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Pathfinder Second Edition

Compendium

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Arcane Spells (Legacy)

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These lists include the spells for each tradition, including cantrips. A superscript “H” indicates a spell has extra effects when heightened, and a spell whose rarity is greater than common has a superscript with the first letter of that rarity. An abbreviation in parentheses indicates a spell 's school.

Cantrips

Acid Splash H (evo): Damage creatures with acid.
Chill Touch H (nec): Your touch hurts the living or disorients undead.
Dancing Lights (evo): Create four floating lights you can move.
Daze H (enc): Damage a creature 's mind and possibly stun it.
Detect Magic H (div): Sense whether magic is nearby.
Electric Arc H (evo): Zap one or two creatures with lightning.
Ghost Sound H (ill): Make false sounds.
Light H (evo): Make an object glow.
Mage Hand H (evo): Command a floating hand to move an object.
Message H (ill): Speak a message to a distant creature, who can reply.
Prestidigitation (evo): Perform a minor magical trick.
Produce Flame H (evo): Kindle small flames to attack close or at range.
Ray of Frost H (evo): Damage a creature with cold.
Read Aura H (div): Detect if an object is magical, and determine the school of its magic.
Shield H (abj): A shield of magical force blocks attacks and magic missiles.
Sigil H (tra): Leave a magical mark.
Tanglefoot H (con): Conjure a vine to entangle a creature.
Telekinetic Projectile H (evo): Fling an object at a creature.

1st-Level Spells 

Air Bubble (con): React to create air for a creature to breathe.
Alarm H (abj): Be alerted if a creature enters a warded area.
Ant Haul (tra): Target can carry more.
Burning Hands H (evo): A small cone of flame rushes from your hands.
Charm H (enc): A creature becomes more friendly to you.
Color Spray (ill): Swirling colors dazzle or stun creatures.
Command H (enc): Bid a creature to approach, run, release something, lie prone, or stand up.
Create Water (con): Conjure 2 gallons of water.
Fear H (enc): Frighten a creature, possibly making it flee.
Feather Fall (abj): React to slow a creature 's fall.
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.
Grease (con): Coat a surface or object in slippery grease.
Grim Tendrils H (nec): Creatures in a line take negative damage and bleed.
Gust of Wind (evo): Wind blows out fires and knocks back objects and creatures.
Hydraulic Push H (evo): Damage and push a creature with a blast of water.
Illusory Disguise H (ill): Make yourself look like a different creature.
Illusory Object H (ill): Form a convincing illusion of an object.
Item Facade H (ill): Disguise an item to look perfect or shoddy.
Jump H (tra): Make an impressive leap.
Lock H (abj): Make a lock hard to open.
Longstrider H (tra): Increase your Speed for an hour.
Mage Armor H (abj): Ward yourself with magical armor.
Magic Aura U, H (ill): Change how an item 's magic appears to detecting spells.
Magic Missile H (evo): Pelt creatures with unerring bolts of magical force.
Magic Weapon (tra): Make a weapon temporarily magical.
Mending H (tra): Repair one non-magical item.
Negate Aroma H (abj): Suppress a creature 's scent.
Pest Form H (tra): Turn into a nonthreatening animal.
Ray of Enfeeblement (nec): Sap a creature 's strength.
Shocking Grasp H (evo): Zap a creature with electricity.
Sleep H (enc): Cause creatures in a small area to fall asleep.
Spider Sting (nec): Damage a creature and afflict it with spider venom.
Summon Animal H (con): Conjure an animal to fight on your behalf.
Summon Construct H (con): Conjure a construct to fight on your behalf.
True Strike (div): Make your next attack especially accurate.
Unseen Servant (con): Create an invisible creature to help you.
Ventriloquism H (ill): Throw your voice.

2nd-Level Spells 

Acid Arrow H (evo): Magical arrow deals acid damage persistently.
Blur (ill): Cause a target 's form to become blurry and hard to hit.
Comprehend Language H (div): A creature understands one language.
Continual Flame H (evo): A magical flame burns indefinitely.
Create Food H (con): Conjure food that can feed multiple creatures.
Darkness H (evo): Suppress all light in an area.
Darkvision H (div): See in the dark.
Deafness (nec): Make a creature deaf.
Dispel Magic (abj): End a spell or suppress an item 's magic.
Endure Elements H (abj): Protect a creature from severe cold or heat.
Enlarge H (tra): A creature grows in size.
False Life H (nec): Gain temporary HP.
Flaming Sphere H (evo): A ball of fire rolls about at your command.
Gentle Repose H (nec): A corpse doesn 't decay and can 't become undead.
Glitterdust (evo): Sparkling dust breaks invisibility and impedes vision.
Hideous Laughter (enc): Fits of laughter make a creature unable to take all its actions.
Humanoid Form H (tra): Take the shape of a humanoid.
Illusory Creature H (ill): Form a convincing illusion of a creature.
Invisibility H (ill): A creature can 't be seen until it attacks.
Knock (tra): Make a door, lock, or container easier to open, and possibly open it immediately.
Magic Mouth (ill): Make an illusory mouth appear to speak a message.
Mirror Image (ill): Illusory duplicates of you cause attacks to miss.
Misdirection (ill): Cause one creature 's auras to appear to be another 's.
Obscuring Mist (con): Conceal creatures in a cloud of mist.
Phantom Steed H (con): Conjure a magical horse.
Resist Energy H (abj): Protect a creature from one type of energy damage.
See Invisibility H (div): See invisible creatures and objects.
Shrink H (tra): Reduce a willing creature to Tiny size.
Spectral Hand (nec): Semicorporeal hand touches creatures to target them with your spells.
Spider Climb H (tra): Give a creature a climb Speed.
Summon Elemental H (con): Conjure an elemental to fight on your behalf.
Telekinetic Maneuver (evo): Disarm, Shove, or Trip a creature telekinetically.
Touch of Idiocy (enc): Dull a target 's mind with a touch.
Water Breathing H (tra): Allow creatures to breathe underwater.
Water Walk H (tra): Buoy a creature so it can walk on water.
Web H (con): Form a web that keeps creatures from moving.

3rd-Level Spells 

Bind Undead (nec): Take control of a mindless undead.
Blindness (nec): Strike a target blind.
Clairaudience (div): Hear through an invisible magical sensor.
Dream Message H (enc): Send a message that arrives in a dream.
Earthbind (tra): Bring a flying creature to the ground.
Enthrall (enc): Your speech makes creatures fascinated with you.
Feet to Fins H (tra): Turn a creature 's feet into fins, enabling it swim but slowing it on land.
Fireball H (evo): An explosion of fire in an area burns creatures.
Ghostly Weapon (tra): Make a weapon affect incorporeal creatures.
Glyph of Warding (abj): Store a spell in a symbol to make a trap.
Haste H (tra): Speed up a creature so it can attack or move more often.
Hypnotic Pattern (ill): Shifting colors dazzle and fascinate creatures.
Invisibility Sphere H (ill): You and creatures near you become invisible as you explore.
Levitate (evo): Float an object or creature a few feet off the ground.
Lightning Bolt H (evo): Lightning strikes all creatures in a line.
Locate U, H (div): Learn the direction to an object.
Meld into Stone (tra): Meld into a block of stone.
Mind Reading U (div): Read a creature 's surface thoughts.
Nondetection U (abj): Protect a creature or object from detection.
Paralyze H (enc): Freeze a creature in place.
Secret Page (ill): Alter the appearance of a page.
Shrink Item (tra): Reduce an object to the size of a coin.
Slow H (tra): Make a creature slower, reducing its actions.
Stinking Cloud (con): Form a cloud that sickens creatures.
Vampiric Touch H (nec): Deal negative damage and gain temporary HP with a touch.
Wall of Wind (evo): Create a wall of gusting winds that hinders movement and ranged attacks.

Attributes

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