0-Level Shaman Spells: Arcane Mark, Bleed, Create Water, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Touch of Fatigue, Virtue 1st-Level Shaman Spells: Aspect of the Nightingale, Bane, Blend, Bless, Burning Hands, Calm Animals, Cause Fear, Charm Animal, Charm Person, Cheetah’s Sprint, Chill Touch, Comprehend Languages, Cure Light Wounds, Dancing Darkness, Dancing Lantern, Darting Duplicate, Detect Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Undead, Discern Next of Kin, Doom, Dream Feast, Endure Elements, Entangle, Frostbite, Gentle Breeze, Goodberry, Hairline Fractures, Haze of Dreams, Heightened Awareness, Hex Vulnerability, Hex Ward, Hide from Animals, Hydraulic Push, Inflict Light Wounds, Linked Legacy, Magic Stone, Magic Weapon, Monkey Fish, Nature’s Paths, Obscure Poison, Obscuring Mist, Pass without Trace, Poisoned Egg, Produce Flame, Protection from Evil/Law, Read Weather, Remove Fear, Sense Spirit Magic, Shadow Trap, Sleep, Spirit Call, Summon Nature’s Ally I, Thorn Javelin, Touch of Blindness, Twisted Futures. Unbreakable Heart, Underbrush Decoy, Wave Shield 2nd-Level Shaman Spells: Aid, Alter Self, Animal Messenger, Animal Purpose Training, Augury (MF), Barkskin, Bear’s Endurance, Beastspeak, Bull’s Strength, Buoyancy, Burdened Thoughts, Burning Gaze, Calm Emotions, Cure Moderate Wounds, Darkness, Delay Poison, Detect Magic, Greater, Dream Shield, Eagle Eye, Eagle’s Splendor, Enthrall, False Life, Fear the Sun, Flame Blade, Focused Scrutiny, Fog Cloud, Gentle Repose, Ghostbane Dirge, Glide, Guiding Star, Hold Person, Inflict Moderate Wounds, Languid Venom, Levitate, Life Pact, Mindshock, Owl’s Wisdom, Raven’s Flight, Remove Paralysis, Resist Energy, Restoration, Lesser, Scare, Secret Speech, Shield Companion, Shield of Shards, Sickening Entanglement, Spiritual Squire, Spiritual Weapon, Splinter Spell Resistance, Summon Nature’s Ally II, Summon Swarm, Touch of Bloodletting, Tree Shape, Vine Strike, Warp Wood, Web Shelter, Wild Instinct, Wood Shape 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) Wandering spirits: 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