Green Caress Transmutation You cause the target to transform into a plant over time. Class Levels: Druid 6 Witch 6 Hunter 4 Ranger 4 Shaman 6 ultimate_wilderness transmutation component_v component_s component_m ranger
Guards And Wards Abjuration Array of magic effects protect area. Class Levels: Witch 6 Wizard 6 Arcanist 6 Sorcerer 6 core_rulebook abjuration component_v component_s component_m component_f
Guidance Divination +1 on one attack roll, saving throw, or skill check. Class Levels: Adept 0 Druid 0 Witch 0 Cleric 0 Hunter 0 Oracle 0 Summoner 0 Warpriest 0 Inquisitor 0 core_rulebook divination component_v component_s adept cleric
Guiding Star Divination Know approximate distance from where you cast this spell. Class Levels: Witch 3 Cleric 3 Hunter 2 Oracle 3 Ranger 2 Shaman 2 Warpriest 3 advanced_player_s_guide divination component_v component_s component_m cleric
Half-Blood Extraction Transmutation You transform the target half-orc into a full-blooded orc. Class Levels: Druid 5 Witch 5 Cleric 5 Hunter 5 Oracle 5 Wizard 5 Arcanist 5 Sorcerer 5 Alchemist 5 Warpriest 5 Investigator 5 advanced_race_guide transmutation component_v component_s component_m component_df
Harm Necromancy Deals 10 points/level damage to target. Class Levels: Witch 7 Cleric 6 Oracle 6 Shaman 7 Warpriest 6 Inquisitor 6 core_rulebook necromancy component_v component_s cleric inquisitor
Haunting Mists Illusion Creatures are shaken and take Wis damage. Class Levels: Bard 2 Skald 2 Witch 2 Wizard 2 Arcanist 2 Sorcerer 2 ultimate_magic illusion component_v component_s arcanist bard
Heal Conjuration Cures 10 points/level damage, all diseases and mental conditions. Class Levels: Adept 5 Druid 7 Witch 7 Cleric 6 Oracle 6 Shaman 7 Alchemist 6 Warpriest 6 Inquisitor 6 Investigator 6 core_rulebook conjuration component_v component_s adept alchemist
Healing Thief Necromancy You siphon half of all magical healing that the targeted creature receives. Class Levels: Witch 3 Wizard 3 Arcanist 3 Sorcerer 3 ultimate_combat necromancy component_v component_s component_m arcanist
Heart Of The Metal Transmutation You lend the nature of adamantine, cold iron, or silver, depending on component used, to the targeted weapons, with the following effects: Adamantine: The weapons overcome DR/adamantine and ignore hardness less than 20. Class Levels: Magus 3 Witch 3 Wizard 3 Sorcerer 3 advanced_class_guide transmutation earth component_v component_s component_m
Hellmouth Lash Transmutation Upon casting this spell, your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. Class Levels: Witch 4 Wizard 4 Arcanist 4 Sorcerer 4 Bloodrager 4 advanced_race_guide transmutation component_v component_s arcanist bloodrager
Heroic Invocation Enchantment Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects. Class Levels: Witch 9 Wizard 9 Arcanist 9 Sorcerer 9 ultimate_combat enchantment component_v component_s arcanist sorcerer
Heroism Enchantment Gives +2 bonus on attack rolls, saves, skill checks. Class Levels: Bard 2 Skald 2 Witch 3 Wizard 3 Arcanist 3 Sorcerer 3 Summoner 3 Alchemist 3 Bloodrager 3 Inquisitor 3 Investigator 3 core_rulebook enchantment component_v component_s alchemist arcanist
Heroism, Greater Enchantment Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Class Levels: Bard 5 Skald 5 Witch 6 Wizard 6 Arcanist 6 Sorcerer 6 Summoner 5 core_rulebook enchantment component_v component_s arcanist bard
Hex Glyph Abjuration This spell functions like the spell glyph version of glyph of warding, except you can store a hex you know (but not a major hex or a grand hex) instead of a spell. Class Levels: Witch 3 Shaman 3 advanced_class_guide abjuration component_v component_s component_m shaman
Hex Glyph (Greater) Abjuration This spell functions as hex glyph, except you can store a hex or a major hex (but not a grand hex). Class Levels: Witch 5 Shaman 5 advanced_class_guide abjuration component_v component_s component_m shaman
Hex Vulnerability Necromancy The targeted creature becomes susceptible to a repeat use of your harmful hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. Class Levels: Witch 1 Shaman 1 advanced_class_guide necromancy curse component_v component_s component_m
Hex Ward Abjuration Target gains +4 on saves against witch hexes. Class Levels: Witch 1 Shaman 1 Inquisitor 1 ultimate_magic abjuration component_v component_s inquisitor shaman
Hidden Presence Enchantment You prevent the targets from having conscious awareness of your presence. Class Levels: Bard 2 Skald 2 Witch 2 Wizard 2 Psychic 2 Sorcerer 2 Mesmerist 2 Inquisitor 2 ultimate_intrigue enchantment mind_affecting component_v component_s component_m
Hidden Speech Transmutation Gain +10 on Bluff to send secret messages. Class Levels: Bard 2 Skald 2 Witch 2 Inquisitor 3 advanced_player_s_guide transmutation component_v component_s component_m component_df
Hidden Spring Transmutation You spend 1 hour in quiet meditation, holding the focus component in both hands and walking around a natural area. Class Levels: Druid 1 Witch 1 Cleric 1 Hunter 1 Ranger 1 Shaman 1 Warpriest 1 ultimate_wilderness transmutation water component_v component_s component_f
Hold Monster Enchantment As hold person, but any creature. Class Levels: Bard 4 Skald 4 Witch 5 Wizard 5 Arcanist 5 Sorcerer 5 Summoner 4 Inquisitor 4 core_rulebook enchantment component_v component_s component_m component_df
Hold Monster, Mass Enchantment As hold monster, but all within 30 ft. Class Levels: Witch 9 Wizard 9 Arcanist 9 Sorcerer 9 core_rulebook enchantment component_v component_s component_m component_df
Hold Person Enchantment Paralyzes one humanoid for 1 round/level. Class Levels: Bard 2 Skald 2 Witch 2 Cleric 2 Oracle 2 Shaman 2 Wizard 3 Arcanist 3 Sorcerer 3 Warpriest 2 Bloodrager 3 Inquisitor 2 Antipaladin 2 core_rulebook enchantment component_v component_s component_f component_df