Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Pathfinder Second Edition

Compendium

Type to search for a spell, item, class — anything!

Casting Spells (Legacy)

Ready to play? Build unlimited Pathfinder 2e characters Create Now

Edit Page Content

The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. Casting a Spell is a special activity that takes a number of actions defined by the spell. When you Cast a Spell, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell and Melodious Spell can help hide such manifestations or otherwise prevent observers from noticing that you are casting.

Cast a Spell
You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block. As soon as the spellcasting actions are complete, the spell effect occurs.

Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell’s stat block—for example, “[reaction] verbal.”

Long Casting Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it’s not necessary to break down which one you’re providing at a given time. You can’t use other actions or reactions while casting such a spell, though at the GM’s discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can’t cast them in an encounter. If combat breaks out while you’re casting one, your spell is disrupted.

Spell Components Each spell lists the spell components required to cast it after the action icons or text, such as “[three-actions] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can’t provide the components, you fail to Cast the Spell.

  • Material (manipulate)
  • Somatic (manipulate)
  • Verbal (concentrate)
  • Focus (manipulate)

Disrupted and Lost Spells Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you’ve already expended the spell slot, spent the spell’s costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends.

Spell Components

A spell description lists the components required to Cast the Spell. For most spells, the number of components is equal to the number of actions you must spend to Cast the Spell. Each component adds certain traits to the Cast a Spell activity, and some components have special requirements. The components that appear in this book are listed below.

Material

A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).

Except in extreme circumstances, you can assume all common components are included in a material component pouch.

Somatic

A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.

Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

Verbal

A verbal component is a vocalization of words of power. You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell. The spell gains the concentrate trait. You must be able to speak to provide this component.

Focus

A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose. 

Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell.

Component Substitutions

Some classes can substitute one component for another or alter how a component works.

If you’re a bard Casting a Spell from the occult tradition, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.

If you’re a cleric Casting a Spell from the divine tradition while holding a divine focus (such as a religious symbol or text), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.

If you’re a druid Casting a Spell from the primal tradition while holding a primal focus (such as holly and mistletoe), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.

If you’re a sorcerer Casting a Spell from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.

Metamagic

Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell’s effect, not of the metamagic action itself.

Ranges, Areas, and Targets

Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!

Touch Range

A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there.

Areas

Sometimes a spell has an area, which can be a burst, cone, emanation, or line. If the spell originates from your position, the spell has only an area; if you can cause the spell’s area to appear farther away from you, the spell has both a range and an area.

Targets

Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell’s range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM’s discretion, you can attempt to target a creature you can’t see. If you fail to target a particular creature, this doesn’t change how the spell affects any other targets the spell might have.

If you choose a target that isn’t valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell’s duration, the spell typically ends, but the GM might decide otherwise in certain situations.

Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.

Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character’s condition (such as when a character is paralyzed, unconscious, or even dead).

Line of Effect

You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell.

Durations

The duration of a spell is how long the spell effect lasts. Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell’s duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster’s turns, ending when the duration reaches 0.

Some spells have effects that remain even after the spell’s magic is gone. Any ongoing effect that isn’t part of the spell’s duration entry isn’t considered magical. For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn’t be counteracted because it is not itself magical (though it might be cured by other magic, such as restore senses).

If a spell’s caster dies or is incapacitated during the spell’s duration, the spell remains in effect till its duration ends. You might need to keep track of the caster’s initiative after they stopped being able to act to monitor spell durations.

Sustaining Spells

If the spell’s duration is “sustained,” it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.

Sustain a Spell [one-action]
Concentrate
Requirements You have at least one spell active with a sustained duration, and you are not fatigued.

Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”).

If your Sustain a Spell action is disrupted, the spell immediately ends.

Long Durations

If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don’t need to keep a spell slot open for these spells.

Dismissing

Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.

Dismiss [one-action]
Concentrate
You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.

Saving Throws

Spells that require a target to attempt a save to resist some or all of the spell’s effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster’s spell DC.

Basic Saving Throws

If a spell’s Saving Throw entry specifies a “basic” saving throw, the spell’s potential effects all relate to the damage listed in the spell’s description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure.

Spell Attacks

Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target’s AC. Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don’t deal any damage beyond what’s listed in the spell description.

In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack.

Identifying Spells

Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.

If you want to identify a spell but don’t have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of Recall Knowledge because you don’t have the advantage of watching the spell being cast.

Counteracting

Some spells, such as dispel magic, can be used to eliminate the effects of other spells. At least one creature, object, or manifestation of the spell you are trying to counteract must be within range of the spell that you are using. You attempt a counteract check using your spellcasting ability modifier and your proficiency bonus for spell attack rolls.

Hostile Actions

Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action.

Setting Triggers

If a spell is meant to respond only to certain events or under certain conditions—such as magic mouth—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell’s sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as “red-haired dwarven women,” or it could be an observed action, such as “whenever someone enters the spell’s area.”

Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell’s origin point must have line of sight. Darkness doesn’t prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell’s DC). For auditory detection, line of sight isn’t necessary, though the sound must be audible at the spell’s origin point. A Stealth check to Sneak can fool the sensor.

Walls

Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can’t enter the same space more than once, but it can double back so one section is adjacent to another section of the wall.

Reading Spells

Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell’s name line also lists the type of spell if it’s a cantrip or focus spell, as well as the level.

Spell Name          Spell (Level)
Traits

Tradition This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don’t follow the listed traditions.
Cast The number of actions required to Cast the Spell are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as “1 minute.” After this, the spell’s components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell.
Range, Area, and Targets This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster.
Saving Throw and Duration If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn’t list a duration takes place instantaneously, and anything created by it persists after the spell.

A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure.

Heightened (level) If the spell has any special effects when heightened, those effects appear at the end of the stat block.

Magic and Morality

While magic allows you to perform wondrous acts in the game, it can be used for terrible purposes. While some spells are obviously vile or have the evil trait and a direct connection to the profane, other spells can be used for good or ill. Using magic does not free you from the morality of the outcome.

Nowhere is this more true than when it comes to enchantment spells, especially those used to compel a character to do something. These spells can remove the power of choice from a character and can very easily be used in ways that are evil. Dominating an ogre and forcing him to abandon his guard post is not necessarily evil, but using that same spell to force a merchant to give you all of his wares certainly is. Using a spell for an evil purpose can cause a player character 's alignment to shift to evil, with the ultimate judgment of whether a player is using a spell for an evil purpose left up to the GM. 

Regardless of in-game effects, all players should take care when using such spells. These effects can negatively affect people at the table, as they might create situations that echo truly awful experiences players might have had, creating uncomfortable or hostile environments. Players and GMs should work to prevent these situations so everyone can focus on having fun at the table.

Attributes

Advertisement Create a free account