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1
NameTypeLevelTraitsTraditionDeitiesBloodlinesCasting TimeComponentsRangeTargetAreaDurationSaving ThrowSpell AttackEffect
Critical Success
SuccessFailureCritical FailureHeighteningHealDamageCounteractConditionsSourceNethys Link
2
Acid SplashCantrip1
Acid,Attack,Cantrip,Evocation
arcane,primaldemonicTwo Actionssomatic,verbal30 feet1 creatureNoneNoneNoneTRUE
You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
NoneNoneNoneNone
Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2,Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2,Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3,Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4
FALSETRUEFALSE
Core Rulebook pg. 316
http://2e.aonprd.com/Spells.aspx?ID=3
3
ApproximateCantrip1
Cantrip,Detection,Divination
arcane,divine,occult,primal
Two Actionssomatic,verbal10 feetNone1 cubic footNoneNoneFALSE
Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldnt determine there were exactly 180 coins. The type of object you name can be as specific or general as you like--"dented copper coins" is as viable as "coins"--but the distinguishing features must be obvious at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, not copper coins.
NoneNoneNoneNoneFALSEFALSEFALSE
Secrets of Magic pg. 90
http://2e.aonprd.com/Spells.aspx?ID=864
4
BullhornCantrip1
Auditory,Cantrip,Illusion
arcane,divine,occult
Two Actionssomatic,verbalNoneNoneNone10 minutesNoneFALSE
You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesnt make your voice jarring or distracting. This doesnt increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal. Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue. You can Dismiss the spell.
NoneNoneNoneNone
Heightened (5th) Your voice can be heard clearly up to 1,200 feet away,Heightened (7th) Your voice can be heard clearly up to 1 mile away
FALSEFALSEFALSE
Secrets of Magic pg. 93
http://2e.aonprd.com/Spells.aspx?ID=877
5
Chill TouchCantrip1
Cantrip,Necromancy,Negative
arcane,divine,occult
undead,shadow
Two Actionssomatic,verbaltouch
1 living or undead creature
NoneNoneFortitudeFALSE
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead. Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure. Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
NoneNoneNoneNone
Heightened (+1) The negative damage to living creatures increases by 1d4
FALSETRUEFALSE
Enfeebled,Fleeing
Core Rulebook pg. 323
http://2e.aonprd.com/Spells.aspx?ID=35
6
Dancing LightsCantrip1
Cantrip,Evocation,Light
arcane,occult,primal
Two Actionssomatic,verbal120 feetNoneNonesustainedNoneFALSE
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.
NoneNoneNoneNoneFALSEFALSEFALSE
Core Rulebook pg. 327
http://2e.aonprd.com/Spells.aspx?ID=58
7
DazeCantrip1
Cantrip,Enchantment,Mental,Nonlethal
arcane,divine,occult
aberrant,hagTwo Actionssomatic,verbal60 feet1 creatureNone1 roundWillFALSE
You cloud the targets mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
NoneNoneNoneNone
Heightened (+2) The damage increases by 1d6
FALSETRUEFALSEStunned
Core Rulebook pg. 327
http://2e.aonprd.com/Spells.aspx?ID=61
8
Detect MagicCantrip1
Cantrip,Detection,Divination
arcane,divine,occult,primal
imperial,genie,phoenix
Two Actionssomatic,verbalNoneNone
30-foot emanation
NoneNoneFALSE
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic youre fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magics effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but arent deceptive in appearance (such as an invisibility potion) typically are detected normally.
NoneNoneNoneNone
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects, If multiple effects are equally strong, the GM determines which you learn,Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic, Like for an imprecise sense, you dont learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that)
FALSEFALSEFALSE
Core Rulebook pg. 328
http://2e.aonprd.com/Spells.aspx?ID=66
9
Disrupt Undead
Cantrip1
Cantrip,Necromancy,Positive
divine,primalpsychopompTwo Actionssomatic,verbal30 feet
1 undead creature
NoneNoneFortitudeFALSE
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
NoneNoneNoneNone
Heightened (+1) The damage increases by 1d6
FALSETRUEFALSEEnfeebled
Core Rulebook pg. 331
http://2e.aonprd.com/Spells.aspx?ID=79
10
Divine LanceCantrip1
Attack,Cantrip,Evocation
divineTwo Actionssomatic,verbal30 feet1 creatureNoneNoneNoneTRUE
You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You cant cast this spell if you dont have a deity or if your deity is true neutral. Make a ranged spell attack roll against the targets AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.
NoneNoneNoneNone
Heightened (+1) The damage increases by 1d4
FALSETRUEFALSE
Core Rulebook pg. 331
http://2e.aonprd.com/Spells.aspx?ID=84
11
Electric ArcCantrip1
Cantrip,Electricity,Evocation
arcane,primalTwo Actionssomatic,verbal30 feet
1 or 2 creatures
NoneNonebasic ReflexFALSE
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
NoneNoneNoneNone
Heightened (+1) The damage increases by 1d4
FALSETRUEFALSE
Core Rulebook pg. 335
http://2e.aonprd.com/Spells.aspx?ID=97
12
Forbidding Ward
Cantrip1
Abjuration,Cantrip
divine,occultTwo Actionssomatic,verbal30 feet
1 ally and 1 enemy
None
sustained up to 1 minute
NoneFALSE
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemys attacks, spells, and other effects.
NoneNoneNoneNone
Heightened (6th) The status bonus increases to +2
FALSEFALSEFALSEHostile
Core Rulebook pg. 339
http://2e.aonprd.com/Spells.aspx?ID=126
13
Gale BlastCantrip1
Air,Cantrip,Evocation
arcane,primalTwo Actionssomatic,verbalNoneNoneNoneNoneFortitudeFALSE
Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes bludgeoning damage equal to your spellcasting ability modifier, with a Fortitude save.
The creature is unaffected.
The creature takes half damage.
The creature takes full damage and is <a style="text-decoration:underline" href="Rules.aspx?ID=451">pushed</a> 5 feet away from you.
The creature takes double damage and is pushed 10 feet away from you.
Heightened (+2) The damage increases by 1d6
FALSETRUEFALSE
Secrets of Magic pg. 108
http://2e.aonprd.com/Spells.aspx?ID=917
14
Ghost SoundCantrip1
Auditory,Cantrip,Illusion
arcane,occultfeyTwo Actionssomatic,verbal30 feetNoneNonesustainedNoneFALSE
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You cant create intelligible words or other intricate sounds (such as music).
NoneNoneNoneNone
Heightened (3rd) The range increases to 60 feet,Heightened (5th) The range increases to 120 feet
FALSEFALSEFALSE
Core Rulebook pg. 340
http://2e.aonprd.com/Spells.aspx?ID=132
15
Gouging ClawCantrip1
Attack,Cantrip,Morph,Transmutation
arcane,primalTwo Actionssomatic,verbaltouch1 creatureNoneNoneNoneTRUE
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your targets AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.
NoneNoneNoneNone
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4
FALSETRUEFALSE
Secrets of Magic pg. 109
http://2e.aonprd.com/Spells.aspx?ID=920
16
GuidanceCantrip1
Cantrip,Divination
divine,occult,primal
Single Actionverbal30 feet1 creatureNone
until the start of your next turn
NoneFALSE
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
NoneNoneNoneNoneFALSEFALSEFALSE
Core Rulebook pg. 342
http://2e.aonprd.com/Spells.aspx?ID=142
17
Haunting Hymn
Cantrip1
Auditory,Cantrip,Evocation,Sonic
divine,occultTwo Actionssomatic,verbalNoneNone15-foot coneNoneFortitudeFALSE
You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, its also deafened for 1 minute.
NoneNoneNoneNone
Heightened (+2) The damage increases by 1d6
FALSETRUEFALSEDeafened
Secrets of Magic pg. 109
http://2e.aonprd.com/Spells.aspx?ID=924
18
Healing PlasterCantrip1
Cantrip,Earth,Transmutation
primalSingle Actionsomatic5 feet
a handful of dirt or mud
None10 minutesNoneFALSE
You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healers tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isnt used within the spells duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.
NoneNoneNoneNone
Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check
FALSEFALSEFALSE
Secrets of Magic pg. 109
http://2e.aonprd.com/Spells.aspx?ID=925
19
Infectious Enthusiasm
Cantrip1
Cantrip,Emotion,Enchantment,Mental
arcane,occultTwo Actionssomatic,verbalNoneNoneNone1 roundWillFALSE
With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spells duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn. Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell.
NoneNoneNoneNoneFALSEFALSEFALSEObserved
Secrets of Magic pg. 112
http://2e.aonprd.com/Spells.aspx?ID=932
20
Invoke True Name
Cantrip1
Rare,Cantrip,Enchantment,True Name
arcane,divine,occult,primal
Single Actionverbal30 feet
1 creature whose true name you know
NoneNoneNoneFALSE
You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is flat-footed against your spells and takes a -2 circumstance penalty to saving throws against your spells. In addition, the first time this turn the target takes damage from one of your spells, it has weakness to that damage equal to double the level of invoke true name.
NoneNoneNoneNoneFALSETRUEFALSE
Secrets of Magic pg. 247
http://2e.aonprd.com/Spells.aspx?ID=1065
21
Join PastsCantrip1
Uncommon,Cantrip,Divination,Mental
occultSingle Actionsomatictouch
2 willing creatures
None1 roundNoneFALSE
With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to Recall Knowledge, the other can Aid the first target's skill check, using any Lore skill (even if that Lore wouldn't normally apply) without having made any preparations to Aid.
NoneNoneNoneNone
Heightened (+1) You can touch one additional target to include them in the spell's effects, Multiple targets can attempt checks to Aid the target who is attempting to Recall Knowledge
FALSEFALSEFALSE
Pathfinder #147: Tomorrow Must Burn pg. 74
http://2e.aonprd.com/Spells.aspx?ID=552
22
Know Direction
Cantrip1
Cantrip,Detection,Divination
divine,occult,primal
Two Actionssomatic,verbalNoneNoneNoneNoneNoneFALSE
In your minds eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
NoneNoneNoneNone
Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern
FALSEFALSEFALSE
Core Rulebook pg. 348
http://2e.aonprd.com/Spells.aspx?ID=169
23
LightCantrip1
Cantrip,Evocation,Light
arcane,divine,occult,primal
angelicTwo Actionssomatic,verbaltouch
1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
None
until the next time you make your daily preparations
NoneFALSE
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
NoneNoneNoneNone
Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet)
FALSEFALSEFALSE
Core Rulebook pg. 348
http://2e.aonprd.com/Spells.aspx?ID=171
24
Mage HandCantrip1
Cantrip,Evocation
arcane,occultTwo Actionssomatic,verbal30 feet
1 unattended object of light Bulk or less
NonesustainedNoneFALSE
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because youre levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
NoneNoneNoneNone
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less,Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less,Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less
FALSEFALSEFALSEInvisible
Core Rulebook pg. 349
http://2e.aonprd.com/Spells.aspx?ID=177
25
MessageCantrip1
Auditory,Cantrip,Illusion,Linguistic,Mental
arcane,divine,occult
Single Actionverbal120 feet1 creatureNonesee belowNoneFALSE
You mouth words quietly, but instead of coming out of your mouth, theyre transferred directly to the ears of the target. While others cant hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
NoneNoneNoneNone
Heightened (3rd) The spells range increases to 500 feet
FALSEFALSEFALSE
Core Rulebook pg. 351
http://2e.aonprd.com/Spells.aspx?ID=190
26
Prestidigitation
Cantrip1
Cantrip,Evocation
arcane,divine,occult,primal
Two Actionssomatic,verbal10 feet
1 object (cook, lift, or tidy only)
NonesustainedNoneFALSE
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options. Cook Cool, warm, or flavor 1 pound of nonliving material. Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile--it cant be used as a tool, weapon, or spell component. Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation cant deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
NoneNoneNoneNoneFALSETRUEFALSE
Core Rulebook pg. 359
http://2e.aonprd.com/Spells.aspx?ID=229
27
Produce FlameCantrip1
Attack,Cantrip,Evocation,Fire
arcane,primal
diabolic,elemental
Two Actionssomatic,verbal30 feet1 creatureNoneNoneNoneTRUE
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your targets AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.
NoneNoneNoneNone
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4
FALSETRUEFALSE
Core Rulebook pg. 360
http://2e.aonprd.com/Spells.aspx?ID=236
28
Protect Companion
Cantrip1
Abjuration,Cantrip
arcane,divine,occult,primal
Single Actionverbal30 feet
your eidolon, or a creature with the minion trait under your control
None
until the start of your next turn
NoneFALSE
You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you cant cast protect companion again for 10 minutes. Life Block Trigger The spells target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a vipers fangs Strike.
NoneNoneNoneNone
Heightened (+2) The reaction reduces the damage by another 10, and you lose 5 more Hit Points, If you want to lose fewer Hit Points, you can choose to lower the damage reduction and HP lost to what any lower-level version of the spell could do without lowering the spells actual level
FALSETRUEFALSE
Secrets of Magic pg. 123
http://2e.aonprd.com/Spells.aspx?ID=975
29
Puff of Poison
Cantrip1
Cantrip,Evocation,Inhaled,Poison
arcane,primalTwo Actionssomatic,verbal5 feet1 creatureNoneNoneFortitudeFALSE
You exhale a shimmering cloud of toxic breath at an enemys face. The target takes poison damage equal to your spellcasting modifier and 2 persistent poison damage, depending on its Fortitude save.
The creature is unaffected.
The target takes half initial and persistent damage.
The target takes full initial and persistent damage.
The target takes double initial and persistent damage.
Heightened (+2) The initial poison damage increases by 1d8 and the persistent poison damage increases by 1
FALSETRUEFALSE
Secrets of Magic pg. 124
http://2e.aonprd.com/Spells.aspx?ID=977
30
Ray of FrostCantrip1
Attack,Cantrip,Cold,Evocation
arcane,primalTwo Actionssomatic,verbal120 feet1 creatureNoneNoneNoneTRUE
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.
The target takes normal damage.
NoneNone
Heightened (+1) The damage increases by 1d4
FALSETRUEFALSE
Core Rulebook pg. 362
http://2e.aonprd.com/Spells.aspx?ID=245
31
Read AuraCantrip1
Cantrip,Detection,Divination
arcane,divine,occult,primal
wyrmblessed1 minutesomatic,verbal30 feet1 objectNoneNoneNoneFALSE
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic. If the object is illusory, you detect this only if the effects level is lower than the level of your read aura spell.
NoneNoneNoneNone
Heightened (3rd) You can target up to 10 objects,Heightened (6th) You can target any number of objects
FALSEFALSEFALSE
Core Rulebook pg. 362
http://2e.aonprd.com/Spells.aspx?ID=246
32
Read the AirCantrip1
Cantrip,Divination
divine,occultTwo Actionssomatic,verbalNoneNoneNone1 minuteNoneFALSE
You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures. As part of Casting this Spell, you Recall Knowledge using Society to gain information about the immediate social situation. You also gain a +1 status bonus on your next Diplomacy check to Make an Impression on those creatures present when you cast this spell, as long as the check occurs during the duration of the spell. You can read the air only once in a given social situation; casting it again has no effect.
NoneNoneNoneNoneFALSEFALSEFALSE
Secrets of Magic pg. 125
http://2e.aonprd.com/Spells.aspx?ID=981
33
Scatter ScreeCantrip1
Cantrip,Earth,Evocation
arcane,primalTwo Actionssomatic,verbal30 feetNone
two contiguous 5-foot cubes
1 minutebasic ReflexFALSE
You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to 1d4 plus your spellcasting ability modifier to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can Interact to clear a square of this scree. If you cast this spell again, any previous scatter scree you have cast ends.
NoneNoneNoneNone
Heightened (+1) The damage increases by 1d4
FALSETRUEFALSE
Secrets of Magic pg. 127
http://2e.aonprd.com/Spells.aspx?ID=990
34
ShieldCantrip1
Abjuration,Cantrip,Force
arcane,divine,occult
draconicSingle ActionverbalNoneNoneNone
until the start of your next turn
NoneFALSE
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesnt require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you cant cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spells reaction against the magic missile spell. Heightening the spell increases the shields Hardness.
NoneNoneNoneNone
Heightened (3rd) The shield has Hardness 10,Heightened (5th) The shield has Hardness 15,Heightened (7th) The shield has Hardness 20,Heightened (9th) The shield has Hardness 25
FALSEFALSEFALSE
Core Rulebook pg. 368
http://2e.aonprd.com/Spells.aspx?ID=280
35
SigilCantrip1
Cantrip,Transmutation
arcane,divine,occult,primal
Two Actionssomatic,verbaltouch
1 creature or object
None
unlimited (see below)
NoneFALSE
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If its on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.
NoneNoneNoneNone
Heightened (3rd) The sigil instead fades after 1 month,Heightened (5th) The sigil instead fades after 1 year,Heightened (7th) The sigil never fades
FALSEFALSEFALSEInvisible
Core Rulebook pg. 369
http://2e.aonprd.com/Spells.aspx?ID=286
36
SpoutCantrip1
Cantrip,Evocation,Water
arcane,primalTwo Actionssomatic,verbal30 feetNonea 5-foot cubeNoneReflexFALSE
Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a basic Reflex saving throw. You can change this spells area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub.
NoneNoneNoneNone
Heightened (+1) The damage increases by 1d4
FALSETRUEFALSE
Secrets of Magic pg. 130
http://2e.aonprd.com/Spells.aspx?ID=1002
37
StabilizeCantrip1
Cantrip,Healing,Necromancy,Positive
divine,primalTwo Actionssomatic,verbal30 feet
1 dying creature
NoneNoneNoneFALSE
Positive energy shuts deaths door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
NoneNoneNoneNoneFALSEFALSEFALSE
Dying,Unconscious
Core Rulebook pg. 373
http://2e.aonprd.com/Spells.aspx?ID=307
38
Summon Instrument
Cantrip1
Cantrip,Conjuration
divine,occultThree Actions
material,somatic,verbal
NoneNoneNone1 hourNoneFALSE
You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.
NoneNoneNoneNone
Heightened (5th) The instrument is instead a virtuoso handheld instrument
FALSEFALSEFALSE
Advanced Players Guide pg. 226
http://2e.aonprd.com/Spells.aspx?ID=721
39
TameCantrip1
Auditory,Cantrip,Enchantment,Mental
occult,primalTwo Actionssomatic,verbal10 feet
1 non-hostile domesticated animal
None1 minuteWillFALSE
As you make comforting sounds and gestures, you approach the target in a friendly manner combining caution and confidence. You improve the targets attitude to you by one step (unfriendly to neutral, neutral to friendly, friendly to helpful) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day. This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM.
NoneNoneNoneNone
Heightened (3rd) The duration becomes 10 minutes,Heightened (6th) The duration becomes 1 hour
FALSEFALSEFALSE
Friendly,Helpful,Unfriendly
Secrets of Magic pg. 135
http://2e.aonprd.com/Spells.aspx?ID=1014
40
TanglefootCantrip1
Attack,Cantrip,Conjuration,Plant
arcane,primalnymphTwo Actionssomatic,verbal30 feet1 creatureNoneNoneNoneFALSE
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
The target gains the immobilized condition and takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
The target takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
The target is unaffected.
None
Heightened (2nd) The effects last for 2 rounds,Heightened (4th) The effects last for 1 minute
FALSEFALSEFALSE
Core Rulebook pg. 377
http://2e.aonprd.com/Spells.aspx?ID=330
41
Telekinetic Projectile
Cantrip1
Attack,Cantrip,Evocation
arcane,occultTwo Actionssomatic,verbal30 feet1 creatureNoneNoneNoneTRUE
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage--as appropriate for the object you hurled--equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
You deal double damage.
You deal full damage.
NoneNone
Heightened (+1) The damage increases by 1d6
FALSETRUEFALSE
Core Rulebook pg. 377
http://2e.aonprd.com/Spells.aspx?ID=334
42
Wash Your Luck
Cantrip1
Abjuration,Cantrip,Fortune
divine,occultTwo Actionssomatic,verbalNoneNoneNone1 minuteNoneFALSE
Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck. Once during the spells duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.
NoneNoneNoneNoneFALSEFALSEFALSE
Secrets of Magic pg. 140
http://2e.aonprd.com/Spells.aspx?ID=1031
43
Acidic BurstSpell1Acid,Evocationarcane,primalGeryonTwo Actionssomatic,verbalNoneNone
5-foot emanation
Nonebasic ReflexFALSE
You create a shell of acid around yourself that immediately bursts outward, dealing 2d6 acid damage to each creature in the area.
NoneNoneNoneNone
Heightened (+1) The damage increases by 2d6
FALSETRUEFALSE
Gods & Magic pg. 106
http://2e.aonprd.com/Spells.aspx?ID=565
44
Admonishing Ray
Spell1
Attack,Necromancy,Nonlethal
arcane,divineTwo Actionssomatic,verbal60 feet1 creatureNoneNoneNoneTRUE
A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals 2d6 bludgeoning damage.
The target takes double damage.
The target takes full damage.
NoneNone
Heightened (+1) The damage increases by 2d6
FALSETRUEFALSE
Pathfinder #158: Sixty Feet Under pg. 76
http://2e.aonprd.com/Spells.aspx?ID=820
45
AgitateSpell1
Enchantment,Mental,Nonlethal
arcane,occultAlglenweisTwo Actionssomatic,verbal30 feet1 creatureNonevariesWillFALSE
You send the targets mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage that turn; The GM might decide to add additional move actions to the list for creatures who possess only a more unusual form of movement. The duration of this effect depends on the targets Will save.
The spell has no effect.
The duration is 1 round.
The duration is 2 rounds.
The duration is 4 rounds.
Heightened (+1) The damage increases by 2d8
FALSETRUEFALSE
Gods & Magic pg. 106
http://2e.aonprd.com/Spells.aspx?ID=566
46
Air BubbleSpell1Air,Conjuration
arcane,divine,primal
Reactionverbal60 feet
the triggering creature
None1 minuteNoneFALSE
A bubble of pure air appears around the targets head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.
NoneNoneNoneNoneFALSEFALSEFALSE
Core Rulebook pg. 316
http://2e.aonprd.com/Spells.aspx?ID=5
47
AirburstSpell1
Uncommon,Air,Evocation
arcane,primalSingle ActionverbalNone
all creatures and unattended objects in the area
5-foot emanation;
NoneFortitudeFALSE
A blast of wind wildly pushes everything nearby. Unattended objects of 1 Bulk or less are pushed 5 feet away from you. Large or smaller creatures must attempt a Fortitude save.
The creature is unaffected.
The creature takes a -2 status penalty to checks made during its reactions until the end of your turn.
As success, and the creature is <a style="text-decoration:underline" href="Rules.aspx?ID=451">pushed</a> 5 feet away from you.
The creature is pushed 5 feet away from you and cant use reactions until the end of your turn.
Heightened (4th) Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet
FALSEFALSEFALSE
Pathfinder #169: Kindled Magic pg. 76
http://2e.aonprd.com/Spells.aspx?ID=857
48
AlarmSpell1Abjuration
arcane,divine,occult,primal
10 minutes
material,somatic,verbal
touchNone20-foot burst8 hoursNoneFALSE
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spells area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spells DC or trigger the spell when moving into the area.
NoneNoneNoneNone
Heightened (3rd) You can specify criteria for which creatures sound the alarm spell--for instance, orcs or masked people
FALSEFALSEFALSE
Core Rulebook pg. 317
http://2e.aonprd.com/Spells.aspx?ID=7
49
Animal AlliesSpell1ConjurationprimalTwo Actionssomatic,verbalNoneNone
5-foot emanation
Nonebasic ReflexFALSE
You summon tiny, ordinary animals from the environment, such as insects, birds, or fish, to quickly lash out at nearby foes. The animals swarm around the creatures in the area, dealing each of them 3d4 piercing damage with a basic Reflex save.
NoneNoneNoneNoneFALSETRUEFALSE
Secrets of Magic pg. 89
http://2e.aonprd.com/Spells.aspx?ID=863
50
Animate DeadSpell1Necromancy
arcane,divine,occult
Three Actions
material,somatic,verbal
30 feetNoneNone
sustained up to 1 minute
NoneFALSE
Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is -1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.
NoneNoneNoneNoneFALSEFALSEFALSE
Advanced Players Guide pg. 214
http://2e.aonprd.com/Spells.aspx?ID=666
51
Animate RopeSpell1Transmutationarcane,occultTwo Actionssomatic,verbal100 feet
up to 50 feet of rope or a nonliving rope-like object
None
sustained up to 1 minute
NoneFALSE
You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell.Bind (attack) The rope attempts to partially bind a creature. Attempt a spell attack roll against the targets Reflex DC. If you succeed, the target takes a -10-foot circumstance penalty to its Speed (-20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.)Coil The rope forms a tidy, coiled stack.Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesnt need to be horizontal.Knot The rope ties a sturdy knot in itself.Loop The rope forms a simple loop at one or both ends, or straightens itself back out.Tie The rope ties itself around a willing creature or an object thats unattended or attended by a willing creature.Undo The rope undoes one of its knots, ties, or bindings.
NoneNoneNoneNone
Heightened (+2) The range increases by 50 feet, and you can animate 50 more feet of rope
FALSEFALSEFALSEBroken
Advanced Players Guide pg. 214
http://2e.aonprd.com/Spells.aspx?ID=667
52
Ant HaulSpell1Transmutationarcane,primal
Balumbdar,Droskar,Dwarven Pantheon,Kurgess
Two Actionssomatic,verbaltouch1 creatureNone8 hoursNoneFALSE
You reinforce the targets musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
NoneNoneNoneNoneFALSEFALSEFALSEEncumbered
Core Rulebook pg. 318
http://2e.aonprd.com/Spells.aspx?ID=13
53
Anticipate Peril
Spell1Divinationarcane,occult
Alseta,Erecura,Grundinnar,Irez,Magdh,Shyka,The Freeing Flame
Two Actionssomatic,verbal30 feet1 creatureNone10 minutesNoneFALSE
You grant the target brief foresight. The target gains a +1 status bonus to its next initiative roll, after which the spell ends.
NoneNoneNoneNone
Heightened (+2) The status bonus increases by 1, to a maximum of +4 at 7th level
FALSEFALSEFALSE
Gods & Magic pg. 107
http://2e.aonprd.com/Spells.aspx?ID=568
54
BaneSpell1
Enchantment,Mental
divine,occultTwo Actionssomatic,verbalNoneNone
5-foot emanation
1 minuteWillFALSE
You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a -1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanations radius by 5 feet and force enemies in the area that werent yet affected to attempt another saving throw. Bane can counteract bless.
NoneNoneNoneNoneFALSEFALSETRUE
Core Rulebook pg. 320
http://2e.aonprd.com/Spells.aspx?ID=18
55
BefuddleSpell1
Emotion,Enchantment,Mental
arcaneTwo Actionssomatic,verbal30 feet1 creatureNone1 roundWillFALSE
You sow seeds of confusion in your target's mind, causing their actions and thoughts to become clumsy.Critical Failure The target is clumsy 3, stupefied 3, and confused.
The target is unaffected.
The target is <a style="text-decoration:underline" href="Conditions.aspx?ID=3">clumsy 1</a> and <a style="text-decoration:underline" href="Conditions.aspx?ID=37">stupefied 1</a>.
The target is clumsy 2 and stupefied 2.
NoneFALSEFALSEFALSE
Clumsy,Stupefied,Confused
Gods & Magic pg. 107
http://2e.aonprd.com/Spells.aspx?ID=569
56
Biting WordsSpell1
Attack,Auditory,Evocation,Linguistic,Sonic
occultTwo Actionssomatic,verbalNoneNoneNone1 minuteNoneTRUE
You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends. When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).
NoneNoneNoneNone
Heightened (+1) The damage increases by 2d6
FALSETRUEFALSE
Secrets of Magic pg. 90
http://2e.aonprd.com/Spells.aspx?ID=868
57
BlessSpell1
Enchantment,Mental
divine,occultTwo Actionssomatic,verbalNoneNone
5-foot emanation
1 minuteNoneFALSE
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanations radius by 5 feet. Bless can counteract bane.
NoneNoneNoneNoneFALSEFALSETRUE
Core Rulebook pg. 321
http://2e.aonprd.com/Spells.aspx?ID=25
58
BreadcrumbsSpell1Abjuration
arcane,divine,occult,primal
1 minute
material,somatic,verbal
touch
1 willing creature
None1 hourNoneFALSE
You protect your target from going astray in hostile territory by tracking where its already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spells duration. This trail doesnt denote the direction or the order of its path--it merely indicates where the target has moved during the spells duration.
NoneNoneNoneNone
Heightened (2nd) The duration increases to 8 hours,Heightened (3rd) The duration increases to last until your next daily preparations
FALSEFALSEFALSEHostile
Secrets of Magic pg. 92
http://2e.aonprd.com/Spells.aspx?ID=876
59
Burning HandsSpell1Evocation,Firearcane,primal
Angradd,Chohar,Lady Nanbyo,Moloch,Nurgal,Ra,Rovagug,Sarenrae,Szuriel,Walkena,Ymeri
elemental,phoenix
Two Actionssomatic,verbalNoneNone15-foot coneNonebasic ReflexFALSE
Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.
NoneNoneNoneNone
Heightened (+1) The damage increases by 2d6
FALSETRUEFALSE
Core Rulebook pg. 322
http://2e.aonprd.com/Spells.aspx?ID=30
60
CharmSpell1
Emotion,Enchantment,Incapacitation,Mental
arcane,occult,primal
Ardad Lili,Asmodeus,Belial,Calistria,Hathor,Nalinivati,Ravithra,Sturovenen,The Green Mother,Zura
diabolic,fey,nymph
Two Actionssomatic,verbal30 feet1 creatureNone1 hourWillFALSE
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesnt necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
The target is unaffected and aware you tried to charm it.
The target is unaffected but thinks your spell was something harmless instead of <i>charm</i>, unless it identifies the spell (see <a style="text-decoration:underline" href="Rules.aspx?ID=298">Identifying Spells</a>).
The targets attitude becomes friendly toward you. If it was friendly, it becomes helpful. It cant use hostile actions against you.
The targets attitude becomes helpful toward you, and it cant use hostile actions against you.
Heightened (4th) The duration lasts until the next time you make your daily preparations,Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures
FALSEFALSEFALSEHostile
Core Rulebook pg. 322
http://2e.aonprd.com/Spells.aspx?ID=34
61
Chilling SpraySpell1Cold,Evocationarcane,primalKostchtchieTwo Actionssomatic,verbalNoneNone15-foot coneNoneReflexFALSE
A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save.
The creature is unaffected.
The creature takes half damage.
The creature takes full damage and takes a -5-foot status penalty to its Speeds for 2 rounds.
The creature takes double damage and takes a -10-foot status penalty to its Speeds for 2 rounds.
Heightened (+1) The damage increases by 2d4
FALSETRUEFALSE
Advanced Players Guide pg. 217
http://2e.aonprd.com/Spells.aspx?ID=678
62
Color SpraySpell1
Illusion,Incapacitation,Visual
arcane,occultPulura,ShelynTwo Actionssomatic,verbalNoneNone15-foot cone
1 or more rounds (see below)
WillFALSE
Swirling colors affect viewers based on their Will saves.Critical Failure The creature is stunned for 1 round and blinded for 1 minute.
The creature is unaffected.
The creature is dazzled for 1 round.
The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
NoneFALSEFALSEFALSE
Blinded,Stunned
Core Rulebook pg. 324
http://2e.aonprd.com/Spells.aspx?ID=44
63
CommandSpell1
Auditory,Enchantment,Linguistic,Mental
arcane,divine,occult
Two Actionssomatic,verbal30 feet1 creatureNone
until the end of the targets next turn
WillFALSE
You shout a command thats hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what its holding, drop prone, or stand in place. It cant Delay or take any reactions until it has obeyed your command. The effects depend on the targets Will save.
None
The creature is unaffected.
For the first action on its next turn, the creature must use a single action to do as you command.
The target must use all its actions on its next turn to obey your command.
Heightened (5th) You can target up to 10 creatures
FALSEFALSEFALSEFleeing,Prone
Core Rulebook pg. 325
http://2e.aonprd.com/Spells.aspx?ID=45
64
Concordant Choir
Spell1
Evocation,Sonic
divine,occult
Single Action to Three Actions
30 feetvariesNoneNone
basic Fortitude
FALSE
You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters. (verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save. (somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save. (material, somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.
NoneNoneNoneNone
Heightened (+1) The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions
FALSETRUEFALSE
Secrets of Magic pg. 96
http://2e.aonprd.com/Spells.aspx?ID=886
65
Create WaterSpell1
Conjuration,Water
arcane,divine,primal
Two Actionssomatic,verbal0 feetNoneNoneNoneNoneFALSE
As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it evaporates after 1 day.
NoneNoneNoneNoneFALSEFALSEFALSE
Core Rulebook pg. 326
http://2e.aonprd.com/Spells.aspx?ID=53
66
Déjà VuSpell1
Enchantment,Incapacitation,Mental
arcane,occultTwo Actionssomatic,verbal100 feet1 creatureNone2 roundsWillFALSE
You loop a thought process in the targets mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn. If the target cant repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes stupefied 1 until the end of its turn.
NoneNoneNoneNoneFALSEFALSEFALSEStupefied
Advanced Players Guide pg. 218
http://2e.aonprd.com/Spells.aspx?ID=684
67
Detect Alignment
Spell1
Uncommon,Detection,Divination
divine,occultTwo Actionssomatic,verbalNoneNone
30-foot emanation
NoneNoneFALSE
Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects youre aware have that alignment. Only creatures of 6th level or higher--unless divine spellcasters, undead, or beings from the Outer Sphere--have alignment auras.
NoneNoneNoneNone
Heightened (2nd) You learn each auras location and strength,Alignment AuraThe strength of an alignment aura depends on the level of the creature, item, or spell, The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example)
FALSEFALSEFALSE
Core Rulebook pg. 328
http://2e.aonprd.com/Spells.aspx?ID=65
68
Detect PoisonSpell1
Uncommon,Detection,Divination
divine,primalTwo Actionssomatic,verbal30 feet
1 object or creature
NoneNoneNoneFALSE
You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain substances, like lead and alcohol, are poisons and so mask other poisons.
NoneNoneNoneNone
Heightened (2nd) You learn the number and types of poison
FALSEFALSEFALSE
Core Rulebook pg. 328
http://2e.aonprd.com/Spells.aspx?ID=67
69
Disrupting Weapons
Spell1
Necromancy,Positive
divineTwo Actionssomatic,verbaltouch
up to two weapons, each of which must be wielded by you or a willing ally, or else unattended
None1 minuteNoneFALSE
You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.
NoneNoneNoneNone
Heightened (3rd) The damage increases to 2d4 damage,Heightened (5th) Target up to three weapons, and the damage increases to 3d4 damage
FALSETRUEFALSE
Core Rulebook pg. 331
http://2e.aonprd.com/Spells.aspx?ID=80
70
Draw IreSpell1
Emotion,Enchantment,Mental
arcane,occultTwo Actionssomatic,verbal120 feet1 creatureNone1 minuteWillFALSE
You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a -1 status penalty to attack rolls against creatures other than you. The creature must attempt a Will saving throw.
The target is unaffected.
The target takes half damage and the penalty. The spell ends at the end of the targets next turn.
The target takes full damage and the penalty.
The target takes double damage, and the status penalty is -2.
Heightened (+1) The damage increases by 1d10
FALSETRUEFALSE
Secrets of Magic pg. 101
http://2e.aonprd.com/Spells.aspx?ID=897
71
Echoing Weapon
Spell1
Evocation,Sonic
arcane,divine,occult
Two Actionssomatic,verbaltouch1 weaponNone1 minuteNoneFALSE
You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic damage if the wielder hits with four Strikes).
NoneNoneNoneNone
Heightened (+2) The sonic damage increases by 1 per Strike (and the maximum damage increases by 4)
FALSETRUEFALSE
Secrets of Magic pg. 101
http://2e.aonprd.com/Spells.aspx?ID=899
72
EndureSpell1
Enchantment,Mental
arcane,occult
Arazni,Folgrit,Narakaas,Trudd
Single Actionsomatictouch1 creatureNone1 roundNoneFALSE
You invigorate the touched creature's mind and urge it to press on. You grant the touched creature 5 temporary Hit Points.
NoneNoneNoneNone
Heightened (+1) Increase the temporary Hit Points by 5
TRUEFALSEFALSE
Gods & Magic pg. 107
http://2e.aonprd.com/Spells.aspx?ID=573
73
Exchange Image
Spell1
Uncommon,Illusion,Visual
arcane,occultTwo Actionssomatic,verbaltouch
you and 1 other humanoid
NonevariesWillFALSE
To mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending on the result of the target's Will saving throw. Willing and unconscious targets automatically critically fail this saving throw.Critical Failure As success, but the duration is 24 hours.
No effect.
You take on the target's appearance, and they take yours. This has the same effects as a 1st-level <a style="text-decoration:underline" href="Spells.aspx?ID=159"><i>illusory disguise</i></a> spell, except that the target can't <a style="text-decoration:underline" href="Actions.aspx?ID=74">Dismiss</a> the disguise. The duration is 1 minute or until Dismissed.
As success, but the duration is 1 hour or until Dismissed.
NoneFALSEFALSEFALSEUnconscious
Pathfinder #147: Tomorrow Must Burn pg. 73
http://2e.aonprd.com/Spells.aspx?ID=549
74
FearSpell1
Emotion,Enchantment,Fear,Mental
arcane,divine,occult,primal
Dhalavei,Kelizandri
demonicTwo Actionssomatic,verbal30 feet1 creatureNonevariesWillFALSE
You plant fear in the target; it must attempt a Will save.
The target is unaffected.
The target is frightened 1.
The target is frightened 2.
The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures
FALSEFALSEFALSE
Core Rulebook pg. 337
http://2e.aonprd.com/Spells.aspx?ID=110
75
Feather FallSpell1Abjurationarcane,primal
Adanye,Maat,Ylimancha
Reactionverbal60 feet
1 falling creature
None1 minuteNoneFALSE
You cause the air itself to arrest a fall. The targets fall slows to 60 feet per round, and the portion of the fall during the spells duration doesnt count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.
NoneNoneNoneNoneFALSETRUEFALSE
Core Rulebook pg. 337
http://2e.aonprd.com/Spells.aspx?ID=111
76
Fleet StepSpell1Transmutationarcane,primal
Baalzebul,Cayden Cailean,Chaldira,Lahkgya,Uvuko,Yog-Sothoth
Two Actionssomatic,verbalNoneNoneNone1 minuteNoneFALSE
You gain a +30-foot status bonus to your Speed.
NoneNoneNoneNoneFALSEFALSEFALSE
Core Rulebook pg. 338
http://2e.aonprd.com/Spells.aspx?ID=122
77
Floating DiskSpell1
Conjuration,Force
arcane,occult
Casandalee,Horus
Two Actionssomatic,verbalNoneNoneNone8 hoursNoneFALSE
A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends. The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.
NoneNoneNoneNoneFALSEFALSEFALSE
Core Rulebook pg. 339
http://2e.aonprd.com/Spells.aspx?ID=124
78
FriendfetchSpell1
Uncommon,Evocation,Force
arcane,occultTwo Actionssomatic,verbal30 feet
1 or 2 willing creatures
NoneNoneNoneFALSE
You shoot out ephemeral, telekinetic strands that drag each target directly toward you, stopping in the closest unoccupied space to you in this path. This is forced movement.
NoneNoneNoneNoneFALSEFALSEFALSE
Pathfinder #169: Kindled Magic pg. 77
http://2e.aonprd.com/Spells.aspx?ID=860
79
Goblin PoxSpell1
Disease,Necromancy
arcane,primal
Apollyon,Ghlaunder,Urgathoa
Two Actionssomatic,verbaltouch1 creatureNoneNoneFortitudeFALSE
Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.Goblin Pox (disease); Level 1. Goblins and goblin dogs are immune. Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 1 and the creature cant reduce its sickened value below 1 (1 day)
The target is unaffected.
The target is sickened 1.
The target is afflicted with goblin pox at stage 1.
The target is afflicted with goblin pox at stage 2.
FALSEFALSEFALSESlowed
Core Rulebook pg. 341
http://2e.aonprd.com/Spells.aspx?ID=139
80
Gravitational Pull
Spell1Evocationarcane,occult
Single Action to Three Actions
30 feet1 creatureNoneNoneFortitudeFALSE
By suddenly altering gravity, you pull the target toward you. The target is pulled 10 feet closer to you unless it succeeds at a Fortitude save. On a critical failure, its also knocked prone. The effects of this spell change depending on the number of actions you spend when you Cast this Spell. (somatic) The spell targets one creature. (somatic, verbal) The spell targets one creature and pulls the target 20 feet instead of 10. (material, somatic, verbal) The spell targets up to 5 creatures.
NoneNoneNoneNoneFALSEFALSEFALSEProne
Secrets of Magic pg. 109
http://2e.aonprd.com/Spells.aspx?ID=921
81
GreaseSpell1Conjurationarcane,primalTrelmarixianTwo Actionssomatic,verbal30 feet
1 object of Bulk 1 or less
4 contiguous 5-foot squares or;
1 minuteFortitudeFALSE
You conjure grease, with effects based on choosing area or target. Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spells duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesnt have to attempt a check or save. Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GMs choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
NoneNoneNoneNoneFALSEFALSEFALSEProne
Core Rulebook pg. 342
http://2e.aonprd.com/Spells.aspx?ID=140
82
Grim TendrilsSpell1
Necromancy,Negative
arcane,occult
Charon,Fumeiyoshi,Nhimbaloth,Nyarlathotep (Haunter in the Dark),Treerazer
shadowTwo Actionssomatic,verbalNoneNone30-foot lineNoneFortitudeFALSE
Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.
The creature is unaffected.
The creature takes half the negative damage and no persistent bleed damage.
The creature takes full damage.
The creature takes double negative damage and double persistent bleed damage.
Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1
FALSETRUEFALSE
Core Rulebook pg. 342
http://2e.aonprd.com/Spells.aspx?ID=141
83
Gust of WindSpell1Air,Evocationarcane,primal
Gozreh,Hei Feng,Hshurha,Pazuzu,Sky Keepers
Two Actionssomatic,verbalNoneNone60-foot line
until the start of your next turn
FortitudeFALSE
A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the lines opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.Critical Failure The creature is pushed 30 feet in the winds direction, knocked prone, and takes 2d6 bludgeoning damage.
The creature is unaffected.
The creature cant move against the wind.
The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead.
NoneFALSETRUEFALSEProne
Core Rulebook pg. 342
http://2e.aonprd.com/Spells.aspx?ID=143
84
HarmSpell1
Necromancy,Negative
divineundead
Single Action to Three Actions
varies
1 living creature or 1 willing undead creature
NoneNoneFortitudeFALSE
You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. (somatic) The spell has a range of touch. (somatic, verbal) The spell has a range of 30 feet. If youre healing an undead creature, increase the Hit Points restored by 8. (material, somatic, verbal) You disperse negative energy in a 30-foot emanation. This targets all living and undead creatures in the area.
NoneNoneNoneNone
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8
TRUETRUEFALSE
Core Rulebook pg. 343
http://2e.aonprd.com/Spells.aspx?ID=146
85
HealSpell1
Healing,Necromancy,Positive
divine,primal
angelic,psychopomp
Single Action to Three Actions
varies
1 willing living creature or 1 undead
NoneNoneFortitudeFALSE
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. (somatic) The spell has a range of touch. (somatic, verbal) The spell has a range of 30 feet. If youre healing a living creature, increase the Hit Points restored by 8. (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
NoneNoneNoneNone
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8
TRUETRUEFALSE
Core Rulebook pg. 343
http://2e.aonprd.com/Spells.aspx?ID=148
86
Horizon Thunder Sphere
Spell1
Attack,Electricity,Evocation
arcane,primalTwo Actionsvaries1 creatureNoneNoneReflexTRUE
You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your targets AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. (somatic, verbal) This spell has a range of 30 feet. (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.
NoneNoneNoneNone
Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while youre in your sparking state increases by 1
FALSETRUEFALSEDazzled
Secrets of Magic pg. 110
http://2e.aonprd.com/Spells.aspx?ID=927
87
Hydraulic PushSpell1
Attack,Evocation,Water
arcane,primal
Besmara,Dagon,Hanspur,Lysianassa,Ragadahn,Sobek
Two Actionssomatic,verbal60 feet
1 creature or unattended object
NoneNoneNoneTRUE
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
NoneNone
Heightened (+1) The damage increases by 2d6
FALSEFALSEFALSE
Core Rulebook pg. 344
http://2e.aonprd.com/Spells.aspx?ID=154
88
Ill OmenSpell1
Curse,Divination,Misfortune
occult
Ahriman,Azathoth,Gyronna,Imot,Lubaiko,Sifkesh,Zyphus
Two Actionssomatic,verbal30 feet1 creatureNone1 roundWillFALSE
The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.Critical Failure Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
None
The target is unaffected.
The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
NoneFALSEFALSEFALSE
Advanced Players Guide pg. 221
http://2e.aonprd.com/Spells.aspx?ID=696
89
Illusory Disguise
Spell1Illusion,Visualarcane,occult
Hastur,Likha,Mahathallah,Nivi Rhombodazzle,Norgorber,Sivanah,The Lantern King
hag,genieTwo Actionssomatic,verbalNoneNoneNone1 hourNoneFALSE
You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself. The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesnt change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance. Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if youre untrained. You can Dismiss this spell.
NoneNoneNoneNone
Heightened (2nd) The spell also disguises your voice and scent, and it gains the auditory and olfactory traits,Heightened (3rd) You can appear as any creature of the same size, even a specific individual, You must have seen an individual to take on their appearance, The spell also disguises your voice and scent, and it gains the auditory trait
FALSEFALSEFALSE
Core Rulebook pg. 345
http://2e.aonprd.com/Spells.aspx?ID=159
90
Illusory ObjectSpell1Illusion,Visualarcane,occultAbadarTwo Actionssomatic,verbal500 feetNone20-foot burst10 minutesNoneFALSE
You create an illusory visual image of a stationary object. The entire image must fit within the spells area. The object appears to animate naturally, but it doesnt make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent. Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
NoneNoneNoneNone
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch, The spell gains the auditory and olfactory traits, The duration increases to 1 hour,Heightened (5th) As the 2nd-level version, but the duration is unlimited
FALSEFALSEFALSE
Core Rulebook pg. 345
http://2e.aonprd.com/Spells.aspx?ID=160
91
Imprint Message
Spell1DivinationoccultTwo Actionssomatic,verbaltouch1 objectNoneNoneNoneFALSE
You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design. This imprinted sensation is revealed to a creature who casts object reading on the target object, replacing any emotional events the item was present for. If the object is in the area of a retrocognition spell, the imprinted messages appear as major events in the timeline, but they dont interfere with any other visions. If the object is targeted with read aura of a higher spell level than imprint message, the caster learns that the object has been magically modified. When you Cast this Spell, any prior vibrations placed on an object by previous castings of imprint message fade.
NoneNoneNoneNoneFALSEFALSEFALSE
Advanced Players Guide pg. 221
http://2e.aonprd.com/Spells.aspx?ID=698
92
Invisible ItemSpell1Illusionarcane,occultTwo Actions
material,somatic
touch1 objectNone1 hourNoneFALSE
You make the object invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead if they succeed. If the item is used as part of a hostile action, the spell ends after that hostile action is completed. Making a weapon invisible typically doesnt give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attackers hiding place unless the weapon returns to the attacker.
NoneNoneNoneNone
Heightened (3rd) The duration is until the next time you make your daily preparations,Heightened (7th) The duration is unlimited
FALSEFALSEFALSE
Hostile,Hidden,Undetected,Invisible
Advanced Players Guide pg. 221
http://2e.aonprd.com/Spells.aspx?ID=700
93
Item FacadeSpell1Illusion,Visualarcane,occultTwo Actionssomatic,verbaltouch
1 object no more than 10 feet by 10 feet by 10 feet
None1 hourNoneFALSE
You make the target object look and feel as though it were in much better or worse physical condition. When you cast this spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appears broken and shoddy. An intact item made to look better appears as though its brand new and highly polished or well maintained. A broken item appears to be intact and functional. Destroyed items cant be affected by this spell. A creature that Interacts with the item can attempt to disbelieve the illusion.
NoneNoneNoneNone
Heightened (2nd) The duration is 24 hours,Heightened (3rd) The duration is unlimited
FALSEFALSEFALSEBroken
Core Rulebook pg. 347
http://2e.aonprd.com/Spells.aspx?ID=166
94
JumpSpell1
Move,Transmutation
arcane,primal
Gogunta,Irori,Kabriri,Sun Wukong
Single ActionsomaticNoneNoneNoneNoneNoneFALSE
Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.
NoneNoneNoneNone
Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action
FALSEFALSEFALSE
Core Rulebook pg. 347
http://2e.aonprd.com/Spells.aspx?ID=167
95
Juvenile Companion
Spell1
Polymorph,Transmutation
primalTwo Actionssomatic,verbaltouch
your companion
None10 minutesNoneFALSE
You transform your companion into its juvenile form, such as a cub, foal, kitten, puppy, or piglet, making the target appear harmless. It becomes Tiny (if it was larger), and its reach is reduced to 0 feet. All of its Speeds are halved (to a minimum Speed of 5 feet), and it gains weakness 5 to physical damage. In all other ways, its abilities and statistics are unchanged. If your companion uses a hostile action, juvenile companion ends. This spell has no effect on a companion that doesnt have a juvenile form.
NoneNoneNoneNone
Heightened (2nd) The duration increases to 1 hour
FALSETRUEFALSEHostile
Secrets of Magic pg. 113
http://2e.aonprd.com/Spells.aspx?ID=938
96
Liberating Command
Spell1
Enchantment,Mental
occultRanginori,SheiSingle Actionverbal60 feet1 creatureNoneNoneNoneFALSE
You call out a liberating cry, urging an ally to break free of an effect that holds them in place. If the target is grabbed, immobilized, or restrained, it can immediately use a reaction to attempt to Escape.
NoneNoneNoneNoneFALSEFALSEFALSE
Grabbed,Immobilized,Restrained
Gods & Magic pg. 108
http://2e.aonprd.com/Spells.aspx?ID=580
97
LockSpell1Abjuration
arcane,divine,occult
Two Actionssomatic,verbaltouch
1 lock, or a door or container with a latch
None1 dayNoneFALSE
The targets latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door. If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.
NoneNoneNoneNone
Heightened (2nd) The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost
FALSEFALSEFALSE
Core Rulebook pg. 348
http://2e.aonprd.com/Spells.aspx?ID=174
98
LongstriderSpell1Transmutationarcane,primal
Barzahk,Dranngvit,Jaidz,The Path of the Heavens
Two Actionssomatic,verbalNoneNoneNone1 hourNoneFALSE
You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed.
NoneNoneNoneNone
Heightened (2nd) The duration increases to 8 hours
FALSEFALSEFALSE
Core Rulebook pg. 348
http://2e.aonprd.com/Spells.aspx?ID=175
99
Lose the PathSpell1
Illusion,Mental,Visual
occult,primalReactionsomatic60 feet
the triggering creature
NoneNoneWillFALSE
You surround a moving creature with lifelike illusions, shifting their perception of the terrain to subtly lead them off course. The target must attempt a Will save. Regardless of the result, the creature is immune to lose the path for 1 hour.Critical Failure As failure, except that you determine where the target moves during the Stride, though you cant move it into hazardous terrain or to a place it cant stand.
None
The creature is unaffected.
The creature treats all squares as difficult terrain for its Stride.
NoneFALSEFALSEFALSE
Secrets of Magic pg. 113
http://2e.aonprd.com/Spells.aspx?ID=940
100
Mage ArmorSpell1Abjurationarcane,occult
Arshea,Demon Bringers,Kazutal,Lymnieris,Milani,Valmallos,Wadjet
wyrmblessedTwo Actionssomatic,verbalNoneNoneNone
until the next time you make your daily preparations
NoneFALSE
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.
NoneNoneNoneNone
Heightened (4th) You gain a +1 item bonus to saving throws,Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws,Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws,Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws
FALSEFALSEFALSE
Core Rulebook pg. 348
http://2e.aonprd.com/Spells.aspx?ID=176