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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.

Bloodrager Spells

1st-Level Spells

Barbed Chains: Hellish chains attack and cause a target to become shaken
Batrachian SurgeR: Amplify your latent amphibian nature
Biting Words: Deal 1d6+Str or Cha to target by speaking at it
Blade Lash: Use your weapon like a whip to trip an opponent.
Bloodbath: Cause yourself and enemies to bleed.
Blurred Movement: As blur, but only while you are moving.
Bouncy Body: Transmute the subject’s flesh into rubber, helping to protect against falls and grapples.
BreakY: Gives an object the broken condition.
Burning HandsY: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
Cheetah’s Sprint: Sprint or charge with amazing speed.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Coin Shot: Turn coins into deadly projectiles.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Desperate Weapon: Create an improvised weapon.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
Endure ElementsY: Exist comfortably in hot or cold regions.
Enlarge PersonY: Humanoid creature doubles in size.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Fear the Sun: Impose light blindness on your enemies.
Feather FallY: Objects or creatures fall slowly.
FirebellyR: Breathe fire and become resistant to it.
Flare Burst: As flare, but affects all creatures in 10 ft.
Frostbite: Target takes cold damage and is fatigued.
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
Guardian Armor: Teleport your armor onto an ally in range
Hide Weapon: Hide a weapon within your own arm.
Hydraulic PushY: Wave of water bull rushes an enemy.
Ice ArmorR: Create a thick suit of ice armor.
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
Jump: Subject gets bonus on Acrobatics checks.
Line in the Sand: Increase your attacks of opportunity per round.
Long Arm: Your arms lengthen, giving you extra reach.
Mage ArmorY: Gives subject +4 armor bonus.
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
Marid's MasteryR: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Mirror Strike: You may strike multiple opponents with a single attack.
Mount: Summons riding horse for 2 hours/level.
MudballR: Throw a ball of mud to blind your enemy.
Night Blindness: Impair target’s vision as if it were darker.
Pesh VigorM: Increase target’s strength with consumption of pesh.
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
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.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening: Ray makes subject sickened.
Reduce PersonY: Humanoid creature halves in size.
Returning Weapon: Grants a weapon the returning special weapon quality.
Sense Fear: Perceive nearby craetures that are experiencing fear
Shadow Trap: Pin someone’s target, causing them to become stuck.
Shadow WeaponY: Create a quasi-real masterwork weapon.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).
Stone Fist: Your unarmed strikes are lethal.
Stone ShieldR: Summon a thick stone slab from the ground to shield you from attacks.
Stone Throwing: Grant the subject the rock throwing and rock catching abilities.
Strong WingsR: Enhance the target’s wings, giving them greater fly speed and maneuverability.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Thunderstomp: Trip one creature within range.
Touch of BloodlettingR: Cause any wounds the target has to bleed profusely.
Touch of CombustionR: Cause someone to combust with a touch.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea: Swim speed becomes 30 ft.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.
True StrikeY: +20 on your next attack roll.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Wave Shield: Water blunts one incoming attack or fire effect.
Web BoltR: Throw a fist-sized ball of webbing at a target to ensare them.
Windy EscapeR: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Winter FeathersR: Protect a feathered creature from the cold for a day.

2nd-Level Spells

Ablative BarrierY: Surrounds the target with layers of force.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Adhesive Blood: Attackers’ weapons stick to your gluey blood.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Arcane Disruption: Make it difficult for others to cast arcane spells.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blindness/DeafnessY: Makes subject blinded or deafened.
Blood Armor: Your blood hardens when you are wounded, increasing your AC.
Blood BlazeR: Ignite the blood of those who come near you.
Body Double: Change one creature to look and act like another.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Bone Fists: Gain armor spikes which provide +1 natural armor a +2 damage with natural weapons
Brow Gasher: Slashing weapon deals bleed damage to an opponent's head.
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
Daze Monster: Living creature of 6 HD or less loses next action.
Death from BelowR: Target gains dodge bonus to AC against larger creatures.
Defensive Shock: Electricity damages your attackers.
Delay Pain: Ignore pain for 1 hour/level.
Disfiguring TouchY: Target becomes disfigured.
Dust of TwilightY: Black particles extinguish light sources within area.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Elemental Touch: Gain energy damage touch attack.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Fiery Runes: Charge a weapon with magical fiery runes.
Final Sacrifice: Cause a summoned creature to explode.
Fire Breath: Exhale a cone of flame at will.
Fire’s FriendR: Cloak yourself in flames that harm nearby enemies.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fleeting Defect: Cause a single object to become broken. Can also disrupt a construct’s animating force.
Force Sword: Create a magical longsword made entirely of force.
Frigid Touch: Target takes cold damage and is staggered.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Glitterdust: Blinds creatures, outlines invisible creatures.
Gozreh's TridentR: Create a forked trident of electricity.
Gust of WindY: Blows away or knocks down smaller creatures.
Gusting SphereR: Release a swirling ball of wind to move around and knock your enemies about.
Heckle: Shift the target’s attitude one step more hostile towards you and everyone else nearby. This also penalizes his attacks, saves, and certain skill checks.
Imbue with Elemental Might: As imbue with spell ability, except you transfer your elemental assault ability to the target.
Instant Weapon: Summon a melee weapon to wield.
Ironskin: Harden your skin into iron.
Jealous Rage: Fill the target with a sense of entitled self-importance.
Miasmal DreadR: Spew a cloud of sickly green mist to demoralize all it contacts.
Mindshock: Charge your attacks with violent psychic energy.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Perfect Placement: Grant tactical knowledge to your allies, increasing their AC and Reflex saves.
Pouncing FuryR: Gain pounce when using your natural claw attacks
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Quick Change: Use change shape as a swift action and surprise foes.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Reaper’s Coterie: Target weapon gains bonus damage for defeating enemies.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Scale Spikes: Enhance a target’s scales with jagged spikes.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
ShatterY: Sonic vibration damages objects or crystalline creatures.
Slipstream: Wave boosts creature's speed.
Sonic Scream: Create a cone of damaging sound at will.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Splinter Spell Resistance: Create an aura around a target weapon to weaken a foe’s magical defenses.
Steal BreathR: Steal the breath from a creature’s lungs.
Steal Size: Reduce a creature’s size, enlarge your own.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Symbol of ExsanguinationM: Triggered rune causes nearby creatures to bleed.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Unshakable ChillY: Target is afflicted with severe cold.
Vine Strike: Entangle enemies while in close combat.
Wild Instinct: Sharpen your senses, gain a bonus to Perception even while asleep.
Winged Sword: Grant a weapon the throwing special ability.

3rd-Level Spells

Air Breathing: Allow creatures to breathe air.
Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Animal Aspect, Greater: As animal aspect, but you gain two animal qualities.
Apsu's Shining Scales: Gain +5 armor bonus to your AC, natural attacks are good and silver, and infuse your breath weapon with holy power.
Aqueous Orb: Creates rolling sphere of water.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Blade Snare: Create an invisible snare to trap weapons.
Blood Biography: Learn about a creature with its blood.
Blood Salvation: Become immune to any damaging area spells you cast.
Blood ScentR: Magnify the target’s ability to smell the presence of blood.
BurrowY: Target gains a burrow speed of 15.
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.
Caustic Safeguard: Imbue an object with an acidic protective ward.
Chain of Perdition: Creates a floating chain of force.
Channel VigorR: Focus your energy into a specific part of your body, giving you various enhancements.
Cloak of Winds: Creates a screen of wind around you.
Countless Eyes: Extra eyes give all-around vision.
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.
Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it.
Elemental Aura: Creates an aura of energy around you.
Eruptive Pustules: Acid boils burst when you are attacked.
Excruciating Deformation: Target takes Dex and Con damage.
Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
Fire TrailR: Leak a trail of flame that follows your every step.
FireballY: 1d6 damage per level, 20-ft. radius.
FirestreamRY: Spray a rushing stream of fire from your hand.
Flame Arrow: Arrows deal +1d6 fire damage.
FlyY: Subject flies at speed of 60 ft.
Force Hook Charge: Hook of force drags you to the target.
Force PunchY: Target takes force damage and is pushed away.
Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
Gloomblind BoltsR: Create bolts of negative energy to harm the living or heal the undead, possibly blinding the target.
Grasping Tentacles: Use a mass of tentacles to perform dirty tricks.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hostile Levitation: Levitates the targeted creature up off the ground.
Howling Agony: Screaming pain limits the target's actions.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Keen Edge: Doubles normal weapon's threat range.
Lightning BoltY: Electricity deals 1d6/level damage.
Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Monstrous ExtremitiesR: Mutate an extremity of the creature touched.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Pack Empathy: Create an empathic bond with allies.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Phantom SteedY: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Psychic Leech: Leech a target’s strength, forcing them to become fatigued in order to grant you power.
Pyrotechnic Eruption: Erupting flames burn a target several times.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
Ray of Exhaustion: Ray makes subject exhausted.
Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
Runic Overload: Charge magical runes to an explosive degree.
Silver Darts: Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
Sky SwimR: Allow the target to swim through the air.
Sleet Storm: Hampers vision and movement.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Stinking CloudY: Nauseating vapors, 1 round/level.
Temporary Graft: Graft a body part onto yourself to gain one of several benefits
Thunderstomp, Greater: Trip multiple creatures within range.
Titanic Anchoring: Become grounded and nearly immovable.
Trial of Fire and Acid: Cover the target creature in burning acid.
Twilight Knife: Floating knife attacks with you.
Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Versatile Weapon: Weapon bypasses some DR.
Vision of Hell: Illusory hellscape makes creatures shaken.
Water Breathing: Subjects can breathe underwater.
Waves of Blood: A cone of blood pushes creatures, sickens them, and makes the ground slick.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th-Level Spells

Absorbing InhalationR: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.
Aroden’s Spellsword: Merge a melee weapon with a rod or staff.
Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Baphomet's Blessing: Transmute the target’s head into that of a bull.
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Break, GreaterM: Break all nearby objects.
Burn CorruptionR: Scour the life in an area, especially Abyssal life.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.
Celestial Healing, Greater: As celestial healing, except target gains a stronger aura and fast healing 4 instead of 1.
ConfusionY: Subjects behave oddly for 1 round/level.
ContagionY: Infects subject with chosen disease.
Controlled Fireball: As fireball, but secretly deals less damage to your allies.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Curse of Befouled FortuneR: Target can't gain the benefit of any luck ability.
DetonateM: Inflicts 1d8/level energy damage to all creatures within 15 ft.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Dragon's BreathY: Gives you a dragon's breath weapon.
Earth GlideR: Allow a target to swim through stone, dirt, and other earth.
Elemental Body IY: Turns you into a Small elemental.
Elemental MasteryR: Gain mastery over your elemental essence, granting bonus movement and attack.
EnervationY: Subject gains 1d4 negative levels.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
False Life, Greater: Gain 2d10 temporary hp + 1/level.
Fear: Subjects within cone flee for 1 round/level.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Firefall: Causes fire to burst up, dealing 2d6 fire damage.
Flaming Aura: Gain the fire subtype or enhance an already existing subtype.
Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.
Flash Forward: Charge, then teleport back to starting poisiton
Frosty Aura: Gain the cold subtype or enhance an already existing subtype.
Furious Fire Barrage: Conjure balls of flame to throw.
Ghost WolfR: Summon a wolf mount made of black smoke which emanates fear.
Hellmouth LashR: Transform your tongue into a whip made out of energy.
Hollow Heroism: Provide a heroism effect that you can reverse at any time
Horrific Doubles: Call forth disturbing mirror images
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Irregular Size: Creature's limb shrivels
Mask from DivinationM: Guard someone from divination attempts with a protective mask.
Masochistic Shadow: Animate a target’s shadow, making it hunger for it’s owner’s life energy.
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Moonstruck: Subject is enraged and confused.
Naga Shape IR: Take the form of a Large naga
Pellet Blast: Creates an explosion of conjured metal pellets.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Ride The Waves: Target can breathe water and swim.
River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
SadomasochismR: Take more damage from opponents, but force them to become demoralized.
Scale Spikes, Greater: As scale spikes, except with a higher enhancement bonus.
Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
StoneskinMY: Grants DR 10/adamantine.
Telekinetic Charge: Launches an ally through the air.
Touch of Slime: Touch infests a target with green slime.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Vitriolic Mist: As fire shield, except acid damage.
Volcanic Storm: Hot rocks deal 5d6 damage.
Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of IceY: Ice plane creates wall or hemisphere creates dome.
Wall of Sound: Sonic wall deflects and damages creatures.
Warp Metal: Warp wood, affecting metal objects
Wreath of BladesF: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.