Divination
Target gains a bonus on one initiative check.
Class Levels:
Bard 1
Skald 1
Hunter 1
Ranger 1
Wizard 1
Arcanist 1
Sorcerer 1
Alchemist 1
Investigator 1
Abjuration
10-ft.-radius field hedges out living creatures.
Class Levels:
Druid 6
Cleric 6
Hunter 6
Oracle 6
Shaman 6
Warpriest 6
Abjuration
Keeps animated plants at bay.
Class Levels:
Druid 4
Hunter 4
Abjuration
You bring into being a mobile, hemispherical energy field that prevents technological objects, signals, and creatures from entering.
Class Levels:
Druid 6
Hunter 6
Wizard 7
Arcanist 7
Sorcerer 7
Conjuration
Creates rolling sphere of water.
Class Levels:
Druid 3
Magus 3
Hunter 3
Wizard 3
Arcanist 3
Sorcerer 3
Summoner 3
Bloodrager 3
Elementalist Wizard 3
Transmutation
Tree branches attack opponents.
Class Levels:
Druid 4
Hunter 4
Conjuration
Creates duplicates of killing arrow.
Class Levels:
Hunter 2
Ranger 2
Wizard 2
Arcanist 2
Sorcerer 2
Conjuration
Hamper vision and movement.
Class Levels:
Druid 3
Witch 3
Hunter 3
Wizard 3
Arcanist 3
Sorcerer 3
Transmutation
+2 AC and combat maneuver rolls.
Class Levels:
Druid 2
Hunter 2
Ranger 2
Transmutation
Gives bonuses on Perception and ranged attacks.
Class Levels:
Druid 1
Hunter 1
Ranger 1
Transmutation
+2 AC against attacks of opportunity and increases speed.
Class Levels:
Druid 4
Hunter 3
Ranger 3
Transmutation
Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
Class Levels:
Druid 5
Hunter 4
Ranger 4
Transmutation
Animal gains advanced creature simple template.
Class Levels:
Druid 4
Hunter 4
Abjuration
Removes burden of misdeeds from subject.
Class Levels:
Druid 5
Cleric 5
Hunter 5
Oracle 5
Warpriest 5
Inquisitor 5
Transmutation
Animal or tree gains human intellect.
Class Levels:
Druid 5
Hunter 5
Shaman 6
Transmutation
Weapons are keen while you concentrate.
Class Levels:
Druid 3
Cleric 3
Hunter 2
Oracle 3
Ranger 2
Wizard 2
Arcanist 2
Sorcerer 2
Warpriest 3
Transmutation
Turns subject into harmless animal.
Class Levels:
Adept 5
Druid 5
Magus 5
Witch 5
Hunter 5
Shaman 5
Wizard 5
Arcanist 5
Sorcerer 5
Summoner 4
Evocation
Flying balls of lightning deal 3d6 electricity damage each.
Class Levels:
Druid 4
Magus 4
Hunter 4
Shaman 4
Wizard 4
Arcanist 4
Sorcerer 4
Bloodrager 4
Elementalist Wizard 4
Transmutation
Grants +2 (or higher) enhancement to natural armor.
Class Levels:
Druid 2
Hunter 2
Ranger 2
Shaman 2
Summoner 2
Alchemist 2
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
Transmutation
Subject gains +4 to Con for 1 min./level.
Class Levels:
Adept 2
Druid 2
Magus 2
Cleric 2
Hunter 2
Oracle 2
Ranger 2
Shaman 2
Wizard 2
Arcanist 2
Sorcerer 2
Summoner 2
Alchemist 2
Warpriest 2
Bloodrager 2
Transmutation
As bear's endurance, affects one subject/level.
Class Levels:
Druid 6
Magus 6
Cleric 6
Hunter 6
Oracle 6
Shaman 6
Wizard 6
Arcanist 6
Sorcerer 6
Summoner 4
Warpriest 6
Transmutation
If the target of this spell fails its Fortitude save, areas of earth and stone floor act as a snapping quagmire that pulls the target down and damages it if it attempts to move through such terrain.
Class Levels:
Druid 2
Witch 2
Hunter 2
Transmutation
This spell functions as binding earth, except as noted.
Class Levels:
Druid 6
Witch 6
Hunter 6