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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.

Paladin Spells

1st-Level Spells

Abadar's TruthtellingR: Force the target to speak the truth.
Alleviate Addiction: Ignore the effects of addictions.
Animal Purpose Training: Animal gains a new general purpose.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
BlessY: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Blessed Fist: Target doesn’t provoke attacks of opportunity with unarmed strikes.
Blessing of the WatchR: Functions as bless, except lasts for 1 hour/level but only in the caster’s home city.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Challenge Evil: Sickens creature if it refuses to fight you.
Compel Hostility: Compels opponents to attack you instead of your allies.
Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction.
Create Water: Creates 2 gallons/level of pure water.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Detect Charm: Detect charms, compulsions, and possessions, along with who might be affecting who else with them.
Detect Demon: Sense the presence of demons, their servants, and the Abyss.
Detect Poison: Detects poison in one creature or object.
Detect the Faithful: Find others of the same faith.
Detect Undead: Reveals undead within 60 ft.
Diagnose Disease: Detect and identify diseases.
Divine FavorY: You gain +1 per three levels on attack and damage rolls.
Emblazon Crest: Display your crest on anything you carry.
Empower Holy Water: Empower holy water to deal more damage to the undead.
Endure ElementsY: Exist comfortably in hot or cold regions.
Enhance WaterR: Transform water into an alcoholic beverage.
Fallback StrategyR: Gain a free re-roll while this spell is active.
FirebellyR: Breathe fire and become resistant to it.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Grace: Movement doesn't provoke attacks of opportunity.
Guardian Armor: Teleport your armor onto an ally in range
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Hedging Weapons: Floating weapons protect you and make ranged attacks
Hero's Defiance: Allows the use of lay on hands while falling unconscious.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Horn of Pursuit: Create three notes heard miles away.
Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type
Inner Focus: Ignore divine focus components of your spells.
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Knight's Calling: Forces target to move toward you and fight you.
Know Peerage: Target uses your Knowledge (nobility) ranks.
Know the EnemyY: Gain +10 on a monster Knowledge check.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
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.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Weapon: Weapon gains +1 bonus.
Murderous CrowR: Conjure a supernaturally vicious and clever crow to watch over you.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
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.
Rally Point: Square gives good creatures bonuses.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Rite of Bodily PurityM: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison
Sanctify Corpse: Prevent a corpse from becoming an undead.
Serren's Swift Girding: Immediately clad a number of targets in armor.
Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Sun MetalY: Weapon touched bursts into flames.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Unwelcome HaloR: Force a halo around a target, preventing it from hiding in the dark.
Veil of HeavenR: Surround yourself with protection against evil outsiders.
Veil of Positive Energy: +2 AC, +2 on saves vs. undead.
Virtue: Subject gains 1 temporary hp.
Wartrain Mount: Animal gains combat training.
Watchful EyeFRT: As shield other, but with a shorter duration and the requirement that you must maintain line of effect with whom you are linked to.
Weapons Against EvilR: Enhance weapons with pale light that allow them to bypass minor DR of evil creatures.
Word of Resolve: Ally rerolls a save against charm or fear.

2nd-Level Spells

AbeyanceM: Suppress the effects of a single curse.
Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures.
Arrow of Law: Harm and possibly daze chaotic creatures.
Aura of Greater Courage: Increases strength of a paladin's aura of courage.
Bestow Grace: Subject gains bonus on saving throws equal to Cha modifier.
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.
Blessing of Courage and Life: Grants a +2 bonus on saves vs. fear and death.
Blessing of Luck and ResolveR: Increase resistance against fear.
Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Divine Arrow: Imbues a projectile with holy energy.
Dwarven VeilRT: Enhance a target's dwarf-like qualities, giving it a +2 bonus to influence dwarves.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Effortless Armor: Armor you wear no longer slows your speed.
Enchantment Sight: See enchantment spells active on creatures
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
FairnessR: Force humanoid creatures to trade fairly with each other.
Fire of Entanglement: Your ability to smite evil also entangles your foe.
Healing Token: Imbued holy symbol serves as a conduit for healing magic
Holy Javelin: Deal ongoing damage to evil creatures and apply penalties
Holy Shield: Lend your shield's protection to another.
Inheritor's SmiteR: Gain a bonus on your next attack; if it hits, attempt a free bull rush.
Instant Armor: Summon armor temporarily replacing your current attire.
Ironskin: Harden your skin into iron.
Life Shield: Ward yourself with positive energy so any attacking undead take damage.
Light Lance: Creates a soaring beacon of light.
Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy.
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 Righteousness: A single evil creature takes more damage from creatures with a good aura.
Litany of Warding: You gain two additional attacks of opportunity for 1 round.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Martyr's Bargain: Delay the effects of damage dealt to you.
Oath of JusticeRT: Seal an oath between two creatures.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Paladin's Sacrifice: Take the damage and effects for another creature.
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
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.
Protection from Outsiders: Ward a creature against attacks from outsides with a specific racial subtype, more powerful than protection from evil or similar spells.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Righteous Blood: Infuse a good target with holy energy.
Righteous Vigor: Boosts attack bonus with each hit.
Sacred BondFY: Cast touch healing spells from a distance.
Sacred SpaceR: Sanctify an area with holy power.
Saddle Surge: Bonus damage for moving on mount.
Sea Steed: Adapt your companion to an aquatic environment.
Sense Madness: Determine mental disturbances in nearby creatures
Shield Companion: As shield other, but affecting your companion creature.
Shield OtherFY: You take half of subject's damage.
Soothing Word: Lessen the severity of a target’s conditions.
Spiritual Squire: Create an ally out of force to assist you in combat
Stave Off Corruption: Protect against a corruption's progression.
Suppress Charms and Compulsions: Free a group of creatures from charms or compulsions.
Undetectable Alignment: Conceals alignment for 24 hours.
Vestment of the Champion: Armor or shield gains a +1 enhancement per four levels.
Wake of Light: Magical trail aids good creatures, hinders evil ones.
Weapon of Awe: Weapon gets +2 on damage rolls.
Widen Auras: Increase the range of auras bestowed by your class.
Winged Sword: Grant a weapon the throwing special ability.
Zone of Truth: Subjects within range cannot lie.

3rd-Level Spells

Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Angelic Aspect: As angelic aspect, lesser with improved angelic qualities.
Archon's Aura: Aura penalizes enemy attacks and AC.
Aura of Inviolate Ownership: Ward your attended items against theft.
Bestow Auras: Transfer your paladin or antipaladin auras to another creature.
Blade of Bright Victory: Bonded weapon gains ghost touch.
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
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.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Damnation: Punish creatures for evil spells they know or that affect them
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Deadly Juggernaut: Your might increases with every kill you make.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Detect Anxities: Learn what makes a creautre anxious.
Detect Desires: Learn what a creatures desire.
Discern Lies: Reveals deliberate falsehoods.
Dispel MagicY: Cancels one magical spell or effect.
Divine Transfer: Transfer hit points and give DR/evil to target creature.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Fire of Judgment: Smited creature takes damage when it attacks.
Firewalker's MeditationM: resist fire 5, DR 5/magic, +4 to saves vs pain for 24 hours, discharge to temporarily increase to resist 30, DR 10, and immunity to pain
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Heal Mount: As heal on horse or other special mount.
Heroic FortuneFM: Grant a temporary hero point.
Holy Whisper: Whisper sickens evil creatures, gives good creatures bonuses.
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 Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Marks Of Forbiddance: Makes 2 creatures pass Will saves in order to attack each other.
Planned AssaultRT: Increase the effectiveness of actions planned in advance.
PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Resilient ReservoirR: Store hit point damage as magical energy.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
Sanctify ArmorY: +1 AC/four levels (max +5).
Sanctify Weapons: Allow all weapons in the area to bypass a specific type of fiendish DR.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Shield of WingsR: Five burning wings grant you flight and protect you from fire.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Sky Steed: Enhance your mount with angelic wings.
Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Tactical FormationRT: Grant targets a bonus to AC so long as they remain in formation.
Tail Strike: Grow a tail and gain a tail slam attack.
They Know: Convince target that a nearby creature knows her greatest secret.
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.
Wrathful Mantle: Subject shines and gets +1/four levels on all saves.

4th-Level Spells

Absolution: Removes enchantments and forgives actions taken under their effects.
Angelic Aspect, Greater: As angelic aspect, lesser except granting the greatest qualities of angelic creatures.
Archon's Trumpet: Paralyze all creatures in the area with the sound of a booming trumpet.
Ban Corruption: Eliminate the gifts of a nearby corrupted creature
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Beacon of LuckR: Send out a burst of luck to allies around you.
Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level.
Blaze of Glory: Last stand cures good creatures, hurts evil.
Blessing of Luck and Resolve, MassR: As blessing of luck and resolve but with multiple creatures.
Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Burst of GloryR: Increase your allie’s attack rolls, saves against fear, and hit points.
Burst with Light: Fill the target with powerful and damaging light.
Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel.
Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Daemon WardM: As death ward, but against daemons.
Death Ward: Grants bonuses against death spells and negative energy.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Dispel Chaos: +4 bonus against attacks.
Dispel Evil: +4 bonus against attacks.
Eaglesoul: Infuse yourself with power from a good-aligned outsider.
Fire of Vengeance: Smited creature takes 3d8 damage.
Flash Forward: Charge, then teleport back to starting poisiton
Forced Repentance: Target falls prone and confesses sins.
Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.
Guardian of Faith: Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature.
Healing Flames: Holy flames damage evil creatures and heal good creatures
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor
King's Castle: Instantly switch places with a single ally.
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 Justice: Designates action that triggers curse on subject.
Mighty StrengthRT: As bull’s strength, except it grants a +8 enhancement bonus to Strength.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Oath of PeaceY: Grants +5 AC and DR 10/evil, can't attack.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.
Purify Body: Heal a creature and remove its physical impairments
Raise Animal CompanionM: As raise dead, but on an animal.
Red Hand of the Killer: Stain the hand of a creature's killer red.
Remove Radioactivity: Remove radiation effects from a target.
Reprobation: Marked target is shunned by your religion.
Resounding Blow: Melee attack deals 1d6 more damage.
RestorationM: Restores level and ability score drains.
Sacred Nimbus: Holy energy damages evil creatures that attack you and protects you from good attacks
Sacrificial Oath: Take damage for an ally for many rounds.
Sea Stallion: As sea steed, but gain amphibious and freedom of movement-like effects while mounted.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Stay the Hand: Subject cannot attack with melee weapon.
Symbol of HealingM: Triggered rune heals living creatures.