Spellbook
Showing spells 73–96 of 1400.
you take on an aspect of a falcon. your eyes become wide and raptor-like, and you grow feathers on the sides of your head. you gain a +3 competence bonus on perception checks, a +1 competence bonus on...
- Druid 1
- Hunter 1
- Ranger 1
when you cast this spell, you take on an aspect of a stag, including some of its physical characteristics. your features become elongated and sinewy, and you grow a set of antlers you can use for defe...
- Druid 4
- Hunter 3
- Ranger 3
when you cast this spell, you take on an aspect of a wolf, including some of its physical characteristics. you become more rugged, your ears become elongated, and you sprout sharp fangs and fur. you g...
- Druid 5
- Hunter 4
- Ranger 4
by freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. you can bring the astral forms of other willing creatures with you, provi...
- Arcanist 9
- Cleric 9
- Oracle 9
- Sorcerer 9
- Warpriest 9
- Witch 9
- Wizard 9
this spell functions as astral projection, except you cannot leave the astral plane and explore other planes (though you can still return to the plane you were on when you cast this spell).
- Arcanist 5
- Cleric 5
- Oracle 5
- Sorcerer 5
- Warpriest 5
- Wizard 5
this spell removes the burden of misdeeds from the subject. the creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. if the atoning creature committed the evi...
- Cleric 5
- Druid 5
- Hunter 5
- Inquisitor 5
- Oracle 5
- Warpriest 5
an augury can tell you whether a particular action will bring good or bad results for you in the immediate future.the base chance for receiving a meaningful reply is 70% + 1% per caster level, to a ma...
- Cleric 2
- Oracle 2
- Shaman 2
- Warpriest 2
- Witch 2
you emanate an aura that saps the strength of others of your kind and channels their energy into you. each round that a creature starts its turn in the spell's area and shares both your creature type ...
- Arcanist 3
- Cleric 3
- Oracle 3
- Sorcerer 3
- Warpriest 3
- Witch 3
- Wizard 3
you emanate an almost palpable aura of horror. all non-allies within this spell's area, or that later enter the area, must make a will save to avoid becoming shaken. a successful save suppresses the e...
- Cleric 4
- Oracle 4
- Warpriest 4
this functions like keen edge, except it affects multiple weapons and requires your concentration. you select the weapons to be affected, and can only affect one weapon per creature. if a creature's w...
- Arcanist 2
- Cleric 3
- Druid 3
- Hunter 2
- Oracle 3
- Ranger 2
- Sorcerer 2
- Warpriest 3
- Wizard 2
as beast shape iii, except that you change the subject into a small or smaller animal of no more than 1 hd. if the new form would prove fatal to the creature, such as an aquatic creature not in water,...
- Adept 5
- Arcanist 5
- Druid 5
- Hunter 5
- Magus 5
- Shaman 5
- Sorcerer 5
- Summoner 4
- Witch 5
- Wizard 5
you create two globes of lightning that fly in whichever direction you indicate. for every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, t...
- Arcanist 4
- Bloodrager 4
- Druid 4
- Elementalist Wizard 4
- Hunter 4
- Magus 4
- Shaman 4
- Sorcerer 4
- Wizard 4
bane fills your enemies with fear and doubt. each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. bane counters and dispels ble...
- Antipaladin 1
- Cleric 1
- Inquisitor 1
- Oracle 1
- Shaman 1
- Warpriest 1
a banishment spell is a more powerful version of the dismissal spell. it enables you to force extraplanar creatures out of your home plane. as many as 2 hit dice of creatures per caster level can be b...
- Arcanist 7
- Cleric 6
- Inquisitor 5
- Oracle 6
- Shaman 6
- Sorcerer 7
- Summoner 5
- Warpriest 6
- Wizard 7
barkskin toughens a creature's skin. the effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. this enhancement bonus increases by 1 for every three caster levels above ...
- Alchemist 2
- Druid 2
- Hunter 2
- Ranger 2
- Shaman 2
- Summoner 2
you are transformed into a single-minded force of destruction. you gain the ferocity monster special ability, a number of temporary hit points equal to 1d6 + your caster level (maximum +10), and a +4 ...
- Alchemist 3
- Antipaladin 3
- Cleric 4
- Hunter 3
- Inquisitor 3
- Investigator 3
- Oracle 4
- Ranger 3
- Warpriest 4
- Witch 4
you fuse your thoughts with an ally's, allowing the two of you to fight in tandem, perfectly coordinated. you and the ally each roll initiative in combat and use the higher die result before adding mo...
- Arcanist 6
- Inquisitor 4
- Sorcerer 6
- Wizard 6
the affected creature gains greater vitality and stamina. the spell grants the subject a +4 enhancement bonus to constitution, which adds the usual benefits to hit points, fortitude saves, constitutio...
- Adept 2
- Alchemist 2
- Arcanist 2
- Bloodrager 2
- Cleric 2
- Druid 2
- Hunter 2
- Magus 2
- Oracle 2
- Ranger 2
- Shaman 2
- Sorcerer 2
- Summoner 2
- Warpriest 2
- Wizard 2