Evocation
Blast of wind blows away or knocks down creatures.
Class Levels:
Druid 2
Magus 2
Hunter 2
Wizard 2
Arcanist 2
Sorcerer 2
Bloodrager 2
Elementalist Wizard 2
Transmutation
You transform the target half-orc into a full-blooded orc.
Class Levels:
Druid 5
Witch 5
Cleric 5
Hunter 5
Oracle 5
Wizard 5
Arcanist 5
Sorcerer 5
Alchemist 5
Warpriest 5
Investigator 5
Evocation
Designates location as holy.
Class Levels:
Druid 5
Cleric 5
Hunter 5
Oracle 5
Warpriest 5
Inquisitor 5
Conjuration
Cures 10 points/level damage, all diseases and mental conditions.
Class Levels:
Adept 5
Druid 7
Witch 7
Cleric 6
Oracle 6
Shaman 7
Alchemist 6
Warpriest 6
Inquisitor 6
Abjuration
This spell grants you temporary immunity to fire damage as protection from energy.
Class Levels:
Druid 4
Cleric 4
Hunter 4
Oracle 4
Alchemist 4
Warpriest 4
Inquisitor 4
Investigator 4
Transmutation
Makes metal so hot it damages those who touch it.
Class Levels:
Druid 2
Hunter 2
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
Transmutation
The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals.
Class Levels:
Druid 5
Witch 5
Hunter 5
Wizard 5
Arcanist 5
Sorcerer 5
Evocation
Wave of water bull rushes an enemy.
Class Levels:
Druid 1
Magus 1
Hunter 1
Shaman 1
Wizard 1
Arcanist 1
Sorcerer 1
Bloodrager 1
Elementalist Wizard 1
Evocation
Creates torrent of water that bull rushes any creature in its path.
Class Levels:
Druid 3
Magus 3
Hunter 3
Wizard 3
Arcanist 3
Sorcerer 3
Bloodrager 3
Elementalist Wizard 3
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
Evocation
Hail deals 5d6 damage in area 40 ft. across.
Class Levels:
Druid 4
Magus 4
Witch 4
Hunter 4
Shaman 4
Wizard 4
Arcanist 4
Sorcerer 4
Bloodrager 4
Elementalist Wizard 4
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
Transmutation
If the targeted robot fails its Will saving throw, it transforms into a magical construct made of wood, stone, flesh, or bone.
Class Levels:
Druid 7
Witch 7
Cleric 7
Oracle 7
Wizard 7
Arcanist 7
Sorcerer 7
Warpriest 7
Conjuration
Wasp swarms attack creatures.
Class Levels:
Druid 5
Cleric 5
Hunter 5
Oracle 5
Shaman 5
Summoner 4
Warpriest 5
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
Magic wood is as strong as steel.
Class Levels:
Druid 6
Hunter 6
Conjuration
The spell's area of effect floods with dangerous radiation.
Class Levels:
Druid 4
Magus 3
Witch 3
Cleric 3
Hunter 4
Oracle 3
Wizard 3
Arcanist 3
Sorcerer 3
Summoner 3
Warpriest 3
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
Transmutation
Subject gains +2 Perception, low-light vision.
Class Levels:
Druid 1
Hunter 1
Ranger 1
Alchemist 1
Investigator 1
Divination
You discern north.
Class Levels:
Bard 0
Druid 0
Skald 0
Hunter 0
Transmutation
Temporarily transfers one of your mythic path abilities to target.
Class Levels:
Bard 4
Druid 5
Magus 4
Skald 4
Witch 5
Cleric 5
Hunter 5
Oracle 5
Wizard 5
Arcanist 5
Sorcerer 5
Summoner 4
Warpriest 5