Current Level: 20 Ranger
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Abundant Ammunition (Conj.) (Ul. Magic) 1sa 20 Min. Touch Container Touched None V, S, M/DF No
  When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including single piece of ammunition
masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the
container the round before. The ammunition taken from the container the round before vanishes. If, after casting
this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same
    container, all projectiles this spell conjures are affected by that spell.              
  Accelerated Movement (C. Adv.  S. Comp.) 1 Swift 20 Rnds Personal Self No
  While under the spell the subject can move normally while Climbing, Hiding, Moving Silently or Tumbling.        
  Air Bubble (Conj.) (Ul. Combat) 1sa 20 Min. Touch 1 Creature/Object Will neg S, M/DF Yes
Air bubble creates a small pocket of breathable air that surrounds the touched creature’s head or the touched small bladder filled with air
object.  The air bubble allows the creature touched to breathe underwater or in similar airless environments, or
protects the object touched from water damage. A firearm within an air bubble can be loaded—assuming the black
powder comes from a powder horn, a cartridge, or some other airtight protective device—and fired. When shooting
such a firearm underwater, the shot still takes the standard –2 penalty on attack rolls for every 5 feet of water the
 bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the
  explosion occurs normally.                      
  Alarm (Abjur.) (Pathfinder) 1sa 40 Hrs 75 ft 20' Radius No V, S, F No
Sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area.
A mental alarm has a range of 1 mile, it wakes you up, if asleep, but doesn't interrupt spell casting.  An audible
alarm can be heard for 60', the ringing can be heard as far away as 180', doors and obstacles between you and the
alarmed area can reduce the noise.  The noise can be heard for 1 round and can be quieted by a silence spell. A
password can be included to allow quite entry.  The ringing lasts 1 round.  It doesn't detect Ethereal or Astral
  creatures.                          
  Animal Messenger 1sa 20 Days 75 ft 1 tiny animal No V, S, M
Compels a tiny animal to go to a spot you specify.  It is most often used to carry a message.  The animal can't a morsel of food the animal likes
be trained or tamed by someone.  The directions must be simple.  The animal will wait at the location for the
duration of the spell.  During this period it allows others to approach it and remove any scroll or token that it
  is carrying.  The intended recipient gains no ability to communicate with the animal or read the message.        
  Animal Trick (M. Wild) 1sa Instant 75 ft 1 animal companion Will neg
  Causes your bonded animal companion to perform one trick (as listed DMG or M. Wild)  
  Anticipate Peril (Div.) (Ul. Magic) 1sa 20 Min. Touch Creature Touched Will neg. V, S Yes
A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell's
duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check
  equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end.          
  Arrow Mind (C. Adv. & S. Comp.) Immediate 20 Min. Personal Self No
While under this spell you threaten all squares within your normal melee reach and you do not provoke attacks
of opportunity when you shoot a bow while threatened by another creature.  You must concentrate on this spell
  to maintain it.                
  Aspect of the Falcon (Adv. Player's) 1sa 20 min. Self Self No   V, S, DF    
Take on an aspect of a falcon gaining wide raptor-like eyes and feathers on the side of the caster's head, giving the
caster a +3 competence bonus to Perception and a +1 competence bonus on ranged attacks, and the critical
multiplier for your bow or crossbow becomes 19-20/x3.  This effect doesn't stack with any other effect that expands
  the threat range of a weapon, such as improved Critical or keen weapon.              
  Aspect of the Wolf (S. Comp.) 1sa 200 Min Personal Self No
Transform into a wolf, subtype animal, Str 13, Dex 15, Con 15, same mental stats, move 50', gain low light vision
scent and bite (medium creatures do 1d6+1 damage).  You lose any extraordinary abilities, but retain your level
hp and alignment.  Can't cast speak or cast spells unless you have the Natural Spell Feat.  Your natural AC
becomes +2, you gain the trip extraordinary capability, your equipment melds into your new form and is
  useless.                  
  Blades of Fire (S. Comp.) 1 Swift 1 Rnds Touch Up to 2 Weapons No
  Your weapon does an extra 1d8 points of for damage this stacks with any other energy damage.  
  Blend (Illus.) (Trans.) 1sa 200 Min. Self Self No   S    
must be You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to
Elf match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to
make Stealth checks without cover or concealment, but only while you move no more than half your base speed or
less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start
  of your next turn. If you make an attack, this spell ends (as invisibility).              
  Blockade (C. Scoundrel) 1 Swift 3 Rnds 0 ft 5' Cube of Wood No
Conjures a solid wooden cube 5' on a side.  It must be created on solid ground in an empty square, and if in water
  it floats.  It weighs 2000 lbs has hardness 5 and 600 hit points, completely fills its square and can be stacked.
  Bloodhound (C. Adv. & S. Comp.) 1sa 24 Hrs Personal Self No        
If you fail a survival check to track a creature while this spell functions you can roll against the same DC
immediately to reestablish the trail.  If the reroll fails you must search for the trail 30 minutes if outdoors, or 5
  minutes is indoors before trying again.                    
  Branch to Branch (C. Adv. & S. Comp.) 1sa 20 Hrs Personal Self No
Gain +10 bonus to climb trees, caster can branchiate in dense or medium forests with a +10' move.  You can
  charge, but not run.                        
  Call Animal (Adv. Player's) 1sa 20 Hrs Special 1 animal No V, S, DF None
Calls the nearest wild animal of a particular type that caster designates (provided the animal's CR is equal to or less
than the caster's level) to seek you out.  The animal moves toward you under its own power, so the time it takes to
arrive depends on how close an animal of the desired type is when the spell is cast.  If there is no animal, of that
type, capable of reaching the caster within the spell's duration you are made aware of this and the spell is wasted.
Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge (Nature) skill
check DC 15 can be made to know what animals can be found in the area.  When the called animal arrives, it
approaches to within 5' of you and remains nearby for the duration of the spell.  Its starting attitude is indifferent
modified by circumstances and interaction.  Other than starting attitude, this spell gives you no special influence
or ability to communicate with called animal, although you may use other spells or abilities to do so.  Once the
spell expires the animal acts in accordance with its attitude.  Most animals are likely to wander off, but a hostile
predatory animal may attack, especially if it is hungry or provoked.  Domesticated animals or animals trained by
  someone else, including familiars or animal companions are unaffected by call animals.          
  Calm Animals 1sa 20 Min 75 ft animals in 30' dia. Will neg V, S Yes
Quiets animals rendering them harmless (only those with Int 1-2) able to effect 20 +2d4 HD
worth of animals.  The animals must be of the same kind.  Any attack on them breaks the spell.  They can defend
  themselves, are not helpless, but will not attack or flee.                  
  Camouflage (C. Divine & S. Comp.) 1sa 200 Min Personal Self Ref part
Your coloration changes to match the background of any environment you enter granting you a +10 Hide
  bonus.                  
  Charm Animal 1sa 20 Hr 75 ft 1 animal Will neg
Charms the animal to make it think the caster is a trusted friend.  Any threat by the caster to the animal breaks
  the spell.                  
  Claws of the Bear (S. Comp.) 1sa 20 Rnds Personal Self No
Your hands become natural weapons that deal 1d8 points of damage.  You are considered armed and can add
your Str bonus for damage.  You take no penalties for 2-weapon fighting and if your BAB is 6+ you do not gain
  a third attack.                
  Climbing Tree (C. Mage) 1 Round 20 Min. 0 ft A thin Tree No
Causes a 1' diameter tree to grow as high as 200 (max 50').  The branches are evenly spaced and only
requires a DC 5 Climb.  The tee can grow only in soft terrain, it has hardness 5 and 120 hit points.  If cut down it
vanishes instantly.  It can't be animated, nor can it be used for any plant related spells.  The tree is as slender as
  a pillar for terrain purposes.              
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Climb Walls (S. Comp.) 1sa 20 Min Touch 1 Creature No
  Subject gains +10 Climb bonus, +20 at 5th level and +30 at 9th level.  Cannot cling to the wall like spider climb.
  Cloak of Shade (Adv. Player's) 1sa 20 Hrs Touch Special Will neg   V, S, M Yes D
This spell provides the subject with some degree of protection from the harmful effects of the sun.  The cloaked leaf from a shade tree
subject treats environmental heat due to sun exposure as one level less:  severe heat is considered very hot
conditions, while very hot is considered average temperature (Core Rulebook page 444).  The cloak of shade also
reduces any penalties from sunlight by 1.  The spell does not, however, eliminate the effects of direct sunlight on
creatures vulnerable to sunlight.  Cloak of shade has no effect on environmental heat from sources other than the
  sun.                          
  Commune with Birds (Div.) (Race) 1sa 10 Min. Self Self No V, S
must be You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can
Tengu understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked
them the question using speak with animals, giving you a general consensus answer to the question based on
their knowledge. For example, you could ask if there is drinkable water in the area, the location of predators or
other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities
would answer to the best of their ability.  If there are no birds in range, the spell has no effect and you do not get
a response. Any creature using speak with animals (or a similar ability) who hears this bird call can understand
  your question, though it may not be able to reply in a way you can hear.              
  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.          
  Conjure Ice Beast I (Frost) 1 Round 20 Rnds 75 ft 1 Ice Creature No
Calls a magical creature constructed of ice that acts on your turn as soon as it has been called.  Consult the PHB
Nature's Ally P 287-288 and the creature may not have the fire subtype, the caster chooses the type of monster
  conjured each time the spell is cast apply the ice beast template from Frostburn p138.  
  Crabwalk (S. Comp.) 1sa 20 Min. Touch 1 Creature No
    Charging subjects gain +4 to attack and no penalty to AC, this applies only to the first attack.  
  Crunchy Snow (Frost) 1 Round 20 Hrs. 300 ft Special No
Creates a an area of snow that is crumbly and makes a loud crunch when stepped on, giving creatures a -20 on
  Move Silently checks.  An area of 20 x 20'x20' sqft can be affected.            
  Dancing Lantern (Trans.) (Adv. Player's) 1sa 20 Hrs Touch 1 Lantern No V, S, F No
You can animate a lantern and order it to follow you.  The lantern floats at shoulder height and remains within 5' a lantern
of you, no matter how fast you move.  The lantern can't support any additional weight.  The lantern illuminates its
normal area, even if it doesn't have any oil in it.  For the purposes of spells or effects targeting the lantern always
acts as if in your possession even when not directly on your person.  A dancing lantern can be made permanent
  with a permanency spell (Caster Level 9th, cost 2,500 gp).                  
  Dawn (M. Wild & S. Comp.) 1 swift Instant 15 ft 15' radius burst Fort neg
  Wakens all sleeping creatures in the A.O.E. it doesn't affect dying creatures      
  Deep Breath (S. Comp.) Immediate 20 Rnds Personal Self No
  Fills your lungs with air for the duration of the spell.                  
  Deadeye's Lore (Div.) (Ul. Combat) 1 Round 20 Hrs. Self Self No V, S No
  While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits
of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have
    to move at half your speed while traveling through the wilderness or while tracking.          
  Delay Poison 1sa 20 hr Touch 1 Creature Fort V, S, DF Yes
  Delays the harmful effects of a poison for the duration of the spell.                
  Detect Aberration (Adv. Player's) 1sa 200 Min. 1200 ft Cone None V, S No D
1st Rnds = detects 1 kind of aberration, 2nd Rnds = Number of individuals, 3rd Rnds = The condition of each one and
its location.  Condition; Normal =90% hp, Fair =30%-90% hp, Poor = less than 30% hp, Weak = 0 or less hp.
  Each round a new type of aberration can be detected.                  
  Detect Animals or Plants (Pathfinder) 1sa 200 Min. 1200 ft Cone No V, S No D
1st Rnds = detects 1 kind of animal or plant, 2nd Rnds = Number of individuals, 3rd Rnds = The condition of each
one and its location.  Condition; Normal =90% hp, Fair =30%-90% hp, Poor = less than 30% hp, Weak = 0 or
  less hp.  Each round a new type of plant or animal can be detected.                
  Detect Favored Enemy (S. Comp.) 1sa 200 Min. 60 ft Quarter Circle No
For as long as you concentrate on the spell you can sense the presence of a favored enemy.  In the first round
you detect the presence or absence of a favored enemy in the A.O.E. 2nd round the types of favored enemies.
3rd round the location and HD of each individual present.  Each round you can turn to scan a new area.  The
  spell can be blocked by 1" of common metal, a thin sheet of lead, or 3' of wood or dirt.  
  Detect Poison 1sa 20 Rnds 60 ft cone No
  Detects Poison                        
  Detect Snares and Pits (Pathfinder) 1sa 20 Min 60 ft Cone No V, S No D
Detects simple pits, deadfalls and snares as well as mechanical traps constructed out of natural materials.  It
doesn't detect magic or complex traps, but can detect natural hazards that would be traps.  1st Rnds = presence
of traps, 2nd Rnds = Number of hazards, 3rd Rnds = General type and trigger for each trap.  You can detect new
  traps, snares or pits once each round.                    
  Diagnose Disease (Div.) (Ul. Magic) 1sa Instant 75 ft 1 Creature/Object None   V, S No  
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds,
slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects.
If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4
bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone,
  1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.              
  Ease of Breath (Frost) 1sa 20 Hrs. Touch Creature Touched No
Grants the subject the ability to survive in thin air giving them a +20 on Fort saves to resist altitude sickness and
  to resist becoming fatigued due to altitude or thin air.          
  Easy Trail (C. Adv. & S. Comp.) 1sa 20 Hrs 40 ft 40' radius No
Pushes aside the plants essentially providing a trail through trackless terrain as if having a trail.  Trackers have
  a +5 DC penalty to track the trail of subjects of this spell.          
  Embrace the Wild (C. Adv. & S. Comp.) 1sa 200 Min Personal Self No
  You gain low-light vision and either blindsense to 30' or scent.  You also gain +2 to Listen and Spot checks.        
  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          
  Enrage Animal (S. Comp.) 1sa 20 Rnds #REF! ft 1 animal No
Bestows a +4 Str, +4 Con and +2 morale bonus to Will, with a -2 penalty to AC on animals.  The animal is not
  fatigued at the end of the spell.                      
  Entangle (Pathfinder) 1sa 20 Min 1200 ft 40' radius spread Reflex part V, S, DF No D
Causes weeds, bushes even trees to twist and entwine about the creatures in the A.O.E.  Creatures can break
free and move at 1/2 normal speed by using a full round DC 20 Str or Escape Artist check.  Those that save are
  not entangled but still move at 1/2 their normal speed.                  
  Eyes of the Avoral (Ex. D.) 1sa 200 Min Touch 1 Creature No
  Subject gains +8 racial bonus to Spot Checks.                    
  Feather Step (Trans.) (Adv. Player's) 1sa 200 Min. 75 ft 1 Creature Fort neg V, S Yes
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even
  take a 5' step in difficult terrain.                      
  Glide (Trans.) (Adv. Player's) 1sa 20 Min. Self Self No   V, S, M/DF No  
You take no damage from falls (as if from feather fall).  In addition you can move up to 5' in any horizontal a leaf
direction.  For every foot you fall, at a speed of 60' per round.  You can't use this spell to actually gain height,
merely to coast in other directions as you fall.  If subjected to a strong wind or any other effect that causes you to
rise you can take advantage of it in order to increase the distance you can glide.  The spell ends as soon as your
feet touch the ground regardless of its remaining duration.  If the spell expires while you are still in the air you fall
  the remaining distance as normal.                      
  Gravity Bow (Trans.) (Adv. Player's) 1sa 20 Min. Self Self No V, S
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the
instant before they strike their target and then return them to normal before they strike their target and then return
them to normal a few moments later.  Any arrow fired from a bow or crossbow you are carrying when the spell is
cast deals damage as if 1 size larger than it actually is.  For instance, an arrow fired from a Medium longbow
normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow
(see Code Rulebook page 145).  You only can benefit from this spell.  If anyone else uses your bow to make an attack the
  arrows deal damage as normal for their size.                    
  Guided Shot (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
Your ranged attacks don't take penalty due to distance or any cover less than total.  The spell doesn’t extend the
  the maximum range you can attack at or effect a creature behind total cover.      
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Hawkeye (C. Divine, C. Adv. & S. Comp.) 1sa 20 Min Personal Self No
  Grants +5 bonus to Spot and increases ranged weapon increment by 50%.      
  Healing Lorecall (C. Adv. & S. Comp.) 1sa 200 Min Personal Self No
A caster with 5+ Heal ranks can remove 1 of the following; dazed, dazzled, or fatigued.  A caster with 10+ ranks
in Heal  can heal 1 of the following exhausted, nauseated or sickened.  When determining the amount of damage
healed by spells you can substitute your total ranks in Heal for your caster level.  The normal caster level
  limit for individual spells still applies.                    
  Hide from Animals (Pathfinder) 1sa 200 Min Touch Special No S, DF Yes
Animals can't see, hear or smell the protected subjects, even blindsense, blindsight, scent and tremorsense are
blocked.  Animals act like the subject is not there.  Up to 20 Subjects can be protected.  If one subject
  touches the animal then it breaks the spell for all subjects.                  
  Hold Animal 1sa 20 Rnds 300 ft 1 Animal Will neg V, S
  The subject becomes paralyzed, but is allowed a save each round.  Winged creatures fall.          
  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.                        
  Horrible Taste (S. Comp.) 1sa 200 Min Touch 1 Creature Fort neg
Creatures that bite the subject must make a Fort save or be nauseated until the end of its turn.  If a creature of
1-2 Int fails to save it will not willingly bite the subject a Handle Animal Check is required to get the creature to
bite the subject.  Creatures immune to poison are immune to this spell.
  Hunter's Howl (Adv. Player's)   1sa 20 Rnds 20 ft 20' radius burst Will neg   V, S None  
With a single primal howl, you strike fear in your opponents.  Until the end of the spell's duration, you treat those
affected by it as if they were you favored enemy, gaining a +2 bonus on Bluff, Knowledge, Perception, Sense
Motive, and Survival checks made against them.  If an affected creature is already 1 of your favored enemies, it is
  shaken instead.  This is a mind affecting fear effect.                  
  Hunter's Mercy (S. Comp.) 1sa 1 Rnds Personal Self No
Your first hit with a bow in the next round (not with crossbows) is an automatic critical  If you don't hit in the
  round following the casting of this spell the effect is wasted.          
  Ice Skate (Frost) 1sa 200 Min. Touch Creature Touched No
Allows the creature to skate with a move of 60' without having to make balance checks, unless attempting an
  exceptional maneuver such as jumping a crease--even then the recipient gains a +4 Acrobatics enhancement.
  Ironbeard (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg   V, S Yes  
must be This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1
Dwarf armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used
as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting
   with a verbal component has a 20% spell failure chance.                  
  Ivory Flesh (Frost) 1sa 20 Hrs Touch Creature Touched No
Turns the subject and all their gear white granting them a +5 Hide in heavy snow or ice areas, in any non-white
  area they suffer a -5 Hide.                      
  Jump (Pathfinder) 1sa 20 Min. Touch Creature Touched No V, S, M Yes D
The caster gets a +10 enhancement on Acrobatics checks made to attempt high jumps or long jumps, +20 at grasshopper's hind leg
  level 5, and +30 at level 9.                
  Impending Stones (City) 1sa 20 Min. 300 ft 40' Radius Ref part      
Stones, bricks, hard dirt or any similar surface cracks and shits in its foundation, rendering footing treacherous and.
potentially tripping anyone in the area who fail their Reflex save.  Those who remain standing can only move at
1/2 speed and must make a Reflex save or Balance check each round.  Attacks made in the A.O.E. are at -2 (doesn't
  stack with penalty for attacking prone).  Spell casters have to pass a Concentration Check of DC 15+Spell Level.
  Instant Search (C. Adv. & S. Comp.) 1 Swift 1 Round Personal Self No
  You gain a +2 bonus on 1 Search Check.                    
  Keen Senses (Trans.) (Adv. Player's) 1sa 20 Min. Touch Creature Touched Will neg V, S, M/DF Yes
The subject gains a +2 competence bonus on Perception checks and gains low-light vision.  Subjects that have hawk's fair
  low-light vision double the distance they can see under the effects of this spell.            
  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.              
  Lay of the Land (Planar & S. Comp.) 3 Rounds Instant Personal Self No
Gives you a good overview of the terrain for 50 miles from your current location.  It indicates the major terrain
  features and the direction and distance to them, but it doesn't locate traps, passwords or other impediments.        
  Lead Blades (Trans.) (Adv. Player's) 1sa 20 Min. Self Self No V, S D
Lead blades increases the momentum and density of your melee weapons just as they strike a foe.  All melee
weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are.
For instance, a Medium mongsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of
damage if benefiting from lead blades (Core Rulebook page 145).  Only you can benefit from this spell.  If anyone
  else uses one of your weapons to make an attack it deals damage as normal for its size.          
  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).              
  Lightfoot (S. Comp.) 1 Swift 1 Rnds Personal Self No
  You provoke no attacks of opportunity when moving.          
  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.                        
  Linked Perception (PHB2) 1sa 20 Min 20 ft 20' radius on you No
Each ally in the area gains a +2 bonus on Spot and Listen Checks if you and 3 allies are in the area each of you
  gains a +6 bonus.                
  Living Prints (S. Comp.) 1sa 20 Hrs. Personal Self No
You perceive tracks as they had just been made removing and penalties due to the passage of time.  You still
  must find the tracks with a Search or Survival Check and the spell has no effect on tracks more than 30 days old.        
  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.                          
  Longstrider 1sa 20 Hrs Personal Self No V, S, M D
  Increases your land speed movement by +10.               pinch of dirt  
  Low-Light Vision (C. Arcana & S. Comp.) 1sa 20 Hrs Touch Creature Touched No
  The subject gains low-light vision.                      
  Magic Fang (Pathfinder) 1sa 20 Min Touch 1 living creature No V, S, DF Yes
  Gives 1 natural weapon a +1 bonus on attack and damage rolls.                
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Marked Object (S. Comp.) 1 Minute 20 Days Personal Self No
You become attended to the creature that owns the spell's focus item, a creature that was the last one to carry
it in the last 24 hours, given you a +10 on Search and Survival to find them, track them or find evidence of their
passage.  It doesn't provide any insight into where the owner is, nor does it provide you a trail or the ability to
  track unless you have it normally.              
  Marid's Mastery (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Will neg V, S Yes
must be The target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water. If the opponent
Undine or the target is touching the ground, the target takes a –4 penalty on attack and damage rolls.          
  Naturewatch (C. Divine & S. Comp.) 1sa 200 Min. 30 ft Cone No
Gives you the status on plants and animals in the area.  You know if they are "alive" = 4+hp, "fragile" = 3 hp
  undead or neither alive or undead.                      
  Negate Aroma (Adv. Player's) 1sa 20 Hrs 75 ft 1 Item/Level Fort neg V, S, M/DF Yes D
With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents.  When cast, the pinch of alum
targeted creatures or objects lose all natural and unnatural odors.  A creature under the effect of negate aroma
can't be tracked, located, or pinpointed by the scent special quality.  In addition, this spell prevents the target
creature from using the stench special ability and similar odor-based abilities (such as those possessed by
troglodytes).  Negate aroma doesn't prevent the target from acquiring outside smells or odors.  Dowsing the
creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized or
  washed away.                        
  Omen of Peril (S. Comp.) 1 Rnds Inst Personal Self No
70% + 20 % chance of an accurate reading:  Safety; no peril for 1 hour,
  Peril foes of your level, Danger foes over your level          
  Pass without Trace 1sa 20 Hrs Touch Special No   V, S, DF Yes  
  Allows 20 subjects to move through any terrain and leave neither footprints or scent.          
  Ram's Might (S. Comp.) 1sa 20 Min Personal Self No
  Gain a +2 bonus to Str and your unarmed attacks deal lethal damage instead of nonlethal.  
  Rapid Burrowing (S. Comp.) 1sa 200 Min Touch 1 Creature No
Increases the burrow speed by +20, doesn't grant the ability to tunnel through stone unless the creature
  already has that capability.              
  Raptor's Sight (Races of Wild) 1sa 20 hrs Personal Self No
Your vision improves granting you a +5 bonus to Spot Checks, if you have 5 or more ranks in Spot then you
  only take 1/2 the range increment penalty for ranged attacks.                  
  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.                      
  Remove Scent (S. Comp.) 1sa 200 Min Touch 1 Creature No
  It hides the scent of 1 creature it also negates the noxious stench exuded by some creatures like a ghast.        
  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.                        
  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  
  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.                      
  Residual Tracking (Div.) (Adv. Player's) 1 Minute Instant Touch Footprint Touched None V, S, M No
By touching a footprint, you receive a clear mental image of the person or creature that made it.  The image has the a bit of plaster
exact same appearance as the creature that made the footprint at the moment it made the imprint, including any
telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time.  For
  example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.        
  Returning Weapon (Conj.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Throw. Weapon Will neg   V, S Yes  
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
  can be used as the prerequisite for the returning weapon special ability.              
  Savage Maw (Trans.) (Race) 1sa 20 Min. Self Self V, S D
  must be Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You gain a bite attack
Half-Orc that deals 1d4 points of damage plus your Strength modifier. If you confirm a critical hit with this attack, it also
deals 1 point of bleed damage. If you already have a bite attack, your bite deals 2 points of bleed damage on a
critical hit. You are considered proficient with this attack. If used as part of a full-attack action, the bite is
considered a secondary attack, is made at your full base attack bonus –5, and adds half your Strength modifier
to its damage. You can end this spell before its normal duration by making a bestial roar as a swift action. When
     you do, you can make an Intimidate check to demoralize all foes within a 30-foot radius that can hear the roar.        
  Scent (S. Comp.) 1sa 200 Min Touch Creature Touched No
  Grants the subject scent ability (MM1 134).                    
  Slipstream (Conj.) (Adv. Player's) 1sa 200 Min. Touch Creature Touched Reflex neg V, S, M/DF No D
You create a low-cresting wave of water that carries the target along the surface of water or the ground.  When few drops of oil and water
moving across the level ground, the target's speed increases by 10'.  If going downhill, speed increases by 20'
instead, but slipstream provides no movement bonus when going uphill.  While swimming, the slipstream
increases the target's swim speed by 20'--if the target doesn't have a swim speed, this spell grants a swim speed of
  20'.                          
  Smell of Fear (S. Comp.) 1sa 20 Min. Touch Creature Touched No
Bestows an aroma that attracts predatory on the subject, giving them a bonus + 6 (max +3) bonus on attack and
  damage rolls.                        
  Snare (Pathfinder) 3 rounds Till triggered Touch Circle of cord No V, S, DF No
Creates a trap out of a circle of vine, rope or thong with a diameter of 42 feet.  The snare blends with its
surroundings DC 23 Perception to locate.  One end is tied in a loop that contracts around one or more of the limbs
  of any creature stepping inside the circle.                    
  Sniper's Shot (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
  Your ranged attacks next turn can be sneak attacks if you have the ability to make sneak attacks.  
  Snowshoes (S. Comp.) 1sa 20 Hrs Touch 1 Creature No
Allows the subject to walk over ice or snow with a +10' move and the subject is not required to make a balance
  or Reflex check to walk on ice without slipping.  It also leaves no discernible trail.    
  Snowsight (Frost) 1sa 20 Hrs Touch Creature Touched No
Gains the ability to see to their normal limits of their vision even in whiteout conditions and ignore all penalties
  due to snow blindness or snow glare.  It doesn't grant vision in darkness to those that don't have darkvision.
  Speak with Animals (Pathfinder) 1sa 20 Min Personal Self No   V, S    
Allows you to communicate with and understand animals, it doesn't make an animal friendly, it just allows you
to talk with them.  Wary animals will be evasive and the more stupid ones will make inane comments.  If an
  animal is friendly to the caster they may perform a service.                  
  Stalking Brand (S. Comp.) 1sa 20 Days 75 ft 1 Creature No
Marks your target with a tiny symbol visible only to you and to detect magic.  The brand appears as you
envision it, approximately 1" in diameter.  You can see the brand even if the subject uses magical means to change
  or hide it.  Spells aren't able to hide the mark, which glows a light green to your eyes.  
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Strong Wings (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg V, S Yes
  must be The target's wings grow more powerful, causing its fly speed to increase by +10 feet and its maneuverability to
Strix improve by one category (to a maximum of good). This increase counts as an enhancement bonus. This spell has
    no effect on wingless creatures or winged creatures that cannot fly.                
  Summon Minor Ally (Conj.) (Ul. Magic) 1 Round 20 Rnds 75 ft 1d3 Creatures None V, S, DF No D
  This spell functions as summon nature’s ally I, except you can summon 1d3 Tiny or smaller animals, such as bats,
  lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.        
  Summon Nature's Ally I 1 Round 20 Rnds 75 ft 1 Creature No V, S, DF No D
Monster Subtype Monster Subtype Monster Subtype
Dire Rat -- Frog, poison -- Pony (horse) --
Dolphin -- Giant Centipede -- Stirge --
Dog -- Fire Beetle -- Viper (snake) --
Eagle -- Mite (Gremlin) --    
  Summons 1 creature that fights for you the moment it is summoned.                
  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.                
  Surefoot (S. Comp.) 1sa 200 Min. Personal Self No
Gives you a +10 bonus on Balance, Climb, Jump and Tumble Checks in addition you do not lose your Dex bonus
  to AC when balancing or climbing.              
  Surefooted Stride (S. Comp.) 1sa 20 Min Personal Self No
  You can move through difficult terrain at full speed, you also gain a +2 Climb bonus.          
  Theft Ward (Abjur.) (Race) 1sa 1 Day Touch 1 Object No   V, S    
You ward a single object in your possession against theft. You gain a +10 bonus on Perception checks to notice
  someone trying to take the object from you.                    
  Tireless Pursuers (Trans.) (Adv. Player's) 1sa 20 Hrs Touch Special Fort neg V, S, M Yes
You harden your body against the stresses of long travel.  You halve the damage caused by hustling and forced a hard biscuit broken into pieces
marching (see Core Rulebook page 171).  In addition, for the duration of the spell you ignore any fatigue caused by
such travel.  Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march,
  you become fatigued, or exhausted if already fatigued.              
  Towering Oak (S. Comp.) 1 Swift 20 Rnds Personal Self No
  Gain a +10 competence bonus on Intimidate checks and a +2 bonus to Str.      
  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.                
  Vine Strike (C. Adv. & S. Comp.) 1 swift 1 Rnds Personal Self No
Gives you the ability to make sneak attacks on plants (if you can already make sneak attacks).  It doesn't
  overcome DR or allow critical hits to apply.                    
  Wartrain Mount (Ench.) (Ul. Magic) 1 Minute 20 Hrs. 25 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.            
  Web Shelter (Conj.) (Ul. Magic) 1sa 20 Hrs 75 ft Special None V, S, DF No
You create a shelter of slightly sticky webbing. The shelter has a hinged door large enough to accommodate a
Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total cover to anyone within it.
You can create a shelter that is 5'-10' diameter sphere, or a 5'-20' hemisphere.  Only Fine creatures with negligible
Strength can be caught in the webbing (including swarms); all other creatures can pull themselves free without
making a Strength check or taking an action. The webbing is sticky enough to hold twigs, leaves, dirt, and other
light items, allowing you to conceal the shelter. The shelter is watertight and insulated when the door is closed.
Its surface has a hardness of 0 and 2 hit points for every 5-foot square of web surface area. It takes normal damage
  from fire and burns as easily as wood. When the spell ends, the webbing decays rapidly and disappears.        
  Whispering Lore (Div.) (Race) 1 round 200 Min. Self Self No   V, S, M/DF   D
must be Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the terrain, it an owl's beak
Elf whispers information in a language you understand, though the whispering is so rambling it is hard to distinguish
useful information. This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to
the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water
environment, you gain the bonus on Knowledge (nature) checks. If you are within an underground environment,
you gain the bonus on Knowledge (dungeoneering) checks. If you are within an urban environment, you gain the
bonus on Knowledge (local) checks. If you are on a plane other than the Material Plane, you gain the bonus on
Knowledge (planes) checks. If you enter a new terrain, you lose the previous terrain's skill bonus and gain the
  new bonus.                          
  Wings of the Sea (S. Comp.) 1sa 20 Min. Touch 1 Creature Fort Neg
    +30' swim speed                
  Winter Feathers (Abjur.) (Race)   1sa 24 Hrs Touch   1 Feathered Creat. Will neg   V, S Yes  
must be The target's feathers thicken and fluff up to ward against winter's chill. The target suffers no harm from being in a
Tengu cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to
make Fortitude saves. The creature's equipment is likewise protected. This spell doesn't provide any protection
from cold damage, nor does it protect against other environmental hazards associated with cold weather (such as
slipping on ice, blindness from snow, and so on).  When you cast this spell, you may have the target's feathers
    turn white for the duration, granting it a +4 circumstance bonus on Stealth checks to hide in ice and snow.        
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Accelerate Poison (Adv. Players) 1sa Instant Touch Creature Touched Fort neg V, S, M Yes
  Hasten the onset time of poison in the target.  If it has an onset time its effects happen immediately, its frequency
is doubled inflicting damage twice a round and requiring two saving rolls, although the duration is halved.  The
conditions to cure the poison remain unchanged.  If the target is affected by more than one poison the caster can
    choose which poison to accelerate, if the caster administered the poison, otherwise it is randomly determined.        
  Acute Senses (Ul. Magic)   1sa 20 Min. Touch   Creature Touched Will neg   V, S, M Yes  
The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, glass lens
  and +30 (the maximum) at caster level 16th.                    
  Align Fang (S. Comp.) 1sa 20 Min Touch 1 Living Creature No
Makes a creature's natural weapons good-, evil-, lawful-, or chaotic-aligned as you choose.  It doesn't effect
a creature that already has aligned natural weapons (like a demon).  It can't be cast on a manufactured weapon
  such as a sword.                        
  All food (Adv. Players) 1sa Instant Touch 1 object Will neg V, S, M Yes
Can transform one object up to 100 lbs into an edible substance that living creatures can chew pinch of salt and pepper
swallow, and safely digest.  It has a bland taste and is slightly gooey when chewed, regardless of its original form.
Objects of similar nature in close proximity, such as a pile of rocks counts as 1 item.  Magical items or exceptional
materials can't be transformed.  A transformed object's hardness is 0 for purposes of eating, but otherwise retains
it's original hardness.  It becomes no more vulnerable to sunder, break attempts or any other action directed against
objects.  Objects such as hot coals or a burning torch continue to produce energy when transformed, and if a
  creature tries to eat such food they take the appropriate damage.                
  Animal Aspect (Ul. Combat)   1sa 0 Min. Self   Self None   V, S, M/DF Yes  
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is part of the animal
unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for
the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the
associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and
you always jump as if you had a running start.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type
increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the
grapple or reposition combat maneuver.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb
checks, and you can throw objects as if you had the Throw Anything feat.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water
with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed.
Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to keep holding your breath.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence
bonus on Disable Device, Sleight of Hand, and Stealth checks.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus
of +20 feet to your base speed.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half
  your normal speed and all the benefits of having a natural climb speed.              
  Animalistic Power (PHB2) 1sa 20 Min Touch Creature Touched No
  Subject gains +2 Str, +2 Dex and +2 Con.                    
  Ant Haul, Communal (Ul. Combat)       1sa 40 hrs Touch    Creatures Touched Fort neg   V, S, M/DF Yes  
The target creature's carry capacity triples (Table 7-4:  Carrying Capacity Core Rulebook page 171).  This doesn't a small pulley
affect the creature's actual Str in any way, merely the amount of material it can carry while under the effects of the
spell.  It also suffers no effect on encumbrance due to armor, but if the target is wearing armor it takes the normal
armor penalties for doing so regardless of how much weight it carries.  A group can share the spell in 2 hour
  blocks.                          
  Arrow Eruption (Adv. Player's) 1sa Instant 1200 ft 30' radius burst No V, S, M Yes
Creates exact duplicates of the arrow or crossbow bolt you used to kill a creature in the previous round and launch arrow or crossbow bolt
one at enemy creatures within a 30' radius burst of the corpse, targeting 20 creatures inside 30' radius.
These duplicate arrows possess all the intrinsic magical properties of the arrow that killed the original creature as
well as those passed on by the bow.  They also enjoy any modifiers applied to the attack from other magical items,
feats, and class or racial features.  However, the spell can't reproduce any spells or other limited-use magical effects
  that were used to enhance that particular attack.                    
  Aspect of the Bear (Adv. Player's) 1sa 20 min. Self Self No   V, S, DF    
Take on the aspect of a bear gaining +2 natural AC and a +2 to CMB rolls  You can also perform bull rush,
  grapple, and overrun combat maneuvers without provoking attacks of opportunity.          
  Badger's Ferocity (Trans.) (Ul. Magic) 1sa Concentration 75 ft Special Will neg V, S Yes
This functions like keen edge, except it affects multiple weapons and requires your concentration. You select the
weapons to be affected, and can only affect one weapon per creature. If a creature’s weapon exceeds the spell’s
  range, the spell ends for that weapon.                    
  Balancing Lorecall (C. Adv. & S. Comp.) 1sa 20 Min Personal Self No
Gain a +4 insight bonus to Balance can even balance on other-wise impossible surfaces.  If you have +5 ranks
in Balance you can balance on vertical surfaces.  If you have +10 ranks you can balance on liquids, the DC
  increases by +5 per round of balancing.                    
  Barkskin (Pathfinder) 1sa 200 Min Touch 1 Living Creature No V, S, DF
  Grants bonus to natural AC + 6 (max +5) stacks with other natural armor bonuses, but not with
    other enhancements to natural armor.                    
  Bear's Endurance 1sa 20 Min Touch 1 Living Creature No
  Grants subject +4 Con.                        
  Bestow Weapon Proficiency (Ul. Combat) 1sa 20 Min. 75 ft 1 Creature Will neg V, S, M Yes
You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were pieces of shaved metal
proficient with that weapon. The weapon can be any type, including an exotic weapon, but the subject of the
  spell must be holding the weapon* when you cast it.                  
  Blood Scent (Trans.) (Race)   1sa 20 Min. 300 ft 30' Diameter Will neg   V, S Yes  
must be You greatly magnify the target's ability to smell the presence of blood. The target is considered to have the scent
Orc universal monster ability, but only for purposes of detecting and pinpointing injured creatures (below full hit
points). Creatures below half their full hit points or suffering bleed damage are considered strong scents for this
  ability.  This spell effects 10 creatures no two of which can be more than 30' apart.          
  Bloodhound (Adv. Player's) 1sa 20 Hrs Self Self No   V, S, M    
You gain the scent quality, including the ability to track by scent.  You receive a +8 competence bonus on drop of blood and a pinch of
Perception checks involving smell and a +4 competence bonus on Survival checks to track using scent.  You take a cinnamon
-4 penalty on saving rolls vs. order-related effects such as the stench ability and stinking cloud.  A creature under
  the effects of bloodhound can detect poison by scent with a DC 20 Perception check.          
  Bottle of Smoke (M. Wild) 10 Minutes 20 Hrs Touch 1 smoky horse No
Creates a bottle of smoke that brings forth a smoky horse like force that you can ride.  It is silent and those who
do not have the bottle can't touch it.  To mount you must make a rider check DC 10 while holding the bottle.
Letting go of the bottle dispels the spell, if the bottle is broken the spell ends.  It has a move speed of 400
feet per round (to a max of 240).  It sends out smoke beyond the rider 5' wide and 20' high, providing concealment
to anyone behind the rider.  Any severe or magical wind can dispel the horse, it can't otherwise be attacked.  The
rider can pause the spell and return the smoke to the bottle by corking it.  Uncorking it activates the spell, but
  after 24 hours any unused portion of the spell is lost.  If dispelled while the bottle is corked the spell is dispelled.
  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.                      
  Briar Web (C. Divine & S. Comp.) 1sa 20 Min 300 ft 40' radius spread No
Moving through the A.O.E. is like moving over difficult terrain 1/2 your normal move and you take 1 point of
  nonmagical piercing damage per 5 foot moved.            
  Brow Gasher (Necro.) (Ul. Combat)   1sa 20 Rnds Touch   Slashing Weapon Will neg   V, S Yes  
You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits
a living creature, in addition to the normal effects of that hit, the wielder can discharge this spell as a free action to
open a gash on the target’s forehead that deals bleed damage equal to half your caster level. At the start of each
of the target’s turns, when it takes bleed damage, it also takes a cumulative –1 penalty on all attack rolls. When
that penalty reaches –3, the target also treats all targets as having concealment (20% miss chance). When the
penalty reaches –5, the target is blinded. Stopping the bleed damage ends the effects this spell imposes on the
  bleeding creature. A target that is immune to bleed damage is also immune to all this spell’s effects.          
  Burrow (S. Comp.) 1sa 20 Min Touch 1 Creature No
  The subject can burrow through the earth at 30' (20' in medium or heavy armor or if carrying a medium load).
  Camouflage, Mass (S. Comp.) 1sa 200 Min 300 ft 60' radius No
Any number of creatures in the spell's range can be affected, causing their coloration to match that of their
background granting the subjects +10 on Hide checks.  The effect is mobile with the subjects, but it is broken
  if one subject moves more than 60' away from another.                  
  Campfire Wall (Adv. Player's) 1sa 40 Hrs 75 ft 20' radius sphere No V, S, M/DF Yes D
You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire ash from burn thorns
continues to burn.  The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as
much illumination as a torch.  The barrier blocks L.O.S. granting creatures on either side of the barrier total
concealment from creatures on the other side.  Any object or creature passing through the barrier from outside
takes 1d6 points of fire damage and is also outlined with that equivalent to that of a torch, for 1d6 minutes.
Creatures outlined in this way are plainly visible regardless of the light conditions and do no benefit from an sort
of concealment, magical or otherwise.  The light is not bright enough to have any special effect on undead or
creatures vulnerable to light.  Creatures inside the barrier can leave without penalty, but if they try to return they
suffer the same consequences as anyone else.  If the fire source at the barrier's center is extinguished or moved
  the spell ends.                        
  Cat's Grace 1sa 20 Min Touch Creature Touched No V, S M Yes
  Grants the subject +4 Dex bonus with usual increase in AC and  Reflex rolls.         Pinch of cat fur  
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Chameleon Stride (Adv. Player's)   1sa 20 Min. Self   Self No        
You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your
translucent state.  While under the effects of this spell you gain a +4 bonus on Stealth checks and have
    concealment from creatures more than 5' away (attacks have a 20% miss chance).            
  Conjure Ice Beast II (Frost) 1 Round 20 Rnds 75 ft 1 Ice Creature No
Calls a magical creature constructed of ice that acts on your turn as soon as it has been called.  Consult the PHB
Nature's Ally P 287-288 and the creature may not have the fire subtype, the caster chooses the type of monster
  conjured each time the spell is cast apply the ice beast template from Frostburn p138.          
  Create Treasure Map (Div.) (Adv. Player's) 1 hour Instant Touch 1 Dead Creature No V, S, M No
You can take a piece from a dead creature's body and use it to create a map that reveals the locations of any powdered metal and rare inks
valuables that creature knows about while still alive.  You must cut this piece off yourself and the creature can't worth 100 gp
have died more than 24 hours prior to casting this spell.  You can't cast this spell on a creature without a physical
body, and the portion you remove must have a fairly level surface such as a piece of hide, carapace, or skin.  The
map you create is accurate to the best knowledge the creature had at the time of its death.  It reveals the location
of 6 sources of treasure.  Any inaccuracies or faulty information held by the creature are
represented on the map as well.  Similarly, the map cannot account for any changes that occur after the creature's
death.  You must choose the scale of the map when creating it, opting between nearby (1-2 dungeon levels), local
(a valley or community) or broad (a country or larger).  The map reveals the locations of what the creature deemed
most valuable within its area.  Depending on the creature, the map might reveal a source of tasty food, suitable
  mates, or even your own treasure vault.                    
  Crown of Clarity (PHB2) 1sa 20 Hrs Touch 1 Creature No
Creates an arcane crown granting +2 on Listen and Spot checks.  As an immediate action you discharge the spell
granting you a +8 on 1 single Spot or Listen check, ending the spell.  The spell occupies space on the head as a
  headband, hat or helm.  If it is removed the spell ends.          
  Cure Light Wounds 1sa Perm Touch 1 Creature No
    heals 1d8+ 20 points of damage (+5 max).          
  Curse of Arrow Attraction (PHB2) 1sa 20 Rnds 300 ft 1 Creature Will
  The subject is cursed to suffer a -5 AC to missile weapons (including ranged touch and projectile weapons).
  Curse of Impending Blades (S. Comp.) 1sa 20 Min. 300 ft 1 Creature No
Subject takes a -2 penalty to AC, it cannot be dispelled, but it can be removed with break enchantment, limited
  wish, wish, miracle or remove curse              
  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.      
  Eagle Eye (Adv. Player's) 1 minute 20 Min. 1200 ft 1 Magical Sensor None   V, S, DF No  
Eagle eye creates a magical sensor directly above you.  The sensor can appear anywhere above you, to a max
height equal to the spell's range.  You can see from this vantage as if you were actually there, rotating your
viewpoint 360 degrees.  You perceive with your normal visual senses.  A caster suing eagle eye can easily see for
a considerable distance.  The spell doesn't penetrate any solid surface, although it is unaffected by foliage and
  the like.                          
  Easy Climb (C. Adv. & S. Comp.) 1sa 200 Min. 300 ft Special No
Creates a path of handholds and footholds up the surface of a cliff face, tree trunk, wall or other vertical surface
  making the path 10' wide and 400 feet long equivalent of a very rough wall (Climb DC 10).        
  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.          
  Exacting Shot (S. Comp.) 1 Swift 20 Min. Touch Weapon Touched No
All rolls made to confirm critical hits by the target ranged weapon against your favored enemy automatically
succeed.  The weapon also ignores any miss chance due to concealment, except for total concealment.  If the
  ranged weapon or the projectile has any magical property related to critical hits this spell has no effect on it.
  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.)        
  Forest Friend (Abjur.) (Ul. Combat) 1 Round 20 Min. 75 ft 30' Diameter None V, S, M No
While subject to this spell, the targets find that forested areas become helpful instead of hindering. The targets pinch of manure
suffer no hindrances to movement and suffer no penalties on Acrobatics and Stealth checks from undergrowth in
forested terrain. Furthermore, forested overgrowth imposes a miss chance 10% lower than normal. When moving
in and among trees, those subject to the spell gain a +5 circumstance bonus on Acrobatics checks and Climb
checks. Rangers in their favored terrain can also add their favored terrain bonus on such Acrobatics and Climb
  checks.                          
  Groundswell (Trans.) (Race) 1sa 20 Rnds Touch Creature Touched Fort neg V, S Yes
  must be This spell allows the target to cause the ground to rise up beneath him. As a swift action, the target can cause the
Dwarf ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The groundswell precludes flanking
from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the
ground returns to its normal elevation at the end of his turn; otherwise, it remains in place until the target moves
or uses a swift action to return the ground to normal. A groundswell cannot increase elevation of the ground
    beyond 5 feet.                        
  Guiding Star (Adv. Player's) 1 Minute 20 Days Self Self No   V, S, M No D
You form a bond with your surroundings when you cast this spell.  For the remaining duration of the spell you can spool of thread or string
always, as a standard action, determine your approximate distance from that area  as well as the direction you must
travel in order to reach it.  You can't determine the location of the area if you are in a different plane.  The area
counts as "very familiar" for the purposes of teleport or similar spells.  You can only attune yourself to 1 location
  at a time.  If you cast the spell at another spot you lose the ability to locate your original area.          
  Haste, Swift (C. Adv. & S. Comp.) 1 Swift 1d4 Rnds Personal Self No
Allows you to make an additional attack at your full BAB (doesn't stack with a weapon of speed), you also gain
plus 1 bonus to attack rolls, +1 dodge bonus to AC and Reflex saves.  Your speed increases by 30' up to twice
your maximum move, this counts as an enhancement bonus and affects the creature's jumping distance as normal
  for increased speed.  Multiple haste effects don't stack.          
  Hide Campsite (Adv. Player's) 10 Minutes 40 Hrs 75 ft 20' Cube Will   V, S, M No D  
You make the are around a campsite appear to be a thicket of untouched and forbidding foliage, or some other a sprig of mistletoe and a vial of quicksilver.
unwelcoming feature matching the surrounding terrain.  Creatures outside the area can't sense any activity going
on inside the area--they can't smell campfires or cooking food they can't hear conversations, loud noises or spells
being cast, and they can't even feel heat or a rush of wind coming from the area.  Those inside the area can see out
  normally.  Once a creature steps into the area of the spell, it can see everything in and around the area normally.          
  Hunter's Eye (Adv. Player's) 1sa 20 Min. 300 ft 1 Creature None V, S, DF Yes
Sharpening your perceptive abilities and tuning them against obfuscating effects, hunter's eye greatly enhances
your senses against the target creature.  You gain the ability to perceive the target when it is invisible or ethereal as
though using the see invisibility spell, and receive a +20 competence bonus on Perception checks to locate the
target.  You ignore concealment provided by fog or mist, blur displacement, invisibility, and similar effects affecting
the target, but not concealment provided by darkness.  This spell provides no benefits to your allies, and no
  benefits against creatures other than the target.                      
  Hunter's Eye (PHB2) 1 Swift 1 Rnds Personal Self No
Grants you the sneak attack advantage letting you deal and extra 6 d6 points of damage.  This spell
  does stack if you normally have the sneak attack advantage.          
  Improve Trap (Trans.) (Race) 1sa Instant 75 ft 1 Trap Will neg   V, S Yes  
must be When this spell is cast upon a trap, it improves one specific element of the trap chosen at the time of casting. The
Kobold caster can improve the trap in any of the following ways (each one raises the trap's CR by +1).
Increase DC of the Perception check required to locate the trap by +5.
Increase DC of the Disable Device check required to disarm trap by +5.
Increase the trap's attack bonus or saving throw by +2.
To cast this on a trap, you must know that the trap exists and its precise location. A trap can only have one
improvement from this spell at a time. A second casting changes the improvement on the trap, but does not add
  another improvement.                        
  Jagged Tooth (S. Comp.) 1sa 200 Min 75 ft 1 natural weapon Will neg
  Doubles the critical threat range for one natural piercing or slashing weapon.      
  Lion's Charge (S. Comp.) 1 Swift 1 Rnds Personal Self No
  Grants the pounce ability allowing you to make a full attack at the end of your charge.  
  Listening Lorecall (C. Adv. & S. Comp.) 1sa 200 Min Personal Self No
  Gain a +4 bonus on Listen checks and blindsense 30'  If you have 12+ ranks in Listen you gain blindsight 15'.        
  Locate Weakness (Ul. Combat) 1sa 20 Min Self Self No V, S, M/DF No
You can sense your foes’ weak points, granting you greater damage with critical hits. Whenever you score a a pickled predator's eye
  critical hit, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.        
  Lockjaw (Adv. Player's) 1sa 20 Rnds Touch Creature Touched Fort neg V, S, M Yes
You give a creature the ability to use one of its natural attacks to firmly attach itself to an opponent.  Choose one sticky tree gum
of the creature's natural attacks (usually a claw or bite attack).  The creature gains the grab ability with that natural
attack, including the +4 bonus on combat maneuver checks to start or maintain a grapple.  A creature with
multiple natural attacks can strike at its grappled opponent with its other natural attacks, but can't attack any other
  creature.  If a creature or object is already on fire, it suffers no additional effects from burning gaze.  This spell        
  Metal Fang (C. Champ.) 1sa 20 Min. Touch 1 Living Creature No
Temporarily transform one of the subject's natural weapons into either cold iron or silvered, allowing it to bypass
some DR, the affected weapon also counts as magical, but it gains no bonus to attack or damage.  You can cast
  this spell twice to make it both cold iron and silvered.          
  Nature's Favor (C. Divine & S. Comp.) 1 swift 1 Min Touch Animal touched No
  Subject gains + 6 luck bonus to attack and damage rolls.      
  Near Horizon (C. Mage) 1 Swift 3 Rnds Personal Self No
For the duration of the spell you take no range penalties when using ranged weapons, though they are still
  limited by their max range.              
  One with the Land (S. Comp.) 1sa 20 Hrs Personal Self No
  Gain +2 on Handle Animal, Hide, Move Silently, Search, Survival and wild empathy checks.  
  Owl's Wisdom 1sa 20 Min. Touch 1 Creature Will   V, S, M    
    +4 Wisdom                     feathers or droppings from an owl
  Perceive Cues (Trans.) (Adv. Player's) 1sa 200 Min. Self Self No V, S, M
Your senses become preternaturally keen, and you gain insight into subtle behavioral cues.  For the duration of the drop of water
  spell, you receive a +5 competence bonus on Perception and Sense Motive checks.          
  Protection from Energy 1sa 200 Min. Touch 1 Creature Fort
Absorbs 240 points of a specific energy (max 120)        
  Protective Spirit (Conj.) (Adv. Player's) 1sa 20 Rnds Self   Self None V, S, DF
A protective spirit is an invisible, mindless shapeless force that hovers about you, defending you against
unexpected attacks.  When a creature makes an attack of opportunity against you the protective spirit makes an
immediate attack using your base attack bonus plus your Dex modifier.  One a successful hit, the spirit does no
damage, but it causes the attack of opportunity to automatically miss.  A protective spirit can defend against a
number of attacks of opportunity equal to your Dex bonus (minimum 1) per round.  A protective spirit occupies
your space, and moves with you.  It cannot be attacked or harmed by physical attacks, but dispel magic
disintegrate, a sphere of annihilation or a rod of cancellation affects it.  A protective spirit's AC against touch
    attacks is 10 + your Dex modifier.              
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Rapid Burrowing (S. Species) 1sa 200 Min Touch 1 Creature No
Increases the burrow speed by +20, doesn't grant the ability to tunnel through stone unless the creature
  already has that capability.                      
  Reloading Hands (Conj.) (Ul. Combat) 1sa 0 Rnds Touch Projectile Weapon Will neg V, S Yes
Once per round, phantom hands load a single ranged weapon or firearm with conjured ammunition. This
ammunition counts as magical for overcoming damage reduction and attacking incorporeal creatures, but is the
standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition
  ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.        
  Returning Weapon. Comm. (Conj.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Throw. Weapon Will neg   V, S Yes  
For the duration of the spell, the target weapon acts as if it had the returning weapon special ability.  This spell
can be used as the prerequisite for the returning weapon special ability.  The duration of the spell can be spread
  out among the weapons touched in 1 minute intervals.                  
  Ricochet Shot (Evoc.) (Ul. Combat) 1sa 20 Rnds 75 ft Projectile Weapon Will neg V, S, M Yes
You imbue a projectile weapon with the ability to ricochet any projectiles that hit one target so that they also hit wishbone
another. When the wielder ricochets a projectile, she selects a primary target to attack. If she hits the primary target,
the projectile ricochets instead of being destroyed. The wielder can then select a secondary target that is within
20' of the primary target. She makes an attack roll against the secondary target at the same base attack bonus, but
does not gain the benefit from any enhancement bonuses or magic qualities on the projectile. If the shot comes
from a firearm, the ricochet targets normal AC rather than touch AC. While the spell lasts, the target weapon’s
wielder can ricochet one projectile per three caster levels you possess, to a maximum of six at caster level 18th.
Once the target weapon’s wielder ricochets that many shots, the spell is discharged. If the weapon’s wielder fails
  to use all the ricochets before the spell end, those ricochets are wasted.              
  Scent (C. Divine & S. Comp.) 1sa 200 Min Touch Creature Touched No
  Grants the subject scent ability (MM1 134).            
  Share Talents (PHB2) 1 Rnds 20 Min. Touch 2 Creatures Will
  Each subject gain a +2 bonus on any skill as long as one has at least 1 rank in that skill.  
  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.                
  Snow Walk (Frost) 1sa 200 Min. Touch Special No
20 subjects can walk on top of the snow instead of through it, avoiding the usual movement penalties
  and tracking is impossible by nonmagical means.  The gliding on the surface adds 10' to the subject's move rate.
  Speak with Plants (Pathfinder) 1sa 20 Min. Personal Self No   V, S    
You can speak with and understand plants, the spell doesn't insure cooperation, wary and cunning plants
creatures are likely to be terse and evasive, while the stupid ones may make inane comments.  If the plant is
  friendly toward you it might do some favor or service for you as determined by the DM.          
  Spike Growth (Pathfinder) 1sa 20 Hrs 300 ft Special Reflex part   V, S, DF Yes D
Causes the ground-covering vegetation in 400 square feet to grow spikes without changing its
appearance.  In naturally bare areas rootlets and small stones provide the spikes.  Any creature moving through
the A.O.E. takes 1d8 points of piercing damage for each 5' of move.  They must also make a Reflex save or suffer
injuries that slows their movement by 50% for the next 24 hours, unless they take 10 minutes to dress the injuries
and make a Heal DC the same as the spell's DC or they receive a magical cure or heal spell.  Rogues can detect
  the trap with a DC 27, but not disarm the spell.                    
  Spore Field (C. Scoundrel) 1sa 20 Min. 300 ft 10' Radius Fort part
Causes the ground to become thick with spore-ridden fungus making it difficult terrain that costs 2 squares of
movement.  Creatures can't charge or run though the are and the uneven surface increases the DC of Balance
and Tumble Checks by +5 and the DC of Move Silently Checks is increased by +2.  Any creature in the A.O.E.
when the spores first erupt must make a Fort save or be sickened for 1 round.  Treat the spores as an inhaled
  poison, entering multiple affects squares don't force multiple saves.  You can cast this spell on any surface.
  Stone Call (Conj.) (Adv. Player's) 1sa 20 Rnds 300 ft 40' radius x20' high None   V, S, DF No  
A rain of dirt, gravel and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in
the A.O.E.  This damage only occurs once, when the spell is cast.  For the remaining duration of the spell, this
debris covers the ground, making the entire area difficult terrain.  At the end of the duration, the rocks disappear,
  leaving no after effects (other than the damage dealt).                  
  Summon Nature's Ally II 1 Round 20 Rnds 75 ft 1 creature No
  Summons a creature from the table on PHB 288.  The creature attacks in the round that it is summoned.  
  Train Animal (C. Adv. & S. Comp.) 10 minutes 20 Hrs Touch Animal Touched No
  The affected animal gains 10 (max 5) new tricks, it doesn't make the animal like you though.
  Tremorsense (S. Comp.) 1sa 200 Min Personal Self No
  Grants tremorsense 30' giving you the ability to pinpoint the location of any creature touching the ground in 30'.
  Versatile Weapon (Trans.) (Adv. Player's) 1sa 20 Min. 75 ft Special Will neg   V, S, M Yes  
You transform the physical makeup of a weapon as you desire.  This spell functions like greater magic weapon, iron fillings
except that it subtly alters the physical properties of a weapon, enabling it to bypass damage reduction of one the
 following types: bludgeoning, cold iron, piercing, silver, or slashing. The affected weapon still inflicts damage of
its normal type and its hardness and hit points are unchanged. This spell can be cast on a natural weapon or
  unarmed strike.  It works on one weapon or up to 50 projectiles.        
  Wilderness Soldiers (Trans.) (Ul. Combat) 1sa 20 Rndss 30 ft 30' Radius None   V, S No  
You call on the plants nearby to aid you in combat. This spell is ineffective if no plants you can direct are within
the area. You can spend a swift action and/or a standard action on each of your turns to direct one of the
following attacks. The attack bonus or CMB for these attacks equals your base attack bonus + your Wisdom
modifier. You grant a +1 bonus per three caster levels (maximum +5) on damage rolls due to this spell. Your
wilderness soldiers never provoke attacks of opportunity, and they do not count as allies for flanking or other
purposes.
Tree: A tree makes a melee attack with a 10-foot reach from its trunk. A hit deals an amount of damage equal to
1d8 points + your Wisdom modifier. The tree can instead attempt a bull rush, drag, or reposition combat maneuver
with the same reach, but the tree cannot move itself.
Undergrowth or Hedgerow: Acting as a Medium creature, one square of undergrowth or hedgerow attempts a
grapple combat maneuver against an opponent within or adjacent to that square. Heavy undergrowth gains a +2
bonus to its CMD. Undergrowth cannot move the grapple or pin a foe, but it can deal an amount of damage equal
to 1d4 points + your Wisdom modifier by making a successful grapple check against a foe it is grappling. The
undergrowth’s CMD is 5 + its CMB. If you fail to direct the undergrowth to maintain the grapple, it releases its
  opponent.                          
  Wind Wall (Pathfinder)     1sa 20 Rnds 300 ft 1 wall No   V, S, M/DF Yes  
1 Wall 200 ft long by 100 feet long that is 2' high.  It creates a roaring blast sufficient to tiny fan and an exotic feather
blow any bird smaller than an eagle.  A Reflex save allows a creature to maintain its grasp on an object.  Tiny and
small flying creatures are blocked, arrows & bolts are deflected & miss, other ranged weapons have a 30% chance
to miss (siege engine projectiles are unaffected). Gases and gaseous creatures are block, but not incorporeal ones.
  The wall must be vertical, but can be shaped in any continuous path or into a cylinder.          
  Woodland Veil (Races of Wild) 1sa 200 Min. 75 ft 30' Radius No
  Causes the subjects to blend into their natural surroundings granting them a +5 on Hide and Move Silently.
  Zone of Glacial Cold (Frost) 1sa 20 Rnds 300 ft 20' radius Fort 1/2
  Creates a zone of icy cold dealing 1d6 points of cold damage per round.      
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Align Fang, Mass (S. Comp.) 1sa 20 Min 75 ft 30' radius No
Grants 20 natural weapons an alignment either good-, evil-, lawful, or chaotic-.  It has no effect on
  naturally aligned weapons like a demon's claws.            
  Animal Aspect (Ul. Combat)   1sa 20 Min. Self   Self None   V, S, M/DF Yes  
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is part of the animal
unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for
the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the
associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and
you always jump as if you had a running start, you gain a Swim speed equal to half your normal speed, and all the
benefits of having a swim speed.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type
increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the
grapple or reposition combat maneuver.  You gain a +2 competence bonus on Perception checks, and a +1
competence bonus on Fortitude saves.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb
checks, and you can throw objects as if you had the Throw Anything feat.  You gain a +4 competence bonus on
Acrobatics checks.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water
with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed.
Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to keep holding your breath.  Your swim speed increases to your full normal speed, and you
need not make concentration checks to cast spells underwater.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence
bonus on Disable Device, Sleight of Hand, and Stealth checks.  Your competence bonuses on Disable Device,
Sleight of Hand, and Stealth checks increase to +4.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus
of +20 feet to your base speed.  Your enhancement bonus to speed increases to +30 feet, and you gain the benefit
of the Run feat.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half
your normal speed and all the benefits of having a natural climb speed.  You gain a +4 competence bonus on
  Stealth checks.                        
  Animal Reduction (M. Wild) 1sa 20 Hrs Touch 1 willing animal Will neg
This spell works on a willing small, medium, large or huge animal decreasing its size, usually to fit into tight
spaces.  Huge to Large = -8 Str, -4 Con, -3 pts of natural AC, gains +2 Dex its face becomes 10'/5'.
Large to Medium = -8 Str, -4 Cons, -2 pts of natural AC, gains +2 Dex, its face becomes 5'/5'.
  Medium to Small = -4 Str, -2 Con, +2, +1 to AC, +1 to attack rolls face changes to 5'/5'.  
  Arrow Storm (S. Comp.) 1 Swift 1 Rnds Personal Self No
You cast this spell at the beginning of your turn prior to taking any other actions.  After casting the spell it takes
a full round action to make 1 attack, with a bow that you are proficient with, against every foe within a distance
equal to the weapon's range increment attacking a number of individual targets equal to your character level.  If
  you chose not to spend a full round action after casting the spell then it is wasted.    
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Blade Storm (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
You cast this spell at the beginning of your turn prior to taking any other actions.  After casting this spell you
may take a full round action to make 1 attack with each melee weapon your are wielding against every foe in
range.  If you wield more than one weapon or a double weapon you can make 1 attack with each under the normal
rules for using two weapons.  If you choose not to take a full round action after casting this spell then the spell
  is wasted.                  
  Blade Thirst (S. Comp.) 1 Swift 20 Rnds Touch 1 Slashing Weapon No
  Grants a slashing weapon a +3 enhancement bonus.  The weapon sheds light as if it were a torch.          
  Battle Trance (Ench.) (Race) 1sa 20 Min. Self Self Will neg V, S Yes
must be You are transformed into a single-minded force of destruction. You gain the ferocity monster special ability, a
Half-Orc number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 morale bonus on saving
throws against mind-affecting effects. You cannot use the withdraw action or willingly move away from a creature
that has attacked you.  When you use this spell, you immediately take 4 points of Intelligence damage. You must
make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a –5
  penalty.                          
  Blessing of the Mole (Trans.) (Ul. Magic) 1 Round 20 Min. 75 ft 1 Creature/Level None   V, S Yes  
  The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks.            
  Blinding Snow (Frost) 1sa 20 Hrs 300 ft Special Reflex neg
This spell effects 200 sqft freezing an existing snow field, those in the A.O.E. can only move at
1/2 their normal speed unless they make a DC 20 Str check or a DC 25 Escape Artist check.  Those that save can
  move at their normal rate.              
  Bloody Claws (Adv. Player's) 1sa 20 Min. Touch 1 living creature Fort neg   V, S, DF Yes  
Give a creature the ability to deal bleed damage when making a natural attack with slashing or piercing weapons.
The bleed damage is 10 (limited to the creature's max damage from 1 attack).  Bleed damage doesn't
  stack, when two or more attacks deal bleed damage take the worse effect.              
  Bottle of Smoke (C. Divine & S. Comp.) 10 Minutes 20 Hrs Touch 1 smoky horse No
Creates a bottle of smoke that brings forth a smoky horse like force that you can ride.  It is silent and those who
do not have the bottle can't touch it.  To mount you must make a rider check DC 10 while holding the bottle.
Letting go of the bottle dispels the spell, if the bottle is broken the spell ends.  It has a move speed of 400
feet per round (to a max of 240).  It sends out smoke beyond the rider 5' wide and 20' high, providing concealment
to anyone behind the rider.  Any severe or magical wind can dispel the horse, it can't otherwise be attacked.  The
rider can pause the spell and return the smoke to the bottle by corking it.  Uncorking it activates the spell, but
  after 24 hours any unused portion of the spell is lost.  If dispelled while the bottle is corked the spell is dispelled.        
  Burrow (Ul. Magic) 1sa 20 Min. Touch Creature Touched Will neg V, S Yes
The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor, or if it carries a medium
or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. Using burrow requires
only as much concentration as walking, so the subject can attack or cast spells normally. The burrowing
creature cannot charge or run. Loose material collapses behind the target 1 round after it leaves the area. This
spell does not give the target the ability to breathe underground, so when passing through loose material, the
  creature must hold its breath and take only short trips, or else it may suffocate.              
  Burrow, Mass (S. Comp.) 1sa 20 Min Touch 30' radius No
Grants 20 creatures the ability to burrow through earth and loose rock at 30'/Rnds (20'/Rnds if wearing
  medium or heavy armor or if carrying a medium or heavy load).        
  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.                          
  Charge of the Triceratops (S. Comp.) 1 Round 20 Rnds 75 ft 1 Ice Creature No
Calls a magical creature constructed of ice that acts on your turn as soon as it has been called.  Consult the PHB
Nature's Ally P 287-288 and the creature may not have the fire subtype, the caster chooses the type of monster
  conjured each time the spell is cast apply the ice beast template from Frostburn p138.  
  Cloak of Winds (Abjur.) (Adv. Player's) 1sa 20 Min. 75 ft 1 Living Creature Fort neg   V, S Yes  
You shroud a creature in a whirling screen of strong, howling wind.  The subject is never checked or blown away
by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls
against the subject take a -4 penalty.  Tiny or smaller creatures must succeed at a Fort save to successfully touch
or attack the subject in melee.  Failure knocks the attacker prone and pushes it # feet.  This movement can pass
through squares of other creatures without affecting them and doesn't provoke attacks of opportunity, but the
creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its
  movement.                          
  Command Plants (Pathfinder) 1sa 20 Days 75 ft 30' radius Will neg
Gives you control over 40 HD worth of plant creatures, they will not attack you and you must make a
Cha check to order them to do anything it wouldn't ordinarily do (retries are allowed).  It will never do anything
  suicidal or obviously harmful, but it may be convinced  something dangerous is worth doing.          
  Companion Mind Link (Ench.) (Ul. Combat) 1sa 20 Min. 75 ft Animal Companion V, S
  The link between you and your animal companion becomes stronger. As long as you are within line of sight of
your animal companion, you can telepathically communicate with it as if you two shared a language. Also, as
long as you are within line of sight of the animal companion, you can push your animal companion a swift action
instead of a move action, and you do not need to succeed at Handle Animal checks to handle your animal
    companion. Such checks automatically succeed.                    
  Conjure Ice Beast III (Frost) 1 Round 20 Rnds 75 ft 1 Ice Creature No
Calls a magical creature constructed of ice that acts on your turn as soon as it has been called.  Consult the PHB
Nature's Ally P 287-288 and the creature may not have the fire subtype, the caster chooses the type of monster
  conjured each time the spell is cast apply the ice beast template from Frostburn p138.  
  Cure Moderate Wounds 1sa Permanent Touch 1 Creature Will
  Heals 2d8+ 20 damage (+10 max).            
  Curse of Impending Blades, Mass (S. C.) 1sa 20 Min. 300 ft 20' Radius No
Subjects takes a -2 penalty to AC, it cannot be dispelled, but it can be removed with break enchantment, limited
  wish, wish, miracle or remove curse                      
  Darkvision (Pathfinder) 1sa 20 Hrs Touch Creature Touched Will neg V, S, M Yes
  Grants the subject Darkvision 60', but cannot see in darkness.           pinch of dried carrot or an agate
  Decoy Image (S. Comp.) 1 Round 8 Hrs 1200 ft 50' Radius Will
Creates an illusion with visual,  auditory components (including speech), olfactory, textural and thermal
components that mimics you and your allies within 50' of you; useful to flush out an ambush.  If anyone leaves
the A.O.E. they disappear from the illusion and if the illusion duplicates a seeming impossible effect those who
  view it are allowed a saving roll against the illusion.                  
  Delay Poison Communal (Ul. Combat) 1sa 20 Hrs. Touch Creatures Touched Fort neg V, S, DF Yes
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is
exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison
does not cure any damage that poison may have already done.  You can divide the duration in 1-hour intervals
  among the creatures touched.                      
  Diminish Plants (Pathfinder) 1sa Instant Special Special No V, S, DF No
Prune Growth causes normal vegetation within 1200 feet to reduce its size by 1/3, becoming untangled
and appearing carefully pruned and trimmed. Or it can affect, a 100' semi circle, a 150' quarter circle or a 200' circle.
Stunt Growth reduces the potential prodictivy to 1/3 normal for all plants within 1/2 mile over the course of 1
  year.                          
  Embrace the Wild (C. Divine & M. Wild) 1sa 200 Min Personal Self No
  Gain low-light vision and either blindsense 30' or scent (your choice) also gain +2 on Listen and Spot checks.        
  Feather Step Mass (Trans.) (Adv. Player's) 1sa 0 Min. 25 ft 30' Diameter Fort neg V, S Yes
For the duration of this spell, the subjects ignore the adverse movement effects of difficult terrain, and can even
  take a 5' step in difficult terrain. 20 Creatures can be affected.              
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Fickle Winds (Trans.) (Ul. Magic) 1sa 20 Min. 0 ft 30' Diameter None   V, S Yes D
You create a mobile cylinder of wind encompassing every target of the spell and protecting them as wind wall,
but not interfering with them in any way. For example, arrows and bolts fired at the targets are deflected upward
and miss, but the targets’ own arrows or bolts pass through the wall as if it were not there.  A Large creature
counts as 4 Medium creatures for the purpose of how many targets you can effect with the spell; a Huge creature
counts as 8, a Gargantuan creature as 16, and a Colossal creature as 32. This spell has no effect within the area of
  a higher-level wind or weather spell.                      
  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.    
  Forestfold (C. Divine, C. Adv. & S. Comp.) 1sa 20 Hrs Personal Self No
You attune your coloring and footfalls to one specific type terrain giving you a +10 Hide and +10 Move Silently
  in that area.                  
  Heal Animal Companion (S. Comp.) 1sa Instant Touch Animal Friend No
Heals your animal companion ends all the following;  blinded, confused, dazed, dazzled, deafened, diseased,
  exhausted, fatigued feeblemind, insanity, nauseated, sickened, stunned and poisoned.  
  Inspired Aim (Ex. D.) 1sa Concentration 40' 40' radius No
  Gives the subjects +2 insight bonus on all ranged attacks.          
  Jagged Tooth (S. Species) 1sa 200 Min 75 ft 1 natural weapon Will neg
  Doubles the critical threat range for one natural piercing or slashing weapon.              
  Life Bubble (Abjur.) (Adv. Player's) 1sa 40 Hrs Touch Creatures Touched Will neg   V, S, M/DF Yes  
You surround the touched creatures with a constant and moveable 1" shell of tolerable living conditions.  This bit of eggshell
shell enables the subjects to breathe freely, even underwater or in a vacuum as well as making them immune to
harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill, and stinking cloud.
In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of
pressure.  Life bubble doesn't provide protection from negative or positive energy (such as found on the
Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog),
nor the ability to move or act normally in conditions that impede movement (such as underwater).  When you cast
this spell it has a total duration of 2 hours per level.  You can divide this duration up in any manner you wish, not
  necessarily equally, between up to 1 creature per caster level ( 20 creatures)              
  Magic Fang, Greater (Pathfinder) 1sa 20 Hrs 75 ft 1 Living Creature No V, S, DF Yes
Grants a bonus of + 5 (max +5) on attack and damage rolls for 1 attack or you can give a +1 bonus        
  to all the creature's attacks.                      
  Mark of the Hunter (C. Divine & S. Comp.) 1sa 20 Min. 300 ft 1 Favored Enemy Will neg
You inscribe a rune in the air marking your favored enemy making your bonuses against them 4x normal and
outlining them so you can see them better negating any cover or concealment short of total cover or total
    concealment or incorporeality.                      
  Named Bullet (Ul. Combat) 1sa 200 Min. Touch 1 Piece of Ammo Will neg V, S, M/DF Yes
You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or an item from the selected creature
outsiders) or a specific creature you know and can name. When used against the selected creature, the type
ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet
or less, the attack targets the selected creature’s touch AC. When the target hits the selected creature, you must
overcome that creature’s spell resistance, or this spell has no effect. A normal hit scored using the target against
the selected creature is considered to be a critical threat and deals 1 extra point of damage per caster level
(maximum 20), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that
damage is multiplied due to the critical.  Once the target is used to attack the selected creature, successfully or not,
  this spell is discharged.                        
  Nature's Rampart (S. Comp.) 10 Minutes Instant 300 ft 40-ft sq Structure No
You shape natural terrain to help your defense.  In open outdoor sites you can create a 5' high by 5' thick wall
with a 5 deep ditch in front of it.  In rough outdoor sites or caverns you create a wall 5' high by 2' thick wall
around the perimeter.  In marshy or a low lying site you create a ditch 5' deep forcing creatures approaching you
  compound to wade through water at 1/4 move and unable to run or charge.              
  Neutralize Poison (Pathfinder) 1sa 200 min Touch 1 Creature or object No V, S, M, DF Yes
Detoxify any sort of venom in the creature or object touched.  You must make a caster level check (1d20+caster charcoal
level) against the DC of each poison affecting the target.  A cured creature suffers no additional effects from any
poison and any temporary effects are ended, but the spell doesn't reverse hit point loss, ability damage or effects
  that don't go away on their own.  The spell can neutralize for 200 minutes any poison a creature might have.        
  Phantasmal Decoy (C. Divine & S. Comp.) 1sa 20 Rnds 300 ft 1 Living Creature Will neg
Crates an image of the subject's most hated enemy, from their subconscious, only you and the subject can see
the image and it seems blurry and indistinct to you.  If the subject fails is Will save it must attack the phantasm or
move to a space closer to it.  A creature attacking the phantasm gets another Will save.  If moving p to the
phantasm would cause the subject to move across dangerous terrain it only has to move closer to the phantasm
and can take no action unless the phantasm moves to a spot where it can reach it.  As a move action you can
move the phantom decoy up to 60', it is not slowed by terrain, but you can make it move slower to help the
  maintain the illusion.                        
  Plant Growth (Pathfinder) 1sa Instant Special Special No V, S, DF No
Overgrowth = cause normal vegetation within 1200 ft to become thick and overgrown.  Speed through
the area is reduced 5'/Rnds or 10'/Rnds for large creatures.  The area must have vegetation in the area for the spell to
work.  At your option the area can be a 100' circle, a 150' semicircle or a 200' quarter circle.  You may also
designate an area that is not effected.  Enrichment = raising the productivity over the next year by 1/3 for all
  plants inside of a 1/2 mile radius.  If cast upon an area affected by entangle or wall of thorns the +4 to the Spell's DC.      
  Protection from Energy, Communal (Ul. Combat) 1sa 200 Min. Touch Creatures Touched Fort neg   V, S, DF Yes  
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of
120 points at 10th level), it is discharged.  Protection from energy overlaps (and does not stack with) resist energy.
If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its
  power is exhausted.  The spell's duration may be divided among the creatures touched in 10 minute intervals.        
  Reduce Animal (Pathfinder) 1sa 20 Hrs Touch Special No V, S No D
This spell effects 1 willing animal of small, medium, large or huge size; halving the dimensions giving the
target a +2 Dex and -2 Str, a +1 on attack rolls and AC due to size.  Consult DMG table 2-3 p28 for adjusted
  damage dice.                        
  Remove Disease (Pathfinder) 1sa Instant Touch Creature Touched No V, S Yes
Removes any disease that the creature is suffering.  It also kills parasites including green slime.  Some spells
  require a caster of higher level than the caster who created the disease.              
  Repel Vermin (Pathfinder) 1sa 200 min 10 ft 10' radius No or Will V, S, DF Yes
Vermin of less than 6 HD are repelled, higher HD must make a Will save to cross the barrier and
  take 2d6 damage.  This pain keeps most vermin out.                  
  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. Horror) 1sa 200 Min. Touch Creature Touched Fort neg
  Plus four resistance bonus on saving throws made to resist acquiring taint.      
3rd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Safe Clearing (S. Comp.) 10 Minutes 20 Hrs 30 ft 30' Radius Will neg
You make an area safe from attack like that of a sanctuary spell (creatures must make a Will saving roll to attack).
The A.O.E. is fixed, the spell doesn't affect those creatures who are casting spells in or out of the A.O.E., and a
  creature that makes its saving roll once doesn't have to save again.        
  Snowshoes, Mass (S. Comp.) 1sa 20 Hrs 75 ft 30' radius No
Grants snowshoes to 20 creatures allowing them to walk over ice and snow without having their
speed reduced and gaining a 10' move enhancement.  Also Balance Checks and Reflex saves are not required for
  walking on ice in addition the creatures do not leave a discernable track.      
  Strong Jaw (Trans.) (Adv. Player's) 1sa 20 Min. Touch Creature Touched Fort neg   V, S Yes  
Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of
that creature's natural attacks.  Each natural attack that creature makes deals damage as if the creature were two
sizes larger than it actually is (see Bestiary page 302).  If the creature is already Gargantuan or Colossal-sized,
double the amount of damage dealt by each of its natural attacks instead.  This spell doesn't actually change the
  creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.        
  Summon Nature's Ally III 1 Round 20 Rnds 75 ft 1 creature No
  Summons a creature from the table on PHB 288.  The creature attacks in the round that it is summoned.          
  Tireless Pursuers (Trans.) (Adv. Player's) 1sa 20 Hrs Touch Special Fort neg V, S, M Yes
You harden your body against the stresses of long travel.  You halve the damage caused by hustling and forced a hard biscuit broken into pieces
marching (see Core Rulebook page 171).  In addition, for the duration of the spell you ignore any fatigue caused by
such travel.  Once the spell ends, if you still have any nonleathal damage caused by the hustling or forced march,
  you become fatigued, or exhausted if already fatigued.  You are able to affect 6 creatures.      
  Tree Shape (Pathfinder) 1sa 20 Hrs Personal Self No V, S, DF   D
Able to magically conceal yourself as a tree, dead tree or bush.  You can observe all that happens around you
and your hp and save bonuses remain the same.  You gain +10 natural AC, but have a Dex score of 0.  You can
dismiss the tree shape as a free action.  You are immune to critical hits and all equipment changes with you.  To all
  forms of normal observation you are a tree, but under detect magic the tree will glow faintly.          
  Venomous Bolt (Necro.) (Adv. Player's) 1 Swift Instant 0 ft 1 Arrow or Bolt Fort neg V, S Yes
You infuse a single arrow or crossbow bolt with natural venom as you fire it. In addition to its normal damage,
anyone struck by this arrow or bolt is affected as if by the poison spell. If the arrow is not fired immediately, the
spell ends with no effect.  Calling upon the venomous powers of natural predators, you infect the subject with a
horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round
  for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.      
  Ward of the Season (Abjur.) (Race) 1sa 20 Hrs Touch 1 Creature Will neg   V, S No  
  must be This spell harnesses the power of the seasons to protect the target and grant a number of bonuses. This spell has
Elf one of four different effects. The caster of the spell can select any one of the following four effects, but can
change the effect as a standard action that reduces the total remaining duration by 1 hour.
Spring: The target is wrapped in light vines, culminating in a crown of bright, beautiful flowers. While the spell
 remains in effect, the target is immune to bleed effects and regains 1 hit point per round whenever below 0 hit
 points, as long as the target is still alive. This stabilizes the target. For each hit point restored in this way, the .
spell's total remaining duration is reduced by 1 hour
Summer: The target is surrounded by tiny motes of light. While the spell remains in effect, the target's base speed
 increases 10 feet. The target may instead increase its base speed by 30 feet for 1 round by reducing the spell's
total remaining duration by 1 hour.
Fall: A cloak of autumn leaves appears on the target. While the spell remains in effect, the target gains a +2
morale bonus on Fortitude saves. The target can decide to roll twice on any saving throw against disease or
poison and take the higher result by reducing the spell's total remaining duration by 1 hour.
Winter: A flutter of snow and crisp air surrounds the target. While this spell remains in effect, the target
automatically succeeds at Acrobatics skill checks made to avoid falling while moving across slick or narrow
surfaces. The target can move freely through difficult terrain for 1 round by reducing the spell's remaining
    duration by 1 hour. Difficult terrain created by magic affects the target normally.            
  Water Walk (Pathfinder) 1sa 200 Min. Touch 1 Creature Will V, S, DF Yes
Can tread on any liquid as if it was firm ground, with your feet hovering an inch or 2 off the surface.  Creatures
  trying to walk on lava still take damage.  If cast underwater the characters rise at the rate of 60' per round.  
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Animal Growth (Trans.) (Pathfinder) 1sa 20 Min. 300 ft 30' radius Fort neg V, S yes
  You can increase the size of any creature to the next largest size category granting it a +8 size bonus to Str and +4
size bonus to Con with a -2 penalty to Dex and +2 to existing natural armor.  Space and reach change, but not
move.  If there is insufficient space the size increase is to fill the available space and makes a Str check to break,
but the spell can't be used to crust the target.  Equipment worn also grows, but it has not effect on their magical
properties.  Any enlarged item that leaves the target's hands instantly returns to its normal size  Multiple castings
    don't stack.                          
  Aspect of the Earth Hunter (S. Comp.) 1sa 200 Min Personal Self No
Assume form of the Bulette; your creature type changes to magical beast, you size changes to huge, you have a
10' reach, Str 27, Dex 15 Con 20, move 40' and burrow speed of 10', darkvision 60'.  Your class hp, level and
alignment remain the same.  You lose all extraordinary powers, lose spell casting abilities and supernatural abilities.
You keep the extraordinary powers from your class and can only cast spells if you have the Natural Spell Caster
feat.  Your natural AC improves by +12, you can make 2 claw attacks for 2d8+8, you gain the leap ability that lets
  you make 4 claw attacks instead of 2 and your equipment melds into your new form.          
  Aspect of the Stag (Adv. Player's)   1sa 20 min Self   Self No V, S, DF
Take on an aspect of the stage including some physical characteristics.  Your features become elongated and
sinewy, and you grow a set of antlers that can be used of defense, also a +2 dodge bonus to AC against attacks
of opportunity, your base speed increases by 20', you can move through undergrowth (including magically
manipulated terrain) at your normal speed, and can make a 5' step in such terrain.  When hit with an attack of
opportunity  you can make a single attack with your antlers against the foe that hit you as an immediate action.
This attack uses your highest base attack bonus plus your Str or Dex bonus (you determine) and deals 1d8 points
of piercing damage for medium creatures (1d6 for small ) + your Str modifier on a successful hit with a critical
    modifier of 19-20/x2.                        
  Aspect of the Wolf (Adv. Player's) 1sa 20 Min. Self Self No V, S, DF
Take on an aspect of a wolf including some physical characteristics.  You become more rugged, your ears become
elongated and you sprout fangs and fur.  Gain a +4 enhancement bonus to Str and Dex, the scent ability, a +2
enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action that doesn't provoke an
    attack of opportunity.                        
  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.  
  Blessing of the Salamander (Adv. Player's) 1sa 20 Rnds. Touch Creature Touched Fort neg V, S, DF Yes  
When you cast this spell on a creature, its skin turns slick and clammy and it is able to regenerate damage each
round.  While under the effects of the spell, the creature gains fast healing 5, fire resistance 20 and a +2 competence
  bonus to its CMD.                        
  Blinding Beauty (Ex. D.) 1sa 20 Rnds Personal Self Fort
You gain the physical beauty of a nymph; all humanoids within 60' who look directly at you must make a Fort
  or be blinded permanently as per blindness.  You can turn this effect on or off at will.          
  Bow Spirit (Adv. Player's) 1sa 20 Rnds Self Self No V, S, DF
Forms a shapeless force that hovers about you taking ammunition from your quiver and firing it, for as long as the
bow spirit lasts you can spend a swift action to direct the bow spirit to fire an arrow or bolt at the target of your
choice, as if the bow spirit were firing the necessary ranged weapon.  The bow spirit uses your base attack bonus
plus your Dex modifier as well as any bonuses from the ammunition it uses.  A bow spirit's attacks do not provoke
attacks of opportunity.  There must be ammunition available for the bow spirit to use; and it expends ammo as if
you used it.  A bow spirit occupies your space, and moves with you.  It can't be attacked or harmed by physical
attacks, but dispel magic, disintegrate, a sphere of annihilation or a rod of cancellation affects it.  A bow
  spirit's AC against touch attacks is 10 + your Dex modifier.                  
  Cloud Shape (Trans.) (Race) 1sa 200 Min. Self Self No S, M No D
must be The subject and all its gear becomes insubstantial mist, its armor including natural armor is useless though its bit of gauze and wisp of smoke
Sylph size, Dex, deflection and armor bonuses still apply.  The subject gains DR 10/magic and becomes immune to
poison, sneak attacks, and critical hits.  It can't attack or cast spells with a verbal or somatic, material or focus
components unless you have the proper feats.  If the creature has a touch spell ready to use it is discharged
harmlessly.  A gaseous creature can't run, but it can fly at 10' (Perfect) and loses all supernatural abilities.  It can
pass through small holes or narrow openings even mere cracks with all it was wearing or carrying.  The subject is
subject to the effects of wind and it can't enter water or other liquids.  It also can't manipulate objects or activate
items even those carried along, continuously active items remain active.  This spell functions like gaseous form, 
except you assume the shape of a Colossal cloud with a space of 30 feet.  You choose the general appearance of
the cloud (white, stormy, fluffy, flat, and so on), after which your appearance cannot be changed. Even the
closest inspection cannot reveal that the cloud in question is actually a magically concealed creature. To all
normal tests you are, in fact, a cloud, although a detect magic spell reveals a moderate transmutation aura on the
  cloud. Your fly speed in cloud form is 30 feet.                    
  Commune with Nature 10 Minutes Instant Personal Self No
You become 1 with nature gaining knowledge of up to 3 of the following; the ground or terrain, plants, minerals,
bodies of water, people, general animal population, presence of woodland creatures, presence of powerful
unnatural creatures, or the general state of the natural setting.  Underground the spell is limited to 2000
  feet.  The spell doesn't function where nature has been replaced by construction or settlement.  
  Conjure Ice Beast III (Frost) 1 Round 20 Rnds 75 ft 1 Ice Creature No
Calls a magical creature constructed of ice that acts on your turn as soon as it has been called.  Consult the PHB
Nature's Ally P 287-288 and the creature may not have the fire subtype, the caster chooses the type of monster
  conjured each time the spell is cast apply the ice beast template from Frostburn p138.  
  Cure Serious Wounds 1sa Permanent Touch 1 Creature Will 1/2
  Cures 3d8 + 20 (max +15) points of damage or inflicts that damage on undead.          
  Darkvision, Communal (Ul. Combat) 1sa 20 Hrs Touch Creatures Touched Will neg V, S, M Yes
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but either a pinch of dried carrot or an agate
  otherwise like normal sight.  You may divide the spell's duration among several creatures at the rate of 1 hour each.      
  Darkvision, Greater (Ul. Magic)   1sa 20 Hrs. Touch   Creature Touched Will neg   V, S, M Yes  
The subject gains the ability to see 120 feet even in total darkness. Darkvision is black and white only but pinch of dried carrot or an agate
  otherwise like normal sight.  Darkvision, Greater can be made permanent with a permanency spell.          
  Deeper Darkvision (S. Comp.) 1sa 20 Hrs. Touch Creature Touched No
The subject gains the ability to see 90' in total darkness and ignores the 20% miss chance  such as that created by
  a darkness spell.  Deeper darkness is black and white only, but otherwise similar to normal sight.  
4th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Find Quarry (Ul. Combat)   1sa Instant   Self   Self No   None No  
You sense whether a well-known creature you can clearly visualize is within a 20-mile radius of your current
location, as well as the distance and direction to the creature in relation to you. You also discern whether the
creature is moving, and its direction, speed, and mode of movement. The radius you can sense increases by 5
  miles for every two caster levels you have above 10th (to a maximum of a 45-mile radius at 20th level).          
  Foebane (C. Adv. & S. Comp.) 1sa 20 Rnds Touch Weapon Touched No
When you cast this spell you must designate a favored enemy and agaisnt that creature the weapon touched
gains a +5 enhancement bonus and does 2d6 extra damage, furthermore you gain a +4 saving roll bonus.  You
can't have more than 1 foebane active at a time.  The spell is canceled 1 round after leaving your hand.  If cast
upon a magic weapon the spell's power supersedes the weapon's normal bonus, the spell is not cumulative with
  any other spell that might modify the weapon in any way nor does it work on artifacts.          
  Freedom of Movement (Pathfinder) 1sa 200 Min. Touch You or 1 Creature Will V, S, M
The subject of the spell can move and attack normally even under paralysis, solid fog, slow and web.  This spell leather strip bound to the target
  also allows normal movement and attacks while under water, provided the weapon is not hurled.          
  Frostfell Slide (Frost) 1sa 20 Hrs Personal Self No
Gain the ability to instantly teleport from 1 area of slush, snow or ice to another the transport distance is based on
the type of icy material used for the teleport.  You may teleport one time during the duration of the spell.
Type or Area Transport Distance
Slush 1,000 feet
Snow 2,000 feet
  Ice   3,000 feet              
  Grove of Respite (Adv. Player's) 10 Minutes 40 Hrs 75 ft 20' radius grove None   V, S, M/DF No D
You conjure a sheltered grove of trees surrounding a shallow spring.  The grove appears from nowhere even in the leaf or blade of grass and a drop
most barren, rocky soil regardless of season, but the spell must be cast outside on open ground.  This area within of water
the grove is temperate and comfortable, like that of tiny hut, although the grove provides no illumination and
provides no protection from the elements.  The water in the grove's spring is clean and drinkable.  Additionally, the
trees provide a variety of ripe fruit, regardless of season, which acts as a goodberry spell for up to eight people.
(those berries provide nourishment as if a normal meal for a Medium sized creature.  It also heal 1 hp (max.
8 hp/day)).  The grove is  warded with an alarm spell (Sounds a mental or audible alarm each time a creature of Tiny
or larger size enters or touches the warded area.  A mental alarm has a range of 1 mile, it wakes you up, if asleep,  
but doesn't interrupt spell casting.  An audible alarm can be heard for 60', the ringing can be heard as far away as
180', doors and obstacles between you and the alarmed area can reduce the noise.  The noise can be heard for 1  
round and can be quieted by a silence spell. A password can be included to allow quite entry.  The ringing lasts 1  
round.  It doesn't detect Ethereal or Astral creatures) that alerts you whenever any creature enters the warded area.
Once the spell expires, the grove vanishes; including all fruit, water, and other materials from it, although any
  nourishment or healing gained from the effect remains.                  
  Implacable Pursuer (S. Comp.) 1 Minute 20 Hrs. 1200 ft 1 Creature Will neg
This spell gives you the direction and distance to the target creature whenever it finishes a turn more than 10'
away from where it started.  If you are a Ranger you can apply your ranger favored enemy bonus to the spells DC.
Once you target a creature with this spell you always know the position of the creature even it leaves the plane,
the spell will tell you the plane they are on, but no other information until you reach that plane.
  Instant Enemy (Adv. Player's)   1 Swift 20 Min. 75 ft 1 Creature None   V, S No  
With this spell you designate the target (who is not your favored enemy) as your favored enemy for the remainder
of its duration.  Select one of your favored enemy types.  For the duration of this spell, you treat the target as if it
were that type of favored enemy for all purposes.
4th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Land Womb (S. Comp.) 1sa 200 Min Touch Special Will neg
You and up to 1 creature per level can be hidden 10' below the surface of tillable soil and can't be seen by
divination spells of 4th level or less, all the creatures protected by this spell must be touching.  The spell creates a
pocket beneath the soil for you and your group to hide.  You can end the spell at any time, but not the others.
  When the spell ends you and the others are returned to your original location.      
  Longstrider, Mass (PHB2) 1 Swift 20 Hrs 60 ft 60' Radius Fort neg
  All allies in the A.O.E. gain +10' move enhancement.          
  Magic Fang, Superior (S. Comp.) 1sa 20 Rnds Personal Self No
  Gives every natural weapon you possess a + 5 (max +5) bonus to attacks and damage.          
  Named Bullet (Greater) (Ul. Combat) 1sa 200 Min. Touch   1 Piece of Ammo Will neg   V, S, M/DF Yes  
You imbue the target with deadly accuracy against a selected creature type (and subtype for humanoids or an item from the selected creature
outsiders) or a specific creature you know and can name. When used against the selected creature, the type
ammunition never misfires and is unaffected by concealment (but not total concealment), and at a range of 30 feet
or less, the attack targets the selected creature’s touch AC. When the target hits the selected creature, you must
overcome that creature’s spell resistance, or this spell has no effect. A normal hit scored using the target against
the selected creature is considered to be a critical threat and deals 2 extra point of damage per caster level
(maximum 40), which is not multiplied on a critical hit. A natural critical hit deals the same extra damage, but that
damage is multiplied due to the critical.  Once the target is used to attack the selected creature, successfully or not,
  this spell is discharged.                        
  Nondetection (Abjur.) (Pathfinder) 1sa 20 Hrs Touch 1 Creature/Object No V, S, M Yes
The warded creature becomes difficult to detect by divination spells like crystal balls, locate object, detect spells
clairaudience/clairvoyance and the like.  If a divination is attempted they must pass a DC check of 1d20+caster
level against a DC of 11+caster level of the spell caster who cast nondetection (if you cast it on yourself or an item
  you possess the DC is 15+your caster level).                    
  Planar Tolerance (Planar & S. Comp.) 1 immediate 20 hr 20 ft 20' radius No
Shields you from the hostile effects of a plane, including extremes in temperature, lack of air, poisonous air,
emanations of positive or negative energy or other attributes of the plane itself.  It provides protection from 3d10
points of fire damage.  The spell allows you to breathe water on a water dominate plane and avoid the threat of
suffocation on an earth dominate plane.  A protected character can't be blinded by the energy of a major positive-
dominant plane and automatically stop gaining temporary hit points when they reach their normal hit point total.
Negative-dominate planes don't deal damage or bestow negative levels to characters protected by this spell.  In
addition specific effects are negated like the deafening effect of Pandemonium and the cold damage of the Cania
layer of the Nine Hells.  The DM can add additional protections for planar specific effects.  The effects of gravity
traits, alignment traits, and magic traits aren't negated by avoid planar effects nor is the special entrapping trait of
certainty planes.  The spell doesn't provide protection against creatures native or otherwise nor does it protect
against spells, special abilities or extreme and nonnatural formations within the plane.  This spell allows you to
survive on the Elemental Plane of Earth, for instance but it won't protect you if you walk into a pool of magma on
  that same plane.                
  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  
  Sickening Strikes (Trans.) (Race) 1sa 20 Rnds Self Self Fort neg   V, S Yes  
must be You are imbued with disease, and any creature you strike with a melee attack must make a Fortitude save or be
  Ratfolk sickened for 1 minute. Creatures that are immune to disease are immune to this sickened effect.          
  Snakebite (S. Comp.) 1sa 20 Rnds Personal Self No
Transforms 1 arm into a snake that can strike 1/Rnds with a successful attack it can bite for 1d3+Str modifier points
of damage with a venom that deals 2 Con/2 Con which can be negated with a Fort save with a DC equal to the
spell's DC.  Attacking with two weapons incurs the standard penalties.  You can still use your other hand to cast
  spells or wield a weapon.              
4th Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Spear of Valarian (Ex. D.) 1sa 20 Rnds Touch 1 weapon No
This spell transforms a nonmagical weapon into a silver spear that functions as a I+1 Silvered Spear.  Against
magical beasts it becomes a +3 silvered spear and deals 2d6 points of bonus damage.  If the spear is sundered
  the weapon breaks and the spell suddenly ends.  If the wielder relinquishes the spear the spell ends.  
  Stars of Arvandor (Ex. D.) 1sa 20 min 75 ft 1 creature/level No
Creates 20 stars (max 10) that orbit your head, as a free action you can launch 1 star/Rnds or you
can launch 3 as 1 standard action.  A star does 1d8 points of damage; nonlethal to nonevil creatures, lethal to
  evil ones.                  
  Summon Nature's Ally IV 1 Round 20 Rnds 75 ft 1+ Creatures No
  Summons 1 or more creatures from the tables on PHB 288, they act immediately when summoned.  
  Surefooted Stride, Mass (S. Comp.) 1sa 20 Min. 75 ft 30' radius No
Allows up to 20 creatures to move at full speed for the duration, they can even run, charge and tumble
  through this terrain as if it was clear terrain.  They also gain a +2 on all Climb Checks.  
  Swamp Stride (S. Comp.) 1sa 20 Hrs Personal Self No
This spell is like tree stride it allows you to dive into a pool and use it to transfer to another pool.  Each pool
must be at least 1' deep and the exiting pool must have a depth within 1' of the entry pool.  The spell is limited to
  a max range of 500'.                        
  Terrain Bond (Ench.) (Ul. Combat) 1sa 10 Hrs Self Self No V, S, M No
You call upon the spirits of nature to help you adapt to your environment. You treat the terrain you are in as your pinch of earth taken from your most
most favored terrain until this spell ends.  If you do not have the favored terrain class feature, you gain no benefit favored terrain
  from this spell.                        
  Tree Stride (Pathfinder) 1sa 20 Hrs Personal Self No V, S, DF
You are able to enter a tree and transport to another tree of the same type provided it has a girth of at least your
size.  You may move through up to 20 trees.  You can remain inside of a tree, but are expelled when
the spell ends.  The distance transported depends on the type of tree.  If the tree is burnt down or cut down
You are destroyed.
Tree Type   Distance Tree Type   Distance
Oak, Ash, Yew 3,000 feet Any coniferous 1,000 feet
Elm, Liden   2,000 feet All other trees 500 feet
  Other Deciduous   1,500 feet                      
  Water Walk, Communal (Trans.) (Ul. Combat) 1sa 200 Min. Touch Creatures Touched Will neg V, S, DF Yes
  The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running
water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface.
Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk,
run, charge, or otherwise move across the surface as if it were normal ground.  If the spell is cast underwater (or
while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward
the surface at 60 feet per round until they can stand on it.  The caster can split the effect among various
    individuals at the rate of 10 minutes per person.                    
  Wild Runner (S. Comp.) 1sa 200 Min. Personal Self No
You transform into a centaur (MM1 32)changing your type to monstrous humanoid and your size to large.  You
gain the physical stats (Str 18, Dex 14, Con 15), but retain your mental stats.  Your base land speed becomes 50',
you have Darkvision 60' and you can still use your natural extraordinary and supernatural abilities, you gain all the
advantages of a quadruped form (2x carrying capacity and +4 to avoid being bull rushed or tripped) and you gain
    the ability to fight while carrying a rider.  You can use your equipment and still cast spells.