Shaman Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Shaman Class. Shamans commune with the spirits of the world and the energies that exist in every living thing. 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 its 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 Shaman Spells, their effects and level requirements.
All Shaman Spells in Pathfinder: Wrath of the Righteous
Level 0
Touch of Fatigue
Necromancy
Level 1
Additional Spells given by Shaman Spirits
Level 2
Aid
Enchantment
Bear's Endurance
Transmutation
Barkskin
Transmutation
False Life
Necromancy
Scare
Necromancy
Bull's Strength
Transmutation
Cure Moderate Wounds
Conjuration
Delay Poison
Conjuration
Eagle's Splendor
Transmutation
Remove Paralysis
Evocation
Hold Person
Enchantment
Inflict Moderate Wounds
Necromancy
Owl's Wisdom
Transmutation
Protection from Alignment, Communal
Abjuration
Resist Energy
Abjuration
Restoration, Lesser
Conjuration
Sickening Entanglement
Transmutation
Summon Nature's Ally II
Conjuration
Additional Spells given by Shaman Spirits
Level 3
Cure Serious Wounds
Conjuration
Delay Poison, Communal
Conjuration
Inflict Serious Wounds
Necromancy
Stinking Cloud
Conjuration
Protection From Energy
Abjuration
Remove Blindness
Conjuration
Remove Curse
Abjuration
Summon Nature's Ally III
Conjuration
Remove Disease
Conjuration
Resist Energy, Communal
Abjuration
Call Lightning
Evocation
Soothing Mud
Conjuration
Additional Spells given by Shaman Spirits
Level 4
Cure Critical Wounds
Conjuration
Dismissal
Abjuration
Life Blast
Necromancy
False Life, Greater
Necromancy
Fear
Necromancy
Divine Power
Evocation
Inflict Critical Wounds
Necromancy
Neutralize Poison
Conjuration
Ice Storm
Evocation
Poison
Conjuration
Protection from Energy, Communal
Abjuration
Restoration
Conjuration
Thorn Body
Transmutation
Spit Venom
Transmutation
Summon Nature's Ally IV
Conjuration
Stoneskin
Abjuration
Spike Stones
Transmutation
Additional Spells given by Shaman Spirits
Level 5
Break Enchantment
Abjuration
Breath of Life
Conjuration
Animal Growth
Transmutation
Baleful Polymorph
Transmutation
Cure Light Wounds, Mass
Conjuration
Inflict Light Wounds, Mass
Necromancy
Call Lightning Storm
Evocation
Cave Fangs
Abjuration
Additional Spells given by Shaman Spirits
Level 6
Banishment
Abjuration
Bear's Endurance, Mass
Transmutation
Bull's Strength, Mass
Transmutation
Cone of Cold
Evocation
Cure Moderate Wounds, Mass
Conjuration
Dispel Magic, Greater
Abjuration
Eagle's Splendor, Mass
Transmutation
Raise Dead
Conjuration
Inflict Moderate Wounds, Mass
Necromancy
Slay Living
Necromancy
Stoneskin, Communal
Abjuration
True Seeing, Communal
Divination
Owl's Wisdom, Mass
Transmutation
Primal Regression
Enchantment
Stone to Flesh
Transmutation
Create Undead
Necromancy
Additional Spells given by Shaman Spirits
Level 7
Inflict Serious Wounds, Mass
Necromancy
Restoration, Greater
Conjuration
Legendary Proportions
Transmutation
Additional Spells given by Shaman Spirits
Level 8
Additional Spells given by Shaman Spirits
Level 9
Additional Spells given by Shaman Spirits
Shaman Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Shaman Spells
Spell |
School |
Description |
Level |
Daze | Enchantment | This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. | 0 |
Guidance | Divination | This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. |
0 |
Light | Evocation | This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. |
0 |
Virtue | Transmutation | With a touch, you infuse a creature with a tiny surgeof life, granting the subject 1 temporary hit point. | 0 |
Resistance | Abjuration | You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves | 0 |
Stabilize | Conjuration | Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. | 0 |
Touch of Fatigue | Necromancy | You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration. | 0 |
Bless | Enchantment | Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
1 |
Bane | Enchantment | 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 bless. | 1 |
Cause Fear | Necromancy | The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear. | 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 |
Divine Favor | Evocation | Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage bonus doesn't apply to spell damage. | 1 |
Doom | Necromancy | The spell fills single subject with a feeling of horrible dread that causes it to become shaken. | 1 |
Ear-Piercing Scream | Evocation | You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. | 1 |
Expeditious Retreat | Transmutation | This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. | 1 |
Inflight Light Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
1 |
Protection From Alignment | Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment. | 1 |
Remove Fear | Abjuration | You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. | 1 |
Shield of Faith | Abjuration | This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an addition +1 to the bonus for every six levels you have (maximum +5 deflection bonus 18 level). | 1 |
Stunning Barrier | Abjuration | You are closely surrounded by barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round ( Will negates). Once the field has stunned an opponent, the spell is discharged. | 1 |
True Strike | Divination | You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. | 1 |
Haze of Dreams | Enchantment | You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target ,moves at half its normal speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. | 1 |
Protection from Law | Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures. | 1 |
Sleep | Enchantment | A sleep spell causes a magical slumber to come upon 4 of creatures. Creatures with the fewest are affected first. | 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 |
Ray of Sickening | Necromancy | The subject is immediately sickened for the spell's duration. a successful Fortitude save negates the effect. | 1 |
Remove Sickness | Conjuration | You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one these effects when receiving the spell, that effect is suppressed for the duration of the spell. |
1 |
Hideous Laughter | Enchantment | This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. | 1 |
Summon Monster I | Conjuration | This spell summons an extraplanar dog. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 1 |
Expeditious Retreat | Transmutation | This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. | 1 |
Feather Step | Transmutation | For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. | 1 |
Flare Burst | Evocation | This spell functions as , except it affects all creatures in a 10-foot-radius burst from the target point. | 1 |
Touch of Gracelessness | Transumtation | With a single touch, you reduce a creature to a fumbling clown. | 1 |
Vanish | Illusion | The touched creature becomes invisible for a short time. | 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 |
Aid | Enchantment | Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). | 2 |
Arrow of Law | Evocation | You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. | 2 |
Bear's Endurance | Transmutation | Grants a +4 enhancement to constitution | 2 |
Blessing of Courage and Life | Conjuration | With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect last, the target receives a +2 morale bonus on saving throws against fear and death effects. | 2 |
Blessing of Luck and Resolve | Enchantment | A favored blessing of halfing clerics, this spell grants its target a +2 morale bonus on saving throws against fear efffects. If the target fails a saving throw against fear, it rerolls the save with a +4 morale bonus and takes the new result, even if it is worse. After that the spell's effect ends. | 2 |
Boneshaker | Necromancy | You take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh causing grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels. | 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. | 2 |
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. | 2 |
Eagle's Splendor | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. | 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 |
Find Traps | Divination | You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks while the spell is in effect. | 2 |
Grace | Abjuration | Until the end of the round, your movement does not provoke attacks of opportunity. | 2 |
Hold Person | Enchantment | The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. | 2 |
Inflict Moderate Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
2 |
Owl's Wisdom | Transmutation | Grants a +4 enhancement to wisdom. | 2 |
Protection from Alignment, Communal | Abjuration | All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with corresponding alignments. | 2 |
Remove Paralysis | Conjuration | Removes paralysis from target creature. | 2 |
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. | 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 |
Sound Burst | Evocation | You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. | 2 |
Summon Monster II | Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 2 |
Summon Small Elemental | Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. | 2 |
Animate Dead | Necromancy | This spell raises 1d4+2 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 3 |
Archon's Aura | Evocation | You gain a powerful aura, similar to an archon's aura of menace. Amu hostile creature within a 20-foot radius of you must succeed at a Will save to resist the effects of this aura. | 3 |
Bestow Curse | Necromancy | You place a curse on the subject. Curse of Feeble Body, Curse of Weakness, Curse of Idiocy. | 3 |
Blindness | Necromancy | You call upon the powers of unlife to render the subject blinded. | 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 |
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). | 3 |
Delay Poison, Communal | Conjuration | Any ally within 30 feet becomes temporarily immune to poison. | 3 |
Inflict Serious Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
3 |
Magical Vestment | Transmutation | You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels ( maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. |
3 |
Prayer | Enchantment | You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls. saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. | 3 |
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. | 3 |
Remove Blindness | Conjuration | Remove blindness cures blindness, whether the effect is normal or magical in nature. | 3 |
Remove Curse | Abjuration | Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check 1d20 + caster level) agisnt the DC of each curse affecting the target. Success means that the curse is removed. | 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 |
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 |
Searing Light | Evocation | Focusing divine power like a ray of the sun, you protect a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. | 3 |
Summon Monster III | Conjuration | This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.| | 3 |
Crusader's Edge | Transmutation | When you cast this spell on a melee weapon in your primary hand, you imbue it with a powerful holy energy, granting your primary weapon the bane weapon quality against evil outsiders. | 4 |
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). | 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. | 4 |
Dismissal | Abjuration | This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away. | 4 |
Divine Power | Evocation | Calling upon the diving power of your patron, you imbue yourself with strength and skill in combat. You gain a+1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength- based skill | 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 |
Inflict Critical Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20). Since undead area powered by negative energy, this spells cures such a creature of a like amount of damage, rather than harming it. |
4 |
Neutralize Poison | Conjuration | You detoxify any sort of venom in the creature or object touched. | 4 |
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. | 4 |
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). | 4 |
Restoration | Conjuration | This spell functions lik ea lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. | 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 |
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. | 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 Monster IV | Conjuration | This spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 4 |
Angelic Aspect | Transmutation | You take on an aspect of an angelic being, including some of its physical characteristics. | 5 |
Boneshatter | Necromancy | The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation. | 5 |
Break Enchantment | Abjuration | This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. | 5 |
Breath of Life | Conjuration | This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). | 5 |
Burst of Glory | Enchantment | Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum 20). | 5 |
Cleanse | Evocation | This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. | 5 |
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. | 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 |
Inflict Light Wounds, Mass | Necromancy | Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. | 5 |
Profane Nimbus | Evocation | You are surrounded by a nimbus of shadow. Any good creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). | 5 |
Constricting Coils | Enchantment | This spell functions like hold monster, except that the target is constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects | 5 |
Disrupting Weapon | Transmutation | This spell makes a main-hand melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed at a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect. | 5 |
Raise Dead | Conjuration | You restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. Raise dead also removes the death's door condition. | 5 |
Righteous Might | Transmutation | Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. | 5 |
Sacred Nimbus | Evocation | You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm spell. | 5 |
Serenity | Enchantment | You fill the targets’ minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. | 5 |
Slay Living | Necromancy | You can attempt to slay anyone living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. | 5 |
Spell Resistance | Abjuration | The target gains spell resistance equal to 12 + your caster level. | 5 |
Summon Monster V | Conjuration | This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 5 |
True Seeing | Divination | You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally. | 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 |
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 |
Shaman Spirits in Pathfinder: Wrath of the Righteous
Name |
Description |
Additional Spells |
Additional Abilities |
Battle |
A shaman who selects the battle spirit gains scars from every wound she takes, and the grit of battle always seems to cling on her body. When she calls upon one of this spirit’s abilities, she grows in stature—becoming taller and more muscular, with a grimace of rage stretching across her face. | Enlarge Person (1st) Bull's Strength (2nd) Magical Vestment (3rd) Thorn Body (4th) Righteous Might (5th) Bull's Strength, Mass (6th) Fire Storm (7th) Frightful Aspect (8th) Shapechange (9th) |
-- |
Bones |
A shaman who selects the bones spirit is cadaverously thin, with sunken eye sockets and dead eyes that stare off into the distance. Her body has a faint smell of the grave. When she calls upon one of this spirit’s abilities, a ghostly wind whips her hair and clothes about, and the unpleasant stench becomes more prominent. | Cause fear (1st) False life (2nd) Animate dead (3rd) Fear (4th) Slay Living (5th) Circle of death (6th) Create Undead (7th) Horrid Wilting (8th) Wail of the Banshee (9th) |
Touch of the Grave: As a standard action, the shaman can make a melee touch attack infused with negative energy that deals 1d4 points of damage + 1 point of damage for every 2 shaman levels she possesses. She can instead touch an undead creature to heal it of the same amount of damage. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman wields is treated as an unholy weapon. Shard Soul: The shaman gains DR 3/magic. This DR increases by 1 for every 4 shaman levels she possesses beyond 8th. In addition, as a standard action she can cause jagged pieces of bone to explode from her body in a 10-foot-radius burst. This deals 1d6 points of piercing damage for every 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use. Shedding Form: As a standard action, the shaman sheds her body and becomes incorporeal. While in this form, all of her weapon attacks are considered to have the ghost touch weapon special ability. The shaman can use this ability for a number of rounds equal to her shaman level, though those rounds do not need to be consecutive. |
Flame |
A shaman who selects the flame spirit has a radiant light behind her eyes and the faint smell of smoke about her. When she calls upon one of this spirit’s abilities, a hungry spectral flame dances around her body. | Burning Hands (1st) Resist Energy (2nd) Fireball (3rd) Controlled Fireball (4th) Flame Strike (5th) Sirocco (6th) Fire Storm (7th) Summon Elder Elemental (8th) Fiery Body (9th) |
Touch of Flames: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon. Fiery Soul: The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use. Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) fire elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day. |
Frost |
Far to the north, some tribes have adapted to life in the bitter cold of arctic regions. The frost spirit is seen by some as a protector of their way of life, and shamans who commune with the spirit are shown great respect in their communities. | Snowball (1st) Resist Energy (2nd) Resist Energy, Communal (3rd) Ice Storm (4th) Icy Prison (5th) Cold Ice Strike (6th) Ice Body (7th) Polar Ray (8th) Icy Prison, Mass (9th) |
Ice Splinter: As a standard action, the shaman can shoot razor-sharp icicles at an enemy within 30 feet as a ranged touch attack. This barrage deals 1d6 points of piercing damage + 1 point for every 2 shaman levels she has. Frigid Blast: The shaman gains cold resistance 10. In addition, as a standard action, she can summon an icy blast in a 20-foot-radius burst originating from a point she can see within 30 feet. This blast deals cold damage equal to 1d6 per shaman level she has to each creature caught in the burst. Each target can attempt a Reflex saving throw to halve this damage. The shaman can use this ability three times per day, but she must wait at least 1d4 rounds between each use. Guardian of the North: As a standard action, the shaman assumes the form, as beast shape IV, of one of the following animals: dire bear, dire tiger, mastodon, or woolly rhinoceros. The duration of this transformation is 1 hour per level. The shaman can use this ability once per day. |
Life |
A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit’s abilities, her eyes and hair shimmer in the light. | Unbreakable Heart (1st) Restoration, Lesser (2nd) Neutralize Poison (3rd) Restoration (4th) Breath of Life (5th) Heal (6th) Restoration, Greater (7th) Holy Aura (8th) Heal, Mass (9th) |
Channel: The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier. Healer's Touch: The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check. Quick Healing: The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma modifier. |
Nature |
A shaman who selects the nature spirit takes on an appearance that reflects the aspect of the natural world she has the closest connection to. A nature shaman from the forest has a green tinge to her skin and hair, with eyes of sparkling emerald and the scent of green leaves and flowers about her. A nature shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold. | Command (1st) Barkskin (2nd) Nature's Exile (3rd) Cape of Wasps (4th) Aspect of the Wolf (5th) Beast Shape IV (6th) Vinetrap (7th) Seamantle (8th) Shapechange (9th) |
Storm Burst: As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon. Spirit of Nature: Whenever the shaman is reduced to below 0 hit points, she automatically stabilizes and gains fast healing 1 for 1d4 rounds. At 15th level, this increases to fast healing 3. Companion Animal: The shaman's spirit animal takes the form of an animal companion of her choice, using her shaman level as her effective druid level. The animal retains all the special abilities and the Intelligence score of the spirit animal, but also has the statistics and abilities of an animal companion. If the animal is dismissed, is lost, or dies, it can be replaced in the same way as a normal spirit animal. |
Stone |
The skin of a shaman who selects the stone spirit takes on a rough, stony appearance. When the shaman calls upon one of this spirit’s abilities, tiny gemstones underneath her flesh pulse with a bright glow, like phosphorescent geodes glittering in a dark cave. | Stone Fist (1st) Molten Orb (2nd) Spike Growth (3rd) Obsidian Flow (4th) Stoneskin (5th) Stoneskin, Communal (6th) Stone to Flesh (7th) Protection from Spells (8th) Clashing Rocks (9th) |
Touch of Acid: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of acid damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a corrosive weapon. Body of Earth: The shaman gains DR 2/adamantine. This DR increases by 1 for every 4 levels beyond 8th the shaman possesses. In addition, as a standard action, she can cause jagged pieces of stone to explode from her body in a 10-foot-radius burst. This deals 1d6 points of piercing damage per 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use. Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) earth elemental, as elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day. |
Waves |
A shaman who selects the waves spirit has a fluid grace that exhibits itself whenever she moves. When she calls upon one of this spirit’s abilities, floating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water. | Grease (1st) Delay Poison (2nd) Spit Venom (3rd) Freedom of Movement (4th) Cone of Cold (5th) Elemental Body III (6th) Elemental Body IV (7th) Seamantle (8th) Tsunami (9th) |
Wave Strike: As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Fluid Mastery: The shaman can unleash a torrent of ice and water from her hands in a 15-foot cone as a standard action. This torrent deals 1d4 points of cold damage per 2 shaman level she possesses, and pushes affected creatures back 5 feet directly away from the shaman. A successful Reflex saving throw halves the damage and negates the push. The shaman can use this ability three times per day. Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) water elemental, as elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day. |
Wind |
A shaman who selects the wind spirit appears windswept, and her movements seem lithe and carefree. | Feather Step (1st) Blur (2nd) Displacement (3rd) Freedom of Movement (4th) Call Lightning Storm (5th) Sirocco (6th) Prismatic Spray (7th) Stormbolts (8th) Elemental Swarm (9th) |
Shocking Touch: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a shocking weapon. Spark Soul: The shaman gains electricity resistance 10. In addition, as a standard action she can unleash a 20-foot line of sparks from her fingertips, dealing 1d4 points of electricity damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use. Elemental Form: As a standard action, the shaman assumes the form of a Huge (or smaller) lightning elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day. |
Second Spirit |
Your growing powers let you speak to one more spirit. | You gain the spells given by the chosen Additional Shaman Spirit. |
You gain the hexes given by the chosen Additional Shaman Spirit. |
Unfortunately, My camellia straight up Shaman spirit hunter level 7 doesn't have death ward.
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