Conjuration
Orb deals 1d3 acid damage.
Class Levels:
Magus 0
Wizard 0
Arcanist 0
Sorcerer 0
Summoner 0
Inquisitor 0
Elementalist Wizard 0
Transmutation
Subject gains a bonus on Perception checks.
Class Levels:
Bard 2
Skald 2
Hunter 2
Ranger 2
Alchemist 2
Inquisitor 2
Investigator 2
Illusion
With a word and a gesture, you instill such apprehension about attacking you in your target that doing so causes it mental distress and pain.
Class Levels:
Witch 3
Cleric 3
Oracle 3
Warpriest 3
Inquisitor 3
Antipaladin 2
Enchantment
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Class Levels:
Adept 2
Cleric 2
Oracle 2
Shaman 2
Alchemist 2
Warpriest 2
Inquisitor 2
Abjuration
Wards an area for 2 hours/level.
Class Levels:
Bard 1
Skald 1
Hunter 1
Ranger 1
Wizard 1
Arcanist 1
Sorcerer 1
Summoner 1
Inquisitor 1
Transmutation
Weapon becomes good, evil, lawful, or chaotic.
Class Levels:
Cleric 2
Oracle 2
Warpriest 2
Inquisitor 2
Divination
Magical auras become visible to you.
Class Levels:
Magus 3
Witch 3
Wizard 3
Arcanist 3
Sorcerer 3
Alchemist 3
Inquisitor 3
Abjuration
Removes burden of misdeeds from subject.
Class Levels:
Druid 5
Cleric 5
Hunter 5
Oracle 5
Warpriest 5
Inquisitor 5
Enchantment
Enemies take -1 on attack rolls and saves vs. fear.
Class Levels:
Cleric 1
Oracle 1
Shaman 1
Warpriest 1
Inquisitor 1
Antipaladin 1
Abjuration
Banishes 2 HD/level of extraplanar creatures.
Class Levels:
Cleric 6
Oracle 6
Shaman 6
Wizard 7
Arcanist 7
Sorcerer 7
Summoner 5
Warpriest 6
Inquisitor 5
Abjuration
Dispels touched illusion or a creature's change in form.
Class Levels:
Witch 5
Inquisitor 3
Divination
You and an ally gain attack and AC bonuses.
Class Levels:
Wizard 6
Arcanist 6
Sorcerer 6
Inquisitor 4
Enchantment
You are transformed into a single-minded force of destruction.
Class Levels:
Witch 4
Cleric 4
Hunter 3
Oracle 4
Ranger 3
Alchemist 3
Warpriest 4
Inquisitor 3
Antipaladin 3
Investigator 3
Enchantment
Target gains a +2 insight bonus on skill checks with a skill you have at least one rank in and is considered trained in that skill.
Class Levels:
Bard 2
Skald 2
Witch 2
Cleric 3
Oracle 3
Wizard 2
Arcanist 2
Sorcerer 2
Warpriest 3
Inquisitor 2
Enchantment
Grants a creature proficiency in a single weapon for short period of time.
Class Levels:
Magus 2
Witch 2
Cleric 2
Oracle 2
Wizard 2
Paladin 2
Arcanist 2
Sorcerer 2
Alchemist 2
Warpriest 2
Inquisitor 2
Antipaladin 2
Investigator 2
Evocation
Wall of blades deals 1d6/level damage.
Class Levels:
Cleric 6
Oracle 6
Warpriest 6
Inquisitor 6
Evocation
Kills, paralyzes, weakens, or dazes nonevil subjects.
Class Levels:
Cleric 7
Oracle 7
Warpriest 7
Inquisitor 6
Necromancy
Cause a stabilized creature to resume dying.
Class Levels:
Witch 0
Cleric 0
Oracle 0
Wizard 0
Arcanist 0
Sorcerer 0
Warpriest 0
Inquisitor 0
Enchantment
Allies gain +1 on attack rolls and saves against fear.
Class Levels:
Adept 1
Cleric 1
Oracle 1
Shaman 1
Paladin 1
Warpriest 1
Inquisitor 1
Enchantment
A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on saving throws against fear effects.
Class Levels:
Cleric 2
Oracle 2
Paladin 2
Warpriest 2
Inquisitor 2
Enchantment
Functions like blessing of luck and resolve, except that it affects multiple creatures.
Class Levels:
Cleric 6
Oracle 6
Paladin 4
Warpriest 6
Inquisitor 6
Transmutation
1 ally/level gains darkvision and a +2 Stealth bonus.
Class Levels:
Cleric 3
Hunter 3
Oracle 3
Ranger 3
Paladin 3
Warpriest 3
Inquisitor 3
Transmutation
Makes holy water.
Class Levels:
Cleric 1
Oracle 1
Paladin 1
Warpriest 1
Inquisitor 1
Evocation
You blast your enemies with blinding rays of sunlight.
Class Levels:
Cleric 2
Oracle 2
Paladin 2
Warpriest 2
Inquisitor 3