Spellbook
Showing spells 481–504 of 1401.
a rushing stream of fire sprays from your outstretched hand, dealing 2d6 points of fire damage to every creature in the area. each round you continue to concentrate on the spell, you can select a new ...
- Arcanist 3
- Bloodrager 3
- Magus 3
- Sorcerer 3
- Wizard 3
this spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. each piece of ammunition deals an extra 1d6 points of fire damage to any t...
- Arcanist 3
- Bloodrager 3
- Elementalist Wizard 3
- Magus 3
- Sorcerer 3
- Wizard 3
a flame strike evokes a vertical column of divine fire. the spell deals 1d6 points of damage per caster level (maximum 15d6). half the damage is fire damage, but the other half results directly from d...
- Cleric 5
- Druid 4
- Hunter 4
- Inquisitor 5
- Oracle 5
- Shaman 5
- Warpriest 5
a burning globe of fire rolls in whichever direction you point and burns those it strikes. it moves 30 feet per round. as part of this movement, it can ascend or jump up to 30 feet to strike a target....
- Arcanist 2
- Bloodrager 2
- Druid 2
- Elementalist Wizard 2
- Hunter 2
- Magus 2
- Sorcerer 2
- Wizard 2
this cantrip creates a burst of light. if you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful fortitude save. sightless creat...
- Arcanist 0
- Bard 0
- Druid 0
- Hunter 0
- Magus 0
- Skald 0
- Sorcerer 0
- Wizard 0
the firearm fires with a blinding flash, even if the firearm is not currently loaded. every creature within 15 feet of the creature carrying the weapon must succeed at a fortitude save or be blinded f...
- Arcanist 3
- Sorcerer 3
- Witch 3
- Wizard 3
the subject, along with all its carried gear, turns into a mindless, inert statue. if the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) ha...
- Arcanist 6
- Elementalist Wizard 6
- Magus 6
- Shaman 6
- Sorcerer 6
- Witch 6
- Wizard 6
with a touch, you cause an infestation of ravenous worms to manifest in the target's flesh. the target must make a fortitude save every round. failure means it takes 1d6 hit points of damage and 2 poi...
- Arcanist 4
- Cleric 4
- Inquisitor 4
- Oracle 4
- Sorcerer 4
- Warpriest 4
- Witch 4
- Wizard 4
the target's flesh fills out and gains a healthy, natural color. this gives the target the appearance of a living creature of the type it was when it was still alive (if applicable). creatures casting...
- Alchemist 2
- Arcanist 2
- Bard 2
- Inquisitor 2
- Investigator 2
- Skald 2
- Sorcerer 2
- Witch 2
- Wizard 2
you create a slightly concave, circular plane of force that follows you about and carries loads for you. the disk is 3 feet in diameter and 1 inch deep at its center. it can hold 100 pounds of weight ...
- Arcanist 1
- Magus 1
- Sorcerer 1
- Wizard 1
when you cast this spell, your body takes on a slick, oily appearance. for the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were compos...
- Alchemist 4
- Arcanist 6
- Elementalist Wizard 6
- Investigator 4
- Sorcerer 6
- Wizard 6
the subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). it can ascend at half speed and descend at double speed, and its mane...
- Alchemist 3
- Arcanist 3
- Bloodrager 3
- Elementalist Wizard 3
- Magus 3
- Shaman 3
- Sorcerer 3
- Summoner 3
- Witch 3
- Wizard 3
cast this spell when an enemy is about to make an attack against an ally. the creature makes the attack against a valid target of your choice instead or the attack is negated. in addition, the target ...
- Bard 5
- Skald 5
a bank of fog billows out from the point you designate. the fog obscures all sight, including darkvision, beyond 5 feet. a creature within 5 feet has concealment (attacks have a 20% miss chance). crea...
- Arcanist 2
- Druid 2
- Elementalist Wizard 2
- Hunter 2
- Magus 2
- Shaman 2
- Sorcerer 2
- Witch 2
- Wizard 2
choose one alignment type: chaotic, evil, good, or lawful. you gain the ability to follow the trail of a strong or overwhelming aura of that alignment (see detect evil, core rulebook 266). this is tre...
- Inquisitor 2
you forbid the target a single course of action, which it avoids to the best of its ability. you may demand the target not take actions that fall into one of the following options.attack: the target c...
- Cleric 1
- Inquisitor 1
- Oracle 1
- Warpriest 1
this spell functions as forbid action, except up to one creature per level may be affected. each creature must receive the same forbidden action.
- Cleric 5
- Inquisitor 5
- Oracle 5
- Warpriest 5
forbiddance seals an area against all planar travel into or within it. this includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and...
- Cleric 6
- Inquisitor 6
- Oracle 6
- Warpriest 6