Enchantment
Compulsion
Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum 20).
Class Levels:
Cleric 5
Oracle 5
Paladin 4
Inquisitor 4
Transmutation
You touch an animal or magical beast that has a helpful attitude toward you, instantly transforming the creature into a miniature figurine of stone, small enough to fit into the palm of your hand.
Class Levels:
Druid 2
Witch 2
Ranger 2
Wizard 2
Paladin 2
Sorcerer 2
Transmutation
You bestow divine protection on your companion.
Class Levels:
Druid 2
Witch 2
Ranger 2
Shaman 2
Wizard 2
Paladin 1
Sorcerer 2
Summoner 1
Conjuration
Creation
A creature targeted by this spell is held immobile by glowing golden chains composed of pure light.
Class Levels:
Cleric 6
Wizard 6
Paladin 4
Sorcerer 6
Inquisitor 5
Enchantment
Compulsion
Sickens creature if it refuses to fight you.
Class Levels:
Paladin 1
Evocation
A ring of fire surrounds the area affected by the spell.
Class Levels:
Cleric 5
Paladin 4
Warpriest 5
Inquisitor 4
Conjuration
Teleportation
You trade places with the other target, teleporting as if you were both affected by dimension door.
Class Levels:
Druid 5
Witch 5
Hunter 4
Ranger 4
Shaman 5
Wizard 5
Paladin 4
Sorcerer 5
Antipaladin 4
Enchantment
Compulsion
Compels opponents to attack you instead of your allies.
Class Levels:
Bard 1
Skald 1
Witch 1
Cleric 1
Hunter 1
Medium 1
Oracle 1
Ranger 1
Paladin 1
Psychic 1
Summoner 1
Mesmerist 1
Warpriest 1
Inquisitor 1
Abjuration
You must cast this spell immediately before casting another spell on the same creature, eliciting a promise or warning against a behavior and binding the target to the paired spell.
Class Levels:
Bard 2
Skald 2
Witch 2
Cleric 2
Paladin 1
Mesmerist 2
Occultist 2
Warpriest 2
Inquisitor 2
Antipaladin 1
Transmutation
The randomness of critical hits has long vexed certain duelists in the Aldori school who consider luck to be an unwelcome addition to duels, which they view as contests of skill rather than chance.
Class Levels:
Bard 2
Magus 2
Skald 2
Cleric 3
Paladin 2
Warpriest 3
Abjuration
Protects creature against damage from alignment-based attacks.
Class Levels:
Paladin 2
Inquisitor 2
Antipaladin 2
Conjuration
Creation
Creates 2 gallons/level of pure water.
Class Levels:
Adept 0
Druid 0
Cleric 0
Hunter 0
Oracle 0
Shaman 0
Paladin 1
Warpriest 0
Inquisitor 0
Transmutation
When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders.
Class Levels:
Cleric 4
Paladin 4
Inquisitor 4
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 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 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
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
Evocation
Punish creatures for evil spells they know or that affect them.
Class Levels:
Cleric 3
Paladin 3
Warpriest 3
Inquisitor 3
Evocation
Targeted ammunition exudes radiant energy.
Class Levels:
Cleric 3
Oracle 3
Paladin 3
Warpriest 3
Inquisitor 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
Necromancy
Your might increases with every kill you make.
Class Levels:
Cleric 3
Oracle 3
Paladin 3
Warpriest 3
Inquisitor 3
Antipaladin 3
Necromancy
Grants bonuses against death spells and negative energy.
Class Levels:
Druid 5
Witch 4
Cleric 4
Hunter 5
Medium 4
Oracle 4
Paladin 4
Alchemist 4
Warpriest 4
Inquisitor 4
Investigator 4
Spiritualist 4
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