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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

Druid Spells

0-Level Spells

Chameleon Scales: Change the color of your skin to something else.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject.
Flare: Dazzles one creature (–1 on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.

1st-Level Spells

AbstemiousnessR: Enhance simple food to provide greater nutrition.
Acid Maw: Enhance your animal companion’s bite attack with acid.
Advanced ScurvyR: Force the target to contract an advanced form of scurvy.
Air Bubble: Creates a small pocket of air around your head or an object.
Alleviate Addiction: Ignore the effects of addictions.
Alter Winds: Increase/decrease strength of natural winds.
Ant Haul: Triples carrying capacity of a creature.
Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
Batrachian SurgeR: Amplify your latent amphibian nature
BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blend with Surroundings: Change the appearance of a creature to better blend in with its surroundings.
Bristle: Trade natural armor bonus for a bonus on attacks with natural weapons.
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
Call AnimalY: Makes an animal come to you.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cheetah’s Sprint: Sprint or charge with amazing speed.
Cloak of Shade: Reduces effects of intense sun exposure and environmental heat.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Decompose Corpse: Turn a corpse into a clean skeleton.
DepilateR: Creature takes -2 penalty to Diplomacy, Intimidate, and Perform for 1 week
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Radiation: Detect radiation in the surrounding area.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect the Faithful: Find others of the same faith.
Diagnose Disease: Detect and identify diseases.
Dream FeastR: Feed someone while they sleep.
Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Endure ElementsY: Exist comfortably in hot or cold regions.
Enlarge Tail: Increase the reach and power of your tail.
EntangleY: Plants entangle everyone in 40-ft. radius.
Expeditious Construction: Create a low wall or other simple structure of packed earth or stone.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Faerie FireY: Outlines subjects with light, canceling blur, concealment, and the like.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
FirebellyR: Breathe fire and become resistant to it.
Flare Burst: As flare, but affects all creatures in 10 ft.
Frostbite: Target takes cold damage and is fatigued.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hairline FracturesR: Create hairline fractures in earth and stone.
Heightened Awareness: Your recall and ability to process information improve.
Hibernate: Place a willing subject into a cataleptic state.
Hide from Animals: Animals can't perceive one subject/level.
Hydraulic PushY: Wave of water bull rushes an enemy.
Ice ArmorR: Create a thick suit of ice armor.
Ironbloom SproutsFMR: Transform mushrooms into magical ironbloom mushrooms.
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Jump: Subject gets bonus on Acrobatics checks.
Keen Senses: Subject gains +2 Perception, low-light vision.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Longstrider: Your speed increases by 10 ft.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Mighty Fist of the EarthRY: Fling a fist-sized rock at your opponent, this rock can channel your ki.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
MudballR: Throw a ball of mud to blind your enemy.
Nature’s Paths: Find the shortest and easiest paths through the wilderness.
Nauseating Dart: Poisonous stinger deals 1d2 damage and sickens target.
Negate Aroma: Subject cannot be tracked by scent.
Nereid's GraceR: Gain your charisma bonus as a deflection bonus to AC when not wearing armor.
Obscure PosionM: Make it harder to detect a poison or venomous creature.
Obscuring MistY: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Ray of Sickening: Ray makes subject sickened.
Read WeatherFR: Forecast the weather for the next 48 hours.
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Restore Corpse: Skeletal corpse grows flesh.
Rite of Bodily PurityM: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison
Rite of Centered MindM: +1 to saves vs mind-affecting effects for 24 hours, discharge to reroll a failed save vs a mind-affecting effect.
Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
Snow Shape (Ulfen): Form snow into any shape you wish, including hard ice weapons.
Snowball: Conjure a hard packed ball of ice and snow to throw.
Speak with Animals: You can communicate with animals.
Spirit Call: Increase the power of spells related to your spirit/domain.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Stone Fist: Your unarmed strikes are lethal.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Summon Minor Ally: Summon 1d3 Tiny animals.
Summon Nature's Ally 1: Summons creature to fight.
Tears to Wine: Turn nonmagic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.
Thunderstomp: Trip one creature within range.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Touch of CombustionR: Cause someone to combust with a touch.
Touch of the Sea: Swim speed becomes 30 ft.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
Twisted Futures: Prevent creatures from taking advantage of "roll twice, take better" abiltiies.
Underbrush Decoy: Create a rustling distraction to hide.
Wave Shield: Water blunts one incoming attack or fire effect.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Winter FeathersR: Protect a feathered creature from the cold for a day.

2nd-Level Spells

Aboleth's LungR: Allow the target to breathe water at the cost of no longer being able to breathe air.
Accelerate Poison: Hastens targeted poison's onset.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Air Step: Tread unsteadily on air, with limitations.
Alter Summoned Monster: Swap one summoned creature with another.
Amplify Stench: Amplify your natural stench ability.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Purpose Training: Animal gains a new general purpose.
Animal Trance: Fascinates 2d6 HD of animals.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Aspect of the Bear: +2 AC and combat maneuver rolls.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Beastspeak: Speak normally while in animal form.
Binding EarthR: Areas of earth and stone attempt to drag the target of this spell down.
Bone Fists: Gain armor spikes which provide +1 natural armor a +2 damage with natural weapons
Brittle PortalR: Reduce the hardness of obejcts within the area.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Burdened Thoughts: Force heavy encumberance onto a creature.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Burst of Radiance: Fill the area with a blinding light.
Callback: Your familiar teleports back to you when hurt.
Campfire Wall: Creates a shelter around a campfire.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chill MetalY: Cold metal damages those who touch it.
Climbing Beanstalk: Create a beanstalk that is easy to climb.
Cloud of SeasicknessR: Create a sickening cloud that mimics the effects of seasickness.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Compel Tongue: As share language, but target can only speak and write in the language imparted.
Control Vermin: Control a number of vermin for you and your allies to ride.
Crafter's Nightmare: Create a poltergeist to disrupt crafting and spellcasting
Curse Terrain, LesserM: Curse an area with three mild hazards
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Magic, Greater: As detect magic, but learn more information.
Determine Depth: Determine the exact thickness of a wall, ceiling, or other barrier.
Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.
Eagle Eye: Creates a magical sensor high above you.
Elemental Speech: Enables you to speak to elementals and some creatures.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
Fear the Sun: Impose light blindness on your enemies.
Feast of AshesY: A target starves with an insatiable hunger.
Fiery Runes: Charge a weapon with magical fiery runes.
Fire Sneeze: Sneeze flame to set your enemies on fire and knock them prone.
Fire TrapM: Opened object deals 1d4 + 1/level damage.
Flame BladeY: Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Flurry of Snowballs: Cone-shaped blast of snowballs deals 4d6 cold damage.
Fog CloudY: Fog obscures vision.
Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies.
Frigid Touch: Target takes cold damage and is staggered.
Frost Fall: The area is covered in a chilling frost.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Fury of the SunR: Curse the target with internal heatstroke.
Garden of Peril: Grow a group of poisonous mushrooms.
Gird Ally: Grant your summoned creatures a deflection bonus to their AC.
Glide: You take no falling damage and move 60 ft./round while falling.
Gozreh's TridentR: Create a forked trident of electricity.
Greensight: Allow a person to see through 60 ft. of plant life.
GroundswellR: Raise the ground up underneath you.
Gust of WindY: Blows away or knocks down smaller creatures.
Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about.
Hanspur’s Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris.
Harmless Form: Transform the target into a "harmless" animal.
Harvest Season: Cause an explosive burst of growth in a single plant.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
Heat MetalY: Makes metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
Inner Focus: Ignore divine focus components of your spells.
Insect Scouts: Create insects to scout an area for you.
Invigorating Poison: Transform the negative effects of a poison into positive ones.
Ironskin: Harden your skin into iron.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Lead Plating: Enclose the target in a thin sheath of lead.
Lockjaw: Gives creature grab ability with a natural attack.
Magic Boulder: As magic stone, but with boulders.
Make Lost: Make the targets become lost.
Masterwork Transformation: Make a normal item into a masterwork one.
Mud Buddy: Create a small minion out of mud.
Natural Rhythm: +1 on damage rolls with each hit (max +5).
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Planetarium: Project a current image of the nighty sky in places you would normally be unable to view it.
Plant Voice: Grant a plant creature the ability to speak, hear, and understand you.
Pouncing FuryR: Gain pounce when using your natural claw attacks
Pox PustulesY: Subject is sickened and has –4 Dex.
Quick Change: Use change shape as a swift action and surprise foes.
Recentering Drone: Emit a calming drone so targets under the effect of negative conditions can suffer a lesser version of them instead.
Reduce Animal: Shrinks one willing animal.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Reveal Mirage: Discern illusory terrain from range.
Reveal True ShapeM: Reveal the true form of a magically disguised/transformed creature.
Riversight: See events transpiring along a natural watercourse you touch.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scamper: Greatly increase your animal companion’s use of Acrobatics.
Scent Trail: Leave trail for allies to follow.
Sea Steed: Adapt your companion to an aquatic environment.
Sense Fear: Perceive nearby craetures that are experiencing fear
Share Language: Subject understands chosen language.
Sickening Entanglement: As entangle, but plants have sickening sap.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Slipstream: Wave boosts creature's speed.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Soothing Word: Lessen the severity of a target’s conditions.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Steal BreathR: Steal the breath from a creature’s lungs.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Summon Nature's Ally 2: Summons creature to fight.
Summon SwarmY: Summons swarm of bats, rats, or spiders.
Sympathetic WoundsMR: Force half of the damage you take onto another creature.
Tar Ball: Burning tar harms target and penalizes its Dex.
Tree Shape: You look exactly like a tree for 1 hour/level.
Unshakable ChillY: Target is afflicted with severe cold.
Venomous BiteM: Enhance a target creature’s bite with poison.
Vine Strike: Entangle enemies while in close combat.
Visualization of the BodyM: Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost
Warp Wood: Bends wood.
Wartrain Mount: Animal gains combat training.
Web Shelter: Create a comfortable shelter made of webbing.
Whip of Spiders: Create a whip made of poisonous spiders.
Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.
Wilderness Soldiers: Nearby plants aid you in combat.
Winter's Grasp: Cover the ground in a layer of supernaturally cold ice.
Wood Shape: Reshapes wooden objects to suit you.

3rd-Level Spells

Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Aggravate Affliction: Force ongoing afflictions to trigger.
Air Breathing: Allow creatures to breathe air.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Anchored Step: Vines beneath your feet stabilize you but slow you down.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Anthropomorphic Animal: Animal becomes bipedal.
Ape Walk: Enchant someone to climb as well as an ape.
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Aqueous Orb: Creates rolling sphere of water.
Ash Storm: Hamper vision and movement.
Aversion: Cause the target to avoid an object or location.
Badger's Ferocity: Weapons are keen while you concentrate.
Bite the Hand: Compel a summoned creature to attack its summoner.
Blade Snare: Create an invisible snare to trap weapons.
Bleed for Your Master: Force your animal servant to take a blow for you.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
BurrowY: Target gains a burrow speed of 15.
Burst of Nettles: Burst deals 3d6 damage and 1d6 acid.
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Clear Grove: Clear out vegetation from a small area.
Cleromancy: Use rolled dice to grant luck bonuses to future spells.
Cloak of Winds: Creates a screen of wind around you.
Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
Companion Mind LinkY: You can talk with your animal companion, and can handle it with supernatural ease.
ContagionY: Infects subject with chosen disease.
Create DrugR: Conjure a drug.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Cup of DustY: Causes a creature to become dehydrated.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Dark-Light: Create a dazzling light that only affects those without light sensitivity.
DaylightY: 60-ft. radius of bright light.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Diminish Plants: Reduces size or blights the growth of normal plants.
Dominate Animal: One animal obeys your silent mental commands and orders.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Feather Step, Mass: As feather step, but affects many targets rather than one.
Fins to FeetR: Give a creature legs, allowing it to walk on land.
Fungal Infestation: Target takes bleed from attacks.
Heatstroke: Fire a ray to give someone heatstroke, dealing 1d4 nonleathal damage and inducing exhaustion.
Hide Campsite: Hides all traces of your campsite.
Hunter's Friend: Share some of your class abilities with your animal companion.
Hurricane Blast: Create a severe blast of air bursting out from you.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Hydrophobia: Make targets become deathly afraid of water.
Ice Spears: Force a number of giant spears of ice from the ground.
Ignoble Form: Transform the target into a half-elf form.
Improve TrapR: Increase a trap’s effectiveness.
Insect Spies: Use magic beetles as spies.
Life Shield: Ward yourself with positive energy so any attacking undead take damage.
Lily Pad Stride: Walk across water on moving lily pads.
Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.
Mad Monkeys: Summon a swarm of mischievous monkeys.
Magic Fang, GreaterY: One natural weapon gets + 1/four levels (max +5).
Meld into Stone: You and your gear merge with stone.
Nature's Exile: Gives subject –10 on Survival checks.
Nauseating Trail: Creature leaves a trail of stinking cloud squares.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Pack Empathy: Create an empathic bond with allies.
Planar InquiryM: Call an extraplanar creature to answer your questions.
Plant Growth: Grows vegetation, improves crops.
Pocketful of Vipers: Ward a container with summoned vipers.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Quell Energy: Reduce the target’s ability to tap into a specific energy type
Quench: Extinguishes fires.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Rain of Frogs: Summon a swarm of poisonous frogs.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
Remove Disease: Cures all diseases affecting subject.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Shadowmind: Force a target to see more darkness around them.
Share Glory: Imbue targets with a fraction of your mythic nature.
Share Language, Communal: As share language, but you may divide the duration among creatures touched.
Sheet Lightning: Create an area of electricity that dazes all those within.
Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Siphon Might: Drain strength from a creature and transfer it to another.
Sky SwimR: Allow the target to swim through the air.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to plants and plant creatures.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Spit Venom: Spit blinding black adder venom.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Steal Size: Reduce a creature’s size, enlarge your own.
Steal Years: Temporarily steal youth and vitality from the target.
Stench of Prey: Predatory animals must successfully save or attack the target.
Stone ShapeY: Sculpts stone into any shape.
Summon Nature's Ally 3: Summons creature to fight.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Swarm of Fangs: Summon a swarm of animated, flying teeth.
Sweat PoisonR: Secrete a poison from your skin
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Thunderstomp, Greater: Trip multiple creatures within range.
Toxic Rupture: Force a target to save against its own poison.
Transfer Regeneration: Bestow your regeneration on your allies.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Vengeful Comets: Create a group of orbiting comets that can immediately strike those who target you with spells.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Ward of the SeasonR: Enhance a creature with the power of a season.
Water Breathing: Subjects can breathe underwater.
Water Shield: Surround yourself with a protective spout of acid.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Spells

Absorb Toxicity: You become immune to diseases and toxins, absorb one, and then spread it to others.
Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Aerial Tracks: Track flying creatures through the air.
Age Resistance, Lesser: Ignore penalties from middle age.
Aggressive Thundercloud, Greater: Flying storm cloud deals 6d6 electricity damage.
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Alter River: Alter the flow of water in a natural freshwater channel.
Ancestral Memory: Petition your ancestors for aid, gaining a +5 bonus to Intelligence-based skill checks.
Animal Ambassador: Grant an animal messenger sentience to deliver your message.
Antiplant Shell: Keeps animated plants at bay.
Arboreal HammerY: Tree branches attack opponents.
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Atavism: Animal gains advanced creature simple template.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Blast Barrier: Create a rippling but unstable wall from the earth.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Bountiful Banquet: Create a luxurious feast for two creatures/level.
Calm Air: Reduce the strength of wind in an area.
Cape of WaspsY: Wasp swarm defends or carries you.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Claim Identity: Steal a creature's face
Cloud ShapeR: Assume the appearance of a large cloud.
Command Plants: Sways the actions of plant creatures.
Control Water: Raises or lowers bodies of water.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Curse TerrainM: Curse an area with four hazards
Dispel MagicY: Cancels one magical spell or effect.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Echolocation: Sonic sense gives you blindsight 40 ft.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Explosion of Rot: Call forth a burst of decay to ravage all things living in a small area.
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Firewalker's MeditationM: resist fire 5, DR 5/magic, +4 to saves vs pain for 24 hours, discharge to temporarily increase to resist 30, DR 10, and immunity to pain
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Frigid Souls: Disrupt and dispel spells that protect against cold
Geyser: Creates a geyser of boiling water.
Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin.
Globe of Tranquil Water: Create a bubble to block out all natural and magical precipitation within an area.
Gravel Vortex: Create a hail of tiny pieces of rock and dust.
Grove of Respite: Creates trees and a small spring.
Healing WarmthR: Gain protection from fire, use absorbed energy to heal others.
Heavy Water: Make water heavier and harder to swim through.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Infuse Effigy: Infuse an effigy with a powerful curse.
Instant Restoration: Channel planar energy into a summoned creature to heal it; can be done immediately when the creature drops to 0 or fewer hit points.
Irradiate: Flood an area with dangerous radiation.
Kiss of the First WorldM: Imbue a creature with raw energy from the First World.
Life Blast: Drain life from local vegetation to launch a blast of positive energy
Life Bubble: Protects creatures from sustained environmental effects.
Liquefy: Transmute an object into a liquid version of itself.
Master’s Escape: Create a link between you and a summoned creature, allowing you to switch places.
Moonstruck: Subject is enraged and confused.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
Obsidian Flow: Converts the surface of the ground into molten glass.
Phantom Hunt: Grant yourself and your animal companion numerous enhanced senses and tracking abilities.
Plague Carrier: Target's attacks carry filth fever.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Rebuke Technology: Render a piece of technology inert.
ReincarnateFM: Brings dead subject back in a random body.
Remove Radioactivity: Remove radiation effects from a target.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Ride The Waves: Target can breathe water and swim.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
Rusting Grasp: Your touch corrodes iron and alloys.
ScryingF: Spies on subject from a distance.
Sea Stallion: As sea steed, but gain amphibious and freedom of movement-like effects while mounted.
See Through Stone: Look through solid rock as if it were glass.
Sensory Amplifier: Enhance the sight of all creatures near you.
Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear.
Slowing Mud: Targets are covered in mud that blinds them and acts like slow.
Spike StonesY: Creatures in area take 1d8 damage, may also be slowed.
Strip Scales: Reduce the target’s natural armor.
Strong Jaw: Natural attacks damage as two sizes bigger.
Summon Nature's Ally 4: Summons creature to fight.
Sword to Snake: Change an object into a venemous creature.
Thorn Body: Your attackers take 1d6 +1 damage/level.
Thorn Snare: Create a snare trap covered with sharp thorns.
Touch of Slime: Touch infests a target with green slime.
Traveling DreamR: Create a magical sensor that you can watch through while you sleep.
True FormY: Removes polymorph effects.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Volcanic Storm: Hot rocks deal 5d6 damage.
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.
Warp Metal: Warp wood, affecting metal objects
Watchful Animal: Place a scrying sensor on your animal companion or familiar.
Zone of Foul Flames: Create an area that returns fire spells and effects back onto their caster.

5th-Level Spells

Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Animal Growth: One animal doubles in size.
Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
AtonementF: Removes burden of misdeeds from subject and reverses magical alignment change.
AwakenM: Animal or tree gains human intellect.
Baleful PolymorphY: Transforms subject into harmless animal.
Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
Blood Ties: When a target is harmed, so is the target's relative.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Callback, Greater: As callback, except for a greater distance and longer duration.
Carve PassageFR: Excavate and move snow, earth, dust, and loose/packed rocks or ice chunks.
Commune with Nature: Learn about terrain for 1 mile/level.
Compel Tongue, Mass: As compel tongue, except it affects multiple creatures.
Contagion, Greater: Infect a subject with a magical disease.
Control Winds: Changes wind direction and speed.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Daemon WardM: As death ward, but against daemons.
Darkvault: Ward shadows so light cannot penetrate them.
Death Ward: Grants bonuses against death spells and negative energy.
Destroy Robot: Focus electricity on destroying a robot or robot-like creation.
Die for Your Master: A stronger version of bleed for your master, this forces the animal servant to intercept any attack that targets you, even if it does not require an attack roll.
Dispel Balance: Protect yourself from neutral creatures and banish them to their home planes.
Entice Fey, LesserM: Entice service from a fey with 6 Hit Dice or fewer.
Fickle Winds: Wind walls selectively block attacks.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
GeniekindY: Gain the power and influence of a genie.
Glimpse of TruthM: Gain true seeing for 1 round.
Half-Blood ExtractionFMR: Transform a half-orc into a full-blooded orc.
HallowM: Designates location as holy.
Hungry Earth: Enchant the ground to pull creatures beneath the surface.
Hunter's BlessingR: Grant creatures the benefits of favored enemy and favored terrain.
Insect Plague: Wasp swarms attack creatures.
Jungle Mind: Merge your mind with the wild beasts in a wide area, gaining knowledge on all those within and reading the thoughts of some animals.
Lend Path: Temporarily transfer one of your mythic path abilities to another creature.
Mantle of the Magic WarriorsR: Imbue targets with animal spirits, granting them unique bonuses.
Master’s Mutation: Mutate a summoned creature to grant it new abilities.
Neutralize Poison, Greater: As neutralize poison, but with an automatic success on all caster level checks to neutralize poisons.
Oasis: Redirect the flow of water toward a designated point.
Old Salt's CurseR: Permanently sicken someone, worse if target is on or in the water far from shore.
Poisonous Balm: As cure serious wounds, but leave behind a latent venom.
Raise Animal CompanionM: As raise dead, but on an animal.
Release the Hounds: Summon a swarm of wolves
Reprobation: Marked target is shunned by your religion.
Rest Eternal: Dead creature cannot be revived.
Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area.
Snake Staff: Transforms wood into snakes to fight for you.
SoulswitchF: Swap your soul with your familiar’s.
Steal Years, Greater: As steal years, but steal a greater amount of years and for longer.
StoneskinMY: Grants DR 10/adamantine.
Summon KamiR: As summon nature’s ally V, except you can summon one kodama, 1d3 fukujin, or 1d4+1 shikigami.
Summon Nature's Ally 5: Summons creature to fight.
Swallow Poison: Protect yourself against ingested poison, then spit it out in a cone.
Threefold AspectF: Appear older or younger.
Touch of Slumber: Touched nonhostile creature falls asleep
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
UnhallowM: Designates location as unholy.
Vile Dog Transformation: Transform ordinary dogs into fiendish minions.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Light: Create a wall of blinding light.
Wall of ThornsY: Thorns damage anyone who tries to pass.
Whip of Centipedes: Create a whip made of poisonous centipedes.
Wind BladesR: Harden the air around the target into jagged invisible blades.

6th-Level Spells

Age Resistance: Ignore penalties from old age.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Antitech Field: Create a field that prevents advanced technology from entering
Bear's Endurance, Mass: As bear's endurance, affects 1 subject/level.
Binding Earth, MassR: As binding earth but with multiple targets.
Bite the Hand, Mass: As Bite the Hand but with multiple creatures.
Blazing Rainbow: Create bow with brilliant energy arrows or a bridge that helps allies and hinders opponents.
Bleaching ResistanceR: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.
Bull's Strength, Mass: As bull's strength, affects 1 subject/level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Curse Terrain, GreaterM: Curse an area with six dangerous hazards
Cyclic ReincarnationFM: Return a creature to life in a new body closely resembling their original one.
Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.
Dust Form: You become an incorporeal creature of dust for a short period of time.
Eagle Aerie: Summon 1 giant eagle/3 levels.
Enlightened StepM: Air Walk for 24 hours, discharge to temporarily gain a fly speed
Epidemic: Infect a subject with a highly contagious disease.
Find the Path: Shows most direct way to a location.
Fire SeedsY: Acorns and berries become grenades and bombs.
Gravity Sphere: Alter the gravity in a 30-foot-radius area.
Gravity Well: Increase the power of gravity in an area.
Green Caress: Slowly transform a creature into an inanimate plant.
Insect Spies, Greater: Use magic beetles as spies and also share their senses.
Ironwood: Magic wood is as strong as steel.
Jatembe’s Ire: Create evil-seeking tendrils from tall grass and weeds.
Liveoak: Oak becomes treant guardian.
Metabolic MoltingMR: Place the target in suspended animation, restoring ability drain and regenerating missing limbs.
Move EarthY: Digs trenches and builds hills.
Overwhelming Poison: Make a poison more difficult to resist.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Path of the WindsR: Call forth mighty winds to clear a path for you.
Plague BearerR: Make the target a carrier of numerous diseases.
Plague Storm: Cloud infects creatures like contagion.
Poison Breath: Expel a cone of poison from your mouth.
Primal Regression: Make a creature become bestial and unintelligent.
Reincarnte SpyFM: As reincarnate, but creating a body similar to that of a chosen creature, and you secretly keep part of the body.
Repel WoodY: Pushes away wooden objects.
Roaming PitM: Create a mobile extradimensional pit
Share SkinR: Possess the body of an animal
Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Source Severance: As antimagic field, except suppress only a specific type of spellcasting (arcane or divine).
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Stoneskin, CommunalM: As stoneskin, but you may divide the duration among creatures touched.
Summon Flight of EaglesF: Summon 1d4+1 giant eagles to serve as mounts.
Summon Giant Ally IR: Summon a giant ally (cave, hill, marsh, river, slag, stone, or wood).
Summon Nature's Ally 6: Summons creature to fight.
Summon Stampede: Conjure a herd of aurochs to trample your enemies.
Swarm Skin: Turns your body into a swarm of vermin.
Tar Pool: Converts the top layer of the ground into hot tar.
TerraformM: Expend mythic power to alter the immediate area’s climate and terrain.
Transport via Plants: Move instantly from one plant to another of the same kind.
Unerring Tracker: Follow an entire trail unerringly.
Wall of StoneY: Creates a stone wall that can be shaped.
Whip of Ants: Create a whip made of army ants.

7th-Level Spells

Age Resistance, Greater: Ignore penalties from venerable age.
Animate PlantsY: One or more plants animate and fight for you.
Baleful Shadow Transmutation: Mutate someone’s shadow and trick the creature into believing they’ve transformed.
Black MarkRY: Mark someone which makes them afraid of water and turns aquatic creatures against them.
ChangestaffY: Your staff becomes a treant on command.
Control WeatherY: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Elemental BombardmentY: Hurl elementals from their respective planes onto your enemies.
Entice FeyM: Entice service from a fey with 12 Hit Dice or fewer.
Fairy Ring Retreat: Toadstool circle leads to an extradimensional meadow.
Fire StormY: Deals 1d6/level fire damage.
Form of the Exotic Dragon I: Turns you into a Medium imperial or primal dragon
Frost Mammoth: Create a mammoth ally out of snow.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Infuse Robot: Transform a robot into a magical construct.
Legendary ProportionsM: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.
Planar RefugeM: Enforce the rules of the Material Plane on another plane.
Plundered PowerM: Kill a creature and steal its strongest spell-like ability
Rampart: Creates 5-ft.-thick earthen barrier.
Scouring WindsY: Winds block vision and deal 3d6 damage per round.
Scrying, Greater: As scrying, but faster and longer.
Siege of Trees: Transforms Large trees into arboreal catapults of the same size.
Summon Giant Ally IIR: As summon giant ally I, except you can summon a desert, fire, frost, or jungle giant (or 1d3 more of the earlier giants).
Summon Nature's Ally 7: Summons creature to fight.
SunbeamY: Beam blinds and deals 4d6 damage.
Tectonic Communion: As commune with nature but at a much greater range.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True SeeingM: Lets you see all things as they really are.
Umbral Strike: Throw a bolt of dark energy, dealing cold and negative energy damage.
Vortex: Creates a whirlpool in water.
Wind Walk: You and your allies turn vaporous and travel fast.

8th-Level Spells

Animal Shapes: One ally/level polymorphs into chosen animal.
Atavism, Mass: One animal/level gains advanced template.
Blood Mist: Mist causes Wisdom damage and rage.
Control Plants: Controls actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Curse of NightF: Curse an area with eternal night
Curse Terrain, SupremeM: Curse an area with seven deadly hazards
EarthquakeY: Intense tremor shakes 80-ft. radius.
Euphoric Tranquility: Makes a creature friendly.
Finger of DeathY: Deals 10 damage/level to one subject.
Form of the Exotic Dragon II: Turns you into a Large imperial or primal dragon
Frightful Aspect: You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Heart of the Mammoth: Imbue a creature with the strength and toughness of the greatest megafauna of the tundra.
Remove Radioactivity, Greater: Remove all ongoing radiation effects along with restoring ability damage and drain taken as a result.
Repel Metal or Stone: Pushes away metal and stone.
Reverse GravityY: Objects and creatures fall upward.
Seamantle: Sheathes you in protective water.
Stormbolts: 1d8 damage/level (max 20d8) to targets.
Summon Giant Ally IIIR: As summon giant ally I, except you can summon an ash or cloud giant (or greater quantities of previous giants).
Summon Nature's Ally 8: Summons creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Vinetrap: Constrict the subject with choking vines.
Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets.
WhirlwindY: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.

9th-Level Spells

Antipathy: Object or location affected by spell repels certain creatures.
AscensionMY: Imbue creatures with mythic power.
Clashing Rocks: 20d6 damage to target creature.
Cruse of Fell SeasonsF: Curse an area's weather
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Death Clutch: Rip out someone's heart
Elemental Swarm: Summons multiple elementals.
Entice Fey, GreaterM: Entice service from a fey of 18 Hit Dice or fewer.
ForesightY: “Sixth sense” warns of impending danger.
Form of the Exotic Dragon III: Turns you into a Huge imperial or primal dragon.
Polar Midnight: Cold darkness paralyzes and deals damage.
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Creates 1d4+2 shambling mounds to fight for you.
ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
Siege of Trees, Greater: As siege of trees, but can transform Huge and Gargantuan trees into arboreal catapults of the same size.
Storm of VengeanceY: Storm rains acid, lightning, and hail.
Summon Elder Worm: Summon a giant purple worm.
Summon Elemental Steed: Create a mighty chariot with a greater elemental bound to serve it.
Summon Froghemoth: Summon a froghemoth.
Summon Nature's Ally 9: Summons creature to fight.
SympathyM: Object or location attracts certain creatures.
TsunamiY: Huge wave damages and sweeps up all in its path.
Winds of Vengeance: Gives you the ability to fly and attack with wind.
World Wave: Earth moves you across distances.