0-Level SpellsChameleon Scales: Change the color of your skin to something else.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject.
Flare: Dazzles one creature (–1 on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
1st-Level Spells AbstemiousnessR: Enhance simple food to provide greater nutrition.
Abundant Ammunition: Replaces nonmagical ammunition every round.
Acid Maw: Enhance your animal companion’s bite attack with acid.
Advanced ScurvyR: Force the target to contract an advanced form of scurvy.
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.
Alter Winds: Increase/decrease strength of natural winds.
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.
Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
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.
Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Bristle: Trade natural armor bonus for a bonus on attacks with natural weapons.
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
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.
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.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Damp Powder: Ruins ammunition loaded in the targeted firearm.
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.
Decompose Corpse: Turn a corpse into a clean skeleton.
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Radiation: Detect radiation in the surrounding area.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect the Faithful: Detect other worshippers of your deity.
Diagnose Disease: Detect and identify diseases.
Dream FeastR: Feed someone while they sleep.
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Endure ElementsY: Exist comfortably in hot or cold regions.
Enlarge Tail: Increase the reach and power of your tail.
EntangleY: Plants entangle everyone in 40-ft. radius.
Expeditious Construction: Create a low wall or other simple structure of packed earth or stone.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Faerie FireY: Outlines subjects with light, canceling blur, concealment, and the like.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
FirebellyR: Breathe fire and become resistant to it.
Flare Burst: As flare, but affects all creatures in 10 ft.
Frostbite: Target takes cold damage and is fatigued.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Glide: You take no falling damage and move 60 ft./round while falling.
GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Gravity Bow: Arrows do damage as though one size category bigger.
Hairline FracturesR: Create hairline fractures in earth and stone.
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.
Hibernate: Place a willing subject into a cataleptic state.
Hide from Animals: Animals can't perceive one subject/level.
Hide Weapon: Hide a weapon within your own arm.
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.
Hydraulic PushY: Wave of water bull rushes an enemy.
Ice ArmorR: Create a thick suit of ice armor.
Inner Focus: Ignore divine focus components of your spells.
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.
Ironbloom SproutsFMR: Transform mushrooms into magical ironbloom mushrooms.
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.
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.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
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.
Mighty Fist of the EarthRY: Fling a fist-sized rock at your opponent, this rock can channel your ki.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
MudballR: Throw a ball of mud to blind your enemy.
Nature’s Paths: Find the shortest and easiest paths through the wilderness.
Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.
Negate Aroma: Subject cannot be tracked by scent.
Nereid's GraceR: Gain your charisma bonus as a deflection bonus to AC when not wearing armor.
Obscuring MistY: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Ray of Sickening: Ray makes subject sickened.
Read WeatherFR: Forecast the weather for the next 48 hours.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Residual Tracking: Tell creature's appearance by footprint.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Restore Corpse: Skeletal corpse grows flesh.
Returning Weapon: Grants a weapon the returning special weapon quality.
Reveal Mirage: Discern illusory terrain from range.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons.
Snowball: Conjure a hard packed ball of ice and snow to throw.
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Speak with Animals: You can communicate with animals.
Spirit Call: Increase the power of spells related to your spirit/domain.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Stone Fist: Your unarmed strikes are lethal.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
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.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.
Thunderstomp: Trip one creature within range.
Tireless Pursuit: Ignore fatigue while hustling.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Touch of CombustionR: Cause someone to combust with a touch.
Touch of the Sea: Swim speed becomes 30 ft.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Urban GraceR: Move through crowds and urban settings with ease.
Wartrain Mount: Animal gains combat training.
Wave Shield: Water blunts one incoming attack or fire effect.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Winter FeathersR: Protect a feathered creature from the cold for a day.
2nd-Level SpellsAboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air.
Accelerate Poison: Hastens targeted poison's onset.
Acute Senses: Subject gains a bonus on Perception checks.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Air Step: Tread unsteadily on air, with limitations.
Allfood: Turns item up to 5 lbs./level into food.
Alter Summoned Monster: Swap one summoned creature with another.
Amplify Stench: Amplify your natural stench ability.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Animal Trance: Fascinates 2d6 HD of animals.
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.
Arrow Eruption: Creates duplicates of killing arrow.
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.
Beastspeak: Speak normally while in animal form.
Binding EarthR: Areas of earth and stone attempt to drag the target of this spell down.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Bloodhound: Gives caster the scent special ability.
Brittle PortalR: Reduce the hardness of obejcts within the area.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Burdened Thoughts: Force heavy encumberance onto a creature.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Burst of Radiance: Fill the area with a blinding light.
Callback: Your familiar teleports back to you when hurt.
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.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chameleon Stride: Gives a +4 bonus on Stealth checks and concealment.
Chill MetalY: Cold metal damages those who touch it.
Clear Grove: Clear out vegetation from a small area.
Climbing Beanstalk: Create a beanstalk that is easy to climb.
Cloud of SeasicknessR: Create a sickening cloud that mimics the effects of seasickness.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Control Vermin: Control a number of vermin for you and your allies to ride.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Delay DiseaseR: Grant the target temporary immunity to disease.
Determine Depth: Determine the exact thickness of a wall, ceiling, or other barrier.
Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
Eagle Eye: Creates a magical sensor high above you.
Effortless Armor: Armor you wear no longer slows your speed.
Elemental Speech: Enables you to speak to elementals and some creatures.
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.
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Feast of AshesY: A target starves with an insatiable hunger.
Fiery Runes: Charge a weapon with magical fiery runes.
Fire Sneeze: Sneeze flame to set your enemies on fire and knock them prone.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Flame BladeY: Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
Fog CloudY: Fog obscures vision.
Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies.
Frigid Touch: Target takes cold damage and is staggered.
Frost Fall: The area is covered in a chilling frost.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Fury of the SunR: Curse the target with internal heatstroke.
Garden of Peril: Grow a group of poisonous mushrooms.
Gird Ally: Grant your summoned creatures a deflection bonus to their AC.
Gozreh's TridentR: Create a forked trident of electricity.
Greensight: Allow a person to see through 60 ft. of plant life.
GroundswellR: Raise the ground up underneath you.
Guiding Star: Know approximate distance from where you cast this spell.
Gust of WindY: Blows away or knocks down smaller creatures.
Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about.
Harmless Form: Transform the target into a "harmless" animal.
Harvest Season: Cause an explosive burst of growth in a single plant.
Heat MetalY: Makes metal so hot it damages those who touch it.
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.
Improve TrapR: Increase a trap’s effectiveness.
Insect Scouts: Create insects to scout an area for you.
Invigorating Poison: Transform the negative effects of a poison into positive ones.
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 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.
Magic Boulder: As magic stone, but with boulders.
Masterwork Transformation: Make a normal item into a masterwork one.
Mud Buddy: Create a small minion out of mud.
Natural Rhythm: +1 on damage rolls with each hit (max +5).
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Pox PustulesY: Subject is sickened and has –4 Dex.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Protective Spirit: Protects from attacks of opportunity.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Recentering Drone: Emit a calming drone so targets under the effect of negative conditions can suffer a lesser version of them instead.
Reduce Animal: Shrinks one willing animal.
Reloading Hands: Loads a single shot into your weapon every round.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Reveal True ShapeM: Reveal the true form of a magically disguised/transformed creature.
Ricochet ShotY: Imbues a projectile weapon to give its ammunition the ability to ricochet.
Riversight: See events transpiring along a natural watercourse you touch.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scamper: Greatly increase your animal companion’s use of Acrobatics.
Scent Trail: Leave trail for allies to follow.
Sea Steed: Adapt your companion to an aquatic environment.
Sense Vitals: Gain the ability to sneak attack.
Share Language: Subject understands chosen language.
Shield Companion: As shield other, but affecting your companion creature.
Sickening Entanglement: As entangle, but plants have sickening sap.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Slipstream: Wave boosts creature's speed.
Snare: Creates a magic booby trap.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Soothing Word: Lessen the severity of a target’s conditions.
Speak with Plants: You can talk to plants and plant creatures.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Steal BreathR: Steal the breath from a creature’s lungs.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Summon Nature's Ally 2: Summons creature to fight.
Summon SwarmY: Summons swarm of bats, rats, or spiders.
Sympathetic WoundsMR: Force half of the damage you take onto another creature.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
Tar Ball: Burning tar harms target and penalizes its Dex.
Tree Shape: You look exactly like a tree for 1 hour/level.
Unshakable ChillY: Target is afflicted with severe cold.
Venomous BiteM: Enhance a target creature’s bite with poison.
Versatile Weapon: Weapon bypasses some DR.
Vine Strike: Entangle enemies while in close combat.
Warp Wood: Bends wood.
Web Shelter: Create a comfortable shelter made of webbing.
Whip of Spiders: Create a whip made of poisonous spiders.
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.
Winter's Grasp: Cover the ground in a layer of supernaturally cold ice.
Wood Shape: Reshapes wooden objects to suit you.
3rd-Level Spells Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Aggravate Affliction: Force ongoing afflictions to trigger.
Air Breathing: Allow creatures to breathe air.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Anthropomorphic Animal: Animal becomes bipedal.
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Aqueous Orb: Creates rolling sphere of water.
Ash Storm: Hamper vision and movement.
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Aversion: Cause the target to avoid an object or location.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Bite the Hand: Compel a summoned creature to attack its summoner.
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: Force your animal servant to take a blow 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.
BurrowY: Target gains a burrow speed of 15.
Burst of Nettles: Burst deals 3d6 damage and 1d6 acid.
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.
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
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.
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Cloak of Winds: Creates a screen of wind around you.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
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.
ContagionY: Infects subject with chosen disease.
Create DrugR: Conjure a drug.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Cup of DustY: Causes a creature to become dehydrated.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
Darkvision: See 60 ft. in total darkness.
DaylightY: 60-ft. radius of bright light.
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.
Dominate Animal: One animal obeys your silent mental commands and orders.
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.
Fins to FeetR: Give a creature legs, allowing it to walk on land.
Frigid Souls: Disrupt and dispel spells that protect against cold
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Fungal Infestation: Target takes bleed from attacks.
Heatstroke: Fire a ray to give someone heatstroke, dealing 1d4 nonleathal damage and inducing exhaustion.
Hurricane Blast: Create a severe blast of air bursting out from you.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Hydrophobia: Make targets become deathly afraid of water.
Ice Spears: Force a number of giant spears of ice from the ground.
Instant Enemy: Target is treated as a favored enemy type of your choice.
Life Bubble: Protects creatures from sustained environmental effects.
Life Shield: Ward yourself with positive energy so any attacking undead take damage.
Lily Pad Stride: Walk across water on moving lily pads.
Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.
Mad Monkeys: Summon a swarm of mischievous monkeys.
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.
Meld into Stone: You and your gear merge with stone.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Nature's Exile: Gives subject –10 on Survival checks.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar InquiryM: Call an extraplanar creature to answer your questions.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Quench: Extinguishes fires.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Rain of Frogs: Summon a swarm of poisonous frogs.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
See Through Stone: Look through solid rock as if it were glass.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Sheet Lightning: Create an area of electricity that dazes all those within.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Siphon Might: Drain strength from a creature and transfer it to another.
Sky SwimR: Allow the target to swim through the air.
Sleet Storm: Hampers vision and movement.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Spit Venom: Spit blinding black adder venom.
Steal Size: Reduce a creature’s size, enlarge your own.
Steal Years: Temporarily steal youth and vitality from the target.
Stench of Prey: Predatory animals must successfully save or attack the target.
Stone ShapeY: Sculpts stone into any shape.
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.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
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 Rupture: Force a target to save against its own poison.
Transfer Regeneration: Bestow your regeneration on your allies.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Vengeful Comets: Create a group of orbiting comets that can immediately strike those who target you with spells.
Venomous Bolt: Arrow or bolt poisons target.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Vex Giant: Gain increased senses against a target larger than you.
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 Breathing: Subjects can breathe underwater.
Water Shield: Surround yourself with a protective spout of acid.
Water Walk: Subject treads on water as if solid.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
Zephyr’s FleetnessR: +30 foot land and fly speed (if any) to your allies.
4th-Level Spells Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Age Resistance, Lesser: Ignore penalties from middle age.
Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Alter River: Alter the flow of water in a natural freshwater channel.
Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Animal Growth: One animal doubles in size.
Antiplant Shell: Keeps animated plants at bay.
Arboreal HammerY: Tree branches attack opponents.
Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
Atavism: Animal gains advanced creature simple template.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath.
Borrow Corruption: a
Bow Spirit: Summons an invisible spirit that fires your arrows for you as a swift action.
Calm Air: Reduce the strength of wind in an area.
Cape of WaspsY: Wasp swarm defends or carries you.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Claim Identity: Steal a creature's face
Cloud ShapeR: Assume the appearance of a large cloud.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Water: Raises or lowers bodies of water.
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.
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.
Dispel MagicY: Cancels one magical spell or effect.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Echolocation: Sonic sense gives you blindsight 40 ft.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Explosion of Rot: Call forth a burst of decay to ravage all things living in a small area.
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Geyser: Creates a geyser of boiling water.
Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Gravel Vortex: Create a hail of tiny pieces of rock and dust.
Grove of Respite: Creates trees and a small spring.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Heavy Water: Make water heavier and harder to swim through.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Infuse Effigy: Infuse an effigy with a powerful curse.
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Irradiate: Flood an area with dangerous radiation.
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.
Kiss of the First WorldM: Imbue a creature with raw energy from the First World.
Liquefy: Transmute an object into a liquid version of itself.
Master’s Escape: Create a link between you and a summoned creature, allowing you to switch places.
Moonstruck: Subject is enraged and confused.
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.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
NondetectionM: Hides subject from divination, scrying.
Obsidian Flow: Converts the surface of the ground into molten glass.
Phantom Hunt: Grant yourself and your animal companion numerous enhanced senses and tracking abilities.
Plague Carrier: Target's attacks carry filth fever.
Planned AssaultRT: Increase the effectiveness of actions planned in advance.
Raise Animal CompanionM: As raise dead, but on an animal.
Rebuke Technology: Render a piece of technology inert.
ReincarnateFM: Brings dead subject back in a random body.
Remove Radioactivity: Remove radiation effects from a target.
Ride The Waves: Target can breathe water and swim.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Rusting Grasp: Your touch corrodes iron and alloys.
ScryingF: Spies on subject from a distance.
Sea Stallion: As sea steed, but gain amphibious and freedom of movement-like effects while mounted.
Sensory Amplifier: Enhance the sight of all creatures near you.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear.
Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area.
Slowing Mud: Targets are covered in mud that blinds them and acts like slow.
Spike StonesY: Creatures in area take 1d8 damage, may also be slowed.
Strip Scales: Reduce the target’s natural armor.
Summon Flight of EaglesF: Summon 1d4+1 giant eagles to serve as mounts.
Summon Nature's Ally 4: Summons creature to fight.
Sword to Snake: Change an object into a venemous creature.
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.
Thorn Body: Your attackers take 1d6 +1 damage/level.
Touch of Slime: Touch infests a target with green slime.
Traveling DreamR: Create a magical sensor that you can watch through while you sleep.
Tree Stride: Step from one tree to another far away.
True FormY: Removes polymorph effects.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Volcanic Storm: Hot rocks deal 5d6 damage.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.
Zone of Foul Flames: Create an area that returns fire spells and effects back onto their caster.
5th-Level Spells Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change.
AwakenM: Animal or tree gains human intellect.
Baleful PolymorphY: Transforms subject into harmless animal.
Blood Ties: a
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Callback, Greater: As callback, except for a greater distance and longer duration.
Carve PassageFR: Excavate and move snow, earth, dust, and loose/packed rocks or ice chunks.
Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Contagion, Greater: Infect a subject with a magical disease.
Control Winds: Changes wind direction and speed.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Daemon WardM: As death ward, but against daemons.
Death Ward: Grants bonuses against death spells and negative energy.
Destroy Robot: Focus electricity on destroying a robot or robot-like creation.
Die for Your Master: A stronger version of bleed for your master, this forces the animal servant to intercept any attack that targets you, even if it does not require an attack roll.
Dispel Balance: Protect yourself from neutral creatures and banish them to their home planes.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
GeniekindY: Gain the power and influence of a genie.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
HallowM: Designates location as holy.
Hungry Earth: Enchant the ground to pull creatures beneath the surface.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Insect Plague: Wasp swarms attack creatures.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Mantle of the Magic WarriorsR: Imbue targets with animal spirits, granting them unique bonuses.
Master’s Mutation: Mutate a summoned creature to grant it new abilities.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Oasis: Redirect the flow of water toward a designated point.
Old Salt's CurseR: Permanently sicken someone, worse if target is on or in the water far from shore.
Reprobation: Marked target is shunned by your religion.
Rest Eternal: Dead creature cannot be revived.
Snake Staff: Transforms wood into snakes to fight for you.
SoulswitchF: Swap your soul with your familiar’s.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
StoneskinMY: Grants DR 10/adamantine.
Summon KamiR: As summon nature’s ally V, except you can summon one kodama, 1d3 fukujin, or 1d4+1 shikigami.
Summon Nature's Ally 5: Summons creature to fight.
Threefold AspectF: Appear older or younger.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
UnhallowM: Designates location as unholy.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Light: Create a wall of blinding light.
Wall of ThornsY: Thorns damage anyone who tries to pass.
Whip of Centipedes: Create a whip made of poisonous centipedes.
Wind BladesR: Harden the air around the target into jagged invisible blades.
6th-Level Spells Age Resistance: Ignore penalties from old age.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Antitech Field: Create a field that prevents advanced technology from entering
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Binding Earth, MassR: As binding earth but with multiple targets.
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Blazing Rainbow: Create bow with brilliant energy arrows or a bridge that helps allies and hinders opponents.
Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Cyclic ReincarnationFM: Return a creature to life in a new body closely resembling their original one.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Eagle Aerie: Summon 1 giant eagle/3 levels.
Epidemic: Infect a subject with a highly contagious disease.
Find the Path: Shows most direct way to a location.
Fire SeedsY: Acorns and berries become grenades and bombs.
Gravity Sphere: Alter the gravity in a 30-foot-radius area.
Gravity Well: Increase the power of gravity in an area.
Ironwood: Magic wood is as strong as steel.
Jatembe’s Ire: Create evil-seeking tendrils from tall grass and weeds.
Liveoak: Oak becomes treant guardian.
Move EarthY: Digs trenches and builds hills.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Path of the WindsR: Call forth mighty winds to clear a path for you.
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
Poison Breath: Expel a cone of poison from your mouth.
Primal Regression: Make a creature become bestial and unintelligent.
Repel WoodY: Pushes away wooden objects.
Share SkinR: Possess the body of an animal
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine).
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Summon Giant Ally IR: Summon a giant ally (cave, hill, marsh, river, slag, stone, or wood).
Summon Nature's Ally 6: Summons creature to fight.
Summon Stampede: Conjure a herd of aurochs to trample your enemies.
Swarm Skin: Turns your body into a swarm of vermin.
Tar Pool: Converts the top layer of the ground into hot tar.
TerraformM: Expend mythic power to alter the immediate area’s climate and terrain.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of StoneY: Creates a stone wall that can be shaped.
Whip of Ants: Create a whip made of army ants.