Spell
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
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

- 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
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This section contains information of uncertain canon status due to changes made in the Pathfinder Second Edition Remaster Project. Additional context might be available at Meta:Spell. |
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

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
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.
- ↑ “7: Spells” in Core Rulebook, 297. Paizo Inc., 2019 .
- ↑ “Spells” in Player Core, 298. Paizo Inc., 2023 .
- ↑ 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.
- ↑ 4.0 4.1 “Combat” in Core Rulebook, 206. Paizo Inc., 2009 .
- ↑ “5: Book of Unlimited Magic” in Secrets of Magic, 208. Paizo Inc., 2020 .
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 “Magic” in Core Rulebook, 213. Paizo Inc., 2009 .
- ↑ “Magic” in Core Rulebook, 214. Paizo Inc., 2009 .
- ↑ Pathfinder Design Team. (October 16, 2015). Pathfinder RPG Core Rulebook Frequently Asked Questions, Paizo FAQs.
- ↑ “Magic” in Core Rulebook, 216. Paizo Inc., 2009 ; the permanency and dispel magic spells. .
- ↑ “5: Book of Unlimited Magic” in Secrets of Magic, 242. Paizo Inc., 2020 .
- ↑ 11.0 11.1 11.2 11.3 11.4 “1: Essentials of Magic” in Secrets of Magic, 9. Paizo Inc., 2020 .
- ↑ “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. .
- ↑ “1: Essentials of Magic” in Secrets of Magic, 10–11. Paizo Inc., 2020 .
- ↑ The Pathfinder Second Edition Remaster Project removed mechanics for specific categories of spell components. See Meta:Spell.
- ↑ “Auditors of the Absolute” in Concordance of Rivals, 19. Paizo Inc., 2019 .
- ↑ “Demigods and Other Divinities” in Gods & Magic, 89. Paizo Inc., 2020 .
- ↑ “Appendix” in Gods & Magic, 130. Paizo Inc., 2020 .
- ↑ “Spells” in Core Rulebook, 284. Paizo Inc., 2009 .
- ↑ “4: Magic Items” in Secrets of Magic, 168. Paizo Inc., 2020 .
- ↑ 20.0 20.1 “Chapter 4: Psychic Magic” in Occult Adventures, 144. Paizo Inc., 2015 .
- ↑ “Variant Magic” in Inner Sea Magic, 9. Paizo Inc., 2011 .
- ↑ “Combat” in Core Rulebook, 207. Paizo Inc., 2009 .
- ↑ “Absalom and Starstone Isle” in World Guide, 17. Paizo Inc., 2019 .
- ↑ “Black Market Poisons” in Black Markets, 12. Paizo Inc., 2015 .
- ↑ “4: Magic Items” in Secrets of Magic, 168–171. Paizo Inc., 2020 .
- ↑ “Artifacts in Your Game” in Artifacts & Legends, 4. Paizo Inc., 2012 .
- ↑ “Legendary Artifacts” in Artifacts & Legends, 22. Paizo Inc., 2012 .
- ↑ “Lesser Artifacts” in Artifacts & Legends, 61. Paizo Inc., 2012 .
- ↑ “Chapter 2: Running a Game” in GameMastery Guide, 52. Paizo Inc., 2010 .
- ↑ “Chapter 4: Nonplayer Characters” in GameMastery Guide, 91. Paizo Inc., 2010 .
- ↑ “Monsters A to Z” in Bestiary 3, 44. Paizo Inc., 2011 .
- ↑ Stalking the Beast. Paizo Inc., 2013 .
- ↑ “7: Spells” in Core Rulebook, 408. Paizo Inc., 2019 .
- ↑ “3: Spells” in Secrets of Magic, 147. Paizo Inc., 2020 .