Transmutation
Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Class Levels:
Paladin 4
Inquisitor 5
Antipaladin 4
Transmutation
You gain two additional attacks of opportunity for 1 round.
Class Levels:
Paladin 2
Inquisitor 3
Antipaladin 2
Transmutation
Oak becomes treant guardian.
Class Levels:
Druid 6
Hunter 6
Shaman 7
Transmutation
Gives creature grab ability with a natural attack.
Class Levels:
Druid 2
Hunter 2
Ranger 2
Transmutation
Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Class Levels:
Magus 1
Hunter 1
Ranger 1
Wizard 1
Paladin 1
Arcanist 1
Sorcerer 1
Alchemist 1
Inquisitor 1
Antipaladin 1
Investigator 1
Transmutation
Your base speed increases by 10 ft.
Class Levels:
Druid 1
Hunter 1
Ranger 1
Transmutation
5-pound telekinesis.
Class Levels:
Bard 0
Magus 0
Skald 0
Wizard 0
Arcanist 0
Sorcerer 0
Summoner 0
Transmutation
Wizard only. Recalls spell of 5th level or lower.
Class Levels:
Wizard 6
Sorcerer 6
Transmutation
This spell works like magic stone , except you transmute as many as three boulders (rocks up to two size categories smaller than yourself) to use with the rock throwing ability or as siege engine ammunition.
Class Levels:
Druid 2
Cleric 2
Hunter 2
Oracle 2
Warpriest 2
Transmutation
One natural weapon of subject creature gets +1 on attack and damage rolls.
Class Levels:
Druid 1
Hunter 1
Ranger 1
Summoner 1
Transmutation
One natural weapon gets + 1/four levels (max. +5).
Class Levels:
Druid 3
Hunter 3
Ranger 3
Summoner 3
Transmutation
Siege gains +1 on targeting and damage rolls.
Class Levels:
Cleric 2
Oracle 2
Wizard 2
Paladin 2
Arcanist 2
Sorcerer 2
Warpriest 2
Inquisitor 2
Antipaladin 2
Transmutation
Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Class Levels:
Cleric 5
Oracle 5
Wizard 4
Paladin 4
Arcanist 4
Sorcerer 4
Warpriest 5
Inquisitor 4
Antipaladin 4
Transmutation
Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Class Levels:
Druid 1
Cleric 1
Hunter 1
Oracle 1
Shaman 1
Warpriest 1
Transmutation
Armor or shield gains +1 enhancement per four levels.
Class Levels:
Cleric 3
Oracle 3
Shaman 3
Warpriest 3
Inquisitor 3
Transmutation
Weapon gains +1 bonus.
Class Levels:
Magus 1
Cleric 1
Oracle 1
Shaman 1
Wizard 1
Paladin 1
Arcanist 1
Sorcerer 1
Warpriest 1
Bloodrager 1
Inquisitor 1
Antipaladin 1
Transmutation
Weapon gains +1 bonus/four levels (max +5).
Class Levels:
Magus 3
Cleric 4
Oracle 4
Shaman 4
Wizard 3
Paladin 3
Arcanist 3
Sorcerer 3
Warpriest 4
Bloodrager 3
Inquisitor 3
Antipaladin 3
Transmutation
Repairs an object.
Class Levels:
Cleric 2
Oracle 2
Wizard 2
Arcanist 2
Sorcerer 2
Warpriest 2
Transmutation
This spell repairs 1d6 points of damage plus 1 point per level when cast on a construct creature (maximum 10d6+10).
Class Levels:
Cleric 4
Oracle 4
Wizard 4
Arcanist 4
Sorcerer 4
Warpriest 4
Transmutation
Construct behaves oddly for 1 round/level.
Class Levels:
Wizard 4
Arcanist 4
Sorcerer 4
Transmutation
The target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water.
Class Levels:
Druid 1
Witch 1
Cleric 1
Hunter 1
Oracle 1
Ranger 1
Wizard 1
Arcanist 1
Sorcerer 1
Warpriest 1
Bloodrager 1
Transmutation
If you succeed at a ranged touch attack, you burn your handprint onto the flesh of a creature, dealing 1d6 points of acid damage.
Class Levels:
Cleric 4
Oracle 4
Warpriest 4
Inquisitor 4
Antipaladin 4
Transmutation
Make a normal item into a masterwork one.
Class Levels:
Bard 2
Druid 2
Skald 2
Witch 2
Cleric 2
Hunter 2
Oracle 2
Wizard 2
Arcanist 2
Sorcerer 2
Warpriest 2
Transmutation
You and your gear merge with stone.
Class Levels:
Druid 3
Cleric 3
Hunter 3
Oracle 3
Warpriest 3