Transmutation
Causes a creature to become dehydrated.
Class Levels:
Druid 3
Witch 3
Hunter 3
Psychic 3
Mesmerist 3
Conjuration
Healing
Cures 4d8 damage + 1/level (max +20).
Class Levels:
Bard 4
Adept 4
Druid 5
Skald 4
Witch 5
Cleric 4
Hunter 5
Oracle 4
Shaman 4
Alchemist 4
Warpriest 4
Inquisitor 4
Investigator 4
Spiritualist 4
Conjuration
Healing
Cures 4d8 damage + 1/level for many creatures.
Class Levels:
Druid 9
Witch 9
Cleric 8
Oracle 8
Shaman 8
Conjuration
Healing
Cures 1d8 damage + 1/level (max +5).
Class Levels:
Bard 1
Adept 1
Druid 1
Skald 1
Witch 1
Cleric 1
Hunter 1
Oracle 1
Ranger 2
Shaman 1
Paladin 1
Alchemist 1
Warpriest 1
Inquisitor 1
Investigator 1
Spiritualist 1
Conjuration
Healing
Cures 1d8 damage + 1/level, affects 1 subject/level.
Class Levels:
Bard 5
Druid 6
Skald 5
Witch 6
Cleric 5
Hunter 6
Oracle 5
Shaman 5
Warpriest 5
Inquisitor 5
Conjuration
Healing
Cures 2d8 damage +1/level (max. +10).
Class Levels:
Bard 2
Adept 2
Druid 3
Skald 2
Witch 2
Cleric 2
Hunter 3
Oracle 2
Ranger 3
Shaman 2
Paladin 3
Alchemist 2
Warpriest 2
Inquisitor 2
Investigator 2
Spiritualist 2
Conjuration
Healing
Cures 2d8 damage + 1/level, affects 1 subject/level.
Class Levels:
Bard 6
Druid 7
Skald 6
Witch 7
Cleric 6
Oracle 6
Shaman 6
Warpriest 6
Inquisitor 6
Conjuration
Healing
Cures 3d8 damage + 1/level (max +15).
Class Levels:
Bard 3
Adept 3
Druid 4
Skald 3
Witch 4
Cleric 3
Hunter 4
Oracle 3
Ranger 4
Shaman 3
Paladin 4
Alchemist 3
Warpriest 3
Inquisitor 3
Investigator 3
Spiritualist 3
Conjuration
Cures 3d8 damage + 1/level, affects 1 subject/level.
Class Levels:
Druid 8
Witch 8
Cleric 7
Oracle 7
Shaman 7
Necromancy
Curse an area with four hazards.
Class Levels:
Druid 4
Witch 4
Cleric 4
Hunter 4
Shaman 4
Wizard 4
Sorcerer 4
Warpriest 4
Necromancy
Curse an area with six dangerous hazards.
Class Levels:
Druid 6
Witch 6
Cleric 6
Hunter 6
Shaman 6
Wizard 6
Sorcerer 6
Warpriest 6
Necromancy
Curse an area with three mild hazards.
Class Levels:
Druid 2
Witch 2
Cleric 2
Hunter 2
Shaman 2
Wizard 2
Sorcerer 2
Warpriest 2
Necromancy
Curse an area with seven deadly hazards.
Class Levels:
Druid 8
Witch 8
Cleric 8
Shaman 8
Wizard 8
Sorcerer 8
Conjuration
You invest a target with cursed elemental energy, making the open skies anathema to it.
Class Levels:
Druid 3
Magus 3
Witch 3
Shaman 4
Wizard 4
Sorcerer 4
Summoner 4
Transmutation
Curse an area's weather.
Class Levels:
Druid 9
Witch 9
Shaman 9
Wizard 9
Sorcerer 9
Evocation
Curse an area with eternal night.
Class Levels:
Druid 8
Witch 8
Cleric 8
Wizard 8
Sorcerer 8
Transmutation
Returns dead creature to life in a young or physically similar body of its original race.
Class Levels:
Druid 6
Necromancy
This spell functions like death ward, except as noted above and it only protects against these attacks from daemons.
Class Levels:
Druid 5
Witch 4
Cleric 4
Wizard 4
Paladin 4
Sorcerer 4
Transmutation
Ruins ammunition loaded in the targeted firearm.
Class Levels:
Druid 1
Witch 1
Hunter 1
Wizard 1
Arcanist 1
Sorcerer 1
Evocation
You evoke a powerful light that affects all sighted creatures that do not posses light sensitivity.
Class Levels:
Druid 3
Cleric 3
Wizard 3
Sorcerer 3
Abjuration
You ward an area's shadows such that light cannot penetrate them.
Class Levels:
Druid 5
Witch 5
Cleric 5
Shaman 5
Wizard 5
Psychic 5
Sorcerer 5
Alchemist 3
Evocation
60-ft. radius of bright light.
Class Levels:
Bard 3
Adept 3
Druid 3
Magus 3
Skald 3
Cleric 3
Hunter 3
Oracle 3
Shaman 3
Wizard 3
Paladin 3
Arcanist 3
Sorcerer 3
Warpriest 3
Inquisitor 3
Evocation
Creates an arrow of crackling electricity to fire as a ranged touch attack or signal allies.
Class Levels:
Druid 1
Magus 1
Cleric 2
Oracle 2
Ranger 1
Paladin 1
Inquisitor 1
Divination
Gain a +4 bonus on Survival and move full speed while tracking.
Class Levels:
Bard 1
Druid 1
Skald 1
Cleric 1
Hunter 1
Oracle 1
Ranger 1
Warpriest 1
Inquisitor 1