TEXT: Alchemist 
  spell cArds
  Ultimate 
  Spell DeckS
  LPJ9512
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  
  Ant HAul
  School transmutation; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S, M/DF (a small pulley); Range touch; 
  Targets creature touched; Duration 2 hours/level; Saving Throw 
  Fortitude negates (harmless); SR yes (harmless)
  The target’s carrying capacity triples (see Table 7-4: Carrying 
  Capacity on page 171 of the Core Rulebook). This does not affect 
  the creature’s actual Strength in any way, merely the amount of 
  material it can carry while benefiting from this spell. It also has no 
  effect on encumbrance due to armor. If the creature wears armor 
  it still takes the normal penalties for doing so regardless of how 
  much weight the spell allows it to carry. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BomBer’s eye
  School transmutation; Level alchemist 1; Casting Time 1 standard 
  action; Components S; Range personal; Targets you; Duration 
  1 round/level
  This extract allows you to throw weapons farther and more 
  accurately. While this extract is in effect, increase the range of any 
  thrown weapon by 10 feet. In addition, you receive a +1 insight 
  bonus on attack rolls made with thrown weapons. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CompreHend lAnguAges
  School divination; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S, M/DF (pinch of soot and salt); Range 
  personal; Targets you; Duration 10 min./level
  You can understand the spoken words of creatures or read other-
  wise incomprehensible written messages. The ability to read does 
  not necessarily impart insight into the material, merely its literal 
  meaning. The spell enables you to understand or read an unknown 
  language, not speak or write it. 
  Written material can be read at the rate of one page (250 words) 
  per minute. Magical writing cannot be read, though the spell 
  reveals that it is magical. This spell can be foiled by certain 
  warding magic (such as the secret page and illusory script spells). 
  It does not decipher codes or reveal messages concealed in other-
  wise normal text. 
  Comprehend languages can be made permanent with a permanency 
  spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CrAfter’s fortune
  School transmutation; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S, F (a tool); Range close (25 ft. + 5 
  ft./2 levels); Targets one creature; Duration 1 day/Level or until 
  discharged (D)(D); Saving Throw Will negates (harmless); SR 
  yes (harmless)
  The target is struck by inspiration and gains a +5 luck bonus on its 
  next Craft skill check. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure ligHt Wounds
  School conjuration (healing); Level alchemist 1; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration instantaneous; 
  Saving Throw Will half (harmless); see text; SR yes (harmless); 
  see text
  When laying your hand upon a living creature, you channel posi-
  tive energy that cures 1d8 points of damage + 1 point per caster 
  level (maximum +5). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deteCt seCret doors
  School divination; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S; Range 60 ft.; Effect cone-shaped 
  emanation; Duration concentration, up to 1 min./level (D); Saving 
  Throw none; SR no
  You can detect secret doors, compartments, caches, and so forth. 
  Only passages, doors, or openings that have been specifically 
  constructed to escape detection are detected by this spell. The 
  amount of information revealed depends on how long you study a 
  particular area or subject. 
  1st Round: Presence or absence of secret doors. 
  2nd Round: Number of secret doors and the location of each. If an 
  aura is outside your line of sight, then you discern its direction but 
  not its exact location. 
  Each Additional Round: The mechanism or trigger for one 
  particular secret portal closely examined by you. Each round, 
  you can turn to detect secret doors in a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, or 3 feet of wood or dirt blocks it. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deteCt undeAd
  School divination; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S, M/DF (earth from a grave); Range 60 
  ft.; Effect cone-shaped emanation; Duration concentration, up to 1 
  minute/ level (D); Saving Throw none; SR no
  You can detect the aura that surrounds undead creatures. The 
  amount of information revealed depends on how long you study a 
  particular area. 
  1st Round: Presence or absence of undead auras. 
  2nd Round: Number of undead auras in the area and the strength 
  of the strongest undead aura present. If you are of good alignment, 
  and the strongest undead aura’s strength is overwhelming (see 
  below), and the creature has HD of at least twice your character 
  level, you are stunned for 1 round and the spell ends. 
  3rd Round: The strength and location of each undead aura. If an 
  aura is outside your line of sight, then you discern its direction but 
  not its exact location. 
  Aura Strength: The strength of an undead aura is determined by the 
  HD of the undead creature, as given on the table below. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  disguise self
  School illusion (glamer); Level alchemist 1; Casting Time 1 
  standard action; Components V, S; Range personal; Targets you; 
  Duration 10 min./level (D)
  You make yourself--including clothing, armor, weapons, and 
  equipmen--look different. You can seem 1 foot shorter or taller, 
  thin, fat, or in between. You cannot change your creature type 
  (although you can appear as another subtype). Otherwise, the 
  extent of the apparent change is up to you. You could add or 
  obscure a minor feature or look like an entirely different person 
  or gender. 
  The spell does not provide the abilities or mannerisms of the 
  chosen form, nor does it alter the perceived tactile (touch) or 
  audible (sound) properties of you or your equipment. If you use 
  this spell to create a disguise, you get a +10 bonus on the Disguise 
  check. A creature that interacts with the glamer gets a Will save to 
  recognize it as an illusion. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  endure elements
  School abjuration; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S; Range touch; Targets creature touched; 
  Duration 24 hours; Saving Throw Will negates (harmless); SR 
  yes (harmless)
  A creature protected by endure elements suffers no harm from 
  being in a hot or cold environment. It can exist comfortably in 
  conditions between -50 and 140 degrees Fahrenheit (-45 and 60 
  degrees Celsius) without having to make Fortitude saves. The 
  creature’s equipment is likewise protected. 
  Endure elements doesn’t provide any protection from fire or cold 
  damage, nor does it protect against other environmental hazards 
  such as smoke, lack of air, and so forth. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  enlArge person
  School transmutation; Level alchemist 1; Casting Time 1 round; 
  Components V, S, M (powdered iron); Range close (25 ft. + 5 
  ft./2 levels); Targets one humanoid creature; Duration 1 min./
  level (D), Saving Throw Fortitude negates; SR yes
  This spell causes instant growth of a humanoid creature, doubling 
  its height and multiplying its weight by 8. This increase changes 
  the creature’s size category to the next larger one. The target gains 
  a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a 
  minimum of 1), and a -1 penalty on attack rolls and AC due to its 
  increased size. A humanoid creature whose size increases to Large 
  has a space of 10 feet and a natural reach of 10 feet. This spell 
  does not change the target’s speed. If insufficient room is available 
  for the desired growth, the creature attains the maximum possible 
  size and may make a Strength check (using its increased Strength) 
  to burst any enclosures in the process. If it fails, it is constrained 
  without harm by the materials enclosing it-the spell cannot be 
  used to crush a creature by increasing its size. All equipment 
  worn or carried by a creature is similarly enlarged by the spell. 
  Melee weapons affected by this spell deal more damage (see 
  page 145). Other magical properties are not affected by this spell. 
  Any enlarged item that leaves an enlarged creature’s possession 
  (including a projectile or thrown weapon) instantly returns to its 
  normal size. This means that thrown and projectile weapons deal 
  their normal damage. Magical properties of enlarged items are not 
  increased by this spell. Multiple magical effects that increase size 
  do not stack. Enlarge person counters and dispels reduce person. 
  Enlarge person can be made permanent with a permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  expeditious retreAt
  School transmutation; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S; Range personal; Targets you; Dura-
  tion 1 min./level (D)
  This spell increases your base land speed by 30 feet. This adjust-
  ment is treated as an enhancement bonus. There is no effect on 
  other modes of movement, such as burrow, climb, fly, or swim. As 
  with any effect that increases your speed, this spell affects your 
  jumping distance (see the Acrobatics skill). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  identify
  School divination; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S, M (wine stirred with an owl’s feather); 
  Range 60 ft.; Effect cone-shaped emanation; Duration 3 rounds/
  level (D); Saving Throw none; SR no
  This spell functions as detect magic, except that it gives you a 
  +10 enhancement bonus on Spellcraft checks made to identify the 
  properties and command words of magic items in your possession. 
  This spell does not allow you to identify artifacts. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Jump
  School transmutation; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S, M (a grasshopper’s hind leg); Range 
  touch; Targets creature touched; Duration 1 min./level (D); 
  Saving Throw Will negates (harmless); SR yes
  The subject gets a +10 enhancement bonus on Acrobatics checks 
  made to attempt high jumps or long jumps. The enhancement 
  bonus increases to +20 at caster level 5th, and to +30 (the 
  maximum) at caster level 9th. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Keen senses
  School transmutation; Level alchemist 1; Casting Time 1 standard 
  action; Components V, M/DF (a hawk’s feather); Range touch; 
  Targets creature touched; Duration 1 minute/Level (D)(D); 
  Saving Throw Will negates (harmless); SR yes (harmless)
  The subject gains a +2 competence bonus on Perception checks 
  and gains low-light vision. Subjects that have low-light vision 
  double the distance they can see under the effects of this spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  negAte AromA
  School transmutation; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S, M/DF (a pinch of alum); Range close 
  (25 ft. + 5 ft./2 levels); Targets one creature or object/Level 
  touched; Duration 1 hour/Level (D)(D); Saving Throw Fortitude 
  negates; SR yes
  With a gesture, this spell allows you to dismiss even the foulest or 
  most distinctive scents. When cast, the targeted creatures or objects 
  lose all natural and unnatural odors. A creature under the effect of 
  negate aroma cannot be tracked, located, or pinpointed by the scent 
  special quality. In addition, this spell prevents the target creature 
  from using the stench special ability and similar odor-based abili-
  ties (such as those possessed by troglodytes). 
  Negate aroma does not prevent the target from acquiring outside 
  smells or odors. Dowsing the creature with a pungent substance 
  effectively negates the benefits of the spell until the substance is 
  neutralized or washed away. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reduCe person
  School transmutation; Level alchemist 1; Casting Time 1 round; 
  Components V, S, M (a pinch of powdered iron); Range close (25 
  ft. + 5 ft./2 levels); Targets one humanoid creature; Duration 1 
  min./level (D); Saving Throw Fortitude negates; SR yes
  This spell causes instant diminution of a humanoid creature, halving 
  its height, length, and width and dividing its weight by 8. This 
  decrease changes the creature’s size category to the next smaller 
  one. The target gains a +2 size bonus to Dexterity, a -2 size penalty 
  to Strength (to a minimum of 1), and a +1 bonus on attack rolls and 
  AC due to its reduced size. 
  A Small humanoid creature whose size decreases to Tiny has a 
  space of 2-1/2 feet and a natural reach of 0 feet (meaning that it 
  must enter an opponent’s square to attack). A Large humanoid 
  creature whose size decreases to Medium has a space of 5 feet and a 
  natural reach of 5 feet. This spell doesn’t change the target’s speed. 
  All equipment worn or carried by a creature is similarly reduced 
  by the spell. 
  Melee and projectile weapons deal less damage. Other magical 
  properties are not affected by this spell. Any reduced itemthat leaves 
  the reduced creature’s possession (including a projectile or thrown 
  weapon) instantly returns to its normal size. This means that thrown 
  weapons deal their normal damage (projectiles deal damage based 
  on the size of the weapon that fired them). 
  Multiple magical effects that reduce size do not stack. Reduce 
  person counters and dispels enlarge person. 
  Reduce person can be made permanent with a permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sHield
  School abjuration [force]; Level alchemist 1; Casting Time 1 
  standard action; Components V, S; Range personal; Targets you; 
  Duration 1 min./level (D)
  Shield creates an invisible shield of force that hovers in front of 
  you. It negates magic missile attacks directed at you. The disk 
  also provides a +4 shield bonus to AC. This bonus applies against 
  incorporeal touch attacks, since it is a force effect. The shield has 
  no armor check penalty or arcane spell failure chance. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  stone fist
  School transmutation [earth]; Level alchemist 1; Casting Time 1 
  standard action; Components V, S, M (a chip of granite); Range 
  personal; Targets you; Duration 1 minute/Level (D)(D)
  This spell transforms your hands into living stone. While this 
  spell is in effect, your unarmed strikes do not provoke attacks of 
  opportunity and deal 1d6 points of lethal bludgeoning damage 
  (1d4 if you are Small). In addition, your unarmed strikes ignore the 
  hardness of any object with a hardness less than 8. 
  Stone to flesh immediately dispels stone fist. Should you be the 
  target of transmute rock to mud, this spell immediately ends and 
  you take 4d6 points of damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  touCH of tHe seA
  School transmutation; Level alchemist 1; Casting Time 1 standard 
  action; Components V, S, M (a fish scale); Range touch; Targets 
  creature touched; Duration 1 minute/level; Saving Throw Forti-
  tude negates (harmless); SR yes (harmless)
  You cause webs to grow between the target’s fingers and its feet 
  to transform into flippers, granting a swim speed of 30 feet along 
  with the standard +8 bonus on Swim checks and the ability to 
  take 10 even if distracted or endangered. You can also use the run 
  action while swimming, provided you swim in a straight line. This 
  transformation causes any boots or gloves the target is wearing to 
  meld into its form (although magic items with a continuous effect 
  continue to function). This spell does not grant the target any 
  ability to breathe water. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  true striKe
  School divination; Level alchemist 1; Casting Time 1 standard 
  action; Components V, F (small wooden replica of an archery 
  target); Range personal; Targets you; Duration see text
  You gain temporary, intuitive insight into the immediate future 
  during your next attack. Your next single attack roll (if it is made 
  before the end of the next round) gains a +20 insight bonus. 
  Additionally, you are not affected by the miss chance that applies 
  to attackers trying to strike a concealed target. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Aid
  School enchantment (compulsion) [mind-affecting]; Level alche-
  mist 2; Casting Time 1 standard action; Components V, S, DF; 
  Range touch; Targets living creature touched; Duration 1 min./
  level; Saving Throw none; SR yes (harmless)
  Aid grants the target a +1 morale bonus on attack rolls and saves 
  against fear effects, plus temporary hit points equal to 1d8 + caster 
  level (to a maximum of 1d8+10 temporary hit points at caster 
  level 10th). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  AlCHemiCAl AlloCAtion
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components S; Range personal; Targets you; Duration 
  1 round
  This extract causes a pale aura to emanate from your mouth. 
  If you consume a potion or elixir on the round following the 
  consumption of this extract, you can spit it back into its container 
  as a free action. You gain all the benefits of the potion or elixir, but 
  it is not consumed. You can only gain the benefits of one potion or 
  elixir in this way per use of this extract. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Alter self
  School transmutation (polymorph); Level sorcerer/wizard 2, , , 
  alchemist 2; Casting Time 1 standard action; Components V, S, 
  M (a piece of the creature whose form you plan to assume); Range 
  personal; Targets you; Duration 1 min./level (D)
  When you cast this spell, you can assume the form of any Small or 
  Medium creature of the humanoid type. If the form you assume has 
  any of the following abilities, you gain the listed ability: darkvision 
  60 feet, low-light vision, scent, and swim 30 feet. 
  Small creature: If the form you take is that of a Small humanoid, 
  you gain a +2 size bonus to your Dexterity. 
  Medium creature: If the form you take is that of a Medium 
  humanoid, you gain a +2 size bonus to your Strength. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BArKsKin
  School transmutation; Level , alchemist 2; Casting Time 1 stan-
  dard action; Components V, S, DF; Range touch; Targets living 
  creature touched; Duration 10 min./level; Saving Throw none; 
  SR yes (harmless)
  Barkskin toughens a creature’s skin. The effect grants a +2 
  enhancement bonus to the creature’s existing natural armor bonus. 
  This enhancement bonus increases by 1 for every three caster 
  levels above 3rd, to a maximum of +5 at 12th level. 
  The enhancement bonus provided by barkskin stacks with the 
  target’s natural armor bonus, but not with other enhancement 
  bonuses to natural armor. A creature without natural armor has an 
  effective natural armor bonus of +0. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BeAr’s endurAnCe
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M/DF (a few hairs, or a pinch of dung, 
  from a bear); Range touch; Targets creature touched; Duration 1 
  min./level; Saving Throw Will negates (harmless); SR yes
  The affected creature gains greater vitality and stamina. The spell 
  grants the subject a +4 enhancement bonus to Constitution, which 
  adds the usual benefits to hit points, Fortitude saves, Constitution 
  checks, and so forth. Hit points gained by a temporary increase 
  in Constitution score are not temporary hit points. They go away 
  when the subject’s Constitution drops back to normal. They are not 
  lost first as temporary hit points are. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Blur
  School illusion (glamer); Level alchemist 2; Casting Time 1 
  standard action; Components V; Range touch; Targets creature 
  touched; Duration 1 min./level (D); Saving Throw Will negates 
  (harmless); SR yes (harmless)
  The subject’s outline appears blurred, shifting, and wavering. This 
  distortion grants the subject concealment (20% miss chance). 
  A see invisibility spell does not counteract the blur effect, but a 
  true seeing spell does. 
  Opponents that cannot see the subject ignore the spell’s effect 
  (though fighting an unseen opponent carries penalties of its own). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Bull’s strengtH
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M/DF (a few hairs, or a pinch of dung, 
  from a bull); Range touch; Targets creature touched; Duration 
  1 min./level; Saving Throw Will negates (harmless); SR yes 
  (harmless)
  The subject becomes stronger. The spell grants a +4 enhancement 
  bonus to Strength, adding the usual benefits to melee attack rolls, 
  melee damage rolls, and other uses of the Strength modifier. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CAt’s grACe
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M (pinch of cat fur); Range touch; 
  Targets creature touched; Duration 1 min./level; Saving Throw 
  Will negates (harmless); SR yes
  The transmuted creature becomes more graceful, agile, and 
  coordinated. The spell grants a +4 enhancement bonus to Dexterity, 
  adding the usual benefits to AC, Reflex saves, and other uses of the 
  Dexterity modifier. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure moderAte Wounds
  School conjuration (healing); Level , alchemist 2; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; SR yes (harmless); see text
  This spell functions like cure light wounds, except that it cures 2d8 
  points of damage + 1 point per caster level (maximum +10). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  dArKvision
  School transmutation; Level sorcerer/wizard 2alchemist 2; 
  Casting Time 1 standard action; Components V, S, M (either a 
  pinch of dried carrot or an agate); Range touch; Targets creature 
  touched; Duration 1 hour/level; Saving Throw Will negates 
  (harmless); SR yes (harmless)
  The subject gains the ability to see 60 feet even in total darkness. 
  Darkvision is black and white only but otherwise like normal sight. 
  Darkvision can be made permanent with a permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  delAy poison
  School conjuration (healing); Level  alchemist 2; Casting Time 
  1 standard action; Components V, S, DF; Range touch; Targets 
  creature touched; Duration 1 hour/level; Saving Throw Fortitude 
  negates (harmless); SR yes (harmless)
  The subject becomes temporarily immune to poison. Any poison 
  in its system or any poison to which it is exposed during the spell’s 
  duration does not affect the subject until the spell’s duration has 
  expired. Delay poison does not cure any damage that poison may 
  have already done. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deteCt tHougHts
  School divination [mind-affecting]; Level alchemist 2; Casting 
  Time 1 standard action; Components V, S, F/DF (a copper 
  piece); Range 60 ft.; Effect cone-shaped emanation; Duration 
  concentration, up to 1 min./level (D); Saving Throw Will negates; 
  see text; SR no
  You detect surface thoughts. The amount of information revealed 
  depends on how long you study a particular area or subject. 
  1st Round: Presence or absence of thoughts (from conscious 
  creatures with Intelligence scores of 1 or higher). 
  2nd Round: Number of thinking minds and the Intelligence 
  score of each. If the highest Intelligence is 26 or higher (and at 
  least 10 points higher than your own Intelligence score), you are 
  stunned for 1 round and the spell ends. This spell does not let you 
  determine the location of the thinking minds if you can’t see the 
  creatures whose thoughts you are detecting. 
  3rd Round: Surface thoughts of any mind in the area. A target’s 
  Will save prevents you from reading its thoughts, and you must 
  cast detect thoughts again to have another chance. Creatures of 
  animal intelligence (Int 1 or 2) havesimple, instinctual thoughts. 
  Each round, you can turn to detect thoughts in a new area. The 
  spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eAgle’s splendor
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M/DF (feathers or droppings from an 
  eagle); Range touch; Targets creature touched; Duration 1 min./
  level; Saving Throw Will negates (harmless); SR yes
  The transmuted creature becomes more poised, articulate, and 
  personally forceful. The spell grants a +4 enhancement bonus to 
  Charisma, adding the usual benefits to Charisma-based skill checks 
  and other uses of the Charisma modifier. Bards, paladins, and 
  sorcerers (and other spellcasters who rely on Charisma) affected by 
  this spell do not gain any additional bonus spells for the increased 
  Charisma, but the save DCs for spells they cast while under this 
  spell’s effect do increase. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  elementAl touCH
  School evocation [acid, cold, electricity, or fire]; Level alchemist 
  2; Casting Time 1 standard action; Components V, S, M (a bit 
  of the chosen element: earth, water, air, or fire); Range personal; 
  Targets you; Duration 1 round/Level (D)(D); Saving Throw see 
  text; SR no
  Upon completing the casting of this spell, elemental energy infuses 
  your hands. Choose an energy type: acid, cold, electricity, or fire. 
  You gain a melee touch attack causing 1d6 points of damage of 
  that energy type, along with a special effect described below. You 
  also deal energy damage and the related special effect when you 
  attack with your hands using an unarmed strike, a single claw, or a 
  single slam attack. This bonus damage can never apply to multiple 
  weapons. 
  Acid: Your touch attack causes 1 point of ongoing acid damage per 
  round for 1 round per three caster levels. The target must make a 
  Fortitude save or be sickened for the duration of the ongoing acid 
  damage. 
  Cold: The target must make a Fortitude save or be fatigued. 
  A creature that is already fatigued suffers no additional effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fAlse life
  School necromancy; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M (a drop of blood); Range personal; 
  Targets you; Duration 1 hour/Level or until discharged; see text
  You harness the power of unlife to grant yourself a limited ability 
  to avoid death. While this spell is in effect, you gain temporary hit 
  points equal to 1d10 + 1 per caster level (maximum +10). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fire BreAtH
  School evocation [fire]; Level alchemist 2; Casting Time 1 
  standard action; Components V, S, M (a chili pepper); Range 
  15 ft.; Effect cone-shaped burst; Duration 1 round/Level or until 
  discharged; see text; Saving Throw Reflex half; see text; SR yes
  Up to thrice during this spell’s duration, you can belch forth a 
  cone of fire as a standard action. The first cone deals 4d6 points 
  of fire damage to every creature in the area. The second cone of 
  flame deals 2d6 points of fire damage to every creature in the area. 
  The third cone of flame deals 1d6 points of fire damage to every 
  creature in the area. A successful Reflex save halves this damage. 
  After the third cone of flame, the spell ends. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fox’s Cunning
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M/DF (hairs or dung from a fox); 
  Range touch; Targets creature touched; Duration 1 min./level; 
  Saving Throw Will negates (harmless); SR yes
  The target becomes smarter. The spell grants a +4 enhancement 
  bonus to Intelligence, adding the usual benefits to Intelligence-
  based skill checks and other uses of the Intelligence modifier. 
  Wizards (and other spellcasters who rely on Intelligence) affected 
  by this spell do not gain any additional bonus spells for the 
  increased Intelligence, but the save DCs for spells they cast while 
  under this spell’s effect do increase. This spell doesn’t grant extra 
  skill ranks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  invisiBility
  School illusion (glamer); Level alchemist 2;  Casting Time 1 
  standard action; Components V, S, M/DF (an eyelash encased in 
  gum arabic); Range personal or touch; Targets you or a creature 
  or object weighing no more than 100 lbs./level; Duration 1 min./
  level (D); Saving Throw Will negates (harmless) or Will negates 
  (harmless, object); SR yes (harmless) or yes (harmless, object)
  The creature or object touched becomes invisible. If the recipient 
  is a creature carrying gear, that vanishes, too. If you cast the spell 
  on someone else, neither you nor your allies can see the subject, 
  unless you can normally see invisible things or you employ magic 
  to do so. 
  Items dropped or put down by an invisible creature become visible; 
  items picked up disappear if tucked into the clothing or pouches 
  worn by the creature. Light, however, never becomes invisible, 
  although a source of light can become so (thus, the effect is that of 
  a light with no visible source). Any part of an item that the subject 
  carries but that extends more than 10 feet from it becomes visible. 
  Of course, the subject is not magically silenced, and certain other 
  conditions can render the recipient detectable (such as swim-
  ming in water or stepping in a puddle). If a check is required, a 
  stationary invisible creature has a +40 bonus on its Stealth checks. 
  This bonus is reduced to +20 if the
  creature is moving. The spell ends if the subject attacks any 
  creature. For purposes of this spell, an attack includes any spell 
  targeting a foe or whose area or effect includes a foe. Exactly who 
  is a foe depends on the invisible character’s perceptions. Actions 
  directed at unattended objects do not break the spell. Causing harm 
  indirectly is not an attack. Thus, an invisible being can open doors,
  
  invisiBility (Cont’d)
  School illusion (glamer); Level alchemist 2;  Casting Time 1 
  standard action; Components V, S, M/DF (an eyelash encased in 
  gum arabic); Range personal or touch; Targets you or a creature 
  or object weighing no more than 100 lbs./level; Duration 1 min./
  level (D); Saving Throw Will negates (harmless) or Will negates 
  (harmless, object); SR yes (harmless) or yes (harmless, object)
  talk, eat, climb stairs, summon monsters and have them attack, cut 
  the ropes holding a rope bridge while enemies are on the bridge, 
  remotely trigger traps, open a portcullis to release attack dogs, and 
  so forth. If the subject attacks directly, however, it immediately 
  becomes visible along with all its gear. 
  Spells such as bless that specifically affect allies but not foes are 
  not attacks for this purpose, even when they include foes in their 
  area. 
  Invisibility can be made permanent (on objects only) with a 
  permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  levitAte
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, F (a leather loop or golden wire bent 
  into a cup shape); Range personal or close (25 ft. + 5 ft./2 levels); 
  Targets you or one willing creature or one object (total weight 
  up to 100 lbs./level); Duration 1 min./level (D); Saving Throw 
  none; SR no
  Levitate allows you to move yourself, another creature, or an 
  object up and down as you wish. A creature must be willing to 
  be levitated, and an object must be unattended or possessed by a 
  willing creature. You can mentally direct the recipient to move up 
  or down as much as 20 feet each round; doing so is a move action. 
  You cannot move the recipient horizontally, but the recipient could 
  clamber along the face of a cliff, for example, or push against a 
  ceiling to move laterally (generally at half its base land speed). 
  A levitating creature that attacks with a melee or ranged weapon 
  finds itself increasingly unstable; the first attack has a -1 penalty 
  on attack rolls, the second -2, and so on, to a maximum penalty 
  of -5. A full round spent stabilizing allows the creature to begin 
  again at -1. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  oWl’s Wisdom
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M/DF (feathers or droppings from an 
  owl); Range touch; Targets creature touched; Duration 1 min./
  level; Saving Throw Will negates (harmless); SR yes
  The transmuted creature becomes wiser. The spell grants a +4 
  enhancement bonus to Wisdom, adding the usual benefit to 
  Wisdom-related skills. Clerics, druids, and rangers (and other 
  Wisdom-based spellcasters) who receive owl’s wisdom do not gain 
  any additional bonus spells for the increased Wisdom, but the save 
  DCs for their spells increase. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  perCeive Cues
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M (a drop of water); Range personal; 
  Targets you; Duration 10 minutes/level
  Your senses become preternaturally keen, and you gain insight into 
  subtle behavioral cues. For the duration of the spell, you receive a 
  +5 competence bonus on Perception and Sense Motive checks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  proteCtion from ArroWs
  School abjuration; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, F (a piece of tortoiseshell or turtle 
  shell); Range touch; Targets creature touched; Duration 1 hour/
  Level or until discharged; Saving Throw Will negates (harmless); 
  SR yes (harmless); The warded creature gains resistance to ranged 
  weapons. 
  The subject gains damage reduction 10/magic against ranged 
  weapons. This spell doesn’t grant you the ability to damage crea-
  tures 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  resist energy
  School abjuration; Level  alchemist 2; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets creature 
  touched; Duration 10 min./level; Saving Throw Fortitude negates 
  (harmless); SR yes (harmless) 
  This abjuration grants a creature limited protection from damage 
  of whichever one of five energy types you select: acid, cold, 
  electricity, fire, or sonic. The subject gains resist energy 10 against 
  the energy type chosen, meaning that each time the creature is 
  subjected to such damage (whether from a natural or magical 
  source), that damage is reduced by 10 points before being applied 
  to the creature’s hit points. The value of the energy resistance 
  granted increases to 20 points at 7th Level and to a maximum of 
  30 points at 11th level. The spell protects the recipient’s equipment 
  as well. 
  Resist energy absorbs only damage. The subject could still suffer 
  unfortunate side effects. 
  Resist energy overlaps (and does not stack with) protection from 
  energy. If a character is warded by protection from energy and 
  resist energy, the protection spell absorbs damage until its power 
  is exhausted. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  restorAtion, lesser
  School conjuration (healing); Level alchemist 2; Casting Time 
  3 rounds; Components V, S; Range touch; Targets creature 
  touched; Duration instantaneous; Saving Throw Will negates 
  (harmless); SR yes (harmless)
  Lesser restoration 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  see invisiBility
  School divination; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M (talc and powdered silver); Range 
  personal; Targets you; Duration 10 min./level (D)
  You can see any objects or beings that are invisible within your 
  range of vision, as well as any that are ethereal, as 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. 
  See invisibility can be made permanent with a permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  spider ClimB
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S, M (a live spider); Range touch; Targets 
  creature touched; Duration 10 min./level; Saving Throw Will 
  negates (harmless); SR yes (harmless)
  The subject can climb and travel on vertical surfaces or even 
  traverse ceilings as well as a spider does. The 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 get no special bonus to their 
  attacks against it. It cannot, however, use the run action while 
  climbing. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  trAnsmute potion  
  to poison
  School transmutation; Level alchemist 2; Casting Time 1 standard 
  action; Components S; Range personal; Targets you; Duration 1 
  round then 1 minute/level; see text
  This extract causes you to take on a pale, sickly pallor for 1 round. 
  During this time, if you consume a potion, it has no effect. Instead, 
  your mouth fills with a vile poison that you can spit onto a weapon 
  as a free action. If you do not spit out the poison in 1 round, it 
  affects you instead. The effect of the poison depends on the level 
  of spell contained in the potion consumed (see sidebar). If the 
  poison is not used within 1 minute per caster level it becomes inert. 
  You can only create one dose of poison in this way per casting of 
  this spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  undeteCtABle Alignment
  School abjuration; Level alchemist 2; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature or object; Duration 24 hours; Saving Throw 
  Will negates (object); SR yes (object)
  An undetectable alignment spell conceals the alignment of an 
  object or a creature from all forms of divination. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  vomit sWArm
  School conjuration (summoning); Level alchemist 2; Casting 
  Time 1 standard action; Components S; Range personal; Effect 
  one swarm of spiders; Duration 1 round/level
  You vomit forth a swarm of spiders (Bestiary, page 258) that 
  attacks all other creatures within its area. The swarm begins adja-
  cent to you, but if no living creatures are within its area, it moves 
  in one direction of your choosing at its normal speed. 
  You can move the swarm or change the swarm’s direction by 
  spending a standard action to concentrate on the swarm, otherwise 
  it continues moving in its current direction. If your caster level is at 
  least 7th, you can vomit forth a swarm of wasps instead (Bestiary 
  275). Finally, if your caster level is at least 13th, you can vomit 
  forth a swarm of army ants (Bestiary 16). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ABsorBing touCH
  School transmutation; Level alchemist 3; Casting Time 1 standard 
  action; Components S; Range touch; Targets object touched; 
  Duration 1 day/Level (D)(D); Saving Throw Fortitude negates 
  (object); SR no
  You absorb the next object your hand touches into your body. If 
  you are already holding an object, you can attempt to absorb it; 
  otherwise, you may touch an object as a standard action separate 
  from casting the spell. You can absorb any nonmagical, nonliving 
  object weighing no more than 1 pound per caster level. A container 
  and its contents count as a single object. Objects in the possession 
  of another creature receive a Fortitude saving throw to prevent 
  absorption. You may continue to attempt to absorb objects until 
  one is absorbed. 
  An absorbed object melds with your hand and cannot be targeted, 
  but the object’s weight still counts against your carrying capacity. 
  If you dismiss the spell, the item appears in the hand that absorbed 
  it, or falls to the ground if that hand is full. Multiple castings let 
  you absorb additional items, but you can only store a single item 
  per hand. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Amplify elixir
  School transmutation; Level alchemist 3; Casting Time 1 standard 
  action; Components S; Range personal; Targets you; Duration 
  1 round/level
  This extract greatly enhances the effects of any potion or elixir you 
  consume. For the duration of this extract, any potion or elixir you 
  consume is treated as if it were empowered. Increase all variable 
  numeric effects of the potion or elixir by half. If the potion or elixir 
  does not have any variable numeric effects, it is instead treated as 
  if it were extended (double the duration of the potion or elixir). If 
  the potion or elixir does not have any variable numeric effects, or 
  has an instantaneous duration, amplify elixir has no effect. Amplify 
  elixir affects oils that target you, but it has no effect on oils that 
  target your equipment. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ArCAne sigHt
  School divination; Level alchemist 3; Casting Time 1 standard 
  action; Components V, S; Range personal; Targets you; Dura-
  tion 1 min./level (D)
  This spell makes your eyes glow blue and allows you to see 
  magical auras within 120 feet of you. The effect is similar to that 
  of a detect magic spell, but arcane sight does not require concentra-
  tion and discerns aura location and power more quickly. 
  You know the location and power of all magical auras within your 
  sight. An aura’s power depends on a spell’s functioning level or 
  an item’s caster level, as noted in the  of the detect magic spell. 
  If the items or creatures bearing the auras are in line of sight, you 
  can make Spellcraft skill checks to determine the school of magic 
  involved in each. (Make one check per aura; DC 15 + spell level, 
  or 15 + half caster level for a nonspell effect.) If you concentrate 
  on a specific creature within 120 feet of you as a standard action, 
  you can determine whether it has any spellcasting or spell-like 
  abilities, whether these are arcane or divine (spell-like abilities 
  register as arcane), and the strength of the most powerful spell or 
  spell-like ability the creature currently has available for use. 
  As with detect magic, you can use this spell to identify the proper-
  ties of magic items, but not artifacts. 
  Arcane sight can be made permanent with a permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BeAst sHApe i
  School transmutation (polymorph); Level alchemist 3; Casting 
  Time 1 standard action; Components V, S, M (a piece of the crea-
  ture whose form you plan to assume); Range personal; Targets 
  you; Duration 1 min./level (D)
  When you cast this spell, you can assume the form of any Small or 
  Medium creature of the animal type. If the form you assume has 
  any of the following abilities, you gain the listed ability: climb 30 
  feet, fly 30 feet (average maneuverability), swim 30 feet, darkvi-
  sion 60 feet, low-light vision, and scent. 
  Small animal: If the form you take is that of a Small animal, you 
  gain a +2 size bonus to your Dexterity and a +1 natural armor 
  bonus. 
  Medium animal: If the form you take is that of a Medium animal, 
  you gain a +2 size bonus to your Strength and a +2 natural armor 
  bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BloodHound
  School transmutation; Level alchemist 3; Casting Time 1 standard 
  action; Components V, S, M (a drop of blood and a pinch of 
  cinnamon); Range personal; Targets you; Duration 1 hour/level
  You gain the scent special quality, including the ability to track by 
  scent. You receive a +8 competence bonus on Perception checks 
  involving smell and a +4 competence bonus on Survival checks to 
  track using scent. You take a -4 penalty on saving throws against 
  odor-related effects such as the stench ability and stinking cloud. A 
  creature under the effects of bloodhound can detect poison by scent 
  with a DC 20 Perception check. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure serious Wounds
  School conjuration (healing); Level , alchemist 3; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; SR yes (harmless); see text
  This spell functions like cure light wounds, except that it cures 3d8 
  points of damage + 1 point per caster level (maximum +15). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  displACement
  School illusion (glamer); Level alchemist 3; Casting Time 1 stan-
  dard action; Components V, M (a small loop of leather); Range 
  touch; Targets creature touched; Duration 1 round/level (D); 
  Saving Throw Will negates (harmless); SR yes (harmless)
  The subject of this spell appears to be about 2 feet away from 
  its true location. The creature benefits from a 50% miss chance 
  as if it had total concealment. Unlike actual total concealment, 
  displacement does not prevent enemies from targeting the creature 
  normally. True seeing reveals its true location and negates the miss 
  chance. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  drAConiC reservoir
  School evocation [acid, cold, electricity, or fire]; Level alchemist 
  3; Casting Time 1 standard action; Components V, S, M (a scale 
  from dragon that produces the energy you seek to absorb); Range 
  touch; Targets creature touched; Duration 10 minutes/Level or 
  until discharged; see text; Saving Throw Fortitude negates (harm-
  less); SR yes (harmless)
  Draconic reservoir functions as protection from energy, absorbing 
  6 points of one type of energy damage per caster level (acid, cold, 
  electricity, or fire, maximum 60 points). Each round, as a swift 
  action, the subject can release 1d6 points of the absorbed energy 
  and apply it to any melee attack, as if using an acidic, flaming, 
  frost, or shock weapon. The first creature the subject strikes with 
  this attack takes the energy damage in addition to any other conse-
  quences of the attack. 
  Releasing energy in this way does not “free up” space to absorb 
  still more energy; the maximum amount of energy the spell can 
  absorb remains fixed. The subject cannot release more energy 
  than he currently has absorbed. Once the subject has absorbed all 
  the energy allowed by the spell, he takes damage as normal from 
  that energy type. Once the energy has been released, the spell is 
  discharged. 
  Draconic reservoir does not stack with protection from energy. 
  Draconic reservoir overlaps (and does not stack with) resist energy. 
  If a character is warded by draconic reservoir and resist energy, 
  draconic reservoir absorbs damage until it reaches its maximum 
  limit. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  elementAl AurA
  School evocation [acid, cold, electricity, or fire]; Level alchemist 
  3; Casting Time 1 standard action; Components V, S; Range 
  personal; Targets you; Duration 1 round/Level (D)(D); Saving 
  Throw Reflex half; see text; SR yes
  This spell forms an aura of energy around you, damaging all those 
  that come near you. Choose an energy type: acid, cold, electricity, 
  or fire. Creatures adjacent to you when this spell is cast and at the 
  start of your turn take 2d6 points of energy damage of the selected 
  type. This aura has an additional effect, depending upon the type 
  of energy chosen. 
  Acid: Creatures affected by your aura take 1 point of ongoing 
  acid damage per round for 1 round per three caster levels, and are 
  sickened for the duration of the ongoing acid damage. 
  Cold: Creatures affected by your aura are fatigued. A creature that 
  is already fatigued suffers no additional effect. 
  Electricity: Creatures affected by your aura are staggered for 1 
  round. 
  Fire: Creatures affected by your aura catch on fire (Core Rulebook 
  444). 
  Creatures adjacent to you are allowed a Reflex save to halve the 
  damage and negate the additional effect. The aura’s additional 
  effects do not stack if a creature takes damage from your aura 
  multiple times. You may only have one elemental aura in effect at 
  one time. When you cast this spell to deal acid, cold, electricity, or 
  fire damage, it is a spell of that type. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fly
  School transmutation; Level alchemist 3; Casting Time 1 standard 
  action; Components V, S, F (a wing feather); Range touch; 
  Targets creature touched; Duration 1 min./level; Saving Throw 
  Will negates (harmless); SR yes (harmless)
  The subject can fly at a speed of 60 feet (or 40 feet if it wears 
  medium or heavy armor, or if it carries a medium or heavy load). 
  It can ascend at half speed and descend at double speed, and its 
  maneuverability is good. Using a fly spell requires only as much 
  concentration as walking, so the subject can attack or cast spells 
  normally. The subject of a fly spell can charge but not run, and it 
  cannot carry aloft more weight than its maximum load, plus any 
  armor it wears. The subject gains a bonus on Fly skill checks equal 
  to 1/2 your caster level. 
  Should the spell duration expire while the subject is still aloft, the 
  magic fails slowly. The subject floats downward 60 feet per round 
  for 1d6 rounds. If it reaches the ground in that amount of time, 
  it lands safely. If not, it falls the rest of the distance, taking 1d6 
  points of damage per 10 feet of fall. Since dispelling a spell effec-
  tively ends it, the subject also descends safely in this way if the fly 
  spell is dispelled, but not if it is negated by an antimagic field. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  gAseous form
  School transmutation; Level alchemist 3; Casting Time 1 standard 
  action; Components S, M/DF (a bit of gauze and a wisp of 
  smoke); Range touch; Targets willing corporeal creature touched; 
  Duration 2 min./level (D); Saving Throw none; SR no
  The subject and all its gear become insubstantial, misty, and 
  translucent. Its material armor (including natural armor) becomes 
  worthless, though its size, Dexterity, deflection bonuses, and armor 
  bonuses from force effects still apply. The subject gains DR 10/ 
  magic and becomes immune to poison, sneak attacks, and critical 
  hits. It can’t attack or cast spells with verbal, somatic, material, 
  or focus components while in gaseous form. This does not rule 
  out the use of certain spells that the subject may have prepared 
  using the feats Silent Spell, Still Spell, and Eschew Materials. The 
  subject also loses supernatural abilities while in gaseous form. If it 
  has a touch spell ready to use, that spell is discharged harmlessly 
  when the gaseous form spell takes effect. 
  A gaseous creature can’t run, but it can fly at a speed of 10 feet and 
  automatically succeeds on all Fly skill checks. It can pass through 
  small holes or narrow openings, even mere cracks, with all it was 
  wearing or holding in its hands, as long as the spell persists. The 
  creature is subject to the effects of wind, and it can’t enter water 
  or other liquid. It also can’t manipulate objects or activate items, 
  even those carried along with its gaseous form. Continuously 
  active items remain active, though in some cases their effects may 
  be moot. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  HAste
  School transmutation; Level alchemist 3; Casting Time 1 standard 
  action; Components V, S, M (a shaving of licorice root); Range 
  close (25 ft. + 5 ft./2 levels); Targets one creature/level, no two 
  of which can be more than 30 ft. apart; Duration 1 round/level; 
  Saving Throw Fortitude negates (harmless); SR yes (harmless)
  The transmuted creatures move and act more quickly than normal. 
  This extra speed has several effects. 
  When making a full attack action, a hasted creature may make one 
  extra attack with any weapon he is holding. The attack is made 
  using the creature’s full base attack bonus, plus any modifiers 
  appropriate to the situation. (This effect is not cumulative with 
  similar effects, such as that provided by a speed weapon, nor 
  does it actually grant an extra action, so you can’t use it to cast 
  a second spell or otherwise take an extra action in the round.) A 
  hasted creature gains a +1 bonus on attack rolls and a +1 dodge 
  bonus to AC and Reflex saves. Any condition that makes you lose 
  your Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses. 
  All of the hasted creature’s modes of movement (including land 
  movement, burrow, climb, fly, and swim) increase by 30 feet, to 
  a maximum of twice the subject’s normal speed using that form 
  of movement. This increase counts as an enhancement bonus, and 
  it affects the creature’s jumping distance as normal for increased 
  speed. Multiple haste effects don’t stack. Haste dispels and 
  counters slow. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Heroism
  School enchantment (compulsion) [mind-affecting]; Level alche-
  mist 3; Casting Time 1 standard action; Components V, S; Range 
  touch; Targets creature touched; Duration 10 min./level; Saving 
  Throw Will negates (harmless); SR yes (harmless)
  This spell imbues a single creature with great bravery and morale 
  in battle. The target gains a +2 morale bonus on attack rolls, saves, 
  and skill checks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  nondeteCtion
  School abjuration; Level alchemist 3; Casting Time 1 standard 
  action; Components V, S, M (diamond dust worth 50 gp); Range 
  touch; Targets creature or object touched; Duration 1 hour/level; 
  Saving Throw Will negates (harmless, object); SR yes (harmless, 
  object)
  The warded creature or object becomes difficult to detect by 
  divination spells such as 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 posses-
  sion, the DC is 15 + your caster level. 
  If cast on a creature, nondetection wards the creature’s gear as well 
  as the creature itself. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  proteCtion from energy
  School abjuration; Level alchemist 3; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets creature 
  touched; Duration 10 min./Level or until discharged; Saving 
  Throw Fortitude negates (harmless); SR yes (harmless)
  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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rAge
  School enchantment (compulsion) [mind-affecting]; Level 
  alchemist 3; Casting Time 1 standard action; Components V, S; 
  Range medium (100 ft. + 10 ft./level); Targets one willing living 
  creature per three levels, no two of which may be more than 30 ft. 
  apart; Duration concentration + 1 round/level (D); Saving Throw 
  none; SR yes
  Each affected creature gains a +2 morale bonus to Strength and 
  Constitution, a +1 morale bonus on Will saves, and a -2 penalty to 
  AC. The effect is otherwise identical with a barbarian’s rage except 
  that the subjects aren’t fatigued at the end of the rage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  remove Blindness/deAfness
  School conjuration (healing); Level alchemist 3; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration instantaneous; Saving Throw Fortitude 
  negates (harmless); SR yes (harmless)
  Remove blindness/deafness cures blindness or deafness (your 
  choice), whether the effect is normal or magical in nature. The 
  spell does not restore ears or eyes that have been lost, but it repairs 
  them if they are damaged. 
  Remove blindness/deafness counters and dispels blindness/deaf-
  ness. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  remove Curse
  School abjuration; Level alchemist 3; Casting Time 1 standard 
  action; Components V, S; Range touch; Targets creature or 
  object touched; Duration instantaneous; Saving Throw Will 
  negates (harmless); SR yes (harmless)
  Remove curse can remove all curses on an object or a creature. If 
  the target is a creature, you must make a caster level check (1d20 + 
  caster level) against the DC of each curse affecting the target. 
  Success means that the curse is removed. Remove curse does not 
  remove the curse from a cursed shield, weapon, or suit of armor, 
  although a successful caster level check enables the creature 
  afflicted with any such cursed item to remove and get rid of it. 
  Remove curse counters and dispels bestow curse. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  remove diseAse
  School conjuration (healing); Level alchemist 3; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration instantaneous; Saving Throw Fortitude 
  negates (harmless); SR yes (harmless)
  Remove disease can cure all diseases from which the subject is 
  suffering. You must make a caster level check (1d20 + caster level) 
  against the DC of each disease affecting the target. Success means 
  that the disease is cured. The spell also kills some hazards and 
  parasites, including green slime and others. 
  Since the spell’s duration is instantaneous, it does not prevent rein-
  fection after a new exposure to the same disease at a later date. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  seeK tHougHts
  School divination [mind-affecting]; Level alchemist 3; Casting 
  Time 1 standard action; Components V, S, M (a handful of copper 
  coins); Range 40 ft.; Effect 40-ft.-radius emanation centered on 
  you; Duration concentration, up to 1 minute/level; Saving Throw 
  Will negates; SR no
  Similar to detect thoughts, seek thoughts allows you to sift through 
  the surface thoughts of those around you. 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 does not 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tHorn Body
  School transmutation; Level alchemist 3; Casting Time 1 standard 
  action; Components V, S, DF; Range personal; Targets you; 
  Duration 1 round/level
  This spell causes spines to grow from your exposed skin, damaging 
  creatures that strike you. Any creature striking you with a melee 
  weapon, an unarmed strike, or a natural weapon takes 1d6 points 
  of piercing damage +1 point per caster level (maximum +15). 
  Creatures using melee weapons with reach are unaffected by this 
  spell. Creatures that successfully grapple you take 2d6 points of 
  piercing damage +1 point per caster level (maximum +15). In addi-
  tion, your natural attacks and unarmed strikes deal an additional 
  1d6 points of piercing damage. 
  Thorns created by this spell persist through any new physical shape 
  or form you assume, such as via wildshape or any polymorph 
  effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tongues
  School divination; Level alchemist 3; Casting Time 1 standard 
  action; Components V, M/DF (a clay model of a ziggurat); Range 
  touch; Targets creature touched; Duration 10 min./level; Saving 
  Throw Will negates (harmless); SR no
  This spell grants the creature touched the ability to speak and 
  understand the language of any intelligent 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 crea-
  tures 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. 
  Tongues can be made permanent with a permanency spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  WAter BreAtHing
  School transmutation; Level alchemist 3; Casting Time 1 standard 
  action; Components V, S, M/DF (short reed or piece of straw); 
  Range touch; Targets living creatures touched; Duration 2 hours/
  level; see text; Saving Throw Will negates (harmless); SR yes 
  (harmless)
  The transmuted creatures can breathe water freely. Divide the dura-
  tion evenly among all the creatures you touch. The spell does not 
  make creatures unable to breathe air. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Air WAlK
  School transmutation [air]; Level alchemist 4; Casting Time 1 
  standard action; Components V, S, DF; Range touch; Targets 
  creature (Gargantuan or smaller) touched; Duration 10 min./level; 
  Saving Throw none; SR yes (harmless)
  The subject can tread on air as if walking on solid ground. Moving 
  upward is similar to walking up a hill. The maximum upward or 
  downward angle possible is 45 degrees, at a rate equal to half the 
  air walker’s normal speed. 
  A strong wind (21+ miles per hour) can push the subject along or 
  hold it back. At the end of a creature’s turn each round, the wind 
  blows the air walker 5 feet for each 5 miles per hour of wind speed. 
  The creature may be subject to additional penalties in exceptionally 
  strong or turbulent winds, such as loss of control over movement 
  or physical damage from being buffeted about. 
  Should the spell duration expire while the subject is still aloft, 
  the magic fails slowly. The subject floats downward 60 feet per 
  round for 1d6 rounds. If it reaches the ground in that amount of 
  time, it lands safely. If not, it falls the rest of the distance, taking 
  1d6 points of damage per 10 feet of fall. Since dispelling a spell 
  effectively ends it, the subject also descends in this way if the air 
  walk spell is dispelled, but not if it is negated by an antimagic field. 
  You can cast air walk on a specially trained mount so it can be 
  ridden through the air. You can train a mount to move with the aid 
  of air walk (counts as a trick; see Handle Animal skill) with 1 week 
  of work and a DC 25 Handle Animal check. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ArCAne eye
  School divination (scrying); Level alchemist 4; Casting Time 10 
  minutes; Components V, S, M (a bit of bat fur); Range unlimited; 
  Effect magical sensor; Duration 1 min./level (D); Saving Throw 
  none; SR no
  You create an invisible magical sensor that sends you visual infor-
  mation. You can create the arcane eye at any point you can see, 
  but it can then travel outside your line of sight without hindrance. 
  An arcane eye travels at 30 feet per round (300 feet per minute) if 
  viewing an area ahead as a human would (primarily looking at the 
  floor) or 10 feet per round (100 feet per minute) if examining the 
  ceiling and walls as well as the floor ahead. It sees exactly as you 
  would see if you were there. 
  The eye can travel in any direction as long as the spell lasts. Solid 
  barriers block its passage, but it can pass through a hole or space 
  as small as 1 inch in diameter. The eye can’t enter another plane of 
  existence, even through a gate or similar magical portal. 
  You must concentrate to use an arcane eye. If you do not concen-
  trate, the eye is inert until you again concentrate. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BeAst sHApe ii
  School transmutation (polymorph); Level alchemist 4; Casting 
  Time 1 standard action; Components V, S, M (a piece of the crea-
  ture whose form you plan to assume); Range personal; Targets 
  you; Duration 1 min./level (D)
  This spell functions as beast shape I, except that it also allows you 
  to assume the form of a Tiny or Large creature of the animal type. 
  If the form you assume has any of the following abilities, you gain 
  the listed ability: climb 60 feet, fly 60 feet (good maneuverability), 
  swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, 
  pounce, and trip. 
  Tiny animal: If the form you take is that of a Tiny animal, you gain 
  a +4 size bonus to your Dexterity, a -2 penalty to your Strength, 
  and a +1 natural armor bonus. 
  Small animal: If the form you take is that of a Small animal, you 
  gain a +2 size bonus to your Dexterity and a +1 natural armor 
  bonus. 
  Medium animal: If the form you take is that of a Medium animal, 
  you gain a +2 size bonus to your Strength and a +2 natural armor 
  bonus. 
  Large animal: If the form you take is that of a Large animal, 
  you gain a +4 size bonus to your Strength, a -2 penalty to your 
  Dexterity, and a +4 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cure CritiCAl Wounds
  School conjuration (healing); Level alchemist 4; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; SR yes (harmless); see text
  This spell functions like cure light wounds, except that it cures 4d8 
  points of damage + 1 point per caster level (maximum +20). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  deAtH WArd
  School necromancy; Level , alchemist 4; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets living crea-
  ture touched; Duration 1 min./level; Saving Throw Will negates 
  (harmless); SR yes (harmless)
  The subject gains a +4 morale bonus on saves against all death 
  spells and magical death effects. The subject is granted a save 
  to negate such effects even if one is not normally allowed. The 
  subject is immune to energy drain and any negative energy effects, 
  including channeled negative energy. 
  This spell does not remove negative levels that the subject has 
  already gained, but it does remove the penalties from negative 
  levels for the duration of its effect. 
  Death ward does not protect against other sorts of attacks, even if 
  those attacks might be lethal. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  detonAte
  School evocation [acid, cold, electricity, or fire]; Level alchemist 
  4; Casting Time 1 standard action; Components V, S, M (two 
  vials; one containing acid and one containing an alkaline solution 
  worth a total of 50 gp); Range 30 ft.; Effect 30-ft.-radius spread 
  centered on you; Duration 1 round, then instantaneous; Saving 
  Throw Reflex half; SR yes
  You flood yourself with a potent surge of elemental energy. 
  One round after completing the casting of the spell, the energy 
  explodes from your body. 
  When this spell creates the explosion of energy, choose one of 
  the following four energy types: acid, cold, electricity, or fire. 
  The explosion inflicts 1d8 points of damage of that energy type 
  per caster level (maximum 10d8) to all creatures and unattended 
  objects within 15 feet, and half that amount to targets past 15 feet 
  but within 30 feet. You automatically take half damage from the 
  explosion, without a saving throw, but any other energy resistance 
  or energy immunity effects you may have in place can prevent or 
  lessen this overflow damage caused by the explosion. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  disCern lies
  School divination; Level alchemist 4; Casting Time 1 standard 
  action; Components V, S, DF; Range close (25 ft. + 5 ft./2 
  levels); Targets one creature/level, no two of which can be more 
  than 30 ft. apart; Duration concentration, up to 1 round/level; 
  Saving Throw Will negates; SR no
  Each round, you concentrate on one target, who must be within 
  range. You know if the target deliberately and knowingly speaks a 
  lie by discerning disturbances in its aura caused by lying. The spell 
  does not reveal the truth, uncover unintentional inaccuracies, or 
  necessarily reveal evasions. 
  Each round, you may concentrate on a different target. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  drAgon’s BreAtH
  School evocation [acid, cold, electricity, or fire]; Level alchemist 
  4; Casting Time 1 standard action; Components V, S, M (a 
  dragon scale); Range 30 ft. or 60 ft.; Effect cone-shaped burst or 
  line; Duration instantaneous; Saving Throw Reflex half; SR yes
  You breathe out a blast of energy. Creatures in the affected area 
  take 1d6 points of energy damage per caster level (maximum of 
  12d6). A successful Reflex save results in half damage. The spell’s 
  effect and energy type depend on the type of dragon scale used: 
  Black dragon: 60-foot line of acid. 
  Blue or bronze dragon: 60-foot line of electricity. 
  Green dragon: 30-foot cone of acid. 
  Gold or red dragon: 30-foot cone of fire. 
  Silver or white dragon: 30-foot cone of cold. 
  Brass dragon: 60-foot line of fire. 
  Copper dragon: 60-foot line of acid. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  elementAl Body i
  School transmutation (polymorph); Level alchemist 4; Casting 
  Time 1 standard action; Components V, S, M (the element you 
  plan to assume); Range personal; Targets you; Duration 1 min/
  level (D)
  When you cast this spell, you can assume the form of a Small air, 
  earth, fire, or water elemental. The abilities you gain depend upon 
  the type of elemental into which you change. Elemental abilities 
  based on size, such as burn, vortex, and whirlwind, use the size of 
  the elemental you transform into to determine their effect. 
  Air elemental: If the form you take is that of a Small air elemental, 
  you gain a +2 size bonus to your Dexterity and a +2 natural armor 
  bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and 
  the ability to create a whirlwind. 
  Earth elemental: If the form you take is that of a Small earth 
  elemental, you gain a +2 size bonus to your Strength and a +4 
  natural armor bonus. You also gain darkvision 60 feet, the push 
  ability, and the ability to earth glide. 
  Fire elemental: If the form you take is that of a Small fire 
  elemental, you gain a +2 size bonus to your Dexterity and a +2 
  natural armor bonus. You gain darkvision 60 feet, resist fire 20, 
  vulnerability to cold, and the burn ability. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fire sHield
  School evocation[fire or cold]; Level alchemist 4; Casting Time 
  1 standard action; Components V, S, M (phosphorus for the warm 
  shield; a firefly or glowworm for the chill shield); Range personal; 
  Targets you; Duration 1 round/level (D)
  This spell wreathes you in flame and causes damage to each crea-
  ture that attacks you in melee. The flames also protect you from 
  either cold-based or fire-based attacks, depending on if you choose 
  cool or warm flames for your fire shield. 
  Any creature striking you with its body or a handheld 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.
  When casting this spell, you appear to immolate yourself, but the 
  flames are thin and wispy, increasing the light level within 10 feet 
  by one step, up to normal light. The color of the flames is blue or 
  green if the chill shield is cast, violet or red if the warm shield is 
  employed.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fluid form
  School transmutation [water]; Level alchemist 4; Casting Time 1 
  standard action; Components S, M (a mixture of oil and water); 
  Range personal; Targets you; Duration 1 minute/level
  When you cast this spell, your body takes on a slick, oily appear-
  ance. For the duration of this spell, your form can stretch and 
  shift with ease and becomes slightly transparent, as if you were 
  composed of liquid. This transparency is not enough to grant 
  concealment. You gain DR 10/slashing and your reach increases 
  by 10 feet. In addition, you can pass through small holes or narrow 
  openings, even mere cracks, with anything you were carrying at 
  the time the spell was cast (except other creatures). Finally, you 
  can move through water with a swim speed of 60 feet and can 
  breathe both water and air for the duration of this effect. You are 
  treated as if you had the water subtype while this spell is in effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  freedom of movement
  School abjuration; Level alchemist 4; Casting Time 1 standard 
  action; Components V, S, M (a leather strip bound to the target), 
  DF; Range personal or touch; Targets you or creature touched; 
  Duration 10 min./level; Saving Throw Will negates (harmless); 
  SR yes (harmless)
  This spell enables you or a creature you touch to move and attack 
  normally for the duration of the spell, even under the influence of 
  magic that usually impedes movement, such as paralysis, solid fog, 
  slow, and web. All combat maneuver checks made to grapple the 
  target automatically fail. The subject automatically succeeds on 
  any combat maneuver checks and Escape Artist checks made to 
  escape a grapple or a pin. 
  The spell also allows the subject to move and attack normally 
  while underwater, even with slashing weapons such as axes and 
  swords or with bludgeoning weapons such as flails, hammers, and 
  maces, provided that the weapon is wielded in the hand rather than 
  hurled. The freedom of movement spell does not, however, grant 
  water breathing. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  invisiBility, greAter
  School illusion (glamer); Level alchemist 4; Casting Time 1 stan-
  dard action; Components V, S; Range personal or touch; Targets 
  you or creature touched; Duration 1 round/level (D); Saving 
  Throw Will negates (harmless); SR yes (harmless)
  This spell functions like invisibility, except that it doesn’t end if 
  the subject attacks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  neutrAlize poison
  School conjuration (healing); Level alchemist 4, , inquisitor 
  4; Casting Time 1 standard action; Components V, S, M/DF 
  (charcoal); Range touch; Targets creature or object of up to 1 
  cu. ft./Level touched; Duration instantaneous or 10 min./level; 
  see text; Saving Throw Will negates (harmless, object); SR yes 
  (harmless, object)
  You detoxify any sort of venom in the creature or object touched. 
  If the target is a creature, you must make a caster level check (1d20 
  + caster level) against the DC of each poison affecting the target. 
  Success means that the poison is neutralized. A cured creature 
  suffers no additional effects from the poison, and any temporary 
  effects are ended, but the spell does not reverse instantaneous 
  effects, such as hit point damage, temporary ability damage, or 
  effects that don’t go away on their own. 
  This spell can instead neutralize the poison in a poisonous creature 
  or object for 10 minutes per level, at the caster’s option. 
  If cast on a creature, the creature receives a Will save to negate 
  the effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  restorAtion
  School conjuration (healing); Level alchemist 4; Casting Time 
  1 minute; Components V, S, M (diamond dust worth 100 gp or 
  1,000 gp, see text); Range touch; Targets creature touched; Dura-
  tion instantaneous
  Saving Throw Will negates (harmless); SR yes (harmless)
  This spell functions like lesser restoration, except that 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. 
  Restoration 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. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  spell immunity
  School abjuration; Level alchemist 4; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets creature 
  touched; Duration 10 min./level; Saving Throw Will negates 
  (harmless); SR yes (harmless)
  The warded creature is immune to the effects of one specified spell 
  for every four levels you have. The spells must be of 4th level 
  or lower. The warded creature effectively has unbeatable spell 
  resistance regarding the specified spell or spells. Naturally, that 
  immunity doesn’t protect a creature from spells for which spell 
  resistance doesn’t apply. Spell immunity protects against spells, 
  spell-like effects of magic items, and innate spell-like abilities of 
  creatures. It does not protect against supernatural or extraordinary 
  abilities, such as breath weapons or gaze attacks. 
  Only a particular spell can be protected against, not a certain 
  domain or school of spells or a group of spells that are similar in 
  effect. A creature can have only one spell immunity or greater spell 
  immunity spell in effect on it at a time. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  stonesKin
  School abjuration; Level alchemist 4; Casting Time 1 standard 
  action, Components V, S, M (granite and diamond dust worth 
  250 gp), Range touch, Targets creature touched, Duration 10 min./
  Level or until discharged, Saving Throw Will negates (harmless); 
  SR yes (harmless)
  The warded creature gains resistance to blows, cuts, stabs, and 
  slashes. The subject gains DR 10/adamantine. It ignores the first 
  10 points of damage each time it takes damage from a weapon, 
  though an adamantine weapon bypasses the reduction. Once the 
  spell has prevented a total of 10 points of damage per caster level 
  (maximum 150 points), it is discharged. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  universAl formulA
  School transmutation; Level alchemist 4; Casting Time 1 
  standard action; Components V, S, M (quicksilver and powdered 
  platinum worth 100 gp); Range personal; Targets you; Duration 
  instantaneous
  As you ingest this extract, it transforms into the appropriate extract 
  for any formula you know of 3rd level or lower and takes effect 
  immediately. If the chosen formula has an expensive material 
  component, it must be provided along with the component for this 
  formula. You may not create an infused extract with this formula. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BeAst sHApe iii
  School transmutation (polymorph); Level alchemist 5;  Casting 
  Time 1 standard action; Components V, S, M (a piece of the crea-
  ture whose form you plan to assume); Range personal; Targets 
  you; Duration 1 min./level (D)
  This spell functions as beast shape II, except that it also allows you 
  to assume the form of a Diminutive or Huge creature of the animal 
  type. This spell also allows you to take on the form of a Small or 
  Medium creature of the magical beast type. If the form you assume 
  has any of the following abilities, you gain the listed ability: 
  burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), 
  swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light 
  vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, 
  trample, trip, and web. 
  Diminutive animal: If the form you take is that of a Diminutive 
  animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to 
  your Strength, and a +1 natural armor bonus. 
  Tiny animal: If the form you take is that of a Tiny animal, you gain 
  a +4 size bonus to your Dexterity, a -2 penalty to your Strength, 
  and a +1 natural armor bonus. 
  Small animal: If the form you take is that of a Small animal, you 
  gain a +2 size bonus to your Dexterity and a +1 natural armor 
  bonus. 
  Medium animal: If the form you take is that of a Medium animal, 
  you gain a +2 size bonus to your Strength and a +2 natural armor 
  bonus. 
  Large animal: If the form you take is that of a Large animal, 
  you gain a +4 size bonus to your Strength, a -2 penalty to your 
  Dexterity, and a +4 natural armor bonus. 
  
  BeAst sHApe iii
  School transmutation (polymorph); Level alchemist 5; Casting 
  Time 1 standard action; Components V, S, M (a piece of the crea-
  ture whose form you plan to assume); Range personal; Targets 
  you; Duration 1 min./level (D)
  Huge animal: If the form you take is that of a Huge animal, 
  you gain a +6 size bonus to your Strength, a -4 penalty to your 
  Dexterity, and a +6 natural armor bonus. 
  Small magical beast: If the form you take is that of a Small magical 
  beast, you gain a +4 size bonus to your Dexterity, and a +2 natural 
  armor bonus. 
  Medium magical beast: If the form you take is that of a Medium 
  magical beast, you gain a +4 size bonus to your Strength, and a +4 
  natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ContACt otHer plAne
  School divination; Level alchemist 5; Casting Time 10 minutes; 
  Components V; Range personal; Targets you; Duration 
  concentration
  You send your mind to another plane of existence (an Elemental 
  Plane or some plane farther removed) in order to receive advice 
  and information from powers there. See the accompanying table 
  for possible consequences and results of the attempt. The powers 
  reply in a language you understand, but they resent such contact 
  and give only brief answers to your questions. All questions are 
  answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or 
  some other one-word answer. 
  You must concentrate on maintaining the spell (a standard action) 
  in order to ask questions at the rate of one per round. A question is 
  answered by the power during the same round. You may ask one 
  question for every two caster levels. 
  Contact with minds far removed from your home plane increases 
  the probability that you will incur a decrease in Intelligence and 
  Charisma due to your brain being overwhelmed, but also increases 
  the chance of the power knowing the answer and answering 
  correctly. Once the Outer Planes are reached, the power of the 
  deity contacted determines the effects. (Random results obtained 
  from the table are subject to the personalities of individual deities.) 
  On rare occasions, this divination may be blocked by an act of 
  certain deities or forces. 
  Avoid Int/Cha Decrease: You must succeed on an Intelligence 
  check against this DC to avoid a decrease in Intelligence and 
  Charisma. If the check fails, your Intelligence and Charisma scores 
  each fall to 8 for the stated duration, and you become unable to 
  cast arcane spells. If you lose Intelligence and Charisma, 
  
  ContACt otHer plAne 
  (Cont’d)
  School divination; Level alchemist 5; Casting Time 10 minutes; 
  Components V; Range personal; Targets you; Duration 
  concentration
  the effect strikes as soon as the first question is asked, and no 
  answer is received. If a successful contact is made, roll d% to 
  determine the type of answer you gain. 
  True Answer: You get a true, one-word answer. Questions that 
  cannot be answered in this way are answered randomly. 
  Don’t Know: The entity tells you that it doesn’t know. 
  Lie: The entity intentionally lies to you. 
  Random Answer: The entity tries to lie but doesn’t know the 
  answer, so it makes one up. 
  Contact Other Plane
  
  ContACt otHer plAne 
  (Cont’d)
  School divination; Level alchemist 5; Casting Time 10 minutes; 
  Components V; Range personal; Targets you; Duration 
  concentration
  Plane Contacted 
  Avoid Int/Cha Decrease 
  True 
  Answer 
  Don’t Know Lie 
  Random Answer
  Elemental Plane 
  DC 7/1 week 01-34 
  35-62 
  63-83 
  84-100
  Positive/Negative Energy Plane 
  DC 8/1 week 01-39 
  40-65 
  66-86 
  87-100
  Astral Plane 
  DC 9/1 week 01-44 
  45-67 
  68-88 
  89-100
  Outer Plane, demigod 
  DC 10/2 weeks 
  01-49 
  50-70 
  71-91 
  92-100
  Outer Plane, lesser deity 
  DC 12/3 weeks 
  01-60 
  61-75 
  76-95 
  96-100
  Outer Plane, intermediate deity 
  DC 14/4 weeks 
  01-73 
  74-81 
  82-98 
  99-100
  Outer Plane, greater deity 
  DC 16/5 weeks 
  01-88 
  89-90 
  91-99 
  100
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  delAyed Consumption
  School transmutation; Level alchemist 5; Casting Time 1 standard 
  action; Components S; Range personal; Targets you; Duration 1 
  day/Level (D) or until discharged (D)
  When you consume this extract, you quickly consume another 
  extract of your choice-this second extract’s effects do not come 
  into effect until a later point. You must consume this second, 
  companion extract on the round following delayed consumption or 
  waste the extract. The companion extract can be no higher than 4th 
  level, and you must pay any costs associated with the companion 
  extract when you consume it. 
  At any point during the duration of this extract, you can cause 
  the companion extract to take effect as an immediate action. You 
  can only have one delayed consumption in effect at one time. If a 
  second is consumed, the first is dispelled without any effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  dreAm
  School illusion (phantasm) [mind-affecting]; Level alchemist 5;  
  Casting Time 1 minute; Components V, S; Range unlimited; 
  Targets one living creature touched; Duration see text; Saving 
  Throw none; SR yes
  You, or a messenger you touch, send a message to others in the form 
  of a dream. At the beginning of the spell, you must name the recipient 
  or identify him or her by some title that leaves no doubt as to identity. 
  The messenger then enters a trance, appears in the intended recipi-
  ent’s dream, and delivers the message. The message can be of any 
  length, and the recipient remembers it perfectly upon waking. The 
  communication is one-way. The recipient cannot ask questions or 
  offer information, nor can the messenger gain any information by 
  observing the dreams of the recipient. 
  Once the message is delivered, the messenger’s mind returns 
  instantly to its body. The duration of the spell is the time required for 
  the messenger to enter the recipient’s dream and deliver the message. 
  If the recipient is awake when the spell begins, the messenger can 
  choose to wake up (ending the spell) or remain in the trance. The 
  messenger can remain in the trance until the recipient goes to sleep, 
  then enter the recipient’s dream and deliver the message as normal. 
  A messenger that is disturbed during the trance comes awake, ending 
  the spell. 
  Creatures who don’t sleep or don’t dream cannot be contacted by 
  this spell. 
  The messenger is unaware of its own surroundings or of the activities 
  around it while in the trance. It is defenseless both physically and 
  mentally (always failing any saving throw) while in the trance. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  elementAl Body ii
  School transmutation (polymorph); Level alchemist 5;  Casting 
  Time 1 standard action; Components V, S, M (the element you 
  plan to assume); Range personal; Targets you; Duration 1 min/
  level (D)
  This spell functions as elemental body I, except that it also allows 
  you to assume the form of a Medium air, earth, fire, or water 
  elemental. The abilities you gain depend upon the elemental. 
  Air elemental: As elemental body I except that you gain a +4 size 
  bonus to your Dexterity and a +3 natural armor bonus. 
  Earth elemental: As elemental body I except that you gain a +4 size 
  bonus to your Strength and a +5 natural armor bonus. 
  Fire elemental: As elemental body I except that you gain a +4 size 
  bonus to your Dexterity and a +3 natural armor bonus. 
  Water elemental: As elemental body I except that you gain a +4 
  size bonus to your Constitution and a +5 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  elude time
  School transmutation; Level alchemist 5; Casting Time 1 standard 
  action; Components V, S, M (powdered diamond, emerald, ruby, 
  and sapphire dust worth 500 gp); Range personal; Targets you; 
  Duration up to 1 minute/level; see text
  You place yourself in a state of suspended animation, similar to 
  temporal stasis. At the time of casting, you choose when the stasis 
  will expire, up to the maximum duration of the spell. 
  Until the duration ends, time ceases to flow for you, and all bodily 
  functions cease. No force or effect can harm you until the spell 
  expires or is removed, such as by a successful dispel magic spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  mAgiC JAr
  School necromancy; Level alchemist 5; Casting Time 1 standard 
  action; Components V, S, F (a gem or crystal worth at least 100 
  gp); Range medium (100 ft. + 10 ft./level); Targets one creature; 
  Duration 1 hour/Level or until you return to your body; Saving 
  Throw Will negates; see text; SR yes
  By casting magic jar, you place your soul in a gem or large crystal 
  (known as the magic jar), leaving your body lifeless. Then you 
  can attempt to take control of a nearby body, forcing its soul into 
  the magic jar. You may move back to the jar (thereby returning the 
  trapped soul to its body) and attempt to possess another body. 
  The spell ends when you send your soul back to your own body, 
  leaving the receptacle empty. To cast the spell, the magic jar must 
  be within spell range and you must know where it is, though you 
  do not need line of sight or line of effect to it. When you transfer 
  your soul upon casting, your body is, as near as anyone can tell, 
  dead. 
  While in the magic jar, you can sense and attack any life force 
  within 10 feet per caster level (and on the same plane of existence). 
  You do need line of effect from the jar to the creatures. You cannot 
  determine the exact creature types or positions of these creatures. 
  In a group of life forces, you can sense a difference of 4 or more 
  HD between one creature and another and can determine whether 
  a life force is powered by positive or negative energy. (Undead 
  creatures are powered by negative energy. Only sentient undead 
  creatures have, or are, souls.) You could choose to take over either 
  a stronger or a weaker creature, but which particular stronger or 
  weaker creature you attempt to possess is determined randomly. 
  
  mAgiC JAr (Cont’d)
  School necromancy; Level alchemist 5; Casting Time 1 standard 
  action; Components V, S, F (a gem or crystal worth at least 100 
  gp); Range medium (100 ft. + 10 ft./level); Targets one creature; 
  Duration 1 hour/Level or until you return to your body; Saving 
  Throw Will negates; see text; SR yes
  Attempting to possess a body is a full-round action. It is blocked 
  by protection from evil or a similar ward. You possess the body 
  and force the creature’s soul into the magic jar unless the subject 
  succeeds on a Will save. Failure to take over the host leaves your 
  life force in the magic jar, and the target automatically succeeds on 
  further saving throws if you attempt to possess its body again. 
  If you are successful, your life force occupies the host body, 
  and the host’s life force is imprisoned in the magic jar. 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 automatic abilities. 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 or supernatural abilities. The creature’s spells 
  and spell-like abilities do not stay with the body. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  nigHtmAre
  School illusion (phantasm) [mind-affecting, evil]; Level alchemist 
  5;  Casting Time 10 minutes; Components V, S; Range unlim-
  ited; Targets one living creature; Duration instantaneous; Saving 
  Throw Will negates; see text; SR yes
  You send a hideous and unsettling phantasmal vision to a specific 
  creature that you name or otherwise specifically designate. 
  The nightmare prevents restful sleep and causes 1d10 points of 
  damage. The nightmare leaves the subject fatigued and unable to 
  regain arcane spells for the next 24 hours. 
  The difficulty of the save depends on your knowledge the subject 
  and the physical connection (if any) you have to that creature. 
  Nightmare - [Table 1]
  Knowledge 
  Will Save Modifier
  None* 
  +10
  Secondhand (you have heard of the subject) +5
  Firsthand (you have met the subject) 
  +0
  Familiar (you know the subject well) 
  -5
  *You must have some sort of connection to a creature of which you 
  have no knowledge.
  Nightmare - [Table 2]
  Connection 
  will Save Modifier
  Likeness or picture 
  -2
  Possession or garment 
  -4
  Body part, lock of hair, bit of nail, etc. 
  -10
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  overlAnd fligHt
  School transmutation; Level alchemist 5; Casting Time 1 standard 
  action; Components V, S; Range personal; Targets you; Dura-
  tion 1 hour/level
  This spell functions like a fly spell, except you can fly at a speed of 
  40 feet (30 feet if wearing medium or heavy armor, or if carrying 
  a medium or heavy load) with a bonus on Fly skill checks equal 
  to half your caster level. When using this spell for long-distance 
  movement, you can hustle without taking nonlethal damage (a 
  forced march still requires Constitution checks). This means you 
  can cover 64 miles in an 8-hour period of flight (or 48 miles at a 
  speed of 30 feet). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  plAnAr AdAptAtion
  School transmutation; Level alchemist; Casting Time 1 standard 
  action; Components V; Range personal; Targets you; Duration 
  1 hour/Level (D)(D)
  Planar adaptation grants you immunity to the harmful envi-
  ronmental 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 one if more than one type is 
  equally prevalent). Planar adaptation has no when cast upon your 
  native plane. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  plAnt sHApe i
  School transmutation (polymorph); Level alchemist 5; Casting 
  Time 1 standard action; Components V, S, M (a piece of the crea-
  ture whose form you plan to assume); Range personal; Targets 
  you; Duration 1 min./level (D)
  When you cast this spell you can assume the form of any Small 
  or Medium creature of the plant type (see the Pathfinder RPG 
  Bestiary). 
  If the form you assume has any of the following abilities, you gain 
  the listed ability: darkvision 60 feet, low-light vision, constrict, 
  grab, and poison. If the form you assume does not possess the 
  ability to move, your speed is reduced to 5 feet and you lose all 
  other forms of movement. If the creature has vulnerability to an 
  element, you gain that vulnerability. 
  Small plant: If the form you take is that of a Small plant, you gain 
  a +2 size bonus to your Constitution and a +2 natural armor bonus. 
  Medium plant: If the form you take is that of a Medium plant, you 
  gain a +2 size bonus to your Strength, a +2 enhancement bonus to 
  your Constitution, and a +2 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  polymorpH
  School transmutation (polymorph); Level alchemist 5; Casting 
  Time 1 standard action; Components V, S, M (a piece of the 
  creature whose form you choose); Range touch; Targets living 
  creature touched; Duration 1 min/level (D); Saving Throw Will 
  negates (harmless); SR yes (harmless)
  This spell transforms a willing creature into an animal, humanoid 
  or elemental of your choosing; the spell has no effect on unwilling 
  creatures, nor can the creature being targeted by this spell influence 
  the new form assumed (apart from conveying its wishes, if any, to 
  you verbally). 
  If you use this spell to cause the target to take on the form of an 
  animal or magical beast, the spell functions as beast shape II. If the 
  form is that of an elemental, the spell functions as elemental body 
  I. If the form is that of a humanoid, the spell functions as alter self. 
  The subject may choose to resume its normal form as a full-round 
  action; doing so ends the spell for that subject. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  resurgent trAnsformAtion
  School conjuration (healing); Level alchemist 5; Casting Time 1 
  standard action; Components V, S, M (a pinch of meteoric iron 
  worth 100 gp); Range personal; Targets you; Duration 1 hour/
  Level or until triggered, then 1 round/level
  Resurgent transformation grants you the ability to recover from 
  deadly wounds with restored vitality and a will to fight, but at a price. 
  Once cast, resurgent transformation lies dormant for up to 1 hour 
  per level until you are reduced to one-quarter hit points or less. Once 
  triggered, you immediately gain a +4 enhancement bonus to Consti-
  tution and Strength, damage reduction 5/-, and the benefits of a haste 
  spell. In addition, you heal 4d8 points of damage + 1 point per caster 
  level (maximum +25). Resurgent transformation can even save you 
  from death by healing the damage from an otherwise mortal wound, 
  though it does not prevent death from massive damage or from 
  causes other than hit point loss. Your mental faculties are impaired 
  by this magical transformation, however, causing 1d4 points of Intel-
  ligence and Wisdom damage. 
  The advantages from your transformation persist for 1 round per 
  caster level after the spell is triggered. Once the spell ends, it takes a 
  heavy toll, leaving you exhausted and inflicting 1d4 points of Consti-
  tution damage. Utilizing more than one resurgent transformation in a 
  day is particularly risky. 
  The expiration of a second resurgent transformation in a 24- hour 
  period inflicts an additional 1d4 points of Constitution damage and 
  results in death from system shock unless you succeed at a DC 15 
  Fortitude save, made after the Constitution damage has been applied. 
  If the spell expires or is dispelled before the transformation has been 
  triggered, no adverse effects result. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sending
  School evocation; Level alchemist 5; Casting Time 10 minutes; 
  Components V, S, M/DF (fine copper wire); Range see text; 
  Targets one creature; Duration 1 round; see text; Saving Throw 
  none; SR no
  You contact a particular creature with which you are familiar and 
  send a short message of 25 words or less to the subject. The subject 
  recognizes you if it knows you. It can answer in like manner imme-
  diately. A creature with an Intelligence score as low as 1 can under-
  stand the sending, though the subject’s ability to react is limited 
  as normal by its Intelligence. Even if the sending is received, the 
  subject is not obligated to act upon it in any manner. 
  If the creature in question is not on the same plane of existence 
  as you are, there is a 5% chance that the sending does not arrive. 
  (Local conditions on other planes may worsen this chance 
  considerably.) 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  spell resistAnCe
  School abjuration; Level alchemist 5; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets creature 
  touched; Duration 1 min./level; Saving Throw Will negates 
  (harmless); SR yes (harmless)
  The target gains spell resistance equal to 12 + your caster level. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  AnAlyze dWeomer
  School divination; Level alchemist 6; Casting Time 1 standard 
  action; Components V, S, F (a ruby and gold lens worth 1,500 gp); 
  Range close (25 ft. + 5 ft./2 levels); Targets one object or creature 
  per caster level; Duration 1 round/level (D); Saving Throw none 
  or Will negates; see text; SR no
  You can observe magical auras. Each round, you may examine a 
  single creature or object that you can see as a free action. In the 
  case of a magic item, you learn its functions (including any curse 
  effects), how to activate its functions (if appropriate), and how 
  many charges are left (if it uses charges). In the case of an object 
  or creature with active spells cast upon it, you learn each spell, its 
  effect, and its caster level. 
  An attended object may attempt a Will save to resist this effect 
  if its holder so desires. If the save succeeds, you learn nothing 
  about the object except what you can discern by looking at it. An 
  object that makes its save cannot be affected by any other analyze 
  dweomer spells for 24 hours. 
  Analyze dweomer does not function when used on an artifact. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BeAst sHApe iv
  School transmutation (polymorph); Level alchemist 6; Casting 
  Time 1 standard action; Components V, S, M (a piece of the crea-
  ture whose form you plan to assume); Range personal; Targets 
  you; Duration 1 min./level (D)
  This spell functions as beast shape III except that it also allows 
  you to assume the form of a Tiny or Large creature of the magical 
  beast type. If the form you assume has any of the following abili-
  ties, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 
  120 feet (good maneuverability), swim 120 feet, blindsense 60 
  feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 
  feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, 
  rake, rend, roar, spikes, trample, trip, and web. If the creature has 
  immunity or resistance to any elements, you gain resistance 20 to 
  those elements. If the creature has vulnerability to an element, you 
  gain that vulnerability. 
  Diminutive animal: If the form you take is that of a Diminutive 
  animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to 
  your Strength, and a +1 natural armor bonus. 
  Tiny animal: If the form you take is that of a Tiny animal, you gain 
  a +4 size bonus to your Dexterity, a -2 penalty to your Strength, 
  and a +1 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  elementAl Body iii
  School transmutation (polymorph); Level alchemist 6; Casting 
  Time 1 standard action; Components V, S, M (the element you 
  plan to assume); Range personal; Targets you; Duration 1 min/
  level (D)
  This spell functions as elemental body II, except that it also 
  allows you to assume the form of a Large air, earth, fire, or 
  water elemental. The abilities you gain depend upon the type of 
  elemental into which you change. You are also immune to critical 
  hits and sneak attacks while in elemental form. 
  Air elemental: As elemental body I except that you gain a +2 size 
  bonus to your Strength, +4 size bonus to your Dexterity, and a +4 
  natural armor bonus. 
  Earth elemental: As elemental body I except that you gain a +6 size 
  bonus to your Strength, a -2 penalty on your Dexterity, a +2 size 
  bonus to your Constitution, and a +6 natural armor bonus. 
  Fire elemental: As elemental body I except that you gain a +4 size 
  bonus to your Dexterity, a +2 size bonus to your Constitution, and 
  a +4 natural armor bonus. 
  Water elemental: As elemental body I except that you gain a +2 
  size bonus to your Strength, a -2 penalty on your Dexterity, a +6 
  size bonus to your Constitution, and a +6 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eyeBite
  School necromancy; Level alchemist 6; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one living creature; Duration 1 round/level; Saving 
  Throw Fortitude negates; SR yes
  Each round, you can target a single living creature, striking it with 
  waves of power. Depending on the target’s HD, this attack has as 
  many as three effects. 
  (See: Table 1) 
  The effects are cumulative and concurrent. Sickened: Sudden pain 
  and fever sweeps over the subject’s body. A creature affected by 
  this spell remains sickened for 10 minutes per caster level. The 
  effects cannot be negated by a remove disease or heal spell, but a 
  remove curse is effective. Panicked: The subject becomes panicked 
  for 1d4 rounds. Even after the panic ends, the creature remains 
  shaken for 10 minutes per caster level, and it automatically 
  becomes panicked again if it comes within sight of you during 
  that time. This is a fear effect. Comatose: The subject falls into a 
  catatonic coma for 10 minutes per caster level. During this time, 
  it cannot be awakened by any means short of dispelling the effect. 
  This is not a sleep effect, and thus elves are not immune to it. You 
  must spend a swift action each round after the first to target a foe. 
  Eyebite - [Table 1]
  hd 
  Effect
  10 or more 
  Sickened
  5-9 
  Panicked, sickened
  4 or less 
  Comatose, panicked, sickened
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  form of tHe drAgon i
  School transmutation (polymorph); Level alchemist 6; Casting 
  Time 1 standard action; Components V, S, M (a scale of the 
  dragon type you plan to assume); Range personal; Targets you; 
  Duration 1 min./level (D); Saving Throw see below; SR no
  You become a Medium chromatic or metallic dragon (see the 
  Pathfinder RPG Bestiary). You gain a +4 size bonus to Strength, a 
  +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet 
  (poor), darkvision 60 feet, a breath weapon, and resistance to one 
  element. You also gain one bite (1d8), two claws (1d6), and two 
  wing attacks (1d4). Your breath weapon and resistance depend on 
  the type of dragon. You can only use the breath weapon once per 
  casting of this spell. All breath weapons deal 6d8 points of damage 
  and allow a Reflex save for half damage. In addition, some of the 
  dragon types grant additional abilities, as noted below. 
  Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet 
  Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 
  20 feet 
  Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet 
  Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold 
  White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, 
  vulnerability to fire 
  Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, 
  vulnerability to cold 
  Bronze dragon: 60-foot line of electricity, resist electricity 20, 
  swim 60 feet 
  
  form of tHe drAgon i 
  (Cont’d)
  School transmutation (polymorph); Level alchemist 6; Casting 
  Time 1 standard action; Components V, S, M (a scale of the 
  dragon type you plan to assume); Range personal; Targets you; 
  Duration 1 min./level (D); Saving Throw see below; SR no
  Copper dragon: 60-foot line of acid, resist acid 20, spider climb 
  (always active) 
  Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet 
  Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability 
  to fire
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  giAnt form i
  School transmutation (polymorph); Level alchemist 6; Casting 
  Time 1 standard action; Components V, S, M (a piece of the crea-
  ture whose form you plan to assume); Range personal; Targets 
  you; Duration 1 min./level (D)
  When you cast this spell you can assume the form of any Large 
  humanoid creature of the giant subtype (see the Pathfinder RPG 
  Bestiary). Once you assume your new form, you gain the following 
  abilities: a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 
  size bonus to Constitution, a +4 natural armor bonus, and low-light 
  vision. If the form you assume has any of the following abilities, 
  you gain the listed ability: darkvision 60 feet, rend (2d6 damage), 
  regeneration 5, rock catching, and rock throwing (range 60 feet, 
  2d6 damage). If the creature has immunity or resistance to any 
  elements, you gain resistance 20 to those elements. If the creature 
  has vulnerability to an element, you gain that vulnerability. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  HeAl
  School conjuration (healing); Level alchemist 6; Casting Time 1 
  standard action; Components V, S; Range touch; Targets creature 
  touched; Duration instantaneous; Saving Throw Will negates 
  (harmless); SR yes (harmless)
  Heal enables you to channel positive energy into a creature to wipe 
  away injury and afflictions. It immediately ends any and all of the 
  following adverse conditions affecting the target: ability damage, 
  blinded, confused, dazed, dazzled, deafened, diseased, exhausted, 
  fatigued, feebleminded, insanity, nauseated, poisoned, sickened, 
  and stunned. It also cures 10 hit points of damage per level of the 
  caster, to a maximum of 150 points at 15th level. 
  Heal does not remove negative levels or restore permanently 
  drained ability score points. 
  If used against an undead creature, heal instead acts like harm. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  misleAd
  School illusion(figment, glamer); Level alchemist 6; Casting 
  Time 1 standard action; Components S; Range close (25 ft. + 5 
  ft./2 levels); Effect one illusory double; Targets you; Duration 
  1 round/Level and concentration + 3 rounds; see text(D); Saving 
  Throw none or Will disbelief (if interacted with); see text; SR no
  You become invisible (as greater invisibility, a glamer), and at the 
  same time, an illusory double of you (as major image, a figment) 
  appears. You are then free to go elsewhere while your double 
  moves away. The double appears within range but thereafter moves 
  as you direct it (which requires concentration beginning on the 
  first round after the casting). You can make the figment appear 
  superimposed perfectly over your own body so that observers don’t 
  notice an image appearing and you turning invisible. You and the 
  figment can then move in different directions. The double moves at 
  your speed and can talk and gesture as if it were real, but it cannot 
  attack or cast spells, though it can pretend to do so. 
  The illusory double lasts as long as you concentrate upon it, plus 
  3 additional rounds. After you cease concentration, the illusory 
  double continues to carry out the same activity until the duration 
  expires. The greater invisibility lasts for 1 round per level, regard-
  less of concentration. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  plAnt sHApe ii
  School transmutation (polymorph); Level alchemist 6; Casting 
  Time 1 standard action; Components V, S, M (a piece of the crea-
  ture whose form you plan to assume); Range personal; Targets 
  you; Duration 1 min./level (D)
  This spell functions as plant shape I except that it also allows you 
  to assume the form of a Large creature of the plant type. If the 
  creature has immunity or resistance to any elements, you gain 
  resistance 20 to those elements. If the creature has vulnerability to 
  an element, you gain that vulnerability. 
  Large plant: If the form you take is that of a Large plant, you gain 
  a +4 size bonus to your Strength, a +2 size bonus to your Constitu-
  tion, and a +4 natural armor bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sHAdoW WAlK
  School illusion(shadow); Level alchemist 6; Casting Time 1 
  standard action; Components V, S; Range touch; Targets up to 
  one touched creature/level; Duration 1 hour/level (D); Saving 
  Throw Will negates; SR yes
  To use the shadow walk spell, you must be in an area of dim 
  light. You and any creature you touch are then transported along a 
  coiling path of shadowstuff to the edge of the Material Plane where 
  it borders the Plane of Shadow. The effect is largely illusory, but 
  the path is quasi-real. You can take more than one creature along 
  with you (subject to your level limit), but all must be touching 
  each other. 
  In the region of shadow, you move at a rate of 50 miles per hour, 
  moving normally on the borders of the Plane of Shadow but much 
  more rapidly relative to the Material Plane. Thus, you can use 
  this spell to travel rapidly by stepping onto the Plane of Shadow, 
  moving the desired distance, and then stepping back onto the 
  Material Plane. 
  Because of the blurring of reality between the Plane of Shadow 
  and the Material Plane, you can’t make out details of the terrain 
  or areas you pass over during transit, nor can you predict perfectly 
  where your travel will end. It’s impossible to judge distances accu-
  rately, making the spell virtually useless for scouting or spying. 
  Furthermore, when the spell effect ends, you are shunted 1d10 
  x 100 feet in a random horizontal direction from your desired 
  endpoint. If this would place you within a solid object, you are 
  shunted 1d10 x 1,000 feet in the same direction. If this would still 
  place you within a solid object, you (and any creatures with you) 
  are shunted to the nearest empty space available, but the strain of 
  this activity renders each creature fatigued (no save). 
  
  sHAdoW WAlK (Cont’d)
  School illusion(shadow); Level alchemist 6; Casting Time 1 
  standard action; Components V, S; Range touch; Targets up to 
  one touched creature/level; Duration 1 hour/level (D); Saving 
  Throw Will negates; SR yes
  Shadow walk can also be used to travel to other planes that border 
  on the Plane of Shadow, but this usage requires the transit of the 
  Plane of Shadow to arrive at a border with another plane of reality. 
  The transit of the Plane of Shadow requires 1d4 hours. 
  Any creatures touched by you when shadow walk is cast also make 
  the transition to the borders of the Plane of Shadow. 
  They may opt to follow you, wander off through the plane, or 
  stumble back into the Material Plane (50% chance for either of 
  the latter results if they are lost or abandoned by you). Creatures 
  unwilling to accompany you into the Plane of Shadow receive a 
  Will saving throw, negating the effect if successful. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  stAtue
  School transmutation; Level alchemist 6; Casting Time 1 round; 
  Components V, S, M (lime, sand, and a drop of water stirred by 
  an iron spike); Range touch; Targets creature touched; Duration 
  1 hour/level (D); Saving Throw Will negates (harmless); SR yes 
  (harmless)
  A statue spell turns the subject to solid stone, along with any 
  garments and equipment worn or carried. In statue form, the 
  subject gains hardness 8. The subject retains its own hit points. 
  The subject can see, hear, and smell normally, but it does not need 
  to eat or breathe. Feeling is limited to those sensations that can 
  affect the granite-hard substance of the individual’s body. 
  Chipping is equal to a mere scratch, but breaking off one of the 
  statue’s arms constitutes serious damage. The subject of a statue 
  spell can return to its normal state, act, and then return instantly 
  to the statue state (a free action) if it so desires as long as the spell 
  duration is in effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  trAnsformAtion
  School transmutation;Level alchemist 6; Casting Time 1 standard 
  action; Components V, S, M (a potion of bull’s strength, which 
  you drink and whose effects are subsumed by the spell effects); 
  Range personal; Targets you; Duration 1 round/level
  You become a fighting machine- stronger, tougher, faster, and more 
  skilled in combat. Your mindset changes so that you relish combat 
  and you can’t cast spells, even from magic items. 
  You gain a +4 enhancement bonus to Strength, Dexterity, and 
  Constitution, a +4 natural armor bonus to AC, a +5 competence 
  bonus on Fortitude saves, and proficiency with all simple and 
  martial weapons. Your base attack bonus equals your character 
  level (which may give you multiple attacks). 
  You lose your spellcasting ability, including your ability to use 
  spell activation or spell completion magic items, just as if the 
  spells were no longer on your class list. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  true seeing
  School divination; Level alchemist 6; Casting Time 1 standard 
  action; Components V, S, M (an eye ointment that costs 250 gp); 
  Range touch; Targets creature touched; Duration 1 min./level; 
  Saving Throw Will negates (harmless); SR yes (harmless)
  You confer on the subject the ability to see all things as they actu-
  ally are. The subject sees through normal and magical darkness, 
  notices secret doors hidden by magic, sees the exact locations 
  of creatures or objects under blur or displacement effects, sees 
  invisible creatures or objects normally, sees through illusions, and 
  sees the true form of polymorphed, changed, or transmuted things. 
  Further, the subject can focus its vision to see into the Ethereal 
  Plane (but not into extradimensional spaces). The range of true 
  seeing conferred is 120 feet. 
  True seeing, however, does not penetrate solid objects. It in no way 
  confers X-ray vision or its equivalent. It does not negate conceal-
  ment, including that caused by fog and the like. True seeing does 
  not help the viewer see through mundane disguises, spot creatures 
  who are simply hiding, or notice secret doors hidden by mundane 
  means. In addition, the spell effects cannot be further enhanced 
  with known magic, so one cannot use true seeing through a crystal 
  ball or in conjunction with clairaudience/clairvoyance. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tWin form
  School transmutation; Level alchemist 6; Casting Time 1 standard 
  action; Components V, S, M (a blend of soil and the caster’s 
  blood); Range personal; Targets you; Duration 1 round/Level or 
  until discharged (D)(D)
  This extract splits a perfect double of yourself from your body, 
  dressed and equipped exactly as you are. You are able to shift your 
  consciousness from one body to the other once each round as a 
  free action. This shift takes place either immediately before your 
  turn or immediately after it, but not during the round. You may 
  act normally in the body you inhabit. Your other self is treated 
  as though dazed, except it may take a single move action each 
  round during your turn. Your twin cannot speak while you are in 
  your other body, and cannot flank, make attacks of opportunity, or 
  otherwise threaten enemies. 
  Both you and your twin have the same statistics and start with 
  the number of hit points you had when you ingested the extract. 
  Once you have split, these hit points are tracked separately. Any 
  spells, extracts, or magical effects (such as from potions) that were 
  active when you ingested the extract are active for both you and 
  your twin. If any such effects expire, are dispelled, dismissed, or 
  otherwise used or ended, they end for both of you. Extracts or 
  spells cast after you split affect you and your twin as though you 
  were two separate targets. Your equipment is linked between your 
  two selves, and if an item on one is consumed or destroyed, its 
  duplicate is used up or destroyed as well. 
  The body you do not inhabit crumbles into dust when the extract’s 
  duration expires or is dismissed. If the body you inhabit is 
  destroyed, you immediately shift to your surviving self and the
  
  tWin form (Cont’d)
  School transmutation; Level alchemist 6; Casting Time 1 standard 
  action; Components V, S, M (a blend of soil and the caster’s 
  blood); Range personal; Targets you; Duration 1 round/Level or 
  until discharged (D)(D)
  extract immediately ends. The body you left behind crumbles into 
  dust, and you are stunned until the start of your next turn. If the 
  body you do not inhabit is destroyed, the extract also ends immedi-
  ately, but you suffer no ill effects. 
  You have no special ability to sense what your second body 
  is experiencing, though you immediately know if it has been 
  destroyed. You may switch between bodies at any distance on the 
  same plane. If your bodies cross into separate planes (including 
  through the use of teleport or blink), the body you inhabit survives, 
  while your other body is destroyed. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Wind WAlK
  School transmutation [air]; Level alchemist 6; Casting Time 1 
  standard action; Components V, S, DF; Range touch; Targets you 
  and one touched creature per three levels; Duration 1 hour/Level ; 
  see text(D); Saving Throw none and Will negates (harmless); SR 
  no and yes (harmless)
  You alter the substance of your body to a cloudlike vapor (as the 
  gaseous form spell) and move through the air, possibly at great 
  speed. You can take other creatures with you, each of which acts 
  independently. 
  Normally, a wind walker flies at a speed of 10 feet with perfect 
  maneuverability. If desired by the subject, a magical wind wafts a 
  wind walker along at up to 600 feet per round (60 mph) with poor 
  maneuverability. Wind walkers are not invisible but rather appear 
  misty and translucent. If fully clothed in white, they are 80% likely 
  to be mistaken for clouds, fog, vapors, or the like. 
  A wind walker can regain its physical form as desired and later 
  resume the cloud form. Each change to and from vaporous form 
  takes 5 rounds, which counts toward the duration of the spell (as 
  does any time spent in physical form). As noted above, you can 
  dismiss the spell, and you can even dismiss it for individual wind 
  walkers and not others.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Credits
  Spellcard data obtained from Perram’s Spellbook © 2011 Jefferson 
  Jay Thacker (http://www.thegm.org/) Spell data created by Mike 
  Chopswil, (http://d20pfsrd.com/magic/spells-db)
  Designation of Open Game Content: All Text
  open gAme liCense  
  version 1.0A
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
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  Ultimate Spell Decks: Alchemist Spell Cards, Copyright 2011, 
  Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9512 - Ultimate Spell Decks - Alchemist.pdf