TEXT: 1
  A
  lthough a vast number of spells are available 
  in the game’s core rulebooks, many GMs and 
  players have an insatiable desire for more 
  options. In many cases it’s not necessary to create new 
  spell options from scratch, since a few minor changes 
  to an existing spell can create something with a very 
  different feel or impact on game play. These spell 
  variants are based on the idea that you can make a lot 
  of different effects with fairly minor changes to how 
  a spell works, or by combining effects of multiple 
  spells, or by mixing a spell and magic item or even a 
  class ability (preferably from a class not used in the 
  campaign).
  Some spell variants are common and fairly obvious, 
  such as having an iceball spell that is a fireball that deals 
  cold damage. The following list of 110 spells variants 
  are slightly more complex than that, and are designed 
  to show how you can create new spells without too 
  much work. One important tip is that when you base 
  a new spell on an old one many details — such as its 
  school, components, duration, and even interaction 
  with other spells —are already determined. Similarly, 
  you can often create spells that have entirely new 
  themes just by changing casting time and legal targets. 
  This last trick is a great way to make spells appropriate 
  for new classes.
  For example, it’s fairly obvious a druid class 
  shouldn’t have the haste spell on its spell list, but a new 
  spell called pack tactics that acts like haste but can be 
  cast only on creatures of the animal type is perfect for 
  druids. And even better, you already know it’s about a 
  3rd-level spell, since it doesn’t do anything the wizard 
  haste spell doesn’t.
  Because the following are all variants of existing 
  spells, we present only a minimal sketch of each spell. 
  Any information not presented or mentioned is the 
  same as the base spell the variant is built from. These 
  
  2
  spell descriptions are so short, it seems silly 
  to list each one multiple times if it happens to 
  appear on more than one class spell list. As a 
  result, each spell variant lists what class and 
  level it is designed for after its name. In cases 
  where the spell appears at different levels for 
  different classes, it is listed with the level of 
  the first class to gain it. Other information 
  such as School, [Descriptor], Casting Time, 
  Components, Range, Area, Targets, Duration, 
  Saving Throw, and Spell Resistance are only 
  given if they differ from the base spell. If a 
  referenced spell is in the Advanced Players Guide 
  it is marked with an (APG), and if in Ultimate 
  Magic it is marked with a (UM).
  The VarianT SpellS
  0-LeveL SpeLLS
  Dancing ShaDowS
  (Cleric 0, Sorcerer/Wizard 0)
  As dancing lights, but it creates 1 to 4 motes 
  of darkness, each reducing light by 1 step.
  Diver’S Breath
  (Alchemist 0, Cleric 0, Druid 0, Wizard 0, Witch 0)
  As ant haul (APG) but triples duration target 
  can hold his breath. 
  1St-LeveL SpeLLS
  aLter SeaS
  (Druid 1, Wizard 1)
  As alter winds (APG) but applies to water 
  conditions.  
  Buffoon
  (Bard 1, Cleric 1, Witch 1)
  As bungle (UM), but penalty is to target’s 
  next intentional skill check.
  forBiDDen worDS
  (Witch 1)
  As the deafness option of blindness/
  deafness, but witch may allow target to hear 
  specific creatures.  
  hawk eye
  (Ranger 1)
  As bomber’s eye (APG) but applies to 
  ranged weapon attacks.
  kiSS of chaoS
  (Witch 1)
  Components: none
  Range: touch
  Duration: 1 round/2 levels
  As lesser confusion, but target must be 
  kissed by the caster (a touch attack that 
  requires the target to be willing or have lost 
  its Dex bonus to AC).
  perceive periL
  (Alchemist 1, Bard 1, Inquisitor 1, Paladin 1, 
  Witch 1)
  As anticipate peril (UM), but bonus 
  applies to the first Perception check the 
  target makes to act in a surprise round.
  Seen Servant
  (Bard 1, Wizard 1)
  As unseen servant but creates an illusory 
  assistant that also can perform any task as if 
  it has all Professional skills at a bonus equal 
  to half your caster level (minimum +1).
  Summon trap i
  (Ranger 1, Summoner 1, Wizard 1)
  As sepia snake sigil, except the effect is to 
  trap a door or object with CR 1 trap from 
  core rulebook.  Higher level versions of this 
  spell can be created (Summon Trap II at 2nd 
  level, Summon Trap III at 3rd level, and so 
  on). Each higher level version summons a 
  trap from the core rulebook with a CR equal 
  to (level of the spell x2) -1, so summon trap IX 
  summons a CR 17 trap.
  2nD-LeveL SpeLLS
  aura of peace
  (Bard 2, Cleric 2, Witch 2)
  Save: Will negates
  As defensive shock (UM) but rather than 
  deal damage affected creatures suffer a -1 
  penalty to attack rolls per 2 caster levels. 
  Each creature touched takes half the penalty 
  as the last one. When a creature touches you, 
  it gains a Will save to negate the spell.
  Bag of kniveS
  (Magus 2, Wizard 2, Witch 3)
  Components: V, F (one dagger/2 levels)
  As magic missile, but causes 1 force 
  dagger/2 levels to fly out and attack targets 
  in range as ranged touch attacks, dealing 
  1d4+1 hp of damage on a successful attack.
  BeStow Dominion
  (Cleric 2)
  As bestow grace (APG) but target gains 
  use of a 1st level domain power you have.  
  Bewitch
  (Witch 2)
  Range: close (25 ft. +5 ft./2 levels)
  As bestow curse, but the effect is for the 
  target to suffer a –4 penalty to all saving 
  throws against hexes.
  Brewer
  (Any Spellcasting Class 2)
  As greater magic weapon, but causes 
  potion to act as a different potion of same or 
  lower gp value.
  
  3
  cure mount
  (Paladin 2)
  Casting Time: 1 swift action
  As heal mount but heals mount as if you’d 
  used your lay on hands ability.
  Dancing weapon
  (Magus 2, Wizard 2, Witch 3)
  Target: weapon touched
  As spiritual weapon, but you cast it on 
  a weapon. The weapon deals its normal 
  damage, with an attack bonus equal 
  to the caster’s base attack bonus plus 
  his Intelligence or Charisma modifier 
  (whichever is higher).
  DeaD man’S taLentS
  (Alchemist 2, Magus 2, Wizard 2, Witch 2)
  Target: one dead creature
  As blood transcription (UM), but you gain 
  one feat the target possesses for which you 
  meet the prerequisites. You cannot copy this 
  feat into a spellbook, but if you recast this 
  spell before its duration ends, your reset the 
  24 hour period you keep the feat.
  Demarcate
  (Inquisitor 2, Ranger 2)
  As bestow curse, but the effect is for the 
  caster to receive +6 circumstance bonuses 
  to Perception, Sense Motive, and Survival 
  checks made against the target.  
  iron BinDingS
  (Magus 2, Wizard 2)
  Range: touch
  Target: creature touched
  Target is affected as if caught in a web 
  spell, though the bindings are not flammable.
  JawBone
  (Cleric 2)
  Duration: 1 round/level
  As beguiling gift (APG), but target takes 
  and uses a proffered weapon in preference 
  to any other weapons. 
  morDant Lance
  (Magus 2, Wizard 2)
  Range: touch
  As acid arrow, but is a single melee ranged 
  touch attack that deals 3d4 acid damage.
  ray of LaSSituDe
  (Magus 2, Witch 2)
  As ray of enfeeblement, but effect is for 
  target to be entangled for duration.   
  SacreD Sacrifice
  (Cleric 2, Inquisitor 2, Paladin 2)
  As holy shield (UM) but applies to your 
  armor, rather than your shield.
  SchoLar’S cunning
  (Bard 2, Witch 2)
  As fox’s cunning, but the bonus to Intelligence 
  does grant additional skill ranks (which are 
  assigned by the caster, subject to normal 
  maximums), but does not increase the save 
  DC of spells that base the DC off the target’s 
  Intelligence.  
  
  4
  SenSe eviL
  (Paladin 2)
  As bloodhound (APG), but only applies to the 
  scent from evil creatures and objects.
  unnaturaL avarice
  (Bard 2, Witch 3)
  As unnatural lust (UM), but target desires to 
  possess an object of the caster’s choice.
  unnaturaL gLuttony
  (Bard 2, Witch 3)
  As unnatural lust (UM), but target desires to 
  consume an apparently potable or edible fluid 
  or solid of the caster’s choice.
  unnaturaL wrath
  (Bard 2, Witch 3)
  As unnatural lust (UM), but target desires 
  to include a target of the caster’s choice in a 
  damaging attack or effect.
  waLL of Dirt
  (Druid 2, Wizard 3)
  As wall of stone, but no hardness and 5 hp/
  inch, and it cannot be used to bridge a chasm.  
  whiSperS of the DeaD
  (Bard 2, Cleric 2, Wizard 2, Witch 2)
  As boiling blood, but the effect is to cause 
  the target to hear whispers of the dead, taking 
  a -2 penalty to attack rolls and skill checks. 
  Creatures able to cast one or more necromancy 
  spells instead gain a +2 morale bonus to wisdom 
  or Intelligence (caster’s choice).
  3rD-LeveL SpeLLS
  appetize
  (Witch 3)
  As allfood (APG), but also makes living 
  target subject to bite attacks (1d6 Medium) from 
  anyone.
  aura of vehemence
  (Ranger 3)
  As aura of greater courage (APG) but effect is 
  to grant allies all your favored enemy bonuses. 
  BLooDy BLaDeS
  (Antipaladin 3, Magus 4, Witch 4)
  As bloody claws (APG), but applies to 
  weapon attacks made by target.
  Burrow
  (Alchemist 3, Witch 3)
  As fly, but you gain 20’ burrow rate and the 
  earth glide ability instead of flying.  
  Divine vengeance
  (Paladin 3)
  As divine transfer (APG) but effect is to give 
  target the bonus to attacks and damage equal 
  to your smite evil, against a target you have 
  currently targeted with smite evil.
  furrier
  (Any Spellcasting Class 3)
  As fabricate but turns corpses into tanned 
  furs and leathers with a maximum value of 10 
  gp per HD the corpse had when living. 
  JoLt
  (Druid 3, Magus 3, Wizard 3)
  As call lightning, but each bolt requires a 
  ranged touch attack, can be invoked as a swift 
  action, and deals 1d6 damage +1 per 2 caster 
  levels.
  JunkyarD
  (Wizard 3)
  Range: medium 9100 feet + 10 feet/level)
  Area: 20-foot-radius
  As break (APG), but affects all unattended 
  objects in the area, and one randomly 
  determined attended object per creature 
  within the area. 
  mating caLL
  (Bard 3, Witch 3) 
  As pox pustules (APG) but effect is for the 
  target to be fatigued and suffer a –4 penalty 
  to Wisdom.
  mute
  (Bard 3, Cleric 4, Wizard 4, Witch 3)
  As blindness/deafness, but effect is to cause 
  target to be unable to speak. 
  negate viSage
  (Cleric 3)
  As negate aroma (APG) but blurs target so 
  it can’t be positively identified or use gaze 
  attacks.  
  protection from DragonS
  (Cleric 3, Magus 3, Paladin 3, Ranger 3)
  As protection against evil but benefits 
  apply against (and only against) dragons, 
  and it also includes the benefits of a resist 
  energy against all energy types, but only 
  against dragon breath weapons.
  retune wanD
  (Bard 3, Wizard 3)
  Target: wand touched
  As magic weapon, but causes the target 
  wand to cast a spell you know, rather than 
  the spell it was created to cast. The spell you 
  select must be no higher level than the spell 
  the wand normally casts. Charges used by 
  the wand while under the effects of this 
  spell remain lost when the duration ends.
  SaBer of Light
  (Magus 3, Wizard 3)
  As magic weapon, but weapon also ignores 
  all hardness and DR, and allows the wielder 
  to act as if they have the Deflect Arrow feat 
  and a free hand to use it.
  
  5
  Sage commanD
  (Wizard 3)
  As gallant inspiration (APG), but can only 
  be used when you instruct a target to take an 
  action in advance, and the target attempts 
  and fails that action.
  Scrivener
  (Any Spellcasting Class 3)
  As magic weapon but is cast on a magic 
  scroll, causing scroll’s caster level to be 
  equal to user’s caster level. 
  touch of incompetence
  (Cleric 3, Witch 3)
  As touch of idiocy, but effect is -1d6 attack 
  bonus or -1d6 to all skills as the caster 
  prefers.
  touch of infection
  (Cleric 3, Wtch 3)
  As touch of fatigue, but effect sickens 
  target.  
  verve
  (Paladin 3, Ranger 3)
  As allegro (UM), but the bonuses only 
  apply while you are using your smite evil 
  ability, or have damaged a foe you gain 
  favored enemy bonuses against within the 
  past 3 rounds.
  viruLence
  (Druid 3, Wizard 4, Witch 3)
  As accelerate poison (APG), except it 
  causes a disease to force 1 save every round. 
  viSion of paraDiSe
  (Bard 3, Wizard 3, Witch 3)
  As vision of hell (UM) but calm scene 
  of heavenly peace causes all creatures not 
  Lawful Good to take a -2 penalty to attack 
  rolls. 
  4th-LeveL SpeLLS
  aquatic hammer [water]
  (Druid 4)
  As arboreal hammer (UM), but the effect 
  requires a body of water of at least Colossal 
  size, and the water forms the animated “tree.”
  Backtrack
  (Ranger 4)
  As find the path, but only to locate the 
  home base of a creature you are touching.  
  BaniSh Summoning
  (Cleric 4, Inquisitor 4, Wizard 4, Witch 4)
  As banish seeming, but negates conjuration/
  summoning spells, or prevents a creature 
  from being able to use conjuration spells and 
  abilities.
  BaLm
  (Cleric 4)
  As greater magic weapon, but item acts as 1st 
  level wand of cure light wounds, w/1 charge per 3 
  caster levels.  
  ceLeStiaL mount
  (Paladin 4)
  Target: your paladin’s mount
  As haste, but also grants the ability to fly as 
  the fly spell.  
  cinDer Storm
  (Druid 4, Wizard 4, Witch 4)
  As ash storm (UM) but targets must also 
  make a Fortitude save each round or be blinded 
  for 1 round and take 1 hp/2 levels fire damage.
  
  6
  Dance of 100 geStureS
  (Bard 4)
  As dance of 100 cuts (UM), but the bonuses 
  are to caster level, concentration checks, and 
  spellcraft checks.
  DiSpatch magic
  (Magus 4, Inquisitor 4, Witch 5)
  As dispel magic, but if you decide to end 
  a spell active on you as a swift action (with a 
  remaining duration of at least 5 rounds), you 
  gain a bonus to the dispel check equal to the 
  level of the spell you end.
  forcefuL Lightning
  (Wizard 4)
  As call lightning, but each “bolt” is the shape 
  of and deals the damage dice of burning hands, 
  and targets that fail their saving throw are 
  knocked prone.   
  grant mercy
  (Paladin 4)
  As arcane concordance (APG), but effect is to 
  add the benefit of one of the mercies you have 
  selected to all magic healing cast in area.  
  iLLuminate ScroLL
  (Wizard 4)
  As amplify elixir (APG), but applies to spells 
  of 4th level and lower you cast from a scroll.  
  intereSting timeS
  (Oracle 4)
  Range: short (25 feet +5 feet/2 levels)
  Target: one creature
  Save: Will negates
  As borrow fortune (APG) but you give target 
  a reroll of its next d20 roll, then force it to roll 
  the two d20 rolls after that twice and take the 
  worst result.
  ioun ring
  (Wizard 4)
  Target: magic ring touched
  As greater magic weapon, but causes a ring 
  to act as an ioun stone (orbiting head instead 
  of ring item slot).  
  maLeDiction (necromancy)
  (Cleric 4)
  Save: Will negates
  As blessing of courage and life but gives a 
  –2 penalty to attack rolls target may end by 
  choosing to take 5d8 hp of damage +1/level .
  minD trick
  (Wizard 4, Witch 4)
  As glibness, but bonus applies to Diplomacy 
  checks.  
  SimuLate ScroLL
  (Bard 4, Wizard 4)
  As alchemical allocation (APG), but you gain 
  benefit of a scroll’s spell on yourself.  Only 
  works on spells of 4th level or lower.
  SymBoL of exertion
   (Cleric 4, Wizard 4, Witch 4)
  As symbol of slowing (UM) except targets 
  are fatigued instead of slowed.   
  toaDy
  (Antipaladin 4, Bard 4, Wizard 5)
  As lesser geas but target also turned into 
  humanoid of your choice as if by the polymorph 
  spell.
  trace arcana
  (Wizard 4)
  Components: V, S, F (effect of a spell or a 
  magic item)
  As blood biography (APG), but you learn 
  the name of the spell or item that serves as the 
  focus, and when it was cast or created, and 
  who cast or created it.
  5th-LeveL SpeLLS
  aBSorption
  (Alchemist 5, Bard 5, Wizard 6)
  As absorbing touch (APG) but you can 
  absorb the next object that touches any part 
  of your body. You may ready to attempt 
  to absorb something, such as an enemy’s 
  sword or a thrown weapon.
  BaLefire
  (Inquisitor 5, Wizard 5, Witch 7)
  As fireball but max 15d6, damage dealt 
  is half fire damage and half untyped magic 
  damage, and all the ongoing spells, spell-
  like effects, and supernatural effects of a foe 
  killed by the balefire end.
  BLaDe Storm
  (Magus 5, Wizard 5, Witch 6)
  As arrow eruption (APG), but you 
  duplicate any attack an ally in range used to 
  kill a foe in the past round.  
  curSe item
  (Cleric 5, Wizard 6, Witch 5)
  As bestow curse, but effect is to turn one 
  of foe’s items into a cursed item (from the 
  Pathfinder Roleplaying Game Core Rulebook) of 
  your caster level or less.  
  cycLone caLL [air]
  (Cleric 5/Druid 4)
  Targets: 1 target per 5 caster levels, no 2 of 
  which may be more than 30 feet apart.
  As black tentacles but effects are caused 
  by small cyclones.
  goD of StormS
  (Cleric 5/Druid 5)
  As call lighting, but requiring only a swift 
  action to call a bolt each round.  
  
  7
  goD’S hammer
  (Cleric 5)
  As greater magic weapon but effect is to 
  cause one bludgeoning weapon to act as an 
  immovable rod only you can deactivate.  
  haBerDaSher
  (Bard 5, Wizard 6, Witch 5)
  Target: magic item touched
  As greater magic weapon, but causes a 
  magic item that takes one of the following 
  body slots – belt, body, chest, feet hands, 
  head, neck, shoulders, or wrist – to act like 
  a different magic item of the caster’s choice 
  which uses the same magic item slot, and 
  has a maximum gp value of 1,000 gp per 
  caster level.
  maSS aSpect of the Bear
  (Druid 5)
  Range: long (400 feet +40 feet/level)
  Targets: 1 creature/level, no two of which 
  may be more than 30 feet apart.
  As aspect of the bear.  
  retriBution
  (Wizard 5) 
  As blaze of glory (APG) but effect grants 
  allies +5 to attack rolls and weapon damage 
  for 1 round/level, while foes take 1d6/level 
  damage.
  SymBoL of iLLneSS
  (Cleric 5, Wizard 5, Witch 5)
  As symbol of slowing (UM) except targets 
  are sickened instead of slowed.   
  SymBoL of tenDriLS
  (Cleric 5, Wizard 5, Witch 5)
  As symbol of sealing (UM) but creates 
  field of black tentacles (as the spell).   
  turtLe
  (Cleric 5, Druid 4)
  As slow, but targets are also muted.  
  up tempo
  (Bard 5)
  Target: one creature
  As haste but effect is for the target to be 
  able to take a full-round action as a standard 
  action. The target can thus take a full-round 
  action and a move action, but may not take a 
  standard action and two move actions.
  6th-LeveL SpeLLS
  aqueouS Doom
  (Druid 6, Wizard 6)
  Area: 20-foot-radius
  As aqueous orb (APG), but the effect is 
  stationary and also traps targets within it as 
  an entangle spell.  
  Borrow SpeLL
  (Bard 6, Cleric 6, Wizard 6)
  As borrow skill (APG) but you borrow the 
  ability to cast a spell the target knows that is 
  also a spell you could potentially know and 
  cast.
  curSe of rage
  (Bard 6, Wizard 6, Witch 6) 
  As curse of disgust (UM), but urge is to 
  attack trigger, not to avoid it.  
  Daze monSter, maSS
  (Bard 6, Inquisitor 6, Wizard 6, 
  Summoner 6, Witch 6)
  As mass daze (UM) but affects creatures 
  of any type.  
  
  8
  ghoSt howL
  (Alchemist 6, Bard 6)
  Range: medium 100 feet +10 feet/level
  Targets: 1 creature per level, no 2 of which may 
  be more than 30 feet apart.
  As ear-piercing scream (UM).
  inquiSition [Language-DepenDent]
  (Inquisitor 6)
  As howling agony (UM) except the penalties 
  are doubled and you may ask a question of 
  the targets each round. Targets only avoid the 
  spell’s penalties if they answer your most recent 
  question truthfully.
  rearguarD
  (Alchemist 6)
  As bow spirit (APG) but you grow an extra 
  arm that can throw one bomb a round as a swift 
  action.
  Saint’S fire
  (Druid 6, Wizard 6)
  As ball lightning (APG) except rather than 
  traveling independently, the globes always stay 
  adjacent to you wherever you go. Whenever 
  you are adjacent to a foe, 1 globe attempts to 
  damage that foe. No foe may be affected by 
  more than 1 globe each round.
  SeLf repair
  (Wizard 6)
  As unbreakable construct (UM) but grants fast 
  healing equal to the target’s DR/adamantine or 
  hardness (whichever is higher).  
  war minD
  (Bard 6, Wizard 8)
  As telepathic bond, but each target also gains 
  the benefits of battlemind link (UM), taking the 
  highest initiative check of all involved, and 
  gaining the secondary benefits whenever 
  any two participants attack or cast spells at 
  the same target.
  wenD 
  (Cleric 6, Wizard 4)
  Range: personal
  Target: you
  As greater teleport, but transports only 
  you to locations you could theoretically 
  reach by flying, given enough time.
  7th-LeveL SpeLLS
  animate corpSeS
  (Cleric 7, Wizard 8)
  As animate plants, but you may either 
  animate corpses, or turn a graveyard into an 
  entangle.  
  BeStow might of the JuSticar
  (Cleric 7, Inquisitor 6)
  Target: creature of your alignment touched.
  As bestow grace of the champion (UM), but 
  grant target ability to use judgments as an 
  inquisitor of a level one-third your caster 
  level.
  circLe of wiLL
  (Cleric 7, Witch 7)
  As circle of clarity (UM), but bonuses are 
  to saves against enhancement spells and 
  Sense Motive checks to identify if a creature 
  is under the effect of such magic.
  DevaStator
  (Cleric 7, Inquisitor 6)
  As brilliant inspiration (APG), but target 
  rolls all damage it deals twice (taking the 
  better result) and the spell ends if it scores a 
  critical hit or deals maximum damage.
  greater BLeSSing of fervor
  Duration: 1 minute/level
  (Cleric 7)
  As blessing of fervor (APG), but targets 
  may select two of the benefits each round.  
  ouBLiette of oBLivion
  (Wizard 7, Summoner 6)
  As acid pit (APG), but deals 1d6 Strength 
  damage per round, and killed targets 
  become wraiths.
  8th-LeveL SpeLLS
  antiSpeLL ray
  (Cleric 8, Wizard 7)
  As polar ray, but effect is for target to lose 
  1 random spell slot per caster level and suffer 
  a 1d4 drain to Int, Wis or Cha (whichever 
  ability score is highest).
  DeaDLine
  (Cleric 8)
  As quest, but if task is not completed by 
  spell’s end, target is affected by bestow curse. 
  faLL Back
  (Cleric 8)
  Casting time: 1 immediate action
  As bard’s escape (APG) but you may 
  only cast it when you or an ally is knocked 
  unconscious or killed.
  torture
  (Cleric 8, Inquisitor 6, Wizard 8, Witch 7)
  Target: one creature
  As agonize (UM), but can be used to 
  reduce the resilience of any target to your 
  spells and checks, but has no affect on 
  pricing for services rendered.
  
  9
  9th-LeveL SpeLLS
  curSe of iLL-fortune
  (Witch 9)
  As prediction of failure, but target must 
  roll all attacks and skill checks twice, taking 
  the worse of the two results, rather than 
  be shaken and sickened, and there is no 
  spellblight effect.
  Doomform
  (Druid 9, Witch 9)
  Range: personal
  Target: you
  As greater polymorph, but duration is 1 
  round/level and once you take damage equal 
  to double your caster level you detonate, 
  affecting every creature within 30 feet with 
  bestow curse, and immediately dimension door 
  (arriving in your normal form).
  eye of Doom
  (Wizard 9, Witch 9)
  As scrying but subjects seen count as 
  25 feet away for purposes of the caster 
  targeting them with spells. A target receives 
  a new saving throw as a free action at the 
  beginning of each turn.
  SLave huSk
  (Wizard 9)
  As trap the soul, but body is not taken and 
  is instead controlled as by dominate monster.  
  poST ScripT
  Most of these spell variants began life as 
  twitter entries on author Owen K.C. Stephens 
  Twitter 
  account 
  (@Owen_Stephens). 
  New 
  variant spells are regularly featured in the 
  author’s posts, and marked with the hashtag 
  #Spelltweet. Also, some compiled spelltweets 
  can be found at www.d20pfsrd.com/extras/3pp-
  previews/-spelltweets. 
  #Spelltweets. Copyright Owen K.C. Stephens 
  2010-2011; Author Owen K.C. Stephens.
  Declaration of Open Content. #Spelltweets are 
  100% open content, with the sole exception of 
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  10
  We err on The Side of aWeSome!
  crediTS
  Designer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Cover Art:
  Lin Bo
  Interior Art:
  Shaman Stockart, Sade, Lin Bo and Sina Kasra
  Graphic Design and Typesetting:
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  Creative Director:
  Stan!
  Produced By:
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  www.supergeniusgames.com
  Contents ©2011 Owen K.C. Stephens
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
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  The Genius Guide To: Another 110 Spell Variants. Copyright 2011, Super Genius Games. 
  Author: Owen K.C. Stephens
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Magic/The Genius Guide to Another 110 Spell Variants.pdf