Current Level: 20 Sorcerer-Wizard    
Cantrips       Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Acid Splash (Conj.) (Pathfinder) 1sa Instant 75 ft 1 missile of acid No V, S no
  If successful with a ranged touch attack your foe takes 1d3 points of acid damage.            
  Amanuensis (S. Comp.) 1sa 200 Min 75 ft 1 Text No
  Copy Text                          
  Arcane Mark (Univ.) (Pathfinder) 1sa Permanent 0 ft Special No V,S no
Marks a person or object with up to 6 characters.The writing can be visibly or only visible under detect magic.
If put on a person it wears off after 1 month.It can't be dispelled, but it can be erased by a higher level caster.
See invisibility, true seeing, a gem of seeing or a robe of eyes can see the mark.Must be cast on an object prior
  to casting instant summons on that object.                    
  Bleed (Necro.) (Pathfinder) 1sa Instant 75 ft 1 Living Creature Will V, S Yes
Cause a living creature that is stabilizes and below 0 hit points to continue to die taking 1 hit point of damage per
  round.The creature can later by stabilized.The spell itself causes 1 hit point of damage to dying creatures.        
  Caltrops (Conj.) (S. Comp.) 1sa 20 Rnds 75 ft 5' squares No
Caltrops make 1 attack roll +0, but ignore shield, armor and deflection bonuses.Targets wearing footwear gain a
+2 AC.If it hits it deals 1 hp and if the target is small to large it reduces their move by 1/2, this penalty lasts for
24 hours or until magically healed or until a DC 15 Heal check is made.A charging character must stop
immediately upon hitting caltrops, creatures can pick their way through the area by moving at 1/2 their normal
speed.The caster can cover up to 10 5'x5' squares and the caltrops attack bonus increases by +
  10 .Multiple castings or the addition of normal caltrops doesn't change this spell's effects.          
  Dancing Lights (Evoc.) (Pathfinder) 1sa 1 Min. 300 ft 1-4 Lights in 10' red No V, S No D
Creates 1 manlike shape or up to 4 balls of light that can move up to 100'/rnd.They wink out if they go outside
  the spell's range.                        
  Daze (Ench.) (Pathfinder) 1sa 1 Rnds 75 ft 1 humanoid Will neg V, S, M Yes
  This spell effects a single humanoid up to 4 HD worth rendering them unable to attack for 1 round.     A pinch of wool or something similar
  Detect Magic (Div.) (Pathfinder) 1sa 20 Rnds 60 ft cone No V, S No
Detects Magic
Original Strength Duration of Aura Original Strength Duration of Aura
Faint 1d6 rounds Strong 1d6x10 minutes
  Moderate   1d6 minutes Overwhelming   1d6 days          
  Detect Poison (Div.) (Pathfinder) 1sa 20 Rnds 60 ft cone No V, S No
  Detects Poison                        
  Disrupt Undead (Necro.) (Pathfinder) 1sa Instant 75 ft 1 Undead Creature No V, S Yes
  Make a ranged touch attack and if successful deal 1d6 points of positive energy damage.          
  Electric Jolt (Evoc.) (S. Comp.) 1sa Instant 75 ft 1 Ray No
  Make a ranged touch attack and if successful deal 1d3 points of electrical damage.            
  Flare (Evoc.) (Pathfinder) 1sa Instant 75 ft Fort neg V Yes
  Creates a burst of light, save or be dazzled for 1 minute, sightless creatures are immune.          
  Ghost Sound (Illus.) (Pathfinder) 1sa 20 Rnds 75 ft Illusionary Sound Will neg V, S, M No D
Creates noise like 80 (max 40) humans.The sound can seem to increase and decrease and any
sound within the spell's volume range can be created.Sound equal to a horde of squeaking rats, a roaring lion,
  the noise from 16 humans running and shouting can be created.                
  Haunted Fey Aspect (Illus.) (Ul. Combat) 1sa 20 Rnds Self Self No S No D
You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature.
  You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.          
  Launch Bolt (Trans.) (S. Comp.) 1sa Instant Touch 1 crossbow bolt No
Fires 1 crossbow bolt as if fired from a light crossbow with an 80' range increment.Masterwork quality and any
  feats the caster has apply.              
  Launch Item (Trans.) (S. Comp.) 1sa Instant Touch 1 Fine item No
Launches a fine item up to 10 lbs for a distance of 300 feet, allowing you to launch items like alchemist
  fire or thunderstones.An attack roll is still required.                  
  Light (Evoc.) (Pathfinder) 1sa 200 Min. Touch Object Touched No V, M No
  Causes the touched object to glow like a torch shedding light over 20' radius.Dispelled by a higher level darkness. a firefly    
  Mage Hand (Trans.) (Pathfinder) 1sa Concentration 75 ft 1 item up to 5 lb No
  Allows you to pick up 1 object and move it as far as 15'.The spell ends if it moves more than 15' away from you.        
  Mending (Trans.) (Pathfinder) 1sa Instant 10 ft Up to 1 lb. No V, S Yes
Repairs a small item, but can't repair warped wood, constructs or broken magic items restoring 1d4 hit points.All
parts of the object must be present to repair it.Magic items can be repaired, but the caster must have at least 2x
the level of the minimum caster level needed to create the magic item and it can't be destroyed.It doesn't
  restore the magic abilities to a magic item.                    
Cantrips Continued         Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Message (Trans.) (Pathfinder) 1sa 200 Min. 300 ft Special No V, S, F
Can whisper messages and receive replies, you point at each creature you want to receive the message and they piece of copper wire
must be within range of the spell.The message doesn't travel in a straight line, it can circumvent a barrier and
make it if there is a line of effect.Magical silence, 1' of stone, 1" of common metal, a thin sheet of lead or 3' of wood
or dirt can block the spell.It doesn't transcend language barriers nor magically impart meaning you also must
  mouth the words to carry the message.                    
  Open/Close (Trans.) (Pathfinder) 1sa Instant 75 ft Up to 30 lbs Will neg V, S, F Yes
You can open/close 1 door, chest, box, window, bag, pouch, bottle, barrel or other container.Locks and arcane a brass key
  lock blocks the spell and it can only affect objects of 30 lbs or less.                
  Prestidigitation (Univ.) (Pathfinder) 1sa 1 Hour 10 ft Special Special V, S No
Allows you to perform minor magic tricks and effects.You can't injure or duplicate another spell nor can the
products of the spell be used as spell components or keys etc.Objects created look crude and artificial as well as
  extremely fragile.Physical changes to an object (color, flavor etc.) last only 1 hour.          
  Ray of Frost (Evoc.) (Pathfinder) 1sa Instant 75 ft 1 Ray No V, S Yes
  With a successful ranged touch attack you can deal 1d3 points of cold damage.            
  Read Magic (Div.) (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 13 spellcraft check or any other magical
  text with a DC of 10+spell level.                      
  Repair Minor Damage (Trans.) (C. Arcane) 1sa Permanent Touch Construct Touched No
  Allows you to repair 1 hp of damage to a construct or structure.        
  Resistance (Abjur.) (Pathfinder) 1sa 1 Min. Touch Creature Touched No   V, S, M Yes  
  Grants the subject at +1 save bonus.                 miniature cloak  
  Silent Portal (Illus.) (S. Comp.) 1sa 20 Min. 75 ft 1 Portal Will neg
Negates the sound that opening a door would normally make.Has no effect on breaking a portal or on magical
  portals.                  
  Sonic Snap (Evoc.) (S. Comp.) 1sa Instant 75 ft 1 Creature/Object Will part
Creates a brief, but loud noise sufficient to 1 hp of damage and forcing the subject to make a Will save or go
  deaf for 1 round.It has no effect in the area of a Silence spell.        
  Spark (Evoc.) (Adv. Player's) 1sa Instant 25 ft 1 Fine Object Fort neg   V or S Yes  
You can make an unattended Fine flammable object catch on fire.This works as if you were using flint and steel
  except that you can use spark in any sort of weather and if it takes much less time to actually ignite and object.        
  Stick (Trans.) (S. Comp.) 1sa Instant Touch Up to 5 lb object Will neg
Sticks 1 object to another, but it can be separated with as small amount of force as a 10 mph wind, unseen servant
  or the spell mage hand.                        
  Touch of Fatigue (Necro.) (Pathfinder) 1sa 20 Rnds Touch Creature Touched Fort neg V, S, M Yes
Uses negative energy to cause the subject to become fatigued for the duration of the spell.It has not effect on a drop of sweat
  someone who is already fatigued.                      
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 (Trans.) (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.        
  Accuracy (Trans.) (C. Arcane) 1sa 200 Min. Touch Special No
  You are able to double the range increment for up to 20 projectile weapons.          
  Adjuring Step (Abjur.) (Ul. Combat) 1sa 20 Rnds Self Self No V, S, M No
This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving rabbit's food
spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still
cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges
as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a
single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still
  provokes attacks of opportunity as normal.                    
  Adoration (Trans.) (Ul. Magic) 1sa 20 Min. 25 ft 1 Creature Will neg V, S Yes
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during
performance combat. If the target is out of combat, it receives a +2 morale bonus on all Diplomacy checks it makes
to influence creatures. If the creature is engaged in performance combat the target gains a +2 morale bonus on all
  performance combat checks.                      
  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 creatureís 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 loadedóassuming the black
powder comes from a powder horn, a cartridge, or some other airtight protective deviceóand fired. When shooting
such a firearm underwater, the shot still takes the standard Ė2 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.                      
  Alchemical Tinkering (Trans.) (Race) 1sa 20 Min. Touch Firearm or 1 Item Fort neg V, S Yes
You transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost.
Magic Items are unaffected by this spell. At the end of the spell's duration, alchemical items used while
transformed are destroyed and do not return to a usable state and firearms transformed revert back to their
  original type.                        
  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.                          
  Alter Winds (Tans.) (Adv. Players) 1sa 20 hrs Touch 10' radius Will neg V, S, Yes
Enhance or diminish the effects of natural winds within the spell's A.O.E. which is immobile emanation around
a point touched by the caster when casting the spell.Within the A.O.E. natural (but not magical) winds are
either increased or decreased by 1 step in intensity (Core Rulebook page 439).The maximum wind force you can
affect with this spell is based on your caster level as shown in the table.This spell has no effect on magical winds.
Caster Level Wind Force Caster Level   Wind Force
1st-3rd Light   10th-15th   Strong  
  4th-9th   Moderate   16th+   Severe              
  Animate Rope (Trans.) (Pathfinder) 1sa 20 Rnds 300 ft 1 rope No V, S No D
Can animate a typical 1" diameter nonmagical rope can change the length by 50%.Commands "coil", "coil and
knot," "loop," "loop and knot," or "tie and knot."Can enwrap only a creature or object within 1'.The rope has
AC 10 w/2 hp and requires Str DC 23 check to break.Rope can't damage anyone, but it can trip someone if so
then Reflex save to avoid becoming entangled.Casters entangled by the rope must make a concentration check
  DC 15+spell level to cast.Entangled creatures can slip free with DC 20 Escape Artist.          
  Animate Water (Trans.) (C. Arcane) 1 Round 20 Rnds 75 ft Up to 5' cube No
    Animates a small amount of water that can attack someone.It has hardness 0, but twice the hp (MM1 13).
1st Level Spells         Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Animate Wood (Trans.) (C. Arcane) 1 Round 20 Rnds Touch 1 small object No
Animates a small or smaller wooden object that can immediately attack, but objects worn or carried by another
  person can't be animated (MM1 13).              
  Ant Haul (Trans.) (Adv. Player's) 1sa 40 hrs Touch 1 Creature Fort neg   V, S, M/DF Yes  
The target creature's carry capacity triples (Table 7-4:Carrying Capacity Core Rulebook page 171).This doesn't a small pulley
affect the creature's actual Str in any way, merely the amount of material it can carry while under the effects of the
spell.It also suffers no effect on encumbrance due to armor, but if the target is wearing armor it takes the normal
  armor penalties for doing so regardless of how much weight it carries.              
  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.          
  Appraising Touch (Div.) (S. Comp.) 1sa 20 Hrs Personal Self No
Gain a +10 bonus to Appraise Checks, even if you fail you never are off by more than 50%.Appraising an object
  takes 2 minutes instead of 1 minute.              
  Armor Lock (Trans.) (C. Scoundrel) 1sa 20 Rnds 75 ft 1 Creature in Armor Fort neg
Causes the target's armor to swell trapping them within and reducing their move to 10'/round and causes them to
lose any Dex bonus to AC.The target cannot remove the armor due to the swelling.This spell has no effect on
  those not wearing armor or only in natural armor.            
  Arrow Mind (Div) (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.                
  Babau Slime (Trans.) (S. Comp.) 1sa 20 Min Touch 1 Creature No
Covers the subject in a red layer of jelly, an unarmed attack, a touch attack cause the creature to take 1d8 hp
  of acid damage.It does the same damage against a melee weapon or against anyone grappling the subject.
  Backbiter (Necro.) (C. Arcane) (S. Comp.) 1sa 20 Rnds 75 ft 1 Weapon Will neg
When cast on a weapon that is used to make a melee attack it's shaft twists around to hit the wielder in the back.
The weapon hits automatically and once it hits the spell is discharged.Magic weapons receive a saving roll.
  Weapons wielded by a creature use the creature's saving roll.        
  Benign Transposition (Conj.) (S. Comp.) 1sa Instant 300 ft 2 Willing Creatures No
2 willing creatures up to Large size, that are in the spell's range, can swap positions.The creatures can carry their
  full load, but not other creatures.              
  Bestow Wound (Necro.) (H. Horror) 1sa Instant Touch 1 Living Creature Fort neg
If wounded you can touch a creature delivering damage to it equal to your wounds and healing yourself by the
  same amount as if a cure spell had been cast.            
  Bigby's Tripping Hand (Evoc.) (PHB2) 1sa Instant 300 ft 1 Creature Reflex neg
A large hand sweeps at the target trying to trip them, this doesn't provoke attacks of opportunity.Its attack
  bonus = Caster Level + prime modifier + 2, + 6 (max +5).      
  Blade of Blood (Necro.) (PHB2) 1 Swift 20 Rnds Touch Weapon Touched No
  The weapon deals an extra 1d6 points of damage, if you take 5 hp it will do 3d6 points of extra damage.  
  Blades of Fire (Conj). (S. Comp.) 1 Swift 1 Rnds Touch Up to 2 Weapons No
  Your weapon does an extra 1d8 points of 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.
  Blood Wind (Evoc.) (S. Comp.) 1 Swift 1 Rnds 75 ft 1 Creature No
This spell works on a creature of 4+ Int, allowing them to take a full attack of its natural weapons as if they were
ranged weapons with a range increment of 20'.The subject gestures, but the result of the attack effects a target at
range.It doesn't grant reach, doesn't help provide a flanking bonus or allow attacks of opportunity at greater
range than normal.The subject uses its normal melee attack bonuses and deals damage normally if it hits.The
  target of the attacks can benefit from cover.                    
  Break (Adv. Player's) 1sa Instant 75 ft 1 Medium object Fort neg V, S, M Yes
You can attempt to break or at least damage any one Medium or smaller object within the spell's range.If the a twig
target fails its Fort save it gains the broken condition.If cast upon a broken item that item is destroyed on a failed
  saving roll.                          
  Breath Flare (Trans.) (S. Comp.) 1 Swift 1 Rnds Personal Self No
You need a fire or electricity breath weapon; when you use this spell you add a flash effect that dazzles foes who
  fail to save for 1 minutes per level.Blind creatures are immune.                
  Bungle (Ul. Magic)     1sa Conc+2 Rnds 75 ft 1 Humanoid Will neg   V, S Yes  
The target takes a Ė20 penalty on its next attack roll or check that requires a d20 roll. The action must be one
  deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.        
  Burning Hands (Evoc.) (Pathfinder) 1sa Instant 15 ft Cone Burst Reflex 1/2 V, S Yes
  Shoots for flame for 20 d4 (max 5d4) points of damage, it can ignite flammable items.          
  Burning Rage (Trans.) (PHB2) 1sa 20 Rnds 75 ft 1 Creature Will neg
Imbues subject with burning energy; the subject gains +1 attack bouns, +2 damage bonus and DR 2/Magic, but
  they take 4 points of damage each round until the spell expires or you dismiss it.    
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Buzzing Bee (Conj.) (S. Comp.) 1sa 20 Min. 300 ft 1 Creature No
Creates an unnerving buzzing noise that distracts the subject giving them a -10 penalty on Move Silently Checks
and forcing spell casters to make a Concentration Check with a DC of the spell's DC + the level of the spell to be
cast.The bee has a fly speed of 180', it remains near the subject in spite of darkness, invisibility, polymorph,
cover, concealment or any other attempt at disguising or hiding.The bee remains until the spell expires or the
  subject moves out of range.The bee can't be attacked, but it can be dispelled.              
  Cause Fear (Necro.) (Pathfinder) 1sa Special 75 ft 1 Living Creature Will part V, S
This spell works on creatures with less than 6 HD, causing them to be Frightened, those that make their save are
  shaken for 1 round.It is countered by remove fear.                  
  Charm Person (Ench.) (Pathfinder) 1sa 20 Hrs 75 ft 1 humanoid Will neg V, S Yes
Charms a person into thinking they are your friend, you donít control the person though.You must pass a Cha
  check to order them around.                      
  Cheat (Trans.) (S. Comp.) 1sa 20 Min Personal Self Will neg
At 1 point during the spell you can attempt to alter a game of nonmagical chance, you can make 2 die rolls and
  use the better roll.Those observing the game get a Will check to notice what you have done.          
  Chill Touch (Necro.) (Pathfinder) 1sa Instant Touch Creatures Touched Fort part V, S Yes
The caster is able to affect creatures with a touch.Up to 20 touches can be made, each touch deals 1d6
points of damage and unless a Fort save is made 1 point of Str damage.Undead take no damage, but must make
  a Will save or flee in panic for 1d4+1 rounds.            
  Cobra's Breath (Evoc.) (C. Arcane) 1sa Instant 10 ft Cone Shaped Burst Fort neg
  Turns your saliva into poison that does 1d3 Con damage unless a Fort save is made (no secondary damage).        
  Color Spray (Illus.) (Pathfinder) 1sa Instant 15 ft Cone Shaped Burst Will neg V, S, M Yes
The effect depends on the HD of the creatures, blinded or sightless creatures are immune to this spell. red, yellow, and blue powder or colored sand
1-2 HD:Unconscious, blinded and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds then
stunned for 1 round (only living creatures are knocked unconscious).
3-4 HD:blinded and stunned or 1 round
    5+ HD:the creature is stunned for 1 round.                    
  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.              
  Comprehend Language (Div.) (Pathfinder) 1sa 200 Min. Personal Self No V, S, M
Allows you to understand the speech or written word of any language; you must touch the word or creature to Pinch of soot and salt
gain understanding.Written material can be read at the rate of 1 page (250 words) per minutes.Magical writing.
  can't be read with this spell and secret page or illusionary script can foil this spell.            
  Corrosive Touch (Conj.) (Ul. Magic) 1sa Instant Touch 1 Creature/Object None V, S Yes
  Your successful melee touch attack deals 1d4 points of acid damage per caster level (maximum 5d4).          
  Crafter's Curse (Trans.) (Adv. Player's) 1sa 20 Days 75 ft 1 Creature Will neg V, S, M Yes
  The target of crafter's curse takes a -5 penalty on all Craft skill checks while the spell lasts.     a broken tool  
  Crafter's Fortune (Trans.) (Adv. Player's) 1sa 20 Days 75 ft 1 Creature Will neg V, S, F Yes D
The target is struck by inspiration and gains a +5 luck bonus on its next Craft check.Doing so before the spell a tool
  expires discharges the spell.                      
  Create Trap (Conj.) (R. of Dragon) 1 Round 12 Hrs. 300 ft 1 Trap No
Create a CR 1 trap from this list:basic arrow, fusillade of darts, scything blade, or spear trap (DMG 70-70).You
can locate the 5'x5' trigger in any square of your choice within range of the spell.Once create trap is cast the
  trap is active and ready to be sprung, with every design feature installed.      
  Corrosive Grasp (Conj.) (S. Comp.) 1sa Instant Touch Creature Touched No
Your touch causes 1d6 points of acid damage and you are able to make up to 20 touch
  attacks.You can use this attack with unarmed attacks or grapples.        
  Critical Strike (Div) (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
Against creatures who can be affected by critical attacks you are able to deal an extra 1d6 points of damage, your
critical threat range is doubled and you gain a +4 insight bonus to confirm any critical hits.You still have to hit
  and this doesn't stack with other critical affecting spells or powers.        
  Cutting Hand (Trans.) (S. Comp.) 1sa 20 Rnds Personal You Hand No
You alter your hand into a blade dealing an extra 1d6 points of damage (1d4 if small, 1d8 if large) and you gain a
+2 bonus on attack and damage rolls.You are considered armed and your hand's bonus doesn't apply to melee
  touch attacks.                
  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 Burst (Evoc.) (C. Mage) 1sa 20 Rnds 75 ft 10' Radius Reflex part
All creatures in the A.O.E. glow with light equal to a torch (invisible creatures are still considered to have
concealment).Undead and creatures within the A.O.E. that have light sensitivity or light blindness take 1d6
  points of damage + 20 (max +5), a successful Reflex save halves this damage.  
  Dead End (Illus.) (S. Comp.) 1sa 200 Min. Touch Special Special
Creates an illusionary cover for your trail that defeats scent and tracking abilities unless a Will save is made by
  the tracker.Those merely passing by don't get a save vs. this illusion.      
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Death's Call (Div) (C. Mage) 1sa Instant 10 ft 10' Radius Fort part
All creatures in the A.O.E. (other than you) take 20 (max 5) points of damage and become fatigued, a
successful Fort save negates the fatigue.Any swarm in the A.O.E. takes 20 d4 (max 5d4) points of damage
and becomes fatigued (Fort save negates the fatigue), this supersedes the normal +50% damage that area spells
  deal to a swarm.                
  Decompose Corpse (Necro.) (Ulf. Magic) 1sa Instant Touch 1 Corpse/Undead Fort neg V, S, M Yes
Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving pinch of dried toadstool
behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal undead, the creature takes a Ė2
  penalty on all rolls and to its Armor Class and CMD for 1 minute.                
  Deep Breath (Conj.) (S. Comp.) Immediate 20 Rnds Personal Self No
You lungs fill with air for the duration of the spell at the end of the spell you can continue to hold your breath.
  You can cast this spell quickly enough to avoid drowning.                  
  Deep Slumber (Ench.) 1sa 20 Min. 300 ft 10' Radius Burst Will neg V, S, M Yes
This spell functions like sleep, except that it affects 10 HD of targets; affecting those with the lowest HD first and fine sand, rose petals, or a
then those nearest the center of the spell.HD that are not sufficient to affect a creature are wasted. Sleeping live cricket
creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action). Sleep does not target
    unconscious creatures, constructs, or undead creatures.                  
  Deflect, Lesser ( Abjur.) (PHB2) Immediate 1 Rnds Personal Self No
  Creates an invisible deflection shield with a bonus of + 6 (max +5).              
  Delusional Pride (Ench.) (Ul. Magic) 1sa 1 Min. 75 ft 1 Creature Will neg V, S No
The target becomes so distracted by an overblown sense of its worth that it takes a Ė2 penalty on attacks and
skill checks. However, this feeling also gives the target a +2 morale bonus on saves against charm and
  compulsion effects.                        
  Detect Secret Doors (Div.) 1sa 20 Min. 60 ft Cone No V, S No
Detects secret doors, compartments, caches and so forth, but not anything hidden by mere circumstance.On the
1st round you detect the absence or presence of secret doors.On the 2nd round it determines the number of
  secret doors.On the 3rd round you detect the mechanism for the secret closure.            
  Detect Undead (Div.) (Pathfinder) 1sa 20 Min. 60 ft Cone No V, S, M No
Detects undead on the 1st round the presence or absence of undead is detected, on the 2nd round the number earth from grave
and strength of undead are detected.If you are good alignment and the HD is twice yours then you are stunned
for 1 round.On the 3rd round you detect the location of each undead aura.If an undead is out of the range of
    the spell then on the 3rd round you detect its direction, but not location.              
  Detect Weaponry (Div.) (City) 1sa 200 Min 75 ft Cone No
Detects weaponry for as long as you concentrate up to the duration of the spell:1st Round; Presence or absence
of weapons.2nd Round; Number of Weapons in the area.3rd Round; Specific locations of the weapons and the
type of damage that they deal.The spell doesn't reveal anything else about them or if the weapons are magical.
  A nondectection spell can defeat this spell.                    
  Disguise Self (Illus.) (Pathfinder) 1sa 200 Min Personal Self No V, S D
Can change your height by plus or minus 1' and can't change basic humanoid form, otherwise you can change as
much as you wish to give yourself up to a +10 Disguise bonus.Creatures who interact with the illusion, like
  touching you and finding your height is different are allowed a Will save to disbelieve.          
  Dispel Ward (Abjur). (S. Comp.) 1sa Instant 300 ft 1 Warded Object No
Acts like dispel magic but may only effect spells like; explosive runes, arcane lock, fire trap, andglyph of
  warding.The max bonus on the level check is +10          
  Distract (Ench.) (S. Comp.) 1sa 20 Rnds 300 ft 30' Radius Will neg
You are able to effect 20 Creatures they must save or lose themselves taking a -4 on Concentration
  and Perception Checks.They may only take a single move or single standard action per round.  
  Distract Assailant (Ench.) (S. Comp.) 1sa 1 Swift 75 ft 1 Creature Will neg
  A creature distracted by this spell if flat-footed until the beginning of its next turn.    
  Ear-Piercing Scream (Evoc.) (Ul. Magic) 1sa Instant   75 ft 1 Creature Fort part   V, S Yes  
  You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6
points of sonic damage per two caster levels (maximum 5d6 = 10 d6).A successful save negates the daze
    effect and halves the damage.                      
  Ebon Eyes (Trans.) (S. Comp.) 1sa 200 Min Touch Creature Touched No
A jet black film covers the subject's eyes giving them the ability to see normally in magical and natural darkness.
  The subject ignores the miss chance due to lack of illumination.        
  Ectoplasmic Armor (Abjur.) (S. Comp.) 1sa 20 Hrs Touch Creature Touched Will neg
Gains a bonus to AC of 10 (max +9), but only against incorporeal touch attacks all other attacks ignore
    this bonus.                  
  Elemental Burst (Conj.) (C. Arcane) 1sa Instant 75 ft 10' Radius Burst Reflex
The spell releases magical energy in 1 of the 4 Wu Jen elements:
Wood, Metal or Earth--sharp slivers doing 1d8 points of damage Reflex save for 1/2.
Fire--Glowing sparks doing 1d8 points of damage Reflex save for 1/2.
Water--Creates a wave that pushes out a fiercely knocking prone anyone who fails a Reflex save.Creatures get
a +4 to their save for each size category they are over Medium, and a -4 for each size category they are under
  Medium.                  
  Endure Elements (Abjur.) (Pathfinder) 1sa 24 Hrs Touch Creature Touched No   V, S Yes  
Able to exist in temperatures from -50 to 140 degrees with comfort without having to make Fort saves.The
  creature's equipment is also protected.It doesn't provide damage from fire or cold, smoke or lack of air etc.        
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Enlarge Person (Trans.) (Pathfinder) 1sa 20 Min. 75 ft 1 humanoid Fort neg V, S, M Yes D
Growth causes 2x height, 8x weight increasing the creatures size category to the next larger size.The increase Powdered iron
provides +2 Str, -2 Dex (to a minimum of 1) and a -1 penalty on AC due to size.Medium creatures gain reach.All
equipment worn by the creature increases in size along with the creature up to a max of the available volume a
  creature's size won't exceed the space that it can fit into.Multiple casting won't stack.          
  Erase (Trans.) (Pathfinder) 1sa Instant 75 ft 1 scroll or 2 pages Special V, S No
Removes writings of magical or mundane nature.You can remove explosive runes, glyph of warding, sepia
snake single or arcane mark.It can't remove illusionary script.Nonmagical writing is automatically erased, if
you touch it, otherwise the chance is 90%.To erase a glyph you must succeed on a caster level check of 1d20+
caster level against DC 15 (a natural 1 or 2 is always a failure).If you fail to erase explosive runes a glyph of
  warding or asepia snake sigil you activate the writing instead.                
  Expeditious Excavation (Trans.) (Adv. Player's) 1sa Instant 25 ft Dirt in 5' cube Special V, S, M No
You can excavate and move earth, dust and sand up to the size of a 5' cube.If you are buried, you may open a 5' tiny shovel
cube around yourself, but the spell can't be used for tunneling.Besides its mundane reapplications, you can open
a 5' deep pit at a creature's feet.A Medium or smaller creature falls prone in the pit unless it succeeds on a Reflex
save.With a successful save, it can chose to land harmlessly on its feet in the pit or hop to an adjacent square;
this movement doesn't provoke attacks of opportunity.A creature can escape a 5' deep pit with a DC 5 Climb
check.Larger creatures may ignore pits smaller than their size.The earth excavated by this spell is ordinarily
distributed harmlessly across the spell's range, but you may choose to throw up a burst of grit and debris when
you dig a pit.This cloud of debris provides concealment to any creatures in the square affected and all adjacent
  squares for 1 round. Expeditious excavation has no effect on solid rock or earth creatures.          
  Expeditious Retreat (Trans.) (Pathfinder) 1sa 20 Min Personal Self No V, S D
Increases your base move by 30'/rnd it doesn't affect burrow, climb, fly or swim speed.It also increases your
  jump chance (PHB 77).                        
  Expend. Retreat, Swift (Trans.) (S. Comp.) 1 Swift 1 Rnds Personal Self No
Increases your base move by 30'/rnd it doesn't affect burrow, climb, fly or swim speed.It also increases your
  jump chance (PHB 77).                
  Eyes of the Avoral (Evoc.) (Ex. D.) 1sa 200 Min. Touch Creature Touched No
  Subject gains an avoral's sharp eyesight receiving a +8 racial bonus on Spot checks.          
  Fabricate Bullets (Trans.) (Ul. Combat) 1 Round Instant Touch 1 lbs of Soft Metal None V, S, M No
You convert 1 pound of lead into bullets. When you cast this spell, you decide whether you create normal sling 1 lbs. of lead or other soft metal
bullets, firearm bullets, or firearm pellets. The spell creates two sling bullets, 30 firearm bullets, or 10 uses of
  pellets.                          
  Familiar Pocket (Univ.) (S. Comp.) 1sa 20 Hrs Touch 1 Garment No
Creates a save haven't for a tiny or smaller familiar turning a pocket into a comfortable extradimensional space of
1' cubic foot where the familiar can sit without creating a noticeable bulge.The familiar can be whisked out of the
space as a free action with a command word.Once inside the familiar is totally covered and concealed as a free
action either you or the familiar can seal the pocket making it waterproof and holding an air supply for 1 hour.
The familiar can't cast spells or attack but can use spell-like powers and supernatural abilities, provided they don't
require line of sight.While inside the pocket the familiar retains the ability to share spells with you.The spell
  ends if the pocket is taken into an extradimensional space.When it ends the familiar appears in your space.        
  Feather Fall (Trans.) (Pathfinder) Free Action Special 75 ft 20' Radius No V Yes
This spell can be cast on 10 falling creatures causing their rate of fall to slow to 60'/rnd.When the spell
expires if the subjects are still falling they continue to fall at the normal rate of 32'/sec/sec.A large creature
counts as 2 Medium creatures, a Huge creature counts as 2 Large creatures and so forth.You can cast this spell
as a free action even if it is not your turn.The spell has no effect on ranged weapons, but if used against a
  boulder dropped from top of a castle wall it reduces the damage done by that rock to 1/2.          
  Fiery Eyes (Evoc.) (C. Arcane) 1sa 1 Min. Personal Self Reflex
You eyes glow projecting a bright light that illuminates a 5sqft area, but fixing your sight on 1 object as a full
round action you can ignite combustible items.You can't target creatures, but you can target objects that they are
wearing or carrying causing them to take 1d6 points of damage and requiring a Reflex save against a DC 15 to
  avoid catching on fire.                
  Fist of Stone (Trans.) (C. A.) (S. Comp.) 1sa 20 Min. Personal Self No
Transforms your hand into stone giving you a +6 Str bonus to attack, grapple or to crush objects.You gain 1
slam attack for 1d6+1.5 times your new Str bonus if you make no other attacks that round.You can make a 2nd
attack at the normal -5 to hit or -2 if you have the Multiattack Feat, however you can't gain more than 1 slam
  attack due to having a high BAB.You fist remains flexible and of normal size so you can still use it normally.        
  Flare Burst (Evoc.) (Adv. Player's) 1sa Instant 75 ft 10' radius burst Fort neg V Yes
This spell functions as flare (Creates a burst of light, save or be dazzled for 1 minute, sightless creatures are
  immune), except it affects all creatures in a 10' radius burst from the target point.            
  Float (Trans.) (Frost) 1sa 20 Min. 1200 ft 1 Large Creature Fort neg
The target gains buoyancy and can float on water for the duration of the spell.It can't swim below the surface
of the water.Creatures that need to breathe water must still do so, but they can't fly beneath the surface.If the
    target is underwater at the time then it rises at 30' per round.                  
  Floating Disk (Abjur.) (Pathfinder) 1sa 20 Hr 75 ft 3' Diameter Disk No V, S, M No
Creates a slightly concave circular plane of force that is 3' diameter and 1" deep in the center and able to hold a drop of mercury
2000 pounds of weight (if used to carry a liquid it can carry 2 gallons).The disk floats at 3' off the
ground and follows the caster at their normal move rage at a distance of 5' (unless commanded to travel
differently).The disk winks out, and drops whatever it is carrying, if you cause it to exceed the spell's range or
    tries to lift it higher than 3'.                      
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Forced Quiet (Trans.) (Ul. Magic) 1sa 20 Rnds 300 ft 1 Creature Will neg S Yes
With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This
does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects
decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4
    circumstance bonus on Stealth checks.                    
  Ghost Light (Illus.) (C. Arcane) 1sa Concentration 300 ft 1 Medium Light Will neg
Creates a ghostly green light that causes creatures within 30' to be shaken for as long as you concentrate.You
can shape the spell into a humanoid and make it seem to walk or fly and you can change the shape with a free
  action.                  
  Ghostly Reload (Trans.) (R. of Dragon) 1sa 1 Hr Touch 1 Crossbow No
This spell rapidly reloads crossbows.It reloads light and hand crossbows 20 (max 10) times and it reloads
heavy crossbows 10 (max 5) times.This spell allows the crossbow's wielder to fire a light or
heavy crossbow as a standard action and move in the same round.If the character benefits from a high base
attack bonus the crossbow can be fired multiple times as a full attack, but only if ghostly reload can be applied
  to each attack in that round.              
  Ghostly Tail (Evoc.) (R. of Dragon) 1sa 20 Hrs. Personal Evoked Tail No
Sorcerer Evokes a partially translucent tail that can make attacks of opportunity, if your foe provokes such an attack the
only tail attacks the target with a melee attack dealing 2d6 points of damage on a successful hit. (if dragonblooded
you deal 20 max 20 extra hit points of damage).The tail can only attack if you have not used up
  your allowed attacks of opportunity for that round.          
  Glaze Lock (Conj.) (Frost) 1sa 200 Min Touch Lock Touched No
Jams a locking mechanism with ice rising its Open Lock DC by 10 and the lock's hardness by 5, fire attacks deal
  double damage in cold or lower temperature bands, the spell lasts 20 hours in such climates.
  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.                      
  Golem Strike (Div.) (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
If you have the sneak attack ability you can use this spell and make a sneak attack against a construct.It doesn't
  overcome DR or give you the ability to score critical hits on constructs.              
  Gravity Bow (Trans.) (Adv. Player's) 1sa 0 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.                  
  Grease (Conj.) (Pathfinder) 1sa 20 Rnds 75 ft 1 10sqft Object Special V, S, M No D
Creates a slippery area where those that pass through it must make a Reflex save or fall for each round that the Butter
creature remains in the A.O.E.Creatures can walk though the area with a successful Acrobatics check, DC 10, at
1/2 speed.failure means it must make a Reflex save or fall and can't move that round.The spell can also be cast
on an item to make holding it requiring a Reflex save to maintain a hold on it.Greased armor gives the creature
wearing it a bonus of +10 on Escape Artist Checks.CMB and CMD checks are made at +10 if wearing greased
  armor                          
  Guided Shot (Div) (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 doesnít extend the
  the maximum range you can attack at or effect a creature behind total cover.      
  Guiding Light (Evoc.) (S. Comp.) 1sa 20 Rnds 1200 ft 5' Radius Burst No
Bright light highlights the target granting a +2 bonus on ranged attacks.The spell ends if the creature gains
  total cover or concealment relative to you.            
  Hail of Stone (Conj.) (C. Arcane) 1 Round Instant 300 ft 5' radius x 40' high No
  A rain of stone deals 20 d4 (max 5d4) points of damage.              
  Hold Portal (Abjur.) (Pathfinder) 1sa 20 Min. 300 ft 1 Portal No V No D
Holds closed a door, gate, window or shutter of wood, metal or stone as if normally secured and normally locked.
  Add +5 to the DC for forcing open the portal.A knock spell or dispel magic can cancel the spell.          
  Horrible Taste (Trans.) (S. Comp.) 1sa 200 Min. Touch Creature Touched Fort neg
Any creature that bites the subject of this spell must make a Fort save or become nauseated until the end of its
next turn.Creatures of 2 or less Int that fail their save will require a successful Handle Animal check to push them
  to bite the subject again.Creatures immune to poison or those without taste are immune to this spell.          
  Hydraulic Push (Evoc.) (Adv. Player's) 1sa Instant 75 ft 1 Creature/Object None   V, S Yes  
You call forth a quick blast of water that knocks over and soaks 1 creature or square.You can use this blast of
water to make a bull rush against any 1 creature or object.Your CMB for this bull rush is equal to your caster
level+ your Int, Wis, or Cha modifier, whichever is highest.This bull rush doesn't provoke an attack of
opportunity.Hydraulic push extinguishes any normal fires on a creature, object or in a single 5' square which it is
  targeted against.Magical fires are unaffected.                    
  Hypnotism (Ench.) (Pathfinder) 1sa 2d4 Rounds 75 ft 30' Radius Will neg V, S Yes D
You fascinate nearby creatures causing them to stopand stare at you; roll 2d4 to see how many HD you can
affect, starting with the lower HD first.Only creatures who can see or hear are affected, but they don't need to
to understand you to fall prey to this spell.If you use this spell in combat the targets get a +2 to their saves.If
the spell only effects 1 creature it gets a -2 to its save.The creature's attitude toward you improves by 2 places
(PHB 72).They will keep this attitude and will fulfill a brief request without even knowing that they had been
  hypnotized.                          
  Ice Dagger (Evoc.) (S. Comp.) 1sa Instant 75 ft 1 Ice Dagger No
Creates an ice dagger that flies to the target and if you make a successful ranged touch attack the dagger deals
  20 d4 (max 5d4) points of cold damage and splash damage of 1 (PHB 158).          
  Icicle Dagger (Conj.) (Ul. Magic) 1sa 20 Min. 0 ft 1 icicle None V, S No
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger
damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the
dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away
  and reforming in your hand just before your next turn.                  
  Identify (Div.) (Pathfinder) 1 Hour Instant Touch Object Touched No V, S, M No D
Provides +10 Spellcraft to determine all the magical properties, including the use, command words and how wine stirred with an owl's feather
  many charges are left.This spell will not work on Artifacts.                  
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Illusion of Calm (Ul. Combat)   1sa 20 Min. Self   Self Will   V, S No  
When casting this spell, you create an illusory double that takes the same space of you. That double makes it
look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke
attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your
first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a
  successful saving throw, it successfully disbelieves and the spellís effect ends for that creature.          
  Incite (Ench.) (S. Comp.) 1 Swift 20 Min. 75 ft 10' Radius Burst Will neg
Affected creatures aren't allowed to hold an action, if they are holding an action they must act as soon as the
  spell is cast.                  
  Inhibit (Ench.) (S. Comp.) 1sa Instant 300 ft 1 Creature Will neg
  Forces the foe to delay their action until the next round acting immediately before you on the next round.
  Insightful Feint (Div.) (C. Adv. & S. Comp.) 1 Swift 1 Round Personal Self No
Gain a +10 insight bonus on the next single Bluff check that you make to feint in combat.You can make the feint
  as a move action or once as a free action if you have the Improved Feint Feat.      
  Instant Diversion (Illus.) (R. of Dragon) 1 Swift 1 Rnds Personal Self No
Creates 5 (min 1, max 5) illusionary double(s) of you, as you spin in place, you double takes off
allowing you to go elsewhere while your double moves as you direct.The double moves at your speed and can
emit sounds such as footsteps or metal clanking, but they can only be made to move, withdrawal or run.Any
successful attack on the illusionary double destroys it, it has AC 10+ Size modifier +Dex modifier.Figments seem
  to react normally such as looking burned or dead after being hit by a fireball.      
  Instant Locksmith (Div.) (S. Comp.) 1 Swift 1 Round Personal Self No
  You can make 1 Disable Device check or 1 Open Lock check in this round as a free action with a +2 insight bonus.
  Instant Search (Div.) (C. Adv. & S. Comp.) 1 Swift 1 Round Personal Self No
    You gain a +2 bonus on 1 Perception Check.            
  Interrogation (Ul. Magic)   1 Round 20 Min. Touch   1 Living Creature Fort neg   V, S Yes  
You question the target backed up by the threat of magical pain.You may ask 10 questions.The target can
either answer the question or take 1d4 points of damage plus your Wisdom bonus.The target is not compelled
  to answer truthfully, but the threat of pain gives a -4 penalty on Bluff checks to convince you when it is lying.        
  Iron Guts (Abjur.) (S. Comp.) 1sa 200 Min. Touch Creature Touched Will neg
Subject gains a +5 bonus on Fort saves against all kinds of poisons.After the spell ends the subject is
  nauseated for 1 round.                
  Iron Scarf (Trans.) (C. Arcane) 1sa Instant 75 ft 1 Creature No
You flick a scarf at your foe; make a normal ranged melee attack and if the scarf hits it does 1d8+ 20
  (max +5) points of damage.              
  Jet of Steam (Evoc.) (C. Mage) 1sa Instant 30 ft 30' Line Reflex 1/2
Releases a power stream of superheated steam dealing 20 (max 5) d4 points of fire damage to all in the
  A.O.E.The stream deals no damage to objects in its path nor can it set fire to combustibles.          
  Jump (Trans.) (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.                      
  Jury Rig (Trans.) (Ul. Combat) 1sa 20 Rnds Touch 1 broken object Will neg Yes
When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a
short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from
that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy
  the object.                          
  Karmic Aura (C. Mage) 1sa 20 Rnds 20 ft 20' Radius Will part
While this spell is in effect any creature within range that deals damage to you becomes fatigued for 3 rounds, a
Will save indicates that the attacker is unaffected and immune to this spell until the start of your next turn.An
attacker already fatigued suffers no additional effect. Karmic aura, karmic backlash and karmic retribution
interact in an unusual manner subjects must save vs. each spell in descending level order and if they fail to save
  against 1 spell they automatically fail to save against the lower level spells.      
  Kelgore's Fire Bolt (Conj./Evoc.) (PHB2) 1sa Instant Rnds 300 ft 1 Creature Reflex 1/2
Conjures a small orb of hot rock that deals 20 d6 (max 5d6) points of damage.If the target
  Creature makes their spell resistance check the stone still does 1d6 points of fire damage.          
  Ki Arrow (Conj.) (Ul. Magic) 1sa Instant Touch Arrow Touched Fort S Yes
You imbue an arrow with your power and throw it at a target up to 100 feet away. Make a ranged attack roll. If it
hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your
  Strength bonus).                        
  Lantern Light (Evoc.) (Ex. D.) 1sa 20 Rnds 75 ft 1 Ray No
10 rays of energy flash from your eyes, you must make a ranged touch attack with each ray and they
  deal 1d6 points of damage.              
  Liberating Command (Conj.) (Ul. Combat) 1sa Instant 75 ft 1 Creature Will neg   V Yes  
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an
immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20).
This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were
  under the effects of a hold person spell or paralyzed by Strength damage).              
  Light of Lunia (Evoc.) (Planar & S. Comp.) 1sa 200 Min 75 ft 30' radius No
30' glow, after 1st round can deal 1d6 damage (2d6 to undead or evil outsiders) then 15' glow
  2nd attack ends the spell.              
  Locate Touchstone (Div.) (Planar) 1sa Instant Infinite 1 touchstone No
Sense the direction of the nearest planar touchstone.You must have the Planar Touchstone feat to use this
  spell.Locates only the touchstones on your current plane.          
  Lock Gaze (Ench.) (Ul. Combat) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S Yes  
You compel the target to look at you and only you for the spellís duration or until the spell is discharged. While
staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures
other than you concealment against the targetís attacks. If the target willingly leaves your line of sight, it is
blinded for 1 round and the spell ends. If you willingly leave the targetís line of sight or become unconscious or
dead, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to
  this spell.                          
  Low-Light Vision (Trans.) (C. A.) (S. C.) 1sa 20 Hrs Touch Creature Touched No
  Grants the subject low-light vision.              
  Lucky Streak (Trans.) (C. Scoundrel) 1sa 20 Min. 75 ft 1 Creature No
  Improves the luck of the subject granting a +2 bonus with any luck feats.      
  Luminous Gaze (Evoc.) (S. Comp.) 1s 20 Rnds Personal Self No
Your eyes glow as per the light from a light spell, each creature within 20' radius is dazzled as long as you remain
  in range.                          
  Mage Armor (Conj.) (Pathfinder) 1sa 20 Hrs Touch Creature Touched No V, S, F No D
  Grants the subject a +4 armor bonus from a tangible field of force so incorporeal creatures can't bypass it. piece of cured leather
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Mage Burr (C. Scoundrel) 1sa 20 Rnds 75 ft Special Fort neg
Affects 1 target wearing armor or using a shield causing jagged edges and rough surfaces to break forth, they
deal no damage merely making it more uncomfortable, but Arcane spellcaster suffer twice the normal chance of
spell failure and take a -5 penalty to Concentration checks.No effect on unarmored foes or those only in natural
  armor.                  
  Mage Hand, Greater (Trans.) (S. Comp.) 1sa Concentration 300 ft Up to 40 lb Object Will neg
You can propel the target at up to 20'/rnd.A creature can negate the spell with a successful Will save for any
  objects they are holding.The object can be telekinetically manipulated as if with one hand.          
  Magic Aura (Illus.) (Pathfinder) 1sa 20 Days Touch 1 Object No V, S, F No D
Gives an object, of up to a magical aura of the type you desire or covers up the existing magical aura, but Artifacts small square of silk that must be
can't be altered nor magic items with strong auras.Casting Identify on the object will show that the aura is fake passed over the object that receives
  if caster passes a Will save.The item covered should be masterwork or suspicions could be raised.     the aura    
  Magic Missile (Evoc.) (Pathfinder) 1sa Instant 300 ft Up to 5 Creatures No V, S Yes
Creates 10 (max 5) magic missiles that can be targeted at 1 or individual creatures.The missiles
  are creations of force so they can effect incorporeal creatures and each deal 1d4+1 points of damage.          
  Magic Weapon (Trans.) (Pathfinder) 1sa 20 Min. Touch Weapon Touched Will neg V, S Yes
Grants a weapon a +1 attack and damage bonus (it doesn't stack with masterwork weapons).It can't be cast
  upon natural weapons except a monk's fists.                    
  Master's Touch (Div.) (C. Adv. & S. Comp.) 1 Swift 20 Min. Personal Self No
You gain proficiency with a single weapon or shield that you are holding when the spell is cast, the lack of a
somatic component means it can be cast in battle.Proficiency is granted for 1 weapon, multiple castings can be
used for multiple shield or weapon combinations.You don't get proficiency with a class of weapons only a single
  type.                  
  Mighty Wallop (Trans.) (R. of Dragon) 1sa 20 Min. Touch 1 Blunt Weapon No
Increases the damage of a bludgeoning weapon by 1 size category without increasing the dimensions or weight.
  Refer to the tables for the new damage die (small weapons = R. of Dragon p115, medium/large = DMG 28).
  Mimicry (Trans.) (C. Scoundrel) 1sa 20 Rnds Personal Self No
You can perfectly mimic familiar sounds, voices and accents.You can't recreate noises that your voice is unable
  to duplicate nor can you speak languages that you normally don't speak.              
  Mirror Strike (Trans.) (Ul. Combat) 1sa Special Self Self No V, S, M No
You briefly alter the flow of time to split a melee attack into two attacks. Before the end of your next turn, when shard of mirror
you make your next melee attack roll, compare the result to the AC of two opponents within your reach. If the
selected opponents are flanking you, you gain a +2 bonus on your attack roll (and confirmation attack roll, see
below). If you hit both enemies, you can deal half damage to each. Hitting only one opponent allows you to deal
that opponent normal damage for your attack. On a critical threat, you can make only one attack roll to confirm the
critical hit against both opponents. If you confirm against both, you deal half your critical hit damage to each.
Your hit is a normal hit rather than a critical if you confirm against only one opponent. If you fail to use the effect
  before the end of your next turn, the spell ends.                    
  Moment of Greatness (Ench.) (Ul. Combat) 1sa 20 Min. 50 ft 50' Radius Burst None V, S, M/DF Yes
Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is rabbit fur
benefiting from a morale bonus of any type, it can double that morale bonus on one roll or check, before making
  the roll. Once an affected creature uses this spellís effect, the spell is discharged for that subject.          
  Mount (Conj.) (Pathfinder) 1 Round 40 Hrs 75 ft 1 Mount No V, S, M No D
  You summon a pony or horse (comes with bit, bridle and riding saddle) for you to ride.     a bit of horse hair  
  Necrotic Awareness (L. M.) 1sa 20 Min. 60 ft Cone No
As long as you concentrate you sense the presence of creatures with necrotic cysts.1st round-presence or lack
of cyst.2nd round-Number of creatures bearing necrotic cysts.3rd Round-The location of each creature bearing
  a necrotic cyst.If there is a creature outside of your range you detect its direction, but not its exact location.
  Negative Energy Ray (Necro.) (T. of B.) 1sa Instant 75 ft 1 Ray Will 1/2
  You project a ray of negative energy that deals 10 d6 (max 5d6) points of damage.It cures undead.
  Nerveskitter (Trans.) (S. Comp.) Immediate 1 Round 75 ft 1 Creature No
  Grants a +5 initiative bonus for the initiative check for the current encounter.      
  Net of Shadows (Illus.) (S. Comp.) 1sa 1d6 Rnds 75 ft 25' Radius Will neg
Conceals the subjects, up to 20 creatures in shadows that are opaque to Darkvision.The
  problem with the spell is that those in it can't see out well and any creature beyond 5' have total concealment.
  Nightshield (Abjur.) (S. Comp.) 1sa 20 Min. Personal Self No
  Negates magic missile and grants a +1 saving roll bonus at 1st level, a +2 at 6th and a +3 at 9th level.          
  Memory Lapse (Ench.) (Adv. Player's) 1sa 20 Days Touch Creature Touched Will neg V, S Yes
You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn.
This may allows a retry on a Diplomacy, Intimidate or opposed skill check, through only with respect to the
  target, not other creatures that may be present.                    
  Mudball (Conj.) (Race) 1sa Instant 25 ft Fist sized blob Reflex neg V, S No
Goblin When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy's face as a ranged
spell touch attack. If the mudball hits, the target is blinded. Each round at the beginning of its turn, a creature blinded
by this spell can attempt a Reflex saving throw to shake off the mud, ending the effect. The mudball can also be
  wiped off by the creature affected by it or by a creature adjacent to the creature affected by it as a standard action.      
  Negative Reaction (Illus.) (Ul. Combat) 1sa 20 Rnds 75 ft 1 Creature Will neg S Yes
The targetís actions and words fail to impress. The target of this spell takes a Ė10 penalty on any Bluff,
  Diplomacy, and Intimidate checks as well as any performance combat checks it attempts.          
  Obscuring Mist (Conj.) (Pathfinder) 1sa 20 Min. 20 ft 20' radius Cloud No V, S No D
A misty vapor obscures all sight including Darkvision beyond 5'.Creatures within 5' have 20% Concealment.
Creatures further away have total concealment with a 50% miss chance.A wind of 11+ mph such as a gust of
wind can disperse the fog in 4 rounds, a strong wind 21+ mph can disperse the fog in 1 round.A fireball, flame
strike or similar spell burns away the fog in the spell's A.O.E.The spell creates a 20' high cloud and doesn't work
  underwater and comes from your square.A wall of fire burns away the spell in the area that is dealt damage.        
  Orb of Acid, Lesser (Conj.) (C. A. & S. C.) 1sa Instant 75 ft 1 Orb of Acid No
  With a ranged touch attack a 2" orb of acid deals 10 d8 points (max 5d8) points of damage.  
  Orb of Cold, Lesser (Conj.) (C. A. & S. C.) 75 ft 1 Orb of Cold No
  With a ranged touch attack a 2" orb of cold deals 10 d8 points (max 5d8) points of damage.  
  Orb of Elect., Lesser (Conj.) (C. A.& S. C.) 75 ft 1 Orb of Electricity No
  With a ranged touch attack a 2" orb of electricity deals 10 d8 points (max 5d8) points of damage.
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Orb of Fire, Lesser (Conj.) (C. A. & S. C.) 75 ft 1 Orb of Fire No
  With a ranged touch attack a 2" orb of fire deals 10 d8 points (max 5d8) points of damage.  
  Orb of Sound, Lesser (Conj.) (C. A. & S. C.) 75 ft 1 Orb of Sound No
  With a ranged touch attack a 2" orb of sound deals 10 d8 points (max 5d8) points of damage.
  Peacebond (Trans.) (City) 1sa 200 Min 75 ft 1 Weapon No
The targeted weapon remains stuck in its sheath, holder, quiver or whatever is used to hold it.A weapon is
defined as any manufactured weapon.No physical force can draw it before the spell expires, the weapon glows
  faintly for the duration of the spell.The spell has no effect on a weapon in hand.    
  Peacebond (Ul. Combat) 1sa 20 Min. 25 ft 1 Weapon Will neg   S Yes  
You lock a weapon in place on its ownerís body, or within the weaponís sheath or holster. Anyone who then tries
to draw the weapon must spend a standard action and succeed at a Strength check (DC equal to the saving throw
  DC) to do so, provoking attacks of opportunity whether the attempt succeeds or fails.          
  Persistent Blade (Evoc.) (S. Comp.) 1sa 20 Rnds 75 ft 1 Force Dagger No
A tiny blade of force flies at 40' (Perfect) toward the target you designate, the blade attacks on your turn 1/rnd.
striking with a bonus equal to 1/2 your prime modifier and deals 1d4 points of damage with a critical threat range
of 19-20.If possible it will flank your foe.If the target has SR then the SR is checked when the blade hits and if
  the SR check fails the blade disappears.            
  Polypurpose Panacea (Ul. Magic)   1sa Special   Self   Self No   S No  
This creates one of several cantrip-level effects relating to your health, well-being, and entertainment. The
panacea has no side effects (for example, the intoxication panacea does not cause a hangover). When you use
polypurpose panacea, choose one of the following effects.
Analgesic: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover, for 1 hour. For
the duration, you gain a +2 resistance bonus against pain-related spells.
Clarity: You get a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute. You
must choose to use the bonus before making the roll to which it applies.
Hallucination: You have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal
animals, and so on. You can tell these are not real, but they are distracting, and you take a Ė2 penalty on
Perception checks for the duration.
Intoxication: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages.
Lucid Dream: If you take this panacea within 1 hour of going to sleep, you have a lucid dream that is under your
control and lasts for an hour.
Resistance: You gain a +1 resistance bonus on saves for 1 minute.
Sleep: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin
sleeping at this time, when the panacea ends you continue sleeping normally.
Sobriety: You become completely sober for 1 hour, negating any penalties to your actions for being drunk
(Game Mastery Guide 237). Magical and alchemical methods (such as detect poison) still detect you as inebriated.
Time spent under the effect of this panacea do not count toward the time necessary to sober up (it merely delays
your intoxication).
Tenacity: You gain 1 temporary hit point for 1 minute.
Wakefulness: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitteriness.
You gain a +5 resistance bonus against sleep-related spells such as lullaby and sleep. This use of the panacea
merely delays your need for sleep and does not count as rest or sleep. You can use it multiple times in succession,
  but as each effect wears off, you are as tired as you would be had you not used the panacea.          
  Portal Beacon (Trans.) (S. Comp.) 1sa 20 Hrs 75 ft 1 Gate or Portal No
Alters a magic gate or portal to broadcast its position mentally to up to 6 individuals.The creatures know the
distance and direction to the targeted portal.You must know the people and specify them at the time of casting.
  Moving to another plane breaks the spell for that person.          
  Power Word Fatigue (Ench.) (R. of Dragon) 1sa Special 75 ft 1 Living Creature No
Uttering a single word you instantly cause 1 creature of 100 hp or less to become fatigued, a fatigued creature
becomes exhausted for the spell's duration then reverts to being fatigued.The duration is hit point based.
Hit Points Duration   Fatigued: can't run or charge -2 Str and Dex, need 8 hours rest to recover.
25 or less 1d4+1 hours
26-50 1d4+1 minutes
  51-100 1d4+1 rounds              
  Power Word Pain (Ench.) (R. of Dragon) 1sa Special 75 ft 1 Living Creature No
Uttering a single word you instantly deal 1d6 points of damage per round to one creature with 100 hp or less.
Hit Points Duration  
50 or less 4d4 rounds  
51-75 2d4 rounds  
  76-100 1d4 rounds                        
  Protection From Arrows (Abjur.) (Pathfinder) 1sa 20 Hrs Touch Creature Touched No V, S, F Yes
The warded creature gains 10/Magic against ranged attacks once the spell has protected against 200 a piece of tortoise shell or turtle shell
  points of damage (max 100) the spell ends.                    
  Protection from Chaos/Evil/Good/Law (Abjur.) 1sa 20 Min. Touch 1 creature No V, S, M Yes and No D
(Pathfinder.) Gain +2 deflection AC and +2 saves, blocks warded creatures vs. attempts of mental control, if under mental
control another saving roll is allowed at +2.Prevents body contact from summoned creatures of that alignment
and all of their natural attacks fail, unless the protected being attacks or forces the barrier on the warded creature.
  SR can allow a creature warded against to be able to penetrate the protection and so touch the protected being.        
  Ray of Enfeeblement (Necro.) (Pathfinder) 1sa 20 Min. 75 ft 1 Ray Fort 1/2 V, S Yes
A ranged touch attack deals 1d6+ 10 (max +5) points of Str damage.The subject's Str can't drop to
  below 1.Ray's of Enfeeblement donít stack take the lager value.                
  Raging Flame (Trans.) (S. Comp.) 1sa 1 Min 300 ft 30' radius spread No
Inflames existing fires causing them to burn twice as hot and twice as bright (fire does 2x damage and sheds
light over twice the range).Normal fires burn up twice as much fuel and so burn out faster.Magical fires gain
  1 extra point of damage per damage die.            
  Ray of Clumsiness (Trans.) (S. Comp.) 1sa 20 Min. 75 ft 1 Ray No
  Make a ranged touch attack and deal 1d6+ 10 (max +5) points of Dex damage.  
  Ray of Flame (Evoc.) (S. Comp.) 1sa Instant 75 ft 1 Ray Reflex part
With a ranged touch attack you deal 1d6+ 10 (max +5) points of fire damage.The target must
  make a Reflex save (DC 15) to avoid catching on fire (DMG 303).        
  Ray of Sickening (Necro.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Creature Fort part.   V, S, M Yes  
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike drop of sweat
a target.The subject is immediately sickened for the spell's duration. A successful Fortitude save means the
  creature is unaffected.                        
  Reaving Aura (Necro.) (C. Mage) 1 Swift Instant 10 ft 10' Radius No
Deals 1 point of damage to all creatures that are at 0 or fewer hit points.Creatures at 0 start dieing and those at
  -9 hit points die.                        
  Recharge Innate Magic (Trans.) (Race) 1sa Instant Self Self None V, S No
must be You channel magic energy into your own aura, recharging your innate magic abilities. You regain one use of all .
Gnome 0-level and 1st-level spell-like abilities you can use as a result of a racial trait
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Reduce Person (Trans.) (Pathfinder) 1 Round 20 Min. 75 ft 1 Humanoid Fort neg V, S, M Yes D
Halves the humanoid's height and divides its weight by 8 changing the size to the next category smaller.The a pinch of powdered iron
target gain +2 Dex and a -2 Str penalty with a +1 bonus to AC and attack rolls.A small humanoid decreases to a
space of 2.5' and must enter a creature's space to attack them, thus provoking an attack of opportunity.The
spell tiny has a doesn't reduce the creature's speed.All equipment is also reduced and their damage die is reduce
(Pathfinder 145).Items that leave the creature's possession return to normal size so a projectile weapon will do
normal damage.Multiple castings of this spell don't stack.The humanoid's weight is decreased by a factor of 8
    and its size drops to that of the next lowest size.                    
  Reinforce Armaments (Trans.) (Ul. Combat) 1sa 200 Min. Touch   1 Armor/Weapon Will neg   V, S, M/DF Yes  
You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of
armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spellís
duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spellís
duration and their hardness is doubled. If this spell is cast on masterwork or magical armor or weapons, their
  hardness is doubled for the duration of the spell.                    
  Resinous Tar (Conj.) (C. Mage) 1sa 20 Rnds 75 ft 1 Object or 10' sq Special
The resinous tar makes a solid surface sticky and doubles the movement cost across it.Any prone creature in
the A.O.E. must make a DC 10 Str to stand up.The spell can also be used to create a sticky coating on an item.
An object wielded or held by a creature receives a Reflex save to avoid the effect, other items don't get a save.
A creature holding an affected item must use a full-round action to let go of it, drop it, put it away, pick it up, or
ready it for use.A creature wielding an affected item gains a +5 bonus on the opposed Str check to hold it.A
creature wearing armor or clothing affected by this spell take a -5 penalty on Escape Artist checks and on
  grapple checks or to escape a pin.              
  Repair Light Damage (Trans.) (C. A. & S.C.) 1sa Instant Touch Construct Touched No
  Repairs 1d8+ 20 (max +5) points of damage.          
  Resist Planar Alignments (Pl.& S. Comp.) 1sa 0 Min. Touch 1 Creature Fort neg
  Immune to Chr based attacks from opposed plane and halves the Int, Chr & Wis penalties  
  Restore Corpse (Necro.) (Ul. Magic) 1sa Instant Touch Corpse Touched None   V, S No  
You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with
sufficient flesh that it can be animated as a zombie rather than a skeleton. The corpse looks as it did when the
  creature died. The new flesh is somewhat rotted and not fit for eating.              
  Rouse (Ench.) (PHB2) 1sa Instant 75 ft 10' Radius Burst No
  Awakens the subjects it has no effect on people below 0 hp or who are unconscious through nonlethal damage.
  Scales of the Lizard (Trans.) (C. Arcane) 1sa 1 Min. Personal Self No
  Gain a +2 AC bonus, +3 at 6th level, +4 at 9th and +5 at 12th level.Stacks with your natural AC.  
  Scatter Spray (Trans.) (S. Comp.) 1sa Instant 75 ft 1' Rad. Up to 25 lbs. Special
Able to effect 6 or more diminutive or fine objects unsecured items causing, if they are hard, to do 1d8 points of
  damage, a successful Reflex save negates this damage.Soft objects do nonlethal damage.          
  Sculpt Corpse (Necro.) (Adv. Player's) 1sa Instant Touch 1 Dead Creature Will part V, S, M No
With a clammy caress and a word to the powers lurking beyond death, you can reshape a dead body to look like lump of wax
another creature or even a specific person so long as you have first-hand knowledge of how that creature or person
actually looks like.You can make the corpse one size larger or smaller and change anything else about it
including its apparent type, gender, or age.Creatures with a reason to suspect deception may make a Will save
to realize that the corpse was altered.If you chose to make the corpse look like a specific individual anyone who
knows that individual can make a Will save to realize that the corpse is not actually that person.However, if a
creature fails its Will save by 5 or less they believe the corpse is of someone who closely resembled the person
they knew rather than a deliberate fake.This spell merely changes the appearance of the corpse.Any spell or
effect that targets the corpse (such as speak with dead or raise dead) treats it as if it still had its original
  appearance.                          
  Secret Sign (Illus.) (C. Arcane) 1sa 1 Rnds 75 ft 1 Intelligent Creat. No
Allows you to communicate a simple message to 1 other intelligent creature with a simple gesture, a message of
up to 25 words can be sent.You have to share a language with the recipient of the message.You can even use
  this spell if you are bound and gagged.            
  Secret Weapon (Illus.) (City) 1sa 200 Min. Touch Weapon Touched No
Makes a weapon become easily overlooked giving you +20 Sleight of Hand to hide a light weapon and +10 to
hide a larger weapon (even one that normally can't be hidden).A weapon is defined as any manufactured
weapon.You don't need Sleight of Hand to use this spell, you can hide the weapon from detection spells, but
  more powerful spells like true seeing can see the weapon.          
  See Alignment (Div.) (Ul. Combat)   1sa 20 Rnds Self   Self No   V, S, M No  
When you cast this spell, select a single alignment (such as lawful good or chaotic evil). Creatures of that eye of newt
alignment glow with a ghostly radiance while they are within your vision. Though you can see this radiance,
other creatures cannot. Spells and effects that obscure alignment, like undetectable alignment, also obscure the
  effects of this spell.                        
  Serene Visage (Illus.) (S. Comp.) 1sa 20 Min. Personal Self No
  Using simple illusions you gain a + 20 on Bluff Checks.                
  Shadow Weapon (Ul. Magic) 1sa 20 Min. 0 ft 1 Shadow Weapon Will neg V, S Yes
Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient
with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of
its type. The first time you hit a creature with the weapon, it may make a Will save to disbelieve; failure means the
weapon deals damage normally, success means it only takes 1 point of damage from the weaponís attacks. The
weapon only deals 1 point of damage to objects.If an attacked creature has spell resistance, you make a caster
level check (1d20 + caster level) against that spell resistance the first time the shadow weapon strikes it. If the
weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.
At 5th level, the weapon gains a +1 enhancement bonus. At 10th-level, you may increase the enhancement bonus
to +2 or add the frost or keen weapon property. The frost and keen properties have no effect if the target makes its
  disbelief save.The spell ends if the weapon leaves your possession.              
  Shield (Abjur.) (Pathfinder) 1sa 20 Min. Personal Self No V, S D
  Creates a tower shield of force, providing +4 shield AC and negates magic missile, no penalties.          
  Shieldbearer (Tans.) (S. Comp.) 1sa 20 Rnds Touch Shield Touched No
Causes 1 shield to hovers within 1' granting the subject a shield bonus as if the subject was wearing the shield.
  Shield bonuses from multiple castings do not stack.          
  Shivering Touch, Lesser (Necro.) (Frost) 1sa 20 Rnds Touch Creature Touched No
Your successful melee touch cases the target to shiver uncontrollably and suffer the loss of 1d6 points of Dex.
  Creatures with the cold subtype are immune to this spell.          
  Shock and Awe (Ench.) (S. Comp.) 1 Swift 1 Rnds 75 ft 30' Radius No
  Distracts it targets, only effective against flat-footed creatures; -10 on initiative check.          
  Shock Shield (Abjur.) (Ul. Combat) 1sa 20 Min. Self Self No V, S No
This spell creates an invisible shield similar to but not as strong as the shield spell. This shield hovers in front of
you and negates magic missile attacks directed at you. The disk provides a +2 shield bonus to AC. This bonus
applies against incorporeal touch attacks. At any time, as a free action, you may dismiss your shield, at which
point it deals 1d6 points of electrical damage to all creatures within a 5-foot burst, including you. A Reflex saving
  throw halves the damage.                      
  Shocking Grasp (Evoc.) (Pathfinder) 1sa Instant Touch 1 Creature/Object No V, S
With a successful melee touch you deal 20 d6 (max 5d6) points of touch.You gain a +3 to
  your touch if the creature is wearing or carrying a lot of metal.                
  Silent Image (Illus.) (Pathfinder) 1sa Concentration 1200 ft Special Will V, S, F
  A visual illusion with a size of 240 cubic feet.It has no sound or thermal components.     a bit of fleece  
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Sleep (Ench.) (Pathfinder) 1sa 20 Min. 300 ft 4 HD of Creatures Will neg V, S, M Yes
Puts 4 HD creatures asleep starting with the lowest level and the closest creature.It doesn't target undead, fine sand, rose petals or a live
  constructs or creatures that are already asleep.               cricket    
  Slide (Trans.) (S. Comp.) 1sa Instant 75 ft 1 Creature Will neg
  Slides the subject 5' in any direction.Can't slide an object up or down, or into a space already occupied.
  Slow Burn (S. Comp.) 1sa 1 Min. 300 ft 30' radius spread No
Lends fuel to a fire allowing it to burn twice as long and requires twice as much power to extinguish the fire.
(2 rolls over 2 rounds are needed to extinguish the fire).Magical fire doesn't burn as hot taking -1 points of
  damage per damage die.This spell negates raging flame.          
  Smoke Ladder (Trans.) (C. Arcane) 1 Round 20 Min. Touch A Smoke Ladder No
Creates a misty ladder up to 200 feet long shaped from the smoke giving off by an existing fire.
It can be easily handled at any length is always steady and rigid without needing any support it can be simply
  placed and climbed.                        
  Snapdragon Fireworks (Trans.) (Ul. Magic) 1sa 20 Rnds 1200 ft Fireworks Reflex neg V, S, M Yes
A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. bundle of sulfur wrapped in cloth
Once per round, as a move action, you may designate a target 5-foot-square within range and launch a
pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing
creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light.
Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful
save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is
  high in the sky to increase visibility and protect observers.                  
  Sniper's Shot (Div.) (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.  
  Snowsight (Trans.) (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.
  Snowdrift (Trans.) (Frost) 1sa Instant Touch Special No
Forms existing snow up to 30 cubic feet into any shape that suits your purpose.It permits
  you to raise berms, raise barriers to future snow fall etc.Snow can't be made into weapons. Save or deaf 1d4 Rnds
  Sonic Blast (Evoc.) (S. Comp.) 1sa Instant 75 ft 1 Creature Will part
Blasts the subject with loud and high pitched sound dealing 10 d6 (max 5d6) points of sonic damage.
  The target must make a Will save or be deafened for 1d4 rounds, won't work in the area of a Silence Spell.        
  Sow Thought (Ench.) (Race) 1sa Permanent 75 ft 1 Creature Will neg V, S Yes
must be You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is
Changeling his own, but is not required to act upon it. If the idea is contrary to the target's normal thoughts (such as making
a paladin think, ďI should murder my friendsĒ) the target may suspect mind-altering magic is at play. The idea
must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a
common language for the spell to succeed, but without a common language you can only sow the most basic
  rudimentary ideas.                        
  Spell Flower (Trans.) (S. Comp.) 1sa 20 Rnds Personal Self No
  Allows you to hold a spell's charge in 1 of each of your arms, provided you don't try to cast a spell with that arm.
  Spirit Worm (Neco.) (S. Comp.) 1sa 1-5 Rnds Touch 1 Living Creature Fort neg
Creates a spirit decay in the subject causing them to lose 1 Con each round (max 5 points).The subject can save
  each round and a successful save ends the spell.            
  Spontaneous Search (Div.) (S. Comp.) 1 Round 1 Rnd Touch Creature Touched No
The subject knows all that is within 20' radius as if they had taken 10 on a search, including the location of traps,
  but with traps greater than a DC of 20 can only be found by a Rogue.      
  Stand (Conj.) (PHB2) Immediate Instant 75 ft 1 Prone Creature No
  Allows a willing subject to immediately stand without provoking attacks of opportunity.  
  Sticky Floor (Conj.) (R. of Dragon) 1sa 20 Hrs. 75 ft 10'x10' Square Reflex part
Creatures in the A.O.E. are immediately struck in place, a successful Reflex save means the creature can walk, but
they are still considered entangled.It takes a DC 15 Str or Escape Artist check to escape once stuck.Each round
that a creature is in the A.O.E. they must make a Reflex save to avoid being trapped.The effect even penetrates
  footgear.Flying, burrowing or incorporeal creatures are unaffected.              
  Stone Fist (Trans.) (Adv. Player's) 1sa 20 Min. Self Self No V, S, M D
This spell transforms your hands into living stone.While this spell is in effect, your unarmed strikes do not a chip of granite
provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small).In
addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.Stone to flesh
immediately dispels stone fist.Should you be the target of transmute rock to mud, this spell immediately ends
  and you take 4d6 points of damage.                      
  Stone Shield (Conj.) (Race) 1 Immediate 1 Round 0 ft 5 square feet None   V, S, DF No  
must be A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your
Oread choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting
you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent's attack misses you by 4
or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is
destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area
deal damage to the shield.You cannot use this spell if you are not adjacent to a large area of earth or stone such
  as the ground or a wall. A qinggong monk may select this spell as a Ki power at 4th level.          
  Strong Wings (Trans.) (Race) 1sa 20 Min. Touch Creature Touched Fort neg V, S Yes
  must be The target's wings grow more powerful, causing its fly speed to increase by +10 feet and its maneuverability to
Strix improve by one category (to a maximum of good). This increase counts as an enhancement bonus. This spell has
    no effect on wingless creatures or winged creatures that cannot fly.                
  Stumble Gap (Conj.) (Adv. Player's) 1sa 21 Rnds 75 ft Special Reflex part V, S, F No
You create a shallow extradimensional hole perfectly sized to trip anyone who steps within it.This hole occupies miniature shovel costing 10 gp
a single 5' squared with a depth of 6".Any creature occupying the square when you first create the hole, must
make a Reflex saving roll to avoid falling prone in an adjacent square and taking 1d6 points of damage.A creature
that makes its saving roll still stumbles ever so slightly and takes a -1 penalty on all rolls and checks for 1 round.
  The spell has no effect on creatures adjacent to the square containing the hole.            
  Summon Component (Conj.) (C. Mage) 1 Swift 1 Rnds 0 ft Special No
Conjures 1 noncostly (1 gp or less) material component for a single spell that you can cast that can't be magical.
  Summoned components disappear when the spell expires if they are not consumed in casting the spell.        
  Summon Minor Monster (Conj.) (Ul. Magic) 1 Round 20 Rnds 75 ft 1d3 Creatures None V, S, F/DF No D
This spell functions as summon monster I, except you can summon 1d3 Tiny or smaller animals, such as bats, tiny bag and a small candle
lizards, monkeys, rats, ravens, toads, or weasels. The summoned animals must all be the same type of creature.
As with animals summoned with summon monster I, you may apply one alignment-appropriate template to these
  animals.                          
  Summon Monster I (Pathfinder) 1 round 20 Rnds 75 ft 1 Creature No V, S, F No D
Summons a monster from the table Patfinder 351.It attacks as soon as it arrives and fights to death or until the a tiny bag and a small candle
spell expires. Monster   Subtype Monster Subtype
Dire Rat -- Frog, Poison --  
Dolphin -- Pony (horse) --  
Eagle -- Riding Dog --  
      Fire Beetle   -- Viper (snake) --            
  Summon Undead (S. Comp.) 1 round 20 Rnds 75 ft 1 Creature No
Human Warrior Skeleton; 1 HD, 6 HP, AC 15, touch 11 flat 14, Scimitar +1 (1d6+1/18-20)
  +5 Initiative, DR 5/Bludgeoning, Darkvision 60', undead immunities        
1st Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Targeting Ray (Div.) (S. Comp.) 1sa 20 Rnds 300 ft Ray No
Acts as a rangefinder if you succeed with a ranged touch attack and your allies can see the ray impact then they
  gain a + 6 to hit bonus.            
  Theft Ward (Abjur.) (Race) 1sa 1 Day Touch 1 Object No   V, S    
You ward a single object in your possession against theft. You gain a +10 bonus on Perception checks to notice
  someone trying to take the object from you.                    
  Thunderhead (Evoc.) (S. Comp.) 1sa 20 Rnds 75 ft 1 Creature Reflex neg
Creates a small thundercloud over the subject's head that follows them each round it fires a small bolt of
  electricity that deals 1 point of damage (this damage is negated by a successful Reflex roll).          
  Touch of Gracelessness (Trans.) (Adv. Player's) 1sa 20 Rnds Touch Creature Touched Fort Part V, S Yes
With a single touch, you reduce a creature to a fumbling clown.The target takes a penalty to its Dex equal to
1d6+ 10 (max 1d6+5).This penalty cannot drop the target's Dex score below 1.In addition, if the
subject moves more than half its speed, it falls prone.If the subject flies, its maneuverability is reduced by 1 step
(perfect maneuverablilty becomes good, good becomes average and so on).A successful Fort save halves the
  penalty to Dex and negates the possibility of falling prone or the reduction to fly maneuverabilities.          
  Touch of Combustion (Evoc.) (Race) 1sa Instant Touch 1 Creature/Object Reflex neg V, S Yes
must be Your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire
Ifrit damage. If it fails its saving throw, the target also catches on fire. If the target catches fire, on the first round
thereafter, creatures adjacent to it (including you) must each succeed at a Reflex save or take 1d4 points of fire
  damage.                          
  Touch of the Sea (Trans. ) (Adv. Player's) 1sa 20 Min. Touch Creature Touched Fort neg V, S, M Yes
You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a swim speed
of 30' along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered
You can also use the run action while swimming, provided you swim in a straight line. This transformation causes
any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect
  continue to function). This spell does not grant the target any ability to breathe water.          
  True Casting (Div.) (C. Mage) 1sa 1 Spell Personal Self No
  The next single spell you cast before the end of your next round gains a +10 level check made to overcome SR.        
  True Strike (Div.) (Pathfinder) 1sa Special Personal Self No V, F
Grants you a +20 insight bonus on your next single attack roll in the round after the spell is cast, it also negates small wooden replica of an
  the miss chance caused by concealment.               archery target  
  Twisted Space (Trans.) (Ul. Combat) 1sa 1 Rnds 75 ft 1 Creature Will neg V, S, M Yes
You distort the space around a creature, twisting the path of its melee attacks unpredictably, but always toward a length of wire bent into a circle
nearby creature that the target threatens. Until the start of your next turn, melee attacks made by the target
  creature affect a random target instead of their intended target.                
  Undine's Curse (Necro.) (Race) 1sa 20 Hrs 75 ft 1 Creature Will neg V, S Yes
must be The target loses its body's natural ability to breathe automatically. As long as it remains conscious and is able to
Undine take physical actions, it keeps breathing and is able to function normally. If it is ever unconscious (including
sleeping) or unable to take physical actions, it stops breathing and begins to suffocate. Creatures that do not
  have to breathe are immune to this spell.                    
  Unerring Weapon (Trans.) (Ul. Combat) 1sa 0 Rnds 25 ft Special Will neg   V, S Yes  
This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation
grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point per four caster levels
(maximum total bonus +7). If the spell is cast on projectiles, the effect ends on a specific projectile whenever that
projectile is used to make an attack, regardless of whether the attack hits. For this spell, shuriken are considered
projectiles.You are able to affect 1 weapon or up to 20 projectiles
  Unprepared Combatant (Ul. Magic)   1sa 0 Min. 25 ft 1 Creature Will neg   V, S Yes  
  The target takes a Ė4 penalty on initiative checks and Reflex saves.                
  Unseen Servant (Conj.) (Pathfinder) 1sa 20 Hrs 75 ft 1 Invisible Servant No V, S, M No
Creates a mindless shapeless servant that performs simple tasks.It can run and fetch things, open unstuck doors piece of string and a bit of wood
hold chairs, clean and mend.The servant can only perform 1 task at a time, but it repeats the task over and over
if told to do so.It can only open normal doors, drawers, lids and the like with a Str score of 2 (so it can lift 20 lbs
or drag 100 lbs).It can trigger some traps with 20 lbs of force, but that is not enough to activate most pressure
plates.It can't perform any task that requires a skill check with a DC higher than 10 or that can't be used untrained.
It can't attack in any way and is dissipated if it receives more than 6 points of damage from area attacks (it gets no
  saving roll).It winks out if you try to send it beyond the spell's range.              
  Urban Grace (Trans.) (Race) 1sa 20 Min. Self Self None V, S
must be You become one with the city around you, allowing you to move more easily through its crowds and buildings.
Half-Elf For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2
squares of movement to enter a square with crowds, though the crowd still provides cover to you. This ability
does not allow you to enter the space of enemy creatures without making the appropriate Acrobatics check. In
addition, you receive a +4 circumstance bonus on Acrobatics checks made to move across uneven urban
surfaces, such as roofs and broken pavement, and on Climb checks made to scale walls and other artificial
surfaces. Whenever you make an Acrobatics check to make a long jump between two buildings or artificial
  structures, you are always treated as if you had a running start, regardless of the actual distance traveled.        
  Vanish (Illusion) (Adv. Player's) 1sa Special Touch Creature Touched Will neg V, S Yes D
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5
  rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.          
  Ventriloquism (Illus.) (Pathfinder) 1sa 20 Min. 75 ft Intelligible Sound Will V, F No
You can make any sound, that you can normally make, come from another location.Anyone who hears the parchment rolled into a cone
  sound is allowed a saving roll to believe in it or not,but regardless they do hear the noise.          
  Vigilant Slumber (Div.) (C. Mage) 1 Round 12 Hrs Personal Self No
Set a condition that you could normally observe and you are automatically woken up fully alert and ready for
  action.This spell lasts 12 hours or until used.            
  Vocal Alteration (Trans.) (Ul. Magic) 1sa 20 Min. 75 ft 1 Humanoid Fort neg   V, S Yes  
You alter the targetís voice to something else. For example, you could make the targetís voice high-pitched,
husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise,
the target gets a +10 bonus on the Disguise check when trying to fool a listener.The target can vary the
disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf nobleís voice
  and accent could speak in falsetto, with a rural halfling accent, and so on.              
  Wall of Smoke (Conj.) (S. Comp.) 1sa 20 Rnds 75 ft Straight Wall Fort part
Creates a straight wall 200 sqft long.It blocks sight granting concealment to those on the other side.
The wall is stationary, but it can be destroyed by a moderate wind 11+ mph in 1 round.If a creature pass thru the
  wall they must make a Fort save or be nauseated for 1 round.The spell doesn't work underwater.  
  Weaken Powder (Trans.) (Ul. Combat) 1sa Instant 25 ft 1 Loaded Firearm Will neg   V, S, M/DF Yes  
Ammunition in the target firearm generates less of an explosive charge when fired. With such ammunition, the an empty paper cartridge
firearmís range increment is halved and the firer takes a Ė2 penalty on damage rolls. If aware of this spellís effect
prior to firing the altered ammunition (a DC 16 Spellcraft check to identify the spell being cast or similar effect), the
firearmís user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that
  ammunition.                          
  Weapon Shift (Trans.) (S. Comp.) 1sa 20 Min. Touch 1 15 lb Weapon Fort neg
Temporarily transforms 1 melee weapon into another melee weapon.Magic weapons retain their special abilities
  and weapons made out of a special material are still made out of that material.              
  Web Bolt (Conj.) (Race) 1sa 20 Min. 75 ft Fist sized blob Reflex neg V, S No
Drow You launch a ball of webbing at a target, which must make a save or be affected as if by a web spell occupying
spells only the creature's space. If the creature saves or breaks free of the webbing, the remaining webs dissolve and
the square is not considered difficult terrain. The spell has no effect if the target is not on or adjacent to a solid
  surface that can support the webbing.                    
  Whelm (Ench.) (PHB2) 1sa Instant 75 ft 1 Living Creature Will neg
  Launches a magical assault that deals damage of 10 d6 (max 5d6) points of nonlethal damage.
  Windy Escape (Trans.) (Race) 1 Immediate Instant Self Self No   V, S    
must be You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly
Sylph through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit
effect from that attack.You cannot use windy escape against an attack of opportunity you provoked by casting
a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when
  used.                          
  Wings of Bounding (Evoc.) (R. of Dragon) 1 Swift Instant Personal Self No
Sorcerer Evoke immense partially transparent wings that grant you +20 on a Jump check that you make in the same round
only that you cast the spell.In addition if you are intentionally jumping down from a height and you make a DC 15
Jump check you take falling damage as if you fell 30' fewer than you actually did.Dragonblooded creatures gain
  10 (max +10) bonus on the jump check.            
  Wings of Swift Flying (Evoc.) (R. Of Dragon) 1sa 20 Hrs. Personal Self No
Sorcerer After you gain flight power this spell increases your flight speed by +30'When the underlying spell that
only provides you flight ends so does this spell.Creatures with natural wings can't benefit from this spell.
  Dragonblooded creatures gain an extra +10' for at total of +40' fly speed.      
  Wings of the Sea (Trans.) (S. Comp.) 1sa 20 Min. Touch Creature Touched Fort neg
It changes the subject's swim speed by 30'.It doesn't grant swim speed to creatures that don't have one.
  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 Ė50 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
  Ablative Barrier (Ul. Combat) 1sa 20 hrs Touch Creature Touched Will neg V, S, M No
Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. piece of metal cut from a shield
Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal
damage. Against attacks that already deal nonlethal damage, the target gains DR 5/ó. Once this spell has
  converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.        
  Aboleth's Lung (Trans.) (Race) 1sa 20 hrs Touch Living Creatures Will neg V, S, M/DF Yes
  must be The targets are able to breathe water, freely. However, they can no longer breathe air. Divide the duration evenly seaweed
  Gillman among all the creatures you touch. This spell has no effect on creatures that can already breathe water.        
  Accelerate Poison (Adv. Players) 1sa Instant Touch Creature Touched Fort neg V, S, M Yes
  Hasten the onset time of poison in the target.If it has an onset time its effects happen immediately, its frequency
is doubled inflicting damage twice a round and requiring two saving rolls, although the duration is halved.The
conditions to cure the poison remain unchanged.If the target is affected by more than one poison the caster can
    choose which poison to accelerate, if the caster administered the poison, otherwise it is randomly determined.        
  Acid Arrows (Conj.) (Pathfinder) 1sa 7 Rnds 1200 ft 1 Arrow of Acid No V, S, M no
Creates a magical arrow that requires a ranged touch to attack, if you hit the arrow deals 2d4 points of acid
  damage per round.                        
  Acid Splash (Conj.) (Pathfinder) 1sa Instant 75 ft 1 missile of acid No V, S no
The subject gains a + 20 bonus to any attempt to grapple, lift push, bull rush, overrun, throw trip or
otherwise force them to move against their will.If the subject is forced to move the spell ends, but the subject
  can move under their own power.                      
  Adrenaline Surge (Trans.) (M. Wild) 1sa 0 Rnds 75 ft Special No
  Gives each of your summoned creatures, in range, +4 Str.          
  Aiming at the Target (Abjur.) (S. Comp.) Immediate up to 20 Min. Personal Self No
    Grants +10 on Concentration checks for as long as you concentrate on a spell.      
  Alarm, Greater (Abjur.) (S. Comp.) 1sa 80 Hrs. 75 ft 20' Radius 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.
  Furthermore the spell alerts you to travelers on the Ethereal or Shadow Planes that pass through the A.O.E.
  Allied Footsteps (Div.)(C. Mage) 1 Round 20 Days Touch 1 Living Creature No
The willing subject of this spell know the direction and approximate (within 10%) distance they must travel to
reach you, the spell doesn't account for obstacles.The spell works at any distance and continues even if you die.
  If you travel to another plane or enter an antimagic field the spell is suppressed.            
  Alter Self (Trans.) (Pathfinder) 1sa 200 Min. Personal Self No V,S,M no D
You assume the form of a creature of a small to medium creature of your type.If the form is listed as having
darkvision, low-light vision, scent or swim (up to 30') you get the same abilities.If you assume a small shape you
gain a +2 size bonus to Dex.If you take the form of a Medium creature and you are small you gain a +2 bonus to
  Str.                          
  Animal Aspect (Ul. Combat)   1sa 20 Min. Self   Self None   V, S, M/DF Yes  
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is part of the animal
unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for
the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the
associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.
Frog: Your legs become elongated and muscular. You gain a +4 competence bonus on Acrobatics checks, and
you always jump as if you had a running start.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type
increases by one step, and you gain a +4 competence bonus on combat maneuver checks when making the
grapple or reposition combat maneuver.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +4 competence bonus on Climb
checks, and you can throw objects as if you had the Throw Anything feat.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water
with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed.
Additionally, you can hold your breath for 4 rounds per point of Constitution before being forced to make
Constitution checks to keep holding your breath.
Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 competence
bonus on Disable Device, Sleight of Hand, and Stealth checks.
Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a enhancement bonus
of +20 feet to your base speed.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half
  your normal speed and all the benefits of having a natural climb speed.              
  Animalistic Power (Trans.) (PHB2) 1sa 20 Min Touch Creature Touched No
  Subject gains +2 Str, +2 Dex and +2 Con.            
  Animate Fire (Trans.) (C. Arcane) 1 Round 20 Rnds 25 ft 5' cube of fire No
  Animates a small fire as per a fire elemental (MM1 p99).          
  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.                          
  Apparition (Illus.) (C. Arcane) 1 Round 20 Rnds Touch Creature Touched Will neg
Your face takes a horrible appearance and any creature (except you or your allies) that views your face becomes
  shaken unless they make their saving roll.                    
  Arcane Lock (Abjur.) (Pathfinder) 1sa Permanent Touch Special No V, S, M no Perm
Magically locks a door, portal chest or door.If the item has a lock on it then the DC for that lock is increased by 25 gp of gold dust
10.If there is no lock then the aracne lock requires a DC 20 Disable Device check to bypass.An item that is
arcane locked can only be bypassed with picking the lock, dispel magic, knock or breaking it open (knock only
suppresses the arcane lock for 10 minutes).The DC to break open a door protected by arcane lock is
    increased by +10.                        
  Arcane Turmoil (Abjur.) (C. Mage) 1sa Instant 75 ft 1 Creature Special
You affect the subject of the spell as if by a targeted dispel magic.Additionally if the subject is a spell caster and
  fails their Will save they lose 1 of their highest spells (randomly) or spell slot as if the spell had been cast.        
  Arrow Eruption (Conj.) (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.                    
  Attentive Alarm (Abjur.) (C. Mage) 1sa 40 75 ft 20' Radius 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.In
addition you know the number and type of creatures that cross the boundary during the round in which the spell
  is activated.                  
  Augment Familiar (Trans.) (C. W. & S. C.) 1sa 20 +C Rnds 75 ft Your Familiar No
  Grants your familiar +4 Str, Dex and Con, DR 5/magic and +2 on all saving rolls.              
  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 creatureís weapon exceeds the spellís
  range, the spell ends for that weapon.                    
  Balancing Lorecall (Div.) (C. Adv. & S. Comp.) 1sa 0 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.            
  Baleful Transposition (Conj.) (S. Comp.) 1sa Instant 300 ft 2 Creatures Will neg
2 creatures, up to large size, instantly swap positions.Objects, but not creatures held, go with them.The move
  is instantaneous and does not provoke attacks of opportunity.        
  Balor Nimbus (Trans.) (S. Comp.) 1sa 20 Rnds Personal Self No
  Flames surround you with no harm, but do 6d6 to anyone grappling you      
  Battering Ram (Evoc.) (S. Comp.) 1sa Instant 75 ft 1 Object/Creature No
Creates a ramlike force that deals 1d6 points of damage, if cast upon a creature it acts like a bull rush (as a
Medium creature with Str 30 for a +10 bonus on the bull rush attempt).If the subject is moveable you make a
  Str check with a +10 bonus to open it.                    
  Bear's Endurance (Trans.) (Pathfinder) 1sa 20 Min. Touch 1 Creature Will V, S, M Yes
  +4 Con                     few hairs or pinch of dung from a bear
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Belker Claws (Trans.) (Planar & S. Comp.) 1sa Special Touch 1 Living Creature No V, S, M Yes
Creates claws of smoke that deal 2d12 points of damage per round if it makes a touch attack.The duration is small vial of smoke
  6 rounds (to a max 4 rounds at 12th level).                  
  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.                  
  Bigby's Striking Fist (Evoc.) (PHB2) 1sa Instant 300 ft 1 Creature Reflex part
Creates a glowing fist of force that has a BAB of 22 + your key ability modifier.The fist deals
10 d6 (max 5d6) points of damage and attempts a bull rush with a bonus of + 14
and if successful knocks the subject back in a direction of your choice.It doesn't provoke attacks of opportunity
  A subject that succeeds a Reflex save takes 1/2 damage and is not subject to the bull rush.  
  Bigby's Warding Hand (Evoc.) (PHB2) 1sa 20 Rnds 300 ft 1 Hand of Force No
Creates a hand of force that inhibits a creature's move.It take a move action to designate another person for the
spell to target and it has no effect on Huge or larger creatures.The target must make a Str check with a DC of
12 + your key ability modifier, if the target fails then they move at 1/2 spell, they are allowed a Str check each
round.The hand is 1' long with 1/2 your normal hp and AC 20.It makes saving rolls using your base saves and
  takes damage as normal for a creature.            
  Black Karma Curse (Ench.) (PHB2) 1sa Instant 75 ft 1 Creature Will neg
  If the subject fails its save it takes damage as if it attacked itself with its best weapon.  
  Blades of Fire (Conj.) (C. Arcane) 1 Swift 1 Rnds Touch 1-2 Weapons No
  Flames sheathe the weapon dealing an extra 1d6 of fire damage.        
  Bladeweave (Illus.) (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self Will
  1/round chose 1 target that you successfully attack and force them to make a Will save or be dazed for 1 round.
  Blast of Force (Evoc.) (S. Comp.) 1sa Instant 300 ft Ray Fort part
Succeed on a ranged touch attack dealing 10 d6 (max 5d6) points of damage.A successful hit
  requires the foe to make a Fort save or be knocked prone          
  Blinding Color Surge (Illus.) (PHB2) 1sa 20 Rnds 300 ft You & 1 Creature Will neg
You strip the color from your body turning it into a lance of energy that you throw at the target which must make
  a Will save or be blinded for 1 round.You gain the benefit of an invisibility spell for the spell's duration.        
  Blindness/Deafness (Necro.) (Pathfinder) 1sa Permanent 300 ft 1 Living Creature Fort neg V yes D
  Can either blind or deafen the subject as you desire.                  
  Blindsight (Trans.) (S. Species) 1sa 20 Min. Touch Creature Touched No
  Grants the subject blindsight 30'.                      
  Blood Blaze (Trans.) (Race) 1sa 0 Rnds Touch Creature Touched Fort neg V, S Yes
must be The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air.
Orc Any creature (including the spell's target) within the aura that takes at least 5 points of piercing, slashing, or bleed
damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a
randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any
creature in that square, and 1 point of splash damage to all creatures within 5 feet of the spray's target, including
the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not
  have blood (including oozes and most constructs and undead) do not create blood sprays when attacked.        
  Blood Transcription (Ul. Magic) 1sa 24 Hrs Touch 1 Dead Spellcaster None V, S No
By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that
spellcaster knew. Select one spell available to the dead spellcaster (this must be a spell on your spell list); you
gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if
you are a witch) using the normal rules for copying a spell from another source. Once you have learned it, you
  may prepare the spell normally.                      
  Blur (Illus.) (Pathfinder) 1sa 20 Min. Touch Creature Touched No V yes D
Blur's the subject's outline giving foes a 20% miss chance, blind foes are immune.See invisible won't work, but
  true sight will.                        
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Body of the Sun (C. Divine & S. Comp.) 1sa 20 Rnds 5 ft 5' radius Reflex 1/2
Fire extends 5' from your body in all directions dealing 10 d4 points of damage (max 5d4).Adjacent
  creatures take fire damage each round.                    
  Boiling Blood (Trans.) (Ul. Magic) 1sa Conc. +1 rnd 100 ft Special Fort neg V, S Yes
  The blood of the targeted creatures begins to boil. If a target fails its save, it takes 1 point of fire damage per
round. This spell has no effect on creatures that donít have blood.This spell has no effect on creatures that
    donít have blood.                        
  Boiling Blood (Trans.) (C. Mage) 1sa 6 Rnds 300 ft 1 Living Creature Fort part
Heats up the subject's blood dealing them 2d6 points of fire damage for each round (max 7 rounds), a successful
Fort save reduces the spell's duration to 1 round.If the spell doesn't do damage to a living creature within 3
rounds the spell ends.If the subject is subjected to a second casting of boiling blood they become sickened
  for each round that they take damage and both spells are active.        
  Bone Chill (Necromancy) (Frost) 1sa 20 Rnds 75 ft 1 Ray Fort neg
With a ranged touch attack you cover corporeal undead in ice rendering them immobile as if held.Each round, on
it's turn it may attempt a new saving roll to break free (this is a full round action but it doesn't provoke attacks of
  opportunity).                
  Bonefiddle (Necro.) (S. Comp.) 1sa 20 Rnds 75 ft 1 Creature Fort neg
As long as you concentrate you manifest a ghostly fiddle bow that saws at the target's bones creating music and
causing intense pain.The victim must make a Fort save each round or take 3d6 sonic damage and taking a -20
  on Move Silently checks; a successful save ends the spell.          
  Bristle (Trans.) (S. Comp.) 1sa 20 Min Touch 1 Suit of Armor No
Grows long hard spikes from the armor, they do not interfere with movement, each round the spikes attack a foe
  with a BAB of + 20 and dealing 2d6 points of damage (Str modifier doesnít apply).  
  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 targetís forehead that deals bleed damage equal to half your caster level. At the start of each
of the targetís turns, when it takes bleed damage, it also takes a cumulative Ė1 penalty on all attack rolls. When
that penalty reaches Ė3, the target also treats all targets as having concealment (20% miss chance). When the
penalty reaches Ė5, 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 spellís effects.          
  Brumal Stiffening (Trans.) (Frost) 1sa 20 Rnds 75 ft 1 Weapon Reflex neg
The targeted weapon becomes brittle reducing its hardness by 5 increasing the effectiveness of sunder attempts.
  In addition if a 1 is rolled on an attack the weapon takes the damage as if it had successfully hit.          
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Bullet Shield (Abjur.) (Ul. Combat) 1sa 200 Min. Touch Creature Touched Will neg V, S, M Yes
The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 a bullet
to the bonus for every five caster levels you have (to a maximum of +8 at 20th level). Though the spell is called
  bullet shield, it also grants this protection from attacks made from firearms with the scatter weapon quality.        
  Bull's Strength (Trans.) (Pathfinder) 1sa 20 Min. Touch 1 Creature No V, S, M
  +4 Str                   few hairs or a pinch of dung from a bull
  Burning Gaze (Evoc.) (Adv. Player's) 1sa 20 Rnds Self Self Fort neg V, S, M/DF Yes
As a standard action as long as this spell's effects persist, you may direct your burning gaze against a single eye of a mundane salamander
creature or object within 30' of your location.Targeted creatures must succeed at a Fort save or take 1d6 points of
fire damage.Unattended objects do not get a save.Creatures damaged by the spell must make a Reflex save or
catch fire.Each round burning creatures may attempt a Reflex save to quench the flames; failure results in another
1d6 points of fire damage.Flammable items worn by a creature must also save or take the same damage as the
creature.If a creature or object is already on fire, it suffers no additional effects from burning gaze.This spell
doesn't grant an actual gaze attack, foes and allies are not in danger of catching on fire simply by meeting your
  gaze.                            
  Burning Sword (Evoc.) (S. Comp.) 1sa 20 Min Touch Weapon Touched No
The weapon sheds azure light out to 30' dealing an extra 1d6 of fire damage on a critical with a x2 multiplier it deals
  an extra 1d10 damage, with a 3x multiplier it deals an extra 2d10 and with a x4 multiplier it deals an extra 3d10.        
  Cat's Grace (Trans.) (Pathfinder) 1sa 20 Min Touch Creature Touched No V, S, M Yes
  Grants the subject +4 Dex bonus with usual increase in AC andReflex rolls.         A pinch of cat fur  
  Catapult (Trans.) (C. Scoundrel) 1sa Instant Touch Up to 1x 5 lb Object No
Propels a single object at fantastic speed allowing you to make a normal ranged attack even with an object that is
not meant to be thrown.Use a BAB of+ 6 (max +5), the range increment is 30' regardless of
its normal range increment.If you use an object not meant to be thrown take a -4 nonproficiency penalty.The
damage is 1d6 if the item weighs at least 1 lb.You must have the object in your hands to use the spell, but you
  can't propel living creatures.              
  Celerity, Lesser (Trans.) (PHB2) Immediate Instant Personal Self No
  After casting the spell you can take a move action., but you are dazed until the end of your next turn.          
  Certain Grip (Ul. Combat) 1sa 200 Min. Touch Creature Touched Will neg V, S, M/DF Yes
The subjectís grip and footing become sure, granting a +4 competence bonus on Climb checks, on Acrobatics tiny ball of fur
checks to balance, and to CMD against bull rush, drag, reposition, and trip attempts. While affected by this spell,
  the target is also immune to the disarm combat maneuver.                  
  Chain of Eyes (C. Divine & S. Comp.) 1sa 20 Hrs Touch 1 Creature Will
Use another creature's vision, each time the subject contacts another you may shift your vision to that one.
  Each transfer allows a new saving roll and spell resistance check.                
  Chain of Perdition (Evoc.) (Ul. Combat) 1sa 20 Rnds 75 ft 10' Chain None V, S, M/DF Yes
A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within chain link
range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of
perdition, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it normally. The
chainís AC against touch attacks is 10 + your Charisma modifier (sorcerer), Intelligence modifier (wizard), or
Wisdom modifier (cleric).The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip
combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma
modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or
Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers
no penalty or miss chance due to darkness, invisibility, or other forms of concealment.As a move action, you
can move the chain up to 30 feet. If the chain goes beyond the spellís range or out of your sight, it returns to you.
If a creature that the chain attacks has spell resistance, you must make a caster level check (1d20 + caster level)
against that spell resistance the first time the chain performs a successful maneuver against that creature. If the
chain is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature
  for the duration of the spell.                      
  Chameleon (Illus.) (C. Arcane) 1 Round 20 Hrs Touch Creature Touched No
Alters the coloration of the subject providing +10 Hide, it can shift colors if they move at 1/2 speed, but an
  abrupt change takes a round for the coloration to change.          
  Cloak Pool (Illus.) (Planar & S. Comp.) 1sa 20 hr 75 ft 1 Color Pool Will neg
Causes a color pool on the Astral Plane (a Gate) to seem to disappear.See invisibility, true seeing and analyze
  portal revel the portal.                
  Cloud of Bewilderment (Conj. ) (S. Comp.) 1sa 20 Rnds 75 ft 10' cube Fort neg
Creates a cloud of nauseating gas that effects any creature inside and for 1d4+1 rounds after leaving.It obscures
  all vision providing concealment. Fort save or be nauseated.          
  Cloud of Knives (PHB2) 1sa 20 Rnds 30 ft Silver Knives No
  1d6+ 7 hp damage/19-20 critical, acts as magical vs. damage reduction.  
  Cloud Wings (S. Comp.) 1sa 20 Hrs Touch Creature Touched No
  Increases the subjects fly speed by 30', it doesn't grant flying or effect other forms of movement.  
  Combust (Evoc.) (S. Comp.) 1sa Instant Touch Special Ref part
Ignites 1 creature or 500 lbs of material, even if damp.A creature takes
20 d8 (max 10d8) points of damage, they must make a DC 15 Reflex save or catch on fire.Unattended
  objects take 1d6 points of fire damage each round until consumed or someone puts it out.  
  Command Undead (Necro.) (Pathfinder) 1sa 20 Days 75 ft 1 Undead Creature Will neg
Gives you some control over undead, if it is intelligent you must make opposed Cha to do anything it wouldn't
normally do (no retries), it will not attack you and it is friendly to you.It will never obey suicidal or obviously
harmful orders, but it might do something dangerous.Unintelligent undead get no saving roll, but can only obey
  simple commands.If you or an ally attacks the undead the spell is broken.              
  Compassionate Ally (Ench.) (Ul. Magic) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S Yes
At the sight of an injured ally, the target immediately disengages from its current course of action and rushes to
provide aid. If the target possesses curative spells or magic items, it utilizes them to help the injured ally. If not,
the target provides aid by performing a Heal check. The target remains with the injured ally to assure her safety
and refuses to leave the allyís side until her wounds are fully treated or the spell ends, but can otherwise defend
  itself and make attacks.                        
  Continual Flame (Evoc.) (Pathfinder) 1sa Permanent Touch 1 Object No V, S, M No
  Creates a permanent flame that lights as per torch (20') it creates no heat and counters darkness of equal or less.   Ruby dust worth 50 gp  
  Create Magic Tattoo (Conj.) (S. Comp.) 10 Minutes 24 Hrs Touch Creature Touched No
You must have at least 1 rank Craft (drawing or painting or calligraphy) to inscribe a magical tattoo if you are
3rd-6th level +2 resistance bonus on 1 type of saving roll (Fort, Reflex or Will)
+1 luck bonus on attack rolls
+1 bonus to AC
At 7th-12th level you can add the following:
+2 Resistance on saving rolls
+2 Competence bonus on attack rolls
At 13th+ levels you can add the following:
SR 6
+2 enhancement to 1 ability score
+1 spellcaster level (increases the level of spells, but not the number of spells)
  A creature can only have 3 tattoos at once.An erase spell can remove 1 tattoo, but dispel magic removes all.        
  Create Pit (Conj.) (Adv. Player's)   1sa 21 Rnds 300 ft 10'x10' hole Reflex neg V, S, F No
You create a 10'x10' extradimensional hole with a depth of 100 feet (max 30').You must create the pit on a miniature shovel costing 10 gp
horizontal surface of sufficient size.Since it extends into another dimension, the pit has no weight and doesn't
otherwise displace the original underlying material.You can create the pit in the deck of a ship as easily as on a
dungeon floor or the ground of a forest.Any creature standing in the area where you first conjured the pit must
make a Reflex saving roll to jump to safety in the nearest open space.In addition, the edges of the pit are sloped
and any creature ending its turn on a square adjacent to the pit must make a Reflex saving roll with a +2 bonus to
avoid falling into the pit.Creatures subjected to an effect intended to push them into the pit (such as bull rush)
do not get a saving throw to avoid falling in if they are affected by the pushing effect.Creatures who fall into the
pit take falling damage (1d6/10' fallen) as normal.The pit's coarse stone walls have a Climb DC of 25.When the
duration of the spell ends creatures within the hole rise up with the bottom of the pit until they are standing on
  the surface over the course of a single round.                    
  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.                    
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Crystalline Memories (Trans.) (C. Mage) 1 Swift Special 60 ft 1 Living Creature Will neg
This spell only works on a creature with Int 3+.You must study the subject for 3 consecutive rounds,
concentrating each round on the effect.If you are interrupted the spell is lost.Once the study is completed the
target's surface thoughts (as per detect thoughts) congeal into a solid crystal that erupts from the subject's head
causing 2d8 points of damage and 2 points of Int damage.The crystal flies to your hand and you can, as a full-
  round action look into the crystal and view the memories.The crystal lasts for 1 use or up to 24 hours.
  Curse of Impending Blades (Necro.) (S. C.) 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              
  Cushioning Bands (Ul. Magic)   1sa 20 Hrs Touch   Creature Touched Will neg   V, S Yes  
Invisible bands of force encircle vital areas of the target. The bands resist crushing forces and impacts without
interfering with movement. The target gains DR 2/piercing or slashing and takes half damage from constriction,
falling, and being buried, as well as from similar crushing effects such as crushing hand. Grapple checks for
attacks other than constricting (such as pinning or swallowing whole) are not affected. Once the spell has
blocked 12 points of damage per caster level (to a maximum of 120 points at 10th level), it is discharged. The
bands have no effect on incorporeal attacks unless they deal damage from constriction or crushing, or unless
  the attacks would be subject to damage reduction.                  
  Daggerspell Stance (C. Adv. & S. Comp.) 1 swift 0 Rnds Personal Self No
While this spell is in effect and you are holding a dagger in each hand you gain a +2 to attack and damage.
  You also can deflect spells and gain SR of 5 When using total defense you have DR 5/magic.
  Dark Way (Illus.) (S. Comp.) 1sa 20 Rnds 75 ft Special No
Creates a ribbon like weightless unbreakable bridge 5' wide, 1" thick and up to 400 ft long.
It must be anchored at both ends, but can be at any angle it can support a max of 4000 lbs.
  If the weight limit is exceeded all creatures fall through it.                  
  Darkness (Evoc.) (Pathfinder) 1sa 20 min Touch Object Touched No V, M No D
Causes object to radiate darkness out 20', causing the area to drop 1 light level, from bright to normal, from
normal to dim, or from dim to darkness.It has no effect in an area already dark.Creatures with light sensitivity
suffer no penalties in normal light.All creatures in A.O.E. gain concealment (20% miss chance) in dim light and
total concealment (50% miss chance) in darkness.Nonmagical light sources don't increase the light level in the
A.O.E.Magical light sources only increase the light level if they are of a higher level than this spell.If cast upon
an object and put into a light tight space the darkness is confined.This spell can be used to counter a light spell
  of an equal or lower level.                      
  Darkvision (Trans.) (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
  Daze Monster (Ench.) (Pathfinder) 1sa 1 Rnds 300 ft 1 Living Creature Will neg V, S, M Yes
  Dazes a monster up to 6 HD, those with more HD are not affected           pinch of wool or similar substance
  Death Armor (Necro.) (S. Comp.) 1sa 20 Rnds Personal Self No
  You are wreathed in black flames that deal 1d4+ 10 (max 10) to all that hit you in melee (within 5').        
  Death from Below (Abjur.) (Race) 1sa 0 Rnds. Touch Creature Touched Fort neg V, S Yes
must be You grant the target a dodge bonus to its Armor Class against attacks from larger creatures. The bonus is equal to
gnome +1 for every size category the attacker is larger than the target of the spell, to a maximum of +1 per 3 caster levels.
  If the spell's target is a gnome, the maximum bonus is equal to +1 per 2 caster levels.          
  Defensive Shock (Evoc.) (Ul. Magic) 1sa 20 Min. Self   Self None   V, S, M    
Electrical energy floods your body, shocking the next creature that touches you. Any creature striking you with a hollow metal sphere
its body or a handheld weapon takes 10 d6 (max 6d6).If the attacker has SR it applies to this damage.
Each time the spell discharges, the number of damage dice it deals is halved (rounded down); when the spellís
  damage dice reach 0, the spell ends.                      
  Deflect (Abjur.) (PHB2) Immediate Special Personal Self No
  Creates a field of invisible force that provides a + 10 (max +5) bonus to AC against the next attack.        
  Delay Pain (Ench.) (Ul. Magic) 1sa 20 Hrs. 75 ft 1 Creature Will neg. V, S Yes
You override the targetís ability to feel pain. Pain effects (such as pain strike and symbol of pain) do not affect
the target until this spellís duration has expired. This does not negate any physical damage, ability damage, or
ability drain that a pain effect has already done, but it does negate ongoing penalties from pain while the spell
  lasts.                          
  Delusions of Grandeur (Illus.) (S. Comp.) 1sa 200 Mins. 300 ft 1 Creature Will neg
Fools the subject into thinking they are more competent and safe than there really are deadly wounds seem to
  be a scratch the subject takes -2 attack/save/ability checks/skill checks and Wis (min 1 Wis).  
  Desiccating Bubble (Illus.) (S. Comp.) 1sa 20 Rnds 300 ft 3' radius Sphere Reflex neg
Super dry air engulfs a subject, it moves at 30'/rnd any creature subjected to the dry air takes 2d4 damage due to
evaporation.The bubble moves as you direct and has a spongy surface, it can't be used to knock over or affect
  anything except by drying out the subject.                    
  Destabilize Powder (Trans.) (Ul. Combat) 1sa Instant   25 ft 1 Loaded Firearm Will neg   V, S, M Yes  
This spell makes the ammunition in the target firearm is prone to misfire. Increase the misfire range by 1 + 1 per five few drops of liquor
caster levels (maximum +5) for the ammunition currently loaded into that firearm. If aware of this spellís effect prior
to firing the altered ammunition (a DC 17 Spellcraft check to identify the spell being cast or similar effect), the
firearmís user can spend a standard action to clear the altered ammunition from the firearm. Doing so destroys that
  ammunition.                          
  Detect Thoughts (Div.) (Pathfinder) 1sa 20 Min. 60 ft Cone Will neg V, S, F
Detects the surface thoughts, in the 1st round it only tells you of the presence or absence of thoughts from copper piece
creatures with a 1+ Int.2nd round number of thinking minds and their Int score.If they have an Int of 26+ (and
are 10 points higher than you) you are stunned for 1 round and the spell ends.On the 3rd round the target must
make a Will save or you can pick up their surface thoughts.The spell requires constant concentration and each
  round you can turn to cover a new area.                    
  Discern Shapechanger (Abjur.) (S. Comp.) 1 Round 20 Rnds Personal Self No
By taking a standard action to concentrate you can see the true form of any creature in 60' at the rate of 1 creature
  per round.You can see the original shape, but not the various alternate forms the creature can assume.
  Dimension Hop (Conj.) (PHB2) 1sa Instant Touch Creature Touched Will neg
  Instantly teleport the subject   100 feet, the destination must be unoccupied and LOS.
  Discolor Pool (Illus.) (Planar & S. Comp.) 1sa 20 Hrs 75 ft 1 Color Pool Disbelief
  Causes a color pool on the Astral Plane to assume a different color and leading to another plane.  
  Disfiguring Touch (Trans.) (Ul. Magic) 1sa 20 Days Touch   Creature Touched Will neg   V, S Yes  
With a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously
disfigured. The physical appearance of the deformity is subject to the casterís whim (most demon worshipers
choose deformities that reflect their Abyssal patronís shape or form). The target takes one of the following
penalties.
Ė2 decrease to an ability score (minimum 1).
Ė2 penalty on attack rolls or saving throws.
Land speed reduced by 5 feet.
  You may also invent other effects, but they should be no more powerful than those described above.          
  Disguise Other (Illus.) (Ul. Magic)   1sa 200 Min. Touch   Creature Touched None   V, S No D
You make a willing person - including clothing, armor, weapons, and equipment - look different. You can seem 1
foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as
another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor
feature or look like an entirely different person or gender.The spell does not provide the abilities or mannerisms
of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your
equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that
  interacts with the glamour gets a Will save to recognize it as an illusion.              
  Disguise Undead (Illus.) (S. Comp.) 1sa 24 Hrs Touch 1 Corporeal Undead No
You can alter the form of 1 undead + or -1', you can't change the basic species, but you can change the race.The
  spell foils magical detection of undead.When a creature interacts with the undead they can get a saving roll.
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save
  Dispelling Touch (Abjur.) (PHB2) 1sa Instant Touch Special No
Can be used to end an ongoing spell make a dispel check of 1d20+ 20 (max 10) against the caster's
  11+ the caster's level.                
  Dissonant Chant (Abjur.) (S. Comp.) 1sa 20 Rnds 75 ft 100' radius No
Create a distracting chant that requires a Concentrate check equal to the spell's DC, actions that automatically
require a Concentration check have that check increased by 4.Creatures in the A.O.E. get a +4 save vs. spells
  with language-dependent effects.              
  Distracting Ray (Abjur.) (S. Comp.) 1sa Instant 75 ft Ray No
Make a ranged touch attack forcing the subject caster to make a Concentration check with a DC = 17+ the spell
  level of the spell they are trying to cast.                    
  Dust of Twilight (Conj.) (Adv. Player's) 1sa Instant 100 ft 10' Spread Fort neg V, S, M No
A shower of iridescent black particles clings to and extinguishes torches, lanterns, sunrods, and similar mundane coal dust
light sources and dispels any spell of 2nd level or lower with the light descriptor (as dispel magic).Creatures in
  the area must make a Fort save or become fatigued.                  
  Eagle's Splendor (Pathfinder) 1sa 20 min Touch 1 Creature No V, S, M Yes
  Grants +4 Cha to 1 creature.                    
  Earth Lock (Abjur.) (S. Comp.) 1sa Permanent 75 ft 1' length of Tunnel No
Cause a 1' length of tunnel up to 10' in diameter to squeeze shut.The constriction takes 1 round and doesn't harm
creatures that try to pass it.You can freely pass through your own earth lock.Others require a DC 25 Str check
A DC 20 Escape Artist, dispel magic or knock (which only opens the passage for 10 minutes).Identifying a
  tunnel that has been closed by an earth lock requires a DC 20 Search check.      
  Earthen Grasp (Tans.) (C. A. & S. Comp.) 1sa 40 Rnds 75 ft 1 Earthen Arm No
An arm rises out of the earth (won't work on stone) attempts to grasp your foes with a BAB of 23
  It has AC 15, Hardness 4 and 60 hit points it also has Str 27            
  Elemental Speech (Div.) (Adv. Player's) 1sa 20 Min Self Self No V, S, M
This spell enables you to converse with creatures associated with a chosen element, including but not limited to iron filings
true elemental creatures.This spell gains the elemental subtype based on the version of the spell you cast.
Elemental speech doesn't guarantee a friendly reaction; it merely enables communication.You may converse with
all creatures of the selected type with an Int score of 1 or greater, even if they do not understand one another.
When cast as a air spell, you can converse in Auran and with any creature that has the air subtype or a fly speed.
When cast as an earth spell, you can converse in Terran and with any creature that has the earth subtype or a
burrow speed.When cast as a fire spell, you can converse in Ignan and with any creature that has the fire
subtype.When cast as a water spell, you can converse in Aquan and with any creature that has the water
  subtype or a swim speed.                      
  Elemental Touch (Evoc.) (Adv. Player's) 1sa 20 Rnds Self Self No V, S, M No
Upon completing the casting of this spell, elemental energy infuses your hands.Choose an energy type: acid, a bit of the chosen element: earth, water, air, or fire
cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along
with a special effect described below. You also deal energy damage and the related special effect when you
attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can
never apply to multiple weapons.
Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The
target must make a Fortitude save or be sickened for the duration of the ongoing acid damage.
Cold: The target must make a Fortitude save or be fatigued. A creature that is already fatigued suffers no
additional effect.
Electricity: The target must make a Fortitude save or be staggered for 1 round.
Fire: Your hands ignite and shed light as a torch. Your touch may cause targets to catch on fire.
Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no
special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold,
  electricity, or fire damage, it is a spell of that type.                    
  Electric Loop (Evoc.) (S. Comp.) 1sa Instant 75 ft Special Reflex1/2
Creates a small stroke of lighting that hits 6 adjacent targets dealing damage of 10
  d6 (max 5d6).Those that fail their save must make a Will save or be stunned for 1 round.  
  Electric Vengeance (Evoc.) (PHB2) Immediate Instant 5 ft 1 Creature No
If dealt damage in a melee combat you can immediately cast this spell doing damage to that creature dealing
  2d8+ 20 (10 max) damage.                    
  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.          
  Energize Potion (B. of Ex. Deeds) 1sa Instant 75 ft 10' Radius burst Reflex 1/2 V, S, M Yes
  Transforms a magic potion into a volatile substance that can be thrown dealing damage of 1d6 per level (max +d3). the potion to be energized
  Energy Surge, Lesser (Trans.) (PHB2) 1 Swift 1 Rnds 75 ft 1 Weapon Will neg
  Sheathes the weapon in 1 type of energy (acid, cold, electricity, fire or sonic) dealing an extra 1d6 damage.
  Enlarge Weapon (Evoc.) (C. Scoundrel) 1sa 20 Rnds Touch 1 Melee Weapon No
Enlarges the touched melee weapon by 1 size category as its size increases so does the damage it does (PHB 114).
You do not take a penalty for handling an oversized weapon, but if you drop the enlarged weapon, hand it to
another creature or are disarmed the spell ends .It has not effect on a weapon that has already been increased
  in size by some other effect.              
  Entangling Scarf (Trans.) (C. Arcane) 1sa 20 Rnds 75 ft 1 Creature Reflex neg
The flicked scarf assumes an iron hardness and wraps around the target entangling it, needs L.O.S.
Entangled move at 1/2 speed, can't run or charge, have -2 to hit and -4 to Dex.Spellcasters must pass a
  Concentration Check DC 15+spell level of the spell being attempted.      
  Entice Gift (Ench.) (S. Comp.) 1sa 1 Rnds 75 ft 1 Creature Will neg
Compells thesubject to give you what they are holding when the spell is cast, you can act out of your turn
  to accept the gift.                
  Escalating Enfeeblement (Necro.) (C. Mage) 1sa 20 Min. 75 ft 1 Ray No
A ranged touch attack deals 1d6+ 10 (max +5) points of Str damage.The subject's Str can't drop to
below 1.If cast on a target that is already fatigued, exhausted, currently affected by a penalty to Str, Dex or Con it
  instead takes a Str penalty of 1d10+ 10 (max +5).This penalty doesn't stack with Ray of Enfeeblement.
  Essence of the Dragon (Trans.) (R. of Dragon) 1sa 20 Min. Touch 1 Living Creature No
Sorcerer Confers the dragon subtype on a willing creature. For the purposes of spell-effects, magic items, favored enemy
only bonuses and other factors that depend on creature type the creature is a dragon.The creature is rendered
immune to magic sleep and paralysis effects and ignores the frightful presence of dragons, they also gain
  darkvision 60', low-light vision and are now susceptible to effects that harm dragons, such as dragon bane.
  Ethereal Chamber (Evoc..) (S. Comp.) 1sa 20 Min 75 ft 1 Ethereal Creature Reflex neg
Creates a crystalline prison for an ethereal creature that you can see holding it in the ethereal plane for the duration
    of the spell.The subject can't attack or be attacked, except with gaze or sonic attacks, but it gains a +2 save.
  Extend Tentacles (S. Species) 1sa 20 Rnds Personal Self No
Increases the reach of your tentacles by 5' allowing them to constrict for 1d3+Str mod. (if they don't normally
  have a constriction attack).                      
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  False Life (Necro.) (Pathfinder) 1sa 20 Hrs Personal Self No V, S, M
  Gain 1d10+ 20 (max 10) temporary hit points.             a drop of blood  
  False Peacebond (Trans.) (City) 1sa 200 Min 75 ft 1 Weapon No
The targeted weapon remains stuck in its sheath, holder, quiver or whatever is used to hold it.A weapon is
defined as any manufactured weapon.No physical force can draw it before the spell expires, the weapon glows
faintly for the duration of the spell.The spell has no effect on a weapon in hand, when casting this spell you can
  name a single individual who is present at the time of casting and who is then able to draw it ending the spell.
  Familiar Pocket (Univ.) (C. Arcane) 1sa 20 Hrs Touch 1 container No
Causes a garment or container to become a safe haven for your familiar with an extradimensional space (1 cuft).
You can whisk it out as a free action with a command word, or if the familiar can speak it can do so.Once inside
the familiar has total cover +4 AC and concealment (20% miss chance).The space can be sealed air/water tight
with 1 hour of air.The familiar can't attack or use spells from within the space, but it can use supernatural or
spell-like abilities (but line of sight is blocked).Taking this space into another extradimensional space ejects the
  familiar right next to the caster.              
  Fatal Flame (Evoc.) (C. Scoundrel) 1sa 20 Min. 75 ft 1 Living Creature Special
Places a tiny quantity of elemental fire inside any 1 creature with 1+ HD.When the target creature is killed its
body explodes in a burst of flame dealing fire damage to each adjacent creature equal to twice the HD of the
target creature or 40 (max 40) points which ever is lower.Treat creatures with less than 1 HD as
having 1/2 HD (so the explosion only deals 1 point of damage).A successful Reflex save halves the damage and
  target creature is allowed a Will save to negate the spell when it is first cast.      
  Fearsome Grapple (Trans.) (S. Comp.) Immediate 20 Rnds Personal Self No
Grow 2 tentacles that grant you a +4 bonus on grapple checks, they can only grapple and at 9th level you get 4
  tentacles with a +8 to your grapple.              
  Filter (Abjur) (Tome and Blood) 1sa 200 Min Touch Creature Touched Will neg
Creates an invisible bubble around the subject that filters out gases and poisons from spells less than 4th level or
  from creatures of 8 HD or less, against more powerful effects it grants a +2 save bonus.  
  Fins to Feet (Trans.) (S. Comp.) 1sa 0 Hrs Touch 1 willing creature Fort neg
Transforms tentacles, fins, or tails into hands and feet giving the creature land speed of 30' (small 20', large 40').
The affected creature lose any natural swim speed they have and lose any natural attacks based on tail or
  tentacles.                          
  Fire Breath (Evoc.) (Adv. Player's) 1sa 20 Rnds 15 ft cone burst Reflex 1/2 V, S, M Yes
Up to thrice during this spell's duration, you can belch forth a cone of fire as a standard action.The first cone a chili pepper
deals 4d6 points of fire damage to every creature in the A.O.E.The second cone of flame deals 2d6 points of fire
damage to all in the A.O.E.The third and final cone deals 1d6 points of fire damage to all in the A.O.E.A
  successful Reflex save will halve the damage any cone does.                  
  Fire Shuriken (Evoc.) (C. Arcane) 1sa Instant 0 ft Special No
Creates 6 (max 6) shurikens of magical fire with a range of 10' and they threaten a critical hit on
  19-20 and deal 3d6 points of fire damage.            
  Fireburst (Evoc.) (C. Arcane & S. Comp.) 1sa Instant 10 ft 10' radius Burst Reflex 1/2
Creates a powerful burst of fire that damages anyone within 10' delivering 20 d8 points
  of damage (max 5d8).                
  Fiery Shuriken (Conj.) (Ul. Combat) 1sa 20 Rnds 75 ft 2+ Fiery Shuriken None   V, S, M Yes  
You call forth two fiery projectiles resembling shuriken, plus one more for every two caster levels beyond 3rd (to pinch of sulfur and a single shuriken
a maximum of eight shuriken at 15th level), which hover in front of you. When these shuriken appear, you can
launch some or all of them at the same target or different targets. Each shuriken requires a ranged touch attack roll
to hit and deals 1d8 points of fire damage. You provoke no attacks of opportunity when launching them. Any
shuriken you do not launch as part of casting this spell remains floating near you for the spellís duration. On
rounds subsequent to your casting of this spell, you can spend a swift action to launch one of these remaining
shuriken or a standard action to launch any number of these remaining shuriken. If you fail to launch a shuriken
  before the duration ends, that shuriken disappears and is wasted.                
  Flame Dagger (Evoc.) (S. Comp.) 1sa 20 Min 0 ft 1 Daggerlike Ray No
Creates a daggerlike beam of flame that deals 1d4+ 20 points of damage (max +10).Because the
flame is pure energy your Str modifier doesn't apply to damage and it can ignite combustible items.It doesn't
  work underwater.                        
  Flaming Sphere (Evoc.) (Pathfinder) 1sa 20 Rnds 300 ft 5' diameter sphere Reflex 1/2 V, S, M Yes
A burning globe of fire that moves at 30'/rnd to strike a target, it can ascend/jump 30'.If it enters a space with a tallow, brimstone, and powered
creature it stops moving that round and deals 3d6 fire damage to that creature.It can cross barriers of 4' or less iron
directing it is a move action, otherwise it stays at rest.It ignites flammable substances and illuminates the same
area as a torch.It can be extinguished by anything that would extinguish normal fires. It's surface is spongy and
  yields easily it can't push aside unwilling creatures or batter down obstacles, it winks out when it expires.        
  Fly Swift (Trans.) (C. Adv. & S. Comp.) 1 Swift 1 Rnds Personal Self No
Allows the subject to fly at 60'/rnd (40' in medium or heavy armor).Ascent is at 1/2 speed and descent is at 2x
  speed with good maneuverability requiring as much concentration as walking.              
  Fog Cloud (Conjuration) (Pathfinder) 1sa 200 Min 300 ft 20' rad x 20' high No V, S No
Creates a bank of fog that obscures all vision beyond 5'.Creatures at 5' have 20% concealment and creatures
over 5' receive 50% concealment.A moderate wind (11+ mp) disperses the fog cloud in 4 rounds, a strong wind
  (21+ mph) disperses the fog cloud in 1 round.This spell doesn't work underwater.            
  Force Ladder (Evoc.) (S. Comp.) 1sa 20 Min 75 ft 1 60' Force Ladder No
Creates a 2' wide ladder with a height of 10-60 feet and with rungs spaced 1' apart.It can support any weight and
  be destroyed by effects that would destroy a wall of force.          
2nd Level Spells Continued   Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Force Whip (Evoc.) (C. Arcane) 1sa 20 Rnds Touch 1 Whip of Force Will neg
Creates a whip of force that you can wield as if you have proficiency with it.Simply cracking it keeps normal
animals at bay (not magical or vermin) unless they make a Will save.Affected animals stay at least 30' away.
Any normal animal struck with the whip must make a Will save or be frightened.It can be used in combat as a
  normal whip                          
  Fox's Cunning (Trans.) (Pathfinder) 1sa 20 Min Touch Creature Touched No V, S, M Yes
  Grants the subject +4 Int.                 hairs or dung from a fox  
  Frigid Touch (Evoc.) (Ul. Magic) 1sa Instant Touch Creature Touched None V, S Yes
This spell causes your hand to glow with a pale blue radiance.Your melee touch attack deals 4d6 points of cold
damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1
  minute instead.                        
  Frost Breath (Evoc.) (S. Comp.) 1sa Instant 30 ft Cone Reflex 1/2
Cold breath that deals 10 d4 (max 5d4) points of damage, in addition those that fail their saving roll
  are dazed for 1 round.                
  Frost Fall (Evoc.) (Ul. Combat) 1sa 10 Rnds 75 ft 5' Radius Burst Fort part   V, S Yes  
The area of this spell is covered in chilling frost, dealing 2d6 points of cold damage to all creatures within it.
Creatures that the spell initially damages must succeed at a Fortitude save or become staggered for 1 round. The
area remains chilled for the spellís duration. Any creature that starts your turn within the spellís area takes 1d6
points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving
  throw.                          
  Frost Weapon (Trans.) (Frost) 1sa 20 Rnds Touch Weapon Touched No
Imbues the weapon with icy cold granting it an extra 1d6 points of cold damage on a successful hit.If cast on a
  sling or bow the power is transmitted to the ammunition., this ability stacks with frost special ability but not itself.
  Fuse Arms (Trans.) (S. Comp.) 1sa 200 Min. Touch 1 Creature Fort
  Fuse multiple limbs into a single pair with +4 Str, if have only 2 limbs then form into 1 limb with +4 Str  
  Ghost Touch Armor (S. Comp.) 1sa 0 Min. Touch