You are on page 1of 2

Spells www.pf2easy.

com/spellbook

BULLHORN CANTRIP 1 DISRUPT UNDEAD CANTRIP 1


AUDITORY CANTRIP ILLUSION CANTRIP NECROMANCY POSITIVE
Traditions arcane, divine, occult; Source Secrets of Magic, 93 Traditions divine, primal; Source Core Rulebook, 331
Cast  somatic, verbal Cast  somatic, verbal
Duration 10 minutes Range 30 feet; Targets 1 undead creature
You amplify your voice, loud enough for you to be heard easily at a great Saving Throw Fortitude
distance. For the duration, your voice can be heard loudly and clearly by all You lance the target with energy. You deal 1d6 positive damage plus your
listeners within 500 feet, even if other ambient noise would otherwise block spellcasting ability modifier. The target must attempt a basic Fortitude save.
the sound. Despite the volume, this doesn’t make your voice jarring or If the creature critically fails the save, it is also enfeebled 1 for 1 round.
distracting. This doesn’t increase the range or area of other auditory or Heightened (+1) The damage increases by 1d6.
linguistic effects, and physical barriers such as walls and doors still block or
muffle your voice as normal. DIVINE LANCE CANTRIP 1
Your loud voice makes it easier to Coerce others, and the acoustics assist in ATTACK CANTRIP EVOCATION

Performing at a large venue. You gain a +1 status bonus to checks to Coerce Traditions divine; Source Core Rulebook, 331
and auditory Performance checks to Perform at a large venue. Cast  somatic, verbal
You can Dismiss the spell. Range 30 feet; Targets 1 creature
You unleash a beam of divine energy. Choose an alignment your deity has
CHILL TOUCH CANTRIP 1 (chaotic, evil, good, or lawful). You can’t cast this spell if you don’t have a
CANTRIP NECROMANCY NEGATIVE deity or if your deity is true neutral. Make a ranged spell attack roll against
Traditions arcane, divine, occult; Source Core Rulebook, 323 the target’s AC. On a hit, the target takes damage of the chosen alignment
Cast  somatic, verbal type equal to 1d4 + your spellcasting ability modifier (double damage on a
Range touch; Targets 1 living or undead creature critical hit). The spell gains the trait of the alignment you chose.
Saving Throw Fortitude Heightened (+1) The damage increases by 1d4.
Siphoning negative energy into yourself, your hand radiates a pale darkness.
Your touch weakens the living and disorients undead, possibly even causing FORBIDDING WARD CANTRIP 1
them to flee. The effect depends on whether the target is living or undead. ABJURATION CANTRIP

Living Creature The spell deals negative damage equal to 1d4 plus your Traditions divine, occult; Source Core Rulebook, 339
spellcasting modifier. The target attempts a basic Fortitude save, but is Cast  somatic, verbal
also enfeebled 1 for 1 round on a critical failure. Range 30 feet; Targets 1 ally and 1 enemy
Undead Creature The target is flat-footed for 1 round on a failed Duration sustained up to 1 minute
Fortitude save. On a critical failure, the target is also fleeing for 1 round You ward an ally against the attacks and hostile spells from the target enemy.
unless it succeeds at a Will save. The target ally gains a +1 status bonus to Armor Class and saving throws
against the target enemy’s attacks, spells, and other effects.
Heightened (+1) The negative damage to living creatures increases by 1d4.
GUIDANCE CANTRIP 1
DAZE CANTRIP 1 CANTRIP DIVINATION
CANTRIP ENCHANTMENT MENTAL NONLETHAL Traditions divine, occult, primal; Source Core Rulebook, 342
Traditions arcane, divine, occult; Source Core Rulebook, 327 Cast  verbal
Cast  somatic, verbal Range 30 feet; Targets 1 creature
Range 60 feet; Targets 1 creature Duration until the start of your next turn
Saving Throw Will; Duration 1 round You ask for divine guidance, granting the target a +1 status bonus to one
You cloud the target’s mind and daze it with a mental jolt. The jolt deals attack roll, Perception check, saving throw, or skill check the target attempts
mental damage equal to your spellcasting ability modifier; the target must before the duration ends. The target chooses which roll to use the bonus on
attempt a basic Will save. If the target critically fails the save, it is also before rolling. If the target uses the bonus, the spell ends. Either way, the
stunned 1. target is then temporarily immune for 1 hour.
Heightened (+2) The damage increases by 1d6.
HAUNTING HYMN CANTRIP 1
DETECT MAGIC CANTRIP 1 AUDITORY CANTRIP EVOCATION SONIC
CANTRIP DETECTION DIVINATION Traditions divine, occult; Source Secrets of Magic, 109
Traditions arcane, divine, occult, primal; Source Core Rulebook, 328 Cast  somatic, verbal
Cast  somatic, verbal Area 15-foot cone
Area 30-foot emanation Saving Throw Fortitude
You send out a pulse that registers the presence of magic. You receive no You echo a jarring hymn that only creatures in the area can hear. The hymn
information beyond the presence or absence of magic. You can choose to deals sonic damage equal to your spellcasting ability modifier, with a basic
ignore magic you’re fully aware of, such as the magic items and ongoing Fortitude save. If a target critically fails the save, it’s also deafened for 1
spells of you and your allies. minute.
You detect illusion magic only if that magic’s effect has a lower level than Heightened (+2) The damage increases by 1d6.
the level of your detect magic spell. However, items that have an illusion
aura but aren’t deceptive in appearance (such as an invisibility potion)
typically are detected normally.
minute per Bulk.
INVOKE TRUE NAME CANTRIP 1
RARE CANTRIP ENCHANTMENT TRUE NAME Prestidigitation can’t deal damage or cause adverse conditions. Any actual
Traditions arcane, divine, occult, primal; Source Secrets of Magic, 247 change to an object (beyond what is noted above) persists only as long as you
Cast  verbal Sustain the Spell.
Range 30 feet; Targets 1 creature whose true name you know
You speak the true name of a creature to more surely affect it with your READ AURA CANTRIP 1
CANTRIP DETECTION DIVINATION
magic. Until the end of the current turn, the target is flat-footed against your
Traditions arcane, divine, occult, primal; Source Core Rulebook, 362
spells and takes a –2 circumstance penalty to saving throws against your
Cast 1 minute (somatic, verbal)
spells. In addition, the first time this turn the target takes damage from one of
Range 30 feet; Targets 1 object
your spells, it has weakness to that damage equal to double the level of
invoke true name. You focus on the target object, opening your mind to perceive magical auras.
When the casting is complete, you know whether that item is magical, and if
KNOW DIRECTION CANTRIP 1 it is, you learn the school of magic (pages 297–298).
CANTRIP DETECTION DIVINATION If the object is illusory, you detect this only if the effect’s level is lower
Traditions divine, occult, primal; Source Core Rulebook, 348 than the level of your read aura spell.
Cast  somatic, verbal
In your mind’s eye, you see a path northward. You immediately know which SHIELD CANTRIP 1
direction is north (if it exists at your current location). ABJURATION CANTRIP FORCE
Traditions arcane, divine, occult; Source Core Rulebook, 368
LIGHT CANTRIP 1 Cast  verbal
CANTRIP EVOCATION LIGHT Duration until the start of your next turn
Traditions arcane, divine, occult, primal; Source Core Rulebook, 348 You raise a magical shield of force. This counts as using the Raise a Shield
Cast  somatic, verbal action, giving you a +1 circumstance bonus to AC until the start of your next
Range touch; Targets 1 object of 1 Bulk or less, either unattended or turn, but it doesn’t require a hand to use.
possessed by you or a willing ally While the spell is in effect, you can use the Shield Block reaction with your
Duration until the next time you make your daily preparations magic shield (see the sidebar). The shield has Hardness 5. After you use
The object glows, casting bright light in a 20-foot radius (and dim light for Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike
the next 20 feet) like a torch. If you cast this spell again on a second object, a normal Shield Block, you can use the spell’s reaction against the magic
the light spell on the first object ends. missile spell.
Heightening the spell increases the shield’s Hardness.
MESSAGE CANTRIP 1
AUDITORY CANTRIP ILLUSION LINGUISTIC MENTAL
SIGIL CANTRIP 1
Traditions arcane, divine, occult; Source Core Rulebook, 351 CANTRIP TRANSMUTATION
Cast  verbal Traditions arcane, divine, occult, primal; Source Core Rulebook, 369
Range 120 feet; Targets 1 creature Cast  somatic, verbal
Duration see below Range touch; Targets 1 creature or object
You mouth words quietly, but instead of coming out of your mouth, they’re Duration unlimited (see below)
transferred directly to the ears of the target. While others can’t hear your You harmlessly place your unique magical sigil, which is about 1 square inch
words any better than if you normally mouthed them, the target can hear in size, on the targeted creature or object. The mark can be visible or invisible,
your words as if they were standing next to you. The target can give a brief and you can change it from one state to another by using an Interact action to
response as a reaction, or as a free action on their next turn if they wish, but touch the target. The mark can be scrubbed or scraped off with 5 minutes of
they must be able to see you and be within range to do so. If they respond, work. If it’s on a creature, it fades naturally over the course of a week. The
their response is delivered directly to your ear, just like the original message. time before the mark fades increases depending on your heightened level.

PRESTIDIGITATION CANTRIP 1 STABILIZE CANTRIP 1


CANTRIP EVOCATION CANTRIP HEALING NECROMANCY POSITIVE
Traditions arcane, divine, occult, primal; Source Core Rulebook, 359 Traditions divine, primal; Source Core Rulebook, 373
Cast  somatic, verbal Cast  somatic, verbal
Range 10 feet; Targets 1 object (cook, lift, or tidy only) Range 30 feet; Targets 1 dying creature
Duration sustained Positive energy shuts death’s door. The target loses the dying condition,
The simplest magic does your bidding. You can perform simple magical effects though it remains unconscious at 0 Hit Points.
for as long as you Sustain the Spell. Each time you Sustain the Spell, you can
choose one of four options. SUMMON INSTRUMENT CANTRIP 1
Cook Cool, warm, or flavor 1 pound of nonliving material. CANTRIP CONJURATION

Lift Slowly lift an unattended object of light Bulk or less 1 foot off the Traditions divine, occult; Source Advanced Player’s Guide, 226
ground. Cast  material, somatic, verbal
Make Create a temporary object of negligible Bulk, made of congealed Duration 1 hour
magical substance. The object looks crude and artificial and is extremely You materialize a handheld musical instrument in your grasp. The instrument
fragile—it can’t be used as a tool, weapon, or spell component. is typical for its type, but it plays only for you. The instrument vanishes when
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an the spell ends. If you cast summon instrument again, any instrument you
object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 previously summoned disappears.

You might also like