Spellbook
Showing spells 1057–1068 of 1401.
you can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. such creatures are visible to you as translucent s...
- Adept 2
- Alchemist 2
- Arcanist 2
- Bard 3
- Bloodrager 2
- Inquisitor 2
- Skald 3
- Sorcerer 2
- Summoner 2
- Witch 2
- Wizard 2
similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. you may scan for either the answer to a simple question (such as “where is the hidd...
- Alchemist 3
- Arcanist 3
- Bard 3
- Inquisitor 3
- Investigator 3
- Skald 3
- Sorcerer 3
- Summoner 3
- Witch 3
- Wizard 3
this spell functions like disguise self, except that you can change the appearance of other people as well. affected creatures resume their normal appearances if slain. unwilling targets can negate th...
- Arcanist 5
- Bard 5
- Skald 5
- Sorcerer 5
- Wizard 5
you contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. the subject recognizes you if it knows you. it can answer in like manner imme...
- Alchemist 5
- Arcanist 5
- Cleric 4
- Inquisitor 4
- Oracle 4
- Shaman 4
- Sorcerer 5
- Summoner 4
- Warpriest 4
- Wizard 5
you restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, creating a grisly sentinel. the head must be affixed to a pole, spear, tree branch, or o...
- Antipaladin 1
- Arcanist 2
- Cleric 2
- Oracle 2
- Sorcerer 2
- Warpriest 2
- Witch 2
- Wizard 2
you cause a small symbol to appear in the text of a written work. the text containing the symbol must be at least 25 words long. when anyone reads the text containing the symbol, the sepia snake sigil...
- Arcanist 3
- Bard 3
- Skald 3
- Sorcerer 3
- Witch 3
- Wizard 3
when cast, this spell prevents divination spells from detecting or locating the target and also renders the affected target invisible (as the invisibility spell). the spell does not prevent the subjec...
- Arcanist 7
- Sorcerer 7
- Summoner 5
- Wizard 7
you fill the targets' minds with feelings of tranquility. those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm...
- Arcanist 6
- Bard 4
- Cleric 5
- Oracle 5
- Skald 4
- Sorcerer 6
- Warpriest 5
- Wizard 6
you curse the target, preventing it from drawing upon the powers of destiny. the target is shaken and cannot use hero points for the duration of the spell. this effect can be removed by dispel magic, ...
- Cleric 3
- Oracle 3
- Warpriest 3
- Witch 2
the target's shadow becomes a flexible tether to its current square. the creature can move up to 5 feet from that square without penalty. moving farther than 5 feet from the tether point requires the ...
- Arcanist 2
- Bard 2
- Skald 2
- Sorcerer 2
- Witch 2
- Wizard 2
upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract's duration. thi...
- Alchemist 2
- Investigator 2