With a single touch, you create temporary hairline fractures in a piece of stone or a creature with the earth subtype.
Shaman Spells
A shaman casts divine spells drawn from the shaman spell list through deep communion with spirits. Learn more about the Shaman class.
Deals 10 points/level damage to target.
You transform the target into a harmless animal of the same approximate body type.
You use a Harrow deck to tell a fortune for yourself or someone else.
You cause an explosive burst of growth in a single plant, causing it to grow through a cycle of flower, fruit, or grain production as appropriate.
You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world.
Cures 10 points/level damage, all diseases and mental conditions.
As heal, but affects 1 subject/level.
You imbue one touched holy symbol per 3 caster levels with a connection to your own divine power, turning the touched holy symbols into tokens of healing.
You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly.
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.
This spell functions as hex glyph, except you can store a hex or a major hex (but not a grand hex).
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.
Target gains +4 on saves against witch hexes.
You spend 1 hour in quiet meditation, holding the focus component in both hands and walking around a natural area.
Animals can't perceive one subject/level.
Paralyzes one humanoid for 1 round/level.
All melee and natural attacks from the target deal damage as if the target were one size category smaller than it actually is.
Deals 1d6/level damage within 30 ft.
You channel residual feelings of terror into the minds of creatures within the area, causing those fears to manifest when confronted with a specific object.
Give a creature a bite attack and a hunger for its own kind's flesh.
Give creatures bite attacks and a hunger for their own kind's flesh.
Designate a favored enemy and favored terrain, granting allies within range bonuses against the enemy and in the terrain.
Choose one creature type (and subtype, if applicable) from the ranger's favored enemy list.