Mage Hand Transmutation 5-pound telekinesis. Class Levels: Bard 0 Magus 0 Skald 0 Wizard 0 Arcanist 0 Sorcerer 0 Summoner 0 core_rulebook transmutation component_v component_s arcanist bard
Mage's Decree Evocation You speak a short message (up to 25 words), and it is immediately transmitted to each target, who hear it as clearly as if you were standing next to them. Class Levels: Bard 5 Skald 5 Witch 6 Cleric 6 Wizard 6 Psychic 6 Sorcerer 6 Summoner 5 Mesmerist 5 Warpriest 6 Inquisitor 5 ultimate_intrigue evocation component_v component_s component_f bard
Mage's Disjunction Abjuration Dispels magic, disenchants magic items. Class Levels: Wizard 9 Arcanist 9 Sorcerer 9 core_rulebook abjuration component_v arcanist sorcerer wizard
Mage's Faithful Hound Conjuration Phantom dog can guard a location and attack intruders. Class Levels: Wizard 5 Arcanist 5 Sorcerer 5 Summoner 4 core_rulebook conjuration component_v component_s component_m arcanist
Mage's Lucubration Transmutation Wizard only. Recalls spell of 5th level or lower. Class Levels: Wizard 6 Sorcerer 6 core_rulebook transmutation component_v component_s sorcerer wizard
Mage's Magnificent Mansion Conjuration Door leads to extradimensional mansion. Class Levels: Wizard 7 Arcanist 7 Sorcerer 7 core_rulebook conjuration component_v component_s component_f arcanist
Mage's Private Sanctum Abjuration Prevents anyone from viewing or scrying an area for 24 hours. Class Levels: Wizard 5 Arcanist 5 Sorcerer 5 core_rulebook abjuration component_v component_s component_m arcanist
Mage's Sword Evocation Floating magic blade strikes opponents. Class Levels: Wizard 7 Arcanist 7 Sorcerer 7 core_rulebook evocation component_v component_s component_f arcanist
Magic Aura Illusion Alters object's magic aura. Class Levels: Bard 1 Skald 1 Wizard 1 Arcanist 1 Sorcerer 1 core_rulebook illusion component_v component_s component_f arcanist
Magic Aura (Greater) Illusion If cast on an object, this spell functions as magic aura, except that if you have identified the unique spellcasting signatures of a specific individual with greater detect magic or a similar spell, you can make the magi Class Levels: Bard 3 Skald 3 Wizard 4 Psychic 4 Sorcerer 4 Mesmerist 3 Occultist 3 ultimate_intrigue illusion component_v component_s component_f bard
Magic Boulder Transmutation This spell works like magic stone , except you transmute as many as three boulders (rocks up to two size categories smaller than yourself) to use with the rock throwing ability or as siege engine ammunition. Class Levels: Druid 2 Cleric 2 Hunter 2 Oracle 2 Warpriest 2 monster_codex transmutation cleric druid hunter oracle
Magic Circle Against Chaos Abjuration As protection spells, but 10-ft. radius and 10 min./level. Class Levels: Cleric 3 Oracle 3 Shaman 3 Wizard 3 Paladin 3 Arcanist 3 Sorcerer 3 Summoner 3 Warpriest 3 Inquisitor 3 core_rulebook abjuration arcanist cleric inquisitor oracle
Magic Circle Against Evil Abjuration As protection spells, but 10-ft. radius and 10 min./level. Class Levels: Cleric 3 Oracle 3 Shaman 3 Wizard 3 Paladin 3 Arcanist 3 Sorcerer 3 Summoner 3 Warpriest 3 Inquisitor 3 core_rulebook abjuration component_v component_s component_m component_df
Magic Circle Against Good Abjuration As protection spells, but 10-ft. radius and 10 min./level. Class Levels: Cleric 3 Oracle 3 Shaman 3 Wizard 3 Arcanist 3 Sorcerer 3 Summoner 3 Warpriest 3 Inquisitor 3 Antipaladin 3 core_rulebook abjuration antipaladin arcanist cleric inquisitor
Magic Circle Against Law Abjuration As protection spells, but 10-ft. radius and 10 min./level. Class Levels: Cleric 3 Oracle 3 Shaman 3 Wizard 3 Arcanist 3 Sorcerer 3 Summoner 3 Warpriest 3 Inquisitor 3 Antipaladin 3 core_rulebook abjuration antipaladin arcanist cleric inquisitor
Magic Circle Against Technology Abjuration All creatures within the area gain the effects of a protection from technology spell. Class Levels: Cleric 4 Oracle 4 Wizard 4 Arcanist 4 Sorcerer 4 Warpriest 4 technology_guide abjuration component_v component_s component_m component_df
Magic Fang Transmutation One natural weapon of subject creature gets +1 on attack and damage rolls. Class Levels: Druid 1 Hunter 1 Ranger 1 Summoner 1 core_rulebook transmutation component_v component_s component_df druid
Magic Fang, Greater Transmutation One natural weapon gets + 1/four levels (max. +5). Class Levels: Druid 3 Hunter 3 Ranger 3 Summoner 3 core_rulebook transmutation component_v component_s component_df druid
Magic Jar Necromancy Enables possession of another creature. Class Levels: Witch 5 Wizard 5 Arcanist 5 Sorcerer 5 Summoner 4 Alchemist 5 Investigator 5 core_rulebook necromancy component_v component_s component_f alchemist
Magic Missile Evocation 1d4+1 damage; +1 missile per two levels above 1st (max 5). Class Levels: Magus 1 Wizard 1 Arcanist 1 Sorcerer 1 Bloodrager 1 core_rulebook evocation component_v component_s arcanist bloodrager
Magic Mouth Illusion Object speaks once when triggered. Class Levels: Bard 1 Skald 1 Wizard 2 Arcanist 2 Sorcerer 2 Summoner 1 core_rulebook illusion component_v component_s component_m arcanist
Magic Siege Engine Transmutation Siege gains +1 on targeting and damage rolls. Class Levels: Cleric 2 Oracle 2 Wizard 2 Paladin 2 Arcanist 2 Sorcerer 2 Warpriest 2 Inquisitor 2 Antipaladin 2 ultimate_combat transmutation component_v component_s component_df antipaladin
Magic Siege Engine, Greater Transmutation Siege engine gains +1 on targeting and damage rolls for every four caster levels. Class Levels: Cleric 5 Oracle 5 Wizard 4 Paladin 4 Arcanist 4 Sorcerer 4 Warpriest 5 Inquisitor 4 Antipaladin 4 ultimate_combat transmutation component_v component_s component_m component_df
Magic Stone Transmutation Three stones gain +1 on attack rolls, deal 1d6+1 damage. Class Levels: Druid 1 Cleric 1 Hunter 1 Oracle 1 Shaman 1 Warpriest 1 core_rulebook transmutation component_v component_s component_df cleric