Conjuration
Healing
Dispels magical ability penalty or repairs 1d4 ability damage.
Class Levels:
Druid 2
Cleric 2
Hunter 2
Oracle 2
Shaman 2
Paladin 1
Alchemist 2
Mesmerist 2
Warpriest 2
Inquisitor 2
Investigator 2
Spiritualist 2
Necromancy
Skeletal corpse grows flesh.
Class Levels:
Druid 1
Witch 1
Cleric 1
Hunter 1
Medium 1
Oracle 1
Wizard 1
Psychic 1
Arcanist 1
Sorcerer 1
Warpriest 1
Conjuration
Healing
Fully restore dead subject.
Class Levels:
Witch 8
Cleric 7
Oracle 7
Shaman 8
Conjuration
Teleportation
Grants a weapon the returning special weapon quality.
Class Levels:
Bard 2
Magus 1
Skald 2
Witch 2
Cleric 2
Hunter 1
Oracle 2
Ranger 1
Wizard 2
Psychic 2
Arcanist 2
Sorcerer 2
Warpriest 2
Bloodrager 1
Inquisitor 1
Conjuration
Teleportation
As returning weapon, but you may divide the duration among weapons touched.
Class Levels:
Bard 3
Magus 2
Skald 3
Witch 3
Cleric 3
Hunter 2
Oracle 3
Ranger 2
Wizard 3
Arcanist 3
Sorcerer 3
Warpriest 3
Inquisitor 2
Divination
You can focus upon a single point within line of sight and discern if the terrain or geographic features of that point are illusory.
Class Levels:
Druid 2
Witch 3
Cleric 3
Ranger 1
Wizard 3
Sorcerer 3
Divination
You reveal the true form of a magically disguised or transformed creature, whether the target's transformation is physical (such as polymorph) or illusory (such as disguise self).
Class Levels:
Bard 2
Druid 2
Cleric 2
Oracle 2
Wizard 2
Sorcerer 2
Evocation
The touched object emits a shimmering light (as per light) that causes shadows to shift constantly in a 20-foot radius.
Class Levels:
Bard 1
Cleric 2
Medium 1
Oracle 2
Wizard 2
Psychic 2
Sorcerer 2
Inquisitor 2
Divination
Grants an insight bonus equal to caster level (max +10) on checks to disable, solve, or manipulate a device.
Class Levels:
Bard 2
Cleric 3
Oracle 3
Wizard 3
Sorcerer 3
Transmutation
Wards armor to animate into a Medium combatant when its wearer is knocked unconscious.
Class Levels:
Magus 4
Witch 3
Cleric 4
Medium 4
Shaman 3
Wizard 4
Paladin 3
Sorcerer 4
Occultist 4
Antipaladin 3
Spiritualist 3
Transmutation
Target can breathe water and swim.
Class Levels:
Druid 4
Witch 4
Cleric 4
Hunter 4
Oracle 4
Shaman 4
Wizard 4
Arcanist 4
Sorcerer 4
Warpriest 4
Bloodrager 4
Conjuration
Calling
This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet.
Class Levels:
Witch 8
Cleric 8
Wizard 8
Sorcerer 8
Abjuration
Penalizes non-good spellcasters who target you with -4 on mental checks for the duration.
Class Levels:
Cleric 3
Paladin 2
Inquisitor 3
Transmutation
Your size increases, and you gain bonuses in combat.
Class Levels:
Cleric 5
Oracle 5
Warpriest 5
Inquisitor 5
Transmutation
Painfully swell a target's joints.
Class Levels:
Magus 4
Witch 4
Cleric 4
Shaman 4
Wizard 4
Psychic 4
Sorcerer 4
Occultist 4
Warpriest 4
Spiritualist 3
Abjuration
You energize your body's immune system, improving your ability to resist toxins and ailments.
Class Levels:
Druid 1
Cleric 1
Ranger 1
Shaman 1
Paladin 1
Abjuration
You heighten your awareness of your own thoughts, allowing you to more easily resist outside influences.
Class Levels:
Druid 1
Cleric 1
Shaman 1
Wizard 1
Divination
Scrying
You can view events transpiring along a natural watercourse you touch.
Class Levels:
Druid 2
Witch 3
Cleric 3
Ranger 2
Inquisitor 3
Conjuration
Creation
This spell functions as create pit, except the pit is capable of movement.
Class Levels:
Druid 6
Cleric 6
Wizard 5
Psychic 6
Sorcerer 5
Summoner 5
Conjuration
Creation
A 15-foot-long lash of crumbling crystal and earth emerges from the palm of your hand.
Class Levels:
Druid 2
Magus 2
Witch 2
Cleric 2
Hunter 1
Oracle 2
Ranger 1
Shaman 2
Wizard 2
Arcanist 2
Sorcerer 2
Warpriest 2
Transmutation
You transform the target into a cheap alcohol of your choice, such as beer, grog, mead, rum, or wine.
Class Levels:
Bard 2
Skald 2
Cleric 2
Oracle 2
Occultist 2
Warpriest 2
Inquisitor 2
Antipaladin 2
Transmutation
Shakes the earth, making a single trip attack check applied to all creatures in the area.
Class Levels:
Cleric 2
Oracle 2
Wizard 2
Sorcerer 2
Divination
By immersing yourself fully in the intricacies of a carved or written rune of any kind, you can divine the elements of that rune's nature.
Class Levels:
Bard 1
Skald 1
Cleric 1
Wizard 1
Psychic 1
Sorcerer 1
Occultist 1
Warpriest 1
Necromancy
Seal a creature away inside the spell's focus.
Class Levels:
Cleric 8