Necromancy
Slashing weapon deals bleed damage to an opponent's head.
Class Levels:
Magus 2
Hunter 2
Ranger 2
Wizard 2
Arcanist 2
Sorcerer 2
Bloodrager 2
Inquisitor 2
Transmutation
Subject gains +4 to Str for 1 min./level.
Class Levels:
Adept 2
Druid 2
Magus 2
Cleric 2
Hunter 2
Medium 2
Oracle 2
Shaman 2
Wizard 2
Paladin 2
Psychic 2
Arcanist 2
Sorcerer 2
Summoner 2
Alchemist 2
Warpriest 2
Bloodrager 2
Antipaladin 2
Investigator 2
Abjuration
You toss several adamantine bullets into the air, which then hover protectively nearby and intercept firearm attacks targeting you.
Class Levels:
Bard 2
Skald 2
Witch 2
Hunter 2
Ranger 2
Wizard 2
Paladin 2
Psychic 2
Sorcerer 2
Inquisitor 2
Antipaladin 2
Evocation
Inflict 1d6 fire damage to creature by looking at it.
Class Levels:
Druid 2
Magus 2
Witch 2
Hunter 2
Shaman 2
Wizard 2
Arcanist 2
Sorcerer 2
Mesmerist 2
Bloodrager 2
Elementalist Wizard 2
Evocation
Creates a shelter around a campfire.
Class Levels:
Bard 3
Druid 2
Skald 3
Hunter 2
Ranger 2
Wizard 3
Arcanist 3
Sorcerer 3
Elementalist Wizard 3
Transmutation
Subject gains +4 to Dex for 1 min./level.
Class Levels:
Bard 2
Adept 2
Druid 2
Magus 2
Skald 2
Hunter 2
Medium 2
Ranger 2
Wizard 2
Psychic 2
Arcanist 2
Sorcerer 2
Summoner 2
Alchemist 2
Mesmerist 2
Bloodrager 2
Investigator 2
Transmutation
You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Class Levels:
Druid 2
Hunter 2
Wizard 2
Arcanist 2
Sorcerer 2
Alchemist 2
Bloodrager 2
Investigator 2
Illusion
Glamer
Gives a +4 bonus on Stealth checks and concealment.
Class Levels:
Hunter 2
Ranger 2
Transmutation
Cold metal damages those who touch it.
Class Levels:
Druid 2
Hunter 2
Psychic 2
Conjuration
Creation
You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2 caster levels.
Class Levels:
Druid 2
Witch 2
Hunter 2
Necromancy
You create a life link between yourself and the target.
Class Levels:
Druid 2
Witch 2
Hunter 2
Ranger 2
Wizard 2
Sorcerer 2
Transmutation
Designate allies to influence and ride vermin as if they were animals with animal-level intelligence.
Class Levels:
Druid 2
Witch 2
Cleric 3
Hunter 2
Oracle 3
Ranger 4
Wizard 3
Arcanist 3
Sorcerer 3
Warpriest 3
Divination
Creates treasure map out of a creature's corpse.
Class Levels:
Bard 2
Druid 3
Skald 2
Hunter 2
Medium 2
Ranger 2
Wizard 2
Psychic 2
Arcanist 2
Sorcerer 2
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
Conjuration
Healing
The target becomes temporarily immune to disease.
Class Levels:
Druid 2
Witch 1
Cleric 2
Hunter 2
Oracle 2
Ranger 2
Paladin 2
Alchemist 2
Mesmerist 2
Warpriest 2
Inquisitor 2
Investigator 2
Divination
This spell functions as detect magic, except that you can glean much more information from the magical auras that you find, and those auras can be found after a much greater length of time.
Class Levels:
Bard 2
Druid 2
Magus 2
Skald 2
Witch 2
Cleric 2
Hunter 2
Medium 2
Shaman 2
Wizard 2
Psychic 2
Sorcerer 2
Summoner 2
Mesmerist 2
Occultist 2
Warpriest 2
Inquisitor 2
Spiritualist 2
Transmutation
You remove a creature's ability to poison others, whether inherent or via poisoned weapons.
Class Levels:
Druid 3
Witch 3
Cleric 3
Hunter 2
Ranger 2
Shaman 3
Paladin 3
Warpriest 3
Inquisitor 3
Divination
Creates a magical sensor high above you.
Class Levels:
Druid 2
Hunter 2
Ranger 2
Shaman 2
Psychic 2
Transmutation
Armor you wear no longer slows your speed.
Class Levels:
Magus 2
Cleric 2
Hunter 2
Oracle 2
Ranger 2
Paladin 2
Psychic 2
Warpriest 2
Inquisitor 2
Divination
Enables you to speak to elementals and some creatures.
Class Levels:
Bard 3
Druid 2
Skald 3
Cleric 3
Hunter 2
Oracle 3
Wizard 2
Arcanist 2
Sorcerer 2
Mesmerist 3
Warpriest 3
Elementalist Wizard 2
Abjuration
As endure elements, but you may divide the duration among creatures touched.
Class Levels:
Druid 2
Cleric 2
Hunter 2
Oracle 2
Ranger 2
Wizard 2
Paladin 2
Arcanist 2
Sorcerer 2
Alchemist 3
Warpriest 2
Investigator 3
Divination
You forge a mental bond between yourself and the other targets, each of which must have an Intelligence score of 3 or higher.
Class Levels:
Hunter 2
Ranger 2
Abjuration
You place a ward on an area that notifies you when a creature exits it.
Class Levels:
Bard 2
Skald 2
Hunter 2
Ranger 2
Wizard 2
Psychic 2
Arcanist 2
Sorcerer 2
Summoner 2
Occultist 2
Inquisitor 2
Spiritualist 2
Abjuration
This ward grants you extra maneuverability when you avoid attacks against larger foes.
Class Levels:
Bard 2
Magus 2
Skald 2
Hunter 2
Ranger 2
Wizard 2
Arcanist 2
Sorcerer 2
Inquisitor 2