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Occult Rituals


Mythic Spells

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F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.

Ablative BarrierY: Surrounds the target with layers of force.
Animal AspectY: You gain some of the beneficial qualities of an animal.
Animate DeadMY: Creates undead skeletons and zombies.
Animate ObjectsY: Objects attack your foes.
Animate PlantsY: One or more plants animate and fight for you.
Anticipate PerilY: Target gains a bonus on one initiative check.
Antimagic FieldY: Negates magic within 10 ft.
Arboreal HammerY: Tree branches attack opponents.
Arcane CannonFY: Your focus becomes a magical cannon that fires on its own.
Aroden's SpellbaneFY: Create an area to completely block out spells of your choosing.
AscensionMY: Imbue creatures with mythic power.
Baleful PolymorphY: Transforms subject into harmless animal.
BaneY: Enemies take –1 on attack rolls and saves against fear.
BarkskinY: Grants +2 (or higher) enhancement to natural armor.
Battle TranceRY: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.
Battlemind LinkY: You and an ally gain attack and AC bonuses.
Beast Shape IY: You take the form and some of the powers of a Small or Medium animal.
Beast Shape IIY: You take the form and some of the powers of a Tiny or Large animal.
Beast Shape IIIY: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Beast Shape IVY: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Black MarkRY: Mark someone which makes them afraid of water and turns aquatic creatures against them.
Black TentaclesY: Tentacles grapple all creatures within a 20-ft. spread.
Blade BarrierY: Wall of blades deals 1d6/level damage.
BlasphemyY: Kills, paralyzes, weakens, or dazes nonevil subjects.
BlessY: Allies gain +1 on attack rolls and saves against fear.
Blessing of FervorY: Gives allies a choice of benefits.
Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.
Blindness/DeafnessY: Makes subject blinded or deafened.
BlinkY: You randomly vanish and reappear for 1 round per level.
Blistering InvectiveY: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Blood Crow StrikeY: Unarmed strikes create crows that deal fire and negative energy damage.
Boiling BloodY: Targets take fire damage; orcs get +2 Strength.
Borrowed TimeY: Take extra swift actions at the cost of Con damage.
BreakY: Gives an object the broken condition.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Breath of LifeY: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Burning GazeY: Inflict 1d6 fire damage to creature by looking at it.
Burning HandsY: 1d4/level fire damage (max 5d4).
BurrowY: Target gains a burrow speed of 15.
Call AnimalY: Makes an animal come to you.
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky.
Cape of WaspsY: Wasp swarm defends or carries you.
Chain LightningY: 1d6/level damage and 1 secondary bolt/level.
ChangestaffY: Your staff becomes a treant on command.
Chaos HammerY: Harms and slows lawful creatures (1d8 damage/2 levels).
Chill MetalY: Cold metal damages those who touch it.
Chord of ShardsY: Performance deals 2d6 piercing damage.
Circle of DeathMY: Kills 1d4/level HD of creatures.
CloudkillY: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.
CommandY: One subject obeys selected command for 1 round.
Companion Mind LinkY: You can talk with your animal companion, and can handle it with supernatural ease.
Cone of ColdY: 1d6/level cold damage.
ConfusionY: Subjects behave oddly for 1 round/level.
Conjure Black PuddingMY: Summon a black pudding.
ConsecrateMY: Fills area with positive energy, weakening undead.
ContagionY: Infects subject with chosen disease.
ContingencyFY: Sets trigger condition for another spell.
Control WeatherY: Changes weather in local area.
Covetous AuraY: Sap the powers of beneficial spells cast near to you.
Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
Cup of DustY: Causes a creature to become dehydrated.
Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Damnation StrideRY: As dimension door, except you leave behind a burst of flame.
DarknessY: 20-ft. radius of supernatural shadow.
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Death KnellY: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
DeathlessY: Prevent death from hit point damage so long as this spell persists.
Deep SlumberY: Puts 10 HD of creatures to sleep.
Defile ArmorY: As sanctify armor, but gain DR 5/good when using judgment or smite.
DesecrateMY: Fills area with negative energy, making undead stronger.
Detect ScryingY: Alerts you to magical eavesdropping.
DevolutionY: An eidolon temporarily loses 1 evolution +1/five levels.
DictumY: Kills, paralyzes, staggers, or deafens nonlawful targets.
Dimension DoorY: Teleports you a short distance.
Dimensional LockY: Teleportation and interplanar travel blocked for 1 day/level.
Dirge of the Victorious KnightsFY: Call forth spectral Hellknights to trample targets in your path
Discordant BlastY: 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures.
Disfiguring TouchY: Target becomes disfigured.
DisintegrateY: Reduces one creature or object to dust.
Dispel MagicY: Cancels one magical spell or effect.
Divine FavorY: You gain +1 per three levels on attack and damage rolls.
Divine PursuitY: Gain a movement type of your prey.
Dominate PersonY: Controls humanoid telepathically.
Draconic ReservoirY: Subject can absorb energy damage and enhance melee attacks with it.
Dragon's BreathY: Gives you a dragon's breath weapon.
DreamY: Sends message to anyone sleeping.
Dust of TwilightY: Black particles extinguish light sources within area.
Ear-Piercing ScreamY: Deal sonic damage and daze target.
EarthquakeY: Intense tremor shakes 80-ft. radius.
Elemental Body IY: Turns you into a Small elemental.
Elemental Body IIY: Turns you into a Medium elemental.
Elemental Body IIIY: Turns you into a Large elemental.
Elemental Body IVY: Turns you into a Huge elemental.
Elemental BombardmentY: Hurl elementals from their respective planes onto your enemies.
Endure ElementsY: Exist comfortably in hot or cold regions.
Enemy HammerY: Allows you to telekinetically use a creature as a weapon.
EnervationY: Subject gains 1d4 negative levels.
Enlarge PersonY: Humanoid creature doubles in size.
EntangleY: Plants entangle everyone in 40-ft. radius.
Entropic ShieldY: Ranged attacks against you have 20% miss chance.
Expeditious RetreatY: Your base land speed increases by 30 ft.
Faerie FireY: Outlines subjects with light, canceling blur, concealment, and the like.
False LifeY: Gain 1d10 temporary hp + 1/level (max +10).
Feast of AshesY: A target starves with an insatiable hunger.
Feather FallY: Objects or creatures fall slowly.
Finger of DeathY: Deals 10 damage/level to one subject.
Fire SeedsY: Acorns and berries become grenades and bombs.
Fire ShieldY: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire SnakeY: Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Fire StormY: Deals 1d6/level fire damage.
FireballY: 1d6 damage per level, 20-ft. radius.
FirestreamRY: Spray a rushing stream of fire from your hand.
Flame BladeY: Touch attack deals 1d8 + 1/two levels damage.
Flame StrikeY: Smites foes with divine fire (1d6/level damage).
Flames of the FaithfulY: Gives weapon flaming property.
Flesh to StoneY: Turns subject creature into statue.
FleshcurdleY: Warp a creature's flesh, penalizing it in attack, defense, or movement.
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
FlyY: Subject flies at speed of 60 ft.
Fog CloudY: Fog obscures vision.
Force PunchY: Target takes force damage and is pushed away.
ForesightY: “Sixth sense” warns of impending danger.
Form of the Dragon IY: Turns you into a Medium dragon.
Form of the Dragon IIY: Turns you into a Large dragon.
Form of the Dragon IIIY: Turns you into a Huge dragon.
Gaseous FormY: Subject becomes insubstantial and can fly slowly.
GeniekindY: Gain the power and influence of a genie.
Giant VerminY: Turns centipedes, scorpions, or spiders into giant vermin.
Globe of InvulnerabilityY: As lesser globe of invulnerability, plus 4th-level spell effects.
Glyph of WardingMY: Inscription harms those who pass it.
GoodberryY: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Gorum's ArmorY: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.
GreaseY: Makes 10-ft. square or one object slippery.
Guards and WardsY: Array of magic effects protect area.
Gust of WindY: Blows away or knocks down smaller creatures.
HarmY: Deals 10 points/level damage to target.
HarrowingY: Use a Harrow deck to predict the future.
HasteY: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Healing ThiefY: You siphon half of all magical healing that the targeted creature receives.
Heat MetalY: Makes metal so hot it damages those who touch it.
HeroismY: Gives +2 on attack rolls, saves, skill checks.
Hex WardY: Target gains +4 on saves against witch hexes.
Hideous LaughterY: Subject loses actions for 1 round/ level.
Hold PortalY: Holds door shut.
Holy SmiteY: Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Holy WordY: Kills, paralyzes, blinds, or deafens nongood subjects.
Hydraulic PushY: Wave of water bull rushes an enemy.
Hydraulic TorrentY: Creates torrent of water that bull rushes any creature in its path.
Ice StormY: Hail deals 5d6 damage in cylinder 40 ft. across.
Ill OmenY: Target rolls twice for checks and attacks and uses worst roll.
Imbue with FlightY: Grant creatures the ability to fly at your command.
Inflict Critical WoundsY: Touch attack, 4d8 damage + 1/level (max +20).
Inflict Light WoundsY: Touch deals 1d8 damage +1/level (max +5).
Inflict Moderate WoundsY: Touch attack, 2d8 damage + 1/level (max +10).
Inflict Serious WoundsY: Touch attack, 3d8 damage + 1/level (max +15).
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Irresistible DanceY: Forces subject to dance.
JitterbugsRY: Force a creature to become jittery, taking a penalty on Dexterity-related checks and being unable to delay, ready, or take a total defense action.
KnockY: Opens locked or magically sealed door.
Know the EnemyY: Gain +10 on a monster Knowledge check.
LevitateY: Subject moves up and down at your direction.
Lightning ArcY: Targets in a line take 1d6 electricity/level.
Lightning BoltY: Electricity deals 1d6/level damage.
Limited WishMY: Alters reality (within limits).
Mage ArmorY: Gives subject +4 armor bonus.
Mage's DisjunctionY: Dispels magic, disenchants magic items.
Magic FangY: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Fang, GreaterY: One natural weapon gets + 1/four levels (max +5).
Magic MissileY: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic VestmentY: Armor or shield gains +1 enhancement per four levels.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Make WholeY: Repairs an object.
MazeY: Traps subject in extradimensional maze.
Memory LapseY: Subject forgets events back to last turn.
Meteor SwarmY: Four exploding spheres each deal 6d6 fire damage.
Mighty Fist of the EarthRY: Fling a fist-sized rock at your opponent, this rock can channel your ki.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
MisleadY: Turns you invisible and creates illusory double.
Modify MemoryY: Changes 5 minutes of subject's memories.
Monstrous Physique IY: Take the form and some of the powers of a Small or Medium monstrous humanoid.
Monstrous Physique IIY: Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Monstrous Physique IIIY: Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Monstrous Physique IVY: As monstrous physique III, with more abilities.
Move EarthY: Digs trenches and builds hills.
Murderous CommandY: Target is compelled to kill its ally.
Named BulletY: Imbues ammunition with accuracy against a specific creature type.
NightmareY: Sends vision dealing 1d10 damage, fatigue.
Oath of PeaceY: Grants +5 AC and DR 10/evil, can't attack.
Obscuring MistY: Fog surrounds you.
Orb of the VoidMY: Sphere inflicts negative levels.
Order's WrathY: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Pernicious PoisonY: Target takes a -4 penalty against poison.
Phantasmal KillerY: Fearsome illusion kills subject or deals 3d6 damage.
Phantom SteedY: Magic horse appears for 1 hour/level.
Pillar of LifeY: Created pillar heals 2d8 + 1/level (max +20).
Plane ShiftY: As many as 8 subjects travel to another plane.
Polar RayY: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Power Word BlindY: Blinds creature with 200 hp or less.
Power Word KillY: Kills one creature with 100 hp or less.
Power Word StunY: Stuns creature with 150 hp or less.
Pox PustulesY: Subject is sickened and has –4 Dex.
PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty.
Prismatic SphereY: As prismatic wall, but surrounds on all sides.
Prismatic SprayY: Rays hit subjects with variety of effects.
Protection from ArrowsY: Subject gains DR 10/magic against ranged attacks.
Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment.
Ray of EnfeeblementY: Ray causes 1d6 Str penalty + 1 per 2 levels.
Reduce PersonY: Humanoid creature halves in size.
RegenerateY: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repel WoodY: Pushes away wooden objects.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Resonating WordY: Target is damaged, staggered, and stunned.
Reverse GravityY: Objects and creatures fall upward.
Ricochet ShotY: Imbues a projectile weapon to give its ammunition the ability to ricochet.
Sacred BondFY: Cast touch healing spells from a distance.
Sanctify ArmorY: +1 AC/four levels (max +5).
SanctuaryY: Opponents can't attack you, and you can't attack.
Sands of TimeY: Target temporarily ages.
Saving FinaleY: Subject rerolls failed saving throw.
Scorching Ash FormRY: Change someone into a gaseous cloud of hot ash and smoke, dealing fire damage to those they move through.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Scouring WindsY: Winds block vision and deal 3d6 damage per round.
Searing LightY: Ray deals 1d8/two levels damage (more against undead).
SendingY: Delivers short message anywhere, instantly.
Shadow AnchorRY: Tether a creature to its shadow, preventing it from moving too far.
Shadow WeaponY: Create a quasi-real masterwork weapon.
ShatterY: Sonic vibration damages objects or crystalline creatures.
Shield of FaithY: Aura grants +2 or higher deflection bonus.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Shield OtherFY: You take half of subject's damage.
Shocking GraspY: Touch delivers 1d6/level electricity damage (max 5d6).
ShoutY: Deafens all within cone and deals 5d6 sonic damage.
SilenceY: Negates sound in 20-ft. radius.
Silent ImageY: Creates minor illusion of your design.
SleepY: Puts 4 HD of creatures into magical slumber.
SlowY: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Solid FogY: Blocks vision and slows movement.
SoulreaverY: Deal 1d6 damage/level to living creatures in a 20-ft. radius area.
Spawn CallingRY: Call the Spawn of Rovagug.
Spider ClimbY: Grants ability to walk on walls and ceilings.
Spike StonesY: Creatures in area take 1d8 damage, may also be slowed.
Spiritual WeaponY: Magic weapon attacks on its own.
Stinking CloudY: Nauseating vapors, 1 round/level.
Stone ShapeY: Sculpts stone into any shape.
StoneskinMY: Grants DR 10/adamantine.
Storm of VengeanceY: Storm rains acid, lightning, and hail.
Strangling HairY: Your hair animates and grapples.
SuggestionY: Compels subject to follow stated course of action.
Summon SwarmY: Summons swarm of bats, rats, or spiders.
Sun MetalY: Weapon touched bursts into flames.
SunbeamY: Beam blinds and deals 4d6 damage.
Surmount AfflictionY: Temporarily suppress one condition.
TelekinesisY: Moves object, attacks creature, or hurls object or creature.
Theft WardRY: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
Time StopY: You act freely for 1d4+1 rounds.
Touch InjectionY: You can deliver an infusion, elixir, poison, or potion as a touch attack.
TransformationY: You gain combat bonuses.
True FormY: Removes polymorph effects.
True StrikeY: +20 on your next attack roll.
TsunamiY: Huge wave damages and sweeps up all in its path.
Unholy BlightY: Harms and sickens good creatures (1d8 damage/2 levels).
Unshakable ChillY: Target is afflicted with severe cold.
Vampiric TouchY: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Vermin Shape IY: Take the form and some of the powers of a Small or Medium vermin.
Vermin Shape IIY: As vermin shape, but Tiny or Large.
Vomit TwinRY: Vomit an ooze copy of yourself that you can swap places with.
Walk through SpaceY: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of ForceY: Wall is immune to damage.
Wall of IceY: Ice plane creates wall or hemisphere creates dome.
Wall of IronMY: 30 hp/four levels; can topple onto foes.
Wall of StoneY: Creates a stone wall that can be shaped.
Wall of ThornsY: Thorns damage anyone who tries to pass.
Waters of LamashtuMY: Create a poison which looks like clean and pure water.
WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
WhirlwindY: Cyclone deals damage and can pick up creatures.
WishMY: As limited wish, but with fewer limits.
Word of ChaosY: Kills, confuses, stuns, or deafens nonchaotic subjects.