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Player > Spells
Mystic Spell List | Technomancer Spell List | Witchwarper Spell List |
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Name | Description | Source |
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Accelerated Adaptation | 3C05 p.44 | |
Acid Rain | 5th - A storm deals 3d6 damage for 1 round per level, imposes a 50% miss chance, and staggers enemies at its end. | COM p.133 |
Acidic Mist | 1st - Conjure a cloud of acid that deals 2d6 damage. | NSP p.154 |
Akashic Download | 1st - +4 divine bonus to recall info and untrained on DC 20 and lower | A!05 p.50 |
Akashic Revival | 6th - Create a copy of yourself in case you die. | A!05 p.50 |
Akashic Tutor | 3C06 p.52 | |
Algae Bloom | 2nd - Sicken breathing creatures in area | FF03 p.51 |
Alter Corpse | 2nd - Change simple evidence about how a creature died. | 3C01 p.45 |
Alter Enhancement | 2nd - Swap an item with a different version from an alternate reality. | NSP p.155 |
Amorphous Form | 2nd - Your body briefly shifts into an amorphous form, enabling you to circumvent certain attacks and squeeze through tight spaces. | 3C03 p.45 |
Animate Armor | 5th - Animates a suit of armor to assist in battle. | ARM p.156 |
Animate Dead | 4th - Create controlled undead creatures out oftarget corpses. | CRB p.340 |
Antiradiation | 3rd - Calm an area of radiation, the strength of which depends on your caster level. | COM p.133 |
Aqueous Form | 1st - Gain a swim speed with improved turning 2nd - Gain a swim speed with improved turning, DR, and vulnerability to electricity 3rd - Gain a swim speed with improved turning, DR, vulnerability to electricity, and +4 AC vs Combat Maneuvers 4th - Gain a swim speed with improved turning, DR, vulnerability to electricity, and +4 AC vs Combat Maneuvers, and concealment in water 5th - Gain a swim speed with improved turning, DR, vulnerability to electricity, and +4 AC vs Combat Maneuvers, and concealment in water. Can be used as reaction. | FF03 p.51 |
Arcane Eye | 4th - Invisible floating eye moves 30 feet per round and sends you visual information. | CRB p.340 |
Arcane Sight | 3rd - Magical sources become visible to you. | CRB p.340 |
Archive | DA02 p.53 | |
Arcing Surge | 3rd - Deal 10d6 electricity damage in a 120-foot line. | CRB p.340 |
Atavistic Howl | 3C05 p.44 | |
Augury | 2nd - Learn whether an action will be good or bad. | CRB p.340 |
Awaken Computer | 4th - Turn a computer into a friendly AI that you and up to four other creatures are authorized to use. | COM p.133 |
Baleful Polymorph | 1st - Change a creature and impose penalties. 2nd - Change a creature and impose penalties. 3rd - Change a creature and impose penalties, possibly permanently. 4th - Change creature and impose penalties, possibly permanently. 5th - Change a creature and impose penalties, possibly turning the target into a Small animal. 6th - Change a creature and impose penalties, possibly turning the target into a Small animal. | AA2 p.147 |
Baleful Polymorph, Mass | 4th - Up to four creatures are subjected to the effects of 1st-level baleful polymorph. 5th - Up to four creatures are subjected to the effects of 2nd-level baleful polymorph. 6th - Up to four creatures are subjected to the effects of 3rd-level baleful polymorph. | AA2 p.148 |
Battle Junkbot | 6th - Create a temporary robot from random junk, turning it into a deadly combatant. | CRB p.341 |
Battlemind Link | 5th - Create a temporary psychic link with two creatures, gaining bonuses to initiative rolls and other benefits. | A!02 p.45 |
Battlemind Link, Lesser | 1st - Create a temporary psychic link with two creatures, gaining bonuses to initiative rolls. | A!02 p.45 |
Benevolent Synesthesia | 3C05 p.45 | |
Bestow Curse | 3rd - Target takes -4 penalty to attack rolls, saves, and checks or 50% chance of not acting on each of its turns. | CRB p.341 |
Bilocation | 6th - Create a copy of yourself to allow you to do two things at once. | A!05 p.51 |
Bioluminescent Lure | 2nd - Illuminate fluids and fascinate creatures inside it. | FF03 p.51 |
Biotic Shroud | 4th - Conjure a shroud of organic nanites which provide you concealment and flight, as well as damaging those who harm you in melee. | A!02 p.45 |
Biotic Taclash | 4th - Conjure a more powerful, magical taclash made of organic nanites, which can be used nauseate or harm foes as a weapon. | A!02 p.45 |
Biotic Taclash, Lesser | 2nd - Conjure a taclash made of organic nanites, which can be used nauseate or harm foes as a weapon. | A!02 p.45 |
Blast Door | 3rd - Conjure a door that blocks off a hallway. | COM p.133 |
Body Double | FF02 p.54 | |
Borrow Corruption | 4th - Gain corruptions and stains of touched willing creature. | SS3 p.53 |
Break Enchantment | 5th - Free creatures from curses, enchantments, and transmutations. | CRB p.341 |
Build Trust | 1st - +2 bonuses to Charisma checks and sense motive when interacting with target. | 3C01 p.45 |
Burning Ash Cloud | 3rd - Create an obscuring cloud of ash which hampers vision and burns those within it | DF06 p.53 |
Cairn Form | GEM p.75 | |
Call Cosmos | 5th - Rain cosmic particles on targets, dealing 4d6 fire damage and 3d6 cold damage. | CRB p.342 |
Carnivorous | 1st - Bite into an enemy dealing 1d4 damage. Damage increases with level. | DS02 p.51 |
Caustic Conversion | 2nd - Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds. | CRB p.342 |
Cavitation Sphere | 2nd - Deal 4d10 sonic damage to all creatures in the water adjacent to target | FF03 p.51 |
Chain Surge | 6th - Deal 13d12 electricity damage to primary target and up to 10 secondary targets; one of the primary target's electrical devices stops functioning for 1 round. | CRB p.342 |
Charm Monster | 3rd - Make one creature believe it is your ally or one day per level. | CRB p.342 |
Charm Person | 1st - Make one humanoid creature believe that it is your ally. | CRB p.342 |
Charming Veneer | 0 - Give a creature a bonus to Charisma-based checks, and speed its gathering of information. | COM p.133 |
Churn Fluid | 0 - Change the chemical composition of up to 1 bulk of liquid per level. | COM p.134 |
Clairaudience/Clairvoyance | 3rd - Hear or see at a distance for 1 minute per level. | CRB p.342 |
Command | 1st - One creature obeys a select command for 1 round. | CRB p.343 |
Command Undead | 2nd - Undead creature obeys your commands. | CRB p.343 |
Command, Greater | 5th - One creature per level obeys select command for 1 round per level. | CRB p.343 |
Commune with Nature | 5th - Learn about terrain for 1 mile per level. | CRB p.344 |
Commune with Planet | 5th - Learn information about the planet you occupy, or about a planet in whose orbit you're within. | COM p.134 |
Comprehend Customs | 1st - Gain a +2 insight bonus to Culture checks about a specific culture made within the spell's duration. | COM p.134 |
Comprehend Languages | 1st - You understand all spoken, signed, and written or tactile languages. | CRB p.344 |
Confusion | 4th - Targets behave randomly for 1 round per level. | CRB p.344 |
Confusion, Lesser | 1st - One living creature is confused for 1 round. | CRB p.344 |
Contact Other Plane | 5th - Ask questions of an extraplanar entity, with questionable results. | CRB p.344 |
Control Atmosphere | 4th - Change the corrosiveness, density, or toxicity of surrounding atmosphere. | PWD p.204 |
Control Gravity | 6th - Alter gravity in an area. | CRB p.345 |
Control Machines | 5th - Command technological constructs within range telepathically. | CRB p.345 |
Control Undead | 6th - Undead creatures follow your commands and don't attack you. | CRB p.345 |
Control Winds | 1st - Slightly increase or decrease wind speed in an area 2nd - Moderately increase or decrease the wind speed in an area 3rd - Greatly increase or decrease the wind speed in an area and create a staggering blast of severe wind before it returns to normal. 4th - Greatly increase or decrease the wind speed in an area and create a staggering windstorm blast before it returns to normal. | GEM p.114 |
Corrosive Haze | 4th - Cloud deals 4d8 acid damage per round, plus 10 additional damage. | CRB p.346 |
Cosmic Eddy | 4th - Whirlwind deals 4d6 damage and knocks creatures prone. | CRB p.346 |
Create Ammunition | 1st - Create a specific type of ammunition, such as arrows or a battery. | COM p.134 |
Creation | 4th - Create one object made of vegetable matter. 5th - Create a single object made of vegetable or mineral matter. | CRB p.347 |
Crush Skull | 5th - Deal 18d8 damage to living creature's head. | CRB p.347 |
Daegoxian Spore Cloud | 2nd - Summons a cloud of fungal spores that calm creatures. | NSP p.155 |
Dampening Field | 2nd - Prevent creatures from detecting you using sounds or vibrations. | NSP p.155 |
Dancing Lights | 0 - Create and direct up to four lights. | CRB p.347 |
Darkvision | 2nd - Grant ability to see 60 feet in total darkness. | CRB p.347 |
Data Dump | DA02 p.53 | |
Daze | 0 - Humanoid creature of CR 3 or lower is dazed. | CRB p.347 |
Daze Monster | 2nd - Target living creature of CR 5 or lower is dazed. | CRB p.347 |
Dazzling Flares | 0 - Create bursts of distracting flares, imposing a –2 penalty on Perception checks made in the area. | COM p.134 |
Death Affinity | 3rd - Transform a creature into an undead amalgam with some of an undead creature's abilities. | NSP p.155 |
Death Ward | 4th - Target gains +4 bonus to saves against death spells, and is immune to negative energy and gaining negative levels. | CRB p.348 |
Deep Slumber | 3rd - Put a number of creatures whose CRs total 8 or less to sleep. | CRB p.348 |
Defrex Hardiness | 1st - The target gains damage reduction and bristling retributive spines. | NSP p.155 |
Delay Countermeasures | 2nd - Delay one computer's countermeasures. | COM p.134 |
Deprive Knowledge | DA02 p.53 | |
Destruction Protocol | 4th - Turn nonhostile technological construct against your foes. | CRB p.348 |
Detect Affliction | 0 - Determine whether a creature or object has been poisoned, is diseased, is cursed, or is suffering a similar affliction. | CRB p.348 |
Detect Augmentation | 1st - Detect augmentations on creatures you can see. | ARM p.149 |
Detect Magic | 0 - Detect spells and magic items within 60 feet. | CRB p.348 |
Detect Radiation | 1st - Detect radiation within 120 feet. | CRB p.348 |
Detect Tech | 1st - Detect technological items with charges or that replenish charges within 60 feet. | CRB p.349 |
Detect Thoughts | 1st - “Listen” to surface thoughts. | CRB p.349 |
Digital Doorway | 4th - Teleport through a communication network up to 3,000 feet. | PWD p.205 |
Digital Shield | AA4 p.37 | |
Dimension Door | 4th - Teleport a short distance. | CRB p.349 |
Dimensional Anchor | 4th - Fire a ray which, on a hit, prevents the target from travelling to other planes for the spell's duration. | DF04 p.55 |
Dimensional Anchor | 4th - Fire a ray which, on a hit, prevents the target from travelling to other planes for the spell's duration. | AA3 p.53 |
Directed Denial of Strength Attack | 2nd - Makes your target encumbered or overburdened | PWD p.205 |
Discern Lies | 4th - Reveal deliberate falsehoods. | CRB p.349 |
Discharge | 3rd - Disrupts or depowers one target technological item or construct. | CRB p.350 |
Discharge, Greater | 6th - Disrupts or depowers multiple technological items or constructs. | CRB p.350 |
Disguise Self | 1st - Change your appearance. | CRB p.350 |
Disintegrate | 6th - Ray reduces one creature or object to dust. | CRB p.350 |
Dismissal | 4th - Force a creature to return to its native plane. 5th - Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes. | CRB p.350 |
Dispel Magic | 3rd - Cancel one magical spell or effect. | CRB p.351 |
Dispel Magic, Greater | 5th - Cancel multiple spells or effects. | CRB p.352 |
Displace Memory | 4th - You deposit a memory into a small object. | COM p.134 |
Displacement | 3rd - Attacks miss target 50% of the time. | CRB p.352 |
Divination | 4th - Gain useful advice for specific proposed actions. | CRB p.352 |
Divine Aspect | 3rd - You adopt the intimidating aura of a god. | COM p.135 |
Dominate Person | 5th - Control humanoid telepathically. | CRB p.352 |
Eclipse Touch | 3C06 p.52 | |
Ectoplasmic Barrage | 1st - Launch ectoplasm dealing 2d6 damage. 2nd - Launch ectoplasm dealing 4d6 damage. 3rd - Launch ectoplasm dealing 7d6 damage. 4th - Launch ectoplasm dealing 10d6 damage. 5th - Launch ectoplasm dealing 13d6 damage. Also entangles for 1 round. 6th - Launch ectoplasm dealing 15d6 damage. Also entangles for 1d4 rounds. | A!05 p.51 |
Ectoplasmic Eruption | 4th - Causes an eruption of ectoplasm dealing 6d6 damage to area. | A!05 p.52 |
Ectoplasmic Snare | 2nd - Create a snare out of ectoplasm dealing 2d6 damage and grappling target. | A!05 p.52 |
Ego Whip | 2nd - -2 penalty to Int, Wis, and Cha checks, spell DCs, and Will saves. | A!05 p.52 |
Electric Light Show | 3C06 p.53 | |
Electroplating | 2nd - Changes weapon to bypass damage reduction. | ARM p.157 |
Emberstep | 2nd - Leave behind a dimly lit flaming trail which can be ignited to damage foes caught in its wake. | DF06 p.53 |
Enduring Worlds | 1st - Extend the infinite worlds feature's duration. | COM p.135 |
Energy Ray | 0 - Ray deals 1d3 acid, cold, electricity, or fire damage. | CRB p.353 |
Enervation | 4th - Ray imposes 2 negative levels. | CRB p.353 |
Enshrining Refuge | 6th - Targets can't attack or be attacked, but can exist comfortably. | CRB p.353 |
Entropic Grasp | 3rd - Touch decays a construct or nonmagical manufactured item once per round per level. | CRB p.353 |
Erase | 1st - Remove writings of either magical or mundane nature. | CRB p.353 |
Ethereal Jaunt | 6th - You become ethereal for 1 round per level. | CRB p.354 |
Etheric Shards | 3rd - Fill an area with sharp invisible shards that deal 1d8 damage to those in area. | A!05 p.52 |
Explosive Blast | 3rd - Deal 9d6 fire damage to creatures in a 20-foot radius. | CRB p.354 |
Extra Sense | 1st - Grant a target blindsense 2nd - Grant a target the ability to use echolocation to gain sound-based blindsight and blindsense 3rd - Grant a target blindsense and blindsight. | GEM p.114 |
Fabricate Scrap | 0 - Turn 1 bulk of inert material into 1 bulk of junk. | PWD p.205 |
Fatigue | 0 - Touched creature is fatigued. | CRB p.354 |
Fear | 1st - Frighten a single living creature that's of CR 4 or lower for 1d4 rounds. 2nd - Frighten multiple creatures of CR 4 or lower for 1 minute. 3rd - Targets of CR 8 or lower within a cone are panicked for 1 minute. 4th - All targets within a cone are panicked for 1 minute. | CRB p.354 |
Feeblemind | 5th - Target's Intelligence and Charisma scores drop to 1. | CRB p.354 |
Fey Pranksters | 3C06 p.53 | |
Flash Boil | 3rd - Deal 7d8 fire damage to creatures in area | FF03 p.51 |
Flesh to Stone | 6th - Turn a creature into a statue. | CRB p.355 |
Flight | 1st - One creature or object per level falls slowly. 2nd - Target moves up and down at your direction. 3rd - Target flies at a speed of 60 feet. 4th - Target flies at a speed of 70 feet. 5th - You can fly at a speed of 70 feet and can hustle over long distances. 6th - Multiple targets can fly at a speed of 60 feet. | CRB p.355 |
Flux Density | 2nd - Make creatures rise or sink in water and become flat-footed | FF03 p.52 |
Fog Cloud | 2nd - Create a fog that obscures vision. | CRB p.356 |
Force Blast | 2nd - Cone deals 2d6 force damage and bull rushes creatures. | CRB p.356 |
Ghost Sound | 0 - Create minor illusory sounds. | CRB p.356 |
Glimpse of Truth | 3rd - Like True Seeing, but 1 round. | 3C01 p.45 |
Gloom Mote | 1st - Conjure a movable mote of light reducing shadow energy. | SS3 p.53 |
Grave Words | 0 - Force a corpse to babble. | CRB p.357 |
Gravitational Singularity | 6th - Particle with infinite density pulls creatures and objects into it, dealing 12d6 damage each round to those inside. | CRB p.357 |
Gravity Well | 4th - Create a point of high gravity that knocks creatures in the area prone and pulls them closer to the center. | COM p.135 |
Grease | 1st - Make a 10-ft. square or one object slippery. | CRB p.357 |
Groundling | 3rd - Give a target a burrow speed and DR 5/bludgeoning. | COM p.135 |
Gyre | 1st - Cause water in an area to drag creatures into the depths | FF03 p.52 |
Hack Wetware | 2nd - Gain access to target's basic thoughts and current fears. 3rd - Gain access to target's secrets. 4th - Gain ability to send fake sensory data to target. 5th - Gain ability to put suggestions in target's mind. | 3C01 p.52 |
Hailstorm | AA4 p.119 | |
Handy Junkbot | 3rd - Create a temporary robot made of junk to perform Computers, Engineering, Piloting, and Sleight of Hand tasks. | CRB p.357 |
Haste | 3rd - One creature per level moves and acts faster. | CRB p.358 |
Hateful Visage | 4th - The target's illusory face grants them a bonus to Intimidate checks and the ability to frighten foes. | COM p.135 |
Haunted Armor | 2nd - Armor interferes with the wearer's movement. | COM p.136 |
Haunted Combatant | 2nd - Haunt an enemy's weapons, interfering with attacks made with those weapons. | COM p.136 |
Hazard | 0 - Deal 1d3 acid, cold, electricity, fire, or sonic damage in a 5-foot-radius burst. | COM p.136 |
Healing Junkbot | 3rd - Robot made of junk can perform Medicine tasks and drag unconscious creature to safety. | CRB p.358 |
Heat Leech | 5th - Deal 13d8 cold damage to creatures in a cone. | CRB p.359 |
Hide Weapon | FF02 p.54 | |
Hold Monster | 4th - Paralyze one creature. | CRB p.359 |
Hold Person | 2nd - Paralyze one humanoid. | CRB p.359 |
Hold Portal | 1st - Hold a door shut. | CRB p.359 |
Hologram Memory | 3rd - Extract a creature's memory and replay it as a hologram. | CRB p.359 |
Holographic Image | 1st - Create a silent hologram of your design. 2nd - Create a hologram with some sound of your design. 3rd - Create a hologram with sound, smell, and thermal effects of your design that lasts as long as you concentrate, plus 3 additional rounds. 4th - Create a hologram with sound, smell, and thermal effects that follows a script determined by you. 5th - Create a detailed hologram that is permanent or is triggered by conditions you set. 6th - Illusory double of your likeness can talk and cast spells. | CRB p.360 |
Holographic Terrain | 5th - Create a large hologram that depicts terrain and structures. | CRB p.360 |
Hoverdisk | 2nd - Conjure a hovering disk to ride or transport cargo. | COM p.136 |
Hoverdisk, Mass | 5th - Create several hovering disks of force for creatures to ride or to transport cargo. | COM p.137 |
Hurl Forcedisk | 2nd - Disc deals 3d6 force damage to one target then ricochets to other targets, dealing 2d6 force damage. | CRB p.360 |
Ice Bolt | 3rd - Deal 5d6 cold and 5d6 piercing damage to all creatures in a line. | FF03 p.52 |
Id Insinuation | 3rd - Makes target confused. | A!05 p.52 |
Identify | 1st - Gain a +10 bonus to identify items of a magic or technological nature. | CRB p.361 |
Illusory Star Field | 1st - Use illusory stars to grant a +3 bonus to Bluff checks made to convince creatures of their location. | COM p.137 |
Implant Data | 2nd - Embed one piece of data per level in a target computer or system. | CRB p.361 |
Incompetence | 1st - Causes target to lose 1 weapon proficiency of your choice. | ARM p.157 |
Infect Blood | 3rd - Alter a target's blood to deal 3d8 damage per round and impose the sickened condition. | COM p.137 |
Inflame | AA4 p.19 | |
Inflict Pain | 2nd - Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target. | CRB p.361 |
Inflict Pain, Mass | 6th - Wracking pain imposes –2 penalty to ability checks, attack rolls, and skill checks on one target per level. | CRB p.361 |
Inject Nanobots | 2nd - Touch deals 4d8 damage to target and causes the confused condition. | CRB p.361 |
Instant Upgrade | 2nd - Briefly conjure a cybernetic augmentation. | COM p.137 |
Instant Virus | 3rd - Inflict technological construct with disease. | CRB p.361 |
Intellect Fortress | 3rd - Disrupts mind-affecting effects reducing damage or negating effects. | A!05 p.52 |
Interplanetary Teleport | 6th - Teleport between planets. | CRB p.362 |
Invisibility | 2nd - Target is invisible for 1 minute per level or until it attacks. | CRB p.362 |
Invisibility to Technology | 2nd - Technological items can't detect target. | COM p.137 |
Invisibility, Greater | 4th - Target is invisible for 1 round per level, even if it attacks. | CRB p.362 |
Invisibility, Mass | 6th - Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell. | CRB p.362 |
Irradiate | 3rd - Flood area with dangerous radiation. | CRB p.362 |
Jolting Surge | 1st - Touch deals 4d6 electricity damage. | CRB p.363 |
Junk Armor | 1st - Use junk to make light armor, or upgrade light armor into heavy armor. | PWD p.205 |
Junk Restraints | 4th - Transform junk into shackles or fetters. | NSP p.156 |
Junk Shard | 1st - Summon and fling sharp pieces of junk at a target, dealing 3d6 piercing and slashing damage. | NSP p.156 |
Junksword | 1st - Use junk to make a sword that deals 1d4 damage, and with two special abilities. 2nd - Use junk to make a sword that deals 1d8 damage, and with three special abilities. 3rd - Use junk to make a sword that deals 2d4 damage, and with three special abilities plus staggered critical effect. 4th - Use junk to make a sword that deals 2d8 or 3d4 damage, and with three special abilities plus a critical effect. 5th - Use junk to make a sword that deals 3d10 or 3d6 damage, and with three special abilities plus a critical effect. 6th - Use junk to make a sword that deals 6d6 or 3d8 damage, and with three special abilities plus a critical effect and fusion. | PWD p.205 |
Keen Sense | 1st - Target gains low-light vision and a +2 bonus to Perception checks. | CRB p.363 |
Knock | 2nd - Opens a locked or magically sealed door. | CRB p.363 |
Know Coordinates | 1st - Learn the exact location of one creature on the same world as you. | COM p.137 |
Laser Net | 2nd - Fill a chamber or hall with deadly laser beams. | COM p.137 |
Last Gasp | 2nd - Stop a creature from suffocating to death | FF03 p.52 |
Life Bubble | 1st - Encase targeted creatures with a shell of tolerable atmosphere. | CRB p.363 |
Lifting Frame | 1st - Holographic lifting frame increases the target's Strength modifier for carrying capacity and destroying objects. | COM p.138 |
Logic Bomb | 2nd - Target computer deals 6d6 energy damage to the first creature that tries and fails to use it. | CRB p.364 |
Magic Missile | 1st - Two missiles deal 1d4+1 force damage. | CRB p.364 |
Make Mischief | FF02 p.55 | |
Make Whole | 2nd - Restore 5d6 Hit Points to an object | CRB p.364 |
Manipulate Tech | 2nd - Operate a weapon or technological item from a distance. | COM p.138 |
Megavitamin | 1st - Create a small number of nutritional supplements. | COM p.138 |
Memory Lapse | 1st - Makes target forget what happened over last minute. | 3C01 p.53 |
Mending | 0 - Restore 1d4 Hit Points to an object or construct. | CRB p.364 |
Mental Block | 3rd - Causes target to lose access to feats extraordinary abilities, spells, spell-like abilities, and supernatural abilities. | PWD p.206 |
Mental Silence | 1st - You create a telepathy negating field around yourself, blocking mental spells and abilities within its radius. | COM p.22 |
Merge Consciousness | 3C05 p.45 | |
Meticulous Match | 3rd - Identifies if two samples are identical, similar, or different. | 3C01 p.45 |
Miasma | 4th - Create air that sickens those who breathe it. | COM p.138 |
Microbot Assault | 2nd - Cloud of tiny robots harasses creatures within it. | CRB p.364 |
Might of the Ellicoth | 1st - Increase target's max carry bulk by 3. | PWD p.206 |
Mind Link | 1st - Instantly and telepathically communicate information to a creature. | CRB p.365 |
Mind of Three | 3rd - Split your mind into three personas, giving you various bonuses for the spell's duration. | A!04 p.52 |
Mind Probe | 4th - Potentially access a target creature's memories and its knowledge. | CRB p.365 |
Mind Swap | 6th - Trade bodies with a chosen target for the duration of the spell, gaining the Mind Swapped template in the process. | AA3 p.137 |
Mind Thrust | 1st - Mentally deal 2d10 damage to one target. 2nd - Mentally deal 4d10 damage to one target. 3rd - Mentally deal 7d10 damage to one target. 4th - Mentally deal 10d10 damage to and fatigue a single target. 5th - Mentally deal 15d10 damage to and exhaust one target. 6th - Mentally deal 17d10 damage to, exhaust, and stun one target. | CRB p.365 |
Miracle | Special - Can duplicate other spells, undo harmful effects, or change reality within limits. | CRB p.366 |
Mirror Image | 2nd - Create decoy duplicates of yourself. | CRB p.366 |
Mislead | 5th - Make yourself invisible and create an illusory double of your likeness. | CRB p.366 |
Modify Memory | 5th - Change 5 minutes of target's memories. | CRB p.366 |
Modify Outcome | 4th - Attempt to replace an ally's failed action with a success from another reality. | NSP p.156 |
Mystic Cure | 1st - Restore 1d8 + your Wisdom modifier Hit Points to a living creature. 2nd - Restore 3d8 + your Wisdom modifier Hit Points to a living creature. 3rd - Restore 5d8 + your Wisdom modifier Hit Points to a living creature. 4th - Restore 12d8 + your Wisdom modifier Hit Points to a living creature or restore life to a recently slain creature. 5th - Restore 16d8 + your Wisdom modifier Hit Points to a living creature or restore life to a recently slain creature. 6th - Restore 20d8 + your Wisdom modifier HP to a living creature or restore life to a recently slain creature. | CRB p.367 |
Mystic Cure, Mass | 5th - Restore 3d8 + your Wisdom modifier Hit Points to one living creature per level. 6th - Restore 5d8 + your Wisdom modifier Hit Points to one living creature per level. | CRB p.367 |
Nanite Form | 3rd - Target becomes a cloud of floating nanites. | COM p.138 |
Necromantic Revitalization | 1st - Heals undead by 1d8 + your Int mod. 2nd - Heals undead by 3d8 + your Int mod. 3rd - Heals undead by 5d8 + your Int mod. 4th - Heals undead by 7d8 + your Int mod or restore a target that was recently destroyed. 5th - Heals undead by 9d8 + your Int mod or restore a target that was recently destroyed. 6th - Heals undead by 11d8 + your Int mod or restore a target that was recently destroyed. | PWD p.206 |
Nightmare | 3rd - Send nightmares to the desired target and frighten them awake, rendering them unable to sleep again for a period of time. | SS1 p.52 |
Nondetection | 3rd - Hide target from divination and surveillance. | CRB p.367 |
Optimize Technology | 2nd - Protect a vehicle, construct, or technological device from environmental hazards. | COM p.138 |
Overheat | 1st - Deal 2d8 fire damage to creatures in cone. | CRB p.367 |
Overload Systems | 4th - Target creature has a 50% chance to lose each action. | CRB p.368 |
Parallel Form | 2nd - Disguise creatures' forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals | COM p.138 |
Paranoia | 2nd - Force a target to see everyone around them as the enemy, treating them as hostile for the duration of the spell. | SS1 p.52 |
Passwall | 5th - Create a passage through most walls. | CRB p.368 |
Patch Tech | 1st - Gain a +3 bonus to checks to arm explosives, disable devices, and repair items. | COM p.139 |
Perfect Recall | 2nd - Recall one memory unaltered by magic perfectly. | COM p.139 |
Personal Gravity | 2nd - Treat gravity as 1 step higher or lower for yourself; protection from forced movement and conditions. | NSP p.156 |
Phantom Cycle | 3rd - Summon a ghostly motorcycle. | COM p.139 |
Phase Blade | AA4 p.73 | |
Pinpoint Navigation | 3rd - Gain a +10 to Piloting checks for navigation. | COM p.139 |
Planar Barrier | 6th - Seal an area against all planar travel into or within it. | CRB p.368 |
Planar Binding | 4th - Trap an extraplanar creature of CR 4 or lower until it performs a task. 5th - Trap an extraplanar creature of CR 7 or lower until it performs a task. 6th - Trap an extraplanar creature of CR 10 or lower until it performs a task. | CRB p.369 |
Plane Shift | 6th - As many as eight creatures travel to another plane you choose. | CRB p.369 |
Planned Obsolescence | 3rd - Transform a weapon or set of armor into an archaic facsimile. | NSP p.156 |
Polar Vortex | 3rd - Summon a freezing tornado dealing 3d6 cold damage and 6d6 bludgeoning damage and making it more difficult for creatures to move. | NSP p.156 |
Polymorph | 1st - Change a willing creature's form. 2nd - Change a willing creature's form. 3rd - Change a willing creature's form. 4th - Change a willing creature's form. 5th - Change a willing creature's form. 6th - Change a willing creature's form. | AA2 p.145 |
Polymorph, Mass | 4th - Change the form of up to four willing creatures as 1st-level polymorph. 5th - Change the form of up to four willing creatures as 2nd-level polymorph. 6th - Change the form of up to four willing creatures as 3rd-level polymorph. | AA2 p.146 |
Predict Foe | 2nd - As a reaction, shout a warning to an ally and grant that ally concealment against an attack. | COM p.139 |
Prescience | 3rd - Concentrate on an enemy, predict their actions, and prepare an appropriate response. | COM p.139 |
Preserve Specimen | 3rd - Touch a willing or unconscious creature and put them in stasis, halting any active effects until the spells ends. | COM p.23 |
Pressurize | 1st - Cause 2d10 damage and suffocation to all creatures in area | FF03 p.53 |
Private Sanctum | 5th - Prevent anyone from viewing or scrying an area for 24 hours. | CRB p.369 |
Probability Prediction | 3rd - Reroll one attack roll, save, or check. | CRB p.369 |
Prowling Junkbot | 4th - This spell functions as the handy junkbot spell, but instead creates a stealthy drone that can investigate and spy, transmitting what it sees back to you. | 3C01 p.53 |
Prying Eyes | 5th - Twenty floating eyes scout for you. | CRB p.370 |
Psychic Surgery | 6th - Cure all Intelligence, Wisdom, and Charisma damage and drain, plus remove other mental afflictions and conditions. | CRB p.370 |
Psychokinetic Hand | 0 - Telekinetically move an object of 1 bulk or less. | CRB p.370 |
Psychokinetic Strangulation | 3rd - Concentrate to immobilize target and deal 3d8 damage per round. | CRB p.370 |
Puncture Veil | 1st - Tiny needles deal damage plus additional bleed damage for 3 rounds. | COM p.140 |
Pyre Wreath | 1st - Conjure three orbs which increase ambient light and absorb incoming fire damage. | DF06 p.53 |
Quick Change | 1st - Adjacent creatures are flat-footed when you return to true form. | 3C03 p.45 |
Raise Dead | 5th - Restore life to a creature that died no more than 1 day per level ago. | CRB p.370 |
Rapid Repair | 5th - Construct or weapon regains 2d8 Hit Points per round for 1 minute. | CRB p.371 |
Ray of Exhaustion | 3rd - Ray makes target exhausted. | CRB p.371 |
Read the Flames | 4th - Focus your mind on a flame to gain clarity and different benefits of your choice. | DF06 p.53 |
Reality Bend | 5th - Concentrate on an ally, and shift them up to 10 feet once per round when it's most convenient. | COM p.140 |
Reality Leap | 2nd - Hop through to another spot within range in this reality with a 50% chance to arrive slightly off target. | COM p.140 |
Reanimate | 5th - Reanimate a recently destroyed construct or undead. 6th - Reanimate a recently destroyed construct or undead. | PWD p.207 |
Reanimate Construct | 4th - Reanimate a destroyed technological creature to serve you. | NSP p.157 |
Recall | 1st - Reroll any failed skill check once while the spell is active. | COM p.23 |
Recharge | 2nd - Replenish charges in a battery or item capable of holding charges. | CRB p.372 |
Reflecting Armor | 1st - Sheath of mystical force can reflect damage back on foe. | CRB p.372 |
Regenerate | 6th - Grow back target's severed limbs, restore 12d8 Hit Points, and remove exhaustion and fatigue. | CRB p.372 |
Reincarnate | 4th - Bring a target dead creature back to life in a random body. | CRB p.372 |
Reject Augmentation | 2nd - Target with augmentation becomes sickened and can't use any augmentations. | ARM p.149 |
Remote Operation | 1st - Remotely operate the controls of a computer or vehicle out to a short distance. | COM p.140 |
Remove Affliction | 3rd - Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature. | CRB p.373 |
Remove Condition | 2nd - Remove one moderate harmful condition affecting a creature. | CRB p.373 |
Remove Condition, Greater | 5th - Remove all harmful conditions affecting a creature. | CRB p.373 |
Remove Condition, Lesser | 1st - Remove one minor harmful condition affecting a creature. | CRB p.373 |
Remove Radioactivity | 4th - Remove ongoing radiation effects from a creature or object. | CRB p.374 |
Resilient Sphere | 4th - Force globe protects but traps one target. | CRB p.374 |
Resist Radiation | 2nd - Automatically succeed at saving throws against weak radiation and suppress radiation sickness. | COM p.140 |
Resistant Aegis | 5th - Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types. | CRB p.374 |
Resistant Armor | 4th - Grant DR 10/— or energy resistance 10 to three energy types. | CRB p.374 |
Resistant Armor, Greater | 6th - Grant DR 15/— or energy resistance 15 against four energy types. | CRB p.374 |
Resistant Armor, Lesser | 3rd - Grant DR 5/— or energy resistance 5 against two energy types. | CRB p.374 |
Restoration | 4th - Restores ability score drain and negative levels. | CRB p.374 |
Restoration, Lesser | 2nd - Dispel magical ability penalty or cure 1d4 ability damage. | CRB p.374 |
Retrocognition | 5th - Gain psychic impressions of past events in a certain location. | CRB p.375 |
Rewire Flesh | 4th - Turn target partially into a robot, dealing 3d6 damage per round and reducing speed. | CRB p.375 |
Rewire Flesh, Mass | 6th - Deal 3d6 damage per round and reducing targets' speed during that time. | CRB p.376 |
Scan Environment | 1st - Learn information about the environment by studying and analyzing it for various lengths of time. | COM p.23 |
School Spirit | 3C06 p.53 | |
Secret Locker | DA02 p.53 | |
Security Protocol | 6th - Protect a building or starship with various technological and magical defenses. | COM p.140 |
Security Seal | 2nd - Magically lock a portal, a container, or a security system. | CRB p.376 |
See Invisibility | 2nd - See invisible creatures or objects. | CRB p.376 |
Seeking Shot | 1st - Makes a target weapon ignore cover and concealment. | PWD p.207 |
Selective Invisibility | FF02 p.55 | |
Shadow Body | 5th - Become an incorporeal shadowy figure and gain concealment in dark areas, as well as move along any surface without issue. | SS1 p.52 |
Shadow Jump | 4th - Teleport a short distance through shadows. | SS3 p.53 |
Shadow Walk | 6th - Step into a shadowy realm to travel to a destination rapidly. | CRB p.376 |
Shadowy Fleet | 6th - Illusion of starships deals 3d6 piercing damage and 3d6 fire damage to all creatures in the affected area. | CRB p.376 |
Share Language | 1st - Target understands chosen languages. | CRB p.377 |
Share Memory | 1st - Target shares memory with you and five others. | COM p.141 |
Shared Evolution | 3C05 p.45 | |
Shield Other | 2nd - You take half of the target's Hit Point damage. | CRB p.377 |
Shifting Shadows | FF02 p.55 | |
Shifting Surge | 1st - A creature or weapon can deal a different type of energy damage as well as extra damage. | COM p.141 |
Shrink Object | 1st - Touch an object of varying size and bulk and shrink it, amount dependent on spell level. 2nd - Touch an object of varying size and bulk and shrink it, amount dependent on spell level. 3rd - Touch an object of varying size and bulk and shrink it, amount dependent on spell level. 4th - Touch an object of varying size and bulk and shrink it, amount dependent on spell level. 5th - Touch an object of varying size and bulk and shrink it, amount dependent on spell level. 6th - Touch an object of varying size and bulk and shrink it, amount dependent on spell level. | COM p.29 |
Sinking Ship | 3rd - Drop a shipwreck on creatures, dealing 6d10 bludgeoning damage or half and push them deeper into water | FF03 p.53 |
Slice Reality | 2nd - Tear gashes in reality, dealing 2d6 damage to all targets or 2d6 damage plus staggering a single target. | COM p.141 |
Slithering Chain | 1st - Conjure shadowy chains to trip and shaken foe. | SS3 p.53 |
Slow | 3rd - One creature per level moves and acts slower. | CRB p.377 |
Smog Bank | 3rd - Noxious fog cloud sickens creatures. | COM p.141 |
Snuff Life | 6th - Instantly kill or massively damage one creature per 2 caster levels, depending on targets' CRs. | CRB p.377 |
Song of the Cosmos | 2nd - Creatures near you must succeed at a Will saving throw or be fascinated for 1 round. | COM p.141 |
Song of the Cosmos, Greater | 4th - Creatures near you are fascinated or dazzled for 1d4 rounds. | COM p.141 |
Soothing Protocol | 4th - Calm a target hostile technological construct. | CRB p.377 |
Soul Reap | AA4 p.91 | |
Speak With Dead | 3rd - Corpse answers up to six questions. | CRB p.378 |
Spider Climb | 2nd - Grant ability to walk on walls and ceilings. | CRB p.378 |
Spirit-Bound Armor | 1st - A benevolent spirit steadies a creature wearing armor, offsetting flat-footed and off-kilter penalties. | COM p.141 |
Spirit-Bound Computer | 1st - A benevolent spirit inhabits a computer and can make Computers checks you request. | COM p.142 |
Stabilize | 0 - Cause a dying creature to stabilize. | CRB p.378 |
Star Storm | 6th - Hailing plasma deals 6d8 electricity damage and 6d8 fire damage to creatures and objects in the area. | COM p.142 |
Starwalk | 0 - You can better control your movement in zero gravity | GEM p.114 |
Status | 2nd - Monitor condition and position of allies. | CRB p.379 |
Subjective Reality | 6th - You convince yourself one creature or object is an illusion. | CRB p.379 |
Suggestion | 3rd - Compel a target to follow stated course of action. | CRB p.379 |
Suggestion, Mass | 6th - Compel one target per level to follow stated course of action. | CRB p.379 |
Summon Creature | 1st - Call forth an extraplanar ally. 2nd - Call forth up to three extraplanar allies. 3rd - Call forth up to three extraplanar allies. 4th - Call forth up to three extraplanar allies. 5th - Call forth up to three extraplanar allies. 6th - Call forth up to three extraplanar allies. | AA1 p.144 |
Summon Drift Beacons | 6th - Conjure Drift beacons to facilitate starship travel. | NSP p.157 |
Supercharge Armor | 2nd - Charge armor to increase its protective value for a short period of time. | NSP p.157 |
Supercharge Weapon | 1st - Touched weapon deals extra damage. | CRB p.379 |
Swim | 1st - Boost athletics checks to swim for a number of creatures 2nd - Grant swim speed to a single creature 3rd - Grant improved swim speed to a single creature 4th - Grant improved swim speed to a number of creatures | FF03 p.53 |
Sympathetic Vibration | 6th - Deal 2d10 damage per round to freestanding structure. | CRB p.379 |
Synapse Overload | 5th - Target takes 18d8 damage and is staggered for 1 minute. | CRB p.380 |
Synaptic Pulse | 3rd - Stun all creatures within 20 feet for 1 round. | CRB p.380 |
Synaptic Pulse, Greater | 5th - Stun all creatures within 20 feet for 1d4 rounds. | CRB p.380 |
Tectonic Shift | 1st - Shake the ground, causing a creature to become shaken. 2nd - Shake the ground, causing a creature to become shaken or prone. 3rd - Shake hte ground, causing up to 5 creatures to become shaken or prone. | GEM p.75 |
Telekinesis | 5th - Move an object, attack creatures, or hurl objects or creatures with your mind. | CRB p.380 |
Telekinetic Projectile | 0 - Telekinetically hurl an object, dealing 1d6damage to the target and object. | CRB p.380 |
Telepathic Bond | 4th - Link allows allies to communicate. | CRB p.381 |
Telepathic Jaunt | 6th - Use your telepathic bond with a creature to teleport to its location. | CRB p.381 |
Telepathic Message | 0 - Send a short telepathic message and hearsimple telepathic replies. | CRB p.381 |
Telepathy | 5th - Communicate mentally with any creatures within 100 feet. | CRB p.381 |
Teleport | 5th - Instantly teleport as far as 2,000 miles. | CRB p.381 |
Terraform | 6th - Alter terrain and climate. | CRB p.382 |
Token Spell | 0 - Perform simple magical effects. | CRB p.382 |
Tongues | 3rd - Target can speak and understand any language. | CRB p.383 |
Transfer Charge | 0 - Move charges from one power source to another source of the same type. | CRB p.383 |
Transfer Consciousness | 5th - Transfer your mind into a computer or willing technological construct, and control its functions. | COM p.142 |
Transport Passengers | 4th - Create extradimensional seating space inside a vehicle or Tiny starship. | COM p.142 |
True Seeing | 6th - Target can see things as they really are. | CRB p.383 |
Umbral Tendrils | 3rd - Summoned mass of shadowy tendrils deal 4d6 bludgeoning damage and impose penalties. | SS3 p.53 |
Uncanny Eruption | 4th - Summon the crater of an active volcano, bringing lava and eruption to creatures in the area. | GEM p.75 |
Unseen Servant | 1st - Invisible force obeys your commands. | CRB p.383 |
Unspeakable Presences | 6th - Enemies in the area take 4d6 damage per round, cannot move, and might be devoured whole. | COM p.142 |
Unwilling Guardian | 5th - Charm a target into protecting you during combat. | CRB p.383 |
Usher Apocalypse | 6th - Deal fire damage, create difficult terrain, and potentially anchor foes to the ground in the area. | COM p.142 |
Veil | 6th - Change appearance of a group of creatures. | CRB p.384 |
Venomous Weapon | 2nd - Imbue your melee weapon with poison, making its next five attacks venomous to your foes. | COM p.23 |
Verdant Code | 1st - You turn data into plant matter that either instantly explodes outward or lurks within a device. | NSP p.129 |
Vigilant Junkbot | 2nd - Create a temporary robot made of junk that can protect you from ranged or melee attacks. | COM p.143 |
Viral Destruction | 3rd - Forces a recently dead creature to make 1 more attack against your enemy, can spread if it kills its target. | DS02 p.51 |
Vision | 6th - Answer a question about a person, place, or object. | CRB p.384 |
Void Whispers | GEM p.115 | |
Wall Of Air | 3rd - Create a wall of air as a windstorm or concealing bubbles | FF03 p.53 |
Wall of Fire | 4th - Blazing curtain deals 2d6 fire damage out to 10 feet and 1d6 fire damage out to 20 feet; passing through the wall deals 5d6 fire damage. | CRB p.384 |
Wall of Force | 5th - Invisible wall is difficult to destroy. | CRB p.384 |
Wall of Steel | 6th - Wall has 45 Hit Points per inch of thickness and hardness 15. | CRB p.385 |
Wall of Stone | 4th - Wall has 15 Hit Points per inch of thickness and hardness 10. | DF05 p.58 |
Warp Reality | Special - Can duplicate other spells, undo harmful effects, or change reality within limits. | COM p.143 |
Warpwave | AA4 p.87 | |
Waves of Fatigue | 5th - Several targets become fatigued. | CRB p.385 |
Wish | Special - Can duplicate other spells, undo harmful effects, or change reality within limits. | CRB p.385 |
Wisp Ally | 1st - Create wisp of energy that shines light and distracts an enemy. | CRB p.385 |
Wonder Warp | 4th - Create random effects in an area | GEM p.115 |
Zone of Truth | 2nd - Creatures within range can't lie. | CRB p.385 |
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