Transmutation
Polymorph
This spell functions as alter self, except you can as a swift action alter the disguise (within the limitations of alter self).
Class Levels:
Bard 4
Magus 4
Skald 4
Witch 4
Medium 4
Shaman 4
Wizard 4
Psychic 4
Sorcerer 4
Alchemist 4
Investigator 4
Divination
You cause the air in the area to ripple where creatures have flown through it up to %1 days ago.
Class Levels:
Druid 4
Hunter 3
Ranger 3
Shaman 4
Inquisitor 4
Enchantment
Compulsion
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Class Levels:
Adept 2
Cleric 2
Medium 2
Oracle 2
Shaman 2
Alchemist 2
Warpriest 2
Inquisitor 2
Investigator 2
Spiritualist 2
Transmutation
The transmuted creatures can breathe air freely.
Class Levels:
Druid 3
Magus 3
Cleric 3
Hunter 3
Oracle 3
Shaman 3
Wizard 3
Arcanist 3
Sorcerer 3
Summoner 3
Alchemist 3
Warpriest 3
Bloodrager 3
Investigator 3
Evocation
You create a powerful blast of air capable of flinging an opponent upward.
Class Levels:
Druid 3
Magus 3
Witch 3
Hunter 3
Shaman 4
Wizard 3
Sorcerer 3
Bloodrager 3
Divination
You attempt to obtain a glimpse of some specific event from the Akashic Record, the extraplanar repository of all experiences that have ever occurred.
Class Levels:
Bard 3
Witch 3
Medium 3
Shaman 3
Wizard 4
Psychic 3
Sorcerer 4
Mesmerist 4
Occultist 3
Spiritualist 4
Conjuration
Healing
The subject ignores the effects of addictions.
Class Levels:
Druid 1
Witch 1
Cleric 1
Ranger 1
Shaman 1
Paladin 1
Alchemist 1
Abjuration
Attempt to weaken a corruption's effect at risk to yourself.
Class Levels:
Witch 6
Cleric 6
Shaman 6
Psychic 6
Warpriest 6
Spiritualist 6
Conjuration
Creation
This spell creates a burst of spores that weaken the mind.
Class Levels:
Druid 2
Witch 2
Hunter 2
Shaman 2
Enchantment
Charm
Animals perceive you as a social superior.
Class Levels:
Bard 3
Druid 2
Skald 3
Hunter 2
Medium 2
Ranger 2
Shaman 2
Mesmerist 3
Transmutation
Polymorph
Assume form of a Small or Medium humanoid.
Class Levels:
Bard 2
Magus 2
Skald 2
Witch 2
Medium 2
Shaman 2
Wizard 2
Psychic 2
Arcanist 2
Sorcerer 2
Summoner 2
Alchemist 2
Mesmerist 2
Investigator 2
Transmutation
You amplify your natural stench special ability its save DC increases by 2, and creatures that fail their saving throws against your stench become nauseated rather than sickened.
Class Levels:
Druid 2
Cleric 2
Hunter 2
Oracle 2
Shaman 2
Wizard 2
Arcanist 2
Sorcerer 2
Warpriest 2
Divination
When you cast this spell, you open your mind to the vast experiences of your ancestors in the hope of learning something pertinent about your current situation.
Class Levels:
Druid 4
Cleric 5
Oracle 5
Shaman 5
Alchemist 5
Transmutation
Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and making it more difficult for others to move you against your will.
Class Levels:
Druid 3
Witch 3
Hunter 3
Shaman 3
Wizard 3
Psychic 3
Sorcerer 3
Alchemist 3
Investigator 3
Enchantment
Compulsion
You compel a single animal to travel to a spot you designate and deliver a message to a creature you identify.
Class Levels:
Bard 4
Druid 4
Skald 4
Hunter 3
Ranger 3
Shaman 4
Transmutation
One animal doubles in size.
Class Levels:
Druid 5
Hunter 4
Ranger 4
Shaman 5
Wizard 5
Arcanist 5
Sorcerer 5
Enchantment
Compulsion
Sends a Tiny animal to a specific place.
Class Levels:
Bard 2
Druid 2
Skald 2
Hunter 1
Ranger 1
Shaman 2
Psychic 2
Mesmerist 2
Enchantment
Compulsion
You instill the target animal with a general purpose (see the Handle Animal skill), which can be any purpose except combat training-fighting, guarding, heavy labor, hunting, performance, or riding.
Class Levels:
Bard 2
Druid 2
Skald 2
Witch 1
Hunter 1
Ranger 1
Shaman 2
Paladin 1
Inquisitor 1
Antipaladin 1
Transmutation
Polymorph
One ally/level polymorphs into chosen animal.
Class Levels:
Druid 8
Shaman 8
Necromancy
Creates undead skeletons and zombies.
Class Levels:
Adept 3
Cleric 3
Oracle 3
Shaman 3
Wizard 4
Arcanist 4
Sorcerer 4
Warpriest 3
Antipaladin 3
Spiritualist 3
Necromancy
Create one skeleton or zombie.
Class Levels:
Cleric 2
Oracle 2
Shaman 2
Wizard 3
Arcanist 3
Sorcerer 3
Warpriest 2
Spiritualist 2
Transmutation
One or more plants animate and fight for you.
Class Levels:
Druid 7
Shaman 7
Abjuration
You bring into being a mobile, hemispherical energy field that incorporeal creatures cannot enter.
Class Levels:
Witch 4
Cleric 4
Shaman 4
Psychic 4
Warpriest 4
Spiritualist 4
Abjuration
10-ft.-radius field hedges out living creatures.
Class Levels:
Druid 6
Cleric 6
Hunter 6
Oracle 6
Shaman 6
Psychic 6
Warpriest 6