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Occult Rituals


Bloodrager 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

Endure ElementsY: Exist comfortably in hot or cold regions.
FirebellyR: Breathe fire and become resistant to it.
Line in the Sand: Increase your attacks of opportunity per round.
Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Waterproof: Target becomes waterproof for the spells duration
Wave Shield: Water blunts one incoming attack or fire effect.
Winter FeathersR: Protect a feathered creature from the cold for a day.

Conjuration

Barbed Chains: Hellish chains attack and cause a target to become shaken
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Desperate Weapon: Create an improvised weapon.
Guardian Armor: Teleport your armor onto an ally in range
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
Mage ArmorY: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
MudballR: Throw a ball of mud to blind your enemy.
Returning Weapon: Grants a weapon the returning special weapon quality.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them.

Divination

Sense Fear: Perceive nearby creatures that are experiencing fear
True StrikeY: +20 on your next attack roll.

Evocation

Biting Words: Deal 1d6+Str or Cha to target by speaking at it
Burning HandsY: 1d4/level fire damage (max 5d4).
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
Flare Burst: As flare, but affects all creatures in 10 ft.
Hydraulic PushY: Wave of water bull rushes an enemy.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).
Snowball: Throw a conjured ball of snow at a target
Tamer's Lash: Create a whip made of sound that damages foes and can frighten animals
Thunderstomp: Trip one creature within range.
Touch of CombustionR: Cause someone to combust with a touch.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.

Illusion

Blurred Movement: As blur, but only while you are moving.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
Shadow Trap: Pin someone’s target, causing them to become stuck.
Shadow WeaponY: Create a quasi-real masterwork weapon.

Necromancy

Bloodbath: Cause yourself and enemies to bleed.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Night Blindness: Impair target’s vision as if it were darker.
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening: Ray makes subject sickened.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.

Transmutation

Batrachian SurgeR: Amplify your latent amphibian nature
Blade Lash: Use your weapon like a whip to trip an opponent.
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
BreakY: Gives an object the broken condition.
Cheetah's Sprint: Sprint or charge with amazing speed.
Coin Shot: Turn coins into deadly projectiles.
Enlarge PersonY: Humanoid creature doubles in size.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Fear the Sun: Impose light blindness on your enemies.
Feather FallY: Objects or creatures fall slowly.
Frostbite: Target takes cold damage and is fatigued.
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
Hide Weapon: Hide a weapon within your own arm.
Hobble: Reduce creature's speed
Ice ArmorR: Create a thick suit of ice armor.
Jump: Subject gets bonus on Acrobatics checks.
Long Arm: Your arms lengthen, giving you extra reach.
Magic Weapon: Weapon gains +1 bonus.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Mirror Strike: You may strike multiple opponents with a single attack.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Reduce PersonY: Humanoid creature halves in size.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Stone Fist: Your unarmed strikes are lethal.
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.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea: Swim speed becomes 30 ft.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.

2nd-Level

Abjuration

Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Death from BelowR: Target gains dodge bonus to AC against larger creatures.
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
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

Ablative BarrierY: Surrounds the target with layers of force.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Dust of TwilightY: Black particles extinguish light sources within area.
Glitterdust: Blinds creatures, outlines invisible creatures.
Instant Weapon: Summon a melee weapon to wield.
Slipstream: Wave boosts creature's speed.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Vine Strike: Enhance one of your natural or unarmed attacks with thorny vine growth

Divination

Mindshock: Charge your attacks with violent psychic energy.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
See Invisibility: Reveals invisible creatures or objects.
Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.

Enchantment

Arcane Disruption: Make it difficult for others to cast arcane spells.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Pain: Ignore pain for 1 hour/level.
Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.

Evocation

Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Defensive Shock: Electricity damages your attackers.
Elemental Touch: Gain energy damage touch attack.
Fiery Runes: Charge a weapon with magical fiery runes.
Final Sacrifice: Cause a summoned creature to explode.
Fire Breath: Exhale a cone of flame at will.
Fire's FriendR: Cloak yourself in flames that harm nearby enemies.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Force Sword: Create a magical longsword made entirely of force.
Frigid Touch: Target takes cold damage and is staggered.
Gozreh's TridentR: Create a forked trident of electricity.
Gust of WindY: Blows away or knocks down smaller creatures.
Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about.
Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target.
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
ShatterY: Sonic vibration damages objects or crystalline creatures.
Sonic Scream: Create a cone of damaging sound at will.

Illusion

Body Double: Change one creature to look and act like another.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Shadow Claws: Claws of shadow deal slashing damage and Strength damage

Necromancy

Blindness/DeafnessY: Makes subject blinded or deafened.
Bone Fists: Gain armor spikes which provide +1 natural armor and a +2 damage with natural weapons.
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Reaper's Coterie: Target weapon gains bonus damage for defeating enemies.
Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
Unshakable ChillY: Target is afflicted with severe cold.

Transmutation

Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
Blood BlazeR: Ignite the blood of those who come near you.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Bone Flense: Cause a target's bones to erupt in sharp, jagged spurs, inflicting bleed and sickened
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Disfiguring TouchY: Target becomes disfigured.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force.
Hag's Seasoning: Curse a target with a supernatually delicious scent, attracting animalistic monsters.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Ironskin: Harden your skin into iron.
Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray
Mark of Blood: Imbue some of your life force into a creature, being able to permanently detect its location.
Overstimulate: Target creature gains the ferocity ability
Pouncing Fury: Make a full attack with your claws after a charge
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Change: Use change shape as a swift action and surprise foes.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Steal BreathR: Steal the breath from a creature’s lungs.
Steal Size: Reduce a creature’s size, enlarge your own.
Sun's Disdain: Curse a creature, giving it light blindness and making it susceptible to light spells
Winged Sword: Grant a weapon the throwing special ability.

3rd-Level

Abjuration

Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round
Blade Snare: Create an invisible snare to trap weapons.
Blood Salvation: Become immune to any damaging area spells you cast.
Caustic Safeguard: Imbue an object with an acidic protective ward.
Clay Skin: Grants DR 5/Adamantine
Cloak of Winds: Creates a screen of wind around you.
Pressure Adaptation: Target acclimates to pressure changes more quickly
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Conjuration

Aqueous Orb: Creates rolling sphere of water.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash
Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target.
Grasping Tentacles: Use a mass of tentacles to perform dirty tricks.
Phantom SteedY: Magic horse appears for 1 hour/level.
Rising Water: Create a pillar of water
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Sleet Storm: Hampers vision and movement.
Stinking CloudY: Nauseating vapors, 1 round/level.
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.

Divination

Blood Biography: Learn about a creature with its blood.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
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.

Enchantment

Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Fiendish Wrath: Targets gain a moral bonus to Strength, Constitution, and Will, as well as the rend ability with claws or unarmed strikes
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Evocation

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Apsu's Shining Scales: Gain +5 armor bonus to your AC, natural attacks are good and silver, and infuse your breath weapon with holy power.
Chain of Perdition: Creates a floating chain of force.
Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it.
Elemental Aura: Creates an aura of energy around you.
FireballY: 1d6 damage per level, 20-ft. radius.
FirestreamRY: Spray a rushing stream of fire from your hand.
Force Hook Charge: Hook of force drags you to the target.
Force PunchY: Target takes force damage and is pushed away.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Lightning BoltY: Electricity deals 1d6/level damage.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Pyrotechnic Eruption: Erupting flames burn a target several times.
Runic Overload: Charge magical runes to an explosive degree.
Thunderstomp, Greater: Trip multiple creatures within range.
Trial of Fire and Acid: Cover the target creature in burning acid.
Twilight Knife: Floating knife attacks with you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Vision of Hell: Illusory hellscape makes creatures shaken.

Necromancy

Howling Agony: Screaming pain limits the target's actions.
Outbreak: Diseased creatures in the area become extremely contagious
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Virulent Miasma: As fog cloud, but vapor is diseased

Transmutation

Air Breathing: Allow creatures to breathe air.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
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.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Countless Eyes: Extra eyes give all-around vision.
Earth Tremor: Unleash a tremor that creates difficult terrain and can knock foes down and damage them
Eruptive Pustules: Acid boils burst when you are attacked.
Excruciating Deformation: Target takes Dex and Con damage.
Fey Form I: Assume the form of a Small or Medium fey creature
Fire TrailR: Leak a trail of flame that follows your every step.
Flame Arrow: Arrows deal +1d6 fire damage.
FlyY: Subject flies at speed of 60 ft.
Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Hostile Levitation: Levitates the targeted creature up off the ground.
Infuse Self: Assume the form of a native outsider
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Keen Edge: Doubles normal weapon's threat range.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Sky SwimR: Allow the target to swim through the air.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Tail Strike: Grow a tail and gain a tail slam attack.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits
Titanic Anchoring: Become grounded and nearly immovable.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Versatile Weapon: Weapon bypasses some DR.
Water Breathing: Subjects can breathe underwater.
Wing ThornsR: Sprout poisonous thorns from your wings.

4th-Level

Abjuration

Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
StoneskinMY: Grants DR 10/adamantine.
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

Conjuration

Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1.
Flash Forward: Charge, then teleport back to starting poisiton
Ghost WolfR: Summon a wolf mount made of black smoke which emanates fear.
Pellet Blast: Creates an explosion of conjured metal pellets.
Poisonous Cloud: As per fog cloud, but lethally poisonous
Summon Flight of EaglesF: Summon giant eagles as mounts or battle companions
Touch of Slime: Touch infests a target with green slime.

Divination

Mask from DivinationM: Protect a creature from divination effects

Enchantment

ConfusionY: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Moonstruck: Subject is enraged and confused.

Evocation

Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Burn CorruptionR: Scour the life in an area, especially Abyssal life.
Controlled Fireball: As fireball, but secretly deals less damage to your allies.
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dragon's BreathY: Gives you a dragon's breath weapon.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Furious Fire Barrage: Conjure balls of flame to throw.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
Telekinetic Charge: Launches an ally through the air.
Vitriolic Mist: As fire shield, except acid damage.
Volcanic Storm: Hot rocks deal 5d6 damage.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of IceY: Ice plane creates wall or hemisphere creates dome.
Wall of Sound: Sonic wall deflects and damages creatures.

Illusion

Horrific Doubles: Call forth disturbing mirror images
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.

Necromancy

Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
ContagionY: Infects subject with chosen disease.
Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability.
Cursed Treasure: Target object curses the next creature to touch it
EnervationY: Subject gains 1d4 negative levels.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Fear: Subjects within cone flee for 1 round/level.
Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures

Transmutation

Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Aroden's Spellsword: Merge a melee weapon with a rod or staff.
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Break, GreaterM: Break all nearby objects.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Elemental Body IY: Turns you into a Small elemental.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Hellmouth LashR: Transform your tongue into a whip made out of energy.
Irregular Size: Creature's limb shrivels
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Naga Shape IR: Take the form of a Large naga
Redcap's Touch: Gain a +2 bonus on damage rolls and heal slightly when you kill a creature
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Ride The Waves: Target can breathe water and swim.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Tail Current: Create a current in water to enhance or impede swimming
Tailwind: Create a current of wind to enhance or impede flight
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Warp Metal: Warp wood, affecting metal objects
Wave Form: Briefly turn into a huge wave that knocks down everything in your path
Wooden Wing ShieldR: Transmute your wings into a wooden shield-like barrier.