned Aura (C. Champ.) 1sa 20 Rnds 20' or 60' 20' radius Fort part
Must have neutral component to your alignment.  Aligned enjoy the benefit, opposed suffer the penalty.
Alignment Bonus   Penalty   At any point you can release the spell's power
Chaos +1 attack rolls -1 on Saving Rolls in a 60' bursts doing 1d4 damage/rnd remaining
Evil +1 on damage rolls -1 to AC   on the spell's duration to the opposed alignment.
Good +1 saving rolls -1 to attack rolls (15 max).  It also heals 1 hp per rnd remaining (15
  Law +1 AC   -1 on damage rolls max).        
  Aspect of the Deity, Lesser (Ex. Deeds.) 1sa 20 Rnds Personal Self No
  Gain +4 Cha and Acid, Cold and Electricity Resistance 10.          
  Aura of Cold, Lesser (Frost) 1sa 20 Rnds 5 ft 5' radius No
  You are covered in a thin coat of frost that deals 1d6 points of cold damage to all within 5' of you.  
  Axiomatic Storm (Planar & S. Comp.) 1sa 20 Rnds 20' radius 20' high No
-4 penalty to Listen, Spot and Search checks.  -4 to ranged attacks from inside and chaotic creatures take
  2d6/round damage.  Each round a gout of acid doing 5d6 strikes a random chaotic outsider in the A.O.E.        
  Bestow Grace of the Champion (Ul. Magic) 1sa 20 Rnds Touch 1 LG Creature Will neg V, S, DF Yes
You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin.
spells as a paladin. Any abilities not used by the time the spell expires are lost. This spell has no effect if cast on a
paladin.  The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease
(suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting
it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a
paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws. It can use spell completion,
  spell trigger, or other magic items that require the ability to cast                
  Blaze of Glory (Adv. Player's) 1sa or Imm Instant 30' radius 30' radius Will part V Yes
You fall unconscious, but also unleash a spectacular wave of holy energy that heartens and heals your allies,
while leaving your foes daunted and damaged.  You can cast this spell as either a standard action or as an
immediate action when brought to below 0 hit points.  If cast as a standard action, you are immediately reduced
to -1 hit points, but stable after casting the spell.  When you cast this spell , any good creature within range is
healed for 10 d6 points of damage.  All evil creatures in the A.O.E. take that same amount as damage,
a successful Will save halves the damage.  In addition all allies within range are affected as if by a prayer spell.
Gaining Gain a +1 luck bonus on attack, damage, saves and skill checks while foe's take a -1 penalty on same that
  lasts for 20 rounds.                      
  Blessing of Luck and Resolve, mass (Ench.) (Race) 1sa 20 Min. 75 ft 30' Diameter None 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.              
  Blessing of the Righteous (PHB2) 1sa 20 Rnds 40 ft All allies in 40' rad. Will
  Melee and ranged attacks do 1d6 extra holy damage and are considered good aligned.  
  Blood of the Martyr (Ex. D.) 1sa Instant 300 ft 1 Willing Creature No
Transfer your own hit points to the subject of the spell.  Hit points transferred count as damage done you and
curing done to them.  You must transfer at least 20 hit points and the creature can't gain more hit points then it
has when it is fully healed, extra transferred hit points are lost.  Temporary hit points can't be transferred and an
  unconscious creature is considered a willing creature.          
  Bolster Aura (C. Champ.) 1sa 10 Min. Touch 1 Creature Will
  Increases subject's aura making it appear stronger by 1 HD.          
4th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Break Enchantment (Pathfinder) 1 Minute Instant 75 ft 30' Radius Special V, S No
Frees the victims from enchantments, transmutations and curses even flesh to stone.  For each such effect you
make a caster level check (1d20+level max +15) against a DC of 11+caster level of the curse.  For a cursed magic
item the DC is equal to the DC of the original curse.  If the spell is one that can't be dispelled by dispel magic,
break enchantment it only works if the spell is 5th level or less.  It doesn't remove the curse form a permanently
cursed item, only allows you to free the victim.  For example is the creature has their alignment changed the remove
curse, if successful, could remove the alignment change and free the victim of the cursed item, but the curse on the
    object remains in place.                      
  Castigate (S. Comp.)       1sa Instant   10 ft 10' radius burst Fort 1/2
  Those who alignment differ from you on the good/evil axis take 20 d4 (max 10d4) sonic damage.        
  Cure Serious Wounds (Pathfinder) 1sa Permanent Touch 1 Creature Will 1/2 V, S Yes
  Cures 3d8 + 20 (max +15) points of damage or inflicts that damage on undead.          
  Death Ward (Pathfinder) 1sa 20 Min. Touch 1 Living Creature No V, S, DF Yes
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
This spell doesn't remove negative levels nor does it affect the saving rolls made 24 hours later.  To remove those
  negative levels.                        
  Dispel Chaos/Evil (Pathfinder) 1sa 20 Rnds Touch You and 1 outsider Special V, S, DF Special
Gain +4 AC bonus vs. evil creatures.  If you touch an evil creature you can drive it back to its plane, if it fails a
Will save, this use ends the spell.  Or you can dispel one enchantment cast by an evil creature, except for spells
  that cannot be dispelled by dispel magic spells.  An alternate version works on chaotic creatures.          
  Divine Retaliation (PHB2) 1 Swift 1 Rnds 0 ft Force Weapon No
The force strikes your foe when they hit you with a BAB of your level + your Wis or Str bonus.
  It gains 1.5x your Str bonus on damage and strikes for each successful attack on the caster.  
  Draconic Might (S. Comp.) 1sa 20 Min. Touch 1 Living Creature No
The subject gains +4 Str, Con, Cha and AC, it also has immunity to magic sleep and paralysis, sorcerers cast
  this spell at 1 level higher.                      
  Fire of Vengeance (Adv. Player's) 1 Swift Special Special 1 Creature None V, S No
After casting this spell the next creature you attack using your smite evil class ability is engulfed in holy flames
that flare up when the target attacks someone other than you.  If at any time during the duration of your smite
evil effect the target makes an attack that doesn't include you, it takes 3d8 points of fire damage.  Once triggered
  in this manner, or when your smite evil ability expires, the spell ends.              
  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.                    
  Glory of the Martyr (Ex. D.) 1sa 20 Hrs. 75 ft Special No
Creates a mystic bond giving the subject(s) a +1 AC and +1 save bonus.   You take half the damage done from
attacks that deal hit point damage rather than the subject(s) of the spell.  Forms that do not involve hit point
damage like; charm, ability damage, level drain and disintegration are not affected, nor is the loss of hit points
from a reduced Con score.  You are able to affect up to 20 creatures.  When the spell ends you no
longer take damage, but the damage you have taken is not reassigned.  If you die while this spell is in effect
there is a bust of positive energy that heals the subjects of the spell 1d8 hit points.  If a subject moves outside
  the spell's range the connection is lost.  Requires a 500 gp platinum ring worn by yourself and each subject.        
  Holy Sword (Pathfinder) 1sa 20 Rnds Touch 1 Melee Weapon No V, S
Channels your holy energy into your weapon granting it a +5 enhancement and deals 2d6 extra damage on
attacks against evil creatures.  If cast upon a magic weapon the powers of this spell supersede any normal
enhancement bonus and powers of the weapon.  This spell is not cumulative with bless weapon or any other
spell that might modify the weapon in any way.  If the weapon leaves your hand the spell ends one round later
and you cannot have more than one holy sword at a time.  It also emits a magic circle against evil giving the
  wielder +2 to saves and +2 to AC.                      
  Knight's Calling (Adv. Player's) 1sa 1 Rnds 75 ft 1 Creature Will neg V, DF Yes
You compel an enemy to come an fight you.  On its turn, the target moves its speed toward you, avoiding any
other dangers along its path (including any movement that would provoke attacks of opportunity).  The target
  ends its move adjacent to you, you can make an attack of opportunity against the target.          
  Lawful Sword (S. Comp.) 1sa 20 Rnds Touch Weapon Touched No
Channels your holy lawful energy into your weapon granting it a +5 enhancement and deals 2d6 extra damage
on attacks against chaotic creatures.  If cast upon a magic weapon the powers of this spell supersede any normal
enhancement bonus and powers of the weapon.  This spell is not cumulative with bless weapon or any other
spell that might modify the weapon in any way.  If the weapon leaves your hand the spell ends one round later
and you cannot have more than one holy sword at a time.  It also emits a magic circle against chaotic creatures
  granting the wielder a +2 to all saving rolls and +2 to AC.                  
  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.        
  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.                  
  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.        
  Meteoric Strike (PHB2) 1 swift 1 round 0 ft 1 melee weapon Special
Your next successful melee attack deals 5 d6 points of fire damage.  Any creature adjacent
to your attack suffers half damage from a splash with a Reflex save for half damage.  You are not harmed by your
  own Meteoric Strike and if you make an unarmed attack you are considered armed.  
  Moral Façade (C. Champ.)       1sa 24 hrs Touch     No
  Puts up a false alignment to detection spells decided at the casting of this spell.    
4th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Neutralize Poison (Pathfinder) 1sa 200 min Touch 1 Creature or object No V, S, M, DF Yes
  Detoxify any sort of venom in the creature or object touched.  You must make a caster level check (1d20+caster charcoal
level) against the DC of each poison affecting the target.  A cured creature suffers no additional effects from any
poison and any temporary effects are ended, but the spell doesn't reverse hit point loss, ability damage or effects
    that don't go away on their own.  The spell can neutralize for 200 minutes any poison a creature might have.        
  Oath of Peace (Adv. Player's) 1sa 20 Rnds Self Self No V, S
  Entreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but means
you can't attack for the duration of the oath.  For as long as you are subject to this spell, you gain +5 sacred
bonus to AC and on saving rolls, as well as DR 10/evil.  If you make a direct or indirect attack or show any
    hostility toward any creature, the spell immediately ends.                  
  Phantom Charge (C. Champ.) 1 Swift Instant Personal Special No
This spell is cast upon your mount or mount-sized fiendish companion, creating a short range teleportation
effect allowing you to teleport 50 feet allowing you to move in a charge over rough terrain.
Because you can cast this spell while your mount is moving it can take a step, teleport and then finish its move.
If cast in conjunction with master cavalier (C. Champ 124) and war-mount (C. Champ 129) there is a synergistic
  effect allowing your mount to walk on water or walk on air at its normal speed with average maneuverability.        
  Raise Animal Companion (Conj.) (Ul. Magic) 1 Minute Instant Touch Dead Animal None   V, S, M Yes  
  This spell functions as raise dead, but it only affects an animal companion, familiar, or paladin’s bonded mount.   diamond worth 1,000 gp  
  Reprobation (Trans.) (Ul. Magic) 1 Minute Permanent 25 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.                  
  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.                        
  Restoration 3 Rnds Permanent Touch 1 Creature No V, S, M
Dispels negative levels and restores 1 exp level, if less than 1 day since gaining the negative levels.  It also 100 gp of diamond dust or
restores all temporary ability damage and any points permanently drained from a single ability score.  It also 1,000 gp if used to dispel a
  eliminates fatigue or exhaustion suffered by the target.             Permanent Negative Level.
  Revenance (C. Divine & S. Comp.) 1sa 20 min Touch 1 dead ally No
Restores an ally to life who has not been dead longer than 20 rounds and dies when the spell ends.
  The subject gains a +1 morale bonus on attacks, damage, saves, and checks the subject doesn't lose a level.
  Righteous Aura (S. Comp.) 1sa 20 Hrs Personal Self No
You are bathed in an unearthly glow as if in a daylight spell shedding light as bright as full daylight for a 60'
radius (creatures that take penalties in bright light also take them in the A.O.E., but it is not strong enough to
destroy or damage creatures) and gain +4 Cha.  If you die your body explodes in a 20' radius burst centered on
you for 40 d6 points of damage (max 20d6) to all evil creatures and healing all good creatures an
equal amount, while undead take double the damage.   SR can't reduce this damage, but a successful Reflex save
reduces the damage by 1/2.  Your body is disintegrated so you can't be raised with a raise dead spell only a
  miracle, true resurrection or wish can bring you back.          
  Sacred Haven (C. Divine & S. Comp.) 1sa 20 Min. 30 ft Allies in 30' Radius No
You and your affected allies gain a +2 AC and all subjects retain their Dex AC bonus even when flat-footed or
when struck by an invisible attacker.  For the duration of the spell you are aware of the heath of all subjects as
if they were under a status spell (PHB 284) and you don't need to touch creatures to use your lay hands healing
ability.  You can use your ability at range, as a standard action, as long as you and the subject are on the same
  plane.                  
  Sacred Item (C. Champ.) 1 round Till Used Touch 1 Object Will
Charges an item with positive power that discharges when touched by undead or an evil creature.  Dealing
20 d4 (max 10) damage.  Undead must make a Will save or flee in terror for 1d4 minutes.  Those that
  save are shaken for 1d4 minutes.  If the creature is a shapechanger then its true form will be reviled for 1d4 min.        
  Sacrificial Oath (Abjur..) (Adv. Player's) 1sa 20 Min. Touch Creature Touched Fort neg V, S DF Yes
You create a powerful bond between yourself and a single creature.  Until the end of the spell's duration each
time the target is hit with an attack or fails a saving roll, you can take the full damage of that attack and any
other effects that creature suffers.  If you choose not to take on the damage and effects, you instead take a
number of points of damage equal to your Con score as a black lash.  Any resistances or immunities you have
are applied normally, but you cannot otherwise reduce or negate the damage or effects of either the transfer or
  the backlash.  If you or the subject of the spell moves out of L.O.S. the spell ends.          
  Seed of Life (C. Champ.) 1sa 30 Rnds Touch 1 Creature No
Gives fast healing 2 for the duration (max 30 rounds), at any point the subject can discharge the spell for
  1d4 points of healing for half the remaining duration round down.        
  Spiritual Chariot (C. Divine) 1sa 20 Hrs. 75 ft 1 Special Mount No
A ghostly chariot forms behind the paladin's special mount, it is large and ornate made out of glowing energy.
Usually your holy symbol will be emblazed on the sides of the chariot.  The mount is correctly harnessed and
the chariot can hold the driver and 1 Medium creature or 2 Small creatures.  The chariot has no weight so the
mount can travel at full speed, but if it is ever unhitched from the mount it disappears.  The driver gains a +4
sacred bonus to their Handle Animals Checks.  The chariot is immune to most forms of damage like a wall of
  force and those in the chariot have cover.  Medium creatures gain +4 AC and +2 on Reflex saves.          
  Stay the Hand (Ench.) (Adv. Player's) 1 Immediate Special 300 ft 1 Creature Will part V, S, DF Yes
You cause a creature's arm to wave and prevent it from striking another creature.  You can cast this spell when
the target is about to make a melee attack against another creature.  On a failed saving roll, the target doesn't
follow through with its attack, and its entire action is wasted for the round.  On a successful saving roll, the
target can make its attack, forcing its strike through the compulsion but losing both accuracy and power, taking
a -5 penalty on its attack and damage rolls.  Whether or not the target makes its initial save or not, it is subject to
  a -2 penalty on attack and damage rolls against the creature it originally targeted for the duration of the spell.        
  Subdue Aura (C. Champ.) 1sa 200 Min. Touch 1 Creature/Object Will
  Masks your aura so you seem to have fewer 10 HD than normal.      
  Sword of Conscience (Ex. D.) 1sa Instant 75 ft 1 Evil Creature Will neg
The target creature must be evil and is struck by pangs of conscience and remorse.  The creature instantaneously
takes Wis and Cha damage according to the magnitude of its evil.  The creature regains lost abilities normally;
  they do no automatically return when the spell's duration expires.  This effect is not language-dependent.        
  Symbol of Healing (Conj.) (Ul. Magic) 10 Minutes Till used 0 ft Special Will 1/2 V, S, M Yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of healing heals mercury and phosphorus, plus
one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not  powdered diamond and opal
exceed 150. The symbol of healing affects the closest creatures first, skipping creatures with too many hit points worth 500 gp each
to affect. Once triggered, the symbol becomes active and glows, bathing the subjects in healing energy for 2d8 +
20 points of damage (maximum +15), undead and any creature harmed by positive energy takes that
amount as damage.  A Will save reduces the damage by one-half.  A creature can only be healed or harmed by
the rune once in a 24 hour period.  Once triggered the rune lasts 200 minutes.  It can be made
permanent with a permancy spell by a caster of at least 10th level at the cost of 10,000 gp.  A symbol of healing
is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of healing must always
be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of healing
 ineffective, unless a creature removes the covering, in which case the symbol of healing works normally
As a default the symbol is activated whenever someone looks at or reads the rune, touches the rune
passes under the rune or passes through a portal bearing the rune.  Throwing a cover over the rune will also
activate it.  It can't be placed on a weapon set to trigger when the weapon is used in combat.  When scribing the
rune any trigger action can be named to activate it, provided that trigger is something visible within the 60' trigger
range.  Intangibles such as level, class, HD, and hit points don't qualify.  The conditions are set when the rune is
first written and cannot be changed, but a password or phrase can be incorporated into the symbol to let those
armed with that knowledge to pass the rune safely.  As long as that creature is within 60' of the symbol they are
immune to its effects.  They must repeat the password or phrase if they leave and re-enter the 60' area protected
by the symbol.  The symbol may be attuned to specific people, but doing so adds to the casting time at the rate
of 1 extra hour per 25 people attuned to pass the symbol safely.  The caster is always considered attuned to the
symbol they inscribe.   Read magic allows you to identify a symbol with a Spellcraft check (DC 10 + the symbol's
spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.  A symbol
can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a
symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also
  triggers it.                          
  Telepathic Aura (S. Comp.) 1sa 200 Min. 100 ft 100' radius No
You have one-way communication with all allies in range, allowing you to send, but not receive thoughts.
Anything you chose to send can be understood regardless of language.  Allies with Int scores of 2 or less
  only understand basic commands like attack.            
4th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Visage of the Deity, Lesser (C. D. & S. C.) 1sa 20 Rnds Personal Self No
Gain +4 Chr enhancement and Resistance to Acid, Cold, and Electricity 10, or Resistance 10 to cold and fire if
    evil.                  
  Weapon of the Deity (C. Divine) 1sa 20 Rnds 0 ft Held Weapon No
  Gain a + 3 Bonus to your favored deity's weapon see Complete Deities p188 for the list.  
  Winged Mount (C. Divine & S. Comp.) 1sa 200 Min. Touch Special Mount No
Grants your mount a fly speed of 60' (Good), the mount is slowed as normal for any weight carried or
  environmental factors.