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
Illusion
Dispel light and revert lycanthropes.
Class Levels:
Witch 7
Cleric 7
Oracle 7
Wizard 7
Arcanist 7
Sorcerer 7
Warpriest 7
Illusion
Target takes penalties to mental actions.
Class Levels:
Bard 2
Skald 2
Witch 2
Wizard 2
Arcanist 2
Sorcerer 2
Conjuration
Summon a swarm of mischievous monkeys.
Class Levels:
Bard 3
Druid 3
Skald 3
Hunter 3
Wizard 3
Arcanist 3
Sorcerer 3
Summoner 3
Conjuration
Gives subject +4 armor bonus.
Class Levels:
Witch 1
Wizard 1
Arcanist 1
Sorcerer 1
Summoner 1
Bloodrager 1
Transmutation
5-pound telekinesis.
Class Levels:
Bard 0
Magus 0
Skald 0
Wizard 0
Arcanist 0
Sorcerer 0
Summoner 0
Abjuration
Dispels magic, disenchants magic items.
Class Levels:
Wizard 9
Arcanist 9
Sorcerer 9
Conjuration
Phantom dog can guard a location and attack intruders.
Class Levels:
Wizard 5
Arcanist 5
Sorcerer 5
Summoner 4
Conjuration
Door leads to extradimensional mansion.
Class Levels:
Wizard 7
Arcanist 7
Sorcerer 7
Abjuration
Prevents anyone from viewing or scrying an area for 24 hours.
Class Levels:
Wizard 5
Arcanist 5
Sorcerer 5
Evocation
Floating magic blade strikes opponents.
Class Levels:
Wizard 7
Arcanist 7
Sorcerer 7
Illusion
Alters object's magic aura.
Class Levels:
Bard 1
Skald 1
Wizard 1
Arcanist 1
Sorcerer 1
Abjuration
As protection spells, but 10-ft. radius and 10 min./level.
Class Levels:
Cleric 3
Oracle 3
Shaman 3
Wizard 3
Paladin 3
Arcanist 3
Sorcerer 3
Summoner 3
Warpriest 3
Inquisitor 3
Abjuration
As protection spells, but 10-ft. radius and 10 min./level.
Class Levels:
Cleric 3
Oracle 3
Shaman 3
Wizard 3
Paladin 3
Arcanist 3
Sorcerer 3
Summoner 3
Warpriest 3
Inquisitor 3
Abjuration
As protection spells, but 10-ft. radius and 10 min./level.
Class Levels:
Cleric 3
Oracle 3
Shaman 3
Wizard 3
Arcanist 3
Sorcerer 3
Summoner 3
Warpriest 3
Inquisitor 3
Antipaladin 3
Abjuration
As protection spells, but 10-ft. radius and 10 min./level.
Class Levels:
Cleric 3
Oracle 3
Shaman 3
Wizard 3
Arcanist 3
Sorcerer 3
Summoner 3
Warpriest 3
Inquisitor 3
Antipaladin 3
Abjuration
All creatures within the area gain the effects of a protection from technology spell.
Class Levels:
Cleric 4
Oracle 4
Wizard 4
Arcanist 4
Sorcerer 4
Warpriest 4
Necromancy
Enables possession of another creature.
Class Levels:
Witch 5
Wizard 5
Arcanist 5
Sorcerer 5
Summoner 4
Alchemist 5
Evocation
1d4+1 damage; +1 missile per two levels above 1st (max 5).
Class Levels:
Magus 1
Wizard 1
Arcanist 1
Sorcerer 1
Bloodrager 1
Illusion
Object speaks once when triggered.
Class Levels:
Bard 1
Skald 1
Wizard 2
Arcanist 2
Sorcerer 2
Summoner 1
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
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