1st-Level Abundant Ammunition: Replaces nonmagical ammunition every round. Acid Maw: Enhance your animal companion’s bite attack with acid. Air Bubble: Creates a small pocket of air around your head or an object. Alarm: Wards an area for 2 hours/level. Alleviate Addiction: Ignore the effects of addictions. Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another Animal Messenger: Sends a Tiny animal to a specific place. Animal Purpose Training: Animal gains a new general purpose. Ant Haul: Triples carrying capacity of a creature. Anticipate PerilY: Target gains a bonus on one initiative check. Antitoxin Touch: Protect a creautre from incedental exposure to poison Aspect of the Falcon: Gives bonuses on Perception and ranged attacks. Aspect of the NightingaleR: Your voice becomes clear and pleasant, like a nightingale. Batrachian SurgeR: Amplify your latent amphibian nature Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack. BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth. Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff. Burning Sands: Create a field of hot sand that creates difficult terrain and minor fire damage Call AnimalY: Makes an animal come to you. Call Weapon: Summon an ally's weapon from a distance. Calm Animals: Calms 2d4 + level HD of animals. Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath. Chameleon Scales: Change the color of your skin to something else. Charm Animal: Makes one animal your friend. Cheetah's Sprint: Sprint or charge with amazing speed. Cloak of Shade: Reduces effects of intense sun exposure and environmental heat. Commune with BirdsR: Ask a question to all birds within a mile of your location. Compel Hostility: Compels opponents to attack you instead of your allies. Dancing Lantern: Animates a lantern that follows you. Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies. Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking. Defoliate: Hurl a tiny ball of negative energy to destroy plant life. Delay Poison: Stops poison from harming target for 1 hour/level. Desperate Weapon: Create an improvised weapon. Detect Aberration: Detect presence of aberrations. Detect Animals or Plants: Detects kinds of animals or plants. Detect Poison: Detects poison in one creature or object. Detect Radiation: Detect radiation in the surrounding area. Detect Snares and Pits: Reveals natural or primitive traps. Detect the Faithful: Find others of the same faith. Diagnose Disease: Detect and identify diseases. Dream FeastR: Feed someone while they sleep. Echo: Cause a sound to repeat itself Endure ElementsY: Exist comfortably in hot or cold regions. EntangleY: Plants entangle everyone in 40-ft. radius. Feather Step: Subject ignores adverse movement effects in difficult terrain. Glide: You take no falling damage and move 60 ft./round while falling. Gravity Bow: Arrows do damage as though one size category bigger. Handy Grapnel: Transform a ropelike object into a retracting grapple. Hanspur's Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris. Heightened Awareness: Your recall and ability to process information improve. Hidden Spring: Discover a temporary spring of fresh, flowing water Hide from Animals: Animals can't perceive one subject/level. Hide Weapon: Hide a weapon within your own arm. Hobble: Reduce creature's speed Hollow Blades: Target’s weapons deal damage as if they were smaller. Horn of Pursuit: Create three notes heard miles away. Hunter's Howl: Treat enemies as favored for 1 round/level. Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type Inner Focus: Ignore divine focus components of your spells. Instant Clot: Touched creature doesn't bleed Invisibility Alarm: As alarm, but reacting only to invisible creatures. IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon. Jump: Subject gets bonus on Acrobatics checks. Keen Senses: Subject gains +2 Perception, low-light vision. Keep Watch: Allow creatures to stand watch without fatigue throughout the night. Know the EnemyY: Gain +10 on a monster Knowledge check. Lead Blades: Melee weapons damage as if one size bigger. Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it. LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush. Locate Portal: Detect portals within range Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired. Longstrider: Your speed increases by 10 ft. Lose the TrailR: Obscure a target’s tracks when fleeing from a pursuer. Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls. Make Lost: Make the targets become lost. Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land. Nature's Paths: Learn the best way to travel overland Negate Aroma: Subject cannot be tracked by scent. Pass without Trace: One subject/level leaves no tracks. Peasant ArmamentsR: Transform improvised weapons into actual weapons. Planar Orientation: Locate places of power on your current plane Preserve: Prevent objects from rotting and spoiling Protection from Spores: Bolster a creature’s body against the harmful effects of spore and fungus. Radiation Ward: Protect a creature against radiation Read Magic: Read scrolls and spellbooks. Read WeatherFR: Forecast the weather for the next 48 hours. Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon. Residual Tracking: Tell creature's appearance by footprint. Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type. Returning Weapon: Grants a weapon the returning special weapon quality. Reveal Mirage: Discern illusory terrain from range. Rite of Bodily PurityM: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison Rock Whip: Create a whip that passes through unworked stone Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies. Sculpted Cape: Enchanted cape stiffens and can bear weight Shield Companion (AA)F: As shield other, but affects the caster’s animal companion or familiar. Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target. Speak Local Language: Target gains the ability to speak and understand a regional human language. Speak with Animals: You can communicate with animals. Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions Starsight: Observe the night sky as if it were a clear and unobstructed night. Steady Saddle: Affected saddle has reduced penalties for actions requiring focus Stone Throwing: Grant the subject the rock throwing and rock catching abilities. Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability. Summon Minor Ally: Summon 1d3 Tiny animals. Summon Nature's Ally 1: Summons creature to fight. Sun MetalY: Weapon touched bursts into flames. Suspend Drowning: Targets temporarily stop drowning Tamer's Lash: Create a whip made of sound that damages foes and can frighten animals Thorn Javelin: Wield a javelin that sickens opponents when it strikes. Thunderstomp: Trip one creature within range. Tireless Pursuit: Ignore fatigue while hustling. Tracking MarkR: Gain a supernatural ability to detect tracks and other clues. Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions. Underbrush Decoy: Create a rustling distraction to hide. Urban GraceR: Move through crowds and urban settings with ease. Wartrain Mount: Animal gains combat training. Waterproof: Target becomes waterproof for the spells duration Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in. Winter FeathersR: Protect a feathered creature from the cold for a day.
2nd-Level Accelerate Poison: Hastens targeted poison's onset. Acute Senses: Subject gains a bonus on Perception checks. Air Step: Tread unsteadily on air, with limitations. Allfood: Turns item up to 5 lbs./level into food. Alpha Instinct: Gain bonuses when you're interacting with animals Alter Summoned Monster: Swap one summoned creature with another. Animal AspectY: You gain some of the beneficial qualities of an animal. Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched. Ape Walk: Enchant someone to climb as well as an ape. Aquatic Cavalry: Summon hippocampi to serve as aquatic mounts Aquatic Trail: Track creatures underwater Arrow Eruption: Creates duplicates of killing arrow. Ashen Path: Allow one or more creatures to ignore airborne effects and see through magical smoke and fog Aspect of the Bear: +2 AC and combat maneuver rolls. Badger's Ferocity: Weapons are keen while you concentrate. BarkskinY: Grants +2 (or higher) enhancement to natural armor. Bear's Endurance: Subject gains +4 to Con for 1 min./level. Blood ScentR: Magnify the target’s ability to smell the presence of blood. Bloodhound: Gives caster the scent special ability. Brow Gasher: Slashing weapon deals bleed damage to an opponent's head. Bullet WardF: Adamantine bullets intercept firearm attacks. Campfire Wall: Creates a shelter around a campfire. Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration. Celestial Companion: Give your companion protections against evil creatures Chameleon Stride: Gives a +4 bonus on Stealth checks and concealment. Clear Grove: Clear out vegetation from a small area. Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need. Create Treasure MapM: Creates treasure map out of a creature's corpse. Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5). Delay DiseaseR: Grant the target temporary immunity to disease. Detoxify: Remove a creature's ability to poison others Eagle Eye: Creates a magical sensor high above you. Effortless Armor: Armor you wear no longer slows your speed. Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched. Enemy Insight: Grant others a bonus against your favored enemies. Escape Alarm: As alarm, but alerts you when a creatuer leaves the area Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures. Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies. Garden of Peril: Grow a group of poisonous mushrooms. Grasping VineR: Sprout a 20-ft long vine that can assist with numerous tasks. GroundswellR: Raise the ground up underneath you. Guiding Star: Know approximate distance from where you cast this spell. Harmless Form: Transform the target into a "harmless" animal. Healing Token: Imbued holy symbol serves as a conduit for healing magic Hide Campsite: Hides all traces of your campsite. Hold Animal: Paralyzes one animal for 1 round/level. Hunter's Eye: +20 on Perception checks to locate a target. Hunter's Friend: Share some of your class abilities with your animal companion. Hunter's Lore: Make untrained Knowledge checks to identify monsters, and take 20 on Knowledge checks you are already trained in. Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone. Ignoble Form: Transform the target into a half-elf form. Improve TrapR: Increase a trap’s effectiveness. Influence Wild Magic: Stabilize an area of primal magic Insect Scouts: Create insects to scout an area for you. Iron Stake: Hurl a spike of cold iron at a foe Ironskin: Harden your skin into iron. Lament of Summer's Last BreathR: Wrap the target in a mantle of summery air; this also harms creatures with the cold subtype. Lay of the Land: Instantly learn about the geography of the surrounding area. Lead Anchor: Alter a creature's buoyancy so that it plummits to the depths Lead Plating: Enclose the target in a thin sheath of lead. Lightning Lash: Create a cackling lash of unholy lightning. Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage. Lockjaw: Gives creature grab ability with a natural attack. Neutral Buoyancy: Alter a creature's buoyancy to be neutral, granting them increased maneuverability Overstimulate: Target creature gains the ferocity ability Owl's Wisdom: Subject gains +4 to Wis for 1 min./level. Pack Empathy: Create an empathic bond with allies. Perceive Cues: +5 Perception and Sense Motive 10 min./level. Pouncing Fury: Make a full attack with your claws after a charge Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack Protective Spirit: Protects from attacks of opportunity. Quick Change: Use change shape as a swift action and surprise foes. Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons. Raven's Flight: Quickly turn into a tiny blurred shape with flight. Reloading Hands: Loads a single shot into your weapon every round. Replay Tracks: Reconstruct past events from a set of tracks Restful Cloak: Enchanted cloak functions as a tent Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched. Ricochet ShotY: Imbues a projectile weapon to give its ammunition the ability to ricochet. Riversight: See events transpiring along a natural watercourse you touch. Ropeweave: Create useful tools from a coil of rope Scale Spikes: Enhance a target’s scales with jagged spikes. Scamper: Grant your animal companion astonishing agility Sea Steed: Your mount adapts to an aquatic environment Seed SpiesR: Create a group of wafting seeds with magical intellect that can spy for you. Selective Alarm: As alarm, but only against selected creatures. Sense Fear: Perceive nearby creatures that are experiencing fear Sense Vitals: Gain the ability to sneak attack. Shackle: Summon manacles onto a target creature Shared Training: Share your teamwork feats with allies Shield Companion (ACG): As shield other, but affecting your companion creature. Sickening Entanglement: As entangle, but plants have sickening sap. Slipstream: Wave boosts creature's speed. Snare: Creates a magic booby trap. Soothing Word: Lessen the severity of a target’s conditions. Speak with Plants: You can talk to plants and plant creatures. Spike Growth: Creatures in area take 1d4 damage, may be slowed. Stabilize Pressure: Target immediately adjusts to the surrounding pressure Stone Call: 2d6 damage to all creatures in area. Summon Nature's Ally 2: Summons creature to fight. Surefoot Boots: Enchanted boots let you treat Acrobatics checks to balance as though you rolled a 20 Sweat PoisonR: Secrete a poison from your skin Tactical Miscalculation: Prevent a creature from making attacks of opportunity. Undetectable TrapM: Make a trap extremely difficult to find. Venomous BiteM: Enhance a target creature’s bite with poison. Versatile Weapon: Weapon bypasses some DR. Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth Visualization of the BodyM: Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost Water Walk, Communal: As water walk, but you may divide the duration among creatures touched. Web Shelter: Create a comfortable shelter made of webbing. Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep. Wilderness Soldiers: Nearby plants aid you in combat. Wind Wall: Deflects arrows, smaller creatures, and gases. With the Wind: Protect a target from being blown away by wind of less than windstorm force
3rd-Level Aerial Tracks: Track flying creatures through the air. Animal Ambassador: Grant an animal messenger sentience to deliver your message. Animal Aspect, Greater: As animal aspect, but you gain two animal qualities. Apport Animal: Send or receive a Tiny or smaller animal via teleportation. Army Across Time: As ally across time, but more cubes and more duplicates Aspect of the Stag: +2 AC against attacks of opportunity and increases speed. Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects. Black Sword of WarR: Enchant a weapon to deal extra bleed damage. Blade Snare: Create an invisible snare to trap weapons. Blast Barrier: Create a rippling but unstable wall from the earth. Bleed for your Master: Compel a companion to take damage for you Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus. Bloody Arrows: Enhance ranged weaponry to deal bleed damage. Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks. Burning Entanglement: As entangle, but deals fire damage and obscures the area with smoke BurrowY: Target gains a burrow speed of 15. Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. Calistria's Guardian Wasps: Summon a swarm of wasps to ward and area Chameleon Stride, Greater: As chameleon stride, but affecting all nearby creatures. Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot. Cloak of Winds: Creates a screen of wind around you. Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron Command Plants: Sways the actions of plant creatures. Companion Mind LinkY: You can talk with your animal companion, and can handle it with supernatural ease. Create Holds: Create handholds out of earth, plaster, stone, or wood. Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10). Darkvision: See 60 ft. in total darkness. Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched. Diminish Plants: Reduces size or blights the growth of normal plants. Drain Poison: Drain a creature’s poison and apply it to your weapon. Enshroud Thoughts: Ward yourself against thought detection and memory alteration. Feather Step, Mass: As feather step, but affects many targets rather than one. Fickle Winds: Wind walls selectively block attacks. Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench. Forest's Sense: Sense the location of a distant target that is near a plant or fungus Free Swim: As freedom of movement, but only allowing a creature to move freely underwater Frigid Souls: Disrupt and dispel spells that protect against cold FrosthammerR: Hurl a warhammer of magically hardened ice at your target. Full PouchM: Divide a consumable alchemical item into two nearly identical copies. Geomessage: Leave a message hidden on a surface Insect Spies: Use magic beetles as spies. Instant Enemy: Target is treated as a favored enemy type of your choice. Instant Fake: Provide a short-term replica of an object. Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni. Life Blast: Drain life from local vegetation to launch a blast of positive energy Life Bubble: Protects creatures from sustained environmental effects. Life Current: Infuse a current with positive energy, healing all living creatures within Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase. Magic Fang, GreaterY: One natural weapon gets + 1/four levels (max +5). Martyr's Last BlessingR: Burst with healing energy when you are dying or killed. Meticulous Match: Determine if two things are identical. Mirage: Create illusory terrain Named BulletY: Imbues ammunition with accuracy against a specific creature type. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Nondetection, Lesser: As nondetection, but only protects against spells that target an area Pinecone Bomb: Thrown pinecone deals 1d6 piercing damage/2 levels in a 10-ft.-radius Planar Aegis: Use planar energy to protect yourself and retaliate with one energy type Plant Growth: Grows vegetation, improves crops. Pressure Adaptation: Target acclimates to pressure changes more quickly Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched. Quieting Weapons: Weapons make no sound and quiet their victims. Reduce Animal: Shrinks one willing animal. Remove Disease: Cures all diseases affecting subject. Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. Repugnant Taste: Foul liquid nauseates creatures that bite the target Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched. Rising Water: Create a pillar of water Sand Table: Create a model of the surrounding land and the creatures nearby Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus. Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp See Through Stone: Look through solid rock as if it were glass. Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar. Shield of WingsR: Five burning wings grant you flight and protect you from fire. Signs of the Land: Learn up to three details about the surrounding territory Soothing Mud: Create restorative mud that heals hit point and ability damage Spectral Scout: Summon a spectral animal to scout for you. Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster). Stench of Prey: Predatory animals must successfully save or attack the target. Strong Jaw: Natural attacks damage as two sizes bigger. Summon Nature's Ally 3: Summons creature to fight. Summon Totem Creature (Shoanti): Summon animals sacred to your tribe. Sunstalker: Creature becomes invisible in sunlight Sylvan Hideaway: Create a secret extradimensional hideaway. Symbol of StormsM: Symbol creates stormwinds and lightning when triggered Tail Current: Create a current in water to enhance or impede swimming Tailwind: Create a current of wind to enhance or impede flight Thorn Snare: Create a snare trap covered with sharp thorns. Thorny Entanglement: As entangle, plus plants make ranged attacks. Thunderstomp, Greater: Trip multiple creatures within range. Tireless Pursuers: As tireless pursuit, but affects many targets rather than one. Titanic Anchoring: Become grounded and nearly immovable. Toxic Blood: Turn your blood into venom, poisoning creatures that wound you Tree Shape: You look exactly like a tree for 1 hour/level. Unlife Current: Infuse a current with negative energy, damaging all living creatures within Venomous Bolt: Arrow or bolt poisons target. Vex Giant: Gain increased senses against a target larger than you. Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current. Ward of the SeasonR: Enhance a creature with the power of a season. Water Walk: Subject treads on water as if solid. Woodland Rune: Triggered rune slows the movements of creatures in the area Zephyr's FleetnessR: +30 foot land and fly speed (if any) to your allies.
4th-Level Animal Growth: One animal doubles in size. Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks. Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD. Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath. Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations Bow Spirit: Summons an invisible spirit that fires your arrows for you as a swift action. Brightest Light: As daylight, but lasts longer and can dispel darkness effects Cloud ShapeR: Assume the appearance of a large cloud. Commune with Nature: Learn about terrain for 1 mile/level. Commune with Plane: Learn about local planar terrain Companion Transportation: Swap places with your animal companion, familiar, or spirit animal via teleportation Control Vermin: Control a number of vermin for you and your allies to ride. Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15). Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched. Darkvision, Greater: See 120 ft. in total darkness. Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack. Entice Fey, LesserM: Entice service from a fey with 6 Hit Dice or fewer. Find Quarry: You can sense whether a particular creature is within 20 miles of your location. Freedom of Movement: Subject moves normally despite impediments to restrict movement. Green Caress: Slowly transform a creature into an inanimate plant. Grove of Respite: Creates trees and a small spring. Heavy Water: Make water heavier and harder to swim through. Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm Jungle Mind: Merge your mind with the wild beasts in a wide area, gaining knowledge on all those within and reading the thoughts of some animals. Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level. Night of BladesR: Create an immobile wall of tiny black blades. NondetectionM: Hides subject from divination, scrying. Overwhelming Poison: Make a poison more difficult to resist. Phantom Hunt: Grant yourself and your animal companion numerous enhanced senses and tracking abilities. Planned AssaultRT: Increase the effectiveness of actions planned in advance. Raise Animal CompanionM: As raise dead, but on an animal. Redcap's Touch: Gain a +2 bonus on damage rolls and heal slightly when you kill a creature Remove Radioactivity: Remove radiation effects from a target. Sea Stallion: You and your mount adapt to an aquatic environment Shield of the DawnflowerRY: Create a protective shield of sunlight. Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them. Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area. Sturdy Tree Fort: Create a tree that supports a defensive fort within its branches Substitute Trail: Disguise a creature's tracks as though made by a different creature Summon Flight of EaglesF: Summon giant eagles as mounts or battle companions Summon Nature's Ally 4: Summons creature to fight. Tactical FormationRT: Grant targets a bonus to AC so long as they remain in formation. Terrain Bond: Treat the terrain you are in as a favored terrain for the spell's duration. Thirsting Entanglement: As entangle, but thorns deal Constitution damage Tree Stride: Step from one tree to another far away. Unerring Tracker: Follow an entire trail unerringly. Watchful Animal: Place a scrying sensor on your animal companion or familiar.
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