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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.

Ranger Spells

1st-Level Spells

Abundant Ammunition: Replaces nonmagical ammunition every round.
Acid Maw: Enhance your animal companion’s bite attack with acid.
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.
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.
Batrachian SurgeR: Amplify your latent amphibian nature
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.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
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.
Chameleon Scales: Change the color of your skin to something else.
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.
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.
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Delay Poison: Stops poison from harming target for 1 hour/level.
Desperate Weapon: Create an improvised weapon.
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
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.
Endure ElementsY: Exist comfortably in hot or cold regions.
EntangleY: Plants entangle everyone in 40-ft. radius.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Glide: You take no falling damage and move 60 ft./round while falling.
Gravity Bow: Arrows do damage as though one size category bigger.
Handy Grapnel: Transform a ropelike object into a retracting grapple.
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.
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.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
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.
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.
Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
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.
Nature's Paths: Find the shortest and easiest paths through the wilderness.
Negate Aroma: Subject cannot be tracked by scent.
Pass without Trace: One subject/level leaves no tracks.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
Read Magic: Read scrolls and spellbooks.
Read WeatherFR: Forecast the weather for the next 48 hours.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Residual Tracking: Tell creature's appearance by footprint.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Returning Weapon: Grants a weapon the returning special weapon quality.
Reveal Mirage: Discern illusory terrain from range.
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
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Speak with Animals: You can communicate with animals.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
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.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.
Thunderstomp: Trip one creature within range.
Tireless Pursuit: Ignore fatigue while hustling.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Underbrush Decoy: Create a rustling distraction to hide.
Urban GraceR: Move through crowds and urban settings with ease.
Wartrain Mount: Animal gains combat training.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.
Winter FeathersR: Protect a feathered creature from the cold for a day.

2nd-Level Spells

Accelerate Poison: Hastens targeted poison's onset.
Acute Senses: Subject gains a bonus on Perception checks.
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.
Animal AspectY: You gain some of the beneficial qualities of an animal.
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.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Bloodhound: Gives caster the scent special ability.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bullet WardF: Adamantine bullets intercept firearm attacks.
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.
Chameleon Stride: Gives a +4 bonus on Stealth checks and concealment.
Clear Grove: Clear out vegetation from a small area.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Delay DiseaseR: Grant the target temporary immunity to disease.
Eagle Eye: Creates a magical sensor high above you.
Effortless Armor: Armor you wear no longer slows your speed.
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.
Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies.
Garden of Peril: Grow a group of poisonous mushrooms.
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.
Harmless Form: Transform the target into a "harmless" animal.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
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.
Ignoble Form: Transform the target into a half-elf form.
Improve TrapR: Increase a trap’s effectiveness.
Insect Scouts: Create insects to scout an area for you.
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.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Pack Empathy: Create an empathic bond with allies.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Pouncing FuryR: Gain pounce when using your natural claw attacks
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Protective Spirit: Protects from attacks of opportunity.
Quick Change: Use change shape as a swift action and surprise foes.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Reloading Hands: Loads a single shot into your weapon every round.
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
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.
Sea Steed: Adapt your companion to an aquatic environment.
Selective Alarm: As alarm, but only against selected creatures.
Sense Fear: Perceive nearby craetures that are experiencing fear
Sense Vitals: Gain the ability to sneak attack.
Shield Companion: As shield other, but affecting your companion creature.
Sickening Entanglement: As entangle, but plants have sickening sap.
Slipstream: Wave boosts creature's speed.
Snare: Creates a magic booby trap.
Soothing Word: Lessen the severity of a target’s conditions.
Speak with Plants: You can talk to plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Call: 2d6 damage to all creatures in area.
Summon Nature's Ally 2: Summons creature to fight.
Sweat PoisonR: Secrete a poison from your skin
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.
Undetectable TrapM: Make a trap extremely difficult to find.
Venomous BiteM: Enhance a target creature’s bite with poison.
Versatile Weapon: Weapon bypasses some DR.
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
Web Shelter: Create a comfortable shelter made of webbing.
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.

3rd-Level Spells

Aerial Tracks: Track flying creatures through the air.
Animal Ambassador: Grant an animal messenger sentience to deliver your message.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
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 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.
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.
Cloak of Winds: Creates a screen of wind around you.
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.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Darkvision: See 60 ft. in total darkness.
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.
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.
Frigid Souls: Disrupt and dispel spells that protect against cold
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Insect Spies: Use magic beetles as spies.
Instant Enemy: Target is treated as a favored enemy type of your choice.
Instant Fake: Provide a short-term replica of an object.
Life Blast: Drain life from local vegetation to launch a blast of positive energy
Life Bubble: Protects creatures from sustained environmental effects.
Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.
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.
Meticulous Match: Determine if two things are identical.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Nondetection, Lesser: As nondetection, but only protects against spells that target an area
Plant Growth: Grows vegetation, improves crops.
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Quieting Weapons: Weapons make no sound and quiet their victims.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Repungant Taste: Foul liquid nauseates creatures that bite the target
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 Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Shield of WingsR: Five burning wings grant you flight and protect you from fire.
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Stench of Prey: Predatory animals must successfully save or attack the target.
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.
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.
Tree Shape: You look exactly like a tree for 1 hour/level.
Venomous Bolt: Arrow or bolt poisons target.
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 Walk: Subject treads on water as if solid.
Zephyr's FleetnessR: +30 foot land and fly speed (if any) to your allies.

4th-Level Spells

Animal Growth: One animal doubles in size.
Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Bow Spirit: Summons an invisible spirit that fires your arrows for you as a swift action.
Cloud ShapeR: Assume the appearance of a large cloud.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Vermin: Control a number of vermin for you and your allies to ride.
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.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Entice Fey, LesserM: Entice service from a fey with 6 Hit Dice or fewer.
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
Freedom of Movement: Subject moves normally despite impediments to restrict movement.
Green Caress: Slowly transform a creature into an inanimate plant.
Grove of Respite: Creates trees and a small spring.
Heavy Water: Make water heavier and harder to swim through.
Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor
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.
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.
NondetectionM: Hides subject from divination, scrying.
Overwhelming Poison: Make a poison more difficult to resist.
Phantom Hunt: Grant yourself and your animal companion numerous enhanced senses and tracking abilities.
Planned AssaultRT: Increase the effectiveness of actions planned in advance.
Raise Animal CompanionM: As raise dead, but on an animal.
Remove Radioactivity: Remove radiation effects from a target.
Sea Stallion: As sea steed, but gain amphibious and freedom of movement-like effects while mounted.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area.
Summon Flight of EaglesF: Summon 1d4+1 giant eagles to serve as mounts.
Summon Nature's Ally 4: Summons creature to fight.
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.
Tree Stride: Step from one tree to another far away.
Unerring Tracker: Follow an entire trail unerringly.
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.