Spellbook
Showing spells 49–72 of 1400.
the target's carrying capacity triples. this does not affect the creature's actual strength in any way, merely the amount of material it can carry while benefiting from this spell. it also has no effe...
- Alchemist 1
- Arcanist 1
- Cleric 1
- Druid 1
- Hunter 1
- Investigator 1
- Oracle 1
- Ranger 1
- Sorcerer 1
- Summoner 1
- Warpriest 1
- Wizard 1
this spell functions like ant haul, except you may divide the duration in 2-hour intervals among the creatures touched.
- Alchemist 2
- Arcanist 2
- Cleric 2
- Druid 2
- Hunter 2
- Investigator 2
- Oracle 2
- Ranger 2
- Sorcerer 2
- Summoner 2
- Warpriest 2
- Wizard 2
you transform the touched animal into a bipedal hybrid of its original form with a humanoid form, similar to how a lycanthrope's hybrid form is a mix of a humanoid and animal form. the animal's size, ...
- Arcanist 3
- Druid 3
- Hunter 3
- Sorcerer 3
- Witch 3
- Wizard 3
a creature affected by anticipate peril gains a preternatural sense of danger. the first time during this spell's duration that the target has to make an initiative check, the creature adds an insight...
- Alchemist 1
- Arcanist 1
- Bard 1
- Hunter 1
- Investigator 1
- Ranger 1
- Skald 1
- Sorcerer 1
- Wizard 1
you bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.the effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magi...
- Cleric 6
- Druid 6
- Hunter 6
- Oracle 6
- Shaman 6
- Warpriest 6
an invisible barrier surrounds you and moves with you. the space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. likewise...
- Arcanist 6
- Cleric 8
- Oracle 8
- Sorcerer 6
- Warpriest 8
- Wizard 6
you cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. the kind of creature ...
- Arcanist 8
- Druid 9
- Sorcerer 8
- Summoner 6
- Witch 8
- Wizard 8
you bring into being a mobile, hemispherical energy field that prevents technological objects, signals, and creatures from entering.an antitech field suppresses any technological effect used within, b...
- Arcanist 7
- Druid 6
- Hunter 6
- Sorcerer 7
- Wizard 7
you create a rolling sphere of churning water that can engulf those it strikes. the aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. it automatically quenche...
- Arcanist 3
- Bloodrager 3
- Druid 3
- Elementalist Wizard 3
- Hunter 3
- Magus 3
- Sorcerer 3
- Summoner 3
- Wizard 3
your focus becomes a medium arcane cannon that appears in an unoccupied square within the spell's range. if no unoccupied square is within range, the spell fails. the cannon comes into existence loade...
- Arcanist 7
- Sorcerer 7
- Wizard 7
you create an invisible magical sensor that sends you visual information. you can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. a...
- Alchemist 4
- Arcanist 4
- Sorcerer 4
- Witch 4
- Wizard 4
this spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. the writing can be visible or invisible. an arcane mark spell enables you to etch the ru...
- Arcanist 0
- Magus 0
- Sorcerer 0
- Summoner 0
- Witch 0
- Wizard 0
this spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. the effect is similar to that of a detect magic spell, but arcane sight does not require concentration ...
- Alchemist 3
- Arcanist 3
- Inquisitor 3
- Magus 3
- Sorcerer 3
- Witch 3
- Wizard 3
this spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.unlike arcane sight, this spell cannot be ma...
- Arcanist 7
- Sorcerer 7
- Witch 7
- Wizard 7
you gain a powerful aura, similar to an archon's aura of menace. any hostile creature within a 20-foot radius of you must make a will save to resist the effects of this aura. if the creature fails, it...
- Cleric 3
- Oracle 3
- Paladin 3
- Warpriest 3
you create exact duplicates of the arrow or crossbow bolt you used to kill a creature in the previous round and launch one at enemy creatures within a 30-foot radius of the corpse. you can target one ...
- Arcanist 2
- Hunter 2
- Ranger 2
- Sorcerer 2
- Wizard 2
you fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. a chaotic creature struck by an arrow of law takes 1d8 points of damage per two cas...
- Cleric 2
- Oracle 2
- Paladin 2
- Warpriest 2
you take on an aspect of a bear. you gain a +2 enhancement bonus to natural armor and a +2 enhancement bonus on cmb rolls. you can also perform bull rush, grapple, and overrun combat maneuvers without...
- Druid 2
- Hunter 2
- Ranger 2