Pathfinder illusion spells

pathfinder illusion spells

You are viewing the legacy Pathfinder Reference Document website. Paizo Inc. Learn more. Order of Presentation : The first spell lists presented are the lists of spells separated by class and level.

pathfinder illusion spells

These include the spell name and a brief and incomplete description of the spell. Immediately after those lists is a complete list of all spells with full descriptions of those spells listed. Spells in all lists are presented in alphabetical order, except when a spell's name begins with "communal," "greater," "lesser," or "mass," in which case it is alphabetized under the base spell name.

Hit Dice : The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures. Caster Level : A spell's power often depends on caster level, which is defined as the caster's class level for the purposes of casting a particular spell. The word "level" in the short spell descriptions that follow always refers to caster level.

Creatures and Characters : The words "Creature" and "character" are used synonymously in the short descriptions.

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Communal Spells : Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell. When you divide the duration, you must divide it as evenly as possible among the targets. Furthermore, unless the communal spell's description indicates otherwise, no target can receive a duration increment smaller than the smallest increment of duration listed in the spell description.

For example, if you are 5th level, your communal spell's duration is 10 minutes per level, and you have four targets, each target must receive 10 minutes of duration. The extra 10 minute duration can go to one of the four targets or it is wasted. Spell List Index Order of Presentation : The first spell lists presented are the lists of spells separated by class and level. Aboleth's Lung transmutation Targets are able to breathe water, freely.

Absorb Toxicity necromancy You become immune to diseases and toxins, absorb one, and then spread it to others. Absorbing Inhalation transmutation Harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect.This new roll uses the same modifiers as the first roll. Toggle navigation. Patreon Supporters. Acid Splash. Detect Fiendish Presence. This spell functions like detect evil, except that it detects only outsiders with the evil subtype, as well as the lingering effects caused by their gifts, presence, and spells.

It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords. Detect Magic. Detect Poison. Detects poison in one creature or small object. Read Magic. Read scrolls and spellbooks. A single humanoid creature with 4 HD or less loses its next action.

Dancing Lights. Dazzles one creature —1 on attack rolls. Ray of Frost. Ghost Sound. Haunted Fey Aspect. Cause a stabilized creature to resume dying. Disrupt Undead. Deals 1d6 damage to one undead. Touch of Fatigue. Deal 1d3 electrical damage with a ranged touch attack.

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Mage Hand. Reinforces a subjects defense against being moved or tripped. Arcane Mark. Inscribes a personal rune on an object or creature visible or invisible. Abjuring Step.Saving Throws. Binding Outsiders. Spell Duels. Name School subschool. Area Effect Diagrams. True Names and Infernal Sigils. Researching True Names Interrogation. Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options. Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation.

Despite these different ways characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.

pathfinder illusion spells

Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way. First you must choose which spell to cast. To cast a spell, you must be able to speak if the spell has a verbal componentgesture if it has a somatic componentand manipulate the material components or focus if any. Additionally, you must concentrate to cast a spell.

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If a spell has multiple versions, you choose which version to use when you cast it. To cast a spell, you must concentrate. Clericsdruidsand rangers add their Wisdom modifier. Bardspaladinsand sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC see Table: Concentration Check DCs.

If you fail the check, you lose the spell just as if you had cast it to no effect. If you fail the check, you lose the spell without effect.

Spells (Paizo, Inc.)

The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell for a spell with a casting time of 1 full round or more or if it comes in response to your casting the spell such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action. If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell.

If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.

If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. Pinned creatures can only cast spells that do not have somatic components. You must make a concentration check if you try to cast a spell in violent weather.

In either case, you lose the spell if you fail the concentration check.

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You lose the spell if you fail. It is possible to cast any spell as a counterspell. Counterspelling works even if one spell is divine and the other arcane.

To use a counterspellyou must select an opponent as the target of the counterspell. You do this by choosing to ready an action.Toggle Theme.

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Archives of Nethys. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves. Chill Touch nec H : Your touch hurts the living or disorients undead.

Dancing Lights evo : Create four floating lights you can move. Daze enc H : Damage a creature's mind and possibly stun it. Detect Magic div H : Sense whether magic is nearby.

Archives of Nethys

Electric Arc evo H : Zap one or two creatures with lightning. Ghost Sound ill H : Make false sounds. Light evo H : Make an object glow. Mage Hand evo H : Command a floating hand to move an object. Message ill H : Speak a message to a distant creature, who can reply. Prestidigitation evo : Perform a minor magical trick. Produce Flame evo H : Kindle small flames to attack close or at range.

Ray of Frost evo H : Damage a creature with cold. Read Aura div H : Detect if an object is magical, and determine the school of its magic. Shield abj H : A shield of magical force blocks attacks and magic missiles.

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Sigil tra H : Leave a magical mark. Tanglefoot con H : Conjure a vine to entangle a creature. Telekinetic Projectile evo H : Fling an object at a creature. Arcane 1st-Level Spells Acidic Burst evo H : You create a shell of acid around yourself that immediately bursts outward. Admonishing Ray nec H S : A ray of energy bludgeons your target into submission without causing lasting harm. Air Bubble con : React to create air for a creature to breathe. Alarm abj H : Be alerted if a creature enters a warded area.

Animate Dead nec H : Animate an undead creature to fight on your behalf. Animate Rope tra H : Command a rope to move and tie as you wish. Ant Haul tra : Target can carry more. Anticipate Peril div H : You grant the target brief foresight. Burning Hands evo H : A small cone of flame rushes from your hands. Charm enc H : A humanoid becomes more friendly to you. Chilling Spray evo H : Icy shards fly out from you in a cone.

Color Spray ill : Swirling colors dazzle or stun creatures. Command enc H : Bid a creature to approach, run, release something, lie prone, or stand up.

pathfinder illusion spells

Create Water con : Conjure 2 gallons of water. Exchange Image ill S U : Trade appearances with the target. Fear enc H : Frighten a creature, possibly making it flee. Fleet Step tra : Make your Speed much faster. Floating Disk con : A disk of energy follows you, carrying objects. Goblin Pox nec : Infect a creature with goblin pox.You are viewing the legacy Pathfinder Reference Document website.

Paizo Inc. Learn more. An M or F appearing at the end of a spell's name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. Order of Presentation : In the spell lists and the short descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains.

When a spell's name begins with "lesser," "greater," or "mass," the spell is alphabetized under the second word of the spell name instead.

Hit Dice : The term "Hit Dice" is used synonymously with "character levels" for effects that affect a specific number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, still have character levels equal to their Hit Dice. Caster Level : A spell's power often depends on caster level, which is defined as the caster's class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified.

The word "level" in the short descriptions that follow always refers to caster level. Creatures and Characters : The words "creature" and "character" are used synonymously in the short descriptions. Dancing Lights : Creates torches or other lights. Daze : Humanoid creature of 4 HD or less loses next action. Detect Magic : Detects spells and magic items within 60 ft.

Flare : Dazzles one creature —1 on attack rolls. Know Direction : You discern north. Lullaby : Makes subject drowsy: —5 on Perception checks, —2 on Will saves against sleep. Prestidigitation : Performs minor tricks.

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