90 spells starting with D, from Daemon Form to Déjà Vu.
- Daemon Form Spell 6 · evil, polymorph, transmutation · Secrets of Magic
You infuse yourself with the corrupting death and pure malevolence of Kreifalaid, transforming into a Large daemon battle form. You must have enough space to...
- Dance Of Darkness Focus 5 · uncommon, darkness, evocation · Advanced Player’s Guide
You dance, Striding up to half your Speed. At either the start or end of your Stride , you create an area of magical darkness in a 10-foot burst centered on...
- Dancing Blade Cantrip 5 · uncommon, cantrip, evocation, psychic · Dark Archive
You telekinetically animate a weapon that's unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an invisible duelist....
- Dancing Lights Cantrip 1 · cantrip, evocation, light · Core Rulebook
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...
- Dancing Shield Spell 2 · uncommon, evocation · LOKL
You levitate the touched shield and orbit it around a nearby ally. When you Cast the Spell and Sustain the Spell , the shield uses the Raise a Shield action to...
- Darkened Eyes Focus 4 · uncommon, cleric, darkness, transmutation · Core Rulebook
You infuse a creature's vision with darkness. After attempting its save, the target becomes temporarily immune for 24 hours.
- Darklight Focus 7 · uncommon, darkness, evocation, shadow · Secrets of Magic
Shadows pour forth from your eyes, creating a field of darkness that prevents light from emanating within the area. Light doesn't enter the area; any...
- Darkness Spell 2 · darkness, evocation · Core Rulebook
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light...
- Darkvision Spell 2 · divination · Core Rulebook
You grant yourself supernatural sight in areas of darkness.
- Day's Weight Spell 3 · transmutation · Secrets of Magic
You fast-forward time for a single creature, burdening it with the aches and pain of an entire day and making it temporarily tired and weak. The creature must...
- Daze Cantrip 1 · cantrip, enchantment, mental, nonlethal · Core Rulebook
You cloud the target's mind and daze it with a mental jolt.
- Dazzling Flash Focus 1 · uncommon, cleric, evocation, light, visual · Core Rulebook
You raise your religious symbol and create a blinding flash of light. Each creature in the area must attempt a Fortitude save.
- Deafness Spell 2 · necromancy · Core Rulebook
The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute.
- Death Knell Spell 2 · death, necromancy · Core Rulebook
You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status...
- Death Ward Spell 5 · abjuration · Core Rulebook
You shield a creature from the ravages of negative energy.
- Death's Call Focus 1 · uncommon, cleric, necromancy · Core Rulebook
Seeing another pass from this world to the next invigorates you.
- Debilitating Dichotomy Focus 4 · uncommon, cursebound, evocation, mental, oracle · Advanced Player’s Guide
You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and...
- Deity's Strike Spell 7 · evocation, force · Secrets of Magic
A manifested version of your deity's favored weapon appears in the air above and attacks the target, using your spell attack roll. On a hit, the weapon deals...
- Delay Affliction Focus 3 · uncommon, cursebound, healing, necromancy, oracle, positive · Advanced Player’s Guide
With a surge of healing energy, you push back against an affliction threatening the target and grant a small amount of healing. The target recovers 3d8 Hit...
- Delay Consequence Focus 1 · abjuration · LOGM
You transpose the moment that the target would be injured to later in its timestream. Roll damage normally, but do not reduce Hit Points or apply any other...
- Deluge Spell 8 · uncommon, evocation, water · Extinction Curse #6: The Apocalypse Prophet
You unleash a catastrophic downpour in the area that vanishes an instant later. All flying creatures in the area descend 50 feet or until blocked by the ground...
- Delusional Pride Focus 4 · uncommon, cleric, emotion, enchantment, mental · Core Rulebook
You make the target overconfident, leading it to ascribe failure to external factors. If the target fails at an attack roll or skill check, it takes a –1...
- Demon Form Spell 6 · chaotic, evil, polymorph, transmutation · Secrets of Magic
You corrupt yourself with the sin of the Abyss, transforming into a Medium demon battle form. When you cast this spell, choose babau, hezrou, nabasu, or vrock....
- Desperate Repair Spell 5 · uncommon, transmutation · LOKL
You hold a shield together with the power of your magic, forcing wood and steel to fuse back together. The shield remains at 1 Hit Point and isn't destroyed....
- Destructive Aura Focus 4 · uncommon, aura, cleric, evocation · Core Rulebook
Swirling sands of divine devastation surround you, weakening the defenses of all they touch. Reduce the resistances of creatures in the area (including...
- Detect Alignment Spell 1 · uncommon, detection, divination · Core Rulebook
Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond...
- Detect Creator Spell 4 · rare, detection, divination · LOKL
You examine the remains or spiritual residue of a destroyed undead creature to locate that undead's creator, perhaps a necromancer or vampire. If the creator...
- Detect Magic Cantrip 1 · cantrip, detection, divination · Core Rulebook
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic.
- Detect Poison Spell 1 · uncommon, detection, divination · Core Rulebook
You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned. You do not ascertain whether the target is poisonous in...
- Detect Scrying Spell 4 · uncommon, detection, divination · Core Rulebook
By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you...
- Devil Form Spell 6 · evil, lawful, polymorph, transmutation · Secrets of Magic
You bind yourself to the power of Hell, transforming into a Medium devil battle form. When you cast this spell, choose barbazu, erinys, osyluth, or sarglagon....
- Devour Life Spell 8 · uncommon, death, healing, necromancy, negative · Extinction Curse #6: The Apocalypse Prophet
You attempt to utterly consume the target's life force. The target takes 60 negative damage with a basic Fortitude save. If this damage reduces the target to 0...
- Diabolic Edict Focus 1 · uncommon, enchantment, sorcerer · Core Rulebook
You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls...
- Diamond Dust Focus 4 · cold, evocation · LOGM
You supercool the nearby air, forming a cloud of dancing ice crystals in an emanation around you. A creature other than you that enters the area or ends its...
- Dikhounae's Blades Spell 5 · uncommon, poison, transmutation · Strength of Thousands #3: Hurricane’s Howl
You pray for swift and painful death to your enemies and find your and your allies' weapons blessed to deliver just that. The target weapons are coated with...
- Dim The Light Focus 1 · uncommon, darkness, evocation, sorcerer · Advanced Player’s Guide
You magnify the darkness from the triggering effect, causing the ambient light level to flicker briefly so you can slip from sight. You can immediately attempt...
- Dimension Door Spell 4 · conjuration, teleportation · Core Rulebook
Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space...
- Dimensional Anchor Spell 4 · abjuration · Core Rulebook
You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any...
- Dimensional Assault Focus 1 · uncommon, conjuration, magus, teleportation · Secrets of Magic
You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a...
- Dimensional Lock Spell 7 · uncommon, abjuration · Core Rulebook
You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access...
- Dimensional Steps Focus 4 · uncommon, conjuration, teleportation, wizard · Core Rulebook
You teleport to a location up to 20 feet away within your line of sight.
- Dinosaur Form Spell 4 · polymorph, transmutation · Core Rulebook
You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur. You must have...
- Dirge Of Doom Cantrip 3 · uncommon, bard, cantrip, composition, emotion, enchantment · Core Rulebook
Foes within the area are frightened 1 . They can't reduce their frightened value below 1 while they remain in the area.
- Disappearance Spell 8 · illusion · Core Rulebook
You shroud a creature from others' senses. The target becomes undetected , not just to sight but to all senses, allowing the target to count as invisible no...
- Discern Lies Spell 4 · uncommon, divination, mental, revelation · Core Rulebook
Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies.
- Discern Location Spell 8 · uncommon, detection, divination · Core Rulebook
You learn the name of the target's exact location (including the building, community, and country) and plane of existence.
- Discern Secrets Cantrip 1 · uncommon, cantrip, divination, hex, witch · Advanced Player’s Guide
You call upon your patron's power to better uncover secrets.
- Disintegrate Spell 6 · attack, evocation · Core Rulebook
You fire a green ray at your target. Make a spell attack. On a hit you deal 12d10 damage, and the target must attempt a basic Fortitude save. On a critical...
- Disjunction Spell 9 · uncommon, abjuration · Core Rulebook
Crackling energy disjoins the target. You attempt to counteract it (page 458). If you succeed, it's deactivated for 1 week. On a critical success, it's...
- Dismantle Spell 2 · transmutation · Advanced Player’s Guide
You touch an object, and it immediately disassembles itself into its component pieces. The spell fails if the target lacks component pieces (such as a statue...
- Dispel Magic Spell 2 · abjuration · Core Rulebook
You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract...
- Disperse Into Air Focus 4 · uncommon, air, cleric, polymorph, transmutation · Core Rulebook
After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you...
- Disrupt Undead Cantrip 1 · cantrip, necromancy, positive · Core Rulebook
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...
- Disrupting Weapons Spell 1 · necromancy, positive · Core Rulebook
You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.
- Distortion Lens Cantrip 1 · uncommon, cantrip, conjuration, psychic · Dark Archive
You create a magical lens that distorts space as best suits you. You create the lens in a space in range, even suspended in midair. If your or an ally's ranged...
- Distracting Chatter Spell 3 · auditory, illusion · Secrets of Magic
You bombard a target with distracting auditory illusions, surrounding them with a tumultuous cacophony of overlapping speech, whispers, screams, and muttering.
- Dividing Trench Spell 3 · uncommon, earth, transmutation · LOKL
You dig an earthen trench across the surrounding terrain, which must be soil, clay, sand, or other soft earth, but not flooring or stone. The trench is 5 feet...
- Divine Armageddon Spell 8 · necromancy, negative, positive · Secrets of Magic
You call forth a divine cataclysm from your deity, destroying living and undead creatures in the area alike. Creatures in the area take 10d6 negative damage...
- Divine Aura Spell 8 · abjuration, aura · Core Rulebook
Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area.
- Divine Decree Spell 7 · evocation · Core Rulebook
You utter a potent litany from your faith, a mandate that harms those who oppose your ideals. Choose an alignment your deity has (chaotic, evil, good, or...
- Divine Inspiration Spell 8 · enchantment, mental · Core Rulebook
You infuse a target with spiritual energy, refreshing its magic.
- Divine Lance Cantrip 1 · attack, cantrip, evocation · Core Rulebook
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...
- Divine Plagues Focus 1 · disease, necromancy · LOGM
Your deity sends wracking plagues. The target must attempt a Fortitude save. When you Cast the Spell , decide whether the disease inflicts the clumsy ...
- Divine Vessel Spell 7 · morph, transmutation · Core Rulebook
You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an...
- Divine Wrath Spell 4 · evocation · Core Rulebook
You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast...
- Diviner's Sight Focus 1 · uncommon, concentrate, divination, fortune, wizard · Core Rulebook
You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead...
- Divinity Leech Spell 9 · rare, enchantment · AoE6
You disrupt the connection between a divine caster or deific servitor and their deity, blocking their use of divine power.
- Dominate Spell 6 · uncommon, enchantment, incapacitation, mental · Core Rulebook
You take command of the target, forcing it to obey your orders.
- Door To Beyond Focus 4 · conjuration · LOGM
Striking at thin air, you create hairline cracks in an unoccupied adjacent space that lead somewhere outside reality. Air rushes through the cracks, drawing...
- Downpour Focus 4 · uncommon, cleric, evocation, water · Core Rulebook
You call forth a torrential downpour, which extinguishes nonmagical flames. Creatures in the area are concealed and gain fire resistance 10. Creatures outside...
- Draconic Barrage Focus 1 · evocation · LOGM
You shape energy into one incorporeal tiny dragon (or serpentine creature) that flits around you. The specific dragon is random; roll 1d6 on the table below...
- Dragon Breath Focus 3 · uncommon, evocation, sorcerer · Core Rulebook
You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline.
- Dragon Claws Focus 1 · uncommon, morph, sorcerer, transmutation · Core Rulebook
Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in...
- Dragon Form Spell 6 · polymorph, transmutation · Core Rulebook
Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost. When you cast this spell...
- Dragon Wings Focus 5 · uncommon, morph, sorcerer, transmutation · Core Rulebook
Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. When this spell's duration would end, if you're...
- Drain Life Focus 3 · uncommon, necromancy, negative, sorcerer · Core Rulebook
You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save....
- Draw Ire Spell 1 · emotion, enchantment, mental · Secrets of Magic
You cause mental distress to a creature, goading it to strike back at you. You deal 1d10 mental damage to the creature and cause it to take a –1 status penalty...
- Draw The Lightning Spell 4 · electricity, evocation · Secrets of Magic
Calling out to the skies, you summon a bolt of lightning to strike through a foe above you and down into your weapon or your body, charging it with electrical...
- Dread Aura Focus 4 · uncommon, aura, emotion, enchantment, fear, mental · Core Rulebook
You emit an aura of terror. Foes in the area are frightened 1 and unable to reduce the condition.
- Dread Secret Focus 6 · uncommon, cursebound, divination, emotion, fear, mental · Advanced Player’s Guide
You utter a powerful secret at odds with the fundamental nature of the target creatures. Choose a specific resistance or weakness that you believe one or more...
- Dream Council Spell 8 · illusion, mental, sleep · Core Rulebook
When you Cast this Spell , any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep....
- Dream Message Spell 3 · enchantment, mental · Core Rulebook
You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the...
- Dreamer's Call Focus 4 · uncommon, cleric, enchantment, incapacitation, mental · Core Rulebook
The target becomes distracted and suggestible, inundated by vivid daydreams.
- Dreaming Potential Spell 5 · enchantment, mental · Core Rulebook
You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape....
- Drop Dead Spell 5 · uncommon, illusion, visual · Core Rulebook
The target appears to fall down dead, though it actually turns invisible . Its illusory corpse remains where it fell, complete with a believable fatal wound....
- Dull Ambition Spell 4 · curse, enchantment, mental, misfortune · Advanced Player’s Guide
You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn. The effect...
- Duplicate Foe Spell 7 · conjuration · Core Rulebook
You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate...
- Dust Storm Focus 4 · air, conjuration, nonlethal · LOGM
You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures...
- Dutiful Challenge Focus 4 · abjuration · LOGM
As you challenge an enemy, you take some of its attention away from your allies. The target takes a –1 status penalty to attack rolls, damage rolls, and skill...
- Déjà Vu Spell 1 · enchantment, incapacitation, mental · Advanced Player’s Guide
You loop a thought process in the target's mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails...