Chapter: Spells
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22 rules
| Name ▲ | Page | Description | Chapter |
|---|---|---|---|
| Spells | Whether it comes in the form of mystic artifacts, mysterious creatures, or wizards weaving strange spells, magic brings fantasy and wonder to Pathfinder. | Spells | |
| Rituals | A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects. | Spells | |
| Focus Spells | Some classes gain special spells that they cast using Focus Points instead of spell slots. These focus spells are listed below, organized by class. | Spells | |
| Spells | 297 | Whether it comes in the form of mystic artifacts, mysterious creatures, or wizards weaving strange spells, magic brings fantasy and wonder to Pathfinder. | Spells |
| Tradition and School | 297 | The fundamental building blocks of magic are the magical traditions and the schools of magic. The four traditions are arcane, divine, occult, and primal. | Spells |
| Magical Schools | 297 | All spells, all magic items, and most other magical effects fall into one of the eight schools of magic. These schools broadly define what the magic is capable of. Every spell has the trait corresponding to its school. | Spells |
| Spell Slots | 298 | Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. | Spells |
| Cantrips | 300 | A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. | Spells |
| Focus Spells | 300 | Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. | Spells |
| Refocus | 300 | Traits: concentrate, exploration | Spells |
| Innate Spells | 302 | Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren’t a member of a spellcasting class. | Spells |
| Casting Spells | 302 | The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. | Spells |
| Ranges, Areas, and Targets | 304 | Spells with a range can affect targets, create areas, or make things appear only within that range. | Spells |
| Durations | 304 | The duration of a spell is how long the spell effect lasts. Spells that last for more than an instant have a Duration entry. | Spells |
| Saving Throws | 305 | Spells that require a target to attempt a save to resist some or all of the spell’s effects have a Saving Throw entry. | Spells |
| Spell Attacks | 305 | Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. | Spells |
| Identifying Spells | 305 | Sometimes you need to identify a spell, especially if its effects are not obvious right away. | Spells |
| Counteracting | 305 | Some spells, such as dispel magic, can be used to eliminate the effects of other spells. | Spells |
| Hostile Actions | 305 | Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. | Spells |
| Setting Triggers | 305 | If a spell is meant to respond only to certain events or under certain conditions—such as magic mouth—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. | Spells |
| Walls | 306 | Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. | Spells |
| Reading Spells | 306 | Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. | Spells |
