59 spells starting with R, from Radiant Beam to Rusting Grasp.
- Radiant Beam Spell 4 · uncommon, evocation, good, light · LOKL
You fire a beam of blinding light from your outstretched hands. The beam deals 5d10 good damage. On a failed saving throw, a creature becomes dazzled for 1...
- Radiant Field Spell 2 · uncommon, evocation, light · Strength of Thousands #4: Secrets of the Temple-City
You create an area of bright light. Creatures with light blindness (Bestiary 343) that are blinded by radiant field and remain in the area must attempt a...
- Raise Dead Spell 6 · uncommon, healing, necromancy · Core Rulebook
You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the...
- Rally Point Spell 3 · uncommon, conjuration, teleportation · Dark Archive
You mark the area touched as a rally point. During the spell's duration, you can take a single action, which has the concentrate trait, to teleport to the...
- Ranger's Bramble Focus 3 · uncommon, plant, ranger, transmutation · Advanced Player’s Guide
You cause plants in the area to entangle your foes, with the effects of entangle . A creature that critically fails the save takes 2d4 persistent bleed damage...
- Rapid Adaptation Spell 2 · transmutation · Secrets of Magic
You flood the target with energy from the terrain around it, compressing centuries of evolution into a single moment.
- Ravening Maw Spell 5 · uncommon, evil, healing, necromancy · Extinction Curse #3: Life’s Long Shadows
You evoke Thaegouked 's unceasing hunger and inflict it upon your target. The target becomes overwhelmed with cannibalistic hunger and can restore its vitality...
- Ravenous Portal Spell 4 · abjuration · Secrets of Magic
You place a ward upon the door that triggers when a creature attempts to open, unlock, or destroy the door.
- Ray Of Enfeeblement Spell 1 · attack, necromancy · Core Rulebook
A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a...
- Ray Of Frost Cantrip 1 · attack, cantrip, cold, evocation · Core Rulebook
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
- Read Aura Cantrip 1 · cantrip, detection, divination · Core Rulebook
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is...
- Read Fate Focus 1 · uncommon, cleric, divination, prediction · Core Rulebook
You attempt to learn more about the target's fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for...
- Read Omens Spell 4 · uncommon, divination, prediction · Core Rulebook
You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could...
- Read The Air Cantrip 1 · cantrip, divination · Secrets of Magic
You take a deep breath as you survey a social situation, showing courtesy to all around you as your intuition swiftly picks up clues about social contexts and...
- Reaper's Lantern Spell 2 · death, light, necromancy · Advanced Player’s Guide
You call forth a ghostly lantern that guides the living toward death and the undead toward true death. It sheds bright light in the spell's area, and dim light...
- Rebounding Barrier Spell 4 · rare, abjuration · LOL
You swiftly raise a reflective barrier, reducing physical damage and rebounding it onto your attacker.
- Rebuke Death Focus 4 · uncommon, cleric, healing, necromancy, positive · Core Rulebook
You snatch creatures from the jaws of death. You can spend 1 to 3 actions Casting this Spell , and you can target a number of creatures equal to the actions...
- Redact Focus 1 · transmutation · LOGM
You strike mention of a specific name from one or more documents. When you cast the spell, give one proper name, be it a creature, location, or object. Any...
- Redistribute Potential Cantrip 5 · uncommon, cantrip, cold, evocation, fire, psychic · Dark Archive
Energy attempts to balance out, but with your magic, you can shunt all the energy in one area to another. Creatures in either area take 4d4 damage with a basic...
- Reflective Scales Spell 4 · abjuration · LOGM
You grow a set of colored glowing scales or scaled armor that stores energy before releasing it in a final burst. When you cast this spell, choose acid, cold...
- Regenerate Spell 7 · healing, necromancy, positive · Core Rulebook
An infusion of positive energy grants a creature continuous healing. The target temporarily gains regeneration 15, which restores 15 Hit Points to it at the...
- Reinforce Eidolon Cantrip 1 · uncommon, abjuration, cantrip, summoner · Secrets of Magic
You focus deeply on the link between you and your eidolon and reinforce your eidolon's defenses. Your eidolon gains a +1 status bonus to AC and saving throws...
- Rejuvenating Flames Focus 1 · uncommon, fire, healing, necromancy, sorcerer · Fists of the Ruby Phoenix #3: King of the Mountain
You create a gout of flame that both heals and burns. You restore 1d4 HP to all allies in the area, and those allies gain a +1 status bonus to Fortitude saves...
- Remake Spell 10 · uncommon, conjuration · Core Rulebook
You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the...
- Remember The Lost Focus 4 · divination, mental · LOGM
You call upon the lost and forgotten, assailing your foes' minds with the memories of those who died with a grievance toward them. Enemies in the area take 6d6...
- Remove Curse Spell 4 · healing, necromancy · Core Rulebook
Your touch grants a reprieve to a cursed creature. You attempt to counteract one curse afflicting the target. If the curse comes from a cursed item or other...
- Remove Disease Spell 3 · healing, necromancy · Core Rulebook
Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.
- Remove Fear Spell 2 · enchantment · Core Rulebook
With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from.
- Remove Paralysis Spell 2 · healing, necromancy · Core Rulebook
A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure...
- Repelling Pulse Spell 5 · evocation, force · Secrets of Magic
You unleash a powerful pulse of telekinetic power, and the pulse violently hurls creatures away from you. Each creature in the area takes 7d10 force damage...
- Replicate Spell 4 · illusion, shadow · Secrets of Magic
You create an illusory magical double that physically looks and behaves very similarly to the target. This double is limited to moving, Interacting , speaking...
- Repulsion Spell 6 · abjuration, aura, mental · Core Rulebook
You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A...
- Resilient Sphere Spell 4 · abjuration, force · Core Rulebook
You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5...
- Resist Energy Spell 2 · abjuration · Core Rulebook
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its...
- Resplendent Mansion Spell 9 · conjuration · Core Rulebook
You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell , you hold an image of the mansion and its desired...
- Restoration Spell 2 · healing, necromancy · Core Rulebook
Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration , choose to...
- Restorative Moment Focus 5 · uncommon, hex, necromancy, witch · Advanced Player’s Guide
You manipulate the threads of time around the target, giving them some of the benefits of a day's passage. The target decreases the values of any doomed and...
- Restore Senses Spell 2 · healing, necromancy · Core Rulebook
You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both...
- Restyle Spell 1 · transmutation · Secrets of Magic
You permanently change the appearance of one piece of clothing currently worn by you or an ally to better fit your aesthetic sensibilities. You can change its...
- Retributive Pain Focus 4 · uncommon, abjuration, cleric, mental, nonlethal · Core Rulebook
You vengefully reflect your pain upon your tormentor. The target takes mental damage equal to half the amount it dealt to you when it triggered the spell.
- Retrocognition Spell 7 · divination · Core Rulebook
Opening your mind to occult echoes, you gain impressions from past events that occurred in your current location.
- Return Beacon Spell 5 · uncommon, conjuration, teleportation · Fists of the Ruby Phoenix #1: Despair on Danger Island
You create a unique planar beacon somewhere within the spell's range that remains in place. The beacon is invisible except when detected by detect magic, in...
- Return the Favor Focus 3 · rare, hex, necromancy, witch · Dark Archive
You're unable to leave any debts unpaid. When an ally supports you in a fight, you offer assistance in turn for the favor. The triggering ally gains 12...
- Return to Essence Spell 7 · rare, abjuration · Strength of Thousands #5: Doorway to the Red Star
You unravel the magic of a spell that affects a container, door, or lock, converting it into energy you can repurpose to power your own spells. Attempt a...
- Reverse Gravity Spell 7 · uncommon, evocation · Core Rulebook
You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be...
- Revival Spell 10 · healing, necromancy, positive · Core Rulebook
A burst of healing energy soothes living creatures and temporarily rouses those recently slain. All living targets regain 10d8+40 Hit Points. In addition, you...
- Rewinding Step Spell 5 · transmutation · Secrets of Magic
You anchor your location in time so that you can swiftly retrace your steps later with complex chronomancy. The space you're in when you cast the spell becomes...
- Righteous Might Spell 6 · polymorph, transmutation · Core Rulebook
You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted...
- Rime Slick Spell 2 · uncommon, cold, evocation · Extinction Curse #1: The Show Must Go On
You call down a chill wind. When you Cast this Spell, you deal 2d4 cold damage to each creature in the area (basic Reflex save). If a creature in the area...
- Rip The Spirit Spell 5 · death, necromancy, negative · Secrets of Magic
You supernaturally rip the spirit from a living creature's body, dooming the target to pain and death. The target takes 5d6 negative damage, depending on its...
- Rising Surf Focus 1 · uncommon, conjuration, move, water · Secrets of Magic
You create a wave of water that you ride, banking around obstacles and surfing to higher ground. You move up to 35 feet, raising yourself up to 5 feet above...
- Rivais's Life Bubble Spell 5 · uncommon, abjuration, air · Gatewalkers #1: The Seventh Arch
You create a replenishing protective bubble of fresh, temperate air around the target. The shell of air enables the target to breathe even underwater or in a...
- Roar Of The Wyrm Focus 4 · auditory, emotion, enchantment, mental · LOGM
You channel the might of dragons into your voice, letting out a roar that engenders respect in dragonkind but that instills fear in most other creatures. The...
- Roaring Applause Spell 3 · emotion, enchantment, mental · Secrets of Magic
Your flamboyant flourish invokes such powerful feelings in your audience that you incite cheers and applause.
- Rope Trick Spell 4 · uncommon, conjuration, extradimensional · Core Rulebook
You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be...
- Rouse Skeletons Spell 3 · necromancy · Secrets of Magic
Misshapen skeletal forms erupt from a solid surface, such as a stone floor, and fill the burst. The area they fill is difficult terrain . Their grasping claws...
- Runic Impression Focus 4 · uncommon, evocation, magus · Secrets of Magic
Your unarmed attacks or weapon gain the benefits of a weapon rune you choose when you cast this spell: corrosive , flaming , frost , ghost touch , returning ...
- Rushoux's Clutch Focus 4 · rare, curse, death, necromancy · LOL
You mark the holy symbol of Rushoux in a visible location on the target's body.
- Rusting Grasp Spell 4 · transmutation · Advanced Player’s Guide
You cause the target to rapidly rust. This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as...