Corpse answers one question/two levels.
Shaman Spells
A shaman casts divine spells drawn from the shaman spell list through deep communion with spirits. Learn more about the Shaman class.
This spell functions as stone tell but allows conversations only with a body of standing or flowing fresh water at least as large as you are.
You stir a haunt (Pathfinder RPG GameMastery Guide 242) to a limited sense of awareness and consciousness, allowing it to answer questions.
You tap into the awareness and consciousness of a plane with a sentient structure, allowing it to answer questions.
You commune with the soul of a dead creature.
You summon a spectral creature in the shape of the Tiny or smaller animal of your choice, which always appears in your square.
You inflict a curse similar to the spell burn spellblight on a creature.
You disrupt any spell energy affecting your target, causing that energy to crackle with power and harm the target.
Creatures in area take 1d8 damage, may also be slowed.
The targeted suit of armor or shield sprouts thousands of tiny iron spikes like porcupine quills.
You can cast this spell only as a response to a target attempting a saving throw against an effect that would cause the fatigued, shaken, sickened, or staggered conditions.
This spell functions as spindrift spritz, except as noted above.
Attunes to up to 1 creature or object per 3 levels, allowing mental sensing of distance and health.
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.
Give a weapon ghost touch and another ability tied to an emotion.
This spell causes an ally made of pure force to appear in a single 5-foot square within range.
Magic weapon attacks on its own.
Spit blinding black adder venom.
You create an aura around the target weapon that weakens a foe's magical defenses.
You cause a willing plant creature's body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them.
You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it.
Cause a dying creature to stabilize.
You instantly stabilize the target's pressure, causing it to adjust to its current pressure all at once.