Enchantment
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Class Levels:
Adept 2
Cleric 2
Oracle 2
Shaman 2
Alchemist 2
Warpriest 2
Inquisitor 2
Transmutation
The transmuted creatures can breathe air freely.
Class Levels:
Druid 3
Magus 3
Cleric 3
Hunter 3
Oracle 3
Shaman 3
Wizard 3
Arcanist 3
Sorcerer 3
Summoner 3
Alchemist 3
Warpriest 3
Bloodrager 3
Investigator 3
Transmutation
Assume form of a Small or Medium humanoid.
Class Levels:
Bard 2
Magus 2
Skald 2
Witch 2
Shaman 2
Wizard 2
Arcanist 2
Sorcerer 2
Summoner 2
Alchemist 2
Transmutation
You amplify your natural stench special ability its save DC increases by 2, and creatures that fail their saving throws against your stench become nauseated rather than sickened.
Class Levels:
Druid 2
Cleric 2
Hunter 2
Oracle 2
Shaman 2
Wizard 2
Arcanist 2
Sorcerer 2
Warpriest 2
Transmutation
One animal doubles in size.
Class Levels:
Druid 5
Hunter 4
Ranger 4
Shaman 5
Wizard 5
Arcanist 5
Sorcerer 5
Enchantment
Sends a Tiny animal to a specific place.
Class Levels:
Bard 2
Druid 2
Skald 2
Hunter 1
Ranger 1
Shaman 2
Transmutation
One ally/level polymorphs into chosen animal.
Class Levels:
Druid 8
Shaman 8
Necromancy
Creates undead skeletons and zombies.
Class Levels:
Adept 3
Cleric 3
Oracle 3
Shaman 3
Wizard 4
Arcanist 4
Sorcerer 4
Warpriest 3
Antipaladin 3
Necromancy
Create one skeleton or zombie.
Class Levels:
Cleric 2
Oracle 2
Shaman 2
Wizard 3
Arcanist 3
Sorcerer 3
Warpriest 2
Transmutation
One or more plants animate and fight for you.
Class Levels:
Druid 7
Shaman 7
Abjuration
10-ft.-radius field hedges out living creatures.
Class Levels:
Druid 6
Cleric 6
Hunter 6
Oracle 6
Shaman 6
Warpriest 6
Divination
Learns whether an action will be good or bad.
Class Levels:
Witch 2
Cleric 2
Oracle 2
Shaman 2
Warpriest 2
Transmutation
Animal or tree gains human intellect.
Class Levels:
Druid 5
Hunter 5
Shaman 6
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
Enchantment
Enemies take -1 on attack rolls and saves vs. fear.
Class Levels:
Cleric 1
Oracle 1
Shaman 1
Warpriest 1
Inquisitor 1
Antipaladin 1
Abjuration
Banishes 2 HD/level of extraplanar creatures.
Class Levels:
Cleric 6
Oracle 6
Shaman 6
Wizard 7
Arcanist 7
Sorcerer 7
Summoner 5
Warpriest 6
Inquisitor 5
Transmutation
Grants +2 (or higher) enhancement to natural armor.
Class Levels:
Druid 2
Hunter 2
Ranger 2
Shaman 2
Summoner 2
Alchemist 2
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
Necromancy
-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Class Levels:
Adept 3
Witch 3
Cleric 3
Oracle 3
Shaman 3
Wizard 4
Arcanist 4
Sorcerer 4
Warpriest 3
Bloodrager 4
Antipaladin 3
Illusion
You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings.
Class Levels:
Druid 1
Magus 1
Witch 1
Hunter 1
Ranger 1
Shaman 1
Wizard 1
Arcanist 1
Sorcerer 1
Alchemist 1
Investigator 1
Enchantment
Allies gain +1 on attack rolls and saves against fear.
Class Levels:
Adept 1
Cleric 1
Oracle 1
Shaman 1
Paladin 1
Warpriest 1
Inquisitor 1
Necromancy
Withers one plant or deals 1d6/level damage to plant creature.
Class Levels:
Druid 4
Witch 5
Hunter 4
Shaman 5
Wizard 5
Arcanist 5
Sorcerer 5