1st-Level Spells 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.
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.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
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.
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: Detect other worshippers of your deity.
Diagnose Disease: Detect and identify diseases.
Dream FeastR: Feed someone while they sleep.
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.
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.
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.
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.
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.
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: Find the shortest and easiest paths through the wilderness.
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.
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.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
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.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
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.
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.
Urban GraceR: Move through crowds and urban settings with ease.
Wartrain Mount: Animal gains combat training.
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 Spells 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.
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.
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.
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.
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.
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.
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.
Garden of Peril: Grow a group of poisonous mushrooms.
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.
Harmless Form: Transform the target into a "harmless" animal.
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.
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.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
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.
Reloading Hands: Loads a single shot into your weapon every round.
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.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scamper: Greatly increase your animal companion’s use of Acrobatics.
Sea Steed: Adapt your companion to an aquatic environment.
Sense Vitals: Gain the ability to sneak attack.
Shield Companion: 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.
Stone Call: 2d6 damage to all creatures in area.
Summon Nature's Ally 2: Summons creature to fight.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
Venomous BiteM: Enhance a target creature’s bite with poison.
Versatile Weapon: Weapon bypasses some DR.
Vine Strike: Entangle enemies while in close combat.
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.
3rd-Level Spells Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
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: 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 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.
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.
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.
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.
Instant Enemy: Target is treated as a favored enemy type of your choice.
Life Bubble: Protects creatures from sustained environmental effects.
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.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
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.
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 Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
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.
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.
Tree Shape: You look exactly like a tree for 1 hour/level.
Venomous Bolt: Arrow or bolt poisons target.
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 Walk: Subject treads on water as if solid.
Zephyr’s FleetnessR: +30 foot land and fly speed (if any) to your allies.
4th-Level Spells 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: a
Bow Spirit: Summons an invisible spirit that fires your arrows for you as a swift action.
Cloud ShapeR: Assume the appearance of a large cloud.
Commune with Nature: Learn about terrain for 1 mile/level.
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.
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.
Grove of Respite: Creates trees and a small spring.
Heavy Water: Make water heavier and harder to swim through.
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.
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.
Remove Radioactivity: Remove radiation effects from a target.
Sea Stallion: As sea steed, but gain amphibious and freedom of movement-like effects while mounted.
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.
Summon Flight of EaglesF: Summon 1d4+1 giant eagles to serve as mounts.
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.
Tree Stride: Step from one tree to another far away.
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.