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Cantrips

The document provides a detailed list of various cantrips from the Pathfinder 2nd Edition role-playing game, including their traditions, casting requirements, ranges, durations, and effects. Each spell is categorized by its type, such as evocation or divination, and includes specific mechanics for casting and outcomes based on success or critical success. The spells cover a range of effects, from dealing damage to providing utility and healing benefits.

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Luiz Gustavo
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0% found this document useful (0 votes)
20 views1 page

Cantrips

The document provides a detailed list of various cantrips from the Pathfinder 2nd Edition role-playing game, including their traditions, casting requirements, ranges, durations, and effects. Each spell is categorized by its type, such as evocation or divination, and includes specific mechanics for casting and outcomes based on success or critical success. The spells cover a range of effects, from dealing damage to providing utility and healing benefits.

Uploaded by

Luiz Gustavo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Spells www.pf2easy.

com/spellbook

ACID SPLASH CANTRIP 1 GLOWING TRAIL CANTRIP 1 RAY OF FROST CANTRIP 1


ACID ATTACK CANTRIP EVOCATION UNCOMMON TRANSMUTATION ATTACK CANTRIP COLD EVOCATION
Portrait print preview
Traditions arcane, primal; Source Core Rulebook, 316 Traditions arcane, divine, occult, primal; Source Sky’s King Tomb - 02 - Cult of the Cave Worm, 79 Traditions arcane, primal; Source Core Rulebook, 362
Cast  somatic, verbal Cast  somatic, verbal Cast  somatic, verbal
Range 30 feet; Targets 1 creature Duration 1 hour Range 120 feet; Targets 1 creature
You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a Your movements leave a vague glowing path behind you, like a misty echo of your presence. While your form is not discernible, your size is. This path hangs in space You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
critical success, the target also takes 1 persistent acid damage. and is not anchored to any surface, so it tracks your movement through the air. The path fades after 10 minutes. You can Dismiss this spell at any time, but the path Critical Success The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.
fades normally. Success The target takes normal damage.

APPROXIMATE CANTRIP 1 The path can be visible or invisible. While visible, it appears as a faintly glowing mist in a color of your choosing but sheds no light beyond its area. While invisible, Heightened (+1) The damage increases by 1d4.
CANTRIP DETECTION DIVINATION you can still detect the path, but it gives off no light.
Traditions arcane, divine, occult, primal; Source Secrets of Magic, 90 RAY OF FROST CANTRIP 1
Cast  somatic, verbal GOUGING CLAW CANTRIP 1 UNCOMMON ATTACK CANTRIP COLD EVOCATION PSYCHIC
Range 10 feet; Area 1 cubic foot ATTACK CANTRIP MORPH TRANSMUTATION Traditions arcane, primal; Source Dark Archive, 20
Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant Traditions arcane, primal; Source Secrets of Magic, 109 Cast  somatic, verbal
estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. For example, you could look Cast  somatic, verbal Range 180 feet; Targets 1 creature
at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn’t determine there were exactly 180 coins. Range touch; Targets 1 creature You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
The type of object you name can be as specific or general as you like—“dented copper coins” is as viable as “coins”—but the distinguishing features must be obvious You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of slashing or Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage. Success The target takes normal damage.
not copper coins. Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4. Heightened (+1) The damage increases by 1d4.

DANCING LIGHTS CANTRIP 1 GUIDANCE CANTRIP 1 READ AURA CANTRIP 1


CANTRIP EVOCATION LIGHT CANTRIP DIVINATION CANTRIP DETECTION DIVINATION
Traditions arcane, occult, primal; Source Core Rulebook, 327 Traditions divine, occult, primal; Source Core Rulebook, 342 Traditions arcane, divine, occult, primal; Source Core Rulebook, 362
Cast  somatic, verbal Cast  verbal Cast 1 minute (somatic, verbal)
Range 120 feet Range 30 feet; Targets 1 creature Range 30 feet; Targets 1 object
Duration sustained Duration until the start of your next turn 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 it is, you
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the
learn the school of magic (pages 297-298).
number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out. duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily
If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.
immune for 1 hour.

DANCING LIGHTS CANTRIP 1


UNCOMMON CANTRIP EVOCATION LIGHT PSYCHIC GUIDANCE CANTRIP 1 ROOT READING CANTRIP 1
CANTRIP CONCENTRATE DIVINATION MANIPULATE WOOD
Traditions arcane, occult, primal; Source Dark Archive, 21 UNCOMMON CANTRIP DIVINATION PSYCHIC
Traditions arcane, primal; Source Rage of Elements, 197
Cast  somatic, verbal Traditions divine, occult, primal; Source Dark Archive, 18
Cast  somatic,verbal
Range 120 feet Cast  verbal
Area 30-foot emanation
Duration sustained Range 120 feet; Targets 1 creature
You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any unnoticed Medium or
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any Duration until the start of your next turn
larger creatures in the area, you learn of their presence and they’re undetected to you. You can immediately attempt to Seek an undetected creature, and you gain a
number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out. You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the
+1 status bonus to this attempt and any of your other attempts to Seek hidden or undetected creatures until the end of your next turn. You also learn if any such
duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily
creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to Track a creature detected in
DEEP BREATH CANTRIP 1 immune for 1 hour.
this way, you gain a +1 status bonus to the initial check.
AIR CANTRIP MANIPULATE TRANSMUTATION
Traditions arcane, primal; Source Rage of Elements, 70 HEALING PLASTER CANTRIP 1 ROUSING SPLASH CANTRIP 1
Cast  somatic CANTRIP EARTH TRANSMUTATION
ABJURATION CANTRIP CONCENTRATE MANIPULATE WATER
Duration 10 minutes Traditions primal; Source Secrets of Magic, 109
Traditions divine, primal; Source Rage of Elements, 174
You take an incredibly deep breath and can hold it for the spell’s duration. You don’t lose breath when hit, but you do lose all the air you inhaled if you speak Cast  somatic
Cast  somatic,verbal
(including to Cast a Spell). This spell doesn’t create air; if you don’t have air to breathe when you cast it, you get no benefit. Range 5 feet; Targets a handful of dirt or mud
Range 60 feet; Targets 1 creature
Duration 10 minutes
You cause a splash of cold water to descend on an ally’s head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, which last for 1 minute. The
DETECT MAGIC CANTRIP 1 You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer’s tools for
target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover
CANTRIP DETECTION DIVINATION Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn’t used within the spell’s duration, or if you Cast the Spell again before using the plaster, it
from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.
Traditions arcane, divine, occult, primal; Source Core Rulebook, 328 reverts to being normal non-magical earth.
Cast  somatic, verbal
Area 30-foot emanation ILLUMINATE CANTRIP 1 SCATTER SCREE CANTRIP 1
CANTRIP EARTH EVOCATION
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic CANTRIP EVOCATION FIRE MANIPULATE
Traditions arcane, primal; Source Secrets of Magic, 127
you’re fully aware of, such as the magic items and ongoing spells of you and your allies. Traditions arcane, divine, occult, primal; Source Rage of Elements, 120
Cast  somatic, verbal
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t Cast  somatic
Range 30 feet; Area two contiguous 5-foot cubes
deceptive in appearance (such as an invisibility potion) typically are detected normally. Area 30-foot emanation (see text)
Saving Throw basic Reflex; Duration 1 minute
You light all non-magical light sources in the area that use fire to provide their light—such as candles, lamps, and sconces. You can choose to make the emanation
You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to 1d4 plus your spellcasting ability modifier to creatures in the area,
DETECT MAGIC CANTRIP 1 smaller than its maximum, to any distance of your choice. If a light source is attended by an unwilling creature, that creature can attempt a Reflex save to snuff the
with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can Interact to clear a square of this scree.
UNCOMMON CANTRIP DETECTION DIVINATION PSYCHIC light out before it becomes noticeable.
If you cast this spell again, any previous scatter scree you have cast ends.
Traditions arcane, divine, occult, primal; Source Dark Archive, 18
Heightened (+1) The damage increases by 1d4.
Cast  somatic, verbal INSIDE ROPES CANTRIP 1
Area 30-foot emanation UNCOMMON CANTRIP CONJURATION

You send out a pulse that registers the presence of magic. You’re aware of any creature in the emanation affected by a spell or carrying a magic item, and you Traditions divine, occult, primal; Source Blood Lords - 01 - Zombie Feast, 79 SIGIL CANTRIP 1
CANTRIP TRANSMUTATION
determine the main location of magic within any magical hazard in the emanation (with the normal restrictions on detecting illusions). This typically manifests as an Cast  somatic
Traditions arcane, divine, occult, primal; Source Core Rulebook, 369
alteration to your vision, such as seeing a soft aura around the creature or hazard. Sensing these phenomena doesn’t make it clear which spell is on a creature, nor Duration 10 minutes
Cast  somatic, verbal
which of its items are magical. Access Ortagar Stitch-Skull might provide this spell to the characters for impressing him.
Range touch; Targets 1 creature or object
You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You pull a large handful of guts from your midsection. Removing these guts doesn’t harm you. You can use the guts as 50 feet of rope to help you Climb, and they
Duration unlimited (see below)
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t help attach you to a wall. You move half as quickly as usual while climbing with your guts (minimum 5 feet), but you can attempt a DC 5 flat check whenever you
deceptive in appearance (such as an invisibility potion) typically are detected normally. You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you
critically fail to prevent a fall. Other creatures can use your guts to climb like a squishy rope, but the guts don’t help anyone but you attach to a wall. If you let go of
can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a
your guts or your guts are damaged, the spell ends.
creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.
DETECT METAL CANTRIP 1
CANTRIP CONCENTRATE DETECTION DIVINATION MANIPULATE METAL KNOW DIRECTION CANTRIP 1
Traditions arcane, divine, occult, primal; Source Rage of Elements, 142 CANTRIP DETECTION DIVINATION SLASHING GUST CANTRIP 1
AIR ATTACK CANTRIP CONCENTRATE EVOCATION MANIPULATE
Cast  somatic,verbal Traditions divine, occult, primal; Source Core Rulebook, 348
Traditions arcane, primal; Source Rage of Elements, 71
Area 30-foot emanation Cast  somatic, verbal
Cast  somatic,verbal
You attune yourself to magnetic fields, becoming aware of the presence or absence of metallic objects, veins, and deposits within the area. You can choose to ignore In your mind’s eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
Range 60 feet; Targets 1 or 2 creatures
metal you’re fully aware of, such as the gear you and your allies wear and carry.
Saving Throw AC
You detect metal hidden by illusions (such as invisibility) only if the illusion has a lower rank than your detect metal spell. Against deceptive illusions, detect
LIGHT CANTRIP 1 Requirements You have at least one free hand.
metal always notices an absence of metal when a non-metallic object is disguised as metallic. However, if the deception involves disguising one metallic object as CANTRIP EVOCATION LIGHT
You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two
another, such as pretending a copper coin is made of gold, detect metal registers only the presence of metal, not its type, even if the rank of your detect metal spell Traditions arcane, divine, occult, primal; Source Core Rulebook, 348
creatures with this spell; otherwise, you target one.
exceeds that of the illusion effect. Cast  somatic, verbal
Make a spell attack roll against each target’s AC. This deals 2d4 slashing damage. On a critical success, a target also takes 1d4 persistent bleed damage. If you’re
Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn’t increase until after both attacks.
DISRUPT UNDEAD CANTRIP 1 Duration until the next time you make your daily preparations
Critical Success The target takes double damage and 1d4 persistent bleed damage.
CANTRIP NECROMANCY POSITIVE The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell
Success The target takes full damage.
Traditions divine, primal; Source Core Rulebook, 331 on the first object ends.
Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature SPOUT CANTRIP 1
Saving Throw Fortitude
NEEDLE DARTS CANTRIP 1 CANTRIP EVOCATION WATER
ATTACK CANTRIP CONCENTRATE MANIPULATE METAL TRANSMUTATION
Traditions arcane, primal; Source Secrets of Magic, 130
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the Traditions arcane, divine, occult, primal; Source Rage of Elements, 144
Cast  somatic, verbal
creature critically fails the save, it is also enfeebled 1 for 1 round. Cast  somatic,verbal
Range 30 feet; Area a 5-foot cube
Heightened (+1) The damage increases by 1d6. Range 60 feet; Targets 1 creature
Saving Throw Reflex
Saving Throw AC
Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to
DRAW MOISTURE CANTRIP 1 You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your
1d4 plus your spellcasting ability modifier, with a basic Reflex saving throw.
CANTRIP CONCENTRATE MANIPULATE TRANSMUTATION WATER target’s AC. The needles deal 3d4 piercing damage and might cause bleeding.
You can change this spell’s area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not
Traditions arcane, divine, primal; Source Rage of Elements, 173 The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold
as small as a puddle or bathtub.
Cast  somatic,verbal iron. All the needles are made of the same metal, and the metal returns to you after the attack.
Heightened (+1) The damage increases by 1d4.
Range 10 feet; Targets 1 object Critical Success The target takes double damage and 1 persistent bleed damage.
You draw water out of an object, possibly to clean up spills or quickly dry a soaked book or shirt. You draw up to a pint of water from the object; this dries objects of Success The target takes full damage.
less than 1 Bulk. The water collects in a globule floating in your hand, which you can direct into a nearby container as part of Casting the Spell; otherwise, it splashes STABILIZE CANTRIP 1
CANTRIP HEALING NECROMANCY POSITIVE
to the ground. Repeated applications of draw moisture can be used to dry larger objects, although doing so might take significant time. You can use this spell in
PRESTIDIGITATION CANTRIP 1 Traditions divine, primal; Source Core Rulebook, 373
especially humid environments to condense drinkable water from the air, though typically, you can’t draw more than a few cups before depleting the ambient CANTRIP EVOCATION
Cast  somatic, verbal
moisture. Traditions arcane, divine, occult, primal; Source Core Rulebook, 359
Range 30 feet; Targets 1 dying creature
Cast  somatic, verbal
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
EAT FIRE CANTRIP 1 Range 10 feet; Targets 1 object (cook, lift, or tidy only)
ABJURATION CANTRIP FIRE MANIPULATE Duration sustained
Traditions arcane, occult, primal; Source Rage of Elements, 119 The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose TAKE ROOT CANTRIP 1
CANTRIP MANIPULATE PLANT TRANSMUTATION WOOD
Cast  somatic one of four options.
Traditions arcane, primal; Source Rage of Elements, 198
Duration until the end of your next turn • Cook Cool, warm, or flavor 1 pound of nonliving material.
Cast  somatic
Trigger You would take fire damage. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Range 30 feet; Targets 1 willing creature
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it
Duration 1 round
the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking). can’t be used as a tool, weapon, or spell component.
Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance
Belch Smoke  You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per
bonus to their Fortitude DC against attempts to Shove them and a +1 circumstance bonus to their Reflex DC against attempts to Disarm or Trip them. This bonus also
smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. Bulk.
applies to saving throws against spells or effects that would attempt to remove a held item from their grasp.

ELECTRIC ARC CANTRIP 1 Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain
CANTRIP ELECTRICITY EVOCATION the Spell. TAME CANTRIP 1
AUDITORY CANTRIP ENCHANTMENT MENTAL
Traditions arcane, primal; Source Core Rulebook, 335
Traditions occult, primal; Source Secrets of Magic, 135
Cast  somatic, verbal
PRODUCE FLAME CANTRIP 1 Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures UNCOMMON ATTACK CANTRIP EVOCATION FIRE PSYCHIC
Range 10 feet; Targets 1 non-hostile domesticated animal
Saving Throw basic Reflex Traditions arcane, primal; Source Dark Archive, 20
Saving Throw Will; Duration 1 minute
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Cast  somatic, verbal
As you make comforting sounds and gestures, you approach the target in a friendly manner combining caution and confidence. You improve the target’s attitude to
Heightened (+1) The damage increases by 1d4. Range 30 feet; Targets 1 creature
you by one step (unfriendly to neutral, neutral to friendly, friendly to helpful) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target’s AC. This is
temporarily immune for 1 day.
ELEMENTAL COUNTER CANTRIP 1 normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d6 fire damage plus your
This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the
UNCOMMON ABJURATION CANTRIP CONCENTRATE spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.
animal is in question, the decision is up to the GM.
Traditions arcane, primal; Source Rage of Elements, 222 Heightened (+1) Increase the damage by 1d4 and the somatic, verbal
Cast  verbal Range 30 feet; Targets 1 creature
Trigger You or a creature within 60 feet rolls a saving throw against a spell with the earth, fire, metal, plant, water, or wood trait, or are targeted by a spell attack A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target’s AC. This is TANGLEFOOT CANTRIP 1
ATTACK CANTRIP CONJURATION PLANT
with such a trait. normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. On a success, you deal 1d4 fire damage plus your
Traditions arcane, primal; Source Core Rulebook, 377
Requirements You have a spell slot from which you could Cast a Spell of the triggering spell’s countering element; see text. spellcasting ability modifier. On a critical success, the target takes double damage and 1d4 persistent fire damage.
Cast  somatic, verbal
Each element in the elemental cycle counters another (as described on pages 8–9), and you can use your elemental spells to protect against elements they counter. Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.
Range 30 feet; Targets 1 creature
You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell, using the rank of the spell you lost for the
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
counteract rank. You can lose a plant or wood spell to counter earth, an earth spell to counter water, a water spell to counter fire, a fire spell to counter metal, or a PROTECT COMPANION CANTRIP 1 Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against
metal spell to counter plant or wood. ABJURATION
your spell DC to remove the penalty and the immobilized condition.
Traditions arcane, divine, occult, primal; Source Secrets of Magic, 123
Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
GALE BLAST CANTRIP 1 Cast  verbal
Failure The target is unaffected.
AIR CANTRIP EVOCATION Range 30 feet; Targets your eidolon, or a creature with the minion trait under your control
Traditions arcane, primal; Source Secrets of Magic, 108 Duration until the start of your next turn
Cast  somatic, verbal You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You TIMBER CANTRIP 1
CANTRIP CONCENTRATE CONJURATION MANIPULATE WOOD
Saving Throw Fortitude gain the following reaction; after using the reaction, the spell ends and you can’t cast protect companion again for 10 minutes.
Traditions arcane, primal; Source Rage of Elements, 198
Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes bludgeoning damage equal to your Life Block  Trigger The spell’s target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage
Cast  somatic,verbal
spellcasting ability modifier, with a Fortitude save. to 0, the target still takes any effects that would come with the damage, such as the poison on a viper’s fangs Strike.
Area 15-foot line
Critical Success The creature is unaffected. Heightened (+2) The reaction reduces the damage by another 10, and you lose 5 more Hit Points. If you want to lose fewer Hit Points, you can choose to lower the
Saving Throw basic Reflex
Success The creature takes half damage. damage reduction and HP lost to what any lower-level version of the spell could do without lowering the spell’s actual level.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning
Failure The creature takes full damage and is pushed 5 feet away from you.
damage, with a basic Reflex saving throw. A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Critical Failure The creature takes double damage and is pushed 10 feet away from you. PUFF OF POISON CANTRIP 1
Heightened (+2) The damage increases by 1d6. CANTRIP EVOCATION INHALED POISON
Traditions arcane, primal; Source Secrets of Magic, 124 TREMOR SIGNS CANTRIP 1
CANTRIP EARTH EVOCATION MANIPULATE
GLASS SHIELD CANTRIP 1 Cast  somatic, verbal
Traditions arcane, divine, occult, primal; Source Rage of Elements, 97
CANTRIP CONCENTRATE CONJURATION EARTH Range 5 feet; Targets 1 creature
Cast  somatic
Traditions arcane, primal; Source Rage of Elements, 94 Saving Throw Fortitude
Range 120 feet; Targets 1 creature
Cast  verbal You exhale a shimmering cloud of toxic breath at an enemy’s face. The target takes poison damage equal to your spellcasting modifier and 2 persistent poison
Duration until the start of your next turn damage, depending on its Fortitude save. You send a series of tremors, no longer than a short sentence of speech, toward your target. If the target is within range and connected to the same body of earth as
you, the vibrations reach the target through the ground. You need neither line of sight nor line of effect, so a target on another floor of a building is a valid target.
Saving Throw basic Reflex Critical Success The creature is unaffected.
The target can give a brief, vibrational response as a reaction, or as a free action on their next turn, but they must be within range to do so. If they respond, their
You summon a layer of clear glass to keep you from harm. This cantrip functions as the shield spell, except it has Hardness 2 and 4 Hit Points. If this shield breaks, Success The target takes half initial and persistent damage.
response is delivered to you through tremors you feel, as with the original message. The tremors impart a clear meaning only if you and the target know that
provided the breaker is within 5 feet, they must succeed at a basic Reflex save or take 1d4 piercing damage from the glass shards. Failure The target takes full initial and persistent damage.
meaning, such as three tremors for a specific warning, two for another. Neither of you can impart a nuanced or new meaning using this spell.
Critical Failure The target takes double initial and persistent damage.
A creature that has tremorsense can feel the vibrations from this spell if the creature is within range of the vibrations at any point during their journey to any
Heightened (+2) The initial poison damage increases by 1d8 and the persistent poison damage increases by 1.
target.

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