Here's the animal companion spell list I'm currently using, just as another example. Based on the familiar and companion lists e.g. from the Essence and Mentalism Companions. "Life" in the context of this list is a realm of magic, just substitute the appropriate realm (probably mentalism or channeling).
1. Companion I: The caster may make a pact of friendship and mutual aid with one animal up to 1st level. The animal will kill and even sacrifice its own life wittingly to fulfill its end of the pact. If either party is ever killed, the surviving member will be at -10 to all actions for one week. The caster and companion may sense each other’s emotions within the bond range (normally 10’/level of the caster), and the caster receives a +25 bonus on all Animal Handling rolls relating to the companion. This spell does not provide the caster with an animal, and takes one hour to complete.
2. Sense Sharing: Caster and a companion combine their senses, and use those best suited to their surroundings. The result is that both receive +20 to all Perception maneuvers for the duration. The companion must be within the bond range.
3. Call Companion: Caster calls one companion, which will then try to come to him. The companion will know the caster’s location. The range is ten times the current bond range.
4. Sense Through Companion: For the duration of this spell, caster may perceive the world through any or all of the senses of one of his companions, gaining any advantages or disadvantages of their sensory abilities. The companion must be within the bond range.
5. True Companion: Caster forms a “true” bond with one of his companions. A True companion gains enhanced intelligence (approaching human levels) and may effortlessly communicate with the caster telepathically when within bond range. A caster may only have one True companion at any time. If the caster or companion die, the activity penalty is 40 for all actions, reduced by 10 per week. This spell must be cast once per day for a span of two weeks.
6. Spell Channel II: The caster may cast a 1st or 2nd level Life spell, and it is treated for all purposes as if it was cast at the location of one of the caster’s companions.
7. Range Extension I: The caster’s companion(s) are considered in bond range at a distance up to 50’ per level.
8. Companion Speech: Allows the caster to converse in the general language of the companion. Thus, a caster with a bird companion could talk to other avians, a caster with a snake companion could talk to other reptiles, etc.
9. Locate Companion: Caster will learn the exact distance and direction to the companion, at that moment, if it is within range of the spell.
10. Companion II: Must be cast upon a creature who has been affected by a Companion spell for at least 1 month. Caster receives +50 Animal Handling for the companion. The total number of effective levels of companions may not exceed four (4). The lifespan of the companion is extended by one year. If either party dies, the survivor will be at -20, reduced by 10 at the end of each week.
11. Unbonding: The caster releases one of his companions. The animal may remain friendly to the caster but may not remain long in his presence (depending on the circumstances and its treatment during the bonded period).
12. Range Extension II: As Range Extension I, except up to 100’ per level.
13. Spell Channel V: As Spell Channel II, except up to a 5th level spell may be cast.
14. (setting specific)
15. Resistance Sharing: Caster and all companions in range share their resistance to magic, poison, and disease, using the most advantageous RR bonus (but each rolling at their own level).
16. Spell Bond: The next spell with a fixed duration (i.e. not instant or concentration) to affect the caster will affect one of his companions as well as the caster. The duration of the spell will be halved to reflect the sharing of magical energies. The effect of the spell must be possible within Life, although it may be cast from any realm.
17. Range Extension III: As Range Extension I, except up to 300’ per level.
18. Blood Bond: For the duration of this spell, the caster and one companion may exchange concussion hits at a rate of 5/round (up to their respective maximums), or one level of fatigue per round.
19. Spell Channel X: As Spell Channel II, except up to a 10th level spell may be cast.
20. Companion III: As Companion II, except the subject must have been a companion for at least one year, the Animal Handling bonus is +75, the number of effective levels is 10, the lifespan is extended by two years, and the activity penalty in case of death is -30.
25. Range Extension True: As Range Extension I, except up to 1000’ per level.
30. Soul Sharing: This spell goes into effect the instant the caster or True Companion’s soul leaves its body. The soul is stored in the body of the other until the body can be restored to a condition where it can survive again (this may require a variety of healing spells), or until 1 day per level of the caster has elapsed. If both parties die, both souls depart as normal.
35. Companion IV: As Companion II, except the subject must have been a companion for at least five years, the Animal Handling bonus is +100, the number of effective levels is 20, the activity penalty in case of death is -40, and the companion will share the caster’s full lifespan.
40. Spell Channel True: As Spell Channel II, except any Life spell may be cast.
50. Perfect Companions: Caster and companions are able to act and think in perfect unison for the duration. The caster may cast any lower level spell from this list once per round.
Notes: The caster may have no more than one Companion per 5 levels (round up). The total effective levels of all Companions is also limited by the Companion spells.
Notes: All spells which affect the Companion(s) require that the Companion is within bond range (normally 10’ per level of the caster), aside from Range Extension. As with all Life spells, a channel must exist through Awakened living material to the Companion. Communication and sensing are limited to the usual rate of 200’ per round.