TEXT: Ultimate 
  Spell DeckS
  LPJ9477
  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
  Spell CardS
  
  ACCELERATE MAGIC
  School transmutation; Level bard 2, sorcerer/ wizard 2, witch 2; 
  Casting Time 1 standard action; Component V, S; Range Short 
  (25 ft + 5 ft / 2 levels); Target One active spell; Duration Instanta-
  neous; Saving Throw None; Spell Resistance No
  This spell reduces the duration of a targeted spell by half. To 
  succeed, the caster must succeed at a caster level check DC 11 + 
  opponent’s caster level. A spell reduced to less than 1 round ends 
  immediately.
  Spells with duration of instantaneous and those without fixed dura-
  tions cannot be targeted. If they are, this spell fails.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BABBLE SPHERE
  School Enchantment (mind-affecting, sonic); Level bard 3, cleric 
  3, sorcerer/ wizard 4; Casting Time 1 standard action; Compo-
  nent V, S; Range Close; Effect All targets within 20-ft. of the 
  caster can only babble; Duration 1 round / level; Saving Throw 
  Will negates; Spell Resistance yes
  Those caught in the babble sphere can only babble incoher-
  ently. This means they cannot use any magic items that require a 
  command word to activate or cast a spell with a verbal component. 
  They can still take other actions as long as they do not require 
  speech. 
  The spell does not prevent someone affected from understanding 
  unaffected targets.
  This spell suppresses the tongues spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BATTLEMIND
  School divination; Level sorcerer/ wizard 1; Casting Time 1 
  standard action; Component V, S; Range personal; Target you; 
  Duration 1 round / level (D); Saving Throw Will negates (harm-
  less); Spell Resistance yes (harmless)
  The caster adds his spellcasting attribute modifier to attack rolls 
  instead of Strength or Dexterity.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BATTLE TENTACLES
  School conjuration (creation); Level sorcerer/ wizard 4; Casting 
  Time 1 standard action; Component V, S, M (a small blade); 
  Range Medium (100ft. + 10ft./level); Area 20-ft.-radius spread; 
  Duration 1 round / level (D); Saving Throw None; Spell 
  Resistance no
  The spell conjures a field of incorporeal tentacles of shadow, a 
  black tentacles spell. These shadow tentacles attack every creature 
  in the area. The attack bonus is equal to your caster level, has an 
  equivalent Strength of 19, and counts as a Medium-sized creature. 
  Creatures hit by the tentacles take 2d6+6 points of bludgeoning 
  damage. The area of a battle tentacles spell is difficult terrain.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BEGUILE
  School transmutation; Level bard 2; Casting Time 1 standard 
  action; Component V, S; Range personal; Target you; Duration 
  1 round / level (D); Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  The caster uses his Charisma instead of Strength when calculating 
  CMD.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BIND SHAPE CHANGER
  School transmutation; Level cleric 4, druid 4, sorcerer/ wizard 4; 
  Casting Time 1 full round; Component V, S, M; Range Medium 
  (100 ft. + 10 ft./level); Target One shape changer; Duration 1 
  hour/level; Saving Throw Will negates; Spell Resistance Yes
  When cast successfully on a creature of the shape changer type, or 
  with natural shape shifting ability (such as a druid), this spell locks 
  it into its current form and prevents it from changing shape while 
  the spell lasts. The creature can be affected by other transmutation 
  spells (such as baleful polymorph) while under the effects of bind 
  shape changer but it cannot change shape of its own volition. This 
  spell prevents a character with the wild shape ability from using it 
  (or returning to normal form) while the spell lasts.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BITTER ASHES
  School necromancy [death]; Level sorcerer/ wizard 9; Casting 
  Time 1 standard action; Component V, S, M; Range Touch; 
  Effect touched living creature; Duration instantaneous; Saving 
  Throw Fortitude partial, see text; Spell Resistance yes
  A living creature touched by this spell must immediately make a 
  Fortitude saving throw or die. If the save succeeds, the target takes 
  3d6 points of negative energy damage per caster level, if the target 
  falls to 0 or less hit point, he dies.
  If the target dies, then he must make an immediate Will save or 
  have his soul rendered asunder. On a failed saving throw, the soul 
  of the creature is destroyed and cannot be brought back from the 
  dead without a miracle spell.
  The body of the target is reanimated as a wight serving the caster.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BLACK TENTACLES, LESSER
  School conjuration (creation); Level sorcerer/ wizard 3; Casting 
  Time 1 standard action; Components V, S, M (octopus or squid 
  tentacle); Range medium (100 ft. + 10 ft./level); Area one 5-ft. 
  square; Duration 1 round/level (D); Saving Throw: none; Spell 
  Resistance: no
  This spell acts like a black tentacles spell. However, it only affects 
  a single 5-ft. square. The CMD is your caster level. Its Strength 
  and Dexterity are considered to be 10. The tentacles deal 1d6 
  points of bludgeoning damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BLOODLETTING
  School necromancy; Level cleric 5, sorcerer/ wizard 5; Casting 
  Time 1 standard action; Component V, S, DF/M (a piece of brain 
  from a corpse); Range touch; Effect touched living creature; 
  Duration 1 round / level; Saving Throw Fortitude negates, see 
  text; Spell Resistance yes
  The living creature touched begins to bleed for an amount of 
  damage equal to your spellcasting ability modifier. A target gains 
  resistance to positive energy equal to double your caster level. 
  Thus any positive energy received is reduced by that amount.
  This spell has no effect on non-living creatures such as constructs 
  or undead.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BRAIN BURROW
  School Necromancy [First One]; Level sorcerer/ wizard 3; Casting 
  Time 1 standard action; Component S, M; Target Dead creature 
  touched; Duration Permanent or until damage taken (D); Saving 
  Throw None; Spell Resistance No
  This spell can only be used on a creature after its brain has been 
  surgically removed. The caster’s body flows into the hole opened 
  in the victim’s now-empty skull, vanishing in one round. The 
  hole remains open. While in the body, the caster uses the body’s 
  Strength and Dexterity score with a -2 penalty. 
  If the body takes damage, the caster must make a Fortitude save 
  DC 10+damage taken or be ejected from the body, ending the spell 
  immediately.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BRAIN DRAIN
  School necromancy; Level Level sorcerer/ wizard 3; Casting 
  Time 1 standard action; Component V, S; Range Touch; Target 
  Creature touched; Duration 1 round/level; Saving Throw Will 
  negates; Spell Resistance Yes
  By touching a creature, you cause 1d4 points of Intelligence 
  damage while gaining an enhancement bonus to your Intelligence 
  equal to the damage inflicted (up to a bonus of 4). This requires 
  a normal touch attack. If you are grappling the creature, then 
  the touch attack is assumed to be successful each round that you 
  grapple. 
  The creature suffers the normal effect of a reduced Intelligence 
  score, including skill penalties and an inability to cast certain spells 
  or psionic abilities, although prepared spells are not lost. Creatures 
  reduced to 0 Intelligence are comatose until they regain at least 1 
  point of Intelligence. Creatures cannot be drained below 0 Intel-
  ligence. Creatures without an Intelligence score are unaffected.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BRAIN STROKE
  School necromancy; Level cleric 4 (Xonist), sorcerer/ wizard 4; 
  Casting Time 1 standard action; Component V, S; Range touch; 
  Target one creature; Duration Instantaneous; Saving Throw 
  Fortitude negates; Spell Resistance yes
  On a successful touch attack, the target takes 1d4 plus 1 point of 
  Intelligence drain for every 3 levels of the caster (maxium 1d4+5).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  BURNING WINDS
  School evocation [Air, Fire]; Level sorcerer/ wizard 3; Casting 
  Time 1 standard action; Component V, S, M (ashes)
  This spell functions like gust of wind, except that it also deals 
  1d6 +1 per caster level points of fire damage (maximum 1d6+20). 
  Those who make the Fortitude save take the full damage while 
  those who fail only take half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CALIBAN’S FEAST
  School necromancy; Level cleric 4 (Cult of the Dragon), druid 4, 
  sorcerer/ wizard 4; Casting Time 1 standard action; Component 
  S, M (brain of an intelligent creature); Range Touch; Target 
  Creature touched; Duration 1 hour/ level; Saving Throw None; 
  Spell Resistance No
  With this spell, the caster assimilates and absorbs all that the target 
  knows by devouring the target’s brain. For as long as the spell 
  lasts, the caster gains all of the target’s memories and skill ranks. 
  The caster uses its own ability modifiers, gaining only the skill 
  ranks. While it retains the victim’s intellect, the caster has a +10 
  bonus on Bluff checks to impersonate the victim.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CONE OF CLAWS
  School evocation (First Ones); Level cleric 6 (Cult of the Dragon), 
  sorcerer/wizard 6; Casting Time 1 standard action; Component V, 
  S, M (a dragon’s claw); Area 30ft. cone; Duration Instantaneous; 
  Saving Throw Reflex half; Spell Resistance yes
  This spell creates a cone filled with gnashing teeth and fangs from 
  abyssal monsters. The claws inflict 1d6 points of slashing damage 
  per caster level. 
  The Cult of the Dragon’s spell does not have the First Ones 
  subtype.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CONFLAGRATING CHARGE
  School evocation [Fire]; Level cleric 3 (Cult of the Dragon), 
  sorcerer/wizard 3; Casting Time 1 standard action; Component V, 
  S, DF/ M (a lion hair); Range Personal; Target you; Duration 1 
  round/ level (D); Saving Throw none; Spell Resistance no
  When casting this spell and attempting a bull rush, overrun or 
  trample action, fire forms before you, and you deal 1d4 points of 
  fire damage per caster level on a successful attempt.
  If you charge and successfully hit the target with your attack, you 
  deal 1 additional point of fire damage per caster level. This damage 
  is not multiplied on a critical hit.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CORPSE FLESH
  School necromancy; Level cleric 3 (Xonist), sorcerer/ wizard 3, 
  witch 3; Casting Time 1 standard action; Component V, S, M 
  (piece of zombie flesh); Range Personal; Target You; Duration 1 
  minute/level (D); Saving Throw none; Spell Resistance no
  When casting this spell, you gain DC5/slashing and +2 natural 
  armor. Your body takes on the vile smell of death and decay.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CORRUPTION OF KHAYNE
  School necromancy [First Ones]; Level cleric 4 (Khayne); Casting 
  Time 1 standard action; Component V, S, DF; Range Touch; 
  Target living creature touched; Duration instantaneous, see text; 
  Saving Throw Fortitude partial, see text; Spell Resistance yes
  On a successful melee touch attack, the target is filled with dark 
  energies making his blood boil and rot. The target takes 1d6 
  Constitution damage on the first round and 1d3 points for three 
  rounds. 
  A target gets one Fortitude save against the effect every round to 
  take half damage that round.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CRESCENT GRASP
  School evocation [Light]; Level sorcerer/ wizard 4; Casting Time 
  1 standard action; Component V, S, M (a silver piece); Range 
  personal; Target you; Duration 1 round/ level (D); Saving Throw 
  Fortitude partial; Spell Resistance see text
  This spell wraps the caster in an aura of moonlight. 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). Anyone taking 
  damage must make a Fortitude save or take one point of Strength 
  damage.
  If the attacker has spell resistance, it applies to this effect. Crea-
  tures wielding melee weapons with reach are not subject to this 
  damage if they attack you.
  When cast, you to shed light like a torch. This magical light 
  suppresses any darkness effect of a lesser level.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  CRYSTAL SHAPING
  School transmutation [Earth]; Level cleric 5, druid 4, sorcerer/ 
  wizard 5; Casting Time 1 standard action; Component V, S, DF; 
  Range touch; Duration instantaneous; Saving Throw none, see 
  text; Spell Resistance yes
  This spell functions exactly like stone shape, but can affect gems 
  and crystals. 
  If used as an offensive spells against creatures with a crystalline 
  structure (such as cyneans), this spell deal 1d6 points of sonic 
  damage, a Fortitude saves halves the damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DEADEN SENSES
  School necromancy; Level bard 2, druid 2, ranger 2, sorcerer/ 
  wizard 2; Casting Time 1 standard action; Component V, S; 
  Range Touch; Target Creature touched; Duration 1 minute / level 
  (D); Saving Throw Fortitude negates; Spell Resistance yes
  This spells renders a target’s senses completely useless (sight, 
  hearing, smell, taste and touch). Creatures lose any blindsense 
  or tremorsense ability. Creatures with blindsight replace it with 
  blindsense at the same distance.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DEADEN SENSES, MASS
  School necromancy; Level bard 6, druid 6, sorcerer/ wizard 6; 
  Range Close; Target one creature per level, no two of which can 
  be more than 30ft. apart
  This spells functions like deaden senses, but affects a number of 
  creatures.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DEADMAN’S GAZE
  School necromancy; Level cleric 1, sorcerer/ wizard 1; Casting 
  Time 1 standard action; Component V, S, DF; Range Personal; 
  Target A corpse dead less than 1 hour/level; Duration 1 round; 
  Saving Throw none; Spell Resistance no
  When you cast this spell, you may gaze through the eyes of a 
  recently deceased corpse. The corpse must have its eyes intact. It 
  only shows the caster the last thing the person saw before he died.
  This spell does not work if the corpse was subjected to a speak 
  with dead spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DEPLETION OF KHAYNE
  School necromancy [First Ones]; Level cleric 8 (Khayne); Casting 
  Time 1 standard action; Component V, S, DF; Range Touch; 
  Target creature touched; Duration 1 round/ level; see text; Saving 
  Throw Fortitude partial, see text; Spell Resistance yes
  After casting this spell, a cleric of Khayne can make a melee touch 
  attack on a target and deal 1d4 points of ability drain. The ability 
  drained is left to the cleric and can change from round to round.
  Each ability point drained grants the cleric 5 temporary hit points 
  that stay for up to one hour and a profane bonus to saving throws 
  equal to the total amount of ability drain inflicted, these bonuses 
  also remain for up to one hour.
  Powerful clerics of Khayne frequent use this spell on slaves before 
  setting out for battle, making them very resilient.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DISPERSING WIND
  School evocation [air]; Level druid 4, sorcerer/ wizard 4; Casting 
  Time 1 standard action; Component V, S; Range 30ft radius; 
  Effect strong winds emanate from you; Duration 1 round; Saving 
  Throw Fortitude negates; Spell Resistance yes
  This spell functions exactly like wind wall, but forms a sphere of 
  wind. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DRY SPHERE
  School transmutation; Level druid 3, sorcerer/ wizard 3; Casting 
  Time 1 standard action; Component V, S, M (a towel); Range 
  Close; Effect Dries water a 20ft radius area, damages creatures 
  with the aquatic subtype; Duration instantaneous; Saving Throw 
  Fortitude negates; Spell Resistance yes
  A dry sphere destroys all water and liquids in its range. Creatures 
  with the aquatic subtypes take 1d6 points of damage per caster 
  level (maximum 10d6). Other living creatures take 1d4 points of 
  damage per two caster level. Nonliving, nonaquatic creatures are 
  immune to the effects of this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FALSE GUIDANCE
  School enchantment; Level cleric 1, sorcerer/ wizard 1; Casting 
  Time 1 standard action; Component V, S, M (a crooked wand); 
  Range Close; Target One creature; Duration 1 hour/ level; see 
  text; Saving Throw Will negates; Spell Resistance yes
  A target who attempts to cast any divination spell or effect that 
  has a chance of failure sees the chance of failure doubled. After a 
  divination has failed, the spell is expended.
  This spell may be cast through a clairvoyance spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FEAST OF MAGGOTS
  School conjuration (creation); Level cleric 3 (Xonist), druid 3, 
  sorcerer/ wizard 3, witch 3; Casting Time 1 round; Component 
  V, S, M/DF; Range touch; Target One creature touched; Duration 
  1 round, see text; Saving Throw Fortitude negates, see text; Spell 
  Resistance yes
  The target of this spell becomes infested with maggots and other 
  such parasites that eat the target alive. On a failed Fortitude save, 
  the target takes one point of Constitution, Dexterity and Strength 
  damage. 
  At the start of the caster’s next turn, the target must make another 
  saving throw to avoid the same damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FLAME BURST
  School evocation [Fire]; Level sorcerer/ wizard 4; Casting Time 
  1 standard action; Component V, S, M (ashes); Range Personal; 
  Effect A 30ft. radius sphere centered on you; Duration instanta-
  neous; Saving Throw Reflex half; Spell Resistance yes
  When casting this spell, the caster becomes the center of a 30ft. 
  sphere of flame. This sphere does 1d6 points of fire damage per 
  caster level (maximum 15d6). The caster may include or exclude 
  himself in the effect.
  Unattended objects hit by the spell catch fire (no save).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FLAMING ARMOR
  School evocation [Fire]; Level cleric 3 (Cult of the Dragon), 
  sorcerer/ wizard 3; Casting Time 1 standard action; Component 
  V, S; Range Close; Target one creature wearing armor; Duration 
  1 round/level (D); Saving Throw Will negates, see text; Spell 
  Resistance yes
  This spell must be cast upon a target wearing metal armor. Every 
  round the target fails his Will save, he takes a number of points of 
  fire damage equal to his armor bonus.
  A successful Will save ends the spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FLAMING ARMOR, MASS
  School evocation [Fire]; Level cleric 7 (Cult of the Dragon), 
  sorcerer/ wizard 7; Range Close; Target 1 metal-armored target/
  level, no two of which can be more than 30ft. apart; Duration 1 
  round/level (D)
  This spell functions like flaming armor, but affects a number of 
  targets.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FLAMING BLOOD
  School transmutation; Level sorcerer/ wizard 2; Casting Time 
  1 standard action; Component V, S; Range Close; Target one 
  creature ; Duration concentration + 1 round/ level (D); Saving 
  Throw Will negates; Spell Resistance yes
  The target gains vulnerability to fire. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FLAMING BOLT
  School evocation [Fire]; Level cleric 3 (Cult of the Dragon), 
  ranger 3, sorcerer/ wizard 3; Casting Time 1 standard action; 
  Component V, S; Range Touch; Target 1 projectile/ 2 caster 
  level; Duration up to 1 round/level; Saving Throw none; Spell 
  Resistance yes
  When casting this spell, the caster touches a number of pieces of 
  ammunition. Each piece of ammunition (can be arrows, bolts, or 
  bullets) can then be fired, dealing 1 point of fire damage per caster 
  level (maximum +10). The fire is subject to spell resistance.
  Once fired, whether they hit or miss, the magic is gone.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FOUNTAIN OF KNOWLEDGE
  School divination; Level bard 2, sorcerer/ wizard 3; Casting Time 
  1 standard action; Component V, S; Range Personal; Target you; 
  Duration 1 round/ level
  The target gains an insight bonus to all Knowledge checks equal to 
  half his caster level.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  GRANT SPELL
  School evocation; Level sorcerer/ wizard 5
  This spell works exactly like the imbue with spell ability.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  HEIGHTEN SENSES
  School transmutation; Level druid 2, ranger 2, sorcerer/ wizard 2; 
  Casting Time 1 standard action; Component V, S; Range Touch; 
  Target Creature touched; Duration 1 minute / level (D); Saving 
  Throw Fortitude negates; Spell Resistance yes
  This spells increases a target’s senses to supernatural levels. A 
  creature under this spell gains either a +5 insight bonus to Percep-
  tion with one sense or gains blindsense 10ft.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  HEIGHTEN SENSES, MASS
  School transmutation; Level druid 6, sorcerer/ wizard 6; Range 
  Close; Target one creature per level, no two of which can be more 
  than 30ft. apart
  This spells functions like heighten senses, but affects a number of 
  creatures.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  HELLISH REPRISAL
  School conjuration [Fire, First One]; Level cleric 9 (Khayne), 
  sorcerer/ wizard 9; Casting Time 1 standard action; Component 
  V, S; Range Touch; Target You; Duration permanent, until 
  discharged; Saving Throw Reflex half; Spell Resistance yes
  When casting this spell, a caster makes a deal with the dark forces 
  of hell to cast vengeance upon those who would kill him.
  If the caster is killed, his body is first the center of a fireball with 
  no maximum damage. In the fireball’s aftermath, 1d3 erinyes 
  appear as though summoned by a summon monster VIII spell. 
  They attack anyone in sight.
  Anyone killed either by the fireball or the erinyes has their soul 
  taken to hell. Any spell effect that could bring them back to life 
  is subject to an SR equal to 10 + the caster of hellish reprisal’s 
  caster level.
  This spell has no effect on the caster or his soul.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  HORRID STENCH
  School conjuration (creation); Level druid 3, sorcerer/ wizard 
  3, witch 3; Component V, S, M (a rotten egg); Casting Time 1 
  action; Range Personal; Target You; Duration 1 round/level; 
  Saving Throw Fortitude negates (see text); Spell Resistance Yes
  After casting this spell, the caster exudes a horrible, reeking stench. 
  All creatures (ally or enemy) that come within 5 ft. of the caster 
  must make a Fortitude saving throw or become nauseated. The 
  effect lasts for as long as the character is within 5 ft. of the caster 
  and for 1d4+1 rounds afterwards. Those who successfully save 
  are unaffected that round but must save again each round they are 
  within 5 ft. of the caster.
  Creatures with a sense of smell are stunned for one round if they 
  fail the save. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  KAGA’S CHANNELING
  School transmutation; Level cleric 2 (Kaga), sorcerer/ wizard 2; 
  Casting Time 1 standard action; Component V, S, M/ DF; Range 
  Touch; Duration 1 round/level; Saving Throw Will negates; Spell 
  Resistance yes
  This spells saps the energy of a spell caster, lowering the effects 
  of his spells. For the duration of the spell, the effective caster level 
  of the target is lowered by one (minimum 1). This includes spells 
  and spell-like abilities. This spell has no effect on creatures who 
  do not cast spells.
  Any effect that would remove curse automatically dispels Kaga’s 
  channeling.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LIGHT OF THE FULL MOON
  School evocation [Light]; Level cleric 2 (Sanguine Covenant), 
  sorcerer/ wizard 2; Casting Time 1 round; Component V, S; 
  Range Touch; Target 20ft. radius sphere centered on touched 
  creature or object.; Duration 2 hours/ level (D); Saving Throw 
  Will negates; Spell Resistance yes
  This spell creates a faint barrier of light visible only in darkness. 
  Any creature with the shapechanger subtype that enters the barrier 
  is engulfed in flames dealing 1d6 points of damage per three caster 
  levels. A successful Will save negates the damage. This damage is 
  dealt only when the creature enters the area.
  Creatures with more hit dice than the caster level are immune to 
  its effects.
  In dark areas, light of the full moon sheds light like a torch.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LIGHT OF THE FULL MOON, 
  GREATER
  School evocation [Light]; Level cleric 4 (Sanguine Covenant), 
  sorcerer/ wizard 4
  This spell functions similarly to a light of the full moon spell, 
  except that it deals 2d6 points of damage per three caster levels and 
  affects any shapechanger regardless of their HD.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LIGHT OF UNDEATH
  School necromancy; Level cleric (Xonist); sorcerer/ wizard 2; 
  witch 2; Casting Time 1 standard action; Component V, S; Range 
  object touched; Target 20ft. radius emanating from the object; 
  Duration 10 minute/level (D); Saving Throw none, see text; Spell 
  Resistance yes
  After this spell is cast, any undead creatures within the area appear 
  alive and healthy. Living creatures in the area take a -1 profane 
  penalty to all saving throws caused by an undead and glow as if 
  under the effect of a faerie fire spell. 
  If the object upon which this spell is cast is moved, the spell 
  immediately ends.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LUNAR ARSENAL
  School transmutation [Light]; Level sorcerer/ wizard 6; Casting 
  Time 1 minute; Component V, S, F (a suit of armor or weapon); 
  Range Touch; Target touched weapon of armor; Duration 1 
  minute/ level (D)
  When casting this spell, you imbue a weapon or suit of armor with 
  the power of the moon. 
  Armor imbued with this power gains the ghost touch ability and 
  acts like a magic vestment of the caster’s level. When facing a 
  creature with the shapechanger template, it gains a +2 luck bonus 
  to AC. Normal clothes may receive this bonus.
  Any weapon imbued with this power gains the ghost touch and 
  shapechanger bane abilities and automatically bypasses the DR of 
  any creature with the shapechanger subtype.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LUNAR MAJESTY
  School transmutation [Light]; Level sorcerer/ wizard 5; Casting 
  Time 1 standard action; Component V, S, F (a suit of armor or 
  weapon); Range Touch; Target one creature touched; Duration 1 
  minute/ level (D); Saving Throw Will negates (harmless), see text; 
  Spell Resistance yes (harmless); 
  After this spell is cast, the target shimmers with a gleam of 
  moonlight. 
  The target gains a +2 luck bonus to Strength, Dexterity and Consti-
  tution but also a +4 luck bonus to Charisma. 
  While under the effect of this spell, any creature with the 
  shapechanger subtype must make a saving throw as if the target 
  was under a the effects of a sanctuary spell. If the target attacks, 
  the sanctuary effect is broken, but all of the other effects remain.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LUNAR MAJESTY, MASS
  School transmutation [Light]; Level sorcerer/ wizard 9; Range 
  Close; Target one creature/ level, no two of which can be more 
  than 30ft. apart
  This spell functions like lunar majesty except that it affects 
  multiple creatures.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MAGNIFY VISION
  School transmutation; Level bard 2, druid 2, ranger 2, sorcerer/ 
  wizard 2; Casting Time 1 standard action; Component V, S, DF 
  / M (magnifying glass); Range Personal; Target You; Duration 1 
  round / level (D)
  This spells doubles the range of your vision. If you have darkvi-
  sion, this doubles the range of it for the duration of the spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MOON BOLT
  School evocation [Cold]; Level sorcerer/ wizard 2; Casting Time 
  1 standard action; Component V, S; Range Close; Target one 
  creature; Duration instantaneous; Saving Throw none; Spell 
  Resistance yes 
  This spell creates a single beam of moonlight that deals 2d6 points 
  of cold damage per three caster levels (to a maximum of 12d6) on 
  a successful touch attack.
  On a creature with the shapechanger subtype, the damage is 
  doubled.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  RAIN OF FIRE
  School conjuration (Fire); Level sorcerer/ wizard 8; Casting 
  Time 1 standard action; Component V, S, M (ashes from a burned 
  plant); Range Long; Effect 100ft./ level radius cylinder of fire 
  rain; Duration 1 round/ level (D); Saving Throw Reflex partial; 
  Spell Resistance yes
  This spells causes a rain of fire and burning rocks to fall from the 
  sky. Every round, targets in the area take 1d6 points of fire damage 
  and 1d6 points of piercing fire damage. On a successful save, a 
  target takes half damage from fire and piercing.
  Anything that can burn catches fire whether it is attended or not.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SACRIFICE
  School necromancy [evil]; Level cleric 4, druid 4, witch 4; 
  Component V, S, M, DF; Casting Time 1 minute; Range Touch; 
  Target Creature touched; Duration Instantaneous; Saving Throw 
  None; Spell Resistance No
  You can draw upon the life force of another creature to enhance 
  your own magic. The creature must be slain as part of the casting 
  of the spell and the caster must strike the killing blow personally 
  (generally this means that the creature must be helpless and a coup 
  de grace must be administered). For each Hit Die the sacrifice 
  possesses, you gain one bonus level, up to a maximum equal to 
  your caster level or 10, whichever is less. These bonus levels can 
  be used for any of the following:
   
  • 
   Increase your caster level with respect to the spell’s range, 
  duration, damage, and other effects. This cannot increase 
  your caster level more than double, nor can it exceed the 
  spell’s normal limits.
   
  • 
   Increase your caster level for the purposes of spell penetra-
  tion and dispelling effects.
   
  • 
   One bonus level can substitute for up to 1,000 gp worth or 
  material components. 
  Material Component: A living creature of at least 1 HD and 
  Intelligence 1 or better, which must be slain during the casting of 
  the spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SENSORY DEPRAVATION
  School transmutation; Level bard 5, cleric 6 (Khayne), sorcerer/ 
  wizard 6; Casting Time 1 standard action; Component V, S; 
  Range Close; Target One creature; Duration permanent (D)
  Saving Throw Fortitude partial, see text; Spell Resistance yes
  This spell is the equivalent of casting blindness, deaden senses and 
  deafness spells at the same time. 
  On a successful saving throw, the target is left blinded and deaf 
  for one round.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SENSORY EXCESS
  School transmutation; Level bard 6, cleric 7 (Cult of the Dragon), 
  sorcerer/ wizard 7; Casting Time 1 standard action; Component 
  V, S, DF / M (magnifying glass); Range Close; Target One crea-
  ture; Duration permanent (D); Saving Throw Fortitude negates; 
  Spell Resistance yes
  This spell deadens pain and turns it into a highly pleasurable 
  sensation. Any damage taken by the target is nonlethal damage. 
  This only affects hit point damage and has no effect on other forms 
  of damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SHADOW KILLER
  School necromancy; Level sorcerer/ wizard 5; Component V, S; 
  Casting Time 1 full-round; Range Medium (100 ft. + 10 ft./level); 
  Target One creature’s shadow or reflection; Duration 1 round/ 
  level; Saving Throw Will negates; Spell Resistance Yes
  This spell transforms the target’s shadow or reflection into a 
  monster that attempts to kill its originator at the caster’s command. 
  If the target fails to save against the spell, then its shadow becomes 
  a shadow (see Pathfinder Bestiary) and attacks him. 
  The spell can be broken using a break enchantment, limited wish, 
  miracle, remove curse, or wish spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SHIELD OF WORMS
  School conjuration (creation); Level druid 4, witch 4; Casting 
  Time 1 standard action; Component V, S, DF / M (a worm egg); 
  Range Personal; Duration concentration + 1 round/ level; Saving 
  Throw see text; Spell Resistance no
  After this spell is cast, spell, worms and other maggots are 
  expelled from the mouth, covering your entire body. Anyone 
  making a melee attack against you without a reach weapon must 
  make a Reflex saving throw or take 1d6 points of damage per 4 
  caster levels. This damage can only be inflicted on a given target 
  once per round.
  If a spellcaster stops concentrating because he falls unconscious or 
  any other reason, the maggots form up into a swarm and attack all 
  nearby living creatures except the caster. It acts like an army and 
  swarm (see Pathfinder RPG Bestiary).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  SIGIL SANCTUARY
  School necromancy; Level sorcerer/ wizard 5; all Khaynites; 
  Component V, S, F, M [tome worth at least 150gp]; Casting 
  Time 1 full round; Range Touch; Target One tome; Duration 
  Instantaneous; Saving Throw Will negates (see text); Spell 
  Resistance Yes
  A sigil sanctuary is an unusual means of escaping death developed 
  by the Khaynites long ago. It requires as its focus a book or tome. 
  The tome is enchanted to contain the caster’s spiritual essence and 
  intellect, such that anyone reading the tome later may be affected 
  by it. 
  While the caster lives, the sigil sanctuary has no effect. If and 
  when the caster dies, however, his spirit is drawn into the words of 
  the prepared tome, no matter the distance, so long as the two are on 
  the same plane of existence. At a later point, the disembodied spirit 
  of the caster may attempt to possess anyone who reads the tome. 
  The victim must read at least 20% of the tome in order to be open 
  to possession. The reader must make a Will saving throw. If it 
  fails, the disembodied spirit possesses the reader’s body while 
  the reader’s spirit is trapped within one of the pages of the book. 
  Spells like protection from evil block the possession, but does not 
  dispel the tome. 
  If the host body is destroyed, the caster’s spirit returns to the 
  tome while the host’s spirit passes on (i.e. is slain). If the tome is 
  destroyed while occupied by a spirit, that spirit is slain.
  Khaynites able to cast 5th level spells add this spell to their spell 
  list, regardless of their class.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  TENDRILS OF DARKNESS
  School conjuration (creation, darkness); Level cleric 1 [Var Shall], 
  sorcerer/ wizard 1; Casting Time 1 standard action; Component 
  V, S, M (bit of pitch or tar); Range Medium (100 ft. +10 ft. /level); 
  Area 20 ft. radius spread; Duration 1 minute/level [D]; Saving 
  Throw Reflex negates; Spell Resistance Yes
  Anyone within the spell’s area of effect must make a Reflex saving 
  throw to avoid becoming entangled in the tendrils of darkness. If 
  the save succeeds, the creature is not entangled and is free to move. 
  If the save fails, the creature is entangled.
  Any spells with the light descriptor cast within the area halves the 
  tendrils of darkness’s duration.
  The tendrils are also instantly destroyed within a daylight or 
  sunburst spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  TRANSCRIBE
  School conjuration (creation); Level bard 1, cleric 1, sorcerer/ 
  wizard 1; Casting Time 1 standard action; Component V, S, M 
  (a scroll, book or tablet); Range Close; Duration 1 minute/level; 
  Saving Throw Will negates; Spell Resistance yes
  This spells copies a conversation onto the material component of 
  the spell. A clay tablet, single page or piece of scroll can hold up to 
  one minute of conversation.
  If the caster runs out of material component before the spell ends, 
  the spell ends immediately.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  WALL OF SILENCE
  School conjuration (creation); Level bard 2, sorcerer/ wizard 
  2; Casting Time 1 standard action; Component V, S; Range 
  Medium; Duration 1 round/level; Saving Throw none; Spell 
  Resistance no
  This spell creates a wall 10ft. high and 10ft. long per caster level. 
  Sound-based attacks and effects are automatically blocked by the 
  wall. The wall must be a single, unbroken plane (may be hori-
  zontal, vertical or anywhere in-between but may not have corners). 
  It does not need to be anchored to anything.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  WATERSPOUT
  School conjuration (creation, water); Level druid 5, sorcerer/ 
  wizard 5; Casting Time 1 standard action; Component V, S, 
  DF; Range Long; Effect Water wave 15ft. wide, 15 feet high that 
  moves up to 50ft/ round; Duration 1 round/level (D); Saving 
  Throw none; Spell Resistance no
  This spell creates a wave of water that moves around, crashing into 
  anything in its path. Anyone hit by a waterspout is hit by a bull 
  rush and grapple effect with a CMD equal to the caster level plus 2 
  for being huge plus 8 for its Strength.
  First roll to see if the target is hit by the bull rush. If the target 
  is not bull rushed, it takes no further effect. Next the waterspout 
  attempts to grapple a bull rushed target. If grappled, the target is 
  trapped inside the waterspout and is considered to be both grappled 
  and underwater. The waterspout is not affected by the grappled 
  creature and can continue to move freely without penalty.
  Moving the waterspout is a move action. A waterspout can only 
  move on a surface, it does not fly. Water elementals are immune 
  to this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  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, 
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  All rights reserved.
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  Ultimate Spell Decks: NeoExodus: A House Divided Spell Cards, 
  Copyright 2011, Louis Porter Jr. Design, Inc.
  
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