Spell

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Oloch, Shardra, and Alahazra combine spells to fend off skeletons.

A spell is a one-time magical effect brought into being, or "cast", by a spellcaster. Spells, like the rest of magic, fall into one of four magical traditions: arcane, divine, occult, and primal.123

Casting spells

Many spellcasters prepare their spells in advance—whether from a spellbook or through prayers—while some cast spells spontaneously without preparation. Despite these different ways characters use to learn or prepare their spells, when it comes to casting them, many of the spells are very much alike, with magic being guided by certain core principles. Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.4[citation needed] Some spellcasters are capable of both prepared and spontaneous spellcasting, through a more strenuous method known as flexible preparation.5

Spells can require considerable concentration to cast, and often have a limited range. Some must be physically aimed, much like a crossbow, at a target within the spellcaster's vision6 or affect an area or radius rather than a specific target.7 When cast, spells have distinct manifestations—whether visible or not—and people especially skilled in spellcraft can identify a spell simply by observing the spellcaster's actions.8[citation needed]

Many spells' effects can permanently affect a target, but few spells themselves are permanent once cast. Some can be made permanent, while spells whose effects last longer than an instant can be dispelled or dismissed by their caster.9[citation needed]

Appearance of runes

Runes appear around Ezren's hands as he uses a spell to investigate a puzzle box.

Since before the founding of Thassilon, spellcasting has manifested visually in the appearance of runes near the spellcaster. Xin, Thassilon's founder, investigated these phenomena when developing rune magic and theorized that they represented the language of creation and the nature of magic.10

Mnemonic matrices

Different types of spellcaster prepare their spells in special ways...
...but scorching rays look the same regardless of the type of spellcaster.
See also: Wizard

Wizards prepare spells within an arcane mental construct called a mnemonic matrix. Many types of matrix exist, each often tailored by individual wizards; for example, Acadamae Headmaster Toff Ornelos uses the memory palace, a classic form of matrix documented by Oridius Uldor in 4519 AR.11

Spell ranks

Spells can be broadly classified by power and complexity. For example, Toff Ornelos' Principals of Elementary Thaumaturgy assigns spells by power into one of 10 degrees, which he refers to as levels;11 these degrees are also sometimes referred to as ranks.12 The nature of these ranks is poorly understood but experimentally proven, and excludes cantrips, which are durable and inexhaustible.11

These ranks are interpreted in different ways across magical traditions. Wizards, for example, might visualize a tower with 10 floors of ascending power, the higher levels locked from those with insufficient expertise.11 Clerics of Nethys at the Temple of Ten Doors view them as ten gates or doors in a palace which must be unlocked through enlightenment.13

Consensus among arcane academics of magic theory suggests that the nature and number of ranks reflects a fundamental aspect of reality, though dissenters of this theory such as Juleana Foridius note that it merely reflects a common numbering system of base 10.11

Spell components

Many spells require a spell component of some sort.14 Most arcane or divine spells require a material, somatic, or verbal component, while psychic spells instead require an emotional or thought component. Material components can be a consumed ingredient, or a reusable focus determined by classes.6[citation needed]

Valmallos, the Answering Rite, is a primordial inevitable who understands all laws of magic and regulates its usage to ensure it is inaccessible to those who fail to put sufficient practice and training to wield it responsibly. Scholars believe the complex array of spell components so prevalent in magic are at least partially Valmallos's responsibility.151617

Material

To cast a spell with material spell components, the spellcaster must be able to touch or hold a required ingredient or focus. Consumed material ingredients are often related to a spell's function; for instance, invoking a spell of flight can consume a feather from an avian creature's wing.18[citation needed] An arcane or divine focus is reusable, and a divine focus is typically in the form of a deity's religious symbol or a sacred natural plant.6[citation needed]

Spellcasters who require material components keep them close at hand for easy access, often in a well organized, belt-bound pouch.6[citation needed]

Magical material spell components called spell catalysts can also increase a spell's power or modify its effects. Such catalysts are consumed upon spellcasting.19

Somatic

To cast a spell with somatic spell components, the spellcaster must be able to perform precise hand movements with at least one free hand.6

Verbal

Lem emits a verbal cacophonous call.

To cast a spell with verbal spell components, the spellcaster must be able to speak an incantation in a strong voice. Spellcasters who are unable to hear are more likely to fail when casting spells with verbal components.6

Emotional

To cast a spell with emotional spell components, the spellcaster must be able to enter and control a specific emotional state. Emotional components replace somatic components in psychic magic.20[citation needed]

Thought

To cast a spell with thought spell components, the spellcaster must envision a specific mental construct. Thought components replace verbal components in psychic magic.20

Concentration

A spellcaster creates a symbol that generates hurricane-force winds.

Complex spells can take a considerable amount of time to cast and cannot be interrupted. Such spells require considerable concentration to cast and can be disrupted by physical or mental distractions. Vigorous motion, foul weather, combat, physical restraints, and injuries can all disrupt a spellcaster's concentration.4[citation needed]

Effects of spellshaping

Spells can be empowered through the use of ancient techniques known as spellshaping.21

Counterspells

A spellcaster can counterspell another spellcaster's attempt to cast a spell, by casting the same spell at the same time in opposition. If the counterspeller is successful, neither spell's effects manifest.22

Magic items

Spells are closely tied to magic items. Magic items require their creators to know certain spells, and some items—particularly potions, rods, scrolls, staves, and wands—can store and be used to cast or reproduce spells and spell effects.23 Spells can also be infused with poisons through potion-making techniques to combine debilitating effects.24

Magic items designed for spellcasting, such as spell catalysts and spellhearts, can also empower or alter the effects spells.25

Alchemical extracts and formulae

See also: Alchemy

Alchemists' extracts, while magical, are not "spells" in the technical sense. They are material representations of a spell's effect and are crafted from formulae that resemble written spells.[citation needed]

Magic-user and spellcaster

Magic-user (sometimes spelled "magic user") and spellcaster are generic terms used to describe anyone capable of casting spells.26272829303132

Ritual magic

See also: Category:Occult rituals and Category:Rituals (Second Edition)

Not all spells require the expertise of a trained spellcaster. Spells of ritual magic, commonly referred to as rituals, can be performed by anyone willing to part with the time and resources they require.3334

References

Paizo published a Pathfinder Second Edition sourcebook, Secrets of Magic, containing in-universe fiction exploring the nature of magic in the Pathfinder campaign setting prior to changes introduced in the Pathfinder Second Edition Remaster Project.

For additional as-yet unincorporated sources about this subject, see the Meta page.

  1. Logan Bonner, et al. “7: Spells” in Core Rulebook, 297. Paizo Inc., 2019
  2. Logan Bonner, et al. Spells” in Player Core, 298. Paizo Inc., 2023
  3. The Pathfinder First Edition Core Rulebook featured arcane and divine magic as major types of magic. Occult Adventures added psychic magic as well as occult rituals and rules. Pathfinder Second Edition reformed types of magic into four magical traditions—arcane, divine, occult, and primal. Secrets of Magic reinforced these traditions with in-universe works and also added less-common forms of magic that include cathartic, shadow, and Thassilonian rune magic, elementalism, and geomancy. See also the Pathfinder Second Edition Core Rulebook pg. 297 and Player Core pg. 298.
  4. 4.0 4.1 Jason Bulmahn, et al. “Combat” in Core Rulebook, 206. Paizo Inc., 2009
  5. Logan Bonner, et al. “5: Book of Unlimited Magic” in Secrets of Magic, 208. Paizo Inc., 2020
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Jason Bulmahn, et al. “Magic” in Core Rulebook, 213. Paizo Inc., 2009
  7. Jason Bulmahn, et al. “Magic” in Core Rulebook, 214. Paizo Inc., 2009
  8. Pathfinder Design Team. (October 16, 2015). Pathfinder RPG Core Rulebook Frequently Asked Questions, Paizo FAQs.
  9. Jason Bulmahn, et al. “Magic” in Core Rulebook, 216. Paizo Inc., 2009 ; the permanency and dispel magic spells.
  10. Logan Bonner, et al. “5: Book of Unlimited Magic” in Secrets of Magic, 242. Paizo Inc., 2020
  11. 11.0 11.1 11.2 11.3 11.4 Logan Bonner, et al. “1: Essentials of Magic” in Secrets of Magic, 9. Paizo Inc., 2020
  12. Logan Bonner, et al. “Introduction” in Player Core, 11. Paizo Inc., 2023 ; the Pathfinder Roleplaying Game mechanics for spell levels were renamed to spell ranks as part of the Pathfinder Second Edition Remaster Project, but no equivalent to Secrets of Magic provides an in-universe justification for the change.
  13. Logan Bonner, et al. “1: Essentials of Magic” in Secrets of Magic, 10–11. Paizo Inc., 2020
  14. The Pathfinder Second Edition Remaster Project removed mechanics for specific categories of spell components. See Meta:Spell.
  15. John Compton, et al. “Auditors of the Absolute” in Concordance of Rivals, 19. Paizo Inc., 2019
  16. Robert Adducci, et al. “Demigods and Other Divinities” in Gods & Magic, 89. Paizo Inc., 2020
  17. Robert Adducci, et al. “Appendix” in Gods & Magic, 130. Paizo Inc., 2020
  18. Jason Bulmahn, et al. “Spells” in Core Rulebook, 284. Paizo Inc., 2009
  19. Logan Bonner, et al. “4: Magic Items” in Secrets of Magic, 168. Paizo Inc., 2020
  20. 20.0 20.1 Jason Bulmahn, et al. “Chapter 4: Psychic Magic” in Occult Adventures, 144. Paizo Inc., 2015
  21. Jason Nelson, et al. “Variant Magic” in Inner Sea Magic, 9. Paizo Inc., 2011
  22. Jason Bulmahn, et al. “Combat” in Core Rulebook, 207. Paizo Inc., 2009
  23. Erik Mona, et al. Absalom and Starstone Isle” in World Guide, 17. Paizo Inc., 2019
  24. Ron Lundeen, et al. “Black Market Poisons” in Black Markets, 12. Paizo Inc., 2015
  25. Logan Bonner, et al. “4: Magic Items” in Secrets of Magic, 168–171. Paizo Inc., 2020
  26. F. Wesley Schneider. “Artifacts in Your Game” in Artifacts & Legends, 4. Paizo Inc., 2012
  27. F. Wesley Schneider. “Legendary Artifacts” in Artifacts & Legends, 22. Paizo Inc., 2012
  28. F. Wesley Schneider. “Lesser Artifacts” in Artifacts & Legends, 61. Paizo Inc., 2012
  29. F. Wesley Schneider, et al. “Chapter 2: Running a Game” in GameMastery Guide, 52. Paizo Inc., 2010
  30. F. Wesley Schneider, et al. “Chapter 4: Nonplayer Characters” in GameMastery Guide, 91. Paizo Inc., 2010
  31. Jason Bulmahn, et al. “Monsters A to Z” in Bestiary 3, 44. Paizo Inc., 2011
  32. Howard Andrew Jones. Stalking the Beast. Paizo Inc., 2013
  33. Logan Bonner, et al. “7: Spells” in Core Rulebook, 408. Paizo Inc., 2019
  34. Logan Bonner, et al. “3: Spells” in Secrets of Magic, 147. Paizo Inc., 2020