PF2 SRD:Learn A Spell

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL 1.0a.
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: To do: Change page numbers to intrawiki links.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Learn a Spell (Trained)[edit]

If you’re a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. Table 4-3: Learning a Spell lists the Price of the materials needed to Learn a Spell of each level.

 

Learn a Spell 

Concentrate
Exploration



Requirements: You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.
----
You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll. If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the Bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.

To learn the spell, you must do the following:

  • Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
  • Have materials with the Price indicated in Table 4–3.
  • Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table 4–3). Uncommon or rare spells have higher DCs; full guidelines for the GM appear on page 503.

If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.

Critical Success: You expend half the materials and learn the spell.

Success: You expend the materials and learn the spell.

Failure: You fail to learn the spell but can try again after you gain a level. The materials aren't expended.

Critical Failure: As failure, plus you expend half the materials.

Table 4-3: Learning a Spell
Spell Level Price Typical DC
1st or cantrip 2 gp 15
2nd 6 gp 18
3rd 16 gp 20
4th 36 gp 23
5th 70 gp 26
6th 140 gp 28
7th 300 gp 31
8th 650 gp 34
9th 1,500 gp 36
10th 7,000 gp 41
Magical Traditions and Skills[edit]

Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell. Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills.

Magical Tradition Corresponding Skill
Arcane Arcana
Divine Religion
Occult Occultism
Primal Nature

Back to Main PagePathfinder System Reference DocumentSkillsGeneral Skill Actions

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the Pathfinder Core Rules, 2nd Edition. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Pathfinder 2e material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Home of user-generated,
homebrew pages!


Advertisements: