TEXT: PATH OF
  The Wilds
  PATH OF 
  The Wilds
  
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  Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information on 
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  PATH OF
  The Wilds
  PATH OF 
  The Wilds
  
  PATH OF THE WILDS
  CREDITS
  Lead Author: Chris Moore
  Authors: Dolan Smart, Jake Zemke
  Interior Design: Jianzhuo “Eric” Wu
  Layout and Editing: Chris Moore
  Cover Artist: Miguel Ángel
  Interior Artwork: Miguel Ángel
  Publisher: Chris Moore
  Contributors: Matthew Edwards, Joshua Moore
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third 
  edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game Content may be reproduced in any form without written 
  permission.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on 
  the compatibility license.
  Path of the Wilds is published by Ascension Games, LLC under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc.
  Some artwork © Miguel Ángel, used with permission.
  Some artwork © Rastislav Le, used with permission.
  Some artwork © Anderson Maia, used with permission.
  Some artwork © Michelle Mueller, used with permission.
  Some artwork © Bryon Oshiro, used with permission.
  Some artwork © Trevor Verges, used with permission.
  Some artwork © Vlad Voronchiukov, used with permission.
  Some artwork © Anna Wheeler, used with permission.
  © 2020 Ascension Games, LLC
  www.ascension-games.com
  
  TABLE OF CONTENTS
  INTRODUCTION 
   
  4
  What to Expect 
   
   
  5
  References in the Book 
   
  5
  CHAPTER I — CLASSES 
  6
  The Classes 
  6
  Elementer 
  6
  Affinity Powers 
  10
  Spell Twists 
  13
  Spells 
  16
  Invoker 
   
   
  18
  Spirit Companions 
  21
  Spirits 
  25
  Spells 
  33
  Warden 
   
   
  34
  Facets 
   
  38
  Favored Class Options 
   
  41
  CHAPTER II — ARCHETYPES 
  AND OPTIONS  
   
      42
  Barbarian 
   
   
  42
  Druid 
   
   
  44
  Elementer  
   
  44
  Hunter 
   
   
   
  46
  Invoker 
   
   
  47
  Kineticist 
   
   
   
  49
  Medium 
   
   
   
  51
  Paladin 
   
   
  56
  Ranger 
   
   
  56
  Shifter 
   
   
  57
  Sorcerer 
   
   
   
  58
  Warden 
   
   
  58
  CHAPTER III — FEATS 
  60
  CHAPTER IV — SPELLS 
  66
  New Descriptors 
   
  66
  Spell Lists  
   
  68
  Spell Descriptions  
  73
  CHAPTER V — MAGIC 
  ITEMS 
   
   
   
  92
  Armor Special Abilities 
   
  92
  Specific Armor and Shields 
  93
  Weapon Special Abilities 
  94
  Specific Weapons 
  96
  Wondrous Items 
   
  97
  OPEN GAME LICENSE 
  100
  INDEX 
   
   
  101
  Artwork Credits 
   
  103
  
  4
  Magic, at its core, is often about control. Whether 
  binding a demon, healing the sick, or razing a village to 
  the ground, magic can grant its wielders authority over 
  reality. The most powerful thaumaturges, priests, and 
  occult scholars are thus called “masters”, not just for 
  their mastery over magic, but for the power they wield 
  over others: their ability to bend the world to their will.
  Not all spellcasters are this way, however. There are 
  some that choose not to speak, but to listen, hearing the 
  call of the hunt and the voices upon the wind. To not 
  envision, but to see, viewing the world as not a tool to be 
  used but a part of a greater whole. To not control, but to 
  ask. To not master, but to learn.
  The druidic hermit distances himself from civilization, 
  immersed in the tranquil forest that he protects with his 
  life, the wilds repaying his kindness with its bounty. An 
  outlander constantly seeks new lands and new horizons, 
  charting new paths to allow safe passage for those that 
  follow. The wizened sorcerer taps into the primal forces 
  of nature, serving as a conduit for its eruptive displays 
  of strength. A shaman prepares a protective ritual for 
  her clan, asking the spirits for guidance in the rough 
  winter ahead. The hunter tracks his prey through the 
  dense jungle, only content to survive on what he can 
  forage – or what he can kill. Each of these may be called 
  “masters” of the wilds, but in truth they are simply 
  playing their part, a single instrument within nature’s 
  grand symphony.
  The wilds bless those that join into this harmony, 
  teaching them how to work with creation, instead of 
  commanding it. Leading the pack through understanding, 
  and not fear. Flowing with the river, not simply diverting 
  it. Embracing nature for its majesty, and respecting its 
  awesome power. But there are times when the wilds are 
  threatened, and the balance is tipped. When that day 
  comes, the students must answer their teacher’s call, 
  fighting with steel and claw, fire and fang, until harmony 
  is restored to the land. 
  Introduction
  
  5
  WHAT TO EXPECT
  Path of  the Wilds harnesses the forces of nature and 
  brings them into the Pathfinder Roleplaying Game. 
  Within these pages lie new classes, archetypes, spells, 
  and more, all of which will help you bring natural magic 
  into your own games. Whether you want to master 
  the four elements, hunt down dangerous prey, or hear 
  the whispers among the trees, Path of  the Wilds has 
  something to help would-be guardians of nature reach 
  their full potential.
  The book is divided into five chapters, each one 
  covering a different aspect of the game. Presented here 
  is a brief description of each of the chapters in the book 
  to give you a better idea of what material is found within 
  these pages. You can also reference the index on page 
  101 to find specific terms and features.
  Chapter I – Classes: This chapter focuses on three 
  new 20-level base classes: the elementer, the invoker, and 
  the warden. The elementer channels the powers of air, 
  earth, fire, and water, and can use them both through 
  magic and to augment their combat capability. The 
  invoker is a warrior that bonds with spirits of the wild 
  to harness their power, including a dedicated companion 
  that supports him with magic. Finally, the warden is a 
  wise protector, using the facets of nature to shield 
  their allies from harm. These classes are designed to be 
  comparable in power to existing Pathfinder Roleplaying 
  Game classes while still filling their own niche within a 
  party, and have more than enough options throughout 
  the book so players don’t feel left out from the plethora 
  of archetypes and expanded abilities available to existing 
  player classes.
  Chapter II – Archetypes and Options: This chapter 
  focuses on adding new nature-based options to existing 
  classes. This includes new selectable options for existing 
  mechanics such as kineticist talents, or new archetypes 
  for a player to take such as the gemoancer druid or 
  elemental savant sorcerer. As Path of  the Wilds focuses 
  on elements, natural creatures, and the environment, the 
  majority of options are given to classes already themed 
  around nature to some degree, such as druid, shifter, 
  and ranger, though some other classes such as barbarian, 
  paladin, and medium gain new options to incorpoate 
  natural magics.
  The three new classes featured in Chapter I are also 
  given options, with a few new archetypes each for the 
  elementer, invoker, and warden. 
  Chapter III – Feats: This chapter contains over 30 
  feats for both existing classes and new classes featured 
  in this book. The feats are focused around improving 
  nature-based abilities like wild empathy, hunter’s bond, 
  or plant- and animal-based spells. Feats exclusive to the 
  new classes of Path of  the Wilds are also included to give 
  more options to characters of these classes. 
  Chapter IV – Spells: This chapter holds 60 new 
  spells for arcane and divine spellcasters alike, tapping 
  into the powers of nature in numerous ways. The new 
  spells primarily incorporate the four elements, plants, 
  and animals, including new rules for the optional 
  [animal] and [plant] descriptors added by this book. The 
  new elementer and invoker classes gain a few exclusive 
  spells, as well: the elementer gains “prism” spells that use 
  the four elements at once, while the invoker gains new 
  “dominion” spells whose function changes depending 
  on the spirits the invoker is currently using.
  Chapter V – Magic Items: The final chapter in Path of  
  the Wilds is centered around new magic items. Weapons, 
  armor, wondrous items, and more can be found here, 
  including equipment for the new classes introduced 
  in Chapter I. To make integration of these items into 
  your game easier, the items and special properties in this 
  chapter have been divided into the categories outlined in 
  Pathfinder Roleplaying Game Ultimate Equipment for use in 
  randomized tables.
  REFERENCES IN THE BOOK
  In many areas throughout Path of  the Wilds it would 
  be impractical to list out each reference to existing 
  Pathfinder Roleplaying Game material, particularly 
  when referencing spells and feats. Instead, the following 
  shorthand is used in reference to material, as follows:
  ACG – Pathfinder Roleplaying Game Advanced Class Guide
  APG – Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG – Pathfinder Roleplaying Game Advanced Race Guide
  B1-B6 – Pathfinder Roleplaying Game Bestiary 1 - 6
  HA – Pathfinder Roleplaying Game Horror Adventures
  MC – Pathfinder Roleplaying Game Monster Codex
  UC – Pathfinder Roleplaying Game Ultimate Combat 
  UI – Pathfinder Roleplaying Game Ultimate Intrigue
  UM – Pathfinder Roleplaying Game Ultimate Magic
  UW – Pathfinder Roleplaying Game Ultimate Wilderness
  VC – Pathfinder Roleplaying Game Villain Codex
  Spells, feats, and abilities marked with an asterisk (*) 
  are new material found in this book. Feats and spells 
  without a superscript can be assumed to be from the 
  Pathfinder Roleplaying Game Core Rulebook.
  Introduction
  
  6
  Chapter I
  Classes
  Within the wide spheres of arcane magics, few can 
  match the spectacle–and raw power–of elemental magic. 
  Eldritch scholars, hermetic mystics, and pious theurges 
  alike are all likely to tap into the powers of the planes, 
  but none are as focused in their mastery of evoking 
  primal force as the elementer. Whether combining 
  their arcane spells into more potent forms or reducing 
  them to their most basic components, elementers push 
  the powers of air, earth, fire, and water to their limits. 
  These masters of planar magics are not merely bookish 
  magicians, however: elementers can draw residual 
  energy into themselves, infusing their very being with 
  roiling elemental might to combat the strongest of foes 
  on equal footing. 
  Role: Elementers can compete with enlightened 
  spellcasters and tempered warriors both, but can only 
  direct their power to one of these ends at a time. Careful 
  consideration must be given to how the elementer will 
  engage her foes lest she find herself unable to use her 
  powers at critical moments.
  Alignment: Any
  Hit Die: d8
  Starting Age: Trained
  Starting Wealth: 3d6 × 10 gp (average 105 gp.) In 
  addition, each character begins play with an outfit worth 
  10 gp or less.
  Class Skills
  The elementer’s class skills are Acrobatics (Dex), Climb 
  (Str), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), 
  Knowledge (geography) (Int), Knowledge (nature) (Int), 
  Knowledge (planes) (Int), Perception (Wis), Profession 
  (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and 
  Use Magic Device (Cha).
  Skill Points Per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the elementer.
  CHAPTER I
  CLASSES
  The magics of the wilds are not easily understood. 
  Whether studying the fundamental elements of creation 
  or invoking the enigmatic souls of the world, those 
  that wish to harness the forces of nature must dedicate 
  themselves to the pursuit entirely. Others choose not to 
  master nature, but rather serve it, taking on the mantle 
  of a guardian of the wilds to protect it from any threat. 
  The following character classes present new options for 
  players and greater variety for a Game Master’s cast of 
  enemies and allies.
  CLASSES
  The three new base classes presented in Path of  the Wilds 
  focus around new ways of harnessing the powers of 
  nature, such as elemental magic, plants, or wild spirits. 
  These three classes are equivalent in power to existing 
  classes in Pathfinder Roleplaying Game material, such as a 
  bard or sorcerer.
  Each new class presents new character themes, as 
  follows:
  Elementer: The elementer is a master of planar 
  magic, channeling the forces of air, earth, fire, and water. 
  Able to fight both as magician and soldier, each spell 
  they cast builds up a reserve of elemental energy they 
  can use to form a powerful aegis, shielding them from 
  harm and granting them exceptional strength.
  Invoker: The invoker is an unorthodox warrior that 
  bonds with the spirits of nature. Unlike many mystically-
  inclined adventurers with dedicated companions, the role 
  of the invoker and his bonded spirit are reversed, the 
  invoker engaging foes head-on while his ally supports 
  him with magic from afar.
  Warden: Wardens are stalwart defenders of the 
  wilderness, channeling the facets of nature to create 
  magical barriers that aid friends and hinder foes. As they 
  grow in strength, their dedication is rewarded through 
  learning hidden secrets of the earth, gaining new ways 
  to heal the weak and guide the land itself. 
  THE CLASSES
  ELEMENTER
  
  7
  Classes
  Chapter I
  Weapon and Armor Proficiency: An elementer is 
  proficient with all simple weapons, plus the handaxe, 
  glaive, greatsword, longbow, shortsword, starknife, 
  trident, and warhammer. She is also proficient in light 
  armor and shields (except tower shields). An elementer 
  can cast elementer spells while wearing light armor 
  and using a shield without incurring the normal arcane 
  spell failure chance. Like any other arcane spellcaster, 
  an elementer wearing medium or heavy armor incurs 
  a chance of spell failure if the spell in question has a 
  somatic component. A multiclass elementer still incurs 
  the normal arcane spell failure chance for arcane spells 
  received from other classes.
  Spells: An elementer casts arcane spells drawn from 
  the elementer spell list. An elementer must choose and 
  prepare her spells ahead of time.
  To learn, prepare, or cast a spell, the elementer must 
  have an Intelligence score equal to at least 10 + the spell 
  level. The Difficulty Class for a saving throw against an 
  elementer’s spell is 10 + the spell level + the elementer’s 
  Intelligence modifier.
  An elementer can cast only a certain number of spells 
  of each spell level per day. Her base daily spell allotment 
  is given on Table: Elementer. In addition, she receives 
  bonus spells per day if she has a high Intelligence score 
  (see the Ability Scores section in Chapter 1 of the 
  Pathfinder Roleplaying Game Core Rulebook).
  An elementer may know any number of spells. She 
  must choose and prepare her spells ahead of time by 
  getting 8 hours of sleep and spending 1 hour studying 
  her spellbook. While studying, the elementer decides 
  which spells to prepare.
  Spellbooks: An elementer must study her spellbook 
  each day to prepare her spells. She cannot prepare any 
  spell not recorded in her spellbook except for read magic, 
  which all elementers can prepare from memory. An 
  elementer begins play with a spellbook containing all 
  0-level elementer spells plus three 1st-level elementer 
  spells of her choice. The elementer also selects a number 
  of additional 1st-level elementer spells equal to her 
  Intelligence modifier to add to her spellbook. At each 
  new elementer level, she gains two new elementer spells 
  of any spell level or levels that she can cast (based on her 
  new elementer level or depending on what elements she 
  has selected with her fusion class feature, see below) for 
  her spellbook. At any time, an elementer can also add 
  spells found in other spellbooks to her own (see Chapter 
  9 of the Pathfinder Roleplaying Game Core Rulebook).
  Table: Elementer
  Level 
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  ––—— Spells per Day ——–—
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  +0
  +0
  +2
  +2
  Aegis, Affinity, Cantrips, Energy Pool
  3
  2
  —
  —
  —
  —
  —
  2nd
  +1
  +0
  +3
  +3
  Evasion, Spell Twists
  4
  2
  —
  —
  —
  —
  —
  3rd
  +2
  +1
  +3
  +3
  Potency
  4
  3
  —
  —
  —
  —
  —
  4th
  +3
  +1
  +4
  +4
  Barrier
  4
  3
  1
  —
  —
  —
  —
  5th
  +3
  +1
  +4
  +4
  Spell Twist
  4
  4
  2
  —
  —
  —
  —
  6th
  +4
  +2
  +5
  +5
  Affinity (Moderate), Fusion
  5
  4
  3
  —
  —
  —
  —
  7th
  +5
  +2
  +5
  +5
  Attunement (1/day)
  5
  4
  3
  1
  —
  —
  —
  8th
  +6/+1
  +2
  +6
  +6
  Spell Twist
  5
  4
  4
  2
  —
  —
  —
  9th
  +6/+1
  +3
  +6
  +6
  Absorption
  5
  5
  4
  3
  —
  —
  —
  10th
  +7/+2
  +3
  +7
  +7
  Fusion
  5
  5
  4
  3
  1
  —
  —
  11th
  +8/+3
  +3
  +7
  +7
  Affinity (Greater), Spell Twist
  5
  5
  4
  4
  2
  —
  —
  12th
  +9/+4
  +4
  +8
  +8
  Improved Evasion
  5
  5
  5
  4
  3
  —
  —
  13th
  +9/+4
  +4
  +8
  +8
  Attunement (2/day)
  5
  5
  5
  4
  3
  1
  —
  14th
  +10/+5
  +4
  +9
  +9
  Fusion, Spell Twist
  5
  5
  5
  4
  4
  2
  —
  15th
  +11/+6/+1
  +5
  +9
  +9
  Greater Barrier
  5
  5
  5
  5
  4
  3
  —
  16th
  +12/+7/+2
  +5
  +10
  +10
  Affinity (Maximum)
  5
  5
  5
  5
  4
  3
  1
  17th
  +12/+7/+2
  +5
  +10
  +10
  Spell Twist
  5
  5
  5
  5
  4
  4
  2
  18th
  +13/+8/+3
  +6
  +11
  +11
  Fusion
  5
  5
  5
  5
  5
  4
  3
  19th
  +14/+9/+4
  +6
  +11
  +11
  Attunement (3/day)
  5
  5
  5
  5
  5
  5
  4
  20th
  +15/+10/+5
  +6
  +12
  +12
  Spell Twist, Supremacy
  5
  5
  5
  5
  5
  5
  5
  
  8
  Chapter I
  Classes
  An elementer can learn spells from a wizard’s or 
  magus’s spellbook, just as a wizard or magus can from an 
  elementer’s spellbook. The spells learned must be on the 
  elementer spell list, as normal. An alchemist can learn 
  formulae from an elementer’s spellbook, if the spells are 
  also on the alchemist formula list. An elementer cannot 
  learn spells from an alchemist.
  Elemental Spells: Many spells on the elementer’s 
  spell list are categorized under one of four elemental 
  categories: air, earth, fire, or water. Spells in these four 
  categories are referred to as elemental spells. Many of 
  the elementer’s class features, such as fusion and what 
  spells contribute to her energy pool (see below), are 
  dependent on elemental spells. A spell can be listed 
  under more than one category. If a spell is not listed 
  under any of the four categories, that spell cannot be 
  used with class features that require an elemental spell.
  Aegis (Su): All elementers learn a potent technique 
  to envelop themselves in elemental force, shaping it into 
  a raiment of energy. This is known as creating an aegis, 
  and while powerful it is not without its limitations.
  The elementer can enter into her aegis form as a swift 
  action if she has at least one point in her energy pool 
  (see below). Doing so consumes 1 point from her energy 
  pool. While in her aegis form, she gains a +2 bonus on 
  attack rolls and to her AC. This bonus increases by +1 at 
  5th level and every four elementer levels thereafter to a 
  maximum of +6 at 17th level.
  While in her aegis form, the elementer is unable to cast 
  spells, use spell trigger or spell completion magic items, 
  or able to gain points in her energy pool. At the start 
  of each of her turns while in aegis form, the elementer 
  loses 1 point from her energy pool. If she ever starts her 
  turn with 0 energy points her aegis form immediately 
  ends. She can also voluntarily exit aegis form as a free 
  action at any time. Once she leaves aegis form (whether 
  due to running out of energy or exiting voluntarily), she 
  cannot re-enter until the end of her next turn. 
  Affinity (Su): At 1st level, the elementer learns how 
  to harness the elements to improve her aegis form. Each 
  day when she prepares her spells she selects a single 
  lesser affinity power from those listed and the end of the 
  class description. She gains the benefits of that affinity 
  power while she is in her aegis form. The choice remains 
  until she prepares spells again, at which point she can 
  choose a different affinity power.
  Upon reaching 6th, 11th, and 16th levels, the elementer 
  may also select a moderate, greater, and master affinity 
  power, respectively. She chooses all of these powers 
  when she prepares her spells each day. However, she 
  does not automatically gain the benefit of these affinity 
  powers while she is in her aegis form.
  In order to benefit from her moderate affinity power, 
  she must spend 2 points from her energy pool when 
  entering her aegis form and spend 2 points each round 
  she maintains it, rather than 1 point as normal. To benefit 
  from her greater affinity power, the costs increase to 4 
  points, while her master affinity power requires 6 points. 
  She gains the benefits of all powers of a lower tier when 
  she does so, and cannot change her per-round energy 
  cost until she exits and re-enters her aegis form. For 
  example, if she decides to benefit from her greater 
  affinity power, it costs her 4 energy points to enter and 
  maintain the aegis form, and she gains the benefits of 
  her lesser, moderate, and greater affinity powers.
  Affinity powers are categorized into one of four 
  elements: air, earth, fire, or water. If she is currently 
  benefiting from more than one power of the same 
  element, she gains additional effects depending on the 
  number she is currently benefiting from as listed in that 
  power’s “synergy” entry.
  Cantrips: Elementers can prepare a number of 
  cantrips, or 0-level spells, each day, as noted on Table: 
  Elementer under “Spells per Day.” These spells are cast 
  like any other spell, but they are not expended when cast 
  and may be used again. 
  Energy Pool (Su): As an elementer casts her 
  spells, she retains a portion of their residual power, 
  slowly building it in a reservoir of planar energy. This 
  is represented by her energy pool. The energy pool 
  has a maximum equal to the elementer’s level + her 
  Intelligence modifier (minimum 1). She starts each day 
  with a number of points in the pool equal to half its 
  maximum, rounded down. Any points she had from the 
  previous day are lost. The elementer cannot gain points 
  in her energy pool while she is in her aegis form unless 
  explicitly stated otherwise. She can build energy points 
  in one of two ways:
  Cast a Spell: Whenever the elementer casts an 
  elemental spell of 1st level or higher or uses a spell twist 
  (see below), she gains a number of points in her energy 
  pool equal to the spell’s level.
  Conversion: The elementer can use a standard action 
  that does not provoke attacks of opportunity to sacrifice 
  any number of prepared elemental spells. The elementer 
  gains a number of points in her energy pool equal to 
  half the total spell levels of the spells she sacrificed, 
  rounded up. For example, if she sacrifices a 1st level, 
  2nd level, and 4th level spell, she would gain four energy 
  points. She cannot sacrifice cantrips in this manner.
  Evasion (Ex): At 2nd level and higher, an elementer 
  can avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the elementer is wearing light armor 
  or no armor. A helpless elementer does not gain the 
  benefit of evasion. 
  
  9
  Classes
  Chapter I
  Spell Twist (Sp): Beginning at 2nd level, the 
  elementer learns how to shape her spells into a simpler 
  yet still potent form. She selects two spell twists from 
  the list at the end of the class description. She gains an 
  additional spell twist for every three levels obtained after 
  2nd, to a maximum of eight spell twists at 20th level.
  Spell twists let the elementer convert a prepared 
  elemental spell into a new effect. Each spell twist has an 
  associated elemental category (air, earth, fire, or water); 
  she may only use a particular spell twist by sacrificing 
  a prepared elementer spell of the specified elemental 
  category that is 1st level or higher. The exception to this 
  are spell twists with the “All” category; such spell twists 
  can be used by converting a spell of 1st level or higher 
  from any of the four elemental categories and change 
  their function based on the element used.
  Using a spell twist is a standard action that provokes 
  attacks of opportunity unless otherwise stated. If a spell 
  twist calls for a saving throw, the save DC is equal to 
  10 + the sacrificed spell’s slot level + the elementer’s 
  Intelligence modifier. Using a spell twist grants the 
  elementer points in her energy pool as if she had cast 
  the sacrificed spell normally. Unlike spells, the elementer 
  can use spell twists while she is in her aegis form, though 
  she does not gain energy points for doing so, as normal.
  If she uses a spell twist by sacrificing a spell prepared 
  in a higher-level slot than normal (whether by simply 
  preparing in a higher level slot or by preparing the spell 
  with metamagic feats), she calculates the DC and effects 
  of the spell twist using the level of slot the spell is 
  prepared in, rather than its original level.
  Potency (Ex): Upon reaching 3rd level, an elementer 
  can infuse her arcane spells with further power. 
  Whenever she casts an elemental spell or uses a spell 
  twist that deals damage she deals an additional +1 
  damage per die rolled.
  Barrier (Su): Starting at 4th level, the elementer gains 
  an invisible shield of elemental force that protects her 
  from energy attacks. She gains 10 “points” of energy 
  resistance in this barrier, which increases by 10 points 
  for every three elementer levels gained thereafter to a 
  maximum of 60 points at 19th level.
  When the elementer prepares her spells for the day, she 
  must assign these points of energy resistance to either 
  acid, cold, electricity, or fire resistance, and must do so 
  in increments of 5. For example, a 7th level elementer 
  has 20 points of resistance to assign. She could assign all 
  20 to fire to have fire resistance 20, have acid resistance 
  10 and electricity resistance 10, or have resistance 5 for 
  all four energy types.
  The elementer has the chosen resistances until she 
  prepares spells again, at which point she can redistribute 
  them as she chooses.
  Fusion (Sp): Beginning at 6th level, an elementer 
  learns how to combine magical energy into varied and 
  more powerful forms than she would normally be able 
  to create.
  The elementer must select a single elemental spell 
  category: air, earth, fire, or water. When preparing her 
  spells, she may instead choose to fuse her spell slots to 
  prepare a spell from that elemental category that she 
  has in her spell book. To do so, she must combine a 
  number of spell slots whose total spell levels is greater 
  than or equal to the value shown in Table: Fusion for 
  the level of spell she wishes to prepare. For example, if 
  she wishes to prepare lightning bolt (a 3rd level spell), she 
  must give up a number of spell slots whose total levels 
  is at least four or more. This could be any combination 
  of spell slots, such as two 2nd level spell slots or four 1st 
  level slots. An elementer can only fuse a spell of a level 
  that she would normally be able to prepare (2nd level 
  spells when she gains this ability, 3rd level spells at 7th 
  elementer level, and so on).
  Casting a fused spell counts as casting an elementer 
  spell for all purposes, including applying feats such as 
  Spell Focus or generating points for her energy pool. 
  She cannot apply metamagic feats to a spell prepared 
  this way.
  When the elementer reaches 10th, 14th, and 
  18th levels, she can select an additional elemental 
  category that she can prepare spells from using 
  fusion. Alternatively, she can select a category she had 
  previously selected to enhance the level of spell she can 
  fuse. If she does, instead of being limited to spells she 
  could normally prepare, she can instead fuse spells from 
  the chosen elemental category whose level is up to half 
  her elementer level, rounded down, to a maximum of 
  9th level spells when she reaches 18th level. She cannot 
  select the same element more than twice.
  When the elementer increases in level and gains her 
  two free spells for her spellbook (see Spellbooks, above), 
  she can choose to learn any elemental spell she could 
  prepare with fusion, rather than just spells she could cast 
  normally with her spell slots.
  Table: Fusion
  Spell Level
  Total Spell Levels Needed 
  to Prepare a Fused Spell
  2nd
  3
  3rd
  4
  4th
  5
  5th
  7
  6th
  9
  7th
  12
  8th
  15
  9th
  18
  
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  Attunement (Ex): Starting at 7th level, an elementer 
  learns how to adapt her aegis form to new threats. As 
  a free action, the elementer can exchange her currently 
  selected affinity powers for a new selection. She 
  immediately gains the effects of the new affinity powers 
  while losing the old, including their synergy effects, if 
  applicable. The elementer can only do this once per day, 
  plus an additional time per day upon reaching 13th and 
  19th levels, but no more than once per round.
  Absorption (Su): At 9th level, the elementer can 
  absorb some residual energy from elemental effects. 
  Absorption can be used whenever the elementer 
  is subjected to an effect that would deal acid, cold, 
  electricity, or fire damage to her, but she completely 
  negates the damage in some way (taking 0 damage from 
  the effect). Any method of damage negation, including 
  energy resistance, protection from energy, or the evasion 
  class feature all can trigger this effect. 
  If she reduces the damage to zero, for every 20 
  points of damage she negated she immediately gains 
  1 point in her energy pool. This functions even while 
  the elementer is in her aegis form. An elementer cannot 
  trigger absorption from a damaging effect that originates 
  from herself (spell, ability, item, or otherwise).
  Improved Evasion (Ex): At 12th level, the 
  elementer’s evasion improves. This ability works like 
  evasion, except that while the elementer still takes no 
  damage on a successful Reflex saving throw against 
  attacks, she henceforth takes only half damage on a 
  failed save. A helpless elementer does not gain the 
  benefit of improved evasion.
  Greater Barrier (Su): At 15th level, the elementer’s 
  barrier grows in strength. If the elementer has at least 30 
  points of resistance assigned to an energy type through 
  her barrier class feature, she gains immunity to that 
  damage type, instead.
  Supremacy (Ex): At 20th level, the elementer 
  becomes a master of the four elements. Half of all acid, 
  cold, electricity, or fire damage she deals ignores any 
  elemental resistances or immunities. This does not bypass 
  her own resistances or immunities. Elemental spells and 
  spell twists she use that deal slashing, bludgeoning, or 
  piercing damage, such as stone callAPG, ignore any damage 
  reduction that is not DR/– (excluding her own).
  AFFINITY POWERS
  The following represent the available affinity powers an 
  elementer can prepare. Each one is divided into four 
  parts: type, element, effect, and synergy. Affinity powers 
  are sorted first by tier then by element.
  Tier: The strength of the affinity power. A power can 
  be a lesser, moderate, greater, or master affinity power. 
  At first, the elementer can only prepare a single lesser 
  power. When she reaches 6th level, she can also prepare 
  a moderate power. At 11th level, she can prepare a 
  greater power, and at 16th level she can prepare a master 
  power. Gaining the benefits of her moderate, greater, 
  and master affinity powers require the elementer to 
  spend additional energy points (see affinity powers in 
  the class description).
  Element: The power’s element, which can be air, 
  earth, fire, or water. Preparing multiple powers of the 
  same type can grant synergy effects (see below).
  Effect: The benefit granted to the elementer while 
  she is in aegis form and has paid the required energy 
  cost for the power.
  Synergy: The synergy effect for a given affinity 
  power. Synergy powers are available if the elementer is 
  currently benefiting from more than one affinity power 
  of the same element, and grows stronger the more active 
  affinity powers she has of that element.
  RAZOR WIND
  Tier: Lesser; Element: Air
  Effect: Your strikes are infused with the power of the 
  storm. Your weapon attacks deal +2 points of electricity 
  damage on a hit. This damage increases by +1 at 4th 
  level and every four levels thereafter to a maximum of 
  +6 electricity damage. This damage is multiplied on a 
  critical hit and stacks with other sources of electricity 
  damage, such as the shocking weapon property.
  Synergy: If you have at least two air powers active, 
  increase the range increment of your ranged weapon 
  attacks (including throwing weapons) by 20 feet. 
  Additionally, when you attack with a melee weapon you 
  can choose to unleash a razor wind instead of attacking 
  normally. A razor wind attack creates a shockwave of 
  air, effectively increasing your reach by 10 feet for that 
  attack. The razor wind carries all of the effects of your 
  weapon attack (including magical properties), but always 
  deals slashing damage instead of the weapon’s normal 
  type. This damage is considered magical for the purpose 
  of overcoming damage reduction, but does not have the 
  material properties of the weapon you use. Enhancement 
  bonuses to the weapon can still allow you to overcome 
  damage reduction with the razor wind; for example, a 
  razor wind made with a +3 longsword will count as cold 
  iron and silver for the purpose of overcoming damage 
  reduction. You cannot use razor wind on attacks of 
  opportunity.
  If you have three air powers active, the range on your 
  razor wind increases to 15 feet and the bonus range to 
  your ranged attacks increases to 30 feet. If you have four 
  air powers active, the razor wind’s range becomes 20 
  feet, and the bonus to ranged attacks becomes 40 feet.
  CRUSHING STONE
  Tier: Lesser; Element: Earth
  
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  Effect: Your strikes are infused with the weight of 
  earth. You gain a +2 bonus on weapon damage rolls. 
  This bonus increases by +1 at 4th level and every four 
  levels thereafter to a maximum of +6. Your attacks 
  are considered magical for the purpose of overcoming 
  damage reduction.
  Synergy: If you have at least two earth powers active, 
  your weapon attacks are treated as slashing, bludgeoning, 
  and/or piercing for the purpose of overcoming damage 
  reduction. If you have at least three earth powers active, 
  your weapons are also considered silver, cold iron, and 
  adamantine, and your attacks ignore up to 5 points of 
  any kind of damage reduction, including DR/–. If you 
  have four earth powers active, your attacks ignore up to 
  10 points of damage reduction, instead. This stacks with 
  other effects that let you ignore damage reduction such 
  as the Penetrating Strike feat.
  SEARING HEAT
  Tier: Lesser; Element: Fire
  Effect: Your strikes are infused with the power of a 
  raging inferno. Your weapon attacks deal +2 points of 
  fire damage on a hit. This damage increases by +1 at 4th 
  level and every four levels thereafter to a maximum of 
  +6 fire damage. This damage is multiplied on a critical 
  hit and stacks with other sources of fire damage, such as 
  the flaming weapon property.
  Synergy: If you have at least two fire powers active, 
  you create a burst of flame whenever you score a 
  critical hit with a weapon attack. This burst deals 1d6 
  fire damage to the target and to creatures within 5 feet 
  of it (except you). Creatures that are not the primary 
  target can make a Reflex save to negate the 
  damage. If your weapon has a x3 critical 
  multiplier, the burst deals 2d6 damage; 
  if the multiplier is x4, it instead deals 
  3d6 damage.
  If you have at least three fire powers 
  active, the damage increases to 1d10 
  (or 2d10 for a x3 weapon and 3d10 for a 
  x4 weapon). If you have four fire powers 
  active, the radius of the burst increases to 
  10 feet.
  PIERCING COLD
  Tier: Lesser; 
  Element: Water
  Effect: Your strikes are 
  infused with freezing water. 
  Your weapon attacks deal 
  +2 points of cold damage 
  on a hit. This damage increases by +1 at 4th 
  level and every four levels thereafter to a maximum of 
  +6 cold damage. This damage is multiplied on a critical 
  hit and stacks with other sources of cold damage, such 
  as the frost weapon property.
  Synergy: If you have at least two water powers active, 
  your successful weapon attacks leave a lingering chill on 
  your foes. All of the creature’s energy resistances (if any) 
  are lowered by 5; this has no effect on energy immunities. 
  If you have three or more water powers active, the 
  target takes a -2 penalty to all saving throws. If you have 
  four water powers active, the energy resistance penalty 
  increases to 10. These effects last until the end of your 
  next turn and do not stack (even from other sources).
  
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  WINDY STEP
  Tier: Moderate; Element: Air
  Effect: You are lifted into the sky by powerful winds. 
  You gain a fly speed of 30 feet with good maneuverability.
  Synergy: If you have at least two air powers active, 
  you treat wind effects as two steps less severe. If you 
  have at least three air powers active, you treat wind 
  effects as three steps less severe, instead, and increase 
  your fly speed to 40 feet. If you have four air powers 
  active, increase your fly speed to 60 feet.
  EARTHEN STEP
  Tier: Moderate; Element: Earth
  Effect: You channel the elements to move through 
  the ground, granting you a burrow speed of 30 feet.
  Synergy: If you have at least two earth powers active, 
  you gain the earth glide universal monster ability. If 
  you have three earth powers active, your burrow speed 
  increases to 40 feet. If you have four earth powers active, 
  your burrow speed increases to 60 feet.
  BLAZING STEP
  Tier: Moderate; Element: Fire
  Effect: Your steps burn with elemental fire, letting 
  you better grip onto surfaces. Your land speed increases 
  by 20 feet.
  Synergy: If you have at least two fire powers active, 
  you ignore difficult terrain. If you have three fire powers 
  active, your speed bonus increases to 40 feet. If you have 
  four fire powers active, the bonus increases to 60 feet.
  WAVE STEP
  Tier: Moderate; Element: Water
  Effect: You move as one with the water, gaining a 
  swim speed of 60 feet. You can breathe underwater.
  Synergy: If you have at least two water powers 
  active, your weapon attacks suffer no penalty for being 
  underwater. If you have three water powers active, your 
  swim speed increases to 90 feet. If you have four water 
  powers active, it increases to 120 feet.
  CYCLONIC ARMOR
  Tier: Greater; Element: Air
  Effect: You are surrounded by a swirling vortex of 
  air, causing ranged weapon attacks against you to have a 
  50% miss chance. Unusually large ranged attacks, siege 
  weaponry, and attacks granted by spells are unaffected.
  Synergy: If you have at least two air powers active, 
  melee attacks against you suffer a 20% miss chance. If 
  you have at least three air powers active, ranged attacks 
  from spells, such as those granted by scorching ray, suffer 
  a 20% miss chance against you. If you have four air 
  powers active, unusually large ranged attacks and siege 
  weaponry also suffer a 50% miss chance against you.
  TECTONIC ARMOR
  Tier: Greater; Element: Earth
  Effect: Your flesh hardens like stone, granting you 
  DR 5/bludgeoning.
  Synergy: If you have two earth powers active, the 
  damage reduction becomes DR 10/bludgeoning. If 
  you have three earth powers active, it becomes DR 10/
  adamantine. If you have four earth powers active, it 
  becomes DR 10/–.
  PYROCLASTIC ARMOR
  Tier: Greater; Element: Fire
  Effect: Your surround yourself with scorching 
  flames. Creatures striking you with a non-reach melee 
  weapon or with their body take 1d6 fire damage.
  Synergy: For each fire power you have active beyond 
  the first, increase the damage that creatures take by 1d6. 
  If you have three or more fire powers active, this power 
  also affects attackers hitting you with reach weapons.
  OCEANIC ARMOR
  Tier: Greater; Element: Water
  Effect: You envelop yourself with deflective waters. 
  You gain temporary hit points equal to twice your 
  elementer level. These temporary hit points are lost first 
  and are removed upon leaving aegis form. 
  Synergy: If you have two water powers active, you 
  gain 5 temporary hit points at the start of each of your 
  turns. These stack with the temporary hit points granted 
  by this power upon entering aegis form, up to twice your 
  elementer level. If you have at least three water powers 
  active, this increases to 10 temporary hit points per 
  round. If you have four water powers active, the initial 
  temporary hit points granted (and the maximum amount 
  you can stack to with this power) increases to triple your 
  elementer level.
  RAGING TEMPEST
  Tier: Master; Element: Air
  Effect: You gain an aura that howls with a powerful 
  storm. The aura has a maximum radius of 20 feet: 
  you can make its radius any multiple of 5 feet up to 
  this maximum and change it each time you enter aegis 
  form. The howling winds drown out noise, effectively 
  deafening creatures in the area (no save). Creatures that 
  enter or start their turn in this aura take 2d6 electricity 
  damage and must make a Fortitude save or move at half 
  speed for 1 round. You are unaffected by your own aura.
  Synergy: If you have at least two air powers active, 
  creatures that fail their Fortitude saves are unable to 
  move closer to you for 1 round. If you have at least three 
  air powers active, the damage of your aura increases to 
  4d6. If you have four air powers active, the maximum 
  radius of the aura increases to 30 feet.
  
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  RUMBLING EARTH
  Tier: Master; Element: Earth
  Effect: You gain an aura that churns and shakes the 
  earth. The aura has a maximum radius of 20 feet: you 
  can make its radius any multiple of 5 feet up to this 
  maximum and change it each time you enter aegis form. 
  The ground in the aura is treated as difficult terrain. 
  Additionally, creatures that move through this area 
  take 1d6 damage for every five feet they move through 
  it (no save). Creatures that are not on the ground are 
  unaffected. You are unaffected by your own aura.
  Synergy: If you have at least two earth powers 
  active, creatures that enter or start their turn inside your 
  aura and are on the ground must make a Reflex save 
  or become flat-footed for 1 round and begin bleeding 
  for 2d6 damage per round. The bleed damage does not 
  stack. If you have at least three earth powers active, the 
  damage creatures suffer for moving through the aura 
  increases to 1d8 per five feet moved. If you have four 
  earth powers active, the maximum radius of the aura 
  increases to 30 feet.
  BURNING SUN
  Tier: Master; Element: Fire
  Effect: You gain an aura that burns with the fury 
  of the sun. The aura has a maximum radius of 10 feet: 
  you can make its radius any multiple of 5 feet up to 
  this maximum and change it each time you enter aegis 
  form. Creatures that enter or start their turn in this 
  aura take 2d6 fire damage and must make a Fortitude 
  save or become fatigued. This cannot cause a creature 
  that is already fatigued to become exhausted. You are 
  unaffected by your own aura.
  Synergy: If you have at least two fire powers active, 
  creatures that are fatigued and fail their Fortitude save 
  become exhausted. If you have at least three fire powers 
  active, the damage of your aura increases to 4d6. If you 
  have four fire powers active, the maximum radius of the 
  aura increases to 20 feet.
  FROZEN SEAS
  Tier: Master; Element: Water
  Effect: You gain an aura that brings the chilling 
  waters of the ocean depths. The aura has a maximum 
  radius of 10 feet: you can make its radius any multiple 
  of 5 feet up to this maximum and change it each time 
  you enter aegis form. The ground in this aura becomes 
  frozen with ice. Creatures treat this area as icy ground 
  and must make an Acrobatics check (DC equal to your 
  affinity power DC) to move through the area at more 
  than half speed. Failure causes it to fall prone at the start 
  of its movement. The ground stays frozen as long as it 
  is in your aura and for 1 round thereafter. Additionally, 
  creatures that enter or start their turn in this aura take 
  2d6 cold damage (no save). You are unaffected by your 
  own aura and the icy ground.
  Synergy: If you have at least two water powers active, 
  creatures that enter or start their turn inside your aura 
  must make a Fortitude save or be entangled for 1 round 
  (though they can still move). If you have at least three 
  water powers active, the damage of your aura increases 
  to 4d6. If you have four water powers active, the 
  maximum radius of the aura increases to 20 feet.
  SPELL TWISTS
  The following lists all available spell twists to an 
  elementer. Elementers can select any spell twist from 
  this list at 2nd level and every three elementer levels 
  thereafter.
  Element: The spell twist’s element, which can be 
  air, earth, fire, or water, or “any”. The elementer must 
  sacrifice a prepared elemental spell of the matching 
  element to use the spell twist. In the case of an “any” 
  spell twist, she can use any elemental spell and the spell 
  twist’s effect changes depending on the element used.
  Effect: The resulting effect of the spell twist. The 
  effects listed here are for sacrificing a 1st level spell.
  Boost: If the elementer sacrifices an elemental spell 
  of a higher level than 1st, the spell twist gains more 
  power as described in this section.
  ASH
  Element: Fire
  Effect: You conjure scorching ash to blind your foes. 
  A single creature within 30 feet of you must make a 
  Fortitude save or be blinded for 1d4 rounds.
  Boost: For every spell level above 1st, you can target 
  an additional creature. All targets must be within range. 
  BARRICADE
  Element: Earth
  Effect: The earth rises at your command. This 
  functions similar to a wall of  stone, except it has a range of 
  30 feet, and the stone is only 1 inch thick and occupies 
  a single 5-foot square. You cannot double the wall’s area 
  by halving its thickness, as you normally could with wall 
  of  stone. The wall must be on solid ground or near a 
  similar earthen surface (like a cavern wall).
  Boost: For every spell above 1st, you can create an 
  additional two 5-foot squares of stone and the thickness 
  of the stone increases by 1 inch (to a maximum depth of 
  six inches). The wall must be contiguous.
  BLAST
  Element: Any
  Effect: You create a destructive ray of planar force. 
  You must succeed on a ranged touch attack against a 
  
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  target within 30 feet. On a hit, you deal 3d8 damage of 
  a type based on the element of spell used: acid (earth), 
  cold (water), electricity (air), or fire (fire).
  Boost: For every spell level above 1st, the damage 
  increases by 3d8 and the range increases by 10 feet.
  BLAZE
  Element: Fire
  Effect: You set the world ablaze. You create a single 
  10-foot cube of fire, which must be created adjacent to 
  your space. Creatures in the blaze take 1d6 points of fire 
  damage each round they are in the flames; a Reflex save 
  halves the damage. The flames last a number of rounds 
  equal to your Intelligence modifier (minimum 1).
  Boost: For every spell level above 1st, the damage 
  increases by 1d6 and you can create an additional 10-
  foot cube of flames. The cubes must all be adjacent to 
  one another (with one needing to be adjacent to you). 
  DROWN
  Element: Water
  Effect: A surge of ocean water fills a creature’s lungs. A 
  single creature within 30 feet of you takes 2d6 nonlethal 
  damage and is staggered for 1 round. A Fortitude save 
  halves the damage and negates the staggering effect. A 
  creature that can breathe underwater or doesn’t need 
  to breathe at all is unaffected by this spell twist, as are 
  creatures with no discernible anatomy to affect (such as 
  oozes or an air elemental).
  Boost: For every spell level above 1st, the damage 
  increases by 2d6. For every two spell levels above 1st, 
  you can target an additional creature. All targets must be 
  within 30 feet of you.
  ENCHANT
  Element: Any
  Effect: You infuse an ally with elemental energy. 
  Their weapon attacks deal an additional 1d6 damage, 
  with the damage type based on the element of spell 
  used: acid (earth), cold (water), electricity (air), or fire 
  (fire). This damage is not multiplied on a critical hit and 
  does not stack with other energy damage of the same 
  type the creature deals with its weapons attacks. You 
  must grant it to a single willing creature within 30 feet, 
  and the benefit lasts for a number of rounds equal to 
  your Intelligence modifier (minimum 1).
  Boost: For every spell level above 1st, you can target 
  an additional willing creature. For every two spell levels 
  above 1st, the damage bonus increases by 1d6.
  FLICKER
  Element: Fire
  Effect: You quickly vanish and reappear a short 
  distance away, your image flickering like fire. You 
  teleport up to 20 feet away. Creatures and combustible 
  objects within 5 feet of your destination take 2d4 fire 
  damage. A Reflex save halves the damage taken.
  Boost: For every spell level above 1st, the maximum 
  distance you can teleport increases by 20 feet, and the 
  damage increases by 2d4.
  FLOOD
  Element: Water
  Effect: A sudden wave crashes in front of you. 
  The water fills a 15-foot cone directly in front of you 
  with torrential water. Non-magical fires in the area are 
  extinguished immediately. Medium-sized (or smaller) 
  creatures and objects in the area are pushed back: make 
  a separate bull-rush attempt against each. You may 
  substitute your elementer level in place of your base 
  attack bonus and your Intelligence in place of your 
  Strength bonus for these bull rush attempts, and the 
  attempts do not provoke attacks of opportunity. Both 
  the bull rush and the pushing of the objects can’t exceed 
  5 feet beyond the cone’s end.
  Boost: For every spell level above 1st, the amount 
  of water increases significantly. The range of the cone 
  increases by 5 feet, and you gain an additional +1 bonus 
  to your bull rush attempts. For every two spell levels 
  above 1st, the maximum size of creatures and objects 
  you can push increases by one size category.
  FREEZE
  Element: Water
  Effect: You conjure a powerful chill. A single creature 
  or object within 30 feet of you takes 2d6 cold damage; an 
  affected creature is entangled for 1 round. A Fortitude 
  save halves the damage and negates the entangling effect.
  Boost: For every spell level above 1st, the damage 
  increases by 2d6. For every two spell levels above 1st, 
  you can target an additional creature or object. All 
  targets must be within 30 feet of you.
  GALE
  Element: Air
  Effect: Bellowing winds rush forth from you. The 
  winds fill a 10-foot radius burst around you, acting as 
  a strong wind (about 25 mph) directly away from you 
  for 1 round. This follows all of the normal rules for 
  strong winds, including dispersing harmful gases, mists, 
  and vapors, penalizing ranged attacks, pushing creatures, 
  and so on.
  Boost: For every spell level above 1st, you can 
  increase the radius of the burst by 10 feet. For every two 
  spell levels above 1st, the strength of the winds increases 
  by one category. If you use a 9th level spell to create 
  tornado-strength winds, creatures are still pushed away 
  rather than pulled inwards toward you.
  
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  IGNITE
  Element: Fire
  Effect: You set the target alight. A target creature or 
  object within 30 feet of you takes 2d6 fire damage and is 
  set on fire, taking 1d6 fire damage each round thereafter. 
  A Reflex save halves the initial damage and negates the 
  burning effect. A creature or object set on fire can make 
  a Reflex save at the start of each turn, extinguishing the 
  flames on a successful save. Submersing or dousing the 
  target with water will not stop the burning, but does 
  immediately grant a new save with a +4 bonus. The 
  object or creature keeps this bonus on subsequent saves 
  so long as it remains sufficiently doused or submersed. 
  If not extinguished, the flames die out after a number of 
  rounds equal to your Intelligence modifier (minimum 1).
  Boost: For every spell level above 1st, the initial 
  damage increases by 2d6 and the burning damage 
  increases by 1d6.
  MIST
  Element: Water
  Effect: Your body disperses into vapor as an 
  immediate action, granting you total concealment (50% 
  miss chance). Unlike actual total concealment, this does 
  not prevent enemies from targeting you. The effect ends 
  after you are targeted by a single attack or effect (whether 
  it hits or not) or at the start of your turn, whichever 
  comes first.
  Boost: For every spell level above 1st, the concealment 
  lasts against an additional attack or effect.
  QUAKE
  Element: Earth
  Effect: The ground beneath your foe violently 
  shakes. A single creature within 30 feet takes 2d6 
  bludgeoning damage and falls prone; this damage is 
  considered magical for the purpose of overcoming 
  damage reduction. A Reflex save halves the damage and 
  negates the prone effect. Only creatures of medium size 
  or smaller are knocked prone on a failed save.
  Boost: For every spell level above 1st, the damage 
  increases by 2d6. For every two spell levels above 1st, 
  you can target an additional creature and the maximum 
  size of creature you can knock prone increases by one 
  size category.
  SHOCK
  Element: Air
  Effect: A lightning bolt strikes your target. A creature 
  or object within 30 feet takes 2d6 electricity damage; a 
  creature struck is dazed for 1 round. A Fortitude save 
  halves the damage and negates the daze effect.
  Boost: For every spell level above 1st, the damage 
  increases by 2d6.
  SOAR
  Element: Air
  Effect: The wind surges around you. As a swift 
  action, you gain a fly speed of 40 feet with good 
  maneuverability. If you already have a fly speed, you 
  increase it by 20 feet, instead. This fly speed lasts for a 
  number of rounds equal to your Intelligence modifier 
  (minimum 1). When the effect ends, if you do not have 
  a fly speed from another source, you fall slowly to the 
  ground (as a fly spell).
  Boost: For every spell level above 1st, the fly speed 
  (or bonus to a fly speed) increases by 10 feet and the 
  duration increases by 1 round. For every three spell 
  levels above 1st, your maneuverability increases by one 
  step (from average to good, then from good to perfect).
  SPIKE
  Element: Earth
  Effect: You conjure a piercing stone shard to impale 
  your enemies. You must succeed on a ranged attack 
  against a creature or object within 30 feet. If you hit, 
  the stone deals 3d6 piercing damage; this damage counts 
  as magical for the purpose of overcoming damage 
  reduction. If you hit a creature, it begins bleeding for 
  1d6 damage each round.
  Boost: For every spell level above 1st, the initial 
  damage increases by 3d6. For every two levels above 1st, 
  the bleed damage increases by 1d6.
  STONE
  Element: Earth
  Effect: Your body turns to stone. As a swift action, 
  you solidify into solid rock. While stone, you add your 
  Intelligence modifier to your Armor Class and CMD 
  (minimum +1) and gain DR 2/adamantine. You cannot 
  take any actions, move, or speak while turned to stone, 
  though you are not considered helpless. The effect lasts 
  until the start of your next turn. 
  Boost: For every spell level above 1st, increase the 
  bonus to your CMD by 2 and the damage reduction you 
  gain by 1. For every two spell levels above 1st, increase 
  your bonus to AC by 1, and you gain a stacking 25% 
  chance to negate critical hits and sneak attacks while you 
  are stone.
  THUNDER
  Element: Air
  Effect: A deafening burst of thunder erupts from 
  you. Creatures within 10 feet of you take 1d8 sonic 
  damage and are deafened for 1 minute. A Fortitude save 
  halves the damage and negates the deafening effect.
  Boost: For every spell level above 1st, increase the 
  damage by 1d8. For every two levels above 1st, you can 
  increase the radius of the burst by 10 feet.
  
  16
  Chapter I
  Classes
  WARD
  Element: Any
  Effect: You protect an ally from the elements. A 
  willing creature within 30 feet takes half damage from 
  a single energy type for a number of rounds equal to 
  your Intelligence modifier (minimum 1). This reduction 
  is applied after energy resistance, protection from energy, 
  and other similar effects. The type of damage is based 
  on the element of spell used: acid (earth), cold (water), 
  electricity (air), or fire (fire).
  Boost: For every spell level above 1st, you can target 
  an additional ally. All targets must be in range and are 
  protected against the same damage type.
  WARP
  Element: Any
  Effect: You infuse yourself with power as a swift 
  action. The next damaging spell or spell twist you use 
  this turn deals +1 damage per die rolled. Additionally, 
  you can change the damage of that spell or spell twist to 
  a type based on the element of the spell you sacrificed: 
  acid (earth), cold (water), electricity (air), or fire (fire). 
  You can only warp a spell of 1st level or lower or a spell 
  twist created from sacrificing a 1st level elemental spell.
  Boost: For every spell level above 1st, you can warp a 
  spell or spell twist one level higher.
  ELEMENTER SPELLS
  Elementers gain access to the following spells. While 
  most of these spells are found in the Pathfinder Roleplaying 
  Game Core Rulebook, those with superscripts are from 
  other Pathfinder Roleplaying Game material, as outlined 
  in the introduction of this book. Those marked with an 
  asterisk (*) are new spells that are described in Chapter 
  IV of this book.
  Each level of elementer spell has sections for air, 
  earth, fire, and water. Spells in these four categories are 
  considered “elemental spells” for the purpose of class 
  features such as spell twists, fusion, and so on. A spell 
  can be listed in more than one category.
  Additionally, the elementer typically can only prepare 
  and cast spells of up to 6th level. The elementer can 
  prepare spells on her spell list that are above 6th level 
  through the fusion class feature. The elementer still treats 
  those spells as being on her spell list for the purpose of 
  using magic items, even if she does not have the fusion 
  required to prepare them.
  0-Level Elementer Spells: 
  Air: message
  Earth: acid splash
  Fire: flare, sparkAPG
  Water: create water, freeze*, ray of  frost
  arcane mark, dancing lights, detect magic, light, mage hand, 
  mending, open/close, read magic, resistance
  1st-Level Elementer Spells: 
  Air: air bubbleUC, alter windsAPG, body capacitanceACG, 
  energy missiles*, feather fall, gentle breezeACG, resist energy, shock 
  shieldUC, shocking grasp, windy escapeARG
  Earth: corrosive touchUM, earthen shard*, energy missiles*, 
  expeditious excavationAPG, grease, magic stone, mighty fist of  the 
  earthARG, mudballARG, resist energy, stone fistAPG, stone shieldARG, 
  thunderstompACG
  Fire: burning hands, energy missiles*, flare burstAPG, produce 
  flame, resist energy, sun metalUC, touch of  combustionARG
  Water: energy missiles*, frostbite UM, hydraulic pushAPG, 
  icicle daggerUM, marid’s masteryARG, obscuring mist, resist energy, 
  snowballUW, touch of  the seaAPG, wave shieldACG
  abjuring stepUC, abundant ammunitionUC, anticipate perilUM, 
  blurred movementACG, cloak of  shadeAPG, comprehend languages, 
  dancing lanternAPG, endure elements, expeditious retreat, 
  featherstepAPG, floating disk, heightened awarenessACG, identify, 
  line in the sandACG, longshotUC, longstrider, mage armor, magic 
  weapon, monkey fishACG, shield, true strike, unerring weaponUC, 
  warding weaponUC
  2nd-Level Elementer Spells: 
  Air: aggressive thundercloudACG, air stepACG, defensive 
  shockUM, elemental touchAPG, glideAPG, gust of  wind, gusting 
  sphereARG, levitate, prism bolt*, protection from energy, resist energy 
  (communal)UC, steal breathARG, whispering wind, with the windUW
  Earth: acid arrow, binding earthARG, clear terrain*, create 
  pitAPG, elemental touchAPG, groundswellARG, molten orbACG, mud 
  buddyARG, prism bolt*, protection from energy, resist energy 
  (communal)UC, shatter, soften earth and stone, stone callAPG, stone 
  discusAPG, tar ballUM
  Fire: boiling bloodUM, burning gazeAPG, campfire wallAPG, 
  continual flame, elemental touchAPG, fiery shurikenUC, fire 
  breathAPG, flame dash*, flaming sphere, fury of  the sunARG, 
  heat metal, molten orbACG, prism bolt*, protection from energy, 
  pyrotechnics, resist energy (communal)UC, scorching ray, 
  spontaneous immolationUC, tar ballUM
  Water: aboleth’s lungARG, chill metal, cloudburst*, dousing 
  rainVC, elemental touchAPG, fog cloud, frigid touchUM, frost fallUC, 
  ice slickMC, icy trail*, prism bolt*, protection from energy, resist 
  energy (communal)UC, river whipACG, slipstreamAPG, unshakable 
  chillUM, winter graspUW
  ablative barrierUC, arcane lock, badger’s ferocityUM, bull’s 
  strength, cat’s grace, certain gripUC, detect magic (greater)UI, endure 
  elements (communal)UC, elemental speechAPG, fox’s cunning, imbue 
  with elemental mightARG, make whole, returning weaponUC, spider 
  climb, versatile weaponAPG
  3rd-Level Elementer Spells: 
  Air: air breathingMC, air geyserACG, call lightning, cloak of  
  windsAPG, draconic reservoirAPG, elemental auraAPG, fly, lightning 
  
  17
  Classes
  Chapter I
  bolt, prism burst*, protection from energy (communal)UC, 
  tailwindUW, wind wall
  Earth: burrowUM, draconic reservoirAPG, earth tremorUW, 
  elemental auraAPG, hand of  stone*, heart of  the metalACG, meld 
  into stone, prism burst*, protection from energy (communal)UC, 
  raging rubbleARG, shifting sandAPG, spiked pitAPG, stone shape, 
  thunderstomp (greater)ACG
  Fire: ash stormUM, draconic reservoirAPG, elemental auraAPG, 
  fire trailARG, fire trap, fireball, firestreamARG, flame arrow, 
  flash fireUW, heat wave*, prism burst*, protection from energy 
  (communal)UC
  Water: aqueous orbAPG, cold snap*, cup of  dustAPG, dessicate*, 
  draconic reservoirAPG, elemental auraAPG, gaseous form, hydraulic 
  torrentAPG, prism burst*, protection from energy (communal)UC, 
  quench, sleet storm, tail currentUW, water breathing, water walk
  arcane sight, burst of  speedUC, control temperature*, dispel 
  magic, expose*, featherstep (mass)APG, haste, keen edge, locate 
  weaknessUC, longstrider (greater)ACG, magic weapon (greater), 
  returning weapon (communal)UC, slow, tongues, ward of  the 
  seasonARG, weather shield*
  4th-Level Elementer Spells: 
  Air: absorbing inhalationARG, aggressive thundercloud 
  (greater)ACG, air walk, ball lightningAPG, cloud shapeARG, 
  detonateAPG, dragon’s breathAPG, elemental body I, prism shield*, 
  river of  windAPG
  Earth: acid pitAPG, calcific touchAPG, detonateAPG, dragon’s 
  breathAPG, earth glideARG, elemental body I, obsidian flowUC, pillar 
  of  earth*, prism shield*, slowing mudACG, spike stones, stoneskin, 
  tremorsense*, vitriolic mistUM, volcanic stormUM
  Fire: controlled fireballUI, curse of  burning sleepACG, 
  detonateAPG, dragon’s breathAPG, elemental body I, fire shield, 
  firefallAPG, flaming sphere (greater)ACG, obsidian flowUC, prism 
  shield*, pyrotechnic eruptionHA , scorching ash formARG, volcanic 
  stormUM, wall of  fire
  Water: creeping iceACG, control ice*, detonateAPG, downpour*, 
  dragon’s breathAPG, elemental body I, ice storm, prism shield*, ride 
  the wavesUM, solid fog, wall of  ice
  dimension door, dimensional anchor, dismissal, life bubbleAPG, 
  planar adaptationAPG, secure shelter, tongues (communal)UC
  5th-Level Elementer Spells: 
  Air: air walk (communal)UC, call lightning storm, control winds, 
  elemental body II, fickle windsUM, lightning arcUM, living storm*, 
  overland flight, prism assault*, suffocationAPG, wind bladesARG
  Earth: acidic sprayUM, cave fangsUW, corrosive consumptionUM, 
  elemental body II, hungry earthMC, hungry pitAPG, passwall, 
  prism assault*, stoneskin (communal)UC, transmute mud to rock, 
  transmute rock to mud, tremorsense (communal)*, wall of  stone
  Fire: damnation strideARG, elemental body II, fire snakeAPG, 
  geyserAPG, prism assault*, solar flare*, wildfire*
  Water: cone of  cold, control water, elemental body II, embrace 
  the deep*, fluid form, geyserAPG, icy prisonUM, maelstrom*, prism 
  assault*, tidal surgeUW
  banishment, contact other plane, expose (greater)*, glimpse of  
  truthUI, sending, telekinesis, telepathic bond, teleport, wall of  force, 
  weather shield (mass)*
  6th-Level Elementer Spells: 
  Air: chain lightning, elemental body III, path of  the windsARG, 
  prism barrier*, siroccoAPG, wind walk
  Earth: acid fog, binding earth (mass)ARG, elemental body III, 
  flesh to stone, move earth, prism barrier*, stone to flesh, tar poolUC
  Fire: chains of  fireARG, contagious flameAPG, elemental body 
  III, prism barrier*, siroccoAPG, tar pool UC
  Water: acid fog, cold ice strikeUM, elemental body III, freezing 
  sphere, ice crystal teleportUM, prism barrier* 
  antimagic field, bull’s strength (mass), cat’s grace (mass), 
  dimensional bounceACG, dispel magic (greater), fox’s cunning 
  (mass), getawayAPG, planar adaptation (mass)APG, plane shift, 
  spell turning, true seeing, walk through spaceUC
  7th-Level Elementer Spells: 
  Air: control weather, elemental body IV, fly (mass)APG, 
  scouring windsUM, tempest hammer*
  Earth: caustic eruptionUM, elemental body IV, lava burst*, 
  rampartAPG, scouring windsUM, statue, stone tell
  Fire: delayed blast fireball, elemental body IV, firebrandAPG, 
  lava burst*, rain of  fire*
  Water: control weather, elemental body IV, ice bodyUM, vortex
  8th-Level Elementer Spells: 
  Air: lightning strike*, stormboltsAPG, whirlwind
  Earth: earthquake, repel metal or stone, wall of  lavaAPG
  Fire: fire storm, incendiary cloud, wall of  lavaAPG
  Water: horrid wilting, polar ray, seamantleAPG
  9th-Level Elementer Spells: 
  Air: ride the lightningUM, storm of  vengeance, suffocation 
  (mass)APG, winds of  vengeanceAPG
  Earth: clashing rocksAPG, eruption*, world waveAPG
  Fire: eruption*, fiery bodyAPG, meteor swarm
  Water: icy prison (mass)UM , polar midnightUM, tsunamiAPG, 
  world waveAPG
  
  18
  Chapter I
  Classes
  Whether by an innate affinity for wild magic, a mystical 
  gift by some greater force, or by having a powerful 
  strength of will, invokers find the spirits of the natural 
  world drawn to them. In time, they invariably form a 
  covenant with one of these spirits, one who resonates 
  with the invoker’s soul and ideals. The two form an 
  inseparable pair whose very essence is intertwined, 
  becoming greater than the sum of their individual 
  strengths so that they may protect themselves and 
  that which they hold dear. As they grow in mutual 
  understanding and power, they draw further spirits to 
  their cause, channeling the strength of the countless 
  voices of the wilds to take on any threat.
  Role: Invokers are as diverse as the spirits they bond 
  with, but they generally serve as mystical warriors while 
  their spirit companions provide aid from afar. Their 
  ability to bond to different spirits allows them to adapt 
  as needed to face down any challenges that would 
  threaten their homes.
  Alignment: Any
  Hit Die: d10
  Starting Age: Self-taught
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) In 
  addition, each character begins play with an outfit worth 
  10 gp or less.
  Class Skills
  The invoker’s class skills are Acrobatics (Dex), Bluff 
  (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), 
  Fly (Dex), Handle Animal (Cha), Intimidate (Cha), 
  Knowledge (geography) (Int), Knowledge (local) (Int), 
  Knowledge (nature) (Int), Perception (Wis), Profession 
  (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), 
  and Swim (Str).
  Skill Points Per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the invoker.
  Weapon and Armor Proficiency: Invokers are 
  proficient with all simple and martial weapons, and 
  with light armor, medium armor, and shields (except 
  tower shields).
  Spirit Companion: Out of the multitude of spirits 
  that the invoker contacts, he will eventually find a 
  particularly strong spirit with whom he will form a 
  lifelong bond. The invoker begins play with this spirit 
  companion already by his side. 
  Spirit companions come in innumerable forms, but 
  are grouped together by the two aspects of their nature: 
  their dominion, and their oath. The dominion represents 
  what realm of nature the spirit hails from, such as Beasts 
  or the Sky. The oath describes the spirit’s relationship 
  with its dominion: for example, a Guardian devotes itself 
  to the protection of the dominion, whereas a Harbinger 
  brings forth its wrath upon foes. The dominion and oath 
  of the invoker’s spirit companion must be chosen at 1st 
  level and cannot be changed. The abilities granted to the 
  spirit companion from the chosen dominion and oath 
  are listed in their respective sections at the end of the 
  class description. 
  The spirit companion has the same alignment as 
  the invoker and can speak and understand all of his 
  languages. No two spirit companions are identical in 
  appearance and are clearly mystical in origin, possessing 
  traits that are indicative of their dominions and oaths. 
  Most are humanoid or animalistic in shape, though more 
  exotic forms are known. The form of a spirit companion 
  has no impact on its abilities or statistics.
  A spirit companion’s Hit Dice, saving throws, skills, 
  feats, and abilities are tied to the invoker’s class level and 
  increase as the invoker gains levels. If a spirit companion 
  is ever slain, the invoker may spend 24 uninterrupted 
  hours of meditation while in an environment relevant to 
  the spirit’s dominion (for example, near a river or body 
  of water for a Sea spirit) to draw forth the power of 
  his dead companion and reform it, bringing the spirit 
  companion back to life with full hit points.
  Spirit Energy (Su): At 1st level, the invoker gains 
  a pool of spiritual energy that he uses to channel the 
  powers of his spirits. This pool has a number of points 
  equal to 1/2 the invoker’s level + his Charisma modifier 
  (minimum 1), and refills at the start of the day after 8 
  hours of rest. The invoker can spend points from the 
  spirit energy pool to use the spirit powers of any spirit 
  he has bound to him (see below), plus a select few other 
  class features. If he does not have the required number 
  of spirit points to activate a given spirit power or class 
  feature, it cannot be used.
  Spirit (Su): At 1st level, an invoker is able to contact 
  minor spirits from the wilds. While not as strong as his 
  companion, these spirits each bestow new powers upon 
  the invoker and his companion to aid them in their cause. 
  The invoker selects two spirits to bond with at 1st level 
  and gains an additional spirit at 3rd level and every three 
  levels thereafter to a total of eight spirits at 18th level.
  Like the invoker’s companion, each of these spirits 
  has both a dominion and oath describing its nature. 
  While the invoker can select spirits from any dominion 
  or oath, one of the two spirits gained at 1st level must 
  exactly match the dominion and oath of the invoker’s 
  companion. For example, if the invoker’s companion is 
  an Acolyte of Beasts, the invoker must select Predator 
  Silently Hunts its Prey as one of his starting spirits.
  INVOKER
  
  19
  Classes
  Chapter I
  Each spirit taken has a listed spirit power, which is a 
  special ability granted to the invoker for bonding with 
  the spirit. The invoker knows the spirit powers of all 
  spirits he has bonded with. Using a spirit power requires 
  the invoker to spend one or more points of spirit 
  energy; if he lacks the required spirit energy, he cannot 
  use that spirit power. Spirit powers are typically spell-like 
  or supernatural abilities and require a standard action to 
  use unless otherwise noted. If a spirit power calls for a 
  saving throw, the DC is equal to 10 + 1/2 the invoker’s 
  level + his Charisma modifier.
  Additionally, each spirit has a list of spells of 1st 
  through 4th level. When an invoker bonds with a spirit, 
  he immediately adds all of that spirit’s spells to the 
  invoker spell list, if they weren’t already on it. His spirit 
  companion does not automatically gain them as spells 
  known and must learn them as normal.
  Other abilities granted by spirits–namely, invocation 
  powers–are only granted once the spirit has been 
  invoked (see below). The full list of spirits and their 
  abilities is listed after the class description.
  Invoke (Su): At 2nd level, the invoker learns his 
  signature ability: the power to invoke spirits. By doing 
  so, the invoker can channel even greater power from 
  those spirits to gain primal strength, debilitating magics, 
  or supernatural resilience. At the beginning of the 
  day when the invoker regains his spirit energy, he may 
  choose to invoke a spirit he has bonded to. Doing so 
  takes 1 hour, and he may only invoke a spirit if that 
  spirit’s dominion or oath (or both) match the dominion 
  and/or oath of his spirit companion. For example, if the 
  spirit companion is a Harbinger of the Sky, the invoker 
  could invoke any Harbinger spirit or any Sky spirit. 
  An invoked spirit remains so until the invoker 
  chooses to invoke again, and he may only have one spirit 
  invoked at a time. So long as that spirit is invoked, the 
  invoker gains that spirit’s lesser invocation ability. As the 
  invoker increases in level, he progressively gains stronger 
  invocation abilities, as shown on Table: Invoker as 
  follows: lesser (2nd), intermediate (5th), greater (11th), 
  and grand (17th). The DC of any saving throws called 
  for in an invocation ability is equal to 10 + 1/2 the 
  invoker’s level + his Charisma modifier.
  Bonus Feat: At 3rd level, and every six levels 
  thereafter, the invoker receives a bonus feat in addition 
  to those gained from normal advancement. These bonus 
  feats must be selected from those listed as combat feats. 
  He must meet the prerequisites of these feats as normal.
  Table: Invoker
  Level 
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  Spirit Companion, Spirit Energy, Spirit
  2nd
  +2
  +3
  +3
  +0
  Invoke (Lesser)
  3rd
  +3
  +3
  +3
  +1
  Bonus Feat, Spirit
  4th
  +4
  +4
  +4
  +1
  Mystic Bond
  5th
  +5
  +4
  +4
  +1
  Dual Invocation (Lesser), Invoke (Intermediate)
  6th
  +6/+1
  +5
  +5
  +2
  Spiritual Emissary, Spirit
  7th
  +7/+2
  +5
  +5
  +2
  Avatar 1/day
  8th
  +8/+3
  +6
  +6
  +2
  Dual Invocation (Intermediate)
  9th
  +9/+4
  +6
  +6
  +3
  Bonus Feat, Spirit
  10th
  +10/+5
  +7
  +7
  +3
  Answer the Call
  11th
  +11/+6/+1
  +7
  +7
  +3
  Invoke (Greater)
  12th
  +12/+7/+2
  +8
  +8
  +4
  Quickened Invocation, Spirit
  13th
  +13/+8/+3
  +8
  +8
  +4
  Avatar 2/day
  14th
  +14/+9/+4
  +9
  +9
  +4
  Dual Invocation (Greater)
  15th
  +15/+10/+5
  +9
  +9
  +5
  Bonus Feat, Spirit
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Mental Bond
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Invoke (Grand)
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Spirit
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Avatar 3/day
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Dual Invocation (Grand), One of Many
  
  20
  Chapter I
  Classes
  Mystic Bond (Su): At 4th level, the bond between 
  invoker and spirit companion extends to their physical 
  being. Whenever his companion takes enough damage 
  to reduce it to 0 hit points or lower, as a reaction to 
  the damage, the invoker can sacrifice any number of 
  his hit points without using an action. Each hit point 
  sacrificed in this way prevents 1 point of damage dealt 
  to the companion. 
  In addition, the spirit companion can cast supportive 
  magic on the invoker from a distance. The spirit 
  companion can cast any spell with a range of “personal” 
  or “touch”, or a spell with a target of “You”, upon the 
  invoker from a range of close (25 ft. + 5 ft./2 levels). 
  Doing so requires the companion to spend a full-round 
  action to cast the spell; if the casting time is already 
  longer than a full-round action, use the spell’s normal 
  casting time, instead. The spell must be able to target a 
  creature and be appropriate for the invoker’s type.
  Dual Invocation (Su): Starting at 5th level, the 
  invoker learns the power to invoke two spirits at once. 
  This follows the same restrictions as his first invocation, 
  but the levels he gains the secondary spirit’s invocation 
  bonuses are delayed, listed on Table: Invoker as follows: 
  lesser (5th), intermediate (8th), greater (14th), and grand 
  (20th). The invoker has to invoke two separate spirits, and 
  must designate which of the two spirits is the primary 
  spirit and which is the secondary (and thus determining 
  when he gets that spirit’s invocation abilities) at the time 
  of him invoking, and cannot change the chosen order 
  until he invokes again.
  Spiritual Emissary (Su): Beginning at 6th level, 
  the invoker is able to invoke multiple times throughout 
  the day. Doing so requires spending 1 point of spirit 
  energy for each spirit he is invoking and takes 1 hour 
  of uninterrupted concentration: the first invocation 
  he performs at the start of the day does not require 
  spending spirit energy, as normal. If he is interrupted, 
  the spirit energy is wasted and he must try again. At the 
  end of the hour, the invoker can exchange the selected 
  spirit(s) with a different one of his spirits following the 
  normal guidelines, gaining the newly-invoked spirit’s 
  abilities while losing the old ones.
  Avatar (Su): At 7th level, the invoker and his spirit 
  companion gain the ability to merge their forms together, 
  achieving strength greater than the two could alone. 
  As a full-round action, the invoker can touch his spirit 
  companion and draw it into himself; this also merges the 
  spirit companion’s gear (if any), similar to a polymorph 
  effect. While merged, the spirit companion cannot be 
  targeted or harmed, and any effects and spells upon the 
  spirit companion are suspended until the companion 
  separates from the invoker.
  For the duration of the avatar, the spirit companion 
  can cast spells through the invoker using the invoker’s 
  actions, though it still uses its own statistics to do so 
  (such as spell save DCs or concentration checks). As a 
  free action once per round on the invoker’s turn, the 
  invoker can sacrifice any number of the companion’s 
  spell slots. Upon doing so, he regains points in his 
  spirit energy pool equal to half the total level of spells 
  sacrificed, rounded up. Any points in excess of the 
  invoker’s spirit energy maximum are lost.
  The invoker and spirit companion can communicate 
  mentally with each other while merged, and the spirit 
  companion can use the invoker’s senses to help guide 
  him. When the invoker speaks, his voice is both his own 
  and that of his companion speaking in unison. 
  While the above effects are shared among all invokers, 
  the true potential of the avatar ability is based upon the 
  spirit companion’s dominion and oath. Both the oath 
  and dominion of the companion grant additional effects 
  to the avatar form, as listed in their entries. The invoker 
  also takes on traits that signify the dominion and oath, 
  such as fiery hair, grass and flowers growing around his 
  every step, flesh that looks like quartz, or some other 
  exotic, magical effect related to his spirit companion. 
  These traits manifest differently for each invoker, but 
  are always harmless and have little gameplay effect.
  Avatar lasts for a number of minutes equal to the 
  invoker’s Charisma modifier (minimum 1), until the 
  invoker ends it early (a swift action), or until the invoker 
  is slain, whichever happens first, at which point the spirit 
  companion emerges in the nearest open space. If the 
  invoker is killed, his spirit companion is ejected at 0 hit 
  points and staggered. The invoker can use his avatar 
  once per day, plus an additional time per day at 13th and 
  19th levels.
  Answer the Call (Su): At 10th level, an invoker can 
  use his spiritual energy to bring a slain spirit companion 
  back to life. This functions as raise dead, but it may only 
  be used to target his spirit companion or the companion 
  of another invoker. Using this power takes 10 minutes, 
  removes all remaining points from his spirit energy pool, 
  and can only be done once per week.
  At 16th level, this ability functions as resurrection 
  instead, but otherwise acts as described above.
  Quickened Invocation (Su): Beginning at 12th 
  level, the invoker can commune with spirits more rapidly. 
  It now only takes him 10 minutes to invoke, whether 
  that be his free invocation at the start of the day or an 
  additional invocation performed through the Spiritual 
  Emissary class feature. 
  The invoker can spend 4 spirit energy points to replace 
  one of his currently invoked spirits with a different spirit 
  as a swift action. He can also use this to swap which of 
  his two invoked spirits are the primary spirit and which 
  is the secondary spirit. He may do this any number of 
  times per day, but no more than once per minute. 
  
  21
  Classes
  Chapter I
  Mental Bond (Su): At 16th level, the invoker and 
  his spirit companion may communicate telepathically 
  as long as they remain within range of the spirit 
  companion’s link (see the spirit companion rules after 
  the class description).
  One of  Many (Su): At 20th level, the invoker is 
  accepted among the spirits of the wild and can call upon 
  them as needed. The invoker can use the spirit power 
  of any spirit, not just the ones he has selected. Using a 
  power for a spirit he does not already have costs twice 
  the amount of spirit energy required. 
  Additionally, when the invoker uses Quickened 
  Invocation to replace his invoked spirits he can replace 
  both of his spirits with the same action. It costs him 
  2 spirit energy per spirit he replaces, rather than 4. He 
  can use Quickened Invocation as frequently as he wants 
  without needing to wait for one minute between uses.
  SPIRIT COMPANIONS
  A spirit companion’s abilities are determined by the 
  invoker’s level and by the combination of its oath and 
  dominion. The base statistics are outlined in Table: 
  Spirit Companions. Spirit companions are treated as 
  fey for determining what spells affect them.
  Class Level: This is the character’s invoker level.
  HD: This is the total number of six-sided (d6) Hit 
  Dice the companion possesses, each of which is 
  modified by the companion’s Constitution, as 
  normal.
  BAB: This is the spirit companion’s base attack 
  bonus. A spirit companion’s base attack bonus is 
  equal to half its Hit Dice. 
  Fort/Ref/Will: These are the spirit companion’s 
  base saving throw bonuses. As a fey, the companion 
  has good Reflex and Will saves.
  Skills: This lists the spirit companion’s total skill 
  ranks. A companion can assign skill ranks to any skill. 
  The values shown in Table: Spirit Companion are the 
  base value, assuming the companion has an Intelligence 
  score of 10. Companions with Intelligence scores above 
  the base value modify these totals as normal (a spirit 
  companion receives a number of skill ranks equal 
  to 6 + its Intelligence modifier per HD). A 
  companion cannot have more ranks in a skill 
  than it has Hit Dice.
  Feats: This is the total number of feats 
  possessed by a spirit companion. Companions 
  can select any feat that they qualify for.
  Natural Armor Bonus: The number noted here is 
  the spirit companion’s natural armor bonus. The spirit 
  cannot wear any armor, as it interferes with 
  the invoker’s link with the companion.
  Dex/Wis Bonus: Add this bonus 
  to the spirit companion’s Dexterity 
  and Wisdom scores.
  Special: This includes a number of 
  abilities gained by all spirit companions 
  as they increase in power. Each of these 
  bonuses is described below.
  Link (Su): As part of the covenant 
  formed between invoker and spirit, the spirit 
  companion binds its life force to the invoker. 
  
  22
  Chapter I
  Classes
  If the companion is ever more than 100 feet away from 
  the invoker, it is sickened (no save) and must make a 
  concentration check to cast any spell or lose it. The DC 
  of this check is equal to 20 + the spell’s level. 
  If the spirit is ever more than 1000 feet away from 
  the invoker or if the invoker is killed, the spirit becomes 
  nauseated and no longer heals naturally from resting. 
  For every 24 hours that pass while the invoker is dead 
  or the spirit is outside of the link’s range, its takes 1d4 
  points of Constitution damage. The sicken, nausea, and 
  Constitution-damaging effects caused by exceeding the 
  link’s range bypass any immunity to those effects that 
  may be possessed by the companion.
  Low-Light Vision (Ex): The spirit companion can see 
  twice as far as humans in conditions of dim light.
  Spellcasting: A spirit companion can cast a small 
  number of divine spells drawn from the invoker spell 
  list. To learn or cast a spell, a spirit must have a Wisdom 
  score equal to at least 10 + the spell’s level. It can cast 
  any spell it knows without preparing it ahead of time. 
  The saving throw DC against a spirit’s spell is equal to 10 
  + the spell level + the spirit’s Wisdom modifier.
  The strength of a companion’s magic is directly tied 
  to the strength of the invoker. The spirit’s caster level 
  for casting invoker spells is equal to the invoker’s class 
  level, rather than its Hit Dice. It otherwise uses its own 
  feats and statistics for determining the effectiveness of 
  invoker spells it casts.
  A spirit can cast only a certain number of spells of 
  each level per day. Its base daily spell allotment is given 
  on Table: Spirit Companions. In addition, it receives 
  bonus spells per day if it has a high Wisdom score (see 
  the Ability Scores section in Chapter 1 of the Pathfinder 
  Roleplaying Game Core Rulebook).
  The spirit’s selection of spells is limited. At 1st level, 
  a spirit knows two 0-level spells of its choice. At each 
  new level, the spirit learns one or more new spells, as 
  indicated on Table: Companion Spells Known. Unlike 
  its spells per day, the number of spells a spirit knows is 
  not affected by its Wisdom score; the numbers on the 
  table are fixed. At 5th level and every 3 levels thereafter, 
  a spirit can learn a single new spell in place of one it 
  already knows. The new spell’s level must be the same 
  as that of the spell being exchanged, and it must choose 
  whether to swap the spell at the same time it gains new 
  spells known for the level.
  Orisons: Spirit companions learn a number of orisons, 
  or 0-level spells, as noted on Table: Companion Spells 
  Table: Spirit Companions
  Class 
  Level 
  HD
  BAB
  Fort
  Ref
  Will
  Skills
  Feats
  Natural 
  Armor 
  Bonus
  Dex/Wis 
  Bonus
  Special
  — Spells per Day —
  1st
  2nd
  3rd
  4th
  1st
  2
  +1
  +0
  +3
  +3
  12
  1
  +0
  +0
  Link, Low-Light Vision,
  Orisons, Spirit Blast
  —
  —
  —
  —
  2nd
  3
  +1
  +1
  +3
  +3
  18
  1
  +1
  +1
  —
  —
  —
  —
  —
  3rd
  3
  +1
  +1
  +3
  +3
  18
  2
  +1
  +1
  —
  —
  —
  —
  —
  4th
  4
  +2
  +1
  +4
  +4
  24
  2
  +1
  +1
  Ability score increase
  1
  —
  —
  —
  5th
  5
  +2
  +1
  +4
  +4
  30
  2
  +3
  +2
  Invoked Magic
  1
  —
  —
  —
  6th
  6
  +3
  +2
  +5
  +5
  36
  3
  +3
  +2
  Devotion
  1
  —
  —
  —
  7th
  6
  +3
  +2
  +5
  +5
  36
  3
  +4
  +3
  —
  1
  1
  —
  —
  8th
  7
  +3
  +2
  +5
  +5
  42
  3
  +4
  +3
  —
  1
  1
  —
  —
  9th
  8
  +4
  +2
  +6
  +6
  48
  4
  +4
  +3
  Ability score increase
  2
  1
  —
  —
  10th
  9
  +4
  +3
  +6
  +6
  54
  4
  +6
  +4
  —
  2
  1
  1
  —
  11th
  9
  +4
  +3
  +6
  +6
  54
  5
  +6
  +4
  —
  2
  1
  1
  —
  12th
  10
  +5
  +3
  +7
  +7
  60
  5
  +8
  +5
  —
  2
  2
  1
  —
  13th
  11
  +5
  +3
  +7
  +7
  66
  5
  +8
  +5
  —
  3
  2
  1
  1
  14th
  12
  +6
  +4
  +8
  +8
  72
  6
  +8
  +5
  Ability score increase
  3
  2
  1
  1
  15th
  12
  +6
  +4
  +8
  +8
  72
  6
  +9
  +6
  —
  3
  2
  2
  1
  16th
  13
  +6
  +4
  +8
  +8
  78
  6
  +9
  +6
  —
  3
  3
  2
  1
  17th
  14
  +7
  +4
  +9
  +9
  84
  7
  +10
  +7
  —
  4
  3
  2
  1
  18th
  15
  +7
  +5
  +9
  +9
  92
  7
  +10
  +7
  —
  4
  3
  2
  2
  19th
  15
  +7
  +5
  +9
  +9
  92
  8
  +10
  +7
  —
  4
  3
  3
  2
  20th
  16
  +8
  +5
  +10
  +10
  98
  8
  +12
  +8
  Ability score increase
  4
  4
  3
  2
  
  23
  Classes
  Chapter I
  Known. These spells are cast like any other spell, but 
  they are not expended when cast and may be used again. 
  Spirit Blast (Sp): A spirit companion is able to unleash 
  a concentrated bolt of natural energies to fight against 
  those that would do it harm.
  As a standard action, the spirit can fire a spirit blast at 
  a single target within close range (25 ft. + 5 ft./2 levels, 
  using the spirit’s caster level) as a ranged touch attack. 
  On a hit, the blast deals damage equal to 1d6 + the 
  spirit’s Wisdom modifier. The damage increases by 1d6 
  when the invoker reaches 3rd level and every two levels 
  gained thereafter. The type of damage the blast deals is 
  based on the spirit’s dominion, and damage caused by a 
  spirit blast is always considered magical for the purpose 
  of overcoming damage reduction.
  The spirit blast counts as a weapon for the purpose 
  of feats such as Weapon Focus, though it cannot be used 
  with feats that cannot be applied to touch attacks (such 
  as Deadly Aim) nor can the spirit use a spirit blast in 
  conjunction with Vital Strike feats. The companion is 
  never considered to be wielding the blast and does not 
  threaten with it. As a spell-like ability, spell resistance 
  applies against the spirit blast.
  Ability Score Increase (Ex): The spirit companion adds 
  +1 to one of its ability scores.
  Invoked Magic (Ex): The companion gains extra 
  flexibility with its magic from the invoker. Once per day 
  per spell level of 1st through 4th, the spirit companion 
  can cast one spell from the lists of spells given by the 
  invoker’s currently invoked spirits. It does not need to 
  know the spells chosen to do so. Casting a spell this way 
  does not take up a spell slot. The companion cannot 
  apply metamagic feats to a spell cast with this ability, and 
  it does not grant the companion the ability to cast spells 
  of a higher level than it can already cast.
  Devotion (Ex): A spirit companion gains a +4 morale 
  bonus on Will saves against enchantment spells and 
  effects.
  Spirit Companion Statistics
  All spirit companions have the same base statistics. 
  Modifications to these statistics, such as new movement 
  forms or bonuses, are granted by the spirit’s dominion 
  and oath.
  Spirit Companion
  Starting Statistics: Type fey; Size medium; Speed 20 
  ft.; AC +2 natural armor; Ability Scores Str 7, Dex 13, 
  Con 14, Int 10, Wis 14, Cha 11. 
  Spirit Companion Skills
  The following are class skills for the spirit: Acrobatics 
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), 
  Handle Animal (Cha), Knowledge (geography) (Int), 
  Knowledge (nature) (Int), Perception (Wis), Perform 
  (Cha), Sense Motive (Wis), Stealth (Dex), Survival (Wis), 
  Swim (Str), and Use Magic Device (Cha). 
  Dominions
  Each spirit hails from a specific dominion of nature. 
  The dominion of the companion is chosen when it first 
  bonds with the invoker and cannot be changed.
  The dominion of a spirit companion determines 
  a handful of its abilities as well as its general theme. 
  While some descriptions and examples are given for 
  a spirit’s appearance, the spirit is not limited to these 
  aesthetics as written. As the invoker gains levels, the 
  spirit companion gains improved abilities as described 
  below. The dominion also determines the damage type 
  of the companion’s spirit blast as well as a number of 
  bonuses to the invoker’s avatar class feature.
  Beasts
  A beast spirit is one that represents the many creatures 
  of the wilds, from predator to prey. The dominion 
  of Beasts is wherever animal wildlife can be found 
  uncontained by civilization, be it the green wilderness 
  or deep in the ocean. They are the most likely spirits 
  Table: Companion Spells Known
  Spells Known
  Level
  0
  1st
  2nd
  3rd
  4th
  1st
  2
  —
  —
  —
  —
  2nd
  3
  —
  —
  —
  —
  3rd
  4
  —
  —
  —
  —
  4th
  4
  2
  —
  —
  —
  5th
  5
  3
  —
  —
  —
  6th
  5
  4
  —
  —
  —
  7th
  6
  4
  2
  —
  —
  8th
  6
  4
  3
  —
  —
  9th
  6
  5
  4
  —
  —
  10th
  6
  5
  4
  2
  —
  11th
  6
  5
  4
  3
  —
  12th
  6
  6
  5
  4
  —
  13th
  6
  6
  5
  4
  2
  14th
  6
  6
  5
  4
  3
  15th
  6
  6
  6
  5
  4
  16th
  6
  6
  6
  5
  4
  17th
  6
  6
  6
  5
  4
  18th
  6
  6
  6
  6
  5
  19th
  6
  6
  6
  6
  5
  20th
  6
  6
  6
  6
  5
  
  24
  Chapter I
  Classes
  to appear as animal-like in shape, and if not will almost 
  always have some amount of bestial traits.
  Spirit Blast: The blast conjures spectral imagery of 
  fangs and claws to tear at the foe (slashing).
  Spirit Abilities: At 1st level, the spirit gains a 20-foot 
  increase to its base speed.
  At 7th level, the spirit gains the scent ability.
  Avatar: The invoker becomes an avatar of the hunt. 
  He gains a 20-foot increase to his land speed. He also 
  gains the scent ability and immunity to disease effects 
  both magical and supernatural in origin.
  At 13th level, his speed increases by an additional 10 
  feet and he becomes immune to bleeding effects and 
  fear effects.
  At 19th level, his speed increases again by 10 feet. He 
  gains the lifesense ability, allowing him to detect living 
  creatures within 60 feet.
  Land
  Land spirits are those that inhabit the earth itself. Any 
  stone can be home to a Land spirit, but mountains, 
  deserts, and fiery volcanoes house the mightiest of these 
  long-lived entities, standing strong to support the other 
  dominions that walk its surface. Land spirits frequently 
  have earthen traits, such as rough, pebbled skin, eyes 
  that shine like gemstones, and so on.
  Spirit Blast: The blast hurls stone and sand at the foe 
  to crush them (bludgeoning).
  Spirit Abilities: At 1st level, the spirit gains a burrow 
  speed of 20 feet.
  At 7th level, the spirit gains tremorsense to 20 feet.
  Avatar: The invoker becomes one with stone. He 
  gains a burrow speed of 30 feet and tremorsense out to 
  30 feet. He also gains acid resistance 10.
  At 13th level, his burrow speed and tremorsense 
  range both increase to 60 feet, and his acid resistance 
  increases to 20.
  At 19th level, he gains the earth glide universal 
  monster ability and becomes immune to acid damage.
  Sea
  The dominion of the Sea encompasses all bodies of 
  water. Oceans are the most prominent and where the 
  strongest spirits reside, but rivers, lakes, and even swamps 
  can contain spirits of the Sea. These aquatic spirits tend 
  to take on traits of oceanic life, such as webbed feet and 
  slick scales, or may even appear as water itself, forming 
  as a translucent humanoid whose skin flows and ripples 
  like a calm stream.
  Spirit Blast: The blast creates a jet of icy water from 
  the depths of the ocean (cold).
  Spirit Abilities: At 1st level, the spirit gains a swim 
  speed of 30 feet, which also grants it a +8 racial bonus 
  to Swim checks. The spirit can breathe underwater.
  At 7th level, the spirit gains darkvision with a range 
  of 60 feet. While underwater it can feel subtle currents 
  around it, gaining blindsight to 30 feet against other 
  creatures in the water.
  Avatar: The invoker is enlightened by the depths. 
  He gains a swim speed of 60 feet and can breathe 
  underwater. He also gains darkvision to 120 feet and 
  cold resistance 10.
  At 13th level, he can feel the subtle currents of water 
  around him, gaining blindsight 60 feet against creatures 
  that are in the same body of water as him. His cold 
  resistance increases to 20.
  At 19th level, he is no longer affected by the pressure 
  or chilling depths of even the deepest oceans, and his 
  swim speed increases to 90 feet. He becomes immune 
  to cold damage.
  Sky
  The sky is a vast dominion, encompassing both the 
  gentle breeze and the ferocious storm. Its spirits are 
  often capricious, soaring over the land before diving 
  down to join the winds rustling the leaves. These spirits 
  typically embody the most prominent elements of the 
  sky, such as hair that billows like clouds and a voice that 
  sounds like thunder.
  Spirit Blast: The blast unleashes a concentrated jolt 
  of lightning upon the foe (electricity).
  Spirit Abilities: At 1st level, the spirit gains a fly 
  speed of 20 feet with good maneuverability.
  At 7th level, the spirit gains blindsense to 20 feet.
  Avatar: The invoker becomes a master of the 
  storm. He gains a fly speed of 40 feet with good 
  maneuverability. He also gains blindsense to 30 feet and 
  electricity resistance 10.
  At 13th level, his fly speed increases to 60 feet with 
  good maneuverability, his blindsense increases to 60 
  feet, and his electricity resistance increases to 20.
  At 19th level, his fly speed increases to 80 feet with 
  perfect maneuverability and he becomes immune to 
  electricity damage. 
  Wilds
  The Wilds are often mistaken for all of creation, but it is 
  in fact verdant life that thrives in this dominion. Tranquil 
  groves, dense jungles, and ancient forests hide the eldest 
  of these plant-like spirits, but even a grassy field can find 
  itself home to a Wilds spirit. Spirits of the Wilds take on 
  the traits of their surroundings, having skin like bark, 
  tangled vines for hands, and blossoming flowers for hair.
  Spirit Blast: The blast sends sharp nettles and thorns 
  to sting the enemy (piercing).
  Spirit Abilities: At 1st level, the spirit gains woodland 
  stride, as the druid class feature of the same name.
  At 7th level, the spirit gains greensight to 60 feet.
  
  25
  Classes
  Chapter I
  Avatar: The invoker embodies the tranquility of 
  the forest. The invoker gains woodland stride, as the 
  druid class feature of the same name, as well as the 
  Mystic StrideUM feat without meeting its prerequisites. 
  Additionally, he gains greensight out to 60 feet and 
  immunity to poison effects.
  At 13th level, magical roots emerge from his feet to 
  bind him to surfaces, allowing him to walk on steep 
  inclines, walls, or even ceilings at his full speed without 
  penalty. He becomes immune to sleep effects both 
  magical and mundane in origin.
  At 19th level, his greensight now allows him to see 
  through any sort of wood and plant matter as if it were 
  transparent glass. He also becomes immune to paralysis 
  and stunning effects.
  Oaths
  Where the dominion shows a spirit’s origin, the oath 
  shows its relationship with that dominion. Much like the 
  dominion, the oath is chosen when a spirit companion 
  first bonds with the invoker and cannot be changed.
  Oaths grant a few abilities to a spirit companion; 
  however, where the dominion focuses on the spirit’s 
  theme, the oath focuses on how the spirit engages 
  its enemies. Similarly, the oath improves the combat 
  capabilities of the invoker’s avatar class feature.
  Acolyte
  An Acolyte spirit is one that channels the energies of 
  their dominion, putting emphasis on their spellcasting 
  above all else. They use their mystical powers to ward 
  off the unwary and hinder those that would encroach 
  on their dominion. 
  Spirit Abilities: At 4th level, the spirit gains an 
  additional 0th-level and 1st-level spell known.
  At 10th level, it gains an additional 2nd-level spell 
  known. It can use its invoked magic ability an additional 
  time per day per spell level.
  At 16th level, it gains an additional 3rd-level and 4th-
  level spell known.
  Avatar: The invoker can channel powerful magics 
  from his spirit’s dominion. When the spirit companion 
  casts spells through invoker, it gains a +2 bonus on 
  concentration checks and on caster level checks to 
  overcome spell resistance, as well as a +1 bonus to the 
  spell’s save DC (if it has one). The bonuses to caster 
  level checks and concentration checks increase to +3 at 
  13th level and to +4 at 19th level, while the increase to 
  spell DCs increases to +2 at 19th level. 
  In addition to these magical bonuses, the invoker has 
  improved combat capability, gaining a +1 bonus to AC, 
  attack rolls, weapon damage rolls, and saving throws. 
  These bonuses increase to +2 at 19th level.
  Guardian
  The Guardian is a protector, standing as the final line 
  against intrusion. These defensively-minded spirits aim 
  to protect those that cannot protect themselves and are 
  steadfast in their dedication to their dominion.
  Spirit Abilities: At 4th level, the spirit gains +1 hit 
  point per hit dice it possesses and gains an additional +1 
  hit point whenever it gains a hit dice. It also gains a +2 
  bonus to its natural armor. The armor bonus increases 
  by +1 at 10th and 16th levels.
  Avatar: The invoker becomes a stalwart protector of 
  nature. He gains a +2 bonus to AC, saving throws, and 
  to his CMD. These bonuses increase to +3 at 13th level 
  and to +4 at 19th level.
  Additionally, the invoker gains a +1 bonus to attack 
  rolls and weapon damage rolls. These bonuses increase 
  to +2 at 19th level.
  Harbinger
  Harbingers embody the wrath of their dominions, 
  bringing it down upon trespassers. These powerful 
  spirits rain destruction upon outsiders to teach the harsh 
  lesson that nature is to be left alone. 
  Spirit Abilities: At 4th level, the spirit deals +1 
  damage per die rolled with its spirit blast. It also gains 
  a +2 bonus to all attack rolls (including attacks made 
  as part of casting a spell). The bonus to attack rolls 
  increases by +1 at 10th and 16th levels.
  Avatar: The invoker becomes an avatar of nature’s 
  fury. He gains a +2 bonus on attack rolls and weapon 
  damage rolls. These bonuses increase to +3 at 13th level 
  and to +4 at 19th level. 
  Additionally, the invoker gains a +1 bonus to AC 
  and saving throws. These bonuses increase to +2 upon 
  reaching 19th level.
  SPIRITS
  The following fifteen spirits are those most commonly 
  contacted by invokers, though others may exist. While 
  an invoker can bond with any spirit, he may only invoke 
  a spirit whose listed type matches the dominion or oath 
  of his spirit companion (or both).
  Spirits are not listed alphabetically; instead, they are 
  grouped first by dominion then by oath.
  The DC to save against spirit powers or invocations 
  is equal to 10 + 1/2 the invoker’s level + his Charisma 
  modifier, unless otherwise noted.
  Predator Silently Hunts its Prey
  The Predator is a spirit of the hunt, preferring to stay 
  hidden from foes while instilling in them the primal fear 
  of what lurks in the shadows.
  Type: Acolyte of Beasts
  
  26
  Chapter I
  Classes
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Hunt (Su): You can spend 1 spirit energy as a swift 
  action to turn invisible, as an invisibility spell. If you 
  spend 2 points, this also affects your spirit companion. 
  The invisibility lasts until the end of your next turn.
  Spells: 1st—pass without trace, sense fearHA; 2nd—
  invisibility, silence; 3rd—fear, nondetection; 4th—find quarryUC, 
  invisibility (greater).
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Fearsome Hunter (Ex, Lesser): You add half your 
  invoker level to Intimidate checks. If you beat the DC to 
  demoralize a target by 10 or more, the target must make 
  a Will save or be frightened for 1 round in addition to 
  the normal effects of your intimidation.
  Fight or Flight (Ex, Intermediate): Whenever you deal 
  weapon damage to a creature denied its Dexterity bonus 
  to AC, you can make an Intimidate check to demoralize 
  it as a free action.
  Call of  the Hunt (Ex, Greater): As a standard action, 
  you can emit a fearsome howl, screech, or similar sound. 
  When you do, you can make an Intimidate check to 
  demoralize any number of creatures within 30 feet that 
  heard your cry. Additionally, your hunt spirit power 
  now lasts for 1 minute. While you or your companion 
  are invisible (for any reason), you cannot be detected 
  by scent, blindsense, or blindsight and make no sound 
  unless you desire to do so. 
  Apex Predator (Ex, Grand): If you or your spirit 
  companion attempt to apply a fear effect to a creature 
  that would otherwise be unaffected (due to having 
  immunity to fear, being mindless, being immune to 
  mind-affecting effects, and so on), the target is still 
  shaken for a number of rounds equal to your Charisma 
  modifier or the duration of the original effect, whichever 
  is shorter, regardless of immunities. They are still 
  entitled to a saving throw if the original effect allowed 
  one, preventing this ability if they succeed.
  Alpha Protects the Weary Pack
  When faced with peril, the pack turns to the Alpha for 
  guidance. The Alpha fights to protect, standing strong 
  through deadly onslaughts so the pack may yet live.
  Type: Guardian of Beasts
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Alpha’s Challenge (Su): When you hit a foe with a 
  weapon attack, you can spend 1 spirit energy as a free 
  action to challenge that foe. The challenged foe takes 
  a -2 penalty to attack rolls against anyone except for 
  you. This penalty increases by -2 at 5th, 11th, and 17th 
  levels. The challenge lasts for a number of rounds equal 
  to your Charisma modifier (minimum 1). You can only 
  use this once per round and can have no more than one 
  creature challenged at a time; issuing a new challenge 
  ends any previous challenges.
  Spells: 1st—compel hostilityUC, remove fear; 2nd—alpha 
  instinctUW, heroism; 3rd—dominate animal, persistent vigorUC; 
  4th—aspect of  the wolf APG, mage’s faithful hound.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Fight On (Ex, Lesser): You gain Diehard as a bonus 
  feat, even if you don’t meet the prerequisites. You do not 
  die until your negative hit points exceeds double your 
  Constitution score.
  Cornered Beast (Ex, Intermediate): When you have less 
  than half of your hit points remaining, you gain a +1 
  morale bonus to attack rolls and AC. This bonus increases 
  by +1 when you gain this spirit’s greater invocation and 
  grand invocation. If your current hit points are 0 or less, 
  double the bonus you gain from this invocation.
  Unshakable Challenge (Ex, Greater): You can now use 
  alpha’s challenge any number of times each round and 
  can have more than one creature challenged; the penalty 
  does not stack. When an enemy attacks an ally you 
  can see, you can spend 1 spirit energy as an immediate 
  action to move up to your speed towards that ally. If 
  you end your movement adjacent to the ally, you become 
  the target of the attack, instead, and the attacker is 
  immediately affected by your alpha’s challenge power.
  Tenacity (Ex, Grand): When you have less than half 
  of your hit points remaining, you gain fast healing 5. 
  If your current hit points are 0 or less, you take half 
  damage from all sources, cannot be staggered, and are 
  immune to all harmful mind-affecting effects.
  Savage Beasts Bare their Fangs
  The Savage is a spirit of untamed primal fury. Aggressive 
  and wild, it tears at anything that threatens it, leaving a 
  bloody trail as evidence of its frenzy.
  Type: Harbinger of Beasts
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Rampage (Su): When you take a full-attack action, you 
  can spend points from your spirit energy pool as a swift 
  action to make an additional attack at your highest base 
  attack bonus. If you are only attacking with natural 
  weapons and/or unarmed strikes, this costs 1 point; 
  otherwise, it costs 2 points.
  Spells: 1st—bristleAPG, keen sensesAPG; 2nd—pouncing 
  furyUW, primordial fang*; 3rd—bloody clawsAPG, stench of  
  preyACG; 4th—atavismUM, moonstruckAPG.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Sharpened Claws (Ex, Lesser): You gain two claw attacks, 
  which are both primary natural attacks. They deal 1d6 
  points of damage (1d4 if you are small).
  
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  Rip and Tear (Ex, Intermediate): You gain a bite attack, 
  which is a primary natural attack that deals 1d8 points 
  of damage (1d6 if you are small). Additionally, when 
  you successfully hit with a weapon attack, the target 
  begins bleeding for 1d8 damage per round. The damage 
  increases to 2d6 damage when you gain this spirit’s 
  greater invocation and to 2d8 when you gain its grand 
  invocation. The bleed effect does not stack. 
  Bloody Rage (Ex, Greater): If you would deal bleed 
  damage to a creature that is already bleeding, you instead 
  immediately inflict damage to the target equal to half 
  the bleed damage you would have inflicted. This damage 
  ignores damage reduction. Whenever you use your 
  rampage spirit power, you can move up to half your 
  speed as a free action before making the attack.
  Aggravated Wounds (Ex, Grand): Bleeding you inflict 
  now affects creatures that would normally be immune 
  to bleed effects.
  Blinding Sands Scour the Desert
  The Blinding Sands are a collective of spirits that inhabit 
  arid deserts. They blow stinging sand across the dunes, 
  condemning the unprepared to wander lost forever.
  Type: Acolyte of the Land
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Sand Squall (Sp): You conjure a vortex of sand by 
  spending 1 point from your spirit energy pool. The 
  squall can be created on any point on the ground within 
  60 feet of you, and is a 5-foot-radius cylinder that is 
  twice as high as its radius. Creatures inside the squall 
  when it is created must make a Fortitude save or be 
  blinded for 1 round. For 1 round thereafter the squall 
  lingers, imposing a -4 penalty on Perception checks to 
  those within. The sand squall’s duration is increased by 
  1 round and its radius by 5 feet upon reaching 5th, 11th, 
  and 17th levels, though the blinding effect only occurs 
  once when the squall is created. You can only have one 
  sand squall at a time; using this power again ends any 
  previous squalls you’ve created. You are immune to the 
  effects of your sand squall (as well as any improvements 
  to this power gained from invoking this spirit).
  Spells: 1st—ray of  enfeeblement, silent image; 2nd—
  glitterdust, soften earth and stone; 3rd—shifting sandAPG, 
  mirageUW; 4th—persistent image, scouring windsUM.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Shifting Dunes (Ex, Lesser): You and your companion 
  are unaffected by difficult terrain. The area within your 
  sand squall is considered difficult terrain while it lasts. 
  Swirling Sands (Ex, Intermediate): Creatures within the 
  squall treat any enemies they attack as though they had 
  concealment (20% miss chance); blinded creatures still 
  have the normal penalties. In addition, you can now 
  move the sand squall as a move action up to 30 feet in 
  any direction. If you are inside the squall when you do 
  so you can move with it as part of this action, though if 
  you do both the squall’s movement and your own cannot 
  exceed your speed for the round.
  Sandstorm (Ex, Greater): The Perception penalties 
  from the sand squall double to -8. Creatures that fail 
  their Fortitude save against the squall are blinded for 
  1d3 rounds, instead of only 1. Creatures in the squall 
  are always treated as flat-footed unless they can see 
  through the sand, have tremorsense, or are unaffected 
  by sandstorms or similar inclement weather.
  Desert Wanderer (Ex, Grand): At the start of a creature’s 
  turn while they are inside the sand squall, that creature 
  must make a Fortitude save (this also applies to creatures 
  normally immune to Fortitude saves, such as constructs 
  and undead). Failure means the creature is pulled 10 feet 
  towards the squall’s center and cannot move further 
  away from the center this turn. The maximum distance 
  for moving your squall is now 60 feet, though if you 
  move with it you still cannot exceed your normal speed 
  for the round.
  Mountains Stand Through The Ages
  Counted among the oldest of spirits, the Mountains 
  are stalwart guardians. They hold steadfast against any 
  threat, unmoved by even the fiercest of assaults.
  Type: Guardian of the Land
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Earthen Shield (Sp): When you or an ally within 30 feet 
  of you is subjected to an attack or an effect that allows a 
  Reflex save, you can spend 1 point of spirit energy as an 
  immediate action to grant cover against that effect (+4 
  to AC, +2 to Reflex saves). The target must be on the 
  ground to be affected. After blocking a single attack or 
  effect, the shield crumbles to dust.
  Spells: 1st—earthen shard*, stunning barrierACG; 2nd—
  kinetic reveberationUC, stone callAPG; 3rd—hand of  stone*, meld 
  into stone; 4th—stoneskin, wall of  stone.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Grounded Defense (Ex, Lesser): You gain a +1 bonus to 
  your AC and your CMD. The AC bonus increases to +2 
  when you gain this spirit’s greater invocation, whereas 
  the CMD bonus increases by +1 when you gain this 
  spirit’s intermediate, greater, and grand invocations. If 
  you start and end your turn in the same space, these 
  bonuses double until the start of your next turn.
  Stand Strong (Ex, Intermediate): If you start and end 
  your turn in the same space, you cannot be forcibly 
  moved from that space until the start of your next turn 
  except by mind-affecting or teleportation effects. When 
  you gain this spirit’s grand invocation, this benefit also 
  
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  prevents mind-affecting and teleportation effects from 
  moving you from your space.
  Unyielding Stone (Ex, Greater): You gain Pin Down 
  as a bonus feat without meeting its prerequisites. You 
  can now take a 5-foot step each round without losing 
  bonuses granted to you for starting and ending your turn 
  in the same space. Additionally, your earthen shield spirit 
  power now blocks any number of attacks and effects, 
  only crumbling away at the end of the current turn.
  Eternal Protector (Ex, Grand): You have a 50% chance 
  to ignore critical hits and sneak attacks. If you start and 
  end your turn in the same space, you are instead immune 
  to critical hits and sneak attacks until the start of your 
  next turn.
  Earth Trembles with Fire and Rage
  The Earth is slow to anger, but when provoked its ire can 
  be felt by all, crushing trespassers with powerful quakes 
  and destructive eruptions of flame and stone.
  Type: Harbinger of the Land
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Tremor (Su): As a standard action, you can spend 1 
  point of spirit energy to strike the ground and create a 
  short-range quake. Creatures within 5 feet of you that 
  are on the ground must make a Reflex save or fall prone. 
  The radius of the tremor increases by 5 feet at 5th, 
  11th, and 17th levels to a maximum of 20 feet. You may 
  optionally make the tremor a smaller radius than this, 
  but it must be a multiple of 5 feet.
  Spells: 1st—expeditious excavationAPG, thunderstompACG; 
  2nd—create pitAPG, tar ballUM; 3rd—earth tremorUW, spike 
  stones; 4th—obsidian flowUC, volcanic stormUM.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Aftershock (Ex, Lesser): You deal an additional 1d6 
  damage with weapon attacks against foes that are 
  flat-footed or prone. This damage is the same type 
  dealt by the weapon and is not multiplied on a critical 
  hit. The damage increases by 1d6 when you gain this 
  spirit’s intermediate, greater, and grand invocations. 
  Additionally, whenever an enemy falls prone within your 
  reach, they provoke an attack of opportunity from you. 
  Crush (Ex, Intermediate): As a standard action, you can 
  make a single attack with a melee weapon against an 
  opponent in your reach. If it hits and deals damage to 
  a target, it must make a Reflex save or fall prone. If the 
  target was flat-footed or prone when you hit it, double 
  the damage bonus you gain from aftershock. The attack 
  granted by this invocation can be used in conjunction 
  with Vital Strike, Improved Vital Strike, and Greater 
  Vital Strike, should you have them.
  Volcanic Fury (Ex, Greater): You can no longer be 
  knocked prone, and your tremor spirit power is now a 
  move action for you (though it can only be used once 
  per round). When you use your tremor spirit power or 
  your crush invocation ability, you can choose to make 
  them volcanic. Rather than knocking enemies prone on 
  a failed Reflex save, they instead coat the target with 
  searing magma, causing them to take 3d6 fire damage 
  each round, increasing to 4d6 when you gain this spirit’s 
  grand invocation. If you hit a flat-footed or prone 
  target with a volcanic crush, do not double the damage 
  from aftershock. A creature that you coat with magma 
  is rendered flat-footed from the cooling stone, even if 
  it takes no fire damage from the effect. The magma 
  coats the target for a number of rounds equal to your 
  Charisma modifier (minimum 1), after which it crumbles 
  and falls off. An affected creature or an adjacent creature 
  can use a full-round action to scrape the magma off or 
  submerge themselves in water for 1 round to cool it 
  enough to crumble. This effect does not stack.
  Quaking Strikes (Ex, Grand): Your weapon attacks 
  ignore the damage reduction and hardness of creatures 
  that are flat-footed or prone.
  Depths Beckon with Silent Murmurs
  The Depths embody the mysteries of the vast oceans. 
  They call sweetly to those ashore, but those that listen 
  may find that some mysteries are best left unanswered.
  Type: Acolyte of the Sea
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Call of  the Deep (Sp): You can spend 1 spirit energy to 
  pull at the mind of a creature within 30 feet. The target 
  must make a Will save or be confused for a number 
  of rounds equal to your Charisma modifier (minimum 
  1). Once a creature has been affected by this power 
  (whether they make their save or not), they cannot be 
  affected again for 24 hours. This is a mind-affecting, 
  sonic, compulsion effect.
  Spells: 1st—auditory hallucinationUI, touch of  the seaAPG; 
  2nd—babbleOA, suggestion; 3rd—confusion, water breathing; 
  4th—embrace the deep*, maelstrom*.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Murmuring Aura (Su, Lesser): You radiate a subtle aura 
  of madness that can only be perceived by the insane. This 
  aura has a radius of 30 feet and only functions while you 
  are conscious, not asleep or dead. Whenever a confused 
  or similarly insane creature within this aura rolls the 
  “babble incoherently” result for its action that turn, you 
  can instead force them to move up to their speed in a 
  direction you specify. This movement provokes attacks 
  of opportunity as normal and can move them outside 
  of the aura. The creature will attempt to take the safest 
  route possible while moving in that direction, avoiding 
  any obvious hazards such as a pit or a wall of  fire. 
  
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  Whispers of  the Deep (Su, Intermediate): Add +10 to the 
  result of any percentile rolls made within your aura for 
  determining the actions of a confused or similarly insane 
  creature. Whenever a confused creature in your aura rolls 
  the “attack nearest creature” result for its action, you can 
  choose the target of the attack. You cannot cause the 
  creature to attack itself.
  Maddening Depths (Su, Greater): The range of your call 
  of the deep power and the radius of your murmuring 
  aura both increase to 60 feet. Confused and similarly 
  insane creatures within your aura take a -4 penalty to their 
  Will saves and are considered deafened to everything 
  except you (should you desire to be heard). Whenever a 
  confused creature in your aura rolls the “attack nearest 
  creature” or “deal damage to self” result for its action, 
  they deal an additional 1d6 points of cold damage. This 
  bonus damage is not multiplied on a critical hit.
  Siren’s Song (Su, Grand): As a full-round action you can 
  sing to stupefy those within your aura with the allure of 
  the depths. Each creature of your choice within your 
  murmuring aura that can hear you must make a Will save 
  or be fascinated for as long as you continue to sing. You 
  can continue singing as a full-round action each turn for 
  up to 1 minute. When the fascination ends, an affected 
  creature must make another Will save or be confused for 
  1d4 rounds. A creature that makes its save against this 
  ability is immune to its effect for 24 hours. Starting to 
  sing requires you to spend 4 points of spirit energy. This 
  is a mind-affecting, sonic, compulsion effect. 
  Northern Waters Freeze Solid
  In arctic seas, mighty glaciers form a barrier to would-
  be explorers. The Northern Waters keep watch, protecting 
  the oceans with a frigid embrace that chills to the bone.
  Type: Guardian of the Sea
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Glacial Ward (Su): By spending 1 spirit energy as a 
  move action, you can cover yourself in ice, gaining DR 
  1/– for a number of rounds equal to your invoker level 
  + your Charisma modifier (minimum 1). The damage 
  reduction increases by 1 at 5th level and every four 
  invoker levels thereafter. The ice can prevent a total 
  amount of damage equal to five times your invoker level 
  before breaking apart, ending the effect.
  Spells: 1st—frostbiteUM, snowballUW; 2nd—icy trail*, 
  winter graspUW; 3rd—cold snap*, sleet storm; 4th—creeping 
  iceACG, wall of  ice.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Arctic Chill (Su, Lesser): You and your spirit companion 
  are unaffected by cold temperatures, as an endure elements 
  spell. Double the damage reduction and total damage 
  prevention of your glacial ward.
  Frozen North (Su, Intermediate): While your glacial ward 
  is active, you radiate freezing winds within 5 feet of you. 
  Creatures that start their turn in or enter into this area 
  take 1d6 non-lethal cold damage. Additionally, creatures 
  that take cold damage from any of your spirit powers 
  or invocations must make a Fortitude save or become 
  fatigued. This cannot cause a creature that is already 
  fatigued to become exhausted and can occur no more 
  than once per round on a given creature. 
  Hypothermia (Su, Greater): Whenever your glacial ward 
  reduces damage from a melee attack, the attacker takes 
  non-lethal cold damage equal to the damage the ward 
  prevented. Additionally, your frozen north invocation 
  ability can now cause fatigued creatures to become 
  exhausted should they fail their saving throw and were 
  already fatigued.
  Deep Freeze (Ex, Grand): The radius of the winds from 
  your frozen north invocation increases to 10 feet, and 
  the damage increases to 2d6. Cold damage dealt by your 
  spirit powers and invocations ignores cold resistance and 
  immunity of creatures.
  Waves Crash and Break The Shore
  It’s said that the tides are a gentle reminder of the ocean’s 
  strength. Men would do well to heed their warning, lest 
  the Waves crash upon them and reduce their ships and 
  homes to splinters.
  Type: Harbinger of the Sea
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Crashing Wave (Su): When you hit an opponent with a 
  weapon attack, you can spend 1 spirit energy as a swift 
  action to make a bull rush attempt against the creature 
  you hit. You do not provoke attacks of opportunity for 
  this bull rush attempt. You can use this even on a hit 
  with a ranged weapon, but only if the target is within the 
  first range increment of the weapon you use.
  Spells: 1st—hydraulic pushAPG, wave shieldACG; 2nd—
  slipstreamAPG, water walk; 3rd—aqueous orbAPG, hydraulic 
  torrentAPG; 4th—control water, tidal surgeUW.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Rushing Waters (Ex, Lesser): You take no penalties to 
  attack rolls or damage with weapons while underwater. 
  Additionally, you gain a +2 bonus to your CMB. This 
  bonus increases by +2 when you gain this spirit’s 
  intermediate, greater, and grand invocations.
  Surging Tides (Ex, Intermediate): Whenever you succeed 
  on a combat maneuver check, you can choose to deal 
  2d6 damage to that target. The damage increases by 1d6 
  when you gain this spirit’s greater and grand invocation 
  power and can only be inflicted on a given creature once 
  per round. Additionally, you can perform maneuvers that 
  have a size limitation (such as bull rush or reposition) on 
  
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  creatures up to two size categories larger than you. This 
  increases to three size categories larger upon gaining this 
  spirit’s greater invocation, and four size categories larger 
  upon obtaining this spirit’s grand invocation.
  Ebb and Flow (Ex, Greater): When you bull rush a 
  creature, you can move them in any direction instead of 
  only directly away from you. Bull rushing creatures into 
  each other only imposes a -2 penalty for each subsequent 
  creature, rather than -4. Finally, whenever you bull rush a 
  creature, you can move along with them as a free action 
  rather than a move action. Your total movement in a 
  round from this ability cannot exceed your speed.
  Churning Waters (Su, Grand): You can spend 4 spirit 
  energy points as a standard action to create a swirling 
  vortex. The vortex has a radius of 20 feet around your 
  space. Non-magical fires are extinguished and loose 
  objects are strewn about randomly. You make a bull rush 
  attempt against each creature in the area. A successful 
  bull rush using this ability deals double the damage 
  granted by your surging tides invocation, should you 
  choose to inflict it.
  Lightning Strikes, Thunder Roars
  Mysterious and powerful, Lightning spirits accompany 
  other sky spirits in their travels. Their seemingly-random 
  strikes are in truth methodical, using staggering bolts 
  and cacophony to inspire awe in those that witness it. 
  Type: Acolyte of the Sky
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Sky Strike (Su): You can cause your weapons to call 
  down lightning from above. By spending 1 spirit energy 
  point, you can make a single weapon attack as a standard 
  action. If the attack hits, it deals its normal damage 
  and causes a bolt of lightning to strike the target from 
  above, dealing 1d8 electricity damage and staggering the 
  target for 1d4 rounds. A Reflex save halves the electricity 
  damage and negates the staggering effect. The electricity 
  damage increases by 1d8 upon reaching 5th, 11th, and 
  17th levels.
  Spells: 1st—shock shieldUC, shocking grasp; 2nd—
  aggressive thundercloudACG, blindness/deafness; 3rd—discordant 
  blast APG, lightning bolt; 4th—call lightning storm, litany of  
  thunderUC.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Lightning Rod (Su, Lesser): Creatures you hit with your 
  sky strike spirit power take a -1 penalty to their AC and 
  their Reflex saves. The penalty is applied after the creature 
  attempts its save against the sky strike, not before. 
  This penalty increases by -1 upon gaining this spirit’s 
  intermediate, greater, and grand invocation bonuses. 
  The penalty lasts for 1 round or as long as the creature is 
  staggered by the sky strike, whichever is longer.
  Strikes Twice (Su, Intermediate): If you use sky strike on 
  a creature that is already staggered, it is instead dazed 
  for 1 round if it fails its Reflex save. Additionally, your 
  lightning rod invocation ability now also lowers the 
  target’s electricity resistance by 10 for its duration. This 
  penalty increases to 20 upon gaining this spirit’s grand 
  invocation. Electricity immunity is unaffected.
  Thunderclap (Sp, Greater): Whenever you deal electricity 
  damage to a creature within 120 feet, you can use an 
  immediate action to turn into a flash of lightning, 
  teleporting to an open location within 30 feet of them 
  that you can see. If you spend 2 spirit energy points 
  when doing so, your teleportation is accompanied by 
  a mighty thunderclap. Creatures within 10 feet of your 
  destination must make a Reflex save or be staggered for 
  1 round; creatures that are already staggered are instead 
  dazed for 1 round on a failed saving throw.
  Sudden Storm (Sp, Grand): You can spend 4 spirit energy 
  points as a standard action to call down a fearsome 
  storm. The storm is created above a point you specify 
  within 120 feet of you, affecting a cylinder with a 20-
  foot radius, 60 feet high. You can target any number of 
  creatures within this area, affecting each as if it was hit by 
  your sky strike. You do not deal your weapon’s damage 
  to creatures struck this way, but instead deal double the 
  electricity damage that sky strike normally causes.
  Clouds Blanket Sky and Ground
  The Clouds are home for the multitude of other spirits 
  of the sky. It surrounds them with cooling shade and 
  calming mists, obscuring them from threats that would 
  do them harm.
  Type: Guardian of the Sky
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Cloud Armor (Sp): By spending 1 spirit point as a move 
  action, you can surround a creature you can see within 
  30 feet with clouds for a number of rounds equal to half 
  your invoker level + your Charisma modifier (minimum 
  1). The creature gains concealment, causing all attacks 
  against it to suffer a 20% miss chance. Its own attacks 
  are unaffected. At any time, the creature can make the 
  cloud armor spread as a move action. This creates a 10-
  foot radius spread of mist around the creature’s space, 
  acting as obscuring mist for 1 round, but ending the effect 
  of cloud armor upon the creature.
  Spells: 1st—gentle breezeACG, obscuring mist; 2nd—
  cloudburst*, fog cloud; 3rd—gaseous form, life bubbleAPG; 4th—
  downpour*, solid fog.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Fog Sight (Ex, Lesser): You and your spirit companion 
  can see through fog, mists, smoke and similar effects 
  without penalty, be they natural or magical.
  
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  Storm Clouds (Su, Intermediate): Whenever a foe within 
  60 feet of you misses an ally due to concealment 
  granted by your spirit powers, invocations, or your 
  spirit companion’s spells, they are struck by a jolt of 
  lightning, taking 1d8 electricity damage. This cannot 
  harm a particular creature more than once per round. 
  The damage increases by 1d8 upon gaining this spirit’s 
  greater and grand invocations.
  Misty Step (Su, Greater): The miss chance granted by 
  your cloud armor (and the mist created by spreading it) 
  increase to 30%; this still counts as normal concealment 
  for effects related to concealment. Whenever you move 
  or teleport more than 10 feet in a round, you gain the 
  effects of your cloud armor spirit power until the end 
  of your next turn. Finally, as a move action you can 
  teleport both yourself and a willing creature within 60 
  feet of you to swap locations, but only if both of you 
  are currently affected by cloud armor (or within the area 
  of mist created by spreading cloud armor).
  Hurricane (Sp, Grand): As a standard action, you can 
  spend 4 spirit energy points to create a dense storm 
  cloud. This acts as a fog cloud spell centered on your 
  space, affecting a 30-foot-radius spread, and lasting for 
  a number of rounds equal to half your invoker level + 
  your Charisma modifier. It does not move with you. 
  Allies within the hurricane’s effect are treated as under 
  the effect of your cloud armor spirit power and benefit 
  from your fog sight invocation for the purpose of 
  seeing through the hurricane (but not any other effects). 
  Effects that would disperse a fog cloud spell can also 
  disperse the hurricane.
  Tempests Herald a Coming Storm
  A mighty wind is a forewarning for the coming of 
  the Tempest. A powerful force of nature, its arrival and 
  departure are equally swift, its howling winds scarring 
  the land and destroying homesteads in its wake.
  Type: Harbinger of the Sky
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Thrashing Gale (Su): You can channel the power of 
  storms through your weapons to create a burst of 
  destructive wind. You can spend 1 spirit energy point 
  to make a single weapon attack as a standard action. If 
  the attack hits, compare the attack roll to the AC of all 
  creatures within 5 feet of the hit target (except you): on a 
  hit, you deal damage to each as if you hit it with a single 
  attack from the same weapon you used. If the attack was 
  a critical hit, only the original target is critically struck, 
  not any of the surrounding creatures (a roll of natural 20 
  likewise is only an automatic hit on the original target).
  Spells: 1st—expeditious retreat, feather fall; 2nd—gust 
  of  wind, wind wall; 3rd—cloak of  windsAPG, fickle windsUM; 
  4th—air walk, control winds.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Swift as the Wind (Ex, Lesser): For each invocation 
  bonus you have from this spirit, you treat wind effects 
  as one step less severe and gain a +10 bonus to all 
  movement speeds you have (though this does not grant 
  you a speed you don’t already have).
  Windstorm (Ex, Intermediate): Once per round if you 
  move or teleport at least 10 feet before attacking, your 
  attack carries extra force, dealing an additional 2d6 
  damage. This damage is the same types as your weapon 
  and is not multiplied on a critical hit. The damage 
  increases by 1d6 upon gaining this spirit’s greater and 
  grand invocations. If this effect is used in conjunction 
  with your thrashing gale spirit power, the bonus damage 
  applies to all targets hit.
  Soaring Tempest (Su, Greater): The radius of your 
  thrashing gale spirit power increases to 10 feet, and you 
  can use the attack from thrashing gale in place of the 
  attack made as part of a charge or as part of the Spring 
  Attack or Shot on the Run feats. You can do so no more 
  than once per round. Whenever you move more than 
  10 feet in a round you can leave a wake of wind behind 
  you, functioning as a wind wall spell along the path you 
  traveled and lasting until the start of your next turn. 
  Your own attacks and movement are not hindered by 
  this wind wall effect in any way. 
  Fleeting Winds (Ex, Grand): You no longer provoke 
  attacks of opportunity due to movement, and your 
  movement speed cannot be reduced.
  Vile Spores Poison the Unwary
  The Spores inhabit every toxic fungus and sickeningly-
  sweet blossom within the wilds. Their colorful allure 
  intoxicates careless intruders, slowly draining them of 
  life so that others may thrive.
  Type: Acolyte of the Wilds
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Caustic Spores (Sp): You can spend 1 spirit energy point 
  as a standard action to conjure a mass of acidic plant and 
  fungal spores, launching it a foe to consume them. You 
  must make a ranged touch attack to hit the foe within 120 
  feet. On a hit, it takes 1d6 acid damage. At 2nd level and 
  every six levels thereafter, the spores cling to the target 
  for an additional round, dealing the same damage again 
  each round. At 5th level and every six levels thereafter, 
  the damage dealt each round increases by 1d6. If you 
  use caustic spores on a creature already under its effects, 
  the second caustic spore deals double its per-round 
  damage but only lasts for 1 round, regardless of its 
  normal duration. If you score a critical hit with caustic 
  spores, only the damage on the first round is doubled. 
  This attack is unaffected by spell resistance.
  
  32
  Chapter I
  Classes
  Spells: 1st—corrosive touchUM, ray of  sickeningUM; 2nd—
  acid arrow, sickening entanglementACG; 3rd—poison, spore 
  burst*; 4th—leeching spores*, toxic bloom*.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Blighted Spores (Ex, Lesser): When you hit a foe with 
  your caustic spores spirit power, it must make a Fortitude 
  save or be sickened for the duration of the caustic spores 
  (minimum 1 round). 
  Toxicity (Ex, Intermediate): You and your companion 
  become immune to the sickened condition. When a 
  creature fails its saving throw against your blighted 
  spores invocation, it is also nauseated for 1 round. 
  Cycle of  Decay (Su, Greater): You and your companion 
  are now immune to the nauseated condition. Whenever 
  a creature affected by your caustic spores is hit with a 
  weapon attack, the spores leech some of its life force. 
  The attack deals additional acid damage equal to your 
  Charisma modifier (minimum 0), and the attacker gains 
  temporary hit points equal to your twice your Charisma 
  modifier (minimum 0); these temporary hit points do 
  not stack. This effect also applies to the damage dealt by 
  your caustic spores each round. This damage does not 
  stack if the target is affected by more than one caustic 
  spore effect.
  Deadly Spores (Su, Grand): Penalties caused by the 
  sickened condition inflicted by you or your spirit 
  companion are increased to -3. If an enemy affected by 
  your caustic spores dies, you can spend 1 spirit energy 
  as a free action to make it explode in a cloud of spores. 
  Each creature within 5 feet of the target must make 
  a Reflex save or be affected as if hit by your caustic 
  spores spirit power. If the dying creature was affected 
  by multiple caustic spores effects, the creatures caught in 
  the burst are still only affected by a single caustic spore.
  Trees Grow and Flourish Unbowed
  Every dense wilds is a conclave of Trees spirits, whose 
  multitude shields its inhabitants from the outside world. 
  They grow and stretch across the land to give life and 
  shelter to those under their care.
  Type: Guardian of the Wilds
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Oakflesh (Sp): You can spend 1 spirit energy point as 
  a standard action to surround a single creature within 
  60 feet with vital energy. The creature gains temporary 
  hit points equal to your level + your Charisma modifier 
  (minimum 1). These temporary hit points last for a 
  number of minutes equal to your Charisma modifier 
  (minimum 1) and do not stack.
  Spells: 1st—goodberry, remove sicknessUM; 2nd—
  barkskin, resinous skinUC; 3rd—arboreal hammerUM, verdant 
  surge*; 4th—liveoak, sturdy tree fortUW.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Living Shield (Ex, Lesser): When you grant yourself 
  or a creature temporary hit points, the target gains a 
  +1 insight bonus to their AC and saving throws for 1 
  round. The bonus to AC increases by +1 when you gain 
  this spirit’s intermediate, greater, and grand invocations, 
  while the bonus to saving throws increases to +2 when 
  you gain this spirit’s greater invocation.
  Verdant Protector (Ex, Intermediate): Whenever a creature 
  deals enough damage with a melee attack to an ally to 
  reduce the temporary hit points you granted them (from 
  any effect) to zero, the attacker must make a Reflex save 
  or be entangled for 1 round. Additionally, when you roll 
  initiative you and all allies within 30 feet of you gain 
  temporary hit points equal to your invoker level. These 
  temporary hit points last for 1 minute and do not stack. 
  Wide Canopy (Su, Greater): Temporary hit points you 
  grant yourself from your spirit invocations and powers 
  now stack to a maximum of double your invoker level. 
  When you use your oakflesh power on another creature, 
  you gain temporary hit points equal to half the amount 
  you granted to them, lasting for the same duration.
  Flourish (Su, Grand): Each round at the start of your 
  turn you gain temporary hit points equal to half your 
  invoker level. This effect does not trigger your living 
  shield invocation unless you had no temporary hit 
  points beforehand. You can spend 1 spirit energy as an 
  immediate action to transfer any amount of temporary 
  hit points from yourself to another willing creature 
  within 60 feet of you that you can see.
  Brambles Twist and Choke the Land
  Sharp thorns and tangled briars are signs that a Brambles 
  spirit has made its home. They creep between mortar 
  and crack foundations to reclaim the wilds and entrap 
  any who dare otherwise.
  Type: Harbinger of the Wilds
  Spirit Power: An invoker that’s bonded with this 
  spirit can use the following spirit power.
  Mantle of  Growth (Su): As a standard action, you can 
  spend 1 spirit energy to create an aura of twisting plant 
  growth. The aura affects an area within 5 feet of you and 
  moves with you. Creatures that enter or start their turn 
  in the aura must make a Reflex save or become entangled 
  for 1 round. Entangled creatures are not rooted in place 
  and can still move. Moving next to a creature on your 
  turn still causes them to make a saving throw as if they 
  entered the area themselves, though a creature never has 
  to make a save against your mantle more than once per 
  round, regardless of circumstances. The mantle lasts 
  for a number of rounds equal to 1 + your Charisma 
  modifier (minimum 1). You can only have one mantle of 
  growth in effect at a time.
  
  33
  Classes
  Chapter I
  Spells: 1st—entangle, stinging thorn*; 2nd—spike growth, 
  warp wood; 3rd—plant growth, thorny entanglementACG; 4th—
  thorn bodyAPG, wall of  thorns.
  Invocations: An invoker that invokes this spirit gains 
  the following bonuses.
  Twisted Thorns (Ex, Lesser): You gain a +1 bonus to 
  weapon damage rolls against creatures that are entangled 
  for each invocation you have from this spirit. Creatures 
  entangled within your mantle of growth power (whether 
  the entanglement was from the mantle or not) are 
  anchored in place and cannot move.
  Crushing Vines (Su, Intermediate): You can now use your 
  mantle of growth power as a move action, and its radius 
  increases to 10 feet. Creatures entangled inside your 
  mantle (whether the entanglement was from the mantle 
  or not) are crushed by the plant life, taking 1d6 damage 
  each round at the start of your turn. This damage 
  increases by 1d6 when you gain this spirit’s greater and 
  grand invocations.
  Rampant Growth (Su, Greater): You can now use your 
  mantle of growth as a swift action. When you score a 
  critical hit with a weapon against a creature, it is entangled 
  for a number of rounds equal to your weapon’s critical 
  multiplier - 1. If it was already entangled, it is instead 
  sickened for a number of rounds equal to your weapon’s 
  critical multiplier - 1. The duration of these effects do 
  not stack with themselves.
  Forbidden Wilds (Ex, Grand): Double the threat range 
  of all weapon attacks you make against creatures inside 
  your mantle of growth. If the creature is entangled 
  inside your mantle of growth, this benefit extends to 
  all weapon attacks directed at them, not just your own. 
  Spell attacks are unaffected, and this benefit does not 
  stack with other effects that improve critical threat 
  range, such as the Improved Critical feat.
  INVOKER SPELLS
  An invoker’s spirit companion gains access to the 
  following spells. While most of these spells are found 
  in the Pathfinder Roleplaying Game Core Rulebook, those 
  with superscripts are from other Pathfinder Roleplaying 
  Game material as outlined in the introduction of 
  this book. Those marked with an asterisk (*) are new 
  spells that are described in Chapter IV of this book.
  Invokers themselves do not gain spellcasting and are 
  not able to activate magic items, scrolls, and so on from 
  the invoker spell list without the use of the Use Magic 
  Device skill.
  0-Level Invoker Spells: create water, cultivate*, detect 
  magic, detect poison, guidance, know direction, light, read magic, 
  sparkAPG, stabilize, virtue
  1st-Level Invoker Spells: ant haulUC, aspect of  the 
  falconAPG, bristleAPG, call animal, calm animals, charm animal, 
  cloak of  shadeAPG, cure light wounds, earthen shard*, entangle, 
  detect animals or plants, detect snares and pits, diagnose disease, 
  dominion’s shield*, endure elements, expeditious excavationAPG, 
  faerie fire, feather fall, gentle breezeACG, goodberry, keen sensesAPG, 
  magic fang, obscuring mist, pass without trace, ray of  sickeningUM, 
  remove fear, remove sicknessUM, snowballUW, speak with animals, 
  stinging thorn*, summon nature’s ally I, thunderstompACG, touch 
  of  the seaAPG, wave shieldACG
  2nd-Level Invoker Spells: aggressive thundercloudACG, 
  alpha instinctUW, ant haul (communal)UC, aspect of  the bearAPG, 
  barkskin, blindness/deafness, bull’s strength, cat’s grace, clear 
  terrain*, climbing beanstalkACG, clipped wings*, cure moderate 
  wounds, delay poison, dominion’s curse*, eagle’s splendor, endure 
  elements (communal)UC, fog cloud, glideAPG, gust of  wind, hold 
  animal, hold person, icy trail*, remove paralysis, primordial 
  fang*, resist energy, restoration (lesser), shield other, sickening 
  entanglementACG, silence, slipstreamAPG, soften earth and stone, 
  stone callAPG, speak with plants, status, summon nature’s ally II, 
  water walk, weather shield*, whispering wind, winter graspUW, 
  wilderness soldiersUC, wood shape
  3rd-Level Invoker Spells: age resistance (lesser)UM, 
  air breathingMC, aspect of  the stagAPG, call lightning, cloak of  
  windsAPG, coordinated effortAPG, cure serious wounds, daylight, 
  delay poison (communal)UC , dispel magic, dominion’s wrath*, 
  hand of  stone*, magic fang (greater), mirageUW, nature’s exileAPG, 
  neutralize poison, nondetection, persistent vigorACG, plant growth, 
  protection from energy, poison, remove blindness/deafness, remove 
  curse, remove disease, resist energy (communal)UC, ride the wavesUM, 
  shifting sandAPG, signs of  the landUW, sleet storm, soothing mudUW, 
  spike stones, summon nature’s ally III, thorny entanglementACG, 
  thunderstomp (greater)APG, verdant surge*, water breathing
  4th-Level Invoker Spells: aggressive thundercloud 
  (greater)ACG, age resistanceUM, air walk, animal ambassadorUI, 
  aspect of  the wolf APG, break enchantment, call lightning storm, 
  commune with nature, cure critical wounds, death ward, dominion’s 
  blessing*, downpour*, embrace the deep*, find quarryUC, forest’s 
  senseUW, grove of  respiteAPG, hold monster, life bubble, maelstrom*, 
  moonstruckAPG, nondetection (communal)UC, pillar of  earth*, 
  protection from energy (communal)UC, restoration, sending, 
  summon nature’s ally IV, symbiosis*, tidal surgeUW, toxic bloom*, 
  tree stride, weather shield (mass)*
  
  34
  Chapter I
  Classes
  WARDEN
  Be it a virulent plague, encroaching civilization, or a 
  natural disaster, the harmony of the wilds is constantly 
  under threat. The natural world will often reach out 
  for aid: wizened hermits, agile hunters, and enigmatic 
  shamans alike have all answered the call throughout the 
  ages. Yet among them, few are as steadfast in their role as 
  the warden. Both stalwart champion and contemplative 
  sage, a warden is a devoted guardian of the land and its 
  inhabitants. They immerse themselves in nature, acting 
  as protectors of the wild and receiving protection in 
  turn. Wardens hear the whispering lore among the trees 
  to unlock veiled secrets of life and regrowth, and when 
  threatened channel the facets of the wilds itself, blessing 
  their allies and shielding them outsiders.
  Role: Wardens are protectors, standing in the way 
  of those that would harm nature. Their powerful wards 
  serve as the cornerstone of defense for their allies, while 
  the magics they harness give them the means to heal, 
  navigate, and master their environment.
  Alignment: Any
  Hit Die: d10
  Starting Age: Trained
  Starting Wealth: 5d6 × 10 gp (average 175 gp.) In 
  addition, each character begins play with an outfit worth 
  10 gp or less.
  Class Skills
  The warden’s class skills are Climb (Str), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (dungeoneering) (Int), 
  Knowledge (geography) (Int), Knowledge (nature) (Int), 
  Perception (Wis), Profession (Wis), Ride (Dex), Sense 
  Motive (Wis), Survival (Wis), and Swim (Str).
  Skill Points Per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the warden.
  Weapon and Armor Proficiency: Wardens are 
  proficient with all simple and martial weapons, with 
  light and medium armor, and with shields (except 
  tower shields).
  Insightful Defense (Ex): A warden’s awareness of 
  his surroundings allows him to defend himself with 
  focused perception rather than reflex. The warden 
  may add his Wisdom modifier, instead of his Dexterity 
  modifier, to his Armor Class and CMD. Any condition 
  that would cause him to lose his Dexterity modifier to 
  his AC instead causes him to lose his Wisdom modifier 
  to his AC, and he cannot gain this bonus while wearing 
  heavy armor. Additionally, his armor’s Maximum 
  Dexterity Bonus still applies (limiting how much of 
  his Wisdom modifier can be added to his AC), and the 
  bonus he receives to his AC from his Wisdom score 
  cannot exceed his warden level (+1 at 1st level, +2 at 
  2nd level, and so on).
  Nature Lore (Ex): At 1st level, a warden gains a 
  bonus on all Knowledge (dungeoneering), Knowledge 
  (geography), Knowledge (nature), and Survival checks 
  equal to 1/2 his warden level (minimum 1) and can make 
  such checks untrained.
  Verdant Bonus (Su): A warden’s connection to 
  the natural world is represented by his verdant bonus. 
  A warden’s verdant bonus begins at +1 and increases 
  by 1 at 4th level and every four warden levels obtained 
  thereafter, as shown on Table: The Warden under 
  “Verdant Bonus”. 
  As long as he is not wearing heavy armor, the warden 
  receives a bonus to his AC equal to his verdant bonus. 
  The warden’s verdant bonus is also used to determine 
  the strength of his ward, as well as the effects of many 
  of his facets (see below).
  Ward (Su): A warden’s most powerful tool is his ward, 
  a mystical barrier of natural energy that protects those 
  within and grants them the strength of the wilds. Creating 
  a ward is a swift action that does not provoke attacks of 
  opportunity. The ward is a spherical emanation with a 
  maximum radius of 10 feet; the warden can choose to 
  manifest a ward with a radius of any multiple of 5 feet 
  up to this maximum. The ward itself is faintly visible 
  as a translucent barrier: the ward does not hinder sight 
  in any way (or block line of sight or effect), nor does it 
  produce light. The ward must be placed at a location 
  within close range (25 ft. + 5ft./2 levels) that the warden 
  can see and has line of effect to. The ward is stationary, 
  and can only be “moved” by manifesting it again in a 
  different location.
  All allies inside the ward (including the warden) are 
  protected from extreme temperatures, as if under the 
  effects of an endure elements spell. Allies within the ward 
  are also shielded from harm, gaining an insight bonus 
  to their AC equal to the warden’s verdant bonus. The 
  warden does not receive this bonus to his own AC, even 
  from another warden, as he already has it inherently 
  from the verdant bonus feature.
  A manifested ward lasts indefinitely so long as the 
  warden remains within close range of the ward (25 ft. 
  + 5 ft./2 levels); if he moves outside of this range or if 
  he is slain, the ward dissipates immediately. He can also 
  dismiss an active ward as a swift action. There is no limit 
  to the number of times each day a warden can manifest a 
  ward, but he may only have one ward placed at a time. If 
  he manifests a new ward, the previous one immediately 
  dissipates.
  
  35
  Classes
  Chapter I
  Bonus Feat: At 2nd level, and every four levels 
  thereafter, the warden receives a bonus feat in addition 
  to those gained from normal advancement. These bonus 
  feats must be selected from those listed as combat feats. 
  He must meet the prerequisites of these feats as normal.
  Remedy (Su): Also at 2nd level, a warden gains the 
  ability to infuse living creatures (either himself or others) 
  with vital energy, rapidly healing them of injuries. As a 
  standard action, the warden can use this power upon a 
  single creature to grant it fast healing equal to half his 
  warden level for 1 minute. If the warden targets himself, 
  he can use remedy as a swift action, instead. Remedy 
  can normally be used on any creature that is adjacent to 
  the warden; however, if the creature is within a ward, 
  remedy can instead target the creature from close range 
  (25 ft. + 5 ft./2 levels). A creature cannot benefit from 
  more than one use of remedy at a time, even from a 
  different warden.
  A warden can use this ability a number of times 
  each day equal to 1/2 his warden level + his Wisdom 
  modifier (minimum 1). Remedy has no effect on undead 
  or constructs.
  Secret: A warden’s devotion to nature is rewarded 
  with knowledge of its hidden mysteries. When he reaches 
  2nd level and every three warden levels thereafter, he 
  gains a single secret from the list below. A secret cannot 
  be selected more than once. If a secret calls for a saving 
  throw, the DC is equal to 10 + 1/2 the warden’s level + 
  his Wisdom modifier unless otherwise noted.
  Alleviate (Su): When the warden uses remedy on a 
  creature, it is no longer sickened. At 8th level, it is no 
  longer nauseated, as well.
  Convalescence (Sp): The warden can spend 2 uses 
  of remedy to cast restoration as a standard action and 
  without material components, using the same range as 
  his remedy class feature. He cannot use this to dispel a 
  permanent negative level. The warden must be at least 
  11th level before learning this secret.
  Eyes of  the Wild (Sp): The warden can cast commune 
  with nature at will as a spell-like ability, but must use its 
  normal casting time. The warden must be at least 14th 
  level before learning this secret.
  Forest Traveler (Sp): The warden can use tree stride as a 
  spell-like ability number of times per day equal to his 
  Wisdom modifier (minimum 1). At 14th level, he can use 
  two uses of this ability to instead cast transport via plants. 
  The warden must be at least 8th level before learning 
  this secret.
  Green Thumb (Ex): The warden gains Cultivate Magic 
  Plants UW as a bonus feat without meeting its requirements 
  Table: Warden
  Level 
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Verdant 
  Bonus
  Facets 
  Prepared
  1st
  +1
  +2
  +0
  +2
  Insightful Defense, Nature Lore, Verdant Bonus, Ward
  +1
  —
  2nd
  +2
  +3
  +0
  +3
  Bonus Feat, Remedy, Secret
  +1
  —
  3rd
  +3
  +3
  +1
  +3
  Facets, Immunity
  +1
  2
  4th
  +4
  +4
  +1
  +4
  Protector’s Sense
  +2
  2
  5th
  +5
  +4
  +1
  +4
  Secret
  +2
  3
  6th
  +6/+1
  +5
  +2
  +5
  Bonus Feat
  +2
  3
  7th
  +7/+2
  +5
  +2
  +5
  Natural Purity
  +2
  4
  8th
  +8/+3
  +6
  +2
  +6
  Secret
  +3
  4
  9th
  +9/+4
  +6
  +3
  +6
  Improved Ward
  +3
  5
  10th
  +10/+5
  +7
  +3
  +7
  Bonus Feat
  +3
  5
  11th
  +11/+6/+1
  +7
  +3
  +7
  Secret
  +3
  6
  12th
  +12/+7/+2
  +8
  +4
  +8
  Stalwart
  +4
  6
  13th
  +13/+8/+3
  +8
  +4
  +8
  Wild Step
  +4
  7
  14th
  +14/+9/+4
  +9
  +4
  +9
  Bonus Feat, Secret
  +4
  7
  15th
  +15/+10/+5
  +9
  +5
  +9
  Greater Ward
  +4
  8
  16th
  +16/+11/+6/+1
  +10
  +5
  +10
  Reverence
  +5
  8
  17th
  +17/+12/+7/+2
  +10
  +5
  +10
  Secret
  +5
  9
  18th
  +18/+13/+8/+3
  +11
  +6
  +11
  Bonus Feat
  +5
  9
  19th
  +19/+14/+9/+4
  +11
  +6
  +11
  Sentinel
  +5
  9
  20th
  +20/+15/+10/+5
  +12
  +6
  +12
  Eternal Guardian, Secret
  +6
  9
  
  36
  Chapter I
  Classes
  and can ignore the spell requirements in their crafting. 
  The warden must be at least 5th level before learning 
  this secret.
  Hidden Trails (Ex): The warden gains woodland stride, 
  as the druid class feature of the same name, and does 
  not leave a trail while traveling through natural terrains 
  (as pass without trace) unless he so desires. At 8th level, 
  he may move at full speed through thorns, briars, 
  and overgrown areas that are enchanted or magically 
  manipulated, including areas that would impart the 
  entangled condition.
  Leyline Walker (Su): The warden’s wild step improves. 
  If he uses his wild step class feature to teleport into 
  one of his own wards (but not a ward from another 
  warden), he can do so from any distance. Additionally, 
  the warden can use his wild step as a standard action 
  to bring a single willing, adjacent creature along with 
  him when he teleports. The brought creature must end 
  its teleportation adjacent to the warden and inside the 
  destination ward. The warden must be at least 14th level 
  before learning this secret.
  Like the Reed (Sp): The warden can bend and twist 
  wood. He can cast warp wood and wood shape as spell-like 
  abilities at-will using his warden level as his caster level 
  and secret DC for the spell DC. The warden must be at 
  least 5th level before learning this secret.
  Natural Order (Sp): The warden can spend 2 uses of 
  remedy to cast break enchantment as a standard action, 
  using his warden level as his caster level for the effect. 
  This has the same range as his remedy class feature but 
  only targets a single creature. The warden must be at 
  least 14th level before learning this secret.
  Nature Arcana (Sp): The warden learns a small selection 
  of natural magics. Choose any four from the following 
  list: create water, cultivate*, detect magic, detect poison, diagnose 
  diseaseUM, guidance, know direction, light, purify food and drink, 
  spark, and stabilize. The warden can cast these spells at-
  will using his warden level as his caster level. The DC of 
  these spells is equal to 10 + his Wisdom modifier.
  Nature Provides (Ex): Natural energy sustains the 
  warden. His need to eat and sleep is reduced as if 
  wearing a ring of  sustenance. At 8th level, the warden no 
  longer needs to sleep at all. He must still get at least two 
  consecutive hours of uninterrupted “rest” to actually 
  gain the benefit of a night’s sleep, but this resting period 
  can constitute light activity such as keeping watch, 
  reading, and so on, rather than actual sleep.
  Renewal (Sp): The warden can spend a 
  use of remedy to cast remove blindness/
  deafness as a spell-like ability. This has 
  the same range of his remedy class 
  feature. The warden must be at least 
  8th level before learning this secret.
  Sacred Grove (Sp): A warden with this 
  secret can conjure an aspect of the hidden 
  wellsprings where spirits rest. The warden 
  can cast grove of  respiteAPG as a spell-like ability 
  at-will. When he does, he can optionally create a lodge 
  for his allies, as a secure shelter spell, inside the grove’s 
  area. Creating a sacred grove takes 10 minutes and uses 
  the warden’s level as his caster level for all effects. This 
  can only be used outdoors, and he may only have one 
  sacred grove conjured at a time; using it again causes any 
  existing grove to vanish. The warden must be at least 8th 
  level before learning this secret.
  
  37
  Classes
  Chapter I
  Shaman’s Cure (Sp): The warden may spend one use 
  of his remedy ability to cast his choice of either remove 
  disease or neutralize poison; both effects have the same 
  range as his remedy class feature. Both use the warden’s 
  level as his caster level for their effects. The warden must 
  be at least 5th level before learning this secret.
  Sharpened Senses (Ex): The warden’s senses hone like 
  that of a wild animal. He gains both low-light vision and 
  the scent ability.
  Thread of  Life (Su): The glow of life becomes visible to 
  the warden. He gains lifesense, as the universal monster 
  rule, allowing him to notice and locate living creatures 
  within 30 feet as if he had blindsight. The warden must 
  be at least 11th level before learning this secret.
  Unbound Growth (Sp): The warden can bless plant life 
  to spread wildly or improve their long-term health. He 
  can use plant growth at-will as a spell-like ability using his 
  warden level as his caster level. The warden must be at 
  least 11th level before learning this secret.
  Verdant Sight (Su): The warden can see through 
  undergrowth, gaining the greensight universal monster 
  ability to a range of 60 feet. At 15th level, the warden 
  can even see through wood and other solid plant matter 
  up to a number of feet equal to his warden level. The 
  warden must be at least 8th level to learn this secret.
  Whispers Among the Trees (Su): The warden can 
  communicate with natural life. He is constantly under 
  the effect of a speak with animals spell. At 8th level, he also 
  benefits from the constant effect of a speak with plants 
  spell. Both effects can be suppressed and reactivated as 
  free actions.
  Wilderness Scholar (Ex): The warden can take 10 on 
  Knowledge (dungeoneering), Knowledge (geography), 
  Knowledge (nature), and Survival checks, even if 
  distractions would otherwise prevent him from taking 
  10. The warden must be at least 5th level before learning 
  this secret.
  Facets (Su): Beginning at 3rd level, the warden 
  learns to call upon and embody the varied aspects of 
  natural environments. Referred to as facets, each of 
  these enigmatic forces act as the warden’s sword and 
  shield, granting him the means to protect allies and 
  strike at those that would oppose them. Once per day, 
  the warden may select a number of facets to prepare 
  as shown on Table: Warden under “Facets Prepared”. 
  The full list of facets is located at the end of the class 
  description. These facets remain prepared indefinitely 
  until the warden chooses to prepare again.
  Each facet comes in three levels: lesser, greater, and 
  grand. At first, the warden may only prepare lesser facets. 
  Upon reaching 9th level, he may prepare greater facets, 
  and upon reaching 15th level he may prepare grand 
  facets. However, facets must be prepared in ascending 
  order of strength.
  In order to prepare a facet, the warden must have 
  prepared all versions of that facet of a lower level. For 
  example, if the warden wants to prepare the River of  Life 
  grand facet, he must also prepare both the lesser and 
  greater versions of River of  Life. Each of these prepared 
  facets counts separately (in the previous example, 
  preparing the lesser, greater, and grand versions of River 
  of  Life counts as three of the warden’s prepared facets 
  for the day).
  The warden uses these facets to enhance his ward, 
  infusing it with new powers. Whenever he creates a 
  ward, the warden may select a single facet he has. The 
  ward he creates gains additional benefits as described in 
  that facet’s entry. The effects of a facet are cumulative 
  with its lower-level versions: applying a grand facet 
  to a ward, for example, also applies the effects of the 
  lesser and greater versions of that facet unless otherwise 
  specified. The warden may only apply one facet to his 
  ward, but may make a different selection each time he 
  creates a ward. He can always choose to apply a lower-
  level version of a facet he has prepared. If the effects 
  of a facet call for a saving throw, the Difficulty Class 
  for the save is equal to 10 + 1/2 the warden’s level + his 
  Wisdom modifier.
  Immunity (Ex): At 3rd level, the warden becomes 
  immune to diseases, including both magical and 
  supernatural diseases.
  Protector’s Sense (Ex): Starting at 4th level, a 
  warden taps into his instinctual awareness of threats. The 
  warden adds his Wisdom modifier to initiative checks in 
  addition to his Dexterity modifier. He can always act in 
  the surprise round even if he fails to make a Perception 
  roll to notice a foe, but he is still considered flat-footed 
  until he takes an action. 
  Natural Purity (Ex): At 7th level, a warden becomes 
  immune to poisons of any kind.
  Improved Ward (Su): At 9th level, the warden’s 
  ability to manifest wards improves. He can now manifest 
  two separate wards, each with a maximum radius of 15 
  feet, which can be maintained so long as he remains 
  within medium range (100 ft. + 10 ft./level). Each one 
  must be manifested with a separate swift action. If he 
  tries to manifest more than two wards, he chooses which 
  of the current wards dissipates. He can apply a different 
  facet to each ward he places. The areas of his wards 
  are unable to overlap: if he attempts to place a ward 
  to overlap a ward he already has placed, the older ward 
  dissipates immediately.
  The warden can also determine how healthy creatures 
  within his wards are, as a status spell. This effect only 
  applies to willing creatures, and the effect is removed if 
  a creature leaves the area of the ward. 
  Stalwart (Ex): At 12th level, a warden can use mental 
  and physical resiliency to avoid certain attacks. If he 
  
  38
  Chapter I
  Classes
  makes a Fortitude or Will saving throw against an attack 
  that has a reduced effect on a successful save, he instead 
  avoids the effect entirely. This ability can only be used if 
  the warden is wearing light armor, medium armor, or no 
  armor. A helpless warden does not gain the benefit of 
  the stalwart ability.
  Wild Step (Su): Starting at 13th level, the warden 
  gains the ability to step across leylines to swiftly help 
  those within his ward. As a move action, the warden can 
  teleport a distance up to twice his normal movement 
  speed. This movement does not provoke attacks of 
  opportunity. The ending location of this teleportation 
  must be an open location within the area of a ward he or 
  another allied warden has manifested.
  Greater Ward (Su): At 15th level, the warden gains 
  further strength for his wards. He can now manifest 
  three separate wards, each with a maximum radius of 
  20 feet, which can be maintained so long as he remains 
  within long range (400 ft. + 40 ft./level). As with 
  improved ward, he can apply a separate facet to each 
  ward he places and the wards cannot overlap.
  Reverence (Su): Upon reaching 16th level, the 
  creatures of the wild come to respect the warden’s 
  presence. Creatures of the animal or plant type never 
  attack the warden or any of his allies within 20 feet of 
  him unless magically compelled to do so. If the warden 
  or his allies attack a plant or animal, that creature 
  becomes immune to this effect for 24 hours.
  Sentinel (Ex): Starting at 19th level, a warden gains 
  a near-prescient sense of possible threats. The warden 
  treats his initiative roll as always being a natural 20 and 
  he is never surprised.
  Eternal Guardian (Su): At 20th level, the warden 
  ascends, joining the guardian voices of nature to become 
  one of its everlasting protectors. His type changes 
  to outsider, and he can count as either an outsider or 
  his original type for the purpose of spells and effects 
  (whichever is more beneficial to him). 
  Additionally, the warden stops aging. Age bonuses 
  still accrue, but he does not take any penalties for his 
  age, any age penalties he previously had are removed, 
  and he does not die from old age. Even if he dies from 
  some other cause, he will spontaneously come back to 
  life (as a resurrection spell) 24 hours later at a point of his 
  choosing within 20 miles of the place he died. He must 
  have visited the place he returns to life at least once.
  FACETS
  The following represent the available facets that a 
  warden can prepare each day. Each facet has three 
  separate levels: lesser, greater, and grand. In order to 
  prepare a facet, the warden must also prepare all lower-
  level versions of that facet.
  BONES OF THE EARTH
  You channel the facets of stone, becoming as steadfast 
  as a mountain.
  Lesser: Allies inside the ward gain acid resistance 
  equal to five times your verdant bonus.
  Greater: Allies inside the ward gain an insight bonus 
  to CMB equal to half your verdant bonus and to CMD 
  equal to your verdant bonus. Allies in the ward cannot 
  be pushed from their space by anything short of mind-
  affecting effects or teleportation.
  Grand: Allies inside the ward gain DR/adamantine 
  equal to your verdant bonus.
  DAWN’S LIGHT
  Your ward embodies the brilliance of the sun, its rays 
  shining with gross incandescence.
  Lesser: The area within the ward becomes bright light, 
  while the lighting out to 20 feet beyond the ward’s edge 
  increases by one step (darkness becomes dim light, dim 
  light becomes normal light, and normal light becomes 
  bright light). Treat this as a 2nd-level light spell for the 
  purpose of interaction with spells and effects that create 
  darkness. Additionally, small motes of sunlight surround 
  creatures in the ward, affecting all within as a faerie fire 
  spell. The faerie fire lasts as long as the creature remains 
  in the ward and for 1d4 rounds thereafter.
  Greater: The ward now acts as a 4th-level light spell 
  for the purpose of interacting with darkness effects. The 
  area within 20 feet of the ward now sheds bright light, 
  with the light 20 feet beyond that raised by one step. The 
  interior of the ward reveals invisible foes, as an invisibility 
  purge spell. Creatures outside the ward and within 20 feet 
  are dazzled (no save). Any creature with light sensitivity 
  or weakness to sunlight (such as a vampire or fungus) 
  within bright light created by the ward must make a 
  Reflex save or be blinded for 1 round. They must repeat 
  this saving throw each round they remain in the area.
  Grand: The ward now acts as a 6th-level spell for 
  the purpose of interacting with darkness effects. Any 
  creature that tries to enter the ward must make a Reflex 
  save or be blinded for 1 round. The area within the 
  ward and within 20 feet outside of it counts as natural 
  sunlight for the purpose of creatures that are harmed by 
  direct sunlight.
  EYE OF THE STORM
  You infuse your ward with the might of a hurricane, 
  shielding your allies in the calm of its center.
  Lesser: Allies inside the ward gain electricity 
  resistance equal to five times your verdant bonus.
  Greater: The edge of your ward swirls with wind, 
  acting as a wind wall effect except it is a sphere with the 
  same radius as your ward. It lasts indefinitely as long as 
  the ward is manifested.
  
  39
  Classes
  Chapter I
  Grand: Powerful winds surround the ward. This acts 
  as a control winds effect, using your warden level as your 
  caster level. The radius of the control winds only extends 
  out to a maximum of 20 feet outside of the ward’s edge, 
  rather than its normal size. The area inside the ward is 
  unaffected (treat as the “eye” of calm air as described in 
  control winds). The control winds effect lasts for its normal 
  duration based on your caster level or until the ward 
  dissipates, whichever happens first.
  HEART OF THE WILDS
  You channel the facet of the deep wilderness, snaring 
  and choking unwary trespassers.
  Lesser: Whenever an ally inside the ward is hit by a 
  melee attack, the attacker must make a Reflex save or 
  be entangled for 1 round as vines and roots restrain it, 
  anchoring it in place. An attacker needs to only make 
  this save once per round, regardless of the number of 
  attacks it makes.
  Greater: Spectral thorns and brambles protect 
  creatures in the ward. Each time an ally inside the ward is 
  hit by a melee attack, the attacker is stung by the thorns, 
  taking piercing damage equal to 1d6 + your verdant 
  bonus. The damage is considered magic for the purpose 
  of overcoming damage reduction. Attackers hitting with 
  reach weapons are unaffected.
  Grand: The ward is surrounded by plant growth. The 
  area within 20 feet outside of the ward becomes difficult 
  terrain. Creatures trying to enter the ward must make a 
  Reflex save or be entangled for 1d4 rounds (though they 
  are not anchored and can still move).
  MOON’S GLOW
  Your ward radiates the moon’s pale light, bringing 
  comfort to allies while purging the unnatural.
  Lesser: Allies in the ward gain an insight bonus to 
  their saving throws against curse effects equal to your 
  verdant bonus. Aberrations and creatures with the 
  shapechanger subtype that enter into or start their turn 
  in the ward must make a Fortitude save or be sickened 
  for 1 round.
  Greater: Allies in the ward gain an insight bonus 
  to their saving throws equal to your verdant bonus 
  against polymorph effects and against effects that would 
  cause confusion, insanity, feeblemind, and other forms of 
  madness.
  Grand: Creatures inside the ward are reverted from 
  their unnatural states. Each creature that enters or starts 
  their turn in the ward must make a Will save or be 
  affected by true formAPG, as the spell, using the save DC 
  of your ward for the effect. A creature that makes its 
  save is immune to this effect for 24 hours, even if you 
  make another ward. Aberrations and shapechangers that 
  fail the Fortitude save against this facet’s lesser effect are 
  nauseated for 1 round on a failed save and sickened for 
  1 round on a successful one.
  RIVER OF LIFE
  Your ward in infused with a current of living energy, 
  protecting the health and well-being of those within.
  Lesser: Allies in the ward gain an insight bonus to 
  their saving throws against poison and disease equal to 
  your verdant bonus. They automatically stabilize when 
  they fall below 0 hit points.
  Greater: Healing energies are increased inside the 
  ward. Spells from the conjuration (healing) school have 
  their caster level increased by half your verdant bonus 
  + 1. This same bonus applies to the effective class level 
  of abilities and effects that restore hit points or cure 
  conditions, such as your remedy class feature or a cleric’s 
  channel energy. This bonus only applies to targets of 
  these effects that are inside the ward and does not apply 
  if these effects are used to harm a creature. Additionally, 
  creatures inside the ward are protected from harsh 
  conditions, as if affected by life bubbleAPG. The effect is 
  removed if they leave the ward.
  Grand: Halve any ability damage, ability drain, 
  or ability penalties (such as those caused by ray of  
  enfeeblement) inflicted on creatures inside the ward. Allied 
  creatures inside the ward gain temporary hit points equal 
  to your verdant bonus each round. These temporary hit 
  points do not stack.
  SPARK OF CREATION
  You channel a facet of creation, your ward becoming 
  anathema to the unliving.
  Lesser: Allies in the ward gain an insight bonus to 
  their saving throws against effects that deal negative 
  energy damage equal to your verdant bonus. Undead 
  creatures that enter into or start their turn inside the 
  ward take positive energy damage each round equal to 
  1d8 + twice your verdant bonus. A Will save halves the 
  damage taken that round. Channel resistance applies to 
  this saving throw.
  Greater: Increase the damage dealt by this facet’s 
  lesser version by 1d8. Allies in the ward gain an insight 
  bonus to their saving throws against death effects and 
  energy drain equal to your verdant bonus.
  Grand: Increase the damage dealt by this facet’s lesser 
  version by an additional 2d8 (for a total of 4d8). Undead 
  that fail their Will save against the lesser facet effect flee 
  as if panicked for 1d4 rounds (as the Turn Undead feat). 
  An intelligent undead can make a new saving throw each 
  round to stop fleeing.
  SUMMER’S HEAT
  Your ward shimmers with intense heat: a comforting 
  warmth for allies, a scalding fire to your foes.
  
  40
  Chapter I
  Classes
  Lesser: Allies inside the ward gain cold resistance 
  equal to five times your verdant bonus.
  Greater: Allies inside the ward deal an additional 1d6 
  fire damage with their weapon attacks. This stacks with 
  other energy damage the weapon might deal and is not 
  multiplied on a critical hit.
  Grand: The ward is wreathed in flames. The ward 
  acts as a wall of  fire using your warden level as your 
  caster level, except as noted here. The “wall” takes on 
  the spherical shape of the ward, sending forth waves of 
  heat outward in all directions. Creatures inside the ward 
  are not affected; they can exit the ward safely without 
  being burned by the wall, but are thereafter affected by 
  the waves of heat outside the ward and are damaged if 
  they cross the wall to re-enter the ward. The wall lasts as 
  long as the ward is manifested. The flames do not harm 
  objects or structures, nor natural vegetation and terrain. 
  TRANQUIL AURORA
  Your ward shifts with the colors of a beautiful night sky, 
  bringing peace to those that witness it.
  Lesser: Allies inside the ward gain an insight bonus 
  against fear, pattern, and emotion effects equal to your 
  verdant bonus.
  Greater: The ward calms aggression. Enemies that 
  enter into the ward or start their turn inside the ward 
  must make a Will save or be unable to benefit from 
  morale bonuses, including positive emotional effects like 
  a bard’s inspire courage or a barbarian’s rage. The effect 
  lasts as long as they stay within the ward; if they leave 
  and re-enter, they must save again. A creature that makes 
  its saving throw is immune to this effect for 24 hours, 
  even if you make another ward. This is a mind-affecting 
  emotion effect.
  Grand: The ward shimmers with entrancing lights. 
  Creatures within 20 feet outside of the ward must make 
  a Will save or be fascinated by the lights; the fascination 
  lasts for a number of rounds equal to your warden level, 
  after which the creature must save again or be fascinated 
  again. A fascinated creature is also affected as by a calm 
  emotions spell as long as it remains fascinated. A creature 
  that makes its saving throw or whose fascination is 
  broken by hostility is immune to this effect for 24 hours, 
  even if you make another ward. This is a mind-affecting, 
  emotion, pattern effect. Additionally, all fear effects 
  inside the ward and within 20 feet of it are suppressed: 
  their duration continues, but has no effect. The fear 
  effect will take hold of the creature if it moves more 
  than 20 feet away from the ward, provided the fear 
  effect’s duration has not expired in the meantime.
  WINTER’S CHILL
  You channel a facet of the coldest winter nights, its icy 
  embrace freezing intruders to the bone.
  Lesser: Allies inside the ward gain fire resistance 
  equal to five times your verdant bonus.
  Greater: Your allies’ weapons are coated in rime. 
  Each time an ally within the ward hits an opponent 
  with a weapon attack, its speed is reduced by 5 feet for 
  1 round. Additional attacks stack the penalty but not 
  the duration. If a creature’s speed is reduced by half, it 
  must make a Fortitude save have the movement penalty 
  replaced by a slow effect (as the spell) for 1 round. A 
  creature can only be subjected to this saving throw once 
  per round. Creatures that are immune to cold damage 
  are immune to this facet’s effect.
  Grand: The ward crystallizes with piercing cold. 
  Creatures attempting to enter the ward take 1d8 cold 
  damage per point of your verdant bonus and are 
  then slowed (as the spell) for 1d4 rounds. A successful 
  Fortitude save halves the cold damage and negates the 
  slowing effect. Creatures that take no damage from the 
  cold are also unaffected by the slow effect. The cold does 
  not harm objects or structures, nor natural vegetation 
  and terrain.
  
  41
  Classes
  Chapter I
  FAVORED CLASS 
  OPTIONS
  Instead of receiving an additional skill rank or hit point 
  whenever a character gains a level, a character with 
  elementer, invoker, or warden as their favored class 
  can choose a different benefit based on his or her race. 
  Racial favored class options were first introduced in the 
  Pathfinder Roleplaying Game Advanced Players Guide.
  ELEMENTER
  Aasimar: The elementer gains 1/6 of an additional 
  daily use of her attunement ability.
  Dwarf: Increase the elementer’s maximum energy 
  pool by +1/2.
  Elf: Add one spell from the elementer spell list to the 
  elementer’s spellbook. This spell must be at least one 
  level below the highest spell level the elementer can cast 
  (accounting for her fusion class feature). 
  Gnome: Add a +1 bonus on concentration checks to 
  cast elementer spells. 
  Half-Elf: The elementer gains 1/6 of a spell twist. 
  Half-Orc: Increase the elementer’s maximum energy 
  pool by +1/2.
  Halfling: The elementer gains 1/6 of a spell twist. 
  Human: Add one spell from the elementer spell list 
  to the elementer’s spellbook. This spell must be at least 
  one level below the highest spell level the elementer can 
  cast (accounting for her fusion class feature). 
  Ifrit: Add +1/2 damage to fire elemental spells and 
  fire spell twists.
  Oread: Add +1/2 damage to earth elemental spells 
  and earth spell twists.
  Sylph: Add +1/2 damage to air elemental spells and 
  air spell twists.
  Tiefling: Add a +1 bonus on caster level checks made 
  to overcome the spell resistance of outsiders. 
  Undine: Add +1/2 damage to water elemental spells 
  and water spell twists.
  INVOKER
  Aasimar: Add +5 feet to the range of the spirit 
  companion’s link ability.
  Dwarf: Add +1/4 natural armor bonus to the AC of 
  the invoker’s spirit companion.
  Elf: The invoker gains 1/8 of a new spirit.
  Gnome: Add 1 skill point or 1 hit point to the 
  invoker’s spirit companion.
  Half-Elf: Add 1/4 to the invoker’s spirit energy pool.
  Half-Orc: Add 1 foot to the spirit companion’s base 
  speed and any movement type gained from its dominion. 
  In combat, this has an effect only for every five increases 
  to a particular speed.
  Halfling: Add 1/4 to the invoker’s spirit energy pool.
  Human: Add 1 skill point or 1 hit point to the 
  invoker’s spirit companion.
  Ifrit: Increase the invoker’s or the spirit companion’s 
  fire resistance by 1 (maximum 10).
  Oread: Increase the invoker’s or the spirit companion’s 
  acid resistance by 1 (maximum 10).
  Sylph: Increase the invoker’s or the spirit companion’s 
  electricity resistance by 1 (maximum 10).
  Tiefling: Add +1/2 to the damage dealt by the spirit 
  companion’s spirit blast ability. 
  Undine: Increase the invoker’s or the spirit 
  companion’s cold resistance by 1 (maximum 10).
  WARDEN
  Aasimar: Add +1/4 to the warden’s level for the 
  purpose of determining the effects of one secret.
  Dwarf: Increase the number of facets the warden can 
  prepare each day by 1/6. 
  Elf: Increase the Maximum Dexterity Bonus of 
  armor the warden wears by +1/4 (max +3).
  Gnome: Increase the warden’s effective level by +1/2 
  for the purpose of determining the maximum distance 
  he can maintain his wards and use remedy.
  Half-Elf: The warden gains 1/6 of a new secret. 
  Half-Orc: The warden gains 1/2 point of DR/– 
  against nonlethal damage (maximum DR 10/–).
  Halfling: Add +1/3 to the number of times the 
  warden can use remedy each day. 
  Human: The warden gains 1/6 of a new secret.
  Ifrit: Add +1/2 bonus to Intimidate and Knowledge 
  (planes) checks. 
  Oread: Add +1/2 bonus to Climb and Knowledge 
  (planes) checks. 
  Sylph: Add +1/2 bonus to Acrobatics and Knowledge 
  (planes) checks. 
  Tiefling: Add +2 to the warden’s Constitution score 
  for the purpose of determining when he dies from 
  negative hit points.
  Undine: Add +1/2 bonus to Escape Artist and 
  Knowledge (planes) checks.
  
  42
  Chapter II
  Archetypes and Options
  Nature magic encompasses a whole world of potential, 
  from controlling the weather to shapeshifting into 
  powerful beasts. Instead of creating entirely new 
  disciplines, many that seek to learn the secrets of the 
  wild do so in addition to their existing abilities. Others 
  may find the find a wild power within themselves, 
  venturing forth to understand and control the newfound 
  gifts they are blessed with.
  Learning to harness the forces of nature is a common 
  theme throughout the Pathfinder Roleplaying Game and 
  within fantasy roleplaying in general. Some ritualistically 
  contact the spirits of the wild or tap into verdant 
  energies, while others unleash their primal fury or rain 
  destruction upon foes. Regardless of origin, this chapter 
  of Path of  the Wilds explores new paths for several classes, 
  bestowing them with the magics of the natural world.
  Presented in this chapter are new class options and 
  archetypes for both the new elementer, invoker, and 
  warden classes and for existing classes in the Pathfinder 
  Roleplaying Game. These archetypes replace certain 
  features of these classes with new options to give their 
  class wilderness-themed powers, whether augmenting 
  their existing natural abilities or changing the class’s 
  theme entirely. Other classes instead gain more options 
  to choose from for their existing class features, such as 
  new kineticist talents and new medium spirits. For full 
  details on how archetypes function, see Chapter 2 of the 
  Pathfinder Roleplaying Game Advanced Player’s Guide.
  ANIMIST (ARCHETYPE)
  Most believe that the soul only exists in the living. The 
  animist knows that this is a lie. An ancient tradition, 
  these ritualistic warriors summon mystical totems that 
  invite the innumerable wild souls of the world to turn 
  the tide in battle.
  Totem (Su): An animist has learned a mystical 
  technique to create spiritual totems out of natural power. 
  The animist can summon a single totem as a standard 
  action in an open space within close range (25 ft. + 5 
  ft./2 levels). At 7th level, she can summon a totem as 
  a move action instead of a standard action, and at 13th 
  level she can do so as a swift action. The animist can 
  maintain a totem for a number of rounds each day equal 
  to 4 + her Wisdom modifier. Each animist level gained 
  after 1st lets her summon totems an additional 2 rounds 
  per day, and she can dismiss the totem as a free action. 
  The animist can only have one totem at a time.
  The totem is a small object (about 2 feet in diameter 
  and 4 feet high) and must be placed on a horizontal 
  surface. It is semi-solid and made of a mixture of magical 
  power and wild energy: it has 10 hit points per level the 
  animist has and hardness 5. Being semi-intangible, it can 
  be destroyed through damage but cannot be moved, and 
  creatures can move through its space unimpeded. Once 
  a totem is dismissed, it cannot be summoned again for 
  a number of rounds equal to the number of rounds the 
  totem was summoned. If the totem is destroyed (and 
  not simply dismissed), she cannot summon another 
  totem for the previously described duration or for 1 
  minute, whichever is longer.
  While the totem is summoned, it grants enhanced 
  power to the animist and her allies so long as they 
  remain within 30 feet of the totem. The totem grants a 
  +1 morale bonus to one of the following:
  • Weapon attack rolls and damage rolls
  • Armor class and saving throws
  CHAPTER II
  ARCHEYPES AND OPTIONS
  BARBARIAN
  
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  The bonus is chosen when the totem is summoned 
  and cannot be changed until the animist summons a new 
  totem. The bonus increases by +1 at 5th, 11th, and 17th 
  levels, to a maximum of +4.
  Allies affected by an animist’s totem are treated 
  as under the effects of rage for the purpose of other 
  effects that mimic and/or do not stack with rage, such as 
  a barbarian’s rage, a skald’s raging song, or the rage spell. 
  This ability replaces rage. Abilities and effects that 
  grant additional rounds of rage, such as the Extra Rage 
  feat, instead grant additional rounds the animist can 
  summon her totem.
  Totemic Powers: When selecting rage powers, the 
  animist can only select “totem” rage powers, such as 
  lesser spirit totemAPG or beast totemAPG. Unlike most 
  barbarians, an animist is not limited to only a single 
  totem rage power set and can learn any number of totem 
  powers. She must otherwise meet the requirements of 
  these rage powers, as normal.
  When she summons a totem, she can select a single 
  type of totem rage power she has. The animist and her 
  allies gain the benefits of that type of totem rage power 
  so long as they are within range of the totem’s effects. 
  She can choose a different set of totem powers to share 
  with allies each time she summons her totem. If the rage 
  power’s effects depend on the animist’s ability modifier 
  (such as lesser spirit totemAPG), affected allies use the 
  animist’s ability modifier instead of their own for the 
  purposes of the effect. An animist never qualifies for 
  the Extra Rage PowerAPG feat. This alters rage powers. 
  Spirit Sense (Sp): Starting at 3rd level, the animist 
  can contact the spirits that exist in all of creation to 
  guide her. She may cast her choice of either whispering 
  loreARG or detect snares and pits as a spell-like ability. She 
  may do so once per day.
  For every three levels she gains past 3rd, she gains an 
  additional use of this ability, as well as new spells she can 
  use, as follows: signs of  the landUW (6th), speak with plants 
  (9th), commune with nature (12th), find the path (15th) and 
  stone tell (18th).
  She can use her daily uses of spirit sense to cast any 
  combination of the above spells that she has access to. 
  All effects use her animist level for her caster level, and 
  the DC of any saving throw is equal to 10 + the spell’s 
  level + her Wisdom modifier. She must use the spells’ 
  normal casting times. This replaces trap sense and the 
  rage power gained at 4th level.
  Spirit Guardian (Su): At 11th level, the animist’s 
  totem can manifest its own life force, acting of its own 
  will. When summoned, the animist can choose to invoke 
  this power, causing the totem to act as a spiritual weapon 
  spell in its space. The guardian must be given a target (as 
  described in spiritual weapon), but it may only move and 
  attack foes within 30 feet of the totem’s space and will 
  not pursue a target outside of this range. The animist 
  uses her level for the caster level of this effect and it lasts 
  as long as the totem remains summoned. Each round 
  she has the spirit guardian summoned requires her to 
  spend an additional round of her totem ability for the 
  day. This ability replaces greater rage.
  Hasten Spirits (Su): At 17th level, the animist can 
  summon totems immediately without delay, regardless 
  of whether the totem was dismissed or destroyed. This 
  replaces tireless rage.
  Ancient Guardian (Su): At 20th level, the life force 
  of the totem becomes indomitable. The spirit guardian 
  now acts as spiritual ally, using the animist’s level for its 
  caster level. The totem becomes impervious to damage, 
  and only effects that can specifically destroy a spiritual 
  ally can destroy the totem (whether the guardian is 
  summoned or not). This ability replaces mighty rage.
  
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  GEOMANCER (ARCHETYPE)
  While all druids draw their powers from nature, the 
  geomancer’s bond with the land is deeper than that of 
  their brethren. They draw magic from the earth, letting 
  the world guide their hand and shape their potential.
  Favored Terrain (Ex): At 1st level, the geomancer 
  gains a single favored terrain, as the ranger class feature 
  of the same name. She continues to gain new favored 
  terrains at 6th level and every five levels thereafter, as 
  described in the ranger class. If she selects a plane, she 
  can only select the Plane of Air, Earth, Fire, or Water. 
  This ability replaces nature bond.
  Earth Magic: A geomancer gains Earth MagicUW as a 
  bonus feat at 1st level. This replaces nature sense.
  Geomancy: At 1st level, the geomancer learns to 
  channel the power of the land. Each favored terrain has 
  a corresponding cleric domain (and possibly subdomain, 
  listed in brackets [ ]), as follows: cold (Water [Ice]), 
  desert (Sun), forest (Animal), jungle (Plant), mountain 
  (Air [Wind]), plains (Weather), Plane of Air (Air), Plane 
  of Earth (Earth), Plane of Fire (Fire), Plane of Water 
  (Water), Swamp (Plant), underground (Earth [Caves]), 
  urban (Travel), and water (Water [Ocean]).
  While she is in her favored terrain, she can channel 
  her stored spell energy into the corresponding geomancy 
  spell. She can “lose” a prepared spell to cast any domain 
  spell for her favored terrain of the same level or lower. 
  She does not gain any domain powers from these 
  domains. This replaces spontaneous casting.
  Sure-Footed (Ex): Starting at 3rd level, a geomancer 
  ignores natural difficult terrain while in one of her 
  favored terrains. This replaces trackless step.
  Acclimated (Ex): At 4th level, a geomancer gains a 
  +4 bonus on saving throws against natural hazards and 
  weather while in her favored terrains. She also gains the 
  constant benefit of endure elements whether she is in her 
  favored terrain or not. This replaces resist nature’s lure.
  Channel Terrain (Sp): Starting at 9th level, a 
  geomancer can cast terrain bondUC as a spell-like ability 
  once per day. She can also expend a use of wild shape 
  to cast terrain bondUC as a spell-like ability. Either method 
  uses her druid level as her caster level for the effect. 
  When she uses channel terrain, rather than treating 
  the current terrain as her highest favored terrain (as 
  the normal effect of terrain bondUC) she can instead gain 
  the current terrain as a temporary favored terrain. The 
  bonuses granted by this temporary terrain is only +2, 
  but it otherwise acts as one of her favored terrains for 
  the duration. This ability replaces venom immunity.
  Not all elementers are content with mastery of the four 
  elements. Some choose to instead focus their study, 
  devoting their efforts to a few elemental powers while 
  forgoing the rest. Others trade away a portion of their 
  magical power for more traditional martial training.
  AEGIS KNIGHT (ARCHETYPE)
  Elementers are well-known for their ability to balance 
  combat capability and magical talent. The aegis knight 
  chooses to tip this balance, reducing their magical 
  strength while focusing on traditional skill at arms.
  Weapon and Armor Proficiencies: The aegis knight 
  is proficient with medium armor, in addition to her 
  other proficiencies.
  Swift Aegis (Su): An aegis knight does not have to 
  wait at least one round after leaving aegis form to enter it 
  again. So long as she has at least one point in her energy 
  pool, she can immediately enter aegis, even if she left it 
  this turn. This modifies aegis.
  Bonus Feats: At 2nd level, and every four levels 
  thereafter, the aegis knight receives a bonus feat in 
  addition to those gained from normal advancement. 
  These bonus feats must be selected from those listed as 
  combat feats. She must meet the prerequisites of these 
  feats as normal. This replaces both evasion and fusion.
  Transmutation (Ex): An aegis knight can more 
  readily convert energy from her spells into fuel for her 
  aegis. She can convert her prepared elemental spells into 
  energy pool points (as described in the energy pool class 
  feature) as a move action, rather than a standard action. 
  At 12th level, she can do this once per round as a free 
  action. This replaces potency.
  Greater Attunement (Ex): At 8th level, the aegis 
  knight gains an additional daily use of her attunement 
  ability. Rather than changing her selected affinity 
  powers, she can use attunement as a free action to alter 
  the energy resistances she has selected with her barrier 
  class feature, using the normal rules for that ability. This 
  replaces the spell twist gained at 8th level.
  Deflection (Su): While in aegis form, the planar 
  energies swirl around the aegis knight to protect her 
  from serious injury. She gains a stacking 25% chance 
  to ignore critical hits and sneak attacks for each affinity 
  power she is benefiting from (for example, if she is 
  currently benefiting from a lesser, moderate, and greater 
  affinity power, she has a 75% chance to negate critical 
  hits and sneak attacks). In order to use this ability, the 
  aegis knight must spend an additional energy point per 
  round she is in aegis. This replaces improved evasion.
  DRUID
  ELEMENTER
  
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  Dominance (Ex): At 20th level, the aegis knight can 
  now gain energy pool points while she is in aegis form, 
  both from using spell twists or from converting spells 
  directly. She still is unable to cast spells or use spell-
  completion and spell-trigger items while in aegis form. 
  This ability replaces supremacy.
  STORMCALLER (ARCHETYPE)
  The might of the storm is a power that draws many 
  spellcasters, and the stormcaller is no exception. 
  Specializing in air and water magics, they manipulate the 
  weather to devastating effect, calling down thunderous 
  lightning and unrelenting hail to lay waste to foes.
  Elemental Specialization: A stormcaller specializes 
  in only air and water magic. As such, they give up 
  the ability to use other forms of elemental skill. A 
  stormcaller removes all spells from the earth and fire 
  categories from her spell list, unless those spells also fall 
  under air or water (such as siroccoAPG). She also cannot 
  select spell twists and affinity powers that are in the earth 
  or fire categories. She cannot select earth or fire when 
  selecting elements for her fusion class feature.
  This ability does not modify or replace any of these 
  features for the purpose of combining elementer 
  archetypes. However, this archetype cannot be combined 
  with any other archetype that has the Elemental 
  Specialization feature, even if they would otherwise be 
  compatible with each other.
  Weather Eye (Ex): At 1st level, a stormcaller is able 
  to see through fog, mist, and other forms of weather-
  based concealment, even if they are magical in origin. 
  Any penalties to her Perception or attack rolls due to the 
  weather are halved. Additionally, the stormcaller adds 
  her elementer level to Survival checks made to predict 
  the weather or resist severe weather effects.
  Sudden Storm (Ex): At 2nd level, the stormcaller 
  gains the ability to generate storm magics as needed. She 
  can take any prepared air or water elemental spell and 
  convert it into one of the following spells. She can only 
  convert it to a spell of equal level or lower from the 
  following list:
  1st—alter windsAPG, obscuring mist; 2nd—gust of  wind, 
  fog cloud; 3rd—lightning bolt, sleet storm; 4th—ice storm, river 
  of  windACG; 5th—call lightning storm, control winds, 6th—
  chain lightning, freezing sphere; 7th—control weather, tempest 
  hammer*; 8th—polar ray, whirlwind; 9th—polar midnightUM, 
  storm of  vengeance
  This functions as if spontaneously the chosen spell, 
  including applying metamagic feats at casting time. This 
  replaces both of the spell twists gained at 2nd level.
  Tempest Barrier (Su): A stormcaller’s barrier cannot 
  be used to grant fire or acid resistance. Instead, it can 
  grant cold, electricity, or sonic resistance. Furthermore, 
  the barrier protects the stormcaller from powerful 
  winds. She treats all wind effects as being one step less 
  severe. At 10th level, she treats wind effects as two steps 
  less severe. This alters barrier.
  Lightning Rod (Su): Starting at 8th level, a 
  stormcaller can redirect dangerous weather, including 
  lightning and hail. This ability can be used whenever the 
  stormcaller is subjected to an effect that would deal cold, 
  electricity, or sonic damage to her, but she completely 
  negates the damage in some way (taking 0 damage from 
  the effect). Any method of damage negation, including 
  energy resistance, protection from energy, or the evasion 
  class feature all can trigger this effect.
  If she reduces the damage to zero, she can use an 
  immediate action to redirect that damage to another 
  creature within 30 feet of her. The target must make a 
  Reflex save (DC 10 + 1/2 the stormcaller’s class level + 
  her Intelligence modifier) or take damage equal to the 
  amount resisted. This replaces absorption.
  Stormcall (Sp): At 14th level, a stormcaller can cast 
  control weather once per day as a spell-like ability. Any spells 
  she cast that improve in stormy or inclement weather 
  conditions (such as call lightning) are always treated as if 
  in the necessary weather condition, even indoors. This 
  replaces the spell twist gained at 14th level.
  Greater Tempest Barrier (Ex): At 15th level, in 
  addition to greater barrier’s effects, the stormcaller is 
  no longer affected by wind conditions of any strength. 
  When she hits a creature with her lightning rod class 
  feature, the target takes half damage on a successful 
  saving throw. The target also takes a -2 penalty to its 
  Reflex saves for 1 round after being hit, whether it made 
  its save or not. This alters greater barrier.
  VOLCANIST (ARCHETYPE)
  Very little can withstand the sudden and explosive power 
  of a volcanic eruption. Drawn as moths to a molten 
  flame, volcanists seek to direct this destructive force to 
  their own ends, combining earth and fire magics into 
  magnificent displays of arcane mastery.
  Elemental Specialization: A volcanist specializes 
  in only earth and fire magic. As such, they give up the 
  ability to use other forms of elemental skill. A volcanist 
  removes all spells from the air and water categories from 
  her spell list, unless those spells also fall under earth or 
  fire (such as siroccoAPG). She also cannot select spell twists 
  and affinity powers that are in the air or water categories. 
  She cannot select air or water when selecting elements 
  for her fusion class feature.
  This ability does not modify or replace any of these 
  features for the purpose of combining elementer 
  archetypes. However, this archetype cannot be combined 
  with any other archetype that has the Elemental 
  Specialization feature, even if they would otherwise be 
  compatible with each other.
  
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  Steady as Stone (Ex): At 1st level, a volcanist is 
  unaffected by difficult terrain caused by sand, rubble, 
  obsidian, tar, or other earthen effects. She adds half her 
  level (minimum +1) to all Knowledge (dungeoneering) 
  checks and Climb checks.
  Magma Twist (Sp): At 2nd level, a volcanist can use 
  any prepared earth spell to use fire spell twists, and can 
  use any prepared fire spell to use earth spell twists. 
  Tectonic Barrier (Ex): A volcanist’s barrier cannot 
  be used to grant cold or electricity resistance. Instead, it 
  can grant only acid or fire resistance. Furthermore, the 
  barrier anchors the volcanist to the ground. As long as 
  she remains on the ground, she can add her Intelligence 
  modifier (minimum +1) as an additional bonus to her 
  CMD and cannot be knocked prone. This alters barrier.
  Molten Magic (Ex): At 5th level, the volcanist gains 
  Volcanic Spell* as a bonus feat. If she already has the 
  feat, she can select any other feat she qualifies for. The 
  volcanist can spontaneously apply the Volcanic Spell* 
  feat to a spell she casts without increasing its level or 
  casting time. She may do this once per day, plus an 
  additional time per day at 9th, 13th, and 17th levels. 
  Furthermore, creatures that are burning (due to Volcanic 
  Spell*, being set on fire, exposure to lava, and so on) take 
  a -1 penalty to saving throws against the volcanist’s spells 
  and spell twists. At 17th level, the penalty increases to 
  -2. This replaces the spell twists gained at 5th level and 
  17th level.
  Volcanic Aegis (Su): Starting at 7th level, the 
  volcanist’s aegis combines the strength of stone with the 
  fury of flame. When determining the synergy bonuses 
  of her affinity powers, she is always treated as having 
  at least two fire and earth powers active. At 13th level, 
  she is always treated as having at least three fire and 
  earth powers active, and at 19th level she is treated as 
  having four fire and earth powers active. This replaces 
  attunement.
  Firewalker (Su): At 11th level, the volcanist is no 
  longer affected by any sort of difficult terrain. She can 
  walk along any surface (including walls and ceilings) at 
  her normal speed. Additionally, she can walk across the 
  surface of tar, lava, magma, and similar heated terrain. 
  She does not take any fire damage from these surfaces. 
  This replaces the spell twist gained at 11th level.
  Greater Tectonic Barrier (Ex): Beginning at 15th 
  level, the anchoring effect of the volcanist’s tectonic 
  barrier improves. She becomes immune to any effect 
  that would move her from her space (except for mind-
  affecting effect and teleportation effects) so long as she 
  is contact with the ground. This is in addition to greater 
  barrier’s normal effects. This alters greater barrier.
  PLANAR HUNTER (ARCHETYPE)
  When one thinks of “the wilds”, they do not typically 
  envision the caverns of the Plane of Earth or the serene 
  fields of the afterlife. The planar hunter taps into the 
  powers of the multiverse, challenging extraplanar threats 
  to protect nature in all of its forms.
  Class Skills: The hunter gains Knowledge (planes) as 
  a class skill and loses Knowledge (dungeoneering).
  Planar Focus (Su): A planar hunter can take on the 
  aspect of a plane as a swift action. She must select one 
  type of plane to emulate, gaining a bonus or special 
  ability based on the type of plane emulated and her 
  hunter level. The planar hunter can use this ability for 
  a number of minutes per day equal to her level. This 
  duration does not need to be consecutive but must be 
  spent in 1-minute increments. She can emulate only one 
  plane at a time.
  The planar hunter can also apply one of these aspects 
  to her animal companion. An aspect applied in this way 
  does not count against the hunter’s minutes of duration 
  per day—it remains in effect until she changes it. The 
  companion’s aspect can be the same aspect the hunter 
  has taken on or a different one. A planar hunter can 
  select or change the planar foci on both herself and her 
  animal companion as part of the same swift action.
  Aligned Plane, Chaotic: The creature gains a +2 bonus 
  on attack rolls when making attacks of opportunity and 
  a +2 dodge bonus to AC against attacks of opportunity. 
  These bonuses increase to +4 at 8th level and to +6 at 
  15th level.
  Aligned Plane, Evil: The creature gains a +4 competence 
  bonus on Intimidate checks. This bonus increases to +6 
  at 8th level and +8 at 15th level.
  Aligned Plane, Good: The creature gains a +1 morale 
  bonus on saves against spells and spell-like abilities. This 
  bonus increases to +2 at 8th level and +3 at 15th level.
  Aligned Plane, Lawful: The creature gains a 25% chance 
  to treat any critical hit or sneak attack as a normal hit 
  (as the fortification armor special ability). This increases to 
  and 50% at 8th level, and 75% at 15th level.
  Astral Plane: The creature’s attacks are always treated 
  as being magic for the purpose of overcoming damage 
  reduction and damaging incorporeal creatures. At 8th 
  level, its attacks always have the ghost touch property. At 
  15th level, the creature’s attacks are treated as having the 
  phase locking property.
  Ethereal Plane: The creature gains evasion, as the rogue 
  class feature. At 12th level, this increases to improved 
  evasion, as the rogue advanced talent.
  HUNTER
  
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  Negative Energy Plane: The creature gains a +4 bonus 
  on saving throws against death effects, energy drain, and 
  negative energy effects. This bonus increases to +6 at 
  8th level and to +8 at 15th level.
  Plane of  Air: The creature gains a 5-foot enhancement 
  bonus to its base land speed. This bonus increases to 10 
  feet at 8th level and 20 feet at 15th level.
  Plane of  Earth: The creature gains a +2 enhancement 
  bonus to its natural armor bonus. This bonus increases 
  to +4 at 8th level and to +6 at 15th level.
  Plane of  Fire: The creature’s attacks deal 1 point of 
  fire damage in addition to their normal damage. At 8th 
  level, the fire damage increases to 1d3, and at 15th level, 
  it increases to 1d6. 
  Plane of  Water: The creature gains a +2 competence 
  bonus on Swim checks and can breathe underwater. 
  This bonus increases to +4 at 8th level and to +6 at 
  15th level.
  Positive Energy Plane: The creature recovers 1 additional 
  hit point whenever it receives magical healing, and any 
  conjuration (healing) spells cast on it gain a +1 to their 
  caster level for the purpose of the spell’s result on the 
  creature only. The additional healing does not apply to 
  fast healing. This increases to 2 additional hit points and 
  +2 caster level at 8th level, and to 3 additional hit points 
  and +3 caster level at 15th level. 
  Shadow Plane: The creature gains darkvision to a range 
  of 60 feet. At 8th level, the range increases by 30 feet. At 
  15th level, the creature also gains blindsense to a range 
  of 10 feet.
  This replaces animal focus.
  Planar Arcana (Ex): At 2nd level, the planar 
  hunter gains spells to defeat extraplanar foes. She adds 
  the following spells to her list of spells known at the 
  indicated level: see alignment (1st), align weapon (2nd), 
  dimensional anchor (3rd), dismissal (4th), plane shift (5th), and 
  banishment (6th). These do not count against her spells 
  known. This replaces precise companion.
  Multiverse Hunter (Ex): Starting at 5th level, the 
  planar hunter adds half her hunter level to Knowledge 
  (planes) checks. She and her companion gain a +4 
  bonus on saving throws against teleportation effects and 
  effects that would send her from the current plane, such 
  as dismissal. This replaces woodland stride.
  Adaptation (Su): At 10th level, the planar hunter 
  and her companion are constantly under the effect of 
  planar adaptationAPG when not on their native plane. This 
  replaces raise animal companion.
  Outsider’s Bane (Ex): At 17th level, outsiders have 
  come to fear the planar hunter’s skill. The planar hunter 
  and her companion can demoralize an outsider as a swift 
  action, rolling 1d20 and adding the hunter’s level and her 
  Charisma modifier to determine the Intimidate check 
  result. This ability replaces one with the wild.
  Much like the spirits they commune with, no two 
  invokers are identical. Some form a fleeting bond with 
  spirits, only calling upon their strength in short bursts. 
  Others forgo their signature companions to form a 
  covenant directly with nature itself.
  SPEAKER OF THE WILDS (ARCHETYPE)
  Rarely, a select few invokers are chosen by nature to 
  act as emissaries. While still competent in combat, they 
  forgo some of their spiritual power to gain a mystical 
  voice to empower the weak.
  Emissary’s Oath: The speaker of the wild’s spirit 
  companion must have the acolyte or guardian oath. 
  Divine Voice (Su): Starting at 2nd level, a speaker of 
  the wild’s voice carries the authority and divine power of 
  nature itself. This acts as bardic performance (including 
  interaction with feats, spells, and so on), using his speaker 
  of the wilds level as his bard level, though the voice uses 
  Diplomacy in place of Performance checks, as needed. 
  He may only use the following types of performance, 
  each gained at the indicated level: countersong (2nd), 
  inspire courage (2nd), inspire competence (5th), inspire 
  greatness (11th), and inspire heroics (17th).
  The speaker of the wilds can speak in this manner 
  for a number of rounds per day equal to his invoker 
  level + his Charisma modifier He may start a speech as 
  a standard action. At 7th level, he may do so as a move 
  action, and at 13th level he may do so as a swift action. 
  This replaces invoke.
  Envoy Arcana (Ex): At 4th level, and every three 
  levels gained thereafter, the speaker of the wilds can 
  learn additional supportive magic. The speaker can 
  select a single bard spell of a level castable by his spirit 
  companion and add it to the invoker spell list His spirit 
  companion automatically gains the chosen spell as a spell 
  known without counting against its normal amount. 
  This replaces mystic bond.
  Invoke (Su): The speaker of the wilds gains the 
  ability to invoke at 5th level, rather than 2nd. He gains 
  invocation abilities from his chosen spirit at the following 
  levels: lesser (5th), intermediate (8th), greater (14th), and 
  grand (20th). This replaces dual invocation.
  Divine Speaker (Su): At 16th level, both the speaker 
  of the wilds and his spirit companion (including any 
  spells the companion casts) are unaffected by areas of 
  magical silence. Both of them can understand all spoken 
  language, and all living creatures can understand both the 
  speaker of the wilds and his companion. This replaces 
  mental bond.
  INVOKER
  
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  SPIRITBOUND (ARCHETYPE)
  Some invokers find a multitude of spirits drawn to them, 
  but never a singular companion to travel with. Instead, 
  they bond with the multitudes of lesser spirits and are 
  blessed with magical power by nature itself.
  Wild Covenant: A spiritbound invoker does not gain 
  a spirit companion at all: instead, they form a covenant 
  with nature. The spiritbound invoker still chooses a 
  dominion and oath (as they normally would when gaining 
  a spirit companion). Any class features the invoker has 
  that rely on his spirit companion’s oath or dominion 
  (such as the bonuses for his avatar class feature or what 
  spirits he can invoke) use the wild covenant’s dominion 
  and oath, instead. This replaces spirit companion.
  Wild Dominion (Ex): At 1st level, the spirits of 
  nature grant the invoker additional skills. He adds half his 
  level (minimum +1) to Knowledge (nature) checks and 
  to two more skills, depending on his chosen dominion: 
  beasts (Handle Animal, Stealth), land (Climb, Sense 
  Motive), sea (Escape Artist, Swim), sky (Acrobatics, Fly), 
  and wilds (Heal, Survival).
  Bountiful Spirits (Su): A spiritbound invoker’s spirit 
  energy pool has a number of points equal to his level + 
  his Charisma modifier instead of the normal amount. 
  This alters spirit energy.
  Spells: A spiritbound invoker can cast divine spells 
  from the invoker spell list. He has the same spells per day 
  and spells known (including 0th-level spells) as a medium 
  of his invoker level, and he receives bonus spells per day 
  for having a high Charisma score. He can cast any spell 
  he knows without preparing it ahead of time. To learn 
  or cast a spell, the invoker must have a Charisma score 
  equal to at least 10 + the spell’s level. The saving throw 
  DC against the invoker’s spell is 10 + the spell’s level 
  + the spiritbound invoker’s Charisma modifier. He may 
  cast dominion* spells as if he were a spirit companion, 
  using his invoked spirits to determine their effect.
  Mystic Soul (Su): At 4th level, the spiritbound 
  invoker can channel magic from his spirits. Once per day 
  per spell level of 1st through 4th, the invoker can cast 
  one spell from the lists of spells given by his currently 
  invoked spirits. He does not need to know the spells 
  chosen to do so. Casting a spell this way does not take up 
  a spell slot. The invoker cannot apply metamagic feats to 
  a spell cast with this ability, and it does not grant him the 
  ability to cast spells of a higher level than he can already 
  cast. This replaces mystic bond.
  Quick Avatar (Su): As the spiritbound invoker hosts 
  his spirits within himself, he does not need to merge 
  forms with a companion to use his spirit avatar. He can 
  activate his spirit avatar as a swift action, rather than a 
  full-round action. Any avatar bonuses that would affect 
  his spirit companion (such as the bonus to spellcasting 
  from the Acolyte oath) benefit the spiritbound invoker, 
  instead. The spiritbound invoker can convert his own 
  spell slots to fuel his spirit energy, rather than needing a 
  spirit companion to do it. This alters spirit avatar.
  Spiritbound Magic (Su): At 10th level, the invoker’s 
  magic carries the weight of his oath. When the invoker 
  casts an invoker spell of 1st level or higher, he may opt 
  to cast that spell as a swift action. He must pay spirit 
  energy equal to the spell’s level to do so and can only 
  affect a spell that normally has a casting time of 1 
  standard action or faster. This replaces Answer the Call.
  Improved Mystic Soul (Su): At 16th level, the 
  spiritbound invoker’s magic reaches new heights. He 
  may use his mystic soul ability twice per spell level, rather 
  than once. This ability replaces mental bond.
  
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  WANDERER (ARCHETYPE)
  Invocation of spirits requires commitment to a certain 
  ideal or realm of nature. Rather than swearing such a 
  covenant, the wanderer entreats spirits as necessary, 
  calling upon any number of spirits for a brief time.
  Spirits: A wanderer is not required for one of his first 
  two spirits to match the covenant and oath of his spirit 
  companion; he may select any spirit. This alters spirits.
  Fleeting Invocation (Su): At 2nd level, a wanderer 
  learns to invoke spirits, but can only do so intermittently. 
  The wanderer does not invoke spirits at the start of the 
  day. Instead, he can choose to invoke a spirit on his turn 
  as a free action, immediately gaining the invocations 
  appropriate for his invoker level. A wanderer can invoke 
  any spirit he has, regardless of its oath or dominion. He 
  may invoke a different spirit each time he uses this ability.
  A spirit invoked in this way does not stay that way for 
  long. The wanderer can maintain a fleeting invocation 
  for a number of rounds each day equal to twice his 
  invoker level + his Charisma modifier. He may end this 
  invocation at any time as a free action, but once he does 
  he takes a -2 penalty to attack rolls, armor class, saving 
  throws, and skill checks for 1 minute. He cannot invoke 
  again during that time. This alters invoke.
  Fleeting Duality (Su): At 5th level, a wanderer gains 
  the ability to invoke two spirits at once. Both of his 
  spirits are only invoked as long as the wanderer maintains 
  his fleeting invocation. Whichever spirit he selects as the 
  secondary spirit grants him its invocation powers later 
  than his main spirit, as described in the invoker class. 
  This modifies dual invocation. 
  Flowing Spirits (Su): At 6th level, the wanderer 
  can bond with spirits more freely. He can spend 1 spirit 
  energy as a free action once per round to exchange a 
  spirit he has currently invoked with a different one 
  without needing to end his fleeting invocation. He can 
  also use this ability to switch the invocation order of his 
  two spirits, making his primary spirit into the secondary 
  and vice versa. This replaces spiritual emissary. 
  Eternal Drifter (Su): At 12th level, the wanderer’s 
  fleeting invocation imposes less strain. The penalties 
  imposed after ending his fleeting invocation now last for 
  only 1 round, instead of 1 minute. He can also spend 
  spirit energy to recover rounds of his fleeting invocation, 
  gaining 2 rounds of the ability for each point of spirit 
  energy spent. This replaces quick invocation.
  Wandering Soul (Su): At 20th level, a wanderer can 
  use his fleeting invocation to invoke any spirit, even one 
  he does not have. Each spirit he invokes this way costs 
  an additional round of his fleeting invocation per round 
  they are invoked (for a total of 3 rounds used per actual 
  round of invocation if he invokes two spirits in this 
  manner). He may use the spirit powers of these spirits 
  while they are invoked. This replaces One of Many.
  WILD TALENTS
  Whether controlling the fundamental aspects of creation 
  or channeling the life around them, kineticists are always 
  seeking new ways to master their powers.
  The following presents new wild talents that can be 
  learned by kineticists. 
  ARBOREAL STRIKE
  Element wood; Type form infusion; Level 5; Burn 3
  Associated Blasts autumn, spring, summer, verdant, 
  winter, wood
  Saving Throw none
  You charge a nearby tree with the power of your kinetic 
  blast. This acts as arboreal hammerUM, except each hit dealt 
  by the tree adds half the damage of your kinetic blast. 
  The infusion lasts a number of rounds equal to your 
  Constitution modifier or until you use it again.
  CLEAR GROUND
  Element earth; Type utility (Su); Level 2; Burn 0
  You can clear the ground of natural earthen hazards, as 
  a clear terrain* spell, except the effect is instantaneous and 
  only affects one 10-foot square per four kineticist levels.
  GRASPING STONE
  Element earth; Type utility (Sp); Level 4; Burn 0
  You can mold the earth into a massive fist to crush your 
  foes. This functions as hand of  stone* but lasts as long 
  as you concentrate. You can accept 1 point of burn to 
  increase the duration to 1 round per kineticist level and 
  eliminate the need to concentrate on the effect.
  ICE MASTERY
  Element water; Type utility (Su); Level 5; Burn 0
  You become a master of the north, letting you cast 
  control ice* at-will, as the spell.
  ICEWALKER, GREATER
  Element water; Type utility (Su); Level 4; Burn 0
  Prerequisite icewalker
  You leave a trail of ice behind you, as the spell icy trail*, 
  except the ice only lasts for a number of rounds equal to 
  your Constitution modifier (minimum 1) before melting. 
  You can suspend or reactivate this ability as a free action.
  LIFEBURST
  Element wood; Type form infusion; Level 4; Burn 3
  Associated Blasts positive, positive admixture
  Saving Throw Will half
  KINETICIST
  
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  You create a circular burst of life force. All creatures 
  within a 30-foot-radius burst centered on you take your 
  blast’s damage. This infusion is treated as the channel 
  energy class feature for the purpose of effects related 
  to channel energy, including channel resistance and 
  qualifying for feats. For feats that require spending 
  uses of channel energy, each “use” requires you to 
  pay this infusion’s burn cost (for example, using Quick 
  ChannelUM requires accepting 6 burn, instead of two 
  uses of channel energy), and any effects based on the 
  damage dealt by channel energy (such as Channel Smite) 
  use half your blast’s damage. It cannot be used to heal 
  creatures, only to harm.
  PLUMMETING INFUSION
  Element universal; Type substance infusion; Level 2; 
  Burn 1
  Associated Blasts any physical blast
  Saving Throw none
  You weigh down the target with thick mud, entangling 
  vines, or some other elemental hindrance. If used on a 
  flying target, it must make a Fly check (with the same 
  DC as for saves against your kinetic blast) to avoid losing 
  10 feet of altitude. For every five points it fails the check 
  by, it falls an additional 5 feet. 
  POISON BLOSSOM
  Element wood; Type utility (Sp); Level 6; Burn 0
  You can shape elemental matter into a poisonous flower, 
  as a toxic bloom* spell, but it only lasts as long as you 
  concentrate. You can accept 1 point of burn to increase 
  the duration to 1 round per kineticist level and eliminate 
  the need to concentrate on the effect.
  RAINFALL
  Element Water; Type utility (Su); Level 4; Burn 0
  You can create rainclouds at-will, with a maximum range 
  of 120 feet. The rain affects a 30-foot-radius cylinder, 60 
  feet high, and has the same penalties as typical rain (-4 
  penalty on Perception checks and ranged attack rolls). 
  The rain begins at the start of your next turn and lasts 
  as long as you concentrate, and you can move the cloud 
  up to 30 feet as part of concentrating on the effect. You 
  can accept 1 point of burn to increase the duration to 
  1 round per kineticist level and eliminate the need to 
  concentrate on the effect. 
  STONE FORM
  Element earth; Type utility (Sp); Level 7; Burn 0
  You can infuse your flesh with elemental earth to turn 
  to stone. You can transform into a statue (as the spell) 
  at-will and are immune to petrification. You can accept 
  1 point of burn to remove petrification from a creature, 
  acting as stone to flesh.
  SUDDEN GROWTH
  Element wood; Type utility (Sp); Level 5; Burn 0
  You can create a lush field of plant life, acting as a verdant 
  surge* spell. If you use it again, any previously-created 
  growth you made withers away in 1 round.
  SYMBIOTIC INFUSION
  Element wood; Type substance infusion; Level 3; 
  Burn 2
  Prerequisites wood healer
  Associated Blasts autumn, positive, positive admixture, 
  spring, summer, verdant, winter
  Saving Throw none
  Creatures that take damage from your blast are 
  surrounded by faintly-glowing spores for a number of 
  rounds equal to your Constitution modifier (minimum 
  1); these spores are not bright enough to affect light 
  level or stealth in any way. Any creature that attacks 
  a target under the effect of your symbiotic infusion 
  leeches some of its vitality with each strike, gaining 
  temporary hit points equal to half your Constitution 
  modifier (minimum 1). If you used a positive blast, 
  positive admixture blast, or verdant blast, they instead 
  gain temporary hit points equal to your full Constitution 
  modifier (minimum 1). These temporary hit points last 
  for 1 minute and do not stack. A creature cannot gain 
  more temporary hit points than they dealt damage.
  SYMBIOTIC INFUSION, GREATER
  Element wood; Type substance infusion; Level 7; 
  Burn 4
  Prerequisites symbiotic infusion, wood healer
  Associated Blasts autumn, positive, positive admixture, 
  spring, summer, verdant, winter
  Saving Throw none
  The effect of your spores grows stronger. This acts as 
  the symbiotic infusion wild talent, except the temporary 
  hit points now stack up to your kineticist level + your 
  Constitution modifier.
  THERMAL INFUSION
  Element fire or water; Type substance infusion; Level 
  4; Burn 2
  Associated Blasts blizzard, blue flame, cold, fire, ice, 
  magma, plasma, steam, summer, winter
  Saving Throw Fortitude negates
  You blast either overwhelms the target with heat or saps 
  their strength with bitter cold. A creature that fails its 
  saving throw is fatigued. This cannot cause a creature 
  that is already fatigued to become exhausted. Treat this 
  effect as hypothermia (if your blast dealt cold damage) 
  or heatstroke (if your blast dealt fire damage). Creatures 
  that do not take fire or cold damage from your blast are 
  unaffected by this infusion.
  
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  Mediums are well-versed in contacting spirits, though 
  they typically reach out to spirits of the fallen. A certain 
  few mediums instead contact the spirits of nature, 
  though the types of spirits they contact are far different 
  from those of an invoker. 
  WILD SPIRITS
  Rather than a medium’s normal spirits, a medium can 
  instead choose to channel a wild spirit. Such spirits have 
  similar archetypes to the typical six spirits a medium can 
  normally call, but are themed around natural magic.
  Each of the following six spirits replaces a 
  corresponding default spirit of the medium class, as 
  noted in that spirit’s entry. Typically, a medium must 
  choose to only channel the normal six spirits or these six 
  wild spirits. However, he may instead mix and match the 
  two together with GM approval. Even with approval, 
  he cannot select two spirits of the same archetype 
  (for example, he cannot take both the Hierophant and 
  Keeper spirits, as Keeper replaces the Hierophant).
  Beguiler (Trickster)
  A beguiler spirit is a capricious prankster of the fey.
  Spirit Bonus: When you channel a beguiler, your 
  spirit bonus applies on Charisma checks, Charisma-
  based skill checks, Reflex saves, and on spirit surge rolls. 
  This allows the bonus to apply twice to the total result 
  if you use spirit surge on a Charisma check, Charisma-
  based skill check, or a Reflex save.
  Seance Boon: Choose a seance boon from any of 
  the other wild spirits to benefit from. When using the 
  shared seance class feature, each participant can choose 
  a different boon.
  Favored Locations: Areas of fey influence, carnivals, 
  fairy rings, meadows, theaters.
  Influence Penalty: The beguiler always seeks to 
  confound and confuse, and you believe others plan the 
  same. You never count as an ally for the purpose of 
  gaining benefits from another creature’s abilities, nor do 
  you count as a willing target for spells. Anyone attempting 
  to target you with a touch range spell, even a beneficial 
  spell, must succeed at a melee touch attack, though you 
  need not attempt saving throws against harmless spells. 
  You gain no benefit from another creature’s aid another 
  attempts, as you assume it’s a trick or a ruse.
  Taboos: Choose one: you can never tell the truth; 
  you can only speak in riddles; you must embrace every 
  opportunity to pull a prank or make a jest, but never at 
  your own expense.
  Whimsy (Lesser, Su): You can use your spirit 
  surge on attack rolls, saving throws, ability checks, 
  concentration checks, and skill checks on yourself or 
  any creature within 30 feet of you, so long as you have 
  line of sight and line of effect to that target. If used on 
  any creature other than you, the spirit surge is applied as 
  a penalty to the check, rather than a bonus. This can turn 
  a success into a failure. You can still use spirit surge only 
  once per round.
  Bewilderment (Intermediate, Su): Creatures you 
  confuse never attack you if they roll the “attack nearest 
  creature” result for the confusion effect (instead 
  targeting the next nearest creature), nor do they attack 
  you due to you injuring them while they are confused. 
  Additionally, when you strike a foe with a weapon attack, 
  you can use a swift action to disorient them with a surge 
  of conflicting emotions and thoughts, causing it to take 
  1d6 damage per two medium levels (max 10d6) and be 
  confused for 1 round. A successful Will save (DC 10 
  + 1/2 your medium level + your Charisma modifier) 
  reduces the damage by half and negates the confusion. 
  Once a creature has been targeted with this ability 
  (whether they save or not), they cannot be targeted again 
  for 24 hours. This is a mind-affecting emotion effect.
  Hall of  Mirrors (Greater, Su): Add confusion to your 
  spell list as a 3rd-level spell. As a standard action, you 
  can let the beguiler gain 1 influence over you to spawn 
  a number of illusory duplicates of yourself equal to 1 
  + your Charisma modifier (minimum 1). Each of these 
  duplicates appears at a location you specify within 60 
  feet of you and last for a number of minutes equal to 
  your Charisma modifier (minimum 1). Upon creating 
  the duplicates and as a move action at any point while 
  they last, you can exchange locations with a duplicate; 
  this is a teleportation effect and is not noticeable to 
  outside observers. The duplicates can move up to your 
  speed when you move, but otherwise act as you direct 
  them to (no action required). They cannot deal damage, 
  but can provide flanking. The duplicates cannot take 
  damage from area effects, spells that target multiple 
  creatures, or environmental effects. If a creature attacks 
  them directly (including with a single-target spell), the 
  duplicate is immediately destroyed, but the attacker takes 
  1d6 damage per two medium levels you have (max 10d6) 
  and is confused for 1 round. A successful Will save (DC 
  10 + 1/2 your medium level + your Charisma modifier) 
  halves the damage and negates the confusion. The 
  duplicates are otherwise treated as major images, using the 
  save DC of this spirit power.
  Legendary Beguiler (Supreme, Su) You can use 
  a lesser spirit surge without incurring influence. This 
  lesser surge adds (or subtracts, as when using the fickle 
  fortune lesser spirit power) a maximum of 1d6 to the 
  roll and does not apply your spirit bonus, regardless of 
  MEDIUM
  
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  other effects or abilities you have that alter your spirit 
  surge. A lesser surge still counts as a spirit surge for the 
  purpose of the limit of one spirit surge per round, but it 
  does not consume any free uses of spirit surge you may 
  have from effects such as taboo.
  Hunter (Marshall)
  A hunter spirit is a guide and master of the wilds.
  Spirit Bonus: When you channel a hunter, your spirit 
  bonus applies on Dexterity checks, all skill checks, and 
  Reflex saves.
  Seance Boon: You gain a +2 bonus to Perception 
  checks, Survival checks, and initiative rolls.
  Favored Locations: Forts, hunting grounds, ranger 
  lodges, practice yards.
  Influence Penalty: Your focus on guiding and 
  directing your allies prevents you from attending to 
  other important matters. You take a penalty equal to 
  your spirit bonus on Wisdom checks and Wisdom-
  based skill checks (rather than the bonus you normally 
  receive). Additionally, if you are not at least nominally in 
  charge of your present allies, you lose the remainder of 
  the hunter’s spirit bonus and seance boon.
  Taboos: Choose one: you may never leave an ally 
  behind or allow yourself or your allies to sacrifice 
  another ally, even a summoned creature; you may only 
  eat food that you hunted or foraged yourself that day; 
  you must always travel by mundane means, never using 
  magic items, spells, spell-like abilities, or supernatural 
  abilities that let you teleport or grant you new forms of 
  movement (increases to movement types you already 
  have do not violate this taboo).
  Spirit Animal (Lesser, Su): You gain an animal 
  companion, using your medium level as your druid 
  level. This companion can be summoned or dismissed 
  as a full-round action, appearing in the nearest adjacent 
  space to you. When summoned, it appears with the 
  same hit points it had when last called, and regains all 
  of its hit points at the start of each day. It appears as 
  a translucent phantasm and counts as both an animal 
  and an outsider (native), whichever is more beneficial 
  to it. The companion is always considered to have 
  participated in your shared seance. If the companion is 
  slain, the hunter gains 1 point of influence over you and 
  you cannot summon it again until you channel this spirit 
  the following day.
  Hunter’s Tactics (Intermediate, Su): When you 
  contact this spirit, you gain a teamwork feat of your 
  choice for which you meet the prerequisites. All allies 
  who joined in your shared seance also gain this feat as a 
  bonus feat, even if they do not meet the prerequisites. 
  You can let the hunter gain 1 point of influence over you 
  as a move action to change the teamwork feat you have 
  for a different one you qualify for.
  Mark Target (Greater, Su): When you hit a foe with 
  an attack, you can mark it as a swift action. All allies 
  (including yourself) that can see you and the struck target 
  gain a competence bonus equal to your spirit bonus on 
  attack and damage rolls against that creature until the 
  end of your next turn. 
  Legendary Hunter (Supreme, Su) When your 
  allies attack a creature affected by your mark target 
  greater spirit power, they also double the critical range 
  of their attacks (as if they had the Improved Critical 
  feat) and automatically confirm critical hits. This does 
  not stack with other increases to critical threat range. 
  You and your spirit animal are constantly under the 
  effect of find the path for whatever destination you are 
  traveling towards, as long as that location is prominent 
  (as described in find the path).
  Keeper (Hierophant)
  A keeper spirit is a divine conduit of the elements.
  Spirit Bonus: When you channel a keeper, your spirit 
  bonus applies on Wisdom checks, Wisdom-based skill 
  checks, and Will saves.
  Seance Boon: Your damaging spells deal an 
  additional 2 points of damage of the same type that they 
  would normally deal to each target.
  Favored Locations: Druid circles, extremely hot or 
  cold environments, mountain peaks, wilderness shrines.
  Influence Penalty: Your body begins to respond as 
  if you were a wizened hermit. You take a penalty equal 
  to your spirit bonus on Strength checks, Strength-based 
  skill checks, Constitution checks, attack rolls, and non-
  spell damage rolls.
  Taboos: Choose one: you must strongly revere nature 
  and not wear metal armor or shields; you must always 
  attempt to keep a morally-neutral stance, and cannot cast 
  spells with the chaos, evil, good, or lawful descriptors; 
  you are superstitious about arcane spellcasting, so you 
  must not be the willing target of arcane spells or abilities 
  and you must attempt a Will saving throw against even 
  harmless arcane spells and abilities.
  Nature Arcana (Lesser, Su): Instead of your 
  normal spells per day for your medium level, you use the 
  spells per day of a mesmerist. For each level of spell you 
  can now cast (including level 0), each time you channel 
  a keeper spirit, select a single spell of that level from the 
  druid spell list to add to your medium spell list and spells 
  known until you lose contact with the keeper. When you 
  cast these spells, they count as divine (though not for 
  the purpose of fulfilling prerequisites), and you need a 
  divine focus if the spell requires one.
  Primordial Energy (Intermediate, Su): Every 
  time you contact the keeper spirit, you can choose either 
  the Air, Earth, Fire, or Water cleric domain. Add the 
  domain’s spells to your list of spells known for each 
  
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  level of spell you can cast (these spells are cast as divine 
  spells). You also gain the domain’s powers, using your 
  medium level as your effective cleric level and your 
  Charisma modifier in place of your Wisdom modifier. 
  However, for each of these domains, the 1st-level 
  domain power has its range increased to 60 feet, and the 
  damage is increased by 2d6 plus an additional 1d6 for 
  every two medium levels gained above 6th. You cannot 
  select a subdomain with this ability.
  Empower Elements (Greater, Su): You can allow 
  the keeper to gain 1 point of influence over you to let a 
  spell you cast ignore energy resistance, energy immunity, 
  and damage reduction (except your own). Increase the 
  save DC of the spell by +1. 
  Legendary Keeper (Supreme, Su) You can 
  switch the domain provided by your primordial energy 
  intermediate spirit power as a move action. Daily uses 
  of your domain powers are cumulative (i.e. you can use 
  any combination of your 1st-level domain powers a total 
  number of times equal to 3 + your Charisma modifier). 
  Once per day, you can use an immediate action to grant 
  all allies that participated in your shared seance immunity 
  to the same damage type you gained from your domain 
  powers for 1 minute. If you change domains during that 
  time, the immunity changes to match your new domain.
  Predator (Champion)
  A predator spirit is an embodiment of primal strength.
  Spirit Bonus: When you channel a predator, your 
  spirit bonus applies on non-spell attack rolls, non-
  spell damage rolls, Strength checks, Strength-based 
  skill checks, and Fortitude saves.
  Seance Boon: Your bonus on attack rolls when 
  flanking an opponent increases by 2 (normally, to +4).
  Favored Locations: Animal dens, hunting grounds, 
  the wilderness during a full moon.
  Influence Penalty: The predator reverts you to 
  a more primal state. You take a penalty equal to your 
  spirit bonus on Intelligence checks, Intelligence-based 
  skill checks, Charisma checks, and Charisma-based skill 
  checks, except for Intimidate. You apply your spirit 
  bonus as a penalty to attack rolls with manufactured 
  weapons and spells.
  Taboos: Choose one: you can only attack with 
  natural weapons, not unarmed strikes or manufactured 
  weapons; you must always attack the leader of a hostile 
  group of enemies (whether that leadership is perceived 
  or real) until it is defeated, even if doing so would be 
  disadvantageous; you must consume a bit of any living 
  creature you slay, unless doing so would be directly 
  harmful to you (such as eating a poisonous creature).
  
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  Tooth and Nail (Lesser, Su): You gain two claw 
  attacks and a bite attack. The claws deal 1d4 damage 
  (1d3 if you are small), while the bite attack deals 1d6 
  damage (1d4 if you are small). These are considered 
  primary natural attacks.
  Altered Beasts (Intermediate, Su): When you 
  contact this spirit, choose a single animal that would be 
  a valid form for beast shape I. You can transform into 
  that animal (as beast shape I) as a standard action that 
  does not provoke attacks of opportunity. Transforming 
  back to your normal form takes the same action. You 
  can transform for a number of hours equal to your 
  Charisma modifier (minimum 1). This duration does not 
  need to be consecutive, but must be spent in one hour 
  increments. If you have the kill rush greater spirit power, 
  this ability acts as beast shape II (including what animal you 
  can choose). If you have the legendary predator supreme 
  spirit power, you can either transform into an animal (as 
  beast shape II) or transform into a hybrid form, as a primal 
  fury* spell. You can allow the predator to gain 1 point of 
  influence over you as a swift action to change the animal 
  type you selected; if you are currently transformed, you 
  immediately change into the newly selected form. 
  Kill Rush (Greater, Su): You gain the pounce 
  universal monster ability, and your natural attacks deal 
  damage as if you were one size category larger. These 
  benefits also apply to any form you take using your 
  altered beasts intermediate spirit power.
  Legendary Predator (Supreme, Su) Once per day, 
  you can use a full-round action to charge up to three 
  times in a row. The three charges are made back-to-back 
  and must be made against different targets. You don’t 
  provoke attacks of opportunity due to your movement 
  during these charges.
  Sentinel (Guardian)
  A sentinel spirit is an ancient protector of the woods.
  Spirit Bonus: When you channel a sentinel, your 
  spirit bonus applies to AC and on Constitution checks, 
  Fortitude saves, and Reflex saves.
  Seance Boon: You gain a +4 competence bonus on 
  saving throws against poison, paralysis, and sleep effects.
  Favored Locations: Ancient trees, dense forests, 
  sacred groves, woodlands.
  Influence Penalty: You are incredibly cautious and 
  guarded in all things, and your caution sometimes gets 
  in the way. When attacking, you always fight defensively, 
  and when casting a spell, you always cast defensively. 
  Because of your focus on defense, you take a penalty on 
  damage rolls equal to your spirit bonus.
  Taboos: Choose one: you must always protect others 
  from danger when you can (including defeated enemies, 
  but not enemies that are an active threat); you must 
  protect nature, vowing to never harm an animal or plant 
  creature nor deliberately damage the environment; you 
  must speak no words, and you break this taboo if you 
  become enraged, frightened, or panicked.
  Seed of  Life (Lesser, Su): Increase your current 
  and maximum hit points by twice your medium level. 
  You gain the ability to heal others with a touch. A single 
  healing touch restores 1d6 hit points to the target, 
  increasing by 1d6 for every two medium levels above 
  1st. This healing touch is a standard action for you to 
  use on someone else, or a swift action on yourself. You 
  can heal a number of times per day equal to 1/2 your 
  medium level + your Charisma modifier.
  Entwined Roots (Intermediate, Su): The area 
  within 10 feet of you is filled astral roots, creating 
  difficult terrain. If you have the shielding bough greater 
  spirit power, its radius increases to 20 feet, and if you 
  have the legendary sentinel supreme spirit power, its 
  radius increases to 30 feet. Creatures that participated in 
  your seance are unaffected by this difficult terrain. Each 
  time an allied creature within the roots takes damage, 
  you reduce that damage by an amount equal to half your 
  medium level. You take all damage prevented in this 
  manner and cannot reduce the damage you take through 
  the roots in any way. The roots only last while you are 
  conscious, not unconscious or dead. You can dismiss or 
  reactivate the astral roots as a free action on your turn.
  Shielding Bough (Greater, Su): When you contact 
  this spirit, choose any three paladin mercies, using your 
  medium level as your paladin level. Creatures you target 
  with the healing touch from your seed of life lesser spirit 
  power are affected by those mercies, using your medium 
  level in place of your paladin level to determine their 
  effects. Whenever you or an ally within your entwined 
  roots intermediate spirit power would lose hit points 
  from an attack or spell, you can let the sentinel gain 1 
  influence over you as an immediate action to shield that 
  creature with a wall of bark and thorns. The damage is 
  reduced by up to twice your medium level: the attacker 
  takes damage equal to the amount prevented. The 
  attacker can make a Reflex save (DC 10 + 1/2 your 
  medium level + your Charisma modifier) to halve the 
  damage they take from this effect.
  Legendary Sentinel (Supreme, Su) You can now 
  use your healing touch from the seed of life lesser spirit 
  power from a distance, and can target anyone within the 
  radius of your entwined roots intermediate spirit power. 
  Once per day, you can summon a spiritual manifestation 
  of the sentinel. This acts as a verdant surge* spell (DC 10 
  + 1/2 your medium level + your Charisma modifier), 
  using your medium level as your caster level. Creatures 
  within the effect of the verdant surge* are treated as within 
  the area of your entwined roots, and allies within the 
  area gain fast healing 5 and are immune to bleed, poison, 
  paralysis, sleep, and stunning effects while it lasts.
  
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  Thaumaturge (Archmage)
  A thaumaturge spirit is an acolyte of unknown powers.
  Spirit Bonus: When you channel a thaumaturge, 
  your spirit bonus applies on concentration checks, 
  Intelligence checks, and Intelligence-based skill checks.
  Seance Boon: You gain a +1 bonus on all caster level 
  checks (such as overcoming spell resistance, ending a 
  spell with dispel magic, and so on).
  Favored Locations: Areas of unusual magic, occult 
  altars, ritual sites, witch covens.
  Influence Penalty: Whether the spirit believes in 
  an enigmatic fate, or demands sacrifice for an eldritch 
  ritual, you must always strike for nonlethal damage when 
  possible. You take a penalty equal to your spirit bonus on 
  all Charisma checks and Charisma-based skill checks as 
  the thaumaturge’s influence shapes your appearance in 
  strange and unpredictable ways. 
  Taboos: Choose one: you must not pass up the 
  opportunity to learn something new and significant (a 
  nontrivial piece of information with a Knowledge check 
  of DC 20 or higher) when that opportunity is directly 
  present; you may never allow yourself or your allies to 
  interrupt a creature’s spellcasting, including the casting 
  of rituals (though you may still act to dispel or otherwise 
  end its result afterwards); you must use your own magical 
  solution to a challenge if you can, even if a mundane 
  solution that would require fewer resources is available.
  Occult Arcana (Lesser, Su): This power functions 
  as the nature arcana spirit power, except that you add 
  spells from the witch list instead of the druid list (these 
  spells count as arcane), and you must provide somatic 
  and verbal components to cast them.
  Hidden Threads (Intermediate, Su): Every time 
  you contact the thaumaturge spirit, choose a single 
  witch patron. Add that patron’s spells to your list of 
  spells known for each level of spell you can cast (these 
  spells are cast as arcane spells). You can make a different 
  choice each time you contact this spirit. Additionally, 
  whenever you cast a spell you can choose to have the 
  spell originate from the space of a creature within 30 
  feet of you. You must have line of sight and line of 
  effect to the creature, can’t use a spell that has a range of 
  “personal” or “touch”, and can’t use a spell that would 
  emanate from you specifically (such as seek thoughtsAPG). 
  An unwilling creature can make a Will save (DC 10 + 
  1/2 your level + your Charisma modifier) to prevent 
  you from doing so: a success prevents the spell from 
  originating from their space, but doesn’t prevent you 
  from casting the spell normally.
  Dominate Spell (Greater, Su): When a creature you 
  can see within 60 feet of you casts a spell, you can let 
  the thaumaturge gain 1 point of influence over you as 
  an immediate action to dominate the spell. Make a caster 
  level check (DC 15 + twice the spell’s level). If you 
  succeed, you take control of the spell, letting you pick 
  its targets, its effects (if the spell has multiple options), 
  and so on, just as if you were the one to cast the spell, 
  though it originates from the space of the creature that 
  cast it. The DC of the controlled spell is based on its 
  original level but otherwise uses your own statistics. This 
  does not violate the thaumaturge’s taboo concerning the 
  interruption of spellcasting. If the spell you are trying 
  to dominate is one of your spells known, add your 
  Charisma modifier to your caster level check.
  Legendary Thaumaturge (Supreme, Su) You can 
  now use your hidden threads intermediate spirit power 
  to a range of 60 feet. When you successfully use hidden 
  threads to make a spell originate from another creature, 
  you can use a swift action to bless or curse them with 
  a mysterious fate, affecting them as your choice of the 
  fortune or misfortune witch hex (no saving throw). The 
  hexes last a number of rounds equal to your spirit bonus, 
  instead of their normal duration, and cannot otherwise 
  be extended. Once a creature has been affected by this 
  spirit power, it cannot be affected again for 24 hours.
  PRIMAL VESSEL (ARCHETYPE)
  While it is possible for any medium to entreat a wild 
  spirit, the primal vessel contacts them exclusively. They 
  seek to understand the cycle of life and death, applying 
  their occult skills to reveal the secrets of the world. 
  Wild Channeler: A primal vessel may only channel 
  wild spirits (see above).
  Nature Magic (Su): At 3rd level, a primal vessel 
  gains access to the magic of nature spirits. When learning 
  new spells, he may choose from either the medium or 
  shaman spell lists. He casts any spells learned from the 
  shaman spell list as a psychic spell, rather than a divine 
  spell. This replaces haunt channeler, location channel, 
  and astral journey.
  Voice of  Nature (Su): At 7th level, a primal vessel 
  gains an instinctive understanding of natural creatures. 
  As long as he is in contact with a wild spirit, he gains the 
  constant effect of speak with plants and speak with animals. 
  He can suspend or reactivate these abilities as a free 
  action. This replaces connection channel.
  Spiritual Guidance (Sp): At 13th level, the primal 
  vessel learns to entreat the minor spirits of nature, 
  letting him cast commune with nature at-will as a spell-like 
  ability. This replaces ask the spirits.
  Reverence (Su): Upon reaching 18th level, the 
  creatures of the wild come to respect the primal vessel’s 
  presence. Creatures of the animal or plant type never 
  attack the vessel or any of his allies within 20 feet of 
  him unless magically compelled to do so. If the vessel or 
  his allies attack a plant or animal, that creature becomes 
  immune to this effect for 24 hours. This replaces 
  spacious soul.
  
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  PURIFIER (ARCHETYPE)
  Fire may burn, but it also can bring warmth to the heart. 
  Like a wildfire clearing the land to make way for new 
  growth, the purifier channels the destructive power of 
  flame to cleanse impurities so that good may flourish.
  Alignment: A purifier is required to be of good 
  alignment, but does not have to be lawful good. 
  Code of  Conduct: A purifier loses all class features 
  except proficiencies if she ever willingly commits an evil 
  act. She should strive to uphold the tenets of her faith, 
  help those in need, and purge unnatural creatures.
  Blazing Smite (Su): This acts as smite evil, but the 
  purifier can smite a creature of any alignment. The 
  additional damage to her weapon attacks is fire damage, 
  rather than the weapon’s normal type: this fire damage 
  is multiplied on a critical hit and stacks with other fire 
  damage dealt by the weapon. The purifier does not gain 
  a deflection bonus to her AC against attacks made by 
  the target of her blazing smite. The damage of the smite 
  is doubled when striking aberrations, evil outsiders, and 
  undead, but not when attacking dragons.
  Aura of  Flame (Su): At 3rd level, a purifier gains 
  fire and cold resistance 10. This resistance increases to 
  20 at 11th level, and to immunity to fire and cold at 17th 
  level. Allies within 10 feet of the purifier gain resistance 
  to fire and cold equal to half the amount the purifier has 
  (at 17th level, they gain resistance 15 to fire and cold, 
  instead of immunity). This functions only while the 
  purifier is conscious, not if she is unconscious or dead. 
  This replaces aura of courage and divine health.
  Burning Spells: At 4th level, the purifier adds the 
  following spells to her spell list at the indicated levels: 
  burning hands (1st), produce flame (1st), flame blade (2nd), 
  scorching ray (2nd), elemental auraAPG (3rd, dealing fire 
  damage only), fireball (3rd), flame strike (4th), and wall of  
  fire (4th). This replaces channel energy.
  Aura of  Purity (Su): At 8th level, the purifier 
  becomes immune to both poison and disease, including 
  supernatural and magical diseases. Each ally within 10 
  feet of her gains a +4 morale bonus on saving throws 
  against disease and poison effects. This ability functions 
  only while the purifier is conscious, not if she is 
  unconscious or dead. This replaces aura of resolve.
  Divine Fire (Su): At 14th level, the purifier’s flames 
  are imbued with divine power. Half of all fire damage 
  she deals is not subjected to fire resistance or immunity. 
  However, it does not bypass the resistance granted by 
  the aura of flame ability from herself or another purifier. 
  This replaces aura of faith.
  DIVINE GUIDE (ARCHETYPE)
  Most rangers claim to understand nature, but few 
  truly know its secrets. The divine guide eschews many 
  traditional ranger abilities to learn the esoteric magics of 
  the wild, channeling its verdant power to aid allies.
  Favored Adversary (Ex): At 1st level, a divine 
  guide learns how to best engage a particular foe without 
  being harmed. This functions as and replaces favored 
  enemy, but instead of the normal bonuses, he gains a 
  +1 bonus on Knowledge, Perception, Sense Motive, and 
  Survival checks, as well as a +1 bonus to AC, CMD, and 
  saving throws against the extraordinary, spell-like, and 
  supernatural abilities of those creatures.
  Whenever the divine guide would gain a new favored 
  enemy, he instead gains a new favored adversary. Also, 
  rather than increasing a single adversary’s bonus by +2, 
  all of his favored adversary bonuses become +2 at 5th 
  level, increasing by +1 for every five ranger levels gained 
  thereafter. This otherwise acts as and replaces favored 
  enemy, and any abilities that function with favored 
  enemy instead benefit favored adversary.
  Remedy (Su): At 2nd level, the divine guide gains 
  remedy, as the warden class feature of the same name 
  and using his ranger level as his warden level. As he does 
  not have wards, he must use remedy on either himself or 
  an ally adjacent to him.
  Hunter’s Bond (Ex): A divine guide must choose to 
  bond with his companions, letting him share the benefit 
  of his favored adversary with all allies within 30 feet, 
  though they gain the full benefit rather than half. In 
  addition, he may use his remedy on any ally currently 
  benefiting from his hunter’s bond, as long as they are 
  within close range (25 ft. + 5 ft./2 levels). This alters 
  hunter’s bond.
  Secrets: At 4th level, the divine guide learns a single 
  secret, as the warden feature of the same name. He must 
  use his ranger level as his warden level to qualify for 
  the secret. He gains an additional secret for every three 
  levels gained after 4th. This ability replaces the divine 
  guide’s spells. Divine guides do not gain any spells or 
  spellcasting ability and cannot use spell trigger and spell 
  completion magic items (without Use Magic Device).
  Designate Threat (Ex): At 11th level, the divine 
  guide can use a move action to designate one foe as a 
  great threat to his allies. If that foe is not one of his 
  favored adversaries, the creature is immediately treated 
  as one of his adversaries. If it was already one of his 
  favored adversaries, he adds his favored adversary bonus 
  to attack and damage rolls against that foe. This bonus 
  PALADIN
  RANGER
  
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  Archetypes and Options
  SHIFTER
  extends to his allies should he use his hunter’s bond to 
  share his favored adversary bonus with them against the 
  designated threat. 
  He may only have one designated threat at a time. He 
  can dismiss the effect at any time as a free action, but 
  cannot select a new threat for 24 hours. If the divine 
  guide has proof the adversary is no longer a threat, he 
  can select a new threat after 1 hour. This replaces quarry.
  Imminent Threat (Ex): At 19th level, the divine 
  guide’s ability to call out threats improves. He may use 
  designate threat as a free action. If a threat is dismissed 
  or otherwise ended, he can select a new one after 10 
  minutes have passed. This replaces improved quarry.
  Master Guide (Ex): At 20th level, the divine guide 
  gains masterful insight against his foes’ attacks. He 
  becomes immune to critical hits and sneak attacks from 
  his favored adversaries. When he shares his favored 
  adversary bonus with allies, they gain a 50% chance 
  to negate critical hits and sneak attacks made by that 
  favored adversary: this does not stack with other sources 
  that prevent critical hits, such as fortification. This replaces 
  master hunter.
  MYSTIC SHIFTER (ARCHETYPE)
  The shifter draws its shapeshifting might from nature, 
  learning a unique form of transformation reminiscent 
  of druidic power. Some shifters delve further into this 
  supernatural ability to master primal magic.
  Spells: A mystic shifter can cast divine spells from the 
  druid spell list. She has the same spells per day and spells 
  known (including 0th-level spells) as a medium of her 
  shifter level, and she receives bonus spells per day for 
  having a high Wisdom score. She can cast any spell she 
  knows without preparing it ahead of time. To learn or 
  cast a spell, a mystic shifter must have a Wisdom score 
  equal to at least 10 + the spell’s level. The saving throw 
  DC against a mystic shifter’s spell is 10 + the spell’s level 
  + the mystic shifter’s Wisdom modifier.
  This replaces wild empathy, chimeric aspect, greater 
  chimeric aspect, and the aspects at 5th and 15th level.
  Unbound Wildshape (Su): At 6th level, a mystic 
  shifter gains the ability to turn into other creatures. This 
  functions as a druid’s wild shape ability. The shifter’s 
  effective druid level is equal to her class level. She can 
  use this ability for a number of hours per day equal to 
  half her effective druid level. This duration does not 
  need to be consecutive, but must be spent in 1-hour 
  increments. For abilities that function based on “uses of 
  wild shape,” each hour of unbound wild shape counts as 
  a use. This replaces wild shape.
  
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  Archetypes and Options
  ELEMENTAL SAVANT (ARCHETYPE)
  Sorcerers commonly find the power of the elemental 
  planes flowing through their veins. The elemental savant 
  is blessed by all four elements, able to unleash the 
  combined might of air, earth, fire, and water.
  Bloodline: An elemental savant must have the 
  elemental bloodline.
  Spells Known: An elemental savant knows one less 
  spell of each level (including cantrips) than what is 
  presented on Table: Sorcerer Spells Known in Chapter 
  3 of the Pathfinder Roleplaying Game Core Rulebook. This 
  cannot reduce the savant’s spells known of a particular 
  level below 1 (assuming she would normally gain spells 
  of that level).
  Elemental Phase (Su): At 1st level, the elemental 
  savant can use any of the four elements. Rather than 
  having to permanently choose a single element for her 
  bloodline, she selects her element at the start of the day 
  when she regains her spells. She can switch her chosen 
  element as a standard action, altering all of her bloodline 
  features to use her new element. Uses of her 1st-level 
  bloodline feature are cumulative, regardless of what 
  element she is using. This replaces eschew materials.
  Phase Spells: At 3rd level, the elemental savant does 
  not gain her normal bonus spell from the elemental 
  bloodline. Instead, she chooses one 1st level spell of each 
  element (air, earth, fire, and water) from the sorcerer/
  wizard list. For this purpose, she can choose spells that 
  have one of the following descriptors, depending on the 
  element: air (air or electricity), earth (acid or earth), fire 
  (fire or light), and water (cold or water).
  She only has access to each element’s chosen spell 
  while she is in the matching elemental phase. When she 
  changes elemental phase, she can no longer cast spells 
  from her previous phase and can now cast the new 
  phases’s spells.
  Every time she would gain a bloodline spell of a 
  particular spell level, she instead repeats this process 
  for the new spell level (getting four 2nd level spells 
  at sorcerer level 5th, four 3rd level spells at 7th level, 
  etc.). This replaces bloodlines spells and the 3rd-level 
  bloodline power.
  Swift Phase (Su): At 7th level, an elemental savant 
  can change her phase as a move action. At 13th level, she 
  can do so as a swift action. This replaces the bloodline 
  feats gained at 7th level.
  Elemental Resistance (Ex): An elemental savant 
  gains her 3rd-level bloodline power at 9th level. This 
  replaces the 9th-level bloodline power.
  SORCERER
  WARDEN
  Threats to nature always arise, and change as often as the 
  seasons. Like the creatures they protect, wardens must 
  adapt to face new challenges, learning to better engage 
  foes head-on, shed their armor to fight with agility, or 
  command plants through mysterious power.
  FOREST ASCETIC (ARCHETYPE)
  Despite their oath to protect the wilds, most wardens 
  still learn the civilized arts of combat. A forest ascetic 
  gives up traditional arms and armor, choosing to use a 
  meditative and agile martial arts style.
  Weapon and Armor Proficiencies: A forest ascetic 
  is proficient with all weapons in the monk and close 
  fighter weapon groups, except for shields. A forest 
  ascetic is not proficient in any armor or shields.
  Unarmed Strike (Ex): At 1st level, a forest ascetic 
  gains Improved Unarmed Strike as a bonus feat. He 
  deals unarmed damage as a monk of his warden level.
  Unarmored Defense (Ex): When unarmored and 
  unencumbered, the forest ascetic adds his Wisdom 
  bonus (if any) to his AC and CMD. These bonuses 
  to AC apply even against touch attacks or when the 
  ascetic is flat-footed. He loses these bonuses when he 
  is immobilized or helpless, when he wears any armor, 
  when he carries a shield, or when he carries a medium or 
  heavy load. This replaces insightful defense.
  Flurry of  Blows (Ex): At 2nd level, the forest ascetic 
  gains flurry of blows, as an unchained monk of his level. 
  This replaces the bonus feat gained at 2nd level.
  Ascetic (Ex): At 4th level, a forest ascetic can use his 
  warden level in place of his monk level for the purpose 
  of qualifying for feats and using feats like Stunning 
  Fist. His unarmed attacks are treated as magic for the 
  purpose of overcoming damage reduction. At 9th level, 
  his unarmed strikes are treated as silver and cold iron, 
  and at 15th level they are treated as adamantine. This 
  replaces protector’s sense.
  PRIMAL GUARDIAN (ARCHETYPE)
  When push comes to shove, wardens will take up the call 
  to protect nature with their lives. The primal guardian 
  eschews their healing ability to focus threats onto 
  themselves, acting as a stalwart shield for the weak.
  Bastion Ward (Su): A primal guardian cannot place 
  wards at a distance. Instead, the guardian must place his 
  ward directly under himself, but the maximum radius 
  of the ward is 15 feet, instead of 10. The ward is still 
  maintained as long as he remains within close range (25 
  ft. + 5 ft./2 levels) of the ward. This modifies ward.
  
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  Guardian’s Challenge (Ex): At 2nd level, a primal 
  guardian adopts new tactics to keep foes engaged. When 
  the guardian hits a foe with a weapon attack, he can 
  challenge that foe as a free action. The challenged foe 
  takes a -2 penalty to attack rolls against anyone except 
  him. This penalty increases by -2 at 6th, 12th, and 18th 
  levels. The challenge lasts for a number of rounds equal 
  to the guardian’s Wisdom modifier (minimum 1). He can 
  issue a guardian’s challenge a number of times per day 
  equal to 1/2 his warden level + his Wisdom modifier.
  This replaces remedy. A primal guardian cannot learn 
  any secrets that require spending uses of remedy.
  Instinctive Reflex (Ex): Also at 2nd level, a primal 
  guardian gains Combat Reflexes as a bonus feat. If he 
  already has the feat, he can take any other combat feat he 
  qualifies for. He uses his Wisdom modifier instead of his 
  Dexterity modifier to determine the number of attacks 
  of opportunity he can make each round. This replaces 
  the bonus feat gained at 2nd level.
  Improved Bastion Ward (Su): At 9th level, a primal 
  guardian does not gain the ability to create multiple wards. 
  The radius of his singular ward increases to 20 feet. He 
  no longer gains the benefit of status on allies within his 
  ward. Instead, when the guardian rolls for initiative, he 
  may place down his bastion ward immediately with no 
  action required. He cannot apply a facet to his ward 
  when placed in this way, but can activate a facet once he 
  takes his first turn. This modifies improved ward.
  Authoritative Challenge (Ex): At 11th level, allies 
  gain a +2 bonus to their saving throws against the 
  spell-like, supernatural, and extraordinary abilities of 
  creatures affected by guardian’s challenge. If a foe that 
  is both affected by guardian’s challenge and within the 
  primal guardian’s reach makes an attack against an ally, 
  the guardian can make an attack of opportunity against 
  that foe. This replaces the secret gained at 8th level.
  Furious Step (Su): At 14th level, whenever the 
  primal guardian uses his wild step feature and ends his 
  teleportation next to an enemy, he can make an attack 
  of opportunity against them. This replaces the secret 
  gained at 14th level.
  Greater Bastion Ward (Su): At 15th level, the primal 
  guardian’s single ward has its maximum radius increased 
  to 30 feet. He gains the ability to sense creatures within 
  his ward: this acts as blindsense, but rather than being a 
  distance around himself it always affects the area of his 
  ward. This modifies greater ward.
  VERDANT SOUL (ARCHETYPE)
  Some wardens find themselves blessed with the 
  miraculous power to control plant-life. Called a verdant 
  soul, these wardens conjure stinging nettles and bursts 
  of positive energy to force out outsiders and heal their 
  allies with natural remedies. 
  Weapon and Armor Proficiencies: A verdant soul is 
  proficient with all simple weapons and with light armor 
  only. They are not proficient with shields.
  Verdant Control (Su and Sp): At 1st level, a verdant 
  soul gains the power to conjure and control plants. He 
  gains the elemental focus ability of the kineticist class, 
  but must choose wood as his element. He gains basic 
  phytokinesis, kinetic blast, burn, and gather power, 
  all acting as a kineticist of his verdant soul level. This 
  replaces ward.
  Wild Talents: At 1st level, the verdant soul gains a 
  single infusion wild talent of his choice. He gains an 
  additional infusion at 4th level and every four levels 
  gained thereafter. Additionally, at 2nd level and every 
  four levels thereafter, he gains a utility wild talent of his 
  choice. He uses his verdant soul level in place of his 
  kineticist level for qualifying for talents and determining 
  their effects. This replaces verdant bonus and facets.
  Flesh of  Wood (Su): At 2nd level, the verdant soul 
  gains the flesh of wood defensive wild talent. He treats it 
  as always having the maximum amount of burn invested 
  in it as possible for his level. This replaces the bonus feat 
  gained at 2nd level.
  Infusion Specialization (Ex): At 6th level, whenever 
  a verdant soul uses one or more infusions with a blast, 
  he reduces the combined burn cost of the infusions by 
  1. This can’t reduce the total cost of the infusions used 
  below 0. He reduces the burn cost by 1 additional point 
  at 10th, 14th, and 18th levels. This replaces the bonus 
  feats gained at 6th, 10th, 14th, and 18th levels.
  Expanded Element (Su): At 9th level, the verdant 
  soul gains the expanded element kineticist ability, but 
  must choose wood for his expanded element. He does 
  not gain a third element.
  In addition, the verdant soul chooses either autumn 
  blast, spring blast, summer blast, or winter blast. The 
  verdant soul can use this composite blast even though he 
  does not meet its requirements. He selects an additional 
  composite blast from this list at 12th, 15th, and 18th 
  levels. This replaces improved ward and greater ward.
  
  60
  Chapter III
  Feats
  Feats are abilities, skills, and talents that characters can 
  obtain through understanding, training, or by means of 
  their race or heritage. 
  TYPES OF FEATS
  Though some of the feats in this chapter are general and 
  have no special rules governing them, some feats belong 
  to a type or types of feats that have special shared rules. 
  The types a feat belongs to appear in parentheses after 
  the feat name. This chapter of Path of  the Wilds features 
  the following types of feats.
  Combat Feats
  Several classes, such as fighters, swashbucklers, and the 
  new invoker and warden classes, can select combat feats 
  as bonus feats. Members of other classes can take these 
  feats provided they meet the prerequisites.
  Metamagic Feats
  Metamagic feats allow a spellcaster to alter the effects of 
  spells they cast, granting them new uses and function. 
  Spells modified by a metamagic feat typically take up a 
  higher-level spell slot than the spell normally does.
  FEAT DESCRIPTIONS
  Feats are summarized on Table: Feats. Note that the 
  prerequisites and benefits on the table are abridged for 
  reference. See each feats’ description for full details.
  The following format is use for feat descriptions.
  Feat Name: The feat’s name includes what 
  subcategory of feat, if any, that feat belongs to, such as 
  Combat or Metamagic. The name is followed by a brief 
  description of what the feat does.
  Prerequisite: Some feats have prerequisites. Your 
  character must have the indicated ability score, class 
  feature, feat, skill, base attack bonus, or other quality 
  designated in order to select or use that feat. A character 
  can gain a feat at the same level at which he gains the 
  prerequisite. This entry will be absent if the feat has no 
  prerequisites.
  Feats that have prerequisites found in this book, such 
  as new feats or features of the new elementer, invoker, 
  or warden classes, are marked with a dagger (†).
  Benefit: What a feat enables a character to do (“you” 
  in the description). If a character has the same feat more 
  than once, its benefit does not stack unless otherwise 
  noted in the description.
  Normal: What a character who does not have this 
  feat is limited to or restricted from doing. If not having 
  the feat has no drawback, this entry is absent.
  Special: Additional information about the feat, such 
  as being able to take the feat multiple times.
  Aegis Strike (Combat)
  You draw upon elemental energy to fuel your attacks. 
  Prerequisites: Aegis† class feature, Arcane Strike
  Benefit: While you are in aegis form, you don’t need 
  to spend a swift action to use the Arcane Strike feat–it is 
  always in effect. Add your Arcane Strike damage to the 
  damage of any spell twists you use while in aegis form.
  Special: If you have the Elemental Strike† feat, you 
  can change the damage type you deal with that feat at the 
  start of each of your turns (no action required).
  Animal Focus
  Your animal spells are more potent than most.
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells you cast that have the animal 
  descriptor. 
  Beastlord Spell (Metamagic)
  Your magic allows you to affect all sorts of wild beasts.
  Prerequisites: Animal Focus†
  Benefit: Only spells with the animal descriptor can be 
  turned in a beastlord spell. Spells that permanently alter 
  a creature’s statistics, such as awaken, cannot be modified 
  by this feat. 
  If the spell could normally only affect creatures of 
  the animal type (such as hold animal), the spell now also 
  can target creatures of the magical beast or vermin type. 
  Mind-affecting animal spells can target vermin as if they 
  weren’t mindless. Spells that would let you interact with 
  an animal indirectly (such as speak with animals) allow that 
  same interaction with vermin or magical beasts, subject 
  to GM discretion. A beastlord spell uses up a spell slot 
  one level higher than the spell’s actual level.
  CHAPTER III
  FEATS
  
  61
  Chapter III
  Feats
  Table: Feats
  FEAT
  PREREQUISITES
  BENEFIT
  Aegis Strike
  Aegis class feature†, Arcane Strike
  Arcane Strike is always active during aegis.
  Animal Focus
  None
  +1 bonus on save DCs for animal spells
  Greater Animal Focus
  Animal Focus†
  +1 bonus on save DCs for animal spells.
  Tamer’s Arcana
  Animal Focus†
  Animal spells cast at +2 CL when targeting animals you 
  control.
  Bull Charge
  Vital Strike, base attack bonus +6
  Use Vital Strike on a charge, take no AC penalty.
  Elemental Strike
  Arcane Strike, caster level 5th
  Arcane Strike deals acid, cold, electricity, or fire damage.
  Energy Focus
  Elementer level 1st
  +1 bonus on save DCs for one elemental category.
  Greater Energy Focus
  Elementer level 1st, Energy Focus†
  +1 bonus on save DCs for one elemental category.
  Extra Energy Pool
  Energy pool class feature†
  Max energy pool increases by 4, starting energy by 2.
  Extra Remedy
  Remedy† class feature
  Use remedy two additional times each day.
  Extra Secret
  Secret† class feature
  Gain a new secret.
  Extra Spell Twist
  Spell twist† class feature
  Learn a new spell twist.
  Extra Spirit Energy
  Spirit energy† class feature
  Increase spirit energy pool by 2.
  Ferocious Assault
  Natural attacks, base attack bonus +4
  Reduced penalties when attacking with both manufactured 
  weapons and natural weapons.
  Hunter’s Aim
  Favored enemy class feature, Vital 
  Strike, base attack bonus +6
  Increase favored enemy damage bonus when using Vital 
  Strike.
  Improved Eldritch Claws
  Str 17, Eldritch Claws, natural weapons, 
  base attack bonus +9
  Natural attacks count as cold iron, reduce the effects of 
  magical concealment.
  Latent Remedy
  Remedy† class feature, warden level 4th
  Impart a remedy to be triggered when target is injured.
  Lunar Strike
  Nature Magic or the ability to cast druid 
  or ranger spells; Vital Strike, Knowledge 
  (nature) 5 ranks.
  Target of your Vital Strike must successfully save or 
  become blinded.
  Mystic Empathy
  Wild empathy class feature, Knowledge 
  (nature) 5 ranks
  No penalty to use wild empathy with magical beasts, 
  impart a suggestion to creatures you influence.
  Plant Focus
  None
  +1 bonus on save DCs for plant spells.
  Bramble Caster
  Plant Focus†, caster level 5th
  Plant spells are more effective at bypassing DR.
  Greater Plant Focus
  Plant Focus†
  +1 bonus on save DCs for plant spells.
  Savage Wounds
  Base attack bonus +4
  Bleed damage you inflict is harder to stop.
  Skilled Tracker
  Track class feature, Survival 7 ranks
  Track impossible targets, but at a -5 penalty.
  Spirit Convocation
  Spirit companion† class feature, invoker 
  level 4th
  Exchange spirit energy for spell slots.
  Spotter’s Call
  Wis 13; animal companion or hunter’s 
  bond (hunting companions) class feature; 
  base attack bonus +9
  Call out a target with an attack, increasing the damage of 
  your animal companion or allies.
  Tempest Strike
  Nature Magic or the ability to cast druid 
  or ranger spells; Vital Strike, Knowledge 
  (nature) 5 ranks.
  Target of your Vital Strike must successfully save or 
  become staggered.
  Venomous Strike
  Nature Magic or the ability to cast druid 
  or ranger spells; Vital Strike, Knowledge 
  (nature) 5 ranks.
  Target of your Vital Strike must successfully save or 
  become sickened.
  Verdant Summons
  Spell Focus (conjuration), able to cast 
  summon nature’s ally
  Summoned creatures are immune to paralysis and poison, 
  can move through woodlands unhindered.
  Woodland Sage
  Wis 13
  Add Wisdom modifier to several skill checks.
  METAMAGIC FEATS
  PREREQUISITES
  BENEFIT
  Beastlord Spell
  Animal Focus†
  Animal spells affect vermin and magical beasts.
  Harmonic Spell
  Plant Focus†
  Spell does not harm vegetation or plant creatures.
  Volcanic Spell
  None
  Fire or earth spell conjures lava, burns targets.
  
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  Bramble Caster
  Plants you command grow thick with bark and thorns.
  Prerequisites: Plant Focus, caster level 5th
  Benefit: When you cast a spell with the plant descriptor 
  that deals slashing, bludgeoning, or piercing damage, it 
  counts as magic for the purpose of overcoming damage 
  reduction. At caster level 10th, the spell also counts as 
  silver and cold iron. At caster level 15th, it counts as 
  adamantine. This is in addition to any other damage 
  types the spell counts as to overcome damage reduction.
  Bull Charge (Combat)
  You rush into battle with a devastating attack.
  Prerequisites: Vital Strike, BAB +6
  Benefit: You take no penalty to your AC when 
  you make a charge attack. You can use Vital Strike (or 
  Improved Vital Strike or Greater Vital Strike, if you 
  have them) in place of the attack at the end of a charge. 
  The damage dice added by Vital Strike, Improved Vital 
  Strike, or Greater Vital Strike are not doubled when 
  charging with a lance while mounted. 
  Normal: Charging causes you to take a -2 penalty to 
  your AC until the start of your next turn.
  Elemental Strike (Combat)
  Your arcane strike roils with elemental energy.
  Prerequisites: Arcane Strike, caster level 5th
  Benefit: When you use the Arcane Strike feat, rather 
  than increasing your weapon damage, you can instead 
  add energy damage to your strikes. You can choose 
  either acid, cold, electricity, or fire damage, and can make 
  a different choice each time. The damage added is equal 
  to the amount you would have added to your attacks by 
  Arcane Strike and is multiplied on a critical hit.
  Energy Focus
  Choose a single elemental category (air, earth, fire, or 
  water). Your abilities of that type become stronger.
  Prerequisites: Elementer level 1st
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells and spell twists from the elemental 
  category you select. The effect of this feat does not 
  stack with the effects of Elemental FocusAPG or Greater 
  Elemental FocusAPG.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a different elemental category of spells and 
  spell twists.
  Extra Energy Pool
  You have a larger well of planar energy to draw from.
  Prerequisites: Energy pool† class feature
  Benefit: The maximum amount of points your 
  energy pool can hold increases by 4.
  Special: You can gain this feat multiple times. Its 
  effect stacks.
  Extra Remedy
  You can heal more creatures each day.
  Prerequisites: Remedy† class feature
  Benefit: You can use your remedy class feature two 
  additional times each day.
  Special: You can gain this feat multiple times. Its 
  effect stacks.
  Extra Secret
  Nature has taught you another hidden power.
  Prerequisites: Secret† class feature
  Benefit: You gain an additional secret. You must 
  meet its requirements (if any).
  Special: You can gain this feat multiple times.
  Extra Spell Twist
  You learn another basic elemental form.
  Prerequisites: Spell twist† class feature
  Benefit: You gain an additional spell twist.
  Special: You can gain this feat multiple times.
  Extra Spirit Energy
  Spirits lend you their power more readily.
  Prerequisites: Spirit energy† class feature
  Benefit: Your spirit energy pool increases by 2.
  Special: You can gain this feat multiple times. Its 
  effect stacks.
  Ferocious Assault (Combat)
  You strike with a combination of steel and claw.
  Prerequisites: At least one natural attack, base attack 
  bonus +4
  Benefit: When attacking with both manufactured 
  weapons and natural attacks within the same full attack, 
  your natural attacks take only a -2 penalty.
  Normal: Secondary natural attacks take a -5 penalty 
  to attack rolls.
  Greater Animal Focus
  Your animal spells gain additional potency.
  Prerequisites: Animal Focus†
  Benefit: Add +1 to the Difficulty Class for all saving 
  throws against spells you cast that have the animal 
  descriptor. This stacks with the bonus from Animal 
  Focus†.
  Greater Energy Focus
  Choose an elemental category (air, earth, fire, or water) 
  to which you have already applied the Energy Focus† 
  feat. Your abilities of that type become even stronger.
  Prerequisites: Elementer level 1st, Energy Focus† 
  
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  Benefit: Add +1 to the Difficulty Class for all 
  saving throws against spells and spell twists from the 
  elemental category you select. This bonus stacks with 
  the bonus from Energy Focus†, but not with the benefit 
  of Elemental FocusAPG or Greater Elemental FocusAPG.
  Special: You can gain this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a different elemental category of spells and 
  spell twists to which you already have applied the Energy 
  Focus† feat.
  Greater Plant Focus
  Your plant spells gain additional potency.
  Prerequisites: Plant Focus†
  Benefit: Add +1 to the Difficulty Class for all 
  saving throws against spells you cast that have the plant 
  descriptor. This stacks with the bonus from Plant Focus†.
  Harmonic Spell (Metamagic)
  Your magic does not harm the wilds.
  Prerequisites: Plant Focus†, Spellcraft 5 ranks
  Benefit: A harmonic spell has no effect on vegetation, 
  including plant creatures and magically-created plants. 
  Other targets are affected normally. Spells that only 
  affect plants (such as diminish plants) cannot be modified 
  by this feat. A harmonic spell does not use up a higher-
  level spell slot than the spell’s actual level.
  Hunter’s Aim (Combat)
  A single well-placed strike is all you need.
  Prerequisites: Vital Strike, favored enemy class 
  feature, base attack bonus +6
  Benefit: When you use Vital Strike (or its Improved 
  or Greater versions) to attack a favored enemy, multiply 
  your favored enemy damage bonus by the number of 
  times you multiplied the damage dice: twice for Vital 
  Strike, three times for Improved Vital Strike, or four 
  times for Greater Vital Strike.
  Normal: Only damage dice from an attack are 
  multiplied by Vital Strike, not any bonuses to those dice.
  Improved Eldritch Claws (Combat)
  Magical tricks are no match for your wild ferocity.
  Prerequisites: Eldritch Claws, Str 17, natural 
  weapons, base attack bonus +9
  Benefit: Your natural attacks count as cold iron for the 
  purpose of overcoming damage reduction. Your natural 
  attacks ignore concealment granted by magic (such as 
  blur or the mist created by obscuring mist), and you treat 
  magical forms of total concealment (such as displacement 
  or invisibility) as only being normal concealment (20% 
  miss chance). This does not allow you to pinpoint the 
  location of a creature hidden from you: it only lets you 
  strike more accurately once you’ve located it.
  Latent Remedy
  You can impart a dormant healing energy that emerges 
  only when needed.
  Prerequisites: Remedy† class feature, warden 
  level 4th
  Benefit: You can spend 2 uses of remedy to impart 
  a creature with a latent remedy. Doing so requires 
  you to touch the recipient and takes 10 minutes of 
  concentration. A latent remedy does not immediately 
  take effect. Instead, if a creature imparted with a latent 
  remedy is ever reduced to below half (50%) of its hit 
  points, the creature is immediately affected by your 
  remedy for its normal duration and effect.
  You can only impart a latent remedy on one creature 
  at a time. The latent remedy lasts until triggered, until 
  you grant it to a different creature, or for 24 hours, 
  whichever comes first.
  Lunar Strike (Combat)
  A surge of pale moonlight disorients foes you strike.
  Prerequisites: Nature MagicACG or the ability to cast 
  druid or ranger spells; Vital Strike, Knowledge (nature) 
  5 ranks.
  Benefit: When you use Vital Strike (or Improved 
  Vital Strike or Greater Vital Strike), you create a burst 
  of shimmering moonlight, blinding the creature for 1 
  round (minimum 1) if it fails a Will save (DC = 10 + 1/2 
  your character level + your Wisdom modifier). 
  You can use this benefit a number of times per day 
  equal to your Wisdom modifier (minimum 1). You can 
  choose to use this ability as a free action after you hit 
  the enemy with the attack. This is a supernatural ability.
  Mystic Empathy
  Your bond with wildlife surpasses understanding and 
  becomes supernatural authority.
  Prerequisite: Wild empathy class feature, Knowledge 
  (nature) 5 ranks
  Benefit: You no longer take a penalty to your Wild 
  Empathy checks to influence magical beasts with 
  Intelligence scores of 1 or 2. If you spend an additional 
  minute to interact with an animal or magical beast 
  while using wild empathy, you can attempt to direct 
  the creature with mystical compulsion. This acts as a 
  suggestion spell, except it does not have the language-
  dependent descriptor. You must give relatively simple 
  suggestions or commands to the creature, such as “help 
  us track something” or “lead us to water”, unless you 
  can communicate with it directly (such as being under 
  the effect of speak with animals). You use your ranks in 
  Knowledge (nature) as your caster level for this effect, 
  and the save DC is equal to 10 + 1/2 your character’s 
  level + your Charisma modifier. A magical beast gains a 
  +4 bonus to its save against this feat’s effect. Once you 
  
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  Feats
  attempt to compel a creature in this manner (whether it 
  makes the save or not), it cannot be compelled again for 
  24 hours. This is a supernatural ability.
  Normal: You can use wild empathy to influence a 
  magical beast with an Intelligence score of 1 or 2, but 
  you take a -4 penalty on the check.
  Plant Focus
  Your plant spells are more potent than most.
  Benefit: Add +1 to the Difficulty Class for all 
  saving throws against spells you cast that have the plant 
  descriptor. 
  Savage Wounds (Combat)
  Wounds you inflict bleed profusely.
  Prerequisites: Base attack bonus +4
  Benefit: Bleed damage you inflict is difficult to 
  stop. Increase the DC of Heal checks to stop bleeding 
  you inflict by your base attack bonus. Magical healing 
  no longer stops the bleeding: a creature that attempts 
  magical healing must succeed on a caster level check 
  equal to the Heal DC or fail to stop the bleeding (though 
  the effect still heals as normal).
  Normal: Bleeding can be stopped by a DC 15 Heal 
  check or the application of any magical healing.
  Skilled Tracker
  You can track down impossible prey.
  Prerequisites: Track class feature, Survival 7 ranks
  Benefit: You can track creatures that leave no tracks 
  at all, such as flying creatures and those under the effects 
  of pass without trace, though you take a -5 penalty to your 
  Survival checks to do so.
  Normal: You cannot track a creature that leaves 
  no trail.
  Spirit Convocation
  The bond between you and your spirit allows you to 
  share spiritual energy.
  Prerequisites: Spirit companion† class feature, 
  invoker level 4th
  Benefit: You can spend spirit energy points to recover 
  spell slots for your companion. Doing so is a swift action 
  and requires you to spend spirit energy points equal to 
  the slot’s level. Only one slot can be recovered per round 
  in this manner.
  
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  Spotter’s Call (Combat)
  You strike a marking hit on your quarry that shows your 
  allies how to take it down.
  Prerequisites: Wis 13; animal companion or hunter’s 
  bond (hunting companions) class feature; base attack 
  bonus +9
  Benefit: As a standard action, you can make a single 
  attack with a weapon your are wielding against a foe you 
  can see. If the attack hits, you grant your companions 
  additional damage against that target. If you have an 
  animal companion, your companion deals an additional 
  +1d6 damage with its natural attacks against that target 
  and ignores any concealment effects on the target less 
  than total concealment. If you have a hunter’s bond with 
  your hunting companions, you grant this bonus to all 
  allies within 30 feet that saw your attack for 1 round, 
  instead, and it applies to both their natural attacks and 
  weapon attacks. The damage granted by spotter’s call is 
  the same type as the weapon or natural attack used by 
  your ally or companion and is not multiplied on a critical 
  hit. The effects of this feat do not stack.
  Special: You can use the effects of this feat with the 
  attack granted from the Vital Strike, Improved Vital 
  Strike, and Greater Vital Strike feats.
  Tamer’s Arcana
  Your magic binds more readily to beasts under your 
  command.
  Prerequisites: Animal Focus†
  Benefit: Increase your caster level by +2 when casting 
  spells with the animal descriptor that target your animal 
  companion or an animal creature you have summoned.
  Tempest Strike (Combat)
  A furious blast of air batters foes in your way.
  Prerequisites: Nature MagicACG or the ability to cast 
  druid or ranger spells; Vital Strike, Knowledge (nature) 
  5 ranks.
  Benefit: When you use Vital Strike (or Improved Vital 
  Strike or Greater Vital Strike), you can unleash a blast of 
  gale-force winds, staggering the creature for a number 
  of rounds equal to your Wisdom modifier (minimum 1) 
  if it fails a Reflex save (DC = 10 + 1/2 your character 
  level + your Wisdom modifier). 
  You can use this benefit a number of times per day 
  equal to your Wisdom modifier (minimum 1). You can 
  choose to use this ability as a free action after you hit 
  the enemy with the attack. This is a supernatural ability.
  Venomous Strike (Combat)
  A poisonous sting accompanies your attacks.
  Prerequisites: Nature MagicACG or the ability to cast 
  druid or ranger spells; Vital Strike, Knowledge (nature) 
  5 ranks.
  Benefit: When you use Vital Strike (or Improved 
  Vital Strike or Greater Vital Strike), you can impart it 
  with a toxic bite, sickening the target for a number of 
  rounds equal to your Wisdom modifier (minimum 1) if 
  it fails a Fortitude save (DC = 10 + 1/2 your character 
  level + your Wisdom modifier). 
  You can use this benefit a number of times per day 
  equal to your Wisdom modifier (minimum 1). You can 
  choose to use this ability as a free action after you hit 
  the enemy with the attack. This is a supernatural ability.
  Verdant Summons
  Creatures you summon are infused with plant life.
  Prerequisites: Spell Focus (conjuration), able to cast 
  summon nature’s ally
  Benefit: Creatures you summon become immune to 
  paralysis and poison. They also gain woodland stride (as 
  the class feature) and the Mystic StrideUM feat, even if 
  they don’t meet its prerequisites.
  Volcanic Spell (Metamagic)
  Your spells are comprised of molten stone.
  Benefit: You can only apply this metamagic to a spell 
  with the earth or fire descriptor that deals damage.
  A volcanic spell conjures lava to harm its targets, 
  causing its damage to become half fire and half 
  bludgeoning. If a target fails its saving throw against the 
  spell it is covered is lava, taking fire damage equal to 
  double the spell’s level for 1d3 rounds. This effect is only 
  applied on the first failed saving throw against the spell, 
  not any subsequent failed saves. If the spell didn’t offer 
  a saving throw, the target can make a Reflex save to avoid 
  this effect. A volcanic spell uses up a spell slot one level 
  higher than the spell’s actual level.
  Woodland Sage
  Understanding nature requires patience far more than 
  education or guile.
  Prerequisites: Wis 13 
  Benefit: Add your Wisdom modifier as an additional 
  bonus to your Handle Animal, Knowledge (nature), and 
  Knowledge (geography) checks. If you have the wild 
  empathy class feature, add your Wisdom modifier as an 
  additional bonus on checks with that ability.
  
  66
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  Spells
  Magic casters are no strangers to channeling the forces 
  of nature, be it controlling the weather or shapeshifting 
  into bestial forms. The mysteries of the world are 
  revealed within this chapter of Path of  the Wilds, 
  showcasing never-before-seen spells of primal might.
  Spells in this section revolve around nature itself, 
  whether that be commanding its natural denizens or 
  evoking the primordial elements, making them of import 
  to druids, shamans, and rangers. The new invoker and 
  elementer will likewise find useful spells in this section 
  that channel their spirit’s dominions and use the four 
  elements in tandem, respectively.
  The following lists summarize the new spells 
  presented in this book, arranged by class and level. A 
  superscript of “F” or “M” appearing at the end of a 
  spell’s name denotes a focus or material component that 
  is not normally included in a spell component pouch.
  Order of  Presentation: These lists present spells 
  in alphabetical order by name, except for spells whose 
  name begins with “communal”, “lesser”, “greater”, or 
  “mass”, in which case it is alphabetized by the second 
  word of the spell name.
  Hit Dice: The term “Hit Dice” is used synonymously 
  with “character levels” for effects that affect a specific 
  number of Hit Dice worth of creatures.
  Caster Level: A spell’s power often depends on 
  caster level, which is defined as the caster’s class level 
  for the purpose of casting a particular spell. The word 
  “level” in the short spell descriptions that follow always 
  refer to caster level.
  Communal Spells: Communal spells function 
  like other spells, except they allow you to divide the 
  duration among multiple targets, treating each target as a 
  subject of the spell. When you divide the duration, you 
  must divide it as evenly as possible among the targets. 
  Furthermore, unless a communal spell’s description 
  indicates otherwise, no target can receive a duration 
  increment smaller than the smallest increment of 
  duration given in the spell description. For example, if 
  you are 4th level, your spell’s duration is 1 hour per level, 
  and you have three targets, then each target must receive 
  1 hour of duration. The extra 1 hour must be assigned 
  to one of the three targets (your choice) or it is wasted.
  New Descriptors
  Many spells within this book (and many spells presented 
  in other Pathfinder Roleplaying Game material) focus 
  around the control, transmuting, or conjuration of 
  plants and animals. Path of  the Wilds introduces two new 
  descriptors—animal and plant—that provide a unifying 
  mechanic to these two overarching themes.
  The following section describes these new spell 
  descriptors and also lists several spells from existing 
  Pathfinder Roleplaying Game books that would have 
  these descriptors, if they existed at the time. However, 
  many other supplements not referenced here contain 
  spells that, if included, would likely be given the 
  animal or plant descriptor. Consider giving these new 
  descriptors to spells featured in your favorite books that 
  utilize plants and animals in some manner to further 
  expand upon the abilities found in Path of  the Wilds.
  The Animal Descriptor
  Spells with the animal descriptor are those that are 
  themed around beasts. Some of them directly control or 
  aid an animal (such as charm animal), while others evoke 
  an animalistic trait (such as beast shape I). Many of the 
  spells in this book have the animal descriptor added. 
  Some abilities and feats found in Path of  the Wilds, such 
  as the Animal Focus* feat, rely on the animal descriptor 
  for their function.
  In addition to the spells in this book, several spells 
  from existing Pathfinder Roleplaying Game material 
  gain the animal descriptor, as listed below:
  • alpha instinctUW
  • animal ambassadorUI
  • animal aspectUC
  • animal aspect (greater)UC
  • animal growth
  • animal messenger
  • animal purpose trainingACG
  • animal trance
  • animal shapes
  • anthropomorphic animalUM
  • apport animalOA
  • aspect of  the bearAPG
  CHAPTER IV
  SPELLS
  
  67
  Chapter IV
  Spells
  • aspect of  the falconAPG
  • aspect of  the stagAPG
  • aspect of  the wolfAPG
  • atavismUM
  • atavism (mass)UM
  • awaken
  • baleful polymorph
  • beast shape I-IV
  • beast speakACG
  • call animalAPG
  • calm animals
  • charm animal
  • companion life linkACG
  • companion mind linkUC
  • commune with birdsARG
  • detect animals or plants
  • dominate animal
  • eagle aerieUM
  • hide from animals
  • hold animal
  • pocketful of  vipersUI
  • pup shapeUC
  • rain of  frogsUM
  • raise animal companionUM
  • reduce animal
  • scamperUW
  • sea stallionUW
  • sea steedUW
  • speak with animals
  • stench of  preyACG
  • summon minor allyUM
  • summon monster I-IX (when summoning animals)
  • summon nature’s ally I-IX (when summoning animals)
  • wartrain mountUM
  The Plant Descriptor
  Spells with the plant descriptor are those that conjure, 
  control, or manipulate plant matter. Most involve 
  directly summoning plants (such as shambler) or alter their 
  properties (like plant growth). Many of the spells in this 
  book have the plant descriptor added. Some abilities and 
  feats found in Path of  the Wilds, such as the Plant Focus* 
  feat, rely on the plant descriptor for their function.
  In addition to the spells in this book, several spells 
  from existing Pathfinder Roleplaying Game material 
  gain the plant descriptor, as listed below:
  • anchored stepACG
  • animate plants
  • antiplant shell
  • arboreal hammerUM
  • blight
  • burst of  nettlesUM
  • changestaff
  • climbing beanstalkACG
  • command plants
  • control plants
  • detect animals or plants
  • diminsh plants
  • entangle
  • fire seeds
  • forest friendUC
  • forest’s senseUW
  • fungal infestationUM
  • goodberry
  • grasping vineUW
  • green caressHA
  • greensightUW
  • grove of  respiteAPG
  • ironwood
  • life blastHA
  • lily pad strideAPG
  • liveoak
  • plant growth
  • plant shape I-IV
  • repel wood
  • seed spiesUW
  • shambler
  • sickening entanglementACG
  • siege of  treesUC
  • siege of  trees (greater)UC
  • snake staffAPG
  • speak with plants
  • spike growth
  • sturdy tree fortUW
  • thorn bodyAPG
  • thorn javelinACG
  • thorny entanglementACG
  • transmute metal to wood
  • transport via plants
  • tree shape
  • tree stride
  • warp wood
  • underbrush decoyUI
  • vine strikeUW
  • wall of  thorns
  • wilderness soldiersUC
  • wood shape
  
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  ALCHEMIST FORMULAE
  2nd-Level Alchemist Formulae
  Icy Trail: Target freezes the ground beneath their feet.
  4th-Level Alchemist Formulae
  Tremorsense: Target can sense vibrations.
  5th-Level Alchemist Formulae
  Embrace The Deep: Gain numerous benefits while 
  submerged in water.
  Tremorsense, Communal: As tremorsense, but you may 
  divide the duration among creatures touched.
  BLOODRAGER SPELLS
  1st-Level Bloodrager Spells
  Energy Missiles: Five darts of energy deal varying 
  types of damage.
  2nd-Level Bloodrager Spells
  Flame Dash: Temporarily increase your speed while 
  igniting everything you pass.
  Icy Trail: Target freezes the ground beneath their feet.
  3rd-Level Bloodrager Spells
  Cold Snap: Burst of ice deals 1d6/level damage, freezes 
  objects in place.
  Hand of  Stone: Fist of rock grabs and crushes foes.
  4th-Level Bloodrager Spells
  Downpour: Torrential rainfall hinders sight and 
  movement, impedes fire magic.
  CLERIC SPELLS
  2nd-Level Cleric Spells
  Icy Trail: Target freezes the ground beneath their feet.
  4th-Level Cleric Spells
  Control Ice: Melt, freeze, or move ice.
  Pillar of  Earth: Solid pillar rises from the ground, 
  granting high ground or impacting foes.
  5th-Level Cleric Spells
  Moonblast: Column of moonlight harms and confuses, 
  more effective against shapeshifters.
  DRUID SPELLS
  0-Level Druid Spells (Orisons)
  Cultivate: Magically tend to nearby plants.
  Freeze: Coat a target with a thin layer of ice.
  1st-Level Druid Spells
  Earthen Shard: Slab of earth deals 1d6/level, renders 
  target flat-footed.
  Stinging Thorn: Splinter of wood deals 1d6/level, 
  bleeds target struck.
  2nd-Level Druid Spells
  Clear Terrain: Remove the effects of difficult terrain.
  Clipped Wings: Creature is unable to fly or jump.
  Cloudburst: Bolt of clouds deals nonlethal damage, 
  creates a spread of mist.
  Icy Trail: Target freezes the ground beneath their feet.
  Primordial Fang: Grant elemental damage to natural 
  attacks for 1 round.
  Wasp Sting: Potion or poison transforms into a wasp.
  3rd-Level Druid Spells
  Animal Sense: Gain the senses of a specific animal.
  Commanding WhistleF: Silently make Handle Animal 
  checks from a distance.
  Control Temperature: Raise or lower temperature.
  Dessicate: Negative energy destroys water in an area.
  Hand of  Stone: Fist of rock grabs and crushes foes.
  Heat Wave: Line of hot air deals fire damage, fatigues.
  Spore Burst: Puff of fungal spores deals acid damage, 
  sickens creatures.
  Tremorsense: Target can sense vibrations.
  Weather Shield: Barrier protects target from natural 
  weather phenomena.
  4th-Level Druid Spells
  Animal Sense, Communal: As animal sense, but you 
  may divide the duration among creatures touched.
  Control Ice: Melt, freeze, or move ice.
  Downpour: Torrential rainfall hinders sight and 
  movement, impedes fire magic.
  Maelstrom: Whirlpool of water gathers creatures 
  towards it center.
  Tremorsense, Communal: As tremorsense, but you may 
  divide the duration among creatures touched.
  Verdant Surge: Summon plant growth that is conducive 
  to magic.
  5th-Level Druid Spells
  Embrace The Deep: Gain numerous benefits while 
  submerged in water.
  Moonblast: Column of moonlight harms and confuses, 
  more effective against shapeshifters.
  SPELL LISTS
  
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  Pillar of  Earth: Solid pillar rises from the ground, 
  granting high ground or impacting foes.
  Solar Flare: Searing light deals 1d6/level, blinds foes.
  Symbiosis: Become vitally linked to another creature.
  Toxic Bloom: Flower causes a variety of effects.
  Weather Shield, Mass: As weather shield, but affecting 
  multiple creatures or objects.
  WildfireM: Spreading flames deal 3d6 + 1 per level.
  6th-Level Druid Spells
  Leeching Spores: Cloud of fungal spores deal acid 
  damage and grant you temporary hit points.
  Luminous Body: Transform into brilliant light.
  7th-Level Druid Spells
  Crushing Roots: Thick tree roots deal 1d6/level, daze 
  and entangle creatures.
  Lava Burst: Ball of molten rock deals 1d6/level, burns 
  creatures and objects.
  Primal Fury: Transform into a powerful lycanthrope.
  Tempest Hammer: Strong downdraft forces targets to 
  the ground, harms creatures and structures.
  8th-Level Druid Spells
  Lightning Strike: Powerful blast of lightning deals 
  electricity damage, stuns, blinds, and deafens.
  9th-Level Druid Spells
  Apex Predator: Animal gains tremendous power, but 
  at a cost.
  Eruption: Conjure a fiery volcanic eruption.
  Natural Order: Ravage unnatural foes, end ongoing 
  spells and transformations.
  ELEMENTER SPELLS
  0-Level Elementer Spells (Cantrips)
  Freeze: Coat a target with a thin layer of ice.
  1st-Level Elementer Spells
  Earthen Shard: Slab of earth deals 1d6/level, renders 
  target flat-footed.
  Energy Missiles: Five darts of energy deal varying 
  types of damage.
  2nd-Level Elementer Spells
  Clear Terrain: Remove the effects of difficult terrain.
  Cloudburst: Bolt of clouds deals nonlethal damage, 
  creates a spread of mist.
  Flame Dash: Temporarily increase your speed while 
  igniting everything you pass.
  Icy Trail: Target freezes the ground beneath their feet.
  Prism Bolt: Bolt deals a mixture of energy damage.
  3rd-Level Elementer Spells
  Cold Snap: Burst of ice deals 1d6/level damage, freezes 
  objects in place.
  Expose: Reduce creature’s or object’s defenses.
  Control Temperature: Raise or lower temperature.
  Dessicate: Negative energy destroys water in an area.
  Hand of  Stone: Fist of rock grabs and crushes foes.
  Heat Wave: Line of hot air deals fire damage, fatigues.
  Prism Burst: 60-ft. line deals mixture of energy damage.
  Weather Shield: Barrier protects target from natural 
  weather phenomena.
  4th-Level Elementer Spells
  Control Ice: Melt, freeze, or move ice.
  Downpour: Torrential rainfall hinders sight and 
  movement, impedes fire magic.
  Pillar of  Earth: Solid pillar rises from the ground, 
  granting high ground or impacting foes.
  Prism Shield: Barrier negates energy damage.
  Tremorsense: Target can sense vibrations.
  5th-Level Elementer Spells
  Embrace The Deep: Gain numerous benefits while 
  submerged in water.
  Expose, Greater: As expose, but with higher penalties.
  Living Storm: Transform into a whirlwind of air.
  Maelstrom: Whirlpool of water gathers creatures 
  towards it center.
  Prism Assault: Four blasts deal varying energy damage.
  Solar Flare: Searing light deals 1d6/level, blinds foes.
  Tremorsense, Communal: As tremorsense, but you may 
  divide the duration among creatures touched.
  Weather Shield, Mass: As weather shield, but affecting 
  multiple creatures or objects.
  WildfireM: Spreading flames deal 3d6 + 1 per level.
  6th-Level Elementer Spells
  Prism Barrier: Wall deals varying energy damage to 
  foes that cross it, augments attacks.
  7th-Level Elementer Spells
  Lava Burst: Ball of molten rock deals 1d6/level, burns 
  creatures and objects.
  Rain of  Fire: Dark cloud blots out light, rains down 
  multiple fireballs each round.
  Tempest Hammer: Strong downdraft forces targets to 
  the ground, harms creatures and structures.
  8th-Level Elementer Spells
  Lightning Strike: Powerful blast of lightning deals 
  electricity damage, stuns, blinds, and deafens.
  9th-Level Elementer Spells
  Eruption: Conjure a fiery volcanic eruption.
  
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  INVOKER SPELLS
  0-Level Invoker Spells (Orisons)
  Cultivate: Magically tend to nearby plants.
  Freeze: Coat a target with a thin layer of ice.
  1st-Level Invoker Spells
  Dominion’s Shield: Grants target +1 shield bonus/3 
  levels, +4 to saves based on invoked spirits.
  Earthen Shard: Slab of earth deals 1d6/level, renders 
  target flat-footed.
  Stinging Thorn: Splinter of wood deals 1d6/level, 
  bleeds target struck.
  2nd-Level Invoker Spells
  Clear Terrain: Remove the effects of difficult terrain.
  Clipped Wings: Creature is unable to fly or jump.
  Dominion’s Curse: Inflict various penalties based on 
  invoked spirits.
  Icy Trail: Target freezes the ground beneath their feet.
  Primordial Fang: Grant elemental damage to natural 
  attacks for 1 round.
  Weather Shield: Barrier protects target from natural 
  weather phenomena.
  3rd-Level Invoker Spells
  Dominion’s Wrath: Burst of energy deals 1d8/2 levels, 
  damage varies based on invoked spirits.
  Hand of  Stone: Fist of rock grabs and crushes foes.
  Verdant Surge: Summon plant growth that is conducive 
  to magic.
  4th-Level Invoker Spells
  Dominion’s Blessing: Allies gain +2 to attacks, damage, 
  and saves, additional bonus based on invoked spirits.
  Downpour: Torrential rainfall hinders sight and 
  movement, impedes fire magic.
  Embrace The Deep: Gain numerous benefits while 
  submerged in water.
  Maelstrom: Whirlpool of water gathers creatures 
  towards it center.
  Pillar of  Earth: Solid pillar rises from the ground, 
  granting high ground or impacting foes.
  Symbiosis: Become vitally linked to another creature.
  Toxic Bloom: Flower causes a variety of effects.
  Weather Shield, Mass: As weather shield, but affecting 
  multiple creatures or objects.
  MAGUS SPELLS
  1st-Level Magus Spells
  Energy Missiles: Five darts of energy deal varying 
  types of damage.
  2nd-Level Magus Spells
  Flame Dash: Temporarily increase your speed while 
  igniting everything you pass.
  Icy Trail: Target freezes the ground beneath their feet.
  3rd-Level Magus Spells
  Cold Snap: Burst of ice deals 1d6/level damage, freezes 
  objects in place.
  Expose: Reduce creature’s or object’s defenses.
  5th-Level Magus Spells
  Expose, Greater: As expose, but with higher penalties.
  Solar Flare: Searing light deals 1d6/level, blinds foes.
  OCCULTIST SPELLS
  2nd-Level Occultist Spells
  Wasp Sting: Potion or poison transforms into a wasp.
  3rd-Level Occultist Spells
  Cold Snap: Burst of ice deals 1d6/level damage, freezes 
  objects in place.
  Expose: Reduce creature’s or object’s defenses.
  5th-Level Occultist Spells
  Embrace The Deep: Gain numerous benefits while 
  submerged in water.
  Expose, Greater: As expose, but with higher penalties.
  PSYCHIC SPELLS
  4th-Level Psychic Spells
  Tremorsense: Target can sense vibrations.
  5th-Level Psychic Spells
  Embrace The Deep: Gain numerous benefits while 
  submerged in water.
  Maelstrom: Whirlpool of water gathers creatures 
  towards it center.
  Solar Flare: Searing light deals 1d6/level, blinds foes.
  Tremorsense, Communal: As tremorsense, but you may 
  divide the duration among creatures touched.
  6th-Level Psychic Spells
  Luminous Body: Transform into brilliant light.
  Symbiosis: Become vitally linked to another creature.
  RANGER SPELLS
  1st-Level Ranger Spells
  Cultivate: Magically tend to nearby plants.
  
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  2nd-Level Ranger Spells
  Clear Terrain: Remove the effects of difficult terrain.
  Clipped Wings: Creature is unable to fly or jump.
  Commanding WhistleF: Silently make Handle Animal 
  checks from a distance.
  Primordial Fang: Grant elemental damage to natural 
  attacks for 1 round.
  Seek Foe: Sense the presence of your favored enemies.
  Weather Shield: Barrier protects target from natural 
  weather phenomena.
  3rd-Level Ranger Spells
  Animal Sense: Gain the senses of a specific animal.
  Verdant Surge: Summon plant growth that is conducive 
  to magic.
  4th-Level Ranger Spells
  Animal Sense, Communal: As animal sense, but you 
  may divide the duration among creatures touched.
  Weather Shield, Mass: As weather shield, but affecting 
  multiple creatures or objects.
  SHAMAN SPELLS
  0-Level Shaman Spells (Orisons)
  Cultivate: Magically tend to nearby plants.
  Freeze: Coat a target with a thin layer of ice.
  1st-Level Shaman Spells
  Earthen Shard: Slab of earth deals 1d6/level, renders 
  target flat-footed.
  Stinging Thorn: Splinter of wood deals 1d6/level, 
  bleeds target struck.
  2nd-Level Shaman Spells
  Clear Terrain: Remove the effects of difficult terrain.
  Icy Trail: Target freezes the ground beneath their feet.
  Primordial Fang: Grant elemental damage to natural 
  attacks for 1 round.
  Wasp Sting: Potion or poison transforms into a wasp.
  3rd-Level Shaman Spells
  Animal Sense: Gain the senses of a specific animal.
  Clipped Wings: Creature is unable to fly or jump.
  Commanding WhistleF: Silently make Handle Animal 
  checks from a distance.
  Control Temperature: Raise or lower temperature.
  Hand of  Stone: Fist of rock grabs and crushes foes.
  Heat Wave: Line of hot air deals fire damage, fatigues.
  Spore Burst: Puff of fungal spores deals acid damage, 
  sickens creatures.
  Weather Shield: Barrier protects target from natural 
  weather phenomena.
  4th-Level Shaman Spells
  Animal Sense, Communal: As animal sense, but you 
  may divide the duration among creatures touched.
  Control Ice: Melt, freeze, or move ice.
  Downpour: Torrential rainfall hinders sight and 
  movement, impedes fire magic.
  Verdant Surge: Summon plant growth that is conducive 
  to magic.
  5th-Level Shaman Spells
  Embrace The Deep: Gain numerous benefits while 
  submerged in water.
  Maelstrom: Whirlpool of water gathers creatures 
  towards it center.
  Moonblast: Column of moonlight harms and confuses, 
  more effective against shapeshifters.
  Pillar of  Earth: Solid pillar rises from the ground, 
  granting high ground or impacting foes.
  Solar Flare: Searing light deals 1d6/level, blinds foes.
  Toxic Bloom: Flower causes a variety of effects.
  Weather Shield, Mass: As weather shield, but affecting 
  multiple creatures or objects.
  WildfireM: Spreading flames deal 3d6 + 1 per level.
  6th-Level Shaman Spells
  Leeching Spores: Cloud of fungal spores deal acid 
  damage and grant you temporary hit points.
  Luminous Body: Transform into brilliant light.
  7th-Level Shaman Spells
  Crushing Roots: Thick tree roots deal 1d6/level, daze 
  and entangle creatures.
  Primal Fury: Transform into a powerful lycanthrope.
  Tempest Hammer: Strong downdraft forces targets to 
  the ground, harms creatures and structures.
  8th-Level Shaman Spells
  Lightning Strike: Powerful blast of lightning deals 
  electricity damage, stuns, blinds, and deafens.
  9th-Level Shaman Spells
  Apex Predator: Animal gains tremendous power, but 
  at a cost.
  Natural Order: Ravage unnatural foes, end ongoing 
  spells and transformations.
  SORCERER/WIZARD SPELLS
  1st-Level Sorcerer/Wizard Spells
  Earthen Shard: Slab of earth deals 1d6/level, renders 
  target flat-footed.
  Energy Missiles: Five darts of energy deal varying 
  types of damage.
  
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  2nd-Level Sorcerer/Wizard Spells
  Clear Terrain: Remove the effects of difficult terrain.
  Cloudburst: Bolt of clouds deals nonlethal damage, 
  creates a spread of mist.
  Flame Dash: Temporarily increase your speed while 
  igniting everything you pass.
  Icy Trail: Target freezes the ground beneath their feet.
  3rd-Level Sorcerer/Wizard Spells
  Cold Snap: Burst of ice deals 1d6/level damage, freezes 
  objects in place.
  Dessicate: Negative energy destroys water in an area.
  Weather Shield: Barrier protects target from natural 
  weather phenomena.
  4th-Level Sorcerer/Wizard Spells
  Downpour: Torrential rainfall hinders sight and 
  movement, impedes fire magic.
  Expose: Reduce creature’s or object’s defenses.
  Pillar of  Earth: Solid pillar rises from the ground, 
  granting high ground or impacting foes.
  Tremorsense: Target can sense vibrations.
  5th-Level Sorcerer/Wizard Spells
  Living Storm: Transform into a whirlwind of air.
  Maelstrom: Whirlpool of water gathers creatures 
  towards it center.
  Solar Flare: Searing light deals 1d6/level, blinds foes.
  Tremorsense, Communal: As tremorsense, but you may 
  divide the duration among creatures touched.
  Weather Shield, Mass: As weather shield, but affecting 
  multiple creatures or objects.
  WildfireM: Spreading flames deal 3d6 + 1 per level.
  6th-Level Sorcerer/Wizard Spells
  Expose, Greater: As expose, but with higher penalties.
  7th-Level Sorcerer/Wizard Spells
  Rain of  Fire: Dark cloud blots out light, rains down 
  multiple fireballs each round.
  9th-Level Sorcerer/Wizard Spells
  Eruption: Conjure a fiery volcanic eruption.
  SUMMONER SPELLS
  1st-Level Summoner Spells
  Earthen Shard: Slab of earth deals 1d6/level, renders 
  target flat-footed.
  2nd-Level Summoner Spells
  Cloudburst: Bolt of clouds deals nonlethal damage, 
  creates a spread of mist.
  3rd-Level Summoner Spells
  Hand of  Stone: Fist of rock grabs and crushes foes.
  4th-Level Summoner Spells
  Pillar of  Earth: Solid pillar rises from the ground, 
  granting high ground or impacting foes.
  5th-Level Summoner Spells
  Maelstrom: Whirlpool of water gathers creatures 
  towards it center.
  WITCH SPELLS
  0-Level Witch Spells (Cantrips)
  Cultivate: Magically tend to nearby plants.
  Freeze: Coat a target with a thin layer of ice.
  2nd-Level Witch Spells
  Clipped Wings: Creature is unable to fly or jump.
  Wasp Sting: Potion or poison transforms into a wasp.
  4th-Level Witch Spells
  Downpour: Torrential rainfall hinders sight and 
  movement, impedes fire magic.
  Expose: Reduce creature’s or object’s defenses.
  5th-Level Witch Spells
  Embrace The Deep: Gain numerous benefits while 
  submerged in water.
  Moonblast: Column of moonlight harms and confuses, 
  more effective against shapechangers.
  Toxic Bloom: Flower causes a variety of effects.
  6th-Level Witch Spells
  Expose, Greater: As expose, but with higher penalties.
  
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  ANIMAL SENSE
  School transmutation [animal]; Level druid 3, ranger 3, 
  shaman 3
  Casting Time 1 standard action
  Components V, S, M (a bit of fur)
  Range touch
  Target creature touched
  Duration 10 min./level (D)
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  With a simple touch, you grant the targeted creature the 
  inherent senses of an animal you specify.
  Upon casting animal sense, you must select a single 
  creature of the animal type. For the duration of the spell, 
  the targeted creature gains any of the following senses 
  that are possessed by the chosen animal: darkvision 60 
  feet, keen scent, low-light vision, and scent. This does 
  not change the target’s shape.
  ANIMAL SENSE, COMMUNAL
  School transmutation [animal]; Level druid 4, ranger 4, 
  shaman 4
  Targets willing creatures touched
  This spell functions as animal sense, except you may divide 
  the duration in 10-minute intervals among the creatures 
  touched.
  APEX PREDATOR
  School transmutation (polymorph) [animal]; Level 
  druid 9, shaman 9
  Casting Time 1 round
  Components V, S, DF
  Range touch
  Target animal touched
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
  After an intense channeling, you infuse a single animal 
  with primal strength and vigor, turning it into a ferocious 
  avatar of nature. Such power is tremendous, but comes 
  at a cost.
  The animal grows to huge size, or increases in size 
  by one category if it is already huge or larger. It gains 
  a +8 size bonus to Strength and Constitution, a +3 
  natural armor bonus (that stacks with existing natural 
  armor bonuses), cold resistance 20, fire resistance 20, 
  and Damage Reduction 10/–. Hit points gained by 
  the temporary increase in Constitution score are not 
  temporary hit points, and go away when the target’s 
  Constitution drops back to normal 
  The creature also becomes immune to mind-affecting 
  effects, death effects, energy drain, ability score damage 
  and drain, poison, disease, and stunning effects. It’s 
  natural weapons always deal lethal damage and their 
  critical threat range is doubled: this increase does not 
  stack with other effects that increase critical threat range, 
  such as Improved Critical. Finally, the creature is treated 
  as under the effects of haste for the duration of this spell.
  At the end of the spell’s duration (including if it is 
  dispelled), the animal becomes exhausted, gains two 
  temporary negative levels, and is finally reduced to 0 
  hit points if its hit points are above 0. These temporary 
  negative levels are removed automatically after 24 hours 
  have passed but cannot otherwise be removed by any 
  means. This spell cannot target the same creature more 
  than once in a 24 hour period: attempting to do so 
  immediately exhausts the target creature (no save), and 
  the spell fails.
  CLEAR TERRAIN
  School transmutation [earth]; Level druid 2, elementer 
  2, invoker 2, ranger 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a square of checkered cloth)
  Range close (25 ft. + 5 ft./2 levels)
  Area one 10-ft. square/level (S)
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  This spell subtly morphs terrain to make movement 
  easier. The area of the spell is never considered difficult 
  terrain due to natural impediments such as rubble, sand, 
  or thick plant growth. Magically-induced difficult terrain, 
  such as from an entangle spell, is unaffected by clear terrain.
  CLIPPED WINGS
  School transmutation; Level druid 2, invoker 2, ranger 
  2, shaman 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Target one creature
  Duration 1 min./level (D)
  Saving Throw Fortitude partial; Spell Resistance yes
  Your magic brings a creature to the ground. On a failed 
  saving throw, the target loses its flying speed and begins 
  to fall. It falls safely to the ground, similar to when a fly 
  spell ends. The creature is unable to fly for the duration 
  of this spell’s effects, and takes a penalty to Acrobatics 
  and Fly checks equal to your caster level (max -10). It is 
  still able to leave the ground by non-flying means, such 
  as levitate.
  A Fortitude save prevents the creature from losing 
  its fly speed and reduces the Acrobatics and Fly check 
  penalties by half (max -5).
  SPELL DESCRIPTIONS
  
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  CLOUDBURST
  School conjuration (creation) [air, water]; Level druid 2, 
  elementer 2, sorcerer/wizard 2, summoner 2
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous, then 1 round/level (see text)
  Saving Throw none; Spell Resistance no
  You conjure a ball of clouds to strike a foe. You must 
  make a ranged touch attack to hit the target. On a hit, the 
  target takes 1d4 nonlethal damage per level (max 10d4).
  After the initial hit, the clouds disperse around the 
  creature, creating a 10-foot-radius spread of mist (as the 
  obscuring mist spell) for 1 round per caster level. The mist 
  is stationary and does not move with the target.
  If the cloudburst misses its target, the burst dissipates 
  harmlessly, ending the spell.
  COLDSNAP
  School evocation [cold]; Level bloodrager 3, elementer 
  3, magus 3, occultist 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range 15 ft.
  Area 15 ft.-radius burst, centered on you
  Duration instantaneous, then 1 round/2 levels
  Saving Throw Reflex half; Spell Resistance yes
  A sudden burst of bone-chilling cold rushes from your 
  space. All creatures in the burst (except you) take 1d6 
  points of cold damage per caster level (max 10d6). A 
  Reflex save halves the damage. The damage only occurs 
  once, when the spell is cast.
  The sudden chill coats the area of the spell with ice 
  for 1 round per two caster levels. A creature can walk 
  within or through the area at half normal speed with 
  a DC 10 Acrobatics check. Failure means it can’t move 
  that round, while failure by 5 or more means it falls. 
  Unattended objects, doors, furnishings, and the like 
  are similarly coated in ice for the duration of the spell, 
  freezing containers and doors shut while anchoring 
  objects to whatever surface they lay on. Once the spell 
  ends, the ice rapidly thaws, leaving no trace.
  COMMANDING WHISTLE
  School evocation [animal, sonic]; Level druid 3, ranger 
  2, shaman 3
  Casting Time 1 standard action
  
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  Components V, S, F (a reed whistle worth at least 1 sp)
  Range long (400 ft. + 40 ft./level)
  Target see text
  Duration 1 min./level, see text
  Saving Throw none; Spell Resistance no
  You blow upon the reed used as a focus for the spell, but 
  no audible sound emerges. Nearby animals, however, 
  perk up and await your instruction.
  Upon casting commanding whistle and as a standard 
  action at any point during the spell’s duration, you can 
  blow upon the reed to emit a silent command. This 
  allows you to make Handle Animal checks to handle an 
  animal or push one from a distance using the normal 
  DC. You do not need line of sight to an animal to 
  affect it, but the sound of the whistle must reach it: a 
  deaf animal is unaffected, and the spell does not pierce 
  through an area of silence or similar spells.
  You can choose to command only a subset of animals, 
  such as only canines or only equines, but your whistle 
  (and Handle Animal check) affects all creatures of that 
  type that can hear it within the spell’s range.
  While the spell’s effects are typically only audible 
  to creatures of the animal type, dragons and creatures 
  with echolocation and other sound-based detection can 
  also pick up on the sound, though they are not affected 
  unless they are also animals themselves.
  CONTROL ICE
  School transmutation [cold, water]; Level cleric 4, druid 
  4, elementer 4, shaman 4
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area water, ice, and snow in a volume of 10 ft./level by 
  10 ft./level and up to 1 ft./level (S); see text
  Duration instantaneous, see text
  Saving Throw none (see text); Spell Resistance no
  This spell gives you powerful but limited control over ice 
  and snow. You can choose one of the following options, 
  chosen when you cast the spell:
  • Thaw: Ice and snow in the area rapidly melt within 
  1 round. Depending on the surface underneath, the 
  remaining water might soak into the terrain or be 
  left behind as standing water. Ice created by spells 
  like wall of  ice or icy prisonUM melt as well, possibly 
  ending their effect, though a spell that continuously 
  creates ice (such as sleet storm) will typically have its 
  effects negated for only 1 round. An ice elemental, ice 
  golem, or other ice-based creature in the area takes 
  1d6 damage per caster level (max 15d6): a Fortitude 
  save halves this damage. 
  • Freeze: You can target liquid water and freeze it solid. 
  The entire volume of targeted water reaches sub-zero 
  temperatures over the course of 1 minute. Creatures 
  inside the volume disrupt the freezing process in 
  its space, preventing ice from forming. Existing ice 
  within the area (including ice created by spells) regain 
  1 hit point per inch of thickness each round: similarly, 
  ice golems, ice elementals, and ice-based creatures 
  recover 1d6 hit points each round they remain in 
  the area. A water elemental or similar water-based 
  creature in the area takes 2d6 cold damage each round 
  it remains: a Fortitude save negates the damage that 
  round only. 
  • Move: You can move ice and snow around the area. 
  This functions similarly to move earth in that it does not 
  create violent movement: the ice moves in slow waves 
  until the desired result is achieved. The movement of 
  the ice takes place across 1 minute, and is not quick 
  enough to trap or otherwise move creatures within 
  the area. Magically-created ice, such as from a wall of  
  ice, cannot be moved in this manner.
  CONTROL TEMPERATURE
  School transmutation; Level druid 3, elementer 3, 
  shaman 3
  Casting Time 1 standard action
  Components V, S, M (a thin tube of mercury)
  Range 40 ft./level
  Area 40 ft./level radius cylinder, 40 ft. high
  Duration 10 min./level (D)
  Saving Throw Fortitude negates; Spell Resistance no
  You alter the temperature of the surrounding area. You 
  can choose to either raise or lower the temperature: 
  how much you can alter the temperature depends on 
  your caster level, as shown above on Table: Control 
  Temperature, which is organized from coldest to 
  warmest. A creature in the area might have to make 
  Fortitude saves to ignore its effects (see the Cold 
  Dangers and Heat Dangers sections in Chapter 13 of 
  the Pathfinder Roleplaying Game Core Rulebook)
  You can concentrate on the spell at any time to change 
  the temperature level by one step in either direction, 
  assuming you have the caster level necessary to create 
  the chosen temperature level.
  Table: Control Temperature
  Caster Level
  Temperature Level
  Temperature
  9th
  Extreme Cold
  Below -20° F
  7th
  Severe Cold
  -19 ° F – -1° F
  5th
  Cold
  0° F – 39° F
  3rd
  Temperate
  40 ° F – 90° F
  5th
  Very Hot
  91° F – 110° F
  7th
  Severe Heat
  111° F – 140° F
  9th
  Extreme Heat
  Above 140° F
  
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  Spells
  CRUSHING ROOTS
  School conjuration (creation) [plant]; Level druid 7, 
  shaman 7
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/3 levels, no two of which can be 
  more than 30 ft. apart
  Duration instantaneous, then 1d3+1 rounds
  Saving Throw Reflex partial (see text); Spell Resistance 
  no
  You conjure massive roots to ensnare and crush your 
  foes. Each creature takes 1d6 bludgeoning damage 
  per two caster levels (max 15d6), is dazed for 1 round 
  by the constricting plants, then wrapped by the roots, 
  entangling them for 1d3+1 rounds (though they can still 
  move). A successful saving throw halves the damage, 
  negates the dazing effect, and halves the duration of the 
  entanglement.
  A creature entangled by the roots must make a Reflex 
  save at the start of its turn each round it is entangled 
  or take a further 4d6 bludgeoning damage as the 
  plant matter continues to crush it. Succeeding on this 
  Reflex save negates the damage for that round only. 
  An entangled creature can attempt to break free as a 
  standard action by making a Strength or Escape Artist 
  check: the DC of this check is equal to the DC of this 
  spell + 5. If they succeed they escape the roots, ending 
  the spell for that target only.
  CULTIVATE
  School transmutation [plant]; Level druid 0, invoker 0, 
  ranger 1, shaman 0, witch 0
  Casting Time 1 standard action
  Components V, S
  Range 10 ft.
  Targets nearby plants, see text
  Duration 1 hour
  Saving Throw none; Spell Resistance no
  This spell lets you magically tend to plants. Once cast, 
  cultivate lets you repeatedly tend to plants over the next 
  hour. Its effects are limited in scope and cannot damage 
  to a creature (including plant creatures). Only inanimate 
  plant matter can be affected. It can neatly trim plants 
  or cause them to grow thicker: this does not alter the 
  plant’s size. You can cut your way through thick foliage 
  and undergrowth, cutting through about as fast as you 
  could with a machete or axe. You can similarly prune 
  away branches about as quickly as you could with shears 
  or similar tools. You can clean off dust, debris, or other 
  sediments upon plant life. You can cause a flower to 
  bloom or close, or change its coloration or scent.
  The effects of cultivate are permanent, aside from 
  changing its color or scent, which end when the spell 
  ends. You cannot use cultivate to affect plants that are 
  currently manipulated by magic of 1st-level or higher, 
  such as entangle.
  DESSICATE
  School necromancy [water]; Level druid 3, elementer 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a fistful of sand)
  Range close (25 ft. + 5 ft./2 levels)
  Area 30-ft.-radius spread
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  A wave of entropic energy washes over the area, draining 
  it of water. This has several effects, as outlined below.
  First, water (both liquid and mist) evaporates. The 
  spell can evaporate up to 40 gallons of liquid water 
  (about 5 cubic feet) per caster level. Any natural fog or 
  mist in the area vanishes, and magical fog of 2nd level or 
  lower (such as fog cloud) is likewise removed. Solid ice and 
  snow evaporates at half the rate of liquid water.
  Second, non-creature plant-life that is medium or 
  smaller withers and dies, including grass, shrubbery, and 
  so on. Plant-life that is large or bigger in the area lose 
  some moisture, but it is not enough to fell most trees or 
  larger plants without several castings.
  Finally, creatures affected by dessicate have moisture 
  drawn from their bodies. Creatures must make a Fortitude 
  save or become dehydrated (see the Starvation and 
  Thirst section in Chapter 13 of the Pathfinder Roleplaying 
  Game Core Rulebook), causing them to immediately take 
  1d6 points of nonlethal damage and become fatigued. 
  This nonlethal damage and fatigue cannot be overcome 
  until the creature sates its thirst. Plant creatures, water 
  elementals, and other water-based creatures that fail 
  their saving throw take 1d8 points of lethal damage per 
  two caster levels (max 5d8). 
  DOMINION’S BLESSING
  School transmutation [see text]; Level invoker 4
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/2 levels, no two of which can be 
  more than 30 ft. apart
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  You may only cast this spell if you are a spirit companion.
  With an incantation of ancient power, you call to the 
  spirits of nature to aid your allies in their time of need. 
  For the duration, each target gains a +2 morale bonus 
  to attack rolls, saving throws, and weapon damage rolls. 
  Additionally, you grant your allies a single additional 
  
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  benefit from the list below. You may only choose a boon 
  that matches the dominion of an invoked spirit of the 
  invoker you are bonded with:
  • Beasts: Each target becomes immune to bleeding 
  effects, disease, and fear effects.
  • Land: Each target gains a +4 bonus to CMD, a 
  +2 bonus to their AC, and cannot be staggered or 
  knocked prone.
  • Sea: Each target gains a swim speed of 60 feet and 
  can breathe underwater. Their weapon attacks and 
  spells take none of the penalties normally imposed 
  for being underwater.
  • Sky: Each target gains a fly speed of 40 feet with good 
  maneuverability as well as a 20-foot enhancement 
  bonus to all of their other speeds.
  • Wilds: Each target becomes immune to poison, 
  sickness, nausea, and paralysis effects.
  When you choose a particular spirit type, the spell 
  gains a descriptor appropriate to that type, as follows: 
  animal (beasts), earth (land), water (sea), air (sky), or 
  plant (wilds).
  DOMINION’S CURSE
  School transmutation [curse, see text]; Level invoker 2
  Casting Time 1 standard action
  Components V
  Range medium (100 ft. + 10 ft./level)
  Target one creature/2 levels, no two of which can be 
  more than 30 ft. apart
  Duration 1 round/2 levels, see text
  Saving Throw Will partial (see text); Spell Resistance 
  yes
  You may only cast this spell if you are a spirit companion.
  With an incantation of ancient power, you call to the 
  spirits of nature to bewitch your foes. Select a single 
  curse option from the list below. You may only choose a 
  curse that matches the dominion of an invoked spirit of 
  the invoker you are bonded with:
  • Beasts: Each target is shaken.
  • Land: Each target treats all terrain as difficult terrain.
  • Sea: Each target is fatigued.
  • Sky: Each target is deafened.
  • Wilds: Each target is sickened.
  A successful saving throw reduces the duration of the 
  curse to 1 round for that target only.
  When you choose a particular spirit type, the spell 
  gains a descriptor appropriate to that type, as follows: 
  animal (beasts), earth (land), water (sea), air (sky), or 
  plant (wilds).
  DOMINION’S SHIELD
  School abjuration [see text]; Level invoker 1
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 min./level (D)
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  You may only cast this spell if you are a spirit companion.
  With an incantation of ancient power, you call to the 
  spirits of nature to shield your compatriot from harm. 
  For the duration, the target gains a +1 shield bonus to 
  their AC per three caster levels (max +4). Additionally, 
  choose a single additional option from the list below. You 
  may only choose an option that matches the dominion 
  of an invoked spirit of the invoker you are bonded with:
  • Beasts: disease and fear
  • Land: acid and earth
  • Sea: cold and water
  • Sky: air and electricity
  • Wilds: poison, paralysis, and sleep
  The target gains a +4 bonus on saving throws against 
  spells and effects of the chosen type. For example, if 
  you choose Sky, the target gains a +4 bonus on saving 
  throws against effects that deal electricity damage, spells 
  with the air or electricity descriptor, and other air-based 
  abilities (such as an air elemental’s whirlwind ability), 
  subject to GM discretion.
  When you choose a particular spirit type, the spell 
  gains a descriptor appropriate to that type, as follows: 
  animal (beasts), earth (land), water (sea), air (sky), or 
  plant (wilds).
  DOMINION’S WRATH
  School evocation [see text]; Level invoker 3
  Casting Time 1 standard action
  Components V
  Range medium (100 ft. + 10 ft./level)
  Area 15 ft.-radius burst
  Duration instantaneous, see text
  Saving Throw Reflex half; Spell Resistance yes
  You may only cast this spell if you are a spirit companion.
  With an incantation of ancient power, you call to the 
  spirits of nature to wreak havoc upon those that stand in 
  your way. Choose a single option from the list below. You 
  may only choose an effect that matches the dominion of 
  an invoked spirit of the invoker you are bonded with. 
  Each creature in the area takes 1d8 damage per two 
  caster levels (max 5d8): the damage type is determined 
  by the dominion option chosen. Each dominion also has 
  a secondary effect, as listed below: 
  • Beasts: The burst deals slashing damage, and any 
  creature that fails its saving throw begins to bleed for 
  1 point of damage per two caster levels (max 5).
  • Land: The burst deals bludgeoning damage, and any 
  creature that fails its saving throw is blinded for 1 
  round.
  
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  • Sea: The burst deals cold damage, and any creature 
  that fails its saving throw is entangled for 1d4 rounds.
  • Sky: The burst deals electricity damage, and any 
  creature that fails its saving throw is staggered for 1d3 
  rounds.
  • Wilds: The burst deals piercing damage, and any 
  creature that fails its saving throw is nauseated for 1 
  round.
  A successful Reflex save halves the damage dealt and 
  negates the secondary effect. The damage only occurs 
  once, when the spell is cast. Damage from this spell 
  is considered magical for the purpose of overcoming 
  damage reduction.
  When you choose a particular spirit type, the spell 
  gains a descriptor appropriate to that type, as follows: 
  animal (beasts), earth (land), water (sea), air (sky), or 
  plant (wilds).
  DOWNPOUR
  School conjuration (creation) [water]; Level bloodrager 
  4, druid 4, elementer 4, invoker 4, shaman 4, sorcerer/
  wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area cylinder (60-ft. radius, 120 ft. high)
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  The sky above you darkens as you cast this spell, the 
  clouds gathering briefly before breaking into a heavy 
  downpour of rain.
  Downpour fills the entire area of the spell with heavy 
  rainfall. This rain reduces visibility to one-quarter normal 
  distances and imposes a -6 penalty to Perception checks 
  and to all ranged attacks made in the area. All unprotected 
  flames in the area are extinguished, and protected flame 
  has a 50% chance each round of going out. 
  The torrential rain is heavy enough that it imposes 
  penalties on fire magic: creatures are treated as being 
  underwater for the purposes of using fire magic or fire-
  based supernatural abilities. This penalty is also applied 
  to any spells or fire-based abilities used outside of the 
  area of rainfall and projected into it.
  EARTHEN SHARD
  School conjuration (creation) [earth]; Level druid 1, 
  elementer 1, invoker 1, shaman 1, sorcerer/wizard 1, 
  summoner 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect 4-ft.-high slab of earth
  Duration 1 round
  Saving Throw Reflex half; Spell Resistance no
  The ground beneath a single target bursts forth as a 
  slab of earth strikes it from below. The target takes 1d6 
  bludgeoning damage per caster level (max 5d6) and is 
  rendered flat-footed for 1 round by the sudden upheaval 
  of earth. A Reflex save halves the damage and negates 
  the flat-footed effect.
  The shard must originate from the ground in an area 
  of earthen material, be it dirt, sand, or stone. The target 
  must be on the ground or close above its surface (less 
  than 3 feet) to be struck by the earthen shard.
  EMBRACE THE DEEP
  School transmutation [water]; Level alchemist 5, druid 
  5, elementer 5, invoker 4, occultist 5, psychic 5, 
  shaman 5, witch 5
  Casting Time 1 standard action
  Components V, S, M/DF (a sahuagin scale)
  Range touch
  Target creature touched
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  With a touch, the enchanted creature becomes a master 
  of the deepest reaches of the ocean.
  The creature gains a swim speed of 90 feet (along 
  with the +8 racial bonus to swim checks this speed 
  provides), can breathe underwater, and is unaffected by 
  pressure or cold from being deep underwater. 
  So long as it is conscious and fully submerged in water, 
  the creature also gains the benefit of freedom of  movement 
  (as the spell) and is immune to confusion. These benefits 
  end if the creature is even partially removed from the 
  water, but return if submerged again.
  ENERGY MISSILES
  School evocation [acid, cold, electricity, fire, sonic]; 
  Level bloodrager 1, elementer 1, magus 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S, M (five differently-colored marbles)
  Range medium (100 ft. + 10 ft./level)
  Targets up to five creatures, no two of which can be 
  more than 15 ft. apart
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You conjure several rainbow-hued motes of elemental 
  energy to strike your foes unerringly.
  You conjure five motes, each one dealing 1 point of 
  damage to a target of your choice. You can send more 
  than one missile at a single target, though each missile 
  can only strike one creature. Each missile deals a different 
  damage type: one each for acid, cold, electricity, fire, and 
  sonic damage. You choose which type of missile strikes 
  which target.
  
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  For every two caster levels you gain beyond 1st, the 
  damage of each missile increases, as follows: 1d3 (3rd), 
  1d4 (5th), 1d6 (7th), and 1d8 (9th or higher). 
  Spells and effects that block magic missile also block the 
  effects of this spell.
  ERUPTION
  School conjuration (summoning) [earth, fire]; Level 
  druid 9, elementer 9, sorcerer/wizard 9
  Casting Time 1 round
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Effect 60-ft.-radius volcano with 120-ft.-radius of lava 
  flow (see text)
  Duration concentration (maximum 10 rounds) (D)
  Saving Throw see text; Spell Resistance yes
  The earth trembles and swells, the pressure beneath 
  the surface building until it erupts in a fiery display of 
  tremendous power.
  Eruption conjures an active volcano within the surface 
  of the earth: as such, it must be cast upon the ground, 
  though that ground need not be empty. There must be 
  sufficient space for the volcano to be conjured for you 
  to cast this spell (the volcano is 60 feet wide at its base, 
  and rises up to 20 feet at its peak).
  Upon finishing the casting of the spell, the volcano 
  begins to build in strength before eruption. This process 
  takes place across several rounds, with each round having 
  a different effect, and requires you to concentration 
  to see it through. The listed effect occurs in only the 
  designated round unless otherwise specified:
  1st Round: The ground swells with pressure. The 
  center point of the volcano rises to a maximum height 
  of 20 feet. Buildings and structures in the area take 50 
  points of damage from the violent shaking and sudden 
  upheaval of their foundations. Creatures in the area 
  must make a Reflex save or fall prone. 
  2nd Round: Hot steam vents burst forth from the 
  ground. Three vents burst from points you designate 
  along the volcano’s surface, each one in a 10-foot 
  radius, 30 feet high. A creature caught in a vent takes 
  6d6 fire damage, with a Reflex save halving the damage. 
  A creature caught within multiple vents does not take 
  additional damage.
  3rd Round: The volcano erupts. The catastrophic blast 
  fills the radius of the volcano and rises 30 feet above its 
  surface, dealing 10d6 fire damage to all creatures within 
  the area and knocking them prone. A Reflex save halves 
  the damage and negates the prone effect.
  4th Round: The lava runs downhill, spreading out 60 
  feet around the base of the volcano (for a total radius of 
  120 feet of ground covered by the lava flow). Creatures 
  within the lava flow take 8d6 fire damage, with a Reflex 
  save halving the damage.
  5th through 10th Rounds: The ground remains covered 
  in lava, while volcanic ash fills the air. The area is 
  considered difficult terrain, and any creature that enters 
  into or starts their turn in the area takes 2d6 fire damage. 
  The ash blocks all sight (including darkvision) within the 
  spell’s area to a height of 60 feet above the ground.
  Damage dealt by lava from this spell (from the 3rd 
  round onwards) also damages buildings, structures, and 
  unattended objects. This damage is not halved as most 
  damage is for objects. Wooden structures typically are 
  set on fire, causing further damage.
  When the spell ends, the ground falls back to its 
  original state and the remaining ash and lava vanishes, 
  though the destruction wrought by the spell remains.
  
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  EXPOSE
  School transmutation [curse]; Level elementer 3, magus 
  3, occultist 3, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or object
  Duration 1 round/level
  Saving Throw Fortitude partial (object); Spell 
  Resistance no
  With a wave of your hand, you reduce the target’s 
  defenses. Choose one of the following penalties:
  • The target takes a -4 penalty to its AC
  • The target’s Damage Reduction and/or hardness (if 
  any) is reduced by 5.
  • The target’s Spell Resistance is lowered by 5.
  • All energy resistances the target has are reduced by 
  10. This has no effect on a creature or object with 
  immunity to a damage type.
  A successful Fortitude save reduces the duration of 
  the effect to 1 round. The effects of this spell do not 
  stack, but multiple castings can each impose a different 
  penalty type.
  EXPOSE, GREATER
  School transmutation [curse]; Level elementer 5, magus 
  5, occultist 5, sorcerer/wizard 6, witch 6
  Range medium (100 ft. + 10 ft./level)
  This spell acts as expose, except you can choose one of 
  the following penalties to inflict:
  • The target takes a -6 penalty to its AC
  • The target takes a -4 penalty to all saving throws.
  • The target’s Damage Reduction and/or hardness (if 
  any) is reduced by 10.
  • The target’s Spell Resistance is lowered by 10.
  • All energy resistances the target has are reduced by 
  15. If the creature has immunity to a damage type, it 
  instead is treated as having resistance 20 against that 
  energy type for the duration of this spell (this resistance 
  is not further lowered by greater expose). A creature 
  with a subtype that matches its energy resistance is 
  not affected by this (for example, a creature with the 
  cold subtype cannot lose its immunity to cold).
  FLAME DASH
  School evocation [fire]; Level bloodrager 2, elementer 
  2, magus 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Effect burning wall of fire; see text
  Duration 1 round
  Saving Throw Reflex half (see text); Spell Resistance 
  no (see text)
  In an instant, you dash forward, a swirling mass of flame 
  trailing you and burning your path.
  Your speed is increased by 40 feet until the start of 
  your next turn, and your movement does not provoke 
  attacks of opportunity for the same duration. When 
  you move, your are wreathed in flames that scorch the 
  ground and harm any creature you pass. Any creature 
  you pass within 5 feet of must make a Reflex save or take 
  fire damage equal to 3d6 + 1 per caster level (max +10): 
  a successful save halves the damage. A single creature 
  can only be harmed once in this manner by a single 
  casting of this spell, and spell resistance applies.
  In addition, you leave a trail of fire along the ground, 
  assuming you were traveling on the ground while 
  affected by flame dash. A wall of fire as wide as your 
  space (maximum 10 feet wide and 10 feet high) occupies 
  whatever spaces you travel through for the duration, 
  appearing as you leave each space. Each creature that 
  enters into the area of flame takes 2d6 fire damage. 
  A Reflex save halves this damage, and spell resistance 
  applies. The trail lasts until the start of your next turn.
  FREEZE
  School evocation [cold]; Level druid 0, elementer 0, 
  invoker 0, shaman 0, witch 0
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature, object of size small or smaller, or 5-ft.-
  square surface touched (see text)
  Duration see text
  Saving Throw Fortitude negates (object), see text; Spell 
  Resistance yes (object)
  With a touch, you chill the target to sub-zero 
  temperatures. If you target a creature, you must succeed 
  on a melee touch attack. On a hit, your touch deals 1d3 
  cold damage (no save).
  If you touch an object, that object is covered in a thin 
  layer of frost. This effect is not cold enough to cause 
  immediate damage, but prolonged direct exposure (such 
  as holding a frosted sword without gloves) across several 
  rounds can cause some minor frostbite, subject to GM 
  discretion. Targeting an object that lies on a surface 
  can freeze that object to it, requiring the melting of the 
  ice or a DC 10 Strength check to un-stick it. Attended 
  objects or magical objects can make a Fortitude save to 
  negate the effect.
  If you target a surface, you coat a 5-foot square with 
  ice. This can also be used to freeze the surface of a 
  body of water, freezing a 5-foot square up to two inches 
  thick. A creature can walk within or through the square 
  at half normal speed with a DC 10 Acrobatics check. 
  Failure means it can’t move that round, while failure by 
  5 or more means it falls. Trying to use freeze to freeze a 
  
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  creature within a body of water or to a surface causes 
  the spell to fail.
  The effects of freeze (aside from damage) remain for 
  1 minute per level on average: hotter temperatures can 
  cut this duration in half, while cold weather can let the 
  ice last indefinitely without melting. Exposure to fire 
  damage typically melts the ice within 1 round.
  HAND OF STONE
  School transmutation [earth]; Level bloodrager 3, druid 
  3, elementer 3, invoker 3, shaman 3, summoner 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect hand of stone
  Duration 1 round/level
  Saving Throw Reflex partial; Spell Resistance no
  With a gesture, a large hand of stone and earth rises 
  from the ground, tightly grasping the target.
  This spell conjures a massive hand made of clay, 
  stone, and other earthen materials. The spell only works 
  when cast upon earthen terrain (including mud or sand) 
  or on worked stone and soil; it does not work on metallic 
  or wooden surfaces.
  Upon casting the spell and each round at the start of 
  your turn, the hand can attempt to grasp a creature or 
  unattended object within 5 feet of it. A creature or magic 
  item can make a Reflex save to avoid being grabbed: 
  unattended, non-magical objects receive no save.
  The first time a creature fails its saving throw it 
  becomes held by the hand, entangling it. Entangled 
  creatures can’t move from their space without breaking 
  free. A target that is already held by the hand and fails its 
  saving throw is pulled to the ground, knocking it prone. 
  In addition, every round the creature fails its saving 
  throw, it takes bludgeoning damage equal to 1d8 + 1 
  per two caster levels (max +5) as the hand crushes it. A 
  creature that makes its saving throw takes half damage 
  and goes back one step in the above progression (from 
  prone to entangled, and entangled to free).
  An affected creature can attempt to break out as a 
  standard action, making either a Strength check (DC = 
  hand of  stone’s save DC) or an Escape Artist check (DC 
  = hand of  stone’s save DC + 5). Success frees it from the 
  hand, but the hand can attempt to grab it again at the 
  start of your next turn if it does not move away.
  An object held by the hand takes bludgeoning damage 
  equal to 1d8 + 1 per two caster levels (max +5) each 
  round as it is crushed by the earth, which ignores 
  hardness. It cannot be moved by another creature unless 
  first pulled out with a Strength check (DC = hand of  
  stone’s save DC).
  The hand cannot move from the space it is created 
  in. It can only grab one creature or object at a time, and 
  only if that creature or object is Large or smaller. It will 
  target creatures and objects as you direct it (no action). 
  If you are unable to direct it (i.e. you are unconscious, 
  confused, or similarly impaired) the hand will continue 
  to grasp a creature or object it is currently holding, but 
  otherwise will not attack until you can direct it again.
  The hand is created as a medium-sized object with 
  AC 16, hardness 5, and 5 hit points per caster level (max 
  50). If reduced to 0 hit points, the hand of  stone crumbles 
  to pieces, ending the spell.
  HEAT WAVE
  School evocation [fire]; Level druid 3, elementer 3, 
  shaman 3
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area 60-ft. line
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  A strong gust of hot air blast forth in a line from you. 
  Each creature in the area takes 1d8 fire damage per two 
  caster levels (max 5d8) and is fatigued. A successful 
  saving throw reduces the damage by half and prevents 
  the fatigue effect. This spell cannot cause a creature that 
  is already fatigued to become exhausted.
  ICY TRAIL
  School transmutation [cold]; Level alchemist 2, 
  bloodrager 2, cleric 2, druid 2, elementer 2, invoker 2, 
  magus 2, shaman 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target willing creature touched, see text
  Duration 1 min./level
  Saving Throw none; Spell Resistance yes (harmless)
  The ground beneath the creature’s feet freeze solidly 
  with ice. The ice is not thick enough to let the creature 
  walk upon water, only solid surfaces.
  The creature is unaffected by difficult terrain and can 
  take 5-foot steps into difficult terrain as the spell creates 
  a flat surface of ice under its feet. The creature also takes 
  no penalty for moving across slick surfaces like ice or 
  snow and does not need to make Acrobatics checks to 
  cross icy surfaces, be they mundane or magical in origin.
  Any space the creature travels through is left coated 
  in ice. A creature can walk within or through the area 
  at half normal speed with a DC 10 Acrobatics check. 
  Failure means it can’t move that round, while failure by 
  5 or more means it falls. The ice remains for 1 minute 
  per level on average: hotter temperatures can cut this 
  duration in half, while cold weather can let the ice last 
  indefinitely without melting.
  
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  LAVA BURST
  School conjuration (creation) [earth, fire]; Level druid 
  7, elementer 7
  Casting Time 1 standard action
  Components V, S, M (a piece of obsidian)
  Range close (25 ft. + 5 ft./level)
  Effect ball of molten rock
  Duration 1 round/4 levels
  Saving Throw none; Spell Resistance no
  You conjure a 2-foot-diameter ball of molten rock, 
  sending it to a point you designate within range. The ball 
  explodes, coating all nearby creatures and objects with 
  blisteringly-hot lava.
  The lava burst explodes in a 15-ft.-radius burst, dealing 
  1d6 points of fire damage per two caster levels (max 
  10d6) to creatures and objects in the area. A Reflex save 
  halves the damage. This damage only occurs once, when 
  the spell is cast.
  The lava remains after the initial burst, creating a 
  15-ft-radius pool of lava beneath the detonation point. 
  Any creature or object that enters into or starts its turn 
  in the area takes 2d6 fire damage (no save). The pool of 
  lava constantly emits smoke and steam from its surface, 
  creating a dense cloud that obscures sight. This acts 
  similar to a fog cloud spell centered upon the lava pool.
  Any creature or object that takes damage from this 
  spell continues to burn for 1d3 rounds. This burning 
  deals half of the initial damage each round (max 5d6 
  from the initial burst, or only 1d6 from entering the 
  pool), with a Reflex save halving the damage for that 
  round only. The burning effect does not stack.
  Once the spell ends, both the lava and smoke cloud 
  vanish, though the damage remains.
  LEECHING SPORES
  School conjuration (creation) [acid, plant]; Level druid 
  6, shaman 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect 20-ft.-radius cloud of spores, 20 ft. high
  Duration 1 round/level
  Saving Throw Fortitude half; Spell Resistance no
  The air turns a sickly green haze as it fills with countless 
  parasitic fungal spores, sapping the strength of creatures 
  caught within. Any creature that enters into or starts their 
  turn inside the cloud of leeching spores takes acid damage 
  equal to 3d6 + half your caster level (max +10) as the 
  spores absorb nutrients and energy from their bodies. 
  A Fortitude save halves the damage for that round only.
  The spores transfer their absorbed energy to you, 
  granting you temporary hit points equal to half 
  the damage dealt to each creature each round. The 
  temporary hit points from this spell are cumulative, up 
  to triple you caster level in total. The spores cannot grant 
  you more temporary hit points than a damaged creature 
  had remaining. The temporary hit points last for 1 hour.
  While the cloud of spores cause everything to take on 
  a green coloration, it does not otherwise hinder vision.
  LIGHTNING STRIKE
  School evocation [electricity, sonic]; Level druid 8, 
  elementer 8, shaman 8
  Casting Time 1 standard action
  Components V, S, F/DF (a metal rod)
  Range long (400 ft. + 40 ft/level)
  Target one creature, see text
  Duration instantaneous, see text
  Saving Throw Reflex half; Spell Resistance yes
  With a deafening thunderclap, the targeted creature is 
  struck by a mighty bolt of lightning.
  
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  The target creature takes 1d6 damage per caster level 
  (max 20d6), is stunned for 1 round and both blinded 
  and deafened for 2d4 rounds. Half of the damage is 
  electricity, the other half is sonic damage. A successful 
  Reflex save halves the damage taken, negates the stun, 
  and reduces the blindness and deafness to 1 round.
  Creatures within 20 feet of the target take 1d6 damage 
  per two caster levels (max 10d6, half electricity and half 
  sonic) and are blinded and deafened for 2d4 rounds. A 
  Reflex save halves the damage and reduces the blindness 
  and deafness to 1 round. The bright flash of light and 
  accompanying thunderclap can be observed up to 1d4 
  miles away, as brief as they might be.
  The bolt normally fires from your hand (requiring you 
  to have line of effect to the target), but if cast outdoors 
  you can call the bolt of lightning from the sky. If the 
  weather conditions are stormy, the damage increases to 
  d10s (max 20d10 to the main target and 10d10 to the 
  secondary targets), and all creatures that take damage are 
  stunned for 1 round on a failed save or staggered for 1 
  round on a successful one.
  LIVING STORM
  School transmutation (polymorph) [air, electricity]; 
  Level elementer 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level (D)
  Your body dissipates into a swirling mass of air. This 
  functions as the whirlwind universal monster ability, 
  with some key changes.
  The whirlwind must be at least 10 feet high and has 
  a maximum height of 20 feet. You can damage and 
  trap Small or smaller creatures that come into contact 
  with you and fail a Reflex save (DC equal to this spell’s 
  DC). A creature that fails its save takes damage equal to 
  your unarmed strike or 2d6 + 1 per caster level (max 
  +15), whichever is higher. The creature is lifted into the 
  whirlwind on a second failed save. Additionally, arcs of 
  lightning strike foes near you: any creatures within 10 
  feet of you (including those trapped in the whirlwind) 
  take 1d6 electricity damage per four caster levels (max 
  4d6) each round at the start of your turn (Reflex half, 
  spell resistance applies). 
  You gain a fly speed of 30 feet with average 
  maneuverability for the duration of this spell. You cannot 
  change back from whirlwind form without dismissing 
  the spell. You cannot cast this spell underwater.
  For every two caster levels you have above 9th, the 
  maximum height of the whirlwind increases by 10 feet 
  (max 60 feet), and the maximum size of creature you can 
  damage and trap increases by one, up to Huge.
  LUMINOUS BODY
  School transmutation (polymorph) [light]; Level druid 
  6, psychic 6, shaman 6
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level (D)
  Your body transforms into solid light, its radiance 
  blinding nearby creatures.
  This spell replaces your physical form with dazzling 
  light. Your gear is not affected by the spell, and you can 
  still wear and use it as normal. While in this form, you 
  are immune to critical hits, sneak attacks, and poison.
  You shed bright light within 60 feet of you and raise 
  the light level for an additional 60 feet: this light is bright 
  enough to pierce even the thickest of robes, and is not 
  concealed or hindered by your equipment. A creature 
  within 10 feet of you must avert their gaze or be blinded 
  for 1 round. A Reflex save negates the effect, but it must 
  be repeated each round that it comes within 10 feet of 
  you unless it covers or averts its eyes.
  An undead creature or a creature specifically harmed 
  by bright light or sunlight is dazzled while within 60 
  feet of you (no save). If they come within 10 feet of 
  you, rather than the effect described above, they take 
  1d4 damage per two caster levels (max 10d4) and are 
  blinded for 1d4 rounds: a Reflex save halves the damage 
  and negates the blinding effect. 
  Spell resistance applies to any harmful effects this 
  spell causes to nearby creatures.
  MAELSTROM
  School conjuration (creation) [cold, water]; Level 
  druid 4, elementer 5, invoker 4, psychic 5, shaman 5, 
  sorcerer/wizard 5, summoner 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect 30-ft.-radius whirlpool of water
  Duration instantaneous, then 1d3 rounds, see text
  Saving Throw Fortitude partial (object); Spell 
  Resistance no
  You summon a churning whirlpool of icy waters that 
  ensnares creatures within. Each creature in the area 
  is pulled as close to the center as possible and then 
  entangled for 1d3 rounds as they are partially frozen by 
  the cold water. A Fortitude save causes the creature to 
  be only pulled half as far and negates the entanglement. 
  A creature with the Fire subtype takes 1d8 points of 
  cold damage per two caster levels (max 10d8) on a 
  failed saving throw, or half as much on a successful one. 
  Creatures that are immune to cold damage are immune 
  to this spell’s entanglement effect but not the pull.
  
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  In addition to the above, any non-magical fire in the 
  area is extinguished automatically. Loose objects in the 
  area are pulled towards the center of the maelstrom in 
  the same manner as creatures.
  MOONBLAST
  School evocation [light]; Level cleric 5, druid 5, shaman 
  5, witch 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area cylinder with 20-ft.-radius, 60 ft. high
  Duration instantaneous
  Saving Throw Will half; Spell Resistance yes
  A column of silvery moonlight shines down upon 
  the area, searing creatures and driving them mad. Any 
  creature caught in the area takes 1d6 per two caster levels 
  (max 10d6) and is confused for 1 round. A successful 
  Will save halves the damage and negates the confusion.
  A creature with the shapechanger subtype takes a -2 
  penalty to their saving throw and takes 1d8 damage per 
  two caster levels, instead (max 10d8).
  NATURAL ORDER
  School evocation; Level druid 9, shaman 9
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft.-radius burst
  Duration instantaneous, see text
  Saving Throw Will negates and Will half (see text); 
  Spell Resistance yes (see text)
  A shimmering aurora falls over the area with a faint 
  hum. It bursts with light, purging unnatural threats and 
  restoring balance to the world.
   This powerful spell ravages creatures that do not 
  belong in the wilds and returns creatures to their natural 
  states. This has several effects, each effect occurring in 
  sequence as follows:
  First, magical effects are dispelled in the area. Treat 
  this as the area version of greater dispel magic. This 
  dispellation can also dispel anything that can be removed 
  by remove curse. 
  Second, all creatures are forced back to their natural 
  forms. Any shapeshifted or polymorphed creatures in 
  the area must make a Will save or be subjected to a true 
  formAPG spell, using your caster level and save DC for 
  natural order for its effect. If used to remove a polymorph 
  effect, you must make a caster level check to remove it 
  as described in true formAPG, but your caster level bonus is 
  not limited to +15 as it normally is for true formAPG.
  Finally, the spell gravely injures creatures that are 
  not in harmony with nature. Undead, constructs, 
  aberrations, and non-native outsiders are injured the 
  most, taking 1d8 damage per caster level (max 20d8). 
  Against a golem, this spell is treated as if it did not 
  allow spell resistance. Dragons, humanoids, monstrous 
  humanoids, and oozes take 1d8 per two caster levels 
  (max 10d8). In either case, a Will save halves the damage 
  taken. Animals, plants, fey, magical beasts, outsiders of 
  the native subtype, and vermin are not damaged by the 
  spell, but are still subjected to its other effects.
  PILLAR OF EARTH
  School conjuration (creation) [earth]; Level cleric 4, 
  druid 5, elementer 4, invoker 4, shaman 5, sorcerer/
  wizard 4, summoner 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect earthen pillar with a diameter of 15 ft.
  Duration 1 round/2 levels (D) or 10 min./level (D) (see 
  text)
  Saving Throw Reflex negates or none (see text); Spell 
  Resistance no
  You bring your hand low and raise it with a slow and 
  powerful gesture, the earth responding in kind. This 
  spell can only be cast upon the ground in an area of 
  existing earth or stone. When cast, the earth in the 
  targeted area rises, creating a cylindrical pillar 15 feet 
  wide. Other results of the spell, like duration and speed, 
  is dependent on whether you make it rise fast or slow:
  • Slow: The earth raises at a moderate pace. The pillar 
  rises at a rate of 20 feet per round and can rise up to 
  a maximum height of 20 feet per caster level. It will 
  stop short of any solid barriers (like a roof or cavern 
  ceiling), leaving enough room between the top of the 
  pillar and the barrier for any creatures upon the pillar 
  to comfortably stand and move. This version of pillar 
  of  earth lasts for 10 minutes per caster level. When the 
  duration of the spell ends (either normally or when 
  dismissed), the pillar slowly sinks back down at the 
  same rate it ascended until it returns the ground to its 
  original state.
  • Fast: The earth swiftly erupts with great force. In 
  this form, the pillar has a maximum height of only 
  5 feet per caster level, but reaches this height almost 
  instantly. Any creature in the pillar’s way must make a 
  Reflex save or be pushed upwards by the pillar, taking 
  1d8 bludgeoning damage per two caster levels (max 
  5d8). A creature more than 20 feet above the ground 
  gains a +4 bonus on its saving throw. A Reflex save 
  lets the creature move out of the way of the pillar 
  and into the nearest unoccupied space. The pillar 
  attempts to reach its maximum height: if there are any 
  barriers in the way, the pillar makes a Strength check 
  to break through, having an effective Strength score 
  of 20 + your caster level for the check. Any creature 
  
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  that failed its initial Reflex save and is caught between 
  the pillar and a surface takes 2d8 damage as they are 
  crushed into it. If the pillar does not break through 
  the surface, it stops flush with it: any creature that was 
  on top of the pillar is pinned between the pillar and 
  the barrier. The pinned creature can get out with an 
  Escape Artist or Strength check as a standard action 
  (DC equal to the spell’s save DC + 5), doing so gives 
  them enough space to escape but does not help any 
  other pinned creature nor end the spell. They can also 
  attempt to break the barrier they are pinned against 
  instead of the pillar itself, with the DC for the surface 
  in question determined by the GM. While pinned, a 
  creature has total concealment from other creatures 
  unless their space extends outside of the pillar’s area. 
  This version of the pillar lasts for 1 round per two 
  caster levels, and when the duration ends (either 
  normally or dismissed), the pillar crumbles into loose 
  dirt and rubble before vanishing.
  Regardless of version of the spell, the pillar itself is 
  mostly made of compacted dirt. It has hardness 0 and 
  180 hit points, and can be destroyed through damage or 
  instantly by a DC 50 Strength check. When destroyed, 
  the spell ends immediately.
  PRIMAL FURY
  School transmutation (polymorph) [animal]; Level 
  druid 7, shaman 7
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level (D)
  When you cast this spell, your form shifts to take on 
  several animalistic aspects.
  This spell functions similar to beast shape III, though 
  you can only choose an animal, not a magical beast. Your 
  form does not completely change into the chosen animal 
  type: instead, you turn into a hybrid form similar to a 
  lycanthrope. You gain all of the listed abilities suitable to 
  that form, as described in beast shape III, including natural 
  attacks possessed by the chosen creature. Your size does 
  not change. Your body takes on several traits that are 
  similar to the chosen animal, such as thick fur, sharp 
  teeth, and so on, including any extremities necessary to 
  use one of the animal’s abilities (such as wings to use a 
  fly speed). Your gear does not merge with you, but alters 
  enough to accommodate changes in your physique. 
  Rather than taking on the ability score or natural armor 
  changes shown in beast shape III, you always gain a +4 size 
  bonus to Strength and Dexterity and no natural armor. 
  As a lycanthropic hybrid, you gain DR 10/silver 
  while in this form. While this spell persists, you gain the 
  shapechanger subtype, if you didn’t already have it. Any 
  effects that are specifically harmful to shapechangers or 
  lycanthropes are also effective against you.
  PRIMORDIAL FANG
  School evocation [see text]; Level druid 2, invoker 2, 
  ranger 2, shaman 2
  Casting Time 1 swift action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  The target’s extremities flare with elemental might.
  When you cast this spell, chose acid, cold, electricity, 
  or fire damage. For 1 round, the target’s unarmed attacks 
  and natural attacks deal an additional 2d6 damage of 
  the chosen type. For every four caster levels you have 
  beyond 3rd, the damage increases by 1d6 (max 4d6). If 
  the target uses the Vital Strike feat (or its Improved and 
  Greater versions) to attack with its natural weapons or 
  unarmed strikes, the damage dice from primordial fang are 
  multiplied as if they were weapon dice.
  When you cast this spell to grant acid, cold, electricity, 
  or fire damage to a creature’s attacks, it becomes a spell 
  of that type.
  PRISM ASSAULT
  School evocation [acid, cold, electricity, fire]; Level 
  elementer 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area four 15-ft.-radius bursts
  Duration instantaneous, see text
  Saving Throw Reflex half; Spell Resistance yes
  You weave a mutable form of elemental energy, evoking 
  multiple bursts of arcane power to assault foes with a 
  deadly barrage.
  When you cast prism assault, you send out four 
  separate orbs of energy to locations you designate 
  within range. Each orb detonates in a 15-foot-radius 
  burst of elemental power, dealing 1d6 damage per four 
  caster levels each (max 4d6). The four bursts each deal a 
  different damage type: one each for acid, cold, electricity, 
  and fire damage. A creature only has to make a single 
  saving throw if caught in more than one burst, applying 
  the result to all damage from the assault.
  After the initial burst, each creature that failed its 
  saving throw is further afflicted by the arcane energies, 
  suffering one or more of the following effects depending 
  on which damage type(s) it took:
  • Acid: The creature is sickened for 1 round.
  • Cold: The creature is entangled for 1 round.
  
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  • Electricity: The creature is staggered for 1 round.
  • Fire: The creature catches on fire.
  A creature that took zero damage of the listed type 
  (such as due to energy resistance or protection from energy) 
  is unaffected, even if it failed its saving throw.
  If you sacrifice a prepared prism assault spell to create 
  a spell twist, you treat the spell twist as if created using 
  a spell two levels lower than normal (minimum 1st 
  level) but increase all variable components of that twist 
  by 50%, similar to the effects of an Empower Spell 
  metamagic feat. Spell twists that do not have variable 
  effects (such as gale) are unaffected.
  PRISM BARRIER
  School evocation [acid, cold, electricity, fire]; Level 
  elementer 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect translucent barrier up to 10 ft. long/level or a 
  ring-shaped barrier with a radius of up to 5 ft./four 
  levels; either form 20 ft. high
  Duration 1 round/level (D), see text
  Saving Throw Reflex half; Spell Resistance yes
  You weave a mutable form of elemental energy, warding 
  an area with a sparkling barrier that harms those that 
  trespass and aids those that it protects.
  The damage dealt by the prism barrier is determined 
  randomly once per round, starting with the turn you cast 
  the spell and at the start of each of your turns thereafter. 
  All damage dealt by the wall is of the randomly chosen 
  type for that round only. To determine the damage type 
  for a given round, roll 1d4 and consult Table: Prism 
  Barrier, below.
  One side of the wall (chosen by you) is the side the 
  prism barrier protects. Any weapon attacks projected 
  through the wall (be it a projectile attack or a reach 
  weapon) from creatures on that side deal 1d6 additional 
  energy damage of the randomly chosen type.
  Creatures that attempt to pass through the wall 
  from the opposite side (heading towards the protected 
  side), take 1d6 damage of the selected type per four 
  caster levels (max 5d6). A successful Reflex save halves 
  the damage taken. Additionally, a creature that fails its 
  saving throw is further afflicted by the arcane energies, 
  suffering one of the following effects depending on 
  which damage type it took:
  • Acid: The creature is sickened for 1d4 rounds.
  • Cold: The creature is entangled for 1d4 rounds.
  • Electricity: The creature is staggered for 1d4 rounds.
  • Fire: The creature catches on fire and is blinded for 
  1 round.
  A creature that took zero damage of the listed type 
  (such as due to energy resistance or protection from energy) 
  is unaffected, even if it failed its saving throw. If you 
  evoke the prism barrier so that it appears where creatures 
  are, each creature takes damage as if passing through the 
  wall. A creature can only be harmed once per round due 
  to passing through the wall.
  If you sacrifice a prepared prism barrier spell to create 
  a spell twist, you treat the spell twist as if created using 
  a spell two levels lower than normal (minimum 1st level) 
  but a creature subjected to the spell twist must make 
  their saving throw twice, similar to the effects of an 
  Persistent SpellAPG metamagic feat. Spell twists that do 
  not allow for a saving throw are unaffected.
  PRISM BOLT
  School evocation [acid, cold, electricity, fire]; Level 
  elementer 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect ray
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You weave a mutable form of elemental energy, sending 
  a streaking bolt of planar force at your target.
  You must make a ranged touch attack to hit your foe. 
  On a hit, the target takes 1d6 points each of acid, cold, 
  electricity, and fire damage. For every three caster levels 
  above 4th, you deal an additional 1d6 damage of each 
  type (maximum 3d6 of each damage type).
  If you sacrifice a prepared prism bolt spell to create a 
  spell twist, you treat the spell twist as if created using a 
  spell one level lower than normal (minimum 1st level) 
  but double the range of the spell twist, similar to the 
  effects of an Enlarge Spell metamagic feat. Spell twists 
  that target yourself only (such as soar) or twists that must 
  originate directly next to you (such as blaze or flood) are 
  unaffected, and only the range of a twist is affected, not 
  its area of effect (if any).
  PRISM BURST
  School evocation [acid, cold, electricity, fire]; Level 
  elementer 3
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Table: Prism Barrier
  1d4
  Damage Type
  1
  Acid
  2
  Cold
  3
  Electricity
  4
  Fire
  
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  Area 60 ft. line
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  You weave a mutable form of elemental energy, creating 
  a scintillating stream of crackling magic erupting from 
  your outstretched hand.
  Creatures caught in the area of the prism burst take 
  1d4 damage each of acid, cold, electricity, and fire. For 
  every two caster levels obtained above 5th, you deal an 
  additional 1d4 damage of each type (to a maximum of 
  4d4 of each type). Affected creatures can make a Reflex 
  save to halve the damage.
  If you sacrifice a prepared prism burst spell to create 
  a spell twist, you treat the spell twist as if created using 
  a spell one level lower than normal (minimum 1st level) 
  but double the duration of the spell twist, similar to the 
  effects of an Extend Spell metamagic feat. Spell twists 
  that last for 1 round or less are unaffected.
  PRISM SHIELD
  School abjuration [acid, cold, electricity, fire]; Level 
  elementer 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target willing creature touched
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance see text
  You weave a mutable form of elemental energy, creating 
  a shimmering barrier of force that negates any incoming 
  –or outgoing–elemental energy.
  Any elemental energy or force attempting to target 
  the creature and any elemental energy/force being used 
  by the creature are negated, as an antimagic field. For this 
  purpose, “elemental energy or forces” that are negated 
  by the shield includes:
  • Spells and effects with the air, acid, earth, cold, 
  electricity, fire, or water descriptor, aside from the 
  prism shield itself.
  • Magical or supernatural effects that deal acid, cold, 
  electricity, or fire damage, including magic items that 
  deal these damage types (like a flaming weapon)
  • Contact by summoned creatures with the elemental, 
  air, earth, cold, fire, or water subtypes. This prevents 
  such summoned creatures from harming the creature 
  directly, though indirect forms of contact (such as 
  throwing a weapon at them) can still harm the target. 
  A summoned creature with spell resistance can 
  possibly still hit the target, as described in the antimagic 
  field spell.
  Artifacts and deities are unaffected by this spell’s 
  effects. Any effects that can negate, penetrate, or 
  otherwise interact with an antimagic field has the same 
  effect on the prism shield.
  If you sacrifice a prepared prism shield spell to create 
  a spell twist, you treat the spell twist as if created using 
  a spell one level lower than normal (minimum 1st level) 
  but you gain a +5 bonus on checks to overcome spell 
  resistance with that twist, similar to the effects of a 
  Piercing SpellUM metamagic feat.
  
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  RAIN OF FIRE
  School conjuration (creation) [fire]; Level elementer 7, 
  sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Effect 120-ft.-radius cloud of ash, 40 feet high
  Duration 1 round/2 levels (D)
  Saving Throw Reflex half (object); Spell Resistance 
  yes (object)
  The sky darkens as what appears to be a storm cloud 
  manifests overhead.
  The cloud itself must be conjured at least 100 feet 
  above the ground: as such, the spell typically has to be 
  cast outdoors. The cloud blocks sunlight from reaching 
  the area beneath it. Treat the cloud itself as a fog cloud, 
  should any flying creatures attempt to enter it.
  Each round on your turn, starting with the round 
  you cast rain of  fire, three balls of flame come streaking 
  down from the cloud. Each one is sent to strike a point 
  of your choosing beneath the cloud, exploding in a 
  10-foot-radius burst once it reaches its destination. Each 
  burst deals 2d6 fire damage to creatures, objects, and 
  structures in the area (Reflex half). If a target is caught 
  in multiple bursts in a single round, they only get one 
  saving throw, and the damage from all bursts is totaled 
  before energy resistance is applied.
  The balls of flame originate almost directly above 
  your chosen targets. As such, you must determine cover 
  and line-of-effect for each burst from above the target’s 
  space, rather than from your own.
  SEEK FOE
  School divination; Level ranger 2
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area cone-shaped emanation
  Duration concentration, up to 10 min./level (D)
  Saving Throw none; Spell Resistance no
  This spell can only be cast if you have a favored enemy. 
  This functions as detect animals or plants, except it detects 
  the presence of creatures whose type matches one of 
  your favored enemies. You can choose to look for all 
  of your favored enemies at once, or specify just one 
  favored enemy type to detect.
  SOLAR FLARE
  School evocation [fire, light]; Level druid 5, elementer 
  5, magus 5, psychic 5, shaman 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range 20 ft.
  Area 20-ft.-radius burst, centered on you
  Duration instantaneous, then 1d4 rounds (see text)
  Saving Throw Reflex half; Spell Resistance yes
  An intense flash of blinding light shines forth from 
  you, searing nearby enemies with its intensity. Creatures 
  within the burst take 1d6 fire damage per caster level 
  (max 15d6) and are blinded for 1d4 rounds. A Reflex 
  save halves the fire damage and reduces the blinding 
  effect to only dazzle the creature for 1d4 rounds.
  A creature that has a weakness to sunlight takes a -2 
  penalty on its saving throw against this spell’s effects and 
  is blinded for 1 round on a successful saving throw.
  SPORE BURST
  School conjuration (creation) [acid, plant, poison]; 
  Level druid 3, shaman 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 15-ft.-radius burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance no
  A sudden cloud of spores bursts forth from a point 
  you specify within range. Each creature in the area takes 
  1d8 acid damage per two caster levels (max 5d8) and 
  is sickened for 1d4 rounds. A successful Reflex save 
  halves the damage and negates the sickening effect. The 
  sickening effect is considered a poison effect.
  STINGING THORN
  School conjuration (creation) [plant]; Level druid 1, 
  invoker 1, shaman 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect wooden splinter
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  A long sliver of wood flies from your outstretched hand, 
  piercing a single target as a ranged attack. On a hit, the 
  thorn deals 1d6 piercing damage per caster level (max 
  5d6). A creature struck begins bleeding for 1 point of 
  damage each round. The bleeding can be stopped as 
  normal with a DC 15 Heal check or the application of 
  any effect that restores hit points. At 3rd caster level, the 
  bleed damage increases to 1d4, and at 5th caster level the 
  bleeding increases to 1d6.
  SYMBIOSIS
  School abjuration; Level druid 5, invoker 4, psychic 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets you and one willing creature
  Duration 10 min./level (D)
  
  89
  Chapter IV
  Spells
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  You form a symbiotic link between yourself and the 
  target, your vital essences intertwined. Symbiosis causes 
  spells and effects that affect the wellbeing of one of you 
  two to affect the other. This has several implications:
  First, any damage taken by you or the linked creature 
  (including bleed damage) is split evenly between both 
  of you, similar to the effects of shield other but working 
  in both directions. Effects that restore hit points or 
  grant temporary hit points are likewise divided evenly 
  between yourself and the linked creature. If one of you 
  would become fatigued, exhausted, sickened, nauseated, 
  blinded, or deafened, that effect is applied to both of 
  you with the duration split in half where applicable 
  (see below) to a minimum of 1 round. Removing the 
  condition from one of you removes it from the other. 
  Ability score penalties (such as from a ray of  enfeeblement), 
  ability damage, and ability drain are similarly split 
  between both of you; penalties are halved and last half 
  as long but affect both, while permanent damage and 
  drain are simply split evenly.
  An effect that is shared through the link grants no 
  saving throw to the shared creature. For example, if the 
  linked creature is subjected to a ray of  sickeningUM and fails 
  its save, you will also be sickened without getting a save. 
  Any effects not mentioned above are not shared through 
  symbiosis. If your or the other creature are immune to an 
  effect that would be shared (such as being immune to 
  fatigue), that effect works at full strength on the non-
  immune target and is not split to the immune target. 
  Permanent effects, such as failing a save against blindness/
  deafness, affect both of you for the duration of symbiosis 
  but is removed from whoever was not the original target 
  once this spell ends. Symbiosis ends immediately if you or 
  the target are slain.
  TEMPEST HAMMER
  School evocation [air]; Level druid 7, elementer 7, 
  shaman 7
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area cylinder (30-ft.-radius, 200 ft. high)
  Duration 1 round
  Saving Throw Fortitude partial (object); Spell 
  Resistance no
  An intense blast of air slams down from above, crushing 
  anything below with tornado-strength winds. Each 
  creature, unattended object, and structure inside the area 
  when the spell is cast takes 1d6 bludgeoning damage per 
  caster level (max 20d6); this damage counts as magic for 
  the purpose of overcoming damage reduction. Creatures 
  are knocked prone, and flying creatures are immediately 
  forced to the ground and knocked prone, taking falling 
  damage as appropriate for the height it fell. A successful 
  Fortitude save halves the damage and negates both the 
  prone effect and grounding effect.
  For 1 round thereafter, the wind continues to blast 
  downward, acting as hurricane-strength winds directly 
  towards the ground (see the Environment rules in 
  Chapter 13 of the Pathfinder Roleplaying Core Rulebook). 
  Any flying creature in the area must make a DC 25 Fly 
  check (with a -12 penalty imposed by the hurricane force 
  of the wind) or be forced immediately to the ground and 
  knocked prone, taking falling damage as normal. Loose 
  objects are scattered about, and objects and structures 
  that are still intact after the initial damage of the spell 
  may be further damaged by the powerful winds.
  TOXIC BLOOM
  School conjuration (creation) [plant, poison]; Level 
  druid 5, invoker 4, shaman 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (a drop of nectar)
  Range close (25 ft. + 5 ft./2 levels)
  Effect toxic flower blossom 
  Duration 1 round/level (D); see text
  Saving Throw Fortitude partial or Fortitude negates 
  (see text); Spell Resistance no
  The nectar dissolves in your hand as an oversized flower 
  springs forth from the ground nearby. The toxic bloom is 
  considered a small object (roughly 3 feet in height and 
  diameter) and must be conjured in a space sufficient to 
  hold it. It must be conjured on a surface, but the surface 
  does not have to be conducive to plants: the bloom can 
  grow upon solid stone as easily as it can in rich soil.
  The bloom itself is magically hardened, having 
  hardness 8, 5 hit points per caster level, and an AC of 5. 
  Fire damage ignores its hardness and deals full damage to 
  it. While the bloom remains, it emits a cloud of noxious 
  vapor in a 15-foot-radius spread around itself, depending 
  on the type of flower conjured. You can choose one of 
  three flower types to create with toxic bloom:
  • Nightshade: The bloom is surrounded by an aura of 
  deadly poison. Creatures that fail their saving throw 
  take 1d3 Constitution damage. A successful save 
  halves the damage (minimum 0).
  • Rafflesia: The bloom emits a disgusting aroma. Any 
  creature that fails its saving throw is nauseated for 1 
  round. A successful save renders the creature sickened 
  for 1 round instead.
  • Rose: The bloom is sickeningly sweet. Creatures 
  with 8 HD or less that fail their saving throw fall 
  asleep. Creatures with more than 8 HD become 
  drowsy, taking a -5 penalty on perception checks 
  and staggering them for 1 round. A successful save 
  negates the effect for that turn only.
  
  90
  Chapter IV
  Spells
  Destroying the toxic bloom ends its effect, but any 
  already-applied penalties remain. Creatures with the 
  scent ability take a -4 penalty on their saving throws 
  against this spell. Spells that wither and destroy plants 
  like blight destroy the blossom instantly, ending its effects.
  TREMORSENSE
  School transmutation; Level alchemist 4, druid 3, 
  elementer 4, psychic 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  You grant the touched creature an acute sensitivity to 
  the subtle vibrations within the ground. The target gains 
  tremorsense to a range of 30 feet.
  TREMORSENSE, COMMUNAL
  School transmutation; Level alchemist 5, druid 4, 
  elementer 5, psychic 5, sorcerer/wizard 5
  Targets creatures touched
  This spell functions like tremorsense, except you may 
  divide the duration in 10-minute intervals among the 
  creatures touched.
  VERDANT SURGE
  School conjuration (creation) [plant]; Level druid 4, 
  invoker 3, ranger 3, shaman 4
  Casting Time 1 standard action
  Components V, S, M (a few seeds and some soil)
  Range medium (100 ft. + 10 ft./level)
  Effect grassy field with a maximum radius of 5 ft./2 
  levels, plus a tree of varying size and height (see text)
  Duration 1 min./level
  Saving Throw Reflex half and none (see text); Spell 
  Resistance no
  You toss the seeds into the air as the spell consumes 
  them. Nearby, the ground becomes lush with grass and 
  foliage as a large tree springs forth in its center.
  Verdant surge creates a field of thick grass and 
  underbrush with a tree at its center. The field must 
  be conjured upon the ground and grows up beneath 
  creatures and objects in the area. The ground does 
  not have to be conducive to plant life. It will not grow 
  up beneath a building, but can spread across its floor 
  if created there. At your option, you can make the 
  underbrush thick enough to make the area of the spell 
  difficult terrain.
  In the center of the field, a single tree sprouts into 
  existence up from the ground. The tree is large sized, 
  but its species is up to you (the spell’s effect does not 
  change). Any creature standing where the tree emerges 
  takes bludgeoning damage equal to 3d6 + your caster 
  level (max +20, Reflex half) from the force of its rapid 
  growth and is pushed aside to the nearest open space. 
  For every three caster levels above 7th, the size of the 
  tree increases by one size category (starting at large, and 
  progressing to huge, gargantuan, then colossal at 16th 
  level). The tree will grow within the bounds of whatever 
  area it is conjured in. As long as there enough space 
  for the trunk (about 3 feet in diameter, increasing by 3 
  feet in diameter per size category above large) the spell 
  can be cast, but it will only grow high enough that its 
  occupied space allows.
  Any spells you cast with the plant descriptor that 
  targets the plants conjured by verdant surge have their save 
  Difficulty Class (if any) increased by +1. Other creatures 
  attempting to cast plant spells upon your verdant surge 
  must make an opposed caster level check against you: if 
  you win the opposed check, their spell fails.
  WASP STING
  School transmutation; Level druid 2, occultist 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (the wing of a wasp)
  Range touch, see text
  Target a potion or dose of injury poison
  Duration 1 round/level, see text
  Saving Throw none; Spell Resistance no
  
  91
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  Spells
  The potion or poison you touch is transformed into a 
  large wasp about as wide as your palm.
  Upon casting the spell, choose a target creature you 
  can see. The wasp immediately enters that creature’s 
  space and attempts to sting it. It makes a melee touch 
  attack to sting its target, using your bonuses. If it stings 
  the creature, it is injected with the used potion or poison. 
  The potion affects the creature as if consumed, while a 
  poison affects it as if applied by an attack. A creature can 
  choose to be willingly stung by the wasp, should it want 
  to benefit from a transmuted potion. The wasp will not 
  go after a creature that is further than close range (25 ft. 
  + 5 ft./2 levels) away from you. It is fast enough where 
  it can always reach its target within 1 round, as long as 
  there is an available route to it.
  The wasp itself is a tiny object with an AC of 15 and 
  5 hit points. If destroyed, the spell ends and the potion 
  or poison used is ruined.
  If the wasp fails to sting its target, it can attempt to 
  do so again each round for the duration of the spell until 
  it is successful. You can also redirect it on your turn to 
  sting a different creature (no action required). Once it 
  stings a creature, the wasp immediately returns to your 
  hand and the spell ends, leaving behind only an empty 
  bottle. This also happens if the duration of the spell 
  expires before it manages to sting anything.
  WEATHER SHIELD
  School abjuration; Level druid 3, elementer 3, invoker 
  2, ranger 2, shaman 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature, or one object up to 20 lbs./level
  Duration 1 hour/level
  Saving Throw Will negates (harmless, object); Spell 
  Resistance yes (harmless, object)
  A magical barrier surrounds the target, protecting it 
  from harsh conditions. While normally invisible, it 
  faintly outlines the target when the weather worsens.
  A target affected by weather shield is shielded from 
  several types of common and hazardous weather. This 
  imparts a number of benefits, as follows:
  • The target becomes waterproofed: they are protected 
  from any liquids and dry off instantly, and their melee 
  attacks are not penalized for being underwater.
  • The target is unaffected by strong or severe winds (up 
  to 50 mph). This prevents them from being checked 
  or blown away by the wind, but does not allow them 
  to make ranged attacks without penalty (unless the 
  ammunition itself has been targeted by weather shield 
  or a similar effect). For every four caster levels above 
  5th, the creature is unaffected by even stronger levels 
  of wind, as follows: windstorms (50-74 mph) at 9th 
  level, hurricanes (75-174 mph) at 13th level, and 
  tornadoes (175+ mph) at 17th level.
  • The target is protected from extreme temperatures, 
  as endure elements.
  • The target does not take damage from naturally-
  occurring lightning or hail. Tiny or smaller debris 
  blown about by wind avoids the creature: anything 
  larger is too big to be blocked by the shield.
  For the purpose of targeting, 50 pieces of ammunition 
  count as a single object. Ammunition affected by weather 
  shield can fire accurately through water (be it heavy rain or 
  standing water) and can shoot through windy conditions 
  without penalty, so long as the wind category is one that 
  the shield can withstand, as described above.
  WEATHER SHIELD, MASS
  School abjuration; Level druid 5, elementer 5, invoker 
  4, ranger 4, shaman 5, sorcerer/wizard 5
  Targets one creature or object /level, no two of which 
  can be more than 30 ft. apart
  This spell functions As weather shield, except it affects 
  multiple creatures or objects. Each affected object can 
  weigh up to 20 pounds per caster level, and 50 pieces of 
  ammunition counts as a single object.
  WILDFIRE
  School evocation [fire]; Level druid 5, elementer 5, 
  shaman 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a tindertwig worth 1 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Area two or more 10-ft.-cubes of flame, see text
  Duration 1 round/level (D)
  Saving Throw Reflex half (object); Spell Resistance 
  yes (object)
  This spell ignites a spreading wildfire which grows in area 
  as the spell persists. When you first cast the spell, you 
  create two 10-foot cubes of flame: these cubes must 
  be adjacent to each other. A creature that enters into 
  the flame or starts their turn within it takes fire damage 
  equal to 3d6 + 1 per caster level (max +20), with a Reflex 
  save halving the damage taken that round. Plant-life and 
  other combustible objects inside also take this damage.
  Each round at the start of your turn the fire spreads, 
  adding two additional 10-foot cubes to the spell’s area. 
  These cubes must be adjacent to at least one of the 
  already-existing cubes of the wildfire. If you are observing 
  the spell, you can direct where these cubes are created: if 
  not, the cubes are placed randomly, prioritizing moving 
  downwind (if there is any wind blowing).
  Exposure to moderate winds (11-20 mph) fans the 
  flames, adding an additional 10-foot cube per round 
  the winds affect the area, while strong winds (21+mph) 
  instead add two additional 10-foot cubes each round. 
  
  92
  Chapter V
  Magic Items
  Whether crafted by a hermetic druid or gifted by an 
  ancient dryad, the powers of nature are often found in 
  magical items. They might enhance their wielder’s innate 
  power or grant power they otherwise couldn’t achieve.
  The magic items and special equipment properties in 
  this section of the book are divided into the categories 
  outlined in Pathfinder Roleplaying Game Ultimate Equipment, 
  allowing you to use them easily with random treasure 
  generators. If you are running a game that has an NPC 
  with levels in one of the classes found in Chapter I, or 
  have a player character that has levels in one of these 
  classes, consider using items from this book rather than 
  determining random loot from a generator, or adding 
  these items to the generator.
  Armor Special Abilities
  The following are new armor or shield special abilities. 
  Armor and shields must have at least a +1 enhancement 
  bonus before other abilities are added. For more 
  information, see the Armor section in Chapter 15 of the 
  Pathfinder Roleplaying Game Core Rulebook.
  Energized
  PRICE
  +2 bonus
  SLOT none
  CL 12th
  WEIGHT -
  Aura strong evocation
  A suit of energized armor or a shield enhances the power 
  of a planar aegis. While the wearer of the armor or 
  bearer of the shield is under the effects of the aegis 
  class feature, the enhancement bonus of the equipment 
  is increased by +2. If the wearer has the barrier class 
  feature, any resistances gained from that class feature are 
  increased by 5 while the wearer is in aegis form.
  While this property can be added to both armor and 
  shields, a creature can only benefit from one energized 
  property at a time. If they are wearing more than one 
  piece of equipment that is energized, they choose which 
  one activates when they enter aegis form.
  CONSTRUCTION REQUIREMENTS
  Cost +2 bonus
  Craft Magic Arms and Armor, elemental auraAPG, protection 
  from energy
  Verdant
  PRICE
  +1 bonus
  SLOT none
  CL 7th
  WEIGHT -
  Aura moderate conjuration
  Verdant armor is coated in thick vines and leaves. As 
  a move action while on the ground, the wearer of the 
  verdant armor can anchor themselves in place with roots. 
  While rooted, they add double the armor’s enhancement 
  bonus to their CMD against maneuvers that would 
  move them from their current space or knock them 
  prone. The rooting lasts until the wearer moves from 
  their space (either willingly or not).
  In addition, the armor is treated as a source of plants 
  for the purpose of the entangle spell and its variants (such 
  as sickening entanglementACG). The effect ends if the wearer 
  moves outside of the spell’s area. Any entangle effect 
  extends out to 5 feet around the wearer (the wearer 
  being unaffected); if they are rooted, it extends out to 
  20 feet, instead.
  CONSTRUCTION REQUIREMENTS
  Cost +1 bonus
  Craft Magic Arms and Armor, anchored stepACG, entangle, 
  verdant surge*
  Weathered
  PRICE
  +3,000 gp
  SLOT none
  CL 5th
  WEIGHT -
  Aura faint abjuration
  CHAPTER V
  MAGIC ITEMS
  Table: Armor Special Abilities
  +1 Armor Special Ability
  Base Price1
  Verdant
  +1 bonus
  +2 Armor Special Ability
  Base Price1
  Energized2
  +2 bonus
  Weathered2
  +3,000 gp
  1
  Add to the enhancement bonus of the armor to 
  determine the total price
  2
  This special ability can also be applied to shields.
  
  93
  Chapter V
  Magic Items
  A shield or suit of armor that is weathered is completely 
  waterproof: a suit of weathered armor protects its 
  wearer from getting wet but does not otherwise reduce 
  the effect of water-based attacks. Weathered equipment 
  reduces the effect of wind on the wearer by two steps 
  and grants a +4 bonus on saving throws made against 
  natural weather phenomena like lightning, sweltering 
  heat, or intense cold.
  CONSTRUCTION REQUIREMENTS
  Cost +1,500 gp
  Craft Magic Arms and Armor, weather shield*
  Specific Armors and Shields
  The following section includes armors and shields with 
  unusual powers or magical abilities. These pieces of 
  equipment can have abilities that need to be activated to 
  function or powers that work passively and constantly.
  Heart of Oak
  PRICE
  61,460 gp
  SLOT none
  CL 13th
  WEIGHT 15 lbs.
  Aura strong transmutation
  The heart of  oak is a +1 moderate fortification verdant 
  greenwood scale mail, with roots wrapping around a faintly-
  glowing gemstone in the middle of the chest. It’s treated 
  as light armor for all purposes except proficiency. It has 
  an arcane failure chance of 10%, a maximum Dexterity 
  bonus of +5, and an Armor Check Penalty of -1.
  When the wearer uses the verdant property to anchor 
  himself in place, he may choose to transform into an oak 
  tree (as tree shape). The transformation lasts for 1 hour or 
  until dismissed, as described in tree shape. Furthermore, 
  once per day he may speak a command word to 
  transform into a powerful treantB1, as plant shape III. This 
  transformation lasts for 10 minutes or until dismissed as 
  a standard action by the wearer. While transformed into 
  a treant he is treated as rooted for the purpose of the 
  armor’s verdant property, even if he moves.
  CONSTRUCTION REQUIREMENTS
  Cost 31,580 gp
  Craft Magic Arms and Armor, anchored stepACG, entangle, 
  tree shape, verdant surge*
  Mirror of the Planes
  PRICE
  22,859 gp
  SLOT none
  CL 15th
  WEIGHT 6 lbs.
  Aura strong abjuration
  This +1 energized mirrored light steel shield is faintly etched 
  with the symbology of the four elements upon its 
  polished surface. An elementer that wields the mirror of  
  the planes gains the absorption class feature, if she didn’t 
  have it already. If she has that class feature, she gains 
  1 point of energy for 15 points of damage prevented, 
  rather than every 20 points.
  When the bearer of the mirror of  the planes would gain 
  energy through the absorption ability, she can choose 
  to let the shield absorb the energy, rather than gaining 
  points in her energy pool. The energy is absorbed into 
  the shield for 1 minute, during which any shield bash 
  attacks made with the shield deal an additional 1d6 
  points of damage. At any point during this time, the 
  bearer of the mirror of  the planes can use a swift action 
  to unleash a bolt of energy from the shield as a ranged 
  touch attack against a target within 60 feet of her. The 
  bolt deals 2d8 points of damage for every 1 point of 
  energy she directed to the shield. 
  The damage added to shield bash attacks and dealt 
  with the bolt is the same type as whatever energy type 
  activated the absorption ability in the first place (acid, 
  cold, electricity, or fire). The elemental damage added to 
  shield bashes stacks with any energy damage the shield 
  might already deal.
  Once the mirror of  the planes is charged with energy, 
  it cannot absorb any more until the bolt of energy is 
  released or for 1 minute, at which point the energy 
  within the shield dissipates harmlessly.
  CONSTRUCTION REQUIREMENTS
  Cost 11,509 gp
  Craft Magic Arms and Armor, protection from energy, spell 
  turning, creator must be an elementer
  Stormlord’s Raiment
  PRICE
  36,875 gp
  SLOT none
  CL 10th
  WEIGHT 40 lbs.
  Aura moderate evocation
  The stormlord’s raiment is +3 burdenless weathered chainmail 
  infused with the might of the storm. The wearer gains 
  a +2 bonus on saving throws against air, electricity, and 
  sonic effects. This stacks with the bonuses provided by 
  the weathered property, if those effects are caused by the 
  weather. Additionally, the wearer reduces any penalties 
  imparted due to wind or rain (be they magical or natural) 
  by half and is never checked or blown away by wind. 
  The armor check penalty from the stormlord’s raiment 
  never applies to the wearer’s Acrobatics or Fly checks.
  Table: Specific Armors And Shields 
  Lesser Major Armor
  Price
  Mirror of the Planes
  22,859 gp
  Greater Major Armor
  Price
  Stormlord’s Raiment
  36,875 gp
  Heart of Oak
  61,460 gp
  
  94
  Chapter V
  Magic Items
  When in strong winds or higher, the wearer gains a fly 
  speed. The speed and maneuverability of this fly speed 
  depends on how strong the winds are, as follows: 
  • Strong: 30 feet (average)
  • Severe: 30 feet (good)
  • Windstorm: 60 feet (good)
  • Hurricane: 60 feet (perfect)
  • Tornado: 90 feet (perfect)
  If the fly speed is removed due to entering calm 
  winds, the wearer floats slowly to the ground, similar to 
  the ending of a fly spell.
  CONSTRUCTION REQUIREMENTS
  Cost 18,587 gp
  Craft Magic Arms and Armor, air walk, control winds, 
  weather shield*
  Weapon Special Abilities
  The following are new weapon special abilities. 
  Weapons with a special ability must have at least a +1 
  enhancement bonus before other abilities are added. For 
  more information, see the Weapons section in Chapter 
  15 of the Pathfinder Roleplaying Game Core Rulebook.
  Cycling
  PRICE
  +2 bonus
  SLOT none
  CL 11th
  WEIGHT -
  Aura moderate evocation
  Upon command, a cycling weapon is wreathed in energy, 
  as the flaming property. Once per round, the wielder 
  of a cycling weapon can change the elemental property, 
  making the weapon either corrosive, flaming, frost, or shock. 
  The elemental energy does not harm the wielder. The 
  effect remains until another command is given.
  CONSTRUCTION REQUIREMENTS
  Cost +2 bonus
  Craft Magic Arms and Armor, elemental touchAPG
  Cycling Burst
  PRICE
  +3 bonus
  SLOT none
  CL 13th
  WEIGHT -
  Aura strong evocation
  A cycling burst weapon functions as a cycling weapon, but 
  instead of the weapon switching between the corrosive, 
  flaming, frost, or shock properties, it instead allows the 
  Rimeflower
  Stormlord’s Raiment
  Heart of  Oak
  Corona
  Mirror of  the Planes
  Tane’s Lash
  Hunting Knife
  Wheel of  Elements
  Bloody Talons
  
  95
  Chapter V
  Magic Items
  wielder to switch between corrosive burst, flaming burst, icy 
  burst, and shocking burst. 
  Even if the cycling ability is not active, the weapon still 
  deals its extra elemental damage on a successful critical 
  hit (for whichever property was last active).
  CONSTRUCTION REQUIREMENTS
  Cost +3 bonus
  Craft Magic Arms and Armor, elemental touchAPG
  Feral
  PRICE
  +1 bonus
  SLOT none
  CL 8th
  WEIGHT -
  Aura moderate transmutation
  This special ability can only be placed on melee 
  weapons. The magic weapon functions as an extension 
  of the wielder’s physique, allowing her to use any special 
  abilities that apply to hits with her natural attacks to hits 
  with the weapon. This includes disease, bleed effects, 
  rend, and so on, with the exception of abilities that 
  logically require an open appendage to use (such as grab 
  or swallow whole). 
  If the wielder has more than one type of natural 
  attack, she can only apply the effects of one of those 
  attacks to a given attack with the feral weapon. If the 
  wielder is a shifter, attacks with a feral weapon overcome 
  the same damage reduction as her shifter’s claws.
  CONSTRUCTION REQUIREMENTS
  Cost +1 bonus
  Craft Magic Arms and Armor, animal aspectAPG, magic fang
  Glacial
  PRICE
  +2 bonus
  SLOT none
  CL 9th
  WEIGHT -
  Aura moderate evocation
  A glacial weapon is perpetually coated in a thin layer of 
  ice. A creature struck by the weapon has its movement 
  speed reduced by 10 feet for 1d4 rounds. Multiple hits 
  do not stack the duration or penalty. On a critical hit, 
  the target becomes partially encased in ice, entangling it. 
  The duration of the entanglement is based on the critical 
  multiplier of the weapon: 1 round (x2 critical multiplier), 
  2 rounds (x3 multiplier), or 3 rounds (x4 multiplier or 
  higher). Further critical hits do not stack the duration 
  of this entanglement. A creature that is immune to cold 
  damage is immune to the glacial property’s effects. A 
  weapon cannot have both the glacial property and any 
  other property that inflicts fire damage, such as fiery burst.
  CONSTRUCTION REQUIREMENTS
  Cost +2 bonus
  Craft Magic Arms and Armor, creeping iceACG
  Solar
  PRICE
  +3 bonus
  SLOT none
  CL 12th
  WEIGHT -
  Aura strong evocation
  A solar weapon radiates with the light of the sun. It 
  functions as (and does not stack with) the glorious weapon 
  property. The wielder adds the weapon’s enhancement 
  bonus to the effective spell level of the daylight effect (for 
  example, a +2 solar longsword emits a 5th-level daylight).
  The weapon deals an additional 1d8 points of damage 
  to undead and creatures or objects that are vulnerable to 
  sunlight (like fungi, vampires, and so on). This damage is 
  multiplied on a critical hit and ignores damage reduction 
  and hardness. When a solar weapon scores a critical hit, a 
  creature struck is affected as if exposed to direct, natural 
  sunlight for 1 round, in addition to the blinding effect. 
  CONSTRUCTION REQUIREMENTS
  Cost +3 bonus
  Craft Magic Arms and Armor, daylight, sunbeam
  Tracking
  PRICE
  +1 bonus
  SLOT none
  CL 3rd
  WEIGHT -
  Aura weak divination
  A tracking weapon helps mark targets for the hunt. If 
  the wielder has the studied target, quarry, or hunting 
  bond (companions) class feature, they can activate one 
  of those class features as a free action upon striking an 
  opponent. The wielder must target the creature struck 
  with the chosen class feature and must otherwise follow 
  its normal rules (such as maximum number of studied 
  targets or the waiting period between denoting quarries).
  CONSTRUCTION REQUIREMENTS
  Cost +1 bonus
  Craft Magic Arms and Armor, know the enemyUM
  Table: Weapon Special Abilities
  +1 Weapon Special Ability
  Base Price1
  Feral
  +1 bonus
  Tracking
  +1 bonus
  +2 Weapon Special Ability
  Base Price1
  Cycling
  +2 bonus
  Glacial
  +2 bonus
  +3 Weapon Special Ability
  Base Price1
  Cycling Burst
  +3 bonus
  Solar
  +3 bonus
  1
  Add to the enhancement bonus of the weapon to 
  determine the total price
  
  96
  Chapter V
  Magic Items
  Specific Weapons
  The following section includes weapons with unusual 
  powers or magical abilities. These pieces of equipment 
  can have abilities that need to be activated to function or 
  powers that work passively and constantly.
  Bloody Talon
  PRICE
  41,806 gp
  SLOT none
  CL 10th
  WEIGHT 2 lbs.
  Aura moderate transmutation
  A bloody talon is a +1 feral wounding sickle. The wielder gains 
  a +2 bonus on trip attempts made with the weapon and 
  inflicts its bleed damage on successful trip attempts. 
  Whenever the wielder kills a creature that has at least 1 
  Hit Die with a melee attack or through bleed damage, 
  she can use an immediate action to grant herself 1d10 + 
  5 temporary hit points. These temporary hit points last 
  for 1 minute and do not stack.
  If a creature wielding two or more bloody talons takes a 
  charge action, their speed is increased by 20 feet for that 
  charge and they do not provoke attacks of opportunity 
  for movement made during the charge.
  CONSTRUCTION REQUIREMENTS
  Cost 21,056 gp
  Craft Magic Arms and Armor, animal aspectAPG, bleed, death 
  knell, magic fang
  Corona
  PRICE
  125,502 gp
  SLOT none
  CL 18th
  WEIGHT 6 lbs.
  Aura strong evocation
  A brilliantly ornate spear dedicated to deities of sunlight 
  and warmth, this +2 spear is the sun’s might given form. 
  A creature must keep the corona in their possession for 
  24 hours to attune to it, after which the spear glows 
  with its true power, turning into a +2 distance returning 
  solar spear. It counts as silver for overcoming damage 
  reduction. When thrown, it immediately returns to the 
  wielder’s grasp after the attack resolves, dissipating in a 
  flash of light and reforming in the wielder’s hand.
  Three times per day, the wielder of the corona can 
  throw the spear as a full-round action to turn it into 
  a bolt of sunlight, functioning as a single beam of a 
  sunbeam spell (DC 20). Once the effect is resolved, the 
  corona reforms out of light in the wielder’s hands.
  An undead or any creature vulnerable to sunlight that 
  attempts to wield the corona takes 3d8 damage per round 
  and gains two negative levels. These negative levels 
  cannot be overcome except by dropping the weapon. 
  CONSTRUCTION REQUIREMENTS
  Cost 62,902 gp
  Craft Magic Arms and Armor, daylight, sunbeam
  Hunting Knife
  PRICE
  21,308 gp
  SLOT none
  CL 7th
  WEIGHT 2 lbs.
  Aura moderate divination
  This +1 huntsman tracking kukri is used by hunting 
  parties to take down prey. When the wielder uses the 
  hunting bond (companion) ability to share their favored 
  enemy with their allies, they also share the benefit of the 
  weapon’s huntsman property with those allies. Sharing the 
  property lasts as long as the hunting bond ability persists. 
  Allies can deal extra damage with the huntsman property 
  as long as the wielder of the hunting knife tracked the 
  shared target in the past 24 hours.
  CONSTRUCTION REQUIREMENTS
  Cost 10,808 gp
  Craft Magic Arms and Armor, know the enemyUM
  Rimeflower
  PRICE
  72,380 gp
  SLOT none
  CL 13th
  WEIGHT 4 lbs.
  Aura strong evocation
  The rimeflower appears as an icy-blue longbow whose 
  limbs are wrapped by pale white vines, small crystalline 
  leaves and buds running down its length. The wielder of 
  this +1 adaptive glacial icy burst composite longbow is shielded 
  from extreme cold (as endure elements). Sleet, snowfall, and 
  other wintry precipitation (both magical and mundane) 
  do not penalize the wielder’s vision or their attack rolls 
  with the rimeflower. Once per day as a standard action 
  the user can fire a single rime shot at a creature within 
  the bow’s first range increment: on a hit, the target is 
  affected by the spell icy prisonUM (DC 17). If the attack 
  was a critical hit, the glacial and icy burst properties apply 
  before the icy prisonUM does. The prison takes the form of 
  a blossoming flower of clear ice, typically a rose, which 
  gives the rimeflower its name.
  CONSTRUCTION REQUIREMENTS
  Cost 36,390 gp
  Craft Magic Arms and Armor, creeping iceACG, icy prisonUM
  Tane’s Lash
  PRICE
  58,308 gp
  SLOT none
  CL 12th
  WEIGHT 2 lbs.
  Aura strong necromancy
  A vicious whip resembling the tail of a bandersnatch, 
  this +3 deadly whip has spikes running down its length. 
  On a critical hit, the whip lodges a spike inside the 
  creature struck, dealing 3d10 additional piercing damage 
  and sickening the creature until it is removed. A DC 20 
  Heal check made as a full-round action can remove a 
  spike from a creature. For every 5 by which the check 
  
  97
  Chapter V
  Magic Items
  Table: Specific Weapons
  Greater Medium Weapons
  Price
  Hunting Knife
  21,308 gp
  Lesser Major Weapons
  Price
  Wheel of Elements
  34,324 gp
  Greater Major Weapons
  Price
  Bloody Talon
  41,806 gp
  Tane’s Lash
  58,308 gp
  Rimeflower
  72,380 gp
  Corona
  125,502 gp
  exceeds the DC, one additional spike can be removed. 
  On a failed check, a spike is still removed but the process 
  deals 1d10+6 points of damage to the victim.
  As a full-round action, the wielder of the tane’s lash 
  can crack the whip to launch multiple spikes against her 
  foes. This releases up to four spikes from the whip as 
  ranged attacks, which have a maximum range of 100 
  feet with no range increment. Each attack uses the 
  wielder’s full base attack bonus. Each spike must target a 
  different creature, and all targets must be within 30 feet 
  of each other. On a hit, the spike lodges in the creature, 
  dealing 1d10 piercing damage (x3 critical hit multiplier) 
  and sickening it, as described above. Once the tane’s lash 
  makes this special attack, it requires 1 minute to regrow 
  the spikes before it can be done again, during which the 
  critical effect does not function.
  CONSTRUCTION REQUIREMENTS
  Cost 29,308 gp
  Craft Magic Arms and Armor, inflict light wounds, pain 
  strikeAPG, ray of  sickeningUM
  Wheel of Elements
  PRICE
  34,324 gp
  SLOT none
  CL 11th
  WEIGHT 10 lbs.
  Aura moderate evocation
  This wheel of  elements is an intricate starknife, each of 
  its four blades embedded with different gemstones 
  representing the four elements. It functions as a +1 cycling 
  starknife that gains an additional property depending on 
  which element of the cycling property is active, as follows:
  • Corrosive: The weapon is also neutralizing.
  • Flaming: The weapon is also thawing.
  • Frost: The weapon is also quenching.
  • Shock: The weapon is also grounding.
  CONSTRUCTION REQUIREMENTS
  Cost 17,824 gp
  Craft Magic Arms and Armor, elemental touchAPG
  Wondrous Items
  Wondrous items are diverse. Some must be worn in a 
  specific item slot in order to work, while others must 
  merely be possessed and used. Anyone can use a 
  wondrous item unless the item itself specifies otherwise.
  Cloak of the Realmwalker
  PRICE
  Varies
  +1 bonus
  3,200 gp
  +2 bonus
  6,800 gp
  +3 bonus
  12,800 gp
  +4 bonus
  21,200 gp
  +5 bonus
  32,000 gp
  SLOT shoulders
  CL 5th
  WEIGHT 1 lb.
  Aura faint abjuration and divination
  This well-worn cloak appears to be made of ordinary, 
  dull fabrics, but small slivers of cold iron twinkle 
  within the cloth. The cloak of  the realmwalker acts as a 
  cloak of  resistance. In addition, the wearer adds the cloak’s 
  bonus as a competence bonus to Survival checks and 
  Knowledge (geography) checks. The wearer is immune 
  to fatigue caused by hustling or forced marches, and her 
  overland movement speed is increased by 50%.
  CONSTRUCTION REQUIREMENTS
  Cost varies; 1,600 gp (+1); 3,400 gp (+2); 6,400 gp (+3); 
  10,600 gp (+4); 16,000 gp (+5)
  Craft Wondrous Item, resistance, tireless pursuitAPG, creator’s 
  caster level must be at least three times the cloak’s bonus
  Covenant Bracers
  PRICE
  25,900 gp
  SLOT wrists
  CL 11th
  WEIGHT 1 lb.
  Aura moderate conjuration and divination
  These mystical bracers enhance the bond between an 
  invoker and his spirit companion. Both the invoker and 
  his companion each wear one of the two bracers, taking 
  up the wrist slot for both of them. Other versions exist 
  for exotic spirits that lack “wrists”, but they are rare.
  Both the invoker and his companion gain the benefit 
  of a status spell, targeting the other. The range of the 
  spirit’s link ability is doubled. Three times per day, either 
  the invoker or the companion can use a move action 
  to teleport to an open space adjacent to the other; this 
  teleportation has a maximum range of 100 feet. If the 
  invoker uses his avatar class feature, his companion can 
  activate the ability of the covenant bracers as an immediate 
  action, allowing it to teleport to the invoker’s side to 
  initiate the avatar ability.
  CONSTRUCTION REQUIREMENTS
  Cost 12,950 gp
  Craft Wondrous Item, dominion’s blessing*, status
  
  98
  Chapter V
  Magic Items
  Frostfire Boots
  PRICE
  16,400 gp
  SLOT feet
  CL 6th
  WEIGHT 2 lbs.
  Aura moderate evocation
  These sturdy boots are trimmed with striped patterns 
  of orange flames and sky-blue ice. The wearer of the 
  frostfire boots can travel across ice or snow at their normal 
  speed without penalty and without making Acrobatics 
  checks. They can walk across molten rock, tar, or 
  scorching sands without taking damage or being slowed 
  down. This does not grant the wearer the ability to walk 
  across liquids, so any pool of lava or tar deeper than a 
  few inches will still cause him to sink in and take damage.
  Three times per day as a standard action, the wearer 
  can stomp on the ground to charge his movement with 
  ice or fire. If he stomps with his left foot, he gains the 
  benefit of icy trail* (DC 13); if he uses his right foot, he 
  gains the benefit of flame dash* (DC 13). 
  CONSTRUCTION REQUIREMENTS
  Cost 8,200 gp
  Craft Wondrous Item, flame dash*, icy trail*
  Guardian Band
  PRICE
  Varies
  +2 bonus
  6,000 gp
  +4 bonus
  24,000 gp
  +6 bonus
  54,000 gp
  SLOT headband
  CL 9th
  WEIGHT 1 lb.
  Aura moderate divination
  This silver headband is lightly engraved with swirling 
  waves, vines, and other simple designs. The guardian band 
  acts as a headband of  inspired wisdom. In addition, each one 
  is keyed to a specific facet, as the warden class feature. 
  If the wearer can prepare facets, he is treated as having 
  the lesser version of that facet prepared at all times. The 
  +4 version of the guardian band instead grants both the 
  lesser and greater versions of that facet, whereas the +6 
  version grants the lesser, greater, and grand versions of 
  the facet. This does not grant the wearer the ability to 
  use a facet tier higher than he can normally use (i.e. he 
  must be able to prepare greater facets to gain the greater 
  facet provided by a guardian band +4).
  CONSTRUCTION REQUIREMENTS
  Cost varies; 3,000 gp (+2); 12,000 gp (+4); 26,000 gp (+6)
  Craft Wondrous Item, commune with nature, owl’s wisdom
  Kineticist’s Bangle
  PRICE
  14,000 gp
  SLOT wrists
  CL 7th
  WEIGHT 1 lb.
  Aura moderate evocation
  The kineticist’s bangle is actually several thin bracelets 
  worn on each wrist. There are multiple varieties of 
  kineticist’s bangle, each with slightly different designs 
  representing one of the elements that a kineticist can 
  use (air, earth, fire, etc.). If the wearer has the expanded 
  element kineticist class feature, they gain the bangle’s 
  designated element as an expanded element, but only 
  for the purpose of determining what composite blasts 
  they can use.
  CONSTRUCTION REQUIREMENTS
  Cost 7,000 gp
  Craft Wondrous Item, creator must be a kineticist with 
  the same element being added to the bangle
  Mosslord Mask
  PRICE
  31,500 gp
  SLOT head
  CL 13th
  WEIGHT 1 lb.
  Aura strong divination
  This fearsome wooden mask features narrow slits for 
  eyes, but has no mouth. The wearer gains greensight 60 
  feet and has the constant benefit of speak with plants. They 
  also gain a +4 bonus on saving throws against inhaled 
  poisons, toxins, and molds (such as yellow mold).
  Table: Wondrous Items
  Lesser Minor Wondrous Items
  Price
  Cloak of the Realmwalker +1
  3,200 gp
  Greater Minor Wondrous Items
  Price
  Survivalist’s Compass
  5,600 gp
  Guardian Band +2
  6,000 gp
  Cloak of the Realmwalker +2
  6,800 gp
  Lesser Medium Wondrous Items
  Price
  Trickster’s Visage
  8,800 gp
  Cloak of the Realmwalker +3
  12,800 gp
  Kineticist’s Bangle
  14,000 gp
  Frostfire Boots
  16,400 gp
  Greater Medium Wondrous Items
  Price
  Cloak of the Realmwalker +4
  21,200 gp
  Guardian Band +4
  24,000 gp
  Covenant Bracers
  25,900 gp
  Lesser Major Wondrous Items
  Price
  Mosslord Mask
  31,500 gp
  Cloak of the Realmwalker +5
  32,000 gp
  Greater Major Wondrous Items
  Price
  Guardian Band +6
  54,000 gp
  Trophy Belt
  92,800 gp
  
  99
  Chapter V
  Magic Items
  CONSTRUCTION REQUIREMENTS
  Cost 15,750 gp
  Craft Wondrous Item, greensightUW , speak with plants
  Survivalist’s Compass
  PRICE
  5,600 gp
  SLOT none
  CL 5th
  WEIGHT 1/2 lb.
  Aura weak divination
  A survivalist’s compass has several needles of different 
  colors, each one pointing in varying directions. In 
  addition to granting a +2 circumstance bonus to Survival 
  checks to avoid becoming lost (as a normal compass), 
  the compass has five needles, each pointing to a different 
  nearby feature depending on the color of the needle:
  • Silver: Magnetic north (as a normal compass)
  • Blue: The nearest significant body of water, such as a 
  river, lake, or the sea.
  • Green: The nearest edible plant or fungus, as 
  determined by the bearer’s diet.
  • Red: The nearest creature of the animal, magical beast, 
  or vermin type.
  • Black: The nearest creature of the aberration, outsider 
  (non-native), or undead type.
  The red and black needles only point to creatures 
  within 1 mile of the holder’s position, and ignore any 
  creatures within 30 feet of him (so they do not end 
  up tracking their traveling companions). Aside from 
  the silver needle, the compass only works in a natural 
  setting: within any settlement or urban environment, the 
  other needles spin aimlessly.
  CONSTRUCTION REQUIREMENTS
  Cost 2,800 gp
  Craft Wondrous Item, find the path, signs of  the landUW
  Trickster’s Visage
  PRICE
  8,800 gp
  SLOT head
  CL 10th
  WEIGHT 1/2 lb.
  Aura moderate transmutation
  There are multiple varieties of trickster’s visage, though 
  they are universally decorated with bright colors, 
  depicting exaggerated features such as a long, thin nose 
  or tall, pointed fox ears. The wearer of the trickster’s visage 
  gains a +2 competence bonus on Bluff, Sleight of Hand, 
  and Performance checks.
  Once per day, the wearer can transform into a tiny 
  animal for up to 10 minutes, as beast shape II. The type of 
  animal is always the same for a particular mask, the most 
  common of which are a foxB3 or hawk. If the wearer 
  of the trickster’s visage has the wild shape feature, they 
  add the mask’s animal form to the list of available forms 
  they can transform into using wild shape, even if they 
  otherwise could not turn into that animal. 
  While shapeshifted into this form (either by the visage’s 
  ability or by wild shape), the wearer is still able to speak 
  their normal languages, should they choose to do so.
  CONSTRUCTION REQUIREMENTS
  Cost 4,400 gp 
  Craft Wondrous Item, beast shape II, speak with animals
  Trophy Belt
  PRICE
  92,800 gp
  SLOT belt
  CL 16th
  WEIGHT 8 lbs.
  Aura strong transmutation
  This grisly, heavy corded belt is adorned with hollowed 
  skulls and bones. The trophy belt counts as a belt of  physical 
  perfection +2. Additionally, whenever the wearer slays a 
  creature, he can claim a trophy from it as a free action. 
  The trophy manifests upon the belt, typically as a severed 
  body part, bone, or similar tiny-sized object. Trophies 
  cannot be claimed from summoned creatures. 
  Upon claiming a trophy, the wielder picks one ability 
  from the following list. It must be an ability that the killed 
  creature possessed: burrow, climb, fly, swim, all-around 
  vision, blindsense, blindsight, darkvision, greensight, 
  lifesense, low-light vision, scent, see in darkness, 
  telepathy, tremorsense, damage reduction, energy 
  resistance or immunity (choose one type the creature 
  had), fast healing, regeneration, spell resistance, breath 
  weapon, bleed, burn, earth glide, fear aura, ferocity, 
  frightful presence, hide in plain sight, natural attacks 
  (up to two), poison, pounce, rend, stench, trample, trip, 
  vortex, water breathing, web, or whirlwind. If the slain 
  creature does not possess one of these abilities, then the 
  wearer of the trophy belt cannot claim a trophy from it.
  The belt can hold up to five trophies. At any point, the 
  wearer can use a standard action to consume the magic 
  within all trophies he currently has, gaining the selected 
  abilities for 10 minutes. He uses each ability at the same 
  strength as the creature the trophy was taken from (for 
  example, if he claims a trophy for a breath weapon from 
  an adult black dragonB1, it deals 12d6 acid damage in an 
  80-foot line). However, the Difficulty Class of a used 
  ability (if any) is always DC 22, regardless of its original 
  DC. He cannot claim any trophies while this effect is 
  active. This is considered a polymorph effect. At the end 
  of this duration, all trophies he currently has crumble to 
  dust and are destroyed.
  If the wearer adds a sixth trophy, he must choose one 
  of his current trophies to replace. The replaced trophy 
  crumbles to dust, providing no benefit. Trophies remain 
  on the belt if it is removed, but only the creature that 
  claimed a trophy can activate its effects.
  CONSTRUCTION REQUIREMENTS
  Cost 46,400 gp
  Craft Wondrous Item, death knell, greater polymorph
  
  100
  Chapter V
  Magic Items
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen 
  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen 
  K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. 
  Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork 
  Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Villain Codex © 2016, Paizo Inc.; Authors: Alexander 
  Augunas, Logan Bonner, Paris Crenshaw, Dan Dillon, Crystal Frasier, Amanda Hamon Kunz, 
  Eric Hindley, Mikko Kallio, Dale C. McCoy, Jr., Stephen Radney-MacFarland, Thomas M. 
  Reid, Alistair Rigg, Alex Riggs, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse 
  Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert 
  N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko 
  Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. 
  Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: 
  Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. 
  Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, 
  Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, 
  Jeffery Swank, and Linda Zayas-Palmer.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Path of the Wilds, © 2020, Ascension Games, LLC; Author Christopher Moore
  
  101
  Open Game License
  PATH OF THE WILDS: INDEX
  absorption (elementer) 
  10 
  aegis (elementer) 
  8
  aegis knight (elementer) 
  44-45
  aegis strike (feat) 
  60
  affinity (elementer) 
  8
  alpha protects the weary pack (invoker) 
  26 
  animal focus (feat) 
  60
  greater 
  62
  animal sense (spell) 
  73
  communal 
  73
  animist (barbarian) 
  42-43
  answer the call (invoker) 
  20
  apex predator (spell) 
  73
  attunement (elementer) 
  10
  avatar (invoker) 
  20
  barrier (elementer) 
  9
  beastlord spell (feat) 
  60
  blinding sands scour the desert (invoker) 
  27
  bloody talon (weapon) 
  96
  bonus feat (invoker) 
  19
  warden 
  35
  bramble caster (feat) 
  62
  brambles twist and choke the land (invoker) 
  32-33
  bull charge (feat) 
  62
  clear terrain (spell) 
  73
  clipped wings (spell) 
  73
  cloak of the realmwalker (wondrous item) 
  97
  cloudburst (spell) 
  74
  clouds blanket sky and ground (invoker) 
  30-31
  coldsnap (spell) 
  74
  commanding whistle (spell) 
  74-75
  control ice (spell) 
  75
  control temperature (spell) 
  75
  corona (weapon) 
  96
  covenant bracers (wondrous item) 
  97
  crushing roots (spell) 
  76
  cultivate (spell) 
  76
  cycling (weapon property) 
  94
  burst 
  94-95
  depths beckon with silent murmurs (invoker) 
  28-29
  dessicate (spell) 
  76
  divine guide (ranger) 
  56-57
  dominion’s blessing (spell) 
  76-77
  dominion’s curse (spell) 
  77
  dominion’s shield (spell) 
  77
  dominion’s wrath (spell) 
  77-78
  downpour (spell) 
  78
  dual invocation (invoker) 
  20 
  earth trembles with fire and rage (invoker) 
  28
  earthen shard (spell) 
  78
  elemental savant (sorcerer) 
  58
  elemental spells (elementer) 
  8
  elemental strike (feat) 
  62
  elementer 
  6-17
  archetypes 
  44-46
  class features 
  6-10
  class skills 
  6
  spell list 
  16-17
  spell twists 
  13-16
  embrace the deep (spell) 
  78
  energized (armor property) 
  92
  energy focus (feat) 
  62
  greater 
  62-63
  energy missiles (spell) 
  78-79
  energy pool (elementer) 
  8
  eruption (spell) 
  79
  eternal guardian (warden) 
  38
  evasion (elementer) 
  8
  expose (spell) 
  80
  greater 
  80
  extra energy pool (feat) 
  62
  extra remedy (feat) 
  62
  extra secret (feat) 
  62
  extra spell twist (feat) 
  62
  extra spirit energy (feat) 
  62
  facets (warden) 
  37, 38-40
  feats 
  60-65
  combat feats 
  60
  metamagic feats 
  60
  feral (weapon property) 
  95
  ferocious assault (feat) 
  62
  flame dash (spell) 
  80
  forest ascetic 
  58
  freeze (spell) 
  80-81
  frostfire boots (wondrous item) 
  98
  fusion (elementer) 
  9
  geomancer (druid) 
  44
  glacial (weapon property) 
  95
  greater barrier (elementer) 
  10
  greater ward (warden) 
  38
  guardian band (wondrous item) 
  98
  hand of stone (spell) 
  81
  harmonic spell (feat) 
  63
  heart of oak (armor) 
  93
  heat wave (spell) 
  81
  hunter’s aim (feat) 
  63
  hunting knife (weapon) 
  96
  icy trail (spell) 
  81
  immunity (warden) 
  37
  improved eldritch claws (feat) 
  63
  improved evasion (elementer) 
  10
  improved ward (warden) 
  37
  insightful defense (warden) 
  34
  invoke (invoker) 
  19
  invoker 
  18-33
  archetypes 
  47-49
  class features 
  18-21
  
  102
  Index
  class skills 
  18
  spell list 
  33
  spirit companions 
  21-25
  dominions 
  23-25
  oaths 
  25
  spirits 
  25-33
  kineticist’s bangle (wondrous item) 
  98
  latent remedy (feat) 
  63
  lava burst (spell) 
  82
  leeching spores (spell) 
  82
  lightning strike (spell) 
  82-83
  lightning strikes, thunder roars (invoker) 
  30
  living storm (spell) 
  83
  luminous body (spell) 
  83
  lunar strike (feat) 
  63
  magic items 
  92-99
  armor 
  92-94
  weapons 
  94-97
  wondrous items 
  97-99
  malestrom (spell) 
  83-84
  mental bond (invoker) 
  21
  mirror of the planes (shield) 
  93
  moonblast (spell) 
  84
  mosslord mask (wondrous item) 
  98-99
  mountains stang through the ages (invoker) 
  27-28
  mystic bond (invoker) 
  20
  mystic empathy (feat) 
  63-64
  mystic shifter (shifter) 
  57
  natural order (spell) 
  84
  natural purity (warden) 
  37
  nature lore (warden) 
  34
  northern waters freeze solid (invoker) 
  29
  one of many (invoker) 
  21
  pillar of earth (spell) 
  84-85
  planar hunter (hunter) 
  46-47
  plant focus (feat) 
  64
  greater 
  63
  potency (elementer) 
  9
  predator silently hunts its prey (invoker) 
  25-26
  primal fury (spell) 
  85
  primal guardian (warden) 
  58-59
  primal vessel (medium) 
  55
  primordial fang (spell) 
  85
  prism assault (spell) 
  85-86
  prism barrier (spell) 
  86
  prism bolt (spell) 
  86
  prism burst (spell) 
  86-87
  prism shield (spell) 
  87
  protector’s sense (warden) 
  37
  purifier (paladin) 
  56
  quickened invocation (invoker) 
  20
  rain of fire (spell) 
  88
  remedy (warden) 
  35
  reverence (warden) 
  38
  rimeflower (weapon) 
  96
  savage beasts bare their fangs (invoker) 
  26-27
  savage wounds (feat) 
  64
  secret (warden) 
  35-37
  seek foe (spell) 
  88
  sentinel (warden) 
  38
  skilled tracker (feat) 
  64
  solar (weapon property) 
  95
  solar flare (spell) 
  88
  speaker of the wilds (invoker) 
  47
  spell lists 
  68-72
  alchemist 
  68
  bloodrager 
  68
  cleric 
  68
  druid 
  68-69
  elementer 
  69
  invoker 
  70
  magus 
  70
  occultist 
  70
  psychic 
  70
  ranger 
  70-71
  shaman 
  71
  sorcerer/wizard 
  71-72
  summoner 
  72
  witch 
  72
  spell twist (elementer) 
  9
  spells 
  66-91
  animal descriptor 
  66-67
  plant descriptor 
  67
  spell descriptions 
  73-91
  spirit (invoker) 
  18-19
  spirit companion (invoker) 
  18, 21-25
  spirit convocation (feat) 
  64
  spirit energy (invoker) 
  18
  spiritbound (invoker) 
  48
  spiritual emissary (invoker) 
  20
  spore burst (spell) 
  88
  spotter’s call (feat) 
  65
  stalwart (warden) 
  37-38
  stinging thorn (spell) 
  88
  stormcaller (elementer) 
  45
  stormlord’s raiment (armor) 
  93-94
  supremacy (elementer) 
  10
  survivalist’s compass (wondrous item) 
  99
  symbiosis (spell) 
  88-89
  tamer’s arcana (feat) 
  65
  tane’s lash (weapon) 
  97
  tempest hammer (spell) 
  89
  tempest strike (feat) 
  65
  tempests herald a coming storm (invoker) 
  31
  toxic bloom (spell) 
  89-90
  tracking (weapon property) 
  95
  trees grow and flourish unbowed (invoker) 
  32
  tremorsense (spell) 
  90
  
  103
  Index
  communal 
  90
  trickster’s visage (wondrous item) 
  99
  trophy belt (wondrous item) 
  99
  venomous strike (feat) 
  65
  verdant (armor property) 
  92
  verdant bonus (warden) 
  34
  verdant summons (feat) 
  65
  verdant soul (warden) 
  59
  verdant surge (spell) 
  90
  vile spores poison the unwary (invoker) 
  31-32
  volcanic spell (feat) 
  65
  volcanist (elementer) 
  45-56
  wanderer (invoker) 
  49
  ward (warden) 
  34
  warden 
  18-33
  archetypes 
  58-59
  class features 
  34-38
  class skills 
  34
  facets 
  38-40
  wasp sting (spell) 
  90-91
  waves crash and break the shore (invoker) 
  29-30
  weather shield 
  91
  mass 
  91
  weathered (armor property) 
  92-93
  wheel of elements (weapon) 
  97
  wild spirits (medium) 
  51-55
  beguiler 
  51-52
  hunter 
  52
  keeper 
  52-53
  predator 
  53-54
  sentinel 
  54
  thaumaturge 
  55
  wild step (warden) 
  38
  wild talents (kineticist) 
  49-50
  wildfire 
  91
  woodland sage (feat) 
  65
  ARTWORK CREDITS
  Listed below are the page numbers of each artwork 
  found within Path of  the Wilds, in order of appearance, 
  along with the name of their respective artist:
  Path of  the Wilds (cover), Miguel Ángel
  Seek Foe (p. 4), Trevor Verges
  The Elementer (p. 10), Miguel Ángel
  The Invoker (p. 21), Miguel Ángel
  The Warden (p. 36), Miguel Ángel
  Animist (p. 43), Rastislav Le
  Spiritbound Invoker (p. 48), Anna Wheeler
  Primal Vessel (p. 53), Miguel Ángel
  Divine Guide (p. 57), Anderson Maia
  Mystic Empathy (p. 64), Michelle Mueller
  Control Ice (p. 74), Michelle Mueller
  Hand of  Stone (p. 79), Rastislav Le
  Luminous Form (p. 82), Anna Wheeler
  Prism Burst (p. 87), Miguel Ángel
  Wasp Sting (p. 90), Vlad Voronchiukov
  Bloody Talons (p. 94), Bryon Oshiro
  Corona (p. 94), Bryon Oshiro
  Heart of  Oak (p. 94), Bryon Oshiro
  Hunting Knife (p. 94), Bryon Oshiro
  Mirror of  the Planes (p. 94), Bryon Oshiro
  Rimeflower (p. 94), Bryon Oshiro
  Stormlord’s Raiment (p. 94), Bryon Oshiro
  Tane’s Lash (p. 94), Bryon Oshiro
  Wheel of  Elements (p. 94), Bryon Oshiro
  
  Blaze a trail with Path of  the Wilds, the long-awaited third book for the Pathfinder 
  Roleplaying Game by Ascension Games! Inside you’ll find several nature-
  based options for your favorite base and core classes, along with new base 
  classes, feats, magic items and more!
  Path of  the Wilds has several features, including:
  • 
  Three new base classes: the spell-slinging elementer, the spirit-
  bound invoker, and the protective warden.
  • 
  Dozens of new options archetypes for your favorite classes, such as 
  the elemental savant sorcerer, animist barbarian, and the primal vessel 
  medium.
  • 
  New feats to support all kinds of play styles for masters of the wilds. 
  Use Elemental Strike to alter the damage of your weapon attacks, or 
  Ferocious Assault to tear at foes with claw and steel in tandem. Hunt 
  down impossible prey with the Skilled Tracker feat, and call out their 
  weaknesses with the Spotter’s Call combat feat.
  • 
  Over 60 new spells for practically every magic user. Conjure toxic 
  blooms to poison foes, or create a burst of volcanic might with the 
  eruption spell. Unleash your wild side with the primal fury spell or destroy 
  aberrant threats with natural order.
  • 
  New magic weapons, armor, wondrous items, and more. Soar on wings of 
  air with the stormlord’s raiment and freeze foes solid with the rimeflower bow.
  Ready to get wild?
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Ascension Games - Path of the Wilds.pdf