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
Transmutation
Wizard only. Recalls spell of 5th level or lower.
Class Levels:
Wizard 6
Sorcerer 6
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
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
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
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
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
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