Abjuration
This ward grants you extra maneuverability when you avoid attacks against larger foes.
Class Levels:
Bard 2
Magus 2
Skald 2
Hunter 2
Ranger 2
Wizard 2
Arcanist 2
Sorcerer 2
Inquisitor 2
Transmutation
Subject ignores adverse movement effects in difficult terrain.
Class Levels:
Bard 1
Druid 1
Skald 1
Hunter 1
Ranger 1
Transmutation
As feather step, but affects many targets rather than one.
Class Levels:
Bard 3
Druid 3
Skald 3
Hunter 3
Ranger 3
Transmutation
Wind walls selectively block attacks.
Class Levels:
Druid 5
Cleric 5
Hunter 3
Oracle 5
Ranger 3
Wizard 5
Arcanist 5
Sorcerer 5
Warpriest 5
Divination
You can sense whether a particular creature is within 20 miles of your location.
Class Levels:
Hunter 4
Ranger 4
Inquisitor 4
Abjuration
Plants in a forested area become helpful instead of hindering you and your allies.
Class Levels:
Druid 2
Hunter 2
Ranger 2
Abjuration
Subject moves normally despite impediments to movement.
Class Levels:
Bard 4
Druid 4
Skald 4
Cleric 4
Hunter 4
Oracle 4
Ranger 4
Alchemist 4
Warpriest 4
Inquisitor 4
Transmutation
You take no falling damage and move 60 ft./round while falling.
Class Levels:
Druid 2
Witch 2
Hunter 1
Ranger 1
Shaman 2
Wizard 2
Arcanist 2
Sorcerer 2
Summoner 2
Elementalist Wizard 2
Transmutation
Arrows do damage as though one size category bigger.
Class Levels:
Hunter 1
Ranger 1
Wizard 1
Arcanist 1
Sorcerer 1
Transmutation
Allows the target to cause the ground to rise up beneath him.
Class Levels:
Druid 2
Magus 2
Cleric 2
Hunter 2
Oracle 2
Ranger 2
Warpriest 2
Conjuration
Creates trees and a small spring.
Class Levels:
Druid 4
Hunter 4
Ranger 4
Shaman 5
Divination
Know approximate distance from where you cast this spell.
Class Levels:
Witch 3
Cleric 3
Hunter 2
Oracle 3
Ranger 2
Shaman 2
Warpriest 3
Illusion
Hides all traces of your campsite.
Class Levels:
Druid 3
Hunter 2
Ranger 2
Abjuration
Animals can't perceive one subject/level.
Class Levels:
Druid 1
Hunter 1
Ranger 1
Shaman 1
Enchantment
Paralyzes one animal for 1 round/level.
Class Levels:
Druid 2
Hunter 2
Ranger 2
Evocation
Create three notes heard miles away.
Class Levels:
Bard 1
Skald 1
Hunter 1
Ranger 1
Paladin 1
Inquisitor 1
Divination
+20 on Perception checks to locate a target.
Class Levels:
Hunter 2
Ranger 2
Inquisitor 3
Necromancy
Treat enemies as favored for 1 round/level.
Class Levels:
Hunter 1
Ranger 1
Evocation
You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.
Class Levels:
Druid 2
Magus 2
Witch 2
Hunter 2
Ranger 2
Wizard 2
Arcanist 2
Sorcerer 2
Transmutation
Improves a trap with one specific element of the trap chosen at the time of casting.
Class Levels:
Druid 3
Witch 3
Hunter 2
Ranger 2
Wizard 3
Arcanist 3
Sorcerer 3
Inquisitor 3
Antipaladin 2
Enchantment
Target is treated as a favored enemy type of your choice.
Class Levels:
Hunter 3
Ranger 3
Transmutation
Causes a brushy beard of stiff iron to erupt from the face of a willing target.
Class Levels:
Magus 1
Cleric 1
Hunter 1
Oracle 1
Ranger 1
Paladin 1
Warpriest 1
Antipaladin 1
Transmutation
Your skin hardens and takes on the color and texture of rough iron.
Class Levels:
Druid 2
Witch 2
Cleric 2
Hunter 2
Oracle 2
Ranger 2
Paladin 2
Alchemist 2
Warpriest 2
Bloodrager 2
Antipaladin 2
Investigator 2
Transmutation
Subject gets bonus on Acrobatics checks.
Class Levels:
Druid 1
Magus 1
Hunter 1
Ranger 1
Wizard 1
Arcanist 1
Sorcerer 1
Summoner 1
Alchemist 1
Bloodrager 1