With a pet Defender/Striker, a diverse spell list, and the Wild Shape ability, the Druid can fill nearly any role in the party except the Face. Eyebite: Target becomes panicked, sickened, and/or comatose. AuguryMF: Learns whether an action will be good or bad. Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save. Teleportation and interplanar travel blocked for 1 day/level. Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll. One subject/level takes only one action/round, 1 to, Targets are covered in mud that blinds them and acts like. Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purpose of casting a particular spell. You and an ally gain attack and AC bonuses. Ranged attacks against you have 20% miss chance. Deals 1d8 sonic damage to subjects; may stun them. column denotes a focus or material component not normally included in a spell component pouch. Cold darkness paralyzes and deals damage. Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). Spiritual Weapon: Magic weapon attacks on its own. As many as eight subjects travel to another plane. Explore properties. You radiate the unearthly grace of a nereid. ElementalistWizard Ultimate Combat, Alchemist Invisibility Purge: Dispels invisibility within 5 ft./level. First off, it's from the Conjuration school meaning it will ignore spell resistance like most spells in that tree. Knock: Opens locked or magically sealed door. Sell at the Open Gaming Store! Summon armor temporarily replacing your current attire. Misleads divinations for 1 creature or object. AwakenM: Animal or tree gains human intellect. Tentacles grapple all creatures within a 20-ft. spread. Spell List Index. Give yourself privacy by muffling sound leaving the area. Shatter: Sonic vibration damages objects or crystalline creatures. Prismatic Sphere: As prismatic wall, but surrounds on all sides. 7 Sentry Skull: Necromancy, Level 2. Pyrotechnics: Turns fire into blinding light or choking smoke. Confusion: Subjects behave oddly for 1 round/level. 2nd Level Teleportation CircleM: Teleports creatures inside circle. Eidolon cured 1d10 damage +1/level (max +5). Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). You instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. Detect Animals or Plants: Detects kinds of animals or plants. Calms creatures, negating emotion effects. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. Magic JarF: Enables possession of another creature. 2 people marked this as a favorite. You create a dimensional link with a targeted creature, and switch spots with it. Giant Form II: Turns you into a Huge giant. Summon Nature's Ally IX: Summons creature to fight. Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies. Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects. One or more plants animate and fight for you. Wall damages foes that try to enter, periodically launches lava at nearby targets. Spells by Class Bard Spells Cleric Spells Druid Spells Paladin Spells Ranger Spells Sorcerer/Wizard Spells Bard Spells 0-Level Bard Spells Dancing Lights: Creates torches or other lights. Undetectable Alignment: Conceals alignment from magical detection for 24 hours. Adamantine bullets intercept firearm attacks. Telekinesis: Moves object, attacks creature, or hurls object or creature. Gives subject SR 12 + your level vs. healing effects. Creates passage through wood or stone wall. Dimensional Anchor: Bars extradimensional movement. Object touched emanates bright light, granting. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). ContingencyF: Sets trigger condition for another spell. Instantly summons your eidolon for duration of spell. Iron Body: Your body becomes living iron. T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. Advanced Player's Guide Create Food and Water: Feeds three humans (or one horse)/level. | GumshoeSRD Bull's Strength, Mass: As bull's strength, affects 1 subject/level. Creates partially real double of a creature. Transfers your consciousness to an object bearing your likeness. Horrid Wilting: Deals 1d6/level damage within 30 ft. Form of the Dragon III: Turns you into a Huge dragon. False Life: Gain 1d10 temporary hp + 1/level (max +10). Cast touch healing spells from a distance. Passwall: Creates passage through wood or stone wall. Deals 1d8 damage + 1/level, affects 1 subject/level. Either: you attack adversaries of lower level with them; or. You launch a ball of webbing at a target, causes target to be affected as if by a. Scintillating Pattern: Twisting colors confuse, stun, or render unconscious. Mage Armor: Gives subject +4 armor bonus. Rays hit subjects with variety of effects. Antiplant Shell: Keeps animated plants at bay. The extra 10 minute duration can go to one of the four targets or it is wasted. Keen Edge: Doubles normal weapon's threat range. Targets are treated as mythic creatures for the duration of the spell. You can deliver an infusion, elixir, poison, or potion as a touch attack. Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically. Mage Armor if have Sylvan Great spell till you get bracers or if you have a monk. You gain an additional +1 on attack rolls or to AC due to battlefield positioning. +2 AC against attacks of opportunity and increases speed. Guidance: +1 on one attack roll, saving throw, or skill check. Elemental Body III: Turns you into a Large elemental. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky. Statue: Subject can become a statue at will. Baleful Polymorph: Transforms subject into harmless animal. You create a larger and far more menacing version of yourself. Order's Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels). Shout: Deafens all within cone and deals 5d6 sonic damage. Solid Fog: Blocks vision and slows movement. Undeath to DeathM: Destroys 1d4/level HD of undead (max. Incorporeal creatures stay 10 ft. away from you. Flame Arrow: Arrows deal +1d6 fire damage. Project your soul into an object, animating it. Direct a summoned monster as if you had summoned it. Raises ghasts, ghouls, mohrgs, or mummies from physical remains. When cast on a creature with negative energy affinity, the target is able to convert channeled positive energy into temporary hit points. Message: Whisper conversation at distance. ft./level of food or water. Guards and Wards: Array of magic effects protect area. Polymorph, Greater: Gives one willing subject a new, more powerful form. This is a level 6 spell, that acts pretty much like False life. One touch/level deals 1d6 damage and possibly 1. Tongues: Speak and understand any language. Interposing Hand: Hand provides cover against 1 opponent. Stone Tell: Talk to natural or worked stone. 7th Level This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy . You gain +1 per three levels on attack and damage rolls. Slay Living: Touch attack deals 12d6 + 1 per level. Remove Disease: Cures all diseases affecting subject. Death Ward: Grants bonuses against death spells and negative energy. Your glowing body dazzles or blinds others. Targeted robot transforms into a magical construct instead of a technological one. Spiritualist Brings dead subject back in a random body. Entropic Shield: Ranged attacks against you have 20% miss chance. Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain. Grant the target a dodge bonus to its AC against attacks from larger creatures. Animate Rope: Makes a rope move at your command. Necromancy Get this into all of the cells, then drag it down! Light wind protects one target from clouds, gases, heat, and vapors. Target takes a 20 penalty on its next attack roll or check. Remove a piece of knowledge from your mind. Occultist Creates new sounds or changes existing ones into new sounds. Saves: Good Fortitude and Reflex saves, and with enough Wisdom to fuel the Ranger's spells, . A stream of wind causes nonlethal damage and can knock down or push creatures. Target loses a 5th-level prepared spell or spell slot. Target is permanently shaken and sickened, and may gain a spellblight. Target cannot use hero points for the duration of the spell. | Five Torches Deep SRD Large hand provides cover, pushes, or crushes your foes. You gain two additional attacks of opportunity for 1 round. Empowers bombs you throw to deal more damage to a single creature. TransformationM: You gain combat bonuses. If you fail the check, you lose the spell without effect. Target gains paladin abilities for 1 round/level. Daze: Humanoid creature of 4 HD or less loses next action. Wizards are the most iconic arcane spellcasters . Phantom dog can guard a location and attack intruders. Holy Smite: Harms and possibly blinds evil creatures (1d8 damage/2 levels). Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list. Plant an idea, concept, or suspicion in the mind of the subject. Object sheds supernatural shadow in 60-ft. radius. Harms and slows lawful creatures (1d8 damage/2 levels). Blindness/Deafness: Makes subject blinded or deafened. Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Transfer spell knowledge from target to you. Symbol of InsanityM: Triggered rune renders nearby creatures insane. | Cepheus SRD You take the form and some of the powers of a Small or Medium animal. Levitate: Subject moves up and down at your direction. Ultimate Magic Your focus becomes a magical cannon that fires on its own. Planar AllyM: As lesser planar ally, but up to 12 HD. Summon Monster II: Summons extraplanar creature to fight for you. Cures 5d8 damage + 1/level and restores life to recently slain creatures. Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. | d20PFSRD Captivates all within 100 ft. + 10 ft./level. Magic Fang, Greater: One natural weapon gets + 1/four levels (max. Add a thought component to all of the target's spells. Travel to Ethereal Plane with companions. Unholy AuraF: +4 to AC, +4 resistance, and SR 25 against good spells. Wards a creature from attacks by technological items and robots, mental control from technological sources. Wall of Ice: Ice plane creates wall or hemisphere creates dome. Creatures that pass through a translucent wall are blinded or deafened. You become one with the city around you, allowing you to move more easily through its crowds and buildings. Grapple incorporeal creatures and deal damage equal to 1d8 + Wis modifier. Dispel Chaos/Evil/Good/Law: +4 bonus against attacks. 299 4.0. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects. | Here Be Monsters Masterwork ice dagger deals +1 cold damage. 20d4). False Grace. Summons elemental creature to fight for you. Continual FlameM: Makes a permanent, heatless light. Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud. Hold Person: Paralyzes one humanoid for 1 round/level. Shield of Faith: Aura grants +2 or higher deflection bonus. You change the coloration of yourself and your equipment to match that of your surroundings. You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun. Symbol of PersuasionM: Triggered rune charms creatures. Phase Door: Creates an invisible passage through a barrier. Programmed ImageM: As major image, plus triggered by event. Cone of silver darts deals 1d6 piercing damage/level, more against unarmored targets. Sonic wall deflects and damages creatures. Paralyzes one humanoid for 1 round/level. Summon Nature's Ally VIII: Summons creature to fight. What is it about damage spells in pathfinder 2e that's considered 'weak'? Creature moves at half speed, takes penalties, and has trouble casting spells. Symbol of WeaknessM: Triggered rune weakens nearby creatures. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. What is Fandom? Make a normal item into a masterwork one. Sends vision dealing 1d10 damage, fatigue. | 13th Age SRD Improves one specific element of a trap chosen at the time of casting. Whisper sickens evil creatures, gives good creatures bonuses. Swap minds with another creature forever. Barkskin: Grants +2 (or higher) enhancement to natural armor. Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels). Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. Conjuration Raise DeadM: Restores life to subject who died as long as one day/level ago. Prevent the target from using its skill ranks, spells, feats, and abilities. Subject shines and gets +1/four levels on all saves. Harden the air around the target into jagged invisible blades. Target takes a 4 penalty against poison. Detect Magic: Detects spells and magic items within 60 ft. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Gain a +2 circumstance bonus on grapples and Escape Artist checks, and a bonus to CMD against grapples, and reduce falling damage by 20 feet. Divination Makes one type of terrain appear like another (field as forest, or the like). | Heroes and Monsters SRD Darkness: 20-ft. radius of supernatural shadow. Druid Contents [ show] Spell Level 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 Third Party Druid Spells Spells Filter Druid Spell List Filter. Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round. by sirleadhead Wizard spell picking advice: Top ten spells! Creatures are shaken and take Wis damage. Cube or cage of force imprisons all inside. Read a creature's or an object's alignment, emotion, health, and magic auras. Move Earth: Digs trenches and builds hills. Replaces nonmagical ammunition every round. Calm Animals: Calms 2d4 + level HD of animals. Hold Person, Mass: As hold person, but all within 30 ft. Insanity: Subject suffers continuous confusion. Natural attacks damage as two sizes bigger. Attackers' weapons stick to your gluey blood. Changes one page to hide its real content. Harm: Deals 10 points/level damage to target. Turns centipedes, scorpions, or spiders into giant vermin. Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. You randomly vanish and reappear for 1 round per level. Subject is invisible for 1 min./level or until it attacks. RefugeM: Alters item to transport its possessor to your abode. You can communicate with any creature that is not mindless. Transport via Plants: Move instantly from one plant to another of the same kind. Heat Metal: Makes metal so hot it damages those who touch it. Summon Monster IX: Summons extraplanar creature to fight for you. Fills area with negative energy, making undead stronger. Reveals creatures, spells, or objects of selected alignment. Modify Memory: Changes 5 minutes of subject's memories. Song of Discord: Forces targets to attack each other. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Touch attack deals 1d8 + 1/two levels damage. When you divide the duration, you must divide it as evenly as possible among the targets. Don't load up on more than about 1/4 of your top two level spells as incapacitation spells, in order to have the flexibility to handle above level . Gain skill bonuses when interacting with the target. Winds block vision and deal 3d6 damage per round. Finger of Death: Deals 10 damage/level to one subject. Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear. Subjects take 2 on attack rolls, damage rolls, saves, and checks. Dispels touched illusion or a creature's change in form. Forces target to move toward you and fight you. Prying Eyes, Greater: As prying eyes, but eyes have true seeing. Entangle: Plants entangle everyone in 40-ft. radius. Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil. Set the condition for triggering a target's readied standard, move, or swift action. Protection from Energy: Absorbs 12 points/level of damage from one kind of energy. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. If subject doesn't attack you it receives a penalty. Explore properties. Temporarily mitigates the fragile quality in targeted weapon or armor. Empowers or extends the effects of any potion or elixir. Gain bonuses on identifying and resisting spells associated with your spirits. Slashing weapon deals bleed damage to an opponent's head. Acorns and berries become grenades and bombs. Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets. Create Water: Creates 2 gallons/level of pure water. Cause creatures to hate one type of creature. Animals can't perceive one subject/level. Protection from SpellsMF: Confers +8 resistance bonus. You can only recharge one staff per day, so I'd limit the . Screen: Illusion hides area from vision and scrying. One animal/level gains advanced template. | Everyday Heroes SRD Produces a spider swarm that fights for you. Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects. Rainbow Pattern: Lights fascinate 24 HD of creatures. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. RepulsionF: Creatures can't approach you. Creature catches fire the next time it sleeps for an hour. Magus Target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water. Heroes' Feast: Food for one creature/level cures and grants combat bonuses. Touching the marked object or area turns one's skin red. Harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. | OGN Articles Create a masterwork weapon made of frozen unholy water. Transforms raw materials into finished items. Tree Shape: You look exactly like a tree for 1 hour/level. Fog obscures vision and fascinates living creatures. Grant benefits on future attempts after failed checks, and protect against fear and emotion effects. Touch attack deals 2d6 damage and staggers target. Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures. Masks a creature's or an object's alignment, emotion, health, and magic auras. Store a copy of your body in the Akashic Record, and restore yourself to that form upon your death. One natural weapon of subject creature gets +1 on attack and damage rolls. Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level. However, it affects all allies within a radius of 30 feet and grants them 3d10 + caster level temporary hit points. Make a creature become bestial and unintelligent. Projects you and others onto Astral Plane. Break Enchantment: Frees subjects from enchantments, transmutations, and curses. Dispel Magic, Greater: As dispel magic, but with multiple targets. Transforms wood into snakes to fight for you. Temporal StasisM: Puts subject into suspended animation. Grants target a +2 morale bonus on saving throws against fear effects. Chill Metal: Cold metal damages those who touch it. GateM: Connects two planes for travel or summoning. Detect Thoughts: Allows "listening" to surface thoughts. Major Image: As silent image, plus sound, smell, and thermal effects. Repel Metal or Stone: Pushes away metal and stone. Purpose: Single-target cold damage and control. Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance. Spell Lists List of Spells Alchemist Spells Bard Spells Cleric Spells Druid Spells Inquisitor Spells Magus Spells Paladin Spells Sundered item explodes, dealing 1d6 damage to adjacent creatures. A single evil creature takes more damage from creatures with a good aura. Feeblemind: Subject's Int and Cha drop to 1. Subscribe to the Open Gaming Network and get everything ad-free! Touch of Fatigue: Touch attack fatigues target. Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. Pyrotechnics: Turns fire into blinding light or thick smoke. Bard Traps extraplanar creature of 6 HD or less until it performs a task. Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. Planar Ally, GreaterM: As lesser planar ally, but up to 18 HD. . You can understand the responses given by birds. Shadowy duplicate starts a bardic performance. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Remove Paralysis: Frees creatures from paralysis or slow effect. Suppress emotion and fear effects in a 20-ft. radius as an immediate action. \$\begingroup\$ The interesting part is basically: "A typical damage spell deals 1 die of damage (typically a d6) per caster level for an arcane spell (for example, shocking grasp or fireball), or 1 die of damage (typically a d6, but sometimes a d8) per two caster levels for a divine spell (for example, searing light)." \$\endgroup\$ - Anne Aunyme Target is treated as a favored enemy type of your choice. Major Creation: As minor creation, plus stone and metal. Mage's Faithful Hound: Phantom dog can guard a location and attack intruders. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Suggestion: Compels a subject to follow stated course of action. Kills, paralyzes, staggers, or deafens nonlawful targets. Fear: Subjects within cone flee for 1 round/level. Single target cannot make attacks of opportunity for 1 round. Grants eidolon two evolutions with a total of 6 evolution points. Clenched Fist: Large hand provides cover, pushes, or attacks your foes. Target loses a 3rd-level prepared spell or spell slot. Purifies 1 cu. Undead don't attack you while under your command. Magic MouthM: Objects speaks once when triggered. Target takes 1d6 sonic/level and is stunned. Render a technological object or creature inert for 1 round/level. Summon Nature's Ally III: Summons creature to fight for you. Taking the bosses flank buddy/meat shield out of the combat is still highly effective. Hideous Laughter: Subject loses actions for 1 round/ level. Minor Creation: Creates one cloth or wood object. Cure Moderate Wounds: Cures 2d8 damage +1/level (max. Armor or shield gains +1 enhancement per four levels. Prayer: Allies get +1 bonus on most rolls, enemies 1 penalty. Symbol of DeathM: Triggered rune kills nearby creatures. Construct behaves oddly for 1 round/level. Water Breathing: Subjects can breathe underwater. You can pass a weaker version of your mutagen to another creature. Erase: Mundane or magical writing vanishes. Mage's Disjunction: Dispels magic, disenchants magic items. Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels. Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10). Creatures of same faith gain bonuses to AC and on saving throws. Target doesn't provoke attacks of opportunity with unarmed strikes. Creatures and Characters: The words "creature" and "character" are used synonymously in the short descriptions. Comprehend Languages: You understand all languages. Lets you see all things as they really are. Dispel Chaos: +4 bonus against attacks by chaotic creatures. Wind Walk: You and your allies turn vaporous and travel fast. Gain DR 10/slashing, increases reach 10 ft., and breathe water. Giant Form I: Turns you into a Large giant. Insect Plague: Wasp swarms attack creatures. Blows away or knocks down smaller creatures. Fandom Muthead Futhead Fanatical Follow Us. Gain a climb speed and a swim speed of 10 ft. for a time. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). Minor Image: As silent image, plus some sound. Assume form of a Small or Medium humanoid. Read surface thoughts to learn information about a subject. Ethereal Jaunt: You become ethereal for 1 round/level. Prismatic Spray: Rays hit subjects with variety of effects. Command: One subject obeys selected command for 1 round. Animate an animal sculpture to be your temporary familiar. You can sense whether a particular creature is within 20 miles of your location. Poisonous stinger deals 1d2 damage and sickens target. Create an expanding glow that heals allies within it of 1 hp of damage. Target takes 4 on initiative and Reflex saves. Removes the broken condition from the targeted object. Postpone hostile action by a haunt or incorporeal undead. Enemies take 1 on attack rolls and saves against fear. Lightning Bolt: Electricity deals 1d6/level damage. Reduce the berserk chance of a construct. Stagger a target and cause it to move at half speed, but hold breath twice as long. Prevent a creature from transferring life force to or from others. Peaceful feelings harm those attempting violence. Subject gets fast healing 2, fire resistance 10, and +2 to its CMD. Mage's SwordF: Floating magic blade strikes opponents. Grants eidolon an evolution with 4 evolution points. Steal 1d4 uses of mythic power from a mythic target. One subject obeys selected command for 1 round. You transfer 3d6 hit points to your eidolon as a swift action. Obscuring Mist: Fog surrounds you. Calls forth several fiery projectiles ready to be flung at opponents. Take the form and some of the powers of a Tiny or Large monstrous humanoid. Ironwood: Magic wood is as strong as steel. Advertisement. Mage Armor: Gives subject +4 armor bonus. Summons extraplanar creature to fight for you. Mind Blank: Subject is protected from mental/emotional magic and scrying. Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast. Targeted creature may not positively influence anyone. Kill a weak creature and turn its corpse into an explosive trap. Allies can hustle without penalty while you sing or chant. Expend 3 uses of mythic power to restore one use of target's mythic power. Learn more. Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold. Read the target's mind to learn about its family. Deflects arrows, smaller creatures, and gases. Kills, paralyzes, weakens, or dazes nonevil subjects. Control Weather: Changes weather in local area. You greatly magnify the target's ability to smell the presence of blood. Sonic vibration damages objects or crystalline creatures. Check All / Uncheck All, Abjuration Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells. Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon's bearer and those around him. Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). Use wands for low level spells that you'll be casting often, but don't deserve a spell known for some reason. Target takes force damage and is pushed away. Confusion, Lesser: One creature is confused for 1 round. 4th Level Bloodrager  Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. Resistance: Subject gains +1 on saving throws. Produce Flame: 1d6 damage + 1/level, touch or thrown. Summon Monster IV: Summons extraplanar creature to fight for you. ScryingF: Spies on subject from a distance. Monster Codex Spells by Class Contents [ show] Patreon Supporters Latest Pathfinder products in the Open Gaming Store Prayer - Gods of Winter and Hunting S-Class Characters: The Vigilante Faerie Bestiary (PF1e) Read Magic: 2nd Path Magic I (PF1e) S-Class Characters: The Culinarian Wail of the Banshee: Deals 10 damage/level to 1 creature/level. Harms and dazes chaotic creatures (1d8 damage/2 levels). Tread unsteadily on air, with limitations. You appear to be standing still, even when you take some actions. Tree Stride: Step from one tree to another far away. Rolling ball of fire deals 3d6 fire damage. NondetectionM: Hides subject from divination, scrying. Blinds all within 10 ft., deals 6d6 damage. 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air. You animate an area of rubble, creating a dangerous, rolling area of debris. For 24 hours after the ritual, the caster may prepare spells of the requested deity. Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you. Cause a spirit inhabiting a creature or an object to go dormant. Wall of IronM: 30 hp/four levels; can topple onto foes. Incorporeal creature takes half damage from nonmagical weapons. Irresistible Dance: Forces subject to dance. Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. As many as eight creatures hide in extradimensional space. Last Updated: March 21, 2022 Introduction The Druid is among the most powerful and versatile classes in the game. Summon Monster I: Summons extraplanar creature to fight for you. Creatures attacking you take fire damage; you're protected from heat or cold. Target obeys command to not do something. Chapter 7: Spells. Invisibility, Mass: As invisibility, but affects all in range. Gives the target the ability to get out of trouble and relieves harmful effects and conditions. Corporeal undead gains appearance of a living creature. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. RefugeM: Alters item to transport its possessor to you. Furthermore, unless the communal spell's description indicates otherwise, no target can receive a duration increment smaller than the smallest increment of duration listed in the spell description. +4 Str and Dex, +2 bonus on trip attacks. Druid Grants a creature proficiency in a single weapon for short period of time. You gain +1/level insight bonus on single attack roll, check, or save. Siege gains +1 on targeting and damage rolls. Inflict Critical Wounds, Mass: Deals 4d8 damage + 1/level, affects 1 subject/level. Free yourself from enchantments and paralysis effects. Find Traps: Notice traps as a rogue does. Fire TrapM: Opened object deals 1d4 + 1/level damage. Crushing Despair: Subjects take 2 on attack rolls, damage rolls, saves, and checks. Animate DeadM: Creates undead skeletons and zombies. Trap an incorporeal creature or a haunt in a mirror. Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. You surround yourself with disturbing illusions. Divine spells include many of the best healing and support options, but direct damage options are rare and are frequently only viable against specific creature types like celestials, fiends, and undead. Searing Light: Ray deals 1d8/two levels damage (more against undead). Waves of Exhaustion: Several targets become exhausted. Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves. | Dungeon World SRD Arrows do damage as though one size category bigger. Converts 1 pound of metal into ammunition. Permanent illusion, includes sight, sound, smell, and thermal effects. Misdirection: Misleads divinations for one creature or object. 1st Level Passing through wall deals 2d6 damage + 1/level. Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it. Bear's Endurance, Mass: As bear's endurance, affects one subject/level. Restoration, GreaterM: As restoration, plus restores all levels and ability scores. Deals 10 damage/level to 1 creature/level. Expeditious Retreat: Your base speed increases by 30 ft. Reduce Person: Humanoid creature halves in size. Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. Symbol of PainM: Triggered rune wracks nearby creatures with pain. Target takes acid damage each round, and its attackers take acid damage. Shield Good for anybody and immunity to magic missile. Creates undead skeletons and zombies out of corpses. Start a second bardic performance while maintaining the first. Call Lightning Storm: As call lightning, but 5d6 damage per bolt. Use staves for high level spells that you'll be casting often, like a wand only without the limiting caster level and save DC. Mount: Summons riding horse for 2 hours/level. Eyebite: Target becomes panicked, sickened, and comatose. Sending: Delivers short message anywhere, instantly. You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast. One creature/level moves faster, +1 on attack rolls. Summon Nature's Ally IV: Summons creature to fight for you. PermanencyM: Makes certain spells permanent. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. SympathyM: Object or location attracts certain creatures. Illusion Plants die, living creatures catch diseases, or dead creatures rise as zombies. Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time. The word "level" in the short descriptions that follow always refers to caster level. Symbol of StunningM: Triggered rune stuns nearby creatures. Resistance: Subject gains +1 bonus on saving throws. Sleep: Puts 4 HD of creatures into magical slumber. Persistent Image: As major image, but no concentration required. Stabilize: Cause a dying creature to stabilize. Locate Creature: Indicates direction to known creature. Created pillar heals 2d8 + 1/level (max +20). Infect a subject with a highly contagious disease. Puts 4 HD of creatures into magical slumber. Prying Eyes: 1d4 + 1/level floating eyes scout for you. New Pages Frees one or more creatures from paralysis or. Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. Triggered rune renders nearby creatures insane. Summon Monster VI: Summons extraplanar creature to fight for you. Skill feats can be found in Chapter 5 and have the skill trait. Command Plants: Sway the actions of plant creatures. Resist Energy: Ignores 10 or more points of damage per attack from specified energy type. You are bound even tighter to your eidolon than normal, and may share hit points with it through your life link ability. Cat's Grace: Subject gains +4 to Dex for 1 min./level. Hideous Laughter: Subject loses actions for 1 round/level. Target's shadow becomes a flexible tether to its current square. Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. Smited creature takes damage when it attacks. You look exactly like a tree for 1 hour/level. Level 1 Shield: Invisible disc gives +4 to AC, blocks magic missiles. Subject forgets events back to last turn. Advanced Class Guide Longstrider: Your speed increases by 10 ft. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. Teleport Object: As teleport, but affects a touched object. Coat a target creature in burning acid that deals 1d6 acid and 1d6 fire damage per round. 16 16 comments Add a Comment Dapper-Print9016 2 yr. ago Ranged Touch and AoE are pretty sweet, some control and utility to control and survive fights. Teleport, Greater: As teleport, but no range limit and no off-target arrival. Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Changes appearance of 1 person per 2 levels. Grant others a bonus against your favored enemies. Banishes 2 HD/level of extraplanar creatures. See 60 ft. in darkness, including magical darkness. Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will. Cut out an enemy's heart and consume it, absorbing that enemy's power as your own. Your might increases with every kill you make. Allows the target to cause the ground to rise up beneath him. Gain psychic impressions from past events in a location. Animal Shapes: One ally/level polymorphs into chosen animal. Creatures and Characters: The words "Creature" and "character" are used synonymously in the short descriptions. Charm Person: Makes one person your friend. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Mark of Justice: Designates action that triggers curse on subject. The target drow transforms into a surface elf. Stops 1st- through 3rd-level spell effects. Snowball is great spell for such a low level requirement. Target is compelled to stay near another. 8th Level Soul BindF: Traps newly dead soul to prevent resurrection. Creates a magical well of retribution that a caster can unleash with blinding speed. Calm Emotions: Calms creatures, negating emotion effects. Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15). Instantly switch places with a single ally. Make the spirit of one creature manifest. Deep Slumber: Puts 10 HD of creatures to sleep. Dictum: Kills, paralyzes, staggers, or deafens nonlawful targets. Target gains a 50% chance to treat critical hits and sneak attacks as normal hits. Weapon becomes +5, deals +2d6 damage against evil. Touch delivers 1d6/level electricity damage (max 5d6). Creates a cloud of flame-resistant strands of adhesive webbing. As an immediate action, gives creatures in a 10-ft. radius spell resistance against psychic magic and mind-affecting effects. Command Undead: Undead creature obeys your commands. Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds. Order of Presentation: The first spell lists presented are the lists of spells separated by class and level. Your bombs create a cage of force that traps creatures inside the bomb's splash radius. Delivers short message anywhere, instantly. Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. Increase mythic power cost for all path abilities, feats, spells and other effects used by the target by 1. Hold Monster: As hold person, but any creature. | 4 Color SRD (Astonishing Super Heroes) Control Water: Raises or lowers bodies of water. Veil: Changes appearance of a group of creatures. Spells are manifestations of magic in Pathfinder: Kingmaker, not necessarily of the offensive type. Cures 1d8 damage + 1/level, affects 1 subject/level. Touch attack makes a construct helpless for 1 round/level. These include the spell name and a brief and incomplete description of the spell. A swirling ball of wind rolls in whichever direction you point, hurling those it strikes with great force. Touch attack, 2d8 damage +1/level (max +10). Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5). Creates shadows, wraiths, spectres, or devourers. Destroy a magic item if another creature tries to use it or copy it. Creates an illusion over an area to make creatures that view or interact with it believe it has suffered a catastrophe that renders it utterly worthless. 6 to an ability score; 4 on attack rolls, saves, and checks; or 50% chance of losing each action. Causes a brushy beard of stiff iron to erupt from the face of a willing target. Treat the terrain you are in as a favored terrain for the spell's duration. Three stones gain +1 on attack rolls, deal 1d6+1 damage. Polymorph Any Object: Changes a subject into anything else. Community content is available under CC-BY-SA unless otherwise noted. Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell. Shroud your unconscious self in a cocoon on the Ethereal Plane. Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level. Forceful Hand: Hand pushes creatures away. Core Rulebook Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. Disintegrate: Reduces one creature or object to dust. Deal 1d6 points of damage per level and stagger target for 1 minute. Eagle's Splendor, Mass: As eagle's splendor, 1 subject/level. Ammunition in the targeted firearm is less likely to misfire. Levitates the targeted creature up off the ground. Communicate mentally with creatures within 100 ft. Instantly transports you as far as 100 miles per level. Heal, Mass: As heal, but affects 1 subject/level. Explosive Runes: Deals 6d6 damage when read. Touch deals 1d6 damage/2 levels; caster gains damage as temporary hp. Protection from Chaos/Evil: +2 to AC and saves, plus additional protection against selected alignment. Inflict Critical Wounds: Touch attack, 4d8 damage + 1/level (max +20). You channel magic energy into your own aura, recharging your innate magic abilities. 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