Transmutation
As cat's grace, affects 1 subject/level.
Class Levels:
Bard 6
Druid 6
Magus 6
Skald 6
Hunter 6
Wizard 6
Arcanist 6
Sorcerer 6
Summoner 4
Transmutation
You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Class Levels:
Druid 2
Hunter 2
Wizard 2
Arcanist 2
Sorcerer 2
Alchemist 2
Bloodrager 2
Investigator 2
Illusion
Gives a +4 bonus on Stealth checks and concealment.
Class Levels:
Hunter 2
Ranger 2
Enchantment
Makes one animal your friend.
Class Levels:
Druid 1
Hunter 1
Ranger 1
Shaman 1
Transmutation
Cold metal damages those who touch it.
Class Levels:
Druid 2
Hunter 2
Abjuration
Reduces effects of intense sun exposure and environmental heat.
Class Levels:
Druid 1
Hunter 1
Ranger 1
Abjuration
Creates a screen of wind around you.
Class Levels:
Druid 3
Magus 3
Hunter 3
Ranger 3
Wizard 3
Arcanist 3
Sorcerer 3
Bloodrager 3
Elementalist Wizard 3
Transmutation
This spell functions like gaseous form, except you assume the shape of a Colossal cloud with a space of 30 feet.
Class Levels:
Druid 4
Hunter 4
Ranger 4
Wizard 4
Arcanist 4
Sorcerer 4
Transmutation
Sway the actions of plant creatures.
Class Levels:
Druid 4
Hunter 3
Ranger 3
Shaman 4
Divination
You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can understand the responses given by birds in the area.
Class Levels:
Bard 2
Druid 1
Skald 2
Witch 2
Hunter 1
Ranger 1
Shaman 2
Wizard 2
Arcanist 2
Sorcerer 2
Divination
Learn about terrain for 1 mile/level.
Class Levels:
Druid 5
Hunter 4
Ranger 4
Shaman 5
Enchantment
You can talk with your animal companion, and can handle it with supernatural ease.
Class Levels:
Druid 3
Hunter 3
Ranger 3
Enchantment
Compels opponents to attack you instead of your allies.
Class Levels:
Bard 1
Skald 1
Witch 1
Cleric 1
Hunter 1
Oracle 1
Ranger 1
Paladin 1
Summoner 1
Warpriest 1
Inquisitor 1
Necromancy
Infects subject with chosen disease.
Class Levels:
Adept 3
Druid 3
Cleric 3
Hunter 3
Oracle 3
Wizard 4
Arcanist 4
Sorcerer 4
Warpriest 3
Bloodrager 4
Antipaladin 3
Necromancy
Infect a subject with a magical disease.
Class Levels:
Druid 5
Witch 5
Cleric 5
Hunter 5
Oracle 5
Wizard 6
Arcanist 6
Sorcerer 6
Warpriest 5
Transmutation
You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level in
Class Levels:
Druid 2
Witch 2
Cleric 3
Hunter 2
Oracle 3
Ranger 4
Wizard 3
Arcanist 3
Sorcerer 3
Warpriest 3
Transmutation
Raises or lowers bodies of water.
Class Levels:
Druid 4
Cleric 4
Hunter 4
Oracle 4
Shaman 4
Wizard 6
Arcanist 6
Sorcerer 6
Warpriest 4
Transmutation
Changes wind direction and speed.
Class Levels:
Druid 5
Hunter 5
Shaman 5
Divination
Creates treasure map out of a creature's corpse.
Class Levels:
Bard 2
Druid 3
Skald 2
Hunter 2
Ranger 2
Wizard 2
Arcanist 2
Sorcerer 2
Conjuration
Creates 2 gallons/level of pure water.
Class Levels:
Adept 0
Druid 0
Cleric 0
Hunter 0
Oracle 0
Paladin 1
Warpriest 0
Inquisitor 0
Transmutation
Causes a creature to become dehydrated.
Class Levels:
Druid 3
Witch 3
Hunter 3
Conjuration
Cures 4d8 damage + 1/level (max +20).
Class Levels:
Bard 4
Adept 4
Druid 5
Skald 4
Witch 5
Cleric 4
Hunter 5
Oracle 4
Shaman 4
Alchemist 4
Warpriest 4
Inquisitor 4
Conjuration
Cures 1d8 damage + 1/level (max +5).
Class Levels:
Bard 1
Adept 1
Druid 1
Skald 1
Witch 1
Cleric 1
Hunter 1
Oracle 1
Ranger 2
Shaman 1
Paladin 1
Alchemist 1
Warpriest 1
Inquisitor 1
Conjuration
Cures 1d8 damage + 1/level, affects 1 subject/level.
Class Levels:
Bard 5
Druid 6
Skald 5
Witch 6
Cleric 5
Hunter 6
Oracle 5
Shaman 5
Warpriest 5
Inquisitor 5