+2 AC and saves vs. good, wards against mental control, and bars summoned good creatures.
Shaman Level 1 Spells
A shaman casts divine spells drawn from the shaman spell list through deep communion with spirits. Learn more about the Shaman class.
+2 AC and saves vs. law, wards against mental control, and bars summoned lawful creatures.
You coat yourself with a thin layer of shimmering energy.
This spell allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on.
Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
If the target doesn't eat on the day this spell is cast on it, the DC to avoid taking nonlethal damage from starvation on the following day doesn't increase by 1.
You energize your body's immune system, improving your ability to resist toxins and ailments.
You heighten your awareness of your own thoughts, allowing you to more easily resist outside influences.
Your touch causes a single creature's skin to produce fibrous tissue that sutures the creature's wounds, rapidly closing them and leaving jagged scars where the wounds were.
Your cape, cloak, or shawl stiffens and maintains its shape even if removed.
You invisibly inscribe a small mark or short message (no more than 25 words) on a creature or object, similar to the way arcane mark works.
Grants sensitivity to nearby spirit magic and identify spells cast from spirit lists.
Pins target's shadow to terrain, entangling it and preventing movement beyond 5 feet.
This spell allows you to read written material in a quarter of the time it would normally take to read it.
You mix a malign spirit into a piece of food, a drink, or some other item to be consumed (including alchemical items, potions, elixirs, or similar items).
Puts 4 HD of creatures into magical slumber.
The targeted suit of armor or shield sprouts thousands of tiny iron spikes like porcupine quills.
Spells from your domain or spirit magic list cast in the area gain +1 CL and a +4 insight bonus on concentration checks.
Delivers a potable potion, elixir, or beverage to a willing touched ally as a standard action.
A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
The next single attack made against you takes a -10 penalty.
Summons an animal or nature creature from the 1st-level list to fight for you.
This spell turns nonmagic liquids--including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids--into mead or wine of average quality.
A wooden thorn the size of a javelin (appropriate for your size) appears in your open hand.