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
Transmutation
See 60 ft. in total darkness.
Class Levels:
Hunter 3
Ranger 3
Wizard 2
Psychic 2
Arcanist 2
Sorcerer 2
Alchemist 2
Antipaladin 2
Investigator 2
Conjuration
Healing
As delay poison, but you may divide the duration among creatures touched.
Class Levels:
Bard 3
Druid 3
Skald 3
Witch 3
Cleric 3
Hunter 3
Oracle 3
Ranger 3
Paladin 3
Alchemist 3
Warpriest 3
Inquisitor 3
Investigator 3
Transmutation
Reduces size or blights growth of normal plants.
Class Levels:
Druid 3
Hunter 3
Ranger 3
Transmutation
Drains 1 dose of venom from a poisonous creature and magically coats your weapon.
Class Levels:
Druid 3
Witch 3
Cleric 3
Ranger 3
Alchemist 3
Antipaladin 3
Abjuration
Ward yourself against thought detection and memory alteration.
Class Levels:
Bard 2
Skald 2
Witch 2
Hunter 3
Medium 2
Ranger 3
Shaman 2
Psychic 2
Alchemist 2
Mesmerist 2
Inquisitor 2
Investigator 2
Transmutation
As feather step, but affects many targets rather than one.
Class Levels:
Bard 3
Druid 3
Skald 3
Hunter 3
Ranger 3
Psychic 3
Transmutation
Wind walls selectively block attacks.
Class Levels:
Druid 5
Cleric 5
Hunter 3
Oracle 5
Ranger 3
Wizard 5
Arcanist 5
Sorcerer 5
Warpriest 5
Spiritualist 5
Divination
Scrying
You can sense the location of a target creature within range if it is also within 10 feet of a living plant or fungus.
Class Levels:
Druid 4
Hunter 3
Ranger 3
Shaman 4
Abjuration
The target can move and attack underwater normally without the usual penalties involved with underwater combat, as if under the effects of freedom of movement.
Class Levels:
Bard 3
Druid 3
Skald 3
Cleric 3
Hunter 3
Medium 3
Oracle 3
Ranger 3
Psychic 3
Alchemist 3
Mesmerist 3
Occultist 3
Warpriest 3
Inquisitor 3
Investigator 3
Spiritualist 3
Necromancy
Haunted
You harness fear of frozen environments into a haunt that withers defenses against the cold.
Class Levels:
Druid 4
Witch 4
Cleric 4
Ranger 3
Shaman 4
Wizard 4
Sorcerer 4
Transmutation
You cast this spell as you draw out a consumable alchemical item to use.
Class Levels:
Bard 2
Druid 2
Ranger 3
Wizard 2
Sorcerer 2
Alchemist 2
Occultist 3
Inquisitor 3
Illusion
Figment
You create a written message of 50 words or fewer, or else an image, a drawing, or a similar diagram.
Class Levels:
Bard 3
Skald 3
Hunter 3
Medium 3
Ranger 3
Wizard 4
Arcanist 4
Sorcerer 4
Occultist 3
Conjuration
Summoning
You summon a wasp swarm that builds a 10-foot-by-10-foot nest in the place you designate--typically under the eaves of a house, amid the rafters of a tavern, or in another obscured place.
Class Levels:
Druid 3
Ranger 3
Wizard 3
Psychic 3
Sorcerer 3
Divination
You summon one or more glossy black beetles, which have a measure of intelligence and make for excellent spies.
Class Levels:
Druid 3
Witch 4
Hunter 3
Ranger 3
Wizard 4
Sorcerer 4
Summoner 3
Enchantment
Target is treated as a favored enemy type of your choice.
Class Levels:
Hunter 3
Ranger 3
Illusion
Figment
You create an illusory duplicate of the target item.
Class Levels:
Bard 3
Magus 4
Skald 3
Hunter 3
Ranger 3
Wizard 4
Sorcerer 4
Mesmerist 3
Occultist 3
Inquisitor 3
Transmutation
Polymorph
You gain some of the appearance and qualities of the ja noi, oni who take hobgoblin form.
Class Levels:
Druid 3
Magus 3
Ranger 3
Wizard 3
Sorcerer 3
Alchemist 3
Bloodrager 3
Necromancy
Drain life from local vegetation to launch a blast of positive energy.
Class Levels:
Druid 4
Hunter 3
Ranger 3
Shaman 4
Abjuration
Protects creatures from sustained environmental effects.
Class Levels:
Druid 4
Cleric 5
Hunter 3
Oracle 5
Ranger 3
Wizard 5
Psychic 5
Arcanist 5
Sorcerer 5
Warpriest 5
Conjuration
Healing
You infuse the current with positive energy.
Class Levels:
Druid 3
Cleric 3
Hunter 3
Oracle 3
Ranger 3
Shaman 3
Paladin 3
Warpriest 3
Transmutation
+20 ft. enhancement bonus to base land speed and +10 ft. to other movement modes.
Class Levels:
Druid 3
Hunter 3
Ranger 3
Transmutation
One natural weapon gets + 1/four levels (max. +5).
Class Levels:
Druid 3
Hunter 3
Ranger 3
Summoner 3
Divination
You compare two similar items and know if they are identical to one another or not.
Class Levels:
Bard 3
Skald 3
Witch 4
Hunter 3
Ranger 3
Wizard 4
Sorcerer 4
Occultist 3
Inquisitor 3