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Abundant Ammunition

  • casting time1 standard action
  • rangeTouch
    Target one container touched

  • componentsV, S, DF
  • duration1 minute/level

Saving Throw none Spell Resistance no
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition) at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.

1st level conjuration (summoning)

Acid Maw

  • casting time1 standard action
  • rangeClose (25 ft. + 2 ft./level)
    Target your animal compnaion

  • componentsV, S, DF
  • duration1 minute/level

Saving Throw Will negates Spell Resistance yes
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.

1st level transmutation [acid]

Air Bubble

  • casting time1 standard action
  • rangeTouch
    Target one creature or one object no larger than a Large two-handed weapon

  • componentsS, DF
  • duration1 minute/level

Saving Throw Will negates Spell Resistance yes
Air bubble creates a small pocket of breathable air that surrounds the touched creature's head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage. A firearm within an air bubble can be loaded-assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device-and fired. When shooting such a firearm underwater, the shot still takes the standard -2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.

1st level conjuration (creation)

Alarm [1/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)
    Area 20-ft.-radius emanation centered on a point in space

  • componentsV, S, DF
  • duration2 hours/level (D)

Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ''ping'' that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

1st level abjuration

Alarm [2/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)
    Area 20-ft.-radius emanation centered on a point in space

  • componentsV, S, DF
  • duration2 hours/level (D)

Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alarm can be made permanent with a permanency spell.

1st level abjuration

Animal Messenger [1/2]

  • casting time1 minute
  • rangeClose (25 ft. + 5 ft./2 levels)
    Target one tiny animal

  • componentsV, S, M
  • duration1 day/level

a morsel of food the animal likes

Saving Throw none Spell Resistance yes
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

1st level enchantment (compulsion)

Animal Messenger [2/2]

  • casting time1 minute
  • rangeClose (25 ft. + 5 ft./2 levels)
    Target one tiny animal

  • componentsV, S, M
  • duration1 day/level

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).

1st level enchantment (compulsion)

Animal Purpose Training

  • casting time1 minute
  • rangeClose (25 ft. + 5 ft./2 levels
    Target one indifferent or friendly animal

  • componentsV, S, M
  • duration1 hour/level

a swatch of black cloth

Saving Throw none Spell Resistance yes
You instill the target animal with a general purpose (see the Handle Animal skill), which can be any purpose except combat training-fighting, guarding, heavy labor, hunting, performance, or riding. This purpose supersedes the animal's previous trained purpose and any tricks it knows. When the spell ends, the animal reverts to its previous trained purpose and known tricks.

1st level enchantment (compulsion)

Ant Haul

  • casting time1 standard action
  • rangeTouch
    Target creature touched

  • componentsV, S, DF
  • duration2 hours/level

Saving Throw Fort negates Spell Resistance yes
The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

1st level transmutation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Anticipate Peril

  • casting time1 standard action
  • rangeTouch
    Target creature touched

  • componentsV, S
  • duration1 minute/level or until activated

Saving Throw Will negates Spell Resistance yes
A creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell's duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end.

1st level divination

Aspect of the Falcon

  • casting time1 standard action
  • rangePersonal
    Target you

  • componentsV, S, DF
  • duration1 minute/level

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/x3.

This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.

1st level transmutation (polymorph)

Aspect of the Nightingale

  • casting time1 standard action
  • rangePersonal
    Target you

  • componentsV, S, DF
  • duration1 minute/level

You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.

1st level transmutation (polymorph)

Blend

  • casting time1 standard action
  • rangePersonal
    Target you

  • componentsS
  • duration10 minutes/level

You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends (as invisibility).

1st level illusion (glamer)

Bowstaff

  • casting time1 swift action
  • rangePersonal
    Target one weapon (bow)

  • componentsV
  • duration1 round/level (D)

Saving Throw Will negates Spell Resistance yes
The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the bow retains its normal hit points and hardness. The bow's enhancement bonus, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.

1st level transmutation

Call Animal [1/2]

  • casting time1 standard action
  • rangesee description
    Effect one animal whose CR is equal or less than your caster level

  • componentsV, S, DF
  • duration1 hour/level (D)

Saving Throw None Spell Resistance None
This spell calls the nearest wild animal of a particular type you designate (provided the animal's CR is equal to or less than your caster level) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within the spell's duration, you are aware of this fact, but the spell is wasted. Knowledge of the local fauna makes this spell more effective, and the GM may permit a Knowledge (nature) skill check (DC 15) to know what animals can be found in an area.

When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of the spell.

1st level enchantment (compulsion) [mind-affecting]

Call Animal [2/2]

  • casting time1 standard action
  • rangesee description
    Effect one animal whose CR is equal or less than your caster level

  • componentsV, S, DF
  • duration1 hour/level (D)

Its starting attitude is indifferent, modified by circumstances and interaction. Other than starting attitude, this spell gives you no special influence or ability to communicate with the called animal, although you may use other spells or abilities to do so.

Once the spell's duration expires, the animal acts in accordance with its attitude. Most animals will likely wander off, but a hostile predatory animal may attack, especially if it is hungry or provoked.

Domesticated animals or animals trained by someone else, including such creatures as familiars or animal companions, are unaffected by call animal.

1st level enchantment (compulsion) [mind-affecting]

Call Weapon

  • casting time1 swift action
  • range30 feet
    Target one melee weapon wielded by an ally

  • componentsV, S
  • durationInstantaneous

You cause a weapon wielded by an ally within 30 feet to telekinetically fly across the space between you and into your open hand. This extra energy persists in the weapon for the rest of the round, granting you a +2 circumstance bonus on attack rolls and weapon damage rolls made during the same round you cast this spell.

If the ally targeted for this spell is unwilling to give up her weapon, the spell fails. An unconscious or dying ally is considered a ''willing'' target so long as the weapon to be called is still in contact with the ally's body.

1st level transmutation

Calm Animals

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)
    Targets animals within 30 ft. of each other

  • componentsV, S
  • duration1 minute/level

Saving Throw Will negates Spell Resistance yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

1st level enchantment (compulsion) [mind-affecting]

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Carrion Compass [1/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)
    Target one undead creature

  • componentsV, S
  • duration10 minutes/level

Saving Throw Will negates Spell Resistance no
You animate one of the target's fetid organs so that it leads you to the undead creature's most recent controller or the cause of the creature's undeath. The organ (typically the heart, the brain, or an eyeball) floats in front of you at chest level and slowly leads you to the undead creature's most recent controller at a rate of 30 feet per round, always staying within your range of vision. If the creature from which the organ originated had no controller, but rather was created deliberately by another creature, the organ instead leads you to that creator. If the undead was animated by an effect or event at a particular location, the organ leads you to that location. If the creature was animated by none of the methods above, if it was self-created, or if the creature's most recent controller no longer exists, the spell fails. Once the organ is within 10 feet of its intended destination, the spell ends, and the organ falls to the ground.

1st level divination

Carrion Compass [2/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)
    Target one undead creature

  • componentsV, S
  • duration10 minutes/level

The organ cannot engage in combat or execute any other task aside from leading you to its intended target. It may pass through small slits and crevices, though it will not leave your range of vision. The organ cannot travel more than 5 miles from the spot where you cast the spell. If the undead creature to which the organ belonged is destroyed, the spell ends and the organ falls to the ground.

1st level divination

Charm Animal

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)
    one animal

  • componentsV, S
  • duration1 hour/level

Saving ThrowWill negates Spell Resistance yes
This charm makes an animalcreature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed animal as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldnt ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the animals language to communicate your commands, or else be good at pantomiming.

1st level enchantment

Cheetah's Sprint

  • casting time1 swift action
  • rangePersonal
    Target you

  • componentsV
  • duration1 round

If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.

1st level transmutation

Cloak of Shade

  • casting time1 standard action
  • rangeTouch
    Target one creature per level

  • componentsV, S, M
  • duration1 hour/level (D)

a leaf from a shade tree

Saving Throw Will negates Spell Resistance yes
This spell provides the subject with some degree of protection from the harmful effects of the sun. The cloaked subject treats environmental heat due to sun exposure as one level less: severe heat is considered very hot conditions, while very hot is considered average temperature (see heat dangers). The cloak of shade also reduces any penalties from sunlight by 1. The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight. Cloak of shade has no effect on environmental heat from sources other than the sun.

1st level abjuration

Commune with Birds

  • casting time1 standard action
  • rangePersonal
    Target you

  • componentsV, S
  • duration10 minutes

see text

1st level divination

Compel Hostility

1st level

Dancing Lantern

1st level

Defoliate

1st level

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Delay Poison

1st level

Desperate Weapon

1st level

Detect Aberration

1st level

Detect Animals or Plants

1st level

Detect Poison

1st level

Detect Snares and Pits

1st level

Detect the Faithful

1st level

Diagnose Disease

1st level

Dream Feast

1st level

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Echo

1st level

Endure Elements

1st level

Entangle

1st level

Feather Step

1st level

Flotsam Vessel

1st level

Glide

1st level

Gravity Bow

1st level

Handy Grapnel

1st level

Heightened Awareness

1st level

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Hidden Spring

1st level

Hide from animals

1st level

Hollow Blades

1st level

Horn of Pursuit

1st level

Hunters Howl

1st level

Hunters Lore

1st level

Invisibility Alarm

1st level

Ironbeard

1st level

Jump

1st level

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Keen Senses

1st level

Keep Watch

1st level

Know the Enemy

1st level

Lead Blades

1st level

Liberating Command

1st level

Linebreaker

1st level

Longshot

1st level

Longstrider

1st level

Magic Fang

1st level

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Marids Mastery

1st level

Natures Paths

1st level

Negate Aroma

1st level

Pass without Trace

1st level

Read Magic

1st level

Read Weather

1st level

Refine Improvised Weapon

1st level

Residual Tracking

1st level

Resist Energy

1st level

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Returning Weapon

1st level

Rite of Bodily Purity

1st level

Savage Maw

1st level

Shock Arrow

1st level

Speak with animals

1st level

Stone Throwing

1st level

Summon Minor Ally

1st level

Summon Natures Ally I

1st level

Sun Metal

1st level

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Tamers Lash

1st level

Thorn Javelin

1st level

Thunderstomp

1st level

Tireless Pursuit

1st level

Tracking Mark

1st level

Unbreakable Heart

1st level

Underbrush Decoy

1st level

Wartrain Mount

1st level

Whispering Lore

1st level

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Accelerate Poison

2nd level

Acute Senses

2nd level

Air Step

2nd level

Allfood

2nd level

Alpha Instinct

2nd level

Alter Summoned Monster

2nd level

Animal Aspect

2nd level

Ant Haul, Communal

  • casting time1 standard action
  • rangeTouch
    Target creatures touched

  • componentsV, S, DF
  • duration2 hours/level

This spell functions like ant haul except you may divide the duration in 2-hour intervals among the creatures touched.

2nd level transmutation

Ape Walk

2nd level

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Aquatic Cavalry

2nd level

Arrow Eruption

2nd level

Aspect of the Bear

2nd level

Badgers Ferocity

2nd level

Barkskin

2nd level

Bears Endurance

2nd level

Bloodhound

2nd level

Blood Scent

2nd level

Brow Gasher

2nd level

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Bullet Ward

2nd level

Campfire Wall

2nd level

Carry Companion

2nd level

Cats Grace

2nd level

Chameleon Stride

2nd level

Clear Grove

2nd level

Companion Life Link

2nd level

Create Treasure Map

2nd level

Cure Light Wounds

2nd level

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Delay Disease

2nd level

Eagle Eye

2nd level

Effortless Armor

2nd level

Endure Elements, Communal

2nd level

Enemy Insight

2nd level

Escaping Ward

2nd level

Forest Friend

2nd level

Greensight

2nd level

Groundswell

2nd level

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Guiding Star

2nd level

Hide Campsite

2nd level

Hold Animal

2nd level

Hunters Eye

2nd level

Hunters Lore

2nd level

Ice Slick

2nd level

Ignoble Form

2nd level

Improve trap

2nd level

Insect Scouts

2nd level

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Ironskin

2nd level

Iron Stake

2nd level

Lay of the Land

2nd level

Locate Weakness

2nd level

Lockjaw

2nd level

Owls Wisdom

2nd level

Pack Empathy

2nd level

Perceive Cues

2nd level

Pouncing Fury

2nd level

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Protection from Energy

2nd level

Protective Spirit

2nd level

Quick Change

2nd level

Ravens Flight

2nd level

Reloading Hands

2nd level

Replay Tracks

2nd level

Returning weapon. Communal

2nd level

Ricochet Shot

2nd level

Riversight

2nd level

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Ropeweave

2nd level

Scale Spikes

2nd level

Scamper

2nd level

Sea Steed

2nd level

Selective Alarm

2nd level

Sense Fear

2nd level

Shackle

2nd level

Shield Companion

2nd level

Sickening Entanglement

2nd level

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Slipstream

2nd level

Snare

2nd level

Speak with Plants

2nd level

Spike Growth

2nd level

Stone Call

2nd level

Summon Natures Ally II

2nd level

Undetectable Trap

2nd level

Versatile Weapon

2nd level

Vine Strike

2nd level

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Visualization of the Body

2nd level

Web Shelter

2nd level

Wilderness Soldiers

2nd level

Wild Instinct

2nd level

Wind Wall

2nd level

With the Wind

2nd level

Aerial Tracks

3rd level

Animal Ambassador

3rd level

Animal Aspect, Greater

3rd level

2 2
2 2
2 2
2 2
2 2
2 2
3 3
3 3
3 3

Aspect of the Stag

3rd level

Battle Trance

3rd level

Blade Snare

3rd level

Blast Barrier

3rd level

Bleed for Your Master

3rd level

Blessing of the Mole

3rd level

Bloody Arrows

3rd level

Bloody Claws

3rd level

Burrow

3rd level

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Burst of Speed

3rd level

Chameleon Stride, Greater

3rd level

Channel the Gift

3rd level

Cloak of Winds

3rd level

Command Plants

3rd level

Companion Mind Link

3rd level

Create Holds

3rd level

Cure Moderate Wounds

3rd level

Darkvision

3rd level

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Delay Poison, Communal

3rd level

Diminish Plants

3rd level

Enshroud Thoughts

3rd level

Feather Step, Mass

3rd level

Fickle Winds

3rd level

Forests Sense

3rd level

Full Pouch

3rd level

Insect Spies

3rd level

Instant Enemy

3rd level

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Instant Fake

3rd level

Life Blast

3rd level

Life Bubble

3rd level

Longstrider, Greater

3rd level

Magic Fang, Greater

3rd level

Meticulous Match

3rd level

Mirage

3rd level

Named Bullet

3rd level

Neutralize Poison

3rd level

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Plant Growth

3rd level

Pocketful of Vipers

3rd level

Protection from Energy, Communal

3rd level

Quieting Weapons

3rd level

Reduce Animal

3rd level

Remove Disease

3rd level

Repel Vermin

3rd level

Resist Energy, Communal

3rd level

Scale Spikes, Greater

3rd level

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Signs of the Land

3rd level

Soothing Mud

3rd level

Soothing Word

3rd level

Spore Burst

3rd level

Stench of Prey

3rd level

Strong Jaw

3rd level

Summon Natures Ally III

3rd level

Summon Totem Creature

3rd level

Tail Current

3rd level

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Tailwind

3rd level

Thorny Entanglement

3rd level

Thunderstomp, Greater

3rd level

Tireless Pursuers

3rd level

Tree Shape

3rd level

Venomous Bolt

3rd level

Vex Giant

3rd level

Vigilant Rest

3rd level

Ward of the Season

3rd level

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Water Walk

3rd level

Animal Growth

4th level

Aspect of the Wolf

4th level

Blessing of the Salamander

4th level

Bloodsworn Retribution

4th level

Bow Spirit

4th level

Cloud Shape

4th level

Commune with Plane

4th level

Companion Transposition

4th level

3 3
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Commune with Nature

4th level

Control Vermin

4th level

Cure Serious Wounds

4th level

Darkvision, Communal

4th level

Darkvision, Greater

4th level

Entice Fey, Lesser

4th level

Find Quarry

4th level

Freedom of Movement

4th level

Green Caress

4th level

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Grove of Respite

4th level

Heavy Water

4th level

Invoke Deity

4th level

Jungle Mind

4th level

Named Bullet, Greater

4th level

Nondetection

4th level

Overwhelming Poison

4th level

Raise Animal Companion

4th level

Sea Stallion

4th level

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Shield of Dawn

4th level

Sturdy Tree Fort

4th level

Summon Natures Ally IV

4th level

Terrain Bond

4th level

Tree Stride

4th level

Unerring Tracker

4th level

Watchful Animal

4th level

Water Walk, Communal

4th level

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4