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ALTER REALITY 10 livello SPELL 10


DIVINATION
Traditions occult; Source Core Rulebook, 317
Cast  material, somatic, verbal
You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects:
• Duplicate any occult spell of 9th level or lower.
• Duplicate any non-occult spell of 7th level or lower.
• Produce any effect whose power is equivalent to any occult spell 9th level or lower, or non-occult spell 7th level or lower.
• Reverse certain effects that refer to the wish spell

At the GM’s discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.

BLACK TENTACLES 5 livello SPELL 10


CONJURATION
Traditions arcane, occult; Source Core Rulebook, 321
Cast  material, somatic, verbal
Range 120 feet; Area 20-foot burst adjacent to a flat surface
Duration 1 minute
Oily black tentacles rise up and attempt to Grapple each creature in the area. Make spell attack rolls against the Fortitude DC of each creature. Any creature you succeed against is grabbed and takes 3d6 bludgeoning damage.
Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven’t already, and they deal 1d6 bludgeoning damage to any creature already grabbed.
The tentacles’ Escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional
tentacles continue to grow in the area until the duration ends. You can Dismiss the spell.

CALM EMOTIONS 2 livello SPELL 10


EMOTION ENCHANTMENT INCAPACITATION MENTAL
Traditions divine, occult; Source Core Rulebook, 322
Cast  somatic, verbal
Range 120 feet; Area 10-foot burst
Saving Throw Will; Duration sustained up to 1 minute
You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.
Critical Success The creature is unaffected.
Success Calming urges impose a –1 status penalty to the creature’s attack rolls.
Failure Any emotion effects that would affect the creature are suppressed and the creature can’t use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.
Critical Failure As failure, but hostility doesn’t end the effect.

DISAPPEARANCE 8 livello SPELL 10


ILLUSION
Traditions arcane, occult; Source Core Rulebook, 330
Cast  material, somatic
Range touch; Targets 1 creature
Duration 10 minutes
You shroud a creature from others’ senses. The target becomes undetected, not just to sight but to all senses, allowing the target to count as invisible no matter what precise and imprecise senses an observer might have. It’s still
possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature.

DISINTEGRATE 6 livello SPELL 10


ATTACK EVOCATION
Traditions arcane; Source Core Rulebook, 330
Cast  somatic, verbal
Range 120 feet; Targets 1 creature or unattended object
Saving Throw Fortitude
You fire a green ray at your target. Make a spell attack. You deal 12d10 damage, and the target must attempt a basic Fortitude save. On a critical hit, treat the save result as one degree worse. A creature reduced to 0 HP is reduced to
fine powder; its gear remains.
An object you hit is destroyed (no save), regardless of Hardness, unless it’s an artifact or similarly hard to destroy. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct,
such as a wall of force.
Heightened (10th) The damage increases by 8d100.

DISRUPT UNDEAD 0 livello CANTRIP 10


CANTRIP NECROMANCY POSITIVE
Traditions divine, primal; Source Core Rulebook, 331
Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature
Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (10th) The damage increases by 9d60.

FINGER OF DEATH 7 livello SPELL 1


DEATH NECROMANCY
Traditions divine, primal; Source Core Rulebook, 338
Cast  somatic, verbal
Range 30 feet; Targets 1 living creature
Saving Throw basic Fortitude
You point your finger toward the target and speak a word of slaying. You deal 70 negative damage to the target. If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.

FLY 4 livello SPELL 1


TRANSMUTATION
Traditions arcane, occult, primal; Source Core Rulebook, 339
Cast  somatic, verbal
Range touch; Targets 1 creature
Duration 5 minutes
The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.
FORESIGHT 9 livello SPELL 2
DIVINATION MENTAL PREDICTION
Traditions arcane, divine, occult; Source Core Rulebook, 340
Cast  somatic, verbal
Range touch; Targets 1 creature
Duration 1 hour
You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is
a mental effect. Due to the amount of information this spell requires you to process, you can’t have more than one foresight spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the
target gains a +2 status bonus to initiative rolls and isn’t flat-footed against undetected creatures or when flanked. In addition, you gain the following reaction.
Foresight  Trigger The target of foresight defends against a hostile creature or other danger; Effect If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the
higher result, and this spell gains the fortune trait. But if the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this
spell gains the misfortune trait.

GUIDANCE 0 livello CANTRIP 10


CANTRIP DIVINATION
Traditions divine, occult, primal; Source Core Rulebook, 342
Cast  verbal
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before
rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

HASTE 3 livello SPELL 2


TRANSMUTATION
Traditions arcane, occult, primal; Source Core Rulebook, 343
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
Duration 1 minute
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.

HEROISM 3 livello SPELL 2


ENCHANTMENT MENTAL
Traditions divine, occult; Source Core Rulebook, 343
Cast  somatic, verbal
Range touch; Targets 1 creature
Duration 10 minutes
You tap into the target’s inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.

ILLUSORY CREATURE 2 livello SPELL 3


AUDITORY ILLUSION VISUAL
Traditions arcane, occult; Source Core Rulebook, 345
Cast  somatic, verbal
Range 500 feet
Duration sustained
You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.
The image can’t speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as
determined by the GM. This is especially likely if you’re trying to imitate a specific person and engage with someone that person knows.
In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is
substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.
The illusion can cause damage by making the target believe the illusion’s attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to
1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion’s Strikes are nonlethal. If the damage doesn’t correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM
might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer
and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM
should track illusory damage dealt by the illusion.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn’t take
any further damage from it.

LIGHT 0 livello CANTRIP 10


CANTRIP EVOCATION LIGHT
Traditions arcane, divine, occult, primal; Source Core Rulebook, 348
Cast  somatic, verbal
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
Duration until the next time you make your daily preparations
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).

MASSACRE 9 livello SPELL 3


DEATH NECROMANCY NEGATIVE
Traditions arcane, divine, primal; Source Core Rulebook, 350
Cast  somatic, verbal
Area 60-foot line
Saving Throw Fortitude
You unleash a wave of necromantic energy to snuff out the life force of those in its path. Each creature of 17th level or lower in the line must attempt a Fortitude save. If the damage from massacre reduces a creature to 0 Hit Points,
that creature dies instantly. If massacre doesn’t kill even a single creature, the negative energy violently explodes back toward you, dealing an additional 30 negative damage to every creature in the line (even those above 17th level)
and 30 negative damage to you.
Critical Success The creature is unaffected.
Success The creature takes 9d6 negative damage.
Failure The creature takes 100 negative damage.
Critical Failure The creature dies.
MAZE 8 livello SPELL 3
CONJURATION EXTRADIMENSIONAL TELEPORTATION
Traditions arcane, occult; Source Core Rulebook, 350
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
Duration sustained
You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze. The
possible outcomes are as follows.
Critical Success The target escapes and the spell ends.
Success The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.
Failure The target makes no progress toward escape.
Critical Failure The target makes no progress toward escape, and if it was on the right path, it no longer is.
Teleportation magic doesn’t help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it
occupied when it was banished, or to the nearest space if the original is now filled.

OVERWHELMING PRESENCE 9 livello SPELL 3


AUDITORY ENCHANTMENT INCAPACITATION MENTAL VISUAL
Traditions divine, occult; Source Core Rulebook, 356
Cast  somatic, verbal
Area 40-foot burst; Targets any number of creatures
Saving Throw Will; Duration until full tribute is paid
You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other
action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save.
Critical Success The target is unaffected.
Success The target must pay tribute twice.
Failure The target must pay tribute six times.
Critical Failure As failure, and the target must spend all its actions paying tribute if possible.
Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is
fascinated by you and can’t use hostile actions against you. The target is then temporarily immune for 1 minute.

PHANTASMAL KILLER 4 livello SPELL 4


DEATH EMOTION FEAR ILLUSION MENTAL
Traditions arcane, occult; Source Core Rulebook, 357
Cast  somatic, verbal
Range 120 feet; Targets 1 living creature
Saving Throw Will
You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell’s target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is
based on the outcome of the target’s Will save.
Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and is frightened 1.
Failure The target takes 8d6 mental damage and is frightened 2.
Critical Failure The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is
frightened 4. This effect has the incapacitation trait.

PHANTOM PAIN 1 livello SPELL 4


ILLUSION MENTAL NONLETHAL
Traditions occult; Source Core Rulebook, 357
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2.

REVERSE GRAVITY 7 livello SPELL 4


UNCOMMON EVOCATION
Traditions arcane, occult; Source Core Rulebook, 365
Cast  material, somatic, verbal
Range 120 feet; Area 20-foot radius, 40-foot-tall cylinder
Duration 1 minute
You reverse gravity in the area. Creatures and objects that aren’t secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a
creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed
gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.
When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell’s area is subjected to normal gravity again.

SHADOW SIPHON 5 livello SPELL 4


ILLUSION SHADOW
Traditions arcane, occult; Source Core Rulebook, 368
Cast  verbal; Trigger A spell or magical effect deals damage.
Range 60 feet; Targets the triggering spell
Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be
damaged by the spell instead take only half as much damage, but the spell otherwise works as normal. Treat shadow siphon’s counteract level as 2 higher for this attempt.

SHIELD 0 livello CANTRIP 10


ABJURATION CANTRIP FORCE
Traditions arcane, divine, occult; Source Core Rulebook, 368
Cast  verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a
normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightening the spell increases the shield’s Hardness.
Heightened (9th) The shield has Hardness 25.
SLOW 3 livello SPELL 5
TRANSMUTATION
Traditions arcane, occult, primal; Source Core Rulebook, 370
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration 1 minute
You dilate the flow of time around the target, slowing its actions.
Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.

SPIRIT BLAST 6 livello SPELL 5


FORCE NECROMANCY
Traditions divine, occult; Source Core Rulebook, 371
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw basic Fortitude
You concentrate ethereal energy and attack a creature’s spirit, dealing 16d6 force damage. Because spirit blast affects the creature’s spirit, it can damage a target projecting its consciousness (such as via project image) or possessing
another creature even if the target’s body is elsewhere. The possessed creature isn’t harmed by the blast. The blast doesn’t harm creatures that have no spirit, such as constructs.

SPIRIT SONG 8 livello SPELL 5


FORCE NECROMANCY
Traditions occult; Source Core Rulebook, 372
Cast  somatic, verbal
Area 60-foot cone
Saving Throw basic Fortitude
Your eldritch song sends pulsing waves of ethereal energy to attack creatures’ spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures’ spirits, it can damage a target projecting its consciousness (such as via
project image) or possessing another creature even if the target’s body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area
but not passing onward to damage creatures in other rooms. Possessed creatures aren’t harmed by the song. The song doesn’t harm creatures that have no spirit, such as constructs.

SPIRITUAL WEAPON 2 livello SPELL 6


EVOCATION FORCE
Traditions divine, occult; Source Core Rulebook, 373
Cast  somatic, verbal
Range 120 feet
Duration sustained up to 1 minute
A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity’s favored weapon.
When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it.
The spiritual weapon uses and contributes to your multiple attack penalty.
The weapon’s Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of
force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual
weapon is a weapon for purposes of triggers, resistances, and so forth.
The weapon doesn’t take up space, grant flanking, or have any other attributes a creature would. The weapon can’t make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.

STABILIZE 0 livello CANTRIP 10


CANTRIP HEALING NECROMANCY POSITIVE
Traditions divine, primal; Source Core Rulebook, 373
Cast  somatic, verbal
Range 30 feet; Targets 1 dying creature
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

SYNAPTIC PULSE 5 livello SPELL 6


ENCHANTMENT INCAPACITATION MENTAL
Traditions occult; Source Core Rulebook, 376
Cast  somatic, verbal
Range 30 feet; Area 30-foot emanation
Saving Throw Will; Duration 1 round
You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each creature in the area must attempt a Will save.
Critical Success The creature is unaffected.
Success The creature is stunned 1.
Failure The creature is stunned 2.
Critical Failure The creature is stunned for 1 round.

SYNESTHESIA 5 livello SPELL 6


DIVINATION MENTAL
Traditions occult; Source Core Rulebook, 376
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
The target’s senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, and the target must attempt a Will save.
• Due to the distraction, the target must succeed at a DC 5 flat check each time it uses a concentrate action, or the action fails and is wasted.
• The target’s difficulty processing visual input makes all creatures and objects concealed from it.
• The creature has trouble moving, making it clumsy 3 and giving it a –10-foot status penalty to its Speeds.

Critical Success The target is unaffected.


Success The target is affected for 1 round.
Failure The target is affected for 1 minute.
Critical Failure As failure, and the target is stunned 2 as it attempts to process the sensory shifts.

TELEKINETIC PROJECTILE 0 livello CANTRIP 10


ATTACK CANTRIP EVOCATION
Traditions arcane, occult; Source Core Rulebook, 377
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you
hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Heightened (10th) The damage increases by 9d60.
TELEPORT 6 livello SPELL 7
UNCOMMON CONJURATION TELEPORTATION
Traditions arcane, occult; Source Core Rulebook, 378
Cast 10 minutes (material, somatic, verbal)
Range 100 miles; Targets you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature.
You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features).
Incorrect knowledge of the location’s appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great
distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long
distances this could be up to 1 mile.

TRUE STRIKE 1 livello SPELL 7


DIVINATION FORTUNE
Traditions arcane, occult; Source Core Rulebook, 379
Cast  verbal
Duration until the end of your turn
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll
and any flat check required due to the target being concealed or hidden.

VAMPIRIC EXSANGUINATION 6 livello SPELL 7


DEATH NECROMANCY NEGATIVE
Traditions arcane, divine, occult; Source Core Rulebook, 380
Cast  somatic, verbal
Area 30-foot cone
Saving Throw basic Fortitude
You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area.
You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1
minute.

VEIL 4 livello SPELL 7


ILLUSION VISUAL
Traditions arcane, occult; Source Core Rulebook, 380
Cast  somatic, verbal
Range 30 feet; Targets up to 10 creatures
Duration 1 hour
You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise can hide the targets’ identities or let them appear to be of another ancestry,
but it’s not precise enough to impersonate specific individuals. The spell doesn’t change voice, scent, or mannerisms. You choose the disguise for each target; for example, you could make one target appear to be a dwarf and another an
elf.
Casting veil counts as setting up a disguise for the purpose of the Impersonate action. It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4
status bonus to Deception checks to prevent others from seeing through their disguises, and add their level even if untrained. You can Dismiss any or all of these disguises.

BITING WORDS 1 livello SPELL 8


ATTACK AUDITORY EVOCATION LINGUISTIC SONIC
Traditions occult; Source Secrets of Magic, 90
Cast  somatic, verbal
Duration 1 minute
You entwine magic with your voice, causing your taunts and jibes to physically harm your enemies. You can attack with your words once when you finish Casting the Spell, and can repeat the attack once on each of your subsequent
turns by taking a single action, which has the attack, concentrate, and linguistic traits. After your third attack total, the spell ends.
When you attack with biting words, make a ranged spell attack roll against a creature within 30 feet, dealing 2d6 sonic damage if you hit (or double damage on a critical hit).

ENERVATION 4 livello SPELL 8


NECROMANCY NEGATIVE
Traditions arcane, divine, occult; Source Advanced Player’s Guide, 218
Cast  somatic, verbal
Area 30-foot line
Saving Throw Fortitude
Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes 2d8 persistent negative damage.
Failure The creature takes 4d8 persistent negative damage and becomes drained 1.
Critical Failure The creature takes 4d8 persistent negative damage and becomes drained 2 and doomed 1.

WALL OF FORCE 6 livello SPELL 8


EVOCATION FORCE
Traditions arcane, occult; Source Core Rulebook, 382
Cast  material, somatic, verbal
Range 30 feet
Duration 1 minute
You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don’t pass through any creatures or
objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it’s immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it’s made of force, it blocks
incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).
Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation.

WEIRD 9 livello SPELL 8


DEATH EMOTION FEAR ILLUSION MENTAL
Traditions arcane, occult; Source Core Rulebook, 385
Cast  somatic, verbal
Range 120 feet; Targets any number of creatures
Saving Throw Will
You fill the targets’ minds with terrifying images of fearsome creatures, each drawn from the targets’ worst fears. Only the targets can see their assailants. Each target takes 16d6 mental damage and must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes half damage and is frightened 1.
Failure The target takes full damage and is frightened 2.
Critical Failure The target is so afraid, it might instantly die. It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is frightened 2, and it’s also fleeing until the end of its next turn unless it
critically succeeded. If it fails, it is reduced to 0 Hit Points and dies.
CANTICLE OF EVERLASTING GRIEF 8 livello SPELL 9
AUDITORY CURSE EMOTION ENCHANTMENT FEAR MENTAL
Traditions divine, occult; Source Secrets of Magic, 94
Cast  somatic, verbal
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration varies
You create a melody distilled from pure grief, conveying the inevitable loss of everything your target cherishes, audible only to them. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes 5d6 mental damage, is frightened 1, and can’t benefit from circumstance or status bonuses for 1 round.
Failure The target takes 10d6 mental damage, is frightened 3, and can’t benefit from circumstance or status bonuses for 1 week.
Critical Failure The target takes 20d6 mental damage and is frightened 4. It can’t benefit from circumstance or status bonuses until the curse is broken. While the curse remains, the target’s allies are also unable to benefit from
circumstance or status bonuses while within 15 feet of it.

INEXHAUSTIBLE CYNICISM 7 livello SPELL 9


EMOTION ENCHANTMENT MENTAL
Traditions arcane, divine, occult; Source Secrets of Magic, 111
Cast  somatic, verbal
Range 30 feet; Targets up to 5 creatures
Saving Throw Will
You inflict your targets with a crushing doubt about everyone and everything around them. For the duration, each target is unwilling to receive any effects that require a willing target (in case the effect was secretly an attack), refuse to
ingest anything (in case the substances have been replaced with poisons and cursed duplicates), doesn’t treat anyone as an ally (in case its friends were replaced by an impostor), and doesn’t believe anything it’s told (in case of lies,
though this doesn’t mean the creature automatically believes the opposite either). It doesn’t even fully trust its own ability to Recall Knowledge, as it becomes convinced it most likely remembered false information, as from a critical
failure on a check to Recall Knowledge.
Finally, the creature takes 6d6 mental damage at the end of each of its turns (with no save) unless it spent at least 1 action that turn Seeking or otherwise interacting with its surroundings in an attempt to disbelieve the illusions that
it feels are obviously surrounding it.
Critical Success The creature is unaffected.
Success The creature is affected for 1 round.
Failure The creature is affected for 1 minute.
Critical Failure The creature is affected for 1 hour.

OOZE FORM 3 livello SPELL 9


POLYMORPH TRANSMUTATION
Traditions arcane, occult; Source Secrets of Magic, 119
Cast  somatic, verbal
Duration 1 minute
You invoke all things that seep and ooze, your body dissolving into a thick slurry and then reconstituting itself into a Medium ooze battle form. When you first cast this spell, choose black pudding, gelatinous cube, gray ooze, or ochre
jelly. While in this form, you gain the ooze trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
• AC = 7 + your level. Ignore your armor’s check penalty and Speed reduction.
• 20 temporary Hit Points.
• You are immune to critical hits, precision damage, and visual effects.
• Resistance 5 to acid, piercing, and slashing damage.
• No vision and motion sense 30 feet. You can sense nearby motion through vibration and air movement as a precise sense.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +14, and you use the listed damage. These attacks are
Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
• Athletics modifier of +14, unless your own is higher.

You also gain specific abilities based on the ooze:


• Black Pudding Speed 15 feet, climb 15 feet; Melee  pseudopod, Damage 2d6+5 bludgeoning and 1d8 acid.
• Gelatinous Cube Speed 15 feet; Melee  cube face, Damage 1d6+5 acid; a creature hit by your cube face Strike must succeed at a Fortitude save against your spell DC or be stunned 1 (or paralyzed for 1 round on a critical
failure); this save has the incapacitation trait.
• Gray Ooze Speed 15 feet, climb 15 feet, swim 15 feet; Melee  pseudopod, Damage 1d6+5 bludgeoning and 1d6 acid, and you can spend an action after a hit to Grab the target.
• Ochre Jelly Speed 15 feet, climb 10 feet; resistance 5 to electricity; Melee  pseudopod, Damage 1d8+5 bludgeoning and 1d8 acid, and you can spend an action after a hit to Grab the target.

ROUSE SKELETONS 3 livello SPELL 9


NECROMANCY
Traditions arcane, divine, occult; Source Secrets of Magic, 126
Cast  somatic, verbal
Range 60 feet; Area 10-foot burst
Saving Throw Reflex; Duration sustained up to 1 minute
Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain. Their grasping claws deal 2d6 slashing damage to creatures on the ground in the area when the skeletons
first appear (basic Reflex save).
On subsequent rounds, the first time you Sustain the Spell each round, you can move the area of skeletons up to 20 feet within the range of the spell and deal 2d6 slashing damage (basic Reflex save) to each creature in their new
area.
Damaging or destroying the skeletons is irrelevant, as new bones pull forth from the ground to repair and replace any that are obliterated.

TEMPEST OF SHADES 7 livello SPELL 9


INCARNATE NECROMANCY
Traditions arcane, divine, occult; Source Secrets of Magic, 135
Cast  material, somatic, verbal
Range 100 feet
Duration until the end of your next turn
You channel the forces of undeath to briefly call forth an amalgam of the vengeful dead slain by your enemies and allies alike. This amalgam manifests as a large tornado of insubstantial, howling faces. It occupies the space of a Huge
creature and has a Speed of 60 feet.
Arrive (negative) Vortex of Death Each enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects.
Critical Success The creature is unaffected.
Success The creature is drained 1.
Failure The creature is drained 2.
Critical Failure The creature is drained 3.
Depart (emotion, fear, mental) Howl of Eternity The vengeful dead lets out an anguished scream. All your enemies within a 100-foot emanation must attempt Will saves with the following effects.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 3.
Critical Failure The creature is frightened 3. It’s also fleeing for 1 round or until it’s no longer frightened, whichever comes first.
VORACIOUS GESTALT 9 livello SPELL 10
AURA DEATH EVIL NECROMANCY
Traditions divine, occult; Source Secrets of Magic, 139
Cast  somatic, verbal
Area 30-foot emanation
Saving Throw basic Fortitude; Duration sustained up to 1 minute
You create a powerful spirit entity that grows and builds strength by consuming the spirits of foes you both slay. When you Cast the Spell, the gestalt deals 14d6 negative damage to all living creatures of your choice in the area, with a
basic Fortitude save. Creatures you choose that end their turns in the area take 6d6 damage, with a basic Fortitude save.
At the end of each of your turns, if you killed a living creature during that turn or if the gestalt’s damage killed a creature since the end of your prior turn, you add the slain creature’s soul to the gestalt. The emanation’s radius
increases by 20 feet and the damage dealt by the aura increases by 1d6. (Note that this increase only happens once, even if you killed multiple living creatures that turn.) As normal for determining threat level, the GM determines if a
creature is of significant enough threat to empower the gestalt; in general, a creature several levels below you rarely poses a significant threat.

WARRIOR’S REGRET 2 livello SPELL 10


CURSE EMOTION ENCHANTMENT MENTAL
Traditions arcane, divine, occult; Source Secrets of Magic, 140
Cast  somatic, verbal
Range touch; Targets 1 creature
Saving Throw Will
Regret eats away at the target’s mind, punishing it for its violence until it ceases its hostility. The target must attempt a Will save.
Critical Success The target is unaffected.
Success At the end of its next turn, the target takes 1d8 damage per different creature it intentionally damaged on that turn (1d8 if it damaged one creature, 2d8 if it damaged two different creatures, and so on). The maximum is 4d8
if it damaged 4 different creatures.
Failure As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature.
Critical Failure As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins.

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