34 spells · save DCs from Wisdom Dark Hunter overview
| Name | SP | Description | |
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| Abjuration 1 | |||
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Resist Energy | 15 | Gives an ally an Enhancement bonus against an elemental damage type, reducing that type of damage taken by 10. |
| Conjuration 2 | |||
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Curative Admixture: Cure Light Wounds | 6 | Primer Element: Gildleaf Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. |
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Summon Nature's Ally I | 10 | This spell allows you to summon one of two different creatures: a gray wolf or a brown rat. |
| Enchantment 1 | |||
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Charm Animal | 10 | Charms a hostile Animal, Magical Beast, or Vermin, which will fight as a trusted friend and ally. |
| Transmutation 9 | |||
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Camouflage | 10 | An ally becomes more able to blend in with his or her surroundings, giving a +10 Determination bonus to Hide. |
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Entangle | 10 | Primal magic awakens plants and vines to grasp at the caster's enemies. |
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Jump | 10 | Gives an ally a +10 enhancement bonus on Jump checks. |
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Longstrider | 10 | Increases your base run speed by +15% and shallow water no longer slows your movement. |
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Magic Fang | 5 | Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. |
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Merfolk's Blessing | 10 | Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels. |
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Pass Without Trace | 10 | Your feet touch the ground, but leave no trace. |
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Ram's Might | 10 | Your hands increase in size, granting a +2 size bonus to Strength and damage. |
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Tumble | 10 | Gives an ally a +10 enhancement bonus on Tumbling. |
| Name | SP | Description | |
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| Abjuration 1 | |||
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Protection from Energy | 20 | Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed. |
| Conjuration 2 | |||
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Curative Admixture: Cure Moderate Wounds | 8 | Primer Element: Gildleaf Infuses a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. |
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Summon Nature's Ally II | 15 | This spell allows you to summon one of two different creatures: a hyena or a black widow. |
| Enchantment 1 | |||
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Hold Animal | 15 | An Animal, Magical Beast, or Vermin becomes paralyzed and freezes in place. |
| Transmutation 7 | |||
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Barkskin | 15 | Toughens the skin of an ally, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12. |
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Bear's Endurance | 15 | An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution. |
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Camouflage, Mass | 15 | Casts Camouflage on multiple targets giving a +10 Determination bonus to Hide to each. |
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Cat's Grace | 15 | An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity. |
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Owl's Wisdom | 15 | Grants an ally a +4 enhancement bonus to wisdom. |
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Snare | 5 | Creates a snare that, when triggered, entangles a single enemy. |
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Spike Growth | 12 | Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1 to 4 piercing damage per caster level every 2 seconds (max 10 to 40 damage per caster level at level 10). |
| Name | SP | Description | |
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| Conjuration 4 | |||
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Curative Admixture: Cure Serious Wounds | 12 | Primer Element: Gildleaf Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. |
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Neutralize Poison | 25 | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. |
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Remove Disease | 20 | Cures all diseases on an ally. |
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Summon Nature's Ally III | 20 | This spell allows you to summon one of two different creatures: a lioness or a winter wolf. |
| Divination 1 | |||
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Wild Instincts | 15 | You sharpen your instincts and your awareness of immediate surroundings, giving a +10 Insight bonus on Listen and Spot checks. |
| Name | SP | Description | |
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| Abjuration 1 | |||
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Freedom of Movement | 25 | This spell enables an ally to move and attack normally for the duration of the spell while under the influence of magic that impedes movement, such as paralysis, entanglement, or solid fog. |
| Conjuration 2 | |||
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Curative Admixture: Cure Critical Wounds | 25 | Primer Element: Gildleaf Infuses a Cure Critical Wounds potion with magical energy, hurling it towards your target in an arc. |
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Summon Nature's Ally IV | 25 | This spell allows you to summon one of two different creatures: a young razor cat or a glass spider. |
| Transmutation 2 | |||
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Animal Growth | 30 | Grants an Animal, Magical Beast, or Vermin a +4 Size Bonus to Strength, a +4 Size Bonus to Constitution, and a -2 penalty to Dexterity. |
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Longstrider, Mass | 25 | Casts Longstrider on multiple targets, increasing base run speed of allies by +15% and shallow water no longer slows their movements. |