We’re using Pathfinder spell descriptions, except where noted.
First Level Spells
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your base speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Summons creature to fight for you.
Second Level Spells
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Summons creature to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Third Level Spells
Aerial Tracks: Track flying creatures through the air.
Animal Ambassador: Grant an animal messenger sentience to deliver your message.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Apport Animal: Send or receive a Tiny or smaller animal via teleportation.
Army Across Time: As ally across time, but more cubes and more duplicates
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.
Battle TranceR: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Blade Snare: Create an invisible snare to trap weapons.
Blast Barrier: Create a rippling but unstable wall from the earth.
Bleed for your Master: Compel a companion to take damage for you
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Bloody Claws: Gives creature the ability to deal bleed damage with natural attacks.
Burning Entanglement: As entangle, but deals fire damage and obscures the area with smoke
Burrow: Target gains a burrow speed of 15.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Calistria’s Guardian Wasps: Summon a swarm of wasps to ward and area
Chameleon Stride, Greater: As chameleon stride, but affecting all nearby creatures.
Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
Cloak of Winds: Creates a screen of wind around you.
Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron
Command Plants: Sways the actions of plant creatures.
Companion Mind Link: You can talk with your animal companion, and can handle it with supernatural ease.
Create Holds: Create handholds out of earth, plaster, stone, or wood.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Diminish Plants: Reduces size or blights the growth of normal plants.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Enshroud Thoughts: Ward yourself against thought detection and memory alteration.
Feather Step, Mass: As feather step, but affects many targets rather than one.
Fickle Winds: Wind walls selectively block attacks.
Film of Filth: Cause the target’s flesh to exude a layer of putrescent slime with a horrible stench.
Forest’s Sense: Sense the location of a distant target that is near a plant or fungus
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
Frigid Souls: Disrupt and dispel spells that protect against cold
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Full PouchM: Divide a consumable alchemical item into two nearly identical copies.
Geomessage: Leave a message hidden on a surface
Insect Spies: Use magic beetles as spies.
Instant Enemy: Target is treated as a favored enemy type of your choice.
Instant Fake: Provide a short-term replica of an object.
Ja Noi Aspect: Take on the appearance and some qualities of a ja noi oni.
Life Blast: Drain life from local vegetation to launch a blast of positive energy
Life Bubble: Protects creatures from sustained environmental effects.
Life Current: Infuse a current with positive energy, healing all living creatures within
Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
Martyr’s Last BlessingR: Burst with healing energy when you are dying or killed.
Meticulous Match: Determine if two things are identical.
Mirage: Create illusory terrain
Named Bullet: Imbues ammunition with accuracy against a specific creature type.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Nondetection, Lesser: As nondetection, but only protects against spells that target an area
Pinecone Bomb: Thrown pinecone deals 1d6 piercing damage/2 levels in a 10-ft.-radius
Planar Aegis: Use planar energy to protect yourself and retaliate with one energy type
Plant Growth: Grows vegetation, improves crops.
Pressure Adaptation: Target acclimates to pressure changes more quickly
Protection from Energy, Communal: As protection from energy, but you may divide the duration among creatures touched.
Quieting Weapons: Weapons make no sound and quiet their victims.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Repungant Taste: Foul liquid nauseates creatures that bite the target
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Rising Water: Create a pillar of water
Sand Table: Create a model of the surrounding land and the creatures nearby
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp
See Through Stone: Look through solid rock as if it were glass.
Share Shape: As beast shape II, but you may only assume the form of an animal type identical to your companion or familiar.
Shield of WingsR: Five burning wings grant you flight and protect you from fire.
Signs of the Land: Learn up to three details about the surrounding territory
Soothing Mud: Create restorative mud that heals hit point and ability damage
Spectral Scout: Summon a spectral animal to scout for you.
Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level
Spore Burst: Allow a plant creature to sprout poisonous spores, deadly to non-plants (excluding the caster).
Stench of Prey: Predatory animals must successfully save or attack the target.
Strong Jaw: Natural attacks damage as two sizes bigger.
Summon Nature’s Ally 3: Summons creature to fight.
Summon Totem Creature (Shoanti): Summon animals sacred to your tribe.
Sunstalker: Creature becomes invisible in sunlight
Sylvan Hideaway: Create a secret extradimensional hideaway.
Symbol of StormsM: Symbol creates stormwinds and lightning when triggered
Tail Current: Create a current in water to enhance or impede swimming
Tailwind: Create a current of wind to enhance or impede flight
Thorn Snare: Create a snare trap covered with sharp thorns.
Thorny Entanglement: As entangle, plus plants make ranged attacks.
Thunderstomp, Greater: Trip multiple creatures within range.
Tireless Pursuers: As tireless pursuit, but affects many targets rather than one.
Titanic Anchoring: Become grounded and nearly immovable.
Toxic Blood: Turn your blood into venom, poisoning creatures that wound you
Tree Shape: You look exactly like a tree for 1 hour/level.
Unlife Current: Infuse a current with negative energy, damaging all living creatures within
Venomous Bolt: Arrow or bolt poisons target.
Vex Giant: Gain increased senses against a target larger than you.
Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings
Wall of BrineR: Conjure a 5-foot-thick wall of seawater with a powerful current.
Ward of the SeasonR: Enhance a creature with the power of a season.
Water Walk: Subject treads on water as if solid.
Woodland Rune: Triggered rune slows the movements of creatures in the area
Zephyr’s FleetnessR: +30 foot land and fly speed (if any) to your allies
F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual. For 24 hours after the ritual, the caster may prepare spells.