Spellbook
Showing spells 745–768 of 1401.
an invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to ac.unlike mundane armor, mage armor entails no armor check penalty, arcane spell fai...
- Arcanist 1
- Bloodrager 1
- Sorcerer 1
- Summoner 1
- Witch 1
- Wizard 1
you point your finger at an object and can lift it and move it at will from a distance. as a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the dis...
- Arcanist 0
- Bard 0
- Magus 0
- Skald 0
- Sorcerer 0
- Summoner 0
- Wizard 0
all magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. that is, spells and spell-like effects are unraveled and destroyed complete...
- Arcanist 9
- Sorcerer 9
- Wizard 9
you conjure up a phantom watchdog that is invisible to everyone but yourself. it then guards the area where it was conjured (it does not move). the hound immediately starts barking loudly if any small...
- Arcanist 5
- Sorcerer 5
- Summoner 4
- Wizard 5
you conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. the entry point looks like a faint shimmering in the air that is 4 feet wide and 8 fe...
- Arcanist 7
- Sorcerer 7
- Wizard 7
this spell ensures privacy. anyone looking into the area from outside sees only a dark, foggy mass. darkvision cannot penetrate it. no sounds, no matter how loud, can escape the area, so nobody can ea...
- Arcanist 5
- Sorcerer 5
- Wizard 5
you alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you...
- Arcanist 1
- Bard 1
- Skald 1
- Sorcerer 1
- Wizard 1
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 ammun...
- Cleric 2
- Druid 2
- Hunter 2
- Oracle 2
- Warpriest 2
this spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.
- Arcanist 3
- Cleric 3
- Inquisitor 3
- Oracle 3
- Paladin 3
- Shaman 3
- Sorcerer 3
- Summoner 3
- Warpriest 3
- Wizard 3
all creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. creatures in the area, or who later enter the area, receive on...
- Arcanist 3
- Cleric 3
- Inquisitor 3
- Oracle 3
- Paladin 3
- Shaman 3
- Sorcerer 3
- Summoner 3
- Warpriest 3
- Wizard 3
this spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.
- Antipaladin 3
- Arcanist 3
- Cleric 3
- Inquisitor 3
- Oracle 3
- Shaman 3
- Sorcerer 3
- Summoner 3
- Warpriest 3
- Wizard 3
this spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.
- Antipaladin 3
- Arcanist 3
- Cleric 3
- Inquisitor 3
- Oracle 3
- Shaman 3
- Sorcerer 3
- Summoner 3
- Warpriest 3
- Wizard 3
all creatures within the area gain the effects of a protection from technology spell. creatures in the area, or that later enter the area, receive only one attempt to suppress technological effects th...
- Arcanist 4
- Cleric 4
- Oracle 4
- Sorcerer 4
- Warpriest 4
- Wizard 4
magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. the spell can affect a slam attack, fist, bite, or other natural weapon. the spe...
- Druid 1
- Hunter 1
- Ranger 1
- Summoner 1
this spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). this bonus does not allow a natural weapon or unarmed stri...
- Druid 3
- Hunter 3
- Ranger 3
- Summoner 3
by casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. then you can attempt to take control of a nearby body, forcing its soul into t...
- Alchemist 5
- Arcanist 5
- Sorcerer 5
- Summoner 4
- Witch 5
- Wizard 5
a missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.the missile strikes unerringly, even if the target is in melee combat, so long ...
- Arcanist 1
- Bloodrager 1
- Magus 1
- Sorcerer 1
- Wizard 1
this spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. the message, which must be 25 or fewer word...
- Arcanist 2
- Bard 1
- Skald 1
- Sorcerer 2
- Summoner 1
- Wizard 2
this spell permits an indirect fire siege engine to bombard its targets with greater accuracy, delivering more damage. the siege weapon receives a +1 enhancement bonus on targeting rolls and damage ro...
- Antipaladin 2
- Arcanist 2
- Cleric 2
- Inquisitor 2
- Oracle 2
- Paladin 2
- Sorcerer 2
- Warpriest 2
- Wizard 2
this spell functions like magic siege weapon, except it gives an indirect fire siege weapon an enhancement bonus on targeting and damage rolls of +1 per four caster levels (maximum +5). if used on a d...
- Antipaladin 4
- Arcanist 4
- Cleric 5
- Inquisitor 4
- Oracle 5
- Paladin 4
- Sorcerer 4
- Warpriest 5
- Wizard 4
you transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. if hurled, they have a range increment of 20 feet. if slun...
- Cleric 1
- Druid 1
- Hunter 1
- Oracle 1
- Shaman 1
- Warpriest 1
you imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).an outfit of regular clothing counts as armor that grants no ac bonus for the pu...
- Cleric 3
- Inquisitor 3
- Oracle 3
- Shaman 3
- Warpriest 3