PFSRD:Sorcerer/Wizard Spell List

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Sorcerer/wizard Spells

0-Level Sorcerer/Wizard Spells (Cantrips)


Resistance: Subject gains +1 on saving throws.


Acid Splash: Orb deals 1d3 acid damage.


Detect Magic: Detects all spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or small object.

Read Magic: Read scrolls and spellbooks.


Daze: A single humanoid creature with 4 HD or less loses its next action.


Dancing Lights: Creates torches or other lights.

Flare: Dazzles one creature (–1 on attack rolls).

Light: Object shines like a torch.

Ray of Frost: Ray deals 1d3 cold damage.


Ghost Sound: Figment sounds.


Bleed: Cause a stabilized creature to resume dying.

Disrupt Undead: Deals 1d6 damage to one undead.

Touch of Fatigue: Touch attack fatigues target.


Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whisper conversation at distance.

Open/Close: Opens or closes small or light things.


Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).

Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells


Alarm: Wards an area for 2 hours/level.

Endure Elements: Exist comfortably in hot or cold regions.

Hold Portal: Holds door shut.

Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.

Shield: Invisible disc gives +4 to AC, blocks magic missiles.


Grease: Makes 10-ft. square or one object slippery.

Mage Armor: Gives subject +4 armor bonus.

Mount: Summons riding horse for 2 hours/level.

Obscuring Mist: Fog surrounds you.

Summon Monster I: Summons extraplanar creature to fight for you.

Unseen Servant: Invisible force obeys your commands.


Comprehend Languages: You understand all spoken and written languages.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Detect Undead: Reveals undead within 60 ft.

Identify: Gives +10 bonus to identify magic items.

True Strike: +20 on your next attack roll.


Charm Person: Makes one person your friend.

Hypnotism: Fascinates 2d4 HD of creatures.

Sleep: Puts 4 HD of creatures into magical slumber.


Burning Hands: 1d4/level fire damage (max 5d4).

Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.

Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).


Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

Disguise Self: Changes your appearance.

Magic Aura: Alters object's magic aura.

Silent Image: Creates minor illusion of your design.

Ventriloquism: Throws voice for 1 min./level.


Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.


Animate Rope: Makes a rope move at your command.

Enlarge Person: Humanoid creature doubles in size.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your base speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Jump: Subject gets bonus on Acrobatics checks.

Magic Weapon: Weapon gains +1 bonus.

Reduce Person: Humanoid creature halves in size.

2nd-Level Sorcerer/Wizard Spells


Arcane LockM: Magically locks a portal or chest.

Obscure Object: Masks object against scrying.

Protection from Arrows: Subject gains DR 10/magic against ranged attacks.

Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.


Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.

Fog Cloud: Fog obscures vision.

Glitterdust: Blinds creatures, outlines invisible creatures.

Summon Monster II: Summons extraplanar creature to fight for you.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.


Detect Thoughts: Allows "listening" to surface thoughts.

Locate Object: Senses direction toward object (specific or type).

See Invisibility: Reveals invisible creatures or objects.


Daze Monster: Living creature of 6 HD or less loses its next action.

Hideous Laughter: Subject loses actions for 1 round/level.

Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.


Continual FlameM: Makes a permanent, heatless light.

Darkness: 20-ft. radius of supernatural shadow.

Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.

Gust of Wind: Blows away or knocks down smaller creatures.

Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).

Shatter: Sonic energy damages objects or crystalline creatures.


Blur: Attacks miss subject 20% of the time.

Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Magic MouthM: Object speaks once when triggered.

Minor Image: As silent image, plus some sound.

Mirror Image: Creates decoy duplicates of you.

Misdirection: Misleads divinations for 1 creature or object.

Phantom TrapM: Makes item seem trapped.


Blindness/Deafness: Makes subject blinded or deafened.

Command Undead: Undead creature obeys your commands.

False Life: Gain 1d10 temporary hp + 1/level (max +10).

Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.

Scare: Frightens creatures of less than 6 HD.

Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.


Alter Self: Assume form of a Small or Medium humanoid.

Bear's Endurance: Subject gains +4 to Con for 1 min./level.

Bull's Strength: Subject gains +4 to Str for 1 min./level.

Cat's Grace: Subject gains +4 to Dex for 1 min./level.

Darkvision: See 60 ft. in total darkness.

Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.

Fox's Cunning: Subject gains +4 to Int for 1 min./level.

Knock: Opens locked or magically sealed door.

Levitate: Subject moves up and down at your direction.

Make Whole: Repairs an object.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

Pyrotechnics: Turns fire into blinding light or thick smoke.

Rope Trick: As many as eight creatures hide in extradimensional space.

Spider Climb: Grants ability to walk on walls and ceilings.

Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Sorcerer/Wizard Spells


Dispel Magic: Cancels one magical spell or effect.

Explosive Runes: Deals 6d6 damage when read.

Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.

NondetectionM: Hides subject from divination, scrying.

Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.


Phantom Steed: Magic horse appears for 1 hour/level.

Sepia Snake SigilM: Creates text symbol that immobilizes reader.

Sleet Storm: Hampers vision and movement.

Stinking Cloud: Nauseating vapors, 1 round/level.

Summon Monster III: Summons extraplanar creature to fight for you.


Arcane Sight: Magical auras become visible to you.

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.

Tongues: Speak and understand any language.


Deep Slumber: Puts 10 HD of creatures to sleep.

Heroism: Gives +2 bonus on attack rolls, saves, skill checks.

Hold Person: Paralyzes one humanoid for 1 round/level.

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Suggestion: Compels a subject to follow stated course of action.


Daylight: 60-ft. radius of bright light.

Fireball: 1d6 damage per level, 20-ft. radius.

Lightning Bolt: Electricity deals 1d6/level damage.

Tiny Hut: Creates shelter for 10 creatures.

Wind Wall: Deflects arrows, smaller creatures, and gases.


Displacement: Attacks miss subject 50% of the time.

Illusory ScriptM: Only select creatures can read text.

Invisibility Sphere: Makes everyone within 10 ft. invisible.

Major Image: As silent image, plus sound, smell and thermal effects.


Gentle Repose: Preserves one corpse.

Halt Undead: Immobilizes undead for 1 round/level.

Ray of Exhaustion: Ray makes subject exhausted.

Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.


Beast Shape I: You take the form and some of the powers of a Small or Medium animal.

Blink: You randomly vanish and reappear for 1 round per level.

Flame Arrow: Arrows deal +1d6 fire damage.

Fly: Subject flies at speed of 60 ft.

Gaseous Form: Subject becomes insubstantial and can fly slowly.

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

Keen Edge: Doubles normal weapon's threat range.

Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).

Secret Page: Changes one page to hide its real content.

Shrink Item: Object shrinks to one-sixteenth size.

Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.

Water Breathing: Subjects can breathe underwater.

4th-Level Sorcerer/Wizard Spells


Dimensional Anchor: Bars extradimensional movement.

Fire TrapM: Opened object deals 1d4 damage + 1/level.

Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.

Remove Curse: Frees object or person from curse.

StoneskinM: Grants DR 10/adamantine.


Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.

Dimension Door: Teleports you a short distance.

Minor Creation: Creates one cloth or wood object.

Secure Shelter: Creates sturdy cottage.

Solid Fog: Blocks vision and slows movement.

Summon Monster IV: Summons extraplanar creature to fight for you.


Arcane Eye: Invisible floating eye moves 30 ft./round.

Detect Scrying: Alerts you to magical eavesdropping

Locate Creature: Indicates direction to familiar creature.

ScryingF: Spies on subject from a distance.


Charm Monster: Makes monster believe it is your ally.

Confusion: Subjects behave oddly for 1 round/level.

Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.

Geas, Lesser: Commands subject of 7 HD or less.


Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Resilient Sphere: Force globe protects but traps one subject.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/level.

Wall of Ice: Ice plane creates wall or hemisphere creates dome.


Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).

Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.

Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.

Rainbow Pattern: Lights fascinate 24 HD of creatures.

Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.


Animate DeadM: Creates undead skeletons and zombies out of corpses.

Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.

Contagion: Infects subject with chosen disease.

Enervation: Subject gains 1d4 negative levels.

Fear: Subjects within cone flee for 1 round/level.


Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.

Elemental Body I: Turns you into a Small elemental.

Enlarge Person, Mass: 1 humanoid creature/level doubles in size.

Mnemonic EnhancerF: Wizard only. Prepare extra spells or retain one just cast.

Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.

Stone Shape: Sculpts stone into any shape.

5th-Level Sorcerer/Wizard Spells


Break Enchantment: Frees subjects from enchantments, transmutations, and curses.

Dismissal: Forces a creature to return to its native plane.

Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.


Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.

Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.

Major Creation: As minor creation, plus stone and metal.

Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.

Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will.

Summon Monster V: Summons extraplanar creature to fight for you.

Teleport: Instantly transports you as far as 100 miles per level.

Wall of Stone: Creates a stone wall that can be shaped.


Contact Other Plane: Lets you ask question of extraplanar entity.

Prying Eyes: 1d4 + 1/level floating eyes scout for you.

Telepathic Bond: Link lets allies communicate.


Dominate Person: Controls humanoid telepathically.

Feeblemind: Subject's Int and Cha drop to 1.

Hold Monster: As hold person, but any creature.

Mind Fog: Subjects in fog get –10 to Wis and Will checks.

Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.


Cone of Cold: 1d6/level cold damage.

Interposing Hand: Hand provides cover against 1 opponent.

Sending: Delivers short message anywhere, instantly.

Wall of Force: Wall is immune to damage.


Dream: Sends message to anyone sleeping.

False VisionM: Fools scrying with an illusion.

Mirage Arcana: As hallucinatory terrain, plus structures.

Nightmare: Sends vision dealing 1d10 damage, fatigue.

Persistent Image: As major image, but with no concentration required.

Seeming: Changes appearance of 1 person per 2 levels.

Shadow Evocation: Mimics evocation below 5th level, but only 20% real.


Blight: Withers one plant or deals 1d6/level damage to plant creature.

Magic JarF: Enables possession of another creature.

Symbol of PainM: Triggered rune wracks creatures with pain.

Waves of Fatigue: Several targets become fatigued.


Animal Growth: One animal doubles in size.

Baleful Polymorph: Turns subject into harmless animal.

Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.

Elemental Body II: Turns you into a Medium elemental.

FabricateM: Transforms raw materials into finished items.

Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.

Passwall: Creates passage through wood or stone wall.

Plant Shape I: Turns you into a Small or Medium plant.

Polymorph: Gives one willing subject a new form.

Telekinesis: Moves object, attacks creature, or hurls object or creature.

Transmute Mud to Rock: Transforms two 10-ft. cubes per level.

Transmute Rock to Mud: Transforms two 10-ft. cubes per level.


PermanencyM: Makes certain spells permanent.

6th-Level Sorcerer/Wizard Spells


Antimagic Field: Negates magic within 10 ft.

Dispel Magic, Greater: As dispel magic, but with multiple targets.

Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.

Guards and Wards: Array of magic effects protect area.

RepulsionF: Creatures can't approach you.


Acid Fog: Fog deals acid damage.

Planar Binding: As lesser planar binding, but up to 12 HD.

Summon Monster VI: Summons extraplanar creature to fight for you.

Wall of IronM: 30 hp/four levels; can topple onto foes.


Analyze DweomerF: Reveals magical aspects of subject.

Legend LoreMF: Lets you learn tales about a person, place, or thing.

True SeeingM: Lets you see all things as they really are.


Geas/Quest: As lesser geas, but affects any creature.

Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

Suggestion, Mass: As suggestion, affects 1 subject/level.

Symbol of PersuasionM: Triggered rune charms creatures.


Chain Lightning: 1d6/level damage and 1 secondary bolt/level.

ContingencyF: Sets trigger condition for another spell.

Forceful Hand: Hand pushes creatures away.

Freezing Sphere: Freezes water or deals cold damage.


Mislead: Turns you invisible and creates illusory double.

Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.

Programmed ImageM: As major image, but triggered by event.

Shadow Walk: Step into shadow to travel rapidly.

Veil: Changes appearance of a group of creatures.


Circle of DeathM: Kills 1d4/level HD of creatures.

Create UndeadM: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.

Eyebite: Target becomes panicked, sickened, and comatose.

Symbol of FearM: Triggered rune panics nearby creatures.

Undeath to DeathM: Destroys 1d4/level HD of undead (max. 20d4).


Bear's Endurance, Mass: As bear's endurance, affects one subject/level.

Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.

Bull's Strength, Mass: As bull's strength, affects 1 subject per level.

Cat's Grace, Mass: As cat's grace, affects 1 subject/level.

Control Water: Raises or lowers bodies of water.

Disintegrate: Reduces one creature or object to dust.

Eagle's Splendor, Mass: As eagle's splendor, 1 subject/level.

Elemental Body III: Turns you into a Large elemental.

Flesh to Stone: Turns subject creature into statue.

Form of the Dragon I: Turns you into a Medium dragon.

Fox's Cunning, Mass: As fox's cunning, affects 1 subject/ level.

Mage's Lucubration: Wizard only. Recalls spell of 5th level or lower.

Move Earth: Digs trenches and builds hills.

Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.

Plant Shape II: Turns you into a Large plant creature.

Stone to Flesh: Restores petrified creature.

TransformationM: You gain combat bonuses.

7th-Level Sorcerer/Wizard Spells


Banishment: Banishes 2 HD/level of extraplanar creatures.

Sequester: Subject is invisible to sight and scrying; renders creature comatose.

Spell TurningM: Reflect 1d4+6 spell levels back at caster.


Instant SummonsM: Prepared object appears in your hand.

Mage's Magnificent MansionF: Door leads to extradimensional mansion.

Phase Door: Creates an invisible passage through a barrier.

Plane ShiftF: As many as eight subjects travel to another plane.

Summon Monster VII: Summons extraplanar creature to fight for you.

Teleport, Greater: As teleport, but no range limit and no off-target arrival.

Teleport Object: As teleport, but affects a touched object.


Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.

Scrying, Greater: As scrying, but faster and longer.

VisionM: As legend lore, but quicker.


Hold Person, Mass: As hold person, but all within 30 ft.

Insanity: Subject suffers continuous confusion.

Power Word Blind: Blinds creature with 200 hp or less.

Symbol of StunningM: Triggered rune stuns creatures.


Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.

ForcecageM: Cube or cage of force imprisons all inside.

Grasping Hand: Hand provides cover, pushes, or grapples.

Mage's SwordF: Floating magic blade strikes opponents.

Prismatic Spray: Rays hit subjects with variety of effects.


Invisibility, Mass: As invisibility, but affects all in range.

Project Image: Illusory double can talk and cast spells.

Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.

SimulacrumM: Creates partially real double of a creature.


Control Undead: Undead don't attack you while under your command.

Finger of Death: Deals 10 damage/level to one subject.

Symbol of WeaknessM: Triggered rune weakens creatures.

Waves of Exhaustion: Several targets become exhausted.


Control Weather: Changes weather in local area.

Elemental Body IV: Turns you into a Huge elemental.

Ethereal Jaunt: You become ethereal for 1 round/level.

Form of the Dragon II: Turns you into a Large dragon.

Giant Form I: Turns you into a Large giant.

Plant Shape III: Turns you into a Huge plant.

Polymorph, Greater: Gives one willing subject a new, more powerful form.

Reverse Gravity: Objects and creatures fall upward.

Statue: Subject can become a statue at will.


Limited WishM: Alters reality (within limits).

8th-Level Sorcerer/Wizard Spells


Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.

Mind Blank: Subject is protected from mental/emotional magic and scrying.

Prismatic Wall: Wall's colors have array of effects.

Protection from SpellsMF: Confers +8 resistance bonus.


Incendiary Cloud: Cloud deals 6d6 fire damage/round.

Maze: Traps subject in extradimensional maze.

Planar Binding, Greater: As lesser planar binding, but up to 18 HD.

Summon Monster VIII: Summons extraplanar creature to fight for you.

Trap the SoulM: Imprisons subject within gem.


Discern Location: Reveals exact location of creature or object.

Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.

Prying Eyes, Greater: As prying eyes, but eyes have true seeing.


Antipathy: Object or location affected by spell repels certain creatures.

BindingM: Utilizes an array of techniques to imprison a creature.

Charm Monster, Mass: As charm monster, but all within 30 ft.

Demand: As sending, plus you can send suggestion.

Irresistible Dance: Forces subject to dance.

Power Word Stun: Stuns creature with 150 hp or less.

Symbol of InsanityM: Triggered rune renders nearby creatures insane.

SympathyM: Object or location attracts certain creatures.


Clenched Fist: Large hand provides cover, pushes, or attacks your foes.

Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.

Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.

Sunburst: Blinds all within 10 ft., deals 6d6 damage.

Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.


Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.

Screen: Illusion hides area from vision and scrying.

Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.


CloneMF: Duplicate awakens when original dies.

Create Greater UndeadM: Creates shadows, wraiths, spectres, or devourers.

Horrid Wilting: Deals 1d6/level damage within 30 ft.

Symbol of DeathM: Triggered rune kills nearby creatures.


Form of the Dragon III: Turns you into a Huge dragon.

Giant Form II: Turns you into a Huge giant.

Iron Body: Your body becomes living iron.

Polymorph Any Object: Changes a subject into anything else.

Temporal StasisM: Puts subject into suspended animation.

9th-Level Sorcerer/Wizard Spells


Freedom: Releases creature from imprisonment.

Imprisonment: Entombs subject beneath the earth.

Mage's Disjunction: Dispels magic, disenchants magic items.

Prismatic Sphere: As prismatic wall, but surrounds on all sides.


GateM: Connects two planes for travel or summoning.

RefugeM: Alters item to transport its possessor to your abode.

Summon Monster IX: Summons extraplanar creature to fight for you.

Teleportation CircleM: Teleports creatures inside circle.


Foresight: "Sixth sense" warns of impending danger.


Dominate Monster: As dominate person, but any creature.

Hold Monster, Mass: As hold monster, but all within 30 ft.

Power Word Kill: Kills one creature with 100 hp or less.


Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.


Shades: As shadow conjuration, but up to 8th level and 80% real.

Weird: As phantasmal killer, but affects all within 30 ft.


Astral ProjectionM: Projects you and companions onto Astral Plane.

Energy Drain: Subject gains 2d4 negative levels.

Soul BindF: Traps newly dead soul to prevent resurrection.

Wail of the Banshee: Deals 10 damage/level to 1 creature/level.


Etherealness: Travel to Ethereal Plane with companions.

ShapechangeF: Transforms you into certain creatures, and lets you change forms once per round.

Time Stop: You act freely for 1d4+1 rounds.


WishM: As limited wish, but with fewer limits.

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