0-Level Shaman Spells Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible) Bleed Cause a stabilized creature to resume dying Create Water Creates 2 gallons/level of pure water Dancing Lights Creates torches or other lights Daze A single humanoid creature with 4 HD or less loses its next action Detect Magic Detects spells and magic items within 60 ft Detect Poison Detects poison in one creature or object Guidance +1 on one attack roll, saving throw, or skill check Know Direction You discern north Light Object shines like a torch Mending Makes minor repairs on an object Purify Food and Drink Purifies 1 cu. ft./level of food or water Read Magic Read scrolls and spellbooks Resistance Subject gains +1 on saving throws Stabilize Cause a dying creature to stabilize Touch of Fatigue Touch attack fatigues target Virtue Subject gains 1 temporary hp 1st-Level Shaman Spells Aspect of the Nightingale 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 Bane Enemies take –1 on attack rolls and saves against fear Blend Gain a bonus to Stealth and make checks without cover or concealment Bless Allies gain +1 on attack rolls and saves against fear Burning Hands 1d4/level fire damage (max 5d4) Calm Animals Calms 2d4 + level HD of animals Cause Fear One creature of 5 HD or less flees for 1d4 rounds Charm Animal Makes one animal your friend Charm Person Makes one person your friend Cheetah’s Sprint A wild surge of energy courses through your body and propels you into a sprint Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage Comprehend Languages You understand all spoken and written languages Cure Light Wounds Cures 1d8 damage + 1/level (max +5) Dancing Darkness You create either up to four spheres of darkness that each reduce the illumination level by one step within a 20-foot-radius, or one dimly lit, vaguely humanoid shape. Each sphere of dancing darkness must stay within a 10-foot-radius area of one another but can otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like Dancing Lantern Animates a lantern that follows you Darting Duplicate You create an illusory duplicate of yourself that opponents might waste an attack of opportunity on Detect Animals or Plants Detects kinds of animals or plants Detect Chaos/Evil/Good/Law Reveals creatures, spells, or objects of selected alignment Detect Undead Reveals undead within 60 ft Discern Next of Kin Read the target’s mind to learn about its family Doom One subject takes –2 on attack rolls, damage rolls, saves, and checks Dream Feast Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal Endure Elements Exist comfortably in hot or cold regions Entangle Plants entangle everyone in 40-ft. radius Frostbite Target takes cold damage and is fatigued Gentle Breeze Light wind protects one target from clouds, gases, heat, and vapors Goodberry 2d4 berries each cure 1 hp (max 8 hp/24 hours) Hairline Fractures Reduce the hardness of a stone object or lower the AC of an earth-type creature Haze of Dreams Distract a target creature with dreams and visions, slowing their speed by half Heightened Awareness Your recall and ability to process information improve Hex Vulnerability Reuse a hex on a specific target Hex Ward Target gains +4 on saves against witch hexes Hide from Animals Animals can’t perceive one subject/level Hydraulic Push Wave of water bull rushes an enemy Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5) Linked Legacy This spell helps build community and ensure a shared vision for the future Magic Stone Three stones gain +1 on attack, deal 1d6 +1 damage Magic Weapon Weapon gains +1 bonus Monkey Fish Gain a climb speed and a swim speed of 10 ft. for a time Nature’s Paths The target instinctively knows the shortest, easiest, and fastest way through the wilderness Obscure Poison Make it harder to detect a poison or a venomous creature Obscuring Mist Fog surrounds you Pass without Trace One subject/level leaves no tracks Poisoned Egg You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save) Produce Flame 1d6 damage + 1/level, touch or thrown Protection from Evil/Law +2 to AC and saves, plus additional protection against selected alignment Read Weather Precisely forecast natural weather phenomenon that will occur in your area over the next 48 hours Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels Sense Spirit Magic Gain bonuses on identifying and resisting spells associated with your spirits Shadow Trap You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain Sleep Puts 4 HD of creatures into magical slumber Spirit Call For the duration of the spell, all spells from your spirit magic list that are cast within the affected area have their caster level increased by 1, and all spellcasters casting such spells receive a +4 insight bonus on their concentration checks for those spells only Summon Nature’s Ally I Summons creature to fight Thorn Javelin Wield a javelin that sickens opponents when it strikes Touch of Blindness A touch from your hand, which is engulfed in darkness, disrupts a creature’s vision by coating its eyes in supernatural darkness Twisted Futures A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result Unbreakable Heart Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions Underbrush Decoy Create a rustling distraction to hide Wave Shield Water blunts one incoming attack or fire effect 2nd-Level Shaman Spells Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10) Alter Self Assume form of a Small or Medium humanoid Animal Messenger Sends a Tiny animal to a specific place Animal Purpose Training Animal gains a new general purpose Augury (MF) Learns whether an action will be good or bad Barkskin Grants +2 (or higher) enhancement to natural armor Bear’s Endurance Subject gains +4 to Con for 1 min./level Beastspeak Speak normally while in animal form Bull’s Strength Subject gains +4 to Str for 1 min./level Buoyancy Targets easily float on water Burdened Thoughts Target creature gains heavy encumbrance and is cannot fly Burning Gaze Inflict 1d6 fire damage to creature by looking at it Calm Emotions Calms creatures, negating emotion effects Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10) Darkness 20-ft. radius of supernatural shadow Delay Poison Stops poison from harming target for 1 hour/level Detect Magic, Greater As detect magic, but learn more information Dream Shield You ward the target’s mind against intrusion and influence while she is unconscious Eagle Eye Creates a magical sensor high above you Eagle’s Splendor Subject gains +4 to Cha for 1 min./level Enthrall Captivates all within 100 ft. + 10 ft./level False Life Gain 1d10 temporary hp + 1/level (max +10) Fear the Sun Targets that fail the saving throw gain light blindness. If you cast this spell in the presence of bright light, any target that fails its save is blinded immediately, and dazzled starting at the beginning of its first turn Flame Blade Touch attack deals 1d8 + 1/two levels damage Focused Scrutiny Gain skill bonuses when interacting with the target Fog Cloud Fog obscures vision Gentle Repose Preserves one corpse Ghostbane Dirge Incorporeal creature takes half damage from nonmagical weapons Glide You take no falling damage, move 60 ft./round while falling Guiding Star Know approximate distance from where you cast this spell Hold Person Paralyzes one humanoid for 1 round/level Inflict Moderate Wounds Touch attack, 2d8 damage + 1/level (max +10) Languid Venom Delay a poison’s onset and hide its presence Levitate Subject moves up and down at your direction Life Pact Affected creatures automatically donate hp to stabilize fallen ally Mindshock You charge yourself with violent psychic energy so attacks you make with weapons, natural weapons, and unarmed strikes cause the target to recall pain suffered in the past Owl’s Wisdom Subject gains +4 to Wis for 1 min./level Raven’s Flight You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn Remove Paralysis Frees creatures from paralysis or slow effect Resist Energy Ignores 10 (or more) points of damage/attack from specified energy type Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage Scare Frightens creatures of less than 6 HD Secret Speech This spell grants the target the ability to send secret messages embedded within normal speech Shield Companion As shield other, but affecting your companion creature Shield of Shards This defensive spell must be cast on a shield you are currently wielding, and fractures the shield into two shards. You lose the shield bonus to AC but you can direct the shards to attack adjacent opponents Sickening Entanglement As entangle, but plants have sickening sap Spiritual Squire An ally made of pure force appears in a single 5-foot square within range. On your turn, the squire can do one of the following: retrieve one stowed item from your possessions, carry an object weighing no more than 10 lbs./CL, hand you an object it is carrying, perform the aid another action on your behalf or for one of your allies, or help one creature of your choice don armor (which then takes half the normal time) Spiritual Weapon Magic weapon attacks on its own Splinter Spell Resistance You create an aura around the target weapon that weakens a foe’s spell resistance with each successful attack Summon Nature’s Ally II Summons creature to fight Summon Swarm Summons swarm of bats, rats, or spiders Touch of Bloodletting This spell causes existing wounds on a target to bleed profusely Tree Shape You look exactly like a tree for 1 hour/level Vine Strike Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target Warp Wood Bends wood Web Shelter Create a comfortable shelter made of webbing Wild Instinct This spell sharpens your senses, allowing you to perceive threats you would otherwise miss Wood Shape Reshapes wooden objects to suit you Wandering Hexes always available: Aura of Purity (Witch Hex), Beast of Ill Omen (Witch Hex), Blight (Witch Hex), Chant (Shaman Hex), Charm (Shaman Hex), Disguise (Witch Hex), Disrupt Connection (Shaman Hex), Evil Eye (Shaman Hex) Familiar Feat (Witch Hex), Feral Speech (Witch Hex), Flight (Witch Hex), Fortune (Shaman Hex), Fury (Shaman Hex), Healing (Shaman Hex), Misfortune (Shaman Hex) Nails (Witch Hex), Peacebond (Witch Hex), Prehensile Hair (Witch Hex), Scar (Witch Hex), Secret (Shaman Hex), Shape Shift (Shaman Hex), Soothsayer (Witch Hex), Swamp Hag (Witch Hex), Tongues (Shaman Hex), Unnerve Beasts (Witch Hex), Ward (Shaman Hex), Water Lung (Witch Hex) Spirit: Life A shaman who selects the life spirit appears more vibrant than most mortals. Spirit Magic Spells: identify (1st), tongues (2nd) Spirit Animal: The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1 (Bestiary 300); if the spirit animal already has fast healing, instead its fast healing increases by 1. Spirit Ability: Channel (Su): 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. Hexes: Curse of Suffering, Deny Succor, Enhanced Cures, Life Link, Life Sight Wandering Spirits: O 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. Spirit Magic Spells: enlarge person (1st), fog cloud (2nd) Spirit Animal: The shaman’s spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead. Spirit Ability: Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive. Hexes: Battle Master, Battle Ward, Curse of Suffering, Eyes of Battle, Hampering Hex O Bones A shaman who selects the bones spirit is cadaverously thin, with sunken eye sockets and dead eyes that stare off into the distance. Spirit Magic Spells: cause fear (1st), false life (2nd) Spirit Animal: The shaman’s spirit animal gives off a ghostly glow and seems nearly transparent. The animal is under the constant effects of blur, with a caster level equal to the shaman’s level. Spirit Ability: Touch of the Grave (Su): 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 modif ier. At 11th level, any weapon that the shaman wields is treated as an unholy weapon. Hexes: Bone Lock, bone Ward, Deathly Being, Fearful gaze, Grave Sight O Flame A shaman who selects the flame spirit has a radiant light behind her eyes and the faint smell of smoke about her. Spirit Magic Spells: burning hands (1st), resist energy (2nd) Spirit Animal: The shaman’s spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn’t cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage (Bestiary 305). Spirit Ability: Touch of Flame (Su): 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. Hexes: Cinder dance, Fire Nimbus, Flame Curse, Gaze of Flames, Ward of Flames O Heavens A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. Spirit Magic Spells: color spray (1st), hypnotic pattern (2nd) Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it. Spirit Ability: Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Hexes: Enveloping Void, Guiding Star, Heaven's Leap, Lure of the Heavens, Starburn O Lore A shaman who selects the lore spirit appears far wiser and knowing that her age would suggest. Spirit Magic Spells: identify (1st), tongues (2nd) Spirit Animal: The shaman’s spirit animal appears to be quiet and unassuming. It gains a +2 bonus on Initiative checks and a +4 bonus on Stealth checks. Spirit Ability: Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster’s type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Hexes: Arcane Enlightenment, Benefit of Wisdom, Brain Drain, Confusion Curse, Share Knowledge O Mammoth A shaman who selects the mammoth spirit is abnormally tall and stocky, with thick shaggy hair. Spirit Magic Spells: enlarge person (1st), bull's strength (2nd) Spirit Animal: The shaman’s spirit animal appears more primal and prehistoric than an ordinary animal of its kind. It gains a +2 inherent bonus to its Strength score. The spirit animal loses this bonus when it manifests as a megafauna companion. Spirit Ability: Powerful Smash (Ex): As a standard action, the shaman can attack with unarmed strikes as if she had the Improved Unarmed Strike feat. If the shaman hits a creature in this way, that creature must succeed at a Fortitude save (DC = 10 + 1/2 the shaman’s class level + her Charisma modifier) or be dazed for 1 round. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Hexes: Burden of the Beast, Mammoth's Hide, Phanton Stampede, Primal Speaker, Thunder Foot O Nature A shaman who selects the nature spirit takes on an appearance that ref lects the aspect of the natural world she has the closest connection to. Spirit Magic Spells: charm animal (1st), barkskin (2nd) Spirit Animal: The shaman’s spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the penalty on Fly skill checks for winds up to windstorm strength (see page 439 of the Core Rulebook). Spirit Ability: Storm Burst (Su): 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. Hexes: Entangling Curse, Erosion Curse, Friend to the Animals, Speak with Animals, Stormwalker O Slums A shaman who selects the slums spirit gains the city’s alleys and avenues as steadfast allies. Spirit Magic Spells: charm person (1st), summon swarm (2nd) Spirit Animal: The shaman’s spirit animal looks like a leaner version of its species, with hungry eyes and a wiry frame. It gains a +4 bonus on initiative checks. Spirit Ability: Doors to Everywhere (Ex): As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jauntAPG. At 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride (treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level. Hexes: Accident, Bad Penny, City Spirit, Ward of the City O Stone The skin of a shaman who selects the stone spirit takes on a rough, stony appearance. Spirit Magic Spells: magic stone (1st), stone call (2nd) Spirit Animal: The shaman’s spirit animal looks as though it’s made out of earth and stone, with tiny gemstones embedded in its flesh. The animal gains DR 5/adamantine. Spirit Ability: Touch of Acid (Su): 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. Hexes: Crystal Sight, Lodestone, Metal Curse, Stone Stability, Ward of Stone O Waves A shaman who selects the waves spirit has a fluid grace that exhibits itself whenever she moves. Spirit Magic Spells: hydraulic push (1st), slipstream (2nd) Spirit Animal: The skin of the shaman’s spirit animal constantly distorts, much as a pond’s surface ripples when drops of water fall gently into it. The animal gains Mobility as a bonus feat. The animal doesn’t need to meet the prerequisites for this feat. In addition, the animal can breathe underwater. Spirit Ability: Wave Strike (Su): 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. At 11th level, any melee weapon she wields is treated as if it had the quenchingUE weapon special ability. Hexes: Beckoning Chill, Crashing Waves, Fluid Magic, Mist's Shroud, Water Sight O Wind A shaman who selects the wind spirit appears windswept, and her movements seem lithe and carefree. Spirit Magic Spells: alter winds (1st), gust of wind (2nd) Spirit Animal: The shaman’s spirit animal crackles with electrical energy when it moves, giving off light like a candle. This electricity deals no damage to the animal or any creature that touches the animal. The animal gains electricity resistance 10. Spirit Ability: Shocking Touch (Su): 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. Hexes: Air Barrier, Sparking Aura, Vortex Spells, Wind Sight, Wind Ward O Wood A shaman who selects the wood spirit has a skin tone similar to the coloration of trees in her home region. Her vibrant hair is fragrant, and resembles leaves and blossoms. Spirit Magic Spells: shillelagh (1st), barkskin (2nd) Spirit Animal: The shaman’s spirit animal looks like a wooden figurine or a vaguely animal-shaped tree branch when it is motionless. The animal gains the freeze universal monster ability. Spirit Ability: Tree Limb (Su): As a swift action, the shaman can turn one of her arms into a heavy, branchlike limb. She must drop anything held in that hand, and she can’t use this ability if she is wearing a shield on that arm. Until the beginning of her next round, she gains a slam attack that deals 1d8 points of damage (if a Medium shaman; 1d6 if Small, 2d6 if Large). A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Hexes: Hex of Lignification, Nature's Gifts, Spines and Brambles, Verdant Path, Whispering Leaves