Magic
Pathfinder Core Rulebook, page 204
From creating a wisp of light to causing the ground itself to shatter and break, spells are a source of immense power. A spell is a one-time magical effect. Spells come in two types: arcane (cast by bards, sorcerers, and wizards) and divine (cast by clerics, druids, and experienced paladins and rangers). Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.
Most spellcasters prepare 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, the spells are very much alike.
In this section
- Casting Spells Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.
- Spell Descriptions The description of each spell is presented in a standard format. Each category of information is explained and defined below.
- Arcane Spells Wizards, sorcerers, and bards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results.
- Divine Spells Clerics, druids, experienced paladins, and experienced rangers can cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces.
- Special Abilities A number of classes and creatures gain the use of special abilities, many of which function like spells.
