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