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Cleric Spell List

This document provides spell descriptions for several 1st-level spells from the Pathfinder 2nd Edition ruleset, including Admonishing Ray, Echoing Weapon, Air Bubble, Alarm, Bless, Command, Heal, Fear, and Lock. The spells cover a variety of schools of magic and have different casting requirements, ranges, areas of effect, durations, and mechanical effects.

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Kyle Harder
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0% found this document useful (0 votes)
547 views2 pages

Cleric Spell List

This document provides spell descriptions for several 1st-level spells from the Pathfinder 2nd Edition ruleset, including Admonishing Ray, Echoing Weapon, Air Bubble, Alarm, Bless, Command, Heal, Fear, and Lock. The spells cover a variety of schools of magic and have different casting requirements, ranges, areas of effect, durations, and mechanical effects.

Uploaded by

Kyle Harder
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Spells www.pf2easy.

com/spellbook

ADMONISHING RAY SPELL 1 ECHOING WEAPON SPELL 1


ATTACK NECROMANCY NONLETHAL EVOCATION SONIC
Traditions arcane, divine; Source Agents of Edgewatch - 02 - Sixty Feet Under, 76 Traditions arcane, divine, occult; Source Secrets of Magic, 101
Cast  somatic, verbal Cast  somatic, verbal
Range 60 feet; Targets 1 creature Range touch; Targets 1 weapon
A ray of energy bludgeons your target into submission without causing lasting harm. When you cast this spell, you Duration 1 minute
choose whether the ray feels like a strong punch or slap. Make a spell attack roll. The ray deals 2d6 bludgeoning You channel magical energy into the target weapon, and the air around it faintly hums each time you strike a blow, as
damage. the impact is absorbed into the weapon. If a creature is wielding the weapon at the end of its turn, the weapon
Critical Success The target takes double damage. discharges a burst of sound targeting one creature adjacent to the wielder (if any). The sonic damage this deals is equal
Success The target takes full damage. to the number of successful Strikes with the target weapon that the wielder made that turn (to a maximum of 4 sonic
damage if the wielder hits with four Strikes).
AIR BUBBLE SPELL 1
AIR CONJURATION FEAR SPELL 1
Traditions arcane, divine, primal; Source Core Rulebook, 316 EMOTION ENCHANTMENT FEAR MENTAL
Cast  verbal; Trigger A creature within range enters an environment where it can’t breathe. Traditions arcane, divine, occult, primal; Source Core Rulebook, 337
Range 60 feet; Targets the triggering creature Cast  somatic, verbal
Duration 1 minute Range 30 feet; Targets 1 creature
A bubble of pure air appears around the target’s head, allowing it to breathe normally. The effect ends as soon as the Saving Throw Will; Duration varies
target returns to an environment where it can breathe normally. You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected.
ALARM SPELL 1 Success The target is frightened 1.
ABJURATION
Failure The target is frightened 2.
Traditions arcane, divine, occult, primal; Source Core Rulebook, 317 Critical Failure The target is frightened 3 and fleeing for 1 round.
Cast 10 minutes (material, somatic, verbal); Requirements 3 gp silver bell focus
Range touch; Area 20-foot burst HEAL SPELL 1
Duration 8 hours HEALING NECROMANCY POSITIVE

You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Traditions divine, primal; Source Core Rulebook, 343
Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your Cast  to 
choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume Range varies; Targets 1 willing living creature or 1 undead creature
of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you
allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic
succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area. Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other
parameters.
BLESS SPELL 1  (somatic) The spell has a range of touch.
ENCHANTMENT MENTAL
 (verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points
Traditions divine, occult; Source Core Rulebook, 321 restored by 8.
Cast  somatic, verbal  (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and
Area 5-foot emanation; Targets you and allies in the area undead creatures in the burst.
Duration 1 minute
Blessings from beyond help your companions strike true. You and your allies in the area gain a +1 status bonus to attack LOCK SPELL 1
rolls. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, ABJURATION

to increase the emanation’s radius by 5 feet. Bless can counteract bane. Traditions arcane, divine, occult; Source Core Rulebook, 348
Cast  somatic, verbal
COMMAND SPELL 1 Range touch; Targets 1 lock, or a door or container with a latch
AUDITORY ENCHANTMENT LINGUISTIC MENTAL Duration 1 day
Traditions arcane, divine, occult; Source Core Rulebook, 325 The target’s latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you
Cast  somatic, verbal set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus,
Range 30 feet; Targets 1 creature whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the
Saving Throw Will; Duration until the end of the target’s next turn duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.
You shout a command that’s hard to ignore. You can command the target to approach you, run away (as if it had the If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can
fleeing condition), release what it’s holding, drop prone, or stand in place. It can’t Delay or take any reactions until it has unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can
obeyed your command. The effects depend on the target’s Will save. Dismiss this spell at any time and from any distance.
Success The creature is unaffected.
Failure For the first action on its next turn, the creature must use a single action to do as you command. MAGIC STONE SPELL 1
Critical Failure The target must use all its actions on its next turn to obey your command. NECROMANCY POSITIVE
Traditions divine, primal; Source Advanced Player’s Guide, 222
CREATE WATER SPELL 1 Cast  to  (verbal, somatic)
CONJURATION WATER Range touch; Targets 1 to 3 non-magical stones or sling bullets
Traditions arcane, divine, primal; Source Core Rulebook, 326 Duration 1 minute
Cast  somatic, verbal You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-
Range 0 feet magical stone or sling bullet for every action you use Casting this Spell. The stones must be unattended or carried by
As you cup your hands, water begins to flow forth from them. You create 2 gallons of water. If no one drinks it, it you or a willing ally. The stones become +1 striking disrupting sling bullets. Each stone can be used only once, after
evaporates after 1 day. which it crumbles to dust.

DETECT ALIGNMENT SPELL 1 MAGIC WEAPON SPELL 1


UNCOMMON DETECTION DIVINATION TRANSMUTATION
Traditions divine, occult; Source Core Rulebook, 328 Traditions arcane, divine, occult; Source Core Rulebook, 349
Cast  somatic, verbal Cast  somatic, verbal
Area 30-foot emanation Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. Duration 1 minute
You receive no information beyond presence or absence. You can choose not to detect creatures or effects you’re aware The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to
have that alignment. attack rolls and increasing the number of weapon damage dice to two.
Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have
alignment auras. MENDING SPELL 1
TRANSMUTATION
DETECT POISON SPELL 1 Traditions arcane, divine, occult, primal; Source Core Rulebook, 351
UNCOMMON DETECTION DIVINATION Cast 10 minutes (somatic, verbal)
Traditions divine, primal; Source Core Rulebook, 328 Range touch; Targets non-magical object of light Bulk or less
Cast  somatic, verbal You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken
Range 30 feet; Targets 1 object or creature condition if this repairs it past the item’s broken Threshold. You can’t replace lost pieces or repair an object that’s been
You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not completely destroyed.
ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison. Certain
substances, like lead and alcohol, are poisons and so mask other poisons. PET CACHE SPELL 1
CONJURATION EXTRADIMENSIONAL
DISRUPTING WEAPONS SPELL 1 Traditions arcane, divine, occult, primal; Source Advanced Player’s Guide, 222
NECROMANCY POSITIVE Cast  somatic
Traditions divine; Source Core Rulebook, 331 Range touch; Targets 1 willing creature that is your animal companion or familiar
Cast  somatic, verbal Duration 8 hours
Range touch; Targets up to two weapons, each of which must be wielded by you or a willing ally, or else unattended You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for
Duration 1 minute its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if
You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead. they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target
for the duration.
You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the
target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).
PROTECTION SPELL 1 SANCTUARY SPELL 1
ABJURATION
UNCOMMON ABJURATION
Traditions divine, occult; Source Core Rulebook, 366
Traditions divine, occult; Source Core Rulebook, 361
Cast  somatic, verbal
Cast  somatic, verbal
Range touch; Targets 1 creature
Range touch; Targets 1 creature
Duration 1 minute
Duration 1 minute
You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must
You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. The
attempt a Will save each time. If the target uses a hostile action, the spell ends.
target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment.
Critical Success Sanctuary ends.
This bonus increases to +3 against effects from such creatures that would directly control the target and against
Success The creature can attempt its attack and any other attacks against the target this turn.
attacks made by summoned creatures of the chosen alignment.
Failure The creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target
This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait,
this turn.
and vice versa; if you choose evil, this spell gains the good trait, and vice versa.
Critical Failure The creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s

PURIFY FOOD AND DRINK SPELL 1 duration.


NECROMANCY
Traditions divine, primal; Source Core Rulebook, 362 SPIRIT LINK SPELL 1
HEALING NECROMANCY
Cast  somatic, verbal
Traditions divine, occult; Source Core Rulebook, 371
Range touch; Targets 1 cubic foot of contaminated food or water
Cast  somatic, verbal
You remove toxins and contaminations from food and drink, making them safe to consume. This spell doesn’t prevent
Range 30 feet; Targets 1 willing creature
future contamination, natural decay, or spoilage. One cubic foot of liquid is roughly 8 gallons.
Duration 10 minutes

RAY OF ENFEEBLEMENT SPELL 1 You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the
ATTACK NECROMANCY start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between
Traditions arcane, divine, occult; Source Core Rulebook, 362 its current and maximum Hit Points, if that’s lower). You lose as many Hit Points as the target regained.
Cast  somatic, verbal This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the
Range 30 feet; Targets 1 creature Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn’t
Saving Throw Fortitude; Duration 1 minute involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists,
A ray with the power to sap a foe’s strength flashes from your hand. Attempt a ranged spell attack against the target. If you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you’re ever at 0 Hit Points,
you succeed, that creature attempts a Fortitude save in order to determine the spell’s effect. If you critically succeed on spirit link ends automatically.
your attack roll, use the outcome for one degree of success worse than the result of its save.
Critical Success The target is unaffected.
THOUGHTFUL GIFT SPELL 1
CONJURATION TELEPORTATION
Success The target becomes enfeebled 1.
Traditions arcane, divine, occult; Source Advanced Player’s Guide, 226
Failure The target becomes enfeebled 2.
Cast  somatic
Critical Failure The target becomes enfeebled 3.
Range 120 feet; Targets 1 willing creature

RESTYLE SPELL 1 You teleport one object of light or negligible Bulk held in your hand to the target. The object appears instantly in the
TRANSMUTATION target’s hand, if they have a free hand, or at their feet if they don’t. The target knows what object you are attempting to
Traditions arcane, divine, occult, primal; Source Secrets of Magic, 126 send them. If the target is unconscious or refuses to accept your gift, or if the spell would teleport a creature (even if
Cast 1 minute (material, somatic, verbal) the creature is inside an extradimensional container), the spell fails.
Range touch; Targets 1 piece of clothing currently worn by you or an ally
Duration unlimited VENTRILOQUISM SPELL 1
AUDITORY ILLUSION
You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your
Traditions arcane, divine, occult, primal; Source Core Rulebook, 381
aesthetic sensibilities. You can change its color, texture, pattern, and other minor parts of its design, but the changes
Cast  somatic, verbal
can’t alter the clothing’s overall shape, size, or purpose. The changes can’t increase the quality of the craftsmanship or
Duration 10 minutes
artistry of the piece of clothing, but particularly gauche choices for the new color and pattern might decrease its
Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from
aesthetic appeal. This spell transforms existing materials into the desired appearance and never alters the material or
somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that
creates more material than what’s originally part of the object. The object’s statistics also remain unchanged.
hears the sound can attempt to disbelieve your illusion.

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