CasterLevel: 20 Summoner
0th Level Spells     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.          
  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.                    
  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          
  Guidance (Pathfinder) 1sa 1 Min. Touch 1 creature No V, S
  +1 on single attack/save/skill roll                      
  Light (Evoc.) (Pathfinder) 1sa 0 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.                    
  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.              
  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.                      
  Resistance (Pathfinder) 1sa 1 Min. Touch 1 Creature No V, S, M/DF Yes
  1+ on saves can be made permanent with the permancy spell.           miniature cloak  
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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.                          
  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.              
  Compel Hostility (Ench.) (Ul. Combat) 1sa 20 Rnds Self Self Special V, S, M Special
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate drop of your blood
action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must
first overcome that creature’s spell resistance, and the creature can attempt a Will saving throw to ignore the
  compulsion. A summoner casting this spell can choose his eidolon as the target of the spell.          
  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).          
  Daze Monster (Ench.) (Pathfinder) 1sa 1 Rnd 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
  Endure Elements 1sa 24 hrs Touch 1 creature Will neg V, S
  Can safely live in conditions from +50 to +140 degrees F without having to make a Fort save          
  Enlarge Person, Mass (Trans.) (Pathfinder) 1 Round 20 Min. 75 ft 30' Radius Fort neg V, S, M Yes D
This spell enlarges 20 humanoid creatures doubling their height and multiplying their weight by 8. Powdered iron
The creatures go to the next size and gain +2 Str, -2 Dex (min 1) and a -1 on attack rolls and AC due to their size.
A Large humanoid has a range of 10' and uses a space of 10' their speed is unchanged.  If insufficient room is
available for desired growth the  creatures obtain the max possible size and it may use a Str check to burst the
confining space (with its new Str) the spell can't be used to increase a creature's size to crush it.  All equipment
worn or carried is equally enlarged and larger weapons do more damage (as per table 2-2 DMG) other properties
are not changed, an item that leaves the creature's possession reduces to its normal size so larger arrows, bolts or
rocks are not possible.  This spell doesn't stack with itself, it counters and dispels reduce person and can be made
  permanent with a permancy spell.                      
  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).                        
  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.          
  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                          
  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.                  
  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.                          
  Life Conduit (Ul. Combat) 1sa 20 Rnds Self Self No V, S No
You utilize life conduit to share hit points with your eidolon. While this spell is active, you can spend a swift
action to transfer 1d6 hit points between you and your eidolon, either taking damage yourself and healing your
eidolon or healing yourself and damaging your eidolon. If your eidolon moves farther than 50 feet from you,
  this spell ends.                        
1st Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  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
  Magic Fang, Superior (S. Comp.) 1sa 20 Rnds Personal Self No
  Gives every natural weapon you possess a + 5 (max +5) bonus to attacks and damage.          
  Magic Mouth (Illus.) (Pathfinder) 1sa Till Discharged 75 ft 1 Creature/Object No V, S, M Yes
Creates a magical mouth that when a specific condition is met will speak 25 words or less.  It can't cast spells or
speak command words.  The limit of the trigger conditions is 15 ft.  It can only respond to visible or auditory
  triggers, it can be fooled by illusions.                    
  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  
  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 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.                        
  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.                    
  Rejuvenate, Eidolon, Lesser (Adv. Player's) 1sa Instant touch eidolon touched No V, S, M No
By laying your hand upon an eidolon, you cause its wounds to close and its form to solidify. This spell cures drop of caster's blood
1d10 points of damage +1 point per caster level (maximum +5).
  Restore Eidolon, Lesser   3 Rounds Instant   Touch   Eidolon Touched Will neg   V, S Yes  
Acts as restore, lesser, but only on an Eidolon.  It dispels any magical effects reducing one of the subject's
ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also
eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not
  restore permanent ability drain.                      
  Shield (Abjur.) (Pathfinder) 1sa 20 Min. Personal Self No V, S D
  Creats a tower shield of force, providing +4 shield AC and negates magic missile, no penalties.          
  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.          
  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  
Dire Rat* --   * = use the celestial template if good, the
Dolphin* -- fiendish template it evil.
Eagle* --
Fire Beetle* --
Frog, Poison* --
Pony (horse)* --
Riding Dog* --
      Viper (snake)* --                  
  Unfetter (Adv. Player's) 1sa 200 Min 300 ft your eidolon Will neg V, S, M
This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than broken chain
100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty,
but if the spell expires while the eidolon is farther than 100 feet away, it immediately loses hit points as normal for
distance and is possibly sent back to its home plane. While this spell is in effect, you cannot sacrifice hit points
to prevent damage to your eidolon. Damage that would be transferred due to the life bond ability is not
transferred. If you attempt to use the transposition ability while this spell is in effect, you must roll on the teleport
  mishap table, using the "studied carefully" row.                    
  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.              
  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.          
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Ablative Barrier (Ul. Combat) 1sa 20 hrs Touch Creature Touched Will neg V, S, M No
Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. piece of metal cut from a shield
Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal
damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has
  converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.        
  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.                          
  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.                          
  Barkskin (Pathfinder) 1sa 200 Min Touch 1 Living Creature No V, S, DF
Grants bonus to natural AC + 6 (max +5) stacks with other natural armor bonuses, but not with
  other enhancements to natural armor.                    
  Bear's Endurance (Pathfinder) 1sa 20 Min. Touch 1 Creature Will V, S, M
  +4 Con                     few hairs or dung from a bear
  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.                        
  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
  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 and  Reflex rolls.         A pinch of cat fur  
  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.                    
  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.                  
  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.                    
  Eagle's Splendor 1sa 20 Min. Touch 1 Creature Will V, S, DF Yes
  +4 Chr bonus (spellcasters do not gain any bonus spells).                  
  Evolution Surge, Lesser (Adv. Player's) 1sa 20 Min. Touch Your Eidolon Will neg V, S, M No
This spell causes your eidolon to take on new characteristics.  You can grant the eidolon any evolution whose chameleon scale
total cost does not exceed 2 evolution points. You may only grant one evolution with this spell, even if that
evolution can be taken multiple times.  You can grant an evolution that allows you to spend additional evolution
points to upgrade that evolution. This spell cannot be used to grant an upgrade to an evolution that the eidolon
already possesses. The eidolon must meet any prerequisites of the selected evolution. This spell does not allow
  an eidolon to exceed its maximum number of natural attacks.                  
  Fox's Cunning (S. Species) 1sa 20 Min Touch Creature Touched No   V, S, M    
  Grants 1d4+1 extra points of Int, doesn't grant extra spells to Wizards         hairs or dung from a fox  
  Ghost Wolf (Conj.) (Race) 10 Minutes 20 Hrs 0 ft Quasi-Wolf None V, S, F No
must be This spell conjures a Large, quasi-real, wolflike creature made of roiling black smoke. It functions as phantom dire wolf tooth
Half-Orc steed, except as noted above. In addition, the creature radiates an aura of fear. Any creature with fewer than 6 Hit
Dice within 30 feet (except the ghost wolf‘s rider) must make a Will save or become shaken for 1d4 rounds (this is
a mind-affecting fear effect). A creature that makes its Will save is unaffected by the steed's fear aura for 24 hours.
The ghost wolf may also be used in combat. Once per round, the rider may direct the ghost wolf to attack in battle
as a free action (bite +10, 1d8+6 points of damage); unlike an animal mount, this does not require a Ride check or
  any training. Once the ghost wolf attacks, it lasts for only 1 round per level thereafter.          
  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.                      
  Glitterdust (Ajbur.) (Pathfinder) 1sa 20 Rnds 300 ft 10' Radius Spread Will neg V, S, M No
A cloud of golden particles cover everything and everyone in the A.O.E. outlining invisible creatures.  The dust ground mica
can't be removed for the duration of the spell it visibly outlines invisible things.  It can blind the targets (Will negates)
negates), the blindness lasts for the duration of the spell, but the blinded creatures are allowed a saving roll each
  round until they successfully save against the spell, ending the blindness effect.            
  Haste (Trans.) (Pathfinder) 1sa 20 Rnds 75 ft 30' Diameter No V, S, M Yes
The transmuted creatures move and act more quickly you can effect 20 creatures granting them an extra shaving of licorice root
attack with the weapon they are holding at their full BAB.  The hasted creatures also gain +1 dodge bonus to AC
attack rolls, and Reflex saves, you lose this bonus if you are any situation where you lose your Dex bonus.
Furthermore all of the hasted creatures movements are increased by 10' to a maximum of twice their normal
  movement this also affects the subject's jump distance.  Multiple haste effects do not stack.          
  Invisibility (Illus.) (Pathfinder) 1sa 20 Min. Touch Special No V, S, M
Turns the subject or object invisible up to 2000 lbs.  Items separated from you become visible, you eyelash in gum Arabic
  turn visible when the spell expires or if you make a hostile action.                
  Levitate (Trans.) (Pathfinder) 1sa 20 Min. 75 ft Special No V, S, F
Lifts 1 willing creature or an object that weighs nor more than 2000 lbs.  You can mentally direct the subject up leather loop or golden wire bent
or down 20'/rnd, but you can't move them horizontally.  Attacking while levitated is unstable with a cumulative into a cup shape.
    -1 penalty (up to a max of -5).  Stabilizing oneself for an entire round resets the penalty to -1.          
2nd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Misdirection (Illus.) (Pathfinder) 1sa 20 Hrs. 75 ft 1 Creature/Object No V, S No
Misdirects the information from a divination, that reveals auras, spells cast upon you or the warded object up to a
10' cube.  It doesn't affect spells like detect thoughts, clairaudience/clairvoyance and the like.  For the spell's
  duration the object being detected has the aura of another object that the caster designates when casting the spell.    
  Mount, Communal (Conj.) (Ul. Combat) 1sa 40 Hrs 75 ft Up to 6 Mounts None   V, S, M No  
  You summon up to 6 light horse or a ponies (your choice) to serve you as a mounts. The steed serves willingly bit of horse hair
and well. The mounts come with a bit and bridle and a riding saddle.  You can divide the duration into 2 hour
    increments among up to 6 targets.                      
  Owl's Wisdom (Pathfinder) 1sa 20 Min. Touch 1 Creature Will   V, S, M    
  +4 Wisdom                   feathers or droppings from an owl
  Phantom Steed (Conj.) (Pathfinder) 10 Minutes 20 Hrs 0 ft 1 quasi horse No V, S No D
Conjures forth a quasi-real horselike creature that can be ridden by you or 1 person whom you specify.  It has a
black head and body, gray main and tail and smoke colored insubstantial hooves that make no sound.  It has a
saddle, bridle and bit.  It doesn't attack, but other creatures shun it.  It has AC 18 and 7+ 20
hit points and disappears if it loses all of its hit points.  It has a speed of 200 (max 240)
It can carry  200 lbs (+ the weight of the person riding it).  At 8th level it can ride over sandy, muddy or
swampy ground without difficulty or a decrease in speed.  At 10th level it can water walk at will, at 12th level it
  can air walk at will.  14th level it can fly at its speed with a + 20 bonus on Fly skill checks.          
  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, Comm. (Ul. Combat) 1sa 20 Min. Touch   Creature Touched Will neg   V, S, M/DF No  
(Ul Comb.) This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It
creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has 3
major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses
apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any
spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects
and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving
throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are
suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under .
the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the
target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does
prevent them from controlling the target. This second effect only functions against spells and effects created by
evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of
such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned
creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends
if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell
Resistance can allow a creature to overcome this protection and touch the warded creature.  The duration can be
divided among the creatures touched in one minute intervals.  The spell doesn't defend against sleep and
  confusion.                          
  Resist Energy (Pathfinder) 1sa 200 Min Touch Creature Touched No V, S, DF Yes
Caster selects 1 type of energy and gives the subject 10 points of resistance against it, 20 at 7th level and 30 at
11th level. Reduces energy of that energy's attack each round of attack.  Overlaps with protection from energy,
  not on top of.                        
  Restore Eidolon (Conj.) (Ul. Magic) 1 Minute Instant   Touch   Eidolon Touched Will neg   V, S, M Yes  
This spell functions as restoration, except it only affects an eidolon.  dispels any magical effects reducing one diamond dust worth 100 or 1,000 gp
of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability
scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to
fatigued. It does not restore permanent ability drain.  It also dispels temporary negative levels or one permanent
negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond
dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by
a target in a 1-week period.  It also cures all temporary ability damage, and it restores all points permanently
drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or
    exhaustion suffered by the target.                    
  See Invisible (Div.) (Pathfinder)   1sa 200 Min. Self   Self No   V, S, M No D
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as  talc and powdered silver
if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to
discern the difference between visible, invisible, and ethereal creatures.  The spell does not reveal the method
used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not
  reveal creatures who are simply hiding, concealed, or otherwise hard to see.              
  Slow (Trans.) (Pathfinder) 1sa 20 Rnds 75 ft 30' Radius Will neg V, S, M
The spell is able to affect 20 creatures forcing them to only take a single move action or standard action a drop of molasses
each round.  Additionally it takes a -1 penalty on attack rolls, AC and Reflex saves.  A slowed creatures moves at.
1/2 speed (round down to the nearest 5') and the creature's jumping distance is decreased as normal for speed.
  Multiple slow effects don't stack, it counters and dispels haste.                
  Spider Climb (Trans.) (Pathfinder) 1sa 200 Min. Touch Creature Touched No V, S, M Yes
The subject can climb and travel across vertical surfaces or even ceilings with a climb speed of 20', further more it a live spider
gets a +8 on Climb checks.  The subject retains their Dex bonus to AC and creatures get no special attacks or
  bonuses to hit the subject.  However, the subject can't run while climbing.              
  Summon Eidolon (Adv. Player's) 1 Round 20 Min. 75 ft Your Eidolon None V, S, M No
You open a rift between dimensions that summons your eidolon.  Treat this as if you had summoned your silver coin
eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way,
your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can 
be sent back to its home plane by dispel magic.  If you cast this spell while your eidolon is already on your plane,
this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home
plane due to damage.
  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  
Dire Rat* --   * = use the celestial template if good, the
Dolphin* -- fiendish template it evil.
Eagle* --
Fire Beetle* --
Frog, Poison* --
Pony (horse)* --
Riding Dog* --
      Viper (snake)* --                  
  Summon Swarm (Pathfinder)   1 round Conc. +2 Rnds 75 ft 1 swarm No   V, S, M No  
Summons a swarm of bats, rats or spiders (your choice) which attacks all creatures in it’s A.O.E.  If no living square of red cloth
  creatures are present the swarm will attack the nearest creature.  The caster has no control over the swarm.        
  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.                
  Warding Weapon (Abjur.) (Ul. Combat) 1sa 20 Rnds Self   Self No   V, S, F No  
The focus of this spell flies upward above your head and takes a defensive position within your space. It lunges 1 melee weapon you are proficient with
at opponents, as if guided by a martially trained hand, parrying and turning back melee attacks aimed at you, but and are holding
does not strike back at any opponent nor does it damage them. The weapon serves only as a defense. While it
protects you, you can cast spells without provoking attacks of opportunity, without the need to cast them
defensively. A creature with the Disruptive feat can easily bypass this spell’s defenses. You provoke attacks of
opportunity for casting spells against these creatures even when subject to this spell, though you can still
  choose to cast defensively.                      
  Web Shelter (Conj.) (Ul. Magic) 1sa 20 Hrs 75 ft Special None V, S, DF No
You create a shelter of slightly sticky webbing. The shelter has a hinged door large enough to accommodate a
Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total cover to anyone within it.
You can create a shelter that is 5'-10' diameter sphere, or a 5'-20' hemisphere.  Only Fine creatures with negligible
Strength can be caught in the webbing (including swarms); all other creatures can pull themselves free without
making a Strength check or taking an action. The webbing is sticky enough to hold twigs, leaves, dirt, and other
light items, allowing you to conceal the shelter. The shelter is watertight and insulated when the door is closed.
Its surface has a hardness of 0 and 2 hit points for every 5-foot square of web surface area. It takes normal damage
  from fire and burns as easily as wood. When the spell ends, the webbing decays rapidly and disappears.        
  Wind Wall (Evoc.) (Pathfinder) 1sa 20 Rnd 300 ft 1 wall No V, S, M
1 Wall 200 ft long by 100 feet long that is 2' thick.  It creates a roaring blast sufficient to tiny fan and an exotic feather
blow any bird smaller than an eagle.  A Reflex save allows a creature to maintain its grasp on an object.  Tiny and
small flying creatures are blocked, arrows & bolts are deflected & miss, other ranged weapons have a 30% chance
to miss. Gases and gaseous creatures are block, but not incorporeal ones.  The wall must be vertical.  While the
wall must be vertical it can be shaped in any continuous path.
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Agonize (Evoc.) (Ul. Magic) 1sa 1 Rnds 75 ft 1 Outsider/Element. Fort neg.   V, S Yes  
  You afflict a creature you have conjured via planar ally (or a similar spell) with bolts of vicious energy. These
foul energies inflict terrible pain upon the conjured creature, torturing it to make it more pliant to your will. The
targeted creature must make a Fortitude save or take a -1 penalty for every 2 levels you possess (maximum -10)
on all saves and checks made against you for the next hour. In addition, creatures that demand payment for their
services reduce the payment by 20% for every 4 levels you possess (maximum 60% reduction). However, beings
tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to
malicious ends or try to seek retribution after their release. This spell has no effect on creatures that are immune
    to nonlethal damage.                        
  Aqueous Orb (Conj.) (Adv. Player's) 1sa 20 Rnds 300 ft 10' diameter sphere Reflex neg   V, S, M No
Creates a rolling sphere of churning water that can engulf those it strikes.  The aqueous orb can move up to 30'/rnd drop of water and a glass bead
rolling over barriers less than 10' tall.  It automatically quenches any nonmagical fires as long as those fires are size
large or less.  Any creature in the path of an aqueous orb takes 2d6 points of nonlethal damage.  A successful
Reflex save negates this damage, but a Large or smaller creature that fails is save must make a second save or be
engulfed and carried along by the aqueous orb.  Engulfed creatures must hold their breath unless they are capable
of breathing water.  They gain cover from vs. attacks from outside the orb, but are considered entangled by it
taking 2d6 points of damage per round at the start of their turn, for each round that they remain trapped.  They may
attempt a new Reflex saving roll each round to escape the aqueous orb in which case they end up in a square
adjacent to the aqueous orb.  The orb can hold 1 Large creature, 4 Medium creatures, or 16 smaller creatures inside.
The sphere moves as directed (a move action for the caster) otherwise it stays at rest and churns in place.  If the
    orb move outside of its range it stops at that point.                
  Black Tentacles (Conj.) (Pathfinder) 1sa 20 Rnds 300 ft 20' Radius Spread No V, S, M no D
Conjures a field of rubbery 10' long tentacles, these waving members seem to spring forth from the ground (even octopus or squid tentacle
water) or whatever surface is underfoot.  The tentacles attack everyone in the A.O.E. as if they are Large creatures
with a 20 BAB; thus its CMB check equals 25 (it has Str 19).  Once the tentacles grab a
creature they deal 1d6+4 points of bludgeoning damage and continue to crush the foe for that damage until the
spell expires or the foe escapes.  Any creature that enters the A.O.E. is immediately attacked and even creatures
that are not attacked may only move at 1/2 their normal speed.  Any creature already in the tentacles clutches
suffers a +5 bonus to the CMB, but it can't pin or move foes.  For escape from black tentacles it has a +10 CMB.
  The tentacles can't be damaged, but dispelled as normal and the area is considered difficult terrain.          
  Charm Monster (Ench.) (Pathfinder) 1sa 20 Days 75 ft 1 Living Creature Will neg   V, S Yes  
Charms any creature type making them regard the caster as a trusted friend, if it is being threatened it gets a +5
to its saving roll.  You can't control the creature, but it will regard your suggestions in the most favorable way.
You must win an opposed Cha check to  get the creature to do anything that it normally wouldn't do.  It never
obeys suicidal orders and any act from you or your allies that threatens the creature ends the spell.  You must be
  able to speak a language the creature understands.          
  Control Summoned Creature (Ench.) (Ul. Magic) 1sa 20 Rnds 75 ft 1 Summoned Creat. Will neg V, S Yes
  You seize control of a summoned creature by disrupting the bond between it and the caster who summoned it. If
the creature fails its save, you may command it as if you had summoned it. The original caster can attempt to
regain control of the creature as a standard action by making an opposed Spellcraft check against you. When your
spell ends, control reverts to the original summoner. If the summoning spell ends before this spell ends, the
    remaining duration of this spell is lost.                    
  Devolution (Trans.) (Adv. Player's) 1sa 20 Rnds 75 ft 1 Eidolon Will neg V, S, M Yes
This spell causes an eidolon to lose 5 evolutions.  Evolutions with the highest total cost are lost first. a chameleon scale
If there is a tie, randomly determine which one is lost.  If this spell causes and eidolon to fail to meet the
  perquisites for other evolutions or abilities those evolutions or abilities are least as long as the spell is active.        
  Dimensional Anchor (Abjur.) (Pathfinder) 1sa 20 Min. 300 ft 1 Ray No V, S Yes
With a ranged touch attack you can completely block all forms of extradimensional travel by 1 creature.  This spell
prevents dimensional anchor, astral protection, blink, dimension door, ethereal jaunt, etherealness, dimension
door, gate, maze, plane shift, shadow walk and teleport.  It doesn't interfere with the movement of creatures that
are already ethereal or astral, nor does it block extradimensional perception or attack forms like a basilisk's gaze nor
  does it prevent summoned creatures from disappearing at the end of a summoning spell.          
  Dimension Door (Conj.) (Pathfinder) 1sa 1200 ft Touch Special No V No
Carries you, your max load and up to 6 other creatures, you always arrive at the exact destination.
After using this spell you can't take any actions next turn.  A Large creature counts at 2 Medium creatures a Huge
creature counts as 2 Large creatures and so on.  If you arrive at a destination that is a solid object you are
shunted aside for 1d6 damage and end up in a clear space within 100', creatures traveling with you take 2d6 points
of damage and are shunted to the nearest free space within 1,000'.  If there is no free space in 1,000' you take 4d6
  points of damage and the spell fails.                    
  Dispel Magic (Abjur.) (Pathfinder) 1sa Instant 300 ft 20' Radius Special V, S No
Targeted Dispel on 1 object check 1d20 +your level +10 vs. 11 + spell caster's level, this same result is applied to
any other magical effects that are on effective on the target.  You can also name a magical effect and target the
spell to end that effect.  If you caster level equals or beats the spell's caster level the magical effect is ended,
without ending any other magical effects that could be operating in the area.  You automatically succeed at
dispelling your own spells.  Artificats and Deities are unaffected.  A targeted dispel magic cast upon a
summoned creature causes it to return to it's home plane.
Area Dispel 20' radius check 1d20 + your level+10 vs. 11 + highest spell level in the A.O.E., magic items are safe.
Permanent magic items will have their powers suppressed  1d4 rounds.
  Counterspell to block a spell as it is cast 1d20+your level +10 vs. 11+spell caster's level.          
  Displacement (Illusion) (Pathfinder) 1sa 20 Rnds Touch Creature Touched No V, M D
  Emulates a displacer beast making the subject appear to be 2' to the side of their actual location, causing a 50% small loop of leather
    miss chance.  True seeing reveals its true location.                  
  Enlarge Person, Mass (Trans.) (Pathfinder) 1 Round 20 Min. 75 ft 30' Radius Fort neg V, S, M Yes D
This spell enlarges 20 humanoid creatures doubling their height and multiplying their weight by 8. Powdered iron
The creatures go to the next size and gain +2 Str, -2 Dex (min 1) and a -1 on attack rolls and AC due to their size.
A Large humanoid has a range of 10' and uses a space of 10' their speed is unchanged.  If insufficient room is
available for desired growth the  creatures obtain the max possible size and it may use a Str check to burst the
confining space (with its new Str) the spell can't be used to increase a creature's size to crush it.  All equipment
worn or carried is equally enlarged and larger weapons do more damage (as per table 2-2 DMG) other properties
are not changed, an item that leaves the creature's possession reduces to its normal size so larger arrows, bolts or
rocks are not possible.  This spell doesn't stack with itself, it counters and dispels reduce person and can be made
  permanent with a permancy spell.                      
  Evolution Surge (Adv. Player's)   1sa 20 Min. Touch   Your Eidolon Will neg   V, S, M No  
This spell causes your eidolon to take on new characteristics.  You can grant the eidolon any evolution whose chameleon scale
total cost does not exceed 4 evolution points. You may only grant one evolution with this spell, even if that
evolution can be taken multiple times.  You can grant an evolution that allows you to spend additional evolution
points to upgrade that evolution. This spell cannot be used to grant an upgrade to an evolution that the eidolon
already possesses. The eidolon must meet any prerequisites of the selected evolution. This spell does not allow
  an eidolon to exceed its maximum number of natural attacks.                  
  Fire Shield (Evoc.) (Pathfinder)   1sa 20 Rnds Personal   Self No   V, S, M Yes D
Wreaths you in flame providing protection from either cold or fire based attacks, you choice, if an attack for which
the shield protects you allows a Reflex Saving roll you take 1/2 damage on a failed save and no damage on a
successful save.  Any creature that melees or grapples you takes 20 +1d6 (max. 15+1d6) points of
 damage.  SR applies.
Chill Shield:  blue or green, protects against heat damage.
  Warm Shield:  violet or ref, protects against cold damage.                  
  Fly (Trans.) (Pathfinder) 1sa 20 Min. Touch Creature Touched No V, S, F Yes
The subject can fly at 60' (40' if they wear medium or heavier armor, or if carrying a medium or heavy load).  It can a wing feather
ascend at 1/2 speed and descend at 2x speed with Good maneuverability.  Flying takes as much effort as walking
so the subject can cast spells and fight.  They can charge, but not run and can't carry more than their max load.
If the spell expires while the subject is aloft the subject falls downward at 60' for 1d6 rounds, the same happens if
  the spell is dispelled, or if negated by an antimagic field (the antimagic field won't dispel fly).          
  Heroism (Ench.) (Pathfinder) 1sa 200 Min. Touch Creature Touched Will neg V, S Yes
  Grants a single subject with great bravery giving them a +2 morale bonus on attack rolls, saves and skill checks.        
  Invisibility, Greater (Illus.) (Pathfinder) 1sa 20 Rnds Touch Creature Touched No V, S D
  Turns the subject invisible, but they do not appear if they attack, only when the spell ends.          
  Life Conduit, Greater (Ul. Combat)   1sa 20 Rnds Self   Self No   V, S No  
You utilize life conduit to share hit points with your eidolon. While this spell is active, you can spend a swift
action to transfer 3d6 hit points between you and your eidolon, either taking damage yourself and healing your
eidolon or healing yourself and damaging your eidolon. If your eidolon moves farther than 50 feet from you, this
  spell ends.                          
  Locate Creature (Div.) (Pathfinder) 1sa 20 Min. 1200 ft Radius = Range No V, S, M
You slowly turn and sense, when you are facing, the direction of the desired creature, provided it is in range.  You fur from a bloodhound
also know which direction it is moving.  The spell can locate a creature of a specific kind of creature or a specific
creature that you know provided you have been up to 30' away from the creature at least once.  Running water
  blocks the spell and it can be fooled by mislead, nondetection and polymorph spells.          
3rd Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Mad Monsters (Conj.) (Ul. Magic) 1 Round 20 Rnds 75 ft Swarm of Monkeys None   V, S, DF No  
You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands
and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys’ distraction
attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver
each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your
casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers,
and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt
against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in
  possession of the object.                      
  Magic Circle against Chaos/Evil/Good/Law (Pathfinder) 1sa 200 Min. Touch 10' radius Will V, S, M/DF
Gain Protection from Evil (+2 AC & +2 save bonus) keeping foes at bay (if you can overcome their SR).  Can 3' diameter circle of powdered silver
  also be used to confine a creature.                      
  Magic Fang, Greater 1sa 20 Hrs 75 ft 1 Living Creature No V, S, DF Yes
Grants a bonus of + 10 (max +5) on attack and damage rolls for 1 attack or you can give a +1 bonus
  to all the creature's attacks.                      
  Marionette Possession (Ulf. Magic) 1sa 200 Min. 300 ft 1 Willing Creature None   V, S, F Yes  
You project your soul out of your body and into the body of a willing creature. This possession is blocked by piece of paper with the target's name
protection from evil or a similar ward. The target’s soul shares its body with you; it is helpless but can still use
its senses. You and the target’s soul can communicate telepathically as if using a common language.  You keep
your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental
abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and natural attacks
(such as a bite or sting). A body with extra limbs does not allow you to make more attacks (or more advantageous
two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary, spell-like, or
supernatural abilities.  As a standard action, you can return to your own body, ending the spell. While your soul
is possessing the target, your body is helpless. If the host body is slain, you return to your own body if it is
within range, and the life force of the host departs (it is slain). If the host body is slain beyond the range of the
spell, both you and the host die. Any life force with nowhere to go is treated as slain.  This spell cannot target
  intelligent undead.                        
  Minor Creation (Conj.) (Pathfinder) 1 Minute 20 Hrs 0 ft Special No V, S, M
You create a nonmagical, unattended object of nonliving vegetable matter up to # cubic feet.  You must make a a tiny piece of matter of the same
successful skill check to make complex items such as Craft (Bowmaking) to make straight arrows.  Created objects sort of item you plan to create.
  cannot be used as spell components or the spell will fail.                  
  Nondetection, Communal (Ul. Combat) 1sa 20 Hrs Touch Creatures Touched Will neg V, S, M Yes
The warded creatures or objects becomes difficult to detect by divination spells such as 50 gp worth of diamond dust
clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic
items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster
who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC
  is 15 + your caster level.  You can divide the duration in 1 hour increments among those touched.          
  Obsidian Flow (Trans.) (Ul. Combat) 1sa Instant   75 ft 20' Radius Burst Reflex part   V, S, M/DF No  
You convert a thin layer of the ground to molten glass that cools quickly. Creatures in the area take 1d6 points of piece of obsidian
fire damage per two caster levels (maximum of 10d6) and become entangled. Any creature within the area that
makes a successful Reflex save takes half damage and is not entangled. An entangled creature can attempt to free
itself by spending a move action to attempt a Strength check or Escape Artist check (the DC equals the spell’s
saving throw DC).  The ground is covered with slippery expanses and sharp shards of obsidian. The area of effect
is difficult terrain, and the DC of Acrobatics checks within the area of effect increases by 5. A successful DC 15
Acrobatics check is required to run or charge across the area. A creature that falls prone in the area takes 1d6
  points of damage from sharp obsidian.                    
  Pellet Blast (Ul. Combat)   1sa Instant   30 ft Cone Reflex 1/2   V, S, M No  
This spell creates an explosion of conjured metal pellets, striking everything within its area and dealing 1d8 points handful of metal pellets or handful
of piercing damage per two caster levels, maximum 5d8. This damage is subject to damage reduction. If the of cold iron, silver, adamantine
material component is made of cold iron (costing 50 gp), silver (costing 20 gp), or adamantine (costing 100 gp), the pellets
resulting blast can overcome damage reduction of the appropriate type. The pellets disappear after the spell is
    cast and the damage is dealt.                      
  Phantom Chariot (Conj.) (Ul. Combat) 10 Minutes 20 Hrs 1 Chariot & Team None V, S No D
You conjure a quasi-real heavy chariot with four horselike creatures in a team to pull it. (The exact description can
be customized as you wish.) The chariot has all the normal qualities of a heavy chariot with metal scythes. You or
a person you designate while casting the spell must drive the chariot, which can carry up to six passengers
(including the driver). The team and chariot make no sound and the team does not fight, although the driver can
use the chariot like any normal chariot. The chariot and team are essentially a single entity with an AC of 19 (–2
size, +6 natural armor, +5 Dex), and 10 hit points + 2 hit points per caster level (maximum 50). If the entity loses all
its hit points, it disappears, possibly subjecting all aboard to a crash (treat as wrecked). The entity gains certain
powers according to caster level, just like a mount does in the phantom steed spell.  Phantom Steed conjures
forth a quasi-real horselike creature that can be ridden by you or 1 person whom you specify.  It has a black head
and body, gray main and tail and smoke colored insubstantial hooves that make no sound.  It has a saddle,
bridle and bit.  It doesn't attack, but other creatures shun it.  It has AC 18 and 7+ 20 hit points
and disappears if it loses all of its hit points.  It has a speed of 200 (max 240) swampy ground without
It can carry  200 lbs (+ the weight of the person riding it).  At 8th level it can ride over sandy, muddy or
difficulty or a decrease in speed.  At 10th level it can water walk at will, at 12th level it can air walk at will.  14th
  level it can fly at its speed with a +     20 bonus on Fly skill checks.          
  Protection from Energy 1sa 200 Min. Touch 1 Creature Fort
  Absorbs 240 points of a specific energy (max 120)                
  Phantom Steed (Conj.) (Pathfinder) 10 Minutes 20 Hrs 0 ft 1 quasi horse No   V, S No D
Conjures forth a quasi-real horselike creature that can be ridden by you or 1 person whom you specify.  It has a
black head and body, gray main and tail and smoke colored insubstantial hooves that make no sound.  It has a
saddle, bridle and bit.  It doesn't attack, but other creatures shun it.  It has AC 18 and 7+ 20
hit points and disappears if it loses all of its hit points.  It has a speed of 200 (max 240)
It can carry  200 lbs (+ the weight of the person riding it).  At 8th level it can ride over sandy, muddy or
swampy ground without difficulty or a decrease in speed.  At 10th level it can water walk at will, at 12th level it
can air walk at will.  14th level it can fly at its speed with a + 20 bonus on Fly skill checks.  The duration can
  be spread among up to 6 creatures in 1 hour duration intervals.  Reminder hours will be assigned accordingly.        
  Protect. from Arrows, Comm.(Ul. Combat) 1sa 20 Hrs Touch Creatures Touched No V, S, F Yes
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against piece of tortoiseshell or turtle shell
ranged weapons. This spell doesn't grant you the ability to damage creatures with similar damage reduction.
Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
The duration can be spread among several creatures in 1 hour intervals.  Once the spell absorbs 200
  points of damage (max 100 points) the spell's effects end.                  
  Rage (Ench.) (Pathfinder) 1sa Conc+1 rnd/lv 300 ft 30' diameter No V, S Yes D
You are able to effect 6 willing creatures granting them +2 Str and Con, +1 on Will saves and -2
  penalty to AC; as per a barbarian's rage, except the subjects are not fatigued at the end of the spell.          
  Rain of Frogs (Conj.) (Ul. Magic)   1 Round Conc+2 Rnds 75 ft 1 Swarm None   V, S, M/DF No  
You summon a swarm of poisonous frogs, which attacks all other creatures within its area. (You may summon the square of red cloth
swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or
pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.  Use the
statistics of a centipede swarm (Bestiary 43) except it has the animal type and its poison deals Con damage not
  Dex damage.                        
  Reduce Person, Mass (Trans.) (Pathfinder) 1 Round 20 Min. 75 ft 1 Humanoid Fort neg V, S, M Yes D
Causes the dimensions of the subject of the spell to be halved and dividing its weight by 8 decreasing the a pinch of powdered iron
subject's size to the next lower category.  The subject gains +2 size bonus to Dex, -2 to Str (minimum of 1) and a
plus 1 to attack and AC due to the reduced size.  A Small creature reduced to Tiny has its space 2.5'x2.5' and a
natural reach of 0.  A Large creature whose size is decreased drops to a size and reach of 5', the spell doesn't
change the creature's speed.  The subject's equipment is also reduced yet projectile weapons do normal damage
(Table 2-3 DMG), other magical properties are not changed.  Any reduced item that is in the possession of the
subject and is released returns to its normal size.  Magical effects that reduce size do not stack.  Reduce counters
  and is countered by enlarge, it can be made permanent with a permanency spell.          
  Rejuvenate Eidolon (Adv. Player's) 1sa Instant   Touch   Eidolon Touched No   V, S, M No  
This spell functions as lesser rejuvenate eidolon, except that it cures 3d10 points of damage +1 point per caster drop of caster's blood
level (maximum +10).
  Resist Energy, Communal (Abjur.) (Ul. Combat) 1sa 200 Mins. Touch   Creatures Touched No   V, S, DF Yes  
Grants the subject resistance 10 against 1 specific type of energy (acid, cold, electricity, fire or sonic), the
resistance increases to 20 at 7th level and to 30 at 11th level.  It overlaps, doesn't stack with other energy
  protection.  The resistance can be split among individuals in 10 minute intervals            
  Restore Eidolon (Ul. Magic) 1 Minute Instant Eidolon Touched Will neg V, S, M Yes
Dispels negative levels and restores 1 exp level, if less than 1 day since gaining the negative levels.  It also diamond dust worth 100 gp or 1,000 gp
restores all temporary ability damage and any points permanently drained from a single ability score.  It also
eliminates fatigue or exhaustion suffered by the target.          
  Seek Thoughts (Div.) (Adv. Player's) 1sa 20 Min. 40 ft 40' radius Will neg   V, S, M No  
  Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. handful of copper coins
You may scan for either the answer to a simple question (such as "Where is the hidden lair of the wererats?") or
for information on a general topic (such as the beliefs of an evil cult).  You detect the number of creatures who are
thinking about this question or topic within range, as well as their location if they are visible to you.  Seek
thoughts doesn't let you read actual surface thoughts, only if a given creature is thinking about the topic you are
concentrating on.  A successful Will save prevents you from sensing a creature's thoughts for the duration of the
spell.  You can maintain concentration on seek thoughts while you engage in normal conversation, allowing you
to ask leading questions about topics of interest.  A creature conversing with you while you concentrate can
notice that you are distracted with a successful DC 25 Sense Motive check.  The spell lasts for as long as you
    concentrate up to the maximum duration of the spell.                  
  Spider Climb Communal (Ul. Combat) 1sa 200 Min. Touch   Creatures Touched Will neg   V, S, M Yes  
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The live spider
affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and
a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or
horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if
any) while climbing, and opponents.  The duration of the spell can be split among several individuals in 10
  minute intervals.                        
  Spiked 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 50').  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 plus 2d6 of piercing damage for the spikes.  The pit's spiked walls
have a Climb DC of 20 and the climbing creature takes 1d6 points of piercing damage while climbing for each
round they are in contact with the pit or its walls.   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.  The
  pit is lined with wickedly sharp spikes along its bottom and walls.                
  Stoneskin (Abjur.) (Pathfinder) 1sa 200 Min Touch Creature Touched No V, S, M
Protects the subject with DR 10/adamantine, it can prevent up to 200 (max 150) points of damage granite and diamond dust worth
  before it is discharged. or it expires when the spell ends.             250 gp.    
  Summon Monster III (Conj.) (Pathfinder) 1 Round 20 Rnds 75 ft 1 Creature No   V, S, M No D
Allows you to summon forth 1 or more creatures from the tables on Pathfinder 351.  The summoned creature acts a tiny bag and a small candle
on your turn immediately after being summoned.  You can summon 1 creature from table 3, 1d3 from table 2 or
1d4+1 from table 1.              
Monster   Subtype   Monster       Subtype
Ant, giant (soldier)* -- Dretch (demon) chaotic, evil
Ape* -- Electric Eel* --
Aurochs (heard animal)* -- Giant Lizard* --
Boar* -- Lantern Archon Good, Lawful
Cheetah* -- Leopard (cat)* --
Constrictor Snake* -- Shark* --
Crocodile* -- Wolverine* --
Dire Bat*   ---            
  * = use the fiendish template for evil and the celestial template for good.              
  Tongues 1sa 200 Rnds Touch 1 Creature No V, M No
  Grants the ability to speak and understand the language of any intelligent creature, but only 1 language at a time.   a clay model of a ziggurat
  Vomit Twin (Conj.) (Race) 1sa 20 Rnds Self Ooze duplicate None V, S
  Goblin Upon casting this spell, you vomit forth a disgusting ooze copy of yourself into a single adjacent square. As
spell long as the twin exists, whenever you take a move action to move, the twin can move as well, although it does
not need to follow you and cannot take any other actions. On subsequent rounds, at the start of your turn, you
can instantaneously exchange places with your twin, as if using teleport. This is not an action and does not
provoke an attack of opportunity.  The twin has a speed of 30 feet and provokes attacks of opportunity from
movement as normal. It has an AC equal to 10 + 1/2 your caster level and a number of hit points equal to your
caster level. If the twin is reduced to 0 hit points, it is destroyed, although you can create a new one on your turn
    as a standard action as long as the duration persists. You cannot have more than one vomit twin at a time.        
  Wall of Fire (Evoc.) (Pathfinder) 1sa Special 300 ft Special No V, S, M
Creates a wall with an area of 400 sqft or a ring with a radius of 50 feet. a piece of phosphor
Each version is 20' tall.  The immobile wall lasts as long as  1 side of the wall is hot and 20
round and deals 2d4 to those within 10' and 1d4 to those within 20'.  Any creature adjacent to the wall when it 
forms may attempt a Reflex save to disrupt the wall causing the spell to fail.  Any creature that passes though
the wall take 2d6+ #REF! hit points, double damage to Undead (max +20 to any creature).  You can 
conjure the creature or object in which case it takes the same damage as if it had crossed the wall.  If any 5'
section takes 20 wall over a points of cold damage in 1 round that length goes out (do not divide cold damage by 4
as normal).  A permancy spell  can be used to make the wall of fire permanent.  The wall normally lasts as long 
  as you concentrate plus 1 round.                      
  Wall of Ice (Evoc.) (Pathfinder) 1sa 20 Min. 300 ft Wall or Hemisphere Reflex neg V, S, M
Creates an anchored plane of ice 200 sqft or a hemisphere of ice with a radius of 23 a piece of quartz or rock crystal
feet.  It can't form in the square of another creature or object.  Any creature adjacent to the wall when created may
attempt a Reflex save to disrupt the wall as it is being formed, a successful save cancels the spell.  Fire deals full
damage to the wall and can bring it down which would create a cloud of steamy fog that lasts for 10 minutes.  The
wall can be oriented in any fashion as long as it is anchored.  It is 20 inches thick and each 10' section
has 3 hit points per inch ( 60 hit points).  A creature trying to break though requires a DC 35  
Strength check.  Even when the wall has been broken through there remains a sheet of frigid air that deals
20 hit points of damage, but only to those who pass through the sheet.  Fire applied to the wall doesn't
do half damage, as is normal for attacking an object.  If a section of the wall is taken to 0 hp it is breached.  If it is
breached with fire then it creates a cloud of steamy fog that lasts for 10 minutes.  The wall can be of any height or
length within the A.O.E.  The wall must be anchored, a vertical wall can be anchored to the floor.  A horizontal  or
  slanting wall must be anchored on both sides.                    
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Acid Pit (Trans.) (Adv. Players) 1sa 21 Rnds 300 ft 10' x 10' hole Reflex neg S No
Creates pit  100 feet deep (max 100'), and extra-dimensional hole with a 5' deep pool of acid.  Creatures
who fall into the pit take falling damage (1d6/10') and 2d6 of acid damage per round spent in contact with the pool.
In addition items carried by creatures inside the pool could be damaged (Code Rulebook Table 9-2 page 216) and must
make a Fort save once per 3 rounds or the item gains the broken condition.  Objects with the broken condition
must make a Fort save each round or become destroyed.  The walls of the pit are quite slippery and have a climb
    DC of 30.                          
  Baleful Polymorph (Trans.) (Pathfinder) 1sa Permanent 75 ft 1 Creature Fort neg. V, S yes
Changes the creature's form into that of a creature with no more than 1 HD.  If the new form would prove fatal to
the creature it gains a +4 to its saving roll.  If the spell succeeds the creature must also make a Will save if this
save fails the creature loses its extraordinary, supernatural, and spell-like abilities as well as the ability to cast
spells.  It will then gain the alignment, special abilities, Int, Wis and Cha of the new form.  Regardless of the save
it keeps its level of HD, its attack bonus and any class features that are not extraordinary, supernatural or spell
based.  Incorporeal or gaseous creatures are immune to this spell and shapechangers can change back to their
  normal form as a standard action.  Retain spell casting ability, but you can't cast a polymorph spell on yourself.        
  Bear's Endurance, Mass (Trans.) (Pathfinder) 1sa 20 min 75 ft 30' radius No V, S, M Yes
  Give +4 Con to 20 creatures               few hairs or pinch of dung from a bear
  Bull's Strength, Mass (Trans.) (Pathfinder) 1sa 20 Min. 75 ft 30' Radius No V, S, M Yes
  Grants +4 Str to 20 creatures.               few hairs or pinch of dung from a bull
  Cat's Grace, Mass (Necro.) (Pathfinder) 1sa 20 Min. 75 ft 30' Radius No V, S, M Yes
  Grants +4 Cha to 20 creatures.               A pinch of cat fur  
  Contact Other Plane (Div.) (Pathfinder) 10 Minutes Concentration Personal Self No V No
Sends your mind on a perilous trip to another plane.  The powers there reply in a language you understand, but
they resent such contact and give only brief answers (usually yes, no, never, irrelevant or some other 1 word
answers).  You must concentrate to keep the spell working in order to ask questions and may do so at the rate of
1 question per round and the answer is given that same round.  You may ask up to 10 questions
Contact with a plane fare removed from your home plane increases the probability you will incur a decrease to your
Int and Cha, but the chance of the power answering correctly are increased, rarely the divination can be blocked
    by other deities.  See the book Core Rulebook 259 for the table.                
  Damnation Stride (Conj.) (Race) 1sa 20 Min. 10 ft 10' Radius Burst Reflex 1/2   V No  
You instantly transfer yourself from your current location to any other spot within range. You always arrive at
exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell,
you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't
exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear
or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported
must be in contact with one another, and at least one of those creatures must be in contact with you.  If you
arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6
points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended
location.  If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6
points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you
and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.  When
you teleport you leave behind a burst of fire.  Choose one corner of your starting square a 10' radius burst of
  flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage (Reflex negates).        
  Damnation Stride (Conj.) (Race) 1sa 20 Min. 10 ft 10' Radius Burst Reflex 1/2   V No  
You instantly transfer yourself from your current location to any other spot within range. You always arrive at
exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell,
you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't
exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear
or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported
must be in contact with one another, and at least one of those creatures must be in contact with you.  If you
arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6
points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended
location.  If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6
points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you
and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.  When
you teleport you leave behind a burst of fire.  Choose one corner of your starting square a 10' radius burst of
  flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage (Reflex negates).        
  Daze, Mass (Ench.) (Ul. Magic) 1sa 1 Rnds 300 ft 30' Diameter Will neg V, S, M Yes
This spell clouds the mind of humanoid creatures with 4 or fewer Hit Dice so that it takes no actions. Humanoids pinch of wool or similar substance
of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
  After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.          
  Dismissal (Abjur.) (Pathfinder) 1sa Instant 75 ft 1 Extraplanar Will neg V, S Yes
Forces an extraplanar creature back to its proper plane if it fails a Will save DC =Spell's Save DC - Creature's HD+
your level.  If the spell is successful the creature is instantly sent away, but there is a 20% chance that it will be
  sent to the wrong plane.                      
  Eagle's Splendor, Mass (Trans.) (Pathfinder) 1sa 20 min 75 ft 30' radius No V, S, M Yes
  Grants +4 Cha to 10 creatures.                    
  Evolution Surge, Greater (Adv. Player's) 1sa 20 Rnds Touch your eidolon Will neg V, S, M No
This spell causes your eidolon to take on new characteristics.  You can grant the eidolon any evolution whose chameleon scale
total cost does not exceed 2 evolution points. You may only grant two evolutions with this spell, even if those
evolution can be taken multiple times.  You can grant an evolution that allows you to spend additional evolution
points to upgrade that evolution. This spell cannot be used to grant an upgrade to an evolution that the eidolon
already possesses. The eidolon must meet any prerequisites of the selected evolution. This spell does not allow
  an eidolon to exceed its maximum number of natural attacks.                  
  Fox's Cunning Mass (Trans.) (Pathfinder) 1sa 20 Min. 75 ft 30' Radius No V, S, M Yes
  Grants +4 Int to 20 creatures.               hairs or dung from a fox  
  Hold Monster (Ench.) (Pathfinder) 1sa 20 Rnds 300 ft 30' Radius Will neg V, S, M
The subjects become paralyzed, freezing in place unable to take any actions.  Each round on their turn they can 1 hard metal bar or rod which can
  make a new saving roll as a full round action that doesn't provoke attacks of opportunity.  Affects all in A.O.E.   be as small as a 3-penny nail
  Hostile Juxtaposition (Conj.) (Ul. Combat) 1sa 20 Rnds 75 ft 1 Creature Will neg   V, S, M Yes  
You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to coin
you, you can spend an immediate action to cause yourself and the target creature to teleport and switch places.
The target then becomes the target of the triggering attack or spell instead of you. If you fail to teleport out of the
area of an effect, that effect might still affect you. If the target creature cannot fit safely into the new space
without squeezing, or you try to teleport the target into an occupied space or a space it could not normally stand
within, the juxtaposition fails. Further, if the target is unconscious or dead when you attempt to switch places,
  the juxtaposition fails. Once you have used it to teleport once, this spell is discharged          
  Insect Plague 1 round 20 min. 1200 ft Special No V, S, DF No
Summons 6 swarms of insects (max 6).  The summoned swarms must be adjacent to each other.
You can summon the swarms on top of other creatures, but once summoned they are remain in their squares.
  The swarm moves as you direct, it won't pursue a target, unless you order it to do so.          
4th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Mage's Faithful Hound (Conj.) (Pathfinder) 1sa Special 75 ft 1 Watchdog No V, S, M
Creates a phantom watchdog that is invisible to all, but you, it then guards the area where it was conjured (it Tiny silver whistle, a piece of
doesn't move).  It starts barking loudly if any Small or larger creature gets within 30'.  Those in 30' can move about bone and a thread.
but if they leave the area and return they set off the dog.  It doesn't react to figments, but it will react to shadow
illusions.  The spell watches for 20 hours and if a Small or larger intruder comes within 5' of the
dog it stops barking and bites BAB +10 (d26+3) piercing damage. Once set off it barks once per round and will
remain to bark 20 rounds.  The dog is considered ready so it bites on the intruder's turn.  It
  can't be attacked, but it can be dispelled.  If the caster moves more than 100' away from the dog the spell ends.    
  Magic Jar (Necro.) (Pathfinder)   1sa 20 Hrs 300 ft 1 Creature Will neg   V, S, F Yes  
You place your soul in a gem or large crystal and are then able to try and take over a nearby body forcing its a gem or crystal worth at least
soul into the gem.  The spell ends when you move back to your own body, you would be forced back when the 100 gp
spell expires.  You need L.O.S. and when you transfer your soul your body seems dead.  While in the gem you can
attack any life force within 200 feet on your same plane, you don't need line of effect to target
a creature.  While in the gem you can't determine the exact position and creature type, but you can estimate within
4 HD and determine if they are undead or not.  Attempting to posses a body is a full round action and can be
    blocked by a protection spell, you may only try and posses a body 1 time.  For more details see Pathfinder.        
  Major Creation  (Conj.) (Pathfinder) 1 Minute Special Hrs 75 ft Special No   V, S, M    
You create a nonmagical unattended object of nonliving matter up to 20 cuft of crystal, stone, metal etc. a tiny piece of matter of the same
A successful skill check is needed to make complex items such as Craft (Armor) to make a breastplate.  Created sort of item you plan to create
objects can't be used as spell components or the spell will fail and the duration of their existence depends on the
raw matter used: Hardness and Rarity Examples   Duration  
Vegetable Matter 40 Hrs
Stone, Crystal, Base Metals 20 Hrs
Precious Metals 400 Min.
Gems 200 Min.
      Rare Metal (Adamantine, Mithral etc.) 20 Rnds          
  Nixie's Lure (Ench.) (Race)   1sa Special   300 ft 300' Radius Will neg   V, S Yes  
must be This spell creates an unearthly and infectious song that seductively summons all who hear it. Nixie's lure affects
Undine a maximum of 24 Hit Dice of creatures. Creatures in the area who fail their saves are lured by the song and move
toward you using the most direct means available. If the path leads them into a dangerous area such as through
fire or off a cliff, the creatures each receive a second saving throw to end the effect before moving into peril.
Creatures lured by the spell's song can take no actions other than to defend themselves. A victim within 5 feet of
  you simply stands still and for the duration of the spell remains fascinated.              
  Overland Flight (Trans.) (Pathfinder) 1sa 20 Hrs Personal Self No V, S
This spell functions like fly except you fly at speed 40' (30' if wearing medium or heavy armor or carrying a heavy or medium
or medium load).  When using this spell you can hustle without taking damage meaning you can cover 64 miles in 8 hours.
8 hours.  Provides a + #REF! modifier to any Fly skill checks.  This means you can cover 64 miles in an 8
  hour period (or 48 miles if moving at speed 30'.)                    
  Owl's Wisdom, Mass (Pathfinder) 1sa 20 min 30 ft 30' radius No   V, S, M    
    Grants +4 Wis to 20 creatures in the area of effect.           feathers or droppings from an owl
  Planar Binding, Lesser (Conj.) (Pathfinder) 10 Minutes Instant 75 ft 30' Radius Will neg V, S No & Yes
Lures creature from another plane into a specifically prepared trap within the spell's range.  The called creature is
held in the trap until it agrees to perform 1 service.  You must cast a magic circle directed inward to create the trap
and know the kind of creature.  If it is to be a specific individual then that individual must be named.  The creature
is allowed a Will save to avoid the trap (SR doesn't apply), if it fails its save however it can successfully escape
the trap it if has spell resistance by pitting its SR against a DC 15+ 10 plus your Cha modifier.  It can try
to break free 1/day; if it breaks free it can attack the caster or flee (a dimensional anchor prevents its escape by
plane shift).  If the creature doesn't break free it can be held for as long as he caster dares (a magic diagram PHB
249 can make the trap more secure).  1/day the caster can make a Cha check opposed by the creature's Cha check
with a bonus based on the type of service and reward offered for the creature to perform the required task.  If it
wins new offers can be made a day later, repeating the process until the creature agrees or the caster decides to
get rid of it.  Impossible demands are never agreed on and if you roll a 1 on the Cha check the creature breaks free.
Once the requested service is performed the creature need only inform the caster to return from which it came.  If
the caster assignees an open ended task, like guard this area, the creature is obligated to serve for 20
days.  When you use the calling spell to call a specific type of creature that type becomes the type for the spell.
  You are able to effect up to 3 elementals or outsiders totaling no more than 6 HD, each creature has a save.        
  Protection from Energy, Communal (Ul. Combat) 1sa 200 Min. Touch   Creatures Touched Fort neg   V, S, DF Yes  
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold,
electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of
120 points at 10th level), it is discharged.  Protection from energy overlaps (and does not stack with) resist energy.
If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its
  power is exhausted.  The spell's duration may be divided among the creatures touched in 10 minute intervals.        
  Purified Calling (Adv. Player's) 1sa 1 Min. Self Self No V, S, M No
Your eidolon is restored to full health when you summon it. Upon casting this spell, you must immediately begin stick of incense
the ritual to summon your eidolon. Upon completion of the ritual, your eidolon appears at full hit points and
without any damage or penalties to its ability scores, regardless of its previous condition. In addition, any
temporary negative conditions affecting your eidolon are immediately removed.  Permanent conditions and
  ability drain are not affected by this spell.                    
  Sending (Evoc.) (Pathfinder) 10 min 1 round Special 1 Creature No V, S, M No
Send a message of 25 words or less, the subject recognizes you and can respond, but is not required to act on it. fine copper wire
  5% chance of failure if the subject is not on the same plane.                  
  Stoneskin, Communal (Ul. Combat) 1sa 200 Min Touch   Creatures Touched No   V, S, M    
Protects the subject with DR 10/adamantine, it can prevent up to 200 (max 150) points of damage granite and diamond dust worth
before it is discharged. or it expires when the spell ends.  The duration of the spell may be split among the 100 gp per creature affected
creatures touched in 10 minute intervals.  Once the spell absorbs 200 (max 150) points of damage the
  spell ends.                          
  Summon Monster IV (Conj.) (Pathfinder 1 Round 20 Rnds 75 ft 1 Creature No V, S, M D
Calls forth 1 of the monsters on Pathfinder 351.  The creature appears a round after you start casting and attacks a tiny bag and a small candle
on your turn.  You may summon 1 creature from table 4, 1d3 from table 3 or 1d4+1 from table 1 or 2.
Monster     Subtype Monster       Subtype
Ant, Giant (Drone)* -- Giant Wasp* --
Bison (Herd Animal)* -- Grizzly Bear* --
Deinonychus (Dinosaur)* -- Hell Hound Evil, Lawful
Dire Ape* -- Hound Archon Good, Lawful
Dire Boar* -- Lion* --
Dire Wolf* -- Mephit (any) Elemental
Elemental (Medium) Elemental Peteranodon (Dinosaur)* --
Giant Scorpion*   -- Rhinoceros*     --
  * = use celestial template if good and feindish if evil                  
  Summoner Conduit (Necro.) (Ul. Combat) 1sa 20 Min. 75 ft 1 Summoned Creat Will neg   V, S, M Yes  
You exploit the invisible, mystic connection between the target creature and its summoner to harm that summoner. two flies
Whenever the target’s summoned creature is the target of a spell that deals damage, the target’s summoner is
also considered to be a target of that spell. Such a summoner gains his normal defenses against the spell, such
as a saving throw and spell resistance, and cannot be affected if he is on another plane of existence.  The spell
  works on one summoned creature or eidolon.                    
  Teleport (Conj.) (Pathfinder) 1sa Instant 100 m Special No V No
You are able to instantly transport 6 creatures (a Large creature counts as 2 Medium creatures, a
Huge creature is equal to 2 Large creatures and so on) with their max load, provided they are all in contact with
each other.  You need some idea of the destination your familiarity determines how close you come to your target.
Familiarity   On Target Off Target Similar Area Mishap
Very Familiar 01-97 98-99 100   --
Studied Carefully 01-94 95-97 98-99   100
Seen Casually 01-88 89-94 95-98   99-100
Viewed Once 01-76 77-88 89-96   97-100
False Destination (1d20+80) --- --- 81-92   93-100
False destination:  a place that doesn't exist, but instead viewed as an illusion or an area that has been completely
altered.
On Target:  You appear where you want to be
Off Target:  You appear safely 1d10x1d10% off target
Similar Area:  In an area thematically similar to the target
    Mishap:  You and those teleporting with you get scrambled taking 1d10 points of damage and reroll 1d20+80        
  Tongues, Communal (Ul. Combat)   1sa 200 Min. Touch   Creatures Touched Will neg   V, S, M/DF No  
This spell grants the creature touched the ability to speak and understand the language of any intelligent clay model of a ziggurat
creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time,
although it may be able to understand several languages. Tongues does not enable the subject to speak with
creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not
predispose any creature addressed toward the subject in any way.  The duration can be split among the creatures
  touched in 10 minute intervals.                      
  Transmogrify (Adv. Player's) 1 Hour Instant Touch Your Eidolon Will neg V, S, M No
Your eidolon's form shifts and transforms. This spell allows you to change any of the eidolon's evolutions by flask of quicksilver worth 1,000 gp
allocating its evolution pool on new evolutions. If you have the aspect or greater aspect ability, this spell also
allows you to change the evolution points spent to modify you, including removing or adding points as allowed
by those abilities.
  Vitriolic Mist (Ul. Magic)   1sa 20 Rnds Self   Self No   V, S, M No  
Works as fire shield only it protects you against acid and does acid damage to those who melee with the caster. piece of lemon rind
The caster is wreathed in yellow or green acidic mists instead of hot or cold flames.  The caster only takes 1/2
damage from acid attacks and if they are entitled to a Reflex saving roll they take 1/2 damage and can make their
Reflex save for no damage.  Any creature striking you with its body or a hand-held weapon deals normal damage,
but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This
damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the
attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not
  subject to this damage if they attack you.                    
  Wall of Stone (Conj.) (Pathfinder) 1sa Instant 300 ft Special No V, S, M No S
Creates a permanent wall of rock that merges into adjoin rock surfaces.  It has as size of 100 a small block of granite
sqft and is #REF! inches thick, you can double the wall's area by halving its thickness, but the wall can't
be conjured so that it occupies the same space as a creature or object.  You can create the wall into any shape
desired and it need not be vertical, but it must be firmly attached to a rock/stone foundation.  It can be destroyed
by a disintegrate spell or by normal means each 5' section has 15 hit points per inch 75
hit points.  A creature can try to break through with a Str check that has a DC of 25 .  It has
hardness 8.  It is possible to trap mobile foes within or under the wall; potentially entrapped creatures can avoid
    this with a successful Reflex save.                      
5th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Banishment (Abjur.) (Pathfinder) 1sa Instant 75 ft 30' Diameter Will neg V, S, F yes
A more powerful version of dismissal.  Enabling you to force 40 HD worth of extraplanar creatures to be sent item the creature hates
back to its home plane.  You can improved the spell's chance of success by presenting at least 1 object or
substance that the target creature hates, fears or otherwise opposes.  For each such substance you gain a +1
bonus on your caster level check to overcome your foe's SR and the saving roll DC increases by +2.  At the DM's
  option certain rare substances might be doubly effective (+2 vs. SR and +4 to the DC).          
  Conjure Black Pudding (Conj.) (Ul. Magic) 1 Round 20 Rnds 25 ft 1 Black Pudding None   V, S, M No  
You summon a black pudding that immediately attacks creatures near it. You have no control over the creature, flask of acid worth 10 gp
and it may attack you if there are no more obvious opponents. The black pudding is treated as a summoned
creature and has the extraplanar subtype. The black pudding’s split ability works normally, but all puddings
  derived from the summoned one disappear when the spell ends.                
  Create Demiplane, Lesser (Conj.) (Ul. Magic) 2 Hours Special Special Special None   V, S, F No  
  You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to a forked rod worth at least 500 gp
one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether
the demiplane is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is
generally flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane
may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-
looking border. The plane’s environmental conditions are those of a temperate spring day on the Material Plane.
You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.  There are
no native creatures or plants on this plane, though you may bring some there (if the plane’s light is bright or
normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the
purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a
hill or wall of stone to create a barricade.   When you finish casting this spell, you may bring yourself and up to
7 other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of
existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes.
Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or
plane shift. You are considered “very familiar” with your entire demiplane.
As a standard action, you may eject a creature from your demiplane. The creature may resist with a Will saving
throw. An ejected creature goes to the closest plane to your demiplane (usually the Astral Plane or the Ethereal
Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane). When the spell
ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The
plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage’s disjunction,
miracle, or wish and making a successful dispel check.  miracle, or wish and making a successful dispel check.  If
you are within the demiplane, you can add to its area by casting the spell again. Alternatively, you may cast this
spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the
demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a
collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for
example, if there were three areas connected in a straight line and the center part expired), the stranded sections
count as separate demiplanes under your control. You may reconnect these stranded sections by casting the
spell again to create a linked area between the two.  You can make this spell permanent with the permanency
spell, at a cost of 17,500 gp. If you have cast create lesser demiplane multiple times to enlarge the demiplane,
each casting’s area requires its own permanency spell.
    The plane has a volume of 60 cubic feet.                  
  Creeping Doom (Pathfinder) 1 Round 20 Min. 75 ft Special No V, S No
Summons 4 swarms of biting and stinging insects.  The swarms appear adjacent to each other, but can be directed
separately.  Treat as centipede swarms (Bestiary) with 60 hit points each and they deal 4d6 points of damage with
their swarm attack.  The save to resist the distraction is the save DC of the spell.  Can be summoned on top of
creatures and directed to any target within 100'.  If the swarm is over 100' of you it remains in place attacking any
  creatures in the same square.  If you return to within 100' you can regain control of the swarm.          
  Dispel Magic, Greater (Abjur.) (Pathfinder) 1sa Permanent 300 ft 20' radius burst No V, S No
    The max caster level is +20.  Dispel check 1d20+ 20 (max 20) vs. 11+spell's caster level.          
  Energy Siege Shot (Trans.) (Ul. Combat) 10 Minutes 200 Min. 75 ft Large Siege Engine Fort neg   V, S, M Yes  
  This spell transforms any ammunition fired by the target ranged siege engine into ammunition made of pure ball of pitch
energy. When casting the spell, the caster picks a one of the following energy types: acid, cold, electricity, fire,
sonic, or force. The ammunition within the siege engine now deals that type of energy damage on a hit, though
the amount of damage dealt by the ammunition does not change, nor does it change any of the other effects of
the ammunition. Unlike other forms of energy damage, this energy damage does full damage to objects.  Based on
the type of energy the caster chose while casting, the ammunition also gains one of the following effects.
Acid: The ammunition deals half its damage in a splash to all creatures and unattended objects within 15 feet of
the target hit by the siege engine. Creatures can halve the splash damage with a Reflex saving throw. The DC of
the splash is the same as the DC of the spell.
Cold: The ammunition creates an ice sheen within a 20-foot-radius burst around the target of the siege engine’s
attack. That sheen lasts 1d6 rounds. Creatures within the ice sheen are entangled. Any creature within the area
of the ice sheen at the start of its turn takes 2d6 cold damage.
Electricity: Creatures hit by the siege engine attack or within 15 feet of the attack are staggered for 1 round.
Fire: Creatures and wood objects within 15 feet of the attack may catch on fire.
Sonic: Creatures hit by the attack or within 20 feet of the attack must succeed at a Fortitude saving throw or be
deafened for one hour. The DC of this effect is the same as the spell DC.
  Force: No extra effect.                        
  Ethereal Jaunt (Trans.) (Pathfinder) 1sa 20 Rnds Personal Self No V, S No D
You and your equipment become ethereal; invisible insubstantial and capable of moving in any direction even up
or down.  Your vision to the material plane is limited to 60'.  Force effects like magic missile and other spells or
effects that work on ghosts can work on you.  If you attempt to materialize inside of a solid object you are
  shunted aside and take 1d6/5' moved.                    
  Heroism, Greater (Ench.) (Pathfinder) 1sa 200 Min. Touch Creature Touched Will neg V, S Yes
Grants a single subject with great bravery giving them a +4 bonus on attack rolls, saves and skill checks.  Also
  immunity to fear effects and temporary hit points of 20 (max 20).              
  Hungry 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 100').  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 shifting walls have a Climb DC of 35.  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.  In addition to taking falling damage those in the pit take 4d6 points
of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex
  save halves this damage).                      
  Ice Crystal Teleport (Conj.) (Ul. Magic) 1sa Special   1200 ft 1 Creature Will neg   V Yes  
  This spell functions as teleport, except you use it to teleport yourself or one other creature to a safe location
you specify (the target can bring along objects as long as their weight doesn’t exceed the target’s heavy load).
You can only send the target to a location with which you are very familiar. The target is first trapped in ice
(hardness 0, 3 hit points per inch of thickness, 1 inch thick per caster level) for 1d4 rounds, during which time it is
paralyzed, aware but unable to take any physical actions, and begins to fade away as the teleportation aspect
takes effect. At the end of the 1d4 rounds, the target teleports to the specified location, and the ice’s hit points
drop to 0 and it quickly melts away. If the ice is destroyed before the target teleports, the spell ends and the
    teleport doesn’t occur.                        
  Invisibility, Mass (Illus.) (Pathfinder) 1sa 20 Rnds 1200 ft 180' Diameter No V, S, M
This spell functions like invisibility except the effect is mobile with the group and is broken when anyone in the eyelash in gum Arabic
group attacks.  Individuals can't see each other and the spell is broken for any individual who moves out of the
  A.O.E.                          
  Life Conduit, Greater (Ul. Combat)   1sa 20 Rnds Self   Self No   V, S No  
You utilize life conduit to share hit points with your eidolon. While this spell is active, you can spend a swift
action to transfer 3d6 hit points between you and your eidolon, either taking damage yourself and healing your
eidolon or healing yourself and damaging your eidolon. If your eidolon moves farther than 50 feet from you, this
  spell ends.                          
5th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Planar Adaptation, Mass (Trans.) (Adv. Player's) 1sa 20 Hrs 75 ft 30' Diameter Will neg V Yes D
Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence,
including such hazards as toxicity, extreme temperatures, and lack of air.  Additionally, you gain energy resistance
20 to a single energy type prevalent on that plane (choose 1 if more than 1 type is equally prevalent).  Planar
  adaptation has no effect when cast upon your native plane.  You are able to affect 20 creatures.        
  Planar Binding, Greater (Conj.) (Pathfinder) 10 Minutes Instant 75 ft 30' Radius Will neg V, S No & Yes
Lures creature from another plane into a specifically prepared trap within the spell's range.  The called creature is
held in the trap until it agrees to perform 1 service.  You must cast a magic circle directed inward to create the trap
and know the kind of creature.  If it is to be a specific individual then that individual must be named.  The creature
is allowed a Will save to avoid the trap (SR doesn't apply), if it fails its save however it can successfully escape
the trap it if has spell resistance by pitting its SR against a DC 15+ 10 plus your Cha modifier.  It can try
to break free 1/day; if it breaks free it can attack the caster or flee (a dimensional anchor prevents its escape by
plane shift).  If the creature doesn't break free it can be held for as long as he caster dares (a magic diagram PHB
249 can make the trap more secure).  1/day the caster can make a Cha check opposed by the creature's Cha check
with a bonus based on the type of service and reward offered for the creature to perform the required task.  If it
wins new offers can be made a day later, repeating the process until the creature agrees or the caster decides to
get rid of it.  Impossible demands are never agreed on and if you roll a 1 on the Cha check the creature breaks free.
Once the requested service is performed the creature need only inform the caster to return from which it came.  If
the caster assignees an open ended task, like guard this area, the creature is obligated to serve for 20
days.  When you use the calling spell to call a specific type of creature that type becomes the type for the spell.
  You are able to effect up to 3 elementals or outsiders totaling no more than 18 HD, each creature has a save.        
  Plane Shift (Conj.) (Pathfinder) 1sa Instant Touch Up to 8 creatures No V, S, F
Moves yourself and up to 8 willing subjects to another plane or moving another creature to the chosen plane. forked metal rod attuned to the
  The location you appear at is 5-500 (5d%) miles from your intended destination.       plan of travel.  
  Repulsion (Abjur.) (Pathfinder) 1sa 20 Rnds 200 ft centered on caster Will V, S, F
The caster is surrounded by an invisible mobile field of any size up to the spell's max range.  Any creature that a pair of canine statuettes worth
tries to move closer to you must make a successful Will save.  The caster cannot force the field against a creature 50 gp each
to try and push them.  If a repelled creature moves away from you and then tries to move closer they will be
  repelled.                          
  Rejuvenate Eidolon Greater (Adv. Player's) 1sa Instant   Touch   Eidolon Touched No   V, S, M No  
This spell functions as lesser rejuvenate eidolon, except that it cures 5d10 points of damage +1 point per caster drop of caster's blood
  level (maximum +20).                        
  Sequester (Abjur.) (Pathfinder) 1sa 20 Days Touch 1 Creature/Object Special V, S,  M No or Yes D
You can prevent scrying on 1 creature or up to 40 cubic feet of an object.  It is also rendered invisible. basilisk eyelash and gum Arabic
It doesn't make it impossible to find the target through tactile or detect invisibility means.  Creatures affected by
a sequester become comatose and are effectively in a state of suspended animation until the spell ends.  A Will
  save can be made by a person or attending object to resist this spell.  Otherwise sequester prevents any scrying.      
  Simulacrum (Illus.) (Pathfinder) 12 Hrs Instant 0 ft 1 Duplicate No V, S, M
Creates an illusionary duplicate of any creature partially real and partially formed out of ice or snow.  It appears ice sculpture of the target plus
to be the same as the original, but only has 1/2 the hit points, HD, or level (and the appropriate hit points, feats powdered rubies worth 500 gp
and level dependent features).  You can't create a simulacrum of a creature of twice your level.  You must make a. per Hit Die of the Simulacrum
disguise check when you create the simulacrum to determine how good the likeness is.  Creatures that know the
duplicate may make a Spot check or a DC 20 sense motive check to determine if the simulacrum is real.  At all
times the simulacrum remains under your absolute command, though no special telepathic link exists.  It has no
ability to increase in level or HD and if reduced to 0 hp it is destroyed reverting to snow and melting into nothing
instantly.  A 24 hour process costing 100 gp per hit point and the full use of a magical lab can be used to repair
  the simulacrum.  The spell also requires powdered ruby worth gp/HD of the creature to be duplicated.        
  Spell Turning (Abjur.) (Pathfinder) 1sa 200 Min Personal Self No V, S, M
Spells and spell-like powers cast directly upon you are turned back on the caster, area effect spells are not a silver mirror
affected, it also fails to stop touch spells.  From 1d4+6 spell levels are turned; the DM rolls that number.  When
targeted by a spell that is of a level higher than you have spell turning power the spell is partially turned.  For
damaging spells you only get a fraction of the spell's damage, for nondamaging spells you take a proportional
amount of the spell.  Subtract the amount of spell turning you have left from the spell from the level of the
incoming spell and divide the result by the spell level of the incoming spell to see what fraction of the effect gets
through.  If both you and the caster are covered with spell turning then a resonating field is created which has a
random result: % Roll Effect          
01-70 Spell drains away without effect  
71-80 Spell effects both of you equally at full effect  
81-97 Both turning effects are rendered nonfunction for 1d4 minutes
        98-100 Both of you go through a rift to another plane          
  Summon Monster V (Conj.) (Pathfinder) 1 Round 20 Rnds 75 ft 1 Creature No   V, S, M   D
Summons a creature from one of the tables on Pathfinder 351.  The creature attacks your enemies on your turn. a tiny bag and a small candle
You can summon one creature from table 5, d13 from table 4, or 1d4+1 from a lower table.
Monster     Subtype Monster       Subtype
Ankylosaurus (Dinosaur)* -- Giant Moray Eel* --
Babu (Demon) Chaotic, Evil Kyton Evil, Lawful
Bearded Devil Evil, Lawful Orca (Dolphin)* --
Bralani Azata Chaotic, Good Salamander Evil
Dire Lion* -- Woolly Rhinoceros* --
Elemental (Large)   Elemental Xill       --
    * = use celestial template if good, use fiendish template if evil.                
  Tar Pool (Trans.) (Ul. Combat)   1sa 20 Rnds 75 ft 20' Radius Burst Reflex part.   V, S, M/DF No  
You convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire ball of hardened tar
damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled. An
entangled creature receives a saving throw each round to free itself from the tar, and can also attempt to free
itself by spending a move action to attempt a Strength check or Escape Artist check (DC = spell saving throw DC).
It costs 2 squares of movement to enter a square in the area of effect, and the DC of Acrobatics checks within the
area of effect increases by 5. The area is difficult terrain. A creature that moves into or starts its turn in the area
takes 2d6 points of fire damage and must reattempt this Reflex save or become entangled. A creature that falls
prone in the area takes a –4 penalty on its Reflex save against the tar and on Strength and Escape Artist checks to
escape the tar.  A creature that escapes the tar still takes fire damage from the tar until the spell ends or that
creature spends a full-round action removing the tar. A creature with tar on it takes a –4 penalty on Acrobatics
  and Fly checks made to fly with wings or similar appendages.                
  Teleport, Greater (Conj.) (Pathfinder) 1sa Instant Touch Special No V
You are able to instantly transport 6 creatures (a Large creature counts as 2 Medium creatures, a
Huge creature is equal to 2 Large creatures and so on) with their max load, provided they are all in contact with
each other.  You need some idea of the destination your familiarity determines how close you come to your target.
  Unlike teleport this spell has no chance of error.                  
  True Seeing (Div.) (Pathfinder) 1sa 20 Min. Touch Creature Touched Will neg V, S, M Yes
The subject sees things as they really are, they see through illusions, they see through normal and magical eye ointment that costs 250 gp
darkness, they see through blur or displacement, sees the true form of polymorphed creatures as well as any
transmuted or changed things, they also see invisible and can focus their vision to see into the Ethereal Plane, but
not into extradimensional spaces.  The subject sees through normal and magical darkness and notices secret
doors hidden by magic.  The range of vision is 120', but it doesn't give x-ray vision or allow anyone to see through
anything.  It sees secret doors, but not those hidden by mundane means the same is true for disguises.  It can't be
enhanced by other magic , used in conjunction with clairaudience or through a crystal ball or other scrying
  device.  It doesn't negate concealment by fog and the like.  It in no way confers x-ray vision          
  Wall of Iron (Conj.) (Pathfinder) 1sa Instant 300 ft 1 Iron Wall Special V, S, M
Creates a flat vertical iron wall that is an area of 100 sqft.  It can't be conjured to occupy the space of small iron sheet plus gold dust
another creature or object and it must always be a flat plane, though you can shape its edges to fit in the space. worth 50 gp.
It is 5 inches thick.  You can double the wall's are by halving its thickness.  Each 5' section of
the wall has hardness 10 and 30 hit points/inch;  600 hit points.  A creature can break through if it makes
a Str check with a DC of 65 .  If desired the call can be created resting on a flat surface, but not attached
to the surface so that it can be tipped over and crush creatures beneath it.  If it is not pushed it has a 50% chance
of tipping to each side.  It takes DC 40 Str check to be pushed over and creatures with room to do so may flee the
falling wall making a Reflex save.  Those that fail are crushed for 10d6 points of damage.  The wall can't crush
  Huge or lager creatures.  Like any iron wall it is subject to rust, perforation and other natural phenomena.        
  Wreath of Blades (Abjur.) (Ul. Combat) 1sa 0 Rnds Self   Self Reflex 1/2   V, S, F No  
The daggers serving as focus of this spell take on a deadly sharpness as they animate and spin around you, 4 mithral daggers worth 502 gp each
creating a 5-foot-radius emanation of spinning mithral blades that moves with you. Any creature that starts its
turn within the area of the spinning blades takes 1d4 points of damage for every two caster levels (maximum 10d4
at 20th level) and the damage bypasses DR/silver. Furthermore, the daggers ward off some attacks, in a way
similar to the warding weapon spell. While subject to this spell, you do not provoke attacks of opportunity for
casting spells, even from creatures with the Disruptive feat. Creatures with the Spellbreaker feat can easily
bypass this defensive property, though they still take damage from the spell. Your casting (even failing to cast
defensively) still provokes attacks of opportunity from creatures with that feat. Lastly, the blades that serve as
the focus for this spell can be enchanted for greater effect. When all of the blades share the same enhancement
bonus and special weapon qualities, a creature that is damaged by this spell is also treated as if hit by one of
these weapons. For example, if a 12th-level magus casts this spell using four +1 frost mithral daggers as focus,
the damage dealt by the blades would be 6d4+1 plus 1d6 cold damage, as long as the daggers were commanded
to be sheathed in ice. No matter the modifications made to the focus weapons, they must always be mithral
  daggers. No other type of weapons can serve as a focus for this spell.              
6th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Antipathy (Ench.) (Pathfinder) 1 Hour 40 Hrs 75 ft 1 location or object Will part V, S, M D
The location can be up to 20 10' cubes.  The warded object or area produces vibrations that pinch of powdered iron or filings
repel a specific kind of creatures or alignment of creatures.  Those affected can remain in the A.O.E. or touch the
  object but must make a Fort save to do so and suffer -4 Dex from feeling distraction.  It counters sympathy.        
  Binding (Ench.) (Pathfinder) 1 Minute Special 75 ft 1 Living Creature Will neg V, S, M yes D
Creates a magical restraint to hold a creature and the target gets a saving roll only if its HD equal 10 opals worth 500 gp per HD of the
or more.  You can have as many as 6 assistances help with the spell and for each use of suggestion your caster target, plus any components listed
 increases by one.  For each casting of dominate animal, dominate person or dominate monster the caster level
increases by 1/3 of the assistant's level.  SR and saving rolls against the assistants doesn't matter since they are
solely casting in support of the main caster.  You must specific conditions for when the spell will end and what
triggers the spell.  The conditions must be based on observable actions or qualities and once set can't be changed.
You may cast multiple bindings, but the subject gets a saving roll at the end of each spell, even if they were not
entitled one on the original casting; 1 successes cancels all the other bindings.  There are 6 versions 1 of which
must be chosen when the spell is cast.  Chaining:  the subject is confined by restraints that generate an
antipathy spell affecting all who approach each you with a duration of 1 year/level.  Slumber:  the subject
becomes comatose for 1 year/level the subject doesn't need to eat or drink or age during this spell, this is a more
difficult version to cast so the DC is decreased by 1.  Bound Slumber:  combination of Chaining and Slumber
lasting as long as 1 month/level, with a -2 DC.  Hedge Prison:  the subject is teleported to a confined area from
which it can't wander by any means, this effect is permanent provides a -3 DC.  Metamorphosis:  The subject
assumes gaseous form except for its head and face, it is held harmless in a jar or other container.  The creature
remains aware and can speak, but it can't cast spells, leave the container, or use any of its abilities.  This is
permanent, but has a -4 DC, the subject doesn't need to eat, or drink and doesn't age.  Minimums Containment:
the subject is shrunk to the size of 1" or less and held inside a gem, jar or similar object, it to doesn't need to eat
or drink and it doesn't age, but the DC suffers a -4.  You can't dispel a binding spell with dispel magic or a similar
effect though an antimagic field or mage's disjunction affects is normally.  A bound extraplanar
creature can't be sent back to its home plane due to dismissal, banishment or a similar effect.  Hedged Prison:
The subject is transported to or otherwise brought within a confined area from which it can't wander by any
  means.  The effect is permanent.  Reduce the save DC by 3, a golden cage, worth 100 gp is consumed when cast.        
  Charm Monster, Mass (Enoch.) (Pathfinder) 1sa 20 Days 75 ft 30' Diameter Will neg   V, S Yes  
Charms all creatures into thinking they are your friend, you don’t control the person though.  You must pass a
  Cha check to order them around.                      
  Create Demiplane (Conj.) (Ul. Magic) 4 Hours Special Special Special None   V, S, F No  
  You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to a forked rod worth at least 500 gp
one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether
the demiplane is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is
generally flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane
may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-
looking border. The plane’s environmental conditions are those of a temperate spring day on the Material Plane.
You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.  There are
no native creatures or plants on this plane, though you may bring some there (if the plane’s light is bright or
normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the
purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a
hill or wall of stone to create a barricade.   When you finish casting this spell, you may bring yourself and up to
7 other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of
existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes.
Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or
plane shift. You are considered “very familiar” with your entire demiplane.
As a standard action, you may eject a creature from your demiplane. The creature may resist with a Will saving
throw. An ejected creature goes to the closest plane to your demiplane (usually the Astral Plane or the Ethereal
Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane). When the spell
ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The
plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage’s disjunction,
miracle, or wish and making a successful dispel check.  miracle, or wish and making a successful dispel check.  If
you are within the demiplane, you can add to its area by casting the spell again. Alternatively, you may cast this
spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the
demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a
collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for
example, if there were three areas connected in a straight line and the center part expired), the stranded sections
count as separate demiplanes under your control. You may reconnect these stranded sections by casting the
spell again to create a linked area between the two.  You can make this spell permanent with the permanency
spell, at a cost of 17,500 gp. If you have cast create lesser demiplane multiple times to enlarge the demiplane,
each casting’s area requires its own permanency spell.
The plane has a volume of 200 cubic feet.
Alignment: Your plane gains the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see
Alignment Traits, Game Mastery Guide 187). You cannot give your demiplane an alignment trait for an alignment
you do not have.
Bountiful: Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The
demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium
creature for every 10-foot cube of the demiplane. The demiplane does not have any animals unless you transport
them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering,
gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner.
If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or
darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.
Elemental: Your plane gains the air-, earth-, fire-, or water- elemental dominant trait.
Gravity: By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are
used to on the Material Plane. By selecting this feature, the plane’s gravity is heavy, light, none, objectively
directional, or subjectively directional.
Seasonal: The demiplane has a seasonal cycle and a light cycle, usually similar to those of a land on the Material
Plane, but customizable as you see fit (for example, your demiplane could always be winter, day and night could
alternate every 4 hours, and so on).
Shape: By default, the demiplane has a fixed shape and borders. By selecting this feature, you may make your
plane self-contained so it loops upon itself when a creature reaches one edge (see Shape and Size, Game Mastery
Guide 185). You may designate areas or locations on the edges of your plane where this occurs (such as a pair of
secret doors or a path in the woods) or apply it to the entire plane.
Structure: Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth,
mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about
    the small details of determining what spells you need for every hill, hole, wall, floor, and corner).          
  Dimensional Lock (Abjur.) (Pathfinder) 1sa 20 Days 300 ft 20' Radius No V, S Yes
Creates a shimmering emerald barrier that completely blocks extradimensional travel including; astral projection
blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport and similar
spells.  The spell doesn't interfere with the movement of creatures that are already in ethereal or astral form when
the spell is first cast, nor does it block vision into those planes and it doesn't prevent summoned creatures from
  returning when the summoning spell expires.                    
  Discern Location (Pathfinder) 10 Minutes Instant Unlimited 1 Creature/Object No V, S No
Nothing short of a mind blank spell or the direct intervention of a deity can stop you from learning the exact
location of a single individual or object.  It circumvents normal means of protection from scrying.  The spell
reveals the name of the creature or object's location and the plane of existence where it is on.  To find someone
  you must have seen them or have an item that belonged to them.  To find an object you must have touched it.        
  Dominate Monster (Ench.) (Pathfinder) 1 Round 20 Days 75 ft 1 Creature Will neg V, S Yes
You can control the actions of any creature through a telepathic link, if you share a common language you can
force them to do what you want, if not then you can only communicate basic commands.  You don’t share senses
but you know what the subject is experiencing nor can it communicate with you.  Once give a command a
dominated creature will continue to do the given task to the exclusion of all else, except those important for basic
life (sleeping, eating etc.).  Because of the limited range of activity a Sense Motive DC 15 can determine that the
subject is being influenced by another.  Giving or changing a command is a move action.  By concentrating fully
on the spell as a standard action you can receive full sensory input from the subject, but you can't actually see
through the subject's eyes and it still can't communicate to you.  Subjects forced to take actions against their
nature get a save at +2, obviously self-destructive actins are not carried out.  Once control is established the
range extends out to infinite as long as you both remain on the same plane, you don’t need to see the creature to
control it.  If you don't spend at least 1 round establishing your control each day then the subject is allowed a
new saving roll.  Protection from Evil and other similar spells can prevent the you from exercising control or using
  the telepathic link, but these spells don't stop the establishment of control nor dispels it.          
  Eagle Aerie (Conj.) (Ul. Magic)   1 Round 20 Hrs 1200 ft Summoned Eagles None   V, S, DF No  
You summon a flight of giant eagles (one per three caster levels, maximum of six) to ferry you and your allies
across the skies. The eagles avoid combat if possible but defend themselves if attacked; if the eagles attack, the
remaining duration of the spell changes from 1 hour per level to 1 round per level (so if the spell had 5 full hours
  left, the eagles remain in combat for 5 rounds before the spell ends).              
  Energy Siege Shot, Greater (Trans.) (Ul. Combat) 10 Minutes 200 Min. 75 ft Any Siege Engine Fort neg   V, S, M Yes
  This spell transforms any ammunition fired by the target ranged siege engine into ammunition made of pure ball of pitch
energy. When casting the spell, the caster picks a one of the following energy types: acid, cold, electricity, fire,
sonic, or force. The ammunition within the siege engine now deals that type of energy damage on a hit, though
the amount of damage dealt by the ammunition does not change, nor does it change any of the other effects of
the ammunition. Unlike other forms of energy damage, this energy damage does full damage to objects.  Based on
the type of energy the caster chose while casting, the ammunition also gains one of the following effects.
Acid: The ammunition deals half its damage in a splash to all creatures and unattended objects within 15 feet of
the target hit by the siege engine. Creatures can halve the splash damage with a Reflex saving throw. The DC of
the splash is the same as the DC of the spell.
Cold: The ammunition creates an ice sheen within a 20-foot-radius burst around the target of the siege engine’s
attack. That sheen lasts 1d6 rounds. Creatures within the ice sheen are entangled. Any creature within the area
of the ice sheen at the start of its turn takes 2d6 cold damage.
Electricity: Creatures hit by the siege engine attack or within 15 feet of the attack are staggered for 1 round.
Fire: Creatures and wood objects within 15 feet of the attack may catch on fire.
Sonic: Creatures hit by the attack or within 20 feet of the attack must succeed at a Fortitude saving throw or be
deafened for one hour. The DC of this effect is the same as the spell DC.
  Force: No extra effect.                        
  Hostile Juxtaposition (Conj.) (Ul. Combat) 1sa 20 Rnds 75 ft 1 Creature Will neg V, S, M Yes
You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to coin
you, you can spend an immediate action to cause yourself and the target creature to teleport and switch places.
The target then becomes the target of the triggering attack or spell instead of you. If you fail to teleport out of the
area of an effect, that effect might still affect you. If the target creature cannot fit safely into the new space
without squeezing, or you try to teleport the target into an occupied space or a space it could not normally stand
within, the juxtaposition fails. Further, if the target is unconscious or dead when you attempt to switch places,
  the juxtaposition fails. Once you have used it to teleport once, this spell is discharged          
  Incendiary Cloud (Conj.) (Pathfinder) 1sa 20 Rnds 300 ft 20' radius x20' high Reflex 1/2 V, S D
Creates a cloud of smoke show through with  hot embers.  The smoke obscures all sight as does fog cloud
(20% miss chance at 5' or less and 50% miss chance over 5').  All within the cloud take 6d6 points of fire damage
each round on your turn, a Reflex save halves the damage.  As with cloudkill the cloud moves away from you at
10' per round, by concentrating you can make it move up to 60'/round.  Any portion of the cloud outside of your
  max range dissipates harmlessly.  Wind disperses the smoke and the spell can't be cast underwater.          
6th Level Spells     Cast Duration   Range   A.O.E. Save   Components SR applies Dismiss
  Maze (Conj.) (Pathfinder) 1sa Special 75 ft 1 Creature No V, S Yes
Banish the subject into an extradimensional labyrinth of force planes.  Each round on its turn it may attempt a
DC 20 Int check to escape the maze as a full round action.  If the subject doesn't escape the maze disappears
after 10 minutes.  On escaping or leaving the maze the subject reappears where it had been when the maze spell
was cast.  If this location is filled with a solid object the subject appears in the nearest open space.  Spells and
abilities that move a creature within a plane such as teleport and dimension door do not help escape a maze, but
  plane shift does.  Minotaurs are immune to this spell.                  
  Planar Adaptation, Mass (Trans.) (Adv. Player's) 1sa 20 Hrs 75 ft 30' Diameter Will neg V Yes D
Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence,
including such hazards as toxicity, extreme temperatures, and lack of air.  Additionally, you gain energy resistance
20 to a single energy type prevalent on that plane (choose 1 if more than 1 type is equally prevalent).  Planar
  adoption has no effect when cast upon your native plane.  You are able to affect 20 creatures.        
  Planar Binding, Greater (Conj.) (Pathfinder) 10 Minutes Instant 75 ft 30' Radius Will neg V, S No & Yes
Lures creature from another plane into a specifically prepared trap within the spell's range.  The called creature is
held in the trap until it agrees to perform 1 service.  You must cast a magic circle directed inward to create the trap
and know the kind of creature.  If it is to be a specific individual then that individual must be named.  The creature
is allowed a Will save to avoid the trap (SR doesn't apply), if it fails its save however it can successfully escape
the trap it if has spell resistance by pitting its SR against a DC 15+ 10 plus your Cha modifier.  It can try
to break free 1/day; if it breaks free it can attack the caster or flee (a dimensional anchor prevents its escape by
plane shift).  If the creature doesn't break free it can be held for as long as he caster dares (a magic diagram PHB
249 can make the trap more secure).  1/day the caster can make a Cha check opposed by the creature's Cha check
with a bonus based on the type of service and reward offered for the creature to perfrom the required task.  If it
wins new offers can be made a day later, repeating the process until the creature agrees or the caster decides to
get rid of it.  Impossible demands are never agreed on and if you roll a 1 on the Cha check the creature breaks free.
Once the requested service is performed the creature need only inform the caster to return from which it came.  If
the caster assignees an open ended task, like guard this area, the creature is obligated to serve for 20
days.  When you use the calling spell to call a specific type of creature that type becomes the type for the spell.
  You are able to effect up to 3 elementals or outsiders totaling no more than 18 HD, each creature has a save.        
  Protection From Spells (Abjur.) (Pathfinder) 1sa 200 Min. Touch Special No V, S, M, F Yes
Grants +8 bonus on saving rolls for up to 5 creatures.  Requires a 500 gp diamond to be carried 500 gp diamond with 1,000 gp
  by the warded creature.                 diamond focus  
  Summon Monster VI (Conj.) (Pathfinder) 1 round 20 Rnds 75 ft 1 creature No   V, S, M   D
Summons one monster from one of the tables on Pathfinder page 351 to fight for and serve you.  You can summon a tiny bag and a small candle
1 creature from table 6, 1d3 from table 5, or 1d4+1 from a lower list.
Monster   Subtype   Monster       Subtype  
Dire Bear* -- Giant Octopus* --
Dire Tiger* -- Invisible Stalker Air
Elasmosaurus (Dinosaur) -- Lillend Azata Chaotic, Good
Elemental (Huge) Elemental Shadow Demon Chaotic, Evil
Elephant* -- Succubus (Demon) Chaotic, Evil
Erinyes (Devil) Evil, Lawful   Triceratops (Dinosaur)*   --
  * = use the fiendish template if evil, the celestial template if good                
  Sympathy (Ench.) (Pathfinder) 1 Hour 40 Hrs 75 ft Special Will neg V, S, M
You cause an object or location to emanate magical vibrations that attract a specific type of creature or alignment. drop of honey and crushed
The specified creatures become elated and pleased to be in the A.O.E. with a strong desire to touch or stay in the pearls worth 1,500 gp
area (up to 200 cubic feet).  The creature can make a Will save to avoid the spell's effects, but they must
  make a 2nd saving roll 1d6x10 minutes later or return.                  
  Teleportation Circle (Conj.) (Pathfinder) 10 Minutes 200 Min. 0 ft 5' Radius Circle No V, M
Creates a circle on a horizontal surface  that teleports as per greater teleport any creature who stands in it to a amber dust to cover circle
designated spot.  Once you designate a spot you can't change it and the spell fails if you attempt to teleport into worth 1,000 gp
a solid object, to a place you are not familiar with or to another plane.  The circle itself is subtle and nearly
impossible to notice.  To prevent accidental activation you must mark it in some way.  It can be made permanent
with a permancy spell and if it is disabled it becomes inactive for 10 minutes.  Magic traps that use teleportation
  circles are hard to detect and disable in this case the DC is 34 for rogues.  Requires 1,000 gp amber dust.        
  Walk Through Space (Conj.) (Ul. Combat) 1sa 20 Rnds Self   Self No   V, S, M No  
When under the effects of this spell, you can teleport up to 30 feet as a move action. You must end this wren's egg
movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a
move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of
    opportunity.