65 spells starting with M, from Mad Monkeys to Mystic Beacon.
- Mad Monkeys Spell 3 · conjuration · Advanced Player’s Guide
Magical monkey spirits fill the area as they pile and climb on top of one another. Because the monkeys are magical spirits, they can't be attacked or hurt....
- Maefufi's Curse Spell 4 · uncommon, attack, curse, enchantment, mental, misfortune · Abomination Vaults #2: Hands of the Devil
You impose a curse upon the target that renders it easily distracted and unable to focus its thoughts on tasks that demand insight or discernment. The target...
- Mage Armor Spell 1 · abjuration · Core Rulebook
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your...
- Mage Hand Cantrip 1 · cantrip, evocation · Core Rulebook
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the...
- Magic Aura Spell 1 · uncommon, illusion · Core Rulebook
You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of common magic item of twice magic aura's level or...
- Magic Fang Spell 1 · transmutation · Core Rulebook
Choose one of the target's unarmed attacks. You cause that unarmed attack to shine with primal energy. The unarmed attack becomes a +1 striking unarmed attack...
- Magic Hide Focus 1 · uncommon, abjuration, ranger · Advanced Player’s Guide
Your animal companion grows a thicker hide, matted fur, or a harder shell, granting it a +1 status bonus to AC.
- Magic Mailbox Spell 4 · uncommon, conjuration, teleportation · Secrets of Magic
You create an interdimensional link between two containers, both of which must be capable of being closed in such a way that their contents aren't visible. If...
- Magic Missile Spell 1 · evocation, force · Core Rulebook
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use...
- Magic Mouth Spell 2 · auditory, illusion, visual · Core Rulebook
You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory...
- Magic Stone Spell 1 · necromancy, positive · Advanced Player’s Guide
You pour positive energy into ordinary stones, granting them temporary magical properties. You can target 1 non-magical stone or sling bullet for every action...
- Magic Warrior Aspect Focus 2 · uncommon, morph, transmutation · LOWG
You call upon the aspect of the animal from your mask, gaining physical features reminiscent of that animal. You morph slightly into that creature, gaining the...
- Magic Warrior Transformation Focus 2 · uncommon, polymorph, transmutation · LOWG
You transform into the animal from your mask. You gain the effects of animal form , heightened to magic warrior transformation's level, and you can transform...
- Magic Weapon Spell 1 · transmutation · Core Rulebook
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon...
- Magic's Vessel Focus 1 · uncommon, cleric, enchantment · Core Rulebook
A creature becomes a receptacle for pure magical energy sent by your deity. The target gains a +1 status bonus to saving throws. Each time you Cast a Spell...
- Magical Fetters Spell 3 · uncommon, conjuration, incapacitation · AoE2
Ghostly manacles launch from your outstretched hand and clasp around the target's limbs, impeding its movements.
- Magnetic Acceleration Spell 3 · attack, evocation · Secrets of Magic
You magnetize a small metal object, such as a nail or coin, and launch it away from you at massive speed. Make a ranged spell attack roll; if the target is...
- Magnetic Attraction Spell 2 · evocation · Secrets of Magic
You adjust your magnetic polarity, plucking daggers from hands and coins from belts. The targeted objects fly to your location, letting you catch them easily...
- Magnetic Repulsion Spell 2 · abjuration · Secrets of Magic
You adjust your magnetic polarity, causing metal objects to jump and shudder away from you. Attacks made with metal objects against you take a –1 status...
- Magnificent Mansion Spell 7 · uncommon, conjuration, extradimensional · Core Rulebook
You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell...
- Malicious Shadow Focus 3 · uncommon, evocation, hex, shadow, witch · Advanced Player’s Guide
You reshape the target's shadow into a deadly form, such as strangling hands, a dangerous weapon, harrying runes, or the like, and command it to attack the...
- Malignant Sustenance Focus 4 · uncommon, cleric, necromancy, negative · Core Rulebook
You embed a seed of negative energy in an undead creature, restoring its unnatural vigor. The target gains fast healing 7.
- Manifold Lives Focus 6 · uncommon, cursebound, divination, emotion, mental, oracle · Dark Archive
You cast a creature's mind back through time, forcing them to take other paths and make other choices, experiencing countless alternate lives in an instant....
- Mantis Form Focus 4 · uncommon, polymorph, transmutation · LOWG
You become a mantis. You gain the effects of insect form, heightened to mantis form's level, and you can only transform into a mantis.
- Mantle Of The Frozen Heart Spell 5 · cold, morph, transmutation · Secrets of Magic
You surround yourself in a mantle of frigid ice magic, and your skin and armor morph into cold blue ice. Freezing air emanates from your body, sending a chill...
- Mantle Of The Magma Heart Spell 5 · fire, morph, transmutation · Secrets of Magic
You surround yourself in a mantle of blazing fire magic, and your skin and anything you're wearing morphs into burning hot lava. The air around you swelters...
- Martyr's Intervention Spell 3 · uncommon, healing, necromancy · LOKL
You shield a creature in dire need with your own life force, taking the harm upon yourself to save their life. The target is reduced to 1 Hit Point instead of...
- Mask Of Terror Spell 7 · emotion, fear, illusion, mental, visual · Core Rulebook
The target appears to be a gruesome and terrifying creature.
- Massacre Spell 9 · death, necromancy, negative · Core Rulebook
You unleash a wave of necromantic energy to snuff out the life force of those in its path. Each creature of 17th level or lower in the line must attempt a...
- Maze Spell 8 · conjuration, extradimensional, teleportation · Core Rulebook
You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a...
- Maze Of Locked Doors Spell 7 · uncommon, conjuration, extradimensional, incapacitation, teleportation · AoE2
The target of your spell is drawn into a long, twisting, extradimensional hallway blocked at 30-foot intervals with high-grade darkwood doors (Hardness 20, HP...
- Medusa's Wrath Focus 8 · uncommon, monk, transmutation · Advanced Player’s Guide
You make an attack filled with a medusa's petrifying power.
- Meld Into Stone Spell 3 · earth, transmutation · Core Rulebook
You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions. You must touch the stone when you Cast the Spell ....
- Mending Spell 1 · transmutation · Core Rulebook
You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the...
- Message Cantrip 1 · auditory, cantrip, illusion, linguistic, mental · Core Rulebook
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target.
- Message Rune Spell 1 · divination, linguistic, mental · LOGM
You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach. The nature of the rune's appearance is up to...
- Meteor Swarm Spell 9 · evocation, fire · Core Rulebook
You call down four meteors that explode in a fiery blast. Each meteor deals 6d10 bludgeoning damage to any creatures in the 10-foot burst at the center of its...
- Mimic Undead Spell 2 · necromancy · Secrets of Magic
You take death and wrap it about you like a cloak—your colors wash out and your skin grows cold to the touch.
- Mind Blank Spell 8 · uncommon, abjuration · Core Rulebook
Powerful wards hide a creature from divination magic. The target gains a +4 status bonus to saves against mental effects.
- Mind Games Spell 2 · uncommon, enchantment, mental · Strength of Thousands #1: Kindled Magic
You lock minds with the target, trying to mentally subdue them. The target must attempt a Will save. Each time you Sustain this Spell, the target attempts...
- Mind Of Menace Spell 3 · contingency, emotion, enchantment, fear, mental · Secrets of Magic
This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear...
- Mind Probe Spell 5 · uncommon, divination, linguistic, mental · Core Rulebook
You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledge unless it fends you off with a Will...
- Mind Reading Spell 3 · uncommon, detection, divination, mental · Core Rulebook
With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind...
- Mindlink Spell 1 · divination, mental · Core Rulebook
You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10...
- Miracle Spell 10 · divination · Core Rulebook
You request aid directly from your divine source. Your divine source always refuses a request out of line with its nature, and it might grant a different...
- Mirecloak Spell 5 · uncommon, divination, mental · Strength of Thousands #3: Hurricane’s Howl
You wrap the targeted creatures in thin, sickly green shrouds that sap information from attackers. The shroud settles about each target's shoulders, granting a...
- Mirror Image Spell 2 · illusion, visual · Core Rulebook
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would...
- Mirror Malefactors Spell 5 · illusion, mental, visual · Secrets of Magic
You completely surround a Large or smaller creature in a shimmering ring of illusory mirrors that follows it as it moves, even when the creature moves outside...
- Mirror's Misfortune Spell 4 · illusion · Secrets of Magic
You split into your real self and a mirrored version of yourself that curses would-be attackers with misfortune on their next attacks. When you cast this...
- Misdirection Spell 2 · illusion · Core Rulebook
You reshape the magic aura of one creature or object to resemble that of another. You designate one target as the primary target and the other as the secondary...
- Mislead Spell 6 · illusion · Core Rulebook
You turn yourself invisible and create an illusory duplicate of yourself. When you Sustain the Spell , you can mentally dictate a course of action for your...
- Modify Memory Spell 4 · uncommon, divination, mental · Core Rulebook
You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a...
- Moment Of Renewal Spell 8 · healing, necromancy · Core Rulebook
The targets experience a day's worth of recovery in an instant.
- Momentary Recovery Spell 7 · conjuration, teleportation · Dark Archive
You instantly teleport yourself and any items you're wearing or holding from your current space to a clear space within range that you can see. If this...
- Monstrosity Form Spell 8 · polymorph, transmutation · Core Rulebook
You transform into the shape of a legendary monster, assuming a Huge battle form. You must have enough space to expand into or the spell is lost. When you cast...
- Moon Frenzy Spell 5 · morph, transmutation · Core Rulebook
A feral aspect overcomes the targets, making them tough and savage. Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and weakness...
- Moonbeam Focus 1 · uncommon, attack, cleric, evocation, fire, light · Core Rulebook
You shine a ray of moonlight. Make a spell attack roll. The beam of light deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses...
- Moonburst Spell 7 · uncommon, cold, evocation, light, positive · Strength of Thousands #4: Secrets of the Temple-City
A powerful globe of chilling moonlight explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d10 additional positive...
- Moonlight Bridge Focus 6 · uncommon, conjuration, cursebound, light, oracle · Advanced Player’s Guide
You summon a bridge of radiant, shimmering moonlight. The 10-foot-wide span must start at the ground on a point within range, and it extends as a horizontal...
- Moonlight Ray Spell 3 · uncommon, attack, cold, evocation, good, light · Strength of Thousands #4: Secrets of the Temple-City
You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target is a fiend or undead, you deal an extra...
- Morass of Ages Spell 4 · aura, transmutation · Dark Archive
You surround yourself in temporal eddies that draw out time for those around you, making every step feel like an eternity endured. A creature in the emanation...
- Moth's Supper Spell 3 · necromancy · Dark Archive
You sigh, and your breath transforms into delicate, black-winged butterflies and huge death's-head hawkmoths. They flutter about you briefly, and then range...
- Mud Pit Spell 1 · conjuration, earth, water · Secrets of Magic
Thick, clinging mud covers the ground, 1 foot deep. The mud is difficult terrain .
- Murderous Vine Spell 4 · attack, conjuration, plant · Secrets of Magic
You summon a slithering, thorny vine that attempts to constrict and crush a foe against a wall or other surface.
- Mystic Beacon Focus 4 · uncommon, cleric, evocation · Core Rulebook
The next damaging or healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1...