This spell functions like scale spikes , except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5).
Shaman Level 3 Spells
A shaman casts divine spells drawn from the shaman spell list through deep communion with spirits. Learn more about the Shaman class.
You attune your mind and your sight to the hidden world of spirits.
You summon one or more wafting seeds, which have a measure of intelligence and make for excellent spies.
You dim your targets' perceptions of light and shadow, convincing them the space they occupy is dark.
You shield yourself with darkness, reducing the illumination level in your space to magical darkness and granting you total concealment.
All affected creatures are veiled with a commonplace appearance.
This spell functions as commune with nature except it reveals up to three details about the territory you currently occupy from the following list - bodies of water, features, minerals, or plants.
This spell grants the target the ability to swim through the air.
Hampers vision and movement.
You create an area of healing mud.
Note This item is associated with a particular deity that can not be named here.
Corpse answers one question/two levels.
You stir a haunt (Pathfinder RPG GameMastery Guide 242) to a limited sense of awareness and consciousness, allowing it to answer questions.
You summon a spectral creature in the shape of the Tiny or smaller animal of your choice, which always appears in your square.
Attunes to up to 1 creature or object per 3 levels, allowing mental sensing of distance and health.
You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it.
The target exudes a strong odor that most predators recognize as the scent of helpless prey.
Nauseating vapors, 1 round/level.
Sculpts stone into any shape.
This spell covers your hand with a writhing black aura.
Summons a creature from the 3rd-level nature list (or 1d3 from 2nd-level list).
When this spell is cast on a natural, unworked surface, it creates an extradimensional underground space large enough to comfortably hold two creatures of any size per caster level (maximum 12).
You compel the water to push the targets in a direction of your choice.
You compel the wind to push the targets in a direction of your choice.