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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.

Hunter 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.
Abundant Ammunition: Replaces nonmagical ammunition every round.
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.
Alarm: Wards an area for 2 hours/level.
Alleviate Addiction: Ignore the effects of addictions.
Alter Winds: Increase/decrease strength of natural winds.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Purpose Training: Animal gains a new general purpose.
Ant Haul: Triples carrying capacity of a creature.
Anticipate PerilY: Target gains a bonus on one initiative check.
Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack.
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.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
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.
Call Weapon: Summon an ally's weapon from a distance.
Calm Animals: Calms 2d4 + level HD of animals.
Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath.
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.
Compel Hostility: Compels opponents to attack you instead of your allies.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Dancing Lantern: Animates a lantern that follows you.
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.
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Delay Poison: Stops poison from harming target for 1 hour/level.
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: Detect other worshippers of your deity.
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.
Glide: You take no falling damage and move 60 ft./round while falling.
GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Gravity Bow: Arrows do damage as though one size category bigger.
Hairline FracturesR: Create hairline fractures in earth and stone.
Hanspur’s Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris.
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.
Hide Weapon: Hide a weapon within your own arm.
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Horn of Pursuit: Create three notes heard miles away.
Hunter's Howl: Treat enemies as favored for 1 round/level.
Hydraulic PushY: Wave of water bull rushes an enemy.
Ice ArmorR: Create a thick suit of ice armor.
Inner Focus: Ignore divine focus components of your spells.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
Ironbloom SproutsFMR: Transform mushrooms into magical ironbloom mushrooms.
Jump: Subject gets bonus on Acrobatics checks.
Keen Senses: Subject gains +2 Perception, low-light vision.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Know the EnemyY: Gain +10 on a monster Knowledge check.
Lead Blades: Melee weapons damage as if one size bigger.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Longstrider: Your speed increases by 10 ft.
Lose the TrailR: Obscure a target’s tracks when fleeing from a pursuer.
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.
Make Lost: Make the targets become lost.
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.
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.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
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.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Remove Sickness: Suppress disease, nausea, and the sickened condition.
Residual Tracking: Tell creature's appearance by footprint.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Restore Corpse: Skeletal corpse grows flesh.
Returning Weapon: Grants a weapon the returning special weapon quality.
Reveal Mirage: Discern illusory terrain from range.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
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 Local Language: Target gains the ability to speak and understand a regional human language.
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.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
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.
Sun MetalY: Weapon touched bursts into flames.
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.
Tireless Pursuit: Ignore fatigue while hustling.
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.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Urban GraceR: Move through crowds and urban settings with ease.
Wartrain Mount: Animal gains combat training.
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.
Acute Senses: Subject gains a bonus on Perception checks.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Air Step: Tread unsteadily on air, with limitations.
Allfood: Turns item up to 5 lbs./level into food.
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 Trance: Fascinates 2d6 HD of animals.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Ape Walk: Enchant someone to climb as well as an ape.
Arrow Eruption: Creates duplicates of killing arrow.
Aspect of the Bear: +2 AC and combat maneuver rolls.
Badger's Ferocity: Weapons are keen while you concentrate.
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.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Bloodhound: Gives caster the scent special ability.
Brittle PortalR: Reduce the hardness of obejcts within the area.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bullet WardF: Adamantine bullets intercept firearm attacks.
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.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Chameleon Stride: Gives a +4 bonus on Stealth checks and concealment.
Chill MetalY: Cold metal damages those who touch it.
Clear Grove: Clear out vegetation from a small area.
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
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Delay DiseaseR: Grant the target temporary immunity to disease.
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.
Effortless Armor: Armor you wear no longer slows your speed.
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.
Enemy Insight: Grant others a bonus against your favored enemies.
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Euphoric CloudM: Fog obscures vision and fascinates living creatures.
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.
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.
Guiding Star: Know approximate distance from where you cast this spell.
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.
Harmless Form: Transform the target into a "harmless" animal.
Harvest Season: Cause an explosive burst of growth in a single plant.
Heat MetalY: Makes metal so hot it damages those who touch it.
Hide Campsite: Hides all traces of your campsite.
Hold Animal: Paralyzes one animal for 1 round/level.
Hunter's Eye: +20 on Perception checks to locate a target.
Hunter's Friend: Share some of your class abilities with your animal companion.
Hunter's Lore: Make untrained Knowledge checks to identify monsters, and take 20 on Knowledge checks you are already trained in.
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
Improve TrapR: Increase a trap’s effectiveness.
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.
Lament of Summer’s Last BreathR: Wrap the target in a mantle of summery air; this also harms creatures with the cold subtype.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Lead Plating: Enclose the target in a thin sheath of lead.
Lightning Lash: Create a cackling lash of unholy lightning.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Lockjaw: Gives creature grab ability with a natural attack.
Magic Boulder: As magic stone, but with boulders.
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.
Perceive Cues: +5 Perception and Sense Motive 10 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.
Pox PustulesY: Subject is sickened and has –4 Dex.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Protective Spirit: Protects from attacks of opportunity.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
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.
Reloading Hands: Loads a single shot into your weapon every round.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Reveal True ShapeM: Reveal the true form of a magically disguised/transformed creature.
Ricochet ShotY: Imbues a projectile weapon to give its ammunition the ability to ricochet.
Riversight: See events transpiring along a natural watercourse you touch.
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 Vitals: Gain the ability to sneak attack.
Share Language: Subject understands chosen language.
Shield Companion: As shield other, but affecting your companion creature.
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.
Snare: Creates a magic booby trap.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Soothing Word: Lessen the severity of a target’s conditions.
Speak with Plants: You can talk to plants and plant creatures.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
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.
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.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
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.
Versatile Weapon: Weapon bypasses some DR.
Vine Strike: Entangle enemies while in close combat.
Warp Wood: Bends wood.
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.
Wind Wall: Deflects arrows, smaller creatures, and gases.
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.
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.
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Aversion: Cause the target to avoid an object or location.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Bite the Hand: Compel a summoned creature to attack its summoner.
Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Blade Snare: Create an invisible snare to trap weapons.
Blast Barrier: Create a rippling but unstable wall from the earth.
Bleed for Your Master: Force your animal servant to take a blow for you.
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks.
BurrowY: Target gains a burrow speed of 15.
Burst of Nettles: Burst deals 3d6 damage and 1d6 acid.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
Chameleon Stride, Greater: As chameleon stride, but affecting all nearby creatures.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
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.
Command Plants: Sways the actions of plant creatures.
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 Holds: Create handholds out of earth, plaster, stone, or wood.
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.
Darkvision: See 60 ft. in total darkness.
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.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Feather Step, Mass: As feather step, but affects many targets rather than one.
Fickle Winds: Wind walls selectively block attacks.
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Fins to FeetR: Give a creature legs, allowing it to walk on land.
Frigid Souls: Disrupt and dispel spells that protect against cold
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Fungal Infestation: Target takes bleed from attacks.
Heatstroke: Fire a ray to give someone heatstroke, dealing 1d4 nonleathal damage and inducing exhaustion.
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.
Instant Enemy: Target is treated as a favored enemy type of your choice.
Life Bubble: Protects creatures from sustained environmental effects.
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).
Martyr's Last BlessingR: Burst with healing energy when you are dying or killed.
Meld into Stone: You and your gear merge with stone.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Nature's Exile: Gives subject –10 on Survival checks.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar InquiryM: Call an extraplanar creature to answer your questions.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
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.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
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.
See Through Stone: Look through solid rock as if it were glass.
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.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
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.
Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
Spit Venom: Spit blinding black adder venom.
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.
Strong Jaw: Natural attacks damage as two sizes bigger.
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.
Thorn Snare: Create a snare trap covered with sharp thorns.
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Thunderstomp, Greater: Trip multiple creatures within range.
Tireless Pursuers: As tireless pursuit, but affects many targets rather than one.
Titanic Anchoring: Become grounded and nearly immovable.
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.
Venomous Bolt: Arrow or bolt poisons target.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Vex Giant: Gain increased senses against a target larger than you.
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.
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.
Water Walk: Subject treads on water as if solid.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
Zephyr’s FleetnessR: +30 foot land and fly speed (if any) to your allies.

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.
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 Growth: One animal doubles in size.
Antiplant Shell: Keeps animated plants at bay.
Arboreal HammerY: Tree branches attack opponents.
Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
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.
Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath.
Borrow Corruption: a
Bow Spirit: Summons an invisible spirit that fires your arrows for you as a swift action.
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.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Water: Raises or lowers bodies of water.
Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Darkvision, Greater: See 120 ft. in total darkness.
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.
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
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.
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.
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.
Kiss of the First WorldM: Imbue a creature with raw energy from the First World.
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.
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.
Night of BladesR: Create an immobile wall of tiny black blades.
Nixie's LureR: Create a seductive song to lure all nearby creatures.
NondetectionM: Hides subject from divination, scrying.
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.
Planned AssaultRT: Increase the effectiveness of actions planned in advance.
Raise Animal CompanionM: As raise dead, but on an animal.
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.
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.
Sensory Amplifier: Enhance the sight of all creatures near you.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Shield Speech, Greater: Communicate freely with a group of nearby people without anyone else being able to overhear.
Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area.
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.
Summon Flight of EaglesF: Summon 1d4+1 giant eagles to serve as mounts.
Summon Nature's Ally 4: Summons creature to fight.
Sword to Snake: Change an object into a venemous creature.
Tactical FormationRT: Grant targets a bonus to AC so long as they remain in formation.
Terrain Bond: Treat the terrain you are in as a favored terrain for the spell's duration.
Thorn Body: Your attackers take 1d6 +1 damage/level.
Touch of Slime: Touch infests a target with green slime.
Traveling DreamR: Create a magical sensor that you can watch through while you sleep.
Tree Stride: Step from one tree to another far away.
True FormY: Removes polymorph effects.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Volcanic Storm: Hot rocks deal 5d6 damage.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.
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.
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.
Blood Ties: a
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.
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.
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.
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.
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.
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.
Reprobation: Marked target is shunned by your religion.
Rest Eternal: Dead creature cannot be revived.
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.
Threefold AspectF: Appear older or younger.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
UnhallowM: Designates location as unholy.
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.
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.
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.
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.
Move EarthY: Digs trenches and builds hills.
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.
Repel WoodY: Pushes away wooden objects.
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 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.
Wall of StoneY: Creates a stone wall that can be shaped.
Whip of Ants: Create a whip made of army ants.