LOADING

Divine Cantrips

www.pf2easy.com/sheets

ANCIENT DUST

CANTRIP 1

UNCOMMON

CANTRIP

NECROMANCY

NEGATIVE

Cast somatic, verbal

Area 15-foot cone

Saving Throw Fortitude

Access Students of the Ebon Mausoleum or worshippers of Urgathoa who visit the Cathedral of Epiphenomena.

Source Blood Lords - 06 - Ghost King’s Rage, 75

You cough up a cloud of gray soil, echoing the dust in the graves of Kemnebi’s many victims. Each creature in the area takes negative damage equal to your spellcasting modifier and 1 persistent negative damage depending on its Fortitude save.

Critical Success The creature is unaffected.

Success The creature takes half damage and no persistent damage.

Failure The creature takes full damage and persistent damage.

Critical Failure The creature takes double damage and double the persistent damage.

APPROXIMATE

CANTRIP 1

CANTRIP

DETECTION

DIVINATION

Cast somatic, verbal

Range 10 feet; Area 1 cubic foot

Source Secrets of Magic, 90

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 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 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.

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 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, not copper coins.

BULLHORN

CANTRIP 1

AUDITORY

CANTRIP

ILLUSION

Cast somatic, verbal

Duration 10 minutes

Source Secrets of Magic, 93

You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn’t make your voice jarring or distracting. This doesn’t increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal.

Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue.

You can Dismiss the spell.

CHILL TOUCH

CANTRIP 1

CANTRIP

NECROMANCY

NEGATIVE

Cast somatic, verbal

Range touch; Targets 1 living or undead creature

Saving Throw Fortitude

Source Core Rulebook, 323

Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.

  • Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
  • Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.

DANCING LIGHTS

CANTRIP 1

UNCOMMON

CANTRIP

EVOCATION

LIGHT

PSYCHIC

Cast somatic, verbal

Range 120 feet

Duration sustained

Source Dark Archive, 21

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 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.

DAZE

CANTRIP 1

CANTRIP

ENCHANTMENT

MENTAL

NONLETHAL

Cast somatic, verbal

Range 60 feet; Targets 1 creature

Saving Throw Will; Duration 1 round

Source Core Rulebook, 327

You cloud the target’s mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.

DAZE

CANTRIP 1

UNCOMMON

CANTRIP

ENCHANTMENT

MENTAL

NONLETHAL

PSYCHIC

Cast somatic, verbal

Range 120 feet; Targets 1 creature

Saving Throw Will; Duration 1 round

Source Dark Archive, 20

You cloud the target’s mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.

DETECT MAGIC

CANTRIP 1

CANTRIP

DETECTION

DIVINATION

Cast somatic, verbal

Area 30-foot emanation

Source Core Rulebook, 328

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 you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

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 deceptive in appearance (such as an invisibility potion) typically are detected normally.

DETECT MAGIC

CANTRIP 1

UNCOMMON

CANTRIP

DETECTION

DIVINATION

PSYCHIC

Cast somatic, verbal

Area 30-foot emanation

Source Dark Archive, 18

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 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 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 which of its items are magical.

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 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 deceptive in appearance (such as an invisibility potion) typically are detected normally.

DISRUPT UNDEAD

CANTRIP 1

CANTRIP

NECROMANCY

POSITIVE

Cast somatic, verbal

Range 30 feet; Targets 1 undead creature

Saving Throw Fortitude

Source Core Rulebook, 331

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 creature critically fails the save, it is also enfeebled 1 for 1 round.

DIVINE LANCE

CANTRIP 1

ATTACK

CANTRIP

EVOCATION

Cast somatic, verbal

Range 30 feet; Targets 1 creature

Source Core Rulebook, 331

You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can’t cast this spell if you don’t have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.

FORBIDDING WARD

CANTRIP 1

ABJURATION

CANTRIP

Cast somatic, verbal

Range 30 feet; Targets 1 ally and 1 enemy

Duration sustained up to 1 minute

Source Core Rulebook, 339

You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.

GUIDANCE

CANTRIP 1

CANTRIP

DIVINATION

Cast verbal

Range 30 feet; Targets 1 creature

Duration until the start of your next turn

Source Core Rulebook, 342

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 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 immune for 1 hour.

GUIDANCE

CANTRIP 1

UNCOMMON

CANTRIP

DIVINATION

PSYCHIC

Cast verbal

Range 120 feet; Targets 1 creature

Duration until the start of your next turn

Source Dark Archive, 18

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 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 immune for 1 hour.

HAUNTING HYMN

CANTRIP 1

AUDITORY

CANTRIP

EVOCATION

SONIC

Cast somatic, verbal

Area 15-foot cone

Saving Throw Fortitude

Source Secrets of Magic, 109

You echo a jarring hymn that only creatures in the area can hear. The hymn deals sonic damage equal to your spellcasting ability modifier, with a basic Fortitude save. If a target critically fails the save, it’s also deafened for 1 minute.

INSIDE ROPES

CANTRIP 1

UNCOMMON

CANTRIP

CONJURATION

Cast somatic

Duration 10 minutes

Access Ortagar Stitch-Skull might provide this spell to the characters for impressing him.

Source Blood Lords - 01 - Zombie Feast, 79

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 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 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 your guts or your guts are damaged, the spell ends.

INVOKE TRUE NAME

CANTRIP 1

RARE

CANTRIP

ENCHANTMENT

TRUE NAME

Cast verbal

Range 30 feet; Targets 1 creature whose true name you know

Source Secrets of Magic, 247

You speak the true name of a creature to more surely affect it with your magic. Until the end of the current turn, the target is flat-footed against your spells and takes a –2 circumstance penalty to saving throws against your spells. In addition, the first time this turn the target takes damage from one of your spells, it has weakness to that damage equal to double the level of invoke true name.

KNOW DIRECTION

CANTRIP 1

CANTRIP

DETECTION

DIVINATION

Cast somatic, verbal

Source Core Rulebook, 348

In your mind’s eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).

LIGHT

CANTRIP 1

CANTRIP

EVOCATION

LIGHT

Cast somatic, verbal

Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally

Duration until the next time you make your daily preparations

Source Core Rulebook, 348

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 on the first object ends.

MAGE HAND

CANTRIP 1

UNCOMMON

CANTRIP

EVOCATION

PSYCHIC

Cast somatic, verbal

Range 30 feet; Targets 1 unattended object of Bulk 1 or less

Duration sustained

Source Dark Archive, 16

You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you’re levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

MESSAGE

CANTRIP 1

AUDITORY

CANTRIP

ILLUSION

LINGUISTIC

MENTAL

Cast verbal

Range 120 feet; Targets 1 creature

Duration see below

Source Core Rulebook, 351

You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target. While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.

MESSAGE

CANTRIP 1

UNCOMMON

AUDITORY

CANTRIP

ILLUSION

LINGUISTIC

MENTAL

PSYCHIC

Cast verbal

Range 120 feet; Targets 1 creature

Duration see below

Source Dark Archive, 21

You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target. While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.

PHASE BOLT

CANTRIP 1

UNCOMMON

ATTACK

CANTRIP

EVOCATION

PSYCHIC

Cast somatic, verbal

Range 30 feet; Targets 1 creature

Source Dark Archive, 23

You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target’s AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 1d4 piercing damage plus your spellcasting ability modifier and reduce the target’s circumstance bonus to AC (if any) by 1 until the beginning of your next turn. On a critical success, the target takes double damage.

PRESTIDIGITATION

CANTRIP 1

CANTRIP

EVOCATION

Cast somatic, verbal

Range 10 feet; Targets 1 object (cook, lift, or tidy only)

Duration sustained

Source Core Rulebook, 359

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 one of four options.

  • Cook Cool, warm, or flavor 1 pound of nonliving material.
  • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
  • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
  • 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 Bulk.

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 the Spell.

PROTECT COMPANION

CANTRIP 1

ABJURATION

Cast verbal

Range 30 feet; Targets your eidolon, or a creature with the minion trait under your control

Duration until the start of your next turn

Source Secrets of Magic, 123

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 gain the following reaction; after using the reaction, the spell ends and you can’t cast protect companion again for 10 minutes.

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 to 0, the target still takes any effects that would come with the damage, such as the poison on a viper’s fangs Strike.

READ AURA

CANTRIP 1

CANTRIP

DETECTION

DIVINATION

Cast 1 minute (somatic, verbal)

Range 30 feet; Targets 1 object

Source Core Rulebook, 362

You 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 learn the school of magic (pages 297-298).

If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.

READ THE AIR

CANTRIP 1

CANTRIP

DIVINATION

Cast somatic, verbal

Duration 1 minute

Source Secrets of Magic, 125

You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and unspoken assumptions of behavior. Your body language subconsciously changes to take advantage of this information and use it in your own interactions with those creatures.

As part of Casting this Spell, you Recall Knowledge using Society to gain information about the immediate social situation. You also gain a +1 status bonus on your next Diplomacy check to Make an Impression on those creatures present when you cast this spell, as long as the check occurs during the duration of the spell. You can read the air only once in a given social situation; casting it again has no effect.

SHIELD

CANTRIP 1

ABJURATION

CANTRIP

FORCE

Cast verbal

Duration until the start of your next turn

Source Core Rulebook, 368

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.

Heightening the spell increases the shield’s Hardness.

SHIELD

CANTRIP 1

UNCOMMON

ABJURATION

CANTRIP

FORCE

PSYCHIC

Cast verbal

Duration until the start of your next turn

Source Dark Archive, 21

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.

Your shield spell can be deployed on behalf of others. When you cast shield, you can choose a target ally within 30 feet to gain the benefits of the spell instead of you. The option to Shield Block with the spell is up to you and uses your reaction, not the target’s.

Heightening the spell increases the shield’s Hardness.

SIGIL

CANTRIP 1

CANTRIP

TRANSMUTATION

Cast somatic, verbal

Range touch; Targets 1 creature or object

Duration unlimited (see below)

Source Core Rulebook, 369

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 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 creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.

STABILIZE

CANTRIP 1

CANTRIP

HEALING

NECROMANCY

POSITIVE

Cast somatic, verbal

Range 30 feet; Targets 1 dying creature

Source Core Rulebook, 373

Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

SUMMON INSTRUMENT

CANTRIP 1

CANTRIP

CONJURATION

Cast material, somatic, verbal

Duration 1 hour

Source Advanced Player’s Guide, 226

You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.

TELEKINETIC PROJECTILE

CANTRIP 1

UNCOMMON

ATTACK

CANTRIP

EVOCATION

PSYCHIC

Cast somatic, verbal

Range 60 feet; Targets 1 creature

Source Dark Archive, 17

You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.

Success You deal full damage.

TORTUROUS TRAUMA

CANTRIP 1

UNCOMMON

CANTRIP

NECROMANCY

NONLETHAL

Cast somatic, verbal

Range 30 feet; Targets 1 living creature

Saving Throw basic Fortitude

Access Students of the Ebon Mausoleum or worshippers of Urgathoa who visit the Cathedral of Epiphenomena.

Source Blood Lords - 06 - Ghost King’s Rage, 77

With this spell born of Kemnebi’s sadistic love of torture, you batter a creature’s internal organs, leaving no external signs of the immense pain you delivered. The target takes bludgeoning damage equal to 1d4 + your spellcasting modifier with a basic Fortitude save. If it critically fails, the target is also fatigued until the start of your next turn. Creatures that lack internal organs are unaffected by this spell.

WARP STEP

CANTRIP 1

UNCOMMON

CANTRIP

CONJURATION

PSYCHIC

Cast somatic, verbal

Source Dark Archive, 23

When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer. You gain a +10-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

WASH YOUR LUCK

CANTRIP 1

ABJURATION

CANTRIP

FORTUNE

Cast somatic, verbal

Duration 1 minute

Source Secrets of Magic, 140

Some practitioners argue this spell literally washes your fortunes of all influences, malign or benign, while others claim it simply cleanses your mind of obsessions about luck and destiny. You adjust your garments, change the posture of your chair, fidget with a religious symbol, or make some other innocuous and personally significant action to wash away bad luck.

Once during the spell’s duration, before rolling a check, you can cancel out a misfortune effect on that roll, as normal when a fortune and misfortune effect apply to the same roll. After canceling out the misfortune effect, the spell ends, and you are then temporarily immune to wash your luck for 10 minutes.