| Level 1
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| Camouflage
| An ally becomes more able to blend in with its surroundings giving them a bonus to Hide. Currently stacks with Camouflage Mass.
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| Jump
| Gives an ally a +10 enhancement bonus to Jump skill. This bonus increases to +20 at 5th level and +30 at 9th level (however players will see no improvement after obtaining a Jump skill of 40).
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| Longstrider
| Longstrider increases the caster's base run speed. This is a self-buff and cannot be cast on others.
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| Merfolk's Blessing
| Gives an ally per caster level a +10 enhancement bonus on Swim checks, +1 for every 2 caster levels.
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| Ram's Might
| Your hands increase in size, granting a +2 size bonus to Strength and damage.
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| Resist Energy
| Gives an ally limited protection from the chosen energy type, reducing damage/attack by 10 (20 at caster level 7th, 30 at 11th). Energy types available are: fire, sonic, electricity, cold and acid.
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| Summon Nature's Ally I
| Summons a gray wolf to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 10 minutes.
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| Tumble
| Gives an ally a +10 enhancement bonus to the Tumble (skill).
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| Level 2
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| Barkskin
| Toughens the skin of an ally, giving a +2 natural armor bonus to AC with an additional +1 for every 3 caster levels above 3rd level, to a maximum of +5 at level 12.
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| Bear's Endurance
| An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
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| Camouflage Mass
| Casts Camouflage on multiple targets giving a +10 circumstance bonus to hide. Currently stacks with Camouflage.
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| Cat's Grace
| An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
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| Cure Light Wounds
| Positive energy is channeled to heal light wounds of your target or damages undead 1d8 hit points +1 per caster level (max +5). Undead who make a successful Will save reduce the damage by half.
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| Hold Animal
| An animal becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. The enemy may make a new Will save every 3 seconds.
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| Owl's Wisdom
| An ally becomes wise beyond their years, giving a +4 enhancement bonus to Wisdom.
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| Protection from Energy
| Absorbs 12 points/level (max 120 at level 10 of damage from one kind of energy. Energy types available are: fire, sonic, electricity, cold and acid.
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| Snare
| Creates a snare that, when triggered, entangles a single enemy. An entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures and oozes can not be caught in the snare.
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| Spike Growth
| Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage every 2 seconds. A successful Reflex save negates the slow effect.
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| Summon Nature's Ally II
| Summons a Hyena to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spells for 2 minutes.
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| Level 3
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| Cure Moderate Wounds
| Positive energy is channeled to heal moderate wounds of your target or damage undead for 2d8 hit points +1 per caster level (Max +10). Undead who make a successful Will save reduce the damage by half.
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| Neutralize Poison
| Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
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| Remove Disease
| Cures all disease on an ally. Does not prevent reinfection after new exposure.
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| Summon Nature's Ally III
| Summons a lioness to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 3 minutes.
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| Wild Instincts
| You sharpen your instincts and your awareness of immediate surroundings, giving a +10 Insight bonus on Listen and Spot checks.
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| Level 4
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| Cure Serious Wounds
| Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (Max +15). Undead who make a successful Will save reduce the damage by half.
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| Freedom of Movement
| This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or Solid Fog.
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| Longstrider Mass
| Casts Longstrider on multiple targets, increasing base run speed of allies by +15%.
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| Summon Nature's Ally IV
| Summons a young razor cat to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 4 minutes.
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