ALTERED SPELLS
I've made the following changes to certain spells.
Reincarnate
Winds of Freeport replaces the table found on CRB 332 with this table.
Summon Monster and Summon Nature's Ally
Using a summon monster or summon nature's ally spell to summon multiple lower-level creatures sometimes results in only a single creature being summoned, which defeats the purpose of that option. Therefore, when rolling 1d3 or 1d4+1 for the number of lower-level creatures summoned, any die result of 1 should be treated as a 2.
NEW SPELLS
Alter Liquid
School transmutation [water]; Level alchemist 1, bard 1, druid 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M (wild grape or crabapple)/DF
Range close (25 ft. + 5 ft./2 levels)
Target up to 1 pint of nonmagical liquid/level (maximum 5 pints); individual volumes within 30 feet of each other
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
This spell transmutes one kind of nonmagical liquid into another. The liquid you affect must normally be liquid at about room temperature (65⁰ F), you must have line of effect to it, and you can alter liquids in open containers but not in sealed containers. You can select multiple targets for this spell so long as the maximum volume is not exceeded, but you cannot select a target with a greater volume than your limit and partially affect it. For example, a 1st-level caster (1 pint maximum) could not affect any of the liquid in a 1-gallon container.
The spell can transmute any type of mundane liquid (including fresh or salt water, wine, vinegar, alcohol, or lamp oil) but cannot affect or create acid, mercury, or any type of venom or poison. Transmuted liquids created by the spell have typical characteristics such as color, taste, smell, and potency. For example, if you turn water to ale, you get typical ale rather then any extra-strong or distinctive variety.
[Source: Advanced Player's Manual, adapted to Pathfinder by Tim Emrick]