The following parts of Ultimate Magic are NOT legal for play or function differently than written in the sourcebook: Alternate Class Abilities: alchemical simulacrum discovery, alchemical zombie discovery, bottled ooze discovery may only be used to bottle oozes which appear in the Pathfinder RPG Bestiary, doppelganger simulacrum discovery, greater alchemical simulacrum discovery, Clone Master alchemist archetype, Vivisectionist alchemist archetype does not gain awaken at 9th level nor does it grant the ability to make anthropomorphic animal permanent, Geisha bard archetype grants Spell Focus instead of Scribe Scroll, clerics using alternate channeling rules who worship a deity not listed in the Core Rulebook must provide a copy of the source in which their god's portfolio is listed, Clostered Cleric archetype grants Spell Focus at 4th level in place of Scribe Scroll, Pack Lord druid archetype, Reincarnated Druid archetype, an ex-Inquisitor may not replace existing class abilities with those granted by the Heretic archetype, a broken monk vow only requires a casting of atonement to be renewed, the Time oracle mystery grants hold monster at 10th level in place of permanency, Broodmaster summoner archetype, Evolutionist summoners may only mutate an eidolon between sessions, child scent hex, poison steep hex, cook people major hex, witch's brew major hex, arcane builder arcane discovery, golem constructor arcane discovery, true name arcane discovery, staff-like wand arcane discovery; Familiars: all familiars in Chapter 2 are legal; Feats: Blighted Critical, Create Reliquary Arms and Shield, Create Sanguine Elixir; Spells: all spells are legal for play except those which grant a spellblight (such as curse of magic negation or steal voice); Other: No content from Chapter 2 is legal for play except new familiars; Words of Power are also forbidden.