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 one-hundred-
  and-eleven spells variants are slightly more complex 
  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 
  often even interaction with other spells — is 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 often 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 off. These 
  spell descriptions are so short, it seems silly to list 
  
  2
  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.
  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.
  Detect aLchemy
  (Alchemist 1, Sorcerer/Wizard 0)
  As detect poison, but it detects objects created 
  through alchemy and alchemical reagents 
  rather than magic. 
  tie/UnfaSten
  (Sorcerer/Wizard 0)
  As open/close, but it affects rope, string, 
  lacing, straps, and similar objects that hold 
  knots.
  1St-LeveL SpeLLS
  aiL
  (Antipaladin 1)
  As magic weapon, but the weapon gains 
  ability to inflict flare (as the spell) on targets that 
  are hit, rather than gain an enhancement bonus.
  caUStic cLoUD [aciD]
  (Sorcerer/Wizard 1)
  As sound burst but it deals 1d6 acid, +1 
  per 2 levels, and targets save or are blinded 
  for 1 round.
  DeaDeye
  (Cleric/Oracle 2, Ranger 1)
  As bomber’s eye (Advanced Player’s Guide), 
  but it applies to ranged weapons that are 
  not thrown.
  Detect enemy
  (Ranger 1)
  As detect undead, but it detects creatures 
  against which you have a favored enemy 
  bonus.
  eLementaL BeaSt
  (Druid 2, Ranger 1)
  Target: animal or magic beast touched
  As elemental touch (Advanced Player’s 
  Guide).
  fLUSter
  (Bard 1)
  Target: 1 living creature
  As hold person, but the target is staggered 
  rather than paralyzed.
  force JawS
  (Summoner 1)
  As spiritual weapon, but “weapons” is the 
  same as the main attack of the summoner’s 
  eidolon, and force jaws can attack only targets 
  adjacent to the eidolon.
  gUarDian i
  (Druid 1)
  As mount, but the caster summons a 
  CR 1 animal (same as the spell’s level). The 
  same rules can be used to create guardian II-
  guardian IX (summoning CR 2 through CR 
  9 animals).
  magic mace
  (Sorcerer/Wizard 1)
  Range: touch
  Target: creature touched
  As magic missile, but it deals d8s rather 
  than d4s.
  protection from monSterS
  (Bard 1, Druid 2)
  As protection from evil, but it works 
  against creatures of one type (selected as 
  casting) rather than evil.
  reJUvenate famiLiar
  (Sorcerer/Wizard 1, Witch 1)
  As rejuvenate eidolon (Advanced Player’s 
  Guide), except it applies to the caster’s 
  familiar.
  repair Light Damage
  (Sorcerer/Wizard 1)
  As cure light wounds, but it repairs objects 
  and constructs that aren’t destroyed rather 
  than healing living creatures. The same 
  rules can be used to create higher-level repair 
  spells, based on higher-level cure spells.
  Screech [Sonic]
  (Bard 1)
  As acid splash but it deals 1d4 sonic 
  damage, and you can expend 1 round of 
  bardic performance per 2 levels to deal +1d4 
  damage.
  ScoUrge
  (Cleric 1)
  As burning hands but it deals untyped 
  holy damage, and it affects creatures of 
  opposing alignment only.
  
  3
  SUmmon minion i
  (Wizard 1)
  As summon monster I, but it summons 
  NPCs from the Advanced Gamemastery Guide 
  that have a CR at least 1 lower than creatures 
  monster summoning I would produce. The 
  same rules can be used to create summon 
  minion II–IX, based on summon monster I–IX.
  torchBearer
  (Sorcerer/Wizard 1)
  Duration: 10 minutes/level
  Target: Creature touched
  Saving Throw: Reflex negates
  As dancing lights.
  weighty SinS
  (Paladin 1)
  As lead blades or gravity bow (Advanced 
  Player’s Guide), but the extra damage applies 
  only against evil targets.
  wooDcraft
  (Druid 1, Ranger 1)
  As crafter’s fortune (Advanced Player’s 
  Guide), but the bonus is to the next 
  Knowledge (nature) or Survival check.
  2nD-LeveL SpeLLS
  aDaptive aDmix
  (Alchemist 2)
  Range: personal
  Target: you
  As resist energy, but the resistance gained 
  applies to the first of the following damage 
  types you are affected by each round: acid, 
  cold, electricity, fire, or sonic.
  ant’S Strength
  Duration: 1 hour/level
  (Druid 2, Sorcerer/Wizard 2)
  As bull’s strength, but it grants a +6 
  bonus to Strength for all purposes except the 
  target’s attack and damage bonuses.
  apocaLypSe
  (Oracle [not Cleric] 2)
  As hideous laughter, but the target 
  screams denials as dread fates in its future 
  are revealed.
  argent BLaDe
  (Paladin 2)
  As align weapon, but the weapon is 
  considered silver instead of an alignment.
  BaiLiff
  (Inquisitor 2)
  As blur, but it grants full concealment and 
  only does so against targets who confessed 
  to a crime within the past day.
  BaLefUL ShieLD
  (Sorcerer/Wizard 2)
  Range: touch
  Target: creature touched
  Spell Resistance: yes
  As shield, but AC applies only against 
  efforts by allies to heal or aid the target. 
  Detect cUrSe
  (Cleric/Oracle 2, Inquisitor 3, Paladin 3)
  As detect magic, but it detects cursed 
  items and creatures rather than magic.
  
  4
  ineffaBLe enigma [LangUage-DepenDent]
  (Oracle [not Cleric] 2)
  Duration: concentration
  You reveal to the target horrific secrets 
  mortals were not meant to know. As lesser 
  confusion.
  mUD pit
  (Druid 2, Sorcerer/Wizard 3)
  Duration: 10 minutes/level
  As the “overgrowth” option of plant growth 
  but no plants are needed and spells that enhance 
  or modify earth/stone/rock are enhanced rather 
  than spells that enhance plants.
  pack LeaDer
  (Druid 2)
  Target: animal touched
  As heroism.
  perSecUtion
  (Inquisitor 2)
  As versatile weapon (Advanced Player’s Guide), 
  but it applies to all your attacks and you must 
  expend a daily use of your judgment ability to 
  cast it.
  prophecy
  (Oracle [not Cleric] 2)
  Casting Time: 1 hour
  Range: same plane
  Duration: 1 day/level
  You foresee good fortune for one creature. 
  As bless.
  remove charm
  (Bard 2, Inquisitor 2)
  As remove fear, but works against all mind-
  affecting effects.
  totem i
  (Sorcerer/Wizard 2, Witch 2)
  School: transmutation (polymorph)
  Range: touch
  Target: your familiar
  Duration: 10 minutes/level (D)
  You turn your familiar into a creature 
  from the summon monster I chart. The same 
  rules can be used to create totem II-totem IIX 
  (turning your familiar into creatures from 
  the charts from summon monster II-summon 
  monster IIX).
  toUch of fraiLty
  (Sorcerer/Wizard 2)
  As touch of idiocy but it reduces Strength, 
  Dexterity, and Constitution rather than 
  Intelligence, Wisdom, and Charisma. It 
  might make feats useless if their prerequisites 
  are no longer met.
  vangUarD
  (Paladin 2)
  Duration: 1 round/level
  Targets: All adjacent good creatures.
  As rally point (Advanced Player’s Guide).
  viLe mark
  (Antipaladin 2)
  As scorching ray but you only ever receive 
  1 bolt and the target is affected as by a brand 
  spell (Advanced Player’s Guide).
  war Staff
  (Sorcerer/Wizard 2)
  Target: Staff in your hands
  As magic weapon but your staff makes 
  1 attack/round as a free action, using your 
  caster level as the attack bonus. This ability 
  cannot be used when the staff is in anyone 
  else’s possession.
  3rD-LeveL SpeLLS
  animate conStrUct
  (Cleric 3)
  School: transmutation
  As animate dead, except it creates 
  animated objects of the same CR as the 
  undead you could create with animate dead.
  arcane Bow
  (Sorcerer/Wizard 3)
  As gravity bow (Advanced Player’s Guide), 
  but the effect is to gain the arcane archer’s 
  imbue arrow power.
  BackhanD
  (Antipaladin 3)
  Casting Time: 1 swift action
  As inflict light wounds, but a target that 
  fails its Fortitude saving throw is also 
  knocked prone.
  BeaSt SenSe
  (Druid 3)
  As share senses (Advanced Player’s Guide), 
  but it grants you the senses of any creature 
  you can wild shape into rather than the 
  normal benefit.
  choir
  (Bard 3)
  As the ‘summon 1d3 monsters’ option of 
  summon monster II, and creatures summoned 
  can maintain a bardic performance you 
  begin.
  Divine grant
  (Cleric 3)
  As divine favor, but the bonus applies to 
  caster level checks and concentration checks 
  rather than the normal benefit.
  
  5
  exigent ShieLD
  (Cleric 3,Witch 3)
  Range: Long (400 ft. +40 ft./level)
  As shield other but works only on damage 
  that would kill or knock unconscious a 
  target.
  fey hoLt
  (Druid 3)
  Target: One tree with branches
  As rope trick, but cast in the branches of a 
  tree rather than at end of a rope.
  fUmeS
  (Druid 3, Sorcerer/Wizard 3)
  School: Conjuration [fire]
  As obscuring mist, but creatures take 2d6 
  fire damage each turn they are in area.
  gLiDe
  (Sorcerer/Wizard 3)
  As spider climb, but you don’t need any 
  free limbs to move, and you ignore difficult 
  terrain rather than climb up walls.
  mUte
  (Bard 3, Sorcerer/Wizard 4, Witch 3)
  Target: 1 creature
  Effect: Silence the sounds of target creature.
  As silence.
  poSSe
  (Inquisitor 3)
  As haste, except targets gain use of one 
  judgment you are currently using rather 
  than haste’s normal benefits.
  reconJUre
  (Summoner 3)
  Target: Your eidolon or a creature you have 
  summoned
  As jester’s jaunt (Advanced Player’s Guide).
  revitaLize
  (Cleric 3)
  Duration: 10 minutes/level
  As greater restoration, but it also fixes 
  staggered, and its effects last only for the 
  spell’s duration.
  Secret pocketS
  (Sorcerer/Wizard 3)
  Target: one bag, pouch, pocket, or similar 
  container
  As greater magic weapon, but it turns 
  containers into bags of holding (the type 
  equals 1 every 4 caster levels) rather than 
  the normal benefit.
  Speak with vermin
  (Bard 5/Druid 4/Witch 3)
  As speak with plants, but it works on 
  vermin rather than plants.
  trUe aSpect
  (Cleric 3, Sorcerer/Wizard 3)
  As true form (Advanced Player’s Guide), 
  but it applies to illusions concealing 
  appearance, including invisibility, rather 
  than the normal benefit.
  4th-LeveL SpeLLS
  aLLfeaSt
  (Ranger 4)
  As allfood (Advanced Player’s Guide), but is 
  tasty and also provides the bonuses (though 
  not curative) of heroes’ feast.
  arcane forge
  (Sorcerer/Wizard 4)
  As greater magic weapon, but you can forgo 
  some of the enhancement bonus granted for 
  special weapon abilities for which you meet 
  the prerequisites to craft.
  
  6
  aSpect of the Dragon
  (Sorcerer/Wizard 4)
  As aspect of the wolf (Advanced Player’s Guide), 
  but you take on a draconic appearance and the 
  bonuses granted are +4 to Constitution and 
  Charisma, and +2 to caster level checks.
  BaniSh warD
  (Inquisitor 4, Witch 4)
  As banish seeming (Advanced Player’s Guide), 
  but it works against abjuration spells rather 
  than the normal effect.
  Barrage
  (Sorcerer/Wizard 4)
  As true strike, but the effect is the arcane 
  archer’s ‘hail of arrows’ power rather than the 
  normal benefit.
  cavaLry
  (Sorcerer/Wizard 4)
  As mount, but you summon 1 mount/level, 
  and summoned mounts serve anyone you 
  designate.
  comet Swarm
  (Sorcerer/Wizard 4)
  As scorching ray, but bolts deal 4d4 damage, 
  and you get 1 bolt per 3 caster levels. As a swift 
  action in the next round, when you cast the 
  spell and miss, you can redirect the bolt at a 
  new target within range.
  crUSaDer’S BLeSSing
  (Cleric 4, Paladin 4)
  As blessing of courage and life (Advanced 
  Player’s Guide), but it grants a +2 morale bonus 
  to AC and attack rolls and the burst of healing 
  energy heals 3d8 + caster level.  
  eLementaL companion i
  (Druid 4)
  Range: touch
  Target: 1 creature of animal type
  As elemental body I. It is possible to use the 
  same variant to create elemental companion II, 
  III and IV from elemental body II, III and IV.
  extraction
  (Sorcerer/Wizard 4)
  As king’s castle (Advanced Player’s Guide), 
  except you don’t move, and the target 
  arrives in a space adjacent to you.
  imBUe with SkiLL
  (Bard 4, Witch 4)
  Duration: 8 hours
  As imbue with spell ability, but you grant 
  the target skill ranks in one skill up to the 
  target’s HD. You lose the same number 
  of ranks in the same skill for the spell’s 
  duration. You cannot grant more ranks in a 
  skill than you possess.
  poLymorph weapon
  (Sorcerer/Wizard 4)
  Target: 1 weapon
  As polymorph any object, but you can 
  polymorph weapons into other weapons 
  with the same magic abilities only.
  reDUce monSter
  (Sorcerer/Wizard 4)
  Target: 1 living creature
  Saving Throw: Fortitude negates; Spell 
  Resistance: yes
  As reduce animal.
  reJUvenate famiLiar
  (Sorcerer/Wizard 4, Witch 4)
  Target: your familiar
  As rejuvenate eidolon (Advanced Player’s 
  Guide).
  ScoUt
  (Ranger 4)
  Target: 1 animal of magical beast friendly to 
  you
  As share senses (Advanced Player’s Guide).
  Swap
  (Summoner 4)
  Target: Your eidolon or a creature you have 
  summoned.
  As king’s castle (Advanced Player’s Guide).
  typhoiD tonic
  (Alchemist 4)
  Range: personal
  Target: you
  Duration: 1 hour/level
  As contagion, except for the spell’s 
  duration you can infect targets (as contagion) 
  with a touch attack. You can affect a 
  maximum of 1 target per 2 levels.
  whiteoUt
  (Druid 4)
  School: conjuration [cold]
  You summon a flurry of snow. As 
  darkness, but it drops light levels two steps 
  in the area, and it doesn’t counter or get 
  countered by light spells.
  
  7
  5th-LeveL SpeLLS
  aegiS
  (Sorcerer/Wizard 5)
  Effect: Magic sigil on one shield touched.
  As sepia snake sigil, except it is cast on a 
  shield and targets a creature that knocks-
  out or kills the shield-bearer with a sepia 
  snake sigil.
  arcane nova
  (Sorcerer/Wizard 5)
  As summon monster I but it summons a 
  lantern archon with 10 hp/caster level. The 
  archon casts spells as a sorcerer with an 
  effective level of 1 per 3 caster levels.
  controL vermin
  (Druid 5)
  As control plants, but it affects vermin 
  rather than plants.
  faUx finD
  (Cleric 5, Sorcerer/Wizard 5)
  As nondetection, but failed divinations 
  also create random false detection of target 
  elsewhere within the divination spell’s 
  range.
  giant Strike
  (Cleric 5)
  As strong jaw (Advanced Player’s Guide), 
  but it affects unarmed and weapon attacks.
  grave infLUence
  (Cleric 5, Sorcerer/Wizard 6)
  School: necromancy [language-dependent]
  Targets: one undead/2 levels, no two of 
  which can be more than 30 feet apart
  As mass suggestion.
  mage fire
  (Sorcerer/Wizard 5)
  As flameblade, but it deals 1d4 damage 
  per 3 levels, and as a standard action you 
  can cast a touch spell and deliver it with an 
  attack by the mage fire (dealing fire damage 
  normally). If you miss this attack, the touch 
  spell is lost.
  maSS Break
  (Sorcerer/Wizard 5)
  Targets: All objects of one kind (in other 
  words, “short swords”), no two of which 
  can be more than 30 feet apart.
  As break (Advanced Player’s Guide).
  Scry trap
  (Bard 5, Sorcerer/Wizard 6)
  Range: unlimited
  Duration: 1 day/level or until discharged 
  (D)
  As alarm, but when the alarm goes off it 
  automatically shows you a vision of the area 
  alarmed, as the scry spell.
  Sea LorD
  (Sorcerer/Wizard 5)
  As freedom of movement, except it does 
  not grant the benefits of that spell’s first 
  paragraph, and it does grant the power to 
  breath underwater for the spell’s duration.
  SpiritUaL warrior
  (Cleric 5)
  As spiritual weapon, except damage is 2d6 
  +1/level, and the weapon threatens adjacent 
  spaces (though it can’t actually make attacks 
  of opportunity).
  
  8
  6th-LeveL SpeLLS
  BLack BLooD
  (Alchemist 6)
  Range: personal
  Target: you
  Duration: 10 minutes/level
  As poison, except that creatures that hit you 
  with natural or unarmed attacks are affected as 
  by the poison spell.
  DragonBane
  (Druid 6, Inquisitor 6)
  School: abjuration
  As unholy aura, but the bonuses and effects 
  apply only against targets of dragon type.
  fLoating Sphere
  (Sorcerer/Wizard 6)
  As telekinetic sphere, but the sphere is only 
  as tough as a wall of stone, and it takes a move 
  action to direct it to fly.
  form of maDneSS
  (Sorcerer/Wizard 6)
  As beast shape IV, except it allows you to 
  become a Small, Medium, or Large aberration 
  rather than assume any of the normal forms.
  hiBernate
  (Druid 6)
  Range: personal
  Target: you
  As temporal stasis, but it ends when a 
  condition (for example: “when this torch is lit,” 
  “when winter ends) defined by you (at casting) 
  is met.
  maUL of anarchy
  (Cleric 6)
  School: evocation [chaotic]
  As spiritual hammer, except targets hit are 
  affected as by the chaos hammer spell rather 
  than the normal damage.
  maSS moDify memory
  (Bard 6)
  Targets: 1 creature/level, no two of which 
  can be more than 30 feet apart
  As modify memory. All targets get same 
  memory.
  moLten gLaSS BoLt
  (Sorcerer/Wizard 6)
  As acid arrow but it deals 5d6 fire/round 
  and target is slowed.
  primaL form i
  (Druid 6)
  As form of the dragon I, but it allows you 
  to become a primal dragon from Bestiary 
  II. Primal form II and III can be created by 
  applying the same changes to form of the 
  dragon II and III.
  ring of fire
  (Sorcerer/Wizard 6)
  Range: personal
  Target: you
  Effect: A ring of fire that moves with you
  As the circle option of wall of fire.
  tiDaL wave
  (Druid 6, Sorcerer/Wizard 6)
  As aqueous orb (Advanced Player’s Guide), 
  but Colossal, deals 6d6, passes 30-foot walls, 
  and affects Gargantuan targets.
  7th-LeveL SpeLLS
  emBoDy
  (Sorcerer/Wizard 7)
  Components: V, S, M (1,000 gp diamond 
  dust), F (one corpse)
  As reincarnate, except dead creature is 
  brought back in a specific dead body you 
  have, which acts as the focus.
  ooze form
  (Sorcerer/Wizard 7)
  As gaseous form without the effects 
  outlined in the first 5 sentences, and no fly 
  speed. Gain 30 feet swim and climb rates, 
  plus succeed at all Climb and Swim checks.
  peStiLence
  (Cleric 8, Druid 7, Sorcerer/Wizard 8, Witch 
  7)
  Duration: 1 hour/level
  As summon swarm but any creature 
  damaged by the swarm is targeted by a 
  contagion spell cast at your caster level.
  portaL
  (Cleric 7, Sorcerer/Wizard 7)
  As transport via plants, except travel is 
  from doorway to doorway rather than plant 
  to plant. 
  SymBoL of LUSt
  (Cleric 9, Witch 7)
  As symbol of death, but targets act as if 
  under an elixir of love for 10 minutes/level.
  SUmmon Siren
  (Druid 7, Sorcerer/Wizard 7)
  As summon monster VI, except you 
  summon one succubus who has pied piper 
  (Advanced Player’s Guide) as if you cast it.
  
  9
  8th-LeveL SpeLLS
  aLter reaLity
  (Cleric 9, Sorcerer/Wizard 8)
  School: Illusion (shadow)
  Components: V, S
  As limited wish, but it creates effects that 
  could exist without magic only, and if you 
  duplicate the effects of a spell with a material 
  component that cost 1gp or more, you must 
  provide powdered onyx worth the same 
  value.
  Deny
  (Cleric 8)
  Casting Time: immediate action
  As greater dispel magic, but it can be used to 
  counterspell instantaneous spells in addition 
  to normal options.
  eDict
  (Cleric 8)
  As dictum, but the effects are different, 
  as follows: deaf equals command (as the 
  spell), staggered equals geas (as the spell), 
  paralyze equals charm monster (as the spell), 
  dead equals target’s alignment permanently 
  becomes lawful.
  priSmatic ShieLD
  (Sorcerer/Wizard 8)
  As shield, but foes striking you with a 
  melee attack are hit by one ray from the 
  prismatic ray table.
  9th-LeveL SpeLLS
  anaLogUe
  (Sorcerer/Wizard 9)
  As clone, but you can create a duplicate 
  of yourself only and the clone acts as a 
  simulacrum (as the spell) until used to 
  resurrect you.
  fLying caStLe
  (Sorcerer/Wizard 9)
  As secure shelter, except the area is 
  100-square-feet/level, and the structure has 
  a 60-foot fly speed and moves as you direct.
  infiLtrator
  (Sorcerer/Wizard 9)
  Range: unlimited
  As charm monster, but the target is also 
  affected by share senses (Advanced Player’s 
  Guide) and telepathic bond, giving you the 
  ability to control it easily at vast range.
  priSmatic BLaDe
  (Sorcerer/Wizard 9)
  As flame blade, except each successful 
  attack produces one effect from the prismatic 
  ray table instead of the normal damage.
  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. 
  
  10
  We err on The Side of aWeSome!
  crediTS
  Designer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Cover Art:
  Lin Bo
  Interior Art:
  Lin Bo and Tamás Baranya
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011 Owen K.C. Stephens
  For more information about Super Genius Games and our 
  upcoming products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: 
  @Owen_Stephens, and/or Stan: @stannex, or at our Yahoo 
  Group: http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  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 
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  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. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
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  The Genius Guide To: 110 Spell Variants. Copyright 2011, Super Genius Games. Author: Owen 
  K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Magic/The Genius Guide to 110 Spell Variants.pdf