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Pathfinder 2e - Arcane Spell List

Last Updated: February 20th, 2020

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks.

  • Red: Bad, useless options, or options which are extremely situational.
  • Orange: OK options, or useful options that only apply in rare circumstances
  • Green: Good options.
  • Blue: Fantastic options, often essential to the function of your character.

Introduction

Players familiar with Pathfinder 1e should note that spell save DCs have changed since previous editions. Where in 1e your save DC included the level of the spell, in Pathfinder 2e your Spell Save DC is the same for any spell that you cast. If you cast a 1st-level spell one turn then a 9th-level spell the next, they will have the same save DC. Because of this change, low-level spells can remain fantastically useful at high levels.

This guide will not cover every published spell. There are too many spells, and not every spell needs additional guidance. "Water Breathing" is only useful if you need to breath water, and there's little I can add to clarify that or to help you make informed decisions. Instead, I'll focus on spells which may not have obvious uses, spells which are good enough that they should be considered staple options, or spells that are complicated and might need extra guidance on how to use them effectively or on why you should avoid them even if they sound great.

Cantrips

Cantrips are a go-to, perpetual source of magical options. Cantrips are always heightened to half your level rounded up, so they'll match the level of the highest-level spells that you can cast. This scaling keeps cantrips a reliable source of damage output at any level, though you'll still want to rely on leveled spells when they suit the situation rather than counting on cantrips as your only source of damage output. Because your number of cantrips are limited, try to split your options between damage and other options. A spellcaster whose only capability is to deal damage is basically an archer with more steps.

  • Acid Splash: Less damage than Produce Flame, but a little bit of splash damage and some ongoing damage on a critical success. Produce Flame is better for single-target damage, and Electric Arc is better for multi-target damage.
  • Chill Touch: No more damage than any other cantrip and the secondary effect isn't any better, but it's touch range so your wizard needs to run into melee, use Reach Spell, or send their familiar. Negative energy damage is really tempting, but I don't think it's worth the extra difficulty unless you're already built for melee. You can also use this to bother undead, but gambling on a critical failure on a Fortitude save is a bad gamble.
  • Dancing Lights: Dancing Lights and Light compete for space, and each has advantages over the other. Dancing lights lets you fly the lights around, allowing you to illuminate distant objects even if you can't easily adhere Light to it somehow. However, Dancing Lights is Sustained which can make it hard to use in combat, and if you can't see in the dark you don't want to be stuck sustaining Dancing Lights when a monster stomps out of the darkness looking for a fight. It also doesn't improve with spell level like Light does, so Light is typically a better option.
  • Daze: The best critical effect of any cantrip, but the damage only improves by 1d6 every two spell levels. If you choose this, it's for the Stunned effect when the target critically fails its save. Still, this could be a good option for big brutish enemies like ogres which have poor Will saves and typically don't resist Mental damage.
  • Detect Magic: An essential in any party. It's usefulness improves as you add more skills from Arcana, Nature, Occultism, and Religion. You can get this from the Skill Feat Arcane Sense, and considering how few cantrips you get that's probably a good idea.
  • Electric Arc: 1d4+mod damage to one or 2 creatures anywhere within 30 feet of you with a Basic Reflex Save. If there are two creatures in range, it's unlikely that you can do more damage with any other cantrip.
  • Ghost Sound: Despite the limitation on intricate sounds, this is still a fantastic tool for approaching challenges nonviolently.
  • Light: The go-to option for magical light, while it's not as fun or interesting as Dancing Lights it's generally easier to use. Cast it on something that an ally will carry or wear like a hat or a sword, and you've got a light source that lasts all day with no further effort. If you want to look at something far away, cast Light on on a rock and either throw it or use Mage Hand to carry the light around. On top of all of that, the light size improves at 4th spell level, putting it well ahead of Dancing Lights.
  • Mage Hand: An excellent utility option. 30 feet may seem like a small range, but it's often enough to get the job done, and the range eventually doubles.
  • Message: Only situationally useful. You still need to speak, so using it while sneaking can be dangerous, and that's the only common situation that I can think of which would make Message more useful than shouting.
  • Prestidigitation: A wonderful, amusing spell, but not so useful that it's essential.
  • Produce Flame: 1d4+mod damage, and if you critically succeed you apply persistent fire damage which could easily do more total damage than the initial casting of the spell. Unfortunately, fire resistance is very common, and the 30-foot range can be very limiting.
  • Ray of Frost: Perfectly normal damage for a cantrip delivered on a ranged spell attack with an impressive range of 120 feet. The critical effect isn't very exciting, but you still get double damage like any other attack.
  • Read Aura: As soon as you can cast 3rd-level spells, this is redundant with Detect Magic. Detect Magic only detects the highest-level magical effect in the area, but you can choose to ignore magic that you're aware of, so you can work your way down and identify each magic effect/item one round at a time.
  • Shield: If you're expecting to be attacked in the next round, this can prevent a big chunk of damage, especially as the spell's level improves. However, you can't cast it again for 10 minutes so you can generally only use it once per fight.
  • Sigil: Great for identifying allies when there might be disguised foes about, for tracking your location in a maze or dungeon, or for minor acts of graffiti. Unfortunately, it appears that the effect is limited to a fixed image (your unique sigil), but there's no limitation on how many you can have in effect.
  • Tanglefoot: Only meaningful if you score a critical success to immobilize the target. Othewise, you're minorly annoying them at best.
  • Telekinetic Projectile: More damage than any other cantrip, and since you can use any unattended object and deal damage of a type appropriate for that object you essentially have three damage types available. The 30-foot range is a problem, but beyond that this is the simplest damage cantrip and likely the easiest to manage since there are no status conditions or complicated mechanics to keep track of..

1st-Level Spells

  • Burning Hands: Compare 1d6 damage in a 15-foot cone to 1d4+mod damage to any two creatures within 30 ft. of you. With the expected +4 abiltiy modifier, Electric Loop deals 1d4+4 (avg. 6.5) damage to two creatures. You can reasonably expect to hit two creatures with a 15-foot cone, and Burning Hands cast at 1st level deals 2d6 damage (avg. 7). The damage gap is negligible and the range gap is massive. The fact that you can even compare this to a cantrip should tell you why this spell is bad.
  • Charm: Against a solitary target, this is close to a save-or-suck, and unless the target critically succeeds on the save you may be able to cast Charm again if the first attempt fails. There is no limitation on creature type as there was in Pathfinder 1e, so this spell can be useful almost constantly. Consider expanding your language options so that you can talk to your new friends, and consider investing in Diplomacy so that you can permanently improve the target's attitude to ward you.
  • Color Spray: Useful early in a fight, but if you can't get the Dazzled/Blinded effects into play early you're not benefiting much from the spell.
  • Command: A simple crowd-control spell with a few options. Commanding creatures to run away or drop what they're holding is often the best option because it can force an enemy to disarm themselves or to run out of melee (potentially provoking Reactions), and the creature must then spend Actions to address how you've inconvenienced them. However, it's a single-target spell with a 2-Action casting time, and you can generally expect to cause 2 Actions worth of inconvenience if the target fails their save, which may not be a good enough trade.
  • Fear: For half the Action cost you can Demoralize a target. Demoralize will only make them Frightened 1, but that leaves you with two Actions to cast a different spell.
  • Feather Fall: Any experience player has seen a long list of situations which involved falling in a dangerous fashion. I was once in a party that leapt from low orbit to avoid a rematch with an angry dragon, and Feather Fall turned certain death into a fast elevator ride. Every party needs this spell available.
  • Grease: A good low-level area control spell, and you can also target things like enemy weapons to potentially cause them to drop their weapon. Even if they manage to hold onto their weapon, they still suffer a -2 penalty with it for the 1-minut eudration of the spell.
  • Grim Tendrils: At low levels this is a decent AOE damage spell. With a 30-foot line you can easily hit two or three targets. 2d4 damage seems low, but negative damage is rarely resisted, and the persistent bleed damage can quickly become a problem for low-level creatures. Compared to Burning Hands, it will be easier to hit more than two targets and with just two rounds of persistent Bleed damage you'll roughly match the single-target damage of Burning Hands. Of course, you still need to compare this to Electric Arc, which can target two targets and will deal better initial damage without the difficulty of positioning yourself to have two or more targets in a line from your space.
  • Gust of Wind: If you just want to knock targets prone, use Grease. Gust of Wind is situationally useful when enemies rely on smoke or fog, and when you're facing flying foes. Knocking a flying foe prone causes them to fall, potentially dealing a huge amount of damage in addition to the 2d6 from the Critical Failure effect. As you gain levels and flying enemies become more common, this becomes more and more important. Despite not scaling with spell level, this should be a go-to option for handling flying enemies, especially if not everyone in your party can fly. At low levels you can probably forgo this because flying enemies are uncommon.
  • Hydraulic Push: Despite the relatively high damage compared to other 1st-level spells, this isn't a great offensive option. 3d6 is still not much more than you'll get from a cantrip at low levels. The appeal is pushing enemies away from you, potentially allowing you to run away without provoking Reactions, and allowing you to escape grapples. Generally you should try to avoid those situations rather than investing in a way to escape them, but it's good to know that there's an option when things go wrong.
  • Illusory Disguise: You can typically handle disguises with the Deception skill, but if you're not proficient in Deception it may be more convenient to learn a single spell, and since you add your level to the Deception check with this you effectively match having Expert proficiency if you're not already proficient.
  • Illusory Object: In many cases, an illusory object is as good as a real one. Hiding being an illusory wall is often just as good as hiding behind a real one, especially if an enemy doesn't know to Seek nearby, and even then the rules for disbelieving illusions require creatures to make a Perception check to Diseblieve the spell before they can see through it even partially. You can easily use this in combat to block line of sight, to create places to hide, and possibly to isolate enemies for several rounds. But fair warning: you and your allies are not immnune to your illusions. Even if you know that an effect is an illusion, you still need to Disbelieve it to see through it.
  • Item Facade: Very situational, but I just know that there are players out there who are going to cast this on looted items to try to get more gold when they sell it. As a GM, remember that when creatures interact with the affected item they can attempt to Disbelieve the effect, and if word gets out that the players are trying to swindle people with this spell the players might have trouble trading with people who know their reputation.
  • Jump: Situational, but it still makes both the Quick Jump feat and the Powerful Leap feat largely obsolete unless you're building to jump almost every round. For spellcasters, this stops being interesting as soon as magical flight becomes convenient.
  • Mage Armor: If you fight unarmored, Mage Armor will replace the benefits of a well-enhanced Explorer's Outfit at the cost of a single spell slot. Sure, spell slots are valuable, but the amount of gold you save will be considerable. You need to cast higher-level versions of the spell to get the increasing benefits, so I recommend using your second-highest level spell slot.
  • Magic Missile: Reliable and flexible, Magic Missile has several great things going for it. First, it never misses, so it's a great option when facing foes with high defenses. Magic Missile deals Force damage, which very few creatures are resistant to. 120 ft. range is plenty to keep you well out of harm's way. And finally, you can choose to cast it with 1, 2, or 3 Actions to increase the effects at the expense of your time. Spending more Actions will get more effect out of the spell, so it's a more efficient use of your spell slots, but if you need to move or cast another spell in the same turn you can still get some damage out of Magic Missile.
  • Magic Weapon: This won't remain useful beyond low levels, but at levels 1 through 4, this is the best weapon you can get. It only lasts one minute, but if you cast this on the biggest weapon in the party (ideally something like a greataxe), you can get a ton of extra damage output for the spell's duration. If you can, cast this before you jump into combat.
  • Mending: Tempting if you like to use shields, but the Repair activity is more effective, doesn't require a spell slot, and doesn't have a Bulk limitation. You could save this for days when you're not adventuring, but even then proficiency in Craft is easy to get and just as good.
  • Pest Form: Only useful for scouting and similar non-combat activities. Be sure that you're proficient in Stealth, because if you're caught in this form and attacked you're likely to die almost immeidately.
  • Ray of Enfeeblement: You must make a successful attack roll and the target gets a saving throw. This is too unreliable, though making a target Enfeebled for a full minute can be a serious debuff.
  • Shocking Grasp: High damage for a single-target 1st-level spell, especially with the persistent damage, but unless the target is wearing metal armor or is made of metal it's not worth the spell slot. Touch range is also frequently a problem for spellcastings like the Wizard who typically have poor defenses and may have trouble delivering offensive touch spells safely.
  • Sleep: Despite being heavily weakened comapred to Pathfinder 1e, Sleep is still a good spell, but you need to reconsider how you use it. Its effects no longer depend on the targets' hit points, and work on a normal saving throw more like other spells. The area of effect is small, so rather than clearing whole encounters by putting them to sleep you may need to target a few creatures that are clustered together, then either sneak past them or eliminate them without drawing the attention of other nearby creatures.
  • Spider Sting: This spell is not written in a way that's easy to understand, so I'll walk you through how it works. First, it's Touch range so you typically need to get into melee range to deliver it. Second, you need to hit with a melee spell attack to deliver the spell. On a hit, the target takes 1d4 piercing damage, then makes a Fortitude save. Even on a success the target still takes 1d4 poison damage, but if they fail they become afflicted with Spider Venom (the effects are detailed at the bottom of the spell's description). Be sure to read the Affliction rules on pages 457 and 458 of the core rulebook, especially the Affliction Example sidebar on page 458. With that in mind, the maximum duration of Spider Venom is just 4 rounds, so if you're very lucky (or if your target isn't), they might take as much as 4d4 poison damage and be Enfeebled for the duration of the effect. All told, Spider Venom is a great introduction to Pathfinder 2e's Affliction mechanics, but it's unreliable because the target has so many opportunities to resist or remove the effects.
  • Summon Animal: 3 Actions is a big Action cost, and with just a 1-minute duration you typically want to cast this at the beginning of combat. Summoning spells are worthy of their own article because the options are too numerous to detail in anu other format, but generally you'll summon a creature to fight alongside your allies in melee, both drawing attention from your enemies and hopefully dealing a bit of damage of damage.
  • Summon Construct: Mostly the same as Summon Animal, but constructs offer different options.
  • True Strike: While it won't be especially helpful at low levels when your spell slots are extremely limited, this is a great option at higher levels. The 1-Action casting time allows you to cast this before casting another spell, dramatically improving the reliability of higher-level spells which require attack rolls like Disintegrate.
  • Unseen Servant: The servant can perform Interact Actions, so it may be able to do things like triggering traps, activating magic items, administering potions to allies, etc., but the spell is Sustained so you're still comitting an Action every round to get an extra set of hands. Unfortunately, unlike Pathfinder 1e you can't simply issue commands to your servant and take a nap while they mop your floors or something.
  • Ventriloquism: Situational, and anyone who hears the effect automatically gets a save to notice the illusion. Rely on Ghost Sound as much as you possibly can before resorting to this.

2nd-Level Spells

  • Acid Arrow: Decent initial damage with some persistent damage. It doesn't require you to Sustain the spell like Flaming Sphere, but it will likely deal less damage in total for the same spell slot.
  • Blur: Effective at any level, this gives the target a 20% chance for any attack directed at them to miss. Against foes with high attack bonuses, this is a helpful defensive option even for characters with high AC because it provides an additional layer of defense. For characters with low AC you may want to look for more reliable options.
  • Comprehend Languages: Technically situational, but meeting a creature with which you don't share a language is common. The wording of the spell is specific enough that you can cast this on your party's Face while they're actively hearing a language which they don't know, and they'll gain the ability to understand that language. Unfortunately you can't grant the ability to also speak the language unless you cast this at 3rd level, but if the speaker isn't hostile you can always cast this twice so that your Face and the other creature can understand each other despite not speaking the same language
  • Continual Flame: A permanent magical light source for 6gp and whatever it costs you to learn the spell. If you use a Spell Repertoire, don't bother learning this. If you can, find an NPC spellcaster to cast this for you or buy an Everburning Torch for 15gp. You have the option to cast Continual Flame at higher spell levels, but the spell itself doesn't offer any specific benefits for doing so. As far as I can tell, the only benefit is for the light to remain in effect in an area of magical darkness.
  • Darkness: This is the most clearly-written version of this spell that I've seen across several editions of DnD and both editions of Pathfinder, but it is still very nuanced. The base version of the spell allows Darkvision to continue functioning, which means that if your party has Darkvision and your enemies do not, casting this will provide your party with a significant tactical advantage. The 4th-level heightened version of the spell also inhibits Darkvision, but weirdly that's only appealing compared to the base 2nd-level version if your enemies have Darkvision and you do not because it inhibits everyone equally. However, the Darkness spell is by no means an unassailable way to darken the battlefield at your convenience: Darkness suppresses magical light of Darkness's level or lowel, but due to cantrips being automatically heightened, even the Light cantrip can easily override Darkness unless Darkness is heightened. This allows players to easily counter magical Darkness, but remember that your enemies can do the same.
  • Darkvision: If you or one of your allies don't have Darkvision, this can be an important option. Sources of magical light are typically less costly, but they also give away your position which can be a problem when you're trying to sneak around unnoticed. You can purchase a pair of Goggles of Night for 150 gp, but that might be a prohibitively high cost for several levesl after the Darkvision spell becomes an option.
  • Deafened: Situational, and nearly never useful in combat.
  • Dispel Magic: An absolutely essential option. While it's not spelled out in the spell's description, the Counteract rules make the level at which you cast this very important. On a Critical Success you can dispel effects up to three levels higher than the level at which you cast Dispel Magic and on a Success up to one level higher. On a failure you can still dispel effects of a lower level, so upcasting Dispel Magic can be a powerful way to strip enemeies of problematic buffs or to disarm them of magic items like weapons which might dramatically boost their damage output.
  • Enlarge: Improved reach, a little bit of extra damage, and a nice 5-minute duration so it's sure to last through all but the most absurdly-long fights. The fact that the spell raises a creature directly to Large size also means that you can cast it on small creatures like halflings and they still get the full benefits in combat, but it also means that you can cast it on tiny creatures like your familiar and potentially ride them. While the effects of the spell improve with spell level, the 2nd-level version of the spell is still a significant advantage for your melee allies, especially if they have Reaction options like Attack of Opportunity, so you can count on a 2nd-level spell to provide a significant tactical advantage even at high levels.
  • False Life: With an 8-hour duration you can make this a staple buff which you cast every day. The additional temporary Hit Points are roughly as much as you would get from an additional level, especially if your spellcasting ability modifier is good. If you're generous, you might cast this on one or more of your allies, especially front-line allies who are likely to draw a lot of attacks. Unfortunately, the scaling on the spell isn't great, so I recommend only casting False Life as a 2nd-level spell where your spellcasting ability modifier is the largest portion of the total number of temporary Hit Points.
  • Flaming Sphere: At low levels this is a great way to get a lot of damage out of a single spell slot. Cast this early in a fight, Sustain it through the fight, and between Flaming Sphere and cantrips you can do plenty of damage with very little expense. Unfortunately, the fact that the sphere is stuck on the ground severely limits its usefulness as flight becomes more common, and the 30-foot range requies you to stay close enough that most foes will be able to walk into melee with you using a single Stride.
  • Glitterdust: A good low-level option for countering invisibility, even on a successful save targets still have their invisibility negated for 2 rounds. Unfortunately, negating invisibility in this way still leaves the target Concealed, which provides a 20% miss chance on attacks against that creature (DC 5 flat check). You can more easily targe the creature with AOE effects or effects which require you to see the target, but try to avoid attacking the target if you can.
  • Hideous Laughter: In a fight against single enemies this is a great option for a low-level spell. Making the target Slowed 1 robs them of a single Action per turn. If you outnumber the target, that puts them at a massive disadvantage in the action economy, allowed your party to more easily overcome them by sheer numbers, and since Hideous Laughter doesn't have the Incapacitation trait it remains effective against difficult enemies. Denying the target Reactions also means that if you're stuck in melee with them you can cast this then safely run away without suffering an Attack of Opportunity from creatures which can have the ability to make that Reaction. Even at high levels, this is a fine option because Slowed never stops being effective, and if you gain an ability which allows you to Sustain a spell without spending an Action you can tip the scales of the action economy further in your favor.
  • Humanoid Form: This provides very few benefits, the biggest of which is a bonus to Deception checks to disguise yourself. If you need magical assistence with a disguise, Illusory-Disguise will be more effective and it's a spell level lower.
  • Illusory Creature: The closest thing you'll get to summoning a creature with an illusion, Illusory Creature is a complicated spell. The spell's description is nearly an entire column in the Core Rulebook, so there is a lot of text to digest. Generally this isn't a go-to combat option because the damage is poor and the damage dealt will be halved if the illusion is disbelieved, but there is a common and important case where this can be helpful offensively: if your enemy has a damage weakness, you can alter the form of your illusory creature to deal that damage type, dramatically boosting the amount of damage which your illusion can deal. The illusion's stats are decent, and with two Actions per round it can hopefull make a few strikes before something gets through the illusion's AC. Tragically, the illusion is dispelled if it's hit even once or fails a single save the spell ends immediately, potentially ending before you get to Sustain the spell even once.
  • Invisibility: Absolutely essential, invisibility can solve a lot of problems. The spell ends if you perform a "hostile action", and while that's not explicitly defined it likely includes anything which requires an attack roll or which affects another creature in a harmful way even if it doesn't require an attack roll or saving throw. It's unclear what happens if you do something like cast Wall of Fire while invisible, so check with your GM. Generally you can get away with being inivisible in combat while doing things like casting buff spells and area control spells, but I don't know if commanding pets or summoned creatures to attack counts as a "hostile action". The 4th-level version of the spell reduces the duration but allows you to make hostile actions without breaking the spell, so you can spend a minute invisibly blaster your enemies.
  • Knock: Don't have anyone in the party with Thievery? Cast this to open locks. The total bonus matches Expert proficiency.
  • Mirror Image: A decent defensive buff that works at any level, but the fact that even a failed attack can still destroy one of the images means that the images will disappear almost immediately if even a small number if weak foes focus their attacks on you for a round or two.
  • Misdirection: Situational. You want the secondary creature to have the aura you want. If you're an evil character and you want to pass unnoticed despite someone casting Detect Alignment, choose something like an animal with a neutral alignment.
  • Obscuring Mist: Concealed offers a miss chance on attacks, so this can be a passable way to defend yourself from enemies if you're being targeted by a lot of attacks or something along those lines. Weirdly, the spell doesn't inhibit line of sight in any way unless the target and/or the attacker are within the area. You can't use this to obscure objects, or to keep enemies from seeing down a long hallway. Honestly, it feels like the spell is missing half of its effects.
  • Phantom Steed: With an 8-hour duration, this is a great option for overland travel. However, until you can cast it as at 4th level or higher there's little reason to cast this instead of buying a horse. Be cautious about bringing the mount into combat: it's frail and will die if an enemy makes any effort to kill it, and its defensive stats never improve beyond 20 AC and 10 hit points.
  • Resist Energy: A staple defensive option. 10 minutes is long enough to get you through a fight or two, and as you gain levels and additional spell slots you can afford to cast this on multiple allies or to give more than one type of damage resistance.
  • See Invisibility: A staple option for handling invisibility. At high levels casting the spell at 5th level will be a common daily occurance so that you're always ready to face invisible enemies. The creatures and objects are still Concealed, but that won't protect them from Fireball.
  • Shrink: Situational. The target needs to be willing, so realistically you're only going to use this when you need to hide an ally or carry them around or something. You could shrink the target to allow them to fit into small spaces or to spy on other creatures, but those situations are rare and can be handled by other spells most of the time.
  • Spectral Hand:
  • Spider Climb:
  • Summon Elemental:
  • Telekinetic Maneuver:
  • Touch of Idiocy:
  • Water Breathing:
  • Water Walk:
  • Web:

3rd-Level Spells

  • Bind Undead:
  • Blindness:
  • Clairaudience:
  • Dream Message:
  • Earthbind:
  • Enthrall:
  • Feet to Fins:
  • Fireball:
  • Ghostly Weapon:
  • Glyph of Warding:
  • Haste:
  • Hypnotic Pattern:
  • Invisibility Sphere:
  • Levitate:
  • Lightning Bolt:
  • Locate:
  • Meld into Stone:
  • Mind Reading:
  • Nondetection:
  • Paralyze:
  • Secret Page:
  • Shrink Item:
  • Slow:
  • Stinking Cloud:
  • Vampiric Touch:
  • Wall of Wind:

4th-Level Spells

  • Aerial Form:
  • Blink:
  • Clairvoyance:
  • Confusion:
  • Creation:
  • Detect Scrying:
  • Dimension Door:
  • Discern Lies:
  • Fire Shield:
  • Fly:
  • Freedom of Movement:
  • Gaseous Form:
  • Globe of Invulnerability:
  • Hallucinatory Terrain:
  • Nightmare:
  • Outcast's Curse:
  • Phantasmal Killer:
  • Private Sanctum:
  • Resilient Sphere:
  • Rope Trick:
  • Shape Stone:
  • Solid Fog:
  • Spell Immunity:
  • Stoneskin:
  • Suggestion:
  • Telepathy:
  • Veil:
  • Wall of Fire:
  • Weapon Storm:

5th-Level Spells

  • Banishment:
  • Black Tentacles:
  • Chromatic Wall:
  • Cloak of Colors:
  • Cloudkill:
  • Cone of Cold:
  • Control Water:
  • Crushing Despair:
  • Drop Dead:
  • Elemental Form:
  • False Vision:
  • Hallucination:
  • Illusory Scene:
  • Mariner's Curse:
  • Mind Probe:
  • Passwall:
  • Prying Eye:
  • Sending:
  • Shadow Siphon:
  • Shadow Walk:
  • Subcobscious Suggestion:
  • Summon Dragon:
  • Telekinetic Haul:
  • Telepathic Bond:
  • Tongues:
  • Wall of Ice:
  • Wall of Stone:

6th-Level Spells

  • Baleful Polymorph:
  • Chain Lightning:
  • Collective Transportation:
  • Disintegrate:
  • Dominate:
  • Dragon Form:
  • Feeblemind:
  • Flesh to Stone:
  • Mislead:
  • Phantasmal Calamity:
  • Purple Worm Sting:
  • Repulsion:
  • Scrying:
  • Spellwrack:
  • Teleport:
  • True Seeing:
  • Vampiric Exsanguination:
  • Vibrant Pattern:
  • Wall of Force:

7th-Level Spells

  • Contingency:
  • Dimensional Lock:
  • Duplicate Foe:
  • Eclipse Burst:
  • Energy Aegis:
  • Fiery Body:
  • Magnificent Mansion:
  • Mask of Terror:
  • Plane Shift:
  • Power Word Blind:
  • Prismatic Spray:
  • Project Image:
  • Reverse Gravity:
  • Spell Turning:
  • True Target:
  • Warp Mind:

8th-Level Spells

  • Antimagic Field:
  • Disappearance:
  • Discern Location:
  • Dream Council:
  • Earthquake:
  • Horrid Wilting:
  • Maze:
  • Mind Blank:
  • Monstrosity Form:
  • Polar Ray:
  • Power Word Stun:
  • Prismatic Wall:
  • Scintillating Pattern:
  • Uncontrollable Dance:
  • Unreleting Observation:

9th-Level Spells

  • Disjunction:
  • Foresight:
  • Implosion:
  • Massacre:
  • Meteor Swarm:
  • Power Word Kill:
  • Prismatic Sphere:
  • Resplendant Mansion:
  • Shapechange:
  • Telepathic Demand:
  • Weird:

10th-Level Spells

  • Cataclysm:
  • Gate:
  • Remake:
  • Time Stop:
  • Wish: