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Occult Rituals


Ranger Spells

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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

1st-Level

Abjuration

Alarm: Wards an area for 2 hours/level.
Antitoxin Touch: Protect a creautre from incedental exposure to poison
Cloak of Shade: Reduces effects of intense sun exposure and environmental heat.
Endure ElementsY: Exist comfortably in hot or cold regions.
Hide from Animals: Animals can't perceive one subject/level.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Protection from Spores: Bolster a creature’s body against the harmful effects of spore and fungus.
Radiation Ward: Protect a creature against radiation
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Rite of Bodily PurityM: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison
Shield Companion (AA)F: As shield other, but affects the caster’s animal companion or familiar.
Waterproof: Target becomes waterproof for the spells duration
Winter FeathersR: Protect a feathered creature from the cold for a day.

Conjuration

Abundant Ammunition: Replaces nonmagical ammunition every round.
Air Bubble: Creates a small pocket of air around your head or an object.
Alleviate Addiction: Ignore the effects of addictions.
Ally Across Time: Summon a duplicate of yourself from a parallel world to aid another
Burning Sands: Create a field of hot sand that creates difficult terrain and minor fire damage
Delay Poison: Stops poison from harming target for 1 hour/level.
Desperate Weapon: Create an improvised weapon.
Dream FeastR: Feed someone while they sleep.
Hanspur's Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris.
Instant Clot: Touched creature doesn't bleed
Returning Weapon: Grants a weapon the returning special weapon quality.
Rock Whip: Create a whip that passes through unworked stone
Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions
Summon Minor Ally: Summon 1d3 Tiny animals.
Summon Nature's Ally 1: Summons creature to fight.
Thorn Javelin: Wield a javelin that sickens opponents when it strikes.

Divination

Anticipate PerilY: Target gains a bonus on one initiative check.
Carrion Compass: Animate the target undead’s organs to lead you to its most recent controller or cause of undeath.
Commune with BirdsR: Ask a question to all birds within a mile of your location.
Deadeye's Lore: Gain a +4 bonus on Survival and move full speed while tracking.
Detect Aberration: Detect presence of aberrations.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Radiation: Detect radiation in the surrounding area.
Detect Snares and Pits: Reveals natural or primitive traps.
Detect the Faithful: Find others of the same faith.
Diagnose Disease: Detect and identify diseases.
Heightened Awareness: Your recall and ability to process information improve.
Know the EnemyY: Gain +10 on a monster Knowledge check.
Locate Portal: Detect portals within range
Nature's Paths: Learn the best way to travel overland
Planar Orientation: Locate places of power on your current plane
Read Magic: Read scrolls and spellbooks.
Read WeatherFR: Forecast the weather for the next 48 hours.
Residual Tracking: Tell creature's appearance by footprint.
Reveal Mirage: Discern illusory terrain from range.
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Speak with Animals: You can communicate with animals.
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Whispering LoreR: Gain a bonus to Knowledge based on the terrain you are in.

Enchantment

Animal Messenger: Sends a Tiny animal to a specific place.
Animal Purpose Training: Animal gains a new general purpose.
Call AnimalY: Makes an animal come to you.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Compel Hostility: Compels opponents to attack you instead of your allies.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Make Lost: Make the targets become lost.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Wartrain Mount: Animal gains combat training.

Evocation

Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Horn of Pursuit: Create three notes heard miles away.
Tamer's Lash: Create a whip made of sound that damages foes and can frighten animals
Thunderstomp: Trip one creature within range.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.

Illusion

BlendR: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Echo: Cause a sound to repeat itself
Inner Focus: Ignore divine focus components of your spells.
Lose the TrailR: Obscure a target’s tracks when fleeing from a pursuer.

Necromancy

Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack.
Defoliate: Hurl a tiny ball of negative energy to destroy plant life.
Hunter's Howl: Treat enemies as favored for 1 round/level.
Preserve: Prevent objects from rotting and spoiling

Transmutation

Acid Maw: Enhance your animal companion’s bite attack with acid.
Ant Haul: Triples carrying capacity of a creature.
Aspect of the Falcon: Gives bonuses on Perception and ranged attacks.
Aspect of the NightingaleR: Your voice becomes clear and pleasant, like a nightingale.
Batrachian SurgeR: Amplify your latent amphibian nature
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Call Weapon: Summon an ally's weapon from a distance.
Chameleon Scales: Change the color of your skin to something else.
Cheetah's Sprint: Sprint or charge with amazing speed.
Dancing Lantern: Animates a lantern that follows you.
EntangleY: Plants entangle everyone in 40-ft. radius.
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Glide: You take no falling damage and move 60 ft./round while falling.
Gravity Bow: Arrows do damage as though one size category bigger.
Handy Grapnel: Transform a ropelike object into a retracting grapple.
Hidden Spring: Discover a temporary spring of fresh, flowing water
Hide Weapon: Hide a weapon within your own arm.
Hobble: Reduce creature's speed
Hollow Blades: Target’s weapons deal damage as if they were smaller.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
Jump: Subject gets bonus on Acrobatics checks.
Keen Senses: Subject gains +2 Perception, low-light vision.
Lead Blades: Melee weapons damage as if one size bigger.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Longstrider: Your speed increases by 10 ft.
Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Negate Aroma: Subject cannot be tracked by scent.
Pass without Trace: One subject/level leaves no tracks.
Peasant ArmamentsR: Transform improvised weapons into actual weapons.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Sculpted Cape: Enchanted cape stiffens and can bear weight
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Steady Saddle: Affected saddle has reduced penalties for actions requiring focus
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Sun MetalY: Weapon touched bursts into flames.
Suspend Drowning: Targets temporarily stop drowning
Tireless Pursuit: Ignore fatigue while hustling.
Underbrush Decoy: Create a rustling distraction to hide.
Urban GraceR: Move through crowds and urban settings with ease.

2nd-Level

Abjuration

Bullet WardF: Adamantine bullets intercept firearm attacks.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Escape Alarm: As alarm, but alerts you when a creatuer leaves the area
Escaping WardR: Gain maneuverability by avoiding the attacks of larger creatures.
Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies.
Influence Wild Magic: Stabilize an area of primal magic
Lament of Summer's Last BreathR: Wrap the target in a mantle of summery air; this also harms creatures with the cold subtype.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack
Selective Alarm: As alarm, but only against selected creatures.
Shield Companion (ACG): As shield other, but affecting your companion creature.
Stabilize Pressure: Target immediately adjusts to the surrounding pressure
With the Wind: Protect a target from being blown away by wind of less than windstorm force

Conjuration

Alter Summoned Monster: Swap one summoned creature with another.
Aquatic Cavalry: Summon hippocampi to serve as aquatic mounts
Arrow Eruption: Creates duplicates of killing arrow.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Delay DiseaseR: Grant the target temporary immunity to disease.
Garden of Peril: Grow a group of poisonous mushrooms.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
Iron Stake: Hurl a spike of cold iron at a foe
Lead Plating: Enclose the target in a thin sheath of lead.
Protective Spirit: Protects from attacks of opportunity.
Reloading Hands: Loads a single shot into your weapon every round.
Restful Cloak: Enchanted cloak functions as a tent
Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
Shackle: Summon manacles onto a target creature
Slipstream: Wave boosts creature's speed.
Soothing Word: Lessen the severity of a target’s conditions.
Stone Call: 2d6 damage to all creatures in area.
Summon Nature's Ally 2: Summons creature to fight.
Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth
Web Shelter: Create a comfortable shelter made of webbing.

Divination

Aquatic Trail: Track creatures underwater
Create Treasure MapM: Creates treasure map out of a creature's corpse.
Eagle Eye: Creates a magical sensor high above you.
Enemy Insight: Grant others a bonus against your favored enemies.
Guiding Star: Know approximate distance from where you cast this spell.
Hunter's Eye: +20 on Perception checks to locate a target.
Hunter's Lore: Make untrained Knowledge checks to identify monsters, and take 20 on Knowledge checks you are already trained in.
Insect Scouts: Create insects to scout an area for you.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Pack Empathy: Create an empathic bond with allies.
Replay Tracks: Reconstruct past events from a set of tracks
Riversight: See events transpiring along a natural watercourse you touch.
Seed SpiesR: Create a group of wafting seeds with magical intellect that can spy for you.
Sense Fear: Perceive nearby creatures that are experiencing fear
Sense Vitals: Gain the ability to sneak attack.
Shared Training: Share your teamwork feats with allies
Speak with Plants: You can talk to plants and plant creatures.
Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.

Enchantment

Alpha Instinct: Gain bonuses when you're interacting with animals
Hold Animal: Paralyzes one animal for 1 round/level.
Tactical Miscalculation: Prevent a creature from making attacks of opportunity.

Evocation

Campfire Wall: Creates a shelter around a campfire.
Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface
Ice Slick: Coat an area with thin ice, dealing cold damage and causing creatures to fall prone.
Lead Anchor: Alter a creature's buoyancy so that it plummits to the depths
Lightning Lash: Create a cackling lash of unholy lightning.
Neutral Buoyancy: Alter a creature's buoyancy to be neutral, granting them increased maneuverability
Ricochet ShotY: Imbues a projectile weapon to give its ammunition the ability to ricochet.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Chameleon Stride: Gives a +4 bonus on Stealth checks and concealment.
Hide Campsite: Hides all traces of your campsite.
Undetectable TrapM: Make a trap extremely difficult to find.

Necromancy

Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Sweat PoisonR: Secrete a poison from your skin

Transmutation

Accelerate Poison: Hastens targeted poison's onset.
Acute Senses: Subject gains a bonus on Perception checks.
Air Step: Tread unsteadily on air, with limitations.
Allfood: Turns item up to 5 lbs./level into food.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Ape Walk: Enchant someone to climb as well as an ape.
Ashen Path: Allow one or more creatures to ignore airborne effects and see through magical smoke and fog
Aspect of the Bear: +2 AC and combat maneuver rolls.
Badger's Ferocity: Weapons are keen while you concentrate.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Bloodhound: Gives caster the scent special ability.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.
Celestial Companion: Give your companion protections against evil creatures
Clear Grove: Clear out vegetation from a small area.
Detoxify: Remove a creature's ability to poison others
Effortless Armor: Armor you wear no longer slows your speed.
Grasping VineR: Sprout a 20-ft long vine that can assist with numerous tasks.
GroundswellR: Raise the ground up underneath you.
Harmless Form: Transform the target into a "harmless" animal.
Hunter's Friend: Share some of your class abilities with your animal companion.
Ignoble Form: Transform the target into a half-elf form.
Improve TrapR: Increase a trap’s effectiveness.
Ironskin: Harden your skin into iron.
Lockjaw: Gives creature grab ability with a natural attack.
Overstimulate: Target creature gains the ferocity ability
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Pouncing Fury: Make a full attack with your claws after a charge
Quick Change: Use change shape as a swift action and surprise foes.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Raven's Flight: Quickly turn into a tiny blurred shape with flight.
Ropeweave: Create useful tools from a coil of rope
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scamper: Grant your animal companion astonishing agility
Sea Steed: Your mount adapts to an aquatic environment
Sickening Entanglement: As entangle, but plants have sickening sap.
Snare: Creates a magic booby trap.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Surefoot Boots: Enchanted boots let you treat Acrobatics checks to balance as though you rolled a 20
Venomous BiteM: Enhance a target creature’s bite with poison.
Versatile Weapon: Weapon bypasses some DR.
Visualization of the BodyM: Gain a +5 bonus on checks with one physical ability score for 24 hours, discharge for a one-time physical boost
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.
Wilderness Soldiers: Nearby plants aid you in combat.

3rd-Level

Abjuration

Blade Snare: Create an invisible snare to trap weapons.
Cloak of Winds: Creates a screen of wind around you.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
Life Bubble: Protects creatures from sustained environmental effects.
Nondetection, Lesser: As nondetection, but only protects against spells that target an area
Planar Aegis: Use planar energy to protect yourself and retaliate with one energy type
Pressure Adaptation: Target acclimates to pressure changes more quickly
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings
Ward of the SeasonR: Enhance a creature with the power of a season.
Woodland Rune: Triggered rune slows the movements of creatures in the area

Conjuration

Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Army Across Time: As ally across time, but more cubes and more duplicates
Calistria's Guardian Wasps: Summon a swarm of wasps to ward and area
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Life Current: Infuse a current with positive energy, healing all living creatures within
Martyr's Last BlessingR: Burst with healing energy when you are dying or killed.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Remove Disease: Cures all diseases affecting subject.
Rising Water: Create a pillar of water
Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp
Soothing Mud: Create restorative mud that heals hit point and ability damage
Spectral Scout: Summon a spectral animal to scout for you.
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Summon Nature's Ally 3: Summons creature to fight.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Sylvan Hideaway: Create a secret extradimensional hideaway.
Unlife Current: Infuse a current with negative energy, damaging all living creatures within
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.

Divination

Aerial Tracks: Track flying creatures through the air.
Forest's Sense: Sense the location of a distant target that is near a plant or fungus
Insect Spies: Use magic beetles as spies.
Meticulous Match: Determine if two things are identical.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
Sand Table: Create a model of the surrounding land and the creatures nearby
See Through Stone: Look through solid rock as if it were glass.
Signs of the Land: Learn up to three details about the surrounding territory

Enchantment

Animal Ambassador: Grant an animal messenger sentience to deliver your message.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Bleed for your Master: Compel a companion to take damage for you
Companion Mind LinkY: You can talk with your animal companion, and can handle it with supernatural ease.
Instant Enemy: Target is treated as a favored enemy type of your choice.

Evocation

Burning Entanglement: As entangle, but deals fire damage and obscures the area with smoke
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Pinecone Bomb: Thrown pinecone deals 1d6 piercing damage/2 levels in a 10-ft.-radius
Symbol of StormsM: Symbol creates stormwinds and lightning when triggered
Thunderstomp, Greater: Trip multiple creatures within range.

Illusion

Chameleon Stride, Greater: As chameleon stride, but affecting all nearby creatures.
Geomessage: Leave a message hidden on a surface
Instant Fake: Provide a short-term replica of an object.
Mirage: Create illusory terrain
Quieting Weapons: Weapons make no sound and quiet their victims.
Sunstalker: Creature becomes invisible in sunlight

Necromancy

Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks.
Frigid Souls: Disrupt and dispel spells that protect against cold
Life Blast: Drain life from local vegetation to launch a blast of positive energy
Venomous Bolt: Arrow or bolt poisons target.

Transmutation

Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Blast Barrier: Create a rippling but unstable wall from the earth.
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
BurrowY: Target gains a burrow speed of 15.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Command Plants: Sways the actions of plant creatures.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights the growth of normal plants.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Feather Step, Mass: As feather step, but affects many targets rather than one.
Fickle Winds: Wind walls selectively block attacks.
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.
Magic Fang, GreaterY: One natural weapon gets + 1/four levels (max +5).
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Repugnant Taste: Foul liquid nauseates creatures that bite the target
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Shield of WingsR: Five burning wings grant you flight and protect you from fire.
Stench of Prey: Predatory animals must successfully save or attack the target.
Strong Jaw: Natural attacks damage as two sizes bigger.
Tail Current: Create a current in water to enhance or impede swimming
Tailwind: Create a current of wind to enhance or impede flight
Thorn Snare: Create a snare trap covered with sharp thorns.
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Tireless Pursuers: As tireless pursuit, but affects many targets rather than one.
Titanic Anchoring: Become grounded and nearly immovable.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Tree Shape: You look exactly like a tree for 1 hour/level.
Vex Giant: Gain increased senses against a target larger than you.
Water Walk: Subject treads on water as if solid.
Zephyr's FleetnessR: +30 foot land and fly speed (if any) to your allies.

4th-Level

Abjuration

Freedom of Movement: Subject moves normally despite impediments to restrict movement.
NondetectionM: Hides subject from divination, scrying.
Tactical FormationRT: Grant targets a bonus to AC so long as they remain in formation.

Conjuration

Bow Spirit: Summons an invisible spirit that fires your arrows for you as a swift action.
Companion Transportation: Swap places with your animal companion, familiar, or spirit animal via teleportation
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Entice Fey, LesserM: Entice service from a fey with 6 Hit Dice or fewer.
Grove of Respite: Creates trees and a small spring.
Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor
Raise Animal CompanionM: As raise dead, but on an animal.
Remove Radioactivity: Remove radiation effects from a target.
Summon Flight of EaglesF: Summon giant eagles as mounts or battle companions
Summon Nature's Ally 4: Summons creature to fight.
Tree Stride: Step from one tree to another far away.

Divination

Commune with Nature: Learn about terrain for 1 mile/level.
Commune with Plane: Learn about local planar terrain
Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
Jungle Mind: Merge your mind with the wild beasts in a wide area, gaining knowledge on all those within and reading the thoughts of some animals.
Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.
Unerring Tracker: Follow an entire trail unerringly.
Watchful Animal: Place a scrying sensor on your animal companion or familiar.

Enchantment

Terrain Bond: Treat the terrain you are in as a favored terrain for the spell's duration.

Evocation

Brightest Light: As daylight, but lasts longer and can dispel darkness effects
Night of BladesR: Create an immobile wall of tiny black blades.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Siege ScatterR: Scatter a rolling blast of rough rock and dirt throughout the area.

Necromancy

Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath.
Overwhelming Poison: Make a poison more difficult to resist.

Transmutation

Animal Growth: One animal doubles in size.
Aspect of the Wolf: Subject gains +4 Str and Dex, and +2 bonus on trip attacks.
Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, +2 CMD.
Borrow Corruption: Temporarily gain the effects of a corrupted creature's manifestations
Cloud ShapeR: Assume the appearance of a large cloud.
Control Vermin: Control a number of vermin for you and your allies to ride.
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Darkvision, Greater: See 120 ft. in total darkness.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Green Caress: Slowly transform a creature into an inanimate plant.
Heavy Water: Make water heavier and harder to swim through.
Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm
Phantom Hunt: Grant yourself and your animal companion numerous enhanced senses and tracking abilities.
Planned AssaultRT: Increase the effectiveness of actions planned in advance.
Redcap's Touch: Gain a +2 bonus on damage rolls and heal slightly when you kill a creature
Sea Stallion: You and your mount adapt to an aquatic environment
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
Sturdy Tree Fort: Create a tree that supports a defensive fort within its branches
Substitute Trail: Disguise a creature's tracks as though made by a different creature
Thirsting Entanglement: As entangle, but thorns deal Constitution damage