Spellbook
Showing spells 49–60 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