Spells
Whether it comes in the form of mystic artifacts, mysterious creatures, or wizards weaving strange spells, magic brings fantasy and wonder to Pathfinder. This chapter explains how spells work and how spellcasters prepare and cast their spells.
With special gestures and utterances, a spellcaster can call forth mystic energies, warp the mind, protect themself against danger, or even create something from nothing. Each class has its own method of learning, preparing, and casting spells, and every individual spell produces a specific effect, so learning new spells gives a spellcaster an increasing array of options to accomplish their goals.
Tradition and School
The fundamental building blocks of magic are the magical traditions and the schools of magic. The four traditions are arcane, divine, occult, and primal. A spell’s magical tradition can vary, because many spells can be cast using different traditions. A spell’s school, on the other hand, is intrinsic to the spell and establishes what the spell is capable of. Abjuration spells, for example, can raise protective wards, enchantment spells can change thoughts, and evocation spells can create blasts of fire.
Magical Schools
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. Some spellcasters, like specialist wizards, have particular acumen with a certain school of magic.
Abjuration
Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers.
Conjuration
Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.
Conjuration spells often have the teleportation trait, and the creatures summoned by conjuration spells have the summoned trait.
Divination
Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.
Divinations often have the detection trait if they find something, the prediction trait if they grant you insight about what might happen in the future, the revelation trait if they show things as they truly are, or the scrying trait if they let you perceive another location.
Enchantment
Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the mental trait, and many have the emotion trait or the fear trait.
Evocation
Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as acid, cold, fire, force, or sonic.
Illusion
Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the mental trait, and depending on how the illusion is perceived, they might also have the auditory or visual trait.
Necromancy
Necromancy spells harness the power of life and death. They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the curse, death, healing, negative, or positive traits.
Transmutation
Transmutation spells make alterations to or transform the physical form of a creature or object. The morph and polymorph traits appear primarily in transmutation spells.
Spellslots
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. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell’s level indicates its overall power, from 1 to 10.
Prepared Spells
If you’re a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.
Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.
You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells.
Spontaneous Spells
If you’re a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you’re using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don’t get to change the spells in your repertoire.
Heightened Spells
Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell’s level increases to match the higher level of the spell slot you’ve prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell’s level.
In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell’s stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you’re using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.
Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, fireball says “Heightened (+1) The damage increases by 2d6.” Because fireball deals 6d6 fire damage at 3rd level, a 4th-level fireball would deal 8d6 fire damage, a 5th-level spell would deal 10d6 fire damage, and so on.
Heightened Spontaneous Spells
If you’re a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added fireball to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn’t cast it as a 4th-level spell.
Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level.
Cantrips
A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip’s stat block says “Cantrip” instead of “Spell.” Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you have a number of cantrip spell slots that you use to prepare your cantrips. You can’t prepare a cantrip in any other slot.
A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have.
Innate Spells
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. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.
You’re always trained in spell attack rolls and spell DCs for your innate spells, even if you aren’t otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.
If you have an innate spell, you can cast it, even if it’s not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.
You can’t use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can’t heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell.
Casting Spells
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. Casting a Spell is a special activity that takes a number of actions defined by the spell. When you Cast a Spell, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell and Melodious Spell can help hide such manifestations or otherwise prevent observers from noticing that you are casting.
Cast a Spell
You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block. As soon as the spellcasting actions are complete, the spell effect occurs.
Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell’s stat block—for example, “[reaction] verbal.”
Long Casting Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it’s not necessary to break down which one you’re providing at a given time. You can’t use other actions or reactions while casting such a spell, though at the GM’s discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can’t cast them in an encounter. If combat breaks out while you’re casting one, your spell is disrupted (see Disrupted and Lost Spells on page 303).
Spell Components Each spell lists the spell components required to cast it after the action icons or text, such as “[three-actions] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can’t provide the components, you fail to Cast the Spell.
- Material (manipulate)
- Somatic (manipulate)
- Verbal (concentrate)
- Focus (manipulate)
Disrupted and Lost Spells Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you’ve already expended the spell slot, spent the spell’s costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear on page 462.
Spell Components
A spell description lists the components required to Cast the Spell. For most spells, the number of components is equal to the number of actions you must spend to Cast the Spell. Each component adds certain traits to the Cast a Spell activity, and some components have special requirements. The components that appear in this book are listed below.
Material
A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).
Except in extreme circumstances, you can assume all common components are included in a material component pouch.
Somatic
A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.
Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).
Verbal
A verbal component is a vocalization of words of power. You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell. The spell gains the concentrate trait. You must be able to speak to provide this component.
Focus
A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.
Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell.
Ranges, Areas, and Targets
Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!
Touch Range
A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there.
Areas
Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found on page 456. If the spell originates from your position, the spell has only an area; if you can cause the spell’s area to appear farther away from you, the spell has both a range and an area.
Targets
Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell’s range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM’s discretion, you can attempt to target a creature you can’t see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn’t change how the spell affects any other targets the spell might have.
If you choose a target that isn’t valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell’s duration, the spell typically ends, but the GM might decide otherwise in certain situations.
Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.
Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character’s condition (such as when a character is paralyzed, unconscious, or even dead).
Line of Effect
You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found on page 457.
Durations
The duration of a spell is how long the spell effect lasts. Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell’s duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster’s turns, ending when the duration reaches 0.
Some spells have effects that remain even after the spell’s magic is gone. Any ongoing effect that isn’t part of the spell’s duration entry isn’t considered magical. For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn’t be counteracted because it is not itself magical (though it might be cured by other magic, such as restore senses).
If a spell’s caster dies or is incapacitated during the spell’s duration, the spell remains in effect till its duration ends. You might need to keep track of the caster’s initiative after they stopped being able to act to monitor spell durations.
Sustaining Spells
If the spell’s duration is “sustained,” it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.
SUSTAIN A SPELL [one-action] CONCENTRATE
Requirements You have at least one spell active with a sustained duration, and you are not fatigued.
Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”).
If your Sustain a Spell action is disrupted, the spell immediately ends.
Long Durations
If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don’t need to keep a spell slot open for these spells.
Dismissing
Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.
Saving Throws
Spells that require a target to attempt a save to resist some or all of the spell’s effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster’s spell DC.
Basic Saving Throws
If a spell’s Saving Throw entry specifies a “basic” saving throw, the spell’s potential effects all relate to the damage listed in the spell’s description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449.
Spell Attacks
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. A spell attack roll is compared to the target’s AC. Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don’t deal any damage beyond what’s listed in the spell description.
In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack.
Identifying Spells
Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.
If you want to identify a spell but don’t have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of Recall Knowledge because you don’t have the advantage of watching the spell being cast.
Counteracting
Some spells, such as dispel magic, can be used to eliminate the effects of other spells. At least one creature, object, or manifestation of the spell you are trying to counteract must be within range of the spell that you are using. You attempt a counteract check (page 458) using your spellcasting ability modifier and your proficiency bonus for spell attack rolls.
Hostile Actions
Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action.
Setting Triggers
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. The spell activates as a reaction when the spell’s sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as “red-haired dwarven women,” or it could be an observed action, such as “whenever someone enters the spell’s area.”
Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell’s origin point must have line of sight. Darkness doesn’t prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell’s DC). For auditory detection, line of sight isn’t necessary, though the sound must be audible at the spell’s origin point. A Stealth check to Sneak can fool the sensor.
Walls
Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can’t enter the same space more than once, but it can double back so one section is adjacent to another section of the wall.
Reading Spells
Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell’s name line also lists the type of spell if it’s a cantrip or focus spell, as well as the level.
Spell Name
Spell Level
traits
Cast: The number of actions required to Cast the Spell are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as “1 minute.” After this, the spell’s components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell.
Range, Area, and Targets: This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster.
Saving Throw and Duration: If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn’t list a duration takes place instantaneously, and anything created by it persists after the spell.
A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure.
Heightened (level) If the spell can be heightened, the effects of heightening it appear at the end of the stat block.
| Rituals | Spells | 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. |
| Focus Spells | 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. |
| Inspire Courage | You inspire your allies with words or tunes of encouragement. | |
| Lingering Composition | You add a flourish to your composition to extend its benefits. | |
| Loremaster’s Etude | You call upon your muse’s deep mysteries, granting the target a greater ability to think and recall information. | |
| Inspire Defense | You inspire your allies to protect themselves more effectively. | |
| Triple Time | You dance at a lively tempo, speeding your allies’ movement. | |
| Dirge of Doom | Foes within the area are frightened 1. | |
| Inspire Heroics | You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. | |
| House of Imaginary Walls | You mime creating an invisible 10-foot-by-10-foot stretch of wall adjacent to you and within your reach. | |
| Counter Performance | Your performance protects you and your allies. | |
| Inspire Competence | Your encouragement inspires your ally to succeed at a task. | |
| Allegro | You perform rapidly, speeding up your ally. | |
| Soothing Ballad | You draw upon your muse to soothe your allies. | |
| Fatal Aria | You perform music so perfect that the target may die of joy or sorrow. | |
| Lay on Hands | Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. | |
| Litany Against Wrath | Your litany rails against the sin of wrath, punishing the target for attacking good creatures. | |
| Litany Against Sloth | Your litany rails against the sin of sloth, interfering with the target’s ability to react. | |
| Champion’s Sacrifice | You form a link with an ally, allowing you to take harm in their stead. | |
| Litany of Righteousness | Your litany denounces an evildoer, rendering it susceptible to the powers of good. | |
| Hero’s Defiance | You shout in defiance, filling you with a sudden burst of healing. | |
| Agile Feet | The blessings of your god make your feet faster and your movements more fluid. | |
| Appearance of Wealth | You create a brief vision of immense wealth filling the spell’s area. | |
| Athletic Rush | Your body fills with physical power and skill. | |
| Bit of Luck | You tilt the scales of luck slightly to protect a creature from disaster. | |
| Blind Ambition | You strengthen a target’s ambition, increase its resentment of allies, and make its allegiances more susceptible to change. | |
| Charming Touch | You infuse your target with attraction, causing it to act friendlier toward you. | |
| Cloak of Shadow | You drape the target in a mantle of swirling shadows that make it harder to see. | |
| Cry of Destruction | Your voice booms, smashing what’s in front of you. | |
| Dazzling Flash | You raise your religious symbol and create a blinding flash of light. | |
| Death’s Call | Seeing another pass from this world to the next invigorates you. | |
| Face in the Crowd | While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript. | |
| Fire Ray | A blazing band of fire arcs through the air. | |
| Forced Quiet | You quiet the target’s voice, preventing it from giving away valuable secrets. | |
| Healer’s Blessing | Your words bless a creature with an enhanced connection to positive energy. | |
| Hurtling Stone | You evoke a magical stone and throw it, with your god’s presence guiding your aim. | |
| Magic’s Vessel | A creature becomes a receptacle for pure magical energy sent by your deity. | |
| Moonbeam | You shine a ray of moonlight. | |
| Overstuff | Huge amounts of food and drink fill the target. | |
| Perfected Mind | You meditate upon perfection to remove all distractions from your mind. | |
| Protector’s Sacrifice | You protect your ally by suffering in their stead. | |
| Pushing Gust | Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save. | |
| Read Fate | You attempt to learn more about the target’s fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring. | |
| Savor the Sting | You inflict pain upon the target and revel in their anguish. | |
| Scholarly Recollection | Speaking a short prayer as you gather your thoughts, you’re blessed to find that your deity gave you just the right bit of information for your situation. | |
| Soothing Words | You attempt to calm the target by uttering soothing words in a calm and even tone. | |
| Splash of Art | A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. | |
| Sudden Shift | You swiftly move from a dangerous spot and veil yourself. | |
| Sweet Dream | With soothing song or tales, you lull the target into an enchanting dream. | |
| Tidal Surge | You call forth a tremendous wave to move the target either in a body of water or on the ground. | |
| Touch of Obedience | Your imperious touch erodes the target’s willpower, making it easier to control. | |
| Touch of Undeath (Cleric) | You attack the target’s life force with undeath, dealing 1d6 negative damage. | |
| Unimpeded Stride | Nothing can hold you in place. | |
| Veil of Confidence | You surround yourself in a veil of confidence. | |
| Vibrant Thorns | Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic. | |
| Waking Nightmare | You fill the creature’s mind with a terrifying vision out of its nightmares. | |
| Weapon Surge | Holding your weapon aloft, you fill it with divine energy. | |
| Word of Truth | You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on. | |
| Artistic Flourish | You transform the target to make it match your artisanal and artistic vision. | |
| Captivating Adoration | You become intensely entrancing, and creatures are distracted by you as long as they remain within the area. | |
| Commanding Lash | With the threat of more pain, you compel a creature you’ve recently harmed. | |
| Competitive Edge | Your competitiveness drives you to prove yourself against the opposition. | |
| Darkened Eyes | You infuse a creature’s vision with darkness. | |
| Delusional Pride | You make the target overconfident, leading it to ascribe failure to external factors. | |
| Destructive Aura | Swirling sands of divine devastation surround you, weakening the defenses of all they touch. | |
| Disperse Into Air | After taking the triggering damage, you transform into air. | |
| Downpour | You call forth a torrential downpour, which extinguishes non-magical flames. | |
| Dreamer’s Call | The target becomes distracted and suggestible, inundated by vivid daydreams. | |
| Enduring Might | Your own might mingles with divine power to protect you. | |
| Eradicate Undeath | A massive deluge of life energy causes the undead to fall apart. | |
| Flame Barrier | You swiftly deflect incoming flames. | |
| Glimpse the Truth | Divine insight lets you see things as they truly are. | |
| Know the Enemy | Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature’s abilities. | |
| Localized Quake | You shake the earth, toppling nearby creatures. | |
| Lucky Break | Reroll the saving throw and use the better result. | |
| Malignant Sustenance | You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. | |
| Mystic Beacon | The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level. | |
| Nature’s Bounty | A palm-sized raw fruit or vegetable appears in your open hand. | |
| Perfected Form | Reroll the saving throw and use the better result. | |
| Positive Luminance | Drawing life force into yourself, you become a beacon of positive energy. | |
| Precious Metals | Your deity blesses base metals to transform them into precious materials. | |
| Protector’s Sphere | A protective aura emanates out from you, safeguarding you and your allies. | |
| Pulse of the City | You tap into the zeitgeist of the nearest settlement in range (if any). | |
| Rebuke Death | You snatch creatures from the jaws of death. | |
| Retributive Pain | You vengefully reflect your pain upon your tormentor. | |
| Safeguard Secret | You ensure a secret remains safe from prying spies. | |
| Shared Nightmare | Merging minds with the target, you swap disorienting visions from one another’s nightmares. | |
| Take Its Course | When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery. | |
| Tempt Fate | You twist the forces of fate to make a moment dire or uneventful, with no in-between. | |
| Touch of the Moon | When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight. | |
| Traveler’s Transit | You add power to your muscles, allowing you to swim or climb walls with ease. | |
| Trickster’s Twin | You rarely settle for being in just one place. | |
| Unity | You put up a united defense. | |
| Word of Freedom | You utter a liberating word of power that frees a creature. | |
| Zeal for Battle | You stoke the righteous anger within yourself and an ally. | |
| Goodberry | You imbue the target berry with the bounty of nature, allowing it to heal and sustain far beyond its normal capacity. | |
| Heal Animal | You heal an animal’s wounds, restoring 1d8 Hit Points to the target. | |
| Tempest Surge | You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. | |
| Wild Morph | You morph your body based on your training, choosing one of the following effects based on your wild order feats. | |
| Wild Shape | You infuse yourself with primal essence and transform yourself into another form. | |
| Stormwind Flight | Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed. | |
| Primal Summons | You enhance a summoned creature with the power of the elements. | |
| Impaling Briars | The ground within the area transforms into a mass of dangerous briars that assault and impede your foes. | |
| Storm Lord | The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting. | |
| Ki Rush | Accelerated by your ki, you move with such speed you become a blur. | |
| Ki Strike | You focus your ki into magical attacks. | |
| Wholeness of Body | You heal yourself in one of the following ways, chosen by you when you cast the spell. | |
| Ki Blast | You unleash your ki as a powerful blast of force that deals 2d6 force damage. | |
| Abundant Step | You move so fast you blur across planar boundaries. | |
| Wild Winds Stance | You take on the stance of the flowing winds, sending out waves of energy at a distance. | |
| Wind Jump | You gain a fly Speed equal to your Speed. | |
| Quivering Palm | Make a melee unarmed Strike. | |
| Empty Body | You turn ethereal, with the effects of ethereal jaunt, but you don’t need to concentrate. | |
| Ancestral Memories | The memories of long-dead spellcasters grant you knowledge in a specific skill. | |
| Angelic Halo | You gain an angelic halo with an aura that increases allies’ healing from the heal spell. | |
| Diabolic Edict | You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. | |
| Dragon Claws | Vicious claws grow from your fingers. | |
| Elemental Toss | With a flick of your wrist, you fling a chunk of your elemental matter at your foe. | |
| Faerie Dust | You sprinkle magical dust in the spell’s area, making those within easier to trick. | |
| Glutton’s Jaws | Your mouth transforms into a shadowy maw bristling with pointed teeth. | |
| Jealous Hex | You draw forth a hag’s innate jealousy to deny a target its greatest attribute. | |
| Tentacular Limbs | Your arms turn into long, pliable tentacles, increasing your reach when you’re delivering touch range spells and making unarmed Strikes with your arms (such as fist and claw Strikes) to 10 feet. | |
| Touch of Undeath (Sorcerer) | You instill within a creature the touch of the grave. | |
| Aberrant Whispers | You utter phrases in an unknown tongue, assaulting the minds of those nearby. | |
| Angelic Wings | Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed. | |
| Dragon Breath | You spew energy from your mouth, dealing 5d6 damage. | |
| Drain Life | You close your hand and pull life energy from another creature into yourself. | |
| Elemental Motion | You call upon your element to propel you, improving your Speed depending on your element. | |
| Embrace the Pit | Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline. | |
| Extend Spell | You call upon your blood’s knowledge of the ancients to extend your magic. | |
| Fey Disappearance | You become invisible and ignore natural difficult terrain (such as underbrush). | |
| Horrific Visage | You briefly transform your features into the horrific visage of a hag, striking fear into your enemies. | |
| Swamp of Sloth | Ground in the area turns swampy and fetid. | |
| Abyssal Wrath | You evoke the energy of an Abyssal realm. | |
| Arcane Countermeasure | You undermine the target spell, making it easier to defend against. | |
| Celestial Brand | A blazing symbol appears on the target, marking it for divine justice. | |
| Dragon Wings | Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. | |
| Elemental Blast | You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your element is fire). | |
| Fey Glamour | You call upon fey glamours to cloak an area or the targets in illusion. | |
| Grasping Grave | Hundreds of skeletal arms erupt from the ground in the area, clawing at creatures within and attempting to hold them in place. | |
| Hellfire Plume | You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage. | |
| Unusual Anatomy | You transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. | |
| You’re Mine | You manipulate the target’s emotions, potentially allowing you to control it for a brief instant. | |
| Augment Summoning | You augment the abilities of a summoned creature. | |
| Call of the Grave | You fire a ray of sickening energy. | |
| Charming Words | You whisper enchanting words to deflect your foe’s ire. | |
| Diviner’s Sight | You glimpse into the target’s future. | |
| Force Bolt | You fire an unerring dart of force from your fingertips. | |
| Hand of the Apprentice | You hurl a held melee weapon with which you are trained at the target, making a spell attack roll. | |
| Physical Boost | You temporarily improve the target’s physique. | |
| Protective Ward | You emanate a shimmering aura of protective magic. | |
| Warped Terrain | You create illusory hazards that cover all surfaces in the area (typically the ground). | |
| Dimensional Steps | You teleport to a location up to 20 feet away within your line of sight. | |
| Dread Aura | You emit an aura of terror. | |
| Elemental Tempest | Your spellcasting surrounds you in a storm of elemental energy. | |
| Energy Absorption | You gain resistance 15 to acid, cold, electricity, or fire damage from the triggering effect (one type of your choice). | |
| Invisibility Cloak | You become invisible, with the same restrictions as the 2nd-level invisibility spell. | |
| Life Siphon | You use some of the spell’s magic to heal yourself, regaining 1d8 Hit Points per level of the spell. | |
| Shifting Form | You gain one of the following abilities of your choice. | |
| Vigilant Eye | You create an invisible eye sensor, as clairvoyance (page 324). | |
| Acid Splash | Damage creatures with acid. | |
| Chill Touch | Your touch hurts the living or disorients undead. | |
| Dancing Lights | Create four floating lights you can move. | |
| Daze | Damage a creature’s mind and possibly stun it. | |
| Detect Magic | Sense whether magic is nearby. | |
| Electric Arc | Zap one or two creatures with lightning. | |
| Ghost Sound | Make false sounds. | |
| Light | Make an object glow. | |
| Mage Hand | Command a floating hand to move an object. | |
| Message | Speak a message to a distant creature, who can reply. | |
| Prestidigitation | Perform a minor magical trick. | |
| Produce Flame | Kindle small flames to attack close or at range. | |
| Ray of Frost | Damage a creature with cold. | |
| Read Aura | Detect if an object is magical, and determine the school of its magic. | |
| Shield | A shield of magical force blocks attacks and magic missiles. | |
| Sigil | Leave a magical mark. | |
| Tanglefoot | Conjure a vine to entangle a creature. | |
| Telekinetic Projectile | Fling an object at a creature. | |
| Air Bubble | React to create air for a creature to breathe. | |
| Alarm | Be alerted if a creature enters a warded area. | |
| Ant Haul | Target can carry more. | |
| Burning Hands | A small cone of flame rushes from your hands. | |
| Charm | A humanoid becomes more friendly to you. | |
| Color Spray | Swirling colors dazzle or stun creatures. | |
| Command | Bid a creature to approach, run, release something, lie prone, or stand up. | |
| Create Water | Conjure 2 gallons of water. | |
| Fear | Frighten a creature, possibly making it flee. | |
| Feather Fall | React to slow a creature’s fall. | |
| Fleet Step | Make your Speed much faster. | |
| Floating Disk | A disk of energy follows you, carrying objects. | |
| Goblin Pox | Infect a creature with goblin pox. | |
| Grease | Coat a surface or object in slippery grease. | |
| Grim Tendrils | Creatures in a line take negative damage and bleed. | |
| Gust of Wind | Wind blows out fires and knocks back objects and creatures. | |
| Hydraulic Push | Damage and push a creature with a blast of water. | |
| Illusory Disguise | Make yourself look like a different creature. | |
| Illusory Object | Form a convincing illusion of an object. | |
| Item Facade | Disguise an item to look perfect or shoddy. | |
| Jump | Make an impressive leap. | |
| Lock | Make a lock hard to open. | |
| Longstrider | Increase your Speed for an hour. | |
| Mage Armor | Ward yourself with magical armor. | |
| Magic Aura | Change how an item’s magic appears to detecting spells. | |
| Magic Missile | Pelt creatures with unerring bolts of magical force. | |
| Magic Weapon | Make a weapon temporarily magical. | |
| Mending | Repair one non-magical item. | |
| Negate Aroma | Suppress a creature’s scent. | |
| Pest Form | Turn into a nonthreatening animal. | |
| Ray of Enfeeblement | Sap a creature’s strength. | |
| Shocking Grasp | Zap a creature with electricity. | |
| Sleep | Cause creatures in a small area to fall asleep. | |
| Spider Sting | Damage a creature and afflict it with spider venom. | |
| Summon Animal | Conjure an animal to fight on your behalf. | |
| Summon Construct | Conjure a construct to fight on your behalf. | |
| True Strike | Make your next attack especially accurate. | |
| Unseen Servant | Create an invisible creature to help you. | |
| Ventriloquism | Throw your voice. | |
| Acid Arrow | Magical arrow deals acid damage persistently. | |
| Blur | Cause a target’s form to become blurry and hard to hit. | |
| Comprehend Language | A creature understands one language. | |
| Continual Flame | A magical flame burns indefinitely. | |
| Create Food | Conjure food that can feed multiple creatures. | |
| Darkness | Suppress all light in an area. | |
| Darkvision | See in the dark. | |
| Deafness | Make a creature deaf. | |
| Dispel Magic | End a spell or suppress an item’s magic. | |
| Endure Elements | Protect a creature from severe cold or heat. | |
| Enlarge | A creature grows in size. | |
| False Life | Gain temporary HP. | |
| Flaming Sphere | A ball of fire rolls about at your command. | |
| Gentle Repose | A corpse doesn’t decay and can’t become undead. | |
| Glitterdust | Sparkling dust breaks invisibility and impedes vision. | |
| Hideous Laughter | Fits of laughter make a creature unable to take all its actions. | |
| Humanoid Form | Take the shape of a humanoid. | |
| Illusory Creature | Form a convincing illusion of a creature. | |
| Invisibility | A creature can’t be seen until it attacks. | |
| Knock | Make a door, lock, or container easier to open, and possibly open it immediately. | |
| Magic Mouth | Make an illusory mouth appear to speak a message. | |
| Mirror Image | Illusory duplicates of you cause attacks to miss. | |
| Misdirection | Cause one creature’s auras to appear to be another’s. | |
| Obscuring Mist | Conceal creatures in a cloud of mist. | |
| Phantom Steed | Conjure a magical horse. | |
| Resist Energy | Protect a creature from one type of energy damage. | |
| See Invisibility | See invisible creatures and objects. | |
| Shrink | Reduce a willing creature to Tiny size. | |
| Spectral Hand | Create a semicorporeal hand that touches creatures to target them with your spells. | |
| Spider Climb | Give a creature a climb Speed. | |
| Summon Elemental | Conjure an elemental to fight on your behalf. | |
| Telekinetic Maneuver | Disarm, Shove, or Trip a creature telekinetically. | |
| Touch of Idiocy | Dull a target’s mind with a touch. | |
| Water Breathing | Allow creatures to breathe underwater. | |
| Water Walk | Buoy a creature so it can walk on water. | |
| Web | Form a web that keeps creatures from moving. | |
| Bind Undead | Take control of a mindless undead. | |
| Blindness | Strike a target blind. | |
| Clairaudience | Hear through an invisible magical sensor. | |
| Dream Message | Send a message that arrives in a dream. | |
| Earthbind | Bring a flying creature to the ground. | |
| Enthrall | Your speech makes creatures fascinated with you. | |
| Feet to Fins | Turn a creature’s feet into fins, enabling it swim but slowing it on land. | |
| Fireball | An explosion of fire in an area burns creatures. | |
| Ghostly Weapon | Make a weapon affect incorporeal creatures. | |
| Glyph of Warding | Store a spell in a symbol to make a trap. | |
| Haste | Speed up a creature so it can attack or move more often. | |
| Hypnotic Pattern | Shifting colors dazzle and fascinate creatures. | |
| Invisibility Sphere | You and creatures near you become invisible as you explore. | |
| Levitate | Float an object or creature a few feet off the ground. | |
| Lightning Bolt | Lightning strikes all creatures in a line. | |
| Locate | Learn the direction to an object. | |
| Meld Into Stone | Meld into a block of stone. | |
| Mind Reading | Read a creature’s surface thoughts. | |
| Nondetection | Protect a creature or object from detection. | |
| Paralyze | Freeze a humanoid in place. | |
| Secret Page | Alter the appearance of a page. | |
| Shrink Item | Reduce an object to the size of a coin. | |
| Slow | Make a creature slower, reducing its actions. | |
| Stinking Cloud | Form a cloud that sickens creatures. | |
| Vampiric Touch | Deal negative damage and gain temporary HP with a touch. | |
| Wall of Wind | Create a wall of gusting winds that hinders movement and ranged attacks. | |
| Aerial Form | Turn into a flying combatant. | |
| Blink | Flit between the planes, vanishing and reappearing. | |
| Clairvoyance | See through an invisible magical sensor. | |
| Confusion | Befuddle a creature, making it act randomly. | |
| Creation | Make a temporary object. | |
| Detect Scrying | Find out if scrying effects are in the area. | |
| Dimension Door | Teleport yourself up to 120 feet. | |
| Dimensional Anchor | Keep a creature from teleporting or traveling to other planes. | |
| Discern Lies | Expertly detect lies and falsehoods. | |
| Fire Shield | Flames protect you from cold and harm those that touch you. | |
| Fly | Cause the target creature to gain a fly Speed. | |
| Freedom of Movement | A creature overcomes hindrances to its movement. | |
| Gaseous Form | Turn a willing creature into a flying cloud. | |
| Globe of Invulnerability | Magical sphere counteracts spells that would enter it. | |
| Hallucinatory Terrain | A natural environment appears to be another kind of terrain. | |
| Nightmare | Plague a creature’s dreams with disturbing nightmares. | |
| Outcast’s Curse | Curse a creature to be off-putting and grating. | |
| Phantasmal Killer | Place a fearsome image in a creature’s mind to scare and possibly kill it. | |
| Private Sanctum | Black fog prevents sensing, scrying, and mind-reading on anyone within. | |
| Resilient Sphere | Create a sphere of force that blocks anything that would come through. | |
| Rope Trick | Animate a rope that rises to an extradimensional hiding place. | |
| Shape Stone | Reshape a cube of stone. | |
| Solid Fog | Conjure heavy fog that obscures sight and is hard to move through. | |
| Spell Immunity | Name a spell to negate its effects on you. | |
| Stoneskin | Harden a creature’s skin into durable stone. | |
| Suggestion | Suggest a course of action a creature must follow. | |
| Telepathy | Communicate telepathically with any creatures near you. | |
| Veil | Disguise many creatures as other creatures. | |
| Wall of Fire | Create a blazing wall burns creatures that pass through. | |
| Weapon Storm | Multiply a weapon you hold and attack many creatures with it. | |
| Banishment | Send a creature back to its home plane. | |
| Black Tentacles | Tentacles in an area grab creatures. | |
| Chromatic Wall | A wall of light offers a unique protection based on its color. | |
| Cloak of Colors | Bright colors dazzle creatures near the target, and attacks cause blinding flashes of light. | |
| Cloudkill | Poison creatures in a cloud that moves away from you. | |
| Cone of Cold | Bitter cold damages creatures in a cone. | |
| Control Water | Raise or lower water in a large area. | |
| Crushing Despair | Make a creature sob uncontrollably. | |
| Drop Dead | The target appears to die but actually turns invisible. | |
| Elemental Form | Turn into an elemental. | |
| False Vision | Trick a scrying spell. | |
| Hallucination | A creature believes one thing is another, can’t detect something, or sees something that’s not really there. | |
| Illusory Scene | Create an imaginary scene containing multiple creatures and objects. | |
| Mariner’s Curse | Infect a creature with the curse of the rolling sea. | |
| Mind Probe | Uncover knowledge and memories in a creature’s mind. | |
| Passwall | Form an earthen tunnel through a wall. | |
| Prying Eye | An invisible eye transmits what it sees to you. | |
| Sending | Send a mental message to a creature anywhere on the planet and get a reply. | |
| Shadow Siphon | React to lessen the damage from an enemy’s spell by making it partially illusion. | |
| Shadow Walk | Travel rapidly via the Shadow Plane. | |
| Subconscious Suggestion | Plant a mental suggestion that must be followed when a trigger occurs. | |
| Summon Dragon | Conjure a dragon to fight on your behalf. | |
| Telekinetic Haul | Move a large object. | |
| Telepathic Bond | Link minds with willing creatures to communicate telepathically at great distances. | |
| Tongues | Let a creature understand and speak all languages. | |
| Wall of Ice | Sculpt a foot-thick wall of ice that blocks sight and can chill creatures. | |
| Wall of Stone | Shape a wall of stone. | |
| Baleful Polymorph | Transform a creature into a harmless animal. | |
| Chain Lightning | Lightning jumps from creature to creature. | |
| Collective Transposition | Teleport up to two creatures to new positions near you. | |
| Disintegrate | Reduce a creature or object to dust. | |
| Dominate | A humanoid must obey your orders. | |
| Dragon Form | Turn into a dragon. | |
| Feeblemind | Stupefy a creature permanently. | |
| Flesh to Stone | Turn a living creature to a stone statue. | |
| Mislead | Turn invisible and create a duplicate of yourself who acts like you. | |
| Phantasmal Calamity | Damage a creature mentally with visions of an apocalypse. | |
| Purple Worm Sting | Damage a creature and infect it with purple worm venom. | |
| Repulsion | Prevent creatures from approaching you. | |
| Scrying | Spy on a creature. | |
| Spellwrack | Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells. | |
| Teleport | Transport you and willing creatures a great distance. | |
| True Seeing | See through illusions and transmutations. | |
| Vampiric Exsanguination | Draw blood and life force from creatures in a cone. | |
| Vibrant Pattern | Make a pattern of lights that dazzles and blinds. | |
| Wall of Force | Create an invisible and durable wall of magical force. | |
| Contingency | Set up a spell to trigger later under your choice of circumstances. | |
| Dimensional Lock | Prevent teleportation and planar travel. | |
| Duplicate Foe | Create a temporary duplicate of an enemy that fights for you. | |
| Eclipse Burst | A globe of darkness deals cold damage, hurts the living, and overcomes light. | |
| Energy Aegis | A creature gains resistance to acid, cold, electricity, fire, force, and sonic. | |
| Fiery Body | Turn your body into living flame. | |
| Magnificent Mansion | Conjure a secure dwelling in a demiplane. | |
| Mask of Terror | A creature’s fearsome illusory appearance frightens observers. | |
| Plane Shift | Transport creatures to another plane of existence. | |
| Power Word Blind | Utter a word that blinds a creature. | |
| Prismatic Spray | Shoot rainbow beams that have various effects on creatures in a cone. | |
| Project Image | Make an illusion of yourself you can cast spells through. | |
| Reverse Gravity | Flip the gravitational pull in an area. | |
| Spell Turning | Reflect spells back at their caster. | |
| True Target | Make multiple attacks against a creature especially accurate. | |
| Warp Mind | Confuse a creature, possibly permanently. | |
| Antimagic Field | Magic doesn’t function in an area around you. | |
| Disappearance | Make a creature invisible, silent, and undetectable by any and all senses. | |
| Discern Location | Discover a target’s exact location within unlimited range. | |
| Dream Council | Communicate through a shared dream. | |
| Earthquake | Shake the ground with a devastating earthquake. | |
| Horrid Wilting | Pull moisture from creatures, damaging them. | |
| Maze | Trap a creature in an extradimensional maze. | |
| Mind Blank | Protect a creature from mental magic and some divinations. | |
| Monstrosity Form | Turn into a powerful monster. | |
| Polar Ray | Bitter cold damages and drains a creature. | |
| Power Word Stun | Utter a word that stuns a creature. | |
| Prismatic Wall | Form a protective wall with seven chromatic layers. | |
| Scintillating Pattern | Cause an array of color that dazzles, confuses, and stuns. | |
| Uncontrollable Dance | Overcome a target with an all-consuming urge to dance. | |
| Unrelenting Observation | You and other creatures use scrying to track a subject exactly. | |
| Disjunction | Deactivate or destroy a magic item. | |
| Foresight | Sense when a creature is in danger and React to protect it with good fortune. | |
| Implosion | Make a creature collapse in on itself. | |
| Massacre | Instantly kill multiple creatures. | |
| Meteor Swarm | Call down four blazing meteors that explode. | |
| Power Word Kill | Utter a word that slays a creature. | |
| Prismatic Sphere | Form a protective sphere composed of seven chromatic layers. | |
| Resplendent Mansion | Conjure a mansion that lasts for a day. | |
| Shapechange | Transform into a form of your choice repeatedly. | |
| Telepathic Demand | Send a mental message that impels a creature toward a course of action. | |
| Weird | Frighten, deal mental damage, and possibly kill large numbers of creatures. | |
| Cataclysm | Call an instant, damaging cataclysm. | |
| Gate | Tear open a portal to another plane. | |
| Remake | Recreate a destroyed object. | |
| Time Stop | Briefly stop time for everything but you. | |
| Wish | Make a wish to duplicate arcane spells. | |
| Disrupt Undead | Damage undead with positive energy. | |
| Divine Lance | Throw divine energy that damages based on your deity’s alignment. | |
| Forbidding Ward | Protect an ally against one specific enemy. | |
| Guidance | Divine guidance improves one roll. | |
| Know Direction | Find true north. | |
| Stabilize | Stabilize a dying creature. | |
| Bane | Weaken enemies’ attacks in an aura around you. | |
| Bless | Strengthen allies’ attacks in an aura around you. | |
| Detect Alignment | See auras of a chosen alignment. | |
| Detect Poison | Determine whether an object or creature is poisonous or venomous. | |
| Disrupting Weapons | Weapons deal positive damage to undead. | |
| Harm | Negative energy harms the living or heals the undead, either a single creature or all in a burst. | |
| Heal | Positive energy heals the living or harms the undead, either a single creature or all in a burst. | |
| Protection | Shield a creature against those of a chosen alignment. | |
| Purify Food and Drink | Make beverages and meals safe. | |
| Sanctuary | Protect a creature from being attacked. | |
| Spirit Link | Continually transfer your health to someone else. | |
| Augury | Predict whether a course of action brings good fortune. | |
| Calm Emotions | Suppress strong emotions and hostility. | |
| Death Knell | Finish off a creature who’s near death. | |
| Enhance Victuals | Improve food or drink and remove poisons. | |
| Faerie Fire | Colorful light prevents creatures from being concealed or invisible. | |
| Ghoulish Cravings | Infect a creature with ghoul fever. | |
| Remove Fear | Free a creature from its fright. | |
| Remove Paralysis | Free a creature from paralysis. | |
| Restoration | Reduce a condition or lessen a toxin. | |
| Restore Senses | Remove a blinding or deafening effect. | |
| Shield Other | Absorb half the damage an ally would take. | |
| Silence | Mute all sound from a creature. | |
| Sound Burst | Damage and deafen creatures with a powerful din. | |
| Spiritual Weapon | Materialize a deific weapon of force that appears and attacks repeatedly. | |
| Status | Keep track of a willing creature’s location and well-being. | |
| Undetectable Alignment | Make a creature or object appear neutral to alignment detection. | |
| Chilling Darkness | Ray of evil darkness deals cold damage, counteracts light, and harms celestials. | |
| Circle of Protection | A creature emits an aura that protects those within against an alignment. | |
| Crisis of Faith | Cause mental damage and possibly make a worshipper unable to cast spells. | |
| Heroism | Stoke a creature’s inner heroism to make it more competent. | |
| Neutralize Poison | Cure a poison afflicting a creature. | |
| Remove Disease | Cure a disease afflicting a creature. | |
| Sanctified Ground | Create a 24-hour area of protection against aberrations, celestials, dragons, fiends, or undead. | |
| Searing Light | A ray of burning light deals extra damage to undead and counteracts darkness. | |
| Wanderer’s Guide | Find an ideal route to a location. | |
| Zone of Truth | Designate an area where creatures are compelled to be truthful. | |
| Air Walk | Walk on air as though it were solid ground. | |
| Anathematic Reprisal | Cause mental pain to one who commits anathema against your deity. | |
| Divine Wrath | Damage and hinder creatures of alignments opposed by your deity. | |
| Holy Cascade | Turn a vial of holy | |
| Read Omens | Get a piece of advice about an upcoming event. | |
| Remove Curse | Counteract a curse afflicting a creature. | |
| Talking Corpse | Have a corpse answer three questions. | |
| Vital Beacon | Radiate vitality that heals creatures that touch you. | |
| Abyssal Plague | Inflict a draining curse. | |
| Breath of Life | React to revive a creature at the moment of its death. | |
| Death Ward | Protect a creature against negative energy. | |
| Flame Strike | Call divine fire from the sky. | |
| Shadow Blast | Shape a cone of shadow to deal damage of a type you choose. | |
| Spiritual Guardian | Create a magical guardian to attack at your command and take damage for your allies. | |
| Summon Celestial | Conjure a celestial to fight on your behalf. | |
| Summon Fiend | Conjure a fiend to fight on your behalf. | |
| Blade Barrier | Form a wall of swords made of force. | |
| Field of Life | Create a positive energy field that heals those within. | |
| Raise Dead | Return a dead creature to life. | |
| Righteous Might | Turn into a battle form with divine armaments. | |
| Spirit Blast | Damage a creature’s spiritual essence. | |
| Stone Tell | Speak to spirits within natural stone. | |
| Stone to Flesh | Turn a creature turned to stone back to flesh. | |
| Zealous Conviction | Instill unshakable conviction and zeal in willing creatures. | |
| Divine Decree | Creatures of alignments opposed by your deity are damaged, enfeebled, paralyzed, or banished. | |
| Divine Vessel | Take on aspects of a servitor of your deity. | |
| Ethereal Jaunt | Use the Ethereal Plane to move through objects and into the air. | |
| Finger of Death | Point at a creature to deal negative damage and possibly kill it instantly. | |
| Regenerate | Cause a creature to heal over time, regrow organs, and reattach body parts. | |
| Sunburst | A globe of sunlight deals fire damage, hurts undead, and overcomes darkness. | |
| Divine Aura | Allies in an aura have better defenses and are protected against one alignment. | |
| Divine Inspiration | Spiritual energy recovers a creature’s expended spell. | |
| Moment of Renewal | Give a day’s recovery in an instant. | |
| Spiritual Epidemic | Weaken a target with a communicable curse. | |
| Bind Soul | Imprison a dead creature’s soul. | |
| Crusade | Creatures become dedicated to a cause of your choice. | |
| Overwhelming Presence | Take on the majesty of a god. | |
| Wail of the Banshee | Scream, dealing damage and draining creatures. | |
| Weapon of Judgment | Form a weapon to enforce war or peace. | |
| Avatar | Transform into a battle form determined by your deity. | |
| Miracle | Ask for a blessing to duplicate divine spells. | |
| Revival | Heal creatures in an area and return the dead to life temporarily. | |
| Mindlink | Mentally impart 10 minutes’ worth of information in an instant. | |
| Phantom Pain | Cause a creature ongoing pain that sickens it. | |
| Soothe | Heal the target and bolster them against mental attacks. | |
| Summon Fey | Conjure a fey to fight on your behalf. | |
| Paranoia | Make a creature believe everyone is a threat. | |
| Shatter | Shatter an object with a high-frequency sonic attack. | |
| Hypercognition | Recall massive amounts of information in an instant. | |
| Glibness | Lie with impunity. | |
| Modify Memory | Change or implant memories. | |
| Dreaming Potential | The target retrains in its dreams. | |
| Summon Entity | Conjure an aberration to fight on your behalf. | |
| Synaptic Pulse | Slow creatures with a mental blast. | |
| Synesthesia | Rewire a creature’s senses. | |
| Possession | Send your mind and soul into another creature’s body. | |
| Retrocognition | Sense impressions of past events at your location. | |
| Visions of Danger | Create a vision of horrid, swarming creatures that causes mental damage. | |
| Spirit Song | Sing an eldritch song that damages any creature that has a spirit. | |
| Unfathomable Song | Song debilitates creatures in weird ways. | |
| Alter Reality | Warp reality to duplicate occult spells. | |
| Fabricated Truth | Make creatures believe something is fact. | |
| Magic Fang | Make a creature’s unarmed attacks magical temporarily. | |
| Pass Without Trace | Make your tracks hard to find. | |
| Shillelagh | Make a club or staff temporarily magical, and deal more damage to unnatural creatures. | |
| Summon Plant or Fungus | You conjure a plant or fungus to fight for you. | |
| Animal Form | Turn into a dangerous animal. | |
| Animal Messenger | Send a Tiny animal to deliver a message. | |
| Barkskin | Target’s skin is covered in protective bark. | |
| Entangle | Plants in an area grow to entangle and immobilize. | |
| Shape Wood | Reshape unworked wood as you choose. | |
| Speak With Animals | Communicate with animals. | |
| Tree Shape | Turn into a tree. | |
| Animal Vision | Project your senses through an animal. | |
| Insect Form | Turn into a dangerous giant insect. | |
| Wall of Thorns | Grow a wall of brambles. | |
| Dinosaur Form | Turn into a dinosaur. | |
| Hydraulic Torrent | Force creatures back with a damaging line of water. | |
| Speak With Plants | Communicate with plants and plant creatures. | |
| Moon Frenzy | Give willing creatures fangs and claws, and send them into a frenzy. | |
| Plant Form | Turn into a dangerous plant creature. | |
| Summon Giant | Conjure a giant to fight on your behalf. | |
| Tree Stride | Teleport from tree to tree. | |
| Fire Seeds | Make four explosive acorns. | |
| Tangling Creepers | Entangle creatures in a burst and concentrate to lash out with immobilizing vines. | |
| Unfettered Pack | Let creatures avoid environmental hindrances. | |
| Volcanic Eruption | Cause massive lava sprays that burn creatures and encase them in rock. | |
| Punishing Winds | A cyclone inhibits flight and traps creatures. | |
| Wind Walk | Turn creatures into swift-moving clouds. | |
| Nature’s Enmity | Turn animals, plants, and weather against creatures of your choice. | |
| Storm of Vengeance | Create a massive, dangerous storm. | |
| Nature Incarnate | Turn into a massive avatar of nature. | |
| Primal Herd | Transform willing creatures into mammoths. | |
| Primal Phenomenon | Request for nature to duplicate primal spells. | |
| Animate Object | You transform the target into an animated object with a level up to that allowed by Table 7–1 and of a type corresponding to the object (so a broom would become an animated broom). | |
| Atone | You attempt to help a truly penitent creature atone for its misdeeds, typically actions contrary to your deity’s alignment | |
| Awaken Animal | You grant intelligence to the target, transforming it into a beast. | |
| Blight | You twist and stunt plants in the area, causing them to wither. | |
| Call Spirit | You tear the veil to the afterlife and call a spirit from its final resting place. | |
| Commune | You call upon an unknown planar entity to answer questions; this is a servitor of your deity if you have one and use Religion. | |
| Commune With Nature | As commune, except you contact the primal spirits of nature, which know about animals, beasts, fey, plants, topography, and natural resources within a 3-mile radius of the ritual’s location. | |
| Consecrate | You consecrate a site to your deity, chanting praises and creating a sacred space. | |
| Control Weather | You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season: | |
| Create Undead | You transform the target into an undead creature with a level up to that allowed in Table 7–1. | |
| Freedom | You perform a ritual to free a creature imprisoned, petrified, or otherwise put into stasis by any magical effects from all such effects, even effects like imprisonment that don’t have a duration, as long as freedom’s spell level is equal to or… | |
| Geas | You enforce a magic rule on a willing target, forcing it to either perform or refrain from carrying out a certain act. | |
| Imprisonment | You perform a ritual to imprison a creature in one of several forms. | |
| Inveigle | You win over the target’s mind, causing it to see you as a close and trusted friend and look upon your every suggestion as reasonable. | |
| Legend Lore | You attempt to learn useful legends about a particular subject, which must be an important person, place, or thing. | |
| Planar Ally | You call upon your deity to grant you aid in the form of a divine servitor of your deity’s choice of a level no greater than double planar ally’s spell level. | |
| Planar Binding | You call forth an extraplanar creature of a level no greater than double that of the planar binding ritual’s level and attempt to bargain with it. | |
| Plant Growth | You cause the plants within the area to be healthier and more fruitful. | |
| Primal Call | This functions as planar ally except you craft a faerie circle and call an animal, beast, fey, fungus, or plant from within 100 miles. | |
| Resurrect | You attempt to call forth the target’s soul and return it to its body. |
