You don't have to choose the spells you know ahead of
time. You can cast any spell of your level or lower, with a maximum of
3 per day. Once you cast a particular daily spell,
you can't cast it again until you take your next full
heal-up
1
Pack Link (1st level)
Ranged Spell, Quick action to cast, Daily
Target: One nearby animal companion
Effect: Until the end of the battle, when the target attacks an
enemy that is engaged with you, increase the target's melee attack
damage dice for that attack by one size, up to a maximum of d12.
The target's basic melee attacks deal half damage on any miss.
2
Vitality (1st level)
Ranged Spell, Quick action to cast, Daily
Target: One nearby animal companion
Effect: The target heals using a free recovery
The target heals 3
hit points at the start of each of its turns until the end of the battle or until it drops to 0 hit points.
3
Magic Fang (3th level)
Ranged Spell, Quick action to cast, Daily
Target: One nearby animal companion
Effect: If the target already adds the escalation die to its attacks, it gains a +2 attack bonus until the end of the battle. If not, it now
adds the escalation die to its attacks until the end of the battle.
The target's crit range expands by 2.
4
Armor of Shell & Spirits (5th level)
Ranged Spell, Quick action to cast, Daily
Special: You must spend a recovery to cast this spell.
Target: One nearby animal companion
Effect: Until the end of the battle, the target gains resist damage
12+ against attacks that target AC and PD.
5
Blood is Strong (7th level)
Ranged spell, Quick action to cast, Daily
Target: One nearby animal companion
Effect: Until the end of the battle, when the target hits with a melee
attack, you heal hit points equal to 1d10 + 1.