Hunter Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Hunter Class. Hunters are able to cast a wide variety of nature spells and take on the abilities and attributes of beasts. Each Class has its own set of spells with some over-lapping through different classes. Common Classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into other school categories include Abjuration Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation, and Necromancy Spells. Below you will find information on each Hunter Spell, their effects and level requirements.
Hunter Spells
Level 1
Snowball
Conjuration
Cure Light Wounds
Conjuration
Summon Nature's Ally I
Conjuration
Acid Maw
Transmutation
Magic Fang
Transmutation
Aspect of the Falcon
Transmutation
Firebelly
Abjuration
Lead Blades
Transmutation
Unbreakable Heart
Enchantment
Flare Burst
Evocation
Feather Step
Transmutation
Hurricane Bow
Transmutation
Entangle
Transmutation
Faerie Fire
Evocation
Ray of Sickening
Necromancy
Level 2
Owl's Wisdom
Transmutation
Pox Pustules
Necromancy
Summon Small Elemental
Conjuration
Natural Rhythm
Transmutation
Chameleon Stride
Illusion
Stone Call
Conjuration
Summon Nature's Ally II
Conjuration
Barkskin
Transmutation
Bull's Strength
Transmutation
Effortless Armor
Transmutation
Bear's Endurance
Transmutation
Sense Vitals
Divination
Hold Animal
Enchantment
Restoration, Lesser
Conjuration
Aspect of the Bear
Transmutation
Pernicious Poison
Necromancy
Sickening Entanglement
Transmutation
Frigid Touch
Evocation
Cat's Grace
Transmutation
Protection From Energy
Abjuration
Spike Growth
Transmutation
Level 3
Cure Moderate Wounds
Conjuration
Feather Step, Mass
Transmutation
Delay Poison, Communal
Conjuration
Poison
Necromancy
Spit Venom
Transmutation
Magic Fang, Greater
Transmutation
Remove Disease
Conjuration
Longstrider, Greater
Transmutation
Neutralize Poison
Conjuration
Dominate Animal
Enchantment
Summon Nature's Ally III
Conjuration
Soothing Mud
Conjuration
Contagion
Necromancy
Life Blast
Necromancy
Resist Energy, Communal
Abjuration
Chameleon Stride, Greater
Illusion
Protection From Energy, Communal
Abjuration
Level 4
Call Lightning
Evocation
Cure Serious Wounds
Conjuration
Dispel Magic
Abjuration
Obsidian Flow
Transmutation
Volcanic Storm
Evocation
Echolocation
Transmutation
Touch of Slime
Conjuration
Slowing Mud
Conjuration
Shield of Dawn
Evocation
Thorn Body
Transmutation
Cape of Wasps
Conjuration
Ice Storm
Evocation
Freedom of Movement
Abjuration
Summon Medium Elemental
Conjuration
Summon Nature's Ally IV
Conjuration
Flame Strike
Evocation
Aspect of the Wolf
Transmutation
Animal Growth
Transmutation
Blessing of the Salamander
Transmutation
Inspiring Recovery
Conjuration
Level 5
Level 6
Stoneskin, Communal
Abjuration
Cure Light Wounds, Mass
Conjuration
Dispel Magic, Greater
Abjuration
Cat's Grace, Mass
Transmutation
Hunter Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Hunter Spells
Spell |
School |
Description |
Level |
Snowball | Conjuration | You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. | 1 |
Cure Light Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. | 1 |
Summon Nature's Ally I | Conjuration | This spell summons to your side a natural mite. The summoned ally appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 1 |
Acid Maw | Transmutation | Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. | 1 |
Magic Fang | Transmutation | Magic fang gives all natural weapons or unarmed strikes of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or any other natural weapon. | 1 |
Aspect of the Falcon | Transmutation | 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 ranged attacks, and the critical multiplier for your bows and crossbows becomes 19–20/×3. | 1 |
Firebelly | Abjuration | A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). | 1 |
Lead Blades | Transmutation | Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. | 1 |
Unbreakable Heart | Enchantment | The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage or dear effects) or that would force them to harm an ally (such as confusion)/ If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. | 1 |
Flare Burst | Evocation | This spell functions as , except it affects all creatures in a 10-foot-radius burst from the target point. | 1 |
Feather Step | Transmutation | For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. | 1 |
Hurricane Bow | Transmutation | An arrow fired from a medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a hurricane bow. | 1 |
Entangle | Transmutation | This spell causes tall grass, weeds, and other plants to wrap around creatures in thearea of effect or those that enter the area. Creatures that fail their save gain the entangled condition. | 1 |
Faerie Fire | Evocation | A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. | 1 |
Ray of Sickening | Necromancy | The subject is immediately sickened for the spell's duration. a successful Fortitude save negates the effect. | 1 |
Stone Fist | Transmutation | This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small) | 1 |
Longstrider | Transmutation | This spell gives you a +10-foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim. | 1 |
Delay Poison | Conjuration | The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. | 1 |
Resist Energy | Abjuration | The subject gains resist energy 10 against the energy type chosen, meaning that each the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. | 1 |
Owl's Wisdom | Transmutation | Grants a +4 enhancement to wisdom. | 2 |
Pox Pustules | Necromancy | You inflict a painful, itching rash on the target creature. The target is sickened and takes a -4 to Dexterity (this penalty cannot lower Dexterity below 0). | 2 |
Summon Small Elemental | Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. | 2 |
Natural Rhythm | Transmutation | Each time the creature successfully strikes an opponent with a natural attack, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit. | 2 |
Chameleon Stride | Illusion | You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance). | 2 |
Stone Call | Conjuration | 2d6 bludgeoning damage to all targets. Area becomes difficult terrain. | 2 |
Summon Nature's Ally II | Conjuration | This spell summons to your side a natural giant frog or 1d3 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 2 |
Barkskin | Transmutation | Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. | 2 |
Bull's Strength | Transmutation | Grants a +4 enhancement to strength. | 2 |
Effortless Armor | Transmutation | Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5). | 2 |
Bear's Endurance | Transmutation | Grants a +4 enhancement to constitution | 2 |
Sense Vitals | Divination | Allows 1d6 sneak attack + 1d6 per 3 LVL beyond 3rd (max 5d6 at 15LVL). Stacks with other precision damage. | 2 |
Hold Animal | Enchantment | This spell functions like hold person, except that it affects an animal instead of a humanoid. | 2 |
Restoration, Lesser | Conjuration | Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores ( it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It does not restore permanent ability drain. | 2 |
Aspect of the Bear | Transmutation | You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You also gain the ability to perform a bull rush combat maneuver. | 2 |
Pernicious Poison | Necromancy | You weaken the target's defenses against poison. The target gains a -4 penalty on saves against poison. Attempts to cure the poisoned target take a -4 penalty. | 2 |
Sickening Entanglement | Transmutation | This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them. | 2 |
Frigid Touch | Evocation | Your melee touch attack deals 4d6 points of cold damage and causes the target tobe staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. | 2 |
Cat's Grace | Transmutation | Grants a +4 enhancement to dexterity | 2 |
Protection from Energy | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage ( to a maximum of 120 points at 10 levels), it is discharged. | 2 |
Spike Growth | Transmutation | Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. | 2 |
Cure Moderate Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. | 3 |
Feather Step, Mass | Transmutation | As feather step, except this spell affects multiple creatures. | 3 |
Delay Poison, Communal | Conjuration | Any ally within 30 feet becomes temporarily immune to poison. | 3 |
Poison | Conjuration | Call upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a succsesful melee touch atack. | 3 |
Spit Venom | Transmutation | You spit a stream of venom at a target using ranged touch attack. If the venom hits, it causes blindness for one round. The target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is equal to the spell's DC. | 3 |
Magic Fang, Greater | Transmutation | Greater magic fang gives all natural weapons or unarmed strikes of the subject a +1 enhancement bonus on attack and damage rolls per four caster levels (maximum +5). The spell can affect a slam attack, fist, bite, or any other natural weapon. | 3 |
Remove Disease | Conjuration | Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. | 3 |
Longstrider, Greater | Transmutation | This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed. | 3 |
Neutralize Poison | Conjuration | You detoxify any sort of venom in the creature or object touched. | 3 |
Dominate Animal | Enchantment | This spell functions like dominate person, except that the spell is restricted by creature type: animal. | 3 |
Summon Nature's Ally III | Conjuration | This spell summons to your side a natural leopard, 1d3 natural giant frogs, or 1d4+1 natural mites. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 3 |
Soothing Mud | Conjuration | You create an area of healing mud. The mud functions as difficult terrain. When a creature enters the mud, it is healed of 1d4 points of ability damage. | 3 |
Contagion | Necromancy | The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, mindfire, or shakes. The disease is contracted immediately (the onset period does not apply). | 3 |
Life Blast | Necromancy | When you cast this spell, you draw the life force from the surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy damage per caster level (to a maximum of 12d6 at 12th level) to any undead creatures in the spell's area. | 3 |
Resist Energy, Communal | Abjuration | This abjuration grants all allies within a 25-foot radius limited protection from danger of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. | 3 |
Chameleon Stride, Greater | Illusion | This spell functions as chameleon stride, except it confers its bonuses upon all allies within 10 feet of you at the time the spell is cast. If an affected creature moves more than 10 feet away from you, it loses the benefit of the spell. Creatures that move into the area after the spell is cast do not gain its benefit. | 3 |
Protection from Energy, Communal | Abjuration | Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold electricity, fire, or sonic). | 3 |
Call Lightning | Evocation | Inmediately upon completion of the spell, and once per round thereafter, you may call ddown a 6 foot wide, 30 foot long, vertical bolt of lightning that deals 3d6 points of the electricity damage. | 4 |
Cure Serious Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). | 4 |
Dispel Magic | Abjuration | You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. | 4 |
Obsidian Flow | Transmutation | Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become entangled until they make a successful Strength, Athletics or Mobility check (the DC equals the spell's saving throw DC). | 4 |
Volcanic Storm | Evocation | Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This damage only occurs once when the spell is cast. | 4 |
Echolocation | Transmutation | You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. | 4 |
Touch of Slime | Conjuration | You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealing 1s3 points of Constitution damage per round. | 4 |
Slowing Mud | Conjuration | You coat the targets in thick, sticky mud. The mud acts as a slow spell and also makes targets dazed for one round as they clean their eyes. A haste effect cast on a creature slowed by the mud allows it to act normally for the duration of the haste right after it cleans its eyes. Slow does not stack with the effects of slowing mud. This spell cannot dispel haste. | 4 |
Shield of Dawn | Evocation | Any creature that strikes yo uwith a melee attack deals normal damage, but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. | 4 |
Thorn Body | Transmutation | Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage + 1 point per caster level (maximum +15). | 4 |
Cape of Wasps | Conjuration | You summon a wasp swarm, which does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. | 4 |
Ice Storm | Evocation | Great magical hailstones pound down upon casting this splll, dealing sd6 points of bludgeoning damage and 2d6 pointa od cold adamge to every creature in the area. This damage only occurs once, when spell is cast. | 4 |
Freedom of Movement | Abjuration | This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combats maneuver checks made to grapple the target automatically fail. | 4 |
Summon Medium Elemental | Conjuration | This spell summons to your side mediumm fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 4 |
Summon Nature's Ally IV | Conjuration | This spell summons to your side a natural dire boar, 1d3 natural leopards, or 1d4+1 natural giant frogs. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 4 |
Flame Strike | Evocation | A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). | 4 |
Aspect of the Wolf | Transmutation | You gain a +4 enhancement bonus to Strength and Dexterity, a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action. | 4 |
Animal Growth | Transmutation | The target animal grows to twice its normal size and eight times its normal weight. | 4 |
Blessing of the Salamander | Transmutation | While under the effects of the spell, the creature gains fast healing 5, fire resistance 20, and a +2 competence bonus to its Combat Maneuver Defense. | 4 |
Inspiring Recovery | Conjuration | You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8). | 4 |
Death Ward | Necromancy | The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. | 5 |
Cure Critical Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). | 5 |
Stoneskin | Abjuration | The subject gains DR 10/adamantine. The first 10 points of damage is ignored, though an adamantine weapon overcomes the reduction. Prevents a total of 10 points of damage per caster level (maximum 150 points). | 5 |
Call Lightning Storm | Evocation | This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage at long range, and you may call a maximum of 15 bolts. | 5 |
Summon Large Elemental | Conjuration | This spell summons to your side large fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 5 |
Fire Snake | Evocation | You create a 50-foot-long line of flames. The fire snake affects all enemies in the line, avoiding allies. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6). | 5 |
Baleful Polymorph | Transmutation | 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, the subject gets a +4 bonus on the save. | 5 |
Summon Nature's Ally V | Conjuration | This spell summons to your side a natural manticore, 1d3 natural dire boars, or 1d4+1 natural leopards. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 5 |
Geniekind | Transmutation | Upon casting this spell, you must choose one type of genie to transform into, selecting from djinni, efreeti, marid, or shaitan. You retain your basic physical appearance but shift in some way to become more akin to the genie type you chose. | 5 |
Cave Fangs | Abjuration | You create a magical trap in the area that causes deadly. stalactites or stalagmites to "bite' an intruder. The magical trap is triggered whenever an enemy creatures moves through the affected area. | 5 |
Vinetrap | Conjuration | Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell. | 5 |
Stoneskin, Communal | Abjuration | All allies within 30 feet gain resistance to blows, cuts, stabs, and slashes. | 6 |
Cure Light Wounds, Mass | Conjuration | You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) on each creature in the radius. | 6 |
Dispel Magic, Greater | Abjuration | This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceed to lower level spells. | 6 |
Cat's Grace, Mass | Transmutation | This spell functions like Cat's Grace, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Bull's Strength, Mass | Transmutation | This spell functions like Bull's Strength, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Plague Storm | Necromancy | You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. | 6 |
Owl's Wisdom, Mass | Transmutation | As owl’s wisdom, affects 1 subject/level. | 6 |
Bear's Endurance, Mass | Transmutation | This spell functions like Bear's Endurance, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Sirocco | Evocation | Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. | 6 |
Tar Pool | Transmutation | You convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled. | 6 |
Summon Nature's Ally VI | Conjuration | This spell summons to your side a natural smilodon, 1d3 natural manticores, or 1d4+1 natural dire boars. The summoned allies appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 6 |
Summon Huge Elemental | Conjuration | This spell summons to your side a huge fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 6 |
Poison Breath | Evocation | You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone caught in the area to a deadly poison, as per the poison spell. | 6 |