Transmutation Spells in Pathfinder Wrath of the Righteous is one of the school classes of magical spells that are featured in the game. The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as "alteration". Other school categories include Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells.
A spell is a one-time magical effect. Spells come in two types: Arcane (cast by bards, sorcerers, and wizards) and Divine (cast by clerics, druids, and experienced paladins and rangers) Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation.
Transmutation Spells
Level 1
Acid Maw
Transmutation
Aspect of the Falcon
Transmutation
Bless Weapon
Transmutation
Bomber's Eye
Transmutation
Effortless Armor
Transmutation
Enlarge Person
Transmutation
Entangle
Transmutation
Expeditious Retreat
Transmutation
Feather Step
Transmutation
Hurricane Bow
Transmutation
Reduce Person
Transmutation
Stone Fist
Transmutation
Targeted Bomb Admixture
Transmutation
Touch of Gracelessness
Transmutation
Level 2
Align Weapon
Transmutation
Animal Aspect
Transmutation
Aspect of the Bear
Transmutation
Barkskin
Transmutation
Bear's Endurance
Transmutation
Bear's Grace
Transmutation
Blood Haze
Transmutation
Bull's Strength
Transmutation
Cat's Grace
Transmutation
Demonic Form I
Transmutation
Eagle's Splendor
Transmutation
Fox's Cunning
Transmutation
Natural Rhythm
Transmutation
Owl's Wisdom
Transmutation
Sickening Entanglement
Transmutation
Web
Transmutation
Level 3
Animal Aspect, Greater
Transmutation
Beast Shape I
Transmutation
Blink
Transmutation
Channel Rage
Transmutation
Demonic Form II
Transmutation
Feather Step, Mass
Transmutation
Glorious Beard
Transmutation
Haste
Transmutation
Longstrider, Greater
Transmutation
Magic Fang, Greater
Transmutation
Magical Vestment
Transmutation
Morbid Restoration
Transmutation
Nature's Exile
Transmutation
Profane Hymn
Transmutation
Level 4
Abyssal Skin
Transmutation
Beast Shape II
Transmutation
Channel Rage Communal
Transmutation
Crusader's Edge
Transmutation
Deadly Beauty
Transmutation
Demonic Form III
Transmutation
Elemental Body I
Transmutation
Enlarge Person, Mass
Transmutation
Greater Magic Weapon
Transmutation
Infectious Rage
Transmutation
Obsidian Flow
Transmutation
Reduce Person, Mass
Transmutation
Level 5
Angelic Aspect
Transmutation
Animal Growth
Transmutation
Aspect of the Wolf
Transmutation
Baleful Polymorph
Transmutation
Beast Shape III
Transmutation
Blessing of the Salamander
Transmutation
Demonic Form IV
Transmutation
Devour
Transmutation
Disrupting Weapon
Transmutation
Echolocation
Transmutation
Elemental Body II
Transmutation
Geniekind
Transmutation
Lifebane
Transmutation
Microscopic Proportions
Transmutation
Polymorph
Transmutation
Righteous Might
Transmutation
Telekinetic Burst
Transmutation
Level 6
Bear's Endurance, Mass
Transmutation
Beast Shape IV
Transmutation
Beast Shape IV (Shambling Mound)
Transmutation
Bull's Strength, Mass
Transmutation
Cat's Grace, Mass
Transmutation
Disintegrate
Transmutation
Dragonkind I
Transmutation
Eagle's Splendor, Mass
Transmutation
Elemental Body III
Transmutation
Elemental Body III (Air)
Transmutation
Fox's Cunning, Mass
Transmutation
Ice Body
Transmutation
Owl's Wisdom, Mass
Transmutation
Siphon Time
Transmutation
Stone to Flesh
Transmutation
Tar Pool
Transmutation
Transformation
Transmutation
Level 7
Animal Shapes
Transmutation
Bestow Grace of the Champion
Transmutation
Changestaff
Transmutation
Circle of Clarity
Transmutation
Dragonkind II
Transmutation
Elemental Body IV
Transmutation
Elemental Body IV (Air)
Transmutation
Elemental Body IV (Earth)
Transmutation
Level 8
Angelic Aspect, Greater
Transmutation
Dragonkind III
Transmutation
Frightful Aspect
Transmutation
Iron Body
Transmutation
Pathfinder Transmutation Spells
Quick Search of All Transmutation Spells
Click each header to sort the table
Spell |
Description |
Level |
Abyssal Skin |
You gain resistance to blows, cuts, stabs, and slashes. The caster gains DR 10/cold iron and good. It ignores the first 10 points of damage each time it takes damage from a weapon. Once the spell has prevented a total of 10 points of damage per caster level, it is discharged. | 4 |
Acid Maw |
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. The acid continues to deal damage for 1 additional round per 4 caster levels (to a maximum of 6 total rounds at caster level 20th). This ongoing acid damage doesn't stack from multiple attacks, but the duration resets if a newer bite would cause the ongoing damage to last longer than the duration remaining from a previous one. The acid does not harm the animal companion. | 1 |
Align Weapon |
A weapon that is aligned can bypass the damage reduction of certain creatures. | 2 |
Angelic Aspect |
You take on an aspect of an angelic being, including some of its physical characteristics. You gain resistance to acid and cold 10, and DR 5/evil. You also gain a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by evil creatures. In addition, your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage reduction. | 5 |
Angelic Aspect, Greater |
This spell functions like Angelic Aspect, except you gain DR 10/evil; immunity to acid and cold; resistance to electricity and fire 10; a +4 racial bonus on saves against poison; and protective aura as supernatural ability for the duration of the spell. | 8 |
Animal Aspect |
You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. | 2 |
Animal Aspect, Greater |
This spell functions like animal aspect, except you gain one aspect that adds effects to the aspects that animal aspect grants. | 3 |
Animal Growth |
The target animal grows to twice its normal size and eight times its normal weight. | 5 |
Animal Shapes |
This spell works as Beast Shape III, except you change the form of every ally in 10 ft. area into a Large bear. | 7 |
Aspect of the Bear |
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 |
Aspect of the Falcon |
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 |
Aspect of the Wolf |
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 | 5 |
Baleful Polymorph |
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 |
Barkskin |
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. | 2 |
Bear's Grace |
If the target of this spell fails its Will saving throw, it is granted the grace of a bear, giving it a -8 penalty to Dexterity. | 2 |
Bear's Endurance |
Grants a +4 enhancement to constitution | 2 |
Bear's Endurance, Mass |
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. | 6 |
Bear's Grace |
If the target of this spell fails its Will saving throw, it is granted the grace of a bear, giving it a -8 penalty to Dexterity. | 2 |
Beast Shape I |
Become medium wolf. +2 STR size bonus, +2 AC (natural armor), +20 speed, 1d6 bite attack, Tripping bite (auto attempt trip on successful bite) | 3 |
Beast Shape II |
You become a Medium leopard. You gain a +2 size bonus to your Strength and a +2 natural armor bonus. You also gain two 1d3 claw attacks and one 1d6 bite attack. | 4 |
Beast Shape III |
You become a Large bear. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus. Your movement speed is increased by 10 feet. You also have two 1d6 claw attacks, one 1d6 bite attack, and the rend ability. | 5 |
Beast Shape IV |
You become a Large smilodon, a Large shambling mound or a Large wyvern. | 6 |
Beast Shape IV (Shambling Mound) |
You become a Large shambling mound. You gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, +4 natural armor bonus, resist fire 20, and resist electricity 20. Your movement speed is reduced by 10 feet. You also have two 2d6 slam attacks, the constricting vines ability, and the poison ability. | 6 |
Bestow Grace of the Champion |
You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. The target gains immunity to diseases and immunity to fear. It adds its Charisma bonus to all its saving throws. This spell has no effect if cast on a paladin. Target has to be lawful good. | 7 |
Bless Weapon |
This transmutation makes a weapon strike true against evil foes. The weapon in your primary hand is treated as a magic weapon for the purpose of overcoming DR. The weapon also becomes good-aligned, which means it can overcome the DR of certain evil creatures. In addition, all critical threats against evil foes automatically confirm, so every threat is a critical hit. | 1 |
Blessing of the Salamander |
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 |
Blink |
Physical attacks against you have a 50% miss chance and the Blind Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). | 3 |
Blood Haze |
You make your blood boil, making you faster and more ferocious. For 1 round per two caster levels, you gain the effects of the Haste spell. Additionally, every time you reduce a creature below zero HP, you prolong the effect. If the killed creature had more HD than your caster level, the duration is increased by 3 rounds. Otherwise, it is increased by 1 round. | 2 |
Bomber's Eye |
This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of alchemist's bombs and alchemical weapons by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. | 1 |
Bull's Strength |
Grants a +4 enhancement to strength | 2 |
Bull's Strength, Mass |
This spell functions like Bull's Strength, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Cat's Grace |
Grants a +4 enhancement to dexterity | 2 |
Cat's Grace, Mass |
This spell functions like Cat's Grace, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Changestaff |
This spell changes an ordinary quarterstaff into a treant creature. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 7 |
Channel Rage |
You can only use this spell while in Demonic Rage. As a standard action, you grant the target effects of Demonic Rage for 1 round per caster level. | 3 |
Channel Rage Communal |
You can only use this spell while in Demonic Rage. As a standard action, you grant the effects of Demonic Rage to all allies in 30 feet range for 1 round per caster level. | 4 |
Circle of Clarity |
You create a magical emanation that interferes with all liiusions within it, giving creatures a +4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than total concealment within the area. Perception checks to notice creatures or objects within the area gain a bonus equal to half your caster level (maximum +10). The spell is stationary if cast on a point in space. It is mobile if centered on a creature or object, though creatures or attended objects can negate the spell with a saving throw or spell resistance. | 7 |
Crusader's Edge |
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 |
Deadly Beauty |
Azata covers herself in flowers with tiny bees. She gets DR 5/Adamantine. Any creature that makes a successful melee attack against Azata takes 1d6 + her caster level points of piercing damage. | 4 |
Demonic Form I |
This spell allows you to polymorph into a form of a babau, brimorak or schir for 1 minute per caster level. | 2 |
Demonic Form II |
This spell allows you to polymorph into a form of a derakni, kalavakus or nabasu for 1 minute per caster level. | 3 |
Demonic Form III |
This spell allows you to polymorph into a form of a glabrezu, vrock or nalfeshnee for 1 minute per caster level. | 4 |
Demonic Form IV |
This spell allows you to polymorph into a form of a balor, vavakia, gallu or marilith for 1 minute per caster level. | 5 |
Devour |
Whenever you hit the target with a melee touch attack, it makes a Fortitude saving throw. If it is successful, the target suffers 1d6 damage per caster level. If the saving throw failed, the damage is increased to 3d6 damage per caster level. If the damage kills the target, you regain 10 hit points per caster level. | 5 |
Disintegrate |
You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. | 6 |
Disrupting Weapon |
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 |
Dragonkind I |
You become a medium dragon-like creature. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, immunity to difficult terrain, a breath weapon, and resistance to one element. Your movement speed is increased by 10 feet. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of your dragon prototype. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. | 6 |
Dragonkind II |
This spell functions as Dragonkind I except that it also allows you to assume the form of a large dragon-like creature. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, immunity to difficult terrain, a breath weapon, damage reduction 5/magic, and resistance to one element. Your movement speed is increased by 10 feet. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell (when you use it, the duration of your breath weapon ability is reduced by 1/2 caster level minutes), and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80- foot lines and cones increase to 40-foot cones. | 7 |
Dragonkind III |
This spell functions as Dragonkind II save that it also allows you to take the form of a huge dragon-like creature. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, immunity to difficult terrain, blindsense with a range of 60 feet, a breath weapon, damage reduction 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element. Your movement speed is increased by 10 feet. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones. | 8 |
Eagle's Splendor |
Grants a +4 enhancement to charisma | 2 |
Eagle's Splendor, Mass |
This spell functions like Eagle's Splendor, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Echolocation |
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. | 5 |
Effortless Armor |
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). | 1 |
Elemental Body I |
When you cast this spell, you can assume the form of a small air elemental, small earth elemental, small fire elemental, or small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. | 4 |
Elemental Body II |
When you cast this spell, you can assume the form of a medium air elemental, medium earth elemental, medium fire elemental, or medium water elemental. | 5 |
Elemental Body III |
When you cast this spell, you can assume the form of a large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. | 6 |
Elemental Body III (Air) |
You become a Large air elemental. You gain a +2 size bonus to your Strength, a +4 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability to acid. You also gain two 1d8 slam attacks and the whirlwind ability. You are immune to critical hits and sneak attacks while in elemental form. Your movement speed is increased by 30 feet. | 6 |
Elemental Body IV |
When you cast this spell, you can assume the form of a huge air elemental, huge earth elemental, huge fire elemental, or huge water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size use the size of the elemental you transform into to determine their effect. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/—. | 7 |
Elemental Body IV (Air) |
You become a huge air elemental. You gain a +4 size bonus to your Strength, a +6 size bonus to your Dexterity, a +4 natural armor bonus, resist electricity 20, and vulnerability to acid. You also gain two 2d6 slam attacks and the whirlwind ability. You are immune to critical hits and sneak attacks while in elemental form and gain DR 5/—. Your movement speed is increased by 30 feet. | 7 |
Elemental Body IV (Earth) |
You become a huge earth elemental. You gain a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, a +6 natural armor bonus, and a +1 bonus to your attack, damage rolls, and combat maneuvers. You also gain two 2d8 slam attacks, resist acid 20, and vulnerability to electricity. You are immune to critical hits and sneak attacks while in elemental form and gain DR 5/—. Your movement speed is reduced by 10 feet. | 7 |
Elemental Body IV (Fire) |
You become a huge fire elemental. You gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, a +4 natural armor bonus, resist fire 20, and vulnerability to cold. You also gain two 2d6 slam attacks and the burn ability. You are immune to critical hits and sneak attacks while in elemental form and gain DR 5/—. Your movement speed is increased by 20 feet. | 7 |
Elemental Body IV (Water) |
You become a huge water elemental. You gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, a +8 size bonus to your Constitution, a +6 natural armor bonus, resist cold 20, and vulnerability to fire. You also gain two 2d6 slam attacks and the freeze ability. You are immune to critical hits and sneak attacks while in elemental form and gain DR 5/—. Your movement speed is reduced by 10 feet. | 7 |
Enlarge Person |
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.Enlarge person counters and dispels reduce person. | 1 |
Enlarge Person, Mass |
This spell causes instant growth of all allied humanoid creatures in 15 feet, doubling their height and multiplying their weight by 8. This increase changes the creature's size category to the next larger one. The targets gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size. Melee and ranged weapons used by this creature deal more damage. | 4 |
Entangle |
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. Creatures that succeed at their save can move as normal, but those that remain in the area must save again each round. Creatures that move into the area must save immediately. | 1 |
Expeditious Retreat |
This spell increases your base land 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 |
For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. | 1 |
Feather Step, Mass |
As Feather Step, except this spell affects multiple creatures. | 3 |
Fiery Body |
This spell transforms your body into living flame. You and your equipment are immune to fire damage. In fact, every time you would normally take damage from fire, you are instead healed of damage at a rate of 1 point per 3 points of damage the fire attack would have normally inflicted. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration. You take only half damage from acid or electricity. You take 150% as much damage from cold than normal. | 9 |
Firebrand |
You mark several allies with a flaming rune. This rune does not cause damage, and sheds light as if it were a torch. While the firebrand burns, any creature it marks is immune to damage from any fire spell you cast. All of the target’s weapons (both natural and manufactured) inflict +1d6 points of fire damage on a hit (this bonus fire damage stacks with any amount of fire damage a creature’s weapons might already inflict). At any point during the spell’s duration, a creature bearing a firebrand can launch a beam of fire at any target within 30 feet as a swift action. This ray requires a ranged touch attack to hit and deals 6d6 points of fire damage. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that creature. | 7 |
Fox's Cunning |
Grants a +4 enhancement to intelligence | 2 |
Fox's Cunning, Mass |
This spell functions like Fox's Cunning, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Frightful Aspect |
You become a larger, awful version of yourself. You grow to size Large, and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack, that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura’s effect is a fear and mind-affecting effect. | 8 |
Geniekind |
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 |
Glorious Beard |
This spell causes a glorious beard to erupt from the face of a willing target. The beard grants a +2 natural armor bonus to AC, and DR 5/slashing. Additionally, it makes you look so glorious! |
3 |
Greater Magic Weapon |
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. | 4 |
Haste |
Targets get extra attack at full BAB, +1 attack rolls, +1 AC(dodge), +1 relf save, +30 speed (enhancement bonus, up to twice normal speed). Haste dispels slow | 3 |
Hurricane Bow |
Hurricane bow significantly increase the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, 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 |
Ice Body |
Your form transmutes into living ice, granting you several abilities. You gain immunity to cold, vulnerability to fire, and damage reduction 5/ magic. You are immune to ability score damage, blindness, critical hits disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration because you have no physiology to respiration while this spell is in effect. You cannot drink ( and thus can't use potions. Your unarmed attack deals damage equal to a club sized for you (1d4 for Small character or 1d6 for Medium characters) plus 1point of cold damage, and you are considered armed when making unarmed attacks. |
6 |
Infectious Rage |
All enemies in 30 feet radius make a Will saving throw. If it fails, they become enraged, gaining bonuses as from your Demonic Rage, but they also attack the nearest target. The duration is 1 round per caster level, but affected enemies can make a saving throw each round to end the effect. | 4 |
Iron Body |
This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You have acid and fire resistance 30. | 8 |
Jolt |
You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage. | 0 |
Lead Blades |
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. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades. Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack, it deals damage as normal for its size. | 1 |
Legendary Proportions |
You call upon the primordial power of ancient megafauna to boost the size of your target.The target gains a +6 size bonus to its Strength score and a +4 size bonus to its Constitution score. It gains a +6 size bonus to its natural armor, and DR 10/adamantine.Nature's Exile | 7 |
Lifebane |
Target's main weapon becomes +5 Living Bane weapon for one round per level as a swift action. | 5 |
Longstrider |
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 |
Longstrider, Greater |
This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed. | 3 |
Magic Fang |
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 |
Magic Fang, Greater |
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 |
Magic Weapon |
Magic weapon gives a a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement binus does not stack with a masterwork weapon's +1 bonus on attack rolls. | 1 |
Magical Vestment |
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels ( maximum +5 at 20th level). | 3 |
Microscopic Proportions |
You call upon the primordial power of ancient microfauna to shrink the size of your target. Your target shrinks to microscopic proportions, decreasing in size by two categories. The target gains a +6 size bonus to its Dexterity score. | 5 |
Morbid Restoration |
The target is healed for 2d8 plus caster level plus additional 1d8 hit points for every dead creature in 30 feet radius. | 3 |
Natural Rhythm |
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 |
Nature's Exile |
This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. If the target has an animal companion, it does not become hostile, but as long as the target remains cursed, their animal companion takes a -2 on all attack rolls, skill checks, and saving throws. The target also takes a -10 penalty on Lore (Nature) skill checks as the weather and environment themselves seem to conspire to cause trouble. Nature's exile can be removed with break enchantment, limited wish, miracle, remove cures, or wish. |
3 |
Obsidian Flow |
You convert a thin layer of the ground to molten glass that cools quickly. 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). Any creature within the area that makes a successful Reflex save takes half damage and is not entangled. | 4 |
Owl's Wisdom |
Grants a +4 enhancement to wisdom | 2 |
Owl's Wisdom, Mass |
As owl’s wisdom, affects 1 subject/level. | 6 |
Polar Midnight |
You plunge an area into the brutal chill of the arctic night. All creatures in the are take 5d6 points of cold damage and 1d6 points od Dexterirt damage per round. A successful Fortitude save each rounds negates the Dexterity damage but not the cold damage. |
9 |
Polymorph |
This spell transforms an allied creature into a leopard or a small elemental. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject. | 5 |
Polymorph, Greater |
This spell transforms an allied creature into a large smilodon, shambling mound, elemental, wyvern or medium dragon-like creature. The subject may choose to resume its normal form as a full- round action; doing so ends the spell for that subject. | 7 |
Profane Hymn |
Every enemy in 40 feet radius receives a -2 penalty on attack and damage rolls, caster level checks to overcome spell resistance, concentration checks, and all saving throws. | 3 |
Reduce Person |
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. Melee and ranged weapons used by this creature deal less damage. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed. |
1 |
Reduce Person, Mass |
This spell causes instant diminution of all allied humanoid creatures, halving their height, length, and width and dividing their weight by 8. This decrease changes the creatures' size category to the next smaller one. The targets gain a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to their reduced size. Melee and ranged weapons used by this creature deal less damage. | 4 |
Relativity |
You make the flow of time favor allies and disrupt opponent's actions. Your allies gain the benefits of the Haste spell effect, while enemies are affected by Slow spell effect. | 3 |
Resonating Word |
You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails.On the first round, the target takes 5d6 points of sonic damage and is staggered for 1 round. A successful save halves the damage and negates the staggered effect.On the second round, the target takes 5d6 points of damage and is stunned for 1 round. A successful save halves the damage and negates the stunning effect.On the third round, the target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful save halves the damage and negates the stunning effect. | 7 |
Righteous Might |
Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to Strength and Constitution and take a –2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural armor. You gain DR 5/evil (if you are good or neutral) or DR 5/good (if you are evil). At 15th level, this damage reduction becomes 10/evil or 10/good (the maximum). | 5 |
Shapechange |
This spell allows you to take the form of a wide variety of creatures. This spell can function as beast shape IV, elemental body IV and dragonkind III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. | 9 |
Sickening Entanglement |
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 |
Siphon Time |
You steal enemies speed and vitality. Enemies in 30 feet radius are affected by the effect of the slow spell, and allies are affected by Haste. | 6 |
Slow |
Targets are staggered, get -1 attack rolls, AC and reflex saves, move at half speed | 3 |
Spike Growth |
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. | 3 |
Spike Stones |
Any creature moving on foot into or through the spell's area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area. | 4 |
Spit Venom |
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 |
Stone Fist |
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 |
Stone to Flesh |
Restores petrified creature. | 6 |
Tar Pool |
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 |
Targeted Bomb Admixture |
When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier. | 1 |
Telekinetic Burst |
This spell acts as Telekinetic Strike, but affects all enemies in 30 feet radius around the caster.nTelekinetic Strike: You create an invisible force, which damages the enemy for 1d6 damage per caster level. The target then makes a Fortitude save. If it is failed, the target becomes prone and you either push or pull it with a Combat Maneuver, using your caster level in place of BAB and casting stat in place of Strength. | 5 |
Telekinetic Strike |
You create an invisible force, which damages the enemy for 1d6 damage per caster level. The target then makes a Fortitude save. If it is failed, the target becomes prone and you either push or pull it with a Combat Maneuver, using your caster level in place of BAB and casting stat in place of Strength. | 3 |
Thorn Body |
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 |
Thirsting Entanglement |
This spell functions as entangle, except the plants latch on to targets and drain away their vitality. Any creature that fails a save to avoid becoming entangled or fails a check to break free takes 1d2 points of Constitution damage. | 4 |
Touch of Gracelessness |
With a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its Dexterity equal to 1d6 + 1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target's Dexterity score below 1. A successful Fortitude save halves the penalty to Dexterity. |
1 |
Transformation |
You become a fighting machine – stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can’t cast spells, even from magic items. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list. |
6 |
True Form |
You dispel petrification and enemy's transmutation spells and effects from the target. | 4 |
Virtue |
With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. | 0 |
Web |
Creatures in the web become grappled. Web area becomes difficult terrain. Breaking free of the grappled state is possible with a check on Combat Maneuver, Athletics or Mobility. As long as a creature is inside the web area it can become grappled again. Not affected by spell resistance | 2 |