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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

Note: Non-core spells created for the Blackguard are included in this list.

Antipaladin Spells

1st-Level Spells

Animal Purpose Training: Animal gains a new general purpose.
BaneY: Enemies take –1 on attack rolls and saves against fear.
Barbed Chains: a
Bleeding StrikeR: Enhance a weapon to deal bleed damage with its attack.
Blood BlazeR: Ignite the blood of those who come near you.
Bloodbath: a
Boneshaker: a
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Cloak of Secrets: Filter speech from a given area to sound like a different conversation.
Coin Shot: Turn coins into deadly projectiles.
CommandY: One subject obeys selected command for 1 round.
Curse WaterM: Makes unholy water.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Death CandleR: Create a howling fire elemental from the remains of the target’s life energy.
Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Demand Offering: Make a creature give you an object it’s holding.
Detect Poison: Detects poison in one creature or object.
Disguise Self: Changes your appearance.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Enlarge Tail: Increase the reach and power of your tail.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Fool’s GoldF: Make someone who accepts one of your gold pieces more vulnerable to your magic.
Hide Weapon: Hide a weapon within your own arm.
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Inner Focus: Ignore divine focus components of your spells.
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Litany of Sloth: Single target cannot make attacks of opportunity for 1 round.
Litany of Weakness: Single target is fatigued for 1 round.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Magic Weapon: Weapon gains +1 bonus.
Murderous CommandY: Target is compelled to kill its ally.
Murderous CrowR: Conjure a supernaturally vicious and clever crow to watch over you.
Night Blindness: Impair target’s vision as if it were darker.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment.
Read Magic: Read scrolls and spellbooks.
Savage MawR: Transform your mouth into a ferocious maw, gain a bestial roar to demoralize your enemies.
Sentry SkullMR: Create a grisly sentinel from the severed head of a humanoid or monstrous humanoid.
Summon Minor Monster: Summon 1d3 Tiny animals.
Summon Monster 1: Summons extraplanar creature to fight for you.
Wartrain Mount: Animal gains combat training.

2nd-Level Spells

Abyssal VerminR: Infuse vermin with fiendish qualities.
Agonizing RebukeR: Force your attacker to suffer mental pain when harming you.
Alter Summoned Monster: Swap one summoned creature with another.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Blade Tutor’s Spirit: Summon a spirit to help your more reckless attacks.
Bleed for Your Master: Force your animal servant to take a blow for you.
Blindness/DeafnessY: Makes subject blinded or deafened.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
Borrow Corruption: a
Brittle PortalR: Reduce the hardness of obejcts within the area.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Curse of Keeping: Curse a target with the inability to sell, barter, or give away any item they own.
DarknessY: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
DesecrateMY: Fills area with negative energy, making undead stronger.
Disrupt Link: Sever the target’s link with her bonded creature.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Enemy's HeartR: Absorb an enemy’s power by eating it’s heart.
Garrulous Grin: Plant a seed of doubt in the target, causing self-doubt.
Ghoul HungerR: Awaken an unnatural hunger in the target, causing it to seek out humanoid flesh.
Hold Person: Paralyzes one humanoid for 1 round/level.
Improve TrapR: Increase a trap’s effectiveness.
Inflict Pain: Target takes a –4 penalty on attack rolls, skill checks, and ability checks.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Ironskin: Harden your skin into iron.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Litany of Defense: Doubles armor's enhancement bonus.
Litany of Eloquence: Fascinates a single creature for 1 round.
Litany of Entanglement: Entangles a creature for 1 round.
Litany of Warding: You gain two additional attacks of opportunity for 1 round.
Lose the TrailR: Obscure a target’s tracks when fleeing from a pursuer.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Mathematical Curse: Use the Path of Numbers to place a mathematical curse on someone.
Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts.
Mindshock: Charge your attacks with violent psychic energy.
Peerless Integrity: Conceal the alignment of creatures from divination magic.
Pernicious PoisonY: Target takes a -4 penalty against poison.
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Reaper’s Coterie: Target weapon gains bonus damage for defeating enemies.
Scare: Panics creatures of less than 6 HD.
Sense Vitals: Gain the ability to sneak attack.
Shared SufferingF: Deal damage to another creature by harming yourself.
Sickening StrikesR: Imbue yourself with disease, inflicting others with it when you strike them.
SilenceY: Negates sound in 20-ft. radius.
Summon Monster 2: Summons extraplanar creature to fight for you.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Toxic Gift: Target suffers the effect of the poison in you.
Umbral Weapon: Create a shadowy afterimage that can damage enemies if the initial attack misses.
Unadulterated Loathing: Target is compelled to avoid another creature.
Undetectable Alignment: Conceals alignment for 24 hours.
Urgathoa's Beacon: Cause creatures to attract the attention of undead
Vestment of the Champion: Armor or shield gains a +1 enhancement per four levels.
Vine Strike: Entangle enemies while in close combat.
Widen Auras: Increase the range of auras bestowed by your class.

3rd-Level Spells

Accursed GlareR: Channel a fell curse through your gaze.
Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
Ancestral RegressionR: Conceal a drow’s appearance with that of a surface elf.
Animate DeadMY: Creates undead skeletons and zombies.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Bestow Auras: Transfer your paladin or antipaladin auras to another creature.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Black Sword of WarR: Enchant a weapon to deal extra bleed damage.
Blade of Dark Triumph: Bonded weapon gains ghost touch.
Bloody Arrows: Enhance ranged weaponry to deal bleed damage.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Charnel House: a
Claim Identity: Steal a creature's face
ContagionY: Infects subject with chosen disease.
Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
Deadly Juggernaut: Your might increases with every kill you make.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Defile ArmorY: As sanctify armor, but gain DR 5/good when using judgment or smite.
Dispel MagicY: Cancels one magical spell or effect.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
Drain Poison: Drain a creature’s poison and apply it to your weapon.
Final Sacrifice: Cause a summoned creature to explode.
FrosthammerR: Hurl a warhammer of magically hardened ice at your target.
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Isolate: Make a creature invisible and silent to their allies.
Litany of Escape: Teleports a friend out of a grapple.
Litany of Sight: You can see invisible creatures and objects within 30 feet of you.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
NondetectionM: Hides subject from divination, scrying.
Retributive Reparations: Creatures that take this item become cursed with fatigue.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Selective Invisibility: Allow one creature to see you while invisible.
Shared SacrificeR: Create a link to the target and direct pain and damage through it.
Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
Summon Monster 3: Summons extraplanar creature to fight for you.
Tail Strike: Grow a tail and gain a tail slam attack.
Titanic Anchoring: Become grounded and nearly immovable.
Trial by Fire: Test a creature's purity of convictions by exposing it to a sheet of divine fire.
Unholy Ward: Resist damage from holy sources, smite evil, etc.
Utter Contempt: Target's attitude worsens by two categories.
Vampiric Hunger: Grant a target the fangs and hunger of a vampire.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Venomous Promise: Entwine your words with poison, harming the target if they share your message.

4th-Level Spells

Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Bloatbomb: Kill a weak creature and turn its corpse into an explosive trap.
Blood Tentacles: Create writhing tentacles from your chest.
Blood Ties: a
Claim Identity, GreaterM: Turn a creautre into a mask, which can be used to take on its appearence
Darkvision, Greater: See 120 ft. in total darkness.
Daywalker: Reshape an undead creature to appear living.
Die for Your Master: A stronger version of bleed for your master, this forces the animal servant to intercept any attack that targets you, even if it does not require an attack roll.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Dispel Good: +4 bonus against attacks.
Dispel Law: +4 bonus against attacks.
Eyes of the Void: See 60 ft. in darkness, including magical darkness.
Fear: Subjects within cone flee for 1 round/level.
Foster Hatred: Cause creatures to hate one type of creature.
Inflict Pain, Mass: As inflict pain, but affecting one creature per level.
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
Insect Scouts: Create insects to scout an area for you.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Litany of Madness: A single target is confused for at least 1 round.
Litany of Thunder: A single target is deafened until the condition is removed, and is confused for 1 round.
Litany of Vengeance: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Mark of the Reptile God: Mark a creature with an acidic curse.
Night of BladesR: Create an immobile wall of tiny black blades.
Nondetection, CommunalM: As nondetection, but you may divide the duration among creatures touched.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Resounding Blow: Melee attack deals 1d6 more damage.
Shadow of DoubtR: Create a shadowy aura of doubt fueled by a foe’s own inner flaws.
Slay Living: Touch attack deals 12d6 + 1 per level.
Summon Monster 4: Summons extraplanar creature to fight for you.
Transplant Visage: Remove the face and eyes of a creature, magically melding them with your own.
Unholy Sword: Weapon becomes +5, deals +2d6 damage vs. good.